Oa (3.5e Campaign Setting)

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(This is a work in progress. Please allow some time for completion.)

[edit] Oa

Oa (Ohw-uh)is a home brew campaign setting that is intended to be built-upon by Dungeon Masters to use as a blank slate. The amount of open land in this setting is present to accommodate this need. The playable races are kept to a bare minimum to allow for simplicity and to avoid over-crowding the campaign from the start with too many options. It is important to note that nationality plays a large role in Oa as different nations possess different policies in terms of health, culture, and justice. Oa is intended to simulate an entire world, with room to spare. If you feel like using this setting, feel free to do so, and please do not hesitate to add to it, so long as your alteration resides within the confines of your own campaign.

Contents

[edit] Project Goal

The primary goal of this project is to create a simple, easy-to-understand, and accessible Campaign Setting that is not only stable and in-depth, but has room for the Dungeon Master to add to it as he or she pleases without worrying about over-crowding the map.

[edit] World Map

8249850583_6d82577c3a_b.jpg

[edit] Planetary Data

  • Equatorial Circumference: ~24,500 Miles (~39428.928 Kilometers)
  • Radius: ~3,899.3 Miles (~6275.3 Kilometers)
  • Acceleration due to Gravity: 32.1522 feet/(s^2) (9.8 m/(s^2)) NOTE: While the actual acceleration due to gravity
    would be equal to 10.12 m/(s^2) for convenience sake it is advised to just use earth's gravitational acceleration
    so as to maintain the consistency of the calculated battle tables.
  • Distance from Sun: 1 AU
  • Rotational period: ~24 hours
  • Revolutionary period: 365.25 days
  • Area of Tropical Region: ~85,750,000 square miles

[edit] Playable Races

Other races can be played but please note that their presence will be extraordinarily rare and will have to be incorporated into their character's story. It is inadvisable to play a character race that is not on this list and to not explain it whatsoever as it will most likely damage the campaign setting as a whole.

[edit] Predominant Races

These are races that are populous enough to be declared significant to Oa's balance of power.

[edit] Currency

Table: Exchange Rates
Equivalency Copper Pieces (CP) Silver Pieces (SP) Gold Pieces (GP) Platinum Pieces (PP)
CP 1 .1 .01 .001
SP 10 1 .1 .01
GP 100 10 1 .1
PP 1000 100 10 1
Table: Comparison to Real Currency
Equivalency 1 CP 1 SP 1 GP 1 PP
In U.S. Dollars $0.1 $1 $10 $100
In E.U. Euros €.075 €.75 €7.57 €75.75

[edit] Technology Level

  • Pre-gunpower, late medieval
  • If guns are to be introduced, then it would be completely alien technology to just about 99.999999% of the people in Oa. Please have the story reflect such.
  • Sea-travel: Magic and astronomy are used for navigation around coastlines, most ships are comparable to the size of Spanish Caravels with some exceptions. Generally, anything larger is either Gnomeish, Dwarvish, or bizarre.

[edit] Deities

The Deities in this campaign setting are immortal, indestructible, and invulnerable. It is irrelevant if a deity has stats in a published book, by default the deities are invincible in this campaign setting. They do not ever appear on the mortal plain of existence and have never needed to before. None of them are cited in being responsible for creation of Oa, they are instead said to have made contact with the realm of Oa as outsiders hundreds of thousands of years ago. Outsiders are fabulously rare, perhaps considering Oa as a destination in once every ten thousand years, however there are still pocket settlements made 'closer' to Oa than to other places but even they are considered significantly remote relatively speaking. Oa is meant to be a standard campaign setting with as little confusing theology and lore as possible. Therefore the list of deities for this realm is static, they cannot die, and new deities do not enter the mix. If other settings are to be bridged to this setting, then Oa is seen as minor protectorate in terms of priorities for the deities regardless of alignment. In terms of spiritual resources and motivation, Oa is considered a far off dimension not worth taking the trouble to travel all the way to in order to warrant sustained attention. The deities may help out the most devout of their worshipers in Oa, but few else.

Table: Deities of Oa by alignment and by power level
Lawful Good Neutral Good Chaotic Good Lawful Neutral True Neutral Chaotic Neutral Lawful Evil Neutral Evil Chaotic Evil
Major Deity Moradin Pelor Corellon Larethian Garl Glittergold Boccob Yondalla Wee Jas Nerull Gruumsh
Minor Deity Heironeous Ehlonna Kord Saint Cuthbert Obad-Hai Olidammara Hextor N/A Erythnul
Avatar Heironeous N/A N/A Saint Cuthbert N/A N/A Hextor Vecna N/A

In general, divine power is not very present in Oa's history. What is much more present is fundamentalist interpretation of the use of divine power. Generally Clerics and Paladins who act in the spirit of their chosen deity (Diatris included) receive divine assistance. However, it is commonly rumored that high priests tend not to use their power only because they have broken alignment and no longer have it, but such talk is commonly cast down as mere rumors.

[edit] Travel and Scale

Oa is a very large world. This is by design as its amount of space is intended to provide a tabula rasa for DM's looking for a place to put their dungeon and campaign ideas. That being said, travel on Oa takes a while as the distances between most major cities is quite significant.

Table: Travel Speeds
Method: Travel Distance (miles): Travel Range (days) Miles per day: Encounter Chance:
Walking 1d300 15 20 10%
Light horse/mount 2d300 20 30 20%
Heavy horse/mount 3d300 18 50 30%
Carriage/Cart (roads only) 4d300 20 60 40%
Sailboat (small) 2d300 6 110 20%
Sailboat (large) 4d300 12 100 40%
Ship 8d300 20 120 80%

[edit] Range

The range of each means of transportation determines how many days can elapse before the rations for that method's number of d300 run out. It is possible to prepare extra rations in advance and it is also possible to go hunting or fishing to acquire more food.

[edit] Encounters

At the end of the distance determined by the travel method's range (i.e. 1d300 etc.), a mandatory random encounter occurs. It need not be combat, but it can be.

Encounters can occur within the rolled travel distance if the DM rolls 1d100 for every 300 miles that the party travels. If the DM rolls higher than the encounter chance, then nothing occurs. If the DM rolls lower than the encounter chance, then a random encounter happens. This is based on how high of a profile the travel method is in terms of how noticeable and bulky it may be.

The reason for encounter chances is to make the presence of monsters and special circumstances more special and to stick out more on the party's journey. If monsters are constantly attacking every single day for every ten miles that the party travels, then they will quickly lose their luster and it would beg the question: If monsters are such a frequent problem on the roads of this nation then how does the nation's economy function?

[edit] Alternative Travel Methods

For any other means of travel that is not on the table above. Have the DM assign however many d300 that they deem appropriate and research how fast the means of travel is in terms of miles per hour. That should help in assigning travel speeds.

[edit] Nationalities

There are nine different nations in the world of Oa. Each possessing a heterogeneous population. Culture, Creed, and government vary widely between nations. Eight of the nine nations are not categorizable with a single alignment, as there is too much variation amid the population to make a judgement on that. However, it is widely agreed that just about everyone and everything that inhabits Kulnaku is mostly evil. This means that if your character is any sort of evil, and they are drow, then it is very likely that they either were born in Kulnaku and live there now, or came from there whether as a refugee or by lineage.

[edit] National Rankings

This is how the different nations of Oa stack up against each other at a glance.

Table: Population Rankings
Name Population Ranking Standard
Kulnaku ~45,000,000,000 1 8372956531_65d30d7b4c_t.jpg
Vodis ~780,000,000 2 PcCscFqs.png
Amon ~250,000,000 3 eAt6Vs.png
Diatris ~147,000,000 4 8282411348_c56c99ed9b_t.jpg
Lavoya ~80,500,000 5 8514957876_00a76305bc_t.jpg
Ellante ~75,000,000 6 8548376671_f0010aeb3d_t.jpg
Ramor ~40,000,000 7 8482786907_ebf34be0e7_t.jpg
Thollon ~25,000,000 8 8249848165_54ce898354_t.jpg
Aetoth ~23,500,000 9 8282352606_3825265014_t.jpg

[edit] Aetoth

  • (Eh-ta-th)
  • adj: Aetothan

The ethnic dumping ground of Thollon and Diatris. Aetoth was founded by "undesireables" who were deported from neighboring kingdoms to free up jobs for humans. Half-breeds and roudy elves were arrested and shipped to the continent of Aetoth to forage for themselves. Currently they are treated with high regard by the Elves, Gnomes, and to some small degree the Dwarves as Aetoth provides a very nice foot-hold position on Kulnaku, should an invasion ever prove necessary again.

[edit] National Flag

8282352606_3825265014_z.jpg

[edit] National Map

8284678217_6d42f1be41_b.jpg

[edit] Demography

[edit] Leadership

  • Government: Representative Democracy
  • Leadership: Grand Council (panel of 5 executors)
  • Power acquisition: Election (popular vote)

[edit] Relations

[edit] Economy

  • Income:
    • Sea-based trade: 60%
    • Land-based trade: 2%
    • Taxation: 35%
    • Banking and Investment: 3%
  • Expenses:
    • Military: -20%
    • Research: -15%
    • Public Works: -45%
    • Salaries: -20%

[edit] Military

  • Equipment:
    • Melee-Weapon of Choice: Scimitar (if uses shield), Falchion (if does not use shield)
    • Ranged-Weapon of Choice: Compound Longbow
    • Light Armor of choice: Studded Leather
    • Heavy Armor of choice: Half-plate
    • Shield of choice: Tower Shield
    • Uniform: A golden-yellow sash strung over the left shoulder and wrapped around the right hip.
  • Numbers (Standing):
    • Infantry (light): 50,000 soldiers
    • Infantry (heavy): 25,000 soldiers
    • Cavalry (light): 20,000 soldiers
    • Cavalry (heavy): 17,000 soldiers
    • Navy (light): 20 ships, 5,000 sailors
    • Navy (heavy): 17 ships, 3,250 sailors
    • Special Forces: 300,000 operatives
    • Intellegence: 1700 soldiers
    • Espionage: 23,000 agents, 1500 analysts
    • Leadership: 25,000 officers
  • Numbers (potential draftees)
    • N/A (Aetoth does not have a draft.)

[edit] Religion

  • No state religion
  • Mostly Elven Deities are worshipped due to the majority of the population being either Half-elf or elf.

[edit] Culture

  • Women's Rights: Women possess the right to vote in elections, can work and be paid money to own on their own, and can serve in the military. However, their rights have yet to extend to the point that they are allowed to serve as heads of state.
  • Slave-labor: Prohibited.
  • Magic: Magic is commonly used and accepted. Most people know at least some magic and use it daily.
  • Education: In each major city, there are academies that only someone who passes the test may enter. The adademies are selective and few get it, but those who do, no matter how rich they are, usually do very well in life.
  • Legal: Laws are enacted by the Grand Council after being submitted by the public.

[edit] Health

  • Infant mortality rate: 35%
  • Dental health: Poor, uncommonly worried about.
  • Plague control: Depends on the particular plague.

[edit] Amon

  • (Eh-mahn)
  • (adj: Amonese)

The homeland of all elves on Oa, Amon is the pinnacle of magical civilization. While mostly hosting elves and half elves, all races are welcome here as the Amonese prefer to live in peace and harmony rather than bicker over trades and contest in combat. Having said this, they are not a feeble people and can be a terrible force to be reckoned with if provoked or threatened. They tend to live in settlements that do as little damage to the environment around them as possible and prefer studying magic and philosophy to other, more rambunctious activities.

[edit] National Flag

eAt6V.png

[edit] National Map

[edit] Demography

  • Population: ~250,000,000
  • 75% Elf
  • 10% Half-Elf
  • 5% Gnome
  • 3% Fey
  • 2% Other

[edit] Leadership

  • Government: Hereditary Biarchy
  • Monarch: Queen Raevala & King Tyo
  • Heirs Apparent: Prince Rao & Princess Sylmae

[edit] Relations

  • Aetoth: Allies, seen as brethren
  • Diatris: Neutral, held in disdain
  • Ellante: Allies, major trading partners
  • Kulnaku: Enemies
  • Lavoya: Allies, major trading partners
  • Ramor: Allies, seen as brethren
  • Thollon: Neutral, sparse independent trade
  • Vodis: Neutral, major trading partners

[edit] Economy

  • Income:
    • Sea-based trade: 45%
    • Land-based trade: 45%
    • Taxation: 5%
    • Banking and Investment: 5%
  • Expenses:
    • Military: -45%
    • Research: -45
    • Public Works: -5%
    • Salaries: -5%

[edit] Military

  • Children are selected at a young age to enlist in the military based on their personalities and physical prowess.
  • Equipment:
    • Melee-Weapon of Choice: Elvish Longsword
      • +4 vs. AC, 1d8+4, slashing, medium, 18-20 x2, 3.25 lbs., 4000 gp
    • Ranged-Weapon of Choice: Elvish Composite Longbow
      • +4 vs. AC, 1d8+4, piercing, medium, x3, 2.25 lbs., 4000 gp
    • Armor of choice: Elvish Armor
      • +7 AC, 20 lbs., Dex Bonus: +4, Check Penalty: -3, Spell Failure = 25%, Hardness: 15, 35 HP, 2000 gp
    • Shield of choice: Elvish Tower Shield
      • +6 AC, 44.25 lbs., Dex Bonus: +3, Check Penalty: -9, Spell Failure = 50%, Hardness: 15, 70 HP, 2000 gp
    • Uniform: A Cyan sash
  • Numbers (Standing):
    • Infantry (light): 5,000,000
    • Infantry (heavy): 3,000,000
    • Cavalry (light): 2,000,000
    • Cavalry (heavy): 1,500,000
    • Navy (light): 4,000 ships, 5,000 sailors
    • Navy (heavy): 3,000 ships, 6,000 sailors
    • Special Forces: 25,000 operatives
    • Intellegence: 100,000 soldiers
    • Espionage: 45,000 agents, 25,000 analysts
    • Leadership: 9,000,000 officers
    • Total: 20,706,000
  • Numbers (potential draftees)
    • 175,000,000

[edit] Religion

  • Corellon Larethian 50%
  • Boccob 25%
  • Ehlonna 15%
  • Obad-Hai 10%
  • No state religion, the Amonese practice free-religion as long as it is not to an evil deity.

[edit] Culture

  • Women's Rights: Considered equals.
  • Slave-labor: Prohibited.
  • Magic: Magic is considered to be commonplace but it is treated with care as its dangers are well known to the elves. Using it lightly is frowned upon as careless and dangerous.
  • Education: All children between the ages of 6 and 100 must attend school every day. Then for the next fifty years they train underneath a master as an apprentice, after 50 years they are evaluated to rise to the next level.
  • Legal: Local magistrates dwell in the capital city of each province to hear and pass judgement on legal issues. The Biarchs create laws that they feel are best and the judges uphold them.

[edit] Health

  • Infant mortality rate: 0%, however babies are only born once every 100 years and are considered more precious than anything else. If a foreigner can see an elf-baby, they will probably not live much longer.
  • Dental health: Local doctors and healers take care of dental health.
  • Plague control: Wizards, sorcerers, and clerics work together to take care of any epidemics that arise.

[edit] Diatris

  • (Die-at-triss)
  • (adj: Diatrien)

The self-proclaimed "Kingdom of Heaven", Diatris is a beautiful country with a history even longer than that of Thollon by at least 800 years. They are strict, fundamentalist worshipers of Pelor and Heironeous. Any attempts to question or undermine the will of the clergy or monarchy is met with public humiliation and usually execution. They are known for their high-quality metal wears, second only to that of the dwarves. But they are infamous for their ruthless nature towards anyone who disbelieves in their religion. They see themselves as pilgrims to an evil world that they must purify in order to make it holy, and they have crusaded against the lands of Kulnaku since before anyone (except the elves) can remember. Often being blamed as the kingdom that helped make Kulnaku the evil nation that it is today through hatred, torture, pillaging, and mass-executions of the natives in Diatris' "purges". If Kulnaku were to attack anyone, it would be Diatris, and it would be an outright extermination.

[edit] National Flag

8282411348_c56c99ed9b_z.jpg

[edit] National Map

8464039742_1c597816f7_b.jpg

[edit] Demography

  • Population: ~147,000,000
  • 99% Human
  • 1% Other

[edit] Leadership

  • Government: Theocratic Monarchy
  • Religious Leader: High Priest
  • Monarch: Termon XXVIII
  • Heir apparent: Termon XXIX

[edit] Relations

  • Aetoth: Neutral, held in disdain.
  • Amon: Neutral, held in disdain
  • Ellante: Neutral, held in disdain
  • Kulnaku: Sworn Enemies
  • Lavoya: Neutral, held in disdain
  • Ramor: Neutral held in disdain
  • Thollon: Rivals, currently at peace
  • Vodis: Neutral, held in disdain.

[edit] Economy

  • Income: Mercantilistic
    • Sea-based trade: 0%
    • Land-based trade: 0%
    • Domestic trade: 5%
    • Taxation: 45%
    • Banking and Investment: 5%
    • Tithes: 45%
  • Expenses:
    • Military: -80%
    • Research: -4%
    • Public Works: -15%
    • Salaries: -1%

[edit] Military

  • Mandatory for every 16 year-old male to serve for at least eight years in the military or in the priesthood.
  • Equipment:
    • Melee-Weapon of Choice: Bastard Sword
    • Ranged-Weapon of Choice: Composite Longbow, Heavy Crossbow
    • Armor of choice: Field Plate, Breast Plate
    • Shield of choice: Heavy Steel
    • Uniform: Cardinal Red Tunic
  • Numbers (Standing):
    • Infantry (light): 5,700,000 soldiers
    • Infantry (heavy): 5,200,000 soldiers
    • Cavalry (light): 1,800,000 soldiers
    • Cavalry (heavy): 1,100,000 soldiers
    • Navy (light): 200 ships, 50,000 sailors
    • Navy (heavy): 350 ships, 62,000 sailors
    • Special Forces: 2,504,987 operatives
    • Intellegence: 250,000 soldiers
    • Espionage: 42,000 agents, 28,000 analysts
    • Leadership: 6,500,000 officers
    • Total: 23,236,987
  • Numbers (potential draftees)
    • If you are male and are of 16 years old you are found and forced into service. No exceptions.

[edit] Religion

  • Two deities are considered doctrine:
    • Pelor
    • Heironeous
  • Anyone who says different is tortured and then executed.

[edit] Culture

  • Women's Rights: Women are considered evil by their very nature and are kept under supervision by their patriarchs. They are considered an unfortunate necessity to life for procreation purposes. They possess no right whatsoever.
  • Slave-labor: Prohibited.
  • Magic: The only magic considered to be good is divine magic from their two deities. Anything else is evil.
  • Education: All boys between the ages of 6 and 16 must attend school every day. They are taught to fight, read/write, the doctrines of their religion, and anything else deemed necessary by the Monarch and High Priest.
  • Legal: Laws are enacted by royal decree with the consensus of the High Priest.

[edit] Health

  • Infant mortality rate: 28%
  • Dental health: Males are inspected by local priests once a month for any "impurities" and are medicated to treat them.
  • Plague control: Plagues are controlled by contacting the clergy to summon Pelor to rid the area of the disease.

[edit] Ellante

  • (Elle-ahn-tay)
  • (adj. Ellantan)

The technological capital of the world, as claimed by noted scholars, Ellante is the homeland of halflings and of gnomes. However, there was a war 4,000 years ago in which the gnomes took over and re-established the government into a capitalistic republic, displacing millions of halflings and subjugating even more. To this day, there is a fierce rivalry between gnomes and halflings and stems from the ancient war. Gnomes are usually criticized for being stuck-up and tricky whereas Halflings are said to be thieving and also tricky. Either way, neither side truly trusts the other. Despite racial tensions, Ellante is home to some of the most advanced research centers in Oa's history. It is the hotspot for would-be wizards as the best magical academies are located in Ellante.

[edit] National Flag

8548376671_f0010aeb3d_z.jpg

[edit] National Map

[edit] Demography

  • Population: ~75,000,000
  • 40% Gnome
  • 38% Halfling
  • 12% Dwarf
  • 6% Elf
  • 4% Other

[edit] Leadership

  • Government: Corporate Republic
    • The government of Ellante is overtly run by major corporations that run monopolies on world-wide ventures that may extend from trade all the way to mercenary work. Power is vied for between corporations like feudal houses, but war is exceptionally rare as no one likes to lose an investment as large as living capital (which is to say that is how they see things).
  • Power Acquisition: Rising up through the ranks in a corporation or being born into money and buying your way there.

[edit] Relations

  • Aetoth: Allies, major trading partners
  • Amon: Allies, major trading partners
  • Diatris: Neutral, seen as inferior and simple-minded zealots
  • Kulnaku: Enemies
  • Lavoya: Allies, major trading partners
  • Ramor: Friends, sparse independent trade
  • Thollon: Neutral, minor trading partners
  • Vodis: Allies, major trading partners

[edit] Economy

  • Income:
    • Sea-based trade: 40%
    • Land-based trade: 25%
    • Taxation: 15%
    • Banking and Investment: 20%
  • Expenses:
    • Military: -25%
    • Research: -50%
    • Public Works: -10%
    • Salaries: -15%

[edit] Military

  • Equipment:
  • Numbers (Standing):
    • Infantry (light): 3,000,000
    • Infantry (heavy): 2,000,000
    • Cavalry (light): 750,000
    • Cavalry (heavy): 250,000
    • Navy (light): 40,000 ships, 3,000,000 sailors
    • Navy (heavy): 10,000 ships, 50,000 sailors
    • Special Forces: 350,000 operatives
    • Intellegence: 600,000 soldiers
    • Espionage: 500,000 agents, 500,000 analysts
    • Leadership: 1,000,000 officers
    • Total: 12,000,000
  • Numbers (potential draftees)
    • 35,00,000

[edit] Religion

[edit] Culture

  • Women's Rights: Women are considered just as capable as men are in most faculties and are generally considered equal. Typically, gnomes don't care for gender politics and consider both genders equal simply because they view gender as something unilaterally irrelevant compared to individual talent.
  • Slave-labor: Used to pay off debts as indentured servitude. Drow may be slaves if found guilty of crime.
  • Magic: Magic is intensively studied and used wherever convienient. If technology would provide a simpler means of solving a problem then technology would be used instead, the Ellantans prefer to solve problems rather than quibble about legitimacy.
  • Education: children between the ages of 10 and 40 go to an academy. The first 15 years are spent exploring what their talents are, and then the second 15 years are spent developing those talents.
  • Legal: Laws are enacted by a general council established by the top 13 most dominant corporations in the nation.

[edit] Health

  • Infant mortality rate: 25%
  • Dental health: Outstanding, the best in Oa
  • Plague control: Scientists, doctors, and healers are all mobilized into a task force to address the problem.

[edit] Kulnaku

  • (Col-nah-koo)
  • (adj: Kulnakan)

The sworn enemy of Diatris, Kulnaku is the supposed "land of evil". Populated mostly by Drow, thousands of years of genocide inflicted on them by Diatrien raids have caused for their society to become hateful and brooding towards revenge against Diatris. A terribly sad story of a once peaceful people becomming the nightmare they were once thought to be, Kulnaku is imfamous for dealings with devils, demons, dragons, and all other manners of evil creatures, all in the name of exterminating the Diatriens and anyone who stands to defend them. Some drow and other races seek to escape Kulnaku for sanctuary and the few that survive usually end up in Aetoth. Evil festers in Kulnaku, and it has been waiting many years for its chance to strike back at the supposedly "good" nation of Diatris.

[edit] National Flag

8372956531_65d30d7b4c_z.jpg

[edit] National Map

[edit] Demography

[edit] Leadership

  • Government: Monarchy
  • Incumbent: Queen Aracha
  • Heir Apparent: Princess Scorpaea

[edit] Relations

[edit] Economy

  • Income:
    • Sea-based trade: 0%
    • Land-based trade: 0%
    • Taxation: 75%
    • Banking and Investment: 0%
  • Expenses:
    • Military: -45%
    • Research: -45%
    • Public Works: -10%
    • Salaries: -0%

[edit] Military

  • Equipment:
    • Melee-Weapon of Choice: Scimitar, Bastard Sword
    • Ranged-Weapon of Choice: Composite Longbow
    • Armor of choice: Dragon-skin Scale Mail.
    • Shield of choice: Cold Steel Tower Shield
    • Uniform: Black Armor and helmets with a dark purple flower crest painted above the heart.
  • Numbers (Standing):
    • Infantry (light): 100,000,000 soldiers
    • Infantry (heavy): 50,000,000 soldiers
    • Cavalry (light): 40,000,000 soldiers
    • Cavalry (heavy): 35,000,000 soldiers
    • Navy (light): 400 ships, 100,000 sailors
    • Navy (heavy): 350 ships, 70,500 sailors
    • Special Forces: 3,000,000 operatives
    • Intellegence: 4,500,000 soldiers
    • Espionage: 1,500,000 agents, 1,000,000 analysts
    • Leadership: 50,000,000 officers
    • Total: 285,175,000
  • Numbers (potential draftees)
    • Everyone Serves in the military as long as they are able.

[edit] Religion

  • Changes, they tend to offer grand sacrifices to buy the favor of different gods and goddesses depending on the needs of the nation.

[edit] Culture

  • Women's Rights: Women rule the world. Men are second-class citizens.
  • Slave-labor: Anyone who owes you something is your slave. Anyone you capture in combat is your slave. Anyone you dominate is your slave.
  • Magic: Magic is needed all the time and is the saving grace for Kulnaku.
  • Education: Women receive advanced education in the arts and sciences while men receive enough education to hold a sword and kill some Diatriens before they too die.
  • Legal: The queen's word is law.

[edit] Health

  • Infant mortality rate: 25% (more babies = more soldiers)
  • Dental health: Any decent father knows how to identify a dental problem and take care of it asap.
  • Plague control: Find the god or goddess responsible for it and offer a sacrifice to have it removed.

[edit] Lavoya

  • (Luh-voy-uh)
  • (adj. Lavoyan)

The Crossroads of the Northern part of the Eastern Continent, Lavoya is a place of cultural splendor and extensive wealth. The best analogy for human comparison would be renaissance Italy, as Lavoya represents an amalgam of Elven, Dwarven, and Gnomish cultures. Instead of tolerance and harmony being emphasized, trace and research are the dominant priorities as Dwarves, Halflings, and Gnomes are the most populous of races in Lavoya. Some of the most brilliant minds study in Lavoya as its central location makes it ideal for the sharing of information and research. However, just across the sea the dreaded land of Kulnaku threatens to invade every day of every year, and so Lavoya is constantly depending on its neighbors for protection in case the unthinkable happens and Kulnaku goes to war with the world once again.

[edit] National Flag

8514957876_00a76305bc_z.jpg

[edit] National Map

8493156780_d7cc4b29c6_c.jpg

[edit] Demography

[edit] Leadership

  • Government: Republic
    • A house of 99 Senators and 1 Administrator meets once a week to discuss matters of state.
  • Power Acquisition: Voted by majority vote to be a representative in your home province of Lavoya.

[edit] Relations

  • Aetoth: Allies, major trading partners
  • Amon: Allies, major trading partners
  • Diatris: Neutral, wish to be trading partners
  • Ellante: Allies, major trading partners
  • Kulnaku: Enemies
  • Ramor: Friends, sparse independent trade
  • Thollon: Friends
  • Vodis: Allies, major trading partners

[edit] Economy

  • Income:
    • Sea-based trade: 40%
    • Land-based trade: 15%
    • Taxation: 5%
    • Banking and Investment: 30%
    • Tourism: 10%
  • Expenses:
    • Military: -5%
    • Research: -50%
    • Public Works: -25%
    • Salaries: -20%

[edit] Military

  • Equipment:
    • Melee-Weapon of Choice: Rapier
    • Ranged-Weapon of Choice: Light Crossbow
    • Armor of choice: Breastplate
    • Shield of choice: Light Steel Shield
    • Uniform: Arm-Bands with brass badges on them that display the soldier's rank.
  • Numbers (Standing):
    • Infantry (light): 10,000 soldiers
    • Infantry (heavy): 5,000 soldiers
    • Cavalry (light): 10,000 soldiers
    • Cavalry (heavy): 2,000 soldiers
    • Navy (light): 200 ships, 1,000 sailors
    • Navy (heavy): 75 ships, 750 sailors
    • Special Forces: 500 operatives
    • Espionage: 40 agents, 100 analysts
    • Leadership: 2,000 officers
    • Total: 30,890
  • Numbers (potential draftees)
    • Lavoya does not have a draft. It has been put to committee to decide whether or not to reinstate one, but there has been no deliberation on the subject as of yet.

[edit] Religion

  • Secular government.
  • Free religion policy.

[edit] Culture

  • Women's Rights: Women and Men are legally considered and treated equally.
  • Slave-labor: Indentured servitude exists between contractually obligated people where one part consisting of one or more people is indebted to the other.
  • Magic: Magic is highly accepted and encouraged, so long as it does not harm others.
  • Education: Children must attend school until adulthood, then they must join a guild and learn a trade.
  • Legal: Each city has its own set of laws and customs depending on the local government's decree.

[edit] Health

  • Infant mortality rate: 20%
  • Dental health: Highly encouraged, especially in minors.
  • Plague control: An investigation is commenced by the local government to analyze and contain the outbreak. Once the investigation is complete, a course of action is suggested by the investigators to the local or federal government.

[edit] Ramor

  • (Ray-more)
  • (adj: Ramoran)

The tropical continent of Ramor is home to Oa's widest selection of races. Just about any race can be found living in their sweltering hot but nevertheless beautiful cities. The Ramorans are mostly a peaceful people who are mostly interested in nature and natural beauty instead of war and politics. Usually seen as the daughter nation to Amon, Ramor is a vast continent populated mostly with elves but that majority is only such by a small margin. Being located so close to the vast, uncharted archipelago to the north and east, Ramor is known to have troubles with pirates sailing around their shores. Nevertheless, Ramor is a prosperous and peaceful nation that welcomes outsiders so long as they sign an oath to abide and obey the local laws while they stay. In short, Ramor is the tourist destination of Oa for most travel-interested people as its scenic jungles and gorgeous landscapes are bar none the most amazing in the world.

[edit] National Flag

8482786907_ebf34be0e7_z.jpg

[edit] National Map

8481937505_0497b179a5_b.jpg

[edit] Demography

[edit] Leadership

  • Government: Representative Democracy
    • A panel of representatives from each city vote on state issues.
  • Power Acquisition: Voted as a representative for your province in an election every 10 years.
    • The representative acts as a governor for that province for a term of 10 years.

[edit] Relations

[edit] Economy

  • Income:
    • Sea-based trade: 25%
    • Land-based trade: 5%
    • Taxation: 10%
    • Banking and Investment: 4%
    • Tourism: 56%
  • Expenses:
    • Military: -25%
    • Research: -25%
    • Public Works: -25%
    • Salaries: -25%

[edit] Military

  • Equipment:
    • Melee-Weapon of Choice: Scimitar
    • Ranged-Weapon of Choice: Composite Longbow
    • Armor of choice: Scale Mail
    • Shield of choice: Light Steel
    • Uniform: Dark Green armor, camouflaged.
  • Numbers (Standing):
    • Infantry (light): 100,000 soldiers
    • Infantry (heavy): 50,000 soldiers
    • Cavalry (light): 25,000 soldiers
    • Cavalry (heavy): 5,000 soldiers
    • Navy (light): 130 ships, 102,000 sailors
    • Navy (heavy): 70 ships, 35,000 sailors
    • Special Forces: 1,750 operatives
    • Intellegence: 3,000 soldiers
    • Espionage: 870 agents, 300 analysts
    • Leadership: 125,000 officers
    • Total: 447,920
  • Numbers (potential draftees)
    • ~30,000,000

[edit] Religion

  • No State Religion
  • Citizens possess the right to worship whatever deity they choose to, so long as doing so does not bring harm to others.

[edit] Culture

  • Women's Rights: Women are considered equals to males, gender is otherwise seen as yet another aspect of nature.
  • Slave-labor: Prohibited.
  • Magic: Magic is highly accepted and encouraged, so long as it does not harm others.
  • Education: Children must attend school for as long as their parents wish.
  • Legal: Each province of Ramor is in charge of its own laws, but there are a small list of core laws that are enforced throughout the nation. These core laws are voted on by the representatives of each province.

[edit] Health

  • Infant mortality rate: 32%
  • Dental health: Available but not usually encouraged.
  • Plague control: Ramor is perhaps the most experienced nation in terms of disease and plague. Quarantine is a common tactic followed by magical golems sent in to perform medical procedures at designated clinics. These golems are controlled from afar via scrying magic by Ramor's guild of Medical personnel, who are versed in any and all necessary fields for medical care.

[edit] Thollon

  • (Th-ol-ahn)
  • (adj: Thollon)

Also known as "The Kingdom of the Roaring Sea", Thollon is an ancient human kingdom with a history spanning over 2,000 years. Their royal lineage has almost never been broken, a fact that they are quite proud of. Though most scholars would cast doubt upon this in casual conversation with people they trust secrets to. They are a secular and proud people, looking down on stubborn religious traditions that make no sense, and often mocking their northern neighbor: Diatris for their fervent religious practices. This has led to a few small wars in the past, but by and large Diatris and Thollon stay at peace with one another knowing that taking care and occupying another part of the continent would be a humungous loss on their own fiscal parts.

[edit] National Flag

8249848165_54ce898354_z.jpg

[edit] National Map

8249847963_40369134f5_b.jpg

[edit] Demography

[edit] Leadership

  • Government: Monarchy
  • Incumbent: King Phillip II
  • Heir Apparent: Prince Terone IV

[edit] Relations

  • Aetoth: Neutral, trading partners
  • Amon: Neutral, sparse independent trade
  • Diatris: Rivals, currently at peace
  • Ellante: Allies, major trading partners
  • Kulnaku: Enemies
  • Lavoya: Neutral, sparse official trade
  • Ramor: Friends, trading partners
  • Vodis: Neutral, sparse independent trade

[edit] Economy

  • Income:
    • Sea-based trade: 30%
    • Land-based trade: 20%
    • Taxation: 45%
    • Banking and Investment: 5%
  • Expenses:
    • Military: -50%
    • Research: -25%
    • Public Works: -15%
    • Salaries: -5%

[edit] Military

  • Equipment:
    • Melee-Weapon of Choice: Longsword
    • Ranged-Weapon of Choice: Longbow
    • Armor of choice: Chainmail
    • Shield of choice: Heavy Steel
    • Uniform: dark blue boots, gloves, and an open-faced steel helmet with a dark blue plume.
  • Numbers (Standing):
    • Infantry (light): 100,000 soldiers
    • Infantry (heavy): 50,000 soldiers
    • Cavalry (light): 40,000 soldiers
    • Cavalry (heavy): 35,000 soldiers
    • Navy (light): 40 ships, 10,000 sailors
    • Navy (heavy): 35 ships, 7,500 sailors
    • Special Forces: 300 operatives
    • Intellegence: 450 soldiers
    • Espionage: 150 agents, 150 analysts
    • Leadership: 50,000 officers
    • Total: 293, 550
  • Numbers (potential draftees)
    • ~10,000,000

[edit] Religion

  • Secular government
  • Religion is not commonly practiced by most people in Thollon. As a back-lash against the fundamentalist theocratic monarchy that prevails in their neighbor to the north: Diatris.

[edit] Culture

  • Women's Rights: Women are second-class citizens and posess no legal rights whatsoever. They are considered propety of either their spouse or closest-related male relative.
  • Slave-labor: Prohibited in private sectors. Can be an indentured servant to the government to pay off taxes or debts.
  • Magic: Magic is somewhat accepted but generally looked down upon as strange and unusual.
  • Education: Education is handled by private tutors that travel among family households rich enough to hire them.
  • Legal: Laws are enacted by royal decree. One is considered guilty until proven innocent. Magistrates travel between regions to hold trials in court circuits. Most are lawful neutral, some are not.

[edit] Health

  • Infant mortality rate: 45%
  • Dental health: non-existant, teeth are removed if they hurt.
  • Plague control: the site of the plague is quarantined with all the ill and dead remaining inside, and burnt until it's completely ashen. Anyone attempting to enter a zone is permitted, anyone leaving (for whatever reason) is killed on sight and their corpse is immolated from afar. The course of action varies depending on the size of the population afflicted and what the king decides to do.

[edit] Vodis

  • (Voh-diss)
  • (adj. Vodian)

The homeland of the Dwarves, this mountainous and densely vegetated region of Oa is covered in harsh and intense jungles that have served the Dwarves well over the centuries for their combat training. Living mostly in vast, underground cities that stretch so far into the planet that most people have forgotten some of the deeper, older sections. Nevertheless these older sections of the cities of Vodis are fraught with peril and viciously confusing traps in case in invasion force from Kulnaku ever tried to tunnel their way in. The Dwarves are some of the finest craftsmen in Oa, and the absolute best smiths, gem-cutters, architects, and above all else...brew-masters.

[edit] National Emblem

PcCscFq.png

[edit] National Map

[edit] Demography

[edit] Female Dwarves & Beards

  • The allelle for facial hair in Dwarven women is recessive. Some have beards but most don't.
  • Bearded Female: ~25%
  • Unbearded Female: ~75%

[edit] Leadership

  • Government: Monarchy
  • Leadership: King Vor CCCLXXIII
  • Heir Apparent: Prince Ragavor I

[edit] Relations

  • Aetoth: Neutral, major trading partners
  • Amon: Neutral, major trading partners
  • Diatris: Neutral
  • Ellante: Allies, major trading partners
  • Kulnaku: Enemies
  • Lavoya: Allies, major trading partners
  • Ramor: Neutral
  • Thollon: Neutral, sparse independent trade

[edit] Economy

  • Income:
    • Sea-based trade: 10%
    • Land-based trade: 30%
    • Taxation: 30%
    • Banking and Investment: 30%
  • Expenses:
    • Military: -25%
    • Research: -25%
    • Public Works: -40%
    • Salaries: -10%

[edit] Military

  • Equipment:
  • Numbers (Standing):
    • Infantry (light): 1,000,000 soldiers
    • Infantry (heavy): 500,000 soldiers
    • Cavalry (light): 5,000 soldiers
    • Cavalry (heavy): 2,500 soldiers
    • Navy (light): 10 ships, 5,000 sailors
    • Navy (heavy): 50 ships, 25,000 sailors
    • Special Forces: 250,000 operatives
    • Intelligence: 40,000 soldiers
    • Espionage: 100 agents, 50 analysts
    • Leadership: 750,000 officers
  • Numbers (potential draftees)
    • ~350,000,000

[edit] Religion

  • Moradin: 80%
  • Garl Glittergold: 10%
  • Yondalla: 7%

[edit] Culture

  • Women's Rights: Women are in charge of the home and representative of their sect of their individual clan and all affairs and decisions relevant to it. Men are in charge of the family, protection, and finance. There isn't much dispute about this division except for it causes most husbands to frequent the local taverns more often.
    • Note: If a man's family has at least eight children, he may take a second wife to help assist the first wife. The second wife is part of the family and acts as a sort of Vice-representative to the first wife. Generally, the second wife is usually much younger than the first in case the female dies and usually inherits the matron-status during middle age. The maximum number of wives permitted is still caught up in committee for debate after some 700 years.
  • Slave-Labor: Men only, and only if they are in debt to the king or to the head of their clan. Penalty labor for criminals is not considered slavery, technically.
  • Magic: Believed to be very, very useful and handy in tough situations. The common idea towards magic is that it's only dangerous to idiots and people who don't know they are idiots.
  • Education: Mandatory for all children, separated by gender. Organized into tiers of skill-level, there are 40 in total with 40 being the highest and most difficult. One graduates to the next tier based on ability, not age. By 40 years of age, you are removed from the school and forced into a job if you do not already have one.
  • Legal:
    • Coded Laws made by Royal decree and Judicial consensus
    • Judges hold trials in courthouses in each major city and town.
    • Trials function with a Jury of 21 randomly selected jurors, and a judge.
    • For murder and capital offenses, there is a tribunal of three judges and three juries of 21.
    • One is considered innocent until proven guilty.
    • The penalty for Murder and theft of objects worth equal to and over 1000 pp is Death by decapitation.
    • The most common penalty is not just incarceration but is also being enlisted to do community service for an extensive amount of time (usually in groups of 2 years)
      • Jobs include but are not limited to:
        • Sewage duty
        • Furnace stoking/cleaning
        • Street sweeping
        • Trap inspector
        • Ventilation maintenance
        • Pest control
        • Road-building

[edit] Health

  • Infant mortality rate: 25%
  • Dental health: moderate.
  • Plague control: Doctors are mobilized alongside priests and wizards to handle the plague.

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