Prazhnian Tale

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Prazhnian Tale

Post by Cymbaoth on Sat May 28, 2016 1:09 pm

Welcome to Prazhnia, a world filled with adventure, magic, and crazy nonsense! Here, I will be posting all the things you, The Player™, may want or need to know.

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Regions of Prazhnia, time keeping, and astronomy

Post by Cymbaoth on Sat May 28, 2016 1:20 pm

Country descriptions/interesting facts
Iscalíote: This country is frozen. It occupies the very top of the world, and holds the mountain Yednas, which dictates magnetic north. Polar bears are frequently used as mounts here. Days and nights last 6 months.
Barabanis: this brutal wilderness is home to a number of strange beasts, as well as the Baraban race (description upon request. They are not playable). Nights and days last for 3 months (with three months of morning/evening twilight in between) for all lands between Fornesto and the Ice Bridge.
Lorth: This land is famous for its rage filled warriors, who frequently have coastal raiding parties of other nations. Everyone from here is also deeply spiritual, and it is considered quite honorable to die in battle. They have their own deities and burial traditions, including leaving your shield to your family. They also have better hair than you. Even if you’re from here. The Blood Eagle is a form of execution used there.
Bentra: This country is largely filled with trading caravans, which travel to other nations as well. It is frequently said that someone in Bentra without a horse should be pitied.
Tretop: Home of the halflings. 60% of the population of this country is halflings. A large portion of the towns/cities here are built either suspended in trees, or inside the trees themselves. It is entirely possible to get from one side of the country to the other without touching the ground
Algeb: the original home of the Tengu, this country has become most widely known for its vast libraries and universities. “Knowledge before all other pursuits” is what the national motto translates to.
Thapace: The age old rivals of Thispace. There has been peace between the two nations for nearly a century, but there is still an unbelievably huge national hatred between the two. Thapace has some of the best built and maintained roadways on the planet.
Thespan: home of the elves. Most elves leave Thespan so infrequently that the people of Thispace often don’t believe they exist. The woods of this country are unimaginably dense, leaving most of the country in a kind of eternal twilight. There are no roads into or out of the country.
Thispace: Once, it was the greatest empire there was. Its naval supremacy was unmatched, and is still incredible, even if the majority of their population is slipping into poverty as the great military machine slowly runs down. It still has some of the most well-traveled roadways, and frequently has Bentran caravans passing through.
Luxodonia: Home of the giant Luxodons, a race of bipedal elephant people. They live for about the same time as dwarves (350-400 years). Luxodons believe that albinos are inherently holier. The entire town of Æl migrates around the country in a yearly cycle, which has gone on as far back as is recorded historically. Each city is led by a Matriarch, who is only eligible for the position at the age of 300. She is chosen through consensus by all non-nomadic members of that city under that age. Nomadic groups choose their own matriarch following the same rules. She lasts until she retires or dies. All matriarchs convene for issues larger than their region.
Usa: Home to a group of Hyper-Xenophobic humans. No races except humans live here, and with a huge wall separating it from the rest of the world, no other races are allowed in. Ruled by Emperor Xiang Fon, who is (according to legend) descended from Hesendian the great. Speaks Shiao instead of Common.
Thorgnash: Home of the Dwarves! The majority of this country’s inhabitants live in mountain citadels, or in vast mines below the surface. The term “mine” is used very loosely, since each one is more of a city. Each city is ruled by a King (which is a loose translation at best, and would more closely be Protector), except for Hals Tor, the capital. Hals Tor is ruled by The Deep One, a true king, who has never “soiled” his eyes with daylight. The current Deep One, Dolgrin Gronsonson, is new to the throne, and is only 106.
Sqorell: Something about this region causes about 10% of the dead to rise within 1d6 days as various undead (most frequently as zombies and skeletons). Currently ruled by a Duke, Razmisfael the Indisputable. He is a vampire.
Drownackah: Drow live here. Everything here sucks. You may play drow, but know that you WILL have the Darkland’s Stalker alternate racial trait. Above the ground is a toxic waste, where very little grows. What does grow is either covered in thorns, highly toxic, or both. Volcanic vents dot the landscape, so there is always a perpetual haze.
Gulfra: Home of sea-elves. Not very populated outside the water, which also has aquatic goblins, sahaugins, and merfolk. There are two major families, which have been, according to the country’s laws, trading the throne between them. One is merfolk, the other is sea elves. They trade the throne (one ruler is sea elf, the next merfolk, and so on) so that the interests of both races are always considered. Octovites have never held a position of political power here, but haven’t really cared to either.
Borsham: NOBODY IS FROM HERE, STOP ASKING! This is the home of chromatic dragons, who are constantly fighting each other for dominance. The same system of volcanic vents that dots Drownackah also dots Borsham. Ruins of some once great, but now unknown kingdom can be found scattered across the landscape.
Doegoth: A land lost to time. To the best of anyone’s knowledge, nobody lives north of Soopleelïn. The vast plains of Doegoth seem to be unchanging, and dead silent. The people that do live in Doegoth live there for the huge, open plains, where cattle of varying kinds are raised. Even with the huge amount of livestock here, the vast majority of these plains are uninhabited. Almost maddeningly so (more than 3 days traveling through the plains leads to temporary agoraphobia (shaken while outside) which lasts until you leave the plains).
Wadge: Home of the Gnomes! Yes, this whole country is one fortress, with hundreds of walls between the capital and the outside world (371 to be exact). No, nobody (including the gnomes) knows why this is. The gnomes, never wanting to question things, but always wanting to improve upon them, have added mazes and traps between the walls. They carefully maintain the gates between each layer.
Mercania: Ruled by the Mercenian Guild Council, this is more of a company than a country. This country’s main export is its mercenaries, who are trained to either be individual units, or whole armies, and are widely considered to be the greatest hired swords there are. The country imports huuuuuuge amounts of metal and coal to drive its militant machine. Its founding is one of the reasons for the fall of Thispace.
Desertrib: The Vast Desert. Home to the Sultan Azhomodish the 3rd, widely believed to be the wealthiest man on the planet. Cities and towns are located around wells and other natural water sources. It houses the Dry Sea, a valley ringed by mountains which experiences strange weather patterns. For 15 years, there is not a single drop of water here, and the temperature is nearly always above 120 degrees. For the next three years, there is near continuous rain, and dramatic flooding, followed by 15 years as an inland sea, with frequent rain. That is followed by three years of no rain, with all the water draining out. A unique form of execution here is called The Sultan’s Hammer. The executed is positioned upside down (facing up or down, their choice) on a slanted stone slab. Their feet are then nailed in place at the top, and their hands bound to the bottom. Their head is contorted into a ring, which hinges open and shut. The executioner then takes a special maul made of marble, and crushes the head of the executed. They are then left there while their body drains through channels into a pool. Their body is then burned in place, and the pool is bottled. The bottles are used instead of water in mortar for repairing the walls of Al-Corinth.
Matalia: Home of Metalic dragons of all types. Two distinct governments operate here, which deal with eachother in a council setting: one is dragons, one is other races. Both are run by senates of elected officials.
Golemia: there is one construct for every three people in this country. They are an effective labor force, and are on occasion sold.
Deserfïr: This region is not really a country, so much as an area with bandits. A Goddess of fire and rage named Firasmia lives with a close cult of clerics in the valley here. Her ascension to godhood was recent, and she refuses to go to another plane to rule from. Her Clerics either receive their daily spells directly from her, or through a vision each morning of whatever she’s doing at that moment.
Goredia: Just as Mercania deals in mercenaries, Goredia deals in personal body guards. The two countries deal closely with eachother, and many of their citizens have dual citizenship.
The Grand Duchy of Bonoroviosaria: This theocratic monarchy is ruled by a Grand Duchess, Her Royal Highness Agatha Malonoresia, who truth be told, has been dead for almost 300 years. This doesn’t seem to have stopped her, as she continues to rule from the plane of Utopia. There have been several uprisings to overthrow her, her being dead and all, which she has managed to quell.
Tsorabella: home of inventors, artists, and other cultured individuals. There is currently a 0% unemployment rate here.
Saytrib: the “island” nation. It exists hundreds of miles out to sea, past a formation called the Great Whorl, which is a whirlpool over a hundred miles across. Saytribites are most likely desended from Desertribans. The city of Saytrib is on a massive stone platform, and houses a lighthouse several hundred feet tall. It is constantly burning, but no one has bothered to figure out how. Life here relies entirely on the sea, with fisherman being the most common profession, followed by raider. Sea raids take 3d4 weeks between people leaving and coming home. The people of Saytrib work hard to maintain good relations with merfolk, storm giants, and locathahs, who they trade with.


Calendar
Prazhnia’s calendar is a complex instrument of Time Keeping.
It has a 16 month year, each month with three 8 day weeks (24 days per month. 384 day year). The months (and their seasons) are:
Spring
Drossear
Kaalsear
Ensear
Mahrsear

Summer
Araui
Shaui
Kiaui
Thotaui

Fall
Klemmet
Jourmet
Sekmet
Tensmet

Winter
Glastig
Braelig
Forsdig
Ardig

The years themselves are Named instead of Numbered. The naming system is cyclical.
The name that changes every year is the color. It is known as the Small Cycle:
Orange
Yellow
Green
Turquoise
Blue
Cerulean
Purple
Magenta
Mahogany
Burgundy
Red
Pink
Beige
Brown
Grey
Black

The next name that changes is the description. It is known as the Mid Cycle:
Serene
Caring
Humorous
Brave
Righteous
Intelligent
Submissive
Dominating
Sarcastic
Shallow
Angry
Rude
Hardened
Deceitful
Suicidal
Dead

Finally, the animal those describe changes. It is known as the Long Cycle:
Worm
Snail
Shrimp
Ant
Pufferfish
Shark
Frog
Salamander
Lizard
Snake
Turtle
Crow
Whale
Shrew
Dog
Man

So, if the current year is the Brown Year of the Sarcastic Shrew, two years ago would be the Pink Year of the Sarcastic Shrew, and three years from now would be the Orange Year of the Shallow Shrew.

There is an often dropped prefix to this date as well. The current year is actually The First Brown Year of the Sarcastic Shrew. The “First” is what is known as the Great Cycle. It will only move on to “Second” after the First Black Year of the Dead Man is complete. The Great Cycle is:
First
Second
Third
Fourth
Fifth
Sixth
Seventh
Eighth
Ninth
Tenth
Eleventh
Twelfth
Thirteenth
Fourteenth
Fifteenth
Final

No one is sure what will happen after the Final Black Year of the Dead Man…

The Calendar was started by Hesendian The Great, who ascended to Godhood soon afterwards. Dating systems prior to it were not uniform, including the Beshebian System of Twos, The Kalandar Gothique, and the Gongs of Ceremony. He started the system with the First Orange Year of the Serene Worm.



Geography and Astronomy
Prazhnia is the only known continent on the planet Talmos. There are actually two, but neither has discovered the other yet, due to distance and technology. Talmos is the fifth planet from their star (Henios), and one of eleven-ish planets (7 rocky, 3 gas, and a binary planet) in the system. The system has two asteroid belts (between the second and third planet, and between the seventh and eighth).
Firsgog
Iencu
Belt of Coals
Blin
Nenenen
Talmos (with moons Kunasta with Ses)
Thisalon
Alinandur
Belt of Rime
Faltunon
Jernbog
Hepzibah
Renes and Sener.

Cymbaoth

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Races and traits

Post by Cymbaoth on Sat May 28, 2016 1:24 pm

Races by country
Note: any place with elves, qualifies for half elves. Any place with orcs, qualifies for half orcs. Any place with humans, qualifies for either, except Usa.
Iscalíote: Arctic Elves, Snow humans
Barabanis: Arctic elves, wilderness humans, orcs
Lorth: gnomes, humans, halflings, hobgoblins, orcs, goblins
Bentra: humans, gnomes, orcs, goblins, gulletins, halflings, catfolk
Tretop: humans, gnomes, halflings, catfolk, ratfolk
Algeb: humans, gnomes, tengu, catfolk, halflings
Thapace: humans, halflings, goblins, gulletins, gnomes
Thespan: Elves, catfolk, kobolds
Thispace: humans, halflings, goblins
Luxodonia: Luxodon, human, halflings
Usa: humans
Thorgnash: Dwarves, humans, halflings, kobold, oreads
Sqorell: humans, halflings, goblins, hobgoblins, orcs, gulletins, ratfolk
Drownackah: Drow, kobolds, hobgoblins, orcs
Gulfra: sea elves, humans, halflings, undines
Borsham: STILL NOBODY HERE!
Doegoth: humans, halflings, tengu, sylphs
Wadge: gnomes
Mercania: humans, halflings, hobgoblins
Desertrib: humans, ifrits, halflings
Matalia: all of the above (sans goblinoids and pure orcs)
Golemia: humans, halflings, dwarves, gnomes
Deserfïr: ifrits, humans (though not many)
Goredia: humans, halflings, oreads, dwarves
The Grand Dutchy of Bonoroviosaria: humans, gulletins, halflings (though not many)
Tsorabella: humans, elves, gnomes, halflings, dwarves,
Saytrib: humans, undines


Regional Traits:
Iscalíote: endure elements (cold) (arctic elves instead get +2 to their cold resristance)
Barabanis: +2 perception
Lorth: +2 on all saves vs fear
Bentra: +2 on ride checks
Tretop: climb is always a class skill. If gained from a class, an additional +2
Algeb: +2 to a knowledge check of choice
Thapace: +2 diplomacy
Thespan: +4 hide in wooded areas
Thispace: +2 diplomacy
Luxodonia: +2 survival checks
Usa: +1 on rolls to confirm critical hits
Thorgnash: +2 on all rolls vs giants, goblinoids, and orcs
Sqorell: +2 vs all undead and lycanthropes
Drownackah: +2 vs all poison saves
Gulfra: can hold breath for a number of rounds equal to 4 times their constitution score
Borsham: NOBODY IS FROM HERE. ARE YOU CRAZY???
Doegoth: +2 to will saves
Wadge: +1 dodge bonus to AC.
Mercania: starting equipment includes a weapon worth 50 gp or less. They are proficient with it.
Desertrib: endure elements (hot)
Matalia: +4 diplomacy when interacting with metallic dragons
Golemia: +2 to a craft skill of choice
Deserfïr: does not suffer from dehydration for a number of days equal to con mod+1 (minimum 2)
Goredia: allies adjacent to you gain +1 dodge bonus to AC. +1 to hit when adjacent to allies
The Grand Dutchy of Bonoroviosaria: +1 to knowledge nobility and knowledge local
Tsorabella: +2 to a proffesion of choice
Saytrib: swim is always a class skill. If granted by a class, +2
Non-regioned: you choose a regional trait your race would not normally qualify for

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Currently Playable Races

Post by Cymbaoth on Sat May 28, 2016 1:30 pm

Gulletin
This strange, froglike creature is about 3 feet tall. Three fourths of their height is taken up by their head and torso, which have no clear delineation between the two. They have squat little legs, and long, spindly arms which come down to their knees. Their mouth is massive for their size, and they have folded, stretchy skin running from just underneath to their belly. Their skin ranges from a mossy green to a dark yellow. Their beady black eyes sit atop their nearly cylindrical torso, and look slightly to each side. No one is quite sure where they come from, but they are not uncommon in places with mixed races.
+2 wis, +2 con, -2 str
Monstrous humanoid (gulletin)
Small size (Gulletins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size  bonus onStealth checks.)
Slow speed (20 ft)
Bite (1d6 piercing damage)
+2 bonus to CMB and CMD. This is in addition to the -1 penalty due to size.
 Languages: common, Gulletin. Bonus: Halfling, gnome, goblin, aklo, undercommon, elven, luxodon
Gulletins are eligible for the following racial feats:
Stacked: the Gulletin gains the Powerful Build racial feature. Powerful build: a creature with powerful build is treated as one size category larger than they are when it benefits them (weapon size, CMB/CMD, abilities that rely on a creature’s size, etc) Prerequisites: Gulletin, first level only
Chomp: add the Grab extraordinary ability to the Gulletin’s bite attack. Prerequisites: Gulletin
Gulp: the Gulletin gains the Swallow Whole ability. A gulletin can swallow a creature up to the same size as itself. Swallowed creatures take 1d6 crushing damage and 2d4 acid damage per round. If a creature cuts their way out of the Gulletin, the Gulletin cannot use its swallow whole ability until it heals the damage dealt by the escape. Prerequisites: Gulletin, Chomp feat
Muscular gut: The amount of crushing damage dealt by a gulletin increases to 1d8 per round, and the hole left by an escape automatically closes at the beginning of the Gulletin’s next turn, allowing the gulletin to use the swallow whole ability again without healing. Gulletin, Chomp feat, Gulp feat
Elastic gizzard: the gulletin is able to use its swallow whole ability on a creature a size category larger than normal. However, if it eats this amount, its move speed is reduced by 10, and its running speed multiplier is reduced by one. (for example, should a gulletin without the Stacked feat eat a medium creature (or two small, or equivalent), its speed would be reduced to 10 ft, and its run speed multiplier would only be x3, as oppsed to the normal 20 ft speed, and x4 multiplier) Prerequisites: Gulletin, Chomp feat, Gulp feat


Luxodon
Luxodon are great, hulking elephant people, standing about 12 feet tall, and weighing almost a tonne. They are one of two sentient races to have four fingers per hand instead of the usual five, the other being dwarves. Their legs end in wide, rounded feet, like a regular elephant. They tend to dress in simple clothing, but often adorn themselves with jewelry of some kind, including piercings and capping on their tusks. Large portions of their population are still nomadic in culture, often migrating with the seasons. The non-nomadic members of their race tend to be very industrious in nature.
Monstrous Humanoid (Luxodon)
Large size (Luxodon are Large creatures and thus gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. They have a space of 10ft, and a reach of 5ft)
+4 str, -2 dex, +4 con, +4 wis, -4 cha (the strength bonus and dexterity penalty from large size are already included here)
Language: Luxodon. Bonus: Common, Canto, giant, celestial
Speed: slow and steady (20 ft, but never altered by armor or encumbrance)
Prehensile trunk: Luxodon have a long, flexible trunk that can be used to carry objects. They cannot wield weapons with their trunks, but they can retrieve small, stowed objects carried on their persons as a swift action.
Luxodon’s are eligible for the following feats:
Ironhide: +1 nat armor
Keen scent: luxodon gains the scent ability
Breadth of experience: +2 on all knowledge and profession checks. Those skills can be made untrained. Prerequisites: 100+ years old
Tusked: the normally small tusks (which are frequently adorned in some fashion) are much larger than normal. The luxodon gains a 1d8 gore attack, and also gains a +2 to bullrush combat maneuvers, and can use the gore attack during its bullrush attempt.
Calloused feet: the large, rounded feet are thicker, and tougher than normal. The luxodon gains a 1d6 hoof attack, and also gains a +2 to overrun combat maneuvers, and can use the hoof attack during its overrun attempt.
Albino: the normally greyish skin is a bright white. Albinos gain +4 cha, and -4 con. They also get an additional -1 penalty to stealth checks in any environment that is not bright white. However, they gain a +1 to diplomacy checks with any Luxodon (or individual with the Luxodonian regional trait), and these individuals start out as one mood improved (hostile becomes unfriendly becomes indifferent becomes friendly becomes helpful). prerequisites: Luxodon, 1st level only

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