Ferenheim (3.5e Campaign Setting)

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"Few words can describe the emotion felt by a traveler from afar, who came here for the first time in Ferenheim. An endless archipelago of islands suspended in the sky stretching far beyond the horizon, an endless sea of dense tumultuous clouds boiling far below them, and a large pale sun illuminates all this immensity... Be careful though! Do not be dazzled by the splendor of this suspended paradise... Because beneath the appearance, lies a dangerous world...".

Characteristics of Ferenheim[edit]

The floating islands[edit]

Ferenheim is a huge archipelago of floating islands scattered in the middle of the infinite sky. They vary in shape and size: from a small cliff covered with a few plants in the middle of nowhere, to a small island inhabited by a small community of people just over a few kilometers, to huge islands the size of an entire region. All of them, however, have a very similar shape: a flat summit with steep mountains and curious rock formations, a massive base and a more or less pointed conical bottom of a resistant and leathery gray stone. he vegetation varies a lot depending on the location of the island and its altitude, but most of it is rich in vegetation in each of its plateaus. The islands, despite being occasionally lashed by the winds, are apparently immovable, and never change position from each other.

A world on the edge of anarchy[edit]

Ferenheim, because of its conformation, presents a huge problem for its inhabitants as every move between the islands is extremely difficult and, in many cases, dangerous. Normally the closest island agglomerations are connected by a web of more or less large and safe suspension bridges, but all long-distance trips must be made by flying. This leads to extreme problems when it comes to moving goods and people. For ordinary people, therefore, it is often impossible. Over the years, this has led to a continuous increase in robbers, outlaws, cutthroats, self-proclaimed tyrants, depraved fanatics and bestiality of all kinds. The poor villages of farmers and shepherds are often victims of this violence as helpless chickens in the farmyards. The central government of Vivek, the capital, can do little to stem the problem, since after hundreds of years of peace, it has no real army, only a large deployment of local guards and armigers. Since the movement of large quantities of goods and people throughout the archipelago is long and complex, this gives all the time to the evildoers to disappear who knows where in the skies of Ferenheim. Not to be underestimated is the presence of multiple indigenous races that have always been in conflict. The continuous advancement of civilization and the need to seek resources, has led the indigenous races such as Korin, Avariel and Sylvamere to a growing resentment and resentment.

Diffuse Arcanism, Distant Gods[edit]

A fact that immediately catches the eye of planar travelers is the very scarce presence of large temples dedicated to the gods. Only a few altars and votive pillars can be found along the way. The fact is given by the lack of attention that the gods seem to reserve for these places: it is not clear why, but only a few people manage to get their favor. Clerics are very few and those who try to follow their faith find themselves unable to cast the most complex, if not less banal, miracles. This phenomenon also falls on ordinary people who cannot receive curative services in temples and, therefore, are disinterested in religious matters and over the years have had to resort to more "homemade" remedies, relying on other arts such as alchemy and herbal medicine. In the islands, on the other hand, it is not at all unusual to come across magicians and enchanters of various kinds: they are the basis of the extraction and processing of the Dirym and do their best to build wonderful objects such as Flying Ships or more common magical objects. However, there is no coven or organization that recruits or prepares the studies of new recruits, so every single magician is usually accompanied by some young apprentice. Unfortunately, however, the lack of a real organization often leads to behaviors and practices considered deviant such as necromancy, corrupted spells and evocation of abominable creatures from other plans. Although rare, these dark magic practitioners are extremely dangerous and currently the most effective way to combat these depravity is through the hiring of free lance adventurers who deal with the problem in a radical and definitive way.


The richness of the islands[edit]

Every place has its treasures, but Ferenheim, due to its scarcity of land, has always been poor... Few noble metals, rock as hard as wrought iron and little space available to build and cultivate. But it hides a secret, as precious and powerful as it is abundant, the Dirym! Dirym is a mineral that permeates in various concentrations all the rock and inanimate matter of the islands of Ferenheim. It is exactly what makes the islands of the archipelago float! This mineral has the supernatural ability to have its own gravity: it is not attracted by the mass of other objects, but seems to float fixed and immovable in space. The formation of the Dirym and its origin is a total mystery, nobody knows why it is so abundant in this place, even if the greatest explorers of the multiverse, know that it is also present in many other planes, but in much smaller concentrations and in very rare places. The Dirym is also responsible for the hardness of the Ferenheim rocks: the mineral is not attracted by gravity, but fixed in space, it is the glue of the rocks of the floating islands that otherwise would not be different from other common rocks. This also partly explains why the floating islands have not been swept away by erosion, unlike many other materials that cover them that have become much harder to find. It can be physically moved and processed, as can the rocks and minerals that contain it, but its resistance to mechanical force is higher than normal non-impregnated Dirym materials, and the higher the mineral concentration the more tenacious its resistance will be. Dirym in all its forms binds only with inorganic matter, and is inert and harmless compared to organic matter. Different speech, instead, for the Dirym Arcanum

Dirym Arcanum[edit]

The Ferenheim humanoids do not have the concept of "isotope", but the Dirym to its alternative form. To create the Dirym Arcanum, the Ferenheim arcanists use various procedures, some alchemical, others purely magical, but all have the same effect: the Dirym is exposed to large amounts of raw magic and comes from it saturated and super energized. The Dirym Arcanum has formidable properties: it "floats" and moves in the winds of magic, just as the pumice stone floats on the water surface of a pond" that is it can be altered by special spells to be moved or not by physical matter. This allows an object to float free as if it were in sidereal space or to lock itself in place like a sheet of metal tasseled to a mountain. The Dirym Arcanum is not toxic, but touching it is not wise, given its super energized state irritates the skin and burns the flesh with which it comes into contact. The Dirym Arcanum is the basis of the construction of wonderful objects such as flying ships, weightless swords and immovable shields.

Dirym Mining[edit]

The extraction of Dirym presents two big problems: the hardness of the mother rock that contains it and the fact that it is precisely the Dirym that makes the islands float. A wild extraction literally leads to the physical exhaustion of the island in question and, in extreme cases, the island could even risk falling if the weight of the island exceeds the resistance of the Dirym. This has unfortunately already happened in the past with a large island called Kuokan, "the rock" for the few humans still living there, which, after centuries of wild mining and a bloody struggle for control of resources, one day simply fell... Thanks to a lucky intervention of some local heroes, his fall was interrupted a few hundred meters from the Sea of Clouds, without falling inside it. Nevertheless, its ruin was not avoided... After the countless victims reported by the fall, the island swept by strong winds and with no more resources to extract, was abandoned and became a barren rock inhabited only by desperate and cutthroat people. Since then the extraction is strictly regulated, and only the guild of merchants and its workers are allowed to extract it, however a careful control of all the excavations is absolutely impossible.

Dirym Processing[edit]

The Dirym extracted from the small mines of the islands is not easy to process and extract. The crushed mother rock cannot be melted because at only 82 celsius degrees the Dirym denatures and burns. The only quick way to remove the rock is to melt it with the green sludge recovered from the local green slime: it is able to melt the mother rock (and also the hands of the most careless workers), but without affecting the microscopic crystals of Dirym. Once corroded, the sediments are centrifuged with water and, in doing so, the rock tends to be swept away, while the Dirym powder remains in the center. The collected powder is placed in vials with a slight translocation enchantment so that the vials can be easily moved. Otherwise a normal vial would remain suspended where it has been filled and the only way to move it would be to drag it by force. The raw Dirym can only be physically moved: it is inert to any translocation, teleportation or portal, this increases its price even more.



The Ferenheim archipelago, although impressive and magnificent to the eye of a foreigner, is not a place to be underestimated. Although rich in exotic and varied resources, the main problem is moving between the various islands. Being rock masses suspended over the infinite sky, there is no possibility of connection between the islands other than the magical translocation or the more common flight. The latter is not even the safest, although commonly quiet, the weather conditions in an endless sky can be of colossal proportions and power, like cumulonembs as big as nations or tornadoes with vortexes that seem to rise to infinity.

The Infinite Sky[edit]

The floating archipelago of Ferenheim is located in the middle of the... Nothing. Considering the horizontal extension it measures in length about 7,700km: many explorers have gone far beyond the outer rim, but those who have returned report that the thinning of the rocky outcrops drops constantly until they find themselves flying in the empty sky without any reference or destination, because the normal terrestrial compasses do not work in Ferenheim. The breathable atmosphere stretches about 15 km from the layer of islands that represent the virtual center of the archipelago, and in total 39 km from the top of the Sea of Clouds.

The sea of clouds[edit]

The Sea of Clouds lies about 24 km below the supposedly fluctuating layer of the Ferenheim islands. These are thick and enormous storm clouds that represent the "soil" of Ferenheim. No one knows whether there is land, sea or nothing underneath. In any case, all those who have ventured below the Sea of Clouds have never come back. Getting too close to the sea of clouds is extremely dangerous: it is moved by powerful winds that make it a perennial and immense tropical storm. It is assumed that inside the clouds spiral winds that exceed 500 km per hour, immense lightning strikes, hail grains as big as a yakkuro and absolute darkness. The winds that animate the sea of clouds constantly blow in multiple directions, generating great tumultuous whirlpools that push the archipelago's winds in ever-changing directions throughout Ferenheim. Climate and meteorology There are no seasons in Ferenheim: every day Hexos, the old, pale Ferenheim sun, rises precisely at 6:24 a.m. and sets at 7:55 p.m. throughout the year, which has exactly 400 days here. The climate varies drastically depending on the height of the island in question. The lower islands at altitude are constantly in contact with clouds full of moisture and rain. They are lush, covered with abundant tropical flora and inhabited by an impressive amount and variety of animals. Most of the islands are located in the central fluctuation belt: they are mostly temperate, similar in vegetation to the common European broadleaf forests, but much more flourishing and luxuriant due to the lack of winter. The islands higher up are instead more barren, lashed by the winds at high altitude: some of them are nothing but arid rocky masses covered by barren soil and little grass where life for the inhabitants of Ferenheim and a little 'harder ... The concept of storm in Ferenheim is not the same as in the rest of the multiverse. Since the islands are often on the same floor and shrouded in storm clouds, causing a thick fog and it is not so obvious that the water drops do not come from above your heads. Very often the water arrives by condensation and a breeze full of water droplets inside the cloud soaks everything, while other times very strong winds full of rain and hail blow from the side of the islands. There are no seas in Ferenheim.

The inner rim[edit]

The inner rim is definitely the quietest of places to live: in the large central islands hundreds of kilometers long, life flows just like anywhere else. Mountain chains, plains, lakes and roads that connect the various cities. Trade is flourishing and the cultivable areas are large, although it is fair to admit that the space available is by no means unlimited. You do not run high dangers living in these areas, except for the normal delinquency of cities or diseases and injuries: the main threats come mainly from the extremely variable climatic conditions of Ferenheim and their effects can also be seen on cultures. This in recent decades has sometimes led to food shortages in the most populous cities, although for now it has never resulted in any serious famine. Summing up, the long period of peace that has lasted since the arrival of the colonizers and the great variety of resources available, although lacking in quantity and ease of transport, has brought a fair amount of well-being in most social classes present in the inner rim.

The Outer Rim[edit]

The outer rim is perhaps the most inhospitable to civilized life: in addition to the greater possibility of adverse conditions, the islands are much smaller and rocky, the fertile land available is little and not always easy to access. These are clearly wild lands, full of flying and bizarre creatures not always friendly. The pioneers who push themselves in this place are either particularly brave or particularly desperate: life especially for new communities is extremely difficult and often you are totally isolated from the rest of the world that in case of need or danger no one will come to help, indeed, it is often better to be completely unknown to the rest of civilizations. The outer rim is particularly pleasing to raiders and outlaws: thousands of small islands scattered in every direction, both horizontal and vertical, are perfect hiding places for those who do not want to be found. Pirate gangs abound and their attacks on transport ships and small communities are frequent: the most effective method turns out to be to quickly ambush the unfortunate passing by, take everything that can be transported and hide for some time on some remote island to enjoy the loot. For an outlaw in Ferenheim the possibility of getting away with it is very high, even if it is still a dangerous life, the possibility of being found even by chance is very small.

Beyond the Outer Rim[edit]

The description here becomes complex, considering that only 2/3 of the islands present in the archipelago have been mapped, so to say what's beyond it is impossible. In the inner rim we have a smaller number of islands but considerably larger, moving outwards the number of islands increases considerably but their size is also reduced to a few kilometers in diameter or less. There is a statute threshold about 3,600/3,700 km from the center of the archipelago where the islands drop drastically in number and size, it is not a well-defined border, but you can notice it in less than two days of travel.Those who have gone further reported that the islands gave way to rock masses of a few tens of meters, often without any vegetation, much more similar to rocks whose density drops constantly to leave space for the sky virtually empty. The explorer who came the furthest was Guigliem Shinebright who allegedly sailed for seven months in a straight line in the direction of Hexos on a small but sturdy boat with four attendants.Guigliem was a rather capable cleric and his departure was not shared by many. He managed to return with his sailors thanks to an upper teleport and abandoned the ship to itself. It is estimated that he traveled 14,000km before boredom began to flow into anguish and despair. On his voyage he encountered and explored only a few small islands, all of them reappeared and bizarre and devoid of any form of life, but this proved nothing about the absence of any other place than Ferenheim.



Features: Demi-plane Gravity: Normal, Objective downward. Time: Normal, Linear. Size: Finished, Self-contained. Mouldable Traits: Alternating Plasmable. Elemental planar sections: Dominant Air (no effect on spells). Planar Alignment: None. Magic Traits: Intense Magic, the very nature of the plane is permeated by magic, magic beasts are as common as normal animals, people with magic powers are common (weak effects on arcane spells). Divine traits: Distant Gods, Divine Non moldable, Limited Divine Magic, creatures able to cast divine spells and get attention from gods are rare (no effect on divine spells).


The skies of Ferenheim are particularly bright at night, except for bad weather billions of stars illuminate the darkness. Although very similar to our milky way, it does not present constellations that can be traced back to the material plane: there are not even the polar star or the southern cross. In the vast majority of cases the nights of the archipelago are particularly bright, probably similar to our full moon nights if not even clearer, since in Ferenheim there are three moons: Mancora, Metallica and Ultima. Mancora, Metallica and Ultima are the three moons that follow one another imperishable in the heavenly vault of Ferenheim. They give a particularly alien aspect to the starry night of the archipelago for any visitor who comes to this place. Mancora is the largest-looking moon visible in the sky and appears larger than our Moon, but only because it rotates very close to Ferenheim. Its coloring is almost identical to our planet Mars, but with a more intense and polar-free reddish coloration. Given its closeness to the naked eye, with the help of a simple lens, it is possible to notice quite well the surface details such as craters and valleys. Metallica is the most distant moon of Ferenheim, although the moon with the largest mass of the three, is in second place as visible size given its great distance from the surface. Its name comes from its silvery color like metallic gray, polished steel. It is by far the brightest of the three given the refraction of its surface and appears slightly smaller than our Moon.

Ultima is the smallest of the three moons, as well as the least visible, also because it has a dark gray color that does not facilitate the refraction of sunlight. Unlike the others it is static and does not rotate in the sky. However, very few people know that Ultima is not actually a satellite! In fact, it is just an island of spherical shape placed extremely high in the distant stratosphere of Ferenheim, so it looks like a moon, but in reality it is theoretically reachable like any other island. Considering that the layers of the atmosphere of Ferenheim are dozens of times thicker than the Earth's one, it can be estimated that this island is about 7,500 km from the highest of the islands of Ferenheim, has an atmosphere so rarefied that it can not be breathed and is partially irradiated by radiation from Hexos, so a place definitely not inclined to life or so it would seem!


In the adventures set in Ferenheim you can use any breed in the basic manuals, plus all the additional breeds in the various expansion manuals. This is due to the fact that in Ferenheim planar travelers are not unusual, although scarcity of resources keeps away the "bedlam" of travelers in search of riches. If you use Ferenheim native characters, instead, you should refer to the following paragraphs

Ferenheim colonizin races[edit]

HUMANS They are the most numerous non-native breed in Ferenheim. They are not at all different from the other men present in the rest of the multiverse and can be found almost everywhere in Ferenheim, as they have colonized a large part of the archipelago, but they live mostly in the central fluctuation belt, in the center of the archipelago. In the larger islands in the center were founded large stone and masonry towns, rich in worldly life and flourishing trade. The more you move to the outer rim, the smaller the settlements get, from agricultural villages built of wood surrounded by extensions of cultivated fields, to tiny outposts formed by a handful of houses on some remote island. Here, too, they are considered the "second best friends of all" except for the native races, from which they are seen as true conquistadors. In fact, humans do not go for the subtle when necessity requires it, even if they are not evil, they are definitely not good, especially with those who hinder their expansion. LOCAL CHARACTERISTICS: Like Player's Manual.


Though not as numerous as humans, these low and wide creatures represent Ferenheim's productive hub. Proud and stubborn, however, they have abandoned much of their ancient life and tradition. They live together with humans in their cities, with which they have an excellent relationship: the cities in the mountains and underground are now just a reminder of an ancient past. They are skilled in crafts and architecture, so much of the Dirym mining is under their supervision. They are among the best warriors and brutes in Ferenheim; no one dares to question them: the warrior skills are passed down from the elders to the young dwarves from generation to generation. The division into family clans of which everyone is very proud remains unchanged. The greatest defect of the dwarves is unfortunately that they easily fall into temptation of idleness and greed. Unfortunately it is not too often that brave warriors abandon their duties to devote themselves to an intense tavern life. Often they are considered by other races of the real buzzurri and troglodytes, while from the dwarf point of view are the other races to be "fragile women". Proud, brave, proud and stubborn keep their distrust of elves and half elves unchanged. Though they never resulted in violence, tensions increased significantly when the elves improved and increased their understanding with the natives. By now their hatred towards the skinny-skinned people has taken a back seat. LOCAL CHARACTERISTICS: LOSE: +1 bonus to hit ogres, half ogres, and goblinoids in general GAIN: +1 bonus to hit against elves, half elves and fey.


They are an elegant and cultured race that arrived here in Ferenheim with the humans time ago. Actually not long ago from the point of view of an elf! These slender, long-lived creatures are the least autochthonous non-native race in the entire territory. Compared to humans they are a little less than one in twenty. They live mostly in villages surrounded by nature not far from other cities where they try to live a quiet and isolated life tending to spend most of their time dedicating themselves to art, music and knowledge. Some of them, among the older ones, are aware of their origins before coming here, to Ferenheim, but they do not share their story with anyone but an extremely trusted member of their family and just before their death. In recent years, unfortunately, the elves have gradually lost the trust of the Dwarves and, although they normally frequent human territories, they are no longer considered trusted allies. This is due to their increasingly close relations with the Korin and Avariel, which despite their enormous cultural differences, their respect for nature, the environment and life in general has given them a starting point for discussion between the two populations. Often the elves consider the other races as crude and primitive, in turn they are considered to be boastful, sage and frivolous. LOCAL CHARACTERISTICS: Like Player's Manual


In the past, the union of elven and human races gave birth to numerous half elves that still inhabit the islands. They live mixed with humans, but are not perfectly integrated with them and usually create separate neighborhoods in the cities or small groups of more isolated houses. They have an excellent relationship with the elves, are distrustful of indigenous races and do not tolerate dwarves much. LOCAL CHARACTERISTICS: Like Player's Manual.


Ferenheim Native races (NEW RACES)[edit]

I have created special pages to describe in detail the races created for this setting, and they are available at the following pages of the wiki





When the first humans, half-elves and dwarves arrived here in the archipelago 1,611 years ago, they left everything behind, including their history. Nothing is known about them, who they were or where they came from and why they emigrated to these remote lands. Some of the older people and dwarves often say that "there was nothing worth going back for". The current residents arrived through the great "stone circle" on the island of Vivek, today's capital, and they are still there today, as a testimony of that day, but unfortunately, they are nothing more than a mere monument. Although they are not affected by time, they no longer function, they are no longer permeated by any spell or magic. One is convinced that it was a stable extraplanar portal with another world, but any attempt, over the years, to repair and restore it to its original properties and even try a "simple" teleportation have failed miserably. All knowledge prior to arrival in Ferenheim has been lost and this has effectively filtered and censored much information considered "regrettable" especially in the arcane and divine realm. All the practices of the school of necromancy, whether they use negative energy or are expressly evil, have not been transcribed and left forgotten. However, as in many stories, they hatch a snake in the bosom from the very beginning. These practices have survived, handed down orally if not in the sunlight and over the years have given rise to real evil secret sects that crave knowledge. The heart of the kingdom is located right in the center of the archipelago, where they reside on 5 large islands Vivek, the capital, Yorim, Aldar, Varek and Meren. Here life is no different from that of any other city on the material plane: the edges of the islands are as far away as the sea surrounding any other state. Movements take place by land, road or river. On smaller islands life is very different, usually the closest island agglomerations are connected by a web of more or less large and safe suspension bridges. They allow an agile movement between one island and another to anyone who wants to cross them, but they have some inconveniences. You will hardly find a suspension bridge longer than 250 meters, although in reality there are much larger ones. They need moderate maintenance and wind gusts can make them dangerously sway. All other movements have to be done by flying, which is a huge problem for ordinary people. As a rule, merchants and dignitaries are equipped with small flying boats, up to real galleons, while some adventurers are equipped with bizarre flying mounts. The older and cheaper models of boats are very similar to our common airships, but with the use of balloons the reliability was not certain: in fact a small hole or a fire principle is enough to condemn the ship and the crew to certain death. After the discovery of the Dirym Arcanum, these vessels became real floating vessels, much more reliable and resistant to air currents: they soon became the symbol of Ferenheim. Currently the only defect of these vessels is unfortunately their high production cost. Very rare are the people who have the necessary economic availability to buy such vessels.


Ferenheim has an extremely varied structure, there is no single form of government for the entire archipelago for two obvious reasons. The first is the size, such a large archipelago does not allow an efficient logistics system capable of controlling all the islands. Second, the isolation of the floating islands themselves, besides being difficult to have a good movement of goods and people, is even more complicated that the law and the control of the rulers are enforced homogeneously. The distinction can be seen quite well taking into account the larger and smaller islands. The central, larger islands have always enjoyed stable government and all cities, from the largest to the smallest, are managed in a uniform manner. On the contrary, small communities on the outer rim are often left to their own devices.

The Oligarchy of the central islands[edit]

The five central islands, centuries after the great exodus, still have a feudal government dating back to before the arrival on Ferenheim. Each island is divided into smaller regions which in the past were each assigned to a family of dignitaries, which then became of noble rank thanks to the title assigned. The transmission of power takes place in direct line of succession unless the current ruler appoints a successor other than his first-born heir, a rare thing that can sometimes happen. They may legislate on their own territory, collect taxes and administer justice as they see fit, but they are not completely independent, they must still abide by an index of laws approved by all the rulers by majority vote. In fact, they have only administrative power over ordinary matters, but they cannot autonomously make autonomous decisions on every issue. All of them are obliged to refer to the Grand Council residing in the capital Vivek. In Ferenheim there is a total equality of the sexes, even if, for obvious reasons, some jobs are more suitable for one sex or the other, the same goes for the nobility and the positions of power. It is not at all strange to see charismatic women in charge of entire kingdoms.

The Council

The Council consists of the representation of all 21 fiefdoms of the five main islands and is located in Vivek, the capital. The representation of each individual fief may consist of a single person or a large group of speakers, but the vote of each fief always counts as 1, regardless of race or economic power of the kingdom (although this does not detract from the fact that often the strongest kingdoms tend to "convince" the weaker ones to "work together" except for unpleasant commercial retaliation). The Council is supervised by the Grand Master of the Council who determines and organizes the meetings and the discussed topics. This role has always been held by the Dragonteeth family, the richest and most powerful in the archipelago: it is said that it was they who guided the people of Ferenheim through the great exodus. The descendants of the family themselves are also proof of this, as each member seems to have natural gifts, physical and mental abilities superior to ordinary people. Therefore, this role belongs to them by right.

The plenipotentiary

A figure that has never been used in the history of Ferenheim, but is still present in the order of the islands. The Plenipotentiary is a particular office that can be assigned to a member of the council in case of extreme necessity, when a rapid decision-making ability that the normal council is not able to give is necessary. It has full powers, and can make any decision on any subject: it is to all intents and purposes an emperor. This office can be assigned only by the vote of the council and can not be removed until the plenipotentiary itself to put its powers back because he is accountable to no one and has absolute political power. It is therefore necessary to be clear that this office cannot be given lightly.

Other forms of government[edit]

The outer rim is the most varied and often chaotic. Communities are scattered everywhere between the islands and are often isolated from the rest of the world except in those rare cases where some merchant does not visit. Usually larger cities have a more complex form of government, while small towns often have none. They can range from the simple appointment of a village head who takes care of and organizes all the internal affairs of the community, to the creation of a real city council, made up of prominent members of society, or a government made up of a single self-elected tyrannical marauder who dominates everything with prevarication.

The Korin Law

The Korin have a tribal-type corporate structure: they are not very evolved and do not have a complex form of governance like the other races. The various clans and tribes do not have relations between them, also because of the great problem of displacement between the islands. In case they come into contact, they tend to solve problems with words or fists. Each tribe is dominated by a tribe leader, chosen for his strength or wisdom and he remains so until his death, natural or premature. The chosen figure must decide where and when to gather food and fruit, where and when to hunt and judge the crimes committed by their people.

The Hawining Law

The Hawining have an extremely simple social structure: the villages on the slopes of the islands are matriarchal-guided, as the females often reach a venerable age for this species, proving to be conscientious enough to survive for a long time in the archipelago. Hawining laws are extremely simple and unwritten, more like commandments, such as "do not steal" or "do not hurt other Hawining" etc... All Hawining are the same, there are no social distinctions, no castes or trades: all Hawining can do all the jobs they need to survive as a community. There are some prominent figures of the community, as in any other species, but beyond mere esteem they do not get favors or facilities for this: usually these figures are clerics of "~!<>\ or particularly intelligent individuals. Usually the Hawining are not foolish as often believed by other races, but they often tend to be reckless and careless of their own safety.

The Avariel Law

Very little is known about the Avariel breed: always isolationists, they do not tolerate very well the coexistence with any other breed. Their social hierarchy is extremely complex, divided into well-organized castes, with very precise tasks that everyone follows. Their law and law texts are enormous and prolix and all the current decisions are always taken not before endless debates. As previously written, it is a very conflictual race, naturally led to a kind of social bipolarism. Rarely is it possible to meet a moderate Avariel, they are normally inclined to be interventionist, cold fighters, or the exact opposite, i.e. quiet, peaceful and idealistic.


For DMs[edit]

For anyone who wants to carry on a Master's adventure I would like to give some useful tips to identify with the adventures of Ferenheim taken from one of my personal play-tests.

1) Ferenheim must be described as an aesthetically marvelous place, slightly alien, but not frightening, in spite of this, it is pointed out that despite its beauty the hidden dangers are many and concrete.

2) The main problem of every creature or character is moving between the islands, because without the flight or the magic of translocation you don't go anywhere.

3) Apart from the central islands, much larger, all the islands are normally rocky, the fertile arable land is little, the often adverse weather conditions do not facilitate abundance and, in addition, marauders, bandits, and wild flying monsters do not make it easy to trade or travel to the outer rim. Quiet travel is a rare commodity and players must be very careful when they decide to move around flying.

Signs (Please adventurer! README!)[edit]

I want to share here a FRAGMENT manual "homebrewing" created by me with the help of my fellow adventurers who have accompanied me for many years in the evenings dedicated to D&D. It is a completely original setting for D&D 3.5, made from 126 pages fully illustrated and usable as a cue or basis for settings of your campaigns. It tells and describes a fantasy world called Ferenheim, a large floating archipelago lost who knows where in the multiverse, although at first glance a heavenly place, hides in itself many dangers and adventures The Handbook contains: Setting

New playable breeds

New Gods

30 new talents

7 New prestige classes

55 new spells

New magical objects

And so much more stuff that you can read for yourselves...


ORIGINAL MANUAL IS ITALIAN ONLY everything you're reading HERE is just 1/3 of original, everything was translated with DeepL translator, a machine... because i have only one life and no time for manual translation... probably everything you're reading will be full of error

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