My first thread in this section...
Horribly horrible Stolnwrold map drawn moments before passing out into sleep
Stolnwrold is a world I came up with while thoroughly distressed trying to sleep last night while listening to Celtic Women while desprately trying to get to sleep. I ended up taking three sleeping pills, but all they seemed to do was relax me a little bit and send my imagination flying (The Godsblade class I just made was also a product of last nights troubles).
Regardless! It hit my imagination so hard, I drew a full page map of the place that I may get up here someday. Until then here is to hoping it survives until I can get a hold of a scanner.
Stolnwrold is its own plane composed of five layers.
An endless expanse of turning oceans. Exploration never gets far, as these waters are full of creatures that would make an Ancient Dragon look like a wyrm (pun), and the waters are very rough.
Furthermore, travel on the Eternal Sea is highly unadvised. Time on the Eternal Sea runs by so quickly, close to the Cliffs leading to the Lowlands the time runs at around 10 hours a day. Every 100 or so miles, the time further speeds by an hour until days pass in minutes.... seconds... until years are passing before your eyes and you become lost in the Seas. Creatures who die in the Seas are lost to time, there is no Afterlife for them but an eternity in the seas.
The seas are home to the Estrethelt, demons, devils, ancient creatures that are rarely anything but Chaotic Evil. Occasionally, a Lawful evil creature wades through the Eternal Seas to wreak its influence upon Stolnwrold. These ancients are often comparable to Elder Evils, few even comparable as counterparts to Overdeities.
There are civilizations within the seas, under the weaves, of mutated men who take on aquatic characteristics as well as Undead traits. They are as close to Mindless as you can get, sharing a Hive-Mind with a patron creature that eventually pulls them into the deep depths of the Sea after they'd been lost. It is not unheard of for the Estrethelt to invade Stolnwrold.
The first area. Sheer cliffs and roaring waterfalls form a wall blocking access from the Eternal Sea up to the Lowlands. The lowest level not touching the Endless Sea.
The lands here are rough. Mostly composed of dry planes and marshlands.
Time here runs quicker, days last 12 hours and its inhabitants age appropriately, living half as long as races normally would.
The inhabitants of the Lowlands are called Elstolnians. (Hardly original, but I was high on meds at the time. I blame them o-0 )
The next platform. Similarly raised by sheer cliffs and endless waterfalls. It is the middle of the Inhabited lands.
The lands here are much akin to that of Scotland, lots of green. Lots of stony areas and outcroppings, rolling hills in places. The like.
The time here runs similarly to earth's, a day is 26 hours long here.
the inhabitants of the Midlands are called Jolstolnians.
The highest of the Inhabited regions.
The Highlands are also raised, on tall endless cliffs with waterfalls high in the sky. The land here is exceedingly vibrant, with slightly exagerated colors. Plants and animals grow very well, it is rare for crops to fail and the animals are always large and healthy. The people who inhabit the Highlands.
Time runs slower here, a day is 52 hours long and the inhabitants age appropriately, living more then twice as long as races who live elsewhere.
The inhabitants of the Highlands are called Veltstolnians.
Mountains of Stoln.
The Mountains of Stoln tower high, higher even then the seemingly endless cliffs that separate the Lands.
As you ascend the mountains, time slows down as you rise. Every mile climbed extends the day by an hour until you approach the top- when time is a crawl and a day can drag on for a week- but then, as you travel more inward away from the Eternal Sea time similarly decreases until you hit the Mistlands. The Mistlands are hidden by clouds, but it appears as though to tower at the highest points, the Mountains climbing up to a sixth plane nestled in peaks of the Mountains. Once you pass the Mists time seems to stop.
No one in the Mistlands ages and neither do they go about natural cycles (such as the menstrual cycle of a woman).
Travel to the Mistlands takes years in climbing through the Mountains of Stoln- and that's not factoring how long each day gets as you approach.
Many, many years- even decades to centuries pass for others.
One could not hope to travel to the Mistlands and back and expect to see loved ones again- they would have aged and died leaving behind grand children before you return.
The Mistlands are home to the Celethrelt, the Pantheon of Stolnwrold. Adventurers who make it through the many challenges of the Mountains and the Mistlands themselves are often blessed and allowed to live for an eternity with the Celethrelt, never to know death. Or, they can be granted power, knowledge, or an item needed to overcome a great challenge and granted passage back to the Highlands- Or just granted a Wish/Miracle.
The Celethrelt are the gods of Stolnwrold, they are composed entirely of women in contrast to the more ancient intelligent creatures of the Eternal Sea who unfailingly appear male.
Still, the Mistland is home to many cities and halls where great heroes who fell in battle are saved and taken up to dine with the Celethrelt, as with those who braved and conquered the Mountains of Stoln. These souls are known as the Immortals.
At the heart of the Mistlands, the center of Stolnwrold, is the Vastleth, a great palace several times bigger then most whole cities.
The Vastleth is where the Celethrelt reside as a home base, though the Celethrelt are more likely to be out visiting other realms, or among the lower lands observing the goings on in person. They never reveal their nature, of course, but just observe or sometimes intervene as they please.
The Vastleth however, is their home. Its where they gather on important matters, its where they go when they have nothing else they'd rather do. Their downtime are spent here, they come here to heal, recover from whatever great battles they overcame, or to receive counsel from the others.
It is also where fallen Celethrelt are entombed. When a Celethrelt dies, they are entombed in stone when they are reborn elsewhere as a mortal once again with no memories of her past divine nature.
In such cases the Celethrelt often watch over their lost sister as she lives a mortal life, if she dies, they welcome her back to the Mistlands even if they have to fight for her soul as she was reborn in a new realm and their own death god would have claimed her.
Achieving divinity again would be as difficult a process as it would for any mortal, and could take thousands, even millions of years as an Immortal before she reclaims her seat as a Celethrelt- as such, it is a very sad day in the Vastleth when they must entomb one of their own.
The Celethrelt are a female group. A pantheon of goddesses. But they don't exclude males from becoming Immortals, or entering their halls.
They don't quite have a hierarchy, they share a circular table at the center of which is a marble sphere they refer to as the Augur. The Augur is a stone connected to a force that is truly Omniscient, and provides guidance and insight to their actions when in council. It does not tell them what to do, it just provides insight.
There are a few fan-favorite Celethrelt that are more widely known, they appear even outside of Stolnwrold. It is more then acceptable to pray to multiple Celethrelt. Celethrelt are more free about their goings-on, and aren't adverse to appear in person especially to notable followers or people in touch with divine. Instead of sending celestial creatures to aid, a Celethrelt is more likely to send level appropriate Immortals, when they would normally send in a high level creature such as a Solar, they instead send a Proxy
. In epic situations, they may appear in person.
Divine Rank 16
Relentless Sorceress 30/Aesthetic Sage 20/ Horizon Walker 10
Total Level: 60
Black hair, blue eyes. Favored Weapon: Bastard Sword
Divine Rank 16
Eternal Knight 30/Dragon Slayer 20/Dragon Disciple 10
Total Level: 60
Blonde hair, brown eyes. Favored Weapon: Battleaxe
Divine Rank 10
Aesthetic Sage 20/Horizon Walker 10//Godsblade 30
Total Level: 30G
Red Hair, Green eyes. Favored Weapon: Scythe
Divine Rank 16
Necromancer 20/Cleric 20/Eldritch Knight 10/Horizon Walker 10
Total Level: 60
Red hair, dark green eyes. Favored weapon: Longspear
Divine Rank 16
Witch 30/Spiritual Sage 30
Total Level: 60
Blonde hair, blue eyes. Favored weapon: Cudgel
Divine Rank 16
Godsblade 30/Paladin 30
Total Level: 60
Red hair, blue eyes. Favored weapon: fullblade.
Divine Rank 16
Relentless Sorceress 30/Sacred Something 25/Horizon Walker 5
Total Level: 60
Red hair, Green eyes. Favored weapon: Staff
Divine Rank 16
Favored Soul 30/Sacred Something 25/Horizon Walker 5
Total Level: 60
Blonde hair, Blue eyes. Favored weapon: short sword.
Applied when a person becomes a Celethrelt.
+5 Str, +10 Con, +5 Dex, +5 Int, +5 Wis, +10 Cha
Divine Rank 6
If the base creature is not good, it becomes the equivalent good alignment. True neutral < Neutral good. Chaotic evil < Chaotic good.
Celethrelt template comes with the Druid
template, either Sky, Seas, Earth druid or any combination therein.
Races of Stolnwrold
Humans of Stolnwrold are generally Caucasian, Its not any racial thing of mine I assure you, its just the nature of the realm.
The vast majority of its inhabitants have Blonde hair, next to that is Red hair. Less commonly, is brown hair followed up in last place by Black hair.
Humans fall in one of the given sub-races of Human. They have all the Human traits in addition to what is shown here.
Dominate coloration: blonde hair, higher chance of seeing someone with black hair. Brown eyes are most common.
Darker skin tones (More exposure to sun throughout their ancestry)
Life span: 1/2 human average, as over time they have adapted to the 12 hour days of the Lowlands.
Estolnians tend to live in more unpleasant environments, as such makes up most their land, the Estolnians are a grimmer people who live with a harsh sun and are more frequently invaded from the Sea by the Estrethelt. Wars over decent land always seem to be going on, whether by open war or plotting, there is always something.
Elstolnians receive +2 constitution.
Dominate coloration: blonde hair, red and brown hair common. Blue eyes are most common.
Jolstonians live an average life as one would expect of a human in a fantasy world. They are also invaded by the Estrethelt, but such is a very rare occurring. Land is more plentiful here, and wars are usually fought for other reasons other then land.
Jolstolnians receive a +2 strength
Dominate coloration: red hair, blonde and black hair common. Green eyes are most common.
Lighter skin tones from an easy sun.
Life span: x2.5 human average, as they've adapted to the 52 hour days of the Highlands.
Veltstonians have prosperous lands, the land they have inspires positive thoughts. Veltstonians rarely war with one another and intrusion by the Estrethelt is unthinkable. From Veltstonians more commonly come Immortals, though without threat of Estrethelt or war with one another, creatures, monsters, and beasts often find their way down from the Mountains of Stoln. Their more supernatural threats lead Veltstonians to develop an intimidating physique (While Americans are commonly lardbuckets (I can totally say that because I'm american), Veltstonians are commonly body-builder material).
They have more noble ideas of battle. War with other Veltstonians is considered taboo, but to join in arms against creatures from the mountains is considered a great sport.
Veltstonians receive +2 Charisma.
There are some fey races in Stolnwrold. Elves, Pixies, Nymphs. They live away from the human civilizations, sometimes playing tricks on travelers or luring people deep into the forests for their games, pleasure, or amusement.
Still, not all are like this. There are elf communities kept hidden from the humans. But most Fey creatures live in the Ethereal plane known as the Feylands in Stolnwrold. Few can become physical.
There can be an entire fey city of elves, gnomes, and the like situated in the exact spot a human city is in.
It is not unheard of for Fey to appear suddenly and either do something awful, or helpful. Fey have been known to help defend the land against the Estrethelt.
Fey includes Magical Beasts. An encounter with a Magical Beast is often told in legends and stories whenever one escapes the Feylands, and it is great sport or an epic quest of the people to hunt one down.
It is considered a thousand years good luck when a human is blessed with a Fey wife or husband.
Standard fey races apply. Any player requesting to play a fey must have sufficient personality, and backstory as to why a fey would leave the Feylands.
The Immortals are the inhabitants of the Mistlands. They live in the presence of the Celethrelt, and grow powerful in the Mistlands.
Immortals are seen occasionally in the lower lands. Immortals appear like Veltstonians, but even more radiant. Immortals are considered ideal human figures. Immortals are made permanently ageless, even when they come down from the Mistlands.
Outsiders who enter Stolnwrold through planar magic or the like are riddled with suggestions, and fate-pushed to travel to the Mistlands. Those that make it are made into an Immortal if not just to prevent them from upsetting what balance exists. Thus, seeing someone who is not of a race listed here is near impossible.
They are sprinkled about any of the three layers, but the population percentage is still rather low outside of the Mistlands.
Immortals cannot die through Accident or Natural causes. To be killed, they must fall in battle. A fallen Immortal is taken up to the Mistlands once again, unable to leave for many decades (As defined by the Midlands, to them, that may well seem like millennia). You would think that would bring them to avoid fights, but their nature pushes them to do the opposite. It pushes them to stand against enemies and accept great challenges.
+2 Cha, +2 Str, +2 Con
All Immortals are naturally immortal and cannot die from natural causes. Immortals do not age, and they do not need to eat, sleep, or breathe. The only way for an Immortal to die is through special circumstances, usually by being slain in magical or physical combat. Immortals are not subject to death from massive damage.
The Estrethelt are a warlike race akin to Half-Orcs. Their skins are blue-grey, their eyes are replaced with a film that seems to see with something other then Sight.
Estrethelt have blindsight 50ft, and see with sound at ranges greater then that as if they had normal sight.
Estrethelt live in the Eternal Sea, or in encampments on landmasses below the Cliffs leading to the Lowlands. Estrethelt all share a Hive-Mind. Others see what any other sees, know what others know, and are connected to a patron entity from deep in the Eternal Seas. The exact nature of such deities varies as much as their appearance does, but all seem to be Chaotic or Lawful evil.
Estrethelt forces are enforced with all manner deep sea creatures adapted by the power of their Patron to survive on land.
+4 Str, +2 Con
Swim Speed 60ft
Climb Speed 40ft
Hive Mind: An Estrethelt knows everything any other Estrethelt knows, and communicates directly to the rest at all times, including communication and providing everything it senses to its Patron.
Classes of Stolnwrold
Classes available to PCs and NPCs. DM's approval can include others, or deny one listed.
Monk (European fluff, not Oriental)
Major Cities of Stolnwrold
The Lowlands have 14 continents and plenty more islands, it has numerous small kingdoms and territories.
The rapid, brief lifespans of most its people and the short days lead most the inhabitants of the Lowlands to lives mostly of crime, and anarchy, where the strong survive longer and the weak die off after being pillaged and their villages burned for their women and goods. Women in the Lowlands are seen as a prized treasure here, as due to shorter days and lives the goal is to reproduce as often and quickly as possible to gain more hands and minds to do work and spread names and insure a longer lasting bloodline.
The Lowlands are cruel places to live, especially for young girls who aren't as clever yet and somewhat foolish at times, easier to overpower and steal away.
Even the harshest of criminals never kill women however, though some would prefer it to being caged in breeding camps.
There is one country, however, that stands above the rest. Its grown powerful, and under the guidance of a family of wise people who instead of learning violence learn to use what they are given, and use them wisely.
The kingdom of Blackthorn is relatively small, but it is one of only a handful of structured rules established in the lowlands, while most other areas are only loosely ruled by a jarl or simply by whoever is strongest.
Blackthorn has eight cities and its capitol is relatively large. They retain much of the tribal architecture, but they make use of stone despite how long stone buildings and walls take to construct, making them largely impenetrable compared to the wooden camps usually used.
In Blackthorn there are still breeding camps where every woman is required to remain until they bear two children when they turn 14, and again when or if they turn 20 but only require one child in that time.
Married women are not forced into breeding camps in Blackthorn, so long as they bare children every so often.
Midlands have 9 major continents, two reasonably sized ones and seven smaller ones. Among the continents are 31 small kingdoms and countries divided out over the lands. There are only two especially notable kingdoms, one on each of the larger continents.
: The Shielded Kingdom. Most noted for a few reasons. One is its High King, who is an Immortal that broke the standards set for them and left to live among the Midlands. His name is Therundar and he uses a great ornate shield in place of a scepter or sword, the symbol of Andruljan. Its second most noted feature is its capitol city of Jaggerpeak. It is set inside the towering spires of the Jagger mountains, a mountain range in the Midlands that is full of towering spire like peaks of sharp stone, now here near as tall as the Mountains of Stoln but one of the largest mountain ranges in Stolnwrold save for the great mountains themselves. Jaggerpeak is heavily fortified, with layers and layers of walls that enclose multiple districts before leading up to the Castle itself that rests tucked inside a narrow valley. A lot of the city is also built into the mountains in cavern like areas and complex tunnels. It is considered to be the greatest city outside of the Mistlands, completely unapproachable except for the front through the many walls.
Other features include large amounts of marble and granite, as well as housing alchemists deep in the mountains who explore a unique blend of plants and minerals said to have power comparable to magic that any can use, holding great destructive power that is purely natural, without any magic to be turned against its user or dispelled. Variations of the substance have been known to burn for days before burning out.
: The Kingdom of Shadows. Hurunjar's landscape is one of grey forests and ever growing graves. Hurunjar opens its boarders and lets anyone in as they please, and provides free memorial and funeral services for any, stone coffins included.
Hurunjar seems to be a depressed state with ever clouded skies and frequent rains. It isn't a terribly common sight to see any signs of good will and joy, yet people remain because the cost of living is very low and all are provided for with free health plans and service by the kingdom's clerics.
Hurunjar, despite the active cleric workforce, is teeming with undeath. Powerful undead known as Dragur plague the lands, zombies and skeletons and witches and liches and vampires oh my, the lands of Hurunjar are well acquainted with the undead.
Wizards and Clerics of the land have learned to bind the dragur into service, Zombies and other undead creatures serve as costless servants, slaves, and minions that help keep the kingdom run but add a touch more to the depressed nature of the people. Skeleton guards, Zombie waiters, lich musicians, and vampire courtesans are all relatively common. Intelligent undead can prove themselves to be civilized can even find themselves accepted in the society on their own will, but the punishment for a rogue undead creature is always Enslavement if taken "alive" so to speak, or destruction if resistance is too much.
Hurunjar's main city has the highest content of undead, more undead walk the streets performing their duties and entertaining civilians and tourists if they can. over 75% of the population of the capitol city, Dindromel, is undead while the living get to exist in comfort assuming they don't mind the palpable taste of undeath on the air.
If it weren't for the powerful clerics and undead guards which include liches among their ranks, Hurunjar would be a target for self righteous adventurers and what not, but in the end most can see that Hurunjar is not an evil place, they've simply turned their curse into a functional blessing of sorts.
Highland's inhabitants live longer and have longer days, they are more prone to taking more time on projects including construction. The average Highland building is well built, and extra time is taken on projects resulting in more stone or ornate and elaborate buildings.
The Highlands have six major continents, broken down into 14 countries and kingdoms, only three of them are of particular note. Within each of those kingdoms lies its own major cities:
: The Red Kingdom. Home of the Red King. The kingdom is noted for its vast overpopulation of red flowers known as Blood Lilies, vibrant flowers that when crushed produce a rather large amount of red liquids. These plants are highly useful in the creation of Cure potions, and is an ingredient in the Elixir of Life- a rare potion that reverses aging for 10 years and can resurrect the dead if they died within those ten years.
The red Kingdom's capitol city is the Crimson Keep. A large city built around a castle whose stone walls were dyed with Blood Lilies in its creation, making the castle appear blood red in color. Crimson Keep is known for the export of Blood Lilies and home to the Wizard Alchemist Miradeth Brightlock, who knows the secret to the Elixir of Life and produces it for the Red King once every ten years, and sells one Elixir a year to lucky buyers. She has been known to produce the Elixir on demand for brave adventurers willing to quest for the ingredients as well as a personal favor for Miradeth herself.
: The kingdom of Sand. Located in one of only two deserts in all of Stolnwrold, Elsworth is a hot and dry place. It is desert for several hundred miles with but a few oasis stops dotting the desert.
In the center of the Lone Desert lies Lone Mountain. A single sheer mountain that towers at the heart of the desert. It is very rocky, but is home to plenty of creatures including a colossal sleeping dragon whose breathing can be heard faintly upon the wind in the kingdom's capitol situated in the shade of the Lone Mountain. There is only a handful of cities in Elsworth, because most of its population is concentrated in its capitol city of Elswyle, a desert city made primarily of bricks made of shaped mud. Richer houses are made of stone harvested from the Lone Mountain, including its king's dwelling place; the Black Tower. A tall tower that looms high above the rest of the city. It is made from the black rocks from deeper in the Lone Mountain. It is said to ward off even the fiercest of dragon attacks, their elemental breath and draconic magic sliding off its stone walls as if it was nothing but rain.
: The kingdom hidden in the leaves. Giadesh is a country situated in the dense forests of the Everwoods. A vast and thick forest that is teeming with life.
Its known for having the most encounters with Fey then anywhere else in Stolnwrold outside of the Mistlands. If your to see an Elf, its in Giadesh where one could see several elves walking the streets of its capitol city; Embruldov. A big city built in the heart of the Everwoods, carved into the sides and built around the colossal Elderwood trees that are so large a full grown dragon could hide among them. Each tree is thick enough that three houses can be carved in their trunks, which does not seem to harm the trees at all, the trees keep on living even after being completely hollowed out. Bridges connect tree to tree and spiraling stairways carry one down to lower or higher levels of the wooden city. Rather then Kings, Giadesh is run by a council of elders. Two of which are Immortals, two of which are Fey, and four are aging Veltstonians.
The Mistlands have one sprawling, massive metropolis called Densyurd. The city is of modern level convenience, though all the buildings still appear to be of an old European style. They sport glass windows they'd probably have cars if it weren't for the fact they have even better; flying chariots.
old European or not, that is only the style. The city is built UP as much as its built out. Several layers of side walk ring around buildings, with many bridges going from building to building. There is only road on the ground level, and the levels below that, but higher up the flying carriages fly about the city in an orderly fashion.
In the very center of the city is the large palace that hovers above the city with an artificial sun below it. Clouds form around its sides and it blends nicely with the rest of the sky with its clouds and miniature sun.
Densyurd is heavily populated, and there is always construction underway building new tall buildings on the outskirts of the city.
In Densyurd, one can experience nearly any convenience known to the modern world, or even an expanded upon version even more so convenient after having been improved with magical resources.
Densyurd is a central hub of planar travel, as is why it is so large and pact with conveniences that are out of place with the rest of Stolnwrold. Travelers come from all sorts of alternate planes, and the Celethralt themselves often explore other realms and bring things back with them. It would seem they've paid Earth a visit a few times.
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