View Full Version : Aernia [Campaign Setting, UNFINISHED, Help Appreciated]

2007-06-04, 12:35 AM
The World's Continents:
MAP: World of Aernia (http://i24.photobucket.com/albums/c26/ZeroNumerous/Aernia.png?t=1177378735).

Illasan(ILL-e-Sen): The easternmost continent of Aernia. This is the continent the game will be starting on. It is a hodge-podge of various races, and almost any race can be found here. This continent has a total of seven nations on it. The smallest of the three continents, Illasan is currently wracked with a massive continental war.

Tur(Ta-ur/Ta-ur-in): Westernmost kingdom of Illasan. A predominately centaur-settled kingdom ruled by a benevolent but human lord. Tur is the nation that many people from the eastern lands aspire to travel to. The northern areas of Tur are frozen over, but the people still survive there by fishing from the Niakea Ocean that hugs the western shore. Currently allied with Nia to the south.

Nia(Nee-uh/Nee-a-in): A small nation south of Tur. Predominately human, with mixes of elves and half-elves. Nia is one of the few elven nations that openly trade with humans. Nia and Tur have always been on good terms, and even allied together when their neighboring nation, Seria, attempted to invade Nia in the recent military campaign.

Seria(Seera/Seera-in): A fairly large nation to the west of Tur and Nia. Predominately elven nation with a few dwarven clans, Seria began the Eleven Year War by invading Nia, which caused the Turians to rush to their defense. Their armies hold strong, and have so far been able to keep back the Tur/Nia alliance. Unfortunately, Thorgrimmore to their west recently joined in the war alongside Tur/Nia.

Thorgrimmore(Thor-grim-oar/Thorian): The largest nation on Illasan, it's a primarily dwarven nation with a few halfling and human settlements. Thorgimmore recently began fighting Seria, do to what many believe was an insult from the Serian King. They have, however, been on the defensive throughout their short month-long war. Mainly due to the efforts of their neighbor, Sinthaya, who allied themselves with Seria against Thorgrimmore.

Sinthaya(Sin-Thay-ah/Sin-Thay-ins): The second largest nation on Illasan, just east of Thorgrimmore. Sinthaya is predominately gnomish, with few settlements of elves and humans. The Sinthayians very rarely engage in open conflict themselves, and instead use a race of living constructs known as Warforged to due their fighting for them. However, the Warforged are almost always led by Sinthayian captains or mercenaries. Sinthaya's combat has been mostly split between Thorgrimmore, their hated enemies, and Allegra, a small nation to the east.

Allegra(All-E-Grah/All-E-Grans): A very small nation on the far east of the continent. The nation is primarily orcish, with a few half-orcs and human settlements. Allegra has little real army, and instead focuses mainly on it's powerful and large navy. Unfortunately their hatred for halflings has seen most of the Allegran navy sent against the nation of Mercia, to the far south, beyond the Desert of Southern Winds.

Mercia(Mer-cay-uh/Mer-cay-an): The smallest of Illasan's nations, Mercia is predominately halfling populated with a few humans and elves. Mercia never intended to get involved in the war, since the desert to their north acted as a natural barricade versus being invaded over land. However, when Allegran ships appeared off the coast, Mercia was forced into conflict. Finding herself allied with Thorgrimmore, Tur, and Nia.

2007-06-04, 12:38 AM
There are two primary overdieties in Aernia.

Titles: The All-Mother or just The Mother.
Portfolio: Goddess of Earth, Love, and Law.
Domains: Earth, Fire, Protection, Healing, Law, and Travel.
Alignment: Lawful Neutral.
Description: Often depicted as a beautiful, tanned woman covered in thin, flowing robes. She sees herself as the mother of all things, and loves her children equally. As such, the goddess abhors allowing one of her children to die, and it's much more common that she gets involved in the material world. She does not, however, listen to prayers from Necromancers or intelligent Undead. Gaia views these things as perversions of Nature, and asks her followers to destroy them at all costs.

Gaia's role in the creation ritual is unknown, like that of Luna. She did, however, task each of the gods that answered her summons to create a race.

Holy Symbol: A tall tree with outstretched branches.
Favored Weapon: Quarterstaff.

Titles: The Fickle, the Silver Mother, or the Illumine Goddess.
General: Goddess of the Stars, Luck, and Chaos.
Domains: Air, Water, Destruction, Death, Chaos, and Luck.
Alignment: Chaotic Neutral
Description: Luna is a diametric opposite to the goddess Gaia. She's depicted commonly as a pale-skinned beauty clad in little more, if anything at all, than Gaia. Luna is a notoriously fickle goddess, often laying a curse upon a mortal only to have them find it gone the next morning. She sees none of the mortal races as her children, but shows no animosity to any being except Gaia, even undead.

It is unknown what role Luna played in the Creation Legend. She did not stop Gaia from approaching her own children.
Holy Symbol: A crescent moon. It must always be silver.
Favored Weapon: Longbow.

Aside from the overdeities, there are other gods. All the gods are direct descendants of either Luna or Gaia.

Titles: The Fiery General, and The Maimer.
General: Daughter of Luna and goddess of Fire and War.
Domains: Fire, War, and Evil.
Alignment: Chaotic Evil
Description: Aestia is almost always depicted as a massive woman clad in full battle regalia with bright, fiery red hair. Aestia is only half as beautiful as her mother, and there are legends about mortals who openly suggest that she isn't as beautiful as her mother. Usually those legends end in the mortal dying a horrific death, as such it's considered bad luck to speak of Aestia's looks. Aestia is primarily prayed to by those who are about to go into battle, as she is often seen as the goddess of victory.

Aestia governs the realm of battle, Charnath, where there is nothing but the never-ending battle across it's surface. Warriors who find their way here do not grow tired, nor do they get a reprieve from the battlefield. Pain, however, is very real in this realm. As such, many who find themselves here are often tormented by the fear of death all over again.

Aestia has no place in the Creation Legend, and no race pays more homage to her than any other. Though she did assist in the creation of the Orcs, she does not view them as her creations. They, however, view her as their matriarch. Mainly due to Churgin's immense distaste for orckind.

Holy Symbol: A greatsword pointing down with a rose wrapped around the blade.
Favored Weapon: Greatsword.

Titles: The Judge or The Jury.
General: Son of Gaia, god of Law and Knowledge.
Domains: Law, Dwarf, and Knowledge.
Alignment: Lawful Good
Description: Often depicted as a very muscular dwarf wearing a judge's robes, the god Austus diligently protections though who are incapable of protection themselves. He is seen as the ultimate ajudicator, knowing and understanding all sides of an issue before passing his judgment. He's often prayed to for those who judge criminals, and the criminals themselves for not guilty judgments.

Austus lays claim to the plane of Jastica, a realm of perfect order that his fallen brethren populate. Only his devout worshipers and dwarves are allowed in this plane, and they all have a place in the realm. Even the most lowly dwarf can find a sense of purpose doing his job in Jastica.

The Creation Legend says little about Austus. Though he is known to have created the dwarves, it is unknown how he did this. When tasked with the creation of a species by his mother, Austus disappeared deep under the mountains for many, many days before emerging with the first dwarf couple carried in one hand. Unlike many of the other gods, Austus and his creations hold no animosity with one another.

Holy Symbol: A blinded woman holding a sword and scales.
Favored Weapon: Heavy Mace.

Titles: The Maimed or The Broken God.
General: Son of Luna, god of Rage and Destruction.
Domains: Destruction, Hatred, and Orc.
Alignment: Neutral Evil
Description: Often shown as a massive, hulking green-skinned orc with a full beard and wild, untamed black mane. The image Churgin's followers paint is different from the common depiction of non-worshipers of Churgin. Many non-worshipers depict him as lacking armor and wielding a battleaxe in one hand. His worshipers depict him in blood-colored full-plate with a matching bloody greataxe that his immense strength allows him to wield one-handed. Both, however, depict him without his left arm.

Churgin, granted his own plane by his mother to show her favor as the first-born, rules over the, now broken, plane of Alkrin. Lost in the battle-scared landscape lies the throne of Churgin, broken in half when Aestia cut Churgin's left arm away. Only his orc brethren are allowed into Churgin's plane, and here they find peace from their ever-present battle-lust.

The Creation Legend says he lost his arm when his blood-sister, Aestia, tore it from him with her greatsword during a duel for the power of War. The finishing blow shed his blood all across the world, and seeded it with the harsh and savage marshland that dots Aernia. From his blood, still infused with his divine essence, sprang forth the orc species. He harbors a deep hatred for Aestia and the beings that sprang from his blood.

In response to the creation of orcs, Churgin reached into the sea and formed a creature of his own. These small beings were just the right height to stab at an Orc's heart, but agile enough to dodge and weave out of the way. He called them halflings, as they were intended to be half-warrior and half-slayer of orcs. Halflings, however, have turned to the sea. Though they still harbor an innate hatred of orcs.

Holy Symbol: An orc arm gripping the skull of a human.
Favored Weapon: Greataxe.

Titles: The Healer, and Death's Bane.
General: Daughter of Gaia, goddess of Healing and Protection.
Domains: Healing, Protection, and Joy.
Alignment: Neutral Good
Description: A beautiful elven woman clad in silken white robes, Thyanna is very rarely depicted with a weapon of any sort. She is a pacifist, and does not take an active role against any of the other gods. However, she does understand the need for protection, and as such favors the longspear for it's ability to keep one's foes at a distance.

Thyanna governs her own plane, seperate from Aernia. Her plane is filled with her happiness and calming presence, and those who die in service to Thyanna find themselves in this place. Here, they no longer need to battle at every turn, and are happily provided whatever they need.

When born, Gaia tasked her daughter with the creation of a race that would bring all other sentient beings together. Thyanna reached into the mud, and pulled free a large ball of it. From this, she sculpted herself a woman that carried her features and the beauty of her mother. When she was done, the All-Mother breathed life into the sculpture, creating elves. However, elves found that they would never get what they wanted by making friends with others. So when push came to shove they begin to take what they wanted through force.

These acts of outright hate and anger disgusted Thyanna, and she has long since abandoned her creations. When The Healer pulled her protection away, the elves became dark-skinned hunters of the woods.

Holy Symbol: A red cross embossed over a white field.
Favored Weapon: Longspear.

Titles: The Foolish, and The Reckless.
General: Daughter of Luna, Goddess of Glory and Honor.
Domains: Elf, Strength, and Glory.
Alignment: Chaotic Good
Description: Depicted as a human woman standing in a breastplate and sporting a shield with her holy symbol embossed upon it. Meurin is often spoken of when glory and honor are brought up in a religious debate. She is tasked with carrying the souls of those who die a glorious death to the plane of Carish Nalem.

It is there that these warriors are given a place to eat, drink, and be merry before doing battle. Meurin, however, has never specified what a glorious death is to her, and as such her clerics are tasked with discovering the answer themselves. But this poses an odd conundrum: "To succeed is to never return, and to fail is an honorless death, so why try?"

When tasked with creating a species of battle-hardened warriors, Meurin reached to the forest and crafted a fine replica of herself out of wood. Her mother then breathed life into it, and gave birth to humankind. However, to her anger, her creations have become merchants and diplomats. Meurin has since abandoned the human race to it's own devices and adopted elves.

Holy Symbol: A longsword over a golden sunburst.
Favored Weapon: Longsword.

Titles: The Bastard, and the Inevitable.
General: Son of Gaia, God of the Dead.
Domains: Death, Undeath, and Deathbound.
Alignment: True Neutral
Description: Little is known of Kethwin, other than the way he was created. Kethwin was the son of both Gaia and Luna. Created when Luna appeared to Gaia in the guise of her son, Shurgan. When the goddess gave birth to a still baby, Luna came to flaunt the child's soul before the All-Mother. She had performed the greatest trick, and stolen a soul from within the mother's womb.

Gaia, angered beyond words, gave the dead child life. However, she did not give it flesh. With no place to go but it's still-born body, Kethwin's soul fled into his once-living flesh. Luna smiled, knowing all was to her plan, and fled from the angered mother-goddess, laughing all the way. Gaia had created an abomination, but the abomination was her son and she was far too proud to give Luna what she wanted and destroy him. So Kethwin was given reign over the dead, and sent to live on his own plane.

Kethwin's plane is known as the Dead Field, where those who died without worshipping any god or goddess, or died fulfilling the tenants of another deity, found themselves. Kethwin rules with neither malice nor benevolence, without complete order or complete madness. He rules as he wants the living to rule. Without prejudice or hate.

Holy Symbol: A human skull with fangs embossed over an eight pointed star.
Favored Weapon: Morningstar.

Titles: The Thief and the Laughing God.
General: Son of Luna, God of Trickery and Gnomes.
Domains: Trickery, Gnomes, and Wealth.
Alignment: Chaotic Good
Description: Depicted as a small gnome male standing in fine clothes and a heavily embroidered cloak. Shurgan appears completely unassuming to all who see his image. Shurgan is a god of tricks, and loves for people to see him as nothing but a gnome. He applauds those who can skillfully pull off their tricks or theft under a watchful guise. Legends say, however, that Shurgan can see and hear all thievery and deceit, so anyone who steals from his clerics often find their stolen goods gone the next morning, replaced with a simple note of congradulations.

Shurgan either rules no plane, or has kept his so well hidden that no one knows where it lies short of the gods themselves. When mortals commune with an avatar of Shurgan about the location of his plane, the avatar either does not respond or refuses to speak to the cleric at all.

Shurgan, when tasked by Gaia to create a race of tricksters, the gnome god thought long and hard for his response. To just do as she said would be completely unthinkable. So, Shurgan attempted to sneak into Austus' hidden abode, hoping to catch a glimpse of his creation and ask for his help. The infuriated dwarf demanded he leave. The gnome did leave, but not before he glimpsed the dwarf's creations. He created a mockery of them, being equally small and hardy but caring nothing for the lawfulness of dwarves. Unfortunately, this act of trickery is the source of great animosity between the two gods and their creations.

Holy Symbol: An five-fingered glove with it's palm cut out and fingers spread.
Favored Weapon: Shortsword.

2007-06-04, 07:50 AM
The Creation Legend

"The Earth Mother rose arms to Heavens, beckoning her children and the children of the Luna to her. Gaia used her intimate knowledge of her children to draw them deep into the recesses of Aernia. There, the Earth Mother lay down her geas.

'Go forth, create, and prosper'. - Joshua, Cleric of Gaia.

Of their creation, none of the races truly know. Even the orcs, born in the blood of their patron lord, know little of their creation. To birth an entire race is something on a god could do, but why? How? Historians and philosphers search for the answer every night and day. So far, theres only the answer to be found is a legend passed down by the elves for ages.

The legend speaks of Gaia, the All-Mother, and Luna, the Illumine Goddess, creating their sons and daughters. Each goddess made a child that mirrored the other, so that neither would have a power over the another.


[U]Humans: The physically weakest of the Aernian species, humans also happen to be the second most populous race in existence. Humans, created by the goddess of victory, were intended to be very effective warriors. Between their very active reproductive cycle and an ability to learn practically anything given enough time, humans were well on their way to becoming quite the warrior-race.

Racial Changes(Mechanical)
They do not gain their usual skill points, and instead gain the "Speak Language" skill as a class skill at all times. They have a +2 bonus to Diplomacy.
They do not gain their normal +1 versus goblins and orcs, and instead gain it versus gnomes. They also lose their +4 AC versus giants, and it's replaced with a flat +2 versus large sized creatures.
They no longer have an intelligence penalty. This extends to half-orcs as well. Light sensitive is gone. +1 attack/damage versus Halflings. Gain the ability: Battle Lust(Ex): When whipped into a frenzy, an Orc can enter a state of anger and rage that allows him to perform near supernatural feats of Strength. The orc gains a bonus equal to his HD/2 to his Strength for one round. This ability is usable once per day. LA+1.
Favored class is now ranger. Elves gain a +1 attack/damage versus humans. They always have Survival in class.
They no longer have their SLAs. Their +1 versus kobolds is transfered over to dwarves. They cannot speak to burrowing animals, but instead speak to riding dogs. They gain +2 to Sleight of Hand, Bluff, and Disguise checks.
They gain the free human skill points and bonus feat.
Gain weapon familiarity: orc double axe. This extends to Orcs as well. +1 attack/damage versus Halflings.
Switch racial skill bonus to: Swim, Craft(Shipwright), and Tumble. +1 attack/damage versus Orcs.
Remove innate armor and give them full construct status. Magical healing no longer functions for them, and they cannot be raised or resurrected. Add two Construct racial hit dice. LA+1.

2007-06-08, 12:32 PM

The year is now 611 AL. The war on Illasan has been going on for eleven years, and with the recent involvement of Thorgrimmore, Allegra, and Mercia, it doesn't appear to be ending soon. This is a prime time for mercenaries, and has drawn hundreds of them out of the woodwork. Before the Eleven Year War began, there was only one other notable war in Illasan. The War of Aestia. The War of Aestia began approximately thirty years ago when the Thorian King, Sir Grahm Silverstone, was assassinated on the Isle of Aestia, just beyond Guilt Bay.

When the assassin was finally brought to justice, it was revealed to be a Sinthayan gnome. This sparked a short but bloody conflict between Thorgrimmore and Sinthaya that ended when Grahm's son, Dorian Silverstone, died in the Siege of Kidra. When Dorian's younger brother, Adrian, ascended to the throne he forced a treaty with Sinthaya. Thorgrimmore would cease it's assault in exchange for control over Kidra. Adrian became known as the Peacemaker for this treaty. Adrian had the city of Sinsathar renamed to Dorian in honor of his brother.

Unfortunately, peace was not meant to last. The Sinthayan General and Heir to the Throne, Mursa Juilius, was found ten days later, slain in the woods near Thorgrimmore, along with her entire bodyguard. Blame was placed on Thorgrimmore, and the people called for dwarven blood to be shed. The long bloody war that erupted saw many mercenaries take the forefront during the conflict. Especially when the second siege of Kidra began. King Adrian, leading his men from the front, petitioned the gnomish general in charge to stop this conflict before it claimed more lives. His answer was an arrow shot into chest of his advisor. The siege would not be lifted.

As the Sinthayan army stormed Kidra Fortress, the dwarven defenders steeled themselves against death. Fortunately for Thorgrimmore, however, the Sinthayans began retreating. Adrian did not pursue them, but merely sent a messenger to find out why. Apparently the Queen of Sinthaya, Seina Juilius, had ordered their withdrawl and had given no real reason why. The war ended there, but it left a bad taste in the mouths of the gnomes and dwarves alike.

2007-06-08, 12:33 PM
For: Technological advances.

2007-06-08, 12:34 PM
For: Magic and the world

2007-06-08, 12:35 PM
For: Monsters in the world

2007-06-08, 12:38 PM
For: Miscellanious

2007-06-09, 01:12 PM
I'm struggling to understand exactly what's going on. Someone's fighting someone else is all I really understood.

Also, how is Aernia pronounced? Phonetically it sounds like hernia, which is not the image I think you're trying to get at.

2007-06-09, 04:30 PM
Ar-nay-uh. It actually is like Hernia, just with a silent H. Unfortunately it is abit hard to understand at the moment due to issues with being incomplete. I'm working on it, but other things are consuming my time.

2007-06-15, 01:37 PM
Looks interesting Zero. I have bookmarked this to keep track of things, but will wait until you have completed it before commenting.