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==Midgard Southlands== {{dnd-stub}} [[File:Midguard Southlands World Map.png|300px|thumb|right]] The Africa of [[Midgard]], with local features including deserts, jungles, dark-skinned humanoids (including both humans and [[Egypt]]ian-styled [[dwarf|dwarves]]), ancient curses, lots of weird magic, and assorted beastfolk. The original Southlands splatbook was only released for [[Pathfinder]] 1st edition. A revamp, called "Southlands Worldbook", is due out in August 2021 for [[Dungeons & Dragons 5th Edition]]. Local races of note depend a little on which [[splatbook]]s you look at. Aside from [[Human]]s and [[Dwarf|Dwarves]], whose differences are largely cultural/cosmetic rather than mechanical, notable races of the Southlands include: * [[Aasimar]]: Mentioned as a minor presence in the original Pathfinder version of the worldbook. * [[Catfolk]]: Originally, only a race called the [[Nkosi]] were present in the original Southlands splatbook for Pathfinder 1e, leaving [[Bastet]] as the ''gnoll'' goddess, but the Nkosi are retconned into part of a larger native catfolk race, the Basteti, βin the 5e Southlands Worldbook, with stats in the Southlands Player's Guide. * [[Gnoll]]s: Present throughout, with 5e giving them the most subraces. * Heru: A local variant of [[ravenfolk]]. * [[Jinnborn]]: Basically a rebranded [[Suli]] ([[genie]] [[planetouched]]) for 5e. * Kaguani: An expy of the [[phanaton]]s only mentioned as monsters in 5e, but made playable in the Pathfinder 1e version of the Southlands Worldbook. * [[Kijani]]: Humanoid plants mentioned as monsters. Their only 5e PC writeup is in an entirely separate splatbook called "Unlikely Heroes". * [[Lizardfolk]]: Considered a "minor" race. 5e retconned in a crocfolk subspecies with a complete separate statblock called the [[Subek]]. * [[Minotaur]]s: Technically settlers from the Northlands. * [[Ramag]]s: A mutated human subspecies from a land warped by ancient magics. * [[Tiefling]]: Mentioned as a minor presence in the original Pathfinder version of the worldbook. * [[Tosculi]]: A race of [[beastfolk|sapient humanoid wasps]]. * [[Trollkin]]: There is apparently a native subrace, but the 5e Southlands Player's Guide gives no real cultural details about them; you have to look at its Worldbook counterpart for that. ===Nuria Natal=== The obligatory [[Egypt]] analogue, Nuria-Natal, also known as the River Kingdom, is the most ancient and civilized nation of the Southlands. It was founded centuries ago by some of the first mortals to learn how to tap the power of the ley lines; by tying themselves to the powerful ley line at the heart of the Nuria river, they achieved semi-divine immortality, and founded a great empire that specializes in building cyclopean monuments. Known as the land of a thousand cults, the most powerful religions in Nuria Natal are those of Anu-Akma (god of the dead), Bastet (goddess of cats and hunters), and Thoth-Hermes (god of magic and learning). ===Dominion of the Windlords=== Occupying the extreme northwest of the Southlands, the Dominion is also known as the <strike>Sahara</strike> Stone Desert, as its dominant features are sunbaked plains of red and black rock, where life survives only due to precious sources of water scattered across the rocky ruins. Site of the fallen kingdoms of Roshgazi and Golden Ulthar (standing in for the [[City of Brass]]), it is now a barren wasteland inhabited by gnolls, brutal nomadic tribes (given Tamazight "Berber" names like "Tamasheq"), and treacherous nature spirits. ===The High Jungles=== Arguably some of the most cursed realms within the Southlands, these enormous tropical forests and jungles are rich in strange magical properties, and even the pockets of civilization that stake their claims where they can harbor weird aspects. Such as Kush, whose former leaders unleashed the horror known as the Green Walker, causing the survivors to abandon the [[druid]]ic ways of old and turn to [[demon]]s, [[aberration]]s, and other dark entities for the power to survive. ===Kingdoms of Salt and Steel=== The most civilized and thus most influential portion of the Southlands are its western reaches, which are home to some of the largest and most powerful city-states of the area. ===The Corsair Coast=== Famed as the most lawless region of all in the Southlands, it features everything from a fallen city of possessed princes to kingdoms of feocious hunters to a chain of islands ruled entirely by warring pirate gangs. ===The Abandoned Lands=== Dominating the Southlands' vast central expanse are an array of regions that have been largely untouched by the humanoid races, left to ancient sites of magical power and titanic monsters, as well as a smattering of the weirder races, such as [[ramag]] and [[tosculi]]. ===The Southern Fringe=== The southernmost tip of the Southlands, home to fierce tribes of xenophobic [[trollkin]], imperious [[xorn]], an empire of [[lizardfolk]] zealots who believe that the [[World Serpent]] has chosen them to conquer the world, a city built from a unique alliance of [[minotaur]]s, lost [[human]] [[knight]]s from the Magdar Kingdom, and [[kijani]], and a city of assassins that lies within an old wine bottle. ===Gods of the Southlands=== The different regions of the Southlands have each developed their own unique pantheons of gods. In Nuria Natal, the pantheon goes: * [[Anu-Akma]] * [[Aten]] * [[Bastet]] * [[Horus]] * [[Ninkash]] * [[Thoth-Hermes]] The nomads and gnolls of the desert instead worship: * [[Kwansi]] * [[Mbanu]] * [[Sabateus]] * [[Takhar]] * [[Yemaja]] The green lands, the savannah and jungles, have their own pantheon: * [[Ogun]] * [[Ptah]] * The [[World Serpent]] * [[Xevioso]] * [[Yemaja]] Residents of the Corsair Coast favor: * [[Eshu]] * [[Ninkash]] * [[Isis]] * [[Sabateus]] * [[Yemaja]] And then there are the dark gods, the forbidden cults of those deities who govern all the wicked things of the world: * [[Aposis]] * [[Baal-Hotep]] * [[The Hunter]] * [[Mot]] * [[Nakresh]] * [[Nkishi]] * [[Selket]] * [[Set]] * The [[White Goddess]] [[Category: Midgard]]
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