more good old days
- Goblin Merchants, Mages, & MapMakers with their Hobgoblin Slave-
Soldiers have infiltrated most major civilizations to some degree.
Gnome & Halfling brewers, vintners, farmers, artisans, & adventurers
are widespread in and near most large civilizations (that do not
enslave, eat or kill other sentients on sight).
Sentient Saber-toothed tigers live mainly in the Plains of Bast, but
a few can be found on most continents, including some snow white ones
on the northern polar cap and several mountains, and a few jet black
ones can be found in the dense tropical jungles.
Wildmen, Centaurs, Hobgoblins, Ogres, Giant Eagles, Wild Orcs,
Beastmen, Minotaurs, Wolfen, & stone age tribes prefer more rural
areas and spend their time surviving and avoiding slavers.
Ghouls inhabit any village, town or city that has a large goblin
population, and skulk around the shadows in many more.
A race of giant intelligent spiders inhabits darker corners of
ancient forests, beneath cities, jungles, and underground lakes. They
mainly eat rats, bats, lizards, monkeys, birds, giant insects, lost
children, & solitary travelers, but occasionally work together with
others and ambush small caravans, pilgrims, or adventurer bands. In
some places the spiders are worshipped and fed sacrifices, these soon
become larger than their hunting cousins and learn the langauges of
their benefactors, they also become lazy & passive.
Most large orc tribes of Ver Suel have managed to become enslaved by
powerful liches (considered demons by the orcs) and serve their
masters well. They mainly war on each other, using the orcs as pawns,
but occasional forays & campaigns against other nearby races every
decade or so are also common. Other orc tribes use hobgoblin, half-
ogre, ogre, & half-orc slave soldiers in their wars.
The few elves (that aren't dark elves) of Ver Suel live in semi-
nomadic family bands, gathering every five years to swap stories,
find wives, and drive other races from their forests. Those under a
century old often journey to other lands, and become involved in
local politics, study or teach magic (or a craft skill, or language,
etc.), serve as mercenaries, spy, or just wander from place to place
The nomadic plains goblins ride diatrymas (axebeaks) and follow vast
herds of wild cattle and war with each other. Raids against the
nearby desert folk of Etemmu are rare because on the second raid the
dead are there to greet them, including their own. They trade with
the desert folk for the giant lizards that they consider a delicacy &
the skin makes excellent boots & armor.
ETEMMU: A land of desert dwelling humans who take the dead to a large
necropolis to be mummified, the priests who dwell there are
necromancer vampires with human initiates and goblin slaves, they use
their undead creations as an army to protect the desert nomads &
themselves from serious threats & destroy tribes that lose the faith.
In the semi-arid region surrounding the desert some of the humans
have walled off springs, sold their giant lizard mounts, and given up
the nomadic life for that of a merchant. Selling water, slaves, &
trading with the plains dwellers for cattle.
PLAINS OF BAST: Tropical grasslands with scattered trees and several
large lakes. Vast herds of wild cattle, antelopes, & elephants roam
the grasslands, dire lions, giant vultures, hyeanodons, & wild dogs
follow the herds. In the lakes live giant crocodiles, giant
constrictors, giant catfish, giant frogs, and many varieties of large
fish. The local nomadic human tribesmen who follow the herds ride
half-wild diatrymas (axebeaks) and worship the spotted lions as
avatars of bast, always leaving a portion of their kills for them. In
two of the lakes on floating villages live tribes of amphibious
humanoids, both worship Bokra and revere the giant frogs, one tribe
keeps half-human slaves to act as cannon fodder in times of war and
as intermediaries to the goblin merchant caravans & nomads for trade.
Six of the lakes have enormous stone temples on the bottom of them,
which can be seen from the surface glowing with a faint radiance on
the darkest nights. The frog people avoid these lakes except in times
of dire need and then even the priests never return from the moonless
night of supplication.
on the edge of the Plains of Bast lies a city-state called Iphin,
founded by goblin merchants on what the tribesmen consider holy
ground, by building a large stone temple to bast and a merchant guild
700 years ago. Iphin is wealthy from the trade in half-wild riding
beasts (axe beaks), furs, ivory & cattle from the nomads, the
crocodile skins, fish and rare aquatic plants from the amphibian
humanoids, its many nearby jade mines, and the slave trade (including
the occasional half amphibian/half human). The city-state also
produces a sweet tasting; mildly addictive dark green wine made from
some of the aquatic plants. Which if drank in large quantities (four
or more bottles) can cause the drinker to go into a comatose like
slumber for one to four days in which the victim has very vivid
dreams or nightmares (CON check at minus two for each bottle drank
past three to resist, critical failure indicates a permanent sleep).
Of course, many of the nomads over the centuries have settled here
and the temple has grown in size and power. Those caught harming any
feline in or outside of the city-state are fed to the very large
temple lions, who are rumored to be the high priests themselves (were-
lions, which of course they are). The city guard still ride the ill
tempered axe beaks and wear leather armor, carry a shield, long
spear, and wield a scimitar. The local assassin's guild is comprised
of were-panthers that through a technicality are protected by the
temple, as long as they never harm a feline including other guild
members. The assassins' ancestors are originally from the totem
lands, and they still harbor great resentment towards elves,
contracts on elves are always half-priced. They also have a much
lighter skin color than the local brown-skinned nomads do when in