Welcome to the Talewian Campaign Page 3.5

Welcome to the newly revamped Talewian Campaign setting page. Here the curious, whether player or bored wanderer, will find detailed explinations regarding everything from the cultural aspects of the Talew to descriptions of the various geographic regions which they inhabit. Like all Dungeon and Dragons campaign settings, this is a living creation and it'll morph or be added onto at the DM's whim

News for Players

As mentioned above, this page has some new information on it. I thought about notating the changes that I've made but think that this will prove more distracting than useful (not to mention tedious for me.) I think we'll all benefit from a quick review of the details and I think the changes/additions are pretty noticeable. As always, if you have any questions or need clarifications, feel free to ask.

I've also added a page detailing Bluffshire, the new starting location. Hopefully, this will include everything needed for character creation and give you a good understanding of the city.

Since we'll be starting as 7th level characters we'll have to have a pretty detailed character background. To make this easier and give you some idea of what details I'm looking for I'll provide a character background sheet. The link will be provided on the left. Simply download, fill it in and email it to me.

Also, as mentioned via email, I'm going to nix the player journal from here on out. However, I've provided a link to the previous Talewian campaign so that you can look fondly upon the past. However, if any player feels the need to provide a write-up throughout the campaign I'll be happy to post it.

Talewian Society

Talewian society can be roughly broken up into two groups, those living within large urban settlements and those living in the vast openness of more rural settings. While both see themselves as belonging to a unified culture, each has a way of life that is distinct from the other in the importance they place on life’s pursuits.

Those living in large urban centers most often realize that they are connected to a society encompassing more than just their community. As such, they tend to focus on concerns that run far beyond their own settlement and have a longing to make their agendas felt elsewhere. In large cities, politicking is a major occupation and Illusha (Mistress of Influences) has a major cultic following. All but the smallest towns maintain some sort of town guard whose members seek to keep their fellow citizens law-abiding and safe. Most of these worship Shend (God of Hearth and Harvest). For those that are unconcerned with politics and don’t wish to maintain law, there are numerous other endeavors from learning the arcane arts at a local arcane academy to maintaining an inn for the numerous traders that come and go throughout the year.

In contrast to their urban neighbors, rural citizens are often focused on their own town or collection of homesteads. Here leadership is more often the result of a reputation earned through a lifetime of interaction with a few close members of a community. Politicking here is of less importance. Rather the individuals focus is often upon fostering a community spirit and bringing in a good harvest of crops or goods for the local market. Shend is worshipped in these communities and, while sheriffs are among his followers, it is most often heads of households and farmers that honor him. Since these smaller communities are often found far from the garrisons of larger communities, isolated and exist closer to the woodlands and other wild lands Illusha or her wizards are scarce. As such, many members of the community turn toward the varied facets of the goddess Kelsa who is seen to control fate or Tishka (Lady of the Charms and Musings) whose followers and creatures often roam the countryside offering blessings. While most city dwellers may disagree, the rural citizens’ life is often quite exciting. What it lacks in busy days at the huge markets, court dramas and colorful temples, it makes up in reoccurring orcish raids, spectacular festivals honoring the Fey, and the ever-present influence of the chaos of the wild lands.

Government

Imperial Government

Once a year representatives from each province meet in Cresting to discuss issues that affect the Empire as a whole. It is at this time that old laws may be reconsidered or new ones implemented. Furthermore, it is during this time that disputes that have arisen amongst two or more of the provinces, or members of their ruling classes, are heard and judged.

Provincial Government

The provinces are ruled by a Grand Councils made up of highly respected members of the local community and advised by the powerful wizards. The Grand Council meets in the provinces capital city and deals with any issues that arise in the province itself, such as land or trade disputes amongst its citizens.

Local Government

Many of the communities immediately surrounding the provincial capital city mirror its council structure in regard to the council system. However, as communities move farther away from the major city wizards play a far lesser roll in advising the council. At the fringes of the provinces clerics and sorcerers are more often turned to in need. Likewise, the council system may be replaced and leadership of the community may be placed in the hands of a well respected individual or aristocratic family.

Magic

Divine Magic

Divine spell casters are often greeted with a mixture of respect and fear depending upon the individual’s reputation and the deities to whom they are allied. Most communities have at least one cleric and, at the very least, a wayside shrine. However, the deities a community chooses to openly worship vary depending upon the needs of the community and its racial makeup. Divine spellcasters, whether clerics or otherwise, belonging to deities not commonly worshiped with the community are treated on a case by case basis. As such, personal interaction often trumps any influence that little known teachings may have.

Arcane Magic

Amongst the Talewian peoples, arcane magic users are broken down along two lines, those that obtain their ability through blood, sorcerers, and those that maintain theirs through study, wizards. These two groups are often at odds with one another because their adherents have vastly different backgrounds. While the relations between wizards and sorcerers are often strained they rarely result in bloodshed or death. To the average Talewian arcane magic in either form is indistinguishable. However, in most arcane circles, whether the arcane spell caster is a sorcerer or a wizard is of the utmost importance.

Note to Players: While Bard technically are arcane spellcasters, in the Talewian setting the are treated within the culture as if they were divine casters.

Wizards - “Binders” and “Pressers”

Wizards are arcane spell casters that gain their ability through long hours of study and discipline provided by the teachings of the goddess Illusha. Such studies usually take place at one of the large city funded arcane universities that are found throughout the Talewian lands. Initiates to these universities are often given a ring to show their acceptance to the university and begin their studies in the arcane universities libraries. Upon graduation, it is these magically marked rings that give them the prestige and privileges of full blown wizards. Most wizards seek to increase their magical abilities and strive for a successful political career to give them funds to maintain their search for arcane knowledge. As such, most wizards maintain their abodes in urban areas where resources are more abundant. They often run magical shops that sell pretty bobbles or low level arcane goods to the general populace. However, only fellow wizards have access to magical components and more potent articles.

Sorcerers - “Hay Dancers” and “Plain Claws”

Sorcerers are spell casters that gain their abilities through their blood. It is often said that sorcerers have fey-touched blood flowing within their veins. This links them with the goddess Tishka and, like her clerics, sorcerers tend to wander about the lands, using their abilities often but never with the single-minded focus of the wizard. There are no arcane universities found for Talewian sorcerers, although master-apprentice relationships are not unheard of. In rural areas, sorcerers are most often valued as being more open-minded and honest in their dealings with the locals. This may be because the sorcerer is seen as lacking in political ambitions or, perhaps, because most sorcerers are of rural stock. As such, rural citizens have more interactions with them.

Race & Race Relations Relations

Racial relations between the various creatures found within the boundaries of the Talewian region vary greatly depending upon region.While most Talewians are human, halfling, half-elf or half-orc, it is not unheard of for dwarven, elven, or gnomish individuals or families to move from their homelands and to settle amongst the Talew. However, race is often of little importance amongst the Talew. Rather, social status is gained by earning the respect of one’s community and by showing aptitude in magical and political endeavors.

For Players:
Generally speaking, races in the Talewian campaign are similiar in attributes to the classes in the Core Rulebooks. The main difference here is in regards to the religious outlook of the races.

Classes

For Players:
All classes in the Core Rulebooks are present in the Talewian setting. However, I reserve the right to tweak the descriptions of the classes as they are offered. Non-core classes will be considered on a case by case basis.

Religion

The inhabitants of the Talewian region are polytheistic in nature. Each of their deities has a distinct personality, domain and agenda. Most individuals only give worship to those deities that influence prominent facets of their lives. For instance, most human farmers worship Shend, while the more politically minded Talewian individual may worship Illusha.

Talewian Pantheon


Ilusha - "Mistress of Influences"

Gender: Female Alignment: LN Racial Adherents: Humans Symbol: Starburst Domains: [Law] Knowledge

Description: Illusha’s symbol is a starburst and her personality is often compared to a shining star high and aloof in the heavens. Her domain is knowledge, arcane and otherwise, and the path she offers is one of lawful instruction and just rewards. She shows little compassion for those incapable of following her but she offers great power, ranging from political influence to magical might, to those that can. Unlike many of her kin, she doesn’t maintain clerics nor create paladins, practices that she finds loathsome. As such, her followers do not maintain temples although they do consider libraries and academies as sacred to her. As for the power she grants, she cares not whether they are used for good or evil ends, just as long as they are done according to the laws she has dictated for their usage. Furthermore, according to Illusha’s teachings, the only proper way to acquire the ability to use arcane magic study is through lengthily study and practice. This often sets her followers at odds with Tishka’s and it is the foundation for the disdain that wizards feel for sorcerers.

Tishka - "Lady of the Charms and Musings"

Gender: Female Alignment: CG Racial Adherents: Humans, Fey Symbol: Mushroom Domains: [Chaos] Magic, Trickery

Description: It is often thought that mushrooms indicate the presence of Tishka’s followers. Amongst humans, Tishka is closely allied with the fey and other woodland creatures that inhabit regions just outside of human settlements. Like the fey, her nature is chaotic but not often malevolent. Her clerics may be found dancing amongst the fields in hopes of either enticing benevolent fey to help local farmsteads or in an effort to keep the wicked ones at bay. While her temples appear in both large and small settlements, her clerics often move about in disguise attempting to thwart the plans of the wicked or to bring some chaos into the overly regulated life of the communities denizens. Most Talewians consider sorcerers to have fey blood and, as such, their existence is intimately connected with Tishka. Many villages, especially at the outskirts of the provinces, consider having both a sorcerer and a cleric of Tishka a boon.

Shend - "God of Hearth and Harvest"

Gender: Male Alignment: LG Racial Adherents: Humans Symbol: Wheat Stalk Domains: [Law, Good] Fire, Plants

Description: Of all the human deities Shend is often the most worshipped. His domain is the farm, the hamlet, and the city. He offers peace and prosperity to all his worshippers and a gentle, although firm hand to correct those that have strayed from him. His clerics offer good harvests, as his symbols suggests, and his paladins help rid the lands of orcish invaders or keep law in the larger cities. It is only through the efforts of Shend’s followers that sorcerers may exist in cities whose government is dominated by powerful wizards. For Shend, the animosity between Illusha and Tiska is foolhardy and all deserve a place to call home. Temples and sacred spaces to Shend are found in most homes, inns, townships, and cities.

Hjarta - "Auntie"

Gender: Female Alignment: NG Racial Adherents: Halflings Symbol: Bear with Cubs Domains: [Good] Healing, Protection

Description: For halfings there is only one deity that truly matters and that’s Auntie Hjarta. Hjarta is often depicted as a mother bear looking after her cubs. Her personality mirrors this image. It is said that she teaches, consoles, protects and punishes her halflings, each according to their needs. Her temples are often found within the center of halfing communities but seldom in their homes since it is taught that she serves all halfings equally as needed and it would be selfish to ask more of her.

Tissla - "Maiden of the Woods"

Gender: Female Alignment: CN Racial Adherents: Elves Symbol: Owl Domains: [Chaos, Good] Animal, Plants, Travel

Description: Tissla is the patroness of the Elves. She is depicted as timeless, wise and slow to act, even by elvish standards. Her domains include nature itself and her followers excel at moving through it, leaving not a trace of themselves. Her teachings emphasize person freedom and responsibility. Sacred to Tissla are druidic groves and waterfalls. While her followers may have sacred space set aside for her in their homes, there are not temples built for her.

Delsten - "Patron of Stone"

Gender: Male Alignment: LG Racial Adherents: Dwarves Symbol: Ram Domains: [Law, Good] Earth, Protection

Description: The mountain ram’s stubbornness and strength are symbolic of the dwarven god Delsten. He is seen as steadfast and involved in the existence of his people. Delsten emphasizes strength and honesty in the community, the willingness to put oneself at the service of his community. There are great temple complexes built in honor of Delsten in all Dwarven communities and it is there that councils are held and great decisions made.

Ifragas - "Master of the Inquisitive"

Gender: Male Alignment: NG Racial Adherents: Gnomes Symbol: Wheel/Cog Domains: [Good] Knowledge, Magic

Description: Ifragas is depicted as the often-used gnomish wheel or cog. In personality, he exhibits Illusha’s love of knowledge with Tishka’s compassion and is neither excessively chaotic or overly lawful in nature. His clerics are often dynamic in their persuits and motivations but all tend to be explores with gloriouslu flamboyant personalities. As with Hjarta, Ifragas’s follower are a single race, gnomes. Only gnomes can truly understand Ofragas’s ways.

Kelsa

Gender: Female

Description: Kelsa is by far the most complex of the Talewian deities. For Talewians, Kelsa is sometimes seen as the goddess which dictates destiny but just as often as a muse that offers choice. Which perspective one has on Kelsa is often informed by the which one of her faces she has turned toward them at the time. Her worshippers are found amongst all races within the Talewian boundaries. She is often considered to be the most active of Talewian deities in aspects of life. There are numerous spells, charms and incantations which call her attention to any particular situation and her temples are active places regardless of the time of day.

Like Kelsa herself, Kelsian clericship is complex. Each individual cleric adheres to only one facet of Kelsa's personality clerics and are forbidden to interact with other Kelsa clerics unless they are the same face. This is not simply a dogmatic doctrine. When clerics of different faces come within 60ft. of another their "auras" come into contact with each other. While this aura is blocked by walls and other such structures, it makes both clerics immediately aware of one another. At that time, the clerics make an opposed "aura" check (modifier: cleric level + charisma modifier) The loser of the role must vacate the area immediately. Furthermore, Kelsa clerics are forbidden to enter into ground sacred to any of Kelsa's other faces. Most Kelsa clerics have no ability to turn or rebuke the undead and instead have unique clerical abilites above and beyond those granted by their domains.

Face of Hope and Fortune

Alignment: CG Racial Adherents: Universal Symbol: Doe Domains: [Chaos, Good] Luck, Paladin

This manifestation of Kelsa has two orders. The first order, called the Unformed, is made up of children that are in training to become full fledged clerics. Once a week Unformed clerics can commune with Kelsa (as Commune cast by a 9th level cleric). These clerics are commonly found in Kelsa temples and are often orphans. Those of the second order, the Walkers, have reached the age of adulthood and once a day may commune with Kelsa (as Augury 3rd level cleric). These clerics move about the countryside offering fortunes and good tidings.

Face of Loss and Despair

Alignment: N Racial Adherents: Universal Symbol: Weeping Skull Domains: Death

Clerics of this order often have their temples next to grave yards, at the site of great battles or in communities that have been ravished by plague. Unlike other Kelsian clerics, they have the ability to both turn and rebuke undead (they can do both regardless of alignment). They use this ability to both to keep things lost and forgotten and to remind their communities that death is always around the corner.

Face of Lust and Devotion

Alignment: LG Racial Adherents: Universal Symbol: Wolf Domains: [Law, Good] Protection

These Kelsian clerics take on two roles. First and foremost, they are motherly or fatherly figures that offer guidance and protection. In most communties they offer guidance to lovers and often play match-maker. Secondly, they are sacred prostitutes offering a more physical communion with Kelsa than any of the other Kelsian clerics can provide. Regardless of the role the Cleric of Lust and Devotion plays, they are immune to all deseases, both natural and otherwise. They may also cast Aid three times per day.

Face of Loathing and Vengence

Alignment: LE Racial Adherents: Universal Symbol: Fangs in Darkness Domains: [Chaos, Evil] Destruction, War

Clerics of Loathing and Vengence are often called upon to right wrongs that are particularly grevious. When a demand for vengence is put forth the cleric confers with her personal avatar of Kelsa, a figmentary being that only the cleric can see. If judgement is passed and a sentence given, which may range from pain, humiliation or, even death, the cleric gains special abilities to carry the sentence out.

Once a target is chosen the Cleric can cast "Detect Target" (as Detect Plants or Animals spell.) Clerics of Loathing gains the following adjustments when within 60ft. of the target

  • +2 rolls on attach & damage versus target
  • 5/- DR

It is commonly understood that Clerics of Loathing and Vengence are doing Kelsa's work. It is often taught that it is unwise to interfeer with such working because it risks the wrath of Kelsa. Furthermore, there is always wise to make sure that one requests vengence only when it is both deserved and substantial, otherwise Kelsa may take revenge upon those who waste her time with petty claims. As such, most turn toward amulets and charms to bring Kelsa's vengence down upon those that wronged them rather than approaching a cleric.

Amn - God of Waters

Gender: Male Alignment: CN Racial Adherents: Universal Symbol: Crab Domains: [Chaos] Water

Description: Amn has is the god of water, whether it’s the open ocean or a flowing river. In the Talewian region he is often called upon by both the sailor and the farmer (in conjunction with Shend) who make their livelihood via his blessing. Like Kelsa his role is universal and his followers are found throughout the Talewian region.

Provinces & Regions

Talewian Provinces

Province of Talew

Capital: Shoreview

The Province of Talew is located at the far North-western edge of the Empire. Those that inhabit this region most often make their livings by farming the land around the lake of the Three sisters, plying the waters of the Deepwater Sea or facilitating trade between these two groups or other found outside the province. Those that excel at trading often take up residence in Shoreview. Due to this many of the cities residents take great pride in understanding what is going on throughout the empire. Life in the province is pretty safe unless one lives at the outer boundaries of the settlements. The greatest danger to the people of the province comes from themselves.

Province of Floria

Capital: Cresting

Cresting, Floria’s capital, is found at the union of the Swinehead and Orcsblood rivers. To the west of the city the resulting delta provides safe harbor for trading ships and fisheries. The lands around Cresting is farmland that slowly gives way to isolated homesteads as the altitude and forests increase as one moves west. Life in Cresting, as in other parts of Floria is focused on trade, both in knowledge and goods, from the other regions of the Talewian Empire. It is here that the Grand Council meets and it is here that many Talewian elites have summer homes here. Life his is mostly secure Floria is not immune to raids made by less settled humanoids found just beyond the province’s borders.

Province of Zharn

Capital: Windvale

Zharn’s people are often thought of as the most independent of the Talewian peoples. Windvale, its capital city, is gently nestled upon the Zharn River and at least three distinct environments; grasslands, highlands and deep forests are found just outside its door. Life here is often unsettles and communities heavily guarded. Raids from other humanoid races common, even upon the capital city itself and public life is most often concerned with protection. Like many other provinces, Zharn is interested in trade and it has staked its claim by having the finest breeds of horses in all the Empire.

Province of Shea

Capital: Bluffshire

Province of the Shea is found at the south-western edge of the empire and just at the edge of the Drowning Marshes. Here, like no where else in the Talewian Empire, the distinction between the wealthy and the poor is extreme. Those living within the capital city of Bluffshire, often live in extravagant and large dwellings. However, outside of the Inner Wall of the city, its citizens often live in what can best be described as shanty towns. This social stratification may be the result of the arrogant ruling classes or the ever increasing and controlled trade in Cane, a slightly narcotic, heavily addicted herb, which is traded throughout the Talewian kingdom. Life within Shea is often tempered by death, whether it comes from Fehse fever or incursions of lizard folk from the swamps.

Province of Tweln

Capital: Ironshore

The peoples of the Province of Tweln have a strong alliance with the dwarves of the Daggerspike Crags. This relationship has helped secure Ironshore and other Tweln communities from the creatures migrating throughout regions. Here the Talewian people have learned to live with nature and while farmsteads are many, they are often separated by large stands of trees, which allow woodland creatures’ passage and dwellings. Many settlements can be found at the shores of the Ironweed Sea which offers sustenance and raw materials which can be turned into a variety of trade goods.

Geographic Regions

The Talewian landscape encompasses of myriad of different environments from the waving grasslands in the east to the rolling lowland hills of the western shoreline. Within these environments live numerous beings including whimsical fey to marauding orcish bands. As any Talewian knows, understanding one’s environment is the first step in creating a place that one can call home.

(Click on map for larger image.)

Lowlands

Lowlands comprise low rolling hills, sun drenched meadows, thick stands of leafy trees and many lakes. Settlements in these regions range from lone homesteads to heavily populated cities. As one moves away from the provincial cities, life quickly takes on a more rural feel which eventually gives way to dangerous wilds at the very fringes of the Empire’s influence. Thankfully, there are many well traveled roads linking various settlements and dangers are usually minimized by roaming Talewian patrols. The landscape is also occasionally dotted with ruins from bygone days and former Imperial pursuits.

Highlands

The highlands are filled with dense forests, high meadows and hidden lakes. Leafy trees, mixed with their evergreen cousins, cover the unsettled regions with fey and other woodland folk lurking in their shadowy enclaves. The highlands range from gentle hills to steep winding crags. Settlements in this region, as in the lowlands, range from small isolated cabins to heavily populated cities. However, most of the Talewian inhabitants live close to the cities leaving much of the surrounding countryside to the other creatures which call the area home. Talewian patrols also scour this region but stick more closely to roads and travelers are often advised to hire guards when traveling any significant distance.

Drowning Marshes

As a general rule the Talewian peoples avoid the Drowning Marshes. This steamy swampland is home to lizard folk and a thousand other creatures that they would much rather avoid. For adventures the region does contain the possibility of wealth either from the collecting of exotic plants and animals or from the salvaging of shipwrecks on its western shoreline.

Walkingroot Woods

This woodland gets its name from rumors that in this region even the trees are sentient and, at times, get up and move away from perplexed travelers. The trees of this region are immense in scale, towering easily over a hundred feet in height and keeping the forest floor twilight even during the brightest of days. Numerous druidic groves dot this region and small elven communities may be found hidden within its high canopies. There are few roads in this region and the Talew usually only enter in times of great need or upon the request of elves or other inhabitants of the region.

Ragecliff Mountains

The Ragecliff Mountains are home to large orcish and giant populations that eek out a living in the high mountain woodlands. Due to the harsh climate Talewian settlement in this region is sparse and rumors about the region abound.

Spriteborn Dells

This woodland is similar to the Walkingroot Woods in regards to the scale of its trees. However, meadows and lakes here are more common giving the area an open feeling that is sometimes lacking in such dense woodlands. Elves mingle here with woodland creatures and they may sometimes be found spending times amongst various druidic groves or mingling with the fey of the region. Game trails are often used as roads here and there are several large trade routes running through the Spriteborn Dells linking Ironshore and the dwarven settlements of the Daggerspike Crags.

Reedwave Grasslands

Home to the Kavinsh, double-bodied centaurs, this region is vast grassland dotted with the occasional lake or tree. Some of the most prized Talewian warhorses once called this region home and the regions Talewian inhabitants tend to be more free-spirited than their cousins found in other areas.

Daggerspike Crags

The Daggerspike Crags are home to a large population of giants and rocs. The region is known for its sharp, almost claw-like peaks and the whistling of strong winds. Here dwarven settlements break through to the surface and the occasional trading town may be found offering minerals, ore and dwarven goods. Few roads meander through this region and the few inns found along their routes are heavily guarded. Away from these, shelter is often hard to find and the sparse cover means finding warmth in winter is often impossible.

NAVIGATION

News

Society

Religion

  • Talewian Pantheon

Provinces & Regions

  • Talewian Provinces
  • Bluffshire
  • Geographic Regions

Player Journal

  • Original Talewian Campaign

Player Tools

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