Pimp My Campaign (Races &Regions)


3.5/d20/OGL

Liberty's Edge

Since my previous Pimp My Campaign Threads yeilded gold...I was wondering if it would work again.

I am using the concept of regions in the sense that Forgotten Realms did. Each region has certain races and ethnic groups that you find. Each region gives instead of a variable list of bonus feats I am ruling it gives a flat bonus of some kind. I have a few regions done...I was wondering if you all could help me figure out what races I would find. If there is an interest someone give me a hell yeah, a thumbs up or something and I will present what I have worked out so far.


Sure, maybe start off with a sample region and let the brainstorming begin.

Liberty's Edge

Okay...without further delay the regions. What I am looking for is based on what you are reading what player character races could you see running around in that region. I am talking the standard ones from PHB, various campaign settings, variations and races found in Races of...series of books. Whatever strikes your fancy put it down. If I need to elaborate more please do so. If possible read my other "Pimp My Campaign" threads to get a better idea of what kind of campaign setting I am running. Oh a little background...when it comes to half races...there are basically two types. Ones raised by humans (Half Elf, Half Orc) and once raised by their non-human parent (Elfborn, Orcborn). They get a slight change in racial adjustments to reflect this...but I won't get into it right now

AMAGO

Blasted and battered is what describes the current landscape of Amago. It holds only the ghost of its former beauty after the Great War. Before the Great War and the coming of the Thar Horde, Amago was a fertile land, full of fields, forests and flowers. Now though, little grows here in this wasteland. This area was decimated by the wasteful magic and stripping of resources by the Thar Horde. The once loamy earth is now dry and arid. The riverbeds have dried up, and the mudflats have turned into a patchwork of cracked plates and jagged scars in the ground. Various temples, forts and villages built buy the Thar Horde dot the landscape. The only people found here other then Unhumans are the dwarves who were slaves and have now reclaimed their ancestral lands, barbarians who were given a portion of the land as spoils of war and the elves who have moved into the scant forested areas.
Very little of this area is hospitable, but hope is on the horizon. There are signs of forest regrowth and life returning to the land. Recently the area has come into wealth due to the discovery of gold and iron in the hills near Fort Amagaar.

Amagaar Scrublands: This encompasses the all the lands given to the Amagaar Barbarians for their service to the Principality of Tuetonia during the Great War. It is hot, dry and not very good for farming. The areas that are somewhat arable mostly surround the ruins of a great fort that was built prior of the Thar Horde by the Tuetonians. The ruins have been rebuilt by the Amagaar and reopened as Fort Amagaar. In recent times the tribes of the Amagaar it has new found wealth from the agreements with the dwarves in the hills nearby. The Amagaar have now added gold and iron goods to their list of trade goods that they are known for.
Allowable Races: Amagan Humans, Half-Elf and Half-Orc
· Gain +2 knack bonus to Climb, Jump, Knowledge (Nature) and Survival checks. Gain Knowledge (Nature) and Survival as class skills. (Pathfinder: +2 knack bonus to Athletics, Knowledge (Nature) and Survival skill checks. Knowledge (Nature) and Survival are class skills.)

Brûfland Wastes: When the Thar Horde was defeated the tribes of Unhumans that made up the Horde scattered back into a life of tribal units. They were pushed the most desolate areas of Amago and have been there ever since, eking out an existence in land that consists of stony barrens and rocky badlands. Very little wildlife or water is found in this harsh region.
Allowable Races: Half-Orc and Orcborn
· Gain Survival as a class skill and Endurance feat as a bonus feat.

Neuna Forest: Home to a small population of Wild Elves. This is one of the few wooded areas that have started to grow back to its former glory. Very little is green, due to the hot and dry weather, except in the spring when the snow from winter is melting and dry river beds become wet again. The Wild Elves who live here are xenophobic of outsiders having little desire to contact non-elves.
Allowable Races: Wild Elf, Elfborn
· Gain Hide and Move Silently as class skills. May reroll any Hide and Move Silently check, but must keep the second roll regardless of the result, even if worst. (Pathfinder: +2 knack bonus to Stealth skill checks. May reroll any Stealth check, but must keep the second roll regardless of the result, even if worst.)

Llargbar Keep: The dwarves of Llargar Keep have always kept to themselves and not had much contact with non-dwarves until the Great War. Many were taken as slaves by the Thar Horde and forced to create arms and armor for their goblinoid masters. The barbarians of Amagaar Keep liberated them from slavery. To repay the barbarian tribes, they open up trade with them and brought in goods from their mines.
Allowable Races: Hill Dwarf
· Gain a +2 knack bonus to all Listen, Spot and Search skill rolls. (Pathfinder: +2 knack bonus to Perception skill rolls)

BLACKSHIRE PLATEAU

The Blackshire Plateau is an area that is lush with greenery in the lower elevation while the higher elevations are covered in snow. The Tallspire Mountain Range ends in Blackshire. The Great Road runs east to west through this region connecting the Bremen Valley to the Goldstar Heartlands.
This region is home to the oldest of the Tuetonian royal families but at Bergaard Keep but it is NOT the capital of the Principality. Goldstar is the capital, home of the Prince of Tuetonia and the Holy See. Bergaard Keep is the seat of government and where the Overlord and Council of Lords meet.
This region is historically one of the most prosperous ducal holdings of the Principality. It has been well protected from threats on all sides, with the Bremen Valley to the west, the Goldstar Heartlands to the east, Tallspire Mountains to the north and the Kurgar Marsh to the south.
This region is also known for its bureaucracy. Laws are upheld here strictly and harsh punishments are enacted. The Gaol of Bergaard is a known to hold many people charged with crimes that would be considered petty by the standards of other the other dukes. The exact location of the prison is unknown, but it is thought to be high up in the mountains where the snow never melts. The Archduke Sehmbar and his cousin the Overlord Jhajaser have been at times accused despotism and have been known to dump anyone who speaks ill of them. Those who enter a city in Blackshire are expected to follow the laws of the land. For those who do not know the laws, ignorance is not a defense since the laws are carved into the walls near any city gate.
Adventuring is also frowned upon without an official license. To obtain a license a group must pay a fee to the local magistrate and even if all dues are current any magistrate can charge additional taxes on any treasure that catches their eye. Some adventuring companies either go out unlicensed or go to other regions to find their fortunes. Those caught without a license could be made to pay an exorbitant tax, banished from the region or possibly put in time at the Gaol. In recent times the Lord Sehmbar has followed suite like Lord Anton of Bremen Valley in that he has offering licenses to adventure as well for fealty. In order to attract better talent he has offered lands and even titles as well in exchange for services rendered to his region.

Bergaard Keep: This walled city is one of the most protected places in Tuetonia. It is a marvel civil and military engineering. The city is built into the side of a cliff with a surrounding wall with towers for protection. The city boasts both an aqueduct system for clean water and sewers for public health. The streets are set up in a confusing maze to confound potential invaders and are patrolled by the City Watch. Up on the higher levels is the Hall of Archdukes, which is where the seat of government is and where the Archdukes of Tuetonia and the Overlord meet to conduct business concerning the Principality. At the top of the city is Bergaard Keep. This keep is the headquarters for the Army of Tuetonia. Despite how fortified Bergaard Keep is it has been under siege numerous times during the Great War and brief periods in between. Most every citizen has had to fight back against some kind of danger whether it was a siege of orcs, an infestation of undead, a rampaging dragon or the destructive force of a demon.
Allowable Races: Tuetonian Human
· Add Sense Motive and Diplomacy to class skills. Gain a +2 knack bonus to saves vs. fear effects

Sweethollow: Sweethollow has long been a quiet and peaceful halfling settlement located on the lower end of the plateau, ear the eastern side of the Blackshire Falls. Most of the inhabitants are farmers and sell to merchants traveling to Blackshire. These merchants arrive by caravan. They stop to sell some of their wares before moving on to Bergaard Keep and elsewhere in the Principality. The Sweethollow Militia is well trained and protects the Halfling holdings from bandits and monsters. The elders have each family send a portion of their crop to Bergaard Keep who in turn supplies them with materials to forge weapons for their militia. The halflings are left alone and most do not stay here long because Sweethollow has only one inn and tavern and is generally considered a “sleepy little hamlet”. The halflings live here very modestly and don’t show extravagance in their dress or daily lives. Many would rather save their coins for retirement and to live comfort in their twilight years. Therefore, there are not many things in the way of pastimes and distractions to do.
Allowable Races: Proudheart Halfling
· Add Handle Animal and Profession (farmer) to class skills. +2 knack bonus to Ride skill.

Citadel Torrundar: This was once one of the most powerful of the dwarven city-states. At one time it was a thriving metropolis in which dwarves, gnomes and other races of the earth dwelled. This all changed with earthquakes, the change of the flow of the Bremen River, coupled with losses of life during the Great War and wide spread political corruption the citadel was led into decline. The dwarves of this once great city state huddle as their mountain top kingdom unraveled while other races mostly fled to other areas. In the recent decades due to the efforts of seven clans working together on public works projects the citadel has stabilized and the economy has been revitalized. The trust of the people in their government and with each other has encouraged other races of the earth to once again call Citadel Torrundar home. The most recent achievement is the taming the Bremen River, reclaiming the land lost from the flood and earthquakes and building of the Torrundar Dam which in turn created Torrundar Lake.
Allowable Races: Hill Dwarf and rarely other “earth” races.
· Add WIS bonus to CON bonus for starting VP instead of automatically adding CON bonus only.

BREMEN VALLEY

This is a vast region of old forest growth that stretches from the southwest of the Blackshire Plateau. The western edge of the valley shares a border with the mountains of the eastern edge of the Sindar Empire, and the eastern is bordered by the Shield Peaks of the Blackshire Plateau. From the south from Citadel Torrundar flows the Bremen River, with its flow carefully controlled by the Torrundar Dam to prevent flooding of Lake Bremen. In the deep, northern forest is Daenalant, the ancient homeland of the Wild Elves which is now mostly abandoned. The forests up to 500 miles across in some sections, and is considered the greatest forest in Tuetonia, covering nearly 20% of the lands of what is called the "Primeval Borderlands."
At the northern end of the Daenalant Forest is an area called Shadowed Valley, a place where the forest is continuing to expand into Amago to someday link with the Neuna Woods. At the northeast tip of the forest, their efforts have sealed off the Caverns of Anaon, the site of a where an ancient evil was imprisoned and attempted to escape.
What lies within this deep forest is somewhat of a mystery, and few travel there to explore its depths have found wandering centaur herds, clans of orcs, ancient ruins and castles as well as a slumbering dragon and other mysterious locales. Most inhabitants are self-sufficient and in fact many don't even know that the area is ruled by the Principality of Tuetonia. Because of the fact that most of the region is not mapped or well charted the potential for threats are ever present. The Rangers of Bremen patrol areas that the local militias would not be equipped to deal with.
In the past glory of the famed forest it was part of the Sindar Empire. However, most of the Wild Elves have since departed to the current borders of the Sindar Empire or elsewhere in the Principality. The forest is no longer ruled by any one group, but instead contains many forces and groups in competition. This vast region of land has created small areas of civilization that almost never see other areas of civilization, thus a "points of light in the darkness" analogy is used.
The Archduke of Bremen was the first to institute a system of charters to give permission to adventuring parties to explore and reap rewards from the various ruins and dungeons found in the forest. A chartered group would be allowed the freedom to carry weapons openly and keep their wealth in exchange for an oath of fealty and other gifts to the Archduke as requested. In exchange for a charger the group would be given permission to explore and adventure in given areas that were outlined in the terms of their charter. As part of their duties the Rangers of Bremen enforce the charters ensuring only chartered groups of adventurers are operating in their given areas outlined in their charter as well as keeping unchartered adventurers out of areas deemed too dangerous.

D’Cair City: This area encompasses the forested valley that lies to the western slopes of the Shield Peak Mountains, the slope of the mountains of east of the Sindar Empire, the banks and all areas around Lake Bremen as far north as the southern edge of the Daenalant. The towns are sub-divided into a number of sparsely-populated hamlets and villages which are somewhat independent and ruled by mayors who are linked together as the by Bremen Council. The head of the council is the Archduke Anton resides in the fort at D’Cair City. This area is considered very liberal in their views of non-humans. Some villages have non-human population, but more commonly it is limited to a group such as a camp of Lightfoot Halflings living near a town, clan of dwarves who are the local smiths or a small family of half-elves that farm near the outskirts of the village.
Allowable Races: Tuetonian Human and rarely others.
· Add Sidhe as an additional language of choice. Add Knowledge (Nature) to class skill list. Gain +2 to Knowledge (Nature).

Greenhorn Hills: This area has only recently been discovered by Tuetonian scouts while looking for new routes north. The gnomes of Greenhorn Hills have always known that the Tuetonians were there just that they were too loud to hear things around them. The gnomish village is well camouflaged into the forest and can be easily missed. The gnomes here live a simple life and follow druidical ways. Since the village lies within the Daenalant Forest they are left alone by many including the missionaries from the Empyrean Church.
Allowable Races: Forest Gnome
· Gain Knowledge (Nature) as class skills. May reroll any Knowledge (Nature) check, but must keep the second roll regardless of the result, even if worst. Gain a +1 to initiative checks.

Draugnore Vale: During the westward migration of the Tuetonians, they encountered the Wild Elves of the Draugnore Vale. The Tuetonians attempted to move the Wild Elves from their lands. When the Wild Elves answered back with arrows this caused the events of the Elf Wars. Later when the threat of the Thar Horde was immenint, the Wild Elves agreed to help the Tuetonians against the Thar in exchange the Tuetonians relinquishing the claims the Draugnore Vale. The Wild Elves still maintain their quasi nomadic lifestyle but under their current ruler they have created a city built high up in the trees made up of many platforms which are connected by wooden bridges called Tal’Alda
Allowable Races: Wild Elves, Elfborn and rarely others.
· Add One additional language of your choice as an additional language of choice. Add Knowledge (Nature) to class skill list. Gain +2 to Knowledge (Nature).

Liberty's Edge

What no brainstorming now?

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