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]] bq. The material below does not incorporate rules for FORMER FEY RACES. Minor tweaks required. There are nearly a dozen major known elven settlements in the Roglaras, not counting the scores of small villages …

  • 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 …

  • 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 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. This is …

  • Fey

    bq. %{color:red}You probably shouldn't read this, unless you're playing a character who is fey.%
    h1. WORK IN PROGRESS Fey are outsiders native to the Dream. Some of them started in another realm (astral, material, elemental... even the …

  • 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)! h3. from The World of the [[Regions of the Wilderlands | Wilderlands]]: The Elephas is wilderness, with little worthy of the name …

  • 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: 5059 Takvim = 4433 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 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 …

  • 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 …