Svimohzia:The Ancient Isle (Preview)
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Svimohzia: the Ancient Isle Credits Authors: Mark Plemmons and Robert Schwalb Additional Contributors: Lloyd Brown III, Brian Jelke, Steve Johansson, David S. Kenzer, James Mishler Editors: Brian Jelke, David S. Kenzer, Mark Plemmons Art Director/Graphic Design: Mark Plemmons Cover Illustration: Talon Dunning Interior Artists: Thiago ‘Grafix’ Carvalho, Caleb Cleveland, Thomas Denmark, Allan Ditzig, Talon Dunning, Marcio Fiorito, Mitch Foust, Jacob Glaser, Ginger Kubic, Darrell Langley, Patrick McEvoy, Chris Malidore, Jeremy Mohler, David Esbri Molinas, Travis Moore, Eric Olsen, Philip Renne, Joe and Rob Sharp, and Jean-Francois Trudel Cartography: Bob Burke, Brian Jelke, Steve Johansson, David S. Kenzer, Mark Plemmons, D.M. Zwerg and Rob Lee Project Manager: David S. Kenzer Production Manager: Steve Johansson Playtesters: Rob Lee, Benjamin Lott, John Wright Design Team: David S. Kenzer, Brian Jelke, Steve Johansson and Jolly R. Blackburn Table of Contents Introduction . .2 Career Paths . .24 Chapter 1: Races and Regions . .3 Prestige Classes . .27 Humans . .3 Chapter 3: Weapons, Equipment and Magic . .35 Hobgoblins and half-hobgoblins . .7 Weapons . .35 Other Humanoids . .8 Armor . .40 Special Humanoids . .9 Musical Instruments . .41 Feats . .10 Special Items . .42 Character Description . .14 Mounts and Ships . .44 Religion . .15 Spells . .45 Food and Drink . .15 Chapter 4: the Kingdom of Meznamish . .51 Currency . .16 Chapter 5: the Confederacy of Ahznomahn . .91 Style of Dress . .16 Chapter 6: the Kingdom of Ozhvinmish . .123 Language and Naming . .16 Chapter 7: the Kingdom of Ul-Karg . .165 Age . .18 Chapter 8: the Kingdom of Zazahni . .185 Height and Weight . .19 Chapter 9: Western Svimohzia and Vohven Jungle . .215 Pronunciation Sampler . .20 Chapter 10: Svimohzish Adventures . .237 Chapter 2: Classes and Paths . .21 Appendix A: Glossary . .243 Classes . .21 Appendix B: Key Monsters and NPCs . .248 © Copyright 2007 Kenzer and Company. All Rights Reserved. Manufactured in China Questions, Comments, Product Orders? Phone: (847) 662-6600 Kenzer and Company Fax: (847) 680-8950 511 W. Greenwood Avenue email: [email protected] Waukegan, IL 60087 Visit our website at www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction. Names, characters, places and incidents either are the express written consent of Kenzer and Company. Permission is granted to the product of the authors’ imaginations or are used fictitiously, and any resem- purchaser of this product to reproduce sections of this book for personal use blance to actual persons, living or dead, events or locales is entirely coincidental. only. Sale or trade of such reproductions is strictly prohibited. With respect to trademarks: 1 Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Svimohzia and the Kenzer and Company logo are trademarks of Kenzer and Company. © 2007 Kenzer & Company, Inc. All Rights Reserved. Introduction WHAT IS KALAMAR? In short, this book provides everything needed to run a campaign in this vibrant and exciting land. The Kingdoms of Kalamar campaign setting provides a vibrant As this book deals with the peoples and places of Svimohzia, land alive with rich cultures, imminent danger and complex we refer to time and chronological events employing the intrigue. It is also a world rife with adventure, where fantastic Coming of Miznoh (C.M.) calendar, which is used by most of creatures roam the wilderness, evil clerics worship deities hell- the island’s human population. The Kingdom of Ahznomahn bent on destruction, and the dead rise again to spread terror differs, using Imperial Reckoning (I.R.; the Kalamaran throughout the world. Here, complex political alliances mix calendar), while humans and foreign colonies may use their with marauding bands of humanoids, and technology and own system of dating. For details on how C.M. compares with industry come face to face with magic and the fantastic. Imperial Reckoning and other dating systems, consult the Combining all the elements of fantasy you’ve come to enjoy Kingdoms of Kalamar campaign setting sourcebook. with a strong medieval world based on real geographical, social and political features, this dynamic world remains enjoyable ORGANIZATION long after the novelty of the “tourist bazaars” wears thin. Chapter One: Races and Regions presents a detailed listing Whether you dream of exploring the ruins of a lost civilization, of available character races native to Svimohzia, plus a new warring with barbarian horselords for control of territory, reorganization of character regions and an updated regional feat guarding your elven home against the human threat or ridding system, with revisions of some Svimohz-specific feats. The new, the desert of undead abominations, the Kingdoms of Kalamar more specific character regions included here better represent provides the where and how, without sacrificing continuity or the options for PC and NPC characters originating on the common sense. Svimohzish Isle. The setting is named after the great Kalamaran Empire, Chapter Two: Classes and Paths discusses character which once covered much of the continent of Tellene. But time options (including starting packages for every class), and also weighs heavy upon all, and the empire’s reach is not what it once includes several new career paths and prestige classes. was. Its provinces declare independence, hobgoblin kingdoms Chapter Three: Weapons, Equipment and Magic thrive and foreign empires expand, while the monsters of the presents setting-specific options for weapons and equipment land grow stronger than ever. common to native characters, and lists a variety of new spells Many races of beings populate Tellene, including humans, most commonly found in this land. elves, dwarves, gnomes, halflings, hobgoblins and a variety of Chapters Four through Nine detail the major kingdoms, cities and regions of the Svimohzish Isle, from mercantile monsters. The lands of Tellene are often referred to as the Ahznomahn to war-torn Zazahni and beyond. Sovereign Lands, and include the kingdoms of Brandobia, the Chapter Ten: Svimohzish Adventures provides Kalamaran Empire, the cities and city-states of Reanaaria Bay, Svimohzia-specific adventure ideas available to the DM, and the Isle of Svimohzia, the Wild Lands and the Young Kingdoms. offers tips on incorporating these into your own game. WHAT IS SVIMOHZIA? The Appendices covers statistics for new NPCs and monsters, as well as the glossary and index. A great island continent, Svimohzia (rhymes with “swim-o- zee-uh”) has a checkered history built on conquest, revenge, WHAT YOU NEED TO PLAY treachery and betrayal. Much of Svimohzia remains a place of This campaign resource assumes that you have access to the unspoiled, verdant beauty, with vast stretches of land so far three core rulebooks of the Dungeons & Dragons game: the uncultivated by human hands. Areas scarred by warfare, plague Player’s Handbook (PHB), the Dungeon Master’s Guide (DMG) and and tragedy, dominate other parts of the island, with sprawling the Monster Manual (MM). This product uses updated material metropolises serving as the seats of power for those strong from the v.3.5 revision of the D&D rules. As this book supple- enough to hold them. Yet, no matter where you journey, you ments the Kingdoms of Kalamar fantasy campaign setting, it is will find Svimohzia is a place ripe for legends both old and new. also useful to have the Kingdoms of Kalamar campaign setting Considering Svimohzia’s cultural and historical placement in sourcebook and the Player's Guide to the Sovereign Lands. Tellene, it is fitting it should be the first book covering a region If you are not using the D&D v3.5 system, simply ignore or in such extensive detail, peeling away the half-truths and secrets revise the game mechanics to fit your own campaign. to unearth the foundations of civilization. This book promises Fortunately, a clever DM should be able to utilize most of the unprecedented detail, building on the foundation of the material in this tome for any other game system or fantasy Kingdoms of Kalamar campaign setting and other sources to campaign setting. 2 explore Svimohzia in a complete and mature manner, fleshing HackMaster players can find conversion information for this out its varied cultures, the complex interplay between nation- product on the Kenzer and Company website. states, and the dangers posed by the trackless wilderness. Chapter One: Races and Regions Forest, having pointed ears, somewhat lighter skin and slighter Vohven Dejy Humans frames. Pockets of native Dejy reside within the Vohven Jungle, Zassho: The name for the ancestral peoples of eastern driven deep into the jungle by the more warlike races, especially Svimohzia and the Mezh-Vowmi Isle. See Ahznoms and the Kargi hobgoblins. Their first movement was southward, in Ozhvins (above) for more information on these folk. avoidance of the wild elf tribes of the north, and in the hope of Zazahnii: Miznoh’s conquest forever changed the lives of the finding new lands on the other side of the jungle. Failing that, southern Mewhi people. In an effort to avoid unwanted they then moved northward again, acquiring new social warfare, they accepted the emperor, and refused to fight him customs and survival skills along the way as they fought against and his legions. As they pledged their loyalty to the Emperor, the frightening moss trolls, green apes and other creatures that sickened by the death, he spared the Mewhi, and let them live lived beneath the green canopy. Once settled in their new their lives as they would, but as subjects of the Empire. With location they split into three major factions divided into east, Miznoh came soldiers of Meznam-Zassho blood who took west and south. They then further divided into smaller groups, wives from the Mewhi people, creating the modern Zazahnii.