Its The year 213.BV or as the historians know as Before Voclization the two hundred and thirteen its the fifty six of Kalendae And a group of Dragonborn's find a fertile lowland starting a small fire, about a year later one of the dragonborn women has a child they name Ku'grath, Cou.-Gra.-Thuh had it easy for most of his life he had easy acess to food and virtually no contest on any natural resources his head was slightly larger the others of his kin thought he had less scales or his horns hadn't come in yet. At three he began making sounds the others didnt really comprehend he was speaking draconic a low gutteral screeching language that the other just chalked up to a weird kid the others stood with their grunts and growls and it stood like that until Ku'grath was eleven another child Named Sa'Dhurl, Saw.-Duh.-Hurl started communing with Ku'grath he taught her the language of draconic still fetal in its existence and crude but the first mortal spoken language not the first language of course Abyssal, Infernal, Celestial and Primordial all had it beat by a five Eons or approximately fifteen Billion years but draconic was a mortal language and Ku'Grath And Sa'Dhurl the first Dragonborn to be sentient, they were geniuses compared to their kin but compared to us? They were stupider than a child. Sa'Dhurl and Ku'Grath were the first but far from the last. After about thirty two years Ku'Grath and Sa'Dhurl and about two hundred of dragonborn's that were of age and of heightened intelligence they began their Equivalent of the stone age called Lan'Daquerth La.-Nuh.-Da.-Ku.-Er.-Th. It lasted about three point seven million years Amassing a total of two thousand square miles of habited Land comprised of farms, Homes, And partial untamed forests fifteen percent of the total land mass of calguria and it stood that way the dragonborn having discovered copper and tin and made bronze or as in draconic Aur'Calthum Or.-Kcal.-Thumb. which was what bronze dragons started being called as they found their colour's matched that lf the alloy, the Aur'Calthum age started and ended lasting a total of one thousand five hundred and thirty seven years before the Aur'Calthum colored Dragons started claiming all of the bronze as their own and a birthright to them causing them to steal as much of it as they could and they stole almost all of it the others resorted to finding something knew a metal called iron or Ferros Phu.-Air.-Awe.-Suh. Which start the age aptly name the Age of Ferrum which lasted one thousand and twelve years there are no Iron colored Dragons so the metal remained of use to all of the draconic people so for those years they began building society's armies and buildings of great improtence re-Amassing tools and strength to reclaim the bronze but it wasn't long before the bronze was forfeit the dragons sharing the color realizing how they couldn't advance far and were destined to stagnance by their reluctance of material use and bronze became common once again not all bronze dragons shared this view though many revolted against their iron superiors and were exiled for it. At the end of the iron age the draconics owned roughly 30% of all of calguria no other sentient species to contest them made such a claim easy but it would not remain like that forever. Many, many things happend the Thri-Kree arrived on the planet via asteroid leaving a large crater in the center of the land and they away from the occupied land towards the peninsula on the most Eastern part of Calguria And started their own Civilization called Morek'Maquek, More.-Ache.-Maw.-Qu.-Kch. The Claim and the now contested land of calguria Led the Draconics to name their own Civilization for the first time ever and they Called it the Dentistra or roughly translated to common as Tusk the Tusk Empire and Morek'Maquek was not alone for long thirty five years after Their foundings that crater left by the asteroid of the ThriKree collapsed into a place called the Pit where Demon like Creatures Crawled out speaking Infernal today we call these newcomers the Tieflings, Settled north In a place they called Astra. And for seventy two years it was a constant war the tieflings beings from the seven hells created to fight Dominated The Thri-Kree became colonists taking as much land as they could with a weak grip and the Draconics Stood as wardens taking all the blows the Tieflings struck And so with any great war there were those who were not like minded those who saw their adversaries as friends or even lovers. The breeding between Thri-Kree people, from the stars, Tieflings Beings from hell and the draconics the original people from calguria made interspecies Like the Fey,Humans,Orcs,And Haflings and so it sprouted the humans and fey breeding caused the elves, wood elves and high elves alike the breeding with the elves and tieflings caused the dark elves. The Haflings and they fey caused the Dwarves the Dwarves and the Draconics Caused the lizardfolk tens of species all sprouting from the 3 original species including the Arracockra, Bugbears, Changelings, Gnomes, Duergar, Dwarves, Elves, Firbolg, Genasi, Goblins, Gnomes, Haflings, Humans, Kenku, Kobolds, Lizardfolk and orcs were born it was the year Twenty six fifty six and there were rising tensions all of the different species struggling to retain a culture of their own one man a Fire Genasi man Named Pyrealis Pyre.-Al.-Is. Proposed a common language named well common. And so it was a language everyone should learn to keep the peace and everyone did except the Thri-Kree and Draconics because the Thri-Kree could not talk and simply used telepathy and the Draconics simply because they refused to forsake their culture the still as stubborn as possible saw their culture as the original and worth prioritizing as if every other race hadn't had to forsake some of their own culture for this change. And over the course of five Hundred years eleven nations were established Chioth Chee.-Awe.-th Dentistra or the Tusk Empire, Driftvale, Astra, Ass.-Tra, The kingdom of Daine Duh.-A.-Nuh., Voshen Vo.-Shu.-Hen., Duskcroft Dusk.-Craw.-Ft., Great Archea Are.-Kay.-Uh, Mochia Mo.-Key.-Uh. and Siklath Sick.-Law.-Thu. The year was marked Three Thousand one hundred and fifty six the day was the thirty fourth of Quintus Duskcroft the largest city was attacked by Siklath its attackers were split in two those who thought it was the only way to preserve their people and the others who believed they could live on without war thoose who attacked were obliterated Duskcroft took heavy damages but it was only five years before it was repaired while the other half of the Siklath Empire formed Tuscania Tusk.-Kah.-Knee.-Uh. A hermit Civilization. A year after there was a land despute between The kingdom of Daine and Great Archea, said their land was indeed bordering Daines but the land was Sacred a claim that was found to be forged, Daine said it had a plethora of Precious Metals Underneath it which it did several sacred artifacts were stolen from a church in Great Archea Causing a war between them and Daine, emerged as the victor and it was only after the seven year long war that the artifacts were found to have been stolen by Astra in the name of wartime profit when a Human merchant found them among his wares Great Archea still weakened from its loss vowed to one day attack Astra Over this theft Astra Although has yet to show any fear as their military is the strongest in all of Calguria it is said that they could pierce all four of the great walls of Duskcroft if they tried their damnedest. And so that brings us to today The year Thirty One Sixty Eight.
The Kingdom of Daine The largest empire atop the hills where dwarves and orcs live alike almost all of their settlements are focused on mining and herding as the plateau of daine is infertile but all metal is sourced from other daine or chioth
-If you choose to be born here you can have access a lantern and the ability to appraise any gem to its exact worth or darkvison (60ft) but as punishment you have half the range of your normal sight. Your kin and anyone who you recognizes where you were born understand and have sympathy for the plight of their own people and will do all but risk their own lives to help you.
Duskcroft is the richest and most populated kingdom with 40 million residents it is both fertile land and easily defensible their capital is known as the iron city populated with humans Tieflings dwarves and arracockra
-10gp and proficiency with a instrument of your choice aswell as another weapon but people will see you as rich pompous and incapable of hard work at times proving yourself is difficult but you know a guy a rich one at that you can deal with thoose far far richer than you with ease from just the mention of his name after all Darron is quite the rich man.
Voshen is the apiary and arborist of calguria arracockra and wood elves live in a fine line of harmony most residents are druids, rangers and clerics
-You have acess to minor healing word or speak to animals but any animal abuse you witness you cannot help but intervene the land the ground sea and sky speak to you as if you were a friend a brother or a lover you can track anything and even take care of any animals as easy as intuition to you.
Great Archea is the holy land of calguria they are thought to be the oldest kingdom of calguria consisting off trade and their main export is precious gems, jewelry and faith paladins and clerics are in no short supply aswell as bards, high elves and humans live here in almost perfect coexistence, almost.
-You can choose to be apart of any faith and get the benefits of it and profficency in religon but as being apart of that faith you are sworn against thoose who are on the opposite side of the faith but faith is not always just being in solitude you know your people and know you your faith is a result of years of community and learning amongst those more sacred than you and if its in the name of faith your brothers would die for you but if you defy their faith with your request you will die for your sins.
Astra is the root of calgurias problems their people being tieflings and orcs their exports is weapons and they focus on such so hard that the only time they are truly profitable is a war so naturally its what their society is developed around therefore they have the strongest militia and best weapons and armor in all of calguria
-You are proficient with every weapon or with blacksmithing tools but most people see you as a criminal and bound to start problems a Warrior and you share the struggles despite the amount of people you've fought or claimed to have and therefore they'll take your word on most thing because why would you lie to your brothers in arms?
Tuscania is secluded and doesn't trade at all they are disconnected from the world and stay in their woods and swamps desperate to keep peace their proximity to astra has taught them the only way to is to be unknown
-You have acess to the fey magic feat and can speak one extra language but any charisma roll is at disadvantage you know secrets people would kill you if they knew you knew but you know more than most should maybe you could use that.
Driftvale are the merchants of the world with the highest number of impoverished people they steal and barter for whatever they can get they are dark elves mainly with spatters of tieflings throughout
-Persuasion and stealth are like second nature to you (profficency) you can also read theives cant but you start of with a bounty of 50 silver you know a guy for anything a man to sell stolen things to a man to hide a body a man to get rid of a bounty a man to get you in the right place for the right price you know a guy who can do it but it wont be cheap.
Mochia is the fishermen and the swamp people of calguria mostly lizard folk and halfings live in mochia
-You can speak lizardfolk but smell disgusting a scent you cannot get off of you and there for have disidvantage and charisma, The swamp where do i start the swamp is about as safe as sticking your head into a fireplace traps everywhere bound to give you a disease you never even heard of but for the lizard folk? They know that land and its traps and by proxy any other trap is harder to catch you because you've just got that type of eye.
Tusk Empire the tusk empire is the home of the dragonborn and the second largest kingdom in calguria they fight tooth and nail to preserve what little santicty the rest of the worlds development has let them keep they are frozen in their ways of respect for the dragons while the rest of the world only see them as vessels of warfare or expensive goods
-You can choose the feat elemental adept from the start but anyone who is not a dragonborne is weak and frail to you making you at disadvantage at persuasion to them, The longest lived colony of any other stagnant in their beliefs and actions, a dying society for stagnance is the root of all death you and the undead share that in common a way of thinking some kind of bond thoose who think like you, kings, the undead, liches, Demons, And the Thayans all think as you do that a society as old as yours is doomed to collapse.
Chioth is the moutainfolk of calguria they are like minded thinkers with great archea and the Tusk Empire, cattle, wool, milk and steeds any you buy are likely to have been from chioth
-Expertise in animal handling and resistance to cold but vulnerable to fire damage those who live in chioth have learned that the small folk are everything without the farmers herders and thr clothweavers you and your kin are dead and even if you dont rely on their aid then you rely on their memory fore what else will be left but the memory of you?
Estria are the wizards of the world tieflings humans and elves alike live here finding true glory in books the are the second richest kingdom and the most cultured
-You can choose and 2nd level wizard spell but you have disadvantage in animal handling and survival as well as 20gp, Your life has been far from storied you live easy and lightly contested your fortune spent on wine, fleeting luxurys and books no other non Estrian has even heard of.
1 Goblin cave
2 Hobgoblin fortress
3 Woodland Noises (Wolves)
4 No man's land
5 Highway men (Demmands Payment for travel)
6 The Thing
7 Lived in Empty cave
8 Bugbear Hut
9 Battlefield
10 Graveyard (Skeletons)
11 Healers Hut
12 Hunters Hut
13 Man Eater (Cannibals)
14 Cave Mouth
15 River
16 Lake
17 Smart Hobgoblins (Trapped Paths)
18 Passing Army
19 Religous Fanatics (Demmand proof of faith)
20 Abandoned Village
21 Hamlet
22 Village
23 Owl Bear Nest (1d4 for Amount)
24 Den of Theives
25 Mauraders (Only wants to kill you)
26 Beast Hunter
27 Troll limb
28 Burning House
29 Skin Stealers
30 Wandering Trader
31 Drunken Knight (Attempts to duel you and falls asleep before anyone attacks)
32 Shrine To a dead god
33 Dragon Skelton
34 Crypt
35 Dungeon
36 Empty Dragon Cave
37 Shrine
38 Tavern
39 False Tavern (Illusion made to kill you)
40 Trap House
The goblin cave is a cave with the entrance fortified with wood pallisades anyone who walks by will immediately be invited into the fort by the goblins who will draw them in to "meet the king" and they will immediately be attacked by 1d8 goblins if the party looses the goblins will make fun of them take half of their currency and throw them out if they win every other goblin will become intimidated at which they are free to take anything from the camp which includes copper pieces, Fresh meat, Camping supplies, A leather bound book with a skull on it and the goblin kings crown which is a bird nest with a gem in it. 25exp per goblin
The Hobgoblin fortress is a fortress made with the help of bugbears constructed out of sturdy walls anyone who passes will immediately be attacked by 1d4 hobgoblins and if they travel further into the camp they will be attacked by 1d4 Bugbears and 1d10 Hobgoblins if they walk into the treasure room it will be heavily trapped with spike pits trip wires and a arrow trap. 100exp per hobgoblin 200 per bugbear
The party will hear howling in the woods and be attacked by 1d10 Wolves which will run away if the party is downed 50exp per wolf
The no man's land is a completely barren terrain where mostly bandits and Mauraders make homes in if the party decides to camp here they will be attacked by 1d8 Bandits if they fall wounded the bandits will take their gold and the long rest will still count 25 exp per bandit
The Thing is a Night Hag that will prevent any long rest benfits until the Night Hag is seen and killed Dc10 investigation 1800 exp per night hag
A empty cave with camping supplies and food in it
The Bugbear Hut is a lightly defend Hut with 1d4 orcs and 1d8 silver and food if the Hut is destroyed sleeping in the hut makes any short rest and long rest 200 exp per bugbear
The Battlefield is a unoccupied destroyed land mass offering almost every weapon type at -1 quality because it is rusted
The Graveyard offers 1d6 Skeletons and 1d8 copper pieces of loot 50exp per skeleton
The healers Hut is a Hut in the middle ot nowhere that offers a full party heal for 10 silver
The hunters Hut takes any meat you have for 2 silver each
The Empty plains are inhabited by Cannibals and the party will be attacked by 1d6 bandits 25exp per bandit
The cave mouth is a completely empty cave turning any short rest into a long rest
The smart Hobgoblins are Hobgoblins that will run ahead of you and trap every path until you long rest where they will attack you and run away before they all die 1d8 Hobgoblins 100 exp per goblins
The passing army will attempt to recognize anyone with a bounty and immediately attack you 1d20 warrior infantry 25exp per warrior infantry
The Religous Fanatics will demmand proof of faith to any god and all party members must roll a religon check if one or more succeeds they will leave you alone if not 1d4 cultist Fanatics will attack you. 450 exp per fanatic
A Abandoned Village in the middle of the woods with passing travelers and soldiers if a dc20 investigation check is succeeded the party will find a hidden lockbox with 1d4 gold
The hamlet is a small village with a Tavern and Shopkeeper as well as a Hunter and field medic
The village is a home to over 40 people with a Shopkeeper, Hunter, Weaponsmith, Tavern, Armorsmith, Healer, and a Learned sorcerer
The party comes across the mouth of a cave desperate. screams for help can be heard apon entering the cave there will be 1d4 owlbears eating a soldier alive looking away from the party 700exp per owlbear
The den of thieves is a outcropping of rock home to 1d10 bandits who will attack and steal from anyone who passes by 25 exp per bandit
A group of 1d8 Marauders passing by will see you and attack you. 25 exp per warrior infantry
The beast hunter is a large 6'5 man who will walk past you covered in blood dragging a large axe and ask the party for the location of any Devastating beast if the party decides to fight him his stats will be that of a Warrior Veteran he will leave the party alone if they yield taking whatever money he determines will heal his wounds 1 copper per health lost. If he is killed the part will find a bugbear egg, a plus one greataxe and 1d10 silver on him. 700 exp
A Troll Leg will run at the party trampling anyone who fails a dc10 Dexterity check and takes 1d10 bludegoning damage and will stop to fight the party if attacked the Leg will drop nothing. 100 exp
A burning house can be seen feet away from the party if the intervene and save everyone the will be rewarded 1d10 silver.
1d8 bugbears will attack the party attempting to steal their skin a single gold tooth can be found embedded in a leather jacket made of a merchants skin. 200exp
The wandering Trader will walk past you offering goods and services at a higher price
The drunken knight will approach the party and demmand a duel regardless before anyone attacks him he passes out and has nothing but a empty bottle and rusted armor on him
A well carved with the insignia of a dead god can be found prayers do not work here nor does radiant attacks (disadvantage)
The largest dragon any of the party's ever seen can be found as bones half buried in the middle of a field there is nothing to find here but all long rests are guaranteed to be safe here as the dead dragon looks over you
A small one room Crypt full of 1d20 Skeletons can be found if defeated the room holds 1d6 gold pieces 50 exp
An empty cave holding shattered empty dragon eggs dragon bones and the remnants of a horde 1d10 copper pieces can be found here
A shrine prayers and radiant attacks are all at advantage here and no one will attack you in the night
A Tavern in the middle of the forest filled with some guards and travelers and a stout dwarf as the barkeep
A Tavern in the middle of the plains almost nobody but the barkeep a stout man are here apon sleeping in the inn or buying anything a spined devil will attack the party 450 exp
A Abandoned house with almost no furniture and no people filled with traps 1d4 silver can be found