World of Eroc

The B/X, OSE campaign takes place on the world of Eroc. A planet steeped in mystery and ancient sorcery, a sometimes savage land known by its inhabitants as the Kingdoms.
It is in the fallen Dukedom of Marqest that a majority of our stories take place.


The Peoples of the Eroc.

Men 
 Humans are the most common race on Eroc. The human race has no sub-races, only cultural and ethnic divisions. Most humans in the Kingdoms are a mix of bloodlines.


The Ancient races:

Dwarfs
  The few that remain in the world of Eroc are mostly to be found in the Mountain Kingdoms. Secretive, strong and fearsome opponents in battle they claim to be the oldest race and come to odds with the Elves the most. Few humans have ever been admitted into their holds and there are many rampant rumors about Dwarfs, their customs and women.


Elves
  The Elves claim a dozen major settlements throughout the Kingdoms, not counting the scores of rumored hills and forest glades they are said to haunt. A beautiful and terrifying people that defy any sense of logic. Elves suffer worse than Dwarfs from the rumors that fly among humans about them. They also find the Dwarfs to be cynical and boorish.


First Men
 Either the degenerated result of ancient fallen empires or the last remnants of the earliest savage human tribes, First men can be found throughout the Kingdoms in small tribal settlements.

Use Halfling Class, cannot wear metal armor.


Halflings
  No one is sure how long Halflings have been with us, and neither do they. Most look like smaller versions of the local humans among whom they live, and tend to take up various crafts and services much like the humans. Halfling gypsies are a boisterous lot, more than happy to crack a few heads or rob you blind should you offend their eclectic sensibilities.


Markrab / Mar Kr'Ab:
 The alien race that first discovered Eroc and eventually went to war with it's Gods for control of
Markrab Noble
the planets vast untapped potential.
 The Markrab Empire are an ancient star-faring race in the Eroc-verse. They were rumored to have immense pyschic and Techno-magic powers. Their lifespan of 3,500 years is greatly offset the extremely low reproductive rates which are barely able to sustain the race. It has been estimated that the overall population in the Eroc-verse was cut in half during the Uttermost War and then further reduced by the Epic Spell Wars.
 Markrab mutate greatly during the last third of their life cycle and often spend decades in near hibernation solving esoteric mathematical equations or mental challenges set by their Communal Chronal Intelligence.
 At the height of their power the Markrab fell into dispute with the Unknown Gods. This became known as the Uttermost War, which raged for 32,000 cycles and resulted in a stalemate which is believed to continue to this day. The Markrab have devoted this time to the exploration and conquest of resources beyond the ken of mortals.
**This is NOT a playable PC race.**

Zoe:
 Thought by many to be an offshoot of the elusive Mar Kr'Ab, the Zoe are much shorter than most races: both sexes average 3'4" in height. Zoe are quite thin and frail, with unusually large heads. They are
Zoe
completely hairless, and their eyes are large and black. The nose and mouth are similar to Humans. They have no upper skull: the top of their head looks like a large skin covered brain, throbbing in rhythm with the Zoe pulse.

Individual Zoe dress in simple robes. To the casual observer, there is no difference between the Zoe sexes. Only another Zoe can tell them apart.

A Zoe will use the Halfling Class for game purposes, and roll for Mental mutations on the Mutant Future charts if playing a B/X game.



Orichalans
 Descendants of the Snake-Lords of Oricha, these people have been hunted to near extinction by their
Orichalan bandits
former servants and slaves. They are found living as roving bands and are despised and looked upon with great suspicion by others. The remnants of their empire can be found throughout the islands in the far south.

Use Elf as the Class.





Swerting
 Called "goblin-men" or "troll-bloods", these debased humanoids are so vile that no one wishes to claim them as kin.
Swerting warriors
Generally never seen by daylight these foul creatures haunt the dark places of the world. They are especially rampant in the ancient underground ruins that litter the Kingdoms.

*NOT a playable PC race.








Things in the Kingdoms:

Of Carbelium or "Red Iron"
    A strange lightweight but very hard red metal that is extremely rare. The only rumored source is Lost Island in the Western Sea. The metal seems antithetical to iron and steel and is only slightly affected by magic. In fact, it is actually attracted to iron and steel (though it does not bond with it). It is too hard to be crafted into weapons larger than arrow heads. Few ancient wizards knew of a way to fuse small threads  of carbelium into magic weapons, but those techniques have been lost. Ancient elite archers carried carbelium arrows, and used them to deadly effect against the mightiest of armored foes.
    Raw carbelium and carbelium ingots, as well as quantities of carbelium arrowheads, were kept in lead-lined chests. There have been attempts to make carbelium swords with lead-lined scabbards; all have failed spectacularly, and lethally.
    Carbelium is not available for sale in the general market, and can only be found rarely on the black market (valued at over 100gp per arrowhead), or in treasure hordes of great Dragons.

Of Magicum or "Sorceror's Snuff"
    A strange bluish rock salt-like substance that has many subtle uses. In an area where magicum is present in the ground naturally or though architectural use, spellcasting becomes enhanced. In fact, ingestion of magicum over time heightens the power of those who possess such powers, though this exposure leads directly to severe and immediate corruption.
    In addition, magicum is a key ingredient in the creation of magical gates and powerful items, particularly those that store, turn or resist magic.
    Magicum does not seem to have any impact on divine magic. despite its apparent nature, it is not easily detected, giving off no aura of any kind. Though somewhat ironic, it is believed that magicum was used as a fuel source for Tecno-mantic devices of the Markrab.
   Like carbelium, magicum is a hazardous substance. Long term exposure has been known to lead to oozing sores, rotting flesh and madness.
   
Of Erocian Steel
   Swords made of Erocian Steel were characterized by distinctive bands of mottling resembling flowing water. Such blades were reputed to be tough, resistant to shattering allowing a +1 to all saving throws and are capable of being honed to incredible sharpness which allows them to inflict +1 point of damage.  The secret of creating Erocian Steel is believed to have been originated by a master Elven smith.

Of Dwarf Forged Weapons
  Dwarf forged Short swords and Axes of all types gain a +1 on saves vs. being broken/destroyed. These weapons can only be obtained in the following fashion:
1) As a gift presented to a Dwarf-Friend.
2) By paying triple the normal cost to an unscrupulous Chaotic Dwarf outcast capable of forging        such weapons.**
3) As loot from a dungeon hoard, expired Dwarf Warrior or Dwarf Tomb.**

 **Be aware that Lawful Dwarfs do not take kindly to others wielding these weapons if they deem they have not been obtained by option #1, and have been known to forcibly relieve those of said items.

Mithril arms and armor of the Elves
 The elves are masters of forging the strange metal known as Mithril into lightweight weapons and fine armor for their race. Since all elves are allergic to man and dwarf forged steels they must rely on the items they create or those of more primitive standards such as bronze or stone weapons.


The Brother's Blades:
 This matched pair of Erocian steel blades are a bane to Evil and Chaotic men / creatures. This short sword & dagger set are considered Holy relics by the clerics of Sashu and the Warrior order of Scarlet Tigers. If only one of the set are discovered the found blade will lead its current owner to the other blade.

There is a legend that these weapons were actually owned by the elder brothers; Keary and Alban of  Saint Tyrrian.


The "Lucky" Rock:
 A fist sized rounded piece of natural rock. One half is stained darker from the blood of enemies that have had their skulls bashed in by it. Those who wield this item seem to find themselves the recipient of a supernatural store of Luck upon which they can draw to aid themselves in times of need. It is rumored that when used too often for self serving reasons this Luck can quickly swing the other way. Over the years their have been recorded instances of those who believed they had the "Lucky" rock in their possession only to discover they were truly holding what has become known as "Lars Curse".


Banquet & Tetanus:
 This pair of short swords are legendary around halfling dinner tables. The primary weapons of the greatest chef since Pansy Broadbelt before him. It was said that Moep not only used these swords in combat but in the kitchen as well.


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