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This provides some discussion of the Uresia setting, and the changes that are being made to it for this campaign (where expanded things fit in and such). It focuses only on things that are becoming relevant to play (i.e. they relate to a character's background, are a location you have visited or will visit, etc.). If you want more detail, ask questions. Seriously. == Regions Likely Relevant to Gameplay == === Helt === The homeland of the Beastmen - Minotaurs of the Minotaur Coast, Ursoids (Bear People) of the Gedrian Forest, Creesh (Cat People - including talking but otherwise normal cats), Adlet (Kobolds - here they're basically Dog People), Aracor (Bird People - only half have wings note), etc. === Elu Islands === Here there be pirates. When you come here, expect your ship to be attacked unless you're in the increasingly civilized Longport or Thorny Cove... And even those towns are less than completely safe. This is a major adventuring area. === Rinden === Home of the Emerald Knights - who wear the powered, and mighty, Emerald Armor. (The training for being a user of this Armor would comprise a class or Prestige Class for sure. Not sure what I will do here just yet.) === Winnow === A land with a very, very large Demon and demonkin population. Most tieflings would originate from here. === Yem === Once the realm of the dead, now home to the greatest necromancers in the world. === Birah === There is only one known rule in this land. ''Don't be a hero.'' === Koval Empire === A land of villains who are trying to quit. Once an expansionistic, dark empire, its citizenry are now trying to reform. Really. === Temphis === A trade capital and the likely starting region - most specifically, the city of Fogport (detailed somewhat in the ''Caravel'' booklet) == Common Races == ==== Slimes ==== For various reasons (like their not being able to use normal equipment or talk), Slimes will not be a playable race. What they are, are telepathic drops of dense goo about the size of a housecat, who come in a variety of colors (each with its own signature magical ability). They're not as fluid as they might seem (they can be caged), and are usually very good natured (minus the occasional highly feared thief or pirate). They rarely organize into large kingdoms, preferring small towns or districts in the cities of others. In spite of their not being humanoid in any sane sense of the term, they're nigh-universally treated as Men, granted comparable rights - in part because they are sentient, and in part because people marvel at how they can be some of the best cooks and craftsmen in the world with no limbs. == Known Differences from Uresia standard == * The idea that magic drops off as you move away from the islands does ''not apply'' here - however, the Troll cultures are far less prone to practicing magic than civilized societies.
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