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Yora
2015-03-29, 05:15 AM
I saw a link to Jeff's Gameblog (http://jrients.blogspot.ca/2011/04/twenty-quick-questions-for-your.html) with a list of 20 questions meant to create a quick introduction to your campaign setting that lets people know what it is about.

What is the deal with my priests's religion?
Where can we go to buy standard equipment?
Where can we go to get platemail custom fitted for this monster I just befriended?
Who is the mightiest mage in the land?
Who is the greatest warrior in the land?
Who is the richest person in the land?
Where can we go to get some magical healing?
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Where can I find an alchemist, sage or other expert NPC?
Where can I hire mercenaries?
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Which way to the nearest tavern?
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Are there any wars brewing I could go fight?
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Are there any secret societies with sinister agendas I could join and/or fight?
What is there to eat around here?
Any legendary lost treasures I could be looking for?
Where is the nearest dragon or other monster with a huge treasure?

Thought it would be interesting to hear your answers to these. It seems a nice way to share a lot of basic information even when you don't have lots of text already written about it yet. (Also faster to read.)

Yora
2015-03-29, 06:38 AM
The Ancient Lands (http://www.giantitp.com/forums/showthread.php?385636)

What is the deal with my priests's religion?
Most priests are shamans who serve as mediators between the spirits of the land and the people who inhabit it. They perform the rituals to ask the spirits for favor and to appease them when they have become angered by something. Many villages have one primary spirit they worship, which rules over the valey the people live in or a mountain or lake that sits next to it, but shamans are not servants of any one particular spirit. Instead they see to it that all the spirits cause no harm to the village by performing rituals and sacrifices for them, and banish hostile spirits that come to the village to cause chaos. In some of the large cities, there are also local cults dedicated to specific gods like the Sun or the Moon, who are revered as great guides of wisdom and philosophy.
Where can we go to buy standard equipment?
Most villages don't have stores were equipment is sold, but its usually no problem to trade for supplies if the locals are friendly. Many villages make their own axes, spears, and arrows, but shields, armor, and swords are usually made in larger central towns where the people from the surrounding villages come to trade for them.
Where can we go to get plate armor custom fitted for this monster I just befriended?
There is no plate armor in the Ancient Lands. The best places to get custom made large mail hauberks or lamellar armor is in the mountain strongholds of the skeyn, a race of short grey-green goblin-like people. Another option might be to try one of the handful of large port cities on the coast, which are big enough to have specialized craftsmen for more unusual trades.
Who is the mightiest mage in the land?
The greatest sorcerer in the Ancient Lands is probably the immortal Naga-Lord in the jungles far to the south, beyond the lands of the lizardmen. Few people have heard of him or know really anything about him and he never leaves his distant homeland, but his agents and those of other naga sorcerers sometimes show up in the most expected places, though most are probably never discovered as such.
The second most powerful would likely be the Sorcerer Queen of the city state Ven Marhend, where many nobles practice the dark arts of sorcery in the open without fear of attack from druids or demon hunters.
Who is the greatest warrior in the land?
Most people consider the Sun Emperor of the lizardfolk empire to be the greatest warrior in the Ancient Lands. In his current position he almost never gets to test his strength in battle, but he was chosen by the priests of the sun to be the most capable warrior in the empire. In recent years, the Lord-General of the order of warrior monks has become the most successful and feared conqueror of the Ancient Lands, who turned the army of his predecessors from one among many into one of the major powers of the Ancient Lands.
Who is the richest person in the land?
This would most certainly be either the Sun Emperor or the Naga-Lord who have almost full control over all the riches of their lands. But in the lands of the elves and humans, there are many highly succesful merchants in the port cities who are believed to be fabulously rich as well.
Where can we go to get some magical healing?
Most village shamans know some healing magic and would likely be willing to share it with guests and travelers, unless the people of their village need it more. But to someone who is from an enemy clan or suspected to be allied with them would have a very hard time to get any kind of help.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Poisons, diseases, and minor curses can be dealt with by most shamans and witches. For more severe dark magic and the powers of undeath, the loose order of the druids is well known to have studied these dark forces and is dedicated to fight and eradicate them.
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
The two largest and most influential groups of mages and shamans are the druids, who opperate throughout most of the Ancient Lands, and the noble sorcerers of Ven Marhend and the towns and mannors that surround the city. The two are bitte enemies though, and have completely opposing views about the dangers and potential benefits of sorcery. There are also numerous small and secretive groups of warlocks, but even most sorcerers consider them insane for consorting with demons.
Where can I find an alchemist, sage or other expert NPC?
In most places, shamans and witches are the best place to look for alchemical brews and the knowledge of sages. Other experts are probably more likely to be found in the larger towns, but if one needs someone of very great skill, the handful of large port cities are the only place where one could reliably hope to find them.
Where can I hire mercenaries?
To fight a dangerous nearby threat, a dozen or two additional armed men can be found in almost any village, but these would only fight to defend their home from an immediate danger. To find warriors for hire one would have to go to one of the larger towns and try the taverns around the market, but the possible choices are usually few and of questionable reputation as few warriors have any reason to leave their home villages and fight for pay. When in need of large numbers of elite mercenaries, the Warrior-Monks are always looking for reasons to fight something, though they come very expensively.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
In any place where the local shamans are known to be involved with the order of druids, sorcerers are very much advised to keep their special arts hidden and pretend to be common witches. The druids are very quick to eradicate any trace of sorcery they find and few people would try to get in their way. Naga and serpent warriors found in the lizardfolk empire are usually killed on sight or captured to be interrogated and executed later.
Which way to the nearest tavern?
Most villages don't have a tavern, but large gatherings are in the great halls of the clan chiefs almost every night and guests of the clan are always expected to spend their evening there to share new and tales. In larger towns, taverns and small inns are usually found near the market. In the port cities numerous taverns line the harbor, but more are found almost everywhere inside the city walls.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Most of the Ancient Lands is wilderness and most of the wilderness is full of monsters. Sometimes these wander dangerously close to villages and each clan has warriors who watch out for them as much as for warriors from enemy clans. The most dangerous beasts likely to be encountered are wyverns, manticores, and various sea monsters, which often can be much to powerful for most common warriors, shamans, and witches.
Are there any wars brewing I could go fight?
There is always something brewing between the High Druids of Angdal and the Sorcerer Lords of Ven Marhend and the region between these two major power is constantly seeing some small scale fighting that occasionally grows into short wars. To the Warrior-Monks war is their life, and wherever companies of them are going there is most likely to be some big fighting to be found. The worst fighting tends to be in the jungles between the armies of the Sun Emperor and the Naga Lords, but both sides usually take only lizardmen into their forces. Hunting pirates on the Inner Sea is also always an option.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
No, not really.
Are there any secret societies with sinister agendas I could join and/or fight?
The two best known factions are the druids and the sorcerers who have been at odds for ages. The druids are dedicated to fighting the use of sorcery and the corrupting effects it has on the land and the people that live on it and will stop at nothing to destroy the presence of any demons that have been lured into the world by the use of sorcery either accidentally or on purpose. The sorcerers of Ven Marhend believe that the study and mastery of these can create magical wonders far beyond those of common witches and won't allow the frightened druids to stop them. The much smaller faction of the demon hunters agrees with the druids that all demons have to be destroyed, as well as those sorcerers who take the path of the warlock and make deals with them, but they think that the best way to fight demons is to fight them with their own sorcerous magic. The little bit of magic corruption they cause is a small price compared to what would be left in the wake of a rampaging demon. The Naga Lords are another group of sorcerers who have always been rivals of the Sorcerer Lords of Ven Marhend and the two groups are constantly trying to send spies and assassins at each other and to gain control over burried magical secrets from ancient times before the other find them.
What is there to eat around here?
Most people live in small villages that grow most of their own food, which to a great part is wheat, rice, and potatoes. Most villages are small and remote enough to provide plenty of food by hunting in the forests and hills, which are full of deer, boars, rabbits, and geese. Sheep and goats are also commonly kept in small herds and when human nomads from the steppes in the west settled in the Ancient Lands a few generations ago they also brought with them cows. In the jungles and southern islands there are plenty of fruits, while in the north it's mostly berries, apples, pears, and plums.
Any legendary lost treasures I could be looking for?
Ancient treasure left behind from the times when the fey ruled the world are the most prized things to be found anywhere in the Ancient Lands. While not exactly common, there are countless burried and overgrown ruins scattered throughout the massive stretches of unexplored wilderness and every small clan chief will sacrifice almost everything to get his hands on some. Especially if this keeps their enemies from getting them instead. The hunt for these ancient treasures is the main reason that drives warriors to explore the wild and that makes chiefs to send their best warriors and scouts to explore the surrounding wilds.
Where is the nearest dragon or other monster with a huge treasure?
Gold and jewels have little value to beasts and spirits, but those left behind by the few thousands of years ago are usually found deep in the ruins of their ancient castles and cities, which are often full of strange and very dangerous beasts not usually found near settled areas. Only a few of these ruins are well known and finding them in the trackless wilderness is a difficult challenge in itself. But even these usually have never been explored in full and there is no telling what might still be hidden in the deeper chambers. The best finds are usually made in those ruins that have never been seen by mortal eyes before and are located in the most unreachable parts of the great forests or mountains.

Corneel
2015-03-29, 03:14 PM
MMCL-AUC A familiar yet different world (http://www.giantitp.com/forums/showthread.php?402940-MMCL-AUC-A-familiar-yet-different-world)
I'm going to limit myself to the Romish cultural sphere here.

What is the deal with my priests's religion?
People revere a pantheon of gods, that is they offer prayer and sacrifices to a group of gods. While people might, because of their occupation or other reasons, offer more of them to one particular god, it is the norm that even devout followers of a particular god offer prayer and sacrifices to the other gods of the pantheon when circumstances seem to indicate that is the better course. For instance a farmer might be a devout follower of Ceres, the Goddess of Agriculture, but he will probably offer a quick prayer to Mercurius, the God of Trade, when trying to sell his eggs on the market.
Priests can be devoted to a single deity, to the pantheon as a whole or to an order which might revere some gods more than the others.

Adventuring priests tend to either revere the pantheon and be something of a travelling preacher, or be part of an order that sends them on regular missions. An adventuring career is more difficult to justify for priests dedicated to a single god, but is possible (especially for priests of Mercurius).


Where can we go to buy standard equipment?
Villages and smaller settlements don't have shops, but some basic items and services might be available from individuals. Villages and larger settlements have in general at least one blacksmith. Most standard equipment can be bought in towns and cities from general stores, specialist shops or individuals, and more high-grade equipment can probably be found in the larger towns and cities. Different areas of Europe have different prevalence of towns and cities, with densities the highest in Italy and the Low Countries.

For more exotic or rare items, one will have the best chance in the large and/or more trade oriented cities, the top five being Antwerp, Constantinople, Lisbon, Lubeck and Venice. If you can't find an item in one of these cities, you probably can't find it anywhere else in Romish lands.


Where can we go to get plate armor custom fitted for this monster I just befriended?
People walking around with a monster in their wake will quickly draw the attention of the Order of the Griffin or the Inquisition. But for adjusting armor to unusual sizes, you'll probably need to get to one of the larger towns or a city.


Who is the mightiest mage in the land?
The most accomplished wizard in Imperial lands is generally considered to be Sieur Ambroise de Maurepas, Rector of the Collège Impériale de Sorcellerie de la Sorbonne. While not always in 100% agreement with the Order of the Griffin, he tends to cooperate fairly well with them to root out abuses of magic within the empire.

Apart from that the dukes and duchesses of Brittany have always been known for their skill in magic and the current Duchess, Gwenael of Kerguenech, is no exception.


Who is the greatest warrior in the land?
In individual combat prowess, few, if anyone at all, can beat Ludwiga von Erlichschausen, Grand Master of the Teutonic Order of the Sword, Most Blessed by Sachmis.


Who is the richest person in the land?
The greater wealth and possessions are not really held individually but rather by Noble Houses or Merchant Houses. The most important of these would be the House of Luxembourg, until recently Holy Romish Emperor and still King of Bohemia, closely followed by the House of Habsburg and the House of Berenguer.


Where can we go to get some magical healing?
A village might have a parish priest or herbalist who knows some low-level healing magic. For more advanced healing one would need to go to a town or city, where there might be more accomplished healers or a shrine or temple of Isis. But any type of healing would require some kind of payment (effective payment for services for arcane healers, a sacrifice to the gods for divine healing).


Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
See above. For breaking magical curses and similar afflictions one might want to go see the Cult of Sol Invictus. The cult of Serapis is also known to be able to counter some undeath and related effects.


Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Guilds exist for magic-users that have a relatively low magical taint. They are mostly geographically based. Membership of a guild is obligatory for those that have a low taint.

Magic-users with a high magical taint are required to join one of the Colleges of Wizardry: le Collège Impériale de Sorcellerie de la Sorbonne in Paris, il Collegio di Grifone in Mantua, or das Kaiserliche und Königliche Collegium Böhmens in Prague. Few ever set foot outside the premises of their college, and those that do are under many wards and guards to ensure their return and their good behavior while outside.

Arcane magic-users that operate outside the guilds and colleges are in general hunted down by the Order of the Griffin and the Inquisition and either forced to join the guilds or colleges or they're killed.

Divine casters usually are able to escape any persecution even if they do not revere the Romish gods, but followers of Hecate are actively searched for.


Where can I find an alchemist, sage or other expert NPC?
The larger towns and cities would be your best bet.


Where can I hire mercenaries?
Again, the larger towns and cities would be your best bet. But in this case, be very wary. Local lords and other authorities will take a hard look at anyone recruiting mercenaries and if they see the slightest discrepancy between the number of mercenaries hired and the professed use of them, or if the use of these mercenaries is in any way cause for concern, they will act.

The Alpine dwarves are considered to be the finest mercenaries, but they are quite expensive.


Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
(Arcane) Magic is highly distrusted all over the empire. Its use is highly regulated and renegade mages are hunted down by the Order of the Griffin. Any divine magic that doesn't find it source in the Romish Twelve Gods is also distrusted, but persecution is less intense or at least less effective, except for those that follow Hecate, the Goddess of Witchcraft.

Apart from that, many towns and cities have regulations on the carrying of weapons, often requiring sword and daggers to be bound in their sheath, and many lands disallow anyone but nobles the access to certain weapons such as swords or or other weapons of war.


Which way to the nearest tavern?
Many villages and all towns and larger settlements have at least one tavern or similar communal building were drinks are shared. In villages this will be just a common hall with a few tables and benches, in larger settlements it will be a real tavern or even an inn. Inns are also found along major roads at resting points between settlements.


What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
The Empire is mostly civilized so no monsters are really terrorizing the countryside in sufficient numbers that if you kill them you become famous. Lands that are less inhabited do see their share of goblin attacks or incidents with wolves and bears, but most monster danger comes from individual monsters such as vampires, werewolves and similar beasties (and this especially in the Carpathians).


Are there any wars brewing I could go fight?
Oh yeah.
There is the eternal claim of the Dukes of Normandy on the crown of Anglia and every so often they try to take it, which draws in the allies of Anglia (Flanders & Holland) and has the potential to draw in even further lands (Brittany, Paris, Brabant, Maine,...)
As the last Emperor died without leaving an heir that is of age, there is a large possibility that the contest for the Imperial crown might end up in war with the Grand Houses of the Empire being the main belligerents.
Tensions are rife between the Teutonic Order of the Sword and the Grand Duchy of Lithuania.
The House of Anjou wants to reclaim Sicily (or rather Naples) from the House of Berenguer.
The Spanish League wants to launch the final offensive against the Kanuni kingdoms in the south of Hispania.
Etc.


How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Competitive fights in honor of Sachmis, that resemble the old gladiatorial fights of ancient Rome, are held on every major holiday in her honor. These vary from town to town and region to region, but always include the Feast of Blood on August 15th.


Are there any secret societies with sinister agendas I could join and/or fight?
Yes and no.
Yes there are probably some secret organisations with sinister agendas, especially of magic-users that want to avoid the Order of the Griffin and the Inquisition or of priests of Hecate or of non-Romish faiths.
No, these organisations do not play an important role and could at best function as a support network for a PC that has a non-conventional class or background.


What is there to eat around here?
The staple food are cereals (in the form of bread or porridge), supplemented with dairy (milk, cheese, eggs), beans (and other pulses), vegetables (mostly carrots, cabbage and onions) and beer. Meat is not a daily part of food for most, but most people, even serfs can afford some meat (usually a chicken) at least once a week. Fruits (apples, pears, cherries, peaches,...) are also a part of the diet, though not always daily. Fruits are often transformed in jellies and jams so they keep longer.
More sophisticated food can be had in towns and cities and some wayside inns. Poorer lands often have more goats and sheep, while in more fertile lands and close to cities pigs and cows dominate, and chickens are everywhere. Geese, ducks and rabbits are other animals kept for meat. Horses and donkeys are not kept for food, but used for food when they reach the end of their useful life. In coastal regions and along rivers and watercourses this is supplemented with fish and sea food.


Any legendary lost treasures I could be looking for?
There still remain a few unexplored ruins from the Roman Empire sometimes underneath existing cities, and artifacts, and especially manuscripts of the Roman Empire can fetch a lovely price. As for more recent items, Charlemagne's sword Joyeuse has never been found and many legends exist about its final resting place. Apart from its enormous historical and symbolical value, most believe Joyeuse is heavily enchanted and contributed to the establishment of the Carolingian Empire.


Where is the nearest dragon or other monster with a huge treasure?
The biggest treasures are held by humans and in imperial lands dragons are considered creatures of legend.
This does not mean there are no dragons, indeed some say the Emperors of Cathay are actually dragons.

Ninjadeadbeard
2015-03-29, 03:25 PM
Ooh! I like this! Lemme have a go:

Godori (https://www.dropbox.com/s/zk2v219x9f2tbkp/Godori%20PHB%20for%20me.pdf?dl=0)
What is the deal with my priests's religion?
Depends. If you're an Apostic Priest, you follow the Titans, a league of gods that like humanity/mortals and seek to preserve the world, and an Ecclesiarch, Patriarch, or Hierophant leads your congregations. Female worshipers can't be Clerics, but the Church's military is an all-female Paladin Order. The Titans include Perun (King of the Gods and Lord of Thunder), Svarog (Lord of the Forge and Creator of Man), Zora (Time, Wisdom, Love, Motherhood, Death), and Belya (War, Valor, Dragons).

If you're a Shamanist you follow the spirits of nature, and your congregation is led by a Druid. If you worship the Archfey, be aware that only some areas ban the practice outright. Same goes for Fiend and Demon worship. Worship of the Corpse Gods (5E Old Ones) is punishable by death only. No one is allowed to worship them and live. I repeat: IT IS IMPOSSIBLE TO COMMIT A SIN BY KILLING THESE PEOPLE! Even monstrous races and Demon worshipers will wipe these people out on sight as a public service.

All Divine Beings are removed from the Material Plane by way of the Interdiction, a powerful spell woven by Perun to prevent the Archfiends from entering the world, but it had to cover all the bases so the Gods are also banned. That means that the faithful are on their own, but loopholes (in the form of summoning spells) do exist.

Where can we go to buy standard equipment?
Most settlements have some sort of blacksmith, and the larger ones have everything from armories (where you can purchase old surplus) to massive industrial founderies (but those are in a bad, baaaaad place so...). General stores also exist, as well as specialty stores. These are somewhat rarer, however, and if the local lord decides he needs these industries doing work for him, Adventurers are SOL.

Where can we go to get platemail custom fitted for this monster I just befriended?
Honestly? While some places can cover that, if given a metric load of gold and a few months/years of work, your best bet is to head to Czernograd. They already arm monsters for their armies, so finding some platemail for your...friend...will be easier there.

Who is the mightiest mage in the land?
Cornelius Saxon, an Epic Level Gnome who founded a small town to the far west. He's a little odd.

Who is the greatest warrior in the land?
Some would say the Black Tzar Sasha Ivanov, Lord of Czernograd.

Who is the richest person in the land?
Mikhail Roshenko, the Boy Tsar of Molkorvnya, the largest free city in the land.

Where can we go to get some magical healing?
Plenty of churches and monasteries provide cheap healing through their holy magicks. There are also Alchemists who will sell health potions.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
If a church won't help, try the Alchemists.

Is there a magic guild my mage belongs to or that I can join in order to get more spells?
More of a Union, and it mostly forbids spellcasters from dropping their prices. There's little you can do besides get into another Mage's good graces to get more spells.

Where can I find an alchemist, sage or other expert NPC?
Any one of those can be found in a major city, but Port towns and major trade centers are your best bet.

Where can I hire mercenaries?
There is an Adventurers Guild that operates like a Mercenary Guild. They are largely altruistic and violent, meaning they are good at what they do, and they generally have a conscience. Meaning, best if used by Goo-aligned lords and the like.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Magic without a Writ from the Red Wizards within Czernograd's walls is considered a very...unhealthy proposition. They aren't afraid to send the Secret Police after such people after all. And outside of Czernograd it is incredibly illegal to use Necromancy as necromancy in this world directly causes an uptick in Entropy. It marks you as a Corpse-God Worshiper, so don't do it!

Which way to the nearest tavern?
Uhm. Pick a direction honestly. The people of Godori depend on Drink to get through their miserable lives.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Not much really. There are some areas filled with Undead, and dealing with them is more a stress test than an epic duel. Killing a Chromatic Dragon will mean a town or two will take your name though.

Are there any wars brewing I could go fight?
When isn't a war brewing? Molkorvnya and Czernograd both claim to be the current home of the last true Tzar, and they'd had a slow boiling cold war ongoing for at least fifty years. Recently more and more bold actions, including the occupation by Czernograd of a major holy site, has escalated tensions.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The primary region where adventurers begin is called Veloska, and arena battles like that are non-existent. There are a few such games in Czernograd and the nearby Vednyek Hordes, and tales are told of the Lost Coast, where the Undead pound one another to death for sport and the amusement of their Lich Overlords.

Are there any secret societies with sinister agendas I could join and/or fight?
The Necromancers. The Necromancers are a cult dedicated to returning the Corspe Gods to the Material Plane, which would kill everyone and everything, including all the gods, devils, demons, mortals, spirits, physics, space, time, etc.

What is there to eat around here?
Meat and root veggies, mostly. There's a good amount of dairy and egg products, and wheat isn't hard to come by. Most people eat stews and soups, as there's plenty of melting snow to use to make water. The planting and harvest seasons are small though due to the cold climate, so food can sometimes be scarce. Fish and game are the most common food for peasants and Lords alike.

Any legendary lost treasures I could be looking for?
Your best bet is to look for Imperial Ruins. The Empire was pretty big, advanced, and powerful for a long time, so looting their ruins tends to yield a big payoff. Old Tsarist ruins are still worth the dive however. The biggest haul might be the old Imperial capitol, the Twin City of Alia et Oberov. Since it sank beneath the ocean when the Gods last entered the world to smack the Empire down, good luck and hold your breath!

Where is the nearest dragon or other monster with a huge treasure?
Pick a direction. There's plenty to find, fight, and loot wherever you go.

Bonus Questions From Below!

Where Are We?
The Grand Duchy of Molkorvnya, the largest Free City anywhere in Veloska, the greater region. It's a lot like western Russia. Cold, wet, muddy. The forests are both deep and treacherous, so most don't go traveling lightly.

Who Rules Here?
The Grand Prince Mikhail Roshenko, sometimes called the Boy Tsar. He's a 15 year old "Human" (Aasimar aren't really a thing, but a lot of people with Royal Blood of the Old Tzars use their stats) whose family has ruled in 'Mokov' for around 400 years. He is an odd person, given to studying tomes of legal knowledge at all hours and asking his advisers for...gasp...Advice! Like some sort of peasant! He's well liked by the populace due to his Saint mother and the fact that he didn't lead another pogrom/inquisition, as had become the norm upon assuming the throne.

Who Should I Watch Out For?
Depends on what you mean by watch out for. The Tsar's a nice kid, but his guards can be mean sonsofbitches if you cross them. Don't speak ill of Fae spirits, as Molkorvnya legalized freedom of religion and there's bound to be a few warlocks lurking nearby. And Druids. Also look out for anything in the forest. And don't go out at night. Oh, and if you see someone from Czernograd, run the other direction.

What was the question?

Other Than The Ruler, Who's Important?
Elsif, the female Dwarven Guild Master of the Adventurer's Guild, holds enormous sway. Her personal power notwithstanding, she has an army of the highest level PCs in the region who all owe her money. There's also a gaggle of noble Boyars who like to throw their weight around. Luckily, due to a series of strong/insane Grand Princes, the local nobility is fairly weak. There is a gnome wizard a few days from town who's Epic level, but he's a pretty nice guy, from what people say.

How Common are Non-Humans?
Very common. Humans probably make up a simple majority in the world, though a lot of them are concentrated in Veloska and the surrounding regions.

Do they get along?
Surprisingly. It's really just not worth it to hate each other when there're so many things out there that are worse. Plus, even if few people know it, every non-human used to be Human during the time of the Gods, so perhaps there is a subconscious kinship keeping things together. Major exceptions include Tieflings, but they really brought it on themselves by trying to destroy the universe once. Dragonborn are more exotic than anything else, and Elves and Orcs are only disliked in certain regions for past raiding, and even then most would just shrug and wearily accept it.

How Common is Magic?
Magic in general is not likely to be seen in any amount by common sorts. Magic items are largely rare and valuable creations of a bygone age so the market is less "Ye Olde Magick Shoppe" and more "Nuclear Arms Black Market". Spellcasting takes an awful lot of time and resources even for those who have the knack, so there's just not a whole huge number of people doing it. But those that are, tend to be the most powerful guys in the universe.

Is Magic Safe?
Define safe. There's no spell-failure chance in my setting, if that makes sense. Otherwise, if you dabble in Black Magic, bad s*** will happen to you sometime. Often powerful spells require energy to work, and sometimes Wizards and the like take horrifying shortcuts. The only magic that is explicitly dangerous is used by Necromancers and Warlocks of the Fallen Ones (Old Ones). That stuff literally exasperates entropy, as said beforehand, so no one appreciates it being used.

Naanomi
2015-03-29, 04:18 PM
What is the deal with my priests's religion? If you are a human, you follow one of the Eight Goddesses who are the daughters of and split from the Creator when he attempted to unmake the world in ages past. Any of the eight Goddesses are followed in shrines and temples across every country; although a few have official state religions the central kingdoms have no official patron. Most races basically follow this model, but if you are Elven or Dwarven you have... different systems of worship, so come talk to me about the Elder Gods separately.
Where can we go to buy standard equipment? As Sardiat citizens, any Anchor-Ship doubles as a supply center to purchase or requisition basic supplies. If you are inland, you will have to rely on local suppliers who may or may not be friendly to you.
Where can we go to get platemail custom fitted for this monster I just befriended? Dwarves and Giants are both legendary smiths, but both are pretty traditional so may not be willing to work on something exotic like monster armor. An exception might be far to the south in the Draconic Imperium; the dwarves enslaved there will do anything at the behest of their dragon masters and you can always bargain with them. More mundane smiths might make a shot at it, but results will vary at best; no human smith has ever mastered the art in the way the dwarves did.
Who is the mightiest mage in the land? Queen Alennia Mara Sardii, the leader of the Sardiat, would probably count if anyone knew where she was or if she was even still alive. The leaders of the Eight Elven cities are unparalleled Archmagi as well, but themselves are pretty inaccessible since the sealing of the Elven Nation. In the more accessible sense, the leaders of the Gorthaksham Mages Academy have reclaimed much of the lost magical secrets of the world and Gorthaksha is a fairly friendly nation not too far a travel by land or sea north of the Central Kingdoms.
Who is the greatest warrior in the land? Many would claim this title, the head of the Altaran Knights is a legendarily skilled duelist and jouster; defeated only once by the Hobgoblin King Rakhma (who can also make a solid claim). Far to the north, the barbarian people of Shori Nalak; and their Dwarven Allies, are masterfully skilled warriors almost to the man. In more exotic locations, the masters of the sword saints of the Draconic Imperium and the Lion-Tribe men of deep Iskrisiti could also make a claim.
Who is the richest person in the land? The Djinn or the Dragon Emperor. Amongst more 'mundane' folks, the Pirate Kings in the Flaming Islands are said to be unspeakably wealthy. Of course, many would say the same of Sardiat like yourself.
Where can we go to get some magical healing? Temples and Shrines dot the landscape, often tended by priests or druids who can provide at least some magical healing. Outside of religious venues, Gnomish Alchemists (when they can be found) can probably do the job as well, if you trust yourself to such things. The best healers are, of course, Priests of Teshay; the infant Goddess and giver of mercy and life.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath? As above, Clerics and Alchemists will be your best bet for poison, disease, level drain, and (as available) death; though resurrection is very rare. Curses can be treated, with varying degrees of success, by the churches (particularly dedicated to Tekoh the purifier, who often despises magic in general and is skilled in breaking it's hold). Undeath is harder, the Iskrisiti worship the undead, and may make an effort to capture you before you can be cured if you are turned; whereas other places lean towards destruction. Lycanthropy is also very difficult; as Lycanthropes find themselves called to the Drift-Wylds and are thus rarely found by anyone other than goblin Drift-raiders and Menuhua traveling folk (neither very inclined to help) and druids (who are rare in the modern age).
Is there a magic guild my mage belongs to or that I can join in order to get more spells? As a Sardiat Citizen, there are many mages on the Anchor Ships you can apprentice under or trade with. If you have an 'in', there is no better place to study magic than in Eight Elven Cities. Gorthaksha is a nation run by the mage's school, though to learn there you would need to join formally and it comes with many political expectations of you. If you tend towards darker magics, Iskrisiti necromancers are unparalleled and eager to share their knowledge with the world.
Where can I find an alchemist, sage or other expert NPC? Depends on the specialty you are interested in. Gnomes, of course, are grand sources of information on their area of study if they have a whim to share it with you; otherwise it is probably best to seek one of the larger cities. Temples of Nebee, goddess of knowledge, are houses of learning as well as worship, and while she is more widely worshiped in the south one can find schools dedicated to her in most larger cities.
Where can I hire mercenaries? You are a Sardiat, you probably *are* the mercenary that was hired. If you are looking for larger forces, Orcs are of course known as the 'race of the coin' and will follow any who can pay. Dwarves of Axe-Rest and some Hobgoblin Legions are also available for hire. The Kren city states, just south of here, are filled with young men looking for any excuse to fight, so they might be a good source of sellswords as well.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? The great human nation of Meriiona north-west of here is a police state, where everything is illegal but especially magic. Xenora Krai, directly west of here, is is illegal to enter the land as a non-human; and it is illegal in any of the Draconic Imperium lands to be uncollared to a dragon. Of course, as a Sardiat you skirt some of those rules as a matter of treaty.
Which way to the nearest tavern? The city that has begun to spring up around the new Anchor Ship in Black-Lake has an inn and tavern that often caters to Sardiat travelers specifically. Since you are stationed in Black-Lake, it is a familiar sight by now.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? Giants raid from the mountains on occasion, but most other monsters are in the Drift-Wylds or near their borders. In 'civilized' lands you are more likely to find Hobgoblins, Wood Elves, and other humans to be your opponents than 'great monsters'. Of course, if you are brave or foolhardy; anyone who can take down one of the Djinn-folk encampment leaders will have their name recognized in this history books as a champion of all human-kind.
Are there any wars brewing I could go fight? Since the fall of Qwi-Ay, the old Human nations have all begun to gobble up territory and threaten each-other. The war between Meriiona and Kren shows no signs of stopping; and the civil war to 'unify' the Draconic Imperium rages in the south. Of course, the war against the Djinn never really ends anywhere in the world.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? The most famous arenas are in Kren, where worship of their warrior-goddess Chelah and fighting for the crowds are synonymous. Lesser fighting arenas can be found in the halls of the Pirate Kings, as well as in the older lands of the Iskrisiti
Are there any secret societies with sinister agendas I could join and/or fight? The cult of Qwi-Ay, even after the fourth 'death' of their God, still lurks and resurges on occasion. In most nations, the cult of Zevuh is essentially a secret society amongst the wealthy to control the world to their own profit. Likewise, the Djinn; Drow; and Sky-Born are said to have agents and secret meetings in many places amongst the world... not to mention the amount of domestic spying amongst the human nations that goes on.
What is there to eat around here? As a Sardiat sailor, you have access to food from around the world if you want to pay for it. Otherwise, just eat from whatever port you are at and save the money; if you travel enough you will get to taste the flavors of the world either way
Any legendary lost treasures I could be looking for? The Crystal Tower of Queen Sardii, any of the Great Djinn Strongholds, the lost Elven and Dwarven cities, any of the great Creches' of Qwi-Ay... lots of treasure (and danger) for those willing to go poke around, especially in the Drift-Wylds
Where is the nearest dragon or other monster with a huge treasure? Nearest to you? Oh, probably one of the Giant-Strongholds in the valleys west of here. Of course, Sardiat Citizens are all tied to the sea, and adventure is just a boat-ride away if you are looking for a grander adventure.

Freelance GM
2015-03-29, 09:13 PM
The info dump you are about to read is as much for my own benefit as it is for your reading pleasure.

This is only the "mainland" of my setting: a continent bisected by the colossal mountain range called the Rift. On the fertile west side, Old Ulendran, the shattered remains of a dead Empire, recovers from a century of war. On the barren east side, Merchant Princes fight for scraps in the arid Desolation.

What is the Deal with my Priest's Religion?

Four Gods created the world, but Eight Gods rule it.
The Old Gods were Carcerut, Lambent, Sirona, and the Trickster. Carcerut, Lord of Chains, is the taciturn master of destinies and lord of the dead. Lambent the Lightbringer guards the sun; her radiant legions keep evil at bay. The shape-shifting Fey Queen Sirona created all living things- men as well as monsters. The Trickster, an Archdemon whose identity was lost to time, abandoned its original duties in its quest for power, and manipulates the other gods for its own gain.

When the world was finished, the Trickster stole the other gods' powers and fled between the Planes. The other gods cornered the Lying Demon and took their powers back- but they were too late. Knowing it couldn't escape, the Trickster scattered parts of the god's Domains across the Material Plane- where they waited for new owners to claim them.

Tarthus became the divine Warbringer when he realized nature's one law: conflict culls the weak. Maric, the only mortal to ever outsmart the Trickster, stole some of the Demon's power, charmed Lambent, and became the mischievous Night Lord. Vellinari, an artisan, combined Carcerut's laws with Sirona's creativity and became the patron goddess of civilization and crafts. Finally, the last fragments of power found their way to an evil older than the gods. He used it to create Nyss- the Devourer, whose growing power will bring ruin to the world.


In case you're curious, here's how I made the Pantheon:

In 5E, there are eight domains. Instead of giving each god a single domain, I gave them two each. This let me create more complex, generally cooler deities for the setting. Next, each deity got an alignment. The Old Gods all have "true" alignments (LN, CN, NG, NE), while the New Gods have composite alignments (LG, CG, LE, CE). The fluff about the Trickster stealing power came out of having to justify two deities sharing each domain.

Some weird quirks did show up, though... Like Carcerut, the LN deity of the dead, and therefore the logical owner of the Death domain, having Clerics that can create undead.

Later, I decided I didn't like the idea of these gods being infinitely powerful, so I made notes about how to stat them out. They aren't omnipotent, omnipresent beings, just exemplary outsiders. For example, Lambent is pretty much a Solar Angel with some levels of Paladin. Since Rise of Tiamat gave me a statted out god to compare them to, I could reasonably sit down and stat out my whole pantheon one day. So far, I haven't really needed to.




Where can we go to buy standard equipment?
Mindassa has the busiest ports and markets in Old Ulendran. However, the Merchant-Princes of the Desolation have no shortage of exotic goods.

Where can we go to get platemail custom fitted for this monster I just befriended?
The Dwarves of Mirzrammur are without doubt the best armorsmiths in the Realm, but they're terribly xenophobic. Iron Alley in Thiegel would be a great place to look, but they're also xenophobic. If quality is less of a concern, someone in Kamakhal can probably do a fine job, but probably not for plate armor. Kamakh clothing and armor is rather notorious for covering very little.

Who is the mightiest mage in the land?
The legendary Elf Tharen invented Arcane magic. However, she has been exploring the multiverse ever since she achieved immortality, and hasn't been seen for thousands of years. It's generally assumed that she's still alive, but good luck ever finding her.

Who is the greatest warrior in the land?
Jerek Akuze, Prophet-Commander of Thiegel's Church Militant, has been blessed by Tarthus to keep his strength in his elder years. The man is almost a century old, but fights like a man in his prime. He is also the only man alive who has fought in Malion's War, the Secession Wars, and the Savage Wars. It is said that if he were to plant a tree for every foe he killed, he would create a forest large enough to rival the Elven woods of Emyngoth.

Who is the richest person in the land?
Every Merchant-Prince in the Desolation will insist it is them, but don't be fooled. The King of the Dwarven City, Mirzrammur, is wealthier than anyone on the surface.

Where can we go to get some magical healing?
In the cities, Lambent's temples are widespread, and will never turn away anyone in need. If you're in the wilderness, find a Garden Shrine of Sirona. The priestesses who tend them can heal you. If neither of those are an option, seek a wizard from the Order of the Serpent.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Poison and disease can be cured any of the three above. Curses, Level Drain, and Lycanthropy will require a more skilled Cleric to heal- a major temple of Lambent, such as the Cathedral in Mindassa, would be the best place to look. A Serpent or Fox Mage can probably reverse a polymorph. For everything else, your safest bet is a Wizard from the Order of the Crow- but their power always comes at a price.

Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Four Magical orders exist, founded by Tharen's four apprentices. The battlemages of the Order of the Dragon specialize in Evocation and Abjuration, but dabble in Conjuration as well. The master manipulators in the Order of the Fox prefer Enchantments and Illusions, and also invented Bardic magic. The Order of the Serpent studies practical applications of Conjuration and Transmutation magic in day-to-day life, but also study alchemy and herbalism. The Order of the Crow do not limit their magical studies, but show a preference for Divination and Necromancy.

The Orders are very particular about who they accept. Although they have colleges, they are only meeting places for when the Order must discuss a matter of great importance. No classes are taught there. In fact, the only way to become an apprentice wizard is to have a traveling Wizard personally extend an invitation to the Order to you.

Where can I find an alchemist, sage or other expert NPC?
Amara is the one-stop place to go for any scholarly needs, as the city is home to the largest university in Old Ulendran. Oh, but try to stay near the University. The rest of the city is more or less owned by the Cartel.

Where can I hire mercenaries?
Cartel Clubs are some of the best hired muscle you can get. However, other mercenary organizations, like the Bloodhawks or Blue Dragon Company, can be found traveling to wherever business is good.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
As a general rule, assume everything is illegal in Thiegel until you are given a permit that says otherwise. If you accidentally break a law, the domineering sociopaths at the Church-Militant of Tarthus are legally allowed to mete out whatever punishment they see fit.

Which way to the nearest tavern?
Roadside inns dot the map, but the food and drink in the taverns of Siglas are unparalleled. But don't say that in Mindassa.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Orc tribes regularly strike out from the borderlands north of Thiegel. Drakes constantly fly over the mountainous Rift, and traces of Enquin Malion's undead legion are said to haunt the rocky wastes in the west parts of the Desolation.

Are there any wars brewing I could go fight?
The Merchant-Princes are constantly at war, but things have just calmed down in Old Ulendran. After three back-to-back wars, it's time for some hard-earned peace.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Again, you'll find it in the Palaces of the Merchant-Princes in the Desolation. Be careful, though. The Merchant Princes who bet on fights tend to assassinate gladiators who cost them too much money.

Are there any secret societies with sinister agendas I could join and/or fight?
Although it's not exactly a "secret" organization, the Cartel is widespread and notorious for their compartmentalized structure. Go to a tavern, and watch anyone playing cards. Play a game, even.

Their sinister agenda pretty much boils down to profiting off of all things illegal.

The Cartel hierarchy is based on a deck of cards. Each cell of the Cartel is an independent "deck." Rivalries may evolve between decks, but only when it creates profitable competition.

Every Cartel member carries a deck of cards; the card that corresponds to their rank is either missing or marked. Clubs are hired muscle, bodyguards, or enforcers. Diamonds handle the money, and Hearts include pimps, drug dealers, slavers and smugglers. Spades are exclusively assassins. Aces are fresh recruits, while Twos through Tens are veterans with that many years of service. Every "deck" of Cartel agents has a King or Queen of Diamonds in command, with a council of four Jacks who directly oversee each "suit" of operations. Occasionally, the King or Queen has a Joker who serves as a decoy or bodyguard.

Although whether it is or isn't is up for debate, the Order of the Crow is widely considered to be one of these as well, due to the insular nature of its members.

What is there to eat around here?
Seafood in Mindassa is excellent. If it's from Amara, cast Detect Poison first. Thiegel magically grows its own food beneath the city- it learned not to depend on outside food during the Savage Wars. Siglas in the North has the best cuisine without a doubt. Desolation food is also good but limited, and gets less and less appealing the farther you go from Kamakhal and the river. However, the Merchant Princes all import food from Old Ulendran, so dinner will be fine in their company.

Mousefolk- err- Halfling caravans find ways to make the most unappealing things into delicious food. Seriously. If a Halfling offers you food, just eat it. Don't ask what's in it. Just eat it. Trust me.

Any legendary lost treasures I could be looking for?
Ancient treasures of the Ulendish Empire are always in high demand among scholars and collectors. The most treasured of all these artifacts are the Ulendish Runestones, devices that stored immense amounts of magical power.

There are also legends of Malion's Vault- a fortress in the Rift where the loot from the Warrior-Lich's campaign across Ulendran was stored.

Many treasures remain untouched in Ulen, the Dead City, but you'd be crazy to go after those. The former Imperial Capital was the crown jewel of human civilization. Magic was everywhere. The city's famous spires reached higher than any other buildings in the world, and the Imperial Palace was even taller. However, the city was blighted by Malion's magical plague before his undead invasion. His curse is said to linger on the streets, even seventy years later. A few fools dared to enter the city with dreams of walking out with bags of gold. None have returned. No amount of treasure is worth discovering if the curse remains. Something evil still haunts the streets between the spires of the Dead City.

Where is the nearest dragon or other monster with a huge treasure?
No one really knows. There are always rumors of lost Elven treasures here and there, in a cave, with a dragon, but most of the time it's just rumor. And if it isn't, then maybe it's better NOT to steal from a dragon, eh?

niks97cobra
2015-04-01, 08:08 PM
The Sun Coast Campaign Setting, set on the lost plane of Creation.
What is the deal with my priests's religion?
Pretty standard D&D homebrew pantheon with five gods of each of the three alignments. There are lesser deities but they don't play as big of a role. Each of the fifteen gods influences the plane a different section of the plane in their own way.

Where can we go to buy standard equipment?
Most towns in the Sun Coast will have your typical equipment found in the PHB. What you can get at small villages varies from place to place.

Where can we go to get platemail custom fitted for this monster I just befriended?
Going to one of the two city-states, either Padonthia City, or the dwarven hold of Eastgate would be your best bet for custom work.

Who is the mightiest mage in the land?
Her Lady Silverlight, Councilor of the Padonthia City-State and Senator of the Free Lands of the Sun Coast will boast to this claim, though the High Wizard Lady Telifa is more likely the most powerful, but doesn't throw her power around quite as much.

Who is the greatest warrior in the land?
Lord of the Frost, General of the North, Scourge the Minotaur.

Who is the richest person in the land?
Lord High Councilor and Speaker of the Senate, Silo the Scorpion Lord.

Where can we go to get some magical healing?
Basic healing can be had at any town for a price. Finding someone to raise the dead is extremely difficult, and very expensive.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
From left to right, any village temple on up to damn near impossible except with a stake through the heart.

Is there a magic guild my mage belongs to or that I can join in order to get more spells?
The Padonthia City-State keeps magic users in employment, and a small mages guild exists at the Temple of Valmus, God of Knowledge, hidden in the badlands, run by the githzerai.

Where can I find an alchemist, sage or other expert NPC?
Most towns and cities.

Where can I hire mercenaries?
The best are trained at Martyr's Keep. However, basic thugs can be hired just about anywhere if you have the coin.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Most settlements in the Sun Coast require weapons to be peace bound and a strict, basic, non dangerous cantrip only law is in place.

Which way to the nearest tavern?
All towns and cities have multiple taverns and at least one inn. Small villages generally do not have an inn, but have a small tavern or pub.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
If you around the Onyx District, you will be chasing off goblins and wemics. If you are along the coast, the Night Robes, a dark cult, lurks the shadows and lizardfolk stalk the marshes. From the lands to the south, dangerous tiefling tribes raid villages. In the jungles of the north, green dragons, giants and ogres claim the land. In the Valley of the Shadows, the dead walk among the living. If you happen to be safe within the confines of the City-State, you only have to worry about thieves, assassins, neighbors, vampires, and your best friends.

Are there any wars brewing I could go fight?
The southern frontier is held by the four tiefling tribes. They have successfully held back the colonization of the civilized folk since the cataclysm, over 125 years ago, and they grow more bold and more organized as each year passes. The tieflings destroy outposts and attack ships that sail along their coastline. A battle is most definitely brewing.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Though not as barbaric as gladiatorial arenas, this area is very progressive in governing a free land. However, each month festivals are held with tournaments of all kinds, ranging from sword play and jousting to archery and pie eating contests. During the festivals, you can also view any hangings, hand severing and other forms of public humiliation for anyone going against the laws of the land.

Are there any secret societies with sinister agendas I could join and/or fight?
There are many dark factions from the eternal lands, and the cult of the Night Robes seeks to gain power on the land. Some mutter that even the most cleanly of groups such as the Bard's Coalition for Better Music (BCBM) have darker sides as well.

What is there to eat around here?
The main food crops that support the population of the Sun Coast is your basics, corn, wheat, barley, oats, etc. Padonthia fruit is a staple in nearly everyone's diet. The fruit can make everything from wines and pies, to toppings for fish and bread, not to mention can be eaten straight of the tree, and the wood from the tree is nearly impervious to fire. Pickled pigs feet, especially those from the fangtusk boar, are a delicacy made famous by the the joblin (civilized goblin) Splurg. The dwarves favor potatoes, carrots, slugs and fungi, while you would see deer, snake, and baboon brains on the menu of a dragonborn tavern. The Grumpy Bald Man's Tavern in Port Canyon is known for its breakfast of champions, which can cure the nastiest of hangovers. The expensive breakfast is tailored to each guest, but the basics are the same. Two slices of toast, topped with a fried egg, and then topped with cheese grits. From there, it is up to the traveler. Most of your more hearty types will throw on some boar sausage and bacon, while an elf would have it topped with various fruits and nuts. The richest of the travelers have the breakfast topped with fried basilisk entrails.

Any legendary lost treasures I could be looking for?
A cataclysm leveled the world 125 years ago. Many of the wonders of the world that were destroyed that fateful day are still buried deep beneath the rubble. Countless thousands of years of riches await you for plundering.

Where is the nearest dragon or other monster with a huge treasure?
Spitfire is a very old bronze dragon who runs her own district of dragonborn and kobolds. She is a Senator of the Free Lands of the Sun Coast. Vortifax is an ancient red dragon, that if you dare, has riches beyond your wildest dreams. There are many other dragons, giants, beholders, and other foul demons that lurk the darker places of the realms.

Okay, I gave it a shot. Now to read everyone elses.

Jendekit
2015-04-01, 08:55 PM
Skybreak (http://www.giantitp.com/forums/showthread.php?401133-Skybreak-A-Mutants-and-Masterminds-Fantasy-Setting)

1. What is the deal with the priests' religions?
Depends on the species. Gnomes, Halflings, and Humans have by and large abandoned organized religion after the apocalyptic event that gave the setting its name. Dwarves, with the death of their God-Emperor in the cataclysm, have turned to ancestor worship. Elves have come to believe that when Skybreak occurred the gods were wounded and can only be healed through the ritualistic blood and heart sacrifices that they organize. The fact that no elf has yet been sacrificed is pure coincidence.
2. Where can one go to buy standard equipment?
Either one of the city-states or the headquarters of one of the dozen knight errant-esk organizations. Most farming villages function with a barter based economy.
3. Where can we go to get platemail custom fitted for this monster I just befriended?
You'd need to find one of the few smiths that know how to work with platemail. There are maybe ten in the multitude of city-states.
4. Who is the mightiest mage in the land?
The archmage of the closest city-state. Propaganda aside, the most powerful magic-user is most likely Green Guardian Lord Yoran, founder of the Green Guard (a druid/paladin sort of organization).
5. Who is the greatest warrior in the land?
The head of the Royal Guard of the closest city-state. Again, propaganda aside, probably Boren, the founder and head of the bounty hunting organization the Black Arrows.
6. Who is the richest person in the land?
Boren, the founder and head of the bounty hunting organization the Black Arrows.
7. Where can we go to get some magical healing?
Every Green Guard squad has a dedicated healer, and the Green Guard patrol all known routes between the various city states.
8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Nearly every village has a hedge mage that can treat poison and disease, curses, level drain, and polymorph require specialized treatment from members of the White Rose (an organization that specializes in "purification"), lycanthropy requires an exorcism of the animal soul part that is possessing the individual, and as for death and undeath there's no coming back from either one.
9. Is there a magic guild my mage belongs to or that I can join in order to get more spells?
After Skybreak magic no longer works in the form of spells. There are organizations that teach different forms of magic, the biggest one being the Green Guard, but there's also the Temples of the Four Elements and the Blackfire Knights to name two others.
10. Where can I find an alchemist, sage or other expert NPC?
If you're lucky then you can find one in a village that is the real deal instead of a peddler of snake oils, otherwise you'd need to head to one of the city-states or the headquarters of one of the major organizations.
11. Where can I hire mercenaries?
The Black Arrows have agents everywhere, just put up a bounty for whatever job you want and it will be picked up in no time.
12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
With the unpredictability of when someone will develop some sort of magical ability it is impossible to outlaw magic effectively. As for swords, this is a fantasy post-apocalyptic campaign, anyone that suggests outlawing weapons will either be laughed out of town or executed for treason.
13. Which way to the nearest tavern?
Fifty feet down Main, take a left and the Drunken Pustule will be right there. In all seriousness, nearly every settlement larger than a hamlet will have a tavern that serves as a communal meeting place, and there are dozens of taverns/inns along major trade roads.
14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
There aren't any.
15. Are there any wars brewing I could go fight?
There are tensions rising between the three state alliance Tenohuiladris, Mictlrion, and Teotemar and the other city-states to the colder south due to the continual raids for sacrifices. Outside of that, there aren't any conflicts on the scale of wars. There are plenty of bandits and raiders, but nothing larger at this point.
16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Almost every village has a wrestling ring where villagers compete for bragging rights, but if you want something more substantial, then you'll want one of the multiple fighting rings in any city-state. The biggest and best paying is the Grand Colosi of Avilatan.
17. Are there any secret societies with sinister agendas I could join and/or fight?
Nothing large enough to bother with, the largest "secret society" consists of five aristocrats that get together every few days to drink and talk about how the city should be run for the future.
18. What is there to eat around here?
Most roadside taverns offer an array of local meats (including venison, pork, quail, goose, duck, pheasant, chicken, beef, bear on rare occasions, snake, fish, and sometimes porcupine), breads, some sort of alcoholic beverage (ale, beer, wine, mead, etc. depending on the tavern and region), cheese (when in either a dairy region or near a large trade center), local fruits (mostly some kind of berry), and some kind of salad.
19. Any legendary lost treasures I could be looking for?
Legendary, no. Lost treasures in general, good gods yes. The cities from just before Skybreak are mostly abandoned ruins filled with nonmagical treasure. The upper levels have largely been picked clean over the last century, but who knows what lies deeper down.
20. Where is the nearest dragon or other monster with a huge treasure?
While dragons and most monsters from before Skybreak are extinct, demons from other planes sometimes find their way through a planar rift and become trapped on this side when the rift closes. While they don't bring treasure with them, they may be in a ruin that already has the treasure and "adopt" it.

josienoms
2015-04-01, 10:45 PM
Here's Red Sun (http://www.giantitp.com/forums/showthread.php?384269-Red-Sun-A-D-amp-D-5e-Setting-based-on-DC-comics)!

1. What is the deal with the priests' religions?
Most people who follow any gods worship the six good and neutral gods of New Genesis. Kal-El, god of the Dawn, is most widely revered and beloved. However, the three evil gods of Apokalips also receive their share of worship. Some other cultures worship the more nebulous New Gods, mostly Druids and the more nature oriented societies.

2. Where can one go to buy standard equipment?
Standard equipment can be found in various locations. Most of the major cities have bustling shop districts. And even out in the countryside or the wilderness, you might run into a Raven Clan caravan, or a ship full of Atlantean traders on the high seas.

3. Where can we go to get platemail custom fitted for this monster I just befriended?
The best weapons and armor in the world are forged by the Weaponers, the Mountain Dwarves who dwell within Mount Qward, in Korugar.

4. Who is the mightiest mage in the land?
Harold Jordan, the leader of the Order of the Green Lantern, is the most powerful Wizard in the world.

5. Who is the greatest warrior in the land?
V'ann D'ahl the Savage, and immortal Orc warlord who commands the Legion of Doom, and predates most modern nations.

6. Who is the richest person in the land?
Lord Damien Wayne of Gotham, followed closely by Aulivaar Quine, of Sidereal City in Korugar, and Luth-Or of Metros in Krypton.

7. Where can we go to get some magical healing?
The Walkers, named for their founder, Saint Walker, are an order of nomadic clerics who are more than happy to help. There are also shrines and churches dedicated to the gods in most major cities.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
The Walkers can help here, too.

9. Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Oh yes. All wizards belong to the Order of the Green Lantern, with the exception of those few who follow a former Green Lantern and current king of Korugar, Thaal Sinestro.

10. Where can I find an alchemist, sage or other expert NPC?
Ivyton Academy, headed by the Halfling Raymond Palmer.

11. Where can I hire mercenaries?
Drow mercenaries from Themyscira are a common sight. Dragonborn who want to take down Oa and the Order of the Green Lantern are also common in their native Ryut.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Outsiders are not welcome in Korugar, worshipers of evil gods are not welcome in Odym, and Gotham... Everything is a crime in Gotham. Watch out for the Nightwings!

13. Which way to the nearest tavern?
This is a D&D setting, they're everywhere. :smalltongue:

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
There are roving packs of Scarecrows in the Arkham Hills that cause quite a bit of trouble. Alternatively, you could take out the many wandering monsters of Themyscira.

15. Are there any wars brewing I could go fight?
There's always war brewing somewhere. The rebel followers of Atrocitus in Ryut, the constant low level conflict between the Alan Tribe and the Thawne Tribe of the Central Plains, the raids the Legion of Doom makes on Krypton, the resistant movements against the oppressive regimes of Korugar and Gotham... etc.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
In the mortal plane? No. But the war god Mongul's demiplane of War World is exactly that.

17. Are there any secret societies with sinister agendas I could join and/or fight?
Of course! The League of Shadows, the Blackfires, the Order of Sinestro, Atrocitus's followers, the Deep Gnomes who follow Krona, Luth-Or, etc.

18. What is there to eat around here?
Yeah, probably.

19. Any legendary lost treasures I could be looking for?
Not many lost treasures, no.

20. Where is the nearest dragon or other monster with a huge treasure?
Themyscira is full of monster infested ruins! There is also the legendary Lazarus Pits, which can supposedly return the dead. A young and upstart White Dragon named Vy'ktorfrees has taken over an ancient temple of Kal-El at the north pole, and the ancient Gold Dragon Parallax slumbers beneath Mount Qward.

ShadowFireLance
2015-04-03, 04:19 PM
Ageon
What is the deal with my priests's religion?
Why are you questioning your Glorious Emperor? Do you wish to be burnt by his holy flame? Do you dare draw his gaze?
Where can we go to buy standard equipment?
Pretty much any town that surrounds the main capitals if you're Human, otherwise it's whatever you make yourself, you take, or you're given.
Where can we go to get platemail custom fitted for this monster I just befriended?
Any Blacksmith with renown is going to be able to make platemail for any monster that you could befriend, so the capitals and their surrounding towns are your best bet.
Who is the mightiest mage in the land?
Technically impossible to measure, it's a number of beings that have magic, but there's no real way to measure it. The closest would be Anyone with the title of Archmage.
Who is the greatest warrior in the land?
By and Far the Godwyrm.
Who is the richest person in the land?
Likely the Glorious Emperor.
Where can we go to get some magical healing?
Nowhere specific, doesn't exist.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
The Capitals, Capitals, doesn't exist, doesn't exist, these are incurable, doesn't exist, Any of the Incarnated, depends on the type; Soulbound you're outta luck until you're killed(Again), and Zombification requires a total recreation of your body, and a re-binding of your soul, so that's a long and complicated process unlikely to take place.
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
If you're Human, and can use Mana correctly, in half of the world your tongue is removed, or your fingers, depending on your choice. The other half you're in the care of an Elder Wizard, likely his or her grandson/daughter.
Where can I find an alchemist, sage or other expert NPC?
In the Human Capitals.
Where can I hire mercenaries?
Bars, The Capitals, generally anyone with a sword can be hired.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
The Heretical Republic despises Magic, and in the Temples of The Incarnate, any weapon of war is outlawed.
Which way to the nearest tavern?
Pretty much any large town will have one, maybe two.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
ANY Dragon, but that's way above your paygrade. It honestly depends on where the herds of Megafauna are, and what direction they're heading.
Are there any wars brewing I could go fight?
There's the Cold war of The Empire of Karth and The Empire of Fire, but most people generally don't want to participate in it. If you're Dwarven, the Eru are getting out of hand constantly and the Chalvos are always open to fight Eru. There's also the Lisjask if you're feeling suicidal. There's no real wars beyond small scale skirmishes.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
These are almost everywhere in the Capitals of The Empire of Karth, And nearly outlawed in the Republic.
Are there any secret societies with sinister agendas I could join and/or fight?
Not particularly, Humanity has to stick together and try not to get eaten.
What is there to eat around here?
You could have some lovely Ma'el, which is likely the single most expensive food item you'll buy, but it's taste has been described as sex with an Angel.
Any legendary lost treasures I could be looking for?
The Teeth of the Godwyrm Seretraklyeris, fallen in battle with the Glorious Emperor.
Where is the nearest dragon or other monster with a huge treasure?
Most monsters don't hoard treasure, beyond the Dragons and the Lisjask, so you'd have to find a Dragon somewhere in the territory of the Republic.

jqavins
2015-04-06, 12:31 PM
Edit: New questions added and answered from lower in this thread.

0. Where are we?
Initially, in or around The Independent City of Freehold. More generally, in a region called The West. Broader still, The West is the western portion of a continent who's name translates as "World."

0.1. Who rules here?
In Freehold, a head of the city (call him mayor, patrician, or anything similar) is chosen by a group that is a combination of guild heads, nobility, elected representatives, and the very rich. He is chosen from among their own number. He rules monarchically, but can be removed if 2/3 of the council votes to. It's somewhat like Ankh Morpork, but less silly.

Outside Freehold, the West is divided into nine kingdoms ruled by (you guessed it) kings and queens, and a number of lesser countries ruled by various lords.

0.2. Who else is powerful? (Whom do I need to watch out for?)
Freehold: the aforementioned council. Elsewhere: power structures, political and otherwise, are highly varied, from traditional nobility to mafias.

1. What is the deal with my priest's religion?
In the main area, the western part of the continent, most people follow a polytheistic religion with a world-specific pantheon. The dwarves in the north have another world-specific pantheon, something of a cross between the main area’s and something Norse-ish, but if you didn’t get my approval first then your cleric is not a dwarf. (Yes, I know it’s a tired cliché; I’m not apologizing.) The elves in the east (still not apologizing) have yet another, but your cleric is definitely not an elf.

2. Where can we go to buy standard equipment?
In the west there seven major cities and numerous smaller cities, towns and villages. You can buy anything you might consider “standard equipment” in any of the cities and most of the decent sized towns. Depending on your idea of “standard” there may be some things you can’t find in a given town, and there will surely be some things hard to find in the villages.

3. Where can we go to get platemail custom fitted for this monster I just befriended?
You’d be best off going to a big town or a city to look for a master armorer. You might find one elsewhere, but travelling to a city will probably cost you less time than looking all over.

4. Who is the mightiest mage in the land?
I haven’t got to making up individual NPCs like this. There’ll be some famously powerful mages, including two or more of the region’s monarchs, but they don’t exactly have tournaments.

5. Who is the greatest warrior in the land?
See #4.

6. Who is the richest person in the land?
See #4. A good fraction of the very richest live in The Independent City of Freehold*, which is also the center of the campaign and the largest city in the west.
* No, I didn’t rip it off from Paizo. I was going to call my city Freeport until I found out that Paizo beat me to it. My city does not have pirates.

7. Where can we go to get some magical healing?
Spells are available from priests in most towns and some villages. They are also available from members of an arcane-casting healing profession called doctors, who are usually found in good sized towns and up, and sometimes in the smaller towns or on rounds in villages.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Normal poisons, normal disease, lycanthropy (which is a disease) and recent death can be handled equally well by priests and doctors. Some particularly difficult and/or magically enhanced poisons and diseases require a doctor. Polymorph takes a mage, and curses and level drain either a mage or priest. Undeath is usually treated by a priest; necromancers can, but most people don’t trust necromancers. Resurection requires a priest. Villages and small towns are unlikely to have casters of high enough level, where large towns pretty likely will and cities are sure to; it depends on the difficulty of the poison, disease, curse, or whatever.

9. Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Not an official one, but there are groups that meet to share spells, research projects, and experiences on a voluntary basis. Think maker spaces.

10. Where can I find an alchemist, sage or other expert NPC?
Most villages won’t have enough business to sustain an NPC of this sort, but you might find one in a large village who manages to make a living by also being visited by people from the countryside and surrounding other villages. The larger the population center the better your chances. Also, alchemists sometimes join the mage “maker spaces.”

11. Where can I hire mercenaries?
Anywhere, potentially. The answer is similar to #10 to a degree; even small villages and the countryside are likely to have some 15 to 22 year olds who are sick of farm life and want to get away, but the larger the population the more you’ll have to choose from.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
About half of the large towns and the cities prohibit carrying any weapon larger than a dagger. The rest prohibit using any except in self defense. The same goes for magic; it’s not practical to prove that someone is “carrying” spells, but spell components can sometimes get you into trouble, and casting any but innocuous spells is prohibited except in self defense. The usual sorts of crimes are, well, crimes. Being non-human can get you hassled in some areas, but almost never arrested.

13. Which way to the nearest tavern?
Small villages usually don’t have one, and in a larger village you don’t need to ask unless you’re blind or stupid; it’s right there. In a small town there’s probably only one, and it will be near, but not in, the commercial/industrial part of town. Large towns have a couple or more. Cities have several, and they can be found in more varied areas, with nicer establishments in nicer neighborhoods.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Trouble with dragons, also called wyrms and drakes, is rare but nasty; killing a few of those will get you a reputation. But don’t confuse dragons with Dragons. The latter are more like semi-demi-gods, both in power and in the trace of a divine spark, and killing one of those, while it will make you famous, is just as likely to also make you feared and reviled. The most common monster troubles are from monstrous animals, like dire grizzlies. Now and again (even more rarely than drakes) a particularly nasty one of those sticks around long enough to get a name and reputation, so killing one of those will make you famous; it will make you Beowulf.

15. Are there any wars brewing I could go fight?
There are nine major kingdoms in the west, and a number of smaller countries, so there’s usually something up. I haven’t developed any of the politics except between the three that surround Freehold. Each of those three occasionally makes a bid to conquer Freehold, but the other two along with other neighbors gang up to stop them. (It’s in the mutual interest of the region that no single kingdom gets Freehold, but in the individual interest of each one of them to be the one who has it, so it’s a stalemate.)

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Only one of the nine kingdoms has official gladiatorial games. Unofficial arenas can be found in most cities and many towns, though their legality, lethality, and prizes run the gamut from big arenas to underground fight clubs and from gloves-on boxing to all-out death matches.

17. Are there any secret societies with sinister agendas I could join and/or fight?
Probably, but they’re, well – how should I put this? – secret.

18. What is there to eat around here?
Grains are mostly wheat, rice, and barley, with occasional oats and others. Beans, lentils, and peas are also used. Beats take the place occupied by potatoes in the modern Euro-american diet. Otherwise, vegetables are mostly carrots, cabbage, leafy greens, and onions. Plenty of other vegetables are known, and folks in the countryside raise them in gardens; they can be expensive in towns and cities. Animals are rarely raised for meat, so you’re most likely to get chickens past laying and mutton from sheep (and goats) past milking, and occasionally horses gone lame or too old to work (but this is less common.) Young tender chicken or lamb is a luxury. The exception is pigs; there’s plenty of pork. Fish and seafood are more common along the coasts, but fish are also taken from rivers and streams. Cattle are unknown, so there’s no beef, but there are milk and dairy products from the sheep and goats. There are the aforementioned eggs. there is usually a pretty good supply of wild game and mushrooms. Fruit means apples, pears, cherries, grapes, and berries except for the rich, who can afford exotic imports. Local herbs are used extensively, and exotic spices can be more precious than gold. Magical preservation makes fresh produce available out of season for the rich. Sugar come mostly from honey, but also from carrots and beats. Beer, wine, and mead are all plentiful, and of highly varied quality. All in all, most people eat pretty well, which isn't to say that there are no lean times for the poor in bad years.

19. Any legendary lost treasures I could be looking for?
Lots, but most are not real.

20. Where is the nearest dragon or other monster with a huge treasure?
Monsters don’t usually have treasure. Even among drakes, hoarding treasure is rather an odd hobby. Powerful monsters with established lairs are likely to have their lairs littered with the possessions of all the other fools heroes who’ve tried to kill them before. Treasures are sometimes found in ruined castles and the like, but not often. Treasure for adventurers is most often earned as rewards, shares of stolen goods recovered, and stuff like that.

21. How common are non-humans?
Overall, not too uncommon. But let's be a bit more specific.

Orcs, goblins, and ogres are different species of humans which can all interbreed with each other and "regular" humans. They're uncommon but familiar in regular human society. In their own settlements, of course, they're dominant. Their settlements are few and far between in the kingdoms and fewer than regular human settlements in total. They face different levels of prejudice, both social and legal, in different places. In Freehold, they are generally viewed with suspicion, but welcome assuming they obey the law, and legally they are people equal to the rest of us.

Dwarves are dominant in The North, and elves in The East. In The West, dwarves and half-elves are rare, exotic, and either exciting or frightening by individual. Elves in The West are super rare. There are no dwarf, half-elf, or elf PCs (at least for now) and few if any that are not "regular" humans. There are no halflings or gnomes.

21.1. Do humans and non-humans get along?
See above.

22. How common is magic?
Casters are uncommon but familiar in the general populace, and common among PCs; i.e. regular D&D. Permanent magic items are less common than in regular D&D; some of the simpler ones are merely remarkable to encounter, but something as powerful as a +3 weapon is wondrous. Potions and scrolls are at least as common as regular, so with permanent items being less common the potions and scrolls see more use.

23. Is magic safe?
Regular D&D.

Jendekit
2015-04-08, 05:50 PM
Kingitanga
Where are we?
Kingitanga is a region of sea by the largest continent in the southern hemisphere, more specifically, the peoples and cultures below the waves. Stretching from the tropics down to the edge of the antarctic circle.
How common are non-humans?
All of the common races are non-human. Humans only appear on ships or at one of the floating cities.
Do humans and non-humans get along?
For the most part humans are visitors or traveling through Kingitanga, and they know that they need to be careful. They are not in a place that they can easily reside. If they anger the locals, they will be in serious trouble. With that in mind, humans are careful to be respectful.
How common is magic? Is it safe?
Divine magic is very common, arcane not so much. Arcane magic doesn't work more than two hundred feet away from dry land, but divine magic is perfectly safe so long as the caster is in the good graces of the deity granting the power.
How many kingdoms(/nations) are there?
There are 8 kingdoms/nations in Kingitanga. Waki Hokohoko (a surface trade city-state), Malo (a theocratic nation), Iwi o Ezr (a melusine kingdom), Bangsa (a militaristic meritocracy), Kerajaan (an old nation ruled by a collection of psions), Kratoning Gedhe (a relatively young nation that serves as the main nation of the obitu), Cekung (a nation built into the edges of a sinkhole a mile wide), and Empayar Pinggir (an empire composed of hundreds of clans stretching along the edge of the neritic zone ruled by the echinn).
Who rules?
Waki Hokohoko is ruled by the Trade Guild, Malo by Niala (Besar of the Church of Jaadel), Iwi o Ezr is ruled by Queen Jitallak, Bangsa by High General Tar Gelan, Jerajaan by Batar Sel, Kratoning Gedhe by the Council of Three, Cekung by King Tiarna, and Empayar Pinggir by the Black Coral Clan
What is the deal with my priests's religion?
Millennia ago, when the Kingitanga region was ruled by the aboleths, five deities (Keilona, Mariblee, Undine, Dagon, and Saloth) incited rebellion in the slave races. The slave races eventually won, driving the aboleths into the Underdeep. As a result of the aid from these deities, it was declared that only those five deities would be permitted worship. All others are heretics to be hunted down. In the last five centuries however, a slight concession has been permitted. Each deity is allowed two recognized cults that worship an alternate interpretation of the deity.
Where can we go to buy standard equipment?
Nearly every village has a general store to buy standard equipment, but the best places to buy goods beyond the mundane would be the trade city of Waki Hokohoko, a city that is half submerged to facilitate trade between the local Wedel human clan.
Where can we go to get platemail custom fitted for this monster I just befriended?
Given the location of the setting, that is underwater, platemail as you are thinking doesn't exist. The closest equivalent, made from coral, can't be adjusted. It must be grown specifically for one individual.
Who is the mightiest mage in the land?
Well arcane magic only works very close to dry land, so arcane magic users are very rare. Wielders of divine magic are commonplace, as are those that wield psionic might. The most powerful divine caster would probably be the selkie lich Darielle, a priestess of Saloth and the one that created the obitu virus (a virus/parasite that feeds on negative energy, created in an attempt to muster an undead horde that could not be turned or hurt by the positive energy that goodly priests use). The most powerful psionic manifester would probably be the melusine nomad (psion) Hatar Kel.
Who is the greatest warrior in the land?
Most would declare the title of greatest warrior in Kingitanga to be the piscean mariner Sol.
Who is the richest person in the land?
That would be the seafolk Rhaelussan, the head of the trading company that holds a monopoly on the gold trade at Waki Hokohoko and the primary source of gold in Kingitanga.
Where can we go to get some magical healing?
Every city has a temple for each of the Five Gods, and most villages have one dedicated to one of the Gods, main or cult variant.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
For the first three, any temple or alchemist can treat you even if they can't all out cure you. Regarding level drain and polymorph, any temple will have someone capable of a Break Enchantment and a Lesser Restoration. Lycanthropy has yet to spread far under the seas, due to the fact that the only lycanthrope types lack the ability to breathe underwater and most lack the required skills at swimming in order to survive their first transformation. Only large cities have temples guaranteed to have a priest capable of raising the dead, though you may get lucky and find a temple in a town or small city with one powerful enough. Undeath has two "treatments" with the first one being destruction and the second being infected with a virus that turns it into a living creature called an obitu.
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Mage, no. Magic-using, those are called temples. Psionic, yes there are guilds but learning new psionic powers is something done between individuals, there aren't libraries where you can go in and come out with a new power because psionics don't work like that.
Where can I find an alchemist, sage or other expert NPC?
Every temple has a few scholars and/or alchemists always in its employ, and the well educated scholars swear something similar to the Hippocratic Oath dubbed The Scholar's Vow. They swear to record all knowledge they find with as little bias as they possibly can.
Where can I hire mercenaries?
Every city has a job board for mercenaries, bounty hunters, etc. along with a branch of the international organization Scholoros. They are a group of historians and scholars dedicated to the preservation of history and knowledge. All members upon joining swear The Scholar's Vow, even those that don't actually record or seek out knowledge.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
The theocratic nation of Malo has outlawed discussion of land dwellers except by members of the Scholoros. This is odd considering that they live below a major trade wind.
Which way to the nearest tavern?
All settlements larger than a village have some sort of gathering place analogous to a tavern.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Any aumakua over the age of two hundred. Of course, that's much, much easier said than done.
Are there any wars brewing I could go fight?
Tensions have been rising between Malo and the melusine kingdom of Iwi o Ezr, and the nations of Bangsa and Kerajaan have had several skirmishes with open war looking to be on the horizon.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Gladiator fights (and the betting on them) are the favorite pastime of Kerajaan, and those that manage to live through more than three fights in the Melawan Cincin (the equivalent of Rome's Colosseum) are treated with respect even within Bangsa.
Are there any secret societies with sinister agendas I could join and/or fight?
The largest and most dangerous is Tamariki o te Aitua, a society dedicated to restoring rule of Kingitanga and eventually dry land to the aboleths.
What is there to eat around here?
Depends on where you are. Waki Hokoko has a wide array of foodstuffs that cannot be found anywhere else in Kingitanga, due to its regular trade with land dwellers. Elsewhere, a lot of what you would expect, fish, kelp, mollusks, etc. and on very, very rare occasions you will be able to try aumakua meat. About as rarely as you would be able to sample dragon meat on land.
Any legendary lost treasures I could be looking for?
There are countless ruins potentially filled with treasures simply due to the fact that civilization began earlier than it did on land, but those same ruins are eroded much faster as well. In regards to legendary, dozens if not hundreds of legendary treasure troves are spoken of, but most are about as real as a fairy in a teacup orbiting Mars, so the problem is searching for the one that is real and not a myth.
Where is the nearest dragon or other monster with a huge treasure?
Well dragons do not live under the waves, but something else has taken their place: Aumakua. To sharks what dragons are to lizards, aumakua are both physically and psionically powerful, predatory, and hate dragons with a passion that is only matched by the hatred that dragons have for aumakua. Now unlike dragons, aumakua do not stay in one place nor do they collect treasure into a horde, they instead eat nearly everything the come across. Slaying an aumakua and investigating the contents of its stomach can reveal quite a trove of items.


*EDIT* New questions are in cyan.

Eldan
2015-04-09, 03:49 AM
Interesting. That looks lovely. A bit limited to certain types of settings, though.

Etherworld

What is the deal with my priests's religion?
There's no gods. Not in the usual D&D sense. At least none that anyone has ever proven existed. Few if any large established religions, either. Mostly, there are philosophies or cults. Cults tend to worship anything powerful, from strong mages to local heroes to stronger monsters to the fey or elemental courts.

Where can we go to buy standard equipment?
Even minor worlds will have shops. I'd recommend the core worlds, though. No established large store chain or anything, I'd think. I'm not quite sure what the question is.

Where can we go to get platemail custom fitted for this monster I just befriended?
Same? Go to one of hte richer core worlds, ask a craftsman? For high quality, go to Ashaton, the golems can do something for you.

Who is the mightiest mage in the land?
Who knows. Probably not one of hte university professors, as much as they'd like to think. My personal bet is that he'd be a member of the fey courts, though it might also be one of the genie races.

Who is the greatest warrior in the land?
Similarly, who knows. I mean, there's no tournament where everyone goes to regularly to compare. I don't generally put that much focus on single strong individuals.

Who is the richest person in the land?
No one just discloses how much money they own. It's a fair bet to say, though, that it's one of the merchant houses with a large stake in the Shipwright's Guild.

Where can we go to get some magical healing? and Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Death, you're done. No one comes back from that. For the rest, try the Empire of Ember, the sunlight there cures most ills, over time. Or the druids on Bellamin.

Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Try Caligo Polymagic University. They don't have much beyond the low-level, though.

Where can I find an alchemist, sage or other expert NPC?
Same.

Where can I hire mercenaries?
Depends on what you need them for. In-world, they are usually organized. For ethereal endeavours, try either the guild to hire some marines (expensive), or your nearest labour exchange or harbour master.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Traditional Caligans don't like for people to go unmasked. That's very traditional, though. These days, there's more strangers than natives anyway. Apart from that, I can't think of anything.

Which way to the nearest tavern?
I've really never mapped the worlds out in that much detail.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Hm. Thinking of legends...

Are there any wars brewing I could go fight?
No major ones. There's Nathri raids, spirit clouds, hungry swarms of whatever else lurks in the Aether, Genie slavers and pirate fleets, though.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Can't think of any. Most people dislike anything that reminds them of dying.

Are there any secret societies with sinister agendas I could join and/or fight?
Are there ever. Dozens, probably. That is, in whatever location you are right now. IN total, they probably number in the hundreds.

What is there to eat around here?
Caligans eat a lot of seafood. Those without money can try absorbing nourishment from the Aether, through their skin.

Any legendary lost treasures I could be looking for?
Anything from the Lost Material. The Black Ruins. And of course salvaging closed-off demiplanes is a major indiustry.

Where is the nearest dragon or other monster with a huge treasure?
If you're in Caligo, half a mile under your feet. The empire is relatively safe. Bellamin has monsters roaming the land, of course, that's the entire point. They tend to be protected, though. Ashaton has shadow monsters roaming the tunnels outside the central light. No dragons, though, they are all coccooned and sleeping. Otherwise, there's not much that's big out in the Aether. There's the elemental planes, of course, or shadow.

Yora
2015-04-09, 06:20 AM
As fun and useful as this is, it does not seem to be a good first introduction to a setting. I read most of the posts and usually this format doesn't really let me know the very basic style of a setting.
This seems more elaboration on a setting once you've explained the basics, rather than an introduction.

jqavins
2015-04-09, 07:35 AM
As fun and useful as this is, it does not seem to be a good first introduction to a setting. I read most of the posts and usually this format doesn't really let me know the very basic style of a setting.
This seems more elaboration on a setting once you've explained the basics, rather than an introduction.
I found it useful as a spur to help create some details, the specific things asked and more importantly some things that are related to and suggested by them. Like, just for example, that some of my main region's monarchs will be powerful mages, others powerful warriors, and others just hereditary rulers.

Eldan
2015-04-09, 07:53 AM
Yeah. How about we think about a few more fitting questions? I'd usually start with "Where are we" "Who rules here" and "Who else is powerful".

That said, yeah, I can see why equipment and healing would be important for your classic adventurer. Not so much for, say, a courtier.

Freelance GM
2015-04-09, 09:09 AM
What about questions like,

How common are non-humans?

Do humans and non-humans get along?

How common is magic?

Is magic safe?

Eldan
2015-04-09, 10:20 AM
That sounds pretty essential too. Actually ,after "Who rules here", I think "Who do we need to watch out for" is probably the next one.

jqavins
2015-04-09, 01:14 PM
New questions added and answered in my post above. Does that make a better world introduction?

QED - Iltazyara
2015-04-09, 06:42 PM
There is certainly a lack of default, basic information answered within the twenty questions. What is the climate like? Are we in a desert, a rain forest, on top of a mountain? What does the sky look like at night?
There are certainly more to be considered; in some ways I think deciding, and compiling, the questions we should ask is a better project for this thread than posting our answers to them here. Not to say we shouldn't, but perhaps more productive than asking someone else to read our answers.

I added eight questions in; four at the start, four at the end. And I still think there should be more; though some might do with being cut to make space.

Twenty Eight Questions Answered

Where are we?
Ventra, the Old Duchy, first of the settled human lands in northern Tonarath. A place with three thousand continuous years of history; the place humans settled because no other race would claim it. Not elves, not giants, not dwarves, Ventra was open to humans because no one else wanted it. Outside of Ventra are six other human duchies, of which only two border Ventra itself. The Dwarfdoms, Widlaud, the Petty Gnoll and Goblin kingdoms, the Lapirdum Mountains and the Wizardly Domains form the extent of most Ventran’s knowledge.
Who rules here?
Andon VI, the Duke of Ventra, he and his family have ruled the duchy since its founding. The line is direct; barring a massacre which lead the last known surviving family member, a half elven bastard, to be made duke. The line shows little trace of the elven blood after two score generations.
Who do I need to watch out for?
That depends on a lot. For power grabs, or establishing followers? A baron might see you as a threat, or even a count. In theft, there are guards in most towns; not many, a dozen at most. The places are what need to be watched more carefully than the people; the Whisperlock Marshes are a place no man, or woman, dares enter, the Singing hills require tribute to cross, the Sorrowful Forest can crush anyone’s mind with unending despair. If the locals say it is haunted; in Ventra, it is so haunted the ghosts are scared of the place.
Who, other than the ruler, is important?
The counts and barons mostly, Ventra is a feudal society. The priests and wizards confuse the hierarchy at times, but it is mostly feudal lords and ladies. And druids, don’t piss off the druids.
is the deal with my priest/ess’ religion?
The deities of the world are active; real entities with their own goals and whims. Each one is different, and while clerics call on divine power to cast spells, the gods rarely grant such a boon. A priest is a devotee to a god or goddess, someone who appeases them and acts as a mediator for the masses. A cleric, a wielder of divine power, is an agent, a champion, a tool used to further the deities goals. Which vary greatly, deity to deity. They often also serve as priests, but rarely stay in one place their whole lives.
Where can we go to buy standard equipment?
Markets will sell clothing, rope, smiths will make arms and armour on commission; but to buy equipment for adventure, one would have to be in a large city. And most well-made equipment would be commission only, mass manufactured goods are practically non-existent; and terrible quality.
Where can we go to get platemail custom fitted for this monster I just befriended?
By commissioning a blacksmith, with massive additional “silence” fees to stop him blabbing. Also, monsters generally not well liked. Keep well house trained, and outside of towns and villages at all times. Unless you’re murder-hoboing, then by all means.
Who is the mightiest mage in the land?
Within the duchy of Ventra, this would be Meriden, Countess of the Iron Bridge and arch mage adviser to the duke. There are more powerful wizards in other regions; Elain, the Wizard of Sywlitha in Alneora, and Ormond, Magus of Lunafell are far more
powerful the Meriden, but they are hundreds of miles away.
Who is the greatest warrior in the land?
That would be Bilae, the Goddess of Battle, who accepts challengers in the Eternal Arena in Berost. Other mighty warriors gather in the Fighter’s Guild in Berost, to train in the Arena, and to challenge the god of battle for their title. Bilae herself has only been the goddess for a dozen years.
Who is the richest person in the land?
Without any doubt, the richest man in Ventra is the Duke of Ventra. Duke Andon VI carefully manages Ventra, and his family has held the ducal title since Ventra’s founding. Amassing incredible wealth over the long, long centuries.
Where can we go to get some magical healing?
Magical healing is hard to come by, the druids of the Third Circle of Land can cure wounds. But rarely would they do so without care; and reaching the circle can be dangerous at times. Temples may, or may not, have access to magical aid, if a cleric is at shrine. Most often people make do with concocted potions and traditional medicine, the injured seek herbalists, not priests for aid.
Where can we got to get cures for the following conditions: poison, disease, curses, level drain, therianthropy, polymorph, death, undeath?
The only place guaranteed to be able to rid one of these ailments is the Third Circle of Land, or the Eternal Arena, where a cleric of Battle is like to be; but never with certainty.
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
There is no wizards guild; but the Wizardly Domains of Lunafell tries hard to enforce their influence on mages across the realm. The Dukes have never held stock in Lunafell’s organised magic, or their restrictions. So while one could be a part of a wizard’s guild, they have little power in this region of Anavara.
Where can I find an alchemist, sage or other expert NPC?
Any town, or city, will have an herbalist or scholar of some sort. Usually spending time making poultices and remedies for the sick and hurt. Midwives are common fulfillers of this role.
Where can I hire mercenaries?
Berost is the best bet for mercenaries, the city is usually teeming with fighters seeking battle in the arena. Most end up low on coin, and look for work as guards, adventurers, or the like. The less moral turn to banditry, only to be caught by others of their type, making coin by hunting bandits.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Yes, and no. Magic is not outlawed anywhere; and only in the presence of important officials would anyone require disarmament of an individual. The way to get in trouble with the law is most often to ignore it. But in some places, for some races, merely existing is trouble. Orcs, elves and the Wid are the typical sufferers of this.
Which way to the nearest tavern?
There aren’t many taverns, in the sense of a place serving alcohol that doubles as a travel house. Travel houses are found in towns which see a lot of traffic coming, and most would prefer to keep the drunken brawls elsewhere. Anywhere that is a crossroads, or sees a lot of travellers will have a travel house. And a pub can be found anywhere. As for sleeping, most farmers will let a traveller sleep in the barn for a copper or two.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Giants. Though carrying the heads back to town is a nightmare.
Are there any wars brewing I could go fight?
There’s almost constant conflict in the aptly named Warfields, west of Ventra. There has also been growing animosity with the dwarfdom of Davolf in the north, not to mention the constant threat of another orcish invasion.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
See the Eternal Arena. It is eternal, and an arena. The highest glory involves becoming a god; not for the feint of heart.
Are there any secret societies with sinister agendas I could join and/or fight?
Yes. They are, admittedly secret. The Walkers are a supposed secret society, open secret as it is, and their main prerogative seems to be little more than delivering mail at first glance.
What is there to eat around here?
Western European fare; inland mostly, not much fish. Ventra is famed for its honey, which is part of almost all Ventra meals. Also Ventra’s main export.
Any legendary lost treasures I could be looking for?
Certainly! The Crown of the Realm was lost during the Age of Demons, some stories say it can only be found by one of the King’s line, and as such never. Giant ruins sit empty across the southern marches, and many old relics are carried by the mad giants who slumber in the ruins. From Zeldir, Spear of Storms, to Averon, the Winter Shield., there are plenty of storied weapons to be found.
Where is the nearest dragon or other monster with a huge treasure?
Nearest dragon who is well known would be Orshalaz, a great silver dragon north of Alneora. Other dragons come and go, but most don’t make much of a name for themselves in Ventra; few can stand the region. As for treasure, the giants, any giant, tends to carry relics and loot from their raids, placing value on things they have no use for in their madness.
How common are non-humans?
Depends on the area, in Ventra they are hardly rare, but no entirely common. The widdish races rule Widlaud, and the kithe are an exotic, but not astonishing sight. Gnomes and halflings are known of, but are rarely told apart, and though dwarves as often as not. Dwarves and elves are most common, the former more than the latter. Also orcs, raiding, pillaging, orcs.
Do humans and other races get along?
Some yes, others no. Elves are often spoken about in children’s tales; to frighten and scare, dwarves are either honest friends, or dangerous foes, if they are from the Old Holdings, or the newer Dwarfdom of Davolf. Kithe are viewed with suspicion at times, but no more than any other foreigner.
How common is magic?
Common enough to be believed in, rare enough to be miraculous. Wizards can earn their keep with petty illusions to appease a crowd, though most have higher aspirations. Even in the Wizardly Domains, where thousands are educated in arcane ways each year, there are only a few hundred wizards amongst hundreds of thousands.
Is magic safe?
Magic is as safe as a sword or bow, as safe as a hammer or nail. Dangerous if used as such, and in untrained hands, but not innately. Barring areas of wild magic, which are found only in the Lapirdum Mountains, and not in Ventra or any civilised lands.

Knaight
2015-04-10, 12:03 AM
This is heavily biased towards some very particular assumptions and doesn't work too well outside that. With that said, picking my current setting that at least gets closest to this - it's an odd, very specialized setting, but it's not industrial era or higher tech, it's high magic, and it's at least somewhat close:

1. I'm not particularly sure where your priest found one of those, but compiling enough folk beliefs together might just qualify, and the present situation is ripe for a cult based around the inevitable impending doom. Said doom might not actually be inevitable, but it sure looks the part.
2. As agents of the woven tower, your equipment is provided for you. You've got your clubs, your spears, your bows, your atlatl, your shields (all magically reinforced), your magical tattoos, and your specially grown and enchanted highly explosive gourds. For the more mundane stuff, there's villages, most of which are coastal fishing villages of some sort. If you want anything involving metal, well, the invaders seem to have it. Yeah, it's enchanted to pull a vanishing act if the wielder dies, but that's what taking live captives is for.
3. Even the invaders don't have plate, and there's a notable shortage of monsters. You might be able to modify a mail hauberk to fit one of the local crocodiles though, assuming you can get your hands on either.
4. Hopefully it's the head enchanter of the woven tower. Given some of the rumors going around though, there's a decent chance they're part of the invading force, carrying out abductions.
5. There have been sightings of a large figure, heavily armored, probably with some tattoo based defenses on top of that. Who exactly they are is still unknown, but they came with one of the invasion forces to the archipelago, and the rumors around them suggest that they are talented. Extremely talented. Plus, they've got more metal on them than the entire captured supply so far, and the attempts to figure out the invader's forging technology haven't exactly been successful.
6. It depends on who's counting. The woven tower as an organization has a fair amount. There's whoever owns that extremely large ship that's been sighted a few times. Then there's that previously mentioned fortune in metal. There's a village headman with a lot of goats. The absence of an actual monetary system (at least among the native peoples) complicates the issue.
7. If you're human, you've got options. Some amount of healer's gift is pretty common. If you're one of the driftwood golems, you're going to need to find a proper mage.
8. Poison and disease can be cured by people, but you might want to seek out an agent of the woven tower for that. There are also rumors of a secret society living in some hidden tunnels dug into the largely underwater mountains of the archipelago, and they should also be able to provide. As for the rest of those, they don't exist.
9. There are various small conclaves, though discrete spells aren't really how magic works. Nothing like a guild exists on island, though the invaders might have one.
10. There are a few options here. Village elders are often a decent source for generalized knowledge, herbalists veer into alchemy pretty frequently, and for lore you want a storyteller. It's not actually a profession per se, but there are some people who really take to it as a calling. On the other hand, there's also the scrying network, which might just be easier. Get access to the central scrying pool, drop your object or person of interest in it, and witness it's or their past before your eyes - at least the notable parts.
11. There aren't really any proper mercenaries. Some level of fighting skill is quickly becoming the norm though, and finding a few talented youths just takes a local village or two.
12. If you get ahold of a sword, it needs to be brought to the tower. Invader artifacts are extremely rare and hard to get ahold of, and their researchers have first claim. The local clubs and spears? Those can be kept at hand, as can magic.
13. Taverns aren't really a thing. Alcohol absolutely is, and if that's what you're after, local festivals are pretty much as good as it gets. You've got the fermented goat's milk, the fermented squash, and even some sort of fermented sweet grass. Distillation is fairly rare, though there are alchemists who've figured it out. Alchemists being alchemists, somebody has produced a hard liquor with it, perhaps even something almost recognizable as rum.
14. There aren't really any monsters. Nor, for that matter, is there much to call countryside. With that said, irregular invading forces come, kill and abduct, set up temporary defensive structures, and bring massive boats the size of thirty of the largest local canoes, rafts, or catamarangs. Said invading forces did bring some of their terrifying technology with them, from metal (a bizarrely strong, smooth stone as far as anyone knows) to golems that are somewhat sturdier than the driftwood ones available locally. Do enough damage to those, and you might just get yourself a reputation.
15. The invasion isn't necessarily a war per se. There's no indication of an actual state on the other side, and the goals seem to be abduction first and foremost. On the other hand, between the technological discrepancy and the warlikeness of the invaders, it's probably close enough.
16. Nope.
17. There are collaborators with the invaders, and at least one group has gotten organized. Rumor has it they occupy a network of tunnels, accessible only at low tide. For the most part they've been lying low, but there's been enough activity to clearly qualify.
18. The primary staple is fish. Goat meat is also relatively common, and there are some grains, root vegetables, and edible grasses. Actual wood is extremely rare, and there's no fruit trees, but there are some berries from bushes. There's not a lot done with processed milk, no cheese, yoghurt or similar, but there is goat milk. The standard cooking is done on grass and dung fires using ceramic pots, or is meat smoked on dung fires, and the taste does reflect that to some degree. This does assume you're human, for a driftwood golem food is a non-issue.
19. Maybe. Those tunnels are largely unexplored, it's possible there's something in them, though that stretches the definition of legendary. On the other hand, there's a center of research, some invaders with vastly superior technology, and a scrying pool which can be used to see how said vastly superior technology was made, if it can be captured. You don't need to go to the treasure. It comes to you, pointy end first. You just need to bypass the measures the invaders took to make sure their technology wasn't taken, and that's already happening.
20. There aren't any monsters. There's one very, very large ship around. There are a few shipwrecks, rammed by ramming canoes enough to actually be taken out, in the ocean but not the depths. Judging by the abandoned goods found on the one ship that crashed into the coastline, those are treasure sources waiting to be taken. On the other hand, there's a reason that some small group on a raft with some spears doesn't pick a fight with gigantic ships crewed by dozens of people.

The added eight:
Where are we? There's a small archipelago of seven islands, with about half of the landmass being on the largest. Around it is endless ocean, at least as far as anyone living on the island was concerned until recently. Recent attacks indicate that there's some sort of other land somewhere, and it's probably larger and more populous.
How common are non-humans? Assuming that intelligent species are meant, there's next to nothing. Intelligent golems have been created though, with the local driftwood golems being well known. The invaders also developed golem technology, and they clearly have access to better materials.
Do humans and non-humans get along? There have been some low level conflicts between humans and driftwood golems. Generally the conflict lines were drawn more between villages, with the occasional theft of goats getting well out of hand, incursions on fishing territory, etc. More recently there's been a great deal of unity on the island, in the face of invasions from afar.
How common is magic? Is it safe? Just about everyone on the island has latent magic at the very least, enchanted items are downright common. For the most part magic is fairly safe as well, with the exceptions usually being about what one would expect - alchemical explosive production has its risks, nobody is even slightly surprised about that. Magic also is generally not very powerful, though there are a few prominent exceptions. There's a particular scrying pool with a lot of power, and there's a rumor that the invaders have direct battle magic.
How many nations are there? This gets into a counting issue again. You could say one, as the woven tower exerts some degree of de-facto control over the archipelago, and the invader's status is unknown. If you count individual villages, there's upwards of a hundred. You could say three, counting the invaders as a unified national faction, the archipelago as one, and the cult of collaborators as a third. You could also say zero, on the basis of how none of the factions involved really qualify as a nation.
Who rules? Local village leaders. Local village elders. The mages of the woven tower. The head of that underground cult. Whoever leads the invasion force (though judging by the tactics involved, the idea of unified leadership there is questionable at best).

VoxRationis
2015-04-10, 09:15 AM
Yeah, a lot of the original questions tend to be ones that apply on a local level and don't really paint a picture of the world the players are in. They provide useful information for your typical D&D characters with typical interests (drinking, dungeon-crawling, monster-slaying) but don't really help show what's different.

SirKazum
2015-04-17, 11:16 AM
Eh, what the hell. The setting I've been working on the most lately (the Haliburn Galaxy) isn't developed in enough detail to answer a few of those questions, but I suppose this is the perfect opportunity to help develop it further that way. Plus, it gets me writing about it again, since I've been neglecting it lately :smallbiggrin:

0.1. Where are we?
In a typical campaign, we're likely to be in the city of Harmony, a human colony in the (relatively) recently-colonized planet of Bhadrapada VI, also known as Rancent's World. It's a big city, to be sure, though maybe not quite as grand or as developed as those in the human Core Worlds, as Bhadrapada is a bit of a backwater planet. Step outside of the bigger colonies like Harmony and you're getting a rather "frontier" like feel, with settlers struggling for territory against local semi-civilized races. At least until you get to the massive Kyrrztli hives, though; those insectoids have developed a quite impressive, if rather alien, civilization.

0.2. Who rules here?
In a rare case as far as human societies go, Harmony is completely independent from the three transnational factions that rule humanity, having a sovereign local government. The head of the city and its client towns is the President, selected by popular vote; however, the way government is structured, the President has relatively little autonomy in face of the Parliament, whose members are also selected by popular vote, with one congressman per district.

0.3. Who do I need to watch out for / Who else is important?
Although the three major factions do not officially rule Harmony, their influence is far from absent. The interests of the Tarinnish Confederacy are promoted partly by Confederate representatives in town, and partly by the semi-legal Minutemen organization, which has a significant presence in the colony. The Pan-Muranian Union has strong ties with local immigrants of Muranian ancestry, as well as Muranian-friendly corporations and advocacy groups. The Allied Free Nations have very little direct presence in Harmony, but they're still perhaps the most influential of the three factions in this colony, thanks to the many AFN-friendly corporations and conglomerates that dominate the local political, economic and social landscape. By the way, whether they're aligned with the AFN or one of the other factions, corporations are the real power in town, as everyone knows.

1. What is the deal with my priest’s religion?
Well, priests rarely take up adventuring, but I guess you could follow one of the many religions that... oooh, you mean that character that's healing people, using buffs and defensive psychics, busting up entropes, and so on? Those are executives, not priests. Their loyalty lies with whatever organization grants them power - both socio-economic, through their office, and psychic, through the nexus that gathers free psychic energy from everyone associated with a particular organization and redirects it toward its executives. These organizations may be corporations, governments, advocacy groups, charity organizations, or even criminal networks. In fact, aside from those belonging to a few ideologically-motivated groups, executives are unlikely to care a lot about religion. There are also dowsers, who channel psychic energy from the very planet rather than from a nexus, but those are kinda kooky people anyways - many, though not necessarily most, are "new age" type mystics.

Now, if you're still interested in religion - although humanity has seen a rise of secularism in recent centuries, the traditional religions are still going strong. The most popular ones are the ancient, traditional and polytheistic Unnamluar; the somewhat rigid and moralistic, trinitarian religion of Delemism; and the rather mystic-oriented, contemplative, pantheistic Burdwari.

2. Where can we go to buy standard equipment?
Oh, that's easy, just hit the local mall. You probably won't find anything too specialized there, but it should be enough to tide you over in your first couple adventures.

3. Where can we go to get platemail custom fitted for this monster I just befriended?
Yeah, this is what I meant by "specialized". You might wanna check the local services directory for a good smith. Equipment made by craftsmen such as smiths might be more expensive than the stuff mass-produced in factories, but you can get it custom-made, and besides, it's often higher quality.

4. Who is the mightiest mage psychic in the land?
The most notorious psychic in human civilization is probably Dr. Andresh Dharampur, not just the most powerful transhuman psionicist known, but also one of the most famous scientists across the known worlds. Although his work in astrophysics (including expeditions to the interior of a couple suns) is impressive, lately he's been more dedicated to high-energy particle physics, and his theories on zero-point energy might finally shed light on how certain psychic powers appear at first to increase the total energy content of the Universe. However, the psychic capabilities of "alien" races have not been fully mapped, and there may be mightier psychics among them. One whose power is thought to dwarf Dr. Dharampur's is Scoutmaster Skryrri, an elusive kyrrztli psionicist, whose identity and goals are mysterious even within his species, much more so to outsiders. However, Skryrri is rumored to have left his native Bhadrapada for the recently-discovered planet, Maenali IV, to somehow conspire with the even more mysterious psychic overlords that rule the local sapient races.

5. Who is the greatest warrior in the land?
Few are as feared as the self-styled General Maver Jalek, an Eblian mercenary that leads her personal army of private military contractors. While the rock-like Eblian race from planet Asherah is known for its mercenaries, Jalek became notorious for her role in crushing the Indigo Uprising in Reshep II a couple decades ago, where she grew in both power and fame. Since then, her private army spent a good deal of time fighting the petty though lucrative feudal wars of New Eugeron, periodically switching to whichever local governor that paid best; while this allowed her to significantly grow her army's size and wealth, the perfunctory nature of these wars proved rather unsatisfactory to her warrior's instinct, so she recently relocated to Bhadrapada VI, where she's been taking on greater challenges such as the kyrrztli and even vukhars.

6. Who is the richest person in the land?
The richest person in Harmony would certainly be the transportation mogul, Willis Dharkan, head of the powerful Spark corporation, one of the biggest names in regional and inter-continental teleportation. However, the real money is in financial holdings, whose controlling interests are usually so spread over a labyrinthine structure of shell corporations and accounts that it's hard to keep track of who owns the cash - which tend to be rather discreet, although powerful financial overlords, many of them based in Chertan V, the AFN's power base.

7. Where can we go to get some magical psychic healing?
That's easy, just head to any major hospital and you'll have access to psychic resources to quickly and efficiently heal injury or illnesses, though of course, at a much steeper price than standard medical attention (which usually consists of bandages as needed, as well as poultices and herbal infusions to help the body's natural healing process).

8. Where can we got to get cures for the following conditions: poison, disease, curses, level drain, therianthropy, polymorph, death, undeath?
Again, many of those can be treated in hospitals, although they require more specialized treatment, which means you'll probably need either a really good hospital or maybe an advanced research institute (where you're also likely to find academic psionicists, that can help you with a few things like polymorphing). Other than that, you're looking at hiring the services of a high-level executive - though you can probably get a discount if you work for the exec's organization (especially if you're on official business).

9. Is there a magic guild my mage psionicist belongs to or that I can join in order to get more spells powers?
Many psionicists are affiliated with some university or research institution, which are great places to acquire more psychic resources. Others are under the employ of corporations or governments - while those tend not to have as much "brain trust" as academic institutions, they do often have programs in place to encourage psychic research and the exchange of psychic knowledge.

10. Where can I find an alchemist, sage or other expert NPC?
You mean pharmacists, chemistry labs, and consultants? Maybe also lawyers to help you when you run afoul of question 12, no? And engineers to oversee your new home's construction? Those, and a host of other professionals, are generally found in service directories - books you can get, usually for free, that list the city's available professionals and suppliers, with their address and contact information (in case you wanna telegraph them or something). Those, however, are more specialized services; if you're looking for something quicker (i.e. repairing some psychic gadget, getting a few pharmaceutical supplies for an upcoming adventure etc.), you can head downtown and walk the main streets of the commercial district, or maybe just look in the nearest mall.

11. Where can I hire mercenaries?
If you're looking for more reputable professionals (which tend to be more on the expensive side, and often unwilling to do less savory work), the local services directory should serve you well. However, if you wanna hire some dangerous fellas that will do anything you need, you gotta have some good contacts in the underworld. That sort of thing doesn't get advertised everywhere, ya know. And the big-time, major-league players, such as large private military contractors, tend to work exclusively through indication - they don't want to waste their time with a flaky employer that's not serious about either the money or the dirty work, so they'll want someone to vouch for you.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
The amount of regulation on weaponry, psychics and various other potentially dangerous or controversial stuff depends a lot on the locally prevailing politics. Some places, like Semkash, in the very heart of the Confederacy, they might send you to jail for even walking around with a dagger without a permit; in there, psychics need to be registered with the local authorities, and you need permission to use any kind of psychic powers (though, in the case of low-level stuff, many don't bother registering and the authorities generally don't enforce). In Chertan V, though, you can pretty much go anywhere you want decked head-to-toe in top-notch psychic gear (including weaponry) and nobody will bother you for that as long as you don't cause trouble, and your psychic capabilities are exclusively your own private matter. In Harmony, things are not quite as liberal as in Chertan, but they do lean more toward the "looser" side of the spectrum; while you're supposed to get a permit for dangerous equipment (weaponry or psychic devices), the police will rarely check for that unless provoked; also, psychics are encouraged but not required to register with the local authorities, unless they are considered a public threat (usually by having a criminal record associated with the usage of psychic powers for criminal ends), but even in that case some folks manage to sue the State and get away through a friendly court sentence.

13. Which way to the nearest tavern?
Just walk the streets a bit and you're likely to find a bar not too far from your location, usually a small corner place. Of course, if you're looking to do more than just drink cheap booze, you might wanna go downtown and look for one of the more popular bars or nightclubs. Sports bars, where you can watch the latest ball game on hologram while you drink, are a popular choice - though, if you're more interested in the actual sports, you might wanna head to the stadium and watch it first-hand. However, if what you're looking for is a place to meet with people and talk business, while you can do that at a bar, you might also want to look into a nice, quiet restaurant.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
The mutant tribes are a persistent trouble in Bhadrapada - ever since those experiments with native Halachians went haywire and mutated strains started breeding like bunnies, fighting mutants has been one of the planet's favorite pastimes. They're getting more organized, too, adding to their threat. There are a host of dangerous native species in Bhadrapada, which generally keep to themselves if you don't encroach upon their territory, but some of them - like the dangerous regenerating Noxu, or the rending beasts of Phtari - but none are more dangerous than the dreaded Vukhars. Kill a big one, and you're guaranteed to at least get a book deal out of it.

15. Are there any wars brewing I could go fight?
There always are, right? At the moment, the aforementioned mutant tribes are the most immediate threat in Bhadrapada; you can always find a battle against them somewhere. While the Kyrrztli have been officially at peace with humans for centuries, there's always some adventurous bunch of them attacking a human settlement (after all, they're raiders by instinct), and you can find employ either defending the colony or even aiding the bugs. Kyrrztli also tend to prey on other native races, and even one another (while full-out hive vs. hive wars are rare, raiding incursions happen all the time), so they do a lot to keep mercenaries' pockets full of cash. Off-world, New Eugeron is home to an almost constant state of lukewarm warfare between local potentates, and the insurgency in Reshep II stirs up trouble now and again. Iriond, humanity's homeworld, has been reasonably peaceful for centuries, but there are occasional tensions at the borders between the three factions that keep militaries and mercenaries employed.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Actual gladiatorial combat, the kind you fight to the death, is illegal in most of civilized society, with entertainment-oriented violence being supplied by fighting sports, usually in a form of mixed-martial-arts that can draw quite a crowd. While the top ring stars can make a substantial amount of cash, more from advertising sponsors than from actual prizes, this kind of fighting takes highly specialized dedication, making it unsuitable for most adventurers. However, if you really know where to look, there are a lot of illegal back-room arenas where those brave (or desperate) enough can duke it out with actual weapons and psychics, for a share of the (sometimes substantial) betting money that goes around in those venues. Just be on your toes though - you might just as likely have to fight off the cops instead of a fellow gladiator, if the fuzz catches wind of this place...

17. Are there any secret societies with sinister agendas I could join and/or fight?
The most obvious of those are criminal gangs and organizations, with varying sizes and degrees of organization, that plague modern society. Harmony is home to a number of factions of organized crime, such as the Red Eye, which rose to power by smuggling illegal drugs in Asherah and recently moved to Bhadrapada; the Caena, run by Muranian immigrants, which runs protection rackets and controls street crime in Muranian districts; the Razorwings, which control the waterfront and harbor area; and many others. There are also political fringe groups such as the Minutemen, which are considered by many as a terrorist organization (in Harmony, they're tolerated but monitored by the authorities), which promote paternalist politics and the Confederacy's interests, sometimes through violent means. There are also a number of fraternal organizations, usually joined by the social and political elite, such as the Silver Covenant, which is thought by some conspiracy theorists to control all known worlds through a sinister shadow agenda.

18. What is there to eat around here?
I don't know, why don't you head to the closest restaurant just around the corner to grab a bite? Abyri cuisine is hot right now, with its spicy steamed-grain recipes and rich, savoury stuffed meats. For something quicker, just bring home some Lagashian take-out - their shredded poultry dumplings, rice patties and exquisite fish fillets are great. Or, well, if you're a little budget-conscious, you could go to a franchise restaurant - those things pop up everywhere at a moment's notice (especially since the entire literal restaurant comes pre-packaged in an extradimensional space when you open a franchise), and only the most sensitive palates can tell the food is psychically-generated.

19. Any legendary lost treasures I could be looking for?
It doesn't get much more legendary than the rumored pre-Vukharic civilization that many theorize existed in Bhadrapada VI ages ago. If they left anything behind, either the Vukhars or the Derleths are likely to have taken control of it, but there are still rumors of lost caches of vast treasure left unclaimed by this ancient civilization. There are also a few urban legends regarding various lost treasures, such as the huge take from the Bank of Kaldur heist a few years ago, said to be in the tens of millions of GP - nobody knows for sure where this cash ended up (or admits to knowing it, at any rate), and with all known culprits either apprehended or killed, speculation about its whereabouts is rampant.

20. Where is the nearest dragon or other monster with a huge treasure?
The nearest Vukhar, you mean. Those things like to keep to themselves, so they tend to hole up in remote and well-defended locations, so it's not going to be easy getting to them and their stashes. A yellow-fringed Vukhar is said to live in the mountains south of Harmony, so that's a good place to start looking... but look out for its psychic blast, it's a nasty one.

21. How common are non-humans?
Very common, indeed. Although humans have spread far and wide throughout the known worlds (thanks to their hardiness and incessant breeding), the only place they're a considerable majority is in their native world, Iriond, where they're the only native sapient race. In other worlds, however, they have to share territory with a host of native races, although human societies have grown quite large in places such as Asherah and Chertan V. In any event, even in ostensibly "human" societies, a considerable portion of the population is not quite human, but rather transhuman - the descendents of psychically-altered lineages, which can get to be even stranger than "alien" races.

22. Do humans and other races get along?
For the most part, reasonably so. There are lingering tensions between the human colonists of Reshep II (especially those representing Confederate government) and the native Reshepan races, but those have been mostly pacified. Kyrrztli are always a conundrum; while they've been keeping relatively peaceful with humans, especially as it greatly benefits their trade interests, you always have to stay on your toes around them, as you never know when they'll decide that the benefits of turning on you outweigh those of cooperating. Other races tend to get along well with humans, though - especially the Asheran races (Eblians and Shaugmar), as well as Bhadrapadan Sen-Ji, many of which have come to live in human colonies.

23. How common is magic psychics?
Rather common, in fact. While relatively few people exhibit psychic powers, most benefit from them in one way or another, either by utilizing commercial psychic services (teleportation, communication, healing etc.), or by using structures and merchandise made with psychic aid (which comprises most mass-produced merchandise). Besides, psychic individuals aren't quite that rare, and most people know a few personally. All in all, the pervasiveness of psychics is what allowed modern civilization to be what it is today.

24. Is magic psychics safe?
For the most part, yes. It's very well-understood and highly structured (as per D&D standard). Of course, it has a considerable potential for harm when used maliciously, but it's generally as dangerous as those using it.

VoxRationis
2015-04-17, 07:41 PM
0.1 Where are we?
Libaena, a hilly, arid land to the northeast of Aegesna, across a short strait. The country is split into two by the Plain of Knives, a karst limestone formation of sharp ridges and precipitous drops. Libaena Proxima, on the west side, is slightly wetter than Libaena Distalis, on the east side. Rivers provide narrow strips of green among brown desert and scrubland. The highlands are actually habitable, though, and herds of antelope migrate around, following the growth of fresh vegetation. The Libaenan people are proud and clannish, adept at combat with the spear, and free of the Clavan conqueror for the first time in generations. They came into this territory several centuries ago, displacing or conquering the Hodlai and Oldtai peoples who lived here before.
To the south of this land lies Parracosia, the northernmost province of the (East) Clavan Empire. To the east lies the snowy sands of the Eastern Wastes, whence both elves and Libaenans came long ago. To the north lies the Great Plains, controlled by the fierce Ultish clans, including the ascendant King Harald the Clever. To the west lies gnomish Oakenfield, and west beyond that Etuscina, once the core province of the Clavan Empire before it was overrun by the elven rebellion. Across the sea lies Aegesna, the core province of the (West) Clavan Empire.

0.2 Who rules here?
Nobody! The entire province is in a state of anarchy following the collapse of the Clavan Empire. The Qian rule the coastline with an iron fist, demanding tributes and burning rebels alive, but they really only show up every now and then to collect tribute, so they don't have a huge day-to-day impact on their subjects. Various warlords, such as Salioc, Falx, King Aelius, and Ghori, have carved out fiefs in the inland portions. The rest of the place is controlled by various tribal chieftains, usually with authority only a day's travel from their respective villages.

0.3 Who do I need to watch out for? Who else is important?
Well, the elves have sent a number of ambassadors to Libaena in an attempt to extend their influence through the North and prevent the Clavan successor states from reclaiming any lost territory. Some of these ambassadors have met with better success than others; the most successful have de facto command of significant native armies.

1. What is the deal with my priest's religion?
Hsan is the god of the Libaenan people, and watches over them. He doesn't have much of a code to follow, besides offering him prayer and sacrifice at the appropriate times of year. That's pretty much the deal with most religions around as well, though the Hodlai have a greater breadth of gods, including a goddess of intrigue and a god of magic and knowledge.

2. Where can we go to buy standard equipment?
Large cities like Ghiranaz or Emaqadj. You can get spears and slings just about anywhere and leather armor in the larger villages. Good bowyers are tough to find in Libaena, but the people of Meqiilna have recently taken up archery in imitation of the elves. Large amounts of metal armor are typically only for sale in Ghiranaz; the people who have it in other parts of the land generally aren't selling, since it's difficult to come by and the need for it is great. Finding equipment for a mage might be difficult, but again, your best bet is in Ghiranaz or Emaqadj.

3. Where can we go to get platemail custom-fitted for the monster we befriended?
What? How did you... What? Your best bet is in Ghiranaz, though no one actually makes full plate anymore (the Neikorun dwarves did once, long ago, but their culture has been shattered). Mail or scale armor is what you're going to get.

4. Who is the mightiest mage in the land?
That would be Avelimei'lina d'thar Aedialath'e, elven ambassador to Tanitom. The mightiest Libaenan mage is probably Ghori, the necromancer queen of central Hodilna, or maybe her rival Anariq.

5. Who is the mightiest warrior in the land?
Salioc, in addition to a brutal warlord, is a brutal melee fighter, enormously strong and skilled with a variety of weapons.

6. Who is the richest person in the land?
Difficult to tell. Possibly some of the merchants in Emaqadj, such as Praescus Lucretius.

7. Where can we go to get some magical healing?
You can find a priest in certain larger villages who might be able to heal you. Stasir in Qanaz is one such man.

8. Where can we go to get cures for the following conditions:
Ah... That's not likely for most of them. Poison and disease you can probably fix with a local herbalist, but there aren't many casters who can fix that stuff in Libaena. Death doesn't get fixed at all.

9. Is there a magic guild my mage can join to get more spells?
Not in Libaena. The local magicians have a tight-knit subculture based on apprenticeship, so unless you plan on copying manuscripts and mixing ingredients for an egotistical arcanist for ten years, you're probably not going to find people willing to give you spells. The elves teach people their wood-shaping spells for free, but that's of limited use unless you plan on gardening. The (West) Clavan Empire gives free instruction in magic if you register either as a reserve soldier or flat-out enlist in the army, but terms are 25 years, plus you'd have to leave the province.

10. Where can I find an alchemist, sage, or other expert NPC?
Ghiranaz, or maybe Emaqadj, are your best bets for both quality and variety.

11. Where can I hire mercenaries?
Anywhere. There are no shortages of strapping young lads eager to make their way through life with the help of spear and stranger's coin. Their training, equipment, and discipline are likely questionable though. If you have a lot of money, you can hire the Audainan Free Cohort, who have a base in Emaqadj. These commandos fight in small groups, using the repeating crossbow as their primary weapon. They are dazzlingly good fighters and have the utmost discipline, though they are unlikely to accept a contract which involves high chances of death.

12. Is there any place on the map where swords are illegal, magic is outlawed, or any other notable hassles from Johnny law?
Salioc demands high taxes from travelers, so be wary of going through his lands. The Qian forbid the carrying of arms in their subject regions along the coastline; if they catch you carrying arms, they are likely to execute you via flamethrower.

13. Which way to the nearest tavern?
Larger villages probably have a tavern, and cities like Ghiranaz or Emaqadj are both filled with them; in Emaqadj, which has a very Clavanized culture, people rarely cook in their own homes and usually eat out.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I become famous?
Mostly hippogriffs, though they prefer uninhabited regions. Some manticores, possibly a dragon. Ogres are the most common "monsters" running about; whether they're "terrorizing the countryside" or not depends significantly on the individual ogre's circumstances and relations with their neighbors. Western Libaena has a fair number of dire weasels; the locals tame them sometimes, but wild specimens are quite dangerous. For the most part, you should worry about the people who are terrorizing the countryside, not monsters.

15. Are there any wars brewing I could go fight?
Everywhere! That's pretty much the main point of the setting, really. The warlords are always trying to fight one another and expand their territories. King Aelius, in Tanitom, has run up against Avelimei'lina, who is determined to curb his expansion. Salioc expands along the Hafal and Zimul rivers in both directions, and skirmishes with the armies of Falx over the Qisal High Desert. Ghori and Anariq plot against one another in the long game that is a rivalry between wizards; if you feel like you want to be a pawn in that game, no one's stopping you. Both the West and East Clavan Empires will probably want to try to reclaim Libaena at some point, though they aren't doing anything right now.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Oddly enough, the actual amphitheater built in Ghiranaz for gladiatorial combat has been made into a fortress/housing unit, so you can't fight there, but in larger towns, you can probably enjoy a good fight for coin in seedy bars and the like. Your glory is likely to be pretty local, though.

17. Are there any secret societies with sinister agendas I could join/fight?
The elves are kind of secretive about what they want, and there are various cults, such as the priests of Endai, the Hodlai god of poisons and serpents, running around, but they'd be likely to keep you at arms' length.

18. What is there to eat around here?
The local fare is based around millet, a local grain called his, and game meat. It's not terribly interesting, all in all. There are a few vineyards in heavy Clavanized areas, but weak beer (made from millet, not wheat) is a more likely drink in the rest of the province.

19. Any legendary lost treasures I could be looking for?
The old Libaenan kings were frequently buried with large burial treasures. If you can find their tombs and plunder them, you will A) earn the enmity of Libaenan traditionalists and B) become quite wealthy.

20. Where is the nearest dragon or other large monster with treasure?
Dragons have begun filtering into unguarded and depopulated regions now that Clavan legions no longer hunt them down, but they breed slowly, so the repopulation of their kind is going to take a while. The north and east are your best bet, but no promises.

21. How common are non-humans?
Ogres may be found scattered throughout Libaena Proxima and have significant populations in the northern region of Zimul Qezat. Goblins have scattered but larger populations throughout the highlands. Kobolds, once thought innumerable, were hunted to extinction long ago; the last one, named Martha, died in a zoo over a century ago. Elves are reasonably common in their lands, but there are only a handful here, acting as ambassadors. Gnomes and dwarves have drifted into Libaena in small numbers as refugees, the dwarves fleeing famine and the gnomes political strife. Halflings ('parsines') are uncommon in this region and are likely to be mistaken for gnomes. Half-elves are rarities beyond rarities, being the product of elven enslavement over two hundred years ago, and few of those individuals have any region to travel this way. Orcs and half-orcs are both unknown.

22. Do humans and other races get along?
Elves have very mixed receptions, depending on the place and government. Some welcome them with open arms, while others (try to) kill them on sight. Dwarves, gnomes, and parsines are all treated fairly neutrally, but they'll attract a fair amount of attention when they first come in. Increasing dwarven immigration might swing public opinion against them in the future, though, especially since some of the newcomers try to make a place for themselves with their sword arms. Ogres are generally feared and hated by the Libaenans, as are goblins. Goblins get along fine with Hodlai, though; the two races lived in harmony before the advent of the Libaenans and the Clavan conquest.

23. How common is magic?
Not very. If you put a chess piece on the map for every magic-user, you'd still be able to read most of the labels. Magic is more common among the elves and in the Heraclian Empire, but in Libaena, it's a rarity.

24. How safe is magic?
Very.

Roxxy
2015-04-18, 02:35 PM
What is the deal with my priests's religion?Your priest either worships the old gods (who disappeared long ago), spirits who may or may not be powerful outsiders in disguise, or the world itself.

Where can we go to buy standard equipment?A lot of standard equipment, such as automatic firearms and hand grenades, is illegal to purchase on the open market, and you don't buy most of your equipment, anyway. The government issues it to you so that you can go and kill scary things in the service of the Vendalia Marshals or the Commonwealth Rangers (Vendalia Marshals are a national monster killing force, Commonwealth Rangers are an international monster killing force).

Where can we go to get platemail custom fitted for this monster I just befriended?You don't wear armor, and neither do your friends. You either get uniforms though a government quartermaster or go to a private tailor to get custom fitted uniforms (regulations in both the Marshals and the Rangers state that you can wear privately purchased uniforms if they look just like government issued uniforms). Uniforms are generally worn on formal occasions or garrison duty, not during field operations.

Who is the mightiest mage in the land?
Who is the greatest warrior in the land?No one person, and up to debate at the organizational level. Marshals and Rangers are considered extremely good at combating magical threats and big monsters, the Vendalian Army and Navy have some damn good fighter wings (including wizard fighter pilots who kill dragons) and the Vendalian Navy has the Vendalian Marine Combat Force (In terms of equipment, they are very comparable to the USMC of the mid 20th century, but unlike US Marines, Vendalian marines are recruited by Navy recruiters, complete Navy Recruit Training prior to attending the Marine Training Center for advanced training, and are considered sailors, just with a different ranking system. They also lack medical and logistical personnel and anyone else who isn't in a combat unit. Non-marine sailors do those jobs. The reason it is a Marine Combat Force instead of a Marine Corps is because it is well above corps strength. In Vendalia, the Army doesn't deploy abroad outside of a major national security crisis, so interventions abroad are done by the Navy. The Army isn't that big, because it relies on the fact that Vendalia has a universal military training requirement that is meant to let the Army conscript a large pool of somewhat trained people quickly in a crisis. The Navy is both larger and better paying.)

Who is the richest person in the land?People who own steel or fuel companies are loaded, as are corporate execs in general.

Where can we go to get some magical healing?You would hope you have someone on your squad. If a mage doesn't get to a wound within about half an hour, it's too old for most magic to heal.

Where can we go to get cures for the following conditions:
poison,Hospital or alchemist (an alchemist is both pharmaceutical chemist and magic user, and they have limited prescription writing permissions)
disease,Alchemist, general practice doctor, or hospital
curse,Hospital. They can get ahold of somebody who can remove curses while doing whatever they can to alleviate symptoms in the mean time.
level drain,Also hospital.
lycanthropy,Hospital, but be aware this is rarely curable.
polymorph,Hospital.
death,Nothing can be done. The dead can't be returned to life.
undeath?Nothing can be done aside from destroying the undead.

Is there a magic guild my mage belongs to or that I can join in order to get more spells?You could become faculty at a magical academy or university (academies are for children).

Where can I find an alchemist, sage or other expert NPC?Sages are quacks, and alchemists can be found in any hospital or drug store (which is typically called an Alchemist's Shop or just an Alchemist's, in fact). Alchemists are also found in factories, universities, and R&D labs.

Where can I hire mercenaries?You could hire bodyguards out of a phone directory, but mercenaries are very hard to find. It's not exactly profitable to sell armored divisions and infantry companies, given how expensive it is to equip and supply one.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?All mages and alchemists have to be registered with and licensed by the government, automatic firearms and explosives are not civilian legal, and vigilantism is also illegal. The player characters are Marshals or Rangers, however, so they are of course properly licensed and registered to use magic, are issued automatic firearms and explosives, and have legal authority to kill or apprehend the people they fight.

Which way to the nearest tavern?You can find bars pretty much anywhere people shop.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?Demons. Faeries that steal children. Mages that won't obey the law. Kaiju. Particularly powerful undead. Aberrations that crawl to the surface from whence nobody knows. Pissed off lycanthropes. Several types of vampire. All of these and much more are reasons to deploy Marshals or Rangers.

Are there any wars brewing I could go fight?Lantao is threatening to invade Lijun, which would result in Vendalia coming to Lijun's defense. There is also the constant threat of demonic invasion. In the past decade the Vendalian Navy has fought 4 campaigns and the Army 2 to quash sizeable incursions.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?Well, there is televised boxing, wrestling, and kung fu, and rugby and soccer might as well be gladiatorial combat the way Vendalians play them.

Are there any secret societies with sinister agendas I could join and/or fight?There's those apocalyptic cults who summon demons, or whose who want to bring back the rule of the old gods.

What is there to eat around here?Everything. Vendalia is an immigrant nation, and that means lots of variety in cuisine. The average city has restaurants everywhere, as the average Vendalian has enough disposable income to visit them.

Any legendary lost treasures I could be looking for?Not really.

Where is the nearest dragon or other monster with a huge treasure?The dragons stay in the coastal ranges, but they don't really have much in the way of treasure, and its not like you could keep it if they did. Government doesn't like it when their agents loot things. Also, it takes a heavily armed fighter plane with a spellcaster to take on a dragon.

Jallorn
2015-04-21, 11:58 PM
Enti'Inor, Oasis of Land in a Desert of Ocean (http://www.giantitp.com/forums/showthread.php?356642-Enti-inor-an-Oasis-of-Land-in-the-Endless-Ocean)

1. What is the deal with my priests's religion?

Varies. Elves and their sub-cultures (Warforged, Halflings, Drow, Merfolk) worship a family of four gods, each holding dominion over an element. Two are female, air and fire, and two are male, water and earth. Most of their worship is of the appeasement variety, thanking them and asking them not to curse their followers, though the chief deity, the Goddess of the Sun, does have a set of rules that are to be obeyed. Drow have a somewhat more spiritual relationship with those same gods, almost venerating the God of the Earth as highly as the Goddess of the Sun, but a large piece of that is because of the prophecied return to their homeland.

Skarn worship a singular god that they claim created the entire world out of himself, splitting his three Essences, Body, Spirit, and Shadow, and fusing them with the primordial elements to make reality. They believe that one day all will be part of him again. In some ways their religion is less worship and more philosophy.

Humans have few stable deities, the Goddess of the Seas and Luck being one such, but they have stable mantles that are passed down. Each of the settlements that are established after a dragon scouring comes with the name of a god, a hero who fought to ensure the settlement could be founded, and recognized by a prophet as having been chosen by another god to defend humanity again in the next scouring. However, it usually takes two to five years for the prophets to determine exactly which mantle their god has attained. Sometimes littler pieces of the portfolio float around between the gods, and wars are often fought over them, but there has never been an overlap of a major mantle during the new declaration of the gods. Smaller towns, at least those on other islands, tend to have a guardian spirit, often a servant or ally of whatever city-state the town's people mostly came from, often a saint or priest of that god. On occasion, a town does manage to grow large enough that their guardian spirit is elevated to the mantle of a major god.

Orcs worship the ebb and flow of nature, thinking of it as a force, a conglomeration of life, but not necessarily an entity like mortals. As such, though they venerate it, they do not worship it as such.

2. Where can we go to buy standard equipment?

Any large city, except perhaps one of the three remaining Orcish cities, is certain to have plenty of sellers of various goods, particularly arms and armor. Depending on the equipment, smaller cities can also have it, and most have someone who can make it, though likely poorly and slowly. If you're really in a pinch, Gnomish traders can sometimes be found almost anywhere, though with little guarantee what they have to sell in their airship.

3. Where can we go to get platemail custom fitted for this monster I just befriended?

Elves love a challenge, just make sure you're not in a hurry; everything is a work of art to an elf. Drow are used to many differently shaped bodies, so a Drow armorer is a sure bet to getting quality armor. A smith in service to, or part of, the authority of one of the human city-states is also likely to be up to the challenge.

4. Who is the mightiest mage in the land?

The mightiest mage is hands down the Elven Queen-Consort, Mother of the First Warforged, though her husband, the King and High Priest of Zygna, is a close second. The two are among the oldest living Elves, and have had centuries to practice their arts.

5. Who is the greatest warrior in the land?

Orana Beru, one of the greatest champions of the Skarn during their war with the Elves, who languishes now in an Elven cell, guarded by tireless Warforged of the first generation.

6. Who is the richest person in the land?

In terms of easily usable and liquid wealth, the richest person is a Human merchant-prince, Orfeo of Nordis. His family and their navy of ships dominate the trade between the human cities and the other races, as well as facilitating some trade between those other nations.

7. Where can we go to get some magical healing?

Reliable magical healing is available at major temples, but smaller temples and hedge witches are going to be either expensive or only for severe injuries due to the effort and cost of healing magic. Nonmagical healing is more common, however.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?

Poison and disease are difficult to cure. There are a few alchemist mixtures that can help with poison, but fewer that can cure disease, and of course there are nonmagical cures, though they are less effective in the hands of the less skilled. The other ailments are much harder to cure, requiring very powerful magic that is likewise expensive and rare.

Drow, Orc, and Goblin Evolutionists sometimes develop natural cures or infuse magic into themselves that allow them to cure better than most of the other available methods.

9. Is there a magic guild my mage belongs to or that I can join in order to get more spells?

Well, Elven mages have a sort of community where they get together to practice magic, but its not exactly a guild, and gaining access is somewhat difficult.

Among humans, however, mage guilds are existent, and hold great political power, in many cities, but they aren't singular. Most of the time you are limited to membership in one guild, but other guilds will allow you to use some of their resources for a fee, where a mage who doesn't belong to any guild will simply be shunned.

Drow have a singular mage guild, though there are a couple other organizations that deal with more specialized magic. Membership is not exclusive, at least on the mage guild side, though it can be on the other side.

10. Where can I find an alchemist, sage or other expert NPC?

In the usual places, ie where there's civilization and society. Alchemists are most prevalent among Humans, Elves, Drow, and Gnomes.

11. Where can I hire mercenaries?

If you're looking for an established company, the Humans have the most, usually hired for conflicts between cities. If you don't mind organizing your own, Skarn are an excellent choice, although there are a few companies that already exist. Darfellan also have a couple mercenary groups. Pirates, which come in all combinations of races, if encountered at dock, can sometimes be hired as mercenaries, but that choice risks betrayal.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Not particularly, though carrying weapons and wearing armor in certain locations, such as most markets, is going to stand out and draw attention. Peasants aren't generally permitted to carry weapons, but they also tend to stand out by dress, and most adventurers look, at least, like mercenaries, though a noble looking to hassle someone might still do so. Additionally, some people are likely to be eyed with suspicion, such as a Skarn in an Elven community.

13. Which way to the nearest tavern?

Right down the street in a Human, Skarn, or Drow city, on the edge of town in a Halfling or Elven town or city.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

Merfolk and Thri-Keen, but both would require war to kill enough to make a difference. Some pirates. The odd sea monster plagues certain trade routes, and more than a few islands have some local beasts inland, most islands being built more around naval trade than inland development.

One could also go slay a dragon, among the islands to the south the Humans once inhabited, but such a feat would likely end in another dragon killing the hero or heroes, and possibly precipitating an early Scouring.

15. Are there any wars brewing I could go fight?

There is always tension between Human city-states, some of which breaks out into open conflict. The Skarn are still stewing for another fight with the Elves, and the Drow are building up towards such a conflict themselves, though the degree to which they are prepared for it is something they do their best to keep hidden. The Thri-Keen are eyeing any opportunity to strike and expand their dominion, and the few free Darfellan are likewise watching for their chance to free their people.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Definitely a thing in Human and Skarn society. Elves would have honorable duels, and it would be seen as much as a piece of performance art as a battle, and the audience would be much smaller.

17. Are there any secret societies with sinister agendas I could join and/or fight?

Plenty. Among the Humans there are politics aplenty, but by far the strongest sinister-like secret society is the Elan, who have developed a process of enhancing themselves through mental might, and seek Human supremacy.

There is also a society of Gnomish scholars, mages, and old wise types who guard Gnomish historical secrets and have some other plans.

Among the Drow, what was once their need to hide their presence altogether, and is now their need to hide the scale of their presence means they have more than a few secret societies, though most are more secret from the outside world than from their own people.

Finally, there are a handful of Skarn Shadow cults that function as secret societies because they feel they ought to in order to better represent Shadow.

18. What is there to eat around here?

Fish, mostly. Elves, their fields worked by Halflings, have a solid grip on the wheat market, while Gnomes are known to bring exotic fruits to the region.

19. Any legendary lost treasures I could be looking for?

Gnomish ruins are all over, and one reason that few islands have well explored interiors, the sheer amount of magic breaking down makes the areas dangerous.

20. Where is the nearest dragon or other monster with a huge treasure?

South. Dragons regularly scourge human civilization, and have likely amassed great treasures. Whether they carry it with them each time is a matter of some debate.

ReaderAt2046
2015-04-22, 05:32 PM
Note: Certain forum-goers may recognize a resemblance to concepts expressed elsewhere on this forum. This is inspired by that work, but is not quite the same.

0.1 Where are we?
You are in the Pavonian Heartland, central region of the Pavonian Imperium. The Imperium's other territories stretch out to the south on both sides of the Black Sea, all the way down to the ice caps. The Imperium's capitol is Grove City, and its flag is a silver wolverine rampant on a crimson field. Its national motto is "One Beneath The Sky"

0.2 Who rules here?
Since its founding, the Pavonian Imperium has been ruled by the Wulfendyne dynasty, descendants of the Steel Wolf and the Silver Serpent.

0.3 Who do I need to watch out for? Who else is important?
Besides the Wulfendyne lineage, there are the Sturmvarous (second-most powerful House) and the Markov (the vampires).

1. What is the deal with my priest's religion?
Pavonia worships the Winter Court of the Faeren, the personifications of death, darkness, cold, savagery, and reason. Most specifically, they worship the two chief Winter Faeren. Mab, Queen Of Winter, The Silver Serpent, has ruled the South from time immemorial. She is Lawful Evil in D&D terms. The Winter King, on the other hand, is Gilgamesh Wulfendyne, and he was once a man. In fact, the exact date and time at which he ascended to divinity is a documented historical fact. While Gilgamesh was human, he brought forth upon Mab William Adam Adolf Wulfendyne, who founded the Wulfendyne dynasty that rules today. Gilgamesh is, in D&D terms, Lawful Good. Note that for any D&D game in this setting, all clerics of Winter, even Good ones, channel negative energy and can use spells to create undead.

The Winter Court's opposite and opponent is the Summer Court, the personification of light, life, and passion. They are worshipped further north, where warmth holds more dominion. The chief powers of the Summer Court are Titania (Mab's opposite, CG), and the Huntsman (CE, ascended in response to Gilgamesh).

2. Where can we go to buy standard equipment?
Just about anywhere. Pavonia has the most and best smiths in the world, bar none, and vast deposits of iron. Pretty much any town will have a smith selling spears or axes or armor.

3. Where can we go to get platemail custom-fitted for the monster we befriended?

As above, Pavonia has armorers all over the place. You may need to find a larger town to locate someone skilled enough, but it shouldn't be too hard.

4. Who is the mightiest mage in the land?
The mightiest mage in the land is Empress Astrid Wulfendyne, the current reigning Empress. She has made a great study of the arcane arts, and as Empress she receives an endowment of magical power from the Winter Court.

5. Who is the mightiest warrior in the land?
The mightiest warrior in the land is Prince Fenrir Wulfendyne, Knight of Winter and brother to the current Emperor. He's also a werewolf.

6. Who is the richest person in the land?
Emperor Henry Wulfendyne, if you count the Imperial Treasury. If not, than the goblin magnate Squee XIV.

7. Where can we go to get some magical healing?
While it's not their strong suit, healing is within the power of the priests of Winter. Any city should have clerics of sufficient power and skill to invoke healing rites.

8. Where can we go to get cures for the following conditions:

In order:

poison, disease: About the same as above. most anyone who knows how to mend wounds can cure poison or disease.

curses: ending a curse is comparatively easy for Winter's power.

level drain: Next to nobody has the kind of magic needed to reverse this. You'd have to leave the Imperium, travel north to Summer territory.

therianthropy: Pavonian werewolves are just people who know a spell to turn into wolves or wolf-men. It's not something that needs curing.

polymorph: A large city might have a mage who could untransform you.

death: NO. BURNING. WAY. Aside from the fact that raising the dead is very powerful Summer magic, to raise one person you've got to kill another. Attempting to raise the dead is forbidden in any civilized country.

undeath: Clerics of Winter understand undeath. Severing an undead is simple enough magic.

9. Is there a magic guild my mage can join to get more spells?
Grove City College offers expert arcane instruction, but you've got to pay either in coin or in service to the Crown.

10. Where can I find an alchemist, sage, or other expert NPC?
Any of the large cities will have options, but Grove City itself is the best.

11. Where can I hire mercenaries?
Anywhere. Pavonia has an excess of people who want to fight, so there are always moderately skilled soldiers ready to hire on.

12. Is there any place on the map where swords are illegal, magic is outlawed, or any other notable hassles from Johnny law?

Well, let's see. One of the big ones is that darkwood weapons are very illegal. If you get caught in possession of darkwood, you'll either be killed or hit with massive fines. If you get caught making darkwood, you will be executed very painfully. (The reason is that darkwood is heavily Summer-aligned, making darkwood weapons especially lethal against the Wulfendynes).

13. Which way to the nearest tavern?

Practically every town and village has a tavern, and cities have a lot of them.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I become famous?

There are rumors that Formor abominations slip ashore from time to time, and the Huntsman's hounds and beasts are always trying to get into Pavonia. Even the Unseelie sometimes need to be killed.

15. Are there any wars brewing I could go fight?
There's the perpetual war between the Faeren and the Formor, of course, but the Formor are still hiding under the ocean. On the other hand, there seem to be some signs that they are getting ready to come back. And there's the not-quite-war between Summer and Winter that might break out into outright fighting again at any time.
16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

One of the main sports, especially in Grove City itself.

17. Are there any secret societies with sinister agendas I could join/fight?

Probably. Sturmvarous scheme as naturally as they breathe, and Markov is little better.

18. What is there to eat around here?

Local fare tends to incline towards a lot of meat (beef, pork, and especially venison) and bread. Beer is the primary drink. Root vegetables (turnips, radishes, and suchlike) are also common. Food tends to be plentiful, but not terribly gourmet.

19. Any legendary lost treasures I could be looking for?
There are lots of small treasures hidden here and there in the wilder parts, where folk hid treasure and then died, leaving no record.

20. Where is the nearest dragon or other large monster with treasure?

Dragons don't collect treasure in this world. In fact, relatively few "monsters" do, though quite a few Faeren have hidden caches.

21. How common are non-humans?
Very. Jagers and goblins are both accepted parts of society, while the vampires have their place in the government. Werewolves are moderately common, but as mentioned above those are really humans with a magical talent. There are also a lot of Faeren that slip through into our realm.

22. Do humans and other races get along?
Yes and no. Jagers, goblins, and vampires are all welcome in Pavonia as scions of Winter, but the Summer aligned (gnomes, PHB elves, and other Summer Faeren) are profoundly distrusted.

23. How common is magic?
Exceedingly.
24. How safe is magic?
Mortal magic is quite safe. Faeren magic, not so much.

Demidos
2015-04-22, 07:30 PM
• What is the deal with my priests's religion?
The Twelve are worshipped in all civilized nations, but worship of other small deities is common within the borders of all lands. Priests of different nations recognize each other as worshippers, but rarely find reasons to work in unison.

• Where can we go to buy standard equipment?
Many of the legions are self-sustaining, and can offer old gear at cheaper prices to Hunters. Despite the obvious threat of arming people within their own borders, many legions do it anyway, finding it immensely profitable. Supposedly, they keep track of these sales for purposes of defense…

• Where can we go to get platemail custom fitted for this monster I just befriended?
The world at large is mostly human, and although many monsters exist in civilized lands, they are by and large unintelligent and used for military or other purposes. To find intelligent monsters you will need to head to the deep north or south, or take to the seas. That being said, you could get the best quality armor in the larger roman cities.

• Who is the mightiest mage in the land?
That would be the Oracle, a placeholder who holds the powers (both figurative and literal) of the Emperor until the emperor comes of age. The Oracle is currently the son of Caius Julius, Peter Julius, but he is always addressed by his title.

• Who is the greatest warrior in the land?
The Brutii are known for their warriors, and the family itself trains with the best. As such, the head of the Brutii family, Antonia Brutia, is the most feared and respected warrior in the land. She currently holds the position of the Protector. It is said that she can…well, no one really knows the extent of her abilities, but she has gone up against countless champions and come out the victor.

• Who is the richest person in the land?
The richest single person in the land is the head of the Julii Family, Caius Julius. However, in practical fact, the Council of the Scippi in conjuction own a far greater share of wealth, which they invest in their burgeoning trade empire.

• Where can we go to get some magical healing?
All soldiers automatically qualify for free healing at any Roman temple, and Hunters can exchange credit for various forms of healing.

• Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
The Roman temples would be your best bet, located in every Roman settlement.

• Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Clerics worshipping deities other than the Twelve are looked upon oddly, but several smaller churches of other deities do exist.

• Where can I find an alchemist, sage or other expert NPC?
The most skilled sages and experts of various crafts live within the Greek City-States, but within the empire, the roman city of Mediolanaum is renowned for its artisans and all the major cities boast robust alchemist guilds.

• Where can I hire mercenaries?
Your best bet in the roman territories is to post your request to a Hunter board, often shown in towns and in legion barracks. Outside Rome, there are mercenaries of all stripes, although human mercenaries are rare within the borders of Greece.

• Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Use of druidic magic is seen in much of Rome as indications of alleigances to the Gaulic Barbarians of the North, and as such it is rarely seen in more populated areas. In smaller towns, some druids are known to tend to the crops and to keep settlements well run. Use of animation of the dead in any sentient form is utterly forbidden by, well, everyone. Within the Roman Empire itself, the newly begun use of skeletons as an undead workforce is rapidly expanding their capabilities, but many are unhappy with the practice, within the country as much as without. Non-animation related Necromancy faces no particular stigma.

• Which way to the nearest tavern?
Depends where you are!

• What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Many of the border towns are having trouble with increasingly bold excursions of various kinds of foul creatures. Hunters would be welcomed in many of these settlements.

• Are there any wars brewing I could go fight?
Tensions are growing between the Greeks and the Romans as sky-craft continue to vanish into the night, never to be seen again. Especially since it is said that some have seen what looked mysteriously like skycraft parts being smuggled into a Scippi town.

• How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Such words are common in Rome! There are indeed gladiatorial arenas, complete with many fearsome competitors and prizes beyond mere cash…

• Are there any secret societies with sinister agendas I could join and/or fight?
Of course! You think. You’re not sure – they’d be a pretty bad secret society if everyone knew about them. Although the rites surrounding the ceremonies of Dionysius are known to be wonderous, complex, and even dangerous. Few emerge the same as when they entered.

• Any legendary lost treasures I could be looking for?
The 6th legion is said to have found a great treasure trove of wealth in the frozen north, stolen from the dragons, but the entire legion vanished, and since then the very name of the legion has been foul luck to even speak.

• Where is the nearest dragon or other monster with a huge treasure?
Depends where you are, but likely on the fringes of civilization, or in Egypt, where the intelligent monsters are less well kept to heel.

Vonwalt
2015-04-22, 08:37 PM
Where are we?
For the purposes of my test games, our heroes are in the Half-Continent, south of Krov and east of Ostlund, in a city called Qadirabad on the border between Peshtar (A sub-kingdom of Sindhar) and Ummakar.
Who rules here?
Garhwal Khan rules the city, the Sword-Saint Council rule Peshtar, and the Hakobins war with various Rajas and warlords for control of more southerly parts of Sindhar.
Who do I need to watch out for?
Ummakari raids are a way of life on the border country, and fights between jungle and sand elves are common even in the city itself. Dwarfish agents from Krov are here to spy on the Hakobins, noble elves and humans from the Empire are here to spy on the dwarfs. Hob mercenaries squat outside the city, waiting for someone to hire them so they can start fighting. The Demon Boar of Peshtar roams the wilderness outside. The ruling priest-warriors of Vari watch everyone, nervously trying to avoid all-out war.
Who, other than the ruler, is important?
Spies, the Hakobin commander at the New Fort, and the various Ummakari leaders who lead raids into the Peshtari hill-country to steal cattle and guns.
What is the deal with my priests's religion?
Obviously, your god is the only real one, and those other religious folk are either idolaters or just worshipping the wrong way. If you're a fan of the Black God, you accept Dorian as a literal angel who descended to earth and gave magic to early peoples; If you're a Shevanite or a Feronite, you think of him merely as a prophet and wiseman, who set down the groundwork for the later and more important religious works of Shevan (Or Feron).If you follow the Kindly Host, you're probably wondering why those other people keep burning down all your temples and calling you a demon-worshipper...
Where can we go to buy standard equipment?
Any city, large or small, has readily available goods and arms, although gun quality will obviously vary from place to place. Out in the wilderness, barter will serve you better than coin, and quality of everything is doubtful.
Where can we go to get platemail custom fitted for this monster I just befriended?
Platemail for a monster? Make it yourself, heathen, and don't come crying to me when all the plate in the world won't stop a cannon-shot.
Who is the mightiest mage in the land?
The Acolyte of Qara Bogu, the hand of the Black God on earth (If you believe that sort of thing) is doubtless the mightiest mage, although he rarely bestirs himself from his church-palace in Svitzberg.
Who is the greatest warrior in the land?
Hard to say. Fadiyah Feronid is the greatest marsksman in Ummakar, having once shot a fly at a thousand paces. And Torje Munokhar was the greatest hero produced by the Khanates. Gnossius perhaps could have been the greatest general, although he now languishes in prison.
The Hakobin Empire sees a hundred heroes live and die every day on the far-flung frontiers of its many kingdoms...
Who is the richest person in the land?
Jakub Mikal Forthright Hans Arnulf Hakobin III, King-Emperor of the Hakobin Empire, blessed be his name, and may his armies never rest, and so on and so forth.
Where can we go to get some magical healing?
To church, although Free Hospitals are gaining popularity these days.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Most of these are curable by any priest worth their salt, but a curse must be lifted by the witch who placed it (or by their death) and there is no cure for undeath or lycanthropy but a silver bullet.
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
The War Colleges will take you, although you may find it hard to get out from the grip of Military Procedure. Or you could take up with a wandering saint or tribal shaman, although civilised folk may talk behind their hands.
Where can I find an alchemist, sage or other expert NPC?
Most large cities have scientific and religious communities that can provide for your needs, but in terms of scope and breadth of knowledge, Hakobin settlements are your best bet.
Where can I hire mercenaries?
You'll have to seek out the leaders of mercenary bands yourself and negotiate with them. Everyone knows the best mercenaries come from Greinvorth, although their ultimate allegiance there is to the Hob King, and they may be called home at inopportune times.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Strictly speaking, most countries tend to favor a policy of looking the other way unless you commit an actual crime. Only in Valencienne or the heart of the Hakobin Empire will you be required to get a permit for anything larger than a dagger or a one-shot pistol.
Which way to the nearest tavern?
There's an Officers' Club just down the street, but if you're not of noble birth, head a bit farther down to the Pit.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Huge reptiles of all stripes, the Demon Boar of Peshtar, the Ghost Tiger, or perhaps a wanted tundra giant like Nyurgun Mammoth-blood or Tuyaara the Slow Wind.
Are there any wars brewing I could go fight?
Hell, man, there's a war on every continent!
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Barbaric sport. The closest you'll get is boxing or perhaps fencing.
Are there any secret societies with sinister agendas I could join and/or fight?
There have always been rumors about what the nobles get up to behind closed doors, and the Kindly Host has many members that represent the more unpleasant aspects of life.
What is there to eat around here?
Damnably spicy food, my good man, and hardly any beer at all, although they do have a very fine selection of wines.
Any legendary lost treasures I could be looking for?
There's all sorts of lost treasures from ancient times, although lost may be less accurate than "someone I don't care about has it."
Where is the nearest dragon or other monster with a huge treasure?
There is a dragon somewhere over the Oceania Permia, and another in the impassable mountains between Krov and the lands of the Half-Continent. Unfounded rumor places one deep beneath the Acolyte's palace in Svitsberg, and one chained before the Hakobin King's treasure vaults.

VoxRationis
2015-04-22, 10:51 PM
Vonwalt: When you say "marksman," do you mean with a gun or a bow? What kind of guns do you mean when you repeatedly refer to them? Are these matchlocks? Breech-loading percussion-cap weapons? Bolt-action repeaters?

Vonwalt
2015-04-22, 10:57 PM
What kind of guns

We are talking 1800s technology, so Fadiyah made her shot with a Jezail, essentially a homemade flintlock rifle. People are using smoothbore muskets, revolvers, flintlock pistols, early bolt-action rifles, and the like. Rotating machine guns a la the Gatling exist but are vanishingly rare, and bows are still in use in the less technological parts of the world as well as by sporting nobles.

Alent
2015-04-22, 11:19 PM
This is kind of a fun warmup for getting back to work on my campaign setting, since I stopped for several months as I kept getting interrupted

Where are we?
You are on Exile. You either won the undying hatred of an entire pantheon of gods who hated you so much they were each willing to sacrifice a piece of their divinity to banish you here or were unfortunate enough to be born into this accursed wasteland.

This world is cursed, if you were banished here, you no longer have a truename and you must relearn magic from the beginning. Find a Walking city and hope to ride it away from the Lunafall, an accursed wave of undeath, meteor bombardment, and wild magic that falls from the three wardens and completely annihilates anything caught in it's wake.

Who rules here?
That depends on exactly where "here" is. The wastelands of exile are home to many factions. There's the Dwarven Confederation and it's five Archdukes, there's the Tripartite Magnocracy and her nine archons, The crazy council of gnomes that rule over Sors Gnom and prosecute gnomes that dare to round pi to 4, The Elven Oracle and her walking forest, the elder hosts of the sand elves, the mayor of the cliff city Maragel, the evil Ahriman of the SSS, and the walking Legion and countless other nomads.

Who do I need to watch out for? Who else is important?
The Paladins of the Order of Redemption and the Hellhounds are major independent forces. The Order of Redemption is an order of law, and their paladins wander the wastes seeking to resolve conflicts and mediate disputes with the goal of upholding laws. (They don't care about good and evil at the organizational level) The Hellhounds are an Ends oriented order of paladins devoted to upholding the greater good, who don't mind if a few laws get broken for the sake of their ideals.

Additionally, the Rust Riders are a group of bandits who seek to pillage and plunder walking cities for various reasons varying from "For the lulz" to a religious belief that all life must return to rust.

Outside of that, it's a big world, there may be many more people you need to watch out for.

What is the deal with my priests's religion?
The Clerics of Exile break down into two categories, There are Clerics of Philosophy, which themselves break down into two categories: There are the Practical Philosophers who practice either Hedonism or Stoicism. These are more or less as written in your college textbook, just replace all the greeks in togas with goblins in togas, and give them Bene Gesserit sign language and a backstory of being oppressed for not being arcane casters. Then there are Metaphysical Philosophers like the Atheists who believe there never were gods and Exilists who believe that the gods abandoned exile and thus the gods ceased to exist. Most Clerics study both practical and metaphysical, it isn't uncommon to hear one say "I am a Stoic Exilist" or "I am a "Neutral Hedonist" (These descriptions are what players should write in the alignment slot on their character sheet. I find them more useful than things like "Lawful good".)

Counter to the Clerics of Philosophy are the Clerics who worship "goddesses". They are rather unpopular and can be expected to be arrested, beaten, and mercilessly executed if caught, but they do exist, there are only four "goddesses" for them to worship. These clerics either worship one of the Three Wardens, who constantly destroy Exile in a vain effort to annihilate all life, or the Rust Mother. Clerics of the wardens can expect to die or worse for their beliefs, which are centered on helping the wardens to end all life on Exile. Similarly, the Clerics of the Rust Mother seek to return all things to disorder, and still believe in the ancient concept of chaos. Clerics and adherents of the Rust Mother who believe they've met another one will often assert to be a "Chaotic Hedonist" as a cautious test of the other in the company of the uninitiated, and will usually leave the walking cities to join a band of Rust Riders.

Where can we go to buy standard equipment?
That depends on where you are. In most walking cities, Individual craftsmen and Ateliers are everywhere. If you're in the wilderness, good luck finding a caravan.

Where can we go to get platemail custom fitted for this monster I just befriended?
See above.

Who is the mightiest mage in the land?
That depends on which land you're interested in and who you ask. Most Mages in personal or legal dispute with mages of another nation will call for arbitration by the Order of Redemption's Archmage of the Seven Scripts. That said, most mages are uncomfortable around him because is a Paladin, and he does know more than they do.

Who is the greatest warrior in the land?
That depends on who you ask, and how drunk he is when you ask him. Because of the harsh conditions on Exile, there is no shortage of great warriors, living or dead.

Who is the richest person in the land?
That would be Archduke Eornatog, owner of the great Barleyships. Why is he the richest, and how rich is he, you ask? He's got a monopoly on beer hops in a world where the only food most people can afford is flavorless conjured porridge.

Where can we go to get some magical healing?
Any Alchemists Shop, certain Atelier Workshops, Schools of Philosophy, in extreme circumstances you can usually find people trained in first aid in most walking cities or caravans.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Same as the above, with two exceptions: Polymorph is removed exclusively by lawmen and Undeath is permanent.

Is there a magic guild my mage belongs to or that I can join in order to get more spells?
Yes. As part of your training you are initiated into your nation's Mage Guild, where you are taught how to call upon the magic in your blood, then how to read and write your nation's Arcane Script, and then how to use the magic in your blood to cast other spells. Your guild will consider you to be property of the guild at that point, and no other nation's mage guild will teach you spells, lest they fall into the hand of your guild. There are seven known arcane scripts, and there are only a handful of people alive fortunate enough to know more than one.

Where can I find an alchemist, sage or other expert NPC?
This question was answered earlier.

Where can I hire mercenaries?
Head down to a Mercenary Guild for the bonded and insured ones, Stick a flier on a town board, some of the more prestigious groups fancy themselves as private states and own embassies in the walking cities. If it comes down to it, adventurers usually can find the local ne'er do well bar and hire some thugs.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
As mentioned above, the Mage Guilds strictly prohibit spells by territory, but other than that Exile is rather low-hassle. People are too worried about living day to day to get caught up in strict laws.

Which way to the nearest tavern?
This space intentionally left blank. *Jiiiii*

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Generically speaking, there are occasionally massive monsters that terrorize the walking cities near them. These creatures are rolled randomly, named on the spot with a name generator, and introduced as appropriate. While nobody really knows about ALL of these creatures, if one appears and you defeat it, glory and infamy will be yours.

Are there any wars brewing I could go fight?
Depends. The Walking cities are always trading, negotiating, arguing and fighting with each other over resources. If there's no war, on at a given moment, you don't want to hold your breath, but if you did you'd only be holding it for a week or two.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
Many. The greatest of which is on the Needirpick, run by the Society of Sinister Sports. The SSS hosts all kinds of gladiatorial games such as the world's largest dungeon (no resemblance to the module of the same name!), animal fighting, mecha jousting, buy slaves and pit them against each other on the net. Come win your millions! Offer void where prohibited, SSS not responsible for voided life insurance policies, contestants failing to pay their entry fees will be subject to baelful polymorph and placed in the animal fighting events until their debt is paid or until they die and are cooked and sold as snacks.

Are there any secret societies with sinister agendas I could join and/or fight?
The Rust Riders are always looking for bad enough dudes to join them on their quest to destroy the world, the SSS is effectively the thieves' guild, nearly every nation has at least one criminal organization that pays the SSS tribute, if you're really a glutton for punishment you could join the worshipers of Luna, if you travel to the trailing edge of the Lunafall you could join the Wild Mages, if you travel to the leading edge of the Lunafall you'll find walking necropoli. And that's just the ones you know about with a DC 10 knowledge check.

What is there to eat around here?
Unless you're rich, you have your choice of Prestidigitation flavored Merlin Porridge and vanilla flavored Merlin Porridge. I recommend the one with Yellow Prestidigitation #5.

Any legendary lost treasures I could be looking for?
Not really, there's always rumors of people finding long lost technology from a forgotten era, but usually the only valuable things to be found are raw materials themselves. If you want to go spelunking for treasure, you can always search the caves of Maragel, which have been used as a shelter for generations, it isn't uncommon to find a long dead survivor's personal stash.

Where is the nearest dragon or other monster with a huge treasure?
Depends, are you looking for something appropriate for your abilities, or do you want to just tear your character sheet in half and hand it to me?

How common are non-humans?
Common, but still a minority in most nations.

Do humans and other races get along?
For the most part. The Elves of the Walking Forest don't get along that well with anybody, and the Gnomes don't take kindly to anyone asking for more headspace.

How common is magic?
Extremely. While high level magic is lost to history, low level magic is exceedingly common and Alchemy can replicate much of it.

How safe is magic?
Safe, for the most part. There are certain things that carry a greater risk than normal, and attempting to cast from a foreign arcane script you don't understand always carries with it the risk of triggering exploding runes.

Frozen_Feet
2015-04-29, 01:37 AM
Where are we? The Empire.
Who rules here? The Emperor.
Who do I need to watch out for? Everyone.
Who, other than the ruler, is important? Everyone who is not you.
What is the deal with my priest/ess’ religion? Whatever it is, it probably has only strenuous connection to any real otherworldly powers or deeper truths of the setting.
Where can we go to buy standard equipment? If you weren't handed it by your supply officer, you have no place using the word "standard".
Where can we go to get platemail custom fitted for this monster I just befriended? Nowhere. Make it yourself.
Who is the mightiest mage in the land? No-one you would know of.
Who is the greatest warrior in the land? If you believe the propaganda, it's one of the provincial generals. If not, probably no-one you would know of.
Who is the richest person in the land? If you believe the propaganda, probably the Emperor. If not, probably no-one you would know of.
Where can we go to get some magical healing? You can get healing in any temple dedicated to the faith of the Great Rock.
Where can we got to get cures for the following conditions: poison, disease, curses, level drain, therianthropy, polymorph, death, undeath? You either get it from the same place as above or you help yourself.
Is there a magic guild my mage belongs to or that I can join in order to get more spells? If you can't learn it in an Imperial University, you're out of luck. Found your own.
Where can I find an alchemist, sage or other expert NPC? In an Imperial University or other place of education.
Where can I hire mercenaries? If you mean "bribe someone to beat people up for me", there are Imperial garrisons scattered throughout the land full of bored people looking for stuff to do. If you mean "buy my own private army", you have to get out of country. The Empire doesn't like competition.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? Yes. It's called the Empire. If you don't have soldier's passport, you can expect anything bigger than a pocket knife that doesn't double as a gardening tool to be taken away from you. Any obvious witchcraft will get the Empire's eyes on you. Try to behave yourself.
Which way to the nearest tavern? Keep walking, you'll eventually pass one.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? There's no shortage of bears, wolves and other predators around if you want to impress a few locals. All the really nasty things didn't leave survivors to tell about them, so if you kill one, no-one will know enough to be suitably impressed. Or, the Empire will hush it up. Your best bet of fame is to embark on exploration or conquest of the neighbouring countries.
Are there any wars brewing I could go fight? If you feel like slaughtering some tribes of barbarians to the East or North, suit yourself. The Empire's too big and the other countries too small for it to be a fair fight, though, and natural barriers stop big campaigns before they even start.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? There's one in the Imperial Capitol. Everywhere else, things like this are strictly illegal.
Are there any secret societies with sinister agendas I could join and/or fight? Feel like becoming a wandering monk worshipping/emulating/trying to awaken some ancient pagan god with a penchant for pointless bloodshed and destruction? Never can have enough of those.
What is there to eat around here? Near the shore? Fish and seaweed. Inland? Wheat to the North, rice to the south. Chicken and eggs for protein. Maybe beef or venison if you're wealthy. Rhye and turnips if you go North, reindeer if you go even further North, then seals and codfish if you go too far North. Lots of weird fermented foods to the East, hot spices to the South. Berries and mushrooms if you're feeling primitive.
Any legendary lost treasures I could be looking for? Hoo boy. When the first Emperor carved a bloody path across the continent, they closed or buried a lot of pagan temples underground, with lot of their furnishments intact. If you can't stumble on a bunch of ruins alleged to hold cursed artefacts of some lost saint/faith/tribe etc., you're not trying. This said, you're not the first one to think of looting them. Prepare for a lot of rumours to be nothing but. The more specific you are about what you're seeking, the more likely it is you'll turn up with nothing or a cheap replica.
Where is the nearest dragon or other monster with a huge treasure? If it's smart enough to realize the value of anything and strong enough to not have been killed yet, it's so well hidden or didn't leave any survivors so you wouldn't have heard of it. How about getting a job, you loser. Merchants are the ones raking in money, not monsters.
How common are non-human sapients? Within the Empire? Not very. Outside the Empire, in hard-to-get places like deepp underground, bottom of the ocean or edges of glaciers? They're the majority.
Do humans and other races sapients get along? Only by virtue of living out of each other's reach.
How common are otherwordly phenomena? Common enough that if you go looking for some, you will find them. Uncommon enough that you can live your life without seeing any.
Is invoking otherwordly powers safe? Hahahaha no.

Ninjadeadbeard
2015-04-29, 03:10 AM
Where are we? The Empire.
Who rules here? The Emperor.
Who do I need to watch out for? Everyone.
Who, other than the ruler, is important? Everyone who is not you.

This feels like a lot of snark. And I approve

Frozen_Feet
2015-04-29, 03:15 AM
I do find snark helpful in communicating what sort of a life my players' characters can expect, yes.

SirKazum
2015-04-29, 08:22 AM
(snipped Empire setting)

That sounds really cool! I like the sense of paranoia and overbearing totalitarianism. Sounds like a cool place to explore.

EisenKreutzer
2015-04-29, 10:21 PM
Æl-Ceald, the Eternal Cold. (http://www.giantitp.com/forums/showthread.php?412503-%C6l-Ceald-the-Eternal-Cold-updated!&p=19185502#post19185502)

0. Where are we?
This is the world of Æl-Ceald, locked in an eternal winter called Wintras, and home to hardy tribes of humans called bífylc who live as hunters and gatherers in the icy wastes. Wintras destroyed the prosperous human kingdoms and empires over 800 years ago, and the few people who survived forgot almost all their knowledge and culture. Those who survived follow herds of game across the snowy plains, sing for the honor of their dragon gods and try their best to survive in a harsh and hostile world.

0.1. Who rules here?
There are no kingdoms anymore atleast not on the surface. Among the bífylc the Ædelings, descendants of the founders of their tribes, claim dominion over those who profess to follow them, but no human rules supreme. Each bífylc is more like a clan than a nation, and do not claim to own the land they live on. The bífylc are divided into kunján, nomadic family groups who keep to themselves and hunt and forage to sirvive. Among the albaz elves, a council of druids rules over each of their city states. The only Peoples with true rulers are the feudal dwergaz dwarves, who follow a High King who claims rulership over the many kingdoms beneath the mountain, and the dwolmalbaz invaders who call the eastern forests their home. All dwolmalbaz nobles answer to kings and queens in the Shadow Realm, the mysterious fae realm where their ancestors fled many centuries ago.

0.2. Who else is powerful?
The druids of Æl-Ceald hold great power. They tend the groves, islands of mild spring in the winter, which herd animals use in their mating seasons and to suplement their otherwise meager diet of moss and roots. The greatest among them are powerful miracle-workers, and they are the leaders of the albaz city-states.
The Ædelings of the bífylc are powerful men and women, the mightiest of whom command thousands of warriors. They are spiritual and political leaders who protect and guide their people.
The dwergaz have many kings and many kingdoms, all under the command of the High King.
Dwolmalbaz nobility are ruthless and powerful people, often mighty sorcerers and witches, and they command armies of knights and soldiers, both dwolmalbaz and fey creatures.
The mightiest orkaz warlords command whole clans of thousands of bloodthirsty, hateful and murderous orkaz, and when they go to war tribes tremble and kings and lords grow desperate.

1. Whats the deal with my priests religion?
Priests in Æl-Ceald all worship the Dragon Kings of Earth, the five dragon gods who created the world with their brothers the FIve Lords of Darkness. The ten dragon gods sung the world into being, and later waged war with one another over the fate of the Three Peoples. When the Dark Lords were driven back, the Three Peoples showed their gods gratitude by building great temples and chirches in their honor, and by singing songs of worship in holy rites and rituals. Though those temples have all been destroyed by Wintras, the Three Peoples still worship through song, and all shrines and ceremonies ring with harmonious choirs and soulful song by the priests and priestesses of the Dragon Kings. The Dragon Kings of Earth are the eternal protectors and keepers of Æl-Ceald, and all life must show their gratitude for their love.

2. Where can we go to buy standard equipment?
Among humans, equipment is either hand made by each person or their family, or traded for with other tribes or Peoples. The bífylc are a stone-age society, while the albaz have mastered the working of bronze. Only the dwergaz still remember how to work iron and steel, and the items they produce are extremely rare and expensive. Among the dwergaz, working metal is an act of religious devotion, and many of their finest weapons and tools are sacrificed in great melting pots in honor of the Dragon Kings power to create and destroy. The few weapons and tools they choose to trade away end up among the truly elite of society, the bífylc Ædelings and albaz noble families owning perhaps a handful of them world wide.

3. Where can we go to get platemail custom fitted for this monster I just befriended?
To aquire plate mail, or any sort of worked iron, you would have to travel to the Niflheim mountains and seek out the dwergaz and their master smiths. Though to get them to produce such an item for you, you would have to posess something they desire greatly, or else be prepared to pay exorbitant amounts of gold and gems and prove your devotion and service to the Dragon Kings of Earth.

4. Who is the mightiest mage in the land?
The mightiest mage in Æl-Ceald is the White Witch, a dwolmalbaz noblewoman and sorceress who serves the Shadow King. Though no other is her equal, there are a few who come close. The High Arcanist of the Great Stoneheart College is another contender for the title, as is the ancient druid Aodhàn The Grovekeeper.

5. Who is the greatest warrior in the land?
There are many great and proud warriors among the Peoples of Æl-Ceald. Marrowgrinder the orkaz warlord, scourge of the southern coast is among them, and he is feared and hated by all who have felt his wrath. But perhaps the greatest warrior of all is Cynwrig the Sword Dancer, the greatest Colg-Cathac the albaz forest realms have ever seen. He is a renowned teacher of the arts of the blade, and an ancient warrior who has seen more war and death than anyone alive today.

6. Who is the richest person in the land?
Undoubtedly the richest person in all of Æl-Ceald is Leifur the Unflinching, High King of the Niflheim Mountains and Conqueror of the Mountain Wars. As high King of the dwergaz, the only people who still use currency, he has more wealth at his disposal than any other person in the world.

7. Where can we go to get some magical healing?
The priests of the Dragon Kings can all heal wounds and illness. Especially the priests of Fullo, Dragon Queen of health, prosperity and community are known to seek out the sick and dying and deliver the blessing of the Dragon Kings.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Poison and disease can be cured by any priest or shaman. The other cnditions are worse, though. Curses, level drain and lycanthropy could be cured by a powerful Druid, and seeking one out at a grove shouldn't be impossible. Polymorphs could possibly be cured by by a sorcerer at one of the few sorceror vilages where the displaced and distrusted people who wield magical powers not directly from the Dragon Kings have established. Those born with sorcerous gifts, psionic potential or other forms of magic are distrusted and feared, and most humans do not want anything to do with magic that they fear might come from the Dark Lords. Such people are cast out or chased away from normal society, and sometimes band together in their own communities. Among the albaz magic is more respected, and there exist powerful spellcasters there who might know how to cure such conditions. The dwergaz have royal colleges of magic where there surely work wizards who know the right spells for such things, and the dwolmalbaz too have powerful sorcerers and witches who might know such secrets.
Undeath and death are tougher nuts to crack still. Undeath is far from common in Æl-Ceald, and it's presence is always accompanied by the terrible influence of the Lords of Darkness. The most powerful Clerics of the dwergaz could possibly aid here.
As for death, bringing someone back from the dead is an affront to the natural order of things, and unless the need is great indeed it would displease the Dragon Kings to have someone taken from their just reward in their halls. Still, it has been known to happen that a powerful priest has called someone back from death.

9. Is there a magic guild my mage belongs to or that I can join in order to get more spells?
The only magical organizations are the colleges of the dwergaz, where those with the talent and inclination are sponsored by nobility and trained by the finest minds among the dwergas scholars to become wizards and alchemists of the highest order. Those who finish the rigorous training always find ample opportunity to ply their craft at the noble courts of their sponsors.

10. Where can I find an alchemist, sage or other expert NPC?
Sages and wise men and women are accorded high esteem among all societies in Æl-Ceald. You can find them in the elder councils of a kunján, as advisors to the Ædelings, and as respected members of albaz society. The most learned and educated of all are the scholars of the dwergaz, who publish great books filled with knowledge and lore and do research in the dusty libraries of the dwergaz colleges of the arcane.

11. Where can I hire mercenaries?
Mercenaries are not really a thing in most of Æl-Ceald. The bífylc are unters and gatherers, and have little interest in any profession outside of hunting and the craft skills they need to survive. They make war on their neighbors often enough, but never for profit. The only people who actively hire out their services as warriors for money are the dwolmalbaz, and then only to each other. Dwolmalbaz mercenary companies are renowned for their skill and for their dishonesty. There also exist some hobgoblin warbands who hire out their blades for coin, and more than one dwergaz king has made the mistake of trusting them to honor their word during the Mountain Wars. Before the High King put an end to it, such practices were quite common, and they always ended badly for everyone involved.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Only the dwergaz have a society in which laws are written down and enforced. The albaz have their traditions, and the druids who govern their city states do enforce these traditions and mete out punishments for those who violate them, but there is no formalized law. Among the bífylc, the only law is that you do not steal from or use violence against your kinsmen, and the penalty for breaking this code is always death.

13. Which way to the nearest tavern?
The taverns of the albaz lie deep in their forest city states, and the taverns of the dwergaz lie even deeper in the mountains. You'll have to walk a bit, to say the least.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
The orkaz are the scourge of Æl-Ceald. Hateful, spiteful and violent beyond belef and reason, these terrifying creatures are the enemies of all the Peoples and everything that lives. Their hatred knows no limits. Killing their warlords, stopping their marauding clans and driving them away from a region would make anyone a hero of songs and stories for generations to come.

15. Are there any wars brewing I could go fight?
There is talk of war between the albaz and the newly arrived dwolmalbaz, who view still bear a grudge for being driven out and forced to seek refuge in the nightmarish shadow realm. There have been armed confronattions, and diplomacy is on the verge of breaking down completely. No albaz city-states have fallen yet, but the dark elves are amassing their troops and the albaz are growing restless. Swords will be drawn soon, and the conflict will change the face of Æl-Ceald forever.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The only races who fight for sport are the dwolmalbaz and the orkaz. You really, really don't want to find yourself with a spear thrust into your hand in a pit with a Great and Black orkaz grinning at you. The dwolmalbaz however do engage in gladiatorial arena fights, and their nobles wager large sums of coin on their pet fighters. A man could make a fortune fighting for the right noble, but the prize of failure is steep indeed.

17. Are there any secret societies with sinister agendas I could join and/or fight?
There are rumors of dark cults dedicated to the Lords of Darkness among the albaz and dwergaz. Such cults would need to be kept extremely secret; the Three Peoples are pious and dedicated folk, and their faith is an extremely important part of their lives. The knowledge that someone willingly worship the Dark Lords would drive the into a zealous frenzy, and the offending parties would not survive long. Not even the orkaz, for all their hatred and evil, actually worship the Lords of Darkness. If such a cult existed, it would most likely be within the mountain halls of the dwergaz, and it would have been spawned by the treachery of the blakalbaz, who call themselves the drow. These ancestral enemies of the dwergaz, once albaz themselves who sided with the Dark Lords during the First War and forever banished from the face of Æl-Ceald, would love nothing more than to corrupt and destroy all the dwergaz and all other Peoples hold dear and holy.

18. What is there to eat around here?
The bífylc eat mostly meat, roots and edible plants. Dried and smoked meat seasoned with herbs and spices are the most common food, in addition to soups and stews. The albaz, who actually grow food in the druid groves, are said to have the finest quisine in all of Æl-Ceald; certainly better than the mushroom- and swine-based diet of the dwergaz. They value their chefs highly, and with secret spices and techniques they produce food which is at once elegant, refined and filling. Venison roasted to perfection, potatoes, tomatoes and refined spices, meats light and dark, golden sauces and sweet delights, fragrant aromas filling the dining halls, meals fit for kings. Among the dwergaz, albaz spices and foods are worth a mans wheight in gold.

19. Any legendary lost treasures I could be looking for?
Almost all knowledge of the time before Wintras has been forgotten, but though their legends have faded there are plenty of lost treasures in the ruins of those civilizations past. In the 800 years since winter refised to release it's hold on the world, cities and strongholds have crumbled and fallen, and wizards towers and sorcerers libraries have been burid beneath the snow and ice and forgotten. But there are ruins still that no man has visited in enarly a century, and plenty of dark secrets and hidden treasures left waiting to be discovered by the curious and the resourceful.

20. Where is the nearest dragon or other monster with a huge treasure?
The evil dragons, servants of the Dark Lords, have long since been driven into hiding, but there have been rumors of their return. It is said that they still guard fantastic hoards plundered in the First War. If such hoards exist, they would surely be legendary.

21. How common are non-humans?
The Three Peoples, humans, albaz and dwergaz, are by far the most common. The bífylc tribes live in the icy wastes, the albaz in their forest city-states and the dwergaz in their mountain kingdoms.
There are other Peoples too: The Deúzan catfolk live in the northern reaches of Æl-Ceald, sharing the forested highlands with the northern bífylc and living a nomadic existence. In the foothills of the Niflheim Mountains the enigmatic kasatha live in their temples and villages, filling their lives with training and worship; they are a warrior people, created by the Dragon Kings to be weapons in the war against the Dark Lords. The orkaz are the eternal enemies of all the Peoples, and their kind can be found almost anywhere. Their bloodthirsty clans constantly raid and invade the lands of the other Peoples, and only the dwergaz in their sub-mountainous realms are somewhat safe from their predations. They have their own enemies to worry about, though. Beneath the mountain, deeper still than the dwergaz kingdoms, live armies of hobgoblins who hate the dwergaz with a fiery passion, and they wage constant war on them. Even deeper the blakalbaz have built their cities, and though they are rarely seen their influence is felt everywhere beneath the mountain.

21.1. Do humans and non-humans get along?
Mostly, yes. Humans are by far the most primitive of the Three Peoples, and though they do trade frequently with the other Peoples they do not accept coins and will only barter for goods. The dwergaz find them savage and uncultured, while the albaz have far more patience and understanding. The bífylc are a pragmatic folk, and as long as you worship the Dragon Kings and respect their ways, they are happy to let you share their fire and their food.

22. How common is magic?
Magic isn't uncommon, but it is not a daily sight for most folk. The bífylc are very distrusting of any power that does not come directly from the Dragon Kings or their priests, and anyone who displays magical power is likely to be shunned and driven out unless they are very careful to ensure people that their powers come from the gods. Most magic that is accepted takes the form of songs of worship, and the Three Peoples have songs for any occasion and activity to bless it with the power of the gods. A careful sorcerer who uses the belief in song to perform their magic could pass their power off as blessings from the Dragon Kings.
The songs themselves also have power of their own, a subtle magic that any who know how to sing them properly can use in everyday life.

23. Is magic safe?
In Æl-Ceald, those who wield magical power do so by tapping in to the Worldsong, the resonance of the First Song that created the world. This First Song still reverberates in all things, and it is this power that those who know how can draw on and shape to work magic. Most people don't know this, and innately distrust any magic they encounter that they suspect is not a direct miracle from the Dragon Kings or their priests. To the initiated or edicated, however, the power of the Worldsong is a known constant that lends power, life and potential to the world. The druids use it to work their miracles, and wizards and witches pull on it to cast their spells. The process it perfectly safe, except of course for the social repercussions for not being careful among the bífylc. Among the albaz and dwergaz, who understand more about it, magic can work wonders and miracles.

Sam113097
2015-05-07, 11:48 PM
Where are we?
The Northhold of Alder is separated from the Centerhold and Southhold by the massive Sere plain. Its largest city, Pikevale, is located at a crossroads where those heading north from the Sere, east from the port of Shorewall, south from the Mistral Keep and the Iron Wastes, and west from the Kalik Desert beyond the Windward Mountains all meet.
Who rules here?
Highlord Aren was the last of the Kings of Alder, but was killed by his Royal Council after he attempted to increase his own power. The Council now rules Alder, with regional lords managing cities and holds.
Who do I need to watch out for?
Bandits are common in the Northhold due to the large amount of trade that moves through the region. Additionally, Ironfolk raiders and strange beasts occasionally make it past the Mistral Keep, which is intended to protect Alder from the inhabitants of the Iron Wastes, by traversing the Windward Mountains
What is the deal with my priests' religion?

The dominant religion of the Northhold worships the sun, moon, and earth as gods. Certain factions focus on different heavenly bodies. The sungod is associated with light and energy, the earthgod with nature and stone, and the moongod with death and mystery. The 3 types of runes used in rune-magic (Power, Body, and Mind) are each associated with a god. The Ironfolk regard the stars as the spirits of their dead, who watch over the world and grant people magical ability.
Where can we go to buy standard equipment?

Pikevale is the largest city in the Northhold of Alder and lies at a crossroads where hunters from the Sere, Nomads from the east, and Centerhold merchants all exchange goods.
Where can we go to get platemail custom fitted for this monster I just befriended?

There aren't many monsters that could be considered as potential allies. However, if you do find one, your best bet would be to head north and find a tribe of Ironfolk. There are some strange beasts living in the Iron Wastes, and none have more experience with them then the native tribes.
Who is the mightiest mage in the land?

Sage Iria, the leader of the sun monks of Aubade Monastery, has studied the power of rune-magic for generations. She may have even found a way to magically prolong his life. She is rumored to be over 100 years old, but appears to be a woman in her forties.
Who is the greatest warrior in the land?

Amun Stonearm is considered the best swordsman in the Northhold, and is a leader of the rebel King's Men, who seek to depose the Council of Alder and restore the monarchy. His missing left arm has somehow been replaced by a magically-animated limb of stone, which is extremely strong.
Who is the richest person in the land?

Wynn Drakesbane is a renowned bowman who, as a young man, slew a dragon known as the Scourge of the North. Now in his sixties, Wynn is constructing a great castle, Windhall, using the gold from the ruins where the dragon once lived. His wealth is so great that, for all intents and purposes, he is considered nobility.
Where can we go to get some magical healing?

Mages who use Body rune-magic make excellent healers, and can often be found in churches of the earthgod. Imrí shamans are perhaps the best healers in Alder, but are difficult to find.
Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Imrí shamans are also skilled in healing poisons, diseases, and magical curses, using potions and rituals. However, death is permanent, and involuntary shapeshifting curses such as lycanthropy are beyond their skills, as transmutation is something of a lost magical art.
Is there a magic guild my mage belongs to or that I can join in order to get more spells?
The Chroniclers are a group of mages and scholars who travel the world, exploring and recording information. Their meetings are secretive, and their members are few. Through their travels, they have discovered rune-magic uses that no one outside of their guild is allowed to learn. They do not actively participate in important events, they just record them.
Where can I find an alchemist, sage or other expert NPC?

Aubade Monastery is home to monks who have spent their lives in the pursuit of spiritual and magical knowledge. It is home to several powerful mages, as well as a library of texts so vast that no one knows exactly what lost information the books could contain. Additionally, most cities and tribes have elders who have helpful knowledge.
Where can I hire mercenaries?

The taverns of Pikevale's bustling merchant district are filled with caravan guards, sellswords, and travelers who could all be potential allies... for a price. Mercenaries can also be found in the seaside inns of Shorewall. The Soldiers of Fortune are a group of warriors who fought for the Highlord in the civil war and were never payed. They are now a large mercenary company.
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

There are no such places. However, each year, in a phenomenon known as the Long Night, rune-magic stops working for 3 days, during which the sun does not rise. This event marks the new year, and it is considered sacrilege to commit a crime during the festivities.
Which way to the nearest tavern?

The Wayinn lies at the northern edge of the Sere, a few days south of Pikevale. It is known for an excellent food and its status as a safe haven in the bandit-ridden region. Larger towns also have taverns or inns.
What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

A large sawmill on the Green River once provided most of the lumber used in Pikevale. Several years ago, an enormous troll came down from the Windward Mountains and destroyed the mill. It still lives there, and attempts to drive it out have been unsuccessful. No dragons have been seen in Alder since the Scourge of the North.
Are there any wars brewing I could go fight?

About two decades ago, the Highlord of Alder attempted to dissolve his Royal Council and take total control over the entire kingdom. His attempt to gain power started a civil war, with the Royal Council leading a successful attempt to remove Highlord Aren from power. He was executed, and the rest of the royal family is in hiding. However, the King's Men are a growing rebel faction who seek to throw down the Royal Council. The Royal Council abolished Ironfolk slavery, and many freed slaves have returned the their ancestral home in the Iron Wastes. With the native Ironfolk tribes growing rapidly as former slaves join them, invasion is also a threat.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
While there are no massive coliseums, betting on fights is common in some of the less-reputable taverns in large cities. Additionally, festivals such as the Long Night, a midwinter event that marks the new year and has a strange effect on magic, are celebrated with jousts and duels.
Are there any secret societies with sinister agendas I could join and/or fight?

The King's Men are attempting to overthrow the government, the Chroniclers travel around recording events and seeking ancient secrets, and the Imrí are wandering clans of herdsmen whose elders erect massive standing stones around the Sere.
What is there to eat around here?
In addition to standard livestock and and grains, many inhabitants of the Northhold hunt the meter-tall spider-crabs who inhabit the rivers and lakes. Exotic spices can be acquired from Nomad traders.
Any legendary lost treasures I could be looking for?

The Runeblade, a sword imbued with rune-magic in a method long forgotten, was an heirloom passed down from Highlord to Highlord until it was stolen in an Ironfolk slave uprising. The escaped slaves were chased down and killed in the Windward Mountains, but the sword was never found. Additionally, ruins from Umbria, the ancient empire which once ruled the known word, are found throughout Alder.
Where is the nearest dragon or other monster with a huge treasure?
Dragons are rare, and do not keep hoards. However, they often make their homes in settlements they have destroyed, which often contain a fair amount of valuable goods. Killing a monster such as a troll will often bring rewards from those in danger.
How common are non-humans?
The Aldmen, who make up the population of most of the Kingdom of Alder, are human. The Imrí are a race of migrating herdsmen who inhabit the Sere. They have innate magical ability, similar to elves, but appear human except for their slightly smaller size and triangular ears. The Nomads, native to the Kalik Desert west of the Windward Mountains, are tall, slim, extremely resistant to the elements, and have pointed ears. All 3 groups are basically human and interact fairly frequently. The Ironfolk are gray-skinned humanoids with thick limbs and small horns emerging just below their cheekbones.
Do humans and other races get along?
The 3 human sub-races all are willing to cooperate in most cases, though they are not perfectly accepting of each other. Prior to the reign of the Royal Council, Aldmen kept Ironfolk as slaves. Most Ironfolk still hate the Aldmen deeply, and the Aldmen likewise regard them as subhuman. Additionally, the religion of the Ironfolk differs from the religion of the other races slightly.
How common is magic?
The proportion of the population that can use magic varies between races. About 10% of Aldmen and Nomads, 25% of Imrí, and 4% of Ironfolk have natural magic ability. It is fairly common, but is difficult to utilize effectively due its dangerous and unpredictable nature, so many potential mages with go their entire lives without developing their magic ability to the point where they can use runes.
Is magic safe?
Inherent wild magic is very dangerous. It manifests as blasts of elemental energy and can be caused unintentionally by extreme emotions. With time and practice, a mage can learn to direct this energy into runes, which store magic "spells" until activated and have various effects depending on the runes carved into them.

Archonic Energy
2015-05-16, 05:21 AM
Bobtown

1. Where are we?
Probably near to or in a town called Bobtown
2. How common are non-humans?
quite
3. Do humans and non-humans get along?
mostly, though there are always those wanting to stir racial tensions for their own gain
4. How common is magic? Is it safe?
Very, and depends on how you define “safe”
5. How many kingdoms(/nations) are there?
one “empire” but many regions as long as the emperor doesn’t need to get involved they can squabble for power how they wish
6. Who rules?
overall Emperor Cleon VIII. below that his viscounts. below that the town mayor.
7. What is the deal with my priests's religion?
Gods exist. And have had avatars on this world at times of great troubles…
8. Where can we go to get platemail custom fitted for this monster I just befriended?
you can see if you can find a Smith, most towns have them but their quality can vary. You’d be better off going to a large city and seeking out a master-smith. It’ll be pricy though!
9. Who is the mightiest mage in the land?
arguably the head of the Mages guild at the Imperial capitol: Hari Seldor
10. Who is the greatest warrior in the land?
Arguably the head of the fighter’s guild: Denise Sadokah… however she’s held that post for 8 years now so perhaps she is getting tired.
11. Who is the richest person in the land?
Arguably the emperor. However…
12. Where can we go to get some magical healing?
Most Temples will heal you for a donation to their deity some are more picky on who they willingly aid
13. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
apocatharies and priests are your best bets
14. Is there a magic guild my mage belongs to or that I can join in order to get more spells?
yes, as a guild member you may be asked to perform tasks to aid your guild, magic outside guild is legal however most reputable magic stores will ask you to provide Guild ID to sell items
15. Where can I find an alchemist, sage or other expert NPC?
towns… cities… in a hut in the middle of the forest. You can find them where they are
16. Where can I hire mercenaries?
the local fighter’s guild is a good place to start.
17. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
to use magic in a town you need guild accreditation for whichever guild best fits your magic. Oh, and don’t draw your sword in public. The guard may take that as a sign of hostility.
18. Which way to the nearest tavern?
ask someone. They are everywhere.
19. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
you could kill bandits… they’ll gain more numbers though.
you could kill Dragons, but you are likely to become dragon chow.
20. Are there any wars brewing I could go fight?
only between regions. People always want more power…
21. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
that’s a bit barbarous I’m sure there are underground pit fights though.
22. Are there any secret societies with sinister agendas I could join and/or fight?
yes. And as if they’d tell just anyone what their plans are!
23. What is there to eat around here?
food. Crops, cattle, fowl… if it’s grown or hearded near buy
24. Any legendary lost treasures I could be looking for?
probably. You’ll have to ask around
25. Where is the nearest dragon or other monster with a huge treasure?
you think they advertise their locations?

The Vagabond
2015-05-17, 03:24 PM
For a Modified Rise of the Runelord campaign for a new setting I'm making called Weit Weg...



What is the deal with my priests's religion?

Generally Speaking, most religions favor Music, but it's mostly the Pathfinder patheon until I can finish up the various Music domains.


Where can we go to buy standard equipment?

Generally speaking, London will have everything you need, and you'll be able to get it shipped over in a few days. Vials of Lesser Cure are cheap at 15 a pop, Weapon Enhancements are somewhat rarer, but there's a smith somewhere in Sandpoint.


Where can we go to get platemail custom fitted for this monster I just befriended?

Generally, there's a forge sitting around.


Who is the mightiest mage in the land?

Depends on whether or not Motzart is dead. If Motzart is not dead, then he's probably the damn near most powerful Fili currently alive. If not, then it's probably the Songlord Dragon.


Who is the greatest warrior in the land?

The Greatest Warrior is as yet unknown.


Who is the richest person in the land?

As yet unknown and undecided. Most likely the South Weit Tea Company currently, a large, multinational tea seller who practically runs half of London.


Where can we go to get some magical healing?

Generally, most towns and cities either has a Cleric or a Fili who offers healing services. Vials of Healing Words are a relatively common sight among most folks- Think about as common as band aids, being relatively cheap at about 15 gp for a vial of Lesser Cure


Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?

Most Fili don't create spells, but some do, so the Fili Collage is a safe bet if a Church isn't around.


Is there a magic guild my mage belongs to or that I can join in order to get more spells?

Generally, Wizardry is a fairly rare thing, however, there are tons of scrolls and Fili willing to sell you spells. There are some Wizard guilds


Where can I find an alchemist, sage or other expert NPC?

Generally, the Fili collages scattered around


Where can I hire mercenaries?

London is probably the biggest city in Weit Weg, and the London Depths has a ton of monsters all lusting for Blood,


Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

In some places, Dance is outlawed. These tend to be INCREDIBLY backwater, however, so don't hope too much to go to places like that. Necromancy, while Legal, requires a Licence from the local Necromancer Guild, along with having all the Undead you create being Registered under the Undead guild.


Which way to the nearest tavern?

Due to you starting in an alternative Sandpoint, it isn't that far to one.


What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

Nightmares, currently- Nobody's quite sure what EXACTLY they are, but we do know that they're terrifying, and they keep on breeding more.


Are there any wars brewing I could go fight?

None as of yet in the Adventure Path.


How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

There's a Gladitorial Arena in New Rome, down in New Itally.


Are there any secret societies with sinister agendas I could join and/or fight?

Nope- Sandpoint is fairly normal. There's the Dark Brotherhood of Silence in London, the Bloodspouter in Deep London, which even the Drow there loathe, ect.


What is there to eat around here?

Fish, mostly. Some bread, the general fare for seaside towns.


Any legendary lost treasures I could be looking for?

Not as of yet- I'll need to get looking for that.


Where is the nearest dragon or other monster with a huge treasure?

That would be the ancient Songlord dragon, said to be not far from here- Said to be the last of the Ancient Fili, his age sure hasn't weakened his strength and resolve.

LordotTrinkets
2015-06-15, 08:44 PM
I need to use this for some campaign questions, I certainly think it will be useful. These questions are all answered with the limitation of the city of Aleton, as that will be where the events of the game will happen.

1. What is the deal with my priests's religion? - The gods of this world are the gods of Norse mythology. Just so we're clear, this is AFTER a Loki's heart darkened by the hex of a witch, so Baldur's dead, Hel is in Nifleheim, all the aspects of that time line are here.

Of course, clerics of Odin are the most common but Odin also has another group of devout, the berserks. The berserk's power to fly into a rage is the very symbol of their faith, for they can deal extremely powerful blows while entrusting all defense from weaponry to Odin. They both wear bands of iron around their necks to signify their loyalty to the god of war.

After Odin, Freyr is a popular choice among the druids and rangers of the land, he being lord over the elves and thus lord over the magic that druidism works by. Most other deities don't really have any particular details to note about them.

2. Where can we go to buy standard equipment? - This is the city of Aleton! A major trade port! Finding standard equipment is of no real concern.

3. Where can we go to get platemail custom fitted for this monster I just befriended? - Your best bet is to hire one of the master craftsmen among the dark elves, aka dwarves. They're a sour bunch, but they'll likely be up to the challenge.

4. Who is the mightiest mage in the land? - The fair lady Paavali, a dawn elf druid whose looks like the most serene of days when the sun is up, the most starry sky at night, and a sunset made by the richest of colors when sun and moon trade places. She resides in the forest between Aleton and Wol mountains, like all druids.

5. Who is the greatest warrior in the land? - Ukki, captain of Aleton's Paladin corp. He's marshaled many a crusade against the evils that would have destroyed the city, including the various uprisings of the 'Raiders' and gremlins and hunting down the conspiracy responsible for killing the former king.

6. Who is the richest person in the land? - King Gregory, a youth of only 14 years of age, he already made a formidable business empire before inheriting the throne with his gift of prophecy. Chaos ensued when his father was assassinated, but when the dust settled, Gregory came out with the luxuries of kingship and his business in tact. Many people do not like him, despite the prosperity he's brought, as he blatantly goes against the council of Odin on numerous occasions.

7. Where can we go to get some magical healing? - For that, you'd most often go to the druids as they are more than willing to use some of the forest's life-force in exchange for things to make it prosper in return. Druids have no quarrel with the city, most think that that would be like condemning an ant hill for perverting the ground.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath? - For poisons, diseases, and lycanthropy; go to the druids. For curse, level drain, and polymorph; see the clerics. For death and undeath, either of the other two would be doable, though managing to contact a priest of Hel would be the fastest way (since the other two require a complex negotiation to occur with the queen of death that involves, getting a deity to serve as proxy and particularly high payment.

9. Is there a magic guild my mage belongs to or that I can join in order to get more spells? - The dark elves have a school for the forge and Alchemy to learn at, Druids and ranger of course live in the forest, Runespeakers (truenamers) have a linguistic library, and there are certainly swap-meets to find a given magic's primary material components (stuff like wood, minerals, flamables, things that magic needs to be extracted from) where you can find other useful contacts.

10. Where can I find an alchemist, sage or other expert NPC? - the dark elf district is wroth with alchemists and Dwarfs, The Gnarly Scar pub also is a meeting place for the wise and experienced who want a good drink.

11. Where can I hire mercenaries? The slums, those are full of dusk elves, forsaken by their parents for their deformities and willing to do anything to survive, and often occupied by Raiders, who'd love dearly to do anything to harm the kingdom that has kept them under their heel.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law? - There is much hatred from both Agrias and Salom toward the Raiders, whose ancestors laid waste to both of their ocean-sides. As such, those few left alive have been dumped into slums and had the use of weaponry denied to them. In addition, depending on the district you are in, practice of the martial art of Lengst is viewed with suspicion or as an illegal act. Lengst being a kick-boxing style invented by the Raiders.

13. Which way to the nearest tavern? That would be the Gnarly Scar in the town square, run by Levi. Levi is a large, androgynous person who's race is thoroughly hidden by the scar tissue that covers his body. No one knows where s/he got the wounds, s/he changes the story every time to fit a whim.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous? - The Ranis would be the most like that. Ranis (or elderbears) look like bald brown bears with the pattern of a grey beard on their chests. They're docile creatures, but because their skin is almost unbreakable with use of mundane weapons, they are sought after for sport and the benefit of their hide.

Other than that would be the gremlins. Those things are always breaking something in the gutter-gears that run under the city and depriving certain parts of the city from their near endless supply of energy. Therefore, a bounty has been placed on the heads of the creatures.

15. Are there any wars brewing I could go fight? - None so FAR unless you count the rumors of the Raiders trying another civil war.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes? - Nope, nothing to be seen here.

17. Are there any secret societies with sinister agendas I could join and/or fight? - There's supposedly an uber-big mob that's grown fat on the cities imports, though the fact that the largest of crime-lords are nothing but managers of small time gambling rings goes to show that Ukki is too diligent to let something like that happen.

The tooth fairies are divided into two different groups, the humane, weaker, and benevolent ones, and the vile, murderous ones. They draw magic from bones, but the difference is that the humane ones only take the teeth lost by children and bones from animals they hunted for food. The evil ones, have gone to grave-digging and murder to get the resource. There's no chance you'll be able to join them, the bad ones would just kill you, but the nice ones would be willing to be on at least peaceful terms with you.

18. What is there to eat around here? - Dairy and grain products are popular among the usual Agriasian society, though living by the cost has given the citizens of Aleton a taste for seafood (especially the sought after salmon roe). Dawn elves, however, prefer to eat many different types of insects and meats, a trait they kept from their elven ancestors.

19. Any legendary lost treasures I could be looking for? - There's an old tale told by the Salomites of the last tooth of the witch, Viira. Supposedly, it was stolen by the cunning thief, Feljust, who used the magic from it to shapeshift into a gull; useful for swiping something and high-tailing it to the sea. He fell under a terrible curse by Viira, but she's dead now, if you managed to find this, you wouldn't share in Feljust's fate.

20. Where is the nearest dragon or other monster with a huge treasure? - You'd probably find those deep in the gutter-gears, gremlins are curious things that often swipe shiny things.

Jendekit
2015-06-16, 10:02 AM
Avilatan

0. Where are we?
The region that has been named Avilatan is named after the sea at the center of most maps. The Avilata Sea is almost completely landlocked, but for a small passage called Black Passage, for the sea floor cuts down so deep that black is all that can been seen. The land masses themselves are analogous to Europe and North Africa, if the poles were reversed.

0.1. Who rules here?
Depends on where you are exactly. To the north is the Khoranda Empire (or the Empire of Khoranda, interchangeable order) which is currently ruled by Pharaoh Nebkheperure. Roaming the south are seventeen Orc clans loosely ruled by a Khar and a Tngri as well as the various Wedel families led by the family head. The Kingdom of Grodor is jointly ruled by King Dainius Cikota and King Zigmas Vaira (a Dhampir nation with a 2 king system of government), and each of the Ulfberht Holds is ruled by a Jarl (the exact title varies from Hold to Hold, but Jarl is the most common). The kingdom of Estandor is currently ruled by Rey Ramior de Trastamar I. This is not including the countless villages, hamlets, etc. outside the borders of any of the large nations.

0.2. Who else is powerful?
Though they hate the title, the Trade Princes of Rym (a port city) have a vast amount of economic and political power due to their location at the mouth of the largest river in the southern continent. There is also the Black Commander, leader of the Grodor-based organization the Black-Guard, whom multiple nobility members fear.

1. Whats the deal with my priests religion?
Again, it depends on where you are. Khoranda reveres a pantheon of deities that (according to legend) they chose to serve over their creator with the Pharaoh as the living mouthpiece for the gods. There is functionally no difference between the church and the government, and until they encountered other peoples nothing else occurred to them. The various Orc clans revere spirits within all animals as well as the world and environment. The Ulfberht Holds revere their own deities, led by Odin the Allfather. The Wedel mostly revere a single deity, Rhusha, but acknowledge the existence of those of other peoples.

Estandor follows a bizarre faith that teaches that there is one true god with several servants that represent various aspects of life and the world.

Grodor is unique in that their primary faith completely lacks deities of any kind. Instead they believe in a wheel of soul-stuff, called Vyn, that occasionally has drops break off like a drop of water from a waterfall to form a living soul. However within the wheel, bits of memory and thought can form entities that are centered around one concept, action, emotion, etc. One key thing to be understood about these entities, is that regardless of what they embody, none are evil. They are incapable of pursuing anything beyond whatever it is they embody, entities that embody hunger cannot stop eating, entities that embody rape cannot stop themselves from raping whatever they come across, etc. They lack the mental capacity for moral or ethical thought, or even complete thought.

2. Where can we go to buy standard equipment?
Assuming you are referring to adventuring equipment, if you are within Khoranda or Grodor, then such things are issued by the government to their respective military (excepting the Black-Guard which also outfits its members). The Ulfberht Holds have most items purchased from the hold's blacksmith. The Orc clans pass such items down from generation to generation (typically a parent makes themself a replacement when passing down an heirloom to a child); the Wedel families trade for stuffs they cannot make themselves. When in doubt however, make for the city of Rym, where one can find anything for the right price.

3. Where can we go to get platemail custom fitted for this monster I just befriended?
The only nations with access to the secrets of crafting true platemail and not just a breastplate over chainmail are Estandor and Grodor, if you want a custom job you'd need to find a smith willing to take commissions outside of the military and the Black-Guard.

4. Who is the mightiest mage in the land?
Depends on your definition of mighty. If you mean in terms of raw power then that would most likely be Senef-Magician Siathoth, a native of Khoranda that is aimed at their enemies and turned loose. In terms of skill, the most probable candidate would be Mage-Commander Siela Kalve of the Black-Guard. By the number of potential spells known, then it would be the Rune-Sage Alfric Liefsson.

5. Who is the greatest warrior in the land?
In a straight up fight that would be the Orc Temujin, head of the Red Claw mercenary band. He'd be the first to tell you though that skill in battle doesn't mean an automatic victory however.

6. Who is the richest person in the land?
The Trade Princes, which one specifically is up for debate.

7. Where can we go to get some magical healing?
Any Orc band has at least one medicine man that can in a few minutes whip up a healing potion, and every Black-Guard squad includes a healer. In Rym mage with healing magic can be found on every other street corner practically, and every major settlement in Khoranda has magicians with healing magic. Clerics of the Church of the Silver Heart in Estandor are granted the gift of healing magic. Magical healers are a bit more rare in the Ulfberht Holds, but nowhere to the degree of the various settlements outside the various nations.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, death, undeath?
Poison and disease: nearly anyone that can perform magical healing has something that can treat either (though to what degree varies from individual to individual)
Curse, lycanthropy, and polymorph: a bit trickier, but still doable by the more highly skilled healers
Death and level drain: neither are as easily dealt with as in other settings, but if you are willing to hunt long and hard enough you could probably find someone
Undeath: destruction of the undead is the only "cure", though Khoranda has little prejudice against the living impaired, and Grodor has even less. (They see the person as having left the body after death and as such the body is not the person. Instead of letting the body go to waste, they put it to use in heavy labor and infantry ranks.)

9. Is there a magic guild my mage belongs to or that I can join in order to get more spells?
The kind of organization that caters to mages doesn't really exist in Avilatan. Magicians in Khoranda are soldiers, priests, or scholars that happen to know magic. Rune-Sages are part priest, part scholar, and part historian. The only place that would cultivate such an organization would be Grodor, and the Soul Mages there operate on a strict Master-Apprentice system.

10. Where can I find an alchemist, sage or other expert NPC?
Orc medicine men are functionally alchemists, but any and all of the above could be found a stone's throw away in Rym.

11. Where can I hire mercenaries?
Rym, the various mercenary organizations all pitch in to maintain a facility that takes jobs from clients and finds the best company for the job.

12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
Military-grade weapons are outlawed in Khoranda without either being in the military or you have a special permit/passport and in Estandor magic outside of the clergy is strictly prohibited.

13. Which way to the nearest tavern?
If a settlement has at least one hundred people, it has a tavern. Every ten leagues on any sort of trade road, there is a tavern.

14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
Terrorizing the countryside, maybe not, but if you manage to kill a dragon you will become a celebrity where ever you take the skull (up until all of the skin and whatnot rot away, then you'll have people claiming that you found it as is and claimed that you killed a dragon).

15. Are there any wars brewing I could go fight?
Rumors persist of an enemy at Khoranda's north border that caused them to funnel troops and resources in an effective reversal of the expansionist policies of the Pharaohs a few rulers back. The Ulfberht Holds, having learned of wealth, riches, and resources to the north with the Khorandan invasion three hundred years ago have launched lightning fast raiding ships seeking plunder. Tavern patrons whisper talk about the possibility of a new Orc clan coming from the west to pillage and raid farmland. Though the civil war in Estandor ended three years ago, not everyone is happy with the new regent and some tensions are forming amongst the nobility and the peasants.

16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The Grand Colosseum at Rym, the matches there are famous around the world, even the Pharaoh has made the journey simply to watch fights in the ring.

17. Are there any secret societies with sinister agendas I could join and/or fight?
There are rumors of organizations that seek to bring about the end of the world so that an utopia may be built upon the ashes of the dead, if so, no names have been given to those organizations.

17.1. Are there any other mysteries out there?
Seventeen Orc clans have come to the Avilatan region in the last two hundred years. Each has come with their bison mounts and their clothes and weapons, but have displayed a knowledge of herding and animal husbandry that could only come through generations of tending livestock. When asked why they left their homeland, even the most fearless of Orcs will become so terrified that they cannot speak for at least an hour.

18. What is there to eat around here?
Food in the Ulfberht Holds consists primarily of fish, dairy, honey, some red meat, and various vegetables. For the Wedel, anything they can find that can be digested is turned into a meal. Rym subsists primarily on fish and other seafoods with anything else traded from other peoples. Khorandan meals are typically some sort of wheat or grain product, fish or some other aquatic animal, and some kind of wine. Grodor cuisine includes potato breads, boar, stag, various wheat products, supplemented by vegetables and fruits such as apples, grapes, and pomegranates. Orc food, with the occasional root vegetable, comes in two varieties: meat and dairy, the fattier the better (though what they do with these two products makes for a much wider menu than one would assume).

19. Any legendary lost treasures I could be looking for?
Ruins dot the landscape of southern Avilatan that don't resemble the architecture of any modern group, and while most of the easier to reach ones have been picked clean there are a few that have defenses that have yet to be breached. Who knows what lies within.

Alternatively, you could go hunting for the various necropoli hidden in the deserts within Khoranda for the treasure within.

20. Where is the nearest dragon or other monster with a huge treasure?
Dragons don't collect treasure, as even the smartest is no more intelligent than a dog. Nothing else really collects treasure hordes either, Avilatan isn't that kind of world.

21. How common are non-humans?
In terms of sheer numbers humans vastly overwhelm all other races, but in terms of political power? Estandor and the Wedel clans are the only human dominated world powers. Khoranda is ruled by the Aapep, a serpentine race of humanoids. The Ulfberht Holds are home to the Lythr, a feline race that resemble bipedal tailless puma. Grodor, due to a massive vampire population in prehistory, is home to almost exclusively Dhampir. The Orc clans are fairly self explanatory.

The only major power besides the aforementioned groups that have humans in positions of power is Rym, and even then they are outnumbered 3-to-1.

21.1. Do humans and non-humans get along?
For the most part. There are a few racial tensions in Rym, but for the most part things are divided on national lines not racial.

22. How common is magic?
Most people go their entire lives without seeing magic, but having said that it isn't uncommon. It's just that by the time magic spread beyond a small group of practitioners the various kingdoms and empires had incorporated them into their structure to such a level that it was rare to find outliers.

23. Is magic safe?
Accidents are rare, as the requirements for casting the most common type of magic requires a deep, almost primal understanding of the spell you are using. That kind of understanding makes mishaps unlikely, though they do happen on occasion.

The other common type of magic also has few accidents, though for a different reason. It involves taking some of the stuff that makes up your soul and using it to affect the world around you. That doesn't encourage recklessness, though again it does happen on occasion.