The Swords of the Seasons
Posted by Savin at 12:40 PM 0 comments
Ancient creation myth says that the gods tricked the primordials to help them create a universe. Then in the batters fought after its creation, the universe fragmented into many world, breaking the gods and primordials up in the process. Kansul and the demons that serve him are the remains of forces created by the Primordials to unmake the worlds. The primordials no longer guide them. Angels and devils were similarly created (but by the gods) to stop the demons. Devils stick to their original mission (though with ruthless means) while angels have left the path to try to protect the beings of individual worlds.
For countless centuries, civilization has been fleeing the march of Kansul. On Haven, an effort was made to suppress this knowledge in the hopes that it would keep the gates upstream closed. This worked for a time. The gate is open again.
Posted by Savin at 7:03 PM 0 comments
Entering through the loading docks, we encountered (and dispatched) several elementals that were corrupted by shadow.
The Aeries, of course, employed bound elementals to serve as the moving parts of their structure. In this case two doors and a pathway used for cargo transport.
Their corruption points out something that should have been obvious to me before: they are in possession of a soul. Given this, what occurs to their souls after their destruction? Indeed, what of the souls of other living things (animals and such)
The sheer volume of such unaligned souls would seem to necessitate the need for a powerful feral force in a word. Indeed, might this explain the Mother's shifting in this way? On the other hand, perhaps the force of a soul is proportional to the will of the being it came from.
Voss seems bothered by the revelation that beings of forced servitude possess souls. I'm not sure what the basis of his concern is.
Posted by Savin at 7:01 PM 0 comments
Amicus (an title meaning learned friend) Meiorin is the name of the Lich. He and Voss sparred about fashion and court standing briefly before we entered into combat.
It turns out that Meiorin's heavily decorated skull was, in fact, a separate creature. His actual skull was hidden within his rib cage. This skull regenerated damage dealt to it.
We were able to force both Meiorin and his gaudy skull to surrender.
Meiorin was acting on his own initiative to attempt to gain status in the court of Lord Duskblade, the regent of the newly ascendant Queen Felocial. He was attempting to desecrate the Mother's holy site.
Duskblade has been receiving envoys from various nations (including both Ascension and Barrera). At the moment, the court is circling those two groups and (not unexpectedly) little progress has been add by either side.
We forced Amicus Meiorin to write us a letter of introduction to the court.
I constructed two magic circles to contain Meiorin and his skull ally. Meiorin as a smaller circle within the large circle that holds the skull. The circles are within a cave which should, hopefully protect them both from discovery and from undo weathering.
I am of the opinion that we may need Meiorin as a bargaining chip at a later date. This is why the circles as opposed to simply destroying them.
Additionally, Meiorin is a Lich of some power. As a result, he is able to anchor his own soul outside of his being. This knowledge will be invaluable in the construction of a well to hold unclaimed souls.
Posted by Savin at 6:51 PM 0 comments
Posted by Savin at 3:07 PM 0 comments
Posted by Savin at 1:34 PM 0 comments
I am starting to believe that Voss and myself represent the only Eladrin that remain on Haven.
Anabalis and her contingent have revealed themselves as devils from a world shard that has detached itself from the chain.
We discovered that the chief Archivist had been killed by a mist devil trying to get access to the central archives. We set a trap that led us back to Anabalis. We defeated her but took her prisoner. She claims to re[present devils who have the power to remove Haven from the chain. They wished access to the archives in order to determine who has the power to sign a treaty for the entire world.
The treaty would remove Haven from the chain but would require that Haven provide aid to fight the demonic incursion in future worlds.
The only group that has the power to sign such a treaty would be the Council of Seasons. Currently only Priness Betina and Voss are definite members (representing Fall and Winter respectively) with the regent of Ascension being a possible third. In order to sign such a treaty, all four houses would need to be represented.
The Devils definitely appear to take the shortest possible route to achieve their ends.
Another delegation was sent to Ascension but we have had Anabalis attempt to recall them as we fear that Demonic influence is strong there.
We are heading to Portsmouth to attempt to find more details about the Nefleheim family (and potentially the other two families as well). On the way, however, we are going to stop and talk to the fey. They are currently aligned with Ascension against Barera. We hope to provide enough information to have them switch sides. Or at least remove themselves from the conflict.
Posted by Savin at 10:16 AM 0 comments
It would appear that Baern has a connection to a religious scholar of some note, Oefa Granhelm.
One of the the books that Baern recovered from the redactionists in Ascension was by this luminary.
Before we went to Furlough (and all this madness started), Bearn and Oefa had a romantic trist. Of course, Oefa being of a noble house, this resulted in her parents being most upset. Indeed, these are the events that led to his being assigned to the Neflheim court.
In the intervening years, Oefa was not idle. 75 years after the fall, Oefa's studies into souls led her to conclude that the gods of Haven are responsible for the large number of undead present in Haven when compared to Furlough.
Her theory is that the pantheon is out of balance. The souls of good people are collected by the gods but those of evil beings are not. Since the soul cannot be destroyed, it finds a vessel and creates a "naturally" occurring undead. In comparison in Furlough, which has a more diverse pantheon, only undead created through rituals are found.
If "She who sleeps on roofs" is correct then the thought processes, personality, and very being of a deity are influenced by the souls that they collect. This is both what caused Peter Kovak to break into the existing Pantheon in Furlough and what forced him to destroy the Haven Tecera. In both cases, he was absorbing too wide a variety of souls.
It would appear that earlier worlds on the chain were lost because evil gods sided with the demons. Thus two experiments were tried: On Haven an all good pantheon was created (resulting in natural undead and the eventual ascension of an undead deity, the Lich Queen). On Furlough, monotheism was attempted (resulting in the splintering of the overstretch god)
We have finally had time to research the books we recovered from the redactionists.
Many of the more ancient books talk about old gods and their fight with the Primordials. These old gods are part of the basic creation myths of the universe. According to the books, the old gods lost to the Primordials and, in their defeat, split the universe into the current chain of universes. Thyey spread their essences across the new world and these essences have formed the nucleus of the new gods.
Kansul and his demon forces are the soldiers of the Primordials. However, where the Primordials wish to create and destroy in an endless cycle, the demons wish to destroy without creation. Thus they have been consuming world after world.
Angels and Devils both represent the soldiers on the sides of the old gods. Angels have turned away from directly fighting Kansul and instead work with the new deities to protect intelligent life. The devils continue their struggle, using whatever means necessary to win.
Thew new gods are not as powerful as the old gods. We have evidence that their essence can be collected (this collection from the previous worlds is what formed the basis of the energies used to uplift the current pantheon). However, if this collection does not occur, their essence dissipates. It is not clear if the energy is lost forever or if it will later coalesce on its own, forming a new proto-deity.
Upon fleeing to Haven, the scholars of the time believed that the god fragment that was here was that of a nature deity due to the lushness of the world. Given the drift of the Mother towards a feral, naturalistic stance, it may be that she is becoming aligned with the base alignment of Haven itself.
Posted by Savin at 9:22 AM 0 comments
Having now retrieved my memories from the scriveners / redactionists, I shall quickly commit them in fear of long term damage. They are recorded in the chronological order of their occurrence.
Once again revealing the idiosyncrasies of teleport circles I again found myself in another space, conversing with Peter Kovak; aka Petrovich; aka the son.
Peter Kovak confirmed and clarified many things:
• He confirmed that he is the Son / Peter Kovak / Petrovich
• Our current world, Haven, is but one of a multitude of world strung out like a line of pearls.
• The world before coming to Haven was (is?) known as Pendara
• Our universe was created by the Gods tricking the Primordials into creating something permanent. The Primordials fractured the cosmos into its current state during the dawn wars. In this context, Gods couldn't refer to beings such as Peter Kovak since he has a defined deification date. Interesting...
• Kansul works for a force that is not the primordials and wishes the complete destruction of the current cosmos.
• Many existing races are created from the interaction of a race with extra planar energies:
o Orks are humans affected by the goblin energies of Haven
o Gnolls are goblin imbued with energies of demons (Kansul)
o Tieflings appear to be either humans of elves similarly exposed.
o Dragonborn are humans exposed to the draconian energies of Furlough. They appeared during the God War and tipped the balance of that war
o This raises the question as to whether all but ONE of the races were similarly created. If so, what is the original race?
• It is possible to skip a plane when travelling but this is very difficult
• Peter Kovak broke the Tecera to prevent himself from fracturing as he had in Furlough
• Furlough had no native intelligent races. Peter Kovak brought refugees from Pendata, skipping Haven all together.
• The redactionists effort to suppress demon / planar activity was working untiol the Tecera was broken
Peter Kovak told me that I would have a revelation if I took a path I wouldn't otherwise have taken. I think this was encouraging me in my subsequent interaction with the scriveners that ultimately led to me obtaining a copy of the Malefarcium.
The location of our conversation then expanded to show the other three pantheon members as well as the Lich Queen (Felosial), who demanded a place at the God's Table.
There are, according to the four, 6 groups arrayed against us:
1. The Betrayers who have the key to save the world
2. The Tyrants who were betrayed
3. The Meddlers who play all sides against each other for their amusement
4. The Invader who takes Chaos over order and Justice
5. Peril (Possibly Kansul?) the one they cannot defeat
6. The Opportunists Survivalists who haven't taken a side.
The Daughter has been changed and now supports continual chaos, change, and mayhem
Followers of Peter Kovak fear that knowledge will be misused
Posted by Savin at 1:56 PM 0 comments
A Tecera is, apparently, a divine anchoring point used to facilitate a god's interaction with the mortal world. The Tacera of Haven was constructed of the essences of the previous world's gods (indeed, one might speculate that it is a repository of MANY gods from MANY worlds)
The destruction of the Tecera apparently occurred 98 years ago, triggering the events that destabilized out return from Furlough and temporarily weakened the gods of this world. It seems that they were, however, able to interact with the world to some degree even without a Tecera.
The giant Oak that Baern planted on Mount Ascension is now acting as a new Tecera. Focussed primarily on the Mother, of course, but lending extra stability to all.
The Grotius Cube is a 4th level Planar space that would allow a god to travel between worlds. This is how I believe the deified Peter Kovak returned to Haven.
Posted by Savin at 12:21 PM 0 comments
The Vault is everything I hoped it would be and more! While it has been largely cut off from the world for the last 98 years, (other than a handful of visitors) it is a wealth of knowledge.
Indeed, it would appear that a great suppression of information has occurred in our past.
It would appear that the World of Haven is but one of a series of world that we have fled to in the past. Indeed, the Vault has knowledge of a chain of such worlds.
As the Vault says, "The Worlds are failing and will not hold back the demons" The Demon refered to was Kansul.
It showed us a string of worlds. Each before Haven was either Red (Conquered by Kansul) or Black (consumed). Haven was yellow (at risk). Furlough, beyond, was green but trending to yellow. It inferred worlds beyond, but these were all in grey (unknown)
When we last fled, 12 heroes set out on a quest. Only 5 survived. Of those that did not survive, was a member of an insectoid race I am unfamiliar with. 2 Elves, 1 Human, 1 dwarf, and one Halfling were the survivors. This quest was, apparently, to gather the essences of the gods of that world.
According the Vault, 3 of the 5 survivors were deified (mortal deification is brilliant, I shall expound on this further!). The Halfling was Elosius Mark, the author of the Malefarcium was not one of the surviving 12. However, Roywynn Goodfellow, another halfling, was deified and (I believe) became the daughter.
Peter Kovak was the Human survivor and was not deified. Instead he continued down the chain. However, one may speculate that the Son (Haven's human god) who was brought to Haven From Furlough was, in fact, a deified Peter Kovak. Indeed the Furlough name of the god, Petrovich, would lend some credence to this.
Ancillin Eladrius, builder of the Vault was the other who was not deified.
So why the suppression? In part, it would appear that a decision was made that magical and extra planar research was responsible for the acceleration of the incursions of Kansul in the past. Suppression of this information through groups such as the redactionists was designed to prevent the new acquisition of this knowledge. Since I do not, at the moment, know how long each previous world was settled before incursion, I can not speculate as to whether the effort was successful or not.
Posted by Savin at 12:18 PM 0 comments
We finally have reached Ascension but the city is not the center of learning it was when we left.
As we entered the city, everyone was required to hand over their books to have them inspected by the Scriveners and have their mark updated. In my day, a Scrivener mark was a simple indication of the scribe guild that made the copy. Now, however, it looks more like governmental censorship. Books are “reviewed” before the mark is applied.
I was able to only hand over two of my many books by a clever explanation of the arcane situation. Unfortunately, one of the books I was forced to pass over was my journal. It seemed innocuous at the time, but soon I would get additional information that would change this view.
Since entering the city, it has become increasingly clear that the Patriarch runs Ascension as a theocracy. Church enforcers roam the streets. The University shows the greatest impact. Here, scientific investigation has been replaced by religious doctrine. All of this close mindedness appears to stem from the fact that the Patriarch was the first to reappear after the fall with divine powers. This, combined with the complete destruction of the existing university hierarchy, has allowed the church to dictate magical theory.
We have met with the Patriarch, and there is something wrong with him. I cannot fully determine the nature of the issue, but I suspect that he may6 be under the influence of an outside force.
I have recovered my tomes, and the party has established a source of income. I will continue to build influence with the University and, hopefully, I can reestablish a proper research group.
In the meantime, there is a crashed Aerie near to Ascension. If I can examine the dualistic elements that make up the power room, I may be able to determine precisely what occurred during the Fall. Unfortunately, the undead army that was threatening Ascension at the time of the Fall seems to be reestablishing itself on the mountain.
Posted by Savin at 10:24 AM 0 comments
Just so that all of you know the dating convention -
4 seasons, each of three months:
Paksee (spring)
Kurn (summer)
Ellaselle (fall)
Fenor (winter)
Of those three months, they are labelled 1-3 as:
1. aspiring
2. ascendent
3. waning
Each month has 30 days
Posted by Anonymous at 11:33 PM 0 comments
Labels: World
A few things regarding my campaign:
- no alchemical items
- so, if you buy the adventurers kit, subtractthe sunrods and give yourself 4 gp. If you desire, buy a lantern & oil(@ 1 sp a pint, which lasts 6 hours), torches, candles or whatever else with the gp. I would strongly recommend a light source of some sort. Ever lasting torch is fine, if you can afford it.
- even if you have the gp (doubtful), no potions to start.
- I'm undecided on whether Eladrin are fey (rather than natural) or not. The matter is hotly contested by those academics who care (so,you have an opinion, Mark?). I'll decide the matter if/when it becomesrelevant or there is a plot reason to do so. Elfs may/may not be fey as well it is even more hotly debated whether they are more/less so than Eladrin.
-I will screw with other creature types, as needed. For example, thereis debate as to whether goblins are fey (feel free to throw in yourhat on this too, Mark. 8) )
-everyone may choose a background from the character builder. Please choose one based on the name/fluff, not the game effect. I reserve theright to say "uh-uh".
-I will be e-mailing you equipment. It may/may not match what you have actually bought... if it doesn't, we can discuss it by e-mail.
-I will likely be giving each player a "semi-trained" (+2) skill, basedon what holes I see in the party. I'll decide on which skills once I see all of the characters.
Posted by Savin at 7:00 AM 0 comments
Labels: House Rules, World
A short historical primer of Haven. As before, the first time I refer to a term, I do so in bold.
"Ancient" History
Mare than 1000 years ago, the Peoples (the civilized races) came to Haven. They came from somewhere to the east of Bareira, fleeing a great enemy. This migration is known as the Flight. It must have been great enemy indeed, as the Peoples found Haven to already be occupied by Goblinoids, with whom they were soon in conflict.
The Peoples soon found themselves at war with the Goblinoids and were eventually successful, pushing the Goblinoids back from what are now the civilized lands. During this time, they decimated the Goblinoids leadership cast, the Hobgoblins. This time is known as the Foundation Wars. During the Foundation Wars, the city of Ascension was founded at the feet of a mountain carrying the same name. Records of this time and of the Flight are rare and incomplete.
Some time around or after the Foundation Wars, Aeries were invented. This opened up an even greater area of expansion for the Peoples, allowing them to travel safely over the heavily forested terrain of Haven. A great period of expansion began, though this expansion involved further conflicts with the Goblinoids. The Goblnoids offered little more than temporary setbacks, however, they being largely disorganized and leadership since the massacre of the Hobgoblins in the Foundation Wars. This time is know as the Safing of Haven. Goblinoids were to remain a continuing nuisance and hazard, as were the variety other hazardous wildlife/creatures in Haven.
Some time around or after the Safing of Haven, the Eladrin Schism occurred, forever dividing the Elvin race. The reasons for the Schism are no longer known, but it forever split Elvin into those who flew the sky in Aeries, and those who lived in the forest below.
"Recent" History
Time progressed. Roughly 600 years ago, Mount Pushkin was discovered by a halfling by the same name, who first observed the unique magical properties of the mountain. It was unique in that the fabric of magic was such that one could open a portal to another world. Soon thereafter, the wizards of Haven developed the means to open such a portal (the Portal) to the world of Furlough, and Treffenholm as a trading town in a mountain nearby.
Soon thereafter, the Godwar blew up. This was a war between the peoples and the Gods of Haven and Furlough. It raged for many years, and was devastating to both worlds, but particularly Furlough, leading to much immigration from Furlough to Haven after the war. Treffenholm was destroyed by magic unleashed during the war, which blasted a huge, long hole in the ground called the Trench.
After the war, Second Chance was founded beside the Trench, again to serve as a hub for trade coming through the Portal. Steirhold was also founded nearby, to exploit the mineral wealth that was revealed by the formation of the Trench, and to hopefully recover some of the treasures lost with the blasting of Treffenholm.
"Current" History
200 or so years ago, Prince Burundis of Ascension went with a large group of followers to found a new settlement. Things went drastically wrong, however, and the settlement was over run by undead, ever since being known as Burundis's Doom. These undead were lead by the Lich-Queen Felosial and her general, the Protector Demarcis. They originally tried to invade and destroy the kingdom of Ascension, but were repulsed at great loss, success being in a large part due to the involvement of the Holy Order of Saint Tach'ol, an order of paladins based in Furlough.
In the present day, the Lich-Queen is trying again, with an army of undead the likes of which have never been seen before. They are marching on Ascension, and it will surely fall without outside help. Bareira, a long standing rival of Ascension, and the kingdom with one of the largest armies in Haven, refuses to help. As a result, the characters have been sent as ambassadors to Furlough, to hopefully get support from the kingdoms there. The fate of Haven depends on it.
Posted by Savin at 6:54 AM 0 comments
Basically, my campaign is in two worlds. You guys are from World 1 (Haven) and start in World 2 (Furlough)... though feel free to make a character that is from world 2. The are linked by a magical portal.
Haven is more forested, Furlough more deserty. Much of both worlds is unexplored.
HAVEN
Most common are the Goblinoids (not a player race) It is not known how many goblinoids there are, but there are LOTS. Traditional enemies/competitors of the civilized races.
the civivized races
These top 2 PC races are about the same in number. They tend to be everywhere, but rarely the majority. There are more halflings than humans.
Humans
Halflings
These next 3 are about 1/2 of the top 2. They tend to be more concentrated, and in the majority where they do live, and rare elsewhere.
Dwarfs
Eladrin
Elfs (Eladrin and Elfs are collectively referred to as Elvin.)
These 2 are fairly uncommon, and are all immigrants (at some point in history) from Furlough. Of the 2, Kobolds are 3-4x as common as Dragonborn.
Kobolds
Dragonborn (collectively they are known as dragonkin)
Half-elfs (very rare) Half-elves are very rare, and pretty much only live in the west. They have characteristics of both elves/eladrin and humans, but are their own race - they aren't the result of interbreeding, though they might once have been. In this campaign, they are called "half-elvin."
more uncivilised races
There is a nation of undead to the South. Numbers are unknown, with estimates varying wildly, though what is known is that corporeal & uncorporeal dead are approximately equal in numbers.
There are a few half orks, but they are very rare and again mostly in the west.
More about the civilized races
Eladrin, Dwarfs and Elfs tend to live in their own communities, apart from the other 2 (So, a place with lots of Eladrin will have few if any Dwarves or Elfs). Humans and halflings live with all 3, but typically aren't the majority. In such communities, the noble will be of the dominant race (so, eladrin, dwarf of elf). Of those 3, elf communities have the least amount of humans/halflings
Dwarfs live in the mountains, Elfs in the forest, Eladrin in flying cities that migrate. Eladrin and dwarfs get along fine (live apart more due to where they like to live). Eladrin and elves not so much... Eladrin are "magic rivendel elves", elves are "forest, mirkwood elves". They are the same race (Elvin), they just have different lifestyles/values.
There are also a few cities that are truly multicultural (aka not dominated by any one race), one of which the PCs comes from (Ascension).
Names for all races tend to end in a consonant for men, a vowel for women.
Gods
This world has a pantheon of 4 gods:
Name Role Race Element What he/she represents Alignment
Kurn Father dwarf fire justice, construction, war, strength, order lawful good
Ellaselle Mother elvin earth growth, healing, prosperity, love, family neutral good
Paksee Daughter halfling water the arts, curiousity, change, passion. children chaotic good
Fenor Son human air magic, chance, trickery, compromise, divination neutral - which neutral depends on what facet of his personality is involved
The goblinoids follow their own "gods", but they are not true gods. They tend to embody nature, strength or cunning.
FURLOUGH (from most to least common)
Humans
Kobolds
Dragonborn
Halflings
Dwarfs
Eladrin
Elfs (rare)
Gnomes (very rare)
Half-elfs (very rare)
Most nobles are human or dragonborn
This world has a crazy pantheon of goods, representing a more balanced view of emotions/values - so include evil gods as well. Most are human, but many are draconian, as well as a few "other".
RACIAL ROLES/PREJUDICES
I do realize that often the "pros" and "cons" are often contradictory - that is because prejudices often may not be accurate. Think of Negro slaves - they were thought to be lazy even when working far harder than any white person would. As to whether the "pro" or the "con" is more accurate, at this point all I can say is "yes" 8). Contact me if you want to develop how your own character's experiences have informed him/her on these prejudices.
Dragonborn:
Dragonborn are strange and reptilian to most. They tend to have a strong sense of honour, and of right and wrong. In Furlough, they tend to dominate the warrior class, and hold many noble positions as well. In Haven, they tend to be either lone knights/mercenaries, or a member of one of the monastic religious or military orders.
Common perceptions:
Pro: Trustworthy and dependable - their word is of iron. Protectors of what is good, defeaters of what is bad. Superlative warriors, devout clerics, rousing public speakers.
Con: Unreadable and unknowable. Will not compromise, for good or bad. Emotionless. Bad temperred. Bossy, unwilling to except differences.
Dwarfs:
Dwarfs, like Dragonborn, are upholders of honour and tradition. They prefer to live in holds in the mountains, delving into the ground. Reknowed metal and stone workers. Those who live outside of their holds tend to craftsmen or clerics, though it is common for dwarves to travel abroad to visit other holds or on pilgrimages.
Common perceptions:
Pro: Trustworthy, with an inherent sense of fairness. Adept craftsmen. Loyal and dedicated to whatever cause they might take. Patient, long term planners.
Con: Boorish and ill mannered. Stubborn, unable to adapt, and unwilling to change their mind or accept their own faults. Conservative, arrogant, old fashioned.
Eladrin
Eladrin are merchants, freethinkers and scholars. They prefer to live in aeries, flying cities which float from place to place. Due to the airies, they dominate trade in Haven and therefore have much greater political weight then their military or numbers would suggest. Those outside of their aeries tend to be studying, advisors, or mages for hire.
Common perceptions:
Pro: Intelligent, knowledgeable, inquisitive. They are flexible and adaptable. Skilled merchants and enchanters, responsible for much life improving magic.
Con: Arrogant, aloof, holding others as below themselves. Amoral, corrupt. More interested in knowledge than what is right. Won't help other without personal benefit.
Elfs
Elfs are hunters, trappers and foresters. They tend to live in the forest on live off its bounty. They prefer to live in towns called stands built among/on/in groups of particularly large trees. They tend to be reclusive, and react badly to others harming the forests in their lands. Those who live outside their stands tend to work as scouts and huntsmen.
Common perceptions:
Pro: Excellent archers, scouts, hunters, trappers, woodsmen and guides. The best woodwork, tanning and medicinal healing in Haven.
Con: Arrogant, value nature over people. Scheming, closed and backwards. Heretics to the faith of the Mother, saying her realm includes the chaos of nature.
Gnomes
Gnomes are so rare that little is known of them. Few from Haven will ever meet a gnome, and even those in in Furlough will rarely encounter one. Tend to live apart from other races, working in tightly knit family units. Seen as very mysterious. Best known for their inventiveness, creativity and lateral thinking.
Common perceptions:
Pro: They build the best and most innovative advancements. They are intelligent, curious and inventive.
Con: They are mad, delving into subjects best left alone. Use a gnomish invention to your peril - it will likely fail on you when you most need it. Shrewd and scheming.
Half-elvin
Like Gnomes, they are so rare that little is known of them. They tend to live apart from others in isolated communities, exclusively to the west of Haven. Despite that, they are know for their warmth to strangers and their sound common sense. As such, they are sought after as diplomats and advisors.
Common perceptions:
Pro: Warm, friendly and welcoming - they will treat you as family if you do not abuse their trust. The advice from a half-elvin is both simple and profound - follow it.
Con: They hold onto their secrets and don't share them with others. They are reclusive and evasive. One can never tell if their advice is best for you or for them.
Halflings
Halflings live everywhere, and seem particularly abundant among other races. Indeed, they seem to have no communities of their own, but instead live in or around the cities of others. Always busy, they particularly like working with their hands as servants and craftsmen. They are the predominant farmers and artisans of both Haven and Furlough.
Common perceptions:
Pro: Productive, humble, industrious and hardworking. Without the halflings, nothing would get done. Optimistic, creative, innovative, playful, artistic, joyful.
Con: Always underfoot. Lazy, need constant supervision. Frivolous and shallow. SImple, don't understand the complexities of the world. Of little importance.
Humans
Like Halflings, they live everywhere, with few centers specific to themselves. They are practical, flexible and acquisitive, and as a race don't specialize in anything. They are individualistic, and don't work as well in groups as some of the other races. Many of those originally from Haven look down on those who are immigrants from Furlough.
Common perceptions:
Pro: Able to achieve whatever they focus on. Energetic, ambitious, creative problem solvers. Free thinkers. Good leaders, innovators, public speakers & motivators.
Con: Grasping, conniving, always seeking to rise above their rightful place. Will do whatever it takes to get ahead. Poor followers. In politics, likely to stab you in the back.
Kobolds
Unlike Dragonborn, Kobolds are seen as cute rather than mysterious. Strongly social, they congregate together, and are rarely encountered alone. Often they group around a strong individual, usually a Dragonborn but preferably a real dragon. In Haven, they tend to group as followers/servants of a Dragonborn.
Common perceptions:
Pro: Good followers, always seeking to please. When given the initiative to be so, they are clever and creative. Loyal, trustworthy. Able to take care of themselves.
Con: Ass-kissers, say what you want to hear rather than the truth. No backbone, always defer to others. Harmless, but inconsequential. Sheep, easily duped.
GENDER/SEXUAL PREJUDICES
There are relatively few gender prejudices in either Haven or Furlough, with women and men filling more or less the same rolls. That said, the expectation is generally that women ought to look after the children, while men should perform the dangerous work such as going out and killing enemies. So, some may look askance at a woman in a martial profession, but not as a merchant, advisor or other important leadership role.
For the dragonkin, there are no gender roles - the young are looked after by the old, regardless of gender. Indeed, it is impossible to tell a male from a female without very careful examination of a nude individual. Indeed, the dragonkkin don't think of themselves in a genderized way - unlike the other races, most of the time they have no desire to mate. That said, every so often (according to a semi-regular schedule) the female will go into "heat" - however, unlike with animals, they can suppress it entirely, and when it does happen at a convenient time, they will choose the most promising mate (according to them) and ask them to donate their genetics and fertilize their eggs. Sex is short and perfunctory. The female will then lay her eggs in a safe place, typically tended by the elders of her community. Dragonkin rarely form permanent couplings.
Even though gender roles are relatively equal, homosexuality is seen as something peculiar and unnatural, though there is little active prejudice. It is unknown among the dragonkin, who derive no pleasure from sex or sexual relationships, and only copulate (on the relatively rare occasion they do) to propagate. Sex with minors is universally condemned, though again for Kobolds and Dragonborn it isn't an issue.
Posted by Savin at 6:47 AM 0 comments
My campaign is in two worlds.
You guys are from World 1 and start in World 2... though feel free to make a character that is from world 2.
World 1 is more forested, World 2 more deserty.
Much of both worlds is unexplored.
Races
World 1 (from most to least common).
Goblinoids (not a player race)
These top 3 PC races are about the same in number
Eladrin
Halflings
Dwarfs
These 2 are about 1/3 in number of the "big three"
Humans
Elfs
Kobolds (rare)
those Dragon people (rare)
Half-elfs (very rare)
Orks (very rare, not a player race)
Eladrin, Dwarfs and Elfs tend not to live together, but with humans and halflings living with all 3. In such communities, the noble will be of the dominant race (so, eladrin, dwarf or elf). Of those 3, elf communities have the least amount of humans/halflings. Dwarfs live in the mountains, elfs in the forest, Eladrin in flying cities that migrate. Eladrin and dwarfs get along fine (live apart more due to where they like to live). Eladrin and elves not so much... Eladrin are "magic rivendel elves", elves are "forest, mirkwood elves". They are the same race, they just have different lifestyles/values. Half-elf have characteristics of both elves/eladrin and humans, but are their own race - they aren't the result of interbreeding, though they might once have been. There are also a few cities that are truly multicultural, one of which the PCs comes from.
Incidentally, another thing about this campaign is the characters start off as mid-teen level 3.5 characters. We won't actually play as such, but I want the beginning characters crafted as it they had been rolled over to the new edition, but starting at zero. It doesn't make sense now, but it will. 8)
This world has a pantheon of 4 gods:
Father - dwarf - fire - justice, construction, war (lawful good)
Mother - Elf/Eladrin - earth - growth, health, prosperity (neutral good)
Daughter - halfling - water - the arts, curiousity, change (chaotic> good)
Son - human - air - magic, chance, trickery (neutral - which neutral depends on what facet of his personality is involved)
World 2 (from most to least common)
Humans
Kobolds
Dragon peoples
Halflings
Eladrin
Dwarfs
Gnomes (very rare)
Half-elfs (very rare)
Most nobles are human or dragon-kin
This world has a crazy pantheon of goods, representing a more balanced view of emotions/values - so include evil gods as well.
Posted by Savin at 6:37 AM 0 comments