WELCOME TO THE WORLD OF AMEN
In the relatively young world of Amen, there used to only be immortal beings of primordial nature, which roamed the lands and survived much as beasts do now. These beings were aimless, and only after an event known as the First Contact, did the embers of civilization arise. The beings had met the fundamental force of the universe, and that force that taught them all that they would come to know. It was after this contact that they then dubbed it "God."
This "God" gave them power, knowledge, and a purpose to serve. However, when "God" suddenly vanished but a century later, the beings began took claim of the world. These beings, known as "God-kin," used the power they had received to create the mortal races of the world in their image. After splitting across the world of Amen, the God-kin spoke to the infantile mortal races, and proclaimed themselves as divine; bestowing fragments of the power and knowledge they had received to their most devout followers.
Yet, suddenly and mysteriously, all of the pantheons of the God-kin experienced some sort of cataclysm, which left them barely clinging to the remains of their power. Many of the mortal races created some explanation for their gods' loss of power, maintaining their faith, which inadvertently rejuvenated the remains of the God-kin. The mortal races had evolved quickly with the assistance of their gods, however since the fall of the God-kin, they've grown at a much slower pace.
It's been centuries since the fall, almost eleven-hundred years since the start of civilization. Some sages foresee the coming of a new age, which seems to draw ever closer each day.
For more about the world, like concepts of religion and its calendar, follow this link: HERE
CAMPAIGN INTRODUCTION
In the Ertsland Valley, a diverse region of many powerful kingdoms, the newly elected King of Northal, Lord Jhin, has great plans to conquer the rest of the valley, and is in need of a group of capable vagabonds willing to do his dirty work. Conquering a valley of unique rival kingdoms will require cunning tactics, political subterfuge, and an unshakable cohesion to persevere though all the challenges you will face. Such a task takes time however, and depending on your choices, you may only have the group you're with to support you behind enemy lines for months on end; allowing you to form close bonds with those you will work with. Battles, exploration, intrigue, ambiguous morality, and an unforgettable adventure is awaiting you; you only have to answer the call.
In the likeness of feudal Europe, you'll encounter many cultures of similar but distinct peoples, each with their own history, customs, and personality. There are kingdoms who value art, those that value tradition, and those with mighty military power; yet all of which have their place in the valley. The valley itself is home to massive forests, flowing rivers lasting hundreds of miles, and an enormous lake that lies in the center; with great plateaus and mountains to encapsulate it all. Such a lively valley is bound to a host of many creatures, which range from the standard wolf, to the rare and terrifying apex that hunts almost any creature in its purview. Under the valley also lies a sprawling network of underground cities and caverns, most of which are too dangerous to be traveled alone. It's in this land you will establish your legacy, and achieve the glory you were destined for.
A sprawling valley teeming with life, many feudal kingdoms vie for control and power.
RACES OF THE ERTSLAND VALLEY
This section gives brief summaries of the societies and habits of the playable races, as well as links to the race's sheets.
For those who may be overwhelmed or uninterested, it is perfectly acceptable to only read the summaries relevant to your character, and their backstory.
-Human-
Akostón:
Akostóns were originally a tribal people that tamed monsters as mounts. According to Akostón history, their people conquered their old homeland and rode The Great Phoenix to the Ertsland Valley, where they then disbanded due to infighting; the former claim often being heavily doubted by scholars of the other races.
Eriosian:
Eriosians are the well mannered artisans from Hýrotitáfro, a land east of the Ertsland Valley. Eriosian's specialize in stonework and the collection of precious jewels, but are quick to adopt new professions and customs if it suits them. Their influence mainly sits on the outskirts of the valley, but they've made good allies with their centaur neighbors.
Hal:
The Hal are a very straightforward and goal-oriented people, hailing originally from the Drakemaw Peninsula; northeast of the Ertsland Valley. Their influence in the valley is relatively small, but they often are remarkably efficient at what they do; possibly as a result of their unsympathetic nature.
Half-Elf (Salian):
Salians are the olive-skinned half-elves of the Ertsland Valley, who originated from the Kingdom of Ebbon. The Salians were originally a small sect of Ebbonese on a pilgrimage across the valley, which ended short when they met and settled with the Akostón foreigners. The union from these two groups gave birth to a unique form - well mannered half-elves with acute senses, an incredible physical and mental well roundness.
Half-Orc (Hrakk):
While the Hal were traveling to the Ertsland Valley, they occasionally exchanged blows with the orcish Hirokk tribes in the mountains; the raids of which lead to minor interbreeding. In both Hal and Hirokk society, Hrakk are treated as lower members of society; as they're likely the result of some past conflict.
Tiefling (Dispater):
The Tieflings of Dispater seldom see the surface in the Ertsland Valley, but their presence is quite infamous. Many a Dispater have swayed wars, murdered powerful figures, or seeded mistrust between previously allied nations. Dispater hail from the divided Efyre Crossing, and if not fighting in the affairs of their own nation, a Dispater may work as an agent for one of the surface nations, needing much compensation to do so. They may come off as arrogant, but it's clear that their skills are very well suited to their work; and they know it.
Tiefling (Zariel):
The more straightforward of the two subterranean devil-folk, Zariel Tieflings value honor and power. For them, power means the ability to change the world, and so someone with an incredible force of personality may hold just as much stock as someone who could lift a boulder. Zariel aren't keen to underhanded tactics though, and often get manipulated by their Dispater counterparts. Often times, a Zariel's respect is quite hard to get, but when it's earned, a steadfast ally quickly follows.
-Elf-
Ebbonese:
The Ebbonese are sea faring elves with an innate talent for the arcanic arts, and are one of the oldest races to live in the Ertsland Valley. Ebbonese are usually more intelligent than other races they interact with, and often believe that they know best as a result. This inflexible mentality is well meant and founded, as they usually use their advanced capabilities to help others, but it risks being condescending.
Drow:
The Drow are a race of elves who've fostered a deep, dark connection with the God-kin Rachinne; who promised them their former glory after they were expelled from the God-kin. This devotion to their spider god has carved a history of underground isolation, where they secretly consolidate their power for some mysterious purpose. Drow are very seldom seen on the surface, in part because they don't like the sun, but also because many of the surface races consider them strange and unsettling imitations of elves. A defining trait of Drow which adds to their disreputable nature is their tendency to be very silent for long periods, then suddenly have an emotive outburst that quickly retracts back to their quiet persona.
-Dwarf-
Ruus:
The Ruus are the surface dwelling dwarves of the Ertsland Valley, who have lost touch with their kin below ground. Back during the Fall of the God-kin, the dwarves of the valley saw two forms of salvation, live among the races above the ground, or stay deep below the surface. Those who stayed above ground became known as the Ruus, a group of dwarves known for their ability to craft fine weapons and armor, and even finer ale. Since the separation, the Ruus have supplied other races with well-crafted arms, while also attempting to reunite with the subterranean Duergar. However, their pleas have falling on deaf, stubborn ears.
Duergar:
The Duergar have spent hundreds of years underneath the surface, all in the hopes that the devotion to their ancient gods will deliver them to salvation. This life has left many Duergar out of touch with what many of the other races consider reality, but the Duergar maintain their unfaltering belief that the world is to end soon, and the only way to survive is to appeal to divine intervention. Duergar hate the sun, and any reverence of it, but have no particular grievances against the surface races; believing that they are simply fools who will perish in time. A Duergar who finds themselves separated from traditional Duergar society may come to abandon their tenants, and enjoy life above the surface, but heliophobic tendencies or paranoia may pop up now and again.
Derro:
During the initial separation between Ruus and Duergar, some Duergar believed that simply staying underground wasn't enough, and that further delving was necessary to the survival of their race. Those Duergar who continued deeper below the surface did not encounter the salvation they'd hoped, but instead found themselves in a land far more perilous than they could have imagined. Survival in the Geowood Deep would twist any creature, and the Derro are a prime example. The Derro have madness in place of their traditional beliefs, and they've adapted a smaller, more dexterous physique that further distinguishes them from their Duergar roots.
Red:
Red dwarves are trade savvy desert-folk from Illahvahne Desert to the west, who are usually a rare sight in the Ertsland Valley. Red dwarves are keen to trade and barter, often placing less of an emphasis on currency during their transactions, and instead opting to acquire goods and services. Red dwarves also display a great deal of patience with those they interact with, which allows them to accrue better deals than most.
-Halfling-
Tenggle:
The Tenggle come from Reftmund, and usual stir up a ruckus wherever they go. These small humanoids are belligerent, exceedingly lucky, and nimble, which has allowed them to maintain relative safety in their homeland; a place surrounded by the threat of outside invasion. Tenggle homeland has remained undisturbed for over a century, and the Tenggle wish to maintain this respite; with clans outright forbidding the abandonment of one's home. Exceptions are made however, and foreign Tenggle that aren't downright outcast or exiled from their clan may have some other purpose as to their departure; though they are almost certainly anxious to return home.
-Monstrous-
Centaur:
Centaur are the nomadic folk of the Equis Expanse, often staying far from the other races. In recent years, they've been interacting more and more with the Eriosans, but they still prefer to mostly keep to themselves. Centaur are usually very intuition based in their decision making, and prove to be incredibly loyal when they form close bonds with others. The Centaur believe that when they die, they do not quite leave this world, and are still present in nature; which allows them to forgo the fears of mortality that burden many of the other mortal races.
Goblin (Gob):
The Gob were once the primitive goblins that most people associate with their people, however what separates them from other goblins is their old and revered encounter with the Myconid. After the Gob were enlightened by these new allies, they began rapid expansion from the mountainside they called home. Gob are, to the surprise of other races, quite intelligent, and believe that in their reverence of "The Great Fungi," they will achieve the same spiritual apotheosis that the Myconid seek.
Kobold (Drakemaw):
Drakemaw Kobold come from the Drakemaw Peninsula, and seem to have inherited their draconic ancestor's ferocity. These little folk are also heartier than a typical kobold, but maintain the same agility. Drakemaw Kobolds rarely leave their home, appreciating the safety in numbers, but there have been occasions where the Drakemaw Kobolds have aligned with Hirokk for a brief time.
Motta:
Motta don't remember their history, but travel in small colonies through the Underdark to and from several ruined cities. In Motta society, the colony is often lead by a head matriarch, whom they refer to as "Light Mother." The Light Mother of a particular colony is often much larger than the rest, and carries with her a staff that helps guide the colony to new locations. When a Motta is separated from their colony, they don't have any particular inclination to return, and often go out in some sort of personal quest; driven by innate curiosity. It's hard to keep a Motta's attention, but they prove to be quite useful companions.
Myconid:
Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, Myconids gladly provide shelter or allow safe passage through their colonies. Myconids believe that with the guidance of "The Great Fungi," they will achieve a species-wide spiritual enlightenment.
Orc (Hirokk):
The Hirokk are orcs who've found their homes among the mountains of the Drakemaw Peninsula, and usually come into conflict with the neighboring Goliath and Hal. The Hirokk are incredibly resilient, which allows them to be well adapted to their harsh environment. Hirokk are take great pride in their accomplishments, and feel immense satisfaction in besting a foe. After which, they then claim some sort of trophy; leading to the most prolific of Hirokk warriors owning massive collections.
Weikop:
The unity of a human and ettin is one that perhaps most disturbing to imagine, however what's born is known to this world as a Weikop. Unlike their ettin ancestors, Weikop actually get along quite well with their counterpart, forming a close - almost familial bond with each other. Weikop are also divided not by halves, but by the right head controlling most of the body - subsequently not being particularly intelligent, and the left head controlling its own head and the left arm - being the "thinker" of the two.
-Other-
Aarakocra (Capris):
The Capran Aarakocra are raptor-like in appearance, and stand several inches taller than other Aarakocra. The Caprans an extremely determined, aggressive, and competitive folk that have no tolerance for those weaker than them. Not much are known about the Caprans, though the other races see them as potentially troublesome; a perception that some Capran resent.
Dragonborn (Ferox):
Very few races are as intense as the Ferox, chromatic dragonborn with an unquenchable fury. These wrathful dragon-kin have lived in the valley longer than most, but have long since been neutered of their former glory. Ferox destroy for the sake of destruction, but only one other instinct proves more compelling; the urge to dominate. Ferox naturally despise being subservient to others, and groups of Ferox, while ferocious, can prove to be quite volatile.
Critterfolk:
Life is short for a Critterfolk, and in a world full of danger, they face it head on. These energetic anthropomorphic rodents are brave to a T, and despite stigma that is associated with them due to their appearance, they are incredibly thoughtful. Not much is known about their origin, but these little critters can be found just about anywhere in the world; barring extreme climates. If you find that your coin purse has been nibbled through, and your coin absent, perhaps it wasn't the bucktoothed Tenggle in the corner... this time...
Firbolg:
In the forests along the edge of the Crescent Merrow, a region west of the Ertsland Valley, various tribes of Firbolg cloister in remote strongholds. Firbolg are generally kind and gentle giants, preferring to spend their days in quiet harmony with the woods. Occasionally the Firbolg come to blows with the titular Merrow, but hold their ground against these assaults. When provoked, Firbolgs demonstrate formidable skills with weapons and druidic magic.
Goliath:
At the highest mountain peaks of the Drakemaw Peninsula, enraptured by frigid wind and thin air, dwell the reclusive Goliaths. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each Goliath with the responsibility to earn a place in the tribe or die trying.
Riftborn:
In the broadest terms, a Riftborn is a humanoid who's experienced The Rift, and has been altered by it. They may have memories of their life before this event, but it comes to them in sporadic episodes. Aside from the loss of memory, Riftborn seem to all possess some kind of light-emitting surface as part of their body, ranging from a glow of the eyes or hair, to an entire encapsulation of their skin. Riftborn don't seem to have a discernible lifespan either, and don't abide by requirements of food, water, air, and sleep. A Riftborn can just as suddenly appear as they can disappear, and that instability is disconcerting to many.
MAJOR GROUPS OF THE ERTSLAND VALLEY
For further detail on the major civilizations in the valley, here's a list of the established groups, as well as a small summary of their history and culture.
For those who may be overwhelmed or uninterested, it is perfectly acceptable to only read the summaries relevant to your character, and their backstory.
The Kingdom of Northal.
The Kingdom of Northal sits in the north-eastern region of the Ertsland Valley, and is considered relatively young or insignificant to neighboring nations. The Hal are known for their matter-of-fact way of handling things, militaristic nature, and higher standard of living. Northal's latest elected monarch, Lord Jhin, promises greatness for his nation; a prospect that inspires his kin, and amuses the nearby kingdoms.
The Kingdom of Secrix.
The Kingdom of Secrix hangs just on the northern lip of The Equis Expanse, in the north-eastern region of the Ertsland Valley. Secrans are known to be personable, dedicated, and traditional; embracing their Eriosan roots. A Secran's craft is what they pride themselves in, but their artistic nature finds a way to shine through; often somehow woven into work. Secrix's beloved king, who has ruled for over half a century now, is coming close to the end of his lifespan, and the debaucherous prince who's next in succession, has fallen out of the public's favor.
The Kingdom of Lessou.
The Kingdom of Lessou is situated neatly in the center of the northern kingdoms of the Ertsland valley, where its foundations lie along one of the valley's massive rivers. The Lessians have a taste for flair and the material; a trait they share with their Begolian neighbors to the south. A Lessian's lax attitude and chaotic nature may occasionally infuriate the nearby Hal or Secran, but their ability to strike a bargain and deliver on their promises is impressive. Another well known fact about Lessians is their ability to tame monstrous mounts, specifically the hippogriff. In recent times, the Queen of Lessou has been attempting to quell growing concerns of a potential invasion by The Capris Armada; who inches closer to Lessou each day.
The Capris Armada.
From a land thousands of miles away, The Carpis Armada is perhaps one of the most terrifying civilizations to find its way into the Ertsland Valley. This is due to the fact that the entire civilization lies aboard possibly the largest air vessel that has ever existed. The vessel, currently flying above the northern coast of the valley, is mobile - though relatively slow, and is the main force behind the Capran's awesome military might. Caprans are generally easily agitated, overaggressive, and almost always Aarakocra; though it does seem that they do tolerate other races among their ranks. Not much is known about Capran politics or their goals, but in the short time they've been in the valley, they've become increasingly menacing.
The Gobdom.
Completely defying any preconceptions of what goblins are capable of, lies the Gobdom, a goblin ruled kingdom located directly north of the valley's center. The Gob are far more sophisticated than the surrounding kingdoms give them credit for, and live tranquil idealistic lives. A Gob values the beauty in nature, vying to take the patient and measured approach, and always deferring to the wisdom of a higher power. In life, the Gob collectively work together in harmony in the hopes of achieving some kind of postmortem spiritual apotheosis.
The Kingdom of Begolia.
Northeast of the Ertsland Valley's central lake is the Kingdom of Begolia, an prosperous civilization with a morally questionable economy. Begolians care less about the means, and more about how they'll profit off of a given situation. The defining trait of Begolian economics is the copious amounts drugs they export from their borders. The worst and most plentiful of these drugs is the infamous "Sogno di Pietra" - or "Begolian's Dream," which is administered via cutting one's self with a blade coated in the powder filed from a living cockatrice's beak. Ironically enough though, the illicit use and importation of drugs is considered extremely criminal, and even punishable by death. This ostensible hypocrisy is derived from the Begolian's absolute refusal to inflict harm on those they deem kin, a quality that has served them very well for hundreds of years.
The Kingdom of Decartis.
The Kingdom of Decartis is one half of a co-kingdom that rules over the northern sections of the valley's center; lead by the prestigious Decartis family. Decartians pride their Akostón roots, and believe it is their birthright to rule over the surrounding lands. Don't let these combative ideals fool you however, as Decartians have learned much from their Salian neighbors, seeing the value of a measured approach. In rest, Decartian cities prove to be avid party locations, where the people within can express their colorful nature. Recently, the co-kingdom has been in what appears to be a golden age, growing in military and domestic power. There have also been rumors of arguments breaking out between members of the royal families, but the Decartis family denies this claim.
The Kingdom of Salia.
The Kingdom of Salia sits to northwest of the valley's center, and serves as counterpart to the Kingdom of Decartis. The Kingdom of Salia originated from the Salia family's religious pilgrimage away from the Kingdom of Ebbon, and to this day, they still hold their beliefs. Salians are calm, almost demure even, and try to alleviate conflict where they can. This serene nature can start to become condescending though, particularly when a Salian talks among those of an alternative faith. There have also been rumors of arguments breaking out between members of the royal families, but the Salia family doesn't acknowledge this claim.
The Kingdom of Ruuslia.
The majority of Ruuslia's territory sits on the plateau to the west of the valley, with a few settlements below. The Ruus have a well established role in the valley, offering arms to the neighboring nations that can afford it, and almost never being proactive in the conflicts of others. The Ruus also produce much ale, which rarely is sold elsewhere, and serves to the foolhardy antics that many Ruus enjoy. When not engaging in massive festivities, the Ruus display a colder, focused side, which they use to engage in religious ceremony.
The Kingdom of Ebbon.
The Kingdom of Ebbon is a majestic place to behold, and graciously sits in the far northwest of the valley. Ebbon has by far the greatest advancement in mathematics and science, as well as a stellar navy that protects its borders. Several marvelous locations can also be found in the kingdom, like the coastal capital of Ebbonfell, the infamous seafaring Eidolen Prison, and the astonishing city atop the sea, Aalia. The Ebbonese are remarkable well educated, live far above poverty, and are often willing to assist neighboring nations in the interest of morality. Ebbonese see the maintenance of the community as paramount, however they are incredibly private; preferring to only engage physically if absolutely necessary. One thing that is kept secret from the rest of the world are the internal political affairs of the Ebbonese, which they intend to maintain.
The Kingdom of Trinum.
The Kingdom of Trinum, otherwise known as the "Kingdom of Cutthroats," is established east of the valley's central lake. It's an issue when a small group of bandits organize and begin to assault surrounding villages. However, this problem is far extrapolated in the case of Trinum, which found its origins in the assimilation of bandits, deserters, and mercenaries. Due to Trinum's location, it is able to control the traffic of one of the valley's major trade outlets, giving this kingdom of vagabonds ample opportunity to extort the goods of the nearby kingdoms. Many attempts have been made to dispatch of Trinum, however due to their militaristic familiarity and advantageous location, they've easily fended off these assaults. As for those who live in Trinum, they're practical people who're more likely to con you than offer you respect. Though, if you pay them well, you'll have a useful ally for a time; until they backstab you, of course...
The Kingdom of Ferox.
Directly south of the valley's central lake is the Kingdom of Ferox, a primarily dragonborn civilization that has been slowly diminishing over time. Ferox society is held together based on necessity, with a heavy focus on a feudal structure dependent on both strength and draconic lineage. The stronger of the dragonborn, usually red or blue in ancestry, take on more respected roles in society, such as barony or knighthood. The weaker of the dragonborn, such as the black or white dragonborn, sit on the bottom of castes of Ferox society; primarily as serfs or laborers. None sit lower however, than the enslaved races that the Ferox dominate, and treat with the upmost cruelty and malice.
The Kingdom of Mistril.
The southeastern corner of the valley is home to the Kingdom of Mistril, an Eriosian incursion into the valley. With tensions high back in their homeland, the people of Mistril are seeking to make a stronghold in the valley. Despite being relatively new to this land, Mistril bolsters one of the strongest armies and defenses in the valley, as well as a strong desire to grow further. This kingdom proves unnerving to the positions of Ferox and Trinum, and the other kingdoms aren't keen to save their hides.
The Locrian States.
It is said that the greatest of muses occur in the natural world, and the Locrian States help give that proverb weight. The easternmost settlement in the Ertsland Valley, the Locrian States are an artisan's paradise, with actors, painters, and musicians all converging together; hundreds of miles away from their homes. The States were originally founded by Eriosian settlers seeking refuge from their war-torn land, but in their grief and misery, beautiful works of art emerged; carried across the winds by curious centaur and passing travelers. Those from The States are colorful folk, who very seldom avoid voicing their opinion, but always try to do so in a non-confrontational manner. "The Windswept," a once in a decade festival, is set to occur in the near future; calling the attention of all bards in the region.
The Heart of the Valley.
The Heart of the Valley is perhaps the only "neutral zone" that exists in the region, with its location being defined as the two connected islands within the central lake. The area itself is owned by "The Wizard of the Lake," an almost mythical figure, who is said to host gatherings between the nations of the valley. These gatherings are held in private, on an invitation basis, with those being invited being extremely high-profile individuals. While the Wizard has no direct authority over any of the kingdoms, they have the power to officially recognize kingdoms; usually in the form of invitation. This recognition is practically indisputable, and conflicts are strictly forbidden within or around the premises of the islands.
The Guidewind Estate.
The Rift is a volatile place, yet one thing remains consistent, its ability to transport foreign creatures inane distances. It's an observed yet strange phenomenon that creatures not native to The Rift don't seem to enter it, but instead are transported to the opposite side of where they entered. While perplexing, this phenomenon does prove incredibly convenient for travel between the Ertsland Valley and other regions that are thousands of miles away. Foreigners from distant lands who wish to enter the valley, pass through the Guidewind Estate, a massive organization dedicated to filtering and assisting travelers moving to and from the valley. The standards of the Guidewind Estate may seem ludicrous, but for those they deem well travel, there are many benefits; the least of which include food, lodging, and supplies.