Something perhaps unique to this world is that the gods exist only in the abstract. They really are completely defined by their worshippers, in terms of how their influence is felt in the world. The gods themselves do not exist except as manifested through the powers of their followers.
While clerics and paladins sometimes have certain codes they need to follow to maintain their powers, beyond that there is no direct intervention of the gods. In a certain sense, one could almost say there were no gods at all, that the powers of the clerics and paladins came from within themselves, and it would not change anything at all in terms of the lack of interaction of the “gods” with the world.
Because of this, there can often be many distinct sects even within priesthoods. Because each priesthood is basically completely defined by those who follow it, there can never be any “official” ordained way to worship for many of the sects. So one may even find sects that worship the same deity at opposition to one another.
(Here's a badly formatted (at least in HTML) list of the deities - I will work on a seperate entry for each later) (To read this, first is the name of the deity, then the portfolio, then the alignment, then the list of domains, then a list of typical worshippers. (This was originally in a table in word - I'm going to put this up in better formatting later).
Bornikai Wisdom NG Good, Knowledge, Strength, War, Planning, Mind, Oracle Bards, monks, wizards, scholars
Brack Death, Disease NE Death, Destruction, Evil, War, Suffering, Madness, Pestilence Evil Necromancers, rogues, assassins
Drena Magic N Knowledge, Magic, Trickery, Spell Wizards, sorcerers, sages
Fizuli Mischief, Trickery CN Chaos, Luck, Trickery, Illusion, Celerity, Madness Rogues, bards, thieves
Freynai Fire N Chaos, Destruction, Fire, Sun Rangers, druids, bards
Furo War N Chaos, Death, Destruction, War Fighters, barbarians, orcs
Galing Oceans, Rivers N Animal, Plant, Travel, Water, Ocean Druids, rangers, merchants, sailors
Gathika Weather, Wind CN Air, Chaos, Sun, Water, Renewal, Celerity, Cold, Weather Druids, farmers, sailors
Helmes Art, Literature, Music NG Knowledge, Luck, Travel, Rune, Creation Bards, scholars, aristocrats
Hiff Prosperity CG Good, Law, Luck, Trade Merchants, halflings
Jabuti Nature N Air, Animal, Earth, Plant, Water, Cold Elves, druids, barbarians
Jeone Rulership, Kingship LN Law, Protection, Strength, War, Nobility, Domination, Pact Aristocrats, fighters
Joli Light NG Healing, Law, Protection, Sun, Moon Rangers, bards
Khali Darkness, Night NE Death, Destruction, Evil, Trickery, Dream Evil necromancers, rogues
Lloyd Time N Death, Knowledge, Luck, Time Sages, wizards
Lynos Lightning, Thunder N Air, Destruction, Sun, Storms Evokers, druids
Moira Dawn LG Good, Healing, Law, War, Glory Paladins, monks, fighters
Monet Hunting N Animal, Earth, Plant, Summoner Rangers, druids, hunters
Mordlou Trade N Luck, Travel, Trickery, Trade, Celerity Rogues, less savory merchants
Morinda Justice, Revenge LN Death, Destruction, Law, Protection, Retribution, Inquisition Monks
Mylak Strength N Destruction, Strength, War, Competition Fighters, barbarians
Nyfastis Power, Corruption LE Destruction, Evil, Law, War, Magic, Force Evil wizards, evil fighers, blackguards, Jorians
Palin Redemption NG Fire, Good, Law, Liberation Paladins, do-gooders
Philzek Healing LG Good, Healing, Protection, Purification Healers, people with sick loved ones
Sedovaa Love CG Chaos, Fire, Trickery, Charm, Community Lovers, scholars
Shinaire Metalwork, Crafts NG Earth, Knowledge, Strength, Craft, Metal Smiths, gnomes, artists, dwarves
Soleil Guardianship NG Good, Protection, Strength, War, Family Fighters, bodyguards
Vargus Fortune, Luck CN Chaos, Luck, Travel, Fate, Mysticism Thieves, minstrels, merchants
Veshai Peace LG Good, Law, Protection, Charm Pacifists
Thursday, August 30, 2007
Bellai
Bellai is a militant, but lawful nation that used to have some of the best artists and most beautiful musical composers on the continent. This all changed with the rise of Jor. Bellai was entirely conquered by the Jorians during the rise of Nyfastis. After Nyfastis’s exit from this plane, they fought back and regained their freedom, but at a great price. Bellai is now itself a militant nation, like Jor, and Jor has kept it under siege since the war. Constant border skirmishes keep both sides alert and fill each nation’s ranks with hardened veterans of many battles.
Jorian fleets and the Jorian fortresses in the mountains to the south of Bellai have kept Bellai under a virtual embargo for decades. Very few trade goods flow through to Bellai, and even if they did, Bellai now produces little but instruments of war. As such, Bellai weapons are of extremely high quality and are sought after. Those few that make it through the blockades are worth a substantial premium over normal weapons.
The only trade now is through magical means, and even that is limited by the ever watchful eyes of the Jorian wizards, who intercept those who fly over the mountains or the ocean and who hunt down and destroy the creation of any more permanent direct means of travel, such as permanent teleportation circles. Still, even they cannot stop every route, and so Bellain weapons trickle out and other goods trickle in. What is most in demand in Bellai is food, not so much to avoid starvation but to avoid the monotony of the limited food resources to be found in the relatively chilly climes north of the mountains.
Jorian fleets and the Jorian fortresses in the mountains to the south of Bellai have kept Bellai under a virtual embargo for decades. Very few trade goods flow through to Bellai, and even if they did, Bellai now produces little but instruments of war. As such, Bellai weapons are of extremely high quality and are sought after. Those few that make it through the blockades are worth a substantial premium over normal weapons.
The only trade now is through magical means, and even that is limited by the ever watchful eyes of the Jorian wizards, who intercept those who fly over the mountains or the ocean and who hunt down and destroy the creation of any more permanent direct means of travel, such as permanent teleportation circles. Still, even they cannot stop every route, and so Bellain weapons trickle out and other goods trickle in. What is most in demand in Bellai is food, not so much to avoid starvation but to avoid the monotony of the limited food resources to be found in the relatively chilly climes north of the mountains.
The Great Dwarven Kingdom
Situated in the Avalon Mountains north of Malai and south of Jor, the Great Dwarven Kingdom is actually the remnants of a much larger and ancient civilization that once covered the territory from the Avalon mountains all the way across the entire area now known as the Eastern Barbarian lands. Living in strongholds both above and beneath the surface, the dwarves of this vast kingdom ruled for millennia until their civilization finally collapsed some one to two thousand years prior to the collapse of the elves to the south. (1000-2000 B.E.)
The Dwarves that remain now rule over a vastly reduced kingdom, making their name for it more of a cry for the past than an indication of their current size or influence. They have completely moved into underground (or under mountain) strongholds in the Avalon Mountains, heavily fortified against any invaders. The are very wary of the Jorians, who have thus far left them alone, preferring to go around them rather than through them in their raids on Malai. The Dwarves have a decent trade going with Malai, and with some of the barbarian tribes to the east. They have far less contact with others, though they have not closed their doors completely.
The current Dwarven king is rumored to be very old and near death, but such rumors have been floating around for nearly a century. What is known is that no one outside of the Dwarves has seen the king face to face in quite some time.
The Dwarves that remain now rule over a vastly reduced kingdom, making their name for it more of a cry for the past than an indication of their current size or influence. They have completely moved into underground (or under mountain) strongholds in the Avalon Mountains, heavily fortified against any invaders. The are very wary of the Jorians, who have thus far left them alone, preferring to go around them rather than through them in their raids on Malai. The Dwarves have a decent trade going with Malai, and with some of the barbarian tribes to the east. They have far less contact with others, though they have not closed their doors completely.
The current Dwarven king is rumored to be very old and near death, but such rumors have been floating around for nearly a century. What is known is that no one outside of the Dwarves has seen the king face to face in quite some time.
The Halfling Hordes
The Halfling Hordes is so named because visitors who first came to the region were overwhelmed with the concentration of so many halflings in such a small area. The halflings themselves simply call it their Homeland or The Homeland, and to them it is a cozy place to be. There is only a single large city within the borders of their lands, with the remainder of their population being spread out in small clusters of farming communities that connect together in a patchwork of plowed fields and tiny domed houses.
The halflings have no real formal government, instead each of them acting as individual merchants or agents, ready to strike a deal (or some grumble, pick a pocket) with any who wander by their homes and farms.
Despite the lack of government, their Homeland has never been seriously threatened with invasion. The Jorians have passed their armies through their lands, but never tried to occupy them. The halflings are strict in their neutrality with the rest of the outside world. Millennia ago, an army tried to invade and occupy the land and discovered just what an awesome headache it was to attempt to control so many halflings in such a small place. On top of that, in defense of their Homeland, they fought more viciously than any would have thought possible. So despite their lack of an organized government or army, and despite the lack of natural borders and defensive barriers, most nations leave the halfling’s Homeland alone.
The halflings have no real formal government, instead each of them acting as individual merchants or agents, ready to strike a deal (or some grumble, pick a pocket) with any who wander by their homes and farms.
Despite the lack of government, their Homeland has never been seriously threatened with invasion. The Jorians have passed their armies through their lands, but never tried to occupy them. The halflings are strict in their neutrality with the rest of the outside world. Millennia ago, an army tried to invade and occupy the land and discovered just what an awesome headache it was to attempt to control so many halflings in such a small place. On top of that, in defense of their Homeland, they fought more viciously than any would have thought possible. So despite their lack of an organized government or army, and despite the lack of natural borders and defensive barriers, most nations leave the halfling’s Homeland alone.
Eastern Barbarian Lands
The Eastern Barbarian Lands stretch from the eastern borders of Jor and Malai all the way across the plains and the Jasper Glades to the Iron Guard Mountains. Various tribes of barbarians roam these lands with a life unchanged for millennia.
The various tribes both trade with each other and war with each other, though never in open conflict. They fight more in the style of large family squabbles. They get along well enough with the various more civilized lands to their west and south, and conduct most of their trading in the free city of Bootsdale.
Bootsdale
Small City - Population 11,013 – 150 Professional Troops (also work as Town Watch), 750 Militia
Largest city in the barbarian lands. This is an important free trading center, especially for the various wandering tribes who come to town to trade their wares for the town's manufactured goods.
Home of the Golden Eagle Tavern.
Bootsdale has a brisk trade with the barbarians, who only occasionally come forth in large enough numbers to cause trouble for the city watch. Relations are generally good, with Bootsdale being the only place most barbarian tribes can trade their goods and spend their money within any sort of reasonable travel distance.
Locales:
Golden Eagle Tavern
Small, but decent place to sleep and sup.
Flayed Onion
Famous for its bitter mash beers. Run by Sod.
Oakhurst
Small Town - Population 901
This town is small, and of little importance. In ages past, it was on a major trade route, but that route has long since dried up and now Oakhurst is little more than a small farming community.
Lulghor – Dwarf blacksmith
Rielpa
Large City – Population 19,200
Tolin
Village - Population 800
This is a small village at the foothills of the Iron Guard Mountains. Over half of the population are dwarves who claim to have been descended from a great clan of dwarves who ruled the mountains several centuries ago.
Residing in a small tower on the edge of town is the eccentric and reclusive wizard Braizak, thought by some to have died a horrible death on some other plane. Seldom seen, the rumor persists even amongst the citizenry of this far off village.
Locales:
Braizak’s Tower
Braizak has almost no visitors, save a few brave souls looking to trade in magic. Sometimes he sees them, sometimes he doesn’t. Rumors persist that some who seek an audience with Braizak are never heard from again. Those same rumors include speculation that those unfortunate souls end up on the same other plane where Braizak is rumored to have died.
Tanner
Boris the tanner runs it.
Blacksmith
Bluddo – Dwarf – Expert 8
Westcole
Large Town – Population 3,500
The various tribes both trade with each other and war with each other, though never in open conflict. They fight more in the style of large family squabbles. They get along well enough with the various more civilized lands to their west and south, and conduct most of their trading in the free city of Bootsdale.
Bootsdale
Small City - Population 11,013 – 150 Professional Troops (also work as Town Watch), 750 Militia
Largest city in the barbarian lands. This is an important free trading center, especially for the various wandering tribes who come to town to trade their wares for the town's manufactured goods.
Home of the Golden Eagle Tavern.
Bootsdale has a brisk trade with the barbarians, who only occasionally come forth in large enough numbers to cause trouble for the city watch. Relations are generally good, with Bootsdale being the only place most barbarian tribes can trade their goods and spend their money within any sort of reasonable travel distance.
Locales:
Golden Eagle Tavern
Small, but decent place to sleep and sup.
Flayed Onion
Famous for its bitter mash beers. Run by Sod.
Oakhurst
Small Town - Population 901
This town is small, and of little importance. In ages past, it was on a major trade route, but that route has long since dried up and now Oakhurst is little more than a small farming community.
Lulghor – Dwarf blacksmith
Rielpa
Large City – Population 19,200
Tolin
Village - Population 800
This is a small village at the foothills of the Iron Guard Mountains. Over half of the population are dwarves who claim to have been descended from a great clan of dwarves who ruled the mountains several centuries ago.
Residing in a small tower on the edge of town is the eccentric and reclusive wizard Braizak, thought by some to have died a horrible death on some other plane. Seldom seen, the rumor persists even amongst the citizenry of this far off village.
Locales:
Braizak’s Tower
Braizak has almost no visitors, save a few brave souls looking to trade in magic. Sometimes he sees them, sometimes he doesn’t. Rumors persist that some who seek an audience with Braizak are never heard from again. Those same rumors include speculation that those unfortunate souls end up on the same other plane where Braizak is rumored to have died.
Tanner
Boris the tanner runs it.
Blacksmith
Bluddo – Dwarf – Expert 8
Westcole
Large Town – Population 3,500
Jor
Jor is a militant nation, founded by warriors, grown by conquest. Jorians, though fierce, are governed by a strict warrior's code of honor. They respect strength and honor, and despise weakness. They have been known to conquer the strongest of foes, but at the same time, even a relatively weak nation that stands up and defends itself with honor will earn their respect.
Around 1300, Jor was taken from within by a new religious movement, one that worshipped power for powers sake, and led to the coming of Nyfastis. This new faction was less concerned with honor and was more concerned with advancing their own selfish needs for power. To outsiders, it was somewhat unclear exactly how the power struggle progressed, but the end result was the Nyfastis faction, led by Nyfastis himself, gained total power. Nyfastis led Jor on a mission of conquest of Malai and other surrounding territories. Just when it seemed Jor would have total victory, Nyfastis achieved his own true goal: Godhood. Unfortunately for Jor, as a god, Nyfastis could do nothing more to directly aid the advancing Jorian armies, and so when Malai struck back with powerful magic of its own, the tide of the war changed and Jor was pushed back to within its fortress buffered frontier. It is unclear how the internal struggle within Jor for power progressed after Nyfastis left. It would appear that the ruling council of twelve war-masters has again achieved ascendancy, though the Nyfastis faction (now all clerics of Nyfastis) remains a powerful force within Jorian politics.
In the years since the God-head war (as it later became known), Jor has remained tightly sealed to the outside world, with only limited trade and little news slipping out through the cracks of their well fortified borders. Many who attempt to enter have never returned. Those that have reported that there seems to be an uneasy truce between the council of twelve and the church of Nyfastis. The older warrior class sees little honor in the priests of Nyfastis while the younger members of the populace still succumb to the lure of power.
Around 1300, Jor was taken from within by a new religious movement, one that worshipped power for powers sake, and led to the coming of Nyfastis. This new faction was less concerned with honor and was more concerned with advancing their own selfish needs for power. To outsiders, it was somewhat unclear exactly how the power struggle progressed, but the end result was the Nyfastis faction, led by Nyfastis himself, gained total power. Nyfastis led Jor on a mission of conquest of Malai and other surrounding territories. Just when it seemed Jor would have total victory, Nyfastis achieved his own true goal: Godhood. Unfortunately for Jor, as a god, Nyfastis could do nothing more to directly aid the advancing Jorian armies, and so when Malai struck back with powerful magic of its own, the tide of the war changed and Jor was pushed back to within its fortress buffered frontier. It is unclear how the internal struggle within Jor for power progressed after Nyfastis left. It would appear that the ruling council of twelve war-masters has again achieved ascendancy, though the Nyfastis faction (now all clerics of Nyfastis) remains a powerful force within Jorian politics.
In the years since the God-head war (as it later became known), Jor has remained tightly sealed to the outside world, with only limited trade and little news slipping out through the cracks of their well fortified borders. Many who attempt to enter have never returned. Those that have reported that there seems to be an uneasy truce between the council of twelve and the church of Nyfastis. The older warrior class sees little honor in the priests of Nyfastis while the younger members of the populace still succumb to the lure of power.
Kingdom of Mordon
Mordon is an old Kingdom, with some within it claiming it actually runs back to the days of the great Elven kingdom. There are even some who claim Mordon is the very first human kingdom in the history of the world, though with records back that far sketchy at best, there is not much basis to verify such claims.
One claim that can be verified is the continuity of the Mordon ruling family. As far back as can be known, the King has been a member of the ruling Mordor family, with an unbroken line of succession. Though the Mordors might attribute this to divine right or shrewdness, more objective observers would call it a combination of shrewdness and keeping a low profile. As a small nation bordering on the mountains before the Desert of Tranquility, Mordon has easy borders to defend and not much to offer in the way of plunder. Mordon merchants do profit from trade flowing through them from the desert and back to Malai. They also find modest profits from mines within the mountains.
Mild mannered, fair minded, and polite, Mordon aristocrats make excellent diplomats, and are often called in as neutral third parties to settle disputes between other governments, and even wealthy individuals.
Mordon lives in nearly total peace and harmony with the nation of Malai, which both dwarfs it and also neatly surrounds it from its northwest link to the mountains to its southwest link to the sea. Other nations also have favorable relations with Mordon, though the Jorians are somewhat cool in their reception. The Mordons, for their part, do not return the coolness, and seek to improve relations with militant Jor - this despite the relatively recent invasion of Mordon territory by fringe elements of the Jorian and humanoid armies.
Calais – Capital of Mordon
Large Metropolis – Population 70,000 – 5,000 Troops
Calais is the capitol of the Kingdom of Mordon. Sitting on the westernmost edge of Lake Kurnow, it is a major center for trade between all of the remaining mining operations in Mordon and the rest of the region.
Brandonford
Large Town – Population 4,807 – 100 troops
Cournir
Large City – Population 14,000 – 1,000 troops
Kerala
Large City – Population 18,000 – 1,000 troops
Leena’s Crossing
Large Town – Population 2,571 – 100 troops
Leena’s Crossing is run by the Countess Francesca in a fair, but firm manner. She is a courtly lady who has found herself very far from the court of Mordon. The town used to be a major trade crossroads, but has since turned into a backwater. Only the oldest living humans have even the faintest memory of the town as a small city, and none alive remember its glory days as a major trading center.
The only remnant of that former importance is the extensive library and Young Mages’ College.
The college, while not as full as in its glory days, still attracts mages from across the kingdom, and has a total faculty and student body of approximately fifty individuals at any given time. Those seeking more advanced training still seek out apprenticeships of high wizards, Drena University, or the Mystic College, but those who seek to study the lower arts of magic find their way here. The school is run by an elf named Dexter.
Various small farms dot the foot hills near the town. There is plenty of forest mixed in with the farms that are on terrain that is far from ideal. The farmers face many setbacks due to the terrain and weather and so tend to be very superstitious. They tend to be avid worshipers of Gathika, goddess of weather and wind. The temple to Gathika in town is well frequented, and its head cleric Niles is often kept very busy.
Soutek
Small City – Population 11,500 – 500 troops
Sydney’s Bluff
Small City – Population 10,001 – AL: LN (G) – 15,000gp limit – 500 troops
One of the larger settlements within the Kingdom, Sydney’s Bluff is run by a council of nobles, led by the Duke of Cantor, currently Wilhelm Roth IX. The Duke is cousin to the King and is reasonably close in line to the throne, though not close enough to make scheming in that direction worth his while. His son, Wilhelm Roth X is only 10 years old and is already being groomed as a noble leader, often sitting in on council meetings.
The rest of the council is made up of the four merchant guild masters (farmers, fishers, metalworkers and textile workers), the leader of the mage’s guild, and a cleric of Jeone, counselor to Sydney’s Bluff, James Fitzpatrick.
While the council rules, the Sunblades of Moira also give input into the city’s affairs. While they have no official power, they have influence with the populace and some of the council members. They sometimes conflict with the council, but always within the law.
Darren Goodheart, a paladin of Moria, leads the Sunblades in the city. In all, there are thirty-one paladins in Sydney’s Bluff under his charge, along with five clerics of Moria and fifty-five support personnel.
Notable locations within the city include the Golden Tabbard Inn and Tavern, run by Milo, human proprietor; a human Smith known only as Smith, leaving much speculation as to whether it is really his name or just a title; a herbalist named Ryan Jazzad, and a Mage shop run by a wizard named Rolo.
Verlak
Small City – Population 10,800 – 500 troops
Kingdom of Mordon Border Strongholds
Sir Dyne
Stronghold – Large City – Population 15,000 (7,500 Troops; 7,500 Support)
Sir Mikel
Stronghold – Large City – Population 22,000 (10,000 Troops; 12,000 Support)
Sir Roberts
Stronghold – Large City – Population 21,000 (10,000 Troops; 11,000 Support)
One claim that can be verified is the continuity of the Mordon ruling family. As far back as can be known, the King has been a member of the ruling Mordor family, with an unbroken line of succession. Though the Mordors might attribute this to divine right or shrewdness, more objective observers would call it a combination of shrewdness and keeping a low profile. As a small nation bordering on the mountains before the Desert of Tranquility, Mordon has easy borders to defend and not much to offer in the way of plunder. Mordon merchants do profit from trade flowing through them from the desert and back to Malai. They also find modest profits from mines within the mountains.
Mild mannered, fair minded, and polite, Mordon aristocrats make excellent diplomats, and are often called in as neutral third parties to settle disputes between other governments, and even wealthy individuals.
Mordon lives in nearly total peace and harmony with the nation of Malai, which both dwarfs it and also neatly surrounds it from its northwest link to the mountains to its southwest link to the sea. Other nations also have favorable relations with Mordon, though the Jorians are somewhat cool in their reception. The Mordons, for their part, do not return the coolness, and seek to improve relations with militant Jor - this despite the relatively recent invasion of Mordon territory by fringe elements of the Jorian and humanoid armies.
Calais – Capital of Mordon
Large Metropolis – Population 70,000 – 5,000 Troops
Calais is the capitol of the Kingdom of Mordon. Sitting on the westernmost edge of Lake Kurnow, it is a major center for trade between all of the remaining mining operations in Mordon and the rest of the region.
Brandonford
Large Town – Population 4,807 – 100 troops
Cournir
Large City – Population 14,000 – 1,000 troops
Kerala
Large City – Population 18,000 – 1,000 troops
Leena’s Crossing
Large Town – Population 2,571 – 100 troops
Leena’s Crossing is run by the Countess Francesca in a fair, but firm manner. She is a courtly lady who has found herself very far from the court of Mordon. The town used to be a major trade crossroads, but has since turned into a backwater. Only the oldest living humans have even the faintest memory of the town as a small city, and none alive remember its glory days as a major trading center.
The only remnant of that former importance is the extensive library and Young Mages’ College.
The college, while not as full as in its glory days, still attracts mages from across the kingdom, and has a total faculty and student body of approximately fifty individuals at any given time. Those seeking more advanced training still seek out apprenticeships of high wizards, Drena University, or the Mystic College, but those who seek to study the lower arts of magic find their way here. The school is run by an elf named Dexter.
Various small farms dot the foot hills near the town. There is plenty of forest mixed in with the farms that are on terrain that is far from ideal. The farmers face many setbacks due to the terrain and weather and so tend to be very superstitious. They tend to be avid worshipers of Gathika, goddess of weather and wind. The temple to Gathika in town is well frequented, and its head cleric Niles is often kept very busy.
Soutek
Small City – Population 11,500 – 500 troops
Sydney’s Bluff
Small City – Population 10,001 – AL: LN (G) – 15,000gp limit – 500 troops
One of the larger settlements within the Kingdom, Sydney’s Bluff is run by a council of nobles, led by the Duke of Cantor, currently Wilhelm Roth IX. The Duke is cousin to the King and is reasonably close in line to the throne, though not close enough to make scheming in that direction worth his while. His son, Wilhelm Roth X is only 10 years old and is already being groomed as a noble leader, often sitting in on council meetings.
The rest of the council is made up of the four merchant guild masters (farmers, fishers, metalworkers and textile workers), the leader of the mage’s guild, and a cleric of Jeone, counselor to Sydney’s Bluff, James Fitzpatrick.
While the council rules, the Sunblades of Moira also give input into the city’s affairs. While they have no official power, they have influence with the populace and some of the council members. They sometimes conflict with the council, but always within the law.
Darren Goodheart, a paladin of Moria, leads the Sunblades in the city. In all, there are thirty-one paladins in Sydney’s Bluff under his charge, along with five clerics of Moria and fifty-five support personnel.
Notable locations within the city include the Golden Tabbard Inn and Tavern, run by Milo, human proprietor; a human Smith known only as Smith, leaving much speculation as to whether it is really his name or just a title; a herbalist named Ryan Jazzad, and a Mage shop run by a wizard named Rolo.
Verlak
Small City – Population 10,800 – 500 troops
Kingdom of Mordon Border Strongholds
Sir Dyne
Stronghold – Large City – Population 15,000 (7,500 Troops; 7,500 Support)
Sir Mikel
Stronghold – Large City – Population 22,000 (10,000 Troops; 12,000 Support)
Sir Roberts
Stronghold – Large City – Population 21,000 (10,000 Troops; 11,000 Support)
Sands of Tranqility Desert
There were no known settlements in the desert until the ancient city of Aelon was rediscovered, uncovered, and resettled.
New Aelon
Large town - Population 3,012
New Aelon is built upon the city-center ruins of the Ancient city of Aelon, one of the thirteen primary cities of the Great Empire. Only small portions of the city remain intact, including the Travel Arch, the Command Tower, a portion of the Temple District, and several buildings in the Musuem Complex.
Uther the Pure, called Uther the Enterprising by some, has set up residence here and from here he directs the traffic through the Travel Arch to Bellai. This trade route has proved quite lucrative and a new community has sprung up around the ruins of the old city.
The original inhabitants, some one thousand descendants of the ancients, live here still, though some have taken the opportunity to explore the world that had for nearly fifteen hundred years been denied to them. Most have learned at least some Common by now and they happily trade with the newcomers, particularly for food. Living on fungus for centuries has left them hungry for variety.
The newcomers (as the ancients call them) have built many new structures, including inns, taverns, warehouses, and residences. They have also begun farming the land around the city, taking advantage of the magical fountains to irrigate what would otherwise be dry desert. Some are concerned that the water usage is straining the available output of the fountains, but thus far, no one has gone thirsty.
There is a boom-town mentality going on surrounding the newfound trade to Bellai, along with some speculation that there may be trade to other locales as well, using the Travel Arch. There is only a rudimentary government in place, which mostly consists of directives carried out by the employees of Uther the Pure. Uther has restricted access to the ruins, both to satisfy the ancients and to preserve any artifacts that might be found. Many would-be treasure hunters have tried to circumvent him, much to their sorrow.
The city is still growing, though it remains doubtful whether it will ever achieve its former glory (or population, which at its peak, numbered around 200,000). The route from New Aelon to the Kingdom of Mordon ends with Sydney’s Bluff. The route is still somewhat dangerous, though at least some of the dangers have been dealt with. The mountain passes are the most treacherous portion of the trail, though the rumor is that the highest portion of the pass will soon be fortified with a keep manned by Paladins of Pelor.
There is still much to explore in the ruins of the old city and probably in the desert beyond, for those brave (or foolish) enough to venture forth. Would-be adventurers would be well served to consult with Uther first, for information and, in some cases, for permission.
There is still much to explore in the ruins of the old city and probably in the desert beyond, for those brave (or foolish) enough to venture forth. Would-be adventurers would be well served to consult with Uther first, for information and, in some cases, for permission.
Malai
In ancient times the region now known as Malai and the Kingdom of Mordon was heavily forested, with over 95% of the land covered in climax forest. It was an Elven land, by some estimates the home of over a million elves, full of majestic cities built upon the trees themselves. The buildings were more than dwellings, they were works of art and they were the beloved homes of the elves. Though they are now long since vanished, their memory lingers with a strong sense of sadness and loss amongst the few remaining elves that still live in what remains of the once great forests of the region. How this great Elven civilization fell is hotly debated amongst scholars and it is rumored that even the elves do not know for sure, though it is more likely that they are simply unwilling to speak of it openly. Some blame natural calamities, others to the will of the gods. The clever point out that perhaps there is no difference between those two possibilities. More recently, some have suggested that the war with Jor and the subsequent rise of Nyfastis is in some way related to that calamity of so long ago. In any case, the great forest is gone, as are all but a handful of the elves. Those that remain are in small sanctuaries within the small wooded patches that remain. The only lasting legacy is the calendar now used in the region, as time is reckoned as the number of years since the fall of the Elven civilization: AE.
Malai is now occupied by various humanoids and demi-humans, with a population approaching half a million souls, with a further quarter of a million in the Kingdom of Mordon.
The capitol of Malai is the coastal city of Riga. The current ruler is Queen Vistra II of Brisbane; by all accounts a fair, if somewhat fickle ruler. Her family has ruled Malai since its founding in the year 342 AE. The queen is served by a ruling council with representatives from the orders of Soleil, Moira, Jeone, Mylak, and Bornikai. This council is known as the Council of Five. There is a sixth counselor representing matters of trade, who is thought to be a representative of Mordlou.
While there is no official census, unofficially, Malai is thought to have a population somewhere near a million inhabitants. Just how near is a matter for much tavern-talk speculation. The vast majority of that population is human, but there are smaller numbers of elves, half-elves, halflings, dwarves, and even gnomes to be found within Malai’s borders. The majority of the elves, however, live in the remnants of the great elvish civilization found in the formerly great woods within Malai’s borders. Only two major population centers remain for the elves: Solinari and Shalimar.
The largest city in Malai is another coastal city known as Brisbane. With a population estimated to be in excess of one hundred thousand, it could very well be the one of the largest cities in the known world. It sits on the northeastern-most border of Malai on the Sea of Whispers.
On the northeastern frontier, Malai faces the Eastern Barbarian Lands. To the northwest lies the Halfling Hordes, while to the southwest is the closely allied Kingdom of Mordon.
Jor, archenemy of Malai, lies across the Halfling Hordes and the Great Dwarven Kingdom in the Avalon Mountains to the north. Since the war of 1407 AE, there has been little activity that way, though the inhabitants of Malai are ever wary of what might come from that way. The Malain army heavily guards and patrols the northern borders, ever watchful for trouble.
Riga - Capitol of Malai
Large Metropolis - Population 98,000 – 15,000 troops
Home of the Queen and the seat of the government of Malai, Riga has served as its capitol since its
founding in .
Adelaide
Large Town – Population 3,000 – 100 troops
Bowen
Large City - Population 15,700 – 500 troops
Brisbane
Large Metropolis - Population 111,000 – 15,000 troops
Bunbury
Large Metropolis – Population 67,000 – 5,000 troops
Bunbury is known across the land as the premier place where the most enlightened practitioners of magic seek to perfect their art. Central to this pursuit and this city is Drena University, where wizards (and others interested in the pursuit of the light arts) come to study. The University dominates the community. Though Bunbury was originally a small trading community, it was the University that swelled its population from a village of a few thousand to a major metropolis.
Drena University contains eight colleges, one for each of the major disciplines of magic. While specialists run each individual college, any wizard may study at any of the colleges (opposition school permitting, of course). The university owns much of the property in town, though only some is used directly. The rest is rented out to others for more mundane purposes. (The university also owns some property in just about every other major city in Malai, mostly used as recruitment centers and libraries for university scholars who find themselves outside the welcoming walls of Bunbury).
The university itself numbers only four or five thousand students and faculty at any one time, but there are many thousands more who support the university in one form or another. Some are hopeful students, on waiting lists for entry. Other citizens are scholars who merely seek to study the magic in the scholarly sense, not the practical, and so do not attend the school, but merely peruse its public libraries. The community has also attracted the scholarly-minded, and so the population of Bunbury is highly educated, far more so than average. This has resulted in a more “enlightened” governing council and status in Bunbury is very strongly tied to one’s standing as an educated, enlightened scholar rather than the typical indicators of status or power.
Locales:
Drena University
Not so much a locale as the reason for this city’s existence, the University dominates the city, physically and otherwise.
Drenian Wizards’ Rules
I: No direct attacks upon familiars
II: No attacks upon wizards in training unless in self-defense.
III: Must take at least one apprentice upon reaching 11th level, preferably three to four.
IV: Test by 5th level to become full member of Drenian Mage’s Guild
Crossroads
Large Town – Population 4,500 – 100 troops
Eucla Springs
Small City – Population 8,000 – 200 troops
Hobart
Large Town - Population: 2,300 – 100 troops
The city of Hobart is a relatively recent addition to the face of Malai. Founded in 1345 AE at the crossroads leading to Adelaide, Vermeer, and Bunbury, it grew from a traveler’s way station to a thriving, if reasonably small, community. As a stop for travelers, there is a wide mix of races for such a small community.
Hobart is home to several fine craftsmen, including one of the best woodworkers in all of Malai, but there are no large-scale manufactured goods.
Hobart is ruled by a council made up of representatives of Soleil, Moira, and Jeone. Presiding over the council is the Mayor of Hobart, who is elected by the citizens for life. The laws are enforced by a city watch made up of 23 watchmen plus 2 sergeants and one Captain of the Watch. Once arrested, a defendant will be tried before the local Judge who is appointed by the Mayor (with approval of the council) and handles all legal cases for the city.
One of the few notable buildings in town is the library. It boasts a rather large and impressive collection for such a small and out of the way city. There are thousands of tomes on a myriad of topics and the library often finds visitors from all across not only Malai, but from all across the known world. There have been some attempts to move the library to a more accessible location, such as Riga or Brisbane, but the caretaker, a Halfling Diviner named Ellie the All-Knowing, will not listen to such talk, and neither with her assistant, a gnomish illusionist named Rolo Sharimo the Fantastik.
The wealthy quarter of the city is known as the High Quarter, and it is divided off from the rest of the city with its own wall and towers. One must obtain a pass to enter this part of the city, though anyone living in that part of town can issue such a pass.
For most of the city’s history, not much of note happened within the walls of this little city. That all changed in 1407 AE, when Hobart was attacked and overrun by a force of marauding Orogs from the north. Despite a valiant effort, the city fell, and was occupied for several months before the Orogs inexplicably pulled back to the north. It was later determined that the Orogs were in the vanguard of the Jorian invasion of Malai, but had, in their eagerness, struck too soon. Hobart was thankfully spared further invasion when Jor and Malai reached a stalemate, a stalemate that uneasily lasts to this day.
On the whole, Hobart is a nice, quiet place to live, despite the troubles that have sometimes befallen its inhabitants.
Nielson Fortress
Stronghold – Small Town – Population 1,500 (700 Troops; 800 Support)
Northam
Metropolis - Population 42,000 – 4,000 troops
Rosario
Small City – Population 8,500 – 200 troops
Salin
Large Metropolis – Population 52,000 – 4,000 troops
Southwestern Checkpoint
Stronghold – Large Town – Population 3,500 (1,500 Troops; 2,000 Support)
Tennant Creek
Large Town – Population 4,000 – 50 troops
Vaizel Outpost
Stronghold – Village – Population 850 (250 Troops; 600 Support)
Vermeer
Small City – Population 11,000 – 1,000 troops
Monday, August 27, 2007
Map of main continent of my game world
My various Story Hours
Here are links to my various story hours as chronicled on ENWorld.
"It's Ok. We're Gnomes." - World According to Riley - The Riley Chronicles - <<>>
Or, for the faint of heart (and stout of spirit) - The Book of Just Jesus - Taken in the proper spirit, I hope...
My current story hour - Memoirs of a Lawyer turned Dungeoncrawler (named Cordozo)
And my other current story hour (alternating): The Friendly Travels of Kamakawiwo, Native of the Islands
And yet another current story hour (alternating): Vincent's Laboratory Notes and Footnotes
As noted above, only the last three are currently active, active being relative. I play Friday nights and only play one of those games on any given Friday. Right now we are in a long Cordozo string, which may last until we are well into Epic.
The game I run myself runs Thursdays, and that is something I don't write a story hour for, but I will be posting information about my game world, including where it came from, its internal history, and so forth. I even have a map. But I'll get to that in another post. For now, I hope people enjoy my story hours. Some have gotten rather long.
"It's Ok. We're Gnomes." - World According to Riley - The Riley Chronicles - <<
Or, for the faint of heart (and stout of spirit) - The Book of Just Jesus - Taken in the proper spirit, I hope...
My current story hour - Memoirs of a Lawyer turned Dungeoncrawler (named Cordozo)
And my other current story hour (alternating): The Friendly Travels of Kamakawiwo, Native of the Islands
And yet another current story hour (alternating): Vincent's Laboratory Notes and Footnotes
As noted above, only the last three are currently active, active being relative. I play Friday nights and only play one of those games on any given Friday. Right now we are in a long Cordozo string, which may last until we are well into Epic.
The game I run myself runs Thursdays, and that is something I don't write a story hour for, but I will be posting information about my game world, including where it came from, its internal history, and so forth. I even have a map. But I'll get to that in another post. For now, I hope people enjoy my story hours. Some have gotten rather long.
Sunday, August 26, 2007
Welcome
Welcome to my blog. I'm no blog wizard, but I am a wizard in another manner of speaking. Altalazar is the name of the first wizard I ever created for Dungeons and Dragons, way back in Basic D&D circa 1981.
I am starting this blog for the various D&D Campaigns I run or am otherwise involved with. I intend to post information here specific to my game. I will also link to the story hours I've written on ENWorld for the games I play in, just for fun.
Any new players I get for a game I run will be referenced here, where I will put additional introductory material for my campaign world. It will probably take me a while to get everything in here that I want set up, but one has to start somewhere, so here I start.
I am starting this blog for the various D&D Campaigns I run or am otherwise involved with. I intend to post information here specific to my game. I will also link to the story hours I've written on ENWorld for the games I play in, just for fun.
Any new players I get for a game I run will be referenced here, where I will put additional introductory material for my campaign world. It will probably take me a while to get everything in here that I want set up, but one has to start somewhere, so here I start.
Subscribe to:
Posts (Atom)
Site Map
BIG UPDATE: I'm moving the game-world content all over to a custom wiki-page, http://altalazar.wikispaces.com
Welcome
Geography:
Map of Continent (Updated)
Nations:
Bellai (Includes Map)
Jor (Includes Map)
The Great Dwarven Kingdom
The Halfing Hordes
The Eastern Barbarian Lands (Includes Map)
Malai (Includes Map)
Kingdom of Mordon (Includes Map - including New Aelon)
History:
A Brief History of the Empire - A fragment of an ancient book on history.
The Ancient Empire - by Uther the Pure
A quick primer on the dieties.
PC Story Hours:
The New Campaign (Started 9/27/07)
The Tales of Eemish Maker - Human Artificer, Native of Aelon
Curious Dwarf - by Zolan Undbrukt, Dwarf Cleric of Palin
Kenmar's Journal - Human Warblade, formerly of Jor
Tamasil - Half-elf Wizard
Dominae - Aasimar Monk, Order of the Restoration, New Aelon
Miscellaneous:
My Story Hours (From actual games I've played (not that I've run, not from this world))
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Welcome
Geography:
Map of Continent (Updated)
Nations:
Bellai (Includes Map)
Jor (Includes Map)
The Great Dwarven Kingdom
The Halfing Hordes
The Eastern Barbarian Lands (Includes Map)
Malai (Includes Map)
Kingdom of Mordon (Includes Map - including New Aelon)
History:
A Brief History of the Empire - A fragment of an ancient book on history.
The Ancient Empire - by Uther the Pure
A quick primer on the dieties.
PC Story Hours:
The New Campaign (Started 9/27/07)
The Tales of Eemish Maker - Human Artificer, Native of Aelon
Curious Dwarf - by Zolan Undbrukt, Dwarf Cleric of Palin
Kenmar's Journal - Human Warblade, formerly of Jor
Tamasil - Half-elf Wizard
Dominae - Aasimar Monk, Order of the Restoration, New Aelon
Miscellaneous:
My Story Hours (From actual games I've played (not that I've run, not from this world))
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