Ourland World (Campaign Seed)

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Geography[edit]

The geography of Ourland is made up of mostly igneous rock from the Underdark, though if one where to dig deep enough and reach the Primordial Canyons they would find the celestial metal, known as Soulbreasted metal, and even deeper they would reach the gigantic magma chamber-esque chasm of the Elemental Chaos, and if they were to follow a path of solid darkness provided by the evil gods they would reach the Abyss, where the most powerful material found in the universe, Arcane, or solidified magic can be found. The Shadowfell and Feywild geography mirror the world exactly, if some plants and textures differ. Throughout the natural world, there are places where magic infuses the world in the extremes. Mountains floating in the air, rivers of lightning and auroras of fire and magic frequent places where magic is strong, such as in the polar regions or places of great significance.

Ourland Map.png

Cities[edit]

Whitedeep[edit]

A city located on the artic polar region of the world, this city is protected by great ice mountains which are rich in the rare Astral diamonds that exist on the world. Whitedeep otherwise has no other income besides their salty artic fish that habitate the frigid sea and the hot springs around the city. Snow is common here, and grass only grows during the summer.

Common Terrain: Ice, Snowdrift, Grass, Dirt, Gravel, Treacherous Ice, Water and Loadstone.

Population: 25000 people

Defense: The local Lord can muster 1300 soldiers, and 50 personal gaurds. There is also a milita, which is basically the watch, consisting of 500 members. 10 meter high stone walls surround the city.

Sardia[edit]

Sardia is the home city of the elves of the world. The city exists near a group of sea cliffs and on an penninsula facing the sea in the home of one of the seven. The elves are known to be proud and prejudiced against other races. The city trades mostly the clay found in it's cliffs, as well as silk and a host of magical items.

Common Terrain: Grass, Gravel, Dirt and Water.

Population: 50000 elves, 2000 other races.

Defense: The local Lord can muster 2000 soldiers, most of them spellcasters. The member of the Seven also has 200 personal gaurds of the fortress, and almost all of the commoners are in possesion of protective magic and weaponry. 10 meter high stone walls surround the city.

Endrain[edit]

Located on the southern continent of Promnence, this city is a well known thieves den. Recently attempted by a local Seven, leader of their government, the city has been cleaned up, though slums are still existent at the eastern most side, away from their docks. Endrain is not in possesion of much goods, though it is still a wealthy and prosperous city due to it's location near the only opening to the wealthy city of Portsea. A group of tunnels are existent underground that leads to a blackmarket and other tunnels rumored to hold treasures.

Common Terrain: Rock, Sand, Trees, Grass, Water, Cobble, Gravel and Tunnels

Population: 34000 Halflings, 6000 Tieflings and 10000 Humans.

Defenses: The local Member of the Seven can muster 3000 soldiers, 200 militia and can, though dificultly, conscript the population into temporary service for defense only. All the commoners have at least a dagger, commonly a sling or short sword, to protect them from the many thugs and thieves. 15 meter high stone walls surround the city.

Portsea[edit]

Portsea is a city located in a secluded inland sea that has rich fertile lands on one side and the ice of the antartic polar region on the other. Their crops are highly desirible, and they also have a rich vein of iron on the clifs the city is built on. They are commonly visited by the Quadmire, who come to trade. Portsea is the only true neutral city, no one attacks it and it offers trade to all. If a dispute between two forces happens within it's walls a trial is usually the most appropriate course of action.

Common Terrain: Snow, Grass, Water, Gravel, Dirt, Trees and Treacherous Ice

Population: 50000 citizens of all races.

Defenses: None, as Portsea is neutral, though there is a powerful watch of 2000 guards. 5 meter wooden walls surround the city.

Sassla[edit]

A city located in a swamp, this is a jewel in the wastelands of the world. Built atop precious mineral springs, this city is walled with primarly wood, though it's goblin owners will fight to the death. Usually hostile to anyone, the city does allow trade between Portsea and Reeta Via, and these three cities are the only places to aqquire Sassla goods.

Common Terrain: Swamp, Grass, Dirt, Wood, Pit, Quicksand and Trees.

Population: 10000 Goblins, 5000 Hobgoblins and 1000 Yuan-Ti.

Defenses: All of the inhabitants are members of the defense and army force, and they are all treated as part of a millitary group. 10 meter high wooden walls surround the city.

Gryite[edit]

The desert city of the dwarves. This city is built into cliffs in the northern desert, where dwarves spend their days meddling with arcane magic. This idea was spread by the actions of the local Member of the Seven, an Archmage traditionally. They trade the traditional weapons of dwarven masters, as well as enchanting these weapons with magic.

Common Terrain: Sand, Rock, Stone, Gravel and Underground Water.

Population: 20000 Dwarves, 10000 Other Races exluding Tieflings.

Defenses: The local Member of the Seven can muster 2000 Mages, and the watch has 1000 gaurds that focus on melee. The cliffs make up natural stone walls of 5 meter thickness.

Opal[edit]

A ruined city of necrotic magic, this city was destroyed by the Quadmire. Despite being in ruins this city is still gaurded by the immortal ghost of a member of the Seven, a halfling who immortalised his power into an Skeletal Devourer.

Common Terrain: Bloodrock, Stone, Cobble, Loadrock, Dirt and Gravel.

Population: None, though the ghosts of the citizens haunt the city

Defences: Undead Encounters and some raiders.

Quadmira[edit]

Capital city of the Quadmire Empire, this city is a momument to generations of bloodthirsty war. The Quadmire still use slaves, which they trade to those who can afford and get away with them. They also have a promiment mining market, their slaves work for free and they sell premium grade and precious metals. A member of the seven works on the council of elders, a knight of the Raven queen.

Common Terrain: Gravel, Rock, Stone, Grass, Dirt, Sand, Loadstone and Bloodrock.

Popukation: 50000 Tieflings, 5000 Humans and 5000 assorted races.

Defenses: The Quadmira Elders can muster 10000 Soldiers, and they have a Watch that has 2000 members, all with a off-hand view on crime in their 'glorious' city. 20 meter high iron and stone walls surround the city in wards, from the innermost nobility to the outermost slums.

Searock[edit]

Located on the north-west side of the continent of Terra Colo, this city is a prominent trading outpost. Currents from this city lead from all over the world, heading towards it during winter and away from it during summer. The city trades in fish, timber, stone and potions. Farms lie on the outer rims of the city's reach, providing the city with well grown grains.

Common Terrain: Rock, Water, Grass, Trees, Sand, Timber, Cobble, Croplands and Underwater Caves.

Population: 40000 Assorted Races, majourity of which are Half-Elves.

Defenses: The local council can muster 3000 soldiers, as well as a group of elite militia that work as generals in war and heroes in peace. 10 meter high stone walls surround the city.

Reeta Via[edit]

Atop the mighty mountain of Teedor, it's origin tracing back to the deep dungeon of Teedor, Reeta Via is the last remaining city of the mysterious Geiling. Only one breed of these mysterious creatures exist in pure Geiling form, a species of cat humanoids. They trade in the rich minerals availible to them from the mountain, ore and a vein of gold.

Common Terrain:

Population: 25000 Geiling

Defences: The local King and Queen can muster 1000 soldiers apiece. 5 meter high stone walls block most paths up the mountain.

Tirst[edit]

Tirst is a city built among the trees. Eladrin and Elves alike flock here to trade, commune and live. The city trades mostly timber given to them by the druids and dryads of the forest who allow certain branches and grow trees for them, in exchange for protection. The city exists in two parts, a lower city on the forst floor and a platformed upper city where a member of the Seven acts as ruler.

Common Terrain: Forest, Trees, Dirt, Loam, Timber, Pit and Water

Population: 40000 Elves and Eladrin

Defenses: A watch/militia of 2000 members protects the forest and city, and 50 personal gaurds work for the member of the Seven. The trees act as 20 meter high wooden walls.

Paramai[edit]

Paramai is located in the centre of a large plain, home to many farmers and storekeeps. Paramai is well known for their horses, the only place where you can get a good horse for cheap, and they trade them along with excess food, mundane gear and carpets. Paramai is a loyal follower of Avandra and regulary sends teams to explore and colonise areas.

Common Terrain: Dirt, Gravel, Grass, Shrubs, Bushes, Farmland and Water.

Population: 25000 Humans

Defenses: Paramai has a cavalry of 1000 horsemen, and their watch consists of 100 archers.

Port Sar[edit]

Port Sar is one of the biggest trade cities around. Situated on a basin that leads out to the Opal Sea, the currents flow in and out on a binary system with Searock. Port Sar is rich in fish, timber, salt, spices and, in underground markets, slaves. A member of the Seven delegates the city as a Lord Protector, in service to the Lord of Port Sar.

Common Terrain: Grass, Water, Gravel, Cobble, Trees and Sand.

Population: 20000 Humans, 10000 Halflings, 10000 Elves, 10000 Dwarves, 2500 Tieflings

Defenses: The Lord can muster 10000 Soldiers, The Lord Protector can muster 3000 Specialised Elite Soldiers and there is a watch of 2000 men and a customs group of 300 archers.

History[edit]

Formation of the Worlds[edit]

The world of LAI, just known as 'The world' was created by the gods to prevent the Primordials from destroying the Astral sea. The world was built as pure instinct, which was then hardened and corrupted by the elements of the elemental chaos, which; through careful direction of the gods, created the world's surface. There are five worlds in all, the first and eldest being the Primordial Canyons, the rest were the Natural world, the Shadowfell, the Feywild and the Underdark.

Primordial Canyons[edit]

The Primordial Canyons were created by the first world, a prison cell of any other name. The design of the Canyons was so logical in creation, so intricate that the Primordials could not escape. Eventually, the surface of the Canyons oozed with the element of stone, creating a large system of natural walls and pits, the Underdark.

The Underdark[edit]

The Underdark was the Gods’ first attempt at life. The gods, each obsessed with how they wanted the world to be, all focused on creating life and sabotaging each others. The resulting Aberrations were so deformed and evil that the gods had to start again. Some Aberrations still are affected by the Creation Stuff and Chaos of the Canyons, and can even affect reality around them.

The Natural World[edit]

The Natural world was a dangerous experiment. The gods decided to agree on a basic shape for their children, the common races, and left those who wanted too to fill in the animals. A civil war of sorts broke in the Astral Sea, the gods fought with their creations. The gods eventually split up at the death of a now forgotten god, the creator of the Human race. Their body split into two other worlds. The Feywild was made from their head and heart, the Shadowfell from his Limbs and stomach.

The Feywild[edit]

The Feywild was claimed by the gods of the Eladrin and Elves, as well as most of the animal gods. There they created a new type of life, plants and the sun, the light source that powered their creations. They had little knowledge that anything made on the mirror worlds of the Feywild and Shadowfell was mimicked in the other, as well as the Natural world. Eternal light baked the Natural world, driving all races into the underground of the Underdark.

The Shadowfell[edit]

The Shadowfell was also affected by the sun, though their dark mirror properties caused it to be cast into eternal twilight. The evil gods, and the unaligned gods, thrived here. As a mirror world, the Shadowfell's version of the sun was a dark purple sphere of magic. The gods, forced by the pleas of their darkness loving Shadow creatures, created the moon to constantly eclipse the Shadowfell sun. The creation of this shadow caused the natural world to suddenly acquire night and a moon, as well as several dwarf-moons that orbited the moon and itself alternatively. The natural world acquired balance and the humans, geilings and elves emerged. Some elves remained in the underdark, known now as the drow. Dwarves also stayed underground.

Rising of Cities[edit]

In the natural world, the races grouped together in nomadic groups, wandering the now hostile land that was teeming with plants, monsters and wild magic. The gods took pity on their creatures and urged Erathis to give them civilisation. She did, and thirteen major cities sprang up. The humans, Erathis taking pity on the bastardzied race, gave them the most ambition, and they explored the world, founding many villages and meeting many races.

This ambition also made Humans want power, and in an exploration of the Underdark, they broke into the primordial canyons. Tharizdan, Torog, Lolth and other primordials turned gods, lured them into a deal. This created the Tiefling race, which conquered the land of the world. The gods were forced to intervene by creating great adventurers, known as the Seven. These seven warriors were unable to defeat the Quadmire, but they did manage to establish a treaty among the cities and empires to prevent fighting and giving neutrality to travellers of any country. The seven later travelled to the seven most powerful cities to personally oversee that they didn't attempt to take over the world.

Primordial[edit]

The primordials stewed inside their prison, thinking of what to do. Tharizdun, recently imprisoned by the gods by great chains after his perversion of the elemental chaos into the Abyss. The evil gods allied with the primordials, and the gods fear what might happen if one were to escape and free the others. (In other words: Plot Hook

Cosmology[edit]

The Astral sea takes the place of the medium all of creation is nestled in. The rifts of energy, the stars, are visible from all over the world. Some of these stars are actually magical rifts to other dimensions, the planes. But the black holes are a different matter. These rifts create a link to the Far Realm, where fantasys and reality mix to create abberations, or create new worlds from the fiction of another. Majour constellations are the Bear, the Sword, The Eye and the Gate. There is a large moon that glows green-cyan, that hints at a hospitable moon. Dwarf moons, little more than molten blobs of rock orbit the main moon, then at each full moon the world's gravity pulls the dwarfs into its orbit. Once every hundred and seven years the moons all orbit the main moon, or all around the world, alternating each period. When all the moons orbit the main moon, it is said the Shadowfell fuses with the natural world, creating a period of time where monster migrate and magic renews the power of Items and latent charms. The Feywild fuses with the world when all moons orbit the world, and it is said that the plants gain sentinence in that one month of alignment.


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