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Thundain

Introduction

This campaign begins in the southeastern part of the country of Corrillia, the Primusene elven homeland, in a city named Anshar. Anshar is a large city that is divided into several districts. The climate in the area is very warm to tropical. The landscape east of Anshar is dominated by an extremely large and foreboding mountain range dotted by many volcanoes. The land south of Anshar is mostly jungle. The land north and west of Anshar is open plains with scattered forest and brush/scrubland.

Anshar, like most cities in Corrillia, is populated by a diverse mix of races, though it is dominated by Primusene and other elves. The city is a heavy trading point as it stands at the gateway to the only known traversable mountain pass that snakes through the Burning Peak mountains to the Black Sands desert beyond. There is a very long and arduous trade road that winds across the northern stretch of the Black Sands desert and eventually exits the desert into the land of Bastion.

Thundain is very humanocentric, with a human pantheon of gods dominant, a human calendar followed, and human laws and governments in charge.

Geography

The world of Thundain is only known to consist of one continent, also called Thundain. The world is believed to be flat by most sages. There is one moon named “Dromis” and one sun named “Aurus”. The southernmost parts of Thundain are hotter and drier than the northernmost regions.

The Human Calendar

The human calendar has twelve 26 day months each year, and the months are directly tied to the lunar cycle. Each month begins with a full moon. The months are:

  • Jamont
  • Femont
  • Marmont
  • Amont
  • Maimont
  • Jumont
  • Julmont
  • Armont
  • Setmont
  • Ormont
  • Numont
  • Demont

There are a varying number of weeks each month, but each week is always 7 days. Each of the days has a different symbolic importance, with Lordsdain being a day of giving respect to ones betters as well as usually being tax day in most human lands, Godsdain typically being a day of worship as well as tithe day, etc. The days are:

  • Lordsdain
  • Tradesdain
  • Godsdain
  • Moonsdain
  • Fieldsdain
  • Alesdain
  • Sarsdain

There are several holidays of note in the human calendar. Some are

  • Dromileve – Two times each month on the 1st and 26th.
  • Rajuulix – Two times each month on the 7th and 21st.
  • Aurorius – One time each month on the 13th (Full Moon).
  • Legacy Day – 4th Alesdain of each month (if there IS a 4th Alesdain, not all months will have one). This holiday is celebrated mostly by clerics and followers of Ultimus by attempting to reproduce.
  • Festival of Gia – (Julmont 10) This day is dedicated to great parties and celebrations in honor of Gia.
  • Season of Spirits – (One week in the Fall) This is the day the veil between the realms of life and death are thinnest. Sacrifices are offered to dead ancestors and offerings made to Nighthawk the Spirit Guide to help the recently departed find their way to their final resting place. The event is somber and respect is shown by not raising one's voice above a whisper or better yet by not speaking at all. A feast is held and each participant leaves a seat next to him or her open should a spirit guest choose to sit. Some youthful, and some would say reckless, pranksters go around during this time with their faces painted white in defiance of an old legend. A long time ago, face-painting was a normal part of the festival. People would paint their faces white to make otherworldly visitors feel more at home. As the legend goes, a dozen ghosts visited a town one year and left everyone dead in their wake it was widely believed that the ghosts did not like the mockery of seeing the living trying to appear as ghosts. Today, young men and woman believe that the legend is nothing more Than a story to scare children into behaving they think they are showing their bravery by doing as their grandparents did. In recent times no actual ghosts have graced a celebration at least no living soul has told of such an appearance.
  • Halfling Jubilee – (Varies but usually Spring) Before it was a common holiday, it coincided with the halfling "spring cleaning" activity. However the actual designated month varies from shire to shire and is usually (see exceptions below) proclaimed by the halfling leaders Note This request of pronouncement was at the request of non-halflings as the stouts generally would prefer everyday to be Jubilee. So, depending upon the collective halfling conscious, enthusiasm and distractions, Jubilee sometimes gets bumped to summer or late fall but never in winter (too cold).

Elven Calendar

The elven calendar is divided into seasons and lunar cycles but they do not name days as they view days as humans do hours. The seasons are Bloomtide, Suntop, Leafell, Frostfall

Creating Characters

Backgrounds

Backgrounds represent things the character has been doing before becoming an active adventurer.

You may choose one background. I will award one additional background of my choice based on the background you submit for your PC.

Bartender / Tavernkeeper

You have spent more time than you care to mention behind a bar pouring drinks and listening to peoples tales. As a result of frequent tavern brawls you have become more aware of things around you, you know how to talk and listen to people, and probably how to pluck and cook a fine chicken too. Fighters and Rogues sometimes come from a life as a bartender.

Benefit(s): You gain Profession (Bartender) and Gather Information as permanent class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You also gain the following weapon proficiencies: Crossbow (heavy or light), dagger, and short sword.

Craftsman (blacksmith, teamster, chandler, limner, etc)

You have worked as a skilled tradesman and as a result, you are familiar with the tools and methods of that trade.

Benefit(s): You gain Appraise (objects of your trade), Craft (objects of your trade), and Profession (your trade) as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Special: If you are Dwarven then you gain 4 ranks instead.

Explorer / Wanderer

You have an inquisitive nature and a deep desire to learn all about the world and the mysteries in it.

You have spent some time investigating ancient tomes and places in search of ever more knowledge and adventure.

Benefit(s): Choose two of the following to be permanent class skills: Knowledge (choose), Decipher Script, Appraise.

You may choose three Knowledge skills if you only choose Knowledge skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Special: If you are a half-elf then you gain 4 ranks instead.

Farmer

Up at the cock's crow, and to bed at sunset, you worked hard on a farm. Cleaning barns, slopping the pigs, and undertaking all the other minor, often unpleasant tasks, was your life.

Almost any class could have been a farmer at one point, but it is easiest to imagine a fighter having spent time on a farm before undertaking the fighting ways.

Benefit(s): You gain Profession (farmer) and Handle Animal as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Special: If you are Halfling then you gain 4 ranks instead.

Gladiator

You have spent several years in the fighting arenas in Thrane, Bastion, Trugal, and Perrin.

You have fought many a combat in the pits and are knowledgeable of the major names and agents of the arenas.

Benefit(s): Choose two of the following to be permanent class skills: Acrobatics, Intimidate, and Perform as permanent class skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Herbalist

You are educated in the qualities of various herbs and their medicinal uses and have likely worked in an apothecary or served others with their herbal needs. Clerics most often have spent time working as an Herbalist, but almost as frequently those dabbling in the arcane arts have as well.

Benefit(s): You gain Profession (herbalist) and Knowledge (nature) as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Innkeeper

You spent time working in or actually running an inn.

You most likely have met a lot of very interesting folks and probably have many interesting stories.

You have a good eye for knowing whom to trust and you are likely a good judge of character. Some fighters and rogues were Innkeepers earlier in their lives.

Benefit(s): You gain Profession (Innkeeper) and Sense Motive as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Miner

You have worked in mines and as a result you are used to working in small cramped areas, and are well adjusted to darkness. Fighters and rogues sometimes come from a life as a miner.

Benefit(s): You gain Profession (Miner) and Knowledge (Dungeoneering) as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You gain the following Proficiencies: Pick, light.

Special: If you are Dwarven then you gain 4 ranks instead.

Noble

You come from noble blood and you understand the noble lifestyle and norms.

You are accustomed to dealing with aristocrats and the upper class. Ofttimes noblemen take up the art of the warrior, but other classes can easily be imagined as well.

Benefit(s): You gain Diplomacy and one Knowledge skill (of your choice) as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You start with 2x normal starting gold.

Special: If you are from the Republic of Thrane then you start with 4x normal starting gold.

Outdoors

You were raised, and are accustomed to surviving in the outdoors. Some examples might be primitive tribal sorts.

Benefit(s): Choose two of the following skills to become permanent class skills: Acrobatics, Climb, Handle Animal, Survival, Swim, Knowledge (nature).

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Sage

You are knowledgeable in one or more specialized areas.

Benefit(s): You gain any three Knowledge skills as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Special: If you are elven then you gain 4 ranks instead.

Sailor

You have spent time on a ship and learned to control the sails and masts, loading and unloading cargo, and cleaning the decks.

You are familiar with sailing terms. Sailors often become fighters or rogues.

Benefit(s): You gain Climb, Profession (sailor), and Use Rope as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You gain the following Proficiencies: Belaying pin, dagger, short sword, rapier, padded and leather armors.

Scout/Guide

You are familiar with a particular region or terrain and how to get around in that area.

You may have worked guiding others or even scouting enemy camps.

Benefit(s): You gain Knowledge (local) and Survival as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You also gain the following Proficiencies: short spear, quarterstaff, dagger, padded armor, and leather armor.

Scribe

You have worked writing letters or transcribing books. The overwhelming majority of arcane spell casters have spent time as a Scribe.

Benefit(s): You gain Forgery, Profession (scribe), and Speak Language as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Shepherd

Whether watching over sheep, goats , cattle, or any other livestock, you spent many of yours childhood hours either on your own, or with another shepherd, maintaining constant vigil for the depredations of wild beasts and monsters. Shepherds sometimes go on to become Fighters or Clerics.

Benefit(s): You gain Handle Animal and Spot as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Special: If you are halfling then you gain 4 ranks instead.

Slave

Either captured or born into slavery, your childhood was abysmal, a constant struggle to survive the labors you were forced to endure, and avoid whatever punishments your taskmaster saw fit to inflict upon you. Almost any class can be imagined with slavery as a background.

Benefit(s): You gain Bluff and Hide as permanent Class skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Soldier

You spent time as part of an organized military.

You are familiar with more weapons and armor than a militiaman and know something about the structure of the local military.

You have most likely encountered brigands or other minor threats during your service and have been in a few battles. This background often leads into a career as a Fighter.

Benefit(s): You gain Profession (Soldier) and either Ride or Intimidate as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You gain the following Proficiencies: short sword, spear, dagger, chain mail armor, scale mail armor, and studded leather armor.

Spy

You have worked as a spy, and are familiar with obscure events in your area as well as how to evade discovery.

Benefit(s): You gain Bluff and Diplomacy as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Squire

You served as a squire for a knight and are familiar with mounts, some armor, and a few weapons. Fighters sometimes have this background if they seek knighthood.

Benefit(s): You gain Knowledge (nobility), Animal Handling, and Ride as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

You gain the following Proficiencies: short sword, long sword, and padded armor.

Stable hand

You have worked in a stable and know horses and other beasts of burden. Fighters often have this background.

Benefit(s): You gain Animal Handling, Use Rope, and Ride as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Street Urchin

You grew up on the streets. The streets are a cutthroat and dangerous environment, and only by begging or picking pockets did you manage to survive.

You are a survivor and know how to get by. Rogues often have this background.

Benefit(s): You gain Search, Sleight of Hand, and Spot as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Temple Attendant

You have spent time working in a temple as an acolyte or attendant of some form.

Benefit(s): You gain Profession (acolyte), Concentration, and Knowledge (religion) as permanent Class Skills.

You gain 2 skill ranks which must be used (as you desire) towards the listed skills.

Equipment

There are a few items that are not necessarily freely available in all parts of the campaign world, or that are not available at all (item does not exist in Thundain).

  • B: Banned. This item does not exist in this setting.
  • R: Restricted. Beginning characters may not choose this item at first level unless a background trait indicates otherwise.

B Spiked Chain

Spiked chains do not exist.

B Everburning Torch

Everburning torches are magical items and as such are only sold by mages. They are rare in small towns, uncommon in large towns, and common in small or larger cities. They are otherwise as listed in the PHB.

B Smokestick

Smokesticks are illegal in most locations. They are very rare in small towns, rare in large towns, uncommon in small cities, and common in large cities. If found, they typically cost 2x PHB cost.

B Sunrod

Sunrods are considered minor magic items by most people and as such are usually only sold by mages.

They typically cost 23x PHB cost however, depending on the size of the town/city. They are very rare in small towns, rare in large towns, uncommon in small cities, and common in large cities.

R Acid (flask)

Acid is illegal for anyone other than certain guildsmen (stoneworkers, metalworkers, jewelers, etc). Most guildsmen will not sell acid to non-guildsmen for fear of having their license revoked by the local government. It is sometimes available though for prices higher than normal. Acid is rare in small towns, uncommon in large towns, but common in small and larger cities.

R Alchemist’s fire

Alchemist's fire is illegal for anyone not in the military. It is very rare in small towns, rare in large towns, uncommon in small cities, and common in large cities.

R Antitoxin

You must specify what the antitoxin is intended to cure. It is not a generic antitoxin. Antitoxins are very rare in small towns, rare in large towns, uncommon in small cities, and common in large cities.

R Caltrops

Caltrops are illegal but still common in towns small and large.

R Tanglefoot bag

Tanglefoot bags are illegal in most locations. They are very rare in small towns, rare in large towns, uncommon in small cities, and common in large cities.. If found, they typically cost 2x PHB cost.

R Thunderstone

Thunderstones are dwarven creations. In towns or cities with sizable dwarven populations they are more easily found. They are rare in most places (DC15 to locate) but common (DC5 to locate) in majority dwarven settlements.

Firearms

Dwarves have invented firearms. However, these are not ordinary firearms in that they are inherently magical in origin and thus far only dwarves (or those able to emulate the dwarven race) have been able to use them.

Other races can hold them, and even aim them, but for some reason they do not fire in the hands of a non-dwarf.

The Craft Firearms skill is always a class skill for Dwarves.

Banned Feats

Leadership

All Item Creation feats

Races

All Pathfinder core races are automatically approved. All races from the Advanced Race Guide with a constructed point cost of 12 or less are possibly allowed (depends on background story etc.) All races from the Advanced Race Guide with a constructed point cost of greater than 12 are almost certainly disallowed (may be reconsidered in some extraordinary circumstances.)

Human

Most humans are generally happy (or at least resigned to their condition), relatively well fed, and in fairly good health. In a few lands the people are much less well off, but in Andar, the country the campaign starts in, humans are not faring too badly. The lowest class live in dirt floor, rat and flea infested, thatch roofed huts, but this only makes up about 1020% of the population. The majority of people live in small simple homes with wooden roofs and wooden floors. Most cities in Andar have basic sewage systems, but most other lands are not so well equipped and many pour their waste in alleys and gutters.

Ability Scores: +2 to any 2 ability scores

Senses: Normal Vision

Speed 30'

Racial Class Skills: Choose any two.

Bonus Feat

Homeland: Plains

Elf

There are four types of elves in Thundain Primusene, Verduri, Mythrian, and Drow.

Primusene (Sun Elf)

Primusene elves are the classic haughty, sometimes arrogant elves of stereotypical description. They have long beautiful hair of varying golds, silvers, or other interesting and amazing hues. They dress in the best attire and take great care for they appearance because appearance is a huge factor of Primusene society. They are the primary workers of mithral items in Thundain. Items crafted of Mithral are referred to as ‘elven’.

Primusene elves consider mithral to be the finest metal in the world.

Primusene elves have very little concern for gender preferences. Most Primusene are glorious hedonists who indulge their pleasures with whomever they please. Females with females, males with males, groups large and small. Elves delight in sexual activities and enjoy in engaging in all its forms. This is one major reason other races such as Dwarves have such distaste for them. Dwarves will die before engaging in sexual activities with members of the same gender.

Average Height 5' 7"-6' 0"

Average Weight 100-130 lb.

Ability Scores: +2 Dexterity, +2 Wisdom

Size Medium

Senses: Low-light vision

Languages: Common, Elven, Regal

Racial Class Skills: Knowledge (nature), Perception

Weapon Training: You gain proficiency with the longsword and longbow.

Effective Leader: Once per round you may choose to grant all of your allies within 30 ft. of you that can either see or hear you either a +1 bonus to attack rolls they make or +1 bonus to their armor class. Either bonus lasts only until the beginning of your next turn.

Verduri (Wild Elf)

The Verduri are the prototypical elf who lurks in the treetops with bow poised at the ready for those who threaten his wood. There are two types of Verduri, the first is tied deeply to animals (usually wolves called wolf-riders), and one tied to plants (called shapers).

Average Height 4' 7"-5' 0"

Average Weight 80-110 lb.

Ability Scores: +2 Dexterity, +2 Wisdom

Size Small

Senses: Low-light vision

Languages: Common, Elven, Sylvan

Racial Class Skills: Knowledge (nature), Perception

Weapon Training: You gain proficiency with the shortbow and dagger.

Choose 1 from:

  • Wild Step: You ignore the effects of difficult terrain caused by underbrush, trees, or similar conditions.
  • Plant Shape: You can shape living plants into objects you can use.
  • Animal Bond: You have a strong bond with an animal and that animal travels with and protects you as if you were its kin. You gain an animal companion. If you do not have any druid levels your effective druid level is equal to your character level -3.

Mythrian

Mythrian elves are a mysterious and deeply magical people that all other elves revere and respect for their magical prowess. Mythrians are very tall, thin, and have a gray skin town. Their hair is usually white, gray, or very lightly tinged with blue. Their eyes are often pupilless which can be very off-putting to other races.

Average Height 6' 0"-6' 8"

Average Weight 140-170 lb.

Ability Scores: +2 Dexterity, +2 Intelligence

Size Medium

Speed 30 feet

Senses: Low-light vision

Languages: Common, Elven

Racial Class Skills: Knowledge (arcana), Knowledge (history)

Strong Mind: May roll Will saves vs. mind-affecting effects twice and keep the desired result.

Trance: Spend 4 hours in extended rest instead of 6 while taking an extended rest, you are fully aware of your surroundings

Drow

Drow of Thundain are not the same underground dwelling people described in other worlds, but instead just another subrace of elf. They are a small population inhabiting a small region of southeastern Corrillia. The Primusene limit and control them in almost every way, for example, all drow are forbidden from owning any weapons or armor and Primusene search them whenever they venture into Primusene controlled areas. For thousands of years Primusene and drow have battled over basically religious and cultural differences. Primusene claim and believe that drow believe in evil gods who wish only to see the rest of the elven race destroyed forever.

Primusene police the drow region heavily and while outright murder upon drow is not allowed, all sorts of injustices are brought upon the drow on a constant basis. The drow do in fact worship an unpopular group of gods and goddesses and do seek independence and freedom from the Primusene.

The region the drow inhabit is important as well. The drow refuse to release the area because of the many buildings and monuments that are sacred to their faith while the Primusene seek the territory because it is rich in natural resources and is a strategic militarily defensive area.

The last several hundred years of oppression have lead the drow to undertake drastic measures in order to voice their displeasure. They kidnap or attack Primusene merchants and hold them prisoner, demanding the Primusene withdraw from the region. Sometimes they execute the victims when their demands are not met or in order to try to make a greater point. Finally, Drow are nocturnal, which makes their culture very odd to other races. Visitors to the drow city of Erristreia find it oddly silent and uncomfortable during the day with all businesses closed while the Drow meditate. The only drow that are active during the day are soldiers and guards. Drow are also the primary workers of adamantine items in Thundain.

Most drow become mages or clerics since weapons and armor are both difficult to acquire and illegal to own. Those drow who do claim a martial bent specialize in unarmed combat or learn to fight with improvised weapons.

Dwarf

There are three types of Dwarves in Thundain, those that live in and on the mountains who regularly interact with the surface races (Mountain Dwarves or "Tekton"), those that live deep beneath the surface of Thundain, in the bowels of the world and who rarely interact with the surface races (Deep Dwarves or "Vulkar"), and an arctic type, who live in the frigid northern regions of Thundain ("Quldar"), in the foothills in and around Vogmur and Verdun.

Tekton (Mountain Dwarf)

The Tekton Dwarves live a very good life, in that there is almost always a battle somewhere. Dwarves make up a good number of mercenaries around the world due to their innate desire to test themselves in combat.

They often hire themselves out as bodyguards also. There is a large group of dwarven clans living in the mountains separating the Gnomish land of Zilargo from Darguun, the land of goblins, orcs, and other rampaging humanoids. The dwarves living in these mountains delight in the constant warfare with the humanoids, and even sometimes with each other. There is another large group of clans in the northern mountains separating Myridia from Verdun and Vogmur. These dwarves resemble their human counterpart barbarians greatly in both culture and appearance.

Dwarves have discovered a magical secret allowing them to build and use firearms, but they keep the secret to themselves. It is almost unheard of for someone other than a dwarf to know how to create the magical black powder that is required for a weapon to fire. Members of other races occasionally own or use firearms, but they must purchase them and the ammunition from dwarves. Dwarves are well known for having the best weapons shops where they sell rifles and pistols. Note that black powder is magical in origin, and cannot be duplicated purely by scientific means. This allows the ability to be used only by those who understand the magic involved.

Ability Scores: Con +2, Wis +2

Senses: Low-light vision

Speed 20 feet

Languages: Dwarven

Homeland: Mountains

Vulkar (Deep Dwarf)

The Vulkar live far underground usually near areas of heavy volcanic activity where they feel they can work the very essence of the world. Vulkar rarely venture to the surface. They are the same height as other dwarves, but leaner. Their skin is often pale or sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed out blue or sometimes almost pupilless.

Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on mountain dwarves to trade goods for them.

Ability Scores: Con +2, Wis +2

Senses: Low-light vision

Speed 20 feet

Dwarven Resilience: May roll Fortitude saving throws vs. poisons, venoms, spells, and spell-like abilities twice and keep the desired result.

Languages: Dwarven

Homeland: Mountains

Quldar (Ice Dwarf)

Quldar are northern dwelling dwarves who inhabit the frozen tundra lands of northern Verdun and Vogmur.

Ability Scores: Con +2, Wis +2

Senses: Low-light vision

Speed 20 feet

Dwarven Resilience: May roll Fortitude saving throws vs. poisons, venoms, spells, and spell-like abilities twice and keep the desired result.

Languages: Dwarven

Homeland: Mountains

Half-Elf

Half Elves are common anywhere elves and humans live together.

Ability Scores: Cha +2 , Any +2

Senses: Low-light vision

Speed 30 feet

Racial Class Skills: Diplomacy plus choose one.

Elven Blood: Choose Reflex or Will. You gain a +3 bonus to saving throws of the chosen kind.

Languages: Common, elven, +1 other

Halfling

Halflings carry on their original Hobbit-like culture and appearance as opposed to the new 3.x version of halflings where they resemble smaller elves. Halflings do not have a land of their own but make up many small communities in the lands of others. They often are left to rule themselves in their own communities, other than that the leader of their community is usually still expected to pay taxes to the local non-halfling government.

Ability Scores: Dex +2, Cha +2

Speed 30 feet

Racial Class Skills: +2 Acrobatics, +2 Thievery Bold: +5 on Saving throws vs. fear

Lucky: Once per day may either roll any one saving throw or attack roll, or cause an opponent who attacks him to reroll an attack roll made against him. The player chooses the result.

Homeland: Rivers, Swamps, Marshes

Gnome

The vast majority of Gnomes of Thundain live an exceptionally comfortable life. They usually have a great deal of money and can generally afford many things others cannot. Gnomes often dress in top hats and walk with canes and hire dwarven bodyguards. Gnomes are often stereotyped as money-grubbing, cheap, and selfish. Gnomes have a land of their own (Zilargo) but are very common in other lands as well. They are less common in frontier lands or other more dangerous areas, preferring the more civilized lands.

Gnomes have invented a few very noteworthy devices, like airships, hot air balloons, and some other large steam powered mechanical devices such as trains and steam ships. No one has developed winged flight, like airplanes, nor have they developed rotor (helicopter) style flight. They have built a great railroad, protected by both Gnome magic and hired dwarven gunners. Dwarves patrol the tracks on small one or two man vehicles looking for vandals or bandits. The Gnomes expect them to take no mercy on those who would damage the railways or the tracks and pay them handsomely for their efforts.

Gnomes often wear top hats, coats with tails, and walk with canes. They are almost always wealthy and almost always have gun wielding dwarven bodyguards when traveling in human lands. Many races despise or are jealous of the Gnomes because they believe them to be in control of all the money in the world.

Gnomes have also developed banks, and have introduced such features as interest bearing savings and checking accounts.

Gnomes do carry a stereotype of being moneygrubbing and selfish, as well as being humorless. For the most part this is generally true. It is deeply ingrained in Gnomish culture that your personal image is tied directly to your wealth. Unfortunately, this has caused many Gnomes to live depressing lives as they are always trying to match themselves against the apparent wealth of their neighbor. Many people hate doing business with the Gnomes because they always feel used and dirty afterwards, not to mention cheated, but, the Gnomes are the ones who offer the convenience of the banks, not to mention many other luxuries.

Besides, they pay the dwarves so well that the dwarves would likely defend them till death.

Lizarian

Lizarians inhabit swamps, jungles, and deserts. There is a sizable population that inhabits the Black Sands desert east of Corrillia. Lizarians are mostly feared in the central lands and generally not accepted in most human cities of the central lands, but the cities closer to their homelands are somewhat more accepting of them.

Ability Scores: Str +2, Cha +2

Senses: Low-light vision

Speed 30 feet

Racial Class Skills: Knowlege (history), Intimidate

Homeland: Desert or swamp or jungle

Vogornian

The only Vogornian race currently allowed as a Player Race is Tabaxian. The following races are NPC only now (05/13/06).

Religion

Human Religion in the Northern and Central Lands

This pantheon is worshiped in almost all human lands except a few (Thrane, Indrastan, etc).

Ultimus, Ruler of the Gods

Ultimus has three wives, each devoted to different aspects. His symbol is a massive scepter. Warriors and those seeking power, influence, or control worship him.

Symbol: A shield with a scepter design inset

Favored Weapon: Mace in the image of a wicked scepter.

Domains: War, Strength, Law, and Sun.

Cleric Training: Clerics of Ultimus are always the first born son of a current cleric of Ultimus. Each current cleric can only have one son who will ever be allowed to join the clergy. That son must demonstrate an ability to lead and show great prowess in battle. Clerics of Ultimus ultimately seek to lead their communities. They will work with established secular leadership unless they determine that leadership to be inept or contrary to the guidance of Ultimus. Clerics of Ultimus can sometimes be singled out by secular leadership as problem citizens and sometimes temples to Ultimus are outright prohibited in some areas.

Quests: Clerics of Ultimus undertake any quest or task that will aid their order in gaining influence or control in an area where it is weak or nonexistent, any quest where they can demonstrate their leadership potential.

Temples: In established settlements, clerics of Ultimus typically build very ornate and official looking structures that imbue a sense of order and control. Their buildings are very symmetrical and logically laid out. In remote areas their temples are still ornate but also very strong and defensive and built in important strategic locations.

Aurora, First Wife of Ultimus

Aurora's aspects are health, hope, mercy, and order. She is slain at the end of each day but is reborn each morning. Her symbol is a rising sun. Followers of Aurora are almost always good. Lawful fighters or those who seek to maintain order could worship her just as well as clerics and healers.

Symbol: An oval shaped outline with an open hand inside

Favored Weapon: Staff

Domains:

Cleric Training: Clerics of Aurora are always female and must be celibate virgins. Priestesses of Aurora dedicate themselves body and soul to their spiritual husband, Ultimus. Priestesses of Aurora defer to similar (or higher) ranked Priests of Ultimus in all regards. Clerics of Ultimus who are of lower station in the church than a cleric of Aurora defer to the priestess wisdom.

Quests: Priestesses of Aurora undertake any quest or task that will aid their order or the order of Ultimus in gaining influence or control in an area where it is weak or nonexistent, as well as any quest where powers of darkness must be dealt with, or where life is threatened.

Temples: In established settlements, priestesses of Aurora typically build simple structures in sunny areas. Their temples either have large courtyards open to the sky, or in colder climes have ornate panes of glass that reflect the suns rays throughout.

Dromila, Second Wife of Ultimus

Dromila's aspects are night, magic, chaos, and death. Dromila slays Aurora each evening so Ultimus can not have her. Her symbol is a solar eclipse or a crescent moon. Mages and druids are her most common worshipers.

Symbol:

Favored Weapon: Scythe.

Domains: Death, Magic.

Cleric Training: Clerics of Dromila are always female and may only have physical relations with clerics of Ultimus. It is a standing tenet that priestesses of Dromila must kill other partners that clerics of Ultimus have. Clerics of Ultimus are well aware of this and most accept it as part of their religion and accept it as normal.

Quests: Priestesses of Dromila any quest to gain magical power or insight, or that deal with death, the dead, or the dying. They are intrigued by death, darkness, and night and revel in darkness.

Temples: Priestesses of Dromila establish temples almost anywhere large groups of people gather or in locations near points of magical power.

Rajuul, Third Wife of Ultimus

Rajuul's aspects are conflict, resistance, the seasons, and battle. She is often seen instigating Dromila and Aurora in conflict. She is called upon during especially loud storms or when the elements are rough, such as a particularly cold winter or hot summer. Warriors are her most common followers.

Symbol: A sword splitting a cloud and a lightning bolt issuing from below

Favored Weapon: Spear

Domains:

Cleric Training:

Quests: Temples:

Thuel, Son of Ultimus and Dromila

Thuel's aspects are battle, rage, anger, lust, and revenge. Anyone seeking revenge would call upon Thuel to guide them. Anyone with a particularly bad temper would call on Thuel. Anyone who is madly in lust would invoke Thuel's name.

Symbol: A sword dripping blood

Favored Weapon: Sword (any)

Domains:

Cleric Training:

Quests:

Temples: nickel

Shea, Daughter of Ultimus and Dromila

Shea's aspects are magic, subtlety, charm, wind, music, and the arts. Arcane spellcasters who do not particularly care for Dromilas attachment to death tend to worship Shea. Diplomats and nobility often call upon Shea. Artists also seek Shea’s guidance.

Symbol: A brush and a star

Favored Weapon: Dagger

Domains:

Cleric Training:

Quests: Temples:

Diadem, Son of Ultimus and Aurora

Diadems aspects are honor, justice, loyalty, precision, and truth. He is half-brother of Thuel. The vast majority of Paladins worship Diadem, as well as many good clerics and fighters.

Symbol: Two strong hands shaking inside a shield

Favored Weapon:

Domains:

Cleric Training:

Quests: Temples:

Gia, Daughter of Ultimus and Aurora

Gia's aspects are pleasure, excitement, entertainment, spontaneity, and adventure. She is most often worshiped by bards, entertainers, or anyone out for a good time. Her name is invoked frequently in taverns when the ale is flowing fast.

Symbol: A star with a lightning bolt through it

Favored Weapon:

Domains:

Cleric Training:

Quests: Temples:

Corrin, Son of Ultimus and Rajuul

Corrins aspects are wilderness, animals, life, death, weather, and the elements. Ranger and Druids commonly invoke Corrins name.

Symbol: A cloud outline with a bearclaw pattern inside

Favored Weapon:

Domains:

Cleric Training:

Quests:

Temples: Special Note: Clerics of Corrin (along with clerics of Aurora) are the only ones capable of casting spells which restore life to the dead. See Aurora for details.

Sariah, Daughter of Ultimus and Rajuul

Sariahs aspects are stealth, caution, planning, order, and silence. Rogues are by far her largest group of followers, but anyone trying to plan carefully or be stealthy often calls upon her name.

Symbol: A cats eye in a square

Favored Weapon:

Domains:

Cleric Training:

Quests: Temples:

Tarth (male)

Tarth is a god unassociated with the hierarchy of Ultimus. He is worshiped all throughout the lands even in places where the Ultimus pantheon is not present. Basically anywhere there is military or mercenaries or frequent battles, there are likely to be followers of Tarth present. Followers of the Ultimus 'family' tend to discount followers of Tarth as being unwilling to commit to the rigorous structure of an organized faith.

Further, followers of the Ultimus 'family' tend to encourage or attempt to convert followers of Tarth (and his brothers) into worshipping a member of Ultimus' family.

Tarth's clerics don't preach or proselytize but instead display bravery, skill at arms, strength, and effectiveness in war and battle. Tarths clerics aid military or mercenary groups by offering healing or protection to them or by bringing destruction and chaos upon their enemies. Followers of Tarth are usually fighters, mercenaries, soldiers, town guards, or anyone who relies on strength or skill in battle.

Symbol: A large metal shield with a helm emblem

Favored Weapon: Flail Alignment: Followers of Tarth may be of any alignment.

Domains: Destruction, Protection, Strength, and War

Cleric Training: Tarths church teaches that war is inevitable so you'd better be good at it.

Quests:

Temples: There are no established temples to Tarth, only small shrines in military CralDach (male) Followers of CralDach are spiteful, vengeful, and hold grudges forever. They are arrogant and often belittle others.

Symbol: A fist holding a sword

Favored Weapon:

Domains:

Cleric Training:

Quests: Temples:

DorMar

Followers of DorMar seek the upper hand in every business deal, no matter what. Everyone dreads dealing with a follower of DorMar for business deals are exceptionally cutthroat.

DorMar is described as a plotting, scheming coin counter, constantly counting his wealth.

Symbol: A scale

Favored Weapon:

Domains:

Cleric Training:

Quests: Temples:

Elven Gods

Elven gods of Thundain are androgynous. Gender is not an issue when considering elven gods. It is virtually unheard of for an elf to worship a deity other than one of these.

Nishemi (Generosity, Mercy, Compassion)

Followers of Nishemi give a large portion of their wealth to the church or to other charities in Corrillia.

Followers are expected to aid those in misery or pain and to refrain from causing pain or undo injury to others. Nishemi is almost always described as good, fair, and honest to others.

Special Notes: Clerics of Nishemi are able to bring the dead back to life (i.e., the various raise dead spells are on their list).

Disema (Business, Wealth, Luck, Fate)

Followers of Disema are almost always merchants, gamblers, or thieves, but most everyone calls upon Disemas blessing from time to time. Disema is often described as random and unpredictable, but not good or evil.

Thoren (War, Peace, Diplomacy)

Followers of Thoren serve in both the military and in city guard roles. They even serve in diplomatic bodies, as one of their tenets is to avoid war if at all possible. Followers of Thoren do not leap to battle but try to solve problems tactfully and peacefully first, then if all else fails, they do what is necessary and demonstrate why they are followers of a god of war. Thoren is described as calm, thoughtful, and difficult to anger.

Dumas (Song, Drink, Dance, Merriment)

Sinda (Harvests, Fertility, Weather)

Rajin (Youth, Vigor, Health)

Vogornian Gods

Vogornians also almost never worship non-Vogornian deities. It is important to note that no Vogornian clerics are able to restore life to the dead. Vogornians view such an act as blasphemous and a horrid act when it is performed by other races. It is not even possible to restore life to a fallen Vogornian. When a Vogornian dies his spirit departs immediately to the great huntlands.

Seresh'thial, Goddess of the Pride

Seresh'thial is the ruler of all Vogornian gods. She is the mother of the great pride and protects them all.

Followers of Seresh'thial are extremely protective of the Vogornian people first, and all good beings second.

They are often domineering and overbearing, insisting on doing what is in others best interests, as an over bearing mother would be. Seresh'thial is often described as a great lioness, holding a young Vogornian in one arm while slaying an enemy with the other.

Grar'r, God of Savage Battle

Grar'r is a Tiger Vogornian, larger than all others, huge in proportion and armored in gleaming golden armor.

His followers seek battle wherever possible, regardless of reason. They delight in battle and savor a kill.

Followers of Grar'r make up the vast majority of the Vogornian military, and they are constantly just waiting for a chance to pounce on any foe that dares enter their land. In fact, the general of the army, Lord Klaw, is rumored to be behind many provocative gestures against the Republic. Lord Klaw hates the humans in the Republic and instigates battle whenever possible.

Sheola, Goddess of Tongues

Sheola is a Cheetah Vogornian. Followers of Sheola are peacemakers and great conversationalists. They enjoy conversation and discussion immensely and often serve in a role of peacemaker between the Vogornians and the humans in the surrounding lands.

Dwarven Gods

Standard Dwarven pantheon.

Vhaerun

The Masked God of Night

Halfling Gods

Standard Halfling pantheon.

The World

The world of Thundain is one of much political intrigue and conflict between the many nations. Many of the lands rulers are scheming behind each others backs to gain power and influence over the others. This will not have much impact on the early and midpart of the campaign, but it might possibly come into play in the higher levels. Depending on the country, peasants have it anywhere from terrible to livable. Literacy is almost unheard of amongst humans, as the vast majority live in almost utter poverty.

Almost as important as a characters religion and race is his homeland. A characters homeland instills in him many cultural views and habits that others might find odd, interesting, wrong, frightening, inspiring, or just different.

Andar

Andar is the land where the campaign begins. Cities in Andar are led by a mayor who is appointed by the regional Vice Minister. The land of Andar's leadership hierarchy is as follows, Prime Minister, Vice

Ministers, and Mayors. The Mayors report to Vice Ministers who in turn report to the Prime Minister. The Prime Minister changes every 20 years when the Vice Ministers elect one among them to the position. The Vice Ministers also appoint Mayors. Every 10 years Mayors also appoint new Vice Ministers. Not all Vice Ministers are replaced however only the ones that are voted out by a majority of mayors from a particular region are replaced. If a Vice Minister is voted out, a new one is chosen from the available mayors of the region. The mayors of the region vote which one amongst them becomes the new Vice Minister. The other existing Vice Ministers also vote and each of their votes count as 3 mayor votes. However there are many times more mayors than there are Vice Ministers. There are only 4 Vice Ministers at any one time.

Mayors have ultimate authority in each town and city but there is a judicial process. Mayors are required to appoint one or more judges (based on the size of the town or city). These judges hear any cases that the accused demands be heard. In most cases the Town or City Sheriff decides the guilt or innocence of the accused as well as the punishment, but if the accused demands it, he can have his case heard by a judge.

Judges are sometimes crotchety so it is usually better to have your punishment chosen by the sheriff instead. Not to mention that the judges are often not available for long durations (sometimes months) and you would have to wait in jail until your case can be heard. In the most extreme cases the Mayor can override the decision of a judge or the sheriff.

All towns and cities are led by a mayor who is appointed by the regional Vice Minister. The land of Andar's leadership hierarchy is as follows, Prime Minister, Vice Ministers, Mayors. The Mayors report to Vice

Ministers who in turn report to the Prime Minister. The Prime Minister changes every 20 years when the Vice Ministers elect one among them to the position. The Vice Ministers also appoint Mayors. Every 10 years Mayors also appoint new Vice Ministers. Not all Vice Ministers are replaced however, only the ones

That are voted out by a majority of mayors from a particular region are replaced. If a Vice Minister is voted out, a new one is chosen from the available mayors of the region. The mayors of the region vote which one amongst them becomes the new Vice Minister. The other existing Vice Ministers also vote, and each of

Their votes count as 3 mayor votes. However there are many times more mayors than there are Vice Ministers.

There are only 4 Vice Ministers at any one time. Mayors have ultimate authority in each town and city but

There is a judicial process. Mayors are required to appoint one or more judges (based on the size of the town or city). These judges hear any cases that the accused demands be heard. In most cases the Town or City Sheriff decides the guilt or innocence of the accused as well as the punishment, but if the accused demands it, he can have his case heard by a judge. Judges are sometimes crotchety so it is usually better to have your punishment chosen by the sheriff instead. Not to mention that the judges are often not available for long durations (sometimes months) and you would have to wait in jail until your case can be heard. In the most extreme cases the Mayor can override the decision of a judge or the sheriff.

All of the human gods (see Religion chapter) are worshiped in Andar, with Ultimus commanding the most followers of all, followed by Diadem, Gia, and Rajuul.

Characters from Andar (in general)

  • Are tolerant of and open towards different religions
  • Are weary of war, having suffered much in many conflicts
  • Are suspicious of and dislike Thrane
  • Are frightened of, but tired of suffering because of, the Numorian barbarians
  • Are often adventurous
  • Are practical and not prone to excess or ostentatious appearances or behaviors

Cities or Places of interest in Andar

Doonberg

The road (not highway) to Doonberg from Silver Falls snakes through a hilly, forested area for about 350 miles. It is wide enough over its entire length to be considered a 'road' (wide enough for wagons) as opposed to a 'trail' (singlefile only). A person riding a light horse can make the trip in about ten days (horse can make 36 miles per day) stopping and camping normally. It would take a lightly equipped human about 14 days on foot. It would take a lightly equipped halfling about 21 days to make the same trip. There are clearings with firepits every 2025 miles where travelers stop and camp at night. These clearings are on either side of the road and often littered with remnants from past campers. These campsites are generally known to the local brigands and humanoids and are sometimes watched at night for lone travelers or relatively weak looking groups. The campsites about halfway along the trip are more dangerous than the others as brigands are much more numerous than in other locations. There are many sources of fresh water along the route, including dozens of streams and rivers, lakes and ponds. Doonberg is generally described as a den of criminals and disease and to be avoided if possible. Father Marcus, a high ranking priest of Ultimus makes his home in Doonberg. Shem Jr. (son of the owner of the Silver Nugget in Silver Falls) had some sort of troubles in Doonberg, causing him to return to Silver Falls.

Redfern

Andarian military encampment west of mountains west of Zedria. Its main purpose is to launch forays against the Numorians. It also trains soldiers and develops secret weapons. In the past it served as home to Hogan Vandalay and Pelov (the Mighty).

Sawtucket Valley

Sawtucket Valley a small, rugged lumbering community about 24 miles into the mountains northeast of Silver Falls. There is an old, overgrown trail that leads from Silver Falls to the Sawtucket valley but it is so overgrown its next to useless. Following this trail an unencumbered human (on foot) could make the trip in about 3 days. The trail and forest is too rough and tangled for horse travel.

Sisak Temple of Shaz'kathek Uplandish

South of the capital and in the mountains. Industrial community that started as iron and coal mines and evolved into Andaran's major source for steel. Much of the product goes towards the military and the Thunder Rail. Uplandish is home to a few major Dwarven inventions such as a Giant smelter with huge smoke stakes called Crusher. It is known for its gray land and gray, smoke obscured sky and polluted river.

Zedria

Zedria is the capital city of Andar and is famous for having a stop on the Thunder Rail. There is no direct route from Silver Falls to Zedria. The common route involves traveling to Doonberg first and then onto Zedria from there. The road (not highway) to Zedria from Doonberg leads on a relatively straight path across open plains with scattered small forests. The road is about 500 miles and can be crossed in about 1011 days on light horse. There are dozens of taverns and inns in Zedria, as well as hundreds of other businesses and shops. Probably 5060% of the population does not live within the city walls however, instead they live and farm the fertile riverlands around the city. The farming community is quite large and its output is sold to many of the neighboring communities.

Bastion

Bastion is a small land on the southwestern border of the Republic of Thrane. It also borders the Great Desert and is an oasis of lush fertile land. The famous giant warrior Dar conquered this land a decade ago and has ruled it since. Dolan, his famous rogue accomplice, advises Dar. Bastion is almost completely populated by humans and dwarves.

The region around Bastion is beset by brigands and bandits, as well as orcs and goblins, but The Dagger and the Rose employs a small army of mercenaries to protect it. It is built in an encampment style arrangement with crossbow wielding mercenaries posted on towers all day and all night. There are at least 3050 men-at-arms on duty at all times.

Characters from Bastion (in general)

  • Are warriors at heart who enjoy battle and conflict
  • Struggle with peace and calm, anxious for movement and action

Burning Sands Desert, The

This huge wasteland is made up of thousands of square miles of dark black colored sand dunes, causing

The temperature to be unbearable at best, and lethal at worst. There is a large brick road highway that crosses its northern expanse that was built by both the Republic of Thrane and Corrillia as an instrument of trade. The highway is equipped with a series of cisterns and stone troughs that keep the cisterns at least sometimes filled with cold water from the mountains to the north. The road is covered for about half of the distance, offering shade to merchants covering the distance. About halfway between Corrillia and Thrane

There is a series of tunnels in the dunes that lead into a subterranean settlement known as the Haven.

Breolis (ruins)

Breolis once occupied the southern peninsula of what is now Myridia. It was a land ruled by women that existed several hundred years ago. Now all that is left is crumbling ruins of once fine cities that are now overgrown by jungle vines and other vegetation. Many dangerous monsters and rogues are said to roam in

The scattered ruins, either rummaging for treasure, or rummaging for adventurers to eat. Lizarians are common in the region.

Corrillia

Corrillia is one of the largest and most powerful lands, populated mainly by high elves with a small population of Wild elves in the northern forests and a small population of Drow elves in a geographically strategic and important region in the south.

Corrillia is divided into dozens of almost independent citystates but whom all pay taxes to the crown in the capital city. People from each citystate first identify themselves by their citystate and then by their nation.

For example. the city where the campaign begins is named Anshar. The people first refer to themselves as Ansharian and then Corrillian if necessary. Anshar has a notable Vogornian population due to its proximity to Vogornia.

Corrillia is a very large, expansive land of varying landtypes and vast resources. It is mighty militarily and respected around the world for its economy, laws, and happiness and success of its people. Even elves in other lands tend to call Corrillia their homeland. Corrillia is about 80% elven, 10% human, and 10% other races. It is considered the motherland of elves throughout the world, and virtually all elves feel a kinship and a bond to it.

The government is a classic hereditary monarchy ruled by King Alassambra and his twelve sons, the Crown Princes of Corrillia. Unlike classic monarchies though, Corrillian princes hold positions of authority before

The father dies, and there is a parliament for handling day to day affairs. The king and princes are exempt from all laws and can overrule any law they wish, but for the most part allow the parliament to deal with the mundane details of public matters.

The most famous landmark of Corrillia is the Dragon Keep in which the royal family calls home. It appears to be fashioned from the hollowed out body of a giant white-colored dragon that was turned to stone thousands of years ago. The Kings private chamber is in the beasts head, with amazing multifaceted stained glass windows in the dragons eyes. Important speeches to the masses are held from the balcony that is the dragons mouth. Great teeth rise from the lower jaw and descend from the upper, providing parapet like protection to those within.

Corrillia has a small Drow population living in its southern regions. The Drow are under the authority of the High Elves and live in a state of martial law.

Elven warriors commonly ride Zellopian Striders. Zellopian Striders are large, nimble, deer-like creatures that the elves prefer over horses. They are faster than horses but not as strong, but some do sport a decent head of horns that they can attack with.

High Elves are the primary workers of Mithral items in Thundain and Drow are the primary workers of Adamantine items. Items crafted of Mithral are referred to as ‘elven’ while items crafted of Adamantine are referred to as ‘drow’. For example, a mithral chain shirt is referred to as ‘elven chain’. An Adamantine sword is referred to as a ‘drow sword’. High elves consider Adamantine inferior and drow consider mithral to be inferior. Humans love both types of metal and buy both almost equally. Mithral for its amazing strength and light weight and Adamantine for its incredible ability to hold an edge.

Many elves live and dress in Victorian-style buildings and clothing.

Burning Peaks mountain range

The range that forms the border between Corrillia and the Black Sands desert. The city is a great mix of elves of all types, dwarves from the mountains, humans from the desert, and drow.

Anshar is elven ruled, as are all cities in Corrillia. However, due to its proximity to both Drow regions and the Burning Peaks mountains, the government is extremely intolerant of disruptions. There is a drow sector of the city that is walled off from the rest of the city and drow are only allowed in and out after much harassment and searches. There are places in Anshar that are historically either Drow or Primusene, depending on the time frame. The Ansharim Library sits atop land that the drow claim was where a great leader and prophet was killed over a thousand years ago. The site is holy or at least greatly revered by drow but they are not allowed to step foot on the area due to Primusene restrictions.

All police in Anshar are Primusene riding elven steeds called Llasa. Llasa are smaller than horses but faster and more intelligent on average. Llasa can not carry as much weight as a horse so they do not make excellent beasts of burden or work animals. Llasa are not sold as horses are because each has a bond to the elf it serves. You will not find a Llasa stable where they are sold like cattle.

Characters from Corrillia (in general) are...

  • probably elven
  • tolerant of other religions, but feel the elven faith is superior
  • on good terms with Vogornia
  • protective of Ahria and its Verduri elven inhabitants
  • hostile towards the Republic of Thrane
  • hostile towards drow

Dorendel

Dorendel and Planendel are two lands populated mostly by halflings, wild elves, and elves. Dorendel has a sizable dwarven population as well, and these two lands are looked at as the homelands of the halflings of Thundain.

Eldynar

Eldynar is a primitive forest land populated by wild elves and other tribal groups. It has no single government, instead being made up of scores of separate but equal tribal clans. Its trees are highly valued by many for their incredible use in ship and bow making. Corrillia looks after its protection and comes down severely upon any that would harm Eldynar.

Fharisth

Fharisth is a wartorn land bordered on the north by the rampaging, pillaging Vogmurian barbarians, and on the south by the fiercely territorial Sillennians. Fharisth has a culture of contradictions, in places being matriarchal and in others patriarchal and much conflict stems from this chaotic hodgepodge of structure.

Mythria

This is a land of mysterious mages. Their entire country is veiled in magical shields and secrecy. Mythrians are almost never seen outside of their land. Mythrians all bear a symbol upon themselves indicating their true nature.

Numorian Wood, The

"The Numorian savages care nothing for life or peace, they seek only war and bloodshed. They are worse than animals, they pillage and plunder and rape, they are evil incarnate. Beware, for even after you are dead they are not through with you." Henrik Olai, Captain of the Corrillian Guard, stationed in Northeastern Corrillia.

The Numorians are a diverse group of tribal barbarian people who live in the great forest west of Andar. They are nomadic, and barbaric by almost any definition. They are very primitive but at the same time very effective in battle. Almost everyone avoids their forest for fear of encountering them. They used to almost never be seen outside of the forest, but recently they have been raiding and pillaging northern Thrane and western Andar occasionally.

It is believed that the Numorians have no unified government and instead act as individual bands of raiders, but they’re tactics of late have become increasingly organized.

Numorians are true barbarians. They attack their opponents without regard to their own defense or welfare and rage uncontrollably in battle, sometimes striking down their own in moments of frenzy. On average, they are stronger and hardier than normal humans and seem to lack sympathy for those weaker than themselves. To Numorians the weak are to be killed or taken advantage of, not protected or defended, as the Corrillians believe.

Their shamans understand and use Rune Magic. Numorian Shamans always scribe powerful runes on their warrior’s weapons and armor before battles and Numorian villages are almost all protected by defensive Runes. The few Corrillian War Parties that ventured into Numorian lands discovered encampments and attacked them, expecting to take the Numorians by surprise, only to find alarms sounding and defensive magic’s opposing them before they could even attack. These poor souls were then made examples of by the Numorians by being gutted, cooked, and then eaten. Which leads into the third thing known about Numorians… Numorians are cannibals. The Numorian people believe that eating your foe gives you his strength. They especially desire powerful foes, as they believe the more mighty the foe, the more power you are granted when you consume them. They almost never consume nonwarriors, or women or children, as that would only weaken their spirit.

Planendel

Planendel and Dorendel are two lands populated mostly by halflings, wild elves, and elves. Planendel is almost 90% halfling while Dorendel has a sizable dwarven population. These two lands are looked at as the homelands of the halflings of Thundain.

Silennia

Silennia is a western land ruled entirely by females. The more experienced warriors of Silennia are also known for riding hippogriffs into battle.

Thanagar

Thanagar is the largest city of the dwarves of Thundain. It is situated in a mountain range near the human barbarian lands of Verdun and Vogmur.

The Republic of Thrane

The Republic of Thrane is 90% human, exerts heavy taxes and fees upon nonhumans, has a deeply corrupt government, is always plotting, and has advanced technologies. There is a very unhappy large lower class, almost no middle class, and a small but very happy upper class. While the country is technically a democracy, the current president has been in office for 29 years, and there are no term limits. The Senate is almost powerless to stop him since most governors support him. In this government if the President has the support of a majority of governors he can override the senate.

Trugal

Trugal is a wartorn country, plagued on the north by Numorian barbarians, the east by the expansionist Thrane, and the south by the (now peaceful) Bastion. Trugal seeks an alliance with Bastion or Vogornia in defense against Thrane since it feels Thrane means to annex it.

Verdun

This distant barbarian land is in almost constant war with Vogmur. The people are primitive but extremely numerous. The culture is viking-like.

Vogmur

This distant barbarian land is in almost constant war with Verdun. The people are primitive but extremely numerous. The culture is viking-like.

Vogornia

Vogornia is a land of extremely xenophobic cat people. The greater part of the land is largely completely untamed wilderness. Temperate forests in the north give way to near tropical conditions to the south, hottest at the lowest elevations. Trees throughout the region are comparable to the sequoia and the giant banyan and many stand taller than 100'. There are tiger men, lion men, leopard men, cheetah men, and panther men. Vogornians rarely venture out of their land except in the most extenuating of circumstances. Their land is enclosed by a v-shaped mountain range and so it is rare for people to visit them.

Zilargo

Zilargo is the native homeland of all gnomes of Thundain. It is technologically advanced and in good repair. The roads are of excellent quality as the Gnomes have contracted the finest dwarven stonemasons to build and maintain them. Zilargo is also heavily dependent on Dwarves for defense. The Gnomes maintain a large standing army of dwarves who serve happily. They get paid to do what they would normally do anyway, which is kill humanoids. Both dwarves and many different types of humanoids populate the mountain range in the eastern region of Zilargo.

This mountain range is a scene of almost daily skirmishes between dwarves and goblins, orcs, or hobgoblins. Many humans despise the gnomes because they feel the gnomes get rich off the labor of everyone else. Even the Republic of Thrane dislikes the gnomes, but they recognize the great power they wield and would never consider disrupting their relationship with them.

The Thunder Rail

Thunder Rail starts at one end in northern Sillennia, cuts through central Myridia, veers north to Zedria in Andar, then bolts southwest through Thrane, into Bastion, then cutting through the narrowest point of the mountains that separate western Thrane and Corrillia, then going north through eastern Corrillia, following the mountain range north, then cutting directly west towards Zilargo, where it ends in the gnome homeland.

People & Groups of Interest

People of Interest

Lord Dread

Amber Pantera is the generally accepted worldwide King of thieves. He runs an international syndicate that has stations in virtually every city in every nation. He is known simply as the Lord of Dread or even more simply, "Lord Dread."

Dar (the Conqueror)

Darius Trognar is a Vogmurian barbarian who conquered Bastion, Oasis land of the Nine Rivers as well as 13 other independent citystates in the region, uniting them all under his banner. While he is not truly of giantblood, he is known for his massive (clearly magically altered) stature and skill in battle. He is over 13' tall, weighs over 2000 lbs. and wields a huge halberd. His exploits in battle are legendary. He is known to have bested small armies single-handedly. He is easily one of the greatest warriors of the world.

Dolan (Adviser to Dar the Conqueror)

Eo, Keeper of the Academy

Eo is world famous among elves and the learned. He is both the headmaster of the largest, and arguably the finest, magic college known, the vast Corrillian Academy which has campuses all across Corrillia, and quite possibly not from this world. His skin resembles blue or black stone and his eyes are pupilless, as are all archmages eyes. He carries his Rod of Serenity, known to be a great artifact.

Golgoth

Golgoth is the most infamous and savage of the Numorian barbarians. When Golgoth and his horde approaches a city its inhabitants often kill themselves before his forces gain entry for they know full well what fate is to come soon. His savage warriors rape, pillage, plunder and destroy all who stand in their way.

Sarak of the Dagger

Sarak is a Drow assassin and the most powerful noncleric associated with Y’mar Susumbra. She is wanted by the elves and there is a large reward for her, dead or alive. She delights in causing death and destruction amongst the elves.

Y’mar Susumbra

Y’mar Susumbra is a prominent cleric leader of a faction of drow that teaches that the torture and death of High elves is the path to their ultimate freedom. Whenever an elf is captured and held for ransom or murdered, it is almost invariably Y’mar Susumbras clan of drow that is responsible. Y’mar Susumbra is extremely fanatically followed by the more hardcore drow. Y’mar is a religious title given to male clerical leaders in drow culture.

Y’mal Sharess

Sharess is also a prominent drow cleric leader, except she is much more popular and has many more followers. She teaches that negotiations and diplomacy with the elves is the ultimate path to freedom. She is well loved by most of the more moderate drow. Y’mal is a religious title given to female clerical leaders in Drow culture.

Groups

The Crystal Knights of Corrillia

There is an order of Elven knights from Corrillia who serve the King and Royal Council directly. The Crystal Knights are universally feared for their extreme methods and mysterious powers. The Knights are broken into several groups generally named for gems such as the Emerald Knights, the Ruby Knights, the Diamond Knights, and the Onyx Knights. Each group serves different purposes, with the Onyx Knights believed to be responsible for missions that depend on stealth or deception. The Diamond Knights are the Kings personal defenders. Ruby Knights are the first sent into any major battle and whom are the most battle hardened. The Knights are sent on missions where survival or wilderness expertise is required.

The Cult of Gothikus

Little is known about the cult of Gothikus. It was referred to in casual conversation overheard in the Silver Nugget.

Order of the Dragon

The Order of the Dragon is King Alassambra of Corrillia's elite royal guard. There are always 33 members and they serve to protect the king.