Bloodcoast Consortium (Sandstorm Desert)

  • Capital: Arroch
  • Government: Caliphate Triumvirate
  • General Alignment: Neutral w/ Evil tendencies
  • Population: ~18,000,000 (~64/sq. mile)
  • Area: 280,000 square miles
  • % Cultivated: 35% (~100,000 sq. miles)
  • Major Cities/Capitals:
    • Arroch: Capital of the region; largest bazaar on the continent, where anything and everything is for sale.
  • Cities:
    • Abu Drenis: One time pirate stronghold, now a wholly devout religious city.
    • Dakkar: Key city for caravans crossing the Sandstorm Desert.
    • Kundar: The Great Oasis. A refuge in the desert, where desert nomads gather.
    • Abu Qatar: Breadbasket of the Bloodcoast.
    • Sirennus: Key exporter of incense and strange medicines.
    • Kaspar: Quiet city of farmers and seafarers. Famous for Kasparian Sailfin.
  • Townships: Abu Quar, Jordis, Lyr, Highhold, Fyrst, Sunnis

Climate: Dry, warm to hot. The Bloodcoast region, as it is known, receives intermittent rainfall. The summer months are characterized by the monsoons, where it rains for 40 days at a time. The rest of the year is typically hot and dry, though the winter months at times see sustained rainfall. Snow occurs infrequently in the lower plains, and never in the upper plains.

Geography: The Bloodcoast is dominated by plains and desert. There are the upper and lower plains: the Plains of Solis and the Plains of Sunia, and the great Sandstorm Desert. The lower plains stretch into the Kingdom of Muriah, and many large field battles occurred along the Great River. To the south are the Forests of Myrh, or the Elven Forests.

History and Politics: The Bloodcoast region began as a series of nomadic peoples settled the region during the Dawn of Man. There were four distinct tribes: those of the upper plains (the Arroch), two in the lower plains (the Sentalli and the Saheli), and the nomads of the desert, the Qayaffi. The Saheli were eventually destroyed, and absorbed by the Sentalli, and the remaining three tribes skirmished and warred for centuries.

Sometime during the Endless War, around EH 2300, the three tribes would face their greatest rival, which would set the stage for the regions development for centuries to come: The Ravlish.

On an island many leagues off the continent there developed a tribe of bezerkers known as the Ravlish. Little is known about how they arrived there, or how they discovered their way back, but they would. And it was to the Bloodcoast that they would first come. These mighty warriors raided and pillaged coastal towns, hitting the Arroch worst of all, but soon extending their warfare along the Sandstorm Desert communities, and even down the coast along the lower plains, where the Sentalli were just recovering from their long wars with the Saheli. The three remaining tribes called council, and agreed to unite, if only to throw off these agressors from across the sea. A united effort to construct a mighty navy began, and over a hundred ships sailed from the port of Arroch, to invade the Ravlish, and bring war to their own lands.

While the fleet was underway, Chief Huri XV was turning his forces north to unite the continent of Muriah under his banner. With so much effort thrown into defeating the Ravlish, the three tribal leaders were forced to capitulate, pledging fealty to the new king. This further cemented the three tribes into solidarity, and they themselves called their unity the Bloodcoast Consortium.

Meanwhile, the fleet from Arroch met the main Ravlish fleet, and the largest naval battle in history took place. For five days and nights, ships crashed into one another, and launched spears and nets, while men battled in ships and sea. The waters were said to have turned red from the dieing, and great sharks from the world over circled the engagement waiting for those who fell overboard. The Ravlish were defeated, though the Bloodcoast forces were too battered to continue the invasion, and returned to Arroch.

The Bloodcoast also has the dubious honor in history as being the area to instigate the Godwars. Followers of Solis – the religion is and has always been very strong in the region – successfully summoned the avatar of Solis, which allowed other avatars to walk the land.

The Bloodcoast Consortium is a Caliphate, governed by three Sultans, one from each of the traditional tribes. Successor Sultans are typically chosen by the church of Solis, in a special ceremony. In practice, it is typically a hereditary monarchy. The three Sultans rule by majority, and there has been no lack of intrigue and political machinations between the three sultanates. Each Sultan appoints heads of each city or town – Caliphs – to govern, who in turn appoint local governors.

Laws: The Bloodcoast tends to have very strict, and very harsh, laws. An Eye for an Eye is the standard motif; theft typically costs the thief a hand or a finger for a first offense. Many serious offenses result in death by sword. Culturally, the society is very conservative, and very closed.

Bloodsports are legal in the Bloodcoast region, with gladiatorial contests common in every major city and most smaller towns. Religion is also taken very seriously in the region, with any disrespect given to a member of a recognized faith resulting in very severe penalties. Clerics of Midir do not have a role in the court system, though they offer their services (along with Bormir) as representative agents (lawyers, and moneylenders, are technically illegal in the region).

Economics: Taxes and tithes to the government are fairly steep, being charged for almost every good. Graft is also common amongst the tax collectors, however, so often travelers to the region end up paying more than they are legally obliged. Typically collected during the highsun ceremonies in each season, a portion of the monies collected goes towards religious institutions of the region.

A major exporter of incense and spices, the region is also a major producer of food, mostly to the large cities to the south. Another key export is military expertise, as consultants or soldiers.

Military and Clout: The Bloodcoast has a typical sized army, but they are renowned for their navy. The most skilled and adept seamen hail from this region, and more often than not they are veterans from continued skirmishes and raids against and by the Ravlish.

Bloodcoast Consortium

Languages of Eninn

LanguageAlphabetLocation/Speakers
AbyssalInfernalAncient language of power used by Demons and their worshippers, it is woefully complicated, with many contradictory rules of syntax, spelling, and word order
AlaterialElvenThis tongue, also known as Ancient Elven, is the language of subtlety and magic; difficult to study, it is known only by few amongst the elven community, and is carefully guarded; it dates back to the time of the precursors
AquanElvenAn old and simple tongue heard in the sounds of flowing water, or babbling brooks. Used by water creatures and elementals, as well as druids or worshippers of Hele
AuranDraconicThe sibilant sounds of the wind; air elementals and other creatures of the sky use this simple pre-creation language.
Bandit's BanterNoneA pidgin used by wayfarers and vagrants the realms over, it is sometimes refered to as Thieve's Cant
CelestialCelestialAn ancient and powerful language of good; used by angels and other outsiders from the upper planes, it is also used in many church services for Astalus
ClanspeakDwarvenThe language of the dwarves of the Northern Clanlands, it later became the basis for modern Dwarven
CommonCommonThe standard 'trading' language of the continent became the de facto language of humans, and many other races, during the DuNentis Dynasty
DraconicDraconicThe ancient language of the mighty dragons, and the meek kobolds, it is one of power and grandeur, it dates back to the time of the precursors
DruidicDruidicSecretive language of Druids
DwarvenDwarvenModern language of the dwarves, it is a gruff and gutteral language with many colorful idioms
ElvenElvenModern language of the Elves, it is a complex and nuanced language
ForestspeakCommonA trader's tongue for the Dyninn region, the number of speakers of this language have dropped dramatically since the adoption of Common
GiantDwarvenThis simple language is a bastardization of Ancient Dwarven, and spoken by many creatures of the mountains, including ogres and all types of giants
GnomeDwarvenModern language of the Gnomes, it is highly flexible and descriptive, easily adopting or creating new words to describe new phenomena
GoblinDwarvenMish-mash creole used by goblins, hobgoblins, and many other monstrous humanoids
GodtongueDraconicThis is the lost language of power, spoken by the precursors; also known as Truespeak, it is said that those that master this language can control the very fabric of the universe
GnollCommonA harsh offshoot of common, this language is difficult for non-gnolls to master
HalflingCommonThere is much debate about which came first: modern halfling or Common; it is very similar to common in pronunciation, though verbiage and syntax are generally more complicated
IcentongueDwarvenThis dwarven tongue was once used extensively by the dwarves of the Lower Wold, until the standardization of the Dwarven tongue during the Clanmeet of EK792
IgnanDraconicThis simple, harsh language sounds like the crackle-pop of a roaring fire; it is used by creatures of flame, including elementals and Elementalists, and pre-dates creation
InfernalInfernalAn ancient, strictly codified language with hideously difficult conjugation and sentence structure, this is the tongue of devils, and their worshippers
KundarianCommonLanguage of the sands, it is the trader's common tongue for those who ply the Sandstorm desert.
Mariner's CantNonePidgin of sailors throughout the continent
MoragtongElvenThe language of the dark elves, it is an offshoot of Alaterial, though it shows little resemblance to modern Elven; it is the tongue of the underdark Elves, the Morogh, as well as dark magics and some demon-worshippers. It is sometimes called Drow, or Darkspeak.
NoldoliilamDwarvenA simple, yet jovial and bright language of the first gnomes, it shares many aspects of ancient elven and dwarven tongues, which gives credence to theories of the gnomes acting as diplomats between the two ancient precursor races
Old ImperialCommonFormer language of the Kingdom of Muriah, it is still spoken in some remote pockets of central Muriah, and can be found amongst old fort ruins scattered about the continent
OrcDwarvenThis relatively simple language deals mostly with subjects related to war and battle; an offshoot of Ancient Dwarven, it is spoken by orcs, but serves as a 'common' tongue for many monstrous humanoids
PeshkanArrochianThe language of the Arroch tribe, in the Bloodcoast region. Still spoken by members of that tribe, it is commonly borrowed from for its epithets and curses.
QueskianPictoglyphiaNative tongue of those that now live in the Free States of Dynoria, with a highly pictographic alphabet; it is very structured, with varying terms of 'respect' that change based on the speaker, listener, subject, and object
Qur'affiArrochianOne of the many Arrochian dialects in the Bloodcoast region, it is spoken predominately by members of the Qayaffi tribe.
RavlishCommonThe tongue of the barbarian raiders from the Isle of Ravlos
SahelianArrochianA dead language, was the language of the vanquished Saheli tribe from the Bloodcoast region. A few surviving artifacts from their time exist.
SentallianArrochianTribal speak of the Sentalli tribe, still spoken amidst the great plains in the Bloodcoast region. A related dialect to the extinct Sahelian language.
StonespeakDwarvenThis ancient dwarven tongue was used during the time of the precursors; it is a simple tongue more akin to Terran than modern Dwarven
SylvanElvenLanguage of the Fey, this lilting, musical, and enchanting language is rife with double-meanings and lends itself well to word-play
TerranDwarvenAnother simple and ancient elemental language, it is the rumbling tongue spoken by beings of the Earth: elementals and many subterranean creatures
UndercommonElvenThe common tongue of trade for the Vast (the network of underground caverns), it is a creole of languages; mostly Drow, but a smattering of Svirfneblin, Goblin, Dwarven, Illithid, and many others

Calendar

Month Season Major Holidays
Springdawn Spring Spring Festival (1st), Sun's Feast (10th), Day of Naming (15th)
Nature's Hand Spring Fortune's Fool (5th), First Planting (12th)
Firstbloom Spring Flower Day (4th), Matriarch Day (11th), Day of Reckoning (22nd)
Kingsmonth Summer Summer's Inauguration (3rd), King's Day (5th), Ancestor's Day (28th)
Sunsglory Summer Midsummer Festival (21st), Day of Storms (28th)
Summersend Summer Summer's Feast (15th)
Hearthfire Fall Heart's Day (8th)
Harvestmoon Fall Harvest Festival (24th-30th)
Farmersrest Fall Day of Thanks (16th)
Coldhearth Winter Day of Judgement (30th)
Wintersgrip Winter Ice Festival (10th), Day of Pledging (15th)
Newlight Winter Day of Revival (25th)

Axebasher's Guild (Affiliation)

  • Scale: 8 (2-5 for individual chapters)
  • Capital: 8 (2-5 for individual chapters)
  • Alignment: Neutral Evil
  • Symbol: Axe and Shield
  • Active Regions: Bloodcoast, League of Cities, Central Muriah, Free State of Estonia, Orclands

Background: The Axebasher’s Guild was founded to compete directly with the Sword and Shield Association. Where the S&S is finicky as to what sorts of jobs it will take (i.e. nothing illegal), the Axebasher’s Guild is not so discerning.

Founded rather recently, in ER 1458, the Axebasher’s has spread quickly, mostly from the largess of its founder, the half-orc Grinus Grizzletooth. Wherever the Axebasher’s set up shop, contention quickly ensues with the S&S.

Organization: Organization is a dirty word at the Axe. Barracks are often dirty, and poorly kept. Corruption amongst officers is commonplace. Leadership at the Axe is often by strength. For lower ranking positions, members may challenge their superior at any time, and if they defeat them in a contest of strength, martial prowess, or possibly even good old fisticuffs, then they take their place along side their former superior, having proven themselves equal to the task.

Higher ranking positions (Captain and above) require the former owner to have vacated the spot, either thru promotion or…accident. Newly created positions (for new barracks being opened) are usually assigned by a meeting of the regional commanders.

Goals: Like the S&S, the Axebasher’s Guild’s primary goal is to make money. Mostly they accomplish this thru selling muscle to those in need. Most of their contracts are on the up-and-up, but they have been known to ally with various thieves’ guilds, and the occasional dire cabal.

A secondary goal of the Axe is undermining the S&S. Members of the Axe often go out of their way to cause trouble for members of the Sword and Shield Association.

Sword and Shield Association (Affiliation)

  • Scale: 10 (3-6 for individual chapters)
  • Capital: 10 (3-6 for individual chapters)
  • Alignment: Lawful Neutral
  • Symbol: Crossed Swords
  • Active Regions: All of the Kingdom of Muriah except The Great Untamed

Background: The Sword and Shield Association, often referred to as the Fighter’s Guild, was founded in the year EK 325. Hastur the First started the guild, in what was then the city of Eribatorea (now New Estonia).

Organization: The S&S is a strict organization. Members are expected to obey superiors above all else, while on assignment or in the guild barracks. Slovenly behavior, untidy or unkempt appearance, or failure to perform duties all result in penalties to one’s rank within the guild.

Members must pay an initial fee to join, but afterwards membership is free. The guild takes a small cut (15-25%) of any assignments the member takes thru the guild. Failure to report income derived from the guild is considered a major infraction.

Advancement in the guild is handled thru peer review, and is conducted monthly, typically on the first of the month. Members are evaluated by their superiors, based on past assignments, training, and behavior. At times members’ martial prowess may be tested prior to advancement. Advancement to the highest post – High Commander – is only done when the current High Commander steps down, or is voted down by a unanimous decision amongst the Commanders. Then the Commanders convene to elect a replacement, typically from amongst their ranks.

Each individual barracks can be considered a sub-set of the guild at large, typically with a Scale/Capital of 3-6.

Goals: The goal of the Sword and Shield Association is simple: to make money. It does this by providing trained and professional military support to individuals, organizations, and even governments. Guard duty, personnel and caravan escort, and even training services are provided, all for a fee. The guild draws a line at assassination: they leave that to the appropriate organizations.

Secondary to their goal as a business, the S&S provides training to members, in the belief that a well-trained staff can generate more income for the guild as a whole.

Vesparta (Deity)

  • Spheres: Luck, Gambling, Infatuation
  • Gender: Female
  • Alignment: Chaotic Neutral
  • Power: Intermediate Deity
  • Symbol: Dice
  • Favored Weapon: Shortsword
  • Influence: Patron of gamblers, halflings, and many rogues.
  • Domains: Celerity, Competition, Halfling, Wealth, Luck, Trickery, Chaos, Travel, City, Passion

Description: Occasionally depicted as a waifish humanoid with pixie wings, Vesparta takes many forms.

Lore and Knowledge: An elusive deity, Vesparta has her hand in all things, yet cares for none. Known as Lady Luck, or the Meddler, she seems to take joy in having some sway, for good or ill, wherever her gaze may fall.

Followers: Most everyone offers an oath to Vesparta from time to time, to curse or praise their fortune. Those who rely on their luck more than others, such as rogues, gamblers, and such, give proper oaths to her. Halflings are Vesparta’s most common follower.

Followers of Vesparta can be of any alignment. Temples to Vesparta are most common in major urban centers, and only rarely in rural communities.

    Affiliated Organizations:
  • Church of Fortune: The official church of Vesparta
  • Chance-Blades: Rogues and Swashbuckler’s devoted to Vesparta.
  • Hands of Capricious Fortune: This outlawed, and some say mad, sect roams the land, dispensing random fortunes on those they meet. Lives of its members are often short.
    Holy Days:
  • Fortune's Fool (5th of Nature's Hand): A merry celebration of games, pranks, and comedic antics in honor of Vesparta and her fickle gifts. Celebrated in small villages and large cities alike.
  • Carnivale Day (10th of Harvestmoon): Often held only in the larger cities, it is a 'last hurrah' of merriment amongst the jesters and rogues, with big street parades, shows, and games of chance dedicated to lady luck, and the fortunes she's brought through the year.

Class Information:

Clerics: Clerics of Vesparta must be partially neutral. There is no canon, and no required vestments. All items of chance are sacred to clerics of Vesparta, such as dice and cards. Clerics of Vesparta often grant blessings of fortune to travelers and gamblers, or try to provide aid to those down on their luck.

As a religion, the Church of Fortune is not wholly organized. Itinerant clerics outnumber lay-clergy almost 2-1, as the Church feels it’s members should make their own fortune.

Clerics of Vesparta cannot Turn/Rebuke Undead. Instead, they can Inspire Luck, as a Swift Action, to one target. This grants the target a sacred bonus equal to the cleric’s Charisma Modifier on that target’s next die roll (lasts for up to 1 minute per cleric level). This ability meets any requirements as Turn/Rebuke Undead.

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Favored Soul: Favored Souls of Vesparta are born under a lucky sign. They gain +1 to all saving throws.

Vergis (Deity)

  • Spheres: Commerce, Wealth, Greed, Travel
  • Gender: Male
  • Alignment: Neutral Evil
  • Power: Intermediate Deity
  • Symbol: Coin
  • Favored Weapon: Dart
  • Influence: Patron of merchants, wayfarers, bankers, and vagabonds.
  • Domains: Celerity, Envy, Gluttony, Greed, Hunger, Pride, Trade, Wealth, Travel, Feast, City, Commerce, Herald

Description: An overweight and short humanoid, Vergis embodies greed, but also commerce and comfort.

Lore and Knowledge: Vergis, while an evil deity, is tolerated in most communities due to his embodiments of comfort and wealth, which most individuals aspire to in some degree. The Coinspinner and the Wanderer, Vergis is also the patron of travelers, wanderers, and the homeless.

Worship of Vergis began in the desert communities of the Sandstorm Desert.

Followers: Most folk allied with businesses give tribute to Vergis in one form or another. Caravans often have a small dedication to Vergis, for successful business and a safe journey. Worship of Vergis is most common in urban communities than rural ones.

Followers of Vergis come from all alignments, but most are neutral and evil.

    Affiliated Organizations:
  • Church of the Coin: Official church of Vergis.
  • Bank of Muriah: The official Bank of Muriah, with a presence in most major cities.
  • Horizonwalkers: A group of travelers for the sake of exploration and slaking their wanderlust.
    Holy Days:
  • Market Day (Once a month): The merchants and sellers in villages and towns alike get together for a small fete to showcase their goods and wares, and allow rural travelers the chance to do all their shopping at once. Often goods are well discounted, or special deals are available. The day varies by city and town, but most are organized by representatives of Vergis.
  • Merchant's Day (17th of Kingsmonth): The various Merchant guildmembers get together to exchange wares, gossip, and news, shutting down their shops and enjoying a private benediction by the clerics of Vergis.

Class Information:

Clerics: Clerics of Vergis can be of any alignment, though they tend towards Neutral and Evil. Clerics of Vergis promote business, wealth, and commerce, as well as travel and exploration.

Clerics of Vergis are expected to take a journey at least once a year. This pilgrimage must last at least a month, and they may not stay in the same place for more than three nights.

Vestments to Vergis are platinum and silver, with a gold phylactery. Copper is sacred to Vergis, as the basis for the economy. Their holy symbols are always a single copper coin, blessed by a high cleric, earned as a salary for a day’s work.

Clerics of Vergis cannot Turn/Rebuke Undead, but they can as a standard action, 3 + Charisma Modifier times per day, add +10 per Charisma Modifier to a target’s Movement Rate for 1 hour per Cleric level. This is known as the Blessing of Vergis, and is highly sought after by travelers and wanderers. It meets any requirements, and is affected by, any Feats or Abilities that apply to Turn/Rebuke Undead.

Class Skills: Appraise, Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana, History, Religion, The Planes), Profession, Spellcraft

Favored Soul: Favored Souls of Vergis are imbued with wanderlust, and greed. They covet small things, though not necessarily coin. They may have an overwhelming desire to see new places, meet new people, or just hoard books or knowledge.

Favored Souls of Vergis gain +4 saves vs. any effects that impede movement (Holds, Snares, Entanglement, etc.).