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Rucks OOC

The Empire

Explorer
link to the ICC http://www.enworld.org/showthread.php?p=3411740#post3411740

I started this campaign in 1992, the world is all original and with 1000 years of played history. I have a stack 4” high of old PC’s most of them were like real people the lived and died having little impact on the land. There are few that made it big. Some retired others made something of there wealth. Here are some of the famous.
Valyus player A.W. this ranger after betting an Inn owner fore the Inn and winning. He made the Inn the base of ops. fore the party and hade many advancers in the Inn. It stands in Kandla the capital of Roocks. The Inn has been remolded by his children do to its age. It was won 1211 years ago in game time. (1993 in the real world)
The most infamous carter is Magues, aka. the Halfling, player M.M. by far the most powerful carter played in the campaign. This small but powerful mage had spent his life researching magic until he was the most powerful magic user in the world this was helped by some early quick thinking. He has become known as the Halfling because he is aware of all who speak his real name. His power has shown no sing of wavering as it is some wear close to his 1265 birthday.
Rolan Player W.C. this beast master hade a lucky brake early in life (bad luck on my part) and ended up with a part of a dracko litch horde. He then used the gold to build a keep. After this he opened a school of the wild fore rangers and the like.
Simon player W.C. the next carter after Rolan. This half elf from Roocks barrowed gold from some gilds to start a shipping company. He made enough to pay them back and the company is still around as Simonsun shipping he then took the profit from shipping and started the first insurance gild of Roocks. With is still around.


Roocks
The campaign tacks in an unusual world it is not your run of the mill D&D world. There no Gnomes, Elf’s are not a kind benevolent race, and Halflings are not week. “You can’t judge a book by its cover.” well here “You can’t judge a Dragon by its scales.”
I am planning on running this campaign for 8 players. I will start when there are 6 players with carters ready to go. Email your carters to me at galaionempire@gmail.com don’t post them other players do not need to know what you are playing. You will need a simple back round, but the better it is the better I will reword. Also don’t be offended if I do not think that it fits in the setting. I will do my best to work with you to make it work.
If you are not familiar with any of these variants I or others can define them but fore the most part it doesn’t mater much. If you have any questions email me at galaionempire@gmail.com it is my account just for this campaign.
Also if you are planning on your carter doing something in privet email it to me. It is a little easer to sneak around behind others back if they don’t know your doing it.
If by some chance I missed a class from unearthed arcana with the exception of paladin variants, planar ranger, and domain wizard let me know.
Other variants that are being used in this campaign:


Reducing level adjustments.
Bloodlines (it would be best to ask first not all are available).
Favored environment.
Level check turning.
Planar banishment.
Complex skill checks.
I will allow carter traits as part of a back round.
Spelltouched feats.
Massive damage (a being can tack up its con stat. any damage over con stat is massive damage a fortitude save with a DC equal to the amount over con +10).
Summon monster variants.
Metamagic components.
Scions, Incantations.
Event-based reputation.
Honor.
Taint.
Test-based prerequisites.
Sapient mounts.
Sticking cover.
Automatic hits and misses.
Weapon equivalencies.
Critical misses.
Critical success and failure.
Power components.
Summoning individual monsters.


Magic: There three basic forms magic tacks Arcane, Devine, and Picnics. Some spells like dispel magic only work on only one form of magic at a time. Spell resistance works equally well against all three forms unless stated otherwise.
Changes to spells
These changes affect all three forms of magic as noted.

Bless Water
Devine Focus: Holey simple placed in water.

Consecrate
Material Component: A vial of holy water and (5 pounds) of salt, all of which must be sprinkled around the area.

Contingency
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work. Or a taut made from magical ink and ground gems (worth at least 1500 gp).

Detect Scrying
Material Component: A small piece of mirror .

Dispel Magic
Dispel magic is divided in to three spells: Dispel Arcane, Dispel Devine, and Dispel Psionic; each only works on there perspective forms of Magic. A cleric can switch a prepared Arcane or Psionic for a Dispel Devine, a Wizard may switch a prepared Dispel Devine or Psionic for Dispel Arcane.

Fabricate
Material Component: The raw materials required to craft the item to be created.

Magic Circle against Chaos
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Evil
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Good
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Law
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Meteor Swarm
Duration: Instantaneous/1 round every 4 levels
Arcane Material Component: A small peace of meteor that fell naturally to earth.

Teleport
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01–97 98–99 100 —
Studied carefully 01–84 85–97 98–99 100
Seen casually 01–78 79–84 85–98 99–100
Viewed once 01–66 67–78 79–86 87–100
False destination (1d20+80) — — 81–92 93–100
 
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The Empire

Explorer
Races

RACES

RACE AND LANGUAGES
A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
Literacy: Any character except a barbarian can read and write all the languages he or she speaks.
Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Sylvan.
Wizard: Draconic.
Race and national languages: Nalanski (North Men), Ziiski (Halfling), Shadi (Dawrven).

Sylvan (Wood Elves), Adran (High Elves), Adlen (Elves) Midern (Dark Elves).

Roock, (Human Rooks) Zethy, (Human Zethy) Sonioan,(Human Soniaoy).

Ishaleh (Human Ishaleh), Eastah (Eastah).

Sue (Human Empty planes).

Sicten (Centaur, Satyr, Minotaur).

Uli (Uli, Qui).

Gnuska (Goliath).


SMALL CHARACTERS
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

HUMANS
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 2 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Roocks or Zethy. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any available.

NORTH MEN
Tall and broad in stauncher they average 18 ½ hands (6’2”) and 16 stones (224 lbs.) there hair is blond to red and there complication is light. Most are honorable men.
•+2 Strength, +2 Constitution.
• Medium: As Medium creatures, north men have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• +2 racial bonus to ride.
• +2 racial bones to handle animals.
• Automatic Language: Nalanski. North men can under stand some of Ziiski (Halfling) and Shadi (Dawrven) even if he can not speak it. Bonus Languages: Ziiski, Shadi Sylvan, Adran, and Adlen.
• Favored Class: Any available.

DWARVES
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Starting items: one magical item worth no more then 50000 gold.
• Automatic Languages: Shadi. Dwarfs can under stand some of Nalanski (North Men) and Ziiski (Halfling) even if he can not speak it. Bonus Languages: Nalanski, Ziiski, Gnuska, Kobold, Terran, Zetht, and Roock.
• Favored Class: Any available.

HALFLINGS
• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• Racial feet improved critical sling and thrown rock
• Automatic Languages: Ziiski. Halflings can under stand some of Nalanski (North Men) and Shadi (Dawrven)even if he can not speak it. Bonus Languages: Nalanski, Shadi, Adlen, and Sylvan.
• Favored Class: Any.

WOOD ELVES
Tall and thin the average high is 18 hands (6’) and 13 stones (180 lbs.) they have a slender build and are light completed
• +2 Dexterity, +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Starting Items: natural metals wood, stone, or leather
• Animal Companion: A Wood Elf may begin play with an animal companion selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the Wood Elf on adventures as appropriate for its kind.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, Move Silently, Hide, Survival and Spot checks while in the wiled.
• Automatic Languages: Sylvan and Sue. Bonus Languages: Draconic, Gnoll, Adran, Adlen, Sicten, Halfling, Roocks, and Sleak.
• Favored Class: Any available.

HIGH ELVES
Tall and thin 20 hands (6’8”) and 15 stones (115 lbs.). There skin is light to golden and there hair and eyes are dark.
• +2 Dexterity, +4 Intelligence, –2 Constitution.
• Medium: As Medium creatures, high elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Adran and, Adlen . Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan.
• Favored Class: Any available.

ELVES
Tall and thin 19 ½ hands (6’6”) and 14 stones (200 lbs.) they are of light to medium color with light to dark hair.
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• 1 extra feat at 1st level.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Adran and Adlen. Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan.
• Favored Class: Any available.

DARK ELVES
18 hands (6’) and 13 stones (180 lbs.) they are from gray to black in color hair rang from black to white with grays in the middle.
• +2 Dexterity, –2 Constitution, +2 Charisma.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Darkvision: Dark elves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dark elves can function just fine with no light at all. Dark elves tack a –2 on all Search, and Spot in direct sun light.
• Weapon Proficiency: Martial Weapon Proficiency feats for the longkinfe, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Adran, Adlen and Midern. Bonus Languages: Draconic, Elven, Halfling, Sicten, Roocks, and Sylvan.
• Favored Class: Any available.

HALF-ELVES
18 ½ hands (6’2”) and 13 stones (180 lbs.) Half-Elves are second class citizens but citizens non the less.
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• 1 extra feat at 1st level.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Adran and Adlen. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

EASHTAH
15 ½ hands (5’4”) and 15 stones (115 lbs.) the Sashtah are a short cat like race they have short gray fur covering there bodies. There head is very cat like with a short broad snout.
• +2 Strength+2Dextarty.
• Medium: As Medium creatures.
• Base land speed is 30 feet.
• Low-Light Vision: Eashtah can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Natural weapons bite 1d4.
• Natural weapons claws 1d4, claws are retractable
• Automatic Languages: Zethy and Eastah. Bonus Languages: Ishaleh, Roock, Uli, and Sonioan.
• Favored Class: Any available.

GOLIATHS
23 ½ hands (7”10’) and weigh 24 stones (340 lbs.) Unlike with most other races, there is no appreciable difference in height or weight between male and female goliaths.
Goliaths have gray skin, mottled with dark and light patches that goliath shamans say hint at a particular goliath's fate. Lithoderms -- coin-sized bone-and-skin growths as hard as pebbles -- speckle their arms, shoulders, and torso. Their skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms as well. Female goliaths have dark hair on their heads, grown to great length and always kept braided. Male goliaths generally have hair only on their limbs. Goliaths' eyes are a brilliant blue or green, and they often seem to glow a little from underneath their furrowed brows.
• +4 Strength, +2 Constitution, -2 Dexterity.
•Large mountain-dwelling monstrous humanoids. Darkvision.
•Males have hair only on the extremities.
•Competitive, scorekeeping, discard their disabled members.
•Considered large when this is beneficial.
•Can climb half-speed without penalty
•Standing long-high jumps considered running.
• Base land speed is 30 feet.
• Automatic Languages: Zethy and Gnuska. Bonus Languages: Dwarven, Roock, Uli, and Roock.
• Favored Class: Any available.

ULI
Tall and broad 20 hands (6’8”) 20 stones (280 lbs.) with long foreheads and a hairless body they are pail blue to pail green in color. They have wide mouths with flat teeth. Broad in the chest they have thin arms and lags.
• +4 Intelligence, +4 Wisdom, +4 Charisma.
• Medium: As Medium creatures.
• Base land speed is 30 feet.
• Darkvision: Uli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.
• Aliment any Evil.
• Automatic Languages: Uli. Bonus Languages: any.
• Favored Class: Any available.
• +3 Level Adjustment.

QUI
• +2 Intelligence, +2 Wisdom, +2 Charisma.
Thin 17 hands (5’8”) and 7 stones (98 lbs.) the Qui are the creation of the Uli. There appearance is quits shocking to most as they look like undead to most. Thy look like thy are skin stretched over bone. There dark leathery skin is covered with blotches of bright colors of yellow, white, or green that give an appearance of mold.
• Medium: As Medium creatures.
• Base land speed is 30 feet.
• Aliment N, NG, LN, LE, NE.
• Automatic Languages: Uli. Bonus Languages: Any.
• Favored Class: Any available.


CENTARS
A centaur is as big as a light horse. A centaur is about 20 Hands (6’8”) and weighs about 107 stones (1500 lbs.).
• +4 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence.
• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet
• A centaur’s base land speed is 50 feet.
• Darkvision: Centars can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.
• A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
•+3 natural armor bonus.
• Automatic Languages: Sylvan, and Sicten. Bonus Languages: Tribes, Elven, and Sleak.
• Favored Class: Ranger.
• Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid.


SATYRS
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. .
• +2 Dexterity, –2 Wisdom, +2 Charisma.
• Medium: As Medium creatures, satyrs have no special bonuses or penalties due to their size.
• A satyr’s base land speed is 40 feet
• Low-Light Vision: Satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions
• Natural Weapons: Head butt (1d6).
• +4 natural armor bonus.
• Automatic Languages: Sylvan, and Sicten. Bonus Languages: Sue, Adlen, and Sleak.
• Favored Class: Savage Bard.
• Available Classes: Bard, Savage Bard, Druid, Ranger, Scout, Wilderness Rouge, Rouge, Psi Warier, Wilder, and Sorcerer.


MINOTAURS
A minotaur stands more than 22 ½ hands (7’6”) and 54 stones (755 lbs.)
• +8 Strength, +2 Constitution, –4 Intelligence, –2 Charisma.
A Minotaurs starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/10 feet.
• Minotaurs base land speed is 30 feet.
• Darkvision: Minotaurs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.
• Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
• Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
• Automatic Languages: Sicten. Bonus Languages: Sue, Adlen, Sylvan, and Sleak.
• Favored Class: Barbarian.
• Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid.
• +1 Level Adjustment.
 
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The Empire

Explorer
The North Lands

The North Lands (North planes, Horse Planes)
These two kingdoms have a transparent border with each other. The North Men control both kingdoms the north planes is less inhabited then the horse planes and there few peoples that live in either kingdom other then North Men.
Varderrog is the capitol of the Northern Kingdom with a population of 2000. Orms is the only other city in the kingdom with a population of 2000 as well.
The horse planes is a little more densely populated H’ind is the capitol its population is 2000, the other cities of the kingdom are Pru 1000 and Nerus 3000.
Religion north Men worship Kuran the god of the dead they have a strong belief in the after life. The only clerics in the north land are his.
Available classes: Barbarian, Bard, Cleric, Druid, Fighter, Ranger, Knight, Dragon Shaman, Scot, Devine Champion, Sorcerer, Wielder, Totem Barbarian, Bardic Sage, Divine Bard, Savage Bard, and Wilderness Rogue.
Weapons and armor: leather and chain armor, small and medium shields, staves, spears, long sword, bastard sword, 2 handed swords, horse bow, and axes

Economics: the North Men trade little with other peoples. They prize there independence and have what they need to live in conferment in there own lands. They do trade some with the Halflings and Dwarves there biggest exports are pones, horses, and mercenaries. North men mercenaries will fight fore any one that can pay there price, but they will not fight in the North, against large numbers of Dwarfs, Halflings, or either caring there nations standard as that is a valuation of the treaty.
Treaties: the North men are part of what is known as the northern alliance. The Dwarves, the Halflings and the North men. It is also known as the short alliance.

NorthLands.jpg
 
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The Empire

Explorer
The Halfling Empire

The Halfling Empire (hane planes)
Capital Tibbahl population 10000 the city of guilds. other cities Holetone population 1000 and Undraf 4000.
Undraf is a trade city that is half Dwarven and Halfling the city’s population is mixed geographically. This is the only trade rout fore the Dwarfs to the north land.
The Halflings worship all gods and even have a colt of the creator. The Halfling Empire allows religious freedom and many other freedoms to its peoples.
Available classes: any, Halflings are free and cereus people.
Weapons and armor: any, Halflings are not picky
Economics: there major trade is with the Dwarves grains, flax, livestock, and whine.
Treaties: the Empire is still in a strong position even there has been 100 years sense the attempted invasion by the High Elves most nations have a grate deal of respect fore the short alliance. The Halflings are part of what is known as the northern alliance. The Dwarves, the Halflings and the North men. It is also known as the short alliance.

HalflingEmpire.jpg
 
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The Empire

Explorer
Edogon

The High Eleven Kingdom of Edogon. (Drilr Planes)
The capital is Edogon with a Population of 1525000 other cities Tedon 25000, Crozean 10000, Thoa 10000, Danthaih 7000, Ch 100000, and Tarabor 10000
The population of the Kingdom is 30% High Elf 40% Elves and 30% Half Elves this is not counting the slave population.
The High Elves state only pays lip serves to the church, although Elves are free to worship what gods they please except the colt of the Creator.
The average Elf keeps 2 slaves usually Human.
Available classes for High Elves: Sorcerer, Wizard, Cleric, Psion, Warlock, Bard, Battle Sorcerer, Battle Mage, Psi Warier, Devine Mind, Ardent, Hex Blade, Wilder, Dusk Blade, Dragon Shaman, and Beguiler.
Weapons and armor for High Elves: Swords, Mace, Crossbow, Mettle armor.
Available classes for Elves: Sorcerer, Wizard, Cleric, Psion, Warlock, Bard, Battle Sorcerer, Battle Mage, Psi Warier, Devine Mind, Ardent, Dusk Blade, Hex Blade, Beguiler, Scout, Wilder, Monk, Ranger, and Rouge.
Weapons and armor for Elves: Swords, Mace, Bows, Spears, Crossbow, Mettle armor
Available classes for Half Elves: Scout, Fighter, Beguiler, Sorcerer, Psi Warier, Hex Blade, Bard, Battle Mage, Battle Sorcerer, Wilder, Monk, Rouge, Dusk Blade, and Cleric.
Weapons and armor for Half Elves: Swords, Mace, Bows, Spears, Crossbow, Mettle armor
The city state of Tarabon is some what independent of the Edogon government its population is entirely Dark Elf. Dark Elves do not believe in slavery. The city state sponsors religion and churches of all the gods except the Creator. There is also a large fallowing of Hatar witch helps keep them independent.
Available classes for Dark Elves: Rouge, Beguiler, Lurk, Scout, Battle Mage, Battle Sorcerer, Sorcerer, Wilder, Wizard, Cleric, Psion, Psi Warier, Soulknife, Monk, Devine Champion, and Ninja.
Weapons and armor for Dark Elves: Light and Medium armors, Swords, Long Knife, Spear, Crossbows.
Economics: the nation is self sufficient the few things that it needs it buy with gold they have a large slave pollution that keeps cost fore goods low.
Treaties: most other nations do not trust the Elves although the Sonioay have a treaty it is just who will back it first.


The bottom of the pic is the north of Edogon the city is the large black gray square the hexes are around 50 mils each
NorthLands.jpg

scan0005-1.jpg

This is the south of the kingdom it extends all the way to the forests.
 
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The Empire

Explorer
Wood Elf Lands

Wood Elf Lands (Dark Forest and Mlyb Forest)
Capital Sukarh 10000 other cities Asharel 3000.
The Wood Elves of The Dark forest have no cities and fallow the ways of Tishon closely. The Wood Elves of Mlyb forest trade with Edogon and sell all trespassers to the High Elves. They do sell transportation threw there torturer.
Wood Elves primarily worship Tishon and Vshon. They believe in equality but are ruled by the elder women mostly.
Available classes: Barbarian, Druid, Fighter, Ranger, Rouge, Scot, Spirit Shaman, Sorcerer, Wielder, Savage Bard, Swashbuckler, and Wilderness Rogue.
Weapons and armor: The Wood Elves have no mettle working. All mettle items cost 4X cost. Leather and wood armor (Dark wood), flint or obsidian weapons Spears, Bows, Knifes, Clubs, Staffs, Slings, and Ax’s.
Economics: the Wood Elves of the north trade passage thru there land it is often a high price. The Wood Elves of the south trade trespassers to the High Elves, often High Elves them selves. Other then this there is no trading with the southern Wood Elves
Treaties: the Wood Elves would like to be left alone.

scan0005-1.jpg

the two dark green spots.
 
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The Empire

Explorer
West Roocks

West Roocks (western planes, old wing forest, and the southern plans)
Capital Kandla 300000 other cites Fden 1000, Ihton 1000, Roach 3000, Berlon 1500, Dvfal 2000, Than 4000, Thucks 900, Normal 1000, Istal 500, Toneven 300, Haden 1000, Westend 7000, Blaon 500, Barsher 2000, Aden 50000, Algam 10000, Portsmouth 2000, New port 1000, and Bask 3000.
The cities of West Roocks are inhabited by Man; with a few Half Elves 1000 or so that inhabit the larger cities and costal cities. The religion of the kingdom is the pantheon with special homage to Aurelius as he came from the kingdom.
Available classes: Bard, Cleric, Fighter, Ranger, Rogue, Scot, Devine Mind, Favored Soul, Ardent, Sorcerer, Wielder, Divine Bard, Wizard, Psi Warier, Warlock, Hexblade, Swashbuckler, and Monk from the monastery at Blaon.
Weapons and armor: leather and mettle armors and shield, staves, spears, sword, axes, bows, crossbows, clubs, whip.
Rolens Keep this is a place for Rangers and the like to train. In essence it is a school fore the wiled
The Monastery at Blaon is an orphanage if the chilled is not adopted by the age of five they have a choice either study to become a monk or a wizard. There is also a number of parents that give there children to the monastery to be trained.
The Lacks Dwarven Mounds this is an ancient Dwarven sight. It has become reinhabited in the last 200 years by around 1000 Dwarfs to study its secrets of clock working, steam, and runs.
Available classes: Cleric, Fighter, Wizard (Runs), War mage, Devine Bard, and Cloistered Cleric.
Weapons and armor: Ax, Hammer, Spears, Mace, Short Swords, Rifles, Pistols, Cannons, Mettle Armors Mettle Shields.
Economics: with cost line and navigable rivers on either side plus the Dwarves to the north it is a major trader of goods this is helped by its well maintained roads. The kingdom is quite wealthy fore its size.
Treaties: there is a long standing treaty with Zethy as it in the past was part of grater Roocks. With the arrival of the Dwarves has come a strengthening from external threats.
Kandla
The walled city of Kandla the capital of Roocks. There five of the king’s roads that cut threw the cit to the city center were they meet. There is also a king’s road running along the South wall connecting the south road to the Igar river road with out going threw the city center. And there is one that runs along East wall connecting the north road to the Igar river road and the East road. All the king’s roads are well maintained in the city and brick road. The city center is a large bazaar. It is not the best in Rooks but one can find any thing you want or need here or in one of the shops that line the king’s road. There a few water ways that run in threw the city walls. One in the south east corner fore merchants. One that runs under the East river road the gats of this channel have been closed fore over 100 years. Finley there is a channel that is in front of the castle known as the king’s dock. None of the channels can accommodate very large ships but nether can the rivers.
Places of interest:
Wyverns Talon Inn: hanging below the sing of the Inn is a very large wyvern’s talon. The talon has been imbued with magic to keep it from withering or being stolen. The Inn is popular with travelers as it is known as establishments were you can have a good time. It is next to the Green Gild and frequented by its members.
Ashley’s herbs located in the wealthy part of town this small shop has every kind of herb known to man, elf, dwarf, and halfling.
Grimm’s gold this family owned shop has jims, gold, silver, and other precise mettle jollier. The Grimm family of dwarves has been in the city fore 1500 years. They buy and sell finished product or raw material.

WestRoocksZethyEast.jpg

The river all but center is the border between West Roocks and Zethy. The river to the left is the western border of West Roocks.
 
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The Empire

Explorer
The Principality of Zethy

The Principality of Zethy
Capital Blala 350000 other cities Ares 10000, Katal 1000, Alzin 500, El courean 700, Whathail 1000, Althan 1000, Aleter 8000, Sanund 2000, Rlanzon 2000, Retrrend 1000, Anaut 3000, Anaun 7000, Edronr 15000, Dbrsos 3000, Ser 20000, Batar 22000, Blzen 10000, Aame 10000, Zaign 1000, Allal 4000,Daga 3000.
The Kingdom dose not extend past the Zethy dessert. Most people live in the cities. People are allowed religious freedom in the Kingdom, the King worships the Creator and as a result the colt has a strong fallowing with actual churches. There is much clashing between the two religions especially in the larger cites in the north of the country this is not as prevent as the colt of the creator has little influence.
Available classes: Cleric, Fighter, Rogue, Scot, Devine Champion, Sorcerer, Wielder, Wizard, Hexblade, Psion, Divine Mind, Ardent, Psi Warier, Warlock, and Paladin only for the church of the Creator.
Weapons and armor: mettle armors and shield, staves, spears, sword Scimitars Falchions, Short bow, crossbows, clubs.
Economics: exporting largely goods like fruit, wine, and horses.
Treaties: the Elves not being a threat as they would have to travel thru West Roocks first. It is the Uli that worry the nation along with instability do to a clashing of religions.

WestRoocksZethyEast.jpg

Zethy is rather small from the narrow gap in the mounts in the north. South to the plains of Tears. East to the Crescent river and West to the Central river.
 
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The Empire

Explorer
City States of Eco’s

City States of Eco’s Ocllan, Shatter Hill, and Nekropless.
Ocllan 4000 humans 1000 Goliaths the city is on the edge of the Blood mouton wilderness its major export is furs that the Goliath bring in from the moutons.
Available classes: Barbarian, Cleric, Fighter, Rogue, Scot, Sorcerer, Wilder, and Dragon Shaman.
Weapons and armor: leather armors and shield, whip, staves, spears, short sword, bows, clubs.
Available Goliath classes: Barbarian, Totem Barbarian, Scout, Spirit Shaman, Samurai, and Wilderness Rouge.
Goliath weapons and armor: Ax’s Whip, Two Handed Sword, Spear, Long Bow, Grate Bow, Basted sword.
Economics: furs and semi presses gems
Treaties: the treaty of Eco a mutual defiance pack between the three cities.

Shatter Hill 3000 there is a large magic community here. There no gods worshiped here it is forbidden by law.
Available classes: Rouge, Sorcerer, Wizard, Warlock, Scout, Psion, Wilder, Spell thief, Battle Mage, Bardic Sage, Dusk Blade, and Battle Sorcerer.
Weapons and armor: Any
Economics: importing spell components and exporting magic.
Treaties: the treaty of Eco a mutual defiance pack between the three cities.

Nekropless (city of the dead) 100000 all inhabitants are undead. It is ruled by a dimilich whose name has been forgotten and lost in time. The undead are free willed and sentient. As long as they stay in sight of the city they have no hunger fore what they have lost. Undead that have spent time in the city can not be rebuked, turned, or controlled fore the length of time equal to the time in the city once they leave.
Economics: exporting food
Treaties: the treaty of Eco a mutual defiance pack between the three cities.

WestRoocksZethyEast.jpg

The North East brown hills threw the mountain gap.
 
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The Empire

Explorer
The Crescent Valley and East

The Crescent Valley and East
There many city sates in the land but they are all ruled by the Uli.
Cities Taoh 3000, Main 10000, Nugro 7000, Biara 4000, Beck 6000, Itos 7500, Ktos 10000, New Castle 12500.
The population of the Uli is 5% the rest of the population are creations of the Uli like the Qui and other created races
Available classes: Bard, Cleric, Sorcerer, Wizard, Warlock, Psion, Wilder, Spell thief, Battle Mage, Hex Blade, Psi Warrior, Favored Soul, Dusk Blade, Divine Mind, Ardent, Spirit Shaman, Ranger, Druid, Dragon Shaman, Spell Thief, and Battle Sorcerer.
Weapons and armor: Any
Economics: trade with the out side can only weaken them.
Treaties: the Uli want to conquer the world or at least this corner of it.

WestRoocksZethyEast.jpg

The East from the crescent river on.
 
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