What's new

Random Campaign Setting Derpery


ShadowWolfSBI

Chief Spam Hunter Why Are You Making Me Do This
Former Moderator
RP Moderator
Joined
Nov 10, 2008
Messages
3,104
Reputation score
52
Had an idea I'd been working out in my head for a couple of weeks or so now. Mentioned some of it to people in the shoutbox over the past couple of days. Decided to go ahead and throw it up here, if for no other reason than to have a second copy somewhere other than my house or computer. Might end up using it later on as well. As a note, I'd been using some Pathfinder resources as aids in coming up with some of this.


Under Construction Timeline.

Veedus College: Headed by a mysterious "Dark Bard" rumored to be cursed with nigh-incomprehensible speech. The final trial for full acceptance amongst these bards is to decipher what their leader is saying, without resorting to magical or otherwise supernatural abilities. Although it has a dark reputation, as it promotes debauched behavior, intoxicant use, and an unusual music style, the college is allowed to operate, as many members tend to remain within the grounds, only occasionally travelling out to undertake costly, and somewhat spectacular, performances. Some members, or aspiring members, have been known to speak of "having flashbacks of concerts they haven't been to, yet"...

Boutic Halls: Strongholds for a somewhat militant order revering a deity of justice named "Boutiah", members of this order are normally quite pleasant, and often try to negotiate a surrender out of their quarry before resorting to force. However, they do tend to get rather irate, hostile, and even downright enraged should someone even accidentally mis-pronounce the names of their strongholds... Even going as far as charging blatant offenders in those regards. (Yeah, they get pissed at their holds being referred to as "booty calls". -GM)

Transmission Crystals: Highly common magic items, transmission crystals found their origin in military use, initially circumventing the need for message runners. However, at some point, an enterprising wizard decided to tweak the creation process slightly, and ended up creating a more "commoner-friendly" version. Today, three versions are now most commonly used. Perhaps the most common is sized about the same as a deck of playing cards, and transmits voice to a receiving crystal. A second type acts much the same, but is much smaller, and may be worn as a pin or something similar. This version is the most popular amongst militaries and adventurers, only needing to be touched briefly to activate, rather than held. These first to versions require the user to mentally focus when making the initial connection to another crystal, usually by thinking of the intended receiver, and then the crystal "connects" to another close to who it thinks is the correct subject. This process is made easier if the crystals in question are part of an "attuned" set. Finally, the largest version is about the size of a small smithing anvil, and operates much differently. It only receives from a specialized apparatus, but it projects a visual image, as well as transmitting sound. This version is most commonly used in taverns, in order to entertain patrons with distant athletic events.

Blood Bowl: Perhaps the most common athletic event displayed in taverns, Blood Bowl nominally has a sports game and rules attached to it, but bribery, doping, and injuries run rampant with death during the course of the game being not uncommon. And that's just the referees. The players are much, much worse. It ain't called "Blood" Bowl for nothing. On the plus side, there's an easy means of handling rowdy criminals... Referee decoys. In lands strongly controlled by the followers of Boutiah, a much more strenuously regulated and less violent version known as "Flag Ball" exists. Most fans of athletic events generally consider Flag Ball to be a lesser imitation of Blood Bowl.

Present Races:
Standard
Aasimar
Catfolk
Dhampir
Fetchling
Ratfolk (Paizo)
Tengu
Kitsune
Vanara
Medusa (In the Company of Medusa)
Greater Medusa (In the Company of Medusa)
Reaper (Book of Heroic Races - Reaper)

Notable locations:

The Forsaken Hold - A long abandoned, ruined Dwarf Hold. No tales are told, at least to outsiders, about this mysterious Dwarven ruin, and why even the Dwarves themselves avoid this place. Many who have studied the landscape around the ruins theorise that it was sacked and abandoned during a siege, as much of the lands surrounding the entrance seem to have been repeatedly scarred by magma flows. The truth, however, remains hidden as most adventurers trying to explore the place never return, and those few that do bring with them no treasure or stories of triumph... Those rare few that do return always do so as broken people, having apparently witnessed something soul-shatteringly tragic or foul.

Tamberlyn - Human kingdom with strong ties to the Boutican faith. Generally peaceful, minimal crime. Pretty much a model of a just, rightous kingdom. With a strong military that happens to do a solid job of preventing invasions or unrest. Currently ruled by Felix V of the Royal House of Reichert. Often referred to as "The Shield" by subjects, due to frequently riding to the defense of the North Wall, bordering the swamps. Only current family is his daughter, Princess Talima. Notable settlements in Tamberlyn are the capital, Mathyrn, and the somewhat infamous Ironscar Prison, known to be the final stop for the worse scum in the kingdom.

The Skull Lands - Mostly inhospitable region to the north of Tamberlyn's North Wall, this region was once known as the cursed realm of Fel-Carâth. Three smaller regions exist within: The Direlight Swamps, populated mostly by twisted fey, trolls, and savage humanoids. The Blasted Lands, a mix of boreal forests and charred landscape. A few dire wolf packs are thought to make their home here, although by most accounts only restless dead populate these lands. It is in this region that the Forsaken Hold's ruins lie. Finally, the Desolation, a frozen wasteland populated entirely by undead. It is here that the great ruins of Tyl Ammûn, stronghold of the cursed kings of Fel-Carâth lay.

The Wild Lands - Untamed wildness mostly to the east of Tamberlyn. Officially unclaimed by any power, although some within the Boutican faith seem to want Tamberlyn's claim to it pushed. Thought to be home to numerous forms of "beastfolk". Also, to the northern edges of the Wild Lands lie a number of smaller human settlements with a more clannish culture. These northmen are avid fans, and oft-times players, of Blood Bowl. They also seem to get along well with the Dwarves.

Notable persons:

Felix Reichert V - King of Tamberlyn, The Shield, Protector of the Righteous. Formerly married to Queen Amalyn, who died in childbirth. (Human male)

Amalyn Reichert - Queen of Tamberlyn, mother of Talima Reichert. Deceased. (Human female)

Talima Reichert - Princess of Tamberlyn. (Human female)

Victor - A well-known-of wanderer, it's rare to find someone in Tamberlyn who hasn't heard of the man known as "Victor". None can claim to actually know the man, though. His presence in an area usually seems to be brief, and his only notable actions to date have be to expose minor cheaters at games of luck in taverns. Rumors of his true nature and purpose are plentiful.

Ellinde - Known only by her voice, the (presumably) woman called "Ellinde" seems to be someone that is known to Victor, as he has sometimes been heard addressing her through a Transmission Crystal. Every so often, some drunkard tries to use a TC to contact the mysterious woman... Only to be found the next morning at a nearby stables with an outfit addition of an upturned water bucket for a hat.

"The Dark Bard" - So called due to his preference for dark colored outfits. Usually wears all black, and wears lenses of a reddish color. Incomprehensible due to a combination of usually being on some substance, and only mumbling if not performing.

Nathandar Drakenhof - Infamous necromancer from Tamberlyn's past. Slain by Felix I, but returned as a lich. Promptly destroyed by three deity avatars.

Spymaster Nicholas - Human male. Former Boutican hunter promoted to be Felix V's spymaster. Often called "the Furious" due to his outbursts if something screws up.

Notable Legends:

A persistant story is that of the so-called "Mad Wizard", present within the lands that became Tamberlyn, The Skull Lands, and the Wild Lands, during the war fought by Felix Reichert I, called the Shining. According to the tale, a lone adventurer (The mysterious Victor himself, some claim...) reportedly battled and defeated the "Mad Wizard", while the army of the Shining fought to create Tamberlyn. Amongst the wreckage of the Mad Wizard's fortress was a seemingly indestrucable item, detailing one of the most feared curses of that insane mage. According to rumors, the mysterious adventurer hid the item deep underneath the mountains. Some tales claim that the curse permanently transforms its victims into a mobile posterior, capable of limited speech.

Those affected by the Mad Wizard's Butt Curse suffer the following effects:

Size category reduced by one step.
Strength and Intelligence scores reduced to 1. Charisma removed entirely.
Lose all attacks and class features.
May only communicate by saying the word "butt". In addition, any Transmission Crystals within hearing range begin transmitting everything the victim says. If the victim had one in their possession at the time of cursing, all "attuned" connections are automatically transmitted to.
10% chance to mimic any heard speech within hearing range, with random words replaced with "butt".
Gain a stench aura, as a Trogdolyte.
5% chance to curse a random person within aura's range with the Butt Curse.
Upon death, release a slippery mess as the grease spell, with the addition of the stench aura effect, which lingers until the mess fades.


Will probably expand this as other ideas come. Probably also answer any questions people might have about it here.
 
Last edited:
OP
ShadowWolfSBI

ShadowWolfSBI

Chief Spam Hunter Why Are You Making Me Do This
Former Moderator
RP Moderator
Joined
Nov 10, 2008
Messages
3,104
Reputation score
52
Re: Random Campaign Setting Derpery

"Prepping for base expansion!"

Deity Listing:

Boutiah - Deity of righteousness, light, and justice. Often portrayed as a blonde, athletic human female in full plate, usually carrying a shield and either a longsword or a mace. Worship of Boutiah is quite strong in Tamberlyn, essentially being the state religion due to a strong push for prominence by clergy, as well as the royal family having strong generational ties to the faith. Although no signs from Boutiah herself have been reported, the clergy (particularly higher-ups) react strongly (and often violently) to anything that they deem "mockery" of the faith.
Domains: Law, Good, Nobility, Protection, Sun (Sub-domains: Archon, Loyalty, Defense, Purity, Leadership, Day, Light) Weapon: Longsword (Maces are also often used for connotations of law and justice) Alignment: Lawful Good

Moragrim - Major Dwarven deity, usually portrayed as a dwarven warrior wielding either a battleaxe or a warhammer. Once considered as a possible creator of the Sinister Keg, however this has been proved false.
Domains: Artifice, Community, Good, Earth, Protection, Runes (Sub-domains: Construct, Toil, Family, Home, Caves, Metal, Archon, Defense, Wards) Weapon: Warhammer (Axes of all types are also in common use amongst followers.) Alignment: Lawful Good

Ancient Council - Elven pantheon. No individual members thereof have ever been revealed to a non-elf. Likely due to elven arrogance.
Domains: Community, Knowledge, Magic, Protection, Runes (All sub-domains) Weapons: Longbow (Swords and Shortbows are also common with followers.) Alignment: Neutral Good

Ragan - Deity in charge of overseeing the final journeys of souls. Always portrayed as a human-sized male shrouded in traveler's clothing. Has a walking stick, although some depictions show the staff as bearing a ghostly blade in the manner of a scythe, halberd, or other form of polearm. Oversees the outsiders known as psychopomps. One of his known servants is Hrista, a greater psychopomp.
Domains: Community, Knowledge, Repose, Travel. (All sub-domains.) Weapon: Quarterstaff. (Many followers are also known to be proficient in scythes and/or various polearms.) Alignment: Neutral (No Evil followers.)

Nuffle - Reputedly, this is the deity responsible for Blood Bowl. No known depictions exist. Fragmentary texts seem to indicate the number eleven to have been central to the deity's original faith, and that unarmed combat was a tenet.
Domains: None known. Weapon: Unarmed Strike. Alignment: Any

James - Portrayed as a dark haired human male, often in outlandish clothing. Known to have a ranging and odd portfolio. Often thought to be a little off.
Domains: Air, Artifice, Knowledge, Magic, Water, Weather (All sub-domains.) Weapon: Club (Actually, usually a bottle, but...) Alignment: Chaotic Good

UNDER CONSTRUCTION

Artifacts:

The Sinister Keg - Appearing to be just an old, worn keg full of some manner of drink, the Sinister Keg is perhaps one of the most feared artifacts in Tamberlyn. Not that it's over dangerous, per se... However, just one swig from this seemingly always full keg is enough to drop anything it has been tested with so far. Furthermore, two effects occur upon passing out. First, an illusion effect occurs, making the drinker (when they wake) and all who see them believe that the drinker has somehow misplaced their pants (or equivalent outerwear). In addition, the drinker sees everything through an odd, tannish haze. This effect lasts until the drinker fully sobers. Second, the drinker is immediately teleported to a random location somewhere within 500 miles of the Keg. This effect lasts after sobering up.

Shining Light - This artifact appears to be just a finely made crystal phial, reinforced with ornate vine-like mithril tracery. It always seems to be partially filled with shining, clear water. When held aloft, however, it floats into the air and transforms into a sizable sphere seemingly made of mirror-polished mithril. Light reflects off the ball in colored streams, a strange ethereal music is heard, and those within the radius of light become overwhelmed with the urge to dance, doing so in odd patterns they may not even normally know of.

Notable Magic Items:

Phukit Bucket - Appearing to be a well-bucket made out of mithril, the Phukit Bucket seems to always be full of water when swung in as if attempting to douse a fire. No one knows why it's called that. (9000 gp, 5 lbs.)

Endless Chicken Bucket - Acts much like a decanter of endless water, but spewing fried chicken instead. (9000 gp, 4 lbs.)

Transmission Crystals - Description in first post. Medium size (25 gp, 1 lb.), badge size (50 gp, N/A), viewer (150 gp, 50 lbs.)

Notable Spells:

Power Word, Van - When cast on a target that has truly committed certain crimes, this spell causes an armored carriage-like vehicle to appear nearby, and a well-dressed man to appear and offer the target a seat. However, if the target is innocent of such crimes, the caster is struck in the face by an raw chicken egg.
 
Last edited:
OP
ShadowWolfSBI

ShadowWolfSBI

Chief Spam Hunter Why Are You Making Me Do This
Former Moderator
RP Moderator
Joined
Nov 10, 2008
Messages
3,104
Reputation score
52
Re: Random Campaign Setting Derpery

In-Depth Look: Ironscar Prison

Although nominally called a prison, those sent to Ironscar by the government of Tamberlyn know ahead of time that their stay will be extremely brief. It is perhaps far more accurate to call the place an execution complex, rather than a true prison. Nominally guarded by the best and most disciplined guardsmen in the realm, it takes truly severe crimes to get sentenced to death here.

The following list gives some examples of crimes that are dealt with at Ironscar, as well as the measures used for punishment.

Attempted Assassination - The criminal has attempted to murder someone of great importance or note. The attempt failed. Punishment is death by beheading.

Consorting with Dark Powers - The criminal summoned an evil outsider to Tamberlyn. This does include accidental summoning, with the possible exception of irrefutable evidence of being tricked into it. Should any children result from a sexual union due to such a summoning not being detected, such children are often punished under this law as well. Punishment is death by burning.

Desecration - The criminal defaced or otherwise gravely vandalized one of the major temples in Tamberlyn, usually one of Boutiah. Punishment is death by burning.

Desertion - The criminal abandoned their post during a time of crisis for Tamberlyn. Punishment is death by hanging.

Dueling unto Death - The criminal was found guilty of dueling and causing the death of another, actions outlawed by the House of Reichert. Punishment is death by beheading.

Grand Arson - The criminal was found guilty of successfully instigating a major fire that threatened public buildings or even whole towns. At least one life was lost in the process. Punishment is death by burning.

Grand Forgery - The criminal attempted to forge a document normally issued by the crown or other prominent offices. This forgery would have cost lives had it not been detected. Punishment is death by hanging.

Grave Robbing - The criminal was found guilty of disturbing properly buried dead. Punishment is death by beheading.

High Theft - The criminal was found guilty of attempting to steal an important treasure, or an enormous sum of money. Attempts at extortion or fraud of this magnitude also fall under this crime. Punishment is death by hanging.

High Treason - The criminal was found guilty of attempting to undermine the rule of the House of Reichert. This crime includes assassination attempts against members of the Royal House. Punishment is death by drawing and quartering.

Kidnapping - The criminal was found guilty of attempting to kidnap someone of importance. The attempt may also have been successful, but the victim safely rescued. Punishment is death by beheading.

Murder - The criminal was found guilty of a particularly savage or gruesome murder or murders. Punishment is death by beheading.

Piracy - The criminal was found guilty of piracy on the high seas, a rare offense. Punishment is death by hanging.

Sedition - The criminal was found guilty of covertly inspiring others to attempt rebellion against the crown. Punishment is death by beheading.

Slavery - The criminal was found guilty of attempting to kidnap others for the purpose of enslavement, or assisting in the trading of slaves. Punishment is death by beheading.

Racial Notes:

Humans - The most common race within Tamberlyn, most of the humans fall into one of three categories: The people of Tamberlyn, the renegades, and the Northmen. For the people of Tamberlyn, they will try to get along with others, as long as the others abide by the laws of the country and main faith. Otherwise, they'll react with fear or suspicion. Of note, they are often rather suspicious of arcanists and their ilk.
The renegades will most likely be hostile to everyone, unless they think that they can gain support against Tamberlyn from that person. Those who've somehow managed to elude capture, and have committed crimes worthy of Ironscar are often given respect. The renegades primarily exist beyond the North Wall, usually in hidden camps within the swamp.
The Northmen live in small communities in the northern-most parts of the Wild lands. They tend to be indifferent to outsiders, but if the outsiders can prove both honor and skill in the areas the Northmen respect, they'll be a lot friendlier to them.

Dwarves - The Dwarves live primarily within Halls and Holds in the Grand Range, a mountainous barrier of sorts that separates the Skull Lands from the Wild Lands, and even extends slightly into the country of Tamberlyn itself. They have passable relations with Tamberlyn, strained slightly due to actions of certain past rulers of that country. However, the Dwarves and the Northmen get along quite well. The Dwarves refuse to mine or build under the mountains past a certain point in the direction of the Skull Lands, which they believe to be invariably cursed. Only once has any attempt to make holdings beyond that point occurred, and the Dwarves still feel deep grief over the lose of that hold.

Elves - The Elves dwell primarily within a great forest that spans the border between Tamberlyn and the Wild Lands. Insular and slightly secretive due to a racial arrogance, the Elves are rarely seen. However, some trade between the Elves and Tamberlyn does occur.

Gnomes - Rarely seen in Tamberlyn due to suspicions about their arcane tendencies, the Gnomes often seek shelter within Dwarven communities, where they tend to be better received.

Halflings - What Halflings do live within the bounds of Tamberlyn do so primarily in rural, purely Halfling communities. They're well liked by the Humans of Tamberlyn, though, for their skill with culinary and agricultural matters.

Half-Elves - Rare, due to the insular nature of the local Elven population, most Half-Elves try to make their way within Tamberlyn.

Half-Orcs - Even rarer than Half-Elves, the small Half-Orc population in Tamberlyn is primarily due to the lack of a native Orc population. Most Half-Orcs either seek their fortunes as crew for naval ventures in Tamberlyn, or otherwise seek acceptance amongst the Northmen, who tend to be less judgmental about their heritage.

Aasimar - A rare breed, most Aasimar in Tamberlyn are either travellers from distant lands, or descendants of planar servants of Boutiah. They're generally held in high regard by the general populace.

Beastfolk - Sort of a catch-all term used by the people of Tamberlyn for a group of races originally from distant Eastern lands. According to stories, this mixed-race colony of sorts was settled after their ancestors fled to the Western Lands to escape from some manner of cataclysm, although they believe that some of their kin in the Eastern lands still survive. The Catfolk tend to serve as the "alliance's" diplomats and merchants. The Tengu tend to serve as scholars and scribes. The Vanara and Kitsune tend to serve as scouts and defenders. And the Ratfolk tend towards infrastructure for the communities. However, out-right roguery is not at all uncommon for the Ratfolk, and sometimes Catfolk or Kitsune as well. Although the "Beastfolk" tend to stick up for each other when claims are made against them by Tamberlyn authorities, those who blatantly antagonize the primarily Human country tend to find themselves not receiving aid promptly enough...

Dhampir - Quite rare, the half-vampires end up going one of two routes. They wind up on a path through live that ends up ultimately leading them towards the Renegades, or they become ardent foes of their sire's kind. At least among the people of Tamberlyn, all Dhampir are carefully watched. Those that take the second path are praised, but only warily.

Fetchlings - Much like the Dhampir, the Fetchlings either end up joining the Renegades, or they wind up playing spy for either Tamberlyn or the Beastfolk. The Beastfolk tend to be somewhat more welcoming, so many Fetchlings end up acting as scouts for them.

Medusa - The two Medusa kinds tend towards isolation, however mostly out of concerns for their safety, as well as the safety of others. The Medusa race tends to be thought of as a sort of "half-breed" between the Greater Medusa and humans. The Greater Medusa are somewhat rarer, but are quite often more feared that their "lesser" cousins, due to their more monstrous appearance. The ties with Beastfolk communities are stronger, partly due to many amongst Tamberlyn's population lumping the Medusa in with the Beastfolk. Facial veils are common amongst the Medusa, as the veils are known to block their petrifying gaze.

Reapers - The Reapers are a rare breed, the planar-touched offspring between humans and Ragan's servants, the Psychopomps. They typically hide amongst human populations, as they have no physical differences. Perhaps due to their extended lifespans, the Reapers seem to get along somewhat with Dwarves. Due to previous events from the time of the ending of the wars against the necromancers and the realm of Fel-Carâth, there tends to be some distrust between the Boutican faith and Reapers devoted to Ragan. Which is most of them.
 
Last edited:
OP
ShadowWolfSBI

ShadowWolfSBI

Chief Spam Hunter Why Are You Making Me Do This
Former Moderator
RP Moderator
Joined
Nov 10, 2008
Messages
3,104
Reputation score
52
Re: Random Campaign Setting Derpery

Decided to add a bit of OOC background of sorts... A list and explanation of all of the references or jokes I've used in this.

First post:

"having flashbacks of concerts they haven't been to, yet." - Paraphrase of one of Tommy Chong's lines from the 1997 McHale's Navy movie.

Boutic Halls - The "alternate" pronunciation of these locations may have been *cough*probablywas*cough* inspired by descriptions of MAF's cat-bard's personality from Maiko's PF game. Jury's still out on that one.

Transmission Crystals - In order of description: Cellphones, combadges (from Star Trek), and big-screen flat panels.

Blood Bowl - From Games Workshop. Because if you're going to turn some taverns into sports bars, ya gotta have sports to watch.

The Forsaken Hold - The somewhat infamous game of Dwarf Fortress.

The "Dark Bard" - Ozzy Osbourne.

Spymaster Nicholas "the Furious" - Nick Fury. As in Samuel L. Jackson.

The Mad Wizard's Butt Curse - Drawn from the apparently infamous Space Station 13 story.

Second Post:

Nuffle - Games Workshop's Blood Bowl, again. Of course, that seems to be a play on the NFL, so...

The Sinister Keg - From LOTRO. And yes, the visually unequipped pants debuff exists. The icon is a sad panda.

Shining Light and the Phukit Bucket - Both from LEGO LOTR. The Mithril Disco Phial and the Mithril Bottomless Bucket, respectively.

Power Word, Van - Callin' up the Party Van and Chris Hansen. Plus reference to the saying "egg on your face".
 
Last edited:
Top