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Campaign guide plight of the tuatha (1) 8

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Chapter One: The Lands of Aeliode

Chapter One

The Lands of Aeliode
While there are many different cultures and lands found
on the face of Aeliode, this chapter will look at only the
few which have a part to play within the Plight of the
Tuatha adventure path. Here you will find details of the
far-reaching nations of the Avitian Empire and Ceravossian
Republic, the ancient people of Tir Ydrail, and the hardy
Ostmen living upon their islands in the northern seas.
In each region you will find a listing of the classes that
are commonly found in that area as well as the languages
typically spoken there. A brief description of the land will
follow to give an idea of the basic history and place in the
world these people have carved out. Each region also has
detailed descriptions of the races commonly found within.
While the details provided may or may not arise in play
during your Plight of the Tuatha campaign, they may be
useful for both the players and the GM both when starting
the campaign and when unfolding the story’s background.
There are four major regions who have a part to play
in this adventure path:
• Avitian Empire: A beacon of intellectual and civil
light amongst less advanced civilizations. A military
powerhouse striving to bring their knowledge to the
rest of the known world.
• Tir Ydrail: The land of fae and ancient magics. Clans
of humans still strive to hold what land they have
from being taken by the Avitian Empire.


• Ceravossian Republic: Once part of the Avitian
Empire, this Republic lead a major revolution which
split the ancient people from their ancient homelands.
• Ostmen Islands: Home to the seafaring people of the
northern Tulmolic Ocean. Considered by many to be
raiders and pirates.

Avitian Empire
Classes: Alchemist (rare, found only in the Rigian Wastes),
Cleric, Fighter, Gunslinger (rare, found only in the Rigian
Wastes), Inquisitor, Magus, Oracle, Paladin, Ranger,
Rogue, Sorcerer, Summoner, Wizard, Witch
Common Races: Dwarf, Elf, Gnome, Half Elf, Human
Common Human Languages: Avitian Standard, Issilini,
Ostyr, Huldufólk Elven

Much like the Roman Empire in the ancient world,
the Avitian Empire is the most expansive political power on
the prime plane. It is the most advanced nation in existence
having made great advances in engineering, philosophy,
metaphysics, magical theory, language, and political theory.
The ruling Emperor shares his power with the Senatus
Aeternalis (a senatorial body comprised of representatives
from all noble houses), and together they control the largest
armies native to the Prime Plane ever seen.
Where the Avitian Empire now stands only the
squabbling of hundreds of city-states once existed. These
city-states were each ruled by their own king, emperor, or
chieftain and possessed unique cultural identities. However, priests warned of dark days to come. These prophecies
came to fruition as House Galabadon warred and cajoled,

gathered allies and crushed enemies and, with the blessings
of the gods, formed the Avition Empire.
Today there are many subcultures that comprise the
whole of the Avitian Empire. Some cultural norms and laws
span the whole of the empire, such as belief in the Avitian
gods and assent to the rule of the Emperor and the Senatus
Aeternalis. Past these maxims, the local governers maintain
control over their duchies. This results in many disparate
cultures coexisting within the Avitian framework. While
the majority of the Empire has a “Roman” feel to it, the
Avitian Empire is the best place to add your own distinct
cultural flavor to your character.

Races
Dwarf
Ink stains and pounce dust now stain hands once covered
with calluses and flecks of stone. The grand caverns deep
in the earth were exchanged for the dark halls of the
manor house or the filth of decrepit alleyways. Everywhere
are the stooped shoulders and cramped hands of slave;
common are the perfumed beards that please our masters
and cover the odor of honest labor. Though there is beauty
working through the minute details of house accounts,
rigor in the duties called upon in a manor’s daily running, the muscles ache to be once again beneath a stone

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