Fear To Tread

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Ninevehn's 5E D&D game.

Characters

Chargen

  • Races
    • Dwarf
    • Elf
    • Halfling
    • Human
    • Dragonborn
    • Gnome
    • Half-Elf
    • Half-Orc
    • Tiefling
  • Classes
    • Barbarian
    • Bard
    • Cleric
    • Druid
    • Fighter
    • Monk
    • Paladin
    • Ranger
    • Rogue
    • Sorcerer
    • Warlock
    • Wizard

Custom Material

Triple Alliance

History

Halflings brought savage orcish and human tribes together under one banner to defend each other against the chromatic dragons. Over centuries, this union has created an intermingled culture and population that is both vibrant and strong.

Demographics

  • 30% Halfling
  • 30% Human
  • 30% Orc
  • 4% Tiefling
  • 2% Dwarf
  • 1% each of Gnomes, Dragonborn and Elves (including Half-Elves).

Halflings dominate the agrarian river valleys, orcs are most common along the northern coast and western foothills, while humans are dominant along the southern coast and eastern woodlands and plains.

Geography

There are foothills and low mountains in the west, two broad river valleys in the center, rugged coasts in the north and south and rolling forests that taper into flat plains in the east. There are few good ports, and no deepwater ports at all in the north. The Triple Alliance is roughly in the center of the continent.

Government

Feudal electorship. Archdukes, Dukes and Counts vote to elevate a Duke or Archduke to the High Kingship, a position held for life. Barons serve viscounts or counts, who in turn serve Dukes or Archdukes. Some barons and counts are styled 'free', and swear fealty directly to the High King. Archdukes, Dukes and Free Counts may attend the Council, an advisory parliament with little hard power (but substantial influence), as may several high-ranking clerics, important guild leaders and powerful mages.

Religion

Religion is an important part of life in the Triple Alliance, and religious tolerance is considered an important civic ideal. The primary religion centers on the Neufiad, which contains nine gods, three from each of the founding Races of the Triple Alliance.The orcs contributed the Goddess of Love and War, the Goddess of Fire and the God of the Spirit World. Humans put forth the Goddess of Death, the God of Walls and the God of Knowledge. Halflings added the Goddess of the Sun, the God of Agriculture and the Goddess of Luck. Three minor gods are also associated with this pantheon, the Goddess of Nature, the God of the Moon and the God of Magic.

Elvish, Gnomish, Dwarvish and (metallic) Draconic religions are also practiced in the Triple Alliance by members of those races, in far smaller numbers. The Paladins of Bahumat are notably integrated tightly into the nation.

Duchies and Major Cities

Major Figures

NPCs

Military

Economy

Other

The Cloud Republic

Dwarves on the mountaintops. With a surprisingly tough navy. And skyships. They are located west of the Triple Alliance, on a mountainous and arid peninsula.

The Elven Isles

North of the Triple Alliance, across the Narrow Sea, are the elves. They are reclusive and rarely send trade ships to the mainland, but are recognized as the masters of the sea. Their fleets still periodically patrol the draconic coast.

Tiamat's Dominion

The long island and surrounding archipelago south of the Triple Alliance and stretching east below the hobgoblin lands, is ruled by the Queen of Dragons in the flesh. Lizardmen, kobolds and chromatic dragons and dragonborn control the land here, and they await the day their royal goddess frees herself from the wasting curse set upon her so that they might once more reave the lands to their north.

The True Empire

East of the Triple Alliance lies a rapidly growing militant empire of hobgoblins. While they've long been a threat, their increasing organization, unity and tactical acumen is a cause for concern. They make regular use of conquered goblins, bugbears, savage orcs, trolls and other large humanoids in their regiments.

Maps