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People tell me i'm in my own world all the time. Thame timeline. Thame, filled with Elves Dwarves Men and Goblins is much like Earth, covered mostly by water (68%) and tilted slightly (27 degrees) to produce seasons. It is slig htly larger than Earth and takes longer to orbit its sun Solace (400 days.) 3 Moons, Morae, Leur and Karis orbit Thame. See the wolven tongue
Humans are the norm. According to upbringing humans get a +1 to a stat.
Thames elves are vary much like other fantasy elves, with a primary exception being thier height.
Sylvan elves are rustic folk that dwell in huts at bases of trees or in lower branches of large Oaks and hardwoods still. Despite their old ways they make good livings for extended families trapping and hunting among hill and woodland territories north of the Dwarves and as far east as The Chasm and into elvenlands to the west.
Most non northern Elves are Wood Elves, but frequently encountering any other Elves is becoming more frequent with expansion and newer open rules.
Dwarves are divided intotwo sub races on Thame, very much like Dragonlance. Dwarves are a short stocky race, their bodies are very resilient to extremes, poison and disease. Deep or Mountain Dwarves are brought up in cavernsor dwarf homes in high peaks. Hill Dwarves are a little bigger and slightly weaker, they descended from dwarves who migrated away lon long ago and grew over the years. Hill (or common) Dwarves are usually the only ones seen by man. They speak Khakek, Oris Goblin Kobold and Common of one type. Mountain Dwarves also speak Depp or some even Dragon. Dwarves have Infravision. They sometimes write Orkish in Khakek Runes vertically like the Orks (usually to imply Orks have been in the area.) Dwarves have a dark complection, sometimes stone grey, red headed, black or brown haired. Occasionally Dwarves are blond also.
Halflings are also very much like other fantasy halflings. Hairfoot are the 'standard' halflings, getting +2/-2 on stats. In Thame the Stout and Tallfellow are technically half breeds, like half Elves or 1/2 Orks. Dwarves and Halfling
Wolven are awesome. The Wolven are a race of intelligent wolf headed furry demihuman. With canine like legs (a reverse knee) and a tail, they are quick and generally have a good sense of balance. They are also strong of body and rairly resistant. They are slightly taller than humans, yet weigh less. Their life span is on average 50 or so years.
The wolven originated in the north, east of the elves. Their short lifespan has kept them mostly in their anscestral home.
Mixed races
The Half Dwarves are half breeds mainly from the south of Thame. They are resistant to heat and cold and retain the Nightvision of their Dwarven lineage.
There are all the standard classes on Thame
Orks, not Orcs.
Blackport, City of Tommorow. First an old city started by Waleshians, Blackport was rebuilt and is now the largest port city in Thame. Its sistercity also called Blackport (usually the second city) is a very new planned city where bureacrats now flock.
The Empire of Rufasham is the correct name, but many never even know this moniker. The Empire has lasted for __ years, begun by the marriage of 2 families. Military and political victories have led to its rapid growth
The Elven Kingdoms. The Wood Elves of Eastern Sylthanor and Triandar, the high elven kingdom are off limit to non elves. Occasionally even Sundar, mixed elves are turned away. Elves lucky enough to get past border guards and diviners will be ...
Bargarassa the main province of the Dwarves lends its name to the Dwarven lands. The mountains of central Thame guard huge strongholds of dwarven guilds and palatial family caverns. They trade heavily and cheap passage can be found to almost anywhere. Master craftsmen produce the best hard goods in Thame
The proud Northmen live in this rough land, they assert their independance from the empire almost daily
The unstable kingdom of Wolven and Orkish peoples is barely able to repel goblins yet fighting them helps hold Kyrandor together
Candelli, Wori, Palden and Thickbush are commonly called Halfling Den by others, though there is no state. Each 'country' is ruled differently day to day. Bordering the Empire the halflings live in peace, trading with the Dwarven nation, Northmen and their pushy neighbor
settlements of the Woodmen
Hill Dwarves home in the south. After the Exodus many dwarves remained in the south. Ruled by a council of guild leaders(the Rhi-ankar), the __gliarchy is fiar handed. Many public structures are credited to the Rhi-ankar and they give money from dues and taxes to many social organizations
Nestled between the Wolven Elven and Dwarven lands in the north, it is a booming area. Much like America the persecuted and downtrodden are finding the Hinterlands to be a great new hope. Recently many Goblins have been seen in the area. Many tribes of goblins have spilled into the area and have taken to pillaging and looting.
Domain list for Thame: Air, Animal (Spiders, Insects, Bats, Serpents, Beasts), Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge/Divination, Law, Luck, Magic, Plant, Protecion, Strength, Sun/Light, Travel, Trickery, War, Water
Added Domains: Charms, Cold, Crafts/Dreation, Darkness/Night, Disease/Plague, Druid, Dwarven, Elven, Family/Guardian, Fate, Fertility, Halfling, Illusions, Spells, Weather, Wolven
Everland is the perpetually day realm ruled by Esh
Idragal/Dragi: the world tree, mainly a wood elven deity. Thame formed to feed Dragi's roots. The nature god.
Vish, The Creator: he created life and planted Idragal. He has children Esh and Easha Marfidar and Quil'elen. He is the supreme being, yet he is missing, yet his presence is still felt.
Esh: Day and Light; he has ruled since Quil has passed.
Easha: night and Darkness. Twin sister of Esh
Quil'elen: The Shining One, the first borne, protector of Elvenkind. He rules the paladins, he is the quintessential good god. He passed and now judges the dead
Marfidar: God of the Drow and evil. The Fallen one, king of the dark elves. He was banished when he stole powers from Quil'elen
Llyven:The fate the crone of death cearer of children. He appears as a female or even a babae at times. He cleanses the dead and gives children a life course from a ball of twine.
Sin (Lesser): The moon goddess
Kei (Lesser): 1st Defender of the eastern elves
Mokolitei (Incarnate): creator of the Drow, he is the first said to be Marfidar's son
Nanday: Sea-life, oceans, lakes and sail
Purruk: vicious shark god
Rhi: God of fire and smithing. He appears as a fire beasded dwarf with muscles of steel and sinew of granite.
Geb: The spell Lord
Arfax: The trader, master of crafts
Lhorraine:
Samus:
Tredan /tread' in)/: The Heart, the Halfling patron
Khonan /(Co' nin)/: Lord of travel and exploration
Mase /meIs/: northern halfling deity
Horne The Deep, Khonan's younger brother, he is still good. Searched out the final frontier, he began the passage.
Sheall /shel/: the Tall, messenger god, she is the patron god of tallefellow
Murph the dark deep, Deformed gnome looking halfling
Urgan: The hunt god, master of the bow, tracker and huntsman
Voorh Death Head god, master of pestilence
Kashchit War and bravery in battle
Lewis honorable warrior, glory
Churtak lethal assassin and unarmed combat
Vodyl: Cannabalistic Raider god
Gork: Shaman spirit
Grumbar: Civilized Orks, and poison
Chane: Honorable Warrior
Torris: A faded god of fire
Maheel: A faded god of darkness
Gee: Barbarian raider and warriors
Lugan: Odinesque god; control, dominance, overall nature, gaea and creator
Tor: Thunder and Lightning
Tywar: Defender, Tyr-like god
Kyerock (unfrozen caveman lawyer): Runes and magical knowledge
Kom: Harsh Arctic god
Felyss: Fish God
Ross: merchants and money
Nistren: fertility and plants
Rhoame: health and life
Khen trade and the seas
Diana weather nature and seasonal
Feloss: Merchants and trade, Feloss is stamped on all empire coins
Khirkhan: War
Flayr: Destruction, fire, lightning tornadoes and hurricanes
Ashe: Storms lightning and thunder. Flayr's son
Wara: Harvests and plants
Tryche: fate and fortune
Cerise: beauty and love
Reiss: creation, smiths and craftsmen
Marta, the Horse friend: travel
Otillis: Seas and calm waters
F'yllon: Oceans and torrents. savage destruction, the water demon. F'yllon calls downpours on unfortunate sailors
Lurch medicine and healing
Folgeb: Light and the Sun; It is said he pulls Thame on a chain, waking every morn.
Tredain: God of home and heart, he has become a halfling deity
Dhaunnet: Peace and music
Shawan: Patron of Artists, said to be the sister of Dhaunnet, but they were originally the same diety.
Barve: dread magics
Meerlinda: Magic
Gretchin: The sky and the wind
Sh'Fyrr or Schaeffer: The Supreme War God
Necross: The undead and undeath
Jeb: torture and pain
Lhoki: Subtlety and trickery
Chidutto: Combat and martial ways. The 1st northmen legend. The ascendant one, from the sea he taught peaceful martial arts to the wise and patient. Many warriors still spill blood in his name.
Torray: Wolvena and hunt god
Supheroth: Cthulhu
Ciro'id: God of the druids, like an order of the harpers or weavers. They guide men and like the masons promote humanity and teaching of arts and architecture.
Kerrigan: Dunestalker and nightstalker
Sileash:
Dye: Season and weather goddess
Neise: growth and fertility deity
A'mi /ah' me/: Life and birth, mistress of the dawn
Ar'marta: Centaur huntsmen
Donock: Wood God Forest man
Broam: sulfur pitfeind
Kurdt: Trails, travel and safety
Wharwhall: god of the north, deer headed winter savior
Terese: Goddess of the trees and plant growth
Choreal: God of mountain survival, the snow blinding ranger
Golotra: Animal and plant life, druidess goddess
M'rrkha: Lord of creation- artisans and magicians
Nin-gal: wife of Sin the lunar goddess
is filled with Grollub, frog menand other nasty swamp predators, Evil lurks this everglade and bayou land.
The western marsh is a vast tropical savannah much like the everglades to the far west, a sandy peninsula to the south to the river. Tropical rainforest fills the center and stretches to the eastern mountains with a bayou north and everglade surroundings.
It is filled with Anaconda, Jaguar giant Otters, Gatpors and many many birds. Its huge trees and dense ungerbrush hid4a a very diverse ecosystem. The grollub rule most of its forest. giant Crocs and gators patrol the riverways and are inturn hunted by Weasel/Otter men, the "Ek-kha" or Eeka
The desert is vast and mostly rainless, the flatlands are bordered by the Sand Emirates, a collection of namadic tribes and herdsmen. Few live within its dry borders but some trade along routes used by generations by merchants and Blackport to the SouthWest.
The Forbidden Isle a foggy coasted island surrounded by rocky shoals. A few pirate ships enter and some wolven warriors claim to have returnedfrom a free society ruled by an Ork and 2 Mixed Elves.
Plagued by Ogres, goblins, giants and other foul beings. Men avoid these forboding mountains. Some live along the Eastern edge of the penninsula, but the goblins...
Ruled topside by Pirates and black tradeships, and by Merfolk, Nixie and Sea Elves
Commonly called tritons, they appear as a normal elf with webbed hands and flippered feet
Ampihibious humanoid with fish tails and webbed feet
Water faeries about 4' tall they have pointed ears and webbed appendages
Theme: holocaust/crusade
Mood: Mohamadean upstart vs. Crusades and infidels
Prophet in the Sand Emirates, he is currently encouraging racial (goblin) extermination and inciting people with religios fervor for ___(the god; domains: anti goblin, warfare and domination), and reviving the dying religion.
Other religious zealots, fanatics and followrers are upset b his purge and some will take steps to stop his 'crusade'
Once ruled by a great monastic civilization, it is said the evils performed by them dried up a great lake and laid waste to thousands of men. They built great celestial calenders using the 3 moons and 2 enormous pyramids. In Actuallity They were a very succesful group of seafarers and merchants. The Chiteans ruled the eastern coasts of Thame, trading with pre-Black Waleshians Dwarves and even some Elves
Held by a civilization of Mariners from -3216 by the now called Walerach peoples/ They founded their city upon balur rock a large granite platform mostly flat and level. Its site was taken over by Blackport in -316, the enormous Black civilization now rules the whole bay. Waleshians sailed fromthe Bay east to the desert and farther, south past te highlanders to found cities on...
Before the mannish empires halflings roamed from mountains to mountains of the south, where they discovered new resources to trade to Dwarves. They also provided reoutes for the Dwarves to begin mining and eventually settle the Herdar mountains.
When peace was found by Lord Gurech after an assassination(c 9000 PB- that is 9000 years before the founding of the Black Tradeship), he united Gaten and Bec with Kho. He also allowed Gaten military leaders to form an elite warrior sect to enforce peace and silence opposition. With his death 5 years after his rise the Main country Kyrandor revealled the true plan: an alliance with Gaten. The narual leaders from Kyrandor and the military of the Gaten Talons provide a powerful great platform to rule from. Frisha freely joined onths after and the Wolven lands first true empire. The democratic nature of their Kyfar(a 12 member board) is preserved in the current regents of the Wolven Ork Federation.
It is believed that the Orks are banished Elves, with some interbreeding. they are a very small group until around 19000PB, when Drow begin to arrive in these lands.
10 main tribes are apparent in Ork lore 9 are shown on a map forthcoming, and the tenth is thought to come from the forbidden isle, or even farther west.
Malkish and Kor were 2 cities on the banks of the ___ river, they were instrumental in begginning the Empire, nomads settled and began the 1st mannish settlements. They were a mix of farmers and sea traders. When Pre-Umbrian Norhtmen still lived in caves and Black bay was only being fished by halflings. Few Lantans were brave enough to travel so far from home for rare commodities (Bay fish) traded from local fishing families. The location of these two was prime for growth, the rich sea life of one and the essential protection Malkish provided in transportation- linkiing the closest onther mannish cncentrations. The Drupatian Woodmen and other nomads eventually spread as far as the great River, a spiritual place for some they started building permanent Kannuk (lob cabins witha large opened roofed room for gatherings. Halflings woule some times trade with the more earthy of them, and they sometimes say men split the Halflings- why one is short the other tall. Since the Tall fellow are the go between from North(hairfoot) and South?(stout)
These are the same cultures the elves have held for 1000's of years. The 1st Union- Elves lived in great natural cities, flower lined the streets, tightly vined trees were home. The palace of Quil, a still surviing living atmospere is also the home of upwards of 200 esteemed elves.
Different elven family clans are adept at using plants and natural items for armor and equipment. Mushroom cappedstalkers shoot poisoned darts. Some southern Elves use the deepwood swamp vegetation to entrap intruders and norhtern pine elves use sap to stick others.