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.