D&D Setting

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D&D Setting

Post  mirroredprince on Sat Jul 25, 2015 4:28 pm

thinking of bringing back Iara, setting from the thing, which has definitely a Mediterranean feel. Elves and humans are closely allied, with the majority of the half-elven population being among the nobles and aristocracy.

The human-elven alliance in Iara are currently in conflict with the majority of the Orcish clans.

More to add later, what do you think?
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Re: D&D Setting

Post  theaugust on Sat Jul 25, 2015 6:47 pm

Yes. Since it's a city-state with aristocracy, I'm guessing they have a prince/ess/duke/duchess/other? Was Iara a port city or on an island? Sorry, I really like the island idea.
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Re: D&D Setting

Post  mirroredprince on Sat Jul 25, 2015 7:16 pm

Ok here is what I had for it on my regular D&D Forum, so it sounds like it was a peninsula. No reason why it couldn't be an island.

"Jutting out like a fist into the Sanoria Sea, Iara is a thriving, racially-ethnically diverse metropolis.
 
[size=15]There was an elven kingdom to the north, which has been absorbed into the city-state, but for the most part, the elven people keep separate. Most interbreeding occurs as the result of political alliances between the human and elven nobility; thus most half-elves are members of the aristocracy. "
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Re: D&D Setting

Post  mirroredprince on Sat Jul 25, 2015 7:37 pm

Humans - Quite common in Iara. Forms most of the common and working class, and many merchants.

Elves - Fairly insular, keeps to themselves in the North. Most elves living within the city-state are there as diplomats and aristocrats married into the human nobility.

Half-Elves: The majority of half-elves are nobles as alliance-marriages between the nobility of the two races are quite common.

Dwarves - Dwarves live underground and in mountain towns, and those living within the human-elf lands are generally merchants, craftsmen, or mercenaries.

Gnomes - Gnomes can be found everywhere - many are traveling merchants, craftsmen, inventors and spell-casters.

Halflings - Many halflings live in halfling-only communities and villages outside the main walls of Iara proper. Many are fisherfolk among the small islands spread out near the main island. Those living within the city perform all kinds of jobs, as rogues, servants, street-vendors and entertainers.

Orcs - There are orc Clans living outside the walls in the forest that covers a fourth of the island. Orcs are considered to be brutish and evil by he majority of the other races, but in truth they are as diverse as any other race. Their culture is based on strength and skill in battle, and they perform raids on villages and ships throughout the land, which is where their reputation comes from.

Half-Orcs: Though half-orcs are born through any number of means, they are generally considered to be the result of assault, by both human and orc alike. Some are raised with love, others are mistreated, and some are abandoned in the wilds. Those who make their way in the so-called civilized lands often serve as thugs, pirates, and mercenaries.

Tieflings: Even less tolerated than orcs and half-orcs, these throwbacks to demonic ancestry are almost always abandoned or killed as children, or locked away out of sight.
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Re: D&D Setting

Post  theaugust on Sun Aug 09, 2015 8:27 pm

Saint Maelys, patron of the dispossessed and downtrodden, defender of all good folk
lawful good deity, domains: good, healing, law, protection

Maelys was born a mortal woman. Through the trials and tribulations of a life devoted solely to the protection of good, she ascended to divinity. She is known widely as a benevolent and stalwart warrior goddess. Depictions vary between a tall figure in full plate with longsword and heavy shield and a humble figure in sack cloth. She adhered to a strict code in life, which her clerics and paladins now follow. To varying degrees as some disagree over interpretations of Her Good Works, a collection of contemporary accounts, revelations, commandments, and promises. These disagreements has led to the development of different Orders within her Church.

The Order of the Narrow Path are strict followers of Maelys' tenet of poverty. They own nothing. Their Churches, most often public buildings constructed by the very community they support, have a reputation for being sparse and cold places. But they are most often the heart of their congregations as they serve as both a house of worship and a community hall for gatherings of all varieties. Members take great pride in maintaining and improving their Churches. Not every Church has a priest in residence, but many clerics of the Order travel to wherever there are people in need. While the majority of Maelys' followers belong to this Order, it lacks any hierarchy or central authority. Which often puts them in conflict with other Orders.

The Order of the Shield are devoted to the protection of Good. Most paladins are part of this Order, well known for the intense trials undertaken by its members. These are most often done at remote hermitages, known only to the Order, or monasteries. Within the Order are two kinds of monasteries: one for priests and the preservation and pursuits of divine knowledge, one for paladins and their early trials. ...and stuff about the hierarchy and military power and i think that's it?

The Order of [something something] are concerned chiefly with preservation of law and order. Some paladins. Kinda like the Inquisition. Ascetic. Trials are series of journeys into solitude to contemplate the nature of law. So, you know, sometimes fanatics. Known for large, severe cathedrals.

The Order of [something something] were originally part of the Order of the Shield but splintered due to disagreements. Frequently under investigation for corruption.

Each Order elects four representatives to the Church's synod. It has three main functions: voting on the appointment of members to the Church's central hierarchy, settling disputes and otherwise overseeing the Orders.
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