Posts Tagged ‘setting’
Friday, September 4th, 2009
(being modified)
Common Races
- Dwarf (sub races available, mountain and hill dwarves are PHB dwarves)
- Elf (Gray, High, wood/wild)
- Gnome (Common PHB gnome only)
- Aasimar
- half-elf
- Halfling (lightfoot PHB only)
- Human
- half – orc
Uncommon Races
Rare Races
- Dark elves (races is very limited)
- Kobold
Tags: campaign, character, Mystere, Player, races, setting
Posted in Mystere, campaign ideas | No Comments »
Friday, May 22nd, 2009
Marrirar – City of the Great tree – Population 12,000 raptorans 99%
This city is built upon a great immortal tree. Almost a mile wide and many miles tall. Among the high branches of the Marrira tree live the raptorans. This is their only great homeland. They are the trees guardians and caretakers. Each would immediately give it’s life for the sake of the tree. It is believed the Marrira tree is the original treant and has grown too large to move and it’s sentience transcended into the forest of Fayedge itself.
Tolwern – Population 24,000
Current ruller Halane Cynnewict
The city’s leadship consists of the head of the oldest 5 elven families with 3 open seats for the head of the mage’s school, the elven warmaster, and the high cleric of the elven pantheon. The head of the oldest family gains the title of Valestine and handles the day to day needs of the country. He or she is able to make quick judgments and wise decisions especially under duress such as war. Tolwern is a beautiful city with many skilled tradesmen and magical resources. With hundreds of master craftsmen and magic users, almost any item can be found here made of the best qualities. Other good races are allowed acess to most of the city. Some sections require approval from their respected leaders such as rare tomes in the great library can only be approved by the head librarian.
Tags: adventure, campaign, campaign-setting, cities, dnd, dungeons and dragons, homebrewed, Mystere, pantheon, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »
Friday, May 22nd, 2009
Kentol is a dark and forboding land, mists spread across the valleys leaving an awkward silence. Travellers constantly see movement from the corner of their eye on dark nights. Many never return to talk about the mysterious land. Monsters and dark abberations stalk the moonlight looking for fresh prety. Often times it is better to stand the chill night shivering than keep a warm fire which will draw creatures to attention for miles.
Lerocia – Home of the vampire queen – Lerocia is a city devoid of hope. Citizens work in absolute fear of their ruler and her underlings. Lerocia’s skies are always dark for the city is cursed in an unholy blight brought upon by Malista the “Vampire queen.” This place was once a hub of trade and fertile lands for farming. Now the land provides little growth. Crops rot early in the fields, cattle die of plagues, and evil lurks everywhere for a victim. Malista has been the terrible ruler of this nation for many centuries. Long ago, Malista was once a living queen, beautiful and intelligent. During her reign a now long dissolved southern nation attacked Kentol. The Southern nation’s generals made a deal with a vampire to deal with Malista and create political unrest. It did just that, when Malista first awoke after being bitten she was more powerful than ever. She quickly turned her direct underlings to cold undead servants. In one night she had taken direct control of enough people who in turn took more under them, to manage the local population before anyone could dare oppose her. Within weeks, she personally led the sweeping attack with her many minions and crushed her enemy completely, leaving no living where they went. For each kill her army made another member swelled her ranks. This great slaughter cursed Malista in darkness and all she rules over as well.
Armory of Calishul – The entrance to this now dungeon, but previous armory and underground base for the forces of calishul has been left mostly untouched. Calishul was the southern nation now absorbed into Kentol that previously had gone to war with them. Their leaders were responsible for what turned Malista into what she is now today. When Malista’s forces swept across the land, they left much behind untouched and unsearched. There could be many relics to find in this ancient buried lair.
Tags: adventure, adventure DnD, campaign, campaign-setting, dnd, dungeons and dragons, homebrewed, Mystere, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »
Friday, May 22nd, 2009
Aldaya is a beautiful land of dense forests, wide expanses of rolling hills, clear rivers, and tall grassed prairies. Well at least most of it still is. Southern Aldaya has been marked and tained by war. Forests burned, farms salted, and wildlife slaughtered and left to rot.
*At war with Roturi*
Tags: adventure, campaign, campaign-setting, dnd, dungeons and dragons, homebrewed, setting
Posted in General, Mystere | No Comments »
Friday, May 22nd, 2009
Merciba is a mostly uncontrolled stretch of land with little order. Wild races roam the forests, hills, and plains of this area seaking their next kill/meal. No villages exist (or don’t anymore) without some form of outer defense. Whether living in treetops or partially underground or thin wooden walls. Noone lives long without some solid protection. Common trade routes always have several extra guards to keep the caravans safe & and it’s still not uncommon for many to disappear.
Tags: adventure, campaign-setting, dnd, dungeons and dragons, homebrewed, Mystere, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »
Friday, May 22nd, 2009
The country of Belud is hardly an actual organized nation aboveground. The land is covered with tall mountains and small green fields in between. There are few aboveground villages or settlements. The land does contain quite a bit of harmful natural denizens but most aren’t evil, just dangerous beasts. Topside, peace is kept by the dwarves that live below. and in the mountains. Weather is pretty warm yearly, many rains brought in from the ocean.
Dankjarboon is as much of a city as it is an underground country of dwarves. Tunnels weave and cross throughout Belud and into the other nations for trade purposes with the dwarves. The dwarvish peoplekeep peace above and below ground (above mostly for trade purposes), and contain a they maintain several outposts with tunnels leading underground. Many dangerous creatures live aboveground as well as dangerous races that live in the mountains such as giants, and underground bullets occasionally cause trouble as well as other beasts. Due to the size of the dwarven city nation, communities sometimes disappear or are cut off and never found due to earthquakes and other unknown occurrences.
Tags: adventure, campaign, campaign-setting, dnd, dungeons and dragons, homebrewed, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »
Friday, May 22nd, 2009
Tuldeir is a cold nation in the north. Most of it’s seasons are cold to freezing, with a cold to milk temperature during summer. SUmmer usually has daily rains and the winter snows are consistent blanketing the land in white. Many arctic dwarfs have small settlements dotting the landscape.
**Large coniferous forest **
**small volcano, with notable effects, hot springs, etc**
Abray keep – An old ruined castle. It’s origins are unknown and the ruins are currently inhabited by a small tribe of orcs and half ogres. The keep is in disrepair but provides some defense and shelter for those who make it their home.
Tags: adventure, campaign, campaign-setting, dnd, dungeons and dragons, homebrewed, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »
Friday, May 22nd, 2009
Osatia is a small island nation off of the coast of Espar. The pe ople of this land are great crafters and decent farmers. The landscape is dotted with small villages, few farms and forts and a singular large port city. Osatia is a well governed state working to ensure the safety of it’s peoples. Those who live here usually serve in the military/militia at some point in their lives and learn their trades there that they will use for the rest of their life. Such as weapons crafting, construction, or combat roles.
Bellmount- This is one of the largest ports on the world of Mystere. It is the biggest city in Osatia and serves many different purposes. It rests at the center of the isle, and trade routes extend all through the nation from this one city. Bellmount has very open trade policies and most goods can be found here despite legality in other nations and even Osatia. In the port district, items can be traded or sold that can’t be carried out of this area such as poisons, and slaves. Whereas in the rest of the country these things are outlawed. This is what makes Bellmount such a place for trade. Even stolen goods are moved here as pirates are allowed to do their business as long as they are direct in their dealings. Experienced and well paid guards constantly patrol the port and there is no tolerance for theft or violence.
Tags: adventure, campaign, campaign-setting, dnd, dungeons and dragons, homebrewed, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »
Thursday, May 21st, 2009
The jungles, marshlands, and swamps of Aquul are some of the scariest and deadliest lands of Anaskel. Most of the humanoids here are wild/feral in nature. This includes the goblinoids ,kobolds, ogres, barbarian tribes, few humans, and other commonly uncivilized races. The swamps are also home to several black dragons. The tribes that roam here stay in small groups to avoid attracting larger and more dangerous beasts for a full meal.
Aldshadow (Small City, 1800 residents, mostly human, half-orc, half-elf, and a lesser amount of other races from the region) – Several groups of neutral and goodly tribes gathered/grouped to create a safe village. As more and more nearby residents join Aldshadow the city becomes more fortified. This city has a strict code of watching their brother’s/sister’s backs and will always assist each other when in need and are not afraid to fight to the death for the safety of their town. It has taken much work to get Aldshadow to the level of peace and defense it has now and they are not willing to let that fail.
Tags: campaign, campaign-setting, dnd, dungeons and dragons, homebrewed, Mystere, setting
Posted in Dungeons and Dragons notes, campaign ideas | No Comments »
Thursday, May 21st, 2009
The origin of magic in the world explained
History of the world believes in a mythical story of a god or gods planting magical sources of energy into the planet which grew into everything. Evocation grew into storms and volcanoes, Illusion grew into the oceans, hiding it’s contents which are both beautiful and terrifying. ETC. Fill in more for different schools/seeds of magic.
Tags: campaign, dnd, magic, Mystere, seed, setting
Posted in Dungeons and Dragons notes, Mystere | No Comments »