Tag: setting

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  • Regions of the Wilderlands

    The world of the Wilderlands is divided into districts, of which the large players' map is but one. Each district contains 18 regions. Some game mechanics rely on these geographic divisions, but for the most part they're just bookkeeping conventions. …

  • Ethnography

    The chart below outlines the major playable races of the Wilderlands. Races of regional note can be found [[Local Race Variants|here]]. Non-humanoid (and possibly playable) races are described [[Non-Humanoid Races|here]]. table{border:3px solid gray …

  • Gods

    h2. Overview Gods are described here with their typical labels (sometimes titles), and listed with alignment, domains, symbol (if common knowledge), typical worshipers, favored weapon, a description of the god's scope, and a brief elaboration. h3. …

  • Tula

    h2. Geography Tula is a port city, set atop the ruins of a Kelnorian monastery dedicated to a small coterie of gods of knowledge. The modern city is heavily reliant on magic for its construction, and employs a wealth of arcane principles in its layout …

  • Orgolash

    !{border-radius:24px;}http://cdn.obsidianportal.com/assets/116486/orgolash_name.jpg(Orgolash name)! The capitol of [[Tarsh]] is the once-great city of Orgolash. Here the noble families gather to discuss weighty matters, and check the authority of the …

  • Valley of the Ancients

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288936/Wilderlands_03.jpg?1390836437(Wilderlands_03.jpg)! !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288937/Valley.jpg?1390837033(Valley.jpg)! The campaign centers on a …

  • Kingdom of the Durju

    For this campaign, I created a loose federation of human settlements along the coastal forest, starting near the bottom of the Valley map region and stretching along the coast to the city of Gathran. I've added settlements here and there, and changed the …

  • Tarsh

    !{border:1px solid saddlebrown;border-radius:6px;}http://cdn.obsidianportal.com/assets/139797/cruises_in_ireland_landing.jpg(Cruises in ireland landing)! !>{border:1px solid saddlebrown;border-radius:24px;}http://cdn.obsidianportal.com/assets/139791/ …

  • Valon

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288934/Wilderlands_02.jpg?1390836402(Wilderlands_02.jpg)! h3. from the Players' Guide to the Wilderlands: Avalonians dominate the northern waters of the Wilderlands from the gleaming city …

  • City State

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288940/Wilderlands_05.jpg?1390837726(Wilderlands_05.jpg)! h3. based on content from The Players' Guide to the Wilderlands: The Alryan city-state is more of a heady political power than a …

  • Tarantis

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288949/Wilderlands_06.jpg?1390840873(Wilderlands_06.jpg)! h3. based on material from The Players' Guide to the Wilderlands: The [[Tarantine Merchants' Association]] creates the impression …

  • Silver Skein Isles

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288999/Wilderlands_15.jpg?1390850804(Wilderlands_15.jpg)! h3. based on material from The Players' Guide to the Wilderlands: The Silver Skein region is dominated by a dense chain of …

  • Ghinor

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288983/Wilderlands_14.jpg?1390848575(Wilderlands_14.jpg)! h3. based on material from The Players' Guide to the Wilderlands: The region of Ghinor is a land of contrasts, with dense jungles …

  • Viridistan

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288939/Wilderlands_04.jpg?1390837615(Wilderlands_04.jpg)! The Armadad Law maintains order and stability in the World Emperor's lands through pageantry, and a combination of ecstatic …

  • Campaign Constraints

    The Wilderlands is a rugged place, where frightened peasants scrape the earth to get by, and horrible monsters lurk in forgotten ruins. It is high fantasy, but not a world of splendor. Fantastic riches belong to a scant few: cruel warlords, maniacal …

  • Humanoid (human)

    [[Ethnography | Back to Ethnography]] While humans are the most populous intelligent species, they have developed into several distinct races. In many areas, “mixed” human populations predominate, but in others the human populations have diverged into …

  • Humanoid (elf)

    [[Ethnography | Back to Ethnography]] There are nearly a dozen major known elven settlements in the Roglaras, not counting the scores of small villages and camps found in forest and glade. While each of the different settlements has its own history and …

  • Humanoid (dwarf)

    [[Ethnography | Back to Ethnography]] Sturdy and strong, dwarves are tireless workers and fearsome opponents in battle. They were created in ancient days by their god, Kazadarum, The Rock-Father. Dwarves are very clannish. Dwarves take great pride …

  • Humanoid (gnome)

    [[Ethnography | Back to Ethnography]] Gnomes are believed to be faeries that have somehow lost their ties to the land, though they are still very earthy, and love the forests and hills. Some sages claim that the gnomish race is descended from a magical …

  • Humanoid (halfling)

    [[Ethnography | Back to Ethnography]] Halfling communities are typically either Shire (sedentary) or Barbary (nomadic). Shiring communities are famous for their pipeweed and fine brews. Barbary halflings form migrating bands that are as likely to …

  • Monstrous Humanoid

    [[Ethnography | Back to Ethnography]] h4. Altanian The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis. Families are organized into animal totem clans …

  • Local Race Variants

    Steppe Peoples Durju (humans) Durju bear a superficial resemblance to the Gishmesh, but have a distinctive aquiline nose and wide-set eyes. They tend toward a muscular build, and most are farmers. Due to pressures from Gishmesh pirates and Skandik …

  • The Planes

    bq. Note: Knowledge of the planes is rare in the Wilderlands. Characters need ranks in Knowledge (the planes) or a planar Knowledge (region) skill to know anything detailed on this page. h3. Common Knowledge (among adventurers) DC 10 Few scholars …

  • Material Plane

    bq. Most characters are born on and live their entire lives on the material plane. Still, they may only have vague ideas about some of the contents of this page. The material plane is populated by mortals (beings with souls tied to bodies), and a …

  • Ether

    bq. In the SRD, the Astral Plane is considered the essential bridge between worlds. In the Wilderlands canon, that distinction goes to the [[Shadowlands]] (and in my take on the setting, the Ethereal Plane is just the doorstep of the Shadowlands). This …

  • Former Fey Races

    On some rare occasions, [[Fey|fey]] who fall from the [[The Dream | Dream]] do not die, but become mortal. When fey fall from the Dream, they may join one of the former fey races, or they may become a unique being, possibly the progenitor of a new race. …

  • Fey

    bq. %{color:red}You probably shouldn't read this, unless you're playing a character who is fey.% bq. These notes pre-date work on Outsiders, and need some adjustment to blend with those mechanics.
    h1. WORK IN PROGRESS Fey are outsiders …

  • Luna

    h4. Excerpted from The World of the Wilderlands of High Adventure: Luna, is the largest of the moons, appearing from the surface to be the same size as Earth’s moon and at the same distance, and is a silvery-white color, pockmarked by grayish-blue seas …

  • Gorm

    h4. Excerpted from The World of the Wilderlands of High Adventure: Gorm [is] a blue-green orb that appears to be about 2/3 the size of Earth’s Moon. Sages with telescopes can readily discern continents and oceans upon Gorm’s surface, and many …

  • Heaven's Bridge

    h4. Excerpted from The World of the Wilderlands of High Adventure: The second-most important of the celestial bodies, before even the moons and the planets, is the great planetary ring known as Heaven’s Bridge; to followers of Odin, Thor, and other …

  • Astral Plane

    !http://cdn.obsidianportal.com/assets/139693/back-rainbow-3.jpg(Back rainbow 3)! The astral plane is a realm of abstraction, free from the confines of flesh and gravity. The astral blurs the lines between person, place, and object: two travelers …

  • The Dream

    !http://cdn.obsidianportal.com/assets/139676/13th_secret_of_cathedral_woods_by_mandelwerk-d2zczyc.jpg(13th secret of cathedral woods by mandelwerk d2zczyc)! The Dream is built on the thought-as-reality substrate of the [[Astral Plane | astral plane]], …

  • Mechanus

    The Great Mechanism reaches from pylons sunk deep in the elemental planes into the heights of abstraction in the [[Astral Plane | astral plane]]. "Inevitables":http://www.d20srd.org/srd/monsters/inevitable.htm and [[Warforged|warforged]] operate most of …

  • Divine Realms

    All [[Deity|deities]] who have climbed above quasi-deity status claim a special place in the cosmos, both figuratively and literally. In the metaphoric sense, the deity gains a _portfolio_, a special bond with a facet of the cosmos. In the literal sense …

  • Elemental Planes

    The elemental planes are often thought of as four "continents" of elements (and two of energies) with diffuse boundaries between them. They are sometimes visualized as a sphere around the material plane: earth, fire, air, and water are evenly spaced …

  • The Hells

    Places categorized as Hells are "evil-aligned":http://www.d20srd.org/srd/planes.htm#goodAlignedEvilAligned planes, either mildly or strongly aligned, though they may exhibit a variety of other planar properties. Hells may harbor torture palaces, great …

  • Wilderlands Feats

    h3. Feats from the Wilderlands texts (or adapted therefrom) h4. *Amazon Blood* [General] The blood of Amazons flows in your veins. *Benefit:* Because at some point in your past you have Amazon blood in your bloodline, you may be trained as an …

  • Vertigo

    The greatest city in the ramshackle plane of entropy is Vertigo, the Falling City. In a plane where settlements rarely last a decade, Vertigo has persisted, often thrived, for most of recorded history. Vertigo is run by a cabal of merchant-princes: [[ …

  • Noösphere

    Not common knowledge. Too weird to bother describing. The stuff of the abstract realms has so little in common with conventional reality as to render it essentially beyond rules considerations. The Noösphere is the realm of pure ideas, from which …

  • Elphand Lands

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288935/Wilderlands_01.jpg?1390836416(Wilderlands_01.jpg)! Among the well-traveled, the Elphand Lands (also called Elephas) are a remote and inhospitable place, where only the faintest traces …

  • Desert Lands

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288967/Wilderlands_07.jpg?1390845084(Wilderlands_07.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: The name “Desert Lands” is only half correct, as only the …

  • Altanis

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288969/Wilderlands_08.jpg?1390845307(Wilderlands_08.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: The central portion of the Pazidan Peninsula is dominated …

  • Ebony Coast

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288971/Wilderlands_09.jpg?1390845382(Wilderlands_09.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: Once home to an ancient and advanced elven realm, today …

  • Lenap

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288975/Wilderlands_10.jpg?1390847468(Wilderlands_10.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: Also known as the Southern Desert Lands, the [[Infinite …

  • Isles of the Blest

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288978/Wilderlands_11.jpg?1390847938(Wilderlands_11.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: The trailing end of the Pazidan Peninsula is home to the …

  • Isles of the Dawn

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288980/Wilderlands_12.jpg?1390847986(Wilderlands_12.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: Rule of these islands was long contested by Ghinorians, …

  • Sea of Five Winds

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/288982/Wilderlands_13.jpg?1390848520(Wilderlands_13.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: The Tlanitlan Empire, for better and for worse, is …

  • Ament Tundra

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/289001/Wilderlands_16.jpg?1390850856(Wilderlands_16.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: In ancient times these lands were home to Cavemen and …

  • Ghinor Highlands

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/289008/Wilderlands_17.jpg?1390851385(Wilderlands_17.jpg)! bq. from The World of the [[Regions of the Wilderlands | Wilderlands]]: The Highlands after which this region is named only …

  • Southern Reaches

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/289010/Wilderlands_18.jpg?1390851865(Wilderlands_18.jpg)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: Once upon a time the Southern Reaches were the heartland …

  • Durju Pantheon

    When the city of [[Kimenta | Kimenta]] dabbled with empire-building centuries ago, the priesthood of Jithra and Monu became the heart of an integrated pantheon of deities. The government may have crumbled to dust, but the pantheon lives on, uniting [[ …

  • Kimenta

    Kimenta was a trade hub that became the heart of a thriving kingdom a thousand years ago. Trade and conquest spread along the lowland coast of the Valley region, spilling into neighboring regions. For four hundred years, they consolidated gods and …

  • Tenifell Rangers

    The "true nobility" of [[Tarsh]], the Tenifell are an ancient lineage of human rangers with sharp senses and a special affinity for the wilds. Some claim a divine mandate to protect and shepherd the Tarshakan people and land. They are tight-lipped about …

  • Wyrmwatch

    The citadel of Wyrmwatch is a small site, dominated by the legendary Tower of Wyrmwatch. The tower is home to a powerful elven wizard, part of an unbroken dynasty that has occupied the tower for many centuries. The arch-wizard of Wyrmwatch has a few …

  • Ovation

    The citadel of Ovation is the center of the cult of the Poetess. Her high priestess is a bronze dragon, who lives in the citadel nearby but holds regular court in the temple in the center of the village. The temple is a place of near-constant recitation …

  • Calendars

    h1. WORKING... Many cultures have created or modified calendars through the millennia. Some calendars are less accurate than others, prone to drifting through the centuries or subject to periodic correction. The major calendars are detailed here. …

  • Plane of Extropy

    bq{color:red}. This information is only privy to those with exceptionally high ratings in Knowledge (the planes). And even at that, it may not be particularly accurate. Caveat lector. Most scholars who theorize about this realm see it as the ultimate …

  • Historic Periods

    bq. As detailed in %{color:black}Player's Guide to the Wilderlands%, with minor adjustments and significant embellishments on sub-pages. When making skill checks for historic information, the DC for the check is influenced by two major factors: …

  • Recent History

    Note: 5060 Takvim = 4434 BCCC This time period covers the previous 40-50 years. This is common knowledge. Information from this period is widely available and usually accurate if concerning the region in which the researcher is inquiring. |_. BCCC| …

  • Modern History

    Note: 5060 Takvim = 4434 BCCC = present time History from the Gnoll Times to about 40-50 years ago. Modern history, though not always accurate, is generally known or easily learned by denizens of the Wilderlands. |_. BCCC|_. Event| |4200|The …

  • Ancient History

    The Ancient period of history starts with the founding of Kelnore and ends with the War of the Pious and the Philosophers. Characters cannot take ranks in Knowledge (history: Ancient) without approval. Even with ranks in Knowledge (history: Ancient), …

  • Planar Metropolises

    Below is a sampling of major cities beyond the [[Material Plane | Material Plane]]. h3. Shadow There are very few settlements in the harrowing realm of [[Shadow | Shadow]]. Few Shadow natives feel the need to huddle together for protection within a …

  • Alacrity Keep

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/279434/CastelDelMontePugliaItalyEurope.jpg?1388725510(CastelDelMontePugliaItalyEurope.jpg)!The keep is made of local stone, with glass windows, arrow slits, and vaulted ceilings. It features a …

  • Variable Stars of the Wilderlands

    !(media-item-align-right)//db4sgowjqfwig.cloudfront.net/assets/285437/Venus-pacific-levelled.jpg?1390087336(Venus-pacific-levelled.jpg)! There are but a few stars that do not stick to the vault of heaven, tracing their own paths across the sky. Each of …

  • Constellations of the Wilderlands

    The vault of the night sky is littered with stars, like gem dust scattered across fine black velvet. The fixed stars form a backdrop for the moons ([[Luna]], [[Gorm]], and [[Ioun]]) and the [[Variable Stars of the Wilderlands | variable stars]]. These …

  • Western Karak

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/285915/Rhadamanthia-9.jpg?1390196136(Rhadamanthia-9.jpg)! Western Karak and [[Eastern Karak | Eastern Karak]] are dominated by the [[Kingdom of Karak | Kingdom of Karak]]. h3. Excerpt …

  • Eastern Karak

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/285916/Rhadamanthia-10.jpg?1390196142(Rhadamanthia-10.jpg)! h3. Excerpt from the World of the Wilderlands Though this is the heartland of the [[Kingdom of Karak | Kingdom of Karak …

  • The Land of Great Lakes

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/285906/Rhadamanthia-1.jpg?1390195982(Rhadamanthia-1.jpg)! h3. Excerpt from the World of the Wilderlands The far northwestern section of the continent is a series of lakes, …

  • The Frozen Lands

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/285907/Rhadamanthia-2.jpg?1390196004(Rhadamanthia-2.jpg)! h3. Excerpt from the World of the Wilderlands The Frozen Lands are a continuation of the least-pleasant and coldest aspects …

  • Greater Horned Empire

    !(media-item-align-left)//db4sgowjqfwig.cloudfront.net/assets/285920/Rhadamanthia-12.jpg?1390196233(Rhadamanthia-12.jpg)! h3. Excerpt from the World of the Wilderlands Between the giant Volcanic Peaks and the Great Wurm Gap are the lands …

  • Divine Rank and Privilege

    h3. Humble Origins While some gods arise spontaneously from the cosmos, most began as lesser beings. Hard-working outsiders may acquire the secrets to divinity, as can the souls of the particularly-persistent [[Deceased (Shadowlands) | deceased]]. …

  • Warforged

    These beings are essentially unknown in the Wilderlands proper, and are encountered exclusively whilst traveling the planes or in the company of planar beings. For Wilderlands natives, it takes a Knowledge (arcana) check (DC 25) or Knowledge (eldritch …

  • Sihan's Fall

    !(media-item-align-none)//db4sgowjqfwig.cloudfront.net/assets/313266/Sihan_s_Fall.png?1396460533(Sihan_s_Fall.png)! Sihan's Fall (in hex 3620 of the [[Valley of the Ancients | Valley]] region) is a druidic shrine and waypoint in the largely trackless " …

  • Non-Humanoid Races

    *WORKING DOCUMENT* Though the rules assume player characters will be (mostly medium-sized) humanoids, there are other potentially-playable races to consider. Humanoids of particularly small or large size don't require much further consideration, and …

  • Dwarven Perspective

    [working document] Dwarves are a study of contrasts. The stereotypical dwarf is a serious man, a perfectionist with his craft and a precise master of his will. He has few words to share. He is plain-spoken almost to the point of offensiveness, and …

  • Tiian

    Tiian, known as the City of Scales, is a great mercantile center in [[Kingdom of Karak | Karak]]. It is a frequent destination for janni and other planar travelers.

  • Tu'narath

    Carved into the many-limbed corpse of an ancient god, Tu'narath is a [[Planar Metropolises | planar metropolis]] that hovers in the concrete periphery of the [[Astral Plane | astral plane]]. Brutal and scheming guilds of githyanki dominate the city. The …

  • Sstrikiyesh (fire)

    The infamous City of Brass is ruled by ruthless noble "efreeti":http://www.d20srd.org/srd/monsters/genie.htm#efreeti and elemental princes. Rising from a blasted expanse of semi-solid molten rock marked by rivers of metal, the suffering spires of …

  • Sigil

    The City of Doors is a strange place, a self-contained city-plane. It may be the remains of a strange and ancient god, or the result of a failed planar experiment. Regardless of its origin, it is a singularly curious place. Few travelers reach the …

  • T'krka'al (earth)

    Nestled in a series of airy caverns in the elemental plane of Earth, the City of Jewels is the most hospitable settlement to visitors. The open portions of the city are but a fraction of its extent. To access the rest of the metropolis requires some …

  • Ghulaublival (water)

    The City of Nets is the primary planar destination for aquatic folk. Most of the city is accessible to water-breathers, and some parts are accessible to air-breathers. The city sees little overt violence, but it sees an incredible amount of social …

  • Ochahalaia (air)

    Among those with sufficient powers of flight, the City of Laughter is the least hostile of the [[Planar Metropolises | planar metropolises]]. Most of the city is free of immediate physical dangers. If anything, the city is _too_ intangible. Entire …

  • Qarafa (Shadow)

    The City of Chains rests in the nooks and crannies of a spine-like escarpment in the blasted wastes of the [[Shadow | Shadow]]. Ancient beyond reckoning, its caverns and keeps have at various points hosted dozens of residents, or hundreds of thousands. …

  • Chicomemictlan (Shadow)

    Not all of the [[Shadow | Shadow]] is a stern and barren wasteland littered with the bones of the fallen - some of it is a dense and fearsome jungle littered with the bones of the fallen. Arising from such a thirsty jungle is the mighty pyramid of …

  • Humanoid (half-elf)

    Half-elves have a mixture of [[Humanoid (human) | human]] and [[Humanoid (elf) | elven]] heritage. even a single human or elven ancestor can influence the family tree for generations. Half-elves are a diverse lot, but they can often be found …

  • Humanoid (Gith)

    Githzerai and Githyanki split from a common origin before the rise of Orichalan Empire. The warlike githyanki settled in the [[Astral Plane | astral plane]], founding a [[Tu'narath | fortress-city]] on the corpse of a many-armed god. The githzerai …

  • The Resurrected

    Who is the mysterious Resurrected? A god, or an ancient planar? Perhaps both? Is it an ancient hero who died, and came back as a god? Or a god who was destroyed, and somehow came back to divinity? Does it have any mortal followers? Those who …

  • What is the Wilderlands

    Excerpt from the _Players’ Guide to the Wilderlands_ bq{color: saddlebrown;}. The Wilderlands setting details an area slightly smaller than the Mediterranean Sea and surrounding lands. Unlike many current published settings where everything has been …

  • Elven Perspective

    [work in progress] [[Humanoid (elf) | Elves]] are an ancient and near-timeless race, with natural lifespans stretching longer than almost any other mortal people. To non-elves, they often appear superficially charming but mercurial and aloof, …

  • Communist Services

    [[Communist | Communist]] clerks operate across the Wilderlands, offering their specialized services to scholars, diplomats, merchants, and adventurers. Their remote monasteries hold vast libraries of inscrutably-encoded lore, carefully transcribed and …