Dragon Gate World of Ord Rakkir

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Ord Rakkir North Guard Nis Gorthal Melgor Vale of Shadows Theocracy of Flame Naveria Stone Holm Goblin Tribes Mithral City Horse Tribes Trog Bane Ilbar Khoroth Darphia Toronia Brown Bear Hills West Port Great Seal Lake Rothga Glokken Glacier South Fort Wintzum Disnath Kemnuck Green Lake Cabnal Ull Great Wood Klesh Lake of Tears Plains of Bast Bleak Wood Barzai Nomads Pirate Isles Burning Sands Kherim Xlotic WesterMarch Kessan Sea Ogre Lands Brymedia Isle of Dreams Trogs Trogs Trogs Trogs Trogs Trogs Trogs Mountains of Madness

Digger's Mountains of Madness campaign is set in Ord Rakkir

Ord Rakkir is a troubled world and is in dire need of heroes to stem the tide of evil and free the oppressed treasures of half-dragon overlords and vile necromancers.

Gorthal

Capitol: Gorthal
Population: 20,000 humans, 15,000 half-ogres, 70,000 slaves of various races, 500 tieflings
Goverment: Magocracy
Religions: Wee Jas, Ptah, Belial
Export: Slaves, mainly ogres and gladiators, olive oil, several types of wine, and masterwork spiked half-plate.
Import: Luxury goods (furs, precious metals, incense, gems, spices), cloth and foodstuffs not produced locally.
Alignment: Lawful Evil, Lawful Neutral, Neutral
Language(s): Infernal, Common, Ogre
Classes Available: Fighter, Monk, Wizard, Cleric, Rogue
Favored Weapons: Armored Fist and Iron Shod Boot
Armor: Spiked Half-Plate
Cultural Skills: Knowledge (Arcana)
Cultural Feats: Exotic Weapon Pro or Unorthodox Flurry (Dragon Compendium)
Additional Gear: One free weapon of choice and brooch with a symbol from one of the five colleges on it (worth 1gp).

A half-ogre and human city-state ruled by a council of 10 wizards from each of its five colleges. The city-state is divided into five quarters each run by one of the colleges, and the human population is a mixed bag with no common features, only dress and manner distinguish slave from master. The economy is based on slavery and slave-markets, wizards accompany half-ogre soldiers on slave raids on land and sea. Most slaves work in the college owned salt and iron mines as well as the large estates of council members tending goats, cattle and wheat fields, olive groves, and fruit orchards. Gladitorial games are very popular here and the cities arena is the largest structure in Gorthal, each college also maintains smaller private arenas. The population outside the city walls live on large slave plantations or one of the walled mining towns. Adventurers from Gorthal are ex-gladiators and start out at second level (so if you wanna be a wizard or whatever, your at first level, but have one level of a fighting class as well). Wizards of Gorthal can freely cross class as monks.

Horse Tribes

Capitol: None
Population: 50,000 half elves
Goverment: Tribal Matriarchies
Religions: Obad-Hai
Alignment: Chaotic Neutral, Neutral, Chaotic Good
Language(s): Elvish, Sylvan
Classes Available: Barbarian, Druid
Favored Weapons: Short Bows
Armor: Hide
Cultural Skills: Ride & Survival
Cultural Feats:Mounted Archery
Additional Gear: Light war horse

Nomadic tribes of xenophobic half elves, they raid the Goblin Tribes and believe all visitors are agents of the Goblin Tribes.

Goblin Tribes

Capitol: None
Population: 45,000 goblins, 10,000 bugbears, 3,000 gnolls, 1,500 ogres, unknown number of dopplegangers, 120 ogre mages
Goverment: Federation of Tribal Leaders
Religions: Maglubiyet, Nerull, Hextor, Khurgorbaeyag, Bargrivyek, Erythnul, Grankhul
Alignment: Neutral Evil, Chaotic Evil, Lawful Evil
Language(s): Goblin, Gnoll, Giant
Classes Available: Fighter, Cleric, Ranger, Druid
Favored Weapons: Scimitar
Armor: Studded Leather Armor
Cultural Skills: Survival, Move Silently & Hide
Cultural Feats: Track
Additional Gear: Studded Leather Armor

The forest itself is ancient and corrupted and dark twisted trees are said to move about at night and strangle the unwary. Strangers soon find themselves hopelessly lost, meeting one of the tribes, or worse.


Ilbar

Capitol: Ilbar
Population: 30,000 half-elves, 5,000 gnomes, 1,000 aasimars
Goverment: Magocracy
Religions: Sehanine Moonbow
Alignment: Chaotic Good, Neutral Good, Lawful Good
Language(s): Elvish, Common, Celestial
Classes Available: Fighters, Rangers, Clerics, Druids, Rogues, Bards
Favored Weapons: Bows
Armor: None
Cultural Skills: Knowledge (Arcana), Survival
Cultural Feats: Weapon Focus (Bow)
Additional Gear: Adventurers from Ilbar are given an amulet if they are of good alignment that grants a +2 luck bonus to all saving throws.

A half-elven chaotic good city-state ruled by a council of sages, lore masters and dreamers. The population outside the city walls live in semi-nomadic family bands of 10-30 that build temporary structures during the winter months.


WesterMarch

Capitol: WesterMarch
Population: 42,000 half-orcs, 25,000 humans, 5,000 slaves of various races, 1,000 tieflings
Goverment: Monarchy
Religions: Ilneval & Shargaas
Alignment: Lawful Evil, Lawful Neutral, Neutral
Language(s): Orc, Common, Infernal
Classes Available: Fighter, Cleric, Monk, Ninja(from Kherim only)
Cultural Feats: Endurance or Improved Initiative
Additional Gear: None

A half-orc and human lawful evil city-state ruled by a king and has a strong priesthood of fighting clerics and monks whose faith is tested in the arena against each other and slave gladiators. Adventurers from WesterMarch are humans or half-orcs and are monks, ex-gladiators or clerics and get a bonus feat of endurance or improved initiative (players choice). WesterMarch hosts an annual week long gladitorial competition open to any brave enough to enter it.

  • Kherim is a human lawful evil city ruled by the king of WesterMarch known for its dancing girls and assassins.
    Adventurers from Kherim are rogues or fighters.


    Theocracy of Rothga

    Capitol: Rothga
    Population: 280,000 humans, 2,000 yuan-ti, 300 constrictor nagas
    Goverment: Theocracy
    Export: Lots and lots of Grain, Slaves and act as middlemen for goods they make from Nis and Klesh raw materials
    Import: Luxury Goods from all around the Kessan Sea and Rare Woods, Spices and Plants from Nis and Klesh
    Religion: Set
    Alignment: Lawful Evil, Lawful Neutral, Neutral Evil
    Language(s): Common, Infernal, Yuan-Ti
    Classes Available: Cleric (of Set), Fighter, Wizard, Rogue, Ninja, Monk
    Favored Weapons: Poison
    Cultural Skills: Knowledge (Religion), Profession (Sailor, Fisher or Farmer)
    Cultural Feats: Improved Initiative
    Additional Gear: Vial of cobra venom

    Rothga is a human city-state and capitol of the Theocracy ruled by the decadent priesthood of Set, where giant constrictors freely roam the cobblestone streets between the mud brick huts at night. Visitors are allowed only in the port districts of West Port and South Fort, past these areas there is no return. Most of the population (70%) are slaves of various human races and toil endlessly in vast goverment owned fields of grain, a few hundred are craftsmen and sailors. When slaves die they are animated and put to work in stone quarries to the south. The rest of the population(25%) have light brown skin, straight black hair and are poor fishermen whos mud brick hovels line the rivers and coast. The priesthood (5% of the population) rules through terror and the use of nightmarish creatures (giant fiendish snakes of all sorts) and on the hard work of their slaves, most adventurers from here never return, especially since unless they were clerics they weren't allowed to leave in the first place. Wizards of Rothga can freely cross class as monks and clerics of Set are not usually suitable as PCs. It is rumored that the high priest of Set is a half Marsh Dragon half constrictor naga

  • South Fort and West Port are human cities under the Theocracy of Rothga. Both places have small but powerful merchant families in place of Priests of Set and are to afraid to dispute their rule. The penalty of any crime is slavery and most of the slaves that are destined for trade are from these places, still a much better fate than if in the capitol of Rothga. West Port has skilled ship wrights who build large black galleys with 6 banks of oars that fly a green snake biting its tail on a white field on its top mast when trading on the the Kessan Sea. South Fort is known for its addicting blend of strong grain alcohol and the lotus flower producing effects ranging from euphoria to eternal nightmare filled sleep.

    Theocracy of Flame

    Capitol: Melgor
    Population: 50,000 humans, 15,000 fire genasi, 100 efreet
    Goverment: Theocracy
    Religions: Imix and Efreet Sultan in the City of Brass
    Alignment: Lawful Evil, Neutral, Lawful Neutral
    Language(s): Ignan, Common, Infernal
    Classes Available: Fighter, Cleric, Rogue
    Favored Weapons: Curved Swords & Knives
    Armor: None
    Cultural Skills: Knowledge (Religion) & Perform (Dance)
    Cultural Feats: Iron Will
    Additional Gear: Amulet bearing the face of the Sultan on one side and a flame on the other

    Melgor is a human lawful evil city-state ruled by an efreeti priest-king and capital of the Theocracy of Flame, they do not tolerate priests of other religions in their area. Most lesser crimes are punishable by branding or burning at the stake and visitors are rare. Once a month sacred dances are held around huge bon fires and fanatics leap through as a show of faith. People from the Theocracy of Flame can tolerate higher levels of heat and take two less points of damage from fire or heat. All of the efreet and fire genasi live in the capital city Melgor.

    Darphia

    Capitol: Darphia
    Population: 35,000 half-elves, 1,500 aasimars, 400 half celestial elves
    Goverment: Monarchy
    Religions: Olidammara & Alobal Lorfiril
    Alignment: Neutral Good, Chaotic Good
    Language(s): Common, Elvish, Celestial
    Classes Available: Fighter, Cleric, Bard, Wizard, Ranger, Druid
    Favored Weapons: Bows
    Armor: Elven Chainmail
    Cultural Skills: Perform (Singing and Play Instrument)
    Cultural Feats: Bardic Knack (cast two 0 level bard spells)
    Additional Gear: Characters get a musical instrument of choice in addition to normal starting equipment.

    A half-elven neutral good city-state ruled by a king and queen, known for its healing music. The population outside the city walls live in semi-nomadic family bands of 10-30 that build temporary structures during the winter months. Adventurers from here get a +2 bonus to singing & play instrument skill, those who are bards get the heal spell as a sixth level spell (at 16th level you can use it, wow!! what a boon). Hmm if anybody can think of something else feel free to tell me.

    Brymedia

    Capitol: Brymedia
    Population: 50,000 aasimars, 23,000 humans, 5,700 half celestial humans, 1,050 halflings
    Goverment: Monarchy
    Religions: Heironeous, Yondalla, Pelor
    Alignment: Lawful Good, Lawful Neutral, Neutral Good
    Language(s): Common, Celestial, Draconic
    Classes Available: Paladin, Fighter, Cleric, Bard, Wizard, Sorceror
    Favored Weapons: Broad Sword and Throwing Axe
    Armor: Half-Plate
    Cultural Skills: Knowledge (Religion) & Diplomacy
    Cultural Feats: Iron Will
    Additional Gear: Those who are paladins start out with a suit of half plate in addition to normal starting equipment. And at fourth level can return to the city-state for a light warhorse after an elaborate ritual.

    An aasimar lawful good city-state ruled by a hereditary king, known for its half-celestial paladin lords and the large celestial human priesthood. The humans of Brymedia have a mixed heritage and accept lawful good strangers into the fold with no questions, there is no typical looking Brymedian. Human adventurers from Brymedia have a bit of celestial blood in them and have darkvision with a range of 10'.




  • Mithral City, TrogBane and DarkWall are half-elven lawful evil city-states ruled by elves. All the elves are part of the nobility and maintain a harem of human slaves, their half breed male children are raised as slave soldiers in Mithral City, female offspring are sold to slavers at an early age or given to loyal slave soldiers as reward for faithful service, their children suffer the same fate as their parents. Male human slaves are used for labor in the mithral, silver and diamond mines and estate farms of the elven nobility.

    Elves from outside are scorned but not enslaved, they are allowed to be merchants and craftsmen and are considered above the half-elf and human slaves, they form a very small but rich middle class.

    The military is organized into 2,000 man (half-elf) legions, divided into 1,000 man wings(a sword wing and a shield wing), 100 man companies and 10 man squads. Each company is commanded by a half-elf eldritch knight and each wing and legion by an elf eldritch knight.

  • The 1st Legion is equipped with studded leather armor, shield, spear and shortsword and are used mainly for guarding slaves.
  • Members of the 2nd Legion ride light warhorses and are equipped with chain shirts, shields, lances and longswords and are used for slave recovery and patrols.
  • The Golden Legion and the Silver Legion are equipped with light warhorses, chain shirts, shortbow, rapier and dagger.
  • The Mithral Legion is equipped with ornate half-plate and great swords and used as palace guards as well as normal heavy infantry duties.
  • The Diamond Legion is comprised of only 50 members all of whom are assassins that serve the emperor directly.

    Typical elf nobles and their families keep 100 human slaves in addition to the harem.
    Half-Elf adventurers from one of these city-states are the children of elven mothers who arranged their escape, they start out with the clothes on their back, a bad attitude towards elves and a handful of small uncut diamonds (1,000 g.p. value total).
    Other adventurers from here are outcasts, deserters or escaped slaves, all very rare and very hunted and probably in games where the PCs start out at higher levels.


  • Disnath is a dark, under populated soot-covered industrial city, the population of the ruined temple district were turned into shadows and necropolitans long ago and cannibalistic skulks and packs of ghouls prowl the streets at night, a Master of Flies (Savage Species prestige class) and his awakened giant spiders spin webs in dark alleys and abandoned buildings selling silk and the urchins they don't eat to slavers, in the undercity rat swarms carry the Zombie Plague and duergar forges belch black smoke into the city above as tireless golems hammer away in unison beneath the streets, giving the city a pulse.

    Powerful merchant guilds run the city and vie for control of the weapon, spider silk, graft and slave trade, prophets of a mad dreaming god and cults of Pazuzu and Dagon are rampant among the poor, the city's nobles are decandent vampire spawn who idle away the night hours in an unending sanguinary grand ball. Those who no longer openly serve one of the merchant guilds like the ronin half flesh golems, renegade swordsages and outlaw shadowdancers make a living snatching the best craftsmen for rival guildlords, rounding up jungle abberations, zombies and ghouls for the fleshwarper shops and smuggling golden lotus wine into the city.

    Disnath is a city-state of many races (dran, half-orcs, duergar, half-ogres (Savage Species), humans, necropolitans (Libris Mortis), mongrelfolk (Races of Destiny)), but the city officials and city guard are made up entirely of dran who are not members of the ruling merchant houses. Those who are not dran can be artisans, craftsmen or shop owners but 90% of the other races are slaves to one of the ruling merchant houses working the cities farms, mines(iron, gold, and copper), rowing galleys, or as slave soldiers and gladiators.

    Far Realm Fae - The twisted trees in the encroaching corrupted jungle surrounding the city resemble a cross of wet mottled purple fungus and wood, they grow unnaturally fast and when cut, slowly writhe for a few moments leaking sickly yellow sap and releasing spores that leave irritating red whelps. Fae creatures burst into masses of writhing tentacles when attacked and the dark sidhe brew an addictive golden lotus wine that causes vivid dreams and nightmares slowly eating away the addicts sanity.

    Dark Sidhe - Fey elves corrupted by the far realm sacrifice intruders to an awakened fiendish dire ape they worship as a god, they start life as shark toothed Petals for a 100 or so years then form a red veined, black pulsing oozing cocoon, the vile ooze is one of the ingredients in the golden lotus wine
    Adventurers from Disnath are dran and/or rogues and not looked highly upon by the outside world.

  • Isle of Dreams is ruled by 42 ageless wizards everyone else is a slave or family member. there were 100 but over the centuries some have fallen prey to backstabbing rivals, adventurers, slave revolts, raiding half ogre bands, poison, insanity, or lost on other planes. This land is dotted by jade towers guarded by two stone golems on the outside and who knows what on the inside. Vast slave farms surround the jade towers of a dozen wizards who still deal with the outside world, twenty keep only a handful of personal slaves, 10 live alone with undead or constructs to serve them.

    Each wizard has an artifact amulet that stops all aging, grants immunity to psionics, causes the wearer to sleep 20 hours of each day (5 hours sleep for every hour awake) and changes the wearers alignment one step towards lawful evil each day it is worn.
    All amulets have other powers than those listed above, some of the known powers are as follows
  • Three of them are known to grant +6 to the wearers armor class (+2 luck, +2 natural, +2 profane).
  • Two of them permenantly drain the wearers strength by six points and add two to intelligence each time the amulet is put on.
  • Five of them turn the wearers skin a light blue color, the ability to breathe water and the wearer must drink a gallon of salt water each day or temporarily lose two points of intelligence.
    Adventurers from the Isle of Dreams are human or half-elf children or grand children of an ageless wizard and they are geased to secrecy about their ageless parent and forbidden to return to the isle, they start out with double the normal starting wealth, a +1 weapon and if a wizard with all PHB 1st level spells in their spellbooks.


  • Naveria is a lawful neutral city-state of many races ruled by a council and a figure head king selected every ten years by gladitorial combat.
    Adventurers from here can be any class except barbarian.

  • Xlotic This desert kingdom once had many properous cities but now all that remain are subterraean mazes of twisted passages beneath the sand. Some of these tunnels are home to a fungi that glows with a pale green light and the descendants of the kingdoms slaves who raise rats and other fungi for food, they also tame giant lizards and snakes and brew magical potions of dark vision for export. Deeper tunnels are rumored to connect to underground kingdoms and creatures not used to the light of day. Attempts to resettle or build upon coastal or river side ruins are short lived with all traces of the settlers dragged into the sea on the first moonless night by fierce bands of sahuagin.
    Adventurers from Xlotic speak Nurian as well as common and are naturally psionic and gain 1 bonus power point at 1st level.

  • Ull an old city built of green limestone by an older reptilian race on the shore of a large lake, population-15,000 (30% human, 20% cuetzpalin, 10% naga, 40% other).

    Suppossedly ruled by a huge half toad/half lizard demi-god and his clerics who use an ancient draconian tongue called Nurian, the merchant guilds actually run the day to day affairs of the city, collecting taxes, levying fines and punishing criminals. The priesthood is only concerned with greeting the rising sun, appeasing their god and is open to any race. No clerics of other religions are allowed in the city and huge, lazy lizards imported from the deserts of Xlotic are the beasts of burden.

    Their lizardfolk cousins from the surrounding marsh come to town to trade crocodile hides, rare plants and captives for better weapons, the safest way to get to the city is by boat.

    Cuetzpalin

    Size/Type: Large Giant (Reptilian)
    Hit Dice: 4d8+12 (30 hp)
    Initiative: -1
    Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
    Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide armor), touch 8, flat-footed 18
    Base Attack/Grapple: +3/+12
    Attack: Claw +10 melee (1d8+6) or +9 bite (1d8+6)
    Full Attack: 2 Claws +10 melee (1d8+6) and +7 bite (1d8+6)
    Space/Reach: 10 ft./10 ft.

    Special Q: Darkvision 60 ft., low-light vision, scent
    Saves: Fort +7, Ref +0, Will +2
    Abilities: Str 23, Dex 8, Con 17, Int 10, Wis 12, Cha 7
    Skills: Climb +5, Listen +2, Spot +2, Swim +10
    Feats: Multiattack, Weapon Focus (claw)

    Environment: Warm hills
    Organization: Solitary, pair, clutch (3-4), or band (5-8)
    Challenge Rating: 4
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: By character class
    Level Adjustment: +4

    Adult cuetzpalin stand 9 to 10 feet tall with mottled gray and brown scales and weigh 600 to 650 pounds and its tail is used for balance and is 6 to 8 feet long. They like to stand really still in the sunlight for the first few hours of each day and get along with their lizardfolk cousins well.

  • Khoroth is a human neutral city-state ruled by merchant princes known to be allied with local mer-people tribes and trades worked metal goods for pearls and rare fish.
    Adventurers from Khoroth always have the swimming skill as a class skill.

  • Toronia is a city-state of humans, half-elves and nerra (Fiend Folio) ruled by a council of sages and scholars famed for its wizard college.
    Wizard adventurers from Toronia start out with all the PHB first level spells in their spellbooks and a strong possibility of an annoying double from the Plane of Mirrors in their future.

  • Pirate Isles A loosely allied confederacy of Legendary Captains and Scarlet Corsairs (Stormwrack) who prey upon all those who sail upon the Kessan Sea, a maze of jagged reefs and well fed sea beasties make their shores all but unapproachable. Two odd laws here are that no one is allowed to keep slaves, and no one is allowed to kill a halfling. The social hierarchy consists of ship captains followed by first mates and then everyone else is considered equal.
    Adventurers from the Pirate Isles are rogues, swashbucklers, rangers or fighters and get a +4 cultural bonus to the skills profession (sailor) and swim.

  • Klesh is a vast tropical jungle and marshes, north of the two rivers is dominated by an ancient spirit naga known as Sansu, she rules many lizardfolk tribes and dwells in a hidden city called Xol-Toth with her yuan-ti nobles. The southeastern jungle along the mountains is dominated by tribes of silverbrow humans (Dragon Magic), southwestern Klesh by primitive tribes of bullywugs, tasloi, muck dwellers and dragonkin.
    The marshes of southern Klesh are dominated by tribes of viletooth lizardfolk (Dragon Magic) led by half-dragon/lizardfolk serving a family of black dragons.
    Human and Lizardfolk adventurers from Klesh start out as barbarians


  • Vale of Shadows This land is protected by giant eagle riding elves who guard their land fiercely, those of good alignment who are not openly hostile will be given a single warning to never return, those that hesitate are slain. The giant eagle patrols number 10 strong and can call upon 2-5 more patrols for back up within 5 minutes, the riders are all arcane archers.
    Adventurers from the Vale are outcasts and cannot return (without a groovy DM plotline anyway).


  • North Guard and Stone Holm are dwarven cities ruled by hereditary kings.
    Stone Holm mines iron, rubies, and silver and trades raw materials, alcoholic beverages and finished goods with Mithral City for foodstuffs, wood, finished goods, gold and mithral, a small number of dwarves also work in TrogBane's and DarkWall's mines.
    North Guard mines iron, emeralds, copper, and opals and trades ornate masterwork weapons, armor and jewelry with Melgor for cloth, beer, bread, pearls and wine.

    The mountain dwarves of Stone Holm and the fireblood dwarves (Dragon Magic) of North Guard do not like each other but there is no open hostility, just jokes about the poor mining and shoddy craftsmanship of the other.
    Dwarven adventurers from from these cities start out with a masterwork weapon or armor in addition to normal starting gear.

  • Nis is a place of lush tropical jungle filled with exotic magical and or dangerous plants, giant snakes, brightly colored birds, a seemingly infinate number of insects, forestfolk, and below crumbling ruins dwell yuan-ti cultists. Written on some of the ancient monoliths in the Nurian tongue are spells of conjuration, invocation and divination schools of magery.
    Forestfolk adventurers from Nis start out as barbarians with a loincloth and no money.

    Forestfolk, 1st-Level Warrior

    Size/Type: Medium Humanoid (Reptilian)
    Hit Dice: 1d8+1 (9 hp)
    Initiative: +1
    Speed: 30 ft, climb 30 ft
    Armor Class: 13 (+2 natural, +1 dex), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+1
    Attack: Claw +1 melee (1d6) or bite +1 melee (1d4)
    Full Attack: 2 claws +1 melee (1d6) and bite -1 melee (1d4)
    Space/Reach: 5 ft./5 ft.

    Special Q: Scent, low-light vision
    Saves: Fort +1, Ref +1, Will +0
    Abilities: Str 11, Dex 12, Con 9, Int 11, Wis 10, Cha 10
    Skills: Climb +12, Jump +4, Listen +2, Spot +2, Swim +4
    Feats: Multiattack

    Environment: Warm Forests
    Organization: Band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 chief of 4th-10th level)
    Challenge Rating: 1
    Treasure: 50% coins; 50% goods; 50% items
    Alignment: Usually neutral
    Advancement: By character class
    Level Adjustment: +1

    A forestfolk is usually 5 to 6 feet tall with mottled green scales and weigh from 100 to 150 pounds, its tail is used for balance and is 3 to 4 feet long. .

    Forestfolk speak Draconic and can always take 10 on climb checks.

    Scent lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

    Forestfolk characters possess the following racial traits.

  • +2 Dexterity, -2 Constitution.
  • Medium size.
  • Base land speed is 30 feet
  • Forestfolk have a +2 racial bonus on Hide, Listen and Spot checks.
  • Forestfolk have a a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened
  • +2 natural armor bonus.
  • Natural Weapons: 2 claws (1d6) and bite (1d4).
  • Special Qualities (see above): Scent, low-light vision
  • Automatic Languages: Draconic. Bonus Languages: Giant, Goblin, Gnoll, Orc.
  • Favored Class: Any.
  • Level adjustment +1




    Here, There Be Dragons

    Trogs are kingdoms of troglodytes with a dragon or family of dragons ruling them. Not much is known about them except that outsiders are welcome additions to the menu and cause of celebration, and bands of two to three hundred occasionally raid small outposts or villages, seemingly at random.
    Adventurers from here are half dragon/half troglodyte outcasts or heroes on a special quest and probably suitable only for higher level games.


  • Great Wood is the oldest forest and its rumored that the trees whisper to each other. Known inhabitants include dryads, werebears, dire wolverines, and satyrs.


  • Lake of Tears is inhabited by halflings who build their houses on floating platforms of reeds. They tie them together into hamlets that they call 'rafts', each raft is ruled by the eldest couple and minor disputes are settled by unarmed combat and the victor claims a braid which they tie to a fishing spear for all to see. They come to shore once a month to gather more reeds and to trade. Living in many of the rafts are dire otters, some halflings bond with these otters from childhood and can ride them.
    Adventurers from here are hafling rogues who have been cast out, they start out with a shaved head, their clothes, a small knife, a fishing spear, the improved unarmed strike feat for free and a +4 bonus to the swimming skill.

  • Bleak Wood is home to wizened elders (MM IV) and a race of forest giants (MM II) expert at moving their considerable bulk completely silently and disapearing into the shadowed woods with unnerving skill.


  • Ogre Lands A place filled with its namesake, dire animals and several hill giant families. A small band of gnomish miner/adventurers known to trade fist sized opals for large quanties of ale have been tracked going into these hills.


  • Plains of Bast Home to vast numbers of herd animals, prides of dire lions, packs of dire wolves, wemics and hybisils. Nomadic human tribesmen ride axebeaks (or use Terror Birds from the Fiend Folio) and follow the herds, they worship the dire lions as avatars of Bast. Merchants of an advanced tribe of hobgoblins from the southern forest have built a temple to Bast as a cover for a trading post. The nomadic tribes trade large quantities of furs for metal goods.
    Hobgoblin PCs from here can be fighters, warblades (Book of Nine Swords) or samurais (Complete Warrior), humans can be savage bards, simple variant barbarians (both are in Unearthed Arcana), druids, snake clan ninjas or rangers.


  • Burning Sands Habitat of sand dragons and the marruspawn (Sandstorm).

  • Kessan Sea Home to all sorts of fish, aquatic mammals, sea serpents and plesiosaurs (Stormwrack). Sauhagin cities lie off the coast of Xoltic and the Burning Sands destroying any who would settle the coasts. They enjoy such fun past times as sinking ships on moonless nights and warring with each other.


  • Green Lake A large almost stagnant lake filled with large lazy fish and aquatic lizards ranging from a few inches in size up to 50'. Also home to a deranged aboleth cleric of Dagon (Hordes of the Abyss and Dragon issue 349) and his kuo-toan followers who have corrupted several small villages along the coast.
    Characters from one of the small coastal villages have the Aberration Blood feat (Lords of Madness) for FREE!

  • Barzai Nomads Land of the famed Barzai horsemen, they often hire themselves out as mercenary skirmishers and trade their excellent steeds for large sums.

    Digger's Arctic Area

  • Brown Bear Hills A bitterly cold, remote area with only tribes of eskimoes choosing to inhabit it. The foot of the hills are inhabited sporadically by winter wolves & oliphants. The hill tops are rumored to be home to small groups of ice trolls, yeti & a retired (well, semi-retired if approached) frost giant couple.
  • Glokken Glacier Few forms of life are able to endure the harsh, arctic conditions of this large block of ice, & only the insane (or VERY intense adventurers) consider approaching it. Extraordinarily strong cold weather survival skills are required to not die from the elements (wind chill often minus 100 to minus 200). The inner sanctums of the glacier are largely unknown, even by the locals. Inside, a strange area of steamy warm springs & shambling mounds has been immortalized locally with an amazingly melancholy song by the beloved bard Ariel StormWind, mourning the loss of his dear familiar Barney the snow owl & still redefining new depths of sorrow in his hometown of Cabnal.
  • Wintzum A very small village of approximately 100 people along the always frozen river coming down from Glokken Glacier into the Great Seal Lake. Close-knit & strong-willed describe anyone growing up in or calling this remote, brutally cold village home. Very little commerce is done due to nearly all items being used & needed for survival.
  • Kemnuck A small village of approximately 200 people with a great deal of interaction with the local eskimoes due to its proximity to the Great Seal Lake & Brown Bear Hills. Very few tradesmen are to be found here with most of the commerce relagated to seal products. Several times in Kemnuck's history, herds of very well-organized oliphants have trampled large sections of the village, seemingly running in a modified wedge formation.
  • Cabnal The home of Midnight and Ariel StormWind, two bards of great renown, slayers of arctic oliphants, winter wolves and yeti. Approximately 600 people call this incredibly harsh northern town their home. There is a somewhat talented, older leather worker & tanner, specializing in of course wolves. He is respected by the entire town & is responsible for training quite a few of the youth, including Ariel StormWind. A very small jeweler's shop (run by a below average but somewhat in demand faceter) is in the corner of Cabnal as well.
  • Great Seal Lake Almost always frozen solid, this lake has (as expected) a large number of seals calling it home. Oliphants & winter wolves frequently inhabit its shores as well. Popular for seal hunting by not only the many eskimo villages surrouding the lake but also the locals from Kemnuck, Cabnal & Wintzum.

  • Mountains of Madness
    Home to some scattered tribes of Goliaths and a few mining villages of humans, dwarves and gnomes.

    Encounter Charts


    Constrictor Nagas are from the Oriental Adventures book


    I last updated this page on October 15th 2006 for those who wanted to know

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    GURPS fantasy world number 12