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Thame: RMR's fantasy world

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



Races



Human

Humans are the norm. According to upbringing humans get a +1 to a stat.



Elves

Thames elves are vary much like other fantasy elves, with a primary exception being thier height.



Dwarves

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

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

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.



Half Breeds

Mixed races





Classes

There are all the standard classes on Thame




Prestige Classes




Monsters

Orks, not Orcs.




Languages


Black
Mariner speech
Muhyet
Halfling speech
Rhashash
Mt Dwarven, both dwarven tongues are written in Khakek runes giving a +2 to any d20 roll reading the other tongue
Nerikash
Hill Dwarven, both dwarven tongues are written in Khakek runes giving a +2 to any d20 roll reading the other tongue
Elven
The elves have had many variations on tongues over thier lives. The oldest elves tell tales of never speaking, until



Countries


Tradeship of Black

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

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


Triathanor

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 ...


Dwarvenhome

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


Southdale

The proud Northmen live in this rough land, they assert their independance from the empire almost daily


The Sand Emirates


Kyrandor Trade Federation

The unstable kingdom of Wolven and Orkish peoples is barely able to repel goblins yet fighting them helps hold Kyrandor together


Halfling Den

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


Northern Alliance


Drupatia and Walach

settlements of the Woodmen


Herdar

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


Hinterlands

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.




Religions and Dieties



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



Elven

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



Dwarven

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:



Halfling

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



Wolven

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



Orkish

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



Mannish


Southern

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


Black

Ross: merchants and money

Nistren: fertility and plants

Rhoame: health and life

Khen trade and the seas

Diana weather nature and seasonal


Sand


Empire

the empire has a state religion in which ...

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


Northern Federation

Sh'Fyrr or Schaeffer: The Supreme War God


Other mannish gods

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



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Other Stuff

Dragons of Thame

The evil dragons

Chromatic Dragons

The good dragons

Metallic or Ferrous

The neutral dragons

Metallic or Ferrous

Areas of Thame

The Western jungle

The Western Marsh

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 Eastern Desert

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.



Twingashon

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.



The Great Spine

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...



The Seas of Thame

Ruled topside by Pirates and black tradeships, and by Merfolk, Nixie and Sea Elves

Sea Elves

Commonly called tritons, they appear as a normal elf with webbed hands and flippered feet

Merfolk

Ampihibious humanoid with fish tails and webbed feet

Nixie

Water faeries about 4' tall they have pointed ears and webbed appendages



Khey'ef

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'



The Old Empires

The great desert

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


Black Bay

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...


Halflinghome

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.


The Wolvenlands

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.


The Ork tribes

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.


Pre Empire cradle

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)


Elven Kingdoms

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.









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