Nonanonymous
2007-08-10, 02:23 PM
I'm currently working on a home brew campaign to DM a game in, and will be using this topic to post info about the world, especially the parts that I need help with. It follows an Eberron style, keeping the magic=technology theme, and the lack of alignment restrictions for clerics, action points, and other things.
There are two (known) continents, a civilized continent (home to the nations of humans, dwarves, elves, and goblinoids), and a savage continent (home to tribal societies of halflings, catfolk, Gnolls, Thri-Keen, and Orcish and Githyanki empires). In between them is the Citadel of Yog Sototh (inhabited by Githzerai, Buommans, and planetouched) the Isle of Freeport, and the Isle of Shadows. The world's society (Aside from Orcs and Githyanki) is rarely plagued by war, and is more or less now in an age of exploration and advancement.
The primary conflict is not so much one of good versus evil, but natural and pseudonatural. Yog Sototh representing the reality known to the races in the form of a god, and Nyarlathotep, an emissary of destruction from the Far Realms, manipulating the Orcs, aberrations, and others to serve his cause. The Obyrith are also former denizens of the Far Realms, while the Tanar'ri, being born out of the fears and such of mortals, have a slight kinship with reality, and are just as likely to attempt to destroy Far Realm denizens as petitioners and mortals. (If someone could produce stats or something for Yog Sototh and Nyarlathotep as would be presented in Deities and Demigods, it would be appreciated.)
Phobos____________________________________
Commorium: Expansive, rolling plains, with moderate forests and mountains throughout. It is the most temperate part of the continent.
The Arcanum (LN) -- Consisting mainly of wizards and archivists, the Arcanum is an organization, concerned only with the furthering of magical knowledge. They care little for worldly affairs unless it presents a chance to obtain a new, powerful addition to their arcane or divine collections of knowledge. They often hold funerary services for powerful wizards and archivists across [Civilized Continent].
Uzuldaroum (NG/CG) -- The largest nation in human lands, the denizens of Uzuldaroum are proud, fierce warriors against all evil they encounter. They are worshippers of the giant pantheon, particularly Stronmaus, and contain a good deal of half-giants as well.
The Ruathar (NG) -- Small, druidic societies that worship Ehlonna, and are on much better terms with the Killoren than the rest of the humans. What few high elves did not become Killoren reside amongst these peoples.
The Wrath of Nomog-Geaya (LE) -- The name used to refer to the unification of hobgoblin forces, the only difference worth pointing out about the hobgoblins of this campaign and the published one, is that they keep goblins as slaves, some of whom are also blues. They're cruelty to the goblins is what lead to the foundation of the Confederacy of the Unshackled.
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Murthulkir Mountains: The southwestern part of the [civilized continent], inhabited by dwarves (Dwarven Empire of the Eldritch Depths -- LN/LG) and goblins, in their two competing empires. The underground here also serves as the 'underdark' of the world, housing aberrations and other creatures. Dwarves are the same as always, gnomes work within the dwarven empire, but without the same lands as dwarves. The only thing necessary to explain is the goblin empire.
Confederacy of the Unshackled (LE) -- The CotU is the result of a small band of blues and goblins who escaped hobgoblin rule, and their desire to avoid slavery again, simply by enslaving all others. They have created a strict, militarized society, in which all blues and pure goblins are equal, while all other races have no value. Constant magic and psionic monitoring of their cities and their inhabitants allow all discord to be swiftly silenced, and none are permitted to stay alive in their cities when they are discovered to differ from the rest. They follow a religion which prohibits free thought, and venerates self-mastery in order to master all others, especially through psionics. While bred to hat all others, they are not stupid, and rarely wage all out war, preferring stealth and subterfuge to conquer foes. The aberrations and dwarves are their most bitter foes, due only to their proximity.
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Daemonel (NE): Dwelling along the coasts of the massive, putrid lake and river by the same name, the Daemonel empire is ruled by Maerkorar, a great wyrm Styx Dragon who enthralled several Fey'ri and their accompanying elves, and has now reached a status of demi-godhood. The Daemonel denizens have a Mayan-like style of architecture, and have constructed a massive pyramid palace over the entire lake from which their river originates. Maerkorar travels along the river, gathering sacrifices of fiend, Fey'ri, or rotting flesh. Maerkorar has created a new form of Fey'ri, which are know as Maerkolth, who feature traits more suited to aquatic environments.
Killoren (NG): The former elves of the forests of Faernloth were transformed into the Killoren over time, and now seek to halt the spread of the putrid empire of Daemonel. While most are in tune with nature, and therefore become druids, there are a good number of wizards and clerics of Ehlonna, still clinging to their elven heritage.
As you can see, I need a lot of help with the naming of places and things, further posts/edits of this one will include more details about the world which I am attempting to put together, when it's done, I will probably post this in the recruitment forum, thanks in advance for any help with this.
There are two (known) continents, a civilized continent (home to the nations of humans, dwarves, elves, and goblinoids), and a savage continent (home to tribal societies of halflings, catfolk, Gnolls, Thri-Keen, and Orcish and Githyanki empires). In between them is the Citadel of Yog Sototh (inhabited by Githzerai, Buommans, and planetouched) the Isle of Freeport, and the Isle of Shadows. The world's society (Aside from Orcs and Githyanki) is rarely plagued by war, and is more or less now in an age of exploration and advancement.
The primary conflict is not so much one of good versus evil, but natural and pseudonatural. Yog Sototh representing the reality known to the races in the form of a god, and Nyarlathotep, an emissary of destruction from the Far Realms, manipulating the Orcs, aberrations, and others to serve his cause. The Obyrith are also former denizens of the Far Realms, while the Tanar'ri, being born out of the fears and such of mortals, have a slight kinship with reality, and are just as likely to attempt to destroy Far Realm denizens as petitioners and mortals. (If someone could produce stats or something for Yog Sototh and Nyarlathotep as would be presented in Deities and Demigods, it would be appreciated.)
Phobos____________________________________
Commorium: Expansive, rolling plains, with moderate forests and mountains throughout. It is the most temperate part of the continent.
The Arcanum (LN) -- Consisting mainly of wizards and archivists, the Arcanum is an organization, concerned only with the furthering of magical knowledge. They care little for worldly affairs unless it presents a chance to obtain a new, powerful addition to their arcane or divine collections of knowledge. They often hold funerary services for powerful wizards and archivists across [Civilized Continent].
Uzuldaroum (NG/CG) -- The largest nation in human lands, the denizens of Uzuldaroum are proud, fierce warriors against all evil they encounter. They are worshippers of the giant pantheon, particularly Stronmaus, and contain a good deal of half-giants as well.
The Ruathar (NG) -- Small, druidic societies that worship Ehlonna, and are on much better terms with the Killoren than the rest of the humans. What few high elves did not become Killoren reside amongst these peoples.
The Wrath of Nomog-Geaya (LE) -- The name used to refer to the unification of hobgoblin forces, the only difference worth pointing out about the hobgoblins of this campaign and the published one, is that they keep goblins as slaves, some of whom are also blues. They're cruelty to the goblins is what lead to the foundation of the Confederacy of the Unshackled.
__________________________________________________
Murthulkir Mountains: The southwestern part of the [civilized continent], inhabited by dwarves (Dwarven Empire of the Eldritch Depths -- LN/LG) and goblins, in their two competing empires. The underground here also serves as the 'underdark' of the world, housing aberrations and other creatures. Dwarves are the same as always, gnomes work within the dwarven empire, but without the same lands as dwarves. The only thing necessary to explain is the goblin empire.
Confederacy of the Unshackled (LE) -- The CotU is the result of a small band of blues and goblins who escaped hobgoblin rule, and their desire to avoid slavery again, simply by enslaving all others. They have created a strict, militarized society, in which all blues and pure goblins are equal, while all other races have no value. Constant magic and psionic monitoring of their cities and their inhabitants allow all discord to be swiftly silenced, and none are permitted to stay alive in their cities when they are discovered to differ from the rest. They follow a religion which prohibits free thought, and venerates self-mastery in order to master all others, especially through psionics. While bred to hat all others, they are not stupid, and rarely wage all out war, preferring stealth and subterfuge to conquer foes. The aberrations and dwarves are their most bitter foes, due only to their proximity.
__________________________________________________
Daemonel (NE): Dwelling along the coasts of the massive, putrid lake and river by the same name, the Daemonel empire is ruled by Maerkorar, a great wyrm Styx Dragon who enthralled several Fey'ri and their accompanying elves, and has now reached a status of demi-godhood. The Daemonel denizens have a Mayan-like style of architecture, and have constructed a massive pyramid palace over the entire lake from which their river originates. Maerkorar travels along the river, gathering sacrifices of fiend, Fey'ri, or rotting flesh. Maerkorar has created a new form of Fey'ri, which are know as Maerkolth, who feature traits more suited to aquatic environments.
Killoren (NG): The former elves of the forests of Faernloth were transformed into the Killoren over time, and now seek to halt the spread of the putrid empire of Daemonel. While most are in tune with nature, and therefore become druids, there are a good number of wizards and clerics of Ehlonna, still clinging to their elven heritage.
As you can see, I need a lot of help with the naming of places and things, further posts/edits of this one will include more details about the world which I am attempting to put together, when it's done, I will probably post this in the recruitment forum, thanks in advance for any help with this.