Sunday, June 7, 2015
Sunday, May 10, 2015
Sunday, April 12, 2015
Wednesday, March 11, 2015
Monday, March 9, 2015
Tuesday, February 17, 2015
Welcome to Khorum!
Our adventure begins in Khorum, one of the Zanscare Empire's most diverse cities. Although it belongs to humankind's most prominent empire, it is located far from the capital on the very fringe of the Empire's territory. In truth, nothing short of a hostile invasion is likely to elicit more than token aid from the Empire, and Khorum has become moderately self-governing. It is run by a democratically-elected mayor, and protected by a militarized police force referred to as "the Militia." Crime rates, especially those of violent crimes, are fairly low, and the occasional raids by outside forces are swiftly and efficiently defeated with minimal loss of life and property damage. However, the Militia has no authority outside of Khorum, and will not police further than the handful of farms on Khorum's western outskirts.
One of Khorum's most interesting features is that the bulk of the city exists on a land bridge dividing the Madilim and Deora Seas. There are ports at both the north and south ends of the city. Between the seaports and it's location as the last Imperial city on the only land route to the East, Khorum is a major center of trade. In fact, Khorum's economy is based mostly on importing goods from outside the Empire and exporting goods from other parts of the empire, with tourism a contributing factor. Khorum doesn't produce much on its own, and what is produced locally is usually used locally.
Between traveling merchants and its frontier location, the population of Khorum is more tolerant and more diverse than many other Imperial cities. Humans, halflings, elves, dwarves, gnomes, and even dragonborn, orcs, and goblins can be found within the city. Some are simply passing through, others are looking for a place to make a living, honest or not, in a land where their deeds mean more than their heritage.
The land to the west of Khorum is some farmland that gives way to mostly grassy plains dotted with small forests. It is warm to hot and dry in the summer, cool and rainy in the winter. To the east, the grassland gives way to desert.
The city of Khorum itself has an unusual mix of climates due to it's location between seas, grassland, and desert. It is very humid, leading to fog most mornings. Summers are hot, with temperatures usually in the upper 70s and 80s, although temperatures over 100 can occur. Precipitation isn't common during the summer months. Spring and fall are more mild and occasionally rainy. In the winter, temperatures are usually just above freezing and it's very rainy. Dips below freezing are fairly common, especially after sunset, and the rain can turn to heavy snow.
Citizens of Khorum tend to be moderately educated. Public education is provided that teaches history, reading, writing, and basic mathematics and sciences. The wealthy may also employ private tutors or send children to a university.
One of Khorum's most interesting features is that the bulk of the city exists on a land bridge dividing the Madilim and Deora Seas. There are ports at both the north and south ends of the city. Between the seaports and it's location as the last Imperial city on the only land route to the East, Khorum is a major center of trade. In fact, Khorum's economy is based mostly on importing goods from outside the Empire and exporting goods from other parts of the empire, with tourism a contributing factor. Khorum doesn't produce much on its own, and what is produced locally is usually used locally.
Between traveling merchants and its frontier location, the population of Khorum is more tolerant and more diverse than many other Imperial cities. Humans, halflings, elves, dwarves, gnomes, and even dragonborn, orcs, and goblins can be found within the city. Some are simply passing through, others are looking for a place to make a living, honest or not, in a land where their deeds mean more than their heritage.
The land to the west of Khorum is some farmland that gives way to mostly grassy plains dotted with small forests. It is warm to hot and dry in the summer, cool and rainy in the winter. To the east, the grassland gives way to desert.
The city of Khorum itself has an unusual mix of climates due to it's location between seas, grassland, and desert. It is very humid, leading to fog most mornings. Summers are hot, with temperatures usually in the upper 70s and 80s, although temperatures over 100 can occur. Precipitation isn't common during the summer months. Spring and fall are more mild and occasionally rainy. In the winter, temperatures are usually just above freezing and it's very rainy. Dips below freezing are fairly common, especially after sunset, and the rain can turn to heavy snow.
Citizens of Khorum tend to be moderately educated. Public education is provided that teaches history, reading, writing, and basic mathematics and sciences. The wealthy may also employ private tutors or send children to a university.
Monday, February 16, 2015
The World
The campaign begins in the city of Khorum, which you can find on the southwest tip of the Zanscare Empire. More info on Khorum is coming, for now what you need to know is that Khorum is a major city, but one on the very edge of the Empire.
The Zanscare Empire is the main human land, and dominates the continent. It's capital is Politsmos. As large as it is, you can expect a variety in both geography and economic distribution. As halflings have largely integrated into human society, the Zanscare Empire contains both human cities and halfling villages.
To the north and west of the Empire is the Voreios Ocean. Nearby, there are two island nations. The first is Sylvas, the home of the elves. Sylvas and the Empire maintain cordial diplomatic relations and some economic ties, but they aren't fond of each other. The elves remember a time before the Godswar when they were the dominant power on the continent and are concerned about humanity's expansionist tendencies, while the humans of the Empire see the elves as old-fashioned and in the way of progress.
The other, smaller island nation is Minos. Minos is home to the minotaurs. While not officially at war, ships from Minos and the Empire often attack each other, and the Empire regards the minotaurs as pirates and raiders.
To the east of Zanscare is the Madilim Sea. The Madilim Sea is a smaller sea that serves as a border between the Empire and the East.
Existing mostly on a peninsula is Veda, home of the gnomes. Veda actually means "knowledge" in the gnomish tongue, and as a nation is dedicated to scientific pursuits. The gnomes are happy to share their knowledge, resulting in friendly relations with just about everyone.
Also on the eastern border is the Blackwall Mountains. These mountains are tall and exceptionally difficult to travel through. Because of this, they aren't actually claimed by any nation, but scattered tribes of dragonborn are known to live there. The dragonborn mostly keep to themselves, but occasionally members of some clans will trade with neighboring races. It is thought, though, that a clan will only trade with one other race, so clans that trade with Veda don't trade with the Empire, and clans that trade with the Empire don't trade with Veda. Dragonborn are known to trade with other dragonborn clans, though.
On the other side of the Blackwalls is Stal'Zemya, a kingdom ruled by hobgoblins. Little is known about Stal'Zemya, except that the hobgoblins there view the Empire as an enemy. The Blackwalls serve as a natural buffer between Stal'Zemya and the Empire, though, preventing war between them.
South of the Empire is the Deora Sea. This large sea is regarded as the most important seaway in the world, at least by the humans and halflings of the Empire. To the south of the Deora Sea is a large continent known as the Savage Land. The Savage Land has a few human settlements, but is largely unexplored. It is known, however, to be populated largely by orc tribes. And dinosaurs. A small purple area can be seen on the map... this is the northern tip of the Savage Land.
Beneath the Empire is Stennenhal, a large dwarven kingdom. The dwarves of Stennenhal maintain friendly diplomatic relations with the Empire, and the two kingdoms are important trade partners.
While this is the world of the Zanscare Empire, it's not the entire world. It is know that there are lands beyond Khorum, south of Stal'Zemya. Imperial explorers tell of a vast desert, populated by nomadic humans and halflings, and an enigmatic insectoid race known as thri-kreen. Beyond the desert is said to be another human kingdom, but one very different culturally from the Empire.
There is also land west, beyond the vast Voreios Ocean. It's wild, untamed land, dominated by gnolls, wild elves, and frost giants to the north. Stranger things are said to dwell in the jungles to the south. Few imperial explorers who left to explore the southern continent across the ocean have returned, and those that have returned had gone mad from their experiences.
Tuesday, January 27, 2015
Religion and the gods
As I've previously noted, while the traditional D&D campaign is more medieval the world of this campaign is a little more renaissance. In the human lands, education and learning are common among all but the poorest, and the people are inclined toward science and magic rather than magic or religion.
Largely, this is because the people of the world had to learn to be more self sufficient. It is believed that there was a war among the gods over a thousand years ago, a war in which the forces of good defeated the forces of evil, but at great cost to themselves. Divine power became scarce, leading to the Dark Age. Ingenuity and innovation have allowed humanity to flourish without the gods, as have gnomes, who tend toward scientific pursuits. The more traditional elves, halflings, dragonborn, and minotaurs have suffered more. Elven territory has shrunk, halflings have gotten by mostly by integrating into human society, and dragonborn are nearly extinct. Orcs are held back by their own savagry. Dwarves have managed to maintain their traditions and support their society through a robust economy based on mining and smithing.
The average human is not particularly pious. However, there are still gods that are recognized, especially on holy days, and some even have churches and clergy in the human lands. Clerical magic, though, is rare. And, as they were the defeated, evil deities are very rare in the human lands.
The following is a list of known deities:
Chislev, the goddess of nature (N). She is acknowledged by humans, but rarely worshiped by them outside of druid circles. She is the primary deity of elves.
Pholtus, the god of law and civilization (LG). The primary deity of humans.
Shinare, the goddess of commerce (N). Merchants among humans, halflings, and dwarves alike honor her. Halflings are especially fond of her.
Solinari, the god of the sun (NG). Humans tend to honor him only on his holy day. Like Chislev, he's revered more by elves.
Lunitari, the goddess of the moon (CG). Like Solinari, humans honor her on her holy day, and she's more popular with elves.
Oghma, the god of knowledge (N). He's respected among most races as a keeper of history. As a god of learning, humans consider him second only to Pholtus, and as the patron of science he is the primary deity of the gnomes.
Ozryel, the god of death (LN). Ozryel has very few worshipers, but members of most races pray to him as part of their funerals or death rites. Ozryel is the grim reaper, who collects and judges the souls of the dead.
Habbakuk, the god of the sea (CN). Human sailors honor him, lest they be lost at sea and drowned. Habbakuk is venerated by races that live in the sea, like sea elves.
Talos, the god of storms (CN). Talos is honored as a force of nature by elves. Humans tend to pray to Talos in one of two scenarios: either to be spared from a violent storm, or to bring rain in times of drought. Talos is sometimes worshiped by barbarians of all races, though, who hope to tap into a storm's fury during combat.
Mishakal, the goddess of healing and medicine (NG). While human doctors tend to rely on science, prayers to Mishakal are not uncommon among humans, elves, halflings, gnomes, and dwarves alike.
Garagos, the god of strength and battle (N). Garagos is worshiped mainly by human nomads and less savage orcs who enjoy battle as a sport and see physical strength as a virtue. Human soldiers will occasionally say a prayer to Garagos before battle, but more often than not will stick to praying to Pholtus.
Bhaal, the god of murder (NE). Open worship of Bhaal is scorned at best, prohibited at worst. His worship persists, however, in various assassins guilds.
Mask, the god of thieves (NE). Like Bhaal, the worship of Mask is taboo, although not to the same degree. He is sometimes worshiped by rogues of all races, especially in Thieves Guilds.
Moradin, the god of smithing (LG). Rarely worshiped by humans, he is considered the primary deity of the dwarves.
Dumathoin, the god of mining (NG). Another important dwarven deity largely ignored by humans. Some gnomish jewlers will honor him.
Auril, the goddess of winter (NE). Her name is cursed more than honored by humans. Elves honor her as a part of nature, however.
Lolth, the goddess of chaos (CE). Most humans are unaware of Lolth's existence. She is the primary deity of the drow, however.
Gruumsh, the god of conquest (CE). It is said that Gruumsh was a popular deity in the time before the war of the gods. Today, Gruumsh is seen as an enemy of Pholtus and civilization, so the only humans who worship him tend to be evil barbarians. He is the primary deity of the orcs, though.
Sargonnas, the god of vengeance and fire (LE). Like Gruumsh, it is believed that the worship of Sargonnas was more prevalent in the time before the war of the gods. Humans who seek revenge will sometimes swear an oath to Sargonnas, and he has some followers in those who believe that vengeance against the guilty is a necessary part of law. He is the primary deity of minotaurs.
Bahamut, the god of justice (LG). Bahamut is the primary god of good dragons and dragonborn. He's tolerated by humans, but humans see justice as a matter of law, and therefore Pholtus.
Tiamat, the goddess of avarice (LE). Worship of Tiamat is unheard of by elves, humans, and gnomes. She is rarely worshiped by evil dwarves and halflings, as well as some drow and kobolds. She is the primary deity of evil dragons and dragonborn.
In addition to these deities, from time to time a cult will spring up, claiming to worship one of the old gods killed or forgotten during the dark ages after the war of the gods. They tend to die out quickly. Those that don't are, more often than not, actually worshiping demons or devils, such as Orcus or Asmodeus. Such cults are almost universally condemned as evil and/or heretical, although worship of the demon Yeenoghu has become the primary religion of the gnolls.
Largely, this is because the people of the world had to learn to be more self sufficient. It is believed that there was a war among the gods over a thousand years ago, a war in which the forces of good defeated the forces of evil, but at great cost to themselves. Divine power became scarce, leading to the Dark Age. Ingenuity and innovation have allowed humanity to flourish without the gods, as have gnomes, who tend toward scientific pursuits. The more traditional elves, halflings, dragonborn, and minotaurs have suffered more. Elven territory has shrunk, halflings have gotten by mostly by integrating into human society, and dragonborn are nearly extinct. Orcs are held back by their own savagry. Dwarves have managed to maintain their traditions and support their society through a robust economy based on mining and smithing.
The average human is not particularly pious. However, there are still gods that are recognized, especially on holy days, and some even have churches and clergy in the human lands. Clerical magic, though, is rare. And, as they were the defeated, evil deities are very rare in the human lands.
The following is a list of known deities:
Chislev, the goddess of nature (N). She is acknowledged by humans, but rarely worshiped by them outside of druid circles. She is the primary deity of elves.
Pholtus, the god of law and civilization (LG). The primary deity of humans.
Shinare, the goddess of commerce (N). Merchants among humans, halflings, and dwarves alike honor her. Halflings are especially fond of her.
Solinari, the god of the sun (NG). Humans tend to honor him only on his holy day. Like Chislev, he's revered more by elves.
Lunitari, the goddess of the moon (CG). Like Solinari, humans honor her on her holy day, and she's more popular with elves.
Oghma, the god of knowledge (N). He's respected among most races as a keeper of history. As a god of learning, humans consider him second only to Pholtus, and as the patron of science he is the primary deity of the gnomes.
Ozryel, the god of death (LN). Ozryel has very few worshipers, but members of most races pray to him as part of their funerals or death rites. Ozryel is the grim reaper, who collects and judges the souls of the dead.
Habbakuk, the god of the sea (CN). Human sailors honor him, lest they be lost at sea and drowned. Habbakuk is venerated by races that live in the sea, like sea elves.
Talos, the god of storms (CN). Talos is honored as a force of nature by elves. Humans tend to pray to Talos in one of two scenarios: either to be spared from a violent storm, or to bring rain in times of drought. Talos is sometimes worshiped by barbarians of all races, though, who hope to tap into a storm's fury during combat.
Mishakal, the goddess of healing and medicine (NG). While human doctors tend to rely on science, prayers to Mishakal are not uncommon among humans, elves, halflings, gnomes, and dwarves alike.
Garagos, the god of strength and battle (N). Garagos is worshiped mainly by human nomads and less savage orcs who enjoy battle as a sport and see physical strength as a virtue. Human soldiers will occasionally say a prayer to Garagos before battle, but more often than not will stick to praying to Pholtus.
Bhaal, the god of murder (NE). Open worship of Bhaal is scorned at best, prohibited at worst. His worship persists, however, in various assassins guilds.
Mask, the god of thieves (NE). Like Bhaal, the worship of Mask is taboo, although not to the same degree. He is sometimes worshiped by rogues of all races, especially in Thieves Guilds.
Moradin, the god of smithing (LG). Rarely worshiped by humans, he is considered the primary deity of the dwarves.
Dumathoin, the god of mining (NG). Another important dwarven deity largely ignored by humans. Some gnomish jewlers will honor him.
Auril, the goddess of winter (NE). Her name is cursed more than honored by humans. Elves honor her as a part of nature, however.
Lolth, the goddess of chaos (CE). Most humans are unaware of Lolth's existence. She is the primary deity of the drow, however.
Gruumsh, the god of conquest (CE). It is said that Gruumsh was a popular deity in the time before the war of the gods. Today, Gruumsh is seen as an enemy of Pholtus and civilization, so the only humans who worship him tend to be evil barbarians. He is the primary deity of the orcs, though.
Sargonnas, the god of vengeance and fire (LE). Like Gruumsh, it is believed that the worship of Sargonnas was more prevalent in the time before the war of the gods. Humans who seek revenge will sometimes swear an oath to Sargonnas, and he has some followers in those who believe that vengeance against the guilty is a necessary part of law. He is the primary deity of minotaurs.
Bahamut, the god of justice (LG). Bahamut is the primary god of good dragons and dragonborn. He's tolerated by humans, but humans see justice as a matter of law, and therefore Pholtus.
Tiamat, the goddess of avarice (LE). Worship of Tiamat is unheard of by elves, humans, and gnomes. She is rarely worshiped by evil dwarves and halflings, as well as some drow and kobolds. She is the primary deity of evil dragons and dragonborn.
In addition to these deities, from time to time a cult will spring up, claiming to worship one of the old gods killed or forgotten during the dark ages after the war of the gods. They tend to die out quickly. Those that don't are, more often than not, actually worshiping demons or devils, such as Orcus or Asmodeus. Such cults are almost universally condemned as evil and/or heretical, although worship of the demon Yeenoghu has become the primary religion of the gnolls.
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