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  #1  
Old 08-12-2018, 12:57 AM
Nickorish Nickorish is offline
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History/Maps

The Continent Nejaris!
This is the overview map of the whole continent, showing the main landscapes, seas, oceans, provinces, and cities. As you can see, the north and south is a tundra, the middle is alive and green, mountains and hills are prevalent, a desert dominates a large portion of the map, there are lakes and seas with their respective rivers.

As for the provinces, the Province of Marate stands out as the one that shuns and bans magic users: both arcane and divine. The head city of Marate is ruled by a kingdom that stretches long into the past of a royal family which despises those who use magic. This doesn't put them on the friendliest terms with the other provinces. The Province of Marate is the smallest on the continent.

The Province of Tahrir is Marate's neighbor to the West, overseeing a large swath of desert, tundra, mudlands, and almost exculsively the Fyric Ocean. While mostly desolate, the Province of Tahrir thrives on trade, claiming the most land mass of all the provinces and therefore the most underground resources.

The Province of Emnal to the West is a flourishing province of life, laying claim to majority of the forests on Nejaris, along with a sizable portion of the available water sources. These two geographic facts combine to make the Province of Emnal a thriving place of work and industry. The forests make for many a lumberjack, architect, and woodsmith. The waters allow for booming fishing industries. The rolling hills provide many opportunities for mining operations.

The Province of Brindway sits in the middle of the continent, located directly on the Adruat Sea. Being the center province means that trade is always good, cultures always blend, new ideas are always shared, and Brindway is always at the forefront of the cultural, philosophical, and religious trends. Priding itself on philosophy, religion, art, culture, invention, and ideas, Brindway is the thinker's paradise.

The Province of Prumst is the farthest north on the mainland, boasting a hardy people and a hardy way of life. With plenty of fresh water and coast, no other province produces better men of the water. The greatest captains, pirates, navigators, and shipbuilders are found in the Province of Prumst. Laying claim to the Upfar Mountains and most of the tundra, Prumst also has great expeditions and explorers, all looking to see the world.

The Dowsid Islands are a cluster across the Eprouch Sea, known for their unique culture which grew from their isolation from the mainland. While technically within the Province of Emnal, Dowsid Islanders see themselves as separate. While the Province of Emnal took to industry, the people of the Dowsid Islands took to magic, and the best arcane schools are located on the islands.

The Island of Lonstad is as far north as you can get, and is far less civilized than the mainland. Originally ruled by a mighty barbarian tribe, the mainland crossed the Frozwyn Strait and civilized the Island of Lonstad...somewhat. Fiercely cold and imposing to all who live there, only the strongest, most resilient people call the Island of Lonstad home.



Also, I'm opening this thread up for you guys who have questions regarding the various areas/sections/provinces of Nejaris and their history/lore. Only those areas that you as PCs in your stories will have maps accompanying them however, because that would take me quite awhile to make a map to show every area you guys ask about. REMEMBER THIS: You as a person know this. Your PCs most likely do not. Please no metagaming. Thank you!
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Last edited by Nickorish; 08-24-2018 at 08:51 PM. Reason: Nejaris - Now with Borders!
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Old 08-14-2018, 10:31 PM
Nickorish Nickorish is offline
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Marheim

A top down few of Marheim. This is for the people behind the player's to know. Your PCs don't know this stuff yet. Remember that.

Marheim is based around two things: the forest and the sea. The lumberyard and the fishery take up most of the work force in Marheim. The sea provides majority of the food supply for surviving and trade. The forest provides most of the material for building, along with extra food in the form of game. The people are hard workers who hold their trade in high regard and take great pride in their work.

The two temples are closely linked within the town. The followers of Meilikki and the follower of Habakkuk know that their gods bless the land and sea in similar ways, and often their followers work together to help the town prosper and flourish. A good ways of the beaten path, Marheim is self-sustaining, and only occasionally does a caravan come through with wares.

That being said, the market is of respectable size, boasting three main areas: daily life, scholars section, and armor/weapons. The largest is the daily life section, followed by the scholars. Outside of their town guard, regulated by the town hall, there isn't much need of weaponry and armor, so the people of Marheim aren't usually seen armed. Travelers carrying weapons are never shunned, though they are sometimes given suspicious looks and often watched by the guard.
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Last edited by Nickorish; 08-14-2018 at 10:44 PM.
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Old 08-14-2018, 10:41 PM
Nickorish Nickorish is offline
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Tehlri

A top down few of Tehlri. This is for the people behind the player's to know. Your PCs don't know this stuff yet. Remember that.

The town of Tehlri only exists because of the oasis situated in the town. Without that supply of water, there would be no Tehlri. Located within the Province of Tahrir, Tehlri is not far from the "Gold Vein" - the biggest caravan system on the continent. Many a caravan comes into Tehlri for its supply of water. The market is huge for the size of the town because wares from all over the world can be found in Tehlri.

The people of Tehlri put two things before all else: trade and metal. Trade is, after the oasis itself, the life blood of Tehlri. As such, the clerics of Waukeen are much respected and are the residing overseers of the market. By the hills in the northeast of the town is where the Temple to Reorx sits. The clerics of Reorx often going into the mines with the town miners, providing vital support through healing, protection, and encouragement.

The mines themselves are rich with metal ore. While not the finest stuff in the world, the armor and weapons made in Tehlri are of exceptional quality; fit for any adventurer. Being near a massive trade route, the metal products are often traded for other necessities. One will often see an adventurer or merchant clad in armor made in Tehlri on the Gold Vein. Thanks to the Gold Vein, the people of Tehlri are welcoming to all, not caring who you are as long as you are paying full price.
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Last edited by Nickorish; 08-14-2018 at 10:44 PM.
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  #4  
Old 09-03-2018, 06:55 PM
Nickorish Nickorish is offline
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Creation Story of Nejaris

Creation
All Powerful Deity - Alphenisis
Alphenisis was the only Being, the Ultimate Being, in existence. Purely neutral, containing both the ability to do good and do evil, a completely balanced Being. Desiring a universe in which to interact with other creatures, he created the universe and all life therein. The amount of energy and power needed to craft the many planes and imbue the various creatures with life devastated Alphenisis, shattering his person across the universe in 128 different Shards. These Shards were scattered across the many planes.

Over time, these Shards of Alphenisis, bits and pieces of his personality and power, grew in stature and strength as they siphoned some of the energy released during the initial creation allowing these Shards to become the gods we know today. The shards of Alphenisis' that were his rage, anger, hatred, and other negative emotions and facets of his personality became the gods of evil that rule the negative planes of existence. The shards of Alphenisis' that were his love, compassion, kindness, and other positive emotions and facets of his personality became the gods of good that rule the positive planes of existence. The shards that were his logic, intelligence, raw power, and other neutral emotions and facets of his personality became the gods of neutrality that exist across dimensions.

Legends tell of incredibly powerful created beings that walk amongst the material plane. These are known as the Residuum, creatures that have been imbued with a remnant of Alphenisis' power after coming in contact with a trail of Alphenisis' energy left over from his shattering. Very few have ever been seen or documented, most being tales of legend told from generation to generation. From what the legends say, and all agree on this, these creatures are of a power level that can threaten even the gods.
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Old 09-03-2018, 07:04 PM
Nickorish Nickorish is offline
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The Forming of Nejaris

Formation
The Shattering Wars
As the shards drifted amongst the planes, many of the shards left residual energy trails that laced throughout the fledgling continent of Nejaris. These trails of Alphenisis' energy laid dormant for a time before many of the early civilizations began to spread. As they spread, some individuals came across these residual energy trails. Some of the individuals died in horrific bursts of energy that leveled the surrounding areas. Those that were able to contain and wield the energy became incredibly powerful individuals with the power to reform the world around them. These newly empowered beings quickly overtook the civilizations and claimed various thrones throughout the continent. Some of these individuals came across energies of love, compassion, kindness, and the other positive energies and became benevolent rulers that brought prosperity and life wherever they ruled. These were known as the Residuum Luxos. Others came across energies of hatred, anger, rage, and the other negative energies and became horrific despots that slaughtered and dominated those below them. These were known as the Residuum Tenemal. Still others found neutral energies, deciding to use their new found powers to their own pleasure. These were known as the Residuum Meditera.

The Residuum Luxos were aghast at the Residuum Tenemal. The Residuum Tenemal were enraged at the Residuum Luxos. The Residuum Meditera took their followers and sought to find recluse somewhere far from the others. Those who were not protected by the Residuum Meditrea from the Shattering Wars were brought into the most powerful conflict ever to scar the continent of Nejaris. The simple, semi-rectangular continent was torn asunder by the very power that created it. All forms of entities were brought to the fray, as the gods of evil sought to seize total control and the gods of good sought to banish the gods of evil. When the dust settled, the lands were scattered with the bodies of all creatures from birds to dragons, halflings to giants. Many who wielded the energies of Alphenisis died in the wars, their powers causing widespread destruction across the continent.

The few remaining Residuum that survived the fighting came to an accord and ceased the fighting. They scattered across the continent, setting up various kingdoms. Those that were neutral had separated themselves physically from the continent, taking portions of the continent with them which became the Dowsid Islands and the Island of Lonstad. The Residuum who survived and went north became the Province of Prumst, those that went east became the Province of Marate, those that went south became the Province of Tahrir, those that went west became the Province of Emnal, and those that stayed at the scene of the conflict became the Province of Brindway. The Adruat Sea formed over time as the large crater left from the epicenter of the conflict.
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