Just wanted to post a short post about the setting I've been working on for some time (well, originally started on it 15 years ago or so, when I started playing the game).
What I am trying to do, is construct a "what if" setting. Originally, the setting was merely a random collection of cities, races and countries, but the last couple of years I've started developing it with a "theme". Even though the original setting worked okay for what it was supposed to do, provide a background for the adventures of the group I DM'ed for, I kinda wanted to have it evolve away from its randomness.
The theme I am working on can be simply explained as "fierce". I decided that the setting should be a lot deadlier and radical than most settings, yet still loosely based on medieval Europe. Now, when a whole setting is more fierce and deadly, what happens? Well, first of all, only races that have some kind of edge would survive, there wouldn't be room for races or countries that can't survive in a more hostile environment. The cute little haflings would perish in the blink of an eye, and other races likes gnomes and elves would struggle hard to survive. Humans would have to be far more militaristic and aggressive. Yet, I found some ways to incorporate the "less aggressive races".
The elves, even though they're always described as being a quite potent race, suffer greatly from their slow rate of reproduction. Even if one elf kills of ten orcs before it dies, it still isn't enough. The orcs will eventually win due to their much faster rate of reproduction. So, how can the elves fit into a setting such as this? Well, the answer is that the elves don't fight their wars themselves. The elves are slave-holders, having large armies and countries populated by various slave-races. The arrogant and hedonistic elves consider themselves above everyone else and as such have no qualms about owning slaves. They use a mix of intimidation, fear and drugs to keep their slaves under control, having an elite cadre of highly indoctrinated orcs to keep the population under control. These "red hand orcs", as they are called, are pet projects of the elven nobility, the result of many years of extensive breeding programs (kinda similar to how some noble families bred hunting dogs, horses or hunting birds). The red hand orcs are far stronger than the common orcs, but few in numbers. They often have small estates of their own, with slaves attending to their needs. Slaves belonging to races that are easily subdued are controlled by their slave-masters and the orcs, while the elves have to use more radical means to keep the more independent slave races in check. These races are often forced to become addicted to drugs which the elves have control over, making it virtually impossible for these races to rebel without severe side-effects.
Still, the elves used to control the majority of the Balmortis world, but have lost most of their lands over the years. The orcs they created to be their soldiers rebelled and decimated the majority of the remaining elven army. Of the original twelve states controlled by the elves, only two remain in elven hands. Naturally, the elves have fortified these states to the extreme, protecting them with a mix of large armies of slave-races, elites units of red hand orcs and constructs, and a matrix of magic wards. The elves, in their arrogance, still appoint nobles to be the "lords" of the ten lost states. They don't consider these states to be legitimate and refuse to deal with them in any way.
In their two remaining states, the elven nobles grow even more hedonistic and decadent. Few things are forbidden in their society, at least amongst the elves.
The humans, beset by older races, have been forced into countless wars. Now, the majority of the human race cling to a small number of very radical faiths. The most dominant deity amongst the humans is Thakulion, the Prince of Scars. Thakulion teaches that only through self-mutilation can you cleanse your spirit of flaws and errors. In some countries, the worship of Thakulion is not an option, but a demand, the church having supreme power that rivals even the power of the king. The militant church of Thakulion demands constant tribute and worship. With the normal clergy attending to the daily operations of the church, the War-Heralds form the military wing of the faith and various monk orders extend their influence into virtually all aspects of daily life. The Dolbartinians make a living by copying and selling books, having an almost exclusive right to reproduce anything written. As scribes, the order also ensures that no book containing heretical material is ever copied. The Theutobites are fierce bare-knuckle fighters, trained as boxers and brawlers. Some make a living traveling across the world to win fist-fighting tournaments, while others have taken up debt-collection as a trade. The Theutob order is considered to be the most efficient institution at getting people to pay back debts. The order sometimes buys up the debt of others just to add 25% to the original amount and claim it. The Dauphin order makes a living by running a number of large farms, farms where the poor can work for food, lodging and a very small pay. Sometimes, if someone is deeply in debt, the Dauphin order will purchase that debt and the person is forced into debt bondage. Even though most countries have laws against slavery, debt bondage is still permitted (sometimes, if the debt is big enough, a person can be bound to another person for "100 years", which means they are basically slaves with no hope of freedom).
In some countries, such as Laumakis, the church and the king constantly feud over the control of the country, with the nobility and powerful guilds occasionally joining the fray. In other countries, such as Cay Adair, the king is merely a pawn. Only a very few and rather unimportant countries are not controlled by religion.
The dwaves also exist, but they are very different from normal dwarves. The dwarves are actually the "ancestors" of a planar traveler. A small group of a race unknown to the world came into Balmortis on an exploration expedition. Unfortunately, the group was torn apart by the rift that gave them access to Balmortis. Only one member of the group managed to "survive", the armorer and engineer Arak Kammon. His body was completely destroyed by the rift, but his spirit manages to survive. A ghost without a body, Arak Kammon tries to find a host that he can inhabit. Unfortunately, he is too weak to take up residence in a living creature and is eventually forced to take up residence in a statue constructed inside a Shim city, a statue made as a mockery of a local Shim noble. Arak Kammon is initially held captive by the Shim, but manages to escape to an island called Cimakath. There, he carves new statues out of the stone and imbues them with a fragment of his spirit to give them life. The race becomes the dwarves, living creatures made of solid stone, all unified by the presence of an ancestral spirit. Initially, the dwarves are relatively peaceful, devoting their lives to industry and growth. After an unmotivated goblin invasion where many dwarves are killed, they alter their society to focus on war and the construction of machines that can aid them in war. The dwarves also adopt a doctrine for their entire society: "Any death will be repaid threefold". Whenever another race or nation manages to kill a dwarf, it is the solemn oath of the dwarves to avenge this death with three deaths. If any dwarf dies while trying to fulfill the oath, they must also be avenged. Over the course of history, the "revenge list" for some races has grown extremely long (the elves, for example, owe the dwarves many thousand deaths). With some races or nations, the dwarves have gotten their vengeance and have been able to take up trade and relatively peaceful negotiations.
The dwarves, just as the elves, have a problem with reproduction. Even though the dwarves don't breed as regular creatures, it takes a long time for them to craft a statue that they can turn into a new dwarf. They consider themselves obliged to only construct statues that are of the finest craftsmanship possible. Even during war, the dwarves will never construct new statues, and new dwarves, of inferior quality. The dwarves survive in Balmortis due to their superior technology. When they go to war, the spear point of the dwarf army are the Juggernauts, elite soldiers clad in steam-powered armor, backed by mechanized siege engines.
Anyways, thats a little bit of introduction to the setting, I'm probably going to post some of the "crunch" in the 3E House Rules, already posted the War-Herald of Thakulion, the orc race and an orc PrC, the Glutton. I'm working on many projects in the setting, classes, organizations, orders, gods, races, cities and nations. I think I have a little over 600 pages that I'm revising. as well as 40+ maps. Quite a bit of it isn't really usable though, since some of the oldest material I've written many years ago is quite low standard. Just wanted to hear what people think of the concept!
What I am trying to do, is construct a "what if" setting. Originally, the setting was merely a random collection of cities, races and countries, but the last couple of years I've started developing it with a "theme". Even though the original setting worked okay for what it was supposed to do, provide a background for the adventures of the group I DM'ed for, I kinda wanted to have it evolve away from its randomness.
The theme I am working on can be simply explained as "fierce". I decided that the setting should be a lot deadlier and radical than most settings, yet still loosely based on medieval Europe. Now, when a whole setting is more fierce and deadly, what happens? Well, first of all, only races that have some kind of edge would survive, there wouldn't be room for races or countries that can't survive in a more hostile environment. The cute little haflings would perish in the blink of an eye, and other races likes gnomes and elves would struggle hard to survive. Humans would have to be far more militaristic and aggressive. Yet, I found some ways to incorporate the "less aggressive races".
The elves, even though they're always described as being a quite potent race, suffer greatly from their slow rate of reproduction. Even if one elf kills of ten orcs before it dies, it still isn't enough. The orcs will eventually win due to their much faster rate of reproduction. So, how can the elves fit into a setting such as this? Well, the answer is that the elves don't fight their wars themselves. The elves are slave-holders, having large armies and countries populated by various slave-races. The arrogant and hedonistic elves consider themselves above everyone else and as such have no qualms about owning slaves. They use a mix of intimidation, fear and drugs to keep their slaves under control, having an elite cadre of highly indoctrinated orcs to keep the population under control. These "red hand orcs", as they are called, are pet projects of the elven nobility, the result of many years of extensive breeding programs (kinda similar to how some noble families bred hunting dogs, horses or hunting birds). The red hand orcs are far stronger than the common orcs, but few in numbers. They often have small estates of their own, with slaves attending to their needs. Slaves belonging to races that are easily subdued are controlled by their slave-masters and the orcs, while the elves have to use more radical means to keep the more independent slave races in check. These races are often forced to become addicted to drugs which the elves have control over, making it virtually impossible for these races to rebel without severe side-effects.
Still, the elves used to control the majority of the Balmortis world, but have lost most of their lands over the years. The orcs they created to be their soldiers rebelled and decimated the majority of the remaining elven army. Of the original twelve states controlled by the elves, only two remain in elven hands. Naturally, the elves have fortified these states to the extreme, protecting them with a mix of large armies of slave-races, elites units of red hand orcs and constructs, and a matrix of magic wards. The elves, in their arrogance, still appoint nobles to be the "lords" of the ten lost states. They don't consider these states to be legitimate and refuse to deal with them in any way.
In their two remaining states, the elven nobles grow even more hedonistic and decadent. Few things are forbidden in their society, at least amongst the elves.
The humans, beset by older races, have been forced into countless wars. Now, the majority of the human race cling to a small number of very radical faiths. The most dominant deity amongst the humans is Thakulion, the Prince of Scars. Thakulion teaches that only through self-mutilation can you cleanse your spirit of flaws and errors. In some countries, the worship of Thakulion is not an option, but a demand, the church having supreme power that rivals even the power of the king. The militant church of Thakulion demands constant tribute and worship. With the normal clergy attending to the daily operations of the church, the War-Heralds form the military wing of the faith and various monk orders extend their influence into virtually all aspects of daily life. The Dolbartinians make a living by copying and selling books, having an almost exclusive right to reproduce anything written. As scribes, the order also ensures that no book containing heretical material is ever copied. The Theutobites are fierce bare-knuckle fighters, trained as boxers and brawlers. Some make a living traveling across the world to win fist-fighting tournaments, while others have taken up debt-collection as a trade. The Theutob order is considered to be the most efficient institution at getting people to pay back debts. The order sometimes buys up the debt of others just to add 25% to the original amount and claim it. The Dauphin order makes a living by running a number of large farms, farms where the poor can work for food, lodging and a very small pay. Sometimes, if someone is deeply in debt, the Dauphin order will purchase that debt and the person is forced into debt bondage. Even though most countries have laws against slavery, debt bondage is still permitted (sometimes, if the debt is big enough, a person can be bound to another person for "100 years", which means they are basically slaves with no hope of freedom).
In some countries, such as Laumakis, the church and the king constantly feud over the control of the country, with the nobility and powerful guilds occasionally joining the fray. In other countries, such as Cay Adair, the king is merely a pawn. Only a very few and rather unimportant countries are not controlled by religion.
The dwaves also exist, but they are very different from normal dwarves. The dwarves are actually the "ancestors" of a planar traveler. A small group of a race unknown to the world came into Balmortis on an exploration expedition. Unfortunately, the group was torn apart by the rift that gave them access to Balmortis. Only one member of the group managed to "survive", the armorer and engineer Arak Kammon. His body was completely destroyed by the rift, but his spirit manages to survive. A ghost without a body, Arak Kammon tries to find a host that he can inhabit. Unfortunately, he is too weak to take up residence in a living creature and is eventually forced to take up residence in a statue constructed inside a Shim city, a statue made as a mockery of a local Shim noble. Arak Kammon is initially held captive by the Shim, but manages to escape to an island called Cimakath. There, he carves new statues out of the stone and imbues them with a fragment of his spirit to give them life. The race becomes the dwarves, living creatures made of solid stone, all unified by the presence of an ancestral spirit. Initially, the dwarves are relatively peaceful, devoting their lives to industry and growth. After an unmotivated goblin invasion where many dwarves are killed, they alter their society to focus on war and the construction of machines that can aid them in war. The dwarves also adopt a doctrine for their entire society: "Any death will be repaid threefold". Whenever another race or nation manages to kill a dwarf, it is the solemn oath of the dwarves to avenge this death with three deaths. If any dwarf dies while trying to fulfill the oath, they must also be avenged. Over the course of history, the "revenge list" for some races has grown extremely long (the elves, for example, owe the dwarves many thousand deaths). With some races or nations, the dwarves have gotten their vengeance and have been able to take up trade and relatively peaceful negotiations.
The dwarves, just as the elves, have a problem with reproduction. Even though the dwarves don't breed as regular creatures, it takes a long time for them to craft a statue that they can turn into a new dwarf. They consider themselves obliged to only construct statues that are of the finest craftsmanship possible. Even during war, the dwarves will never construct new statues, and new dwarves, of inferior quality. The dwarves survive in Balmortis due to their superior technology. When they go to war, the spear point of the dwarf army are the Juggernauts, elite soldiers clad in steam-powered armor, backed by mechanized siege engines.
Anyways, thats a little bit of introduction to the setting, I'm probably going to post some of the "crunch" in the 3E House Rules, already posted the War-Herald of Thakulion, the orc race and an orc PrC, the Glutton. I'm working on many projects in the setting, classes, organizations, orders, gods, races, cities and nations. I think I have a little over 600 pages that I'm revising. as well as 40+ maps. Quite a bit of it isn't really usable though, since some of the oldest material I've written many years ago is quite low standard. Just wanted to hear what people think of the concept!
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