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Isaldor is the largest continent on a world known as Kohr. Isaldor is not the only continent, obviously, but to the characters of a medieval RP, it is the entire known world. Everyone and everything will be set here, even if other continents are referenced. Those places are considered almost completely alien and the people who live there do not speak the common tongue of Isaldor.

Here’s a Map. Sorry I haven’t filled out the names of all of the places on it, yet. You can see the symbols. Dots are villages. Squares and blobbies are towns and bigger towns.

This land and its peoples are very diverse, yet based on the same core races as Pathfinder, as well as some of the featured races. I have added a few more, which will be mentioned in this article. Other than that, just remember that not everything that exists in the Pathfinder world exists here. Allot of the Pathfinder races are setting-specific, as well. Like Vanarians and Wayangs are part of the Eastern motif. My own Eastern motif is in a setting called Wu Shiangh, land of the Wei Yan. It’s allot smaller and not as dynamic as the Pathfinder setting and therefore does not include almost anything from that errata. This is true of many things.

My setting has several campaigns. Each time I create a new one, I post it here when I’m done. I will also expound on the world here as I go. You will see characters created with different roles and attributes. I mostly do this work between sessions and after the campaign is finished, to preserve it for posterity.

Religion and The Gods
Religion has little to do with domains in my setting, so go for it. Your religion is pretty much just fluff about your alignment and your deity’s alignment. These articles help give a bit of history. If you are a cleric… well then, for the love of the Gods, read these.

Old Pantheon of Isaldor
New Pantheon of Isaldor
Forbidden Pantheon of Isaldor
Recent Cult Activity in Isaldor

Races and Cultures
Seriously… please read this before rolling your character. If you vary too much from the racial stereotypes, I may have your character die in a fatal existential crisis before the game session begins and you will find yourself re-rolling something that definitely exists in my setting.

Common Civilized Races


Common Uncivilized Races
Backgrounds in these categories are restricted to village occupations and below. If you choose one of these, people might treat you like a monster or hostile scout or spy for some sort of invasion. Either find a decent cover story, or disguise yourself. Depending on where you are, you may initially be denied service in most towns.


Exotic Races
These races are specific to my home brew setting and are acceptable, but are also very rare to come across in these societies. People will still treat you as a foreigner, but there are no restrictions on backgrounds and occupations.


Okay, now for other important stuff. Now that you know all that stuff, I’m sure you’re trying to piece together what this play experience is going to be like. What usually helps me is to just create my character and make sure I’m ready for when the game starts.

Building a Character
When building a character in my campaign, you will need these important guidelines. If you skip reading that, you will probably be sorry. I also have this page on Class Building 101, which goes into greater detail about playing Pathfinder Classes.

The Society and Culture of Isaldor
Now we come to the point where I answer questions about “what is the world like?” and “why aren’t there guns?” and even “where is this place?” First, I will address the Sciences of Kohr. I know that this is allot to take in, but it isn’t homework. It’s more like insider information, available to you online, to help answer questions when I say “Fuck, I forget.” Why would I forget? Because even I need a reference guide for my creative imagination when I have all this stuff coming out of it.

Here are some of the things you definitely want to know about this world…

Sciences of Kohr
The Guilds
Arcane Magic and You (The Guide to How it Works)
The Human Civil War

Next is information about the law of the land pertaining to places you may visit in the course of this campaign, as well as important information. Also, there will be a link to your actual campaign in there. The associated level required to play does go up the further down the list you get. This should be the last category…

Apsellinia (Starting trade city)
This town is large and walled, but is no fortress. It is the trade center for the region. Elves, dwarves, and humans, both imperial and Archon, live here. Living there would be like living in a very early Medieval Paris. These people are like the Normans.

Highguardia (Highguard, of Course)
This is the military center of the Highguard. It consists of a massive, modern medieval fortress, a lakeside village, and a dam. Living there would be like living in Austria/Germany. These people are like the Goths.

Valoria (Archon Capitol)
Located in the center of the coldest part of the Plains of Achon, Valoria sets high on a hill. All around it is rich farmland and beautiful rivers, but it is a little poor at the moment because they are funding a war. This is a very High-German or Scandinavian setting. Living here would make you similar to a Dane.

The Jewell (Geta), and The Free Cities
Located at the edge of the Shakaar desert, Geta is a packed city with huge markets and bazaars. It is like ancient Cairo. The other free cities are like other middle-eastern and African places. Slavery is rampant, here, but banned in the rest of the civilized world.

Wotandale (Dwarves)
Located way the hell deep in the Dirgaaren Mountains, Wotandale is the only civilized subterranean city. If you live here, you are either probably a gnome or a dwarf.

Orghron (Orcs)
This city is actually beautiful and majestic. The orcs took it millennia ago from a people whom they all-but wiped from history, the ancestors of the Shakaar, the Azbechem. Some of their remnants can be found in Legion settlements, but they have all but forgotten their customs and language. The orcs here maintain their city with slave labor, provided mostly by Hobgoblins, who respect their power.

Sulignome (It has the word gnome in it for a reason.)
This massive city is carved out of the cliff edge of a plateau and a mountain. The massive city is a smoggy, technological capitol. Gnomes live here, almost exclusively.

Legion Settlements (Frontier Lands)
Think… French foreign Legion. Don’t know what that is? Check Wikipedia. This is not a peaceful region, but the Legion is working on stabilizing it, as well as relations with the Half-Orcs who populate it. The issue is that Hobgoblins control most of the region and hide out in their hidden cities, enslaving Half-orc village folk, a few at a time, from everywhere.

Necropolis (Magic School and Magical Prison)
In this setting, you will be exposed to the Academy. Whether or not you use magic is beside the fact. Necropolis is connected with Florinest and the hidden Academy headquarters, The Forbidden City. Far below The Forbidden City is a magical prison for deviant practitioners. This is a very scary place.

Wael (Waelor)
The mystical city of the Waelor surrounds an active volcano. It is strictly Waelor, here, except for you. People will treat you as very suspicious, if not hostile. The people here are similar to Polynesians in language and culture, though they worship a dragon god, whom they claim is in the volcano.

Khalisse (Avarxi Capitol) and Mooria (The Moorish humans)
Located in the deep southwestern region of the continent of Isaldor, this is very much like Africa as though it were still connected to South America on this massive Pangaean continent. The Avarzi are like Incas. They are mostly tribal, but united by their religion and its practice of sacrificial rituals. It is populated exclusively by Avarxi. The Avarxi often skirmish with the Terappi and other surrounding peoples, especially the Blackmoors of the Free Cities, who see them as nothing more than monsters.

Mendoria and Krodonia (Once called Brighthaven and Pendleton)
This country is relatively peaceful at its center, from the war-torn region where they fight with the Highguard. Controlled by a dictator, they have very little freedoms, but they are very proud of their heritage. This is like Spain during the Inquisition. Only Imperials live here, as well as people of Wu Shiangh, the Free Cities, and nobles from the hold-over of more peaceful times.

Wu Shiangh (That “Eastern” place where the pseudo-Asians come from)
a large island nation controlled currently by Mendoria, Wu Shiangh is much like China was when the Europeans arrived. It was suffering from one of the worst droughts in history. The Imperials took over business and the Emperor would do nothing about it, since he likes the things they bring him. The other islands nearby are much like feudal Japan, too.

Bedlam, Florinest, and Arborlani (Elves)
Elves, elves, and more elves. Bedlam is home of the proud Fire elves, who trade heavily with other peoples and enjoy a rich lifestyle. Their lands and peoples are like the Irish. Florinest is the land of High Elves, who are similar to wood elves, but actually bother to build buildings of stone, on the ground. They sound Belorussian. Their economy is driven by magic. Arborlani is the land of the wood elves, deep in the Elfin Highlands. The city itself is in the boughs of a great white-oak tree that is really really damn big. These are like the Tolkienian elves of Forgotten Realms.

Osh’n ( The odd sub-continent city.)
An island a bit south of the rest of Isaldor, the Terappi control this island, but there are some humans, too. They both have an alliance with the High Elves. It is the not-so-secret location of The Forbidden City. The culture here is very mystical. Picture India and the Himalayas, but with giant turtle people and mages, everywhere.

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