Free State of Dynoria (Dynorian Steppes)

  • Capital: Freestone
  • Government: Constitutional Monarchy
  • General Alignment: Chaotic Good
  • Population: ~35,000,000 (~70/sq. mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 39% (~195,000 sq. miles)
  • Major Cities/Capitals:
    • Freestone: This large, teeming city is a vast melting pot of cultures and peoples.
    • Sadhe Kiristi: An old city in the plains of Dynoria.
    • New Dynoria: A young city built on the ruins of its predecessor, New Dynoria is a major shipping hub.
  • Cities:
    • Dunwiddie: Gnomish city of learning and science.
    • Queshka: The last major city of the Ques, the native people of Dynoria.
    • Point Naris: Lumber and shipbuilding city, it has a strong naval presence.
    • Newland: A frontier city bordering the Great Untamed, it is popular as a refuge of those seeking their fortunes in the dangerous lands beyond.
    • Castle Greystone: Once an equal part of the Tri-Cities (Dynoria, Greystone, Freestone), this city has yet to recover from the wars that ravaged its populace.
  • Townships: Icehold, Port Jynn, Fisher's Folly, Medhe, Leah, Tertes, Intera, Whaler's Rest

Climate: Temperate, and dry throughout the steppe, the coast receives considerably more rainfall than the interior. Temperatures range from arctic extremes (-40 C) in the southern ranges in the winter, to 40 C at the height of summer in the northern steppes. The rainy season in spring brings monsoons that last the entire month of Nature's Hand. Autumn sees scattered rain showers, with summer being hot and dry, and winter being cold, windy, and dry with an occasional heavy snowfall. The coastal regions often experience severe blizzards in the winter. Tornadoes and duststorms are common in the interior of the region during the summer, and lightning storms often accompany the monsoons during the spring.

Geography: Situated in the southwest of the continent, the Free State is bordered by the Great Untamed and the Holy Republic of Astalus to the east, and the Nevarine Combine and Elven Nation to the north. The terrain is dominated primarily by the Dynorian steppe, with a small range of mountains to the south and a forested region in the west along the coast. Also, a great canyon named the Dry Pit lies conspicuously amidst the plains.

The Dry Pit is a dangerous place of wild and anti-magic, where few people return from. It is thought that an ancient evil resides there, and legends tell of it being the site of the final battle between the Gods and the Dragon-Lords. It is a deep canyon of rocky spires and craggy ravines.

History and Politics: The region was first settled by the Ques sometime in the Dawn of Man. Little is known of their origin, even amongst their own population. What is known is they developed a fairly advanced society throughout the southwest based on honor, loyalty, and the Great Spirits. Refugees flooded in during the Dawn of War, making the region a highly eclectic blend of cultures and tribes, which would set the tone for the region.

During the Mercenian Dynasty, the Ques were systematically conquered by the King's forces. A system of forced intermingling with invading settlers dissolved much of their ancient customs, though pockets survived. The city of Queshka remains a bastion of Ques traditions, architecture, and society.

The region is named after the conquering general, Chief Thrangol Dynor, who became the areas first prefect, or marquis, choosing the city of Dynoria as his capital. For the next several centuries, the region persisted as a miniature empire for the marquis under the feudal system. During the Rising of the Three, the region suffered the worst of the undead's assaults: the city of Dynoria - a thriving port estimated to house over 50,000 souls - was completely razed, and its population enslaved. Several other cities were destroyed or attacked; Castle Greystone survived, but saw most of its population dead through plagues and starvation, and the city proper destroyed.

After the three were defeated, the region was in turmoil. Those rulers who hadn't fled or been killed had often survived at the expense of their subjects. In each of the cities - now isolated and alone in the aftermath of the war - saw peasant revolts that quickly established democracies in various forms, based on plebian rule. Once trade and travel between the cities began, the cities formed an alliance of city-states which would persist until their defeat during the Age of Reunification.

After reunification, attempts to instill a feudal system were met largely with unrest and peasant revolts. The Edict of Self-Governance, issued in ER 1348, declared that the cities of Dynoria could form their own governing bodies, with their imperial representative being elected amongst their own number, who would give fealty to the King. This quelled much of the unrest, and the city-states quickly reverted back to their former democratic customs, though more standardized across the region.

Laws: Compared to other regions throughout Muriah, the laws and penalties in the Free States are fairly lenient. Most serious crimes (cavorting with demons, murder) incur banishment, or life imprisonment, with only the most heinous crimes awarding execution (treason, mass murder). Lesser crimes incur a modest fine, time in prison, or time at hard labor.

The court systems are overseen by the Church of Midir, though most cases are decided by a jury of peers. Each citizen is expected to perform their civic duty on the jury, as needed. Failure to report for duty is considered a fairly serious breach, and results in a fine and potential expulsion from the community.

Each citizen of a community is also expected to serve in their militia for two years upon reaching their maturity (16 for humans, equivalent for other races), with exceptions being rare (health, previous service provided, etc.). A modest stipend is paid for their time. Not all positions in the militia require patrol; many spend their mandatory two years as clerks, gophers, or assistants to the commanders. Service in the militia is a source of pride for most, an onus for others.

Economics: Being the second most populated region on the continent (the Holy Republic of Astalus being first), the area is a major market for traders the realms over. The Free States, with its lenient laws, has become a melting pot of cultures from others fleeing their own societies. Combined with fairly lenient laws and punishments, crime in many of the cities can be problematic, but when it comes to innovation and new products, the Free States is first.

Military and Clout: The Free States maintains only a small volunteer military force, but each city has a sizeable militia on hand, due to their policy of required service. And each citizen is typically at least trained in the use of weaponry. The Dynorian Navy is adequate for stopping most pirate raids, though they rely more on hiring mercenaries to seek out bandits and raiders typically.

The Free States have an ongoing border dispute with the Holy Republic of Astalus around the city of Intera, which has on occasion resulted in military standoffs and even an occasional violent outbreak. Frequent incursions into the Great Untamed has caused much strife with the Druidic Council, who often stages protests, demonstrations, and even sabotage. The Free States are on good terms with the Elven Nations, one of their major trading partners.

Politically, the Free States keep to themselves, and most other regions ignore them.

Alternate Materials: Wood

  • Oak, Ash, Pine, Elm, etc.: Standard woods from across the realms. There is little difference between the types, typically.
  • Yew: A rare, natural wood that is stronger than most, and ideal for crafting tools and weaponry.
  • Stoutwood: Special trees, tended by Elven forest-keepers, produce Stoutwood. It is stronger than even Yew, and sought after for bows and crossbows.
  • Grovewood: The wood of trees found in a Dryad's grove is naturally imbued with their subtle magics.
  • Heartwood: The wood from the heart of a treant has many properties useful in crafting.
  • Ironwood: This Fey wood is as hard and strong as iron, hence its name. Some cultures have even used it in crafting armor.
  • Deeproot: Found in deep pockets of the elemental plane of Earth, this pliable, ropy wood is naturally impervious to acid.
  • Iceshard Stalks: Iceshard Kelp grows in great stands on the elemental plane of Water. The stalks from the kelp can be used to craft an assortment of tools, weapons, and shields.
  • Corpruswood: Favored by necromancers and the undead, Corpruswood comes from the few dried out, lifeless husks that dot the Negative material plane. It is infused with the life-draining energy of that plane.
  • Shadowwood: From the echoes of normal trees on the plane of Shadow comes shadowwood, a light, strong material with numerous special properties.
  • Lifewood: In the outer planes grow the eternal Life Trees. Undying, their wood continues to live on, and through magical means can be fashioned into self-sustaining tools and goods.
Game Effects
Wood General Effect Weapon Effect Armor Effect Craft DC Mod Hardness Hit Points
Oak, Ash, Elm, Pine, etc. None None None 0 5 10
Yew None +25% Range Bows/Crossbows None +2 6 12
Stoutwood 10% Lighter +50% Range Bows, +1 Dam Crossbows None +4 8 15
Grovewood None None +2 Saves (Resistance) +6 8 15
Heartwood None Bows/Crossbows: +1 Att (Inherent) Ammunition: +1 Dam +4 Saves (Resistance) vs. Death effects +8 8 15
Ironwood None Counts as Cold Iron for DR Can be used in place of any type of metallic armor; 50% lighter than equivalent metal armor +10 10 30
Deeproot Impervious to Acid None Can make Leather/Hide/Banded; Resist Acid 5 +12 8 40
Iceshard Stalks Impervious to Cold +1 Cold dam; x2 vs. Fire (and bypass DR) Shields: Resist Cold 10 +12 5 12
Corpruswood None +1 Negative energy damage Shields: Positive Energy Resist 10; Attackers in melee take 1 point of negative energy damage each round +15 5 15
Shadowwood 50% Lighter +50% Range, +1 Dam Shields: -2 Armor Check Penalty, Darkness 3/day CL 5; Armor: 1 category lighter, -4 Armor Check penalty, +2 Max Dex, -10% ASF (plate/banded/lamellar armors only) +20 5 10
Lifewood Heals 1 point/round Bows/Crossbows: +1 Att/Dam (Inherent) Ammunition: Entangle on the target (Reflex DC 20 to avoid, CL 10) Shields: bearer gets 1 free bash attack per round at highest BAB Armor (Leather/Hide/Banded/Plate/Lamellar): Wearer immune to Death effects +25 8 50

Alternate Materials: Metals

  • Bronze: An alloy of copper and tin, this metal is still used in some areas for weapons and armor. Heavier and softer than iron or steel, it is easy to work with.
  • Iron: This common ferrous metal is frequently used in cheap arms, armor, tools, and construction. Heavier and more brittle than steel, it is also prone to rust and deterioration.
  • Cold Iron: Mined from only the deepest mines, cold iron is naturally magic absorptive, and is hard as steel.
  • Silver: Typically used for ornamental weapons, silver or silvered weapons are sometimes used to defeat certain creatures resistant to normal weaponry. Because silver is a malleable metal, it makes for poor weapons.
  • Steel: An alloy of iron and carbon, steel is much harder and much more resitant to corrosion than iron. This results in tools, arms, and armor that are more effective and lighter than bronze or iron equivalents. Steel has become the standard metal for most things in the Kingdom of Muriah.
  • Fine Steel: A high grade variant of steel, it is typically lighter and slightly stronger than standard steel. And more costly.
  • Meteoric Steel: A very rare steel fashioned from the body of fallen stars, meteoric steel weapons and armor is highly prized for their quality and effectiveness.
  • Mithral: A magical alloy of silver and steel, the creation of mithral (or mithril) is a closely guarded secret by the elven realms. It is a wonderfully light, strong metal prized for arms, armor, and magical items.
  • Adamantium: An extremely dense, dark metal, adamantium is found in the deepest veins, and is said to proliferate in areas with a particular affinity for the elemental plane of Earth. The dwarves of the realms are the masters of working with adamantium.
  • Dark Iron: Also known as Shadowsteel, this incredibly light metal is as black as night. Found only on the Plane of Shadow, it seems to suppress the light around it, or draw in the shadows closely to it.
  • Aquaviius: A greenish, coppery metal mined on the elemental plane of Water, also called Greensteel, it is extremely cold to the touch, and is impervious to corrosion or rust.
  • Auran Steel: An extremely crystalline metal from the elemental plane of Air, this amazingly light material is valuable in arms and armor.
  • Obsinium: Found near volcanoes and the elemental plane of Fire, Obsinium or Firesteel is always hot to the touch, and is a dark, smoky gray.
  • Astral Steel: Mined by the Githerzai and Githyanki on the Astral plane, Astral Steel is very rare, and very valuable. Incredibly light and impossibly hard, it is a key material needed for vorpal weapons.
  • Ultiminium: A near impossible alloy of adamantium and astral steel, it is a legendary material said to be nigh indestructible.
  • Godsteel: In the far corners of the Outer Planes, deep in the demesne of the most powerful Gods, this metal is fashioned from the will of the devout. Utterly indestructible, little is known of this epic metal.
Game Effects
Metal General Effect Weapon Effect Armor Effect Craft DC Mod Hardness Hit Points
Bronze +25% Heavier -1 Damage +2 Armor Check Penalty -2 8 15
Iron +10% Heavier None None -1 10 30
Cold Iron +2,000 Gold to Enchant Defeats some DR +1 Saves (Resist) vs. Spells +4 10 30
Silver None -1 Damage; Defeats some DR None Use Craft (Alchemy) 8 10
Steel None None None 0 10 30
Fine Steel 10% Lighter None None +2 10 30
Meteoric Steel 10% Lighter +1 Attack (Inherent) Resist Electricity 5, -1 Skill Check Penalty +4 12 30
Mithral (Mithril) 50% Lighter +1 Attack (Inherent) -3 Skill Check Penalty, -10% ASF, +2 Max Dex, 1 Category Lighter +8 15 30
Adamantium 25% Heavier +1 Damage, Bypass hardness up to 20; Defeats some DR DR: Light and Shields 1/-, Medium 2/-, Heavy 3/- +10 20 40
Dark Iron (Shadowsteel) 50% Lighter +1 Negative Energy Damage, +1 Attack (Inherent) +4 Hide (Inherent), -10% ASF, +2 Max Dex, -4 Skill Check Penalty, 1 Category Lighter +12 15 15
Aquaviius (Greensteel) 10% Lighter +1 Cold Damage, x2 Damage vs. Fire (and ignores DR) Resist Cold 5, Water Breathing while worn +12 18 35
Auran Steel 75% Lighter +2 Attack (Inherent), x2 vs. Earth (and ignores DR), double range on ammo/weapons Swift Fly CL 10 3/day +15 15 20
Obsinium (Firesteel) 10% Lighter, immune to fire +1 Fire damage, x2 vs. Water (and ignores DR) Resist Fire 20 +12 15 30
Astral Steel 50% Lighter Ghost Touch, +1 Attack (Inherent) Armor Bonus applied to Touch attacks, -10% ASF, +2 Max Dex, -4 Skill Check Penalty, 1 Category Lighter +15 15 20
Ultiminium 10% Lighter +2 Damage, Crit Multiplier +1, bypass hardness up to 25, considered Epic/Adamantium for DR DR: Light and Shields 2/-, Medium 4/-, Heavy 6/-, applies Armor bonus to Touch attacks +20 25 50
Godsteel Indestructible x2 Damage, +1 Crit Multiplier, Threat Range, bypass all hardness; Considered Epic/Adamantium/Silver for DR DR: Light and Shields 6/-, Medium 12/- Heavy 25/-, Resist All 10 +30 N/A N/A

Capaal (Metropolis)

  • Classification: Metropolis
  • Population: 66,000
  • Wealth: Wealthy
  • Major Industry: Baths/Spas, Marble, Books
  • Specialty Goods: Salted Lakefin Perch, Mithril arms and armor, Magic
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Count Liam Du'Ne'Sina
Demographics:
Human: 42% Half-Elf: 15% Elf: 24%
Dwarf: 2% Gnome: 7% Halfling: 8%
Half-Orc: <1% Other: 1%

History: Capaal is an ancient city. Some historians claim to trace its origins back to the Precursors, stating that one of the Dragon lords themselves ruled from a throne near the city. Numerous (now abandoned) dragon caves near the city give credence to these theories, though no definitive signs of their existence remains. The earliest known records of a settlement however lies in the annals of the Elven histories, which indicate a fishing village existed sometime around EH 100.

Situated next to the largest fresh water lake on the continent, Capaal quickly grew into a sizable elven community. When humans began settling the Dyninn, the elven lords at first forbid them from entering the city. They would instead go on to found Tourmaline, who would grow to rival Capaal for influence in the region. When non-elves were finally permitted to settle in Capaal, the transformation was rapid. Scholars and magicians flocked to Capaal, seeking access to the elven lore. Money poured into the city as well, and the city became a haven for luxury and power.

City Lore: Capaal consists of three main districts: the University district, the Old City, and Cliffside. The University district is given over almost entirely to mundane learning, arcane studies, and other such past times. It is almost a city unto itself, with its own set of walls and militia to keep the students from the distractions prevalent in the Old City. The University of Capaal was the first university founded in the realms, and is renowned for its status and quality of education. Several other smaller schools and colleges also operate in the University district. Crime is low, usually just being petty vandalism and such by youthful students.

The Old City is where the rich go to play and live, in extreme wealth and comfort. Crime is almost non-existent here, thanks to the well-heeled militia that protects the interests of the cities elite. Luxury spas, villas, and restaurants abound, as do high prices and exorbitant fees, in this district, which overlooks Lake Capaal from the city's prime real estate atop the lake cliffs.

Cliffside is where everyone else lives, namely those that service the Old City: the maids and servants, the spa attendants and restaurant cooks. It sits at the bottom of the lake cliffs, next to Lake Capaal and below the Old City. Crime is a problem, as it is densely crowded, and the residents are poor and ill treated. The militia have a low presence, usually only showing up for severe disturbances. Capaal seems to have a Cliffside revolt every few decades.

The weather in Capaal is mild, thanks to the lake effect. Spring is usually rainy, with a dry, hot summer with frequent thunderstorms. Autumn is warm and mild with a fair bit of rain, followed by a short cold season. The city sometimes receives one or two snowfalls in the winter, but many years none at all.

Cuisine in Capaal is based on the lake, with many dishes involving the local perch, trout, and bass species. Fresh vegetables, tubers, and fruits are available practically year round. Many excellent wineries are in the area.

Count Liam Du'Ne'Sina is the continents first half-elven Count, and has ruled the city peacefully and successfully for over two decades. The city houses each of the Arcane Guildtowers, and has a temple or shrine for all of the major, legal religions. The Axebashers and the Sword and Shield Association both have guild halls in the city. The Black Wolf Crew, a bloodthirsty gang of bandits-cum-thieves runs the black market in Capaal. They've switched mostly to prostitution and gambling, though have been known to get involved in extortion, burglary, and pretty much any other lucrative crime.

Landmarks/Places of Interest:

  • Dragon Caves - just outside the city are many large caves in the limestone hills purported to have been used by dragons in ages past. Souvenirs abound.
  • The Grand Spa - near the lakes edge, hot springs and thermal vents create a natural spa effect. The heady vapors are said to expand ones feelings of well-being and contentment. Only for those with a healthy collection of platinum coins.
  • The Elven Quarter - centered around the original fishing village, the architecture has not changed for centuries, giving visitors a glimpse into the ancient past.