The world this game takes place in is a homebrew world that is as-yet unnamed. Its major features and powers are fairly well-defined, but it was built with a macro -> micro approach, so there is still some of opportunity for player world-building. I've placed the map and descriptions in a spoiler tag because the following bits of fluff are really quite long.
Once, long, long ago, the world was as one— one land, one people, one soul. In that time of peace and prosperity, the nameless, ancient gods smiled upon that nameless, ancient civilization, and happiness and love reigned. For a time.
It is not known what angered the gods. Some say it was a seed of fear and hate that the gods sought to extinguish. Others say men began to be overcome by jealousy and desire for that which is owned by another. Whatever the cause, the gods, in their anger, sundered the land, driving through the center of it a great wedge, splitting the world in two. The Ocean, which surrounded the world, flooded into the vast rift formed, separating the two halves until the people learned to once again live with each other in peace and happiness.
Or so they say.
The world today is dominated by two continents. To the west is gentle Corridan, land of rolling hills, ample farmland, and great forests. To the east is proud Gol-mar, a land of vast desert, harsh scrubland, and lush jungles.
In Gol-mar, the rains ply themselves against the great impenetrable ridge of the Karoum mountains, forming the vast rainforest jungle known to the natives as Mentri Gadjil, roughly translatable as “the never-dry place of shade.” It is a place filled with wild beasts and savage hunter-peoples.
Few safe passages exist through the Karoum range, and the largest and easiest is through the heart of the Technical City, a fairly new construction in Gol-mar. It is a place of great learning and advancement, seemingly spung up overnight. Amazingly advanced bits of magic and machinery have been flooding ever since it opened its vast clockwork gates.
On the far side of the mighty Karoum lies the great expanse of desert known colloquially as the Sea of Sands. Many are the stories of the Sea of Sands, very few of them pleasant. Many would-be heroes have met their death in its arid clutches. Of the many nomadic desert tribes, one of the best known is the Faanbatna, a tribe of highly spiritual mystics, obsessed with taming the powers of the soul.
The one haven of true civilization in the desert is the Jeweled City of Mabarukh, built around a massive natural oasis known as Zamaz, the largest known oasis in all the world. It is said the gods themselves blessed Mabarukh, for not only has it abundant water, but is above dense concentrations of both salt and precious stones.
In the far southwest of the continent lies the great cape, known to the Corridanians as Cape Hook and to the Gol-mar as The Crooked Finger of Key-Ghobad. It is a rocky steppe-land, inhabited by wild barbarians, both humans and wild, almost feral, elves. Driven insane, or so they say, by the loss of their ancient homeland.
The northwestern part of the continent is scrublands and savanna, home to many tribes of nomadic wanderers. Towards the north is Al-Haqqa, the mighty empire forged from the once-great twin nations of Al-Qazar and Al-Qadim. The empire occupies the largest river valleys of the continent, and their fertile lands form the heart of Gol-mar’s agriculture.
To the east of Al-Haqqa lies a large island, and if the landmass has ever had a name, it is not one that history has recorded. Known only as the site of the Sahbraf Swamplands, this largely inhospitable island is the ancient homeland of the lizardfolk and their cousins, the dragonkin. Swarming with all manner of dangerous reptilian beasts and gigantic, oversized insects, few travelers risk the Swamplands without a very good reason.
Corridan is, by comparison, a fairly lush and easy land. Covered mostly in forest, its soil is rich and forthgiving, and its weather is temperate and fair. To the far south of the continent, the forests become thicker, deeper, and older. Just off the southernmost peninsula is the island of the elves, sacred land to that fair people and, according to them, source of all trees on the continent. Regardless of the truth of that statement, it is undeniable that the forests of the island are ancient, and certainly the oldest trees still standing today.
To the west is the great plain of Guldoon, a vast prairie and grassland, home to the wee folk, the halflings, and beloved by farmers. It is dotted with independent-minded city-states that constantly vie for power and land in, embroiled in a constant turbulent game of power plays and machiavellian politics. Constantly, old city-states are lost to time and new ones rise in their place.
North from Guldoon, running laterally across the continent are the Aikasse Range, craggy peaks and ancient homeland of a craggy people, the Dwarves. Most of the dwarves live in deep mountain-holds, mining and forging near the heart of the mountains, but a rare few are drawn to the sea, developing their ship-craft along the cliffs and fjords of the northeast coast.
The mountains surround a small nation, Holtland, built upon the rich river-valley of the mighty Holdt River. Nearly unreachable by land, Holtland is one of the Allied Nations, the continent’s economic superpower. The other allied nation, Wyalla, lies across the vast gulf known to the people as the Connecting Bay. The twin capitals of the Allied Nations are two sister cities, and friendly rivals, Bay Harcott of Holtland and Bay Abilon of Wyalla.
At the very north end of the continent is an enormous frozen waste, called Romsdal by its inhabitants. It is inhabited by nomadic tribes of barbarians, icy fey, and little else.
Between the two primary continents lies the island nation of Divehya, composed of three main islands (from largest to smallest), Ardasi, Rona, and Selosa. Semi-tropical islands filled with lush vegetation, these volcanic lands are peopled by fiercely independent natives, unrivaled fisher-folk who understand the ways of the water as well as the creatures who make it their home.
Off the coast of Rona and Selosa, between Divehya and Gol-Mar lies Korma, the sweet atoll. Whatever once lived on Korma can never be known, for as long as recorded history can show, it has been a sort of pleasure palace, a sweet island retreat for the wealthy and powerful.
There have been many expeditions outward from the continents, searching the waters in all directions. Few ever return, though whether that is a result of catastrophic danger or sweet paradise, none can say. The few that have returned to the mainlands reported nothing but more water; water as far as the eye can see and beyond…
Gol-Mar is primarily South Asian/African themed:
The barbarians of the rocky steppes are semi-nomadic horsemen, reknowned for their bowmanship. Most of them are the Horselord barbarian variant. They are based on the Mongol Horde, and are mostly humans and elves. All steppes-elves are Wild Elves.
The Jungle is your standard rainforest: hot, humid, filled with thousands of varieties of plants. The air is filled with the constant whine of insects and the chriping of birds.
The Al-Haqqar Empire is similar to Egypt (Unified Egypt, after the Upper/Lower merge). They are the agricultural hub of Gol-Mar.
The desert lands have more of a Persian/Arabian feel. Mosques and minarets, domes and raised walkways. Turbans, curly beards, vests and loose pants, flying carpets and open-air markets.
The Faanbatna are the source of Incarnum. I've always had a bit of a soft spot for Incarnum, so they're definitely included in my world. :3
The Technical City is just an anomaly, a dash of steampunk in an otherwise fairly standard fantasy setting. It is also the source of the warforged, if any decide to show up.
Corridan is more Euro-American themed:
The glacial northland has something of a Scandinavian/Old Norse feel, which they share with the dwarves. Coastal dwarves are a mix of normal dwarves, seacliff dwarves (from stormwrack), and dwarves with the aquatic or water subtype.
The Allied Nations are rather like Spain and Portugal, only friendlier. They're the economic powerhouse of the continent, and the largest metropolitan center. They built the beginnings of the highway that became the great East Coastal Road.
The Great Plains of Guldoon are basically just the American Prairie on a grand scale, mixed with some good old-fashioned old-world city-states. (wow, hyphenate much?) This gives halflings a choice of either being city-folk or real down-home country settlers.
The island of the elves is standard DnD elf-fare. Their forest home is ancient indeed, though, with trees that tower higher than most buildings.
The central islands are intended to have a Pacific Island feel to them, sort of a hybrid between Hawaii and the Philippines, with a touch of Indonesia. There aren't any ordinary Humans native to Divehya, just Sea Kin (from RoD) and aquatic races. This doesn't mean humans don't live there now, but they are seen as foreigners and slightly resented by the natives.
Korma, the pleasure isle, is a giant island-sized resort.
The Deities of the realm or standard DnD deities, plus a few forgotten realms ones I particularly like, such as Oghma, Deneir and Gond. If your character worships a certain deity that's not one of the basic ones, let me know and I'll almost certaintly incorporate that religion into the world.
Feel free to invent cities, villages, guilds, organizations, and NPCs to flesh out the world as you need for your character.
Post rate should average about 1/day. I'm not too strict about this, because I, personally, am not perfect about this, but I'd like to keep the momentum going. I have a lot of the material pre-prepared, so there should, in general, not be too many big lags in gameplay. However, I am currently a student at art school, and my availability fluctuates wildly from day to day and week to week. This game may be characterized by patterns of alternate high-rate updating and low-rate updating. I apologize in advance. Give this, however, I must add the following. While there may be occasional periods of down-time, I have long-term dedication to this, and am always willing to pick up a game that has "died".
So that's the long and short of it. I will try to keep everything moving, but cannot promise a campaign without hitches. However, I will always attempt to re-ignite the fire when it has died down to coals.
Application is CLOSED.
Kuorick Coradran - Goblyn - Status: Complete! Terjon - MacGiolla - Status: Complete! Joran Vaal - LoomChild - Status: Complete! Jaico Wolfe - Hackxors - Status: Complete! Kami - monkkami - Status: Complete! Elias Whigg - bored_teen - Status: Complete! Dakarwin Fieldgate - Khaladon - Status: Complete! Kaeri Amindar - Khana - Status: Complete! Dolson - userpay - Status: Complete! Darain Ironhand - Ariten - Status: Complete! Annel Sinistral - Arch_Bishop - Status: Complete! As-yet-unnamed truenamer - Narmo - Status: Needs feats, equipment, class/race abilities, appearance, and background. Oh, and a name. Cyrus Feroz - Master_Rahl22 - Status: Complete! TinuÆrandilvilya Ierfes - Raonon Arkusol - Status: Complete! Manock of the Gonnagin Tribe - Squeak - Status: Complete! Buraya Neid-Hajaz - 2Kopeks - Status: Complete! Miles the cat - Lukmar - Status: Uncertain level of completion based on player comments. Seems complete, or nearly so. Bremin Ashe - syscam - Status: Complete! Erynnia Harrond - valysin - Status: Complete! Alric - GilaMonster - Status: Need to indicate warlock invocations and typical selection of cleric spells
Game Description:
The Lost Academy of Khazarum
The Lost Academy of Khazarum is a highly narrative, exploration and world-discovery based campaign. Scorching deserts and lush jungles, fridgid wastelands and tropical islands, tall mountains and deep caves, mysterious sunken reefs and gentle rolling farmland. All of these and more await the intrepid adventurers brave enough to step beyond the borders of their homeland.
Character applications should fit the tone of the adventure, that is, they should be someone who would naturally take part in this adventure.
What sort of characters are you looking for then? Are they characters who have already heard about this Lost Academy and are searching for it, or what? Also, where will the game be set?
What sort of characters are you looking for then? Are they characters who have already heard about this Lost Academy and are searching for it, or what? Also, where will the game be set?
Excellent question. I intended to add that, but it slipped through the cracks somehow.
No advance knowledge is necessary, all will be made clear in the Prologue. In fact, very little is known at all. The only commonly-known reference to the Academy is in that of a lesser-known fairy tale, Little Sharee and the Ghosts of Khazarum. It's commonly regarded as mere fantasy, a child's tale. It is about equivalent to a folk tale such as that of Rose Red, The Seven Swans/Three Ravens, Weyland Smith, The Three Little Men in the Wood, or the like. Second-tier stories, known to those with an interest in tales, but not nearly so common as say, Goldilocks, Cinderella, or Snow White.
Hmm... tough to say, really. In all likelihood, and if the attention of the players lasts that far, I could see this campaign going up to the 15-20 mark. Big bad evil guys need big tough heroes to take them down
Hmmm, looks pretty cool, I think I'll apply with just a core character, just got back into 3.5 and don't feel like digging through all my source books just yet.