Jullana hit the ground hard. The minotaur had flung her over the rock and into the small depression in the forest. She tried to get up as fast as she could, her body aching from the blow. She looked up to see the ferocious beast silhouetted in the fading sunset. He had traveled far, she thought as she hadn't seen a minotaur around here yet. She had just completed her volunteer duty as a Sunfall Warrior and now she had yet to become a full member during her one month probationary period. If she'd live that long.
She sprang up to her feet and ran as fast as she could along the dried out river way. She could here the minotaur on her heels, clanking away in his underdark crafted armor. He raised his axe in the air and started to run faster. Although he was fast, he was carrying a lot of weight for a minotaur and Jallana was glad of this. Panting and still hurting, she ran around the tree bend into the small field where her survey was camped the night before. She ran across this field as fast as she could. She yelled in Elvish, "What dwarf would make an axe that big and give it to a minotaur!" as she continued running. She could here it closing up on her fast and she thought in the back of her mind, please, don't let it end this way.
A large explosion behind her triggered her alertness as she jumped out of the way just in time. A large hole behind her with the minotaur on the other side had just been created with the magical fire now extinguishing. She could hear her survey run up behind her. One of her men, a cunning man who could shoot off a wand when it suited him, came up to her and said, "Are you alright, sir?"
The minotaur started backing up and then went into a full out sprint as he retreated. Jallana got up and yelled, "Do I look alright to you, soldier? And who in the hell gave you an order to shoot that thing at me?! You almost killed me, not to mention you just wasted some of the power that I was saving for -" she ranted as the private slowly backed away and from behind him came a smaller young man. She stopped talking to observe the man. He stood only five and quarter foot tall and he dressed in the orange robes that suited a courtier. He had a small book on his side and a few pouches that smelled of ginger and flowers. This man had a strange look in his eye and a certain mystery about him that Jallana wasn't too sure of. "What in the -" Jallana started.
" - Nine Hells is a pompous ass of my stature doing out her," he finished for her. She looked at him in astonishment and she was about to say something else when he interrupted saying, "I realize I caught you off guard, for which I'm truly sorry but my presence her is a short stay. I'm an envoy of the Second Division here to escort you back to the main encampment in the forest. I'll be taking command from here on out." Jallana was about to speak once more but he quickly interrupted with a small twinkle in his eye, "By authorization of House Mneogin, I have the rights and duties to take you and your men back home," he said with a small smirk, "is that alright with you, captain?"
Jahalla didn't like this but she knew she had no sway over this sort of man. "You'll address me as sir," she stated as she grabbed a washcloth from her shaken but diligent squire, "and when we get back to the camp," she turned to him, "you'd better, as by the emperor's shithouse, explain who the hell you are."
She walked off carrying her backpack in her arms and her troops behind her trying to apologize. The wizard smiled softly behind her and looked to where the minotaur ran off. "Traveled far indeed," the crafty house mage said to himself as he slowly walked off towards the encampment. He knew the minotaur had come all the way from the Halls of Gola, and he was sure as he was a shifty bastard, that he had friends.
Golia is an ancient cradle of civilization that has evolved from its prehistoric roots to the empire now in the present day. Although many of the lands are settled and civilized, spirits still inhabit the wild and untamed parts of these lands and the ancestors of citizens are in connection with their family. The Dragon-Crowned Emperor has set into state the seven realms and still retains the olden kingdoms to govern them although the Wizard Houses influence the policies and economics of the provinces.
Join rival political factions and empire-wide organizations to clash in secret battles to influence the system and claim the rights and resources you deserve. Travel in the wild and exotic locales that border the emperor's threshold and discover the local mysteries they hold. The intrigue of the Bandit Kingdoms and the hostility of the high seas are all for you to experience as you discover new isles with treasures abound. Join the wizard houses or become a daring outcast in the wastes of the Kacerno deserts.
With this campaign, all is possible and more. Enter Golia, the olden kingdoms and the new revolution of the empire.
General Outline for the Golia Campaign
(the (x) is for things I'm done)
Section 1: Intro
-General Idea and Conflicts
-Description of Realms and Regions
-Current State and Role-Playing Ideas
Section 2: Races
-Opptional Rules
-Tribes
-New Races and their Options
Section 3: Classes and Feats
-Barbarian Aspects and Feats
-Bard Songs and Regional Colleges Info
-Cleric Gods and Domains
-Druid Pets, Animals, and Living Fortresses
-Fighter Feats
-Monk Schools and Academy Monk Class
-Spirit Mystic Class
-Paladin Custom Armor
-Ranger's Living Traps
-Rogue Feats
-Sorcerer Tribe Bloodlines and Powers
-New Wizard Items
-Regional Feats (x)
Section 4: Prestige Classes
-All of the Prestige Classes
-NPC Prestige Classes
-Mancers
Section 5: Spirits and Deities
-Deity Portfolios and Family Trees
-Granted Domain Powers
-Spirit Servants and Template
-Terra Spirits and Templates
Section 6: Golia Campaign
-New Stuff
-Materials
-History
-Politics
-House Rules
-Planes
Section 7: Geography
-Towns and Cities
-Regions
-Regional Monster Glossary and Encounter Tables
-Realms
-Magical Places
Section 8: Creatures of Golia
-Monsters
-Organizational NPCs (x)
-Antediluvian Template (x)
-Fey Templates
-Elemental Templates
Section 9: Overlords and Wizard Houses
-Wizard Houses
-Empire
-Day-to-day stuff
Section 10: Magic Items and Treasures
-Region Specific Magic Items
-Region Specific Spells
-Druid and Ranger Spells
-Paladin Spells
-Sorcerer and Wizard Spells
Aside from the numerous typo/spelling errors int he intro fiction, I find it hard to understand. I'd try to bring more exposition into the beginning. Why does the soldier call her "sir?" Why does she yell while sprinting (A feat that I know from experience is stupid and difficult)?
And of course I'll add the obligatory "This setting is too bland! Where's the innovation? Where's the pizazz?" After all, I wouldn't be Raelifin if I didn't lecture you on using elves, the underdark and er... um. I'm sure there's more."
Always critical,
-Raelifin the PEACHy.
Thx for the criticism yoz!
Anyway, as far as the typos, I'm pretty sure I used spellcheck on it although I didn't really consider a lot of great syntax in it. I don't really know what you mean by exposition, but please explain. As for calling her sir (if you read a little further) she is the probationary captain for a squad of Sunfall Warriors (to be explained later, basically defenders of the realm). She yells while running because the D&D rules says talking is a free action. Plus, she has PMS.
Do you really think it is bland? If so, can I have some... not ideas... but ways to keep the players wanting more?
"She could here the minotaur..." (hear)
Ack, darn it! I can't find the other one!
In addition to the typoes, there are quite a few grammatical errors, and the text is a bit drab and confusing. Do you have an instant messenger? It would be a lot easier for me to talk with you about the fiction over it.
As for spice, I find all it takes is a single twist on every thing. That and getting rid of plagiarism in all of its various forms. (*cough*elves*cough*) Once again, it would be neat to talk in a bit more direct way.
I don't know about "bland," as per the previous poster's comments, but I would like to say that I'm not sure the story at the opening of your thread adds very much to my understanding of your world. Tweak a few minor details here and there and it could be set in virtually any Core campaign world. If you are going to open with a story, it should be one that goes right to the core of whatever it is that makes your setting unique.
well now, that makes me feel great...
yeah, okay, I'm not an A+ class writer, but I did that in like 10 minutes, so I tried. And it wasn't supposed to give a HUGE amount of the campaign in any sort of deal. I was simply trying to illustrate the tension, diversity, and a general start to the campaign.
I couldn't write a story that summed up all or any one region in Golia... that's why it's special...
I didn't really give off the main idea of the Sunfall Warrior - in fact I wasn't really that close - I just had a thought in my head as to a situation they'd be in, in a common setting for that person.
In the meantime, I'd like to know what you want to know about. Anything. I'll write about in the best way that I can.
Ciao.
Oh races! Definitely.
And I'm sorry if the fiction critiques were a bit of a tear-down. I'd like to apologize and talk about how to make it better over IM. You still haven't said whether you have a screen name. :)
I don't know Raelfifin, quite frankly, I have no problem with other campaigns using core races. I mean, if that's A - what the author wants, and B - what the campaign calls for, I've never really seen the need to criticize another creator on using those races. I don't use them in mine; most of my races are originally created by yours truely, but that doesn't mean it bothers me when others use them. I do agree that typically, there should be a little spice thrown onto them (Dark Sun's halflings and elves ring a refreshing bell), but then again, I don't think it's 100% necessary. Making changes just for the sake of making changes tends to lead more towards gimmicks than substance, and therefore, in my oh-so-humble opinion, should be avoided rather than pursued.
Sorry for any spelling errors in this post; I'm on my laptop and I find it increasingly hard to actually type on one of these keyboards...
Yeah, good point. I just find elves dull. But if other people like them, I guess they should go wild.
Still waiting for a "yay" or "nay" on the IM.
-Raelifin
I usually find them dull too, but sometimes people can make them interesting.
Yeah, I have made different subraces (Pale Elves, Swamp Gnomes, and some other monster subraces) but I haven't really thought of doing anything with the races except for the idea of putting in a new race of people re-evolving back into their primal and powerful forms. It'd be a monster progression thing.
Some people may write in telling you that subraces are the devil. But don't listen to them. Subraces, like many things in D&D, are perfectly fine in moderation. Just don't create 15 different types of elves like FR, and you should be fine.
Swamp Gnomes? You MUST tell me more...
Swamp Gnomes: A deranged sort of creature, the Swamp Gnome is a primitive and creative gnome offspring living in the water born cities in the Deep Everglades. They breeding the native lizards and snakes in the area to serve as food, clothing, and transportation. They retain the same sort of curiosity and innovative qualities of their cousins, yet they differ severly in their barbaric nature. They also closley relate themselves to nature, like their cousins, but they take this into a sadistic and strange field of study. The lack some restraints of other races but can make great creations of supreme utility. Traps made by these vile creatures are some of the most deadly in the realms. They are as strong and smart as creatures of their stature and make it their priority to survive in their harsh climate.
Gah! You used the word "realms!" /me freaks out!
You're turning FR on us! Eeeeep!
Oh, I sent you a PM. I don't have MSN IM. :(
Back on topic: What's an Antediluvian Template?
You've got a really nice hook here. It is something that can draw a person in, even though it doesn't say a lot about your world. That's something I have yet to master, and I could obviously learn a great deal about that from you.
What you do tell us about your world, however, sounds very interesting. I think that the swamp gnomes are great. They seem to be a twisted version of a standard race without going underdark. I like that and would like to know a little more about them when you are ready. Also, Bandit Kingdoms are always an interesting part of worlds and I would really like to know more about yours.
Yes, I too am curious about this Antideluvian template... does that mean it's just some creature that's been around since the time of a world-spanning flood, or is it something else?
QuoteYes, I too am curious about this Antideluvian template... does that mean it's just some creature that's been around since the time of a world-spanning flood, or is it something else?
It's probably just utilized under the context of something very old. While antideluvian (the word itself) comes from the whole concept of predating the biblical flood, it is also used as a simple adjective which means mean
very old. Mind you I'm only speculating intent here...maybe there
was a huge flood in his mythology.
Ooh, biblical stuf gives me headaches... But hallelujah for ancient stuff nonetheless.
well, I wouldn't say it stems from the concept of predating the biblical flood, but rather any ancient mythologies of world-spanning floods (Gilgamesh, Dwarka, Sumer, Noah, Manu, etc). But seriously, that's just me nitpicking :)
Your theological expertise is astounding Ishy. And I suppose you also know that the story of Gilgamesh which orginated in modern day Turkey may indeed have some historical relevence tied to their flood story...The Black Sea...it is also the oldest known flood myth. Hmmm...
Impressive, now release your anger... :jedi:
Sorry if I came across as being too harsh on your opening story, Wixman. I was just meaning to say that I would like to see a few elements specific to your world appear in the opening fiction. Maybe it could include a brief description of an unusual subrace of elves, or some new kind of mintotaur that has traits unique to your world. The swamp gnome is certainly interesting and unique; I'd like to see more of the same, whether in a story or otherwise.
I honestly thought "ho, hum, another setting, whatever" untill I read the swamp gnomes. I really like the little blurb of flavor there, and I'm now interesting in seeing your pale elves. I'd also like to see rule stats for the subraces you are using.
I agree with Meepo that it would have to have more specific stuff in the intro story, and please do proofread your stuff, don't count on spell check to catch everything. :)
We love updates! Where hath thee gone? I'm a racial stat gobbler, I read the crunch for every race I can get my hands on. Green racial stat gobbler needs food badly...
Sorry! It was my 18th Birthday... lastnight/today so I've been engaging in different activites.
The Antediluvian Template is an epic template (much like the Paragon or Pseudo-Far-Realm creature template) that deals with the fact that there were ancients who "sort-of" defy time and are making plans to come back from their tombs in the ancient sands of Kacerno. I'll try and get another update asap, until then, I'm going to make the actual "racial stats" (including all the desciption aand stuff about language, religion, etc.) but I'll give you the sheet I made for them which explains most of it. I'll have that up probably tomarrow sometime.
Anyway, a little more about the Antediluvians. There are essentially two major kinds of them left: The Ahaen and the Grand Elders. The Ahaen are the "regular" kind of antediluvian while the Grand Elders are more of a magic-bearing kind of antediluvian (the only difference in stats is the sepcial ability choices, higher abilites, and more ranks in Use Magic Device). They will become a very cannonical part of the story which will lead to an epic storyline (spoiler: it has something to do with the emperor...). They are currently resting in their uber-magic guarded tombs and are to be awaken when the preset date for each of them comes (they all won't come at once, but once they do...). I'll give you the stats for one on Tuesday but for now think of them as 1st Level Gods.
BTW, i might have screwed up saying there were "Bandit KingdomS", rather "Bandit Kingdom." (singular). There are about three regions (Asdalad Bay, Dawnlight Isles, and Dornes) in this realm (Dosik) that very much so reflect the idea of romanticism that I try to associate with the Bandit Kingdom of Dosik.
I still have to come up with a better story and an all-encompassing desciption of Golia (I thought I did pretty good but I can write more in an Introduction type). Anyway, I'll see you tomarrow when I'm hungover.
Ciao!
-Wixman
Don't get me wrong. You don't have to ditch the opening story altogether. Just work in more juicy stuff, like passing references to lairs of Antediluvian monsters that even battalions of soldeirs dare not approach, or swamp gnomes taken captive by the army, or any of the other unique flavor that's making this setting sound more and more interesting as you post it.
So I should milk everything, then, uh?
Quote from: WixmanSorry! It was my 18th Birthday... lastnight/today so I've been engaging in different activites.
The Antediluvian Template is an epic template (much like the Paragon or Pseudo-Far-Realm creature template) that deals with the fact that there were ancients who "sort-of" defy time and are making plans to come back from their tombs in the ancient sands of Kacerno. I'll try and get another update asap, until then, I'm going to make the actual "racial stats" (including all the desciption aand stuff about language, religion, etc.) but I'll give you the sheet I made for them which explains most of it. I'll have that up probably tomarrow sometime.
Anyway, a little more about the Antediluvians. There are essentially two major kinds of them left: The Ahaen and the Grand Elders. The Ahaen are the "regular" kind of antediluvian while the Grand Elders are more of a magic-bearing kind of antediluvian (the only difference in stats is the sepcial ability choices, higher abilites, and more ranks in Use Magic Device). They will become a very cannonical part of the story which will lead to an epic storyline (spoiler: it has something to do with the emperor...). They are currently resting in their uber-magic guarded tombs and are to be awaken when the preset date for each of them comes (they all won't come at once, but once they do...). I'll give you the stats for one on Tuesday but for now think of them as 1st Level Gods.
BTW, i might have screwed up saying there were "Bandit KingdomS", rather "Bandit Kingdom." (singular). There are about three regions (Asdalad Bay, Dawnlight Isles, and Dornes) in this realm (Dosik) that very much so reflect the idea of romanticism that I try to associate with the Bandit Kingdom of Dosik.
I still have to come up with a better story and an all-encompassing desciption of Golia (I thought I did pretty good but I can write more in an Introduction type). Anyway, I'll see you tomarrow when I'm hungover.
Ciao!
-Wixman
I had assumed that there was only one Bandit Kingdom.
Quote from: WixmanSo I should milk everything, then, uh?
No, just milk one thing that you think is really cool. And even then, just dropping hints about it would go a long way.
Yeah, pick a topic which emphasises the unique and interesting features of your setting.
Still waiting to talk over IM,
-Rael
The spirits are nice, but they are kinda bland. I really like the fact that my campaign has different political factions (The Outcasts, Order of Naffehael, The Sunfall Warriors are the big ones) and they are all against each other. I might do that or maybe I'll do something else. Who knows.
Swamp Gnome
Small Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20ft.
AC: 15 (+1 Dex, +1 size, +2 leather, +1 small wooden shield)
Attack: Club +0, Sling +2
Damage: Club 1d6-1, Sling 1d4-1
SQ: +1 attack/damage against Lizardfolk, Spells, Speak with Animals, Low-Light Vision, +2 Balance, Listen, and Swim, +2 AC against Reptilianoids
Saves: Fort +3 Ref +1 Will +0
Abilities: Str 8 Dex 13 Con 13
Int 8 Wis 11 Cha 8
Skills: Balance +4, Hide +6, Listen +5, Move Silently +2, Spot +3, Swim +2
Feats: Alertness
-------------------------------------------------------------------------
Climate/Terrain: Warm Marsh (Deep Neverglades)
Group: Solitary, Pair, Gang (3-5), Troop (4-10), or Throng (30-60)
Alignment: Usually Lawful Neutral
Challenge Rating: 1/2 (+0 lvl., 1 ECL)
Advancement: By character class
Treasure: 50% coins, goods, and items
_________________________________________________________
Speak with Animals: Only with Alligators, Snakes, and Lizards.
Spells: Create water, detect poison, and ??? (i just can't find my original) if Wisdom is higher than 10.
And a few organizations...
Order of Naffehael (Vunaes): AL LG; 56,400gp resouce limit; Membership 282; Mixed (Human 225, Aasimer 26, Half-Elf 8, Halfling 6, Half-Orc 5, Elf 4, Dwarf 2, Half-Celestial 2, Gnome 1); Authority Figures: Naffehaelâ,¬,,¢s Herald, male half-celestial Fig 6/Pal 6/Rgr 4/CHr 4 (<--- might change the levels aroudn a bit); Lieutenant Haraga, female dwarf Cle 8/Wpr 6, Valtire, male aasimer Pal 7/Hosp 4; Other Info: The Order is dedicated to erradicating evil from the world, just as other Paladin sects, except they will use such devices as scare tactics and mental torture to reduce the enemy. They also believe that the angel Naffehael will give them all the Final Task when the time comes.
Outcasts of the Sands (Kacerno): AL LN; 16, 600gp resource limit; Membership 322; Isolated (Human 302, Dwarf 15, Gnome 3, Half-Orc 2); Authority Figures: Chief-Major Fanbare, female human Fig 5/Rng 4/Wiz 5; Chief-Captain Opentoe, male half-orc Brb 4/Rng 4/Drd 3; Important Characters: Daila Mallethill, female dwarf Cle 5/Wiz 5; Other Info: The Outcasts are the remaining faction of the Kacernian special forces who have banded together to serve one goal: the unity of Kacerno and all its people. They have been known to use guerrilla tactics and symbiosis procedures on unwilling members.
Ah, heck... let's throw in the template too.
ANTEDILUVIAN CREATURE
CREATING A ANTEDILUVIAN CREATURE
The base creatureâ,¬,,¢s type remains unchanged. The paragon creature uses all the base creatureâ,¬,,¢s statistics and special abilities except as noted here.
HD: An antediluvian creature always has maximum hit points. Paragon creatures also gain an additional 20 hit points per HD.
Speed: An antediluvian creatureâ,¬,,¢s speed doubles, for all movement types.
AC: Antediluvian creatures gain a +10 insight bonus to AC. They also gain a +3 natural armor bonus (if the creature already has natural armor, use whichever is better).
Attacks: An antediluvian creature makes all its attacks with a +10 insight bonus on the attack roll.
Damage: An antediluvian creature has its unarmed damage increased to 2d8.
Special Attacks: An antediluvian creatureâ,¬,,¢s special attacks, if any, all gain a +13 insight bonus, if applicable. They also pick one ability from this list.
Extreme Speed: The base creatures speed quadruples (instead of doubles), they gain the improved evasion class feature, and they are constantly under the effect of haste.
Hyper Metabolism: The creature gains regeneration 20 and can only be dealt normal damage by fire and acid damage or epic weapons with the holy or unholy descriptor.
Stellar Senses: The creature can see invisible creatures, creatures on the ethereal plane, and can see 30ft. through total or even magical darkness. They also gain the other effects of true seeing and an extra +5 insight bonus to their AC and attack rolls.
Aura of Petrification: All within 60ft. of the antediluvian must make a Fort save each round (DC 20 + 1/2 HD + Con) or be petrified. They can suppress this as a free action.
Supernatural Might: The antediluvian gains another +20 bonus to their Strength and for every hit, they may make a bull rush attempt and can do it as if they were going with them
Special Qualities: An antediluvian creature retains all the special qualities of the base creature and also gains the following.
Ã,· Electricity and cold resistance 30.
Ã,· Damage reduction 15/epic.
Ã,· Spell and power resistance equal to the creatureâ,¬,,¢s HD + 25. If the creature already possesses power or spell resistance, use whichever is higher.
Ã,· Poison, disease, stunning, paralysis, and death from massive damage immunity.
Saves: Same as the base creature.
Abilities: Str +20, Con +18, Dex +12, Int +10 Wis +10 Cha +14
Skills: (4 + Int) x8 or same as the base creature if greater.
Feats: Extra bonus feat otherwise same as the base creature.
Climate/Terrain: Any land and underground.
Organization: Same as the base creature.
Challenge Rating: Up to 8 HD, as base creature +18; 8 HD to 17 HD, as base creature +19; 18+ HD, as base creature +20
*cough* feedback...*cough*
Antediluvian creatures scare me.
Also, consider adding some fluff to the antediluvian template. I, for one, would be interested in learning what it is (story-wise) that makes antediluvian creatures so powerful. Are they powerful because they are very old, or were all creature from long ago more powerful than most modern creatures?
I'm with Meepo. The Antidiluvian creature template is terrifying, and you hinted you could have a Paragon Antidiluvian creature...good merciful Pelor, spare us!!!
Flavor for them would be nice, as Meepo said. The mechanics look fair, if godly frightening, and the CR adjustment seems accurate for them..
I'll probaboly be writing some stuff for them soon but till then you'll just have to wait. I've made up a normal antediluvian sheet (where is it?) and I should correct myself saying that it is BASED off of the paragon template.
And hell yes, they're scary. Their power comes from the fact that their almsot extinct and in hibernation. I'll put in more about it.
Couldn't findz my antediluvian sheet. Here is a list of prestige classes instead...
Prestige Classes
-Academy Spirit Warrior: Monk with ranged ki assisted attacks.
-Alley Shadowbrawler (NPC): Shadowboxer, only the shadows come to you. :boxed:
-Blossom Stormer: Elegant weather caster and elementalist.
-Circle Powerbowman: Archery specialist.
-City Stalker: Urban ranger with stealth abilities.
-Country Witch: Divine caster that uses common folk remedies as power.
-Dawnlight Pirate: Fighting sailor specialist and swashbuckler.
-Dead Walker: Ingenious diplomat and force magic mage.
-Death Druid: Nature and necromatic based abilities.
-Disruptor Agent (NPC): Anti-magic expert.
-Enchanter Companion (NPC): Sorcerer with group based abilities.
-Eulrose Shaman: Wild warpriest with animal expertise. :horse:
-Gallante Drifter: Knowledge gatherer and combat acrobat.
-Ginger Gypsy: Supernatural stealth and enchantment caster.
-Golian Commander: Large martial combat tactician.
-Gray Druid: Warrior druid focusing on earth-based magic.
-Grove Warden: Moving sphere of natural influence.
-Hawkmaster: Caster focusing on air-borne attacks and avian control.
-Imperial Wizard (NPC): Emissary between the throne and the magocracy.
-Mage Slayer: Martial expert focused on disrupting magic attacks.
-Naturebound Archer (NPC): Biologically enhanced ranged specialist.
-Nefarious Dabbler (NPC): Common mage using dark powers for might.
-Orcblood Reveler: Using inner anger and power of the orcs to kill. :headz:
-Outcast Thrower (NPC): Bandit using mundane ranged attacks.
-Outcast Bomber: Elite bandit using magical ranged attacks.
-Pious Disciple (NPC): Expert healers and commonplace laborers. :halo:
-Sinister Enforcer: Roguish blackguard with fear inducing abilities.
-Soilforce Hermit (NPC): Earth magic spell slinger.
-Spiritfist Savage: Barbarian warrior using unarmed spirit infused attacks.
-The Devout of Menyr: Unarmed martial specialists with a divine edge.
-Vanorâ,¬,,¢s Champion: Aura specialist with an array of divine combat abilities.
-Wild Surger: Sorcerer using uncontainable inner powers to boost magic.
History of the Antediluvians
The word 'Antediluvians' on the continent of Golia is a reference to the ancient people who lived in Golia before the Golian settlers came and named it Golia. According to history, there was really only one race of people -now refered to as 'The Grand Elders'- and the offshots of their kind. There were many different creatures living on the lands during the time of the antediluvians, but this was also due to the Grand Elders.
The Grand Elders -and later on, all the Antediluvians- were masters of evolution. Through selective processes, magical arts, and various other technological advances, the Grand Elders had made their visions come true: A perfect race. The Grand Elders were skilled in all arts, had excellent learning capacites, and made their bodies perfect. However, with the race at its peak potential, it was only possible for their race to decline. Their absence of new ideas and no possible further gains threatened their very existence. Wars and famine streamed across the Grand Elders' lands and almost brought their civilization to an end. The solution became clear: to create a new race, in their image, to mix in with the Grand Elders and to diversify their people. Through their expert engineering, the Grand Elders made a new race to suit their needs: The Ahaen.
Some cultural-evolutionary references need to be cleared up before we go on, however. The Ahaen back then are quite different then what are commonly refered to as Ahean now. Although they display the same outward physical characteristics as the first Ahaens, the Ahaen of the current age are nothing like the Antediluvian Ahaen in both a physiological and ethical sense. The Ahaen of the current age were engineered carefully to evolve over the period of time when the Grand Elders created them. The Antediluvian Ahaen is another story.
The Antediluvian Ahaen were the lower class people in the antediluvian world. While the Grand Elders thrived off of their work, the Ahaen saw it troublesome that the Grand Elders kept these gains to themselves. The Antediluvian Ahaen -very much born in the image of their creators- developed their own evolutionatory process and started to become more like the Grand Elders. When the two races crossed in an uproar of the power conflict, new and terrible forces were created. These forces -which historians still have little information about- brought both races to a downfall. The Grand Elders and the Antediluvian Ahaen nearly became extinct through this time and both sides retired into the bowels of the earth, never to be heard from again.
On thing historians do know is that the Grand Elders developed a series of races after their downfall, and set them on the lands without their influence so they would not crave the power that the Grand Elders. These races were the beginnings of what kinds of people and monsters inhabit Golia today. All the races were implanted with the Ahaen evolutionary code, but very few stems of it have survived till today.
What the historians are curious about is what purpose will the new and slowly evoled Ahaen have for this world? The Ahean today live in the deserts of Kacerno, which in turn, is theorized to be the birthplace of the Antediluvians. They lead out a simple life -interestingly enough, without any racism towards them- and many are quite oblivous as to the importance of their origins. Ahean today can be characterized through their large ears, small blackened eyes, and their rough brown skin. Only the future knows what holds for the destinies of these people.
Ahaen
Medium-Sized Humanoid (Antediluvian)
Hit Dice: 1d8+29 (37 hp)
Initiative: +10
Speed: 60ft.
AC: 29 (+3 natural, +6 Dex, +10 insight, +8 bracers)
Attack: Slam +20, +5 Longsword +25
Damage: Slam 2d8+10, +5 Longsword 1d8+15 (x2/17-20)
Saves: Fort +11 Ref +8 Will +5
S.Q.: Electricity and Cold Resistance 30; DR 15/epic, PR 26, SR 26; Poison, Disease, Stunning, Paralysis, and Death from Massive Damage Immunity; Regeneration 20, Darkvision 60ft.;
Abilities: Str 30 Dex 23 Con 28
Int 20 Wis 21 Cha 22
Skills: Balance +10, Climb +14, Hide +10, Jump +14, Listen +11, Move Silently +10, Spot +7, Swim +14, Tumble +10
Feats: Improved Initiative, Endurance, Power Attack
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Region: None (Jambe Ruins)
Group: Solitary
Alignment: Usually Neutral
Challenge Rating: 19
Treasure: Quadruple Standard
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Items: +5 Keen Longsword of Ghost Touch, Bracers of Armor (+8)
Grand Elder
Large Humanoid (Antediluvian)
Hit Dice: 5d8+140 (180 hp)
Initiative: +7
Speed: 120ft.
AC: 32 (+5 natural, +10 insight, +7 Dex)
Attack: Slam +23,
Damage: Slam 2d8+11
Saves: Fort +12 Ref +11 Will +6
S.Q.: Electricity and Cold Resistance 30; DR 15/epic, PR 31, SR 31; Poison, Disease, Stunning, Paralysis, and Death from Massive Damage Immunity; Hasted, Improved Evasion;
Abilities: Str 32 Dex 25 Con 26
Int 25 Wis 21 Cha 24
Skills: Balance +15, Climb +19, Hide +15, Jump +19, Knowledge (arcana) +15, Listen +15, Move Silently +15, Spot +11, Swim +19, Tumble +15, Use Magic Device +18
Feats: Improved Initiative, Run, Skill Focus (Use Magic Device), Dodge
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Region: None (Kacerno Desert)
Group: Solitary
Alignment: Usually Neutral
Challenge Rating: 23
Treasure: Quadruple Standard
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Items: Epic Staff of Mighty Force (46 charges)
Mighty Force: This staff has three powers.
Ã,· Shield (quickened, 1 charge, may be activated once per round)
Ã,· Forcecage (1 charge)
Ã,· Crushing hand (1 charge)
Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Quicken Spell, crushing hand, forcecage, shield; Market Price: 265,000 gp.
Have you ever seen a CR 19 NPC with 37 hit points?