Terca Lumeries
The World. Few now live who remember the true name of this vast expanse... and none, who know how far it's lands and oceans might stretch...
Welcome one and all to As the Wheel Turns, my latest campaign. I've got a really good feeling about this story. I've always had a fondness for organic plotlines, and believe I have come up with one adequate to keep my players, and hopefully anyone who decides to peak in, entertained.
This Game WILL be in Fifth Edition, and I will be accepting up to but not exceeding 5 players at a time. (But I would prefer 4 for expediencies sake.) It there stands that I have 2 empty spaces, and 3 people are already on board for it, and we will be starting as soon as I have four character sheets in hand.
That said, As the Wheel turns is going to reflect my particular style of DMing, that being that while there IS a greater plot going on, my first priority is the Player's having fun. If I'm rail roading you along a plotline, no one is going to be having any fun. By the time you accomplish something in this game, I want you to feel as though this was your story, and that I'm just helping tell it. This is why I have focused very hard to create a...sandbox, or sorts, one with an organic plot that I can adapt based on the whims, wishes, and actions of the players. By all means, explore, go where you will, pick and choose story hooks, I accept the challenge of keeping the story fun and interesting around whatever actions the players deign proper for role playing.
(I will deduct exp for Meta Gaming though, so watch that. wink )
Below is a rough breakdown of the setting I have envisioned, and what the players will be free to interact with as the plot unfolds. I invite you read it at your leisure while you are building your character backgrounds. Of course, don't feel pressured to read it ALL if you feel overwhelmed, it's just there to give you an idea of the setting and help inform your characters pasts. I'll try my best to make sure any pertinent information about the Nations becomes apparent when relevant.
You may choose to roll for your stats, the old roll two sets and pick the better or, if you get really crappy rolls, you may use the standard 15,14,12,10,8 to be put where you like. Standard Equipment from the Player's handbook is acceptable, if you have anything else you think your character would want you may discuss it with me. Any background is suitable, if you have a custom one with a custom feature that you'd like, I am again, open to negotiation.
The sources I am using, as of now, is the default 5th edition. Players Handbook, Dungeons Masters guide, and beastiary. I may be playing it fast and loose with the latter, but these for the most part are what we're cooking with. Again, if you have another source you would like to include, or a really badass feat or spell that you feel your character just isn't complete without, then again, I am willing you hear your case.
Any of the default races, from Human on down to Dragonborn, is acceptable, so long as you are willing to accept the part and parcel that may come with certain choices in this setting. For example, Dragonborn are highly revered in Bandore, but you may recieve a less than warm welcome should you travel through Malkuth, and so on.
Gods/Patrons for clerics, Paladins, and Warlocks? Heck, make any that strike your fancy. The setting is designed that almost any God could exist beyond the outer planes, so let your imagination take the reigns. You want to claim that you get you're holy powers from Norris, Supreme Deity of Martial Perfection? Sure, why not? So long as you run it by me first and it's not too silly, the skies the limit.
That said, and hoping I haven't forgotten anything, go nuts. Colette, Sage, Croco, I don't know if you guys want to collaborate in order to balance the party, but feel free to do so below.
And best of luck, my dear adventurers...
You may just need it...
The world of Terrca Lumeries is a vast and mythical world, filled to the brim with danger, high adventure, and political turmoil. War is inevitable, betrayal a certainty, and the ties that bind the Mortal Races may be all that stands between them and oblivion... The various Nations of the world stand as below, make of them what you will...
Nations
Bandore
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/Bandore-1.jpg)
Being driven back for the first time in it's advance did little to detour it's enthusiasm for conquest however, as it turned it's wrath upon what is now Malkuth, leading to a long and harrowing war which brought their armies finally to the fortress of Gil, where they laid siege to the place for no less then 20 years. Many are unsure of who's tenacity this speaks more of, Bandore's or Malkuths, but in the end, even Bandore was forced to admit defeat, being driven back out of Malkuth's land, losing every step of ground they'd taken, until the borders of Bandore were as they were before the war. There after, the sight of Bandore's infamous failed seige was renamed Last Wall by Malkuth's High King, in tribute to their failure.
The Bandorians are an aggressive and efficient people, with a wide variety of races amongst them from their various conquests. They are very loyal to their country to, in many cases, a fanatical degree. Most truly believe in the superiority of the Dragon's blood and the rule they represent, looking down on all other peoples who refuse it's guidance, leaving them to have a somewhat sour reputation in the world at large. While they have declared a tenuous halt to their unending campaign for a decade now, having declared peace with the surroundings nations, many still do not trust Bandore. This is well enough, because they do not trust anyone else either.
Bandore is a rough and tumble country for the most part, the exception being it's west and north western areas, which have a temperate climate and greenery similar to that found in Strahta, Seirun, and Galia. The more defining part about it's day to day management is that violating the law there is punished harshly, and people from Bandore tend to have a great respect for authority.
Despite it's poor relationships with other nations, Bandore maintains a tolerance for those with Faith in the Dragon God Bahamut, even if they disagree with it's teachings, because of this, it's not entirely unheard for them to be more welcoming to clerics. Also, while most other nations don't care for Bandore and vice versa, their is a partiuclarly bitter and underlying hatred between the peoples of Bandore and Malkuth. Prejudice and loathing are VERY prominent between the two.
Burnstein
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/KnightGirl-1.jpg)
While it varies between the cities, this nation's people tend to deal with hardship with optimism, perhaps an odd trait given the nations past history for civil unrest and constant inner struggles. Despite this tempest of misfortune however, no side of the conflict ever stopped hoping for a brighter future.
When the current King, Valen An Gaurdious Burnstein,'s father took the throne after the end of the age old conflict, uniting the nation for the first time in generations, he immediately began rebuilding the cities in both body and spirit, turning the relatively weak and isolated collection countries into a powerful domain worthy of respect, lush with green, and filled with contented, happy, people. While many of the citizens of Burnstein live simply, not at all versed with the lands outside their own, they have a good political relationship with their nearest neighbors, both Wendel and Sol, and their people share this kinship.
Perhaps the most notable trait of the land, besides it's Knight's and simple if positive attitude, is that, separated from the main continent by Sol to north west and Wendel to the south east, they have little if nothing to do with the main continent knowing precious little of events and customes there. Often when Burnsteinians travel there it is a rather eye opening experience for them, a whole new world to see. The only preconception they seem to have is a mutual respect for the skill of those of the Strahtan Navy, just as those of the Strahtan Navy respect Burnstien's knights.
Galia
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/largeAnimePaperscans_Eternal-Sonata.jpg)
Malkuth
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/beld.jpg)
Still others there are the most loyal among the Kingdom's populace, as it refused to abandon it's duty to them even after twenty years; The high king of that time not stopping until he'd taken back every last inch the Bandorians had gained, making the conquerors bleed and break for every city, every village, and every lost life. The rest of the nation came together under the High King, the ruler of Zav'ert at the time, when bandore's gaze turned east, and they never looked back. The lineage of high Kings in Zav'ert, the nations capital, are near infamous for their uncompromising, hell or high water, duty to both their people and the unshaking pride of their nation. The Armies of Malkuth are always led into battle by the high king, and fear grip the hearts of any who has ever faced them. There is a joke, or so people of other nations HOPE, that the throne in Zav'ert is made of blades, so that only a man of unrivaled metal and will can sit upon it. This may not be too far off...none can say they've ever faced a High King of Malkuth and enjoyed the experience, few enough can say anything at all after it.
Homeland to the mountain Kingdoms of the Dwarves in the far south, the land is never in want of fine craftsmen, and much of the nations wealth is gained through the shipping and trade of Dwarven goods. In particular, while the various provinces of the Kingdom would likely each need their own entry, dwarves are very appreciated and well liked among the people of Malkuth, and it's not at all uncommon for them to speak Dwarviswh fluently. On even terms with most nations, the only one the people of Malkuth hold an intense and burning hatred for is Bandore. Though peace was declared, the High King of the modern age is said to pray every morning that Bandore breaks their treaty, so he can send them into hell himself. Such is their hatred, that those of the Dragon Blood are often not trusted among them, and any Dragons that appear in their lands are hunted down with a terrifying ferocity.
Seirun
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/75691fe7ac2410_full-1.jpg)
Seirun's society tends to favor Women over men, believing them to be purer of spirit and mind. Women are the leaders in society, and considered superior to men to such a degree that the church Potrine will not accept Males into it's ranks as warriors. This has led to a general reversal of gender stereotypes in all the areas of the land controlled by the church of Portrine, which can lead to jarring culture shock to those who deal with those outside said areas.
While the general illusion of peace and collusion seems to permeate the Holy Land, their are a multitude of political tensions, age old hatreds, and rivalries between the various religions, leading to no end of under the table conflicts that are quietly pushed under the rug by the nations elite forces, known only as the Inquisition, sworn to keep peace in the Sacred Land at all cost...
All cost.
A place of faith and prayer, Magic is not received warmly within it's borders, but most will tolerate it's presence provided it is not blatant. Pilgrims from all over the world travel there, so travelers of the non magical variety are usually welcomed with open arms.
Sol
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/x6Scarontherun-1.jpg)
They are on good terms with most everyone, they are even ambivalent to the Bandorians, which is a rarity, but they hold particularly close ties of friendship with Burnstien, their near neighbor, whom the rough and tumble folk in the federation seem to have developed a somewhat humerous affection for, considering them naive, but a nice enough sort.
Strahta
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/842372-1.jpg)
When one is a Strahtan soldier, one is one for life, even long after she or he retires. They trained and put through grueling trials, and their elite "Azure Cross", are considered some of the most dangerous soldiers on the planet. They are quick, they are ruthless, and they follow orders to the letter, all in the name of king and country. They are the very last sort of people you want to engage, and even on land are unfavorable opponents.They will not surrender, they will not stop, and they will protect the interests of their people, their country, and their king till the very last breath leaves them. There is a reason that pirates dare not chance the waters where the Strahtan navy patrols...it would be suicide. Despite it's belief in healthy relationships, that is generally all that Stratha has. It's not particularly close to any one nation, and is pragmatic enough to not dismiss any nation as an ally, it's people usually the same. They take each person as an individual, but are very scrutinizing and practical, most in the military distrusting until proven otherwise.
Wendel
![User Image](https://i459.photobucket.com/albums/qq315/CountSparda/326024-magic_circle_by_fr0zen_w1ngs_super-1.jpg)
Over time it became a hub for those studying the magical arts, or those trying to quell the natural wild magic within them. Called by the more uneducated, the Kingdom of the Magic users, it is actually split into over 14 smaller nations, each with their own politics and agendas. It is indeed one of the best places for those seeking knowledge of the mystical arts, but it takes a keen mind to navigate one's way through this land of knowledge seekers...
The Other Peoples and Places of the World
The Dwarven Kingdoms
Extend far and wide, just below the surface, but their greatest cities lay within the realm of Malkuth, with whom they have developed a strong, and very old, alliance.
The Elven Kingdoms
Small and scattered across the world in times of antiquity, the elven nations are plentiful and independant, but so close a thing to individual villages that they have no real borders. Legends persist of hidden cities in the more remote places of the world, but it is not common knowledge whether this is fact of fiction.
The Orc Tribes
The warbands of the orcs are a thing of the past. Most were subjegated and stripped of their culture during the Bandore expansion. It's not uncommon to find them in smaller tribes in the wilderness, clinging to some semblance of their former glory, but for the most part Orcs fill the ranks of special brigades within Bandore itself, mindless weapons to be unleashed at their master's word. Surely, the orcs of the past would weep to see their fierce people now...
Half Orc
While they are generally stared at in the more civilized places in the world, in the more seedy towns and bars they won't so much as draw a whisper. Their generally strong but dim stereotype is one that people can understand, if not empathize with.
Half Elf
Half-elves are widely oppressed in much of Terca Lumeries, while slavery is outlawed in Strahta, Bandore, and Burnstein, the rest of the world considers half-elves as less than human, and many across the nations think nothing of treating them as mere property. While the memory of where this hatred began is hazy, something only a scholar would be interested in, it is certain that the only country in the world that welcomes half-elves and treats them as equals is Burnstein. It is not uncommon for escaped slaves to try and make it there, as a result, but distant from the mainland as it is, it's more often they die at sea in the attempt. Half-elves that look human enough to pass as either try their best, and live in fear of their heritage being revealed. There is a legend among the slaves, though, of a hidden utopia made by half-elves, for half-elves somewhere on the mainland... but those who go looking for it seldom return.
Barbarian Clans
While more common in Bandore, where vast stretches of land are desolate or or untamed for proper towns or cities, it's not unheard of for roving bands of wildmen to be seen, hiding amidst the hills from the iron fist of civilization. There are also a fair few of them in Sol, though they tend to be more akin to noble desert nomads, following a strict code of conduct.
The Underdark
Under, deep, below the deep mines of the Dwarves, is whole nother world of foul monstrosities that shun away from the light...beware all yee who dare venture into those ancient shadows...
The Wilds
The world is far from tamed, even with the indomitable strength of the Mortal races, beasts, monsters, and wild magics still run rampant beyond the cities and towns. A careless traveler, it is said, will not survive long...