Where it all began

Every setting has different sources of inspiration, often quite odd sources at that. In the case of Tòlanar, the inspiration was the rather cheesy TV series Reign. I was watching it and thinking about a discussion on Birthright.net about making the game more appealing to women by having more female regents and I thought that the whole Mary Queen of Scots storyline would be a good one for that purpose, so I set about looking at my various maps for a good place to put that scenario and I found it on the Tollanar map I made. starting idea

Once I had settled on that map, I started thinking about how to set it up. I decided that I wanted a highly feudalized setting, with various nobles owning patches of land scattered around the country rather than geographically contiguous ones that are so common, so I started reading up on the various counties, etc. in Medieval Europe for some ideas and I came across a massive listing of all the states in the Holy Roman Empire. I started fooling around with those a bit and quickly realized that if I were to use that as a template it would need LOTS of provinces, so I decided to use that template for the lands beyond the mountains in the upper section of the map to the left.

From there, since I was already using some European countries as templates I decided to continue doing so, and so ended up with the rough guidelines shown on the second map.Inspiration

 

From there I just used Wikipedia to get my ideas. For example, the Greece section I decided to use the Byzantiner Empire as my inspiration rather than the more familiar Classical era.

Once I had decided on the European template, I adapted European history as well, to get an idea of the past empires, etc. which would give me a rough boilerplate for cultures, cultural influences, languages, and so on.

Some aspects of the resulting setting are very direct takes from European history, and others are very loosely adapted. I found this approach useful as it gave some coherence and believability to the various nations.

It also allowed me to create some interesting subdivisions of the various nations, ranging from the chaotic mish-mash of scattered holdings in the areas based on western Europe to the highly structured one in the Greco-Byzantine based areas.

 

 

Climate, part 2

Picking up from where I left off in this post, in order to finalize the effective climate of each province, I went through my master province list and adjusted the climate to match the effective climates roughed out in the earlier post’s map. Defining those provinces that were split between two climates as one or the other.

Then I redid the effective Climate map, province by province, adjusting things where there were unworkable bulges or things sticking out too far. This is a back and forth process, as when I changed something on the map, I also changed it on my master list.

Once that was done, I went over the map again, smoothing the edges of each climate zone for aesthetic purposes, and then marked out the effective climate of the oceans, and so ended up with the following final map:

Final Effective Climate
Final Effective Climate

NOTE: These final climate ratings are used to determine the local weather and the maximum levels of the provinces, but not the seasons, which are still dictated by the generic climate zones shown in the first map of the previous post on climates.

Just an update and a screw up.

So, while getting the climate of each province sorted out, it became apparent to me that I had kind of screwed up. It appears that I had put my reptilian race in a sub-arctic climate — oops.

However, since the theoretical purpose of this blog is to demonstrate the record the process of world building for an RPG, I figured this would be a learning opportunity sort of thing, because these sorts of screw-ups will happen (more on limiting them later in this post).

Now faced with this problem I have a number of option

  1. Ignore it and just use the “it’s magic” excuse
  2. Change the climate of the region
  3. Change the race

Solution #1 is OK when you find the problem in a middle of a game session, well it’s not OK, but you don’t have a lot of choice, unless you want to kill the game  session and pick it up next session after a rushed rewrite.

Solution #2 is also OK, unless you are sort of lazy about things like I am. Changing the climate would entail reworking the ocean currents and such, which might entail a lot of other changes.

So that leaves us with solution #3. the problem with which is that I lose a cool race, unless I an stick it somewhere else. AHA! there’s the answer. I will just switch them with the leopard-men types. This puts my reptilians in the tropics, and the sub-arctic lands have a feline type race, which works. I just have to change them from a leopard based one to a more climate-appropriate feline base. That really just requires finding a new picture, and a slight rewrite of each race. So, based upon my previously mentioned laziness, that is the route I am going to take.

Now, the promised way to avoid to many such screw ups. This is easy: Be more methodical than I am.

From the order in which I have posted things, it should be obvious that I do not have a methodical approach to world design, working on things as the interest strikes me (at the moment I am working on the climate, languages, and the pantheon). This works great for me, but it may not be the best idea, because you end up doing a lot of fixing as things develop. Personally, I don’t have an issue with this, because, well I love the shit out of doing this sort of thing, and now that I am retired, it’s pretty much what I spend all my free time doing, but it may bug the bejabbers out of some of you who have less free time available to you. So, the way to avoid it is to work from the ground up. And since the whole design process is the theoretical point of this blog, I am going to change my approach.

Instead of just posting things here as I think them up, I will be making a separate site for that, and will use this blog more for discussing the processes used, and some tips and tricks I have come up with over the last 40-odd years of making up worlds for D&D. This will make this a more useful blog for the casual reader and less of just a vanity “look how cool my stuff is” project (but I get to keep that stuff as well, just in another place).

So, with that in mind, over the next few days I will be transferring most of the Tòlanar-specific stuff to another site, and then sort of starting this blog over, focusing more closely on the original intent of it — how to make your own setting, using Tòlanar as the example of the various steps and such. As for the Tòlanar-specific stuff I post on the new site, I will make a post to announce that stuff here in this blog as I post it to the other site (yes, with circles and arrows and links and all!) so those of you who are following this blog for that purpose will not miss out, and the rest of you will not get bogged down in things that don’t interest you.

Well that’s it for this update, I will get started on all this later today, but for now I have to head off for my eldest son’s birthday. He is 21 today — which freaks me the Hell out, as there is no way it could have been that long ago he was born. Time doesn’t just fly, it does so at hyper-sonic speeds when viewed in retrospect! Enjoy your kids at the age they are now, because it will not last.

Climate of Tòlanar

The setting stretches from the arctic to the antarctic. The basic climactic zones are shown on map #1. The following descriptions are taken from the Ruin’s of Empire Regent’s Guide available on the Twilight Peaks forum, or here.

Global climate zones
Global climate zones

Arctic: Arctic climate is only found in extreme latitudes. Mountains, glacier and barren are common terrain types. Winter weather is common throughout the year. Warfare is near-impossible. It is generally unsuitable for habitation thanks to a combination of bad terrain and a big negative modifier to maximum province level.

Subarctic: Sub-arctic climate is found in high latitudes and in large alpine areas. Tundra, mountains and glaciers are common, as well as some forest, woods and moors. Weather is often harsh, with long and bitter winters. Warfare is only possible during the brief summer. It is not well suited for habitation.

Temperate (cool): Cold temperate climate has much in common with sub-arctic climate during winter and temperate climate in summer. Forest, woods and moors are common terrain types. To wage war during winter is nearly impossible. It is suitable for habitation.

Temperate: Temperate climate is found throughout much of Cerilia. It contains are wide variety of terrain types. Weather patterns are generally benign, with few extremes. Warfare is usually conducted during the summer. It is well suited for habitation.

Temperate (warm): Hot temperate climate is generally the most hospitable of all climate zones. It contains are wide variety of terrain types. Weather patterns are benign, with very mild winters, but summers can be quite hot. Warfare is possible throughout the year, but most common in the autumn because of the summer heat. It is very well suited for habitation.

Sub-tropical: Sub-tropical climate is generally hot and dry. Steppe and desert terrain is common. Extreme heat and lack of water during the summer makes warfare impractical during this period, except for troops used to these conditions. It is suitable for habitation.

Tropical: Tropical climate is generally hot and moist. Swamp and jungle are common terrain types. There weather is quite extreme throughout the year, with warfare most common during dry periods. It is fairly well suited for habitation.

EFFECTIVE CLIMATE

Ocean currents & effective climate
Ocean currents & effective climate

The effective climate of a given region may differ from that of the general zone into which it falls, and is

mostly is dependent on the ocean currents. Warm currents will make the effective climate one step warmer and a cold current will make it one step cooler. In addition altitude will also affect the effective climate, with higher altitudes dropping the effective climate one step cooler.

The map shows the the ocean currents, with warm currents in red and cold currents in blue. The effective climate is shown using the same colours as in the general climate zone map:

  • White = Arctic
  • Gray = Subarctic
  • Pale green = Cool Temperate
  • Medium Green = Temperate
  • Dark Green = Warm Temperate
  • Yellow = Sub-Tropical
  • Orange = Tropical

The prevailing winds have a smaller effect on the climate, but they do influence the vegetation type of an area. The prevailing winds and the way they influenced the ground cover can be seen on the following map.

Prevailing winds
Prevailing winds

 

Peoples of Tòlanar XVII: Zigòrxlaser (Centaur)

XVII. ZIGÒRXLASER (Centaurs)

[zih-GOHRKS-lah-sehr]

Female Zigòrxlaser  archer
Female Zigòrxlaser archer

A Zigòrxlaser is most simply described as a creature with a human trunk, arms, and head, with a horse body and legs. The human portion of a Zigòrxlaser’s body merges with the equine at what would be the neck of a horse, the lower human back fading into horse shoulders and the human belly meeting the equine chest, so that the hominid navel is almost level with the withers. The rest of a Zigòrxlaser is proportionately large so that an average one stands over a head taller than a human of the same sex. The upper torso and limbs of a Zigòrxlaser are larger and somewhat coarser than the human average. The same applies to the head and facial features. Zigòrxlaser s also have more hair than the average human. They stand about 5 feet tall at the withers being seven and a half to eight feet tall overall and weighing anywhere from 750 to 1200 lbs.

Zigòrxlaser s also enjoy generally exceptional health and do not readily succumb to illness and while they do not live especially long lives compared to some of the other races, Zigòrxlaser s do not age beyond their prime. A Zigòrxlaser’s body never grows frail and their minds never cloud. A Zigòrxlaser

Zigòrxlaser Lands
Zigòrxlaser Lands

lives knowing he will be as strong and energetic in his final year as in his 19th. To more limited extent this agelessness extends to their spirit as well as their body. While Zigòrxlaser s mature and learn from experience just as others do, confidence and passion does not often fade with time the way it so commonly does among the other races.

Zigòrxlaser s are generally isolationist creatures, preferring the freedom of the woodlands to to large cities and they dislike associating with what are to them annoyingly industrious races. They most enjoy the company of Edheledur, specifically the Sirlazè, so they have little issue being ruled by a Grand Prince of that race. The other exception is the Malòim, of whom they are extremely fond, even some times being patronizingly protective of them.

Armoured Zigòrxlaser war party (just because it is a really cool picture).
Armoured Zigòrxlaser war party (just because it is a really cool picture).

Zigòrxlaser characters have the following game-specific (3.5) characteristics:

  • Stat Adjustments: +4 Strength, +2 Constitution, -2 Charisma, -2 Dexterity (ONLY applies to determine acrobatic/balance acts, reflex saves and to AC adjustment, NEVER to fine manipulation rolls, ranged attacks, etc. Thus, the Zigòrxlaser character will have 2 DEX scores, ex 16/14.
  • Size: Large (–1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters). In addition, they get a +2 to Strength Checks for opening doors/bend bars and similar rolls.
  • Space/Reach: 10 feet/5 feet.
  • Movement: A Zigòrxlaser’s base land speed is 50 feet. Zigòrxlasers receive a -4 penalty to non-running jump attempts, and +2 to running jump attempts.
  • Senses: Zigòrxlaser have Darkvision out to 60 feet. Their generally keen senses give it a +1 to Vision and Hearing Checks. Zigòrxlasers may also detect the scent of an equine in a radius of 20’, within an hour
  • Racial Hit Dice: Due to their large size, Zigòrxlasers gain an extra 1d10 HP at 1st level
  • Saves: Zigòrxlaser get a +2 to Fortitude Saves vs Poisons from their hardy constitutions and large size.
  • Racial Skills: Its class skills are Listen, Move Silently, Spot, and Survival.
  • Natural Armour Class: +3 AC
  • Racial Feats: A Zigòrxlaser gets the following special feats:
    • Rearing: Zigòrxlasers may attack an opponent with their front hooves. This requires 50% of their height above them to do so, and do 1d6 each, with 1⁄2 strength bonus for damage. Zigòrxlasers may also attack with both their hooves and their torso weapons (fists or otherwise) in one round, suffering a -5 to attack to all to-hit rolls (-2 if Multi-Attack feat is taken). If attacked from behind, a Zigòrxlaser may also kick with its rear hooves for 1d6 points of damage each. All hoof attacks are considered armed. Unless prevented from using their hooves (due to height, footing, etc), Zigòrxlasers threaten 5’ around them even when wielding a ranged weapon.
    • Firing on the Move: Zigòrxlasers may fire bows while making a double move at a -2 penalty, or at a run (4 x moves) at -4. This penalty is reduced to -0/-2 if the character takes the Mounted Combat feat.
    • Charging: Zigòrxlasers may charge with lance or lance-like weapons and gain the 2x damage multiplier as though on a mount
  • Weaknesses: Zigòrxlasers have the following limitations:
    • Diet: They require 3x Human amount of food and water. Zigòrxlasers may consume tougher food than humans, and to some extent require roughage, like oats.
    • Climbing: Zigòrxlaser CANNOT Climb (for painfully obvious reasons). Nor can they tumble.
    • Barding: Armour for Zigòrxlasers costs 4x the norm and weighs 3x as much.
  • Favoured Class: Ranger.
  • Level adjustment +2.

Based on the centaur article on the D&D Wiki, the D&D 5e Road-test Wiki, and on this article by Oliver Bollman.

Source for the female archer image.

Source for the war party image.

 

There! I have done the major races in at least a somewhat consistent manner. Yes I know that the game-specific stuff is not all worked out coherently, but that will get done. As well I am taking a look at 5E, and I may just go whole hog and join the 21st century.

Now, on to the next thing: Climate, and a ridiculously complex language section. Fun, fun, fun!

 

 

 

Peoples of Tòlan ar XVI: Yòègisenô/Yòègisentèga (Yikaria & Ursoids)

XVI. YÒÈGISENÔ/YÒÈGISENTÈGA (Yikaria & Ursoids)

[YOH-ee-gih-sehn-oy/YOH-ee-gih-sehn-tee-gah]

Yòègisenô Lands
Yòègisenô Lands

The Yòègisenô inhabit the tundra and scrubland regions of the southern polar continent (Antithaele?). While they make up two distinct species biologically, they make up a single people in terms of culture. Both refer to themselves as Yòègisenô, which means “fortunate elect”, and refer to the other as Yòègisentèga, which means unfortunate elect, though they usually simply use the derogatory terms: Mirešeqetrà, which means “grass eater”, or Yesekàqetrà which means “flesh eater”. They veiw themselves as one species, each seeing themselves as the true example of the species and the other as having been cursed by their deity. The Uàbwarma of Kùvramkar refer to them collectively as Bàxkam [BAYX-kahm] (Beastmen) or Qeremsk [CHER-emsk] (Wildlings).
Their entire culture is centered around the herds of musk ox that roam their lands. The Mirešeqetrà guard and husband the herds while the Yesekàqetrà hunt them for food, and they are engaged in a strange war over this one resource. As they view each other as the same race, enemy dead are treated with honour, and enemy captives are sacrificed with much ceremony (they are considered the most valuable of all sacrifices). Generally, the Mirešeqetrà outnumber the Yesekàqetrà by a factor of about 4:1 to 5:1 in most places, though this ratio decreases in the more rugged lands.

Mirešeqetrà shaman
Mirešeqetrà shaman
Typical Yòègisenô idol
Typical Yòègisenô idol

The other pillar of their society is their religion. Both worship the same deity, known simply as Èôsviskàè Kemè Qèàtgà [ee-OY-svih-skay-ee KEH-mee CHEE-ayt-gay], which means “the god without a face”. This Faceless God is seen as an implacable and unforgiving deity who has created the world as a harsh and deadly place in which to test each individual. Scattered across the landscape, seemingly at random, one finds large The landscape is littered with crude monolithic “statues” of this deity, which serve as the centres of worship for both peoples.

Yesekàqetrà Shaman
Yesekàqetrà Shaman

This dark deity is appeased by sacrifice, which the followers carry out by offering slaves or captives in the “Manner Elemental” – that is by fire (immolation), earth (live burial), water (drowning), or air (throwing the victim off a mountain). Regular sacrifices ensure the ongoing benevolence of the deity. The shamen of this deity are considered

sacrosanct, and there are serious taboos against the killing of one by any but another shaman.

Until their recent encounter with the Uàbwarma, they were completely unaware of the very existence of the outside world and had no idea of the existence of other sentient races. As such, they view them as simply rather intelligent animals, though they have gained a healthy respect for them due to their military prowess. The arrival of these previously unimagined outsiders has caused some disruption within their society, as they do not fit into their world view, and some few have even proposed cooperation against the, though this is deemed a heretical idea.

XVIa. MIREŠEQETRÀ (Yikaria)

[MIH-resh-eh-chet-ray]

Mirešeqetrà warrior
Mirešeqetrà warrior

The Mirešeqetrà, variously know by the Uàbwarma as Dìkam ([DAI-kam] “cow-men”) or Kròqemar ([KROH-cheh-mahr] “slavers”) are ogre-sized humanoids with broad shoulders. Their heads are like those of disgruntled yaks, complete with curved horns, often decorated with tassles, and uniformly dour, sullen expressions. Male or female, their bodies are coated with thick fur and hair. Females tend to be somewhat more slender, but otherwise they are very similar to the males in appearance; many outsiders cannot tell them apart. Both sexes wear long flowing robes. All carry staves, some of which are magical. In combat, they wear hide armour, often elaborately decorated and use large crudely fashioned falchion-like swords.

They are nomadic, their movements being dictated by that of the herd they protect. They live in extended family groups of 20-50 members, each of which is attached to a specific herd of musk oxen. Their entire world view revolves around these herds, and they are dedicated to husbanding them and exploiting them non-destructively (sort of like the various cattle cultures in Africa). Outsiders often mistake them for gentle pastoralists, a misconception they are usually quickly disabused of when they are taken captive and offered up as a sacrifice.

Mirešeqetrà characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Strength, -2 Dexterity, +1 Con, +1 Wisdom
  • Size:Large (–1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters).
  • A Mirešeqetrà ‘s base land speed is 20 feet.
  • Senses: Scent.
  • Commune with Herd: Mirešeqetrà have the ability to mentally link with any member of it’s herd and see through it’s eyes, etc. and to issue it instructions. This is an instinctual, non-verbal communication, so the instructions are by definition very simple and rudimentary.
  • Use Staff: A Mirešeqetrà can use any magic staff. This ability is similar to the Use Magic Device skill except that it applies only to magic staffs and the Mirešeqetrà does not require a skill check.
  • Favored Class: Shaman

Based on the Yikaria article on the Wolrd of Azolin Wiki and the Yak Folk entry in the 3.5 Monster Manual II.

 

XVIb. YESEKÀQETRÀ (Ursoids)

[yeh-SEH-kay-chet-ray]

Yesekàqetrà warrior
Yesekàqetrà warrior

The Yesekàqetrà are known to the Uàbwarma as Bèurmkam ([BEE-uhrm-kahm] “bearmen”) or Komkvekar ([kom-kveh-KAHR] “man-eater”). They are huge anthropomorphic polar bears, standing 275 – 335 cm (9′-11′) in height. They wear little to nothing in the way of clothing and rarely use any weapons other than their natural claws and teeth. They almost never wear armour, though they do make use of bracers and shoulder guards, etc., as shown in the illustration.

They are fast runners, and can sprint at a surprising speed when they drop to all fours. They are also strong natural swimmers.

Yesekàqetrà are completely carnivorous and so view all other creatures as potential food, except the Mirešeqetrà (the eating of which they view as cannibalism). They live in small family groups of 5-10, but are most often encountered hunting alone or in pairs.

Yesekàqetrà characters have the following game-specific (3.5) characteristics:

  • Stat Adjustments: +8 Strength, +6 Constitution, −2 Intelligence, +2; Charisma
  • Size: Large (–1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters).
  • Movement: Yesekàqetrà base land speed is 40 feet: When on four legs they can run at a speed of 60 feet.
  • Senses: Dark-vision to 60ft, Scent.
  • Racial Skills: Yesekàqetrà get the following a racial bonus: +4 to any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line; a Yesekàqetrà’s white coat bestows a +12 racial bonus on Hide checks in snowy areas; and their size and general nature give them a +2 to intimidate checks involving physical force.
  • Natural Weapons: Yesekàqetrà can attack with their claws (Two attacks each doing 1d8) and/or their bite (2d6).
  • Improved Grab (Ex): To use this ability, a Yesekàqetrà must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  •  Favoured Class: Shaman.
  • Level Adjustment: +3

Based on the Half-Bear (Polar) and Polar Bear entries on the D&D Wiki.

Source for the Mirešeqetrà shaman image.

Source for the Mirešeqetrà warrior image.

Source for the Yesekàqetrà shaman image.

Source for the Yesekàqetrà warrior image.

Source for the Yòègisenô idol image.

Peoples of Tòlanar XV: Vsèsàhè (Iguanians) [Updated]

XV. VSÈSÀHÈ (Iguanians)

[VSEE-say-hee]

The Vsèsàhè, which means water-born, are iguana-centaurs that inhabit the far southern islands. They have long, lithe, mottled green four-legged bodies with clawed hand-like feet and long prehensile tails. Their torsos and arms are humanoid, although their four-fingered hands end in sharp claws. Their heads are reptilian, with a wide mouth full of sharp teeth.

Vsèsàhè in a tree
Vsèsàhè in a tree

Their bodies, including the torso are roughly 4′ long and their tails are usually 6′ to 8′ in length. They are primarily piscivores, but can and will eat almost any meat, and usually supplement their diet with fruits and tubers.

Vsèsàhè are herd creatures (they call their herds šislì [SHIH-slie], which means “basking”), and their lives are comprised of a series of formal rituals designed to allow them to interact with the šislì with no dissension. To outsiders, Vsèsàhè formality is seen as weak and snobbish; this is superficially supported by the Vsèsàhè ‘s willingness to flee or discuss a situation rather than fight. More than one human has been surprised, however, at how effective Vsèsàhè are once the šislì has made up its mind.

A lone Vsèsàhè is something of a freak. Most Vsèsàhè cannot survive outside the šislì, and become sick and confused if denied access to the leadership of the eldest of their šislì for extended periods of time. A Vsèsàhè left by itself will try to find another šislì to adopt it. If this is impossible, it will attempt to form a new šislì, even including non-Vsèsàhè in its šislì.

The Vsèsàhè do not have nations or tribes in the normal sense, but they do have broad geographical entities, which they refer to as zisim [zi-SIM], which means stones, their term for land. The senior Vsèsàhè in each vism holds the title of Zisimsìiť [zi-SIM-eye-ith] which means “Keeper of the Stones” and is considered the leader of all the šislì currently residing in that zisim and is responsible for arbitrating disputes and organizing the defence of the inhabitants, etc. When a Zisimsìiť leaves his territory, he is automatically replaced by the next most senior resident.

There are seven such territories, they are, in order of their traditional founding:

  1. Zisimflirèťì [zih-sim-FLIH-ree-thai]: The name means “First stones” as this is traditionally the place where the Vsèsàhè first lived, it covers the provinces of Kusma and Udò in the Principality of Kusm in Kuvramkar.
  2. Zisimhì [zih-SIM-hai]: The name means “bare stones”, in reference to the treeless terrain found here. This territory covers the provinces of Òrakimt and Xòqomsar in the Principality of Zisimšì in Kuvramkar.
  3. Zisimsè [zih-SIM-see]: The name means “Stormy stones”, a reference to the frequent storms the region experiences. Its territory covers the provinces of Kadku and Kòkda in the Principality of Zisimšì in Kuvramkar.
  4. Zismsiszì [zih-sim-SIS-zai]: The name means “evening stones” because this island is the westernmost land inhabited by the Vsèsàhè and is therefore where the sun goes in the evening. It consists of the province of Susma in the Principality of Zisimšì in Kuvramkar.
  5. Zisimraya [zih-SIM-rah-yah]: The name means “new stones” because these islands were the first lands discovered and colonized by the Vsèsàhè. It consists of the Principality of Kurur in Kuvramkar.
  6. Zisimsrìè [zih-SIM-srai-ee]: The name means “Morning stones” because these islands are the easternmost lands inhabited by the Vsèsàhè and is therefore considered the place where the day begins. It consists of the Principality of Remsared in Kuvramkar.
  7. Zisimsismì [zih-sim-SIS-mai]: The name means “Hidden stones” because these islands were unknown to the Vsèsàhè until relatively recently. It covers the provinces of Braqed and Urdòr in the Principality of Uruàar in Kuvramkar.
  8. Vsèsàhè visim.
    Vsèsàhè visim.

Vsèsàhè use short thin-bladed spears and long wavey-bladed knives in war and often use shields. However, many Vsèsàhè contests are resolved through a complex form of wrestling that doubles as an effective unarmed fighting form. Since their first contact with outsiders, the Vsèsàhè have adopted many foreign weapons.

Vsèsàhè view all other races as “the deformed.” They are polite and interested in non-Vsèsàhè society but view any creature with fewer than six limbs as disadvantaged. They are not good at distinguishing between the various non-Vsèsàhè races, particularly humans, demihumans, and humanoids whom the Vsèsàhè view as one race.

Vsèsàhè Lands
Vsèsàhè Lands

Vsèsàhè families are huge, and there is good evidence that all Vsèsàhè are members of one enormous kin-group. Vsèsàhè use these kinship structures to figure out which Vsèsàhè should head any šislì, particularly if two šislìs merge, and leadership is always yielded to the more senior bloodline.

The Vsèsàhè homeland consists of a chain of rugged and rocky volcanic islands with scrub and light tropical woods, and shallow seas teaming with fish. They are equally at home on land, in the trees, and in the water, though they are air breathers. Seasonal changes in the fish schools keep the herds moving around the coasts, preventing the Vsèsàhè from establishing any towns or cities of their own. In fact Vsèsàhè have only a vague concept of property or ownership, as they have remarkably few possessions, and are usually willing to share those with others of their kind when needed. As a result of this lack of a sense of property, the Vsèsàhè do not engage in wars of conquest among themselves, what warfare does occur is almost always over of some sort of insult, rather than territory.

Vsèsàhè speak their own language (Šiš, which means “tongue”) and a few speak “common”, although haltingly and with thick accents.

Vsèsàhè characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Dexterity, +2 Constitution.
  • Size: Medium (As Medium creatures, Vsèsàhè have no special bonuses or penalties due to their size).
  • Type: Quadruped.
  • Movement: A Vsèsàhè ’s base land speed is 30 feet. They also have a swim speed of 50 feet. They can move through trees at a speed of 20 feet.
  • Darkvision: Vsèsàhè have Darkvision out to 60 feet which they use primarily to see and hunt underwater.
  • Weapon and Armor Proficiency: A Vsèsàhè is proficient with the short spear, kriss and all simple weapons.
  • Natural Armour: Vsèsàhè get a +2 natural armor bonus.
  • Natural Weapons: 2 claws (1d6), 1 bite (1d6).
  • Racial Skills: Vsèsàhè get a +4 racial bonus to all Climb checks, and a +10 to swim checks. Both are considered class skills for all Vsèsàhè .
  • Breathing: Vsèsàhè can hold their breaths 5 times as long as a human.
  • Favored Class: Fighter.
  • Level adjustment: +1.

Based on the Dracon from the Complete Spacefarer’s Handbook (CGR1) and the 3e conversion on Spelljammer.org.

Source for the image.

Peoples of Tòlanar XIII: Rìyàdak (Irda)

XIII. RÌYÀDAK (Irda)

[RYE-yay-dahk]

The Rìyàdak, which means rulers in their language, are a race of reclusive powerful wizards who are the theoretical overlords of all of Dôkràkr, though they have no real power or function within that realm, other than to give the Dekmekom regime a sort of legitimacy. It was they who first bred the Dekmekom to serve as their soldiers/enforcers, and they are content to allow their slave race to do as it wills, so long as they are maintained in their life of leisure and wealth. They are largely unknown to most of the inhabitants of Tòlanar, or at best are seen as some sort of sinister shadowy semi-mythological race.

Rìyàdak couple
Rìyàdak couple

They are tall, graceful, and slender, male and female Rìyàdaks average six feet in height with some individuals growing taller. Their skin is a deep pale blue and their hair is most often black, though blonde, white, or silver hair is infrequently seen. By the standards of humans and elves, Rìyàdak are extraordinarily beautiful; their faces are as cold and lovely as sculpted marble. Rìyàdak eyes range from silver to a deep blue or emerald green. They have drooping eyelids, which make them appear bored or uninterested. Rìyàdak dress simply, accenting their clothing with handcrafted jewellery of elegant design. Rìyàdak do not wear leather, wool, or any material taken from an animal as it interferes with their innate magical abilities.

The Rìyàdak are a decadent and amoral people with little or no interest in anything but their continued luxurious existence. To others they seem aloof, cold, and unfeeling. Their isolationist society and mysterious association with arcane magic gives those who encounter them the impression that they are cold, heartless elitists. In truth, while the Rìyàdak are indeed aloof and uncaring of outsiders, they are as emotional as any other race, but they have powerful control over these emotions and when they come to the surface.

Those who know of them consider the Rìyàdak more graceful than the elves. Rìyàdak move with poise and balance that come from a lifetime of cultural reinforcement; each individual movement appears to have been choreographed. This makes them seem incapable of spontaneity, and indeed, a Rìyàdak finds impulsive action to be distasteful and vulgar. Around each other, Rìyàdak are quiet and distant. Around members of other races, this is magnified one hundredfold. As graceful as they are, Rìyàdak can come across as awkward if their personal space is invaded.

The Rìyàdak race is leaderless in most regards, as they are far too few and scattered. Their society consists of a number of small family units (of 20-30 members), each the putative ruler of one of the core regions of Dòkràkr. There are ten such families: Bùr (bear), Ràòma (hyena), Rikerk (lynx), Rim (dog), Rovòr (leopard), Rùva (lion), Savòr (cheetah), Sešar (tiger), Vikò (cougar), and Virk (wolf).

As a people, the Rìyàdak are xenophobic and reclusive. Rìyàdak do not like to interact with the larger world, preferring to live their lives in quiet luxury and contemplation of arcane philosophies and magical arts. The Rìyàdak communities are completely dependent on the Dekmekom to provide them with all their needs, and few if any Rìyàdak have any useful skills, unless one has developed them as part of a hobby. Rìyàdak settlements, are elaborate palace complexes, often falling into disrepair, are usually magically hidden with elaborate illusions to keep them from being disturbed.

Rìyàdak usually make use of their shape change ability when they are forced to travel, and it is usually in the humanoid hybrid form of their totem animal that they interact with outsiders, thus few people are aware of their true nature.

Once or twice in their lives, the Rìyàdak experience what they call the Ràsk (lust). This is basically a strong urge to mate. If they do not act upon the Ràsk when it comes to them, they give up their ability to have children forever.

Rìyàdak characters possess the following game specific (3.5) characteristics:

  • Stat Adjustments: -2 Constitution, +2 Intelligence, +2 Charisma
  • Size: Medium (As Medium creatures, Rìyàdak have no special bonuses or penalties due to their size).
  • Movement: A Rìyàdak ‘s base land speed is 30 feet.
  • Sight: Low-Light Vision (Rìyàdak can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Spell-Like Abilities: 1/day—dancing lights, detect language, flare, ghost sound, light, mage hand. These spells are cast as if by a sorcerer of the Rìyàdak’s character level (save DC 10 + Charisma modifier).
  • Change Shape: A Rìyàdak has a limited ability to shape change similar to that of lycanthropes. Each Rìyàdak family is associated with a specific totem animal, and they can change into that animal or into a hybrid humanoid hybrid of that animal, similar to a lycanthrope. A true seeing spell or ability reveals the Rìyàdak’s natural form. A Rìyàdak using change shape reverts to his natural form when killed, but separated body parts retain their shape. Rìyàdak cannot use Change Shape to take the form of a any creature other than its totem animal and the hybrid form of that animal. Any gear worn or carried by the Rìyàdak that can’t be worn or carried in its new form falls to the ground.
  • Favoured Class: Any arcane spellcaster.

Level Adjustment: +1.

Based on the Irda entry in the Races of Ansalon book

The image is from the Races of Ansalom book. A copy can be found online here.

Peoples of Tòlanar XII: Rirnòrè (Minotaurs)

RIRNÒRÈ (Minotaur)

[rir-NO-ree]

Rirnòrè stand roughly 7’ tall, although they can be as much as 1½’ taller. They weigh over 350 pounds on average. Their fur, which covers their entire body, is generally fairly short, and ranges from whitish blond to black in colour.

Rirnòrè warrior
Rirnòrè warrior

Their horns, 6-12 inches long for the females and one to two feet long for the males, are their pride and joy, the name Rirnòrè means “horned”. The horns never stop growing throughout the life of a Rirnòrè , although they grow very slowly.

Rirnòrè go to great lengths to keep their horns shiny and strong. As well, many Rirnòrè decorate their horns with beaten gold or brass, some counting their various victories on rings placed on the horn. These rings usually are engraved with some sort of pictograms that describe the win.

The Rirnòrè, who are now found only on the small island of  Kadlì, were once an advanced culture based on the islands of Duvkau and Laǩok, but they have degenerated into a brutal barbarism in the 1500 years since they were driven out of those lands by the Araèlikì. To the Rirnòrè , physical strength and personal honour are seen as the paramount virtues, and thus any insult or slight, however petty, must be avenged, usually through violence. Conversely the word of a Rirnòrè is sacred.

Rirnòrè Lands
Rirnòrè Lands

They now live in small bands each of which has staked a claim to a small area of the ruins of their once great city and lesser towns, where they fight for supremacy with their neighbouring bands. However, their glorious past is reflected in the grandiose titles that the leaders of these bands claim for themselves.

Rirnòrè characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
  • Size: Large (–1 penalty to Armour Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters).
  • Space/Reach: 10 feet/10 feet.
  • Movement: A Rirnòrè ’s base land speed is 30 feet.
  • Darkvision: A Rirnòrè has Darkvision out to 60 feet.
  • Racial Hit Dice: A Rirnòrè begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
  • Racial Skills: A Rirnòrè ’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Kadlì have a +4 racial bonus on Search, Spot, and Listen checks.
  • Racial Feats: A Rirnòrè ’s monstrous humanoid levels give it three feats.
  • Weapon Proficiency: A Rirnòrè is proficient with the Greataxe and all simple weapons.
  • Armour Class: A Rirnòrè has a +5 natural armour bonus.
  • Natural Weapons: Gore (1d8).
  • Special Attacks: Powerful charge (A Rirnòrè typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage).
  • Special Qualities: Natural cunning (Although Rirnòrè are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed); scent.
  • Perception: Rirnòrè have a +4 racial bonus on Search, Spot, and Listen checks.
  • Favoured Class: Barbarian.
  • Level Adjustment: +2 ECL.

Based on the Minotaur article on the D&D Wiki with some ideas and stuff from the Taladas: the Minotaurs book.

Source for image.