A Simple Preface
Tamloruun is set in a high fantasy world. As it stands, a lot of the locations and lore is still a work in progress, but I do update it fairly regularly. I also encourage players to help contribute to the world building, though not forced. It's for fun, yakno?
The races can vary, due to various means of extra-planar traveling that exist within Tamloruun. I accept basically all Pathfinder, Forgotten Realms, and D&D races—with some modifications depending.
At present, I have humans, orcs, elves, dwarves, and tieflings.
The only constraint I have is on magic, which has its own section.
As mentioned before, all of this is still a work in progress, so revisions will happen.
The Gods of Tamloruun
Long before the world had its name, Tamloruun was nothing more than a playground to the old gods—for they could create and destroy at a whim! What were mortals but inconsequential insects beneath their feet? Thus, they cared not for the struggles of lesser beings, and continued their existence boldly, wantonly, endlessly.
However, in another and much older plane, a very different pantheon quarreled. Their war caused the downfall of not only their devout followers, but also the destruction of their world. So they declared a truce and fled. But none of them had the power to create a whole new world, so they decided to claim a new home.
When they arrived at the nameless, primordial world, they saw it ripe for the picking. How easy it was to trick the younger, foolish deities! How simple to take their All-Father, Tlal Tamur, hostage and create a barrier to keep the native gods far away—mayhaps permanently.
This knowledge is not common knowledge. Likely, only high priests—who have spoken to their god—and enlightened beings could potentially know this.
New Pantheon
More to be added.
Idirnamos, a god of festivities and revelries. He is imbibed more often than sober, and is a self-proclaimed augur. None of his prophecies have come true—he states that his warnings alone prevented the disasters.
Imnestra, she along with her husband, Mnemeir, are the oldest of the current pantheon in Tamloruun. Many of the gods were birthed by them. Often worshiped together. They represent fertility, marriage, unity, harvest.
Veikk, son of Mnemeir and Imnestra. He is a fickle god that behaves, seemingly, rashly. Sometimes benign, sometimes malevolent... it is all a flip of the coin.
Tynona, a goddess of war, conflict, and conquest. Though she is not an ill-natured deity, she enjoys instigating wars for her, and her followers, to prove their mettle. Detests Idirnamos and Veikk.
Tynepheros, Tynona's son. Born from regret in her heart after losing a war for the first time. Generally, he opposes her actions and rises up his own army to thwart her ambitions if she falls out of line... as she is wont to do.
Kinnor-eht, the youngest of the new pantheon. His parents Dje-het and Ta-neith were the ruling deities of the plane the new gods fled from.
Native Gods
Not as much is known since people generally have no idea about the native gods.
Tlal Tamur, the All-Father.
Naboz, the trickster.
Mikktapili, the bone-liege of the afterlife.
Tezcatl, the lord of snakes and mirrors.
Pillars and Magic
The Pillars are what the new pantheon crafted in order to keep the native gods out of Tamloruun—since they lacked the power to fully destroy the younger gods, they opted to banish them.
The Pillars can be maintained by a demigod, archon, and possibly a powerful demon. (Archons are devout humans elevated to demigod status by their deity.) When the demigod that maintains a pillar dies, which is not very often, a new one is selected.
Arcane magic is a byproduct of the Pillars, and its potency is based on the strength of the Pillar. At present, fire magic is the strongest and water is the weakest.
As it stands, I have pillars for basic elements, but can also add more.
Most people will not know about the Pillars and their function.
Divine magic, shamanism, druidism—any magic that is not purely arcane in source—is not affected by the Pillars.
Summoners
Summoners are channeling powers of the old pantheon. A strong summoner will likely have unique abilities. Fairly common for summoners to hear "whispers" of the old gods, though they likely would not know it. As a result, they are often seen as crazy. Since the native gods detest the new pantheon, oftentimes summoners are compelled to act out against their faithful.
In terms of what they "summon". I tend to leave it to the imagination. My formula is to have various stages of summoning. Usually, the weakest is a weapon or a focus used to cast spells and a powered up version that cannot be used a lot to summon a companion or monster. However, a summoner can be more traditional and have only a familiar-esque summon and stronger forms that cannot be used as often. If you have another idea, run it by me.
For example, one of my summoners hears "Tezcatl", who is represented by mirrors and snakes. Her weakest form of summoning is a snake whip. Her magical abilities are based on illusions and conjuring poison. A strong summon would be along the lines of a massive snake or replicating something in her eyesight.
C o r C o n t i n e n t
The Cor Continent is massive—taking up much of Tamloruun.
Adnastrana
A harsh mountainous region located in the far north. Towns tend to be smaller and scattered with the exception of the capital, Odingorod.
- Beel'ekray, village
- Odingorod, capital
The Corlands/Kohr-landt/Coerlands
They take up the majority of the Cor (Kohr also accepted) Continent. However, it is not a unified group but rather a collection of small and large nations. In terms of geography, the northernmost touches the badlands at Adnastrana's borders as the south-east nears Qermez.
(The variation of the name is based in individual countries and kingdoms. All are accepted.)
Kalneskarn
Moderately sized kingdom, with many forested areas and mountains.
- Harrowlet, a secluded village. Mostly due to poorly maintained roads.
Haillile
A tiny dukedom nestled in a valley.
The Cor Desert
The Cor Desert has many names: The Mage-Scar Sands, Meravon's Desert, the Fell-lands... Every century or so, a new name emerges. Though quite inhospitable now, the Cor Desert, in the western regions of the continent, used to be fairly lush—with wide rivers providing for the people. But those rivers, and nearly all life at the time, perished when, if the rumors are believed, Meravon ran wild with fire magic unfettered. To this day, the nomads who refuse to change their way of life, detest magic and especially fire magic.
There is a large planar tear where Meravon lost control of his magic—marking the Cor Desert as the only other known place besides Qermez for demons to emerge from. It is marked by a "second sun", a centuries old fire-ball burning low in the sky—again, rumored to be caused by Meravon specifically.
Notes: The nomads usually refer to themselves as the Salki or Salki Khun, however, smaller groups can have different names for themselves. For example, Nuul or Nuul Khun. The original name of the Cor Desert, when it was much more hospitable, was Dorvon Salkhaan, The Kingdom of Four Winds. "Salkhi Khun" roughly means "windy people" or "people of the winds". The nomads usually have lizard-mounts called "enkhaga/enkhagas", Come in a wide array of colors and are quite intelligent and loyal.
Qermez
Though Qermez sprawls the southern coasts of the Cor Continent, they do not consider themselves part of the Corlands. The Qermez coast is known for both wanton piracy and scholastic freedom—also many monasteries exist on the plethora of islands. There are a higher number of demon (and otherwise extra-planar beings) and tieflings in comparison to the rest of Tamloruun—contributing to the theory that the veils between the realms are quite thin in the Red Coast.
- City-State of Ssh'razad, regarded as a city of full freedom, but quarreling factions often stymie the autonomy that Ssh'razad is supposed to exemplify.
- Abh-kema, a calm fishing hamlet
- Nheng-per Stronghold, a very active outpost for marauders.
- Jehem Tegua, The Isle of Solidarity, the oldest monastery in Qermez. Teaches the ways of inner-enlightenment and martial strength. Though the monks of Jehem Tegua are strong, they believe in pacifism and refraining from worldly matters.
Tyvonde
Tyvonde is the largest kingdom on the Cor Continent. Spans most of the western regions. Noted for the most devout followers of Tynona.
- Querellonne, capital.
- Cathedrale de la Seignelle Bataille, largest cathedral dedicated to Tynona.
Duenn Archipelago
Roughly thirty years ago, the archipelago was a peninsula jutting from the edge of Tyvonde. The land was shattered, creating numerous islands. Rumors state that it was Tynona herself that broke the lands.
Many elves originated from that region.
Current Islands:
- Areiya
- Casica
- Beiya