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  1. - Top - End - #1
    Bugbear in the Playground
     
    PirateCaptain

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    Default Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Spoiler: map
    Show


    This setting is one I have been working on for a while. It is vaguely Eastern by design, and I hope that someone will find some of it at least worthwhile, if not useful for their own Dungeons and Dragons, Fifth Edition Gaming.

    Yes. I said 5e. This setting was designed to incorporate as much of the standard 5E stuff as possible while allowing me to flex my creative muscles.

    Posts are reserved, I will finish the last ones tomorrow/later today (9/10/14), so POST AWAY! Criticism and help is always appreciated and Desperately desired!

    Overview

    “It is a bitter existence to live in this time of troubles. In my father’s time there was peace, and there was enough food for all. In his father’s time you could never want for company, so many people in the land were there. In his father’s time the Tsars cared for their people as though they were their own children. In his father’s time the Dragons lived in as much fear of man as we of them. And in his father’s time, before the Empire’s corruption, a man could travel from Czernograd to Karkand, and from Muscobar to Alqwari as though he were only stepping through a door.

    But, as my father was so likely to say to me as the thunderstorms swept over our little farm, “It always gets worse.”” – Tvyr Federov, Historian



    The lands of Veloska, and of Godori in particular, have seen better days. Once there were the gods, but they have left. Then came the Fey, but they cared little for people. Finally came the Empire, and one must only glance towards their crumbling ruins and deep dungeons to know how well that worked out. Godori is a land that was once a teeming land of plenty. But after wars, plague, famine and climate shift, it is now a colder, harsher place.

    But the land is not without its wonders, nor its rewards. Truly the Gods are gone, hidden behind their Interdiction, but so are the Fiends and Demons they once defended mortals from. And one may still seek their blessings through their mortal servants. True the Fey continue to rule in places, but they are ancient beings content to plot against each other rather than seek dominion over the mortal races. And though the Empire may be gone, within its ruins lie not only beasts and monsters to haunt the good people of the world, but also the treasures of gold and magic they left behind!

    Not only this, but the peoples and the land itself possesses wonders to behold! To the north and east the Golden Steppe lies vast and untouched by the hand of civilizations. Mighty horselords still ride under a cloudless sky and towards a horizon untouched for days at a time by the specter of trees and mountains. Further east and north one may stumble into the Realm of Evernight, and live as some of the shamans and mystics would say nature intended us to: Fighting endlessly against the monstrous races who dwell there in that frozen hellhole. Dwarves are sometimes said to travel there in their old age in order to die a warrior’s death.

    Go west and north, beyond the Cross Sea and you will find the Elven Holds. There the more than mortal race lives within the shadow of the Winter Court, and its mad Queen Mab. Harsh the land is, but adventure is plentiful. Especially so if one were to venture into the nearby Halls of the Dwarven Kings Under the Mountain. While their continental kin have yet to establish Kingships of their own, these hallowed Monarchs have reigned since the Primordial Age. Go deep enough and one may stumble into horrors only the Dwarves can stomach to fight, and worse: Drow.

    Veloska itself is a land of rivers and woodlands squeezed between the western ocean and the Dragon’s Maw, a high plateau ringed in mountains teeming with Dragons of all types and temperments. The “cities” of Veloska are the bastions of urban civilization, if one can call it that. The largest city, Czernograd, can boast a population of 200,000 souls, but few others even come close. Even Muscobar, the old capitol of the Tsars can only claim 110,000 persons living within its walls. These cities lie at the heart of civilization, but its pulse needs more time to recover its vigor.

    Southward and westward again one may come to the lands of the Halflings and the Gnomes, bountiful Caledor, the Spring Court of the Fey. This mysterious, blessed isle, is ruled with a soft hand by the lovely Queen Titania, yet her children are perhaps the most rambunctious of all peoples, with more and more each year traveling the world.

    Southward more you may travel, and arrive shortly at a crest of mountains. Across these lie the Scaled Lands, a collection of kingdoms ruled by the tumultuous Dragonborn. These Dragon-Men live within their own elements, from Brassflame to Copperspire, and from Ice Harbor to Bronzegate. As bitterly divided as they (and as most peoples are in this age) are, a unified Dragonborn Kingdom may be the most favorable outcome if they can put down their weapons long enough to notice their similarities instead of their differences.

    To the south of these people lay the Shattered Isles, inhabited by a sailing race of Man. These men of dark skin and good mirth live by the code of the ocean: Freedom, Adventure, and Gold!

    And lastly, along the decimated Lost Coast, if one finds oneself most unfortunate enough to visit this damned region, one may avoid the haunted ghosts of the Empire long enough to glimpse the Tiefling cities that still struggle to survive a thousand year siege against Death itself.

    Wherever your feet take you in your adventures across Godori, always remember to live each day as if it were your last. For more than likely, it may be.
    Last edited by Ninjadeadbeard; 2014-09-16 at 05:24 PM.
    Quote Originally Posted by Zap Dynamic View Post
    Ninjadeadbeard just ninja'd my post. How apt.
    Ninjadeadbeard's Extended Homebrew

  2. - Top - End - #2
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    History of Godori, From Dawn to Dusk
    Holy moly that's an info dump! Take it in pieces!

    The Dawn
    Spoiler: Dawn Age
    Show
    In the beginning, there was nothing but the Void, and a single Golden Egg. From this egg hatched a bud. That bud flowered, and within its petals lay the Great God Ratha. Ratha, now being born from the Flower, looked upon the cosmos and thought it good.

    Ratha began to work, first forming a mate for himself. He named her Gea, and together they shaped the world. They first separated the sky from the water. And then they separated Light from Dark, Life from Death, Order from Chaos, and continued until all things were one thing or another.

    Then Gea advised her beloved to create the world. And so Ratha began his labors again. He took his flesh and made the earth and the land. But the sea swallowed the land, and so Gea spoke to Ratha and advised him to use his bones to hold up the earth. And so Ratha’s bones became the Pillars, and they held the Earth above the Sea, and between them was the space that would become the Underworlds.

    Gea and Ratha thought this was good, but they noticed that the world was dark and they could not see, and nothing grew. Ratha plucked out his eyes and set them in the sky, and these became the Moons Ra and Thera. Seeing the earth was covered in ice, Gea advised her beloved to warm the world, and so Ratha set his heart in the heavens, and his love for her was such that its heat began to burn the earth. And so Ratha set the world to spin, so that it would become warm, but not burn.

    But Ratha and Gea, though their love was strong, were lonely and desired children. And so Ratha gave his loins to the world, and filled it with life eternal. He swathed the world in life and watched as grass and trees, horses and fish and birds and all other things began to live. His lungs he gave to the world, that his children might be cool in the sunlight, and his great laughter became the thunder and his tears the rain. He gave all of himself to his work, until only his mind remained. His mind he gave up, that Thought and Will might enter the world, and he became a part of every one of his creations.

    Gea supported her love, and even now she sits within the Sun, the physical manifestation of her husband’s love for her and for the world, and she watches her children with joy and gladness, ever protecting the world from utter destruction.


    The Primordial Age
    Spoiler: Primordial Age
    Show
    After a time, Life began to shape itself into many spirits. Among these were the spirits man would one day call Gods. In their time, they were Titans. These beings were of Thought and Will, and as they grew and became whole they began to look upon their Father’s work, and they began to lend their hand to shaping it.

    The Titans claimed aspects of their new reality for themselves. They took portions of the universe and laid claim to its forces and natures and became the Rulers of these forces. There was Perun, the Lord of Storms, who claimed the Thunder and the Lightning for his own, and also Lordship of the Eagles. Svarog, Master of Fire and the Forge, who lived within the mountains and labored over his forge for days and nights, and was him who first forged Man. Zora, Goddess of Fertility, Belya and Tsernya, Goddesses of Valor and Despair respectively. And Volkos, Lord of Chaos and Destruction. And a thousand others.

    The Titans claimed all aspects of the world, but bickered and fought as children might. Until Svarog presented his greatest creation: Proteus and Anatya, the Father and Mother of Man. It was their creation that sparked Volkos’s great jealousy. And it hurt his pride, for he could create nothing, only manipulate or destroy.

    Volkos’s greed and vanity were too much for him, and he soon transformed into a mighty beast, the Behemoth. The Behemoth devour Four other Titans, and soon grew a total of Five Heads on a serpent’s body. Behemoth rallied many of the Titans to his side, and together they waged a war to claim all the world for themselves.

    For a thousand, thousand years a War of the Gods was waged. In this war are such tales as the Creation of Dragons by Belya and Tsernya and the deaths of scores of gods. But these are unimportant here. What is important is that Behemoth lost in the end. He was held down by Gothoric, God of Power, and though his Five heads bit Gothoric to death, the mighty god’s arms held Behemoth’s necks together, allowing Perun and Svarog to hew them apart from their body with a set of magical axes. The Five heads transformed into the Five First Archefiends and fled with their loyal hosts into the underworld, where they fortified themselves in one of the three chambers. They christened their home Hell, and its capitol was Pandaemonium.

    The disloyal and Mad Gods who had followed Volkos-Behemoth merged too much of their power with that of their beasts, monsters and other creations, and they became Demons. These fled into the underworld and named the chamber they hid within the Abyss.

    The last chamber of the underworld was taken by Svarog’s daughter, Drazhia, who held it in perpetuity for all those who fell without sin and without virtue, where all dead could sleep eternally.

    With the war’s end, the Supreme Lord Perun took Behemoth’s corpse and created with it the Interdiction, a mystic ward that forbade any Divine Being from entering the mortal world physically. Gods and Devils and Demons could only manifest through empowering their mortal followers. And thus passed the age of the gods into legend.


    The Wylde Age
    Spoiler: Fey
    Show
    But it was not yet the Ages of Man. For as Man newly crafted and in sole command of the world, the world was terrifying. The wild magicks unleashed by the Gods’ War transformed the landscape almost daily, and new spirit beings began to form from the raw powers left behind. The Fairy Courts manifested amongst all this, and swiftly took up mastery of the world.

    In the far north Queen Mab sat enthroned in a glacier alongside her Winter Court. When man came to her isles, she blessed them with her graces, causing them to change slowly into Elves (who lived atop the land), and Dwarves (who dwelt beneath). Any Elves who spurned her “love” were cursed and thrown down beneath the earth, becoming the terrible Drow. These creatures began to worship a manifestation of darkness, Lilith, a Spider-Deity, newly formed and thus not subject to the Interdiction.

    In the south and west, Queen Titania settled amid the lakes, forests and mountains of Caledor, and welcomed many tribes of Men to rest there. These men slowly grew to love the isle, with some becoming Halflings over time in order to know it better and care for it. Others transformed into Gnomes as they began to study the natural beauty around them and sought to understand their Mother Titania’s power.

    Puck, the impish Lord of the Summer Court, took up residence in the deep-south, in the deserts beneath the Low Steppes. He noted with sadness that there were fewer and fewer Dragons left in the world, and so sought to preserve them. He took their essence and placed it within the hearts of Man, causing the race of Dragonborn to exist. He greatly enjoyed the sheer chaos that ensued, but became bored when they broke up along elemental lines and formed their own kingdoms.

    Mighty Oberon, Lord of Autumn and the Autumn Court, was both kind and cruel in his dealings with man. He loved man for his strength of character and for his sheer determination to survive at all costs. He blessed them in subtle, little understood ways. But when Mab began to court the Humans (as Oberon’s Children had become with his blessing), he grew distant and jealous. When many in the far north and east began to give votive offerings to Mab, Oberon’s fury cut loose. He transformed them into hideous beasts and monsters, creating the first Orcs, and then did the same to whatever Elves and Dwarves he found within his realm, leading to goblins and bugbers and a thousand other creatures to be created.

    When his wrath subsided, Oberon realized what he had done, but could not undo it. Humans were now plagued with monsters all across the world, and Mab would not let him return any to their true form. He was able to gift Orcs with some manner of intelligence again, and was glad that in time they grew close to Humans, and eventually became nearly whole again as Half-Orcs.

    As the Age passed, the Courts became less and less active, preferring not to engender the wrath of the Gods nor the Infernals by toying with the mortal races. While other spirits (including the Undead Deities from the War who became the Old Ones) appeared for a time they were never so strong again, and the balance of magic returned to normal.


    The First Age of Man
    Spoiler: almost there
    Show
    The first Age of Man was the first where scholars began using positive numbers for dating. In this age there was a thousand years of scattered and ill-understood history. This was followed by the rise of the Empire.

    The Empire grew up from a land that no longer exists, where now lays the Middle Sea there was once a marvelous land. A land of eternal temperateness. Winters were warm and summers were cool. This land was called Pashem. And it was here that Oberon found a wife.

    Oberon came to love the daughter of the mightiest clan of humans. She was strong, fearless, intelligent, and more beautiful than any in the world. And most important, she would not take any husband who was not worthy of her. Mighty Oberon sought her out in many guises. First he appeared as a mighty Mountain Man. But she would not have any strong man who was too stupid. He came to her as a learned scholar, yet she would not lie with a man who was a coward. So he came to her as a hunter of dragons, heaping many trophies of his kills and his triumphs at her feet. But again she said that slaying beasts was no true test of bravery.

    When Oberon asked her what would prove his bravery, she said, “Honesty. Only the bravest men are honest, Mighty Oberon”. Oberon came to her without a disguise, in his true form, and she took him as her husband gladly.

    Their children were blessed with great magical power, and in a few generations Oberon’s descendants united the many clans of Pashem, and soon formed the Empire. The Empire spread its magic and its power throughout the world, forming a mostly peaceful alliance of trade and magic between all the major races. But in time their arrogance began to erode the power of the Empire.

    As an age of strife enveloped the world, some say instigated by the Archfiends who detested the Empire’s Peace, the Imperials took to harsher and harsher measures to maintain their power. Their magicks became crueler, and viler as they became desperate. When the last Emperor, Neros IX, in a final act to preserve his domain contacted the Fiends and made a Blood Pact that sacrificed one hundred-thousand lives, the Gods finally acted.

    Through their agents, and through the combined powers of the Fairy Courts, the Gods smote Pashem and threw it down into the sea, leaving only a small island-peninsula and a few shattered coasts in remembrance. Their wrath also extended to the Imperial Race itself, transforming it to more resemble the monsters they had become. Few even remember that the Tieflings were once the founders of the Empire.

    But the calamities unleashed by the Empire and by the Gods could not be stopped. Disease, famine and war burned the lands, and left millions dead.


    The Second Age
    Spoiler: you made it!
    Show
    At first, the new age, declared by the Hierophant of Czernograd, seemed to begin with the hope of new life. For the first two centuries, the lands of Veloska and the Greater and Lower Steppes were united beneath the kind and wise Tsars, and all peoples seemed to sigh relief as trade and commerce resumed.

    But soon cults dedicated to the Fallen Gods, those beings who fell in the Gods’ War but could not truly die, began to form all over the world. Many were lulled into their worship with the promise of power and an end to the endless destruction of lives during the Empire. These cults, and the dark Mad-Gods behind them, caused the weather to change, and slowly killed off more and more crops. Soon, their foul magic and foul worship began to infect the world, spreading diseases through the web of magic itself.

    When the Tsar died without issue, the world descended into war. Holy Crusades were called to destroy the infidels, the heretics.

    Four centuries later, now 600 S.A., no one knows whether they succeeded or not. The city-states of Veloska and Godori still struggle against one another in contests of arms. The ancient relics of the Empire still lay in their crypts, inviting heroes and villains alike to seize their power for themselves. Dark powers still crawl in the heart of the world. Devils and Demons and Dead Gods seek new life and new triumphs over those still residing in the heavens, and the wilderness itself has become a greater opponent for the civilized races than any dragon.


    It is the Spring of 601 SA. What shall happen next?
    Last edited by Ninjadeadbeard; 2014-09-10 at 05:11 PM.
    Quote Originally Posted by Zap Dynamic View Post
    Ninjadeadbeard just ninja'd my post. How apt.
    Ninjadeadbeard's Extended Homebrew

  3. - Top - End - #3
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    oh sweet azathoth it took FOREVER to do these stupid tables!
    Titans, the Gods
    Deity Alignment Suggested Domains Symbol
    Ratha, the creator LN Light, Life a faceless man meditating within a circle
    Gea, protector goddess LN Light, Knowledge a woman standing in prayer within a sun
    Perun, Lord of Thunder LG Tempest, Knowledge an eagle clutching a thunderbolt
    Svarog, Master of the Forge NG Life, War a red hammer on a white anvil
    Zora, Wife-Mother-Daughter TN Life, Nature, Trickery a flowering tree
    Belya, the Warrior CG Death, Life, War a flaming helm and shield

    The Gods reside in the Heavens, and work through their Clerics and Paladins to shape the world into a more righteous, peaceful, and cooperative one. Most Gods are treated with reverence, even when worshiped alongside other powers such as ancestor or nature worship. The faith of the Gods can be found in every single land, but the river plains and forests of Veloska are considered the Church's heartland, while ancestor and Nature worship are minorities, except in the more deserted regions of the Steppes.

    Archfiends
    Archfiend Alignment Suggested Domains Symbol
    Tsernya, Fiend of Wrath CE Death, War, Trickery a flaming sword and spear, crossed
    Lagneia Fiend of Lust CE Trickery, Nature a black rose
    Operadus Pride Fiend LE Knowledge, Trickery a crowned skull
    Thonos the Envious NE Knowledge an open book with blank pages
    Appal, Desirous of All NE Life, Trickery a gold coin in a snake’s mouth
    Thes, the Despaired TN Death, War a noose

    Some in this world have chosen to give their worship to the Archfiends or the Demons of the Abyss (who are nameless and beyond counting). This is in no way a good idea, but many are convinced of the sheer Power the Fiends can bring them. Clerics only exist for the Archfiends and their Devil Legions, while Paladins and Warlocks exist for either Pandaemonium or Abyss. Czernograd has a surprising number of Fiend Worshipers, as do the scattered Tiefling settlments of the Lost Coast.

    Archfey
    Fey Alignment Suggested Domains Symbol
    Mab, Queen of the Winter Court CN Trickery, Tempest, Nature a white porcelain mask shedding a single red tear
    Titania, Lady of the Spring Court CN Trickery, Life, Nature a brown wood mask, laughing
    Puck, Lord of the Summer Court CN Trickery, Knowledge, Nature a grinning bronze mask
    King Oberon, Lord of the Autumn Court CN Trickery, War, Nature a brooding/scowling iron mask

    Many congregations have cast out or persecuted those who swear fealty to the Fey Courts. These congregations are generally not around long afterward. The Fey are worshiped as Gods in their own right, as well as avatars of nature. Many, many Druids throw in their lot with the Courts, sometimes as many as who serve Nature alone. Clerics are common in Mab's and Oberon's courts. Puck and Titania rarely stand on formalities, and prefer the almost familial affections between deity and Warlock. Most, if not all Halflings and Gnomes worship the Court of Spring, with a minority worshiping the other three. The Lower and Great Steppes feature Fey worship as well.

    The Fallen Gods
    Fallen Alignment Suggested Domains Symbol
    Gothoric, the Green Knight LN Death, War a green axe and helm
    Volkos, the Headless CE Death five skulls in a circle
    Oambr, the Wheel LE Death, Life a ring of fire with seven eyes along the edge
    Kathrak, the Herald CE War, Death, Knowledge a horn gripped by a skeletal hand
    Sithrak, the Leviathan CE Tempest, Death a coiled snake in a blue circle
    Pith, the Lord of Locusts LE Trickery, Death, War a wheat stalk and a skull

    Worship of the Fallen Gods is both illegal, madness-inducing, and generally speaking a much faster way to get a Paladin Order up in your face than devouring orphans' hearts while shouting "Archfiends are the best!" They are literally Undead Deities from the end of the Gods' War. They desire nothing more than to destroy and consume all life, and then each other. There is no data concerning how many worshipers exist.

    Unaligned Worshiped Spirits
    Deity Alignment Suggested Domains Symbol
    Lilith, Drow Goddess CE Trickery A spider

    In addition to Gods, Fiends, Fey and Old Ones, there are many spirits who inhabit the world but are none of these things. These deities rarely have plans greater than "Attract worship, keep thralls, profit", and few could even comprehend trying to take on one of the higher gods.
    Last edited by Ninjadeadbeard; 2014-09-18 at 05:49 PM.
    Quote Originally Posted by Zap Dynamic View Post
    Ninjadeadbeard just ninja'd my post. How apt.
    Ninjadeadbeard's Extended Homebrew

  4. - Top - End - #4
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    While there are no mechanical differences between these races and their Forgotten Realms counterparts, there are some cultural differences worth mentioning. Incomplete.

    Dwarves
    Dwarves are best known as the Lords Under the Mountain. The three great kingdoms of the Dwarves (Stonethrone, Deephall, and Winter Cavern) have stood strong for a millennia, ever since the Dwarves first crawled into the roots of the earth and began to dig. This stone sense has stuck with the Dwarves, even after the Migration when many noble and common Dwarves left to make their fortune on the surface in 300 SA.

    The great trouble facing the Dwarven people is that no new kingdoms have been founded. By ancient law, a King may only be crowned Under the Mountain, and for the last three centuries the various Dwarven Princes have failed to dislodge the monsters, let alone the Dragons, who live within and around the mountains of Godori. Many have begun to lose hope.
    Spoiler: subraces
    Show
    Change Hill Dwarves to City Dwarves, and Mountain Dwarves into Steppe Dwarves.


    Elves
    The Elves are the children of Mab, it is sometimes said. Their grace and ageless beauty are said to be a gift from their Fey overlords in the Winter Court. And yet for all their pomp, the Elves are some of the most bloodthirsty raiders in the world. For centuries they have gone "viking", as they call it, swooping down out of the north to fight and raid and loot whatever they could find. It is only in the last few centuries that this has slowed down. Elves now migrate from Edor and Obdel to take up trade and settle in Godori.

    Elves in this age are searching for lands to call their own, free from the stifling influence of the Court.
    Spoiler: subraces
    Show
    High Elf
    High Elves are those elves who either just arrived in Godori from the homeland, or they have held onto the home culture. High Elves are often more familiar with arcane magicks than their "gone native" cousins. High Elves are also more likely to be urban or City Elves.

    Wood Elf
    Those elves who acclimated, and in fact bought into the local culture of the continent, are often referred to as Wood Elves for their predilection for living besides forests, rivers and lakes. Many have taken up the Druidic faith, and most Half-Elves come from a Wood Elf and Human union. This is sometimes frowned upon by the stuffiest of stuffy High Elves.

    Dark Elf (Drow)
    It is said that when Mab welcomed the Elves and the Dwarves into her lands, House Drothic of the Elves mistrusted her intentions. In time, they would eventually lead a rebellion against the Fey, and nearly won with their iron weapons. Their defeat left them cursed and cast into the Underdark, where a spirit known only as Lilith taught them how to survive. Most Drow traveling the world today are not typical of drow. Some have been exiled, or rather escaped a political killing. Some have legitimately cast aside their worship of Lilith. And some of them are just looking around, waiting to report back to their people on the Surface's progress.


    Halflings
    Halflings have lived in the south of Godori, on the island of Caledor alongside their Gnomish brethren for an age. Beside the sacred lakes and forests of the Spring Court of the Fey, they have long grown their farms and villages. But though the Halflings have always enjoyed their lives of farming and laughing and living, in every heart beats a call to adventure. They are some of the most traveled beings in the world these days, marching from one end to the other and back again all to say that they did so, and that they brought some exceptional tales back home.

    Of great concern to some Halflings is the recent failed harvests. Inexplicable crop failures have slowed the growth of the first continental colonies, and have placed Caledor’s food supply in jeopardy.
    Spoiler: subraces
    Show
    No changes


    Humans
    Humans are sometimes considered to be the true heirs of the original Men who walked the earth with Proteus and Anatya. Spread out as they are across the whole of the world, humans lack a singular defining characteristic or temperament. In some cases they have picked up bits and pieces from other races and incorporated their characteristics into the human experience. And at other times it was the humans influencing the other peoples.

    Humans largely fall into three groups:

    Spoiler
    Show
    Vadnyek
    The Vadnyek are often referred to as the Steppe People, and they comprise a great portion of humanity. Riding is a way of life for these people, as is herding and hunting. What few cities they build are tent cities centered on an older ruin that has been converted into a community center or palace. Vadnyek are more bronzed by the sun than their southerly neighbors, and often favor more in the way of facial hair, especially mustaches. Their names are very hard sounding, and rarely feature a surname.

    It has been centuries since a true Great Khan has risen up and united the tribes, though now something has changed. Serhis Kahn, a Tiefling Horselord, has taken the two largest settlements of the Steppes and forced many smaller Hordes to bend knee to her throne. But her rule is contested on all sides and for a thousand different reasons, least of which is her gender. With enemies on all sides and within her own court, it remains to be seen what shall happen to the Vadnyek Steppes. Civil War. Or The Great Hunt.

    Veloska
    The Veloska River gave the people of the middle region its name, and its course sums up their temperament nicely. Deep and slow, yet mighty, and never united into a single purpose. The Veloska are the most urbanized Humans, and yet the majority of them still live on farms in the countryside. Even within their city-states there is little political unity. Many Veloska seek adventure as a means of trying to change something in a land where change runs against the current. Veloska are usually brown-headed, somewhat pale, and almost always pale-eyed. Their names are softer than Vadnyek, and more run-together. Long names, with many V’s and K’s are common.

    The Veloska cities are currently embroiled in a cold war. Molkorvnya and Czernograd are the largest powers, and politics between them is always on a knife-edge, figuratively and literally. Czernograd's aggressive seizure and occupation of a holy city like Tarkhova is only the most recent crisis.

    Vaadun
    Nearest to the equator are the isles belonging to the Vaadun people. These humans, often labeled pirates by their northern kin, are more often seen as merchants of spice and other delights by the Dragonborn, whose kingdoms neighbor the island-based Vaadun. Known for a more lax attitude towards life and death, as well as an adventuresome bravado, Vaadun can come off as wild and eccentric. This is only half the picture, as they are also a deeply loyal people, willing to lay down life and limb for a friend without question. They are very dark skinned, with short kinky hair. Their names typically feature several vowels in a single sequence.


    The Vaadun are facing religious upheaval. The capitol, Alqwari, seeks to keep its Emirate intact against a rebellion within its cities led by both a rebellious noble and the Witches of the Dead, a death cult that seeks to overthrow the Emir and rule the Shattered Islands.

    Dragonborn
    An often misunderstood race, the Dragonborn are typically set apart from most other races because of their bizarre appearance. Dragonborn were first created, it is said, by the hand of Puck, Lord of the Summer Court of the Fey when he grew bored and combined Man with Dragon. Some Dragonborn prefer the idea that they were a new race of Dragons birthed into the world to compete with Man.

    Chromatic and Metallic Dragonborn have largely separated into five distinct nations following the death of their last Padishah: Brassflame, a land of Gold, Copper and Red Dragonborn dedicated to the smelting of metals. Copperspire, whose Black and Copper Dragonborn invented the first paper in the world as well as now lost techniques for treating iron swords. Cold Harbor, a frozen paradise in the desert, inhabited by Silver and White Dragonborn. Bronzegate, the holy city itself, and its Bronze and Blue guardians, who together with Copperspire devised many strange devices which ran off of captured lightning. And finally, Venom, a hidden fortress from which the Green Dragonborn send for the feared Assassins to disrupt and destroy their foes.

    Gnomes
    Gnomes are often mistaken for Halflings in Godori, and that would be understandable. They are short, cute, and they all have the same names and language. Add to the fact that they share a homeland, and there could be a very good case for assuming the two are merely one race. But that would be a mistake.

    Gnomes are the other race Titania houses upon her isle. But whereas Halflings sought to become closer to Titania by becoming closer to the earth, the Gnomes sought out their mother-figure's knowledge. While Halflings were adventuresome and nurturing, Gnomes were inquisitive and dedicated.

    Spoiler: subraces
    Show
    Forest Gnomes
    Forest Gnomes are those gnomes who are closest to their original line of study: Titania, the Fey, and how their magic worked.

    Rock Gnomes
    Rock Gnomes are those who have expanded their research to other avenues.


    Half-Elves
    Mostly found in Elven settlements nearest the river plains or in Human cities, Half-Elves live within two worlds. There are not enough Half-Elves to form their own societies as of yet, and so they often choose to live in one culture or the other, and often downplay their mixed heritage in favor of emphasizing their "Elfness" or "Humanity". However, in more mixed or foreign regions, and often among adventurers, Half-Elves display both of their cultures proudly. Their Elven ancestry provides them with Fey protection from enchantment, while their independence and quick skill acquisition were inherited from their Human parent.

    The city of Bulyak, one of the Veloska cities, was historically founded by a Half-Elven adventurer. While his family is both numerous and very important within the city, they have long been out of power. However, as recent anti-elven sentiment has risen in the city, radical pro-Half-Elf groups have begun clashing in the streets. It is unknown if the city will become the first bastion of Half-Elf culture, or the first battleground in a new war.

    Half-Orcs
    Once cursed beings under a curse from mighty Oberon, Orcs were partially restored to a thinking, sapient race by his later repentance and mercy. Very few full-blooded Orcs survive to the modern age, most having interbred with the Vadnyek, Steppe Humans. Half-Orcs are very common in the north and east, where their tremendous strength and hardy nature make them invaluable. Half-Orcs tend to get along well with horses, and so have long been a staple of one of the Hordes of the Steppe. Due to their numbers, Half-Orcs actually do have their own culture and traditions. Most Half-Orcs settlement are young, however, and so any Half-Orc wanting work will live in human cities, particularly Czernograd, which houses the largest such population of Half-Orcs.

    Two competing forces among the Half-Orcs have sprung up in recent days. The Sons of Oberon is a cult dedicated to venerating Oberon (and counts among its host a number of Warlocks), and has been in conflict with the radical ant-fey Grozak's Fist, an order of Paladins and Barbarians who seek to punish the Fey Lord for his hubris and his curse upon them.

    Tieflings
    Once, the Empire ruled over much of Godori. And then, after an era of war, plague, and decadence, the Empire was struck down by the Gods for forging a pact with the Fiends that threatened the Interdiction.

    The result was the Tieflings. Once Human, they were cursed by the Gods to take devil-like forms as punishment for their crimes. While horns, altered skin color, and long tails are the most visible manifestations of this curse, many Tieflings have none of these things. Devilish eye colors, forked tongues, shadows that move on their own, and an aura of strong heat are other markers of a Tiefling's presence. Most Tieflings are nomadic. either taking up the adventurer's lifestyle, or traveling with their family and clan in great wagons across the world. Several major cities feature Tiefling slums (sometimes referred to as Hellmouths) as well, although some are nicer than others. Czernograd and Molkorvnya are exceptions, either drawing heavily from their Tiefling population for civil and magical service, or simply dissolving the slums entirely as a legal distinction, respectively. Only on the Lost Coast will you find a Tiefling city, and these are often overrun with ghosts and monsters.

    Tieflings have a reputation. That cannot be denied. But many Tieflings seek to reverse their people's fortunes, often by diving into lost ruins and stealing the magical devices of old from within. Whether this is to reclaim and rebuild the empire, or to redeem it by keeping its more destructive powers from wicked hands, is up to every individual Tiefling who chooses to make this their life.
    Last edited by Ninjadeadbeard; 2014-09-14 at 02:46 PM.
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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    NPCs and Cities
    In progress, Critique on what you see!

    This post may become very long as more cities are added. Might have to create links and post further down.

    Veloska Cities
    The Veloska Cities are defined by their common culture and shared history as part of the old Tsardom which lasted until only a few centuries ago. These cities are not all very large, but they are powerful or significant in such a way as that they must be included on such a list. Many other towns, villages and small cities may exist in the river plains, but have yet to make their mark...
    Name Size/Pop Ruler Description
    Molkorvnya Metropolis 110k Duke Mikhail Roshenko The largest and wealthiest of the cities besides Czernograd, ruled by the Boy Tsar, very religious, a battleground for competing warlocks and druids
    Nozhgorod Large City 22k Clara Essen, Elf Paladin The oldest city of the Veloska plains. Deadly parliamentary politics held barely in check by a Paladin Order who has seized power
    Tarkhova Small Town 1,100 Brother Tomash, Drgnbrn Druid The center of Spiritualism in Godori, where Druids come to study and commune with their brothers and sisters, occupied by Czernograd
    Zorishenko Small City 6k Aelrud Lightfoot, Hlflng Bard A highly militant city, where military service is mandatory, and their kings are elected by warriors
    Bolshapov Large Town 5k The Duma The only true democracy in the land, and one plagued by gridlock and politics. Bandits are almost a minor problem by comparison
    Silichi Village 900 Lysantha Tylwyth, Elf Wrlck (Old Ones) A small hill topped with a peaked church dominates this small, quiet village
    Bulyak Village 700 Anton Illych, HfElf Fighter A town with a large half-elf population, and a greater pride in being “Half” than anywhere else
    Konovgrad Hamlet 200 Cornelius Saxon, Gnm Wiz Magister Saxon studies the arcane and the cosmos from his comfy tower, whose base is a small town built entirely to supply him his studies and/or study his ways
    Czernograd Metropolis 200k+ Tsar Petr Ivanov, Hmn Sorc, The Black City, a sprawling citadel filled with monsters, Tieflings, Ghosts and ghouls. Ivanov is the Black Tsar, and his people “love” him, or else

    Major NPCs by City (usually by Influence Level):

    Spoiler: Molkorvnya
    Show

    Once a mere trading post along the Molkorvnya River, the city has grown into a mercantile powerhouse, and was the capitol of the old Tsardom.

    Grand Duke Mikhail Roshenko, LN Human Aristocrat: Mikhail, age 19, feels a little out of his depth. He inherited the largest "free" city in the world at 16, and he's almost literally scared to death he will do something wrong. He depends on a small legion of advisers and bureaucrats to manage Molkorvnya, and he has his head buried in books on law and governance almost constantly. Some of his landowners (Boyars) think he is a weakling and will often do as they will, acting more like Kings than landowners. While Mikhail is trying to rein them in, he has very little confidence in himself. What he does have is more gold than anyone else in the world. He looks for adventurers and heroes to finance, and he is beginning to understand how to use that power. Whether he becomes a cruel manipulator or a generous ruler remains to be seen.

    Ionna Pelegai, NE Tiefling Druid: Ionna is a force of nature. As a Druid acolyte she originally sought answers for her people's curse. But over time, she began to justify her people's actions as natural, survival-of-the-fittest morality. The Gods themselves were unjust for punishing the Empire. After splitting off from her Druid circle, she formed her own. The Circle of the Red Moon seeks out cities and towns where the laws of nature have been circumvented. Ionna's circle of shapeshifters stalk the city streets at night, preying on burglars and criminals as well as the innocent in a cruel attempt to bring Nature's Law to the city. She particularly hunts down Paladins, seeing them as expressions of kindness, loyalty, law and order, and by extension the antithesis of Nature. By day, she and her ilk are regarded as a cult, but one protected under Law.


    Aylwyn of Goodbridge, CG, Halfling Warlock (Fey): Aylwyn came to Molkorvnya a few years ago, and has already entered into a deadly game with Ionna. A devout worshiper of Titania, Aylwyn was sent to Molkorvnya on a holy mission to dislodge the cancer corrupting the concept of Nature within its walls. To that end, he has disguised himself as a member of the local thief guild, Belchek's Club. Only the highest ranking members are aware of his true allegiance, but tolerate his presence so long as he helps them stop the monsters that seem to stalk the guild through the streets. Aylwyn, though devout, believes that his mistress has made a grave mistake in sending him alone to this city. While using the thieves has worked so far, he knows he'll need to reach out to other allies soon to deal with the beasts who walk the streets. He and Elsif, despite both wanting to stop the mysterious late night murders, do not know of each other, except by (admittedly distorted) reputation. He hopes to finish this himself, and does not believe an outsider would understand. He may not be desperate enough to try.

    Elsif Goldenaxe, NG Dwarf Barbarian: Elsif is a more recent addition to the city's roster of famous persons. She has founded the Earthshakers, a guild dedicated to getting adventurers and heroes work, after years of adventuring herself. At 270 years she is no spring chicken, but she is still one of the mightiest heroes in the region. She honestly wants to leave the world slightly better than when she entered it, and makes a point of hiring people who have fallen from a righteous path, but have not yet become villains, with the sole intent of keeping adventurers from "going bad". She sympathizes with the young Duke, but usually can't be bothered to pay attention to all his silly rules and regulations. She and Aylwyn, despite both wanting to stop the mysterious late night murders, do not know of each other, except by (admittedly distorted) reputation. Elsif thinks he is merely a thief.


    Spoiler: Nozhgorod
    Show

    The oldest city on the river plains, Nozhgorod was once the administrative capitol of the Empire in the region. It still takes pride in being an important city, even if its prospects have diminished somewhat.

    Clara Essen, NG Elf Paladin: In the oldest city on the Veloska river plains, the single oldest ruler in the world is not Veloska, not noble, and not technically the city's ruler. Ser Essen, age 402, was named Knight Commander of the Vodeva Paladins, an order of female Knights, Mages, and others dedicated to Belya, Goddess of War and Valor, after the previous Commander Wojik took over the city from its previous lord, Boyar Ivan Fedrovitch. Fedrovitch signed over his titles to the Knight Commander on his death bed in order to spite his nephew, the heir apparent. The Paladins, wary of falling into local politics, have nevertheless taken over the executive powers of the city, transforming it into a bastion against heresy and wickedness. Under Essen, the local guards are closely vetted by her Paladins, and the local criminal element has vanished from public view. Sadly, this means an underground Black Market has become her latest headache. Essen is always looking for local support, and is leery of inviting adventurers to aid her men, but she isn't so thickheaded as to think she can do this on her own much longer.

    Yan Volzhos, CE Dragonborn Barbarian: Exiled from the city of Venom for being too vile even for his own kind, Yan is a Green Dragonborn who knows what he wants, and isn't afraid to take it. Some poor wretches have mistaken his lean, compact form for that of a smart man, or at least a civilized one. Yan is not civilized. He is careful enough to hide from the local Paladins, but only to the degree that he doesn't kill in their presence. He has become one of, if not the single greatest crime boss in the city through equal parts sheer, naked violence and poison. Often seen at noble functions and parties as a "guest" of the household, Commander Essen is firmly aware of his criminal activities, but lacks enough evidence to ever tie him to a crime. He has no grand agenda, no goal or quest. He is simply the ultimate thug.

    Fydoranov Antonovych, LE Human Aristocrat: Fydor, to his friends, is the current head of House Antonovych, and a leading man in Nozhgorod's Parliament. Often the most vocal critic of the Paladins and Essen in particular, Fydor took over the "Loyal" opposition in the local duma from his father, who was poisoned by a rival uncle, allegedly. His family stood to inherit the city when the Paladins were awarded control by his great-great grandfather, the last Duke, and this wound still festers in Fydor's heart. He takes every opportunity to disparage the Paladins and tie up their operations in legal gridlock. He deflects accusations of obstructionism with healthy bribes and a spotless public image. While he himself never breaks the law, he has an army of friends and allies who have no such compunctions, including a certain green Dragonborn, all willing to aid him in his fight to reclaim his family's titles.


    Spoiler: Tarkhova
    Show

    Considered the religious center of Druidism, Tarkhova was founded by a Nobleman-turned-Monk named Anton Tarkhova. It's occupation by Czernograd to "protect the pilgrims" is considered a thinly veiled conquest.

    Brother Tomash, LN, Copper Dragonborn Druid: Brother Tomash was once a raider and a pirate, until during a raging storm he came face to face with the raw, untempered fury of nature. Eventually finding himself stranded on the shore, but alive, Tomash changed his name and joined a monastery. He eventually became the Abbot, and was elected to travel to Tarkhova when the last High Druid lay dying. To many surprised members of the circle, the High Druid selected Tomash as his successor, noting a prophetic vision he had the night before. During the Occupation, Tomash asked for nonviolent resistance, and has been a very large, highly visible thorn in the Black Tsar's side. But now in his 87th year, Tomash knows his time is very short, as does Czernograd. Tomash hoped he can win his followers' freedom before the his death, or else Czernograd could place their own High Druid on his throne, and cement their victory. The High Druid cannot flee without aid, and so far no adventurers or heroes have passed by whom he could trust.


    Spoiler: Zorishenko
    Show

    Zorishenko was founded originally by Steppe Warriors cut off from their Horde during one of the Imperial Civil Wars that raged across Godori. The warriors settled south and west of Nozhgorod, and set up their own city.

    Aelrud Lightfoot, LG Halfling Bard: Aelrud wasn't looking to become Warden of Zorishenko. He was initially looking for inspiration for his music, and chose to follow the former Steppe people of Zorishenko. He composed war poems and ballads, but these failed to impress. Until one day, when he was following a troop of soldiers guarding pilgrims on their way north to Tarkhova. There was an attack, and the Halfling finally discovered what real combat was like in person. Strangely, he was not so much horrified as he was touched by the honor and the valor of his companions. So much so that he offered to join the guard himself. After a number of months those around him began to see he had become a real warrior-poet, as opposed to merely a poet. After a vicious siege by bandits was broken by Aelrud and his band of warriors, he was elected by popular acclaim to become Warden. Only in the position a few years, Aelrud is learning quickly. He still composes music to inspire his men and to record their bravery, and these new pieces are far better received.

    Tevyr Kovanov, LE Human Fighter: The current Captain of the Guard, Tevyr is a native of Zorishenko, and chief rival to Aelrud Lightfoot. His love and loyalty for his home is unquestioned, as is his skill at arms. However, he is a firm believer in pain. Death, for Tevyr, is easy. Pain without death is the finest means of pursuing justice he knows. His sadistic streak extends to combat, where he will take his time and slowly cut down an opponent, only rarely killing quickly unless he is rushed or in serious danger of dying. He does not believe that Aelrud can be a true Warrior, as he was not born to it. However, he abides by the will of his people, if belligerently. He seeks every means of removing Aelrud from power, but will not intentionally threaten his home in order to do so.


    Spoiler: Bolshapov
    Show

    On the banks of the river Zimov, just south of Tarkhova, lies the city of Bolshapov, where every man has a say. If you can earn it.

    Dmitri Sochyek, LN, Human Monk: Dmitri is not from a particularly wealthy or well-known family. He fought for his country, and bled for it. He didn't much care for that last part, nor for being the sole survivor to return to his village on the City's outskirts. He represented his village in the duma, and made himself known as a patriot, and a defender of the civilians' rights. He has become very influential through his writing and his speeches, and now nearing 70 he is often selected as the City's spokesman and head Diplomat. He seeks a peaceful end to the trouble with Czernograd at all costs, but has yet to figure out how that is related to the city's latest bandit trouble...


    Spoiler: Silichi
    Show

    Within a deep, dark wood, in the middle of a large clearing, at the base of a hill there is a spring. Around this spring is a little religious community wanting nothing more than to worship away from the scorn of outsiders. Atop the hill is a little church where under a full moon its congregation gather to writhe and howl to their blasphemous "Gods" in anticipation for their return and the cleansing of the world...

    Lysantha Tylwyth, LE, Wood Elf, Warlock (Old Ones): There are no records of Lysantha ever being born among the Woodelves of Baltheim, a small village on the north coast. There are no records of her parents both dying at sea, nor of her staring into the depths of the dark ocean at night. There are no records of her exile, nor any mention of a purging of her identity among her people. But there are stories. And these stories paint a picture of a very unwell girl forging a pact she should not have, and then vanishing into the night after her family were lost at sea. The stories mention Lysantha living in a dark wood, preaching to a mad congregation about her Mad Gods, and that no traveler ever escaped her clutches. But then, where do the stories come from...?


    Spoiler: Bulyak
    Show

    Bulyak was the name of a terrible Black Dragon who terrorized the region around Nozhgorod for a year. In the high summer of the Black Year of Bulyak the Mad, a young hero and his allies slew the great Wyrm in an epic battle, of which songs and plays are still performed. Later in his life the hero returned to where he felled the beast to retire with his family. From their small ranch then grew a proud village of Half Elves, where a new culture is beginning to take shape.

    Anton Illych, NG, Half Elf Fighter (Chmp): Anton grew up on a farm somewhere near Czernograd, though even he is uncertain where anymore. Dreaming of adventure, he set out at a young age and joined with a now defunct Adventuring Guild from Molkorvnya. In his quests he fight monsters such as Bulyak, delved into deep dungeons, and occasionally clashed swords with Czernograd. Some say he even dueled the Black Tsar's father once. Now Anton is a very old man, nearly two-hundred years old, but still an active member of the community he began. His word is given far more weight than any other, even the local mayor. He has a wealth of knowledge, and perhaps simply Wealth. Wealth enough to buy the services of any hero who passes by.


    Spoiler: Konovgrod
    Show

    Near the western shores of Godori, just over the mountains from Molkorvnya, you will find a great Wizard's Tower sticking up out of the hills. All round its base sprawls a quiet hamlet, the sort stories begin with in ruins from a bandit raid or about to be devastated by a Dragon. If not for the Wizard, perhaps this would happen. With him? There isn't a bandit brave enough nor a Dragon desperate enough.

    Cornelius Saxon, LG, Gnome Wizard: Cornelius grew up in Springwood on Caledor, but he never quite belonged. While Gnomes are often the intellectuals of Titania's realm, in this case Cornelius was a little too curious for his own good. Suffice it to say he eventually irked the wrong fairy and found himself person non grata. However, he was not particularly hurt as he found the continent much more fascinating. After a stint as an adventurer, he decided to settle near the coast, where he built a Tower for himself. After a short while however, he realized the flaw in its design: He lived too far out of the way. While he was grateful for the quiet, it took ages for deliveries of goods and equipment. And taking time out of his experiments was out of the question. Eventually he sent out an open letter to many of the farming communities in the river plains, asking for people to settle around his tower. While there is as of yet a small population settled at his tower base, Cornelius is more than glad for the occasional company and for the timely deliveries of his equipment and ingredients.
    Last edited by Ninjadeadbeard; 2014-09-18 at 05:43 PM.
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    Ninjadeadbeard just ninja'd my post. How apt.
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    RedWizardGuy

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Interesting setting. Some minor criticism: the naming conventions for the Rossyan cities are a bit off.
    - Czernograd: both parts are more or less Russian (Black City)
    - Nostrograd: combination of a Latin part with a Russian part ("our" and "city")
    - Muscobar: one part Anglicised version of a Russian name (Moskva) and one part I don't know but certainly not an ending used in Russian city names (-dar, "gift", on the other hand is used). Also there already exists a Rossiya that comprises a Muscobar.
    - Tarkhova: a derivative of an existing Russian name (Tarkhov + a)
    - Mirovka: the actual Czech name of an existing water course - but could be construed as Russian with mir (peace or world) as its root.
    Since you seem to go for a Russian theme, it might be better to harmonise this (and change the names of Nostrograd and Muscobar)

    Also, to me the names of Sammarh and Karkand look like you tore up the name of Samarkand and made two names out of it.

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by Corneel View Post
    Interesting setting. Some minor criticism: the naming conventions for the Rossyan cities are a bit off.
    Wow. This is probably the quickest anyone has ever responded to one of my posts. Thank you! I am on my phone at the moment, so my ability to edit the above posts is limited for a little while, but let's go through your criticisms, shall we?

    - Czernograd: both parts are more or less Russian (Black City)
    - Nostrograd: combination of a Latin part with a Russian part ("our" and "city")
    Trying to make the name more truly Russian, Google Translate gave me "Nosh" + "grad". I believe Nozhograd would be the end result. With that sound more coherent? Or should I make it Nozhgorod instead? I almost think that sounds a little better.

    Czernograd practically wrote itself.

    - Muscobar: one part Anglicised version of a Russian name (Moskva) and one part I don't know but certainly not an ending used in Russian city names (-dar, "gift", on the other hand is used). Also there already exists a Rossiya that comprises a Muscobar.
    Crap. I knew that that sounded too familiar. It's been a long time since I've read those books. Or at least, since I read the first one. Would it be alright to keep the regional name if I changed the city name? And would you happen to have a suggestion? I was thinking of using the Russian word for bear in someway.

    - Tarkhova: a derivative of an existing Russian name (Tarkhov + a)
    - Mirovka: the actual Czech name of an existing water course - but could be construed as Russian with mir (peace or world) as its root.
    Is... Is this a bad thing? I honestly didn't realize that Tarkhov was a real city (how I came up with it escapes me). Same with Mirovka. A lot of the time I just threw vaguely Slavic sounding syllables together until something sounded vaguely Russian.

    Also, to me the names of Sammarh and Karkand look like you tore up the name of Samarkand and made two names out of it.
    Would that be okay? I felt like some Central Asian city names would work for the Steppes. Would you suggest an edit?

    Yaaaay someone wants to talk about my setting!!!
    Quote Originally Posted by Zap Dynamic View Post
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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by Ninjadeadbeard View Post
    Wow. This is probably the quickest anyone has ever responded to one of my posts. Thank you! I am on my phone at the moment, so my ability to edit the above posts is limited for a little while, but let's go through your criticisms, shall we?



    Trying to make the name more truly Russian, Google Translate gave me "Nosh" + "grad". I believe Nozhograd would be the end result. With that sound more coherent? Or should I make it Nozhgorod instead? I almost think that sounds a little better.

    Czernograd practically wrote itself.
    Nozhgorod sounds good.


    Quote Originally Posted by Ninjadeadbeard View Post
    Crap. I knew that that sounded too familiar. It's been a long time since I've read those books. Or at least, since I read the first one. Would it be alright to keep the regional name if I changed the city name? And would you happen to have a suggestion? I was thinking of using the Russian word for bear in someway.
    Better to keep the regional name and change the city name. The regional name, Rossiya, is just the Russian name for Russia. Muscobar is an original invention of the author linked.
    Medvedeva might do for a name based on "bear" (Medvedgrad exists already - in Croatia).

    Quote Originally Posted by Ninjadeadbeard View Post
    Is... Is this a bad thing? I honestly didn't realize that Tarkhov was a real city (how I came up with it escapes me). Same with Mirovka. A lot of the time I just threw vaguely Slavic sounding syllables together until something sounded vaguely Russian.
    No, I inclued those to show that overall you have a Russian theme. And Tarkhov isn't a city name, but a family name so your city could have been named after a prominent noble family or a general or so (there is a lot of precedent for that in Russia). Mirovka is OK I suppose.
    Its Muscobar & Nostrograd that didn't really fit with the others.


    Quote Originally Posted by Ninjadeadbeard View Post
    Would that be okay? I felt like some Central Asian city names would work for the Steppes. Would you suggest an edit?
    It's OK to go for Central Asian - especially Turkic (Uzbek, Kazakh, Kyrgyz, ...). But the current names sound maybe a bit too obviously ripped from one of the most well known Central Asian cities, especially in combination.
    Karkand could become Karakand, but that means you'll have a second black city.
    For the second city go for something else altogether to avoid the immediate association with Samarkand unless that's what you want to go for.

    Quote Originally Posted by Ninjadeadbeard View Post
    Yaaaay someone wants to talk about my setting!!!
    :)

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by Corneel View Post
    Nozhgorod sounds good.
    ...
    Better to keep the regional name and change the city name. The regional name, Rossiya, is just the Russian name for Russia. Muscobar is an original invention of the author linked.
    Medvedeva might do for a name based on "bear" (Medvedgrad exists already - in Croatia).
    I ended up changing both names in the map and in the earlier posts. I already made the edits before seeing this post, but I will mull over Medvedeva. It's growing on me.

    It's OK to go for Central Asian - especially Turkic (Uzbek, Kazakh, Kyrgyz, ...). But the current names sound maybe a bit too obviously ripped from one of the most well known Central Asian cities, especially in combination.
    Karkand could become Karakand, but that means you'll have a second black city.
    For the second city go for something else altogether to avoid the immediate association with Samarkand unless that's what you want to go for.
    Sadly, Google Translate doesn't have Uzbek, Kazakh or Kyrgyz. I will have to settle for Turkic. I like the basic feel of Karkand, but I am thinking on what to replace Sammarh with. Translate comes up with "Cadir" and "Kent" for Tent and City, both being apt descriptors of the city. Sammarh is supposed to be a Tent City surrounding a few older stone structures. It is technically the capitol of the local Khanate. Any suggestions?

    Also: Races are partly up. I hate the Gnome entry, but since the Halflings are so similar in this setting , at least in origin, I'm having trouble fleshing them out. I also may be incredibly tired.
    Quote Originally Posted by Zap Dynamic View Post
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    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    So just about 150 views and no new replies? I've just updated the NPCs and Cities post, so there's something new there.

    Critiques are welcome!
    Last edited by Ninjadeadbeard; 2014-09-14 at 08:35 PM.
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    RedWizardGuy

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by Ninjadeadbeard View Post
    Sadly, Google Translate doesn't have Uzbek, Kazakh or Kyrgyz. I will have to settle for Turkic. I like the basic feel of Karkand, but I am thinking on what to replace Sammarh with. Translate comes up with "Cadir" and "Kent" for Tent and City, both being apt descriptors of the city. Sammarh is supposed to be a Tent City surrounding a few older stone structures. It is technically the capitol of the local Khanate. Any suggestions?
    Turkish "C" is equivalent to English "Sh", so Shadirkand, or Shadirkent could work. If you want to go more poetic it could be Shadirdengiz (tent-sea) (dengiz is a bit of a mixture of several Turkic languages).

    Tip: for single words wikipedia can sometimes be a help for translating. You go to the relevant article in English (e.g. "tent" or "sea") and then hover your mouse over the relevant language in the left side bar).

    Also: Races are partly up. I hate the Gnome entry, but since the Halflings are so similar in this setting , at least in origin, I'm having trouble fleshing them out. I also may be incredibly tired.
    Since you're going for a more intelectual bend for the Gnomes you could do worse than looking at the Giant's article about the gnomes in his world (see side bar to the left under Gaming, "The New World, Part 8: Gnomes") for inspiration.

    ETA: Another tip: As regards city names, wikipedia has quite a few articles called "List of cities in <name of country>" If you want some inspiration from real world culture. So go to the relevant list (in your case Russia on the one hand, Uzbekistan, Kazakhstan, Kyrgyzstan on the other hand). Click on the individual cities. In the city article there is sometimes an explanation for the name, either under an etymology heading if it exists or under the history part. That way you can get some building blocks for city names.
    Last edited by Corneel; 2014-09-16 at 03:09 AM.

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    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by Corneel View Post
    Turkish "C" is equivalent to English "Sh", so Shadirkand, or Shadirkent could work. If you want to go more poetic it could be Shadirdengiz (tent-sea) (dengiz is a bit of a mixture of several Turkic languages).

    Tip: for single words wikipedia can sometimes be a help for translating. You go to the relevant article in English (e.g. "tent" or "sea") and then hover your mouse over the relevant language in the left side bar).
    That was some very good advice. I have changed Sammarh into Shadenzir. I thought it sounded better to through the Turkish word for "sea" in the middle of the name, rather than the end. And Karkand, though I hate to lose the name, flows nicely now as Kavzaht, or "Junction"+"Throne" with the T in "Taht" dropped from the front. I think these names work pretty well so far. What are your thoughts?

    Since you're going for a more intelectual bend for the Gnomes you could do worse than looking at the Giant's article about the gnomes in his world (see side bar to the left under Gaming, "The New World, Part 8: Gnomes") for inspiration.
    Is it wrong of me to want OotS to end soon so he can finish this article?

    I was thinking of re-writing their entry. I imagine them as the Ivory Tower Academics (with a sense of humor) who bunk with the Common as Dirt and Just as Humble Halflings.

    [quote[ETA: Another tip: As regards city names, wikipedia has quite a few articles called "List of cities in <name of country>" If you want some inspiration from real world culture. So go to the relevant list (in your case Russia on the one hand, Uzbekistan, Kazakhstan, Kyrgyzstan on the other hand). Click on the individual cities. In the city article there is sometimes an explanation for the name, either under an etymology heading if it exists or under the history part. That way you can get some building blocks for city names.[/QUOTE]

    Also thank you for this information! It's really helping me develop ideas.

    On another note: What do you think of the expanded city entries?
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    RedWizardGuy

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    I think you're doing good with the cities (names and expanded entries). Just one thing you might want to think about is how it is that Cernograd is such a metropolis if it's quite an evil place?

    And another thing: the Drow worship Lilith but I don't see her in the lists of Gods and God-like beings?

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by Corneel View Post
    I think you're doing good with the cities (names and expanded entries). Just one thing you might want to think about is how it is that Cernograd is such a metropolis if it's quite an evil place?
    Evil by Reputation. It's still very lawful, and has a lot of commerce and industry due to mining and logging. Plus, it's still one of the most stable nationstates around. Stability matters a lot when the world is 99% monsters, bandits, ghosts, and Dragons.

    And another thing: the Drow worship Lilith but I don't see her in the lists of Gods and God-like beings?
    Why, that's because I'm a forgetful idiot! Lilith is basically just Lolth or whatever they worship in the standard Forgotten Realms. I just hate how the name looks. Once I'm not at my phone I can fix that.
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    RedWizardGuy

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    If the regular elves periodically go a-viking, what distinguishes them from drow (besides physical appearance, which occurred after the split began)? Is it some strange, blue-and-orange-morality sort of difference that only matters to Queen Mab?

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    Default Re: Godori: Steppes and Dragons, a Fifth Edition Setting (PEACH!)

    Quote Originally Posted by VoxRationis View Post
    If the regular elves periodically go a-viking, what distinguishes them from drow (besides physical appearance, which occurred after the split began)? Is it some strange, blue-and-orange-morality sort of difference that only matters to Queen Mab?
    Basically. High Elves who go a-viking don't do it to Mab or those she favors this week. It's more like the Elves have a Sport Season. Except that sport is raiding.

    "It's nothing personal, we just like to stay sharp. Besides, they could always raid us if they really felt like it."

    To Elves, viking is like adventuring but more honest. Drow are sneaky, and they're deceitful, and they viking other Elves! How rude! Most continental Elves don't viking, but that's because Wood Elves are chill like that.
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