Obsydia's Races Overview + Dweller, Fey, Fianna Updated (7/13/2006)

Fianna Lands

Umbarya: Umbarya is the forest nation of the Fianna. Far less reclusive than their Treefolk neighbors, the Fianna present an interesting dichotomy with their culture. In many respects they are held together by a clan structure, but unlike most clan based cultures the Fianna are not isolationists. They have a unified government under the leadership of their druids.
Government and Law: The government of Umbarya is based upon clericalism, or rule by the clergy. Umbaryan druids lead all aspects of Fianna life. They act as judges, ambassadors, and arbitrators. The Hierophant has the final say in all matters. The druids use specially selected rangers for their sheriffs. These rangers head up groups of watchmen who act as the Umbaryan militia and police. Laws are less present in Fianna society than are traditions and customs. Most Fianna believe that laws of nature and gods should be the laws of man and so they have no written law. Most actions that are considered crimes in other lands are still against custom in Umbarya so the druids will still punish thieves and such. The harshest punishment for a Fianna is branding and banishment, for outsiders the harshest punishment is to be branded and left naked and lost in the forest. The Fianna do not believe in capital punishment.
Geography: Nestled in between the Llyrethian Sea, the Nehalennian Sea and Lake Coventina is Umbarya. The land is covered in coniferous tree growth with some deciduous cover to the south. The land is wet and many of the lowlands are prone to flooding in warm periods.
Climate: Umbarya is marked by cold wet winters and chill damp summers. Cold winds often spill off the mountains of Gunnungigap causing the temperature to drop rapidly.
Condatis: This is the largest and capital city of Umbarya. It lies at the southern junction of the Llyrethian and Nehalennian Seas. Condatis is unique in that, though the city has grown it is still dominated by single story wooden structures. Little planning has gone into the design of the city and roads are chaotic at best. Recently there has been a push by citizens to organize the city in some fashion, but it seems unlikely this initiative will take hold. (Population: 85,000)
Nechtan: Sitting where the Plains of Epona meet the forest of Umbarya and the Boann River empties into the Nehalennian Sea, Nechtan is a major trade city which controls a great deal of shipping between the nations of Gunnungigap, Umbarya, and Hündyr. The city is large and impressive with great walls of white marble set with massive iron gates that control both the river and the trade roads. The walls were built by the Wynd as a gift to thier allies in ages past. (Population: 65,000)
Aine: The town of Aine lies on the northern shore of Lake Coventina. Primarily a fishing and shipping town, this city is also famous for its yearly Festival of Borthin, which celebrates the beginning of the spring thaw. The revelry for this event is known to be particularly hedonistic. (Population: 3400)
Andraste: Significant mostly for its role in the protection of the western reaches of Umbarya, Andraste lies along the banks of the eastern most Sister of Eanin, just south of Asce. The town surrounds the wooden ramparts of a small but well defended garrison. (Population: 4500)
Llyrethian Sea: The Llyrethian Sea cuts through the northern portion of Umbarya. The coastline of this sea is marked by steep hills and many narrow inlets. During the spring thaws the water level rises so much that a narrow river joins Lake Coventina and the sea.
Nehalennian Sea: The Nehalennian Sea carves the Umbaryan peninsula out of the rest of Caradon. Used for trade by the Fianna, the Hünde, and the Treefolk this sea is often crowded by great shallow barges and riverboats.
Lake Coventina: Lake Coventian is the largest lake in Caradon and lies between Gunnungigap and Umbarya. The Fianna use the lake for its bountiful food supply and for its usefulness in transporting trade.
Bronwen: The Bronwen river is fed by Lake Coventina and is a tributary to the larger Boann River. It is often used to ferry goods from Aine to Nechtan in the south.
Boann: The Boann River is fed by the melt off of the Gunnungigap Mountains and the Bronwen River. This river is used to bring trade goods down from Lake Coventina and is also used by the Wynd to bring their goods south to the Hünde as well as the Treefolk.
Commerce: The Fianna trade mostly timber, fish and ivory. They are well known for the quality of their bows and other woodcrafts as well. They import stone, textiles, grain and finished goods.
 

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looks Interesting. The Fianna are definately cool. I really like the naming convention you have set up for them.
The dwellers seem interesting as well but I worry that their fluff and crunch are somewhat contradictory.

Fluff
Dwellers are forthright and stubborn... Dwellers are short, broad people possessing thick limbs. They are heavily muscled when compared to other races

Crunch
+2 Charisma, –2 Constitution.

Although I understand that they are master hagglers I am not sure forthright and stubborn is a good description for a charismatic race. Similarly saying that they are broad and muscular lends itself to them sounding tough but, this is then contradicted by their -2 con. I myself seem a tad confused by these things.

I haven't had time to read all the posts but they definately look pretty cool so far.
 

Ooooh yeah, I edited them awhile back to better reflect the crunch...apparently I copied and pasted them here from an old file...doh! i will edit them here tomorrow and I blame on my mistakes for the near future on pain meds.

Drexes
 




Dwellers would be the most advanced in my campaign setting. IMC they fold steel, and have more advanced refinements than others do but they have not yet created gunpowder, they would be on the verge, perhaps even knowing what it is, but not yet applying its uses. They would then know how destructive it could be, but wouldn't make gunpowder weapons yet. Maybe this is the reason for their new steel walls...

What race next?

Drexes
 

The Groth

Groth Racial Entry:
[sblock]Groth
General Description: Groth are the indigenous race of the northern and central Durak Plains of what is now southern Nether. They are savage and brutal and most cultures consider them barbaric.
Personality: Groth admire strength and cunning. Their society is based upon a caste system headed by the warrior caste, known as K’tagor. Groth are vicious and delight in cruelty. Those weaker than them are viewed with open contempt and are often abused and enslaved.
Physical Description: Groth are humanoids with thick hide-like skin in hues of brown and gray. They are roughly the same height as most humans but bare much more muscle. Along their joints, Groth bare great bony spike-shaped protrusions. Their brows and jaws are also often marked with this bone structure. Groth have large jaws with sharp teeth, often that curl over their lips in large underbites. Their eyes are small and deep-set and completely black. Their hair is coarse and black but only K’tagor are allowed to wear it in anything more than a short covering on top of their heads.
Relations: Groth were once cousins of the desert dwelling S’dhat. When they aligned and swore allegiance to the Demon-King Viseryk, they were altered by his corruptive magic. Groth are despised by nearly every other race on Obsydia. But for their brutality and strength the other races would have wiped them out long ago. As it stands they are the military strength of the single largest empire on Caradon, Nether. Netherians live in constant fear of the wrath of Viseryk and his Groth forces, while Valderians and the Hünde have come to stalemates with their vast armies. Individual Groth are rare outside of Nether and the Durak Plains, but where they tread they are feared and watched with open suspicion.
Alignment: Delighting in cruelty and depravity Groth are the vary model of evil, and in times past were quite chaotic. With the rule of Viseryk though they have become more organized and if possible more frightening. Most Groth within Nether will be neutral evil with some among them being chaotic or even lawful. Most lone Groth are chaotic. Few good Groth are known to exist at all.
Lands: The Groth initially claimed the lands of the northern Durak Plains to the Thothan Marsh, but since the rule of Visiryk their armies have claimed all of Nether and central Caradon.
Religion: The Groth worship the Demon-King Viseryk who they believe is the embodiment of Bahag. For more information on Groth religion refer to chapter three: Religions of Obsydia.
Language: The language of the Groth is guttural and harsh, with strong consonants and few vowels. Most Groth speak at least some Caradonish as well, but few trouble themselves with learning the other languages of the ‘weak’ races. It should also be noted that the Groth have no form of written language and therefore those who do not learn other languages are illiterate.
Male Names: The strongest K’tagor in the area names Durak males at birth. The K’tagor will wound the child and drink his blood. With the taste of blood in his mouth he will give the child a name for what is expected of the child’s future. Thus families often gift K’tagor before their children are named. Common names include: Drugat (Blood drinker), Kachik (Man slayer), Trugak (Gore bather), Grag’gorn (Axe weilder) or if the K’tagor is displeased names like Thrakt (Whelp) are often given.
Female Names: Groth females are not named until they have been claimed by a male or have killed a male who has tried to claim them. Groth weddings are quite brutal and a bride is only taken if she can be beaten into submission. A woman who is thus beaten takes her husband’s name with the prefix Gaj’ and thus is named. Any woman who kills a K’tagor male is promoted into their ranks and may attempt to claim a lesser caste male as a husband. A K’tagor woman may pick her own name and her husband will lose his and adopt hers with the suffix –‘jat.
Surnames: There is no naming convention among Groth for surnames. Groth name themselves by their lineage as follows: Drugat ack Fragtik ack Degeld (Drugat son of Fragtik son of Degeld).
Adventurers: Lone Groth have often fled their tribes rather than be killed by a rival. Most are either barbarians or fighters and many are chaotic evil in alignment.
Racial Traits:
+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Groth are physically powerful and very hardy but generations of placing very little value on social and intellectual endeavors have taken their toll on the once clever Groth.
Medium-size: As medium sized creatures, Groth experience no special benefits or hindrances from size.
The base speed for Groth is 30 feet.
All Groth gain a +2 racial bonus on all intimidate skill checks due to their brutal reputations.
Due to the thickness of Groth hide and the unique bone growths at their joints, Groth gain a +2 racial bonus to their natural armor.
Automatic Languages: Grothik. Bonus Languages: Caradonish, Netherese, Goblin, and S'dhat.
Preferred Class: Barbarian [/sblock]

Groth Religious Practices:
[sblock] Nether Religious Practices: Worship of the Demon-King is a state mandate enforced by the Templars of Nether. Primary practices involve the paying of tithes in addition to taxes, attending daily religious services, and general subservience. In Nether, any religious practice that is not the worship of the Demon-King is both a heretical and treasonous act that is punished brutally and publicly.
The Templars of Nether: The Templars are the spiritual and legal leaders of Nether. They have the power and responsibility to carry out the laws of the Demon-King. It is their duty to collect taxes and tithes for the Church of Nether and it is they who pass judgment and carry out sentences upon criminals. Most offenses within Nether are punished in one of two ways, either through enslavement or death. Both of these sentences are completed only after a criminal is purified through pain publicly. The Templars believe that Visyrik is the avatar of Bahag and through him they are granted their spells. The holy symbol and favored weapon of Visyrik is a flanged mace of black steel. His templars may choose domains from the following list; Death, Destruction, Domination, Evil, Fire, Inquisition, Tyranny and War.
[/sblock]

Lands of the Groth (Nether)
[sblock] Nether: Nether is the largest and most powerful kingdom of Obsydia, occupying more than one third of the land. Once a small kingdom, over the last two hundred years Visyrik, the Demon-King has waged war upon the countries of Obsydia slaughtering and enslaving men by the hundreds and thousands, his great legions are composed of Groth, ogres and giants. Whole civilizations fell to Visyrik’s rampage. The armies of Nether were pulled from the vast broken plains of Durak, home to many Groth and ogres. It was on these plains where Visyrik convinced the Groth tribes to join under his banner and start a military coup in Nether. Once Nether fell completely under the control of the Demon-King, it was easy for Visyrik to convince the Groth that he was the voice of their God, Bahag. From this point of mortal deification, Visyrik began to exert his will over the people of Nether, enforcing a state religion in which Visyrik is Bahag, the one and true God. Many in Nether resent this forced religion but fear of the Demon-King and his Templars is enough to stay their feelings.
Now the country of Nether occupies the central portion of Caradon and the broken plains of Durak.
Government and Law: The government of Nether is in effect a totalitarian theocracy, under the dictatorial rule of its lone deity, Viseryk. The formation of law is ecclesiastical. The laws of Nether are strict and enforced by the Templars as they see fit. There is a great deal of corruption in Nether and it is not uncommon for charges to be trumped up or dropped in exchange for bribes. Punishment of crimes in Nether usually involves public floggings, torture, enslavement and/or death.
Visyrik, The Demon-King of Nether: Visyrik himself is a half-fiend and came into power after brutally slaying each of his rivals and assuming the throne of Nether with the strength of twenty thousand Groth and ogres.
Geography: Nether occupies the territory between the Eanin and Leits river basins in the north and continues across Durak in the south. In the northern portion of Nether, the land is arable and consists of rolling hills and grass covered plains. To the south the land becomes less hospitable. The Thothan Marsh occupies a great deal of central Nether. In the south the broken plains of Durak are vast lands of sun blasted clay desert.
Climate: In the northern part of Nether the climate is temperate, with cold winters and warm summers. Rainfall and snow are moderate. In Durak the climate is more arid. Hot days and cold nights mark the land year round causing the clay ground to blister and crack, thus naming the broken plain. Rainfall is almost non-existent. On the other hand winds off the Hathor Sea bring humid, wet weather to the Thothan Marsh and the city of Menes.
Menes: Menes is the capital city of Nether. It lies on the eastern coast of the Hathor Sea just north of the Thothan swamp. The city has a massive harbor and trade through the city is very strong. The palace of the Demon-King Viseryk lies at the center of the city atop a great hill. Its black walls and high towers can be seen from any point in the city. In fact it is a crime to construct any building that blocks the view to the Demon-King’s palace. (Population: 81,514)
Kephri: Kephri lies on the eastern coast of the Marnaw Lake. It was once a small fishing village but has grown in the last few decades due to an increased military presence. Kephri is still a center for fishing, but now it is also a border fort set against Valderia. (Population: 36,681)
Yeth: Yeth is a small but significant shipping center that lies at the joining of the Sisters of Eanin. All goods traveling south from Gunnungigap and Andraste must pass through Yeth. It is here that Nether collects its tariffs on foreign goods. Shipwrights, sailors, mercenaries and templars are common sights in Yeth and civil unrest is very common. The town is little more than one large river wharf and is quite famous for its odor. (Population: 9,171)
Thothan Marsh: Dark and forboding the Thothan Marsh is the inspiration behind children’s nightmares. Many of the dreaded denizens of Obsydia make their residence in the deep recesses of this swamp.
Marnaw Lake: Marnaw Lake lies between Valderia and Nether with both countries claiming rights to it. Fisherman scuffles are quite common and both countries have now invested in patrolling vessels to attempt to keep the peace.
The Sisters of Eanin: These five small rivers all empty into the River Eanin on the southern edge of Yeth. Their cold waters are extremely important for shipping from Gunnungigap and Umbarya who rely on the rivers to ship their goods south.
River Eanin: The largest river in Obsydia, the Eanin travels nearly the full length of the continent. The river is both an important trade route but also acts as a barrier between Nether and Hündyr. Each country has fortified its riverbank and claims rights to the shipping that takes place along the river.
Plains of Epona: The Plains of Epona are named for the goddess of horses in ancient Nether religion. Though the goddess is no longer worshipped by anything more than cultists, the name of plains remains unchanged. Several large herds of wild horses roam the open plains and it is from here that Nether pulls its breeding stock.
Durak: Durak is the name of the southern peninsula of Nether. Here the land is blasted and cracked, baked by the sun. The clay desert is dry and few oases exist within the barren region.
Hathor Sea: The great Hathor Sea juts inland between Valderia and Durak to the western coast of Nether. It is home to many crucial waypoints on many trade routes. Piracy is a problem for many merchant vessels as buccaneers can keep their lairs hidden within the many coves along Durak’s coastline. Both Nether and Valderia have strong naval military presences within the Hathor Sea.
Commerce: Trade in Nether is very strong because of its ability to control a great deal of the traffic along the River Eanin. Nether imports steel, iron, and lumber and exports grain, textiles, and horses.
[/sblock]

Groth History:
[sblock] The Groth believe that in ages past the Great God Bahag came upon the Dragon Obsydia and the two fought. For eons the two waged an endless battle until finally Bahag was able to subdue the beast. Bahag was sorely wounded and bled upon the unconscious dragon his blood became the races of the world full of strife and hate like the god they fell from. [/sblock]

The paragon for Groth would be a fighter/barbarian type...
 

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