Hello friends! I’m excited to start our next campaign, and to start getting your ideas for character options. Obviously, I’ve done a lot of worldbuilding and already established some culture and history for the setting, and I wanted to give you some context for you to consider while building your characters. So below are some of the biggest and most prominent societies on the continent. I’ve added a tl;dr summary box at the beginning of the lengthier sections.
If you see something that lines up with an idea you have or inspires you, you’re welcome to root your character there. This list is also not exhaustive of every culture or society you may encounter or come from, and I welcome you to be inventive if that’s what you want. There’s plenty of blank room on the map, both figuratively and literally. Either way if you have questions or want to work on anything, I’m happy to build it up with you.
A small adjustment is being made to the pitch. Originally, I had said that you would belong to an independent order trying to end the cold spring. What that really meant wasn’t clear in practice, so I’m hoping this change will be a little easier to work with for you.
Your characters will have some tie to Wyvernhold, a city-state which plays host to a number of scholars, mages, adventurers, and others who believe in making the world a better place. A disaster befalls Wyvernhold, the events of which are going to be the Draw Steel one-shot I have planned.
Your character, for one reason or another, was away at the time of this event.
In order to pursue your own ends, you’ll need allies and resources, which begins with rebuilding Wyvernhold and making it your own. Over the course of the adventure, you’ll forge alliances, face dangerous foes, and uncover the mysteries surrounding the cursed land of Sanaan.
We will be starting at level 11, and leveling up to epic-level through the adventure, most likely ending at level 20. We will be using 5.5e. I intend to adhere to RAW, but especially as we’re going to be high level, if we feel something is wildly out of balance one way or another, we can work together to adjust it.
Your character is a hero in this story. They don’t need to be a paragon of virtue, but they should be a good person. I’d also like each of you to have some sort of personal goal, aim, or quest, the details of which we can flesh out together. Lastly, I’d like it if the group is already familiar with one-another at the beginning of the campaign. Maybe you’ve worked closely together, or maybe your paths have crossed. Whatever we work out together, your characters should be ready to work together.
Sanaan is the continent located Northwest of Terra Fabula (the continent which houses Vordunheim, The Gruesome Valley, Fort Ettin, Saira, Var’nil, etc.), across the Beryllic Sea. An archipelago extends from its Northeastern most points, and a few other major and minor islands surround the continent.
From North to South, the mainland stretches about 880 miles at its longest, while from West to East, it stretches nearly 1,000 miles at its longest. To the west lies the Turakess ocean.
The central rainforests and southwestern deserts are the ancestral homes of a variety of Tabaxi. Ratfolk are found throughout the land as well, though they have no designated homeland or point of origin.
Vast stretches of hostile wildlands play host to threats both small and great. Bloodthirsty Behemoths stalk the Béendesi rainforests, Mythical Rocs prey over the Xalla deserts, and warbands of gnolls, goblinoids, kobolds, and more have risen throughout history to threaten the people of Sanaan. Since the Cold Spring began, curses and afflictions of all kinds have haunted people across the land. Creatures and armies have begun to crawl out from the underdark more and more frequently in recent years.
Travel across the land has grown more dangerous, as roads have fallen into disrepair, and what teleportation circles exist are tightly guarded.
Sanaan’s primary ancestries are Human, Elf, Dwarf, Goliath, Ratfolk, Tabaxi, and Goblinoid. People of Orcish, Fiendish, Gnomish, and Dragonborn descent are uncommon, but not unheard of. Other peoples are seen, but are not a meaningful majority.
In the current year, 1206, many families, cultures, and societies struggle against their own curses. In this context, the term “curse” is a kind of catch-all term for any sort of malady, affliction, ailment, haunting, disease, or other supernatural problem that calls for an adventurer to solve.
For over 7 centuries, The Courennian Empire controlled the entire mainland continent of Sanaan from their castle in Bouclée, located in Northeastern Sanaan. In the surrounding lands, the imperial family directly governed, while local lords loyal to the empire governed more distant locales. The empire’s banners flew the colors of white and gold - White to represent the purity of the imperial family and gold to represent the prosperity of its people.
Depending on the emperor or empress of the time, worship of divine figures had historically been heavily repressed or outlawed altogether, as it was commonly held that Courennians could hold loyalty to the gods or to the empire, but not to both. The Empire also discouraged traditional cultural practices that it deemed “disruptive,” striving for a form of cultural homogeneity. Though this saw varying degrees of success, the enforcement of it caused resentment for the empire to fester in certain places and communities.
The empire’s broad reach was certainly a boon to its people, however. Roads established and maintained by the empire facilitated travel, and meant that everything from building materials to luxury goods could be transported efficiently anywhere in the land. Wizardry was highly promoted and celebrated in the capital.
In the year 1182, dissatisfaction with the empire reached its apex. Many Courennians already suffered from a faltering economy, and a growing public sentiment emerged that the imperial family were growing fat off the hardship of their subjects. Spring arrived and brought no warmth, marking the beginning of the Cold Spring, and food shortages struck the land. After several months, an uprising emerged in Bouclée, resulting in Emperor Auvrier and the entire imperial family being dragged into the streets. As recompense for “poisoning” the culture and people of Sanaan, they were paraded before the citizens, degraded, and force-fed poison one-by-one, until the last known heir to the empire was dead, an event later known as the Poison Summer.
After the empire fell, many of its former subjects in south and central Sanaan quickly reorganized to be self-governing. In the North, a period of warring states began, as former lords, earls, barons, and generals vied for power. Especially near Bouclée, many in positions of power remained loyal to the structure of the empire that had given them their station, and flew its banner while trying to maintain it.
This period lasted for several years. Ultimately a little-known general by the name of Armand, based out of the cliffside city of Cassé, would rise to prominence, having earned the loyalty of the people through his leadership on the battlefield. His banners flew black and gold, an explicit rejection of the Courennian loyalists.
After uniting the Northern regions of the continent in 1187, Armand declared the new land the kingdom of Agatia, and himself the first Onyx King. A new castle was built in Cassé, which would become the new seat of power in the kingdom.
One of the Onyx King’s first acts was to establish the Unicorn Hunters, who would slay the creatures and bring back their horns, which were known to be a powerful reagent capable of combating all but the most malevolent curses and maladies. Though controversial, it proved effective, and many Agatian citizens have been relieved of curse and disease.
The Agatian kingdom is characterized first and foremost by its strong and loyal military. Nominally, this was to be able to respond should any horrific monster attacks occur. Though they maintained cordial diplomatic relations with neighbors, there were concerns that Agatia’s standing army belied more aggressive ambitions.
Ultimately, maintaining the kingdom’s army proved prudent once the New Courennian Empire emerged. The kingdom lost control of many of the lowlands to the East, but stalled the empire’s advances in the clifflands.
In present day, most of Agatia’s military attention is turned toward the war with the New Empire. However, tension has developed with Crú Mallach on account of their functional embargo, as they hoard valuable resources and refuse to engage in trade.
Agatia’s territory encompasses everything from the northern coast of the highlands, where fishermen make their livings, to the Cunhaeaf Hills, where a primarily Goliath population tends to farms and livestock. The kingdom also earned the cooperation of a number of druid clans that occupy its forests, though those relations have been strained by continued visits from unwelcome Unicorn Hunters.
The Onyx King himself is a decisive man, which makes him a divisive one. He instituted a particularly punitive legal system, and is seen by some as not much better than the old emperors.
The empire was thought dead and gone with the death of the imperial family and the victory of the Onyx king. But somehow, the Empire returned. This fact was announced by the simultaneous captures of Blackbottom, Bouclée, and the rest of the lowlands of Northeast Sanaan. The occupying armies consisted of ordinary soldiers, yes, but also Giants from Eld Dreim, shambling monstrosities, and otherworldly creatures, all commanded from towers and forts flying through the skies.
Supposedly, a young girl was smuggled out of Bouclée before the imperial family was captured. As the last surviving heir to the empire, a group of loyalists kept her safe until she could take the mantle of Empress. How she came to command men, giants, and monsters alike is known only to her closest circle and the New Empress herself.
What is publicly known are Cryenné of Courennia’s ambitions - to reclaim her birthright and reclaim rulership of the entire continent.
To many, this makes her appear as no more than a despotic tyrant. However, there are those who support the New Empire. Of course, there are the loyalists who fought to preserve the empire in the first place. Some view the Onyx King as an opportunistic usurper, under whom things have gotten worse. For many people, life became measurably worse after the collapse of the empire, and the promise of a return to better, more unified days is appealing. With roads no longer maintained and relations between neighbors breaking down, the New Empire seems to many a chance to return to stability. Those with a might-makes-right outlook on life certainly see Cryenné as a mighty leader. And of course, some merely fear what would happen if they should openly oppose her.
The 5 major clans of both wood and high elves that occupy the land between Blackbottom Bay and Vaelorn Bay are collectively known as the Netra. The Netra are a highly hierarchical society, famed for their practice of exorcisms, healing, and the occult.
The Valtholme clan specialize in seeing the unseen and a peculiar form of arcana they refer to as “void magic.” More conventional wizardry is not commonly studied, but may fall under the Valtholme umbrella should the elders be petitioned.
The Vaelorn clan are home to the warrior caste, who hone their minds and bodies. To be Vaelorn is to meet death face-to-face and overcome it. Where magic may come up short, a well placed punch, arrow, or flash of steel will prevail.
The C'haervenn clan are, for lack of better terms, nobles and aristocrats. Born into a position of privilege, they enjoy plenty of luxuries and little responsibility. Artists, poets, and musicians flourish among the C’haervenn. Though rare, the elders may accept a petition from someone they deem “exceptionally suited to such a life.”
Healers, physicians, herbalists, and the like all hail from the Morvald clan. If outsiders pay a visit to the Netra, it is usually to seek the expertise of the Morvald. They also address more benign matters of the spirit, such as identifying the unmet needs of souls unable to pass on from this world. Since the collapse of the empire, they have begun to turn away some travelers seeking aid, unless it should suit their own interests.
Those born to the Riwald clan are raised to be diplomats, bureaucrats, and merchants. During the time of the Empire, it was always a Riwald who governed on their behalf. The Riwald receive the most formal education, with rigorous study of mathematics, astronomy, economic theory, and the like. Outsiders who visit the Netra are first met by the Riwald, who direct their course from there.
Finally, the Clanless consist of those who did not follow the path laid for them at birth. The clanless tend to more mundane pursuits, such as farming and husbandry, masonry and architecture, or any number of other paths. To be Clanless is not a disgrace, as the Clanless fill many necessary roles. However, the Clanless have no independent authority over any of the clans, and social mobility back into clan life is rare.
Any Netra who does not wish to follow the path laid out to them has three choices. First, they may petition the elder of another clan to be accepted there. Second, if they belong to a clan, they may renounce their clan name and become clanless. Or third, they may self-exile, leave the Netra, and seek a life elsewhere.
For all of the Netra’s history, it was an exclusively Elven society. However, In the wake of the Empire’s fall, many outsiders came to the Netra seeking a permanent home. And so, for the first time, they began accepting petitions from outsiders. However, some see it as the clan leaders profiting from hardship to expand their own influence, line their pockets, and fill their bellies.
When the Onyx King outlawed the firearms and gunpowder being imported from overseas, traders instead turned to the Netra, who ascribed to no such restrictions. Between their unusual magics and well-armed warrior caste, the Netra stand very capable of defending themselves from both accursed creatures and territorial aggression from their neighbors.
Deep beneath the surface of the mountain range known as the Mallachs lie an interconnecting web of tunnels and underground Dwarven cities. In the wake of the Empire’s collapse, the governors issued by the emperor were swiftly ousted, and these cities coalesced into the kingdom of Crú Mallach. A council composed of nobles came together to form The Assembly, who elected and now serve as advisors as confidants to the first king of Crú Mallach, Torga Deepward.
Mining and smithing are the lifeblood of Crú Mallach. Before the empire collapsed, the precious metals, gems, and stone mined out by the dwarves would be exported for use all over the empire through the Emperor’s Road. Now, they keep a tight hold of all precious resources as a matter of leverage over their neighbors. In particular, diamonds and other gemstones that are crucial to wizardly pursuits have grown very hard to come by.
Mining out such materials is a hazardous endeavor, as the dwarves must venture deeper and deeper into the Earth. The horrors of the Underdark have more than once threatened to penetrate the dwarven cities, and through them, the surface. That being the case, a strong army of warriors and dwarven battlemages has always guarded the underground society. Once war erupted on the surface, the army of Crú Mallach had to split its focus.
Though not exclusively a Dwarven society, few are the outsiders who are happy to commit to a life underground. Therefore, most of the citizens of Crú Mallach are Dwarves. One day, each and every Dwarf in Crú Mallach suffered a momentary blackout. They awoke to find their bodies transformed to living stone, and have since come to be known as the Stone Dwarves. Stone Dwarves need neither food nor drink nor sleep, nor do they seem to age, and they boast a greater physical resilience than their flesh-and-blood counterparts.
Some Mallachian Stone Dwarves are quite pleased with this state of affairs, especially as it gives them a much needed edge in fighting off foreign armies or threats from the underdark. On the other hand, many Stone Dwarves are dismayed by their affliction. Not needing to eat or drink also means they can’t enjoy those things, nor can they indulge in pleasures of the flesh. They were also rendered unable to have children. Consequently, there are certain dedicated scholars, mages, and researchers desperately searching for a way to reverse their condition, but nothing has materialized to date. Curiously, this transformation only affected the Dwarves in the kingdom. Non-dwarf citizens were spared this fate.
With the roads and wilderness no longer under any oversight in the wake of the empire’s collapse, banditry and monster attacks became increasingly common. The then lord of Wyvernhold Castle recognized that major powers in the region were vying for control, and that ordinary people were suffering for it. He opened the castle to refugees and opened his coffers to mages and adventurers who could help the people under his charge, and the free city of Wyvernhold was born.
In the years since, Wyvernhold has remained an independent city-state, and become a hub for adventurers, mages, and scholars. And where adventurers gather, savvy businessmen know coin is sure to flow, so traders and craftsmen congregate there as well.
Liaisons from neighboring nations are occasionally sighted in Wyvernhold. Some seek alliances, others attempt to recruit talented adventurers and mages to their causes, and still others simply hope to keep watch on rivals doing the same. Despite pressure from larger powers, the city has maintained its independence, and many view it as one of the few places where those willing to help others can still make a meaningful difference.
The city of Thespe was once the artistic center of the Courennian Empire. It is a diverse city, a colorful and eclectic jumble of tents and canopies. After the empire collapsed, Thespe remained a thriving tourist destination.
Thespe has grown into a self-governed city-state, and one which neighbors are loath to disrupt. The nation that harms Thespe is likely to suffer a major reputational blow, and so it has largely been left to its own devices. Though as conflict creeps closer, who knows how long that will last?
The city’s economy booms, a rarity in these times, and being centrally located between a number of major powers has turned it into a hub of commerce in recent years. Of course, opportunity also abounds in such a place for those with fewer scruples who are willing to get their hands dirty or profit off of ongoing wars.
Ratfolk do not have a single ancestral home, but are native to the Sanaan continent. Ratfolk are found wherever civilization is. They are often looked upon with mistrust, and consequently, they often congregate in small, insular communities.
Tabaxi language is difficult for non-Tabaxi to pronounce, so their names and cultures are usually referred to using literal translations into Common.
Two separate societies of Tabaxi exist on Sanaan. In the Béendesi rainforests are The Ones Blessed Beneath The Rains, who have built their homes tall into the great trees and canopies of the rainforest.
In the X’alla desert are the Ones Blessed In The Sun, who occupy luxurious oasis cities and scour the desert and mesas for long-lost treasures.
As if the Cold Spring and wars weren’t enough, in 1204, the Varelle plains swiftly fell victim to a monstrous army calling themselves the Arm of Strash, named for its ruthless Hobgoblin leader, Bloodlord Strash.
Strash is bloodthirsty, but he is not dim. Under his leadership, petty and disorganized bands of various monstrous kinds united under a single banner, and rolled across the Varelle Plains like a tidal wave. Some villages, towns, and cities were destroyed, their citizens kidnapped or conscripted, as a show of might. Others were spared, seemingly at a whim, so long as they paid tribute to Strash and his ilk.
Not all goblinoids are evil, nor are all of them aligned with Strash. Some already called the cities and villages of Sanaan their homes. But most folk consider it a safe bet that an encounter with an unfamiliar goblinoid is a bad thing.