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Thane of Fife
2008-09-10, 06:30 PM
Ketemia was a grand land, a land whose very mention inspired sights of grand spires standing tall over vast plains. Where wizards dueled not for power, but for the favor of the king, and where the greatest call for adventurers was the exploration of ancient ruins - dark remnants of a long-forgotten age. It was a land looked upon with envy by its neighbor nation to the south, Ajarik, and with thanks by the Crusader States to the north. A land where the peace was preserved by a mighty army, and where caravans traversed the landscape, hauling valuable goods between majestic cities and the Black Wastes to the east.

Then came the orcs, bubbling forth from the underground and bringing war to the land. Their armies marched forth and cities fell; despite the finest efforts of the Paladins of Rhendalya, the Monks of Lor, and the army, the superiority of the orcs was simply too much. Then came forth the wizards, and their spells began to turn the tide, slowly, but surely.

But it was not to last, for at the height of the war, a number of the kingdom's wizards turned traitor, turning their magics upon their comrades, turned by the promises of the orcs and the long-suppressed lust for power.

Ketemia was subjugated, the Royal Family slain. Those who resisted, or who seemed likely to resist, were executed by the orc overlords. Orcish brutes patrolled the streets of once-proud cities. Years passed, and every attempt at revolution failed, and all seemed lost.

And then, a light appeared....

General Overview

One could say that Ketemia is a land where evil has won. I won't, however, because that implies a negativity which is not my intent. Instead, say that Ketemia is a land where heroes must rise from the darkest of circumstances to achieve the greatest of deeds. Ketemia is not a 'Points of Light' setting - there is, at the moment, only darkness.

Some Notes:

Despite being a 2nd Edition man, myself, I intend to try to develop this setting for both 2 and 3.5. I will try to include 4, but I've not read any of the books, so I'll just be throwing out half-baked ideas, really.

In general, I'm posting this here because this vastly increases the likelihood of my working on it. Comments and critiques are still welcome, though.

Organization

This section will be an overview.
There will also be sections on Race, Classes and Kits, Religion, and Geography.

Special Rules:

Life Experience:

Upon looking over this, one might wonder how the PCs, deprived of most of their magic, equipment, and general firepower, are expected to compete in a world where they are already outnumbered and outclassed by their enemies.

In short, they aren't. At first, at least, the PCs will have no hope of defeating more than one or two orcs in combat, and even then they will want to achieve an overwhelming situational advantage.

Because of this, experience is awarded for things other than simply victory. Experience should be handed out to PCs for maintaining their lives, as well as for striking blows against the orcs, even indirectly. A blacksmith PC may gain experience for filling a large order and being able to pay the rent for the next month. A maid might gain experience for working herself into the employ of an important individual. Such experience should still require work on the behalf of the PCs, but mey not carry with it the risk of an untimely demise.

Hope Points and Noble Sacrifice

Sooner or later, everthing is going to go wrong for the PCs. Someone will miff an important roll, the alarm will go off, and the PCs will find themselves trapped or fleeing for their lives. In such circumstances, Vanya, the patron of the PCs, may try to intervene on their behalves. If the PCs have any Hope Points available, they may spend one to gain an improved chance at survival. Perhaps a second intruder is found, and a large number of the orcs break off to give pursuit. Perhaps a freak cave-in collapses the tunnel behind the PCs, sealing them off from the orcs. The Hope Point should give the PCs an opportunity to escape from an unescapable situation.

But how does one get these Hope Points? Well, there are two ways.

First, by accomplishing a victory obvious to the public (i.e. Causing the tower of a known traitor wizard to explode during broad daylight), the PCs may restore some hope to the populace, building their patron's power, and gaining a Hope Point. Such opportunities should not be overly common, and should be prized when found.

Second, if the PCs find themselves in an ugly situation, sometimes, one of the PCs may be able to save the others at the cost of their own life. Perhaps the fighter turns back to hold off the pursuing orcs while the remainder of the party escapes. This is a noble sacrifice. Any time a noble sacrifice occurs, the party gains a Hope Point. Note that the sacrifice must be necessary - if the PCs are sure they could outrun the orcs, then it's not a noble sacrifice, it's just stupid. Ideally, noble sacrifices will not be common. They should be a last-ditch effort to save the many at the expense of the few.

Thane of Fife
2008-09-10, 06:32 PM
Races

In Ketemia, we have the following major races, all but two of which are optional:

Humans
Orcs
Elves
Dwarves
Gnomes and Kobolds

All PCs will be humans, unless the DM decides otherwise. Why? Primarily to create a world where non-humans are actually mysterious and rare.

Humans

Humans are, or rather, were, the dominant race in Ketemia. They still are the most numerous. It is the humans who have built this nation, and who have ruled it. Through their blood, and sweat, and tears, it was held, then lost. Because of the diversity of the cultures of Ketemia, three major sub-groups of humans have appeared.

3.5:
All Humans receive bonus skill points and a bonus feat as normal.

The City-Dwellers

No doubt the most populated parts of Ketemia are its cities. Here, men and women practice forms of etiquette unfathomable to the more rural peoples, and are generally better educated. Nonetheless, the women of these cities are brought up more as ladies than as laborers, and it shows in their physical capabilities. While the men were more physically adept, the orcish practice of slaughtering those who appear to be threatening has, to a great extent, diminished that advantage.

2:
City-dwelling humans receive a +1 to their Charisma, and a -1 to their Strength. They get an extra bonus language or proficiency slot. City-dwellers are restricted in which weapons they may be proficient in (see below).

3.5:
City-dwelling humans receive a +2 to their Charisma, and a -2 to their Strength. They count Diplomacy and Sense Motive as class skills, regardless of their actual classes. Female city-dwellers have Bard as their Favored Class. Male city-dwellers have Fighter as theirs. City-dwellers may not begin play with Martial Weapon Proficiency, regardless of class (see below).

Rural Humans

Ketemia has a large population, and as such, needs large quantities of food to feed its populace. This is where the rural communities come into play. These peoples are toughened by their labors, and develop an understanding of weather and animals. They have little use for the frivolities of polite society.

2:
Rural Humans receive +1 Constitution, and -1 Charisma. Weapon Proficiencies are restricted (see below).

3.5:
Rural Humans receive +2 Constitution and -2 Charisma, and always treat Handle Animal as a class skill. Favored Class is Ranger. Rural Humans may not begin play with Martial Weapon Proficiency, regardless of class or gender.

Traders

Ketemia is a large nation, and the traders are its lifeblood. To the traders, being capable of defending oneself could be a matter of life-and-death at any time, for bandits and worse lurk along the roads.

2:
Traders are normal humans.

3.5:
Traders receive no ability modifiers, but receive Appraise and Diplomacy as class skills, regardless of actual class. Favored Class is fighter.

Weapon Restrictions:

Under the iron fist of the orcs, the vast majority of humans are prevented from learning or training in the use of most weapons. The craft of weaponsmithing is heavily-regulated to ensure that quality weapons do not fall into the hands of would-be rebels, and surprise investigations are carried out to confiscate forbidden possessions. Many humans are forced to abide by restrictions on what weapons they are proficient in as a result.

In the cities, very few weapons exist for training purposes, and all city-dwellers must abide by these restrictions, excepting male fighters and paladins who are of such age as to have been at least 14 at the time of the orc invasion - it is assumed that they had chance before the invasion to learn to use these weapons.

In rural areas, soldiers were rare, and sturdy blades were rare as well. All rural humans suffer from weapon restrictions.

Traders live a tough life, and frequently travel outside of Ketemia's borders, to Ajarik and even the Black Wastes. They ignore weapon restrictions.

2:
Humans who must abide by weapon restrictions may only be proficient in the following weapons at level 1:
Club
Light Crossbow
Dagger/Dirk
Dart
Hand Axe/Throwing Axe
Knife
Mace (Both Footman's and Horseman's)
Quarterstaff
Sickle
Sling
Spear
Staff Sling
Trident
Whip

The DM should of course feel free to modify this list.

3.5:
Characters who must abide by weapons restrictions may not begin play with proficiency in any Martial Weapons, even if their class would normally give it to them. They may not take it as a Feat at first level. Fighters may take Martial Weapon Proficiency as a Bonus Feat, although not at first level. Monks and paladins are never affected by weapons restrictions - they have their own secret training facilities.

Humans before the Invasion:

It's possible that you may wish to play in Ketemia at a time prior to the orc invasion, or even in an alternate universe where it never occurred. Or something. In such a scenario, play as above with the folowing exceptions:

1. Male city-dwellers are unaffected by weapons restrictions, and do not suffer a -2 to Strength.

2. Male rural humans are also unaffected by weapons restrictions.

3. For the sake of balance, it may be worthwhile to eliminate weapons restrictions altogether, as the ladies will no longer benefit from being viewed as less-threatening by the orc overlords.


Orcs

Orcs are a militant race, and tend to be moderately disciplined, as well as physically superior to humans in most respects. Orcs are generally cold, cruel, and possessed of a low cunning. They are not capable of bearing children with humans, or indeed any other race.

The orcs command a large empire, of which Ketemia is only a portion. Ruled by an emperor who is concerned primarily with the expansion of his lands, the orcs generally possess both the strength and the resources to pull off their conquests. Culturally, orcs are fairly strongly patriarchal, and are biased towards viewing females of all races as non-threats.

Orcish wizards are staggeringly rare, and clerics are non-existent. The vast majority are soldiers or simply citizens, who will generally be trained as militia. In general, at low levels at least, orcs should be something which the characters try to avoid fighting at all costs. They will be better equipped, numerically superior, and probably more powerful individually.

2:
Orcs should be given perhaps an extra hit die or two in general, as well as the corresponding THAC0 improvements. Important orcs and their guards should be roughly equivalent to fighters. Strength scores should be high.

3.5:
Orcs should generally be fighters (or whatever other martial class you prefer).
Strength +4, Charisma -2. Darkvision 60 feet, Speed 30 feet, Favored Class: Fighter. Orcs are generally Lawful Evil.

4:
Orcs should never, ever be minions. Killing even one orc should be a struggle for the PCs, at least at early levels. Orcs' powers should orient on controlling the battlefield and bringing about numerical superiority.


Elves

Elves are a legend to the people of Ketemia - whether they exist or not is mere speculation, left to the DM. Even if they do, they are a well-hidden people, living deep within the most primal of forests.

Most legends claim that elves are attuned to the trees. This is not true. Elves are attuned to a tree. At their birth, a tree is planted for them. As they age, they will watch this one tree, and develop an understanding of it superior to any bond between two other living creatures. Just as each tree is different, so too is each elf. There is no special bond here other than that of someone who has spent his entire life watching something else, but that in itself is often significant.

Elves are wise and graceful beyond human ability, and merely conversing with one can be difficult for a lesser being, for the elf speaks with the experience of both animal and plant, and with the knowledge of centuries.

Elves are difficult to rouse, and tend to fight reluctantly, preferring to simply wait until the other party leaves in frustration, unable to find them. When they do come to battle, however, they fight dispassionately and competently, dealing death with remarkable efficiency.

2:
Elves receive +2 Dexterity, +2 Wisdom, and +1 Charisma, as well as -1 Constitution. They may be Fighters, Rangers, Mages, Diviners, Thieves, and Druids. Elves tend towards True Neutral, or Neutral Good.

3:
Elves receive +4 Dexterity and Wisdom, +2 Charisma, and -2 Constitution. Base Speed is 40 feet, Favored Class is Ranger. Level Adjustment: +1. Elves tend towards True Neutral, or Neutral Good.

4:
Elf powers should keep them away from their enemies, shooting, before eventually allowing them to close in quickly and lethally.


Dwarves

Like elves, dwarves are a legendary race, and possibly do not exist. If they do, then they are smiths of legendary calibre; capable of creating flawless suits of armor, then wearing them into combat.

Dwarves tend to be clever, and enjoy solving logic puzzles and telling clever jokes. Crafting is another of their joys, and it is not uncommon, in a dwarven city, to see a band of dwarves sitting about, telling jokes and riddles, when one suddenly rises and rushes off to make something he's just thought of. They tend to place effectiveness over design necessities, however, which has led to any number of impractically heavy armor designs, primarily as exercises in armorsmithing.

Dwarvish society tends to be somewhat spontaneous, with dwarves working together only as they run into each other, rather than due to any sort of plan. Even mining is more the result of a dwarf deciding he needs something and rushing off to go hack some out of a stone wall than due to any concerted effort.

Regardless, when a dwarf sets his mind to it, he can make a suit of mail, or a weapon without peer. It is said that the most legendary weapons in the world are all of dwarven make.

2:
Dwarves receive +2 Strength and Constitution, +1 Intelligence, and -1 Charisma. They tend towards Chaotic Good.

3.5:
Dwarves receive +4 Strength and Constitution, +2 Intelligence, and -2 Charisma. They have Darkvision 60 feet, Base Speed 20 feet, and Favored Class Fighter. Level Advancement is +1.

4:
Dwarven powers should be aimed at being tough and creative.


Kobolds and Gnomes

The orcish empire spans some size underground, and its primary slaverace is the kobolds. Those kobolds who managed to escape the orcs, and yet hide within the caverns beneath the earth are gnomes.

Gnomes tend to dislike kobolds intensely, loathing them for their weakness in falling pray to the orcs. The feeling is not mutual, and many Kobolds respect the gnomes.

Kobolds are expert metalsmiths, and are small but diligent. Physically weak, their koboldwerk is what makes them useful. They struggle to keep their masters happy, working on the suits of armor worn by the orcs (which generally are not koboldwerk. Gnomes, on the other hand, have long lost their metal-working skills in the struggle for survival. They are, instead, masters of trickery and deception, hiding from the orcs when possible. They are too weak to do much else.

Physiologically, kobolds and gnomes are marsupials. Females have pouches instead of breasts, and both genders are sexually incompatible with members of other races. Low metabolisms mean that kobolds and gnomes are constantly busy, or else they are fat. Most are busy.

2:
Kobolds and gnomes both use kobold stats in general. Alignment is generally Lawful Neutral. Koboldwerk functions as Elven Chain.

3.5:
Kobolds and Gnomes both receive -4 Strength, +2 Dexterity, and -2 Constitution, as well as +1 Natural Armor. They have Darkvision 60 feet, Base Speed 30 feet, and are of Small Size. Kobolds' Favored Class is Expert, whereas Gnomes' is Rogue. Alignment is generally Lawful Neutral. Koboldwerk functions as Elven Chain.

4:
Kobolds and gnomes generally don't fight. If they must, they try to strike from the shadows, which gnomes are better at than kobolds.

Thane of Fife
2008-09-10, 06:33 PM
Classes and Kits

Classes and their Roles:

Following will be a brief description of what each character class generally does in Ketemia, as well as any changes made to it.

Fighter

The most basic class, the fighter represents the normal warriors of Ketemia. Perhaps they were once soldiers in the Royal Army, perhaps they serve in Trader caravans, or maybe they just are better at beating heads in than at anything else. Regardless, the fighter class sees few changes.

2:
The fighter is functionally the same. Followers will probably not be attracted, as the PC is unlikely to gain a fortress.

3.5:
Depending upon his sub-race, a fighter may not begin play with proficiency in Martial Weapons. If this is the case, then he may take Martial Weapon Proficiency as a fighter Bonus Feat.


Paladins

All paladins in Ketemia are servants of Rhendalya, Goddess of the Hearth. As such, they are sworn to defend homes, and as the orcs are currently invaders, paladins must actively work to repel them.

The paladins were strongly organized, and most paladins will have spent much of their lives studying the works of Rhendalya and the words of previous paladins.

To complement the generic Paladin's Code, the following Tenets of Rhendalya are given - they should be considered the paladin's code, although he must also remain Lawful Good. Commentary from high-ranking paladins is provided below most of the tenets, which are generally arranged in order of importance.

1. Neither disparage the Gods of Men, nor exalt the Dark Ones; then my light cannot shield you

While the gods are not particularly fond of insulting jokes, that is not what is meant here. Rather, should a paladin break this vow, then he has permitted some of the taint of the Dark Ones into him - Rhendalya will no longer be able to extend him her powers, because of this foothold of darkness. Even should the paladin's holding to this command cause the death of an innocent, he must stand by it, for his breaking of this vow would doom the souls of both he and said innocent.

Game Terms: Breaking this vow is an instant fall. No exceptions, no atonement. Note that, as mentioned, holding to this command and dooming an innocent by doing so will not cause a fall.

2. Abhor the demon and the undead - show them no mercy.

The demon and the undead are the ultimate invaders of a home - they come from another world to wreak havok here. It should be noted that the use of the term demon here is used to denote any being of extraplanar origin who has come to Ketemia to pursue his own agenda, not merely those of the Abyssal persuasian.

3. A paladin's word is his bond - betraying it is as betraying me.

Perhaps the most important of the commandments is this one. Not to be taken as requiring the paladin to be completely honest at all times, this instead requires that, should the paladin make a promise or swear an oath, he must stand by it, even if, by doing so, he should break a lower tenet (if he would break a higher one, then the oath is nulled). Note that the paladin is not excused of breaking the lower tenet in this case - he is advised to be careful to whom he gives his word.

Occasionally the paladin may find himself in a situation in which he must make an exchange with an untrustworthy individual. The importance of the paladin's oath is so great because it is widely known and allows the paladin to make these exchanges with greater assurance.

4. The sanctuary of the home is absolute.

Unless invited, the paladin may not invade the home of another. Simple enough. Similarly, he must respect the wishes of his host while he remains there, or leave.

5. He who violates the sanctuary of another's home forfeits that of his own - you may enter freely, that you might bestow upon him your righteous vengeance.

This is the exception to Tenet Number Four. One who invades another's dwelling may be pursued into his own. Note that, by the definitions of Rhendalya's teachings, a home can be any number of things, so a nation which attacks another is assumed to have surrendered the safety of its own borders.

6.The host who betrays his guest, or the guest who betrays his host, is to be abhorred - show him only the mercy of a quick death.

Simple enough. It should be noted that this is generally considered to apply only to a moderately severe betrayal - someone who played a practical joke would not qualify. Someone who robbed or murdered his host most definately would.

7. Children are to be protected.

It should be noted that punishment is different from danger. A paladin need not intervene on the behalf of a child sent to bed without dinner. He would, however, need to intervene on the behalf of a child about to be seriously injured.

8. The paladin is to be fair and honorable, and to respect the law.

While this command comes last, the paladin should strive to achieve it at all times. The paladin is expected to apprehend suspects, rather than to take the law into his own hands. Stealth and subterfuge are discouraged, but this writer recognizes that sometimes they are necessary. Rhendalya does as well.

2 and 3.5: Other than the changes to the Code, there is little in the way of modifications. Paladins may ignore racial weapons restrictions.


Ranger

The ranger is simply a warrior who is a bit more in tune with nature than the fighter. He may be better with a bow due to the time he spends in the wild. Most rangers are simply those who enjoy the wilderness enough to spend time learning about it.

2:
The ranger is effectively the same.

3.5:
The modifications to the ranger are the same as those made to the fighter.


Wizards

The vast majority of wizards come from the great cities, and those who do not tend to struggle to find any magical knowledge on their own. Unfortunately, most of the wizards of the cities are either slaves of their former rivals, or apprentices who have fled for their lives. Regardless, they have access to little in the way of magical capability.

2 and 3.5:
Wizards do not begin play with a spellbook - they either never had one, or they lost it fleeing from their master's tower. Wizards do not automatically gain any spells upon leveling up. All spells to be learned must be found on scrolls or in other spellbooks. To make up for this weakness, the DM may wish to give 1st-level wizards a few extra hit points or some weak thieving skills.

Wizards who wish to become powerful are advised to work alongside the party thief!

Note that spells which rely upon accessing other planes can have odd effects in Ketemia due to the High One - see Religion. Spells which summon creatures from other planes often result in the summoning of something from elsewhere in Ketemia instead. Power level will often be similar - specific powers may be different. Also, only a finite number of extradimensional spaces exist in Ketemia. Any spell or magic item which draws upon one of these has a chance of finding one which is already in use.


Cleric

The priests of Ketemia are, in general, not men and women of action. They tend to sit in their temples, preach, and study their faiths. Because of this many are, in fact, merely experts. There are, however, no small number of actual spell-casting priests, and their god-given gifts make them popular among adventurers and heroes.

Most clerics live in cities, although most villages and trader bands will have access to one. Unfortunately, the rituals and ceremonies performed by temples tend to require rare and expensive ingrediants, and most priests require hefty fees for their surfaces. The insistence by the orcs that they get free access to clerical healing has only increased the burden these fees place on the common man.

2:
There are no clerics. All priests should be 'Clerics of Specific Mythos.' See the Religion section for descriptions per god.

3.5:
All clerics must use the Cloistered Cleric variant.

Note that spells which rely upon accessing other planes can have odd effects in Ketemia due to the High One - see Religion. Spells which summon creatures from other planes often result in the summoning of something from elsewhere in Ketemia instead. Power level will often be similar - specific powers may be different. Also, only a finite number of extradimensional spaces exist in Ketemia. Any spell or magic item which draws upon one of these has a chance of finding one which is already in use.


Thief/Rogue

If any class has soared since the orc takeover, it has been these men and women. The ability to slip somewhere unseen, or to swipe a purse of valuable coins is an incredibly valuable skill in these troubled times, and so this class is the most common of them all, particularly among city-dwellers, where stealing can be essential to survival.

2:
No changes

3.5:
Also no changes, barring weapon restrictions.


Bard

The entertainer has long been a common sight in Ketemia, and bards are merely the most adventurous and capable of these individuals. From the nobility to the homeless, every social class has those who are trained in story-telling or in some form of instrument, and many city women spent their lives at it. These people tend to learn a bit of everything, and are capable individuals as a result.

2:
Bards no longer automatically gain spells upon reaching second level.

3.5:
Bard casting is changed to resemble wizard-style casting more closely. Bards must now keep a spellbook, and must prepare their spells in advance. They use Intelligence to determine bonus spells, although Charisma is still applied to save DC's. Note that, despite requiring a spellbook, bards are still restricted in the number of spells they may know. Also note that, like wizards, bards begin play with no spellbook, and do not automatically gain spells on levelling.


Monks

The monks of Ketemia are the elite warriors of Lor, similar in nature to Rhendalya's paladins. Capable of dealing death with or without their trademark Lorstaves, these monks are truly to be feared, even now that most weapons have been confiscated by the orcs.

Most monks travel individually, bringing defeat to their foes wherever they travel.

2:
Monks are merely clerics of Lor with the Fighting-Monk kit. Lorstaves are treated as halberds, quarterstaves, or spears, user's choice, decided at the beginning of each round. It is also considered a Martial Arts weapon, if the rules from Combat and Tactics are in use. Monks ignore racial weapons restrictions.

3.5:
All monks must be Lawful Evil or Lawful Neutral. All monks also automatically gain proficiency in the Lorstaff, regardless of subrace. Monks further ignore racial weapons restrictions.

Lorstaff - Large Exotic Weapon

The Lorstaff is a long staff which, when twisted in certain ways, allows two blades to spring forth, one from each end. The Lorstaff can be used as a halberd, a spear, or a quarterstaff, or as a double weapon combining any two of those. Each blade of the Lorstaff can be forged of a different material (i.e. A lorstaff could have an adamantite halberd blade and a cold iron spear blade), but the entire weapon is enchanted together.

The method in which a Lorstaff is being used can be switched as part of an attack with the weapon. Because each lorstaff is unique in construction, learning how to release the blade on a given staff can take several hours.

The Lorstaff counts as a special monk weapon.


Druids and Barbarians
While druids and barbarians do exist in the world, they are not for use as player characters. Druids are exclusively elves, and all PCs must be human. Barbarians hail from far distant lands, whereas the PCs come from Ketemia itself.

Sorcerers
There are no sorcerers. Because restrictions upon magic are one of the primary methods used to hold down the PCs, sorcerers are considered unacceptably powerful, and so do not exist in Ketemia.

Kits
In general, the various kits which revolve around being from another culture (samurai, savage, amazon, barbarian, beast rider, etc) are highly discouraged. Kits which may be worth looking at would include Peasant Hero, Witch, Assassin, etc. As always, your DM has final say over which kits are allowed in his game.

Thane of Fife
2008-09-10, 06:34 PM
Religion:

In Ketemia, religion is almost exclusively human - orcs, kobolds, gnomes, and dwarves boast no faiths of any sort. The elven priesthood is comprised entirely of druids.

The humans of Ketemia, however, worship a pantheon of 13 major deities - The High One, the Six Gods of Men, and the Six Dark Ones.

These gods are as follows:

The High One:

The High One is, essentially, the lord of the world. Sometimes referred to as the Gatekeeper, he guards the borders between this plane and the others. It is through his efforts that there are not more gods influencing the world. He also prevents the excessive use of extra-dimensional spaces and of summoning spells. Wizards who depend upon these sorts of things may find their spells not working precisely as they'd intended.

Despite his power, the High One does not possess a clergy of his own, and is not particularly revered.

The Gods of Men:

The seven gods of men are Rhendalya, Lor, Vanya, Dharaun, Savine, and Thalmus. They are the deities worshiped by the Ketemians, and represent those things considered virtues. It should be noted that they are most definitely not all benevolent, although they do at least get along with each other, usually. They strive for the benefit of humanity, and are almost all considered acceptable patrons for PCs.

Rhendalya

Rhendalya is the Lawful Good goddess of the Hearth. She teaches the sanctity of the home, and requires the protection of children. Rhendalya's priests and priestesses struggle to teach respect for others and their property. They often maintain schools, and help defend their flock from threats. The Paladins are a militant order devoted to Rhendalya, and many of their principles hail from her teachings.

The primary teachings of Rhendalya are on the various types of homes, and when one is considered to have violated another's house. For example, beings from other planes who come to Ketemia to further their own ends are to be considered intruders, regardless of their intentions.Similarly, since the orcs have surfaced and invaded Ketemian land, they have forfeited the safety of their own lairs.

2:
Priest of Rhendalya require Wisdom scores of at least 11, and must be Lawful or Neutral Good.
They may wear any armor and use any shield, and may wield any weapon from the following list:
Club, Any Crossbow, Dagger, Any Mace, Knife, Quarterstaff, Sickle, Sling, Spear, Staff Sling, Sword/Short
They have Major Access to the Spheres of All, Healing, and Protection, and Minor Access to the Spheres of Guardian and Combat.
Granted Powers include the ability to Turn Undead, and, at 5th level, the ability to cast Sanctuary 2 times / day.

3.5:
Domains include Protection, Community, and Good.
Favored Weapon is the club.


Lor

Lor is the Lawful Evil god of War. His teaching is that the rules of war must always be obeyed, but that, in the end, war has only one rule: win, whatever the cost. He places high importance on discipline, and deferment to authority, but holds strict codes of honor as foolish. He has little concern over collateral damage, and places little value on civilian lives.

The priests of Lor tend to be found working with armies, often as advisers. They are capable combatants, and keep their minds focused always on victory. Lor is known also for his monks, who serve as elite warriors, striking with deadly efficiency.

2:
Priests of Lor can be Lawful Evil or Lawful Neutral, and require an Intelligence of at least 11 in addition to a Wisdom of at least 9.
They may wear any armor and use any shield, and wield any weapon.
They have Major Access to the Spheres of All, Combat, and Divination, and Minor Access to the Spheres of Necromantic and Healing.
They boast no granted powers. The Fighting-Monk kit is highly appropriate.

3.5:
Domains include Destruction, Law, Trickery, and War.
Favored Weapon is the Lorstaff (see Classes).


Vanya

Vanya is the Neutral Good goddess of Endurance and Hope. It is she who grants strength to those who suffer, that they might outlast their torments. Effort and willpower are highly regarded by her and her priestesses.

While Vanya places no gender restrictions on her clergy, they are predominantly female, and tend to be sympathetic individuals, experts at offering guidance and inspiring words. Vanya's temples tend to be more lavish than those of other gods, because many people will come to toss some coins in the offering bowls when they are in trouble.

The clergy of Vanya wear white hooded robes in public, generally with blue trims. They are often quiet, and are generally good listeners.

2:
Priests of Vanya can be Any Good or Lawful or True Neutral, and require a Wisdom of at least 13.
They may wear any non-metal armor, but may not use shields, and may wield any weapon from the following list:
Dagger, Knife, Quarterstaff, Sling, Warhammer
They have Major Access to the Spheres of All, Charm, Healing, Protection, and Sun, and Minor Access to the Spheres of Animal, Divination, Plant, and Guardian.
Granted Powers include the ability to utter a Soothing Word once per day, which removes all magically-induced negative emotions from the target, as well as cooling natural emotions somewhat (i.e. Natural Fear, Anger, Mob Mentality and similar could potentially be soothed).

3.5:
Domains include Sun, Good, and Liberation.
Favored Weapon is the Quarterstaff.

Sample Psalm of Vanya:
Remember always: Despair not
that you cannot see the light;
For is dawn not all the sweeter that
it comes of darkest night?


Dharaun

Dharaun is the True Neutral god of Fear and Wisdom. He is not the god of mindless terror, but rather the god of intelligent fear, and of respect for one's opposition. His teachings include that fear is good in balance, but that one should not be controlled by it. He advises careful planning and consideration.

Priests of Dharaun tend towards philosophy, and are often irritating to speak with, because they rarely answer questions in a straight fashion. They advise the exploration of one's fears, that they might be better understood, for fear without knowledge is merely terror.

2:
Priests of Dharaun can be of any non-Chaotic alignment, and require a Wisdom of at least 13, and an Intelligence of at least 12.
They may wear no armor, but may use any shield, and may select their weapons from the following list:
Bow/Any, Pick/Any, Sword/Khopesh, Warhammer
They have Major Access to the Spheres of All, Charm, Divination, Summoning, and Weather, and Minor Access to the Spheres of Combat, Healing, Necromantic, and Sun.
Granted Powers include the ability to cast Remove Fear 3 times per day. Beginning at level 9, the priest becomes immune to all forms of magical fear.

3.5:
Domains include Knowledge, Liberation, and Magic.
Favored Weapon is the Pick (or the Warhammer if rules for Picks are unavailable).


Savine

Savine is the Chaotic Neutral goddess of love. She teaches that love can strike anyone, at any time, and that it cannot be avoided. She is goddess of healthy passions and lusts, and teaches that, while one should not let one's desires be mandated by society, one should avoid letting those desires rage unchecked. Savine is commonly worshiped by married couples and young lovers.

Her priests and priestesses tend to dress in loose red clothing, and are often more mature at initiation than are priests of other gods. They often serve as matchmakers, and encourage young lovers to listen to their elders, if not always to obey them.

2:
Savine's priests must be of Chaotic alignment, and require a Wisdom of at least 9, as well as a Constitution of at least 10.
They may wear no armor, nor use any shields, and must select from the following weapons:
Club, Mancatcher, Quarterstaff, or Sling
They have Major Access to the Spheres of All, Animal, Charm, Creation, Elemental Fire, Healing, and Protection, and Minor Access to the Spheres of Divination, Guardian, Necromantic, Plant, Sun, and Weather.
Granted Powers include a +2 bonus to all saves against Charm Person and similar spells.

3.5:
Domains include Charm, Luck, and Fire.
Favored Weapon is the Club.


Thalmus

Thalmus is the Chaotic Evil god of Death. Thalmus is not the Lord of the Underworld, or the Guide of the Deceased, he is merely the Taker of Lives. He teaches that death comes to all, that doing good will not prevent bad things from coming to you, and that life is not fair. Ways to avoid death are unnatural - they are aberrations. All life must end.

Thalmus has no clergy. His teachings are too unstructured to build a faith, and he offers no spells to those who revere him.


The Dark Ones

Opposing the Gods of Men are the Dark Ones, the gods who represent vices and mistakes. Worshiped only by cultists in Ketemia, the Dark Ones are nonetheless the primary deities of the people to the far north, whose incursions are stopped only by the vigilance of the Crusader Kingdoms. The Dark Ones are not all actively malevolent, but they are all destructive - those who worship them invariably spread death and destruction where they work.

Zelnar

Zelnar is the Chaotic Evil god of Plunder and Looting. He opposes Rhendalya, as he teaches that the only safety is in strength, that the home is safe only if you can make it that way. Zelnar is occasionally worshiped by thieves and muggers, but is more commonly seen among the barbarians to the east and north.

Priests of Zelnar tend to be little more than brutes, taking what they want, and claiming it in the name of their god.

2:
Priests of Zelnar must be Neutral or Chaotic Evil, and need a Wisdom of at least 9, and a Strength of at least 12.
They may use any non-metal armor, any shield, and the following weapons:
Battle Axe, Bow/Any, Club, Javelin, Lance/Light, Spear
They have Major Access to the Spheres of All, Combat, and Creation, and Minor Access to the Spheres of Healing and Weather.
Granted Powers include the ability to Incite Berserker Rage once per day, giving a +1 to attack rolls, +2 to damage, and -1 (bonus) to initiative for a single combat.

3.5:
Domains include Chaos, Strength, and War.
Favored Weapon is the Lance.


Adrelya

Adrelya is the Lawful Neutral goddess of Pride and Honor, specifically of foolishly maintaining one's honor at the cost of victory. While she is never specifically worshiped, she claims more souls than most of the other Dark Ones, as there are always those who throw away their lives for honor or pride. She opposes Lor, as she teaches that Honor is better than victory. It should be noted that Adrelya's ideas of honor are more 'Don't stab your foes in the back' than 'Don't harm innocents.'


Telyine

Telyine is the Lawful Evil goddess of Schemes and Manipulation. Rather than promoting a wrongful ideal, Telyine instead actively works to harm people. Her plots comprise of layers upon layers, to the point where it is when one thinks he has escaped a plot that he is most likely to be deeply embroiled in it. As such, she opposes Vanya - Vanya gives men the strength to fight off Telyine's schemes, while Telyine crushes their hope, and turns their minds to despair.

Telyine's priests tend to be servants to her, working to further her vicious ends in exchange for the power she grants them. They cannot be generalized, for they have all turned for their own gain, rather than out of faith to her.

2:
Priests of Telyine must be Lawful or Neutral Evil, and require a Wisdom of at least 9, and an Intelligence of at least 14.
They may wear no armor or use any shields, and have access to the following weapons:
Blowgun, Crossbow/Hand, Dagger, Dart, Scourge, Whip
They have Major Access to the Spheres of All, Animal, Astral, Charm, Divination, Necromantic, and Summoning, and Minor Access to the Spheres of Combat, Creation, Guardian, Healing, Protection, and Weather.
Granted Powers include the abilities to cast Change Self once per day, and, at 5th level, the ability to cast Alter Self once per day.

3.5:
Domains include Destruction, Evil, Trickery, and Charm
Favored Weapon is the Dart.


Alnass

Alnass is the Chaotic Neutral god of Terror and Darkness. He is not the god of intelligent fear, but rather the god of mindless terror. He opposes Dharaun.

The priests of Alnass spread terror for the joy of feeling the power, or simply for the existence of such terror, and are generally cruel individuals. They are the men who thrive on torture and random suffering, for are these not excellent ways of spreading fear?

2:
Priests of Alnass may be Chaotic Neutral or Chaotic Evil, but the latter alignment is vastly more common. They require a Wisdom of at least 11.
They may wear any non-metal armor, use any shield, and may access the following weapons:
Bow/Any, Dagger, Flail/Any, Net, Scourge, Whip
They have Major Access to the Spheres of All, Charm, Summoning, Sun (Reversed Only), and Elemental, and Minor Access to the Spheres of Divination, Necromantic, Plant, and Weather.
Granted Powers include the ability to Command Undead.

3.5:
Domains include Death, Darkness, and Madness.
Favored Weapon is the Flail.


Sevina

Sevina is the Chaotic Neutral goddess of lust. Similar in nature to Savine, Sevina is the goddess of unhealthy passions. She teaches that one should give in to one's desires. She is a popular choice amongst cultists.

Priests of Sevina tend to be fat, boorish individuals. They indulge themselves in everything, and have little self-control.

2:
Priests of Sevina must be Chaotic Neutral, Chaotic Evil, or Neutral Evil, and must have a Wisdom of at least 9.
They may neither wear armor nor use shields, and have access to the following weapons:
Club, Dagger, Knife, Scourge, Sickle, Whip
They have Major Access to the Spheres of All, Animal, Charm, Creation, Divination, Plant, and Summoning, and Minor Access to the Spheres of Elemental Fire, Guardian, Healing, Necromantic, Protection, and Sun.
Granted Powers include the ability to inflict a -1 penalty to all saves made against their spells from the Charm sphere.

3.5:
Domains include Animal, Trickery, and Charm.
Favored Weapon is the Club.


Kestros

Kestros is the Neutral Evil god of Promises. It is Kestros who tempts mortals with the paths to immortality. He makes deals with them and acquires tainted souls and power in exchange for simple gifts. While Kestros always keeps his word, he has no qualms about twisting the wording of his promises to get the best advantage from them. He opposes Thalmus, for while Thalmus represents the certainty of death, Kestros presents ways to circumvent nature.

Kestros has no priests. Instead, he grants powers to those who deal with him, in proportion to the price they pay. He may grant specific spells, domains, or indeed anything. Kestros can be used as an excuse to add nearly any power to a given adversary.

Thane of Fife
2008-09-10, 06:36 PM
Geography:

Ketemia is bounded by obstacles to all sides. To the west lies the vast Violet Sea, actually an ocean, across which lies nothing known to man.

To the north is the mountain range known as the Spine of Lor, beyond which lay the Crusader Kingdoms, which fight a constant struggle to hold back the Darklanders.

To the south sit the Mountains of Tor Galek, cut through by the Pass of Crog's Stand, named after a legendary hero of long ago. Beyond the mountains, and slightly on this side as well, sits Ajarik.

And to the east lie the Black Wastes, which are wastes in name only. In truth, it here where dwell any number of nomadic peoples - raiders and shepherds, ogres and men. The grass which grows here is of a strange variety, and is so dark green in color as to appear black.

Ketemia itself is primarily comprised of plains and woodlands, dotted with the occasional village, city, or ancient ruin.

The Spine of Lor

Ketemia's northern border lies at the Spine of Lor, a long mountain range which extends upwards into the heavens. These peaks have never been fully mapped, and tales are told of dwarven cities buried beneath them. Not surprisingly, these legends never fail to attract their fair share of adventurers, but few ever return from the mountains, and those who do often speak of tall, shaggy beasts, which burst from the snow in horrible, deadly ambushes, pausing from the slaughter only to feast upon the corpses of the fallen.

There are no safe passes through the Spine of Lor, and traditionally, the wizards of Ketemia upheld teleportation links between the south and the Crusader Kingdoms. Since the fall of Ketemial, however, traffic across the Spine has all but ceased.


The Darklands and the Crusader Kingdoms

Far to the north, past the Spine of Lor and beyond the Crusader Kingdoms sit the Darklands. It is here where men worship the Dark Ones. War is common here, as is human sacrifice, and incursions towards Ketemia are not uncommon. Fortunately, between these twisted realms and the golden fields of Ketemia lie the Crusader Kingdoms.

Established centuries ago as a bastion against the Darklanders, the Crusader Kingdoms are a number of small realms, each ruled by a king or queen who has dedicated his life to the protection of the great southern kingdoms. Rhendalya and Lor are the most commonly worshipped deities this far north, and priests are ever vigilant, for this close to the center of the Dark Ones' power, corruption is an ever-present threat.

The kingdoms each tend to consist of a single castle town, with perhaps one or two farming villages lying nearby. Smiths and soldiers are in constant demand, and the militaries of these lands tend to be superior to those of the lands farther south, for here, skill is a matter of life and death.

Within the Darklands themselves, power is generally consolidated into city-states ruled by priest-kings. Often, these rulers will name their realm after their favored deity - Zelnarik, Sevina's Kiss, Adrelyan, and so on. The people are little better than their twisted rulers, and serve as crazed zealots, eager to throw themselves at the decadent southlands, so as to earn a position of glory in the afterlife. Note that this is a generalization - a city devoted to Sevina will be far less warlike than one devoted to Zelnar.


The Black Wastes

The Black Wastes lie to the east of Ketemia, and are, in point of fact, not much of a waste. Rather, they are an enormous grassland, covered with a type of grass so dark green in color as to appear black. The Wastes are populated primarily by nomadic tribes and peoples, most of whom rely upon grazers for food.

The Aurelyans
Raiders and plunderers, the Aurelyans are skilled horsemen, if somewhat few in number. Traditionally, they prey upon small villages along Ketemia's border, or simply upon other peoples in the waste. Numbering perhaps a full thousand, the Aurelyans have only a small scale of operations, and are generally happy to trade with anyone who is willing to trade with them - indeed, the more trade they are able to conduct, the less looting and pillaging they perform.

The Aurelyans worship a being whom they refer to as Gnorgus the Undivided, whom they believe to be a god of everything, who created all the other gods when he slew his brother, another god of everything. From this patron, the Aurelyans place a strong importance on wholeness, and practice no forms of discrimination. They are particularly abhorred by those who have lost limbs.

Also, among this people it is considered honourable to flee from battle when the tide has turned against them, and they hold no grudges against those who successfully escape their foes.

The Madraya
The Madraya are a group of riders similar in nature to the Aurelyans in that they survive primarily by plunder and raiding. While they lack the numbers of the Aurelyans, the tales told of these warrior woman speak in leaps and bounds of their affinity with their steeds.

This bond, however, is not quite what it appears to be. Indeed, while all Madrayan warriors are female, their culture is in no way matriarchal. Instead, through some twist of magic, the men of this tribe consist entirely of were-horses (without the immunity to normal weapons). It is they who serve as their wives' steeds in battle, and this symbiosis has created a uniquely effective fighting style.

The Madraya worship the spirit of the horse, although they lack any form of organized faith. They have a particular hatred of ogres, and generally attack them on sight.

The Hygadar
The Hygadar are, in actuality, comprised of, at last count, two-hundred and seventy-four tribes of ogres, each numbering approximately forty ogres. The Hygadar are primarily cattle herders, although they will generally jump at the chance to eat something else - horseflesh is considered a particular delicacy, such that the ogres are all but unable to actually keep enough horses around to breed for food, and generally resort to attacking passersby for their mounts. Understandably, this leads to strained relations between the Hygadar and the Madraya.

Hygadar tribes experience fairly frequent contact with one another, and such encounters are generally friendly. Trade occurs fairly regularly, as do inter-tribe marriages.

The Hygadar have no real concept of religion; as far as they're concerned, the meaning of life is to eat whenever one is hungry


Ajarik

Primarily lying to the south of the Mountains Of Tor Galek sits the nation of Ajarik, a collection of principalities united under a powerful king. Beyond Ajarik's southern border lies the Endless Desert, which no man has ever crossed. Because of this, when a warlike monarch takes the throne, he inevitably looks northward, and this has, in the past, led to bad blood between Ajarik and Ketemia.

The last great war between the two nations came several hundred years ago, when the warrior Taeland took the throne, backed by his pet sorcerer Malkoon. Accompanied by an army of men mounted upon fast horses and sturdy elephants, the king of Ajarik rode northward through the pass in the Mountains of Tor Galek. It was here that he was met by the provincial army of Pemulio, under the leadership of the region's lord, Crog the Mighty. For nearly two months, the Pemulions held the Ajari in the pass as Ketemia gathered her armies. When, finally, the Pemulion's were broken, and Crog slain, the Ajari poured through the mountain and were quickly halted by the Ketemian army, although the province of Pemulio itself fell. The region remains a foothold of Ajarik on this side of the mountains, although there have been no attempts to expand further.

The cities of Ajarik are most famous for their domes, and tend to be built along the precious few rivers which flow out of the mountains. The western half of the country, near the sea, is more heavily populated than the east. Magic is rarer here than in Ketemia, for its secrets are more jealously guarded, as they can lead to a man's welfare for life, as well as for the lives of his descendants.

Ajarik's faith mixes worship of the Gods of Men with worship of the blue dragons which populate the fringes of the Endless Desert. Sacrifices of both animals and the occasional human are made to these titans, whom many commoners believe prevent the desert from creeping farther towards the mountains.


Ketemia

Ketemia is primarily a land of plains and farmlands, although there are several large forests which run through the land as well. These forests are generally believed to be the homes of the elves, and as such, few Ketemians dare to enter them.

The nation consists of six provinces - seven prior to the loss of Pemulio - which each encompass roughly similar amounts of land. The elf forests are generally not included in any of these provinces, and tend to be only lightly lumbered by those who dwell around them. The eastern provinces tend to be more lightly developed than the western ones, primarily due to occasional raids by the Wastelanders, as well as due to a more general lack of water-based trade routes.

The landscape itself is dotted with ancient ruins, small farming villages, and mighty cities.

Further clarifications upon the region will need to wait until I go to the effort of drawing a map.

Lappy9000
2008-09-11, 06:41 PM
I must say that I like the feel of this setting so far. The overall sense strikes me as a grand saga of olde. In other words; epic.

I also like the conversion to two different systems. It'll give DM's who favor 2nd or 3.5 some more leyway.

Thane of Fife
2008-09-14, 02:04 PM
Alright, I have now added most of the stuff I already had about the setting. Comments and suggestions are, of course, appreciated.

I am most curious about opinions on my paladin's code - it's under the 'paladin' section, as you might have guessed.