Title: Tears of Blood - A Community Built Campaign Setting Author: Lappy09 et al # Tears of Blood ############################################################## __*A Community Built Campaign Setting*__ ![An Image of an Uroulian Battle Scene][i01] > "Save your tears, my fetid friends, > The dead have Wept enough! > The blood flows forth from riverbends, > Through overflowing bluffs. > We sail through the Alarran sea, > Upon our ship of bones, > Past sons of men and elven trees, > Where death eternal moans. > By drifting dwarves forever grim, > Just loners as the giantkin, > And beings of flesh and stolen limb, > Where bloody victims dwell within. > At last, we see Ursoule ahead, > Came whence Feldarin Lords, > 'Lest they fall, to deathly red, > The blood forever pours." > *---- Halfling Pirate, Renard B'Marne* ## Preface #################################################################### A number of years ago a few fellow fans of Order of the Stick and members of The Giant's Playground tossed around the idea of creating a new campaign world, taking a cue from The Giant himself on his campaign building tips. We had the support of The Giant in this endeavor and our own little corner of the Playground was granted to us where we could take and run with the idea. We quickly set about tossing around ideas for a theme, a tone, and general this and that. We agreed that we would put ideas to a vote for each issue thereby coming up with a campaign world by consensus. Thus was born Tears of Blood. The highlights of what we established early on, to name a few, are as follows: the tone would be gritty, a world where day to day life was a struggle; there would be several themes that worked together, namely --- a plague that recently ravaged the country, an atmosphere of revolution and unstable governments, an atmosphere of mistrust of strangers, including especially PC adventurers, and finally that magic use is in flux; the races needed some adjustments; a pantheon of gods would be original material; a playable large race would be introduced; at least one template sort of race would be established for players who had at some point contracted the deadly plague we now call The Weeping ... and survived. ## The World of Ursoule ####################################################### Greetings, intrepid traveler! The world of Ursoule has crawled from the depths of despair under the deadly Weeping Plague and the Feldarin Empire decrees that it is safe, once again, to travel the land in the name of imperial progress. Read on to understand what the world has been through and what part you may play in setting the Empire back on its feet. People in the Tears of Blood campaign world have suffered great losses from the recent plague and are struggling to recover. As such, the world has a feeling of grit where day to day survival is not taken for granted, mistrust is fairly high, and the pleasures of life are things once dreamed of, now long forgotten. Even the stability of the Feldarin Empire is not what it once was and some speak of throwing down the kings of old and rising fresh and stronger out of the fetid squalor. Outside of the Feldarin Empire there are several points of interest. Beneath and above the Empire are two contending factions of gnomes: the Nether and Aether gnomes who are masters of magic but mysterious, selfish, and secretive with this knowledge, traveling in flying crafts belching toxic fumes in the skies as well as the tunnels Beneath. On a separate continent lie the Orcs who have their own rich culture of tribal warfare and ritual sacrifice. Ruling the seas in between these continents are the halflings. Basing their sailing ships on island chains and certain mainland ports, they are merchants, naval experts, and occasionally pirates. Finally, some human cultures are so remote that they have escaped Feldarin occupation: the Yujung, the Pahali and the Omeshik. ![A Map of Ursoule][i02] ## The Weeping ################################################################ The Tears of Blood Campaign Setting is focused around the Feldarin Empire, which until recently stood as an unassailable bastion of order and strength, dominating its human subjects and the neighboring realms. The Feldarin conquered the human lands five centuries ago, when they escaped their cursed homeland. Basing their empire around an inland sea and submitting the humans to lives as serfs, the Feldarin built canals, roads, and great cities across the continent. The plague threatened to bring all of that to ruin. Appearing out of nowhere and spreading like wildfire, the plague brought panic and terror wherever it appeared. People fled their homes, leaving farms untended and cities undefended. As waves of refugees spread across the land, so did the plague. Terrible atrocities were committed as local lords attempted to keep the sickness from entering their territories. The most ruthless of these succeeded where the merciful did not, and spared their followers some of the horror accosting the nation. Finally, the plague died away. It vanished as mysteriously as it had appeared. Though it occasionally appears now and again, it doesn't seem to spread as fast as it did. It left behind a grim legacy, however --- fully one third of the populace have died and (even worse in the eyes of some) some of the survivors have become plague touched, pitiful wretches who survived infection but were horribly warped by the ravages of the disease. Ten years on, the realm struggles to recover from the devastation. People now flock to the cities, their fear of the Weeping (as the plague has become to be known) forgotten in the face of new dangers --- starvation and anarchy. Bandits run rampant through the countryside, and the farmlands have lain untended for a decade. If this wasn't enough, the rule of the Empire is being questioned across the continent. The Emperor himself was struck down by the Weeping and his various potential heirs now jockey for position. Lords of all ranks question the right of the Imperial Council to issue edicts or proclaim their independence, whether due to a selfish need for power or a desire to improve the lives of their subjects. Worse still, some of those subjects have decided not to leave the matter in the hands of their lords --- humans have begun to take up arms against their rightful masters and declare them selves free. Embracing magic as a weapon against the Imperial military and their Dwarven mercenaries, they have seized whole cities, and elsewhere Feldarin nobles look to the swarms of refugees gathered in their cities and wonder if they can stem the tide. ## Player Races ############################################################### The world of Ursoule is populated by a vibrant mix of different races, some of them closely resembling their standard counterparts and others vastly different. Every race has its own rich history and cultures, and each survives in its own unique and interesting ways. ### Feldarin ################################################################## ![An Image of a Typical Feldarin][i05] Military dominion and power are the ancient hallmarks of the Feldarin. A race with a rich warrior heritage and skill in the art of battle that is surpassed only by the Dwarves, the Feldarin invaded the lands of the Humans five-hundred years ago, and have since been the undisputed rulers of the south. The Feldarin have been heavily influenced by the many diverse cultures of the Humans they rule over, but still have the foundations of their culture shining through even today. Feldarin loyalties lean to their warrior ancestors, to the gods, to their Emperor, and to the law, encouraging Feldarin to see the world and do mighty deeds. The great Queen Conastinia who freed them from the cursed Floating Isle and forged their glorious Empire sparked the great line of Emperors who have ruled over the last five centuries, to whom all Feldarin owe their loyalty. While such traditional goals focus on discipline and honor, the realities of ruling an Empire have forced the Feldarin to learn subtlety, intrigue and secret ambition. ### Dwarf ##################################################################### ![An Image of a Typical Dwarf][i06] The Dwarves of Ursoule are a proud and ancient folk, stubbornly holding onto the legacy of their forebears even as they forge a new way of life as wealthy soldiers of fortune. Dwarven mercenaries can be found fighting in almost every conflict in the Feldarin Empire and the surrounding human nations. Although the tumultuous time of the Feldarin invasion severely disrupted their ancient ways, the stoic character and deeply ingrained work ethic of the Dwarves allowed them to quickly carve a niche for themselves as the most fearsome mercenaries in Ursoule. Even the devastation wrought by the Weeping has failed to halt the growth of their affluence. But the Dwarves are not quick to take undue pride in these accomplishments. They measure their successes against the glorious achievements of their ancestors, and feel they aren't living up to the precedents set in days of old. To the Dwarves, the last five hundred years seem little more than a litany of devastating tragedies that have severed their ties to the venerated traditions of their ancestors, damaged the sacred halls of their forefathers, and scattered their clans across a war-torn continent. As their fortunes grow, they seek to reclaim and restore their age-old mountain citadels and subterranean galleries so that one day, perhaps, they can renounce their mercenary lifestyle and once again stand apart as a race answerable to no other. ### Elf ####################################################################### ![An Image of a Typical Elf][i07] Not all Feldarin agreed with the invasion of the mainland. As the invasion progressed, a number of Feldarin poets, sorcerers, and scholars voiced their opposition to the violent subjugation of other races. They believed that the true strength of the Feldarin culture lay in its arts and music, and that the Feldarin should direct their ambition to the study of the arcane arts rather than war. They tried to spread this message, but most Feldarin benefited from the spoils of the conquest and ignored such romantics. Over time, these idealists grew vain and bitter. They came to see themselves as better than other Feldarin, and decided to form their own perfect society. Not long after, a powerful Celestial angered the gods. Seeking a way to flee their divine wrath, he asked the rebellious Feldarin to perform a profane ritual that would strip him of his divinity and pull him into the material plane. Since Celestial glory can only be transferred, not destroyed, he offered to give an equal share of it to each of them. They knew his evil nature, but in their vanity they cared nothing for the suffering he might bring to others. They performed the ritual and gained beauty, elegance, and a natural affinity for magic unmatched among mortals. They became a new race, the Elves. However, in doing so, they brought forth an infernal being, the Plague Fiend. Only too late did the Elves understand that the price of their beauty was an avatar of blight, a fiend who gains power by drinking the suffering caused by all disease. Living in human and Feldarin cities became unbearable to them, because every victim of disease served as a painful reminder of the terrible deed they had committed. They retreated to the forests and other uninhabited places where they can hide their disgrace from the world. ### Fleshwrought ############################################################## ![An Image of Two Typical Fleshwrought][i08] They Fleshwrought are a young race that came out of the Weeping when it tore this world asunder. From that violent birthing stepped a race heretofore unseen. Man shaped beings, seemingly hewn from the flesh of the dead, with warped limbs and bodies that require vigilant self-repair lest they fall to pieces. The younger forms amongst them closely resemble their humanoid kin, while the elders are seldom mistaken for anything but monsters. The Fleshwrought have a relatively short, though certainly varied history. As they were birthed within the maelstrom of the plague, the true story of their early years has been covered over by rumor, misinformation, and confusion due to the sheer upheaval of those years. Some scholars say the first of the Fleshwrought arose from the corpses of plague victims that were still afflicted with the warped magical energies of the Weeping. This version of their origin would suggest that they have the plague itself as their progenitor --- a disturbing thought to say the least. Despite the many versions of their origins, what is clear is that very soon after they were abroad in Ursoule, there were those that preferred not to have the Fleshwrought in our world, and indeed still do. Prejudice, fear, and hatred are part and parcel of the daily bread of a Fleshwrought. Free Fleshwrought often live away from other races, as hermits or in small isolated communities in response to their ill starred appearance. Their skill as healers and surgeons sometimes causes nearby races to seek them out in times of dire need, but they are otherwise treated with fear and revulsion from normal folk. ### Giantkin ################################################################## ![An Image of a Typical Giantkin][i09] The Giantkin are a large, but benevolent and friendly folk who live in the tundras of the north. During their everyday life,they do not have much contact with other people besides the Omeshik who also live in the north, though there is one quite big exception --- a travel to the South in their youth in some Giantkin groups. However, since the Giantkin live in a vast area and are not great in number, most of them don't end up in Feldarin or other "civilized" areas. People tend to recognize Giantkin, although most know little about them besides the fact that they are big, also, there is very few research about their life in their homes. Occasionally, a Feldarin explorer would study them, but this was the hobby of a few and unknown to the masses. This was the state before the Plague. Sometimes a farmer would meet a haystack-sized being asking for directions and he had something to tell his grandchildren about when he grew old. People knew that they existed, and as long as they minded their own business, they didn't care. However, they gained more attention during the Plague, because of their strange immunity to it. The Giantkin had a most remarkable quality --- the Plague left them completely untouched. When people heard of this, despite the immunity to the Plague, being Giantkin was more dangerous than before, starting with problems such as angry mobs beating them to death out of envy and finishing with rich Feldarin nobles who feared the disease and ordered them to be captured and studied in all possible ways (usually with little care for the welfare of the Giantkin individual). This was not without lasting effects --- now, about ten years after the Plague, the Giantkin still prefer to travel to non-civilized areas because of the tales of "southern people growing and mad and bloodthirsty in their terrible disease" and Giantkin have become somewhat demonized in the Feldarin-area folklore. The little accurate information about the Giantkin grew even scarcer and people know very little about Giantkin as such. One of the few sources of information about Giantkin in their everyday life comes from and Feldarin traveller, explorer and writer von Nordlicht (name taken himself). He traveled to the far north with five human servants and lived with the Giantkin for ten years. His diaries reveal a lot of information about that strange, but calm folk. Besides the Giantkin, he also writes about the harsh but beautiful northern nature, other folk who live in the northlands and the strange creatures and anomalies that he encountered. ### Gnome ##################################################################### ![An Image of a Typical Gnome][i10] Gnomes are viewed with fear and suspicion by those unlucky few who have encountered them. Most surface-dwellers know of them only through fireside tales of plundered graveyards and ancient cities deep underground. Nearly everyone has a talkative friend or an eccentric uncle who claims to have seen a gnomish skyship belching smoke as it cut through the clouds, but few can honestly claim to have seen or spoken to them. Few besides the most potent of wizards try to seek them out, and what dealings they might have with these secretive masters of arcane lore is unknown. Like their Halfling ancestors, gnomes travel in ships. But in the silent caverns beneath the ground, there is no wind to fill their sails. Instead they have found a way to create ships that fly. Scholars have noted, however, that the ships reported flying through the sky are quite unlike the ships that navigate the tunnels Beneath. They theorize that the different ship designs indicate a schism in the gnomish ranks, in which one faction tired of life below ground and made their way to the surface. A handful of reputable wizards have hinted that the dispute is over some obscure point of religious doctrine. The real nature of this divide, as with so much else about the gnomes, may never be understood by outsiders. ### Halfling ################################################################## ![An Image of a Typical Halfling][i11] Ranging far and wide over the seas of Ursoule, the Halflings ride their ships in webs of trade, piracy, ancient spirituality, and intrigue. Backed by a long tradition of seamanship, the finest craft and the devastating capacity of firearms the Halflings' dominance of the sea stretches far into the past, beyond the founding of the empire or even the split with the gnomes some four millennia ago. Quick witted and cunning Halflings are always looking for a subtle advantage. Often feeling that their short stature has put them at a disadvantage to other races the halflings have compensated by focusing on advancing technology social skills which has led to both their masterful, if wild negotiations and such amazing works as personal firearms. Canny traders and often guests they are publicly polite but in the crucible beneath decks a lively tradition of insult and impassioned argument has developed. Many are driven by a deep curiosity and many suffer from wanderlust at least for a couple decades. Also great size and brute force is looked down upon by many halflings while guile and finesse is highly valued. ### Human ##################################################################### ![An Image of Various Human Ethnicities][i12] Humans are the most numerous race in Ursoule. They have occupied every corner of the continent of Terdusas since time immemorial. For the past five hundred years, they have shared it with the Feldarin. Many have lived as second-class citizens in their own homelands ever since, while others have avoided conquest thus far. Humans belong to eight distinct cultures, each bearing similarities to real-life counterparts: the Caltan (Celtic), Baran (Arabian), Kvrin (Romanian/Transylvanian), Pahali (Indian), Phoedran (Greek), Omeshik (Inuit), Taeshin (a cross between Japanese and Viking), and Yujung (Chinese). Each hails from a distinct region of Terdusas, where they and their ancestors have lived for thousands of years. For Humans, loyalty to their homeland and its people takes priority over other allegiances, and they rarely think of themselves as members of a common race. Without going too deeply into Feldarin history and politics, Humans within the Feldarin Empire would be of Caltan, Baran, Kvrin or possibly Phoedran heritage. The other cultures lie entirely beyond the control of the Feldarin Empire. ### Orc ####################################################################### ![An Image of a Typical Orc][i13] The Orcs are a proud and deeply religious people who inhabit the dense jungles far to the south. There they have carved out mighty kingdoms and built towering temples to their revered deities. The Orcs are a stoic people who value hard work and strength above all else. Upon first meeting an orc many people believe them to be standoffish or smug but in truth orcs simply don't trust strangers and keep them at arms length. It can take an orc years to cement a friendship but only minutes to ruin one. Orcs believe in helping one's self and rarely accept aid though if they do they will attempt to repay their 'debt' as soon as possible. Orcs are on the whole a devoutly religious race who often are shocked by the rather flippant ways the people they meet treat their deities. Orcs prefer the simple comforts of life and put little stock in luxuries. They prefer to be upfront, honest, and honorable in their dealings with others, deception and guile are rare amongst the orcs and universally detested by them. ### Plaguetouched ############################################################# ![An Image of a Typical Plaugetouched][i14] The Plaguetouched are not a race of themselves, rather, they are the end-product of the Weeping and its affects on a body. Becoming Plaguetouched is the inescapable fate of the few humanoids that contract and survive the Weeping. For unknown reasons these unlucky victims were able to endure the disease and live on. However, survival did not come without its price. The Plaguetouched suffer gross deformities and massive mutations that mar their bodies. The Plaguetouched are only just coming into their own as a people. They are still relatively new to Ursoule and are struggling to define a group identity. As such, individual choice and background is a huge element in the life of any Plaguetouched. [i01]: images/draftheadertc3.jpg (An Uroulian Battle Scene) [i02]: images/TOB-MC.png (Map of Ursoule) [i05]: images/Knightchickprime.png (A Typical Feldarin) [i06]: images/dorfbyhand.jpg (A Typical Dwarf) [i07]: images/averageelfcopy.png (A Typical Elf) [i08]: images/fleshwroughtxs6.jpg (Two Typical Fleshwrought) [i09]: images/77473911dj4.jpg (A Typical Giantkin) [i10]: images/beargnomeen8.jpg (A Typical (...) Gnome) [i11]: images/halflingpiratecolourxz9.jpg (A Typical Halfling) [i12]: images/20788250km7.jpg (Various Human Ethnicities) [i13]: images/60852234by2.png (A Typical Orc) [i14]: images/PlaguedWarrior.jpg (A Typical Plaugetouched)