Realms of Karmyth (Low to Mid level Fantasy Setting)

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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 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 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

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.

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

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 (80 gp)
1 Gold Crown = 400 Brass Pennies (20 gp)
1 Silver Guilder = 80 Brass Pennies (4 gp)
1 Silver Mark = 20 Brass Pennies (1 gp)
1 Bronze Ring = 10 Brass Pennies (5 sp)
1 Copper Bar = 4 Brass Pennies (2 sp)
1 Brass Penny (5 cp in DND)
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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

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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.

Roll 3d10 to determine your character's Birth-sign. Or choose if the GM allows.

BIRTH SIGN ----------------SYMBOL----------------MEANING-------------------------------------------ABILITY MODIFIERS

3) One Moon-------------------None-------------------Beginning of the Spring Season. ------------------------ +1 to any three abilities
4-5)The Queen----------------Dove-------------------Peace, Light, Love, and Rebirth (March)................ +1 Constitution and +2 Charisma
6-7) The Lover----------------Chalice-----------------Dance, Life, and Beauty. (April).......................... +1 Dexterity and +2 Charisma
8-9) The Knight----------------Shield-----------------Guardian, Protection. (May)............................... +1 Strength and +2 Constitution
10) Two Moon------------------None-------------------Beginning of Summer--------------------------------------- +1 to any three abilities
11-12)The Dragon-------------Dragon----------------Power and Strength. (June)................................ +2 Strength, +1 Constitution
13-14)The Duke----------------Scales-----------------Business, Wealth, Luck, and Adventure. (July).......... +1 Intelligence and +2 Charisma
15-16)The King-----------------Crown-----------------Nobility, Law, and Justice. (August)...................... +1 Intelligence and +2 Wisdom
17) The Eye-------------Three Moons Aligned--------Beginning of Autumn------------------------------------- +1 to any three abilities
18-19) The Farmer-------------Sickle-----------------Autumn, Time and Harvest. (September)...............+1 Strength and +2 Wisdom
20-21) The Thief---------------Dagger---------------Trickster, Mischief, and Thieves. (October)............. +2 Dexterity and +1 Wisdom
22-23) The Wizard-------------Wand-----------------Magic and Mystery. (November)...........................+2 Intelligence, and +1 Wisdom
24) The Void---------------An Empty Space----------Beginning of Winter---------------------------------------- +1 to any three abilities
25-26) The Gate------------A door frame------------Winter, Cold, Death. (December)........................ +2 Wisdom, +1 Constitution
27-28) The Mother------------Acorn------------------Hearth, Home, and Travel. (January)................... +1 Wisdom, Constitution and Charisma.
29-30)The Hunter----------------Wolf---------------------Nature, Hunting, Animals. (Febuary).................... +2 Dexterity and +1 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.
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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.

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Karmyth Map v1

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


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Re: Realms of Karmyth (Low to Mid level Fantasy Setting)

Post by MisterB » Wed May 09, 2018 12:09 am

The Non Human Races for Karmyth
There are some slight variations to the standard non-human races because of the setting is more specific. But Half Orcs, Tieflings, and Dragonborn do not exist in the world of Karmyth.

The Dwarves of Khavarundin
Dwarves of "Duwar" live primarily in the great mountain chain known as the Khavarundin Mountains. There are some distinct sterotypes amongst the dwarves, there are Iron Dwarves (which are the most common), the deep dwarves are often called "Mithril" dwarves, and the so called clanless dwarves who are known as the "Hairless" or Outcast. They look primarily just like you expect them too as per the core rulebook. Iron Dwarves are more sociable then Mithril dwarves who are generally isolationists and rarely deal with the "surface" races. The outcast can often be found amongst the ellian tribes that wander the planes.

Subrace differences
Iron Dwarves.
Ability Score Increase: Iron Dwarves receive a +2 bonus to strength, as they are used to greater burdens.
Dwarven Proficiencies: The Iron Dwarves receive proficiencies in all forms of Picks and Hammers. As well as Tool Proficiency in Smithing.

Mithril Dwarves.
Mithril Dwarves are the smallest of the dwarven races, valuing knowledge over craft, they are one of the few dwarves willing to be Wizards.
Ability score Increase: Mithril Dwarves are deeply intelligent, valuing knowledge over craft. They receive a +1 bonus to Intelligence.
Innately Magical: Mithril Dwarves can cast the cantrips, Light or Mending as a wizard of equal level. Three times per day.
Dwarven Proficiencies. Mithril dwarves have proficiency in History and Light Armor.

The Outcast.
The outcast dwarves have committed great crimes against their Kin and Clan, and have been cursed with the loss of all their hair. This is often replaced by intricate tattoo's instead which marks them even further as outsiders to their Kin. Strangely enough, they are taller than their Iron Cousins.
Ability Score Increase: The Outcast receive a +1 bonus to their Wisdom.
Dwarven Outcast. When dealing with other dwarves they are at disadvantage in any social dealings with them.
Dwarven Proficiencies. Outcast dwarves receive proficiency in either survival or perception.

The Elves of Vaelen Wood
The elves change much, except their are no Dark Elves in the world of Karmyth. Everything else is the same.

Half Elves
Half Elves also dont change, except their are primarily raised either amongst the Ellian or in the country of Endria. This determines the kind of proficiencies that can be taken from their skill diversity feature. Those raised amongst the Ellian can choose from the following proficiencies: Animal Handling, Athletics, Deception, Nature, Perception, or Survival. While those from Endria can choose from the following proficiences: Arcana, Insight, Performance, Persuasion, Sleight of Hand, or Stealth.

Not much changes on the halflings, except in name of the Subrace. Most halflings are known as "Waylandee" instead of halflings. The Division of the Light Folk, put them among the wandering tribes of the Ellian folk. While the stout, living amongst the Iron Hills in the western region of Endria with the dwarves.

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Re: Realms of Karmyth (Low to Mid level Fantasy Setting)

Post by MacynSnow » Mon May 14, 2018 5:33 pm

Nice D&D setting so far B! So, how does the governments of each area get along?

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Re: Realms of Karmyth (Low to Mid level Fantasy Setting)

Post by MisterB » Tue May 15, 2018 2:54 pm

That's a good question, and something I suppose I should consider. But here's what I do know that can be shared.

Endria is one big melting pot, and is open to just about anyone as long as they follow the laws of the land. It's neighbor Kesh, though somewhat solitary in nature, they share much in trade with. The dwarves will get along with anyone really, as long as they can make a buck from the deal. The men of rhond prefer dealing with their own, though the fact they are pretty much surrounded by the Hokar and Geb on either side, they have to keep friendly with the dwarves and the men of galen and Endria.

Perhaps the one neighbor everyone watches out for are the city states of galenor. The southern region is a chaotic mesh, as many baron kings vie for control and power in their own regions of state. And the Ellian are somewhat welcomed by all, though grudgingly as their wandering nature many think of them as rogues and thieves.

Kesh exports Platinum, and magical implements.
Endria exports wood, stone, food stuffs, and other resources.
Dwarves export precious metals and stones.
Galen exports Horses.

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