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    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    May 2012

    Default Korlen (D&D setting)

    I'm making it so my players won't have to look through the all original thread for the scattered setting posts, but feel free to examine and comment. While it is made for 3e, there is no reason why it can't be adapted to other editions as well.

    In the world of Korlen, in the desolated Outer Sea, there is the great continent of Tarenda. The continent is ruled by the great Alurian Empire- once a small city state, which has since risen to conquer all of the known world. The only limit to its ambitions is the great Wall of Atlas, also named as the World's Wall- this is a great, natural barrier made out of stone that separates the continent from the rest of the world. Tarenda itself could be divided into 13 different regions:

    The Center
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    The wealthiest and most powerful region where Aluria, the center of the Alurian Empire, sits. The people of Aluria are proud, and see themselves are the rightful rulers of the continent. While it is easy to see them as "evil", in fact, they have brought a lot of goodness to the world- they allow each nation a certain amount of independents, stopped old blood feuds and brought order to the chaos. They still see themselves as the only civilized people in the world, where all others should embrace their ideas. The Alurians worship a pantheon of formless gods, who take any form they desire. As such, the believe that their gods are the same gods of all other nations, and that they are the only ones smart enough to recognize it. Their motto is "One Order, One Faith, One Emperor". The current Emperor is Alurius the XIX (each emperor is named after the founder of the Empire).

    The center is also the home for the City States of Kaellus. Once, they were united, and created a small Empire which ruled the center. Yet, because of internal strife, The Kaellian Empire broke down, and it was quickly consumed by the growing Aluria. Aluria see the Kaelians as "almost civilized", for while they agree with some tents of the Alurian philosophy, they still worship the more primal manifestations of the gods. Kaellus is made out of 12 city states, each dedicated to a different Great God, with the most important ones are the aggressive Agra of Ares, who produce the finest soldiers for the Alurian Legions, the wise Thathis of Athena, who are both diplomats and strategists, the oracular Nickus of Apollo, which hosts the mysterious Pythian Oracle, the noble Bethas of Bacchus, who carry the blood of the dragon and the mighty Mindea of Zeus, who were the ones to lead the former Kaellian Empire.

    On the edge of the center there are two small communities- the first is the mysterious Entrachian. Those people hold both shamanistic and necromantic believes- that the gods are a part of nature and that the dead protect the living. The Alurians laugh on them as barbarian- yet at times of crisis, when even the Oracle doesn't answer or when they wish to keep their deeds as secrets, the Alurian nobles go to the Entrachian witches, for their seers are among the best in the Empire.

    The other group is the small kingdom of Sintaela. Found on the northern boundary of Aluria, those people where the first tribe in the North to fall under the Empire's heel. Those so called "noble barbarians" are all wild and untamed warriors who are loyal to the Empire- who may despise some of their practices but isn't fool enough to ignore the use for so many dispensable warriors who seek only war and battle. After all, the rumors about the wild way they fight and the connection they have with the spiritual world fright their enemies enough to surrender without battle- and those who do not discover that the rumors are true.

    Among the people of the center, the Elans walk unseen. They claim to be the true power behind the Empire, and that it is only thanks to their unseen support that it keeps running. According to the rumors, each contain the whole history of the Empire is his mind, and as such they have access to the collective memory of all mankind. Usually, they are treated as rumors or legends- but few are sure that the elusive race exist, and that it may use the Empire for its own needs.


    The South
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    When the first Alurians came to the south, they thought about it as a great, lifeless desert. Yet, people do live there, either near the great Asi river or near the few oases which are found in the Red Desert. The Province of the South is the kingdom of Mesia. This is an ancient kingdom who worship the gods as forces of nature and claim their kings as living gods. Necromancy is an open practice among those people, although they put some strong regulation about when and upon whom the use of the black art is allowed. By the use of Necromancy the former kings may keep their life beyond the grave and help their descendants in their ruler-ship over the kingdom, as well as destroying anyone who tries to violate their grave. Balance is the most important principle in the land, and those who try to bring chaos are seen as the agents of the Red Snake, Apep.

    A bit norther to Mesia is found the nation named as Tharubi. Those people have fought both Mesia and the Empire years ago, but not it is loyal to both. Those people worship the dead and speak with ancestors, and they use a complicate stone structures to talk with their ancient deities and read the stars. Once, they were a war loving folk, yet under the influence of Aluria they became more peaceful and artistic, making all kinds of magical items out of stones.

    The rest of the South is made out of many tribe. Most of the time they keep on a low profile, but from time to time they attack Mesia or one of the Alurian outposts. Each has its own set of faiths and believes, and most worship a single great deity. There are, however, two great tribes which still has some influence over the rest of the South- the first are the Ayanta. Once, they created a great Empire which ruled over the whole south, but after a long battle with Mesia they fall apart long before Aluria rose. While most think about them as shamans, the truth is that while they have some knowledge in the art of spirits, they actually are a psionic tribe. They believe that all mankind is united by a great, unknowable state of existence called Olodumare, which is also seen as a "supreme being". The Olodumare grants each person a fate and gives each person the ability to influence the world with their minds. Their gods are beings with minds so overwhelming, that they can transform the world as easily as one walks or talks. Metacreativity is the most common psionic ability among the tribe. While for years they kept themselves silent, lately there is a movement who wish to build their empire anew- and get rid of the Alurians and their allies.

    The second tribe is the Bintanu. Those are nomad shamans who talk with the gods of the earth. They see the Earth as the great goddess Ala, and that her children are sent by her to guide her chosen people. Thanks to their connection to those primal spirits of nature, they easily find water, food and resources which could be traded with the Empire. However, what they have found is that the most important resource for the Alurians in not gold or iron- but slaves. As such, the elders of the tribe has started to raid other tribes and sell them to the Empire. Lately, they have used the money to establish a small kingdom for themselves on a major crossroad- and their wealth just keep growing with every passing year.

    Other than humans, there are also the Goblin Tribes- wild groups of warlike beings. The goblins dislike the way the humans has conquered their land, and they usually attack without thinking twice. The smartest among the goblins are the Hobgoblins, mutants who enjoy an higher level of intelligence and strength. They are cunning, living mostly near the mountain and make ambushes to raid nomad travelers. From time to time, the hobgoblins organize hordes of goblins and attack settlements and villages. While they are strong, they usually lack spellcasters or priests, and the locals believe it is because no god wish to take them under his wing.


    South East
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    The greatest among the south eastern nations is Naharana , the Province of the land. The land itself is a large wasteland, with some temperate plains and dales near the rivers and lakes which flow from the east. Naharana itself sits between two great rivers, and by using floodgates it has much control over the water supply to most of the region. The Naharanians are wealthy, and have a reputation of being lustful and proud. They worship the stars and have perfected their art of Astrology. Necromancy and Nigromancy (summoning demons), however, are taboo- the dead must never leave the realm of Ereshkigal and the living must never consort with demons- with the latter being the result of an event called "The Twilight", in which many of the gods in the region has fallen to Hell. Wizards are highly respected, while the more chaotic users of magic are often exiled or killed.

    Around Naharana are found the Villages of Laman. Those small cities are all found in a great dale which is always green thanks to the many streams who flow there. The locals are pretty civilized and welcoming, accepting the gods of all cultures, for they believe that each folk have its own gods who guard it. They have many priests and magic workers of all kinds, and they almost revere them as living gods. Their rituals are almost always wild and involve dance, singing and intoxication. That welcoming guise, however, hides the ugly truth under the surface- for unlike the Naharana, they kept their old deities and faiths even after the Twilight, and many, both knowingly and not, worship dark demons as Lilith, Moloch and Beelzebub.

    South to Laman is the great desert called Sheiol, to which the locals usually send their exiles and sacrifices. The desolation is harsh, and the only ones who know how to live there are the nomadic Al-karim. Those horsemen and camel riders travel Sheiol up to the burning South, where they buy and sell goods and slaves between the regions. They have a long tradition of honor, welcoming guests and blood feuds, and while they officially a part of the Empire it lacks the ability to force its will upon them. Sometimes, great wizards and war lords rise and unite a number of warring tribes together with the promises for wealth. Those sultanates rarely survive for more than a few years- but there are exceptions.

    Eastern to Naharana is the proud Turvitian Kingdom. Once the powerful nation from Sheiol to the Far East, Turvitian as still didn't surrounded to the Empire. By using their distance from Aluria's influence and their strong legions called the Anusiya they maintain their freedom- but their force is declining in each and every day. Most of the time, they fight against Naharana and Rajmil ,and trade with the Ziaung Ministry (who are willing to trade with everyone), but they know they must find a way to maintain their strength or that Aluria will swallow them up. The Turvitianian believe in duality, in which they must follow the truth and the light of the world while fighting the temptation of demons. The sun and the fire are both sacred and divine, and they have a detailed pantheon of both gods and demons (with some, but not all, demons being actually the gods of Rajimil, their old nemesis)

    The South East is also the home for the Halflings. That small fey race create lone communities, in the furthest dales and behind the strongest rivers. They live in harmony with nature, and use their druidic traditions in order to protect themselves from strangers. They usually avoid the "tall people" and don't see wars an "unnecessary trouble". They do like beautiful and exotic items, and they are willing to pay in both gold and favors to anyone who commits a quest on their behalf.


    East
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    Among the great forests is found the great Province of the East- the Ziaung Ministry. Ziaung doesn't see itself a realm or a kingdom, but as a well managed bureaucracy who maintain the order in the East. For that reason, Ziaung has never went to a war against Aluria- instead, it signed up a peace treaty, which gave it access to the funding of the Empire and allowed it to mange most of the East to its will. The Ministry teach that the Heavens are ordered, and as such should be Earth, and that all should learn their place and fulfill their role. They are excellent alchemists and spirit workers, and they have learned many secrets from both the elemental courts and the dragons. The Jade Magistrate is the ruler of the Ministry, and he commands both the secret police and the assassin's guild in the area.

    Between Ziaung and Aluria stands the rich and wealthy Rajmil. The kingdom is considered to be to most beautiful land on the face of earth, with each building, garden and street being a work of art. They practice in both song and dance, and they believe in reincarnation controlled by the Great Cycle, and even the gods are reincarnated. Not only the cities are designed- but also the citizens. A rigid caste system makes sure that people will only marry among those who will produce "better children", and not even a direct intervention of the gods would break that law. If it is not enough, the Rajmilian also practice the psionic art of Psychometabolism in order to perfect the bodies of themselves and others, making to the most beautiful upon earth. However, they are also great warriors, using their perfected bodies against their "devil worshiping" Turvitianian enemies.

    On the Far East, one could find the honorable Kanirami . Once a feudal system of many small territories, the different Daimyos has united against the efforts of both the Empire and the Ministry to assimilate them. They have a strict code of honor which they follow, and the most prefer to die honorably to live in shame. They respect the many spirits and make them shrines, with the gods being the greatest among the spirits. They also have a holy order of priests and exorcist who purify evil spirits and protect the kingdom, while a similar order of wizards and conjurers works to bind demons and gods to their will.

    The shamanic Bhaoxi live in the highest mountains in the East. They have wild ceremonies which invite the spirits to dance with man, and they have strong druidic traditions. They are seen as barbarians by the Ministry, yet it lack the ability to conquer their remote communities and defeat the intelligent plants and beasts who protects them. Their priests are divided to two- those who are born to the role and those who join, with the former being considered as noble and are the rulers of the Bhaoxi.

    The Ganomes are the fair folk who roam those lands. They mostly hide in the heart of the forest and beneath the ground, they are seen as trickster spirits who may shame a man and bind him in illusions. They use mystical songs and shadow magics in order to hide themselves from mankind, although some wizards seek them for their wisdom, their knowledge in illusions and the secrets they hold.


    North East
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    As you go further north, the eastern forests become covered in ice and snow. There, standing among the dark forests, is Dakuruv. The kingdom has fought against Aluria again and again in attempts to maintain its independence, until its finally gave up. The people of Dakuruv still see themselves as "better" and "separate" from the Alurians, and they wait for the time the Empire would be weaken enough to rebel against it. They don't do it in front of their "rulers", of course- while the Alurians know that Dakuruv hate being ruled by them, the country never defy the Empire's will- but in the shadows, many things happen. In the country itself, everyone seem to be rich and healthy- there are great parties every night, concerts play without stop to celebrate the gods and the streets are lighted with magic during the dark, stormy night. However, all of that wealth hides the truth- that in Dakuruv, you either someone or no one, and that anyone who can't afford live in that fancy lifestyle is simply thrown out from the city into the freezing snow.. or worse.

    Eastern to Dakuruv there is the bit more friendly Sulithana. That land sits of one of the rivers which flow to the east, and its economy is based around agriculture. It is a farmer's community, and while the people seem cold and hardback there is a great fire burning in their heart. The people of Dakuruv see them as primitive, for they are filled with old superstitions and fears, but they don't mind. They stick to the old ways, using the help of druids and and peasant wizards to maintain their farms and protect crops. It is hard to gain their trust- but once its gained they will never let you down.

    Northern to Dakuruv is the land of Lagyar. Those people originally came from the east long before anyone can remember, and settled far away from their homeland for a strife long forgotten. They believe in the higher realm of the sky, where the gods dwell, and in the dark realm beneath earth, from where evil comes. They roam on horse freely, while their shamans are actually psionic individuals, who usually have talent in Clairsentience or Telepathey. The wind is sacred, a sign of the gods, and they walk to wherever it blows.

    Among the three countries and from the Far North to the Far East, travel the Angurian people. They are a warrior people, and make their living from raiding small communities and taking what isn't theirs. They have faith that strength means authority, and that the gods bless the strong ones. They ride horses since birth, and have strong shamanic traditions which include shapeshifting priests and black spirit magicians. The sky are holy, and the gods are watching- seeing if a strong one would fail because of his inner weakness.

    Inside the great mountains near the North live the Dwarves. In their kingdom under the mountain, they mine gold, gemstones and silver to make jewellery, and iron, coal and copper for weapons. No one knows why they mine so much considering that they won't trade with anyone, but it doesn't stop them from mining and forging new, magnificent items. While they dislike all humans, they dislike magicians the most, considering them to be abomination for something only they remember. They, however, have their own magics- they enchant their creations, giving life to statues or making a sword so string it could cut through a rock. From time to time, those creations find themselves outside of the mountains- and many great heroes and villains are born from their powers.


    North
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    Up in the snowy north, the ice never melts. Among the tall mountains and frosty forests, most of the people of Aluria can't even think about living in such a frozen hell. However, people do live there- and first among them is the stony citadel of Hagarter. The Hagarterians are an old nation, who see themselves as the ones who bring civilization to the eternal winter of the north. They are specialized in crafting magic items, and use them on regular basis. They don't seek after war, yet they also won't simply surrender. They see the birds as the messengers of the gods and the carrier's of dead souls.

    Other, however, prefer to embrace the wilderness instead of opposing it. The Hijarfir Tribes are nomads, each and every one is a great warrior and an hunter. They have fought against the Empire for years and they regularly attack their outposts. They have strong faith in faith, and even believe that their own gods are destined to die in a great war called Ragnarok. Dying in battle is the ideal for most of those wild people, and their women are skilled in the arts of magic, divination and rune crafting. Men who use magic are frowned, and they are usually treated as the followers of Loki, the tricking flame. Men are meant to war, and their rage is so great that there are rumors about them turning into great bears and wolves during battle. They are also skilled mariners, and they move through the sea to terrorize the dwellers of all the continent and its islands.

    Another nomad tribe is called the Nampi. Those mystics travel the north and appease the local spirits who dwell in holy stones and trees, making sure they won't bring blizzards and death. They are neutral, and are protected by an old treaty from the rest of those who live in the north. While their shamans please the spirits, their necromancers please the dead- for many have died in the north, either by war of nature, and their souls still haunt the world of the living. Without the Nampi, the dead in the north would outnumber the living, and may even spread through the all continent.

    Near the northern sea is the small community of Lachish. Originally they lived one one of the neighboring islands, they escaped after a great necromantic disaster infected their homeland. Even today they are fearful of the dead, which still chase them in the form of great dogs. They have a strong druidic tradition, and their high priests animate the trees as their soldiers and protectors, using them as guardians against the powers of the dreaded Arawn, lord of the dead. They magicians are highly respected, and usually the druids and the wizards share their knowledge and skills freely, following the tradition of Gwydion.

    The fairest among all of the fair folk, the Elves has made the north into their home. They live in the deepest woods and use all kind of arcane magics to trap and misdirect those who would try to invade their home. They live the longest, among all (some even claim them to be immortal), and their knowledge about both magic and the gods is seen as the best in the whole world. While they aren't malicious, they aren't kind either- let men live and die by its own terms, they say. As long their lives are not in danger, you won't leave their home among the trees- and those who would try and harm their home, will die by arrow, magic or nature.


    North West
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    The North West is made of mostly plains, which are snowy in the north and temperate in the west. Grass covers the plains from edge to edge, making the area look like it keep going forever and ever. The "official rulers" of the North West are the Khahata Coalition. Once a group of warring tribes, the chiefs and shamans has decided that they should unite after seeing the the Empire has started to invade their land. After a long war, called the War of the White Hawk (as it was called after the sign the gods gave in order to unite their people), the Alurian Empire as succeeded in getting a foothold in the land- after signing a peace treaty with the Coalition. Unlike other Provinces, the Coalition doesn't seek to rule the land. Each tribe has its own traditions and ways, and from time to time they even war against each other- although thanks to the efforts of the Elder Council those inner fights become more and more rare.

    On the north of the territory are found the Antu. Also called as the "ice walkers", they travel through the ice and the snow of the north and trade rare goods with the Coalition. They are fearful people, who see their gods as harsh and cold. They have strong totemic tradition, and thanks to their harsh lifestyle they know how to survive in inhuman conditions. Some wonder why they not join the Coalition, but the Antu don't don't tell, and the rare few who answer only say that "the storm must stay asleep".

    Near the rainforests of the west you could find the Nirinti. Unlike the Khahatans, they live in permanent villages, rising their own corps and cattle. The Nirinti claim to come from the North, and that they have escaped after sealing the Black Door from a former world (which is why some connects them to the Antu). They talk about that this world is only temporary, and that it will be destroyed when a Blue Star will shine in the skies and the Black Door would be opened again. They use dolls and masks to represent their gods, with the Spider Woman being the great weaver who helped them to get to the new world. They also have powerful psychic powers, which are used by their seers and prophets.

    While most tribes, like the proud Takuta and the noble Nikrasu, has joined the Khahata Coalition, some have refused, believing that the old ways should be followed at all cost. While most of those tribes had been killed or enslaved by the Alurians, some have survived. The wild and mystic Shinarubi are such a tribe. Their hunters are primal warriors and excellent trackers, while their shamans maintain a strong, secret society which they have decided to keep hidden even at the price of death. Their tradition, which even the Coalition knows nothing about, is mostly based around herbalism, and it mixes together both the faith in the gods and in the forces of nature, both magical spells and psychic abilities. They are great healers, who see themselves as those who must treat the wounds of the Great Mother, and they have the ability to control the weather as they wish.

    Also roaming among the plains are the violent Orcs. Highly territorial, they attack anyone who enter to their turf without thinking twice. They tell stories about older times, when they and only they has roamed the land, before the weak humans as drove them away. They worship primal gods and call the wrath of the spirits upon anyone who stand in their way. They wish to reclaim their former glory, and as such they attack the different tribes. Unlike the humans, the orcs aren't nomads- they are the land, and this is their home, and they see the fact that the Khahatans are nomads as a proof for their superiority.


    West
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    Upon one of the mountains in the middle of the moist jungles, stands the proud Province of the West- Minchupa. The country is a paradox in the minds of the Alurians- from one hand, they have a noble and complex culture, which is based around both technology and magic. On the other hand, they make human sacrifices to their gods, mostly children and slaves, and worship local spirits as Huacas. While the Empire has spent years trying to stop the human sacrifice, but their armies has fallen before the mystical might of the mountains upon which the kingdom sits. Many of the sacrificed people are turned into oracular mummies thanks to advanced Necromancy magics, with the highest among all is the "Living Goddess" Apurima- a being so powerful that she is equal in skill to the Pythian Oracle of Nickus. Apurima sits near a great river, and answer questions in exchange for a human sacrifice. The royal house of Minchupa is made out of 2 clans- the moon clan which is descendant from the goddess Killa and the sun clan descendant from Inti. The king always come from the sun clan, while the queen from the moon clan. That duality maintains the balance between the two clans, who once thought each other for control over the land and people.

    Far more west is another kingdom- the dreaded Tzexicoptal. If the Alurians see the Minchupans as misguided with noble traits, the Tzexicoptials are a pure abomination. They sacrifice thousands of people each year, and spill innocent blood while worshiping the Sun. Some elder vampires protect their land beneath the temples, and they seem them as vessels through which the gods feed- with the highest of priests eventually become such vessels. While most outsiders see them as monsters, the Tzexicoptials have a different perspective- the gods must be sustained from souls and blood in order to stay alive, and the Sun must be fed so it won't turn black and the world would end. It has happened before, and it may happen again if they would fail in their duty. They claim that the reason they keep the horrible acts is because their strongest god, Quetzalcoatl, has been banished, and when he'll return the world will be balanced again. Until then, they use the Great Game and let the slaves play against each other. Only one group wins, while the others will be burned by the fire of the gods.

    The third power block in the West is the Lanyu. That country is shrouded with mystery and is found in the depth of the jungles, where sun almost never shines. While they practice human sacrifices like most of the other cultures in the region, they do it less often than the rest. They have a very orderly society, in which every day has a name an a special event which must preformed in a great calender. The calender was calculated thousands of years ago, and it contains prophesies made by ancient seers. Prophets control their society, and were-jaguars defend it. They also created magical obsidian weapons, which can cut through spirits like flesh, while using jade figurines in order to channel the might of their gods.

    Rare among the western cultures, the Chorize do not preform human sacrifices. For years, they were hunted down by the other powers in the west, but thanks to their alliance with the Alurians (who has seen them as they only sane people in the region), they enjoy the Empire's protection from the blood thirsty Tzexicoptals. Their culture is mostly animistic, and their shamans are among the best healer through the whole world. They have an extraordinary knowledge at herbalism, and most of their rituals are preformed in order to vanquish evil spirits and create wards against demons.

    Among the many fair folks, the Ogres are the most wild. They dwell in the jungles in tribal societies, hunting and sacrificing people on barbaric altars. Unlike the humans in the region, they don't sacrifice their own people for their dark gods, which is ironic in the eyes of the Alurians. They believe that once they were a powerful and beautiful race of magician who could shape the mountains for their own will, until they have failed the gods by letting mankind to violate their holy lands. Now, their drink the blood of man and feed their flesh to the gods, hopping for forgiveness. Sometimes, those mad ritual works, and the ogre is transformed- either to a beautiful and merciless form of an incarnate god, or into a far more hideous abomination, used to raid and kill their enemies.


    South West
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    As one goes from the west to the south, the jungles slowly decrease and getting replaced with the hard, red rocks which eventually create the southern Red Deseret. The South West itself seem to be a great wasteland ruled by no one, with even wild animals being rare in the region. Only the toughest and most dangerous creatures lurk in the land- and, surprisingly, the Warujana . In theory, those people are the "Province of the South West", which only shows how orderly and lacking is the Imperial government system. One may wonder how did those people, who were inferior in front of Aluria in any possible way, managed to retain their own freedom.

    The answer- the Alurians never found them.

    The Warujana tribe worship great powers, beings which were born from the first dreams and nightmares humanity had. They are powerful psychics, and they use the collective potential of the human subconscious- which is called as the Dreamtime- in order to protect themselves. As so, when the Alurians has invaded the South West, the Warujana has used it to cloud themselves, forcing the legions to walk in circles under the burning sun until they finally offered a "peace treaty". Now, the Warujana roam alone the wasteland, singing songs which connects between the Dreamtime and reality, making them into the most powerful psychics in the all continent.

    Near the sea and the jungles, sits the Orimai. Those clans have rejected the Alurian authority and fought harshly against their efforts. Now, they change their home every few years, building temporary villages and communities before the Alurians discover them and destroy their homes. Their society is ruler by noble bards and storytellers, who use their songs in order to create connection with their gods and legends. Words have power, they believe, and music unleash that power. They also put a great deal about genealogy and lineages, connecting each person to either a god or an hero. The world evolves and changes, and by remembering from where you came from you can gain the power of the ancients.

    Somewhere in the middle of the desert, lives the Nawari. That tribe has surrendered officially to the Empire, but has maintained a, more or less, peaceful life course. They worship spirits and the leaders of their people, the Ali'i. The Ali'i are a sorcerer bloodline which claims connection to the great gods and governs the mystical power of the mana- with those who have more of it have a better right to rule. The spirits are dealt with the help of the Kahunas- great spirits who advise the kings. All others obey, with all kinds of taboos protecting the status of the high caste- for example, standing on the noble's shadow means death. Sometimes, although not it is not common, the gods withhold the rain and demand a sacrifice. Then, one of the tribe will be sent to the sea as a gift, and when the storm would come, it would devour the sacrifice with the rain.

    Somewhere in the middle of the desert, lives the small Tanguma Community. Those people believe in a very fluid faith, with each village have its own variation of the regular myths. Some have even worshiped the Alurians as gods when they first came (and some still do), and they are in an hurry to change their religion to contain new elements. Some elements, however, are common through the community- like the creation of mankind out of trees (and some of their magicians still practice it, creating wood golems and deal with dryads), the sea being created from an old magic bag (which is why the bag of holding is common among them), the moon and the sun being grown from plants, a dog stealing the fire and death being created by an ancient trick and taboo (which is the last one to speak wins). They tell stories about two heroic brothers- one which is smart and the other being a fool. Ghosts are seem to be drawn to the Community, and they have learned how to deal with the dead.

    The best survivors of the Red Wasteland are the Minotaurs. They travel the wilderness with pride, carrying all of their needs with them. They are also good sailors, and they make the best canoes enchanting them with magic spells only they know. They are also warriors, and never withdraw from a battle. The human cultures in the region recognise them and fear them, and they usually leave them gifts so they would leave them alone (the Tanguma even worship them). While they haven't learned how to walk through the Dreamtime, they have found certain skills in penetrating the illusions of the Warujana- yet they aren't interested in them. No, they are not warriors, and are not worthy for dying in battle. The Alurians are.


    Above
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    In the sky above the continent, soars a miracle- the Flying City of Lairana. Established years ago by the hands of people who got tired from the endless struggles and the uncaring of the Alurian Empire, those people has gathered from different nations in order to establish a place free from the caprices of the nobles, the tyranny of the wizards and the selfishness of the gods. The residents of Lairana have lived in their city for so long, that they truly believe that magic and faith are lies, for any spellcaster who enters their city discovers that his powers simply fail without explanation. They claim that what most people call as "magic" is simply a chaotic energy, and people who use it are deluded. Lairana, however, is perfect, and no "reality abnormalities" exist inside it. Yet, certain powers still work inside its metallic borders- psychic powers function as normal, although the official stance is that they do not exist while Artifice and Alchemy are seen as a form of high technology which support the existence of the Flying City.

    Lairana is divided into 4, major districts. First among them is Malesh. The district see itself as the one which grant its citizens the most freedom as possible without descending into anarchy. They have a democratic policy, and their economy is a great free market in which everything has a price. Everyone are free to make their own destiny, and no one rules another. Some claim that they have taken it a bit too far, for more and more people can't afford themselves to live in the expensive buildings of the district and are forced to find other places to live, but most of the population support that way of living. Malesh has the strongest army among the 4 districts, and while all the 4 are equal, it use its advanced technology and superior soldiers to make sure Lairana would go its way.

    The greatest rival to Malesh is Matrona. That district, which its population originally came from the North East, holds an ideology which is the complete opposite to the one of Malesh. They claim that all people are equal, and as such their President divide wealth equally among all of the citizens. Where Malesh allows people to decide their fate, at Matrona people are born to a certain position and are meant to serve their district above all. While they are theoretically democratic, the President Michneko rules the district fro more than 10 years, using his secret police to make sure that everyone would vote for him. While their technology is advanced, Malesh still beats them, and so they focus their research on other directions- like trying to use the "psychic abnormalities" to their own ends.

    La'ussure is proud to say they were the first to rebel against the Empire and establish their own nation, free from nobles and lords. While it was only thanks to the Maleshian technology that the Flying City was created, La'ussure was the one to seed the ideas which would bloom in the form of Malesh. They are ideologists and philosophers first and foremost, with being artists is close by. Their bards chant the most romantic songs one could imagine, while their Artificers are focused at art and making their district into the most beautiful one in the all world. Interestingly, their strong ideologies sometimes allow people to discover strange powers in themselves, from being Ardent in their believes.

    The last great district is called Karista . This land is the most traditional among the four, for it places a lot of weight on its traditions and symbols. Originally coming from one of the northern islands, the Kingdom (as they name themselves) still retain their noble house, for it has supported their right for freedom and gave up on its control over them. They hold a royal guard which protect the royal family, and give noble ranks to anyone who does and extraordinary did in the benefit of the Kingdom. They are still democratic, however, and the President is the official ruler- although he should still consider the opinions of the King and Queen, for they may be officially merely symbols, symbols hold the power of their people behind them.

    Living in the sewers and the furthest edges of the Flying City, the Kobolds made found their new home. Claiming the mighty dragons as their ancestors and lords, the kobolds has decided to use the Flying City to escape their draconian masters and find their own freedom. Of course, they weren't welcomed in Lairana, but it didn't bothered them. What that did surprised them was that they discovered that their spells and draconic magic were useless in the city. Slowly, they have started to degenerate, becoming what most people knew as "sewer rats". Lately, however, they found a breakthrough, and by using a secret only they knew that have started to retain their former powers. They, of course, hide it from the humans. They have refused them once, when they all shared the same vision. They won't refuse them again.


    Below
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    Not everyone can enjoy the warmth of the sun. Sure, it may seem unlikely that one won't find a place of the face of earth, but from time to time, some communities discover that their only escape is leaving the light and go down, to the depths of darkness. Among the endless labyrinths and caves they make themselves a new home, undisturbed by the wars from above the ground. Aluria may claim control over all earth, but its power to rule those below it is rather limited. They whisper rumors about those who live in the eternal darkness, claiming them to be barbaric and wild enough to scare the the warrior tribes of the north and the mass murderers of the west. However, while they may be scary, adventurers still go below the earth and search for those lost cultures. The reason? well, according to the rumors, they are rich. More than one can even dream about.

    The Kashanga, however, seem to that they have never heard about those rumors. They are a small and humble community of monks who seek for a spiritual enlightenment. Once they lived in a small country in the East, before the Ministry has decided to assimilate them. They offered peace, and the Ministry accept it- only to try and devour them when they won't notice. They fought, but the powers of the Ministry were too much for them to handle. And so, just as they were about to loose, one of the their great goddesses, Palden Lhamo, has talked through her high priestess and said "Go to the Below". Since then, the Kashanga live in relative silence, away from the world while training their body and soul to new heights, and they are among the most fearsome warriors you could find in the Below.

    Coming from the South East are the Tritterans. Once from the small kingdom of Tritteres, they worshiped their Thousand Beast Gods, with the deities of storm and sky being the rulers of the pantheon. However, during that time Mesia has rose to power, wishing to become an empire. They fought the Tritterans, forcing them to submission while shattering their holy Huwasi stones which contained their gods. Their heart filled with sorrow, the Tritterans has left the skies and went below, carrying their gods with them. They have built new houses for the gods in their new realm, new Tritteres, with their priest-kings uniting their people through the devotion to their gods. Today, they have already adjusted to their new life, their sacred bureaucracy still working, although the place of mighty Teshub the Storm Lord has fallen and was replaced with his son, Sarruma the Mountain King, while Hebat has retained her place.

    When the different groups has escaped to the Below, they discovered that it was already occupied. No one remembers when the Gatomans has decided to leave the surface, and they themselves claim that they have always lived there. Believing the skies to empty and that their gods live under the earth, they have followed their whispers and lived in the primordial dark. They have great gardens of mushrooms and similar plant like beings who grow in the darkness, and adapted quite well to the life in the caves- even to the point the have goats in the under realm. They are the best guides for the Below, and they do it with the use of magic at all. Their only clerics are zealot inquisitors, who condemn any kind of arcane spellcaster as a bruixes, or a witch- and witches are sent to the stack. Even divine spellcasters are sometimes executed my that method, which is why the inquisitors minimize the use of "flashy" spells. The only ones who go without fear are the holy knights of the church, and even they are always checked to make sure they haven't fallen from grace.

    Most dangerous among the underground kingdoms are the Naugs. Originally coming from the north, those clans has left the surface chasing and "Old Nemesis" that even they have forgotten. They roam among the underground caves, attacking anyone who stand in their way and doesn't proof he doesn't work with the "Nemesis". Traveling is in their blood, and they are always quick to trade, seeing it as a proof that the ones they meet is not of the "Nemesis" (which they say isn't willing to trade). According to their claims, they come from the Dead, and so they aren't afraid of dying. They are among the only underground societies who sometimes go out, trading or killing anyone who is in their way. Their clerics give sacrifices to their gods in order to strength themselves, and they follow Cernunnos, the Horned One, in their journeys.

    Where the human cultures of the Below look humble, the land of the Drow is beautiful and sophisticated. Using their magics to shape stone like clay, their buildings and castles look like they organically flow from the ground, while dancing magical lights shine through the streets. The land's beauty is shadowed only by the beauty of its residents- black skinned, white haired fair folk who move like they were dancing. That beauty, however, is merely an illusion- they are hateful people, who seem themselves as superior to all. All fear them, and the Naugs refuse to trade with them, seeing them as the servants of the Nemesis. They use men as slaves and test subjects for their magics, and they consort with demons for power while resurrecting the dead to a semblance of life for their use. If there is a threat to all nations on the face of earth, this is the one- but no one cares. After all, away from sight away from mind, so to speak, and no mortal eyes can see underground.

  2. - Top - End - #2
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Korlen (D&D setting)

    Surrounding Islands
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    Between the great Wall of Atlas and the continent of Tarenda, there are numerous islands- some are no more than a sandbox in the middle of the sea, while other are big enough to hold their own cultures. Among those lonely pieces of land, one could find 4 great kingdoms- proud nations which has retained their own tradition after being isolated for years by years. With Aluria's almost complete control over the continent, the Empire has started to dream about conquering those lands- but it won't be easy. Strange magics exist in those lands, and stranger gods protect them, and while Aluria's ships may be big and shiny, the Island kingdoms has known the sea better than anyone else but the Hijafir Tribes and the roaming Pirates.

    The southern isles are controlled by the Massagi Kingdom. The land reveres cattle, but not as gods- for they are a gift from the gods, for the very equilibrium of the world is dependent on the love of a bull and a cow. The great god Eebo rules the heaven and earth, with his servants bring good luck and protection to his people. Heroism is important in their culture, for it allows men to transcend the border between mortal and immortal and become one of the small gods of Eebo- with Queen Arawelo being one of the best examples for that. While the Massagi are hunters and warriors, priest do rise from their ranks, gathering great ceremonies in which they pray to their saints and gods for help.

    On the eastern islands, the Kawalluwanta are found. Made out of many small islands, they believes in a single, great and formless force which bind them together. The more accessible deities are hiding in the forests and among the trees, whispering to their followers from the dark shadows. Except of their fairy gods, demons and vampires also hunt the land. Those monsters are named as Aswang or Penanggalan, and they hunt the night to drink the blood of the living. Bards are seen as the keepers of tradition in those lands, each tells a different story about different gods and different faiths. Those variations in faith has gave the land the nickname "the land of Thousand Hells and Heavens". While they may seem weak, they are wealthy- for the capital of Kawalluwanta Gingassi harvest the strange plants which are grown in the islands and make them into powerful drugs, while its place as the center of trading routes have allowed it to spread its influence through the world.

    Gadrish is found in the northern region. That small kingdom is protected by powerful storms which crush anyone who tries to get near their islands. Only the Hijafir know how to sail through the mighty storms, and even they know they shouldn't land on their black rocks of the islands without permission. Powerful kings rule the nation, motivated by anger and destiny, while their priests advice them. They are a druidic society, with nature being the highest power in the hierarchy. While the druids are the ultimate rulers, clerics are also found in the hierarchy, and even bards are respects in the church as lorekeepers. Fairy blood flows through the veins of the royals, making them sensitive to fate, nature and oaths. Their most feared goddess if the Morrigan who brings war and death, and they all know to respect her. Sometimes, they even preform a human sacrifice- either drowning the victim in a marsh or burning him inside a wicker man, and their priests know dark magics which allow power over the soul if you get the victim's head. Both the human sacrifice and the necromancy are strictly forbidden without a permission of the whole Druidic Order- but as you may guess, sometimes people break the laws.

    Finally, at the west, there is the free nation of Tahani. Once enslaved by the Empire, they have managed to channel the might of their old gods in order to break free from the Alurian hold. Those people allow their gods to ride their flesh as Cheval, or horses, and while only their priests are known to control themselves under the influence of their gods, anyone can be ridden that way. They also have a strong necromantic tradition, and they talk with the dead as if they were alive. Their gods, especially their death gods, are wild and dangerous, and they are known to bring troubles and madness (with Baron Samedi being the most famous among them). Their dark magicians are called Bokors, and they are known for their soul binding spells and their use of zombies and similar undead as servants.

    Scattered through the islands are the Lizardfolk. Those reptilian fair folk are strange yet peaceful. They don't like to mingle with the "soft fleshed", and they seek after the loneliest islands in order to build their own societies and kingdoms. If they are attacked, however, they would fight ferociously- their claws and teeth and scaled armor are more than enough to defeat the common person. They are also known to swim for island to island in order to search after new places to spawn and make new homes to themselves. Yet, as mankind catch more and more turf in the island, the Lizardfolk must fight to survive- and some have even decided to treat mankind as cattle and sacrifice people to their strange gods.

    While that covers all of those who live and die on the islands- there is one nation who lives below the waves. The Merfolk swim in the sea, detached from all the wars mankind and the other Fair Folks do against each other. They have their own kingdom on the bottom of the ocean, where their Lord of Tide and Flow rules. It is an old monarchy, which almost no man has ever seen. Many weird stories are told about those detached people, although they are not as cold as they seem- for they are known to save those who has fallen to the sea and where about to drown. Many love stories tell about how a merfolk and a human meet in that way- and most of them end tragically.


    Nomads and Exiles
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    Many different cultures exist through the Empire. Provinces, Kingdoms and Tribes are scattered through its borders, each is confined into its own niche in the world. Even the nomadic people in the regions still usually bind themselves into a single region. This is how the Empire loves it- everything is organized and ordered, and everything is ticking like a clock. However, not everyone agree to follow those rules, and some people decide either out of need or choice to not be bound to single realm, and instead move through the world, scattered and unbound.

    The best known nomads are the Nemastri. Once, they were a part of the Rajmil, but they were exiled after tat they didn't obeyed the rigid rules about caste and status. Through their travelings, they have gathered all kinds of exiles from all the different cultures, and created many dark rumors about them- although it is not enough to stop people from trading with their exotic merchandise and asking them for secrets only they know. They never stay in the same place for too long, and they have learned many weird magics through their travels- curses from Entrachian witches, Mesian burial necromancy, Naharnan astrology and other weird arts. Their illusionist tradition dates back to the first exiles of Rajmil, and their psychic abilities and sorcerous bloodline comes from the many exiles they added to their ranks. Some have even named them as "the Carnival of Life and Death", for their colourful cloths and caravans mask their more mysterious sides.

    Where the Nemastri took a bit of every culture they have visited, the Hamnorim have kept themselves separated. Coming from the South East, they claim that there is only one, true god, and all else are images and illusions conjured by magic. None of the other cultures knows why they have left their land, but the legends in the South East and among the Hamonorim themselves claim that they are fallen from grace, losing their blessed land ages long before mankind can even remember. Since then, they wait for the right sign which would show them they are forgiven. They do not pronounce the true name of their god except during prayers, and they do not allow the use of arcane magic at all, with the only exception being those who have been initiated by priests and proved themselves worthy to call the names of devils and angels. Necromancy and Divination are strictly forbidden, with the former being much more hated than the later. While all worship their god above all, some choose one of the archangels as their patrons. They live in small communities, away from the major power centers.

    In the sea around the continent and through the many islands, the Sannasu Pirates roam freely. They have chosen to not obey any law, preferring instead the freedom of the sea over the stability of the land. They see themselves as the most faithful people over the face of earth, for they pray for more gods than one can imagine. And yet, enough of them are atheists, who claim that no force but the man and the sea exist. They spend most of their times on their ships, stealing and looting the ships of the Empire and take their treasures to themselves. They are seen as rebels and are hunted b their empire, but the pirates know many hidden places they could find escape in- especially near the Eastern Islands, who care nothing for man's past as long as the gold in their hands is shiny. They use their sea witches to rule the weather and their priests and mages combine the traditions of dozen cultures to their spells and prayers. Many treasurers are hidden through the islands- and those who dare to steal from a pirate will find themselves chased until the edge of the world.

    The Jingaqu are pretty unusual in the continent. Seen as anarchic elements who may awakened through the Rebellion, they chaotic attitude made it that they were either weren't willing or didn't wanted to join the Flying City. They are a very technical folk, and they create all kinds of weird machines and steam engines. They see magic and faith as redundant in the world, and they try to convince people to stop using them and switch to a more reliable options- like technology. Most people are suspicious toward them and their inventions (they have exploded more than once), but they did managed to create certain items who were useful enough to be sold, and their doctors are among the best non magical healers in the world. Still, they never stay in the same place for too much time- their experiments usually get out of control, forcing them to keep moving out being chased out of the city by an angry mob.

    Humans are not the only ones to roam the land. Among the Fair Folk, the Changeling also travel among the people unseen. Using their innate shapeshifting ability, they mingle into the human societies and make their way into the top. No one knows why they do so- some think they are just curious. Others suspect of a great conspiracy theory. What ever the reason is, they are the reason why at many important centers diviners are used in order to make sure the new but successful individual is truly a human, and not a shapeshifting monster. However, they never stay in the same place for too long- soon after the have risen to power, they quickly change their face- leaving their old life behind, together with enough chaos to allow them to escape unseen


    and that's it. comments/questions/etc?

  3. - Top - End - #3
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Korlen (D&D setting)

    Deities
    There are two types of deities in the setting- human, and Fair Folk. Human deities are based on real mythologies, while the Fair Folk gods are the old D&D deities. Each usually works in their people's limited region (with the Alurian gods being able to manifest through most of the continent), but sometimes, through pacts and deals, they influence other regions as well. Also, not all beings have gods which they worship, either out of choice of necessity.

    List of Deities by culture-

    Center-
    Alurian
    Kaellus
    Entrachian
    Sintaela

    South-
    Mesia
    Tharubi
    Ayanta
    Bintanu
    Goblins

    South East-
    Naharana
    Laman
    Al-karim
    Turvitian
    Halflings

    East-
    Ziaung
    Rajmil
    Kanirami
    Bhaoxi
    Gnomes

    North East-
    Dakuruv
    Sulithana
    Lagyar
    Angurian
    Dwarves

    North-
    Hagarter
    Hijarfir
    Nampi
    Lachish
    Elves

    North West-
    Khahata
    Antu
    Nirinti
    Shinarubi
    Orcs

    West-
    Minchupa
    Tzexicoptal
    Lanyu
    Chorize
    Ogres

    South West-
    Warujana
    Orimai
    Nawari
    Tanguma

    Above-
    Kobold

    Below-
    Kashanga
    Tritterans
    Gatoman
    Naugs
    Drow

    Islands-
    Massagi
    Kawalluwanta
    Gadrish
    Tahani
    Lizardfolk

    Nomads-
    Hamnorim

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