III - Summary

III - Age of Nation
 

The Gods

Deity Alignment Realm Role
Amoth (he/him) LN KalandurrenHuman god of civilization and invention
Asmodeus (he/him) LE Nine HellsDevil god of tyranny
Boccob (she/her) LN Great Librarygod of balance and foresight
Corellon (he/him) CG ArvandorHigh Elf god of magic
Garl (they/them)NG ErishaniGnome god of trickery and art
Gorellik (they/them) NN Beastlandsgod of beasts and wilderness
Gruumsh (he/him) NE NishrekOrc and Goblin god of storms and destruction
Io (he/her) NN CelestherionDragon god of duality
Khala (she/her) CN Limbogod of natural forces
Lolth (she/her) CE AbyssDrow god of spiders
Moradin (he/him) LG ArcadiaDwarf god of creation and protection
Nerull (he/him) NN Boneyardgod of death and rebirth
Sehanine (she/her) CN ArvandorWood Elf god of the hunt
Tuern (he/him) NN Chernoggargod of battle and war
Vecna (he/him) NE --Undead god of evil secrets
Yondalla (they/them) CG ShomHalfling god of fertility and freedom
-- NN Elysiumunclaimed realm of pure creation energy
 

Known History

Long ago, each race lived on its own island. No one knows why the gods created Ddaear this way, it is just an accepted fact. Once the races developed sailing technology and found each other, they immediately started fighting. The war lasted for over a thousand years. Eventually, the arms race escalated to mutually assured destruction, and everyone realized they should probably stop the fighting. A truce was signed by the civilized races, leading to an era of peace.   The races began to intermingle amongst the islands, perfectly content to live with each other. Factions began forming amongst the people, with each race spawning multiple groups. The political tension quickly replaced the physical 5 fighting of the war. A Council was founded to maintain relative order, with each race choosing representative factions for seats. Since this governing body can't really enforce any laws, they rely on the cooperation of each faction.   This system has been in place almost 500 years, and thus few remember the war time of long ago. Each faction happily accepts all races as members, but they are still each ruled by the founding race.   The human island, Eard, was the most diverse of the islands. From the largest city in the world to quaint villages, anyone could have found a place to call home. The northern and western coast of the island were dominated by the Bleak Mountains, desolate and uninhabitable.  

Haemedrim

Haemedrim was the "capital of the world", being the home city of the Council. The members of the council had permanent residence in the middle of the town, heavily guarded and inpenitrable. While the council had an "open door" policy, so many citizens wished to voice their concerns that many were turned away by the guards. The council simply did not have the time.   Being the major trade hub of the world, many of the races and factions had a large presence in the metropolis. While the official home of each faction was within the race's border, many considered their Haemedrim office to be their home base. As such, Haemedrim contained GAUK's great library, Clan Tinker's "college", the main distribution center for the Farming Guild, the officer training for the Chromatic Crusaders and Metallic Enforcers and Rumnaheim, SAG's grand theatre, and the main docks of the Traveling Statesmen.   The metropolis surrounded a massive bay, creating a dock system larger than most cities. In the middle of the bay, groups of boats created floating communities, each with their own inns, markets, and town governments.   The city formed a narrow strip around the bay, spanning 500 miles from tip to tip. As this would generally be a 3 week journey on foot just to cross the city, GAUK had devised an ingenious mass-transit system. "Riding the Circle", as it was called, involved groups of people using massive teleportation circles scattered throughout the city. The attendants activated the teleports at specific times, keeping to a strict schedule. The major lines held about 100 people and traveled great distances across the city. Within each neighborhood, smaller lines carried people closer to their final destinations. The cost was 5cp per trip, or 2gp for a month pass, or 2pp for a year pass.  

Ricyning

The southeastern tip of the island contained the ruling city for the humans, Ricyning. While not as sprawling as Haemedrim, this city stood as a monument to the industrious nature of the race. Buildings hundreds of feet tall towered over the residents, with not a hint of magic in their construction.   Surrounding Haemedrim on the north and west were the Dark Woods, a relatively unexplored forest. The Dark Woods were unexplored for a good reason: the beasts within were more vicious than anywhere else on Ddaear. Certainly, the Eryn Forest on Melamar had its dangers. And yes, the swamp Moeras on Verwerp was not to be trifled with. But none of these housed anything close to the monstrosities found in the Dark Woods.   Eard was one of only two islands which played host to Dragons (that the Council islands were aware of). While sightings of a dragon were rare, they had only been reported on Eard and Verwerp.  

Melamar

Melamar was the home of the Elves. The southern coast was dominated by sprawling cities with exotic spires, the most impressive being the High Elf capital, Ingole. In contrast to Ricyning, magic had an obvious presence here, from buildings made of pure glass to schools specifically designed to teach the art. Leaving the city walls was almost stepping into a different land; the interior of the island was the wild and untamed Eryn Forest. The Wood Elves roamed free through the land, their villages generally hidden and private. Few outsiders ventured to Galadh, the capital of the race, but rumors abounded of buildings grown from enormous trees. The forest gave way to the Raxellor Mountains along the northern coast of the island. Due to its deep caverns leading straight to the Underdark, only military outposts existed near the mountain range.  

Filelhi

A small Wood Elf village.  

Eryn Forest

The beasts in Eryn Forest weren't as dangerous as those in the Dark Woods. Most of them even lived in harmony with the Wood Elf residents. The true dangers of the forest were the Goblins, Orcs, and Drow. While a few small tribes of Goblins and Orcs could be found on Eard and Rikur Fjall, more than a hundred bands were believed to live in Eryn Forest. In addition, Melamar was the only island that played host to Drow raids. This was most likely due to the hatred of the surface elves by their banished brethren.    

Rikur Fjall

The island of Rikur Fjall was home to the Dwarves. The southwestern tip was a rolling plain, home to the Hill Dwarves. The lone mountain, Stjornandi, housed the capital of the race. It is here that the Rumnaheim trained their army. The rest of the island was dominated by the largest mountain range in the world, Verndari. All throughout these mountains were the subterranean cities of the Mountain Dwarves. From the border cities scattered around the edges of the kingdom travellers could have taken mechanical carts to the mining communities deep within the earth. The largest and most grand was Kletturholl, home of the Grand Forge. The multitiered capital city was the heart of the Dwarven mining operation, with more wealth within its walls than the rest of the world combined.  

Lapeng

Weary travellers could generally have found rest and relaxation on Lapeng, home island to the Halflings. Most of the island was hilly and fertile, almost completely covered in farmland. Small villages managed these farms and harvested most of the food supplied around the world. The island was bordered on the western edge by Thabeng, a small mountainous region relatively uninhabited.  

Lesholu

Nestled between a few mountains was the capital city, Lesholu. In stark contrast to the carefree nature of most of the island, this city was ran by the O.P.Q.R., a thieves guild barely sanctioned by the Council. Few others found reason to live here, and travellers were hard-pressed to keep any possessions they brought into the city.  

Ngarep

The Gnomes called the island Ngarep home. The windswept hills of the western region were a mix of steep crags and grassy slopes. Along the southern side of the island sat Kayu Padhang, a bright and mischievous forest full of woodland creatures. The Dhuwur Mountains formed a coastal barrier along the eastern and northern sides.  

Kutha'ngatur

At the western tip sat the capital city Kutha'ngatur, a flowing and chaotic metropolis. This city was not as large as Haemedrim, or as glamorous as Ingole. However, the city's avant-garde made up for any shortcomings of Kutha'ngatur. The streets were filled with performers and inventors showing off their skills and wares, the avant-garde drawing a variety of artisans hoping to make a living.   Anything could be found here, from fantastic inventions to priceless works of art. Street performers abounded, and the theatre distrinct was the best on Ddaeard. The city played host to the annual Clan Tinker Faire, where members of the faction showcased their wares in hope of advancement.  

Verwerp

Where the inhabitants of the other islands lived peacefully together, the Dragonborn of Verwerp were constantly at war. The Metallic Dragonborn kingdom of Beskerm was under perpetual siege by the Chromatic Dragonborn of Kleur. While no significant victories were won by either side during the rule of the Council, the contested region was home to countless skirmishes. Most of the island was flat and uninteresting, with two notable exceptions: the great swamp Moeras on the eastern coast of the contested region, and the Hoog Mountains along the southwestern coast of Kleur.   Verwerp was one of only two islands which played host to Dragons (that the Council islands were aware of). While sightings of a dragon were rare, they had only been reported on Eard and Verwerp.  

Gruumsh

Named for their patron god, the Orcs and Goblins resided in this land. The Gruumsh mountains (Orcs were not known for their creativity) split the island into two pieces and bordered the southern edge. The west side was mostly lush farmland, tilled and maintained by the Goblins. Most lived in their capital Maglub, sitting where the farmland met the Gepal Forest and the coast. The east side of the mountains was home to the Orcs and their capital city Gruumsh. This flat, rocky desert sat 1,000 feet above the sea, creating the perfect defensible position and training ground for the ever warring race.  

Isle of Dragons