WELCOME TO SUBLANARYA,
WELCOME TO THE TYTANYAN AGE,
WELCOME TO THE AGE OF EMPIRES
Welcome to the 5th Age
The 5th Age began almost two hundred years ago when an alliance was formed between Queen Tytanya of the iaurdin (high elves) of Saesun and the chromatic dragon tyrant Typhon the Red. This alliance, called the Tytanyan Pact, was formed to end a civil war between human kingdoms in Saesun. The metallic dragons were driven to extinction, the dwarves were displaced from their homeland (again), and western Thule was conquered by the pact. The region conquered by the pact is an imperial colony called Albyon. The pact ended its expansionist assault a few decades ago but that doesn't mean this is a period of peace. War seems inevitable.
In response to the rise of this super power, the "thousand kingdoms of Thule" have consolidated into larger nation states and joined together as a pro-human confederacy united against any future invasions by the elves.
Meanwhile, the other empires and civilizations seek to survive and/or use this conflict to further their own goals.
As a player character, you are an exceptional person. Usually campaigns are focused on heroes who are allied to a faction but they can just be mercenaries seeking fortune and glory.
It is up to you, your fellow players and the game master to determine what sort of game this is going to be. And it is up to your game master to present you with opportunities and you to decide which ones to take.
Creator's Note: My design style has been described as "throwing everything in, including the kitchen sink" but I consider it a smörgåsbord of flavors, themes and topics to explore. Please enjoy.
So, Who Are You?
Where are you from?
Saesun
is the heart of the iaurdin empire, homeland of the elves, and is the
height of civilization in
the Sublanaryan landscape. Their ruler, Queen Tytanya,
has a vision for the future and wishes to create a brighter tomorrow at
any cost. They believe in equality and progress but are seen as conquerors by everyone else.
Saesun's colonies in Nuar-Lands and Albyon are overseen by iaurdin authority.
Nuar-Land are territories to the south of Saesun, islands and some ports in Tazlani, that are practically untouched by human civilization
Albyon, on the other hand, was once made up of several human kingdoms but has been conquered and occupied by the Tytanyan Pact. It resembles England, in culture and environment.
The most hostile region in the Pact is Smolder. Smolder is the harsh region ruled by cruel dragon lords, under the command of their king Red Typhon, and is a terrible place. Here enemies and criminals of the empire are worked to death in the dragon mines.
Saesun's colonies in Nuar-Lands and Albyon are overseen by iaurdin authority.
Nuar-Land are territories to the south of Saesun, islands and some ports in Tazlani, that are practically untouched by human civilization
Albyon, on the other hand, was once made up of several human kingdoms but has been conquered and occupied by the Tytanyan Pact. It resembles England, in culture and environment.
The most hostile region in the Pact is Smolder. Smolder is the harsh region ruled by cruel dragon lords, under the command of their king Red Typhon, and is a terrible place. Here enemies and criminals of the empire are worked to death in the dragon mines.
When you think of medieval fantasy, Thule is that in a nutshell. Predominantly
human, it is defined a combination of two different government types,
with land-owning nobility and monarchs ruling the peasants and common
folk in some regions and with chieftains and mayors acting as
representatives in others. It is a union of the following regions. They
also have aversion to magic users, except for sorceror-ruled Azuria.
Fenberry is France. It is ruled by a king. It is heavily influenced by Albyon and Hausberg.
Hausberg is the most populous region of Thule and arguably the cultural font of the region. It is like Germany. It is politically interesting but currently ruled by a prince.
Phillipdom is like the worst imaginable idea of the feudal state. It sucks. It is ruled by a terrible succession of kings all named Phillip.
Fenberry is France. It is ruled by a king. It is heavily influenced by Albyon and Hausberg.
Hausberg is the most populous region of Thule and arguably the cultural font of the region. It is like Germany. It is politically interesting but currently ruled by a prince.
Phillipdom is like the worst imaginable idea of the feudal state. It sucks. It is ruled by a terrible succession of kings all named Phillip.
Thessia, "the horse-lands", are home to rolling golden plains and hill that
make up the Golden Steppes. Horses are a big deal here. Think Rohan from Lord of the Rings.
Thessia is ruled by a council of chieftains that come together once a year to settle disputes between each other.
The Lakelands are the home of the Lake-Peoples who build their villages on the chilly shores of the great lakes. Think Finland, Slavic and Russo countries. It is also ruled by councils and chieftains.
Azuria is designed after the most beautiful Mediterranean scenery imaginable. When the tide is up, the whole country is flooded, the building are built to rise up out of the water, so it looks like castles float on the sea. It is ruled by a line of sorcerer kings.
The Hulderlands is home to the massive Star-Crossed mountains that have the highest peaks in all of Sublanarya. While this has made human habitation difficult, bjergfolk and dwarves have found this environment very agreeable. This region is ruled by committee by human and bjergfolk chieftains working alongside dwarven kings.
Thessia is ruled by a council of chieftains that come together once a year to settle disputes between each other.
The Lakelands are the home of the Lake-Peoples who build their villages on the chilly shores of the great lakes. Think Finland, Slavic and Russo countries. It is also ruled by councils and chieftains.
Azuria is designed after the most beautiful Mediterranean scenery imaginable. When the tide is up, the whole country is flooded, the building are built to rise up out of the water, so it looks like castles float on the sea. It is ruled by a line of sorcerer kings.
The Hulderlands is home to the massive Star-Crossed mountains that have the highest peaks in all of Sublanarya. While this has made human habitation difficult, bjergfolk and dwarves have found this environment very agreeable. This region is ruled by committee by human and bjergfolk chieftains working alongside dwarven kings.
Zafaria is designed after Mediterranean trading cultures from southern Europe to the Middle East to North Africa. Zafaria, made up of the mountainous peninsula of Jalatia and the desert coast-line of Nadjabad, is a place where all peoples are free and equal. Zafarians are descended from slaves that escaped Hamutia and have since become a powerful union of merchants, knights and sailors. Pirates, slavers and greed are a big problem in Zafaria.
The Imperium is designed after an extreme exaggeration of the Holy Roman Empire, Spanish & Portugal empires, medieval Europe, and other monotheistic theocratic and militant societies. Everyone from this setting is pretty much a cleric or paladin. They all worship martyred saints and the Nameless God who is credited with creating humanity.
Hamutia has their own gods!
Ptah-Hamut is modeled after mythical ancient Egypt. It is a harsh desert kingdom of slavers ruled by pharaohs. Most player characters from Ptah-Hamut would be escape slaves or nobility.
Raj-Hamut is modeled after the civilizations of south Asia (primarily India). It is a continent of jungles and mountains. It is a diverse setting with a lot of inequality created by a harsh caste system that labels someone from birth.
Ptah-Hamut is modeled after mythical ancient Egypt. It is a harsh desert kingdom of slavers ruled by pharaohs. Most player characters from Ptah-Hamut would be escape slaves or nobility.
Raj-Hamut is modeled after the civilizations of south Asia (primarily India). It is a continent of jungles and mountains. It is a diverse setting with a lot of inequality created by a harsh caste system that labels someone from birth.
The Hold is left vaguely defined on my map on purpose
This is the perfect place for a gm or player to define anything they want. You want something that hasn't been described? Put it in or near the Hold.
Less mythic sites near the Hold include the undead ruled pirate island of Lachrimosa in the northern sea and nestled in the mountain is Mythvale and the industrial dwarven city of Mythrak ruled by corporate lords.
Tazlani is an unmapped territory that is the home of the cheetah and lion catfolk. It is an exotic region with a variety of beautiful and harsh environments.
What Race Are You?
Creator's Note: Generally
speaking, a game master should work to let their players play whatever
fits into their campaign-- regardless of whether the race is described
below. Generally, I discourage half-orcs, orcs and goblinoids in my
current campaign setting BUT there has been word of strange humanoid
invaders, orc and goblins, in the Hold. And almost anything is possible
in the hold.
COMMON RACES
Humans are difficult to summarize: common but exceptional. Humans are said to be "more capable of anything than anyone", whether as a sincere compliment of their ambitious nature or as a sarcastic mockery of their unpredictable behavior.
Elves. There are two main subraces of elves in Sublanarya:
Iaurdin (High Elves). Proud and upright citizens of the Tytanyan Pact.
Iaurdin are a proud race of long-living fey folk. They are often seen as the villains in this setting but they see themselves as heroes. They are noble warriors and magic users.
You can find more info in God Save the Queen.
Sylvanar (Wood Elves). Noble and peaceful outsiders.
Sylvanar are isolated hunter-gatherers who have innate connection to the natural world. They make excellent rangers and druids.
You can find more elf subraces in Character Crunch: Snow Elves, Under-Elves, Mud Elves
Half-elf. Caught between two worlds.
Half-elves are the result of a union between an elf, usually an iaurdin, and a human. They often have difficulty fitting into either human or elf society but their charisma pulls them through. They are almost as adaptable as humans and can fit into any role. They make excellent paladins and bards.
You can find more info in God Save the Queen.
Dwarves. Industrious and tenacious experts.
Dwarves are a are passionate warriors, meticulous craftsmen and clever businessmen. They are stubborn, resilient and stalwart. They are one of the toughest races, understand stonework, and make excellent warriors.
You can find more info in The Pillars of Durn and The Little People.
Also check out the Character Crunch: The Under Dwarves.
Gnomes. Friendly but cautious geniuses.
Gnomes don't take anything to seriously. They are small fey folk who are excellent at magic. Rock gnomes are really good at tinkering. Forest gnomes can talk to small animals.
You can find more info in The Little People.
Halfling. Small in stature but big of heart.
Halflings are little people that have a humble culture but daring hearts. They make some of the best rogues and bards.
You can find more info in The Little People.
UNCOMMON RACES
Aasamir. Celestial-descended paragons.
Aasamir are humans with blood of a celestial creature such as an angel or even a god in their family line. They are beautiful and are granted special divine powers.
You can find more info in Volo's Guide to Monsters.
Hulderfolk. Hybrids of humans and the bjergfolk-- the meteorite people.
Bjergefolk are a strange but friendly race of giants that claim to have come from the stars, feed of rocks, and believe that they become mountains when they die. Hulderfolk are human-bjergfolk hybrids. They make excellent adventurers with tough skin, strong bodies, survival specialties and the ability to talk to rocks.
You can find more in Meteorite People: Bjergfolk and Hulderfolk and Character Crunch: Hulderfolk.
Merfolk. Curious but enigmatic guardians of the sea.
Merfolk are an amphibious race of humanoids that live at the bottom of the sea. They are the best swimmers, can breath underwater, see in the dark, have cold resistance, can talk to fish, etc.
You can find more info in Character Crunch: Merfolk.
Pure-Bloods. Cunning and duplicitous serpent-like courtiers.
Pure-Bloods are humans with yuan-ti, snake people, blood. They are generally not well-liked since snake people are pretty evil. They are really good at being spellcasters & rogues and have resistance to magic and poison immunity.
You can find more info in Volo's Guide to Monsters.
Tuathans. Fey shapeshifters with kindred animal spirits and a tragic history.
Tuathans are a race of shape-shifters able to transform back and forth between their humanoid and animal form.
More information can be found in Character Crunch: Tuathans.
Tiefling. Fiend-blooded outcasts.
Tieflings are descended from fiends and humanoids. They have demonic features like horns and tails. They are charismatic, fire resistant and make excellent warlocks.
Birdfolk. High and mighty warriors.
The birdfolk are outsiders. They are excellent ranged combatants due to their ability to fly. GMs may choose not to include them in their campaign, so make sure to ask first.
You can find more in Character Crunch: Birdfolk.
Catfolk (Kothari). Proud, ferocious and specialized tribesman.
Catfolk are a race with four subraces: Lionfolk are strong and noble tribe, tigerfolk are deadly and stealthy warriors, cheetahfolk are swift and clever merchants, and leopardfolk are wise and secretive arcanists.
Each subrace is adapted to different specialties.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Crowfolk (Kenku). Expert thieves, forgers and mimics.
Kenku are a race of flightless crow people that speak via mimicking sounds they've heard. They are good rogues.
You can find more info in Volo's Guide to Monsters.
Dogfolk (Dhole). Loyal and earnest merchants.
Dhole are sailors, merchants and mercenaries found throughout Zafaria. They are known for their friendly, loyal and trustworthy nature. They are excellent in melee combat roles.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Foxfolk (Volpayaya). Foxy fey tricksters extraordinaire.
The foxfolk or Volpayaya [vohl-puh-yah-yah] are not like other beastfolk. They are fey shapeshifters than shift between a humanoid and fox form.
More info can be found in Character Crunch: Beastfolk.
Dhole are sailors, merchants and mercenaries found throughout Zafaria. They are known for their friendly, loyal and trustworthy nature. They are excellent in melee combat roles.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Foxfolk (Volpayaya). Foxy fey tricksters extraordinaire.
The foxfolk or Volpayaya [vohl-puh-yah-yah] are not like other beastfolk. They are fey shapeshifters than shift between a humanoid and fox form.
More info can be found in Character Crunch: Beastfolk.
Frogfolk (Grippli). Wide-eyed and innocent hunter-gatherers.
Grippli are little frog people that make excellent rogues because they can squeeze into tight spaces, swim fast, climb fast, and jump far..
Grippli are little frog people that make excellent rogues because they can squeeze into tight spaces, swim fast, climb fast, and jump far..
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Lizardfolk. Lizard-brained hunters.
Lizardfolk are cold-blooded reptilian primitives that make awesome barbarians. They are good swimmers, can hold their breath a long time, have sharp claws and bites, and have scaley armor.
More info can be found in Volo's Guide to Monsters.
Vanara translates to the "forest peoples". They are humanoids with ape or monkey-like features, known for their martial prowess and humor. They are really agile climbers and make good monks/fighters.
Find more info in Character Crunch: Vanara.
Ratfolk (Raskaar). Resourceful and scrappy scavengers.
Ratfolk live in the sewers and are curious, strange and small humanoids that are often overlooked. They are flexible, poison resistant, and perceptive. They make awesome rogues and artificers.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
You can also find their Mousefolk subrace in Character Crunch: Mousefolk.
Dragonborn. Honorable and loyal soldiers.
Dragonborn are basically draconic storm troopers and live by a strong code of honor. They are feared or hated by most people, despite their nobility, as they are enforcers of the evil dragons. They have scaley armor and make great warriors.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Guivre. The emissaries of dragons and ambition incarnate.
Also called "dragon elves" they are created when an evil dragon bonds with an unborn elf. They are created to act as the dragon's minion and are the managers of the draconic empire. They have inherent elemental magic.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Kobolds. Weak, small and pathetic slavedrivers.
The lowliest of the slaver races are the kobolds. They are reptilian dragon-worshipers.
Fore more info check Volo's Guide to monsters and read Dragonkind: Pyramid of Power & Character Crunch: Dragonkind.
One-In-A-Million Kobolds. Exceptional heroes of koboldkind.
Most kobolds are cowardly, pathetic and pitiful creatures. These guys are heroic exceptions to the rule. Basically, miniature dragonborn.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Cat Fairy/Dog Fairy (Cait Sidhe/Cu Sidhe). Loyal pets born of dark rituals.
Cait Sidhe (witch cats) and Cu Sidhe (fairy dogs) are servants created by magic users from a piece of their own soul and a non-sentient cat or dog.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Changelings. The Ultimate Chameleons.
Half-doppelganger and half-human-- changelings are shapeshifters who can take on any humanoid's shape.
Treefolk. Peaceful gardeners created by iaurdin.
Treefolk are miniature treeants created by iaurdin magic users. They are tanky, have reach, and can talk to trees.
More info can be found in Character Crunch: Treefolk.
Warforged. Mechanical servants who became self-aware.
More commonly called "automatons" and "golems", they are artificial life forms made with magic, metal, and woodwork for slave labor. They are basically fantasy androids. They are very tanky.
Lizardfolk. Lizard-brained hunters.
Lizardfolk are cold-blooded reptilian primitives that make awesome barbarians. They are good swimmers, can hold their breath a long time, have sharp claws and bites, and have scaley armor.
More info can be found in Volo's Guide to Monsters.
Monkeyfolk (Vanara). Playful tricksters and fierce warriors.
Vanara translates to the "forest peoples". They are humanoids with ape or monkey-like features, known for their martial prowess and humor. They are really agile climbers and make good monks/fighters.
Find more info in Character Crunch: Vanara.
Ratfolk (Raskaar). Resourceful and scrappy scavengers.
Ratfolk live in the sewers and are curious, strange and small humanoids that are often overlooked. They are flexible, poison resistant, and perceptive. They make awesome rogues and artificers.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
You can also find their Mousefolk subrace in Character Crunch: Mousefolk.
DRACONIC RACES
Dragonborn. Honorable and loyal soldiers.
Dragonborn are basically draconic storm troopers and live by a strong code of honor. They are feared or hated by most people, despite their nobility, as they are enforcers of the evil dragons. They have scaley armor and make great warriors.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Guivre. The emissaries of dragons and ambition incarnate.
Also called "dragon elves" they are created when an evil dragon bonds with an unborn elf. They are created to act as the dragon's minion and are the managers of the draconic empire. They have inherent elemental magic.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
Kobolds. Weak, small and pathetic slavedrivers.
The lowliest of the slaver races are the kobolds. They are reptilian dragon-worshipers.
Fore more info check Volo's Guide to monsters and read Dragonkind: Pyramid of Power & Character Crunch: Dragonkind.
One-In-A-Million Kobolds. Exceptional heroes of koboldkind.
Most kobolds are cowardly, pathetic and pitiful creatures. These guys are heroic exceptions to the rule. Basically, miniature dragonborn.
Fore more info read Dragonkind: Pyramid of Power and Character Crunch: Dragonkind.
BUILT-BY-MAGIC RACES
Cat Fairy/Dog Fairy (Cait Sidhe/Cu Sidhe). Loyal pets born of dark rituals.
Cait Sidhe (witch cats) and Cu Sidhe (fairy dogs) are servants created by magic users from a piece of their own soul and a non-sentient cat or dog.
More info can be found in Beastfolk: People First and Character Crunch: Beastfolk.
Changelings. The Ultimate Chameleons.
Half-doppelganger and half-human-- changelings are shapeshifters who can take on any humanoid's shape.
Treefolk. Peaceful gardeners created by iaurdin.
Treefolk are miniature treeants created by iaurdin magic users. They are tanky, have reach, and can talk to trees.
More info can be found in Character Crunch: Treefolk.
Warforged. Mechanical servants who became self-aware.
More commonly called "automatons" and "golems", they are artificial life forms made with magic, metal, and woodwork for slave labor. They are basically fantasy androids. They are very tanky.
More info can be found in Character Crunch: Warforged Errata.
For all the weird love-children in Sublanarya.
In Sublanarya, people generally have outlandish first names that you would recognize as fantastic and either approximate sounds you would associate with their homeland's culture or their race. Their last names, if they have them, tend to be a combination of two words.
Here is a list of some sample names that I will be adding to periodically:
Geth Dawnbreaker, Sygarda Ironheart, Sweet Rosewater, Nara Ironeye, Donar Silverring, Eldin Halfblade, Tomas Brokethumbs, Jak Chickenfarmer, Balasar Redscale,
What else is there?
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