My take on Ravenloft, chapter one

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Mistmaster
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

brilliantlight wrote:
jamesfirecat wrote:
brilliantlight wrote:
If you are having Ebonbane as Dark Lord why not make Elena Faithold Light Lord? In this case she never fell, and it will be a BIG surprise for the players if they know the details of the canon Elena.

Eh I actually like the parallelism of having one intelligent object opposed by another intelligent object....
I can see that, my idea was more about messing with the players a bit. :twisted:
My idea was playing on the contraddictions of Elena's behaviour; A fair, reasonable and just ruler in time of peace (when she sits on the throne wearing the Tiara) , who become ruthless, devious and bloodthirsy when it's time to fight (and she wield the Sword)
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brilliantlight
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Re: My take on Ravenloft, chapter one

Post by brilliantlight »

brilliantlight wrote:
If you are having Ebonbane as Dark Lord why not make Elena Faithold Light Lord? In this case she never fell, and it will be a BIG surprise for the players if they know the details of the canon Elena.




Mistmaster wrote:My idea was playing on the contraddictions of Elena's behaviour; A fair, reasonable and just ruler in time of peace (when she sits on the throne wearing the Tiara) , who become ruthless, devious and bloodthirsy when it's time to fight (and she wield the Sword)
Yeah, that would work and could confuse the hell out of them , which can be good. :diamabel:
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Re: My take on Ravenloft, chapter one

Post by ewancummins »

I may have missed this, but do the nine gods map onto the nine alignments?

(I did something similiar in my latest home-brew plus module mashup, running here on FoS)
Delight is to him- a far, far upward, and inward delight- who against the proud gods and commodores of this earth, ever stands forth his own inexorable self.

-from Moby Dick (Hermann Melville)
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

The original ones, yes; From very Good to really Evil, we have: Andaral (L/G), Oceanus (N/G) Lathurr (C/G), Ezra (L/N), Hala (N), Lady Luck (C/N), Zhakata (L/E), Sseth or Lord Death, (N/E) and Fenris (C/E)
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Re: My take on Ravenloft, chapter one

Post by jamesfirecat »

Mistmaster wrote:The original ones, yes; From very Good to really Evil, we have: Andaral (L/G), Oceanus (N/G) Lathurr (C/G), Ezra (L/N), Hala (N), Lady Luck (C/N), Zhakata (L/E), Sseth or Lord Death, (N/E) and Fenris (C/E)
I would like to point that if you don't take an Odin-centric view of Norse Mythology it becomes hard to define Fenrir/Fenris as C/E (he comes across as a lot more Chaotic Neutral in my opinion probably True Neutral like any other wolf before he was bound and developed a problem with authority) given how he was completely and utterly betrayed by the one friend he had before being essentially locked away in solitary confinement/an "And I Must Scream" level of imprisonment for a crime someone else claimed he was going to commit at some unspecified future point in time. Maybe if Odin hadn't ordered him to be treated in such a horrible way, Fenris wouldn't be so interested in eating/killing him?

Basically Fenris ended up on the wrong side of either a self-fulfilling prophecy or the fatalistic /destiny based approach to life/existence that the Norse mythology embraces but modern humanity tends not to.

It's not like you especially need a Wolf God in the first place given that you don't seem to be using Alfred Timothy. On the other hand if you have Fenris and no rest of the Norse gods I suppose you can have him be whatever you want, but if that is the case why call him Fenris and now just the Wolf God?

Honestly if you want irony/dark powers twisting the knife, have Fenris be a C/N god of wolves and the hunt simply as an inescapable part of nature, and have Alfred be opposed by a C/G worshiper of him, both of whome have a perfectly "valid" interpretation of the Wolf God, which would drive Alfred up a wall no matter how he tries to hide it.

This post brought to you by the lycanthropic "Fenris was Right" movement.
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

I actually do make use of Alfred Timothy; He is Lightlord Noah Timothy father, and the evil alternative to Darklord Nathan Timothy, just as the Living Brain is the evil alternative to Darklord Dominique d'Honaire. Fenris is the Wolf God, but is also called Apophis, the Snake god, or Tharidzdum, or a lot of other name and aspects; Fenris it's only the one name the Church of Hala use in her myth of creation, which is the most widespread of them, and thus the one which make it to the timeline. While I do like to break alignement stereotypes, wolves do have a bad reputation beetwen the common folk, thus they get associated with a destructive form of evil.
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Re: My take on Ravenloft, chapter one

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Beyond the Core Part 1

The Newlands, mainland

Northlands:
Official Name: Northlands Federation
Inhabitants: 5 Millions (Humans 97%, Other 3%)
Surface: 600,000 Square Kilometres.
Capital City: Vorostokov (270,000 )
Major Settlements:Torgov (260,000) Kargo (87,000), Kirinova (70,000), Northwick(67,560), Niew Ludendorf (58,000), Oneka(54,000), Voronina (51,000).
Borders: North: The Frozen Sea, East: The Sea of Sorrows, South: New Zherisia, Wakan Taki, West: Nocturnal Sea.
Government: Federation of Ereditary Aristocratic Monarchies.
Ruler: Great Prince Gregor Zolnik
Darklord: Gregor Zolnik (Wendigo, Ranger 10, C/E)
Lightlord:Prince Mikahil Zolnik (Ours du Noire, Fighter 9, L/G)
Economy: Timber, Mine, Fishing, Agriculture, Fur, Trading
Military:Standing, local professional Militias.
Politics:Feud beetwen rival family and cities.
Magic:Feared.
Religion: Church of Ezra, Cult of the Morning Lord, Cult of Fenris.
Climate:Cold
Geography:Hills and plains covered in thick forrest, with a chain of tall mountains,the Bear Claws Mountains on its south-west border, and three huge lakes, the Beastly Lake, the Holy Lake, and the Tears Lake on the south-east.
Education:Varies.
Languages:Common, Okrainian, Darkonese, Zherisian, Wakani, Lamordian.
Flora:Fatewood Trees, Heartoaks
Fauna: Bears, Elks, Deers, Caribous, Deers, Wolves, Owls, Ermines, Hawks, Eagles, Pumas, Boars, Mosquitos, Seals, Leopard Seals.
Local Monsters: Dire Bears, Dire Wolves, Dire Owls, Dire Ermines, Dire Eagles, Dire Hawks, Dire Coguars, Dire Boars, Dire Wolverines, Dire Leopard Seals, Werebears, Werewolves, Werepumas, Werehawks, Werewolverines, Bearweres, Wolfweres, Hawkweres, Coguarweres, Wolverineweres, Wereboars, Loups du Noir, Ourses du Noir, Faucons du Noir, Pumas du Noir, Sangliers du Noir, Glouton du Noir, Seawolves, Greater Seawolvers, Wendigos, Sashquatch, Mosquito Swarms, Mammuts.
5 Facts known by locals: 1) Animals can be more than animals. 2) Enemies of the Hight Prince are short lived. 3) Wendigo's prays on human hearts, and only Oakhearts wood can protect you, 4) Winter is coming, be prepared. 5)The bigger the beast, the more valuable its pelt.
Adventurers from the Nation: Rangers, hunters, Cleric, Shaman, Druid, Oracle, Fighter, Barbarian.

New Zherisia:
Official Name: Federated States of New Zherisia
Inhabitants: 20 Millions (Humans 95%, Other 5%)
Surface: 300,000 Square Kilometres.
Capital City: New Nosos (370,000 )
Major Settlements: New Blackchapel (300,000), Renton (287,000), Holy Lake City (230,000), Annetown (187,000), New Frontier Town (117,000),
Borders: North: Northlands, East: The Sea of Sorrows, South: Souragne, West:Wakan Taki.
Government: Federal Presidential Constitutional Republic.
Ruler: President Sanson Smith.
Darklord: Malcolm "Malus" Sceleris (Alchemist (Blight Master) 15, N/E)
Lightlord:Ramsay Rains (Rank 4 Ghost, Gunslinger 10, N/G)
Economy: Industry, Minig, Trading, Crafting.
Military:Standing, 1 years mandatory conscription, Strong Navy, Professional.
Politics:Two Mayor Parties, Federalists and Liberals.
Magic:Common.
Religion: All.
Climate:Temperate on the Coast, Cold on the North, Continental on the Interior.
Geography:Plains and Hills, on the east, Marshes on the south, Mountains North West, and three huge lakes, the Beastly Lake, the Holy Lake, and the Tears Lake on the North-east.
Education:Compulsory 3 Years.
Languages:Common, Zherisian, Okrainian, Dementlieuse, Darkonese, Wakani, Lamordian.
Flora:Wild Ivy.
Fauna: Eagles, Wolves, Wolverines, Bears, Coguars, Badgers, Boars, Rattlesnakes, Rats, Turkeys, Bats, Foxes.
Local Monsters: Dire Bears, Dire Wolves, Dire Eagles, Dire Foxes, Dire Coguars, Direboars, Dire Rats, Wererats, Werebears, Greater Werebears, Werewolves, Wereagles, Werecoguar, Bearweres, Greater Bearweres, Wolfweres, Coguarweres, Hags, Hill Giants, Oozes, Treants, Dead Treants.
5 Facts known by locals: 1) Wakani are savages. 2) The land is our.. 3) This is the land of freedom.4) Not in my backyard. 5)No taxation without represatation.
Adventurers from the Nation: Alchemist, Hunter, Ranger, Wizard,Cleric, Fighter, Ranger, Magician,
Witches, Slayers, Gunslingers, Savants.

Souragne:
Official Name: Confederated States of Souragne.
Inhabitants: 10 Millions (Humans 97%, Other 3%)
Surface: 100,000 Square Kilometres.
Capital City: Port d'Elheur (302,000)
Major Settlements: Marais D'Tarascon (183,000), Cité Nouvelle (170,000) Thibaut (100,000)
Borders: North: New Zherisia, East: The Sea of Sorrows, South: The Sea of Sorrows and Mictlan, West:Wakan Taki.
Government:Confederation of Aristocratic Republics.
Ruler: Lord President Bernard Foquelaine.
Darklord: Anton Misroi, aka the Lord of the Dead. (Zombie Lord Oracle 13 L/E)
Lightlord:Alala, aka the Maiden of the Swamp (Dryad Oracle 10, C/G)
Economy: Agriculture, Tobacco, Cotton, Mining, Trading.
Military:Standing, 1,5 years mandatory conscription, in each of the contituent republics.
Politics:The various families vie for prominence.
Magic:Necromancy Common, other uncommon and feared.
Religion: Ezra, Death, The Loa Pantheon.
Climate:Warm, humid on the coast and in the Swamps, dry west.
Geography:Swampy plains and deserts.
Education:Compulsory 3 Years.
Languages:Common, Dementlieuse, Zherisian, Zondastein, Wakani, Mictlani.
Flora:Dead Padre.
Fauna: Snakes, Mosquitos, Crocodiles, Opossums, Rats, Spiders.
Local Monsters: Dire Snakes, Dire Crocodiles, Dire Rats, Wererats, Weresnakes, Werecrocodiles, Crocodileweres, Hags, Zombies, Zombie Lords, Skeletons, Granma Spiders.
5 Facts known by locals: 1) All deads belongs to theyr Lord. 2) White Souragnan rule, Black souragnans obey.3) Do not offend the Loas.4) Curse the Zenkies (New Zherisians). 5)Tradition is the core of our way of life.
Adventurers from the Nation: Oracles, Witches, Clerics, Gunslingers, Hunters, Rogues, Swashbucklers.

Wakan Taki:
Official Name: Wakan Taki Confedaracy of Tribes.
Inhabitants: 5 Millions (Humans 90%, Other 10%)
Surface: 200,000 Square Kilometres.
Capital City: Gathering Dale (25,000)
Major Settlements: East Ward (10,000), North Ward (5,000), South Ward (8,000)
Borders: North: Northlands, East: New Zherisia and Souragne, South: Mictlan, West:The Nocturnal Sea.
Government:Confederation of Semiereditary Chiefdoms.
Ruler: Chief Paramount Black Cloud.
Darklord: William Frederick Brody aka The White Scourge (Afflicted Werecoyote Hunter 10, C/E)
Lightlord:Black Cloud (Natural Greater Werebear Fighter 9 L/G)
Economy: Hunting, Craft, Harvesting, Fur, Trading.
Military:Standing, Unified Warbands of the various tribes.
Politics:Each tribe have a number of seats in the Council of Elders in Gathering Dale, and they compete for dominance. Black Cloud's Long Lances Tribe is still the most powerfull.
Magic:Uncommon and feared.
Religion: Watani Spiritism, Cult of Fenris.
Climate:Temperate, in the plains, Cold in the mountains.
Geography:Great plains and rocky mountains, some desert on the south.
Education:Depending on the tribe.
Languages:Common, Watani, Zherisian, Dementlieuse, Mictlani.
Flora:Life Leaf, Healing Willow.
Fauna: Snakes, Rattlesnakes, Badgers, Boars, Bisons, Deers, Hares, Eagles, Hawks, Ravens, Rabbits, Owls, Coguars, Coyotes, Wolves, Bears, Beavers, Squirrels, Wild Horses, Bats, Scorpions, Spiders.
Local Monsters: Dire Snakes, Dire Wolves, Dire Bears, Dire Boars, Giant Bisons, Direbats, Werebats, Wererattlesnakes, Weresnakes, Werecoyotes, Wereravens, Werebears, Coyoteweres, Trikster Hares, Granma Spiders, Giant Ravens, Thunderbirds, Spirit Ravens, Giant Squirrels, Batweres, Bat Swarms, Giant Spiders, Giant Scorpions, Giant Fishcat, Raven Swarms, Spider Swarms, Frog Swarms, Scorpion Swarrms, Giant Ants, Giant Termite, Termite Swarms.
5 Facts known by locals: 1) Respect the spirit of everything. 2) Do not trust the waisicu (white men) 3) Do not lie.4)Respect and be proud of your tribe customs. 5)No one can own the land, we are all it's children.
Adventurers from the Nation: Hunters, Fighters, Shamans, Druids, Primals, Rangers, Clerics.

Mictlan:
Official Name: Empire of Mictlan.
Inhabitants: 25 Millions (Humans 90%, Other 10%)
Surface: 400,000 Square Kilometres.
Capital City: Mictlonichtlan (400,000)
Major Settlements: Tetenicteutl (310,000), Ectanaztalco (105,000),
Borders: North: Wakan Tani and Souragne, East: The Sea of Sorrows, South: Pacha Tiki, Endaurum, West:The Nocturnal Sea.
Government:Federation of Theocratic Monarchies.
Ruler: Hueyhueytlatoani Yanactazum IV of Mictlonichtlan.
Darklord: Yanactazum IV (Natural Werejaguar Cleric 15 of Tezcalipoctla, L/E)
Lightlord:Tlatoani Ichaicuatl III of Ectanztalco. (Natural Wereeagle Paladin 14, L/G)
Economy: Trading, Maize, Slave Trade, Tobacco, Mining.
Military:Standing, backed by the priesthood.
Politics:Inside competition beetwen and inside the main cities and theyr priesthoods.
Magic:Common, under the priesthood control.
Religion: Aztec Pantheon.
Climate:Temperate, in the plains, dry and hot in the desert, rainy in the south.
Geography: Desert in the north, hills and mountains in the central-south.
Education:Compulsory 5 years, Priesthood ran.
Languages:Common, Mctlani, Dementlieuse, Wakan, Zondastein, Tikin, Endauramite.
Flora:Sorrows Cacti.
Fauna: Snakes, Rattlesnakes, Coyotes, Jaguars, Eagles, Vultures, Scorpions, Roadrunners.
Local Monsters: Dire Snakes, Dire Rattlesnakes, Dire Coyotes, Dire Eagles, Dire Vultures, Dire Jaguars, Giant Eagles, Coatls, Giant Scorpios, Werecoyotes, Wereeagles, Werejaguars, Werevultures, Coyoteweres, Jaguarweres, Eagleweres, Vultureweres, Chubacabras, Mummies.
5 Facts known by locals: 1) Sacrifices are a duty. 2) Willing sacrifices are very daer to the gods. 3)Nobilty came from the deities themselves. 4) Sepoltures must be respected. 5) In sacrificing a worthy opponent, you honour that person.
Adventurers from the Nation: Clerics, Antipaladins (Tyrants), Paladins, Warpriests, Fighters, Rangers, Wizards.

Pacha Tiki:
Official Name: Empire of Pacha Tiki.
Inhabitants: 10 Millions (Humans 99%, Other 10%)
Surface: 130,000 Square Kilometres.
Capital City: Tikicuchu (190,000)
Major Settlements: Kurutzcu (110,000), Walkaban (65,000),
Borders: North: Mictlan, East:Endaurum, Megaselva, Niw Lamordia. South: The Shadow Sea. , West:The Nocturnal Sea.
Government:Centralized Ereditary Monarchy
Ruler: Sapa Inca Anactaplacha II.
Darklord: General Fritz Ramentz (Revenant Cavalier (Strategist) 10, L/E)
Lightlord:Commander Boris Savitzi (Rank 4 Ghost Fighter 10, L/G)
Economy: Trading, Maize, Mining, Craft.
Military:Standing.
Politics:The bureaucrats of the complex administration compete for promotion.
Magic:Common.
Religion: Inca Pantheon.
Climate:Continental, arid in the South West.
Geography: A great mountain range, rhe Ribs of Viracocha, forms the greater part of the nation, which have both a warm rainy forest and a great desert in its Oriental botder.
Education:Compulsory 5 years, Priesthood ran.
Languages:Common, Mictlani, Tikin, Hight Vaasan, Zondastein, Endauramite, Grandsilvanish.
Flora:Foglia Nera.
Fauna: Snakes, Anacondas, Jaguars, Eagles, Llama, Condors, Scorpions, Lizards.
Local Monsters: Dire Anacondas, , Dire Condor, Dire Jaguars, Coatls, Giant Scorpions, Giant Lizards, Werecondors, Werejaguars, Werelizards, Condorweres, Jaguarweres, Chubacabras, Dark Llamas, Living Objects.
5 Facts known by locals: 1) Mountains are our walls. 2) Llamas spit, but they are your best friends on the mountains. 3)Enemies of the Inca should fear the Sun. 4) Burning is the worst of destinies. 5) Mountains are like the sea, they test people.
Adventurers from the Nation: Clerics, Paladins, Warpriests, Fighters, Rangers, Wizards, Oracles, Sorcerers.

Endaurum:
Official Name: Kingdom of Endaurum.
Inhabitants: 10 Millions (Humans 97%, Other 3%)
Surface: 120,000 Square Kilometres.
Capital City: Waititi (200,000)
Major Settlements: Ebetawa (110,000), Monotabaci (75,000),
Borders: North: Mictlan, East: The Sea of Sorrows, South: Megaselva, West:Pacha Tiki.
Government:Teochratic Dispotism.
Ruler: The Golden Man of Endaurum.
Darklord: Anaulie, the Golden Man (Rank Four Ghost, Oracle 15 L/E, possessing a Fighter 11 L/E, throught the Golden Mask)
Lightlord:Hermann Welser (Natural Werecat Cleric (Evangelist) of Lathurr 15 C/G)
Economy: Trading,Goldsmithing, Silversmithing, Mining, Officinal Herbs.
Military:Standing.
Politics:Member of the silver class compete for advancement. Golds serves faithfully.
Magic:Uncommon and feared.
Religion: Cult of the Golden Man, Cult of Lathurr (Clandestine)
Climate:Hot and rainy, dry on the west borders.
Geography:Forest covered hills, and mountains iin the West.
Education:Compulsory 4 years, Priesthood ran.
Languages:Common, Enduramite, Lamordian, Zeindostein, Gransilvanish, Mictlani, Tikin.
Flora:Black Leaf, Red Leaf.
Fauna: Snakes, Insects, Spiders, Anacondas, Jaguars, Piranha, Condors.
Local Monsters: Dire Snakes, Dire Piranha, Dire Anacondas, Dire Condors, Dire Jaguars, Giant Insects, Giant Spiders, Wereanacondas, Werepiranhas, Werejaguars, Werecondors, Piranha Swarms, Moth-men, Golden Deads, Iron Deads, Animated statues.
5 Facts known by locals: 1) Gold is power. 2) Show your wealth, it's the measure of your power. 3)There are no deities but the Golden Man!4) Golds serves the Golden Man, Silvers serves golds, and the Goldman, coppers serves silvers, golds and the Golden Man, irons serves all. 5) Traitors get a death in iron.
Adventurers from the Nation: Rogues, Cerics, Sorcerers, Antipaladins (Tyrants), Warpriests, Fighters, Inquisitors.

Megaselva:
Official Name: League of Megaselva
Inhabitants: 9 Millions (Seedlings 90%, Human 5%, Other 5%)
Surface: 500,000 Square Kilometres.
Capital City: The Garden of Life(180,000)
Major Settlements: Mannhafen (300,000)
Borders: North: Endaurum, East: The Sea of Sorrows, South: New Lamordia, West:Pacha Tiki.
Government:Ereditary Gerontocracy/Druidic Theocracy.
Ruler: Grandmother Mangroove
Darklord: Blackroot (Dead Treant Wizard 7, N/E)
Lightlord:Quickbranch Swiftleaf Lightroot (Seedling Druid 13 N/G)
Economy: Fruits, Officinal Herbs, Leather, Fur, Mystical woodcraft.
Military:Standing, backed by the Druids.
Politics:Druids of Rival circles compete beetween each other. Mannhafen, being a Zeindostein colony, does have a City Council democratically elected, with parties.
Magic:Arcane and Divine, non Druidic magic is uncommon and feared, outside Mannhafen.
Religion:Pantheistic Druidism.
Climate:Warm and Rainy.
Geography: An endless hill andforrests ladscape, crossed by a mighty river, the Lifegifter.
Education:Compulsory 3 years, Druids ran.
Languages:Common, Sylvan, Lamordian, Zeindostein, Endarionite, Tikin
Flora:Megasilvan Wood, Megasilvan Flowers, Megasilvan Leafs, Megasilvan Roots, Megasilvan Berries, Megasilvan Fungi.
Fauna:Snakes, Insects, Spiders, Anacondas, Jaguars, Piranha,Anteater, Tapir, Slothes, Capibaras, Parrots, Colibris, many kind of birds, Bats, Toads, Frogs.
Local Monsters: Dire Snakes, Dire Bats, Dire Piranha, Dire Anacondas, Dire Condors, Dire Jaguars, Giant Insects, Giant Spiders, Werebats, Wereanacondas, Werepiranhas, Werejaguars, Werecondors, Piranha Swarms, Spider Swarms, Bat Swarms,GGiant Toad, Dinosaurs, Megaterius, Treant, Dead Treant, Every Warm Environment Plant Type monster, Awakened plants, Phantoms.
5 Facts known by locals: 1)The Great Forrest is our mother, respect it. 2) Heed the advice of the elders.3)What does thrive at the expense of many peoples suffering is not a good thing.4) Trees host the spirits of dead elders. 5) Never violate the natural cycle.
Adventurers from the Nation: Druids, Shamans, Fighters, Wizards, Alchemists, Artificiers, Primals, Sorcerers.

Niew Lamordia:
Official Name: Niew Lamordia Republik.
Inhabitants: 17 Millions (Humans 90%, Other 10%)
Surface: 250,000 Square Kilometres.
Capital City: Siberfluss (300,000).
Major Settlements: Videnberg (200,000), Heligeglaubestadt (190,000)
Borders: North: Megaselva , East:Pacha Tiki and the Sea of Sorrows, South: The Frozen Sea, West:The Nocturnal Sea.
Government:Unitary Presidential Republic de jure, Military Dictatorship de facto.
Ruler: General-President Konrad Schlangen
Darklord: Konrad Schlangen (Maledictive Greater Wereanaconda, Fighter 9, L/E)
Lightlord:Giuseppe Arambaldi (Natural Greater Werelion, Swashbuckler 10, C/G)
Economy: Trading, Cattle, Mining, Timber.
Military:Standing, Strong Navy.
Politics:The National Wellbeing Party of President Echsen is the sole free politicalparty; the others are subjected to constant vexation by the military.
Magic:Common, strictly under the priesthood control.
Religion: Divinity of Mankind, Ezra (L/N sect) Church of Zhakata, Native Cults.
Climate:Warm and rainy in the Center-north, cold and dry in the center-south. Alpin climate in the Western mountains.
Geography:A large plain, covered in foprrests in the north, in deserts in the center, and ice in the south; The Ribs of Virococha ends in New lamordian western coast.
Education:Compulsory 3 years.
Languages:Common, Lamordian, Auldvolkesh, Tikin, Sylvan, Zeindostein, Collodian.
Fauna: Anacondas, Boa Constrictors, Pit Adder, Mane wolves, Jaguars, Coguars, Hawks, Condors, Wildcats, Tegu Lizards, Rheas, Owen Birds, Caimans, Flamingos, Herons.
Local Monsters: Dire Anacondas, Dire Pit Adders, Dire Mane Wolves, Dire Hawks, Dire Condors, Dire Jaguars, Dire Coguars, Dire Wildcats, Terror Birds, Dinosaurs, Wereanacondas, Werecondors, Werejaguars, Weredinos, Werecoguars, Jaguarweres, Condrweres, Rainbowsnakes.
5 Facts known by locals: 1)We bring civilzation on a wild land.2) Order come from Herr General! 3)Auldlanders (native of the nation) are an annoyance. 4)All is better that Old Lamordia. 5) Freedom and prosperity....to us.
Adventurers from the Nation: Fighters, Rangers, Slayers, Gunslingers, Barbarians, Alchemists, Wizards, Witches, Druids, Shamans, Sorcerers.

Islands

Neu Zeindost:
Official Name: Frei Staat van Neu Zeindost.
Inhabitants: 3 Millions (Humans 99%, Other 1%)
Surface: 78,000 Square Kilometres.
Capital City: Schaduwhafen (230,000)
Major Settlements: Bladhafen(147,000), Zilverhaven (139,000), Haakhaven (123,000), Port-a-Villain (119,000)
Position: In the Gulf of Souragne, 65 Km East of Port d'Elhour, in the Sea of Sorrows.
Government:Elective Cleptocracy.
Ruler: Pirate King Henri Lafitte.
Darklord: Captain Pieter van Riese (Five Rank Ghost, Fighter (Indistructable) 11/Horizon Walker 5 L/E)
Lightlord:Captain "Red Sam" Samwell Bellam (Rogue 20 (Pirate) C/G)
Economy: Trading,Piracy, Brewing, Fishing.
Military:Mercenary, Strong Navy.
Politics:The richest amd strongest of the pirate captains can seat in the Brotherood Council
Magic:Uncommon.
Religion: Cult of Lathurr, Cult of Oceanus, Loa Pantheon. Cult of Lady Luck.
Climate:Warm and stormy.
Geography:A large, hilly and rocky island.
Education:Non compulsory.
Languages:Common, Zeindostein, Lamordian, Zherisian, Collodian, Blusteinian, Mictlani, Dementlieuse.
Flora:Eucalyptos, Knife Bush.
Fauna: Mosquitos, Crabs, Sharks, Crocodiles, Whales, Dolphins, Octopuses, Rats, Parrots, Monkeys, Kangaroos, Dingos, Thilacine, Zeindestein Devil, Koala.
Local Monsters: Dire Sharks, Dire Crocodile, Dire Thylacine, Dire Zeindostein Devil, Giant Crabs, Giant Octopuses, Weresharks, Greater Weresharks, Werecrocodile, Greater Werecrocodile, Werethylacine, Greater Werethylacine, Werezeindosteindevil, Giant Starfish, Strangler Kelp, Ixitxtachils, Ghost Ships, Sea Zombies, Drowned Deads, Skrags, Merrows, Krakens.
5 Facts known by locals: 1)The only law is the Pirate Code. 2) Never trust an honest person, you never know when he could do something stupid. 3)Pirates do lie, and they are totally honest about it. 4) The captain sink whith the ship, if he is not smart enought to save his own skin. 5) Lady Luck do have a soft spot for pirates; they are superstizious, exactly because they do not want to loose her graces.
Adventurers from the Nation: Rogues, Swashbuckler, Sorcerers, Witches, Fighters, Gunslingers.

Saragoss Islands:
Official Name: Princedom of Saragoss Islands
Inhabitants: 2 Millions (Humans 90%, Other 10%)
Surface: 90,000 Square Kilometres. (4 islands, Great Saragoss :30,000 sk; Little Saragoss: 10,000 sk; Dead Saragoss: 23,000 sk; Coral Saragoss: 27,000 sk.)
Capital City: Vengeance Port (on Great Saragoss) (100,000).
Major Settlements: Coral Harbour (on Coral Saragoss) (200,000), Saragoss Cove (on Little Saragoss) (112,000), Gravebay (on Dead Saragoss) (30,000).
Position:The four islands form a perfect square, uniting theyr centers with straight lines they lay exactly 50 km from the two closer ones. The Saragoss Square lay exactl 300 km south the New Zeindost Island.
Government:Dispotism.
Ruler: Prince-Captain Draga Saltbiter
Darklord: Draga Saltbiter (Maledictive Greater Wereshark, Rogue (Pirate) 10, C/E)
Lightlord:Alaine Sweetsong (Mermaid Bard (Hopesinger) 10 C/G)
Economy: Piracy, Trading, Kelps, Coral, Pearls,
Military:Standing, Strong Navy.
Politics:All the captains of Saltbiter's fleet obey to him out of fear, and cospire to undermine him; obviously without his knowledge.
Magic:Common and feared.
Religion: Cult of Fenris, Cult of Lady Luck, cult of Death, Cult of Oceanus, Cult of Lathurr.
Climate:Warm, rainly only in the rain season.
Geography:Four rocky islands, covered in jungle and hills.
Education: Non Compulsory.
Languages:Common, Saragossian, Zeidostein, Lamordian, Dementlieuse, Endaurian.
Flora:Blue Kelp, Sharktooth.
Fauna: Sharks, Monkeys, Parrots, Rats, Crabs, Jellyfishes, Sea Urchins, Octopuses, Hermit Crabs,
Local Monsters: Dire Sharks, Dire Rats, Dire Monkeys, Giant Octopuses, Weresharks, Greater Wersharks, Sharkweres, Merfolk, Sahuagin, Giant Crab, Giant Jellyfish, Giant Sea Urchins, Crab Swarms, Jellyfish Swarms, Giant Starfishes, Giant Hermit Crabs, Drowned Deads.
5 Facts known by locals: 1)Sharks serve the Prince. 2)There is no law in the sea, only mighy ones and weak ones! 3) Sharktooth flowers repel Sharks. 4)Mermaids protect people at sea. 5) Vengeance never dies.
Adventurers from the Nation: Rogues, Fighters, Rangers, Slayers, Gunslingers, Sorcerers, Witches, Druids.

Schildkröten Archipel:
Official Name: Schildkröten Archipel Staaten.
Inhabitants: 350,000s (Humans 93%, Other 7%)
Surface: 78,000 Square Kilometres (Divided on seven small islands; Turtle Island and Nest island are the only named ones).
Capital City: Schildkröten Hafen (70,000).
Major Settlements: Nestling Bay (15,000)
Position: 70 Km west of Kurutzcu, in the Nocturnal Sea.
Government:Democratic Constitutional Directorial Republic.
Ruler: Council of Seven, annual presidency;
Darklord: Elder Latimer Finch (Antipaladin (Tyrant) 13, L/E)
Lightlord:Elder Karl Darvein (Natural Weretortoise Savant 10, L/G)
Economy: Fishing, Turtellshell, Timber, Pearls.
Military:Voluntary milice, small navy.
Politics:Each communityis ruled by hand-showing at the local council; Each Island have an Elder who represents the community at the Islands Council.
Magic:uncommon, diversily percieved in the various commuinities.
Religion: Church of Ezra (L/E sect) Church of Andaral, Divinity of Mankind.
Climate:Warm and rainy
Geography:Plain Islands, covered in fertile soil and jungles.
Education:Compulsory 7 years.
Languages:Common, Lamordian, Tikin, Vechorite, Zeindostein, Darkonese, Hight Vaasan.
Flora:Many unique flowers.
Fauna: Turtles, Tortoises, Serpents, Spiders, Mosquitos, Sharks, Porpoise, Seagulls, Finches.
Local Monsters:Dire Tortoises, Dire Serpents,Giant Mosquitos, Mosquito Swarms, Weretortoises, Dread Finches.
5 Facts known by locals: 1)Finches watch you. 2) The good Professor help for free. 3)No sin past the attantion of the Watcher of Ezra, Elder Finch 4)Slow and steady win the race. 5) Knowledge of nature help knowledge of ourselves.
Adventurers from the Nation: Savants, Rogues, Slayers, Gunslingers, Clerics, Alchemists, Wizards, Monks, Druids.

And here are the Newlands, the first of the continents beyond the Core. As always feedback is appreciated.
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Carrion Crow
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Re: My take on Ravenloft, chapter one

Post by Carrion Crow »

Hells's Teeth, Mistmaster! That's a serious and impressive amount of work you've posted on your Mistworld propject. I'm glad that my musings on various Domains were of use to you.

As I'm coming at this from a 2e perspective, some of the "classes" I'm unfamiliar with, but do understand what each character represents.

However, I did notice that the number of werebeast Dark and Light lords seems to outweigh the others. I'm assuming when we get the backstory's for them, this will all make sense. And I can understand the type of character you are trying to evoke with the weretortoise and weredolphin, but they just sound a little bit comical. Possibly using a Selkie (wereseal) instead of a weredoplhin and a Tortle (humanoid tortoise-men) instead of a weretortoise might work better.

One final question - I see you've made Ladisalv Mircea an 'Obiri'. I'm not sure what this is and couldn't find anything online. Care to explain?

Thanks
Mistmaster
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

Obiris are kind of Vampires, if I'm not mistaken;
Werebeasts are used partially because of canon, partially because they works fine to help characterizing NPCs for example, New Lamordia: we have as Darklord a cruel general, a militar dictator who strangle his coutry with his oppressive rule, which can turn in a gargantuan strangler snake. His opponent is a dashing, lionhearted Collodian red-haired adventurer (based on the historical figure of Giuseppe Garibaldi, who was called the Lion of Nizza, inbeetween other things) which can turn in a big red-maned lion.
Werebeasts and variant are a fast way to make a character unique. Plus, are more easy to use as good characters than undeads, as undeads are, more or less still violation of natural order, while werebeasts are living beings.
As for the weredolphin, Dolphins are carnivores, and can even kill sharks, so, I don't find nothing comical about weredolphins;
As for the Weretortoise, the Lightlord is based on Charles Darwin, so it seemed right to me for him to gain the ability to turn in a Giant Snapping Tortoise, or a hybrid, , which is another carnivore, and nothing to laught at, in terms of Game Mechanichs; He needs to be a funny character to meet, however; and after the charcters laughted for him turning in an half-tortoise, than he place himselfbeetwen them and theyr enemies, and no weapon can pierce his shell, and he simply endure what they cannot, and suddently the fun werebeast turn bad-ass.
Some of the classes are mine ideas, which I will post separatedly; the others are part of Pathfinder canon, which are the rules I follow;
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thekristhomas
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Re: My take on Ravenloft, chapter one

Post by thekristhomas »

Mistmaster wrote:Beyond the Core Part 1

The Newlands, mainland

Northlands:
Official Name: Northlands Federation
Inhabitants: 5 Millions (Humans 97%, Other 3%)
Surface: 600,000 Square Kilometres.
Capital City: Vorostokov (270,000 )
Major Settlements:Torgov (260,000) Kargo (87,000), Kirinova (70,000), Northwick(67,560), Niew Ludendorf (58,000), Oneka(54,000), Voronina (51,000).
Borders: North: The Frozen Sea, East: The Sea of Sorrows, South: New Zherisia, Wakan Taki, West: Nocturnal Sea.
Government: Federation of Ereditary Aristocratic Monarchies.
Ruler: Great Prince Gregor Zolnik
Darklord: Gregor Zolnik (Wendigo, Ranger 10, C/E)
Lightlord:Prince Mikahil Zolnik (Ours du Noire, Fighter 9, L/G)
Economy: Timber, Mine, Fishing, Agriculture, Fur, Trading
Military:Standing, local professional Militias.
Politics:Feud beetwen rival family and cities.
Magic:Feared.
Religion: Church of Ezra, Cult of the Morning Lord, Cult of Fenris.
Climate:Cold
Geography:Hills and plains covered in thick forrest, with a chain of tall mountains,the Bear Claws Mountains on its south-west border, and three huge lakes, the Beastly Lake, the Holy Lake, and the Tears Lake on the south-east.
Education:Varies.
Languages:Common, Okrainian, Darkonese, Zherisian, Wakani, Lamordian.
Flora:Fatewood Trees, Heartoaks
Fauna: Bears, Elks, Deers, Caribous, Deers, Wolves, Owls, Ermines, Hawks, Eagles, Pumas, Boars, Mosquitos, Seals, Leopard Seals.
Local Monsters: Dire Bears, Dire Wolves, Dire Owls, Dire Ermines, Dire Eagles, Dire Hawks, Dire Coguars, Dire Boars, Dire Wolverines, Dire Leopard Seals, Werebears, Werewolves, Werepumas, Werehawks, Werewolverines, Bearweres, Wolfweres, Hawkweres, Coguarweres, Wolverineweres, Wereboars, Loups du Noir, Ourses du Noir, Faucons du Noir, Pumas du Noir, Sangliers du Noir, Glouton du Noir, Seawolves, Greater Seawolvers, Wendigos, Sashquatch, Mosquito Swarms, Mammuts.
5 Facts known by locals: 1) Animals can be more than animals. 2) Enemies of the Hight Prince are short lived. 3) Wendigo's prays on human hearts, and only Oakhearts wood can protect you, 4) Winter is coming, be prepared. 5)The bigger the beast, the more valuable its pelt.
Adventurers from the Nation: Rangers, hunters, Cleric, Shaman, Druid, Oracle, Fighter, Barbarian.

New Zherisia:
Official Name: Federated States of New Zherisia
Inhabitants: 20 Millions (Humans 95%, Other 5%)
Surface: 300,000 Square Kilometres.
Capital City: New Nosos (370,000 )
Major Settlements: New Blackchapel (300,000), Renton (287,000), Holy Lake City (230,000), Annetown (187,000), New Frontier Town (117,000),
Borders: North: Northlands, East: The Sea of Sorrows, South: Souragne, West:Wakan Taki.
Government: Federal Presidential Constitutional Republic.
Ruler: President Sanson Smith.
Darklord: Malcolm "Malus" Sceleris (Alchemist (Blight Master) 15, N/E)
Lightlord:Ramsay Rains (Rank 4 Ghost, Gunslinger 10, N/G)
Economy: Industry, Minig, Trading, Crafting.
Military:Standing, 1 years mandatory conscription, Strong Navy, Professional.
Politics:Two Mayor Parties, Federalists and Liberals.
Magic:Common.
Religion: All.
Climate:Temperate on the Coast, Cold on the North, Continental on the Interior.
Geography:Plains and Hills, on the east, Marshes on the south, Mountains North West, and three huge lakes, the Beastly Lake, the Holy Lake, and the Tears Lake on the North-east.
Education:Compulsory 3 Years.
Languages:Common, Zherisian, Okrainian, Dementlieuse, Darkonese, Wakani, Lamordian.
Flora:Wild Ivy.
Fauna: Eagles, Wolves, Wolverines, Bears, Coguars, Badgers, Boars, Rattlesnakes, Rats, Turkeys, Bats, Foxes.
Local Monsters: Dire Bears, Dire Wolves, Dire Eagles, Dire Foxes, Dire Coguars, Direboars, Dire Rats, Wererats, Werebears, Greater Werebears, Werewolves, Wereagles, Werecoguar, Bearweres, Greater Bearweres, Wolfweres, Coguarweres, Hags, Hill Giants, Oozes, Treants, Dead Treants.
5 Facts known by locals: 1) Wakani are savages. 2) The land is our.. 3) This is the land of freedom.4) Not in my backyard. 5)No taxation without represatation.
Adventurers from the Nation: Alchemist, Hunter, Ranger, Wizard,Cleric, Fighter, Ranger, Magician,
Witches, Slayers, Gunslingers, Savants.

Souragne:
Official Name: Confederated States of Souragne.
Inhabitants: 10 Millions (Humans 97%, Other 3%)
Surface: 100,000 Square Kilometres.
Capital City: Port d'Elheur (302,000)
Major Settlements: Marais D'Tarascon (183,000), Cité Nouvelle (170,000) Thibaut (100,000)
Borders: North: New Zherisia, East: The Sea of Sorrows, South: The Sea of Sorrows and Mictlan, West:Wakan Taki.
Government:Confederation of Aristocratic Republics.
Ruler: Lord President Bernard Foquelaine.
Darklord: Anton Misroi, aka the Lord of the Dead. (Zombie Lord Oracle 13 L/E)
Lightlord:Alala, aka the Maiden of the Swamp (Dryad Oracle 10, C/G)
Economy: Agriculture, Tobacco, Cotton, Mining, Trading.
Military:Standing, 1,5 years mandatory conscription, in each of the contituent republics.
Politics:The various families vie for prominence.
Magic:Necromancy Common, other uncommon and feared.
Religion: Ezra, Death, The Loa Pantheon.
Climate:Warm, humid on the coast and in the Swamps, dry west.
Geography:Swampy plains and deserts.
Education:Compulsory 3 Years.
Languages:Common, Dementlieuse, Zherisian, Zondastein, Wakani, Mictlani.
Flora:Dead Padre.
Fauna: Snakes, Mosquitos, Crocodiles, Opossums, Rats, Spiders.
Local Monsters: Dire Snakes, Dire Crocodiles, Dire Rats, Wererats, Weresnakes, Werecrocodiles, Crocodileweres, Hags, Zombies, Zombie Lords, Skeletons, Granma Spiders.
5 Facts known by locals: 1) All deads belongs to theyr Lord. 2) White Souragnan rule, Black souragnans obey.3) Do not offend the Loas.4) Curse the Zenkies (New Zherisians). 5)Tradition is the core of our way of life.
Adventurers from the Nation: Oracles, Witches, Clerics, Gunslingers, Hunters, Rogues, Swashbucklers.

Wakan Taki:
Official Name: Wakan Taki Confedaracy of Tribes.
Inhabitants: 5 Millions (Humans 90%, Other 10%)
Surface: 200,000 Square Kilometres.
Capital City: Gathering Dale (25,000)
Major Settlements: East Ward (10,000), North Ward (5,000), South Ward (8,000)
Borders: North: Northlands, East: New Zherisia and Souragne, South: Mictlan, West:The Nocturnal Sea.
Government:Confederation of Semiereditary Chiefdoms.
Ruler: Chief Paramount Black Cloud.
Darklord: William Frederick Brody aka The White Scourge (Afflicted Werecoyote Hunter 10, C/E)
Lightlord:Black Cloud (Natural Greater Werebear Fighter 9 L/G)
Economy: Hunting, Craft, Harvesting, Fur, Trading.
Military:Standing, Unified Warbands of the various tribes.
Politics:Each tribe have a number of seats in the Council of Elders in Gathering Dale, and they compete for dominance. Black Cloud's Long Lances Tribe is still the most powerfull.
Magic:Uncommon and feared.
Religion: Watani Spiritism, Cult of Fenris.
Climate:Temperate, in the plains, Cold in the mountains.
Geography:Great plains and rocky mountains, some desert on the south.
Education:Depending on the tribe.
Languages:Common, Watani, Zherisian, Dementlieuse, Mictlani.
Flora:Life Leaf, Healing Willow.
Fauna: Snakes, Rattlesnakes, Badgers, Boars, Bisons, Deers, Hares, Eagles, Hawks, Ravens, Rabbits, Owls, Coguars, Coyotes, Wolves, Bears, Beavers, Squirrels, Wild Horses, Bats, Scorpions, Spiders.
Local Monsters: Dire Snakes, Dire Wolves, Dire Bears, Dire Boars, Giant Bisons, Direbats, Werebats, Wererattlesnakes, Weresnakes, Werecoyotes, Wereravens, Werebears, Coyoteweres, Trikster Hares, Granma Spiders, Giant Ravens, Thunderbirds, Spirit Ravens, Giant Squirrels, Batweres, Bat Swarms, Giant Spiders, Giant Scorpions, Giant Fishcat, Raven Swarms, Spider Swarms, Frog Swarms, Scorpion Swarrms, Giant Ants, Giant Termite, Termite Swarms.
5 Facts known by locals: 1) Respect the spirit of everything. 2) Do not trust the waisicu (white men) 3) Do not lie.4)Respect and be proud of your tribe customs. 5)No one can own the land, we are all it's children.
Adventurers from the Nation: Hunters, Fighters, Shamans, Druids, Primals, Rangers, Clerics.

Mictlan:
Official Name: Empire of Mictlan.
Inhabitants: 25 Millions (Humans 90%, Other 10%)
Surface: 400,000 Square Kilometres.
Capital City: Mictlonichtlan (400,000)
Major Settlements: Tetenicteutl (310,000), Ectanaztalco (105,000),
Borders: North: Wakan Tani and Souragne, East: The Sea of Sorrows, South: Pacha Tiki, Endaurum, West:The Nocturnal Sea.
Government:Federation of Theocratic Monarchies.
Ruler: Hueyhueytlatoani Yanactazum IV of Mictlonichtlan.
Darklord: Yanactazum IV (Natural Werejaguar Cleric 15 of Tezcalipoctla, L/E)
Lightlord:Tlatoani Ichaicuatl III of Ectanztalco. (Natural Wereeagle Paladin 14, L/G)
Economy: Trading, Maize, Slave Trade, Tobacco, Mining.
Military:Standing, backed by the priesthood.
Politics:Inside competition beetwen and inside the main cities and theyr priesthoods.
Magic:Common, under the priesthood control.
Religion: Aztec Pantheon.
Climate:Temperate, in the plains, dry and hot in the desert, rainy in the south.
Geography: Desert in the north, hills and mountains in the central-south.
Education:Compulsory 5 years, Priesthood ran.
Languages:Common, Mctlani, Dementlieuse, Wakan, Zondastein, Tikin, Endauramite.
Flora:Sorrows Cacti.
Fauna: Snakes, Rattlesnakes, Coyotes, Jaguars, Eagles, Vultures, Scorpions, Roadrunners.
Local Monsters: Dire Snakes, Dire Rattlesnakes, Dire Coyotes, Dire Eagles, Dire Vultures, Dire Jaguars, Giant Eagles, Coatls, Giant Scorpios, Werecoyotes, Wereeagles, Werejaguars, Werevultures, Coyoteweres, Jaguarweres, Eagleweres, Vultureweres, Chubacabras, Mummies.
5 Facts known by locals: 1) Sacrifices are a duty. 2) Willing sacrifices are very daer to the gods. 3)Nobilty came from the deities themselves. 4) Sepoltures must be respected. 5) In sacrificing a worthy opponent, you honour that person.
Adventurers from the Nation: Clerics, Antipaladins (Tyrants), Paladins, Warpriests, Fighters, Rangers, Wizards.

Pacha Tiki:
Official Name: Empire of Pacha Tiki.
Inhabitants: 10 Millions (Humans 99%, Other 10%)
Surface: 130,000 Square Kilometres.
Capital City: Tikicuchu (190,000)
Major Settlements: Kurutzcu (110,000), Walkaban (65,000),
Borders: North: Mictlan, East:Endaurum, Megaselva, Niw Lamordia. South: The Shadow Sea. , West:The Nocturnal Sea.
Government:Centralized Ereditary Monarchy
Ruler: Sapa Inca Anactaplacha II.
Darklord: General Fritz Ramentz (Revenant Cavalier (Strategist) 10, L/E)
Lightlord:Commander Boris Savitzi (Rank 4 Ghost Fighter 10, L/G)
Economy: Trading, Maize, Mining, Craft.
Military:Standing.
Politics:The bureaucrats of the complex administration compete for promotion.
Magic:Common.
Religion: Inca Pantheon.
Climate:Continental, arid in the South West.
Geography: A great mountain range, rhe Ribs of Viracocha, forms the greater part of the nation, which have both a warm rainy forest and a great desert in its Oriental botder.
Education:Compulsory 5 years, Priesthood ran.
Languages:Common, Mictlani, Tikin, Hight Vaasan, Zondastein, Endauramite, Grandsilvanish.
Flora:Foglia Nera.
Fauna: Snakes, Anacondas, Jaguars, Eagles, Llama, Condors, Scorpions, Lizards.
Local Monsters: Dire Anacondas, , Dire Condor, Dire Jaguars, Coatls, Giant Scorpions, Giant Lizards, Werecondors, Werejaguars, Werelizards, Condorweres, Jaguarweres, Chubacabras, Dark Llamas, Living Objects.
5 Facts known by locals: 1) Mountains are our walls. 2) Llamas spit, but they are your best friends on the mountains. 3)Enemies of the Inca should fear the Sun. 4) Burning is the worst of destinies. 5) Mountains are like the sea, they test people.
Adventurers from the Nation: Clerics, Paladins, Warpriests, Fighters, Rangers, Wizards, Oracles, Sorcerers.

Endaurum:
Official Name: Kingdom of Endaurum.
Inhabitants: 10 Millions (Humans 97%, Other 3%)
Surface: 120,000 Square Kilometres.
Capital City: Waititi (200,000)
Major Settlements: Ebetawa (110,000), Monotabaci (75,000),
Borders: North: Mictlan, East: The Sea of Sorrows, South: Megaselva, West:Pacha Tiki.
Government:Teochratic Dispotism.
Ruler: The Golden Man of Endaurum.
Darklord: Anaulie, the Golden Man (Rank Four Ghost, Oracle 15 L/E, possessing a Fighter 11 L/E, throught the Golden Mask)
Lightlord:Hermann Welser (Natural Werecat Cleric (Evangelist) of Lathurr 15 C/G)
Economy: Trading,Goldsmithing, Silversmithing, Mining, Officinal Herbs.
Military:Standing.
Politics:Member of the silver class compete for advancement. Golds serves faithfully.
Magic:Uncommon and feared.
Religion: Cult of the Golden Man, Cult of Lathurr (Clandestine)
Climate:Hot and rainy, dry on the west borders.
Geography:Forest covered hills, and mountains iin the West.
Education:Compulsory 4 years, Priesthood ran.
Languages:Common, Enduramite, Lamordian, Zeindostein, Gransilvanish, Mictlani, Tikin.
Flora:Black Leaf, Red Leaf.
Fauna: Snakes, Insects, Spiders, Anacondas, Jaguars, Piranha, Condors.
Local Monsters: Dire Snakes, Dire Piranha, Dire Anacondas, Dire Condors, Dire Jaguars, Giant Insects, Giant Spiders, Wereanacondas, Werepiranhas, Werejaguars, Werecondors, Piranha Swarms, Moth-men, Golden Deads, Iron Deads, Animated statues.
5 Facts known by locals: 1) Gold is power. 2) Show your wealth, it's the measure of your power. 3)There are no deities but the Golden Man!4) Golds serves the Golden Man, Silvers serves golds, and the Goldman, coppers serves silvers, golds and the Golden Man, irons serves all. 5) Traitors get a death in iron.
Adventurers from the Nation: Rogues, Cerics, Sorcerers, Antipaladins (Tyrants), Warpriests, Fighters, Inquisitors.

Megaselva:
Official Name: League of Megaselva
Inhabitants: 9 Millions (Seedlings 90%, Human 5%, Other 5%)
Surface: 500,000 Square Kilometres.
Capital City: The Garden of Life(180,000)
Major Settlements: Mannhafen (300,000)
Borders: North: Endaurum, East: The Sea of Sorrows, South: New Lamordia, West:Pacha Tiki.
Government:Ereditary Gerontocracy/Druidic Theocracy.
Ruler: Grandmother Mangroove
Darklord: Blackroot (Dead Treant Wizard 7, N/E)
Lightlord:Quickbranch Swiftleaf Lightroot (Seedling Druid 13 N/G)
Economy: Fruits, Officinal Herbs, Leather, Fur, Mystical woodcraft.
Military:Standing, backed by the Druids.
Politics:Druids of Rival circles compete beetween each other. Mannhafen, being a Zeindostein colony, does have a City Council democratically elected, with parties.
Magic:Arcane and Divine, non Druidic magic is uncommon and feared, outside Mannhafen.
Religion:Pantheistic Druidism.
Climate:Warm and Rainy.
Geography: An endless hill andforrests ladscape, crossed by a mighty river, the Lifegifter.
Education:Compulsory 3 years, Druids ran.
Languages:Common, Sylvan, Lamordian, Zeindostein, Endarionite, Tikin
Flora:Megasilvan Wood, Megasilvan Flowers, Megasilvan Leafs, Megasilvan Roots, Megasilvan Berries, Megasilvan Fungi.
Fauna:Snakes, Insects, Spiders, Anacondas, Jaguars, Piranha,Anteater, Tapir, Slothes, Capibaras, Parrots, Colibris, many kind of birds, Bats, Toads, Frogs.
Local Monsters: Dire Snakes, Dire Bats, Dire Piranha, Dire Anacondas, Dire Condors, Dire Jaguars, Giant Insects, Giant Spiders, Werebats, Wereanacondas, Werepiranhas, Werejaguars, Werecondors, Piranha Swarms, Spider Swarms, Bat Swarms,GGiant Toad, Dinosaurs, Megaterius, Treant, Dead Treant, Every Warm Environment Plant Type monster, Awakened plants, Phantoms.
5 Facts known by locals: 1)The Great Forrest is our mother, respect it. 2) Heed the advice of the elders.3)What does thrive at the expense of many peoples suffering is not a good thing.4) Trees host the spirits of dead elders. 5) Never violate the natural cycle.
Adventurers from the Nation: Druids, Shamans, Fighters, Wizards, Alchemists, Artificiers, Primals, Sorcerers.

Niew Lamordia:
Official Name: Niew Lamordia Republik.
Inhabitants: 17 Millions (Humans 90%, Other 10%)
Surface: 250,000 Square Kilometres.
Capital City: Siberfluss (300,000).
Major Settlements: Videnberg (200,000), Heligeglaubestadt (190,000)
Borders: North: Megaselva , East:Pacha Tiki and the Sea of Sorrows, South: The Frozen Sea, West:The Nocturnal Sea.
Government:Unitary Presidential Republic de jure, Military Dictatorship de facto.
Ruler: General-President Konrad Schlangen
Darklord: Konrad Schlangen (Maledictive Greater Wereanaconda, Fighter 9, L/E)
Lightlord:Giuseppe Arambaldi (Natural Greater Werelion, Swashbuckler 10, C/G)
Economy: Trading, Cattle, Mining, Timber.
Military:Standing, Strong Navy.
Politics:The National Wellbeing Party of President Echsen is the sole free politicalparty; the others are subjected to constant vexation by the military.
Magic:Common, strictly under the priesthood control.
Religion: Divinity of Mankind, Ezra (L/N sect) Church of Zhakata, Native Cults.
Climate:Warm and rainy in the Center-north, cold and dry in the center-south. Alpin climate in the Western mountains.
Geography:A large plain, covered in foprrests in the north, in deserts in the center, and ice in the south; The Ribs of Virococha ends in New lamordian western coast.
Education:Compulsory 3 years.
Languages:Common, Lamordian, Auldvolkesh, Tikin, Sylvan, Zeindostein, Collodian.
Fauna: Anacondas, Boa Constrictors, Pit Adder, Mane wolves, Jaguars, Coguars, Hawks, Condors, Wildcats, Tegu Lizards, Rheas, Owen Birds, Caimans, Flamingos, Herons.
Local Monsters: Dire Anacondas, Dire Pit Adders, Dire Mane Wolves, Dire Hawks, Dire Condors, Dire Jaguars, Dire Coguars, Dire Wildcats, Terror Birds, Dinosaurs, Wereanacondas, Werecondors, Werejaguars, Weredinos, Werecoguars, Jaguarweres, Condrweres, Rainbowsnakes.
5 Facts known by locals: 1)We bring civilzation on a wild land.2) Order come from Herr General! 3)Auldlanders (native of the nation) are an annoyance. 4)All is better that Old Lamordia. 5) Freedom and prosperity....to us.
Adventurers from the Nation: Fighters, Rangers, Slayers, Gunslingers, Barbarians, Alchemists, Wizards, Witches, Druids, Shamans, Sorcerers.

Islands

Neu Zeindost:
Official Name: Frei Staat van Neu Zeindost.
Inhabitants: 3 Millions (Humans 99%, Other 1%)
Surface: 78,000 Square Kilometres.
Capital City: Schaduwhafen (230,000)
Major Settlements: Bladhafen(147,000), Zilverhaven (139,000), Haakhaven (123,000), Port-a-Villain (119,000)
Position: In the Gulf of Souragne, 65 Km East of Port d'Elhour, in the Sea of Sorrows.
Government:Elective Cleptocracy.
Ruler: Pirate King Henri Lafitte.
Darklord: Captain Pieter van Riese (Five Rank Ghost, Fighter (Indistructable) 11/Horizon Walker 5 L/E)
Lightlord:Captain "Red Sam" Samwell Bellam (Rogue 20 (Pirate) C/G)
Economy: Trading,Piracy, Brewing, Fishing.
Military:Mercenary, Strong Navy.
Politics:The richest amd strongest of the pirate captains can seat in the Brotherood Council
Magic:Uncommon.
Religion: Cult of Lathurr, Cult of Oceanus, Loa Pantheon. Cult of Lady Luck.
Climate:Warm and stormy.
Geography:A large, hilly and rocky island.
Education:Non compulsory.
Languages:Common, Zeindostein, Lamordian, Zherisian, Collodian, Blusteinian, Mictlani, Dementlieuse.
Flora:Eucalyptos, Knife Bush.
Fauna: Mosquitos, Crabs, Sharks, Crocodiles, Whales, Dolphins, Octopuses, Rats, Parrots, Monkeys, Kangaroos, Dingos, Thilacine, Zeindestein Devil, Koala.
Local Monsters: Dire Sharks, Dire Crocodile, Dire Thylacine, Dire Zeindostein Devil, Giant Crabs, Giant Octopuses, Weresharks, Greater Weresharks, Werecrocodile, Greater Werecrocodile, Werethylacine, Greater Werethylacine, Werezeindosteindevil, Giant Starfish, Strangler Kelp, Ixitxtachils, Ghost Ships, Sea Zombies, Drowned Deads, Skrags, Merrows, Krakens.
5 Facts known by locals: 1)The only law is the Pirate Code. 2) Never trust an honest person, you never know when he could do something stupid. 3)Pirates do lie, and they are totally honest about it. 4) The captain sink whith the ship, if he is not smart enought to save his own skin. 5) Lady Luck do have a soft spot for pirates; they are superstizious, exactly because they do not want to loose her graces.
Adventurers from the Nation: Rogues, Swashbuckler, Sorcerers, Witches, Fighters, Gunslingers.

Saragoss Islands:
Official Name: Princedom of Saragoss Islands
Inhabitants: 2 Millions (Humans 90%, Other 10%)
Surface: 90,000 Square Kilometres. (4 islands, Great Saragoss :30,000 sk; Little Saragoss: 10,000 sk; Dead Saragoss: 23,000 sk; Coral Saragoss: 27,000 sk.)
Capital City: Vengeance Port (on Great Saragoss) (100,000).
Major Settlements: Coral Harbour (on Coral Saragoss) (200,000), Saragoss Cove (on Little Saragoss) (112,000), Gravebay (on Dead Saragoss) (30,000).
Position:The four islands form a perfect square, uniting theyr centers with straight lines they lay exactly 50 km from the two closer ones. The Saragoss Square lay exactl 300 km south the New Zeindost Island.
Government:Dispotism.
Ruler: Prince-Captain Draga Saltbiter
Darklord: Draga Saltbiter (Maledictive Greater Wereshark, Rogue (Pirate) 10, C/E)
Lightlord:Alaine Sweetsong (Mermaid Bard (Hopesinger) 10 C/G)
Economy: Piracy, Trading, Kelps, Coral, Pearls,
Military:Standing, Strong Navy.
Politics:All the captains of Saltbiter's fleet obey to him out of fear, and cospire to undermine him; obviously without his knowledge.
Magic:Common and feared.
Religion: Cult of Fenris, Cult of Lady Luck, cult of Death, Cult of Oceanus, Cult of Lathurr.
Climate:Warm, rainly only in the rain season.
Geography:Four rocky islands, covered in jungle and hills.
Education: Non Compulsory.
Languages:Common, Saragossian, Zeidostein, Lamordian, Dementlieuse, Endaurian.
Flora:Blue Kelp, Sharktooth.
Fauna: Sharks, Monkeys, Parrots, Rats, Crabs, Jellyfishes, Sea Urchins, Octopuses, Hermit Crabs,
Local Monsters: Dire Sharks, Dire Rats, Dire Monkeys, Giant Octopuses, Weresharks, Greater Wersharks, Sharkweres, Merfolk, Sahuagin, Giant Crab, Giant Jellyfish, Giant Sea Urchins, Crab Swarms, Jellyfish Swarms, Giant Starfishes, Giant Hermit Crabs, Drowned Deads.
5 Facts known by locals: 1)Sharks serve the Prince. 2)There is no law in the sea, only mighy ones and weak ones! 3) Sharktooth flowers repel Sharks. 4)Mermaids protect people at sea. 5) Vengeance never dies.
Adventurers from the Nation: Rogues, Fighters, Rangers, Slayers, Gunslingers, Sorcerers, Witches, Druids.

Schildkröten Archipel:
Official Name: Schildkröten Archipel Staaten.
Inhabitants: 350,000s (Humans 93%, Other 7%)
Surface: 78,000 Square Kilometres (Divided on seven small islands; Turtle Island and Nest island are the only named ones).
Capital City: Schildkröten Hafen (70,000).
Major Settlements: Nestling Bay (15,000)
Position: 70 Km west of Kurutzcu, in the Nocturnal Sea.
Government:Democratic Constitutional Directorial Republic.
Ruler: Council of Seven, annual presidency;
Darklord: Elder Latimer Finch (Antipaladin (Tyrant) 13, L/E)
Lightlord:Elder Karl Darvein (Natural Weretortoise Savant 10, L/G)
Economy: Fishing, Turtellshell, Timber, Pearls.
Military:Voluntary milice, small navy.
Politics:Each communityis ruled by hand-showing at the local council; Each Island have an Elder who represents the community at the Islands Council.
Magic:uncommon, diversily percieved in the various commuinities.
Religion: Church of Ezra (L/E sect) Church of Andaral, Divinity of Mankind.
Climate:Warm and rainy
Geography:Plain Islands, covered in fertile soil and jungles.
Education:Compulsory 7 years.
Languages:Common, Lamordian, Tikin, Vechorite, Zeindostein, Darkonese, Hight Vaasan.
Flora:Many unique flowers.
Fauna: Turtles, Tortoises, Serpents, Spiders, Mosquitos, Sharks, Porpoise, Seagulls, Finches.
Local Monsters:Dire Tortoises, Dire Serpents,Giant Mosquitos, Mosquito Swarms, Weretortoises, Dread Finches.
5 Facts known by locals: 1)Finches watch you. 2) The good Professor help for free. 3)No sin past the attantion of the Watcher of Ezra, Elder Finch 4)Slow and steady win the race. 5) Knowledge of nature help knowledge of ourselves.
Adventurers from the Nation: Savants, Rogues, Slayers, Gunslingers, Clerics, Alchemists, Wizards, Monks, Druids.

And here are the Newlands, the first of the continents beyond the Core. As always feedback is appreciated.
I'm not familiar with some of these domains, but I really like the way you've created a kind of faux-North America using Vorostok in place of Canada, Nosos for the east coast and Souragne for the South (I don't know from Wakan Taki, but from what you written I'm guessing injuns).

I've been thinking for some time about where I would join Souragne to if it were to join a cluster and I like this approach
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Re: My take on Ravenloft, chapter one

Post by Carrion Crow »

Hi Mistmaster

I fully understand where you're coming from regarding using werebeasts to define characters and also follow your thoughts regarding the weredolphin and weretortoise.

As I'm returning to Ravenloft after a long abscence, I'm more familiar with AD&D 2nd edition and tend to think in those terms when defning characters/monsters. Having said that, I was wondering whether a Sirine and Tortle would suit the characters you've put down as a weredolphin and weretortoise. I've provided links below to 2e descriptions for these two creatures, just so you can see where I'm coming from. Obviously, this is your version of Ravenloft, so you can do what you want, but you did ask for feedback... :wink:

http://www.lomion.de/cmm/sirine.php

http://www.lomion.de/cmm/tortle.php
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

Of course, I did, and I thank you for your feedback; While the Tortle and the Sirine, being not shapeshifters are not what I search, the Sealkie could be an idea.
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

thekristhomas wrote:
I'm not familiar with some of these domains, but I really like the way you've created a kind of faux-North America using Vorostok in place of Canada, Nosos for the east coast and Souragne for the South (I don't know from Wakan Taki, but from what you written I'm guessing injuns).

I've been thinking for some time about where I would join Souragne to if it were to join a cluster and I like this approach
Yes the newlands were ment as an American Continent of sort (with Niew Lamordia being Argentina, Megaselva being Brasil, Endaurum being Colombia, and Pacha Tiki and Mictlan being the Inca and Aztec Empire, respectively)
With my idea being that the Mistworld is not a demiplane, but a full-fledged material plane, it needs to have it's own continents, and with Zherisia being clearly the United Kingdom, the idea of a New Zherisia associated to Souragne came easily.
Thanks for your feedback.
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Re: My take on Ravenloft, chapter one

Post by Mistmaster »

Beyond the Core, Part 2.

The Verdurous Lands

Farelle:
Official Name: Republique de Farelle
Inhabitants: 8 Millions (Humans 97%, Other 3%)
Surface: 197,000 Square Kilometres.
Capital City: Kaynis (170,000 )
Major Settlements:Mortilis (110,000)
Borders: North: The Dread Sea, East:Dat Cua Nheng , South: Sri Raji, West:The Nightmare Sea.
Government: Constitutional Parliamentary Unitary Republic.
Ruler: Prime Minister Jean Marceau.
Darklord: Jaques Karnes (Greater Jackalwere, Barbarian 9 (Savage Barbarian), C/E)
Lightlord:Marie Karnes (Werejackal Ranger 8 (Beast Master), LG)
Economy: Timber, Mining, Fishing, Agriculture,, Craft, Industry.
Military:Standing, Professional.
Politics:Two major parties, the Progress Party, in power, and the National Party, at the opposition.
Magic:Common.
Religion: Church of Ezra (L/G Sect), Cult of the Morning Lord, Divinity of Mankind, Church of Zakhata, Cult of the Jackal (Fenris).
Climate:Temperate
Geography:The Jackal jungle, dotted by cultivated fierlds, rivers, and little hills cover the entire nation.
Education:Compulsory, five years.
Languages:Common, Dementlieuse, Darkonese, Zherisian, Rajani, Mulongi, Calibashan, Zeindostein.
Flora:Jackal Bane, Silver Lily.
Fauna: Jackals, Dingos, Foxes, Mane Wolves, Hares, Hawks, Doves, Pidgeons, Snakes, Rats, Insects, Spiders.
Local Monsters: Dire Jackals, Dire Mane Wolves, Dire Dingos, Dire Foxes, Dire Hawks, Dire Snakes, Dire Rats, Giant Insects, Giant Spiders, Giant Pidgeons, Insect Swarms, Spider Swarms, Snake Swarms , Jackalweres, Greater Jackalweres, Werejackals, Weredingos, Werfoxes, Foxwere, Leucrottas, Wargs, Greater Wargs, Yeth Hounds, Shade Hounds, Hell Hounds.
5 Facts known by locals: 1)Red Jackals are bad omens, white Jackals are good omens. 2) The wandering tinkerman can repair everything.3) On the Red Moon night, beware the Blood Jackal. 4) The harder the job, the dearer the reward. 5)Silver Lilies are lucky charms.
Adventurers from the Nation: Rangers, Barbarians, Artificiers, Druids, Hunters, Sorcerers, Wizards.


Dat Cua Nheng:
Official Name: Dat Cua Nheng Empire
Inhabitants: 8 Millions (Humans 99%, Other 1%)
Surface: 200,000 Square Kilometres.
Capital City: Cua Song (170,000 )
Major Settlements: Dat Ve (118,000), Ve Nheng (103,400)
Borders: North: The Dread Sea, East:The Nocturnal Sea , South: N'zari, Sri Raji, West: Farelle.
Government: Centralized Hereditary Monarchy.
Ruler: Emperor Nhung Hua Dat
Darklord: Great Mandarin Ke Le Thanh (Investigator (Mastermind) 11, L/E)
Lightlord:General Rắn Cao Quý (Weresnake Fighter (Guerrilla) 10, C/G)
Economy: Trade, Rice, Mining, Craft.
Military:Standing.
Politics:Feud beetwen rival families inside the imperial burocracy.
Magic:Common, regulated by law.
Religion: The Teaching of the Heavenly Burocracy.
Climate:Warm and rainy.
Geography:The Song river cross the whole nation, which is a fertile plain, covered in jungle, with small hills.
Education:6 years compulsory.
Languages:Common,Cuanhungish, Zeindostein, Lamordian,Dementliuse, Nzarian, Srijan, Zherisian, Rokuman.
Flora:Manioca, Cuanhungish Mandragora, Corpse Flower.
Fauna: Snakes, Insects, Bats, Rats, Spiders, Slugs, Crocodiles, Herons, Foxes, Monkeys, Tigers, Leopards, Leechs, Frogs, Toads)
Local Monsters: Dire Tigers, Dire Leopards, Dire Snakes, Dire Bats, Dire Rats, Dire Crocodiles, Dire Foxes, Giant Spiders, Giant Leech, Giant Slug, Giant Insects (Mosquitos, Centipedes, Wasps, Mantis, Locust ), Giant Toads, Giant Slugs, Flail Slugs, Insect Swarms, Spider Swarms, Toad Swarms, Snake Swarms, Weretigers, Weresnakes, Wereleopards, Werecrocodiles, Werebats, Werefoxes, Hermit Toads, Swarms, Rat Swarms, Doshi Corpses, Door Spirits, Gate Spirits, Soul Collectors, Hungry Spirits, Jiangshis (Vampire)
5 Facts known by locals: 1) Everyone fate and place is ordered by the Heavens 2) Rebellion is a failure for all. 3) Uneffective rulers must be displaced quietly and quickly. 4) Mandarin Ke is corrupted, may the sky quickly displace him. 5)In the jungle do not worry about what you can see and hear, but about what might see and hear you.
Adventurers from the Nation: Clerics, Wizards, Investigators, Alchemists, Fighters, Hunters, Rangers, Shamans, Paladins, Samurai.

Mulongo:
Official Name: Mulongo River Confederacy
Inhabitants: 15 Millions (Humans 99%, Other 1%)
Surface: 300,000 Square Kilometres.
Capital City: Wazir (170,000 )
Major Settlements:Kampla (160,000), Port Nouveau (100,000), Zimbwi (87,000)
Borders: North and East: Sri Raji, South: Ophir, Pellcidar, Wildlands, West: Nigtmare Sea.
Government: Tribal Confederation Egemonized by the Waziri Tribe.
Ruler: King Bashanga of the Waziri, Banga Kabaka of the Confederacy.
Darklord:Armand Dupont (Sodo), Port Nouveau's Mayor, Representive of the White Community in the Confederacy (Superior Doppelganger Rogue (Rake) 10, N/E)
Lightlord:The Lord of the Jungle aka Jonathan Greystorm (Wildchild (Ape) Primal 10, N/G)
Economy: Timber, Ivory, Mining, Jewelry, Crafting, Quarrying.
Military:Standing, each tribe has its' own militia.
Politics:Feuds beetwen rival communities, mediated by the Confederacy Council.
Magic:Feared, outside Port Nouveau.
Religion: Church of Ezra, various tribal pantheons; Cult of Fenris (Various aspects, some even good), Cult of Hala (Called Asase, the mother Earth)
Climate:Tropical.
Geography:The Mountain of the Gods are a tall mountain range which circle the basin of the Mulongo River, which is born in the Red Lake in the East; Thick forrests cover the valley.
Education:Varies.
Languages:Common, Mulongi (various dialects existing, Waziri and Kamplani being the most wide spreaded.), Dementlieuse, Zherisian, Sri Rajan, Wildtongue.
Flora:Father Trees, Grand Father Trees, Firespark Flower.
Fauna: Leopards, Elephants, Apes, Baboons, Monkeys, Rhynos, Hippos, Herons, Flamingos, Bats, Rats, Bullet Ants, Spiders, Snakes (Pytons, Cobras, Black Mamba), Crocodiles, Mandrills, Swarthogs.
Local Monsters: Dire Leopards, Rogue Bull Elephants, Megaloceros, Dinosaurs, Dire Apes, Dire Baboons, Dire Mandrills, Dire Hippos, Dire Bats, Dire Rats, Wereleopards, Weredinosaurs, Werecrocodiles, Weremandrills, Wereapes, Werehippos, Werebats, Wererats, Mangani Apes, Weresnakes (Werecobras, Werepythons, Weremambas) Girallon, Pantheres du Noir, Uncle Spiders, Granny Spiders, Spider Swarms, Bullet Ant Swarms, Snake Swarms, Insect Swarms, Giant Spiders, Giant Ants, Giant Insect, Zombies, Skeletons, Ghouls, Wraiths.
5 Facts known by locals: 1) Animals are vessells of the gods. 2)The white ones are untrustworhy. 3) Anyone must prove one's valor. 4) Honour the ancestors and theyr ways. 5)Rnemies of the Jungle, beware the White Beast.
Adventurers from the Nation: Rangers, Hunters, Shamans, Witches, Druids, Oracles, Fighters, Barbarians, Wizards, Sorcerers.

Sri Raji:
Official Name: Maharajate of Sri Raji
Inhabitants: 10 Millions (Humans 96%, Other 4%)
Surface: 300,000 Square Kilometres.
Capital City: Bahru (300,000 )
Major Settlements:Tvastri (370,000), Muladi (218,000), Pakat (210,000)
Borders: North: Farelle, Dat Cua Nheng, East: N'zari, South: Seownee, Mulongo, West: Mulongo, Nightmare Sea.
Government: Teocratic Aristocratic Monarchy.
Ruler: Maraja Arijani Beta Ravana.
Darklord: Queen Mother Mahiji Beete Kali (Fiendish Human Cleric of Kali (Zealot Assassin)18, C/E)
Lightlord:Durga (Half-Celestial Fighter 15 L/G)
Economy: Trading, Ivory, Gems, Mining, Timber, Trading, Jewelry, Goldsmithing, Woodcrafting.
Military:Standing, each local noble have his own retinue, Small yet effective navy.
Politics:Competition within the nobility and the clergy.
Magic:Common, respected but feared.
Religion: Rajian Pantheon.
Climate:Warm and Rainy.
Geography:Hills, mountains and plains covered in thick forrest, with the Mount Meru range mountains in the south-west. The Raji River flow from Mount Mero trought Sri Raji, into Mulongo, than ito Farelle. The city of Tvastri lies on the only spot of coast Sri Raji possess, joined trought the navigable Ranga river and it's valley to the rest of the kingdom.
Education:Compulsory thre years, Ran by the Priests.
Languages:Common, Rajian, Mulongi, Seowneese, N'zarian, Dementlieuse, Rokushimese, Pharazian.
Flora:Many kind of Orchids, Rajian Mandrakes.
Fauna: Tigers, Monkeys, Leopards, Elephants, Buffalos, Deers, Cobras, Mongeese.
Local Monsters: Dire Tigers, Dire Monkeys, Dire Leopards, Giant Buffalos, Dire Cobras, Dire Mongeese, Weretigers, Greater Weretigers, Wereleopards, Werecobras; Tigerweres, Nagas, Rakshasas, Garudas, Holy Bulls, Jaggernaughts, Skelephants, Skeletons, Fire Wraiths, Asuras, Nasus.
5 Facts known by locals: 1) Beware the Tigers 2) All hail the god-Maraja.3) Traitors shall die, strangled to honor Kali. 4) Cows are holy to the gods. 5)Male reigns, but female rules.
Adventurers from the Nation: Fighters, Rogues, Clerics, Inquistors, Wizards, Oracles, Barbarian, Medium.

N'zari:
Official Name: Etat Livre de N'zari.
Inhabitants: 6 Millions (Humans 98%, Other 2%)
Surface: 300,000 Square Kilometres.
Capital City: Kleinville (Kala) (180,000)
Major Settlements: Hiddenhome (60,000), Nouveau Lucine (30,000)
Borders: North: Farelle, South:Jaranga, Afshanga East: Nightmare Sea, West: Sri Raji; Seownee.
Government: Patrimonial Dictatotorship.
Ruler: Lord Michel Klein, Chairman of the Nzari River Company.
Darklord: Michel Klein (Fighter (Warlord) 10, L/E)
Lightlord:Gatwe (Natural Wereleopard Shaman 7 C/G)
Economy: Ivory, Timber, Mining, Copper, Iron, Gold, Diamonds, Coal, Rubber Plantation, Leather.
Military:Standing Mercenary Militia.
Politics:The N'zari prople from Hiddenhome fight to keep theyr ways of life from being annihilated by Klein, who is imposing the worst aspects of dementlieuse society. He doesn't accept dissent from his own men.
Magic:Common. Arcane magic is feared by the Nzarian, while the colonists fear shamanic magic.
Religion: Church of Ezra (L/E sect), N'zari Spiritualism.
Climate:Warm and Rainy.
Geography:Hills and plains covered in thick forrest, crossed by a big river, the Nzari river, which is originated from a big lake, The Lac des Diamantes.
Education:Compulsory, ran by the shamans for free N'zari people and by the Church of Ezra for Colonists and subjects.
Languages:Common, Dementlieuse, N'zarian, Rajian, Jarangi, Zeindostein, Zherisian.
Flora:Rubber Trees, Red Root.
Fauna:Antelopes, Bats, Boars, Leopards, Elephants, Snakes, Insects, Spiders.
Local Monsters: Dire Boars, Dire Bats, Dire Leopards, Rogue Bull Elephants, Dire Snakes, Giant Insects, Giant Spiders, Spider Swarms, Insect Swarms, Snake Swarms, Bat Swarms, Ghosts, Zombies, Revenants, Guardians of the Elephant's Graveyards.
5 Facts known by locals: 1) Natives must be civilized/Foreigners mus be stopped 2) Klein is a monster. 3) Beasts obey the Leopard Shaman. 4) Where the forest start end the domain of the white men. 5)Greed is the cause of every evil.
Adventurers from the Nation: Rangers, Hunters, Clerics, Shamans, Druids, Fighters, Barbarians, Inquisitors.

Ophir:
Official Name: The Kingdom of Ophir
Inhabitants: 2 Millions (Leopardfolk 97%, Other 3%)
Surface: 50,000 Square Kilometres.
Capital City: Ophir City (367,000)
Major Settlements:Market Town(10,000)
Borders: North: Mulongo, East: Pellsidar, South: the Wildlands, West: The Sea of Sorrows.
Government: Absolute Ereditary Monarchy
Ruler: Queen Lah CI
Darklord: Queen Lah I (Rank four Ghost Sorcerer 12, possessing a human body throught the Scepter of Lah; C/E)
Lightlord:Saderine (Female Leopardfolk Ranger 10, L/G)
Economy: Trading, Slaves, Fur, Arcane Craft.
Military:Standing.
Politics:Feud beetwen rival family and cities.
Magic:Common.
Religion: Cult of the Leopard God (Fenris).
Climate:Warm.
Geography:Hills covered by jungles.
Education:Not Compulsory.
Languages:Common, Ophirian, Mulongi, Wildtongue,Zeindostein, Zherisian, Dementlieuse, Pellsidarian.
Flora:Mangrooves.
Fauna: Leopards, Snakes, Bats, Insects, Spiders, Rats,Antelopes, Squirrels, Rabbits.
Local Monsters: Dire Leopards, Antelopes, Dire Rats, Dire Bats, Dire Snakes, Giant Squirrels, Leopardfolk, Leoprdwere, Wereleopard, Moonstalkers, Queen Lah's Hunters.
5 Facts known by locals: 1) Lah reigns. 2)Human and Leopardfolk are both victims of the evil queen.3) Queen Lah never dies. 4)Watch you tongue, the queen is listening. 5)All men belongs to the Queen.
Adventurers from the Nation: Witches, Sorcerers, Shamans, Fighters, Barbarian, Druids, Rangers, Hunters.

Pellsidar:
Official Name: United Tribes of the Vale of Pellsidar.
Inhabitants: 7 Millions (Humans 70%,Saurials 27 % Other 3%)
Surface: 189,000 Square Kilometres.
Capital City: Griznar (100,000)
Major Settlements:Red Fang (60,000) Bood River Port (37,000), Oliphant Gate(18,000), Scale Keep (9,800)
Borders: North: Mulongo, East: Wildlands, South: Jaranga, West: Ophir.
Government: De jure Federation of Elective, ereditary or meritocratic moarchies, De facto Ereditary Monarchy, thanks to the Egemony of the Black Claw tribe.
Ruler: Hight-King Jarak Thundertail, King of the Black Claw People.
Darklord: King Barzun One-eyed, King of the Bloody Scales Tribe (Weretirannosaurus, Hunter 10, C/E)
Lightlord:Golden Fang (Awakened Allosaurus Ranger 10 L/G)
Economy: Fur, Crafting, Bone artisans, Mining, Quarries, Agriculture, Livestock Breeding.
Military:Standing, Every tribe has it's own militia.
Politics:Feud beetwen rival tribes.
Magic:Common.
Religion: Church of Jazirian, Draconic Pantheon, Cult of Fenris Church of Hala.
Climate:Warm.
Geography:A vast valley, encased beetween hight mountains, covered in jungles, with many rivers, the Bloody River beeing the bigger one and some big, rocky hill.
Education:Varies.
Languages:Common, Pellsidarian, Draconic, Mulongi, Ophirians, Wildtongue, Jagandian.
Flora:Golden Rose, Life Root, various species of Berries, Various species of Mushrooms.
Fauna: Insects, Snakes, Lizards, Spiders.
Local Monsters: Dinosaurs, Sabre-toothed Tigers (Sabretooths), Dire Animals, Giant Insects, Giant Spiders, Giant Lizards, Weredinosaurs, Weresabreteeth, Awakened Dinosaurs, Insect Swarms, Spider Swarms, Giant Toads, Frog Swarms, Collective Mind Swarms, Dragons.
5 Facts known by locals: 1) The stronger prey on the weaker 2)Sometime you are the hunter sometime you are the prey, you can win or loose in both cases. 3) Old things sleeps in the deep of the jungle, let them sleep. 4) It is better to die as an hunter than to live out as a prey.5) The harder the hunt, the better the trophy.
Adventurers from the Nation: Rangers, Hunters, Shamans, Druids, Oracles, Barbarians, Primals, Fighters, Witches, Sorcerers.

Jaranga:
Official Name: Kingdom of Jaranga
Inhabitants: 10 Millions (Humans 99%, Other 1%)
Surface: 100,000 Square Kilometres.
Capital City: Jaranga City (380,000)
Major Settlements:Uzuanga (210,000)
Borders: North: Seownee, N'zari, East: Afshanga, South: Zaaltland, Wildlands, West: Wildlands
Government: Unitary Ereditary Monarchy.
Ruler: King A'Kchai taBashoga
Darklord: Argod the White Gorilla (Awakened Dire Gorilla Psichic 10, L/E)
Lightlord:A'Kchai taBashoga aka the Black Lion (Lion de Noir Fighter 10, L/G)
Economy: Mining, Agriculture, Crafting, Alchemical Craft.
Military:Standing, professional.
Politics:Ritualized rivalry beetween families.
Magic:Common.
Religion: Cult of Bast, Cult of Sekmeth, Cult of Fenris. Church of Ezra.
Climate:Warm.
Geography:A single mountain, Mount Jaranga, dominate the hills and valleys covered by jungle.
Education:Compulsory five years.
Languages:Common, Jarangani, N'zarian, Dementlieuse
Flora:Heart Leaf, Lion Mane Bush, Baobab.
Fauna: Lions, Leopards, Hyenas, Antelopes, Deers, Jakals, Cheetas, Elephants, Gorillas, Phytons, Bats, Spiders,
Local Monsters: Dire Lions, Dire Leopards, Dire Hyenas, Dire Pythons, Dire Jakals, Dire Cheetas, Dire Bats, Olyphants, Werelions, Wereleopards, Werehyenas, Werejakals, Werecheetas, Giant Spiders, Werepythons, Werebats, Panthéres de Noir, Phantom Wolves, Gnolls, Bat Swarms, Spider Swarms, Avenging Lions.
5 Facts known by locals: 1) Don't trust foreigners. 2) Jaranga will prevail.3) The King protects 4) The Black Lion always get his prey. 5)Fear the power of the White Gorilla.
Adventurers from the Nation: Rangers, Hunters, Shamans, Fighters, Oracles, Barbarians, Wizards, Alchemists, Magi; Spellbrakes, Primals.

Seownee:
Official Name: Kingdom of the Seownee valley.
Inhabitants: 10 Millions (Awakened Animals 79%, Humans 20%, Other 1%)
Surface: 210,000 Square Kilometres.
Capital City: Truce Rock (30,000 )
Major Settlements:Dead Rocks (100,000), Mesuto (210,000)
Borders: North: Sri Raji, East:N'zari, South:Jaranga, Wildlands, West: Ashanga.
Government: Ereditary Matrilinear Monarchy.
Ruler: King Itah.
Darklord: Oetub/Erehs Nahk (Greater Tigerwere Hunter 7/ Rogue (Charlatan) 3 L/E)
Lightlord: Itah (Awakened Elephant Fighter 10, L/G)
Economy: Timber, Cattle, Officinal Herbs, Agriculture,Trading.
Military:Standing; Each tribe has it's own militia.
Politics: Both humans and awakened animals have theyr own feuds.
Magic:Common.
Religion: Rajan Pantheon, Cult of Fenris.
Climate:Warm and Rainy.
Geography:The Seownee River is born from Mount Meru, and a great forest fill the big valley.
Education:Compulsoey, four years.
Languages:Common, Wildtongue, Rajian, Jarangi, Nzarian, Ashangian.
Flora:Red Flower, Life Flower.
Fauna: Wolves, Tigers, Jakals, Bears; Monkeys, Porcupines, Rabbits, Skunks, Vultures, Hawks, Feasans, Peacocks, Leopards, Pithons, Cobras, Wasps, Bees, Bats, Buffalos, Elephants.
Local Monsters: Dire Animals of the aforementioned races, Were beasts, of the aforementioned races, Tigerweres, Greatertigerweres, Giant Wasps, Wasp Swarms, Awakened Animals of the aforementioned races.
5 Facts known by locals: 1) Animals rule, following the Law of the Jungle. 2) Hunt for your hunger not for your fun. 3) One life for one life. 4) Do not hunt Humans, kill them only in self defense. 5)No hunting near the Truce Rock.
Adventurers from the Nation: Rangers, Hunters, Shamans, Druids, Oracles, Fighters, Barbarians, Rogues, Sorcerers, Summoners (Wildcaller).

Wildlands:
Official Name: Wildlander Empire/ Alliance of the Free Kingdoms of the Wildlands.
Inhabitants: 25 Millions (Awakened Animals 97%, Other 3%) (15 millions the Empire, Ten Millions the alliance)
Surface: 500,000 Square Kilometres. (300,000 the Empire, 200,000 the Alliance)
Capital City: Swamp Heart (70,000) (Empire), Friendship Rock (180,000) (Alliance)
Major Settlements:Rhinosia (112,000), Sabrineville (118,000)
Borders: North: N'zari, Afshanga, Jaranga, Ophir, Pellsidar, Seownee, East: The Nightmare Sea, South: Zaaltland, West: The Sea of Sorrows, Afshanga.
Government: Dispotism/Federation of Ereditary constituitional Monarchy, with a single elected ruler.
Ruler: Emperor Mamba the Crocodile / Hight King Odum the Lion.
Darklord: Emperor Crocodile (Awakened Unique Dire Crocodile Fighter 7 C/E)
Lightlord:King Lion (Awakened Dire Lion, Paladin 10, L/G)
Economy: Trading, Crafting, Mining, Agriculture.
Military:Standing
Politics:Since a war is currently in course, politics between the various animal kingdoms regard mainly theyr position in the conflict.
Magic:Common.
Religion: Cults of Fenris (All allignements sect, included Lawful and Good ones)
Climate:Warm
Geography: Vast plains of grass, with spot of jungles and great rivers and swamps;
Education:Varies.
Languages:Common, Wildtongue, Dementliuse, Darkonese, Lamordian, Zeindostein, Afshangian, Jarangi, Seowneese, Pellsidarian, Ophiri, N'zarian, Zaaltlander.
Flora:Meatfruit Tree.
Fauna: Any kind of Warm Plain and Marshes animal and vermin.
Local Monsters: Any kind of Warm Plain and Marshes Magical Beast, Giant Vermin, Swarm, Dire Animal, Beastwere and Awakened Animal.
5 Facts known by locals: 1) Beware the hairless Apes.2)Unity make strenght. 3) Dreams fuel ambition, both evil and good.4) Even the mightiest of the beast can fell if it's alone against many. 5) Any weapon is fair, to protect one's life.
Adventurers from the Nation: Rangers, Hunters, Shamans, Oracles, Druids, Fighter, Barbarians, Wizards, Clerics, Sorcerers, Witches.

Afshanga:
Official Name: KwaAfshanga (Afshanga Empire)
Inhabitants: 14 Millions (Humans 99%, Other 1%)
Surface: 180,000 Square Kilometres.
Capital City: Uhlanga (100,000)
Major Settlements:Azantelwana (70,000), Twambe (37,000)
Borders: North: The Wildlands, Jaranga, East: The Wildlands, South: Saaltland, West: Nightmare Sea.
Government: Feudal Ereditary Monarchy.
Ruler: Inkosi Chaka kaXenzanga.
Darklord: Chaka kaXenzanga (Afflicted Wereleopard Fighter 15, L/E)
Lightlord:Nzima koTashanga (Rank Four Ghost Shaman 12 L/G)
Economy: Cattle, Trading, Crafting, Mining.
Military:Standing, Professional.
Politics:Feud beetween the various tribes.
Magic:Commno but Feared.
Religion: Afshangan Pantheon, Cult of Fenris.
Climate:Warm
Geography:A large plain covered in swamps and dotted with jungles.
Education:Varies.
Languages:Common, Afshangan, Jarangi, N'zarian, Wildtongue, Zherisian, Zaaltlander, Lamordian, Mordentish, Zeindostein.
Flora:Baobab, Ancestor Trees.
Fauna: Gnus, Lions, Leopards, Antelopes, Gazelles, Zebras, Giraffes, Ostriches, Cheetas,
Local Monsters: Any kind of Warm Plain and Marshes Magical Beast, Werebeast, Giant Vermin, Swarm, Dire Animal, Beastwere and Awakened Animal plus Inkanyamba, Tokoloshes,Uhmdlebes, Impudulus (Vampire).
5 Facts known by locals: 1) Be faithful to your Kraal (Your home tribe) 2) Traditions are holy.3) Everyone must do it's duty for the kraal.4) Animals are the messengers of the gods. 5) Respect the elders.
Adventurers from the Nation: Fighters, Rangers, Hunters, Clerics, Sorcerers, Witches (Witch Doctor), Wizards, Spellbrakes.

Zaaltland:
Official Name: Verenigde Staten van Zaaltland.
Inhabitants: 15 Millions (Humans 99%, Other 1%)
Surface: 410,000 Square Kilometres.
Capital City: Stormkaapstadt (329,000)
Major Settlements:Gregoria (210,000), Freuntblom (197,830)
Borders: North:Wildlands , East: The Nightmare Sea, South: The Shadow Sea, West: Afshanga, The Sea of Sorrows.
Government: Federal Presidential Ethnocentrical Republic.
Ruler: President Wilhelm van Hertz
Darklord: Wilhelm van Hertz (Patriarch Impudulu Vampire Bard (Demagogue) 10, L/E)
Lightlord:Desmond Mpilo (Spirit Touched Cleric of Ezra 12 L/G)
Economy: Minig, Trading, Diamonds, Gold, Jewelry, Fur, Coal.
Military:Standing.
Politics:Two main legal parties, the National Party in power and the Democratic Party; The People Unity Party is actually illegal.
Magic:Common, Feared in some village.
Religion: Church of Ezra (L/G Sect), Afshangan Pantheon.
Climate:Warm in the north, continental in the interior, temperate on the east and west coast, cold on the south coast.
Geography:Hills and plains covered in thick forrest, with a chain of tall mountains,Titan Backbone Mountains, on its north-west border, and vast plains covered in forrests and grass on the north east; The Blood River divide the country in two, and the south coast often see big Icebergs floating in the nearby waters.
Education:Compulsory for the white peoples, 5 years.
Languages:Common, Zaaltlander, Zeindostein, Afshangian, Lamordian, Zherisian, Bluesteinian.
Flora:Baobabs, Blood Leaf Oaks.
Fauna: Lions, Wolves, Leopards, Leopard Seals, Impalas, Penguins, Seagulls, Albatrosses, Sharks.
Local Monsters: Dire Lions, Dire Wolves, Dire Leopards, Dire Leopard Seals, Dire Sharks, Werelions, Greater Werelions, Sewolves, Greater Seawolves, Plain Loup Garous, Weresharks, Ghosts, Revenants, Wraiths, Impudulus (Vampire).
5 Facts known by locals: 1) White and not Whites must be separated. 2) We fight the savages, do not marry them. 3) A quiet people makes a quiet land.4) Father Desmond maybe is a deluded old fool, like the governement say, but he will help you no matter what.5) Fire is dangerous, every city and village must have firesquads ready to act.
Adventurers from the Nation: Rangers, Gunslingers, Clerics, Bards, Fighters, Rogues, Shamans.

Islands

Katagem Islands:
Official Name: United Kingdoms of Katagem Islands
Inhabitants: 11 Millions (Humans 99%, Other 1%)
Surface: 178,000 Square Kilometres. (300 Islands, the bigger 3 are Kata, Etegem and Achai, on witìch the 80% of population is concerntrated.
Capital City: Saravak (219,000)
Major Settlements: Kiltara (98,000), Laduan (87,000), Tanedrahem (35,000)
Position: In the Nightmare Sea, themajor Island is exactly hafway beetween the Verdourous Lands and the Amber Reaches. Most of the others, however, are nearer to the Verdourous Lands.
Government:Ereditary Federal Monarchy.
Ruler: The Maraja of the Katagem Islands, James Rook, Raja of Saravak.
Darklord: Sayadan (Inquisitor of Kali (Holy Assassin) 10 N/E)
Lightlord:The Raja of Kiltara, Sanjaran (Weretiger Fighter 10, N/G)
Economy: Trading,Piracy, Fur, Ivory, Jewels, Mining, Diamond.
Military:Standing, each Raja have his own retinue, Strong Navy, each Raja has his own small fleet.
Politics: Feuds beetween rival Rajas are resolved by the Council of Rajas in Saravak.
Magic:Common but feared.
Religion: Rajian Pantheon, Church of Andaran, Divinity of Mankind, Church of Ezra (L/G sect)
Climate:Warm and rainy.
Geography:Many fertile plain islands, with a few being natural rocky fortresses; all covered in jungle.
Education:Non compulsory.
Languages:Common, Katagemi, Rajiani, Lamordian, Zherisian, Pharazian.
Flora:Coffin Root.
Fauna: Mosquitos, Tigers, Leopards, Spiders, Snakes, Sharks, Octopuses, Bats, Rats.
Local Monsters: Mosquito Swarms, Giant Mosquitos, Dire Tigers, Dire Leopards, Giant Spiders, Spider Swarms, Dire Snakes, Snake Swarms, Giant Octopuses, Dire Bats, Dire Rats, Weretigers, Wereleopards,Weresnakes, Caecelias, Werebats, Wererats, Bajangs, Lang Suirs, Pontianaks, Pennanggalans (Vampire), Mananggals (Vampire), Leyaks (Vampire), Wakwaks (Vampire), Toyols, Polongs, Pelesits, Hantus (Raya, Air, Galah, Kopek, Laut), Jembalang-Tanahs, Jenglots, Diwatas, Engkantos, Duwendes, Nunusatunsos, Multus, Tikbalangs, Bakunawits.
5 Facts known by locals: 1)Fear the Holy Stranglers of Khali. 2) The Katagem Islands are like a huge market, you can find almost anything there. 3)A stranger rules us now, and, for Vishnu's sake he is doing well. 4) The sea is our shield and our richness. 5) The Raja of Kiltara does not tolerate injustice.
Adventurers from the Nation: Fighters, Rogues, Swashbucklers, Gunslingers, Rangers, Hunters, Clerics, Shamans.

Calibasha:
Official Name: Kingdom of Calibasha
Inhabitants: 16 Millions (Calibans 79%, Humans 20% Other 1%)
Surface: 178,000 Square Kilometres.
Capital City: Claw Bay City (343,000)
Major Settlements: Broken Tower (17,000)
Position:In the Nightmare Sea 70 Km East from Port Nouveau in Mulongo.
Government:Etnocentric Aristocratic Monarchy.
Ruler: King Davy IV Moran, Tenth Mastershaper of Calibasha.
Darklord: Davy IV Moran (Alchimist 12 (Fleshtwister), L/E)
Lightlord:Magnus (Caliban Kineticist 12 L/G)
Economy: Slaves, Arcane Craft, Mining.
Military:Standing.
Politics:The heads of the human aristocratic families vies for power and positions of authorithy.
Magic:Common and Promoted.
Religion: Church of Zhakata, Cult of Sseth, Celebrants of Mankind, Cult of Lothurr (Clandestine) .
Climate:Temperate
Geography:various mountains and hills, covered in forrest cover the island.
Education:Compulsory seven years state ran, only for humans.
Languages:Common, Zherisian, Zeindostein, Mulongi, Dementlieuse, Vaasan.
Flora:Various uniques hybrids.
Fauna:Snakes, Monkeys, Rats.
Local Monsters: Broken Ones, Golems, Awakened Golems, Living Spells, Oozes, Rat Swarms, Dire Rats, Dire Snakes, Anphisbenas, Owlbears, every kind of Construct, Every kind of creable Undead; Houndfolks.
5 Facts known by locals: 1)Once Calibashan, forever Calibashan. 2) Human rules, the created are property. 3)Knowledge is Power. 4)Will shapes Fate. 5)Magnus and it's Brotherood are terrorists, they must be crashed; so spoke the governement.
Adventurers from the Nation: Wizards, Sorcerers, Spellbrakes, Alchimists, Magicians, Rogues, Magi, Gunslingers, Fighters, Clerics, Inquisitors.

Rokushima Táiyoo:
Official Name: Rokushima Táiyoo no Mikado (Empire of Rokushima Islands)
Inhabitants: 18 Millions (Humans 99%, Other 1%)
Surface: 108,000 Square Kilometres.
Capital City:Minaminohakiyo (239,000)
Major Settlements: Beikoku (37,000), Chuugoka (60,000), Eikoku (68,000), Roshiya (100,000)
Position: the Five Islands which made up the Rokushima Islands are the central Rokushi, were si the capital city; Than we have: Katasuro (Roshiya), Kazazumi (Beikoku), Mababeiu (Chuugoka), Takahiroson (Eikoku); Each of the four islands is exactly thirty Km from the central one forming a greek cross with it; Katasuro is at East, Tokahiroson at North, Kazazumi is on the West, Mababeiu is on the south. Rokushi centeris exactly 300 Km East from Cua Song.
Government:Feudal Ereditary Monarchy.
Ruler: Shimpi Haki Temno
Darklord: Shinpi Haki (Half-Oni Samurai 15, L/E)
Lightlord:Shinpi Atsushi (Tiefling Rogue 16, C/G)
Economy: Slavery, Trading, Fishing, Woodcraft, Metalcraft.
Military:Standing, Strong Navy.
Politics:ristocratic families vie for dominance, under the iron rule of the Shinpi Family.
Magic:Common, feared outside Mababeiu.
Religion: Kami Pantheon.
Climate:Temperate.
Geography:Five hilly islands covered in forrests and volcanoes.
Education:Only for nobles or varies.
Languages:Common, Rokushinese, Cuanunghish, Katagem, Zherisian.
Flora:Crisanteems,Blood Cherry Tree.
Fauna: Wolves, Bears, Sharks, Squids, Rakkoons, Foxes, Rats, Spiders, Toads; Crocodiles.
Local Monsters: Dire Wolves, Dire Bears, Dire Sharks, Dire Rakkoons, Dire Foxes, Dire Rats, Dire Crocodiles, Fiant Toads, Toad Swarms, Giant Spiders, Rat Swarms, Spider Swarms, Giant Squids, Tanukis, Kitsunes, Hebihonnas, Tsuchigumos, Jorogumos, Bakenekos, Mujinas, Inugamis, Onis, Shinigamis, Kamuas, Yokais, Kappas, Tsukomoganis (any), Rokurobis (Vampire) Nukekubis (Vampire).
5 Facts known by locals: 1)Death before dishonor. 2) Uphold the Bushido in everything you do. 3)Respect the Kamis. 4) Be always respectfull in your behaviour. 5)Serve your Emperor, your Nation, your Family!
Adventurers from the Nation: Samurais, Ninjas, Wizards, Clerics, Rogues, Bards, Monks, Brawlers, Sorcerers, Witches.

Aoronga:
Official Name: Union of Aoronga
Inhabitants: 23 Millions (Humans 99%, Other 1%)
Surface: 478,000 Square Kilometres.
Capital City: Wanahitoa (125,000)
Major Settlements: Teatawiki (118,000), Orongo (109,000); Mahanui (97,000)
Position: 180 Km West of Kleinville in the Sea of Sorrows.
Government:Federal Ereditary Monarchy.
Ruler:Emperor Tawetame VI Kawani
Darklord: Kabomba the Fallen (Moai Sorcerer 5, C/E)
Lightlord:Tagaloa Maui'ii (Tangata Manu Paladin 10, L/G)
Economy: Trading, Fishing, Hunting, Sheep Breeding, Bananas, Kiwis, Coconuts.
Military:Standing, with a strong navy, each tribe has it's own small militia and fleet.
Politics:Tribes vies for prominence in the Hight Council.
Magic:Common.
Religion: Aorongan Pantheon, Church of Ezra (L/G Sect)
Climate:Warm and Rainyin Summer, Cold and Snowy in Winter.
Geography:A large Hisland, full of grassy vales, andotted of tall mountains; Maount Rangi'hau is the tallest.
Education:4 years compulsory, ran by the priests.
Languages:Common, Aorongan, Vaasi, Blustinian, Zherisia, Lamordian, Dementlieuse.
Flora:Palms, Aloha Flowers.
Fauna:Seals, Sea Lions, Dodos, Whales, Sharks, Bats, Kiwis, Parrots, Rats, Hawks, Crabs, Jellyfishes, Sea Urchins, Octopuses.
Local Monsters: Dire Sea Lions, Dire Sharks, Dire Bats, Dire Rats, Terror Birds, Dinosaurs, Rat Swarms, Bat Swarms, Dire Hawks; Zombies, Shrunk Heads, Ghosts, Weresealions, Weresharks, Moais, Giant Octopuses, Giant Crabs, Crab Swarms, Giant Jellyfishes, Jellyfish Swarms, Giant Sea Urchins, Megalodont; Tangata Manus.
5 Facts known by locals: 1)The sea gives, the esa takes.2) Storms make us equals. 3) Ancient rites werebestowed on us by our ancestors, and we shall always uphold theyr wisdom. 4) Standing Moais protects, never trust a fallen one; 5) The Birdmans protect us all.
Adventurers from the Nation: Druids, Clerics, Shamans, Rangers, Hunters, Fighters, Barbarians, Sorcerers, Witches.

And these were the Verdourous Lands, the third Continent of the Mistworld.
As always feedback is wellcome.
Mistmaster
Evil Genius
Evil Genius
Posts: 1139
Joined: Fri Feb 19, 2016 5:27 pm

Re: My take on Ravenloft, chapter one

Post by Mistmaster »

Beyond the Core Part Three :


The Amber Reaches

Har'Akir:
Official Name: Kingdom of Har'Akir
Inhabitants: 10 Millions (Humans 99%, Other 1%)
Surface: 307,000 Square Kilometres.
Capital City: Muhar (300,000 )
Major Settlements:Karnaaq (210,000), Pi-Ahnktepot (208,000), Humbos (198,000), Bebastes (192,000).
Borders: North: The Dread Sea,East: The Nightmare Sea, South: Pharazia, South-West: Axion West:Melqart, Sebua, Kalidnay.
Government: Theocratic Ereditary Monarchy
Ruler: Pharaon Ahnktepot VIII, XIX Pharaon of the XXXIII Dinasty.
Darklord: Ahnktepot I (Ancient Dead Rank 5 Cleric of Set 20 L/E)
Lightlord:Ahnktepot V (Ancient Dead Rank 4 Cleric of Osiris 20 L/G)
Economy: Oil, Grain, Mining, Crafting.
Military:Standing, Strong navy.
Politics:All the noble families are headed by priests.
Magic:Common.
Religion: Arakiri Pantheon.
Climate:Dry and warm, temperate near the Crocodile River.
Geography:The Crocodile River, which is born many kilometres in the South-East, in Axion, allow the otherwise desertical Har'Akir to flourish; It's regular floods grant Arakiri good harvests; small oasis dot the northern desertical plains and the southern mountains.
Education:Compulsory, 8 years, Priesthod-ran.
Languages:Common, Arakiri, Zeindostein, Pharazian, Melqartian, Sebuan, Kalidnese, Zherisian.
Flora:Papyrus, Desert Roses.
Fauna:Jakals, Scorpions, Beetles, Cats, Desert Lions, Aspises, Crocodiles, Fennecs, Hawks, Wild Goats, Hippos, Aardvarks.
Local Monsters: Dire Jackals, Dire Desert Lions, Dire Cats, Dire Fennecs,Dire Hawks, Dire Aspises, Dire Crocodiles, Dire Hippos, Giant Scorpions, Giant Beetles, Scorpion Swarms, Snake Swarms, Beetle Swarms, Giant Goats, Giant Aardvarks, Werejackals, Weredesertlions, Werefennecs, Wereaspises, Werecrocodiles, Werehippos, Werehawkes, Werecats, Seth's Beasts, Leucrottas, Desert Hags, Desert Vampires, Ghouls, Mummies, Greater Mummies, Salt Mummies, Sphinxes (Any), Constructs (any related to temple an tomb protection)
5 Facts known by locals: 1)The Deads never died 2) Never violate a tomb. 3) Respect the will of the gods. 4)Every person have his role in the world, and should accept it. 5)Justice can fail in this life, but never in the next.
Adventurers from the Nation: Clerics, Fighters, Paladins, Inquisitors, Oracles, Rangers, Hunters, Druids, Alchimists.

Sebua:
Official Name: Kingdom of Sebua
Inhabitants: 3 Millions (Humans 99%, Other 1%)
Surface: 103,000 Square Kilometres.
Capital City: Anhalla (100,000 )
Major Settlements: Mooshna (38,000)
Borders: North: Kalidnay, East:Har'Akir , South: Axion, West:As-Ur.
Government: Ereditary Feudal Monarchy.
Ruler: Paramount Chief Talibis
Darklord: Tiyet (Ancient Dead Rank 4 Rogue 6(Deadly Courtesan)/Courtier 7, N/E)
Lightlord:Shadua (Wild Child (Jakal) Hunter 14 N/G)
Economy: Trading, Crafting, Salt, Glass, Dapters.
Military:Each tribe has it's own militia.
Politics:Feuds between tribes, arbitrated by a concil of chief ruled by the Paramount.
Magic:Common but feared.
Religion: Arakiri Pantheon.
Climate:Dry and warm.
Geography:A desert plateau dotted in oasis and wells which allow the Sebuan people to live, and even thrive.
Education:Varies from tribe to tribe.
Languages:Common, Sebuan, Arakiri, As-Urian, Kalidnese, Axionese.
Flora:Dapter, Cacrtus, Agave.
Fauna:Jakals, Hyenas,Scorpions, Beetles, Desert Lions, Wild Camels, Vultures, Aspises.
Local Monsters: Dire Jackals, Dire Desert Lions, Dire Hyenas, Dire Vultures, Dire Aspises,Giant Scorpions, Giant Beetles, Scorpion Swarms, Snake Swarms, Beetle Swarms, Buraqs, Werejackals, Weredesertlions, Wereaspises, Werehyenas, Werevultures, Seth's Beasts, Leucrottas, Annis Beasts, Desert Hags, Desert Vampires, Ghouls, Mummies, Greater Mummies, Salt Mummies, Sphinxes (Any), Constructs (any related to temple an tomb protection), Heartless Deads.
5 Facts known by locals: 1)Fear the heart-devourers. 2) The desert is cruel, but it hides wonders. 3) Water is life. 4)Never waste Camels. 5) Solitude is death, in the desert.
Adventurers from the Nation: Hunters, Cavaliers, Oracles, Sorcerers, Fighters, Rangers.

Kalidnay:
Official Name: Kingdom of Kalidnay
Inhabitants: 1 Millions (Humans 99%, Other 1%)
Surface: 73,000 Square Kilometres.
Capital City: Kalidnay City (400,000 )
Major Settlements: Artanak (295,000), Bleak Knoll Town (292,000)
Borders: North: Melqart, East:Har'Akir , South: Sebua, West:As-Ur.
Government: Dispotism.
Ruler: King Kalid-ma.
Darklord: King Kalid-ma ( Disincarned Mind Psichic 10/Sorcerer 10, L/E)
Lightlord: Uran-Tor (Banshee Fighter 10, C/G)
Economy: Slaves, Trading, Mining, Obsidian, Glass, Iron.
Military:Standing, Professional.
Politics:The member of Kalidnese burocracy and army competes for advancement in the rigid social pyramid.
Magic:Common.
Religion: Arakiri Pantheon (Clandestine); While Kalid-ma has a cult of personality, he is a staunch misotheist, who forbid any cults.
Climate:Dry and warm, but rigid during the nights.Around the King's Eyes the climate is more agreable.
Geography:a desert of sands and rocks, often plagued by sandstorms,, with only a few source of waters, around with is concentrated the population. three lakes, named King's Eyes, host the three main cities.
Education:Compulsory, five years, ten for the magical inclined.
Languages:Common, Kalidnese, Melqartan, Arakiri, As-Urian,Sebuan.
Flora:Cactus.
Fauna:Hyenas, Jakals, Vultures, Aspises, Scorpions, Beetles.
Local Monsters: Dire Jackals, Dire Hyenas, Dire Vultures, Dire Aspises,Giant Scorpions, Giant Beetles, Scorpion Swarms, Snake Swarms, Beetle Swarms, Dinosaurs, Raxtis, Desert Vampires, Entombed, Thri-Kreens.
5 Facts known by locals: 1)Desert is death, cities are safe.2) Behold the glory of Kalid-ma the Magnificient. 3) Freedom is for the strong. 4)Never waste water. 5) Days are hot, but nights are frost-clawed.
Adventurers from the Nation: Any Occult, Sorcerers, Maguses, Fighters, Bards.

Melqart:
Official Name: Republic of Melqart
Inhabitants: 10 Millions (Humans 99%, Other 1%)
Surface: 233,000 Square Kilometres.
Capital City: Melqartis (215,000 )
Major Settlements: Anqas (210,000), Teyros (207,000), Bangash (203,000), Ziret (200,000)
Borders: North: The Dread Sea, East:Har'Akir. , South: As-Ur, Kalidnay,South-West; Zalem, West:The Sea of Sorrows
Government: Oligarchic Republic
Ruler:Hight-Suffet Hannon Marra.
Darklord: Elder Magon Henna (Collective (Maggots) Rogue (Charlatan) 10, N/E)
Lightlord: Hannibal Barro (Fighter (Warlord) 15, N/G)
Economy: Fishing, Trading, Mining, Glass, Salt, Iron, Gold, Oranges, Oil.
Military:Standing, Professional, Strong Navy.
Politics: The noble families in the rebublic circle around the three richest and most powerfull families, the Marra, The Barro, and the Henna family.
Magic:Uncommon, but not feared.
Religion: Melqartan Pantheon.
Climate:Dry and warm,Temperate on the cast, contintal on the mountains.
Geography:The more fertile lands are near the coast, in the north, while hot rocky and sandy deserts cover the interior, spanning as far as the Berab Mountains in the south.
Education:Compulsory, 3 years.
Languages:Common, Melqartan, Arakiri, Kalidnese, As-Urian,Sebuan, Dementlieuse, Zherisian, Collodian, Zeindostein.
Flora:Ceddar Tree.
Fauna:Desert Frogs, Lions, Wild Cats, Servals, Wolves, Spiders, Crabs, Deers.
Local Monsters: Dire Jackals, Dire Hyenas, Dire Servals, Berab Lions, Dire Vultures, Dire Aspises,Giant Spiders, Spider Swarms, Battle Elephants, Werehyenas, Ghuls.
5 Facts known by locals: 1)Gold can be stealed, Iron can be broken, but if the Iron defends the Gold, and the Gold buy back the Iron, than you have real power. 2)No pity for the enemy vanquished. 3) Peace is good for business. 4)Weakness invite invaders. 5) Deities always ask something for theyr boons; never ask for something you can't pay the price of.
Adventurers from the Nation: Fighters, Rogues, Bards, Savants, Wizards, Alchemists, Rangers.
Clerics, Inquisitors, Oracles, Sorcerers.

Pharazia:
Official Name: Caliphate of Pharazia.
Inhabitants: 11 Millions (Humans 99%, Other 1%)
Surface: 313,000 Square Kilometres.
Capital City: Phiraz (115,000 )
Major Settlements: Al-Jaugashba (210,000), Shuraz (80,000)
Borders: North: Har'Akir, East:Nightmare Sea , South:Yarabad, Al-Khathos, West:Axion, As-Ur.
Government: Feudal Ereditary Monarchy.
Ruler:Caliph Daud II ibn Amuraba al-Phirazi
Darklord: Abdul Ibn'Azad in secret Diamabel the Accursed (Unique Monstruos Humanoid, Inquisitor 16, L/E by day-C/E by night)
Lightlord: Sheick Alahan al-Rashaan (Fighter (Weaponmaster) 17, N/G)
Economy: Trading, Gambit, Pleasure Slaves, Gold, Jewelry, Mining.
Military:Standing, each city and nomad tribe has it's own militia, Strong Navy.
Politics: Tribes, Clans and local rulers vie for wealth and prestige; the al-Phirazi Clan is the richest and more powerfull.
Magic:Common.
Religion: Pharazian Pantheon, Church of Ezra (L/N Sect), Cult of Lady Luck.
Climate:Dry and Warm, temperate near the coast.
Geography:A vast sand desert, with a fertile coast.
Education:Varies.
Languages:Common, Pharazian, Arakiri, Axionese, As-Urian, Katagenian, Yarabad, Kathosian, Zeindostein, Zherisian, Bluesteinian.
Flora:Palm.
Fauna:Camels, Cobras, Desert Tigers, Goats, Monkeys, Scorpions, .
Local Monsters: Dire Desert Tigers, Dire Cobras, Giant Camels, Werecobras, Namurrsahr (Desertweretigers) Genies (all), Ghuls, Ghouls, Phoenixes, Phalarian, Desert Vampires, Aurochs, Kajal.
5 Facts known by locals: 1)The truth lay in the word of the Prophets. 2)Gods speak throught theyr prophets.3) Bless the name of the prophets of Light and avoid the rage off those of Darkness. 4) Age equal wisdom, and should always be heeded 5) Vice invite the rage of Diamabel the Accursed.
Adventurers from the Nation: Oracles, Clerics, Shamans, Rogues, Bards, Wizards, Alchemists, Fighters, Cavaliers, Swashbucklers.

Axion:
Official Name: Empire of Axion.
Inhabitants: 12 Millions (Humans 99%, Other 1%)
Surface: 210,000 Square Kilometres.
Capital City: Holy Axion (213,000 )
Major Settlements: Gandor (187,000), Augash (117,000)
Borders: North: Sebua, North-East: Har'Akir, East: Pharazia, South:Yarabad, South-West: Jade Steppe, West:Glass Desert.
Government: Feudal Ereditary Monarchy.
Ruler:Negus Negesti Menelikis IV .
Darklord: Ras Jibistis Haillis (Hyena King Fighter 10 L/E)
Lightlord: His Holiness Mathis Tewdoris ( Cleric 15 (Priest) of Amon L/G)
Economy: Trading, Gold, Jewelry, Mining, Silver, Diamonds.
Military:Standing, each Feudal Lord (a Ras) and Local king (a Negus) has it's own militia.
Politics:Rases and Neguses vie for prominence;
Magic:Uncommon.
Religion: Church of Amon of the Arakiri Pantheon.
Climate:Dry and Warm, temperate near the Crocodile River and the Lake of Fallen Stars.
Geography:A rocky, desert plateau crossed by small creeks and gorges with tall mountains in the south-west.
Education:Varies.
Languages:Common,Axionese, Arakiri, As-Urian, Yarabadi, Sebuan, Steppe Common Language, Glass Desert Speech.
Flora:Cactuses, Spirit Bush.
Fauna:Horse Jakals, Hyenas, Elephants, Rats, Bats, Adders, Phytons, Snakes, Wildcats, Monkeys.
Local Monsters: Dire Horse-Jakals, Dire-Hyenas, Dire Rats, Dire Bats, Dire Snakes, Dire Wildcats, Rat Swarms, Bat Swarms, Snake Swarms, Monkey Swarms, Hyena Kings, Werehorsejakals, Holy Guardians.
5 Facts known by locals: 1)Amon, mightiest of the Gods, bless Axion. 2)The Negus Negesti share the blood of Amon, thought he is no god. 3) Priests are the voice of Amon. 4) Hierarchy comes from Amon Himself. 5) Chaos is evil.
Adventurers from the Nation: Fighters, Clerics, Oracles, Shamans, Paladins, Rangers.

Jade Steppe:
Official Name: Great Qaghanate of the Jade Steppe.
Inhabitants: 36 Millions (Humans 99%, Other 1%)
Surface: 510,000 Square Kilometres.
Capital City: Knarakaurum (318,000)
Major Settlements: Avaraq (300,000), Qhangalin (287,000)
Borders: North: As-Ur, Yarabad, Al Khatos, Axion, East: the Nightmare Sea, South:The Dream Desert, West:Glass Desert,North-West: Zalem; G'Henna is an Enclave, laying on unaccessible plateus in the Fathers Mountains.
Government: Feudal Ereditary Elective Monarchy.
Ruler:Quaghan Olutai Qhan
Darklord:Olutai Qhan (Erlik Creature Barbarian (Warchief) 10, N/E)
Lightlord: Oduzai Qhan (Fourth Rank Ghost Fighter (Warlord) N/G)
Economy: Trading, Slavery, Horse Breeding, Cattle, Smithing, Woodcraft.
Military:Standing, each Qhan has it's own troops. Fledgling Navy.
Politics:Qhans vie for glory and predominance inside the Kurultai, the council of chief.
Magic:Uncommon and feared.
Religion: Jade Steppe Pantheon, Pharazian Pantheon, Church of Ezra (L/G Sect), Church of the Provider .
Climate:Dry and Cool, temperate near the coast, cold on the Father Mountains in the center..
Geography:A short grass steppe dotted with wells and pools, with the massive Father Mountains in the middle.
Education:Varies.
Languages:Common,Steppe Common Language,Axionese As-Urian, Yarabadi, Glass Desert Speech, Khatosian, Rokushimese, Zherisian, Zeindostein, Zalemian .
Flora:Blood Grass.
Fauna:Tigers, Horses, Scorpions, Snakes, Ravens.
Local Monsters: Dire Tigers, Dire Snakes, Giant Raven, Wereraven, Raven Swarms, Snake Swarms, Carnivore Horses, Giant Scorpions, Scorpion Swarms, Erlik Horses, Phantoms, Ghosts, Ghouls.
5 Facts known by locals: 1)Riding is living. 2)A Qhan who doesn't ride is no Qhan at all. 3)Enemies which do not submit have to be killed. 4) Horses are power. 5) Stealing an horse is a vile crime.
Adventurers from the Nation:Cavaliers, Fighters, Shamans, Barbarian, Rangers, Sorcerers, Spellbrakes, Brawlers.

G'Henna
Official Name: Holy Land of G'Henna.
Inhabitants: 2 millions. ( Humans 98%, Other 2% )
Surface: 190,000 square kilometres.
Capital City:Zhukar (180,000),
Major Settlements: Dervich (130,000), Zhakata's Eye (110,000)
Borders: Completely sourrounded by the Jade Steppes.
Government:Feudal Theocracy.
Ruler: 11° Yagno Khagan Miqan Pedrotsa
Darklord: Miqan Pedrotsa (Cleric of Zhakata the Devourer, 14, L/E)
Lightlord:Her Holiness Karai Marqo, Abbess of Duraqa (Cleric of Zhakata the Provider 13 L/G)
Economy:Agriculture, Mining.
Military:Officially, none, unoufficially, each monastery have it's retinue.
Politics:Competitio inside Zhakata's church, and beetween the monasteries, frequently results in shisms.
Magic: Strictly regulated.
Religion:Church of Zhakata.
Climate:Dry and Cold.
Geography:Rocky plateus encased in hightm unforgiving mountain ranges, dotted by patches of fertile lands, cultivated intensively using magic.
Education:Church Ran, seven years compulsory.
Languages: Common, G'hennan, and Jade Steppes Speech .
Flora: Devorer's Claws.
Fauna: Yaks, Wild Goats, Wolves.
Local Monsters:Broken Ones, Dire Wolves, Yetis, Yakfolk, Storm Giants, Cloud Giants.
5 Facts known by locals: 1)Zhakata is the only true god. Differing is blasphemy. 2) Fasting is an holy act! Feasting is blasphemy 3)Food is given by Zhakata and to him it belongs, or so say the priests. 4)Woe to those which displease the Voice. 5) Hope in the Provider.
Adventurers from the Nation: Antipaladin (Tyrants), Warpriests, Clerics, Monks, Rangers, Slayers, Hunters, Alchemists.

Dream Desert:
Official Name: Confederation of the Dream Desert
Inhabitants: 10 Millions (Humans 98%, Other 2%)
Surface: 397,000 Square Kilometres.
Capital City:Kabiri (87,000)
Major Settlements:Nqwadi (39,000), Qwandi (36,000)
Borders: North: The Jade Steppe, East: the Nightmare Sea, South: The Shadow Sea, West: The Glass Plains.
Government: Elective Monarchy.
Ruler:Paramount Chief Nagingo of the Koala Wood Tribe
Darklord:The Nightmare Man ( Collective entity, Unique outsider, with seven different personality:
The Dreadknight (Cavalier 10) L/E; The Painter (Summoner 10) C/E, The Old Man (Shaman 10) N/E), the Barterer (Rogue 10) N/E; The Bunyp (Greater Bunyp) C/E, the Hunter (Ranger 10) L/E, the Defiler (Fighter 10) N/E.)
Lightlord:Jabiro the Wanderer (Venerable Shaman (Dreamspeaker) 10, N/G)
Economy: Hunting, Bartering, Mines, Cattle.
Military:Not standing, tribes raise militias up only when they need too. No Naval power.
Politics:Feuds beetwen tribes.
Magic:Common but feared.
Religion: Dwellers of the Dream, Church of Ezra (L/G Sect) .
Climate:Dry and hot, temperate near the coasts.
Geography:A sandy, rocky or short-bushed plain with small hills, dotted in spots of jungle.
Education:Varies.
Languages:Common,Dream Desert Common Language, Jade Steppe Common Language, Glass Desert Speech, Rokushimese, Zherisian, Zeindostein, Zalemian .
Flora:Eucalyptus.
Fauna:Dingos, Thylacins, Kangaroos, Spiders, Snakes.
Local Monsters: Dire Dingos, Dire Thylacins, Werethylacin, Giant Carnivore Kangaroos, Giant Spider, Spider Swarms, Dire Snakes, Weresnakes, Bunyps, Greater Bunyps.
5 Facts known by locals: 1)Dreams are the source of reality. 2)Never underestimate a dream. 3)Nightmares are the price of dreaming. 4) Fear unattanded water bodies. 5)Never wander at night, beware the Nightmare Man.
Adventurers from the Nation: Shamans, Bards, Hunters, Rangers, Druids, Fighters, Sorcerers, Spellbrake.

Yarabad:
Official Name: Sultanate of Yarabad
Inhabitants: 3 Millions (Humans 99%, Other 1%)
Surface: 197,000 Square Kilometres.
Capital City:Yarabad(115,000)
Major Settlements:Quirkhai (108,000), Giazzed(100,000), Kapoq (79,000).
Borders: North: Pharazia, East: Al-Khatos, South and West: Axion.
Government: Absolute Ereditary Monarchy.
Ruler:Sultan Aoboab IV al-Yarabadi.
Darklord:Jafar al-Mamoud (Efreti Wizard (Shair) 10, L/E)
Lightlord:Prince Ali al-Kassim (Rogue (Thief) 15, C/G)
Economy: Trading, Mines, Jewelry, Crafting, Dapters.
Military:Standing.
Politics:Competition by courtiers and governors.
Magic:Common.
Religion: Pharazian Pantheon.
Climate:Dry and hot.
Geography:A sandy, plaim full of dunes, dotted in oasis.
Education:Compulsory 5 years.
Languages:Common,Yarabadi, Khatosian, Pharazian, Axionese.
Flora:Palm, Agave.
Fauna:Rats, Camels, Jakals, Snakes, Scorpions.
Local Monsters: Dire Rats, Dire Jackals, Gire Snakes, Giant Scorpions, Snake Swarms, Scorpion Swarms, Desert Vampires, Ghul, Ankbout, Sand Hags, Werejakals, Wererats, Mephits, Genies.
5 Facts known by locals: 1)Genies can't kill you, but you don't know how bad they can turn your life. 2)Never travel the desert by yourself. 3)Sometimes, a diamond hide in the rought. 4) Never take a merchant word for granted. 5) When you are in a market, keep your eyes open, your mouth shut, an hand on your purse and the other on your weapon.
Adventurers from the Nation: Wizards, Rogues, Clerics, Witches, Fighters, Bards, Savants, Fakirs.

Muraman:
Official Name: Holy Land of Muraman
Inhabitants: 6 Millions (Humans 99%, Other 1%)
Surface: 297,000 Square Kilometres.
Capital City:Stonewall(215,000)
Major Settlements:Prophet's Rest (208,000), Ezra's Rock(200,000), Ezra's Grace (179,000).
Borders: North: Zalem, East: As-Ur, South: The Glass Desert, West:The Sea of Sorrows.
Government: Theocratic Parliamentary Republic.
Ruler:First Elder Ezekiel Stone
Darklord: Bethany Stone (Harpy Inquisitor (Mob Leader) 8, L/E)
Lightlord:Catherine Stone (Rank 4 Ghost, Witch 8 C/G)
Economy: Trading, Crop, Salt, Crafting, Finance.
Military:Standing, Compulosory, Strong Navy.
Politics:Any Adult Male can run for a seat in the local or general Elder Council, if he belong to the Chutch of Ezra.
Magic:Uncommon, feared and forbidden without the church consent.
Religion: Church of Ezra (L/N Sect), Cult of Hala (Clandestine)
Climate:Dry, but with two regular rain seasons.
Geography:A plain dotted in hills, with small creeks, short vegetation, and salty patches of desert.
Education:Compulsory 7 years, Church ran.
Languages:Common,Zherisian, Asurian, Zalemian, Glass Desert Common Speech.
Flora:Salt Tree, Apple Tree.
Fauna:Bees, Cattle, Wolves, Jakals, Turkeys.
Local Monsters: Dire Wolves, Dire Jackals, Giant Bees, Bee Swarms, Werewolves, Werejackals, Collectives (Bees), Geists, Harpies, Hags.
5 Facts known by locals: 1)Words are sharper than knives. 2) Keep your virtues public and your vices private. 3) Reputation is life. 4) Show your faith. 5)Ezra help us with scorned women.
Adventurers from the Nation: Clerics, Inquisitors, Rogues, Witches, Hunters, Shaman, Druids.

Zalem:
Official Name: Kingdom of Zalem
Inhabitants: 2 Millions (Humans 99%, Other 1%)
Surface: 87,000 Square Kilometres.
Capital City:Zayon (350,000) (Al-Thakis, Prophet's Grave and Libqar are administrative capitals for the Holy Caliphate, the holy Kingdom, and the Divine Hegemony)
Major Settlements:Al-Thakis (108,000), Prophet's Grave (100,000), Libqar(79,000).
Borders: North: Melqart, East: As-Ur, South: Muraman, West:The Sea of Sorrows.
Government: Federation of three Theocratic Parliamentary Monarchies, The Holy Kingdom of Zayon, the Holy Caliphate, and the Divine Hegemony of Zalem.
Rulers:Holy King Salman Dane, Holy Caliph Murad al-Thakisi, Divine Hegemon Qarat V.
Darklord: Chancellor Benjamin Nethernow (Antipaladin (Tyrant) 10, L/E)
Lightlord:Qarat IV (Cleric 15 of Hadad, L/G)
Economy: Trading, Crop, Fishing, Arcane Craft.
Military:Standing, Compulsory, with Reservist; Strong Navy.
Politics:Any Adult Male can run for a seat in the local or general Elder Council, if he belong to the Chutch of Ezra.
Magic:Common.
Religion: Church of Ezra (L/G Sect), Pharazian Pantheon, Melqartan Pantheon.
Climate:Temperate on the Coast, dry on the interior.
Geography:A plain dotted in hills, with small creeks, short vegetation, and a long patch of rocky desert.
Education:Compulsory 7 years.
Languages:Common,Zherisian, Melqartan, Pharazian, Zalemian.
Flora:Orange Trees, Ciclaminos.
Fauna:Bees, Cattle, Wolves, Jakals, Doves, Ravens, Vultures.
Local Monsters: Dire Wolves, Dire Jackals, Giant Bees, Bee Swarms, Dire Vultures, Giant Ravens, Wereraven, Werewolves, Werejakals, Werevultures, Shedus, Litus (Vampire), Lilithus, Succubus, Golems (Clay), Shamirs, Genies.
5 Facts known by locals: 1)Peace is like a crystal cup, fragile and precious.2) Three peoples one nation. 3) Will build wonder. 4) Together, for better or for worse. 5)Ezra help us with hatemongers.
Adventurers from the Nation: Fighters, Paladins, Clerics, Inquisitors, Monks, Brawlers, Investigators, Rogues, Slayers.

As-Ur:
Official Name: Great Kingdom of As-Ur
Inhabitants: 12 Millions (Humans 99%, Other 1%)
Surface: 387,000 Square Kilometres.
Capital City:As-Ur (310,000)
Major Settlements:Bah- Baal (300,000), Nin-Hev, (297,000), Bes-hur (219,000).
Borders: North: Melqart, East: Sebua, Kalidnay, South: Jade Steppes, Glass Plains, West:Muraman , Zalem.
Government: Hereditary Theocratic Monarchy.
Ruler:Great King Hamursaradapali VIII
Darklord: Nirgasammut (Ghoul Lord, Cleric 15 of Nergal, L/E)
Lightlord:Great Queen Lamhanna (Wizard ( Astrologist) 20 C/G)
Economy: Trading, Crop, Craft, Jewelry, Stonemasonry, Quarries, Mines, Cattles, Slaves.
Military:Standing.
Politics:Nobles are member of the clergy, and they form the bulk of the burocracy and of the the army of the empire; occasionally, families get raised to the clergy and so to the nobility.
Magic:Common.
Religion: Asurian Pantheon.
Climate:Temperate between the two Great Rivers, dry outside.
Geography:A fertile plain beerween two big rivers, the Tiger and the Good Brother, which are born in ther mountains of Melqart, and rispectively go to Zalem and ti Muraman. rge rest is sourrounded in desert.
Education:Compulsory 5 years, Clergy ran.
Languages:Common,Asurian, Melqartan, Zherisian, Zalemian, Sebuan, Kalydnese, Jade Steppe Common Language, Glass Plain Speech.
Flora:Asurian Rose.
Fauna: Jakals, Tigers, Hippos, Lions, Cobras, Scorpions.
Local Monsters: Dire Tigers, Dire Jackals, Dire Hippos, Dire Lions, Dire Cobras, Giant Scorpion, Cobra Swarms, Scorpion Swarms, Weretigers, Werejackals, Werehippos, Werelions, Werecobras, Collectives (Scorpion), Ghouls, Ghuls, Shedu, Lamias, Lammhasus, Dragonnes, Sphinxes.
5 Facts known by locals: 1)Foul things prey in the night 2) Between the rivers there is life, outside there is death. 3) Priests are always right. 4) Slavery is a necessary evil. 5)Everything which happen is written in the stars.
Adventurers from the Nation: Fighters, Clerics, Inquisitors, Monks, Wizards, Summoners, Sorcerers, Rangers, Bards.

Al-Khatos:
Official Name: Al-Khatos Empire.
Inhabitants: 25 Millions (Humans 99%, Other 1%)
Surface: 384,000 Square Kilometres.
Capital City:Khatos (210,000)
Major Settlements:Mazad (193,000), Rhiman (167,000), Zomoz (154,000)
Borders: North: Pharazia, East and South: The Sea of Nightmares; West:Yarabad.
Government: Absolute Ereditary Monarchy.
Ruler:Shahshan Xoramaz IV
Darklord: Khaizuran Mayfit aka Lord Malbus (Unique Div Witch 8, N/E)
Lightlord:Princess Shernazade (Bard 13 N/G)
Economy: Trading, Craft, Jewelry, Tapestry, Mines, Slaves.
Military:Standing, Strong Navy.
Politics:Nobles are drafted from the army ranks or from the burocracy; They compete to be part of the Imperial Court.
Magic:Common.
Religion: Khatosian Dualism, Pharazian Pantheon.
Climate:Temperate near the coast, dry on the interior.
Geography: A desertic and mountanous peninsula, with patches of ferile soil on the coasts.
Education:Compulsory 3 years.
Languages:Common, Khatosian, Axiomese, Pharazian, Akiri, Zalemian, Jade Steppe Common Language, Glass Plain Speech, Melqartan, Zherisian, Katagemian, Rokushimese.
Flora:Kathosian Ricin.
Fauna: Adders, Wolves, Cobras, Scorpions, Hawks.
Local Monsters: Dire Wolves, Dire Hawks, Dire Cobras, Giant Adders, Giant Scorpion, Cobra Swarms, Scorpion Swarms, Werehawks, Werecobras, Collectives (Scorpion), Karkadanns, Davaal Paas, Kathosian Ghouls, Manticores, Peris, Takans, Shamarans, Bakthaks, Divs.
5 Facts known by locals: 1)Corpse are impure 2) Night is the home of Death.3) Life and Death are the warring aspects of the same thing. 4) Slavery is the consequence of foolishness and evil. 5)The Shah has ears and eys everywhere; mind your tongue and do not stray.
Adventurers from the Nation: Fighters, Bards, Clerics, Inquisitors, Paladins, Monks, Wizards, Sorcerers, Slayers, Rogues.

Glass Plains:
Official Name: Glass Plain Union
Inhabitants: 5 Millions (Humans 95%, Calibans 4%, Other 1%)
Surface: 255,000 Square Kilometres.
Capital City:Megalopolis Alpha (640,000)
Major Settlements: Megalopolis Beta (540,000), Megalopolis Gamma (440,000), Megalopolis Delta (340,000), Megalopolis Epsilon (240,000)
Borders: North: Muraman, As-Ur, East: Jade Steppes, South:The Dream Desert, West: The Nocturnal Sea.
Government: Federation of five City State, each governed by an Oligarchic Military Dictatorship, whose members call themselves the Magistrates; Megalopolis Alpha's Hight Justicar is ex-ufficio also the president of the Federation. Outside the cities, in the Glass Desert, might it'sthe only law.
Ruler:Hight Justicar Harold Farag, Head Magistrate of Megalopolis Alpha, President of the Union.
Darklord:Magistrate Murder aka Erik Dreadknight (Pale Stranger, Gunslinger 10, C/E)
Lightlord:Renegade Magistrate Maximillian Deadknight (Half-Clockwork Golem Fighter 10 C/G)
Economy: Trading, Craft, Mines, Arcane Craft.
Military:Standing, Strong Navy.
Politics:The Members of the Magistrate Corp are Judges, Jury, Executioners, Enforcers amd Legislators.
Magic:Common but under strict state control.
Religion: Church of Zhekata the Lawgiver and of the Divinity of Mankind.
Climate:Dry, umpredictable because of the hightly magical nature of the land.
Geography: An arid plain of glass-like sand, shook by every kind of preternatural hazards.
Education: Five year compulsory.
Languages:Common, Zherisian, Glass Plain Speech, Jade Steppe Common Language, Darkonese.
Flora:Crystal Grass, Class Cactus.
Fauna: Vultures, Rats, Cochroach, Beetles, Ants, Termites, Scorpions, Spiders.
Local Monsters: Dire Vultures, Dire Rats, Giant Scorpion, Scorpion Swarms, Giant Spiders, Spider Swarms, Giant Coachroachs, Coachroach Swarms, Giant Beetles, Beetle Swarms, Giant Ants, Ant Swarms, Giant Termite, Termite Swarms, Rat Swarms, Werevultures, Wererats, Collectives (Scorpion, Ant, Spider, Coachroach, Termite, Beetle), Half-Golems, Scarred, Zombies, Ghouls, Pale Strangers.
5 Facts known by locals: 1) Outside the five Cities, there are only the Anarchy Lands 2) Magistrates are the Law.3) Everyone and everything can be judged; 4)Travelers of the Glass Desert are either mad, desperate or both. 5)The Law makes no mistake! So say the magistrates.
Adventurers from the Nation: Fighters, Gunslingers, Inquisitors, Paladins, Monks, Wizards, Sorcerers, Slayers, Hunters, Rogues, Investigators, Alchermists, Shaman.

Islands

Trinacre:
Official Name: Kingdom of Trinacre
Inhabitants: 3 Millions (Humans 99%, Other 1%)
Surface: 25,700 Square Kilometres.
Capital City:King's Mountain (353,000)
Major Settlements: All Harbour (320,000), Fire Mountain (318,000), Sickle Harbour (237,966), West Harbour (187,000)
Position: In the Dread Sea, a Triangle shaped Island with a bunch of much smaller islets; It fares 87 Km from Melqart.
Government: Feudal Ereditary Monarchy.
Ruler:King William VIII Hightown.
Darklord:Lord Bernard Ironlock ( Collective (Leech), Rogue (Ringmater) 10, L/E)
Lightlord:Sir John Falconheight ( Werehawk Investigator 10, L/G)
Economy: Trading, Lemons, Oranges, Mines, Smuggling, Gambling, forbidden goods.
Military:Standing, Small yet effective Navy.
Politics:Noble families compete for prosperity; a part of them are directly involved in illicit businness.
Magic:Uncommon.
Religion: Church of Ezra (L/G Sect, Pharazian Pantheon, Melqartan Pantheon)
Climate:Dry, temperate on the coast, continental on the interior.
Geography:The Island landscape is dominated by the volcanic plain, and he mountains of the interior.
Education: Compulsory four years, often law is circunvented.
Languages:Common, Trinacrian, Zherisian, Melqartan.
Flora:Figs Opuntia, Lemon Trees, Orange Trees.
Fauna: Pheasans, Rabbits. Hares, varius kind of birds, Wolves Ratsm Adders, Spiders, Leechs.
Local Monsters: Dire Wolves, Dire Rats, Giant Spiders, Spider Swarms, Giant Coachroachs, , Rat Swarms, Werewolves, Wererats, Collectives (Leechs), Cyclops, Scillan, Cariddis.
5 Facts known by locals: 1)Mind your own businness. 2) Law and Justice are seldom the same thing. 3) Wise peoples do not hear, do not see, do not talk. 4)Honour is the only true richness. 5)Women and children should be seen and not heard.
Adventurers from the Nation: Rogues, Slayers, Investigators, Clerics, Cavaliers, Swashbucklers, Gunslingers, Fighters, Witches.

Nurage:
Official Name: Hight Kingdom of Nurag.
Inhabitants: 2 Millions (Humans 99%, Other 1%)
Surface: 23,700 Square Kilometres.
Capital City:Barumini (379,000)
Major Settlements: Tiscali (210,00), Dorgali (200,000), Arraba (187,000)
Position: In the Dread Sea, a foot shaped Island 300 Km North-West of West Harbour on Trinacre.
Government: Federal Ereditary and Elective Monarchy.
Ruler:Hight King Gavinannu V Orrù, Justice of Barumini.
Darklord:Maimuni aka Mainannu Mesnè (Tiefling Greater Werecat Hunter 7, C/E)
Lightlord:Bela Shinx (Boarwere Fighter 8, C/G)
Economy: Trading, Coal, Mining, Iron, Sheep Breeding, Cheese.
Military:Standing, Small yet effective Navy.
Politics:On the coast, Noble families head powerful merchantile houses; On the interior ancient feuds and alliance keep bucy the heads of the clans.
Magic:Uncommon.
Religion: Nuragian Pantheon.
Climate:Dry, temperate on the coast, continental on the interior.
Geography:The Island landscape is dominated by rocky deserts and mountains, and spot of luxurious forest and ponds.
Education: Non compulsory.
Languages:Common, Nuragian, Dementlieuse, Melqartan.
Flora:Mirth.
Fauna: Sheeps, Boars, Flamingos, Wildcats, Shrimps, Crabs, Seals.
Local Monsters: Dire Seals, Giant Shrimps, Giant Crabs, Shrimp Swarms , Crab Swarms, Wildcats, Hellcats, Wereboars, Seawolves, Greater Seawolves, Boarweres, Werecats, Werewildcats, Collectives (Shrimps), Basilisks, Mamutons, Scultons.
5 Facts known by locals: 1)You can't change a Nuragian opinion. 2)No stranger can win the interior of Nurage. 3) People knws better then laught about Maimuni's or the Mamutons; 4)Slow with words, quick with knives. 5)Never underestimate the malice of cats and the will of boars.
Adventurers from the Nation: Fighters, Brawlers, Rogues, Rangers, Druids, Shamans, Barbarians, Sorcerers, Witches.

Wayward Islands:
Official Name:Kingdom of Wayward Islands
Inhabitants:1 Millions (Humans 99%, Other 1%)
Surface: 123,900 Square Kilometres.
Capital City:Fireport (198,000)
Major Settlements: Stormshoal (97,000), Shipwreck Refuge (87,000)
Position: In the Sea of Sorrows, fifty Islands, disposed as a spiral, with the bigger one, an arrow-point shaped one, Firepoint Island, on the center; they lay 75 km east of Zalem.
Government: Centralized Constitutional Monarchy.
Ruler:Queen Elise III Firebright.
Darklord:Black Tear in secret Princess Tessa Firebright (Greater Shadow, Slayer 10, N/E)
Lightlord:Elise III Firebright (Kineticist (Pirokineticist) 15, N/G)
Economy: Trading, Ore, Gold, Silver Iron, Jewelry, Fishing, Brimstone, Coal.
Military:Standing, Strong Navy.
Politics:In the parliament there are two main parties, the Liberals in powers, and the Conservatives, at the opposition; The first, pacifist and agreeable to trading relationship with foreigners, are publically endorsed by the queen, the second, militaristic and isolationists, quietly take heed from the queen sister.
Magic:Common.
Religion: Cult of Ezra (N/G Sect), Divinity of Mankind (N sect), Cult of Fire and Cult of Night (both are Cult of Death in its N/G and N/E aspects)
Climate:Dry, temperate on the coast.
Geography:Each Island is dominated by volcanoes, more or less active; The Mount Firehead in Firepoint island is the bigger and taller known Volcano in the world.
Education: Compulsory 5 years, magic is taught in proper academies.
Languages:Common, Zherisian, Darkonese, Lamordian, Mordentish, Dementlieuse, Zalemian, Melqurtan.
Flora:Palm, Fire Pine.
Fauna: Lizards, Sharks, Scorpion Fishes, Adders, Bats, Spiders, Seagulls, Sheeps, Goats.
Local Monsters: Dire Lizards, Dire Sharks, Giant Spiders, Dire Scorpion Fioshes, Giant Adders, Dire Bats, Werelizards, Weresharks, Wereadders, Werebats, Slamanders (all) Fire Elementals (Any), Magmins, Hellhounds, Firebats.
5 Facts known by locals: 1)Fire burn, but it's honest about it; Darkness kills, and it lies on it. 2)Always respect fire and it's power. 3) Fear darkness and the poisonous tears it sheds. 4)The fire is alway burning. 5)Rumors are like unattended fires, they either die out slowly or spread quickly.
Adventurers from the Nation: Kineticists, Sorceres, Wizards, Druids, Shamans, Witches, Clerics, Inquisitors, Paladins, Slayers, Hunters, Fighters.

Black Sand Islands:
Official Name:Black Sand Islands Free State.
Inhabitants:0,5 Millions (Humans 97%, Other 3%)
Surface: 93,300 Square Kilometres.
Capital City:Bloodash Cove (98,000 ab)
Major Settlements: Black Sands Harbour (150,000), Charred Rock (67,000)
Position: In the Nightmare Sea, , Four skull shaped islands less than one km from each other, and 26 Km from the coast of Al-Khatos, and the city of Zomoz.
Government: Confederation of cleptocratic city states, each ruled by the richest pirate captain.
Ruler:Chairman of the Council of Captains, Mizar al-Kayr aka Ebonbeard.
Darklord:Ebonbeard (Necromancer 10/Warrior 5/Eldrich Knight 5, L/E)
Lightlord: Captain Nathaniel Everthere (Zombie Lord Cavalier (Seaknight) 18, L/G)
Economy: Piracy, Slaves, Trading, Black Sand.
Military:Mercenary, Strong Navy each Pirate lord have its own.
Politics:A Council of Captains mediate conflicts between feuding captains, under Ebonbeard iron fist.
Magic:Common but feared.
Religion: Cult of Lady Luck, Cult of Lathurr, Cult of Death (LE sect), Pharazian Panthen, Khatosian Pantheon.
Climate:Dry, temperate on the coasts.
Geography:Each Island rocky in the interior, wich ptaches of fertile land and everlasting black sand stores.
Education: Dependant of each Pirate lord.
Languages:Common, Zherisian, Khatosian, Pharazian.
Flora:Skull Flower.
Fauna: Sharks, Eels, Electric Eels, Murenas, Water Viper, Spiders, Rats, Bats, Seagulls.
Local Monsters: Dire Sharks, Dire Murenas, Giant Water Viper, Dire Rats, Dire Bats, Giant Eel, Giant Electric Eel, Giant Spiders, Spider Swarms, Rat Swarms, Bat Swarms, Electric Eel Swarms, Weremurenas, Zombies, Drowned Deads, Sea Hags.
5 Facts known by locals: 1)No fights on the islands. 2)Deads are slaves, but sometime they rebels. 3) Justice is freedom, freedom is justice, just ask captain Everthere. 4)Black Sand binds life and death 5) There is but one law, Ebonbeard's!
Adventurers from the Nation: Rogues, Fighters, Wizards, Clerics, Maguses, Shamans, Slayers, Brawlers.

So here we have our fourth continent; as always feedback is very appreciated.
Last edited by Mistmaster on Sat Feb 10, 2018 3:58 pm, edited 2 times in total.
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