Two-hundred years ago, King-Warrior Tachi died. He was a great man, Tachi, and a powerful one, but he died of old age without a woman or child to his name. The nation grieved for a week, and then the Thronewar began.
Tachi's ancestors united the Rim Tribes and even the Seafolk and Duhmi under their banner, and conquered many, many lands. But Tachi, great warrior as he was, died without children, and then the Thronewar began.
The world's many nations saw the Mahi's failing state and greed overcame them. As the many battling houses within the Mahi fell into civil war, the Thronewar began. And it was not just the Mahi Houses who battled.
Now war crosses the land, and warriors are rife, religions burn and new grow swiftly, tribes retake their land and more beside, the Seafolk roam under their own banners once more, and the Rimfolk demand payment from any attempting to cross their homeland.
It is in this setting, a land of 'opportunity', that players will battle for gold, for their lives, and even perhaps for the throne!
But Mahi isn't just about battle. Read on, and discover...
??? Need more. In the first three paragraphs you've essentially repeated yourself each time. Is this intentional? The names make me feel as if this is going to be Polynesian or at least ocean-based.
Of course you need more. That was just a taster.
And I did mean to repea myself, yes.
And you SHOULD wonder! Muahaha.
Mahi: The Setting
Playstyle?
Mahi is designed as a deep-immersion setting (well, QUITE deep-immersion) and with role-playing in mind. The classes reflect this, as both the mages have few offensive spells and one class is entirely given over to diplomacy and connections. However, combat is a large part of Mahi as well, and as such four classes are totally martial. Mahi can be played how you want, but ideally it should be played slightly nearer deep-immersion than kick-in-the-door.
Races
Many races have a place in Mahi; Elves, Orcs, Humans, Changelings, Shifters, but all of them are different from their normal counterparts. Elves are a newly-freed slave race, Orcs powerful, intelligent diplomats, Humans a divided, pained race, natives attempting to regain their territory, whilst Changelings have their own nations... all divided and constantly fighting, of course. Shifters are the supposed 'savages' of the outer lands, also known as the 'Rim Tribes'.
Classes
Mahi is no normal setting. Magic plays a more subtle role, with such things as fireballs, lightning bolts, and meteor swarms unseen. Mages are just as powerful, however, and have spells that will get tasks done just as easily... thus, the Manipulator and Worldbender were born.
Warriors are much more common, and they have to be. After all, war is a daily part of any Mahi denizen's life. Four classes are thus born: The Warrior, The Fencer and The Soldier.
Finally there are the more... specialised classes. The Negotiator and the Thief both fill their own roles, the first using connections and manipulative skills and the second having more... deadly abilities. Finally there are two prestige classes: the Magesmith and Shaman.
As said before, four of the classes do not have a primary focus on combat. Although the Negotiator, Thief, Worldbender and Manipulator all have their own strengths (and have abilities as useful in combat as out) they are not designed to go all-into battle! Out of combat, though, all of these classes are in their element.
The World
From Rim to the Shining Sea, Ahu'al'Mahi, The-World-Beyond-Mahi, contains thousands of lands, hundreds of countries, millions upon millions of people. At the Rim, mountains so high that a human gasps for air even halfway up it lie preventing any across it, and at the Meha plains beneath the Rimfolk hunt. Here lies one of the borders of Tahu's land, the last frontier to be conquered.
We swoop further, down from the plains, to the Doru'im'Mahi, the Heart of Mahi, the home of Tahu, where he first forged out a land. Yet we can go further...
Mahi stretches out as far as the eye can see, cities shining in the sun, missing sections of walls, corpses decaying across walls or in open graves... the remnants of a recent Housewar, perhaps. As we go further, we see the Southwesternmost border of Mahi, the Shining Sea, and further to the East, stretching into it, the other border, the Taiam river, widest in the known world and flowing all the way from the Rim. Although there, it flows swiftly, here it is sluggish, slow, and warm. Across it lie the lands of the Taharam Changelings and of course, the Orcs... what we see beneath us, now part of Mahi, was once Mahira Changeling lands... but no longer.
Far to the West, on the other hand, lie the borders of Hamu'im'Arti, Land-of-Death. No Mahi knows how far it goes, although Damor Elves are said to come from there. Wherever the Damor come from, the Seafolk, Gomor Changelings, are said to land there frequently.
The Borders though are broken, and the Mahi a land of war and destruction. Aru'im'Arti, or Death-of-Houses, has become common, with whole houses being wiped out. As if this wasn't bad enough, the Old Faith of Totemism and the younger Saint-Worship practices have now flared up into open war, whilst the religions of other lands have added to the destruction.
Races of Mahi: Humans
Humans. Humans have been warriors ever since Ahui'im'Uia, Totem-of-Tiger, formed them at the first. Although they battled for thousands of years, about seven-hundred years ago Amau (Eagle, not his original name), now venerated as Ahui'im'Amau, Totem-of-Eagle, bound many of them together under his name and conquered the lands now known as Doru'im'Mahi. His ancestors, over five-hundred years, developed into a House System, based on their old tribes. Over that time, Tahu's (Amau's) descendants conquered most of the known world. Tachi was the last, and conquered the Rim Tribes. But when he died, a war broke out unlike any known before.
The Thronewar is a war between houses that has lasted almost two-hundred years, all of them attempting to take, unsurprisingly, the throne. None of them have managed this, and probably never will. With other races invading, tribes retaking their lands and others and everyone seeking the rich resources of the now-abandoned mines, house battles house for any advantage.
Languages: Most humans speak a little of the supposed 'Old Tongue', Alri'im'Ahui, Speech-of-Totems, as this is where many titles, city-names, and even personal names come from. Any child raised with totemism will be able to recite the names of the Animal Gods off by heart, and thus will probably know most animal names and a few grammar rules. Speech-of-Totems relies on a pictographical alphabet. The younger language, I'hasa, and the language of the coastal folk, Mea'ma, are also common. I'hasa is a derivative of Totemspeech with its own alphabet (non-pictographical) and without the connected words that are so common in its parent language, whilst Mea'ma is derived from the changeling language Asa'ma but uses the I'hasan alphabet. Many coastal folk know the changeling tongue, and Northerners often know the speech of the Rimfolk. Some folk also know 'elven', as it is now dubbed, the speech of slaves.
Other Races: Humans' opinions on other races vary from house to house, individual to individual. Many non-northerners fear (or hate) Rimfolk just as many non-Southerners fear (or hate) changelings. Most find it hard to fear orcs, imperious as they are, instead... well, considering them almost human. Elves are generally overlooked, due to their status as slaves, the only elves NOT overlooked being the Damor. Feared and hated, the Damor elves have six foothold settlements near the edge of the so-called Land of Death, and have slaughtered all who try to repel them.
Players: A player will either belong to a house or be Houseless, as the phrase goes, meaning that almost all others of their house are dead, imprisoned, or stripped of their titles. Other Houseless include slaves and servants, who, in actuality, merely belong in a much larger, unrelated house. The houses include:
Jorassai, famed for its spellcasters (and thus its political power and skill at manipulation) Imah, Dosu, Maha, Orma, Catala (famed for the fact that it supposedly supplies its own private army), Domu, Goa (one of the richest due to heavy gold, silver, and iron deposits beneath the lands that they have managed to keep) Simu, Manai, Kapru (also famed for spellcasting, although of an elemental nature, and many magesmiths are amongst their ranks) Doma (the 'servant' house, branded by a green diamond) and Ipa.
Players are more likely to be spellcasters if they come from Jorassai or Kapru, for instance, but this doesn't mean they can't come from any other house. Few houseless will be casters, admittedly, as only one in ten of either mageclass can learn alone, but it's possible.
(//../../e107_files/public/1156791149_112_FT13194_mahi_.jpg) (//../../e107_files/public/1156791149_112_FT13194_mahi.jpg)
That's a nice map. The red text/font combination is a little hard to make out, though. Is this the same world as any of your other settings and just a different part? Or a whole other world?
I'm not sure yet, to tell you the truth. ;) Maybe so.
Believe me, without the red it was much harder. It says 'The Rim Mountains'.
Not to diverge to mapmaking again, but I reccomend bolder, clearer fonts for maps with geographical features. Ones with searphs are best, though they can detract from the "fantasy" feel-- regardless, the Ye Olde English type of fonts are enormously hard to read under any circumstance; throw some mountains and rivers on, and you're in real trouble.
~ElDo
Maps!
Well, it was better than putting it in hieroglyphs. ;)
I can read it clearly. Well. Some of it. :P
You can read it clearly because you already know what it says. I can now clearly see what the "Rim Mountains" say because I know what they say and my mind is able to intrepret symbols that might otherwise be cryptic.
Could somebody actually comment on the setting instead of the map? If you read 'the world', you should be able to interpret it anyway.
Races of Mahi: Changelings (http://www.wizards.com/dnd/images/eb_gallery/82084.jpg)
Changelings are an enigmatic race; their very racial abilities show that. It is often that a changeling will be in a court for many months unknown before announcing his presence. Although their society is divided, both of the modern changeling cultures are allied and bonded strongly. One often speaks for the other in diplomacy, and they both share the same language, the same religion, and the same rulers, in a way.
The
Umady Taer, or Sea Folk, and
Ohmad Aerin Taeri, or People of the Dawn (also known as the Gomor and Taharam changelings respectively) are two... separate peoples. The first
are sailors at heart, and cannot leave the sea behind for long, whilst the second, the People of the Dawn, are warriors and generally landbound. Although separate, the two both treat one city as sacred, and both gather there. This place, the fabled صغطش, is unknown to any other people. This is where the Leaders, the Ahamena, take their seat. These are the High Priests of the Changelings, and they are servant to the Ever-Changing God (See Religion).
Settlements: The
Umady Taer by their own nature have no settlements, or few, but every so often several clans (one to each ship or more, if large) will come together and sell goods. This includes slaves; slaves are an integral part of Changeling culture. However, they don't enslave other races. If a Changeling commits a crime, he is marked with a powerful spell that prevents him from performing it again, and then is enslaved to another changeling for the duration of the spell (which lasts exactly as long as his sentence). The changeling can be sold and bought just like any other item of goods, and once his sentence is complete, the mark disappears and he is treated just as he was beforehand. This practice is also visible in the
Ohmad Aerin Taeri's culture.
The People of the Dawn have many settlements. Their sweeping, domed architecture mostly features fluted towers, but can contain almost anything that has curves. Their art is a large part of their cities, with patterned mosaics being parts of almost every building, and statues line the streets.
Psychology: Changelings are often considered slightly insane by others' standards, or even schizophrenic. This is mainly just because they enjoy acting, and will take every possible opportunity to do so. They play as many changeling characters as non-changeling characters, and their vocal changes make them excellent impressionists. However, they often get carried away, thus other races' views of them.
Whilst in cities of their own kind, changelings generally maintain their own gender and central personality, only acting during plays, jokes, etc. Often changelings, with their odd sense of humour, will shapeshift into both sides of an argument to emphasise a joke or debating point. Whilst in other races' cities, many of them take on hundreds of different personalities to explore and gain connections.
Changelings love music and dance, but their favourite of all things is theatre. They appreciate the acting, although they are quick to criticise, and many changelings enjoy stage acting themselves (often taking on several parts at once).
Religion: Changelings follow the Ever-Changing God, who appears as an abnormally tall changeling with silver skin. There are many tales told about him, but the reason that Changelings hate Dopplegangers is the most heard one. Although it takes hours to recite (especially in the changeling tongue), the gist of it is this: The Ever-Changing God created the first Doppleganger in an attempt to spread his word around the world. But the Dopplegangers grew greedy and foolish, and the Ever-Changing grew more and more worried. Eventually, the Dopplegangers turned on their Lord. The Ever-Changing destroyed many, but the rest fled, and their unholy, foul progeny has stained the world ever since.
Appearance and Biology: A normal changeling appears, in his or her natural state, as a greyish-skinned, white-haired humanoid with no particular distinguishing features - except for the face. A Changeling's face is... indistinguishable. It's a blur, never looking truely right... indeed, never looking truely solid. A changeling's eyes have no irises, only pupil and white. They have no lips and a small, almost indistinguishable nose. All in all they look quite odd.
However, a changeling can shift forms easily, becoming a tall, male orc or a short, squat, female dwarf in a matter of moments. The form that almost all of them maintain whilst in the presence of other races (that is, when they're not disguised) is a grey-skinned human-elf with normal eyes and dark grey lips. This allows them to better link with others.
Biologically speaking, a Changeling is intensely malleable. Almost all of their face is governed by one muscle or another, and their bones are connected by long strings of hard muscle. A changeling can make himself broader, or taller, or even change his face easily without any magic being involved. However, it is magic that truely allows the changeling ability. Magic allows a changeling to change gender, overall appearance, height, eye colour, skin colour... even things such as pointed ears and sharper teeth are accomplished by magic. A Changeling has a natural aptitude with Worldbending magic, and this is the same arcane force that is used in the Changing.
Other Races: There were once three groups of changelings, but one, the Mahira, are long gone. Two generations of changelings down, their ancestors still harbour a deep hatred for humans and, to a lesser extent, elves. Other changelings share this to a lesser extent, and have a deep distrust of those races. Orcs are generally regarded with suspicion, too, as wars with them were frequent a hundred years ago. The Rimfolk, when seen, are often considered friends and allies (the two share a common religion).
Language: The Changelings have their own language, Amar, which is written in its own alphabet. Most of them also speak the modern human languages.
Stats * Shapechanger Suptype.
* Medium size.
* Base Land Speed 30ft.
* Minor Change Shape (Su): Changelings have the Supernatural ability to alter their appearance as though using a Disguise Self spell that affects them but not their possessions. This ability is not an illusory effect, but a minor physical alteration of the Changeling's size, skin colour, texture, and facial features, within the limits described for the spell. A changeling can use this ability at will, and the effect lasts until he changes shape again. A changeling reverts to his natural form when killed. A True Seeing spell reveals his natural form. When using this ability to create a disguise, a changeling recieves a +10 circumstance bonus on disguise checks. Using this ability is a full-round action.
A changeling can recognise another changeling naturally by a 'sixth sense' to do with pheromones. A changeling could, theoretically, smear himself with another race's pheromones before shapechanging.
* Sea Gait (Ex): A Sea Folk changeling takes no penalties for being on the rolling deck of a ship or other moving surface. However, he takes a -2 penalty on balance checks whilst on land.
* Dawnshine (Su): A People of the Dawn changeling can use the
Light spell 4/day as a standard action.
* Natural Magician: A Changeling gains +2 bonus MP at 1st level. This doesn't allow him to cast or learn spells, he must gain that ability through class features or feats.
* +2 racial bonus on Bluff and Disguise checks.
* Automatic Languages: Amar.
* Bonus Languages: Mea'ma, I'hasa, Chaarok.
* Favoured Class: Worldbender.
[/list]
Your world feels like a mixture of ancient china and portugal in the 1400's. We kind of need a bit more info on the main countries and races before we can comment on them.
On the Changelings, the biggest problem with nations full of shapeshifters is that they can look like anyone, and consequently, keeping order is very difficult. Non-magical tattoos might not work because a changeling is capable of diguising scars and other things that show up on the skin. I look forward to seeing how you deal with this problem.
Other than that, I think you nailed the Changeling culture right in the bullseye. Especially with the theatre bit. It's especially interesting how you've reworked their connection with Doppelgangers.
:) more info coming up!
On the note about changelings, you're right. I was thinking that magical tattoos would be applied to lawbreakers (exactly what the spell is; basically a mark of justice) that don't disappear. If said changeling tries to shapeshift it away, it can knock him unconscious.
Yes, that would work or the lawbreakers who got caught, but what about basic things like collecting taxes, weapons permits, deeds, and stuff like that? The way I handled it was to create magic items, that are imbedded at birth, which act like identifying tags. They contained basic stuff, like name, date of birth, profession, place of residence, etc. etc.
The more urban the setting, the more dangerous this ability becomes.
Quote from: Endless_HelixOn the Changelings, the biggest problem with nations full of shapeshifters is that they can look like anyone, and consequently, keeping order is very difficult. Non-magical tattoos might not work because a changeling is capable of diguising scars and other things that show up on the skin. I look forward to seeing how you deal with this problem.
It stands to reason that within changeling culture, a "sixth sense" makes identifying one another, no matter what the outward shape, as easy as we recognise faces.
Quote from: CYMROQuote from: Endless_HelixOn the Changelings, the biggest problem with nations full of shapeshifters is that they can look like anyone, and consequently, keeping order is very difficult. Non-magical tattoos might not work because a changeling is capable of diguising scars and other things that show up on the skin. I look forward to seeing how you deal with this problem.
It stands to reason that within changeling culture, a "sixth sense" makes identifying one another, no matter what the outward shape, as easy as we recognise faces.
*nods* exactly.
Orcs coming up!
Quote from: CYMROIt stands to reason that within changeling culture, a "sixth sense" makes identifying one another, no matter what the outward shape, as easy as we recognise faces.
That's one way of handling it. Perhaps it's phermone-based? Basically there should be a way around the identification for those times a PC *needs* to fool the Changelings, but it should be difficult to obtain, so it's not used on large scale.
That's good. *steals it*
Orcs (http://nwn.bioware.com/shadows/images/profile_npc_xanos.jpg)
Orcs were once a tribal people, living in their hundreds in the Spine mountains. The traces that remain are hard to find, as the orcs are now one of the most civilised races in the known world. Orcs are tall, imposing diplomats, usually wearing the finest clothes of Iracloth, woven and grown in their own homes. They are loud, intelligent and accented, slow to befriend other races and quick to argue and oppose. Their strong honour code and history of war present a strong image to the world, and others prefer not to argue with orcs.
Settlements: Orcs prefer mountainous terrain for their settlements, and their homeland is almost all mountain. Many of their settlements are at least partially underground, and some of them are completely subterranean. Their architecture is usually carved into stone, roughly. Orc imports are very few, but exports include tobaca (for pipes), Iracloth (made from a form of flax grown in underground caves) and furs of all shapes and sizes.
Psychology: Orcs are often brash and reckless, but they can control themselves. Orcs are smart and tough but not particularly charismatic (although people generally agree with them for some reason.) Many of them enjoy such civilised pleasures as wine (in large amounts), theatre (also in large amounts) and music (preferably loud and impressive). The only one of these three they have succeeded in themselves is wine, of which they make a large quantity.
Religion: Orcs follow the Haarug Pantheon. Three gods, Haared, Aamul, and Gaaret make up the pantheon, and their priests have various ceremonies relating to the three. Priests can only be devoted to one of the three, but High Priests follow all of them.
Haared is the incarnation of wealth and pleasure, of all the good things in life. His priests carry aleskins, bags of gold and other such things, and often become drunk in their rituals to him as a sign of gratitude. Aamul is the warrior god, exulting in the fray of battle, and his priests carry several weapons wherever they go, and often wear bucklers or small shields even when at rest. Gaaret is the goddess of the three, and she watches over female orcs, children, reproduction, harvest, food, and other such home concerns. Her priestesses wear simple, woven clothes and are often teachers and mothers. Orc religion is a comfortable, simple affair.
Appearance and Biology: Orcs stand from around 7'9 to 8'7, with males usually slightly taller and more broadly built than females. Their skin has a green-tinged hue about it, and their hair comes in all shades of dark with an occasional white. Their noses are prominent, with slitted nostrils, and their eyes are almost always brown. Their ears are pointed and small (well, small for an orc) and their mouths have two upward-pointing fangs. All this gives them a large and impressive appearance.
Biologically speaking, an orc is little different from a human. True, an orc's sense of smell is much more powerful, and his teeth are sharper and with many more canines, but apart from that only the muscle structure is different (much more powerful). Orcs always have voices pitched much deeper than a human's.
Other Races: Orcs have warred with changelings plenty, and dislike and distrust them as such. Apart from that, only their attitude towards elves is particularly friendly or non-friendly. Orcs distrust elves, having records of their history and original existence.
Languages: Chaarok, or Orcish, is a harsh language of hissing vowels and long and sharp consonants. This gives orcs a heavily accented speech, especially with 'oy' sounds (which they pronounce as 'ah'), soft 'th' sounds (which they pronounce as sharp 't' sounds) and short 'a' sounds (which they prounounce as 'aa' sounds). Most orcs also know some of the human languages, and many know a smattering of the changeling tongue.
Stats: *+2 Str, +2 Con, +2 Int, -2 Dex, -4 Wis.
*Medium size.
*Base Land Speed 30ft.
*
Powerful Build (Ex): The physical stature of orcs lets them function in many ways as if they were one size category larger. Whenever an orc is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the orc is treated as one size larger if doing so is advantageous to him. An orc is also considered to be one size larger when determining whether a creatureâ,¬,,¢s special attacks based on size (such as improved grab or swallow whole) can affect him. An orc can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subjectâ,¬,,¢s size category.
*Darkvision out to 60ft. Darkvision is black and white only.
*
Scent (Ex): An orc can detect opponents, track, and sniff out objects by sense of smell. See the Scent description below.
*+3 bonus on Spot, Listen, and Sense Motive checks. Orcs have good sight and hearing and are uncannily good at seeing through deceptions.
*Naturally Magical: Orcs are natural magic-users, and gain +2 bonus MP at 1st level. This doesn't grant an orc the ability to cast spells or weaves. They must gain that through class features or feats.
*Low-Light Vision: An orc can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
*Automatic Languages: Chaarok.
*Bonus Languages: Amar, Ihasa, Mea'ma.
*Favoured Class: Manipulator. Oddly, orcs show a natural bent towards mind-affecting spells.
*LA +1.
[/list]
[spoiler Scent]
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creatureâ,¬,,¢s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scentâ,¬,,¢s source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarryâ,¬,,¢s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
[/spoiler]
Elves, Ihueli The elves were once two unified nations... now one is destroyed and the other divided, its population little more than brigands. Several hundred years ago, the people of Mahi invaded the elven nations of Ihuel and Damor, slaying and enslaving, murdering and capturing. The Damori were driven back in to the Deathlands, and the Ihuel were either destroyed or captured and put to work. Eventually, elves became docile and servile, the ultimate slave race. With the Mahi's collapse, many of them have found themselves free...
Settlements: Ihueli Elves have a few small settlements of their own, but no cities (except for Mahiel, once the capital of Ihuel). Most of them remain in old cities, or begin to live in new communities set up in the war-locked new world. The ones who took best to their new freedom, however, the most rebellious, formed a group named the Halehwen. The Halehwen have set up their own tiny nation, centred around Mahiel's ruins (their new home). They have their own laws, and skin intruders alive if they enter without permission. Elves, however, are welcome. They are currently rebuilding parts of the city.
Psychology: Most Ihueli elves are servile, docile, innocent slaves who are only now coming to realise their new freedom. Their free will, once no more than required to keep them alive, is growing. Some Ihueli stay as slaves, but many are rebelling, awaking from 'the Sleep'. These elves are agressive and often hate humans. Their community is growing in Mahiel.
Religion: The Ihueli once had their own religion, but most of it is now lost. Only a few retained it during The Sleep, and although some of the ceremonial tenets live on (including the use of eagle feathers, a replacement for phoenix feathers, in ceremonies) the overall religion is lost to all but a few. It is swiftly regrowing, though, as the Halehwen are encouraging Ihueli to take it up once more.
Appearance and Biology: Elves are, as a rule, short and willowy slim. Few of them are particularly strong or tough, although neither are they weak or soft. Most of them have above-average dexterity, but in turn almost all of them are shy of social interaction. Anyway, elves generally have attractive faces (who wants an ugly servant?), and all have pointed ears and cat-slitted eyes.
Other races: Ihueli elves that have broken free of 'The Sleep' feel a bond of kinship to the Damari elves, but apart from those and other elves, the Ihueli have a general hostile demeanor towards other races which ranges from dislike to outright hatred.
Languages: Most (but not all) Ihueli speak the language of Ihuel (which goes by the same name.) All of the elder ones (who still remember the days of slavery) and those still in slavery speak Me'ama or I'hasa depending on where they were enslaved. Many of them have learnt the new elven Handtalk, or Sign Language, which involves complicated and diverse gestures. This is used by Halehwen-based elves especially.
Stats: * +2 Dex, -2 Cha.
* Medium size.
* Base Land Speed 30ft.
* +3 bonus on spot and listen checks. Elves have sharp eyes and hearing.
* Low-Light Vision: An elf can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
* +3 bonus on move silently checks. Elves tread lightly.
* +1 bonus on will saves against mind-affecting spells and effects (a servile, still Sleeping elf doesn't gain this bonus. I suggest only NPC elves should be still servile)
* Automatic Languages: I'hasa OR Me'ama OR Ihuel.
* Bonus Languages: Elven Handtalk, Chaarok, Amar + the two automatic languages not chosen.
* Favoured Class: Warrior.
Next up and coming are the Damari elves, Rimfolk, and bestial races!
[note]Also, find the Mahi Mechanics Thread (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?13237) here, containing all the Houserules, new classes, new equipment, skills, PrCs and other stuff you need to run a game in Mahi![/note]
So why did you stat the Ihueli elves if they were "totally destroyed"? Seems kind of contradictory to me.
Quote from: limetomSo why did you stat the Ihueli elves if they were "totally destroyed"? Seems kind of contradictory to me.
Err not seeing the totally destroyed bit. One nation was destroyed and one was reduced to slavery.
Totally destroyed? How are they totally destroyed?
They lost their culture, most of their language, their lands, religion, freedom, and even their sense of self... they're only now regaining that, sure. But not destroyed.
If you read CAREFULLY, you will see that yes, one culture was enslaved (the Ihueli) and the others were driven out and almost totally destroyed (the Damari).
Damari elves
(//../../e107_files/public/1157278848_112_FT13194_damarielf.jpg)
Thought to be manevolent and emotionless, the Damari are strong-willed, tough, and vicious. Of course, they have to be. Their homeland is a destructive, terrible place of mist and cold, where terrible beasts roam freely. Their blades are said to be the best in the world, forged from cold iron, but it is rare that another will get his hands on them.
Settlements: Where the Ihueli were enslaved, the Damari were not, but they have few settlements in the Deathlands. It is said by some that there are ruins there filled with Damari, but there has been no concrete evidence of such. They do have several new foothold settlements in Mahi, however, and they are many. About a hundred of them recently crossed Mahi and joined the Ihueli in Mahiel.
Psychology: The Damari are hardened by battle, war, and life. A Birthgift is always given to them by their parents, and it is invariably a curved Damari dagger. Most Damari children kill their first creature at the age of eight and have taken over a hundred skins by the time they're thirteen. At sixteen, they're considered mature and are given a curved longsword, and are expected to use it. This makes for a tough, unyielding, deadly individual, and most Damari kill without thinking.
Religion: According to scholars, the Damari once had the same religion as the Ihueli. Sadly, that too is lost now. To an outsider, they don't appear to have a religion, and what they do have doesn't involve gods as such. Instead, Damari skin enemies alive. This practice is supposed to help the elf involved absorb the creature's strength and spirit and improve himself. Outsiders who comment detrimentally on this generally end up skinned themselves.
Appearance and Biology: Damari are short and willowy, have catlike, slitted eyes and pointed ears. There the resemblance to their cousins ends. Damari didn't go through a breeding program, meaning that their attractiveness, if they have it, is natural. They're tougher than your average Ihueli, are just as dextrous, and are even worse at social interaction. Their skin is a dark greyish colour, adapted to the Deathlands by some long-forgotten camouflage reflex, and their hair is generally dark too.
Other Races: After all this time, the Damari no longer feel any apathy for any elves, despite what the situation between them may have been before the breaking. They distrust and even hate humans, as they were the ones who drove them out in the first place. Changelings they are friendly with, as they trade with them frequently, and orcs they have no experience of.
Languages: Damari Elves speak Damara, the tongue of their long-lost homeland. Most of them know elven handtalk, and many know Ihueli. Some know the modern human tongues, and almost all know the tongue of the changelings (they trade with the Sea Folk frequently.)
Stats:
* +2 Dex, +2 Con, -4 Cha.
* Medium size.
* Base Land Speed 30ft.
* Automatic Weapon Proficiency with the Longsword, Javelin, and Scimitar.
* +3 racial bonus on spot, move silently and listen checks.
* +3 racial bonus on hide checks whilst in rocky terrain.
* +1 racial bonus on fortitude saves against cold effects.
* +1 racial bonus on will saves against mind-affecting effects.]
* Low-light vision: An elf can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
* Automatic Languages: Damara.
* Bonus Languages: Amar, Elven Handtalk, Ihueli, I'hasa.
* LA +1.
Quote from: Golem011...one is destroyed and the other divided... ...and the Ihuel were totally destroyed, captured and put to work.
guess[/i] its clear that they weren't totally destoryed. I probably confuse too easy, or something...
I meant destroyed as in as a culture rather than as people.
I like everything about the Damari except the LA+1. They are balanced enough wothout it, in my opinion.
Really? But they get all the features of the Ihueli elves and more. Does that mean the Ihueli aren't balanced?
Quote from: Golem011Really? But they get all the features of the Ihueli elves and more. Does that mean the Ihueli aren't balanced?
No, the Ihueli look balanced, I just don't think the Damari's few extras deserve a +1LA.
+1 on fort against cold effects... weapon proficiencies... hmm... maybe...
Quote from: Golem011+1 on fort against cold effects... weapon proficiencies... hmm... maybe...
Trust me, would I lie?
;) ;) :poke: :poke:
Of course not. :P
The Rimfolk (http://www.wizards.com/dnd/images/roe_gallery/88208.jpg)
The Rimfolk hunt on the borders of civilised lands and beyond. Creatures that can take on aspects of animals, they hunt swiftly and silently and kill as if animals. It is said that if Rimfolk are hunting you, you should just give up. Rimfolk names are always descriptive, such as Wind-That-Cuts-The-Tall-Grass, Claw-That-Strikes-Softly, and He-Who-Kills-Swiftly. Rimfolk are often renamed later on in their lives because of certain deeds performed, reputations gained etc.
Settlements: Rimfolk live in small mountain villages or moving. They prefer tents or caves to permanent buildings, and they own little in the way of furniture. Rimfolk have no imports and no exports, in fact, they are extremely self-sufficient.
Psychology: Rimfolk follow a pack mentality. They have three categories in which others fall: Pack-mate, ally and enemy. A pack-mate is considered closer than a brother or sister, an ally is merely someone you don't attack, and an enemy is... an enemy. Shifters have a near telepathic effect with members of their pack, and they will never betray such an individual; however, they don't make pack-mates lightly, and they expect the same from them.
Religion: Rimfolk, like Changelings, follow the Ever-Changing God. It is speculated that perhaps once they were one people, but few know much about either. Their priests are generally Shamans (see the Mechanics thread for more info).
Appearance and Biology: Rimfolk are humanoids about the same height as a human, generally broad, swift, and agile. They often sit in a feral crouch, and even when standing they often bend slightly, arching their backs. As they come in different types, one for each major clan-group, they often look slightly different, but all of them look feral and ready to kill.
Other races: Rimfolk ignore most other races, except for two: the Changelings, and Humans. Humans are considered fair game for the hunt... afterall, they tried to enslave them. Changelings they are remarkably friendly with due to their shared religion, and a Changeling is always welcome in their lands.
Languages: The Rimfolk speak their own language, Cho'ih-na, which uses (strangely enough) a version of the Amar (Changeling) alphabet.
Stats: * Shapechanger Subtype.
* +2 Dexterity, -2 Intelligence.
* Medium size.
* Base Land Speed 30ft.
* Tap Instinct (Su): A Rimfolk can use his inborn hunting spirit to tap into his animalistic nature. Once per day, a Rimfolk can enter one of seven different animalistic states. (States are below.)
Tapping into this natural instinct is a free action, and lasts a number of rounds equal to 5 + his Constitution modifier (if the modifier is improved by the Instinct, use the improved one).
* Low-Light vision.
* +2 Racial bonus on Climb, Hide, Jump, Move Silently, Swim and Survival checks.
* Automatic languages: Cho'ih-na.
* Bonus languages: I'hasa, Me'ama, Amar, Do'rox (Language of the Lycanthrope tribes) Ka'mim (Language of the gnolls) Chaarok.
* Favoured class: Warrior.
Instincts:
Ga'ma clan (Fang): The Ga'ma clan are the lowest-living of the clans, hunting on the plains beneath the mountains. A Ga'ma clan Rimfolk gains a +2 bonus to strength whilst tapping his instinct, and grows long, sharp canine teeth which he can use as a natural weapon, dealing 1D6 points of damage +1/5 character levels. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to grant him extra attacks. He can use his bite as a secondary attack (-5 on attack roll) whilst using a weapon.
Otara clan (Scent): The Otara clan are supposedly the most territorial. Mimicking the snakes of their home forests, they can gain an amazing sense of smell. An Otara Clan Rimfolk gains a +2 bonus to constitution and the scent ability (see DMG or MM) whilst Tapping his Instinct. He can use the track feat in conjunction with his scent ability to follow tracks, making survival checks to follow the trail. The typical DC for a fresh trail is 10. This increases by 2 for every hour the trail goes cold, and can increase or decrease depending on the strength of the odour of the creatures being tracked. It otherwise follows the rules for the Track feat and Scent ability. An Otara Rimfolk gains +2 on survival checks to follow tracks even when not Tapping his Instinct.
Dak'ar Clan (Swimmers): Living near the so-called Rim Sea, a colossal lake high up in the mountains surrounded by several smaller of its kind, the Dak'ar clan take on the traits of aquatic animals. Whilst tapping his instinct, a Dak'ar clan Rimfolk gains a +2 bonus to constitution, a +8 racial bonus on swim checks, and a swim speed of 30ft.
A'karu Clan (Mountains): Living in the steepest areas of the Mountains, the A'karu are known for their agility. They imitate traits of the mountain goat whilst tapping their instinct, gaining a +2 bonus to dexterity and a climb speed of 20ft.
Hem'Isef Clan (Hunters): Imitating the hunters of their plateau homes, the Hem'Isef shifters gain a +2 bonus to dexterity and a +20ft bonus to their base land speed whilst tapping their instinct.
Dan'Aru'Et Clan (Claws): Imitating the mountain lions of their rocky homeland, Dan'Aru'Et clan Rimfolk grow two claws which can be used as natural weapons. These claws deal 1D4 points of damage (+1 per every 5 character levels) with each successful attack. He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon whilst wielding a weapon in his primary hand, but all his attacks in that round take a -2 penalty.
Totemism
There are seven different totems, The Creator (Tiger), The Destroyer (Snake), The Mother (Deer), The Many (Scarab), The Lover (Cat), The Singer (Songbird) and The Leader (Eagle). Each has its own 'totem' (unsurprisingly) in the form of a carved animal, and each has its own function and history. Priests of Totemism are generally extremely devoted. Many of them scar themselves in crude totem forms or tattoo themselves with the animal shapes. Totemism is an ancient faith, older than Mahi, and it has been practiced by humans for thousands of years.
The Creator (Tiger): True Name: Ahui'im'Uia. The Creator formed the humans in his mind and set them out into the world. He is usually considered the ruler of the Totems. His animal is the Tiger, the Swifthunter, and thus the Creator governs agility. He is the main patron of humans.
The Destroyer (Snake): True Name: Ahui'im'Amian. The Destroyer is the main enemy of the creator. Appearing as a snake and patronising all things snakelike, he is deadly and feared. A favoured curse, spoken in Totemspeak, is 'Totem-of-Snake-take-you!', Ahui'im'Amian-Alil-Hal! He is thought by scholars to be the heavily weakened god of the extinct Yuan-ti.
The Mother (Deer): True Name: Ahui'im'Aliu. The Mother is a kind spirit, watching over travel and children. "Forsaken by the Mother" literally means infertile, and "Taken by the Mother's spirit" means pregnant. The Mother is often shown as a rotund, sitting, smiling naked woman with a deer's head and legs and several children on her lap. She is the only Totem ever shown as human except The Leader.
The Many (Scarab): True Name: Ahui'im'Seskatu. The Many is enigmatic and hidden, a multitude of insects working together, sometimes for good, sometimes for evil. Nobody knows how the Many's minds work, and altogether he's worryingly strange. He is the patron of intelligence and discovery.
The Lover (Cat): True Name: Ahui'im'Alusa. The Lover is seductive, always shown as female. She watches over young couples and fertility, sharing parts of her portfolio with the Mother. The Lover is said to have disguised herself as a beautiful woman and led The Leader to greatness before leaving him with a kingdom and demigod children.
The Singer (Songbird): True Name: Ahui'im'Ama'Siha: The Singer is patron of music, the arts, power, magic, and all things creative. He is usually shown as male, although female versions exist, and people still say that he appears sometimes, a mystical minstrel walking in and playing one tune or singing one song before leaving.
The Leader (Eagle): True Name: Ahui'im'Amau: Amau, or Tahi as his mortal name was, was the founder of Mahi. He forged out a land and left a legacy for his descendants that lasted 500 years... when Tachi, a direct-line descendant, died without any children. It would seem Amau, supposedly the patron of Mahi, is displeased.
Races
Out of all the races, only humans and the occasional orc practice Totemism. The other races have their own religions. However, humans also worship saints, a religion becoming more and more popular by the day. This has only increased the tension within Mahi.
I agree with silvercat in that you tend to re-state one idea every few sentences.
Quote̢,"The Thronewar is a war between houses that has lasted almost two-hundred years, all of them attempting to take, unsurprisingly, the throne.̢,"
:wtf: The entire continent has been at war for two HUNDRED years? What to they do, yell at each other? War is incredibly costly on the economy of a nation. If the entire world is fighting, where is the food coming from? Where are the babies coming from? Why the hell does everyone want to kill themselves in order to claim a throne that nobody has used (metaphor) in two centuries?
Heh, I saw the map and I figured I'd comment, but everyone has picked that apart already. I'll just say I thought those were the â,¬Å"red mountains.â,¬Â
Changlings are a bit odd. I have a hard time understanding why they are so united even with their god. I imagine that having a changling in your court would become second nature, given their ability to sniff out other impostors.
Quoteâ,¬Å"Orcs are often brash and reckless, but they can control themselves.â,¬Â
Um, what? Are they reckless or not?
Quoteâ,¬Å"The only one of these three they have succeeded in themselves is wine, of which they make a large quantity.â,¬Â
In the mountains? Riiight. :P
Once again I will state that you are better off with a new race than drastically changing an old one. Baggage sucks.
Quoteâ,¬Å"Thought to be manevolent and emotionless, the Damari are strong-willed, tough, and vicious. Of course, they have to be. Their homeland is a destructive, terrible place of mist and cold, where terrible beasts roam freely.â,¬Â â,¬Å"Most Damari children kill their first creature at the age of eight and have taken over a hundred skins by the time they're thirteen.â,¬Â â,¬Å"Most of them know elven handtalk...â,¬Â
Are you sure these aren't Aiel?
Quoteâ,¬Å"Religion: Rimfolk, like Changelings, follow the Ever-Changing God. It is speculated that perhaps once they were one people, but few know much about either. Their priests are generally Shamans (see the Mechanics thread for more info).â,¬Â
Whoa! Cool. I want more info here.
In general I find the setting a bit hard to find exiting. Though you have some nice characters/races, the world itself seems to stand on one flawed idea. Gimme some details on what the war is like and how it relates to the people of the world. :)
Aiel?
Pfft, no, although relooking over it, they sound like them...
Yes, the map is crap. I'm fixing it.
They make wine. Just not the same wine as OUR wine. :P
QuoteUm, what? Are they reckless or not?
The entire continent has been at war for two HUNDRED years? What to they do, yell at each other? War is incredibly costly on the economy of a nation. If the entire world is fighting, where is the food coming from? Where are the babies coming from? Why the hell does everyone want to kill themselves in order to claim a throne that nobody has used (metaphor) in two centuries?[/quote]
You will note that it's only Mahi, the nation, and the nation itself has receded far into itself. It's not so much a war as hostility and thievery of land... The changelings see Mahi collapse, decide to take some land, get in on it... none of the outside nations are really effected, apart from getting a lot more freedom. There've been periods of peace, but there's always some new guy trying to come along and take the throne, etc. I'm going to go into more detail soon.
I haven't gone into detail on the humans much, I have to admit. See, many of them are in periods of peace... several mini-nations have sprouted up inside what used to be Mahi (many of them controlled by the Houses) and that's where refugees are going to, that's where many children are raised. However, people lust for power. And because of that, there's always going to be the nasty lad from one village who's trained as a manipulator and drags off a load of the younger men on an 'adventure'. Thus the war.
You know the Hundred Years' War in England? Think that, but on a bigger scale.