Post by vinceklortho on Jan 28, 2016 23:58:55 GMT
I'm posting information about my homebrew world, Wanderer's Wake. I'm currently working on the third campaign I've run, and the first in a new geographic area. It's heavily influenced by the ancient Mediterranean world, with a few twists.
Tag:
For twenty centuries, the mighty Olveri empire has ruled the known world, implanting their language, culture, religion, and system of government on the surrounding tribes. Their domain grew from the lone city of Olverus to encompass all of Terra Regina, and across The Kiss to cover a majority of Terra Barbari, as well. Legends tell the Olveri were once peaceful forest-dwellers, but when their forests were threatened by encroaching hostile nations, the Olveri decided to use their magics and knowledge of the natural world to craft weapons and technology of war. The initial defense of their lands only whetted their appetite for conquest, and they proceeded to crush every culture they came into contact with. They moved away from living in the trees, preferring cities of stone and glass. They turned away from their traditional gods, choosing instead to venerate the gods of their darker natures. From the capital city their Empress ruled over an empire encompassing dozens of races and millions of square miles.
Thirty years ago, things changed.
Some say it was the Old Gods of the Olveri, angry at being forsaken by their children. Some say it was the One True God of the Samites, angry at the enslavement of His people. Some say it was a darker force trying to gain entry to this world. Whatever its origin, the Wanderer appeared in the sky, bringing with it tales of doom and woe. Seven months later, it fell on the city of Olverus, obliterating the leadership of the Olveri and thrusting the entire empire into chaos. After twenty years of winter, the land is reemerging, the old cities and manors of the Olveri overrun by their former slaves. The social order has been sundered. Can you rebuild it?
Notes: Wanderer's Wake is a Dark Age world, with an appropriate technology level. There are no crossbows, compound bows, plate armor, lances, or other technology from later periods.
Races: Players may choose between elves, dwarves, humans, and half orcs.
ELF
Classes Permitted: fighter, rogue, praetorus (paladin), ranger, monk, cleric
Elves in Wanderer's Wake are the Olveri. They are shorter and stockier than their fantasy cousins, and live approximately five hundred years. Turning their backs on their traditional ways has resulted in the waning of their magics: Olveri clerics cannot cast spells of more than second level, and may not channel divine energy. All their spells have the ritual requirement.
DWARF
Classes Permitted: fighter, rogue, zadok (paladin), rebbe (cleric)
Dwarves in Wanderer's Wake are called Samites, and originate from a single mountain nation on Terra Barbari. They are monotheistic and observe their religious laws (called the Kizat) scrupulously. For millenia they lived in uneasy peace with their desert-dwelling neighbors, the O'Roqesh, allowing them yearly access to the holy shrine at the capital city of Balad-Hur. They were the one enemy the Olveri could not conquer, until a deal was struck with the O'Roqesh, who led the Olveri into the mountain through their pilgrim's path (now called the Road of Traitors). Now the imams of the O'Roqesh rule the Four Cities of the Mountain, including the temple at Balad-Hur and its mighty artifact, the Ark of the Chosen, which connects a people directly to the One True God. As a result of this connection being severed, Samite rebbes and zadoks cannot cast spells, channel divine energy, or use any other supernatural powers. The conquered Samites chose slavery rather than divulge the secret of forging Samite steel, a divine secret yielding weapons of incredible strength and flexibility.
HALF ORCS
Classes Allowed: fighter, rogue, Ha'Dim (ranger), Imam (cleric)
Half Orcs in Wanderer's Wake are not the mixture of two races, but are rather a separate race unto themselves. They are monotheistic desert dwellers who have carved wondrous cities from barren landscapes. When the Olveri army besieged the mountain, the O'Roqesh saw their opportunity to regain the birthright that had been stolen from them long ago by the traitorous Samites.
HUMANS
Classes Allowed: fighter, rogue, barbarian, shaman (druid), skald (bard)
Humans are highland folk from the mountains at the very edge of the Olveri empire. They are hardy, fierce warriors, which has made them prized as slaves by the Olveri.
OTHER RACES
Virtually every other monster race represent nations conquered and assimilated by the Olveri. They have adopted the language and culture of the Olveri, and live in heterogenous communities together.
The campaign I'm starting is going to be set in the homeland of the Samites, and will be heavily based on the Roman occupation of Judea. PCs will find themselves caught between three distinct factions and will play a vital role in the eventual fate of the nation.
Tag:
For twenty centuries, the mighty Olveri empire has ruled the known world, implanting their language, culture, religion, and system of government on the surrounding tribes. Their domain grew from the lone city of Olverus to encompass all of Terra Regina, and across The Kiss to cover a majority of Terra Barbari, as well. Legends tell the Olveri were once peaceful forest-dwellers, but when their forests were threatened by encroaching hostile nations, the Olveri decided to use their magics and knowledge of the natural world to craft weapons and technology of war. The initial defense of their lands only whetted their appetite for conquest, and they proceeded to crush every culture they came into contact with. They moved away from living in the trees, preferring cities of stone and glass. They turned away from their traditional gods, choosing instead to venerate the gods of their darker natures. From the capital city their Empress ruled over an empire encompassing dozens of races and millions of square miles.
Thirty years ago, things changed.
Some say it was the Old Gods of the Olveri, angry at being forsaken by their children. Some say it was the One True God of the Samites, angry at the enslavement of His people. Some say it was a darker force trying to gain entry to this world. Whatever its origin, the Wanderer appeared in the sky, bringing with it tales of doom and woe. Seven months later, it fell on the city of Olverus, obliterating the leadership of the Olveri and thrusting the entire empire into chaos. After twenty years of winter, the land is reemerging, the old cities and manors of the Olveri overrun by their former slaves. The social order has been sundered. Can you rebuild it?
Notes: Wanderer's Wake is a Dark Age world, with an appropriate technology level. There are no crossbows, compound bows, plate armor, lances, or other technology from later periods.
Races: Players may choose between elves, dwarves, humans, and half orcs.
ELF
Classes Permitted: fighter, rogue, praetorus (paladin), ranger, monk, cleric
Elves in Wanderer's Wake are the Olveri. They are shorter and stockier than their fantasy cousins, and live approximately five hundred years. Turning their backs on their traditional ways has resulted in the waning of their magics: Olveri clerics cannot cast spells of more than second level, and may not channel divine energy. All their spells have the ritual requirement.
DWARF
Classes Permitted: fighter, rogue, zadok (paladin), rebbe (cleric)
Dwarves in Wanderer's Wake are called Samites, and originate from a single mountain nation on Terra Barbari. They are monotheistic and observe their religious laws (called the Kizat) scrupulously. For millenia they lived in uneasy peace with their desert-dwelling neighbors, the O'Roqesh, allowing them yearly access to the holy shrine at the capital city of Balad-Hur. They were the one enemy the Olveri could not conquer, until a deal was struck with the O'Roqesh, who led the Olveri into the mountain through their pilgrim's path (now called the Road of Traitors). Now the imams of the O'Roqesh rule the Four Cities of the Mountain, including the temple at Balad-Hur and its mighty artifact, the Ark of the Chosen, which connects a people directly to the One True God. As a result of this connection being severed, Samite rebbes and zadoks cannot cast spells, channel divine energy, or use any other supernatural powers. The conquered Samites chose slavery rather than divulge the secret of forging Samite steel, a divine secret yielding weapons of incredible strength and flexibility.
HALF ORCS
Classes Allowed: fighter, rogue, Ha'Dim (ranger), Imam (cleric)
Half Orcs in Wanderer's Wake are not the mixture of two races, but are rather a separate race unto themselves. They are monotheistic desert dwellers who have carved wondrous cities from barren landscapes. When the Olveri army besieged the mountain, the O'Roqesh saw their opportunity to regain the birthright that had been stolen from them long ago by the traitorous Samites.
HUMANS
Classes Allowed: fighter, rogue, barbarian, shaman (druid), skald (bard)
Humans are highland folk from the mountains at the very edge of the Olveri empire. They are hardy, fierce warriors, which has made them prized as slaves by the Olveri.
OTHER RACES
Virtually every other monster race represent nations conquered and assimilated by the Olveri. They have adopted the language and culture of the Olveri, and live in heterogenous communities together.
The campaign I'm starting is going to be set in the homeland of the Samites, and will be heavily based on the Roman occupation of Judea. PCs will find themselves caught between three distinct factions and will play a vital role in the eventual fate of the nation.