Kingdoms & Realms

Here you find a description of the most important realms of Naboria. There are hundreds of minor realms that will be described later (may be) or encountered during the campaign. I will at some time describe each region in a more detailed way, thus many border realms will be described too. Be patient :). In the realm descriptions you will find many common points for better understanding:

Ruler: The name or title of the actual ruler, or government form.

Capital: Name of the capital, if any.

Races: Although it is possible to play almost any race anywhere, these are the most suitable races for this region. Players are encouraged to use the races listed unless a VERY GOOD background history is provided.

Automatic Languages: All characters from this region begin with a good knowledge of these languages.

Bonus Languages: Languages normally accessible for character from this region.

Classes Available: Characters from this region have normally only access to these classes unless there are some special conditions (GOOD background history)

Religions: The faiths to which the characters from this region will probably belong.

Favoured Weapons: Most characters are proficient with these weapons. They are considered to be simple or martial weapons to this region. Characters should choose these weapons as equipment at character creation.

Armour: Armour normally accessible by characters in this region. The price for other types of armours is 1.25-2 times higher.

Regional Skills: These skills are considered class skills for all character classes and can be used even if you no have ranks on it.

Regional Feats: Recommended starting feats

Bonus Feats: Every character starts with these feats for free.

Alignment: Standard alignment in this region (see the rules section)

Currency: What you use to pay in this land and what's its worth.

[Azagishi Planes] [Blood Hegemony] [Cæthian Barbarians] [Dwarven Kingdoms] [Enohri Kingdoms] [Fallen Lands] [Green Planes] [Iwa no Kuni] [Holy Realm of Loren] [Loah' Empire] [Miinai] [Moon Elves] [Muhlram] [Norske Tribes] [Pathdhana] [Rashemen] [Shadow Empire] [Theocracy of Notec'] [Tsunami] [Vanoria] [Voos] [Yuan-ti Empire]

Azagishi Planes [map]

The savage orc-like azagishi dwell in the Northern Planes or Urite. This land is made of large planes and low hills, light forest and slow flowing rivers. The land is bitten by the cold winds from the north although its winters are milder than in Tsunami. The three major rivers of the land divide it into four territories: the High Planes, the Low Planes, the Black Hills and the Black Coast (from West to East). The border River to Tsunami is called the Blood River in the tongue of the Azagishi. The Azagishi have no capital, as they are nomads, riding across the land and often involved in their blood feuds. There are only very few cities that are more trading centres. Utur'imek is the largest city, where travellers can buy and sell anything they want. Here are located the major slaves auctions and the hiring offices of the major mercenary companies. By order of the church of Owaanacog, all tribes must lay down their differences inside the trade cities. Twice a year, Utur'imek holds games in honour of Owaanacog, where fighters, alone or in groups, fight each other in the arena seeking admission into the rows of the Champions of Owaanacog. The Champions are trained in the dark paths of their God, gaining access to divine powers. Champions are the only Azagishi allowed to build new clans and hold land or create a mercenary company. There are not family clans, as Azagishi are individualists and seek to enter the strongest group they find. Before the Apocalypse, the Azagishi made many raids into Tsunami and Pathdhana but they didn't enter the jungle. Due to their loose structures, the Azagishi didn't suffer as much as other civilizations during the Apocalypse, although some hundred thousands died. After the Apocalyse they have become a nightmare for the survivors of Tsunami, as they continue their raids coming now very deep into Tsunami territory. The supreme ruler of the Azagishi is the Black Champiom of Owaanacog, who holds the largest army of the land. He claims to have seen the days of the Apocalyse and that he survived due to his faith to Owaanacog. His true name is never spoken, and some people thinks that he has some devil blood on his veins.

Ruler: The Black Champion of Owaanacog (Dark Paladin)

Capital: none

Races: Azagishi, others are often found as slaves or servants.

Automatic Languages: Azagian (2), no written form

Bonus Languages: none.

Classes Available: Barbarian, Fighter, Cleric, Dark Paladin

Religions: Owaanacog the Destroyer (LE Child).

Favoured Weapons: Long Sword, Bastard Sword, Scimitar, Shield

Armour: Scale Mail, Breast Plate.

Regional Skills: Wilderness Lore

Regional Feats: Endurance, Track

Alignment: Usually Lawful Evil: Law 1d10, Chaos 1d3, Good 1d3, Evil 1d10

Currency: Azagishi don't have own money. They trade with Tsunami and Pathdhani coins or trade goods directly. Other coins are found as well. However, coins are also often meld and the metals used as goods.

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Blood Hegemony

Deep in the dark woods south from Vanorian Empire there are huge beautiful elven cities. These cities extend high into the sky and are made out of the most beautiful materials. They are perfectly crafted by elven artists. But within this beauty lies an older evil, the vicious blood elves, once noble and good, sold their souls to dark powers as they tried to become immortal as their ancestors, but without success. In their pride and rage, they blamed the "lesser" races and overran the continent in a war for total destruction. However, they where defeated and retreated into their woods where their powerful magic protected them from their enemies. With time, their rage calmed, but their souls where corrupted for eternity. They enslaved humans, dwarves and other elves, and began to neglect themselves. Lost in spiritual pain, they used magic and alchemy to get relief, but that was a fatal error. Now, many centuries later, they are only shadows of themselves, lost in eternal ecstasy from drugs. They have mastered the arts of alchemy, but lost some of their magical knowledge. They are no longer able to create the magical items from their past, but they are to drug drunk to care. In times of lucidity, they attack their neighbours, using drugs to enhance their crippled bodies and minds. Their mindless slave legions are feared on Nimur.

Ruler: Emperor Merynarnal Silysorrieth

Capital: Monaelvaran

Races: Blood Elves, Humans, Half-Elves, Dwarves, other elves

Automatic Languages: High Elven (5); Low-Vanorian (4) or Cæthian (4) or Dwarven (4) - usually for slaves.

Bonus Languages: none.

Classes Available: Fighter, Rogue, Bard, Wizard (Blood Elf wizards have no access to Item Creation Feats or Metamagic Feats)

Religions: Some blood elves revere Lyrys the Mad.

Favoured Weapons: Sword (any), Spear, Shield, Long Bow (Composite)

Armour: Scale Mail, Elven Chain, Elven Plate.

Regional Skills: Alchemy

Regional Feats: Weapon Focus: Long Bow

Alignment: Chaotic Evil: Law 0, Chaos 1d10, Good 0, Evil 1d10

Currency: Blood elves have very elavorated and beautyfull coins but only very few are ever found outside their realms. These coins have normally a trade value of twice it's face value and thus they are often molten.

Name Face value Trade value Description
Rilen 10 gp 10-20 gp

The 'sun disc', a large gold coin with silver inlay representing oneof the emperors.

Myren 5 gp 5-10 gp

The 'moon disc', one of the few coins made of platinum on Naboria.

Meltien 2 gp 2-10 gp

The 'star disc', the standard gold coin of the blood elves. It bears a representation of Monaelvaran.

Sylnaren 1 sp 1 sp-1 gp

The 'slave disc', the least of the blood elven coins, given to slaves and servants to spend. They are made of silver with brass inlay. On one side they show a broken arrow, symbol for slavery, and on the other side the symbol of the house where they were crafted.

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Caethian Barbarians

In the less civilized areas from Vanorian Empire live a number of barbarian tribes that respect the Emperor but don't accept his dominance and regency. There are the cæthian, tall, dark skinned humans with red hair and wild eyes. The cæthian are organized in large family clans and revere an Ancient Goddess that they call the Earth Mother. Their society is highly structured and fighters are the most respected members followed by their obscure druids who often bring advice to their king. Women and men fight in battle without distinction, but no woman can enter the Druid Circle. Some women, however, manifest innate powers and are adopted by an older witch for formation in their arts. Each clan has distinctive cloth colours which are similar for related clans. Sometimes, a great warrior emerges and unifies the tribes. He's than called the One King and is supposed to mate with the Earth Mother to purify the blood of his kin. Cæthian often wear face paintings of tattoos when they go for war. Like people in the Empire, they hate the elves from the Blood Hegemony, but contrary to them, they accept other elves, although with care. Half-elves are welcome because they are supposed to have special powers.

Ruler:Tribal King; evtl. the One King

Capital: actually none

Races: Humans (cæthian) and Half-elves.

Automatic Languages: Cæthian(2), no written form

Bonus Languages: Low Vanorian (4).

Classes Available: Barbarian, Druid, Wizard (witch)

Religions: The Earth Mother (N Child).

Favoured Weapons: Long Sword, Bastard Sword, Heavy Spear, Shield

Armour: Hide armour or none.

Regional Skills: Wilderness Lore

Regional Feats: Endurance, Track

Alignment: Usually Lawful: Law 1d10, Chaos 1d3, Good 1d6, Evil 1d6

Currency: Cæthian have no own money as they prefere to use their gold and silver for war ornamentics. Cæthian handle is based on simple trade. Hides, meat and weapons are normally used to pay. In handle with other folks, they have adopted money, using the standard currency of the Vanorian Empire.

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Dwarven Kingdoms[map]

There are numerous dwarven kingdoms on Naboria. On Loren there are five major kingdoms and several minor ones, where Unk Kazak and Kazak Alm are the largest and most powerful (around 200.000 dwarves each). On Urite there is only one vast dwarven Kingdom, Kazak-Mar with around 150.000 members. The largest dwarven kingdoms are found in the Pillars of Heaven on Nimur. The Ash Dwarves in the East with around 7 million dwarves divided upon 30 Clans and the around 200 stone dwarf strongholds along the rest of the chain. Some of the stone dwarves have left the mountains and settled in human and razghati cities and works as smiths, armourers or mercenaries. During the Apocalypse, around 20 millions dwarves perished as their subterrain settlements collapsed. During the last 150 years the dwarves have work hard to rebuildtheir homes.

The Duergar have built their own kingdoms separated from their kindred. Duergar are much less numerous than other dwarves. Their greatest number is found in the Shadow Empire.

Ruler: King and Clan thegn

Automatic Languages: Dwarven (4)

Bonus Languages: Regional Language

Classes Available: Fighter, Cleric, Bard, Rune Caster, Ranger underdark), Rogue (mostly duergar)

Religions: Stone Dwarves revere the standard dwarven pantheon ruled by Morandin. Ash Dwarves have cults dedicated to their clan totem, which is often an animal that symbolizes strength and valour, like bear, boar, wolf etc. During the past 200 years a cult dedicated to Cendrash have become very strong.

Favoured Weapons: Axe, Hammer, Short Sword, Shield, Cross Bow, Spear, Halberd.

Armour: Chain Skirt, Scale Mail, Breast Plate, Plate Mail, Full Plate.

Regional Skills: Craft

Regional Feats: Varies, but mostly fight oriented.

Alignment: Usually Lawful Good (Neutral): Law 1d10, Chaos 1d3, Good 1d6, Evil 1d4

Duergar are usually Lawful Evil: Law 1d10, Chaos 1d3, Good 1d3, Evil 1d10

Currency: In many countries dwarven gold is wellcome. It is said that dwarves introduced the monetary system to modern Naboria. Dwarven coins are highly crafted and the materials used are of high quality. Thus, dwarven coins are traded for 1.5 times their face value outside dwarven kingdoms. Here only dwarven coins are accepted, but numerous money exchangers can be found in any important dwarven settlement. All dwarven coins bear runes signaling the name ot its crafter, year and place of fabrication.

Name Face value Trade value Description
Aerengith 5 gp 7-10 gp

Large gold coin showing the forge of Morandin on one side and the clan's emblem on the other.

Kargeth 1 gp 1-2 gp

Standard gold coin displaying Morandin's hammer on one side and the clan's emblem on the other.

Taleth 5 sp 8-10 sp

Large silver coin displaying a dwarven king on one side and his clan's emblem on the other.

Tanketh 1 sp 1-2 sp Small silver coin displaying the clan's emblem on both sides.
Banrath 1 cp 1-5 cp

Small copper coin displaying the clan's emblem on both sides.

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Enohri Kingdoms [map]

The minotaur-like Enohri have several feudal kingdoms on the Western coast of Loren. There are several feudal titles which are hereditary. Minor lords often serve a local king and uphold law and order. The fighters of the Enohri are known as the Enohri Knights. There is only infantry in their army, because there are no suitable mounts able to carry them into battle. However, some rumors have been heard that in some kingdoms there are experimental mounted regiments testing different creatures. Such test are repeated every now and then since hundreds of years.

Ruler: King and his Feudal Lords

Capital: none

Races: Enohri, Gnomes, Dwarves.

Automatic Languages: Enohri (3), Loren Trading Common (2)

Bonus Languages: Dwarven.

Classes Available: Fighter, Cleric, Wizard

Religions: the elemental lords; Biall, Lord of Battle (Child); Andish, Lady of Life (Child).

Favoured Weapons: Long Sword, Two-Handed Sword, Bastard Sword, Flail, Mace, Shield

Armour: Scale Mail, Breast Plate, Plate Mail, Full Plate.

Regional Skills: Craft: any arts

Regional Feats: Natural Attack: Horns (Enohri dislike the idea of fighting with their horns, but many learn the basics of it, just in case)

Alignment: Usually Lawful Neutral: Law 1d10, Chaos 1d3, Good 1d4, Evil 1d4

Currency: Unlike as in Loren, where a relativelly uniform coinage was introduced by the clegy, each Enohri kingdom has its own coins. There are commonly only silver and copper coins which are relativelly small but highly crafted bearing the local complicate heraldic symbols. Some coins for common trade were introduced by the Enohri clergy, but they are not very common. Although coins of different kingdoms have the same face value, political relationships between kingdoms may cause variation in their trading value. It is common that a new king orders to meld old money to coin new one with his heraldry.

Name Face value Trade value Description
In Oraz 1 gp 1 gp

Rare eight sided gold coins with the holy symbol of Andish created by the clergy.

Are Oraz 1 sp 1 sp

Standard silver coin displaying the local heraldry. Normally refered only as Oraz.

Izer 1 cp 1 cp Small copper coin.

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The Fallen Lands

West from the Restless Wastes, home of the Theocracy of Notec', there exist some small kingdoms that fight to restrain the evil on those lands. The three major kingdoms are Fæwugh, Vænsíl and Sèlmær. These fearless riders go deep into the Restless Wastes to hunt Undead and other minions of Notec'. Their cities are colourful and crowded. There are almost no farmers or other peasants as no one dares to live alone in a farm house far away from a city. The kingdoms depend on the handle with other countries for food, clothes, arms and other basic equipment. While grim in battle, most people try to enjoy the time they can spend with their families and friends. There are always some parties and spectacles going on. Their kings are also the high-priests of Nelith, God of Light. And most warriors are paladins or rangers who revere him. The Order of Purge is a huge paladin institution that holds many thousands knights. The Order Of Enlightenment is a wizard academy. The Light Wizards learn the secrets of necromancy to better fight the undead. Due to the perils of such studies, they are continuously overseen by the Light Inquisition, a devote group of clerics of Nelith.

Ruler:King-Priests of Nelith

Races: Human, Elves, Halflings, Esheru and Ikkuru.

Automatic Languages: vælian (3)

Bonus Languages: Dwarven (4), High Elven (6)

Classes Available: Fighter, Cleric (Nelith), Bard, Paladin (Nelith), Ranger (alternatively the Undead Hunted from DMG), Wizard (Necromant)

Religions: Nelith, God of Light.

Favoured Weapons: Shield, Vælian Cleave (1d8, crit 19-20/x3, slashing)

Armour: Scale Mail.

Regional Skills: Knowledge (Necrology)

Regional Feats: Iron Will

Alignment: Usually Lawful Good: Law 1d10, Chaos 1d4, Good 1d10, Evil 1d2

Currency: Due to their economical possition, money from other countries is common here. The coinage of the different kingdoms was unified by the Church of Nelith. All coins bear the Vælian cross as part of its symbolic, and many also bear representations of Nelith or of high figures of the clergy. Because of the variety of kingdoms, there exist many types of coins.

Name Face value Trade value Description
Unmir 5 gp 5 gp Large gold coin, of ca. 5 cm diameter.
Vamir 2.5 gp 2-4 gp Large gold coin of ca. 3 cm diameter.
Bænmir 1 gp 1-2 gp Standard gold coin of 2 cm diameter.
Unkell 5 sp 5-10 sp Large silver coin of 4 cm diameter.
Dàkell 2.5 sp 2-5 sp Small five sided silver coin.
Bænkell 1 sp 1-2 sp Small round silver coin also simply called 'kell'.
Taikell 5 cp 1 sp Small four sided silver piece of 1x2 cm.
Lossad 3 cp 3 cp 'Large' copper coin of 2 cm diameter.
Bænloss 1 cp 1 cp 'Small' copper coin of only 1 cm diameter.

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Green Planes

Before the Apocalypse, the Green Planes were the most beautiful and peaceful place on Naboria. Countless human and halfling settlements filled the land. Most people were simple peasants, with a few warriors to drive away casual monsters. The cities were grouped in loose Kingdoms, and the rulers were loved by all. People loved music and theatre, and no one suffered hunger or thirst. Prices were low and every one was welcome. With the Apocalypse everything changed. The land burned, the rivers empoisoned, cattle dead, people began to hunger. Thousands gathered in the cities and everyone looked for something to eat. Soon war governed the land. The strong didn't help the weak anymore. Everyone was there for himself. Families shattered and some places brother killed brother to eat his flesh. Sickness came over the land, and rotten corpses covered the streets. Some people, stronger in spirit began to gather everyone that wanted to hear and began to rebuild society. There are many kingdoms now, all scattered and distrustful of each other: Unérad, Dragaara, Talíscìrr, Köplän, Älnyr, Mìras and more. Open war reigns between some of them, and others try to find a place for refugees. Hideous monsters and undead have risen and seek revenge. In the Rulkar Mountains some evil dragons have built a realm of terror. The lands south of the mountains are now a barren desert, where only few people dare and manage to live.

Ruler: Several "Kings" and Warlords

Capital: none

Races: Humans, Halflings, Elves,Half-Elves.

Automatic Languages: Moeghi (common) (3); Regional Human Language (2)

Bonus Languages: Elven, Kender Speach.

Classes Available: Bard, Fighter, Cleric, Rogue, Wizard

Religions: Varies.

Favoured Weapons: Varies, general Swords, Axes and Bows

Armour: Chain Mail.

Regional Skills: Intimidate, Heal

Regional Feats: Iron Will

Alignment: Varies: divide 25 alignment points between Law, Chaos, Good, Evil.

Currency: The form and value of coins vary strongly from kingdom to kingdom, but as a standard there are gold, silver and copper coins of similar face value. Due to wars, dragon raids and adventurers, coins found can be of very different proveniences. Coins are of poor quality compared to coins of other countries, and they are often traded for only half their face value elsewhere. Foreign coins are traded at normal value, if not molten for recoining.

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Iwa no Kuni [map]

South of Tsunami lies a barren, lifeless land, Iwa no Kuni (Land of Stones). This deadly land is home to an evil realm of "iwa-bito" (stone-people or gargoyles), creatures once created by magic, now independent and free. Some rumours say that they were created by ogre-magi as a weapon against the mortals and against the tengu. Others say that they came from Pathdhana, fleeing from their creators. The iwa-bito have formed loose alliances with the ogre-magi and the wild gnolls, and rumours say that a powerful dark creature has become the ruler of the land. No adventurer have ever returned alive or sane from there.

Ruler: Unknown

Capital: none

Races: Iwa-bito (Gargoyles), wild gnolls.

Automatic Languages: Tsunami common, gnoll.

Bonus Languages: none.

Classes Available: Fighter

Religions: Unknown

Favoured Weapons: none

Armour: none

Regional Skills: Fly (Iwa-bito only)

Regional Feats: Power Attack

Alignment: Lawful Evil: Law 1d10, Chaos 0, Good 0, Evil 1d10

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Holy Realm of Loren [map]

Before the Apocalypse, the Holy Realm of Loren was one of the most advanced civilizations of Naboria. It was founded on the ruins of the Aranian Empire (comparable with ancient Rom) and is formed by four different cultural groups of humans: The Loren, the Hispan, the Roman, and the Goths. Loren, Hispan and Roman share the same ancestors, the Aranian, and built a renaissance culture on the southern part of Loren. The Goths, although belonging to the Holy Realm, were still struck in a feudal structure. The last capital of the Realm was situated in San Luciano di Colina, the spiritual cultural centre of Loren. Lorenians are fantastic traders and explorers, and before the Apocalypse their contors could be found in any important port of Naboria. The Apocalypse was a hard strike for the Realm. The trading routes were closed, many cities were destroyed or their habitants killed by pest and other epidemics. The great paladin fortresses were attacked by undead and devils, which were aware that the paladins had lost their holy powers. However, most paladins survived and eventually won the war against the creatures of evil. Their stronghold became refuge for thousands of people. Now the land is covered by ruins of the most beautiful cities. People have begun to rebuild their land, but the infrastructure necessary to rebuild the Realm has not been yet reached. The Realm is now a group of scattered kingdoms. The paladins of Lorena cross the land to fight the remaining evil and to help those in need. The cities at the coast have been partially rebuilt and some trade have begun. The land has changed and its people too. The reserved Goths have become friendly and open and welcome every one looking for shelter in their lands. The trading routes to the dwarven kingdoms were reopened 20 years ago, but people don't need weapons or armours but working tools. Many dwarven workers have come into the plains to help. But also new monsters have appeared. Dragons, creatures that did exist only in myths and legends have become real. Giants cross the land and undead creatures haunt the nights.

Rulers: Several local kings, mostly Paladins of Lorena or Leormyr

Capital: before the Apocalypse: San Luciano; now: none

Races: Humans, Stone Dwarves, Wood Elves, Halflings.

Automatic Languages: Loren Trading Common (2), and one of following: Hispan (2), Loren (2), Roman (2) or Gothic (3)

Bonus Languages: Dwarven, Sylvan Elven, Kender Speach.

Classes Available: Fighter, Cleric, Wizard, Paladin, Rogue, Druid, Ranger.

Religions: The Loren Pantheon is a mixture of "Gods from the Void" and "Ancient Gods". The most important gods are Leomyr of The Burning Heart, Lord of Battle; Lorena the Holy; and Renardier, God of Thieves.

Favoured Weapons: Long Sword, Shield, Rapier, Main-Gauche, Muskete (rare), Crossbow (Light, Heavy), Small Pistol (Goth), Large Pistol (Goth), Rifle (Goth).

Armour: Chain Mail, Breast Plate, Plate Mail, Full Plate.

Regional Skills: Diplomacy

Regional Feats: none

Alignment: Usually Lawful Good: Law 1d10, Chaos 1d3, Good 1d10, Evil 1d3

Currency: Being the most gifted traders on Naboria, the Loren money is used as reference for trade, so that the face value is equal to its trade value.

Name Face value Description
Corona 50 gp

Very large gold coins (10 cm) used only for storage or for very large transactions. These coins are not normally accepted by any handler.

Dublón 5 gp

Large gold coins (5 cm) used only for large transactions and normally not accepted in inns or taverns.

Escudo 1 gp

Standard gold piece of ca. 2.5 cm diameter.

Real 1 sp

Standard silver piece of ca. 2 cm diameter used for normal transactions.

Sol 1 cp

These small copper coins (1 cm) were originally only used for alms donned in front of temples after a mess. Most handlers and governments have rules about the maximum amount that can be paid in soles.

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The Loah' Empire

The Loah’ Empire is an old and mighty undersea culture. The main population is made of three major races, the octopus-like loah’, and the humanoids kurr, and bo’ro or half-kurr, and some members of other aquatic races like sea-elves and sea-ogres. It is a high magical culture, with vestigial psionics and remains of ancient biotechnology. Although the loah’ are normally neutral, the society of the Empire is considered to be lawful neutral (evil). Slavery is common, with slaves belonging to all aquatic races that can be found. Bi’h’ (drylanders) are killed, sold to other bi’h’ or freed against ransom.

Loah’ cities are located in the depths of the oceans and scattered over the world. Cities can be found under the polar capes and in equatorial territories. Loah’ use magic to alter water currents to control temperature and freshness of water. They prefer cold water, but some minor settlements can be found near undersea volcanoes or within warm water currents. There are not known settlements of loah’ in sweet water lakes and seas, but outposts at major rivers ending in the sea can be found too.

The Empire itself is a confederation of smaller independent empires formed by different houses and sub-races of loah’. Conflicts between these empires are seldom and are normally solved by open war. It conflicts tends to expand over more than three or four empires, the nominated High Emperor tries to solve the conflict himself. The High Emperor is chosen from among the lesser emperors during a religious ceremony and rules for a period of one hundred years. He holds no real power, but acts as mediator between the lesser empires and between loah’ and other realms. The strong armies of the loah’ serve more for defence than for expansion, the loah’ having already occupied the best territories that suit their needs.

While there is no social difference between male and female loah’, the society of kurr’ and bo’ro is strong patriarchal. High-ranking females tend to earn more rights, but the normal low-ranking females have few or no rights. Females with no male relatives are adopted by other families or sold to other males. A settlement is ruled by at least ten loah’ belonging to the same house. There are commonly one hundred kurr for each loah’, so that the smallest settlements have around 1000 inhabitants. There are no more than one bo’ro for every ten kurr, often much less. Bo’ro are normally found in settlements near coast and rivers.

The main religion of the Empire is Loah’hirr, although some kurr and bo’ro have adopted religions of other aquatic pantheons. Adoration of water and animal spirits is also common.

Due to their resemblance with octopuses, loah’ regard them in a similar way as humans regard apes. Octopuses make great pets for loah’. Other common pets are turtles, sea horses and small sharks. Some nobles hold birds and other land animals on magical air bubbles.

Currency: Because metal work can be made only through magic or near volcanoes, gold, silver and other metal coins are not used by the loah’. Precious metals are used only in art objects. The main currencies are gems and coins of coral and bone. Coins are handcrafted by loah’ artists. Coins wears distinctive colour patterns that are easy recognisable but hard to reproduce. They are six-sided and show a stylised octopus on one side and the pictograph of one of the lesser empires on the other. For drylanders they have a higher trade value, because they are regarded as art objects. Main coins are:

Name Colour Equivalent Trade
Tu’anor (ta) Brown 1 cp 5 gp
Tu’ivor (ti) White 1 sp 5 gp
Tu’bech (tb) Red 1 gp 10 gp
Tu’vall (tv) Blue 5 gp 25 pp
Tu’mior (tm) Green 25 pp 50 pp

Travel: The city clusters of lesser empires are connected through huge protected tunnels and pipes called viaducts. Viaducts are used for short-range transport by the lower classes and traders. People of Loah’ ride on sharks, mantas and turtles. Giant turtles are also used to pull drop-shaped vehicles made of coral and bones. Tunnel and city guards ride on giant see horses and water drakes. Travelling long distances outside the viaducts can be very dangerous. There are different sized drop-shaped living vessels called ith’amun, which are used by militaries, long-range traders, pirates and nobles. Passage on an ith’amun costs 10-1000 tu’bech. Found on temples, official buildings and on major houses, there are devices called ich’atar (shinning bubble). These combine wizardly and priestly magic to create very accurate teleporters. Teleporting from one ich’atar to another is completely save (as by teleport without error), even when changing planes. Teleporting elsewhere into water acts as a normal teleport to a well-known place. Teleporting outside water acts as a normal teleport and has a 1% chance of malfunctioning, disintegrating the user. Only loah’ mages and priests can activate an ich’atar.

Languages: There are six main languages used in the Empire.

Imperial common (Imperial), a sonic speech understandable by most aquatic dealers. It can also be spoken on air without difficulties. All names given here are Imperial.

Kurr’at, a combination of sound and body language used by military.

Low Loah’at. This complicated language is made of sounds in very low frequencies that permit a long-range communication (up to 2000 km). It can be used only to transmit very basic ideas and most feelings (hunger, anger, danger, happiness, etc.). Most kurr can perceive but not emit it.

High Loah’at, a very complicated mixture of high pitches, movement and colour patterns used by loah’.

There exist local forms of Imperial, kurr’at and high loah’at in each lesser empire. Three main groups can be identified: Nordic, Equatorial and Pyrian (see below).

Ahirr’at, the language used by priest of Loah’hirr in ceremonies and in holy texts.

Tin’at, the language used for magic.

Only Imperial, ahirr’at and tin’at have written forms. Loah’ languages are pictographic, resembling ancient forms of Earth’s Chinese. Both ahirr’at and tin’at use colour variations in their written forms. This makes it difficult for others to learn them or to reproduce texts. Read magic and comprehend language work on these texts normally.

Language costs:

Language Cost for aquatic races Cost for other races
Imperial common (Imperial) 3 5
Kurr’at 4 6
Low Loah’at N/A N/A
High Loah’at 8 N/A
Ahirr’at 8 N/A
Tin’at 8 N/A

All people in the empire speak Imperial.

Loah' begin with Low and High Loat'at. Wizards get Tin'ar and priests get Ahirr'at for free.

Kurr fighters get Kurr'at for free.

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Miinai - Wyvern Riders

In the Southern side of the central Pillars of Heaven live the Miinai. These short, dark haired humans domesticated the wyvern centuries ago. Each family holds at least one wyvern, and these live in the same house. Children learn to fly and control the beast after they turn 4 years old. Women are often as skilled as men, but they normally don't hunt or battle unless they have no family. Their cities are built in the rich valleys of the Pillars of heaven and are difficult to spot.

Their language contains many hiss and growl sounds similar to the sounds made by wyvern. Sometimes they trade goods with the people from the green plains but they seldom tolerate estrangers in their land. Many outsiders describe them as stupid and violent as their mounts. The miinai are skilled hunters and fierce warriors. Their territories have been claim by some dragons, which they fight with fearless tenacity. They wear leather clothes and hide armours made from wyvern leather. Their art is limited to few songs and bone carvings. They don't have any cattle but have a complicate agricultural system adapted to the mountains where they live.

Sages have held long discussion for centuries about the resemblance of the name miinai and the miinati(high-humans). In truth, it is only a coincidence.

Ruler: Each city is ruled by a chieftain; there is no common ruler.

Capital: none

Races: Human (miinai).

Automatic Languages: miinai (3), no written form

Bonus Languages: none.

Classes Available: Fighter, Cleric (shaman), Ranger

Religions: Air Elementar Lord.

Favoured Weapons: Lance while mounted, short sword while grounded, short bow.

Armour: wyverhide armour (AC+3, dex +5, no penalty, 20% spell failure, 15 lb.)

Regional Skills: Ride: airborne

Regional Feats: Mounted Combat (airborne)

Alignment: Usually Neutral: Law 1d4, Chaos 1d4, Good 1d4, Evil 1d4

Currency: Miinai don't have own money. All money found here and now used by them comes from other lands.

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The Moon Elves: Siliminariel, Eayninniel and Myrinlenael

Only on Nimur did the Moon Elves create Kingdoms: Siliminariel, Eayninniel and Myrinlenael. Siliminariel is the smallest one, with only around 5.000 elves. It lies in a forest separated from the other Kingdoms and surrounded by various wood elf settlements. Siliminariel is often called the City of Clouds because it is often covered by a light fog. Its towers are slender and high, with big open windows and plants growing everywhere. Even in winter there are many green plants and colourful flowers that decorate the city. In the city live the moon elves together with a few humans and half-elves. They often trade art objects and cloth with the people of Finthbough, but they keep away from the Vanorian Empire.

Eayninniel and Myrinlenael are larger kingdoms formed by several cities. The elves here are not as open to humans as their kindred in Siliminariel. Humans are not allowed in their kingdom at all, and intruders are killed after a friendly warning if they don't leave. Only an invitation of a moon elf allows an outsider to enter. Wood elves are allowed to enter, as there are many of their settlements in the deepest parts of the forest, but they are not allowed to bring visitors with them. The few wild elves that live there don't care about these rules.

Ruler: Queen Lyrinyrrieth from Siliminariel, King Rovieth from Eayninniel and King Eaolonthanas from Myrinlenael.

Races: Elves.

Automatic Languages: High Elven

Bonus Languages: Wood Elven.

Classes Available: Bard, Fighter, Cleric, Rogue, Ranger, Wizard

Religions: Moon Elves revere nature spirits and Sélune. Wood elves revere normaly only nature spirits but some have also adopted the Sélune faith. Wild elves revere nature spirits, ancestor spirits and The Nine Folded Lord (Io).

Favoured Weapons: Long Sword, Spear, Shield, Long Bow

Armour: Elven Chain, Elven Plate.

Regional Skills: Wilderness Lore, Performance (any), Craft (any)

Regional Feats: Weapon Focus (Long Bow), Weapon Focus (Long Sword)

Alignment: Usually Chaotic Good: Law 1d4, Chaos 1d10, Good 1d10, Evil 0

Currency: Long time elves avoided having money, as inside their society nothing is really sold. Most trade is made in form of 'gifts' and basic things are given to whoever needs them. But contact with other cultures and the rising of foreing trade made them to create own coins to control the handle. The elves adopted only four types of coins:

Name Face value Trade value Description
Niienta 10 gp 15-20 gp

Large gold coin with silver inlay representing the moon.

Miienta 1 gp 1-5 gp

Gold coin with silver inlay representing a tree on one side and a star on the other

Naienta 5 sp 5-10 sp

Silver piece with gold inly representing the sun.

Monta 1 sp 1-5 sp

Small silver piece with different face motives.

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Muhlram

The huge desert of Muhlram is home to the Emirates of the Red Sun. Created by the Razghati, there are many kingdoms, glorious cities, nomad tribes and lost ruins... short, it is an adaptation of the Al-Qadim Setting with differences in races and classes available. (I haven't finished adapting all the stuff to 3E).

After the Apocalypse, a charismatic Razghati appeared and claimed to be the Son Of The Sun and rightful ruler of Muhlram, the Pharaoh. At the beginning no one paid attention to him, but with time a large cult has developed which revere the Gods of the ancient and lost Shemket civilization. They have settled on the ruins of that civilization and try to rebuild it.

Besides the Emirates of the Red Sun there is the Black Empire of the Shiibati, situated at the border of the desert at the feet of the Pillars of Heaven. It is a noble but cruel society where the strong rule and the weak obey, where wisdom is honoured and stupidity punished. The Obsidian and Marble cities of the Shiibati are banned for any other race except for slaves. The Black Guard, an elite force of the Shiibati, defends their cities but some of its members also go on mission outside the Empire. The whereabouts of the Empire are secret, and their powerful wizards screen them from magical intrusion. Shiibati revere Kossuth, the Lord of Fire, and some sages think they are related to the Efreet.

Ruler: Varies; Pharaoh; The Black Emperor

Races: Razghati, Maghati, Shiibati, Zubhati, Humans, Elves, Halflings, Dwarves, Esheru, Ikkuru.

Automatic Languages: Razghath (3); Shiibati (5)

Bonus Languages: Maghati (2), Zubhati (2).

Classes Available: Bard, Cleric, Fighter, Paladin, Ranger, Rogue, Wizard

Religions: Elemental Lords; Shemketi Pantheon

Favoured Weapons: Scimitar, Falchion, Khopesh, Jambiya, Cutlass, Composite Bows, Shield

Armour: Scale Mail, Banded Mail, Lamellar, Leather.

Regional Skills: Wilderness Lore (desert), Appraise

Regional Feats: Endurance

Alignment:

Emirates: Varies, divide 25 alignment points between the alignments;

Shemketi Muhlram: Lawful Neutral, Law 1d10, Chaos 1d3, Good 1d6, Evil 1d6;

Black Empire: Lawful Evil, Law 1d10, Chaos 0, Evil 1d10, Good 1d4

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Norske Tribes [map]

The Northern Planes and the coast of the polar region are home to barbaric humans and dwarves. Not a nation as a whole, Norske is divided among the numerous tribes and clans, each with its own Thegn or Thain. The Norske are warlike and excellent sailors. They often fight each other or raid the coasts of other countries. However, they are also skilful handlers, and in times of peace you could acquire some nice treasure for a fair price. Norske human are tall and muscular. Hair colour varies from white blond to black, but almost every one has grey eyes. Norske tend to wear long beards and long hair. If not in war, they welcome any visitors and are very friendly.

Ruler: Tribal or Clan Thegn

Capital: none

Races: Human, Norske Dwarves, Elves.

Automatic Languages: Norske (3)

Bonus Languages: Dwarven (4), High Elven (6), Giant (5), Loren Trading Common (3)

Classes Available: Barbarian, Fighter, Druid, Cleric (Shaman), Bard, Rune Caster (Dwarves only)

Religions: Norske have adopted two different pantheons that came from outside Naboria, the traditional Asgardian Pantheon (Odin, etc.) and the Suomi Pantheon (Ukko, Loviatar, Mielikki, etc.). Both pantheons are revered separately by different tribes. They tolerate each other, but sometimes religious differences are cause of minor battles.

Favoured Weapons: Long Sword, Axe, Shield

Armour: Hide +3 AC. Chiefthains and dwarves tend to wear better armour.

Regional Skills: Profession: Sailor, Wilderness Lore, Swim

Regional Feats: Endurance

Alignment: Usually Lawful: Law 1d6, Chaos 1d4, Good 1d4, Evil 1d4

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Pathdhana in honour to Olaf [map]

This realm or terror was created by the beholders, who enslaved the humans and gnomes that lived there. The beholders of Naboria are dark blue with violet armour plates and white eyes. They are as wicked as all of their kind. After arriving to Naboria 30.000 years ago they settled in many places. But it was in the Eastern Mountains of Urite that they found the best place to live. Enslaving the humans and gnomes was relatively easy. As they only revere the Great Mother they prohibited any other religions. However, humans and gnomes continued to revere the Veda. The strong caste system of the beholders was also adopted by their slaves because this suited the Vegan believes. The inaccessible beholder cities in the mountains made any rebellion impossible. But during the Apocalypse, many beholders tried to escape from Naboria in their Spell Jammers, which were hidden in underground caves. But the powerful magic of the helms reacted in a very spectacular way in a wild magic zone. A huge explosion destroyed everything in a radius of many kilometres, destroying also the two main cities of the beholders. After the Apocalypse and with the help of their gods, the pathdhani are fighting the "eyes tyrants". The spiritual leader of humans and gnomes was only known as High Priest. However, a plane traveller with the estrange name William J. Cobwrigth stranded on Naboria after the Apocalypse. He became a good friend of the High Priest, and making allusion to a religion from his own world, he called him Siddhartha. This nickname was soon adopted by others, and by the time of the death of the High Priest it has become the official name of his title.

Ruler:Hive Mothers / The Siddhartha

Races: Beholders, humans, gnomes.

Automatic Languages: Pathdhani (5), Gnomish(4)

Bonus Languages: none.

Classes Available: Fighter, Cleric, Paladin, Ranger, Rogue, Wizard

Religions: Beholders: The Great Mother / humans and gnomes: Veda.

Favoured Weapons: Bagh nakh, Chakram, Katar, Short sword, Sabre, Shield, Spear

Armour: Scale Mail.

Regional Skills: Performance: any

Regional Feats: Endurance

Alignment: Usually Lawful Neutral: Law 1d10, Chaos 1d3, Good 1d6, Evil 1d6 Beholder are always NE.

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Rashemen

This mysterious land was founded by two Rashemaar wychlaran (wise women) that arrived to Naboria together with the Voos. Founded initially by unifying local barbarian tribes, the wychlaran made contact with the oldest from Eternal Rashemen, the multidimensional centre of Rashemaar power, to bring young women and men to this new realm. With the time, Rashemen has grown to a powerful land. Their armies and their elite forces, the berserkers, must constantly fight Voos raider, barbarians, dwarves and others who often try to conquer this beautiful land. The Apocalypse was a hard time for the wychlaran, as they lost contact to the rest of Rashemen. Meanwhile, the contact has been re-established. Numerous monsters, especially giants and dragons represent a new danger for Rashemen. Rashemen trades food, cloth, fur, and the Rashemen Firewine (15 gp/pint).

Although the land is ruled by a chosen male fighter, the huhrong, the Wychlaran hold the real power in Rashemen. To disobey an order of a Wychlaran or to harm one means dead. Wychlaran who misuse their status are punished. Some male who can use magic join the Vremyonni, wizards held alive with magic and that do spell research and create items for the Wychlaran.

Ruler: Huhrong (Iron Lord)

Capital: Viistal

Races: Mostly humans.

Automatic Languages: Halardrim (4)

Bonus Languages: none.

Classes Available: Berserker (see below), Bard,Fighter, Cleric (Mielikki), Ranger, Rogue, Wychlaran (female wizard), male wizards (see below)

Religions: Rashemaar venerate numerous nature spirits, ancestors and demi-gods. From the three deities revered normaly in Rashemen (Chauntea, Mielikki and Mystra), only Mielikki holds any power on Naboria (see Suomi Pantheon of Norske).

Favoured Weapons: Axe (any), Spear (any), Sword (any), Short Bow, Shield.

Armour: Leather or none

Regional Skills: Wilderness Lore or Knowledge: Arcana

Regional Feats: Iron Will, Great Fortitude, Ethran (FRCS)

Alignment: CG, NG, N: Law 1d4, Chaos 1d10, Good 1d10, Evil 1d4

Special Character Classes:

  • Berserker: Actualy an elite fighter, a berserker can enter a rage like a barbarian (treat this as the bonus feat at 1st level), cannot use armour heavier than leather or any ranged weapons. Berserkers are bound to Rashemaar society and are seldom found outside Rashemen.

  • Vremyonni: Male wizards are trained by the Vremyonni. Upon reaching the age of 20, the wizard has the choice to join the Vremyonni or to leave Rashemen forever (geas). After joining the Vremyonni, the wizard cannot leave Rashemen again. Any Vremyonni met in Rashemen is at least 75 years old and a 15th level wizard.

  • Wychlaran: Female wizards are trained to join this cabala. There are the "Ethran" (novices), the "Blethran" (witches learning their art with the Ethran feat), "Hathran" (the Sisterhood - after joining the Prestige Class "Hathran" from FRCS"), and the Othlor (the true ones, Hathran of 9th+ level).

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The Shadow Empire

Deep below the Holy Realm of Loren grows unknown to them a huge empire of evil. Ruvaerosklauth, an ancient shadow dragon with strong Durminaiel blood, founded this realm. Over the centuries he gathered thousands of minions and founded many cities in the Underdark. He is still not prepared to attack the surface, so he continues to expand his realm. He was almost killed during the Apocalypse, but it was thank to his might that millions of drow and duergar survived. However, he lost large parts of his armies and infrastructure and has to rebuild it first before coming back to his original plan.

Ruler: Ruvaerosklauth (also called Ripper Claw)

Races: Drow, Duergar, Gnomes, Humans.

Automatic Languages: Drow (3), Duergar (3), Undercommon (2); it is easy to learn these languages here.

Bonus Languages: Loren Trading Common (2).

Classes Available: Fighter, Bard, Cleric, Rogue, Wizard.

Religions: There exist various Drow(Lolth) and Duergar (dwarven) cults, they are however not very important. Most people begin to revere Ruvaerosklauth as a deity.

Favoured Weapons: Long Sword, Rapier, Sabre, Axe, Shield, Crossbow (Hand, Light, Heavy, Repeating)

Armour: Chain mail, Scale mail, Plate mail

Regional Skills: Move Silently, Knowledge (Arcana)

Regional Feats: Direction Sense (Underdark)

Alignment: Usually Neutral Evil: Law 1d6, Chaos 1d6, Good 1d3, Evil 1d10

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Theocracy of Notec'

As Siduar Dron returned one year before the Apocalypse, he began to web plans of destruction. Through treason and fraud he managed to steal the Tear of Io. His plans to destroy the Creation were disrupted but the world was now badly hurt, most of the Gods dead or departed and people in despair. He began to rebuild the Theocracy in his dead, barren land. Huge armies of undead follow his commands and wicked men came to serve him.

Ruler: The Theocrat of Notec'

Capital: Ymmanoeth

Races: Mostly Humans but all races can be found, undead.

Automatic Languages: Rhuvanali (5), own alphabet.

Bonus Languages: Loren Trading Common (2).

Classes Available: Fighter, Cleric, Rogue, Wizard (Necromant).

Religions: Cult of Notec'.

Favoured Weapons: Long Sword, Battle Axe, Cross Bow, Long bow

Armour: Chain mail, Scale mail.

Regional Skills: Alchemy, Knowledge (Necrology)

Regional Feats: Endurance

Alignment: Neutral Evil: Law 1d6, Chaos 1d6, Good 0, Evil 1d10

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Tsunami [map]

Tsunami is an ancient culture that resembles a mixture of medieval Japanese and Chinese cultures. After the War of the Children, the land was founded by a mixed pantheon of Chinese and Japanese deities. Rulers of Tsunami were the Tora-bito (Tiger rakasta) and the Hakken (white lupins). The Tsunami Empire had also settlements of humans, elves, azagishi, maghati, tengu, aracocra, ogre-mages, hengeyokai, kurubukuru, bakemono and oni. But 10.000 years ago some Children and empowered dragons took control of the pantheon and expulsed the original pantheon from Nenaiel. The Tora-bito refused to serve the new pantheon and would have been destroyed if Tsuki-o-kami wouldn't have transported them onto the moon and set them in a deep sleep. The Hakken were divided and civil war came over the land, but the fraction that supported the new pantheon won the war. But the old pantheon was not completely defeated and the gods cursed the once noble Hakken that degenerated until they became gnolls. But the strongest from them managed to keep their mind at least clearer than the rest and formed a new ruler cast of gnolls (flinds). During the last 10.000 years they ruled the land and oppressed other races, building a new empire. The Empire was shaken in a terrible war against a huge horde of yuan-ti as the Apocalypse came. Tsunamis, earthquakes and volcanoes destroyed large parts of the Empire. The capital and the Southern metropolis Yaita were destroyed. All cities near the coast and on the islands were razed, and the survivors had to fight yuan-ti, devils and undead. From the pantheon only three deities survived and were not strong enough to avoid that the original pantheon came back. And with them came the Tora-bito and the loyal Hakken to rebuild the land.

Ruler: The Sun Emperor Kitsunosuke (Hakken) and the Moon Empress Kumako (Tora)

Capital: Odate

Races: Hakken, Tora-Bito, humans.Only very few elves and halflings survived.

Automatic Languages: Tsunami Common (5)

Bonus Languages: none

Classes Available: Fighter, Cleric (Shaman), Bard, Wizard, Paladin, Ranger, Rogue, Psionist (NPC), Monk (NPC).

Religions: The actual religion is a mixture of Japanese and Chinese gods. The rulers of the pantheons are Amaterasu and her brother Susano-o.

Favoured Weapons: Katana, Wakisashi, Daikyu, Long Sword, Axe, Staff, Spear

Armour: varies, normally o-yori.

Regional Skills: Craft: Calligraphy, Knowledge: Bureaucracy, Diplomacy

Regional Feats: Unarmed Strike (as monk)

Alignment: Usually Lawful Good (Neutral): Law 1d10, Chaos 1d3, Good 1d6, Evil 1d4

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Vanoria

Vanoria is build from the remains of an ancient miinati Empire. Humans native to Vanoria are unusually long living, reaching 100 years as strong adultes and showing the effects of high age beyond the 130. Menogh The Bold reached 176 years before dying on his throne. The capital of Vanoria is the High City of Vanoria, a huge city that had 3.000.000 habitants before the Apocalypse. Now, only around 900.000 people live there. The city holds three mage academies, two knight orders and the major temple of the One God. The three academies are:

  • The High School of Knowledge, an institution dedicated to lore keeping, spell research and item creation.

  • The Academy of Lost Knowledge, an elite institution with only a few members dedicated to chronomantic research

  • The Tower of Endless Might. The "Tower" is a huge complex of buildings dedicated to the formation of wizards. The Council of Might encourages their students to specialize in any school of magic, although some of the students prefer not to specialize. All school of magic are thought here but the absolvents of the school must swear (by geas) that they won't use their power against the Empire.

The two knight orders here are:

  • The Protectors. These knights wear silvery armours under black coats and bear the symbol of the city, a golden four-pointed star. They are in charge of the protection of the Emperor and his family.

  • The Order of The Eternal Search. These knights wear black armours below blue cloth and bear no marking. The order is formed by wizards and fighters that dedicate their lives in the search for the departed One God.

The Temple of the One God is more a place of spiritual retirement and contemplation. There exists a small priethood of the One God, but they get no divine powers. However, some mighty heroes have achieved a demi-god status and provide some divine help. Although the One God is revered as the major deity from the Empire, cults and churches dedicated to the Ancient Gods are found everywhere. People in Vanoria dislike any worshiper from the Gods From The Void.

There are around 300 cities in the Empire, although now most of them lay in ruins. There exist many minor Knight Orders that protect the Empire. The Empire has huge armies that are in continuous war against the Blood Hegemony. There are also minor struggles with the ash dwarves and more recently with Voos.

The magicians from Vanoria have created huge flying ships that are used to transport troops or in some cases for trade. These ships are too heavy, slow and difficult to manoeuvre as that they could be use effectively in direct fights. They never reach more that 50 meter above ground and are thus often unable to enter the woods if the Blood Hegemony or the cross the Pillars of Heaven.

Ruler: Emperor Moreth VI, the One Handed

Capital: High City of Vanoria

Races: Humans, dwarves, some half-elves. NO Elves.

Automatic Languages: High Vanorian (5), Low Vanorian (3)

Bonus Languages: High Elven(7).

Classes Available: Fighter, Cleric, Paladin, Ranger, Wizard, Bard, Rogue

Religions: The One God (principal), any Ancient Gods (Children) are allowed too.

Favoured Weapons: Sword (any), Axe (any), Hammer (any), Spear, Lance, Bow (any), Shield

Armour: any, but heavy armour is very common.

Regional Skills: Appraise

Regional Feats: Power Attack

Alignment: Lawful Neutral: Law 1d10, Chaos 0, Good 1d6, Evil 1d6

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Voos

Voos is a harsh land that was created as the Dread Domain of Vorostokov disappeared and their inhabitants drawn to Naboria. Voos is a dialectical variant of the Cerilian land Vos, from where they originally came.

Voos are, like their ancestors, brutal and warlike. During the centuries trapped in Ravenloft, the original vos changed, most because of the eternal winter and the horrors of their land. As they were freed from the Fogs, they had forgotten their ancient gods. Answering the call from their hearts Cendrash, God of Rage offered them spiritual guidance. With the blessing of Cendrash, Voos has become a prosperous land, still harsh and cold, but beautiful. Voos and some Ash Dwarves from the Pillars of Heaven have formed an alliance to fight the trolls from the north. Their religion has been also adopted by many dwarves, because Cendrash is originally a dwarven deity. Voos often fight against the barbaric tribes settled between them and Rashemen or against the humans from Vanoria and Cæthia. The land is divided in many kingdoms and tribes. If not in war against non-voos, these tribes and kingdoms continually fight each other.

The strongestand most skilled warriors are chosen to enter the elite of the voos, the draak riders. In their original countries, back on Cerilia, there were the dreaded varsks their mounts. On Voos, they ride ice dracolisks, creatures blessed by Cendrash.

Although they are savage, bloody fighters, they follow strict codes of honour. While raiding and pillaging, they never kill unarmoured and defenceless opponents. Many kingdoms hold slaves or sale their prisoners as such.

Although Cendrash normally grants the power of runic magic, the voos customs leaded to the development of tattoo magic. A voos priests of Cendrash can imbue specially crafted tattoos (skill Craft: tattoo DC 20) with a divine spell of up to 3rd level. The bearer of the tattoo can then release the spell at any time thereafter and the tattoo must be recharged. A tattoo can be crafted to bear only one spell, and a character can bear no more spell tattoos than half his Con. These tattoos are granted only to followers of Cendrash and only as a reward for great deeds. They must be beard openly and with pride and its misuse can lead to a terrible and painful dead.

Ruler: Tribes are ruled by a Boyar (baron) or Tsarevo (warlord); a kingdom holding many tribes is ruled by a Tsar (king). Tsares fight each other and try to claim the title Tsarevic (Emperor). Most rulers are priests of Cendrash (single or multi-class).

Capital: actually none

Races: Humans and very few from other races.

Automatic Languages: Vos (3)

Bonus Languages: Dwarven (4).

Classes Available: Barbarian, Fighter, Cleric (Cendrash), Ranger (seldom)

Religions: Cendrash

Favoured Weapons: Armour spikes (1d4, Crit 20/x2, piercing), sabre, war spear (barbed spear 1d8, crit 18-20/x3, piercing, causes 1d6 points of damage when ripped out (counts as an attack, needs no attack roll)

Armour: Dracolisk hide armour (AC +6, provides cold resistance 5 and can be enchanted up to +3, other values as studded leather, 350 gp, very rare), scale mail, breast plate.

Regional Skills: Craft: tattoo

Regional Feats: Endurance, Wilderness Lore

Alignment: Varies strongly, but normally chaotic or neutral: law 1d4, chaos 1d10, good 1d4, evil 1d4

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The Yuan-ti Empire of The Emerald Mother: Lian-to [map]

In the jungles deep in the heart of Urite, between Tsunami and Pathdhana, lies the Empire of the Emerald Mother. Countless yuan-ti aberrations haunt this place and revere their Ancient Goddess of Evil. Few is known about their structures, cities, numbers, etc. because no adventurer ever returned from their cursed land. Before the Apocalypse, their Goddess was preparing a great invasion that would have brought destruction to Tsunami and Pathdhana and later to Loren. But the Emerald Mother was heavily wounded and weakened as she lost contact to their followers. She survived thanks to the slaves she kept in her layer on Hell. The yuan-ti begin to recover from their causalities and is a matter of time that they start their attacks again.

Ruler: The Priestesses of the Emerald Mother

Capital: Ssiss'

Races: Yuan-ti.

Automatic Languages: Yuan-ti, Tsunami Common, Pathdhani.

Bonus Languages: none.

Classes Available: Fighter, Cleric, Wizard, Psionist

Religions: The Emerald Mother.

Favoured Weapons: Long Sword, Bastard Sword, Sabre, Shield

Armour: none

Regional Skills: Survival

Regional Feats: According to race (See MM)

Alignment: Usually Chaotic Evil: Law 0, Chaos 1d10, Good 0, Evil 1d10

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