|
Post by Insignium on Aug 19, 2005 14:30:46 GMT -5
Om dåkker ser denne trådn så har dåkker nok allerede sedd min beskjedne plakat i Imladris sitt HQ. Hvis ikke så kan æ sei hær å at dåkker får tak i mæ hær på min e-mail mailto:insignium@doom-metal.comDu finn mæ åsså meget ofte på www.doom-metal.com/cgi-bin/ikonboard.cgi (snarvei til min konto www.doom-metal.com/cgi-bin/ikonboard.cgi?act=Profile;CODE=03;MID=73-1068448962Ellers så bor æ i Strandvegen 150 (kjellern) på Sydspissen å om æ e heime e alle velkåmmen innom. Æ ska start me å gje ei "rask" innføring i værdn såm dåkkar kan se på om dåkker e interresert. D e ingen problem om du e ny til D&D men D hadde vært fint å ha nån fleire ærfarne spællera til å hjælp mæ me utdanninga. Har sjøl vært DM (Dungeon Master, spillederen for D&D) i 6 år nu å har i alt bygd 5 værdna såm har blidd brukt. Men nok om D. Håpa på et oppmøte på ialelfall 4-7 persona sidn D gir spælle heilt klart en bedre dimensjon. Dåkker får bærre beklag at beskrivelsan e på ængelsk. En litn uvane æ har, men æ trur dåkker sku førstå D.
|
|
|
Post by Insignium on Aug 19, 2005 14:41:56 GMT -5
History
The world as it is now is a harsh place. Though it was once a peaceful place it is now haunted by monsters. From way back the stories tell that most of the land was green, like the Towers of Elvenkind. A long war had been fought between the Greenskin Alliance and the Four Golden Crowns. The Greenskin Alliance consisted of goblins, hobgoblins, orcs and trolls. The Four Golden Crowns were a reference to the four royal houses of the dwarves, the elves, the gnomes and the halflings. The hobgoblins and trolls are said to have been wiped out during the war and the orcs vanished 5000 years after.
The Greenskin Alliance was loosing the war when a powerful orc shaman converted a portal between the two sides of Jafningigard, into a interplanar gateway. From the gateway he brought out mighty demons from an icy abyss. The chisminar. They swarmed the land and brought doom on the Four Golden Crowns. The three races living on the surface sought refuge underground with the dwarves. There they have remained till this day. The demons were pleased with the devastation and saw that the orcs that had summoned them were small and helpless. After doing their duty they turned on their masters and forced them underground as well.
As a last resistance the orcs tried to close the gateway. Before they could close it properly it temporarily linked to another plane, releasing a second doom unto the land. Out from the portal came the avolakia. They feasted in frenzy on the corpses and undead littering the battlefields after the countless battles. After a long and hard battle between the avolakia and the chisminar the land which was once green and peaceful, was now a cold, merciless blight on one side, and a land of death and undeath on the other. The last chapter of the story of Jafningigard is the tale of the humans. No one really knows where they came from, but they have settled into the caves where the races of the old alliance, of the Four Golden Crowns, now dwell. They are still suspicious of the humans, but they are now an accepted part of the underground community. Now is calculated to be 23 000 years from the golden age.
|
|
|
Post by Insignium on Aug 19, 2005 14:53:41 GMT -5
Religions
The religions of Jafningigard are split in two sections. One is the two deity pantheon of Tru'Boda's Teachings. The second is the Horozan, a pantheon of several deities and elemental spirits. There are no connections between the religions and the followers of one religion is in disbelief of the other. Last, the remains of an ancient religion has recently been discovered and a few has joined the resurrected Followers of the Wheel.
The Horozan is the major religion of the two. It is also the oldest. It consists of 11 main deities. Several times more quasi deities in mythology. And an incredible amount of spirits.
Deity Domain Ihvara God of the sun, moons and the Sun Wheel Yl God of qin, trickery and wisdom Tag'Rah'Shi'Lum God of the elements and constitution Ziur God of goodness, bartering and intelligence Ghaatorn God of evil, murder and disease Memonia God of knowledge, music and magic Pendam God of law, death and life Chizt God of chaos, secrecy and insight Os Ki God of patience, warfare and strength Laghtarion God of travel, dexterity and gravity Stire God of leadership, charisma and love The main deities are usually the ones who are worshipped. The spirits are the guardians of both the living and the dead. There are even several spirits watching over each family. If they have a family grave or mausoleum then you can expect to find one there. They also guard things and places that the deities find sacred or useful in some way. Some wander the lands, looking for certain situations and reporting back to a deity when they happend. Most spirits don't obey more than one deity.
The centre of the Horozan is an organisation called the Pendulum of Life. The Pendulum of Life can be found in almost all major settlements. The Horozan claims to be the only true religion and thus is in disbelief of Tru'Boda's Teachings. Some of the internal fractions, including parts of the Pendulum of Life, are fanatic to the point that they would actually kill members of the Tru'Boda's Teachings if they step too far out in the light.
Mythology: Ihvara was the first of the gods. Ihvara is not stated as male or female in any of the Horozan scripts. In turn no one else connect Ihvara to any gender. Ihvara has no known origin either other than that he came with the qin. This has lead to the interpretation that Ihvara is infact a living force of qin. Ihvara did three offerings. Ihvara gave his body to create the world. Next Ihvara gave his heart to create the sun. Last Ihvara gave his eyes to create the moons. When Ihvara was finished, Ihvara created a minor body out of a part of the body Ihvara had offered, and Yl was created. Ihvara laid to rest in the heart that Ihvara had given to become the sun and still rests until Gejan. Gejan is the day when Ihvara will wake up and take back the body, heart and eyes, and carry along the beings living on them.
Once Ihvara was asleep, Yl begun to shape Ihvara's world. With Ihvara out of the way he could create whatever he wanted. So he spun the qin floating around into four elements. As a result of the creation of the elements (Tag=Earth, Rah=Fire, Shi=Wind, Lum=Water), Tag'Rah'Shi'Lum was born. He was given his name one part at the time from each of the elements. Yl continued to create the world after his own wishes. He created lakes, mountains, plains, deserts and forests. Tag'Rah'Shi'Lum saw that Yl had no other objective with this than to make a world for himself to live in. When Yl decided to make his own slaves to slave for him, Tag'Rah'Shi'Lum decided to create the rest of the gods to help him stabilize the world. During the creation he used the qin found there. During the creation all the spirits of the world were born from the massive force it took to create the eight remaining gods. Yl noticed in time what was happening and embraced qin and wisdom as his domains. He wanted to use them in time to subdue the other gods to his will. Thus along with the two domains he chose, he also became the master of evil and trickery. He would later loose his title as ruler over evil after corrupting Ghaatorn.
Tag'Rah'Shi'Lum took hold of the elements to remain in control of the balance. Os Ki and his wife, Pendam wanted to help Tag'Rah'Shi'Lum in the quest to keep a balance. Ghaatorn was blinded by Yl's deceiving promises of power if he rid the world of the other gods. Once he learnt that Yl didn't intend to keep his word he wanted to get back. He became a monster of cruelty in Yl's own teachings. Ghaatorn grabbed hold of the domain death. To prevent all life from dying at the hands of the monster, Pendam seized half of the domain death. She took the justified balance between life and death, leavin behind the unjustified death we call murder for Ghaatorns taking.
Chizt was a madman from the beginning. She is never able to sit still in one place, but has to go out and satisfy her curiosity. She always keep to herself so none of the other gods know what she is doing at any moment. She is the goddess of chaos and secrecy.
Os Ki and Pendam made balance to things by embracing the opposites, law and patience. In addition to keep warfare out of Yl's hands, Os Ki embraced it as his last domain. Memonia is also wery occupied with the doings of Chizt. Where Chizt creates secrecy, she tries her best to follow and give insight again.
Laghtarion and Stire are the two last gods. Stire is the god of good talking and leadership, and also the peacekeeper of the gods. Stire is the only one who knows most of Chizts secrets. Laghtarion is the god which doesn't bother to care with the balance at all. He travels the world in disguise to satisfy his curiosity. He sits in command over gravity, but the gods put him in that position because he has to give a stable gravity to be able to travel.
Tru'Boda's Teachings is small compared to the massive gatherings of the Horozan. They believe in only two deities. True Mother and True Father. They balance everything in the world by creating opposite poles. Like man and woman. Or the sun and moons. They do not believe in spirits, but they have a replacement. They regard qin as the essence of the True Mother and the True Father. This essence consists of the True Mother and True Father's unlimited wisdom. Those who touch the main streams of qin also touch their wisdom in progress. But also in their wisdom the True Mother and True Father have made the mortals vulnerable to qin so that they will not create deities of themselves and ruin the balance. The essence functions as guardians in the True Mother and True Fathers will.
The keywords of the disciples of Tru'Boda's Teachings is wisdom and patience. Martial arts is commonly practised amongst them. This leads to believe that the religion once started out as a cult worshipping Os Ki. Tru'Bodas Teachings is an odd religion because it has almost no mythology. Instead it's filled with teachings of wisdom and how to live. The religious centre of Tru'Boda's Teachings are two cults called the Disciples of the True Mother and the Disciples of the True Father. Only women are allowed into the Disciples of the True Mother, and only men in the Disciples of the True Father.
Followers of the Wheel: Recently a few tomes containing remains of an old religion have been recovered along with an ancient altar. There are only a few hundred believers centred in the middle of the elven lands. They believe in a force of the world. Qin is a part of it and leaks out from the Sun Wheel. The Sun Wheel is the focus of the religion. There are no gods, but simply an otherworldly power with it's own will stored in the wheel. They do not know what to expect from breaking the ancient religious codes in the tomes, but many use all their time on preparing for it.
|
|
|
Post by Insignium on Aug 19, 2005 15:08:12 GMT -5
The Races:
The Dwarves: The dwarves are the most numerous of all the species in Jafningigard. They are also the only race that lived completely beneath the surface before The Surface War. The dwarven rase is split into three different subraces: The deep dwarves, the mountain dwarves and (even if many dwarves amongst the other two subraces don't think of them as dwarves) the wild dwarves.
Deep Dwarves: -Physical traits: See the MM except: The males see the length of their beards as a token of their age. And since age also means increased status, it's very very uncommon for a dwarf to cut his beard even once during his lifetime. This means that they usually keep their beards clearly visible to everyone. In combat they often tug it over their shoulder as not to damage it.
-Personality: The deep dwarves think a lot like the mountain dwarves. The main differences is that they are far more traditional and have far less respect for the cultures of other races. However this is directed towards the culture and not the actual race, and members of other races that follows the deep dwarven culture to at least a minor degree, is usually accepted wholeheartedly. This is mostly caused by the fact that the deep dwarves feel that they have a duty towards their forefathers and the words of the forefathers. Anyone who doesn't respect the words of the forefathers does not deserve to be respected either.
-Society: Like the societies of the mountain dwarves, they are split into clans. The clans also work in much the same ways that the ones of their cousins. However the clan norms are stricter. For example should a deep dwarf only marry within his own clan. Some clans even set special rules regarding magic and in particular which domains a cleric can use. Another thing that is very typical for the deep dwarves is the gigantic mead feasts that they hold on the first day of each quarter. They are held in honour of the forefathers and it is also said that the spirits of the recently deceased won't leave until they have had at least one pint of mead. On these parties the clans often get together and strengthen the bonds between them.
-Government: Above all the clans is a family called the Clanless. This is the family of the king. They are above all clan laws and can ignore any norms within specific clans. For example a member of the Clanless can marry anyone from any clan as long as his/her status is fit for a royal. It is from the Clanless that the leader of the deep dwarves come. The king rules on his own and can edit any rules as he sees fit. However he has a large group of counsellors gathered from all the clans. Usually he will ask their opinion on all matters and it is usually them who bring forth the different suggestions to change.
-Relations: The deep dwarves consider themselves to be the brothers of the mountain dwarves. And as family they stick together for better or for worse. They also have very good relations with the deep halflings as they live in large numbers throughout the deep dwarven cities. The elves do not enjoy such a good relationship with the deep dwarves. This is mostly due to the fact that they have cultures so different that they could almost be considered to be two opposites. Both are also very stubborn when it comes to holding on to their culture. Hence elves and deep dwarves often decide to avoid eachother.
Mountain Dwarves: -Physical traits: See the PHB except: When it comes to beards, the mountain dwarves share the view of their deep brethren.
-Personality: Since traditions is so important to mountain dwarves, it is clear that it affects their life greatly. The advice of elders is usually looked upon as having great wisdom. Some do even follow this advice blindly in respect of the elders. The same ideas lie behind the dwarven greeting. A dwarf is honoured by his ancestry, his clan and his work. Hence a dwarf will present himself not only with his full name, but also with his occupation, the name of his clan, the name of his father and sometimes even with the name of a famous hero within his/her family.
-Society: "A dwarf is a dwarf and will remain a dwarf until he has lost the pride in being a dwarf". This is a typical saying amongst both the deep and the mountain dwarves. It also gives a good indication of the mindset of the two subraces. In this case "a dwarf" is someone who is born into one of the clans and who follows the teachings of the clan to some degree. Anyone who does not feel that they are part of the traditions of the clan are not part of the clan and hence no longer a dwarf. This is also one of the main arguments against wild dwarves being real dwarves. The laws don't make any difference between the sexes and it is far from unheard of that a woman might decide not to marry and become a warrior or a smith instead. However it is very typical for married women to take a more traditional path.
-Government: Like their deep brethren the mountain dwarves are led by a king and his council. The only real difference is that the king of the mountain dwarves has a far bigger focus on the problems on the surface.
-Relations: The mountain dwarves have very good political relations to all of the major races (except the svirfneblins where they have just about no contact at all). The relationships are otherwise quite good. The fact that their cities are the main trade points in the underground attracts many people and the racial diversity is high in dwarven cities. As this has been going on for quite a while, the tolerance here has improved greatly. However, outside the major cities, it's not always the same case.
Wild Dwarves: -Physical traits: See the MoF except: The wild dwarves do not run around naked. The small children often do that, but the adults always wear clothes. Still they do not dress to look their best like the other two dwarven subraces do. They consider the practical and comfortable to be far more important.
-Personality: The wild dwarf is light at heart. They see no need in creating more trouble than what is necessary. As a part of this they usually do things day by day. They have few traditions and most of them simply do not care where a person is from or what they are. A wild dwarf is often looked upon as being rough and quite uncivilised. To some extent this is probably true, but they are quite content with having things that way.
-Society: There is only an extreme minority of wild dwarves that have a permanent home. Instead most of them travel from place to place. Families of nomads often travel together their whole lives. This lifestyle makes it almost impossible to keep clans, so they have none. Nor do they have any written laws. It's just a simple matter of "what you do to my family or my friends, you do to me".
-Government: The wild dwarves do not have a government. Each pack of nomads have an elder who guides them with his/her wisdom, but otherwise they just follow the rules that apply to the place that they are in.
-Relations: The other two dwarven subspecies often look down on the wild dwarves. But because they see them as having no pride and because they have no clans. The other races, especially rock gnomes, halflings and humans, usually get very well along with them. The only exception is the svirfneblins. They find the wild dwarves to be too chaotic and too frustrating to have around.
The Elans: While they are a race of their own, most people do not know this. In fact not only are they usually just considered to be "ugly" elves, many elans do not know that they are a different race. They are the result of an experiment by the high elven government and seems to lack the ability to reproduce. What purpose they were to serve is unknown.
Elans: -Physical traits: The elans are very similar to elves in appearance (look at high elf in the PHB). The only notable differences is that their heads is a bit broader, they average an inch higher than the average elf, their pointy ears is a bit smaller than that of an elf and their hair is always a variant of red. Since they also dress like elves it's usually quite hard to tell an elan apart from a red headed elf.
-Personality: Since the elves consider elans to be nothing but "ugly elves", they usually end up being social outcasts. While most elans are aware that they have special powers, this outcast status means that most prefer to hide them well. In fact many consider this to be part of what is "wrong" with them. A typical elan is silent, negative and doesn't enjoy getting attention.
-Society: There are no pure elan societies so they adapt to their surroundings. Some decide to travel from place to place instead of settling, changing to the culture which currently surrounds them.
-Government: Elans do not have a government of their own. Since they are considered to be high elves, they instead follow the words of the High Elven council. -Relations: Because of their low status amongst elves, the elans find it easier to talk to members of other races. Still the majority of elans decide to stay in the elven lands. Those who do decide to leave the high elven lands, usually never return.
The Elves: The elves originally lived on the surface but had to move down because of the overwhelming forces of the chisminar army. Even after 25 000 years they still claim to be surface dwellers and out of all the races they are the ones who have adapted the least to the underground. While history speaks of a fourth species of elf before The Surface War, there have only been three since they moved underground.
Gray Elves: -Physical traits: See the MM.
-Personality: Unlike the other elven races, the gray elves enjoy tinkering as well as magic. This way of thinking is much more similar to the ways of the rock gnome. Still the gray elves do not share the gnomes unsatisfiable curiosity and their ways are often painted with patience instead. Indeed making complicated long term plans is very typical for the gray elves. The gray elves are slightly more competitive than the other races and often take great offence in negative criticism. Another typical gray elven trait is what they call "The Polished Tongue". There is not a single rough spot in their speech.
-Society: Having more in common with rock gnomes, the majority of the gray elves decided to join them when they were forced down below the surface. The assimilation of the two cultures is almost complete. Both races still have a few traditions each, but both are also considered to be natural members of the society. Nowadays you can find gray elves in any part of the gnomish lands, even the government.
-Government: The rock gnomes and gray elves share a single government. The government consists of The High One, a mage who is the supreme law in the land, and his council of mages. The High One is elected for a lifetime by the mage council. Currently it is a gray elf that sits on the throne.
-Relations: As already explained, the rock gnomes and the gray elves have a close relationship. In fact since they consider eachother to be part of their own ways, it perhaps goes beyond what can be considered a relationship. Gray elves often find dwarves to be "potty mouths" but otherwise their relationship with the other races is also quite good though it must be said that the tolerance amongst the gray elves is largely a merit by the rock gnomes.
High Elves: -Physical traits: See the PHB.
-Personality: In the mind of the high elves they are still surface dwellers. To remind themselves of this they always carry at least one item that is white and one that is gold or silver. All of the traditions from before their descent is strictly enforced to keep them alive. For many elves these traditions should be followed no matter where you are or who you are with. Like their gray brethren, the high elves put a lot of effort into being polite. Though not in the extreme ways that the gray elves do. A high elf looks upon politeness as a virtue that should be maintained at all costs and that respect should come from a mans choice of words.
-Society: All high elven towns have strict laws. For example all walls shall be painted in white, silver or gold. Another important example is the three point crime rule. The first time you commit a crime, you get a warning. The second time you loose a finger. The third time you either become banned from all elven lands or executed. The society itself is split into three classes. The magicians, the aristocrats and the rest. The magicians and aristocrats are most likely to get high positions in society, and they usually view themselves as the really important part of the elven society. Those who fall into the "rest" class doesn't always agree with this.
-Government: The High Elven council consists of 14 mages. Each of them have been voted in by the others and sit in council until they retire or pass away. Only 13 of the mages may vote on a regular suggestion. The 14th member is the council leader. He keeps the neutral stand in the council and is only allowed to vote in the case of adding a new member to the council.
-Relations: The high elves have close relations with all elves. Especially the wood elves. Since the gray elves live in the same society as the rock gnomes, they also enjoy this good relationship. The dwarves is another matter. While the two races are allied, the fact that both cultures are so strict on traditions and the fact that they are so different, often leads to small arguments when they meet. So while their political relation is good, the commoners of each race rarely speaks with eachother. The halflings are generally accepted, but most high elves regard humans as suspicious.
Wood Elves: -Physical traits: See the MM.
-Personality: There are only around 100 wood elves left. Almost every single one of them live in the only living forest that is left; in the city of The Towers of Elvenkind. They view themselves as a race with a holy mission. To preserve and protect the remaining forest. This mission is viewed not only to be more important than ones own life, but also more important than anything else. Being that they are the ones chosen to do this mission is something that the wood elves look upon with great pride and take great offence if anyone as much a hints towards something negative about it. Otherwise the personalities of wood elves are very similar to high elves.
-Society: The wood elves have no real society of their own, but live amongst the high elves. They do however have a few traditions of their own, including a druidic ritual when a wood elf goes from child to grown up. A small tattoo is made on that persons lower arm that symbolises their connection with the forest. However on most points the wood elves plays by the rules of the high elven society.
-Government: The wood elves have no government of their own, but they insist on having one person sitting in the High Elven council on the U'Theg side. -Relations: The relationship with the other races is pretty much identical to the high elves.
The Gnomes: While the gnomes did live on the surface before The Surface War, they have adapted extremely well to the underground. Perhaps because they already at that point did live in burrows in the earth. There are two subspecies of gnome, but they are so different that they do not seem like cousins.
Rock Gnomes: -Physical traits: See the PHB
-Personality: Rock gnomes have a natural affinity and love for complicated crafts. The fact that they also have a tendency to always want to try something new makes it no surprise that they are the best mechanics and practical scientists in Jafningigard. Indeed one of the most common topic in the gnomish community is not the weather, but "Look what I discovered to day". The rock gnomes do not have any strict traditions, but instead follows an easy going path. They are also highly social and has few prejudices against anyone else.
-Society: One of the most fascinating aspects of the society of the rock gnomes, is the fact that it's copyrightless. It is stated by law that anyone can copy or modify an invention in any way that they wish as long as they write the name of the one who originally invented it, visibly on the copy. This is just a part of the share community that the rock gnomes have. Friends are important and so most rock gnomes have heaps of them and everyone who is a friend is also family.
-Government: The rock gnomes share government with the gray elves, as explained in their entry.
-Relations: The rock gnomes have a particularly good relationship with the gray elves and view them as a natural part of their society. The relationship with all other races is also quite good and there is few that is considered to be more open-minded than the rock gnomes.
Svirfneblins: -Physical traits: See the MM.
-Personality: Svirfneblins are the opposite of their rock cousins. They are shy and would usually want to avoid contact with anyone other than another svirfneblin. Even then they tend to keep to small groups and speak in "short" sentences. Short is a somewhat awkward word in this case as their language doesn't seem to have any words with less than six letters in it. Most svirfneblins do not know any languages besides their own. Despite their shyness, the svirfneblins are a gentle and kind race who seems content with their simple lives.
-Society: The society of the svirfneblins is a closed one. It is a rare occasion that someone from another race enters one of their communities. And when they do, it is very unusual that anyone speaks to them. The closest resemblance to the rock gnomes is the fact that they have few traditions. The only major tradition is a party on the first day of the year. The point of this festivity is both so that the young can find themselves a mate and so that the families can get together and reconnect the bonds. Being that svirfneblins really love alcohol, this party is usually a messy affair.
-Government: The svirfneblins are governed by a council of Wise Ones. Most of them are clerics, but some of them are scholars. In the quiet lives of the svirfneblin, there is not much happening here either. The laws are rarely modified as there is no need for it. Instead the council mostly functions as advisors for the inhabitants.
-Relations: The svirfneblins have no relations what so ever with other races and seems to prefer to keep it that way. This causes the other races to often think of them as weirdoes.
The Halflings: If there is one race that you can expect to encounter just about everywhere then it is the halflings. They seem to be able to adapt to any society or ruler and do so without making much fuzz about it. There are two kinds of halflings: Deep halflings and lightfeet.
Deep Halflings: -Physical traits: See the MM.
-Personality: Halflings are perhaps the most light-hearted of all the races and the deep halflings are no exception. They often find an excuse to go out and socialise with others. In fact it's common that even when they're not working, most of they time awake is spent outside the home. The most major difference here between the lightfeet and the deep halflings is that the deep halflings are far more spiritual. While it doesn't matter what you believe in, it's always better to believe in something than not to believe in it. Another difference is that the deep halflings are more often content with a simple life.
-Society: The centre of most communities is the pub. While this might sound silly, a deep halfling pub is more of a meeting place than a place to brawl and drink ale. In fact most take their children there. Most halfling communities are not particularly large and it is hardly uncommon for one man to know just about everything there is about everyone in the village. Singing is a very common pastime and the inhabitants often sing on work or when they're in good company. They even gather from time to time just to form large choirs.
-Government: On U'Theg the deep halflings are governed by two clerics of Tru'Boda's teachings. One male and one female. They do not really set any strict laws but instead seek to give guidance to the people through wisdom. On Theg the deep halflings have accepted the deep dwarven king as their governing power.
-Relations: The deep halflings have a good relationship with the deep dwarves and it is hardly uncommon that they live side by side. Even better is their relationship with the lightfeet. A halfling is a halfling, it's as simple as that. The deep halflings have no hard feelings towards any of the other races either. The only ones who mind having them around is the gray elves. They consider the lightfeet to be too chaotic and too childish to be around.
Lightfeet: -Physical traits: See the PHB.
-Personality: As already mentioned, the two kinds of halflings are very alike. The lightfeet are a bit more ambitious than the deep halflings. They are also perhaps even more socially accepting than the deep halflings. This might have something to do with that the lightfeet live in the societies of the other races rather than in a society of their own. The care free lifestyle is the one most common amongst lightfeet.
-Society: The lightfeet became scattered after The Surface War and now they live just about everywhere in the underground. They blend in amongst all races and adapt to their societies. Most of the traditions have been lost since The Surface War and the only thing that can still be considered to be a lightfoot culture is the close relationship with their large families.
-Government: The lightfeet lost their monarch in The Surface War. It was after this incident that they were scattered amongst the other races. While the halflings still think that they will once again have a nation of their own, they currently obey the laws of the community they are in.
-Relations: Lightfeet have good relations with just about all races. The only exception is the gray elves who cannot stand them for the same reason that they cannot stand the deep halflings.
The Humans: Appeared mystically around 1000 years ago. They are far from numerous at the present, but their numbers grows very rapidly. They can adapt to most things very easily. No one knows where they came from. Except for perhaps the elders and if they do indeed know the truth, they refuse to tell. Humans: -Physical traits: See the PHB except: The humans can only have one skin colour; fair. -Personality: Like the halflings, humans are very social beings. However they do not live as care-free lives. Instead humans are very competitive and have a tendency to want the upper edge on anyone including their own. They are also highly adaptable and will quickly change to socialise in the same way as those around them.
-Society: There are only 5-600 humans in existence. Their societies are usually very small and family based. The traditions vary widely from place to place and so does the customs, but one things they all have in common is that the family is always far more important than friends.
-Government: The humans do not have an actual government. Instead they have an elder in each village. When a problem occurs the elders meet and find a solution. Otherwise they obey the laws of the race that lives the closest.
-Relations: Being newcomers to the underground as well as being far more ambitious and unpredictable than the other races, has made the humans the least popular race on average. They are not banned from any major city, but are often treated with suspicion.
|
|
|
Post by Insignium on Aug 19, 2005 15:23:17 GMT -5
The World
Ikke helt lætt å førstå dette utn å ha ei tægning av plane tigjængelig. Skal prøv å gjør nåkka me D. Æ vil åsså førklar dette bedre når vi starta å spæll.
Planestructure: Jafningigard is a demiplane. The different religions have different views on how it came to be. It is split into two sides, which face eachother and who are connected in the middle by a long "pole" called the Root of the Word. U'Theg and Theg both have a radius of 400km. The Root of the World is 600km long. On the middle of the Root of the World is three other staffs that stick out and who turn around the center. One holds the sun. The other two holds a mirror for each of the sides, the moons. This is called the Sun Wheel.
Gravity: There is no real gravity on Jafningigard. However the constant spinning of the plane and the fact that the surface faces inwards, the sentrifugal force creates an artificial gravity.
Time: The Sun Wheel turns once around the Root of the World pr day. One day lasts 14 hours. The night lasts 6 hours where 4 of them are in moonlight.
The Wheel Vacuum The Sun Wheel creates such a powerful force that it is almost impossible to pass through it by any means. Also any magic that is sent through as an almost infiniately large chance of failing. This is also where the qin field is the strongest.
Magic and Psionics: Because of the shape of the plane certain spells and powers are useless. For example Meteor Shower. All spells in action that pass through the Wheel Vacuum is subject to a non-magical effect which functions like a Dispel Magic effect using targeted dispel. The dispel check is cast at 1d20+15. Psionic powers face the same problem. Anyone who does also has a 50% chance of loosing all magical abilities for one day (14 hours).
Qin: Jafningigard is subject to a powerful force called qin. Qin is a force created from the magnetic fields in the Solar Wheel, but also according to myth has existed from before the world begun. While some harvest qin to a minor degree, most suffer slightly from it like some sort of radiance. Most places have safe levels of qin, but some are too contaminated by it. If a character is subjected to too high qin levels for too long they will get the wise mans disease.
|
|
|
Post by Insignium on Aug 19, 2005 15:23:55 GMT -5
Det var alt for denne gang. Du trenger ikke lese alt, men D kan være interresant og kjekt å vite når vi spiller.
|
|
|
Post by Fleet Admiral Hektor Protektor on Aug 22, 2005 7:38:15 GMT -5
Jeg flytter denne topicen til Dungeons & Dragons-forumet, føler at den hører mer hjemme der.
|
|
|
Post by Insignium on Oct 12, 2005 14:11:17 GMT -5
The Cities:
The Theg Side: The Subarctica The Dwarven Lands: 1. Virði Konungars: This is the capital of the dwarves. It has 42 000 inhabitants, 30 000 of which are mountain dwarves. Another 8000 are deep dwarves. This is the seat of the mountain dwarf monarch. The whole city is built in 9 orblike halls with the housing being on the walls. The middle of them is a marketplace with zero inhabitants. The other 8 orbs don't have any major stores, but they have one food storage for each 3000 inhabitants. A column stand in the middle of each. The columns show the difference between up and down as well as being a shortcut for the town guard. The town guard of Virði Konungars is unique in the ways that it is blessed by the king himself. They bear wine red cloaks with golden weaves that show their ranks. The city is also the seat of the green pest removers. The anti-goblin infestation guard. Another uniqueness of the city is the food storages. All citizens of the city may at any time go and ask for food and get a weeks ration of basic food. Travellers who stay in town is able to buy rations from the storages at a reasonable price. Beneath the city is three layers of fungi farmland. 2. Forsmiðrs Bjargi: This is the smiths town. It is renowned for it's good smithwork and then especially for their premium armours. The city has 13 000 inhabitants. 1000 of them which are smiths. This city houses the only smithy in the world that knows how to produce an inferno machine. The centre of the city is a further developed orb like in Virði Konungars. It has been made into a tear shape. The top parts are mainly smiths and alchemical laboratories. The smoke from the smiths rise up through the top of the tear and seeps out from there in thousands of tiny canals. The rest of the city is built in passages from the tear. A lot of the passages lead to nearby mines, which sustain the constant need for iron. 3. Járngand: Is a minor city of only 3000 inhabitants, but it is still very important to the dwarves. The city houses the all important school of Os Ki's clerics. Because of this massive institutions placement in the small town the religion stands strong here. A norm says that only followers of the Horozan may live here or it will be a desanctification of the city.
The Elven Lands: 1. Emanda'Um: Is the elves main city on the Theg side. The city has 16 000 inhabitants. Approximately 11 000 of them are elves and 4000 are tallfellows. The remaining are most likely either merchants or trainees in the local abyssal purge guild, which is by the way ten times bigger than any other abyssal purge guild. Religionwise the city is extremely liberal. All religions are accepted. What is not so liberal is the rules. They are simple but strict. Break the rules more than three times and you will be executed or banned from the city, all in accordance to the seriousness of the crimes. The city has a marketplace centre in a big hall, but most of the city consist of long pathways in the mountain. Most often the housings live around spiral stairs, symbolising the long lost glory days of the elven towers. All the walls are chalked white by law as a reminder of the fact that the elves will always be children of the sun. The more important quarters of the city has golden wall paintings.
The Gnomish Lands: 1. Kebarnandon: Has only 10 000 inhabitants, yet it is the second biggest rock gnome settlement. Not all of them are gnomes. Approximately 2000 grey elves live here, making this their main city. Magic is big business here and the mage guilds work closely with travelling warriors, offering their services on enchanting weapons, armour and eventually other items. The only purely illusionist school resides here. The city consists of a huge main road with many smaller walkways leading from it. The city lies near the surface and is under constant threat of attack. Huge doors block every entrance to the city and is magically camouflaged as stone. Gnomes in other settlements may know the way to get in and offers that service for a somewhat steep sum. 2. Rhinter Kasas: Is in fact not one, but two towns. The name origins from a bit of both sides. One town was in the old days called Rhinter and is the mining town. The other town had it's name as Ther'Kasand and was, and still is, famous for their abjuration school. Rhinter Kasas is still split in two halves although they are considered to be one town because of their shared governing. The mining town lies almost five hundred meters below the mage town, and then a little towards the centre. Between the two cities there is a long set of stairs and a vertic-rail. The mining city houses only 30% of the total amount of inhabitants, but in total the city holds 8000 inhabitants. The entrances to this city is well hidden and even when the passages are known the gnomish guards will seek to stop anyone who has yet to get an allowance to pass into the city. Actually only a select minority of people know that it even exists. There are strict laws on who may pass and who may not. Recently the city has been turned into a research city for the gnomish army, which has only increased the secrecy around it.
The Theg Side: The Deep Edge The Deep Dwarven Lands: 1. HjartadjupR: The city lies in the centre of The Deep Edge. It has roads leading out to all the other corners of this level. The strategic location of the city was with the intention of being the trade centre of this level. The fact that it's also known as the trader city shows the success of the placement. The centre of the city is the trade squares, which is wide streets who literally form squares. There is a total of 14 squares on three different levels. They are connected by stairs and passages. The city outside the centre is made up out of old villages connected by more modern sections. Most of the city outside the trade squares have no lighting. Above the trade squares lies the castle where the deep dwarven royalty lives. One of the squares is filled with constructionwork where they are attempting to build a second portal to U'Theg. The city mainly consists out of deep dwarves (around 16000 out of a total of 23000), dwarves (around 2000) and deep halflings (2000). 2. Hellisdyrrglitra: Named after the glittering rock which just about litter the place. It is found nowhere else in it's natural state and since certain magical potions use this rock as part of it's brewing process, it's become one of the main export goods. The city has 16000 inhabitants where at least 90% is deep dwarves. The city is the oldest deep dwarven place which is still considered to be a city. It is estimated to be more than 25 000 years old. A lot of the old temples still stand amongst newer ones, making it a religious centre. The city also lies around the biggest iron ore vein known to dwarves history. Hence mining is the main occupation.
The Svirfneblin Lands: 1. Hratimoosuwaht Eildrfthy: The name is hard to pronounce by most other races and hence they usually refer to the city only as Hawey. The city only holds around 7500 inhabitants, but just about all of them are svirfneblins. Only svirfneblins are allowed to settle in the city without special permission. The entrance to the city is blocked by a guardpost who only lets past those who have a permission. Even then all weapons are to be left at the gate. The city supports itself in every way and only Horozan temples are present inside the city. The svirfneblin council of illusionists and dwarnoi reside here. Despite the fact that the city has been haunted by an unknown beast for over 15 000 years, few choose to move away from it. There is no lighting in the whole city, which is mostly natural caverns. The svirfneblin find the natural caverns to be the most beautiful so even the sections of the city which is manmade is carved to look natural.
The Deep Halfling Lands: 1. Bemirm: Also called the Lake City. This is the only cluster of deep halflings large enough to be called a city. It lies in the middle of a huge undersea lake. Fishing and fish-farming is the main work around. The roads are made from stone blocks that are supported onto the rock underneath the water by large pillars. The houses are made out of light metal and anchored to the celling through large chains. Around 3000 live here and most of them are deep halflings. There is no special government here. Instead the deep dwarven king has been allowed to govern over the city. The city is known as a freeminded place where nothing is really forbidden except violence.
|
|