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The Realms of Acadecia


Of the six realms of Acadecia, five are inhabited. Each realm is comprised of multiple regions--a kingdom, a republic, sometimes a simple span of area clustered together by nothing more than geography. Every character has a home region. Depending on his or her home region, a character has a choice of two or three starting packages. Each region has a favored class; this favored class is for all peoples from that region, even nonhuman races such as elves and dwarves (in other words, the character's home region's favored class replaces his or her race's favored class).

Each region also has an automatic language. There is no "common" language in Acadecia. You know only your regional language, plus any languages granted by the Speak Language skill and a high Intelligence score. For non-human races, you know the automatic language for your region, plus your racial language. Bonus languages may be chosen from your home region or from your racial list of bonus languages (except humans, who may only choose from their home region's bonus languages).

The regions are as follows.

*Masterwork weapon, armor, or item.


Continent of Andor


Andor is the second-largest continent on Acadecia. Its northern regions enjoy a mildly temperate climate, while the middle third of the continent is mostly dry and arid. This increases to a full desert climate on the southern end of the continent. Here, hundreds of miles of desert span from one end to the other, full of blue dragons, kobolds, and various savage species. Clustered amongst the dunes are the impressive spires of the nubian people, monuments in both structure and art. Trade amongst these great cities is bustling; and since the trade routes are always dangerous, the demand for mercenaries of great skill is equally booming.

The regions of the Alaborn Province and the Mannix Kingdom have been at war for decades. This is not the first such war, and will likely not be the last. Throughout the millenia, these two ancient regions have fought over land: Mannix to take it, and Alaborn to keep it.

The regions of Andor are as follows.



Alaborn Province

 
The Alaborn Province is presided by Queen Alaborn, an elven ruler over a primarily human region. The capitol of the realm is Alaborn Keep, located in the Northeast part of the realm. It is about forty miles from the River Running, which constitutes as the "gray area" where most of the conflict between Alaborn and Mannix takes place.
 

Major Cities:

 
Alaborn Keep - Population 2,346. 95% Humans, 3% Dwarves, 2% Other. Home to the Armies of Alaborn, as well as the benevolent Queen herself, noted for her fairness and generosity to her people. She was also noted, in her youth, to be a pushover to King Mannix--when she refused to give any further territory to the King, she inadvertantly began the Third Territory War.
 
Chentas - Population 5,921. 55% Humans, 22% Elves, 14% Halflings, 5% Half-Orcs, 2% Half-Elves, 2% Other. Chentas is a harbor city. Ships run down the River Running to the Krakkhen Ocean twenty miles east. They export the lumber from Draco and import many other goods, especially from Jidoor and Cresbard. There is also some fishing and farming.
 
Draco - Population 8,572. 67% Humans, 12% Half-Elves, 9% Elves, 6% Halflings, 3% Other. The main economic strength of Draco is logging and mining the nearby foothills for iron and copper. Draco is the largest exporter of parchment, vellum, and other papers in the world.
 
Home Region Information

Favored Class: Fighter
Starting Packages:
 A) Healer's kit, light steel shield*
 B) Leather armor*, longsword
 C) Longbow, quiver of 20 arrows*
Automatic Language: Albaric. Bonus Languages: Dembaran, Dwarven, Elven, Giant, Gnome, Nubian, Orc.



Alchriojah Shiekdom

The largest shiekdom in Acadecia, Alchriojah spans the entire Gon Desert, which takes up the southern third of the continent. The desert itself spans over 4,200 square miles of desert. The Gon is infamous for its high number of draconic races, such as kobolds, half-dragon tribes, and blue and brass dragons. Many an unwary traveler has been snatched up by a blue dragon hidden in the great sand dunes by the roadside.
 

Major Cities:

 
Jzis - Population 4,722. 63% Nubians, 19% Human, 16% Elves, 2% Other. Jzis is the religious hub of Alchriojah. Many Andoran nubians make annual or biannual pilgrimages to Jzis, where Mandala has a large temple. About three quarters of the city's profits come from tithes; the rest of the city's economy comes from fishing and trade; carved fishbone necklaces from Jzis are quite popular.
 
Kendu - Population 15,601. 70% Nubians, 12% Humans, 8% Halflings, 7% Elves, 3% Other. Kendu is the capitol of the nubian shiekdom. Here the palace of Akhlu Mutoba, the current sheik, may be found. Mutoba is a greedy ruler, and demands high levies and taxes to finance his own personal wealth. Rajah Ninto, his son, is High Priest of Mandala here, and being of a more benevolent nature, combats his father on nearly every political issue.
 
Home Region Information
Favored Class: Dervish
Starting Packages:
 A) Falchion, chain shirt
 B) Two kukris, potion of cat's grace
Automatic Language: Nubian. Bonus Languages: Albaric, Auran, Corian, Draconic, Elven.



Dembram Republic

 
Originally constituting clusters of farming communities, the Republic now spans from the western shores of the Vastin Ocean to the Tenden Mountains that run down the center of the continent. The Senate of Dembram is widely rumored to be corrupted, but they still manage to keep order and a semblance of fairness in the realm. The churches of Ghalleone and Khyra have powerful influence here, as well as Celene and Magius.
 

Major Cities:

Athsgodell - Population 22,433. 82% Humans, 6% Dwarves, 4% Elves, 3% Halflings, 3% Gnomes, 2% Other. Capitol of the Republic, the vast Halls of the Senate can be found here. The Halls double as the floor on which the 23 senators discuss the issues of the Republic, and the luxurious home for the senators; it is rumored to even have an orgy room, though this has never been proven.
 
Flander - Population 6,022. 71% Humans, 11% Dwarves, 6% Elves, 3% Half-Elves, 3% Half-Orces, 2% Halflings, 2% Gnomes, 2% Other. Flander is the primary port city of Dembram. There is major import and export here, though it has dwindled as of late due to new, heavier levies and taxes on imports imposed by the Senate.
 
Home Region Information
Favored Class: Cleric
Starting Packages:
 A) Scale mail*
 B) Light steel shield*, heavy mace
 C) Three potions of cure light wounds
Automatic Language: Dembaran. Bonus Languages: Albaric, Dwarven, Giant, Nubian, Orc.



Kandoria Republic

 
Long ago the southern half of Dembram seceded to form its own Republic. The two have had strained relations for some time, but it has never broken into open warfare. Kandoria is known for its variety of experts and skilled weaponsmiths and security experts.
 

Major Cities:
Trestle - Population 4,931. 66% Humans, 9% Halflings, 8% Gnomes, 5% Half-Elves, 5% Half-Orcs, 3% Elves, 2% Dwarves, 2% Other. Capitol of the Kandoria Republic, Trestle holds the Townhall, a great stone building where the Representatives gather. Unlike Dembram, the Kandoria Republic is broken into several smaller provinces, each of which has a yearly-appointed representative. That representative speaks for the province in the Townhall.
 
Home Region Information
Favored Class: Rogue
Starting Packages:
 A) Potion of invisibility
 B) Three daggers, studded leather armor*
 C) Light warhorse, saddle, bit & bridle
Automatic Language: Dembaran. Bonus Languages: Corian, Dwarven, Giant, Gnome, Orc.



Mannix Kingdom

 
Spanning from the River Running to the north, to the beginnings of the Gon Desert to the south, the kingdom is the largest on Andor. Ruled by King Andrew Mannix IX, a stern but just leader, the people of the Mannix Kingdom have managed to survive--and flourish, to a small extent--during decades of war.
 

Major Cities:

Castle Mannix - Population 1,342. 67% Humans, 10% Nubians, 10% Half-Elves, 8% Dwarves, 2% Gnomes, 2% Halflings, 1% Half-Orcs. Home of King Andrew Mannix IX, as well as his small but successful army--and the Diamond Guard, his elite personal entourage.
 
Jemmin City - Population 9,727. 36% Humans, 20% Halflings, 16% Elves, 13% Dwarves, 6% Gnomes, 5% Half-Elves, 2% Half-Orcs, 2% Nubians. Jemmin City is a port city and a veritable melting pot. Racism and intolerance are rare in the city; anyone is usually accepted for who they are.
 
Home Region Information
Favored Class: Fighter
Starting Packages:
 A) Bastord sword, 2 potions of cure light wounds
 B) Chain shirt*, or studded leather armor* and light wooden shield
 C) 200gp
Automatic Language: Corian. Bonus Languages: Dwarven, Giant, Gnome, Nubian, Orc.



Tenden Mountains

 
The dangerous slopes of the Tenden Mountains were once home to the ancestral dwarven city of Dargonholm; that great place is now overrun with savage tribes. Only a few villages dot the foothills to the mountains now, and most of those are gnomish and dwarven communities protected under the watchful eyes of the Stone Stalkers.
 

Major Cities:

Dargonholm - Population 0. Once the greatest architectural achievement in dwarven history, the city of Dargonholm is burrowed several miles straight into the mountainside. Every inch of the city has been carefully and lovingly etched by dwarven hands over hundreds of years. Now foul denizens such as orcs, ogres, goblins, and trolls make it their home. Twice in the past century have the dwarves amassed to retake Dargonholm; twice they have failed. It is rumored that a great and powerful being has rallied the savage tribes, and that is the reason the dwarves were thwarted.
 
Home Region Information
Favored Class: Ranger
Starting Packages:
 A) Battleaxe, handeaxe, tanglefoot bag
 B) Potions of hiding and sneaking
 C) Two shortswords and leather armor*
Automatic Language: Dwarven or Gnome. Bonus Languages: Albaric, Corian, Dembaran, Draconic, Dwarven, Giant, Gnome, Orc.


Cresbard


Cresbard is a large grouping of islands in the middle of the Vastin Ocean. While most of the islands are home to small mining towns or villages, the largest and westernmost island holds the capitol city of Aragon--home to over 120,000 people. It is by far the largest city in Acadecia. Aragon also boasts one of the mightiest naval fleets in the world. On the island just southeast of Aragon is the famed Cresbard Naval Academy, where its sailors train to become mighty warriors of the sea. The city is also home to some of the finest minstrels, craftsmen, and merchants in the world, and the people often boast cultured backgrounds.

There is only one home region for Cresbard, as follows.


Cresbard

Major Cities:

Aragon - Population 126,453. 34% Humans, 18% Elves, 16% Gomes, 12% Half-Elves, 10% Nubians, 6% Halflings, 3% Half-Orcs, 1% Other. By far the largest city in the world, Aragon is massive beyond scope. The city entirely covers an island forty feet long by thirty miles wide. Nearly anything in the world can be found here.
 
Fastor Keep - Population 22,672. 59% Humans, 31% Nubians, 4% Elves, 4% Half-Elves, 2% Other. Fastor is home to the Cresbard Naval Academy and the Royal Naval Fleet. Fastor boasts the most powerful navy in the world, rivaled only--but dangerously close--by the Legoramite Navy. King Malidor often visits the Keep to watch the academy students train.
 
Home Region Information
Favored Class: Bard
Starting Packages:
 A) Any instrument*, shortsword
 B) Chain shirt*
 C) Longbow, quiver of 20 arrows*
Automatic Language: Argonian. Bonus Languages: Any (except secret languages, such as Druidic).


Continent of Eriador


Eriador is by far the largest continent on Acadecia, spanning hundreds of thousands of square miles. Its most notable feature is Everwood, the gigantic forest taking up the center of the continent. Many creatures make their homes here: nymphs, pixies, dryads, dragons, orcs, goblins... The list goes on. There are, of course, many elves as well: the High Elves make their home to the north, just south of the main road through the wood. The wood elves inhabit the southern reaches, and must share the space with the majority of the region's green dragons, as well as kobolds and several tribes of half-dragon offspring.

The regions of Eriador are as follows.



Anteria

 
Spanning most of the western third of the continent, the realm of Anteria is under the rule of the Mithral Mask, Archmage of the Divine. His real name unknown, the Lord Mask is believed to be the eldest and most powerful of the eight Archmagi. Certainly, he is the only one to rule any lands of his own. Near the northern end of the realm, somewhere in the hills north of Trik, is the infamous Rift, a temporal flux of unkown origin. Occasionally the Rift spits out an outsider from some random location on the Planes. Sometimes the creature is friendly, and usually the victim braves the Rift to try and return to its home. Sometimes, though, the outsider decides to stick around.
 

Major Cities:

Trik - Population 16,456. 41% Humans, 20% Outsiders, 10% Nubians, 6% Elves, 6% Halflings, 5% Half-Elves, 4% Gnomes, 4% Dwarves, 3% Nubians, 1% Other. Trik is home to some strange creatures. Because of the nearby Rift, many outsiders find their way to this Plane, and some even decide to stay. This has given Trik the title of "City of Monsters."
 
Vormen - Population 28,322. 35% Humans, 10% Outsiders, 9% Halflings, 15% Elves, 11% Nubians, 6% Gnomes, 5% Half-Elves, 5% Half-Orcs, 3% Dwarves, 1% Other. Because the metropolis of Vormen is a successful port city, many of the "other folk" from Trik find their way south to the capitol city of Anteria. It is thusly a common misconception that Vormen, not Trik, is the famed City of Monsters. Here the Lord Mask makes his home, high in the reaches of the Ivory Tower at the city's heart. Few have ever actually seen the Mask; his Royal Advisors deligate most of his decrees for him.
 
Home Region Information
Favored Class: Urban Ranger
Starting Packages:
 A) Longsword, leather armor*
 B) Longsword, short sword, and buckler*
 C) Studded leather armor*, 50gp
Automatic Language: Vormese. Bonus Languages: Abyssal, Celestial, Elven, Everan, Infernal, Nubian.



Dumen Jungles

 
The sweltering jungles of Dumen constitute a moderate portion of the northwest area of Eriador, spanning about forty miles Southwest to Northeast along the coast. Within the jungles live many of the common races that have adapted to the environment, as well as a large nubian sheikdom.
 

Major Cities:

Ankh - Population 6,342. 73% Nubians, 12% Humans, 11% Halflings, 3% Elves, 1% Other. Hidden deep within the Dumen is the nubian city of Ankh, located near a religious site sacred to all nubians. Within a hidden temple, they believe the body of Mandala is buried. Since Mandala rose to godhood from mortal ranks like most racial deities, this could likely be true. The presence of a paragon guardian naga seems to lend the idea further credence. Their main economic strengths are forestry and--surprisingly--tourism.
 
Akhbar - Population 14,654. 71% Nubians, 11% Humans, 8% Elves, 6% Halflings, 3% Half-Elves, 1% Other. Akhbar is the capitol of the Dumen Sheikdom. Here the current sheik, Mendo Fallujah, rules and beneficently as he can while trying to deal with a rampant branch of the Barrowshade Eye thieves' guild.
 
Favored Class: Battle Sorcerer
Starting Packages:
 A) Scimitar, leather armor*
 B) Buckler, dagger, one 1st level arcane scroll
 C) Shortsword, two 1st level arcane scrolls
Automatic Language: Nubian. Bonus Languages: Elven, Everan, Orc, Sierran, Vormese.



Everwood

 
This gargantuan forest takes up the entire central area of Eriador--thousands of square miles of forest. The region of Everwood, however, actually only encompasses the northwestern section of the forest, where most of the cities and villages of the humans can be found.
 

Major Cities:

Selzer - Population 19,302. 38% Humans, 19% Halflings, 13% Elves, 11% Dwarves, 7% Gnomes, 7% Half-Elves, 4% Half-Orcs, 1% Nubians. Located deep within Everwood along the Great Forest Road, Selzer is a melting pot of commerce and races. It claims allegiance to no kingdom, but is instead run by a city council elected every four years during Harvest Days. The city survives on hunting, forestry, and heavy trade.
 
Favored Class: Ranger or Druid.
Starting Packages:
 A) Two shortswords, leather armor*
 B) Healer's kit, light mace, 100gp
 C) Scimitar, hide armor*
Automatic Language: Everan. Bonus Languages: Draconic, Elven, Goblinoid, Halfling, Orc, Vormese.



Ithioniell


The elven kingdom of Ithioniell is the largest in Acadecia, spanning a large portion of the southern central region of Everwood. It boasts two large cities: Ithion, the City in the Trees, and Lauranalis, which appears to have been formed entirely naturally from rock, hill, and tree formations.
 

Major Cities:

Ithion - Population 8,456. 95% Elves, 2% Halflings, 1% Gnomes, 1% Dwarves, 1% Other. Ithion is the primary trade city of the elven kingdom of Ithioniell, and its de facto capitol. The current elven king, Anthasilas Moonbreeze, has his throne here, rumored to be made completely of mithral; of course, few non-elves are even allowed to hold audience with the king, and most elves find such rumors to be "trivial."
 
Lauranalis - Population 37, 581. 79% Elves, 9% Humans, 5% Half-Elves, 3% Halflings, 2% Dwarves, 1% Gnomes, 1% Other. This well-hidden elven metropolis is almost completely self-sufficient. They do leave for occasional trade, however, and the elven craftsmiths of Lauranalis are considered some of the finest in the world.
 
Favored Class: Wizard
Starting Packages:
 A) Longsword, composite shortbow, quiver of 20 arrows*
 B) Two 2nd level arcane scrolls
Automatic Language: Elven. Bonus Languages: Draconic, Everan, Goblinoid, Orc, Vormese.



Legoram

 
The region of Legoram spans a large area of the eastern half of the continent, from the eastern edge of the Everwood to the east coast. Aside from a few farming villages, however, the only actual inhabitance here is Legoram Proper, a city-state that nearly rivals Aragon for size.
 
Major Cities:

Legoram - Population 67,429. 41% Humans, 26% Halflings, 13% Elves, 11% Dwarves, 5% Half-Elves, 2% Gnomes, 1% Half-Orcs, 1% Nubians. Legoram is a vast city-state broken down into six districts: Merchanthome, Outerwall, Southwall, Royal Center, Priesthome (jokingly called the "Holy Pint"), and Guildhome. While outwardly the city-state is ruled by the fat, weasely King Avarin Roland, it's hardly a secret that the Guildmasters of Guildhome are the true rulers.
 
Favored Class: Rogue
Starting Packages:
 A) Two vials of drow sleeping poison
 B) Dagger*
 C) Thieves' tools*, dagger, buckler
Automatic Language: Lenorian. Bonus Languages: Aquan, Sierran, Elven, Orc.



Plains of Marduc

Located in the Northeast area of Eriador, wedged between Sierranon and Legoram's realm, the Plains of Marduc is not really associated with any ruling body. The region has only a handful of communities larger than a hamlet, and only three of which are even large enough to be called a city. Many barbarian tribes roam the plains, and this alone has made both Sierranon and Legoram give pause to the thought of trying to take the lands by force. Considering the realm has little economic growth or value, neither kingdom really considers it worth the cost of lives or effort.
 

Major Cities:

Azrael's Horizon - Population 4,922. 95% Humans, 2% Halflings, 1% Dwarves, 1% Half-Elves, 1% Other. Azrael's Horizon is a small fishing city on the edge of Whilefort Peninsula. A rather depressing place, the city has been suffering economic recession for several years. The increasing number of krakken attacks on fishing vessels doesn't help matters.
 
Elogir - Population 6,001. 81% Humans, 7% Half-Elves, 4% Dwarves, 3% Half-Orcs, 2% Gnomes, 2% Halflings, 1% Other. Elogir is a modestly successful trade city. They import mostly raw materials from Legoram and occasionally Azrael's Horizon and craft them into fine items. Thus, they have managed to survive for several decades--the city is relatively new.
Shantytown - Population 9,322. 38% Halflings, 16% Humans, 14% Half-Orcs, 13% Half-Elves, 9% Gnomes, 6% Dwarves, 4% Nubians. The only permanent primarily-halfling city in Acadecia, Shantytown boasts a fairly booming industry despite its lack of any real trade route besides sea. It exports many fine and unusual products, such as whetstones, sealing wax, candlesticks, and other miscellaneous things. There is also a roaring gambling guild here, as well as the strong presence of the Shadow's Hand guild.
 
Favored Class: Barbarian
Starting Packages:
 A) Longsword and heavy steel shield*
 B) Battleaxe, leather armor*
 C) Light warhorse, bit & bridle, saddle
Automatic Language: Lenorian. Bonus Languages: Celestial, Draconic, Elven, Orc, Sierran.



Sierranon

Taking up most of the northern end of the continent, Sierranon is actually named for the cluster of mountains at its center, just north of the edge of the Everwood. Dozens of mining towns dot the High Sierras, extracting the realms' main economic stay, adamantine and mithral. In the farthest eastern reaches of Sierranon, amidst rolling plains near the Sierranon/Marduc border, stands the Gray Tower, home to one of the eight Archmagi.
 

Major Cities:
Ani - Population 1,201. 59% Humans, 13% Dwarves, 12% Halflings, 10% Gnomes, 4% Nubians, 2% Elves, 2% Half-Orcs. Ani, while not technically the capitol, is home to King Rannos of the Screaming Fist, a most legendary figure. Legend has it that he saved the peoples of Sierranon from a mad druid bent on destroying the people of the local villages.
 
Douell - Population 9,327. 87% Humans, 5% Elves, 3% Half-Elves, 2% Dwarves, 2% Halflings, 1% Gnomes, 1% Other. Capitol of Sierranon, the port city of Douell makes trade in lumber and many manufactured goods; clothing from Douell is highly prized in many noble courts.
 
Home Region Information:
Favored Class: Fighter
Starting Packages:
 A) Climber's kit, everburning torch
 B) Chainmail*
 C) 100ft. hemp rope, battleaxe, light wooden shield*
Automatic Language: Sierran. Bonus Languages: Draconic, Dwarven, Elven, Everan, Giant, Lenorian, Orc.



Vixonrikus

 
Vixonrikus comprises almost the entirety of the southern half of Everwood. It is a wild and dangerous place, and the elves that make it their home have had to fight tooth-and-nail with dragons, fey, and kobolds to retain it. Consequently, the Gray Elves are generally polite, even kind, but very grim.
 

Major Cities:

Zaxim - Population 14,334. 96% Elves, 2% Half-Elves, 2% Other. Zaxim is the power center of southern Everwood, and one of the few bastions of safety. Mighty dweomers of ages long past still protect the city from invasion. The Arcane Council, a council of seven elder elves, rules the entire region from the Lotus Hall, a grand emerald building shaped like a lotus petal.
 
Favored Class: Sorcerer
Starting Packages:
 A) Potion of fire breath
 B) One 2nd level arcane scroll, two 0-level arcane scrolls
 C) Two potions of cure light wounds
Automatic Language: Elven. Bonus Languages: Abyssal, Draconic, Everan, Infernal, Sylvan.



Wilhelm Kingdom

 
Taking up the southern area of Eriador is the Wilhelm Kingdom (though there hasn't been a true "king" in several generations). Ruled by Lord Viktor Wilhelm III, the region has lately been blossoming socially and culturally, though it has become economically strained due to constant attacks by orc and troll tribes from the nearby southern edges of Everwood.
 

Major Cities:

Castle Wilhelm - Population 933. 80% Humans, 13% Elves, 4% Half-Elves, 3% Other. Home of Lord Viktor Wilhelm III, Castle Wilhelm is the seat of power for the kingdom, as well as home to the lord's strange--but dangerously effective--elite guard, the Hundred Arrows, comprised entirely of Arcane Archers.
 
Fort Zeakden - Population 15,403. 61% Human, 13% Elves, 12% Dwarves, 8% Half-Orcss, 5% Half-Elves, 1% Other. Here lives Lord Wilhelm's army, as well as their families, keeping a wary eye on Everwood against orc and troll raids.
 
Favored Class: Fighter
Starting Packages:  A) Composite shortbow, quiver of 20 arrows*
 B) Scale mail*
 C) Light steel shield*, short sword
Automatic Language: Everan. Bonus Languages: Elven, Halfling, Lenorian, Orc, Vormese.


Continent of Grimward


Home to barren, icy wastelands, Grimward is aptly named--both for the terrain, and for the stern, hardy folk who call it home. Trade is an absolute necessity in Grimward; without it, the peoples of the tundra would surely die. They sell animal skins and fishbone carvings, which are incredibly popular elsewhere in the world, for valuable supplies such as iron and timber. The barbarians of Grimward are some of the toughest and fiercest of all the Realms.

The regions of Grimward are as follows.


Ichthior
Favored Class: Rogue
Starting Packages:
 A) Two potions of endure elements
 B) Handaxe, buckler*, 50gp
 C) Two thunderstones, two potions of cure light wounds
Automatic Language: Ichthan. Bonus Languages: Draconic, Dwarven, Giant, Gnome, Norese, Orc.


Noriil
Favored Class: Fighter
Starting Packages:
 A) Greataxe, scale mail
 B) Two potions of cure light wounds
Automatic Language: Norese. Bonus Languages: Dwarven, Giant, Ichthan, Orc.


West Ichthior
Favored Class: Barbarian
Starting Packages:
 A) Battleaxe, hide armor*
 B) Potion of endure elements, three darts
 C) Greatsword, leather armor*
Automatic Language: Ichthan. Bonus Languages: Draconic, Dwarven, Giant, Gnome, Orc.


Continent of Jidoor


Jidoor is a melting pot of various terrains. From the arid deserts of the south, to the imposing, stormy mountains of the Morgoth Range in the Black North; from the murky swamps of the Noldair Bogs, to the rocky hills of the Greggorian Highlands.

It is important to note that the people of the Black North, despite its ominous name, are not evil (or at least, most of them aren't). The people of this region defend the rest of the continent from the nearly limitless masses of giants, gnolls, goblins, kobolds, ogres, and orcs that sometimes find their way down the mountainsides.

The regions of Jidoor are as follows.


Black North
Favored Class: Crusader
Starting Packages:
 A) Bastard sword, potion of bull's strength
 B) Composite shortbow, quiver of 20 arrows*
 C) Light warhorse, saddle, bit & bridle
Automatic Language: Vechisse. Bonus Languages: Dwarven, Giant, Goblinoid, Orc, Quisangian.


Chukh Shiekdom
Favored Class: Dervish
Starting Packages:
 A) Two kukris
 B) Two katar, buckler*
 C) Falchion, leather armor*
Automatic Language: Nubian. Bonus Languages: Auran, Draconic, Giant, Quisangian, Vechisse.


Moganju Shiekdom
Favored Class: Battle Sorcerer
Starting Packages:
 A) Two 1st level arcane scrolls, one 0-level arcane scroll
 B) Two potions of cure light wounds
 C) Dagger*
Automatic Language: Nubian. Bonus Languages: Auran, Draconic, Giant, Quisangian, Vechisse.


Quistal
Favored Class: Bard
Starting Packages:
 A) Darkwood yarting
 B) Light crossbow, case of 10 bolts*
 C) Buckler*, two daggers
Automatic Language: Quisangian. Bonus Languages: Elven, Giant, Nubian, Orc, Vechisse.


Vechan
Favored Class: Barbarian
Starting Packages:
 A) Composite longbow, quiver of 20 arrows*
 B) Two battleaxes, hide armor*
 C) Greataxe, potion of bear's endurance
Automatic Language: Vechisse. Bonus Languages: Dwarven, Giant, Nubian, Orc, Quisangian.


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