9th World -- 9th world general info (1 posts)

thread created on 1/24/13 at 21:39

9th world general info

9thdm, 1/24/13 21:39
9th world general info

THE 9TH WORLD

In the beginning there were the 8 Worlds and their Gods, and between them was the Void, wherein the Worlds did battle against one another. After the largest and longest of these wars, the bodies and magics left behind in the Void coalesced into a new God, made up of parts and powers of all 8. This new God, whom men know as the Great Mother, gave birth to her Child, which was the World Terra. The infant Terra was in pain, for she was law and chaos, good and evil, without balance. And so the Great Mother cradled Terra and sang her into harmony. And so it was that Terra came to peace, and herself gave birth to the first creatures of the 9th World, beings of great power and majesty.

Eventually the 8 Worlds had rebuilt their armies and sought again to defeat one another, and sent their forces once more into the Void. They then discovered that in the Void was a new World and a new God, and each of the 8 demanded that the Great Mother ally with their own forces, turning over dominion of Terra and her armies; for the 8 Gods knew nothing of peace and harmony amongst themselves. The Great Mother refused, for she could not make war upon any one of the 8, as each had an equal share in her heart, and she was a God of creation, not destruction.

After her refusal, each of the 8 decided that they would conquer Terra to gain an advantage over the other 7. And so the 8 Worlds waged war against Terra and her children, known to men as the First War. Many of the first creatures were slain, and Terra was ravaged. And as the Great Mother watched her grandchildren die to protect her and and her child, she realized she could do no less for them. So the Great Mother went to battle against the 8, casting their armies back beyond the Void into their own worlds and sealing the Void against their return. But her victory cost her her life, and as she died in her child's embrace, the Great Mother gave the last of her divine power to Terra.


THE INNER KINGDOMS

Three Ages ago, mighty Wizards conquered all of Terra and began to war amongst themselves. In so doing, they reopened the ways between worlds, and the armies of the 8 Worlds invaded the 9th, destroying most of civilization in what men call the Second War. Two magical orders, the Druidic Council and the Arcane Confederacy, survived and defeated the invading armies. Together, they blocked the way between the 9th world and the 8 others, preventing future invasion. They also began rebuilding the world of men, basing themselves in the Inner Sea and slowly taming the lands and men around them. Thus, slowly, were born the Inner Kingdoms, guided by these two organzations and allied against the forces of the 8 Worlds ever returning.

Within the past thousand years, however, it was discovered that the ways between this world and the others had not been closed entirely; while denizens of other worlds could not pass through the portals between worlds (called Voidbreaches), creatures of the 9th world could travel through them freely. And travel through them they did; those men who had survived and lived in the wild places untamed by the Druids and Wizards had walked between worlds and found counsel there, becoming civilized by the God of whatever world the Voidbreach connected with. The lands inhabited by these men are known as the Outer Kingdoms.

In their surprise and fear at the discovery of these Outer Kingdoms, the Council and Confederacy each blamed the other for their failure to seal off the 8 worlds, and their alliance was broken. In secret, each then tried to counsel the various Inner Kingdoms to war against these new Outer Kingdoms with their own plans and strategems. Those that followed their advice met defeat at the hands of the servants of the 8. Thus the trust between Council, Confederacy, and Kingdoms was broken, and the alliances sworn between them forgotten.

Centuries have passed, and now are the waning days of the 9th Age, the Age of Hollow Victories. With the strength of the Outer Kingdoms growing while the alliances of the Inner Kngdoms remain broken, many wonder what the next Age will hold for Terra, the Ninth World.


LANDS OF THE INNER KINGDOMS

EASTERN MONARCHIES - These lands are comprised of an assortment of kingdoms, baronies, duchies and fiefdoms. Humans and halflings are most common here, with some lords who have more money than men employing hobgoblin mercenary companies for protection and status. The monarchies have the most rigid class system of any lands, with only the largest and most prosperous nation having developed a merchant, or "middle", class.

Bonus Trait: 'Knows Their Place' +2 Diplomacy and Sense Motive checks within a caste system.

GODFALL - This island of the Inner Sea was where the Great Mother died, with the actual site of her death being a dark and strange locale known as the Grave. A holy place amongst Druids, their order keeps watch over the Grave, apparently monitoring the pilgrims, researchers, and adventurers whom brave its interior. The island has several small fishing villages, but the most notable community is that of Graveside, a town built alongside the Grave which caters to the many "tourists" the site attracts.

Bonus Trait: 'Gift of the Grave' +1 on saves vs negative energy and death effects.

THE GREAT DEVASTATION - Occupying the northern half of the Isle of Martyrs, the Great Devastation marks the site of the defeat of the armies of the 8 worlds nearly 3,000 years ago. This cursed landsape remains anathema to life, the magics used to destroy the armies of the 8 still active throughout the Ages.

INNER SEA - This sea lies in the center of Terra, and merges into several Outer Seas at an area known as "The Maw" to the north. Providing a means of reliable travel and trade between the Inner Kingdoms, its shores are dotted with towns and villages of all manner of men.

ISLE OF MARTYRS - Named after those who died defeating the armies of the 8 worlds, the southern half of this island is home to a variety of fishing and farming communities. It is rumored that this island is secretly home to the Druidic Council; whether true or not, there is a large and public Druidic sect here who have labored for thousands of years to heal the Great Devastation to the north.

NORTHERN ISLE - This barren, rocky island sits in the middle of Maw of the Inner Sea and is home to the dour Northmen. The mixed communities of humans and dwarves here are reputed to be the finest sailors of the Inner Kingdoms, whose fishing boats range not only throughout the Inner Sea, but to the endless expanses of the Outer Seas as well, where it is rumored they hunt sea monsters and dragons.

Bonus Trait: 'Weather-Worn' Ignore up to -1 due to weather effects or water effects, +2 on saves vs environmental effects.

SHATTERED LANDS - The rugged steppes and cold mountain peaks of these lands are home to the Three Peoples, semi-nomadic tribes of humans and orcs. Ravished in Ages past by magical wars, strange dangers persist to this day, from savage magical beasts such as the owlbear and landshark to unnatural environments and lingering curses.

Bonus Trait: 'Secrets of the Three Peoples' Receive a new save vs any effect whenever it tries to make you divulge secrets.

WESTERN WILDS - The western lands of the Inner Kingdoms are home to a variety of old, dangerous creatures and magic. From the Desert of the Blue Wyrm in the south to the Cliffs of the Spider-Men at the Maw, these lands are less allies to the men of the Inner Kingdoms and more mutual enemies of the men of the Outer Kingdoms, and travel through them is hazardous at best.

WIZARDS' ISLE - Home to the Arcane Confederacy, this small, mountainous island is constantly shrouded in swirling clouds and storms wrought by the magic of its inhabitants.


DRUIDISM

Druidism, the worship of Terra, is the most common faith of the Inner Kingdoms, though it varies wildly in tenets and application - the beliefs taught by the elven warden of a king's forest in the Eastern Monarchies and those taught by the orcish shaman of the Fireblood Tribe in the Shattered Lands would seem to have little in common for those uninitiated to the secrets of the faith (i.e., druids). However, core throughout all the variations of the faith is the belief that the Gods of the 8 Worlds are enemy to the men of the 9th world.


MAJOR PLAYABLE RACES OF MEN OF THE INNER KINGDOMS

HUMANS are by far the dominant and most numerous of all the races of men of Terra. Their adaptability and talent to master any endeavor they put their minds to have led to them being the most common figures of social and political power in all the Inner Kingdoms save the Western Wilds. They also have the most diverse cultures of all the races, as individual communities socially adapt through the ages to survive in their environment.

HOBGOBLINS are found throughout the Inner Kingdoms. A hobgoblins' family is his mercenary company; one's birth determines one's initial company, but individuals may "muster out" of these companies if they are dissatisfied. Most who do so sign on with a hobgoblin company which better fits them, though the odd man or woman will join a non-hobgoblin company of proper status and fame - such individuals are highly sought after by most mixed mercenary units. Individuals may also take leaves of absence, maintaining membership of a company while pursuing personal goals. Hobgoblins as a whole tend to have an avid dislike and distrust of Asmodeus and his followers, due to some ancient contractual argument between their race and the god; they also dislike and distrust arcane magic. Hobgoblins are viewed as being violent and mercenary by other races, in large part because they are. Racial adjustments are +2 Dex, +2 Con (hobgoblins are fast and hearty); darkvision 60'; +4 racial bonus on Stealth checks; speak common and goblin.

ELVES are a rarity in the current Age, and no strictly elven communities exist. Elves are most often found in the Eastern Monarchies, or among the ranks of the Druidic Order and Arcane Confederacy - due to their extensive life spans, most gravitate towards (or are sought out by) these semi-secret organisations to be amongst those whose own life spans have been magically extended and may share similar perspectives on the world. Due to their long lives and aptitude for arcane magic, some distrust elves as if they were the very Wizards responsible for the ; though, in all fairness, given these two traits there is always the slim chance that they are correct.

HALFLINGS are fairly common throughout the Eastern Monarchies, as most are content to exchange some liberties for the protection offered by the life of a serf. Simple folk of simple pleasures, they still possess a strong streak of curiosity, which leads some few to take up a life of adventure. Halflings are widely regarded as being lucky, and some keep halfling employees or servants as a matter of superstition. There is a notable halfling community on the Northern Isle, most of whom tend to more domestic matters of hearth and home while other races of the Isle are out at sea.

DWARVES seem uncommon, but this is due in large part to their insular subterranean communities, as they are present throughout all the Inner Kingdoms. More adventuresome and gregarious dwarves often act as merchants, selling the fine crafts created at home to local non-Dwarven communities and gathering rumors of the outside world. Most dwarves of the Inner Kingdoms dislike Edacine and her Consortium, with an especial dislike for the Consortium's dwarven House, the Giltbeards.

GNOMES are somewhat uncommon in the Inner Kingdoms, as they tend not to settle down, but rather spend their lives travelling in search of new experiences, and a life on the road is a dangerous one. Due to their semi-nomadic nature, they are widely regarded as excellent sources of news and gossip. It is rumoured that the Blue Wyrm favors the Gnomish race, though reports vary whether this is as allies or as meals.

ORCS are common throughout the Shattered Lands and Western Wilds, where their habit for quick tempers and impetuous acts often serve as strengths rather than liabilities. Orcs are widely regarded as untrustworthy, due more to their rashness than any inferred maliciousness; however, there are some in the Eastern Monarchies who argue that Orcs are more beasts than men, and treat them as such. Racial adjustments are +4 Str, -2 Int, -2 Wis, -2 Cha (Orcs are brutal and savage); darkvision 60'; Ferocity (remain conscious below 0 HP, count as staggered and lose 1 HP each round); Light Sensitivity (are dazzled in areas of bright sunlight or within the radius of a Daylight spell); proficient with greataxes and falchions, treat any weapon with "orc" in its name as a martial weapon; speak common and orc.

TENGU are most prevalent in the Western Wilds and the Northern Isle, where they form tight-knit family groups and communities, and are prized as lookouts, guides and scouts. Tengu have an affinity for swordplay and language, and tend to be envious and vain. While tengu can easily operate on their own for extended periods, they still have a strong need to identify as a member of a family or community. A solitary tengu without family, whether due to death or exile, will seek out a new family, and some join what they perceive to be family units of other races, whether these be families, businesses, guilds, or even adventuring parties (due to their habits towards rampant nepotism, they perceive little difference between these social strucrures). Racial adjustments are +2 Dex, +2 Wis, -2 Con (Tengu are fast and observant, but relatively fragile); low-light vision; +2 racial bonus to Perception and Stealth checks; +4 racial bonus on Linguistics checks, and may learn 2 languages for every rank of Linguistics they attain; Swordtrained, proficient with all sword-like weapons; natural bite attack 1d3 damage; speak common and tengu.


PLAYABLE "SUB-RACES" OF MEN OF THE INNER KINGDOMS

The following races are uncommon within the Inner Kingdoms, but not unheard of; some regions may hold prejudice for or against specific sub-races. Note that except for half-orcs and half-elves, the other sub-races may be born to parents of any major race, though the differences they inherit are only cosmetic in nature (i.e. a dwarven tiefling, while resembling a dwarf, would have no dwarven racial abilities). Characters of these races are eligible for the racial traits of their parent race.

HALF-ELVES are only slightly more common than their elven counterparts, and subject to the same discrimination. In addition, if their elven parent is a member of the Druidic Order or Arcane Confederacy, they are often left to be raised by their human parent or adoptive parents. As a side effect, most are driven to excel, as if to prove themselves worthy of recognition.

HALF-ORCS are most common in the Shattered Lands, though they may be found in the Western Wilds as well. More commonly found in orc communities, where they are prized for their skills of deduction and leadership, they are occassionally found within human communities which make use of their ferocity and ability to operate in darkness. The offspring of orcs and humans are subject to the same prejudices as their orcish ancestors.


IFRITS, OREADS, SYLPHS, and UNDINES are individuals who are born with the elemental traits of an (ancient) ancestor. Such men are viewed with wonder by more learned folk, while simple and common folk usually view them with a combination of awe and fear. Regardless, such beings are widely accepted throughout the Inner Kingdoms, and are often accorded special status; however, they are just as often expected to recite holy knowledge and wield fantastic powers which few are likely to possess.

All four of these races possess darkvision of 60'. Each also possesses a spell which may be cast 1/day as a spell-like ability with a caster level equal to their total class levels. In addition, any individuals who possess the sorcerer bloodline of their related element treat their Charisma score as 2 points higher for all sorcerer spells and class abilities; any individuals who possess the domain of their related element use their domain powers and spells at +1 caster level. Other modifications are as follow:

IFRITS (Fire) - +2 Dex, +2 Cha, -2 Wis (Ifrits are passionate and quick, but also impetuous and destructive); fire resistance 5; Burning Hands 1/day; speak ignan and common.

OREADS (Earth) - +2 Str, + 2 Wis, -2 Cha(Oreads are strong, solid, stable, and stoic); acid resistance 5; Magic Stone 1/day; speak terran and common.

SYLPHS (Air) - +2 Dex, +2 Int, -2 Con (Sylphs are quick and insightful, but slight and delicate); electricity resistance 5; Feather Fall 1/day; speak auran and common.

UNDINES (Water) - +2 Dex, +2 Wis, -2 Con (Undines are both perceptive and agile, but tend to adapt rather than match force with force); cold resistance 5; Hydraulic Push 1/day; Swim Speed of 30; speak aquan and common.


AASIMARS are individuals who are born with the traits of a (usually fairly recent) good-aligned outsider ancestor. Such men are generally treated with suspicion or outright hatred by the denizens of the Inner Kingdoms; even those who are not among the Druidic faithful know the tales of the wars waged by the 8 worlds. Many spend childhoods, or even lives, hidden away from their communities, while even more are abandoned to make their way as orphans, begging in towns and cities or living off the wilderness at the fringes of society. Racial adjustments are +2 Cha, +2 Wis (Aasimars are insightful, confident, and personable); darkvision 60'; +2 racial bonus to Diplomacy and Perception checks; Daylight 1/day (per elemental sub-races above); acid resistance 5, cold resistance 5, electricity resistance 5; speak common and celestial.

TIEFLINGS are individuals who are born with the traits of an (usually fairly recent) evil-aligned outsider ancestor. Such men are treated similarly to aasimars, but worse. Racial adjustments are +2 Dex, +2 Int, -2 Cha (Tieflings are quick in body and mind, but are inherently strange); darkvision 60'; +2 racial bonus to Bluff and Stealth checks; Darkness 1/day (per elemental sub-races above); cold resistance 5, electricity resistance 5, fire resistance 5; if sorcerer with Abyssal or Infernal bloodline, as elemental sub-races above; speak common and either abyssal or infernal.

OTHER RACES OF "MEN" OF THE INNER KINGDOMS

The following races are commonly found in some regions of the Inner Kingdoms, but are not perceived by most to be true races of men, though there may be the odd race or region that disagrees. Rather, these races are most commonly looked down upon as beasts which at some point learned the trick of speech through either base mimicry or magical intervention, and therefore are not subject to the protection, laws, or respect of true men.

GOBLINS, as a whole, are vicious, sadistic, superstitious, and opportunistic scavengers. Goblin warrens dot the coast of the Inner Sea, though there are a small number of goblin communities in the Western Wilds as well. However, goblins can also sometimes be found as hangers-ons in the mercenary companies of their larger and more sophisticated cousins, Hobgoblins, acting as cooks, messengers, garbage disposals and target practice. Such goblins, on occasion, manage to pick up some of the "civilization" of their cousins, whereupon they may stop trying to eat most things they meet and attempt to reliably contribute to the company in some way. Such goblins may even become accepted as a proper member of the company if they perform admirably and consistently in combat. Of course, this acceptance is rarely shared by any other races. Racial adjustments are +4 Dex, -2 Str, -2 Cha (Goblins are fast, but weak and unpleasant to be around); Small Sized (+1 size bonus to AC and attack rolls, +4 size bonus on Stealth checks, -1 size penalty to CMB and CMD); Speed 30; darkvision 60'; +4 racial bonus to Ride and Stealth checks; speak goblin.

GRIPPLI are a race of small, intelligent humanoid tree-frogs found in the Western Wilds, with a scarce few communities on the north shores of the Outer Seas. Living in swamps and forests, Grippli societies tend to be primitive tribes of hunter-gatherers, with social rules and mores varying from tribe to tribe. Those of the Western Wilds tend to be nomadic, whilst those on the sea shores have hidden villages which house their people. These creatures are rarely seen by other races of men, and are generally viewed as an amusing oddity. Racial adjustments are +2 Dex, +2 Wis, -2 Str (Grippli are nimble and alert, but spindly); Small Sized (see Goblin above); Speed 30, Climb Speed 20; darkvision 60'; Camouflage, +4 bonus to Stealth checks in marshes, forests, and jungles; Swamp Stride (may move through difficult natural terrain at its normal speed while within a swamp); proficient with nets; speak common and grippli.

KOBOLDS claim that they are a race descended from dragons, but are generally regarded as little more than a dangerous nuisance, much like goblins. Their warrens and tribes may be found scattered throughout the Inner Kingdoms. Racial adjustments are +2 Dex, -4 Str, -2 Con (Kobolds are fast but weak); Small Sized (see Goblin above); Speed 30; darkvision 60'; +1 natural armor bonus to AC; +2 racial bonus to Craft (trapmaking), Perception, and Profession (miner) checks; Craft (trapmaking) and Stealth are always class skills; Light Sensitivity (see Orc above); speak draconic.

Edited by: 9thdm on 1/24/13

9th world general info