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Regions & Cultures The Realms

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What follows is a list of regions available to characters as called by their most common name along with a brief description that is widely known to all in the realms with corresponding DC check for that knowledge. The common races of the region along with automatic languages, bonus languages commonly available, regional feats that can be selected, and any bonus starting equipment available to select races in the region are then detailed in a table following the descriptions which can be used in character creation.
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Aaledon “Long before men had words, elves grew great in the wondrous land of Evergreen. Tall were the trees of Evergreen, and bountiful were its forests. Our wild brothers gave us good sport and honored us with their deaths on our arrows. There we first learned the way of the forest and how to share the forest's bounty with all its peoples. We were content. But in a far land - a world away, the evil empire grew, and reached out its tentacles to embrace all lands. When their agents arrived on the shores of Evergreen, the elven people were amazed and delighted. In our foolishness, we welcomed them with open arms. But the men sold more than goods. They sold ideas - bright ideas whose core was corruption. The wisdom of the elven sages was overcome with these ideas and they began to practice the black arts taught by these interlopers from afar. The product of these arts were indeed fair, but the practice of them was foul. They turned the forests of Evergreen into foulness. The wisest among us fled far from those foul arts, seeking lands untainted by the vileness and by that the elven race was saved. Soon the gods stepped in and punished Evergreen with the Rain of Fire, even as the evil empire was punished. The earth moved with the sun and the moon and the ice came down from the mountains and would not leave. Those elves not lost in the Rain of Fire met again in the lands beyond Evergreen in what men now call the southern continent. Yet even there was the blasphemy to be felt. Undaunted by the punishment of the gods, falsely wise elves wished to continue to practice those vile arts but Ilsundal, wisest of our forbears, would not hear them. He gathered together the faithful - those who knew the ways and not listen to the corrupted, and led them northward through the wild continent. The toils and travels of that long march were great, and the losses to our people terrible. Nevertheless they found a fair, forested land in the north and settled there, calling it the Sylvan Realm. Ilsundal's love for his people was so great in life that upon his passing he left us the Tree of Life. The fair Sylvan Realm grew great under the branches of that sacred tree. But there came a time after many years when the Sylvan Realms could no longer hold all the hunters and all the magics of the elves. Looking out of the sheltering forest, the elves found too many humans and their earth-slaying fields surrounding the forest. Another path far from the Sylvan Realm would have to be found. Now we are great among the nations, though unlike our neighbors we do not meddle in others' affairs. Our armies are feared everywhere. Since the Sylvan Realm was stolen from elven dominion, we are now the true home of the elves of the world. We are Aaledonii." ...................................................................................................................................- Mealiden Starwatcher, The Path The elves of Aaledon consider themselves "The Heart of Elvendom in the Realms". The elves of Aaledon are not merely humans with pointy ears. Nor are they mankind's noble woodland pals - they would resent even the implication of either. If anything, they are a race of beings whose existence is totally alien to all that we understand as human. Once the most advanced and powerful beings in the world, their race has been in slow decline for over four thousand years. To understand what it is to be an elf of Aaledon you must understand two key concepts - their belief that the natural state of the world is forest and their centuries-long natural life spans. To elves, their history describes the terrible tragedies that resulted when they tried their hand at technology, and they want no more of that. Elven society centers on this yearning for stability in nature. Also, contrary to popular belief that they are immortal, elves are extremely long lived with an average lifespan of several hundred to thousands of years, elves therefore have a radically different attitude towards the passage of time and the accomplishment of tasks. It is difficult for the long-lived elves to understand why something needs to be done immediately...or next week...or next year. They know that they will probably be around to finish any project they start, so a project start is often delayed and something that would have taken a dwarf or human a week at most to complete, may take an elf years to finish. Yet despite maligning by dwarves and other short-lived races, elves can be industrious. They work with intensity on projects that interest them, but other tasks, even important ones such as finding food, are treated as games. The elves feel the merriment makes chores more pleasing. They would rather spend an entire day making a game of picking just three nuts off each tree than to simply find one bearing tree and methodically strip it of nuts. In the forest, food is everywhere, but fun is where you find it. Elves love the hunt, but they have little liking for war, considering it a human invention that even the orcs learned from them. When elves must fight, they fight with a hunter's tactics in what they call "Huma dei elar" or "The Greatest of Hunts." So elves make weapons and goods that are useful in the hunt. Only the elven longsword, borne by the mightiest warriors, is made exclusively for warfare - and it is copied from human instruments of destruction. With the aid of elven horses they stalk their foes, attack suddenly, then fade into the surroundings with unexpected speed, striking rapidly, retreating, striking again and again. "Huma dei elar" means protecting what they believe in and is a serious matter to elves. In the forests of Aaledon they are virtually invincible, outside their nation they are merely superb when called to battle. A very few young elves of Aaledon however feel the need to affect their world. Some are drawn to the outside. These become adventurers, the elves that venture out among the humans and other races are said to have chosen the "Wanderer's Path" and are believed throwbacks to elvinkind's glory days when they lived everywhere and anywhere in the world. Though honored as heroes, the last vestiges of elven potency, they are also disdained by their kin who do not understand them when they inevitably return home, usually after a few decades or centuries. Even so most Clan Holders and the royalty of Aaledon are former wanderers as it helps them experience the outside world, but when policy with the outside world affects the well-being of Aaledon itself, it is the Clanmasters who must speak and give consent. Aaledon DC Knowledge 0 Elves are pointy eared, slim, short, beautiful, human-like immortal fairies that are the noble protectors of the forests and natural places of the Realms. 5 As presented 10 15 20 25 30+ Ask the DM please!
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Afilam “There is no place in Andor for the unthinking brute who solves every problem with force . . . Afilam's Heartlands have survived these many years, surrounded by stronger, more barbarous nations, by cleverness, by negotiation, by guile - in short, by finesse. It is a lesson no one wishing to succeed in this land should forget.” -Reynard Vmho, Chief Historian, Merchant’s Guild of Andor “Andor! Pfah! Afilam has become a land of women! They have no stomach for conquest, nor love of war. Why they prosper and not I is more than I can understand.” -Ludwig von Hendriks, Black Eagle Baron of Cairhien Countries The Heartlands of Afilam comprise eleven countries ranging from Tarabon and the Arad Dominion in the west through Carheinen and Tear in the east with Altera, Amadicia, Andor, Ghealdan, Illian, Murandy and Two Rivers between them. Rarely does anyone do anything halfway in Afilam. Given that, it makes sense that the patrolled, civilized areas of the country are well structured and relatively safe. The parts of Afilam that are still wild, however, are very wild. In fact, there are some areas that are technically part of Afilam that the government has no power over whatsoever. Wealth and power go hand in hand in Afilam. In the minds of most citizens in fact, the two words are synonyms. The slang word skiff (short for skifngton, a no-longer-used coin), for example, means both “cash” and power.” Rich Heartlanders are always quick to quote their Golden Rule. “He who has the gold makes the rules.” Altara: Altara is a coastal country located between Illian and Amadicia. The river Eldar forms its western border. The nation is not united and often some nobles have more power than the King or Queen. Its capital, a port, is Ebou Dar, located in the south. The banner of Altara is two golden leopards on a field checked four-by-four in red and blue. Amadicia: Amadicia is a nation stretching from the southern end of the Mountains of Grililath bordering Aaledon to the northern edge of the Thunder Rift. It is best known as the home of the Children of the Light, a highly militaristic religious order that claims to serve the Light and oppose the Dark One "wherever he is found". Amadicia was in theory a monarchy, most recently reigned over by King Ailron, but the Children are the real ruling power in Amadicia. The capital of Amadicia is Amador. Andor: Andor is the strongest single country in the Heartlands. After the death of the High King Artur, Ishara, the first Queen of Andor, persuaded Souran Maravaile (one of Artur's generals who later became her husband) to lift his siege of Tar Valon and instead establish a country. Ishara believed in holding on to a relatively small section of Artur's vast but crumbling empire, instead of fighting for the whole. The capital of Andor is Caemlyn. Arad Doman: Arad Doman is a nation in the north-west of Afilam, lying directly bordering the Mountains of Grililath to the northwest. To the south lies Almoth Plain. To the north is an unclaimed region between Arad Doman and Saldaea. The capital city of Arad Doman is Bandar Eban, a city at the mouth of the river Dhagon and a major center of trade. Katar (in the disputed Almoth region) is an important mining city in the Mountains of Mist whose nobles are powerful enough that they have to be occasionally reminded that they are subject to Arad Doman. Cairhien: Cairhien is located in the east central part of The Westlands, on the east it borders The Shires where the Spine of the World meets the Steppes of the Sivaythien Khanate. The sign of Cairhien is a golden sun rising on a field of deep blue. The capital of Cairhien is a city of the same name. Cairhien, like many of the current nations, became sovereign at the end of the War of the Hundred Years. For four hundred years after, it enjoyed a period of unprecedented wealth. This was due primarily to The Shires, who granted Cairhienen the exclusive right to cross the Mountain Wall and trade after the battle at Fool's Ford and eventual peace settlement arranged by Andor. Since that time Cairhien has remained under the hand of Elayne Trakand, she laid annexed the land after claiming the Lion Throne of Andor when the country had become weakened from a failed invasion of Kaendaloth, although the day to day running is still handled through the former ruler of Cairhien, Elayne's despotic cousin Ludwig von Hendriks, known better as 'The Black Eagle Baron', who has been forced to pay a heavy fealty to her in order to retain his position and his head. Ghealdan: Ghealdan is a relatively minor country, known for its production of alum. The capital is the city of Jehannah. The current ruler is Queen Alliandre, but she rules in name only as the country is a battleground between several armies. Recently, Ghealdan has been placed under the protection of Perrin Aybara, Lord of the Two Rivers. Illian: Illian is a powerful merchant nation north of the Sea of Storms, with a capital city of the same name. It is a center of commerce specializing in fishing, shipping, shipbuilding and smuggling. Political deadlock often leaves residents free to pursue their mercantile ambitions without official interference. Illian has a thousand-year rivalry with its eastern neighbor, Tear. Murandy: Murandy is a landlocked nation in the south of the main continent, bordered on the north by Andor, the north-west by Ghealdan, the south-west by Altara, and the south by Illian. To the east, across the River Cary, are the Hills of Kintara, which are part of no nation. The capital city is Lugard, and the present ruler is King Roedran Almaric do Arreloa a'Naloy. The people of Murandy, much like the people of Altara, do not really consider themselves the residents of a nation, owing allegiance instead to a town or to a local lord. As a result, King Roedran has very little effective power, especially outside Lugard. The constant squabbling between noble families and their followers also provides ample opportunities for interference by powerful neighbouring nations, especially Andor. Murandians are, however, capable of overcoming their differences if they face invasion by their neighbours. Murandians are widely regarded as uncouth and undisciplined. The capital city of Lugard is located in central Murandy, and at a major crossroads. Trade always flourishes there, regardless of whatever political upheaval may be engulfing the city or nation; it is this trade which keeps the city alive. Lugard is one of the few cities in the world which have more inns and stables than houses and shops. The city was once surrounded by a tall stone wall, which has fallen into disrepair. The many thieves who call Lugard home consider any foreigner a fair mark, and the unpaved roads and alleys are dangerous to travel alone. Murandy plays only a minor role in world politics. The lack of an effective ruler makes it difficult for Murandy to defend itself, much less to make its presence felt in the rest of the land. Tarabon: The nation of Tarabon was formed after the demise of Artur's empire, and the founders set a pattern that continues to modern times: joint rule by a male King and a female Panarch, with clear division of responsibility and authority. Tarabon fell into civil war and was eventually occupied by the Seanchan. The last Panarch, Amathera, was deposed and enslaved by the Seanchan, and the fate of the King is unknown. Tarabon is presently under Seanchan military government. Its capital, Tanchico, is located near the Yrdahn border, about five miles up the River Andahar. Taraboners believe that they have some of the most ancient lineage of all nations, and refer to themselves as the "Tree of Man". They wear veils that cover all of the face but their eyes. Tear: Tear is one of the richest nations in the land. This comes in part from controlling the greatest port on the Sea of Storms, at the mouth of the River Erinin. A great deal of Tear's wealth comes from the oil produced on the country's numerous olive farms. This is supplemented by lucrative trade in grain, fish and spices. Two Rivers: The nation of the Two Rivers was formed by Lord Perrin Aybara under an agreement with Elayne Queen of Andor. It is known for the quality of its wool, tobacco and channelers. It is located in the west of Andor with the Mountains of Mist to its west. It experienced rapid growth due to the influx of refugees from Tarabon, Arad Doman and Toman's head. City States The city states of Afilam are independent and autonomous entities, not administered as a part of the other local governments, whose territory consists of a central city including surrounding villages. Each make their own sets of law, form of government, languages, religious beliefs, and ways of life. In Afilam the city states currently included the famed cities of Aringill, Falme, Far Madding, Katar and Mayene. Aringill: The nation of Andor does not include much land on the west bank of River Erinin. Cairhien holds most of both banks to the north (except the very north where Andor controls a small portion of both banks). The southern half of Andor's eastern border is some miles inland, thus in this area the Erinin actually falls outside national boundaries. The city of Aringill is located here on the west bank, the small and unwalled town of Maerone is located on the east bank, and several villages are located nearby. Aringill is a fairly new city, having been either unoccupied or no larger than a small town as recently as 800 CE. Falme: The anchorage on Toman Head has been a coveted port location. It has not been confirmed, but supposedly there has been a city where Falme now stands since soon after the Godswar. The first country Falme belonged to was Safer, ruled by King Eawynd. In 209 CE, Safer joined the Compact of the Ten Nations. At that time, the city where Falme now stands was called Miereallen. Safer survived the Troll Wars, but in a greatly weakened condition. Eventually the country collapsed, though the city struggled on. The next country to control the city was Darmovan. It is likely that the residents of Falme participated significantly in the famous "People’s Uprising" that squashed a rebellion against High King Artur. After the War of the Hundred Years, the nation of Almoth came into being. It controlled most of the Almoth Plain, as well as Toman Head and thus Falme. All that is known at this point is that the country simply faded away some several hundred years ago. Far Madding: Far Madding is a city-state in the east central part of the Westlands. It lies at the north end of the Plains of Maredo near the borders of Andor, Illian, and Tear. There is a Waygate nearby. Far Madding lies on an island in the center of a lake. There are three gates and three bridges connecting the city to the mainland. The Caemlyn Gate leads to the Ajalon Bridge and the village of Glancor. The Illian Gate leads to the Ikane Bridge and the village of Daigan. The Tear Gate leads to the Goim Bridge and the village of South Bridge. There are three Strangers' Markets in Far Madding where foreigners are allowed to trade. They are the Amhara Market, the Avharin Market and the Nethvin Market. They are named after the three most revered women in Far Madding history. At the center of the city is the Counsels' Plaza and the Hall of the Counsels. Far Madding is noteworthy for its restrictive policy on carrying weapons. Foreigners are obliged to either surrender their weapons at a bridge guard-house on arrival, or (for a small fee) have sheathed weapons "peace-bound", i.e., held in the sheath by a wire net. The peace-bonds are inspected on leaving the city, and tampering attracts a hefty punishment. Within the city itself, there are considerable numbers of street guards employed to keep the peace. After the Troll Wars the city was known as Fel Moreina. After the War of the Hundred Years, Far Madding was the capital of Maredo until it dissolved. Far Madding is now an independent city-state and a major center of commerce. Far Madding is unusual among the states of Afilam, in that the society is matriarchal in nature. All merchants are women, and men are the ones cared for with allowances or money willed to them. The system of government is also unusual; Far Madding, like Tear, is an oligarchy rather than a monarchy. The city is ruled by thirteen Counsels, giving their name to the Plaza and Hall described previously; the First Counsel is a "first among equals". Katar: Katar is a sizable mining town situated in the Mountains of Mist to the southeast of Arad Doman. While technically independent, there is growing evidence that it is under the "protection" of Arad Doman. Mayene: Mayene is a small but wealthy city-state, historically dominated by its powerful neighbor Tear. The ruler of Mayene is called the First; currently this is Berelain sur Paendrag Tanreall, who, like all of her family, claims to be a direct descendant of the famous king Artur Paendrag Tanreall. Similarly, Mayene's sign is a golden hawk, Artur's sign. The First's primary duty is to keep Mayene independent from Tear, which claims Mayene as a province. Mayene's independence despite these designs relies on the Mayener's knowledge of the location of the secret oilfish shoals, which oil is highly valued and competes with similar products from Tear, Illian, and Tarabon. Another tool the Mayener rulers once used to assist them in maintaining Mayene's autonomy was a doorway which took them to the land of the Fey. Anyone may enter this doorway once in their life; on the other side, they are allowed to ask any three questions, and will receive three true answers. These answers were a great aid to the Firsts in maintaining Mayene's independence. Borderlands The Borderlands are the four northern kingdoms that border the Steppes of Sevathien and The Mountain Halls of Grillilath. For three thousand years Arafel, Kandor, Saldaea and Shienar have guarded Afilam against non-humans of the north. The culture of the Borderlands is the most martial of all Afilam and many of the best soldiers hail from the Borderlands. Borderlanders often refer to the other countries of the Afilam as "the Southlands" and their inhabitants as "Southlanders", and some show contempt for Southland culture, viewing Southlanders as feeble and ill-disciplined with a weakness for pomp and ceremony and prone to division and faction. Because of the Borderlands' close proximity to non-human lands they stand as a stark contrast with the cool reception non-humans typically receive in other lands. Arafel: One of the Borderland nations, Arafel is located between Kandor on the west and Shienar on the east. The capital of Arafel is the city of Shol Arbela. The current ruler is King Paitar Nachiman rules with the council of his sister Kiruna. As with all the Borderlands, Arafel is a martial nation. Arafellin men tend to wear two curved swords on their backs, one hilt protruding above each shoulder. Both genders wear their hair in long braids, with bells on the end. Sometimes they will also wear bells on their coat sleeves or dangling from the tops of their boots, as decoration. Kandor: The nation of Kandor lies between Saldaea and Arafel. Its capital is Chachin, lying near the northern border, just south of the Plain of Lances. The current ruler of Kandor is Queen Ethenielle. Kandori are famous merchants, and are said to have strange ideas about debts and repayment. Kandori men are noted for wearing pearl earrings and forked beards. Kandori merchants wear chains across their chests. Saldaea: Saldaea is the westernmost of the four Borderlands countries and is larger than Shienar and Arafel combined. Maradon is the capital, and Saldaea is ruled by Queen Tenobia. Shienar: Shienar is the easternmost of the Borderlands countries; the capital is Fal Moran. The ruler of Shienar is Easar Togita. Shienaran men are noted for wearing their hair in topknots.
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Andril “A lapse in the vigilance of the just is the open doorway of the wicked. The ideals of life’s sacredness and of the institution of justice are the very foundation upon which the whole of civilization rests. All sentient races, and even savages; orcs, gnoll, ogres, bear a tiny seed of it, and that small amount of order and honor separates them from the ultimate depravity of demonhood.” ................................................................................................................................................- Bahamut, The Platinum Dragon Andril is the capital city and the seat of The Andrillian Commonwealth, the largest Region by landmass in all of The Realms. Commonly just referred to as The Commonwealth it is an alliance of cities, towns, villages, hamlets and outposts residing the southernmost region of the main continent. A democratic state forged out of the tribes of barbarians once nearly totally annihilated by the Nydeis only a few centuries ago, it is now a neo utopia for mankind and all peaceful sentient races in The Realms. An entire culture based on democratic citizenship has created a golden age of prosperity for the region. The people of the region spend their time in academic pursuits and mastering the many trades to create things found nowhere else. The Commonwealth has been enabled to prosper in their efforts with the presence of a strong military-diplomatic corps called The Platinum Dragon Knights, and the Mithril Guard who uphold the laws. Although the High Lords of Andril are a force of their own, it is the citizens stationed at all civilized locations in The Commonwealth that truly maintain the peace both within and outside it’s borders. DC Knowledge 0 The Commonwealth is a Utopia that sprung out of nowhere over a half century ago 5 As presented 10 The Commonwealth is lead by The High Lords of Andril one of which one of whom acts is the public face known as The Coronal The Platinum Dragons are the military arm of The Commonwealth The Mithril Guard act as the civil constabulary The Iron Wings defend the skies with mounts of Dragons, Griffons and Pegasi The Arcane defend The Commonwealth through magic Each member of the commonwealth is classified as a citizen, commoner, newcomer, ally or opponent To become a citizen a test must be passed and if successful a new citizen is placed in a position according to their skills and desires and given a residence, a job, and a gift presented by a high lord All but citizens may be required to wear bracelets that identify them as either one to be watched or one to guard against The unity spheres allow citizens to vote and do daily business 15 The current Coronal is High Lord paladin named Unther Drokoth The Platinum Dragon Corps are only stationed in the city of Andril use portals to enable quick defence to places outside the capital Each city, town, village and hamlet maintain their own Mithril Guards The Archivist can be accessed through the unity sphere and each person is given access based on appropriate clearance Atop the central spire in Andril is a druid’s grove and ancient temple 20 The High Council consist of 9 members that meet atop the central spire of Andril in a temple complex said to have mighty magical devices and access to the Underdark and each leads a powerful group within The Commonwealth 25 An organization called the Adamantine Order that works behind the scenes both within The Commonwealth and beyond its borders to ensure the safety and prosperity through any means necessary Beneath the capital of Andril is an Underdark city called Underholme Andril exists at the exact place that Esalia once stood – the original home of the gods in The Realms 30+ Ask the DM please!
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4 - Dannor
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Grililath “Moradin the All-Father, at his forge, created the world, pulling shapes from primordial fire, metal, and stone, and recasting them as he saw fit. In that way, he created the world and all in it. However, the world he created was a cold, lifeless thing, containing all manner of wonders, but no soul. Moradin pondered this for a long time, and although he was pleased with his creation’s beauty, it gave him no joy. Finally, Mya, his wife and companion, counseled him and bade him to create creatures to care for his world. In doing so, she said, these creatures would provide the soul his world lacked and bring him joy. Moradin saw the wisdom of her words and set about creating such caretakers. Many times did his hammer strike, but many times was he disappointed. In setting out to craft the perfect race, all he could create were imperfections. One by one, he found them wanting and cast them onto the surface of the world, to live as best they could. Again, his heart was saddened, and the divine light on his brow dimmed. Again, Mya, Mother of Wisdom, came to him with counsel. She advised him to look within his heart. Only there would he find the ones he desired. Moradin did as she suggested, and when he was done, he found that his new creations were in his own likeness. He was pleased with them from the moment he breathed life into them, and found them worthy of the world he had created. Then, to make sure they could care for it properly, he put them not on the surface, but deep within the heart of his treasured jewel so that they could watch over it always and be its very soul.” ..................................................................................................................................................................- Dwarven Legend of Creation Grililath, also known as the Great Mountain Halls, is the name of the ancestral nation of dwarves in the world. It is a mountainous region with ice-capped mountaintops, green valleys and large clear lakes. Though the human eye first notices the land's natural beauties, it is the nation's mineral resources which endear it to the dwarven inhabitants. The mountains are riddled with caves and extensive cavern networks, the preferred homes of the dwarves, and are rich in various metal ores. Additionally the rough and rocky nature of the land - there are only three major roads which enter it, all along the easily defended mountain passes - makes Grililath easy to defend. Standing garrisons and in some places terrible winters, keep the nation safe from invasion for the most part. Widely known as the Kingdom of the Dwarves this is the dwarven homeland, celebrated in legend as the birthplace and cradle of the dwarven race. Today Grillilath is as solid as ever, the center of dwarven civilization and trade. Dwarf colonies and communities in other parts of the continent keep in communication with their motherland. In the face of harsh winters, trade wars and occasional invasions by orc and goblin tribes it stands powerful and indomitable in its own corner of the world. Every dwarf of the Mountain Halls belongs to a dwarven family, and every dwarven family belongs to one of the seven major clans but reguardless of which clan they belong to the dwarves of Grililath are proud and from the lowliest convict to the kings themselves each values work ethics to the point of being edgy and irritable when denied work even by illness, though they enjoy feasting (heavily), swilling alcoholic beverages, playing games, gambling, wrestling, dancing and a good night's sleep of about six hours worth. Tied with their need to work is a strong drive to create things, strong, tactile works of art which will outlast them and say to hundreds of future generations that they were here and they were talented. Things that are more transitory arts like painting, flower arrangement and embroidery tend to make them a little sad, it's not that they do not recognize the beauty of such things, on the contrary they do, but they feel bad because the art is performed on a media which will soon disappear. Dwrves appreciate music and storytelling is a craft much prized and to be appreciated the tales must be true and told in exactly the same manner each telling. Though their main drive is for the creation of physical works of art the dwarves like to fight as much as humans do, it makes good stories, it protects the country, it earns gold, it keeps dwarves fit, so they lavish a good deal of creativity into making glorious weapons and armor to then take to the field. They hold a relatively simple form of government that ties into their social structure based on family relationships and clan cooperation all under the ruling hand of a royal family and its head the Dwarf King or Gardar ("Home-Chief"). The kingship is an inherited title and it is the king that makes and interprets the laws, is the overall commander of the military, sets trade policies for his people, makes taxation policies and allots expenditures from military to building programs. After the king is the senate composed of one representative from each family which counts more than a thousand members. In a nation of just over half a million throughout the realms about 250 senators currently meets in the Grand Council to vote on kingly laws usually in accordance with the opinion of the leaders of their clan. Below the senate of course are the clans with every profession and social class represented within every clan. Each clan is made up of families though these are more than just immediate families extending out to usually several venerable dwarves their senior children and the seniors to whom they are married along with their adult children and the adults to whom they are married, their children, adopted children, fosterlings, apprentices from outside the family all under the leadership of the husband and wife in charge of the family or Dotars who handle its finances and ensuring the family is well positioned to take best advantage of the skilled trade and craftsman within it to maximize revenues or punishing those who do not fulfill their obligations to the family even in actively scorning, reviling, cutting off or disinheriting members that do not put family needs above their own. The dwarves of Grililath have a reputation that is both good and bad; on the good side they are known as loyal, hard-working, dependable and fierce defenders of their homes and family. On the other side they are considered...well, a little dull. Of course the truth is they are anything but dull, once you get to know their ways. DC Knowledge 0 Grililath, also known as The Great Mountain Halls is the ancestral home of the Dwarves. 5 As presented 10 15 20 25 30+ Ask the DM please!
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Hauth One day Odin, Thor and Loki left Asgard to see what was going on in Midgard, the Land of Men, after trekking all day in the mountains, and come nightfall, they were hungry. Seeing some cows grazing they decided to kill one and have a few steaks. Odin jointed the beef, while Loki got the fire going. This was the work of a moment even though the wood was wet. Soon the meat was cooking over the fire. But there was a problem: the fire was hot, the meat was there, but it would not cook. “Hmph” said Odin. “There’s trouble about.” In the light of the fire, they saw a shadow of a huge bird. They looked up and saw an an eagle perched on a branch, silhouetted against the night sky. “That’s no eagle” said Odin. The bird laughed “No, I am no eagle and your meat will not cook unless you agree to give me whatever I want.” The gods were tired, cold and hungry so they agreed without inquiring as to the demands of the strange creature. At once the meat began to sizzle: how good it smelt! But just as they were about to help themselves, the creature in the shape of an eagle, swooped down and grabbed the best bit with his beak. He gulped it down and took another piece. “No, you don’t“ said Loki, and he shoved a great log at the bird, trying to beat him off. But instead, the eagle grabbed the log and Loki found himself stuck fast on the other end of it. He could not let go! Now the eagle flew low, so that Loki was dragged behind and terribly bashed and bounced about as they flew over the ground. At last the eagle put him down. “I am the Giant Thjasse” he said “and you’re not the only one who can change shape. You will never be free unless you agree to get me Idun’s golden apples. Do you?” Loki hesitated: Thjasse wasn’t really asking for apples, he was asking for what Asgard prized above all, eternal youth and beauty. What would his punishment be if he stole that? But he was tired of being bruised and dragged about, so he agreed. Thjasse flew off screeching, “Keep your word or you’ll have me to deal with!” and Loki, who didn’t want that, brushed himself down then rejoined Odin and Thor who were already tucking into their steaks, and began to eat himself. This expedition to Midgard had not been very successful and soon the three gods returned to Asgard. Loki did intend to keep his word, and he began by making friends with Idun, keeper of the Golden Apples. This wasn’t hard, as Idun was as sweet and good-natured as her lovely apples! Loki made a good start by telling her about his travels: he had plenty of funny and interesting tales to tell. Every time he went to get his own apple – for all the gods ate them once a week – he took the chance to tell Idun something or make her laugh. One day, he said:”You know, Idun, these are wonderful apples, but they’re second best, I have seen better”. “I don’t believe you”. “You don’t believe me? Come and see for yourself”. “I think I will” said Idun. “Why don’t you bring your own apples?” said the crafty Loki. “Then you could really compare them”. Idun went to fetch her wondrous apples. She kept them in the sort of basket they deserved: it was made of purest gold, just the right size, and the handle was studded with rubies. Loki and Idun made for the gates of Asgard. Loki looked up. He saw a huge shadow in the sky – he knew what that meant. All of a sudden, Idun shivered. “I’m not sure I want to go” she said. “I’ll come another day”. “A walk outside will do you good” said Loki and he took her by the arm and they went through the gate. Idun screamed, and no wonder. The eagle-Thjasse swooped down for his prize, Idun and her apples. Poor Idun was flying through the air, with Thjasse’s huge claws closed tightly round her waist without scratching her. “Careful with those apples” he screeched, and poor Idun screamed again. She was fated to be held prisoner in Thjasse’s castle. Meanwhile, at first, no-one in Asgard noticed she had gone. Then things changed. The goddesses ,complained to each other of one or two grey hairs. Odin, the oldest and father of the gods, got backache. And one or two little wrinkles, crow’s feet, smile lines, that sort of thing, began to appear on the faces of the gods. They were not happy about it: if they were gods, they had to be immortal. They held a assembly of the gods. The number one suspect in the Case of the Missing Apples was Loki, for suspicion always fall on him when there is mischief afoot. It was an uproarious meeting with all the gods demanding that Loki tell the truth, and all sorts of threats and divine curses were banded about: “Alright, alright, I did it” Loki, finally admitted. “I was forced into it.” Then Thor, the strongest of the gods, seized hold of Loki and shook him terribly so that he was in fear of his life. “Stop stop,” cried Loki,”I’ll get the apples back. If you kill me, you will never eat those apples again, and you can all suffer the aches and pains of old age.” When things had calmed down, the gods helped Loki turn into the shape of a falcon. He flew and flew until he reached Thjasse’s castle. Idun was walking on the ramparts, – with her jewelled basket. Quickly, Loki turned her into a nut, clutched it tight with his claws, and soared high towards Asgard. Thjasse roared when he saw that Idun and her apples were gone! He guessed what had happened, changed at once into an eagle, and flew off, spurred on by anger and fury. Loki flew as quickly as he could, but little by little Thjasse gained on him. Everyone in Asgard was watching, fearful. Would Loki get back in time? The gods rushed off and laid great fires on the walls. Near fainting with exhaustion, the falcon flew over the wall and fell to the ground exhausted. In an instant the flames leapt into the sky, and Thjasse was burned. He fell, and died. Loki, Idun and her golden apples were safely back home. Youth and beauty returned to Asgard for evermore!" ..............................................................................................................................- Idun and her Golden Apples Although modem history of the Northlands belong to the human and humanoid races, the giantish and goblinoid cultures have been established in the northern hill and mountain regions of Vestland, Ostland and Soderfjord (Collectively known as The Realm of Hauth) for twenty-seven centuries. Only in the last few generations has the Vestland region achieved any security from troll and giant raiders. In Soderfjord, kobold and hill gnoll clans still prey on frontier homesteaders and the threat to trade routes and travellers remains a daily reality to most. In a land under threat and constant battle it is little wonder that Odin and the Gods of Asgard have held a special place over the people of this land since the end of the Godswar. The Kingdom of Vestland: The royal house of Cnute, while technically the protector of the Vestland region, treated the mainland as a rich treasure house to be pillaged for the gain of the rulers alone. The monarchs took the wealth, giving little in return. Four hundred years ago, Ottar the Just refused to pay the increasingly burdensome tribute demanded by his cousin, King Finnbogi of Ostland. Ottar spoke for all the jarls of Vestland, and every jarl on the mainland stood by him, also refusing to deliver their tribute. The outraged king of Ostland sent his jarls against the rebellious Vestlanders, and the young nation endured a decade of punitive raids wreaking great havoc up and down the coast of Vestland. Direct opposition led to the Ostlanders' seige of Norrvik. The seige ultimately failed. After nearly a decade after the refusal, the ships of Ottar and his allied jarls trapped the besieging forces in the Battle of Bridenfiord. King Finnbogi was captured and forced to sign a treaty acknowledging the sovereignty of the new Kingdom of Vestland. Ottar was promptly crowned first King of Vestland. The Soderfjord Jarldoms: A poor land of marshes and rugged coasts plagued by gnoll, kobold, and Ostland raiders, and frequent misrule of many petty jarls, Soderfjord is the weakest and most backward of the Northland nations. Soderfjord jarls have always been quick to sell one another out to the highest bidder, and reluctant to risk their own resources to protect a neighbor. Consequently, the hills and mountains of Soderfjord are dangerous wilderness, seldom traveled by men. Caravans on the Overland Trade Route must look to their own guard escorts for protection. Only fifty years past, the jarls met at the Council of Soderfjord where, after much bickering and scheming, the Nordhartat Defense League was formed. This body is comprised of all the jarls of Soderfjord, who meet every six months to consider laws and affairs of state. The League has signed mutual defense treaties with other kingdoms including Vestland, hoping to discourage Ostland policy of ignoring its clan raids on Soderfjord. However, none wish to risk war with Ostland so the raids continue while Ostland official position is to politely disavow knowledge of such raids. In the recent past The Defense League has made a push to make the Overland Trade Route safe for caravan traffic by sending mercenary expeditions to patrol the trade route, pursue raiders into the hills and mountains, and to locate and destroy gnoll and kobald strongholds. Ostland: The Northlands cultural tradition has continued in this region unbroken for three millennia, since the earliest human settlers came here and their Early Bronze Age culture evolved into the original Northlanders first men of the North. For this reason, Ostland is the most traditional of the Northern cultures, retaining many of the the royal Cnute clan. within the noble and honored Zeaburg clan. Cnute was a powerful warrior and a competent general, with a sure grasp of both land and sea tactics that exploited his people’s skill with the longboat. Gudrid, the new queen of Ostland, was every bit as shrewd a diplomat and counselor as her husband was a warrior. They established the pattern that was to sustain their dynasty and nation to the present day.
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Kaendaloth "Far fewer than teeming men are we, Half as high – the right height to be! Our castles small, our people free, Just the way we’d have it be! (Chorus) Our pockets lighter far than most, Our armies but a smallish host, Ale aplenty and lots to eat, Happy homes good friends to greet! (Chorus) Many came to take our lands: Dwarven troops, human bands, Hordes of orcs – all we met, And stood our ground – we’re here yet! (Chorus) Where now those proud who did invade? Our Shires’ depths field and glade? We sent them back they went away, This is our home here we’ll stay! (Chorus) We are a little people we, Living underground or tree! We’ll never leave our fine Shires, Here’s everything our hearts desires! (Chorus) And when perchance your feet stray, Across lands and seas far away, Remember your home, recall your clan! And stand tall – half as high as a man! (Chorus)" Chorus: The Halfling marched in one by one, The foe just stood and laughed, But when the bloody fray was done, We laughed at the last! - The Kaendaloth Song 'Halfling High' All are welcome in the Shires and are received with peace and protection of the halflings that call this beautiful countryside their ancestral home. Halflings or by far (over 96%) the most numerous inhabitants human, dwarf and elves make up the majority of the rest and they tend to mostly be ambassadors, peddlers, and traders found in the large settlements and border towns of the Shires. It is a place where there is no social standing based on wealth or birth, though the Halfling clans vary in wealth and influence as do all those in it but this does not influence them, every Halfling in a clan has his or her place within it and that is how a Halfling is treated by others. The Shires have no recognizable nobility, there is no slavery though there are clan-less folk that are either outcasts, orphans or recent immigrants that know no clan. To most races that have a social class the view is that the Halflings of the Shire are all commoners that work diligently at such professions as hunting, farming, fishing and brewing. Although the Halfling and his clan may or may not be rich in terms of coins almost all are comfortable and they suffer from no want. Even poor tend to be adequately housed, clothed and fed without stint or shortage and most own weapons and some finery. All of Kaendaloth is clan property and that means common property, although individuals may own small areas that have been built up and passed down over the years no non-halfling is granted such a thing unless they have earned it and the local Sheriff agrees, a very rare occurrence indeed. Halflings by their nature are unimpressed by title unless the one bearing the title is personally impressive in their own account of their deeds are known and worthy of respect. Battle ranks are treated a little differently as a leader of another nation will be either obeyed or treated with deference depending on if they are allies or foes but even this is probationary. Halflings venerate elders but regard most religious behavior with head-shaking bemusement, even disdain for faith, order and clear aims are seen as a good thing but there should be limits to such beliefs when others are hurt, deprived, enslaved or compelled to direct their lives strictly adhering to a religion a line has been crossed. A Halfling will fearlessly tell even a cleric so as there is no excuse for one’s own excessive actions within the bounds of being proper if you are from Kaendaloth. Outsiders travelling to the shires are treated with good nurtured politeness by most encountered as that is their nature but bullies and braggarts will soon wear out this warm and easy welcome and discover that Halflings are also open and direct of speech far more than perhaps most other races are. Wasteful extravagance and ostentatious wealth perplex or disgust Halflings rather than impress and those that openly pass judgement upon individuals and conditions within the Shire will be looked down upon not deferred to. In short, social status is earned not conferred or held by right, although eccentricity is considered the right of all. Unlike the realms of men Kaendaloth has few formal laws or set sentences for crimes as justice is the judgement and decrees of Clan-masters, Keepers and Sheriffs who keep a code of accepted behavior passed on by the Elders and generally conform to Serious, Lesser and Least wrong doings. In practice all can be formerly charged but only the most serious (murder, clan betrayal, rape, torture, slave keeping or slave trading and fire setting) are really given any punishment as serious crimes are rare among these truly peaceful law-abiding folk. Punishment ranges from execution to fulfilling a service, cast out of a clan or treated to deathly silence for a time for one of the most important elements in a halfling’s life is good fellowship, comfortable surroundings with good and plentiful food, drink, pipe smoke and fun pursuits mostly singing, gaming, the telling of jests, gossip and news, and of course the spinning of yarns and telling of tales. The Shires of Kaendaloth are green and pleasant with rolling fields, dark woods and little wasteland. The moist air blows inland both cooling and leaving moisture behind that sometimes makes most areas wet and misty while the mountain ranges serve to protect the Shire like a great wall from the worst of the cold winter winds while the coastal breezes ensure a moderate climate over the long run. All of these factors favour a land of comfort and plenty though all seasons are present none are usually overly cold or hot though the storms of the costs are on record through many tales that are told. With such a verdant land it is no wonder that orcs, kobolds and men wave invaded Kaendaloth throughout history though all have been turned back, most notably in the battles of Blackflame, FireRock and Fool’s Ford. The last invasion occurred only eleven years ago when Baron Ludwig von Hendriks of the Afilam Heartlands sent a small force, thinking little of Halflings as warriors. The Baron’s men were slain to the last man at Fools’ Ford. Canny Clan-masters delivered the bodies of the fallen, neatly crated, to the docks of Fort Doom as “fresh meat for the Baron.” The maddened Baron hurled two more expeditions into oblivion before he realized he could not subdue the Shire and cope with his enemies in Afilam at the same time. The Shire today maintains strong armies to guard against the orcs of the mountains and further invasions. From the creation of the Kaendaloth Shires to the present, Halflings have ruled the land they came to so long ago; a rule of peace and prosperity they hope to continue for many more generations to come.
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The Great Empire of Lungshi "The Royal Dragon" The people of the great empire of Lungshi are by far the most ethnically diverse of all the nations of the far east. While an empire now, in ages past it was composed of 14 tiny kingdoms formed from successive waves of barbarian tribes. As a unified empire Lung is a melting pot of all these different ethnic and cultural identities, held together as provinces of the empire and blending together their various cultures and characteristics. In game terms: each of the provinces is associated with an ancestor feat. Personality: The people of Lungshi are practical, cosmopolitan, and proud citizens. Heirs to a culture spanning some twenty six centuries, they walk the realms in absolute certainty that they are part of the greatest civilization of all time the world can boast. Their art, music, literature, government, science, and military power are unrivaled, giving the people of Lungshi an unparalleled richness of cultural heritage and a justified pride in their dealings with other nations. A lesser group but still significant portion of the people of Lungshi have a strong sense of honour, a great pride in their ancestors, and a fierce devotion to their families. Unlike the samurai of Zakura, they do not manifest their pride in bluster and bragging, nor do they avenge an insult with drawn katana. The honour of a warrior’s family is more important than his own, and a family works together to avenge any slight to their honour. Physical Description: The people of Lungshi stand apart from those of the lands they consider barbarian lands (every nation other than their own), in being taller, fairer, and – at least in their own opinion – more pleasing to the eye. The blood of many peoples flows in their veins from the many tribes and nations conquered by their vast empire. They generally have strait black hair that they often grow long, although some wear long moustaches and thin beards. They usually have brown eyes. Class Skill: Knowledge (nobility and royalty) Favored class: Samurai Prestige Classes: Battle Maiden, Blade Dancer, Kishi Charger, Shapeshifter, Shintao Monk, Weapon Master, Witch Hunter, Yakuza Available Regional Feats: Ch’ung: Adventerous Explorer When you ready an action in combat no need to set a condition Tien: Backstabbing Traitor +2 on Initiative, Bluff and Intimidate checks Chu: Forest Ambusher +3 hide in forests when sniping take -15 penalty to your check to conceal after a shot Hune: Ally of the Ki-Rin +4 on Fortitude saves vs non magical diseases Hai: Audacious Attempt Once per encounter you can add 1d6 to a roll Wang: Cultured Courtier +2 on Diplomacy and Sense Motive checks and +2 on a single craft OR perform skill of your choice Yu: Hardy Soul +3 hit points & immune to death from massive damage plus chance to stabilize is raised to 25% Arakeen: Legendary Tracker +4 on fortitude to avoid nonlethal damage from cold environment, not slowed in areas of snow if you have track +4 on survival checks Erte: Mercantile Background Get 75% of list price instead of 50% plus gain an extra 300gp to spend during character creation Shan: Mountain Hunter +4 to Escape Artist AND Grapple checks also +1 on attack rolls against animal type creatures Kaan: Smooth Talk take -5 penalty using diplomacy as a full round action Ma: Stalwart Defender +4 bonus on strength checks vs bull rush or overrun. If attack of opportunity vs a trample you do not take -4 penalty and if you successfully reflex save against a trample you gain +4 on that save. Also applies to your mount. Chuk: Survivor +2 on Fortutude saves and +2 on survival checks ANY: Discipline +2 on Will saves and +2 on concentration checks ANY: Mind Over Body Use Int or Cha to determine bonus hp instead of Con at 1st level Gain +1hp everytime you learn a metamagic feat and if cast arcane +1 bonus insight to AC
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Maugulakh “In the beginning all the gods met and drew lots for the parts of the world in which their representative races would dwell. The human gods drew the lot that allowed humans to dwell where they pleased, in any environment. The elven gods drew the green forests, the dwarven deities drew the high mountains, the gnomish gods the roc&, sunlit hills, and the halfling gods picked the lot that gave them the the fields and meadows. Then the assembled gods turned to the orcish gods and laughed loud and long. “All the lots are taken!” they said tauntingly. “Where will your people dwell, One-Eye? There is no place left!” There was silence upon the world then, as Gruumsh One-Eye lifted his great iron spear and stretched it over the world. The shaft blotted the sun over a great part of the lands as he spoke: “No! You lie! You have rigged the drawing of the lots, hoping to cheat me and my followers. But One-Eye never sleeps; One-Eye sees all. There is a place for orcs to dwell . . . here!” he bellowed, and his spear pierced the mountains, opening mighty rifts and chasms. “And here!” and the spearhead split the hills and made them shake and covered them in dust. “And here!” and the black spear gouged the meadows, and made them bare. “There!” roared He- Who- Watches triumphantly and his voice carried to the ends of the world. “There is where the orcs shall dwell! There they will survive, and multiply and grow stronger and a day will come when they cover the world, and they shall slay all of your collected peoples! Orcs shall inherit the world you sought to cheat me of!” In this way, say the shamans, did the orcs come into the world, and thus did Gruumsh predict the coming time when orcs will rule alone. This is why orcs make war, ceaseless and endless: war for the wrath of Gruumsh.” .............................................................................................................................- Thar, Shaman King of the Orcs Welcome to The Broken Lands. You are now entering a most unconventional nation: Maugulakh, The Broken Lands. A region of rugged hills, mountains, and narrow canyons on the fringes of the known world, thought to be abandoned by civilization. Few ever venture here save for those that view it as home save treacherous merchant following dangerous tracks. Although the rugged surface may be baked by the sun of the summer and frozen by the winds of winter many are its inhabitants. There are denizens of the depths, nomadic hordes of darkness and ravenous raiders; these are the Hordes of the Broken Lands. A land that is known for treacherous earthquakes, shifting grounds, volcanoes, geysers, abysmal climate, dust storms, noisome gas clouds coming from sulfuric pits and innumerable caves to a labyrinth of no end beneath these lands. It is not surprising that most never settled there and why it is a haven for orcs, goblins, trolls, and many other foul being they call their nation Maugulakh and that word makes merchants tremble. Thar's Horde, "Duh Legion", makes even old warriors shiver in the night. Thar is the Orc-King and Cheif Shaman of the tribes of Maugulakh. He tell other tales, too, that shed light on why things are as they are in the world. Like most shamans he tells of the battle between Corellon Larethian (the chief elven god) and Gruumsh, in which Corellon tried to shoot out Gruumsh’s eye (sacrilege!) with his bow, but failed of course. It is not considered important that Gruumsh started the fight by trying to paralyze the elven god with his spear; the shamans say Corellon deserved it for not being properly deferential. Because of this battle, orcs of all sects and cults hate elves more than all other non-orc races. The shamans’ tales of the battle between the dwarven gods and the orcish gods for ownership of the mountains would weary the most ardent listener. The orcs are drawn to the mountains by their brutal majesty and stark barrenness, while dwarves love mountains for their isolation and beauty, and for the ores that lie beneath them. Many have also heard of the eternal battles on the Nine Hells between the goblins and orcs, each side led by their respective gods. No matter how much noise the orcs of this world make about joining their forces with the other humanoids, all orcs are aware there is room for only one race in the end . . . and it will not be the goblins, the ogres, or any of the rest – it is the orcs!
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Nydeis "Ha! The scum of the world that's what they are! They live in a world where everything is ruled by magic. There is no freedom for those like you and me: no respect for life, no beauty of stone, no pride of steel, no joy of drinking a mug of good ale and they have the nerve to call us mundanes! Only darkness and slavery to the wizards remain. Trust me, these are evil barbarians. Literate they are but their hearts are cold. Listen: Gran’Pappy Shieldkroten, my great grand uncle, went over there some two hundred years ago, with his whole family after straying a little too close to their colonies before the Commonwealth came. Sure, rumor had it fantastic gold mines were discovered in the mountains of the island.But the wizards of Nydeis blamed some plague on us dwarves, and drove us out of their land like cattle known as the Years of Infamy. Like many others Gran'Pappy was taken to the wizards' laboratories - that's how they call their torture chambers. They injected him with all sorts of poisons, took flesh from his body, gouged out his left eye, and even cut off his hair and beard...for spell components they said! After building a wooden leg to replace the one the wizards amputated he managed to escape with a prison mate, a werewolf they regularly drained of blood for nefarious experiments. Together they managed to flee through the great mountains that surrounded this island of horror. Wizards are everywhere, controlling everything. This is a land where a man needs a filthy piece of parchment to grant him the right to dig a mine or bear arms and armor. It's got to be legal they say! You need a license for this, a license for that; I am amazed they haven't come up with a license for having licenses! Now get this; not even clerics can enter this land, even to help the widow and orphan! Gran'Pappy saw them burn a dozen men of faith on the main plaza. They have their own religion of some such god I never heard spoken of. Those Commonwealth Lords shouldn't have let those Colonists return should have destroyed the hole lot of them! I'd like them to feel the fine edge of my ax; show me one Nydeisian wizard and I swear to avenge those who perished under their evil dynasty! ” ................................................................................................- Conversation in a Rhigolian tavern between the dwarf innkeeper and travelers The Island Realm of Nydeis is a magocracy created by wizards for wizards. If magic came in coins, this would be the Nydeisian currency. Everything important works with magic; only wizards have status. These people of are fond of organizations, guilds and other brotherhoods.Just about every aspect of trade belongs to a guild. The members must usually pay some fee in order to be allowed to practice their professions, In exchange for the fee, the member often earns some sort of protection against the laws of the magistrates and nobles. The capital city of Citadel is home to the Council's Tower. So far there are ten princes ruling at the Council. Another thirty nobles control the Parliament to handle litigious cases from the Council and lesser business. Great rivalries divide the nobles, but this isn’t new. Most of them are aligned with one of the princes. The most powerful families are the d’Ambrevilles of Avemigne, who control the Great school of Magic, the McGregon of Klantyre and the Gorevitch-Woszlanys of Boldavia who are suspected of necromancy, the Vllardoens of Bergdhovcn who are of old Flaemish origins, the Aendyrs of Blackhill who may be related to nobles of Affilam, the elves of Belcadiz and Erewan who are long-time foes, the Von Drachenfels, Virayanas of Krondahar and finally the di Malapietras of Caurenze who have suspected ties with Yrdahn. Once you know about the goals of each of these major families, you should have no difficulty dealing with them. The Great school of Magic offers many services for the wizards who can afford the teaching fees. There are many secret to be learned. There are secret sects within the school, sects who us special powers only they understand.
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Perracia “In the beginning there was the sand and the wind, and into that sand and wind came the nomad; the man of the swift steed, the white tent, and the restless herd. He also found the winter grazing land, and the spring rains, and the summer grottos, the watering holes of the fall, and his herd thrived and he was happy. Many of the nomad settled in the grazing land, around the oases and spring rivers and they became the hazar; the house dweller, the cultivator, and the builder of cities. Many chiefs and emirs ruled these nomad and hazar tribes but chief among chiefs is the Sultan who saw what they might do together for the dream of justice and honor. To survive allowed them to exist where others would perish, to go where others feared to go, and to claim that which would otherwise be left unused and unappreciated. To know the mercy of the desert though, you must first know her cruelty, a lesson all Perracians know all too well.” .........................................................................................................................................- Haku, Master of the Desert Wind Parracia is a land dominated by the deserts, a few fertile valley areas where life flourishes and seas of ocean and salt. Wedged between the waters of the seas bordering the Imperial Senate of Dannor to the south and west and the Far East region of Lungshi, the region of Parracia is comprised of three distinct sub regions. The most widely known is The Emirates to the south followed by Kh-Ara to the north and between them and the Far East region of Lungshi is the vast black sands of death called The Deep Desert. The Emirates are ruled by the decendants of the great Sultan in the southern half and the fertile lands of the Pharaoh to the north. Waters around Perracia are bountiful with pirates and corsairs, many of which come from the land of Kh-Ara; a land full of secretive cities, unwelcoming to travellers, huge deserts, lush oases and powerful genies though in theory ruled by a theocracy headed by the Caliph. Not much is known about The Deep Desert besides it’s name and the fact that it is the barrier of black sands between the civilized lands of Perracia and the Far East.
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14 - Rhelac
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16 - Sevaythien
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Viecan "For long ages peace ruled the lands known as Viecan, the True World. Humans loved and laughed, and sometimes warred, and always they praised the might of their gods. Qotal heard the praise, and basked in it. He saw the humans’ joy, and he grew jealous. He saw the pleasure the humans knew from love, and he craved a love of his own. Here he saw his sister Kiltzi, and he pursued her and took her for his wife. She struggled, knowing the wrongness of the act, but Qotal was master of all. He could not be stopped. Finally sated, Qotal slumbered. He fell into a sleep that lasted for ages, and he would not awaken. Kiltzi, overcome by shame, fled from her eldest brother and took shelter with the banished Zaltec. And when Kiltzi fled, much of the love fled from the True World with her. The humans cried out from the hurt. They did not understand the tragedy that had befallen them, and they pleaded with their god, the Plumed Serpent, for deliverance. But Qotal slumbered on. His other sisters, Watil and Nula, heard the tale of Qotal’s brutality, and they too, fled to the company of their other brother, Zaltec. Zaltec gained in power, and still Qotal slumbered. With the absence of so many gods, much of the human existence in the True World began to suffer. Crops failed. The rains ceased over whole countries, for years and years, and places that had once been lush became barren stretches of desert. Disease swept through the ranks of men, and many babies died before they were born. For ten years the people lived in anguish, and still Qotal did not awaken. Now his brother Zaltec sent priests among the people, where once they had hidden away in secret cults. Tribes turned their ears to these priests, for the sages of Qotal could give them no answers. The priests of Zaltec told the people that the gods were hungry, that they needed precious sacrifices. First, the humans brought cocoa, and mayz, and venison, but the priests cast these offerings away, and left them to rot in the sun. Next the people brought to the gods gifts of turquoise, and coral, and obsidian, but again the gods said no. The priests shattered the beautiful gifts, and spat upon them. Then the people brought objects of hammered gold, and plated silver. They filled bowls with the dust of precious metal, and piled mounds of it on the sacrificial altars. But the priests would not look at the gold, would not place the silver before the gods. The gods, they said, needed sacrifice of the most precious gifts of all. And so the people gave themselves. Each family gave one, a man or a woman or a child. The gifts to the gods were only those in good health, who stepped forward in willing obedience to the commands of Zaltec. The priests began to kill, laying open each sacrifice and offering the heart to the god. Sometimes, the offerings were raised to Tezca, or Azul, but mostly to Zaltec. All understood that he, alone, offered hope of survival. The gods grew strong on their grim feast, and exulted in the worship of their humans. In his joy, Azul once again brought forth the rain, and Watil caused mayz to spring from the earth. And the people gave thanks to the gods, and fed them well. At last Qotal awakened from his slumber. When he smelled the blood-scent that lay heavy on the world, when he saw the people offering themselves to the gods, he remembered what he had done. Qotal wept with shame, and coiled himself within his grief. Yet, too, did his anger reach forth to lash, weakly, at his subjects. He tried to take from them the gift of speech, the precious language that allowed them to communicate and grow and build. But now Qotal’s power was too weak, and the people, having turned to new gods, paid no heed to his command. All except for his patriarchs. The most learned of his priests, those who had worked for many years to spread the word of Qotal, took the vow of silence, sealing their lips and bringing no thoughts forth as words. This they vowed, to remain silent, until Qotal was once again restored to his rightful pre-eminence in the world. In gratitude for their faith, the Feathered Dragon left a prophecy with his priests—, a prophecy that eventually came to be regarded as ancient legend, nothing more. Even its details were lost to the land, though the bare skeleton of its knowledge remained sacred in the scrolls and minds of the priests. Yet in this prophecy he predicted his own return, and told them that it would be presaged by three things: The couatl will come to let them know the way, My feathered snake of wisdom and might; My chosen daughter shall greet me on the shore, Know her; she wears the Cloak of One Plume; And the Ice of Summer, frozen under heat and fire, Will prepare the path to my door. Qotal then left the land of the gods, and he left the True World. A great party of his faithful, the last followers he had, accompanied him to the eastern realm of Payit. There, at that distant point of land, a great canoe, with bright, feathered wings, sailed from the east. It touched the beach, and Qotal stepped aboard. Then, with a last look at the land he left behind, Qotal sailed to the east and disappeared into time. His followers, remembering his promised return, decided to create a monument to that return, at the place where he had sailed away. Many of the most skilled stoneworkers among them set to work on the rocky facade of the bluff. Here they carved two massive faces— a man and a woman— who stared eternally eastward, over the Ocean. Known today as the Twin Visages, these two massive faces remain many hundreds of years later to greet travellers, a feat no one who witnessed their creation could possibly have imagined. The sculptures stood through the many succeeding centuries, always staring eastward, awaiting the return of their god. ” ..............................................................................................................................................- Qotal and the Twin Visages Viecan was considered until only recently to be a myth, a legend, forged out of the dark times after The Godswar and lost to memory of all but the most scrupulous scholar. The True World lies across the Sea and over the Ocean, though it is no longer considered legend, thanks to the recent voyages of exploration. The routes between Dannor and The Island Kingdoms now sees several voyages a year after tales of the first such crossing this crossing, taking some forty days, began filtering through about a route to the legendary lost island nation. It takes about sixty days to sail back, due to the easterly current. A northerly route of return can save fifteen days on this trip, but requires sailing dangerously close to the seas surrounding Wicaen; most sailors prefer to invest the extra fifteen days to insure a safer passage. Roughly one in three vessels take the chance, per crossing, of a being molested by some denizen of the deep; —giant sea creatures, dragon turtles, sahuagin, or other threats. A large fleet is less likely to be bothered than an individual vessel, or group of two or three ships though only a handful of these types of expeditions have sailed to explore the coast of Viecan. The general area mapped out by these explorers provides only a rough presentation of these reaches at the moment, at least in terms of coastline, mountain ranges, and major rivers. Inland features have not yet been determined and of the cultures and peoples there is even less though what is known seems terribly forbidding. To the south huge mountains and dense, impenetrable jungles. No signs of intelligent life have been reported there. The coastline continues southward as far as it has been explored— and one final note: only one of the four ships that has sailed far to the south has returned. To the north, the land is more fertile and hospitable. Forests line many of the shores, and there have been signs of human presence. Indeed, one legend tells of floating cities in the clouds, found somewhere along these northern shores, though no evidence of such a land has been found, only the Twin Visages and the story they tell that was brought back by the original expedition.
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Wicaen "One fine day in Minmae, as the young man lay under his tree to the sound of the birds singing, he saw a beautiful woman on a graceful dapple-grey horse. She was dressed in green silk and velvet and on the locks of her horse's mane there hung 39 silver bells. Her saddle was pure ivory set with precious stones and the bridle was pure gold. A horn hung around her neck and in her belt was a sheath of arrows. Prospero Daleborn bowed to the beautiful lady who, he said, must be the Queen of Heaven as he had never seen her like on earth. She replied that she was not the Queen of Heaven but a Princess of Elfland. Thomas was captured by her beauty and the rash young poet readily agreed to kiss her underneath his favorite tree, even though she warned him that, should he kiss her, he would then be in her power. They kissed and before his eyes she became old and grey, her beauty vanished and her clothes turned to rags. She told him he must serve her for seven years through wealth or woe. The Elf Queen mounted her horse and commanded him to mount behind her. Prospero found he was forced to obey her command. They galloped towards the Eildon Hills, which opened before them and they entered the caverns of the earth. So swiftly did the horse gallop it seemed they were going faster than the wind. For many days and nights they rode through the darkness. There was no sun or moon just the roaring of the sea. At times they waded through streams of red blood. For all the blood that was shed on earth ran through the springs of the country through which they were travelling. At last they came to a beautiful garden full of fruit trees. Prospero was very hungry and wanted to eat some of the fruit but the Princess warned him not to touch it, for it was cursed. If he ate of the fruit, she said, his soul would go to hell. So she offered him bread and wine. While they rested, she bid Prospero lay his head on her knee and she would show him three wonderful visions. The first vision was of a difficult narrow road, lined with thorns and briars. That, she said, was the path of goodness, which leads to the city of good, a path which few take. Then she showed him a broad road where roses and lilies bloomed by the wayside. That, she said, was the easy path of wickedness, though some thought it the path to heaven. Then she showed him a fair green road that twisted between wooded rocky glades. Small falls of water ran down the rocks and glistened in the sunlight. That, she said, was the road to the faerie lands where they were going that night. Once more they rode hard and fast until they saw before them a lovely castle standing on a high hill. Before they entered she warned him that her Lord was served by many knights. He would not be pleased that Prospero had been bold enough to kiss his lady. He must hold his tongue and he must answer none but herself. If he did not do this, she said, he would never return to his own country. Suddenly she once more shone with beauty; her clothes became as green as the leaves of spring, and a velvet cloak hung around her shoulders. Her eyes flashed and her long black hair caught the breeze. Prospero looked down and saw that he too was now clothed in a suit of beautiful soft cloth, and on his feet were a pair of green velvet shoes. The lady raised her horn and blew a note so clear and loud and rode towards the castle gate. All the court knelt low before her. Prospero followed at her side and the Knights crowded around to ask him tales of his own land but he stayed silent. Inside the castle, the great hall was full of feasting and fun. Beautiful fey ladies and knights danced happily to the wild music of the harps and lutes. For seven years he served in that strange and magic land. The sights he saw passed as if in a dream. It seemed to him that little more than three years had elapsed when the Princess came to him and told him he must leave. The time had come round, she said, when a tribute had to be paid to Hell. An evil spirit would come and claim their most favored guest. Prospero was likely to be chosen, so she must guide him back to the world of men. She brought him again to the border of his own world and sadly he left the Faerie kingdom. Before he left, she pulled an apple from a tree and gave it to him. "This," she said, "is your wages, for it will give you a tongue that can never lie." He protested that it was a gift he neither wanted nor thought to own, but she insisted. Then she told him to choose between becoming a great Harper or a great Prophet. He chose the skill of prophesy. He pressed her to stay and for a while they talked and she showed some of the future to him but he wanted more. Finally, she promised they would meet again when she sent two messengers to fetch him. With these words she left. Prospero then fell asleep and awoke on the Bank under the Eildon tree, where he first saw the Princess. So he returned to the world of man with the gift of prophesy and a tongue that could never lie. At home, seven long years had passed by and the villagers stared with open mouth as they saw him once again: Where had he been? What had happened?.” ......................................................................................................................................- Prospero, The Eildon Tree Prophet Wicaen was formed at about the same time that the Third Race were, from magic. It was ruled over first by Queen Mab, then following her overthrow, by her son Oberon, who still rules there today. The Realm of the Fey cannot be found on a map of the world; it is reachable only by magic despite being a physical part of the Realms, its true location is found at a rather large nexus of natural elemental magic and therefore is incapable of being reached in a three dimensional manner. The usual procedure for entering The island for non-fey is to recite the ancient "Incantation of Mab" while upon the seas nearby to lift the mists that shroud it from all but those with fey in their blood: "Vocate venti fortunas, ex ricae Oberonis, et hic navus frugum regate, ad orea Wicaenis." Anyone with Fey or Elvish blood can come and go through their innate abilities, without the need for the "Incantation of Mab" and clearly see the Island from the waters nearby. Leaving is somewhat trickier; it does not send you to where you wish to go, but to where you need to be. It is, in a sense, solidified magic, and an experienced wizard can actually tap into that magic, it is not easy to do however, and has cost the life of most that have tried. While faerie magic is permitted in Wicaen, all other magic is not . Also because of its magical nature, time passes slower in the Realm of the Fey; for every hour spent there, two go by in the outside world. When traveling to and from the island magically, travelers feel the effects similar to that of a long travel and are considered fatigued upon arrival. The island also assists by allowing its travelers to understand any native languages, dependent on who they are meant to interact with. This magical compensation appears to be permanent for individuals who reside upon the island for a more than three years. It is eternal summer there (by Oberon's decree), and none born there have ever seen ice or snow. During Queen Mab's reign, however, the climate was better described as "chaotic."Given that time passes slower this effects the appearance and frequency of the Moon's monthly phasing as it waxes and wanes at twice the frequency from Wicaen's point of view. The constellations in the night sky are seen from a position unique from that of any other place in the world. There are a few important landmarks: The Palace; where Oberon and Titania live is also the capital of the Elvish Clans. The Hollow Hill where the Heroes of the Godswar have been laid to rest. The Grotto situated on the only volcano on the Island that serves as the Archmage's headquarters where he teaches his apprentices and meets with the other High Mages. The apple orchard of Avalonia stands beyond the palace grounds whose apples are native to the island and the source of both the Immortal's Ambrosia and The Nectar of the God's. Many forms of fauna found nowhere else in the world also inhabit the island, the magical environment having effected them to some degree or another producing various regions with widely different environments from giant mushrooms to alien vegetation and sentient plants that speak on the wind, usually these are best suited for the type of fey that reside thereabouts. All manner of fey and elf reside upon Wicaen and the waters around it including (but far from limited to): Atomie, Banshrae, Boggart, Booka, Brownie, Buckawn, Centaur, Dryad, Dragon (the most numerous by far is Faerie Dragon), Faun, Grig, Jermlaine, Killmoulis, Korred, Leprechaun, Nereid, Nixie, Pixie, Satyr, Sirine, Sprite, Swanmay, Sylph, and even The Fairy Queen Rhiannon can all be found here and hold Oberon's word as law - though some prefer to skirt it's letter in their own mischievous ways.
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Yoahan “The Islands of Yoahan really have a comparatively brief history. The islands were supposedly discovered by a group of outcasts from The Shires, cutpurses, murderers, you know the typical city scum, who were abandoned at sea; teh Shire's quaint way of telling people they weren't wanted I suppose. It was a great way to execute worthless criminals. But wouldn't you know it? Of course they survived! I mean I know they were scum and deserved to die but these were my ancestors. Like one of them was my father’s father’s father’s mother. So, these worthless criminals, well, they just floated around and starved and ate raw fish and got terrible sunburns, awful, really Then they saw this little island, and it looked uninhabited, so they figured they couldn’t get kicked off an uninhabited island, so they paddled over there and settled in. I mean, isn’t it heroic? We all need some real heroes-real guys-and girls, of course-who are that brave. You know? So the terribly brave souls conquered the natives on the island and the rest is, well, history! And there you have your brief lesson about Yoahan! Oh, I almost forgot; after a few years some of the people on the main island got a little itchy and decided to explore the sea to see what else was out there and that;s how we got the other nine islands out here. If you have any questions about Yoahan, just ask me, because I know all the important details. Really! ” ..............................................................................................................................- Maru Gastenoo, Safari Island Tour Guide To some it is a vacationer's paradise. Tropical islands set in sapphire seas, fringed with shell-covered beaches: the perfect spot to get away from it all. To others is is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid. The Kingdom of Yoahan comprises ten islands, each with a specific attraction for the adventure seking visitor. The native population, the original tribe to inhabit the islands, and various settlers who have chosen these exotic locales as their home (well for some perhaps "chosen" is not quite the proper word...). Of the ten islands six are typical of volcanic topography. Mountainous highland regions including many active mountain and crater volcanoes are surrounded by fertile lowland lava plains stretching out to the ocean beaches. These are predominantly settled by the natives with significant minority populations of later setlers. Four islands are the vestiges of a single giant volcanic dome called the Caldera. The eruption destroyed the native populations and the islands have been resettled in the recent centuries. Numerous smaller islands in the region of the ten main islands are either partially submerged mountain tops or volcanic islands relatively recently emerged from the sea. Many of these are not even charted and most are isolated smaller islands uninhabited or only sparsely populated, though pirates have historically regarded them quite suitable for their bases.
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21 - Yrdahn
A NOTE ABOUT REGIONAL BONUS FEATS All major races may choose a home region and select regional feats appropriate to that region. These feats represent the sorts of talents that people from that region may learn. If you did not choose a preferred home region, you cannot begin play with one of those regional feats, you are still limited by the number of feats available to your character based on class and race and do not gain the bonus feat lost to choose another feat. You can acquire regional feats later in your adventuring career. With a few exceptions, any regional feats appropriate to your race or homeland that you don't select at 1st level are still available the next time you gain the ability to select a feat. You may even learn feats from a new region altogether, whether or not you belong to an encouraged class for that region. After 1st level, each 2 ranks in Knowledge (the realms OR local) you have allow you to select feats from a single region other than your home region, if applicable to the character and experiences within the campaign. Abrasive You are difficult and demanding in conversation, which tends to oppress those around you.1st lvl only Aggressive You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.1st lvl only Brawler You naturally move close to your opponents when fighting, instinctively grabbing and punching rather than striking with weapons.1st lvl only Bullheaded The stubbornness and determination of your kind are legendary. You are exceptionally headstrong and difficult to sway from your course.1st lvl only Dauntless You can stand up to greater punishment than most and still keep on going.1st lvl only Dreadful Wrath You are terrible to behold in battle, and few foes have the heart to face you without quailing.1st lvl only Fearless You are a stranger to fear. Nothing can shake your courage.1st lvl only Furious Charge Your people are known for their love of battle, and they rarely waste time in meeting a foe blade-to-blade. You know how to make the most of a charge.1st lvl only Great Stamina see Tireless .1st lvl only Hardy Soul You descended from ancestors that lived in a rugged, mountainous land. You are particularly hard to kill.1st lvl only Hardy You are made of tougher stuff than the average person, but you're not quite as quick to react to dangerous effects.1st lvl only Horse Nomad (FR) You have been raised in a culture that relies upon riding and shooting.1st lvl only Legendary Tracker You descended from a legendary tracker in a cold and mountainous land. You are acclimated to cold weather and high altitudes, and can track well through the snow.1st lvl only Mountain Hunter You are descended from a renowned hunter, and you are skilled at hunting large predators such as bears and tigers.1st lvl only Orc Blooded Somewhere in the shadowy boughs of your extended family tree is an orc. The creature's influence on your heritage isn't enough to make you a half-orc, but it is enough give you slightly porcine features, chronic bad breath, and a nasty temperament.1st lvl only Reckless You naturally sacrifice accuracy to put more power behind your blows.1st lvl only Relentless You don't know the meaning of the word "tired." You go all out until you simply can't continue.1st lvl only Saddleback (FR) You've spent endless hours learning how to handle a mount in a fight.1st lvl only Stalwart Defender You are descended from a heroic defender of your country. You are trained to repel certain kinds of attacks.1st lvl only Supicious You are naturally suspicious of everyone and everything. While this trait makes you hard to fool, it makes others slightly less likely to agree with you or find you threatening.1st lvl only Surefooted You are used to fighting on steep slopes and treacherous surfaces.1st lvl only Survivor (FR) Your people thrive in places that others find almost uninhabitable, and you know many of the secrets of the wilderness.1st lvl only Thug You have a knack for getting the jump on the competition and pushing other people around. While others debate, you act.1st lvl only
Regional Overviews Region Description Andril DC Knowledge 0 The Commonwealth is a Utopia that sprung out of nowhere over a half century ago 5 As presented 10 The Commonwealth is lead by The High Lords of Andril one of which one of whom acts is the public face known as The Coronal The Platinum Dragons are the military arm of The Commonwealth The Mithril Guard act as the civil constabulary The Iron Wings defend the skies with mounts of Dragons, Griffons and Pegasi The Arcane defend The Commonwealth through magic Each member of the commonwealth is classified as a citizen, commoner, newcomer, ally or opponent To become a citizen a test must be passed and if successful a new citizen is placed in a position according to their skills and desires and given a residence, a job, and a gift presented by a high lord All but citizens may be required to wear bracelets that identify them as either one to be watched or one to guard against The unity spheres allow citizens to vote and do daily business 15 The current Coronal is High Lord paladin named Unther Drokoth The Platinum Dragon Corps are only stationed in the city of Andril use portals to enable quick defence to places outside the capital Each city, town, village and hamlet maintain their own Mithril Guards The Archivist can be accessed through the unity sphere and each person is given access based on appropriate clearance Atop the central spire in Andril is a druid’s grove and ancient temple 20 The High Council consist of 9 members that meet atop the central spire of Andril in a temple complex said to have mighty magical devices and access to the Underdark and each leads a powerful group within The Commonwealth 25 An organization called the Adamantine Order that works behind the scenes both within The Commonwealth and beyond its borders to ensure the safety and prosperity through any means necessary Beneath the capital of Andril is an Underdark city called Underholme Andril exists at the exact place that Esalia once stood – the original home of the gods in The Realms 30+ Ask the DM please! Perracia DC Knowledge 0 Fertile valleys, dessert nomads and the unsurvivable deep desert 5 As presented 10 15 20 25 30+ Ask the DM please! Nydeis DC Knowledge 0 Built by wizards for wizards all others are considered mundanes and live a life of relative slavery within the society. 5 As presented 10 15 20 25 30+ Ask the DM please! Yoahan DC Knowledge 0 Sea faring locals, pirates, natives and cutthroats live here. 5 As presented 10 15 20 25 30+ Ask the DM please! Wicaen Grililath DC Knowledge 0 Grililath, also known as The Great Mountain Halls is the ancestral home of the Dwarves. 5 As presented 10 15 20 25 30+ Ask the DM please! Hauth Kaendaloth Viecan Maugulakh Afilam Sevaythien Veican Dannor Lungshi Yrdahn Ethigond Ethigoviel Eraussi Aaledon DC Knowledge 0 Elves are pointy eared, slim, short, beautiful, human-like immortal fairies that are the noble protectors of the forests and natural places of the Realms. 5 As presented 10 15 20 25 30+ Ask the DM please! Rhelac Rhigolia