PDA

View Full Version : {Setting} Otian Legacies



TacoClone
2008-02-19, 10:04 PM
As many people on this site have done, I'm in the middle of creating my own campaign world, with a little help from friends (though as of late, they're not being much help).

So, I've come in hopes of aid in the form of at least constructive criticism and people to bounce ideas off of.

I'll just start this off with saying that my main purpose in my campaign world is to be able to fit anything else from any other campaign into it, though it may require tweaking (and, of course, there's always those that just won't fit because they're too different), but also have some original and creative pieces created by myself.

I suppose you could say it's a world that's kind of a fusion between Forgotten Realms and Eberron. There's places of old fantasy and places of new fantasy, this is resembled even in the deities of the world, who are separated not by alignment, but by generation.

My ideas aren't complete, and even less of that is put down in text, but that's what this is for, ain't it?

Also note, if there's anything someone's been thinking about doing in a game, but hasn't yet either found the motivation or time to work out mechanics or the like, I might be interested in using it to meld my campaign world into something unique.

The following few posts will be reserved for 'Chapters' of the Otian Legacies campaign guide.

TacoClone
2008-02-19, 10:05 PM
Introduction

A world where the old and new clash, struggles exist between the past and the potential future. Will you rely on the traditions of old or the revelations of new?

Otia is comparable to your standard high-magic fantasy realm. It holds several different nations and areas, all of which cater to different cultures and societies. Nuella is a great European-like middle ages kingdom, where Calim is a large empire similar to Rome. Reem holds many different city-states that each support a different god. With such a world there are your standard struggles of good and evil and angry monsters. However, it is the deities that go to war against themselves that reflect the internal arguments of the mortal nations. It is a planet sided between revolution and heritage. As a new age of technology and magic dawns, who will embrace it and who will shun it?

The world of Otia is one made of raw magic powers. These are neither Arcane nor Divine, they're simply magical, with a mixture of the two. Some areas on the material plane are put together, one might say, poorly, causing more amounts of certain types of magic, energy, or elements than another. These areas are known as the Wilds.

As stated, the world is created from magic, and as such that's how some of the most magical powers and energy sources are found. Mining things called Sonlara Stones is highly profitable, as smaller stones can store magic spells, and larger ones can power doomsday weapons, airships, and even cities.

TacoClone
2008-02-19, 10:07 PM
Races and Classes

Races
The standard races in the PHB are the majority of people that populate Otia.


Humans
Dwarves
Elves
Gnomes (+2 to Con is removed, but a +2 to Cha is added)
Half-Elves (Skill bonuses to diplomacy and gather information are removed, but they choose two different skills to get a racial +2 bonus in)
Half-Orcs
Halfings


New Races
Amans
A vast majority live sheltered lives in a monastery, but there are a few that grow to be adventurers. They are smart beyond their years and hold knowledge of almost all of the world’s history. This is due to the fact that the Aman do not pass away for ever, each one’s soul is brought back into a new Aman’s body.

Personality: Amans are intelligent, and they let it show. They have lived many, many lifetimes before their current one, and often show this in their early expertise of certain skills. They are a people of customs and traditions, and can sometimes be compared to Elves in their mannerisms, but are usually better at adapting to each new generation.

Physical Description: Amans are abnormally tall for their weight when compared to other races. They typically weight between 110 and 140 pounds and stand between 6 to 6 ˝ feet tall. Their skin is a dull gray and they develop wrinkles surprisingly earlier in their lives. Their appearance is one of fragility and knowledge.

Relations: Just like humans, Amans readily jump into the lives of other creatures and are rarely found discriminating. However, they do find it hard to trust other races as openly as they can with fellow Aman.

Alignment: Aman tend to lean towards the lawful alignments, having to pass down traditions and duties to protect the gates that they created and maintain.

Aman Lands: The Elder’s Aisles to the southwest of Otia. This is where the Ancient Gates lay and where the first community of Amans started and still stands today. Other than this unique location, Aman lands are oddly similar to human ones, though there are relatively few lands owned by this small race.

Religion: Aman usually worship Sangibar, their creator immortal who created them to create and handle portals to the other planes. However, a few that look upon the old gods worship Bilgarit, due to his knowledge of all things in the planes.

Racial Traits
~ -2 Constitution, +2 Intelligence: They retain knowledge from past lives, but their physical bodies are rather frail.
~ Medium
~ Anams base land speed is 30 feet
~ Past Life: At the beginning of the day, an Anam can meditate on their past lives and obtain insight and experience, aiding either +2 to two different skills, +1 to the caster level of one school of magic, or +1 to hit on attack rolls. These bonuses last for twenty-four hours and don’t require eight hours of sleep to gain.
~ Recycling Souls: If an Aman dies, he must be revived within twenty-four hours, or the soul is already locked into a new body and cannot be taken from their new home. After a day, an Aman cannot be revived.
~ Favored Class: Any

Height
Male – 5’10” + 2d6
Female – 5’7” + 2d6
Weight
Male – 100 X2d4
Female – 90 X2d4
Age
Starting Simple Medium Difficult
20 +1d6 +1d8 +2d8

Age Categories
125, 180, 250 + d%

Sagarb
The Sagarb are a people akin to the Woodling template. They are living plants that have sprouted from the Arcane Tree and have spread to become numerous enough to reach different parts of Otia. [More to Come]

Racial Traits
~ -2 Constitution, +2 Wisdom: Sagarb are very wise, innately given to them from the arcane tree, but they’re a living plant, and can’t handle certain things like normal creature can.
~ Medium
~ Sagarbs base land speed is 30 feet
~ Low-light vision
~ Sagarbs have a natural slam attack, dealing 1d4 points of bludgeoning damage
~ +4 racial bonus to swim checks, Sagarbs easily float, however, this bonus changes to a –2 penalty when trying to swim upstream
~ +4 racial bonus on disguise checks to look like trees and on hide checks in wooded areas
~ Immune to poison, sleep effects, paralysis, polymorph, and stunning.
~ Light Fortification (Ex): When a critical hit or sneak attack is scored on a Sagarb, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
~ Photosynthesis (Ex): A Sagarb does not need to eat or sleep as long as they can stay in the sun and deep root for at least four hours a day.
~ Deep Root (Ex): A full round action, deep root uses a Sagarb’s feet to dig into the Earth and pull water and nutrients from it. The ground cannot be too hard to root in and the ground must be good enough for plant-life to grow in. This also provides them with a +4 bonus against bullrush attempts, being knocked over or blown away by strong winds, trip attempts, and any other roll made against being knocked over or otherwise moved (at DM’s choice). A Sagarb’s dexterity is considered to be 1 when deep rooted, their movement is reduced to 5 feet, and they are unable to use any skills that involve moving more than five feet or moving off of the ground, such as tumble. It takes a move action to come out of a deep root.
~ Wilt (Ex): When unable to photosynthesis for over a week, a Sagarb suffers a –2 penalty to constitution, which increases by –2 every day after the first until the Sagarb can Photosynthesis. Once they have Photosynthesized, the ability score penalty goes away.

Religion

Religious Groups
The religions of Otia are as many as the cultures it contains. However, there are a few major religions and cults that overshadow or out-power the others. Please note that many towns and cities have temples which include sacrifices to both gods and immortals.

The Church of the Ancients
Children of Himlar
The Path of the Moons
Disciples of the Way
Cults of Grimel
Cults of the Lurking Darkness


Pantheons
In Otia, there are two major pantheons. The cosmos are locked in mortal combat as the old gods battle the once proud race of the immortals. That race had been created by Betris to be the perfect race, but their powers were soon realized and the gods bound together to exterminate them. Now the gods and immortals fight for supremacy, with the old gods unwilling to give any ground or compromise.

Pantheon of the Gods

Pantheon of the Old Gods
Betris
The goddess of balance and even-odds, Betris, is True Neutral. Her title is the Never-Tipping Balance. She is the creator of the humans, but also of the Immortals. She is the goddess whom people pray to when they have the odds stacked against them. Her worshippers includes jacks-of-all-trades, humans, and anyone who finds their enemies in more favorable conditions than themselves. Her favored weapon is the Heavy Mace.
Domains: Any, but a cleric must take two domains that seem to conflict each other (opposites), such as Death and Healing, Law and Chaos, or Fire and Water

Bilgarit
Bilgarit, the god of magic and mystery, is Lawful Neutral. He controls the sun and knows all the mysteries of all the planes. He is often called the Scholar God or the Eternal Watcher. His worshippers are usually wizards, scholars, as well as any others wishing to unravel the questions of the past. His favored weapon is the Scimitar.
Domains: Fire, Magic, Knowledge, Sun

The Divine Trio
The Divine Trio, a group of three gods of love, friendship, selflessness, and sacrifice, is Neutral Good. These gods created the halfling race and are said to be responsible for all types of love in the world. The first goddess is Altrian, the goddess of friendship and community, the second, Galtil, the goddess of love and passion, and lastly, Thalanis, the god of forgiveness, compassion, and self-sacrifice. They are worshipped by nearly everyone with the capacity to love, both pure and innocent, and dirty and dark. Their favored weapon is the Shortbow.
Domains: Good, Luck, Family, Community

Grimel
The god of necromancy and vile magic, Grimel, is Neutral Evil. He was the god murdered by the Immortals. Though he is dead, he is still worshipped by necromancers and other wicked followers, and is rumored to have been resurrected in some form, though he has yet to return to the planes of either the gods or the immortals. His favored weapon is the Scythe.
Domains: Death, Evil, Magic, Destruction

Iterna
Iterna, the goddess of motherly care and protection, is Lawful Good. She is the creator of the elves and many other races as well as animals and other creatures. She is known as the Grand Mother. She is the immortal that took the Earth into her arms and nurtured it in its early stages, allowing great plant growth. Her worshippers include mothers, few druids, and many, many healers. Her favored weapon is the Quarterstaff.
Domains: Good, Animal, Healing, Protection

Izon
The god of discord, chaos, and murder, Izon, is Chaotic Evil. He has created ogres, trolls, and many other wicked creatures. His title is the Infernal Ravager. Izon exists solely to destroy, as do his followers, often coming from small cults that grow in intensity and cause great damage to public property and are known for mass murders. His worshippers include misguided peasants, evil barbarians and warriors, and many evil beasts. His favored weapon is the Greataxe.
Domains: Evil, Chaos, Strength, Destruction

Mathyras
The god of swift victory and the elder brother, Mathyras, is Chaotic Neutral. He is commonly referred to as the Eternal Charger. Mathyras actively intrudes upon the material world, giving aid to all those that worship him, and doing all he can to have his follows overcome those of Obimorte, his younger brother. He created the orcs and is honored and worshiped by any desperate warrior, especially those that fight more for personal gain than the protection of others. His favored weapon is the Longsword.
Domains: War, Strength, Chaos

Obimorte
Obimorte, the god of justice and defense, is Lawful Neutral. Most laws are based off of his ideals and teachings, and a statue of Obimorte can be seen outside of most courts. He is known as the Eternal Vigilant, due to his constant watch over his brother. Obimorte does whatever he can to rightfully stop Mathyras’s expansionist schemes, including enlisting the help of willing mortals. He is the creator of the dwarves and also seen by them as a great warrior and smith. His worshippers include dwarves, judges, political figures, and smiths. His favored weapon is the Warhammer.
Domains: Law, Protection, Earth, Strength
Pantheon of the Rising Immortals

Pantheon of the Rising Immortals
Denulia
The immortal of the Earth, plants, and animals, Denulia, is True Neutral. She has taken the place of Iterna in the major nurturing of things living on in Otia, though followers of either deity often find themselves at odds with each other. Denulia’s followers are often more of the druids and other tribal peoples instead of those living in cities. Her favored weapon is the Javelin.
Domains: Air, Animal, Plant, Water, Earth, Fire

Himlar
The immortal of fairness and peace, Himlar, is Lawful Good. Though he is a warrior, he only wants to set the cosmos right. He fights the gods in order to survive, as they wish for his kind to perish. His followers are often found sacrificing themselves for the betterment of a bigger cause. His favored weapon is the Halberd.
Domains: Law, Good, Protection, Healing

Jakiv
Jakiv, the Immortal of stealth and tricks, is Chaotic Good. He was the one to trick the god Grimel into leaving his decaying thrown so that the rest of the Immortals could ambush him and claim him as the first god victim of the Immortals. He is worshipped by all do-gooders that choose to spring from the shadows and those that are forced to fight out of trickery and hiding, especially those that fight against oppressing rulers. His favored weapon is the Rapier.
Domains: Chaos, Good, Trickery, Luck, Travel

Menid
Menid, the Immortal of evil and plotting, is Lawful Evil. This Immortal plays both sides of the divine beings, striking deals with gods and immortals alike. Though unbeknownst to them, he plans to destroy every other god-like being through underhanded tactics and rule the multi-verse. He is worshipped by anyone who is deceptively evil. His favored weapon is the Dagger.
Domains: Law, Evil, Trickery

Sangibar
Sangibar, the immortal of the dead and departing souls, is Lawful Neutral. He helps guide souls to either the ethereal or shadow plane, and those few souls worthy enough to the higher planes. His followers have been known to be made mostly of Incarnum users. He is also the creator of the Amans. His favored weapon is the Spear.
Domains: Law, Death, Travel

TacoClone
2008-02-19, 10:08 PM
Heroic Characteristics.


Sonlara Marks
In Otia, I wanted the idea that magic is sometimes unstable, and that it sometimes even alters the creatures that live in the world, especially the Wilds. One way I wanted to do this was to let my PCs take feats that showed that they'd been touched by the wild arcane elements of the world. With these 'Sonlara Marks', I wanted to give someone that took them some type of ability to related to a magic school. I really like the idea of doing this, and though it is somewhat similar to the Eberron Dragonmarks, I had this in mind before I heard about them. And regardless, marks like this are always cool to have in a campaign.

I also wanted to (along with some of my PCs) make it so that the marks will actually be useful many levels down the road, and also be useful to take at higher levels, unlike most feats similar to them that offer only weak abilities that don't improve. Though, I'm not entirely sure that these feats work very well, and I haven't been able to really playtest any of them, as they've not been used excessively in my games.

So, I want your opinions on how to improve them, or if they work well enough. And by all means, if you have a better idea for one of the schools, feel free to post it. Your help is much appreciated.

Mark of Abjuration
You have manifested the Mark of Abjuration
Benefit: Once per day as a swift action, you can activate the effects of your Mark of Abjuration. You gain a +1 bonus to AC. At 4th level and every 4 levels after that the bonus to AC increases by 1. In addition, when you activate your mark chose either fire, cold, acid, or electricity. You gain Resistance 5 to that element. This resistance increases to 10 at 10th level, and to 15 at 20th level. Both these effects last one minute.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Conjuration
You have manifested the Mark of Conjuration
Benefit: Once per day as a standard action, you can summon an elemental. You can summon either a Fire, Earth, Water, or Air elemental, but each requires a specific sacrifice in order to be summoned. Fire elementals requires a fire of at least the size of a candle, Earth elementals require at least one handful of soft earth, Water elementals require at least enough water to fill a waterskin, and Air elementals require a gust of wind at least equal in intensity to that caused by waving a fan.

The size of the elemental depends on your level. At 1st level it is a small elemental, at 6th level you can summon a medium elemental, at 11th level you can summon a large elemental, and at 16th level you can summon a huge elemental. This elemental appears in one square adjacent to you, and is under your complete control. It lasts for one minute, at which point it returns to sacrifice. The sacrifice is not consumed when this ability is used.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Divination
You have manifested the Mark of Divination
Benefit: Select one Knowledge skill. This skill is now a class skill for you. In addition, once a day you can activate your Mark of Divination, allowing you to use your Knowledge skills to help you fight a creature. When you activate this ability as a swift action, make a Knowledge check against every creature you are currently fighting. The Knowledge check is based on the creature's type, as outlined in the Player's Handbook. If there is more than one creature type in the current fight, make a separate Knowledge check for each creature type. You gain a bonus on attack and damage rolls against the opponents based on the result of your Knowledge check. The bonus equals the result of your roll divided by 5, minimum 1, maximum 7.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Enchantment
You have manifested the Mark of Enchantment
Benefit: Once per day you can activate your Mark of Enchantment, causing you to be able to effect the mind of others. For one minute, you gain the ability to daze a creature as a standard action, if they fail a Will save equal to 10 + 1/2 your character level + your CHA modifier.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Evocation
You have manifested the Mark of Evocation
Benefit: Once per day as a standard action you can launch a missile of force at your opponent. The range of this attack is 20 feet plus 5 feet per two character levels you have. This attack deals 1d8 points of damage per two character levels you have.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Illusion
You have manifested the Mark of Illusion.
Benefit: Once per day you can create an illusory clone of yourself which lasts for 1 minute/level. At first level this clone acts as an Unseen Servant spell, and has HP equal to 6 + your level, and an AC equal to your own. At 5th level the clone becomes more solid, and if it is adjacent to you, you can attempt a Bluff check against the opponent's Sense Motive check. If you succeed, the opponent believes the clone is you. At 10th level you can transfer your perception to your clone, allowing you to see and hear through his body. At 15th level, you can chose to make your clone completely tangible. The clone gains a STR score equal to one half your own, and non-magical versions of all equipment you carry. In addition at 15th level, you can cast spells from the clone as if it was a Familiar.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Necromancy
You have manifested the Mark of Necromancy
Benefit: Once per day as a standard action you can temporarily revive the corpse of a fallen creature. The corpse is reanimated completely under your control for one minute, and during this minute you can control the corpse as if he was still alive - however the corpse cannot take advantage of any Ex., Su., or Sp. abilities it had in life, nor can it cast spells. At the end of this minute, you lose control of the corpse.

Maximum amount of HD controlled is based on character level. Animated corpses are treated as a zombie or skeleton of its HD and its type is undead. The corpse can only carry out simple tasks and does not understand complex orders.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

Mark of Transmutation
You have manifested the Mark of Transmutation
Benefit: Once per day as a swift action, you can activate your Mark of Transmutation. Select either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You gain a +2 enhancement bonus to this stat for one minute. This bonus increases to +4 at 6th level, +6 at 12th level, and +8 at 18th level.
Special: You can take this feat multiple times. Each additional time you take it, you can use this ability one more time per day.

TacoClone
2008-02-19, 10:09 PM
Adventuring Equipment and Magic Items


Sonlara Stones
The very earth and water of Otia and the realms beyond hold untold magics. With such raw power, it's not a surprise that the earth itself is used to create some powerful items. Sonlara Stones are used as containers for spells that are usable by anyone. Though they usually only contain one spell at a time, meaning that they can only be cast once before becoming empty, a Sonlara Stone can have any spell stored in it, dependent only by the power of the spell to the power of the stone. There are, however, even large stones, but they have been known only to fuel airships and power cities, with such rarity that very few people ever even see one.

Sonlara Stone, Least: A spellcaster or psion of any level can place a spell or power of level 3 or lower into one of these stones. The stone contains the spell or power until it is used or otherwise drained. If left alone, the stone will not lose the magic or psionic energy it contains.
Stong (no school, or school of spell held); CL 3rd; Craft Minor Sonlara Item; Price 12,000 gp

Sonlara Stone, Lesser: Same as the least version of this stone, except that lesser stones can contain spells and powers of up to 6th level.
Stong (no school, or school of spell held); CL 9th; Craft Major Sonlara Item; Price 38,000 gp

Sonlara Stone, Greater: Same as the least and lesser version, except that greater stones can contain spells and powers of up to 9th level.
Stong (no school, or school of spell held); CL 17th; Craft Major Sonlara Item; Price 120,000 gp

Creation
Craft Major Sonlara Item
You can craft lesser and greater Sonlara Stones.
Prerequisite: Caster level 9th, Craft Minor Sonlara Item
Benefit: You can create lesser and greater Sonlara Stones following the rules for magic item creation based on price in the back of the DMG.

Craft Minor Sonlara Item
You can brew potions and craft least Sonlara Stones
Prerequisite: Caster level 3rd
Benefit: Works as 'Brew Potions' in the PHB, however it also allows you to create least Sonlara Stones as the rules in the DMG state.

Also, you'll notice from the fluff below that I've been toying around with what the larger Sonlara Stones should do, and how they should work mechanically, other than just as fuel for "airships" and the like.

TacoClone
2008-02-19, 10:11 PM
Life in the World


World of Otia
http://otianlegacies.wikispaces.com/space/showimage/Map_of_Otia.JPG


The Countries

Avilo
Calim
Maha'Al
Mesha'Ta
Nuella

Kingdom of Nuella
Capitol: Docim
Population: 3,200,000 (36% human, 19% halfling, 17% elf, 10% dwarf, 7% gnome, 5% half-elf, 3% half-orc, 3% other)
Exports: Agriculture, tools, processed ore, metalwork, manufactured goods, heavy industry
Languages: Primarily Common
Current Ruler: King Gregory

The Kingdom of Nuella is a relatively peaceful place. It's an archetypal middle-ages European kingdom, complete with a king and queen. The land contains several farming towns, a few large trading towns, several ruins from a forgotten past, and a capitol city with a great castle. The King is a Dwarf by the name of Gregory Irving while the Queen is an elf by the name of Viridia, an odd pair, but they've ruled over Nuella with great benevolence and pride.

Power Groups
The Nuellan Crown: Though King Gregory Irving is not of the original royal family, he adopted both its name and bloodline after saving the country from the massive onslaught of a crazed wizard. The wizard was, in actuality, the illegitimate older brother, Benjamin Irving, of the previous king, Christopher Irving I. Christopher was put placed under a deadly curse that would lead to his death, but before he passed away, he announced Gregory as his son after he defeated his brother, taking the place as his successor and as his only heir to the throne. The people of Nuella respect and honor the dwarf Gregory and his elf wife, Viridia. Though they are not human, and in fact an interracial couple, the majority of citizens look past this as they had rescued them from the grips of a demonic invasion led by Benjamin.

The royal family seal is a golden dragon ready to strike. Passed down through many generations, the symbol has come to resemble any royal family, and is now more of a symbol for the entire nation. It is also the symbol for the knights of Nuella, the Golden Dragonnaires.

Order of the Golden Dragonnaires: This knightly order was created by the original king of Nuella, whom lead the country to victory over a tyrannical Goblinoid empire on the back of a gold dragon. The Golden Dragonnaires have upheld the nobility that has been expected of them for centuries. That isn't to say that there aren't those that don't go against the grain in the Order, but as of yet, no rebellious group has surfaced.

Thieves Guild: An unofficial league of rogues, the Thieves Guild seems to have a hand in every city in Nuella, and even major cities in other nations. Everyone knows the guild exists, but no one can prove it. Though the guild doesn't generally seem to be a hindrance to the people of Nuella, their presence is felt as a goat goes missing here and a pouch of gold goes missing there.

Mage's Academy: A training ground and guild-like organization for mages, the Academy happily welcomes anyone with a will to learn. The school also takes requests from people all around Nuella, and occasionally from the few that come rarely from outside of it. The main academy is located in the city of Docim, and the Mage's Council often lends advice to the king. It's also been known to work along side the Order fo the Golden Dragonnaires, but that doesn't mean that all of the tasks it undertakes are chivalrous.

Major Settlements

Docim - Capitol
Morcil - Large Trade City


Important Sites

Castle Revum
Lake Kilane


Reem
Rimark
Talamh
Zenbu



Other Areas

Felland Mountains
Ima'Na Plains
Isle of Knowledge
Rala'Hani Jungle
Serion Islands
Tala'Ma Desert
Telai'Ra Wastes

Telai'Ra Wastes
Capital: N/A
Population: 1,000,000 (30% Human, 20% Dwarf, 10% Neanderthal, 10% Gnome, 8% Orc, 5% Half-Orc, 5% Halfling, 4% Half-Elf, 3% Elf, 5% Other)
Exports: Precious Stones, Magic Items, Animal Furs
Languages: Common, Dwarf, Goblinoid, Orc
Current Ruler: N/A

The Telai'Ra Wastes are the northern polar region of Otia. It's largely uninhabited, but there are quite a few viking clans and native tribes. There is also a small handful of colonies as the civilizations of Otia begin to sink their teeth into the frozen north. Most notably is the Fin'ala Colony, located near the Great Rift, a large chasm that the colonists repel into in order to harvest gems and small caches of Sonlara Stones in order to support themselves financially.

Power Groups
Embassies of Calim: The Empire of Calim has stretched its iron claws into the territory north of it, having an embassy in every colony found in the tundra.

Kinalith Tribe: A tribe of wandering Neanderthals. This group is friendly to outsiders, but is still a very proud race, not allowing anyone they don't approve of to do whatever they want.

The Everwinter Vikings: A malicious group of vikings located on the western coast of the Wastes. They often sail southward to attack civilizations, but they also make trips inland to cause the struggling colonies trouble.

Major Settlements

Fin'ala City

Fin'ala City
Population: 6,000 (integrated)
Price Limit: 18,000 GP
Power Center: Standard (city council)
Alignment of Power Centers: Chaotic Neutral

http://otianlegacies.wikispaces.com/space/showimage/Fin%27ala+Colony.bmp

A city of turmoil, freezing temperatures, and boiling politics, this colony is the largest of all in the Wastes. It is located near the edge of the Great Chasm and uses explorations into it for most of its economy. Though it is a place for outcasts and exiles, anyone fleeing the law of the Calim Empire is hard pressed to avoid their military as the country has forced its own embassy into the walls of the city. The presence of Calim often leads to large arguments between the the embassy and the city council.

With the threat of harsh elements always around the corner, the assistance of a powerful wizard and her apprentices is greatly appreciated. Though she has no malevolent agendas, Grendale Stormwatch often asks the council to provide her with various materials for experiments and that she is given free-range for all her spells without the fear of being shut down by the city. In exchange for those freedoms, Grendale aids the city's defense against the elements in times of bad weather, which has enabled the colony to survive and even thrive.

The main source of water for this city is also the main reason why the city has grown so large in the place where it sits. A strange clock-work structure lies in the center of the colony with several water pipes that rarely seem to freeze. It also provides a good place to take cover for colonists when the winter gets particularly hazardous. Though it's been used for decades now, the facility has yet to be fully explored and only the first few levels are actually in use due to the collapse of most of its branching tunnels.

Power Groups
Calim Embassy: The Calim Embassy in Fin'ala has the largest garrison of soldiers for hundreds of miles around. These Calim warriors take up the role of the town guard and thus the city is often at the whim of the Calim Empire.

City Council: The city council is made up of representatives from the various districts that make up Fin'ala. They consist of the follow seven people.

Gregor Icemine - Representative of the dwarf neighborhood
Grendale Stormwatch - Representative of the guildhall
James Randal - Representative of the lift and mine district
Mathew Elijah - Representative of the temple district
Mathreel Donwick - Representative of the Calim Empire
Mike Santons - Representative of the residential districts
Thomas Cranwell - Representative of the market place and tavern districts


Guardians of Fin'ala: This group of experienced adventurers have in mind what's best for the colonists. Though they are not an official organization and work behind the scenes, they often are found fighting head-to-head with the Calim Embassy, with blades and with politics.

Icemine Clan: A clan of dwarves has taken up residence here as their home. They work in the mines and craft weapons to sell to the other colonists. Because they're experts of the mines and have a large number of clan members, they hold a decent say in the city council.
Pillager's Cove


Important Sites

The Great Chasm
Frostfell Mountains

TacoClone
2008-02-19, 10:12 PM
Post Reserved for Organizations.

TacoClone
2008-02-19, 11:05 PM
Post Reserved for Misc.