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The Peninsula
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Jan 18th, 2019, 11:16 PM
Morathor
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Last Visit: May 30th, 2023
RPXP: 10236
Posts: 3,880
The Peninsula
Here are links to various documents that contain relevant setting details.
Map of the Ascana Peninsula
Race Templates
Miscellaneous Information
There are race templates in the miscellaneous as well; these are older, but for now I'm holding onto them for reference.
Below will be (relatively) brief overviews of the information found in these google docs.
__________________
Constantly updating my
custom pathfinder races
for my Ascana setting, would love thoughts, suggestions, and constructive criticism!
Last edited by Morathor; Jan 28th, 2019 at
11:10 PM
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Jan 28th, 2019, 11:10 PM
Morathor
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Cultures
The Ascana League
Races: Halflings, humans, dwarves, gnomes
The Ascana League consists of over a hundred relatively independent city-states. Although any two cities are dozens of miles apart, as a whole they are united by a shared language and culture, by common currency and trade laws, by a military alliance, and perhaps most importantly by the Beacon Towers constructed in each city. These towers were originally intended to allow distant cities to call for aid during emergencies, but as the magic and technology used for them has been refined over the centuries, their use has expanded significantly. The modern Beacon Towers can transmit dozens or hundreds of messages simultaneously, they can relay complex information and sound, and are increasingly being made available for public use--to contact distant relatives, to discuss business, or to share news and entertainment.
The Durim
Races: Dwarves
The Durim are reclusive hill folk. Their sparsely populated settlements are built both on mountainsides, and within mountain caves. The Durim value family and kinship; they are raised learning their genealogy and forming close ties with their relatives. At the same time, they are expected to be self-reliant and independent. For the Durim, adulthood is knowing your responsibilities and doing them without having to be told or watched.
The Galsic Clans
Races: Goblins
Technological innovators and cultural magpies, the Galsic live in ramshackle cities that sprawl across whatever territory other civilizations don’t seem keen on claiming. Although Galsic do not tend to be malicious, they are widely--and correctly--considered to be dangerous due to their reckless thrillseeking. They care mostly for new and exciting experiences, with little thought to the consequences for themselves or others. Galsic culture holds that the meaning of life is simply to enjoy it while it lasts. They do not mourn death, only a boring life.
The Illati Tribes
Races: Orcs, humans
The Illati are people of the forest, who put great value in hunters and in hounds. They are aggressively territorial, and while passage through their hunting grounds can usually be negotiated, they do not take kindly to trespassers. This is especially troublesome when a tribe moves; if the game becomes scarce, or the soil goes barren, or the water dries up, a tribe of Illati will abandon their settlement to find a new home, and will often lay claim to territory with no regards for who might already be living there.
The Seshuran
Races: Elves
The Seshuran are a nomadic people, rarely settling in one place for more than a few months. They usually travel in small packs of up to half a dozen, but in the east multiple packs may travel together for extended periods of time. Some also live alone for long stretches of their lives, though this tends not to be very good for their mental state. Due to their lifespans, Seshuran often struggle with ennui. Many are storytellers, adrenaline junkies, or tricksters.
The Skadaran Confederation
Races: Goblins, lizardfolk
The Skadaran Confederation consists of hundreds of fairly independent island tribes, united primarily by a common culture and language. Most are also part of a formal alliance and a central government, though the scope of these is limited. The Skadaran are known to value their leisure more than most, and prefer working in short bursts, however grueling, to longer periods of less intensive labor.
The Undercommon
Races: Goblins, hobgoblins, orcs, lizardfolk, dwarves, gnomes, elves
The Underground Commonwealth, more often referred to as the Undercommon, is a vast, diverse society built on the vision of one individual. The founder, whose identity is largely unknown outside the Commonwealth, believed that freedom and safety were opposing forces and that you could not have both. They wanted to make a place for those who would risk their lives to be free.
The Valdir
Races: Hobgoblins, humans
The Valdir homeland lays across the sea, more than a year’s journey to the north. The peoples of the Ascana Peninsula only know the Valdir by their navy, which has established numerous outposts along the eastern coast. These seafaring warriors treat pillaging and commerce as two sides of the same coin; one day they come as raiders and pirates, the next as traders and merchants, and are often confused to be received with hostility.
__________________
Constantly updating my
custom pathfinder races
for my Ascana setting, would love thoughts, suggestions, and constructive criticism!
Morathor
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