D&D:Chronicles

Kohteesta KampanjaWiki
Loikkaa: valikkoon, hakuun

Aikakirjat, or Chronicles is a long term campaign separated into about year length arcs. Each arc has its own heroes and villains. Main action is centred on the city of New Salmancia, and lands it holds dominion over.


Character creation

The Finnish version of D&D is a bit different from the original D&D. Main difference is that you can add two to any one of your attributes, not just the one that your race gives you.

Some extra races and New Salmancian backgrounds can be found here: Character options in L&L:Aikakirjat.

History

What has happened before. Each year is 367 days long, usually divided into five 30 day and seven 31 day months. The exact division varies by culture.

Elves use the actual month of 29 days between two full moons, and take 13 of those as a year of 377 days. Every third year they will have only 12 months to keep the calendar in sync with the sun. Most elven timekeeping usually uses the three year period for its basis, and each of the 38 months will have their own individual names. To add more complications, for every 87 years, last month is removed from the calendar to keep it in synchronization with the sun.


Before the campaign started

The world has several calendars, the main one, used here, is the New Salmancian calendar, that uses the year one as the first year of the grand council of New Salmancia. Unlike some other calendars, it actually uses year zero, which was the year the first part of the game campaign took place.

Important note to the ISO standard D&D world, no one knows about mind flayers. As far as most sages are concerned, such beings have never existed in the world.

History of the world
New Salmancian Elven (38 month period) Dwarven Old World Where Event
−100000 −31403 −96552 −98528 ' Global The Great Demiurge, god that created the world, creates the world, sets planets and moons in motion, creates beasts and buggers off.
−50000 −14736 −46552 −48528 ' Global Dragons arrive to the world, find it good, and settle in.
−6793 −334 −3345 −5321 Global Elves emerge from the trees and start constructing cities.
−5790 1 −2342 −4318 Global First elven sky-city, Eriaren takes the skies. Several other cities are built, along with towers that all have their own function.
−3447 782 1 −1975 Global First Dwarven hold, Karag Gorgund falls to the Orcish and Goblin invaders. Dwarves scatter all around the world and establish several new holds.
−2213 1193 1235 −741 New World In the Inner sea region on the banks of the great river Swara, the kingdom of Khorga is established. It is one of the first human civilisations with advanced and elaborate burial customs.
−1471 1440 1977 1 Old World In the Old world grand conclave of Gods makes itself known to the population and the time keeping begins
−1470 1441 1978 2 New World For some unknown reason the river Swara dries up. Great plague sweeps the lands of Khorga turning it to the realm of death almost overnight. Some philosophers postulate that the Khorgans tried to make a new god, and gods destroyed the kingdom for its hubris.
−858 1645 2590 614 Old world Kingon of Salmancia was established.
−518 1758 2930 954 New World City-state of Thalassapolis is Established on the banks of the Inner sea.
−459 1778 2989 1013 New World Certain centaur tribe find a god they call Phoenix, who leads them beyond the mountains to the peninsula of Turania. They established the city of Dybolan and settled the fertile valleys. Unfortunately they have to seperate from their Horse-souls, and become fully human to do so.
−448 1781 3000 1024 New World Dwarven hold of Karak Karan established.
−424 1789 3024 1048 New World Thalassapolis establishes several colonies on the inner sea, the largest of them is nicopolis, established at the site of an ancient city built by Khorgans. Another important colony is Lugapolis, on the northernmost point of the inner sea that is established as a trading post with the local Ilme-folk. To further encourage the local Ilmes to move to the new city Thalassapolis builds a large lighthouse as a grand temple of Chaos cat, the god of Ilmes
−350 1814 3098 1122 New World At the city of Asabumis a matriarchal dynasty of Cassanda is established. During following centuries they annex or conquer all the adjoining regions establishing the Empire of Cassandia
−344 1816 3104 1128 Old worlds In the Dragonborn lands, on the eastern side of the old world, the kingdom of Eppenstein conquers most of the dragonborn lands. Several clans take to the sea, trying to get as far from the new kingdom as possible.
−332 1820 3116 1140 New World After a twelve year sea voyage the dragonborn arrived at the inner sea. They establish two kingdoms, Dracaen and Arelea. They soon start raiding other residents of the inner sea.
−300 1831 3148 1172 New World Dragonborn raiders sack Nicopolis. Thalassapolis gather a large coalition of city-states to defeat the dragonborn but their fleet is defeated by a huge red dragon on the shores of the island of Arelea.
−292 1833 3156 1180 New World The Cassandian Empire reaches the Charamu pass, between the coastal plains of Tousa and Dracaen. A border is established there.
−275 1839 3173 1197 New World On the island of Arelea the city of Halgaim is established, in what is now known as the great dessert. During this time it was still fertile valley lush with vegetation.
−236 1852 3212 1236 New World Halgaimian mages discover a source of great magical power and attack the city of Blackpool, the dragonborn capital of Arelea.
−234 1853 3214 1238 New World After the defeat of Blackpool, their dragonborn cousins in the kingdom of Dracaen start a punitive war. This ends in defeat for the Dracaen, and establishment of the Halgaimian empire.
−229 1854 3219 1243 New World To firmly wake over the Island of Arelea, the mages of Halgaim destroy the local dwarven shrine. This atrocity makes them the eternal enemies of the dwarves, but unfortunately they can't do much since Arelea is an island.
−203 1863 3245 1269 New World Thulepolis is sacked by monsters summoned (or created) by Halgaimian mages.
−202 1863 3246 1270 New World Rather than fight them, Thalassapolis bends the knee to the empire of Halgaim, joining them peacefully. Soon after Lunapolis also bends the knee, leaving Aimapolis and the dwarves of Karak Karan as the only nations that are not part of the Halgaimian empire.
−181 1870 3267 1291 New World The god Moloch creates minotaurs who take over the Minocosa, a former colony of Thalassapolis. There are some rumours going on that the god Moloch was the God Molek of the Aimapolis with bull's head and the creation of the Minotaurs, and their god, was done by Halgaimian mages. Saying such things aloud in the presence of any minotaur can be very dangerous.
−141 1884 3307 1331 New World Halgaimian mages start a project to make a great god for themselves. They imprison the Dwarven god Valtraum and start some strange experiments on him.
−121 1890 3327 1351 New World Gods destroy Halgaim for its hubris. The valley where the proud city once stood is reduced to an accursed desert where only orcs and goblins can dwell.
−120 1891 3328 1352 Old world This is commonly established as the birth year of the God King of Adrastia. His mother was a temple prostitute of goddess Inana, father unknown but officially it's Inanna
−88 1901 3360 1384 Old world God King has established himself as a supreme ruler of Adrastia. Slowly he starts to enlarge his realm, first along the river Adra and the city states bordering it.
−48 1915 3400 1424 New World Far west of Karak Karan, dwarven hold of Karak Zuntimberlin, a great dwarven mage Grundbar tries to create a new god for the dwarves, since Valtraum is still missing.
−27 1922 3421 1445 New World The Empire of Axius is established around Karak Zimberlin.
0 1931 3448 1472 Old and New world Adrastian empire conquers the kingdom of Salmancia. Soon all of the old world is under their dominion. Adrastian Airship carrying prisoners is caught in a magical storm that transport it, and it's passangers, to a new world on the island of Arelea in the ruins of the city of Black bay. Survivors etablis a kingdom of New Salmancia.

Part one - Escape from Gods

An airship belonging to the Adrastian empire was carrying prisoners from the kingdom of Salmancia towards Adrastia. For some reason the airship veered off course and ended up in a magical storm that teleported it to the opposite side of the planet.

The survivors founded the City of New Salmancia to the old ruins on the island of Arelea. Heroes went forth and discovered some human and halfling settlements on the island, and learned that orc shaman Gorluk the Destroyer was amassing an army to conquer the island.

The orc army was defeated and Gorluk was destroyed for good. Peace returned to the island, at least for a while.

Part two - White fangs of the waves

Nineteen years later, the young queen of New Salmancia sends heroes across the inner sea to search for a new god to the new kingdom.

Inner sea region

Different countries dot the lands around the inner sea. Dates are in BNS: Before New Salmancia and NSE: New Salmancian Era.

New Salmancia (island of Arelea)

New Salmancia is the default homeland of the player characters. It is a constitutional monarchy where the monarch rules with the aid of the Senate. Currently is in the process of re-establishing the northernmost of the city states of Cylonia, Thulepolis.

Tor Eleasar (island of Arelea)

The high elves of Tor Eleassar focus their lives on bureaucracy. The large forest surrounding their tower city is inhabited by wood elves, who don't quite understand the joy of pushing papers.

Mostyn and Nammarath (island of Arelea)

Two human tribes live on the island. Mostyn has friendly relations with New Salmancia, and Nammarath not so. Their culture is fairly close to the European iron-age celts.

Turania

Turanians live on the peninsula jutting to the Inner sea. They are humans who, at least according to their own legends, are descendants of centaurs who lost their horse-parts. The capital of Turania, Dybolan is also the western end of the northern route of the silk road across the steppe and desert to the Golden Realm of the Middle Kingdom, city of Beimen.

Ilmeians

Ilmeians are a cat (or rather lynx) like folk who are divided into several tribes that inhabit the forested region on the northern shores of the inner sea. the main city, Lugapolis, is central hub where the forest clans can come to trade. The city is ruled by the torch bearer, whose job is to burn the entire city down in case of an hostile invasion.

Cylonia

Cylonia is divided into several city states, there are three powerful city states that have become a hegemon, and lead a league of smaller cities. The three most important city-states are Thalassapolis, Aimapolis and Lunapolis.

Thalassapolis

Thalassapolis is a direct democracy, although the local elven community has established a rule that states that older residents have more votes, to accommodate their collected wisdom. Thalassapolis is the most important of the Cylonian city-states and it almost became the ruling empire of the inner sea region. Unfortunately the Dragonborn migrations in 332 BNS and the cape Arerth disaster in 300 BNS their fortunes waned. But they are rising again, it is only a matter of time before a war starts to establish a firm hegemon in the Cylonian lands.

Aimapolis

the main competitor to the title of Hegemon of Cylonia. It is a necrocratic oligarchy that is ruled by the council of dead, souls of generals, statesmen and mages who's souls have been bound to wax masks. Specially trained actor can wear the mask, and the soul shall possess the body and act as if it was alive.

Lunapolis

After the fall of Thulepolis, Lunapolis has inherited its position as the main hegemon of the northern city states.

Dwarven fortress of Karak Karan

Largest dwarven hold in the region, and it sees itself as the master of all dwarves in inner sea region, a notion that the most dwarves of the inner sea region do not share.

Minotaurs

Strange bull-man creatures that inhabit Tauropolis. They claim to be an empire, although their realm is barely a kingdom sized area.

Anubians

Dog-like people who were created by the god Inpu to guard the dead of the Necropolis so that they don't rise again. They mainly seem to inhibit the ruins of nicopolis, but astute observers note that they do bring plenty of food from the desert.

Dracaen the west marches of Cassandia

Dracaen is a region between the Uwin mountains and the inner sea. Its local capital is the city of Haba that is built on an island just on the coast of the inner sea. Dracaen has a long history, and many kinds of people call it home. There is a large gnomish population in the north-east quarter called Volpek Kornhor Tenkaten. Dragonborn still inhabit the southeastern valleys, halfling villages can be found everywhere

Haba

The city was built by elven architects as the new capital, after the annexation by Cassandia in 105-85 BNS.

Charamu fortress

Fortress that guards the Charamu pass was established there in 292 BNS It was significantly strengthened during the times of Halgaimian empire as it served as a border between the two empires. But when the gods destroyed Halgaim for its hubris, and Cassandrian forces annexed Dracaen it lost its significance. It does receive a lot of trade going through, as it is considered to be the southern starting point of the silk road (Technically the road begins 640 kilometers east from here, from the town of Basa dar Janab)

Empire of Cassandria

Main body of the Cassandrian empire lies beyond Charamu pass. It is a matriarchal empire ruled by the queen of queens from the city of Asabumis.

Empire of Axius

Nation calling itself the Empire of Axius lurks far to the west, but it has become clear that they will bring trouble and tears to the inner sea region in the future.

The Old world

Old world is where the original inhabitants of the New Salmancia came from.

(Old) Salmancia

The Kingdom of Salmancia was a noble land ruled by a just king. Unfortunately they fell to a surprise attack by the Adrastien Empire.

Adrastian Empire

City of Adrastia is ruled by the immortal God King, who is determined to bend the whole world to his will.

Gods of the world

There are unknown number of gods and goddesses in the world. Most of them just came and set up shop after the Demiurge had left.

Gods of the new world

New world, or northern hemisphere as the elves call it, is home to a gaggle of gods. All of them are worshipped in the region, but they all have a specific realm where they are the main god.

Phoenix - god of life

Phoenix is the main god of Turania. they (gender of the phoenix is uncertain) are a god of life, death and rebirth.

Domain: Light and Life

Bonus as main god: +2 to stability stat

Chaos cat - god of trickery

Chaos cat is and isn't. Change is constant, embrace the chaos. Stability is boring.

Domain: Trickery

Bonus as main god: +1 to random ruin every year, roll twice on the yearly random event and take the better one.

Stahanov - God of hard work

Stahanov is the model example of hardworking labourers, in countryside or in the cities.

Domain: Forge and Nature (Farming actually, but in game terms they are pretty much the same)

Bonus as main god: +2 Economy stat

Antoine - Goddess of beauty

antoine is the goddess of baeuty and patron ort art and artists. She is a peaceful goddess who promotes kulture and knownledge.

Domain: Knowledge and peace

Bonus as main god: +2 to Culture stat

Moloch / Molek - God of blood

God of blood, or gods, it is still debatable if this is two separate gods or just one god, one aspect wearing a different face. Unfortunately the followers of this or these gods are not much up for a debate.

Domain: War

Bonus as main god: +2 to loyalty stat

Inpu - God of the dead and afterlife

Inpu rules the lands of the dead. When a person dies, their soul goes to the court of Inpu, where they will wait for seven days. During this time Inpu will hear from other gods on how the person's soul should be judged. During this time resurrecting the person is still fairly simple, but doing so will annoy Inpu so next time the judgment will be harsher.

Domain: Grave

Bonus as main god: +2 to Stability stat

Nizja - the sun cow of balance

the great cow of the sky who keeps the sun between her horns and let's rain fall from her udders.

Domain: Order

Bonus as main god: +2 to Stability stat

Gods of the old world

The old world, or southern hemisphere was left behind by the people of New Salmancia. Most Gods there now serve the God King.

God King of Adrastia

The Adrastian empire is ruled by the God King, and under him are four gods, Inanna, Menlaga, Enkim and Grimta. Aside from them there are three other gods who refuse to bow down to God King, Nida, Gruumsh and Tillmann.

God King was born in 120 BNE in a temple/brothel of Inanna in the city of Adrastia. He was an exceptional child and soon it was obvious that he was destined for greatness. People of Adrastia grew fearful of hima and when he was twelve dictator of adrastia, Saamsamsu exiled him with his mother to the badlands. But the badlands did not break the child, he ended up as a leader of an orc tribe and then used them to take over the city state of Adrastia, becoming the new dictator. He declared himself as the God King, and after the four good gods bowed down to him, people of Adrastia believed him.

Inanna - Goddess of Love and War

Inanna is the goddess of love and war, she was the patron deity of the city of Adrastia before the God King and she is usually considered to be the father of the God King.

Menlaga - God of architects and engineers

Menlaga is often descriptive as a shortish human male, or sometimes as a tall male gnome. He is the god of architects and planning.

Enkim - God of healers

Kind old lady who heals all those who are sick, feeds the hungry and clothes the naked. One of the four servants of God King.

Grimta goldfinger - God of merchants

God of merchants, messengers and thieves. Descriptive as either a fat man in fine clothes or a young woman dressed in dark clothing. One of the four servants of God King.

Nida - The sun bull of balance

The great bull of the sky who keeps the sun between his horns.

Gruumsh - God of storms

Old enemy of Nida, mainly worshipped by orcs.

Tillmann

God of the hunt, animals and wild places.

Global gods

Some gods are worshiped all around the world.

Demiurge

The creator god, vanished somewhere after creating the world. Not really worshipped by anyone.

Valtraum the smith

The god of smiths, forges and thunder. Most dwarves also worship him.

Domain: Forge and Tempest

Bonus as main god: +2 Economy stat

The faceless one

Strange god, or goddess whose existence is only rumoured. It is told that priests of this god are extremely capable assassins who can slay whoever they wish.

Ancestral gods of elves

Elves are quick to argue that their gods are actually their ancestors. They are the ISO standard elven pantheon from D&D.

Lords of the moon

There is a belief that the moon is inhabited by an enlightened brotherhood of monks who meditate and observe the world. The silvery grass of the moon provides them with sustenance so they can concentrate their wills inward. They are taught to take all their desires to the dark side of the moon, where the people of earth can't see them, lest they become jealous of their wealth.

Lords of the moon don't answer prayers, so they are mostly venerated by some monastic schools who seek to emulate them.

Heavens

The skies of the world.

The sun

Sun is said to be carried between the horns of Nida, the sky bull or Nizja the sky cow.

The Moon

Moon is a large silvery orb, dotted by darker seas. It is said that the silvery color is because of silvergrass, a magical plant that provides sustenance. The far side, or the dark side of the moon can't be seen from the earth. It is told that the lords of the moon hide all their desires there.