The World of Terra (starting to homebrew a setting)
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
The World of Terra (starting to homebrew a setting)
OOC Flavor Bits: There aren't tentatively going to be any half-elves, or half-orcs. The half-orc class will ultimately be presented with some tweaks as straight Orcs. There are also highborn and fiends, who are the mortal children of Celestials and Demons, respectively. And although they won't be available for regular PC use, there will be several powerful Godspawn, the children of gods and mortals. Dragons and Giants both have 'mundane' varieties, and far more powerful forms that are essentially demigods.
The World of Terra
Cycles of Time: There have been five great cycles of history in Terra, each comprising the span of several millennia, from the emergence of Elven civilization in the First Cycle to the increasing establishment of a human-ruled order in the current, Fifth Cycle. Following is a brief overview of the Cycles.
Precyclical Period: Beginning with the establishment of Terra. Little is known about the age before the Elves awakened to civilization, but it is thought that dragons were far more numerous in this time, and that several of the monstrous peoples of the Underworld were far more common on the surface.
First Cycle: Beginning around 25,000 years ago. About 25,000 years ago, the Elven civilization began to develop near the area of the current city of Essellar in the southern part of the Terran continent of Istria. First established as a civilization of city-states, the Elven people would be largely united by the Three Kings of Ravenwood, who established their capital of the same name in a natural clearing of the Great Central Forest. This first Elven civilization fell due to a brutal civil war between the aristocratic faction of the city-states, the wild elves of the surrounding forests and plains and the followers of the grim underworld god of Chthon, who would eventually lead his followers to the Underworld, where they would become a powerful faction.
Second Cycle: Beginning around 16,000 years ago. As the Elven civilization slowly recovered from the cataclysm of the Great Civil War, a new civilization of great power was developing on the great plateaus of Ghilan. It was the Dwarves who introduced the use of steels, mundane and magical to the world, and at the height of the Ghilan-Khazar civilization, the Dwarves were indisputably the great power of Terra. However, when the ambitious Dwarven High King Glin III attempted to obtain the submission of the Elven Kings of Ravenswood, a long and bitter war broke out. War between Elf and Dwarf continued on, without final result until approximately 10,000 years ago, when a peace was finally signed on the basis of the status quo.
Third Cycle: Beginning around 10,000 years ago. As the weakened Elf-Kings of Ravenswood and Dwarf-Kings of Ghilan-Khazaria licked their wounds from almost a millennium of bitter conflict, the Humans, who had long lived in barbarous anonymity in the north of Istria were graced with the birth of one of the greatest and most famed leaders in history, Karl Magnus. In the fifty years between the accession to the throne of Magnus and his accession to the ranks of the very gods, he seized for Humanity a vast empire that spanned over most of Istria and threatened to overrun both Ghilan-Khazaria and Ravenswood. Ultimately, however, the rise of the Human race was halted by the coming of yet another race, pouring from the deserts, swamps and wastes of Istria.
Fourth Cycle: Beginning around 5,000 years ago. The Orcs had long existed as an annoyance to the civilized powers, but it was approximately 5,000 years ago that they emerged as major players in the world. Although the so-called Orcish Empire that was established was only a transitory creation, the great Hordes that descended from it would remain major powers in Terra for the rest of the period. The Empire of Humanity was permanently split into two parts by the Orcish advance, and eventually, the northern and southern Empires began to grow apart from each other, as well as lose their internal coherence.
Fifth Cycle: Beginning around 1,000 years ago. The dominant characteristic of the Fifth Cycle thus far is of the slow reclaiming of the vast areas that were ruined in successive Great Wars, as well as the emergence of a relatively stable status quo between the major political powers. Countless old fortresses and minor kingdoms, however, remain in unsavory hands and there is ready reward for adventurers willing to go forth and either pacify or simply loot these abandoned fortresses
Geography:
The realm of Terra comprises the entire globe, much of which is largely unexplored by people in the Fifth Cycle. The continent of Istria makes up the bulk of the known world, and it can roughly be divided into three vast portions, to the west, the vast forests of Ravenswood and the other elven kingdoms, to the east, the mountain plateau of Ghilan-Khazaria, where the bulk of dwarves still make their home. In the very centre of the continent, along a north-south spine, lie the bulk of the human kingdoms, loosely grouped into Northern and Southern Empires. Scattered amid these three giant regions, Orcs dominate in countless swamps, small deserts and wasteland areas, and additionally, vast areas of Istria have not been claimed by any of the four Great Races, and remain either in ruins or having been occupied by monstrous creatures.
Deities:
Sol Invictus: (Lawful Good) The Unconquerable Sun is the most important god in the Pantheon, and is almost universally respected by all races, even if they are not dedicated to Sol personally.
Luna: (True Neutral) The Moon Goddess is the most important deity for the Elven race, and is regularly blessed for the rhythms of life, the tides and the giving of the precious gifts of true memory and trance.
Eredar (Lawful Neutral): Eredar is the strict but just Lord of the Mountains, and the patron god of the Dwarven people. It is said that immeasurable aeons ago, he desired the beautiful Luna for his bride, but was rejected by the haughty Moon Goddess, and that his grudge is the source of the famous Dwarven antipathy towards Elves.
Tethys: (Chaotic Neutral) Tethyr is the goddess of the oceans and storms, a difficult to appease deity that seems to thrive on random principles. Although appeasing the Storm God is a dangerous business, nonetheless, temples of Tethyr are a common sight in sea-side communities.
Chthon: (Lawful Evil) Chthon is the harsh, unforgiving god of the underground world, who possesses a simmering hatred towards the surface and the worshippers of more pleasant gods on the surface. Chthon is widely worshipped by the Deep Elves, as well as the Grey Dwarves and other, far more terrifying and evil races.
Syr: (Neutral Good) Syr is the goddess of agriculture and fertility, and considered to be one of the daughters of Sol. She is the patron goddess of the Halflings and one of the most unambiguously benevolent of all divine beings.
Silvanus (Chaotic Good) The brother of Syr and one of the children of Sol, Silvanus is the god of untamed nature and a popular patron deity among the Elves, most especially the Wood Elves.
Kanesh (Chaotic Neutral) Kanesh is one of the primary deities of the Orcish people, and is widely worshipped as a fearsome, powerful god of war. Kanesh is said to enjoy the making of war for its own sake, and does not fight for either goodness or evil.
Sin (Chaotic Good) Sin is the goddess of romantic love and pleasure, a goddess who revels in flouting conventions and traditions, and frequently stirring trouble through her actions. Despite her oft-contentious ways, however, Sin is a good-hearted goddess and often smiles upon beleagured lovers and rebels motivated by just causes.
Mikuli (True Neutral) Mikuli is the mysterious god of magic and the patron god of the gnomish people. Mikuli is famously indifferent to the principles of law or chaos, good or evil and favors instead simply expanding knowledge and power. Mikuli accepts all worshippers that wish to join upon this journey with him.
Nimune (Neutral Good) Nimune is the goddess of fresh water, healing and medicine. Frequently referred to as the River Queen, temples of her are frequently found along the great waterways of Terra, and she is called upon as frequently by travelers as she is by healers.
Lakish (Chaotic Evil) Lakish is the god of destruction, and urges his followers to use fire to annihilate all that is before them. One of the most vile of all of the gods, Lakish is only worshipped by the most vile, and often crazed, beings.
Arinna (Neutral Good) Arinna is the goddess of the fine arts, philosophy and learning, and is thus widely worshipped amongst intellectuals and artists of all types. She is most typically revered amongst elves and humans.
Lictor (Lawful Evil) Lictor is the god of tyrants and despots, and enforces a rigid hierarchy upon his followers, while simultaneously filling them with a will to power in wider society. Of the evil gods, Lictor is by far the most widely worshipped.
Magnus (Lawful Good) The first Emperor of Mankind was granted a place of godhood by Sol himself. He is the patron god of the Human race. Both Imperial capitals have magnificent temples to Magnus, which are regularly upgraded in competition with each other. Myth says it was Magnus who ordained the first Paladins to serve the cause of righteous justice.
Eshara (Lawful Good) Eshara is the goddess of courage, honor and strategic warfare, rather than the random destructiveness of Kanesh. It was Eshara that created the Rules of Warfare that all civilized peoples follow, and who created laws for Duels of Honour, so that blood grudges did not go on forever.
Skatha (Neutral Evil) Skatha is the goddess of the undead, and of black magic in general. She is usually regarded as one of the most beautiful, but simultaneously, terrible of all of the deities. She is worshipped by vampires, liches and necromancers.
Enlil (Lawful Neutral) Enlil is the god of the crafts and the patron god of cities, and is as a consequence, one of the more widely worshipped gods. Priests and priestesses of Enlil are expected to spend much of their time honing earthly crafts.
Fortuna (Chaotic Neutral) Fortuna is the notoriously unreliable Lady Luck, the patron goddess of all those who desire to play the odds. Temples to Fortuna are infamous for their gambling facilities, and her clerics make a handsome profit from her followers.
The World of Terra
Cycles of Time: There have been five great cycles of history in Terra, each comprising the span of several millennia, from the emergence of Elven civilization in the First Cycle to the increasing establishment of a human-ruled order in the current, Fifth Cycle. Following is a brief overview of the Cycles.
Precyclical Period: Beginning with the establishment of Terra. Little is known about the age before the Elves awakened to civilization, but it is thought that dragons were far more numerous in this time, and that several of the monstrous peoples of the Underworld were far more common on the surface.
First Cycle: Beginning around 25,000 years ago. About 25,000 years ago, the Elven civilization began to develop near the area of the current city of Essellar in the southern part of the Terran continent of Istria. First established as a civilization of city-states, the Elven people would be largely united by the Three Kings of Ravenwood, who established their capital of the same name in a natural clearing of the Great Central Forest. This first Elven civilization fell due to a brutal civil war between the aristocratic faction of the city-states, the wild elves of the surrounding forests and plains and the followers of the grim underworld god of Chthon, who would eventually lead his followers to the Underworld, where they would become a powerful faction.
Second Cycle: Beginning around 16,000 years ago. As the Elven civilization slowly recovered from the cataclysm of the Great Civil War, a new civilization of great power was developing on the great plateaus of Ghilan. It was the Dwarves who introduced the use of steels, mundane and magical to the world, and at the height of the Ghilan-Khazar civilization, the Dwarves were indisputably the great power of Terra. However, when the ambitious Dwarven High King Glin III attempted to obtain the submission of the Elven Kings of Ravenswood, a long and bitter war broke out. War between Elf and Dwarf continued on, without final result until approximately 10,000 years ago, when a peace was finally signed on the basis of the status quo.
Third Cycle: Beginning around 10,000 years ago. As the weakened Elf-Kings of Ravenswood and Dwarf-Kings of Ghilan-Khazaria licked their wounds from almost a millennium of bitter conflict, the Humans, who had long lived in barbarous anonymity in the north of Istria were graced with the birth of one of the greatest and most famed leaders in history, Karl Magnus. In the fifty years between the accession to the throne of Magnus and his accession to the ranks of the very gods, he seized for Humanity a vast empire that spanned over most of Istria and threatened to overrun both Ghilan-Khazaria and Ravenswood. Ultimately, however, the rise of the Human race was halted by the coming of yet another race, pouring from the deserts, swamps and wastes of Istria.
Fourth Cycle: Beginning around 5,000 years ago. The Orcs had long existed as an annoyance to the civilized powers, but it was approximately 5,000 years ago that they emerged as major players in the world. Although the so-called Orcish Empire that was established was only a transitory creation, the great Hordes that descended from it would remain major powers in Terra for the rest of the period. The Empire of Humanity was permanently split into two parts by the Orcish advance, and eventually, the northern and southern Empires began to grow apart from each other, as well as lose their internal coherence.
Fifth Cycle: Beginning around 1,000 years ago. The dominant characteristic of the Fifth Cycle thus far is of the slow reclaiming of the vast areas that were ruined in successive Great Wars, as well as the emergence of a relatively stable status quo between the major political powers. Countless old fortresses and minor kingdoms, however, remain in unsavory hands and there is ready reward for adventurers willing to go forth and either pacify or simply loot these abandoned fortresses
Geography:
The realm of Terra comprises the entire globe, much of which is largely unexplored by people in the Fifth Cycle. The continent of Istria makes up the bulk of the known world, and it can roughly be divided into three vast portions, to the west, the vast forests of Ravenswood and the other elven kingdoms, to the east, the mountain plateau of Ghilan-Khazaria, where the bulk of dwarves still make their home. In the very centre of the continent, along a north-south spine, lie the bulk of the human kingdoms, loosely grouped into Northern and Southern Empires. Scattered amid these three giant regions, Orcs dominate in countless swamps, small deserts and wasteland areas, and additionally, vast areas of Istria have not been claimed by any of the four Great Races, and remain either in ruins or having been occupied by monstrous creatures.
Deities:
Sol Invictus: (Lawful Good) The Unconquerable Sun is the most important god in the Pantheon, and is almost universally respected by all races, even if they are not dedicated to Sol personally.
Luna: (True Neutral) The Moon Goddess is the most important deity for the Elven race, and is regularly blessed for the rhythms of life, the tides and the giving of the precious gifts of true memory and trance.
Eredar (Lawful Neutral): Eredar is the strict but just Lord of the Mountains, and the patron god of the Dwarven people. It is said that immeasurable aeons ago, he desired the beautiful Luna for his bride, but was rejected by the haughty Moon Goddess, and that his grudge is the source of the famous Dwarven antipathy towards Elves.
Tethys: (Chaotic Neutral) Tethyr is the goddess of the oceans and storms, a difficult to appease deity that seems to thrive on random principles. Although appeasing the Storm God is a dangerous business, nonetheless, temples of Tethyr are a common sight in sea-side communities.
Chthon: (Lawful Evil) Chthon is the harsh, unforgiving god of the underground world, who possesses a simmering hatred towards the surface and the worshippers of more pleasant gods on the surface. Chthon is widely worshipped by the Deep Elves, as well as the Grey Dwarves and other, far more terrifying and evil races.
Syr: (Neutral Good) Syr is the goddess of agriculture and fertility, and considered to be one of the daughters of Sol. She is the patron goddess of the Halflings and one of the most unambiguously benevolent of all divine beings.
Silvanus (Chaotic Good) The brother of Syr and one of the children of Sol, Silvanus is the god of untamed nature and a popular patron deity among the Elves, most especially the Wood Elves.
Kanesh (Chaotic Neutral) Kanesh is one of the primary deities of the Orcish people, and is widely worshipped as a fearsome, powerful god of war. Kanesh is said to enjoy the making of war for its own sake, and does not fight for either goodness or evil.
Sin (Chaotic Good) Sin is the goddess of romantic love and pleasure, a goddess who revels in flouting conventions and traditions, and frequently stirring trouble through her actions. Despite her oft-contentious ways, however, Sin is a good-hearted goddess and often smiles upon beleagured lovers and rebels motivated by just causes.
Mikuli (True Neutral) Mikuli is the mysterious god of magic and the patron god of the gnomish people. Mikuli is famously indifferent to the principles of law or chaos, good or evil and favors instead simply expanding knowledge and power. Mikuli accepts all worshippers that wish to join upon this journey with him.
Nimune (Neutral Good) Nimune is the goddess of fresh water, healing and medicine. Frequently referred to as the River Queen, temples of her are frequently found along the great waterways of Terra, and she is called upon as frequently by travelers as she is by healers.
Lakish (Chaotic Evil) Lakish is the god of destruction, and urges his followers to use fire to annihilate all that is before them. One of the most vile of all of the gods, Lakish is only worshipped by the most vile, and often crazed, beings.
Arinna (Neutral Good) Arinna is the goddess of the fine arts, philosophy and learning, and is thus widely worshipped amongst intellectuals and artists of all types. She is most typically revered amongst elves and humans.
Lictor (Lawful Evil) Lictor is the god of tyrants and despots, and enforces a rigid hierarchy upon his followers, while simultaneously filling them with a will to power in wider society. Of the evil gods, Lictor is by far the most widely worshipped.
Magnus (Lawful Good) The first Emperor of Mankind was granted a place of godhood by Sol himself. He is the patron god of the Human race. Both Imperial capitals have magnificent temples to Magnus, which are regularly upgraded in competition with each other. Myth says it was Magnus who ordained the first Paladins to serve the cause of righteous justice.
Eshara (Lawful Good) Eshara is the goddess of courage, honor and strategic warfare, rather than the random destructiveness of Kanesh. It was Eshara that created the Rules of Warfare that all civilized peoples follow, and who created laws for Duels of Honour, so that blood grudges did not go on forever.
Skatha (Neutral Evil) Skatha is the goddess of the undead, and of black magic in general. She is usually regarded as one of the most beautiful, but simultaneously, terrible of all of the deities. She is worshipped by vampires, liches and necromancers.
Enlil (Lawful Neutral) Enlil is the god of the crafts and the patron god of cities, and is as a consequence, one of the more widely worshipped gods. Priests and priestesses of Enlil are expected to spend much of their time honing earthly crafts.
Fortuna (Chaotic Neutral) Fortuna is the notoriously unreliable Lady Luck, the patron goddess of all those who desire to play the odds. Temples to Fortuna are infamous for their gambling facilities, and her clerics make a handsome profit from her followers.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Nicely done
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
Kaiser_Kris wrote:
Thanks! I'm pretty proud of the pantheon, which I believe is at least functional, if not perfectly well-rounded.
I like how you've incorporated real-world mythological figures into your pantheon. Overall, well done! I'd definitely like to adventure in the world you've outlined.
_________________
The Engine of Oracles: Creations For Gaming
http://engineoforacles.wordpress.com/
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
Some crunchy details of the setting
A Few Crunchier (Possible) Details:
Racial Selections
* No half-elves or half-orcs for PCs (the half-orc as presented in the book is, essentially, a full orc. Half-races do exist, but only a few of any combination exist and are usually the product of miracles)
* Highborn and Fiends will be added as PC races (half-Celestials and half-demons, respectively) They will be a little more powerful than straight races, but have special weaknesses to compensate.
* Wild Men added as another new player race.
* Debating some racial restrictions on class, with the general idea that among other things, Elves don't have the bent for the Paladinic lifestyle, and Dwarves are highly suspicious of arcane magic.
* Considering changing the stat distributions to be a wee bit more significant.
Human: +2 to any one stat
Elf: +2 Dex, +2 Wis, -2 Con
Dwarf: +2 Con, +2 Wis, -2 Dex
Halfing: +2 Dex, +2 Cha, -2 Str
Gnome: +2 Int, +2 Con, -2 Wis
Half-Orc: +2 Str, +2 Con, -2 Cha
Wild Men: +2 Str, +2 Dex, -2 Int
Class Adjustments:
* Class primes will be eliminated. You're free to choose primes as you wish. That being said, I'm pretty certain that *most* people will want Str as a prime for a Fighter, or Cha for a Bard.
* Adjusted pre-4th printing Barbarian will be rereleased as the Berserker
* Considering replacing the Knight with a Captain/Warlord leader class, which will provide the leadership benefits. If this happens, the Knight's horseback fighting talents will be shifted to a Talent or two. (See below)
* Might adjust the Ranger so that Combat Marauder only works on *one* class of enemies, but that the Ranger can choose it. Rangers will gain Wilderness Stride, a la the Druid, as compensation.
* The Slayer will be introduced, as a sort of urban version of a Ranger, with some of the capabilities of the Assassin.
* Won't be using the Assassin.
* Rogues will gain a better BtH than previously.
* Clerics can add their Wisdom modifier to Cure Light Wounds, 3x Wisdom modifier to Cure Serious Wounds and 5x Wisdom modifier to Cure Critical wounds.
* Illusionist will gain a Mind Trick power, which gives them a +4 to a single Charisma check to negotiate or bluff. Recasting Illusionists as semi-psions, much like Mastermind from X-Men.
* Nerfing the Paladin's Divine Aura ability a bit, to a +2 bonus to all saving throws (period), and changing Smite Evil to an ability they can use at 1st level, which does 2x weapon damage (not bonus, just base weapon damage). Eventually, they will be able to Smite Evil more than once a day.
* New Knave class will, hopefully, provide some of the flavour of the 3-3.5ed Bard, standing alongside the CnC Bard.
* Further small adjustments will be made to several classes.
Other Adjustments:
* Class-and-a-half seems to be popular. I think I'll use that as the multiclassing form.
* Only two classes may be used. Period. Also, Paladins and Monks cannot multiclass.
* After much debate mentally, I think I'll leave the Primes alone. While there's an aesthetic benefit to a skills list, I do like how Primes make action a lot quicker.
* Critical hits for max damage at 20, and automatic miss at 1 will be in
* Considering using Omote's Talents or something similar to add a little bonus customization to characters.
* Stats generated by 4d6, drop the lowest. Ignore anything lower than 8, unless you specifically want to role-play a major weakness.
* Maximum hit points at first level. Thereafter, 1d4 and 1d6 should ignore all 1's that are rolled. 1d8 and 1d10 should ignore all 1's and 2's. d12 can ignore 1-3.
* Probably a functional ban on evil characters. All good and neutral alignments welcome. Possibly a 'well-behaved' Evil type if the player presents a good reason for it. The game works vastly better when the party gets along (as well as the players).
* Added, adjusted spells from various DnD versions for all spellcasters.
The Knave
Knaves are the classic jack of all trades, with a wide palette of skills, but possessing none as strong as the specialties of other classes. Why did I feel like calling them Knaves? I don't know, it just seemed to fit.
Hit Dice: d8
BtH: Cleric
Armour: Only light armours
Weapons: Any
Spells: Knaves are capable of learning a limited number of spells from any ONE of the four CnC spell lists: (cleric, wizard, illusionist and druid). Knaves can gain bonus spells relating to high Intelligence or Wisdom scores.
Level 1: 2 0-level, 1 1st-level
Level 2: 3 0-level, 2 1st-level
Level 3: 4 0-level, 3 1st-level
Level 4: 4 0-level, 4 1st-level, 1 2nd-level
Level 5: 4 0-level, 4 1st level, 2 2nd-level
Level 6: 4 0-level, 4 1st level, 3 2nd-level
Level 7: 4 0-level, 4 1st level, 4 2nd-level
Level 8: 4 0-level, 4 1st level, 4 2nd level, 1 3rd level
Level 9: 4 0-level, 4 1st level, 4 2nd level, 2 3rd level
Level 10: 4 0-level, 4 1st level, 4 2nd level, 3 3rd level
Level 11: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level
Level 12: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level, 1 4th level
Level 13: 4, 4, 4, 4, 2 4th level
Level 14: 4, 4, 4, 4, 3 4th level
Level 15: 4, 4, 4, 4, 4 4th level
Level 16: 4, 4, 4, 4, 4, 1 5th level
Level 17: 4, 4, 4, 4, 4, 2 5th level
Level 18: 4, 4, 4, 4, 4, 3 5th level
Level 19: 4, 4, 4, 4, 4, 4 5th level
Level 20: 4, 4, 4, 4, 4, 4, 1 6th level
Jack of all Trades: Knaves can choose one non-prime statistic to receive a +2 bonus towards all checks in.
Knavish Skills: Knaves can learn one non-magical skill from any other class at 1st level, and another one at 6th level.
Racial Selections
* No half-elves or half-orcs for PCs (the half-orc as presented in the book is, essentially, a full orc. Half-races do exist, but only a few of any combination exist and are usually the product of miracles)
* Highborn and Fiends will be added as PC races (half-Celestials and half-demons, respectively) They will be a little more powerful than straight races, but have special weaknesses to compensate.
* Wild Men added as another new player race.
* Debating some racial restrictions on class, with the general idea that among other things, Elves don't have the bent for the Paladinic lifestyle, and Dwarves are highly suspicious of arcane magic.
* Considering changing the stat distributions to be a wee bit more significant.
Human: +2 to any one stat
Elf: +2 Dex, +2 Wis, -2 Con
Dwarf: +2 Con, +2 Wis, -2 Dex
Halfing: +2 Dex, +2 Cha, -2 Str
Gnome: +2 Int, +2 Con, -2 Wis
Half-Orc: +2 Str, +2 Con, -2 Cha
Wild Men: +2 Str, +2 Dex, -2 Int
Class Adjustments:
* Class primes will be eliminated. You're free to choose primes as you wish. That being said, I'm pretty certain that *most* people will want Str as a prime for a Fighter, or Cha for a Bard.
* Adjusted pre-4th printing Barbarian will be rereleased as the Berserker
* Considering replacing the Knight with a Captain/Warlord leader class, which will provide the leadership benefits. If this happens, the Knight's horseback fighting talents will be shifted to a Talent or two. (See below)
* Might adjust the Ranger so that Combat Marauder only works on *one* class of enemies, but that the Ranger can choose it. Rangers will gain Wilderness Stride, a la the Druid, as compensation.
* The Slayer will be introduced, as a sort of urban version of a Ranger, with some of the capabilities of the Assassin.
* Won't be using the Assassin.
* Rogues will gain a better BtH than previously.
* Clerics can add their Wisdom modifier to Cure Light Wounds, 3x Wisdom modifier to Cure Serious Wounds and 5x Wisdom modifier to Cure Critical wounds.
* Illusionist will gain a Mind Trick power, which gives them a +4 to a single Charisma check to negotiate or bluff. Recasting Illusionists as semi-psions, much like Mastermind from X-Men.
* Nerfing the Paladin's Divine Aura ability a bit, to a +2 bonus to all saving throws (period), and changing Smite Evil to an ability they can use at 1st level, which does 2x weapon damage (not bonus, just base weapon damage). Eventually, they will be able to Smite Evil more than once a day.
* New Knave class will, hopefully, provide some of the flavour of the 3-3.5ed Bard, standing alongside the CnC Bard.
* Further small adjustments will be made to several classes.
Other Adjustments:
* Class-and-a-half seems to be popular. I think I'll use that as the multiclassing form.
* Only two classes may be used. Period. Also, Paladins and Monks cannot multiclass.
* After much debate mentally, I think I'll leave the Primes alone. While there's an aesthetic benefit to a skills list, I do like how Primes make action a lot quicker.
* Critical hits for max damage at 20, and automatic miss at 1 will be in
* Considering using Omote's Talents or something similar to add a little bonus customization to characters.
* Stats generated by 4d6, drop the lowest. Ignore anything lower than 8, unless you specifically want to role-play a major weakness.
* Maximum hit points at first level. Thereafter, 1d4 and 1d6 should ignore all 1's that are rolled. 1d8 and 1d10 should ignore all 1's and 2's. d12 can ignore 1-3.
* Probably a functional ban on evil characters. All good and neutral alignments welcome. Possibly a 'well-behaved' Evil type if the player presents a good reason for it. The game works vastly better when the party gets along (as well as the players).
* Added, adjusted spells from various DnD versions for all spellcasters.
The Knave
Knaves are the classic jack of all trades, with a wide palette of skills, but possessing none as strong as the specialties of other classes. Why did I feel like calling them Knaves? I don't know, it just seemed to fit.
Hit Dice: d8
BtH: Cleric
Armour: Only light armours
Weapons: Any
Spells: Knaves are capable of learning a limited number of spells from any ONE of the four CnC spell lists: (cleric, wizard, illusionist and druid). Knaves can gain bonus spells relating to high Intelligence or Wisdom scores.
Level 1: 2 0-level, 1 1st-level
Level 2: 3 0-level, 2 1st-level
Level 3: 4 0-level, 3 1st-level
Level 4: 4 0-level, 4 1st-level, 1 2nd-level
Level 5: 4 0-level, 4 1st level, 2 2nd-level
Level 6: 4 0-level, 4 1st level, 3 2nd-level
Level 7: 4 0-level, 4 1st level, 4 2nd-level
Level 8: 4 0-level, 4 1st level, 4 2nd level, 1 3rd level
Level 9: 4 0-level, 4 1st level, 4 2nd level, 2 3rd level
Level 10: 4 0-level, 4 1st level, 4 2nd level, 3 3rd level
Level 11: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level
Level 12: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level, 1 4th level
Level 13: 4, 4, 4, 4, 2 4th level
Level 14: 4, 4, 4, 4, 3 4th level
Level 15: 4, 4, 4, 4, 4 4th level
Level 16: 4, 4, 4, 4, 4, 1 5th level
Level 17: 4, 4, 4, 4, 4, 2 5th level
Level 18: 4, 4, 4, 4, 4, 3 5th level
Level 19: 4, 4, 4, 4, 4, 4 5th level
Level 20: 4, 4, 4, 4, 4, 4, 1 6th level
Jack of all Trades: Knaves can choose one non-prime statistic to receive a +2 bonus towards all checks in.
Knavish Skills: Knaves can learn one non-magical skill from any other class at 1st level, and another one at 6th level.
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Lucifer_Draconus
- Hlobane Orc
- Posts: 160
- Joined: Tue May 16, 2006 7:00 am
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
Lucifer_Draconus wrote:
Very interesting world. Hope to see more of it posted. Are you planing on eventually publishing it even if just online as a e-book for C&C fans?
I'm flattered.
I will be writing up and posting more stuff as I go along. Right now, I'm hoping to assemble a C&C group to play it when I make my move, but if there's demand, I might be able to cook something up!
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anonymous
Some interesting ideas, but the history looks frankly like every other fantasy world history I've ever read, with the division into separate eras, the ancient elves, even ancienter dragaons, big war with evil demons and dwarves and then the fall of a huge human empire... mess around a bit and do something completely different.
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
The Dwarves
The Dwarves of Terra
Physiology- Dwarves are shorter on average than humans, usually between four and four and a half feet tall- a Dwarf over five feet is considered a giant of the race. As a rule, Dwarves are extremely stout, and their body weight is equal to or slightly greater than that of a normal human male. Physically, Dwarves are both stronger and tougher than the average human, although they tend to lack dexterity. Dwarves are nearly immune to most poisons and not susceptible to human diseases. The Dwarven lifespan is far longer than that of a human, but rather shorter than those of elves- the average is 250-300 years, with the oldest known dwarves having reached 400.
Contrary to legend, Dwarven females are not bearded and are clearly distinguishable from men, although Dwarven women are of roughly similar size and strength to their menfolk. Unlike almost every other sentient species, males outnumber Dwarven females by close to two to one, despite a far higher death rate. The relative dearth of women, combined with the low fertility of the race and the somewhat lower sex drive of the race, means that Dwarves do not reproduce rapidly.
Society: While once, the most of Terras Dwarves were organized into a closely-knit Empire, modern Dwarven society is based around clans, which typically consist of ten or twelve extended Dwarven families that live in the same cave or interior of a mountain. Those clans are typically collected into tribes, which vary enormously in number, with the mightiest tribes able to call upon thousands of fully-armed warriors. Each tribe is headed by a khagan, which Humans insist on reckoning as being kings, although khagans exercise their authority based on merit and are expected to step down if they lose the collective faith of their peers. Blood feuds between competing tribes are frequent, and while there is a Great Khagan, who maintains his court in the ancient mountain city of Sarmizegethuza, his actual authority is far more symbolic than real.
Dwarven society is strongly patriarchal and Dwarven women are rarely seen by outsiders, although they command considerable respect and influence within Dwarven society. Dwarven women are charged with household tasks of various forms, and also with the creation of almost all non-metallic goods. The limited agriculture of cave mushrooms and keeping of mountain bees is almost exclusively carried on by women, as well as the socially vital task of brewing mead. Dwarven men are almost exclusively miners, metalsmiths and warriors, as well as other tasks which require interaction with outsiders. Due to the fact that there is, on average, only one Dwarven woman for every two men, slightly over half of the Dwarven male population are bachelors.
Dwarves have a strong distrust of arcane magic, and restrict its practice largely to the enchantment of magical weapons and armour. On the other hand, religion is highly important to the Dwarven people, and religious ritual is a vitally important part of their everyday lives, from their work to their warfare. Dwarven clerics are famed throughout Terra for their devotion and power, and it could be fairly said that what dwarves lack, relatively speaking in capacity for arcane magic, they more than make up for in divine magic.
Dwarves In Human Lands: While most of the worlds Dwarven population resides in relatively inaccessible parts of the great Ghilan-Khazar Plateau, many Dwarven tribes and clans have settled in human lands and in recent years, a considerable trickle of Dwarven immigration has occurred, as Dwarves seek wealth and comfort in lands where their gifts are more appreciated. In human lands, Dwarves tend to live in small but tightly-knit communities, with Dwarves of the same tribe eventually spreading networks throughout the region. It is typical of long-settled Dwarves to drift towards translating their complex Dwarven names to their Common translations- any Dwarf with a surname of Ironaxe has clearly been in Human lands for some time.
Interracial Relations: Dwarves are extremely proud of their clans and tribes, but frequently prefer the company of some of the other races to that of Dwarves of opposing clans. While Dwarven-Elven antipathy is famous, it is somewhat exaggerated in its extent, and tends to manifest itself more in avoidance than violence. The Dwarven hatred of Orcs is far stronger, and it is uncommon for any Dwarf to call an Orc friend, though it has been known to happen. Of the Great Races, Dwarves get on the best with Humans, whom they sometimes view as a sort of younger brother, and Halflings, who brew a beer that is actually drinkable. Dwarves and gnomes have something of a love-hate relationship (from the Dwarven perspective), while they share much in common, the gnomish affinity for arcane magic is more than a little off-putting for Dwarves.
Role-Playing:
Preferred Classes: Fighter, Cleric, Paladin (yes, there are many Dwarven Paladins)
Rare/Non-Existant: Wizard, Illusionist, Druid, Knave
Physiology- Dwarves are shorter on average than humans, usually between four and four and a half feet tall- a Dwarf over five feet is considered a giant of the race. As a rule, Dwarves are extremely stout, and their body weight is equal to or slightly greater than that of a normal human male. Physically, Dwarves are both stronger and tougher than the average human, although they tend to lack dexterity. Dwarves are nearly immune to most poisons and not susceptible to human diseases. The Dwarven lifespan is far longer than that of a human, but rather shorter than those of elves- the average is 250-300 years, with the oldest known dwarves having reached 400.
Contrary to legend, Dwarven females are not bearded and are clearly distinguishable from men, although Dwarven women are of roughly similar size and strength to their menfolk. Unlike almost every other sentient species, males outnumber Dwarven females by close to two to one, despite a far higher death rate. The relative dearth of women, combined with the low fertility of the race and the somewhat lower sex drive of the race, means that Dwarves do not reproduce rapidly.
Society: While once, the most of Terras Dwarves were organized into a closely-knit Empire, modern Dwarven society is based around clans, which typically consist of ten or twelve extended Dwarven families that live in the same cave or interior of a mountain. Those clans are typically collected into tribes, which vary enormously in number, with the mightiest tribes able to call upon thousands of fully-armed warriors. Each tribe is headed by a khagan, which Humans insist on reckoning as being kings, although khagans exercise their authority based on merit and are expected to step down if they lose the collective faith of their peers. Blood feuds between competing tribes are frequent, and while there is a Great Khagan, who maintains his court in the ancient mountain city of Sarmizegethuza, his actual authority is far more symbolic than real.
Dwarven society is strongly patriarchal and Dwarven women are rarely seen by outsiders, although they command considerable respect and influence within Dwarven society. Dwarven women are charged with household tasks of various forms, and also with the creation of almost all non-metallic goods. The limited agriculture of cave mushrooms and keeping of mountain bees is almost exclusively carried on by women, as well as the socially vital task of brewing mead. Dwarven men are almost exclusively miners, metalsmiths and warriors, as well as other tasks which require interaction with outsiders. Due to the fact that there is, on average, only one Dwarven woman for every two men, slightly over half of the Dwarven male population are bachelors.
Dwarves have a strong distrust of arcane magic, and restrict its practice largely to the enchantment of magical weapons and armour. On the other hand, religion is highly important to the Dwarven people, and religious ritual is a vitally important part of their everyday lives, from their work to their warfare. Dwarven clerics are famed throughout Terra for their devotion and power, and it could be fairly said that what dwarves lack, relatively speaking in capacity for arcane magic, they more than make up for in divine magic.
Dwarves In Human Lands: While most of the worlds Dwarven population resides in relatively inaccessible parts of the great Ghilan-Khazar Plateau, many Dwarven tribes and clans have settled in human lands and in recent years, a considerable trickle of Dwarven immigration has occurred, as Dwarves seek wealth and comfort in lands where their gifts are more appreciated. In human lands, Dwarves tend to live in small but tightly-knit communities, with Dwarves of the same tribe eventually spreading networks throughout the region. It is typical of long-settled Dwarves to drift towards translating their complex Dwarven names to their Common translations- any Dwarf with a surname of Ironaxe has clearly been in Human lands for some time.
Interracial Relations: Dwarves are extremely proud of their clans and tribes, but frequently prefer the company of some of the other races to that of Dwarves of opposing clans. While Dwarven-Elven antipathy is famous, it is somewhat exaggerated in its extent, and tends to manifest itself more in avoidance than violence. The Dwarven hatred of Orcs is far stronger, and it is uncommon for any Dwarf to call an Orc friend, though it has been known to happen. Of the Great Races, Dwarves get on the best with Humans, whom they sometimes view as a sort of younger brother, and Halflings, who brew a beer that is actually drinkable. Dwarves and gnomes have something of a love-hate relationship (from the Dwarven perspective), while they share much in common, the gnomish affinity for arcane magic is more than a little off-putting for Dwarves.
Role-Playing:
Preferred Classes: Fighter, Cleric, Paladin (yes, there are many Dwarven Paladins)
Rare/Non-Existant: Wizard, Illusionist, Druid, Knave
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
The Elves of Terra
Physiology: Elves are around the same height as humans, although they weigh rather less, with elven males weighing on average about 120 to 150 pounds and elven women weighing between 90 and 110 pounds. In appearance, they are fair, with blonde or occasionally reddish or brownish hair and blue or green eyes. Elves are fairly strong and quick but tend to be somewhat frail in comparison to humans, and do especially badly in cold climates. Elves live exceptionally long lifespans- typically living about a millennium. Elves do not age dramatically as Humans do, and lose absolutely none of their mental clarity as they age.
Elves are a race of rather low fertility- an elven woman rarely has more than two children in her lifetime, and overall, elven populations tend to keep themselves relatively stable. Elven women are only fertile for relatively short periods every decade or so, approximately a month or so. Elves are fully capable of breeding with humans and such couplings are not uncommon- particularly in the frontiers.
Society: Among the surface Elves of Terra, there is a major social and cultural divide between the High Elves that live in the ancient cities, and Wood Elves, that live in the surrounding forests and also in large numbers in Human lands. While by law, the High Elven cities rule over the surrounding forests, in practice, Wood Elven communities are functionally independent.
High Elven societies tend to be highly sophisticated state societies, where etiquette is raised to levels that are unheard of in human lands, with codes of conduct that take at least a century to properly master. The rulers of High Elven cities are monarchs, but generally ones elected by a council of Elders. These rulers can either be male or female, and there seems to be no major preference for one gender or the other, with elevation to the Crown being decided by a combination of merit and connections with powerful families.
Wood Elven societies are, of necessity, far smaller in scale, with society being dictated by extended families, rather than state formations. Matriarchic tendencies are far more powerful amongst Wood Elves than High Elves, though there is a high degree of liberty in Wood Elven society and only a foolish matriarch would go against the will of the community.
Elves tend to have a closer relationship to living nature or abstract arcane forces than with named gods, who could be said to be respected almost more than worshipped. Relatively few Elven priests or priestesses would think to take up the call of the cleric, and the very idea of an Elven paladin would be laughed at in most circles. The gift to commune with nature or with magical forces, however, is highly revered and great effort is expended to make sure that gifted elves are sent off to teachers to develop their abilities.
Elves In Human Lands: The vast majority of Elves that choose to live in Human lands are Wood Elves, many of whom are unhappy with the self-proclaimed dominion of the so-called High Elves. Many human rulers are quite happy to have a community of Elves in their territory, granting them rights to use and live in a forest in exchange for the provision of magic and the service of elven archers in wartime. A handful of High Elven expatriates, either by their own choice or through banishment, come to serve in the courts or live in the cities of Humankind, becoming powerful magical instructors and wise advisors.
While Elves and humans cannot reproduce without magical assistance, it is not unheard of for elves and humans to have brief relationships, which often leaves the human in question the envy of their peers.
Interracial Relations: Elves have a very strong sense of social identity and as a rule, prefer the company of their own people, but are also often curious about the ways of others, even if they are convinced they are inferior. Elves are both attracted to, and more than a little wary of humans, often feeling an urge to try and mentor them, even if humans often reject their well-intentioned lessons. With Dwarves, the Elves are somewhat amused at the Dwarven antipathy towards them, which they do not particularly share. Of all of the other races, Elves, especially Wood Elves, enjoy the company of Halflings the best, and Halflings are not uncommon in the Elven lands. While elves and gnomes share an affinity for arcane magic, Elves regard the famously mischievous, arguably devious Gnomes with distrust.
Role-Playing:
Favored Classes: Druid, Illusionist, Ranger, Wizard
Rare to Non-Existant: Barbarian, Berserker, Paladin
Physiology: Elves are around the same height as humans, although they weigh rather less, with elven males weighing on average about 120 to 150 pounds and elven women weighing between 90 and 110 pounds. In appearance, they are fair, with blonde or occasionally reddish or brownish hair and blue or green eyes. Elves are fairly strong and quick but tend to be somewhat frail in comparison to humans, and do especially badly in cold climates. Elves live exceptionally long lifespans- typically living about a millennium. Elves do not age dramatically as Humans do, and lose absolutely none of their mental clarity as they age.
Elves are a race of rather low fertility- an elven woman rarely has more than two children in her lifetime, and overall, elven populations tend to keep themselves relatively stable. Elven women are only fertile for relatively short periods every decade or so, approximately a month or so. Elves are fully capable of breeding with humans and such couplings are not uncommon- particularly in the frontiers.
Society: Among the surface Elves of Terra, there is a major social and cultural divide between the High Elves that live in the ancient cities, and Wood Elves, that live in the surrounding forests and also in large numbers in Human lands. While by law, the High Elven cities rule over the surrounding forests, in practice, Wood Elven communities are functionally independent.
High Elven societies tend to be highly sophisticated state societies, where etiquette is raised to levels that are unheard of in human lands, with codes of conduct that take at least a century to properly master. The rulers of High Elven cities are monarchs, but generally ones elected by a council of Elders. These rulers can either be male or female, and there seems to be no major preference for one gender or the other, with elevation to the Crown being decided by a combination of merit and connections with powerful families.
Wood Elven societies are, of necessity, far smaller in scale, with society being dictated by extended families, rather than state formations. Matriarchic tendencies are far more powerful amongst Wood Elves than High Elves, though there is a high degree of liberty in Wood Elven society and only a foolish matriarch would go against the will of the community.
Elves tend to have a closer relationship to living nature or abstract arcane forces than with named gods, who could be said to be respected almost more than worshipped. Relatively few Elven priests or priestesses would think to take up the call of the cleric, and the very idea of an Elven paladin would be laughed at in most circles. The gift to commune with nature or with magical forces, however, is highly revered and great effort is expended to make sure that gifted elves are sent off to teachers to develop their abilities.
Elves In Human Lands: The vast majority of Elves that choose to live in Human lands are Wood Elves, many of whom are unhappy with the self-proclaimed dominion of the so-called High Elves. Many human rulers are quite happy to have a community of Elves in their territory, granting them rights to use and live in a forest in exchange for the provision of magic and the service of elven archers in wartime. A handful of High Elven expatriates, either by their own choice or through banishment, come to serve in the courts or live in the cities of Humankind, becoming powerful magical instructors and wise advisors.
While Elves and humans cannot reproduce without magical assistance, it is not unheard of for elves and humans to have brief relationships, which often leaves the human in question the envy of their peers.
Interracial Relations: Elves have a very strong sense of social identity and as a rule, prefer the company of their own people, but are also often curious about the ways of others, even if they are convinced they are inferior. Elves are both attracted to, and more than a little wary of humans, often feeling an urge to try and mentor them, even if humans often reject their well-intentioned lessons. With Dwarves, the Elves are somewhat amused at the Dwarven antipathy towards them, which they do not particularly share. Of all of the other races, Elves, especially Wood Elves, enjoy the company of Halflings the best, and Halflings are not uncommon in the Elven lands. While elves and gnomes share an affinity for arcane magic, Elves regard the famously mischievous, arguably devious Gnomes with distrust.
Role-Playing:
Favored Classes: Druid, Illusionist, Ranger, Wizard
Rare to Non-Existant: Barbarian, Berserker, Paladin
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lobocastle
- Red Cap
- Posts: 272
- Joined: Fri Jun 26, 2009 7:00 am
Kaiser_Kris,
Great information, i to am building a C&C world called Terra, but I may change its name. Humans will be able to select from only six classes, none of which will be spell casting. The human race lost its ability to cast magic. The classes provide either extraordinary skills or supernatural abilities. The non-human races will be racial classes with some spell casting built in.
I like you pantheon. I am looking for races other than Elves and Dwarfs. Cyclops is being considered. I really liked the Elves in RA Salvatore's Book Demon Wars. I have thought about Tiefling and Aasimar as races.
JLL
Great information, i to am building a C&C world called Terra, but I may change its name. Humans will be able to select from only six classes, none of which will be spell casting. The human race lost its ability to cast magic. The classes provide either extraordinary skills or supernatural abilities. The non-human races will be racial classes with some spell casting built in.
I like you pantheon. I am looking for races other than Elves and Dwarfs. Cyclops is being considered. I really liked the Elves in RA Salvatore's Book Demon Wars. I have thought about Tiefling and Aasimar as races.
JLL
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
Only change the name if you want to! It's not like I have copyright.
This is just what I've written up so far. There's going to be most of the standard races (no half-elves though, and half-orcs are simply 'orcs'), but there are gonna be a few others. Wild Men. Fiends and Highborn, which are pretty much tieflings and aasimar.
I've been considering the idea of racial classes, not as a forced thing but as an additional option. An Elven ranger with limited druidic magic. A dwarven fighter class with a handful of defensive-oriented special powers. I might change the Berserker into an Orcish Berserker.
This is just what I've written up so far. There's going to be most of the standard races (no half-elves though, and half-orcs are simply 'orcs'), but there are gonna be a few others. Wild Men. Fiends and Highborn, which are pretty much tieflings and aasimar.
I've been considering the idea of racial classes, not as a forced thing but as an additional option. An Elven ranger with limited druidic magic. A dwarven fighter class with a handful of defensive-oriented special powers. I might change the Berserker into an Orcish Berserker.
lobocastle wrote:
Kaiser_Kris,
Great information, i to am building a C&C world called Terra, but I may change its name. Humans will be able to select from only six classes, none of which will be spell casting. The human race lost its ability to cast magic. The classes provide either extraordinary skills or supernatural abilities. The non-human races will be racial classes with some spell casting built in.
I like you pantheon. I am looking for races other than Elves and Dwarfs. Cyclops is being considered. I really liked the Elves in RA Salvatore's Book Demon Wars. I have thought about Tiefling and Aasimar as races.
JLL
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
Been retooling a lot of things, actually.
Rather than a typical assortment of kingdoms, virtually the entire continent where main play happens is ruled, at least in name, by the Terran Empire, which aspires to world rulership. However, the Emperor's de facto authority outside the gargantuan Capital City is decidedly limited, and provincial governors and warlords dominate the outer and even many of the inner provinces of the Empire.
One of the more important things that happened in the history of Terra, during the rise of the Empire was the Cleansing of the Underworld, a gargantuan century-long war of extermination against the more aggressive underground races. The underground empires of duergar and drow no longer exist, and there are only about 80,000 duergar and 50,000 drow survivors in the known world, scattered about as slaves.
The Empire is a strange thing, because while central authority is weak, the Empire is still fairly consistently an expanding entity, and exploration of other continents has even begun, both official Imperial expeditions and ones sent by powerful mercantile or warlord interests. Much expansion is also taking place around the fringes of civilization, retaking areas that were populated by the monstrous races. It is quite common for either Imperial officials or warlords to use 'independent contractors' for these purposes, ie, adventurers. Adventurers, after all, are more expendable than their valuable standing armies and are often content with no actual pay, but rather looted magical items.
Rather than a typical assortment of kingdoms, virtually the entire continent where main play happens is ruled, at least in name, by the Terran Empire, which aspires to world rulership. However, the Emperor's de facto authority outside the gargantuan Capital City is decidedly limited, and provincial governors and warlords dominate the outer and even many of the inner provinces of the Empire.
One of the more important things that happened in the history of Terra, during the rise of the Empire was the Cleansing of the Underworld, a gargantuan century-long war of extermination against the more aggressive underground races. The underground empires of duergar and drow no longer exist, and there are only about 80,000 duergar and 50,000 drow survivors in the known world, scattered about as slaves.
The Empire is a strange thing, because while central authority is weak, the Empire is still fairly consistently an expanding entity, and exploration of other continents has even begun, both official Imperial expeditions and ones sent by powerful mercantile or warlord interests. Much expansion is also taking place around the fringes of civilization, retaking areas that were populated by the monstrous races. It is quite common for either Imperial officials or warlords to use 'independent contractors' for these purposes, ie, adventurers. Adventurers, after all, are more expendable than their valuable standing armies and are often content with no actual pay, but rather looted magical items.