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The History of the World, Part I.

Posted by The Dungeon MasterFor group 0
The Dungeon Master
GM, 45 posts
A Terrifying Overlord.
Loves kittens and hugs.
Wed 28 Sep 2011
at 08:52
  • msg #1

The History of the World, Part I

In the beginning.......lots of stuff happened....blah, blah, blah......

I have a multi-page story on the creation of the world, written in a notebook.  Someday, I might put it all online, but today is not that day.

In the immortal words of Indigo Montoya from "Princess Bride":
"Lemme explain.....no, there is too much.  Lemme sum up."


In the beginning, there was void.   Three gods came upon the void.
They were The Divine Three, the Greater Gods of the world we now call Tarroth.
They were:
Cazore', the Creator, Altheria, the Watcher, and Zorchak, the Destroyer.

As god were want to do, Cazore' and Zorchak began showing Altheria, their might.  Perhaps to impress Altheria, or perhaps just to settle a philosophical debate.
No one knows for sure.

Cazore' would create a breathtaking object.  It would be poetry in solid form.

Then, Zorchak would destroy it, and his powers of destruction were every bit as beautiful as his sibling god's creation.
Altheria found them both beautiful and pleasing and didn't judge one over the other.

The contest soon moved into a longer game, with a world created.  Our world of Tarroth.
The world had growing things and grand mountains.
The world also had violent storms and explosive volcanoes.

Again, Altheria judged them to be equal.

Each god created peoples, to exemplify their works.
Cazore' created the Faery Folk, who spun golden cloth, gossamer clothes, and delicate dwellings.
Zorchak made the Giants, who roamed the land, smashing and destroying all in their sight.
Not to be left out, Altheria made people, called humans, to record all that transpired.

All was well for generations as the Gods watched their world, but as populations grew, so did tensions.   War was declared between the peoples, with even the neutral humans and innocent faery taking up arms, using ingenuity to match the brutal strength of the giants.

Each race chose three Champions:  A General, a Lore Keeper, and a Spy.   These three would lead their races to victory.
Just as the three races were poised to annihilate each other, however, a cold, hard rain fell down, driving all of them to shelter.

The Three were not pleased with their children.

The Champions of the three races were brought up to the heavens, and told, in no uncertain terms, that all life would be wiped clean if the wars didn't stop.   All three Champions of all three races were made divine and charged with keeping the peace.  Or else.
These newly divine Champions became what we now know as The Nine, the Lesser Gods of Tarroth.

Returning to their peoples, the newly Uplifted Champions diffused the tensions and took their peoples separate ways, determined to keep the peace.

Sadly, even the memories and intentions of The Nine softened over time, and The Nine became enamored with their new godhead.

Among the Faery, their Champions created new races from Fey stock.
Sirilius, the General, made a beautiful, stout people of great courage and tenacity he called the Hobbits.  We know them better as Halflings.
Nebtaz, the Lorekeeper, created an industrious, cheerful people who loved the forest and earth equally.  He called them Gnomes.
Belorna, the Spy, made made a beautiful, tall creature that was graceful and mischievous.  She called them Elves.

Among the Humans, their Champions tinkered with their primitive peoples.
Gortalla, their General, created a powerful race of warriors who saw beauty in metal and stone.  She called them Dwarves.
Calton, their Lorekeeper, felt that Altheria's creation only needed some minor improvements, and made his own version of Humans.   It is rumored that Altheria's Humans still exist somewhere, but this is just a rumor.
Fazpor, their Spy, made a crafty, adaptable people that could live in the swamps and other mysterious places.  He called them Wyrms.   We know them better as Lizard Men.


The Champion Gods of the Giants rushed to make their own peoples.
Avtek, their General, created a smaller Giant with more intelligence and skill, an efficient and hardworking people he called Orcs.
Talonreegath, their Lorekeeper, turned his back on knowledge and reveled in death, creating his own version of smaller, more skilled giants.  They were engines of destruction he called Ogres.
Shensalla, their Spy, turned her people into stealthy killers who hunted others for sport.  She called them Gnolls.


For many generations, these new Lesser Gods reveled in their new peoples, teaching them lore, magic, and battle.    Eventually, though, The Nine became prideful, and their peoples began competing, both with each other, and with the peoples of the other Gods.
The Divine Three saw this and were displeased.   They could see now, that having Gods among the peoples was a mistake.   Before war could blossom anew, they brought The Nine to the heavens.
Their peoples would have to fend for themselves.

In time, they did so.   Centuries passed.   The Nine no longer appeared to Their children in the flesh, but only in dreams.   As people evolved and learned, though, The Nine began allowing certain chosen ones to channel small bits of divine power.  These people, known as clerics or priests, depending on the level of their devoutness, began performing "miracles" in the names of their Gods.
Over time, sages and mystics discovered The Divine Three as well, and soon Priests of The Three began to flourish, though the power of the Greater Gods would, more often than not, drive the mortals mad.    The Three seemed not to notice or care.

The Nine each, in their own way, also decided that THEY would choose a Champion from their people.   They did this not in the methodical way of their parent gods, but according to their whims.
Each Chosen, also known as the Nine Demi-Gods, also changed the world in some way.

to be continued.....
This message was last edited by the GM at 03:15, Tue 05 Sept 2023.
The Dungeon Master
GM, 46 posts
A Terrifying Overlord.
Loves kittens and hugs.
Wed 28 Sep 2011
at 08:59
  • msg #2

Re: The History of the World, Part I

This is the story of the Nine Lesser Gods and Their Demi-gods.

It is said that The Nine, the children of The Divine Three (Cazore', Altheria, and Zorchak), also wanted to have beings they could lift up and fill with divinity.  They each chose, over time and in their own ways, one among mortals that pleased them.



Sirilius, now a God of Honor and Duty, patron god of knights and crusaders, chose a Deputy.  Prag was to be Sirilius's assistant and squire.   Prag helps keep track of Sirilius's combats and kills, as well as sharpening and cleaning his silvery armor and weapons.    He introduced bureaucracy to the world and became the God of Unsung Heroes and Sidekicks.

Nebtaz, now the God of Love and Healing, fell in love with a mortal woman, Isha, and elavated her to Demi-God status.   She became the Goddess of Mothers and the Home.   She introduced improved knowledge of the science of childbirth to the world.   Isha is the inspiration for much that is considered civilized society.

Belorna, now the Goddess of Luck and humor, chose a sidekick of her own, to entertain her.  It was difficult to find someone who could make a Goddess laugh, but Chazo the storyteller did the job well.  The bard travels with his mistress, keeping her laughing and cheerful. He introduced Bardcraft to the world and allowed music and art to flourish like never before.

Gortalla, now the Goddess of Valor and Combat, chose the best blacksmith in the world to make her swords and axes and armor.   Vendas, though shunning the title of Demi-god, become the patron saint of Smiths and Craftsmen, and introduced the Greater Metals, Steel, Mithral, and Sky Iron, to the world.

Calton, now the God of Nature and Knowledge (he's kind of an overachiever), saw a very determined human struggling to play with seeds in the dirt.  Inspired by the man's tenacity, he chose him to be a teacher to the people.   Malcore, a simple man, became the patron saint of farming, and brought agritculture to the world, teaching the people how to grow crops and domesticate animals.

Fazpor, now the God of Trickery and Theft, disliked the stodgy clerics of his sibling gods, even his own.   He found a brilliant young woman named Zev and inspired her to discover a way to work magic without praying to the gods.    Becoming Fazpor's researcher, Zev introduced arcane magic to the world.  She is known as the Goddess of magic, though Fazpor, true to his nature as a God of Theft, also calls Himself the God of Magic on occasion as well.

Avtek, now the God of Domination and Cruelty, wished to share no power or favors with anyone, keeping His power only to His ambitious priests.   One woman, though, caught His eye.  Kaya offered herself to her God, begging to be his wife, or mistress, or slave, or plaything, or even sacrifice.   She had no preference, only that she be His.   Enduring years of harsh weather, deprivations, and mistreatment by her people, she stayed true to her wish to belong to her God.
The cruel nature of Avtek was intrigued of having a Divine slave, so he chose her.  He regularly inflicts his violent affections on her, but she loves him still.  Kaya is now the Patron Saint of slaves and others Who Must Endure.   Though her slavery is willing, other slaves and prisoners often pray to her for the strength to endure, or escape, their bondage as well.

Talonreegath's descent into brutality was tempered only by His responsibilities as God of the Dead and God of Disease.   He decided that He needed a helper to inflict his mindless anger on the world.   Zook, a towering brute, even among his own kind, was chosen.  He is Talonreegath's Enforcer, and Patron Saint of Legbreakers and Evil Minions.

Shensalla, now the Goddess of Murder and Betrayal, also didn't want to share power.  However, inspired by Avtek's choice of a perpetual slave, She chose a perpetual victim.
Tosh, a mild-mannered man whose only gift was the energy to be in a constant state of paranoid terror, was murdered by Shensalla, then raised from the dead, only to be murdered again.   He is in a constant state of being hunted by Her, as she releases him in the heavens only to find and kill him again.    He is the Patron Saint of Victims and is often prayed to by people in dire circumstances, for the energy to keep running.
This message was last edited by the GM at 03:29, Tue 05 Sept 2023.
The Dungeon Master
GM, 47 posts
A Terrifying Overlord.
Loves kittens and hugs.
Wed 28 Sep 2011
at 09:07
  • msg #3

Re: The History of the World, Part I

To sum up.....

Okay it's HAPPY CHART TIME!!!
Or, rather, THE CHART OF THE GODS!!!!!

I'll give a list of the Three Major Gods, the Nine Lesser Gods, and the Nine Demi-Gods.
I'd intended for only the Lesser Gods and the Demi-Gods to have PC clerics, however.
Any cleric of the Three Major Gods will quickly crack under the power of Them, and go crazy.
On a side note, these lists might seem really methodical and overly regimented, but that's how my mind works.




The Divine Three, The Major Gods of Tarroth
Cazore':  "The Creator", "Father of Light"
Alignment: Good
Portfolio:  Good, Creation, The Sun, Happiness, Freedom
Domains: Good, Healing, Sun, Earth, Protection
Rules: Followers, especially clerics, become obsessed with building greater and greater monuments to His name, even to the exclusion of eating and sleeping.   They'll kill Zorchakans in a heartbeat, though.


Altheria: "The Watcher", "Mother of Dawn and Dusk"
Alignment: Neutral
Portfolio: Neutrality, Balance, Knowledge, Wisdom, Diplomacy
Domains: Knowledge, Travel, Water, Air, Animal, Plant
Rules: Followers, especially clerics, become obsessed with accumulating more and more knowledge and lore, even to the exclusion of eating and sleeping.


Zorchak: "The Destroyer", "Father of Darkness"
Alignment: Evil
Portfolio: Evil, Night, Destruction, Anger, Despair.
Domains: Evil, Destruction, Death, Fire, Trickery
Rules: Followers, especially clerics, become obsessed with causing greater and greater destruction and devastation, dedicated to His name, even to the exclusion of eating and sleeping.   They'll kill Cazorans in a heartbeat, though.


Followers of The Three don't normally adventure.

=======

The Nine Lesser Gods of Tarroth.   Known simply as "The Nine".

There is a LOT of wiggle room on these gods.  They are worshipped by members of nearly every race, who all, predictibly, focus on various aspects of them.   Even presumed alignment isn't set in stone.


Sirilius: "The Protector", "The Avenging Knight", "Keeper of the Laws".
Presumed Alignment:Lawful Good
Portfolio: Honor, Duty, Justice, Chivalry, Protection of the Innocent.
Domains: Law, War, Protection, Nobility

Nebtaz: "The Healer", The Comforting Hand", "Grandfather", "The Matchmaker".
Presumed Alignment: Neutral Good
Portfolio: Healing, Love, Tolerance, Charity
Domains: Healing, Knowledge, Good, Community

Belorna: "Lady Luck", "Nimble Fingers", "The Smiling Woman".
Presumed Alignment: Chaotic Good
Portfolio: Luck, Humor, Escape, Mischief, Beauty.
Domains: Luck, Trickery, Travel, Chaos

Gortalla: "Mistress of Battle", "Lady of Valor", "Bearer of the Celestial Sword".
Presumed Alignment: Lawful Neutral
Portfolio: Combat, Self-Reliance, Bravery
Domains: War, Strength, Competition, Purification
*special note: healing spells cast by Gortallan priests on battle
wounds will still leave scars, as badges of honor*

Calton:  "The Wise One", "The Teacher", "Father Nature".
Presumed Alignment: True Neutral
Portfolio: Nature, Knowledge, Patience, Truth
Domains: Knowledge, Plant, Animal, Oracle, Inquisition
*special note: There are two kinds of druids on Tarroth (that people are currently aware of).  One kind worships Calton, but another kind seems to worship nature directly.  Both call themselves True Druids.   The Caltonites think the other druids, whom they call "ley druids" are merely wizards and are heretical to call themselves druids.***

Fazpor: "The Sly One", "The Trickster", "The Father of Magi", "Master of Illusions", "Godfather of Crime", "The Wyrm God".
Presumed Alignment:  Chaotic Neutral
Portfolio: Magic, Illusion, Spying, Theft, Money, Dreams.
Domains: Magic, Trickery, Chaos, Dream

Avtek: "Warleader", "Taskmaster", "The Tyrant", "He Who Must Be Obeyed"
Presumed Alignment: Lawful Evil
Portfolio: Domination, Obediance, Cruelty, Punishment
Domains: War, Law, Domination, Force

Talonreegath: "Lord of the Dead", "The Bezerker", "The Strong Arm of the Gods"
Presumed Alignment: Neutral Evil
Portfolio: Death, Disaster, Hate, Pain
Domains: Death, Strength, Destrution, Cold
***special note: Though he's "lord of the dead", the dead of other gods go to their own patron gods, presumably, with Talonreegath claiming all unaffiliated souls or other wayward folk.   Such an occurance, obviously, is not considered a good thing for anyone.****

Shensalla: "The Dark Lady", "The Cunning One", "The Divine Betrayer", "Death from the Shadows".
Presumed Alignment: Chaotic Evil
Portfolio: Murder, Disease, Betrayal, Fear, Assassination
Domains: Evil, Trickery, Pestilence, Madness


=========


Demi Gods of Tarroth.

Mortals "uplifted" by Lesser Gods that became infatuated/impressed/annoyed with them, these Nine Demi-gods are somewhere between gods and mortals.  Some can grant spells like their patron gods, but some merely grant occasional wishes and gifts to mortals that they notice.


All clerics of the Demi-gods are normal clerics, except where noted otherwise.
==========================

Prag:
A hard working guardman, who lived his entire life doing good work without being noticed by anyone, even villians, he was adopted by Sirilius, God of Duty, and the main crusader of law and order, to be his squire/deputy/sidekick/gopher.

Prag is now the patron saint to assistants, bureaucrats, and unsung heroes.

Porfolio:  Dedication, Service, Persistance, Patience, Law.

Prag can support clerics.  They are commonly called "Deputies".
Cleric Domains are: Law, Protection, Travel, Community

Restrictions:
Must be subservient to Sirilius clerics and paladins.
Most clerics and paladins also take a level in Ranger or at least Tracking.

Isha:
A dedicated widowed farmwife, Isha was elevated when Nebtaz, God of Healing and Love, fell deeply in love with her.   She became his wife.

Isha is now the patron saint to Homemakers, Mothers, and Midwives.

Isha can support clerics.  They are commonly called Goodwives.
Cleric Domains are: Good, Healing, Protection, Community

Restrictions:
Must be subservient to Nebtaz clerics and paladins (though they're pretty low-key)
No bladed weapons or heavy armor.
Special Initiates of Isha get access to special "Home and Hearth spells", designed to protect a dwelling and a family.


Chazo:
A brilliant musician and storyteller, Chazo the Bard is said to be the only mortal to make Belorna, Goddess of Luck and Humor, being crying, both from his jokes and his sad ballads.   In response, she made him her personal minstral.

Chazo is now the patron saint of bards, storytellers and musicians.

Chazo can't support clerics, but have "divine bards".  Divine Bards can choose their spells from the divine list as well as the arcane, though they only get 4 skill points per level, instead of 6.
Divine Bards are commonly called Messengers.

Restrictions: Messengers are not allowed to carry bladed weapons but are otherwise Bards, in respect to weapons and armor.  They are also required by their faith to spread news from town to town, as well as too entertain in any settlement they stop in.    However, attacking a Messenger without provocation is considered a crime in most civilized places.


Vendas:
A gifted blacksmith and weapon maker, Vendas was called upon to make a sword for Gortalla, Goddess of Valor and Combat.   With her help and inspiration, he allegedly made her "Celestial Sword".   His reward was to become immortal.  It's said he roams the world learning and teaching his craft.

Vendas is the patron saint of smiths, craftsmen, and manual laborers.

Vendas does not support clerics.
However, devout worshippers have been known to be inspired to create amazing works, in weapons and other sciences.


Malcore:
A learned man, struggling against horrifying odds and obstacles to make a better way from his hunter/gatherer tribe, Malcore so impressed Calton, God of Knowledge and Nature, that he was the first mortal to be taught farming and herbology.   He taught his people, thus forming the bedrock of modern civilization.   He was elevated for his good works.

Malcore is the patron saint of farmers, gardeners, and scholars of animal husbandry.

Malcore supports clerics.  They are commonly called Harvesters.
Cleric Domains: Animal, Plant, Weather, Creation.

Restrictions:  Harvesters typically used "farm tools" as weapons (or at least the "weaponized" versions of them).  It's not a law, but Malcore clerics with swords are thought of as pretentious and a bit corrupt.
Druids who worship and revere the wild lands have a long feud with the Harvesters, who feel that the only good land is cultivated land.  It's not an all out war, but the two sides are usually at odds politically.


Zev:
A brilliant alchemist and scientist, Zev was the first to create magic without praying to a god for power.  Fazpor, god of Thieves and Magic, thought this was incredibly hilarious, as he loves to mock the seriousness of his fellow deities.  The god made Zev his personal archivist and researcher, eventually teaching her the rules of arcane magic.  She later, with his blessing, taught other mortals.
With mixed results.
She is also said to be in charge of mortal dreams.

Zev is the patron saint of wizards, sages, librarians, alchemists and scientists.

Zev can support clerics.
Domains are Knowledge, Magic, Dream, Mind.

Restrictions: Books and maps are considered sacred to worshippers of Zev.  They can be sold and traded, but never destroyed, even if deemed offensive.

There are special Sorcerers that are blessed by Zev called Channelers.  They are Sorcerers who can choose one Divine spell per level to add to their known spells.  In exchange, they get no familiar.


Kaya:
"It is a slave's right to rebel" is the motto of slave rebellions down through history.   These people were hated by Avtek, god of Domination and Cruelty, as they rebel against 'the natural order of the strong dominating the weak'.   Kaya was an exception, though.  She loved being a slave, or so the story goes.  She, at least, endured her treatment at her master's hands without complaint or protest or thought of escape or rebellion.  It's said that her small-minded master grew angry at her lack of reaction and tried to kill her, which she accepted without resistance.  Seeing such a strong but willing slave wasted, Avtek grew angry and smote the man, raising Kaya up to be his personal slave/mistress/servant.

Kaya is the patron saint of slaves, or any who much endure the harsh reality of life.

Kaya supports clerics.  They are called The Indentured.
Cleric Domains are: Healing, Protection.

Restrictions: Kaya's clerics fall into two camps, Liberators and Servers.
Servers honor Kaya the slave, Liberators strive to free their goddess.
Both are opposed to the other, for obvious reasons.
Liberators are also killed on sight by Avtek worshippers.

Both get access to special spells at higher levels.   Servers, however, only use their magic at the behest of their masters or an Avtek worshipper.

Zook:
Talonreegath, God of Death and Destruction, gathers up unclaimed souls.  He hates the job, but no one else will do it, and Avtek orders him to.   He felt his attention to brutal violence and savage beatings was falling by the wayside and despaired.  Then, he saw Zook, a nearly mindless enforcer and leg-breaker, who's ways of causing pain and bodily damage were like poetry.  Talonreegath elevated Zook to be the god's personal engine of violence.

Zook is the parton saint of thugs, enforcers, bullies, and other purveyors of mindless violence.

Zook supports clerics.
Clerical domains are: Destruction, Strength, Force, Madness

Restrictions:  Subserviant to clerics and paladins of Talonreegath, as well as Avtek.  Sworn to kill Kaya Liberators on sight.
All weapons must be two-handed, and shields are considered taboo.


Tosh:
Shensalla, the Goddess of betrayal and murder, loves to hunt mortals for fun.  She plays with them, torturing their minds until they break from fear.  One mortal, a man named Tosh, refused to break.  He was a abject coward, who supposedly shrieked like a child as Shensalla tried to kill him, but he never got more scared then "absolutely terrified".   The story goes that she chased him for weeks, taunting and scaring him, but he never broke.  Tosh started out at "I've wet my pants" scared, but stayed there the entire time, never slipping into the catatonic state to which all other victims succumbed.   Shensalla was so impressed, she raised Tosh to immortality, so she could hunt him forever.

Tosh is the patron saint of victims, and lost causes.

Tosh does not support clerics, but it's said that as he runs from Shensalla, he can sometimes help other worthy victims.

Restrictions:  While no one usually takes Tosh as a patron god, he's honored by nearly as many people in the common world as Belorna, the lady of luck.
Rumors of people claiming to be clerics of Tosh abound but it's suspected that Shensalla clerics hunt them for sport.
The Dungeon Master
GM, 48 posts
A Terrifying Overlord.
Loves kittens and hugs.
Wed 28 Sep 2011
at 09:13
  • msg #4

Re: The History of the World, Part I

The Races of Tarroth

Humans:  There are three "races" of humans on Tarroth, but there are rumors of more.

Northern Humans, primarily from the NorthWest of Tarroth, in the harsh mountainous regions of that area, Rockscar and Pelnar.  They are the tallest of the known human subraces, being somewhat lightskinned and fair of hair and fairly muscular, much like the Vikings of Earth.    They are known, stereotypically, as being ruthless and tactless.

Southern Humans, primarily from central and southern Tarroth, Randor and Tepson, are somewhat smaller and more swarthy, much like the Romans of Earth.  They are known, stereotypically, to be more passionate and impulsive.

Eastern Humans, primarily from the eastern half of Tarroth, Tambrine to Transcam, and are more of a Celtic flavor, though they vary wildly in appearance, from tall and fair, to short, stocky and dark complected.  It's rumored that much of this variety is due to generations of past interbreeding with dwarves and elfs (and possibly more), though the Eastern Humans are still functionally identical to other humans.   They are known, stereotypically, to be more thoughtful, deliberate, and reserved.

There are rumored to be, depending on who you ask, up to three other races of humans.

To the north of the Everguard Woods, where it's rumored that the forest ends to give way to frozen tundra and ice floes.  There's said that this inhospitable land is the home of huge, uncivilized barbaric tribes of humans, who either are ignorant of other peoples, or feel them to be inferior and worthless.   Horror stories of raiding parties from the frozen north, coming down to kill 'demons' who use magic are a staple of many northern communities.

Two other peoples are even more shrouded in mystery.  Shipwrecks and magical mishaps have brought about sightings of a tan-skinned people who somewhat resemble elves, and a human with skin as dark as the fabled Drow Elves.
Tales of their alleged homelands, with stories of strange technologies that rival or surpass the Dwarves, or magic that would bewilder the Elves, have yet to be truly confirmed.


Dwarves and Elves are pretty much like those in Standard D&D with the following exceptions.
There are rumored to be a secret "Elven Kingdom", hidden deep into the Everguard Woods, that makes decisions for the 'known' Elven leaders.
The Dwarves have, according to rumors, have developed engineering techniques that border on magic, including horseless carriages that run on rails and mechanical clockwork men of tremendous size that run on steampower.

(These things will be unknown/uncomfirmed by PCs)

Gnomes are, largely, healers and alchemists.   They have a section of their population, though, who are attracted by adventure, magic and are more extroverted.

Halflings have have the two most diverse populations.   While a large section of Halflings are more 'mainstream', mixing well with the normal population (though many have gotten involved with thievery and other unsavory activities), a sizable portion of Halflings have established "The Halfling Kingdom", and send squadrons of knights, riding specially trained war-ostriches into battle against evil and chaos.
These militant fanatics, which enjoy a mystifyingly large following, are a bit of an embarrassment to their 'city cousins'.


Orcs are typically savage raiders and brutal criminals who invest nearly every part of Tarroth.  Rumor has it, however, that there's an incredibly efficient Orc Empire, dedicated to Avtek and His Holy Vision of dominating the world.   The Orcs that most people see are supposedly the ones who are exiled for being 'weak and undisciplined'.

Ogres, though towering over most of the main races of Tarroth, their lack of intelligence and patience means that they routinely work for other beings of evil intent.    There are some, however, who have rejected (for the most part) the teachings of their people and are trying to be productive members of society.
With varying success.

Gnolls, the hyena-faced humanoids, have developed hunting to an almost religious experience.  Particularly hunting intelligent prey.   Dominated by Rangers and Assassins, Gnoll societies are mostly small villages, with most working for the highest bidder, killing whoever they've been hired to kill.
Or, just killing for the fun of it.

Lizard Men, also known as Wyrms, are secretive reptilian people who keep mostly to the swamps and lakes of Tarroth.   Usually versed in magic, they are mostly mischievious and love to taunt travelers.   However, some have turned to more evil endeavors, working for slavers and other criminal elements, being seduced by money and power.

Rumored to be an offshoot of Wyrms, Kobolds prefer to believe they are offshoots of actual dragons (or even baby dragons).   Living in deep caves and warrens, they prey on whoever they can get their hands on, specializing in magical and mechanical traps.

Goblins are a race of smaller creatures who resemble Ogres.  It's rumored that they once were Ogres, but cursed by Talonreegath for cowardice and weakness.   They are content these days to eke out a living wherever they can, and doing things that other races wouldn't do.

Half-Breeds have varying experiences in Tarroth depending on location and the attitudes of the population nearby.  Half-Elves, Half-Orcs, Half-Ogres, and other odd combonations are possible.   Most halfbreeds involve humans, to some degree, but it's rumored that others exist.
There is a slight stigma about being a half-breed, that it makes one mentally unstable or even crazy.   It's never been fully investigated as to whether or not this is provable fact, or merely rumor taking on a life of its own.
This message was last edited by the GM at 06:35, Tue 11 July 2017.
The Dungeon Master
GM, 2050 posts
A Terrifying Overlord.
Loves kittens and hugs.
Mon 2 Feb 2015
at 01:07
  • msg #5

Re: The History of the World, Part I

I realize that I didn't list anything else about my world.   This game was meant to be very casual, with just the basics for the mostly beginning players that started here when the game started, so I never bothered with lists of cities and politics.

There is room for a bit of growth and change, but here's the rough beginnings:

Because I haven't got the brains and/or patience to do actual maps, here's a brief summary of some of the politics and a briefer summary of the Geography of Tarroth.

 The only known continent, also called Tarroth, is roughly retangular, roughly 2000 miles (3200km) across from east to west, and 1000 miles (1600km) from north to south.
 It's divided roughly in half by the Everguard Woods with starts near the center of the northern half of the continent, and extends down to within 100 miles of the southern shores. It's said that barbaric wild lands exist behind the northern side of the forest, but it's never been proven.
 The Everguard woods are generally avoided, as monsters and xenophobic Elves reside within.   Also, a range of mountains can be seen far within that's supposed to be the Celestial Mountains, the Home of the Gods.
 No one's ever come back to verify this.
 To the south of the southern border of the Everguard Woods is the main Trade Road that connects the two halves of the continent.



 The Western half of the continent is dominated by the Human City-States of Randor and Rockscar, and the Orcish Empire of Greynor.
 Randor, located in the center of the eastern half of the contintent, on the shores of the enormous Lake Randor, is a city of knights and pageantry, where the olive-skinned humans consider themselves the protectors of all that is right and good in Tarroth.  Their king, a powerful paladin of Sirilius, is constantly sponsering crusades to purge the world of evil.  They consider Randor the capital of Tarroth.
 Their Sister City of Pelnar, on the Southern Coast, is nominally under Randor's authority, but the grand port city tends to forget that from time to time, considering themselves the "grand port of Tarroth".
 Rockscar, in the mountains at the Northwest corner of Tarroth, is a a city of efficient soldiers and builders.  Influenced by the large dwarven population, the tall, blond humans are largely unconcerned with themselves, but also strive to bring order to the world, at any cost.
The largest port on the western coast of Tarroth, on the northwest of the continent, is Hepson, specializing in fishing and transporting the ore and timber out of Rockscar.
 Greynor, located in the forbidding mountainous crags in the Southwest of Tarroth, is, rumor has it an efficient empire of expansionist Orc ambitions, contrary to the crude Orc raiders most people see.

 The Eastern half of Tarroth is mostly dominated with non-humans.
 Tambrine, located near the Northeastern tip of Tarroth, is the accepted seat of the Elvish Kingdom (there is thought that the "real" Elven seat of power, a city in the trees named Pandron, is deep in the Everguard woods, but this is a rumor, the truth of which is unknown even to most elves.
 Tambrine is ruled by a council of elders.
 In the hills in the Southwest of Tarroth, just East of the Morass Swamps, is located the chief ancestrial cities of the Halflings and Gnomes.
 The Gnomes have their hilly fortresses in SweetVale, where they experiment with alchemy and medicine.
 Halflings in Tarroth vary widely, but their home city of Kempton, on the eastern coast, dominated by the militant Order of Right, an ultra-rabid band of knights who are dedicated to purging chaos and evil from Tarroth.  They are skilled with lances and ride large war ostriches against anyone they feel threatens Tarroth.  (If asked, they consider Kempton the true "capital" of Tarroth).

 Just to the south of the Everguard Forest is the city of Transam, a true diverse city where all are considered equal.  It is the Crossroads of Tarroth.  Money is key there, and ruling merchant families are the true power.  They are in the center of Tarroth, more or less, and provides one of the only places where east can meet west on, more or less, neutral territory.

 There are many secret/rumored/unexplored areas of Tarroth.
 To the Northeast, far beyond Tambrine, is said to be a land bridge.  It's unknown where it leads.
 There's a mountain range along the central southern border that extends far onto a peninsula that sticks out into the southern ocean.  It's rumored that the middle of the mountains contains a desert many hundreds of miles in area, where empires of desert people wage war on each other, unaware of the rest of Tarroth.
 Rumors about of a second island continent, possible to the west of Tarroth, there a dark skinned race of humans live.  Not much is known about them, except that they are rumored to have a civilization more advanced than that on the mainland.
This message was last edited by the GM at 01:32, Mon 02 Feb 2015.
The Dungeon Master
GM, 2051 posts
A Terrifying Overlord.
Loves kittens and hugs.
Mon 2 Feb 2015
at 01:08
  • msg #6

Re: The History of the World, Part I

Real and rumored politics:

 Randor, in the central part of Eastern Tarroth, which considers itself the 'capital' of the continent, has ambitions to 'civilize' the land, from sea to sea.   Evil will be eradicated or brought to heel.   Not all citizens are interested in such things, but most agree that being in the "cradle of civilization" is the best place to live in the world.

 Rockscar, in the Northwest, is a serious rival with Randor, its mountain fighters a match for Randor's mounted knights.   They are preparing for an inevitable confrontation.

 Greygor, a large Orc community, is rumored to be a facade, hiding an enterance to a massive orc empire with ambitions to take over the eastern half of Tarroth as well.
 It's rumored that the possibility of an Orc invasion from the south is the only thing that keeps Randor from formally invading the areas under Rockscar's control.

 Pelnar, the fishing capital of Western Tarroth, is near Rockscar, but rich enough to avoid the militant citystate's attentions while Randor is more noticable.

 Tepson, the great port city down the river from Randor and to the west of the Orc city and on the Endless Bay, is rumored to do whatever it takes to survive in the shadows of Randor and Greygor.    Nothing is known for sure, but deals with pirates and deals that pit the orcs and the knights against each other.

 Lonecove, a small walled city on the forbidding Western coast, is far from the normal trade routes.   It's a completely independant city, ruled by women.   Most cities in Tarroth are either male dominated or mostly egalitarian.  Lonecove is a city where men have no rights at all, and visiting men must be in the custody and constant supervision of a woman.


 Transcam, located in the center of Tarroth, to the south of the massive Everguard Woods, enforces neutrality with brutal effenciency.   Only the law of the city, and its benefit to commmerce matter there.    The town elects a mayor for four year terms, who appoints a town council.
 The town council is worried about the "cold war" to its west, but strives to take care of business.

 In the East, Tambrine, in the far Northeast of Tarroth, feels far removed from the problems of the West.  However, rumor has it that the Merchant council, made up of all races, has agents in the other cities that work to keep it that way.

 To the West of Tambrine, in the Coldfire Mountain Range, is the Dwarven capital of Grenwark.  With only some exceptions, they've lost interest in the outside world, letting Tambrine deal with their commerce.  The dwarves from Coldfire are rumored to have migrated from Grenwark, though none will talk about it.

 The Southwest of Tarroth, dominated by the Southern Swamps and the Somber Hills is full of more activity than one would think.
 While the great swamps are said to contain great secrets, not in the least is a rumored city ruled by pirates and other criminals.

 Waterdown, a fortress city at the foot of the Somber Hills, it the heart of the "Halfling Empire", which has ambitions to purge the land of chaos and disorder, by force if necessary.   Their mounted knights engender many jokes as they charge into battle mounted on large Ostriches.  As their enemies die, however, the jokes end as well.

 Kempton, a port city south of Tambrine, is its unofficial sister city.  Tambrine is a bit far from Kempton to really protect it, so the city treads lightly.  It's dominated by halflings as well, but a more moderate variety than their militant cousins in Waterdown.  They play a balancing act, appeasing the powerful knights, while reaching out to the 'chaotic' Outside world.

 Sweetvale is hard to get too, a Gnomish Santuary deep in the Somber Hills.  It's rumored to be anything but somber, though, as gnomish hospitality makes up for alchemical accidents and other unexplained things.
This message was last edited by the GM at 05:11, Tue 03 Feb 2015.
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