World of Conflict

This campaign is being played while we're in Afghanistan. It takes place in a custom campaign setting, called World of Conflict, which borrows heavily from Eberron and various other settings. Gameplay begins in the town of Drakewatch, which is a lakeside town of the nation of Ossia. It's eastern neighbour, Grandia, has been threatening war. Also of concern is the increasing number of religious cults springing up and their leaders claiming that they are ascending to godhood.

Players

Berthelot - Homer - Human Rogue, working for Ossian Military as a spy.
Martin - Eoin Cross - Human Fighter, Mercenary who recently did work for Ossian Army Trainers.
Bertrand - Max - Human Ranger, Working for Ossian Military as a scout.
Knight - Geon Sarinious - Human turned Dragonborn Paladin of Bahamut
Milbury - Paladinus McValor Lord of All Hamsters - Paladin of Heironeous.
Morgan- Morgan Sorcerer and Officer of Ossia

Afghan Player Bestiary

Rules

Action Points

Awarded for role-playing appropriately and for taking risky actions in order to either stay in character or act heroic.
Can be used in a number of ways.
1: To add 1d6 to any d20 roll
2: To gain a feat for the benefit of one encounter
3: Automatically Stabilize
4: Spontaneously add a metamagic feat to a single spell
5: To add 1d8 damage to a damage roll.
6: Spontaneously swap a prepared spell for a similar different spell. I.e. Cure Light Wounds - Inflict Light Wounds
7: Automatically confirm a critical hit.

Critical Hits and Fumbles

On a confirmed critical hit, a result will be drawn from the critical hits or fumble deck.

Recognition Points and Victory Points (Heroes of Battle)

A way to track promotions and medal awarding for military characters. A further explanation of the rules are here, and the names of ranks and medals and their prerequisites would be in their appropriate countries.

Geography

Continent of Caanas

Ossia - The home nation of the players. A largely industrial/commercial nation. Has recently begun to militarize in response to threats of war from their neighbour Grandia. Mostly Human, but has a smattering of all races living within it. A couple of metallic dragons have sided with rulers in the nation. One city's mayor is in fact an actual dragon.

Grandia - The militaristic eastern neighbour of Ossia. Composed mainly of humans, but also large amounts of Half-Orcs and Orcs. The army is disciplined human legions with Gnoll cavalry mercenaries from the southern deserts. Shock troops of goblinoids, dragonspawn, ogres and giants also supplement their ranks. A colossal red dragon and it's black dragon mate rule over the country.
RL Inspiration: Ancient Mongols

Xalliman - To the north-west of Ossia, a peaceful magical nation comprised mainly of Gnomes and Elves. Is plagues by Aberrations like Beholders and Illithids which live in the underdark below them. The aberrations have started to appear in growing numbers in Ossia, which indicates that they may have been tunneling in that irection.
RL Inspiration: Fantastical Druidic Ireland and the Norse

Infernia - A large ice-covered country to the north, across the mountain range and the glacier. It's citizens are known for necromancy and devil binding. The Drow are Infernia's subterannean citizens, driven underground by the cold. Patrolling the Arctic Tundra aboveground are the sinister nomadic Halfling tribes of the North, and the Shifters and Lycanthropes. Humans and Dwarves form more permanent settlements, and more often than not, include tieflings in their ranks from frequent devil-mortal coupling.
Inspiration: The inuit lifestyles coupled with the drow cities of the Forgotten Realms.

The Unknown North - Across the mountain range to the north is a savage land ruled over by monstrous beasts. Very little is known about that part of the continent. It is a boreal temperate climate similar to that of Canada.

The Razoin Peaks - A nation carved into the mountain range along the south of Grandia which connects the continent of Caanas to the South Eastern Continent of Anaruk. The landbridge which connects the two continents is a perilously high expanse of stone which spans a rushing river of water akmost a full mile wide. This natural stone bride is called The Razoin Canal and is the only land route between the two continents. Deep within the peaks there is a protected tropical valley, similar to Arthur Conan Doyle's Lost World. The Razoin Peaks are home t the chaotic tribes of the Goliaths, the Ibixians and the Slaad.

Anaruk The Frontier Continent

This is south-east from Caanas, and is joined to the continent by The Razoin Canal. It has only recently seen civilized races attempting to settle it, and does not have any long-standing nations. One town which dominates the north-western borders of the continent was settled by pirates and maintains a government ruled in their traditions. This town, Freeport, is the main trading hub by sea.
Inspiration: Stormreach, The Wild West

Other Continents

Gigantica - The largest country in this setting, holds a large Island country to itself, and is looking to expand it's territory with a naval invasion. It's unclear what their target will be, but signs point to Ossia, as it is almost directly north across the Green Sea from them. Is ruled by the Giants with various slave races beneath them. Their society is very caste based and has a strict hierchy. Inspiration: Classic Imperial Rome at it's height

Aiuran - The kingdom of light. A floating nation, living above the ocean in an ascended floating island. All manner of flying beast inhabit the avian country, but it's main citizens are the Avariels, Sun Elves and Raptorans. Gargoyles are a constant as well. A number of Dragons, particularly gold, call this country home. They revel in the magical might required to accomplish such a feat.
Inspiration: Atlantis

Tropicantis - A tropical archipelago, to the southwest of Caanas, is a mixture of Tropical and Aztec themes. Is inhabited mainly by Lizardfolk, and has a reputation for piracy.
Inspiration: The Lhazaar Principalities from Eberron and the Mayans and Aztecs.

The Honored South - Southern Oriental nation that lives alongside dinosaurs, a combination of Japanese culture and the savage land. There has been very little contact between the Honored South and the mainland, further complicated by the language barrier as their common language is different.
The Nation is built upon extremely ancient ruins of an ancient ancestor race which the humans, Dwarves, gnomes and halflings appear to have descended from. As such there are deep hidden ruins which are filled with advanced magical and technological artifacts from a bygone era. It is from one of these ruins that the Gnomes of The Honored South plundered the technology they used to create the Warforged.
Inspiration: Feudal Japan mixed with a bit of the Steam Punk Genre and Dinotopia. Very Turok-y.

The Ruined Land - A very ancient small continent, it's land is covered in advanced technology that has become decrepit with age. The natural magic of the planet has slowly seeped back into this land which once abandoned magic in favor of science, and the results are nothing short of catastrophe. Abominations rove long-standing skyscrapers, and mad tribes of humanoids live on scavenged material.
This continent is far away from the main masses, south-east of The Honored South. Only a handful of people have ever been ashore here and survived to relate their tales, and they never punched into the interior.
Out of Game - This continent was once a thriving advanced civilization, but they were highly machiavellian, and lacked any sort of ethics. As such they created many technological advances that we would consider a horrendous affront to god. One bioweapon that they created, wiped out, or mutated, the majority of their race, and the rest either descended into savagery, fled the planet, or fled for foreign shores.
Inspiration: Mad Max, Resident Evil, Fallout

The Far Side of the World

Far across a wide ocean, on the side of the planet, is the land of mystery. There are a number of continents, which have been long settled. Contact with this side of the world is very very rare, as a voyage there would take many months at sea.
(Note: This is where I will begin introducing large elements of the pathfinder setting. It's a long way off though, so until I start work on that, the far side of the world shall remain shrouded in mystery.)

Life in the World of Conflict

Keeping Time

Each day in the WoC is 24 hours long, each hour generally referred to as a "bell". Certain nations may divide the day up differently, like Grandia which breaks the day into 6 4hour watches.
Each week has 7 days, for simplicity's sake they will be named the same as ours, Monday to Sunday, with Monday being the first day of the month. Each month, also named the same as ours, January to December, has 4 weeks in it for a standard 28 days each.
The lunar cycle is just as uniform as the months, with one full cycle each month, the moon being full on the 28th of each month.

Most nations have their own ways of noting the passage of years, like the Ossian calendar, which has year 0 as being the year of their nations founding, 1425 years ago. Thus the campaign starting year would be 1425 OB (Ossia's Birth), in Ossia. Other nations, such as the pirate islands of Tropicantis, mark the years starting from the last time the moon, sun and great stars aligned, making the year 3863 SA (Second Age). The calendar that will be commonly used to refer to all historical effects for ease of purpose will be that which starts with the destruction of the Ancient ancestor race of the gnomes, and the splitting of the main continents. This event is known as the Grand Cataclysm to the sages, and very very little is known about it. It happened 12850 years ago, making the campaign start in the year 12850 AC (After the Cataclysm).

History

Religion

All standard PHB Gods, as well as Bahamut and Tiamat.

Languages of the World of Conflict

Language Alphabet Who Speaks It
Abyssal Infernal Devils, Citizens of Infernia
Aquan Elven Merfolk and Sahuagin, Sailors from Tropicantis and along the southern coast of Caanas are often fluent
Auran Draconic
Celestial Celestial
Common Common
Draconic Draconic Dragons, Scholars, Higher level politicians on Caanas
Druidic Druidic
Dwarven Dwarven
Elven Elven
Giant Dwarven Giants, Ogres, The national language of Gigantica
Gnome Dwarven
Goblin Dwarven
Gnoll Common
Halfling Common
Ignan Draconic
Infernal Infernal Devils, Citizens of Infernia
Orc Dwarven
Sylvan Elven
Terran Dwarven
Undercommon Elven
South-Common Dwarven The citizens of The Honored South, Warforged

Espionage in Grandia - DM Eyes only

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