View Full Version : Storm on the Horizon: Campaign World notes [4E]

2008-12-13, 02:33 AM
This thread is being used as an encyclopedia of information about the world in which my current PBP Game is going to be taking place in. I assumed this section of the forums would be a more proper place to put it rather than the PBP areas. If this is in the wrong section, please help me notify the proper authorities who can move it.
Feel free to use this world in any non-commercial endeavor.
Table of Contents
Lexicon (see below)
Dwarves: Clan Bloodaxe, Clan Ironshield (http://www.giantitp.com/forums/showpost.php?p=5466795&postcount=2)
Elves (http://www.giantitp.com/forums/showpost.php?p=5466799&postcount=3)
Halflings (http://www.giantitp.com/forums/showpost.php?p=5466799&postcount=4)
Tieflings (http://www.giantitp.com/forums/showpost.php?p=5466799&postcount=5)
World Timeline (http://www.giantitp.com/forums/showpost.php?p=5466878&postcount=6)
Magical Items
DM Notes (http://www.giantitp.com/forums/showpost.php?p=5539488&postcount=10)

Lexicon (will be updated as more terms arise)
Barakolor: Barakolor is the name the Dwarves of Clan Bloodaxe gave to their new home in the Northern mountains. It means Backbone of the World.
Birthright Plague: The Birthright Plague is the illness that affects some Eladrin women, mutating their offspring into Elves.
Bloodline Rebellion: The Bloodline Rebellion took place in 227 AE, in which many Elves and Half Elves living in Eladrin society attempted to overthrow the savage rule of the Eladrin. Though it was the only real revolt worth mentioning, it was crushed a year later.
Change, The: The Change refers to the moment the First used their magic to become Dragonborn.
Citadel: The Citadel is a city floating above Citadel Lake, which is the central point of the continent. It was constructed eons before the First made the Change and is guarded and kept by a seemingly limitless number of artificial men calling themselves the Warforged.
Feywild: The Feywild is a separate plane of reality that slightly overlaps the Material Plane filled with uncontrolled magical energy.
First, The: The First are the Dragons of old that decided to forgo their immortal bodies to live a mortal life as Dragonborn.
First City: The First City is a nickname given to the city of Vakatia, which was created by the First before they made the Change.
Great Clan: The Great Clan is what the legends call the original clan of Dwarves before they split into two clans, Clan Bloodaxe and Clan Ironshield.
Hesicas Woods: Hesicas Woods is the homeland of the Dragonborn race. Hesicas is taken from “Hesi Caesin” which is Draconic for Our Forest.
Material Plane: The Material Plane is the plane of reality upon which the mortal races live.
Mostira: Mostira is the Eladrin city which stands as the capitol of Sia Colys, home of the Spire. Mostira derives from the Elven words for "Spire City".
Olorundivver: Olorundivver is the name the Dwarves of Clan Ironshield renamed the Southern Mountains after the Great Clan was split. It means World of Hope.
Raid of the Bloodmoon: The Raid of the Bloodmoon was the most epic defending of a Halflings home ever recorded.
Sia Colys: Sia Colys is the name of the Eladrin nation. It is Elvish for “True Kingdom”.
Spire: The Spire is a nine stories tall tower created by the first generation of Eladrin to make the trip to the Material Plane and is used as the headquarters of their magicians.
Thotora: Thotora is the first fully constructed human city. A Half-Elf, son of the Boar Tribe's chieftain, named Algorn presented the idea.
Tyri: Tyri is the major city of the Eladrin that fell to the magical plague from the Citadel. Its ruins still remain near the lake untouched. Some think it may be haunted. Tyri is Elven for "close".
Year of Tears: The Year of Tears was the year of mourning that followed the split of the Great Clan, according to Clan Ironshield.

2008-12-13, 02:34 AM
Location: Hesicas Woods, to the South and South West of the northern mountain range
Culture: The Dragonborn are a noble, almost Arthurian, in nature. They seek out ways to help the less fortunate and strive to better themselves daily. They learn to fight so that they may protect rather than conquer. They remember their heritage as being the children of Dragons while at the same time being grateful for what they are. Patient, kind, and giving, the Dragonborn are the epitome of good. When they recite their name, they give their first and last name, followed by their clan name.
History: The Dragonborn were created when the Dragons of a long forgotten age had mastered their current way of life. They used their magic to become the First. The First City, Vakatia, which derives from the Draconic word for “beginning”, was built by the First for them to live in once they had made the Change. While most of the city has changed with the years, the walls remain the same. There are those that claim it to be protected by an ancient spell.
Diet: Dragonborn are carnivores, preferring to eat only meat. As they live in the forests to the North, available game include deer, elk, rabbits, and other smaller hunting game.
Religion: The Dragonborn primarily worship that Platinum Dragon, Bahamut. It is said that Bahamut was the father of one of the First. As such, he remains ever watchful over his children, protecting them from danger and teaching them how to live a good life. Other deities worshiped are Avandra, god of change, and Pelor, keeper of time.
Families: There are five family clans in the Dragonborn race: Ruby, Gold, Emerald, Sapphire, and Amethyst. Each clan comes with their own breath weapon. The Ruby Clan is born with the power of fire. To the Gold Clan, the power of lightning. The Emerald Clan’s breath weapon is that of acid. The Sapphire Clan is gifted with the power of cold. Finally, the Amethyst Clan claims dominance over poison.
Classes: Due to their nature, Dragonborn tend to favor the Paladin class while finding the lying, cheating, and stealing ways of the Rogue appalling.

Dwarves (Clan Bloodaxe)
Location: Barakolor, or Backbone of the World, in the Northern Mountains
Culture: The Dwarves of Clan Bloodaxe are strong willed and dominating. They make a habit of raiding the Halfling villages in the hills, plundering what goods cannot be found amongst the mountains and placing the stronger of their captives in the mines. Because of this, Bloodaxe weapons and armor are not as refined as those of the Ironshield Clan, for Halflings were not born to mine. Dwarves of Clan Bloodaxe are always on guard for those dumb enough to enter their domain. They take what they wish without question.
Diet: Dwarves eat whatever they can find in the mountains. Those of Clan Bloodaxe are far too impatient for farming. Their Halfling slaves are sent out to collect berries and bake sweet goods. The usual meats readily available are goat and sheep.
History: Legend tells of a time when the two clans were one. The name of this clan is long forgotten. Legend also claims that two brothers, princes of the Great Clan, could never see eye to eye. Their continuous arguments split the Great Clan in two. The ancestors of Clan Bloodaxe lost the following civil war and marched North in search of a new home. They found it in the northern mountain range.
Religion: Clan Bloodaxe worships primarily Asmodeus, the god of domination. They also follow Kord, the lord of battle, and to some degree Bane, the god of war and conquest.
Families: The boys of the family are raised to be conquerors and leaders. Mothers raise the girls to be healers, cookers, and cleaners. Females are not allowed to be in battle. All of the clan takes the last name of Bloodaxe.
Classes: Bloodaxes prefer the class of Warlord while shunning that of the Wizard.

Dwarves (Clan Ironshield)
Location: Olorundivver in the Southern mountains
Culture: The Dwarves of Clan Ironshield are primarily a giving people. They are willing to sell their goods at a slight disadvantage given they are convinced that the buyer is “good people”. But one should not assume anything about the Ironshields. They are still mighty warriors and excellent strategists. They are taught throughout their lives how to defend kinsmen and friends and to treat others, even enemies, kindly.
Diet: Dwarves eat what they can find in the mountains. The Dwarves of Clan Ironshield have made many successful attempts at farming mountain foods. The usual meats readily available are goat and sheep. They also enjoy berries and apples, which grow fruitfully in the southern mountains.
History: After winning the civil war that split the Great Clan, there was mush sadness amongst the southern mountains. Families had been torn apart. Friendships had ended. And worst of all, those that became Clan Bloodaxe didn’t care. The year that followed became the Year of Tears.
Religion: Clan Ironshield follows the teachings of Moradin, god of creation. They are also prone to worship Erathis, god of civilization, and Bahamut, god of justice and protection.
Families: Dwarves of Clan Ironshield use it as their last name.
Classes: Dwarves of Clan Ironshield make excellent Clerics and shun the ways of the Warlock.

2008-12-13, 02:35 AM
Location: Sia Colys, in the fields of the West, South of the Dragonborn forests...and slowly spreading
Culture: The Eladrin form the highest tier of their land. They are the politicians and intellects. They rule over the other races in their territory because they see themselves as more than mortal. While they are no unwise enough to proclaim themselves as deities or demigods, they are prone to believe they are chosen by them to be the superior race. They are proud, arrogant, and not above cruelty. They will do as they see fit for their own good.
Diet: The Eladrin civilization grew in the magically chaotic world of the Feywild. They learned not to trust to eat the wildlife as the effects might destroy them from the inside out. Their meals consist of salads and steamed vegetables. Grapes are a delicacy among the higher class citizens.
History: After the First had become Dragonborn, but before the split of the Great Clan of Dwarves, the Eladrin of the Feywild found a way into the Material Plane and settled in the planes south of the Dragonborn forests. They used their magic to create the Spire. The massive tower stands as a conquering flag and is used as the headquarters for their magicians. As the fingers of the Eladrin nation spread, many of the women grew ill during their pregnancies and gave birth to children that were not Eladrin. These poor creatures were named Elves. Treatments for this terrible disease, named the Birthright Plague, were created but the resources and funding for this was and is far too great for most Eladrin families. Elves, due to their impure nature, are forced to become second-class citizens. When the Eladrin discovered the Citadel they waged a campaign against it and planned to conquer the strange city. However, they discovered that their magic did not work there and their fighting prowess could not match that of the Warforged guardians within its walls. The Eladrin then attempted to spread their borders in order to surround the Citadel Lake, but a magic plague wiped out any attempts at building a village or city near it. The Eladrin now test the borders of this magical illness and plan to surround the Citadel from a safe distance.
Religion: Eladrin brought more than their civilization to the Material Plane, but they also brought with them their deity, Corellon, god of the fey and magic. Most Eladrin still hold to their monotheistic ways. A small majority accepts the other gods but still primarily worship Corellon. For numerous generations the Eladrin have found ways to twist the words of their religious text to their advantage. Even before the move to the Material Plane, the religion of the race had been corrupted. A member of the church, usually a higher ranked Archbishop, sits on the ruling council removing a separation from church and state.
Families: Eladrin of a noble family always gives their title and their full name. The lower families also use this method if they own an establishment of some sort as a manner of demanding respect. Addressing an Eladrin by their full name is also a sign of respect. Eladrin are raised as equals, as long as their equals are no more than other Eladrin. All male and female Eladrin children go to the same types of academies until the become of age in which they apprentice themselves to a Master in their field of choice.
Classes: Eladrin adventurers are more likely to be Wizards due to their love of study and Intelligence. They are least likely to be Fighters, as they abhor physically strenuous activities that the slaves can do for them.

Location: Elves can be found in two different locations. They are either living as second class citizens in the Eladrin nation or as hunters in the forests North of the Southern Mountains.
Culture: The Elven race consists of unwanted orphans and their offspring. As the second-class citizens of their culture, they are the ones who do a lot of the dirty work. Those that are unlucky are born into slavery, or punished into it, and are forced to do the absolute worst of duties. Imprisoned Elves are hardly fairly judged for even the smallest of crimes may place them into slavery. Most Elves have accepted their place in society, choosing the second-class over slavery. Others dare to brave the wilds of the world but are unlikely to trust other races they might encounter. Others still try to climb the ranks of their society by emulating their higher-class counterparts.
Diet: A lot of Elves take to the same foods as their Eladrin counterparts. However, the Elves in the forests may enjoy a few small game creatures on occasion. They also enjoy the wild edible plants in the forest. Elves outside Eladrin society do not farm but take as nature gives.
History: A strange and terrible plague, called the Birthright Plague, swept through the Eladrin race after their arrival to the Material Plane. Eladrin not able to afford the very costly cure are very likely to give birth to an Elven child. At first, the Elves were killed due to fear but as it became a hassle to deal with the stress of killing children, they were made into second-class citizens. There have been few Elven revolts, most hardly worth more than a footnote in the history books. However, there was one revolt known as the Bloodline Rebellion, which caused quite a stir. It started when a young Elven child was brutally murdered by a local Eladrin innkeeper in the lower economic quarter of the Eladrin nation’s capitol city. Eladrin claim it was due to the fact that the child was stealing and the innkeeper was just invoking punishment for a crime, though admittedly outside the bounds of the law. Some Elves claim that the innkeeper was an angry man that liked to drink and was prone to violence. Either way, it led to a group of Elven on-lookers to take out their frustration on the murderous innkeeper. During the following year, the Elves gathered and organized. They seized control of the quarter and a band of them became the Chosen Children. They were a small radical group of Elves and Half-Elves who worked to overthrow the government. The entire rebellion was crushed when the Chosen Children stormed the Council Chambers in a last attempt to set things right. Their arrival was foreseen and they were trapped and killed. Since the Bloodline Rebellion there have been no other revolts against the Eladrin rule.
Religion: Most Elves also follow the monotheistic teachings of the Eladrin faith to the god Corellon. Others have taken to worshiping Avandra in secret hopes that their lives would change for the better. Those that have escaped the clutches of their society may follow Melor, god of the wilderness.
Families: Elves born of Eladrin parents are forbidden from using their family’s name and are usually given a last name similar to it. They are raised as lesser beings, usually given to a maid to raise instead of its actual parents. Elves born of an Elven family use their name casually as one of us would. They are raised as well as an Elven parent can in their circumstances. Elves are not allowed to attend school. The Academies are a sacred Eladrin institution. They are taught trade by their parents or owners. Anything else they must go out of their way to learn.
Classes: Elves are most likely to be Rogues or Fighter. Others who escaped into the wild may become Rangers or Clerics of Avandra or Melor. Elves are least likely to be Wizards as that is an Eladrin privilege.

2008-12-13, 02:37 AM
Location: Half-Elves can be found in Eladrin society rarely (as slaves/indentured servants), with the Elves in the Southern forests, and with the Human nomadic tribes.
Culture: Half-Elves are lower than filth in Eladrin society. Having already found kinship with Elves, being a half breed to a native race of the Material Plane exacerbates things. In the Eladrin society, Half-Elves can never be anything more than a servant or slave. They live in the basements of their masters and find themselves spat upon by the Eladrin masses. Luckily, most Half-Elves are born in the wilderness outside of the Eladrin nation. These Half-Elves lead a free life like that of their Elven parents. They find it easy to live in the wild cities of the Elves and even in the nomadic tribes of the humans. Half-Elves are responsible for the first Human city of Thotora which derives from the Elven word for First City, Thos Toria. It stands on the opposite side of the Citadel territory in defiance to the Eladrin nation.
Diet: Half-Elves tend to prefer Humans foods, a healthy mix between greens and meats. The Half-Elves of Eladrin society look
History: It was a good few decades after the beginning of the Birthright Plague before Elves and Humans interacted. It took even more time before the first Half Elves were born. Having already gone through the pain of the Elven child massacre, the Eladrin didn't have the heart to destroy them. There were a good many Half-Elves involved in the Bloodline Rebellion. Nearly a quarter of the Chosen Children were of the Half-Elf race. The more notable Half-Elves were involved in the attempt at civilizing the Humans. A Half-Elf by the name of Algorn, son of the Boar Tribe's chieftain, was the one to present the idea of Thotora. He was there during the first year of its construction. He died in a battle against a regiment of Eladrin hoping to keep the Humans a race of barbarians. The Eladrin, of course, failed.
Religion: Very few, if any, follow the monotheistic teachings of Corellon. Even then, they are inclined to follow the True Teachings instead of the Eladrin's gross misinterpretation. Most Half-Elves follow Avandra, god of change, or Melor, god of the wilderness. Those that helped create Thotora may pay tribute to the more passive deity, Erathis, god of civilization.
Families: Half-Elves are the bastard children in Eladrin society and are turned almost immediately into slaves. They earn a name only because the masters need one to yell at them. They are most likely raised by another slave and taught minimal academics. Half-Elves of the Elven societies are treated as equals but the Elves try to suppress their Humans sides. Humans take Half-Elves as they are, but they could never be a true member of the tribe.
Classes: Half-Elves in Eladrin society tend to become Fighter or Rogues. Some even choose to become Warlocks, giving themselves to some other power to gain their magic so they can be freed. However, a discovered Warlock in Eladrin society may be hunted down and imprisoned or executed. Half-Elves of Elven society may become Rangers or Paladins. The few that keep with the Humans are likely to be Fighters, as most of the Humans of the tribes are. Half-Elves are least likely to be Wizards as that is an Eladrin position they are proud to keep there.

Location: In the foothills South and Southeast of the Northern Mountains which the Bloodaxes refer to as Jarghtor
Culture: Currently, the Halflings are forced to focus on survival and defense against the Dwarves of Clan Bloodaxe. Their sudden change into a different lifestyle has made many a soul turn sour. Crime is a rising problem. Starvation as well. A few villages have attempted to militarize, becoming stratocracies. They are ruled by the military to keep things running smoother. There is no real Halfling country or nation. Each village is on their own in terms of defense, but other villages welcome refugees.
Diet: Current Halfling diet includes a wide variety of small game, though these creatures would be more substantial to a Halfling than to a taller race. They also enjoy whatever wild plants they can find. Those few villages lucky enough to farm grow small items like turnips, potatoes, and other plants that grow close or in the ground.
History: The Halflings were once a happy people who lived amongst the trees. They sang all day and danced all night. Many a current song in Dragonborn and Human cultures are based on those Halfling songs of old. The Halflings would hold festivals for no good reason and those with a good reason were twice as good. Now, they weren't slackers at all. They lived decent working lives like a good Halfling should. They earned their nightly get-togethers. All of this changed when the Dwarves of Clan Bloodaxe moved through the hills and into the Northern mountains. Villages in the trees burned. The people were killed or enslaved. The Halflings were forced to become a ground living people. Over the years, the Dwarves would wage raiding attacks on the new hillside villages of the Halflings for supplies and more slaves for the mines. The most memorable of these raids was the Raid of the Bloodmoon. The Halflings of the Canopydale village, lead by Captain Harild Greenhill, were prepared for the raid and managed to hold off the Bloodaxes for a full night for the women and children to evacuate. Before the slaughter, the Halflings managed to kill 30% of the Dwarven attackers, a strategic miracle for the Halflings thus far. The entire defending army was destroyed.
Religion: Halflings, as a majority, have lost faith in gods. Their people have been hunted and enslaved for generations. Why should they worship a god willing to let that happen. A devoted few send their prayers to Bahamut for justice, or to Avandra for their freedom from terror.
Families: While Halflings once had families consisting of several children, most currently maintain a number as low as one or two. The times are difficult and it is easier to run away from danger carrying two children than seven. Halfling family names consist of things found in nature, such as Greenhill or Smoothstone.
Classes: Halflings prefer the class of Rogue, attacking from the shadows as they can stand little chance against the Bloodaxes face to face. They are least likely to be Clerics as they mostly believe that the gods have turned from them.

2008-12-13, 02:38 AM
Location: The open plains circling Citadel Lake
Culture: There are several tribes of Humans, each with a different perspective on the way things are. However, all of them are nomadic, but slowly growing civilized. The Boar Tribe is a tribe of warriors, strong and stubborn. They act on instinct and compete with each other in wrestling tournaments. They are a honorable people, believing that to die in battle is the only way to die. They are always welcome of outsiders, save the Eladrin. The Cobra Tribe is a tribe of people who fight from the shadows. They are not as strong as the Boar Tribe, nor as large. Their thinner bodies make them faster runners and they prefer to fight from a distance, something the Boar Tribe sees as cowardly. They are a far more serious tribe and what fun there is gets cast to the side upon reaching manhood. Feeding the tribe is far more important. The Hyena Tribe is a disturbing mix of the two. They attack without question and find more in common with the Dwarves of Clan Bloodaxe than with their fellow Humans. They care little for those outside their tribe. They also have more of a connection with magic than the other tribes.
Diet: The Boar Tribe follows the herds of buffalo around Citadel Lake. They have a large appetite and mean to hunt the creatures big enough to appease it. The Cobra Tribe follows the gazelles. Their lean meat can support the tribe's thin figure. The Hyena Tribe takes what they want when they want. Food is food and they will eat it all in one sitting before thinking about their companions.
History: As the Humans don't have a written language, as far as the other races can tell, history is lost or warped. However, all of the tribes tell of a time when all the tribes worked together to create a long forgotten kingdom. No other race has a legend similar to this. For years, their best historical stories tell of ancient warriors who fought nightmarish beasts. The Boar Tribe tells of a warrior named Artor who could strangle a Dragon with his bare hands. The Cobra Tribe tells of a hunter named Othur who could strike an arrow in between the eyes of a Giant. The Hyena Tribe tells of a magician named Uktar who could use his magic to force a Griffon to its knees. Most other stories tell of competitions within the tribes, battles between the tribes and other races, and the usual tales of the weather. Most Chieftains boast an epic story about themselves. Sometimes it is true, but most of the time, it is not. Thotora, first city of the Humans, was started by members of the Boar Tribe. This city is occupied mostly by those of the Boar Tribe. Some members of the Cobra Tribe have moved into the city as well. No Hyena Tribesmen would dare set foot in it unless the city was being raided.
Religion: Humans all follow a god from the basic pantheon. However, each tribe does have a primary deity. The Boar Tribe follows the teachings of Kord. The Cobra Tribe follows the god Melora. The Hyena Tribe follows a kind of twisted teachings of the Raven Queen.
Families: Each tribe has their own way of raising their family units. The Boar Tribe includes everyone in the process. All boys learn from the various men of the Tribe. All girls, from the women. Boys are taught that a fair fight is more important than anything else, outside of food. The Cobra Tribe has their individual families handle the raising of the children. If there is no mother or father present for some reason, most likely due to death, the child of that gender is given to another family as their own. The Hyena Tribe only cares for their children until they can care for themselves.
Classes: Most Humans find themselves becoming Fighters or Rangers. Some of the Boar Tribe might become Paladins, though the usual paladin armor would be impossible to have in the nomadic society. Some of the Cobra Tribe might become Rogues so they can sneak around easier. Some of the Hyena Tribe might become Warlocks, giving in to their dark side to gain power.

Location: Black Smoke Isle in the northeast
Culture: The Tieflings believe in both magic and physical prowess. They are a people who once were a nation of of seafaring plunderers. Many small villages line the peaks of the rocky mountains surrounding the central volcano, Mount Telaun.The entire nation is ruled by a single Emperor who gained his position by declaring Taldaak, a ritualistic duel to the death. The Emperor is then backed by a ruling Council who advise him in his decisions. Those who surrender before the killing blow is placed during Taldaak is permanently banished for their cowardice. Their culture is built upon knowledge, bravery, and honor. They are ritualistic with every moment of their existence, striving for growth and meaning in all they do.
Diet: The rocky terrain makes it difficult for any plant life to grow, let alone edible ones. Tieflings focus on the sea, eating a combination of fish, crustacean, and kelp. They prefer their food raw but for the more noble families they may steam their food.
History: Legend claims that Tieflings originated from a land beyond the sea and began their empire before the time of the Dragonborn. They ruled over an oceanic empire which included the eastern seaboard of the continent. There was a brief conflict with the Halflings before the time of the Bloodaxe Clan. During the conflict, the Tieflings dubbed the Halflings as Groinlings. While the current Tieflings don't mean insult by this, the Halflings still take offense. Tieflings also have nicknames for the other races including Hornless for the Humans, Beardkin for the Dwarves, Lesser-Dragon for the Dragonborn, Fairy for the Eladrin, and Fey-kin for the Elves. The Tieflings are confused by the other races possible offense to these words as they are true, so why deny the truth?
Religion: Tieflings follow Melora, god of the sea, and Kord, lord of battle, equally. They are also prone to worship Ioun.
Families: Male Tieflings are raised to be leaders and fishermen. Female Tieflings are raised to be supporters and cookers. Females have a tendency to become clergy than Males. Tieflings introduce themselves with their family name first. Twins in their culture are considered two halves of the same whole and are honored for they have twice the ability to learn as much about both fighting and magic than any other.
Classes: Tieflings are likely to become Clerics, Wizards, or Warlocks. They are least likely to become Rangers due to their environment and Warlords because they are no longer looking to establish a conquering empire.

2008-12-13, 03:09 AM

The Eladrin's arrogance has affected the calendars of the other races. It is kept in terms of before and after their arrival to the Material Plane.

(BE= Before the Eladrin) (AE= Age of the Eladrin)
[~700 BE] Tieflings colonize the continent.
[~600 BE] The First made the Change into Dragonborn. The walls of Vakatia rise.
[~400-~200 BE] Possible time period the Human heroes Artor, Othur, and Uktar may have lived.
[~300-~200 BE] Records from multiple races indicate a terrible cataclysmic event and the disappearance of a great culture happened during this time period. They are unclear as to what, how, or why.
[~170 BE] The Tiefling empire retreats to Black Smoke Isle.
[0 AE] The Eladrin colonize the Material Plane.
[1 AE] The Spire is created, marking the city of Mostira.
[7 AE] The Great Clan splits into the Bloodaxe Clan and the Ironshield Clan. The civil war lasts a month before the Bloodaxes give up and march North.
[~10 AE] The Bloodaxe Clan begins to systematically attack Halfling villages.
[16 AE] Elves are born. The Birthright Plague is discovered.
[28 AE] The Hyena Clan proclaims war on the Boar Tribe. They surrender and retreat after a year.
[93 AE] First recorded appearance of Half-Elves.
[123 AE] The Eladrin face the Warforged of the Citadel and lose. The campaign ends three months after it begins.
[131 AE] Captain Harild Greenhill leads his Halfling kinsmen in the defense of their village during the Raid of the Bloodmoon.
[145 AE] The Eladrin city of Tyri falls to a magical plague.
[227 AE] The Bloodline Rebellion ravages the Eladrin capitol.
[228 AE] The Bloodline Rebellion ends with the execution of the original members of the Chosen Children.
[290 AE] Algorn gathers humans from the Boar and Cobra tribes to begin construction on Thotora.
[350 AE] The last Feywild born Eladrin dies, marking a new age for the Eladrin.
[351 AE] Current year.

2008-12-22, 10:43 AM
I am having a little trouble with the Tieflings. Here is a condensed version of what I have thusly: They live on a volcanic island with little plant life.
They live off the ocean.
They eat their food raw or steamed.
They are ritualistic.
They mix melee with magic where they can.
They have legends that claim they are from a land beyond the ocean.
They once ruled over the eastern coast of the small continent.
They had some conflict with the Halflings in the past, before the Bloodaxes split from the Great Clan.Any suggestions would be great.

2008-12-25, 12:19 AM
Translators I am using for the game:
Elvish (http://www.coveworld.net/eberron/aerenal_translator.html)
Dwarven (http://www.delving.com/addword.html)
Draconic (http://draconic.twilightrealm.com/)
Goblin (http://www.coveworld.net/eberron/goblin_translator.html)
(Let me know if you can find something for the other 4E languages)

Frankly, if you want to speak a language other than common you may choose whatever translator you can find as long as you make sure everyone knows you are speaking that language along with a translation in spoilers. Ex:
"Cyrn eisi o?" I asked in Elvish.
Tanslated from Elvish:
"How are you?"

2008-12-25, 10:07 AM
A quick word on...Magical Items

Adventurers first starting in this world have not found any dungeons as of yet. Therefore, a majority of the magical items would come from the Eladrin. A secondary origin would be from the Tieflings. Other choices would be Dwarves and Dragonborn, in that order. Halflings are not prone to creating magical items, but a few may exist.

With that said, no magical item above and including level 4 can be found on the surface world.

Dungeon Master Notes
The following is for DMs wishing to use this setting. It contains the secrets of the world. Current PBP players please do not read.

Humans once ruled over an kingdom that stretched across the plains. It was highly advanced compared to the current racial cultures. Their civilization ended with a great cataclysmic event that sank their cities into the ground.
Humans are responsible for the construction of the Citadel and the Warforged. The Citadel was constructed as a place where members of all the races could come together in peace.
The Warforged were and are the guardians of the Citadel, acting as neutral keepers of the peace.
Artor, Othur, and Uktar are actually one man by the name of Arthur. He was a great hero and was soon to be crowned king had it not been for the strange cataclysmic event. In game terms, he would have been a Human Fighter with a few multi-class feats into Warlock with the Star Pact.
The terrible cataclysmic event was a tremor that shook the entirety of the Material Plane. It was caused by Eladrin wizards in the Feywilds that were attempting to create a portal to the other side.