Author Topic: Tell me what you think of the new campaign world i'm building.  (Read 1986 times)

Offline Lord Kain

  • "I was the 500th member on the old forgottenwars forum and all I got was this lousy title"
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This is what I've written up so far. Its not much but it a start tell me what you think. I use primarly the standard grayhawk deities from the PHB. However several of them are not included because they are replaced by deties of my own design.
The Lands of Terra Nara

Hextor-Replaced by Blackhand
Heironeous-Repalced by Kalar
Nerull-Replaced by Charon
Wee Jas-Also replaced By Charon
Erythnul-Repalced by Garthos(now dead)
Vecna also isn't in Terra Nara.
Finally the god of the elves is not present in Quel'Thar as the Elves all left for Avalon. (thus PC's can not play Elves of any kind!)
Obd-hai is also a Greater Deity in this world.

Finally numerous Great Old Ones and Outer Gods taken from the Cthulhu mythos are present



History of Terra Nara.
One thousand years ago, at a time when the Elves still dwelt in the forests of Quel’Shar. The stars aligned and deep beneath the sea a terrible power awoke, breaking the seal of its imprisonment, The sunken city R'lyeh arose from the depths and the Great Old One Cthulhu set lose his army of Starspawn, Mind Flayar and othe rmonsters upon the world. His motives are left a mystery as are mos tof the actions of the Old Ones.

By Divine law the true deties such as Obd-hai or Kalar could not directly interfear on the material plane they could only act through there divine agents and clerics. Cthulhu posses only enougth divine power to make him a very powerful demi-god. Thus he was able to escape the law. When things looked there darkness a new light appeared. The world united againts and started to push back the armies of Cthulhu.

They were led by six heros, an elvish monk, a dwarven fighter, a halfling rouge, a gnomish cleric, a human paladin and a human wizard. Before the alignment ended Cthulhu made one last grasp at victory. He attempted to summon the god from beyond the stars Azathoth a mindless being whos power surpassed that of any deity. The six heroes did battle with Cthulhu and laid his broken body with in his city walls. The Old One did not only lose his body but his essense. For reasons lost by time the essense of the Great Old one was absorbed the material plane. Making the return of Cthulhu impossible execpt perhaps for the direct actions of a Greater Deity. With is death the power of psinoics was born in the humanoid races of Quel’Shar. A power before limited to Mind Flayers and similar creatures.

New Deties
New Deities
Blackhand, God of Tyrants
The Lord of Tyrants
Greater Deity
Symbol:   A Dark Sword imbedded in a stone altar
Homeplane: Ninth Level of Baator
Alignment:   Lawful Evil
Portfolio: Tyranny, conquest, conflict and fear.
Worshipers: Conquerors, evil fighters, blackguards, and tyrants.
Cleric Alignments: LE, NE, LN
Domains: Evil, Tyranny, Destruction, War.
Favored Weapon: Blackrazor (longsword)

The God of conquest and Tyrants, Most of Blackhand’s worshipers are from the empire. Blackhand most often appears as a dark armored warrior with fiendish wings.

History/Relationships
Originally a mortal, Blackhand was a half-fiend of tremendous power. For decades he spread evil across the lands of Quel’Shar. He was granted godhood inexchange for the destruction of the godslayer sword. For centuries Blackhand struggled to maintain even intermediate divine status.
When the empire dawned the generals and their troops prayed to the god of conquest for aid. While the empire’s war of expansion has ended. Its leaders and loyal troops still offer there devotion and pray the tyrant god will strike down the traitors and rebels of the empire. Blackhand opposes the majority of the gods on Quel’Thar. His main enemies are Kalar and Kord.

Dogma
Serve the Dark Lord for those who stand against him will be destroyed by the power he possesses. The world is a dark place of Chaos and anarchy. Only tyranny can bring order to the world.
Clergy and Temples
Blackhands temples are fortress then operate publicly in many cities. Especially in the lands of the empire.
The temples are mighty structures ment to frighten and impress the common folk. His clerics often serve as generals and advisors to lawful evil and lawful netural leaders.

*Blackhand is based of a character of mine who at the end of a campaign becaome a god of Tyranny and war. Ironicly i later learned that one of Bane's pusdo names is Blackhand.

Kalar, God of Justice
Greater Deity
Symbol:   A Shining Sword held high in the Air among the stars
Homeplane:   Cealesia
Alignment:   Lawful Good
Portfolio: Justice, Valor, chivalry, honor and loyality
Worshipers: Paladin’s, good monks, judges, police, the oppressed
Cleric Alignments: LG, LN, NG
Domains: Good, Healing, Law, Protection   
Favored Weapon: The Hand of Justice (Bastard Sword)

History/Relationships
Kalar god of justice has long stood as a beacon of light and hope in the lands of Quel’Thar. For centuries he battled his hated enemy Garthos god of slaughter and suffering. When battle between Kalar and Garthos reached its climax and left Garthos dead and Kalar victorious his followers rejoiced. There joy was short lived however when the Dark Lord Blackhand achived godhood. The god of Tyrants have proved a far more deadly enemy then the random destruction Garthos inflicted.

Dogma
Discover the truth and punish the guilty. Lead a life of Valor as an example to others. Be virtuous and true to righteousness.
Let only truth pass your lips for deceit is the path to evil. Defend those who are oppressed and the helpless, and bring your wraith down upon the wicked.

Clergy and Temples
Clerics of Kalar are encouraged to aid adventures who further the cause of good. They act as magistrates and law enforcement officers in many cities. They prefer practical to extravagant and many of the priesthood walk the temple in armor and not robes. The temples them selves are built to act as havens during seige where peasents can find refuges and defense from attackers.

Charon, God of the Dead
Watcher of the dead.
Greater Deity
Symbol: A black sphere
Home Plane: Charon
Alignment: True Neutral
Worshipers: they dying, families of the dying, hunters of undead, mourners and morticians.
Clerical Alignments: LN, TN, CN
Domains: Death, Fate, Travel, Repose
Favored Weapon: The “Death Sweeper” a sycthe.

History/Relationships
Charon is one of the oldest deities in the lands of Quel’Thar.
He oversees the process that draws the dead souls into there final resting place. He has no divine allies or enemies for death if the ultimate fAirness. His wraith is saved for those who violate the balance of death.

Dogma
Know that death is a part of life, it is not a punishment, it is necessary. With out death, life would hold no meaning. Help those who are dying die with dignity. Undeath defy the grave thus they must be destroyed. Death is not to be worshiped by causing death. But by watching over those as they die and being sure it is as peaceful as possible.
Clergy and Temples.
Charon has temples in all over the Terra Nara

The world is called Lands of Terra Nara.


The Main continent is called Quel’Shar. A vast strech of land containing all types of terrian.
Major Governments,
The Garr Empire.
The Empire is the largest and most powerful nation in the lands of Quel’Shar and is large that it counts as its own region. Found five hundred years ago by the emperor Shoa’Garr. It is a nation ruled by a feudal monarchy. Primarily populated by human beings there are small patches of Gnomish and Halfling communities under imperial rule. Some Dwarven cities are known to exist with in the empire but they never submit to imperial rule. The Empire is located in the northeast and stretches from the coast half of the way to the west coast, and half way to the south.


The Heartland's:
The Heartland's are located on the east side of the continent just south of the empire, It contains the nations of Alexandria, Stormguard, Khadgar, as well as numerious smaller nations. The majority Gnomish and halfling populations live in the heartlands.

Alexandria
Alexandria is a nation ruled my magical council, it broke from the empire two hundred years ago and has sense been fighting for its own survival. The nation is known for impressive works of art and beauty. It is a center of learning famous through out the known world.

Stormguard
Coming Soon.

Khadgar
Coming Soon.


The Great Rift
Resting within the heartlands is the great rift. A great crack in the world ten miles long, five miles deep and up to half a mile across. Flying beasts of all kinds make there home with in the great rift. According to legend the rift was formed when the Outer God Nyarlathotep crash into the earth from places out beyond the stars. The Majority of Dwarves who live in the heart lands make there home in the Great Rift.

The Ivory Valley
The Ivory valley is west of the heartlands. It contains the nations of Zarn’Agar, Highhedge and Tharnar, along with numerious smaller nations. The Dessert of the Lost, and the Mountains of Anarg act as a natural barrier and as so far protected them from land invasions from the empire. Numerious reptilian creaures such as Lizardmen and Dinosaurs roam across the Ivory Valley. Numerious types of Giants live in the Anarg mountains.

Zarn’Agar
Coming Soon.

Highhedge
Coming Soon.

Tharnar
Coming Soon.


The Northlands
The Northlands are located beyond the Mordan mountains in the far northwest of the continent. It is place of chilling winters and city states, Great forests of giant pine trees cover the lands and massive snowy white mountains. Most of the remaining dwarves make there home here. The majority hordes of Orcs and goblins come from the mountains that connect the Northlands to the western coast as well as a large number of Frost Giants who roam across the Northlands.

The Valley of Tears
Deep with in the northlands is the valley of tears. Hot springs and volcanic activity heat the area to tropical warmth making the valley a dense jungle.
The icy rivers that flow through the northlands become warm rushing rivers as they enter the valley The miles of jungle are home to numerious of the species of dinosaur.

The Bathzar Coast
An area on the western north settled between the northlands and The Ivory Valley is the Bathzar coast. It contains around two dozen nations small nations whos size is never more then a hand full of cities. It is a center of trade, goods from the Ivory Valley, The Northlands, the Islands of Char’Tor and even the empire are exported here before passing through to their destinations. The Bathzar coast is also not far from the sunken city of R'lyeh where Cthulhus corpse dwells.

The Feninars
In-between the the Bathzar Coast and the empire is the Feninars. The nations here usually only contain a collection of farming communities or small city states. The majority of the Feninars are forests and swamp land.



Major Organizations
The Knights of the Shining Hand
For nearly a thousand years The Knights of the Shining Hands have been the guardians of the people againts the forces of darkness. Founded by the heroes who slayed Cthulhu a thousand years ago. The Knights of the Shining Hand. has out lasted any kingdom in Quel’Thar. The Knights may be drawn from any class along as they are devoted to the protection of the people of the world.

The Cult of Cthulhu
Despite being dead, the former demi-god Cthulhu has managed to maintain a large number of followers. When Cthulhu died his essence was absorbed and became a part of the material plane. Giving rise to psionics in the demi-human races of Quel’Shar. Cults devoted to the dead god are places of maddness and sacrafice. The clerics are often unknowingly granted power from demogorgon. His cultist pray for the return of The Great Old One. As Cthulhu once tried to destory the world execpt for his “children” No deity of Quel’Shar good or evil would ever allow him to return.

The Imperial Watch
The Imperial Watch are the spies and scouts of the empire, Infiltrating every nation on Quel’Thar they gather as much intelligence as possible for their homeland. They also investigate suspected traitors and rebel sympathizers with in the emprie. Crossing the Imperial watch could label you an enemy of the empire reguardless of the truth of that action.



Foreign Lands
The Islands of Char’Tor
Across the western sea are the islands of Char’Tor. It is a collection of sizable islands. It is the land of spices and silk. The Land has grown rich from the export of spices and silk. The main goverment is a republic with each island having a seat on the councal. How each island chooses its leader is up to them.

Lycanthral
Across the eastern sea lies a small continent or perhaps giant island. The land contains mountains rich with rare metals such as mitherial and adamantine. The mountains aside majority of the land is covered in trees, the southern peninsula containing grasslands.
I’m sure the question of the name is burning into your brain right now. Yes Lycanthral has something to do with Lycanthropes. The primary in habitants are true lycanthropes. With a population of around 200,000 lycanthropes ready to set aside thier own differences to defend their island. Getting at that those mountains is a near impossible task.

Krag’morr
Krag’morr is a desolate island to the south of Quel’Shar. Containing numerious volcano and giant rifts in the earth that run as deep as a mile. Few things live in the enviorment of ash and death. Somewhere hiddin among the black spires spuing fire and ash. Is a valley containing the bones of countless dragons. A dragon grave yard. Anyone who travels to Krag’morr is either trying to hide something or find the resting place of great wyrms.

Avalon
Avalon is known only by name, and its location is a complete secret. The last of the elves in Quel’Shar left for Avalon centuries ago. It is believed by most to lie beyond the western sea. Beyond the reach of any ship. However some of the elves left through the eastern sea so that leaves to explanations the world is round or the ships travel to another plane.





Reigional Languages
Imperial: the standard language of by empire
Northlander: The language spoken by the tribes can city states of the northlands
Feninarer: The common language spoken in swamp land of Feninar.
Lycan: The Language spoken by lycanthropes native to Lycanthral
Cithtor: The Language spoken in the islands of Char’Tor
Carmon: Carmon. is the language spoken in the heartlands, the Ivory Valley and on the Bathzar coast

Other Languages
Faeline: the language spoken by the cat people
Now, at last, the masks had fallen away.  The strings of the puppets had become visible, and the hands of the prime mover exposed.  Most ironic of all was the last gift that Raziel had given me, more powerful than the sword that now held his soul, more acute even than the vision his sacrifice had accorded me - the first bitter taste of that terrible illusion:  Hope.

 

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