Kingdoms of Aerosia (3.5e Campaign Setting)
From D&D Wiki
|This campaign setting has yet to be rated for comprehensiveness/completion. Please help and rate this here.
What are the rating guidelines in more detail?
Map of Aerosia
Free for interpretation
Kingdoms of Aerosia, 326 Iron Age
Aerosia is a Pangaea continent on a completely fresh water planet. The kingdoms of the world have sprung up over the course of a few millennia by the grace of the gods and their lesser counterparts. In time humanity and its offspring created cities, walls, and empires until they fraught themselves with peril by waging war. With the discovery of fire came copper forging and now the world has come into a new age of prosperity as it moves into the first year of the Iron age. Magic has become more prevalent and trade blossoms across the continent, what new things are in store for brave adventurers like yourselves? Well, who am i to say?
With the discovery of iron and the end of an age of war, the realm of Aerosia has finally met with an age of peace. Hero's travel the lands in search of ancient treasures left behind in the battles that left the land spoiled with the blood and bones of long thought enemies. Monsters rise into old rotten keeps left behind in the wake of the wars and dungeons are discovered across the yet to be explored outer reaches. At this time Dragons are also now a new nuisance as eight have currently been discovered, looming over the unmarked territories, some even within a days reach of major settlements. Guilds and powerful magics hidden away undiscovered in parts unknown, remnants of soldiers whom deny the call to disarm hold themselves vast against the empires they once fought for. In this realm many things are yet to be discovered, lost and reformed. All that is left is for fate to decide whom finds, gains, and can rediscover them.
PS: Steam rolling through some more! 10/28/16
Spirits of the land
Worshipers: Magnolian Confederation & Barbarian Tribes.
Practices: Paying homage to dead animals killed on the hunt, respect for the land and its inhabitants, giving thanks to the spirits when good fortune comes their way, asking the spirits for assistance when in dire need, and making sacrifices to the spirits to appease their wrath. Clerics of this faith may not harm their chosen animal or plant unless it is out of self defense.
Alignment: True Neutral
Domains: Animal, Earth, Fire, Water, Air, Plant, Weather, Sun,
Sub-domains: Cloud, Wind, Fur, Feather, Ash, Smoke, Decay, Growth, Oceans, Rivers, Seasons, Storms, Day, & Light.
Favored Weapon: One martial weapon of players choice.
Symbol: Choose an animal or plant, the symbol for your faith is either a tooth, claw, leaf, or feather from your choice made of silver or gold.
Worshipers: Kingdom of Skorn, Those who seek fortune through honest work.
Practices: Relinquishing an item of value on the first of each month in thanks to Tuthei for creating the world around you. His hard work is second only to your faith that he will bring you happiness and guide you in your darkest hours.
Alignment: Lawful Neutral
Domains: Law, Artifice, Community, Nobility, Protection,
Sub-Domains: Loyalty, Judgement, Tyranny, Construct, Toil, Family, Home, Leadership, Martyr, Defense, & Solitude.
Favored Weapon: Warhammer
Symbol: Copper forge hammer
Worshipers: Kingdom of Morhath, Merchants & Thieves.
Practices: Lodonor favors those who include him within their daily lives, though he has no specific practices that detail how to do so. Generally, people who wish to make a deal swear on his name and then shake hands. This means the gods are watching, and you would do well to not forfeit your deal. Merchants worship Lodonar causally, generally paying homage to him whenever they make a decent profit. Thieves worship him in hopes of gaining his favor so that they may pull the wool over the eyes of the masses.
Alignment: Neutral Good
Domains: Good, Charm, Luck, Travel, Trickery,
Sub-domains: Friendship, Love, Lust, Curse, Fate, Trade, & Deception,
Favored Weapon: Scimitar
Symbol: Hollow gold coin on a golden chain.
Worshipers: Scholars, Wizards, and Sorcerers.
Practices: Equito is the deity of knowledge and arcane power. He is considered the soul reason magic exists within the realms. Those that worship him usually seek knowledge or answers to questions long thought forgotten. Equito is generally worshiped on the thirty second day of each month, those who would seek his guidance need only arrive at one of his temples and ask for what they seek. Although it is not written anywhere that Equito expects sacrifice or gifts at his alters, it is generally accepted that you must give to receive. Scholars often bring magic scrolls and texts when praying to Equito.
Alignment: True Neutral
Domains: Knowledge, Magic, Liberation, Healing, Rune.
Sub-domains: Memory, Thought, Arcane, Divine, Freedom, Restoration, Language, & Wards.
Favored Weapon: Dagger
Symbol: Silver swirling vortex with a copper eye in the center.
Worshipers: Kingdom of Skorn, Warriors, Kingdom of Voletus, Barbarians.
Practices: Valdanaria is the goddess of valor and battle, she favors those who fight in her name. Many flock to her when war time is imminent, praying for safety in numbers and swift deaths to those who would bloody them and their fellow warriors. She demands no tribute save for the blood of your enemies. She is also responsible for dealing with the dead, in times of peace one must morn those lost to battle or other causes. This is life, a cycle of never ending battle against time itself. Occasionally there are official holidays of mourning for those who have passed on to the ethereal plane, these are the days Valdanaria receives prayers for safe travel of loved ones long passed.
Alignment: Lawful Evil
Domains: Law, Evil, War, Strength, Repose, Glory,
Sub-domains: Loyalty, Tyranny, Fear, Blood, Tactics, Ferocity, Resolve, Ancestors, Honor, & Heroism.
Favored Weapon: Greatsword & Natural Attacks
Symbol: Wooden bear claw.
Worshipers: Bards & The Youth.
Practices: Amnanu is the deity of getting lucky, parties, and celebration. Followers of this faith are often rather active in their private lives, they host parties exclusively for members of the faith and often invite non worshipers in an attempt to convert them. Amnanu does not demand sacrifice or tribute he simply wishes for everyone to remain happy and enjoy life. Spirits, ale and silk are of the finest things in life and should be shared with friends and enemies alike. Clerics of this faith are rare as there are no official temples for Amnanu, some believe this deity was made up long ago as a reason to party regularly and so followers of Amnanu are often treated with some contempt but are generally treated fairly. There is almost always someone in any kingdom who is paying homage to Amnanu during the seasonal festivals and major days of worship despite his reputation.
Alignment: Chaotic Good
Domains: Chaos, Good, Travel, Luck, Community, & Liberation.
Sub-domains: Whimsy, Friendship, Redemption, Trade, Imagination, Cooperation, Family, & Freedom.
Favored Weapon: Improvised Weapons (Gain catch off guard as a feat)
Symbol: Thumb sized wood tankard with silver lining
Major Demonic Lords
Borduul, Demon Lord of Pestilence and Grief
Worshipers: Evil Clerics & Various cults
Practices: Borduul demands sacrifice of blood and bone, His worshipers are expected to give blood sacrifices from innocence that have been infected with disease. This practice must be done once per week and must be executed with a unholy dagger at a desecrated shrine of any deity. Followers of Borduul should note that although the demon lord gives power to mortals liberally he does not have a tolerance for those who desert him or his kin. If Borduul appears to you and tells you to do something, it is always a life or death situation, and for the enemies of Borduul death is not a swift end.
Alignment: Chaotic Evil
Domains: Chaos, Evil, Plant, & Vermin.
Sub-domains: Demon, Protean, Fear, Corruption, & Decay.
Favored Weapon: All Whips.
Akabarath, Demon Lord of Greed and Misfortune
Worshipers: Deal makers, Thieves, Evil Clerics, Cults, & Shady dealers.
Practices: Akabarath enjoys the subtly of contracts with fine print and taking advantage of those who do not understand the full situation that surrounds them. Followers of Akabarath are often dealers of shady goods and imports. Others may be contractors that take advantage of unsuspecting and uneducated commoners. Akabarath is the most likely Demon Lord to interfere with mortals, often giving them a choice when they are at their lowest point. This can be anything from bringing a dead loved one back to life to becoming a great hero. Unfortunately there is always a cost to these contracts and as a general rule your soul becomes Akabarath's play thing once you sign the contract. Followers of Akabarath are expected to take advantage of the populace at every turn in order to further their own goals and desires. Akabarath has no shrines and does not accept worship if a shrine is made, he prefers to keep his presence known only to those who seek him out of their own accord.
Alignment: Neutral Evil
Domains: Evil, Trickery, Luck, Charm, & Void.
Sub-domains: Corruption, Kyton, Thievery, Greed, Deception, Curse, Lust, & Isolation.
Favored Weapon: Estoc
Skahl Demon Lord of Chaos & Anarchy
Worshipers: Orc, Half Orcs, Chaotic Clerics, Cults, Revolutionists, & Slaves.
Practices: Skahl takes advantage of billowing darkness left within the soul. When mortals are left feeling helpless and deserted, he is always there to pick up the pieces. Skahl subtly invokes thoughts of revolution in those who have the ability to create change, his favorite play thing is a slave who is treated poorly; clay that is easily molded into a tyrant of the people. His followers are often those who are oppressed and feel as if the gods have abandoned them. Occasionally Skahl will empower clerics that are willing to spread the seeds of doubt and revolution across the lands. Many who follow this route are often former cult leaders or are currently cult leaders. Shrines to Skahl are often crafted out of onyx and are always sculpted into the shape of a bloody crown.
Alignment: Chaotic Neutral
Domains: Chaos, Liberation, Community, & Trickery.
Sub-domains: Entropy, Demodand, Revolution, Cooperation, Ambush, & Deception.
Favored Weapon: Halberd
Makalau Demon Lord of Fire, Death, & Destruction
Worshipers: Beast Races, Warlords, Barbarians, Tyrants, & Revenge Seekers.
Practices: Makalau is a fickle lord that only grants power to those who interest him. His followers are often barbaric anarchists that believe that if they break down all signs of civilization they will be granted power. Makalau enjoys random acts of violence and unnecessary destruction of valuables and property. His clerics and Anti-Paladins must break at least one object per day that is worth 100gp or more, this object must be owned by another individual and cannot have been gifted by the follower within the current year. Shrines to Makalau are often left in empty graves dug by previous followers and are marked with a subtle stamp that can be identified with a DC 15 Religion check. These shrines need not be dug up to be used for worship, instead followers may simply say a prayer over the grave and take their leave.
Alignment: Chaotic Neutral
Domains: Chaos, Fire, Destruction, Death, Ruins, & Madness.
Sub-domains: Demon, Revelry, Arson, Smoke, Catastrophe, Rage, Murder, Insanity, & Nightmare.
Favored Weapon: Scythe
Sun Lord Kyranos
Worshipers: Farmers, Travelers, & Seafarers.
Practices: Not entirely interested in prayer, Kyranos prefers those who wish to praise him keep things short and to the point. Many followers awaken at the crack of dawn to praise his brilliance in their personal bedchambers.
Alignment: True Neutral
Domains: Fire, Sun,
Sub-domains: Smoke, Growth, Day & Light
Favored Weapon: Composite Short Bow
Symbol: Copper Sun appearing over a body of water
Moon Lord Dyranatus
Worshipers: Beast Folk, Tieflings, Undead, Guards, & Drow,
Practices: Unlike his brother Kyranos, Dyranatus enjoys subtle sacrafices such as leaving food out for nearby creatures of the night or the pouring of alcohol on the ground. In return he often blesses those with safe hunting and passage through the wild lands and streets alike.
Alignment: True Neutral
Domains: Water, Weather
Sub-domains: Wind, Oceans, & Storms,
Favored Weapon: Javelin
Symbol: Silver Crescent Moon
Master of Earth Yiv
Worshipers: Farmers, Travelers, Elemental Worshipers, Hunters,
Practices: Fickle, Yiv does not take kindly to worship. She instead prefers to tend to the lands and maintain the beautiful balance between animal and plant. Those who disturb her sacred groves often find themselves at a loss by the end of their journey.
Alignment: Chaotic Neutral
Domains: Animal, Plant, Earth
Sub-domains: Fur, Feather, Growth, Decay,
Favored Weapon: Natural Attacks
Symbol: White Lilly Flower entangled in thorny vines.
Master of Fire Judal
Worshipers: Elemental Worshipers, Craftsmen, Hunters, & Anarchists,
Practices: Seen as a destroyer rather than a creator, Judal is worshiped by many who would see the world burn asunder. Common rituals to worship him include fire dancing, chanting into personal bonfires in Ignan, and sacrificing small live animals into large open flames.
Alignment: Neutral Evil
Domains: Fire, Artifice,
Sub-domains: Construct, Ash, & Smoke,
Favored Weapon: Spiked Chain
Symbol: A Blue bird caught aflame
Master of Water Chaven
Worshipers: Seafarers, Travelers, & Carpenters,
Practices: Small prayers are all Chaven expects of followers, although they are required to do so at a shrine in her stature made of copper and wood. These prayers can be anything from wishing for a safe journey to hoping to find ones true love. Chaven listens to all that wish to speak to her, and does her best to uphold the wishes of the people.
Alignment: Neutral Good
Domains: Water, Weather, Good,
Sub-domains: Oceans, Rivers, Seasons, Storms,
Favored Weapon: Sea-Knife & Trident
Symbol: A Golden winged Fish
Master of Thunder Thorm
Worshipers: Farmers, Peasants, Travelers, & Hunters,
Practices: Thorm enjoys a grand display and often does not listen to those who pray to him for guidance or protection. Many do not know his name as he is as invisible as the spirits of the land themselves. Should Thorm listen to one of his few followers it is often due to an extravagant amount of excessive attempts.
Alignment: Lawful Neutral
Domains: Weather, Sun, Air,
Sub-domains: Cloud, Wind, Day, Light, Storms, Wind,
Favored Weapon: Flying-Talon
Symbol: A Golden Lightning bolt striking the copper ground below
Forge Master Kyatos
Worshipers: Craftsmen, Artesians, Miners, & Smiths.
Practices: Demanding nothing less than perfection, Kyratos enjoys the work of mortals more than his own masterpieces. Those that look to him for guidance often buy bars of extravagant metals or gems and place them at altars within temples of Tuthei. Occasionally Kyratos will bless these individuals with insight on their next piece.
Alignment: Lawful Good
Domains: Good, Law, Artifice, Community, Earth,
Sub-domains: Metal, Construct, Family, Home,
Favored Weapon: Pickaxe
Symbol: Gem embroidered Silver Hammer
Protector of the People Lyra
Worshipers: Guards, Soldiers, & Peasants,
Practices: Subtle prayers within the temples of Tuthei and the occasional food stuffs are what Lyra expects of her followers. In return she grants them personal boons throughout their day that often go unnoticed.
Alignment: Neutral Good
Domains: Good, Nobility, Protection,
Sub-domains: Loyalty, Judgement, Defense, Solitude
Favored Weapon: Shortspear
Symbol: Copper Shield with a spear crossed over it
Protector of the Faith Bareth
Worshipers: Clergymen, Clerics, Paladins, & Adepts,
Practices: Bareth expects followers to be devout in all ways, following in Tuthei's mighty brilliance. He protects the meek who come to the temples seeking refuge and looms over those who would do harm to the faith from within. Many worship him for protection from evil spirits or divine curses.
Alignment: Lawful Neutral
Domains: Protection, Law, Community,
Sub-domains: Defense, Loyalty, Family,
Favored Weapon: Lance
Symbol: Wooden Horse
The Lucky Vortiel
Worshipers: Gamblers, Merchants, & craftsmen,
Practices: Vortiel does not require rituals or sacrifices to gain his favor. Instead he simply acts as the winds of change and fortune for those he deems of interest for his own purposes. Occasionally making a peasants day in a bet or even destroying a gamblers career simply on his own whim. He is not well known among Aerosia, due to his absence when called upon by mortals with access to ancient knowledge and some even question his devotion to Lodonar because of this.
Alignment: Lawful Neutral
Domains: Luck, Trickery
Sub-domains: Deception, Fate
Favored Weapon: Spring Blade
Symbol: Wooden Dice held in the palm of a wooden figurine
Creator of Fate Horace
Worshipers: Poets, Bards, Lovers, Travelers
Practices: Though his preference is to remain in the backdrop of people's lives without them ever knowing he was there. Horace enjoys tokens of gratitude related to exotic foods and home cooked meals. The practice of offering the food to him generally includes saying his name and offering a prayer, many choose to make two servings of the meal and place one in front of themselves. Occasionally the additional meal is left barren by the next morning, which is a sign that Horace had stopped for a visit.
Alignment: True Neutral
Domains: Charm, Travel,
Sub-domains: Friendship, Love, & Lust,
Favored Weapon: Short Sword
Symbol: A silver heart on a rusted chain
Divine Justicar Moretha
Worshipers: Divine Worshipers, Wizards, Arcane Students
Practices: Often a secondary supplier for divine magic, Moretha supplies both healing and harming divine energy to Aerosia alongside her master Equito. Both do so subconsciously as their primary focus is to root out those that would remove balance from the world. Worshipers often offer uncut gemstones at her alters to gain favor and additional magical talent.
Alignment: Neutral Good
Domains: Healing, Rune
Sub-domains: Restoration, Language & Wards
Favored Weapon: Elven Curve Blade
Symbol: Wooden walking staff with a blue emerald embedded within
Holy Knight Xiaven
Worshipers: Defenders of the people, Guards, Eldritch Knights
Practices: The defender of Equito's domain, Xiaven is a stalwart warrior of magic. He is not worshiped commonly on Aerosia due to his constant silence in the affairs of mortals but his presence is known through religious scriptures. Those who look to him for guidance often donate gold or silver to temples in his name, remaining anonymous to the public. In return Xiaven is said to whisper words of prayer in your honor.
Alignment: Lawful Neutral
Domains: Healing, Rune, Magic,
Sub-domains: Restoration, Divine, Arcane, Wards
Favored Weapon: Tower Shield & Spear (May one hand spear with T shield)
Symbol: Inscribed spear with a flaming tip
Arcane Savant Courelia
Worshipers: Arcane Students, Wizards, Clerics, Sorcerers, Magus
Practices: Considered the least likely to assist out of the three lesser deities that Equito commands, Courelia is a self serving deity that remains within her domain most of the time. She prefers to watch for those that interest her in a special way before deciding to intervene in their lives. Often doing so without moderation, a side effect of boredom. Those that choose to worship her often sacrifice albino hare's or leave votive offerings of herbs and crops.
Alignment: True Neutral
Domains: Magic, Liberation, Knowledge
Sub-domains: Memory, Thought, Arcane, Freedom
Favored Weapon: Bladed Scarf
Symbol: A closed grey book with arcane scripture on the front
Student of the Arts Kyth
Worshipers: Students of the craft, Magic item craftsmen
Practices: Responsible for the creation of the first divine & arcane artifacts, Kyth bestows gifts of treasure to those he deems worthy of its might. He respects knowledge of obscure monsters and magic as well as those who attempt to create their own designs of magical trinkets.
Alignment: True Neutral
Domains: Magic, Liberation, Artifice
Sub-domains: Arcane, Divine, Freedom, Construct
Favored Weapon: Combat Scabbard
Symbol: An inate wand
Legion Master Borelyon
Worshipers: Warriors, Knights, Antipaladins, War Clerics,
Practices: Leader of the legion, Borelyon guards the pass between Valdenaria's domain and the mortal realm. His duties include but are not limited to; slaying evil, destroying intruders, and ensuring his followers remain resolute in their duties. Those that follow Borelyon often create gifts out of steel and copper, donating them to soldiers and town militia in impoverished countries or cities. This ensures fair war and trade among the people of the mortal realm, or so Borelyon see's it.
Alignment: Lawful Evil
Domains: Law, Evil, War, Strength
Sub-domains: Loyalty, Tyranny, Fear,
Favored Weapon: Tower Shields; Also they do not incur penalties on attack
Symbol: A tower shield with three copper arrows snapped in half
Bringer of Rest Kudar
Worshipers: Clerics, Gravediggers, Morticians, Alchemists
Practices: Kudar binds the restless souls of the dead unto chains and guides them into the afterlife. Each soul is judged based off of its feats in life be them simple or grandeur. Those who have succumbed to evil deeds are weighed down by the chain linked line of souls and often fail to make it to the afterlife. These souls are forever lost on the material plane and become incorporeal wraiths and other unnatural undead. Followers of Kudar often create shrines to him in graveyards and mass grave sites in order to restore the dead to their rightful place among those in the afterlife. Clerics travel the lands in order to learn new meaningful incantations from life itself by searching for a greater truth.
Alignment: Lawful Neutral
Domains: Law, Repose, Glory
Sub-domains: Honor, Heroism, Resolve, Ancestors,
Favored Weapon: Lasso; Gain Constrict ability 1d4+Str on Lasso.
Symbol: A rusty miniature shovel imprinted on a grave stone
The Resolute Zareth
Worshipers: Clerics, Criminals
Practices: Archaic in nature, Zareth always keeps his word when it is spoken. He enjoys petty gifts such as live small animals and small light weapons to add to his treasury of trinkets and animals. Exotic creatures are often most sought after though he occasionally manifests in front of his followers to accept gifts of extra importance. Zareth is the body guard of Valdanaria, keeping those who would trespass in her domain away from her throne in the center.
Alignment: Neutral Evil
Domains: Repose, Evil, War,
Favored Weapon: Hand Axe
Symbol: A Bloody Axe
Drunken Master Torenian
The Adventurer Zar
The Cheat Malvor
Lesser Demon Lords
Kingdom of Skorn
Government: Monarchy, a form of government that embodies one family to rule the country through family relation. Generally, there is a King and a Queen who rule over the people.
Royalty: King Charles Elterbark, Queen Layla Elterbark, Princess Alicia Elterbark, Prince Toby Elterbark, Prince Logan Elterbark. Duke Edmond Brown the second in Streganna, Duchess Elaine Julderberry in Backton, Duke Robbert Drendon in Brawnlyn, and Duke Blane Woodsmith in Karthmere.
Religion: Monotheism, the belief in a single all-powerful god, as opposed to religions that believe in multiple gods. The Kingdom of Skorn puts their faith in a god known as Tuthei. It is believed that all of creation is due to Tuthei and he should have homage payed to him once a month in thanks for his hard labor. On the first of every month the people of Skorn hold a ceremony within their local temples and pray to Tuthei, they offer up their thanks and deliver gifts of value to the alter so that Tuthei may in essence be given payment for his sacrifices and constant work.
Language(s): The Kingdom of Skorn's primary language is Welsh, Their secondary is Breton due to trade relations with the Magnolian Confederation. It is quite uncommon for commoners to know the Breton language, generally only those who have had extensive contact with foreigners know the language.
Hierarchy: Royalty stands at the top, the king commands the country with the respect of his people. Second comes the nobles of various bloodlines who generally own their own castles separate from the King and his kin. Nobles own their own lands that were gifted to them by the King and pay taxes for this land, they command their own knights that follow under the kings laws. Nobles are responsible for maintaining order on their lands while holding the right to execute anyone who would see harm done to the kingdom or its people.
Below the Nobles lie the Knights and Clergymen who uphold the people's rights and collect taxes. Knights are responsible for the protection of the commoners, collecting taxes and delivering the currency to their Duke. Clergymen are responsible for delivering the word of their god to the people, they preach peace so that others may follow in the footsteps of their divine protector and are generally held in high regard. At the bottom of social order there is the Commoners that make up the bulk of the population of the kingdom. Commoners are the craftsmen and farmers, the blacksmiths and the militia. They hold various jobs and offer services to those with the coin to advance their lives.
Economy: High, The Kingdom of Skorn has a great deal of land and thus has a great deal of resources to exploit. Farmland is abundant meaning the people live with full bellies while trade has seen exponential growth over the past few years. This has left everyone with a bit more gold in their pockets and driven the Kingdom into a golden age.
Politics: Non-Aggression Pact with Magnolian Tribes, Trade Agreement with Magnolian Tribes,
Military: Singular Organization, The Skorn Kingdom is perhaps the most widely patrolled kingdom in the three kingdoms. It's people know sacrifice and have a war fervor like no other when threats come to their doorstep. Banditry is an uncommon sight in these lands as the military of Skorn continues to grow. Youth gladly throw themselves into the arms of the military in order to gain religious and physical gains. The military is not left up to the king himself, while the king does in fact have complete control over his own forces it is up to the Dukes of the land to heed the kings call in times of danger and band together. Often it is a Duke who is call to service when large threats come to these lands, the king does not go to field unless it is absolutely necessary. Dukes each have their own military forces that are payed for and armed separately by each individual. Some are underarmed but large in force, and others are of an elite crop of troopers ready to serve for king and country.
History: The kingdom of Skorn began when the native population had decided they no longer wished for bloodshed. After the coming of the age of fire there was little to fight over. The land was plentiful of fish and wild game. Crops grew without fail which led to rather rapid growth of population. There were no longer wars between the many tribes that littered the lands of the current Kingdom of Skorn. With fire came safety, and with safety came fear of loss of that safety. Thus the people slowly banded together and allowed their numerous leaders to unite the lands under their separate banners. This happened over the course of a few hundred years until there were upwards of five factions that ruled over the land separately. Sadly, peace is only a figment of a dream. When there are gains to be made and greed in the air there can only be one thing, war.
It would come swiftly and unexpected, Duke Elterbark had begun militarizing over fifty years ago and had finally reached the numbers he sought. He launched surprise attacks across the nation under the disguise of each other dukes own flags. The first few assaults were devastating, no one knew who it was that attacked them. Elterbark then sat back and let the political bombshells he sowed begin to unfold, it was only a matter of time before they all turned on each other and then he would have what he sought.
Forty seven years of war followed after Elterbark. Of whom died long before his dreams could be realized. His death was of natural causes and so he left his brainwashed son to do his bidding in his stead. The last three years of the war were especially harsh on the lands. While the shattered kingdom had become a war machine like no other it continued to lack what it needed most, leadership. Duke Elterbark's son went on to complete what his father started, conquering the remainder of the current kingdom and installing new rulers from his own regime. He fully believed that his father was attempting to unite the kingdom under one ruler to bring it to greatness and so he set upon himself the lofty goal of becoming king.
After the wars had subsided it was time for the king to reestablish basic needs to his people, including fresh food, commerce, imported goods, and law. This had taken an additional thirty years but was aided by the amount of loyal soldiers still active among the population. By this time everyone had forgotten why they had started fighting in the first place, there was very little bad blood between the communities although occasionally small brawls did occur between families who were on opposite sides of the war. Slowly but surely King Charles Elterbark brought his kingdom into a golden age within his own lifespan, a feat not easily forgotten.
Additional Information: Skorn has had a singular ruler for thirty years, the succession wars have left the land scarred but not broken. Many military locations and some larger settlements are still in the process of being repaired.
Kingdom of Voletus
Government: Monarchy, a form of government that embodies one family to rule the country through family relation. Generally, there is a King and a Queen who rule over the people.
Royalty: Queen Victoria Haldom, Prince Nigel Haldom, Duke Steven Larker & his daughter Jessica Larker.
Religion: The Kingdom of Voletus worships two deities, Valdanaria for her strength and resolve to move forward. And Equito for the knowledge to know that resolve and strength must be met with intelligence and honed intuition. The people of Voletus often have a singular temple with both deities shrines set up inside, they see the two as a union of what is necessary to survive.
Language(s): Gaelic is the main language spoken among the common folk of Voletus. Their secondary language is Breton due to long time trade agreements with the Magnolian Confederation.
Hierarchy: Royalty stands at the top, the Queen commands the country with the respect of her people. Second comes the nobles of various bloodlines who generally own their own castles separate from the King and his kin. Nobles own their own lands that were gifted to them by the King and pay taxes for this land, they command their own knights that follow under the kings laws. Nobles are responsible for maintaining order on their lands while holding the right to execute anyone who would see harm done to the kingdom or its people.
Economy: Poor, the Kingdom of Voletus has had better times. Unfortunately without the trade from the Magnolian Confederation and the Republic of Exodenatius the country would be in serious debt. The people here struggle to get by on a daily basis and crime rates are relatively high. Voletus exports: Clay, Glass, Fresh water fish, & salt water fish. while Importing: Iron, Copper, Coal & Salt.
Politics: Trade Agreements with Magnolian Confederation & Exodenatius.
Military: Despite the Kingdoms financial state, it is capable of maintaining basic defenses along its borders. However Voletus easily has the smallest military in Aerosia. In order to mount an offensive on any front the country would be forced to instate a draft or risk leaving itself defenseless.
History: The Kingdom of Voletus has a very short history, as the nation in its self has only just begun to unite under its own banner. Originally the kingdom was a large colony project created by Duke Elterbark. The project was intended to bring further riches to the kingdom by increasing trade and claiming rare mineral deposits. However the plan failed when the Dukes advisers realized they had made a terrible mistake. The land they had colonized had fewer resources than expected and the income from the lands were barely covering the costs to keep everything running. So, the Duke cut all ties with the project and demanded his citizens return to his kingdom to aid in his war efforts against the other warring factions.
To put things simply, they refused. While some loyal families and nobles returned to the Kingdom of Skorn. Many more who had invested themselves in the land did not wish to return to the war torn Kingdom. Instead they remained where they were until the main royal bloodline of the land Dutchess Victoria Haldom stepped up and proclaimed the kingdom separate from the Kingdom of Skorn. With the conflicts still raging in the homeland she was free from counter attacks and began building the Kingdom anew. She colonized further north toward the ocean to secure food, and further south to secure fresh water for her people. All that remained was internal income and trade of which she continues to struggle with to this day.
Additional Information: Colonization of the current kingdom occurred 50 years ago during the initial start of the succession wars in Skorn. The kingdom became independent fifteen years after its creation.
The Kingdom of Voletus has only been independent for 35 years.
Government: Religious Chiefdom, Rule by a government based on a small complex society of varying degrees of centralization that is led by an individual known as a Chief or Head Druid.
Royal Caste: The current reigning royalty consists of Head Druid Yonwin; leader of the Magnolian tribes, Head Druid Hardred; leader of the Ivory island tribe, and Head Druid Holbert; leader of the Hollow island tribes. All three Druids make up the entirety of the Magnolian Confederation and take a joint responsibility for their people. While each Head Druid remains upon his respective island, there is a monthly meeting or "Moot" that is held in turns upon each island. This ensures the people's needs are met on a monthly basis and allows the council of Druids to make important political decisions on a regular basis.
Religion: Animism, Animism encompasses the belief that there is no separation between the spiritual and physical (or material) world, and souls or spirits exist, not only in humans, but also in some other animals, plants, rocks, geographic features such as mountains or rivers, or other entities of the natural environment. The official sacred animal of Magnolia island is the Deer, representing the hunt and the cycle of life. Hollow island's sacred animal is the Bear, representing unyielding strength and endurance against all opposition, finally the sacred animal of Ivory Island is the Raven, representing battle, death, and the instinct to survive. It is not considered taboo to slay such animals upon their respective lands, however it is considered immoral to not pay homage to their spirits before altering their bodies after death.
Language(s): Breton is the main language on Magnolian Island, Cornish is the main language on Hollow Island, and Welsh is the main language on Ivory island. While the languages vary across the islands, it is widely accepted that Breton is the main language of the Magnolian Confederation.
Hierarchy: Head Druids stand at the top of the social order and represent the most educated of the Brittonic tribes. They take the positions of leaders and the wisest of religious zealots. Below the Head Druids lie the Druids, who make up the healers, story weavers, and priests of the people. Then come the warrior caste, warriors vary in prestige based off of their battle prowess. It is often said that a warrior does not become a man until he survives his first battle, be it against beast or man. Lastly come the commoners who make up the craftsmen, traders, and farmers of the people.
Economy: Moderate, The Magnolian Confederation enjoys fruitful trade with the kingdoms of Skorn and Voletus. Magnolia Exports: Wood, Iron, and Medicinal herbs while Importing: Copper, Clay, and Fresh water fish.
Politics: Non-Aggression Pact with the Kingdom of Skorn, Trade Agreements with Voletus and Skorn,
Military: Independent, while each tribe has its own independent military strength the council has made the decision to join forces should any of their tribes find themselves under attack by outside or internal forces. This inadvertently keeps the separate tribes people from warring with one another while maintaining a strong outward appearance of unity to other factions.
History: The Magnolian Confederation has not always been what it is today, long ago the people suffered as each tribe clashed with wood and steel in order to gain dominance over one another. Pillaging and disgraceful acts were rampant, thievery was considered a common profession and decent folk were left to rot if they did not fend for themselves. It was not until the current ruler of the Magnolian tribes grandfather Brithun came to his position that the people saw the error of their ways. Brithun united the people of his tribe under a singular flag and waged war along the island, slaying only those who would not see or listen to what he had to offer.
He rode north east from what is now known as Elysium, conquering the lands as he traveled while offering peace and prosperity to a weary and war torn people. Some villages joined him peacefully bringing warriors of all kinds to his cause while others fought tooth and claw to preserve their way of life. In the end, Brithun united the island under his rule and sowed the seeds of prosperity for his people. At the end of his days, Brithun died due to an unknown illness. Some say he suffered from a simple disease while others claim he was called to the spirit world to lead the people further into a golden age. No matter the cause, he left his people a hero and his sons a legacy to follow for generations.
Thirty years later, Brithun's son Alric would discover the island's of Ivory and Hollow. While the Island of Hollow met the Magnolian people with fierce resistance, the people of Ivory did not. The singular tribe of the Ivory people had been struggling with disease and famine for quite some time and needed outside aid. With his father's legacy upon his mind Alric offered aid to the Ivory tribe, which turned into the founding action that led them to becoming the first to join the Magnolian people in Confederation twenty years down the road.
The last to join the Confederation were the people of Hollow who saw the Magnolian people as weak for offering aid to outsiders. This mentality was mainly due to the leader of the Hollow tribes, Wealdthaft who inadvertently is the father of Holbert the current leader of the Hollow Tribes. Wealdthaft believed in the old ways, leading his people down a slippery path of war and famine. Having knowledge of what this would bring for the Hollow people, Alric declared war against Wealdthaft in an effort to save the people of his island. The battles raged for another fifty years and was eventually grandfathered over to Alric's son Yonwin who later finished off Wealdthaft's warriors.
Instead of occupying the land of the Hollow people, Yonwin retreated back to his home country and declared Hollow a satrapy of Magnolia. Yonwin then made the son of Wealdthaft, Holbert the leader of the Hollow people after he publicly apologized for his fathers actions and swore he would lead his people to greatness under the rule of the Magnolian Confederation. Sixteen years have passed since the unification of the islands, Magnolia, Ivory, and Hollow. Each of the respective tribes now enjoy a moderate amount of wealth from trade and commerce between one another and outside factions while stability among the civilian populace continues to improve.
Kingdom of Morhath
Government: Plutocracy, rule by the wealthy, or power provided by wealth.
Royalty: There is no particular Royalty among the Elves. Instead there are designated houses of which the wealthy fall under. Each one is no different than the rest, aside from the accumulative wealth they hold. The ruler is designated yearly by his or her gross income, the one who has made the most money respectively becomes the king or queen of the country for the year. Afterwords they are expected to pay for the countries expenses and development out of pocket. This ensures the current ruler has a much harder time staying in his or her seat and helps to keep fresh idea's on the throne.
House of Ascal is the riches of the three houses and often produces leaders.
House of Myrddin places second in wealth and over the past forty years has managed to take the throne seventeen times.
House of Belanor is the least wealthy of the houses and often is left unheard. Over the past forty years the house has only taken hold of the throne eight times.
Religion: Elves worship various religions but do not devote themselves to a particular deity. Temples are scattered and often funded by towns rather than one of the great houses.
Language(s): The main Elvish language is Swedish, however the kingdom relies heavily on trade and so knowledge of other languages is highly valued. This leaves many Elves with a varied knowledge of other languages some knowing upwards to three or four while being able to speak fluently in each.
Hierarchy: The reigning house chooses a representative to become king or queen for the year. During that time they are the top of the pyramid, below them is the second richest house who is often elected as the military representative for that year. If they are not elected as the military representatives they are instead elected as the house of commons. This elected position sets the priority for the government for that year. The last house is always given the remaining choice and is at the third step on the pyramid of power. Below the houses lies the rich families of Morhath that either belong to a great house or are individually wealthy through their own means. They often own towns or large potions of towns and make up mayors and minor leaders of religious sites. Lastly there are the common masses which make up the farmers, shop owners, artisans, and unemployed.
Economy: Moderate, The elves enjoy fruitful trade with multiple nations including the Republic of Exodenatius and the Theocracy of Karklund. Morhath Exports: Silk, Horses, Salt, Pepper plants, & grains. Morhath Imports: Coal, Iron, Copper, & Wood.
Politics: Trade Agreements with Exodenatius & Karklund, Non aggression pact with Karklund.
Military: Moderate, Morhath has a strange mix of military that consists of magic users and lightly armored warriors. They favor fast movement and light but potent strikes in combat. Their military is highly versatile and is of considerable strength.
History: If anyone is familiar with the history of Exodenatius one would also be familiar with the history of the Elves. Elves are a long lived people who have had a great deal of time to expand their horizons and become truly wise. Weather or not they have actually learned from their experiences in the past has yet to be seen. They have remained a greedy people even after losing a large portion of their empire to the other races of the land, not through war but from disease and their own treachery. Elves once ruled over roughly 41% of Aerosia and enjoyed a great deal of wealth from those they considered beneath them and slaves who had broken their many intricate laws. Before Exodenatius freed itself from Elven rule it was a slave colony where law breakers were sent to work off their sentences and made up one third of the Elven empire.
At the peak of Elven society it was greed that destroyed the Elves. They waged silent wars against their superiors in order to gain rank, they bought out officials in order to get away with crimes, and they ultimately sowed their own destruction when an unknown plague began to eat away at their population. It seemed this plague at the very start of its creation was magically introduced, but by whom no one knows. The plague only affected Elves and killed them swiftly within a week. A cure was introduced only after the Elves had lost most of their empire, saving only half the current population of the Kingdom of Morhath. The unknown plague became known as Elves Bane, the cure being a lethal dose of opium within forty hours of infection.
Once Elves Bane had been beaten, a new race was introduced into the world. A side effect of the plague itself, it seemed dark colored elves were randomly being born from previously afflicted Elves. These dark skinned Elves would later be named Drow and be doomed to be treated as outcasts among their own people.
Additional Information: The Elven Plague occurred 314 years ago
Republic of Exodenautius
Government: Republic, a state in which supreme power is held by the people and their elected representatives, and which has an elected or nominated ruler rather than a monarch.
Royalty: None, while there are indeed wealthy families among the people of the nation there are no official royal parties. The name of the current leader is Chancellor Tulian Equanios.
Religion: Various, The people are free to worship whomever they choose so long as it is an official religion. Many worship more than one deity, but never on the same day.
Language(s): The primary language of Exodenatius is Latin, They have no official secondary language.
Hierarchy: The Chancellor comes before all, as he is the elected member of the people. Without him there would be no governing rule, second comes the people as they are the foundation of the empire. Third comes the slaves, of whom are those who have broken the laws of the land.
Economy: Moderate, Exodenatius enjoys fruitful trade with the Elven kingdom of Morhath and the Human kingdom of Voletus. With one of the largest iron mines in the lands under the control of the republic, there is a great deal of money to be made off of trade. Exodenatius exports: Iron, Coal & Glass. It Imports: Fresh water fish, Exotic Spices, & Clay.
Politics: Trade Agreements with Voletus & Morhath, Non Aggression pact with Karklund.
Military: Exodenatius military is completely voluntary, many soldiers are conscripts with very little training. Because of this they have a moderately sized military force with poor troop quality. Generally, the soldiers have to supply their own weapons and armor which does not aid in the problem.
History: Exodenatius was once entirely composed of slaves. There was a time when the Elves owned most of the land of Aerosia, and thus had money to spare. Those who had committed crimes or were considered inferior were sent to camps along the coastline to work for a living. The slaves were given only the smallest portions of food, and were treated poorly. It was only a matter of time before there was a revolution. The war that followed was bloodier than anyone had considered possible. Once the Elvish council had received word of the uprisings they sent only their best to quell the fighting as fast as possible, after all the longer the fighting went on the less commodities they would have. But the elves did not consider how much power the numerous slaves truly had, you see the elves have always been in small number while the masses seemed almost in-numerous. Once the war had reached its peak and battles were fought on a daily basis the elves began to lose ground. There were simply too many slaves for them to fight at once. Eventually they were forced to acknowledge that they had lost. Eighteen years after the war, the slaves were still without a true ruler. They had fought for their freedom but did not know what to do with it. After a meeting was convened between the ring leaders of the slave gangs it was decided that a leader would be chosen via the masses, creating the republic that stands today.
Additional Information: The Revolutionary war occurred 682 years ago
Theocracy of Karklund
Government: Theocracy, A form of government in which the policy is governed by divine intervention or divine guidance. Often, in a true theocracy, God is the actual head of state. In practice, due to communication problems, the actual laws and day to day governance are handled by divinely inspired prophets or clergy.
Royalty: Yorbin Dimbrand is the soul of the people, he is the solitary ruler and divine guidance of his people. What he tells his subjects is what they must believe, as it is the words of the almighty deities themselves that spill from his blessed lips.
Religion: Yorbin Dimbrand is the prophet of the gods, through him they speak only the truth to the dwarven people. There is no particular deity that the people of Karklund follow as all are infused within Yorbin. Worshipers of Yorbin bring tributes of various objects and exotic foods when praying, often hoping it will earn them favor.
Language(s): Gothic is the primary language of Karkland, it is primarily used by commoners and traders. The secondary language of the kingdom is Greek, which is considered to be the language of the gods. Generally only the wealthy and those with ties to the temple are permitted to learn Greek.
Hierarchy: At the very top of the ladder stands the prophet, he governs his people and sets the laws and regulations of his country. Below him is the temple and its followers, those ranking highest in the temple have the most political power. The temple also handles the financial needs of the people, but remains separate from the prophets financial usage when assisting the country. Below the temple lies the holy warrior caste, these are warriors separate from the normal military. Holy warriors have sworn an oath to the prophet and are considered his divine guardians, they are never far from his excellency.
Below the Holy warriors lies the traders of the land who generate income for benefactors who support their trade. These Traders are different from commoners who sell their goods, they receive small pensions from wealthy benefactors for a return of the profits and are solely in the employment of either the prophet or the temple. At the bottom of the ladder there is the military caste, then the commoners, and below the commoners is the slave caste. Forcing someone to become a slave is illegal, however if someone commits a crime and you are unable to pay off your due's the general punishment is slavery until the due is payed. If the wronged party feels this is inadequate they may petition that the law breaker be killed.
Economy: Rich, Due to the immense amount of minerals and ores the Dwarves pull from the nearby mountains the people of their land have a great deal of wealth. Karklund trades only with the Kingdom of Morhath, Exporting: Gold, Iron, & Copper. They Import: Pepper plants, Silk, & High Quality Horses.
Politics: Trade agreement with Morhath, Non Aggression pact with Morhath & Exodenatius.
Military: Moderate, With the best miners of many fine ores and the finest craftsmen of the lands the Dwarves are not short on arms and armor. Their warriors are often clad in full plated armor with large towering shields. Each warrior carrying their family crest either embroidered in their armor or wrapped like a cloth around a part of their body. Some more advanced soldiers ride hippogriffs and all detachments of foot soldiers and hippogriff riders have at least one priest along with them to keep everyone healthy.
History: Two Millennia ago the dwarves were a nomadic people with little to no religious beliefs. They roamed the lands in search of food and water, occasionally trading their young with other tribes in order to preserve peace and their genes. Through the passage of time the dwarven people slowly began to settle, due to their long life span large nomadic tribes became hard to manage and so the first hamlets were created. From these hamlets grew towns, and from these towns grew cities and eventually an empire. Religion flourished throughout the lands and commerce seemed to come naturally due to the rich minerals of the mountains.
The first millennium had little to do with war, as the people had no need for it. The second however, would be a tale for the ages. During an excavation of an old dried out gold mine, an adventurer stumbled upon a massive cave roughly twelve miles under ground. This cave seemingly went on for forever and so the adventurer pressed on, as adventurers do. This would prove to be the beginning of a new chapter for the dwarven people.
The dwarven explorer known as Karmik Rusling would later return to these caves with an expedition team of one hundred men. They poked and prodded at the caves, mapping out every crevice in search of something valuable. What they found was nothing short of pure evil, Thousands of Duergar lay in wait in the shadows. The expedition team was brutally slaughtered and enslaved. Only a dozen survivors made it back to the surface where they could enlist aid. After all it was only a matter of time before the Duergar went looking for the rest.
The next eight hundred years have been stricken from the records of every temple on the continent. Though a few scrolls may still be around to this day, none would dare speak of it for fear of their lives. Scholars can only surmise that there was a great battle, between the underdark folk and dwarves. However what occurred during that time remains a mystery.
Scriptures pick up the history of the dwarves at a time of peace, a golden age for the dwarves and a new era of religion. The first prophet is named during this period, laws change rapidly and the people begin to succumb to the new rulings of their leader. Trade is opened with the Elves who at the time had only recently been openly friendly with the newly developed Theocracy. These ties last to this day as trade flourishes between the two nations.
Elders of the Void
The Elders of the Void College’s campus is built into the sides of three colossal crystal stalagmites jettisoned upwards toward the sky in the Crystal Scarred Dunes. Tormden, the largest stalagmite, extends more than 300 feet up from the sandy dunes and has a base with a radius of 150 feet. It houses laboratories and libraries for each school of arcane magic, a concert hall, thirteen summoning chambers, two gymnasiums, the Alkali Dormitory, and lecture halls. Each of the crystals, the other two stalagmites, is roughly two-thirds the size of the Tormden. They contain classrooms, studies, artists, and practice rooms. The northernmost crystal also features the Blessed Rose tavern and a warehouse. The warehouse stores goods in transit to and from the surface and other underground communities, and it sells surplus and goods gone unclaimed when a caravan doesn’t return. The warehouse has a 25% chance to have any given missing spell book item in stock and available at 150% of the price. The Tormden and the other crystals are connected by a network of rope bridges. Faculty and students attend the Void College to increase their arcane knowledge, and that is the stated goal of the organization.
Skills: Knowledge Arcana 4 Ranks & Knowledge Religion 2 Ranks Alignment: Any Special: You must either be invited or apply to join the college in order to join, applications are not accepted automatically. Students are expected to pass an intelligence test before being accepted to the college.
Gaining Favor and Ranks
(unfortunately i need to figure out how to put tables in here if it's possible, bare with me.)
Rank Benefit Duty 1: Student of the Void +1 to all Knowledge Skills Study and learn from those who have come before you, assist elder wizards and sorcerers who aspire to solve riddles and puzzles of life. Teacher of Arcana +2 to Use Magic Device, Adding spells to your spell book costs half as much as normal. Teach students about the fundamental magic rules, show them how to cast spells, ensure they have a bright future. In your spare time, research new ways to use magic. (Arcane School) Master Pick one Arcane school, you gain +1 to the DC and damage of that particular School. You have mastered an arcane school and have possibly unlocked some secrets of the arcane along the way. Continue to strive for success and share your teachings with your arcane brothers and sisters. Grand Master of (Arcane School) If you are a universalist wizard you gain one additional spell slot per spell level you can cast. If you have a specialized school you may remove one prohibited school of magic from your prohibited school list. You have reached the peak of your abilities, all those below you learning the lessons you have learned now look up to you. Guide them into the light so that they may bask in the glory of knowledge.
Knights of Norruth
The Knights of Norruth are an army of disciplined, loyal soldiers dedicated to acquiring magical artifacts from ruins and very rarely dragons. They are widely respected for their skill and heroism in battle, and enjoy a proud tradition dating back many generations. Membership in the Knights of Norruth is open to anyone willing to pledge service to the cause. The knights of Norruth are the only Guild in existence that have openly challenged a dragon and succeeded in defeating it.
Joining the Knights of Norruth
After a minimal amount of training to ensure the applicant’s dedication and aptitude, the new member receives his initial assignment based on his skill set. Some are assigned to active duty in the standing army, while others might be designated as a skirmisher, a scout, or even part of an independent detachment of elite soldiers taking part in specific missions against the enemies of the guild. Most terms of service in the Knights of Norruth last a minimum of five years, though many enjoy lifetime careers in the organization. Particularly gifted individuals may even become Norruth knights, who are often responsible for leading forces of soldiers.
Knowledge (Arcana) 2 & Knowledge (Dungeoneering) 4 Alignment: Any Lawful
Gaining Favor and Ranks
Rank Benefit Duties Scout/Skirmisher/Soldier +1 to diplomacy & Intimidate checks when dealing with non Knights of Norruth members. Follow orders & complete the tasks given to you by your commander. Informant/Archer/Page Gain +1 damage on any weapon you have weapon focus with. Complete advanced assignments & work in your down time to improve your skills. Agent/Marksman/Squire +2 to constitution score Complete advanced assignments & work in your down time to improve your skills Knight of Norruth Gain the Cavaliers Banner ability, if you already have the Banner ability the bonus to morale and attack rolls increases by +2 Receive orders from Paladins & work independently to seek out artifacts of power. Paladin You gain leadership as a feat. If you already have leadership you gain +2 to your leadership score. Learn the secrets of the Knights of Norruth, continue to serve the cause as an independent agent & complete major campaign goals of the order.
Wardens of Grey The Wardens of Grey are devoted to protecting all natural things and spaces. This goal seems laudable, but the group can take the concept to an extreme. Its members are often militant and uncompromising in their defense of the natural world. Though rarely evil, they are unpopular with and suspicious of city folk.
Joining the Wardens of Grey
Most characters who are willing to go to battle to protect nature are welcome among the Wardens of Grey. Druids and rangers are the organization’s most common members, but barbarians, clerics of nature deities, monks, and others who are attuned to the natural world make up a significant percentage of the membership. Some join the Wardens because they love the wilds with an abandon that few ever experience—even in the love of another person. Others are drawn to the organization because they are angered by the wanton destruction of natural beauty.
Skills: Knowledge (nature) 4 ranks, Survival 4 ranks. Alignment: Any Neutral Special: Aspiring members are expected to prove their worth to the Wardens by completing assignments under the watch of a ranking member. Generally this is considered a temporary apprenticeship until the initiate proves he or she is capable of handling themselves and upholding the code of the Wardens.
Gaining Favor and Ranks
Rank Benefit Duty 0: Initiate of Grey None Protect nature and all its glory, uphold the code of the Wardens of Grey and assist ranking members in their duties. 1: Apprentice of Grey You gain +2 to Survival checks when in natural surroundings. Protect nature and all its glory, uphold the code of the Wardens of Grey. 2: Warden of Grey You gain +3 Stealth when in natural surroundings Protect nature and all its glory, uphold the code of the Wardens of Grey and on occasion take on initiates to show them the way. 3: Templar of Grey Improved Favored Terrain: Gain an additional +1 to all favored terrain bonuses, if you do not have a favored terrain, you may choose one from the ranger terrain list as a third level ranger. Protect nature and all its glory, uphold the code of the Wardens of Grey. Receive direct orders from the Champions of Grey and carry them out to the letter. 4: Divine Champion of Grey It's only Natural: Once per day you can call upon the grace of nature to aid you in your travels. You may step directly inside any wooden surface large enough to fit your body inside of as if using the spell Shadow Step. You may travel a distance equal to 100ft +10ft per HD. You may travel to any location within range that you have visited at least once before and immediately emerge out of the closest wooden object. This ability counts as a spell like ability. Protect nature and all its glory, uphold the code of the Wardens of Grey. Issue orders to the Templar of Grey, ensure nature has its way in every section of the globe.
The Grand Inquisition is an armed company dedicated to stamping out the influence of devils, demons, undead and other slavering fiends on the Material Plane. The paladin Drew Greydon founded the Grand Inquisition one hundred years ago with one goal: Extinction of any and all unnatural abominations.
Joining the Grand Inquisition
Many members of the Grand Inquisition are paladins, priests, Inquisitors and fighters. Mortality is high among the membership of this combative affiliation, and as such the Inquisition is always looking to induct new members of sufficient piety. The Inquisition is not a vengeful organization, and freely allows members to leave its ranks. Many of the Inquisitions members are free agents that work in small groups called cells. In order to keep order within the guild, members are required to send feedback regularly via mail pigeon.
Skills: Knowledge (Religion) 3, Knowledge (Planes) 4 Alignment: Any Good Special: Applicants are required to prove they have slain at least one extraplanar evil or chaotic aligned monster.
Gaining Favor and Ranks
Rank Benefit Duty 0. Initiate Gain the spell-like ability "Summon Pigeon" Which allows you to send a message specifically to the inquisition's castle once a week. Slay without mercy any undead, evil, & chaotic outsiders you encounter. 1. Slayer +2 to knowledge checks when identifying undead, or evil & chaotic outsiders. Continue to track and destroy the enemies of the Inquisition. Occasionally complete assignments given to you by the guild. 2. Inquisitor +2 to Attack & +2 to Damage rolls against undead, evil & chaotic outsiders. Recruit able fighters for the cause, destroy the enemies of the Inquisition, complete advanced assignments & show devotion to a good aligned deity. 3. Grand Inquisitor You may cast Breath of Life as a spell like ability once per week. Your caster level equals your character level. Continue to show devotion to your chosen deity and uphold all other previous duties. 4. Holy Avenger You gain leadership as a feat. If you already have leadership you gain +2 to your leadership score when dealing with members of the Inquisition.
Alternative: You gain +2 to Wisdom & Charisma, and all Grand Inquisition members of a lower rank than you become helpful in attitude. Participate in the seasonal council meetings, assemble able Grand Inquisition members under your name, coordinate your guild members as you see fit in the name of the Inquisition.
If a member departs due to falling from paladin hood, fiendish possession, or alignment change—or tries to covertly corrupt the Chalice from within after suffering one of these fates—the Lightning Council dispatches an EL 14 exorcism squad (typically a 13th-level paladin and a 13th-level cleric of the Spirits) that is more inclined to smite first and ask for repentance by means of speak with dead much later.
Holy Avenger Status
Once a player has attained "Holy Avenger" status, they may participate in council meetings which specifically relate to the war against extra planar creatures. Specifically, the Grand Inquisition will be planning to invade the first level of the Abyss as they have made a major breakthrough in magic. The Inquisition is the first faction to ever even discover another plain of existence, let alone plan to step foot in one.
The player will have some say in what goes on within the council chambers.
Year: 326 Iron Age Calendar: Standard Yearly Calendar Moons: Dakal & Ajamden Sun: Nolvis Major Events: None. Symbols: (x) = Current Day
1 Hearth (x) (Summer Solstice starts) 2 Norn 3 Jophas 4 Tulip 5 Karneth 6 Lemnum 7 Skahm
8 Hearth 9 Norn 10 Jophas 11 Tulip 12 Karneth 13 Lemnum 14 Skahm (Summer Solstice Ends)
15 Hearth 16 Norn 17 Jophas 18 Tulip 19 Karneth 20 Lemnum 21 Skahm
22 Hearth 23 Norn 24 Jophas 25 Tulip 26 Karneth 27 Lemnum 28 Skahm
29 Hearth 30 Norn 31 Jophas 32 Tulip 33 Karneth 34 Lemnum 35 Skahm
36 Hearth 37 Norn 38 Jophas 39 Tulip 40 Karneth 41 Lemnum 42 Skahm
43 Hearth 44 Norn 45 Jophas 46 Tulip 47 Karneth 48 Lemnum 49 Skahm
50 Hearth 51 Norn 52 Jophas 53 Tulip 54 Karneth 55 Lemnum 56 Skahm
57 Hearth 58 Norn 59 Jophas 60 Tulip 61 Karneth 62 Lemnum 63 Skahm
64 Hearth 65 Norn 66 Jophas 67 Tulip 68 Karneth 69 Lemnum 70 Skahm
71 Hearth 72 Norn 73 Jophas 74 Tulip 75 Karneth 76 Lemnum
2 Hearth 3 Norn 4 Jophas 5 Tulip 6 Karneth 7 Lemnum 8 Skahm
9 Hearth 10 Norn 11 Jophas 12 Tulip 13 Karneth 14 Lemnum 15 Skahm
16 Hearth 17 Norn 18 Jophas 19 Tulip 20 Karneth 21 Lemnum 22 Skahm
23 Hearth 24 Norn 25 Jophas 26 Tulip 27 Karneth 28 Lemnum 29 Skahm
30 Hearth 31 Norn 32 Jophas 33 Tulip 34 Karneth 35 Lemnum 36 Skahm
37 Hearth 38 Norn 39 Jophas 40 Tulip 41 Karneth 42 Lemnum 43 Skahm
44 Hearth 45 Norn 46 Jophas 47 Tulip 48 Karneth 49 Lemnum 50 Skahm
51 Hearth 52 Norn 53 Jophas 54 Tulip 55 Karneth 56 Lemnum 57 Skahm
58 Hearth 59 Norn 60 Jophas 61 Tulip 62 Karneth 63 Lemnum 64 Skahm
65 Hearth (Winter Solstice Starts) 66 Norn 67 Jophas 68 Tulip 69 Karneth 70 Lemnum 71 Skahm
72 Hearth 73 Norn 74 Jophas 75 Tulip 76 Karneth
1 Lemnum 2 Skahm
3 Hearth 4 Norn 5 Jophas 6 Tulip 7 Karneth 8 Lemnum 9 Skahm
10 Hearth 11 Norn 12 Jophas 13 Tulip 14 Karneth 15 Lemnum 16 Skahm (Winter Solstice Ends)
17 Hearth 18 Norn 19 Jophas 20 Tulip 21 Karneth 22 Lemnum 23 Skahm
24 Hearth 25 Norn 26 Jophas 27 Tulip 28 Karneth 29 Lemnum 30 Skahm
31 Hearth 32 Norn 33 Jophas 34 Tulip 35 Karneth 36 Lemnum 37 Skahm
38 Hearth 39 Norn 40 Jophas 41 Tulip 42 Karneth 43 Lemnum 44 Skahm
45 Hearth 46 Norn 47 Jophas 48 Tulip 49 Karneth 50 Lemnum 51 Skahm
52 Hearth 53 Norn 54 Jophas 55 Tulip 56 Karneth 57 Lemnum 58 Skahm
59 Hearth 60 Norn 61 Jophas 62 Tulip 63 Karneth 64 Lemnum 65 Skahm
66 Hearth 67 Norn 68 Jophas 69 Tulip 70 Karneth 71 Lemnum 72 Skahm
73 Hearth 74 Norn 75 Jophas 76 Tulip
1 Karneth 2 Lemnum 3 Skahm
4 Hearth 5 Norn (Spring Solstice Starts) 6 Jophas 7 Tulip 8 Karneth 9 Lemnum 10 Skahm
11 Hearth 12 Norn 13 Jophas 14 Tulip 15 Karneth 16 Lemnum 17 Skahm
18 Hearth 19 Norn 20 Jophas 21 Tulip 22 Karneth 23 Lemnum 24 Skahm
25 Hearth 26 Norn 27 Jophas 28 Tulip 29 Karneth 30 Lemnum 31 Skahm
32 Hearth 33 Norn 34 Jophas 35 Tulip 36 Karneth 37 Lemnum 38 Skahm
39 Hearth 40 Norn 41 Jophas 42 Tulip 43 Karneth 44 Lemnum 45 Skahm
46 Hearth 47 Norn 48 Jophas 49 Tulip 50 Karneth 51 Lemnum 52 Skahm
53 Hearth 54 Norn 55 Jophas 56 Tulip 57 Karneth 58 Lemnum 59 Skahm
60 Hearth 61 Norn 62 Jophas 63 Tulip (Spring Solstice Ends) 64 Karneth 65 Lemnum 66 Skahm
67 Hearth 68 Norn 69 Jophas 70 Tulip 71 Karneth 72 Lemnum 73 Skahm
74 Hearth 75 Norn 76 Jophas 77 Tulip 78 Karneth (New Moon Day, New years Eve.)
Alchemical weapons will now scale just like creating magical items, except the creator must have craft (Alchemical Weapon) or Profession (Alchemist).
So level 1 requires caster level 1, level 2 requires caster level 3, level 3 requires caster level 5, etc. So if you want a Thunderstone to gain +1 DC, assuming the base was a level 1 item from a level 1 alchemist, you would need a level 2 item from a level 3 alchemist.
Old cost: 1 x 1 x 30 = 30 gp (15 to make it yourself) New cost: 2 x 3 x 30 = 180 gp (90 to make it yourself)
1 x 1 x 30
2 x 3 x 30
3 x 5 x 30
4 x 7 x 30
5 x 9 x 30
6 x 11 x 30
7 x 13 x 30
8 x 15 x 30
9 x 17 x 30
10 x 19 x 30
Therefore if you wanted a DC 20 Thunderstone, that would require a level 5 Thunderstone made by a level 9 Crafter:
New cost: 5 x 9 x 30 = 1,350 gp (675 to make it yourself)
PS: When referring to level for crafting recipes i am talking about the characters level and not their over all modifier for the check.
Crafting When crafting objects convert all silver pieces into gold piece costs, this way you may craft items at a reasonable pace.
Drow are not inherently evil, please read the history of Morhath to learn more.
-Darkvision 60ft -No Light Blindness -No SR -No Poison Use
Language Chart for those with a savvy tongue, Note: Common is divided into four different languages.
Aboleth / Aboleth, Abyssal / Armenian, Aklo / Aklo, Aquan / Aquan, Auran / Auran, Boggard / Boggard, Celestial / Greek, Common / Breton/Cornish/Welsh/Latin, Cyclops / Cyclops, Dark Folk / Russian, Draconic / Pig-Latin, Drow Sign Language / German Sign Language, Druidic / Druidic, Dwarven / Gothic, D'ziriak / D'ziriak, Elven / Swedish, Giant / Giant, Gnoll / Gnoll, Gnome / Gaelic, Goblin / Hungarian, Grippli / Grippli, Halfling / French, Ignan / Ignan, Infernal / Finnish, Necril / Necril, Orc / Zulu, Protean / Protean, Sphinx / Sphinx, Sylvan / Dutch, Tengu / Tengu, Terran / Terran, Treant / Treant, Undercommon / German, Vegepygmy / Vegepygmy, Vanara / Vanaran, Ratfolk / Ratfolk, Catfolk / Feline,
Divided Realms of The Aether
A Note: This section is experimental, Its an addition to the main campaign setting.
- Floating Islands, Jagged with vibrant crystallized opaque rocks. Occasionally colliding with one another to create larger islands and dangerous debris that occasionally strikes land. [3d100 per 3 combat rounds, 150 or lower means no debris strikes nearby]
- Creatures: Crystalline divine monsters roam these lands in constant flux with demonic entities that roam in search of sources of power. These creatures are humanoid in nature, often showing signs of nourishment and crystallized body parts that glisten in the light of the four suns that circle the plane.
- Law: Cities are non existent on this purely chaotic plane. Small camps of Celestial and Demonic monsters exist within the core of some islands. Marked only with a symbol of the clan that owns such territory.
- Day night cycle: Four suns circle this plane of existence, the cycle of day and night is non existence this far away from the material plane. There is only daytime, with little cause for darkness. Anything not covered by sand is often left to rot and burn in the endless heat.
- Water World, this plane of existence is covered purely in salt water, with isolated pockets of fresh water spewing from the bottom of its depths. On the surface there lies floating cities of pale fish like monstrous humanoids that reside within the cave systems of long since flooded mountain peaks. Travel is only available by boat for those that wish to head out farther than half a days journey. Weather on this plane of existence is quite frequently violent but often nonlethal to those with proper equipment, lightning storms and water funnels are commonplace here. [roll 1d100 per day, 25 or below means there is no Severe storm, thus the sky's are clear] [roll 1d20+5-1 per day there's a storm for the number of hours it will storm for that day]
- Creatures: Only the fish folk live among the Craig of the forgotten mountains on this plane. Everything hostile lives below the waters, what mysteries that lie below are only known to the locals.
-Law: Cities of the Shoa'lal are scattered in small segments across the plane, often months apart from one another and easily missed by those who are not aware of the communities presence. The communities are largely based off of ones ability to survive making the Shoa'lal a rather savage species.
-Day night Cycle: Standard, there is one sun on this plane of existence and it rotates on a twenty four hour basis. Alternating with the force of two smaller rotating moons that are both copper in color. This gives the sea a rusty discoloration at night.
-World: A kingdom of clouds, Mahk is a consistently bright and consecrated plane filled with kingdoms floating atop silvery white clouds. These kingdoms all seemingly house their own weather patterns but are disconnected from one another. Some reside within view of one another while others hover in the distance forever remaining unseen. After the war on Aerosia began to span the cosmos this plane of existence was one of the first hit by the wave of destruction. Clouds separated causing the same destruction as an earthquake, entire cities crumbled and fell into the infinite abyss of the acidic clouds that lay below.
- Creatures: Lawful outsiders reside here and often leak into Aerosia when they see fit, although this has become increasingly less common. Currently, there are three factions of Outsiders fighting for control over the realm. Each houses a lord from the days that the kingdom was ruled by one divine being.
- Law: Although once structured, these lands have become a war zone for the denizens that still reside here. Laws have been tossed aside for necessity of survival more than once.
- Day Night Cycle: There are two suns, one is smaller than the other and rotates along a vertical axis around its brother. The realm is consistently kept in the light of day and becomes deathly hot during the climax of the day time hours.
Material Plane (Aerosia)
The World as is: Damaged by the greatest war the world has ever known, those that survived the chaos of the material plane Aerosia have struggled to find answers to the ultimate question. "Can we ever find a new home?" frought with brimstone fires and molten rock, the material plane has become a shell of its self. Showing that man is no longer in control of its own destiny. However this chaos is only a small fruit of the worlds timeline. With their world turned into a lawless ruin, adventurers of power turn their attention to the outer planes of existance in hopes of finding something that will make their world habitable again.
Travel Between Realms: Travel between realms has become increasingly difficult due to the intense magic energies that have been drawn to the material plane. Students of the Arcane and Divine arts that attempt to use magic to transport themselves to a different plane of existance without a magic focus from the plane they intend to travel to only end up harming themselves in the process. Often times they end up scattered across the plane they were attempting to leave. This is caused by an overwhelming force of magic that is impossible to house within ones self, or so it is assumed.
- World: An infinite expanse of marshland, Balek-Tueth is home to nothing but rot and decay. Occasional highland's that span less than the occasional mile allow those that dwell to dry their boot soles with above ground camp fires. The marshlands rise and fall with the tide that follows the four moons that circle around the plane of existence. Bringing with it tidal waves filled with flesh eating creatures and high tides that block travel by anything but boat. [Players must rest in tree's to avoid the daily tidal waves that greet them in the morning, If they fail to do so they will be attacked by 1d4+2 Swarms of Leeches]
- Creatures: Corporeal undead, aquatic creatures, and man eating plants inhabit this marsh. There is no civilization here to speak of, those that have lived here in the past have left nothing but broken down flooded towers of steel that reach deep into the murky soil.
- Law: There is no law to speak of in these vile lands
- Day Night Cycle: This plane is consistently lit by moonlight regardless of what time of day it is. There is no sun to speak of and yet the four moons shine as bright as gemstones. Each one that rises beyond the horizon bringing another wave of death along with it.
-2 Realm Base Concept ()
-3 Realm Base Concept ()
-4 Realm Base Concept ()
-5 Realm Base Concept ()
-6 Realm Base Concept ()
-7 Realm Base Concept ()
Back to Main Page → 3.5e Homebrew → Campaign Settings