The World of Nua: Difference between revisions

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== Unique Races ==
== Unique Races ==
The races of Nua are broken down into four categories, Skin, Fur, Scales, and Fish.
The unique species in Nua can be broken down into four categories; Skin, Fur, Scales, and Fish.  


The Nation of New Everast, in the arid northwestern peninsula known as the Shalesland is home to the Shalesfolk - the descendants of the refugees of the destroyed continent of Everast hundreds of years ago. Over time, the Shalesfolk have become an amalgamated blend of the original races of Everast - with Humans, Elves, Dwarves, Gnomes, and Halflings mixing into one relatively indistinguishable race after being confined to such a small area for such a long timeStill bearing many of the hallmark traits of their ancestry, the Shalesfolk Race essentially gives players a "Half-blank" option for many typical racial options, choosing three racial traits based on the ancestry of their desired character.
* The Shales.  Originally Humans, Elves, Dwarves, Gnomes, etc - now a blended mix of them all.  Outside of the Shalesland, these people are treated as second class citizens.  Players using the Shalesfolk race can expect to be spoken down to, as most of the wealthy ancient races of Dael see the Shales as an inconvenience at best.
* The Barba.  Their ancestral homeland is the Western Plains of Enn'o.  Barba are generally good natured, and include unique races like Bears, Quicktail Foxes, Greyback wolves, as well as traditional Leonin and Tabaxi.
* The Nasz.  Their ancestral homeland is the more arid Eastern Plains of Enn'o.  The Nasz are typically more selfish and arrogant than the other races of Dael, and their homeland reflects that tendency with a history of conniving, cut-throat politics between the member nations of what's now called "The Empire of Esha."  The Nasz include homebrew races like the Basmu, the Titans, and the Pureborn.
* The Kulitu.  Their ancestral homeland is the deep oceans around the Shattered IslesMysterious, rarely seen in the surface world, and culturally unique - the Kuliltu include traditional races like Sea Elves, Triton, and Vedalken - but also custom homebrew races including the Qarradi Shark-Men, the strange telepathic Iqnu, and the dark and mystical Dra'oi.


Orcs in Nua are wildly different from those in Faerun or Golarion, taking heavy inspiration from the Green Martian Tharks of the ''Princess of Mars'' book series, as well as the Dothraki of the ''Game of Thrones'' book series.  They have short, violent lives and live in roving bands and raiding parties.  They reproduce in large numbers, sometimes six to eight children at a time, which are raised communally - and the natural life expectancy for the '''''Agh Maw Orcs''''' of Nua is approximately 30 to 35 years old.


The Western Plains of Enn'o is the ancestral homeland of the BarbaLions, Tigers, Bears, (oh my) as well as Wolves and FoxesCustom races for Nua include the Bear (heavily based on a combination of the Bugbear and the Goliath) as well as the wolf-like Greyback and the "Quicktails," a smaller fox-like race.
The Agh Maw Orcs of Nua are also wildly different from their traditional counterparts in other worlds.  The Agh Maw are heavily inspired by the Green Martian Tharks of the ''Princess of Mars'' book seriesThey live short, violent lives as members of nomadic raiding parties, with their natural life expectancy not even surpassing 30-35 years old.  Agh Maw reproduce in pods, sometimes bearing six to eight children at a time, which are raised communally until they reach physical maturity around 10 years old.  While mostly confined to the savage rocky landscape of the Orclands, Agh Maw bands have at times swelled to such size that they've made ambitious, albeit ultimately doomed, marches into the outside nations.
 
 
A link to a more extensive breakdown of the Races of Nua can be found here. (In Progress)
 
== Nations of Nua ==
There are X Nations in Nua, each with distinct cultural differences and real-world comparisons for players to pick from, for origin stories or campaign settings.
 
* The Nation of New Everast is located in the northwest peninsula known as the ShaleslandRocky, arid, and unwelcoming, it was a relatively useless piece of land begrudgingly gifted to the Everastian Refugees following the destruction of their continent nearly a thousand years ago.  While impoverished, the Nation of New Everast functions as a Federal Republic, with the city of Shelshome operating as its capital and central hub.
* The Orclands, while devoid of any form of central government or leadership, is considered a nation in its own right despite being made up mostly of warring bands of Agh Maw Orcs.  Their ancient holy city of Don'Thurok is a neutral meeting ground for the clans, and outsiders are strictly forbidden from entering its borders.
* The Kingdom of  Theonor, spanning the Western Plains of Enn'o, is among the poorest nations on the continent.

Revision as of 12:48, 18 February 2023

Nua exists as a demi-plane within the D&D universe, created by an ancient being called Enn'o thousands of years ago. Enn'o itself is an extremely powerful consciousness existing within the Plane of Concordant Discontent. The gods within Nua were also, for the most part, created by Enn'o. Some of them travelled here from other Planes before an extremely powerful immortal sorcerer named Menat created an interlocking system of shielding spells called the Triumvirate to lock Nua off from the rest of the multiverse. After a devastating war between the gods created in Nua, the continent of Everast was destroyed and scattered to the void, leaving only the continent of Dael. From millions of humans, elves, dwarves and gnomes, only a few thousand survived the event known as The Collapse, and now their descendants live as second-class citizens in Dael in the nation of New Everast.

Nua.jpg

Unique Races

The unique species in Nua can be broken down into four categories; Skin, Fur, Scales, and Fish.

  • The Shales.  Originally Humans, Elves, Dwarves, Gnomes, etc - now a blended mix of them all.  Outside of the Shalesland, these people are treated as second class citizens.  Players using the Shalesfolk race can expect to be spoken down to, as most of the wealthy ancient races of Dael see the Shales as an inconvenience at best.
  • The Barba.  Their ancestral homeland is the Western Plains of Enn'o.  Barba are generally good natured, and include unique races like Bears, Quicktail Foxes, Greyback wolves, as well as traditional Leonin and Tabaxi.
  • The Nasz.  Their ancestral homeland is the more arid Eastern Plains of Enn'o.  The Nasz are typically more selfish and arrogant than the other races of Dael, and their homeland reflects that tendency with a history of conniving, cut-throat politics between the member nations of what's now called "The Empire of Esha." The Nasz include homebrew races like the Basmu, the Titans, and the Pureborn.
  • The Kulitu. Their ancestral homeland is the deep oceans around the Shattered Isles. Mysterious, rarely seen in the surface world, and culturally unique - the Kuliltu include traditional races like Sea Elves, Triton, and Vedalken - but also custom homebrew races including the Qarradi Shark-Men, the strange telepathic Iqnu, and the dark and mystical Dra'oi.


The Agh Maw Orcs of Nua are also wildly different from their traditional counterparts in other worlds. The Agh Maw are heavily inspired by the Green Martian Tharks of the Princess of Mars book series. They live short, violent lives as members of nomadic raiding parties, with their natural life expectancy not even surpassing 30-35 years old. Agh Maw reproduce in pods, sometimes bearing six to eight children at a time, which are raised communally until they reach physical maturity around 10 years old. While mostly confined to the savage rocky landscape of the Orclands, Agh Maw bands have at times swelled to such size that they've made ambitious, albeit ultimately doomed, marches into the outside nations.


A link to a more extensive breakdown of the Races of Nua can be found here. (In Progress)

Nations of Nua

There are X Nations in Nua, each with distinct cultural differences and real-world comparisons for players to pick from, for origin stories or campaign settings.

  • The Nation of New Everast is located in the northwest peninsula known as the Shalesland. Rocky, arid, and unwelcoming, it was a relatively useless piece of land begrudgingly gifted to the Everastian Refugees following the destruction of their continent nearly a thousand years ago. While impoverished, the Nation of New Everast functions as a Federal Republic, with the city of Shelshome operating as its capital and central hub.
  • The Orclands, while devoid of any form of central government or leadership, is considered a nation in its own right despite being made up mostly of warring bands of Agh Maw Orcs. Their ancient holy city of Don'Thurok is a neutral meeting ground for the clans, and outsiders are strictly forbidden from entering its borders.
  • The Kingdom of Theonor, spanning the Western Plains of Enn'o, is among the poorest nations on the continent.