Tahvaair, to the west of Ta'Araen, is ruled by an unknown number of ahvaiyru families; all non-ahvaiyru in Tahvaair are slaves of one clan or another. These clans are known to feud amongst themselves in a manner said to be all the more vicious for being so genteel.
Of more concern to outsiders, however, are regular sorties against neighboring Ta'Araen, by the ahvaiyru and their feiyin janissaries, in attempts to annex parts of it. As diplomatic relations and legitimate trade with Tahvaair are nonexistent, little else is known.
Thursday, October 28, 2010
Saturday, October 16, 2010
Ta'Araen
Ta'Araen is the most diverse, and in many ways the most cosmopolitan, nation in the Tirin Peninsula. Most of its human denizens are the descendants of several different tribes known collectively as Tirins, and the vestiges of many distinct cultures still survive.
Approximately half of the nation—centered roughly around the capital, Araenkeep—is given over to farming. Further south, along the border mountains that separate the peninsula from Dellumea, mining for various metals predominates. The remainder of the nation is prairie and light forest. Here, due to all-too-frequent attacks from Tahvaair, there are few settlements aside from military garrisons.
Approximately half of the nation—centered roughly around the capital, Araenkeep—is given over to farming. Further south, along the border mountains that separate the peninsula from Dellumea, mining for various metals predominates. The remainder of the nation is prairie and light forest. Here, due to all-too-frequent attacks from Tahvaair, there are few settlements aside from military garrisons.
Thursday, October 7, 2010
Kalretia
Kalretia (or, more formally, the Kalretian Archipelago) is located to the northeast of the Tirin Peninsula. Its thirteen islands have approximately the same total area as Ta'Araen.
The true natives of the islands are apsuri and lizardfolk. But in recent generations, humans from a northern continent have established a colony on the largest island. As a result, two distinct major cultures have sprung up: "Islanders," centered around the main seaport on the largest island, are primarily influenced by the human colonists; "swampers," denizens of the brackish swamps of the northeastern islands, are primarily influenced by the apsuri.
Saturday, September 18, 2010
Dellumea
The Tirin Peninsula is separated from the rest of the southern continent by a steep and treacherous mountain range. Few safe passes exist through these mountains.
While the tundras and boreal forests that lie beyond may have any number of names among their inhabitants, most of the Tirin Peninsula knows the land only as Dellumea. It's the home of tribal humans—some friendly and some much less so—wild beasts, and things largely unknown in the Tirin Peninsula.
While the tundras and boreal forests that lie beyond may have any number of names among their inhabitants, most of the Tirin Peninsula knows the land only as Dellumea. It's the home of tribal humans—some friendly and some much less so—wild beasts, and things largely unknown in the Tirin Peninsula.
Saturday, September 4, 2010
Pantheon of the Tirin Peninsula
Amareth, called Dame Justice, is the goddess of justice and righteousness. Her symbol is the couatl, and her favored weapon is the bastard sword.
Arevashti, called the Ancient Mother, is the primal over-goddess, said by some to represent the world or even the universe. Her symbol is the ouroboros (the serpent that devours its own tail), and her favored weapon is the quarterstaff.
The Dagger in the Night, whose true name name has been forgotten, is the god of murder and treachery. His symbol is a dagger—his favored weapon—that drips with blood or venom.
Dejunath, called the Magelord, is the god of magic and invention. His symbol is an ornate wand, and his favored weapon is the crossbow.
Eresh, called the Reaver, is a deity of random mass destruction. Its symbol is a tearing claw, and its favored weapon the morningstar.
Ertrael, called the Plague, is the god of the less gentle side of nature. His symbol is a wolf’s skull, and his favored weapon the scythe.
Juratei, called Lady Luck, is the goddess of good fortune, the wind, and the sea, and said to be the patron deity of the apsuri. Her symbol is a scallop shell, and her favored weapon the trident.
Khernos, called the Stag Father, is the god of the wild and the hunt, said to be Ertrael's more pleasant twin. His symbol is a leaping stag, and his favored weapon the spear.
Ki’Ahaara, called the Fierce Mother, is the goddess of protection, said to be the patron deity of the ki’vali. Her symbol is a shield marked with a double-bladed axe, and her favored weapon the greataxe.
Ravana, called the Tyrant, is the god of domination and conquest. His symbol is the crown, and his favored weapon the whip.
Skatha, called the Warqueen, is the goddess of luck in battle. Her symbol is the falchion, which is also her favored weapon.
Sulaudhra, called the Lady of Dreams, is the goddess of sleep, dreams, and peaceful death. Her symbol is a cat’s eye, and her favored weapon the unarmed strike.
Surya, called the Lord of Light, is the obligatory sun god and the consort of Sulaudhra. His symbol is the sunburst, and his favored weapon the mace.
Question for the readers: Any comments, complaints, or suggested additions?
Arevashti, called the Ancient Mother, is the primal over-goddess, said by some to represent the world or even the universe. Her symbol is the ouroboros (the serpent that devours its own tail), and her favored weapon is the quarterstaff.
The Dagger in the Night, whose true name name has been forgotten, is the god of murder and treachery. His symbol is a dagger—his favored weapon—that drips with blood or venom.
Dejunath, called the Magelord, is the god of magic and invention. His symbol is an ornate wand, and his favored weapon is the crossbow.
Eresh, called the Reaver, is a deity of random mass destruction. Its symbol is a tearing claw, and its favored weapon the morningstar.
Ertrael, called the Plague, is the god of the less gentle side of nature. His symbol is a wolf’s skull, and his favored weapon the scythe.
Juratei, called Lady Luck, is the goddess of good fortune, the wind, and the sea, and said to be the patron deity of the apsuri. Her symbol is a scallop shell, and her favored weapon the trident.
Khernos, called the Stag Father, is the god of the wild and the hunt, said to be Ertrael's more pleasant twin. His symbol is a leaping stag, and his favored weapon the spear.
Ki’Ahaara, called the Fierce Mother, is the goddess of protection, said to be the patron deity of the ki’vali. Her symbol is a shield marked with a double-bladed axe, and her favored weapon the greataxe.
Ravana, called the Tyrant, is the god of domination and conquest. His symbol is the crown, and his favored weapon the whip.
Skatha, called the Warqueen, is the goddess of luck in battle. Her symbol is the falchion, which is also her favored weapon.
Sulaudhra, called the Lady of Dreams, is the goddess of sleep, dreams, and peaceful death. Her symbol is a cat’s eye, and her favored weapon the unarmed strike.
Surya, called the Lord of Light, is the obligatory sun god and the consort of Sulaudhra. His symbol is the sunburst, and his favored weapon the mace.
Question for the readers: Any comments, complaints, or suggested additions?
Sunday, August 29, 2010
Bonus Post Three: Bog-Standard Fantasy Bogs Down Fantasy
As most if not all of you will have noticed by now: The Tirin Peninsula is not the standard Tolkienian (or Gygaxian) fantasy setting. Unless you're house-ruling, you're not going to find elves, dwarves, orcs, gnomes, or halflings here.
Now, mind you, this wasn't always the case. But the more I thought about it, the more it seemed to me that the standard fantasy setting came with altogether too much baggage. For all that writers may go out of their way to put a twist on the standard, there are stereotypes attached to just about every aspect of it: Elves must behave this way, orcs must behave that way, and nothing can be any too far removed from the works of Tolkien. If the rules get bent too far, the readers complain—or jump to conclusions based on how things are in The Lord of the Rings.
Long story short? Although I know that you can't really blame the setting for what the readers infer, I didn't want that baggage or those stereotypes. And I really didn't want people jumping to Middle Earth-based conclusions about the Tirin Peninsula, because the Tirin Peninsula is not Middle Earth. It's also probably best not to presume that what applies to medieval Europe (or some idealization or exaggeration thereof) necessarily applies to the Tirin Peninsula, either.
I'm aware that, in light of this, it may be a bit odd that I intend to make it Pathfinder-compatible. Pathfinder, after all, is a D&D spin-off with a loosely Tolkienian core setting. But it’s also got three strong points in its favor: The basic rules are open content (meaning that I won't have to pay any fees or get written permission to use them). I'm sufficiently familiar with the system to write for it with some degree of confidence. And last but not least, it saves me the (tremendous) hassle of designing my own system.
Saturday, August 21, 2010
Races: The Turéhu
Turéhu are short, wiry, and long-limbed, with large pointed ears and semi-prehensile tufted tails. Their skin is medium brown with a gold sheen to it; their slit-pupiled eyes are usually green, blue, or violet. Their hair tends to be autumn-leaf hues—from red-black to white-gold—or shades of green.
- +2 Dexterity, +2 Wisdom; -2 Constitution.
- Medium: Turéhu are Medium creatures and have no bonuses or penalties due to their size.
- Turéhu have a base land speed of 30 feet and a climb speed of 20 feet.
- Fey: Turéhu are fey, not humanoids. This grants them low-light vision, proficiency with all simple weapons, and immunity to spells which only affect humanoids (such as charm person).
- Woodland-Dweller: Turéhu receive a +2 racial bonus to Acrobatics and Survival checks.
- Keen Senses: Turéhu receive a +2 racial bonus to Perception skill checks.
- Damage Reduction: Turéhu have damage reduction 5/cold iron.
- Weapon Proficiency: Turéhu receive the Martial Weapon proficiency feats for the longbow and shortbow, and treat any weapon with “fey” in its name as a martial weapon.
- Automatic Languages: Turéhu begin play speaking Sylvan and Draconic.
Challenge for the readers: Turéhu are another race of "not-elves" with which I find myself needing a bit of cultural help. They're forest-dwellers who count a lot of rangers and druids among their number, if that gives anyone any ideas. And while they're not actively hostile, they're territorial. (For the record: I had the idea before James Cameron did, I can prove it, and they're barely more than half the height.)
Saturday, August 14, 2010
Bonus post the second!
I've recently gotten back preliminary sketches for some art commissioned for the project. And while I really wish that I were better at descriptions, I certainly can't fault the skill of the artist.
Also, I've got another question for the readers: languages! As it stands at the moment, ki'vali have their own language, apsuri speak Aquan, and the fey races speak Draconic. I'm wondering if this should change. (Humans, by the way, will have access to several regional languages.) And as far as tíraleth starting languages go, I'm not even sure what to do with that.
Also, I've got another question for the readers: languages! As it stands at the moment, ki'vali have their own language, apsuri speak Aquan, and the fey races speak Draconic. I'm wondering if this should change. (Humans, by the way, will have access to several regional languages.) And as far as tíraleth starting languages go, I'm not even sure what to do with that.
Saturday, August 7, 2010
Races: The Tíraleth
The tíraleth claim descent from the ancient hero Talyll, who was said to be the champion of the war goddess and to have the blood of both fey and dragons. They are sleekly muscled and fairly tall, with skin that is marked with between three and five bright colors. Their ears are pointed, their eyes—which are usually primary-hued—have three to seven pupils, and their hair is dark at the roots, light at the tips, and usually red or red-tinged.
- +2 Dexterity, +2 Charisma. Tíraleth are agile, and tend to have forceful personalities and exotic good looks.
- Medium: Tíraleth are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Tíraleth have a base speed of 30 feet.
- Darkvision: Tíraleth can see in the dark up to 60 feet.
- Low-Light Vision: Tíraleth can see twice as far as a human in conditions of dim light.
- Observant: Tíraleth receive a +2 racial bonus to Perception skill checks.
- Weapon Proficiency: Tíraleth are proficient with falchions and scimitars.
- Sun’s Fury: As barbarian rage, with the following modifications: May be used for a number of rounds per day equal to 2 + the tíraleth’s Constitution modifier. The tíraleth’s increased body heat in Sun’s Fury adds +1 fire damage to unarmed attacks; opponents who make unarmed attacks against a tíraleth in Sun’s Fury take one point of fire damage per attack. The tíraleth receives a +2 circumstance bonus to Intimidate checks while Sun’s Fury is active. Sun’s Fury does not give a tíraleth without barbarian levels access to rage powers; however, a tíraleth barbarian may choose to add the effects of Sun’s Fury to his class-granted rages as a rage power.
- Fire resistance 5.
- Cold Vulnerability: Tíraleth suffer a -1 racial penalty to saving throws against cold effects and a -1 penalty to fortitude saves against damage from cold environments.
The tíraleth are my oldest race concept; as such, they've had the most work put into them. As you might be able to tell, there's some Celtic mythological inspiration.
Question for the readers: What I really need here is Pathfinder-geek help: How's the balance on Sun's Fury as a racial ability? Any suggested tíraleth-specific feats (or even tíraleth-specific barbarian rage powers)?
Question for the readers: What I really need here is Pathfinder-geek help: How's the balance on Sun's Fury as a racial ability? Any suggested tíraleth-specific feats (or even tíraleth-specific barbarian rage powers)?
Thursday, August 5, 2010
Races: The Ahvaiyru
The ahvaiyru, haughty fey rulers of the western lands of the Tirin Peninsula, are tall and almost attenuated in build, with delicate, angular facial features, long pointed ears, and a pair of short, feathery antennae. Their skin is ivory, with a silvery sheen to it; their hair is either black or pale blond; and their eyes—which have slitted, feline pupils—are gray, amber, or violet.
- +2 Dexterity, +2 Intelligence, +2 Charisma; -2 Constitution.
- Medium: Ahvaiyru are Medium creatures and have no bonuses or penalties due to their size.
- Normal speed: Ahvaiyru have a land speed of 30 feet.
- Fey: Ahvaiyru are fey, not humanoids. This grants them low-light vision, proficiency with all simple weapons, and immunity to spells which only affect humanoids (such as charm person).
- Canny: Ahvaiyru receive a +2 racial bonus to Bluff, Sense Motive, and Perception skill checks.
- Weapon Proficiency: Ahvaiyru treat any weapon with “fey” in its name as a martial weapon.
- Hypnotism: Three times per day, as a caster of class level. Save DC is Charisma-based.
- Spell Resistance: Ahvaiyru possess spell resistance equal to 5 + their class levels.
- Damage Reduction: Ahvaiyru have damage reduction 5/cold iron.
- Automatic Languages: Ahvaiyru begin play speaking Draconic.
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