Friday, December 26, 2014

Teredahar Complete Map

Merry Christmas, and if you're in Canada, Happy Boxing Day! In light of the holidays and the completion of the Teredahar Locales series, here's a fully-assembled composite of all the hand-drawn maps I've been uploading these past few months:

"Teredahar" - Click to enlarge (2637 × 3223, 3.1MB)


Next Time

I have declared that January is Dragon Month. The new year will begin on Friday, January 2nd with an article on the first wars fought between the Elvish interplanar settlers and their fledgling nation Tan'Rar against the ruling lords of Prime, the Dragons. Be sure to check it out!

Friday, December 19, 2014

Teredahar Locales - Koldar & The Shifting Desert

Location

The southern portion of Teredahar's interior houses the region known as Koldar. It's bordered by the Torran Spine and Northern Torran Spine mountains to the south and west, the Syldar-Koldar border just south of Ilama to the north, and the Koldar River and Balsan River to the east. It has a border with every major region on Teredahar except for Rime. Clockwise from the north its neighbouring nations/regions are Syldar, Ashdar, Din, Kurudar, and Tefalas.


Landscape & Climate

Most of Koldar is staggeringly flat with a few rolling hills. The weather is dry, becoming more arid the farther west you go as forests and plains give way to badlands and finally rocky desert in the shadow of the mountains. Koldar's end of the Shifting Desert is rockier and much less windy than the Syldarri end. The only prominent features of the terrain are the mountains to the south and west, and the broad, gentle Koldar River that flows through the region's northeast. A large plateau is perched at the intersection of the Torran Spine and Northern Torran Spine mountain ranges which features high-elevation scrub-land.

People & Commerce

Koldar is the continent's crossroads. Virtually all overland and river trade on north-south or east-west routes passes through cities in Koldar, with much of the goods bound for the great market-houses of Ardan Castle, a fortress-city in the region's east and its de-facto capital. The few large city-states that control Koldar are made wealthy and profitable by taxes on this trade. Koldar is inhabited primarily by Dwarves. At either end of the western plateau sit the great halls of the Mountan Dwarves at North Point and South Point, which provide passage under the mountains for traders willing to pay for it. The fortress-city Ardan Castle, its port, and many of the smaller settlements in the east have been built by Plains Dwarves during the second settlement. Heavy dependence on trade means that all of these cities are mixing-pots for races and cultures from all over Teredahar.

Voltac, in the heart of the desert, is a notable exception. It is the last bastion of the Drakoni race on Teredahar. Ruled by the Great Blue Wyrm Kezzadraz, its people are insular and untrusting of strangers but generally willing to take their gold at the betting tables. Voltac is home to the largest and most famous fighting arena on the continent. Twice a year the Drakoni invite outsiders into their city to take and lose fortunes at the betting tables or take and lose lives on the arena sand. Arena fighting is serious business to Kezzadraz's people. They deal fairly and punish thieves and cheaters extremely harshly.

Government

Koldar is a federation of city-states. Each of the major settlements: Ardan Castle (and its port-city), North Point, South Point, and Voltac have a pact to defend one-another from external threats and ensure the unimpeded flow of goods through the territory. Mostly this consists of hunting down bandits and protecting supply-lines against external conflicts and sabotage. In all other matters the federation's members do not interfere with one-another. That includes infighting between rival clans within the mountainhomes.

Next Time

This is the final Teredahar Locales article, which means next week I'll be revealing the entire map composite so you can see how it all fits together. Merry Christmas!

Friday, December 12, 2014

Teredahar Locales: The Kingdom of Rime

Location

Rime is the northernmost part of Teredahar. Its neighbours are Tannock (Syldar) to the west across the Tannock Shield Mountains Ashdar to the south. It is bounded by three large bodies of water: the Freezing Ocean in the north, the Dragon Ocean off its east coast, and the Sea of Rime in the southwest between Rime and Sydar proper. These borders are generally agreed upon tough occasionally one of the northern Broken Teeth clans will challenge Rime's control over territory on its border with Ashdar. These conflicts are short and borders haven't changed appreciably in generations.


Landscape

The terrain of Rime was shaped by massive glaciers eons ago and though they've mostly melted away their footprints can be seen everywhere. Rime is extremely mountainous, especially along its northeastern coast where a series of worn, jagged mountain rise thousands of feet high to plunge sharply into deep fjords. Inland, the area is dotted with small glacial lakes and rivers and several more mountain ranges carved by glaciers. These mountains are old, weathered rock quite unlike the sharp volcanic mountains further south.

Climate

Rime's northerly latitude has always brought it long, dark winters compared to the rest of Teredahar. It snows almost half of the year and all year round the cold winds of the Freezing Ocean make it a much colder place than anywhere else except Tannock's glacier. The effect of that magically-created glacier seeps over the Tannock Shield mountain-range and causes Rime's western territories to be grasped by wintery cold year-round. Long days in the summer and abundant melt-water make Rime's eastern valleys surprisingly suited for growing certain food-crops.

People & Commerce

Rime is primarily inhabited by Dwarves living in several mighty mountain-homes among the fjords and valleys of the nation's east. Around the Sea of Rime several trading posts exist, inhabited by a mix of Syldarri Elves, Humans, and Dwarves. In the summertime the mountainhomes trade by ship along Teredahar's east coast with Ashdar and Din, some even venturing to Kurudar far to the south. These ships carry mostly raw metals, hides, and gems. What farmland Rime has does not produce enough to feed all the mountainhomes so most of their food has to be imported. Each mountainhome stock-piles tremendous amounts of food every fall to last the winter. A significant amount of Rime's trade is also done via overland caravans taking goods to/from trading posts on the Sea of Rime where they trade with the elves from Syldar. In wintertime the ocean becomes too dangerous for sea trade and these caravans provide a crucial lifeline to the outside.

Government

Kurudar is governed by a traditional monarchy. Clan Doag are the hereditary rulers of the nation, joined by marriage with Clan MacPotlaugh and Clan Tain, who rule the second and third-largest (respectively) mountainhomes on Rimes' peninsulas. Trader villages on the Sea of Rime and other mountainhomes in the nation all pay homage to one of these three houses through taxes and a food levy that ensures the largest settlements have food for each winter.

Rime has a small centralized military and each township is legally required to have its own militia. By some estimates over a quarter of the adult population have combat training, though Rime hasn't fought a war since its unification. The kings of Clan Doag keep Rime out of the world stage and instead focus on trade and peaceful isolation from outside affairs.

Next Time

Next week's article will finish out the Locales series with the last major region, and it's right in the centre: Koldar and the Southern Shifting Desert.

Friday, December 5, 2014

Races of Teredahar: Humans

Humans are native to Prime but their cultural evolution has been profoundly shaped by the coming of the Elves. The earliest Human kingdoms are Nahydra and Argonia, which are located at opposite ends of the western continent. The lands of the western continent are dotted with old fieldstone castles and hundreds of acres of farmland. For much of their history, these two kingdoms had to contend with the constant threat of Dragons. So much food and wealth concentrated in one place made the Humans' cities irresistible targets, and in this time before magic they were often easily taken.

Jump forward to the Elvish Age of Exploration: sailing ships from Tan'Rar landed on the shores of Argonia and first contact between Elves and Humans was made. Captain Atwood, leader of the expedition, was disturbed how similar Humans were to Elves and ordered his men to capture a dozen Argoni Humans to bring back to Tan'Rar to study. Several more expeditions followed, bringing hundreds of Humans from Argonia to Tan'Rar.

Humans were the second intelligent race the Elves encountered on Prime, after Dragons. Unlike Dragons the Humans proved easy to capture, keep, and study. Humans in Tan'Rar were set up in contained villages far from Elvish settlements where scholars could observe and study their ways. Over time the Elves began to recognize the potential of the Human race and started granting them greater freedoms, up to the point of recognizing Humans as citizens of their empire. They would always be looked down upon, though.

The re-discovery of magic was a turning point for Humans as well as Elves. Scholars discovered that Humans could wield magic just as well as Elves, and despite opposition they began to learn how. This knowledge was eventually transferred back to Argonia and Nahydra where it allowed these kingdoms to stand against the Dragons and expand outward into powerful nations.

When Teredahar was created, Humans went with Elves on the expedition ships. They settled alongside each other and today Humans are a common presence in many Elvish cities on the continent. Some have taken to living among Dwarves and Halflings as well. Humans and Dragons remain bitter enemies.

Pathfinder treats Humans as the "versatile and widespread" race, so instead of different racial stat blocks I'm going to provide cultural/appearance notes and a suggested alternate trait if you wish to RP a character with a particular cultural background.

General change: Elvish is the common tongue of Teredahar, so replace "Common" with a new language called "Human". New characters starting play on Teredahar usually start knowing Elvish for free to make play easier.

The Kingdom of Argonia

Humans from Argonia are called Argoni (same word for singular or plural, like "sheep"). They're taller than Elves and most Humans. They have pale skin and dark hair. Men often have decorated beards. Argonia controls the tropical southern end of the western continent. They have fewer mages than other Human populations and as a result are often more familiar with science and technology. Their culture values gaining supremacy over one's surroundings through co-operation.

Suggested racial trait changes: Replace Skilled with +2 to Diplomacy and Bluff, reflecting Argoni values of teamwork over independence.

The Kingom of Nahydra

Humans from Nahydra are called Nahydrans. They often have dark skin and hair and are of the same height as Elves. Nahydra is located in a colder, dryer region at the northern end of the west continent. Nahydrans have embraced the Elvish style of magic but are also more likely to tap Draconic or even Demonic sources of power as well. Nahydrans believe in self-betterment and recognizing talent. Young Nahydrans are encouraged to learn what they're good at and refine it into a potent skill.

Suggested racial trait changes: Replace Skilled with gaining Skill Focus as a bonus feat at levels 1, 8, and 16.

Descendents of Tan'Rar Settlements

Tan'Rar first took Humans to study but later allowed them to adopt their culture. Descendents of these captives often have more than a little Elvish blood in their heritage. They're more likely to have light-coloured hair and skin tones ranging from Argoni pale to the olive tones of Syldarri Elves. Green and purple eyes are a definite sign of Elvish heritage as these are not found in other Human lines. Generations of living with Elves has caused these Humans to pick up their culture as well.

Suggested racial trait change: Replace the 1st-level Bonus Feat with proficiency in Elvish weapons (See Elf Weapon Familiarity racial trait) and the ability to speak Elvish in addition to Human.

The Wind People

Consider this a bonus race for GMs who want to use psionics. 
A breakaway group of Humans descended from Tan'Rar's settlers living in seclusion amid the peaks of the Torran Spine mountains. These people are shorter than most humans, often no more than 5 and a half feet tall. They have copper skin and black hair, though many shave their heads and wear elaborate face and scalp tatoos instead. These tattoos are extensive and often include geometric shapes and writing in their own secret language. They are called the wind people for the strong winds that often sweep the high passes where they live, and for their ability to sweep down from the mountains, trade what they need, and disappear without a trace. They shun contact with outsiders and have learned a third way to harnass the fundamental cosmic forces that power magic: using the power of thought.

Stat changes (compared to normal Humans):
  • Bonus language: Gish
  • Replace +2 to one ability score with +2 DEX, -2 CON, +2 WIS
  • Replace 1st level bonus feat with Wild Talent as a bonus feat, or Psionic Talent if possessing levels in a psionic class. 

Next Time

I'll be covering The Kingdom of Rime, a Dwarven domain in the north near Syldar.

Friday, November 28, 2014

Teredahar Locales: Kurudar, the Southern Plains

Location

The extreme South of Teredahar is a broad, sparsely populated region ruled entirely by the Kingdom of Kurudar. Kurudar is bordered by ocean on three sides, with the Torran Spine mountain range forming its northern border. Kurudar has a small border with Din to its east, marked by The Ashen Reach, an area of volcanic flow.

Landscape

Much of Kurudar is an expanse of broad, windswept plains filling the region's interior. These areas are quite dry, but not arid and do get occasional rainstorms. Kurudar's extensive coastline is dotted with fishing villages and small ports. Here the ocean breeze brings warm, tropical air and frequent rains. The Gold Sea in the region's north is much colder than the southern oceans. The highlands in the North are the only areas of Kurudar that get snow.


The lifeblood of Kurudar is the Kuraseld River, which flows through the interior from the mountains and the Gold Sea southwards emptying into the Bay of Kurudar. This river is wide, slow, and navigable in its entirety from ocean to sea. It provides the water and trade routes essential for the kingdom's capitol which sits along it.

People & Commerce

Two sects of Halflings call Kurudar their home. The Nokuri live in the hills and plains of the interior and follow a nomadic lifestyle rooted in the traditions of their race's Shard-hopping past. The Kurudari chose to emulate the Elves and settle in towns and large cities, eventually taking over governance of the entire realm as vassals of Tan'Rar. The Nokuri for the most part ignore Kurudari supremacy, but the Kurudari regard them as nuisances and thieves when they show up on the borders of their cities.

Dwarves are also commonly found in Kurudar, especially in the east where Dwarven trade ships are so common there is an area called the Bay of Dwarves. These traders bring much-needed raw materials from the mountainhomes and magical goods from the north. In exchange Kurudar exports more grain than anywhere else on the continent. 

Government

The entire realm of Kurudar is ruled by a powerful central government ruled from Kivan Torrat by King Goodbarrel. Kurudar's seat is a traditional hereditary monarchy that has been ruled by House Goodbarrel for nearly three centuries. Kurudar has the largest standing army of any nation on Teredahar.

Next Time

Next article will be on Humans in Teradahar.

Friday, November 21, 2014

Races of Teredahar: Halflings

Halflings are not indigenous to Teredahar, or indeed to Prime at all. Like the Elves they came from Ceratharidoun's world and traveled across the Shards after their world was destroyed by the cataclysm. Halflings, however, did not settle on Prime until long after the Elves arrived.

When their world was shattered in the cataclysm, the nomadic Halflings were flung outwards into the Void upon many of the Shards. There they continued to live a nomadic lifestyle, moving between shards where they touched and settling only briefly when they found a Shard to be particularly habitable.

When the Elves created Teredahar by intentionally crashing a Shard into Prime, they unknowingly chose one that was inhabited by Halflings. Those that survived the merging of worlds found themselves upon the vast plains and lowlands of southern Teredahar. Already used to the world-hopping lifestyle, Halflings spread out and flourished in their new land.

Contact with the Elves of Tan'Rar came quickly. Within a decade Tan'Rar structured the largest nomad tribe into a vassal state ruling the region called Kurudar ("Land of the Wind" in Old Elvish). Statehood led to the end of the nomad lifestyle for many of the Halflings, but some calling themselves simply "travelers" still maintain the old traditions even in the midst of Kurudar's agrarian majority.

Eldari - Shard Halflings

Not all of the Halfling race were on the Shard that crashed into Prime. There are millions of halflings still living out among the Shards. These are the Shard Halflings: a hardy, rugged people forged by generations of world-hopping and contending with the ever-changing magical forces of the Shards. They keep to their own and avoid outsiders unless necessary for trade or protection. The remains of Shard Halfling settlement can be found all over the Shards, but they never stay in one place for long and are near impossible to find if they know you're looking for them.

Stats: (Compared to Kurudari)
  • Replace racial ability mods with +2 Dexterity, +2 Constitution, -2 Charisma. Eldari are much hardier than their descendents but are unfriendly towards outsiders.
  • Speed 30
  • +2 Racial bonus on Knowledge (planes) and Survival
  • Remove sure-footed
  • Remove fearless

Nokuri & Kurudari

When Teredahar was conquered by the Elves of Tan'Rar, the largest of the nomadic Halfling tribes were granted authority over all of the lands of Kurudar to rule as a vassal state of Tan'Rar. All they had to do was conform to an Elvish-style civilization based around farming and cities instead of nomadic herding. The descendents of those that settled became the Kurudari. Those tribes who clung to the old ways and did not settle remained nomads were forced to live on the outskirts of Kurudari civilization. They call themselves Nokuri, but are commonly called Travelers in the Elvish tongue.

Kurudari - Settled Halflings
Stats: These are the standard, unmodified Halflings

Nukuri - Traveler Halflings
Stats: (Compared to Kurudari)
  • +2 Racial bonus on Bluff and Sleight of Hand. Sleight of Hand is always a class skill. 
  • +1 Initiative
  • +1 on attack rolls while flanking
  • -2 on saves against fear
  • Remove sure-footed
  • Remove fearless

Next Time

Next week's article will be on Kurudar, the dominion of Halflings on Teredahar.

Wednesday, November 19, 2014

Art to Stat Block - The Eyeball Tree

I constructed this creature in Birth of a World episode 11. Watch it on YouTube here.

Based on chillier17's original artwork: http://chillier17.deviantart.com/art/Please-do-not-feed-the-Eyeball-Tree-487396557

Eyeball Tree - CR 10

Before you stands a large, gnarly tree. It has no leaves. 
Its branches end in rough claws. Numerous eyeballs sprout 
from knots in its limbs. As you approach the eyes focus 
on you, filling you with supernatural dread.

XP 9,600
CN Huge Aberration
Init +5; 
Senses Darkvision 60ft, All-around vision; Perception +19

---Defense---
AC 22, touch 9, flat-footed 21 (+1 Dex, -2 Size, +13 Natural)
HP 164 (16d8+80+16 toughness); 
Fort +10, Ref +6, Will +14
DR 10/Slashing

---Offense---
Speed immobile?
Melee 2 Slams +19 (1d8+7, plus Grab)
Space 15ft; Reach 20ft 
Special Attacks
:.Life Leech
:.Gaze 
---Statistics---
Str 24, Dex 12, Con 20, Int 2, Wis 16, Cha 2
Base Atk +12, CMB +9, CMD 20 (can't be tripped or pushed)
Feats Improved Initiative, Power Attack, Toughness, (2-3 other feats as needed)
Skills Perception +19
Modifiers
Special Qualities

---Special Abilities---
Life Leech
:.On grappled target
:.1d8+7
:.1d4 strength damage

Gaze
:.Single target within 120ft
:.Mind-effecting, visual
:.Forces you to cower
:.Fort save to reduce to frightened 
:.DC 19 (wisdom based)
---Ecology---
Environment Swamp
Organization Solitary
Treasure Standard

Friday, November 14, 2014

Teredahar History & Mythology: The Thirteen Hebdomad

Taking a break from kingdoms and races to talk a little about religion. Religion plays an important role in the lives of many people on Teredahar. Some still pray to the long-dead Ceratharidoun, but many have chosen instead to pray to his immortal disciples, the thirteen Hebdomad. Each of the Hebdomad was a mortal living on Ceratharidoun's world. He chose these individuals to receive fragments of His power for reasons that remain unclear. Disagreements between the Hebdomad led directly the the cataclysm of the Elves world. Some of them feel guilty for this and are trying to help mortals in their own ways. Others don't care. None of the Hebdomad were in positions of power during their mortal lives, and while some have risen to prominence,  a few remain reclusive and hidden from mortals.

 
Name: Headmaster Azan
Alignment: Lawful Good
Appearance: A stout, bald, male Syldarri Elf with dark skin and pale eyes
Mortal Background: Bounty-hunter
Known For: Founder of Ashram Warmage Academy, military leader
Domains: Law, Knowledge, Magic, War
Weapon: Longsword
Symbol: Triflame
 

Name: Sif Atlon, The Thrice-Born
Alignment: Chaotic Neutral
Appearance: Pale, extremely thin, female Grey Elf with green eyes and black hair
Mortal Background: Healer-turned-lich
Known For: Patron of healers and physicians
Domains: Repose, Healing, Darkness, Death
Weapon: Rapier
Symbol: Cross


Name: Elidrianna, The Wanderer
Alignment: Chaotic Good
Appearance: Female fey creature with purple skin and golden hair and eyes
Mortal Background: Noted explorer and cartographer
Known For: Created a portal network between Shards, founded guild of planar guides
Domains: Travel, Chaos, Void, Liberation
Weapon: Shortbow
Symbol: Compass


Name: Zero, The Great Unifier
Alignment: Lawful Neutral
Appearance: Enormous male Grey Elf with blank eyes, white hair and a long beard
Mortal Background: Traveling Monk
Known For: United peoples on several Shard worlds under one empire
Domains:Law, Community, Nobility, Strength
Weapon: Sai
Symbol: Plain Circle


Name: Lord Karkasiss
Alignment: Lawful Good
Appearance: A wizened and kingly Grey Elf
Mortal Background: Architect
Known For: Created and rules over his own artificial Shard
Domains: Protection, Good, Earth, Rune
Weapon: Greatsword
Symbol: Plotter 


Name: Moragan Ironskin
Alignment: Neutral
Appearance: Blonde-haired, male Mountain Dwarf with silvery, metallic skin
Mortal Background: Blacksmith
Known For: Patron of craftsmen and artists, protector of Dwarvenkind
Domains: Artifice, Fire, Strength, Protection
Weapon: Warhammer
Symbol: Hammer


Name: Marren Cinderstaff
Alignment: Chaotic Neutral
Appearance: Young, tall, female Drow with flaming eyes and white hair
Mortal Background: Prodigal Sorceress
Known For: Patron protector of Drow and Mountain Elves all over the multiverse
Domains: Magic, Darkness, Chaos, Fire
Weapon: Quarterstaff
Symbol: 8-pointed star


Name: Silveryn
Alignment: Chaotic Neutral
Appearance: Young, female Syldarri Elf with olive skin, brown hair and eyes, and an athletic build
Mortal Background: Roguish thrill-seeking adventurer
Known For: Patron of adventurers, treasure-hunters, and climbers
Domains: Luck, Glory, Destruction, Chaos
Weapon: Dagger
Symbol: Piton


Name: Välásir of Colvarren
Alignment: Neutral Good
Appearance: Wizened and old Grey Elf with pale skin, grey eyes, and flowing white hair
Mortal Background: Inventor
Known For: Created libraries of hidden knowledge scattered around the multiverse
Domains: Knowledge, Artifice, Water, Good
Weapon: Spear
Symbol: Book


Name: Guile, The Bard
Alignment: Chaotic Neutral
Appearance: No fixed appearance, but often female.
Mortal Background: Musician
Known For: Patron of performers and enchanters
Domains: Charm, Chaos, Air, Madness
Weapon: Rapier
Symbol: Guitar


Name: Grenn Overhill
Alignment: Neutral Good
Appearance: Middle-aged male Syldarri Elf with tanned skin, brown eyes and black hair. Often dressed as a peasant.
Mortal Background: Peasant farmer
Known For: Patron of harvests, reclusiveness
Domains: Plant, Sun, Good, Weather
Weapon: Scythe
Symbol: 4-leaft clover


Name: Almáz of the Deep
Alignment: Neutral
Appearance: Frequently appears as an earth elemental, sometimes as a male dwarf
Mortal Background: Miner
Known For: Built an enormous extra-dimensional maze and hides in it from the rest of the multiverse. Said to be guarding untold riches.
Domains: Earth, Luck, Travel, Madness
Weapon: Battle Ax
Symbol: Pickaxe


Name: Tannog, The Highwayman
Alignment: Chaotic Evil
Appearance: A young male Mountain Elf with black hair and red eyes, almost always wearing dark-coloured leather armour
Mortal Background: Mountain bandit
Known For: Patron of mercenaries and tricksters
Domains: Trickery, Evil, Strength, Animal
Weapon: Shortsword
Symbol: Swords



Next Time

Next week's article will return to the people/places rotation, covering the Halfling races who inhabit Teredahar's southern lowlands. 

Friday, November 7, 2014

Teredahar Locales: Syldar & Tannock

Location

A large region of Teredahar's interior is controlled by the Dominion of Syldar. At one point Syldar controlled all of the territory from the river border of Ashdar to the Torran Spine mountain ranges: thousands of square miles of grasslands, desert, and coastal forest. A schism between the elves living in the north and the Dwarves living in the south of the dominion caused it to be partitioned into two. The northern half remains Syldar, and the southern half was renamed to Koldar. Modern Syldar's borders are the North Torran Spine in the west, The Freezing Ocean in the north, The Sea of Rime and its river system to the east, and the border of Ashdar which runs east-west in a line just south of Syldar's former capitol at Ilama.

Landscape

Syldar is a large and diverse place with several distinct biomes within it. The eastern edge borders on the Sea of Rime and is home to large forests frequent rainstorms blowing in from the sea. This region has hundreds of streams and valleys all flowing down into the sea. The central area is vast grassland criss-crossed with numerous farming communities and miles upon miles of wheat. The farther from the sea you get, the more arid the land becomes. The Shifting Desert in the shadow of the mountains is a broad swath of sand running north-south along Syldar's western edge. The sands ebb and flow and slowly creep eastward into the grasslands.

Tannock is north of Syldar. Originally Tannock was a state of its own where the Elvish rulers of all of Teredahar made their seat. Then a glacier was summoned on top of it. During a bloody succession conflict, one side's powerful mages sought to destroy the other by causing another Shard to collide with Prime and overlay itself on their stronghold, burying it. A critical miscalculation caused all of Tannock to be buried instead.

The effects of the shard collision changed the weather in northern Teredahar, causing harsh winters in northern Syldar and flooding the region with glacial melt in the summer. Snowfall in winter is only common along the coast and usually light. Spring-summer flooding near the glacier and along the Sea of Rime is so severe that most large settlements have extensive storm-sewers to keep the streets dry.

People & Commerce

The inhabitants of Syldar are predominantly Elves (Syldarri) and some Humans. The countryside is dotted with numerous communities where these two races mix peacefully. The shifting desert is lawless and largely controlled by nomadic tribes of Humans.

Syldar's capitol, Sylridian, is the most populous city on the continent and also has the highest concentration of mages. The Ashram Academy, a large and powerful mage school and paramilitary organization has one of its two campuses in Sylridian itself and the other in the nearby mountains. The large number of mages make the city a place of marvels. Sylridian is a huge magnet for settlers from all over the world, and you can find members of just about any race or creed living within or around its walls. There are steep class divides between the ruling Elvish houses, the powerful mages, and the seemingly endless immigrants who call Sylridian their home.

Syldar is a major trading nation, doing most of its trade along a series of canals, locks, and rivers that make a navigable route from the Sea of Rime south to Koldar, Ashdar, Din, and the ocean beyond. Its exports are primarily grain, magical goods (potions, scrolls, powerstones, etc), and Academy-trained Warmages for other nations' armies. Syldar imports tremendous amounts of raw materials including metal and lumber from its Dwarven neighbours as well as exotic goods demanded by Sylridian's wealthy elite.

Government

Syldar is the last living remnant of the Empire of Tan'Rar. The power of its large centralized government can be traced directly back to ancient times. In modern times it is ruled by a house of representatives similar to a parliament called The Hall of Voices. Executive power is held by the Lords Magisters, an inner council of five who represent the bloodlines of ancient kings, or powerful organizations. Some positions are hereditary and some are chosen by the group they represent.

The Lords Magisters
  • The King of Syldar; hereditary position of House Therassan. Syldar was a monarchy before the current system of government was created. Currently held by Alar Thereassan, an elderly male Grey Elf.
  • The Regent-in-Exile of Tan'Rar; hereditary position of House Amastatica. Tan'Rar was the empire of the Elves that settled most of Teredahar and ruled it for centuries. Now Tan'Rar is gone but Syldar still recognizes this title. Currently held by Valasir Amastatica, a young and reserved male Grey Elf.
  • The Prime Minister of Guilds; elected by guild leaders to represent their interests. Held for no longer than 10 years. Currently held by Hasan Al-Fadir, a middle-aged and outspoken male Syldarri Elf.
  • The Headmaster of the Ashram Academy; elected by the Ashram faculty and paramilitary commanders. Held for life or until retirement. Currently held by Ashelia Valar, an iron-fisted elderly Grey Elf female. 
  • The Supreme Commander of the Army; appointed by Syldar's military command for life or until retirement. Currently held by Soveliss Oaken, a middle-aged Half-Elf.
The rest of parliament is comprised of 233 seats for Knight Petitioners, elected representatives from towns and districts of large cities. Terms and methods of choosing vary based on local tradition as this role evolved from petitioners that used to be sent to the royal court. Their job now is to discuss issues and advise the Lords Magisters on matters of concern to their constituents.

Next Time

That was quite a long one, wasn't it? Because Syldar has so much international power it comes up a lot in adventures and thus by the principle of conservation of detail it's more detailed than less prominent places.
Next article will break the races/places cadence and provide more information about the Hebdomad who have shaped so much of this multiverse's history.

Friday, October 31, 2014

Races of Teredahar: Dwarves

Happy Halloween! Now back to your regularly scheduled campaign setting. 

Like Dragons, Dwarves are endemic to Prime and have lived there since long before the coming of the Elves. They were never encountered by the surface-dwelling races at that time, though. For most of their existence the Dwarven race have lived deep below ground in the cavernous depths underneath Prime's Shallow Ocean. It wasn't until the Elves' world-altering conjuration of the Teredahar continent directly above their heads that they finally took notice of the surface-dwellers. As the Elves of Tan'Rar sent forth their ships to begin settling the new land, the Dwarves sent their settlers upwards into the light.

The First Settlers - Mountain Dwarves

The first wave of Dwarven settlers emerged upon the surface of Teredahar from caverns in the continent's Northeast. From there they expanded to other mountainous regions on the continent. Presently Mountain Dwarves can be found living in all parts of Teredahar, mostly in clan-centered communities fortified deep inside mountains. Mountain Dwarves are often pale-skinned, around 4 feet tall, and with a broad, tough build. In certain clans there is a strong tradition of elaborate beardage, but that rule is not universal and beardless Dwarves can often be found living among other races.

Stats: These are the standard, unmodified Pathfinder Dwarves.

The Second Settlers - Plains Dwarves

The second wave of Dwarven settlers to emerge from the underground came up in the vast plains of central Teredahar. They have migrated less than their mountain-dwelling cousins, building large towns and cities upon the plains using stone quarried from underground. A diet of grains and meat of surface-animals has helped the Plains Dwarves to grow taller than Mountain Dwarves. They're 5' tall on average, almost as tall as Humans, often with tanned skin and light-coloured hair. Beards continue to be a matter of tradition, and are more common among farmers than city-dwellers. Plains Dwarves are better adapted to the light and have lost their darkvision almost entirely.

Stats: (compared to Mountain Dwarves)
  • Replace racial ability score mods with +2 DEX, +2 INT, -2 WIS. Generations of interacting with other surface-dwelling races and eating surface-grown foods have had profound changes on the minds, bodies, and cultural attitudes of Plains Dwarves.
  • Replace Darkvision with Low-Light Vision
  • Base speed is 30'. Still not encumbered by heavy loads
  • Remove Stonecunning

The Ancestors - Deep Dwarves

There haven't been any major migrant waves since the second settlers came, but occasionally an individual or small group will make their way up into the light. These are Deep Dwarves, who most closely resemble to original settlers but have developed quite a bit on their own path. They have white skin, and loose, shaggy hair and beards. Their eyes are larger than other Dwarves, often dark-coloured with over-sized pupils. They're seen as strange outsiders and savages by many other societies and often live in small communes among Mountain Dwarves or traveling the shadowy parts of the world as nomads.

Stats: (compared to Mountain Dwarves)
  • Racial ability score mods are +2 CON, +2 WIS, -4 CHA. Their odd appearance and alien culture makes them even harder to deal with than Mountain Dwarves.
  • Darkvision increase from 60 to 120 ft.
  • Light Blindness - Dazzled while exposed to bright light (such as direct sunlight)
  • Replace Hardy with immunity to poison, paralysis, and phantasms

Duergar

Deep Dwarves are often mistaken for Duergar by uneducated people. Duergar are a distinct off-shoot from the Deep Dwarves who inhabit much of the same underground territory but have a distinct culture that often puts them at odds with their neighbours. Duergar are less common than Deep Dwarves.

Stats: See Duergar in your Bestiary.

Next Time

More maps! Think I'll do the northern regions next.

Wednesday, October 29, 2014

"Red Potato" Now Has a Storyline!

...or at least the bones of one. I took the story outline developed in last week's stream, filled in a few bits, and it's now online for anyone to view over here: http://stonedice.blogspot.com/p/story-arc.html

Be sure to watch and participate in the setting's ongoing development, Wednesdays at 9PM Pacific on http://twitch.tv/Too_Many_Knives

Friday, October 24, 2014

Teredahar Locales: Tefalas, the Western Woods

Location

Tefalas is a broad strip of land comprising much of Teredahar's west coast. It's an almost perfect natural fortress, bordered by mountains to the North, East, and South and with steep cliffs guarding much of its coastline. Its only true border is with Kurudar on the Southern side of the Walls of Tefalas mountains. Across the Northern Torran Spine is the vast, lawless Shifting Desert and further north the frozen, cursed former Kingdom of Tannock. The ocean to Teredahar's west is called the Soran Ocean by those who dare to cross it. Across it lie the Human's kingdoms of Nahydra, Drakuga, and Whitereach.

Landscape

The terrain of Tefalas is generally very rough: craggy foot-hills give way to boulder-strewn forests which in turn give way to the steep Iron Cliffs of the coastline. The coastal forests are rainy year-round and dominated by massive redwood trees that grow hundreds of feet tall. In the highlands it only rains in the wintertime, and snow is not unheard of. Here the thin soil makes the trees smaller but no less dense. Two large rivers course from the highlands to the ocean: the Lore River in the North, and Trell River in the middle.

People & Commerce

Tefalas is claimed in its entirety by a small population of Elves who call themselves Reddin. The Reddin broke off from Tan'Rar during the Age of Settlers and were drawn by the region's natural beauty to choose Tefalas as their homeland. They believe that living amongst nature brings them closer to their fey ancestry and live in small villages often high amongst the most massive of redwoods. Their 'cities' may house fewer than a thousand individuals and are built from living branches shaped over decades. The forests of the region are dotted with small villages so well-hidden they have eluded even the best cartographers.

The reddin are hostile to all outsiders and, while they normally don't gather in large numbers, are capable of amassing an army to defend their domain if necessary. When settlers from Nahydra landed on their shores, they were subject to repeated vicious attacks by Reddin raiding parties. Eventually the settlers were driven off or massacred by a combined force of Reddin and their allies from Kurudar. The remains of their settlements still stand on the coast as a reminder of Reddin ferocity.

Given their hostility to outsiders, trade with the Reddin is unheard of. They merely tolerate the presence of Sandrock Clan dwarven traders out of North Point permitted to pass through their lands in exchange for artifacts that would be otherwise unavailable.

Government

The Reddin villages all pay duty to local lords, who in turn support the capitol and high priestess seated at Greatwood. The small population and large area of Tefalas makes conflict between lords extremely rare. The pacifistic teachings of the Reddin faith further ensures that conflicts between Reddin are solved without arms most of the time.

Next Time

The next Races of Teredahar article will talk about the origin and subraces of Dwarves. 

Friday, October 17, 2014

Races of Teredahar: Elves

During the Age of Settlers much of the newly-summoned land in Teredahar was claimed and settled by the Elvish Empire of Tan'Rar. Different ethnic groups within Tan'Rar set out from Tan'Rar on the southern continent Loraida to found homelands for their people on the new continent. The differences in these settlements and the distance between them have caused ethnic differences to only grow between the populations.

Common (Syldarri) Elf

Syldarri elves are descended from the general bulk of settlers from Tan'Rar and show the widest variety of traits within a single population. They're on average between 5 and 6 feet tall, slender of build and have lightly tanned to pale skin. Their natural affinity for magic means they tend to settle in large cities around magical sites such as universities and fixed portals. The largest population of these Elves is in the nation of Syldar in north-central Teredahar. They are also found all over the continent as traders, magic instructors, craftsmen and businesspeople.

Stats: These are standard, unmodified Pathfinder Elves. 
* As Elvish is the common language of Teredahar, Elves begin play speaking Common(Elvish) and Human

Reddin Elf

The Reddin were a distinct religious and cultural group that broke off from Tan'Rar during the Age of Settlers. They landed on the west coast amidst a rainforest of immense redwoods and made it their home. Reddin shun arcane magic and technology and believe in living among nature rather than conquering it. They live in small settlements deep in the forest where they believe they are closer to their fey ancestry. Several physical traits differentiate them from Syldarri elves. They are shorter in stature (usually under 5'5"), but also more muscular. Their skin has a distinct reddish hue (which some wrongly assume gave them their name) and they most commonly have black hair and brown eyes. They are insular and do not welcome outsiders, nor do they travel much beyond their lands.

Stat changes (compared to Syldarri):
  • Remove Human as a free starting language.
  • Replace racial ability score traits with +2 STR, +2 WIS, -2 CHA
  • Replace Elven Magic with new ability: Woodcraft - +1 on Knowledge(nature) and Survival. Bonus increases to +2 in forest terrain. 

Mountain Elf (aka Drow)

Mountain-dwelling elves have lived from some time within Tan'Rar. They were often seen as outcasts living on the fringes of civilization and hiding in shadowy mountain valleys. During the Age of Settlers small groups of Mountain Elves braved crossing the ocean in search of lands to call their own. There they encountered Mountain Dwarves and many found living underground to be more pleasant than mountain valleys. Whether from the valleys or below, members of this sub-race share the same traits, but valley-dwelling Mountain Elves consider being called "Drow" a racist insult, so traveler beware. Moutnain Elves are roughly the same size and build as their lowland-dwelling cousins. What sets them apart is their dark, almost purple skin-tone and predominantly silver hair. Many also have red or white-coloured eyes with almost invisible pupils.

Stats: See Drow; lose the "always evil" nonsense. They do tend to be chaotic, though.
* Undercommon is only spoken by subterranean-dwelling members of this subrace. Substitute for another language if you grew up on the surface.

Grey Elf (aka Highborn Elf)

The oldest bloodlines in Elvish society can be traced back to the noble houses of Tan'Rar itself. Though the Empire is long-since dead many old families still carry the blood of emperors in their line. Once every few generations of Syldarri, a child will be born with exceptionally pale, almost white skin, silver hair, and above-average affinity for magic. Many highborn elves go on to become great leaders of mage schools or rulers of nations.

Stat changes (compared to Syldarri):
  • Replace Weapon Familiarity with new ability: Arcane Focus - +2 on concentration checks to cast arcane spells
  • Replace racial ability score traits with +2 DEX, -2 CON, +2 CHA
  • +1 on caster level checks (such as to defeat spell resistance)
  • Increase racial saving throw bonus against enchantment to +3

Next Time

Didn't I say this was going to be shorter than normal? Next week's article will continue exploring the map of Teredahar.

Wednesday, October 15, 2014

Birth of a World - The Vault Golem

Original artwork by chillier17: http://chillier17.deviantart.com/art/Vault-Golem-486381896

Before you stands a hulking behemoth of metal. A large crank-handle and keyhole protrude from the front of its speherical safe of body.
  • Built by someone to protect valuable objects
  • Instead of protection location they're kept, it moves with them.
  • Recognizes a master to let him/her get close enough to unlock safe
CR          10
Size        Large
Initiative  +2
Senses      Low-light vision, Darkvision 60', +0 Perception

--Defense--
AC          26, touch 12, flat-footed 23 (+3 dex, +13 natural, -1 size)
HP          110 (13d10 +30)
Fortitude   +4, immune to anything that wants it, unless it works on objects
Reflex      +7
Will        +4
DR          10/adamantine and bludgeoning
Construct immunities
Magic immunity (see below)

--Offense--
Speed       30ft
Melee       2 slams +21 (2d8+8 bludgeoning)
Space/Reach 10' / 10'

--Statistics--
Str 26 (+8), Dex 16 (+3), Con -, Int -, Wis 10 (0), Cha 1 (LOL)
Base Atk  +13
CMB       +21
CMD       35

--Special Abilities--
Magic Immunity:
  A Valut Golem is immune to any spell that allows Spell Resistance, except as noted:
  - A lightning bolt spell removes effects of overheating and causes a Vault Golem to gain Haste for 2 rounds. 
  - Any effect that causes the Vault Golem to heat gives it the Overheat condition described below. 
  - Spells that cause metal to rust affect a Vault Golem normally
  
Overheat:
  If exposed to extreme temperatures such as a furnace or a Heat Metal spell, a Vault Golem will begin to overheat, slowing its movement. 
  - -6 penalty to dex 
  - movement penalty
  - Lasts 2 rounds after heat is removed

Cargo:
  If a Vault Golem is destroyed by massive damage, fire, or explosion there is a 75% chance that its contents are destroyed. 
  If the Vault Golem is immobilized or otherwise disabled, you can attempt to pick the lock. DC is 36 to pick the lock.

Friday, October 10, 2014

Teredahar Locales: Ashdar & The Broken Teeth

Location

Ashdar is a region running along Teredahar's eastern coastline. It is bounded to the west and south by a succession of rivers and small inland seas that mark the borders of neighbouring realms. To the north is the Kingdom of Rime. South of Ashdar is the Republic of Din. Northwest is Syldar and southwest is Koldar. These borders are generally agreed upon by all of the states within despite the lack of a central governing body.

Landscape

Ashdar is primarily rugged, rocky, forested hills broken intermittently by a chain of mountains that have come to be called The Broken Teeth. These mountains are volcanic in nature, caused by a hotspot that drifted southward through the region for millennia and now fuels the Thunderperch volcano in Din. The volcanic nature of the mountains means the area around them is littered with hundreds of small, weathered cinder cones and lava-tube caverns. The oldest and most weathered peaks are at the region's northern end and the youngest are at the south.

People & Commerce

The region's extensive cavern systems have become home to several clans of Mountain Dwarves, who colonized them to exploit gemstone deposits forged in the hearts of volcanoes. The Dwarves have settled nearly every peak of any significance, building fortified mountain-homes of both grand and humble scale. The rough terrain above-ground has limited surface colonization to a few outposts along the rivers and coastline, which exist primarily to trade with the below-ground settlements.The mountain-homes export mostly gemstones (amethyst and quartz in greatest quantities), as well as processed metal where ore is found and lumber from the region's extensive forests. Imports are primarily food and finished goods. The region's volcanic soil is well-suited to cultivation, but the terrain makes access difficult and the Dwarves do not care for toiling under the sun.

Government

Ashdar was originally claimed by The Elvish Empire of Tan'Rar over 4000 years ago. They gave the region its name ("Stormland" in Ancient Elvish) but made little attempt to settle it. In present day there are a few Elvish settlements but neither they or the Dwarves who have colonized Ashdar's mountains recognize any central government. At various points in their history the mountain-home clans have forged alliances and federations but these tend to be short-lived treaties of convenience that simply last until parties are ready to fight over claims again. Nearly every clan is ruled by a patriarch who leads for life. Large families make succession an often-messy affair.

Constant strife between the Dwarven clans has taken a huge toll on the mountain-homes. Fortresses are built, armed, conquered and abandoned by successive generations giving the mountains their name The Broken Teeth. Many of the Mountain Dwarves found elsewhere in Teredahar are refugees or survivors from these generational clan wars. Disposessed, homeless, and bereft of clan or country they wander the bright surface world looking for a new place to call home.

Next Time

I'm going to take a break from history and mythology and start a series about the various races and sub-races that live on Teredahar. These will be a bit shorter than usual but will include stat blocks for Pathfinder character creation.

Friday, October 3, 2014

Races of Teredahar & Beyond - Pyren

Bonus article! This week's Birth of a World talked a bit about the Pyren so I figured I'd better put their info up for the curious to see. Stat blocks are for Pathfinder, although I've started on a 5E conversion you can find over here.

The Pyren
Pyren by chillier17.deviantart.com

The Pyren aren't technically from Teredahar the continent. They're not even from Prime. The Pyren are a race of beings from one of the Shard worlds, a world they call Terfeu. The Pyren homeworld is a Shard much closer to the Plane of Fire. It's a world of dry heat, long days, and strange plant life. There the Pyren formed a militaristic society that greatly values physical and mental strength, personal fortitude, and discipline.

Pyren females are rare, comprising as little as a quarter of the population. Pyren all have some magical aptitude, but females' raw power often exceeds that of males. Their abilities place them above Pyren men in the social order. Females are often the nucleus of households, rulers of nations, and leaders of armies. Men on the other hand are often foot-soldiers, labourers, and artificers.

Stats

Since these were created as enemies and not as a player race, they're presented here in stat-block format:

Pyren Footsoldier

This tall humanoid has ashen skin, a bald head, and eyes that glow like embers. The falling rain steams off its skin and half-plate. The longsword in its hand glows as though fresh from the forge.

Male Pyren Fighter Level 3,
Medium Humanoid [Fire] [Extraplanar]
HD 3d10+3,  (15-33 avg 26hp)
Initiative +5
Speed 30’
AC 21 (Half-plate +8, Large Steel Shield +2, DEX +1), 11 touch, 20 flat-footed
Attacks
Longsword – 1d6+2, crit 19-20/x2, melee +5
Power Attack with Longsword -  1d6+4, crit 19-20/x2, melee +4
Searing Touch – Anything hit by longsword, or touching it, 1d6 fire damage, no save, no sr
Space/Reach 5' / 5'
Saves +4 Fort, +2 Reflex (Scatter and Dive for Cover), +0 Will (+1 vs Fear, Rally)
CMD 16 (BAB (+3), STR (+2), DEX (+1)
CMB +5 (BAB (+3), STR(+2))
Ability Scores STR 14 (+2), DEX 12 (+1), CON 12 (+1), INT 7 (-2), WIS 9 (-1), CHA 9 (-1)
Class Features Bravery, Armor Training 1
Feats Improved Initiative, Power Attack, Infantry Tactics*(Dive for Cover, Scatter, Shield Wall)
Skills Stealth +4, Perception +2


Pyren Warmage

This tall, ashen-skinned humanoid glares at you with eyes that burn like hot coals. It's bare to the waist and wearing a kilt made of overlapping metal plates. Crimson motes of energy dance around its fingertips as it points them at you.

Male Pyren Warmage** Level 6
Medium Humanoid [Fire] [Extraplanar]
HD 6d6 (11-36, avg 22)
Initiative +5
Speed 40'
AC 17 (Plate Kilt (+2), DEX (+1), Shield Spell (+4), 11 touch, 17 flat-footed
 +Shield spell protects from magic missiles
Attacks
Spells per day (6/7/5/3):
Level 0:
Acid Splash – 1d3 acid damage, no save, no sr
Level 1:
Burning Hands – 15’ cone, 5d4+3 fire damage, reflex DC 14 half
Magic Missile – 3 missiles, 1 missile does 1d4+4, the rest do 1d4+1, no save, no sr
Orb of Fire, Lesser – 3d8+3 fire damage, ranged touch +5, no sr
Shocking Grasp – 5d6+3 electricity damage, melee touch +2, no sr
Level 2:
Fireburst – 5’ burst, 5d8+3 fire damage, reflex DC 15 half
Scorching Ray – 1 ray, 4d6+3 fire damage, ranged touch +5, no sr
Level 3:
Fireball – 20’ blast within 640’, 6d6+3 fire damage, reflex DC 16 half
Lightning Bolt – 120’ line, 6d6+3 lightning damage, reflex DC 16 half

Searing Touch – Anything hit in melee or toughing it, 1d6 fire damage, no save, no sr
Saves +1 Fort, +3 Reflex, +4 Will
CMD 12 (BAB (+3), STR (-2), DEX (+1)
CMB +4 (BAB (+3), DEX (+1)
Ability Scores STR 7 (-2), DEX 12 (+1), CON 9 (-1), INT 12 (+1), WIS 9 (-1), CHA 14 (+2)
Class Features Armored Mage (light), Warmage Edge +1+2, Advanced Learning [Fire Burst]
Feats Improved Initiative, Combat Casting, Spell Focus (Evocation), Extra Edge
Skills Spellcraft +9, Disable Device +6, Stealth +6, Perception -1

*Infantry Tactics are a set of abilities granted at the cost of a Fighter feat that represent soldiers being trained in basic medieval infantry tactics as well as to survive combat with mages who could otherwise just AoE them to bits. These were adapted from the 3.5 Complete Warrior.

Dive for Cover - As an immediate action following a failed Reflex save against an area-effect, a soldier with this ability can drop prone to re-roll the Reflex save. He must take the second result. This does not provoke attacks of opportunity, and why are you standing in friendly fire anyways?

Scatter - As an immediate action while standing in a formation with other soldiers, all members of the formation who have not spent their swift/immediate action this round may take a 5' step away from the formation's centre. This does not provoke attacks of opportunity.

Shield Wall - Two or more soldiers with this ability standing next to each other in formation and using the Full Defense action provide concealment equivalent to a Tower Shield to soldiers directly behind them, as well as gaining a +2 circumstance bonus to AC and +8 CMD bonus to resist a Bull Rush, Grapple, Pounce, or other action that would enter their space.

**Using Pathfinder conversion of Warmage found here: http://www.pathfinderdb.com/character-options/classes/full-class-list/1453-warmage

Teredahar History & Mythology - Spellweavers & Building a Continent

The previous history entry talked about how the Elves had to adapt to using magic without power from their God. After generations of learning about the world they settled upon, explorers charting the world's great ocean found a massive fount of magical energy: a crack in the world itself where power was spilling in from the Void. This place was called the Mana Well. Through studying the power spilling from the mana well the Elves rediscovered cosmic or divine magic, but they did not stop there.

The Spellweavers


What the Elves found at the Mana Well was a window into the Void. The power they learned to tap came directly from the great currents of raw magical energy that flow through it. Beyond just learning to harness that power, researchers at the Mana Well began to learn to  control its flow and shape it. The art of shaping the inflow of cosmic energy became a third kind of magic altogether. Its practitioners named themselves "Spellweavers".

The art of spell-weaving gave rise to many new technologies that helped the Elves thrive. Spellstones imbued with power from the Mana Well were brought back to Tan'Rar to fuel magical artifice the world had never before seen. Shifting the flow of energy could create fierce storms or extend a growing season by months. The power of the Spellweavers allowed the Elves of Tan'Rar to conquer their own continent and threaten the Dragons for supremacy over the world.

The Mother of Invention


After generations of unbridled prosperity and growth, the Elves were faced with a dilemma: their numbers would soon outstrip what the lands of Tan'Rar could produce. Would they face famine or be finally forced to make war upon the Dragons for territory? The grand-master Spellweaver Alderast Concellarii proposed a solution: make new land.

Grand Spellweaver Concellarii proposed using the power of the Mana Well to pull one of the Shards near Prime off its course and cause it to merge with Prime itself, bringing with it land-mass that could be used to fill in part of the great ocean around the Mana Well. The plan was ambitious. Great anchors containing immense spellstones would need to be placed on the ocean floor to help steer, "grab" and old on to the colliding plane and prevent it from crashing into Tan'Rar territory.

It took almost eighty years for the preparations to be complete. When the day finally came, ships were bursting with settlers ready to claim new land. Meanwhile, spellweavers at the Mana Well had been carefully guiding their chosen Shard closer to Prime for years.

The actual event was almost anti-climactic. One minute there was a vast ocean a few hours' sail north of Tan'Rar's continent, the next there were several-hundred square miles of alien landscape to conquer. Over the next several years the spellweavers would pull through more and more land. The newly-created continent was named "Teredahar" which means "glorious discovery" in archaic elvish. With two continents under their control, the leaders of Tan'Rar named their main continent "Loraida", which means "harbour" in the same archaic dialect.

The New World


The Elves weren't the only ones to notice the appearance of an entire continent where once there was ocean. Dragons, early Humans, and even the then-purely-subterranean Dwarvish ancestors raced to claim lands on the new continent before the Elves could. They would find that creatures living on the Shards had also been brought through. Magical beasts plagued the would-be conquers while utterly bewildered Gnomes and Halflings struggled to come to terms with what the Elves had done.

Battles over territory quickly escalated into the first all-out war between Elves and Dragons, one of the things Concellarii sought to prevent. The new land would be fought over by various races many times over the following millennia and to present day.

Next Time


The next article will continue the series of Teredahar locales.

Friday, September 26, 2014

Teredahar Locales: The United Republic of Din

Location

Din is a nation located on the extreme eastern edge of Teredahar. It is bordered by the ocean on three sides and neighbours the nation of Kurudar to the southwest, the Ashdar domain to the northwest, and Koldar to the west. The broders are defined by the Pale River, Koldar River, and Balsan River respectively. A portion of the border with Kurudar crosses the Torran Spine mountains and is not clearly defined due to its remoteness.

Climate

Din has a temperate, wet, seasonal climate, minimally effected by the mountains that pass through it. The ocean breeze brings with it wet, stormy weather and the occasional hurricane. Most of Din occupies latitudes analogous to the northeastern Unites States and maritime Canada. It is known for its harsh, snowy winters and warm humid summer. Areas closer to the southeast coast experience more moderate weather but are subject to the occasional hurricane. For much of Din's history the large volcano Thunderperch has been erupting, occasionally sending clouds of ash and volcanic fog over the country for months at a time. Much of the southern reaches are abandoned because of frequent lava flows that have caused the region to be called The Ashen Reach.

Landscape

Much of Din is coastal lowland forest and marshes. The Torran Spine mountains are young, sharp ridges that rise prominently from the rolling hills in central areas of the country. There are several wet, rainy islands located off the coast called The Kraken's Toes that are sparsely inhabited but dotted with ruins from naval wars long past. Finally, the areas surrounding and south of Thunderperch are barren, volcanic moonscapes devoid of all but the hardiest of life. 

Government

The United Republic of Din is one of only a few examples of a large, centralized government on Teredahar. It is unique among the nations of Teredahar in being a representative democracy not limited by caste, race, or magical ability. Directly elected representatives from each township or county meet at parliament in Dolvan Keep where they discuss matters of national and regional importance. This novel system of government only arose in the past decade when commoners rose up and overthrew an ancient dictatorial oligarchy largely composed of vampires and other ageless undead. There is no centralized magic school in Din due to the peoples' distrust of wizards and wizarding orders. Many magical scholars must travel elsewhere in search of higher learning.

People & Commerce

Because of Din's progressive stance on race it has become a haven for peoples without a nation of their own, predominantly Humans from all over Teredahar and clanless Dwarves driven out by the constant strife in Ashdar. Many people move to Din to escape past hardship and start anew. Its location along major trade routes makes access to raw materials easy, and thriving textile and metalworking industries have arisen because of it. Much of the finest steel in Teredahar now comes out of the forges at Redport and Dolvan Keep.

Next Time

Next article will cover where the land of Teredahar itself comes from and how it has been shaped by millennia of magic use. 

Friday, September 19, 2014

Teredahar History & Mythology - Origins of Magic

I realize this isn't quite the topic that was promised. I think this is more interesting, though.

Who discovered magic?


In the time of Ceratharidoun, before the cataclysm [1] destroyed the Elves' homeworld, each of the two worlds had its own sort of magic shaped by the world's nature and the races that arose there.

On their world the Elves first discovered magic when Ceratharidoun gifted a tiny sip of its power to the most devout worshippers. These priests-turned-magi became the first clerics. In time they formed sacred orders, split over disagreements, and reformed again and again. Different paths of worship evolved. Some chose to study their power as an intellectual pursuit, shaping it and discovering new uses for the raw divine power that was gifted to them. Always this power came from Ceratharidoun, regardless of what form it took or how it was used.

On the other world, the world of Dragons, magic took on a distinctly different form. With no all-powerful deity to beseech for power the Dragons has to look within themselves to find it. Centuries of introspection and study gave rise to the first magi among the dragons. Over centuries cunning dragons honed their natural affinity for magic into a fluid, expressive art and with it each mage could shape the world to his or her own taste. This expression has a cost, though. Just as one muscle can be over-trained at the expense of others, many Dragons followed their natural affinities to far. They fell from a vibrantly varied and colourful race into ten ideologically-stagnant camps, so separated and overspecialized that their bodies began to change into the Dragon "races" we know now.

The Coming of the Elves


When the first Elves arrived on the Dragons' world, they found that with Ceratharidoun dead and the Hebdomad missing they could no longer use magic as they were used to. It was not until their first encounter with Dragons that the Elves ever dreamed there could be magic from a source other than a god.

Life on the Dragons' world was not peaceful. For generations the Elves' growing nation of Tan'Rar was constantly besieged by the Dragons and their minion races trying to wipe out these otherworldly invaders. It was at some point during this conflict that scholars studying the Dragons finally learned how to use magic in the new world. These scholars became the first true Wizards and in time they trained others who continued to study the world's magic. With this new power the Elves of Tan'Rar were able to fight the Dragons to a stalemate. For the first time since the cataclysm Elvish civilization truly prospered.

Discovery of the Mana Well


During the Golden Age of Tan'Rar, Elvish scholars began to come to grips with what had happened to their homeworld and study the very nature of the multiverse. They learned of the great magical current that flows through every world and how to shape it to their will. They learned how to store raw magical energy in crystals for later use. And they learned how to trace magical currents back to their source. Eighty years of searching the great seas of the new world yielded a single point where magic was stronger than anywhere else: The Mana Well.

The Elves who stayed to study this well soon became imbued with leaking cosmic power. By studying the few remaining texts saved from the cataclysm the researchers at the Mana Well rediscovered Divine magic an brought the discovery back to Tan'Rar. To this day magic retains this dichotomy: arcane power from within oneself, and divine power from the Void.

[1] See previous blog post, Origin of the Elves


Next post will talk about the continent of Teredahar itself. I'll have a map of some sort to show you.

Wednesday, September 17, 2014

Birth of a World #2

The second Birth of a World livestream has concluded. It's now up on YouTube here.
I've uploaded my working notes on the setting to the blog. You can get them here.

Friday, September 12, 2014

Teredahar Campaign Setting: The Shards

What are Shards?

Shards are like planes of the standard setting's multiverse except that they are generally less expansive and more Earthlike. Each shard was once part of the Elves Earthlike home plane that shattered. The biggest difference is that shards move around. Each shard may be off on its own or adjacent to any number of other shards. Where they touch they form naturally-occurring portals that allow animals, weather, and even bits of terrain to pass through. Shards can even collide and bounce off or merge, bringing entire continents from one world to another with often-catastrophic results. They can also change properties over time as they drift around the multiverse and come move into regions with different elemental properties. In-between shards is impassible Void.

Are there still normal planes?

There are still energy planes and a Prime Material plane. The Prime Material plane is where Teredahar is located. The energy planes are each surrounded by a region of Void that their properties 'leak' into. Shards that pass into these regions become more like that energy plane. For instance, a shard passing near the Plane of Fire will experience extreme heating and droughts, and one passing near the Plane of Air will start having weaker gravity and land will start floating about. True planes don't move around and are considered "stable". Mages theorize that stable worlds occupy eddie pools in the great river of magic, and that if a shard were to drift into one of these pools it would stabilize as well and become a true plane.

How does travel between shards work?

If two shards or a shard and a plane are touching or overlapping, travel is as simple as walking from one to another. If they don't then you have to make a portal to cross the Void. Most spell casters can create short-lived portals when they cast summoning spells. Additionally, making a portal between true planes is a fairly simple matter for and experienced mage because they aren't moving so their mulitversal co-ordinates are well known. Making a portal to a shard, however, is relatively difficult even for the most powerful and experienced mages. Often this requires specialized training as the Wayfarer Guides receive and even then the portals don't stay stable as the shards continue to move. Only the thirteen Hebdomad (world-shapers) are able to truly see shards moving across the Void and make stable, long-lasting portals between them.

Artificial Shards

The most learned Hebdomad have mastered their near-godly power to such an extent as to be able to recreate a small portion of Ceratharidoun's (the creator-god of the Elves that split his power amongst the Hebdomad) creation. Through intense focus they are able to bring forth matter from nothing and create new shards within the Void. These shards may be only a few kilometres in size but they are large enough for entire cities of the Hebdomad's followers to arise. Within such a shard its creator has total control over everything, but they must maintain focus or it will begin to implode and eventually wink out of existence entirely.


Size & Stability both follow this hierarchy: True Plane > Shard > Artificial Shard

Next Time

The next Teredahar article will cover how the Elves shaped the present face of Teredahar and the world of Prime.

Wednesday, September 10, 2014

Weekly, Live, Interactive, Video Podcast

The first broadcast of Birth of a World was a moderate success. I'm officially branding it as a weekly, live, interactive, video podcast because I think that's the best description I can give the experience. It's looking like collaboration with viewers is going to be a big part of the process, which I like.

So far we've got a small mining town somewhere on a rail line through the mountains being troubled by a magma elemental/animated stone monster deep underground. The world has a vaguely Final Fantasy-feeling early industrial magi-tech society. The player characters were traveling on a train that got derailed by an avalanche in the mountains, trapping them in this town that's temporarily named "Red Potato".

You can watch the broadcast in its entirety on YouTube over here: http://youtube.com/watch?v=ZbkGZMzwwYc.

Next broadcast will be fleshing out the town with a map of its surroundings and a few NPCs. I'll also be mapping out the mines as an adventure location if there's time. You can watch every Wednesday at 9:00pm Pacific at http://twitch.tv/Too_Many_Knives.

Sunday, September 7, 2014

Teredahar Hisotry & Mythology: Origin of the Elves

I'm starting a series of articles covering my personal campaign setting (not to be confused with the one being worked on in the Twitch stream). This setting is called Teredahar and I've been using it on-and-off for over 10 years. These articles will be answering questions that my players have that are out of scope for the actual game sessions, and helping me organize 10 years of notes into something sharable. Like everything on my blog this is all Creative Commons so if you want to use it go right ahead but please say where you got it.

Mythology of Teredahar: Origin of the Elves

Genesis

In the beginning there were two worlds adrift in the river of magic: one where events were shaped by nature's cause-and-effect, and one shepherded by a singular cosmic will. When it invented language the will named itself Ceratharidoun. When it invented living things with a need to worship, they called it their God.
For ageless millennia the two worlds ran their course. Cause-and-effect shaping one world, and Ceratharidoun's will shaping the other. In time, each produced life capable of thought and inquiry. Dragons, cunning and powerful, rose to become the dominant creatures of the natural world. Elves, inquisitive and cautious, became Ceratharidoun's favourite children and thus came do dominate their world.

Exodus

The oldest legends of the Elves tell us of the time Ceratharidoun made itself known to them. It came to thirteen chosen of its children as a being of countless faces. As a chorus, they spoke "I am your creator god Ceratharidoun. My will shaped this world and all things that live are my children. Just as children must outlive their parents, so must this world outlive me. I place now, into the hands of yourself and twelve others equal fractions of my power and charge you with shaping the future of this world." And the chosen knew this was true, for at that moment the sun went black and the stars fell from the sky.
A year of absolute darkness followed. Death and destruction ran rampant as the thirteen found each other and learned to master their newfound power. When at last their powers were brought together they returned the cosmos to their world, the people named them Hebdomad, world-shapers, and worshipped them each as lesser gods.

Yet gods the Hebdomad were not. Just a year before they had been common people. Not a single king, priest, or grandmaster was among their ranks. Leaderless they began to quarrel and started wars that would last for generations and tear asunder all that Ceratharodiun had made.

It began as a great shaking, toppling buildings and tearing open great holes in the ground. Instead of stone beneath these holes, it is said you could see the blackness of eternity, the howling void between worlds. With a great crack, the world of the Elves shattered, its fragments propelled outward into the void. Aghast at the cataclysm their fighting had wrought, the Hebdomad vanished to places unknown.

The void is said to be timeless. It is not known how long they drifted, but in time a lucky few Elves rode a fragment of their shattered world until it collided with the other. On that alien shore they founded a new home and called it Tan'Rar, "guiding star".

Next Time

The next article will cover what the present-day aftermath of the Elves cataclysm is like.

Wednesday, September 3, 2014

Announcing "Birth of a World" on Twitch.tv

Next Wednesday at 9:00PM Pacific I'll be live-streaming the creation of a new RPG campaign world while answering questions posted by viewers about all aspects of the dungeon mastering arts. Regardless of what system you use this will be fun and informative. The stream will last 1 hour and will be uploaded to YouTube afterwards.

Follow me on Twitch.tv: http://twitch.tv/Too_Many_Knives

Monday, September 1, 2014

New Stuff

I've stated this year's PAX was not as inspirational as previous years, but really that's only partially true. I didn't leave with anymore storytelling energy ("mana" if you like) than I came in with, but after chatting with some of the D&D panelists I did come away with a few new ideas that might go "around" the storytelling.

I've got one of these now: http://twitter.com/Too_Many_Knives
And one of these: http://twitch.tv/Too_Many_Knives
And even one of these: https://www.youtube.com/channel/UCcmntmV9RJl7xa7LB10FXDA

It was impossible to get a consistent username across all three systems because "stone dice" was already taken on Twitch/Twitter and underscores aren't allowed in Google usernames. I didn't want to create an entirely new blog just for this experiment, but we'll see how things pan out. One lesson every DM learns is that naming things is hard. I'm just going to leave this here for now and let those few of you who might still be reading this wonder what I might be up to. You'll find out Wednesday night around 9pm Pacific time. 

Thursday, August 28, 2014

Thinking about bringing this back.

Posting parts of my campaign setting has been on my to-do list for a very long time....