Campaign Setting Info

At long last the Valorian Empire's incessant expansion encroaches upon Vitanian soil. While an allied army is on the way to break the siege of Lituvia, the people of Gorana eagerly await news of the upcoming battle.

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Campaign Setting Info

Postby Mezir » Tue Jun 10, 2008 5:26 pm

A Short History

In the beginning there was Yarath, who wandered the world and created all life. Last, she created the Dragons, but they rebelled against her control and fought her. After defeating her, they fought amongst themselves in the First Dragon War until the great dragon Savarous was slain in a battle against Valorus. The land where he fell slowly turned into a desert and all life was tainted. It is here that the Dragonborn arose in the first decennia after the battle. Many other creatures native to that land display draconic attributes. The dragons retreated and hid from each other.

In the centuries that followed the Eladrin civilisations arose and discovered a great aptitude for magic. They created great cities above and below the ground in all parts of the world, but a great Doom befell them as the Second Dragon War raged across the land. Little of this war is known, but the Eladrin have never since built cities and speak little about the circumstances of the demise of their great civilisation, if they yet retain such knowledge.

After the Second Dragon War the other races rose from barbarism to achieve great things. Kingdoms rose, fell, we replaced, until the current situation. The Holy Valorian Empire has, for the last forty year, slowly expanded its borders. Twenty years ago they took over the Broken Lands, a large series of valleys and mountains wherein lie the kingdoms of the Dwarfs. After years of battle the Dwarfs eventually surrendered, and the Valorians, though imposing a number of their own laws, mostly maintained the status quo and let the dwarfs keep their own leadership. Uniformity of justice was imposed, trade lines long closed re-opened, and the common dwarf was made better off. This is the same way in which the Valorians treated all their annexed territories, quickly winning the allegiance of these countries and drawing from their population to add to their own armed forces.

The Valorian army, with a sizable Dwarfish contingent, is now camped around Lituvia.

Geography

Vitania: Vitania is a region comprising of many different independent city-states, of which Gorana is the largest. It lies against the Southern Sea (which lies south, no less!), the Barrier Mountains to the west and the Lantanides to the north - a less impressive offshoot of the Barrier Mountains. The river Alos comes from the Barrier Mountains and the Lantanides and flows through the plains of Vitania to come out in the Southern Sea at Gorana. Lituvia lies on the eastern outliers of the Barrier Mountains in a large valley along the most-used pass to the Broken Lands and the Holy Valorian Empire. East of Gorana the land is dotted with many more cities in the fertile plains of Vitania, until the land slowly becomes rockier and less tillable. Vitania is ruled by its merchant class, although it has a sizable portion of old money nobles who retain some power and often have seats on city councils by virtue of their ancestry.

Holy Valorian Empire: The Holy Valorian Empire historically lies far west of the Barrier Mountains, but their expansion has seen them slowly annex the lesser kingdoms and duchies until they now border them. With the Broken Lands annexed, the Holy Valorian Empire controls practically everything on the continent west of the Barrier Mountains. The Empire is ruled by the Knights Templar of Valorus, an order devoted to justice, compassion and sacrifice. Their heavily armoured cavalry and infantry has carried the day in many battles, and their merciful and gracious conduct in victory has endeared them to their subjects in conquered territories. The Valorians see it as their rightful duty to bring peace and justice to the world - by the sword if necessary. Their capital city, Valoria, lies several hundred miles west of the Barrier Mountains.

The Broken Lands: Ancestral home of most Dwarfs west of the Barrier Mountains, the Broken Lands consist of many series of jagged mountains and secluded passes. The Dwarfs have, over the centuries, mined under most and created large passageways that allow carts to travel from one valley to the next. They have built several large cities underground. Before the Valorians conquered them, they ruled over the humans living in the mountain valleys, who farmed the land for them and provided them with most of their food, in exchange for justice, protection, ore and whatnot. Due to the way the dwarven kingdoms were built, conquering them was the work of several years of protracted underground combat, where at least one city was purposely collapsed in its entirety by the dwarfs.

The Dwarfs also have access to an explosive substance that they used to clear away rocky debris and to aid in mining. After using it in self-defence in desperation, the Valorians have since inducted several Dwarfs capable of making the explosives into their army, greatly enhancing their siege capabilities.

Bordova: The forested regions north of the Lantanides, called Bordova, and many of the vast forests within the Holy Valorian Empire, are home to the Elves. These elves militantly defend their forests from excessive lumbering, and several pockets of resistance still hold out inside the Holy Valorian Empire. Since the isolationist elves have nothing of real value (aside from their forests) conquering these areas is mostly seen as a waste of time, resources and lives. Many elves, however, have travelled from their homes within the Empire and crossed the Barrier Mountains into Bordova. The elves there live mostly in communes, living off the land in the most balanced way possible, maintaining the wildlife levels they need to survive. The recent influx of new elves has put some stress onto their communities and young elves can often be found in human communities near Bordova, trying to find a different way to live their lives. The capital city is Luga and alongside the border/customs town of Onargad is one of the few exceptions to communal life.

The Grass Sea: East of Bordova, far north-east of Vitania, lies a large grass plain. Here live what remain of the Eladrin. They often live in mixed societies of human and eladrin, herding cattle and roaming the plains. The eladrin serve as the community leaders in these societies due to their magical affinities and longer lifespan. Many eladrin will spend their youth travelling from community to community, or leaving the grass sea to travel the human cities of the world before returning to the grass sea. Only their elders know of exactly what happened to their race in the Second Dragon War, and the secret remains with them.

The Arric Kingdoms: East of Vitania amongst the bare vales many humans and dragonborn claw a living from the rocky soil. They live in fractured autonomous vales, each castle or fort often consisting of its own region. Many men call themselves king, prince or duke but often they are just the latest warlord. Banditry is rife and life is hard for everybody.

The Dragon Wastes: South of the Grass Sea and north-east of the Arric Kingdoms lie the Dragon Wastes, according to legend the place where Savarous was killed. Though the original home to the Dragonborn, the region has long since stopped being viable for life, more barren even than the Arric Kingdoms. People don't go there.

The Orrokari Empire: South of the Dragon Wastes and on the eastern shores of the Southern Sea lies the Orrokari Empire which stretches far south and east. Home to the militant Dragonborn, they are the ruling elite. Many humans live here as well but are mostly considered to be cheap workers. As far west as Vitania, little more is known about Orrokar than that its capital is the port city of Ranul.

Falora: The islands of Falora lie south and east of Gorana, in the southern sea. Long isolated from the rest of the continent, they are home to the halflings. After many bad experiences with other races relating to their small size, the halflings have transformed from a care-free race into a rigid society by necessity. They have built a strong navy, with their sailors among the most skilled and dextrous there are. They have proved themselves well capable of repelling beach assaults and fighting protracted guerilla wars to take back any captured islands one by one. They are most noted for their secretive assassin caste, who have been the bane of many enemy commanders and even of the kings of would-be conquerors. For the last fifty years, Falora has been left in peace and strong trading ties have begun. Faloran ships keep the Southern Sea free of piracy and the city of Nariko is the largest port in the known world, ahead of Gorana and Ranul.

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Re: Campaign Setting Info

Postby Mezir » Tue Jun 10, 2008 5:28 pm

The Races

All race descriptions can be considered as PHB unless a difference is stated here.

Humans: Humans live practically anywhere. Their main countries of origin are Vitania, the Holy Valorian Empire and all the fiefdoms it has conquered. They are ye olde standard humans and Gorana's most common race (90-95%). Nothing much to see here. Move along.

Dwarfs: Dwarfs. Tough and sturdy. Generally law-abiding, focus on mining and engineering. Make excellent warriors and clerics. The Dwarfs call themselves the Nari, and the Broken Lands Narivi. Most dwarfs welcome the law and order imposed by the Valorians. Though their king was killed in the fighting, his son is now King after he negotiated a surrender that left many Nari cities intact. Dwarfs can be found in small pockets throughout the Holy Valorian Empire. The Dwarfs of the Broken Lands had strong trade ties with Gorana and many dwarfs who refused to surrender to the Valorians can be found there. If you want to play a Dwarf, this probably describes you.

Elves: As in the new PHB, these are wood elves. The largest elven community is in the forests of Bordova, although there are a few elven families to be found in Vitania (mostly in the southern Lantanides). Most elves do not choose to settle in human lands, instead wandering the lands and eventually returning to their forests of origin. Some do spend some time with a human lover, but due to the difference in life-spans, most move on long before the inevitable death of their companions. Due to the current stresses from population influx, many (relatively speaking) young elves choose a time of wandering, and some of the newer elven families do not stop in the forests and try to make a home in human lands. If you play an elf, you are probably either a wandering youngster or a refugee.

Eladrin: Eladrin are nomadic and very secretive about their history. It is known that they once had a civilisation that spanned the continents and that ruins of their cities can often still be find by the enterprising archaeologist. They are very magically inclined and can travel short stints through the land of the dead (as opposed to through the Feywild). Many young eladrin choose to leave their boring pastoral lives of wandering after hearing "but we do not speak of that" once too often. They will often become sedentary and studious once reaching human cities. Having an eladrin apprentice is often a sign of prestige for human sages, and during the course of their lives they often become learned in a plethora of subjects as they seek for their past. They almost uniformly return to the Grass Sea upon their coming of age/wisdom to take up the role of tribal elder in due time. As an eladrin, you are probably a seeker of wisdom.

Halflings: Halflings are a sea-faring island peoples with many merchant families in foreign cities. They are known for their rigid society that stresses military/naval service for every halfling and their unflinching use of assassination if the times demand it. They are often xenophobic and cold to outsiders, while being warmer and kinder towards each other than humans are amongst themselves. Some young halflings choose to evade their military service by absconding onto the mainland and spending their young adulthood there. These halflings are the most free-spirited (traditional) halflings and are almost uniformly warm and kind to everybody. If you play a halfling, this is probably you (child of a merchant family will also do fine, as another example).

Half-Elf/Eladrin: Half-Eladrin and Half-Elves are nigh-indistinguishable to those who do not know what to look for. They share the same stats. Half-Elves are often more bitter about their heritage than Half-Eladrin since their parents often take off at a young age. Sometimes they are taken along by their fathers or mothers, but elven society barely accepts them, and being torn away from their other parent is painful. Eladrin will far more often stay with any human partners they choose, despite the pain of watching them age and wither. Half-elves and eladrin are found wherever elves and humans are found together. Half-eladrin are quite common in the grass seas.

Dragonborn: Created by the essence of Savarous draining into the land they lived on, the Dragonborn were humanoids of an unknown type. They are sometimes called Dragonspawn, the Spawn of Savarous or simply Spawn, but this is about the same as calling a large black man "nigger" or "boy". The Dragonborn are a warrior race and lawful to a fault. They honour their word once given and will strive to abide by the strict rules of their society. They have a penchant for the tyrannical. Most dragonborn live in Orrokar although a sizable amount lives in the Arric Kingdoms, either serving as or under a warlord or having turned to banditry. With the current expansion of the Valorian Empire, many Dragonborn have travelled west to sign on as a mercenary on either side. As a Dragonborn, you might be a mercenary currently hiring out as a guard in Gorana, or similar.

Tieflings: How tieflings come to be is unclear. They are very rare, and are born to quite ordinary parents. They are assumed to be a genetic throwback to Gaellian blood in one or both of the parents' bloodlines. Most are killed at birth for the abominations they are perceived to be, especially in larger cities and civilised regions. In more remote areas where families can hide the child more easily, or where due to a certain genetic mix tieflings are more common, tiefling children are more likely to make it to adulthood. Tieflings are rarely accepted into whatever society they choose to live amongst and are sometimes persecuted. Sometimes adepts of the arcane will take in tiefling children, though not usually out of kindness and sometimes for malicious purposes, as they make both good students and useful tools.

Grynn (Goliath): The Grynn are an ancient race whose roots remain unknown. They are between 7 and 9 feet in height and have a much wider girth compared to their height than any race besides the Dwarfs. Grynn have two hearts and four lungs and can survive with one of each (although this significantly lowers their lifespan). They can easily live up to three hundreds years. At various locations around the world ruins of buildings too large to be for any other race exist, and it is clear that at one point the Grynn were vastly more civilised than they currently are, but for as long as the history of the other races spans back, they have been as they are now: large, uncouth and unsubtle.

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Re: Campaign Setting Info

Postby Mezir » Tue Jun 10, 2008 5:29 pm

The Gods

Yarath
Elder God
Yarath is a dead god credited with the creation of most forms of humanoid life, but most notably for the creation of the Dragons. She was slain by her own creations. Little more is known about her or her motives.

Savarous
One of the First Dragons
A large, tyrannical dragon who tried to take control of all other dragons, and almost succeeded in doing so with the aid of all the dragons he had somehow rallied to his cause. He died in the First Dragon War at the hands of Valorus and Razek, creating the Dragon Wastes. He is also implicated in the Second Dragon War, but it is unsure how.

Valorus
One of the First Dragons
Lord of valour and justice, Valorus led the resistance against Savarous' attempt at world domination. He has not been seen in living memory.

Razek - The Battle Dragon
Second Generation Dragon
Razek is the best known of the second generation of dragons created by Yarath. He has infused himself with metal and is a heavily armed and armoured dragon. Worshipped by mercenaries and soldiers of all kinds, Razek embodies ferocity, loyalty and eternal readiness. Razek's last reported sighting by his followers dates back two human generations.

Korkoi, High Lord of Death - The Reclaimer
Eladrin Ascendant
Korkoi has been the Lord of Death during all of recorded history. He is known by the Eladrin as "The Reclaimer". Korkoi is one of the most powerful and worshipped Ascendants. He is generally considered evil and feared by non-Eladrin. Korkoi collects the souls of all those who die and binds them to him within the Spirit Plains.

Murgaz, Lord of Autumn - The Reaper
Dragonborn Ascendant
Murgaz is the lord of rot and corruption. Offerings are typically made to him after a successful harvest to thank him for staying his hand. Murgaz stands at Korkoi's right hand.

Ralax, The Wandering God - The Betrayer
Eladrin Ascendant
Ralax is alternately known as the Wandering God and the Betrayer. He is the patron saint of travellers, free spirits and thieves - of all those who put their own well-being above that of others, or those that simply do not care much about the world around them while living their lives. He helps those he pleases - when and where it helps his own goals forward - and cannot be trusted to render aid of any kind. What great betrayal it is that he is remembered for, only the truly wise still remember.

Narael, Lady of Life
Human Ascendant
The Ascension of Narael dates back to before the Second Dragon War, from the time when humans were first learning to till the land and settle down into cities. She is a fertility goddess, protector of all that lives, from crops to cattle to the people themselves.

Iorei, The First Elf
Elven Ascendant
Dating back approximately 4000 years, the Ascension of Iorei was a direct result of his conscious decision to sever his connection to the Spirit Wilds, which he believed was leading the Eladrin into ruin. Somehow he found a way to do it, whether through sheer willpower or vast knowledge, and he led a large group of followers in doing the same after his example. Iorei learned, in the years that followed, that his own separation from the Spirit Wilds had permanently trapped his soul inside his body, meaning he could not die, whereas the same had not happened to his followers. For over a thousand years Iorei ruled the elves as their King until he could no longer watch his descendants and loved ones wither and die. He has since moved from community to community, never revealing his identity, although it is sometimes deduced.

Nulus, The Deep Lord
Elder God
Nulus is the Lord of the Oceans, a malevolent and inscrutable deity, hidden somewhere in the deeps. Sailors do not so much worship as placate him. As an Elder God Nulus holds blood sacrifice in high regard, and it is not unknown for sailors to be tossed overboard at sea by their comrades if a bad storm has hit and things are going poorly. However, Elder Gods are rarely worshipped as their existence is questioned by most modern theologians - they are considered dead or lost. It must be admitted, however, that power can still be drawn from his domain. The clergy of Nulus are invariably dark characters whose motives are obscure at best. Animals are routinely sacrificed by drowning - and rumours continually abound of humanoid sacrifices.

Grazul, The Sleeping Tyrant - The Dragonslayer
Grynnish God
The Grynn of the Karask and Gnossus mountain ranges worship a figure known as the Sleeping King. Legend has it Grazul once ruled the Grynn - all Grynn - with an iron fist and their armies were feared across the world. Of all the races, only the Grynn could withstand some of the might of the dragons of olden times and Grazul, it was said, slew many. In his last battle, something went awry. Grazul survived, but unresponsive, it was as though he slept and could not be woken. This state persisted for days, then weeks, and though Grazul could not be fed, his body did not wither, his breathing did not slow. After months, Grazul was entombed in such a way that, should he awaken, he could leave his tomb and enter the world once more. The location of his burial site has since been lost, but it is said that when Grazul awakens the world will end - but not before he leads the Grynn to glory once more.

More to come...

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Re: Campaign Setting Info

Postby Mezir » Tue Jul 22, 2008 2:50 pm

The Spirit Plains

Woven into the fabric of the world everywhere are the Spirit Wilds, occupying the same place as everywhere else yet only accessible by the dead and the magically inclined - including all Eladrin. At the heart of the Spirit Wilds, corresponding to no known physical location, Korkoi, High Lord of Death has his throne. Here he binds all those who die to him. What happens to these souls is not known.

The Spirit Wilds are still full of rogue spirits that resist Korkoi's call, or who are bound to powers within the Spirit Wilds who resist the rule of Korkoi. Many branches of magic tap directly into the Spirit Wilds to manipulate the souls there, or pull them into this world temporarily under direct control of the magic user. How this is done varies - through a pact made with rogue entities in the Spirit Wilds, by pure knowledge of the fabric of the world, or through subservience to Korkoi or his servants.

The rules of time and space within the Spirit Wilds are different from those in the real world. Thus, travel through the Spirit Wilds by those familiar with its ways is often used to achieve teleportation effects. This is usually for very short jaunts, but it is known to be used for longer travel as well, at more risk to the user.

Gaellia

Gaellia is a world accessible through planar travel and is the prime location for the summoning of demons. It is not counted so much as a different Plane, but as a completely separate world. Its planar location is somehow close to one of the planes of elemental fire which bleeds through the barrier between those two worlds, something evident in both Gaellia itself and its inhabitants. All of Gaellia's inhabitants have high resistance to fire and most can wield fire in some form or other. Gaellian lords are among the most powerful demons one can summon. You have so far encountered two Gaellian demons, though you have only fought one.

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Re: Campaign Setting Info

Postby Mezir » Wed Dec 31, 2008 12:02 pm

Even een postje met dingen die de party ontdekt heeft/NPCs die ze zijn tegen gekomen.

Azarin
Immortal of Unknown Descent
Lord Azarin is reeds 300 jaar de Baron van Anisi. Hij was één van de bevelheren van het gealliëerde Vitaniaanse leger, maar na het verraders-debacle in de pas bij Lituvia nam hij het bevel volledig in eigen handen. Na een zwaar bevochten terugtrekking heeft hij het recht volledig in eigen handen genomen en op eigen houtje de Council Palace van Gorana bestormd. Alle Councilmen waarvan gedacht werd dat ze banden hadden met de delen van het leger die zich bij de Valorians geschaard hebben werden gedood of verdwenen. Azarin zit momenteel de Council voor.

Claudius Pella
Old Money Human Goranan Noble
Claudius Pella is een man van blauw bloed die zijn leven gewijd heeft aan de studie van magie en het behoud van zijn stad. Hij is de man voor wie de party een aantal opdrachten vervuld heeft, maar de huidige relatie van de party met Pella na de coup van Azarin is onduidelijk.

Temul
Eladrin Historian
Een vriend/assistent van Pella die de leiding heeft over verschillende archeologische sites in de stad waar oude Eladrin voorwerpen en ruines werden teruggevonden.

Rashid al-Maliki
Dragonborn Envoy
De leider van de Dragonborn die per schip naar Gorana waren gekomen. Deze envoy noemde zich een gezant van "the Dragontouched", een nieuwe profeet die uit de woestijn naar Ranul (in Orrokar) is gekomen en voor zover jullie hebben kunen opvangen nu zo goed als het ganse land daar regeert.

Emperor Thurstram I
Human
De Keizer van het Holy Valorian Empire - weinig omtrent zijn persoon is gekend.

Colonel/Brigadier Mayonnaise
Imaginary Soldier
Voor een officier die in het leven werd geroepen door de party heeft Colonel Mayonnaise het ver geschopt. Geruchten van zijn daden gingen als een wildvuur door de twee tegen over elkaar gestelde legers. De naam "Mayonnaise" brengt vrees en respect te weeg bij iedereen die ze hoort. Het bestaan van Colonel Mayonnaise is nog door geen enkele officiële instantie ontkend.

Archmagus Arian Donnering
Human Wizard
Veel weten jullie niet over Arian Donnering, buiten dat hij een belangrijk en machtig persoon is binnen het Heilig Valoriaans Rijk. Wel weten jullie dat hij jullie verzet tegen het herrijzen van de Draconids boven jullie verzet tegen het Valoriaans Rijk zet en jullie om die reden weggestuurd heeft, in plaats van jullie gevangen te nemen/houden. Vijand, bondgenoot of manipulator, aan jullie de keuze.

Emir Nurzi Diraq
Dragonborn Lord
Nurzi Diraq is the ruler of the mountain fort and the accompanying town of Orliz, in the eastern mountains of the Arric Kingdoms. He appears to be under pressure both from the neighbouring Orrokari Empire to the south and the Duke of Armodas to the north-west, who is rapidly expanding his territory. He attempted to capture the party as a valuable bargaining chip in his negotiations with the Dragontouched.

Yussuf al-Arak ibn Muzad
Mysterious Dragonborn
The man the party is currently looking for. Reportedly a mercenary captain from two decades back. He is believed to be in possession of the last Draconid Queen egg. He has a brother.

Some Historical Facts

The Elai and the Adrinai
Eladrin Subraces?
References to the Elai have been found through an ancient skull that the party recovered. They were apparently the original inhabitants of the ruins that they were searching. The Elai were attacked, or in any case forced out somehow, by the Adrinai, around the time of the Second Dragon War. All the Eladrin in the party can tell you is that their own Council of Elders, back home, is called the Council of the Adrinai.

The Tower of Ralax
Subterranean Tower
The site of an ancient betrayal, though nobody accurately remembers what. Presumably also the site of another confrontation between Elai and Adrinai.

The Elven Schism, The Sundering
Historical Event

Although the original elves numbered only a few thousand after Iorei sundered them, they quickly multiplied and, being spared the devastation that the Eladrin suffered during the Second Dragon War (although they did take part in it) came to be approximately equal in number. They have since consolidated their hold over a large number of forests in the world, but remain aloof and fairly xenophobic. Only the elves foresaw the coming Dragon War and it was lesser races that brought it about.

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Re: Campaign Setting Info

Postby Mezir » Mon Feb 16, 2009 6:26 pm

Added tieflings and notes on Gaellian demons (one of which you defeated on the rooftop where you met Kaitokaze, another of which you saw engage Azarin in combat).

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Re: Campaign Setting Info

Postby Mezir » Fri Mar 13, 2009 11:17 am

Iorei, the First Elf added to list of gods.

The Sundering added to historical events.

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Re: Campaign Setting Info

Postby Mezir » Tue Jun 23, 2009 3:17 pm

Grynn race entry added (= Goliath).

Nulus and Grazul added to the list of gods.

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Re: Campaign Setting Info

Postby Mezir » Tue Sep 08, 2009 9:57 pm

Coming soon!

- Background for Deva and Genasi Firesoul characters (mocht er iemand bijkomen of een char sterven)
- History gleaned from De Arcana Draconis
- Various lesser dragons featured in De Arcana Draconis
- Factions amongst Gaellian demons and their interactions with mortal summoners/supplicants

Als er mensen met vragen zitten omtrent andere dingen, vraag ze gerust dan tracht ik ze in de volgende ronde updates ook te bespreken.


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