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Homebrew Setting Part 1: The Wall and Racial Information

Posted by paradisio on May 14, 2009

Today I’m going to go over the first part of my homebrew setting, The Wall. A range of mountains where my group will be starting their adventures, it separates the civilization to the North from the horrors that lie on the southern peninsula. As well, I also include information about the prominent races in the region.

Setting Information: The Wall

The large, mountain expanse known simply as The Wall by most separates the main country of Markul from the large Southeast Peninsula. For the most part the mountain range is all but impassable except by the best and most able climbers in the land; some of the peaks here are among the highest in all.

Few know what lurks in the depths of this range, but oddly, there has never been any signs of recent activity. An oddity considering that many of the peaks and crags would make suitable homes for all manner of dragons.

Well over a thousand years ago, Dwarven explorers, seeking to make a pass to the Southern Peninsula cut out a large pass through the range and eventually made their home at the foot of the final mountain, and dubbed their home Kazagaz.

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KAZAGAZ:
The Dwarve’s city flourished and grew, but they became a large target as other settlements expanded onto the Peninsula, encroaching on the dark entities who dwell within in the wild lands.

One day, a single Elf walked out of the woods and told the Dwarves to leave, or they would be forced out… The Dwarves, being stubborn, refused to give up the home they worked so hard on and drove the elf back into the woods…

But it wasn’t the elves that came soon thereafter, but an immortal army of the dead… The dwarves were utterly decimated, those who survive took refuge in the mountains, staying far away from the Woods where the army came from.

Until the recent rush of explorers, Kazagaz stood an empty home, only a few dwarves were ever brave enough to return to their lost home. With the recent rush of explorers, Kazagaz has almost overnight been transformed and has even exceeded it’s former size. The few Dwarves who know of the old stories are already wary that the past may repeat itself as humans and other races push out of the range and into the foothills and forests…

Kazagaz is quite impressive and almost completely fills the mountain it is located in. The center of Kazagaz is a massive dome, inside which stand three massive spires who protrude from the outside of the mountain as well, and keep watch over the lands. Downward as well, the tunnels spread, most have fallen into disrepair and dust, and more than a few creature has made their way into the city using these lost tunnels that connect to places only the God’s know. Only the first underground level has seen any significant repair, many turning the tunnels into homes. The levels below that get increasingly dangerous, and all past the second are forbidden from citizens.

The massive palace, hidden above the central dome houses The Council and the Lord of Kazagaz, only a few members of the council are known publicly and the Lord himself is a complete enigma to all. Rumors are abound, many simply think that he doesn’t exist at all, while others believe him to be one of the original Dwarf inhabitants.

Now, the massive fortress city stands as an outpost and a refuge for explorers and those seeking to make their fortune in the South.

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Once the Dwarves were decimated the Undead vanished back into the Jungles, and haven’t been heard from since. As well, the mountain range also returned to peace until the recent rush, although in the meantime, other creatures seem to have taken residence in the nearby mountain range.

Other Dwarven outposts located in the mountain range have also become inhabited again, by both Dwarven and creatures of other races. But these settlements predominately stay small for one reason, one which Kazagaz often struggles with: Food.

The mountain ranges are for the most part not farmable and the only livestock that have ever been raised with any success in the region are tough breeds of mountain goats, but they have never been a stable source of food for a large population, nor has the flavor ever been palatable. Those who seek to make homes are mostly forced to import food from villages on the fertile plains to the south or the mainland of Markul, an expensive prospect for many just starting out. Others have made more creative solutions and those with underground caverns have taken up farming irregular food stuffs such as giant mushrooms and fast reproducing cave dwelling creatures, although both have resulted in at least one case of several people dying. Most simply tough out the expense of importing food or simply move south.

On the other hand, water has never been much of an issue, there are many springs and underground rivers running through the range, and during the spring there is usually too much water coming down during the first thaw.

But more than civilized creatures have taken up residence, many of these settlements were taken over by less civilized creatures. Many have fallen into the hands of Kobolds and Orcs, while at least one has become completely overridden by Drow and their kin.

Racial Information on the Peninsula

The following races have a prominent history in the reason, and probably provide the best opportunities for player characters. Not to say others don’t fit, but they are likely new or have little impact on past events.

Humans – Humans are mostly new to the region, but many have used the coastline in the past for coves, but the trek from these far away ports to Kazagan is dangerous indeed. In times before even the dwarves, early humans once did make their homes on the penninsula, but these Empires have fallen into decay. Only a few savage tribes and ancient temple dwellers remains.

Elves – Many elvish tribes have long existed at the fringe of the woodlands, and to this day they are the watchers of it’s borders. Many of the native Elves do not look favorably upon the new settlers who seem to be stirring the darkness in the Wood. Additionally, many new Elvish settlers, both typical Elves and Eladrin have come to seek the secrets of the woods.

Dwarves – Many Dwarves have returned to Kazagan to seek their lost home and the land their ancestors fought and died for. There are a few Dwarves who have lived in the reason since, and other Dwarves revere their courage to stay and watch the homestead.

Tieflings – Never a major factor, but Tieflings have resided in the region for almost as long as anyone can remember, they almost seem drawn to the inherent darkness in the region.

Halflings/Goliaths – Tribes of Haflings and Goliaths have long inhabited the Northern planes, traveling, migrating and following herds. They seldom get along though, and rarely travel past The Wall or The Barrier.

Half-Orc – An increasingly common sight in recent years due to the influx of human populations in orc controlled areas, not uncommon to see in tribes of natives either. Mostly they find themselves as loners, outcast by both parents.

Shifter – Savages who eke out an existence in the harsh woodlands, rarely if ever leave or enter the more civilized regions.

9 Responses to “Homebrew Setting Part 1: The Wall and Racial Information”

  1. VonKrause said

    Man I can’t wait to start playing this setting, looks like it should be fun.

  2. Chad said

    I recommend not expanding your setting too far, it may be just a waste of energy to attempt to build an entire world.. when the players are really just traveling down a dirt road not far from their homes.

    Wait until your players began moving out before you get into the larger scale setting, that way you have an idea of what they want and what you can provide.

    • Paradisio said

      Thanks for the advice. This is just the main area the game is starting in, I’m just slowing expanding outward, putting important points on the map, etc. I probably won’t develop the area to the North much if at all since so little/none of the campaign will take place there.

  3. VonKrause said

    Me personaly I am a huge fan of having info about a world, who is in it what role a race playes etc. The more info I have on the world the better I tend to RP. “Your in a city… Go.” Does nothing for me, the detail that Paradiso has put into the game so far is drasticaly increasing my intrest in this campaign.

  4. VonKrause said

    It was a darker time and there was bad influence. Also I liked your last homebrew and have told you that before, and if my memory serves me Egytia started in someone elses campaign and I think matt brought it up in yours.

  5. Paradisio said

    Anyways folks, sorry for the slow delays this week. I have been positively swamped with RL drama and side activities. Hopefully some of these will lead to some progression on the blog.

    ‘night.

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