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[ooc] - Dogville - a bloody 3.5 game [5/5]
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<blockquote data-quote="doghead" data-source="post: 4123488" data-attributes="member: 8243"><p>recruiting - s&b</p><p></p><p>Here is a thumbnail outline of the Pathfinder setting from the Rise of the Runelords players guide. I'm only loosely using it as a off the shelf background. You are not required to be intimately familiar with it. But I though it would be useful to give you some idea as to the mental picture that I have in mind.</p><p></p><p>--- VARISIA ---</p><p></p><p>-- RACES --</p><p></p><p>- HUMANS -</p><p></p><p>Three distinct human societies dwell in Varisia: the expansionist colonists of Cheliax, the tempestuous tribes of the Shoanti barbarians, and the enigmatic Varisians.</p><p></p><p>- Cheliax -</p><p></p><p>The Cheliaxans were originally colonists from a mighty empire to the south, now much reduced. The most powerful of Cheliax’s city-states, monument-haunted Magnimar and imperial-minded Korvosa, vie for control of the empire's abandoned Varisian holdings. Cheliaxians possess dark hair and eyes and a taste for the fine things in life. </p><p></p><p>- Shoanti -</p><p></p><p>The original inhabitants of Varisia, the Shoanti have been largely driven from the fertile lower plains of the south. Today the Shoanti tribes are limited the Storval Plateau, the Cinderlands, the Curchainian Hills, and the Velashu Uplands. They are nomadic, although territorial, and tough. ians, and the enigmatic Varisians. The Shoanti are a hale and powerfully built people. Typically of ruddy complexion, most men stand well over 6 feet tall, with women only slightly shorter. Most shave their heads.</p><p></p><p>- Varisian -</p><p></p><p>Insular and adhering to an ancient, nomadic way of life, extended families of Varisians form wandering communities, traveling wherever fate directs them. Varisians don’t believe in claiming land and thus see no hardship in their nomadism. The typical Varisian possesses deep olive skin and hair that ranges from black to auburn, often worn long by both men and women. Customary tattooing leads most to exhibit complex patterns and symbols.</p><p></p><p>- DWARVES -</p><p></p><p>The majority of the dwarves of Varisia live in the iron-walled town of Janderhoff in the south east. Despite Janderhoff’s fortress-like exterior, its people welcome any visitors who seek to do honest business and who don’t cause trouble. </p><p></p><p>- ELVES -</p><p> </p><p>Few elves make their home in Varisia, with the exception of the residents of the Mierani Forest. From the giant pines, white barks, and towering coastal redwoods, the Mierani elves have sculpted several villages, most notably cliff-side Arsmeril on the coast and the trading town of Crying Leaf on the edge of the Velashu Uplands. Their true home, though, the tree-city of Celwynvian, is a city abandoned.</p><p></p><p>- HALF ORCS -</p><p></p><p>Members of this rare, bastard race most commonly come to Varisia alongside marauders from the Hold of Belkzen, which frequently raid Shoanti tribes and pillage the sparse resources of the Cinderlands. While some make their homes in the same depraved dens their bloodthirsty kin frequent, others live on the fringes of Varisia’s southern lands. In seeking acceptance, these outcasts lead lives of incredible daring and personal discipline, ever hoping to prove their worth by actions and escape the shadows of their birth. In any case, Wise half-orcs rightly avoid Varisia’s native Shoanti, who see them as the foulest abominations, more hated than even the Chelaxians of the south.</p><p></p><p>-- THE LAND --</p><p></p><p>The most dramatic natural wonder of Varisia is the Storval Rise, a continuous line of cliffs that runs hundreds of miles and in some places rises as high as 3,000 feet. Adding to this wonder, nearly the entire face of these cliffs bears eroded sculptures, ruined cliff-castles, and grimly carved passages into depths below. </p><p></p><p>Above the rise stretches the Storval Plateau, a barren, hilly land of sparse vegetation and deadly giants. This is the primary home of the Shoanti. A nomadic people, the barbarians range from the Stony Mountains in the west to the Cinderlands—a badland of ragged tors in the east. </p><p></p><p>Below the Storval Rise, rolling hills, dense forests, and rocky plains make up Varisia’s more hospitable reaches. Many of these lands are marked by ancient monoliths, eroded statues, and cairns of unnatural size. To the north west, hills covered in high grass and windy flatlands form valleys between mountains and the sea. In the south, fertile lands pocked by rocky limestone pavements and mist-shrouded moors border the massive rot of the Mushfens. </p><p></p><p>- AREAS OF INTEREST -</p><p></p><p> Bloodsworn Vale: A fey-haunted pass to southern lands. </p><p> Brinewall: A mysteriously ruined sea-fortress. </p><p> Celwynvian: The doomed capitol of the Mierani elves, abandoned by its people. </p><p> The Sunken Queen: A great, timeless pyramid rising from the Mushfen’s murk. </p><p> Hook Mountain: A peak of dark repute and ancestral home to several tribes of murderous ogres. </p><p> Kaer Maga: A city built within ancient ruins, renowned for its anarchic population of squatters and outlaws. </p><p> The Mobhad Leigh: A vast and deep pit, which the Shoanti say has no bottom. </p><p> Riddleport: A depraved pirate city whose ancient harbor bears a massive, rune-carved arch. </p><p> The Lady’s Light: An ancient, towering lighthouse rumored to be haunted by the ghosts of witches. </p><p> The Storval Stairs: Titanic steps cut into the face of the Storval Rise. </p><p> Urglin: An ancient ruin overrun by brutal savages, orcs, half-breeds, and worse. </p><p> Viperwall: The Citadel of Snakes. Its walls of carved serpents endlessly leak a venomous gas.</p></blockquote><p></p>
[QUOTE="doghead, post: 4123488, member: 8243"] recruiting - s&b Here is a thumbnail outline of the Pathfinder setting from the Rise of the Runelords players guide. I'm only loosely using it as a off the shelf background. You are not required to be intimately familiar with it. But I though it would be useful to give you some idea as to the mental picture that I have in mind. --- VARISIA --- -- RACES -- - HUMANS - Three distinct human societies dwell in Varisia: the expansionist colonists of Cheliax, the tempestuous tribes of the Shoanti barbarians, and the enigmatic Varisians. - Cheliax - The Cheliaxans were originally colonists from a mighty empire to the south, now much reduced. The most powerful of Cheliax’s city-states, monument-haunted Magnimar and imperial-minded Korvosa, vie for control of the empire's abandoned Varisian holdings. Cheliaxians possess dark hair and eyes and a taste for the fine things in life. - Shoanti - The original inhabitants of Varisia, the Shoanti have been largely driven from the fertile lower plains of the south. Today the Shoanti tribes are limited the Storval Plateau, the Cinderlands, the Curchainian Hills, and the Velashu Uplands. They are nomadic, although territorial, and tough. ians, and the enigmatic Varisians. The Shoanti are a hale and powerfully built people. Typically of ruddy complexion, most men stand well over 6 feet tall, with women only slightly shorter. Most shave their heads. - Varisian - Insular and adhering to an ancient, nomadic way of life, extended families of Varisians form wandering communities, traveling wherever fate directs them. Varisians don’t believe in claiming land and thus see no hardship in their nomadism. The typical Varisian possesses deep olive skin and hair that ranges from black to auburn, often worn long by both men and women. Customary tattooing leads most to exhibit complex patterns and symbols. - DWARVES - The majority of the dwarves of Varisia live in the iron-walled town of Janderhoff in the south east. Despite Janderhoff’s fortress-like exterior, its people welcome any visitors who seek to do honest business and who don’t cause trouble. - ELVES - Few elves make their home in Varisia, with the exception of the residents of the Mierani Forest. From the giant pines, white barks, and towering coastal redwoods, the Mierani elves have sculpted several villages, most notably cliff-side Arsmeril on the coast and the trading town of Crying Leaf on the edge of the Velashu Uplands. Their true home, though, the tree-city of Celwynvian, is a city abandoned. - HALF ORCS - Members of this rare, bastard race most commonly come to Varisia alongside marauders from the Hold of Belkzen, which frequently raid Shoanti tribes and pillage the sparse resources of the Cinderlands. While some make their homes in the same depraved dens their bloodthirsty kin frequent, others live on the fringes of Varisia’s southern lands. In seeking acceptance, these outcasts lead lives of incredible daring and personal discipline, ever hoping to prove their worth by actions and escape the shadows of their birth. In any case, Wise half-orcs rightly avoid Varisia’s native Shoanti, who see them as the foulest abominations, more hated than even the Chelaxians of the south. -- THE LAND -- The most dramatic natural wonder of Varisia is the Storval Rise, a continuous line of cliffs that runs hundreds of miles and in some places rises as high as 3,000 feet. Adding to this wonder, nearly the entire face of these cliffs bears eroded sculptures, ruined cliff-castles, and grimly carved passages into depths below. Above the rise stretches the Storval Plateau, a barren, hilly land of sparse vegetation and deadly giants. This is the primary home of the Shoanti. A nomadic people, the barbarians range from the Stony Mountains in the west to the Cinderlands—a badland of ragged tors in the east. Below the Storval Rise, rolling hills, dense forests, and rocky plains make up Varisia’s more hospitable reaches. Many of these lands are marked by ancient monoliths, eroded statues, and cairns of unnatural size. To the north west, hills covered in high grass and windy flatlands form valleys between mountains and the sea. In the south, fertile lands pocked by rocky limestone pavements and mist-shrouded moors border the massive rot of the Mushfens. - AREAS OF INTEREST - Bloodsworn Vale: A fey-haunted pass to southern lands. Brinewall: A mysteriously ruined sea-fortress. Celwynvian: The doomed capitol of the Mierani elves, abandoned by its people. The Sunken Queen: A great, timeless pyramid rising from the Mushfen’s murk. Hook Mountain: A peak of dark repute and ancestral home to several tribes of murderous ogres. Kaer Maga: A city built within ancient ruins, renowned for its anarchic population of squatters and outlaws. The Mobhad Leigh: A vast and deep pit, which the Shoanti say has no bottom. Riddleport: A depraved pirate city whose ancient harbor bears a massive, rune-carved arch. The Lady’s Light: An ancient, towering lighthouse rumored to be haunted by the ghosts of witches. The Storval Stairs: Titanic steps cut into the face of the Storval Rise. Urglin: An ancient ruin overrun by brutal savages, orcs, half-breeds, and worse. Viperwall: The Citadel of Snakes. Its walls of carved serpents endlessly leak a venomous gas. [/QUOTE]
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[ooc] - Dogville - a bloody 3.5 game [5/5]
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