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World Description


The information presented here is based primarily from “everybody knows” type knowledge. Therefore, while this information is generally accurate, some of it may turn out to be incorrect. What everybody knows isn’t always right, though you may have to travel to certain places or talk to certain people to find out otherwise.

Contents:
General Information
World Location Information
Lodestone Region Information
Major Locations in Lodestone Region
Rumors in Lodestone Region

General Information:
Races: Most of the standard D&D races exist in my world. Dwarves and Humans are the most common (at least in the areas you’re familiar with) in roughly equal numbers though you’ll tend to encounter mostly humans due to where you travel. The other races (Gnomes, Halflings) tend to come from small communities and you’ll find them scattered about here and there. Elves are legendary. That is, nobody believes they exist though they’re talked about in stories.

Other races and “monsters”: Most standard, non-magical creatures exist. Orcs, Goblins, Lizardmen, and Giants as well as Carrion Crawlers, Owlbears, Bullettes, and Giant Spiders, for example, are the typical nemesis of civilization. Minor magical creatures such as Blink Dogs, Displacer Beasts, and Treants are believed to exist though many people would be surprised to actually encounter one. Major magical creatures such as Unicorns, Dragons, and Pit Fiends are legendary.

Undead: While skeletons, zombies, and ghouls are not common, everybody seems to at least know someone who knows someone who’s seen one. Wraiths, Specters, and Ghosts are believed to exist though many people would be surprised to encounter one. Vampires and Liches are legendary. And yes, some undead can drain the life right out of you with a touch.

Magic: All magic is rare (or was; see following paragraph for recent events) and therefore generally viewed with suspicion, fear, or open hostility. Divine (clerical and druidic) magic is more common and is more tolerated than accepted. Arcane (magic user) magic is extremely rare and therefore reactions to it can’t be generalized. The corollary of all this is magical items are also rare.

Magic and Recent Events: All the above regarding magic was true until August 17, 1002. At that time, a wall of blue light crossed over the earth. People from the area of Lodestone experienced the wall as moving from north to south. People from the kingdom of Devarna experienced it moving in a mostly west to east direction. Those in Larkendale had it moving from north to south though the Dwarves in a nearby kingdom to it’s west had it moving east to west (and they experienced it underground). Ever since the light has passed, the incidence of magic has increased. More items are now magical (even some that once weren’t). People with ability for divine and even arcane magic have increased. This has caused a lot of chaos, particularly in the larger concentrations of people. Riots and lynchings have occurred. Magic use to aid crimes has also increased. Magic is still not the norm but it is not as rare as it used to be.

Religion: I don’t find the idea of creating pantheons that interesting so religion is not well documented for my world (and since nobody ever plays a cleric/priest, it hasn’t been a problem). That being said, most religions in my world focus on aspects rather than a particular deity. So, for example, you’ll find a religion dedicated to War, one to Death, and one to Destruction. These may all be the same deity or they may not. It won’t really matter to the particular religion when interacting with another as they’ll focus on the goals of the aspect instead. Druids tend to be treated as wise people. Rural areas are more likely to treat them with respect with other reactions dependant on the particular Druid’s actions towards the community. Urban areas don’t think much of Druids one way or another. There is no over-arching organization of Druids.

Calendar: For simplicity, everyone uses the same calendar. The days and months correspond to our own, real life calendar. The current date is November of 1002.

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World Location Information:

Click for map of world

Kingdom of Devarna:
This is an old kingdom from a well populated portion of the world. In year 997, a new ruler was crowned (the original died peacefully) who began implementing some progressive reforms to the kingdom. The pace of reforms increased when the neighboring kingdom of Attria was conquered by an alliance of Orcs and Goblins in the year 999. These reforms led to the decision to encourage development of the Lodestone area. To encourage development, tariffs and duties to and from Lodestone were dropped, free one-way passage was given to Lodestone to anyone wanting to settle there, charters or land were granted, etc. While some within Devarna have complained that Lodestone is draining off valued talent needed back home to counter the threat from Attria, the ruler is gambling that rapid growth in Lodestone will ultimately enrich the homeland and increase its strength before Attria truly becomes a threat.

Larkendale:
This is a small city state in a mostly uninhabited area that has occasional trade with Lodestone and Devarna. It’s primary trade goods come from a Dwarven city west of Larkendale. It’s mentioned here mostly because this is where my campaign originally began and several current and former player’s characters have been there.

Lodestone:
This is where the player characters currently are. See next section for details.

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Lodestone Region:
Click for map of Lodestone region

Nominally a colony of Devarna, it’s actually semi-autonomous due to the distance. Many years ago, it was a thriving colony but eventually declined due to neglect from Devarna, the general hardship of living in the area, and the frequent shipping raids by Minotaur pirates. The recent policies of Devarna has caused the population of the area to increase once again. There is some amount of resentment towards the new comers by the “original” inhabitants.

The economy primarily supplies raw materials to Devarna with finished goods coming back to Lodestone though some manufacturing is beginning to be established in Lodestone itself. The region also has the potential for becoming a significant food source to Devarna as the area south of the river is quite fertile. Minotaur pirates are a constant scourge to ocean going trade.

The region is officially ruled by a noble (a family that has been here since early in the colony’s history) but day to day affairs tend to be run by locally elected councils in each community. The military has gained some prominence lately due to the invasion threat but is officially under the noble’s rule. The military is a collection of soldiers from Devarna, local soldiers and levies, and mercenaries. The mercenaries tend to be a major source of friction and suspicion because they tend to be newcomers to the region and because it is well known that the invading force also includes mercenaries from the Lodestone region. The military is headed by General North, a noble from Devarna.

The climate of the region is temperate with all the swings in weather that can bring.

In the Spring of 1001, a major invasion of Hobgoblins came down out of the mountains near Willip. Bypassing Willip, they conquered everything north of the river and east of the city of Molag including the city itself.

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Major Locations in Lodestone Region:

Lodestone City (walled, major port)
Population: 10,000
Makeup: 80% Human with Humans also making up most government posts. 15% Dwarves. 5% Gnomes, Halflings, etc.
Major Economic Livelihood: This is the hub for the entire region so all trade to and from Devarna travels through here. Some light manufacturing is also being established. Ship repair can be done here but not really set up for ship construction.
Interesting Tidbits: A War God cult within the city that was involved with kidnapping and forced arena fights was recently broken up. A very extensive tunnel system was recently discovered under the city. The city several decades ago had a population of 15,000 so there are many empty, run-down buildings.

Molag City: (walled, river port)
Population: Unknown. Was 5000
Makeup: Hobgoblins
Major Economic Livelihood: This was the hub for most trade and travel north of the river.
Interesting Tidbits: Conquered during the Hobgoblin invasion.

Willip City: (walled, river port)
Population: 6000
Makeup: 75% Human with Humans also making up most government posts. 20% Dwarves. 5% Gnomes, Halflings, etc.
Major Economic Livelihood: This is the hub for most trade at the west end of the colony.
Interesting Tidbits: None

Plains of Abanasynia
Groups of semi-nomadic people live here. There are (were?) several small towns. Independent from the Lodestone region, they were on neutral terms with the Lodestone region with small amounts of trade occurring between the two sides. It’s assumed the plains people were conquered by the Hobgoblins before the invasion into the Lodestone region.

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Rumors making the rounds in the towns of the Lodestone region:
Rumors in timeframe of Fall 2002:
- Gnomes are bad luck. Something bad happens (anything from food poisoning and leaky roofs to robbery and murder) to anyone who spends time with a gnome.
- The military has raided several businesses and arrested losts of people for spying.
- People have been disappearing from the city of Lodestone.
- The hobgoblin army commander is a lich (undead sorcerer).
- A good part of the hobgoblin army is made up of mercenaries from Devarna.
- There are demons in the hobgoblin army.
- Because of the war along the river and north of it, most new people coming from Devarna are heading and settling south west of Lodestone.


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