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TheMeanDM
2008-05-16, 08:35 AM
Inspired by Krimm Blackleaf's "Nation of the Dead" campaign world, I've decided to share my creation with everyone.

The World of Athame


The World of Athame (http://farm3.static.flickr.com/2317/2210232578_f59fbce040_o.jpg) is my richly detailed homebrew campaign world that I created...oh...15 years ago (or so).
Detailed pictures of
Northeast countries (http://farm3.static.flickr.com/2331/2210232432_7657040d1a_o.jpg).
Northwest countries (http://farm3.static.flickr.com/2245/2209716599_7b122a50cd_o.jpg)
Southwest countries (http://farm3.static.flickr.com/2177/2209717063_4480258a04_o.jpg)
Southeast countries (http://farm3.static.flickr.com/2266/2210509374_ae57a15e2a_o.jpg)


Here is the history of the world, up to this point.
Most normal people know at least something about the "world history" dating back up to 500 years ago.

Characters with Knowledge: History can make appropriate skill checks to have learned more about the history of the world. If a character has Knowledge: Religion, they can make the appropriate DC check for the "Gods War" period.

My rough chart is as follows:

{table=header]Time Period | DC
0-2100 | 40
2100-3700 | 35
3700-5700 | 30
5700-8000 | 25
8000-8700 | 20
8700-9200 | 15
9200-9600 | 10
9600-current | 5
[/table]




0 - This is the beginning of "new" history. Before this time, great empires and nations of humans ruled the world of Athema, their names long buried and forgotten in the sands of time. Eventually, the wars of these great lands led to an apocolyptic battle that re-created the world and caused the loss of nearly all knowledge that the great nations had acquired. Bands of humans gathered together and formed small communities for survival.

0 to 2100 - During this 2100 year period, the world was in chaos. The continents, due to the great cataclysm, realigned themselves in drastic fashion. The natural "reordering" took a huge toll on the surviving humans, and it was during this period that other, different races began to appear--due to the continents coming together. It was during this dark period of time that the Gods either came into being or were summoned to the world by the prayers of all who faced the relentless onslaught of the re-forming world.

2100 to 3700 - The next sixteen hundred years sees the surviving humans and new races form various countries and alliances, and the shattered world began to rebuild itself. Small countries form and live peacefully for many centuries. They lived peacefully because of the whispered stories of how a great war caused all their grief. The gods during this time gained great power and large numbers of devoted followers.

3700 to 5700 - During this time, two countries became great empires. They were called the Thaylay and Achaen empires. Each empire had a very strong, but expansion-minded ruler.

The two countries originally tried to live peacefully, but war was not to be denied. For the last 400 years of this time period, the two empires struggled mightily against each other. Many of the non-human races went into seclusion during this time. The Dwarves, Elves, and even the Orcs went to the extreme edges of the two great empires and began to build their own countries. This was when the elves of Shangtai might have founded their country, though no human scholar is entirely sure, and the elves don't talk about their origins.

The war would have dragged on for centuries more, if not for the intervention of one dark god. This god, his unholy name banished and erased from the annals of time, intervened on behalf of the Thaylay empire, mainfesting his power upon the world. The power that this god lent the Thaylay emperor was so destructive, that it not only obliterated the Achaen capital city, it decimated the surrounding land for hundreds and hundreds of miles in all directions---thus creating the area known as "The Waste".

The gods of light and goodness, knowing that they had to act, warred against the dark god and (supposedly!) scoured Athame of his power and taint and banished the dark god from this realm. They filled the power void with their holy might.

The remaining other evil gods, not wishing to allow the good gods a foothold in the world, exuded their own power upon Athame. Divine battles raged across all the world, and some gods (and many thousands of followers) were slain. Much damage was done to the world--both spiritually and physically.

Finally, the remaining gods reached a truce and all who survived pledged that no god would ever again directly influence the affairs of the world--only through their followers would the gods will be worked upon Athame.

5700 to 8000 - The Thaylay empire, the sole remaining "super power", was at its best (and worst!) during this eight hundred year period. Many great discoveries in magic and technology came about during this era. The Thaylay empire controlled most of the known world during this time, but they were decadent and lazy in their rule.

8000 to 8700 - The Thaylay empire fell into civil war. When the last emperor died, his lineage was thought to have died with him, as he had no male heirs. Powerful nobles contested for the throne and many wars of succession were fought.

8700 to 8900 - After another 200 years of fighting over succession, the common people revolted against the noble houses that had fought each other using the blood, sweat, and lives of the commoners. Many great heroes came from this era in history. It was during this time period that many of the current, "modern" countries formed themselves.

8900 to 9200 - This begins the "modern" age of history. The new kingdoms that have arisen expand and strengthen their control of their new lands. The empire of the dead (Daggoth) controlls much of the central lands at this time, enveloping all of Pelennor, Kandor, and up to Alseric and Merillion. The wizard kings of Daggoth, prompted by an aspiring young mage named Blackmantle, had their eye fixed on expanding the rule of Daggoth eastward toward Troyan.

During this time, trade flourished amongst many of the other countries, especially the Black Kingdom in the south lands.

Many expeditions of exploration were launched by varying countries, as the time of heady expansion and prosperity lent itself well to this adventerous attitude. A strange land/island of snake-men, odd Dwarves, and "primitive" humans was discovered by one such expedition. The land was named Jangain.

The great elven nation of Shangtai opened its borders to limited trade during this period. Their enlightened culture was not surprised at the "barbarian" intellect of the humans and other races that did not go into seclusion so many millennia ago.

The barbarians of Arangel embarked on a great "raid" that ravaged the lands of Allitur to the south, swept up through the woods, and even moved north into the lands of Kandor to fight Orcs, Trolls, and Goblins. This raid was eventually beaten back--and nobody, save for the Arangellian chieftains--has any explanation for why such a campaign was launched.

The kingdom of Allitur recovered quickly, and began construction of a great wall that was meant to hold off any more invasions by the Arangel barbarians. Darian the Great was the ruler that initiated this construction.

9200 to 9400 - The wizard kings of Daggoth squabble amongst themselves, and Alseric and Merillion are able to reclaim some of the lands that had been theirs originally.

The southern nobles of Troyan revolt against the opressive and dictatorial rule that comes from the Troyan capital. For 200 years they fight a bitter war of freedom. They are successful, and form the country known as Trillian.

The Black Kingdom establishes an outpost in Jangain, hoping to gather resources (gold, exotic goods, etc) for their profit.

Darian's Wall is completed during this period of time, and the incursions from Arangel into Allitur halt. Allitur expands their rule north into Kandor, but lose the eastern part of their lands to a new faith, who worships "The One". These relizious zelots establish their own country, called Pelennor.

9400 to 9700 - A powerful wizard seizes control of Daggoth, supplanting the old regime's rule. Sistanos Blackmantle is the new ruler's name, and upon his ascension he begins to rebuild the strength of the Daggoth armies.

9700 to 9750 - Blackmantle launches a bloody war against his neighbors, with undead hordes and orc and goblin allies as well. His lightning fast attacks decimate the armies of Merillion and Alseric within the first years. His aspirations are to sieze control over the entire northern half of Athema.

He pushes his armies into the east, past Alseric and Merillion. His forces engage the dwarves of Stonemight in an attempt to wrest control of the mountains from the dwarves. Pushing past the Shining Sea, Blackmantle's hordes finally meet substantial resistance from the combined might of Troyan and Trillian.

A great hero arises in Merillion to fight against Blackmantle. His name is Joseph Brightstag. Only 20 years old, his knowledge and skill as a warrior are unparalled anywhere in the known world. Taking control of the scattered rebels in and around Merillion, Brightstag unifies them and conditions them to be an elite force of freedom fighters. Brightstag and his band (known as the Knights of the Horn), perform a daring raid on The Citadel, the heart of Blackmantle's empire. The goal of the raid was to capture and then destroy an ancient artifact that Blackmantle had posession of--the Heart of Thasmudyan. The Heart (also called the Black Heart, or Dark Heart, or Heart of Darkness) allowed the necromancer to raise and control vast sums of undead far beyond what normal magics would allow for.

The raid was successful (barely) and the handful of Knights left, led by Brightstag, undertook the quest to destroy the Heart--for posessing did not destroy the summoned undead. It is assumed that the Heart was destroyed, because while the hordes of Daggoth were embroiled in a titanic battle with the forces of Troyan and Trillian, whole legions turned to dust, granting victory to the easterners.

Only Brightstag, his lieutenant (now his wife), and two knights survived the quest to destroy the Heart.

The dwarves of Stonemight swept down from their mountain home to liberate the cities of Merillion and Alseric, which had been besieged by undead and other allies. Blackmantle retreated fully into Daggoth, his power broken. Peace came to the lands.

The city of Belorian was established in Hyperboria as a trading post and "capital" city for the Hyperborian clans.

In 9740, Merillion and Alseric, realizing their precarious positions as separate countries bordering Daggoth, decided to form a mutual alliance of strength--thus the Federated States of Almeric were formed, with Brightstag and Emilia McIsaac elected co-rulers.

Border skirmishes between Troyan and Trillian resume, as the Troyan government is still, after so many years, resentful of the secession of Trillian.

9750 to 9751 (present year) -

The Black Kingdom has lost contact with their outpost in Jan'gai'an. None of their scrying magics have been able to determine the whereabouts of any of the inhabitants. They have begun construction of a fleet of ships to investigate the colonies silence.

Troyan has announced an embargo and blockade of sea-bound goods to Trillian. The crossroads where the Forest Road and Platinum Route meet is a hotbed of conflict. All signs point to a war between the two countries.

Rumors fly, especially within Allitur, of an Arangellian chief who is seeking to unify the clans again. Supposedly he has gained support of at least two powerful clans, besides his own. The Alliturians are confident that Darian's Wall will protect them--but wall forces have been doubled.

Pirates have been aprehended by the Troyan navy. The ship was carrying "contraband" bound for Trillian. It's rumored that for every 1 ship caught, 10 escape, though, and rumors also say that great fortunes can be made in this business.

Strange creatures have been attacking travellers who pass through the Swamps of Barrozar. Survivors tell of bi-pedal lizards that raid their camps and caravans.

Stories circulate about great ruined cities in the deep lands of The Waste. Expeditions have been launched in the past, but none have ever returned. These rumors are given credence by the interesting artifacts that occasionally turn up for trade by the nomads.

Trade through northern Almeric has lightened due to whole caravans being lost. A decoy caravan, staffed by veteran bandit fighters, was dispatched from Merillion to root out the ambushing fiends. However, it has been weeks since this caravan was scheduled to return. They were last reported to be near the Plain of the Ayeries.

Sir Altinous, the foremost paladin of Tyr, and his griffen mount Skyraker have been unheard of for a year now.

Joseph Brightstag is rumored to be deathly ill and possibly even dying or dead. His wife is denying such rumors, but Joseph has not been seen in public for weeks.



Sample of Country / City / Lands breakdown:




Kingdom: Federated States of Almeric
Cultural Archtype: Swiss (in mentality, but not fully neutral)
Primary Races: Human
Secondary Races: Dwarf, Gnome, Kobold, Lizardman
Race Positions/Situations: The dwarves have established a trading post in Merillion.
The Gnomes trade rather briskly with Alseric.
Languages: 3 – Common, Seric, and Meril
Literacy: 50%
Technology Level: Crusades era
Industries/Trade Goods: Mining, Dwarven and Gnomish made goods, fish from the inner sea, some timber and food crops
Arms & Equipment: any common and martial are available, limited exotic types
Government System: Confederation of states
Ruler(s): Emilia McIsaac and Joseph Brightstag
Came to power by: Emilia was elected to her post, while Joseph was
a war hero that revolted against the decrepit and corrupt king of Merillion 30 years ago.
Military System: in the NW territories, there is a standing army in Dagford.
Joseph is the General Excelsior, and commands from the top-down.
Military Strength: Very strong.
Social Alignment: Neutral Good
Rebelliousness: very low
Robbers/Highwaymen: 25%

Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
Merillion | River/Plain | Ag, mining, trading, fishing | Human, Dwarf | Merillion | 45,000
Alseric | Plain/moor | Ag, fishing, trading | Human, Gnomes | Alseric | 33,000
Swamps | swamp/marsh | fishing, hunting | Lizardman | none known
Hills | hills | mining, herding, hunting | Gnome, Kobold | Gnomehome | 15,000
[/table]NPC’s or Contacts of Note:
Joseph Brightstag Co-ruler Human/Fighter
Emilia McIsaac Co-ruler Human/Wizard

The humans are the dominant race in the lands.
Gnomes and Kobolds inhabit the hills mostly, and fight quite frequently over territory.
The dwarves trade some of their goods in Merillion.
The plains are good farm grounds and the rivers and inner sea provide a
good source of food as well as an excellent transportation system.


Kingdom: Jangain
Cultural Archtype: Jungle / Rain Forest
Primary Races: Jungle Dwarves, Yuan-Ti
Secondary Races: Human, Kenku
Race Positions/Situations: Yuan-Ti try to enslave all the other races.
Dwarves inhabit the hills and surrounding woods. The Yuan-Ti are believed
to live underground, as no surface dwellings have ever been found.
Humans have established a small walled city, from which they attempt to
explore the island. The Kenku live somewhat peacefully with the humans—
as they make their homes high in the trees.
Languages: Yuan-Ti (draconic derivation), Dwarven dialect, Avian, Common
Literacy: 10%
Technology Level: Stone and Bronze ages, Crusades for humans
Industries/Trade Goods: wood, forest creatures, light ag, hunting
Arms & Equipment: limited, many are stone or wood based
Government System: Clan (dwarf & kenku), Yuan-Ti (empire), Humans (general/military)
Ruler(s): unknown, Bright-feathers-against-blue-sky-at-dawn, unknown, General Sizemore
Came to power by: assignment (general)
Military System: unknowns, traditional top-down (humans)
Military Strength: small garrison of soldiers (1500)
Social Alignment: In the “wild” = Chaotic, at the Garrison = Lawful
Rebelliousness: N/A
Robbers/Highwaymen: N/A

Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
none | Coastal | fishing, hunting | human | New Gar | 3,000
[/table]

NPC’s or Contacts of Note:
Tommy Farseer Guide/hunter Human/Ranger
Gen. Sizemore Garrison Lord Human/Fighter
Bright-feathers-against-blue-sky-at-dawn Chieftain Kenku/Fighter

Several wealthy merchants and investors have pooled their resources to
finance the expedition to explore, tame, and eventually exploit the lands of
Jangain. A veteran of many years and native of Troyan, General Sizemore
was paid a kings ransom to command the forces of New Gar. The garrison and
town were established 5 years ago. However, the regular monthly shipment
of goods has not arrived—for nearly 6 months.


Kingdom: Black Kingdom
Cultural Archtype: Egyptian/African and Arabian
Primary Races: Human, Half-Elf
Secondary Races: Sand Giant, Desert Elves
Race Positions/Situations: Humans are dominant with Negro and Arabic
being the primary “races”. The Masinyane (Egyptian/black) race inhabits the
coastal, southern, and southeastern areas. The Mu’Min Ghazi (“Gods Faithful Soldiers” Arabic)
culture is primarily in the north, northwest, and desert areas.
Languages: Bogatu, Mu, and Common
Literacy: 35%
Technology Level: Roman
Industries/Trade Goods: Silver, Pearls, Gold, Fish (aquaculture)
Arms & Equipment: all martial/simple, many exotic
Government System: Matriarchial Hegemony (merchant houses/council headed by women)
Ruler(s): The Nine
Came to power by: wealth, gender (and assassinations)
Military System: Family/house based
Military Strength: Fair navy, but due to the friction between houses, the overall strength is low
Social Alignment: Lawful Neutral (Evil) = Masinyane, Lawful Neutral = Mu’Min Ghazi
Rebelliousness: 25%
Robbers/Highwaymen: 30%

Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal | fishing, trade, pearls | Human (Masinyane) | Aran’gar | 40,000
Coastal | fishing, trade, light ag | Human (Masinyane) | Osan’gar | 35,000
Desert | herding, hunting | Human (Mu'Min Ghazi) | unknown | unknown
[/table]

NPC’s or Contacts of Note:
Dr. Dealgood merchant human/rogue
Izzim Al’Braheem guide human/ranger

Women rule in the Black Kingdom. Men are valued and useful, but hold no real
power. If a husband is displeasing to his wife, the wife has the power to kill
him (though this is extremely rare). Shady dealing, assassination attempts,
and inter-family/house feuds are very common. Duels between family
representatives are fairly common on the streets of either major city. Slavery
is an everyday part of life.
The Ghazi people are nomadic herders that live on the fringes of the desert,
and some actually make their ‘homes’ in The Waste itself. Whole families live
beneath large tents made from animal skins.


Kingdom: Troyan
Cultural Archtype: Crusades (French)
Primary Races: Human
Secondary Races: Triton and Saughin (sea), Wood Elf
Race Positions/Situations: Humans make up 90% of the population on
land. Tritons and Saughin vie for supremacy of the oceans. Small bands of
wood elves reside in the forest, but are becoming scarcer as the government
actively hunts them down.
Languages: Common, Troyanese
Literacy: 50%
Technology Level: Crusades Iron Age
Industries/Trade Goods: Timber, Ag, Arms and Armor, horses
Arms & Equipment: All, though few exotic.
Government System: Military Dictatorship (authoritarian)
Ruler(s): Grande Chancellier Etienne LeMarc
Came to power by: Military strength, lineage
Military System: hierarchy
Military Strength: very strong cavalry units. Good basic ground troops.
Social Alignment: Lawful Neutral (evil) (think modern Russia / Vladimir Putin mentality)
Rebelliousness: 25%
Robbers/Highwaymen: 35%

Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
none | Plains | Ag, trading, weapons | Human | Ayerthyn | 45,000
Black Forest | woods | Logging, hunting, trade | Human, Elf | Malkier | 4,000
East Wood | Woods | Hunting, farming | Human, Elf | Torlyn | 3,500
[/table]


NPC’s or Contacts of Note:
Julian Rosseau merchant human/rogue
Adrieanne Geneau merchant human/fighter

Troyan is a kingdom that prides itself for its military strength. They are,
however, arrogant when it comes to their interacting with other kingdoms
because they feel that their military strength gives them superior bargaining
abilities. The country of Trillian, to the south, seceded from Troyan some 200
years ago in a very abrupt and bloody revolution. This was a few years after
the first LeMarc seized lands, money, and power away from the nobles of the
time. Border skirmishes between Troyan and Trillian are very common. The
Troyan navy has attempted to block all sea trade with Trillian, but has only
had some very minor successes. Because of the current LeMarc’s iron-fisted
rule and ideas of how the country should be, there has been an increase in
the number of bandits and revolutionaries. Though they scream about Trillian
financing these bandits and revolutionaries, they have yet to provide any
solid evidence (but it’s true, none the less). Their cavalry is second best in
the world, behind their rival Trillian.


Kingdom: Trillian
Cultural Archtype: Germanic (Crusades)
Primary Races: Human
Secondary Races: Wemic (Pridelands), Triton, Saugahin,
Race Positions/Situations: Humans are dominant race on land. Tritons
and Saugahin vie for dominance in the sea. The Wemics wander through The
Pridelands—their numbers are unknown.
Languages: Common, Trill
Literacy: 80%
Technology Level: Crusades Iron Age
Industries/Trade Goods: Arms and armor, agriculture
Arms & Equipment: all common and martial, many exotic
Government System: Aristocracy Hegemony
Ruler(s): Lord Freiderich Eberhart, Lord Maximillion VonDeiterich,
Lord Adolphus Kauffman, High Lord Kasimir “the Dragon” Tannhauser,
Lord Richard Wagner, Lord Meister, Lord Ostermann, Lord Reinhardt
Came to power by: Nobility, lineage
Military System: Hierarchy, with each noble house maintaining an army
Military Strength: Excellent
Social Alignment: Lawful Neutral (Good)
Rebelliousness: Low-None
Robbers/Highwaymen: 10%
Provinces within of note:

{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal | Arms, Ag, Aquatic | Human | The Rock | 44,000
[/table]


NPC’s or Contacts of Note:
Sir Altinous hero at large human/paladin

The Rock serves as both capitol and military stronghold (think Minas Tirith).

Perched upon the highest hill nearest the ocean, The Rock earned its nom de guerre (name of war) during the secession.
The defenders of The Rock repulsed Wave upon wave of Troyan troops.
After 18 months of siege, a bold and daring attack from the sea scattered the
attacking Troyans and ended the Secession War.
Lord Roderick Tannhauser was the commanding general of The Rock’s forces,
and earned the title of High Lord. This title, passed down through the
generations, gives slightly more power (and responsibility) to the Tannhauser family.
The government, though all nobles and noble families, is one that is extremely
benevolent toward the commoners. They understand that it was through
their hard work and sacrifice that Trillian (and the nobles) came into existence.
Their superb treatment of the common folk has garnered them extreme loyalty
and adoration, which is reflected in the non-issues of rebellion and bandits.


Kingdom: Hyperboria
Cultural Archtype: Scandinavian/Norse
Primary Races: Human, Frost Giant, Orc, Troll
Secondary Races: Remorhaz, Yeti, White Dragons, Wild Elves
Race Positions/Situations: Humans are the primary race.
In the deeper, colder areas Frost Giants rule from great ice fortresses.
Orcs and trolls reside in the forested mountains. Yeti’s can be found lurking in
the snow-capped peaks. In the forests can be found some Wild elves.
Dragons and Remorhaz only appear in the furthest, coldest reaches of this
harsh land.
Languages: Common, Skaldese
Literacy: 15%
Technology Level: Norse Iron Age
Industries/Trade Goods: hunting, ship building, fishing, exploration
Arms & Equipment: common and martial, chain, leather, scale armor are common
Government System: Clan monarchy/city states
Ruler(s): Lord Halfdane Rolfson
Came to power by: strength of numbers, silent assent by other clans
Military System: chaotic/clan based
Military Strength: good, when organized. Excellent sailors and fierce ground fighters
Social Alignment: Chaotic Neutral (free spirited)
Rebelliousness: low
Robbers/Highwaymen: 30%

Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal/Alpine | ships, fishing, hunting | human, giant | Jarlsfjord | 25,000
Alpine | trading, hunting | human | Beltaford | 15,000
[/table]


NPC’s or Contacts of Note:
Rolf Liefson explorer human/barb
Gunnar Rolofson guide human/ranger
Lief Hakonson merchant human/rogue

The humans of Hyperboria are hearty, adventurous folk. They love the
challenges that they face living in these lands. Their love for challenge has
led them to become the world’s foremost sailors when it comes to exploration
(the pirates of the Pirate Isles are the best sailors in the known world,
however).

The city of Jarlsfjord is the capitol of this wild land, if the word capitol can
really be used. It is the largest city in the land (25,000 people), and the main
shipbuilding port. There is a large wooden wall that surrounds the city.
The buildings are made from stone and so as to better resist the elements.

Each city in Hpyerboria is dominated by one particular clan, and the head of
that clan is the highest authority figure. The humans of Hyperboria don’t
necessarily subscribe to the idea of being a country, but when there are
incursions into their lands by other races or nations, they are able to band
together very effectively.


Kingdom: Daggoth
Cultural Archtype: none, really
Primary Races: Human, Undead
Secondary Races: Orc, Goblin, Hobgoblin
Race Positions/Situations: Undead and humans are about 70/30.
The populace in Daggoth actually use some undead as laborers.
Orcs, Goblins, and Hobgoblins inhabit the more remote areas, especially near
Kandor and Hyperboria.
Languages: Common, Orc, Goblinoid
Literacy: 15%
Technology Level: Bronze Age
Industries/Trade Goods: Ag, precious stones, weapons
Arms & Equipment: all simple/martial
Government System: Magocracy
Ruler(s): Arch-mage Sistanos Blackmantle (and the council of six)
Came to power by: murder, longevity, magical aptitude
Military System: hierarchy
Military Strength: fair to excellent (depending on need)
Social Alignment: Neutral Evil
Rebelliousness: low
Robbers/Highwaymen: 45%

Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Plain/Island | Farming, trading, weapons | Undead, Human, Orc, Goblin | The Citadel | 40,000
[/table]


NPC’s or Contacts of Note:
Name Position Race/Class Relation to PC’s Notes
Nysstor merchant human/rogue smuggler, employer
Essana Darkeyes guide human/ranger guide, potential friend

Daggoth is a land of nightmares made flesh (or bone!).
Blackmantle came to power through a ruthless campaign of systematic
assassination and open warfare against the ruling nobles over 300 years ago.
He has held his powerful position through wizardly might, assassination, and
an iron grip.
The Citadel is the fortified city where his Ivory Tower looms high over the city.


Other lands not fully detailed:
Kingdom: Shangtai
Cultural Archtype: Oriental
Primary Races: Elves
Secondary Races: Humans

Kingdom: Kandor
Cultural Archtype: none
Primary Races: Orc, Goblin
Secondary Races: Giant, Troll, Bugbear, Gnoll

Kingdom: Pelennor
Cultural Archtype: Roman/Spanish Inquisition
Primary Races: Human
Secondary Races: Lizardmen (swamps)
Kingdom: Arangel
Cultural Archtype: Celtish/Irish/Pict
Primary Races: Human
Secondary Races: Elven




A note on Thieves Guilds (see this post):

http://www.giantitp.com/forums/showpost.php?p=3826973&postcount=77

(no, you are not required to be a guild member. sometimes being an independent is a good thing...sometimes not...)

*****

TheMeanDM
2008-05-16, 08:42 AM
Daggoth:
Daggothian Undead Soldier
http://farm3.static.flickr.com/2177/2216156075_659d2be8f5_m.jpg

Daggothian Dark Knight
http://farm3.static.flickr.com/2209/2217043816_5e75f9e26e_m.jpg

The people of daggoth are typically a suspicious, mistrustful lot. The rule of Blackmantle and the undead armies he commands and has raised put the people on edge--wouldn't you be wary if your ruling lord might need to turn you into a zombie? The city of Dagford is a "split" city, ruled equally by Daggoth and the Federated States of Almeric. (think East/West Berlin while the wall was up)

Daggothians (as they're called) are quite "numb" to the presence of the lesser undead in their cities. Skeletons and zombies are used as a slave labor force by the largest land owners. They are also useful as "pack animals", carrying goods. On occasion, you will also see teams of undead horses pulling wagons or carriages throughout the city.

Allitur:
Alliturian Legionnaire (soldier)
http://farm3.static.flickr.com/2271/2217001274_e5dec9c031_m.jpg

Alliturian Centurian (commander)
http://farm3.static.flickr.com/2032/2217072828_20b28a5ee1_m.jpg

The Allliturians have always held themselves above other countries, especially the Arangel barbarians to their northwest. At one time, the Alliturian empire was quite vast, but their arrogance was their undoing, and they have since lost much of their holdings.

Alliturians are an interesting people. They are quite consumed by "honor and glory", but they do not express thisthemselves.

Rather than express to others how they view themselves, they look toward others to "confirm" their identity and abilities. In Alliturian society confirmation by others is sought as well as required. Be they the elders of family, patrons, clients, army comrades, or even - in an election - the people of Allitur; no Alliturian can be his own "judge", but instead sees himself and who he is only through the eyes of others.

It is the opinion of others which dictate the opinion an Alliturian ultimately holds of themselves.

Glory or honour are measured only in the recognition it draws from others.
Great, noble deeds might be done, but without people knowing of them there was no glory, no fame and no advantage to be gained from them.

Glory and honour are used to climb the social ladder.

Alliturians are fond of physical displays of power. As such, they hold regular contests open to any who wish to participate. These include: wrestling, running, throwing, feats of strength, and gladiatorial combat. (think a combined Olympics and roman gladiators)
Trading is the lifeblood of Allitur, and a good share of the platinum in the world is mined in Allitur. Because of the high amount of platinum, some of the finest metalsmiths in the known world reside in the capital city of Dessius.

Arangel
An Elder Arangel Druid
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Arangellian Warriors
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Arangel has always been, and if the natives have their way, will always be, a land of wild, care-free, nature revereing warriors and druids.

The Arangellians are a fierce people that live scattered across the countryside in clans. Each clan is ruled by a chieftain, and many of the clans adopt animals or elements as their "totem". Though these clans are quite powerful in their own right, the true power in Arangel are the druids. Obviously, the totemistic ideals of the Arangel clans plays to the strengths of the druids. The druids do not have great numbers, and this fact tends to fool those of the "outside" world when judging the power of the druids.

The Druids of Arangel are some of the most dedicated protectors of nature anywhere in Athame. Most of the druids and most of the clan chiefs work toward the same goal: the preservation of Arangel. For countless generations, the Arangellian people and the Druids have fought against the Allliturians who sought to "tame" Arangel and expand their empire. The Arangel forests and hills are teeming with wildlife, unique plants and animals, and other "secrets" of nature that the Alliturians would like to possess.

The Thornwood Forest serves as a home to a fair sized population of Wood Elves, who get on quite well with the Druids of Arangel. The Arangellian people, though, do not (usually) get on well with the elves, though. Their brash, rough nature conflicts with the more refined civilization of the elves.

Darian's Wall serves as a man-made border between Arangel and Alllitur, with the thick woods of the Thornwood Forest providing an extending, natural border.

Beltaford is the "captial" of Arangel, but only in name. This is a trading center where four times a year many of the Arangel clans come to meet and exchange goods. The Arangellians simply call this "The Gathering".

The Land of the Halflings
A female Halfling archer
http://farm3.static.flickr.com/2143/2506118667_818bd563f8_m.jpg

The Halfling people are a fun-loving race of diminuitive folk that try to make friends wherever they go. They are usually very optimistic, always seeing a "half full" glass rather than "half empty" one. They are a simple folk, though, not in possession of a "progressive" mindset. They don't aspire to rule a wide expanse of land "It'd take too far to walk across!", they don't desire to have subjects to rule over "How can you expect me to lord over someone when I'm always looking up at them?"

The halfling people have established a few fair-sized towns in the hills, though they're a bit unlike most other normal "towns". Halflings do not live in the earth (like dwarves) nor do they live in traditional buildings (like humans or gnomes). They also do not live in tents or other such things.

Halfling homes are constructed of dried mud and wood. They build up four (or more) columns of dried and sun-baked mud to a height of fifteen to twenty feet off the ground. Then, they build a wooden "building" on top. A rope/wood ladder serves as entrance to the building. The buildings are interconnected with rope and wood walk ways.

The reason for this type of construction goes back to the ancient halflings. When the world was almost completely wild and untamed, the halflings were very easy prey for hungry animals (as well as other, more powerful races). They were not adept at digging (small hands and weak muscles) and the homes they tried to make on the ground tended to be destroyed by attacking animals.

So they adapted a different style of building their homes, placing themselves high above the ground and out of reach of those animals (or races) that would try to prey upon them.

TheMeanDM
2008-05-16, 08:54 AM
Troyan:
Troyan Footsoldier

http://farm3.static.flickr.com/2140/2216867364_b5702ddbe8_m.jpg

Troyan Knight
http://farm3.static.flickr.com/2273/2209717271_4ce0910d5d_m.jpg

If the Alliturians are considered arrogant, the majority of Troyans take arrogance to a whoe new level. There is nothing that a Troyan cannot do--just ask them, they'll tell you, and then they'll preach it to anyone else within ear-shot.

Troyan society is very structured and disciplined. The military influence oozes into daily life. All men must serve in the military for a 4 year term, for example. All civilians must give way to military demands. If a patrol squad requires shelter during a storm and demands such from a homeowner, the homeowner must "surrender" their home for the night. There are lines, of course, that aren't crossed "I demand your daughter" for example.

Most older Troyan people harbor a seething hatred for their southern neighbors in Trillian. They see it as the gravest of insults and worst wound to their pride that Trillian seceded from the empire. The newest generation of Troyans are a little less biased. Some have begun to question the rule of the military, and gather in secret to encourage "free thought, free action, and free choice".

The Troyan military is one of the finest in the world. Their cavalry is devastating, and their foot soldiers are well trained. They have also trained wizards to compliment them during battle.


Trillian:
Trillian Soldier/Archer
http://farm3.static.flickr.com/2388/2216072109_3268716962_m.jpg

Trillian Knight
http://farm3.static.flickr.com/2289/2209717169_041126d191_m.jpg

The people of Trillian are quite content with life. They are generally good natured people always willing to lend a hand when needed--be it to friend or stranger.

They are fiercely loyal to their lords, and to Trillian as a whole. They cannot stand for an opressive rule, and seek to aid those in Troyan that wish for a change in rulership.

Trillian is on especially good terms with the Federated States of Almeric. Trillian is also the only nation that has accomplished regular trade with the Shangtai Elves. It isn't much, nor is it anything of great value...but the groundwork is laid, and the hope is that trade will expand.

Trillian is also on good terms with the Wemics of The Pridelands. They have come to their aid with arms and equipment to help the Wemic warriors fend off attacks by Troyan. The Trillians are happy to have them as a "buffer" between themselves and Troyan, and are willing to cultivate a worthwhile friendship to better both peoples.

Shangtai:
Female Shangtai Elf
http://farm3.static.flickr.com/2402/2496503281_112a2bd4bc_m.jpg

The elves of Shangtai are a secretive, secluded race. Nobody knows exactly when the elves "moved" to Shangtai, it just seems like they were always there.

Shangtai elves care little for the troubles of the outside world, and fiercely resist the influence of foreign powers into their lands. They hold tightly onto their traditions, believing them to be the pinnacle of civilization. “Mankind differs from the animals only by a little--and most people throw that away.” This is a commonly held belief in Shangtai society.

There are "native" humans in Shangtai, and they are treated well, but not necessarily as equals, by the Shangtai elves.

It's rare to find a Shangtai elf outside of Shangtai. And when you do, they tend to draw stares/looks and sometimes even a crowd.

Shangtai elves are distinctly different in looks than their "other" elven counterparts. Almond-shaped eyes, dark hair, and light skin set them apart from their "cousins".


Federated States of Almeric:
Almeric Spearman
http://farm3.static.flickr.com/2134/2210508480_e1f70a11bd_m.jpg

The people of the FSA are sturdy, hearty people. They have been toughened by years of warfare. Everything they do is "hard": they work hard, play hard, and love hard...because being a neighbor to Daggoth means you never quite know when you're going to have to pick up your sword and possibly die.

They're very proud of their brief history, and most wish to see the lands continue.

One interesting thing about the FSA, especially in Alseric, is the level of tolerance that people have for foreigners. Alseric is a very large trading city. It is by far the largest city before entering The Waste (coming south), and it intersects the North/South and East/West trading routes. "All roads lead to Alseric" is a common phrase throughout the lands.

Because of the vital trade business, Emilia McIsaac and her government are (as I said) very tolerant of foreigners. There can be found temples to nearly every major god (both good and evil!) of a civilized country within the city. (think Amsterdam, in terms of government tolerance).

Pelennor:
Red Enclave Inquisitor
http://farm3.static.flickr.com/2238/2210509210_974fbfe742_m.jpg

Is a relatively "new" country, formed when a group of like-minded religious fantatics broke away from Allitur control and formed their own country.

Most of the people that reside in Pelennor worship "The One". They believe this being to be the only legitimate and true god, and that all others are false pretenders.

Were it not for the valuable Adamantine they mine in the northern hills, and the rare sea creatures they fish from The Sargasso Sea, as well as the position along The Platinum Route, Pelennor would only be a minor footnote in history and a bit player in world politics.

Garagus (the capital city) has established a mining stronghold in the hills in northern Pelennor. It is said that they enslaved several clans of Dwarves, and force them to mine. However, nobody has ever gotten in (or out) of this mining area...being quite secretive and well protected.

The church of The One holds ultimate power in Pelennor. They enforce their rule and belief system through the use of The Red Enclave (http://farm3.static.flickr.com/2238/2210509210_f1592605ff_o.jpg). This is a well equipped and highly trained cadre of zealots, loyal to their leadership and unquestioning of his commands. They are charged with spreading the faith, and rooting out non-believers. Their leaders are called "Inquisitors". Any non-believer is given the chance to convert to The Faith, and if they choose not to, are put to the sword...or worse.

Unfortunately, it is not uncommon for the people of Pelennor to whisper rumors about: neighbors, travelers, enemies, etc. in order to bring about the attention of The Red Enclave.

TheMeanDM
2008-05-16, 09:02 AM
The Black Kingdom:
Female Ghazi Fighter
http://farm3.static.flickr.com/2244/2216251585_c09098d12c_m.jpg

Female Masinyane Warrior
http://farm3.static.flickr.com/2205/2216251659_b1b779f970_m.jpg

The Masinyane people of The Black Kingdom have a reputation of being...well...not openly dishonest, but certainly not 100% trustworthy. They rely a great deal upon trade with the north. They have many valuable commodities and exotic goods that northerners desire. The Masinyane know this, and exploit it.

They are always trying to get the best deal for themselves. They have turned negotiating (i.e. haggling) into an art. "Haggling with a Masinyane is like trying to eat soup with a fork."

The Masinyane people are quite materialistic. They enjoy showing off their posessions, and one of the ways to know a person's level in life is by how extravagently they dress: the more silk/gold/platinum/jewels, the more important they are.

Slavery is common in The Black Kingdom. It doesn't matter the race: slavery is an equal opportunity offender.

The Ghazi people are a proud, fierce people that live in The Waste and on its outskirts. They are a nomadic, tribal society that value honor and tradition.

They hold little regard for the rest of the world...being fairly neutral to them. They do not like the Masinyane much, though, as there are raids by Masinyane slavers into the Ghazi lands.

Stonemight[B]
Stonemight (above ground)
http://farm4.static.flickr.com/3041/2497369764_c09304fd43_m.jpg

Clan Stone Lord
http://farm3.static.flickr.com/2058/2216950646_9d91af9872_m.jpg

Dwarven Berserker
http://farm3.static.flickr.com/2239/2216155865_2a2b9aa843_m.jpg


The dwarves of Stonemight are typical dwarves: gruff, rough, and fiercely loyal to their clans and their king.

Stonemight is the only known dwarven fortress, and as such, it is the only place where dwarves are willing to trade with the other countries.

It is a massive fortress carved from the mountain itself. No army in recorded history has ever broken its defenses.

[B]Gnomehome:
Male Gnomish Bard
http://farm3.static.flickr.com/2324/2496565499_faa331d678_m.jpg

Gnome Inventer/Tinkerer
http://farm4.static.flickr.com/3006/2496573815_887a2a8008_m.jpg

The home of most Gnomes, Gnomehome may have once been a normal looking city, but the Gnomes just couldn't stand for "normal". Countless centuries of tinkering, inventing, and "improving" have turned Gnomehome into a bizarre looking amalgamation of stone, wood, metal and even glass buildings--some of them consisting of all four!

The gnomes are a hardy, likeable folk. They are good natured, jovial, and inquisitive society. They thirst for knowledge--not for power's sake, but to use it to improve upon their inventions.

The gnomes of Gnomehome are quite fond of magic, not only for the sake of magic, but for what it can do for them: enhance their inventions, buildings, and inventions.

It is not uncommon to see a gnome artificer "walking" his latest creation down the streets, or to hear the loud explosion from some failed (sometimes even successful) experiment.

Gnomish invention labs are scattered through the city, with little to no regard to their proximity to other buildings--be they homes or businesses. Gnomes, and especially gnomish mages/inventors/artificers, take such "accidents" as a chance to improve upon the structure that was damaged..obviously, there had to have been something wrong with it in the first place! It's actually somewhat of an honor amongst gnomes to have your residence or business located near a gnome inventors lab.

Gnomes are quite happy folk, and love to write and sing songs about all manner of things, especially inventions that they have seen or created.

Gnomes also love history, and have a wealth of knowledge stored away. The driving reason behind this accumulated knowledge is, once again, inventing. The more history and knowledge they can accumulate, the easier they hope to make their research.


Hyperboria:
Hyperborian Chieftain
http://farm3.static.flickr.com/2178/2216998362_f5747f3092_m.jpg

Hyperborian Barbarian
http://farm3.static.flickr.com/2204/2216950552_a6d47139be_m.jpg

The chilling cold kills off anyone and anything that is not strong enough to survive. This means that the inhabitants of Hyperboria are some of the toughest anywhere in the world--they have to be in order to live where they do.

Hyperborian humans live mostly in clans, and have scattered settlements across their "nation". The Kandoran orcs once tried to invade Hyperboria, but were repulsed (rather easily) by the combined clans and the brutal weather.

Hunting exotic animals, ship building, and fishing are part of every day life.

Kandor:
Orc Overlord
http://farm3.static.flickr.com/2242/2497449592_ccb467c361_m.jpg

Orc Fighters
http://farm3.static.flickr.com/2024/2497449468_8304e4aac9_m.jpg

Orcs rule! No, really...Orcs rule Kandor. They aren't necessarily the most populous of the races in Kandor (goblins and kobolds do outnumber them) but they are the fiercest warriors with the best armament. The orcs live in large hordes (clans) that move throughout Kandor. During the winter months, they tend to be closer to the south, and in summer months, migrate north again.

They are a brutal people, who cull the weak at every opportunity. Ever remember seeing an "old" orc? Didn't think so. Orcs truly take "survival of the fittest" to the extreme.

The Plain of the Ayeries:[/ (http://www.yagotta.ca/images/badlands.jpg)B]

http://farm3.static.flickr.com/2170/2496643173_865fb1ed4b_m.jpg http://farm4.static.flickr.com/3296/2496643003_4ae73457d5_m.jpg

A strange, desolate area of the world. A wide-ranging land of tall, barren hills and canyons. The most remarkable feature, though, are soaring stone structures that resemble towers. There are several of these scattered throughout the landscape. Rumors and stories say that they are haunted, but nobody has ever launched an expedition to prove or disprove these stories.

[B]The Swamps of Barrozar:
Eerie!
http://farm4.static.flickr.com/3001/2496657923_29a1b0d82e_m.jpg

A huge area of swampland, fed by the fingers of a large river flowing to The Sargasso Sea. The swamps are a deadly place for travelers that stray from main trade route (The Platinum Route). All manner of water/swamp loving creatures make their home here. Lately, some caravans have emerged telling fantastical stories of being attacked by lizard-like beings walking on two legs.

The Waste:
The Sand Wastes
http://farm3.static.flickr.com/2313/2496673687_97b78b5182_m.jpg

A Sea of Sand
http://farm3.static.flickr.com/2315/2496673759_c32049ca9f_m.jpg

Most people just know The Waste as a vast desert populated by fierce beasts and deadly sandstorms. Collectors of history know that The Waste was somthing more than it is....and that there may be a vast amount of ancient knowledge and artifacts beneath the shifting sands.

The Forgotten Lands:
Not quite as bad as a dragon!
http://farm4.static.flickr.com/3008/2497506784_57373c8ac3_m.jpg

An exploring expedition went upriver, and discovered an amazing land. Nobody would believe the crazy sounding stories of the few survivors...that is until a hunting expedition left, and then some months later returned with the corpses of two huge 'dragon lizards'. More expeditions are being planned, both for sport and for profit seeking.

TheMeanDM
2008-05-16, 03:30 PM
The Gods of Athame
http://www.wizards.com/dnd/images/fp_gallery/fp2/Other_group4_p106.jpg http://www.wizards.com/dnd/images/fp_gallery/fp3/Orc_group_p149.jpg


The pantheon is pretty wide open, and influenced by regions.

Daggoth:
Nerull (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=943)(God of Undeath, Darkness, Winter, Decay)
Nergal (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=1013)(God of Pestillence, Disease, Gluttony, Plagues)
Loviatar (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=1460)(Pain, Hurt, Agony, Suffering, Torment, Torture)
Zodal (http://www.planewalker.com/encyclopedia/search.php?strSearch=Zodal) (Hope, Benevolence, Mercy--this is a secretive "cult" in Daggoth)
Hermes (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=1095) (Merchants, Travelers, Thieves, Gamblers, Athletes, Messengers)

Hyperboria:
Asgardian/Norse pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=906)(Odin, Thor, etc)

The Black Kingdom:
Egyptian Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=903)

Allitur:
Olympian Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=904) (Zeus, Ares, Hera, etc)

Troyan/Trillian/Alseric:
Faerunian Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=1453)

Pellenor:
Monotheistic ("The One")

Arangel:
Nature-worship (heavy into Druids)

Shangtai:
Japanese Pantheon

Bishamon: mostly known as a god of war, the distributor of wealth and protector of those who worship the 'Lotus of the righteous Law'. He protects against demons and diseases, and a guardian of one of the four cardinal points (the North).

Daikoku: The Japanese god of wealth and protector of the soil and patron of farmers.

Ebisu: The Japanese god who represents the wealth of the sea, and patron of all that is related to fishing, especially fishermen. Also the god of labor.

Fudo: The most popular of the Myoo ("great kings") and the god of fire and wisdom He is called upon at the start of difficult undertakings, as well as in times of war, epidemics and disasters. Fudo protects against calamities, great dangers and fire and theft.

Fujin: The Japanese god of the wind and one of the eldest Shinto gods. He was present at the creation of the world.

Haniyasu-hiko: The Japanese god of the earth.

Hiruko: The Japanese god of the morning sun. He also guards over the health of little children.

Hotei: Hotei ("cloth bag") is the god of happiness and laughter and the wisdom of being content. He is the patron of the weak and the children.

Aizen-Myoo: The Japanese god of love, worshipped by prostitutes, landlords, singers and musicians.

Amaterasu: The Japanese Shinto sun goddess, ruler of the Plain of Heaven, whose name means 'shining heaven' or 'she who shines in the heavens'.

Amatsu Mikaboshi: The Japanese god of evil. His name means "August Star of Heaven".

Benten: The Japanese goddess of love, eloquence, wisdom, the arts, music, knowledge, good fortune and water. She is the patroness of geishas, dancers, and musicians.

Raiden: The Japanese god of lightning and thunder.

Tenjin: A god of knowledge and patron diety of scholars.

Suijin: The god of water (lakes, rivers, springs).

Ryujin: The dragon god of the sea. He symbolizes the power and majesty of the ocean


Kandor:
Orc Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=959)
Goblin Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=998)
Kobold Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=995)
Giant Pantheon (http://www.planewalker.com/encyclopedia/encyclopedia.php?intEntryID=991)

Just because a given pantheon is specific to a region, that does not mean that it does not have worshipers/temples/etc in other regions. Though, admittedly, the Shangtai pantheon is somewhat "foreign" to the rest of the world.

One could be a Paladin of Forsetti (Hyperborian god of Truth and Justice) and hail from (or live in) Trillian.

wakazashi.juice
2008-05-16, 04:23 PM
Nice, detailed campaign setting! If only mine was as well thought out: I'm jealous :smallbiggrin:

TheMeanDM
2008-05-16, 04:58 PM
Races of Athame

Humans
Typical "people" just like you, me, everybody. Humans are quite adaptive, very inquisitive, and strive to make the most of the time they have. They make the most versatile adventurers, able to master many different professions and skills.

Half Orcs
A union of human (usually) and orc, typically the result of a non-consensual union (though there is the rare exception). Half-orcs have some balancing traits from both ancestors: the strength of an orc, but the wits of a human to balance the (typically) lower orc intelligence. However, try as they might, there is just no getting around the fact that they are a Half-Orc.

+2 Str, -2 Cha or +1 Str, +1 Con, -2 Cha

Dwarves
Stout, strong, healthy folk that rarely exceed 5' in height. Dwarves are master craftsmen and miners. They are also quite famous for their strong beers and ales. They hate orcs, goblins, and giants with a passion. On the outside, they can be gruff and offensive, but (usually) once you get past the outer-armor, they are some of the most loyal and friendly people you'll meet. A dwarven friend is usually a devoted friend for life. Dwarven people take great pride in their beards (even some dwarven women!), and a dwarf without a beard is just....odd....to say the least.

Gnomes
Gnomes are much like the dwarves in stature, though they are much more outgoing and initially friendly, rather than gruff. They are the most curious race when it comes to inventing, crafting, experimenting and new ideas. Gnome tinkerers are fearless when it comes to the pursuit of creating new and interesting things.

Halflings
Smaller than gnomes, Halflings rarely reach 4' in height. Sometimes they are slender, sometimes they are chubby, but they are all quite friendly and inquisitive. Like elves, Halflings have pointed ears. Halflings have an odd trait that is rather like Kleptomania, where they un-wittingly pick up objects that may or may not belong to them. Halflings see this as the uncanny habit of "finding things".

Warforged
Originally created by the great empires of the past, Warforged are a unique "breed" of "people". The original Warforged are powerful, intelligent constructs that could dominate the field of battle. Only a host of powerful warriors could destroy a Warforged.

Through their incessent tinkering and inventing, the Gnomes of Gnomehome have learned how to create a "lesser" version of the ancient Warforged. They've created a number of these "people", always trying to better/improve upon the last one. Some of the Warforged stick around, and serve to help protect Gnomehome, while others take to the world, eager to learn about the place they have been "born" into.

A true Warforged hasn't been seen or heard from for centuries. However, in the past few decades, Masinyane sorceresses have begun constructing a new type of Warforged to act as their personal body guards. Why? Because they don't eat and don't sleep--thus they don't require much (if any) money be spent on them! Some Warforged have been created strictly for slave labor, but this has been a rare exception (for now). The secret of their construction has gotten out, but only a few select wizards know the secret.

MorkaisChosen
2008-05-23, 05:30 AM
A question: what pantheon does Daggoth have, if any?

kentma57
2008-05-23, 08:27 AM
A question: what pantheon does Daggoth have, if any?

I had the same question.

MorkaisChosen
2008-05-23, 10:59 AM
Aaand we have an answer. See the Pantheon post.

TheMeanDM
2008-06-15, 10:08 AM
Yes, the pantheon has been updated.