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Katasi
2007-08-08, 08:25 PM
I'm working on this campaign setting for a game of mine, but also I want a well created homebrew setting that I can use over and over, thus I am undertaking this long project. Here's what I have so far:

Long ago, there was only the Creator, a deity of such power as to be more powerful than even a Greater Deity can imagine. Existing in nothingness he took it on himself to fill the emptiness. This he began the task of creating the Mulitverse. But in doing so he awoke a being of equal power and age as himself, the Destroyer. a great battle ensued, destroying the universe the Creator had been making. Finally the Creator succeeded in locking away the Destroyer in an Extraversal plane. The Creator then went back to work, creating the Multiverse as it is now. Having realized his powerful presence in the Multiverse after his creation was finished would destroy it, he created gods to take care of it before retreating to his own Extraversal Plane forever. The Destroyer had not been as defeated as hoped though, some of his taint managed to escape, causing the beginning of evil in the world, the beginning of the Dark Gods, and the creation of the Abyss and the Seven Hells.

The era of the fight against the Destroyer became known as the God Wars, many gods were killed and many changed sides, some where created by the Destroyer's taint itself. After the god wars the following gods where left on the side of good. Isus the Good God, Mical the Sun God and Roxane the Moon Goddess, The Gods of Fire and Earth and Goddesses of Water and Air. The Fertility Sisters (The Goddesses of Love, Passion, and Healing), Malaki the God of Light Magic, The Greenman Lord of the Forest.

The first God to turn was Gruumsh, during the very first battle, where he lost his eye to Corellian and set the hatred between elves and orcs forever. Another to fall early in the war was Heleca, Goddess of Dark Magic and Malaki's wife before her dark nature appeared, she took with her her secret lover Emle the Goddess of Lust, the youngest of the Fertility Sisters. Soon after her turning, Tiamat left her mate, and with the chromatic dragons under her went to the darkness. With the creation of the Abyss and the Seven Hells the taint created two new gods, Bacortian the God of Demons and Asmedian the God of Devils. Towards the end of the war Lucitius, an Archangel rebelled against Isus and was given God standing by the taint, he became the God of Evil.

All standard DnD Gods are identical to their stats given in the rulebooks. Here are the Homebrew Gods
Greater Gods

Good

Isus the Good God
Paladin of Justice 20, Cleric 20
Form: Human Male
Divine Rank: 20
Alignment: Lawful (E)/Neutral (T) Good
Domains: Good, Law, Celestial, Healing, Protection, Purification, Inquisition (E), Liberation (T)
Porfolio: Paladins, Angels, Esarics, Tetalians

Mical the Sun God
Sorcerer 20, Cleric 20
Form: Human Male
Divine Rank:17
Alignment: Neutral Good
Domains: Sun, Healing, Glory, Passion, Knowledge
Portfolio: Sun, Daylight, Worshipers of the Sun, Worshipers of the Sun and Moon

Roxane the Moon Goddess
Cleric 20, Ranger 20
Form: Human Female
Divine Rank: 17
Alignment: Neutral Good
Domains: Moon, Ocean, Healing, Dream, Oracle
Portfolio: Moon, Tides, Worshipers of the Moon, Worshipers of the Sun and Moon

Infenam the God of Fire
Fire Shugenja 20, Barbarian 20
Form: Fire Elemental
Divine Rank: 19
Alignment: Chaotic Neutral
Domains: Fire, Destruction, Renewal, Feast, Passion, Chaos
*Portfolio: Fires, Lava

Terral the God of Earth
Earth Shugenja 20, Fighter 20
Form: Earth Elemental
Divine Rank: 19
Alignment: Lawful Neutral
Domains: Earth, Metal, Cavern, Craft, Endurance, War
*Portfolio: Caves, Earth

Omanyat the Goddess of Water
Water Shugenja 20, Cleric 20
Form: Water Elemental
Divine Rank: 19
Alignment: Lawful Neutral
Domains: Water, Ocean, Healing, Cold, Purification, Law
*Portfolio: Waters, Ships

Eury the Goddess of Air
Air Shugenja 20, Sorceress 20
Form: Air Elemental
Divine rank: 19
Alignment: Chaotic Neutral
Domains: Air, Sky, Oracle, Weather, Knowledge, Magic
*Portfolio: Weather, Flying Creatures

*Shugenjas, Elementals, and Outsiders of the matching type fall under this as well.

The Greenman the Lord of the Forest
Druid 30, Beastmaster 10
Form: Elder Treant
Divine Rank: 20
Alignment: Neutral Good
Domains: Animal, Plant, Fey, Sun, Healing, Renewal, Joy
Portfolio: Natural Settings, Druids, Rangers, Animals, Plants

Amber the Goddess of Healing
Cleric 40
Form: Human Female
Divine Rank: 17
Alignment: Neutral Good
Domains: Healing, Protection, Renewal, Fertility*, Body
Portfolio: Hospitals, Births, Healers, Followers of the Healing Way

Nikki the Goddess of Pleasure
Imagist 20, Tantist 20
Form: Human Female
Divine Rank:16
Alignment: Chaotic Good
Domains: Pleasure, Passion, Fertility*, Voyeur, Body
Portfolio: Seekers of Pleasure

Jenna the Goddess of Love
Beguiler 20, Bard 20
Form: Human Female
Divine Rank: 18
Alignment: Neutral Good
Domains: Joining, Passion, Fertility*, Family, Oracle
Portfolio: Lovers, Married Couples, Families, Watchers of Love

Malaki the God of Light Magic
Wizard 20, Archmage 10, Incantrix 10
Form: Human Male
Divine Rank: 20
Alignment: Neutral Good
Domains: Magic, Summoning, Spell, Rune, Transformation
Portfolio: Mages, Magical Places, Worshipers of the Arcane

Evil

Lucitius the God of Evil
15 HD Outsider, Paladin of Justice 10 (ex), Blackguard 10
Form: Male Archangel
Divine Rank: 20
Alignment: Neutral Evil
Domains: Destruction, Evil, Death, Hatred, War, Charm, Pestilence
Portfolio: Dark Angels, Worshipers of Darkness.

Heleca the Goddess of Dark Magic
Sorceress 20, Warlock 20
Form: Human Female
Divine Rank: 18
Alignment: Neutral Evil
Domains: Magic, Necromancy, Oracle, Transformation, Evil, Hatred

I will continue on these later. I think I need to come up with some more gods to... I seem to be missing a god of war

Katasi
2007-08-09, 01:56 AM
Religions of Emerlyon

Unlike in traditional DnD, not all Gods are worshiped in the same way. Some are lone gods, others form a part of a tight or loose Pantheon. Many have only one tradition of worshiping them, but some have many. What religion a person is defines much about them and their way of viewing their God.

The Greenman
The Greenman is the deity of the druids, and most of his worshipers are druids. Most worship is done as a ritual with tendencies to be very natural in look and feel. Most clerics and paladins of The Greenman start out as druids or rangers for a few levels before multiclassing into cleric or paladin. He allows for both Paladins of justice and Paladins of Freedom. Those few who start out as clerics tend to favor his Healing and Renewal side over his more creature based side. Most temples devoted to him are made of wood, or even more commonly, grown from living plants. Unlike most gods The Greenman does not use outsiders as his messengers or helpers, instead he uses Fey.

Nature Worhiper [Divine]
Thanks to your time with nature around you and your worship of the Lord of the forest you gain special abilities with animals..
Prerequisites: Turn Undead, Patron Deity (The Greenman)
Benefits: You give up you ability to turn undead and gain the ability to rebuke or command animals as an evil cleric rebukes or commands undead.
Normal: You turn undead

Greenman's Chosen [Divine]
You have felt the call to truly honor The Greenman
Prerequisites: Turn Undead, Wild Empathy, Patron Deity (The Greenman)
Benefits: Your levels of classes that provide Turn Undead and Wild Empathy stack for purposes of Turn Undead checks and determining an animal companions abilities.
Normal: Your abilities do not normally increase for this.
Special: For characters gaining this feat with levels in Paladin this feat only grants an increase up to their effective cleric level.


Isus
Isus is a god worshiped heavily by humans. However not everyone worships him in the same way. There are two basic groups:

The Esarics worship him as a Lawful Good god, often times with a harsh vengeful streak. The seldom allow Multiclass clerics, unless the cross is with either Paladin or Monk. They require their clerics to stick to strict traditions, and often require their clerics to take a sacred vow. The allow only Paladins of Justice. They tend to build might cathedrals to Isus. They generally look at Tetalians as being lost or even a bit heretic.

Tetalians worship Isus as a Neutral Good and forgiving god. They happily allow multiclass clerics and do not require such strict tradition, beyond regular prayer. The allow both Paladins of Justice and Paladins of Freedom. The view Esarics as mislead or stuck up.

Both branches readily oppose the Church of Darkness at all costs, though they also oppose all of the dark gods if the need arises. The Esarics generally look down on all other religions, though they keep it in check if doing so could bring trouble down on their heads. Isus is attended to mainly by Angels, but also has the occasional other good outsider in his service.

more to come

Katasi
2007-08-22, 10:42 AM
Countries

Meriac

The country of Meriac is the center of magical power in the world, as well as one of the largest countries. Meriac is a democracy, its leader given the title of Lord Archmage, who is elected on Febuary 29th every leap year. It is primarily jungle covered, but with a range of mountains running along the westernmost edge, and another, smaller, set of mountains towards the center. It covers real world India, Nepal, Bangladesh, Burma, Thailand, Laos, Vietnam and a good portion of Lower China.

Major Cities

Meriac

The capitol city of Meriac is also called Meriac. It is a Large City of over18,000 people, located on the site of real world Kunming. It contains the home and office of the Lord Archmage. The city itself is ruled by a city council of 9 members, with the most senior member leaving each year, and a new one being elected in. This happens on the first of the year. The city's economy is built on trade, especially with the country to the north, as it is close to the border.

Zimar

The largest, and perhaps the most important city in Meriac is Zimar. This is due to being home to the biggest and perhaps most well known magical academy in the world, The Emerich Academy.

Places of Interest

The Emerich Academy

The Emerich Academy in Zimar is one of the most well known magic school in the world, and is certainly the largest. It caters primarily to wizards, but those sorcerers with a particularly high intelligence and enough patience for formal training also do well there. They have also been able to train warmages and beguilers. Clerics of Malaki have also been known to train at Emerich as well. The Academy is separated into 5 different sections: The Inner Sanctum, the Inner Towers, The Center Building, The Outer Towers, and The Outer Wall.

The Inner Sanctum

Also known as Malaki's Heart, this is possible the strongest magical place on earth. A four chamber cave system below the ground of the Academy, it's walls lined with crystals, the Heart was the reason for Emerich being located where it is, as well as for it's being so strong. Only the Archmages of Emerich, the Lord Archmage of Meriac, and those mages capable of casting the most powerful (9th level) spells.

The chambers are arranged in a 2X2 pattern, much like those in a four chambered heart, earning the cave it's name. The three smallest chambers have enhanced magic, spells cast within them are considered Maximized, Heightened, And Quickened. The final and largest chamber has wild magic.

The Inner Towers

The inner towers are where more advanced magical study takes place. The towers are: The Metamagic Tower, The Crafting Tower, The Anti-Magic Tower, The Archmages Tower.

The Metamagic Tower

The Metamagic Tower is the place for those who wish to learn to more finely control their powers. Only those who have show an good amount of prowess and who have shown an ability to exert control over their spells are allowed to enter.( Requires the ability to cast at least 3rd levels spells and at least one metamagic feat or class ability allowing the spells to be controlled or shaped.)

The Crafting Tower

A tower of forges and looms and anything else that could be required for crafting magical items. Although crafting takes place in all the towers, this tower specializes in it. It is a favorite hangout of dwarven and gnomish wizards. Only those who have shown their magical prowess, and both magical and non-magical crafting ability are allowed to enter. (Requires the ability to cast at least 3rd level spells, at least 5 points in a crafting skill, and at least 1 crafting feat.)

The Anti-Magic Tower

Unlike what it's name may suggest this tower is not about getting rid of magic, but rather of countering it. A favorite of elven wizards, this tower is filled with dueling arenas, and rooms filled with spell "traps" for the wizards to identify and counter. Only those who have shown experience with magic and countering are allowed to enter. (Requires the ability to cast 3rd level spells, and at least one feat to improve counterspelling, or 10 spellcraft.)

The Archmages Tower

The Archmages Tower is the meeting place of the Archmages of Emerich. Only they are allowed inside and only the know what lies within. Each tower, inner and outer has an Archmage presiding over it, and the most powerful of the Archmages resides in the Archmage's Tower, presiding over the academy. The only thing known about it is that it has a direct access to Malaki's Heart.

The Outer Towers

There are nine outer towers, one for each of the schools of magic, and the Universal Tower, where young wizards are trained in how to cast spells and other such general knowledge before going on to the other towers. The Universal Tower also handles Universal Spells

Inside each of the Outer Towers are 10 floors, one for each spell level. A wizard is not allowed into floor until they can cast spells of the proper level for that floor, or unless they are an Archmage.

Irend

The country of Irend is a land of many druids. It covers the real world British Isles. The Greenman is the only god worshiped by most of Iren, hench druids are some of the most important people in the country, which is actually composed of several seperate kingdoms.

Emerend
A land of castles and knights, serfs and lords is the country of Emerend. It covers real world France, Denmark,Germany, and Poland.

Isuland
Isuland is not a place you want to be if you use non-clerical or paladin magic, or worship a god other than Isus and are not an Eseriac. It is currently in an inquisition against all others. It covers modern day spain and Portugul

The Northlands
By far the biggest chunk of land, the Northlands aren't truly a country, it is a land ruled by arctic peoples, as well as wandering tribes and is reputed to have the highest population of orcs to be found anywhere. It covers the lands occupied by the former U.S.S.R

Katasi
2007-09-06, 10:07 PM
Reserved For Rollover Countries

Katasi
2007-09-06, 10:09 PM
Reserved For Rollover Countries (Yes folks, I do plan to have this many countries.)

Katasi
2007-09-06, 10:11 PM
Reserved For Races

Katasi
2007-09-06, 10:13 PM
Reserved For Rollover Races

Katasi
2007-09-06, 10:16 PM
The multiverse of Emerlyon is seperated into several parts.

The Inner Planes

These plains form a circle around the very center of the Multiverse. They are:

Emerlyon: The Prime Material Plane
Dinsora: World of the Dinosaurs
Nemeral: Place of the Fey
Debenar: Place of the Shadows

They also contain planes attacked to these worlds. Those planes are:

The plane of Shadow
The Etheral Plane
The Plane of the Dead

The Middle Planes

The Middle Planes form a ring around the Inner Planes. They are elementally active. They Middle Planes are:

The Elemental Plane of Fire
The Elemental Plane of Water
The Elemental Plane of Air
The Elemental Plane of Earth
The Elemental Plane of Flesh-Information (http://www.giantitp.com/forums/showthread.php?t=53869&highlight=Katasi)

Katasi
2007-10-22, 09:28 PM
Languages

Human

National
{table="head"]Language|Country
Emerish|Emerend
Merial|Meriac
Isuri|Isuland
Oben-Di|Irend[/table]

Trade
{table="head"]Language|Region
Western Trade|Occodia
Semia Trade|Oriama
Ottoma Trade|Ottoma
Nothern Trade|The Northlands
Osir Trade|Northern Africa[/table]

Katasi
2008-01-24, 08:14 PM
Timeline of Emerlyon

Year 0: The Creator begins working on the Multierse.

Year 25: The Destroyer is awoken and begins destroying the Multierse.

Year 30:The destroyer is banished into his extraersal plane and the Creator goes back to work.

Year 300: The creator completes his work and creates the first races and gods.

Year 334: Malaki takes Heleca, a human, as his wife, ascending her to godhood.

Year 470: Bahamut and Tiamat ascend to godhood ia powerful draconic magic.

Year 480: The elven high goddess Jenardia Silvermoon ascends to godhood, along with her consort Odraka and their daughter Juliana.

Year 610-680: The Fertility Sisters are born to The Greenman and Woman.

Year 700: Ardornian Flamehammer ascends to godhood and becomes the chief god of the dwarven pantheon.

Year 835: Darian Forgesmith is granted godhood by Ardornian.

Year 1829: The taint first begins to emerge from it's prison, still weak.

Year 1900: The taint has grown strong, seducing Heleca and Emle, as well as Tiamat to evil, marking the begining of the God Wars.

Year 1900-2200: The God Wars: The Greenwoman is killed, the first necormancy is used. Devils and Fiends are created by the taint, and Demons are first summoned to the material plane. Lucitus falls from grace and is ascended to godhood, bringing with him a legion of fallen celestials who become that Dark Ones..