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<blockquote data-quote="Insight" data-source="post: 2199853" data-attributes="member: 11437"><p><strong>The World of Velara (Derev)</strong></p><p></p><p><span style="color: gold"><strong>Velara has long been a contentious place between the Forces of Good and Evil. The Divine Powers have for eons coveted control of the one place where they can hold no sway. Thus, it is through mortals that these Powers must act, and have long sought ways in which to gain control of mortals. Divine Powers have tried many different means to attract the attention of mortals, including the creation and organization of churches, bestowing boons upon the faithful, or threatening wrath to the unbelievers.</strong></span></p><p><span style="color: gold"><strong></strong></span></p><p><span style="color: gold"><strong>Thus, Velara is a place of contrasting religious points of view. Though the followers of Good outnumber the followers of Evil, it is very clear to anyone closely involved that this advantage is not as great (or reliable) as it seems from the outset. In fact, because followers of Evil tend to be more zealous and energetic in their beliefs and actions, one might even say that the two opposing sides are dead even.</strong></span></p><p><span style="color: gold"><strong></strong></span></p><p><span style="color: gold"><strong>This post concerns itself only with a very specific region of Velara known as Derev. This oceanic region is where our campaign will start off, and it is because of this reason that Derev is the first such region to be profiled. As the campaign grows in scope, other regions may also be detailed.</strong></span></p><p></p><p><span style="color: gold"><strong><u>Geography</u></strong></span></p><p>The specific region where the game will begin is known as Derev. It is a collection of mini-continents and archipelagos. </p><p></p><p>Centrally located is the largest of the continents, Fyurid. An imposing mountain range separates the two kingdoms that inhabit Fyurid, Mitea and Lurien, with a small but impassible region of frozen mountains to the extreme south.</p><p></p><p>To the southwest of Fyurid is Imra, a fairly cold place of frigid mountains and trackless tundra. It is mostly a barbaric place, with a few scattered Mitean colonies along the coast. Imra is known to harbor more than a few dragons, and is also thought to be a place of many ancient ruins.</p><p></p><p>To the southeast of of Fyurid is Tonder, smaller than Imra and surrounded by a great many small island chains. Tonder is flat and not quite as frigid as Imra, but is likewise unsettled and inhabited by barbarian tribes. The crescent shaped region known as Baz forms the western coast, while the area known as Nauck takes up Tonder's east.</p><p></p><p>North of Tonder, across the Mercantile Sea and northeast of Fyurid is Shiven, a small trio of islands. The main island, also called Shiven, is fairly mountainous, while its brethren islands to the east and west are flat and grassy.</p><p></p><p>Kurst, a mini-continent to the northeast of Shiven, is dominated by jungle. Its northern reaches are mountainous, while the much more inhabited south is flat, but covered in jungle. Thus, the majority of Kurstic cities are found along the coasts.</p><p></p><p>To the north and northwest of Fyurid are found the mini-continents of Refel and Av-Refel. Of these, Refel is more inhabited, with Av-Refel being a wild place of monsters and barbarian tribes. Both Refel and Av-Refel are warm and tropical, and both landmasses are filled with jungle and rain forest in the north.</p><p></p><p>I am hoping to have a map of Derev ready soon. Stay tuned.</p><p></p><p><span style="color: gold"><strong><u>Kingdoms & Cultures</u></strong></span></p><p>There are two main Human subspecies found in Derev - the Careli, who are found in the north, and the Urlic, who are found in the south. Of these, the Careli are more adventuresome and apt to travel, while the Urlic are more protective of their homelands and steadfast to keep things as they are. These are, of course, generalities, and exceptions always appear.</p><p></p><p>Mitea, an Urlic kingdom, is found in western Fyurid, and is one of the most powerful kingdoms in all of Derev. An imperial power, Mitea has founded many colonies in Imra and Av-Refel, as well as many islands around Fyurid. Mitean culture is separated into Highborn and Lowborn Miteans. Of these, the rarer Highborn tend to be rulers and leaders, and are the only ones legally allowed to learn the secret Mitean Hightongue language. The Lowborn make up the majority of the population. Mitea recently gave Refel its freedom after a long period of occupation, and also recently made peace with Lurien, its neighbor on Fyurid. The seat of Mitean power is found at Mitra, a city along the southwestern coast of Fyurid.</p><p></p><p>Lurien, a Careli kingdom, is found in the east of Fyurid. It is a dynamic place of great wealth and decadence. They both admire and hate the Miteans, but both kingdoms have recently agreed to a peace treaty to end a fifty year war. Lurien, like Mitea, is imperialistic, and has founded colonies in Tonder, as well as the eastern islands surrounding Fyurid. Like Mitea, Luried culture is divided into Lower and Upper Luri, and the two subcultures tend not to intermingle that well. Upper Luri are the rulers, priests, and wizards, with the more numerous Lower Luri making up the servant, laborer, and soldier classes. Lurien has recently agreed to a peace treaty with Mitea. Lurien's capital is Veltune, located in the mountains separating the kingdom from Mitea.</p><p></p><p>Refel, recently granted its independence from Mitea, is a minor kingdom by all accounts, but is possessed of valuable resources, and is thus somewhat of a player in the Derev economy. Refel is still in the throes of reforming its own court and laws, which are expected to be primarily based on Mitean tradition. Unlike their prior rulers, the people of Refel are Careli, and are just now beginning to understand the differences between their ancient culture and what they have now become. Refelis, the capital, is a city built up around the former Mitean fortress from which Refel was ruled for generations.</p><p></p><p>Shiven, a small but strategically important trio of islands, is a seagoing power, as well as an economic one. The cities of Shiven are very populous and the cityfolk of Shiven are packed close together. The Shivenic people place a high value on trade and the ability to create and maintain a certain level of commerce. In fact, the Shivenic culture places a higher value on wealth and trade than on anything else. There is a very strong merchant class in Shiven not found in any other kingdom of Derev. Min is the capital city, located along Shiven's eastern coast.</p><p></p><p>Wild Kurst is a place more representative of the Careli culture. The Kurstic people are adventuresome and like to travel, and its cities are brimming with sailing ships and businesses to facilitate seaborne trade. There are a great many places in Kurst that remain unexplored, as the Kurstic people are afraid to enter the deep jungle due to their superstitions about what is to be found there. Kurst has just started to colonize some of the nearby islands, and has been very profitable in this exercise thus far. The Kurstic capital city is Shonung, which is also a center of trade in the region.</p><p></p><p>Aside from the kingdoms, there are also a great many barbarian tribes throughout Derev. Like the city builders, the barbarians are divided basically into northern and southern varieties. In the north are the Tutemi tribes, and have formed the Ape, Eagle, and Snake tribes. In the south are the Busani tribes, which have formed the Bear and Wolf tribes. The Ape tribes are found in Av-Refel and Kurst. The Bear tribes are found in Baz, Imra, Mitea, and Nauck. The Eagle tribes are found in Kurst, Lurien, and Mitea. The Snake tribes are found in Av-Refel, Kurst, Lurien, and Refel. The Wolf tribes are found in Baz, Imra, and Mitea.</p><p></p><p><span style="color: gold"><strong><u>Non-Human Cultures</u></strong></span></p><p>Though non-humans have not established kingdoms in Derev, they are found interspersed throughout every kingdom and culture in the region. Non-humans are not numerous, and some have better relations with certain kingdoms than others, as outlined below. Non-humans wisely adapt to their human neighbors, for this not only protects them from extinction, but also gains the non-humans acceptance into human culture, which is essential for many reasons.</p><p></p><p>Dwarves are found in the southern mountain regions, such as in Imra and the southern reaches of Fyurid, and have made good friends with the Miteans. Dwarves are well liked in Shiven for their crafting skills, but are otherwise not well received in Derev.</p><p></p><p>Elves and Half-Elves are more populous in the northern kingdoms, and are found in abundance in Lurien, Shiven, and Kurst for the most part. Elves have good relations with the Luri people, as well as in Shiven. Elves are distrusted in Mitea, where Half-Elves are shunned (at best - sometimes they are imprisoned, killed, or shipped to Lurien or places north).</p><p></p><p>Strangely, Half-Orcs are far more welcomed in Mitean society than Half-Elves. This is mostly because the Miteans respect Orcs for their battle prowess and lack of fear, values prized highly in Mitean culture. Half-Orcs, while still held in suspicion, are more prevalent in Mitean than anywhere else, other than in barbaric regions.</p><p></p><p>Gnomes and Halflings are rarely found in Derev, and are mostly found in Fyurid and the surrounding islands. They are not liked or hated especially by any cultures, and are sometimes treated as curiosities more than anything else, due to their rarity. Gnomes have come to be known as great shipbuilders, while Halflings have a reputation as fine entertainers and storytellers.</p><p></p><p><span style="color: gold"><strong><u>Languages</u></strong></span></p><p><strong><u>Barbarian</u></strong></p><p><strong>Busani</strong>: Spoken by Southern Barbarians (Bear and Wolf).</p><p><strong>Tutemi</strong>: Spoken by Northern Barbarians (Ape, Eagle, and Snake).</p><p></p><p><strong><u>Carelic</u></strong></p><p><strong>Careli</strong>: Ancient language of the Careli people. No longer widely spoken.</p><p><strong>Kurstic</strong>: Spoken in Kurst and their controlled areas.</p><p><strong>Lur</strong>: Spoken in Lur and their controlled areas. Also sometimes spoken in Shiven. Occasionally spoken in Mitea as well.</p><p><strong>Old Refelic</strong>: Spoken prior to Mitean rule of Refel and no longer widely spoken.</p><p><strong>Shivenic</strong>: Spoken in Shiven and their controlled areas.</p><p></p><p><strong><u>Extraplanar Languages</u></strong></p><p><strong>Abyssal</strong>: Spoken by demons and other Evil outsiders. </p><p><strong>Aquan</strong>: Spoken by seagoing outsiders.</p><p><strong>Auran</strong>: Spoken by airborne outsiders.</p><p><strong>Celestial</strong>: Spoken by beings from Celestium and other Good outsiders.</p><p><strong>Druidic</strong>: Spoken only by Druids and their followers.</p><p><strong>Ignan</strong>: Spoken by fiery outsiders.</p><p><strong>Infernal</strong>: Spoken by devils and other Evil outsiders.</p><p><strong>Terran</strong>: Spoken by earthen outsiders.</p><p></p><p><strong><u>Non-Human Languages</u></strong></p><p><strong>Draconic</strong>: Spoken by Dragons and possibly others.</p><p><strong>Dwarven</strong>: Spoken by the Dwarves.</p><p><strong>Elven</strong>: Spoken by Elves and Half-Elves.</p><p><strong>Giantish</strong>: Spoken by Giants, Ogres, and Trolls, and possibly others.</p><p><strong>Gnomish</strong>: Spoken by the Gnomes.</p><p><strong>Goblinish</strong>: Spoken by Goblins, Hobgoblins, and possibly others.</p><p><strong>Merid</strong>: Spoken by sea creatures of many types.</p><p><strong>Orcish</strong>: Spoken by Orcs and Half-Orcs.</p><p><strong>Sylvan</strong>: Spoken by creatures of the forest (includes jungle and rain forest as well).</p><p></p><p><strong><u>Universal</u></strong></p><p><strong>Trade</strong>: A new language developed out of need. With the increase in sea trade between the various nations of Derev, this mishmash of various extant languages is used to facilitate easy communication between disparate groups. It is becoming increasingly common.</p><p></p><p><strong><u>Urlic</u></strong></p><p><strong>Mitean</strong>: Spoken in Mitea and their controlled areas. Occasionally spoken in Lurien as well. </p><p><strong>Mitean Hightongue</strong>: Reserved language of the Mitean elite. It is not taught to outsiders. The Hightongue is very closely tied to Old Urlic.</p><p><strong>Refelic</strong>: Spoken in Av-Refel and Refel and their controlled areas. It is adapted from Old Refelic and Mitean.</p><p><strong>Urlic</strong>: Ancient language of the Urlic people. No longer widely spoken.</p><p></p><p><span style="color: gold"><strong><u>Economy</u></strong></span></p><p>The chief engine of the Derev economy is sea trade. Because almost every kingdom and culture of Derev is separated by expanses of water, seaborne trade is critical to the development of the economy. </p><p></p><p>The wealthiest kingdoms are those who have taken advantage of sea trade and early on adopted a policy of expanding trade by sea. Because of the powerful Trade Winds, the two kingdoms of the Fyurid continent have benefited most from sea trade. In addition, Shiven, due to its location along the south-blowing Trade Wind, has also benefited from sea trade since early on.</p><p></p><p>The rarest commodities in Derev are obviously the most coveted and bring a great profit for traders in those commodities. Lurien and Mitea, because they are the largest kingdoms in land size, do not want for much in the import category, and are thus great exporters of goods in which they are abundant. There are, however, minerals, spices, and some other trade goods not found in much abundance in Fyurid, and these are highly valuable anywhere in Derev, because they can be sold in Mitean and Luri ports. Among these most valuable goods are diamonds (thus far found only in Kurst), certain spices found in Refel and Av-Refel, and a certain hard wood, Thunderoak, found only in Shiven.</p><p></p><p>Coins minted in Lurien and Mitea are used throughout Derev, although much trade is still accomplished through barter. Shiven issues notes of credit, though this is only done in certain circumstances. For the most part, coins and valuables are still the standard for trade.</p><p></p><p><span style="color: gold"><strong><u>Major and Minor Religions</u></strong></span></p><p>If the battle between the Forces of Good and Evil is at a balance right now, that is not evidenced in the social structures of the people of Derev. There are no official churches or recognized sects devoted to any Evil power, and there are at least four organizations devoted to the Forces of Good. What this means is that the Forces of Evil and their followers are kept hidden, away from the prying eyes of the common man. These Evil forces must therefore use subterfuge and complicated plots to attain followers (or cause others to do their bidding).</p><p></p><p>The Good-aligned organizations found throughout Derev: the Brotherhood (and accompanying Sisterhood), devoted to following Talisid and the Five Companions, the Order of the Book, devoted to following the Celestial Hebdomad, the Arcanum, devoted to following the Court of Stars, and the Tantish, a secretive knightly order known only to the very privileged. There are, of course, smaller sects and cults devoted to specific Powers, but those are far less popular than the organizations described above. More information will be provided on all of these organizations as the campaign moves along.</p><p></p><p><span style="color: gold"><strong><u>View of Magic</u></strong></span></p><p>The people of Derev generally have a favorable view of arcane magic, though they do not typically associate arcane and divine spells as being 'magic' per se. Arcane spells are considered 'magic', while divine displays of power are generally thought to be 'miracles', 'blessings', or the like. Few if any believe arcane and divine powers to work in the same manner, or even believe that they could be on equal footing.</p><p></p><p>Barbarians, who know little of arcane magic, are highly distrustful of any wizards or their items. While not completely unwilling to make use or or take advantage of the use of arcane magic, there is a certain amount of distrust. Divine workers are much more trusted throughout Derev, though barbarian shaman and druids are not much more trusted than arcane spellcasters within the settled areas. Likewise, citygoing priests are not welcomed in barbarian areas for the same reason. It is unfamiliarity rather than overt fear that causes the distrust amongst divine spellcasters in different regions.</p><p></p><p>Because of the emphasis on the struggle between Good and Evil, any spellcasters suspected of working with the Forces of Evil are usually captured and/or killed in settled areas. Barbarians are even less likely to give a suspected demon-lover a chance to explain his or her actions. Conjurors of any type are probably held in the highest degree of suspicion, due to the prevalence of Evil summoners.</p><p></p><p></p><p><strong>Next Post: Prestige Classes in the Campaign</strong></p></blockquote><p></p>
[QUOTE="Insight, post: 2199853, member: 11437"] [b]The World of Velara (Derev)[/b] [color=gold][b]Velara has long been a contentious place between the Forces of Good and Evil. The Divine Powers have for eons coveted control of the one place where they can hold no sway. Thus, it is through mortals that these Powers must act, and have long sought ways in which to gain control of mortals. Divine Powers have tried many different means to attract the attention of mortals, including the creation and organization of churches, bestowing boons upon the faithful, or threatening wrath to the unbelievers. Thus, Velara is a place of contrasting religious points of view. Though the followers of Good outnumber the followers of Evil, it is very clear to anyone closely involved that this advantage is not as great (or reliable) as it seems from the outset. In fact, because followers of Evil tend to be more zealous and energetic in their beliefs and actions, one might even say that the two opposing sides are dead even. This post concerns itself only with a very specific region of Velara known as Derev. This oceanic region is where our campaign will start off, and it is because of this reason that Derev is the first such region to be profiled. As the campaign grows in scope, other regions may also be detailed.[/b][/color] [color=gold][b][u]Geography[/u][/b][/color] The specific region where the game will begin is known as Derev. It is a collection of mini-continents and archipelagos. Centrally located is the largest of the continents, Fyurid. An imposing mountain range separates the two kingdoms that inhabit Fyurid, Mitea and Lurien, with a small but impassible region of frozen mountains to the extreme south. To the southwest of Fyurid is Imra, a fairly cold place of frigid mountains and trackless tundra. It is mostly a barbaric place, with a few scattered Mitean colonies along the coast. Imra is known to harbor more than a few dragons, and is also thought to be a place of many ancient ruins. To the southeast of of Fyurid is Tonder, smaller than Imra and surrounded by a great many small island chains. Tonder is flat and not quite as frigid as Imra, but is likewise unsettled and inhabited by barbarian tribes. The crescent shaped region known as Baz forms the western coast, while the area known as Nauck takes up Tonder's east. North of Tonder, across the Mercantile Sea and northeast of Fyurid is Shiven, a small trio of islands. The main island, also called Shiven, is fairly mountainous, while its brethren islands to the east and west are flat and grassy. Kurst, a mini-continent to the northeast of Shiven, is dominated by jungle. Its northern reaches are mountainous, while the much more inhabited south is flat, but covered in jungle. Thus, the majority of Kurstic cities are found along the coasts. To the north and northwest of Fyurid are found the mini-continents of Refel and Av-Refel. Of these, Refel is more inhabited, with Av-Refel being a wild place of monsters and barbarian tribes. Both Refel and Av-Refel are warm and tropical, and both landmasses are filled with jungle and rain forest in the north. I am hoping to have a map of Derev ready soon. Stay tuned. [color=gold][b][u]Kingdoms & Cultures[/u][/b][/color] There are two main Human subspecies found in Derev - the Careli, who are found in the north, and the Urlic, who are found in the south. Of these, the Careli are more adventuresome and apt to travel, while the Urlic are more protective of their homelands and steadfast to keep things as they are. These are, of course, generalities, and exceptions always appear. Mitea, an Urlic kingdom, is found in western Fyurid, and is one of the most powerful kingdoms in all of Derev. An imperial power, Mitea has founded many colonies in Imra and Av-Refel, as well as many islands around Fyurid. Mitean culture is separated into Highborn and Lowborn Miteans. Of these, the rarer Highborn tend to be rulers and leaders, and are the only ones legally allowed to learn the secret Mitean Hightongue language. The Lowborn make up the majority of the population. Mitea recently gave Refel its freedom after a long period of occupation, and also recently made peace with Lurien, its neighbor on Fyurid. The seat of Mitean power is found at Mitra, a city along the southwestern coast of Fyurid. Lurien, a Careli kingdom, is found in the east of Fyurid. It is a dynamic place of great wealth and decadence. They both admire and hate the Miteans, but both kingdoms have recently agreed to a peace treaty to end a fifty year war. Lurien, like Mitea, is imperialistic, and has founded colonies in Tonder, as well as the eastern islands surrounding Fyurid. Like Mitea, Luried culture is divided into Lower and Upper Luri, and the two subcultures tend not to intermingle that well. Upper Luri are the rulers, priests, and wizards, with the more numerous Lower Luri making up the servant, laborer, and soldier classes. Lurien has recently agreed to a peace treaty with Mitea. Lurien's capital is Veltune, located in the mountains separating the kingdom from Mitea. Refel, recently granted its independence from Mitea, is a minor kingdom by all accounts, but is possessed of valuable resources, and is thus somewhat of a player in the Derev economy. Refel is still in the throes of reforming its own court and laws, which are expected to be primarily based on Mitean tradition. Unlike their prior rulers, the people of Refel are Careli, and are just now beginning to understand the differences between their ancient culture and what they have now become. Refelis, the capital, is a city built up around the former Mitean fortress from which Refel was ruled for generations. Shiven, a small but strategically important trio of islands, is a seagoing power, as well as an economic one. The cities of Shiven are very populous and the cityfolk of Shiven are packed close together. The Shivenic people place a high value on trade and the ability to create and maintain a certain level of commerce. In fact, the Shivenic culture places a higher value on wealth and trade than on anything else. There is a very strong merchant class in Shiven not found in any other kingdom of Derev. Min is the capital city, located along Shiven's eastern coast. Wild Kurst is a place more representative of the Careli culture. The Kurstic people are adventuresome and like to travel, and its cities are brimming with sailing ships and businesses to facilitate seaborne trade. There are a great many places in Kurst that remain unexplored, as the Kurstic people are afraid to enter the deep jungle due to their superstitions about what is to be found there. Kurst has just started to colonize some of the nearby islands, and has been very profitable in this exercise thus far. The Kurstic capital city is Shonung, which is also a center of trade in the region. Aside from the kingdoms, there are also a great many barbarian tribes throughout Derev. Like the city builders, the barbarians are divided basically into northern and southern varieties. In the north are the Tutemi tribes, and have formed the Ape, Eagle, and Snake tribes. In the south are the Busani tribes, which have formed the Bear and Wolf tribes. The Ape tribes are found in Av-Refel and Kurst. The Bear tribes are found in Baz, Imra, Mitea, and Nauck. The Eagle tribes are found in Kurst, Lurien, and Mitea. The Snake tribes are found in Av-Refel, Kurst, Lurien, and Refel. The Wolf tribes are found in Baz, Imra, and Mitea. [color=gold][b][u]Non-Human Cultures[/u][/b][/color] Though non-humans have not established kingdoms in Derev, they are found interspersed throughout every kingdom and culture in the region. Non-humans are not numerous, and some have better relations with certain kingdoms than others, as outlined below. Non-humans wisely adapt to their human neighbors, for this not only protects them from extinction, but also gains the non-humans acceptance into human culture, which is essential for many reasons. Dwarves are found in the southern mountain regions, such as in Imra and the southern reaches of Fyurid, and have made good friends with the Miteans. Dwarves are well liked in Shiven for their crafting skills, but are otherwise not well received in Derev. Elves and Half-Elves are more populous in the northern kingdoms, and are found in abundance in Lurien, Shiven, and Kurst for the most part. Elves have good relations with the Luri people, as well as in Shiven. Elves are distrusted in Mitea, where Half-Elves are shunned (at best - sometimes they are imprisoned, killed, or shipped to Lurien or places north). Strangely, Half-Orcs are far more welcomed in Mitean society than Half-Elves. This is mostly because the Miteans respect Orcs for their battle prowess and lack of fear, values prized highly in Mitean culture. Half-Orcs, while still held in suspicion, are more prevalent in Mitean than anywhere else, other than in barbaric regions. Gnomes and Halflings are rarely found in Derev, and are mostly found in Fyurid and the surrounding islands. They are not liked or hated especially by any cultures, and are sometimes treated as curiosities more than anything else, due to their rarity. Gnomes have come to be known as great shipbuilders, while Halflings have a reputation as fine entertainers and storytellers. [color=gold][b][u]Languages[/u][/b][/color] [b][u]Barbarian[/u][/b] [b]Busani[/b]: Spoken by Southern Barbarians (Bear and Wolf). [b]Tutemi[/b]: Spoken by Northern Barbarians (Ape, Eagle, and Snake). [b][u]Carelic[/u][/b] [b]Careli[/b]: Ancient language of the Careli people. No longer widely spoken. [b]Kurstic[/b]: Spoken in Kurst and their controlled areas. [b]Lur[/b]: Spoken in Lur and their controlled areas. Also sometimes spoken in Shiven. Occasionally spoken in Mitea as well. [b]Old Refelic[/b]: Spoken prior to Mitean rule of Refel and no longer widely spoken. [b]Shivenic[/b]: Spoken in Shiven and their controlled areas. [b][u]Extraplanar Languages[/u][/b] [b]Abyssal[/b]: Spoken by demons and other Evil outsiders. [b]Aquan[/b]: Spoken by seagoing outsiders. [b]Auran[/b]: Spoken by airborne outsiders. [b]Celestial[/b]: Spoken by beings from Celestium and other Good outsiders. [b]Druidic[/b]: Spoken only by Druids and their followers. [b]Ignan[/b]: Spoken by fiery outsiders. [b]Infernal[/b]: Spoken by devils and other Evil outsiders. [b]Terran[/b]: Spoken by earthen outsiders. [b][u]Non-Human Languages[/u][/b] [b]Draconic[/b]: Spoken by Dragons and possibly others. [b]Dwarven[/b]: Spoken by the Dwarves. [b]Elven[/b]: Spoken by Elves and Half-Elves. [b]Giantish[/b]: Spoken by Giants, Ogres, and Trolls, and possibly others. [b]Gnomish[/b]: Spoken by the Gnomes. [b]Goblinish[/b]: Spoken by Goblins, Hobgoblins, and possibly others. [b]Merid[/b]: Spoken by sea creatures of many types. [b]Orcish[/b]: Spoken by Orcs and Half-Orcs. [b]Sylvan[/b]: Spoken by creatures of the forest (includes jungle and rain forest as well). [b][u]Universal[/u][/b] [b]Trade[/b]: A new language developed out of need. With the increase in sea trade between the various nations of Derev, this mishmash of various extant languages is used to facilitate easy communication between disparate groups. It is becoming increasingly common. [b][u]Urlic[/u][/b] [b]Mitean[/b]: Spoken in Mitea and their controlled areas. Occasionally spoken in Lurien as well. [b]Mitean Hightongue[/b]: Reserved language of the Mitean elite. It is not taught to outsiders. The Hightongue is very closely tied to Old Urlic. [b]Refelic[/b]: Spoken in Av-Refel and Refel and their controlled areas. It is adapted from Old Refelic and Mitean. [b]Urlic[/b]: Ancient language of the Urlic people. No longer widely spoken. [color=gold][b][u]Economy[/u][/b][/color] The chief engine of the Derev economy is sea trade. Because almost every kingdom and culture of Derev is separated by expanses of water, seaborne trade is critical to the development of the economy. The wealthiest kingdoms are those who have taken advantage of sea trade and early on adopted a policy of expanding trade by sea. Because of the powerful Trade Winds, the two kingdoms of the Fyurid continent have benefited most from sea trade. In addition, Shiven, due to its location along the south-blowing Trade Wind, has also benefited from sea trade since early on. The rarest commodities in Derev are obviously the most coveted and bring a great profit for traders in those commodities. Lurien and Mitea, because they are the largest kingdoms in land size, do not want for much in the import category, and are thus great exporters of goods in which they are abundant. There are, however, minerals, spices, and some other trade goods not found in much abundance in Fyurid, and these are highly valuable anywhere in Derev, because they can be sold in Mitean and Luri ports. Among these most valuable goods are diamonds (thus far found only in Kurst), certain spices found in Refel and Av-Refel, and a certain hard wood, Thunderoak, found only in Shiven. Coins minted in Lurien and Mitea are used throughout Derev, although much trade is still accomplished through barter. Shiven issues notes of credit, though this is only done in certain circumstances. For the most part, coins and valuables are still the standard for trade. [color=gold][b][u]Major and Minor Religions[/u][/b][/color] If the battle between the Forces of Good and Evil is at a balance right now, that is not evidenced in the social structures of the people of Derev. There are no official churches or recognized sects devoted to any Evil power, and there are at least four organizations devoted to the Forces of Good. What this means is that the Forces of Evil and their followers are kept hidden, away from the prying eyes of the common man. These Evil forces must therefore use subterfuge and complicated plots to attain followers (or cause others to do their bidding). The Good-aligned organizations found throughout Derev: the Brotherhood (and accompanying Sisterhood), devoted to following Talisid and the Five Companions, the Order of the Book, devoted to following the Celestial Hebdomad, the Arcanum, devoted to following the Court of Stars, and the Tantish, a secretive knightly order known only to the very privileged. There are, of course, smaller sects and cults devoted to specific Powers, but those are far less popular than the organizations described above. More information will be provided on all of these organizations as the campaign moves along. [color=gold][b][u]View of Magic[/u][/b][/color] The people of Derev generally have a favorable view of arcane magic, though they do not typically associate arcane and divine spells as being 'magic' per se. Arcane spells are considered 'magic', while divine displays of power are generally thought to be 'miracles', 'blessings', or the like. Few if any believe arcane and divine powers to work in the same manner, or even believe that they could be on equal footing. Barbarians, who know little of arcane magic, are highly distrustful of any wizards or their items. While not completely unwilling to make use or or take advantage of the use of arcane magic, there is a certain amount of distrust. Divine workers are much more trusted throughout Derev, though barbarian shaman and druids are not much more trusted than arcane spellcasters within the settled areas. Likewise, citygoing priests are not welcomed in barbarian areas for the same reason. It is unfamiliarity rather than overt fear that causes the distrust amongst divine spellcasters in different regions. Because of the emphasis on the struggle between Good and Evil, any spellcasters suspected of working with the Forces of Evil are usually captured and/or killed in settled areas. Barbarians are even less likely to give a suspected demon-lover a chance to explain his or her actions. Conjurors of any type are probably held in the highest degree of suspicion, due to the prevalence of Evil summoners. [b]Next Post: Prestige Classes in the Campaign[/b] [/QUOTE]
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The Tol Haggerun Prophecy 3.5 D&D - [Ended]
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