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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2010
    Location
    San Diego
    Gender
    Male

    Default - The War of Existence - 3.5 Campaign World

    Ok, so this is the campaign world I have been running with my groups for the past two years. I am proud to say this setting has evolved from the cheesy little storybook world from when I was like seven to the full blown world it is today. The main reason I'm posting this is twofold. One, it's a convenient spot to have everything written down that I can refer myself and my players to, and 2, allows for some critiques or advise to be given, which helps me make it an even cooler campaign setting.

    **Alot of this needs to be fixed and update** But it's late so I'm gonna do that later **

    For starters, I'm posting the Creation info of the campaign setting in the OP thread, the following threads I'll reserve for Planes, Religions, Countries History, classes etc. So, without further ado, The War of Existence campaign info!!!!

    Creation


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    At the beginning of time, there existed only one entity. A Void that stretched beyond all comprehensible boundaries, filled with clouds of magic. It was eternal. It was always the same chaos. For the unmeasurable time it existed, it held no semblance of order and not a soul could be found within. Until the Dawn …

    For a reason even the Gods do not know, the Void began to surge and collide. Different streams of energy were forced together. Magic turned into matter. Vortexes of Arcane Power swirled into Nothingness. The very foundation of the world that existed was collapsing, compressing itself, becoming smaller and smaller. By the end, there was nothing but an empty darkness, except for the six beings that had just been born.

    For a time, the Six were featureless, barely resembling anything more than a shadowy mass. They wished to see, so they grew eyes. Then they saw the black infinity around them, and felt empty, so a Light burst from the center of the Void, washing over the beings and all existence. When it was over, the Light had created the World. There was solid earth, majestic skies, refreshing seas and streams. With the light, the Six saw they had no form, so they took on forms of their own. The Six had no way to communicate with one another, so they spoke. Yet they had no way to call one another, for despite being born of the same entity, they each were their own individual, so they gave themselves names. Thus the Gods were born, and gave themselves their names: Jovaan, Da'ara, Eemer, Narsus, Malox and Mianna Vel.

    Around them drops of light fell to the ground, and with each drop, a new being was brought into existence. They took the forms of the Gods, yet they were imperfect, flawed in a way. They were the Angels that would be guided by the Gods. Yet the Gods could not agree on who was to be the leader, or how to lead. So the Gods separated, Jovaan, Eemer and Mianna Vel traveled north and founded the country of Demnia. Da'ara traveled east to the shining sea, creating the land of Celanus. And Malox turned south towards a vast desert, becoming the king of Heldor. Only Narsus remained and the center of the world. Narsus cared not to rule, but instead, remained the neutral peacekeeper of the three kingdoms, and settled in the center of the world. Thus each land flourished under the leadership of the Gods, and it seemed as if it would last for eternity, however, eternity is too long, even for Gods.

    It was Narsus who thought of the idea. In his solitude he practiced mastering the power of his birth, and desired to create life just as the Six had once done. In secret, he had created another world, on a different plane from his own. Separated by the magic of the Void, and protected from the anomalies of other planes. But he could not form a soul from the Void to create life. At least, not alone. Narsus called back his brothers and sisters to the center of the world. He had created a fountain, where the Gods could combine their energies into its waters. From it, life would flow.

    The Gods agreed to humor their brother and poured their magic into the Fountain of Life. For a moment, the world went dark, the earth shook and the waters turned bright with energy. Then the energy was released and what was created impressed even Narsus. The first mortals was born, but they only resembled the Gods in form, not appearance. Malox was the first to suggest their immediate subjugation, and Mianna Vel agreed. Yet Jovaan, Eemer and Da'ara desired them to be treated like any other creature that existed in the World. Narsus again decided that he would be the holder of the fountain, to keep the peace between the Gods, but Malox's desire for power would not be satisfied, he would claim the fountain be force if he had too. Mianna Vel quickly challenged him for possession, claiming the fountain for Demnia, but Emer and Jovaan were against starting a war. Only Da'ara seemed to not want the conflict, and agreed it would be best to leave the fountain with Narsus, and that she would use her power to make it so. Thus the Gods spiraled towards an inevitable conflict.

    When Mianna Vel returned to Demnia, she tried to seduce Jovaan to her way of thinking, yet he would not be controlled. Eemer sided with his Brother Jovaan, and Demnia was split, half followed Mianna Vel to war, and the other remained loyal to Jovaan and Eemer's ideals. Malox returned to Heldor to mobilize the army he had been building for millenniums, and Da'ara returned to Celanus, worried she could not combat the forces of both Demnia and Heldor. It was at this time that Jovaan and Emer committed there support to Da'ara. They wished for the two countries to unify against Malox and Mianna Vel to protect the World and mortals from their tyranny.

    The three armies met at the center of the world, where the Fountain of Life stood in a simple shrine made in the hollow of a great tree. When the forces of Angels clashed across the World, the earth shook. The battle lasted a century; war raged around one small shrine. At the turn of the century, Narsus decided to put an end to the conflict. If no God could agree on who the Fountain would belong to, then no God would be able to control it! Narsus strode into the center of the battle, and with a mighty blow split the World in half, creating an enormous rift. He cast down the mortals, the Fountain of life and he himself into the rift, where the World Narsus created was waiting.

    Half of the heavenly world fell deep into the Void, separated from its brighter half, which stood firmly in place. Malox, Mianna Vel and their armies fell with the their half of the World, while Jovaan, Eemer and Da'ara gazed on, unable to stop the decent of either the Heavens or the mortals. Finally, as the last thing Narsus could do, he sent a message to his Brothers and Sisters. He would keep the heavens separate, by interjected his new world between theirs. Only by claiming his world could the two heavens be united, and he would use all of his power to keep either side from interfering. It would be the mortals who would decide the fate of their new realm.

    As the rift closed, the mortals fell to earth, scattered across the world, the last drops of the Fountain of Life rained down upon the earth, and shattered as it hit the ground. The mortal were all alone, with no divine beings to guide them, forced to make their own way. Thus the War of Creation ended, and the War of Existence began.
    Last edited by TheFamilarRaven; 2013-11-04 at 03:44 AM.
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  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2010
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    San Diego
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    Default Re: - The War of Existence - 3.5 Campaign World

    The following are the common races found in the war of Existence campaign world.

    Humans

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    Humans - Humans in the world are the third oldest race, whether the world accepts that notion or not. Their name itself is derived from the ancient Caldas word for "mortal". They were in fact the first race of mortals created by the Gods, a perfect balance of each god's ideals. While boasting the largest population throughout the world, Humans only have three major countries in which they are the majority.

    -Personality: Being a perfect mix of each gods' essence, humans are prone to a variety of different characteristics, ranging from benevolent hermits to bloodthirsty assassins. One thing is for certain. Given their relatively shorter life spans, Humans are often driven individuals, seeking to make a lasting name for themselves.

    -Physical Description: Humans are as diverse a race as can come in the world. Their skin tones, height, weight, eye colors and hair colors differ depending on what region of the world they hail from.

    -Relations: Humans have varied relations throughout the world. A Human's relation to other races greatly depends on their background and nationality.

    -Alignment: Human ideals are different from region to region. History has shown that Humans can be both paragons of justice or harbingers of doom, and numerous things between. Therefore, Humans do not gravitate towards any one alignment.

    -Human Lands: Human's exist in almost every country on Narium, but the majority come from either the Myzandian Republic, The Solaktic Empire, Fuzen, or Scolis. These countries are greatly different in both climate and culture.

    -Religion: Humans around the world are taught many different faiths, but most find the teachings of The Divine Tribunal the most appealing. The exception being humans from Fuzen, and the Solaktic Empire.

    -Languages: Humans learn the language of their homeland, and any other languages that may be useful, or they find interesting.

    -Names: A human's name is typically determined by the customs of the country they were born too, or the country of their parents.

    -Adventurers: Ambitious humans make natural adventurers. The human race is often so diverse in attitudes that many human adventures exist throughout the world.

    Racial Traits
    - No ability bonuses
    - Size medium
    - Base speed is 30ft
    - +4 skill points at 1st level plus +1 skill point per additional level
    - Bonus feat at 1st level
    -Automatic Languages: As nationality
    -Bonus languages: As nationality
    -Favored class: Any


    Jomera - Myzandian elves

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    Jomera - Jomera are the tall, lithe, fair skinned citizens of the Republic of Myzandus. Outspoken individuals and dedicated public servants, the Jomera often make up a majority of politics, both local and national. They are influenced greatly by Jovaan's power of creation, and were formed from the first drops of the Fountain of Life.

    -Personality: Jomera are very talkative and opinionated. On a subject a Jomera feels strongly for, it is almost impossible to force them to stop speaking. They have a passion for doing what they think is best, and Jomera are often more driven than even the Humans. Good Jomera are often advocates for civil rights, and seek to right injustices where they see them. Evil and neutral Jomera tend to be opportunistic and rebellious.

    -Physical Description: Jomera are tall, with fair or tan skin. Most Jomera have blond or light colored hair, due to generations of living on the eastern coast of Myzandus. They often are gaunt, and do not have the stamina of other races. But they more than make up for that with their force of personality. The average height for a male Jomera is 5'8" to 6'5", while females stand 5'3" to 6'0". Jomera reach adulthood at age 30, and live to around 120 years old.

    -Relations: Jomerans get along splendidly with Humans and Emocs. They have reservation about the more stoic races of the world; Jomocs, Maltora, Doronar. The one race they are truly rivals with are the Velmera, and many cases of violence has been recorded between the two races in the Republic.

    -Alignment: The vocal and outgoing nature of the Jomera tend to leave them chaotic good, however it is not uncommon to see Jomera of various alignments.

    -Jomera Lands: Jomera live mostly in the great Myzandian Republic. A nation that champions justice and equality. The vast majority of Jomera reside in the Bendarius, and Dairis.

    -Religion: Jomera almost always follow one or all of The Divine Tribunal. Even neutral Jomera pay homage to them. Evil Jomera find Mianna Vel's ideologies to be appealing.

    -Languages: Jomerans typically know Myzandian, but the language a Jomeran speaks depends on their nationality. Jomerans often find Caldas and Arcanic to be interesting languages.

    -Names: Jomerans have a first name and a family name.
    Example Names
    Male: Jaque Bellafonce
    Female: Marie Dupont

    -Adventurers: Good aligned Jomera are often champions of a cause. It is not uncommon that they are driven by a personal moral code. Evil Jomera tend to adventure for wealth and power, often trying to amass enough wealth to lobby the Senate.

    Racial Traits
    - Medium Size
    - Speed 30ft
    - +2 CHA, -2 CON, Jomera are outspoken and personable, but are rather frail.
    - Low-Light Vision
    - +2 Diplomacy, Jomera enjoy debating and discussing relevant topics.
    - +2 Gather Information, Jomera like to have their facts straight.
    - Jomera are tireless and focused individuals. They are immune to magical sleep effects and can stay awake twice as long as a human before needing rest.
    - Jomera are a headstrong people, as such, they have a +2 racial bonus to resist mind-affecting abilities.
    Classes: NPC Jomera are often Experts and Nobles
    Favored Class: Bard
    La: 0


    Venmera - Elves from Venor

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    Venmera - Venmera are the jungle dwelling elves of Venor. Venmera are fervent followers of the Gods, and obey the Divine Teachings to the letter. Although the recent war has left many Venmera displaced and without a home, causing many to flee to Myzandus as refugees. Those that stay live in Dominio, the Divided City

    -Personality: Venmera are an awkward mix of stern, strict people, and strong willed, carefree individuals. They tend to be on either end of the spectrum, with no middle ground. One thing that all Venmera share in common is a commitment to the Gods. Good and neutral Venmera will try to emulate one of the Tribunal, while evil ones will mimic the Dark Ones

    -Physical Description: Venmera have the smallest frame of all the Mera, but are not as frail as their cousins. Their skin tones range from tan to deep brown, and their hair and eyes are often dark. Typical male Venmera stand about 5'4" to 5'8", weighing around 135lb-170-lb while females tend to be between 5'0" and 5'5", and weigh about 105lb-130lb. Like the Jomera, they reach adulthood at 30 years old, and live until about 120.

    -Relations: Venmera tend to not get along well with other races. Most other races see them as refugees and a hindrance, or just downright annoying with their habit of proselytizing.

    -Alignment: Venmera will often be be of an alignment of one of the Gods. However, Dominio is ruled by two powerful cults of Mianna Vel and Malox, so many Venmera grow up with those ideologies pressed upon them. Refugee Venmera may very well be neutral.

    -Venmera Lands: Venor is rumored to be the head of a great beast that Narsus created to keep away the other Gods. Whatever the case, Venor is a jungle continent south of Eldstand. The Venmera mostly keep to the northern end of the continent, where the most mineral resources are, and the most space for plantations. The largest city of the Venmera is Dominio, and city where two dominant cultures collide.

    -Religion: Religion is something that is very important to a Venmera. Venmera often make assumptions of people based on how devout they are. Good and neutral Venmera will follow one or all of the Tribunal, while evil Venmera are evenly divided between Mianna Vel and Malox. It is not unheard of for some Venmera to worship Narsus, and retreat into the jungle as Druids.

    -Languages: Venmera will often know Venmeran, their native tongue. Unless they are brought up under extraordinary circumstances. Refugee Venmera will often try to learn the language of their adopted home as well. Being devout people, many Venmera also learn Caldas.

    -Names: Venmera have a given name, their "Divine name" and a family name, which acts as a last name. The given name is the one their parents bestow upon them. Their "Divine Name" is given to them by a priest. In general, Venmera call each other by their given names, the exception are priests and the like. Priests are always called by their divine name, and they too, must call other Venmera by their Divine name.

    Example Names
    Male: Santiago "Suraja" Heraldre
    Female: Isabel "Sitara" Juenada

    -Adventurers: Venmera feel most adventurous when they feel they are in service to the Gods. This applies to both good and evil Venmera. Alternatively, Venmera will adventure to escape the slums the refugee life has forced them to.

    Racial Traits
    Venmera (Jungle Elves)
    - Medium Size
    - Speed 30ft
    -Low-light Vision
    - +2 CHA, -2 STR, Venmera are suave and charming, but physically they lack the strength of other races
    - +2 Knowledge (religion) , Venmerans are very devout.
    - +2 Sense Motive and Search, Venmerans are practiced in the art discovering secrets. In addition, they are entitled to an automatic Search check every time they pass within 5ft of a secret door
    - Venmerans study the workings of the divine so intensely, it becomes natural for them to cast the following Divine spells as Spell-like abilities, With Caster level equaling 1/2 their HD rounded down (minimum of 1)

    3/day
    Guidance
    Inflict Minor Wounds (Evil or neutral only)
    Cure Minor Wounds (Good or neutral only)

    1/day
    Divine Favor

    Favored Class: Cleric
    LA: 0


    Velmera - Dark Elves

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    Velmera - Hearts of darkness and corrupted minds. That is what people think whenever a Velmeran passes by. Cursed to be influenced by the powers of the Dark Ones, it is said that the Velmera are a twisted race of villains. They were involved in two of the greatest wars of Narium, fighting against the Republic of Myzandus. But many ague that they have overcome their dark nature. Only time will tell, for now they are split between the old ways, and that of their new adopted home.

    -Personality: Velmerans are pragmatic, and prideful individuals. They are not ashamed of being what they are, and fully embrace their culture. Often this leads them to believe that they are superior in all respects compared to other races.

    -Physical Description: Velmerans are not tall, compared to a human. Their skin shades vary between black, grey and blue. With the occasional purple, while their hair ranges from black to white. The average male stands about 5'4" - 5'8", and weighs between 130-180lbs while the average female stands between 5'1"-5'5" and weigh somewhere between 110-140lbs.

    -Relations: Despite their many conflicts, Velmeran's get along well with humans from Myzandus. If only because they can respect the force that was able to defeat them. Jomera on the other hand, are despised, as they often denounce the Velmeran culture a barbaric and evil. Velmera that hail from the Old Kingdom may very well hate every other race.

    -Alignment: Velmerans end up on the evil side of the spectrum more often than not, especially if they grew up living in the Old Kingdom. But their pragmatic nature also leads them to see the folly of actively trying to destroy every other race, which shifts them towards neutral.

    -Velmeran Lands: Many Velmera joined the Republic of Myzandus after the last great war that consumed two thirds of the world. Recently, they've even established their own city of New Velok, as part of the Republic. But many still dwell within what is known as the Old Velerman Kingdom. A land of twisting, dark forests and deep caverns, with smoking, ash strewn wastelands to the west.

    -Religion: In the Old Velmeran Kingdom, often one of the Dark Ones were worshipped. And worship of either of these two oscilated depending on which Velmeran house was in power.

    -Languages: Velmerans always know their mother tongue. But they also learn Myzandian, since many live in the Republic, and because the Republic is still very much an enemy of the Old Kingdom.

    -Names: A Velmeran's name is very important, as it is like a symbol of racial identity and unity. Velmerans have a first name, followed by their clan name. Clan names are always followed by a consonant (or two), with a apostrophe connecting the consonant to the clan name (called house name). These consonants represent the alliance the clan belongs to, which in turn helps cement the bonds between Velmera.
    Example names:
    Male: Zaren K'Ortev
    Female: Illaira V'Ran

    -Adventurers: Velmerans will venture forth for personal glory, if nothing else. What is more likely is a Velmera adventuring forth to bring honor to his or her house.

    Racial Traits
    Velmera (Dark-elf)
    - Medium Size
    - Speed 30ft
    - +2 DEX, -2 CON, Velmera are graceful, elegant and refined, but still lack stamina like their Jomeran cousins
    - Darkvision 120ft
    - +2 Survival, and Knowledge (Dungeoneering), Velmera are well acquainted with the navigating and surviving the darker places of the world
    - +2 Craft (Poisons), Any Velmeran who doesn't know how to use poisons doesn't last long in the world. In addition to the Craft bonus, they have no chance of poisoning themselves when applying Poisons.
    - +1 to Will saves, Velmeran pride refuses to give in to the enemy.
    - Mind Over Matter, Once per day, a Velmeran may use a Will save in place of a Fortitude save.
    Favored Class: Rogue
    LA: 0


    Jomoc - dwarves, they typically come from Eldstand

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    Dwarves - Called "Jomoc" as they seemed to have inherited Jovaan's sense of honor and bravery. They are the native sons of Eldstand. From the roaming tribes of the Iron horde, to the farmers living among the hills of Scolis, and the slaves of the Maltora, Jomocs are a hardy people who have weathered many trials.

    -Personality: Jomoc are rowdy by nature, always eager to be doing some physical, which is why many Jomocs prefer to professions that involve physical work. Mining, farming, smithing, hunting, Jomocs derive great satisfaction from the completion of something tangible. Jomocs do have a certain hubris about them and their craft, and at times can even be narcissistic about their skill, but everyone knows that most Jomocs have a good heart, despite their rambunctious nature.

    -Physical Description: Jomocs are short and stout when compared to a human. They are much broader in the shoulder than your typical human. Jomoc of the Iron Horde have tan skin and dark hair, while their cousins that live in Scolis and Kolskiir have much lighter complexions and hair colors. Males stand about 4'5" to 5'2", and weigh in at about 180-250lbs. Woman are only slight shorter, standing about 4'3"-10", weighing about 150-200lbs.

    -Relations: Jomoc among the Iron Horde are a suspicious and xenophobic lot, and don't take to strangers kindly. The dwarves of Scolis, conversely, are friendly and loyal. Jomoc who live under the thumb of the Maltora harbor a deep hatred for them.

    -Alignment: The free Jomoc of Scolis tend towards neutral good, while their brethren among the Iron Horde are typically chaotic neutral. Those enslaved are trained to be very obediant and lawful, or deeply resentful and chaotic.

    -Jomoc Lands: The only land to which the Jomoc can truly call their own in the steppes of Northern Fynlaw, where their roam about on horseback, farming where they can, and raiding for what else they need. But Jomocs are also make up a significant portion of the population of Scolis, where they farm and mine to their heart's content. They also live as second class citizens of Kolskiir, a country dominated by the Maltora.

    -Religion: Jomocs tend to follow Jovaan, given their name sake. Their find his teaching of honor and nobility to be appealing. Dwarves in the Iron Horde might very well be practitioners of The Way of the Two Dragons.

    -Languages: By Nationality.

    -Names: By Nationality

    -Adventurers: Jomocs make natural adventurers, seeing as the activity lets them apply themselves in a real way. But circumstance rarely permits it. Too often they find themselves tied down by familial obligations or societal pressure

    - Racial Statisitics -
    + 2 CON, +2 WIS, -2 DEX, Jomocs are hardy, tough, and thoughtful, but stocky and less nimble.
    -
    - +2 to resist the effects of poison or disease. And Once per day, they can ignore the effects of a failed save.


    Emocs - there are two types, people don't distinguish. There are Myzandian Emocs and EldstandianEmocs

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    Eldstandian Emoc (Halfling)

    Emoc- Emoc are a strange and petuous race of humanoids. Their small frames often do not suit their bombastic and outgoing nature. Across the world their are two twpes of Emocs, one comes from the continent of Eldstand, the other count themselves as members of the Myzandian Republic.

    -Personality: Emocs across the world share many things in common. They are jovial pranksters with an insatiable curiosity which often gets them into more trouble than they bargained for. The value creativity and innovation, and are always looking to learn something new. However, Myzandian Emoc's are regarded as more pragmatic, capitalistic and shrewd. And while they are pleasant people, they also enjoy applying a trade. Meanwhile, Eldstandian Emocs are spry and athletic, and rarely make long term investment. They prefer pranks and good good company to research and profit.

    -Physical Description: Emocs are about as half as tall as human, hence the common nomenclature "Halfling". Other than then that, the sport the same proportions as human, although their feet tend to be larger than one would expect. Males stand between 3'0' and 3'8", and weigh around 40-80 lbs, while females can stand around 2'8"-3'4", and where anywhere between 28-60lbs.

    -Relations: eldstandian Emocs get along well with humans and Jomocs, as their share a common country together; Scolis. But they despise Maltora for their reputation as tyrants, and Belians and Velmerans are far too moody for them to get along. Myzandian Emocs, on the other hand, appreciate the pragmatism of the Velmeran, it's the aloofness of the cousins from across the sea they can't stand.

    -Alignment: Jovial pranksters and scoundrels, Halflings are typically chaotic good. While their Myzandian variants are not so expressionistic, and remain neutral on the law-chaos axis. They still had a penchant for good, however.

    -Emoc Lands: Myzandian Emocs are citizensx of the great Myzandian Republic. They are the business owner, the craftsmen and accomplished mages of their glorious empire. In Eldstand, Emocs frolic in the green hills of Scolis, enjoying the good food and country air.

    -Religion: Eemer and his disciples are the most commonly worshiped patrons of Emoc society. Muse and Glaniel, in particular, have a sizable base of Emoc supporters.

    -Languages: By nationality

    -Names: By nationality, although Emocs from both Myzandus and Eldstand favor whimsical names that are almost lyrical.

    -Adventurers: Impetuous as they are, many Emocs adventure forth into the unknown. They are not beholden to the same obligations as Jomocs are, and thus, it is very common to see whole caravans of Emocs travelling the world. Some set our as adventurers, hoping to gained fame and fortune.


    Racial Traits
    - Small size
    - Speed 30ft, Halflings are swift of foot
    - +2 DEX, -2 STR, Emocs are quick and agile, but still small and weak
    - +2 Jump, Climb and Tumble, Emocs are spry and athletic
    - +2 Bluff, Emocs are sly and difficult to read
    - +2 Bonus against Fear affects, Emocs are foolhardy and rarely back down. In fact, 1/day they can become immune to fear as a free action for 1 round
    Favored Class: Rogue
    LA: 0

    Myzandian Emoc (Gnome)

    Racial Straits
    - Small size
    - Speed 20ft
    - +2 INT, -2 CON, Emocs have keen minds but are small and delicate.
    - +2 Appraise, Profession, and any Craft, Emocs have a mind for business, and tend to thrive in any endeavor.
    - Emocs have a knack for magical items, add the Use Magic Device skills, to the list of class skill the Emocs has. If they already possess it, they receive a +2 racial bonus to such checks.
    - Inquisitive as they are, Emocs have adapted this to a supernatural level. they may cast Detect Magic as a spell-like ability 3/day, as well as Identify 1/day.
    - Emoc curiosity is not easily sated, treat their caster level for all divination magic cast by them as 1 level higher, and increase the DC by 1 (even if from an item, such as a wand)
    Favored Class: Wizard
    LA: 0


    Doronar - the serpent-kin

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    Doronar (Serpents) - Doronar are the serpent like humanoids of Fuzen. Their entire culture sprung up around serving Dragons as their feudal lords. They live in small clans guarding and protecting a dragon or a dragon family. They are usually servants dedicated to their master, but many also choose to wander the world in search of a higher calling. Regardless, Doronar are fierce race a humanoids.

    -Personality: Most Doronar are content to serve their lord as their lord sees fit. They are often calm and intense (although evil Doronar may also be bloodthirsty villains). Depending on the dragon they serve, (if they serve a dragon at all) they tend to mimic the dragon's personality traits as their own. They tend to be fiercely loyal to both friend and lord. However, left alone a serpent could take up a dragon's habit of hoarding wealth. A Doronar likes to finish what they start, even if it takes years or may be impossible to complete. They keep tabs on the favors and debts people owe them or vice versa.

    -Physical description: Doronar have a body and physiology similar to other humanoids. The difference being is they are usually stronger than humans and have serpent and dragon like heads. Their skin is covered in fine scales and they're hands and feet are large when compared to a normal human. Doronar have no tails. The average male stands about 5'10" to 6'5" and weighs from 250 lbs to 375 lbs. The average female height ranges from 5'6" to 6'3" and weighs about 200 lbs to 275 lbs. Doronar reach adulthood at age 30 and live to about 140 years old.

    -Relations: Doronar get along well with Jomocs, who tend to share their dedication and honor, while they are usually suspicious of other races as they do not seem to be as solid in their integrity. But this suspicion is not malevolent, and most Doronar give everyone a chance to prove themselves. They are not fond of Maltora, as their race often skirmishes with Fuzen. They get along well with Vikzalxi, since most Vikzalxi try to maintain good relations with everyone.

    -Alignment: A Doronar's alignment usually matches in color with the dragon they serve, in other words, white Doronar serve white dragons and share similar alignment. Although they always tend towards lawful, even if the dragon they serve is chaotic.

    -Doronar Lands: Doronar come from any area where a Dragon has claimed as its domain. Typically the environment matches with the preference of their dragon master. Usually they are far from the other civilized races and therefore many Doronar never interact with civilized society, but are at constant odds with whatever other humanoids or beasts may be living out so far away in the wilderness, such as tribes of orcs or goblinoids. Fuzen, however, rivals the technologies of the human lands. The country is divided in to several feudal domains where doronar often are at odds with one another, usually in some kind of turmoil between dragon lords. Fuzen is a lush green country located on the western coast of the continent, Eldstand, with tall mountains and beautiful valleys. Cherry blossom trees and bamboo are a common sight around the land.

    -Religion: A Doronar typically chooses a deity to match their alignment. The exception being in Fuzen, where the local religion, Way of the Two Dragons, has more sway with the people.

    -Languages: All Doronar speak the language of their homeland, and many learn Arcanic, the language of spells and dragons.

    -Names: The names given to Dornar vary greatly by their culture. In Fuzen, Doronar have a family name and a given name. The family name is put before the given name and is always used unless being spoken to by a superior or a close friend. Distinguished Doronar are also granted a title as another way to identify them, such as Kazuya Zaiji the Holy Flame.
    Example names:
    Male: Kazuya Zaiji
    Female: Hiri Kanade

    -Adventurers: Doronar adventurers can simply be doing their lords bidding or perhaps a young Doronar sets off to prove himself. Any number of Doronar can be found wondering in order to increase their lord's prestige. More chaotic Doronar are most likely not content with the lifestyle of their clan and leave in order to travel the world.


    Racial traits
    - +2 STR -2 CHA, Doronar are strong but generally are followers not leaders.
    - Size: Medium
    - Base speed is 30ft
    - +1 natural armor for their scales
    - choose scale type.
    Red
    Gold - Resist 5 (fire),
    Brass

    Silver
    White - Resist 5 (cold),

    Black
    Green - Resist 5 (acid),
    Copper

    Bronze
    Blue - Resist 5 (electricity),

    - -1 penalty on listen checks, Serpents do not have keen ears, or holes in their head as the case is.
    - +2 bonus on intimidate checks, Doronar can be very frightening
    - +2 bonus on concentration checks, Doronar are very disciplined
    - Automatic languages: Regional,
    -Bonus languages Any, many Doronar choose Arcanic
    -Favored class: Samurai




    Maltora - Minotaur by another name, come from Kolskiir.

    Spoiler
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    Maltora - Big, stocky, horned brutes of the frozen mountains and cavern of Kolskiir. Sticklers for law and order, as they are said to be the manifestation of Malox's will. Despite their size and strength, they are not the brutes they are commonly portrayed as. Maltora are renowned architects, brilliant stone-cutters and fierce combatants. No one in Narium dares question a Maltora's might, unless they don't mind having their body cleaved in two.

    -Personality: Maltora are a very gruff lot. They speak when necessary, or when they bark out orders. They are respectful of the status-quo and very keen on upholding their honor. However, they are quick to anger, and it is not uncommon for disputes be settled by blood.

    -Physical Description: Maltora are humanoid bulls. Most stand as large as a human, (a bit stockier), and both male a female have horns. Short, coarse hair covers most of their body, ranging in color from deep black or grey to light brown. Some of the members of the noble Maltora families are monstrosities that are twice the size of a human.

    -Relations: Maltora think that they're the superior race, in both strength and intellect. They are openly disdainful of Jomocs and Humans, of which both races are members of their lower caste in Kolskiir. They respect any other race that displays a sufficient amount of strength or prowess, such as the Doronar with their iron discipline and devotion, even though historically the two races are bitter enemies.

    -Alignment: Their strict adherence to a caste system and belief that other races are inferior places most Maltora at lawful evil on the alignment spectrum. Though there are many who harbor no ill will towards others and merely carry out their duty. such Maltora are typically lawful neutral.

    -Maltora Lands: The Maltora hail from Kolskiir; a land that stretches across an entire continent. They make their home both above and below the mountains of Eldstand, where cities rest atop majestic peaks and descend into a labyrinth of tunnels and passages. In ancient times, they conquered Kolskiir by wresting control of it from bot hgiants and Doronar, andhave since proved to be un-beatable on their home turf. Kolskiir operates under a strict caste system, where size, race and occupation play a part in determaning your role in society. At the top, the biggest Maltora and members of the warrior caste govern the different regions of Kolskiir. They all, however, bow down to the king and his royal clan. Next, are the magus and holy castes, followed by the merchants, then craftsmen and finally the untouchables, Jomocs and Humans that long ago were subjugated by their stronger Maltora.

    -Religion: Maltora worship Malox. They view him as a God of order, and Maltora love order. Although you won't find too many zealots among the Maltora. Most Maltora merely pay him lip service, or only look look at his teachings as a blueprint for society.

    -Languages: Maltora speak Kolskiian, the native tongue of their homeland.

    -Names: Maltora have a first name and a clan name. When introducing themselves, Maltora state their name, followed by of <their clan name>. They prefer names that sound strong, because after all, your name is what people remember you by, and you want to be remembered as a formidable opponent, or a stalwart ally.

    examples:
    Male - Unngorath of clan Grenhoth
    Femal - Gertrude of clan Zroza

    -Adventurers: Maltora typically adventure for personal honor, or to bring honor to their clan. Some adventure to improve the caste of their clan. Or some could simply be tired of the regimented life of Kolskiir.

    Racial Traits
    Maltora - (Minotaur)
    - Medium Size
    - Darkvision 120ft
    - Speed 30ft
    - +2 STR, +2 CON, -2 DEX, -2 CHA, Maltora are physically stronger and tougher than most races, but they are less agile, and fairly gruff.
    - +2 Knowledge (Engineering/Achitecture) and Knowledge (Dungeoneering), Maltora are master architects and knowledgeable about underground environments
    - Maltora gain +1 racial bonus to Fortitude saves, they are a resilient race.
    - Maltorans have very keen senses. They have the Scent ability, and they can not get lost while underground, nor can they be affected by the Maze spell.
    - Maltorans have a natural Gore attack which deal 1d6 piercing plus Strength Modifier in piercing damage, or double that on a successful charge attack.
    - Due to their sharp instincts, Maltora gain a +1 racial bonus to initiative
    - Favored Class: Fighter
    La: 0

    Large Maltora - Because some just grow up bigger
    - Large Size
    - +6 STR, +2 Con, -4 DEX, -2 CHA,
    - Gore increases to 1d8
    - All other traits remain the same
    -LA: +1


    Vikzalxi - Fallen angels

    Spoiler
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    Vikzalxi - Vikzalxi are the feline race of humanoids that inhabit the Illashi Isles. According to legend this race of mortals originate from the angels that fell into the martial plane after the Schism caused by Narsus. They have lost much of their angelic splendor over the generations but still retain the values of the Gods they once resided with.

    -Personality: Most Vikzalxi tend to enjoy freedom and life. They are often jovial, inquisitive, and facetious. The few Vikzalxi that have strayed from the path tend to be arrogant and tyrannical in their belief that all mortals should respect them. Regardless, Vikzalxi take a logical approach to the philosophy of good. They never do something and then justify it by saying "thats what the Gods would do". They are very much aware of their mortality and understand that they will be judged as mortals in the afterlife.

    -Physical Description: Vikzalxi resemble humanoid cats of prey, although their features are not nearly as ferocious. Their fur can range many colors, from black to grey to orange, but they are never all one color. Instead Vikzalxi have either spots, stripes, patches, or maybe just one little spot that is a different color from their coat. Their hands and feet are almost identical to that of a Human's and therefore they do not have any natural weapons to speak of. However they do carry some of the grace and poise of felines in their movement. Vikzalxi have no tails.

    -Relations: Vikzalxi try to get along with every race, they have trouble dealing with the more malicious races such as Minotaurs and Belians, but never-the-less they always try to make friends where they can.

    -Alignment: Vikzalxi, with their kind disposition, are often good. But their race respects both law and freedom, and therefore Vikzalxi tend towards neutral on the law and chaos axis.

    -Vikzalxi Lands: The Illashi Isles are home to the Vikzalxi, a desert archipelago dotted with many an oasis, and gouged by deep river canyons. Along the northern shore are light jungle forests in which the Vikzalxi harvest their lumber. The real treasure of the Illashi Isles is enchantium, a mineral element that can easily hold magic. They use this material's power to make the land float( in order to save space), create new instruments, light the streets and various other things. The Vikzalxi follow the guidance of Cyndellia, an Arch-angel and personal freind to Da'ara, who fell to Narium during the Schism. She governs the Vikzalxi provinces from their capitol of Arbul-Durah. Vikzalxi have families and jobs in their society just like most other civilized races.

    -Religion: Good Vikzalxi will always follow the teaching of one or all of the Holy Tribunal, (Jovaan, Daara or Emer). Even neutral Vikzalxi respect the deities. Evil Vikzalxi tend to think themselves as something to be worshiped, and therefore do not pay homage to any deity.

    -Languages: All Vikzalxi learn Caldas, the native tongue of their predecessors. Vikzalxi tends to learn languages that they find interesting or ones not many people know. The more militant might learn the Infernal dialect of Caldas, the languages of their enemies.

    -Names: Vikzalxi have a first name and a last name, and more often than not, several nicknames. They use either depending simply on how they want to refer to themselves or others. Many other races are perplexed when the Vikzalxi constantly refer to them by their last name, or some random nickname.
    Example Names
    Male: Allahn Telsuran
    Female: Zeela Duralhi

    -Adventurers: Vikzalxi are friendly and inquisitive, so it is sometimes natural for them to want to see the rest of the world and meet new people. Some seek out to help those less fortunate, others might explore just for the fun of it. The more serious Vikzalxi might want to root out evil. Maleficent Vikzalxi may want to grab as much power as possible.

    Racial Traits
    - +2 CHA -2 CON, Vikzalxi are friendly and imposing but lack the stamina of other races.
    - Size medium
    - Base speed is 30ft
    - Darkvision 60ft
    - +2 bonus to spot and listen, Vikzalxi have keen senses
    - +2 to Jump and balance checks, Vikzalxi have feline grace.
    - Glory, Vikzalxi still embody the mystical powers of their long lost ancestors. Once per day, a Vikzalxi can radiate divine inspiration to all allies within 30ft, granting a +1 sacred bonus to attack, armor class, damage and skill checks for one round as a swift action.
    - Halo, on command a Vikzalxi can glow slightly which creates a light as the spell of the same name. This ability seems to also happen on it's own when a Vikzalxi is in a particularly good mood. The halo also radiates with a holy aura, conferring +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
    -Automatic Languages: Caldas (Angelic)
    -Bonus languages: Any
    -Favored class: Bard



    Belial - fallen angels (kind of)

    Spoiler
    Show


    Belial - The Belians are a fox-face race of humanoids that dwell in mystery to most of the other races of the world. Legend says that they are the mortal decedents of the Demons and Devils who fell to earth during the Schism caused by Narsus. Although their infernal features have dimmed over the centuries, their mood has not lightened.

    -Personality: At best, Belians are polite as long as you leave them alone. Belians are very reserved, and are suspicious of others, even other Belians. Typical Belians focus on gaining as much power as possible, in order to exact revenge on the Gods who abandoned them. They are often self-centered and stern in their demeanor. Some Belians see the best way to take revenge on the deities that abandoned them is to join their enemy, the Divine Tribunal. Such Belians are often nicer than the norm, as they follow the teachings of their new religion, but still very stern. The more wild Belians are psychotic and enjoy chaos and disorder, ranging from harmless pranks to bloodlust. However it is not uncommon for a Belian to control their bloodlust until the right moment.

    -Physical Description: Belians resemble humanoid foxes, without the tails. Their fur is typically blond or golden red. However they are never all one color. Patterns of a contrasting colored lines run all over their fur in various formations ranging from random patterns to repeating runes. Their hands and feet are identical to a normal humans therefore they have no natural claws. The average adult male weighs about 140 lbs to 160 lbs and stands at about 5'6" 5'10". The average female weighs in at around 110 lbs to 130 lbs and stands about 5'4" to 5'8".

    -Relations: Belians don't have any race which they are partial to. Instead they treat everyone with suspicion, only trusting certain individuals.

    -Alignment: Their distrust of other races and their desire for power to exact revenge on the Gods puts most Belians on the evil axis in one way or another, even if they never actively perform evil. It is rare that a virtuous Belial emerges from his homeland, but such a Belial would be an outcast. The kindest belians are usually neutral, tolerating strangers with impatient politeness.

    -Belian Lands: The Belians' focus of the destruction of the Gods has given them little time to care about their culture. Henceforth they simply refer to the frozen isle on which the dwell as The Waste. Belians live in carved glacial caverns, protected from the raging ice winds of The Waste. The Waste itself is many peeks of ice and snow with little if no vegetation. Belians mostly fish and eat other products of the sea in order to survive. However, The Waste has large deposits of enchantium ore, and element that can easily hold magic. They use this material to make short work of menial tasks and to keep some of the caverns warm. The leader of the Belians is Belial himself, a general of Malox, and former Lord of the 9th district of Heldor, who fell to earth during the Schism. All Belian caverns are connected by tunnels and all political power is centered in the main hub. They call their "city" simply, The Cavern, and all sections are named and numbered after their purpose. All tasks are assigned by the current leaders of said sections and Belians have little time for family or friends. Even the raising of children is considered a job and it is assigned to other Belians.

    -Religion: While the Belians believe that the Gods exist, they openly disdain all of them. They feel as though Malox and Mianna Vel abandoned them after the Schism, they despise Narsus for causing the Schism in the first place, and the Divine Tribunal have always been the demons and devils' natural enemies. There are rarely any divine casters among the Belians, however, many Belians become Druids, harnessing the raw power of the world to further their cause.

    -Languages: Because of their disinterest with other races, most Belians don't learn any other language. They have kept the languages of the heritage, in order to make it easier to gather information from them. All Belians speak Caldas, while adventurers might learn other languages to makes things easier.

    -Names: Most Belians are assigned a temporary name at birth until they are old enough choose a new one for themselves. They have a first name, maybe a title if they are important, and that's it.

    -Adventurers: Belians are not prone to become adventurers, their lack of interest usually keeps them at bay from the rest of the world. However, those that do are often outcasts from their homeland, or seeking power.

    Racial Traits
    -+2 CON -2 CHA, Belians are tough and weathered but not very sociable
    - size medium
    - Base speed is 30ft
    - Darkvision 60ft
    - Lowlight Vision
    - Dark Affiliation A Belial's heritage grants him +1 bonus to saves against spells of the necromancy school, in addition when a Belial casts a spell from the school of Necromancy, +1 to the DC to resist it.
    +2 to Sense Motive, Belians are shrewd judges of character.
    -Combat Training: Belians have trained for generation in order to fight Demons, Devils and Angels, Belians receive +2 to attack against all good and evil outsiders, and a +2 dodge bonus to armor while fighting them as well.
    - Belian Proficiency, Belians are naturally proficient with the Belian Claw.
    -Automatic languages: Caldas (Infernal)
    -Bonus languages: Any
    Favored Class: Wizard


    Naruks (Orcs) - Green and Gray

    Spoiler
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    Racial Traits
    Green Naruk (Orcs) aka Myzandiuan Naruks
    - Medium Size
    - Speed 30ft
    - +2 WIS, -2 CHA, Naruks are insightful, but are stoic
    - Low-Light vision.
    - +2 Knowledge (Nature), Handle Animal and Survival, Naruks possess a natural affinity for the wild
    - Receive Endurance, as a racial bonus feat
    - Automatically proficient with longbows/shortbows, Naruks teach the young to shoot from an early age.
    - +2 to attacks made against Animals and Magical Beasts, Naruks are famed hunters
    La: 0
    Favored Class: Druid

    Grey Naruks aka Eldstandian Naruks

    Racial Traits
    As regular Naruk, except where noted.
    - Stats change to +2 STR, -2 INT, Grey Naruk are barbaric, and thus are strong, but lack education
    - +2 Knowledge (religion), Ride and Survial, instead of the original bonuses, Grey Naruks are ritualistic, and teach their young to ride early
    - Proficient with all manner of axes (except Dwarven Waraxe), instead of bows
    - +2 Attacks made against Humans, Emocs and Jomocs, instead of against Animals and Magical Beasts.
    Favored Class: Barbarian
    LA: 0
    Last edited by TheFamilarRaven; 2016-07-30 at 07:35 PM.
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    Default Re: - The War of Existence - 3.5 Campaign World

    Religion

    There are six deities in “The War of Existence” campaign setting plus a religion that grants domains. The deities will be followed by a short description of the Gods and then their Domains. Not all DnD domains are listed, but many are.

    It is important to note, that clerics MUST have a deity in order to prepare spells. The exceptions are clerics of the Way of the Two Dragons, and clerics who have their alignment forcibly altered, (i.e magic, vampirism, etc.), so that it is out of sync with their patron deity. The latter has 1 week of spell preparation before they lose the ability to cast spells, unless of course they adopt a new deity's teachings. Clerics who willfully commit acts which would shift their alignment out of sync immediately lose their spell casting capabilities, until they find a new deity.

    The Gods

    The Holy Tribunal

    The Tribunal is usually worshiped as a whole, rather than individually, but some individuals find they have more in common with one of the tribunal than the others, and Clerics adopt a patron's teachings.

    Jovaan
    Jovaan is the God of Courage and Nobility and is neutral good. He takes the form of a humanoid panther, with golden eyes. He wears black armor and carries the Aurum Blade. Jovaan is the husband of Da'ara. His teaching often include showing mercy and compassion, even unto your enemies, but do not be afraid to meet out justice when needed. The teachings of Jovaan also include that there is only honor in how you choose your battles, during them, anything goes. Unfortunately, Jovaan's message to mortals is not always understood, and many mortals argue over where the line is drawn between justice, and evil.
    Common followers of Jovaan include paladins, and anyone with a strong sense of Justice. Athletes often too, pay homage to Jovaan. .

    Spoiler: Disciples of Jovaan
    Show

    Serasi, Angel of Light
    Shy and gentle, Serasi is a great comfort to the mortals of Narium, while she also serves as the foremost gatherer of intelligence in the battle against evil. Among her mortal followers she spreads a light that banishes the fear of evil. She tells them that her followers, too, dwell both in the shadow and light, keeping watch over them in even the blackest nights.
    Disciples of Serasi keep watch over the innocent. They a fully aware that evil tries to infiltrate the minds of those that would do good, thus they stay hidden is the shadows, ready illuminate the foul plot of whatever infernal agent they're tracking. Some disciples prefer to watch from the shadows, and subtly root out evil from the darkness. Others prefer the light, and set an example for all to follow.
    Sersasi has golden white fur on one half of her feline body, while the other is black as shadow. She carries a longsword as her favored weapon, and she is neutral good.

    Domains: Darkness, good, glory, sun, void(Stars subdomain only)
    note: The 5th level spell for the Darkness domain: is Replaced with Wall of Blindness/Deafness(blindness only)

    Anamath, the Hopeful Spark
    Upbeat and an eternal optimist, Anamath is the gentle leader who inspire others to seek out justice. She is hope incarnate, and a firm believer that the cosmos can and will be a better place for all. No matter how grim the world seems to be, she always finds a way to bring out the best outcomes.
    Her disciples try to do the same. Wherever there is unrest, strife, famine or even plague; the disciples of Anamath are there and ready to lend their aid. If wickedness tries to smother out all hope, the disciples will fight to the last to liberate it. In their mind, evil can only win when people stop believing that they can have a better future.
    Anamath is a crimson feline, with a golden torso. She carries a lance as her favored weapon and she is neutral good.

    Domains: Good, healing, magic, protection, repose

    Benedor, the Great Sport
    Strength and honor, and giving evil a proper smack-down! Those are the things Benedor is all about! Evil prides itself on being superior, in strength magic and skill. Benedor is the one who shuts down any notion that's true. He is the force that halts corruption, redeems the wicked, and guards other against such fallacious claims.
    Disciples of Benedor are often martially inclined. They actively seek out and destroy evil, saving redeeming those they can, but sending others back to where they belong. In times of peace, his disciples compete, both physically, and mentally in good sport. Thus, many a coliseum or debate hall bears the name of a famous champion of Benedor.
    Benedor stands as large as two men, and has fur as grey and rugged as rock. A fiery red mane dances around his head. Benedor carries a greatsword as his favored weapon and he is neutral good.

    Domains: Good, glory, nobility, strength, war


    Da'ara
    Da'ara is the Goddess of Love and Compassion, and is Lawful Good. She takes the form of a humanoid cat; as white as snow and eyes like bright sapphires. Da'ara is wife to Jovaan. Her teachings strive for peace and understanding. She implores her clerics to heal the sick and injured, protect the innocent, and bring serenity in a world of chaos. Her greatest rival is Mianna Vel. Common followers of Da'ara include Monks, and any other individual who strive for serenity. Paladins too, occasionally adopt Da'ara as their patron deity. But Da'ara is a typical Goddess to be prayed to by the common mortals, who wish for a long and healthy life.

    Spoiler: Disciple of Da'ara
    Show


    Jessimah, the Jolly Father
    Strong and sturdy, yet bearing a gentle demeanor. Jessimah is a welcoming soul who brings all kinds of mortals together in oneness. Known as the "Jolly Father", or "The Patriarch", Jessimiah treats everyone like family, and encourages other to do the same. His followers form communities, build schools, and bring people together to spread the joy of family. Many a village center holds a shrine to him, and prayers of thanks are given to Jessimiah for his guidance before every council.
    Jessimiah is twice the size of a normal human, his face bears a likeness to a proud lion, and his golden brown fur and flowing mane accentuate that look. His favored weapon is a quarterstaff and he is lawful good.

    Domains: Community, good, nobility, protection, law

    Y'samar, The peaceful
    Calm and collected, Y'samar spends centuries in quiet contemplation of the world's woes, hoping to discover the cure for all its ailments. Y'samar's teaching spread peace throughout Narium. There is nothing more horrible than to be at war; with others, or with one's self. Mediation, self reflection, and kindness are the keys to both health and happiness. Other things, material things, distract and corrupt. They create wants and desires that plague the mind and lead to evil.
    Clerics of Y'samar practice meditation and restraint. They are often humble travelers, moving from land to land to teach the Way of Y'samar. Some settle down in monasteries, forming small communities.
    Y'samar has the form of a white feline. With numerous black stripe running horizontal along his figure. His is always depicted as meditating, with a brazier of incense burning beside him. Y'samar rarely goes into battle, but when the peace of the world is threatened, Y'samar favors unarmed attacks as his means of fighting. Clerics get the improved unarmed strike feat. Y'samar is lawful good.

    Domains: Charm, good, healing, repose, law

    Lanavel, the Golden Devil
    In the years before the Schism, Lanavel served under Malox's banner. She was his chief judge and enforcer, making sure all devils obeyed and followed Malox's decree. But over time she saw that Malox's laws were arbitrarily harsh, and only meant to impose his will on those weaker than himself. She watched in disgust as her fellow devils gleefully served the new order, and bowed their head before a tyrant in exchange for the benefits of becoming the ruling class. After refusing to enforce what she though to be insane laws, she had to flee in order to escape Malox's wrath.
    Today, Lanavel is the guardian of justice in the realm of Celanus, and despite what others might think, Lanavel his proud to be called a Devil. To her, she is living proof that even that her race is not doomed to be the relentless force of tyranny in the cosmos. Her knights bring peace and order to the lands of Narium, They unravel crimes and promote social fairness, and defend that peace to the last if it ever becomes threatened.
    Lanavel has the form of a golden wolf, with thin, crimson swirls dancing around her body and two large horn emerging from the back of her skull. She carries a warhammar as her favored weapon, and is Lawful good.

    Domains: Good, law, nobility, protection, strength


    Eemer
    Eemer the God of Creativity and Knowledge, and is chaotic good. He takes the form of a humanoid cat; with bright blue fur and ruby red eyes. His teachings spread curiosity and innovation. He strives for new ideas and creative works of art. Patrons of Eemer are usually scholars, artists, bards and even rogues. A cleric of Eemer has access to the following.

    Spoiler: Disciples of Eemer
    Show

    Muse, Heaven's Demon
    "So there were, like, these demons and all, right? Some of them were really fun characters. This guy N'rash, man, said the craziest things! Well that was before that bitch Mianna Vel came and tried to take over the universe. Bitch REALLY cramps my style!"
    Muse was once a member of Mianna Vel's host, before the Schism. But he found their blood lust to be the antithesis of his very soul! They stopped appreciating all of the great works of art Muse produced, and drove him away. Today, he counts himself as a proud resident of Celanus, and is great friends with Eemer and all of the Holy Plane's residents. His teaching encourage mortals to express themselves artistically, to learn all they can, and follow their dreams. He is sometimes called "Heaven's Demon", the "Celestial Herald" or the "Demonic Bard".
    Muse typically takes the form of a blue, humanoid wolf, with golden lines crisscrossing all over his body. Two arched horns rest atop his head as a reminder that Demons were not always the brutal creatures they are today, and that some can still be saved. Muse is chaotic good, and carries a greataxe as his favored weapon.

    Domains: Artiface, chaos, good, knowledge, Madness.

    Note: Replace the 5th level domain spell granted by the Madness domain with Dream

    Glaniel, the Lucky Star
    Glaniel is the oddball of Celanus. She always seems aloof and living in her own little world. But she has a kind heart, and always seem to show up in the right place at the right time, and produce the right outcome. No one knows exactly how she does it, even the Gods are taken aback by the fortune of the Lucky Star.
    Glaniel is one of the few angels that doesn't have a large following, but her disciples seem to be anywhere they're needed. They are helpful and kind, and by some miracle always have the intuition needed to aid those in need. Other than the "Lucky Star", Glaniel goes by other names, such as "Lady Luck", and "Fortune Bearer".
    She takes on the form of a crimson cat and stands as tall as a human. She has white mask around her eyes, like a racoon. Glaniel is chaotic good, carries a scimitar as her favored weapon.

    Domains: Chaos, good, luck, magic, travel.

    Kess, Lady of Liberty
    Kess doesn't like Devils. She also doesn't like Demons. Actually, Kess isn't really a fan of anyone who seeks to impose their will upon others. There is a fine line between guidance, and control, and Kess knows exactly where that line is. And if you happen to be on the wrong side of it, you better pray to whatever dark being told you that was a good idea, because the Children of Liberty will find you, and will correct you... Peacefully, by preference, but sometimes tyrants can be stubborn.
    The Lady of Liberty, as Kess is sometimes called, inspires mortals to free those who are forced to serve, and to help those enslaved by circumstance. Throughout Narium, the followers of Kess fight for freedom and social equality. They're not interested in establishing a new order, only societies in which people live together free of oppression
    Kess is as large as two humans. She has shining blue fur, accented by white stripes that curves along her form. She is chaotic good and carries a longbow as her favored weapon.

    Domains: Chaos, good, liberation, travel, trickery.



    Other Religions

    Narsus
    Narsus is the God of the natural world, and the judge of mortal souls. He is true neutral. No one can say what Narsus looks like, his image is always shrouded in a autumn cloak. Narsus has no teachings that he imposes on mortals, but some mortals follow his example of balance. Others pay homage to him as thanks for the gifts the natural world offers. His followers include druids and rangers, but many other, more nature oriented societies, such as the Trewasha Orcs, will have shrines to him. Narsus carries the World Splitter, a legendary scythe as his favored weapon. A cleric of Narsus as access to the following

    Domains: Air, Animal, Earth, Fire, Water, Death, Healing, Magic, Weather

    Way of the Two Dragons
    Not so much a deity, rather a philosophy. It teaches that within every soul, there is a silver dragon and a red dragon, each eating the tail of the other. When your soul is out of balance one eats the other. It is preferable to find a balance. This religion has its origins in ancient Fynlaw. A cleric of this religion has access to any two Domains, provided they are opposed to each other, (A DM has final word on what Domains oppose each other). Some example are, Good/Evil, Healing/Destruction, Protection/War Fire/Water etc … Clerics of this religion must be true neutral.

    The Dark Ones

    Malox
    Malox is the God of Hatred and Greed, and is lawful evil. He takes the form of a humanoid wolf; gray, with bright green eyes. From the depth of Heldor, he plots his conquest of the upper planes. He is supreme commander of all Devils, and teaches his mortals that there is a natural order to the world. The weak must serve the strong, only then can the world function properly. Common followers of Malox include, blackguards, havoc knights, evil wizards and assassins. A cleric devoted to Malox's cause has access to the following patrons: Gamigin, Solakta, Thamuz, Remora, Gol'Goroth, Naru, Bel'Durog, Desmodia, and Sarolah.

    Spoiler: Devil Lords
    Show

    Gamigin, Lord of the Tower
    Gamigin is arguably the least understood of all devils. He is known as “The Watcher”, for Gamigin sits atop a tower 666 stories tall, where he surveys all of Abyss for the enemies of Malox. Of all of the original arch-devils, he is the only one to have had his body twisted and warped into a scaly form like modern pitfiends. Although, he often uses his magic to disguise himself as his original form. Even still, while in his horrific new form, Gamigin is still easily distinguished from the common rabble. The Lord of the 1st is known to be stoic, and patient, and often discovers and exploits his enemies' weaknesses without fail. Gamigin is Lawful Evil.
    Gamigin does not have many mortal followers. He does not actively assist in Malox's endeavors. His maxim is to observe, and report. Gamigin carries a Halberd as his favored weapon.

    Domains: Evil, Knowledge, Law, Protection , War

    Solakta, The Herald of Heldor
    Solakta was once a mortal human, who united the tribes of the southern deserts of Myzandus. He was so devoted to Malox, and possessed such a mastery of magic, that when his soul was banished to Heldor, he overthrew his devil overlords with strength like an archfiend. Recognizing his power and devotion, Malox bestowed upon Solakta the powers of a devil lord, and granted him the 2nd district of Heldor to rule over. He is also known as “The Red Prophet”, and 200 years ago he had his disciples on Narium write the Malacon, the book of Malox, to spread the faith. Solakta is Lawful Evil
    He is is held in high-esteem in the Solaktic Empire, a nation which he helped found. His cultists spread Malox's faith wherever misguided peoples of other beliefs reside. Solakta carries a heavy mace as his favored weapon.

    Domains: Artifice, Evil, Law, Magic, Rune

    Thamuz, the King of Wrath
    Thamuz is the embodiment of hatred and vengeance in the court of Malox. Standing as tall as a colossus, and wreathed in a cloak of smoke and fire. Even before he was called Thamuz, his rage was legendary enough to be known as “The Prince of Hate”. Indeed, Thamuz is the real name of the Velmeran that nearly conquered Myzandus and the rest of Narium.
    His desire for revenge is so great, that he has the strongest spiritual connection to Narium, and can be summoned through a dark ritual at the place of his mortal death. In fact, he nearly was reincarnated on Narium, as was foretold in the Malacon. Thamuz is Lawful Evil.
    His worshipers consist primarily of Velmerans that still believe in the old ways. cultists of his are constantly seeking ways to resurrect their patron and bring about a glorious war that will cover the world. Thamuz carries a Longspear as his favored weapon.

    Domains: Strength, Destruction, Evil, Law, Nobility

    Remora, the Dark Lady
    Remora is the most reclusive of all the rulers of Heldor. Her fur is alabaster, with black streaks running over her eyes. She is known as the Lady of Sorrow, the Pale Mistress, and the Queen of Puppets. Although, while she herself remains isolated from even other devils, her influence reaches far across the planes. It was through her agents that mortals learned necromancy, and the secrets of un-life.
    Her fortress burrows deep beneath Heldor, where even the red glow of the infernos of Heldor do not reach. There she remains, with only the undead to keep her company. Those who commit suicide are often given to Remora, where she reshapes their souls into agonizing mockeries of life, with no will of their own. Remora is Neutral Evil
    In older days, people would commit the souls of the dead to her in hopes that it would appease her, thus preventing the corpses from rising from their graves. These days, her cultists are primarily necromancers that wish to learn all they can about immortality. Remora carries a flail as her favored weapon.

    Domains: Death, Darkness, Evil, Trickery, Void

    Gol'Goroth, Master of the Pits
    Gol'Goroth rules over the largest portion of Heldor, the Slave Pits. He is known most commonly as the Master of Thralls, and the Great Zealot. The Master towers over lesser devils, with coal black fur and a red stripe that crosses his left eye diagonally. Wielding trident and shield, and wicked plate armor, Gol'goroth is the battlefield commander of the legion of devils. His loyalty to Malox is unquestionable, and his resolve to see his master's will be done is unshakable. Gol'Goroth is Lawful Evil.
    Gol'Goroth's cultists are of a militant mind and actively seek out and destroy the enemies of Malox. Gol'Gorth carries a trident as his favored weapon.

    Domains: Artifice, Evil, Destruction, Law, War

    Naru, the Deal Maker
    Naru is the archdevil of bargains. Sly and charismatic, Naru sends her agents to tempt mortals with power, wealth, love or any other desires they may have. All she asks in return is their soul. Undeniably to most nonchalant of her counter-parts, Naru in fact plays a vital roll in gathering more powerful souls for the hosts of Heldor. She appears most often when heroes are in dire straights, (most likely caused discreetly by Naru in the first place), offering a simple, (but costly), solution to all their problems.
    Naru is slim, with soft, violet fur, except for the blue spirals along her arms. Two small horns poke up behind her ears, barley even noticeable. Her demeanor seems always charming, soothing, and happy. She is known as the Pact Maker, and the Gentle Deceiver. Naru is Lawful Evil.
    Many of her cultists play secretive roles that influence world politics. Naru carries a sword cane as her favored weapon.

    Domains: Charm, Evil, Knowledge, Law, Rune

    Bel'Durog, the Spymaster
    Bel'Durog is the spymaster of the underworld. A shadow that stalks the darkest reaches of Abyss and beyond. Known to be cunning, ruthless and unwavering in his duty, the Lord of the 7th retrieves intelligence, eliminates threats to Malox's regime, and sows discord among enemy ranks. While not as physically as imposing as some of the other archfiends, his mastery of magic, and his ability to fool all but the most powerful divination magics puts fear into both the arch-devils, and Malox's foes. With a wit that matches Naru, Bel'Durog leaves not only fatal wounds, but biting insults which leave the few survivors enraged and demoralized.
    Bel'Durog's fur is the color of charcoal, with the exception of the white rune patterns that cover his chest and back. Two small horns protrude from his forehead, curving backwards. Behind those, are two larger horns, also curving elegantly behind his head. He is known as the Shadow of Death, Doom Bringer and the Smiling Assassin. Ba"Rash is Lawful Evil.
    Bel'Durog's cultists are of similar mind to that of Gol'Goroth. The only difference is in their methods. Bel'Durog's cultists will use murder and subterfuge to combat the enemies of Heldor. Bel'Durog carries a short sword as his favored weapon.

    Domains: Evil, Darkness, Death, Law, Trickery

    Desmodia, the Fallen
    Desmodia is the most tragic of all the arch-devils. She was once an Angel, close friends with Da'ara, before she became jealous of the Goddess, and aligned herself with Malox, with the promise of being able to usurp Da'ara's position as the queen of Celanus. When she fell completely into darkness, the light of Celanus blinded her so severe, not even Malox could reverse the effect. But her blindness does not hinder the Dread Angel, for she is gifted with Void Sight, and can predict the actions of mortals and spirits alike. While not true foresight, this power allows Desmodia to determine the most probable outcome of the actions and events of mortals, even across planes. She sees what events might unfold should heroes succeed in their goals, and marks them for death, or more often than not, “alteration”.
    Desmodia retains her angelic appearance, but only as a mockery. Her fur is snow white, with golden stripes down her back, and still wears her blood red halo as a reminder of “where she belongs”. Desmodia is known as the Dread Angel, the Betrayer, and Mistress of the Voidsight. Desmodia is Lawful Evil.
    Her cultists are few and far between. They alwasy keep a low profile, but once their mistress calls them to action, they obey without hesitation. Desmodia carries a morningstar as her favored weapon.

    Domains: Evil, Law, Luck, Magic, War

    Sarolah, The Grand Inquisitor
    Among all of Malox's lieutenants, there is none more fearsome then Sarolah. The 9th Lord makes it his business to be the most terrifying force in existence. Sarolah's one purpose is to break mortal souls into submission. Those few strong souls who resist the infernal influence of Heldor wind up in Sarolah's torture chambers. Such souls are usually mortals with good hearts, but made either a great sacrifice, or a bargain which sealed their fate to Heldor. These souls often show more resilience and determination, and they resist the diabolic transformation. But no known mortal (or angel for that matter) is said to have endured the torment wrought by Sarolah.
    Sarolah stands twice the size of a regular human. Stark white fur with winding black runes covers his body. He has blood red eyes, and six large horns sprouting behind his ears. The Grand Inquisitor is one who delights in the suffering of others, and his methods of torture put to shame even the most atrocious of mortal designs. Even other arch-devils avoid Sarolah when they can. He is known as the Lord of Agony, the Breaker of Angels, and the Eater of Light. Sarolah is Lawful Evil
    His cultists kidnap and torture mortals into serving their dark master. Anyone who resists is killed ... eventually. Sarolah carries a spiked chain as his favored weapon.

    Domains: Destruction, Evil, Glory(Hubris subdomain only), Knowledge, Law,


    Mianna Vel
    Mianna Vel is the Goddess of Lust and Fear and is Chaotic Evil. She takes the form of a blond, humanoid fox, with dark eyes and a lustful stare. Mianna Vel is the queen of all demons, and from her palace in Demnia she lets them run loose. Her favored weapon is known a the Call of the Mistress, a legendary quarter staff. Her teachings are that of absolute freedom, with no restriction, no morality. Each individual should live life as they see fit, without being bogged down by petty things like honor, or law. Mianna Vel's only goals are to seduce Jovaan, and conquer the upper planes. Common worshipers of Mianna Vel include evil barbarians and sorcerers. Rogues often pay homage to her as well, and any other individual who hates the idea that anyone should dictate what they should do. A cleric of Mianna Vel has access to the following patrons:
    Spoiler: The Demons
    Show


    Amun-Braza, Demon of the Void
    Amun-Braza is Mianna Vel's chief commander. He alone commands enough respect to force any other lesser demon to his bidding, and is controlled enough to lead them. He does not covert followers to Mianna Vel's cause, he makes them fear the inevitable; that demons will rule the cosmos in the end, and chaos will reign. Better to hurry it's end and earn a quick death, that to live in agony as one so foolish enough to oppose Mianna Vel.
    The Demon lord stands nearly 12 feet tall. White fur and prismatic runes dance along his body, and his pupils swirl like a vortex. Two massive ram horn sprout from behind his ear. Amun-Braza is known as the Herald of Demnia, Crusher of Hope, and the Inescapable Fury. Amun-Braza is Neutral Evil.
    Amun-Braza is one of the few demon lords that has an organized following. His cultists seek to bring about an end to existence, out of fear that the demons will torture them for eternity if they do not. Amun-Braza carries a falchion as his favored weapon.

    Domains: Evil, War, Nobility, Strength, Void

    N'rash, Demon of Insanity
    No being in existence is more confusing than N'rash. He is capable of a coherent conversation one minute, then spouting off absurdities the next, always speaking in insane riddles, and forcing mortals to play cruel games for his amusement. N'rash cares little for Mianna Vel's agenda, but he is not so crazy as to fight her whenever she orders him around. Plus there are certain ... benefits that come through obedience. N'rash does not have a cult, or any sort of formal organization. The insane just seem to gather together and construct monuments in his name, ever grateful for the blessing of wisdom N'rash has bestowed.
    N'Rash, in his usual form, stands about the size of a human. Half his body his covered in purple, with yellow polka-dots, while the other half is bright yellow with purple stripes. On his purple half, a curly horn sticks out to the side, on the yellow half, a horn neatly curves upwards. N'Rash is Chaotic Evil.
    With no official religion, one would think N'Rash would have no cultists to speak of, yet throughout the world, insane mortals commit atrocities in his name. N'Rash's weapon alters it's form randomly, claiming no true form. Thus he has no favored weapon. Clerics of N'rash start the game with a random proficiency, from these tables. (Not the magic items tables, the random weapon tables).

    Domains: Chaos, Evil, Luck, Madness, Void

    Ag'Staphos, Demon of Destruction
    Ag'Staphos is less a demon than he is a force of nature. A constant maelstrom of destructive force whirls around him in a dark vortex that blocks out all light. He is malice incarnate. The demon's philosophy of "only war" appeals strongly to barbaric tribes and mortals driven mad by bloodlust. "Only the strong are worthy to live, thus you must always prove you are strong. Kill those weaker than you, it is your right. Take no prisoners, for the meek shall have no place in this world. And above all, kill, because you can."
    In a rare moment when he is in a calmer state, and not a walking pillar of fire, Ag'Staphos has brown fur, with a black torso and legs. Four horns curve backwards out of his skull, and two more spikes protrude outwards from behind his elbows. Ag'Staphos is chaotic evil.
    Ag'Staphos is a popular patron among war-like tribes of short lived races, such as goblins. Giant's too, worship him as a pinnacle of might. His cultists lead hordes of warriors to fight and plunder anywhere they can get to. Ag'Staphos carries an earthbreaker as his favored weapon.

    Domains: Chaos, Destruction, Evil, Fire, Strength

    Exapha, Demon of Lust
    Mianna Vel's personal consort, Exapha is the demon of lust and excess. He spends most of eternity in the Golden Palace of Demnia, in a near constant state of euphoria. But his idleness should not be mistaken for weakness. Exapha's talent for compelling mortal to commit horrors should not be underestimated. With a mere appeal to a mortal's base needs, Exapha can control and direct countless individuals and have them fully relinquish themselves to the ecstasy achieved through wickedness. Exapha preaches no restraint, that others are there for your amusement, whether you amuse each other, or for one to fall prey to your own need of enjoyment. In short, if it feels good, then it is good.
    Exapha hardly ever wares any bit of clothing, preferring to show off his body and physique. He has orange fur, with a dark blue circle on his chest. Radial lines expand from the circle like the rays of the sun. two small horns poke out from his skull. Exapha is chaotic evil. Exapha is chaotic evil.
    Exapha is one of the few demon lord open worshiped in civilization. His cultists are often brothel owners, drug dealers and wealthy merchants. Exapha carries an club as his favored weapon.

    Domains: Chaos, Charm, Evil, Liberation, Trickery

    Ghulla-Thulla, Demon of Disaster
    A disgusting and repulsive being to behold, Ghulla-Thulla is among the chief causes of mortal misery. His very being is that of a coal black wolf, with large dead eyes. A viscous slime makes up his skin, that only looks like the fur of a wolf. But it melts away constantly, leaving a trail of horrible black ichor wherever the demon treads, and he stands in a hunched position, like a dull-witted brute. Two horns sprout from his head, and arch inwards.
    Ghulla-Thulla never misses the opportunity to spread famine and disease, or to upturn social order, causing nations to spiral into chaos. Many a mortal have made terrible sacrifices in Ghulla-Thulla's name, in hopes that he might spare them of the plague, or perhaps cure a loved one.
    Very few cultists of Ghulla-Thulla exists, for most worshippers are simply mortals who fear a slow death. On rare occasions, it has been recorded that certain farming communities regular sacrifice sapient souls in the belief that Ghulla-Thulla will spare their crops. Ghulla-Thulla carries a sickle as his favored weapon and is chaotic evil.

    Domains: Chaos, Death, Destruction, Evil, War

    Illuvia, Demon of Envy
    One might think Illuvia timid by demonic standards. Her slender form, soft green fur and tiny horns don't portray the savagery one thinks of when discussion demon lords. She is overtly jealous of the power Mianna Vel wields, yet at the same time worships her. She tries with all her might to emulate her goddess. Every decision she makes she first considers if it's what Mianna Vel would do. All of this is in the vain hope that she will become as powerful as she is.
    Her interaction with mortals are few and far between. Only mortals seeking to obtain what they desire most, or to harm the object of their envy come to her, and she gleefully provides wisdom on the topic of causing misery to one that doesn't deserve what they have. All she asks for in return is for the mortal to amuse her, somehow. Illuvia carries a whip has her favored weapon, just like Miaana Vel and is chaotic evil.

    Domains: Artifice, Chaos, Evil, Knowledge, Rune,

    Xol'xi'aaz, Demon of Fear
    The darkness that creeps along the outer reaches of your vision. The black though that haunts you while you dream. The monster that fills your mind with dread. Xol'xi'aaz; lord and master of the darkest reaches of the abyss. A terrifying, enigmatic presence that fuels mortal paranoia. No one except the demon lords themselves have ever truly glimpsed him. But he is most certainly there; watching, waiting.
    Among mortals, Xol'xi'aaz spreads fear and mistrust. Nothing brings him greater joy than mortals turning against each other. Many ghost stories involve some agent of Xol'xi'aaz snapping the minds of mortals through shear terror.
    His cultists are those who have had their minds broken by fear. A fear so terrible they wish to never again experience the torture of re-living that nightmare. So they serve their master, doing his will upon Narium for the sake of being free. Xol'xi'aaz uses a dagger as his favored weapon and is chaotic evil.

    Domains: Chaos, Evil, Darkness, Madness, Trickery

    Y'vos, Queen of Anarchy
    Y'vos was once the prominent disciple of Astoroth, the devil of greed. But long ago, she found Malox's agenda to be far too boring for her liking. Thus she defected to Mianna Vel's court, intrigued by the notion that she could rule her hordes as she saw fit. But the hierarchy of demons is not one for subtle manipulation. She missed the subterfuge and cross dealings that were the bread and butter of the diabolic social structure. So she turned her attention to the new world of Narium.
    Y'vos cultists are promised power and comfort in their after lives as part of Y'vos' cult, in return, they are to corrupt mortals into serving Mianna Vel's ends. Many a demon lord destroys social orders, but none do it so masterfully as Y'vos and her cult. Worshipers play all sides of a conflict. In the background, they pull the strings that cause kingdoms to fall into civil war.
    Y'vos is covered in purple fur, with golden lines running down her head and back. Two small horns poke out of her forehead, while two larger horn accompany them, arching elegantly back. Y'vos' favored weapon is a rapier and she is neutral evil.

    Domains: Charm, Darkness, Evil, Liberation, trickery

    Sesazu, Demon of Entropy
    Sesazu is the outcast among the demon lords. She was once an angel who promoted peace and wellbeing. But came to the realization that peace, true peace, was something that was impossible to reach in this world. Thus, in order to be true to her nature, she concluded that for there to be peace, all forms of life in the multiverse must be extinguished. From the gods down to the lowliest mortal, and even herself. All must be eradicated for the sake of peace.
    She works with demons only because she knows that it will suit her ends. It matters not what methods she employs to wipe out all life, because in the end, it will not matter. She has virtually no cultists, as few people have even heard of her existence. But she is out in the dark corners of the Abyss, concocting a plan that will tear Narium asunder, and destroy all that the Void created eons ago. Sesazu's favored weapon is a glaive, and she is chaotic evil.

    Domains: Chaos, Evil, Death, Destruction, Magic




    Belial, Formerly the 9th Lord of Heldor
    Among every culture, there is always one being of legend. The fiends of Heldor are no different. The one arch-devil that put to shame any other fiend barring Malox himself is non-other than Belial. Even Sarolah stepped aside when Belial walked through the halls of Malox's fortress. He is known as the Pride Lord, the Black Commander, and the One-With-No-Master. When Narsus created the Schism between Abyss and Celanus, Belial was unfortunate enough to fall down to Narium. He landed with several of his solders along with his enemy, the Demon general Baal. Despite this, he slew Baal, and rallied his soldiers, all the while awaiting word from Malox. When Malox sent no message, Belial would not take such an insult to his pride, and to his loyalty. He vowed to end Malox, and every God that would go against him.
    Belial stands twice as tall as a regular human, with blond fur, and black, rigid runes that crisscross all over his body. Four massive horns sprout behind his ears, which emanate black smoke.

    Astaroth, Formerly the 8th Lord of Heldor
    Sly, charming, not unlike Naru, Astaroth is the epitome of greed. Of all the archdevils, his greed and ambition was so great, he attempted a coup against Malox. Unfortunately for the King of Kings, the coup was not successful, in part due to his “apprentice” Naru, and his brother Gol'Goroth betraying his plans to Malox, and in part to the immense, and vastly underestimated, power the God of Hatred and Greed possessed. It was all Astaroth could do to flee to a pocket dimension, a fugitive from all factions, Angels, Devils and Demons. But true to his nature, Astaroth still has a habit of hoarding wealth that would make the greed of red dragons seem like a minor hobby. Astaroth tends to interact with mortals the most, usually to kill them and take their valuables, but sometimes (if the mortals use the proper abjurations), Astaroth is willing to buy, sell, trade information and items of power for not-so-fair prices.
    The Former Lord looks much like his brother Gol'Goroth, although he is lacking his brother's stature. Astaroth still has the jet black fur, although instead of the red stripe over his left eye, he bears a red, comet-like streak over his right eye, and two decently sized horns emerge from his skull.
    Last edited by TheFamilarRaven; 2017-05-31 at 05:20 PM.
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    Default Re: - The War of Existence - 3.5 Campaign World

    The Planes

    The World of Mortals (Narium)

    The World of Narsus' design, also known as Narium, is the material plane. It's the home plane to many races and creatures, and is the point of contention between the Gods. It's main features include five major continents. The continents are; Mystaria, Eldstand, Vikalastine, Venor and The Waste. Each continent has one or more major regions/countries that make up the bulk of the geography and culture. Each region and country is explained in more detail in the history section, this section is purely an overview of the plane and it's characteristics. All beings on this plane are contained within a “Mortal Shell”. All outsiders killed on this plane are sent back to their home plane, mortals killed on this plane have there souls transported to Black Narium

    Narium is the inner most plane of all existence
    The nature of Narium is similar to that of real world Earth
    It is extremely difficult for Outsiders to enter Narium, without the express permission of Narsus. The easiest way to enter Narium is be being summoned by a mortal, but even that is often random, and beings of power are still unable to enter with normal summoning methods. Its sometimes common for souls from Black Narium to slip through.

    Black Narium

    Also known as the shadow plane, this is where mortal souls end up after death. The plane bears a unnerving resemblance to Narium, except that it is twisted and warped by decay. Usually, a Guide shows up to lead, (or drag), a mortal to Narsus' realm of Fywnwir, where they are to be judged by Narsus. However, if a soul becomes lost in Black Narium, they will become undead horrors. Living creatures on this plane suffer no ill effects, other than psychological one if they get disturbed easily. But they do attract undead from all over the plane. Like Narium, it is extremely difficult for most Outsiders to enter. The exception are mortals from Narium and servants of Narsus from Fywnwir.

    Fywnwir

    Fywnwir is the seat of Narsus, and is a plane overrun by nature. At the center is an enormous tree where the House of Narsus resides. This is where Narsus judges mortal souls, and sends them to either Abyss or Celanus. Non-sentient creatures that die on Narium, such as animals, reside here as well, until they are reincarnated on Narium. Fey creatures too, reside on this plane after death, and share the same cycle as the animals. Mortals that do not belong in either Abyss or Celanus also live out the afterlife on the plane, until they too, are reincarnated on Narium.

    Fywnwir is also a very important stepping stone between Celanus and Abyss, the barriers between Fywnwir and the Divine planes are very strong, not even the other Gods can bypass them without special help, or clever tactics. Only the barriers' creator, Narsus, can dissolve them, or weaken them enough for lesser souls to go through. And Narsus is just as keen as keeping the mortals from entering his realm without a guide as he is with keeping the other gods out.

    The Divine Planes: Celanus and Abyss

    Celanus

    Celanus is a place of absolute beauty. Whatever an individuals desire of paradise is, that is what they experience. Celanus is difficult to describe, because every mortals' desires and expectations vary. However, to the greater, stronger souls who can resist this effect, Celanus is still a wondrous plane. The skies are vibrant blues and violets, the clouds are golden. The grass is a bright green and the air is refreshing. For a mortal, earthly desires are fulfilled, true loves are found and joy is ever present in their afterlives. The essence of this plane literally prevents its residence from being bored, as a feeling of peace and accomplishment is ever present. This by no means alters a soul's individuality, merely their mood. When a mortal soul returns here from Narium, they free themselves of their mortal coil, becoming angels. Powerful mortals may even become arch-angels, as is the case with many a hero.

    Abyss

    Abyss is divided into two parts, Heldor, and Demnia. They reside on the same plane, but are ruled by different Gods. Malox rules with an iron fist over Heldor, and Mianna Vel keeps her demon hordes in line through fear. Although there are two separate regions of Abyss, the landscape remains the same throughout. It is a black land, rocky and barren. The air is filled with a choking ash, and streams of lava and blood flow throughout the plane. However, while the physical aspects of the plane are the same, each kingdom tortures mortal souls in different ways.

    The kingdoms of Abyss are constantly fighting for supremacy, over both Abyss, and Narium.

    Heldor

    Heldor is divided in to several regions, some on the surface, while some burrow into the earth. Each region is governed by a Lord of Heldor, the more powerful the Lord, the closer the region they govern is to Malox's palace. The Devils of this plane torture mortal souls into submission, breaking their individual will. The moment they submit to Malox's will, they become Devils themselves, the strength of the Devil created depends on the strength of the mortal. However, once they become Devils, they are subject to a form of torture even more terrible than what the Devils can perform. Each day they are wracked by pain and suffering unless they carry out the Will of Malox, which is to spread his ideology to the mortal plane and to force all existence to bow down to Malox.

    Demnia

    Demnia has no regions, or lords. It merely has a hierarchy of power. Here, the powerful drive the weak to follow their whims. At the center of Demnia, is an ironically splendid palace. It seems serene and beautiful from the outside. Once inside however, the corruption of Mianna Vel is immediately apparent. From slaves and concubines to torture devices and blood smears, the palace is a nightmare to behold.

    Mortals sent to Demnia are tortured by their greatest nightmares for all eternity. Their hope are revealed to be obtainable, but are then shattered right before them, driving mortal souls insane. After so much madness, a soul becomes a Demon, willing to inflict the same madness on all existence. The strength of the Demon depends on the mortal.


    The Outer Plane

    The Void

    The Void is the outer most plane of existence, It is arcane power in its purest form, any soul short of a God is torn to pieces by the shear energy of the plane. Nothing exists here, but it is the source of all magical power, from the Gods down to the lowest hedge-magician.

    The Inter-Planes

    These are the plane the interweave with some, or all of the planes of existence and they are as follows:

    The Ethereal Plane – The ethereal plane exist as a sub-plane between Narium and Black Narium, souls on this plane can see into both, and it often used as a method of quick transportation on either plane. The plane sometimes allows for souls twisted by Black Narium to slip through onto Narium.

    The Elemental Planes – I.e Fire, water, Earth Air. These are sub planes of Fywnwir, and they interweave with that plane and Narium. Home to elementals, and energy in its second most raw form (the first being the Void), it serves as a useful way to gather the energy needed to combine elements to create something material.

    The Positive and Negative Planes - Exist interweaving all existence. Although they diverge when they reach Fywnwir, (Positive energy splits off towards Celanus while Negative Energy splits off towards Abyss). It it is the source of all emotions present in a soul. These planes mix with every soul in existence, but it in no way determines the attitude or emotions of a soul. Rather, the attitude of the soul dictates the balance between the positive and negative planes within the soul.
    Last edited by TheFamilarRaven; 2014-06-18 at 03:36 PM.
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  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: - The War of Existence - 3.5 Campaign World

    History

    The following is a history of Narium, the cultures that exist, or once existed, and a telling of great heroes and legends. Each continent will discussed separately, as will legends (although they intersect, this is for simplicity's sake).

    Myzandus

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    The history of Myzandus is that of triumph. In the ancient days, it was little more than a collection of bickering races. By over centuries, various groups untied to form city-states, kingdoms and tribes. Notably, there was the Velmeran Kingdom, the Solla Desert tribes, the Orc tribes of the Western Forest, the Doronar Kingdom of the North and the City-States of the East.

    The Eastern Myzandians had formed various city-states that were each ruled by a king. They were known as; Dairis, Solmnus, Hedthir and Corathi. Over time, these city-states proved to be the strongest, and their influenced overwhelmed any remaining tribes in the region that resisted their rule. It was a delicate balance of power between the four city-states, but they were committed to keeping the peace, at least between themselves. They were often under frequent attack by Solla tribesmen, especially Solmnus, which was closest to the desert.

    By the time the Easterners had formed their city-states, the Doronar kingdom had expanded south, boasting an massive empire that covered much of the continent. This was of course, all thanks to their dragon ruler, Marilla, who had the power to conquer the lands. The Doronar kingdom, which in the present day is now referred to as Norkindar, conquered much of the Orc tribes and pushed East towards the city-states, stopping at the border of Hedthir. They had no interest in the Bleaklands, the lands of the Velmeran kingdom. But they had their sights set on conquests of the eastern riches.

    In the year 316 R.E, Hedthir was overrun by Norkindar, in part, do to its betrayal by its greatest general Julius Lorecast. The city was renamed Gilglish, the Doronar word for “Useful”. Yet five years later, in 321 R.E, it was Julius' son, Rezzek, that would overthrow Doronar rule, in the process, killing Marilla and forcing the Doronar back north. The Doronar government was in shambles, and the distant cities they founded became their own independent kingdoms. The Orcs took back their ancestral lands, and once again knew peace. In honor of Rezzek Lorecast, the citizens changed the name “Gilglish”, to “Lorethos” and made Rezzek king. Although, by the end of his life, Rezzek changed Lorethos' government to a republic, run by a senate.

    For over two hundred years, Myzandus had a time of relative peace. But shadows were creeping in the south and west. Among the Solla, there was a priest named Solakta. He devoted himself entirely to the teaching of Malox. It was his firm belief that others were meant to serve, that there was natural order of might makes right. But he was more subtle. He donned many disguises; an adviser to a tribal chieftain, a teacher to the first son of a local warlord, an informant for rival chieftains, his forms were many, and he went from tribe to tribe, noting the strong and the weak. By the midpoint of his life, the year 564 R.E he held enough information to make one tribe reign supreme.

    He chose the strongest tribe, had his cult assassinate its chief, and using his magic, assumed the position of the chief. He formed an alliance with four other tribes, and together they conquered the desert sands. When only the five tribes remained, he revealed himself. He claimed that all the power the tribes received was by the Will of Malox, and that it was his will they form an empire that would shake the foundations of the world. So the Solaktis empire was founded. Although in name only. After Solakta's death in 587 R.E, the five tribe, which had now built powerful cities as their seats of power), could not decide on a new ruler. And they remained separate city-states, bound by the tenants of Malox, and collectively known as the Solaktis Empire, but otherwise, separate kingdoms.

    In the west, underneath the ash strewn wastes, and within the gray forests of the Bleaklands, another agent of Malox was scheming. Among the Velmera he was born into a noble house, one that commanded respect, even from its rivals. History does not know his name before his ascension as the first Valkira of the Velmera. But history does know him as The Prince of Hate. Claiming he beheld a vision from Malox himself, he united all of the Velmaran houses, through force and fear towards the common goal of world domination. Their first objective, the East, whom The Prince of Hate saw as their greatest rival and challenge. With an army so massive, even the combined might of the Eastern City-states could not match it.

    The First city to fall was Solmnus, in 592 R.E. The Valkira decided to attack from the south, to avoid the early conflict with a better prepared Lorethos, and to intimidate the rest of the city-states into submission. However, that proved to be a fatal mistake, if only just barely. With the news that Solmnus had fallen, Lorethos rallied to unite the city-states against the common enemy, but each city-state was stubbornly independent.

    Finally, under the leadership of Cato Bendarius were the city-states united, but not before the Velmeran armies had a significant advantage. The only hope for the United Cities was to go on the offensive, and drive out the invaders. As fate would have it, or perhaps hubris, The Prince of Hate made a severe tactical mistake. Believing his force to be unstoppable, he split it into three armies. One army, he sent across the sea to Vikalastine, one army marched straight to Lorethos (the resistance captiol) and another army was to move around the mountains, north of Lorethos, to flank the United Cities' army.

    The United still had a smaller force, but they had a plan. Once Cato got wind of the Valkira's strategy, he surmised that a smaller force of elite soldiers and mages could at least hold off the massive force of five hundred thousand strong using the terrain to bottleneck the enemy, while the remaining troops could fight on even ground with the force marching to Lorethos. So the Untied Army sent five hundred of their best soldiers and battle-mages to hold the pass. But not only did they do so, they wiped out the enemy force completely, and marched south to flank the Valkira's forces.

    During the battle of Lorethos, Cato himself fought valiantly but was killed by The Prince of Hate. But as he was kneeling on the ground and the Prince of Hate was walking away, Cato summoned the last of his strength to throw his sword into his enemy's back, killing him too. With the death of their battlefield commander, the Velmerans became disorderly, and were routed all the way back to their kingdom in the Bleaklands. A convention at Lorethos later determined that the city-states were much stronger together than alone, and thus became the Myzandian Republic, building a new city as their capitol, called Benzaius.

    In the years of peace that followed, the Orcs tribes banded together under the Trewasha Federation, inspired in part by the Myzandian Republic. Each tribe retained their culture, but contributed to the well-being of all the Orc tribes. The Velmerans tried to rebuild what they lost, and Doronar cities that became independent, had fallen into ruin after the Velmeran incursion. Most, if not all, by this time, were abandoned and left forgotten. The Solaktis empire fought against themselves, but no city state every became more powerful than the others for long.

    In the year 736 R.E, thirty five years before present day, was the year that changed the world. A war that would engulf half the world in conflict, and leave millions dead and many more suffering. It was the Doronar rebirth, but this time, there was a God on their side.
    From the north, the Doronar mobilized. Empowered by the dark magic of their new dragon queen, who was considered Mianna Vel incarnate, and indeed, she possessed an incredible amount of magical power the likes of which was never seen they marched south. First, they conquered the Orcs and the Velmera, and pressed the Velmera into service. While reluctant to serve another race, they took solace in the fact they were serving a higher power, but mostly in the fact that they were going to have vengeance upon the Myzandian Republic. Yet it was only the noble houses that saw it this way. For the lesser houses, there was no satisfaction from this war, even if it was against their nemesis. Chief among the dissenters were Kumuuan V'Elorus and Zaren K'Ortev, ironically both of noble houses, but both held a deep resentment towards the Doronar. The dark armies washed over the Republic, and there was not much they could do to stop them, they had but one hero, Marcus Benemasius, a simple soldier, who through a show of great valor and skill during the war, wound up becoming Grand Marshal of the republic forces.

    It was in their most desperate hour that the tide would turn for the Republic, but it came from the most unexpected of allies. In the fields outside of Benzaius, the Doronar army, combined with the Velmeran army were readying their final assault. It was at this moment that Kumuuan, killed the commanding Valkira, Zethia K'Ortev (a relative of Zaren) and tried to rally the Velmerans against the Doronar. A wave of uncertainty passed over the Velrman force until Zaren stood in support of Kumuuan.

    With that the Velmerans charge the flank of the Doronar, the Doronar commander, outraged by this betrayal, ordered his army to engage the Velmerans. Marcus saw the situation from atop the city walls, and ordered his forces to sally forth and assist the Velmerans. His soldiers were shocked by the order, and Marcus gave it again and included an order to not attack any Velmerans until he figured out what was going on.

    Under the combined assault from the Republic and the Velmerans the Doronar army fell back, but only until their Dragon queen came to back them up. With the arrival of the Dragon queen, the combined forces pulled back to defensive positions, but by this time, the Velmerans had set up their latest weapons upon the ridge they commanded; cannons. The Dragon queen went down in a flurry of fiery metal.

    After the battle was over, Kumuuan explained that his army would most likely be executed for returning to their kingdom, and Kumuuan did not see a good future for his race under the old Velmeran system. Therefore the Velmerans, lead by Kumuuan and Zaren joined the Republic, after months of diplomacy. Twenty three years later, in the year 759 R.E, they would found the city of New Velok, with Zaren as its governor, and seven years later, would be home to the the Z-Team (or so they called themselves). The present day is five years after this, 771 R.E.


    Eldstand

    Spoiler
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    Eldstand is a long continent that stretches north south on the eastern end of most world maps. The history of Eldstand is one of conflict. In the ancient days, there were mighty dragons that ruled that northern reaches, and the kingdoms of the middle continent, which warred constantly with each other. Further south, warring clans of Orcs would compete over the plateaus.

    The mountainous spine of Eldstand was home to tribes of giants, Maltora, and Doronar. While the coastal tribes of Doronar lived content lives under their Dragon rulers. North of them, lived Jomoc marauders, and to the south, the various clans Scolis, and clans of Orcs further south on the plateau. For most of it's history, Eldstand is defined as war, and more war.
    The first notable happening in history was just over five hundred years before the present day; the Maltora expansion of the spine in the year 205 R.E. The Maltora, formed an alliance with the giants, and drove the Doronar out of the mountains towards the sea, killing their dragon queen in the process. The Doronar that survived the exodus founded Telsura, and is the oldest kingdom in Fynlaw. Remarkably, no dragon ever managed to claim lordship over the Telsuran refugees. this was in part, do to their loyalty to the silver dragons of the eastern mountain chain, which are not native to the western coast of Eldstand. But mostly, because the gold dragons of the Kazuya clan forbade anyone to harm them.

    After the conquest of the Spines, the Maltora were not satisfied with with the small land they had to share with the giants, and for over four hundred years, they fought war after war with the giants, despite grave defeats in the first few wars. But the Maltora were driven to be the strongest race in the mountains, and dug tunnels all through out peaks. Eventually, through guerrilla warfare, they drove the giants into the foothills, and conquered smaller Jomoc and Human clans that lived at the base of the moutnains, forming the kingdom of Kolskiir officially in 617 R.E. The last 50 of the Kolso-Giant wars (as they are known), are known as the bloodiest. The conflict erupted into total war, where even the Kolskiians' prize fortress town of Kolsagasburg was ransacked and buried beneath an avalanche after a siege from the giants.

    Meanwhile, in the green pastures of Scolis, the clans competed for land and resources. The clans developed into villages, from villages to towns, and soon, what were once clans, were now each their own separate kingdoms. The greatest of these kingdoms was called Scolis ruled be king Melric. His is the kingdom the country is now named after. By 292 R.E, Melric was able to conquer and unify the land, naming the entire region after their kingdom. In 299 R.E, the first king of Scolis would die, and divide the kingdom among his three sons and two daughters. Lukas Gawain would be born to the land that very same year, but he would leave Scolis eighteen years later, only to return in the year 325 R.E to find the land covered by evil.

    In the years following Melric's death, each of his children were readying the drums of war once more. It appeared as though neither of them were satisfied with only partial ruler-ship. And so, the kingdom was thrown into civil war. By the the Year 323 R.E, all of the siblings had nearly reached the limit of their resources when something even more terrifying then the war they started appeared. From the unexplored, eastern woods of the region came the Scarthians. Strangely, all of the Scarthians were women, who possessed innate mastery over magic and demons. With their demonic forces and mystical power, the Scarthains Witches, as they were called, began subjugating the people of Scolis.

    Like a beacon of light sent from the Tribunal, Lukas Gawain returned to his homeland to help better it, like his friend Rezzek had done in Lorethos, but he returned to death and despair. The five siblings had put aside their differences and formed an alliance with which to fend off the Scarthians, but they were overwhelmed. Worse yet, out of no where, all three of the brothers turned on the siblings, siding with the Scarthians. Lukas got to work right away training an army to defeat the Scarthians. He founded the Slayers, an elite order of knights who utilized the anti-mage fighting techniques of Rezzek to fight the Scarthians. In just two years, but at great cost, Lukas Gawain and his Slayers defeated the Scarthians commanders, and drove them back into the eastern wilds.

    For the rest of his life, Lukas Gawain helped rebuild Scolis. He tried to unite the entire country under a republic, but what was easy to do with one city-state as Rezzek had done, was too difficult to complete in Lukas' lifetime.

    Civil war raged across Scolis once more, for hundreds of years kings rose and fell and the Slayers remained a neutral party to the political affairs of the nation, until twenty years ago, in the year 751 R.E, a young noble named Eric the Just united the lands of Scolis. He was reputed to be a true paladin, just a Lukas Gawain was. Not only this, but he had the backing of the Slayers.

    Fynlaw, meanwhile, developed culturally, spiritually and technologically. Despite the ever present rivals, the kingdoms of Fynlaw thrived. However, that is not to say conflicts never occurred. Over time each dragon dynasty fell. The end of the dragon dynasties was heralded by the fall of Kazuya in 751 R.E, when western merchant guilds hired an army of mercenaries to evict the now small clan. And although they were successful in slaying the dragon, the mercenaries became too costly to maintain a colony, so the project was abandoned. Next came the fall of the dragon, Kazahi, the very same year. Kazahi attempted to conquer Telsura to the south, and even succeeded in capturing their city, but the Telsurans managed a successful counter-offensive that slew Kazahi. Coupled with the overthrowing of the dragon lords in Tiao and Zuanshi, the sun had set on the era of dragon lords.

    Often overlooked by historians are the Hurkrux Orcs of the southern plateaus, and the Jomocs of the northern glaciers. As far as history is concerned, they started some wars with their neighbors, but they have yet to alter history in any significant way.


    Venor

    Spoiler
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    Venor is the jungle isle south of Eldstand, it is home to the Venmera and tribes of Doronar. Interesting legends about Venor claim that it is actual the head of an ancient monster, thus explaining why the island looks like the head of a fierce beast. Yet even thought no one has been able to prove it, the locals are still sometimes fearful to dig too deep.

    In ancient days, is was a island overrun by tribes of Venmera and Doronar. The Doronar kept to the southern jungles of the island, building temple cities, while the Venmera settled in the north building wondrous centers of culture and trade. But to understand the present day Venor you must understand the war thirty years before. The Venmera are very religious, and tolerant to most other belief. Even cults of Malox mingled with temples of the Tribunal in the great city of Dominio. However this all changed when the southern Doronar became empowered by Mianna Vel's dragon.

    Mianna Vel created a dragon infused with the power of the negative energy plane. This dragon queen crushed all resistance among the Doronar and united them as her army. She commanded they carry out Mianna Vel's wishes, and cause war throughout the world. While the Doronar of the south marched towards Dominio, Mianna Vel's dragon flew across the sea to revive the ancient Nokindar empire. The Jungle Doronar crushed Dominio, and all houses of the Tribunal were burned to the ground and the city was left ravaged. Soon after, they left to join the assault on the Mystarian Republic. What was left in Dominio, were two rival faction. One cult of Mianna Vel, and the other a cult of Malox. Through a bloody civil war, they finally agreed to each own half of the city. And to the present day, that's how it is.


    Vikalastine

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    Vikalastine is the desert island change south west of Mystaria. Also known as the Illashi Isles, this is home to the Vikzalxi. The Vikzalxi have stood for time immemorial as isolationists. They tend to not get involved too much with worldly affairs. Among the notable historical happening, in the ancient days, there was a civil war between the Vikzalxi. Some Vikzalxi believed that they were to insert themselves as the Gods of the new world. The rebellion did not succeed, and it remains the saddest part of Vikzalxi history.

    The later invasion by Velmeran proved to the world that although they were pacifists, the Vikzalxi are not to be trifled with. Velmeran survivors of the invasion could only remember the singing they heard as the Vikzalxi danced through their ranks with their scimitars.

    The present day, the Vikzalxi are becoming less and less isolationist, they have a world organization known as The Seraphs with the sole purpose of bringing the world together peacefully, through diplomacy.


    The Waste

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    Home to the Belials, this harsh and frigid island has done little to sway history. Unless you believe everything you read in the legends. Even more isolationist than the Vikzalxi, this land has seen an unusual increase interest with the rest of the world in the present day, for better or worse, one can only hope.


    Legends to be added later!
    Last edited by TheFamilarRaven; 2014-02-15 at 06:42 PM.
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  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    Nov 2010
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    San Diego
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    Default Re: - The War of Existence - 3.5 Campaign World

    The Following are the countries in the War of existence campaign setting.

    The are sorted by continent.

    **Note the only two country listed that are completed are Fynalw and Scolis, and if you read them, you may understand why, becasue I'm plannign on being that intricate with all other countries**

    Myzandus

    Myzandian Republic

    Spoiler
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    This is where a description of the intricacies of The Myzandian Republic will be added


    The Solaktis Empire

    Spoiler
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    This is where a description of the intricacies of The Solaktis empire will be added


    The Old Velmeran Kingdom

    Spoiler
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    This is where a description of the intricacies of The velmeran Kingdom will be added


    Remnants of Norkindar

    Spoiler
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    This is where a description of the intricacies of The remnants of Norkindar will be added


    The Trewahsa Federation

    Spoiler
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    This is where a description of the intricacies of The Trewasha will be added


    Eldstand

    Fynlaw

    Spoiler
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    On Fynlaw

    Fynlaw, (Or Fuzen, in the native tongue) is a land of bright green grass, cherry blossom trees, majestic cliffs and peaks, fertile fields, ancient forests, windy steppes and dragons. Among the whole world, more dragons of all varieties dwell in Fynlaw. As one would expect, it has the highest population of Doronar in any one country. Even humans are outnumbered by Doronar in this land, although humans are still very common.
    The land is called a country, but in truth, it was never truly unified. Only shared cultural beliefs and practices tied the kingdoms of Fynlaw together. Its people are firmly rooted to their traditions of Bushido, filial piety, spirituality and caste system. Where shogun and samurai warriors typically hold the highest esteem, followed by merchants and professionals then the peasants.
    In the past, each of Fynlaw's major kingdoms were ruled by a dragon dynasty. The dynasty governed their subjects, went to war with other dragons and collected riches for themselves, for better or worse. But now Fynlaw is in what commoners call, “The Era of Turmoil”. No longer do the dragon dynasties rule, and whatever understanding the dragon lords had with one another is gone. War is inevitable, the seven most powerful city-states are at odds with one another. Skirmishes have broken out across the land and many outlying villages are losing their protection against bandits and other raiders as each city recalls more soldiers home to defend their capitols and make ready for all out war.
    The once tranquil landscape is on the brink of destruction. Citizens under their new leaders rise up to serve their lords and country. News of the war has attracted mercenaries of all walks of life. Still, some come seeking the riches that may be left behind by the now vacant dragons. Other feel the righteous call to stop the bloodshed. And some few wish to use the chaos to their own gain.

    Culture: Although each city state has drastically different philosophies, they share similar cultural trends. For instance, in each city, special dojos are constructed to instruct samurai and ninja. Shrines are built along the roads to provide rest for weary travelers. In more remote reaches, temples stand where monks and shugenja train. Martial arts academies are also prevalent in each of the cities, though they each serve different purposes. While the hierarchies differ from state to state, the warrior cast is typically held in higher regard. Then come the priests, then merchants/craftsmen then peasants. The exceptions being Telsura, Zuanshi and Chogoryo.
    Among commoners and nobles alike, it is expected to honor the family ancestors, and set up family shrines in each home to venerate them. Despite being the home country of Kimiko Tsumura (the saint), temples to the Tribunal are exceptionally rare. The exception being Telsura and Tatsuya temple. Most people pay homage to the spirits that are within all things. Popular among Wu Jen, isolated temples and shrines, is the Way of The Two Dragons, a self cultivating religious practice that worships no deity, but emphasizes harmony of the body and soul.

    Symbols: The yin-yang is the symbol of the Way of The Two Dragons, although instead of the traditional white and black circle, it features a red and silver dragon in a circle, each eating the other's tail. Other than that, certain colors/emblems/styles represent the different factions.
    -Tiao: Purple and Gold clothing, black shogun helmet emblem
    -Iron Horde: Brown and gray clothing, shaved and braided hair, tattoos of a hawk/dragon/snake/horse
    -Kazahi: Blue and Gold clothing, Golden Lightning Bolt emblem
    -Telsura: Silver and Black clothing, white lotus emblem
    -Beitochi: Green and Brown clothing, Black tree emblem
    -Zuanshi: Red and Gold clothing, Dao Tse-Li's glorified face emblem
    -Chogoryo: Yellow and Blue clothing, Red ship emblem.

    Relationships: Each city state is at war with one another, but not other nations. Tiao has to deal with raiders and bandits that come from Kolskiir from the east, but is not at war with Kolskiir as a whole. Chogoryo has good reputation with Scolis to the south, and has a profitable importation business with them. As for the rest of the world, only Chogoryo and Telsura have any contact with the other nations of the world.

    Game Rule Information
    Class Restrictions: Any player who wishes originate from Fynlaw may only choose the following classes
    -Fighter, Rogue, Ninja, Monk, Favored Soul, Havoc Knight, Sorcerer, Barbarian, Cleric (Way of Two Dragons only), Druid and any class illustrated in the oriental handbook (check Complete Warrior, Adventurer, Arcane, Mage, Divine etc. for updated version of oriental classes).

    Religion: The dominant belief among sages and shamans is the Way of Two Dragons. It's a spiritualistic belief that emphasizes harmony with one's mind, body and soul, and synchronization with the natural world. It is true neutral. However, among most commoners and nobles alike, the basic belief is that the gods are all one in the same, their spirits rest in everything, from the rocks on the earth to the birds to the sky. The gods' representatives are thought to be certain dragons, Tatsuya, is one example of a special dragon, despite the fact that he denies such conceptions of himself. However, some temples have adopted some Tribunal teachings, thanks to the help of Kimiko Tsumura, also known simply as, “The Saint”.

    Alignment: Any, although many from Fynlaw tend towards lawful

    Languages: Natives of Fynlaw speak Fuzengo. Bonus languages include, Scotson, Myzandian, Kolskiian and Arcanic

    The Seven Cities

    Note: Alignment represents the typical alignment. Population represents the majority race within the city. From left to right, it goes from largest to smallest populations.


    Tiao
    --Alignment: Lawful Evil
    --Populations: Doronar (chromatic), Human
    --Main Resource: Iron
    --Note: All metal weapons bought are masterwork and 10% cheaper
    --History: Tiao was once, (and still is considered) the most powerful Fynlaian kingdom, at least militarily speaking. Before the Era of Turmoil, Tiao was ruled by the dragon king, Tiao Shi. Shi was killed when he grew too complacent and weak, allowing his generals to gather their men and kill him in his own castle. The kingdom is now ruled by Cao Li, a red Doronar of ruthless disposition. The only thing which kept Tiao's power in check were the frequent raids from Kolskiir and the Kazahi dynasty. Although there are still raids, the Kazahi no longer pose much of a threat as the once did.
    --Management & People: The laws of Tiao are very strict, with punishment being severe for the most minor of crimes. Immigration and visiting is also greatly restricted, and most visitors are escorted by armed guards for the duration of their stay. The people of Tiao are submissive. Many understand that the only way to gain status is through military exploits, and cruelty and malice are the primary aspects of such a life.
    --Goal: The goal of Tiao is straight forward, unite all of Fynlaw under their dictatorship. In their minds it is the only way to bring about lasting peace, which must be enforced through strict law.

    Kazahi
    --Alignment: Neutral Evil
    --Populations: Human, Doronar (chromatic), Jomoc
    --Main resource: Salt peter
    --Note: Guns available to purchase, as well as magical components.
    History: Years ago, the Kazahi dynasty contended with Tiao for military supremacy. While lacking in numbers they made up for it in technology, namely gunpowder weapons based off Velmeran designs. This was possible due to the large amounts of salt peter in their countryside. In an attempt to gain control the whole continent, the dragon king Kazahi struck a deal with Illindor V'Ekwir, allowing him the use of forbidden enchantium technology brought by Illindor's Belial associate. They promptly lashed out across the country, devastating the nearby kingdom of Telrsura. However, Kazahi's reign was ended abruptly by the arrival of adventurers from Myzandius, who aided the Telsura in exchange for for the location of Illindor's headquarters. In the end they used Kazahi's own weapons against him. With him gone and the country in shambles, a Human warlord took power and named himself Kazahi Akira.
    --Management & People: Kazahi makes frequent use of propaganda to inspire and rally his people to rebuild the glory of the kingdom. He stresses that Kazahi is detaching itself from the shackles of the old traditions and moving on to an age of true power. Anyone who speaks out against the current regime is removed discreetly. Most people of Kazahi felt a great disgrace at their defeat, and hence forth are more than willing to adopt the new reign of reform. They are proud of their heritage and will discriminate against anyone not of their country, usually violently.
    --Goal: The primary goal of Kazahi is to rebuild the military might his kingdom once had. Second, to dispose of Tiao. Third, sweep south and take the rest of Fynlaw.


    The Khanate of the Iron Horde
    --Alignment: Chaotic (any)
    --Population: Jomoc, Human
    --Main Resource: Cattle, horses
    --Note: Horses, 15% cheaper, as well as all mounted accessories and feed and so forth.
    --History: The Iron Horde was never ruled by any dragon. Before, the Horde was merely hundreds of bands of marauders that fought one another and occasionally the southern kingdoms. That all changed when a dwarf by the name of Gyotai Khan managed to unite several tribes together under his leadership. With his army he marched over the steppes, killing any bands that would not swear fealty to him. Few tribes escaped his armies, those who did fled north. When Gyotai was satisfied with his current domain, he settle his people on the Great Steppe. His city was to be a massive camp of enormous tents, camps and palisade walls. Gyotai boasted that the city could be moved anywhere in the land at a moments notice. Today, the Iron Horde is ruled by the direct descendants of Gyotai Khan, each managing a part of the Steppes. They are Kilu Khan, Shiba Khan and Shenha Khan.
    --Management & People: Kilu Khan rules from the Tent City atop the Great Steppe. He imposes laws that for the most part are not complicated and common sense. For any major crime it his duty to pass judgment on the offenders. Shiba Khan rules the northern steppes. He always looks out for his people and even tries leaving the steppes to settle further north, against the wishes of his brother. Shenha Khan, on the other hand rules the Southern Steppes, and always aggravates the Tiao and Kazahi kingdoms, raiding them for supplies, also against the wishes of her brother. The people are tough and hardy, living off the land and their cattle, they typically wont bother others unless you happen upon the few who go looking for trouble.
    --Goal: Kilu Khan's goal is to maintain the kingdom his father left him, nothing more, nothing less. Shiba Khan's goal is the expansion northwards into the unoccupied forests to make use of the resources there. Shensha Khan goal is to, raid, loot, plunder and raise as much hell as possible, she doesn't really care about the end result.

    Telsura
    --Alignment: Neutral Good
    --Population: Doronar (metallic), Human
    --Main Resource: Coal
    --Note: All armor is masterwork quality, and 10% cheaper
    --History: The Telsura have their origins in the misty peaks of what is now known as Kolskiir. They have been the longest without a dragon ruler. Before they had a small kingdom nestled in the mountains, but an alliance of giants and maltora drove them out, killing their queen. They moved east and settled by the coast. Recently, they have accepted the refugees of the Kazuya clan, after their clan was destroyed by mercenaries from across the sea. And also they played a role in crushing Kazahi before he grew too powerful. Since then they have been one of the most economically advanced kingdoms in Fynlaw, thanks to the export of coal.
    --Management & People: The Telsura are fairly efficient in the management of their kingdom. The kingdom is run by a collection of thirty one elders of the oldest clans in the kingdom. Each clan has an assigned duty, which are dealt with by the family without usually involving any of the others. Any major decisions are put to a vote, simple majority. The residents of Telsura are generally well mannered and polite, owing to the respect for the old traditions of filial piety.
    --Goal: Before the Era of Turmoil, Telsura was content to let their kingdom thrive off their economy. However, with threats from the north and south, their goal is to form an alliance with which to push back to aggressors and restore the delicate peace they crave.


    Beitochi
    --Alignment: Neutral
    --Population: Doronar (both), Human
    --Main Resource: food (rice)
    --Note: All consumables (potions, food, spell components etc.) are 10% cheaper
    --History: No one knows how long Beitochi has been around. The common understanding is that the region was used by many farmers for rice, and then a dragon lord simply claimed ownership. But that dragon was soon killed by another, who wished to own the valuable farmland as well. And this went on so long that no one is clear as to who the original lord of Beitochi was. Eventually, no dragon claimed ownership because to do so was inviting death. Hence the the farming families formed a small town where they would meet and discuss the improvements that could be made for the farmers. Eventually so many improvement and additions were made and immigrants came that it became its own country. While not militarily strong, it keeps its independence because they keep the most powerful nations relying on their rice to feed their armies. And if any nation did try to take Beitochi, all other nations would move to stop them to ensure the safety of their nation's food supply. Thus an understanding was reached.
    --Management & People: About all of the villages within Beitochi farm rice, make sake, or any number of agricultural products. The largest city is hardly more than a small town of eight hundred. All decisions are usually made by individual village farmers about their rice. However, they elect a minister to handle all foreign affairs and diplomacy. The current minister is a brass Doronar by the name a Kamiki Rin. The people are isolated, but not unwelcoming. If shown respect they will typically help out with any traveler. They are not very adventurous and tend to stay out of peoples' business.
    --Goal: Beitochi 's goal is to stay out of the Era of Turmoil. They have no interest in siding with anyone nation, regardless of what they promise. They fear the destruction of their homeland if they choose to aide any one side.

    Zuanshi
    --Alignment: Any non-good
    --Population: Doronar (both), Human
    --Main Resource: Precious Metals
    --Note: All buying/selling prices inflated 15%
    --History: Zuanshi just recently emancipated itself from their dragon overlord. Their reasoning was that the people starved while they mined gold for their lord's treasure horde. Revolt was inevitable, and lead by Dao Tse-Li, the people successfully over threw their dragon tyrant. Tse-Li took this opportunity to make himself the “People's Governor”. He rose to this position on the promise that no citizen ever again would be lorded over, and that everything would be shared equally.
    --Management & People: Zuanshi makes heavy use of a secret police to enforce its policies. Propaganda is also everywhere, urging and encouraging the uneducated populace. The people there are fiercely patriotic, violently so. Most people are typically brainwashed into the new regimes ideals.
    --Goals: The people's campaign is to liberate the rest of the Fynlaw from the oppressors. Tse-Li's immediate objective is to acquire Chogoryo to the south.


    Chogoryo
    --Alignment: Any non-evil
    --Population: Doronar (both), Human, Other*
    --Main resource: Fish, Commerce
    --Note: All goods available, (including foreign) at 5% cheaper
    --History: Legend says that along the coast of what is now the Chogoryo region, there lived a family of fishermen. They happened upon one egg of a deceased dragon who fought for Beitochi. Generation after generation, the family raised the dragon. The dragon in return protected the family from bandits and raiders. With the area relatively safe under a dragon's protection, more and more people flocked to the coast. Today, the dragon has passed on, leaving no heir to guard the now bustling port city. But it has grown to a size that makes Chogoryo the most populated city in Fynlaw. Economically, they rival Telsura, thanks to the massive trade port with the other continents.
    --Management & People: The city is ruled by seven merchant families, each with large holdings in the shipping business. Each generally allows for a fair market, reasoning that a competitive market is a booming market. All workers are typically hired by one of the families, and they employ a private police force to keep law and order.
    --Goal: The merchant families, while maybe practicing fair market policies, are still greedy. They wish to move north, consolidate their strength and claim so much of the valuable land so that they can simply buy out the rest of Fynlaw.

    *Chogoryo is a bustling port city, some of the residents are not native to Fynlaw or even Eldstand. Other implies that there is a significant population of races other than whats listed. That is not to say other cities have only what is listed under population as residents.


    Scolis

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    On Scolis

    Scolis; rolling green hills, clear waters, cloudy skies. Fresh mist in the mornings and mild temperatures. Rains often but not heavily. Home to sheep, goats, cattle and varieties of game. The land of Dwarves, Gnomes and Men. A country where the food is hardy and people are just as fit. But no place is perfect. Scolis is far from tamed. A scar runs deep through the land and into the heart of every person who calls Scolis home. Witches, fiends, dragons; the dark side of magic plagues this land.
    The greed of monarchs is the start of many wars and calamities. But through it all the people remain strong, resilient and wary of all things magic.
    This country is the birthplace of Lukas Gawain, who is more commonly known as The Avenger. After he returned to his homeland, he saw the deplorable state his country was in. The Scarthian witches ruled over the land, using demons and devils to subjugate the people. Lukas rose to challenge them, gathering support from his newly liberated followers. Lukas borrowed the combat techniques of Rezzek Lorecast, who was an expert in using martial prowess to overcome magic, to train his new soldiers to fight the Witches. After many years, Lukas and his Slayers drove the Witches east, into Wicked Wood and beyond. The Slayers founded the church of Scolis, which initially was meant to unite Scolis under a republic, similar to what Rezzek had done in Lorethos. But the unification of Scolis peacefully did not happen within Lukas' lifetime. Instead, the Slayers used other methods.
    Before long, their Scarthian masters gone, the people of Scolis tried to become their own masters, and civil wars raged on for generations. Kings rose, fell, recovered, fell again in what seemed like and endless cycle, while the Slayers remained neutral, keeping their vigil against magic and the witches. Finally, they had enough. In the year 751 R.E, when a young lord by the name of Erik the Just seemed like he was gaining power, the Slayers announced publicly that they supported him as heir to the throne of Scolis. Immediately the common folk pledged their support to him as well. Within the year Erik the Just was crowned Lukas IV. Since then there has been no civil war for twenty years.
    But even now, in the present day, the land is far from safe. Rumors speak of the Scarthian Witches regaining their strength. The Slayers don't have enough troops to keep everyone safe. Some speak of a conspiracy within the church itself, and the people are still hostile towards magic. Beasts, savage humanoids, raids from Kolskiir, dragons, still rank among the top concerns in the east lands. While in the west, Lukas IV must handle a fast growing population, a rapidly changing world market and above all, keeping his monarchy secure so that the land may never fall into civil war again.
    This untamed land practically fishes for adventurers. Unclaimed lands filled with who knows how many riches, lie in wait for those who can find them. But some come out of sympathy to the country and king. While others come hoping to reignite the flames of war for their own gain.

    Culture: Scolis, (people; Scotsons, adj; Scolic) is a land recently unified under one ruler. The people have a fondness for sheep, goats, wine, cheese and bread. At least the commoners do. The nobility enjoy venison and imported foods and drinks. Pushing food aside. The people are ruled by the king, and governed by the dukes. They are primarily a rural population, and they enjoy the simple things in life. Those within the cities tend to be either merchants, crafts people, laborers or thieves. They have a hierarchy, on top is the king, then the dukes, then the priests then the merchants then craftspeople and finally the peasants. Slayers are not taken into consideration, they act within their own rules, even though they are governed by of the church.
    The second biggest political power next to the king, is the church, headed by the Grand Cleric Belemar, and his high-priests. The church provides the teachings of the Tribunal and public education in reading/writing, history and mathematics, but trade schools cost money, so most peasants do not move on to higher education. Many Scotsons visit the church at least once a week, and being a member of the clergy is a badge of honor.
    But the religious devotion is mainly driven by a fear of magic, almost all citizens of Scolis resent, or fear magic, and the church and king has made it a point to ban magic from the kingdom, with a few exceptions granted to certain clerics and paladins. Scotsons who live further west tend to have less hostile attitude towards magic, despite the propaganda of the church. While Easterners tend to be highly aggressive towards anyone suspected of being a mage/witch/demon/what have you.

    Symbols: Only a few notable symbols in Scolis

    -Neldon: Golden sun with a ruby crown emblem
    [b]-Lanston: Silver goat's head emblem
    -Devil's Reach: Black clenched fist holding a bow, emblem
    -Blackshire Castle: Golden grapes emblem
    -The Church: White angel holding a golden disk, emblem
    -The Slayers: Black greatsword, facing down, with a white sun behind it.

    Relationships: Scolis gets along well with other nations in general. It has good relations in trade with Chogoryo. The port of Neldon opens Scolis to the markets of Myzandius, the Solaktis Empire and Venor. They have a rough patch with Kolskiir, but typically the two nations avoid each other.

    Game Rule Information
    Class Restrictions: Any player originating from Scolis can NOT be the following classes
    -any oriental class (including monk, ninja samurai etc) even if they are from Lanston.
    -Can NOT be any preparatory spell casting class (I.e wizard and …. wizards), spontaneous such as sorcerers and hexblades are fine, but remember that Scolis has an anti magic law. The only exception to this rule is Clerics and Paladins, which even then are still rare, as most priests often do not practice was they preach. Even bards and favored souls are often accused of being witches or mages.

    Alignment: Any.

    Languages: Natives of Scolis speak Scotson. Bonus languages include Fuzengo, Kolskiian, Myzandian and Caldas (Angelic).

    Religion: In general, the people of Scolis are fairly devout. Even neutral citizens find themselves at a church of the Tribunal every week. Evil Scotsons are also even found worshiping in the churches, they just have a different idea of what the churches laws stand for.

    The Cities and Dukedoms

    Neldon
    --Alignment: Any non-evil
    --Population: Human, Jomoc, Emoc, Other*
    --Main Resource: Commerce, Textiles
    --Note: All goods available, except for spell components/magical items and Fynlaw goods. All goods 10% cheaper.
    --History: Neldon was founded during the civil was period of Scolis, it served as the headquarters of King Lukas IV, before he was king. It once was a simple castle with nothing but some farms and a few barracks, now, within twenty years, it has grown to be the second largest city in Scolis. It is currently the capitol, although the king's castle is being renovated. The merchant class thrives off the new sea port and trade with the other continents. The peasant class still remains in shambles, but Lukas IV has implemented several policies, such as public education from churches and bread acts to help the masses that supported him when he needed them.
    --Management & People: King Lukas IV rules graciously. He is loved by most of his subjects, especially among the commoners. Merchants and craftsman support him too, thanks to his policies that helped the economy grow. Lukas IV passes laws almost weekly, each with careful consideration. Although the influx of people has left him slightly overwhelmed. Most infractions of the law don't result in death. The two biggest exceptions being witchcraft and murder. The people love the king, but don't necessarily live economically sound. The flood of people has widened the wealth gap, creating a powerful merchant class. This has lead to the formation of many thieves guilds, some good, most bad. But in general the people treat anyone with respect. Many are willing the give a helping hand to strangers, although sometimes this leads to scams from the thieves guilds.
    --Goal: Lukas IV's goal is to secure his kingdom and protect it from attacks from the Witches, while simultaneously making good on the promises he made when gathering support for the throne. He finds that he has to rely on the Slayers more and more since most of his time is spent bettering the lives of his subjects.

    *Neldon is a bustling port city, some of the residents are not native to Scolis or even Eldstand. Other implies that there is a significant population of races other than whats listed. That is not to say other cities have only what is listed under population as residents.

    Lanston
    --Alignment: Lawful Good
    --Population: Human, Jomoc, Emoc, Doronar
    --Main Resource: Sheep, wool
    --Note: All goods available, regular price
    --History: Lanston used to be a small, dragon-less Fynlaian town, until it was put under siege and captured by a would be king of Scolis more than a hundred years ago. Although much architectural influence from Fynlaw was destroyed, it does still have quite a sizable Doronar population. Lanston has been the all important border town with Chogoryo and Fynlaw. It makes sure that everyone migrating into Scolis do not have any dangerous magical equipment. Most spell casters are outright banned from entry. Papers of non-magic are granted to visitors, those with magic items and caught without papers are tried as mages.
    --Management & People: The Duchess of Lanston typically receives the king's laws later than some but none the less she is a loyal subject to his majesty, and follows through, despite the lack of inspection performed by the capitol. She makes it her sworn duty to oversee the safety of the kingdom, and she does her part by writing the immigration and visiting laws. Other than that the people follow the general laws of the land as set by the king. The people in Lanston are perfectly content. It is the most utopian out of any of the Scolis cities and the largest in terms of land. Being so close the Fynlaw, and the many travelers that pass through, people have learned to not mind others so much. They are not nearly as freighted of magic as the rest of the country is but they still understand the necessity of guarding the country against mages.
    --Goal: The duchess is content the follow out the ruling of the king. Although there are rumors she is only so complacent because she either loves the king or she has her sight set on the throne. It's a topic of debate among the commoners and nobles alike but it still is just speculation.

    Blackshire Castle
    --Alignment: Lawful Neutral
    --Population: Jomoc, Human, Emoc
    --Main Resource: Grapes/wine
    --Note: All inns and meals are half price.
    --History: Nestled within the sunlit valleys of the Blackshire mountains rest a castle town. Originally a stronghold of the Scarthian Witches, the people of Scolis have taken up residence within the old place. At first, most were suspicious. In fact most people are still wary of the place. But the fertile valleys make excellent farmland, especially for grapes. However, because of the relative unease about the land, and close proximity to wicked wood, Blackshire castle has the largest garrison of Slayers in all of Scolis.
    --Management & People: Essentially, Blackshire castle is a church state. King Lukas IV understands that at the distance he is from the front lines against the Scarthian Witches, he has given permission to Grand Crusader Michael Crow to run Blackshire Castle, although he is still to obey the laws of the land (which Crow has no problem with), Crow still keeps order, and becomes the immediate dictator of the city in cast of a crisis with the Scarthian Witches. The people are jovial but wary, they don't welcome strangers but once people know you they are friendly.
    --Goal: The goal of Blackshire is to serve as the shield should the witches return, and as the winds are blowing, it seems as though they might. Crow frequently sends out slayers, to scout the woods for any sign of witchcraft.


    Devil's Reach
    --Alignment: Any non-good
    --Population: Human, Jomoc, Emoc
    --Main Resource: Iron
    --Note: All weapons and armor 15% cheaper, only masterwork quality
    --History: Devil's reach was the site of the second to last battle of Lukas Gawain's crusade against the Scarthian Witches. Second to last, but largest and most fierce. Years later, to commemorate the victory, and small town was set up, but as soon as iron, and large quantities of it, was found in the nearby hills and mountains, people starting pouring in. Today, Devil’s reach is known for it's metalwork, but not for law and order. The slayer's presence is very thin in Devil's Reach, owing to the confident duke Joshua Harrington's claim that the witches were defeated for good. He bans the slayers because he thinks they subvert his authority.
    --Management & People: Duke Joshua Harrington has little concern for running his Dukedom. He prefers the privileged luxury that a duke affords. King Lukas IV is not blind to Harrington's decadency, but is unable to act with other worries and concerns. The Slayers are unable to step in because of a vow of neutrality (also known as the Tsumura act which was also implemented in Mystara), giving the state authority over some of the church's aspects but giving no church authority over any state law or official. So Harrington is content to let his city be ruled by the mobs rather than by the king's law. The people there are bitter. Most can't do anything about it, since most outlaw mobs would suppress any notion of rebellion, just to keep things the way they are. People here are suspicious of others, they don't talk to people they don't know and do not have any mind to help others either. Most are either trying to scrape by as an honest citizen, or join the one of the many mobs that control the streets.
    --Goal: In his deluded mind, Harrington believes himself to be a better ruler than Lukas IV, he makes it a point to entertain many lesser nobles from across the land, hoping to sway their favor to his. Although of course he denies any notion of treason.


    Kolskiir

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    This is where a description of the intricacies of Kolskiir will be added


    Hurcrux Clans

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    This is where a description of the intricacies of The Hurcrux clans will be added


    The Wild Glacier

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    This is where a description of the intricacies of The Wild Glacier will be added


    Venor

    Dominio

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    This is where a description of the intricacies of Dominio will be added


    Xixalsh

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    This is where a description of the intricacies of Xixalsh will be added


    Vikalastine

    Illashi Isles

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    This is where a description of the intricacies of The illashi Ilses will be added


    The Waste

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    This is where a description of the intricacies of The Waste will be added


    Regional Languages
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    Myzandian languages
    Myzandian – Common tongue of the Republic of Myzandus
    Velmeran – language of the Dark elves
    Tenuak – language of the Orcs
    Solaktic – language of the Solaktis empire
    Gurgrek – language of savage humanoids
    Septus – language of Norkindar

    Eldstand Languages
    Fuzengo - language of Fuzen (Fynlaw), also known as Fynlaiian
    Scotson – Language of the Scolis Hills
    Hurkrux – Language of the Hurkrux orcs
    Kolskiian – Language of Kolskiir
    Furstein – language of the savage humanoids

    Venor languages
    Venmeran – language of the Venmera
    Szlisian – Language of the Island Doronar

    Global languages
    Caldas* – language of divine beings (Angels, devils and demons) and Vikzalxi and Belials.
    Primordial – language of the elementals, fey creatures, and unaffiliated outsiders.
    Druidic (written only) – language of the druids.
    Arcanic – Language of dragons, spell books and ancient races.

    *Caldas has two dialects, Angelic and Infernal. While both dialects are technically the same language, there are enough variations in grammar, vocabulary and idioms between the two that someone who is fluent in one dialect, may be confused when they speak with a creature fluent in the other. When speaking Caldas to another creature who is fluent in a different dialect, a creature must make a DC 10 Intelligence check. Failure means that whatever message was being conveyed is either misinterpreted, or the creature simply doesn't understand.

    By spending a week in study with someone fluent in the opposite dialect, both creatures can learn the other dialect with a DC 14 Intelligence check. Or spend a bonus language.
    Last edited by TheFamilarRaven; 2014-02-18 at 09:10 PM.
    Homebrewers Extended Signature Yep, no more room in my actual signature ... on the bright side though, now I have room for a cool quote!
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  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: - The War of Existence - 3.5 Campaign World

    I can provide links to my homebrew classes here, they were critiqued in the homebrew section. Each class is technically unique to The War of Existence campaign settings, however, with a few modifications to their flavor texts, they can fit well into any setting. The classes here are also listed in my sig.

    Havoc Knight - Melee Class using raw emotion to destroy enemies!

    Mage of the Midnight Coven - Necromancy PrC that harnesses the power of the Negative Energy Plane!

    The Slayers - A PrC Organization dedicated to slaying Witches and their Demons!

    The Voidscriptor - Base class that combines arcane and divine magics!

    Half-Breed Template

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    A Half-Breed is a template that can be applied to any Humanoid, or Monstrous Humanoid.

    The name of the half-breed is typically dependent of the culture, for instance, in human lands, a human-elf half-breed would be called half-elf, while in elven lands, they would be called half-human, although this varies. In some cases, it is just simpler to say half-breed, rather than half-dwarf half-halfling.

    In many cases, half-breeds cause lot of problems. They typically don't fit in well within their place of birth, causing many half-breed to become outcasts. Although this leads to many half-breeds becoming adventurers, since they have no real place to call home.
    Often times, mothers have difficulty giving birth, particularity if the father is a larger size category than the mother. Complication like this typically results in both the death of both the child and the mother, without the proper healing magic or material.
    In order to safely deliver a half-breed that is one size category larger than the mother, it requires a DC 20 heal check, but keeping the mother alive require a DC 25 heal check. If no check is made or the checks fail, the both the mother and child must succeed a DC 20 fortitude save or perish. In either case, the Cure Serious Wounds negates the need for a heal check.

    Half-Breed is a template that is acquired at birth. In order to create a half-breed, you must start with either a humanoid or a monstrous humanoid, referred to hereafter as the [/i]base creature[/i]. Next, choose another creature. The new creature must be either a humanoid, or monstrous humanoid, and may not be the same creature as the base creature. This new creature will be hereafter referred to as the heritage creature. The base and heritage creature may not be more than one size category apart.

    Half-breeds typically resemble the base creature in terms of appearance, with obvious clues about their heritage. Although exceptions abound.

    Half-breeds are usually just one generation of a family tree. If a half-breed procreates with another creature, their offspring will be a full blooded descendant of the other creature. For instance, if human-elf half-breed mates with a dwarf, the result will be a dwarf. The exception is of course when two half-breeds mate. If they are the exact same half-breed, i.e human-elf half-breed (or elf-human), then the result is another human-elf half-breed. If they are two different half-breeds, then take the base creature of both parents. One of these is now the base creature, while the other is now the heritage creature.

    Half-Breeds have their statistics altered in the following ways:

    -A half-breed retains the same type as the base creature. The half-breed gains any sub-type that the base or heritage creature may have. They are treated as both the base and heritage creature for the purpose of spells and effects that pertain to those creatures. For instance, a orc-elf half-breed is treated as both an orc, and an elf.

    -A half-breed is typically the average between the base and the heritage creature's height and weight. If the base and the heritage creature are 1 size categories apart, the half-breed must be the same size as the larger creature.

    -A Half-breed gains the base creature's racial hitdice (if any) divided by two (rounded down), plus the racial hitdice of the heritage creature (if any) divided by two (rounded down).

    -A half-breed receives the same bonuses and penalties to ability scores (if any) as both the base and heritage creatures, divided by two (rounded down). For example, a half-dwarf half elf would receive +1 to DEX, and -1 to CHA, but the penalty to CON from the elven side is negated by the bonus to CON from the Dwarven side.

    -A half-breed received any racial bonus or penalty, (if any) to skills (including the human's +4 at first level) divided by 2 (rounded down).

    -The Half-breed gains low-light vision if either the base or the heritage creature have lowlight vision. The half-breed receives darkvison if either the base or the heritage creature has darkvision. However, the half-breed only receives the average between the base and the heritage creature's darkvision. For example, if the base creature of a half-breed has darkvision of 120ft, and the heritage has darkvision of 60ft, than the half-breed has darkvision of 90ft.

    -The half-breed does not receive any racial bonus feats (if any) from either the base, or the heritage creature.* However, a half-breed meets the prerequisite of any feat that requires either the base, or the heritage creature, provided that the feat does not augment something the half-breed does not have, such as a harpy's song.

    -A half-breed receives the racial combat bonuses (if any) from both the base, and the heritage creature, divided by 2 (rounded down). For example, a half-gnome would receive a +2 Dodge bonus to AC vs Giants, but a half-halfling would not receive a +1 bonus when using throwing weapons.

    -A half-breed receives the racial resistances to spells (if any) of both the base and the heritage creature, divided by two (rounded down)

    -A half breed receives the average (rounded down) between the base and the heritage creature in natural armor (if any).

    -If either the base or the heritage creature have natural weapons, the half-breed gains those as well. However, the natural weapons are treated a one size category smaller, unless both the base and the heritage creature have the same size natural weapons. If the either base or the heritage creature creature have the same natural weapon, but different sizes, the half-breed receive the natural weapons of the larger size, but one size category smaller.

    -A Half-breed does not gain wings unless both the base creature and the heritage creature have them. The flight speed in the case is the average between the base and the heritage creature, and the half-breed gains the better of the two in maneuverability. The half-breed gains the average of the base and the heritage creature in supernatural flight speed (if any), with the better of the two in maneuverability.

    -A half-breed gains any other speed (burrow, swim) that the base or the heritage creature may have. The speed is the average between the base and the heritage creature.

    -A half-breed may choose one special ability (item not listed above), from either the base or the heritage creature. The half-breed now has that ability. Example abilities include an elf's immunity to sleep magic, or a gnome's list of spell-like abilities, or an elf's entitlement to a search check when passing within 5ft of a secret door.

    *You may select a racial bonus feat in place of a special ability.

    -A half-breed may not advance in base class levels that require the creature to be the base or the heritage creature. For instance, a half-minotaur may not advance levels in the minotaur class (from savage species). However, a half-breed meets the racial qualifications for any prestige class that requires the creature to be either the base or the heritage creature, such as the Halfling Outrider.

    -A half-breed's level adjustment is the average between the base and the heritage creatures' level adjustment. However, a DM has the final say in the level adjustment of a creature. If a player creates a half-breed, they should speak with their DM to decide if the created half-breed's level adjustment is appropriate.
    Last edited by TheFamilarRaven; 2016-07-30 at 06:42 PM.
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