Akar D'Zon

Post/Author/DateTimePost
#1

dirtymc11

Sep 19, 2007 19:24:58
Name : Akar D'Zon
Main Continent : Obiniaras
Brief Description Of World : Akar D'zon is roughly twice the size of Earth. It rotates around a Sun roughly the same size as ours. This star is known as Gul'Zabir (which means 'The Burning Boy' in the vorstel Language. There are 13 moons which revolve around the planet. Each of these is believed to be the home of one of the major dieties of the VorsTel Pantheon (the gods known collectively as The Akar). There are atleast 3 continents known to the residents of Obiniaras, but because of the Tidal tensions caused by the moons there is very little inter-continental travel.

Brief Description of Obiniaras :

Obiniaras is a large continent that is divided by a shallow sea known as The Blood Rift.
The Western side is far more populous than the Eastern.
The eastern side contains the vast wasteland known as the Pride Lands. It also contains the lush woodland known as Trolis Wood. There is no large advanced civilization that is based on the Eastern Side.
There is not very much exploration of the Eastern side by those who reside on The Western Side.
Perhaps the strangest thing about the Eastern side is that the Weave (the source of Magic on this world) is completely dead within the boundaries of the Pride Lands.
#2

dirtymc11

Feb 02, 2008 19:33:53
World Name : Akar D'zon (this is from the vorstel language. The basic meaning of the system known as D'zon is that the master has a responsibility to teach his slaves so that they can one day be the equals of the masters. Akar is the name of the Vorstel gods when refering to them as a collective. so basically the belief is that this world is the training ground where the gods teach the mortals how to become their equals).

Cosmology : Akar D'zon is the 4th planet that orbits the star known as Gul'Zabir(The Burning Boy). There are 13 small Moonlets (basically large asteroids) that orbit Akar D'zon. Each of these is believed to be the Abode of one of the Major VorsTel Dieties.

Calendric system : All of the 'Civilized' Nations use the VorsTel callendarsystem. This system divides the year into 13 months. Each month is named for the 'moonlet' that is most prominent that month. Each month is further divided into 6 weeks (each week is named for a Cultural hero of the Vorstel). Each week is further divided into 5 days that are 36 hours long.

The Months are :

Vorstine : the begininning fo the year for the VorsTel. The 1st6 day is also the Vernal equinox.
Breatine :
Glaztrine:
Natularine
Garmenzirine
Zaldunirine
Muldiri
Parisine
Muergine
Vlastisine
Dueldine
Bomdriline
Zanstrifine

The Names of the Weeks are :

1st week : Koehla
2nd week : Mizras
3rd week : Krivnis
4th week : silvanya
5th week : Jorami
6th week : Marrissa

The names of the days are :

1st day : Traki
2nd day : Duvi
3rd day : Graz
4th day : Mundis
5th day : Junith
6th day : Amicu

The way this is recorded is as follows :

Month name, Day name-Week name.

For example the 5th day of the 3rd week of the 6th month would be written as follows :Zaldunirine, Junith-Krivnis.

Magic : All arcane magic that is used follows the VorsTel system (except for the fledgling Mantran school). This system utilizes an energy field known as the Weave that is invisible to all but those who are connected to it. Theory says that this field is composed of energy that all non-sentient life uses naturally. Sentient life is only connected to it by study and use. While using The Weave brings great power to the user it is also a very dangerous tool. The closer ones connection to the Weave the more the Weave allows you to utilize its energy. This energy is inimical to the body of all known races. When a Weaver channels the energy through their body they slowly replace their own flesh with the energy of the weave. The more powerful one becomes the more a part of the Weave they become and the more the weave seeks to reclaim the user. There is a saying Weavers have that sums this up well. "Knowledge brings power. Power brings life lines. Lifelines bring pain. Knowledge is Pain."

Major Landmasses :There are atleast 3 continents known to the residents of Obiniaras, but because of the Tidal tensions caused by the moons there is very little inter-continental travel. The land masses known are Obiniaras, Muuniris, and Vraelin.

Continent : Obiniaras
Obiniaras is a huge landmass that is roughly the same size as the Eurasian Landmass. It is divided by a shallow sea that is known as the Rift of Blood.
The Western side is far more populous and home to the major civilized nations.
The eastern side contains the vast wasteland known as the Pride Lands. It also contains the lush woodland known as Trolis Wood. There is no large advanced civilization that is based on the Eastern Side.
There is not very much exploration of the Eastern side by those who reside on The Western Side.
Perhaps the strangest thing about the Eastern side is that the Weave (the source of Magic on this world) is completely dead within the boundaries of the Pride Lands.
#3

dirtymc11

Feb 28, 2008 20:14:22
From the files of Amicus Koehlarin


The Weave is in the simplest terms a bi-product of the plant life of Obiniaras. Much like plants give off oxygen as a by product of photosynthesis the plants of Obiniaras produce Weave energy. This energy is contained in a field that connects all plant life and those who utilize the Weave consciously.
There are many animals and insects that instinctively use the weave (herbivores who locate preferred plant types by finding their distinctive weave energy, or insects that use the weave field to navigate). There are even a few species that utilize the Weave to create effects similar to those performed by sentient manipulators. However only those who use the Weave in a conscious and intentional manner have what Weavers call Life lines.
Life lines are dirrect contacts with the energy field and are the means by which a manipulator channels the energy through their bodies. The number of Life Lines one possesses is a good indicator of the level of power a weaver has access to.
The major benefit of using the Weave is that it allows you to alter the normal rules of reality in various ways. The Major drawback is that the energy is not compatible with non-plant based tissues. Channelling the energy through non-plant tissue inevitably eats away at the host's cellular structure. Over time this incompatibility can be deadly. The only way to prevent death by slow destruction is through sheer willpower. The best weavers are able to hold their bodies intact because they have a very strong desire to do so. Each time a weaver gains access to stronger energy they have a chance of dying. Eventually a powerful wizard is nothing more than a bunch of Weave energy kept together and isolated from the Weave by sheer force of will.
A Weaver can still be harmed by physical force but any wounds that appear are merely the weaver's mind representing the disruption of their energy. Healing spells still work because the weaver still has living cells and the healing spells serve as a focusing agent.


(WILL CONTINUE MORE LATER)
#4

dirtymc11

Nov 15, 2008 2:04:13
The History of Obiniaras (An exerpt from the Journals of Amicus Koehlarin)

I have been unable to find anyone who takes credit for the creation of the world itself that has any credibility. From what I have discovered even the Akar themselves take no credit for this. Many take credit for alterations they have made to it but noone claims to have created it themselves. I believe that this may be due to the fact that the periods of time known as the Walks (when the Akar have been forced to take mortal form and regain their power) have resulted in the original creator diety losing his power and being replaced by another who did not know this information, My theory is that noone of those who are now counted among the Akar were actually Akar at the creation.
What I can tell you is that each race of sentients (with the exception of the Telian Races) was either created by one of the Akar or migrated to Obiniaras from elsewhere. The Kaian races are from another land and appear to have been refugees when they came here. They retain no knowledge of their origins beyond the fact they were running away from someone who sought to enslave them.
The Telian derived races, it is agreed, were actually born from the land itself and none of the Akar takes credit for their creation.
The History of Obiniaras begins with their birth. It is not known where they originally lived but eventually most lived in tribal groups in the thick forests that once covered what is now known as The Penstafolis.
There they lived idyllic existences and rarely encountered others outside of thier tribal group. Then one day the creature known as Dryll came to their lands and enslaved most of the tribes. Dryll is known to be the oldest living creature on Obiniaras and predates most sentient races creations. Whether or not he predates the rise of the Telians is unknown.
For a period of time that was probably around 200 years he ruled the tribes. He demanded food and slaves from them and each tribe was randomly selected to provide him with his requirements each year.
Life was hard and dangerous for the Telians but since they could not match Dryll in power they did what was required of them.
Then one day as 3 of the Tribes (Koehlarin, Uzmarante and Ele Drize) met for the tournament that would decide who would provide Dryll with the tithe for that year, a man walked into their camp and told him that he would take 100 warriors from each Tribe and teach them skills that would make it so that in a few years they could drive Dryll out and no longer have to fight one another or suffer under tyranny.
The tribes eventually agreed to try it and sent their warriors with him. For 10 years life continued as it always had for them. They paid the tithe when it was theirs to pay and they forgot about the warriors they had sent away.
Then one day as Uzmarante waited for d\Dryll to arrive to collect the tithe the unthinkable happened. As Dryll landed to collect his payment the lost warriors appeared from ambush and in the battle that ensued they inflicted grievous injuries to Dryll and forced him to flee.
Word spread to the other Tribes of this and they all met together when summoned by the mysterious man who had trained the warriors. He said that he would teach all of them these new arts but only if they agreed to follow a set of rules he had created. their gratitude made them quickly agree and the 3 leaders recieved what we now call "The Path and The Way'.
The man revealed himself to be the Akar known as Vors and named them his people. Thus they called themselves the VorsTel (the people of Vors).
They then embarked on their newfound path to bring order and Law to the world. They spread this knowledge to the other tribes. Most accepted out of gratitude from being freed from Dryll, but some either resisted or fled to lands beyond the VorsTel lands.
Then they began to drive out the savage races that had either been enslaved by or willingly served Dryll. This was not as easy as it seemed but slowly they began to spread their influence farther and farther afield.
The skills they had learned from Vors gave them a great advantage over the more primitive cultures that lived near them.
Then some 2000 years after they were freed a disagreement broke out that became known as the 1st VorsTel Sundering. (more to come)
#5

dirtymc11

Nov 16, 2008 3:47:06
(OKAY THIS is becoming totally random but this is what i was working on this evening. These are my population stats for the nation of the Burrows (also known as Mantra). It is populated by a nation of halflings who have recently become very militaristic and have secured their own homeland under a charismatic leader. The feel of these cities is Nazi germany but with most of the typical halfling community mindedness. These guys have forsaken the typical happy go lucky attitude because they have been convinced it is necessary to protect themselves from the talls. Also they do not worship any dieties at all. They believe that their gods failed to protect them adequately so they turned their back on the gods.)

THE BURROWS
Size: 5,000 square miles
Civilization: 2,700 square miles (54%)
Wilderness: 2,300 square miles (46%)
Castles: 9
Castle Ruins: 1
Population Density: 96 people per square mile
Total Population: 480,000 people
Rural Population: 432,000 people (90%)
Urban Population: 43,200 people (9%)
Isolated Population: 4,800 people (1%)
Urban Population Centers:


BRIGHTBROOK’S CROSSING
Capitol City, Population 8,300
Size: 0.21 square miles or 136 acres
GP Limit: 15,000 gp
Total Liquid Wealth: 6,225,000 gp
Power Centers (alignment)
1. Nonstandard (NG)
2. Magical (LG)
Constable: Jeremiah Crosseye

Halfling 8,300 100%



Class PCs by Level
Barbarian | 7 (x1), 4 (x2), 2 (x4), 1 (x8)
| 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Bard | 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Cleric | 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Druid | 2 (x1), 1 (x2)
| 5 (x1), 2 (x2), 1 (x4)
Fighter | 12 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 9 (x1), 4 (x2), 2 (x4), 1 (x8)
Monk | 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Paladin | 7 (x1), 4 (x2), 2 (x4), 1 (x8)
| 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Ranger | 3 (x1), 2 (x2), 1 (x4)
| 1 (x1)
Rogue | 12 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Sorcerer | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Wizard | 8 (x1), 4 (x2), 2 (x4), 1 (x8)
| 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Class NPCs by Level
Adept | 8 (x1), 4 (x2), 2 (x4)
| 8 (x1), 4 (x2), 2 (x4)
Aristocrat | 7 (x1), 4 (x2), 2 (x4)
| 10 (x1), 5 (x2), 2 (x4)
Expert | 12 (x1), 6 (x2), 3 (x4), 2 (x8)
| 12 (x1), 6 (x2), 3 (x4), 2 (x8)
Warrior | 9 (x1), 4 (x2), 2 (x4)
| 9 (x1), 4 (x2), 2 (x4)
Commoner | 17 (x1), 8 (x2), 4 (x4), 2 (x8)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8)
Level 1 NPCs
|
| 39
|
| 39
|
| 233
|
| 388
|
| 7,067





VIXEN PORT Population 5,400
Size: 0.14 square miles or 89 acres
GP Limit: 15,000 gp
Total Liquid Wealth: 4,050,000 gp
Power Centers (alignment)
1. Conventional (LG)
2. Conventional (LE)
Constable: 2nd Highest Level Warrior Racial Demographics: Isolated
Halfling 5,400 100%



Class PCs by Level
Barbarian | 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Bard | 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Cleric | 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Druid | 5 (x1), 2 (x2), 1 (x4)
| 4 (x1), 2 (x2), 1 (x4)
Fighter | 8 (x1), 4 (x2), 2 (x4), 1 (x8)
| 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Monk | 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Paladin | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Ranger | 2 (x1), 1 (x2)
| 1 (x1)
Rogue | 8 (x1), 4 (x2), 2 (x4), 1 (x8)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Sorcerer | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
| 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Wizard | 8 (x1), 4 (x2), 2 (x4), 1 (x8)
| 10 (x1), 5 (x2), 2 (x4), 1 (x8)
Class NPCs by Level
Adept | 12 (x1), 6 (x2), 3 (x4), 2 (x8)
| 11 (x1), 6 (x2), 3 (x4), 2 (x8)
Aristocrat | 7 (x1), 4 (x2), 2 (x4)
| 8 (x1), 4 (x2), 2 (x4)
Expert | 13 (x1), 6 (x2), 3 (x4), 2 (x8)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8)
Warrior | 9 (x1), 4 (x2), 2 (x4)
| 9 (x1), 4 (x2), 2 (x4)
Commoner | 16 (x1), 8 (x2), 4 (x4), 2 (x8)
| 19 (x1), 10 (x2), 5 (x4), 2 (x8)
Level 1 NPCs
|
| 24
|
| 24
|
| 146
|
| 244
|
| 4,444



REDLEAF CITY
Town, Population 6,600
Size: 0.17 square miles or 108 acres
GP Limit: 15,000 gp
Total Liquid Wealth: 4,950,000 gp
Power Centers (alignment)
1. Magical (LN)
2. Conventional (LG)
Constable: Highest Level Warrior Racial Demographics: Isolated
Halfling 6,600 100%



Class PCs by Level
Barbarian | 10 (x1), 5 (x2), 2 (x4), 1 (x8)
| 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Bard | 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Cleric | 12 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 10 (x1), 5 (x2), 2 (x4), 1 (x8)
Druid | 3 (x1), 2 (x2), 1 (x4)
| 2 (x1), 1 (x2)
Fighter | 20 (x1), 10 (x2), 5 (x4), 2 (x8), 1 (x16)
| 20 (x1), 10 (x2), 5 (x4), 2 (x8), 1 (x16)
Monk | 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 11 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Paladin | 8 (x1), 4 (x2), 2 (x4), 1 (x8)
| 8 (x1), 4 (x2), 2 (x4), 1 (x8)
Ranger | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
| 9 (x1), 4 (x2), 2 (x4), 1 (x8)
Rogue | 20 (x1), 10 (x2), 5 (x4), 2 (x8), 1 (x16)
| 20 (x1), 10 (x2), 5 (x4), 2 (x8), 1 (x16)
Sorcerer | 16 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 16 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
Wizard | 7 (x1), 4 (x2), 2 (x4), 1 (x8)
| 9 (x1), 4 (x2), 2 (x4), 1 (x8)
Class NPCs by Level
Adept | 11 (x1), 6 (x2), 3 (x4), 2 (x8)
| 10 (x1), 5 (x2), 2 (x4)
Aristocrat | 9 (x1), 4 (x2), 2 (x4)
| 8 (x1), 4 (x2), 2 (x4)
Expert | 16 (x1), 8 (x2), 4 (x4), 2 (x8)
| 17 (x1), 8 (x2), 4 (x4), 2 (x8)
Warrior | 11 (x1), 6 (x2), 3 (x4), 2 (x8)
| 12 (x1), 6 (x2), 3 (x4), 2 (x8)
Commoner | 17 (x1), 8 (x2), 4 (x4), 2 (x8)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8)
Level 1 NPCs
|
| 30
|
| 30
|
| 180
|
| 300
|
| 5,464



Brown Town, Population 2,300
Size: 0.06 square miles or 38 acres
GP Limit: 3,000 gp
Total Liquid Wealth: 345,000 gp
Power Centers (alignment)
1. Magical (LG)
Constable: Highest Level Fighter Racial Demographics: Isolated
Halfling 2,300 100%



Class PCs by Level
Barbarian | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Bard | 12 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
Cleric | 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Druid | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Fighter | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Monk | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Paladin | 5 (x1), 2 (x2), 1 (x4)
Ranger | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Rogue | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Sorcerer | 5 (x1), 2 (x2), 1 (x4)
Wizard | 7 (x1), 4 (x2), 2 (x4), 1 (x8)
Class NPCs by Level
Adept | 9 (x1), 4 (x2), 2 (x4)
Aristocrat | 6 (x1), 3 (x2), 2 (x4)
Expert | 8 (x1), 4 (x2), 2 (x4)
Warrior | 11 (x1), 6 (x2), 3 (x4), 2 (x8)
Commoner | 13 (x1), 6 (x2), 3 (x4), 2 (x8)
Level 1 NPCs
| 10
| 10
| 61
| 101
| 1,838

Logan's Port, Population 4,800
Size: 0.12 square miles or 79 acres
GP Limit: 3,000 gp
Total Liquid Wealth: 720,000 gp
Power Centers (alignment)
1. Nonstandard (LN)
Constable: Highest Level Fighter Racial Demographics: Isolated
Halfling 4,800 100%



Class PCs by Level
Barbarian | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Bard | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
Cleric | 5 (x1), 2 (x2), 1 (x4)
Druid | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Fighter | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Monk | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
Paladin | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Ranger | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Rogue | 9 (x1), 4 (x2), 2 (x4), 1 (x8)
Sorcerer | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Wizard | 6 (x1), 3 (x2), 2 (x4), 1 (x8)
Class NPCs by Level
Adept | 4 (x1), 2 (x2)
Aristocrat | 6 (x1), 3 (x2), 2 (x4)
Expert | 9 (x1), 4 (x2), 2 (x4)
Warrior | 8 (x1), 4 (x2), 2 (x4)
Commoner | 13 (x1), 6 (x2), 3 (x4), 2 (x8)
Level 1 NPCs
| 23
| 23
| 137
| 229
| 4,160

5: Town (pop: 1,800) demographics
6: Town (pop: 5,100) demographics
7: Town (pop: 4,400) demographics
8: Town (pop: 4,500) demographics
#6

bigmac

Nov 16, 2008 6:43:11
I think you might be posting this stuff in the wrong subforum.

This one is for published campaign settings - not homebrew.

Is this something that is supposed to bolt onto Spelljammer or Planescape? If it isn't you might want to find out the proper place for homebrew stuff and ask a moderator (I think they call them Orcs now) to move it.

EDIT: Try the House Rules & Homebrew subforum.