Graatel (3.5e Sourcebook)/Introduction

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Introduction

Greetings and welcome to the world of Graatel, a living breathing world that changes based upon adventures that I have run for people over the last two decades and change. Graatel is a sparsly populated super planet that shares some common attributes with earth. The current estimated population on the whole of the world is approximately 1.2 billion living inhabitants of various races. Graatel is covered by water over approximately 72% of its surface and drinking water actually comprises about 7% of this total (in comparison on earth it is roughly 3%) due to many freshwater lakes rivers and underground sources. Each landmass generally has a different makeup of various climates ranging from frozen tundras to massive deserts. The overall size of Graatel is two and a half times the size of earth (approximately 18,000 miles in diameter), and the smallest continent is a large island (similar to Australia) that is close to Russia in size comparison. This book is designed to introduce how the world works, what changes I personally have made to 3.5e D&D and the dangers that exist throughout. Also sprinkled throughout the book you will find DM notes designed to make the gritty world of Graatel an easy adventure setting and allow more time to be focused on making sure your players are enjoying themselves. Eventually the giant moon Ritar will also be added to this book, a habital planet about 3/4 the size of earth which supports its own eco systems and indigenous life.

The planned architecture for this sourcebook is to cover everything relating to the world itself. In depth I will speak to its former and current political, social and economic positions. I will cover lineage for not only the kingdoms but most of the major families, how trade and exploration to the different continents has changed things and how races exist in peace and disharmony all over the world. I will also explain the rule tweakings as we go through the book, as many things have been altered from the original book to give the players the feeling of unique heros.

Landscape

The landscapes throughout the world and will be best described in the additional sections. The following descriptions are provided as a quick reference guide to different kingdoms. This section is best used if the most important aspect of your campaign idea relies upon a certain type of terrain to exist.

Aruna: The continent of Aruna is a sparsly populated area that comprises many different habitat sites. Falling in the temperate band and the Northern polar region, the continent has a variety of habitats that interact with each other. A large swamp exists in the southeast portion of the continent, a semi barren badlands exist to the southwest. The western and southern areas not covered by swamp or badlands are covered in plains. The northeast area that does not touch the polar line is where the great Vilmasthra forest lies. To the northwest running all the way down the coast are the Iron Hills, an area claimed by dwarves. The primary castle is located in the center of the continent and is the seat for the kingdom of Dovaii. In the north past the polar line the land turns to tundra and, except for two small outpost towns, is devoid of anything except for various monstrosities.

Droos: This is the largest Continent and resembles a crescent moon. It lies across the Grimwal Ocean from Aruna and Morderan. The majority of the land of Droos is subtropical in the far south. A desert surrounded by tall mountains lies on the east side of the continent. The northern sections of the Continent fall into the the temperate zone and are robust, this area is also where the majority of farming occurs in the kingdom of Droos.

Kel'Dei Islands: This island chain consists of thirteen major and dozens of minor islands. The four main islands are Miros, Taavi, Loog and Spicca; these islands contain the bulk of the shipping and population associated with the island kingdoms. Another five islands are semi populace with large areas of wilderness such as jungles and wetlands named Kinjar, Delph, Aanis, Pilas and Fetth. The other four islands are privately populated one by a very large and rich family (the island of Ysait by the family of Ghalt), one is owned by an individual with his own standing army (Jacob Formalison, a mercenary captain on the island of Obai), one is controlled by a pirate coalition (Toban) and the last is seemingly uninhabitted but never explored (Maw.) The smaller islands occasionally have people around but some are little more than semi stable sand bars.

Morderan: This continent is directly south of Aruna and all that separates the two is a long 900 mile wide channel. Morderans north border is high cliffs immediately turning to desert five miles south as you hit the equatoral line. The desert stretches far to the south and is roughly the size of Earths Sahara desert. The southern part of the continent turns into a temperate and fairly lush landscape dotted with trees and farms.

Faalden: Faalden is a continent approximately 9,000 miles to the west of the shores of Aruna and Morderan, and another estimated 14,000 miles from the shores of Droos (no one has ever adventured in that space so it is an estimate.) The continent is a large island much like Australia and lies mostly in the temperate zone, possessing vast amounts of lush landscape. The continent is sparsely populated. On the west side of the continent lies the Dragon Peaks, an area renowned for the amount of large dragons that make their homes there.

Traven: Traven lies north of Faalden, approximately 600 miles across the Gerisi Straights and is a land mass that sits firmly above the polar band. This land is extremely harsh and is home to many beasts and various monstrosities. Currently there are no outposts or establishments from any race; the elements and attacks have been too harsh for any outpost to outlast more than two months. Particularly dangerous individuals occasionally find themselves on a one way trip to this continent.

Kingdoms

Similar to the landscapes, this is the section you want to use if your storyline relies mostly upon political or social aspects of the game. It will draw parodies to modern day countries to give a better explanation of exactly the attitude people will possess in these areas. Major laws will be detailed later in the book.

Aruna: The continent of Aruna is host to various creatures and races, though the only kingdom of note is Dovaii. The ruler of Dovaii Kalf Gregorson is the 38th King to rule the area stretching north to the Frost Peaks (the area that is the unofficial border between the polar and temperate bands) east to the ocean (but excluding the swamp and Jisanthri forest) west to the Iron Hills and the Badlands and south to the strait. The entirety of this continent is relatively tame; the people are friendly, the economy is fairly robust leading to a fairly prosperous region and the Monarchy and ruling lords deal more or less justly with their vassals and common folk. Of all the continents in the world of Graatel the continent of Aruna most resembles modern day ethics and responsibilities in an earlier time period. Accountability is held both up and down so the overall interaction of humans is pleasant especially compared to other continents. The average alignment equivelence people found in Dovaii is LG, LN, or NG.

Additional social structures for this region

The Iron Hills are dwarven held mountain ranges in the far west. Currently there is no dwarf king due to the last king being killed without an heir apparent which comes from one of the 13 dwarf lords. As the kingship is merit based the only way to seal a claim for a particular lord would be the recovery of the ancient arms and armor the king once held. His hammer Gol'vaid (Rock Crusher) and the Suit of Kings are both minor artifacts and were last seen in a pitched battle far underneath the mountain Rodund. Every year dwarven adventurers gather and strike out in expeditions to attempt the recovery of the armor; most never return and the few that manage to are normally covered in horrific wounds.

Jisanthri (phoenetic Gi san three) forest is where the elven nation lives. The only known trading outpost is the Talsdamath, a large area that houses a few thousand elves and provides outsiders to trade with the elven kingdom. The forest itself is protected by many fearsome guardians as well as powerful magic that confuses anyone that isn't invited to enter the elven domain.

Droos: Droos is divided into three separate kingdoms: Meddit which covers a large portion of the rich farmland in the north, Amatra covering the middle portion of the continent and Durai the jungle kingdom to the south.

Meddit is a kingdom that obsesses with former glories and heaps upon themselves great praise. This has transformed them into an exceptionally narcistic national identity which they combine with extreme xenophobia and isolationist viewpoints. These views are so widespread and enforced that unless an outsider is granted patronage by a citizen of Meddit the law states they may be immediately captured and forced into slavery. Once a global power the Meddit control the now dormant Walking Siege army and the Kopek knight order which patrols their borders.

Amatra is known far and wide as the thieves kingdom. The only definition that would fit this area would be anarchy; groups of individuals (or singular individuals if they are strong enough) take everything they can with little to no holds barred against enemies and even friends. Betrayal is common place, fighting in all flavors a close second and the average person is wary, untrusting and cruel. If it isn't nailed down and locked up in Amatra it is likely a trap.

Durai is a kingdom that situates itself in the midst of the tropical jungles found in the south of Droos that focuses their everyday life on worship of the Divine. Their dress and appearance is very tribalistic, with extremely decorative (and valuable) sets for holy rites and ceremonies. Precious metals and several types of gemstones are extremely common in Durai, giving most inhabitants a viewpoint of them being easily acquired decoration as compared to being worth fighting for. Other kingdoms trade for gems and metal instead of launching an invasion simply because the effort to subjugate the area would be enormous and possibly more costly than simple trade.

Kel'Dei: The Kel'Dei island chains are a group of 13 major islands and dozens of smaller islands that for a loose nation-state to the west of Aruna and Morderan. The Kel'Dei council which speaks on behalf of the nation states are really robber-baron pirate lords in control of a large amount of ships and while most of these ships are captured and not actually war vessels with some modifications they have a very respected armada for defense of their homes.

Miros is the capital, for lack of a better description, of the Kel'Dei islands and also home to the pirate lords. The current council numbers 11 individuals but this number is ever changing; the rule for joining the council are simple, strict and fair: an individual who wishes to join must be commander of at least five vessels, he must leave one hundred thousand gold pieces to pay for defenses (can be withdrawn if not already expended), and he must possess a dwelling on the island. Pirate justice is swift if not always fair; most sentences get you condemned to press gang service on a vessel for a few years or hanged.

The other major powers that aren't considered part of the pirate collective are the privately owned islands of Ysait, Obai, Toban and the Maw.

Ysait is owned by the Ghalt family, a very old noble family that orignated in Aruna. In the year 1286 (Year is determined by reference to The Incursion, a significant point in history which will be discussed later.) the Duke Gralem Ved Ghalt, a trusted individual and nobleman of the Dovaii kingdom commited treason attempting to kill the king and wed the young prince to his eldest daughter. Gralem had grown discontent with his power base over a number of years observing the king to be more apt at providing for the people instead of increasing the scope of the fledgling kingdom (current year is 3019). Gralems' plot was discovered by a group of adventurers who managed to wipe out the assassins sent to kill the king, leading to his execution order and exile for his family. Gralem escaped and absconded the kingdom with his families wealth which enabled the purchase of Ysait. The family has lived on the island since turning into a powerful merchant force; the majority of bulk trading that goes on in the world is controlled by the Ghalt and they ruthlessly crush competition when ever it arises.

Obai is owned by Jacob Formalison, a mercenary captian in control of nearly two thousand warriors. He sells his defenses to the other island nations on an as needed basis; requirements for all individuals include sailing, combat and etiquite training as he expects exemplary behavior from all of his subordinates. Occasionally he also receives contracts from different continents and kingdoms but those are far more infrequent than the island nations.

Toban is controlled by a separate pirate coalition, which rule via anarchy as robber barons. It is not uncommon for individuals to be sold at open slave auctions, drugs to be peddled in broad daylight and crimes to be commited out in the open at any given moment. This is a place where the strong survive and the weak pay them homage for protection.

Maw is the third largest island within the chain of Kel'Dei islands and suffers from individuals continuously going missing. From the ocean the island itself looks inviting and pleasant but individuals that travel more than a mile in land are rarely heard from again. Only one expedition ever returned from the further inland portions of the Maw and reported seeing nothing unusual; the dense forest was oddly low on creatures and they felt a strange presence watching them for the duration of the move.

Morderan: is a vast wilderness with no true kingdoms; the entire region is dominated by warlords fighting for power and positions amongst themselves. The southwestern portion of the island is a small mountain range known as the Covenant Steepes, rumored to be a resting place for some dark magic. The great Star Ocean the large lake surrounding the Goras Muloc (dread island) is the rumored area the dead god of war fell to after his battle with Harat-Drogos. The rest of the land is plains with most places able to support crops - that is if the local bandit lord doesn't steal your food or burn it to the ground.

Faalden: is a large jungle continent that has no true central government. The continent is dominated by warlords, and the local rulers are the people who can call the greatest number of fighters to service and exert their will over the local populace. The Star Ocean lies near the center of the continent on the northern side. Small foothills lie on the western side of the island, and the continent eastern shores are dominated with coves and small inlets.

Star Ocean, a very large and unsual feature, is by lore an artifical lake created when Harat-Drogos and Megrados the dead god of war fell to earth after their titanic battle. The origins of the lake are somewhat more sinister, and no life exists within the lack. At the center of the lack lies the Isle of Woe an island that has magically contaminated soil and is home to many lycanthrope races.

Traven: is primarily an ice continent wedged almost entirely within the polar belt of Graatel. This causes average temperatures to be below freezing, and makes it exceptionally popular with creatures that flourish in cold climates. Multiple outposts have been attempted as the land is rich in minerals; these expeditions fail because of scarce food resources, monster attacks, insufficient protection from the elements or a host of other issues. In the north part of the continent the Eye of Ice, a large permanent and semi stationary cyclone, spins wildly and brings temperatures down even further. This land is also popular to send extremely dangerous criminals to since no one has been confirmed to survive for long.


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