Saturday, May 29, 2010

Races: The Apsuri

The inquisitive apsuri are small—rarely topping four feet in height—with comparably short arms and legs, but long necks and torsos. Their skin is light brown and almost always freckled, and their hair is usually a mixture of blond and green. Apsuri have large green or gold eyes and fan-shaped, highly mobile ears; their hands and feet are partially webbed.

  • +2 Dexterity, +2 Constitution, -2 Strength. Apsuri are both nimble and resilient, but their small size makes them physically weaker than other humanoids.
  • Of Two Elements: Apsuri base speed is 20 feet. They have a swim speed of 30 feet.
  • Small: Apsuri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus to their attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks
  • Low-Light Vision: Apsuri can see twice as far as a human in starlight, moonlight, and similar conditions of poor illuminations. They retain the ability to distinguish color and detail under these conditions.
  • Hold Breath: An apsuri can hold his breath for a number of rounds equal to three times his Constitution score before he risks drowning.
  • Agile Climber: Apsuri use their Dexterity modifier instead of their Strength modifier for Climb skill checks. They are at home both in the forest and on the rigging of a ship.
  • Languages: Apsuri begin play speaking Common and Aquan.
Apsuri are the obligatory "small race." I was attempting to make them somewhat reminiscent of both gnomes and halflings (although Dennis McKiernan's Warrows had some influence on their original look), but sufficiently different that they couldn't be outright confused with either. Hopefully, I have succeeded by making them vaguely otterish.

Question for the readers:
Should apsuri also receive a skill bonus?

Saturday, May 15, 2010

Lands of the Tirin Peninsula

Dellumea is the name given to the lands of the antarctic continent, separated from Ta’Araen by a mountain range. It is generally cold and inhospitable, and inhabited by tribes of varying degrees of friendliness.

Kalretia is a large island off the northeastern coast of Velakhura. Approximately half of it is forested; most of the rest is brackish swamp or salt marsh. There are two different distinct cultures: “islanders” (based out of Natira, the capital city) and “swampers.”

Ta’Araen is nearly landlocked and mostly grassland. It is probably the most diverse nation of the Tirin Peninsula.

Tahvaair, to the far west, is the homeland of a race of tall, arrogant, magically-adept fey.

Velakhura was settled by the migratory Dellumean tribe whose name it bears. As its coastline is mountainous, flight is commonplace. The human population have a truce with the turéhu and are ruled by a singularly long-lived king.

The Scar is not so much a region as the fallout from the ancient war between the Tirin humans and the Tahvaaiy. From above, or from outside, it appears to be a roughly circular desert; however, the entire area is actually a huge dimensional gateway.

Saturday, May 1, 2010

Welcome to the Southlands Project!

Back in the early '90s, I got the idea to create a fantasy setting. Over the years, it picked up momentum. And in the process, it took lessons in "weird" from countless sourcesJack Vance, Jo Clayton, Meredith Ann Pierce, Talislanta, and any number of cartoons and video games.

It's finally coalescing into this: the Southlands Project.


In the distant past, the native humans of the Tirin Peninsula and the fey nobles of Tahvaair constantly skirmished with each other. At times, this descended into outright war. Finally, after centuries of conflict, one side or another unleashed the ultimate weapon.

The weapon's nature is as lost to history as the identity of its makers; however, powerful magic would have to have gone into its creation. At the epicenter of its effect, a massive impact crater (known to this day as "the Scar") still remains, and reality itself has been altered in the vicinity.

In the current era, much of this exists only in the dusty tomes of scholars, or has been transformed from fact to myth. But old fears, and old hostilities, die hard.


Eventually, this will become a RPG campaign setting (I'm currently working it up for Pathfinder, but migrating it into other systems in the future would be absolutely incredible). As of now, I've got a basic idea of the geography, a pantheon, and some races. Expect teasers in the future.

This blog will ideally be updated on a regular basis; I'm going to shoot for bi-weekly. Feedback and suggestions are, of course, highly appreciated.