The World of Vinifera
Created by the being named Re millennia ago, the planet of Vinifera has evolved into a complex and diverse world. Most of the characters and NPC’s encountered on this site originated on the continent of Klondathera, the third largest land mass on the planet. Klondathera is divided into five main civilizations.
1.)
The Kingdom of Eretria: Eretria is
divided into seven baronies (detailed on another part of the site). For the most part, Eretria is modeled after
the Medieval period of Europe in its technologies, lifestyles, government, and
customs. Magic is prevalent, as is the
force of organized religion. Eretria is
currently at peace with its neighbors.
2.)
Tarvinia: The northern wastelands of
Tarvinia are dominated by savage barbarian tribes. Seldom do these tribal warlords unite together under one banner,
but when they do they are indeed a force to be reckoned with. The Tarvins are ruthless fighters who are
steeped in spiritualism. The dominant
magic practiced by the shamans of these people is divine in nature. Many of the tribes are nomadic, following
the great herds of game animals across the tundra. Some are raiders, adept in seafaring and strategy. Tarvinia is very loosely united under a
council of warlords which is usually dominated by the most powerful tribe. The Tarvins are bound to peace with Eretria
by the Treaty of Centuries.
3.)
Lantros: Lantros is a Magocracy, ruled by the wizards
of the Longscale University of Magic.
Lantros is small but rich in commerce and magical power. The University is the greatest school of
magic known to mortals, and students travel from all over Vinifera to study
there. Lantros is at peace, and have
maintained this relationship by placing advisors in the courts of its
neighbors.
4.)
Hendanye Nir: This land of forests and
rolling hills is ruled by the Lanyrri (Gold) Elves. There are four subraces of elves on Klondathera: Gold, Moon, Brown, and Sylvan. Gold elves are the dominant subrace, though
all have representation in the kingdom of Hendanye Nir. They are currently solidifying the northern
borders; skirmishes with Tarvin tribes are common in this area.
5.)
Stonehome: The Highfork and Bloodpeak
Mountains are ruled by the Dwarven Jarl of the Mountain dwarves. Stonehome is divided into nine Garrldums
(baronies) each governed by the Huskarl of the dominant family. The nine Huskarls sit in council and advise
the Jarl. There are two subraces of
dwarves on Klondathera: Mountain and
Deep. The Mountain dwarves reside in
the great mines and caverns they have constructed over the centuries. The Deep dwarves live under the roots of the
mountains, and are constantly at war with the Mountain dwarves.
There
are also numerous tribes of humanoids such as orcs, goblins, gnolls, giants,
and ogres that inhabit the unsettled lands beyond the borders of the five
civilizations listed above. While not
organized into societies per se, they still control about 25% of Klondathera.
On
the northeastern portion of the Land of Fate is the Caliphate of Zakhara, a
land ruled by the Grand Caliph.
Primarily a desert with the population centers located on the coast or
around great oases, Zakhara is the domain of the Al-Hadar (city dwellers) and
the Al-Badia (waste dwellers). Genies
and their magic are an important part of the culture here, as are the Laws of
the Loregiver. Centuries ago Zakhara
was a wild desert, populated by bandits and warlords. When a boy stumbled out of the deep desert carrying an armload of
ancient scrolls (which came to be known as the Law of the Loregiver), society
began to develop. That boy became the
first Grand Caliph, who united the land under his crown. In Zakhara, a person’s race is unimportant;
it is whether or not one is enlightened that determines how they are perceived. Enlightenment is as simple as reading and
adhering to the Laws of the Loregiver, but the nomenclature is slow in being
applied to foreigners.
The
great wasteland desert named Aheb-Sul covers the eastern portion of
Zakhara. Aheb-Sul also encompasses the
mountains called Sa-Tathenen Ra and the western portion of the Empire of
Abbelekk. In the Aheb-Sul, survival
comes first and the Jann oversee all.
The Aheb-Sul is the domain of genies and creatures of the waste,
populated by Bhuka Goblin tribes, Al-Badia, and the elusive Asherati. The desert claims all, and many travelers,
prepared or not, have left their bones bleaching under the unforgiving sun.
Seperated
by the Caliphate of Zakhara by the Sa-Tathenen Ra and the bulk of the the
Aheb-Sul lies the Empire of Abbelekk.
Abbelekk resembles the land of Egypt during the later Dynasties in
lifestyle, government, and religion.
Divine magic is dominant and practitioners of hermetic magic are
uncommon. The Belek people believe
their king to be a god who rules all by the leave of the High Gods. For them, the world ends at the coast and
the mountains.
The
southern portion of the Land of Fate is covered in dense jungles and great
expanses of savannah. The sentient
creatures here are organized into numerous tribes, with only a few primitive
cities.
Name Magicks: It is possible for items possessed by the greatest heroes (or villains) to gain magical powers just as a result of having been used by such a hero (or villain). Name Magicks manifest after many years, usually long after the person with which they are associated is dead. It is up to the DM to determine the effects of Name Magicks. An example of such a power could be: ‘+1 to hit and damage vs. giants and giant-kin’ if the item is a weapon that was used by a person famous for defeating giants.
Exploit Magicks: It is also possible for items used by great heroes (or villains) to acquire magical properties through the performance of great deeds. Exploit Magicks manifest to PC’s and NPC’s through repeated use; weapons, armor, shields, and other items commonly used are beneficiaries of this phenomena.
Reputation: All PC’s in the world of Vinifera have a Reputation Score. This score is default to ‘0’ for 1st level characters. Take into account the character’s wealth and family background, but it is unusual for a character to start out with a score of more than ‘2’. Points are gained for advancing in levels, heroic exploits, or complete failures. Points can be subtracted for poor play or playing against one’s alignment. One or two points awarded or subtracted for a normal session is normal, as is one for completing multi-session campaign goals. This score is used to calculate reactions from NPC’s and others, as well as determine how well (if at all) a character is known to the people they encounter.