Habololy

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The Basics of the World of Habololy.

If you are looking for new rules for the setting, such as Feats, Skills; go to Character Options.


Land, Sea, and Sky

The lands of Habololy range from the near insurmountable String Mountains to the deep hot desert of Intoria. There are vast jungles and massive forests. The Great Plateau is known by all and is a subcontinent above the main continent. The lands of the continent of Icefia were once covered in Ice, and parts of it still are. Thousands of islands of every kind cover the only great ocean. In the kingdom of Yellowia, four-foot high grasslands dominate the area, grasslands where the grass is yellow. On the continent of Icefia, the pine forest wages war with the growing forest trying to claim the fertile land. The Great Halfling forest wages it own war against the encroachment of the Boiled Forest, a swamp that was once part of the forest.

The seas and the ocean of Habololy are deep blue, with hints of green since the appearance of the moon. The only true ocean is cut in half by thousands of small and several large islands. Somewhere in that ocean lay Doggeden Island, and some islands that have been long forgotten. Some tales say that the seas and the ocean have receded over the centuries, but few believe that is actually truth.

The skies above Habololy are light blue. During the day, the sky is filled with two suns, one large and one small. During the winter months, it is impossible to see the smaller sun, known as Hew. In the summer months, sometimes Hew is the only one that is visible. At night, the moon dominates the sky. It appears as white with dull green and blue patches. The nights of the summer, spring, and autumn months have the moon for nearly the entire night. It is not until the winter that the moon is not out for the entire night. Only a few stars can be seen, and they change as the years progress, making it difficult to recognize them.


Geography

Habololy

Habololy is made up of three major continents and one major ocean, which has hundreds of large and small islands it in. The first of the continents to be created, inhabited, and explored is simply known as the main continent. It is the largest and home to as many creatures as the rest of Habololy’s lands combined. At its center lies the Great Halfling Forest, which sprawls nearly three thousand miles from its top where it meets the sea to its bottom where it meets the wall of Hertoplowis. Attached to the Great Forest to the east is the Boiled Forest, a swamp that encroaches more and more on the Great Forest every year. To the northeast lie the Orcish Empire and the open lands that separate the empire from the forest. The Orcish lands are made up of harsh broken lands and light forests, as are the open lands that are home to several independent cities. To the east of the Great Forest and south of the Orcish Empire are the Kingdom of Yellowia and its vast farmlands. The Kingdom’s southern border are the Giant’s Hills. Farther south are the Elven Jungles, which stretch for over a thousand miles, and the Salt Peninsula, a small swamp that is sinking into the ocean. South of the Great Forest is the Wall of Hertoplowis and the nation by the same name that is behind it on the Hook, a peninsula that stretches into the southern reaches on the world. The tip of the hook contains the Ten Ogre Forest and in the center of it is an island on which the nation of Iott is located.

The western side of the main continent is roughly the same size as the eastern side. To the west of the center of the Great Halfling Forest is Intoria, the largest desert on Habololy. It stretches nearly twenty-five hundred miles from east to west and nearly two thousand miles from north to south. On the southeastern corner of the desert lies the Desert Edge Mountains, home to the Fire Giants and several volcanoes. To the southwest of the desert is the massive Destroytian Peninsula.   It is cut off from the main continent by a vast jungle. Beyond the jungle are the nations of Thalmeret and the Destroytian Republic, which are home to forests, hills, plains, mountains, and several rivers. To the northwest of the Great Forest are lands of the main continent that were the first to be settled. A massive plateau that is over one thousand miles from north to south and over five hundred miles wide is north of the Intorian desert. The Great Plateau is anywhere from five hundred feet to one mile above the rest of the land around it. North of the Great Plateau are the Crescent Mountains and farther north is the Rose Forest. The other lands around the Great Plateau are home to many independent cities.

The second largest continent, but the last to be created, is the continent of Icefia. It lies almost one thousand miles to the west of the main continent. Its southern most point is roughly equivalent to the northern most point of the main continent. Icefia is over fifteen hundred miles across. Lower Icefia extends at least that far from south to north. Farther north is upper Icefia, which covers the northern cap of Habololy. Upper Icefia is a desolate frozen waste where even the Ice Gnomes fear to tread. The most northern parts of Lower Icefia aren’t very hospitable either, but the chosen of Frostine and the Ice Gnomes manage to survive there. The southern coast of Icefia is a land of rolling hills and forests and is home to the Kingdom of Icefia and the Scaled Kingdom. Several hundred miles inland from the eastern coast is the Bane of Frostine, a dormant volcano. It has erupted several times in recorded history and created a rocky field for over one hundred miles around it. In the midst of the vast forest that runs along the southern coast is The Frozen Twin, a glacier that appears to have been cleft in the middle. If one stands exactly between the Bane of Frostine and the Frozen Twin, both are barely visible above the forests. They are about three hundred miles apart. A great frozen lake once dominated the center of Lower Icefia. Since the defeat of the chosen of Frostine, the lake has begun to melt. Only one tenth of the lake has melted, and already it is two hundred and fifty miles across. The rest of Lower Icefia is a land struggling to free itself from an ice age: snow-capped mountains, ground frozen for three-quarters of the year, miles of snowdrifts that never fully melt, and rugged hills that have precious little life.

The third continent is known for the mountain range that dominates it, the String Mountains. The continent is four thousand miles long, over half of which is the String Mountain Range. It is less than fifteen hundred miles from north to south at its thickest point. The Sting Mountains dominate the western half of the continent, while the eastern half contains forests, hills and rivers. The lands between the mountains and the forests and hills are known as the Badlands. It is the only land in which the Vishtoo live. It has become extremely barren, as the Vishtoo suck the life out of the land more and more as the years pass.

The ocean, which does not have any other name for it is the only one, is below Icefia and the eastern half of the Sting Mountain continent. It separates the western shores of the main continent and the eastern shores of the Destroytian Peninsula by just over two thousand miles. Near the center of the ocean is Doggeden Island, although no one knows its exact location. Red Island and the thousand islands of Kathow-tio-Horari dot the ocean half that lies below Icefia. The northern part of the ocean separates Icefia from the String Mountain continent and is the rumored location of the Counsil of Deities. The sub-continent of Ekarude, a land of vast plains and rivers surrounded by smaller islands occupies the southern ocean. Ekarude is home to the Islanders, the nation of Layraedia, and to the nation of Amatom, which is surrounded by Chloren’s Mountains.


Time

The days of Habololy are split into 24 hours.  The weeks are split into six days.  The months are split into five weeks.  The year is split into twelve months, plus five added days that are considered part of no month.  There are four seasons, which are the same around the world at all times.  Each season takes up three months.  The amount of light on any given day varies greatly depending on the time of year, but like the seasons, the amount of light does not vary dependant on where one is on the world.  On any given day, both the north and south pole and the equator will share the same season and have the same amount of daylight.

The year starts in the cold of winter on the day after the day of darkness, a day when the suns don’t shine.  In the middle of the summer, there is a day of light.  On that day, one of the two suns is always shining on Habololy.  Except for the months immediately proceeding and following the day of darkness and light’s day, the other months share a fair amount of light and dark.  The week has six days.  Each day has traditionally assigned a certain type of day: a day of rest, a day of work, or a day of worship.

The Calendar

Month/Day

Season

Days of Year

New Year’s Day

Winter

1

Coustus

Winter

2-31

Smofena

Winter/Spring

32-61

Pramon

Spring

62-91

Wavery

Spring

92-121

Day of Life

Spring

122

Trest

Spring/Summer

123-152

Huenti

Summer

153-182

Light’s Day

Summer

183

Kiusta

Summer

184-213

Leenot

Summer/Autumn

214-243

Mefeeti

Autumn

244-273

Napay

Autumn

274-303

Magic’s Day

Autumn

304

Progonust

Autumn/Winter

305-334

Baston Sun

Winter

335-364

Dark Day

Winter

365

The

Week

Day

Type of Day

Bairday

Work

Choorday

Work

Donday

Work

Eveday

Work

Fateday

Worship

Alesday

Rest

 

Sunlight

Month/Day

Amount of Sunlight (1st of month)

Amount of Sunlight (30th of month)

Suns Visible (average)

New Year’s Day

10 minutes - large only

Coustus

15 minutes 2 hours large only

Smofena

2 hours 10 minutes 5 hours large only

Pramon

5 hours 10 minutes 9 hours large only

Wavery

9 hours 10 minutes 13 hours 50 minutes large / both (1 hour)

Day of Life

14 hours 5 minutes - large / both (1 hour)

Trest

14 hours 20 minutes 19 hours 10 minutes large (11 hours) only / both (2.5 hours) / small only (2 hours)

Huenti

19 hours 25 minutes 23 hours 45 minutes large (12 hours) only / both (6 hours) / small only (3 hours)

Light’s Day

24 hours - large (12 hours) only / both (8 hours) / small only (4 hours)

Kiusta

23 hours 45 minutes 19 hours 25 minutes large (12 hours) only / both (6 hours) / small only (3 hours)

Leenot

19 hours 10 minutes 14 hours 20 minutes large (11 hours) only / both (2.5 hours) / small only (2 hours)

Mefeeti

14 hours 5 minutes 9 hours 20 minutes large / both (1 hour)

Napay

9 hours 10 minutes 5 hours 20 minutes large

Magic’s Day

5 hours - large only

Progonust

4 hours 45 minutes 2 hours 10 minutes large only

Baston Sun

2 hours 10 minutes large only

Dark Day

- none none

Language

There are many languages spoken on Habololy.  Some of these are derived from each other while others are unique and found only in very specific locations.  The most prolific language is known as common.  It is the language used by most humans, and since they are the most populous of all races, many other races use it as well.  In fact, the use of the common language has become so prolific that some of its more common words are used in every language.  The prime example of this is the word moon, which did not exist until 213 AC.  When the first human used the term, it quickly spread to all languages and became generally accepted.

Below is a list of languages that exist on Habololy.  In many cases, there is a basic language with some different dialects of that language.  The dialects are in fact different languages for the purpose of learning a new language, but in some cases the dialects are so close that a character that speaks one might be able to understand the dialect.  There are several different alphabets used among the languages.  The alphabet used by each language is listed.  Also listed are the most common practitioners of each language.

Language

Dialects

Understandable

Alphabet

Practitioners

Bugbear

 

 

Common

Bugbears

Common

 

 

Common

Humans

 

Barbaric

Yes

Common

Barbarians

 

Fastspeak

No

Common

Tinkers, Residents of the Plateau

 

Giantish

No

Common

Fire Giants

 

Island

No

Common

Islanders

  Sea No Common Tammimon

Dwarven

 

 

Dwarven

Dwarves

 

Crystol

No

Dwarven

Crystol Dwarves

 

Giantish

Yes

Dwarven

Frost Giants

Elven

 

 

Elven

Northern Elves

 

Drow

No

Elven

Drow Elves

 

Ebon

Yes

Elven

Desert Elves

 

Scaled

Yes

Elven

Scaled Elves

 

Vine

Yes

Elven

Jungle Elves

 

Sea No Elven Senyohafa

Gnomish

 

 

Dwarven

Plateau Gnomes

 

Amatin

Yes

Dwarven

Amatin Gnomes

 

Frozen

Yes

Dwarven

Ice Gnomes

Goblin

 

 

Common

Goblins

Gnoll

 

 

Common

Gnoll

Gremlin

 

 

Elven

Gremlins

Grwees

 

 

Dwarven

Gree

Frozeen     Common Chosen, Frost Giant

Halfling

 

 

Common

Halflings

Hobgoblin

 

 

Common

Hobgoblins

Horarian     Common Horarians

Nipeete

 

 

Elven

Nipits

Orcish

 

 

Common

Orcs

 

Ogre

No

Common

Ogres

Raker

 

 

Draconic

Sakor’akai

 

Elven

Yes

Draconic

Scaled Elves

Scalee

 

 

Draconic

Vass, Gatori

 

Under

No

Draconic

Kobalds, Troglodytes

 

Sand

No

Draconic

Sandoo

 

Swamp

No

Draconic

Wugs

Selovin     Common Sahaugin
  Takor Yes Common Takoruiashi
  Rets Yes Common Retsunagi

Vishtoon

 

 

Infernal

Vishtoo

         

 

Alignment

The basic alignments of the characters and creatures of Habololy are the same as described in the Players’ Handbook. Occasionally, the description of a character or creature will have an alignment in parenthesis. This denotes that the character or creature has tendencies towards a slightly different alignment. This usually means a change in alignment is underway. A thief in the process of becoming an honest man, a deity whose faithful are coming from a different alignment base than the deity’s, and a fallen knight are all examples of this circumstance.

The Alignments of the characters and creatures of Habololy can be of a very relative nature. A Good character that is devoted to a religion may have little problem killing a good cultist. A Lawful character that despises technology would execute a tinker without trial or due process. A Chaotic wizard would still be likely to fear sorcerers and follow all of the rules governing wizards’ interaction with them.

Glossary

Cleric - A devout follower of a deity that can use his devotion to cast spells through prayers and blessings. They use their abilities to fight for their deity.

Clicker - Any device that is considered technologically advanced relative the the majority of the world.

Counsil - The Counsil is the forum at which the deities of the religions meet.

Cult - A Cult consists of the faithful and the followers of a deity that is not on the Counsil.

Deep - The Deep is the term used on land to refer to the tunnels, caverns, and places underground where intelligent creatures such as the Drow live.

Deity - The term used to describe the beings of great power that formed the religions and cults of the world. This is the commonly used term among the people. Such as, "My deity teaches to be patient."; "His deity brings slavery to the world."; "May the deities of the Counsil protect us."

Depths - When sailors and those that know the sea refer to the Depths, they are referring to the area beneath the sea that is inhabited by intelligent creatures.

Epbul - A specific type of firearm that uses a combustible liquid to propel bullets instead of powder. It stands for Explosively Propelled Bullet Launcher.

God - A more generic term than deity, it can be used to describe other powers that do not necessarily have religions, faithful, or followers. It is used by scholars when they need to make a distinction between entities of great power and the deities.

Priest - A devout follower of a deity that can use his devotion to cast spells through prayers and blessings. They do not fight for their deity in the way a cleric does. They are healers, sages, and non-combatants.

 

Classes

Although many of the classes of Habololy are similar to those found elsewhere in the multiverse, there are several that are unique. There are also slight differences the old classes, and some old classes that don’t appear anywhere on the planet.


Existing Classes

Adept: There are NO Adepts on Habololy.


Aristocrat: They are replaced by Nobles.


Barbarian: They are called Berserkers. On Habololy, it is more of a gauge of fighting style than anything else. A Berserker relies on raw ability and rage to win a battle. They are not expertly trained, nor do they care to be.


Bard: They are the same.


Cleric: Although they are the same in theory, there are minor differences in a cleric’s abilities dependent upon their Deities.


Commoner: There are NO characters with the Commoner class on Habololy.


Druid: There are NO druids on Habololy.


Expert: They are replaced by Crafters.


Fighter: They are the trained and skilled warriors. The only difference is in their starting proficiency with weapons, which is based on their training.


Monk: Monks are warriors that prefer unarmed combat. They lead a focused life, which often leads them to a devout life style. They are somewhat different in their role.


Paladin: They are the same.


Psion: They are very rare, but remain the same.


Psychic Warrior: They are as rare as the Psion, but also remain the same.


Ranger:  While Ranger’s fulfill much the same role, the nature of Habololy changes the way some of their abilities work. In addition, some Rangers have migrated into the cities, where they put their abilities to a somewhat different end.


Rogue: They are the same.


Sorcerer:  All Sorcerers’ have a background that has led to their innate ability. This background has an effect on their abilities. They are considered by many to be dangerous, because their powers come from strange and unknown sources.


Soulknife: There are NO soulknives on Habololy.


Warrior: There are no characters with the Warrior class on Habololy.


Wilder: They are the same.


Wizard: They are the same.


 

New Classes

Crafter: Many people of Habololy do not take an adventuring career. The farmers, smithies, merchants, and everyday peoples of the world have little need to know the intricacies of magic or swordplay. That does not mean, however, that they are less skilled or talented than the fighters, wizards, clerics, and rogues of Habololy. Their expertise lies in everyday work that is just as important.

Noble: The mere presence and words of a noble can be more devastating than any sword or spell. Whether out for their own greed or looking to aid the peoples that they look over, the noble’s life can be just as dangerous as anyone else’s.

Shaman: Much like a Sorcerer, the Shaman has powers from an unknown source. Their ability lay in communication with spirits that are around them. Where the Wizards see the Sorcerers as abominations, the Clerics view Shaman in much the same way.

Tinker: The masters of technology. Tinkers single-handedly try to push the world further and further forward, often to places it does not need to go. They are scientists and inventors. Few cultures are accepting of their ways.


Prestige Classes

There are a large number of prestige classes on Habololy. Very few existing ones are allowed, and they are:

For the full list of Prestige Classes.


Deities

The Deities of Habololy look down upon a world that is theirs to shape. They are beings of amazing powers and strong beliefs. Every deity has control over one or several aspects of existence in the world. Through these aspects, a deity looks to bring about a world that is more in line with what that particular deity sees as ideal.


To further many of their causes, the deities long ago decided to form the Counsil. The Counsil was the idea of The Oldest Orc, who is the eldest and most powerful of all the deities of Habololy. He insists that the goal of the Counsil is to prevent extreme acts of the deities from causing chaos and the destruction in the world. They would act upon each other as a system of checks and balances, and allow the mortals of the world to decide whose ideals would prove to be the strongest.


The Counsil has another purpose. When the world was young, over two millennia ago, before the Counsil existed, there was a mortal gnome named Amat Meo. He gained power like no mortal had before him. His armies conquered the world, and his power grew to match the deities. Without a common focus, it took the deities centuries to overcome Amat. After he was defeated, but not killed, the Counsil was formed. When Amat returned centuries later, the Counsil’s combined efforts were able to thwart his plans much more quickly.


For one reason or another, there are other deities that have chosen an existence off of the Counsil. These deities are considered dangerous rogues, and their followers are considered cultists. It is only The Oldest Orc’s first mandate that the deities not directly interfere on the planet, which allows the cult deities to continue. Much like the deities of the Counsil, the outsiders look to have their ideals win out in the mortal world. For a variety of reasons, the Counsil does not agree that their beliefs have a place on Habololy.


There are also beings that do not yet fit into either category. These beings are known as Quasi-Deities. They are more powerful than any mortal, but do not have the worshipers or influence of a deity. Some will one day take a place upon the Counsil. The others will be outsiders and fight for their place against the wishes of the Counsil.

For the listing of all of the Deities.


History

History


Nations

Nations


Races

Varied and numerous, the races of Habololy are shaped by each other.  They each have their origins in a unique lifestyle or philosophy, but have all been affected by the events of the world since its creation.  This has left indelible marks on each society, and allowed a mixture of cultures, which have created in themselves new and unique styles found no where else.

           

Despite their differences, there are conditions that have lead to certain common traits among of all the races.

 

  • ·        Because of the lack of maps, all races start with one rank of the Knowledge (Geography) skill for free and no character may take the Profession (Cartographer) skill.

  • ·        No race starts with the ability to read and write.  This must be taken as a skill and is described on the <a href="../Other%20Information/Skills.htm">skills</a> screen.

  • ·        All characters start with only the ability to speak their native tongue.  Other languages must be taken by using the speak language skill.  At first level, the cost for taking a language is only one skill point, regardless of class.

  • ·        Dragons are creatures of amazing power and legend.  For this reason, any time the word dragon or the name of a known dragon is mentioned, all who hear it must make a DC20 willpower save or be unable to act for one round.  It is also common knowledge that to use their name is to draw the attention of the dragons.

  • ·        For this same reason, dragons add a +12 bonus to the DC of their fear save against all creatures of Habololy.  (Horarians and Sakor’akais ignore this penalty.)


List of Races