The World of Kharam

Descriptions and resources detailing the world of Kharam, as told by Xavious.

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The World of Kharam

Postby Xavious on Fri Jul 13, 2007 10:40 pm

This is the World of Kharam. It was once a novel idea and is now being translated into D&D for use it as campaign settings. Note that the world is not yet fully translated and that this is a work in progress. To help show the passage of time, note that when a date is referenced the year for the original Kharam Campaign is 2117.

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The World of Kharam

San Terranortus Islands, Land of the Ancients
Ansone, Land of Man
Apollyon, Land of War
Eurol, Land of The Elder Races
Rai-Ferrus Islands, Land of the Beastfolk

San Terranortus in the Old Language translates to The Worlds Birth or Birth of the World. Ten main islands comprise this region along with several smaller islands. Ruins of a precursor civilization litter area and strange creatures lurk in the depths of said ruins.

Ansone is the Kingdom of Man. However in the year 1492 a black spire seamlessly rose from the ground in the midst of the Castle Razorback, the Royal Palace. For miles around the black spire, the earth transformed and sharp, jagged mountains rose from the ground. The mountains formed a ring around it the spire allowing no one in, or out. With the loss of much countryside and important cities, the remnants of the kingdom pushed for the coast. Unknowing what would come out of the mountains, a new city was hastily established called Darkbane. This walled city would serve as the bastion the New Kingdom. A few months into its construction a fleet of transport ships set sail for Eurol.

Apollyon is a land torn by war. According to legend, before the fall of the Ancients they created many of the creatures alive today. All elves, dwarves, orcs, etc, were placed on Eurol. Mankind was set apart. Those who were exceptional in all fields of talent were placed on Ansone. Those who showed talent only in the art of war were placed in Apollyon. Despite their barbaric nature, the Apollyians have developed a twisted form of civilization based around their thirst for battle. Cities of iron fortresses cover the land, and warlords are constantly fighting, vying for total control of Apollyon.

Eurol is the location of the eldest races after the Ancients. The elves occupy the heartland forests known as Greatwood. Dwarves and gnomes occupy the mountain ranges Barum-Dur and Khazun-Fere respectively. Halflings can be found in any of foothills at the bases of the two mountain ranges. Orcs and their kin are nomadic tribes, but generally lay claim to the southern wastes. Humans now claim a significant portion of Eurol after their near-destruction during the rise of the spire.

The Rai-Ferrus Islands are home to the unique beast folk, or as they prefer Rai-Ferran as a nation. Three subtypes of the Rai-Ferran people exist, the Rai-Kan, Rai-Fel, and Rai-Ser. These creatures are set apart as there is no legend depicting who or what created them, whereas the main races of Kharam have legends and myths of the Ancients creating them. It could be that they are the eldest race having outlived the Ancients however there is no proof of this as well.

Link to the Rai-Ferrus Sub-Races:
http://www.alchemyx.com/board/viewtopic.php?p=6178#p6178
Last edited by Xavious on Fri Aug 17, 2007 9:08 pm, edited 2 times in total.
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Re: The World of Kharam

Postby Xavious on Sat Jul 14, 2007 11:19 pm

Notable Locations of the San Terranortus Islands.

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1: The Incarnum Peninsula. The entire peninsula is littered with carved stone blocks with strange symbols written upon them. In the midst of the area is Castellum Incarnum. Castellum Incarnum is one of the more famous (and arguable infamous) ruins as few adventurers have managed to get out alive. While the main floors have been thoroughly plundered, the higher levels have yet to be explored.

2: Isinfere Plains. A grassland region with what appears to have been a settlement of the Ancients called Isinfere. It was one of the first ruins discovered on San Terranortus and as such many artifacts it once held are now gone. All thats left is a structure presumed to be a chapel.

3: Iridas Nam. The closest thing to a mainland city that exists on the islands. The city is primarily inhabited by Gnomes and Humans but a few Dwarves reside to serve as craftsmen. The city was founded in the year 1827 as an encampment to study artifacts brought back from the numerous ruins. From it's humble origins it is now called home by nearly 1,000 souls. The predominant features of Iridas Nam is Tower Arcanis, a respectable mages and scholars tower with the purpose to study ancient artifacts and Aaron's Folly, the local fighters guild.

4: Port Sylvus. Purely a shipping village. It was one of the early attempts of colonizing San Terranortus in the late 1700's. The village was divided up into walled districts in a circular order, the Harbor District, the Residential District, and the Administrative District. In the year 1809 the fledgling village was attacked and nearly completely burned to the ground by humanoid creatures. However when the gates to the Harbor District were torn open Captain Nathandar Sylvus (whom the port is now named after) performed a daring maneuver by closing the gates and having two warships fire upon the marauding creatures. Once greatly demoralized and numbers reduced, the remnants of the guard charged and finished them off. Sadly a stray arrow caught Captain Sylvus in the shoulder and he died a month later from infection. The harbor was rebuilt in the following years with greatly improved defenses. In the villages' courtyard stands a stone statue of the brave captain.

5: Bellum Carsanus. A magnificent citadel of the Ancients that exemplifies their architectural knowledge. The fortress-citadel seems to reach for the heavens. While the fortress has been plundered, the citadel remains untouched as there is no apparent entrance. Some of the rather impatient adventurers have even claimed it was nothing more than a giant rock.

6: Caelum Forest. The Caelum Forest is covers much of the island and a strange Ancient Ruin is in the heart of the forest. The ruin itself appears to be carved out of a massive tree. Druids who explored the area in 1985 have reported that it is actually a single tree that encompasses a normal ruin. Furthermore, the tree itself is living and continuously growing. As a conjecture from the team of druids, after climbing nearly fifty feet to reach the only known entrance, what they entered was the dungeons of the ruins. The top of the tower itself is well above the canopy of the forest.

7: Berin. as with Port Sylvus, Berin is another city founded as a colonization attempt. The rich fertile grounds provide bountiful harvests and was intended to supply Port Sylvus with food. In 1978 an unexpected famine swept across the village. By the time relief was sent the town was deserted. No remains were found, and the village was intact, no damage at all. It was merely as if the inhabitants just vanished. To this day there is no evidence of what happened to the lost settlement.

8: Magnus Mei. The Great Mines. Truly any dwarfs dream come true. This deep system of tunnels tap into mountains of metal ores. These deep mines are not without threat. The few who have gone into the deeper parts of the mine and returned have reported creatures never before seen. Sinister creatures that seemingly possess a lust for fresh blood. Despite this, a dwarven settlement has sprung up not far from the mouth of the mine, waiting for the day to claim the mine.

9: Mechanicus Emanio. A strange ruin nestled deep within a mountain range. An exterior entirely of metal with a single entrance. Among the jagged peaks it appears as a single column rising from the ground. No ornamentation at all is featured and the only obstruction to its smooth surface is the door itself leading inward. However, few can reach this ruin and those who have have found no way of opening the door. Some researchers believe that many of San Terranortus' secrets will be answered when this ruin is explored.

10: Cruor Lacus. Cruor Lacus is a remote ruin discovered only a few years ago. It's located deep in the islands interior. It's unique in the fact it resembles a coliseum except the top tier is ground level. At the very bottom is a crusted, sandy surface tinged red. With the columns and strange sculptures arranged about the area, the place creates an eerie atmosphere.

11 and 12: Duarum Pontus. These two structures are unique in the fact that they are linked by a massive bridge, yet another testament to the engineering genius of the Ancients. There is evidence of other such bridges connecting other islands but they are all long gone. On each end of the bridge is a small keep bearing the same name but called Western Duarum Pontus and Eastern Duarum Pontus.

13: Zherum-Kal. A mysterious, symmetrical ruin that is of different construct than the other ruins and doesn't appear as old. Yet there are no records of who or what constructed these ruins. Almost as mysterious as it's origins is that ill fortune falls upon any who enter and take away from it's contents.

14: Delan-Zhan. Delan-Zhan is research community studying the local ruins. After initial classifications are done on any found artifacts, they are sent to Tower Arcanis for further research. One of the most significant discoveries occurred in a ruin to the north known as Lumus Facticius. During a battle in which a group of battle mages were sent in to clear the ruin, a stray lightning bolt hit a broken pipe in the ceiling. A strange humming sound was heard and three interlocked circular patterns in the cieling shone with great light, almost as that of the day time sun, for a few moments. This greatly excited the Gnome researchers and they went in themselves to observe this phenomena. The ruins are now kept under strict guard and no adventurers are allowed inside the ruins without expressed written permission.

15: Berum Magnia. Oral tradition from early elves indicate that there was once a magnificent city once stood on these grounds. However all thats left are ruined walls and a crumbled citadel. Few rooms have been explored and as such many secrets still lurk in the depths of the ruins.
Last edited by Xavious on Fri Aug 03, 2007 1:08 pm, edited 1 time in total.
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Re: The World of Kharam

Postby Xavious on Tue Jul 17, 2007 8:46 pm

Notable locations on Ansone

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Well, I forgot to number the places but there aren't that many so here we go!
Squares=Cities
Circles=Notable Locations
Dark Lines=Trade Routes/Main Roads.

Center of the continent: This is the black spire as it was last seen. For miles around it is surrounded by the Jarrung Mountains. To this date a passage through the mountains has not been found, not than anyone is looking for one. Inside the mountains are also the Dark Towers. Nearly 200 years after the rise of the Spire powerful mages detected a subtle but growing power while in meditation. After much time spent to discern what it was, the seers charged with the task announced that four towers had been constructed to channel arcane power to the Spire. The seers were at a loss as to why.

Hook Coast: This is the home of the magnificent city of Darkbane. Built shortly after the rise of the Spire which consumed Castle Razorback, Darkbane served as the new Royal City and over the years has earned the name of one of the most defensive cities in Kharam. The entire peninsula around the city was terraformed in a manner to prevent ships from reaching the city except for the Harbor District. The mainland route to the city is barricaded by a large wall 100ft wide spanning the base of the peninsula. Further protecting the city is a forest just inside the walls. What makes this forest so unique is that it is maintained and watched after by an elite order of druids and rangers known as the Order of the Steel Branch. While their primary service is to nature, they have also sworn to protect Darkbane.

Merebins Farm(Easternmost circle): Merebins Farm was originally the farm of Hircine Merebin. Merely days after Merebin purchased the farm the Black Spire rose. Most of the farmland was concentrated in the middle of the continent and was destroyed when the mountains rose. It rendered Merebin as one of the few farmers left. While Darkbane was being constructed Merebin expanded his farm and hired any who were not working elsewhere in Darkbane. To this day Merebins' descendants maintain many of the farms. The original farm is the location of a small village where all the farm hands reside. It consists of a small chapel, an inn, and a trade house.

Ancient Ruins(westernmost circle): These Ancient Ruins have yet to be named but are the most prominent on the continent. They are relatively unexplored as there is enough to do with keeping watch of the mountains and the occasional creature or two that wonders down.

Dravens Hope(Southernmost square): Dravens Hope was the second city founded during the push for the coast after the Spire rose. Commander Leodus Draven of the Royal Army was not satisfied with Darkbane and pushed to the southernmost areas of Ansone and constructed his own city. Ultimately, it lacked the defensive capabilities of Darkbane but produced some of the finest warriors due to their military academy.

Clearwater(on the road to Dravens Hope): Clearwater is named for the crystal clear waters of the nearby lake of the same name. Clearwater was established in the year 1622 when it was finally deemed safe to travel further inland. The city is mainly a trade city with the task of delivering goods across Ansone.

Brimstone Shores(city just above Merebins Farm) A city founded near the shores of a foul lake filled with mineral deposits. The lake has a yellow tinge and reeks of sulfur. However the deposits in the lake are in such large numbers it was necessary to mine them in order to maintain a stable market for metals such as iron ores.
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Re: The World of Kharam

Postby Xavious on Sat Oct 06, 2007 10:52 pm

Locations of Eurol

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Note: Unlike Ansone, Eurol is divided amongst the races. Humans, Elves, Dwarves, and Gnomes have their own lands.

1) Port Williamsville: This place is the first human settlement on Eurol. After the Great Migration of humans from Ansone it was decided that this was the prime location to set up their last defense of whatever evil had arisen in Ansone should it follow them. Not many weeks after they had landed, the humans were confronted by a company of Elves, Dwarves, Halflings, and Gnomes. Thanks to the mages who were there to translate what was said, a peacful resolution was reached. Over time, a universal language was agreed upon and the humans Old Speech was completely abandoned in favor of Common. The other races kept their own languages though many considered Common a second tongue.

2) Noname: Noname is a strange little town on the border of Elven and Dwarven territories. Most maps don't show the town and even several well known geographers vehemently deny the existence of the town. Based on the descriptions of the few who claim its existence, normality is a rare thing amongst them.

3) The Black Forest: A mysterious region of Great Wood. No one really knows what goes on in there.

4) The Southern Wastes: Home of the Orcish Tribes and other such creatures.

5) Khazun-Fere Mountain Range: The home of the Gnomes.

6) Realm of Man: The portion of land on Eurol granted for the human settlers. Since then, this region is also the home of the Eurol Merchant Guild.

7) Halfling Territory: Home of the Halflings.

8) Great Wood: Home of the Elves.

9) Barum-Dur Mountain Range: The home of the Dwarves.

10) Underworld Entrance: Deep beneath the surface of the Eurol lies the Underworld, a vast expanse of caves encompassing the whole of Eurol. The collective name of the realm that the denizens of the darkness call home. Among these are the Drow, Deep Dwarf, Duergar, and Svirfneblin.
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Re: The World of Kharam

Postby Xavious on Thu May 08, 2008 11:34 pm

The Capital City of Ansone, Darkbane.

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Re: The World of Kharam

Postby Xavious on Thu May 08, 2008 11:56 pm

The quirkiest town in Kharam, Noname.

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Re: The World of Kharam

Postby Xavious on Sun Dec 07, 2008 6:19 am

An idea for a new kingdom that will be assimilated into the world at some point. This is the basic info I've written so far.

Kingdom of Thalm:

A highly authoritarian, theocratic kingdom. Religion, politics, and military might combined together to form this fearsome kingdom. Its people live in peace, with virtually no crime. However this comes at the price that they are in constant fear. Fear of being branded heretics for the smallest infraction of faith.

The most fearsome and awe-inspiring forces of this nation are the Inquisitors, Clerics, and Paladins. Clerical Orders are prevalent throughout Thalm. Although each Order exemplifies different ideals, they all work together and form the base of the political system, where different Orders are akin to different political parties. Clerics and Paladins serving as the highest ranking military officials, and Inquisitors as high ranking positions of government. The High Lord Inquisitors form a council from which the Thalm is led. At any one point however there are typically eight Grand Inquisitors, comprising the eight most powerful Orders. It is rumored that the Inquisitorial Council answers to another, higher authority, but no official records exist of anything beyond the council.

Notable Positions:

Inquisitor of Thalm:
Inquisitors speak with the authority of their order. There can be multiple Inquisitors per order (generally with honorific prefix to denote rank) but at the head of each order is the High Lord Inquisitor. However any Inquisitor of Thalm demands respect, and fear anywhere their reputation is known. Not as well versed in the arts of battle as the Clerics and Paladins, they are however capable of acts that would make lesser men squeamish. For them, a sharp wit is more powerful than a sharp blade.

Cleric of Thalm:
If an Inquisitor is the voice of their Order, then the Cleric is undoubtedly the hands. The Cleric of Thalm is the ultimate fighting force within the kingdom. Trained extensively in both melee and ranged weaponry, all items are a weapon in their hands. Each Cleric belongs to a Clerical Order where he is molded into a finely tuned machine of war.

While Clerics are the hands of their Order, they only directly serve the Lord and High Lord Inquisitors of their Order. For the common heretic or criminals they are judge, jury, and executioner.

Paladin of Thalm:
Where Clerics are the mightiest of the fighting contingent, the Paladin of Thalm is the mightiest of Clerics. Within each Clerical Order there is only one Paladin. The Paladin exhibits all the virtues of his Order and does so zealously. Unlike the Cleric, the Paladin wears intricate heavy armor bearing the seal of his Order as well as inscriptions of purity engraved upon the armor. Years of being a Cleric has trained his body and mind, honing his abilities and intellect to the point he is a juggernaught of war spewing curses to the blasphemous.

Those seeking the path of the Paladin undergo continuous rigorous testing until a new Paladin is to be chosen. Should the title of Paladin be challenged, then not only must the challenger undergo the same tests, but must also best the Paladin in the Paladins ideal arena. If the Paladin be removed from his position in anyway, (except by death) he is thereafter refered to as Honorable Cleric, or Dishonorable Cleric, depending on the nature of his removal.

Priest & Confessors of Thalm:
The Priests & Confessors dually serve as both the keepers of their Faith and Law. They are of the lowliest ranking, but are a necessity nonetheless. Within all but the smallest of villages there are multiple priests serving under a Confessor. The Confessor is little more than a Priest given the option to join a Clerical Order but turned it down to continue being a Priest. However in becoming a Confessor he has been further trained than Priests.

The Confessor can be seen as a cross between Inquisitor and Cleric. Like the Inquisitor he commands respect and fear. Unlike the Inquisitor however, his power extends over only the town, village, colony, city quarter, etc that he is appointed to run. He is however skilled in the baser arts of war, capable of wielding common weapons with ease. It is in this respect he is akin to the Cleric.
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