Fertor (Existence Supplement)

From D&D Wiki
Jump to navigation Jump to search


Main Menu
Existence's Contents
Information for Everyone
World Information
Information for the DM

Add New Page

The Basics[edit]

Among the oldest of the nations that remain today, Fertor shows its age by the number of large cities within its borders. To the north lies the Deadlands, while to the west lie the Kryann Mountains and the Wastelands; to the south is the Dead Pass. Thanks to such unforgiving neighbors, few organized armies have ever laid siege to the fertile lands of Fertor, allowing it to grow nearly unhindered. Though raids of beasts from the Deadlands are a frequent occurrence, the pact of peace sworn with the Kryann Mountain Dwarves two hundred and two years ago has granted a strong alliance between dwarfs and Fertorians.

Seated where the Kryann Mountains meet the plains and the Serpent's Head river begins, the major trade city of Seram is the furthest north of all Fertorian cities. Q’Tam, a city devoted to the protection of Fertor from incursions from the Deadlands, lies where the Serpent’s Head River meets the Serpents Body River, spanning all sides of the rivers with large bridges. Aaralia, the capitol, lies where the Serpent’s Body River meets the sea - while Miinoor lies nearer the center of Fertor, along the base of the Kryann Mountains, and acts as the diplomatic center for the two nations. Zielam rests along the Comet River where it splits into the twin tails, and like Q’Tam, it too has large, elegant bridges spanning the rivers. Minia is the southernmost city, resting on the second Comet River tail, where it flows into the Inner Sea.

The ten great families are well known throughout the nation, and go by their last names, which so happen to be colors. The families are: the Yellows, the ruling family for the last 150 years; the Greens, their greatest rivals; the Blues, well known traders; the Oranges, some of the most devoted to the gods, and the family from which the current High Priest hails; the Pinks, almost exclusively warriors and paladins; the Reds; the Blacks, so-called because of their habit for secrecy and underhanded dealings; the Grays, major bankers and money lenders; the Whites; and the Purples.

Beliefs[edit]

The Fertorian pantheon is devoted to protecting those who cannot protect themselves, as well as trade and fortune. As such, many of the nobility are, at least on the face, devoted followers and many of the second, third and forth sons take up arms to protect the innocents of the faith. Though their gods are forgiving, besides the Kryann Pantheon, no other faiths are openly welcomed and practitioners are politely, but firmly, asked to leave and never return.

The nation is led by a king that must be blessed by the High Priest of the Fertorian pantheon. Though succession is normally heredity, it is not unheard of for the heir to be denied the blessing and a new family comes forward to rule the nation.

Race & Gender[edit]

Thanks to the Kryann Mountains and the peace between the two nations, outside of humans, dwarves and gnomes are exceptionally common. In the southern reaches of Fertor, Halflings are far from rare sights, and small towns of the people are found here and there, though many last only a few years before the population simply ups and moves somewhere new. Few other races are ever encountered here, outside of those that may wonder down from the mountains, and as such, though they are not seen as lesser, they are often shunned from the main stream for their rarity.

Though there are no official gender roles, the females are often left at home to tend the families and businesses while the men are off protecting the weak, sending raids into the Wastelands and Deadlands, or off making trades to increase their family’s wealth. Thus the populations of the cities are mostly women and children under the age of 16, though the active nobles making the laws and overseeing the cities are almost always exclusively men.

Current Affairs[edit]

A new king has recently been named, but it is not the heir of the former king, a Yellow. Both of his sons were denied the blessing; his biggest rivals, the Greens, took control when their eldest son was named king. To add insult to injury, the new king forced the twelve year old daughter of the former king to become his wife, knowing that it is custom for the king and queen to conceive a child as soon as possible to show the favor of the gods. At such a young age, there is a great chance the queen will die in childbirth, thus ensuring the yellows fall far from favor in the eyes of the people, who see such a sign as a clear indication of the gods' disfavor of the woman.

Though the Kryann Dwarves care little for which family rules Fertor, many of the lesser of the great families have come to them for aid in determining if there was a plot between the Greens and Oranges to gain control of the nation. If this is true, the Oranges may well lose their seat as the High Priest and the Greens may lose the very throne they sit upon. Regardless of how the Green became king, such has happened, and houses are starting to align against one another. The very first civil war since the unification of the nation almost 650 years ago looms on the horizon. With increased raids from the Deadlands pushing the Fertorian border back to the Serpent’s Head river, and the constant undead incursions from the Wastelands, such infighting could not come at a worse time.

Classes[edit]

Common Classes[edit]

Cavalier: With such a long nation, physically speaking, mounts are invaluable to pass important information back and forth amongst the cities, as no single river connects the north to the south. Often with the backing of a noble family, the Cavalier will swear to uphold a cause, and are often seen leading the charge into battle, with a banner of his conviction flying behind him.

Cleric: Religion is powerful, and most noble families at least pretend to be active practitioners. Thus the churches are filled with the faithful, and the clergy ranks swell as families send their youngest sons to the church.

Inquisitor: The unfaithful abound throughout the land, and though the church does not officially sanction Inquisitors, their numbers suggest otherwise. Used to purge members of other faiths who refuse to leave, the Inquisitors have been known to strike down members of even the ten noble families if their devotions are exposed to simply be a farce.

Paladin: In the name of the gods, protect those who cannot protect themselves. With the threat of the Wastelands and the incursions of the Deadlands, many members of the noble families dedicate their lives, and well-financed combat training, to the eradication of evil of all kinds.

Rare Classes[edit]

Druid: With little wilds left untamed, the homes of the druids are all but eradicated. The few that remain are often out seeking retribution against those who have destroyed their homelands, and thus are more likely a foe than a friend.

Oracle: Though the faith of the people is strong, to find an oracle is quite rare. The reason is not that the gods are displeased with their followers, but rather so pleased they see no reason to force their blessings upon an unwilling subject. Thus, though an oracle is considered an incredibly blessed being and given the greatest respect, so rare are they that many cities will go generations without one even crossing through the gates.

Sorcerer: The pact formed with an otherworldly creature is often seen as a blasphemy to the way of the gods. Though some still dare to commit to such a pact in order to gain power, most are hunted down and destroyed by inquisitors before they amount to anything.


Existence Fertor.jpg

Back to Main Page3.5e HomebrewCampaign SettingsExistence Campaign Setting