Now that we're here at Simreq, I've been doing the rules over in the [forum=13]main D&D forum[/forum]. For all information pertaining to that, you can go there. I'm always open to questions, of course. Only information directly pertinent to my campaign will be maintained here. Campaign Setting Our story begins on the island of Xellis, a colony of the Aldor Empire. Xellis lies roughly a week's voyage from the mainland. History The Aldor Empire, the largest nation in the world, began its expansion onto Xellis roughly three centuries ago. Only the southern third of the island is occupied by Aldor; the rest remains in the hands of the island's indigenous populations (which for the most part consist of wild elves and orcs). The first colony site has since grown into Port Prosperity, the largest settlement on Xellis. Human and halflings made up much of the first wave of immigration, but many more have followed in their wake, seeking riches or adventure in a region that remains largely unknown to this day. Xellis provides the Aldor Empire with a source for coffee, sugar, and other tropical produce it would not otherwise be able to enjoy, and much of the colonial partition is covered in farms and plantations. Xellis's agriculture could not flourish except for a constant and vigilant military presence, however. Conflict with the native orcs has been endemic since the first Alor settlement was established; with a steady stream of soldiers, preparedness among the civilian population, support from the native elves, and the establishment of two fortresses, things are more or less secure within the colony. Aldor took much of the land traditionally held by Xellis's orcs; those who did not flee Aldor's armies have either resisted to the death or integrated themselves into its society. About fifty years after the first Aldor settlers arrived, enterprising gnomes and dwarves discovered silver in the low mountains of the island's interior, and have since established several mines. These mines are typically heavily fortified, however, as they exist outside the protection of Aldor's armies and have to contend with hostile natives; in addition to raids by marauding orc bands, the activity of mining often disturbs native populations of subterranean kobolds and goblins, who have typically opted to remain more aloof and passive (but no less hostile) than the island's orcs. Demographics Humans make up most of the colony's population; they were the majority of the original settlers, whose descendants have thrived on Xellis. Many humans also choose to immigrate to Xellis, seeking a different life than one that is available to them on the Aldor mainland. Half-Elves mix in freely with Xellis's human population, although they tend to be less sedentary. Halflings, ever mindful of opportunity, have come to Xellis in droves. They also have populated the colony since its beginning, working to create a niche for themselves and other halflings. They can be found in just about every settlement on the island. Elves have lived on Xellis for thousands of years, though civilized ones are much more recent additions. Small numbers of elves from Aldor arrived with the first colonists to lend support to the military with soldiers and magic, and many more have arrived since then. Xellis is rife with curiosities to be studied, mysteries to be solved, and discoveries to be made; such an environment has attracted the attention of many elvish scholars. Most elves live in their own quarter in Port Prosperity, although they can be found all over the island, pursuing various interests. Outside of Port Prosperity, most dwarves avoid the main settlements on Xellis. Most prefer to ply their expertise at both mining and combat by heading into the island's interior, literally carving out their homes inside Xellis's mountains. They have worked hard to make their own permanent dwarven settlements; their efforts are just now beginning to bear fruit, to the benefit of themselves and Xellis as well, due to the increased mine productivity they have spurred. Gnomes have assisted the dwarf endeavors on Xellis since they began, and their combat expertise fighting kobolds has helped maintain the small measure of security the mines have gained. Unlike the dwarves, however, gnomes also enjoy the flow of people that come into Xellis, and some like to travel around the colony, spreading and picking up interesting news and other stories. Half-Orcs may be found in relative abundance on Xellis. Most are descended from the island's original native population, although some are enterprising individuals from the mainland. Most live as agricultural laborers or traveling mercenaries. There are a number of tribes of barbaric, wild elves living in Xellis's jungles. They have pledged military support for Aldor against the orcs, their bitter enemies. In exchange, they have asked to remain autonomous. Aldor has for the most part agreed to these terms, as it sees no reason to devote the power and resources to conquering the elves' lands, which remain largely unexplored. Tales circulate among the colonial population that the northwestern jungles are full of strange, dangerous beasts the likes of which have never been seen before on the mainland. Xellis's native orcs have a deep hatred for both the wild elves and the Aldor colonists. They live in nomadic bands which traverse the empty scrublands in the northeastern portion of the island. Their lives are hardened though constant conflict: with their foes, with the land, with each other. They feel no kinship with any of the colonial half-orcs; in their eyes, they are the descendants of weaklings who have betrayed their heritage, their ancestors, and their god.