Realms of Karmyth (Low to Mid level Fantasy Setting)

Have a setting you like or a home brew you want to share? Do it here.
Post Reply
User avatar
MisterB
Posts: 37
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

Realms of Karmyth (Low to Mid level Fantasy Setting)

Post by MisterB » Sun Apr 23, 2017 3:15 am

The World of Karmyth
The world of Karmyth is the idea for a game setting that has been in development ever since my early twenties. But I guess I am terrible at recording information, or structuring my thoughts all that well. Its main focus is on a less magical setting than the standard D&D game. I am not sure where to begin exactly, so I'll start with a run down on the main campaign setting and area.


Endria
Endria in the old tongue means "A bountiful land", and shows its beginnings in druidic lore. Endria is the typical western medieval kingdom, and also the largest considering its location as the center of trading between each and every other nation that surrounds it. To the east is the Endless sea, and to the west, the mountains of Khavarundin creates an almost wall to the barbarian lands beyond. It has your typical medieval Europe hierarchy, with a king and queen, and its religion is based on a duo-diety pantheon. The Queen is symbolized as the goddess of goodness and light. And The King is symbolized as the god of Justice and Righteousness. The Endrian culture is often seen as the most open minded of the cultures in the surrounding region.
Capitol: Temmeck
Native Language: Endrian


Kesh
Kesh is the nation to the north of Endria and expands into much colder regions that can often see snow 3 months out of the year almost consistently. Its is a harsh climate and creates a rugged people with a strong will, which is consistent with their naturally given talent for magical study. If one were to learn Magic, it's the colleges of Kesh one would go to. If you were to compare this culture to something from our own world, it would be something similar to the Russia. Naturally, their religious belief and hierarchy are based on magic use, Magiocratic in nature they worship Myrr, all father of magic.
Capitol: Starlendoff
Native Language: Keshlik


Rhond
The barbarian lands of Rhond are beyond the Khavarundin mountains to the west of Endria. Its native language is "Landish" and their culture is broken up into "Clans" instead of any one structured social order. They are a tall and robust people, and the land is wild and varied. Snowy pines to the north, rugged and grassy lands in the center of the region, and a sparsely vegetated region to the south. Their religion is broken up into four main deities broken up by element and season. A goddess of spring and water. A god of summer and fire. Deragor, A god of autumn and earth, and a goddess of winter and air.
Capitol: None, but there are several prominant clans through out the region which tend to hold sway and power.
Native Language: A root language of Endrian, known as Landish


The Galenor City-states
Galenor is located south of Rhond and Endria and is broken up into two distinct regions, a northern region, and a southern region. The Northern regions of Galenor seem to be more structured than its neighbors to the south. The northern regions seem to be more decadent in nature and it relates to the nature of the people that live there. One of the most predominant regions of the Northern states is Shar a female dominant society. In the southern region, you find a mishmash of city states, but one of the most southern cities is known for its decadent practice and worship of a sexually based goddess known as Horlia. In either case, one could compare the people in our real world to the Spanish and french people. They have a large maritime trade with far off regions, such as El'shiema, the deserts of Nueva, and the jungles of Jothn. But their greatest trade is of silk and they are famous for their ability to breed and train horses. If there is any standard religion in this chaotic region, the most popular are Deim, god of business, trade, and gold. And Sheilah, mistress of luck.
Capitol: None
Native Language: Galen


The Ellian Plains
The Ellian plains are a small region to the south, located between Endria and the Galenor city-states. Home to a nomadic people called the Waylandee. A short and diminutive people half the size of humans often called halflings which they often consider a derogatory term. They are similar in our own world to the wandering gypsy people. If they worship any deities it is often to the goddess Ananna, goddess of safety and travel. The Waylandee are a very open minded culture, but also distrusted at large as being mischievous and trouble makers. You can often find Half-elves among the waylandee or anyone else who has decided to live a wandering and carefree life. Though a rigorous life to say the least.
Capitol: None
Native Language: None, but generally known both Galen and Endrian.


The Khavarundin Mountains
The Khavarundin mountains are home to a somewhat reclusive people called the Duwar, they are slightly taller than the Waylandee but just as broad as human men. Their skin tones are ruddier than normal folk which some often think comes from being one that lives under the earth, in what they call a "Hold". They are a proud, solemn and stern lot, and often considered stubborn to the bitter end. They also are shrewd business men and seem to have a gift for craftsmanship. For they possess deft fingers and keen eyesight. Their social structure is clannish in nature, and if they worship anything they have a deep reverence for the past and their ancestors. The Duwar are known for their secret fires from which they create Dwarf-Iron, and Adamantium which is said to be the strongest metal known to exist.
Capitol: None, But there are great Dwarven Houses that create a council of leaders.
Native Language: Runic


The Isles of Vaerlund
Vaerlund is the land of the elves, a tall, majestic, and beautiful race (at least by human standards). Their kingdom is off the east coast of Endria on a large island nation. The Vaerlyn (or elves) live in conjunction in nature only adding to the fae like nature of the land about them, leaving a mist like a veil of mystery and magic upon the people. It is said they are birthed from magic, but that is far from the truth. They are a long-lived species but tend to be frail in body, but strong in mind. The Vaerlund is a beautiful island surrounded by lush forests, streams, and valleys of endless beauty.
Capitol: Rivael
Native Language: Vaelen
Last edited by MisterB on Tue Jul 04, 2017 6:39 pm, edited 4 times in total.

User avatar
MisterB
Posts: 37
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

Economy

Post by MisterB » Sun Apr 23, 2017 3:24 am

Economy
The economy was widely varied for a time, but it became reasonable to create a standard rate of exchange. The two nations which influenced this the most were Galenor and Endria. Though many adopted the standard coinage of Endria which is shown below.

The Standard rate of Exchange
1 Gold Crown is the equivalent of 20 Silver Marks. And 1 Silver Mark is the equivalent of 20 Brass Pennies. The use of brass became increasingly popular as the use of copper became far too expensive and more difficult to make. Two additional coins were adopted from the Galenor City-states. The Silver Guilder, which is the equivalent of 4 Silver Marks and has become the "Common Coin" of mercantile business. And then you have the Copper Bar (which is rarely used), has the value of 4 Brass Pennies, as it can be split into four segments of value. Perhaps the most expensive form of coinage is the Platinum Star which was adopted from Kesh. Platinum seems far more common in these colder regions. And has the value of five Gold Crowns. Among the Landish folk, you can find Bronze being used as coinage. The Bronze Ring is valued at 10 brass pennies and is often carried on strings of thin leather for easy storage and counting.

In almost every case when people are giving a value of an item they list it in Brass Pennies.

Coinage Exchange
1 Platinum Star = 1600 Brass Pennies
1 Gold Crown = 400 Brass Pennies
1 Silver Guilder = 80 Brass Pennies
1 Silver Mark = 20 Brass Pennies
1 Bronze Ring = 10 Brass Pennies
1 Copper Bar = 4 Brass Pennies
1 Brass Penny
Last edited by MisterB on Thu Jun 08, 2017 5:10 pm, edited 3 times in total.

User avatar
MisterB
Posts: 37
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

Other Races

Post by MisterB » Sun Apr 23, 2017 5:30 pm

The Hokar
The Hokar are a race of beings that tend to be slightly taller than men and broadly built with powerful muscles. They are often called green-skins by the other races as a derogatory term, even though the Hokar doesn't have green skin at all. Mostly because of their servant race which is actually the traditional goblin that most are familiar with. Hokar, Hob-goblin, or Orc, work more than fine for them. They are a militant species that is governed by the most powerful among them. They tend to be a very war-like species. Their territory is beyond the northernmost tip of the Khavarundin mountain range and often fights with the Landish and the Kesh along their borders.
Native Language: Hokar
Capitol: Welkor

The Geb
The Geb live along the southern reaches of the Khavarundin mountain range, in a dry arid region that cuts off the nations of Rhond and Northern Galenor. The Geb are a strange mongrel species that are smiliar in appear to Hyena's or Jackals, but humanoid in appearance. They also seem to have a servant species like the Hokar, called Kobolds. If anything they are a chaotic species with no centralized government, they tend to cluster in large tribes that fight for territory.
Native Language: Gebbek
Capitol: None

User avatar
MisterB
Posts: 37
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

Birth Signs & The Measure of Time

Post by MisterB » Mon Apr 24, 2017 2:28 am

The Elder-Scrolls inspired me back in my early twenties, and I wanted to incorporate something like that into my own fantasy world. Originally my world has 16 months to the year, with 4 weeks that contained 8 days. It ended up being far too complex to keep track of, so I simplified it to our own world equivalents.

The first official calendar was created by a group of monks who studied the stars and measured the times. They created a twelve month year and correlated their significance to a person's life with the gods. The chart below lists not only the months but a specific constellation in the sky. Each month for simplicity sake has a seven-day week, with four weeks to every month. Every two months a day is added between the months to indicate significant seasonal holiday. Making the year measure 342 days.


Birth Sign/
Month --------------------------Symbol-----------------Meaning-----------------------------------------------------Benefits------

1. The Queen-------------------Dove-------------------Peace, Light, Love, and Rebirth (March)................+1 Constitution and Charisma
2. The Lover-------------------Chalice-----------------Dance, Life, and Beauty. (April)..........................+1 Dexterity and Charisma
3. The Knight------------------Shield------------------Guardian, Protection. (May)...............................+1 Strength and Constitution
4. The Dragon-----------------Dragon-----------------Power and Strength. (June)................................+2 Strength
5. The Duke-------------------Scales------------------Business, Wealth, Luck, and Adventure. (July)..........+1 Intelligence and Charisma
6. The King--------------------Crown------------------Nobility, Law, and Justice. (August)......................+1 Intelligence and Wisdom
7. The Farmer----------------Sickle-------------------Autumn, Time and Harvest. (September)...............+1 Strength and Wisdom
8. The Thief------------------Dagger-----------------Trickster, Mischief, and Thieves. (October).............+2 Dexterity
9. The Wizard----------------Wand-------------------Magic and Mystery. (November)...........................+2 Intelligence
10. The Gate------------------The Void----------------Winter, Cold, Death. (December)........................+2 Wisdom
11. The Mother---------------Acorn--------------------Hearth, Home, and Travel. (January)...................+1 Wisdom and Charisma
12. The Hunter---------------Wolf---------------------Nature, Hunting, Animals. (Febuary)....................+1 Dexterity and Wisdom

The Second most important part of your Birthsign was how the moons of Karmyth affected your destiny. There are three moons that orbit about the orb of Karmyth in steady cycles. The first and closest Moon is called Myros, the second moon and next out is Undo, and the third moon which is farthest out is known as Kelis. If the moon Kelis was in prominence in the night sky, your Birth sign was assumed to be of minor influence. If the moon Undo was in prominence your Birthsign was considered to be a major influence in your life. And if Myros was in prominence your Birthsign was said to be of great influence upon your life.

The stronger your Birthsign Influence, the greater your destiny, and the more "special" you are. At least according to the Monks.
Last edited by MisterB on Wed Aug 30, 2017 12:12 am, edited 1 time in total.

User avatar
MisterB
Posts: 37
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

Human Racial Traits in 5th Edition D&D

Post by MisterB » Fri May 19, 2017 12:23 am

The Men of Endria
Ability Score Bonus: Intelligence +1 and Constitution +1
Racial Proficiencies: Choose from History, Perception, and Persuasion.
Racial Feat: Choose from Linguist, Resilient, or Skilled.


The Men of Kesh
Ability Score Bonus: Intelligence +1 and Wisdom +1
Racial Proficiencies: Choose from Arcana, Religion, and Perception.
Racial Feat: Choose from Keen Mind, Magic Initiate, or War Caster.


The Men of Rhond
Ability Score Bonus: Strength +1 and Constitution +1
Racial Proficiencies: Choose from Athletics, Nature, and Survival.
Racial Feat: Choose from Durable, Savage Attacker, or Tough.


The Men of Galenor
Ability Score Bonus: Dexterity +1, and Charisma +1
Racial Proficiencies: Choose from Investigation, Insight, and Deception.
Racial Feat: Choose from Lucky, Sharp Shooter, or Mounted Combatant.


The Men of the Ellian Plains.
Ability Score Bonus: Dexterity +1 and Wisdom +1
Racial Proficiencies: Choose from Performance, Animal handling, Insight.
Racial Feat: Choose from Alert, Mobile, or Observant.

User avatar
MisterB
Posts: 37
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

Karmyth Map v1

Post by MisterB » Sun Jun 04, 2017 3:14 am

Image

Post Reply