The World (Vaerya Supplement)

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Eastern Continent[edit]

The Eastern Continent of Vaerya is themed high magic medieval times. Arcane magic is practiced openly in colleges, and magic is used by the common folk to make their lives easier. The church's power is downplayed in this region, and the leaders are often kings or counsels of elders. The wild lands between villages is rife with danger, and travel is restricted to large guarded caravans for ordinary people. The commoners live good lives compared to actual medieval ages, as unskilled laborers earn a much higher wage. All told, a campaign in the eastern continent will give you a pretty classic D&D experience, with all base classes allowed, and classic monsters are common.

Kelt

Dorn

The Islands

The Wilds

Map of Kelt.jpeg

Western Continent[edit]

Map of Valyria.jpeg

The Western Continent is predominantly Oriental themed, during the height of the samuri. Oriental class options such as the ninja and the samuri are recommended, and clothing, buildings, and languages are all oriental themed. Arcane magic is rare, dangerous, and highly mistrusted, so beware of revealing arcane powers. Most countries in this region are led by church appointed paladins and clerics, as the church holds almost all the power here. The peasants are kept very poor, and act more as serfs than free people, bound to the land they work, and owned by the noble who lays claim to that land. A campaign in the western continent will probably be grittier and darker than other places, and powerful factions are constantly vying for power over each other. All base classes are allowed, but arcane practitioners should be wary of revealing their power, while divine casters will be venerated by the people. A powerful distinction is made when the players decide to be nobles or commoners, as this choice will have many consequences in game.

Valyria[edit]

Valyria is a crown jewel of the civilized world, and it does not take that responsibility lightly. Many other countries have even sworn allegiance to Valyria, and it is considered a capital of lands, though all do not bow to it's authority. The country is heavily based in religion, and most of the ruling caste are clerics or paladins to some extent. The populace is content with it's government, but highly suspicious, and as a result, magic is despised and reviled by many. No respectable person ever comes into contact with a mage, and no common citizen would dare. At the lower levels of the social caste, stealth, magic, and combat are all combined, so long as they are kept more or less under the radar. At the upper levels, warfare at it's best. clerics, paladins and mighty warriors join forces to destroy evil wherever it may be found. hack and slash campaigns are fairly easy to run here, and paladins need not fear the dreaded 'lawful stupid' moniker, as rogues and wizards are barely tolerated, and evil must hide in the shadows and alleys.

Khalendia[edit]

Khalendia shares a border with many civilized countries, and has a well deserved reputation as the capital of mercenaries. if you're looking for work, or need a job done, Khalendia is the place to be. Rife with politics and intrigue, Khalendia offers multiple dimensions of options for players and DMs alike. Magic is feared, as it is in most of the western continent, but no one would dare to interfere with the white tower's hidden agenda. A well balanced country, Khalendia can be almost anything the DM wishes it to be.

Fochluca[edit]

Fochluca is a center of art, science, and education. Though magic is reviled in the western continent, Fochluca is home to a curious caste of worshipful mages, who fight on behalf of the gods, and so are tolerated and even accepted in society there. If anything can be learned, Fochluca is the place to look, for scholars abound, and colleges are the linchpin of the country. A campaign here would focus very highly on magic, putting stealth on the back shelf. a paladin or a fighter can easily find his place beside the magic users too.

Giza[edit]

Never barter with a Gizan merchant. you'll think you've cheated the stupidest man in the world, until you realize that you just payed for your meal with your horse. Giza is home to a thriving economy, and a quite well established port. Traders come from all continents to trade here, and almost any item can be found (legally or not). Beware the guild wars, for they are not a welcome place to get caught up in. a Campaign here would focus primarily on stealth and magic, though a good body guard is almost a necessity. Any class can find it's place here, though some may have to look harder than others.

Asgard[edit]

Asgard is the first line of defense against the monstrous races of Skall. Protecting the rest of the western continent with legions of knights and dwarven warriors, Asgard is perpetually at war. A campaign in Asgard is likely to be gritty and dark, with divine magic and martial warriors being most prevalent. A battlefield wizard or sorcerer is a valuable commodity, while stealth classes generally take a backseat in this region.

Skall[edit]

A dark and twisted place, Skall is the last stronghold of the armies of destruction. Few bastions of good are capable of existing in such inhospitable terrain, but a few do. The goblin armies patrol the blasted wasteland, and the Orcish horde throws it's might against Asgard, while the Gnoll forces hold the Sotha Gap, and the remaining Giants guard the Fist itself. This country offers a lot to an evil oriented party, but it is not limited to that. A group of good adventurers could carve out a hide-away, and sabotage the armies of evil in their attempts to conquer the free world. Here, anything is possible, and destiny calls the few strong enough to withstand the journey.

Southern Archipelago[edit]

Northern Continent[edit]

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