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.