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Old 07-03-2010, 05:10 AM   Top  -  End  -  #1
Icedaemon
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Join Date: May 2010
Post Walufar, a (sub)tropical low-magic setting. (3.5; Critique welcome)

Walufar

What is Walufar, in a nutshell?

Walufar is a warm continent on a remote world. Even the northernmost parts of the land are about as close to temperate as Italy or Greece, with most of the continent covered by jungles, mountains and deserts, largely depending on the placement of mountain ranges and rivers. While the beasts of the world are odd to us, they tend to be mundane rather than magical, with prehistoric creatures from wildly different eras of Earth and the lifeforms of the Amazon rain forests and Australia being the norm.

The northwestern quarter of Walufar is home to several late-medieval kingdoms, of which most are currently having serious problems adjusting to this world's version of the reneissance, with the players' starting location (and probable homeland) being one of the lands worst hit by recent social and political events. Only the very northeastern-most of these nations, the only magocracy on the planet, is not itself a nest of economic troubles, although even these wizards are affected by the chaos. Truly, only unscrupulous merchants and even more immoral mercenary bands or adventurers can expect to thrive...

The most powerful nations on this world being dominated by enigmatic lich-kings, proud and paranoid blue dragons, hobgoblin religious fanatics and the descendants of people who were essentially very cruel vikings, but are now even more cutthroat merchants and artificers. The fey are insular, mysterious and unlikely to show kindness.

Clear choice between obvious good and evil is a rare luxury. There are no true epic heroes in recorded history. Even the finest sword arm will not change the world, unless it happens to do the right thing in the right place at the right time and set in motion an avalanche or two.

Of Walufar and the Cosmology of the Planes:
In a none too remarkable corner of the Prime Material plane, there lies the world of Henariolak. That, at least, is the name of the world as given to it by the natives first encountered. What is strange about this part of the prime, is that its connection to the other planes is so very scant. Obviously, entering the transitive planes and the Far Realm is still possible, but even there, only by travelling for distances that even for the mightiest magi would take many centuries would one reach regions where one could pierce planar boundaries and enter the inner, or the outer planes. The exceptions to this are Mechanus and Achreon - both are, if anything, easier to access from Henariolak. By portals to Arcadia and Baator, respectively, existing on those planes, accessing those realms is also possible, though only gods and powerful devils have insofar shown themselves capable of such motion.

Our interest lay in the continent of Walufar. The most populous and mythical part of the world, this continent is the result of five mountain ranges joining together. The point where they cross is given great mythological importance and, by various cultures around the continent, called the Heart of the world, the Fist of Gods, the Towers of Gods and several other names which first and foremost indicate great importance. It is a warm part of the world, with the equator running across the southern end of this conglomeration of mountains.

Many nations of several races vie for power on the continent. Goblinoids and humans are the most widespread of the denizens of this realm by far, but others too have their interests. The hills and mountains are dominated by giants, while the valleys and caverns below are often dwarven territory, unless there happens to be a lush jungle coveted by selfish fay and their elven servants. As is often the case, dragons are likely the most powerful beings on this world and shape whatever events they deem interesting or important.

Note:
The spoiler tags don't hold overly spoiler-ish information. This is data parts of which one or two PCs are likely to know from the start. I would like to see comments and critique in addition to suggestions.

The dwarven realms:
Spoiler


Of lands of man and woman:
Information dealing with nations not too different from what is posted here is available to those who know history and local politics. This is information that checks with DC5 to DC15 can be expected to reveal.
Spoiler

Rantings from a madman:
Or, to put it more mildly, some rather heated opinions of mine.
Spoiler


Now that this blathering is over with, the links:
The maps of Walufar.
The human nations.
Focus on Lewarur, the standard homeland.
Dwarves and elves. In that order.
Goblinoids. Who needs halflings, really?
Birdpeople! Lizardpeople! Fair Folk!
Some monsters are smart. Be careful!
Some monsters are not quite that smart. Still, being careful has its merits...
Who to worship, or fear. Probably both, just to be on the safe side.
Who's who of the nobs, ponces and warbosses.
Is this just me being a prick, or does this balance a few things?
Languages expanded.

Last edited by Icedaemon : 06-20-2011 at 02:16 AM.
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Old 07-03-2010, 05:31 AM   Top  -  End  -  #2
Icedaemon
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Join Date: May 2010
tongue The maps of Walufar

Walufar is a small continent, not much larger than Earth's Australia or South America. This still makes it far too large to travel across quickly without powerful magic, however.

Walufar is largely tropical or sub-tropical, with the valleys of the central mountain range dominated by lush rainforests. Even the northern region of Telsarn is mostly subtropical, with only the very northernmost parts anything like a temperate zone. Even there, only the islands by the

What follows is a geographical map of Walufar. The yellow horizontal line thereon marks the rough location of the equator. Obviously, the faint blue horizontal lines mark the swamps, while the wider, twisting ones represent rivers. The desert is yellowish, while the grassy plains and forested areas are marked in green.
Spoiler

Walufar can be divided into several subcontinents. The next map names these, as well as the surrounding seas and the mountain ranges which mark the edges of the continental plates (One did try to use the gaming advice column in the sidebar). Obviously, the names for those regions are only translations of what the Lewari (and possibly other Optikin) call them - the locals are likely to have different opinions. Calling someone from the fingerbones a bonesman is likely to be deemed an insult.

The natural geography of Walufar: I realize that I forgot to mark Agatia on the map. The Agatian savannahs take up most of the non-marshland portion of southern Telsarn. It includes a desert.
Spoiler

Next up, the political map of Walufar:
Spoiler

Finally, a combined map, showing both national borders and geographical regions.
Spoiler


Now, let us focus on Telsarn.

The following maps shows the land's geography a bit better. It adds the largest forests, hills and smaller rivers to the mountain ranges and major rivers already showcased. Cyan names are those of bodies of water. Red names belong to land-based features, like peninsulas, mountain ranges and islands.
Spoiler
This political map goes into detail on the many nations that make up Telsarn. The countries are now big enough to fit their names on, even the names of provinces in the case of federations and sufficiently large countries. Reddish-brown names are those of nations. Brownish-brown names are those of provinces.
Note: The idiotic mapmaker accidentally marked Alentia as Agatia. He was fired when the mistake was discovered, but the flawed map was already in circulation.
Spoiler
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Last edited by Icedaemon : 04-06-2011 at 08:04 AM.
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Old 07-04-2010, 02:38 PM   Top  -  End  -  #3
Icedaemon
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Join Date: May 2010
Default The Goblinoids of Walufar

The goblinoids are probably the most numerous species on Henariolak. While hobgoblins only control the easternmost part of the continent and are rarely found in the northwest, the lesser goblins are almost ubiquitous.

Hobgoblin nations.
Hobgoblins are the most organized of the goblin races. They are dangerous, clever and numerous, though luckily for human civlisations, not in the northwest. Hobgoblins have large ears and prominent noses with huge nostrils, as well as sharp teeth. Hobgoblins show a variety of skin colours, from grey to orange.
Nrenha-Khugai
Spoiler

Dengim-Bhail
Spoiler


It is said that there is a hobgoblin nation, north and inland from Nrenha-Khugai, is still independent. However, while plenty of tales about the war can be heard from Sarshei merchants, talk of this insular kingdom is incredibly scarce. A nation south of Dengim-Bhail is also sometimes referred to as a goblinoid nation, but there have been conflicting reports, including some which claim it to belong to primitive humans.

Wild hobgoblins
While hobgoblins are flat-out not usually seen in Telsarn, a race of hobgoblin-like creatures is seen in the region. They are as barbaric as the wildest tribes of goblins and often seen as knuckle-walking barely-sapients. Called horned goblins, wild hobgoblins or vallesgar by humans, their own name for themselves is, reportedly, Hegga. Vallesgar are most common in the dense woodlands along Telsarn's eastern coasts, particularly Hregmar. However, like the free goblin tribes, Hegga can be seen in many parts of the region. While stupid, they are stronger and faster than most men. Their language is similar to the goblin tongues, but much more primitive.

Lesser goblins lack the mental capacity and unity to form actual nations. However, they do have a tribal society. For the people of Lewarur, only the Caligeyag and Nagigmagub tribes and the Tribeless are of actual importance. Lesser goblins tend to be yellow or light orange in skin tone, with rounder faces than the more lanky hobgoblins.
Spoiler
Spoiler
Spoiler
Spoiler
Minor goblins are still in the the Giants' hills, where they tend to be the giants' slaves, particularly in the barbarian alliance sandwiched between Fshernoksh and Klarhtsesh. However, they can also be found in the valleys of the Rounded Mountains, particularly the regions dubbed 'High Rock', 'Tamed Land' and naturally 'goblinwood', as well as the jungles near the continent's centre, where they are said to be even less organized and capable than the tribes that can be seen here in the north. Goblin tribes are also common throughout the deserts, where they seem to thrive more than any human could. Some speculate that goblins are more adaptible than people would believe.

Theology.
Khurgorbaeyeg, Bargrivyek, Nomog-Geaya by Bhu, Allowed for use.
Spoiler

I am sure I have seen an official version of Maglubiyet somewhere, so I will prefer to use that instead of what was listed in the thread.

Crossbreeds
There have been isolated incidents of goblin-human offspring, typically the result of rape, surviving birth. While the babies themselves are often killed, the mother's instincts have on occasion taken over so much that the child is raised. The result is generally a horrible, disfigured and meek creature, at best one that might be mistaken for an ugly human with serious scar tissue, typically simply called a mongrel.

Homebrewed Prestige Classes.
The following have been taken from the 'Any Goblinoid fans' thread.
Knight of the Crimson Sword by Bhu, Allowed for use.
Spoiler

Goblin Pentient by Bhu, Allowed for use.
Spoiler

Sons of Maglubiyet by Bhu, Allowed for use.
Spoiler

Lab Experiment by Bhu, Allowed for use.
Spoiler
__________________
Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 06-12-2011 at 03:46 AM.
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Old 09-17-2010, 01:42 PM   Top  -  End  -  #4
Icedaemon
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Join Date: May 2010
Default Mankind on Walufar

While goblinoids, dwarves, elves and even dragons control their share of nations on this planet, human nations are the most numerous of the lot by a huge margin. In addition to several large and mighty kingdoms and empires, there is a multitude of independent duchies, marquessates, counties and even baronies. Most human nations are located in the part of the world which the Lewari call Telsarn, located northwest of the central mountains of of Walufar.

Nekrer- The nation of Necromancy (recommended reading)
Spoiler
Kopshirar - An empire in trouble (recommended reading)
Spoiler
Laennom- The Beautiful Island
Spoiler
Ganllam- The Stormy Island
Spoiler
Suogelia- Of the Prince of the Lake (recommended reading)
Spoiler
Lewarur - The land called home (Required reading)
Spoiler
The River Lords (recommended reading)
Spoiler
Fronrul - Of the Marchioness who was married
Spoiler
Hregmar - Of the Humble Dukes
Spoiler
Hamregnur - The peninsular people
Spoiler
The Marsh Lords
Spoiler
Velagtia - Of they who wage wedding (recommended reading)
Spoiler
The independent Agatians
Spoiler
Alentia - The Empire by the Grand Gulf
Spoiler
Umeltania - Of the Monster-slayers
Spoiler
While there are several small human nations in Telsarn which have not been mentioned and the existence of human lands in the south is not out of the question, these are the rumours and tales that people might gather in the north.

Note: Lewarur, under 'the land called home' is the standard campaign start location.
__________________
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Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 06-13-2011 at 11:05 AM.
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Old 09-17-2010, 03:34 PM   Top  -  End  -  #5
Icedaemon
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Join Date: May 2010
Default The other Human-like races

Dwarves:

Both the dwarves and the dragons claim that they were the first sapient species to arrive on this world. The dragons, are said to have arrived from a portal far above ground and explored the world in the air. The dwarves' myths claim that they travelled through tunnels that transcended planes and finally settled in fungus-rich caverns which when the pinker dwarves tunneled to the surface turned out to be in Walufar. Nearly all dwarves shun the use of wood when creating anything of value, seeing it as a worthless material that needs to be preserved with immense care to allow woodcrafts to survive enough centuries for them to be worthwhile. Instead, they work in iron, steel, bronze and other metals, but also carve stone. Well-aware of the dangers of corrosion, they take near-obsessive care of their possessions. Dwarves are known to always value quality over quantity.

As with the humans, I will name the dwarven nations that the people of Telsarn might know of, counting them in rows from west to east.

The Walufarian dwarves

In Walufar, the dwarves live in cities carved into the mountainsides of the Rounded Mountains and the Giants' Hills. These dwarven cultures have been mostly separate from one another for so long that one familiar with both types can easily tell the difference between the two. The dwarves of the Rounded Mountains tend to be darker, with well-kept black or brown beards. Their fortresses are well defended, but their roads are hidden. Those in the Giants' Hills are more shaggy and with lighter hair and skin. They are more militaristic and proud. This can be considered to be primarily due to the Giants' Hills, as the name implies, being the principal location where one can enounter hostile giants and ogres. While goblinoids were very common in the Rounded Mountains; still are in parts thereof, they are typically less dangerous than the giants.

The merchants in the Rounded Mountains
Spoiler

The warriors of the Rounded Mountains
Spoiler

The protectors of the hills
Spoiler

The wealthy folk
Spoiler


The dwarves seem to have a separate caste of mystics. Called dreamers by their kin, the mystics are said to have great powers of divination. While many members of this caste simply stay in the countries they are born into, others travel to other dwarven nations. While they are said to be rare in some dwarf states, these dreamers are rarely unwelcome, as they are the principal link between the dwarf states. While some mystics have been noted as wielders of great magical power, others are said to be more dangerous unarmed or carrying a simple staff than many an armed militiaman.

The Fingerbones are the other northern region. While they extend north at least as far as Telsarn does, this long and mountainous island chain is surprisingly unified. Under the control of the Bonesmen, the fingerbones are a mysterious and cold place.
Of the Bonesmen
Spoiler
The central mass of mountains, called the Heart of the World, is said to be home to the largest dwarven communes of them all. Unlike the mountain ranges in the northern lands, where farming the valleys is totally reasonable, this region has sparse arable land and what little of it exists is dominated by jungles, monsters, giants and combinations of thereof.
Spoiler
While there exists knowledge of dwarves in southern Walufar, these nations are so unknown to the Lewari that finding any records in libraries would require great effort even in the largest collections of works.

Giants:

The giants, at least the sorts the Telsarnian people have encountered, do not gather into true nations. The only thing that can be described as a giant nation is the many-named place between the dwarven nations of Fshernoksh and Klarhtsesh, which is more of a human nation that giants simply took over. Giants typically live in small tribes, often as small as one or two families. This is fortunate, for even the smallest of giantkin, the ogres, are far stronger than humans. Giants rarely have actually proper weaponry because of their lacklustre skills and societies, though human- and dwarven-made two-handed weapons may be used, if not always comfortably.

Elves:

On Walufar, the elves do not gather into nations. Rather, they live in the more secluded and wild parts of the world. The elves are a wild people, who shun civilization. However, their zealous hunt of anything seen as an abomination leads to these creatures being of benefit more than they are harmful. The elves also protect the fey creatures of the world, which can be a problem to those who try to get rid of particularly troublesome and annoying fairies. While there have been documented instances of elf-human crossbreeds, they are exceedingly rare and even the topic is a hazardous one when dealing with elves.

Like the dwarves, the elves see little use in lumber - to them dead wood makes acceptable weapons when in a hurry and naturally would eventually become fertilizer. Unlike the dwarves, however, the elves use living wood. Thanks to their extended lifetimes, the elves are capable of constructing surprisingly versatile structures though arbotecture, which they further reinforce through magic. Carefully adding trees and shrubbery in different stages of the cycle of life allows these constructs to outlive any one component.

The Slimefolk

Finally, there are the Marsh Men. Also known as Bogkin, Flehri, Hagborn, Skulks, Slimefolk and Flijshsi, these creatures are rarely seen and often feared primitives who dwell in the marshlands. Some call them myths, others vow they have seen such things. Likewise, there are many opinions on their behaviour - some people maintain that they are kindly folk who live in harmony with nature, some claim that they are little more than monsters and there are plenty of variants in between.

Last edited by Icedaemon : 06-13-2011 at 12:42 PM.
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Old 01-29-2011, 01:02 PM   Top  -  End  -  #6
Icedaemon
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Join Date: May 2010
Default The inhuman folk

While dwarves, elves and even goblins are reasonably humanlike, the same cannot be said for the rulers and denizens of several other nations. From the still humanoid craven birdmen sandwitched between Agatia and the Rolling Mountains, to the odd grub-people who try to control trade between the north and the south, to the mighty blue dragons who rule the largest empire in the world, there are several kinds of surprisingly clever monsters in this land.

Kenku - The Birdfolk
Located in the southern regions of Telsarn, surrounded by the giant-infested Rounded Mountains to the north and east, the human-controlled Agatian plains to the west and the arid and inhospitable Hopakar desert, there are two nations inhabited by the wingless birds who call themselves Kenku. Little is known of these beings. The eastern of the pair broke off from the western due to some differences, but their relations are not hostile and both speak the same language. These bird-creatures have been sighted throughout Telsarn, though they are indubitably rare in the western regions. They are an untrustworthy people, who consider theft a totally acceptable mode of trade. However, they do not appear to be outright evil. The few Kenku who can operate in civilised society tend to be architects due to their skills with geometry.

The little serpents
A race of fat little lizard or newtlike creatures lives in isolated comminities in some of the smaller swamps in the region. A tiny tribe calling itself Lusshbas lives in the swamp on the border of Lewarur and Velgatia. These little creatures are mostly shy little things who keep away from human affairs, but some have been able to exhibit slurring speech.

The black serpents
The northern coast of the Sea of Peril is home to a vile and barbaric race of lizards. Similar in appearance to both humans and the black dragons, these things are ferocious and hardy warriors. Some people think they are crossbreeds while others suppose that these are lesser kin of the dragons. A third of them or so has gathered into a would-be empire to combat Umeltania. The rest are too wild to be controlled and too callous to care about those who are at war. Their language is utterly alien to us, though it is known that they appear to use a barbed black and brown spiral as a symbol.

The Fae
The Fair Folk are similar enough to humans in appearance, yet as far as thought is concerned, we are far closer kin with the kenku than with the dryads and their kindred. The fae rule the rainforests around and between the mountains of the Heart of the World. How many different types exist is unknown, but the most common varieties, dryads and nymphs, should be mentioned.
Spoiler

Spoiler

It should be noted, that the fae have many strange plants and beasts serving them and are often said to be the elves' masters.

Other Strangers
Rumours of other vaguely humanoid beastfolk exist as well, from dwarven legends of thinking mushrooms, to tales of turtle-people hiding from dragons in Akrasarn. How many of these are actually true, is not known.
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Old 01-30-2011, 07:49 AM   Top  -  End  -  #7
Yora
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Default Re: Walufar, a homebrew setting. (Critique welcome)

That's a lot of stuff to read. Can you give a short pitch, what this setting is about and what it's unique aspects are?
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Old 02-08-2011, 09:33 AM   Top  -  End  -  #8
Icedaemon
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Join Date: May 2010
Default Re: Walufar, a homebrew setting. (Critique welcome)

I am homebrewing a setting which, while still close enough to basic D&D, fits my idea of a good fantasy world and is less oriented towards mindless hack & slash. Thus, for example, there will be plenty of moral decisions which are not clearly good vs evil (at best, there will be a clear version of lighter grey), the monster encounters would not be all that random and creatures intelligence scores will not be quite so haphazardly used - highly intelligent creatures will not act like dim thugs.

There are many languages but no common. I have seen several settings where humans seem to be the only species which lacks one common language - not so here; dwarves who have lived in small nations on opposite ends of a continent will not typically understand each other and even dragons have several distinct lingos, albeit closely related enough that they can comprehend the foreigner's basic meaning.

The climate and wildlife of this world are most similar to those of Australia and South America, with plenty of marsupials as well as the tapir and similar beasts replacing the traditional European wildlife of fantasy settings.
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Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

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Old 02-08-2011, 10:18 AM   Top  -  End  -  #9
Yora
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Join Date: Apr 2009
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Default Re: Walufar, a homebrew setting. (Critique welcome)

Have you considered E6?
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Old 02-08-2011, 10:30 AM   Top  -  End  -  #10
Icedaemon
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Join Date: May 2010
Default [I]Divinity on Walufar:[/I]

Edited in:

Note that this is mostly information which a reasonable knowledge (religion) check would deliver, save when suggested otherwise or in cases where knowledge (planes) might be more applicable.

Foreign gods
As was mentioned, only deities whose realms exist on Achreon or Mechanus have a reasonably easy time performing miracles on Henariolak. The most powerful deities of Baator and Arcadia can also receive petitioners and benefit from worship, but their connections are so faint that all such gods count as if their divine rank was 13 lower than it is on other realms. Thus, even many of the great gods of other realms have no more influence and power as Archeon’s demigods on this realm. As a result, those gods are known only to a scant few, with only a handful of very small cults. The following, however, is the list of gods who are widely worshipped.

Wee Jas
Spoiler
Helm
Spoiler
Hextor
Spoiler
Dwarf gods
Spoiler
Bralm
Spoiler
Lendys
Spoiler
Goblin gods
Spoiler


Any other deity on Acheron or Mechanus may well have worshippers as well - even Psilofyr, the god of fungi has its share of worshippers. Strangely, Pholtus’ presence has never been felt on this world, possibly due to the sheer power of the local sun-god.

Indeed, local deities exist as well. They are nearly all nature deities, who are said to have a common origin and are claimed to be ancient, as old as the world.

Worship the Sun
Spoiler
The Twins
Spoiler
The Queen of Birds
Spoiler
The fate of the Mother Goddess is debated. Some myths claim that she became the world and rests at its core, others say that she died to save her children. Some scholars debate if the great god-isle the gith had settled on used to be her, but others consider that folly, for a maker goddess is not nearly as fallible and capable of death as lesser deities and suggest she moved on when her job was done. Whatever the reason, this deity has not been around since before written history and is only mentioned in some extremely rare oral legends of dragons, crucians and myconidae.

The three children of the first two gods had offspring of their own. However, these offspring were all lesser gods, if that and were rarely up to any reasonable standards.

The Divine Abomination
Spoiler
The Favoured Child
Spoiler
The Mad Brothers
Spoiler
The Climber
Spoiler


All the descendants of the Mother Goddess have access to a divine demiplane shaped like a Möbius strip orbiting Nop, or a representation thereof. Each god has a part of the world totally to oneself, though the regions controlled by the three original children touch the realms of all the other gods. Even Gnul has a realm here, far from those of his brothers and sisters. Puak is said to have a mountain as well, as high as any on Walufar itself. The realm has many names, most of which translate roughly into Wild Haven. Due to how most of the third generation of gods turned out, incest is nowadays considered the vilest taboo among the old gods and their worshippers. However, despite the deep shame the parents feel, even Gnul is allowed to live in peace in Wild Haven, even though he is otherwise not treated all that well.

The Odd God out
Spoiler
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Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

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Old 02-08-2011, 11:22 AM   Top  -  End  -  #11
Yora
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Default Re: Walufar, a homebrew setting. (Critique welcome)

It's an extremely simple and elegant variant of D&D called Epic 6
"Characters level up only up to level 6. After that they gain 1 feat for every 5000 XP they make." That's really all.
Hit Points, attack bonus, skill ranks, and saving throws (and also AC) all stay at the range of 6th level characters so you always stay at a level where even low level creatures have a chance to harm you in large numbers. At the same time, really big creatures just can't be killed by a single guy with a sword, even if he's the best warrior in the world. But instead of just stopping the campaign at 6th level, you can still learn new feats that improve your character and give you more options.
But even if you play in a group that has not yet reached 6th level, it has a strong impact on the world around them, as there are no high level heroes that simply could stop an invasion before breakfast, and 4th to 9th level spells don't exist. That means no teleportation, no resurrection, no shapechange, no walls of force, and so on.
The basic result is, that the game becomes much more similar to what you find in most fantasy literature (that is not based on D&D) like Lord of the Rings or Conan. It's one of the most popular homebrew variants of D&D and lots of people have reported that it works very well. I think that could be something interesting to consider for the world you are creating, and you should read the first parts of the linked site.
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Old 02-08-2011, 01:59 PM   Top  -  End  -  #12
Icedaemon
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Default Re: Walufar, a homebrew setting. (Critique welcome)

It is definitely something to consider. I am somewhat wary of setting level 6 as the highest one that can be attained, given as I had planned much of the world and the plot(s) I had in mind around rather epic events - the most influential nation in the north, Nekrer, is after all the seat of a dynasty of liches and the blue dragons rule most of the southern half of the continent. Given the thought I have given to giving my own spin on both dragons and liches, I would not like to create a world in which those beings would either not fit in or would be so beyond epic that the only threats they could face are their peers.

However, using the aforementioned ruleset with level 10 as the maximum that can be attained has great appeal. Raising a recently dead and mostly intact body would be the height of what one can achieve via divine magic. 5th level spells are already very formidable, but setting them as the epic apex of what one (who is oneself not a very old dragon, at least) can do nicely makes sure that even legendary figures still feel mortal.

My previous plan was using unstated rules such as 'everyone gains XP' and 'players aren't the only ones who don't instantly die at 0 HP' to make sure that even higher-level characters would have trouble with hobgoblin veterans, but this does seem like a better choice (although I will still probably use the abovementioned notices).

This would in fact make the quest of seeking out and petitioning for the aid of a silver dragon fit the quest line I have planned it for better, since there is no possibility of any humanoid managing to do as well as she could in the event in question.
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Old 02-08-2011, 04:48 PM   Top  -  End  -  #13
Yora
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Default Re: Walufar, a homebrew setting. (Critique welcome)

That's the idea. People have used the system with level 8 and level 10 and it works just as well, just at a slighter higher power level.
Also, if you put a lot of feats on a 6th level character, he becomes much more powerful than an ordnairy 6th level character. It's supposed to be up to four additional levels in power, but I don't know if this was ever well tested.
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Old 02-25-2011, 12:53 PM   Top  -  End  -  #14
Icedaemon
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Default The Monstrous Sapients

Even stranger than the still familiar beastpeople, there are these creatures. They are intelligent, but often alien in mindset. From the majestic dragons, to the horrid grublike wormfolk, they are the smartest monsters.

Sphinxoids
Large, typically at the very least man-sized magical creatures, the sphinxoids of Walufar are somewhat different compared to the sphinxes and like creatures of other realms. It should be noted that for the purposes of this text, the similarities between griffons and sphinxes are deemed large enough to group them together.

A Sphinxoid is (as per the terminology of the archivists and biomancers of Nekrer and their associated scientists) a part-avian part-mammalian creature deriving from a set of root beings which either have a natural origin or have existed and bred naturally for so long that any magical creation, if any, precedes any written documentation.

Sphinxoids share certain common traits: All known species lay hard-shelled eggs, but nurse their young with milk. Sphinxoids have three pairs of limbs, of which one is a pair of feathery wings. Sphinxes tend towards very noteworthy sexual dimorphism, to the point that the males and females are often deemed to be members of a different species by laypersons. Matters are further complicated by there being several different races of some of the more widespread races of sphinxoid.

'True' Sphinxes
Not only are they among the most widespread and well-known beings in Telsarn, they have often been spotted in the valleys between the mountain ranges, as well as the great desert in the southern half of Walufar. While nearly ubiquitous, they are by no means commonplace - sphinxes tend towards territoriality and rarely gather in coveys larger than ten. What follows is a recollection of the main types of true sphinx - one female and at least three documented male varieties.

Spoiler
Spoiler
Spoiler
Spoiler
Some people claim that more bizarre varieties of sphinx also exist, but if such do, they are far too rare or reclusive for any information to be commonplace.

Harpies
Spoiler
Griffons
Spoiler


Dragons
Like the sphinxoids, the dragons have six limbs – a pair of wings, a pair of rear legs and, in their case, a pair of forelegs that can be used as somewhat rudimentary hands. Unlike the mix of bird- and mammal traits of sphinxes, the dragons are wholly reptilian, however. Likewise, the dragons also tend to be smarter, longer-lived and innately adept at magic. Nearly all Dragons love treasure and hoard vast piles of riches, seemingly for the mere purpose of having a pile of gold to sleep on.

The Friendly Ones
Spoiler
The Swamp Terrors
Spoiler
The Enigmatic Ones
Spoiler
The Woodland Tyrants
Spoiler
The White Giants
Spoiler
The land of the Dragon-Emperors
Spoiler
The Desert Dwellers
Spoiler


Lesser Dragonilk
Related to both the true dragons and the basilisk is the six-limbed 'Swamprunner'. While far less intelligent than the true dragons, they do have a primitive tribal society. While mostly seen in the swamplands, there are some small tribes that raid even Suogelia. Recent reports indicate that one coalition of tribes took over a destitute Marshlander dutchy, though given how most tales from that region tend to be both exaggerated and well over a year late, the current state of affairs in there would be mostly guesswork.

The caterpillar merchants
The strangest beasts known to us are the people of Ormirar - strange and hideous giant blue grublike beasts. They travel on slime and have a mass of short and feeble hands, more adept at sleight of hand than warfare, although they have insofar held onto their territory. Surprisingly, they are said to be reasonably civilised for such horrors and interested in maintaining their total control of the Henefaenbras, the meagre strip of land between the Heart of the World and the Sea of Peril. This has resulted in any landbound caravans from Telsarn to Akrasarn, the southern half of the continent, having to pay excessive taxes. It is said that even dwarves would rather sail than pay these misers, it is said, though they do also control one of the main locations where those dwarves who are said to dwell inside the Heart of the world come up to the ground to trade.

What else alien is there?
These are only the most prominent of the thinking beasts of Henariolak. Others also exist, but either their existence is no more than a rumour in some far-off tavern, or their influence and spread are too small for us to write of them, yet.
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Old 03-09-2011, 08:39 AM   Top  -  End  -  #15
Icedaemon
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Default Notes

Miscellaneous homebrew made by other forumers that I would allow will be listed in this post.

Things I need stats for:
  • One thing that I forgot to mention: The Sarshei have broken the 'Medieval stasis' trope. Sarshen not only has late-medieval-quality ships, but also gunpowder and other chemicals of similar complexity of make, which are slowly spreading throughout the land. Insofar, only terribly inaccurate but potentially devastating hand cannons, most like the 'hand bombard' pictured, have seen widespread use. If there were people who could make rules for these, I would appreciate it. These weapons should somehow keep high BAB from affecting accuracy much, perhaps by only letting 1/3 of a character's attack bonus affect the actual attack roll. A critical failure ought to lead to the weapon exploding, but a hit should be devastating. I am not quite skilled enough with the numeric part of D&D to balance this all that properly yet.
  • I was struck by inspiration upon noticing the somewhat griffonlike appearance of the Garuda, which suggested a chance to tie the griffins and harpies together, which in turn lead to sphinxes being included in that lot. However, male harpies would need stats; their appearance ought to be linked to the Thai version of the Garuda, although they obviously ought to be merely medium-sized. This linked group of species would give a more cohesive world which would still allow for reasonably diverse encounters without throwing in magical experiments gone wrong every other time.

The following have been taken from the 'Any Goblinoid fans' thread. These will not be implemented unless their creators give approval as well.

Spoiler
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Old 03-13-2011, 12:12 PM   Top  -  End  -  #16
Icedaemon
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Default The wildlife of Walufar; Telsarn

Please note, that this is by no means a complete list of creatures. These are the beasts described by explorers, commoners, soldiers and travellers. While an archivist or some other form of loremaster might have tried to make sense of the various tales and compose a more or less truthful list, taking information on rare creatures at face value might not always be the best course of action. Propaganda and myths do after all play large roles in people's perception.

On walufar, wildlife somewhat different from that of modern-day earth is predominant. While there certainly are mammals, birds, reptiles and such, the different conditions have led to the survival of different families of animal, if not totally unique creatures altogether. Because of their sheer number, the mindless creatures are grouped by environment rather than type.

The domesticated animals of Northwestern Telsarn
As people become civilised, the creatures need to adapt. Some withdraw into the less hospitable areas, or the parts of the land which are still forested. Others, however, are trained and corralled into doing the bidding of people. Note, however, that this list also includes creatures which are simply kept at hand for any form of use and possess no actual loyalty to people. Even those beasts which can form a bond with a person tend to be tame examples of wild animals rather than members of a tamed species.

The herds
Spoiler
The meat lizards
Spoiler
Beasts of Burden
Spoiler
The hunter’s friend
Spoiler
The skull-hounds
Spoiler
The climber
Spoiler
Bug Crunchers
Spoiler
Ditch snakes
Spoiler
Giant Slugs
Spoiler
Giant rats
Spoiler
The Digger Lizards
Spoiler
Six-legged trackers
Spoiler
The Wild beasts of the Northwest
Given how even the abovementioned vakashar, echal and bulette are not nearly as completely domesticated as many creatures on Earth, it should not be a surprise that there are plenty of beasts on walufar regarding whom, taming is not something that can even be seriously considered.

The little hoppers
Spoiler
Little Pests
Spoiler
The idiotic hoppers
Spoiler
Mud dwellers
Spoiler
The bonecrunchers
Spoiler
The dread stalker
Spoiler
Birds of Prey
Spoiler
The venombirds
Spoiler
The Hairy Titans
Spoiler
The creatures of the underground
Spoiler
The small armourbeasts
Spoiler
The great armourbeasts
Spoiler
The One-horned Titan
Spoiler
The bloodsuckers
Spoiler
Nasty crawlers
Spoiler
More Snakes
Spoiler


The domesticated animals of Southern Telsarn
There is no true consensus on where the south begins. As far as many of the common people of Lewarur are concerned, anything south of their homeland is southern Telsarn. Most scholars do agree, however, that the line should be drawn either over or through Velagtia, where the southernmost of the forest end and the savannah begins. Naturally, the lifeforms in the southern savannahs and southeastern jungles are not identical to creatures who dwell in the forests of the north, although there are plenty who exist in both. Naturally, listrois, vakashars and even moropuses can be seen in parts of the south, but the moropus is very rare indeed and vakashars are not readily seen in the wild.

Riding Birds
Spoiler
The Stomping Titans
Spoiler
Hairy desertbeasts
Spoiler
Horned titans
Spoiler
Spider guardians
Spoiler

The wildlife of Southern Telsarn
While the massive plant-eaters described above might seem deadly, there are predators in the south who do their best to hunt even them. Also, as it is in the north, not all herbivores can be domesticated. Note that, again there is some overlap with the creatures mentioned – glypnar can be found in several southern regions as well, for instance. Jackalopes are also a common pest in the south. Finally, this entry does not catalogue the many freakish creatures native to the swamplands, as of those there are so many conflicting tales that a truthful report would be a great accomplishment by itself.

More little hoppers
Spoiler
The big hoppers
Spoiler
The hairy snoutbeast
Spoiler
The big snoutbeast
Spoiler
The venom biters
Spoiler
Thieving little buggers
Spoiler
The ripper mass
Spoiler
The Fleshgorger bird
Spoiler
The dreadtailed bird
Spoiler
The spitting snakes
Spoiler
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Old 03-14-2011, 08:09 AM   Top  -  End  -  #17
Smokin Red
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Default Re: The wildlife of Walufar; Telsarn

Impressive list don't had the time to read it all, but seems quite well australia oriented
cool though
Quote:
Originally Posted by Icedaemon View Post
<snip>The dreadtailed bird
Spoiler
<snip>
Do you have this one worked out? I would like to use it. With your permission.

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Old 03-14-2011, 08:37 AM   Top  -  End  -  #18
Icedaemon
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Default Re: Walufar, a homebrew setting. (Critique welcome)

I started work on it, but It'll probably need a bit of tinkering. How about we both use the concept, if you finish statting out the critter? There's little enough to be done, I think - mostly making sure things fit the rules. I'll PM you the crunch.
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Old 03-14-2011, 04:32 PM   Top  -  End  -  #19
Icedaemon
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Default Dramatis Personae

Herein is a list of the local people of note. This list, more than perhaps anything else, shall grow and expand as the players explore the land. Currently, only a handful of people are noted - the most poweful nobles of Lewarur as well as the kings and famed heirs of neighbouring empires.

The nobles of Lewarur
Lewarur is still a fairly feudal nation. Even though the merchants’ influence has grown greatly, the Noble Council headed by the Table of Three is still the principal decision maker.

Siegrun of the Kennel
Spoiler
Menkor the Tall
Spoiler
Anrik the Miser
Spoiler
Keron the Rich
Spoiler
Nobles of Kopshirar
Kopshirar is a monarchy that depends on noblesse oblige even more than Lewarur. Kopshi knightly orders and high positions of state are all in the hands of the nobility while the king is the sole voice of true authority.

Vecraw the Sonless
Spoiler
Celuswa
Spoiler

Nobles of Nekrer
Nekrer is a constitutional monarchy, with the Senate, composed of prominent wizards and warlords alongside the elected representatives of the cities proposing legislation to the ancient lich-king, who chooses which to pass.

Alrites Nekru
Spoiler
Gonfana Nekru
Spoiler

Lords of Velgatia
The southern empire has enjoyed a rapid growth under the clever leadership of the last few kings. Only a century ago, a map of the south would show many borders for tiny nations much like those in the swamplands. However, a mix of political marriages and short wars led to one of the largest of these tiny kingdoms rapidly taking over most of its neighbours while most nobles were only coming to grips with the idea that the feudal orders of the past might not last much longer. Velgatia is now one of the largest nations in Telsarn, albeit with a population no higher than that of Lewarur.

Galitor the Great
Spoiler
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Last edited by Icedaemon : 03-17-2011 at 08:11 AM. Reason: Time's up, no votes casted.
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Old 03-17-2011, 10:08 AM   Top  -  End  -  #20
Icedaemon
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Join Date: May 2010
Default Changes to mechanics

Changes to mechanics:

Levelled playing fields.
Spoiler

For Massive Damage
Spoiler

Complicating languages:
Spoiler

Can you even read?
Spoiler

Skills and feats modified:
Spoiler

A class society:
Spoiler

To do with 'Easy Fix' spells.
Spoiler

Not all pouches are Bags of Holding
Spoiler

Other things of note:
Due to Henariolak's distance from most outer planes, summoning celestial creatures is next to impossible and fiendish creatures are rarely easy to call. However, outsiders from Mechanus and Acheron are easily summoned and beings from the transitive planes can be found.

The incantation rules from Unearthed Arcana can be used to replicate sixth- and higher-level spells, though instructions are needed and rituals are quite a fair bit more difficult.

Dwarves are not the only people with racial weapons lists - indeed, not even all dwarves have the same list. Most human nations, as well as the goblins, have differences in their weapons lists - while most humans treat flails as exotic weapons, they are martial for goblinoids, for example.
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Old 03-30-2011, 03:41 AM   Top  -  End  -  #21
Icedaemon
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Default Re: Walufar, a homebrew setting. (Critique welcome)

Two new maps added. Tribeless goblins elaborated on.

Yes, the political map of Telsarn has many names and provinces. This might seem like excessive detail, but the simple chance of focusing on the bits that make up Velgatia and Alentia helps plan and flesh the land out a fair bit.

Note: The river lords are not marked on the poltical map partially because they haven't decided on an official name yet.
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Old 03-31-2011, 05:33 AM   Top  -  End  -  #22
Icedaemon
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Default Re: Walufar, a homebrew setting. (Critique welcome)

The Known Languages.

The colours which mark the languages show the language's family - the same colour indicates a close relation between two languages. An underlined language shows that this is currently the primary language of a nation.

Opti - spoken throughout Nekrer and often used by the people of neighbouring countries.

Havti - spoken near the northern end of the Opti-Kopshi border. The last shred of Havtirer was conquered by Kopshirar six hundred years ago, but the serfs of the region still mostly speak Havti.

Caligeblar - Spoken by the goblins of the Caligeyag tribe and close enough to the lingo of many tribeless goblins.

Kopshi - spoken throughout Kopshirar. Only the far southernmost part of the region contains people who have little familiarity with the language. However, Frana is itself not too different from Kopshi.

Punusei - spoken in Punuser and the northern portion of the River Lords domain, as well as southwestern Kopshirar. Because Punuser tends to be fought over by its neighbours, most Punusians are bi- or trilingual, but they always learn their native tongue first.

Laennie - Spoken in Laennom

Ganllai - Spoken in Ganllam

Omma - Spoken in Ommalar and parts of Northeastern Kopshirar. This is the third surviving Laennie-like language. The Ommalaen have been part of the surrounding empires for long enough that most of them also speak Hregmi or Kopshi.

Hregmi - Spoken in Hregmar.

Hegbla is spoken by the Vallesgar. it is a primitive goblinoid language, simple enough that any known goblinoid can learn it with relative ease, even as the Hegga are stumped by the faster, more ordered languages of other goblinoids. It is not really a suitable trade language though, for only primitive concepts which the Hegga comprehend and deal with daily have actual terms for them. Naturally, there exist several dialects of this language, but their simplicity means that most Hegga understand one another.

Mognluz Ark Spoken by the dwarves of Mognluz. Dwarves with Mognluzi heritage always learn the language even if they were born far away.

Alusian - Spoken in the former Aulsoria. Aluser is the only part of Nekrer where only speaking Opti might not suffice.

Suogeli - Spoken in Suogelia and some Lewari border towns.

Lewari - Spoken in Lewarur and the southernmost parts of the River Lords' region, as well as the County of Taniur. Ulkari accent is a bit distinctive, but the people of different parts of Lewarur rarely have trouble communicating.

Nagigmabljan - Spoken by the goblins of the Nagigmagub tribe and close enough to the lingo of many tribeless goblins.

Frana - spoken in Fronrul and the southern tip of Kopshirar.

Marsher Languages - there are many virtually isolated towns in the Marshlands region, which results in a mass of differing dialects with gradual changes and blurry barriers. The languages spoken in the closest parts thereof are, from north to south, Inekari, Tomokeri, Hatari and Ulrei.

Algnari - Algnaria. Algnar was the first proper Optikin nation conquered by Velgatia and something of a wake-up call to Lewarur, which previously considered Velgatia a totally harmless neighbour stuck behind a large swamp. Algnar was a recent aquisition and most of the cities in the region are still partially in ruins.

Kaean - Spoken in Aoti Kaea. The language is an oddity in Walufar, a goblin language more closely related to the languages of the hobgoblins of the far east than the goblins in the northwest. Aoti Kaea was the only proper goblin nation in Telsarn, until Velgatia invaded it when it was still recovering from a war with Algnar.

Caulari - Caulia. Caular was a tiny Optikin duchy at war with Suogelia, when Velgatia invaded it from the east.

Kormelan - Spoken in Kormelia and Malatia. Kormelia was split in two when some of the local nobles rebelled when Velgatia claimed the nation due to blood relations to the Kormelian Scepter.

Velgatian - The first language spoken in Velgatia (mostly Central Velgatia, at least). Velgatian has become the principal Agatian lingo.

Santian - Santian used to be the principal Agatian language a long time ago, but as the Santekaia empire crumbled, the language's power base collapsed. While there are still more than a few people who speak Santian in Velgatia and other Agatain nations, even the empire's core regions are not unique enough to warrant being seen as a separate province.

Wild Tribe - The wild goblin tribes in the region stretching from Sigia to Tall Rock speak several very similar languages. While the goblins in Goblinwood and those in Sigia do usually understand one another, there is enough drift from one part of a region to another that two goblins from opposite ends of the region dubbed, perhaps prematurely, Tamed Land, will have trouble understanding each other.

Alentian - The principal language throughout Alentia.

Henarkastelak - The language of a secretive marsher nation said to be ruled by small dragons.

Anastan - Mostly spoken in Anaseta, a largely nomadic matriarchy in the south.

Olastan - Mostly spoken in Lekhosita and Ephosita, two mostly similar nations of quarrelsome nomads separated by the Sarkfaen river.

Anulstan - Mostly spoken in Anulsita and parts of the region known as 'Tamed Land'.

Kestun - Mostly spoken in Paesito, Ropesito, parts and parts of the region known as 'Tamed Land'.

Rohastin - Mostly spoken in Rohasita.

Kenk Vus - The language of the Kenku, who rule Lajik Ken and Hik Ken.

Harnzu-Vak Spoken by the dwarves of Harnzuvm, an insular dwarven nation not afraid of war.

The 'Speak Language' skill:
Rank:
I: - One knows a scant handful of basic phrases and can parrot them, if often incorrectly.
II: - One can understand the language, if the phrases one hears are simple words spoken slowly, loudly and without accent. May use rudimentary phrases to try and converse.
III: -Allows one to speak the language at roughly the same level as a peasant or uneducated commoner. Conversation is easy and grammar mistakes tend not to be too glaring, but one will be stumped if one hears strange terminology or a very unfamiliar dialect.
IV: - Allows one to speak like a citizen and merchant, someone who has an education and a good grasp of the language. The most esoteric terminology outside one’s area of expertise might still be confusing.
V: - Spoken by people who have such fluent control of language that sesquipedalian loquaciousness does not even surprise them and they can answer in kind with ease. This is currently only witnessed among diplomats, since lawyers and professors of linguistics have not been invented yet. Such people can often even read scientific texts outside their field of expertise without any discomfort.

Most people speak their native language at rank three or four, depending on class and background.

When learning languages which are closely related to your own, you pay half cost (as if it were a class skill) and start with one free rank. People who actually have ‘speak language’ as class skill are assumed to already have rank two in these languages. Note that each language is still paid for separately.

Each positive intelligence modifier further gives characters one free rank of any one language from their region. One who learns a third rank of a foreign language in turn has an easier time with its relatives, treating them as if one had that language as a class skill.

People who live in border regions or multi-lingual lands, such as the River Lords region, will typically have one extra rank of whatever additional languages are spoken there (thus, someone from a Lewari family in the River Lords lands will speak Kopshi or Punusei, already related languages, at rank 2 or 3; rank 2 if one or more bonus languages are picked, rank 3 if only one.) Characters who live in a foreign culture will start with both their native language and the regional language at rank 3.

One who is fluent at rank 4 in three related languages can piece things together enough to understand all other languages in that family at one rank higher. (at rank 2 if Speak Language is not a class skill; at rank 3 if it is)
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Last edited by Icedaemon : 06-16-2011 at 07:48 AM.
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Old 04-06-2011, 09:18 AM   Top  -  End  -  #23
Icedaemon
Bugbear in the Playground
 
 
Join Date: May 2010
Default Money makes the world go around

Every nation has its own monetary system, though most Telsarnian nations operate and trade based on a unified value of silver, as all still functional silver mines are too small to really flood the market. Due to frequent trade between these nations, the coins have slowly reached easily calculable values.

Lewarur
Spoiler
Nekrer
Spoiler
Suogelia
Spoiler
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Indeed, here is the recruitment thread for the first run.
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Last edited by Icedaemon : 06-30-2011 at 08:27 AM.
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Old 04-16-2011, 10:20 AM   Top  -  End  -  #24
Icedaemon
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Join Date: May 2010
Default Focus on Lewarur



Introduction and History

The kingdom of Lewarur is a proud nation, but one that has fallen on hard times. The loss of control over cities on the great river Nilfaen has led to an even worse of an economic crisis than the one affecting other feudal nations such as Kopshirar. With almost five hundred years of history as a single state, Lewarur is neither a newcomer to the world nor an ancient force that outsiders see as an indomitable fact.

While mostly referred to as a kingdom, Lewarur is technically a Triarchy, an alliance of three kingdoms, Caenbrur, Ulkarur and Kakur, which in time grew into one nation. According to different historians, they either allied against Kopshirar or because Anrik Silvertongue, the king of Kakur, was afraid that the other two kingdoms would consume his otherwise and merely used Kopshi aggression as a fine excuse to strengthen the bonds of fellowship and turn the alliance into a union. In either case, the at the time temporary union has endured for hundreds of Uears. In time, the three nations cultures and languages, already close enough for easy communication, blended together until the core kingdoms’ languages sound more like dialects of one another. The symbol of Lewarur is a chimera, ironically a nearly unknown monster on Walufar, with the heads of a yellow gronvei, a faerie dragon and a black krenshar. The current three kings, or rather two kings and one queen, are Anrik the Miser, Menkor the Tall and Siegrun of the Kennel.

While there have been occasions when the union was threatened, it has endured these troubles. The most recent event which threatened Lewarur’s stability was the Caenbrar sucession crisis when Menkor the Tall’s great-uncle Tarsmor tried to seize his brother’s seat via assassinations. However, the seceding cities on the Nilfaen River, particularly Nilvir, are currently the principal problem for the Triple Kingdom – without the shipping routes from the Glimmering Hills downriver to Fenar, trade caravans must drag vast weights overland, which slows transit, makes it more expensive by virtue of the maintenance the gronvei and moropuses in the caravan need and presents far more opportunities for brigands and goblins to assail the caravan, which requires more guards, which yet again increases costs.

The current flag of Lewarur shows three vertical bands alternating green, grey and green. Howefer, an older flag which depicts the three heads of this chimaera, in yellow, blue and black, on a reddish brown background, is still legal and used in several places.

Relationships and public opinions.
With each other:
Spoiler
With Nekrer
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With Kopshirar
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With the River Lords
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With the Suogeli
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With Velgatia
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With dwarves
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With goblins
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With other non-humans
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The appearance of the Lewari
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Lewari architecture
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Lewari warfare
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Lewari settlements
Lewarsaer
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Herivah
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Vir Shar
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Homgarvir
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Caebavir and Inderal
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The vast majority of Lewarur’s population lives in farms and villages. Due to fertile ground and numerous rivers, Lewarur has a relatively high population density. While Caenbrur has far fewer villages than Ulkar, the southeastern quarter of Lewari land makes up for it with the many mining towns it has – the Glimmering hills are one of the most accessible quarrying and mining regions in the known world.

Lewari religion and culture:

Holidays
Spoiler
Myths and legends:
Spoiler
Assorted lewari sayings:
  • Makeshift solutions last forever;
  • I’ll burn my shirt (generally used when reassuring someone that something to be true)
  • Skull like a Gronvei (indicates stubbornness and/or stupidity or slow reaction)
Lewari Cuisine
Spoiler
Lewari names
Spoiler
__________________
Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 05-28-2011 at 08:38 AM.
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Old 05-08-2011, 02:28 AM   Top  -  End  -  #25
Icedaemon
Bugbear in the Playground
 
 
Join Date: May 2010
Default Re: Changes to mechanics


The Kingdom of Nekrer is not only one of the most powerful, but also the oldest human-ruled nations in Walufar. It was formed by the followers of a group of magi led by Nekru, the first necromancer, who united many of the Optikin tribes under his banner by exerting his magical powers, slaying those who would fight against him with a word or two and turning their bodies into fodder. His name is the reason Necromancy is still called Necromancy in Optirian. Situated in the northwestern end of the continent, this kingdom’s territory has extended a fair bit south along the western coast over the years, taking over smaller counties, duchies, principalities and even a small rival kingdom. Despite this, it is not usually seen as an overly belligerent nation, for Nekrer conquers territory slowly. Due to its origins ties to magic, Nekrer boasts many of the finest colleges of wizardry, but the most focus has always been on necromancy. The people of Nekrer are still called Opti, after the name of the largest tribe which followed the great necromancer.

The Lich-king, Alrites Nekru, is considered to be the oldest lich in the known world and is over a thousand years old. His granddaughter, also a lich, has been next in line for the throne for over nine hundred years, since her father died with no male son. She tends to keep busy with various tasks and is often seen as the public face of the dynasty. Of her own decendants, several have also become different forms of undead, most of whom are content with their elevated positions, guaranteed income and plenty of opportunity for advanced research or decadence. With a dozen undead beings eligible for the throne. That said, three decendants of the Lich king, the current Archmage of the college of Enchantment and his two sons, are the only members of the royal family to retain the title of ‘Living Prince’, which usually entails several duties to the state in excess of those of the undead heirs (barring those first in line for succession, such as Gonfana herself).

Major settlements and other important sites in Nekrer:

Hatrak
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Murnvir
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Fenar
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Hundvir
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Saerpan
Spoiler
Straikal
Spoiler
Har Punus
Spoiler
Nekruvir
Spoiler
Aneirkal
Spoiler
Tulumelat
Spoiler
The Island in the Sea of Peril
Spoiler


The cities and towns host about half of Nekrer's population. However, as very many villages are along the coast as well, more than seventy percent of the nation's population lives no more than fifty kilometers from the sea.

Relationships and public opinions
Among themselves
Spoiler
With the Kopshi
Spoiler
With the Lewari
Spoiler
With the Laennie and Ganllie
Spoiler
With the Suogeli
Spoiler
With the Marsher Lords
Spoiler
With Velgatia
Spoiler
With Retegatranomolafsei
Spoiler
With Sarshen
Spoiler
With other dwarves
Spoiler
With the undead
Spoiler
With other non-humans
Spoiler
The appearance of the Opti
Spoiler


Nekrer's culture:
Holidays:
Spoiler
Opti Warfare
Spoiler
Sayings
Spoiler
Cuisine
Spoiler
Names
Spoiler
__________________
Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 06-17-2011 at 03:03 PM.
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Old 05-08-2011, 05:08 AM   Top  -  End  -  #26
Mayhem
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
New Zealand
Gender: Male
Default Re: Walufar, a homebrew setting. (Critique welcome)

Where is your wizard write-up? I've been looking for ages and haven't been able to find it.
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Old 05-08-2011, 06:08 AM   Top  -  End  -  #27
Icedaemon
Bugbear in the Playground
 
 
Join Date: May 2010
Default A class society

Hmm... Perhapas better compartmentalization is in order.

Sixth-seventh paragraph.

It's not a big change, but I feel it has potential in that it lowers the versatility a player can have without actually doing anything interesting for it.

Quote:
Originally Posted by Icedaemon View Post
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Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 05-28-2011 at 08:39 AM.
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Old 05-27-2011, 08:50 AM   Top  -  End  -  #28
Icedaemon
Bugbear in the Playground
 
 
Join Date: May 2010
Default Focus on Velgatia

Old post:
Spoiler


Introduction

The Agatian plains in central Telsarn have never been densely populated, at least not compared to the coastal regions of Telsarn or even the more forested and fertile land as enjoyed by the Lewari. Much of the landscape is savannah and shrubland with only a thin layer of soil unfit for crops, so any settlements tend to be near the rivers. Even there, the population density has not often been high. Thus, they have for most of Walufar's history remained unimportant to the rest of the world. Some of these nations might have gone to war with one another for one reason or another, but such wars have rarely had any effect on northern Telsarn.

The rise of Velgatia changed the region. For centuries, Velgatia was a minor nation. Named after the Vel the Gay, best known for placating his rivals for the throne by inviting them to the most lavish party the southlands had ever seen.

Today, a large empire is controlled by the Velgatian royal family. With more children than several other nations’ rulers combined, the descendants of Vel often married into other royal families. The strong ties that linked the family together were unbroken by marrying some distant prince or princess. Indeed, even their children were led to have interest in Velgatia. The nations often allied against seemingly stronger but lone opponents, which were largely absorbed by the kingdom of Velgatia itself after the blood alliance won. By the time the nation was deemed as a serious threat, most of the independent duchies and counties which previously managed to hold onto their ancestral territories were far too weak to stand against the foe. The alliance’s bonds already tight, the multitude of nations was pressed into one federation under the rule of the king of Velgatia. The flag of Galitor depicts ten red spears on light blue, behind the royal seal of Velgatia.

The member states of the nation

Central Velgatia
Spoiler
Kormelia
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Malatia
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Sigia
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Anulsita
Spoiler
Caulia
Spoiler
Aoti Kaea
Spoiler
Algnaria
Spoiler
Taniuria
Spoiler
Fronrul
Spoiler
Sirea
Spoiler
The army of the house of Vel

Spoiler


To be continued...
__________________
Brewing a new setting (3.5 ed D&D). The setting is complete and ready to play.
Indeed, here is the recruitment thread for the first run.
The above post was probably snide, snippy, tongue in cheek and/or opinionated. Consult your sense of humour before vexation. If still vexed, attempt to cease giving a damn. Thank you for reading this public service bulletin.

Last edited by Icedaemon : 06-30-2012 at 01:12 PM.
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Old 05-28-2011, 05:14 PM   Top  -  End  -  #29
Mayhem
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
New Zealand
Gender: Male
Default Re: Walufar, a homebrew setting. (Critique welcome)

It's nice man, good work. So is that a house for a single family or what? I'd love to see more buildings. By the way, what program did you use to make that? Wings3d?
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Old 06-03-2011, 02:26 AM   Top  -  End  -  #30
Icedaemon
Bugbear in the Playground
 
 
Join Date: May 2010
Default Re: Walufar, a homebrew setting. (Critique welcome)

It's a wealthy merchant's house. The windowed upper floors are where the (rather extended) family lives, while the bottom floor is likely a shop or storage space, depending on the merchant in question.

I used Solidworks.
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