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  1. - Top - End - #1
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Vknight's Big Setting with No Name

    So been working on this a bit so there you go, its been a side project of mine when building and making this setting, working it all out so I decided too post it up here

    So for the first post about this setting I decided too include the details needed for the nations sizes, and things you know census data the boring stuff. The next post will go into the details on each country but too spice up things I am also going too work on including information on the custom deities for this setting mostly just portfolio's and things as I have no names for them as of yet just a general sense of there domain etc.

    Countries
    Spoiler: Countries/Nations : Though They are Described using Races that is more to show affiliation and the founders/majority race within. This Section does not include any laws or fluff about the kingdoms I'll be posting that later it is just about the size, population, and general military size
    Show

    Spoiler: Amazon;
    Show
    Amazon :
    Climate[Savannah], Total Area Square Miles[200,000], Arable Land[62,000]

    Total Population[15.70 Million]; Population Density[78]
    Population Living in Cities[1.3 Million], Population Living in Small Towns/Settlements/Villages[13.25 Million], Isolated Population[1.15 Million]
    Literacy Rate[25% and 1 Major University]

    Border Castles/Forts[78], Urban/Central Castles/Forts[249]
    Military Size[235,500]


    Spoiler: Beastfolk;
    Show
    Beastfolk :
    Climate[Grassland], Total Area Square Miles[800,000], Arable Land[448,000]

    Total Population[8 Million]; Population Density[97]
    Population Living in Cities[3.1 Million], Population Living in Small Towns/Settlements/Villages[2.6 Million], Isolated Population[2.3 Million]
    Literacy Rate[9% and 4 Major Universities]

    Border Castles/Forts[493], Urban/Central Castles/Forts[1206]
    Military Size[120,000]


    Spoiler: Boy King;
    Show
    Boy King :
    Climate[Grassland], Total Area Square Miles[500,000], Arable Land[130,000]

    Total Population[42 Million]; Population Density[85]
    Population Living in Cities[8.1 Million], Population Living in Small Towns/Settlements/Villages[32.2], Isolated Population[1.7 Million]
    Literacy Rate[56% and 6 Major Universities]

    Border Castles/Forts[224], Urban/Central Castles/Forts[748]
    Military Size[630,000]


    Spoiler: Dragon;
    Show
    Dragon :
    Climate[Steppe], Total Area Square Miles[400,000], Arable Land[100,000]

    Total Population[22.5 Million]; Population Density[56]
    Population Living in Cities[3.3 Million], Population Living in Small Towns/Settlements/Villages[17.1 Million], Isolated Population[2.1 Million]
    Literacy Rate[98%]

    Border Castles/Forts[112], Urban/Central Castles/Forts[374]
    Military Size[562,500]


    Spoiler: Dwarf;
    Show
    Dwarf :
    Climate[Taiga], Total Area Square Miles[200,000], Arable Land[18,000]

    Total Population[3.2 Million]; Population Density[16]
    Population Living in Cities[0.2 Million], Population Living in Small Towns/Settlements/Villages[2.8 Million], Isolated Population[0.2 Million]
    Literacy Rate[61% and 1 Major University]

    Border Castles/Forts[17], Urban/Central Castles/Forts[51]
    Military Size[48,000]


    Spoiler: Elf;
    Show
    Elf :
    Climate[Deciduous], Total Area Square Miles[1,000,000], Arable Land[320,000]

    Total Population[66 Million]; Population Density[66]
    Population Living in Cities[14.5 Million], Population Living in Small Towns/Settlements/Villages[46.2 Million], Isolated Population[5.3 Million]
    Literacy Rate[80% and 8 Major Universities]

    Border Castles/Forts[580], Urban/Central Castles/Forts[1177]
    Military Size[660,000]


    Spoiler: Goblin;
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    Goblin :
    Climate[Savanna], Total Area Square Miles[750,000], Arable Land[300,000]

    Total Population[35.9]; Population Density[48]
    Population Living in Cities[4.6 Million], Population Living in Small Towns/Settlements/Villages[28.75 Million], Isolated Population[2.55 Million]
    Literacy Rate[46% and 4 Major Universities]

    Border Castles/Forts[239], Urban/Central Castles/Forts[800]
    Military Size[359,000]


    Spoiler: Harpy;
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    Harpy :
    Climate[Deciduous], Total Area Square Miles[350,000], Arable Land[101,500]

    Total Population[18 Million]; Population Density[56]
    Population Living in Cities[3.45 Million], Population Living in Small Towns/Settlements/Villages[13.5 Million], Isolated Population[1.05 Million]
    Literacy Rate[99% and 4 Major Universities]

    Border Castles/Forts[159], Urban/Central Castles/Forts[388]
    Military Size[270,000]


    Spoiler: Human;
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    Human :
    Climate[Deciduous], Total Area Square Miles[2 Million], Arable Land[800,000]

    Total Population[121.73 Million]; Population Density[61 Density]
    Population Living in Cities[14.04 Million], Population Living in Small Towns/Settlements/Villages[103.83 Million], Isolated Population[3.86 Million]
    Literacy Rate[11% and 7 Major Universities]

    Border Castles/Forts[938], Urban/Central Castles/Forts[2669]
    Military Size[1,825,950]


    Spoiler: Knight;
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    Knight :
    Climate[Chaparral], Total Area Square Miles[2,500,000], Arable Land[650,000]

    Total Population[151.3 Million]; Population Density[60]
    Population Living in Cities[27.23 Million], Population Living in Small Towns/Settlements/Villages[116.5 Million], Isolated Population[7.56 Million]
    Literacy Rate[69% and 9 Major Universities]

    Border Castles/Forts[842], Urban/Central Castles/Forts[2396]
    Military Size[2,269,500]


    Spoiler: Kobold;
    Show

    Kobold :
    Climate[Deciduous], Total Area Square Miles[35,000], Arable Land[7,700]

    Total Population[1.25 Million]; Population Density[35]
    Population Living in Cities[200,000], Population Living in Small Towns/Settlements/Villages[930,000], Isolated Population[90,000]
    Literacy Rate[75% and 1 Major University]

    Border Castles/Forts[8], Urban/Central Castles/Forts[18]
    Military Size[18,750]


    Spoiler: Mermaid;
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    Mermaid :
    Climate[Chaparral], Total Area Square Miles[500,000], Arable Land[75,000]

    Total Population[20.82 Million]; Population Density[41]
    Population Living in Cities[3.96 Million], Population Living in Small Towns/Settlements/Villages[16.07 Million], Isolated Population[0.83 Million]
    Literacy Rate[77% and 4 Major Universities]

    Border Castles/Forts[126], Urban/Central Castles/Forts[309]
    Military Size[312,300]


    Spoiler: Desert/Nomad
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    Desert/Nomad :
    Climate[Desert], Total Area Square Miles[1.5 Million], Arable Land[75,000]

    Total Population[11.07 Million]; Population Density[7]
    Population Living in Cities[1.88 Million], Population Living in Small Towns/Settlements/Villages[7.86 Million], Isolated Population[1.33 Million]
    Literacy Rate[85% and 2 Major Universities]

    Border Castles/Forts[61], Urban/Central Castles/Forts[167]
    Military Size[166,050]


    Spoiler: Vampire/Undead
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    Vampire :
    Climate[Grassland], Total Area Square Miles[2.5 Million], Arable Land[750,000]

    Total Population[183.27 Million]; Population Density[73]
    Population Living in Cities[27.49 Million], Population Living in Small Towns/Settlements/Villages[146.61 Million], Isolated Population[9.86 Million]
    Literacy Rate[81% and 15 Major Universities]

    Border Castles/Forts[816], Urban/Central Castles/Forts[3069]
    Military Size[2,749,050]


    Spoiler: Fae/Faerie;
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    Fae :
    Climate[Rain forest], Total Area Square Miles[4 Million], Arable Land[1.8 Million]

    Total Population[207 Million]; Population Density[62]
    Population Living in Cities[38.77 Million], Population Living in Small Towns/Settlements/Villages[152.71 Million], Isolated Population[15.52]
    Literacy Rate[66% and 17 Universities]

    Border Castles/Forts[643], Urban/Central Castles/Forts[2638]
    Military Size[2,070,000]


    Spoiler: Pirate;
    Show
    Pirate :
    Climate[Chaparral], Total Area Square Miles[200,000], Arable Land[48,000]

    Total Population[11.2 Million]; Population Density[56]
    Population Living in Cities[1.68 Million], Population Living in Small Towns/Settlements/Villages[9.07 Million], Isolated Population[0.45 Million]
    Literacy Rate[15% and 2 Major Universities]

    Border Castles/Forts[65], Urban/Central Castles/Forts[159]
    Military Size[112,000]


    Spoiler: Ork;
    Show
    Ork :
    Climate[Steppe], Total Area Square Miles[650,000], Arable Land[45,500]

    Total Population[11.49 Million]; Population Density[17]
    Population Living in Cities[2.06 Million], Population Living in Small Towns/Settlements/Villages[9.08 Million], Isolated Population[0.34 Million]
    Literacy Rate[74% and 1 Major University]

    Border Castles/Forts[53], Urban/Central Castles/Forts[177]
    Military Size[172,350]


    Spoiler: Outsider/Tiefling
    Show
    Outsider/Tiefling :
    Climate[Grassland], Total Area Square Miles[1.15 Million], Arable Land[345,000]

    Total Population[70.8 Million]; Population Density[61]
    Population Living in Cities[12.03 Million], Population Living in Small Towns/Settlements/Villages[54.52 Million], Isolated Population[4.24 Million]
    Literacy Rate[62% and 5 Major Universities]

    Border Castles/Forts[327], Urban/Central Castles/Forts[1160]
    Military Size[762,000]


    Some notes for the purposes of Clarification

    The Castles/Forts represents, fortifications from, Towers, Halls, Garrisons, and other major military assets/holdings

    Deities so I initially was going too include them here but writing down all the census data for the nations really took it outta me.

    Some other notes this is all one continent and so with that its total size is about
    19,235,000 Square Miles of territory controlled or actively claimed by the various nations with a Population of 1,005,236,000

    For rough reference North America takes up 9,365,000 Square miles so this continent is twice that size and some change.
    The population density at average is about 51 per square mile which when compared too the US again(which has a population density of 35 per square mile shows us a decent bit)
    This means that though the continents size is so vast its population density fits well with European nations(which range about 60 too 80 on average during the medieval periods)
    Though I am honestly feeling like reducing the total populations of various nations though that said though its current size puts it at near 3 times bigger then Westeros which George has mentioned has a population approaching these numbers as well so it does fit rather well for its immense size and more.

    The setting overall is more renaissance era levels of technology and more

    Map wise I am working on it as the continent is just so huge and so is each nation.

    So then next post god details!

    ------------------

    Notes/A Log of Information
    All Nations have general information on size, military ,strength, and capability
    A generic world/continent map has been created for the setting
    All the settings unique gods have information on there animals, domains, sub-domains, and favored weapons. Though the sub-domains could be expanded and there could be more deities and other such details
    All deities need expanded portfolio information
    A generic example of laws/crimes/punishments was created in part too be there in part too inspire creative thought
    Details of the various races not within the setting and those that are changed in some capacity for this setting, including height, weight, and aging details.
    A template for organizations within the setting exists
    More detailed versions of each nations map need too exist with some capacity at a later date/point.
    Demographic details for calculating the general population percentages within a given city or other major location
    Last edited by Vknight; 2017-11-01 at 05:43 PM. Reason: Forgot the prefix
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  2. - Top - End - #2
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Post Re: Vknight's Big Setting with No Name

    Deities the big trouble I have been having is names for the deities I got most of them domain/sub-domains figured out.
    I have divided them up by alignment, too help with organization and reading over each.
    First divided into Good/Neutral/Evil and then in each of those sections further divided into Lawful/Neutral/Chaos

    I feel many more could use a domain more and/or another subdomain so what are peoples thoughts on each and opinions towards that
    And a few definetly need more
    Sadly none of the gods as of yet are named and I am also feeling some should have alignment adjustments and more.
    Not only that portfolio/Area of Concern expanded upon and of course the inclusion of probably more gods then this list as it certainly is lacking in some fashion
    Sacred Animals, Colours, and Weapons could also be adjusted as I went with what I felt best makes for the god, his followers, and other such ideas, though they could certainly be changed or given better descriptors.

    So thoughts, ideas, and suggestions for names, more or other gods.

    I will be going in as it hits me and including portfolios for each and every god along with other notes.
    There is currently 10 Good Deities; 22 Neutral Deities; and 9 Evil Deities
    There is currently 10 Lawful Deities; 19 Neutral Deities; and 12 Chaotic Deities
    With a total count of 41 Deities

    I think far too many are favoring the True Neutral Alignment and more but this is where I currently am at

    Spoiler: Good Deities
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    Spoiler: Lawful Good Deities
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    Spoiler: Ametoitle
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    Name; Ametoitle
    Alignment; Lawful Good
    Domains; Charm, Darkness, Good, Law, Void
    Sub-Domains; Azata, Isolation, Love, Moon, Stars
    Favored Weapon; Rapier
    Symbol; A heart shaped moon dotted with a stary sky
    Sacred Animal; Wolf
    Sacred Colours; Silver and Purple
    Areas of Concern/General Portfolio Notes; The great void of stars, the moon and its goddess, Ametoitle is the purity of love, the cool relaxation of isolation as the twinkling stars and shimmering moon. Too all one should have there beauty and love is her great desire.

    Appearance; A tall noble elf with flowing silver hair, purple eyes in a dress of glittering stars and a full moon upon her back. Along the elven body running glowing lines of silver cover her body

    Clergy; Ametoitle prefers Clerics and Paladins and distrusts the use of Inquisitors though they are at times called too service. Her Paladins are enforcers of love protecting newlyweds who need guidance and safety.

    Temples; Her temples are tall structures with towers rolling halls with depictions of lovers, love, and along the night skies dotting the ceilings. The buildings use a romantic calm purple for banners with her symbol on it

    Holy Texts; 'Love Under the Stars', 'Eternal Companion', 'The Lonely Sky'

    Holidays; Each full moon is a celebration of beauty and the goddess's loving kindness. Priests often hold a celebration during the harvest season during the first new moon.

    Organizations; The Isolated Heart


    Spoiler: Eaison
    Show
    Name; Eaison
    Alignment; Lawful Good
    Domains; Good, Law, Water, Weather
    Sub-Domains; Archon, Flowing, Friendship, Seasons
    Favored Weapon; Machete
    Symbol; A river wrapped around a tree with autumn
    Sacred Animal; Crab
    Sacred Colours; Red and Blue
    Areas of Concern/General Portfolio Notes; Values the transition of the cycle and flowing of the seasons. Well ordered maintained and for the good of all involved it should be a system that flows and makes a logical sense too those who value it.

    Appearance; A large red skinned dwarf with burning flickering hair made of leaves, his eyes a cold deep black wearing soft blue robes loosely on his body with a gentle warm breeze constantly flowing around him

    Clergy; Does not care what order his followers are just so long as they appreciate and hold too his word.

    Temples; Flat open buildings his temples have large gardens with healing herbs and small ponds with fish and bubbling brooks

    Holy Texts; 'The Logical Consistent Cycle of Seasonal Migration', 'The Favored Climate for Seasonal Living'

    Holidays; Each solstice and 4 specific times during the year for the Seasonal Changes

    Organizations; 'The Four Seasonal Guides'


    Spoiler: Avune
    Show
    Name; Avune
    Alignment; Lawful Good
    Domains; Artifice, Community, Good, Law
    Sub-Domains; Archon, Alchemy, Cooperation, Judgement
    Favored Weapon; Lantern Staff
    Symbol; A hanging lantern with alchemical flame
    Sacred Animal; Cow
    Sacred Colours; Black
    Areas of Concern/General Portfolio Notes; Good judgement, unity into things and a collected cooperation within community and creation as a group.

    Appearance; A floating glowing angelic human with burning green flames for clothes and large glass wings. He always carries a scale

    Clergy; Prefers too have Paladins and Inquisitors too clerics judges and unites of communities together against

    Temples; Are a mix of large alchemist labs, judge halls and small forts making for high walled boxy buildings heavy and hard

    Holy Texts; 'The Guide of a United Community', 'Alchemy and Court Cases a Judges Guide'

    Holidays; No major Holidays

    Organizations; 'The United Alchemists'


    Spoiler: Guerchat
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    Name; Guerchat
    Alignment; Lawful Good
    Domains; Good, Healing, Law, War
    Sub-Domains; Duels, Loyalty, Medicine, Redemption
    Favored Weapon; Longsword
    Symbol; A smooth beetle with on half its shell is a blade and on the other half a flower
    Sacred Animal; Beetle
    Sacred Colours; Emerald Green
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a huge beetle with a carapace made of blades and armour, with its pincers made of blades

    Clergy; Enjoys Clerics as protectors and enforcers for his will. Though he will collect Paladins for War times and Inquisitors for protecting and maintaining the law

    Temples; Are large sprawling complexes of healing with dueling fields and simple elegant locations of meditation

    Holy Texts; 'The Complexity of Redemption', 'Redemption in Duels'

    Holidays; A great feast after any major battle, or tournament held nearby

    Organizations; 'The Duelist of the Emerald Rose'


    Spoiler: Arcumée
    Show
    Name; Arcumée
    Alignment; Lawful Good
    Domains; Divination, Fire, Good, Law
    Sub-Domains; Archon, Judgement, Smoke
    Favored Weapon; Shortbow
    Symbol;
    Sacred Animal; Swan
    Sacred Colours; White and Bright yellow
    Areas of Concern/General Portfolio Notes;

    Appearance; A halfling made of fire with burning white hair and a cocky grin too him with rolling smoke

    Clergy; Has no grand preference or care for these things and simply wishes his Clerics well in being good judges and bringing holy flame when needed

    Temples; A big boisterous building with many off shooting chambers, candles, torches, and chandeliers throughout.

    Holy Texts; 'The Blazing Brand of Judgement'

    Holidays; The Solstice and the sentencing of any major criminals enjoy small celebrations too the temple

    Organizations; 'Smokey Inquisition'(This needs a better name)


    Spoiler: Neutral Good Deities
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    Spoiler: Leiloire
    Show
    Name; Leiloire
    Alignment; Neutral Good
    Domains; Darkness, Death, Glory, Good, Sun
    Sub-Domains; Day, Heroism, Moon, Night, Redemption
    Favored Weapon; Longspear
    Symbol; A sun with a crescent moon eclipsing part of it
    Sacred Animal; Owl
    Sacred Colours; Purple and Gold
    Areas of Concern/General Portfolio Notes; Follows with the passage of Day too Night darkness and light the moon and sun a two face god of chaos and law he represents the good in both glory found within and with a peaceful existence between two extremes which all can reach

    Appearance; Is a tall feminine figure with ebony hair and pale skin there frame is heroic and smooth carrying a spear and wearing a dual sided cloak one side depicting the night and the other depicting the day.

    Clergy; Enjoys Clerics too guide and teach her word. He prefers the use of Inquisitors too redeem and produce and inspire the subtle heroism, with the rare Paladin as warrior

    Temples; A gorgeous building always set too catch the rising and setting sun. These are curved subtle buildings that the sun glances off in warming rays.

    Holy Texts; 'Redeeming Moon', 'Heroic Sun'

    Holidays; The Full Moon is a light celebration for each month. Beyond that celebrations are held on the day of the local priests birth too celebrate his local dedication towards the goddess in his magnificence

    Organizations; 'Solar Redeemers', 'Lunar Warriors'


    Spoiler: Terrenais
    Show
    Name; Terrenais
    Alignment; Neutral Good
    Domains; Artifice, Earth, Good, Knowledge
    Sub-Domains; Education, Industry, Memory, Petrification, Redemption
    Favored Weapon; Earth Breaker
    Symbol; A diamond cut in the shape of a open-book with a wrench laid upon it
    Sacred Animal; Beaver
    Sacred Colours; Brown and Grey
    Areas of Concern/General Portfolio Notes; The industrious creation and education of all training and memory too aid in redemption even should it be petrifying to oneself, you should always seek out for a better tomorrow for yourself and others

    Appearance; A great and giant beaver made of stone and crystals with words carved into the stone and depictions of learning and industry painted with a delicate hand upon its vast tail

    Clergy; Primarily has Dwarven and Halfling worshipers and is a concerned with the education, and retention of memory so see's little use for an inquisition. Well Paladins can be of use they are primarily given too those seeking too redeem themselves or others from horrid fates.

    Temples; Stout strong buildings built too be sturdy against in-claimant weather, and war too protect the tomes of knowledge held within. Often the basement levels include gemstores and workstations in various arts, and stonecraft

    Holy Texts; 'The Geo Beaverdum'

    Holidays; A holiday is held on the anniversary of a churches completion and whenever the city/town constructs a new building or other such major building or educational development happens too celebrate the accomplishments

    Organizations; 'The Beaver Crafters'


    Spoiler: Rotte
    Show
    Name; Rotte
    Alignment; Neutral Good
    Domains; Air, Earth, Good, Protection
    Sub-Domains; Archon, Caverns, Fortification, Lightning
    Favored Weapon; Tower Shield
    Symbol; A brick wall with a lightning bolt upon it
    Sacred Animal; Groundhog
    Sacred Colours; Yellow and Dark Green
    Areas of Concern/General Portfolio Notes;

    Appearance; A large orcish man carved of stone shimmering with energy as though charged with electricity their hair is wild and unkempt with deep soulful eyes

    Clergy; Rotte teaches too guide build and fortified so he see's Paladins as his great champions as both guardians and warriors. Next he values his clerics as the spiritual aids too these Paladins and see's Inquisitors as a necessary evil at times

    Temples; Are a mixture of cathedral and small fort with a strong outer wall with a small garrison and a strongly built central church in his glory. These buildings often build down into the earth rather then up giving them a short squat appearance.

    Holy Texts; 'The Peoples Guardian'

    Holidays; Celebrates 5 major holidays too his 5 grand victories that led too him becoming a god and guardian too others

    Organizations; 'Mine Guards'


    Spoiler: Lagloi
    Show
    Name; Lagloi
    Alignment; Neutral Good
    Domains; Glory, Good, Luck, Magic
    Sub-Domains; Arcane, Fate, Heroism, Redemption
    Favored Weapon; Halberd and Longsword
    Symbol; Arcane symbols upon a pair of dice
    Sacred Animal; Unicorn
    Sacred Colours; Pearl and Lavender
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a beautiful catfolk with pearl fur and lavender stripes though sometimes depicted as a dogfolk she is always described as honorable, courteous a teacher of magic and too trust in yourself as much as your fate for luck is a guide

    Clergy; Prefers her clergy too be a luck of the draw she cares not as long as they hold too her tenants and they follow them with a gilded hand gliding along letting the winds of fate carry them too glory, or redemption.

    Temples; Are arcane building of a mystical nature and are often near arcane laboratories and/or gambling parlors

    Holy Texts; Over a dozen different guides too magic, gambling, and following ones fate and accepting that things may change though none individually have a title

    Holidays; Has 3 Holidays. 1 For Gambling/Fate and Luck. 1 For Redemption. 1 For the mystical and arcane arts each is celebrated by a set schedule.

    Organizations; -


    Spoiler: La Vidée
    Show
    Name; La Vidée
    Alignment; Neutral Good
    Domains; Good, Knowledge, Rune, Void
    Sub-Domains; Dark Tapestry, Friendship, Language, Thought
    Favored Weapon; Falchion
    Symbol; A black flat plane that ripples with ideas
    Sacred Animal; Owl
    Sacred Colours; Black and Purple
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a purple skinned tiefling with tattooed skin. These tattoo's are a simple black written word including her holy word

    Clergy; Wishes for Inquisitors too protect the idea of thought, and expound in language. The major notes of concern for Clerics are as guardians of these ideas of friendship, language, and a freedom of thought.

    Temples; Are built like large observatories with vast domed roofs and smooth tapestries of the other realms carved into the vaulted ceilings. Outside the building is a small collection of tree's with nesting ground for birds and thorny bushes around the perimeter producing vibrant flowers

    Holy Texts; 'Vide's Word' is the only holy text it is often in scroll form as it is a transcribed version of the story tattooed into the goddess's flesh

    Holidays; 4 Holidays are celebrated the day of the goddess's birth, the day of her ascension, the death of 'Owvren', and the Winter Solstice

    Organizations; 'Unveilers of the Void'


    Spoiler: Véducent
    Show
    Name; Véducent
    Alignment; Neutral Good
    Domains; Air, Destruction, Good, Knowledge
    Sub-Domains; Catastrophe, Education, Redemption, Thought, Wind
    Favored Weapon; Longbow
    Symbol; A swirling vortex with papers and pages scattered in its winds
    Sacred Animal; Scorpion
    Sacred Colours; Grey, and Cream
    Areas of Concern/General Portfolio Notes;

    Appearance; A swirling wind collected into a shape of a man its shape held by papers

    Clergy; Guides his priests as guardians against catastrophe through education, and thought. Well he uses powerful warriors too destroy and bring swift destruction or redemption

    Temples; Are simple strong buildings built with an exterior of columns to stabilize the walls

    Holy Texts; Has no major holy texts but instead has his words spoken in plays, and vocal fables

    Holidays; Has 2 Major Holidays celebrating the first is at the end of the year the destruction and renewal of one. The other is a celebration too knowledge on the 3rd month and 3rd week of the 3rd day

    Organizations; Wishes for no major church spanning organizations besides his faith


    Spoiler: Chaotic Good Deities
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    Spoiler: Luxtai
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    Name; Luxtai
    Alignment; Chaotic Good
    Domains; Chaos, Charm, Good, Plant
    Sub-Domains; Friendship, Growth, Love, Lust, Whimsy
    Favored Weapon;
    Symbol; A lovely rose blooming a heart
    Sacred Animal; The Dog
    Sacred Colours; Vibrant Red, with coiling greens
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a tall drow woman with glittering green vines in his hair and roses blooming in it. Her clothing is made of wrapped rose petals woven into a flowing fanciful dress

    Clergy; Has never seen the use or need of Paladins and finds them brutish wishing for freedom and appreciation of love and hte arts for all too be seen in its fullest

    Temples; Are gorgeous simple building with a articulate

    Holy Texts; 'Love and Lust', 'Whimsical Guidance'

    Holidays; A major holiday is held on the day of the head priests marriage for each individual church. Weddings deserve and get huge celebrations far more

    Organizations; 'The Wedded Adventurers'


    Spoiler: Bienrté
    Show
    Name; Bienrté
    Alignment; Chaotic Good
    Domains; Chaos, Charm, Good, Liberation
    Sub-Domains; Freedom, Friendship, Lust, Transformation
    Favored Weapon; Scimitar
    Symbol; A pair of lovers kissing one another free of shackles
    Sacred Animal; Monkey
    Sacred Colours; Pink and Lavender
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a man who is tawny wearing light but covering lavender flowing robes and wrappings, including a face veil

    Clergy; Has little use for Inquisitors but still values them as agents of Liberation but much prefers the kindness and love of a Cleric

    Temples; Wide open and tall buildings built too protect and guide as beacons too the community for the purpose of freedom they stand as tall elegant reminders often with tree's grown around them using magic to give them a mystical appearance and nature

    Holy Texts; 'Transition of Love and Friendship'

    Holidays; Has no major holidays as each and every day is special to each and every individual in there pursuit of freedom

    Organizations; Has only local organizations


    Spoiler: Tocrbien
    Show
    Name; Tocrbien
    Alignment; Chaotic Good
    Domains; Chaos, Good, Liberation, Nobility
    Sub-Domains; Aristocracy, Azata, Revolution, Whimsy
    Favored Weapon; Longsword
    Symbol; A crow with broken shackles discarded around it
    Sacred Animal; Hedgehog
    Sacred Colours; Gold and Blue
    Areas of Concern/General Portfolio Notes;

    Appearance; A humanoid man in royal attired and knightly with a gilded crown dotted with sapphires that shimmer as stars.

    Clergy; Guides his Clerics too rid the vile from there lands and protect there people so it may be whimsical and to protect the just and good nobles of the world. He teaches too his Inquisitors too seek out and shatter the vile corruption within the ranks of other nations with a powerful strike

    Temples; Are powerful building built too honor and protect the people like small noble halls with a single tower too guard and protect others

    Holy Texts; 'Shatter-er of Shackles', 'True Nobility'

    Holidays; Holds 4 Holy days. 1 Dedicated too the Freedom of those formerly in bondage. 1 Dedicated too truly Noble individuals. 1 Dedicated too Revolution against vicious cruelty. and finally 1 dedicated too Whimsy and joy in these freedoms

    Organizations;


    Spoiler: Yagémeut
    Show
    Name; Yagémeut
    Alignment; Chaotic Good
    Domains; Chaos, Good, Travel
    Sub-Domains; Agathion, Portal, Riot
    Favored Weapon; Quarterstaff
    Symbol; A open door with a rolling road
    Sacred Animal; Swallow
    Sacred Colours; Dark Grey and Brown
    Areas of Concern/General Portfolio Notes;

    Appearance; A worn and heavy traveler scarred and tired with a walking staff at all times, the cloak is grey brown flowing gently

    Clergy; See's Clerics as useful but much prefers the traveling guidance of Inquisitors searching and seeing too the protection and judgement of others too find the open doors and riot in the name of travel

    Temples; Has small inns along the landscape that also act as temples for his followers

    Holy Texts; Each temple has a variant of the Travelers Doctrine or the Guiding Path

    Holidays; No major celebration except for one returns too there home town or city are held by followers as one should explore and seek too be one with all others and celebrate with other deities

    Organizations; 'The Raucous Circus'


    Spoiler: Busor
    Show
    Name; Busor
    Alignment; Chaotic Good
    Domains; Chaos, Good, Luck, Trickery
    Sub-Domains; Ambush, Azata, Fate, Imagination
    Favored Weapon; Spring Blade
    Symbol; A Simple gold coin with a curled fox on it
    Sacred Animal; Fox
    Sacred Colours; Silver and White
    Areas of Concern/General Portfolio Notes;

    Appearance; Appears as a kitsune with silver fur and white markings scattered along it

    Clergy; Has many Inquisitors for the grand trick and imaginative thought one needs though she also has clerics as well they are much fewer in number and mostly act as bishops of the various temples

    Temples; Wide structures with a large gate leading into soft grounds with a ritual bathing pond and elegant structures mark the simple but staunch appearance of her temples

    Holy Texts; None her words are transcribed too her followers in teaching, in visions, dreams carried by Azata

    Holidays; Harvest Festivals, and 2 other major holidays one for welcoming in the great trick of the next year and one for the great trick of gifting imagination and artistic expression

    Organizations;



    Spoiler: Neutral Deities
    Show

    Spoiler: Lawful Neutral
    Show
    Spoiler: Kusvestaa
    Show
    Name; Kusvestaa
    Alignment; Lawful Neutral
    Domains; Community, Law, Travel, Water
    Sub-Domains; Home, Legislation, Oceans, Rivers, Trade
    Favored Weapon; Heavy Crossbow
    Symbol; A river circling a pillar
    Sacred Animal; Albatross
    Sacred Colours; White and Deep-Blue
    Areas of Concern/General Portfolio Notes; Travel is sacred and one must move freely explore and except to aid in the law and uphold it no matter where you may travel by it sea or land and respect it and those of communities not your own

    Appearance; Appears as a merfolk woman wearing white robes with a deep blue scale pattern her hair a lush and waving blue with crystalline eyes

    Clergy; See's that each and every type of clerical order is balanced. One too guide, one to protect and one too attack for the community and keep trade and the home safe and stable

    Temples; Are built near the sea or rivers with large ponds in them along with grand bathing rooms these temples are built as places of trade and as homes for the weary traveler

    Holy Texts; 'Aquatica Communal'

    Holidays; Has a holiday for every other month celebrating either trade, the community, or travelers in some capacity

    Organizations; 'Chronicler Network'


    Spoiler: Elisyys
    Show
    Name; Elisyys
    Alignment; Lawful Neutral
    Domains;Death, Destruction, Law, Nobility
    Sub-Domains; Catastrophe, Hubris, Judgement, Plague
    Favored Weapon; Quarterstaff
    Symbol; A damaged scale with a crumbling wall as backdrop
    Sacred Animal; Gerbil
    Sacred Colours; A sickly green
    Areas of Concern/General Portfolio Notes;

    Appearance; A noble figure who is sickly well standing strong in face concealing robes there body ravaged by plague they walk under there own power slow with a limping step

    Clergy; Cares not for priestly affairs though strangely has many Paladins too his... her... its name

    Temples; Are unheard of though they often congregate near places of death or near slum districts

    Holy Texts; Hubris's Judgement is the only holy text though there are a series of poems collectively called Catastrophe and Plague

    Holidays; None

    Organizations; 'Festering Marauders'


    Spoiler: Pimevaltame
    Show
    Name; Pimevaltame
    Alignment; Lawful Neutral
    Domains; Community, Darkness, Law, Water
    Sub-Domains; Family, Inevitable, Loss, Oceans
    Favored Weapon; Harpoon
    Symbol; A breaching black bellied shark clutching a thrown harpoon
    Sacred Animal; Sharks
    Sacred Colours; Lavender and Sea-Green
    Areas of Concern/General Portfolio Notes;

    Appearance; A tall black as night figure with soft hands wrapped in sea-green armour, with a grand beard and staunch strong stance

    Clergy; Cares for the protection of the community and thus highly values Paladins followed by Clerics seeing Inquisitors as a way too drive the blade of loss too his foes

    Temples; Are simple stone structures near either water or the center of the community, with a shark emblazoned above the entrance

    Holy Texts; 3 Ballads exist telling of the forging of the beasts of the deep, the carving of the tides and finally accepting both family and loss as one

    Holidays; 1 for Accepting the loss of others in a somber ceremony. 1 for accepting the bonds with others and the strength in which it brings. Both are celebrated twice a year

    Organizations; 'The Jets'


    Spoiler: Ermjus
    Show
    Name; Ermjus
    Alignment; Lawful Neutral
    Domains; Knowledge, Law, Rune, Trickery
    Sub-Domains; Espionage, Memory, Slavery, Wards
    Favored Weapon; Mancatcher
    Symbol; Manacles laid upon a a unfurled scroll with the word law in Celestial
    Sacred Animal; Dogs
    Sacred Colours; No colours though some say white
    Areas of Concern/General Portfolio Notes;

    Appearance; A tall goblin/orc like figure with simple clothing wearing a leather tunic and carrying gorgeously carved manacles and having a hound at there side

    Clergy; Enjoys Inquisitors and Clerics dedicated too the cause and well he does value Paladins sometimes see's them as destructive too control in there pursuit of a balance between good and law

    Temples; Are market often dealing in literature, books, and men with a large open front the back dedicated too more personal and intimate worship

    Holy Texts; Are catalogued into 5 works each short which make the full and whole tome of his teachings

    Holidays; They hold 4 great holidays throughout the year and 12 minor holidays throughout. The first 4 are to represent the shift in the market and change in need of education well the other 12 are too the changing of the months on the runic calender

    Organizations; 'The Outcastes'


    Spoiler: Purtaika
    Show
    Name; Purtaika
    Alignment; Lawful Neutral
    Domains; Artifice, Law, Magic, Water
    Sub-Domains; Alchemy, Loyalty, Oceans, Toil
    Favored Weapon; Sickle
    Symbol; A pair of fields one of wheat and the other of fish
    Sacred Animal; Bee
    Sacred Colours; Amber, and Blue
    Areas of Concern/General Portfolio Notes;

    Appearance; A tired gillman with lean muscles

    Clergy; Cleric's are guardians of loyalty and seek to protect there people so they can relax after the toil

    Temples; Contain Apiaries too make honey mead for its people. These are large lodges with many rooms for those who need them after toiling away

    Holy Texts; Toiled Loyalty

    Holidays; There is a great holiday on planting days and harvest days with minor celebrations for the collection of the honey mead

    Organizations;


    Spoiler: Emisöin
    Show
    Name; Emisöin
    Alignment; Lawful Neutral
    Domains; Healing, Law, Magic, Repose
    Sub-Domains; Ancestors, Inevitable, Restoration, Rites
    Favored Weapon; Sword Cane
    Symbol; A flask of healing salve with sparkles of magic
    Sacred Animal; Dolphin
    Sacred Colours; White with Gold embroidery
    Areas of Concern/General Portfolio Notes;

    Appearance; A gentleman in noble attire with a healer's kit over there shoulder with rites of repose and magic

    Clergy; Fancies Clerics for there superb use of magic too contact the ancestors perform rites and healing. After this he cares for Paladins as guardians of these and gifts them greater mystical knowledge. Though distasteful of Inquisitors finds them as useful assets at times

    Temples; In smaller communities are often auxiliary buildings built onto the house of the cleric who follows him. In larger communities these buildings use the front as a place of worship, guidance and knowledge well the back is used as a place of healing and restoration too the weak, injured, and fallen

    Holy Texts; 'The Barons Word'

    Holidays; Has no major holidays teaching one should take pride in there aiding of one another without arrogance but accept celebration of those around you

    Organizations;


    Spoiler: Lohikanta
    Show
    Name; Lohikanta
    Alignment; Lawful Neutral
    Domains; Destruction, Fire, Law, Scalykind
    Sub-Domains; Ash, Dragon, Rage, Slavery
    Favored Weapon; Bola
    Symbol; A ash colour dragons eye
    Sacred Animal; Monitor Lizard
    Sacred Colours; Ruby red with bright yellow
    Areas of Concern/General Portfolio Notes;

    Appearance; A great red dragon with billowing red scales and burning bright yellow eyes

    Clergy; Cares not the exact composition of there clergy so long as it is useful towards order, law and the destruction of those who would oppose it

    Temples; Large building often built a story taller then the rest they use ornate red tile work for the flooring and set much like a theater direction attention to a pulpit where the cleric could preach

    Holy Texts; 'Might of Rage', and 'Emblazoned Law'

    Holidays; Holiday breed complacency though one can enjoy the celebration of festivals involving the moon and harvest

    Organizations;


    Spoiler: True Neutral Deities
    Show
    Spoiler: Skytuka
    Show
    Name; Skytuka
    Alignment; True Neutral
    Domains; Animal, Fire, Sun, Weather
    Sub-Domains; Insect, Smoke, Storms, Thirst
    Favored Weapon; Sling
    Symbol; A dark storm cloud covered in flames
    Sacred Animal; Hercules Beetle
    Sacred Colours; Black and Ruby-Red
    Areas of Concern/General Portfolio Notes;

    Appearance; It is a swarm of beetles... or maybe is one gigantic beetle, or a humanoid looking like a beetle

    Clergy; Values Inquisitors highly too be the storm and smoke great warriors and instigators

    Temples; None they just meet in lightning fields

    Holy Texts; Hunter and Survival

    Holidays; None known but they do happen even if not publicly spoken about they seem to be based on the locale of the temple and other key details

    Organizations;


    Spoiler: Ilvijä
    Show
    Name; Ilvijä
    Alignment; True Neutral
    Domains; Air, Water, Darkness
    Sub-Domains; Cloud, Fear, Ice, Moon, Night
    Favored Weapon; Light Crossbow
    Symbol; A moon encrusted with ice
    Sacred Animal; Heron
    Sacred Colours; Silver and Grey
    Areas of Concern/General Portfolio Notes;

    Appearance; A dwarven maiden wearing beautiful cloth made of ice and depciting the night sky with a great moon and riding upon a soft cloud from her face shrouded always in the darkness of the night

    Clergy; Has 2 sets of clerics and 2 sets of Inquisitors. Night and Day are the two types. Night clerics & inquisitors wear silver. Day clerics & inquisitors wear grey. Clerics are picked on a full moon well Inquisitors are picked at the new moon

    Temples; Are settled into the open night air soft beautiful spires often built too catch the rain from clouds too coalesce into ice during the winter along the walls

    Holy Texts; The Snow Queen of Nights Hall

    Holidays; The first and last night of winter

    Organizations; 'Winters Reach'


    Spoiler: Vakoilyr
    Show
    Name; Vakoilyr
    Alignment; True Neutral
    Domains; Death, Magic, Scalykind, Trickery
    Sub-Domains; Arcane, Deception, Espionage, Plague, Venom
    Favored Weapon; Longsword
    Symbol; A snake coiling a empty coffin
    Sacred Animal; Venomous Snakes
    Sacred Colours; Yellow edged with Red
    Areas of Concern/General Portfolio Notes;

    Appearance; A great serpent with huge arcane sigils carved and tattooed along each and every scale. Short rolling spurs and spines dot along its frame each venomous hook. It has a crest of flared feathers with short spines that sparkle with magic its breath boiling venom and mystical energy

    Clergy; All members of its clergy are morticians with a favoritism too Inquisitors too be arcane tricksters and bringers of death too those who would battle against them

    Temples; Are built in the center of large sprawling graveyards with strong complexes built on a high ground with strong heavy gates

    Holy Texts; Deaths Word

    Holidays; None

    Organizations; The Serpents Touch


    Spoiler: Iduterhe
    Show
    Unsure if they will make the final cut Name; Iduterhe
    Alignment; True Neutral
    Domains; Community, Death, Destruction, Healing
    Sub-Domains; Family, Medicine, Psychopomp, Torture
    Favored Weapon; Longsword
    Symbol; Either a healthy face on a crumbling stone wall or a sickly face on a strong stone wall
    Sacred Animal; Jackal
    Sacred Colours; Brown and Black
    Areas of Concern/General Portfolio Notes;

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;


    Spoiler: Atkurkis
    Show
    Name; Atkurkis
    Alignment; True Neutral
    Domains; Animal, Travel, Weather
    Sub-Domains; Exploration, Fur, Season
    Favored Weapon; Lance
    Symbol; A rearing horse with a backdrop divided into the 4 seasons
    Sacred Animal; Horses
    Sacred Colours; Green and Brown(in spring), Gold and Sandy Brown(in summer), Red and Brown(in autumn), Blue and Dark Brown(in Winter)
    Areas of Concern/General Portfolio Notes;

    Appearance; A large centaur some say a stallion and others a mare with there coat changing shifting subtly too represent the seasons. There head adorned with a pair of stag horns

    Clergy; Are traveling men and women who seek to explore chart and see the world so he values clerics who are both that and homesteads for the other clerics who travel along.

    Temples; Have many small temples through the land with major temples at major ports and other such trading hubs

    Holy Texts; 'Seasonal Exploration', 'Explorers Guide'

    Holidays; None

    Organizations;


    Spoiler: Valsalama
    Show
    Name; Valsalama
    Alignment; True Neutral
    Domains; Air, Fire, Sun, Swamps
    Sub-Domains; Ash, Light, Lightning
    Favored Weapon; Morningstar
    Symbol; Burning Thunderbolt striking a tree
    Sacred Animal; Dragonfly
    Sacred Colours; Bright Reds and Yellows
    Areas of Concern/General Portfolio Notes;

    Appearance; With gossamer wings this creature is humanoid seeming too be made of baked mud whose voice is a whistling chiming sound for how it speaks, this creature has no gender prescribed too it as personification of the swamp

    Clergy; Scattered membership with a even split between clerics too build and preach of the burning sun and broiling swamp, with inquisitors as the thundering warriors

    Temples; Are always built into swamps, moors, or otherwise wet marshland with a dock out into the wet are these are squat ugly buildings built under the shade of tree's if possible too guard against the storm

    Holy Texts; Teaches the holy scripture of swamps/wetlands and tending them and there ecology

    Holidays; None

    Organizations; 'Kin of the Boiling Swamp'


    Spoiler: Julahvu
    Show
    Name; Julahvu
    Alignment; True Neutral
    Domains; Air, Earth(Mountains), Glory, Strength
    Sub-Domains; Ferocity, Honor, Metal, Wind
    Favored Weapon; Heavy Pick
    Symbol; Craggy Mountains being cracked by a Hammer
    Sacred Animal; Hawk
    Sacred Colours; Cream and Steel-Gray
    Areas of Concern/General Portfolio Notes;

    Appearance; A metal man the fierce mix of dwarven, elven and orckish, a god of metal and mining this huge mountain of a deity is a great towering symbol with a huge heavy pick carried upon there size

    Clergy; Has a proud love for clerics who are ferocious howling warriors of stern and glorious stuff priding his worshipers on being stern powerful figures, inquisitors are rather rare

    Temples; Are often built near mines or at the top of hills with deep caverns and cellars built into them

    Holy Texts; The Almanac of Miners Strength

    Holidays; 5 Holidays dedicated too feats of strength, forging and other things all built upon crafting and ferocious might

    Organizations;


    Spoiler: Telikka
    Show
    Name; Telikka
    Alignment; True Neutral
    Domains; Nobility, Repose, Rune, War
    Sub-Domains; Ancestors, Aristocracy, Tactics, Wards
    Favored Weapon; Longsword
    Symbol; A noble sword with banner for battle with the clerics name emblazoned on the banner in celestial
    Sacred Animal; Lions
    Sacred Colours; Purple and Orange
    Areas of Concern/General Portfolio Notes;

    Appearance; A group of coalesced words prose, scripture formed into a humanoid figure. There clothing is intricate noble song with armour and weapons of tactical wisdom

    Clergy; All members carry warded tattoos on there left or right wrist. Inquisitors as the tactical mind carry tattoos of war and feats of combat. Clerics as the noble and teachers carry there tattoos as treasure and notation of poems and protection

    Temples; Are stable large buildings and with a huge strong libraries warded and full of knowledge and more

    Holy Texts; Doesn't really have any major book but instead teaches too learn and grow through the spread of education and communication of and with the ancestral spirits

    Holidays; 3 Holidays. The first full moon. A group of 3 days too honor the dead and ancestors. They also hold a day to teaching and warding

    Organizations; 'Ancestral Followers'


    Spoiler: Uhatalli
    Show
    Name; Uhatalli
    Alignment; True Neutral
    Domains; Earth, Nobility, Protection, Strength
    Sub-Domains; Competition, Hubris, Metal Purity
    Favored Weapon; Greataxe
    Symbol; A anvil with the claws of a dragon around it
    Sacred Animal; Squirrel
    Sacred Colours; Silver and Steel
    Areas of Concern/General Portfolio Notes;

    Appearance; A huge metal mixture of man and dragon with a wide broad mouth full of hook teeth who she is a huge competitive warrior

    Clergy; Has high standards for her Clerics and Inquisitors. Only takes Inquisitors who are virginal into her fold at which point the night they accept there purity if given to the goddess. Her Clerics must hold them self to a high standard being grand winners or pure in one capacity or another

    Temples; Are large buildings with multiple arenas, gyms, and forges with much of it devoted too showing ones worship in some capacity in one way or another

    Holy Texts; Has a text to Competition in all its forms and keeping one's Purity which is just called 'The Word of Uhatalli'

    Holidays; 2 Major Holidays each of which are a week long celebration too the glory of the forge and competition

    Organizations; 'Mithril Sons'


    Spoiler: Chaotic Neutral Deities
    Show
    Spoiler: Jettömu
    Show
    Name; Jettömu
    Alignment; Chaotic Neutral
    Domains; Chaos, Charm, Madness, Plants
    Sub-Domains; Captivation, Decay, Insanity, Revelry, Truth
    Favored Weapon; Monk's Spade
    Symbol; A wilted flower that had been blooming from a skull
    Sacred Animal; Mockingbird
    Sacred Colours; Purple and Green
    Areas of Concern/General Portfolio Notes

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;;


    Spoiler: Kieli
    Show
    Name; Kieli
    Alignment; Chaotic Neutral
    Domains; Chaos, Rune, Strength, Travel
    Sub-Domains; Exploration, Language, Resolve, Riot
    Favored Weapon; Tetsubo
    Symbol; A rolled scroll encircled with the phrase may your travels test and improve you
    Sacred Animal; Peacock
    Sacred Colours; Green, Royal-Blue, and Purple
    Areas of Concern/General Portfolio Notes;

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;


    Spoiler: Apautus
    Show
    Name; Apautus
    Alignment; Chaotic Neutral
    Domains; Chaos, Earth(Desert), Healing, Liberation
    Sub-Domains; Freedom, Protean, Resurrection, Revelry
    Favored Weapon; Trident
    Symbol; A feasting horn full of medicines
    Sacred Animal; Great White Sharks
    Sacred Colours; Sand Brown and a dark clay like red
    Areas of Concern/General Portfolio Notes;

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;


    Spoiler: Sulvar
    Show
    Name; Sulvar
    Alignment; Chaotic Neutral
    Domains; Animal, Chaos, Darkness, Madness
    Sub-Domains; Demon, Feather, Insanity, Shadow
    Favored Weapon; Shortbow
    Symbol; A Penguin cast in shadow
    Sacred Animal; Penguins
    Sacred Colours; Black and White
    Areas of Concern/General Portfolio Notes;

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;


    Spoiler: Siolema
    Show
    Name; Siolema
    Alignment; Chaotic Neutral
    Domains; Chaos, Death, Luck, Repose
    Sub-Domains; Imagination, Revelry, Shadow, Souls
    Favored Weapon; Scythe
    Symbol; A pile of coins with skulls on the faces
    Sacred Animal; Frog
    Sacred Colours; Green and Aquamarine
    Areas of Concern/General Portfolio Notes;

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;


    Spoiler: Murhata
    Show
    Name; Murhata
    Alignment; Chaotic Neutral
    Domains; Chaos, Community, Death, Protection
    Sub-Domains; Defense, Entropy, Home, Murder
    Favored Weapon; Quarterstaff
    Symbol; A hooded figure standing before a gate with a staff in hand
    Sacred Animal; Raven
    Sacred Colours; Black
    Areas of Concern/General Portfolio Notes;

    Appearance;

    Clergy;

    Temples;

    Holy Texts;

    Holidays;

    Organizations;

    Last edited by Vknight; 2017-11-03 at 04:36 PM. Reason: I added in the other gods that I noted, and included some domains for others and plenty of other little changes to the deities too help that out. I also included names for the gods though they could b
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    Spoiler
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  3. - Top - End - #3
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Re: Vknight's Big Setting with No Name

    A list of all the domains and the number of times they appear going too edit this later too do a second for Sub-Domains maybe or if someone else would do that it would be fantastic...

    Spoiler: Domains : A to Z
    Show


    Spoiler: Domains : A to D
    Show
    Air; 5
    Animal; 4
    Artifice; 2

    Chaos; 12
    Charm; 5
    Community; 4

    Darkness; 6
    Death; 7
    Destruction; 4
    Divination;0


    Spoiler: Domains : E to H
    Show
    Earth; 6
    Evil; 9

    Fire; 4

    Glory; 3
    Good; 10

    Healing; 3


    Spoiler: Domains : K to N
    Show
    Knowledge; 4

    Law; 10
    Liberation; 3
    Luck; 3

    Madness; 3
    Magic; 4

    Nobility; 5


    Spoiler: Domains : P to S
    Show
    Plant; 3
    Protection; 3

    Repose; 3
    Rune; 4

    Scalykind; 3
    Strength; 4
    Sun; 4


    Spoiler: Domains : T to W
    Show
    Travel; 3
    Trickery; 3

    Void; 3

    War; 4
    Water; 5
    Weather; 3


    Conclusions I have stumbled upon well organizing up this big undertaking of a list.
    Maybe too many Death Gods
    Need a Good Aligned War god
    Need at least 3 more Lawful Evil and Lawful Good Deities
    Need too shuffle some deities alignments maybe after fluffing them further and including other details.
    Any other thoughts, and opinions and/or ideas on this matter from others would be most appreciated

    --Edit--
    Some of this information is out of date because I added in the gods I noted I would
    Last edited by Vknight; 2017-10-31 at 09:12 AM. Reason: This information is out of date because I added in the gods I noted I would
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    Spoiler
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  4. - Top - End - #4
    Ogre in the Playground
     
    BlackDragon

    Join Date
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    Default Re: Vknight's Big Setting with No Name

    So this is all just about detailing the various nations and how they militarizes themselves.
    The Percentage is the number of soldiers trained for that activity within the army. So there is the ability for overlap as a Soldier can/could be trained as a Archer and Support
    If people need it I can include what the exact numbers are but its more meant too give you the idea of things

    Designations or What the Soldier Types Mean
    Spoiler: And Spoilered too take up less space for those viewing this
    Show
    Archers; Light armoured ranged units using bows or crossbows. Or unit used too soften up a target

    Cannoneers; Men trained in the operation and use of Cannons, Field Guns, Artillery, and also in constructing seige equipment
    Cavalry; A unit that rides animals into battle counts as cavalry.
    Criminals; In the same unreliable criminal types put into penal units
    Crusaders; A group of soldiers based on a political or religious cause fiercely loyal as they pursue their objective

    Dragoons; Mobile Cavalry units trained in the use of firearms and other guns

    Engineers; Circumvent enemy defenses, on the battlefield. Tunnel through walls, assemble and operate siege weaponry and countering said equipment

    Fusiliers; Longer ranged gunmen trained too shoot and snipe at targets too protect a location or emplacement

    Grenadiers; Men trained in assaulting locations, emplacements, and enemy fortification. Often equipped and trained with explosives too maximize the devastation of these raids
    Guerillas; Trained for fighting in specific terrain and in exploiting the lay of the land too provide a strategic advantage

    Infantry; Common foot soldiers.

    Musketeers; The common musket man that is in many ways a cousin to the Infantry

    Peasant; Are rabble and other smallfolk they act as a mix of Guerilla/Scout/Support as none are truly trained in combat or the art of war. Most are ligthly armoured if at all and carry improvised and light weaponry
    Pistoleers;

    Raiders; Undisciplined soldiers trained too hit hard crushing defenses to quickly plunder foes and then retreat

    Sailors; Pirates/Smugglers and other men trained in the use of sail ships and fighting upon them
    Scouts; Forward observers, spreading to gain intelligence about enemy positions and bringing back information to commanders. They also serve in providing food, for the army
    Support; Labor forces used to help construct temporary fortifications, building equipment, providing food, new clothes and working as medics


    Spoiler: The Raw Numbers are Promised
    Show
    Spoiler: Amazons
    Show
    Amazons; 235,000 Soldiers
    Archers : 27%
    Engineers : 27%
    Guerillas : 9%
    Infantry : 27%
    Raiders : 9%
    Sailors : 18%
    Support : 23%

    Spoiler: Beastfolk
    Show
    Beastfolk; 120,000
    Archers : 40%
    Engineers : 9%
    Guerillas : 6%
    Infantry : 56%
    Raider : 9%
    Scouts : 28%
    Support : 19%

    Spoiler: Boy King
    Show
    Boy Prince; 630,000
    Archers : 17%
    Cavalry : 20%
    Crusaders : 13%
    Engineers : 6%
    Guerillas : 13%
    Infantry : 30%
    Peasants : 37%
    Scouts : 20%
    Support : 33%

    Spoiler: Dragon
    Show
    Dragon; 562,500
    Archers : 7%
    Cannoneers : 13%
    Cavalry : 39%
    Crusaders : 20%
    Engineers : 13%
    Fusiliers : 13%
    Grenadiers : 7%
    Infantry : 4%
    Musketeers : 4%
    Sailors : 7%
    Support : 4%

    Spoiler: Dwarf
    Show
    Dwarf; 48,000
    Archers : 6%
    Cannoneers : 9%
    Dragoons : 9%
    Engineers : 9%
    Infantry : 34%
    Musketeers : 17%
    Pistoleers : 17%
    Raiders : 3%
    Sailors : 20%
    Scouts : 17%
    Support : 9%

    Spoiler: Elves
    Show
    Elf; 660,000
    Archers : 23%
    Cavalry : 23%
    Engineers : 9%
    Infantry : 9%
    Raiders : 9%
    Sailors : 23%
    Scouts : 15%
    Support : 15%

    Spoiler: Fae
    Show
    Fae; 2,070,000
    Archers : 23%
    Cavalry : 23%
    Engineers : 9%
    Infantry : 9%
    Raiders : 9%
    Sailors : 23%
    Scouts : 15%
    Support : 15%

    Spoiler: Goblins
    Show
    Goblin; 359,000
    Criminal : 7%
    Engineers : 7%
    Grenadiers : 14%
    Infantry : 21%
    Sailors : 28%
    Scouts : 14%
    Support : 14%

    Spoiler: Harpy
    Show
    Harpy; 270,000
    Archers : 13%
    Cannoneers : 13%
    Engineers :13%
    Guerillas : 13%
    Musketeers : 13%
    Raider : 47%
    Scouts : 13%
    Support : 13%

    Spoiler: Human
    Show
    Human; 1,825,950
    Cannoneers : 11%
    Cavalry : 29%
    Grenadiers : 7%
    Guerillas : 7%
    Fusiliers : 11%
    Infantry : 39%
    Sailors : 4%
    Scouts : 29%
    Support : 11%

    Spoiler: Knight
    Show
    Knight; 2,269,500
    Archers : 9%
    Cannoneers : 9%
    Cavalry : 26%
    Dragoons : 9%
    Engineers : 3%
    Fusiliers : 9%
    Infantry : 28%
    Musketeers : 5%
    Pistoleers : 9%
    Sailors : 10%
    Scout : 10%
    Support : 24%

    Spoiler: Kobolds
    Show
    Kobold; 18,750
    Criminal : 5%
    Engineers : 26%
    Guerillas : 42%
    Infantry : 21%
    Musketeers : 21%
    Raiders : 32%
    Scouts : 21%
    Support : 16%

    Spoiler: Mermaid
    Show
    Mermaid; 312,300
    Archers : 23%
    Cavalry : 13%
    Engineers : 14%
    Infantry : 9%
    Raiders : 14%
    Sailors : 23%
    Scouts : 15%
    Support : 15%

    Spoiler: Nomad
    Show
    Nomad; 166,050
    Archers : 10%
    Cannoneers : 6%
    Cavalry : 26%
    Dragoons : 15%
    Engineers : 10%
    Fusiliers : 10%
    Infantry : 10%
    Musketeers : 5%
    Pistoleers : 10%
    Sailors : 10%
    Scout : 14%
    Support : 25%

    Spoiler: Orcs
    Show
    Orc; 172,350
    Archers : 28%
    Engineers : 20%
    Guerillas : 12%
    Infantry : 30%
    Raiders : 9%
    Sailors : 20%
    Support : 20%

    Spoiler: Pirates
    Show
    Pirate; 112,000
    Archers : 9%
    Engineers : 9%
    Infantry : 25%
    Raiders : 9%
    Sailors : 25%
    Scouts : 9%
    Support : 19%

    Spoiler: Tiefling/Outsider
    Show
    Tiefling/Outsider; 762,000
    Archers : 5%
    Cannoneers : 5%
    Cavalry : 10%
    Criminal : 5%
    Dragoons : 5%
    Engineers : 10%
    Grenadiers : 10%
    Infantry : 15%
    Musketeers : 10%
    Raiders : 10%
    Sailors : 15%
    Scouts : 15%
    Support : 15%

    Spoiler: Undead
    Show
    Undead; 2,749,050
    Archers : 20%
    Cavalry : 22%
    Infantry : 36%
    Peasants : 32%
    Sailors : 27%
    Scouts : 19%
    Support : 17%
    Check Out
    Check out my youtube channel just click here and enjoy?

    Spoiler
    Show
    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  5. - Top - End - #5
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
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    Gender
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    Default Re: Vknight's Big Setting with No Name

    Spoiler: Law, Crimes, and Punishments Laws are varied by the nations and there dukes as too how they enforce them along with punishments.
    Show
    These are the basic ideas of the crimes and general punishments towards them. With it shifting in small or broad ways depending on the nation, its mostly too give an idea of the setting and flesh out its legality and more

    Improper Speech; Most often not a crime though in highly religious baronies, and villages it can come with minor fines, a night in the stocks, or even a few hours in prison.

    Drunkenness; Not a crime though being heavily intoxicated and causing a ruckus or otherwise being to destructive or otherwise bothersome can include minor fines or a night in the cells until you sober up.

    Assault; Attacking or otherwise fighting an individual without provocation and/or without formal recognition of a duel and more. It mostly includes force labor too make up for damages. Sometimes one could get flogged for their actions most often in more lawless nations or if they are a noble having attacked a peasant if any punishment at all

    Theft; Stealing an item from an individual, on there person or from a market or shop front, or otherwise using sleight of hand to acquire an item. In highly strict and rigorous nations they may call for scaring, tattoos, or even mutilation of one's hand. More often it includes spending a day or more in prison depending on the items value, with or without flagging. Fairly cheap items can often only include even less strenuous applications

    Burglary; Breaking into an individuals with the express purpose of theft of items, and other property.

    Tax Evasion; Not paying one's taxes for lands, and trade. Most often handled when entering town for such trade or otherwise by magistrates, bailiffs, taxmen, and other lawmen. Most of it includes paying your fines along with some interest including covering costs for your capture. Though in some severe cases the person can be flogged, and then spend time doing either forced labor or serving time imprisoned. In truly dire cases a mix of the two can be employed

    Smuggling; The transport of illicit goods along borders. The possession of those goods also falls under this, but with less harsh sentencing based upon the amount of the substance.
    Sentencing could involve small fines for the transport of a harmless drug that is banned or other similar items, too heavy fines for the transportation of highly dangerous animals or other living cargo. Depending on if the Smuggler came quietly or not they and co-conspirators could be flogged or even imprisoned. Depending on the nation the transportation of slaves can lead too branding. Towns and Cities near borders are more lenient for accounting that merchants from other kingdoms could value certain items legality differently

    Major Theft; Theft where the thief assaults but does not kill the victim(if they kill the victim they are charged with Major Theft and Murder) before taking there goods, and/or gold.
    The minimum for this is Imprisonment or Forced Labor for a period of time. This can include heavy flogging as well. A thief could also request a brand on there hand to reduce time the time they will work. The severity of this could even lead too one being Hanged

    Counterfeiting; Producing fake gold/silver/bronze coins. Largely dependent on the fake item you are producing, the quality of the fake forge and other details.
    One could expect some flogging, maybe a day or two in prison for some bronze coins.
    One could expect for silver the same though a large enough quantity the person could spend a week imprisoned or be used as Forced Labor
    As for gold coins a heft prison sentence or a large period of forced labor. And if the amount of gold was enough even military conscription could be a possibility

    Arson; The willful burning of property, or persons(this often includes murder or assault charges). The destruction of said things can and does come with heavy sentencing
    Destruction generally comes with Flogging and Forced labor(or a hefty prison sentence), with a major building such as forts, temple etc coming with Death by Hanging
    Using flame too burn another alive comes with your fate being the same burned at the stake, or hanged, and in some truly gruesome places death by hanging well on fire.

    Treason; Betraying your Lord(Lady)/Baron(ess)/Duke(Duchess)/King(Queen) for personal or financial gain in revealing their secrets, staging military action against them and other such events.
    Treason at its lightest will come with the person being Imprisoned most likely for life.
    More common punishments range for the type of treachery, the extent it damaged the rules clout or cost them. From simply being hanged, or beheading if one is a noble; To the more gruesome being Drawn and Quartered(or beheading if a noble). Military men often will face death by firing squad in nations with large forces trained in the use of firearms

    Piracy; As a pirate one can expect that these crimes ranging along such a broad spectrum can come with numerous potential punishments for all the person's potential crimes.
    Light sentencing for a pirate can include beheading(often saved for the young, women, and nobles), or hanging
    Pirates who have made an exceptional name for them-self that are captured can expect regardless of identity the potential death by hanging or even drowning
    Notorious and ruthless Pirate crews with the dangerous they present can expect a sentencing at sea of death by burning as they and the ship they are upon is lit ablaze too burn.

    Murder; Killing of another individual can present a person based on who, how many, and how brutally they killed them fairly awful punishments.
    Often Imprisonment for years if not ones natural life for lighter sentencing.
    For cruel capricious, more numerous, or more horrid killings death by hanging(or beheading if a noble). If the Murderer is truly deserving they can expect Death by burning. If they were serving within the military they can expect there death to be by firing squad


    Crimes and Bounties
    Every nation views and see's bounty hunting, slaying of bandits or otherwise protection of oneself from lethal harm as a justifiable thing though one can expect fines too be levied depending on the individuals they, fought and/or killed
    The guilds, law makers, and courts pay more for the capture of a target over bringing the head back to them as a trial and justice can be minted for ease of mind.
    Though more notorious, dangerous or otherwise violent persons a would be bounty hunter can expect the full value of said bounty simply for the removal of the individual from this plane.


    Terrain Wise as I go too map out the Various Nations I got notes for myself and Others who wish too help.

    Major Roads/Rivers are those that show up on maps and are used as major trade routes and are properly patrolled/protected.
    Spoiler: Terrain Notes for the Various Kingdoms
    Show

    Spoiler: The Amazon Kingdom
    Show
    The Amazon Kingdom
    25% of there Terrain is Hilly
    75% of there Terrain is Plains/Savannah
    They have 3 Major Rivers
    They have 1 Large Lake and 2 Small Lakes
    They have forests of light density that cover 25% of the territory
    They have forests of heavy density that cover 17% of the territory


    Spoiler: The Beastfolk Kingdom
    Show
    The Beastfolk Kingdom
    30% of there Terrain is Wetlands/Swamps/Moors
    39% of there Terrain is Plains/Savannah
    31% of there Terrain is Hilly
    They have 4 Major Rivers
    They have 3 Major Roads
    They have 1 Large Lake and 3 Small Lakes
    They have forests of light density that cover 15% of the territory
    They have forests of heavy density that cover 15% of the territory


    Spoiler: The Boy Kingdom
    Show
    The Boy Kingdom
    40% of there Terrain is Wetlands/Swamps/Moors
    53% of there Terrain is Plains/Savannah
    7% of there Terrain is Hilly
    They have 3 Majors Roads
    They have 4 Major Rivers
    They have 1 Large Lake
    They have forests of heavy density that cover 27% of the territory


    Spoiler: The Dragon Kingdom
    Show
    The Dragon Kingdom
    20% of there Terrain is Wetlands/Swamps/Moors
    20% of there Terrain is Plains/Savannah
    30% of there Terrain is Hilly
    30% of there Terrain is Mountainous
    They have 5 Major Roads
    They have 3 Major Rivers
    They have 1 Large Lake and 1 Small Lake
    They have forests of light density that cover 30% of the territory
    They have forests of heavy density that cover 30% of the territory


    Spoiler: The Dwarf Kingdom
    Show
    The Dwarf Kingdom
    31% of there Terrain is Hilly
    69% of there Terrain is Mountainous
    They have 4 Major Roads
    They have 1 Major River
    They have 1 Large Lake
    They have forests of heavy density that cover 25% of the territory


    Spoiler: The Elven Kingdom
    Show
    The Elven Kingdom
    17% of there Terrain is Wetlands/Swamps/Moor
    50% of there Terrain is Plains/Savannah
    33% of there Terrain is Hilly
    They have 12 Major Rivers
    They have 4 Large Lakes and 2 Small Lakes
    They have forests of light density that cover 40% of the territory
    They have forest of heavy density that cover 53% of the territory


    Spoiler: The Fae Kingdom
    Show
    The Fae Kingdom
    42% of there Terrain is Plains/Savannah
    32% of there Terrain is Hilly
    26% of there Terrain is Mountainous
    They have 8 Major Roads
    They have 8 Major Rivers
    They have forests of light density that cover 33% of the territory
    They have forest of heavy density that cover 33% of the territory


    Spoiler: The Goblin Kingdom
    Show
    The Goblin Kingdom
    60% of there Terrain is Plains/Savannah
    40% of there Terrain is Hilly
    They have 2 Major Roads
    They have 1 Major River
    They have forests of light density that cover 20% of the territory
    They have forests of heavy density that cover 10% of the territory


    Spoiler: The Harpy Kingdom
    Show
    The Harpy Kingdom
    50% of there Terrain is Hilly
    50% of there Terrain is Mountainous
    They have 3 Major Roads
    They have forests of heavy density that cover 50% of the territory

    Additional Notes : The Harpy Kingdom is large island separate from the rest of the continent by the ocean.


    Spoiler: The Human Kingdom
    Show
    The Human Kingdom
    11% of there Terrain is Wetlands/Swamps/Moors
    50% of there Terrain is Plains/Savannah
    39% of there Terrain is Hilly
    They have 4 Major Roads
    They have 3 Major Rivers
    They have 1 Large Lake and 1 Small Lake
    They have forests of light density that cover 17% of the territory
    They have forests of heavy density that cover 11% of the territory


    Spoiler: The Knight Kingdom
    Show
    The Knight Kingdom
    12% of there Terrain is Wetlands/Swamps/Moors
    42% of there Terrain is Plains/Savannah
    31% of there Terrain is Hilly
    15% of there Terrain is Mountains
    They have 5 Major Roads
    They have 4 Major Rivers
    They have 1 Large Lake
    They have forests of light density that cover 15% of the territory
    They have forests of heavy density that cover 15% of the territory


    Spoiler: The Kobold Kingdom
    Show
    The Kobold Kingdom
    100% of there Terrain is Hilly
    They have 1 Major Road
    They have 1 Major River
    They have forests of heavy density that cover 20% of the territory


    Spoiler: The Mermaid Kingdom
    Show
    The Mermaid Kingdom
    64% of there Terrain is Wetlands/Swamps/Moors
    16% of there Terrain is Plains/Savannah
    16% of there Terrain is Hilly
    4% of there Terrain is Mountainous
    They have 20 Major Rivers
    They have forests of light density that cover 44% of the territory
    They have forests of heavy density that cover 32% of the territory

    Additional Notes: The Mermaid kingdom is a pair of large peninsula's and a large collection of archipelago's


    Spoiler: The Nomad Kingdom
    Show
    The Nomad Kingdom
    59% of there Terrain is Plains/Savannah
    41% of there Terrain is Hilly
    They have 9 Major Rivers
    They have forests of light density that cover 23% of the territory

    Additional Notes: The rivers are primarily in the territory with trees and along the nations borders with others


    Spoiler: The Orc Kingdom
    Show
    The Ork Kingdom
    10% of there Terrain is Wetlands/Swamps/Moors
    50% of there Terrain is Plains/Savannah
    25% of there Terrain is Hilly
    15% of there Terrain is Mountainous
    They have 1 Major Road
    They have 2 Major Rivers
    They have 2 Large Lake and 1 Small Lakes
    They have forests of light density that cover 17% of the territory
    They have forests of heavy density that cover 13% of the territory


    Spoiler: The Pirate Kingdom
    Show
    The Pirate Kingdom
    47% of there Terrain is Plains/Savannah
    40% of there Terrain is Hilly
    13% of there Terrain is Mountainous
    They have 5 Major Rivers
    They have 1 Large Lake and 2 Small Lakes
    They have forests of light density that cover 20% of the territory
    They have forests of heavy density that cover 27% of the territory


    Spoiler: The Tiefling/Outsider Kingdom
    Show
    The Tiefling/Outsider Kingdom
    7% of there Terrain is Wetlands/Swamps/Moors
    41% of there Terrain is Plains/Savannah
    36% of there Terrain is Hilly
    16% of there Terrain is Mountains
    They have 3 Major Roads
    They have 5 Major Rivers
    They have 3 Large Lakes and 4 Small Lakes
    They have forests of light density that cover 23% of the territory
    They have forests of heavy density that cover 12% of the territory


    Spoiler: The Undead Kingdom
    Show
    The Undead Kingdom
    19% of there Terrain is Wetlands/Swamps/Moors
    42% of there Terrain is Plains/Savannah
    39% of there Terrain is Hilly
    They have 6 Major Roads
    They have 7 Major Rivers
    They have forests of light density that cover 19% of the territory
    They have forests of heavy density that cover 16% of the territory
    Check Out
    Check out my youtube channel just click here and enjoy?

    Spoiler
    Show
    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  6. - Top - End - #6
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Re: Vknight's Big Setting with No Name

    This post includes links to the kingdom maps. Currently there are none I just made this post so it would be here for when I get around too them

    Spoiler: Maps; 0 out of 18
    Show
    Amazon

    Beastfolk

    Boy

    Dragon

    Dwarf

    Elf

    Fae/Faerie

    Goblin

    Harpy

    Human

    Knight

    Kobold

    Mermaid

    Desert/Nomad

    Orc

    Pirate

    Tiefling/Outsider

    Vampire/Undead


    In addition the SubDomain notes I talked about including now.

    Spoiler: All Sub-Domains; Alphabetical Order with number of gods that have it
    Show
    Spoiler: Sub-Domains; A
    Show
    Aeon : 0
    Alchemy : 1
    Ambush : 0
    Ancestors : 2
    Arcane : 2
    Archon : 1
    Aristocracy : 2
    Arson : 1
    Ash : 2
    Azata : 2

    Spoiler: Sub-Domains; B & C
    Show
    Blood : 0
    Cannibalism : 1
    Captivation : 1
    Catastrophe : 2
    Caves/Caverns : 1
    Cloud : 1
    Competition : 1
    Construct : 0
    Cooperation : 0
    Corruption : 2
    Curse : 1

    Spoiler: Sub-Domains; D & E
    Show
    Daemon : 2
    Dark Tapestry : 1
    Day : 1
    Decay : 1
    Deception : 1
    Defense : 1
    Demodand : 0
    Demon : 3
    Devil : 1
    Dragon : 2
    Duels : 1
    Education : 2
    Entropy : 2
    Espionage : 2
    Exploration : 2

    Spoiler: Sub-Domains; F & G
    Show
    Family : 2
    Fate : 1
    Fear : 4
    Feather : 1
    Ferocity : 1
    Fist : 0
    Flotsam : 0
    Flowing : 0
    Fortification : 1
    Freedom : 2
    Friendship : 3
    Fur : 2
    Greed : 0
    Growth : 1

    Spoiler: Sub-Domains; H & I
    Show
    Hatred : 0
    Heroism : 2
    Home : 2
    Honor : 1
    Hubris : 2
    Ice : 1
    Imagination : 1
    Industry : 1
    Inevitable : 2
    Innuendo : 1
    Insanity : 3
    Insect : 1
    Isolation : 1

    Spoiler: Sub-Domains; J, K, and L
    Show
    Judgement : 1
    Kyton : 0
    Language : 2
    Leadership : 1
    Legend : 0
    Legislation : 2
    Light : 1
    Lightning : 2
    Loss : 1
    Love : 2
    Loyalty : 1
    Lust : 3

    Spoiler: Sub-Domains; M, N, and O
    Show
    Martyr : 1
    Medicine : 1
    Memory : 2
    Metal : 2
    Monsoon : 1
    Moon : 3
    Murder : 2
    Night : 3
    Oceans : 3

    Spoiler: Sub-Domains; P & Q
    Show
    Petrification : 1
    Plague : 2
    Portal : 0
    Protean : 1
    Psychopomp : 1
    Purity : 1
    Qlippoth : 1

    Spoiler: Sub-Domains; R
    Show
    Rage : 1
    Redemption : 4
    Resolve : 1
    Restoration : 1
    Resurrection : 1
    Revelation : 1
    Revelry : 3
    Revolution : 1
    Riot : 1
    Rites : 1
    Rivers : 2

    Spoiler: Sub-Domains; S
    Show
    Saurian : 1
    Season : 1
    Self-Realization : 1
    Shadow : 2
    Slavery : 2
    Smoke : 1
    Souls : 1
    Stars : 2
    Storms : 1

    Spoiler: Sub-Domains; T
    Show
    Tactics : 2
    Thievery; 0
    Thirst : 2
    Thorns : 1
    Thought : 2
    Toil : 1
    Torture : 1
    Trade : 1
    Transformation : 1
    Trap : 0
    Truth : 1
    Tyranny : 1

    Spoiler: Sub-Domains; U, V and W
    Show
    Undead : 0
    Venom : 1
    Wards : 2
    Whimsy : 2
    Wind : 2


    With these notes I can say safely we need 1 more deity encompassing each of these Sub-Domains. From that it means it gives me an idea of what can, and should be done

    Spoiler: Sub-Domains Needing More Deities
    Show
    Aeon, Alchemy, Ambush, Archon, Blood

    Cannibalism, Captivation, Caves, Cloud, Competition, Construct, Cooperation

    Dark Tapestry, Day, Decay, Devil, Duels

    Fate, Feather, Ferocity, Fist, Flowing, Fortification, Greed, Growth

    Hatred, Honor, Ice, Imagination, Industry, Innuendo, Insect, Isolation

    Judgment, Kyton, Leadership, Legend, Light, Loss, Loyalty

    Martyr, Medicine, Monsoon, Portal, Protean, Psychopomp, Purity, Qlippoth

    Rage, Resolve, Restoration, Resurrection, Revolution, Riots, Rites, Rivers, Season

    Self-Realization, Smoke, Souls, Tactics, Thievery, Toil, Trade, Traps, Tyranny, Undead


    --Edit--
    This information detailing Sub-domain is out of date because I added in the gods I noted I would though many of the gods could use changes, suggestions and more from those willing too aid
    Last edited by Vknight; 2017-10-31 at 09:14 AM. Reason: This information is out of date because I added in the gods I noted I would
    Check Out
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    Spoiler
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  7. - Top - End - #7
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Re: Vknight's Big Setting with No Name

    So talking numbers I.E. the number of Deities
    Alignments that can/could use more deities, I am aiming at for this 5 or 6 deities per alignment
    4 or 5 More Lawful Good Deities
    2 or 3 More Chaotic Good Deities
    3 or 4 More Lawful Evil Deities
    1 or 2 More Neutral Evil Deities
    2or 3 More Chaotic Evil Deities

    Lawful Neutral can have one Deity shuffled too Lawful Evil or Lawful Good potentially as it has 7
    Chaotic Neutral is fine with deities, having currently 6.
    True Neutral has 9 deities and am unsure if any could be move to another alignment or shuffled into another god.

    In total that is 45 or 54 Total Deities

    ----------------------

    For additional reference and those wishing to contribute by making organizations; include the following details

    Name, Influence, Leadership, Type, Reputation, Size, Age, Motivation, Stability.
    Enemies & Allies
    Resources
    Lair/Stronghold : Quality, Location, Interior, Guards, Traps(if any), and Dungeon(if any)
    Joining Requirements?
    Members; And Identifying Detail(s) : Common Trait?
    Other Notes

    ---------------------

    All help in this project from ideas, suggestions to other details is greatly appreciated in making this baby shine as a setting, thank you and have a wonderful day.

    --Edit--
    This information is out of date because I added in the gods I noted I would
    Last edited by Vknight; 2017-10-31 at 09:15 AM. Reason: This information is out of date because I added in the gods I noted I would
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    Spoiler
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  8. - Top - End - #8
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
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    Default Re: Vknight's Big Setting with No Name

    Spoiler: Military; Details
    Show
    Military Wise Dividing Up Armies; The number of soldiers, the term for that, and the usual highest ranking person commanding such a division.
    640,000 Soldiers = Army Region = Commanded by a 6-Star General
    160,000 Soldiers = Army Group = Commanded by a Field Marshal
    80,000 Soldiers = 1 Field Army = Commanded by a General
    20,000 to 40,000 Soldiers = Corps = Commanded by a Lieutenant General
    10,000 to 15,000 Soldiers = Legion = Commanded by a Major General
    2,000 to 4,000 Soldiers = Regiment = Commanded by a Brigadier General
    300 to 800 Soldiers = Battalion = Commanded by a Colonel
    80 to 120 Soldiers = Company = Commanded by a Captain
    15 to 30 Soldiers = Platoon = Commanded by a Lieutenant
    8 to 12 Soldiers = Squad = Commanded by a Sergeant
    3 to 4 Soldiers = Fire team = Commanded by a Corporal

    Spoiler: More Deity Domain Notes
    Show

    Too start with number wise I think we need, Deity wise; 12 or 17 Total More.

    At least each of these Domains needs that number
    3 Divination Deities
    1 Glory Deity
    1 Healing Deity
    1 Liberation Deity
    1 Luck Deity
    1 Madness Deity
    1 Magic Deity
    1 Protection Deity
    1 Repose Deity
    1 Travel Deity
    1 Trickery Deity
    1 Weather Deity


    Spoiler: A Generic Map of the Continent
    Show
    Enjoy this and hopefully it helps others make it up Yes I realized I messed up and didn't include Amazon on the map... fixing that, anyways hope this helps give a general layout
    Last edited by Vknight; 2017-10-28 at 07:00 PM.
    Check Out
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    Spoiler
    Show
    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  9. - Top - End - #9
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Re: Vknight's Big Setting with No Name

    Spoiler: Random Demographic Calculation Stuff
    Show
    I was working on demographics too get a general feel for the nations population numbers so I went with these numbers for a way too figure out cause census data.
    This was mostly me being bored and I doubt I will apply it on a broad scale too the setting but will can could/can help with towns, and cities

    Most Nations are 'Mixed'; so 55%-to-79% of the population is one primary race.

    Some are instead of that 'Isolated', or otherwise close bordered which means there primary race makes up 80%-to-96% of there population.

    Heavily integrated and diversified nations the primary race is 37%-to-54% of there population.

    Of course this is just one aspect/part of the big picture as that lets us figure out numbers, in a helpful way and of course towns and cities near borders or other major centers would show greater diversity then the surrounding area.

    So if you want too figure out the percentage of other races here you go.
    Isolated : 2%-to-10% is one race : 1%-to-5% is one race : 1%-to-5% is a mixture of the various other races : The general idea is 50 percent of the remaining population is one race, 25 percent another and the final 25 represents a coalition of various races

    Mixed : 9%-to-21% : 5%-to-10% : 3%-to-6% : 2%-to-4% : 1%-to-2% : 1%-to-2% is the mixture of various other races

    Integrated : 16%-to-20% : 12%-to-18% : 7%-to-10% : 5%-to-7% : 3%-to-5% : 2%-to-3% is the mixture of various other races


    As I am planning too run and use this, setting with the d20 and more importantly Pathfinder.
    So going too go into detail with all of the races, excluded archetypes of the classes, and various race changes and other notes.
    Spoiler: The Various Races
    Show
    With notes on.
    Changes too age they reach adulthood, lifespan, changes in racial abilities, favored class bonuses and more.
    This section will be getting periodically updated throughout
    The normal swaps on racial traits are allowed this is just including ones specific to the setting and certain changes of the base race.

    Spoiler: Aasimar
    Show
    Aasimar
    Adulthood : 30years
    Intuitive : 4d6years
    Self-Taught : 6d6years
    Trained : 8d6years

    Middle Age[175] : Old[225] : Venerable[300] : Maximum[300 + 6d100]

    Male : Height, 5'2" + 2d8inches : Weight, 110lbs + (2d8 * 5)
    Female : Height, 5'2" + 2d8inches : Weight, 90lbs + (2d8 * 5)

    All Aasimar swap the 'Skilled' trait for the 'Truespeaker' trait


    Spoiler: Beastfolk
    Show
    Beastfolk : Catfolk, Kitsune, Ratfolk, Tengu, Vanara
    All beastfolk age around the same rate and are different to Harpies

    Adulthood : 14years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6years

    Middle Age[35] : Old[46] : Venerable[60] : Maximum[65 + 1d100]

    Catfolk : Height, 4'8" + 2d8inches : Weight, 100lbs + (2d8 * 5)
    Dogfolk : Height, 4'10" + 2d8inches : Weight, 110lbs + (2d8 * 5)
    Kitsune : Height, 4'5" + 2d8inches : Weight, 92lbs + (2d8 * 5)
    Ratfolk : Height, 3'5" + 2d3inches : Weight, 56lbs + (2d4 * 3)
    Tengu : Height, 3'10" + 2d6inches : Weight, 90lbs + (2d6 * 3)
    Vanara : Height, 4'8" + 2d8inches : Weight, 105lbs + (2d8 * 5)

    Dogfolk, have the same racial traits as Catfolk but swap the Dexterity[+2] for Constitution[+2]


    Spoiler: Changelings
    Show
    Changelings
    Adulthood : 15years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6years

    Middle Age[45] : Old[60] : Venerable[80] : Maximum[85 + 2d20]

    Female : Height, 4'1" + 2d6inches : Weight, 85lbs + (2d4 * 5)

    Changelings that's parent is a Sea Hag must take the 'Oceans Daughter' trait


    Spoiler: Drow
    Show
    Drow
    Adulthood : 75years
    Intuitive : 4d6years
    Self-Taught : 6d6years
    Trained : 8d6years

    Middle Age[200] : Old[275] : Venerable[375] : Maximum[400 + 4d100]

    Male : Height, 5'0" + 2d6inches : Weight, 90lbs + (2d8 * 5)
    Female : Height, 5'4" + 2d8inches : Weight, 105lbs + (2d8 * 5)

    All Drow swap 'Spell-Like Abilities' trait with the 'Darklands Stalker' trait
    Drow can swap 'Poison Use' trait for Sprinter or Stonecunning


    Spoiler: Dwarves
    Show
    Dwarf
    Adulthood : 30years
    Intuitive : +2d6years
    Self-Taught : +3d6years
    Trained : +5d6years

    Middle Age[125] : Old[200] : Venerable[300] : Maximum[325 + 2d100]

    Male : Height, 3'10" + 2d4inches : Weight, 150lbs + (2d4 * 7)
    Female : Height, 3'6" + 2d4inches : Weight, 130lbs + (2d4 * 7)

    All Dwarves must swap Defensive Training & Hatred for 'Lasting Grudge'


    Spoiler: Elves
    Show
    Elf
    Adulthood : 50years
    Intuitive : +2d6years
    Self-Taught : +5d6years
    Trained : +10d6years

    Middle Age[375] : Old[500] : Venerable[650] : Maximum[700 + 4d100]

    Male : Height, 5'6" + 2d8inches : Weight, 110lbs + (2d8 * 3)
    Female : Height, 5'4" +1d8inches + 1d6inches : Weight, 95lbs + (2d6 * 3)

    Elves cannot take the 'Dreamspeaker' racial trait


    Spoiler: Fetchling
    Show
    Fetchling
    Adulthood : 20years
    Intuitive : 1d6years
    Self-Taught : 2d6years
    Trained : 3d6years

    Middle Age[60] : Old[90] : Venerable[120] : Maximum[125 + 3d20]

    Male : Height, 5'4" + 2d6inches : Weight, 90lbs + (2d6 * 5)
    Female : Height, 5'2" + 2d6nches : Weight, 80lbs + (2d6 * 5)

    Fetchlings lose there Spell-Like abilities racial trait this is not replaced with anything


    Spoiler: Gillmen
    Show
    Gillmen
    Adulthood : 20years
    Intuitive : 1d6years
    Self-Taught : 2d6years
    Trained : 3d6years

    Middle Age[60] : Old[95] : Venerable[125] : Maximum[125 + 3d10]

    Male : Height, 4'10" + 2d10inches : Weight, 120lbs + (2d10 * 5)
    Female : Height, 4'6" + 2d10inches : Weight, 85lbs + (2d10 * 5)



    Spoiler: Gnomes
    Show

    Gnome
    Adulthood : 15years
    Intuitive : 4d6+2years
    Self-Taught : 6d6+5years
    Trained : 9d6+10years

    Middle Age[75] : Old[110] : Venerable[125] : Maximum[150 + 6d20]

    Male : Height, 2'10" + 2d4inches : Weight, 35lbs + 2d4
    Female : Height, 2'10" + 2d4inches : Weight, 35lbs + 2d4

    Gnomes cannot take the 'Darkvision' racial trait
    All Gnomes must swap 'Gnome Magic' and 'Illusion Resistance' for the 'Pyromaniac' racial trait


    Spoiler: Goblins
    Show
    Goblin
    Adulthood : 12years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6years

    Middle Age[22] : Old[30] : Venerable[40] : Maximum[45 + 2d6]

    Male : Height, 2'6" + 2d4inches : Weight, 30lbs + (2d4)
    Female : Height, 2'4" + 2d4inches : Weight, 25lbs + (2d4)

    All Goblins swap the 'Skilled' trait with the 'Eat Anything' racial trait


    Spoiler: Half-Elves
    Show
    Half-Elf
    Adulthood : 20years
    Intuitive : 1d6years
    Self-Taught : 2d6years
    Trained : 3d6years

    Middle Age[200] : Old[275] : Venerable[360] : Maximum[375 + 3d20]

    Male : Height, 5'2" + 2d8inches : Weight, 95lbs + (2d8 * 5)
    Female : Height, 5'1" + 2d8inches : Weight, 95lbs + (2d8 * 5)

    Half-Elves must swap the trait 'Adaptability' with one of the following traits instead, 'Ancestral Arms', 'Dual Minded', or 'Integrated'


    Spoiler: Half-Orc's
    Show
    Half-Orc
    Adulthood : 14years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6years

    Middle Age[100] : Old[150] : Venerable[200] : Maximum[200 + 3d100]

    Male : Height, 4'10" + 2d12inches : Weight, 150lbs + (2d12 * 7)
    Female : Height, 4'5" + 2d12inches : Weight, 110lbs + (2d12 * 7)

    Half-Orcs must decide if they were raised in a mixed, orc, or human community.

    If raised in a Human community the Half-Orc must take the 'City-Raised' racial trait

    If raised in a Orc community the Half-Orc must take the 'Acute Darkvision' or Bestial' racial trait

    If raised in a Mixed community the Half-Orc must take the 'Sacred Tattoo' racial trait, and only Half-Orcs raised in such a community can take this trait


    Spoiler: Halflings
    Show

    Halfling
    Adulthood : 20years
    Intuitive : 2d4years
    Self-Taught : 3d6years
    Trained : 4d6years

    Middle Age[45] : Old[75] : Venerable[100] : Maximum[95 + 5d20]

    Male : Height, 2'9" + 2d4inches : Weight, 30lbs + (2d4)
    Female : Height, 2'6" + 2d4inches : Weight, 25lbs + (2d4)

    Halflings must take the 'Polyglot' racial trait.


    Spoiler: Humans
    Show
    Human
    Adulthood : 15years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6+1years

    Middle Age[35] : Old[53] : Venerable[72] : Maximum[73 + 2d20]

    Male : Height, 4'11" + 2d10inches : Weight, 120lbs + (2d10 * 5)
    Female : Height, 4'6" + 2d10inches : Weight, 85lbs + (2d10 * 5)

    -Amazon Changes from Base Human
    Male : Height, 5' + 2d10inches : Weight, 125lbs + (2d10 * 5)
    Female : Height, 4'9" + 2d10inches : Weight, 95lbs + (2d10 * 5)

    Swap 'Human Heritage' with 'Standard' : Amazon's gain Strength[+2], Charisma[+2], and Intelligence[-2]


    Spoiler: Ifrit
    Show
    Ifrit
    Adulthood : 50years
    Intuitive : 3d6years
    Self-Taught : 6d6years
    Trained : 9d6years

    Middle Age[50] : Old[75] : Venerable[150] : Maximum[225 + 6d10]

    Male : Height, 5'2" + 2d8inches : Weight, 110lbs + (2d8 * 5)
    Female : Height, 5'0" + 2d8inches : Weight, 90lbs + (2d8 * 5)

    Ifrit can swap the 'Spell-Like Ability' racial trait for Illusion Resistance


    Spoiler: Kobolds
    Show
    Kobold
    Adulthood : 14years
    Intuitive : 1d4years
    Self-Taught : 2d6years
    Trained : 2d6+1years

    Middle Age[20] : Old[30] : Venerable[40] : Maximum[25 + 5d100]

    Male : Height, 2'4" + 2d4inches : Weight, 20lbs + (2d4)
    Female : Height, 2'6" + 2d4inches : Weight, 25lbs + (2d4)

    Kobolds no longer get 'Greater Weakness' for there ability score modifier but instead get 'Weakness'


    Spoiler: Merfolks
    Show
    Merfolk
    Adulthood : 15years
    Intuitive : 1d4years
    Self-Taught : 2d6years
    Trained : 3d6years

    Middle Age[35] : Old[53] : Venerable[70] : Maximum[70 + 2d20]

    Male : Height, 5'10" + 2d10inches : Weight, 145lbs + (2d10 * 5)
    Female : Height, 5'8" + 2d10inches : Weight, 135lbs + (2d10 * 5)

    All Male Merfolk must take the 'Strongtail' Racial Trait
    All Female Merfolk must take 'Darkvision' Racial Trait


    Spoiler: Orcs
    Show
    Orc
    Adulthood : 13years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6+2years

    Middle Age[20] : Old[30] : Venerable[45] : Maximum[45 + 2d10]

    Male : Height, 5'2" + 2d12inches : Weight, 160lbs + (2d12 * 7)
    Female : Height, 4'9" + 2d12inches : Weight, 120lbs + (2d12 * 7)

    Orcs are divided into 3 Sub-Races; The Green, The Grey, and The Beasts

    The Green
    Trade 'Paragon' for 'Standard' and lose 'Light Sensitivity' racial trait
    The Green gain; Constitution[+2], Charisma[+2], Wisdom[-2]

    The Grey
    Trade 'Paragon' for 'Standard' and gain 'Hatred' racial trait. The Hatred is too Outsiders(Chaotic), and Humanoid(Goblin)
    The Grey gain; Strength[+2], Wisdom[+2], Dexterity[-2]

    The Beasts
    Lose Weapon Familiarity and gain the 'Carrion Sense' racial trait and the 'Bite' racial trait
    Beasts gain the 'Light Blindness' racial trait instead of the 'Light Sensitivity' Racial trait
    Beasts gain the 'Slow' racial trait instead of the base
    Beasts gain the 'Climb' racial trait


    Spoiler: Oread
    Show

    Oread
    Adulthood : 50years
    Intuitive : 4d6years
    Self-Taught : 6d6years
    Trained : 8d6years

    Middle Age[150] : Old[200] : Venerable[250] : Maximum[300 + 5d100]

    Male : Height, 4'0" + 2d6inches : Weight, 150lbs + (2d6 * 7)
    Female : Height, 3'9" + 2d6inches : Weight, 120lbs + (2d6 * 7)


    Spoiler: Strix
    Show
    Strix : I.E. Harpies
    Adulthood : 13years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6years

    Middle Age[50] : Old[90] : Venerable[125] : Maximum[125 + 2d100]

    Male : Height, 5'4" + 2d8inches : Weight, 125lbs + (2d8 * 5)
    Female : Height, 5'2" + 2d8inches : Weight, 115lbs + (2d8 * 5)

    Strix have the 'Standard' languages racial trait instead of the 'Xenophobic' racial trait
    Strix gain; Dexterity[+2], Wisdom[+2], Charisma[-2]
    Strix lose the Hatred racial trait and gain either; 'Integrated', 'Stalker', or 'Sprinter' racial trait


    Spoiler: Suli
    Show
    Suli
    Adulthood : 16years
    Intuitive : 1d4years
    Self-Taught : 1d6years
    Trained : 2d6years

    Middle Age[200] : Old[400] : Venerable[700] : Maximum[700 + 3d100]

    Male : Height, 4'6" + 2d10inches : Weight, 85lbs + (2d10 * 5)
    Female : Height, 4'10" + 2d8inches : Weight, 120lbs + (2d8 * 5)


    Spoiler: Sylph
    Show
    Sylph
    Adulthood : 50years
    Intuitive : 2d6years
    Self-Taught : 4d6years
    Trained : 6d6years

    Middle Age[200] : Old[250] : Venerable[300] : Maximum[300 + 6d100]

    Male : Height, 5'2" + 2d8inches : Weight, 100lbs + (2d8 * 5)
    Female : Height, 5'0" + 2d8inches : Weight, 90lbs + (2d8 * 5)

    Sylphs gain the 'Fleet-Footed' racial trait


    Spoiler: Tiefling
    Show

    Tiefling
    Adulthood : 30years
    Intuitive : 4d6years
    Self-Taught : 6d6years
    Trained : 8d6years

    Middle Age[150] : Old[250] : Venerable[300] : Maximum[300 + 6d100]

    Male : Height, 5'0" + 2d8inches : Weight, 115lbs + (2d8 * 5)
    Female : Height, 4'10" + 2d8inches : Weight, 90lbs + (2d8 * 5)

    Tieflings cannot take, 'Maw of Claw', 'Scaled Skin', or 'Vestigal Wings' racial traits, but gain 'Fiendish Heritage' as a bonus feat


    Spoiler: Undine
    Show
    Undine
    Adulthood : 50years
    Intuitive : 3d6years
    Self-Taught : 5d6years
    Trained : 7d6years

    Middle Age[225] : Old[250] : Venerable[275] : Maximum[250 + 5d100]

    Male : Height, 4'10" + 2d10inches : Weight, 120lbs + (2d10 * 5)
    Female : Height, 4'5" + 2d10inches : Weight, 85lbs + (2d10 * 5)

    All Undine trade the 'Spell-Like Ability' racial trait for 'Amphibious' racial trait
    All Undine gain the racial trait 'Terrain Chameleon' and 'Low-Light Vision' in addition to there normal traits and without having too lose there 'Energy Resistance' racial trait
    Last edited by Vknight; 2017-10-29 at 02:34 PM.
    Check Out
    Check out my youtube channel just click here and enjoy?

    Spoiler
    Show
    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  10. - Top - End - #10
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Re: Vknight's Big Setting with No Name

    So what about the other major Pathfinder races?

    Spoiler: Additional Race Notes
    Show
    Spoiler: Dhampirs
    Show
    Dhampirs
    Are complicated.
    Dwarf Dhampirs; Gain the 'Slow' racial trait and lose the 'Light Sensitivity' racial trait

    Elf Dhampirs; Gain 'Elven Immunities' racial trait, and lose the 'Spell-Like Ability' racial trait and 'Light Sensitivity' racial trait

    Halfling Dhampirs; Are Small sized.
    Halfling Dhampirs exchange there 'Skill Bonus(Bluff)' racial trait for the 'Skill Bonus(Acrobatics)' racial trait
    Halfling Dhampires lose the 'Light Sensitivity' racial trait and gain the 'Slow' racial trait

    Human Dhampirs; Lose 'Spell-Like Ability', and 'Light Sensitivity' racial trait, that most Dhampirs have

    Orc Dhampirs; Only come from Green, Grey, or Half-Orcs Orcs.
    Orc Dhampirs change the Dexterity[+2] to a Strength[+2]
    Orc Dhampirs can exchange there 'Skill Bonus(Bluff)' racial trait for the 'Weapon Familiarity' racial trait for orcs



    Spoiler: Duergar : I.E Low Dwarves
    Show
    Duergar
    Just use Dwarf statistics, and are not considered there own race, they are just dwarves.


    Hobgoblins : Do not exist, simple as that

    Gripplis : Do not exist, simple as that

    Nagaji : I do not have a stance on the Nagaji yet at this time on whether they would or will be in the setting

    Samsarans : Do not exist, simple as that

    Svirfneblin : Just use Gnome stats much like Duergar's with Dwarves

    Vishkanyas : I do not have a stance on the Vishkanyas yet at this time on whether they would or will be in the setting

    Wayangs : Do not exist, simple as that
    Check Out
    Check out my youtube channel just click here and enjoy?

    Spoiler
    Show
    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: Vknight's Big Setting with No Name

    Gun Technology Level
    Firearms are in a mix of the Emerging Guns and Commonplace Guns era.
    Early Firearms costs 25% and are considered Martial Weapons
    Modern Firearms are still Exotic Weapons

    Fluff details for the various kingdoms, gods and more too come in the coming week for fleshing out the whole of the setting
    Last edited by Vknight; 2017-11-01 at 03:45 PM. Reason: I found the initial use of the post stupid and turned it towards addressing the, Gun Technology and other things
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

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    Default Re: Vknight's Big Setting with No Name

    Two quick thoughts, as I don't have time to read it all now (lunch hour is nearly over.) The population seems really large; your total area is moderately bigger than Russia, but you population is bigger than our whole world prior to the 19th century.

    It seems like an awful lot of gods.

    I'll read the rest later.
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    BlackDragon

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    Default Re: Vknight's Big Setting with No Name

    Quote Originally Posted by jqavins View Post
    Two quick thoughts, as I don't have time to read it all now (lunch hour is nearly over.) The population seems really large; your total area is moderately bigger than Russia, but you population is bigger than our whole world prior to the 19th century.

    It seems like an awful lot of gods.

    I'll read the rest later.
    Fair enough on the population details but its way bigger then Russia. Dude russia is only 17.1million square KILOMETERS and this continent is 19.23million square Miles. Putting my setting into Square Kilometers its a heft 49.8million square Kilometers that is almost three times the size of Russia

    At such a huge size its acceptable.
    As for the population I do agree it is rather extravagant at this time but then again using Westero's as example in a far less magical setting its total population is somewhere are 40 Million.
    At half the size and without the advent of gunpowder.

    Yeah I do agree which is where I'm debating on the god's and deities how I see they could be changed or reduced down in some fashion. In part probably from expanding some of there domains

    -----------------------------

    Needed too split the Evil Deities off from good and neutral deities because I hit the word count of all things... I didn't even know there was one!

    Spoiler: Evil Deities
    Show

    Spoiler: Lawful Evil Deities
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    Spoiler: Abloche
    Show
    Name; Abloche
    Alignment; Lawful Evil
    Domains; Animal, Darkness, Evil, Law
    Sub-Domains; Devil, Fear, Fur, Night, Tyranny
    Favored Weapon; Warhammer
    Symbol; A disc with a panther wearing a crown with a ring of sapphires upon it
    Sacred Animal; Panther
    Sacred Colours; Sapphire-Blue, and Silver
    Areas of Concern/General Portfolio Notes;

    Appearance; A red devil looking warrior with a gold crown and a heavy cloak made from a panther, on his hands are rings made of mithril with sapphire gemstones, her figure looks as a fearsome panther of the night

    Clergy; Looks too Clerics as the great noble leadership of his church. The night men all wear fur cloaks of the greatest animal they have hunted, one must maintain and keep order within the darkness even if it is tyrannical in nature

    Temples; Are tall spires and rising cold buildings part castle and part temple

    Holy Texts; 'Lawful Tyranny'

    Holidays; There are 3 holidays, each dedicated to an aspect of control and rulership based on the phases of the moon shifting too the new moon

    Organizations;


    Spoiler: Inases
    Show
    Name; Inases
    Alignment; Lawful Evil
    Domains; Evil, Death, Law, Plants
    Sub-Domains; Corruption, Legislation, Murder, Thorns
    Favored Weapon; Battleaxe
    Symbol; A thorn covered gavel
    Sacred Animal; Bull
    Sacred Colours; Emerald and Deep Black
    Areas of Concern/General Portfolio Notes;

    Appearance; Looks like a huge judge with a pair of grand bull horns wearing a judges tunic with rolling emerald horned vines as hair

    Clergy; Values Clerics and Inquisitors as judges and legislation, both jury and executioner in time. Exploiting and corrupting the use of the legal system only when needed but always only too your own benefit. Failure in your corrupting twisting thorns of the law is a great scar too these holy men.

    Temples; Temples are strong powerful halls use as jails and for handling trials, they are big bulky building with rose gardens around the building.

    Holy Texts; The Rose Law

    Holidays; None

    Organizations; 'Rose Judges'


    Spoiler: Ranomercio
    Show
    Name; Ranomercio
    Alignment; Lawful Evil
    Domains; Evil, Law, Travel, Weather
    Sub-Domains; Devil, Seasons, Trade, Tyranny
    Favored Weapon; Waveblade
    Symbol; A crown with a rolled scroll and in each of the corners is a symbol too a season
    Sacred Animal; Serpent
    Sacred Colours; Green or Brown
    Areas of Concern/General Portfolio Notes;

    Appearance; A twisting humanoid often depicted as a drow, though sometimes depicted as a goblin and/or orc. They are only clothed in serpents representing the seasons no matter there form

    Clergy; Values Inquisitors for there aid in controlling the law, order and travel, well at the other hand Clerics are the wardens of the weather and seasons

    Temples; Are wide open temples with each of the corners of the place corresponding too one of the seasons and used as a large market at times for those

    Holy Texts; 'The Four Traveling Seasons' sometimes divided into 'Springs Beginning', 'Summers Trade', 'Autumns Law', and 'Winters End'

    Holidays; 4, one for the start at each of the Seasons for two days

    Organizations; '4 Season Merchant Band'


    Spoiler: Tierranios
    Show
    Name; Tierranios
    Alignment; Lawful Evil
    Domains; Artifice, Earth, Evil, Law
    Sub-Domains; Caves, Construct, Daemon, Kyton
    Favored Weapon; Flail
    Symbol; A dark cave with glowing eyes noticeable border with a chain
    Sacred Animal; Boars
    Sacred Colours; Stone Grey
    Areas of Concern/General Portfolio Notes;

    Appearance; A large twisting being made of chains with huge boar tusks made of stone

    Clergy; Collects Inquisitors as there primary way of spreading the word, scripture and unit of there teaching well clerics are the rare few deemed strong, or worthy enough to be given such complete power and artistic control

    Temples; Carved stone the interior of these large buildings imitates a mixture of cave and art gallery

    Holy Texts; The very same wall include the scripture called the boars truth

    Holidays; A single week long holiday too the arts

    Organizations; 'The Iron Artists'


    Spoiler: Aciótec
    Show
    Name; Aciótec
    Alignment; Lawful Evil
    Domains; Community, Evil, Law, Protection
    Sub-Domains; Cooperation, Devil, Fortification, Kyton
    Favored Weapon; Halberd
    Symbol; A shield wrapped with chains
    Sacred Animal; Eagle
    Sacred Colours; White and Blue
    Areas of Concern/General Portfolio Notes;

    Appearance; A human female with smooth armour of a Damascus pattern forged together from chains created in a great cooperative effort

    Clergy; Collects powerful clerics few of number too fortify and unite the cooperative creative elements creating a strong united front from

    Temples; The strong solid temples are built with the whole of the community working together building strong solid walls to fortify and make powerful armoured temples grand united monuments

    Holy Texts; The Chained Truth

    Holidays; 3 Major Holidays, 1st for the town/cities founding, 2nd for the creation of the temple, and 3rd for the first time the temple rebuked attackers successfully

    Organizations;


    Spoiler: Neutral Evil Deities
    Show
    Spoiler: Doártir
    Show
    Name; Doártir
    Alignment; Neutral Evil
    Domains; Charm, Evil, Fire, Nobility
    Sub-Domains; Arson, Fear, Leadership, Lust, Martyr
    Favored Weapon; Whip
    Symbol; A roaring lions head coloured orange and black
    Sacred Animal; Lion
    Sacred Colours; Orange and Black
    Areas of Concern/General Portfolio Notes; Is the evils of a martyr for a cruel cause the creation of fear too rule as nobles and the corruption of one's own lust for power. A dangerous force representing fear and self destructive impulses being levered for selfish reasons

    Appearance; A large lion like catfolk creature wearing a lordly robe whose eyes are missing with shallow open festering wounds all across his form

    Clergy; Holds too only using Clerics unless necessary those who fall must be martyrs and avenged by the honorable leadership of said Clerics, and deadly Inquisitors destroying and burning those who would harm them... or burning those they claimed have destroying and burning there opposition with a regal authority

    Temples; Easily burned buildings too claim any destruction is an assault or affront by any other deities with a cruelty

    Holy Texts; The Martyred Warrior

    Holidays; None as Martyrs should only celebrate after they are avenged from atrocity

    Organizations;


    Spoiler: Malestrellas
    Show
    Name; Malestrellas
    Alignment; Neutral Evil
    Domains; Evil, Luck, Void, War
    Sub-Domains; Curse, Daemon, Duels, Stars
    Favored Weapon; Star-knife
    Symbol; A knife along the backdrop of a field of stars
    Sacred Animal; Bat
    Sacred Colours; Black, and Gold
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a great black bat like creature with with sharp knife like claws there wings sparkle with flecks of gold like the great starry sky

    Clergy; The Antipaladins are more honorable duelists then most though not very common. His Inquisitors are enforcers and duelists dancing along in the night sky. The clerics of Malestrellas are those who curse, torment and strike out with cruelty to those who oppose the Night Lord of the twilight sky

    Temples; All have an open area at the center with a grand dueling area with no roof looking up too the nightsky at each of these

    Holy Texts; 'The Night Lord of the Twilight Sky'

    Holidays; Any eclipse is a holiday for the next 3 days after it has happened and also has 2 major holidays. 1 is honor of duels and controlled war, and the other too the longest night of the year

    Organizations; 'The Twilight Lords'


    Spoiler: Nuaciento
    Show
    Name; Nuaciento
    Alignment; Neutral Evil
    Domains; Evil, Luck, Plant, Trickery
    Sub-Domains; Fear, Growth, Imagination, Innuendo
    Favored Weapon; Greatsword
    Symbol; A ring with two red eyes and snarling teeth at its center
    Sacred Animal; Ferret
    Sacred Colours; Sandy Brown
    Areas of Concern/General Portfolio Notes;

    Appearance; A tall female elf though sometimes depicted as a wanderer with over exaggerated traits to her domains

    Clergy; Only has female clerics and only those who have been mothers. Her Antipaladins can be other either gender though she favors men. As the secretive and trickster element in which she see's herself Inquisitors are only females as with Clerics

    Temples; Are one part nursery and one part majestic gardens for its worshipers they are soft warm building

    Holy Texts; Has a collection of texts, and poems full of innuendo and teaching of accepting and guiding budding artists

    Holidays; The head clerics birthday and Nuaciento's day of apotheosis

    Organizations; 'Red Lotus Wives'


    Spoiler: Drarío
    Show
    Name; Drarío
    Alignment; Neutral Evil
    Domains; Evil, Scalykind, Water, Weather
    Sub-Domains; Daemon, Dragon, Monsoon, Rivers
    Favored Weapon; Spiked Gauntlet
    Symbol; A spiked gauntlet in water
    Sacred Animal; Manta Ray
    Sacred Colours; Sapphire and Deep Green
    Areas of Concern/General Portfolio Notes;

    Appearance; A long serpentine daemonic looking dragon with large thin whiskers and great sapphire scales with deep green highlights, and of no distinct gender

    Clergy; Most often finds worshipers in Kobolds and Merfolk not common but they are there most surplus worshipers

    Temples; Are simple structures built along rivers and ponds often far from the sea and built too be a part of the environment to which it exists in.

    Holy Texts; The River Kings Word

    Holidays; The 3rd New Moon, Blue Moons and the start of Monsoon seasons are the primary festivals

    Organizations; 'Ocular River Wanderers'


    Spoiler: Malnoci
    Show
    Name; Malnoci
    Alignment; Neutral Evil
    Domains; Divination, Evil, Glory, Knowledge
    Sub-Domains; Aeon, Daemon, Honor
    Favored Weapon; Dueling Dagger
    Symbol; A pair of crossed daggers with a sealed book between them
    Sacred Animal; Owl
    Sacred Colours; None
    Areas of Concern/General Portfolio Notes;

    Appearance; A tall spindly figure wearing a simple scholars outfit, with silver-grey skin and rolling curling black hair

    Clergy; Values Inquisitors of agents too guide protect and keep people knowledge of the right things well Clerics provide divination and knowledgeable council to those seeking it. Antipaladins are rare in his ranks most often seen and used as leaders for small armies in wars

    Temples; Are simple places built in a location too put it between areas of knowledge and combat often including there own small libraries and walls to depict glorious deeds

    Holy Texts; Of Honour and Knowledge

    Holidays; Each temple has 3 common holidays with 1 determined by a great deed of the local clergy as a fourth

    Organizations;


    Spoiler: Chaotic Evil Deities
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    Spoiler: Locura
    Show
    Name; Locura
    Alignment; Chaotic Evil
    Domains; Chaos, Evil, Madness, War
    Sub-Domains; Blood, Cannibalism, Demon, Insanity
    Favored Weapon; Dogslicer
    Symbol; A blood coated Dogslicer blade
    Sacred Animal; Moose
    Sacred Colours; Blood Red and Pink
    Areas of Concern/General Portfolio Notes;

    Appearance; Is a beautiful female figure most often described as looking like a halfling(though sometimes as a human) her hair a deep crimson with lips red as rubies she stands graceful with a hooked curved meat hacking blade dangling from her waist she only wears a loose fitting opaque dress sewn of fibers made from skin

    Clergy; Come in all shapes Locura and forms with her favored clerics being the most common. Her antipaladins most often acting less as clergy and more as conduits of the goddess's own insanity

    Temples; Are often also abattoirs/funeral homes, they care treat and handle meats of various sorts too be consumed in various holy meals. This means they are often near the edge of the city/town or a short distance from it

    Holy Texts; 'Bloodletting', 'Consumption'

    Holidays; Each meal should be a celebration with family. A day of rest when one loses them too prepare a feast and partake of there blood and flesh. The mad goddess makes her decree

    Organizations; 'Theurgists of the Flesh Rites'


    Spoiler: Sedsol
    Show
    Name; Sedsol
    Alignment; Chaotic Evil
    Domains; Chaos, Earth(Mountains), Evil, Sun
    Sub-Domains; Corruption, Entropy, Revelation, Thirst
    Favored Weapon; Chakram
    Symbol; A burning mountain
    Sacred Animal; Camel
    Sacred Colours; A faded-Orange
    Areas of Concern/General Portfolio Notes; She values that mortals know of thirst, entropy and suffer in this revelation

    Appearance; Is a tall pale figure her body is sickly shaking with exhaustion from thirst and age

    Clergy; Are most often Inquisitors too hunt and destroy as agents of entropy. With a love of Antipaladins too sow corruption poison and force the burden of thirst.

    Temples; Has no major organized temples instead seeking too corrupt pervert and bring about ends too communities near hot communities

    Holy Texts; Boiling Eye of Blazing Revelation

    Holidays; None as Holidays breed complacency in one seeking revelation.

    Organizations; The Desert Wardens


    Spoiler: Aostica
    Show
    Name; Aostica
    Alignment; Chaotic Evil
    Domains; Chaos, Evil, Strength, War
    Sub-Domains; Demon, Qlippoth, Self-Realization, Tactics
    Favored Weapon; Bastard Sword and Whip
    Symbol; A demonic sword with coiling banners around it
    Sacred Animal; Elephant
    Sacred Colours; Grey and Red
    Areas of Concern/General Portfolio Notes;

    Appearance; A tall warrior with a whip at his side and a large curved blade in, a mix of orc, elf, and human. He has a shaved head with swirling grey eyes

    Clergy; Are traveling mercenary/warband priests they are based on what the army needs and what they are made of meaning the many have the upper hierarchy being Antipaladins or Clerics depending on the warbands leading warriors

    Temples; Tents set up by his warbands

    Holy Texts; The Cant of War

    Holidays; The Feasts after battle are much more grandiose and praising too him glory

    Organizations;


    Spoiler: Nubericho
    Show
    Name; Nubericho
    Alignment; Chaotic Evil
    Domains; Air, Chaos, Evil, Liberation
    Sub-Domains; Cloud, Demon, Self-Realization, Whimsy
    Favored Weapon; Chain Spiked
    Symbol; A Ouzel upon a cloud
    Sacred Animal; Ouzel
    Sacred Colours; Dark Grey
    Areas of Concern/General Portfolio Notes;

    Appearance; A large winged humanoid with 3 sets of wings for a total of 6 wings. I set of a brilliant white, one a deep and dark grey, and the last a tawny brown.

    Clergy; Has many antipaladins and inquisitors enforces and liberators for there own whimsy though not uncommon his clerics are much less numerous

    Temples; Are often singular towers tall majestic monoliths reaching up too the sky

    Holy Texts; Fanciful Thought and Freedom of Burden

    Holidays; Has a week long festival dedicated too whimsy, liberation, and self-realization

    Organizations; The Chain Breakers


    Spoiler: Sadirullaci
    Show
    Name; Sadirullaci
    Alignment; Chaotic Evil
    Domains; Chaos, Evil, Madness, Weather
    Sub-Domains; Corruption, Monsoon, Nightmare, Transformation
    Favored Weapon; Cat-O-Nine Tails
    Symbol; A curled nightmarish cat
    Sacred Animal; Cat
    Sacred Colours; Pink
    Areas of Concern/General Portfolio Notes;

    Appearance; A great feline out of primordial nightmares with a ever shifting swirling vibrant display of twisting coiling rolling spiraling changing hide, form, and shape twisting and corrupting that around it

    Clergy; Unknown those that follow the nightmare feline rarely are more then a few scattered madmen

    Temples; None there twisting coiling curling madness makes such structures futile

    Holy Texts; A clay pressed tablet sometimes called the Nightmare Stone

    Holidays; None

    Organizations; None
    Last edited by Vknight; 2017-11-03 at 04:38 PM.
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

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    Default Re: Vknight's Big Setting with No Name

    Quote Originally Posted by Vknight View Post
    Fair enough on the population details but its way bigger then Russia. Dude russia is only 17.1million square KILOMETERS and this continent is 19.23million square Miles. Putting my setting into Square Kilometers its a heft 49.8million square Kilometers that is almost three times the size of Russia
    Oops, misread the Google result, in exactly the way you seem to have surmised I did.
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    You are completely welcome to use anything I post here, or I wouldn't post it.

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: Vknight's Big Setting with No Name

    Quote Originally Posted by jqavins View Post
    Oops, misread the Google result, in exactly the way you seem to have surmised I did.
    Yeah its fine I bolded it mostly to make it obvious what the issue was in this case.

    Hmmm anyways for later note, for the various nations.

    Name;
    Title;
    Alignment;
    Capital;
    Ruler;
    Government;
    Languages;
    Religions;

    Geography
    History
    Government
    Economy
    Inhabitants
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

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    Default Re: Vknight's Big Setting with No Name

    Some more fluff notes for the nations; nothing as of yet just creating the post

    Spoiler: Amazons
    Show
    Name;
    Title; The Small Plains
    Alignment; Lawful Neutral
    Capital; Caelev
    Ruler; -
    Government; Constitutional Monarchy
    Languages; Common, Elven, Orc
    Religions; 3 to 6

    -Geography-

    -History-
    First founded the rolling location was settled by a small sub-set of humans the cities for it a small thriving creation too survive off from the other nations, away from the wars.
    Or so they would say.
    The Amazons were not settled there because they wished too escape wars started by the other nations but by there own folly in a war they started. Seeing themselves as the rightful rulers of the Red Dunes(Nomad Kingdom) to the south and the orc's to the north they set out too conquer but this disasterous split war fought on two sides could only end in one thing and that was defeat. Crushed disheartened and retreating the few remaining warriors fled to there one remaining territory across the land bridge (Insert Name).
    Calling on magic the queen shattered it splitting them from any would be pursuers. Trapped on an island without industry, major cities and a very hostile wildlife they adapted.
    Over the centuries there people have rebuilt and reworked, though they have few cities they are much like the forts of old a prideful reminder for them of there past a success.
    The tale of being peaceful escaping came from the queens daughter of the time 'Lady Syl'
    They have fought among themselves regularly after being trapped the wars have never been especially bloody in part for fear of destroying themselves.
    The Isle of the Amazons thanks too its higher plateau structure means there are few beaches, and even less that are suitable for life further isolating them, it was not until within the last 50 years that major contact was made too there kingdom.

    Government :
    Economy : Has no major trade routes beyond there borders, or caravans with her people surviving based on there location from being hunters and farmers
    Inhabitants :


    Spoiler: Beastfolk
    Show
    Name;
    Title; The Wild Men's Lands
    Alignment; Chaotic Neutral
    Capital; Beseil
    Ruler; Eirev the 3rd(The Azure Stag)
    Government; Kraterocracy
    Languages; Catfolk, Gnoll, Tengu
    Religions;

    Geography

    -History-
    No one can say when the Beastfolk truly became there own kingdom. Some say it was near 1000 years during the war between the Amazons, Nomads, and Orcs. Others say it was 500 years ago with them declaring themselves secular. Some scholars point too 200 years ago when the first true king rose among there ranks and has led the people since. Crowned the Azure Stag in title Eirev the 1st united the tribes, into a coalition and declared himself king.
    The history of the beasts is full of tales of passion, love, and war between the noble families, even now when not united at a threat there blades are turned upon one another squabbling like birds over carrion. Might was forged too make right in these conditions the strong coming too rule there families/clans/towns/cities.
    During the Amazon's conquest the beasts had opportunity too stake claim and there territory could have included now parts of the 'Knight', and 'Orc' kingdom but with no unified armies and the desperate power struggle of petty generals the battles proved fruitless squabbles
    At one point the Orc kingdom thought too take the Beast kingdom called 'The War of Swine', by the beasts this was one of the few times they came together in the past united too stop any incursion some say that they were led by a man titled 'Eirev' often assumed to be an ancestor or inspiration too the current united rulerships name.
    Using his new found military the united general commanding the forces rebuffed the orcs in a long drawn out war lasting over 5 years in various skirmishes and battles but the Orc's drew out the losses and tiring press was weakening there resolve. Many military strategists note had the orks pushed they could have claimed the territory though it doubtlessly would have cost hundreds of thousands of lives.

    Government

    Economy
    The beasts export the furs, and hides of the beasts they hunt within there territory, they deal in the rich meats and powerful rare animals found within the sprawling plains producing some of the most vicious animals too be found.

    Inhabitants


    Spoiler: Boy
    Show
    Name;
    Title; The Young Kingdom or The Little Kingdom
    Alignment; Neutral Evil
    Capital; Huza
    Ruler; Hernnan the Young(Age 12)
    Government; Absolute Monarchy
    Languages; Common
    Religions;

    -Geography-

    -History-
    A small kingdom that split off of the Nomad kingdom a scant 100 years ago the territory was always called 'The Little Kingdom', they originally joined into the kingdom via marriage only too near 700 years later seek and gain independence a scant 10 years afterwards.
    The little kingdoms history started off rocky and with its propensity too solve issues with a diplomatic flair many wondered how it would handle the newly united Beastfolk only too show there wisdom, durability against any such strike and attack.
    Though by far not the smallest kingdom and having added small parts too its territory over time its influence has greatly grown and spread.
    The rumors too why the little kingdom split from its neighbor and ally in the 'Nomads' is a mystery some say that there royal family follow daemons, other say a pact went unfulfilled between the two kings nation lines and there stewardship was broken and much more.
    In the last 3 years the King of this kingdom passed unexpectedly his rapid demise and his son not yet being of age made the boys mother the Regent until he could take the throne.
    But rather then this happening the 'Queen Regent' fell too this time when she tried to use her new found power against her son in this display pushing the boy to action in a powerful display of ability politically.

    -Government-

    -Economy-

    Inhabitants


    Spoiler: Dragon
    Show
    Name;
    Title; The Hatchery
    Alignment; TN
    Capital; Ragond
    Ruler; Xllythrix
    Government; -
    Languages; Draconic, Dwarven, Elven
    Religions;

    Geography

    -History-
    Forged ages ago this kingdom has continued too exist through century upon century. Though many say its hands change to who rules it all agree it is either a dragon, or council of dragons.
    Some claim the territory is a piece of land in a ancient draconic game, others say it is too teach young dragons the very same game. Some say that this marvelous adventure is for there amusement. Others too teach dragons how too be prideful but not be overcome in indulgence.
    Whatever its original or continue purpose may be the kingdom is ruled by dragons and there servants from the most vile to the most whimsical of draconic beings.
    The tall craggy mountains keep out foes well the lush gardens and fields make for grand rolling cities vibrant with life. There huge roads sprawling built to accommodate great beasts.
    All are welcome but its history is hard as the kingdom as avoided and skirtted from war and open confrontation with its rivals and foes. If struck pressed, pushed, or driven they counter, parry, and roll too keep afloat and avoiding these troubles of war.

    Government

    Economy

    Inhabitants


    Spoiler: Dwarf
    Show
    Name;
    Title; The Kingdom of Gems
    Alignment; Lawful Neutral
    Capital; The Silver City
    Ruler; The Council of Masters
    Government; Meritocracy & Timocracy
    Languages; Dwarven, Orc, Terran
    Religions;

    -Geography-

    -History-
    This small mostly frozen, hilly and mountainous nation all dwarves of the continent claim too trace family lines too in some way and at some point.
    The first dwarves crafted by a goddess of earth set them down and said too dig build halls, towns, hamlets, and cities not above but below and so the great work began. The dwarves toiled and built. Some dwarven settlements are above ground some are below and some are a mix.
    There is not a time in history when dwarven cities are not under construction as the workers tirelessly, expand, repair, rebuild, and improve upon the sprawling cities. Dwarven cities are grand vertical places like huge buried towers with interlocking, intersecting curving twisting corridors.

    The Dwarven nation as it is has never been one for conflict in open war though they often hold grudges and familial combat and competition between themselves and others is common.
    There are dozens of times dwarves have have been slighted and a clan will have several brief bouts or focus on competing with a foe for there actions.
    Most often these conflicts end amicably but depending on the group, there reaction, response and more can vastly shift the response. The bouts often leading too small battles and open conflict between the Dwarven clan and there foe.
    There are dozens of these among the dwarven clans through the course changing of hands and positions within dwarven society because of that.

    One such of these events with the orcs led to a long standing grudge of the whole dwarven nation too these orcish hordes for a full century the battles were often fierce and brutish but a combination of time, drink, turned these bloody battles into competition too not waste life and festivities.

    The various Dwarven conflicts have shuffled the clans positions hierarchy and even caused some clans too leave the nation too seek prospects elsewhere.
    The Original Twelve Clans were the following, as a Dwarf when they hit adulthood would take the last name for there profession. Along with that they would combine that with something too indicate there mastery.
    Rhak(Smiths), Mugdor(Miners), Trumm(Carpenters/Woodworkers), Ightrum(Fighters/Soldiers), Erum(Brewers), Thrum(Lawmakers/Lawyers/Judges), Lewej(Jewelers), Nelaraz(Archers/Hunters), Minek(Mages/Writers), Worum(Laborers), Numeh(Thieves/Saboteurs), Bergu(Merchants/Traders)

    Novice/Apprentice's would add a; E to the end of their last name
    Journeymen would add a; I to the end of their last name
    Eperts would add a; O to the end of their last name
    Masters would add a; Y to the end of their last name

    Many Dwarves now a days take a combination name either representing there two professions or the profession of there parent and them self too hold familial ties too there actual parentage. And most discard including the letters of skill within there field for there name.
    This practice only started too occur in dwarven lands in recent years.
    In the large scale this practice has been used by dwarven families that abandoned, were exiled, or otherwise left dwarven lands for centuries. And dwarves that discard the old customs use there last name much as humans do to be a familial name passed from parent too child, instead of a indicator of there clan.
    This confusing structure is even more confusing when one factors in a dwarf of 1 Clan from one city does not consider themselves brothers with a Dwarf of another city despite being of the same clan even if they share the same parents. The byzantine and confusing system of clan, familial, rank, and parental naming can even confused a dwarf. Further Dwarves use there home city as a middle name too delineate between themselves.

    There are 4 major examples of this call the 4 lost masters a group of Dwarves who could have each been the head of there respective Clan centuries past but from lack of political acumen, patience, or other things they failed and got themselves exiled.
    These 4 Dwarves were; Rogar Rhaky : Illya Minek : Thor Bergu : and finally Fraye Nelaraz
    Each became a clan of there own right though not connected too the Dwarven nation of hierarchy.
    Rhaky became Clan Rraky who live too the east along the border of the 'Outsider/Tiefling' and 'Orc' kingdoms. They have built several small fort town along the border these cities are diverse dens of master smiths and artisans, with there family name found across both nations
    Minek became Clan Innes who are the most wildly spread of the clans scattered around collecting traveling and learning as they go
    Bergu became Clan Ergu a group of traveling merchants as old Thor joined with them and his family built and amassed themselves they travel the nomadic deserts as a caravan transporting selling and trading goods as they go
    Nelaraz became Clan Nala and well wide spread they generally settle in communities to teach archery, or hunting instead of constantly traveling as Clan Innes.

    The Dwarves had a brief bout with there neighbors the 'Outsider/Tiefling' kingdom at one point this was a long winding conflict that really served no sides over a border town and though neither side claimed it in the end the town still exists with both guards of each nation conflicts hot steaming, between the local leaders of that territory. This contempt is not felt on the other hand by the local populace who care not having been integrated for decades with neither side caring too claim dominion until the last 30 years.

    -Government-
    A Dwarf that is exiled must also take any sons or daughters who are yet too join a clan or who are in the same clan as the dwarf in question. The dwarf must also take there husband or wife with them into exile

    -Economy-

    -Inhabitants-


    Spoiler: Elf
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    Last edited by Vknight; 2017-11-13 at 03:47 PM.
    Check Out
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    Spoiler
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  17. - Top - End - #17
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
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    Default Re: Vknight's Big Setting with No Name

    Spoiler: Faerie
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    Spoiler: Goblin
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    Spoiler: Harpy
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    Spoiler: Human
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    Spoiler: Knight
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    Spoiler: Kobold
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    Check Out
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    Spoiler
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

  18. - Top - End - #18
    Ogre in the Playground
     
    BlackDragon

    Join Date
    Jun 2010
    Location
    Durham
    Gender
    Male

    Default Re: Vknight's Big Setting with No Name

    Spoiler: Mermaid
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    Spoiler: Nomad
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    Spoiler: Orc
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    Spoiler: Outsider
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    Spoiler: Pirate
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    Spoiler: Undead/Vampire
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    Check Out
    Check out my youtube channel just click here and enjoy?

    Spoiler
    Show
    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

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