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The Archives => Homebrews (Archived) => Topic started by: Poseptune on September 26, 2006, 10:18:55 PM

Title: Adveria
Post by: Poseptune on September 26, 2006, 10:18:55 PM
There is no discussion thread for this setting, so go ahead and post here. Adveria is still very much in its infancy. More will be added as I think of it.


Synopsis:

Not much is known about the history of Adveria. What has been recorded only dates back eight hundred to a thousand years, but relics of a world that existed before have been found throughout the world. Captain Silvertooth found ancient texts that detailed a long forgotten fighting style and the people of Delkun discovered the secrets of magic and were able to bring the arcane arts back into the world. Exploration is one of the key aspects of Adveria. A new land has been discovered with two more large islands within close proximity. Undiscovered caves and dungeons hold untold secrets off the past.

The world is still in its infancy, nations are still vying for territory. The dwarves of the south have been displaced, because of the expansion of Tirein.  Kerdith and the other nations are trying to settle the uncharted new lands, hoping to discover countless treasures. Tirein is also watching the race for distant treasure, waiting for the right moment to continue its expansion.

[spoiler=Timeline]
Timeline
[/u][/size]

0488: Small villages come together make the foundation of the nation of Tirein.
0594: First coastal village of Kerdith is settled.
0682: First rafts and small boats are developed in Kerdith
0992: Kerdief Meruan becomes king of Kerdith
1005: Kerdief convinces Elves and Dwarves to join Kerdith.
1026: Kerdith starts trading with other nations and provides aquatic transports for goods and people.
1031: Rogue Kedrithian captains attack transport ships. They are soon labeled as pirates
1046: A coup destroys Tirein's peaceful democracy and replaces it with a dictatorship.
1054: Tirein's leader starts to expand its border.
1078: The other nations become worried about Tirein's expansion, and unite for a peaceful resolution. Felmar wins the challenge for leadership of Tirein.
1079: Felmar continues Tirein's national growth.
1082: War is declared against Tirein.
1087: Kerdith navy destroys large portion of Tirein's fleet.
1093: Felmar is challenged by Gregor. Gregor signs a peace treaty with the other nations, and the War ends.
1110: M'orkur becomes dictator of Tirein, and then declares war on what is left of the dwarflands.
1112: The rest of dwarflands are devoured by Tirein.
1129: A new world is discovered, and one by one the nations make plans to colonize this new land.
[/spoiler]
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:19:08 PM
Races:


[spoiler=Saurilk:]
 (http://img481.imageshack.us/img481/4475/lizardkd7.jpg)

The Saurilk are a proud race, that have inhabited the newlands since it broke away eons ago. The Saurilk were created for slave labor, by the ancestors of those still left on the old world, to work the hot arid land. For years they worked and tilled for their masters sometimes along side another created slave race, until their masters became more and more violent. At first their masters were kind and lient, but after years of reaping the fruits of others labor, the newer generations were growing cruel and lazy. Most would punish their slaves to prove their superiority, while some pitted slaves against each other for amusement. Finally, the Saurilk and the Jadarn started to rise up against their masters. First only as small groups, but as rumors started to spread the idea of freedom filled the minds of the captives. There was little that the masters could do against their slave's rage. The revolt was swift and complete. The races that once controlled this land had been exterminated, but the rage that the Saurik and Jadarn felt was still an inferno inside them. Confused as to what to do next and still angry the two races soon turned on each other. Years passed before the fighting was finally quelled, when each side realized they face extinction. The races agreed to split the land, Saurilk to the south and Jadarn to the north. The cities became ruins as they eroded  with time.

Updated:
Characteristics:
Monstrous Humanoid
- +4 Str -2 Dex -2 Int -2 Cha
- Saurilk base speed is 30 ft
- Medium
- Racial Hit Dice: A Saurilk begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
- Racial Skills: A Saurilk's monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1).
- Racial Feats: A Saurilk's monstrous humanoid levels give it one feat.
- Multiple Arms: Saurilk have four arms and qualify for the multiweapon fighting feat.
- Darkvision 60 ft
- Counter Weight Tail: +2 Balance checks
- Shifting Scales: Saurilk's can shift the color of their scales to help them blend into the surrounding area giving them a +2 bonus to Hide checks. When in wooded areas or tall grass the bonus increases to +8
- Illiterate: The Saurilk were never taught to read, their masters kept them for their brawn.
- Cold Blooded: Prolonged (about a minute) exposure to temperatures below 40ºF a Saurilk blood flows much slower hampering its agility. In these conditions a Saurilk suffers a -2 penalty to their reflex saves.
- Vulnerability to Cold
- Level Adjustment: +1
- Favored Class: Barbarian.

[spoiler=Original]
Characteristics:
- +4 Str -2 Int -2 Cha
- Saurilk base speed is 30 ft
- Medium
- Multiple Arms: Saurilk have four arms and qualify for the multiweapon fighting feat.
- Darkvision 60 ft
- Counter Weight Tail: +2 Balance checks
- Shifting Scales: Saurilk's can shift the color of their scales to help them blend into the surrounding area. +10 to hide checks, full round action to change to new area (Example from the green of the forest to the gray of a dungeon). The Saurilk loses this bonus when she is wearing armor or a full outfit.
- Illiterate: The Saurilk were never taught to read, their masters kept them for their brawn.
- Cold Blooded: Prolonged (about a minute) exposure to temperatures below 40ºF a Saurilk blood flows much slower hampering its agility. In these conditions a Saurilk suffers a -2 penalty to their Dex and reflex saves. At below 0ºF a Saurilk suffers a -4 penalty to Dex and reflex Saves, a -2 penalty fortitude saves on as well as their base speed drops by 5ft. At below -20ºF  a Saurilk suffers a -8 penalty to Dex and reflex saves, -4 fortitude saves, and their base speed drops by 15ft. Any exposure over a minute to temperatures below -40ºF a Saurilk slips into a comatosed state and can only be awaken when brought to warmer temperatures.

Cold spells and abilities that deal to Saurilk cause the Saurilk to suffer a -2 penalty to dex and reflex saves for a number of rounds equal to damage dealt/10 (rounded down, minimum 1).
-Level Adjustment: +2
- Favored Class: Barbarian.
[/spoiler][/spoiler]
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:19:16 PM
Classes:

Besides the core classes, the complete series and other source's classes can have a place in Adveria.  Swashbucklers make great Kerdithian pirates, or even some of the Kerdithian naval sailors. Tirein may use the Warmage and Beguilers as part of their military, combining physical might with arcane knowledge. There are other places a non-core class can be worked into the world. These elements don't have to be use and the world can be just as exciting with only the core classes.
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:19:50 PM
Nations and Geography:
[spoiler=Map] (http://img523.imageshack.us/img523/8459/world1preav8.png) [/spoiler][spoiler=Political Map]
 (http://img513.imageshack.us/img513/452/world1politicalgx9.png)
[/spoiler]
Tirein: (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?7421.post) What once started as a peaceful diplomacy has transformed into a tyrannical dictatorship through a violent overthrow. The leaders of Tirein all have one thing in common, they want more land. The nation is constantly on the verge of expansion and with everyones interest set on the new lands the next wave can't be far behind.

Kerdith: (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?9268) Kerdith is a seafaring nation. Peace has spread across the country because of the booming shipping business, which has kept taxes low. Just offshore pirates plague the coastal waters, preying on overloaded transport ships.

Delkun: (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?26037) Arcane magic was lost to the world for many decades. It was the early inhabitants of Delkun that brought the arcane arts back from extinction. Now the land is a thriving nation ruled by a council of cleric and mages, but forces work to destroy the peaceful life enjoyed by most of the population.

The new worlds

Title: Adveria
Post by: Poseptune on September 26, 2006, 10:20:11 PM
Magic:

Title: Adveria
Post by: Poseptune on September 26, 2006, 10:20:20 PM
Religion
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:20:42 PM
Equipment:

Siege Weapons:
 (http://img525.imageshack.us/img525/9596/cannontt7.png)

Fire cannons are a magically enhanced stone. Created in Delkun, the instructions were smuggled out of the country about 400 years ago. Cylindrical in shape, it is flat on one end and the other has a hole covered by a heavy door. The outside is covered in glowing red marks. A modified fireball spell has been drawn on the outside of the cylindrical stone. The cannon creates and shoots a stone ball surrounded in flame, there is a 10% chance that it will set a fire if it strikes a ship or other structure. It uses a canister filled with bat guano and sulfur loaded into the back of the cannon. One canister comes with a newly purchased cannon, and is already aligned to that cannon. Only one canister can be aligned to a cannon at a time. A fire cannon will only fire with a canister loaded that is aligned with it. It takes 24 hours to align a canister to a cannon. The fire cannon is a direct fire weapon; due to its size a Medium creature takes a -4 penalty to attack rolls when firing a fire cannon and a Small creature takes a -6 penalty. It takes up a space of 5 feet across and weighs 700 pounds.
Reload: Full-round action and DC 10 Strength check to pull open door. Two full-round actions and DC 10 Profession (siege engineer) check to pack canister. Full-round action to load canister into cannon. Full-round action and DC 10 Strength check to close door. Full-round action to fire. Normal rate of fire is one shot per six rounds.

[table=Ship Weapons]
[tr]
[th]Item[/th][th]Cost[/th][th]Damage[/th] [th]Critical[/th] [th]Range Increment[/th] [th]Typical Crew[/th] [th]Type[/th] [th]Mount[/th]
[/tr][tr]
[td]
Fire Cannon
[/td][td]
10,000 gp
[/td][td]
3d8 + 2d6 fire
[/td] [td]
-
[/td] [td]
200 ft.
[/td] [td]
2
[/td] [td]
Direct
[/td] [td]
light
[/td]
[/tr]
[/table]
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:20:51 PM
Other
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:21:17 PM
Other 2 : Back with a vengence
Title: Adveria
Post by: Poseptune on September 26, 2006, 10:21:43 PM
Other 3: Back from the grave
Title: Adveria
Post by: Darkxarth on September 27, 2006, 12:30:38 AM
Looks like a good start.  I always enjoy seeing a young world, or at least one that thinks it's young.  Anyway, I must try to keep my eye on this thread, cause it looks like a good one.
Title: Adveria
Post by: Elven Doritos on September 27, 2006, 09:02:11 AM
I like what I see so far, but there isn't much to comment on yet. Keep us updated with the progress!

Since you don't have any religions set up yet, I encourage you to consider something out of the pantheonic system. Maybe a monotheistic, ditheistic, animistic, or entirely philosophical religions system?
Title: Adveria
Post by: Poseptune on September 27, 2006, 09:59:56 AM
You're asking the guy with the greek god name to think outside the pantheonic system?

Religion is still up in the air. I may have a few nations accept a pantheonic system and some others be different. Like a nation, or loosely tied clans, I was thinking about for just southwest of Tirein that could be animistic. I'm still debating the different ways to go. I still don't know if I want the gods to be active, passive, or exist at all.


Yeah so far this thread doesn't have much content, but the two linked nations, Tirein and Kerdith, have a lot of information contained in their respective threads. I am happy for the praise and hope I don't disappoint.
Title: Adveria
Post by: Fatum on September 27, 2006, 11:45:21 AM
Echoing the other two, it is a good start and I look forward to more as it comes in.

Are you going to be using a traditional magic system or something new?
Title: Adveria
Post by: Poseptune on September 27, 2006, 03:14:01 PM
Traditional magic most likely unless something comes to mind that blows everything done in the past away. (which is highly unlikely). The magic section of this thread is more for new domains, spells, or spell lists for any new class.

Thank you.
Title: Adveria
Post by: Raelifin on November 08, 2006, 07:39:44 PM
Quote from:  minor bonus.

+10 on hide checks. I personally don't understand why equipment doesn't give this away. I mean... +10?! That's a medium bonus if I've ever seen one (major for rogues, but we're doing barbarians).

Illiterate is no penalty for barbarians.

Cold Blooded needs more detail on the effects of cold damage spells and abilities. I'll judge that it's a medium drawback.

So let's figure out if a +2 LA works. I'll use a level 3 Saurillk vs. a level 5 human (both barbarians).
Both have a greatsword, 16 base strength, 10 base everything else.

Saurilk:
25 hp
Same AC
+10 on hide checks
Cold Blooded
2 Feat
18 skill points
Worse saves
Greatsword +8, 2d6+12 damage

Human:
38 hp
Same AC
3 feats
40 skill points
Greatsword +6, 2d6+4 damage

I'd say that's around balanced. You may want to tone the strength to +2 and tone down the hide bonus for a +1 LA though. Just my thoughts. Feel free to critique.

Attack:[dice
1d20+8[/dice]
Damage: [dice]2d6+12[/dice]
Title: Adveria
Post by: Poseptune on November 08, 2006, 08:26:30 PM
I still have a lot of flavor text to add to them. I've edited the cold blooded and shifting scales abilities.

This is the first race I've created, so any input is welcomed
Title: Adveria
Post by: Endless_Helix on November 08, 2006, 10:01:28 PM
I love the Ninja Pirate Silvertooth... That is what he is, you know. That makes him two thousand kinds of awesome. I like the Roman equivilent nation, but i have to say that aside from Silvertooth, that Kerdith is kind of quiet. Perhaps adding relations with the Merfolk in would be effective.
Title: Adveria
Post by: Raelifin on November 09, 2006, 02:28:16 AM
One point: Though I suggest a +2 LA for the Saurilk, that is to make them "balanced." By balanced, I mean that it will be hard to abuse them, mechanically. If you aren't worried about min-maxing you may want to keep the LA at +1 to encourage players to choose the race.
Title: Adveria
Post by: Thanuir on November 09, 2006, 10:55:13 AM
So, you have several possibilities for dungeoncrawling and also potential for full-scale wars, intrigue and such.

Looks like a good start for a standard D&D setting. Is this what you are going for?
Title: Adveria
Post by: Poseptune on November 09, 2006, 11:45:31 AM
Quote from: ThanuirSo, you have several possibilities for dungeoncrawling and also potential for full-scale wars, intrigue and such.

That's what I'm shooting for.

Quote from: ThanuirLooks like a good start for a standard D&D setting. Is this what you are going for?

Yes, since it is my first setting I'm trying to keep it simple and straight forward.
Title: Adveria
Post by: Poseptune on November 09, 2006, 11:50:14 AM
Quote from: Endless_Helix... i have to say that aside from Silvertooth, that Kerdith is kind of quiet. Perhaps adding relations with the Merfolk in would be effective.

Well I thought about that, but does every country in a setting need to have some sort of problem or conflict? (The pirates are only minor, because they affect everyone on the high seas.) Kerdith is just going through a time of prosperiety and peace, but as someone said in the Kerdith thread there is penty of room for internal conflict with Governors and Nobles vying for power. I just haven't decided if I want to point that out or leave it up to the DM.
Title: Adveria
Post by: Raelifin on November 09, 2006, 11:56:57 AM
ElDo says I'm anal about maps, considering how many I've redone for people, that may be true. Anyway, I threw together a slightly improved map of Adveria. I have no doubt that you'll want to correct me on the continents.

What scale is the map in? You list 0-500 but you don't use a unit of measure.

It's generally bad practise to draw beaches on a word map. Unless the water is somehow deadly and it makes desert, beaches should be reserved for maps of locales.

It's also fairly difficult to get an entire continent/island to be desert. Deserts are caused by three major things (I think): High Pressure Zones, Rain Shadow, and Large potions of land acting as a buffer between it and the sea (inland). Islands rarely have any of the above and will usually get lots of rain. This map (http://www.greeningaustralia.org.au/NR/rdonlyres/46B252F2-7BBD-4E17-85DC-00185B0BE0FE/2893/biome_web.jpg) will show how most of the west and southwest blowing winds lose their moisture when going over the mountains (http://www.virtualaustralia.com/australia/maps/elevation.gif).

Anyhoo, here's Adveria: (Click to enlarge)
(//../../e107_files/public/1163091417_9_FT15955_adveria1_.jpg) (//../../e107_files/public/1163091417_9_FT15955_adveria1.jpg)
Title: Adveria
Post by: Poseptune on November 09, 2006, 12:21:33 PM
Quote from: RaelifinElDo says I'm anal about maps, considering how many I've redone for people, that may be true. Anyway, I threw together a slightly improved map of Adveria. I have no doubt that you'll want to correct me on the continents.

What scale is the map in? You list 0-500 but you don't use a unit of measure.

It's generally bad practise to draw beaches on a word map. Unless the water is somehow deadly and it makes desert, beaches should be reserved for maps of locales.

It's also fairly difficult to get an entire continent/island to be desert. Deserts are caused by three major things (I think): High Pressure Zones, Rain Shadow, and Large potions of land acting as a buffer between it and the sea (inland). Islands rarely have any of the above and will usually get lots of rain. This map (http://www.greeningaustralia.org.au/NR/rdonlyres/46B252F2-7BBD-4E17-85DC-00185B0BE0FE/2893/biome_web.jpg) will show how most of the west and southwest blowing winds lose their moisture when going over the mountains (http://www.virtualaustralia.com/australia/maps/elevation.gif).

Anyhoo, here's Adveria: (Click to enlarge)
(//../../e107_files/public/1163091417_9_FT15955_adveria1_.jpg) (//../../e107_files/public/1163091417_9_FT15955_adveria1.jpg)



:)

Yeah the map is still a work in progress. The new worlds is actually the three continents to the right. The dessert island isn't a dessert I just haven't gotten to it. :)

The beaches are the original color of all the lands, but I didn't like it. The green didn't look goo either so I mixed the two.

The unit of measurement is miles.

There are more than three nations, I just haven't nailed down what I want to do with them. I like the blending of the shallow waters you did. I just got PsP so I'm still learning the tools and such, This was don't partially in paint. After I finish the politcal map, I'm going to go back to this one (though knowing me I may jump to this and put the political map aside).
Title: Adveria
Post by: Poseptune on February 10, 2007, 11:23:03 AM
Added political map (unfinished) to the Geography section. It displays the three nations I have posted here .

Added link and extended the blurb for Delkun.
Title: Adveria
Post by: Poseptune on June 08, 2007, 04:08:56 PM
Added an equipment section. Added a siege weapon that will be used for most ship to ship battles.

Good? Bad? Horrible?
Title: Adveria
Post by: Matt Larkin (author) on June 08, 2007, 04:46:22 PM
Quote from: PoseidonAdded an equipment section. Added a siege weapon that will be used for most ship to ship battles.

Good? Bad? Horrible?
I'm a little confused.  The text seems to imply that you only get one shot, then later you say you can get one per six rounds.  Does a cannister have more than one shot in it?  If so, how many?
Title: Adveria
Post by: Poseptune on June 08, 2007, 05:20:03 PM
the canister is removable. It takes two-full round actions to load the canister with the proper amount of guano and sulfur. They can fire as long as they have guano and sulfur. :) I wanted to make something that can act as a cannon, but not be turned into a gun.
Title: Adveria
Post by: Tangential on June 13, 2007, 12:04:56 AM
Who lives to the west of Tirien? Are all the core races used in Adveria?
Title: Adveria
Post by: Poseptune on June 13, 2007, 07:36:14 AM
To the west of Tirein I don't know. My map may change completely. Since working on Cebegia, I'm beginning to like fractal maps as a base. I just need to make one that fits my idea of the world.

The next two nations I have in mind that haven't been written down on paper are:

A nation of gobliniods (and maybe a few other monsterous races) that have freed themselves from their oppressive masters. Their masters use to send them to attack Delkun, but the eventually revolted and freed themselves. I haven't thought it out fully, so it hasn't made it to paper yet. They would be located to the north of Delkun. (I know Eberron has a nation of gobliniods, so this may change to another species with a little bit of gobliniods peppered in.)

Their masters in a much smaller nation (possibly only one or two towns) would be elves. Power hungry elves. Arcane magic was taken from this world because of these elves. They were becoming to cocky and power hungry. They created spells and atrifacts that would make the gods tremble. Some event happened (not yet thought of) that angered the god of magic greatly. He pulled the energy that allowed Arcane magic (and the only way he can interact with the world) and disappeared for many years. With Arcane magic out of the world many of the creatures and civilizations that relied on it to survive died out. When Delkun was founded these Elves became jealous. They wanted the secrets that had been given to Delkun, so they gathered the gobliniods in the area and enslaved them. They sent constant attacks, but Delkun was able to defend them off until the revolt. Now these elves live in a remote area plotting. (some things may change about this, but it is the general idea.)

Races:

As of right now the policy is no race is left behind, but I am trying to bring some of the under used races to the front and give them a more dominant role.
Title: Adveria
Post by: Endless_Helix on June 14, 2007, 08:06:16 PM
With the New Worlds, do you intend to use them as imperialist holdings? Because that would be one incredibly awesome campaign; two nations are officially at peace, but are off fighting in the New Worlds over various reasources.  It would be a great tool for showing the real political currents that drive the various nations.

- What dort of wonders are found in the New Lands?

-Who discovered the New Lands? How did they do so, by magic, by actually sailing there, or by some other art? Or did someone or something tell them about it?

- Personally, I'd split the Goblinoids into three or four nations, and have them be in a sort of tenuous alliance against something, perhaps the other slave race you mentioned?

-Speaking of the other slave race, What are they like? The Saurians are clearly the brawn, so I'm guessing the other race performed either magic or were house servants or something...

- Because of the rather large area of sea that is clearly difficult to control, and the fact that the New World is pretty much on it's own as far as any form of governance goes, I would imagine that this is pretty much the ideal situation for pirates and raiders.

- It would be cool to have mummies from the ancient era, preserved as to guards the tombs/whatever, actually interact with the Players and reveal some small clues as to what went on in those forgotten days...
Title: Adveria
Post by: Poseptune on June 14, 2007, 11:10:28 PM
Quote from: Endless_HelixWith the New Worlds, do you intend to use them as imperialist holdings? Because that would be one incredibly awesome campaign; two nations are officially at peace, but are off fighting in the New Worlds over various reasources.  It would be a great tool for showing the real political currents that drive the various nations.

"Treaties are only valid upon the land they were signed"
Yes, many battles will be fought over in the New Worlds. The distance between the mainland and the New Worlds make communication difficult, even with magic. Expeditions are on their own, when they travel to the new worlds. The only safe spot is a highly defensive position. The only laws are the ones you bring with you and can enforce yourself. Nations may "hire" pirates to attack rival nation's ships, for a share of the goods and safe haven in their waters.

I find this approach can make for political tensions as reports do make it back from survivors. It also lends itself for anyone wanting to do a wild west type game (not gun slinging, but many lawless figures. Towns being ravished by outlaws with no real law to stop them). Ship to ship battles while crossing, then landing with what is left to survive the savage unknown lands. Many adventures availible.

Quote from: Endless_Helix- What dort of wonders are found in the New Lands?

Depends on your definition of dort. :P

As of right now, this is the place of origin for many of the races on the planet. Large city size and larger ruins dot the interior of the large continent. Many secrets of the past are hidden here, waiting to be found. There are only two surviving intelligent races on this continent. Both of them were slave races created by the originals.

Quote from: Endless_Helix-Who discovered the New Lands? How did they do so, by magic, by actually sailing there, or by some other art? Or did someone or something tell them about it?

Quote from: Endless_Helix- Personally, I'd split the Goblinoids into three or four nations, and have them be in a sort of tenuous alliance against something, perhaps the other slave race you mentioned?

The other slave races is only located in the New Worlds for now. I have on nation that holds a few monsterous races, Tirein. I don't have too many details about the gobliniods (or whatever they end up as).

Quote from: Endless_Helix-Speaking of the other slave race, What are they like? The Saurians are clearly the brawn, so I'm guessing the other race performed either magic or were house servants or something...

What type of creature they are I don't know. They were servants, and aides. They were treated better than the Saurilk, not by much, and the Saurilk saw this. That is why they were fighting after the masters were dead. The Jadarn were taught to read to aid wizards in cataloguing and research (one of the dumbest moves they made). They learned to use magic little by little in secret. The Jadarn are based around intelligent while the Saurilk are base around brawn. I haven't decided if there will be any more slave races. I think I will stick to these two.

Quote from: Endless_Helix- Because of the rather large area of sea that is clearly difficult to control, and the fact that the New World is pretty much on it's own as far as any form of governance goes, I would imagine that this is pretty much the ideal situation for pirates and raiders.

For now their bread and butter is the mainland coastlines. Though as more ships head that way, there will be plenty of pirates that find the New Worlds are the perfect home.

Quote from: Endless_Helix- It would be cool to have mummies from the ancient era, preserved as to guards the tombs/whatever, actually interact with the Players and reveal some small clues as to what went on in those forgotten days...

That isn't a bad idea. Though they would have to be buried under rubble or something so that the Jadarn and Saurilk didn't already destroy them.
Title: Adveria
Post by: Endless_Helix on June 15, 2007, 03:59:29 PM
Ah, FYI, "dort" is an ancient used by any of the Goat's thousand young, generally used to to refer to what they actually eat, or to a sofa, as the two could be interchangible...

 It could also be a typo for "sort". ;)

In reference to the "who found the new lands", I was actually hoping for the name of the person/ company to whom the ship and the crew belonged. That knowledge strikes me as very useful to know if you're a PC heading out into the wilds of the new world. Anyone with experience of that place would of use.

On the mummies, have a couple of hidden compartments, or have them be ghosts, spectres, or wraiths; things that would be very difficult to make stay dead... A couple of Liches might be of use there.
Title: Adveria
Post by: Poseptune on June 15, 2007, 04:09:20 PM
Quote from: Endless_HelixIt could also be a typo for "sort". ;)

yeah I figured.

Quote from: Endless_HelixIn reference to the "who found the new lands", I was actually hoping for the name of the person/ company to whom the ship and the crew belonged. That knowledge strikes me as very useful to know if you're a PC heading out into the wilds of the new world. Anyone with experience of that place would of use.

Me and names don't get along so well. This is where I hit roadblocks most of the time. If I can get away without giving a name, I will. But you do bring up a good point, maybe I will make a note of them in the important NPC's in Kerdith.

Quote from: Endless_HelixOn the mummies, have a couple of hidden compartments, or have them be ghosts, spectres, or wraiths; things that would be very difficult to make stay dead... A couple of Liches might be of use there.

I have an idea about the mummies or even ghost, but I think mummies will work better. I'll try to flesh it out more and post it.
Title: Adveria
Post by: Endless_Helix on June 15, 2007, 05:31:36 PM
Quote from: Poseidon
Quote from: Endless_HelixIt could also be a typo for "sort". ;)

yeah I figured.

Yeah, I did too. :P

Quote from: Endless_HelixIn reference to the "who found the new lands", I was actually hoping for the name of the person/ company to whom the ship and the crew belonged. That knowledge strikes me as very useful to know if you're a PC heading out into the wilds of the new world. Anyone with experience of that place would of use.

Me and names don't get along so well. This is where I hit roadblocks most of the time. If I can get away without giving a name, I will. But you do bring up a good point, maybe I will make a note of them in the important NPC's in Kerdith.

Ok, cool.


I have a distinct feeling that there should be a lot of outfitters, in about two months game time, after the primary voyages that explore the New World return...
Title: Adveria
Post by: Poseptune on June 19, 2007, 04:06:23 PM
Saurilk have been updated.
Title: Adveria
Post by: LordVreeg on July 25, 2007, 03:44:23 PM
So it would be very fair to say that civilizations are at a stage where seafaring is a primary prereq for survival.

I am also trying to get a handle on the teck level, and since seafaring is so important, what size/style boats aer being used?  Triremes/quinqueremes, chinese 'halbard' ships or medieval junks, caravels and carracks?

In THE EMPIRE, what type of governmental system, and how are the colonies administered?

Old powerful elves?  AGAIN??? How long do your elves live, and how do they differ from their more ancient brethren?
Title: Adveria
Post by: Poseptune on July 25, 2007, 08:04:38 PM
Tech level: Medeival. Mid level magic, with low/mid tech level. Ships are caravels and such, with Kerdith having a few Galleons.

Tirein is a military dictatorship. Those that the current dictator finds have served Tirein well get to rule over territories and cities.

That is only one nation of elves. It was during the time that has been forgotten that these elves thought they were more powerful than the gods. They were evil and had fallen (not drow). I haven't decided how to handle them, but I do want to make some minor changes to elves.

Descendants of those elves cananot touch magic. When Delkun rediscovered Arcane magic, these elves got jealous and wanted the power for themselves. They enslaved a race and sent that race to constantly attack Delkun.
Title: Adveria
Post by: LordVreeg on July 26, 2007, 09:17:05 AM
Caravels make sense.  Do all seafaring nations use the same style ships?  Stylizing the seacraft a bit may give some nice variety and versimalitude.  What naviogation style, scinece, magic, or a combination (Mine use simple air or mentalist spells).

Again, how long do your elves live?  this is a pivot issue for every world.  If elves live a thousand years, they'd remember half of what you have mentioned as history.  So I am looking for your elven knowledge data, as much as the lifespan.

Military dictatorships?  For how long?  WHat kind of tax system, and system of military service?  

Keep up the good work and keep making strange weapons: you did well with the first one.
Title: Adveria
Post by: Poseptune on July 26, 2007, 10:51:55 AM
Quote from: LordVreegCaravels make sense.  Do all seafaring nations use the same style ships?  Stylizing the seacraft a bit may give some nice variety and versimalitude.

Yes/No, there will be different levels of ships for nations that build their own ships. Different underwater terrain and depth will call for different styles of ships as well. (I just haven't gotten that far.) Many nations friendly to Kerdith buy Kerdithian ships from it's many shipbuilders. (One of the reasons Kerdith is doing so well financially.)

Quote from: LordVreegWhat naviogation style, scinece, magic, or a combination (Mine use simple air or mentalist spells).

They tie a dwarf to the bow. He tells them which way north is. :P Haven't gotten that deep, so I'll have to think about it.

Quote from: LordVreegAgain, how long do your elves live?  this is a pivot issue for every world.  If elves live a thousand years, they'd remember half of what you have mentioned as history.  So I am looking for your elven knowledge data, as much as the lifespan.

I'm toying with the idea of twice or maybe thrice the lifespan of a human.

Quote from: LordVreegMilitary dictatorships?
There is a link to Tirein in the Nations and Geography section.

Quote from: LordVreegFor how long?

83 years.

Quote from: LordVreegWHat kind of tax system

Depends on how much you've angered the government or military. If a person is good and draws no attention then they pay a small monthly tax that are collected by tax collectors. Trouble makers and rabble rousers pay considerably more. (though that doesn't mean that some tax collectors don't pick on innocent people as well).

Quote from: LordVreegSystem of military service?

That should have been in the Tirein thread.I'm not too sure what further you are looking for, so please expand.


Quote from: LordVreegKeep up the good work and keep making strange weapons: you did well with the first one.

I don't know if I need to make anymore. I needed something to use as a cannon for ship to ship battles without gunpowder or guns. This was the answer. (I didn't like the idea of having catapults and other siege weapons on the ship.)
Title: Adveria
Post by: Stargate525 on August 07, 2007, 12:52:16 AM
Well I promised a review, so here it is.*

*Some restrictions apply, void where prohibited and in the Astral Plane, your mileage will vary, no purchase necessary. Some questions may be self answered.

I like your synopsis. Am I correct in seeing only two nations? It's a bit simplistic for me personally, but it may well work for you. Of course, I could be missing something entirely.

The Saurilk I'm not to sure about. Honestly, I wouldn't take them, as they seem extremely weak for a race with an LA of 1 and two racial levels. Course, I've never played a multi-armed critter, so I've got no way to judge the effective power increase that would have. The newlands are, I'm assuming, what the previously mentioned nations are now attempting to colonize? Where are the Jadarn? Did the former slave masters all die?

I find your note on classes a bit redundant; any DM worth his salt can integrate a new class. I'd like to know what classes you're going to build into the system, with a place already.

I like your new map far more than the old one. I am a little confused about the rivers. One lake seems to spawn two that head a long distance south instead of opening just a bit to the north. It looks a bit odd. What do you mean that Delkun 'forces work'? Are the people assigned to dig and refill holes, or what?

Your fire cannon seems a bit gimped. I would do away with the aligning thing, or at least tone down the time or increase the maximum number of aligned canisters. The damage is significant, but with six full-round actions to load it seems balanced. The long load time seems somewhat silly currently, as these would be carted onto the field pre-loaded, fired, then carted back off. The reload time doesn't matter since you've effectively limited the firing rate to once a day.

...Aha. So the canister is the loading mechanism, not the bullet. You should mention that.

Man, I expected more than that... GET TO WORK! ;)

Title: Adveria
Post by: Poseptune on August 07, 2007, 08:37:04 AM
Quote from: Stargate525Well I promised a review, so here it is.*

*Some restrictions apply, void where prohibited and in the Astral Plane, your mileage will vary, no purchase necessary. Some questions may be self answered.

Quote from: Stargate525I like your synopsis. Am I correct in seeing only two nations? It's a bit simplistic for me personally, but it may well work for you. Of course, I could be missing something entirely.

Two continents (as far as the people know). There are more than two nations. as of right now there are three.

Quote from: Stargate525The Saurilk I'm not to sure about. Honestly, I wouldn't take them, as they seem extremely weak for a race with an LA of 1 and two racial levels. Course, I've never played a multi-armed critter, so I've got no way to judge the effective power increase that would have. The newlands are, I'm assuming, what the previously mentioned nations are now attempting to colonize? Where are the Jadarn? Did the former slave masters all die?

I've been here and one other place and had help with the balancing of the Saurilk.

Yes the new land is the newly discovered continent.

Jadarn haven't been created yet. I haven't figured out exactly how I want to make them. I want them to be similar to the Saurilk. Meaning they were a creature living in this land and turned into a sentient creature. The Jadarn will be more intelligent than the Saurilk.

Yes the masters have died. I thought it said that in the brief history of the Saurilk.

Quote from: Stargate525I find your note on classes a bit redundant; any DM worth his salt can integrate a new class. I'd like to know what classes you're going to build into the system, with a place already.

The classes that I am designing into the setting are the ones I find fit into what I am making. Like the swordsage pirate of Kerdith. The point I was getting at with the classes blurb was that I want this setting to be adaptable. (and I needed to fill the space)

Quote from: Stargate525I like your new map far more than the old one. I am a little confused about the rivers. One lake seems to spawn two that head a long distance south instead of opening just a bit to the north. It looks a bit odd. What do you mean that Delkun 'forces work'? Are the people assigned to dig and refill holes, or what?

"Now the land is a thriving nation ruled by a council of cleric and mages, but forces work to destroy the peaceful life enjoyed by most of the population."

There are people that want to destroy Delkun's tranquility.

Quote from: Stargate525Your fire cannon seems a bit gimped. I would do away with the aligning thing, or at least tone down the time or increase the maximum number of aligned canisters.

The reason for the aligning and only one canister per cannon is so that an army or ship can't have canisters full and waiting to be loaded into the cannon. It keeps the loading time constant, which is one of the balancing factors of a siege weapon. A team of two people can fire the fire cannon at a rate of once every three rounds as it is, which is the normal crew amount for this siege weapon.

Quote from: Stargate525The damage is significant, but with six full-round actions to load it seems balanced.

If you look at other siege weapons (especially the bombard) it is very much on par (at least I hope so) with them (except maybe the fire damage). The load times are what other siege weapons in D&D suffer from as well.

Quote from: Stargate525The long load time seems somewhat silly currently, as these would be carted onto the field pre-loaded, fired, then carted back off. The reload time doesn't matter since you've effectively limited the firing rate to once a day.

You mean like catapults, ballista, and cannons were in real life? Sweet then it has done its job. It is a siege weapon not a bow or a sword. With range increments of 200 ft you can get a 1000ft shot off at an enemy column (if ground based). It will take more than 6 rounds to cover that 1000ft so you would get another shot as well. They are really meant for ship to ship battles like cannons were in real life.

Quote from: Stargate525...Aha. So the canister is the loading mechanism, not the bullet. You should mention that.

I thought I had made that clear, but I guess not. This is why we have other people read things. I will try to reword it better.

Quote from: Stargate525Man, I expected more than that... GET TO WORK! ;)

There is more. Click the links for the three nations Kerdith, Tirein, and Delkun, in the nations and geography section. They will take you to the individual threads for those nations. That is also were most of my work is.
Title: Adveria
Post by: LordVreeg on August 07, 2007, 05:59:18 PM
[blockquote=Poseidon]That is only one nation of elves. It was during the time that has been forgotten that these elves thought they were more powerful than the gods. They were evil and had fallen (not drow). I haven't decided how to handle them, but I do want to make some minor changes to elves.

Descendants of those elves cananot touch magic. When Delkun rediscovered Arcane magic, these elves got jealous and wanted the power for themselves. They enslaved a race and sent that race to constantly attack Delkun.[/blockquote]

So are all elves descended from the arrogant, elder elves?  It would be so, so different to have elves that are not the ultra powerful magic wielders they so often are.
What name does the elven nation go by?  
Title: Adveria
Post by: Poseptune on August 07, 2007, 08:13:48 PM
Quote from: LordVreegSo are all elves descended from the arrogant, elder elves?  It would be so, so different to have elves that are not the ultra powerful magic wielders they so often are.

No, it would be too stifling for the player to have no magical options if they want to play an elf. They will be a different elven race though I haven't figured out what I want or how to balance them.

Quote from: LordVreegWhat name does the elven nation go by?  


I don't know yet. Me and names don't go with anything.
Title: Adveria
Post by: Tangential on August 08, 2007, 12:19:16 AM
I do like the new map, save maybe the large number of inland sea/lakes. How are your ideas on religion coming along, can I provide any help with that missing facet of Adveria?
Title: Adveria
Post by: LordVreeg on August 08, 2007, 10:45:34 AM
Quote from: Poseidon
Quote from: LordVreegSo are all elves descended from the arrogant, elder elves?  It would be so, so different to have elves that are not the ultra powerful magic wielders they so often are.

No, it would be too stifling for the player to have no magical options if they want to play an elf. They will be a different elven race though I haven't figured out what I want or how to balance them.

Quote from: LordVreegWhat name does the elven nation go by?  


I don't know yet. Me and names don't go with anything.


a)I don't know if it would stifle them.  But even if it did, might be an interesting.  Or more interesting, if somehow they have just started to be able to use magic again recently.
b) what language do they speak?   How does it sound?  Many older cities end with 'oo' in my setting, because the white elf (XiusOmwo~) word for City is Doux, pronounced 'doo'.
Title: Adveria
Post by: Poseptune on August 08, 2007, 10:49:10 AM
Well my ideas for religion were that there would be one pantheon, but each god would be different  to each of the groups that worship them. Much like the Roman and Greek gods.

Quote from: For example:Algulduran - Magic was a gift from Algulduran, gave and took to the people of the world before written history. When he felt that people were once again ready for Arcane magic he reintroduced it through Ardon Delk. blah blah blah more history, blah blah blah

Domains: Magic, Knowledge, Protection, Good

Other names:
Dwarves call him Marandur. Domain changes: None
Gnomes and Elves call him --------. Domain changes: None
The above names and events can be changed to protect my brain cells. This is just an example as I haven't sat down and really written out the gods.

They are real, and will, though rarely, interact with the people of the world. They do not directly use there powers in an open fashion, as the other Gods may retaliate, so they guide mortals into doing their bidding. For example in Delkun an evil god has gathered followers in two different cults. He guides each and promises them ultimate power if they aid him in his goals. His first goal is to destroy Delkun, a city that worships his brother Algulduran.

If I can find some of the stuff I have worked on I will post it and if you can see an area that you want to help with, then by all means help I can use all I can get. Especially when it comes to the gods. :)
Title: Adveria
Post by: Poseptune on August 08, 2007, 11:13:03 AM
Quote from: LordVreega)I don't know if it would stifle them.  But even if it did, might be an interesting.  Or more interesting, if somehow they have just started to be able to use magic again recently.
b) what language do they speak?   How does it sound?  Many older cities end with 'oo' in my setting, because the white elf (XiusOmwo~) word for City is Doux, pronounced 'doo'.
, failure means 1d4 +1/ 2 spell levels of damage on none damage dealing spells). It would probably be stifling. :) Though this may be too complicated for gameplay.  They angered a god and paid the price.

Now you see why they are so hard to balance, I just keep pushing them back when I want to work on them. I may even expand their life span so that they do remember what it was like. Perhaps they cannot breed and are ageless. There may not be more than 500 or so in the world.

b) I don't know. :(
Title: Adveria
Post by: Tangential on August 08, 2007, 08:08:21 PM
Well, I'll keep my eyes peeled. You have a solid and very "realistic" foundation for your pantheon. A next good step would be determining the number of gods you're aiming for. Are there hundreds, all the way from the "god of the sky" to the "goddess of that small lake in Delkun? Or is a more more tradition pantheon with the "big bases" covered, like War, Love, Crops and etcetera?

I find that a good way to determine this for a campaign world is to decide whether there are there politics between the gods and whether those politics are meaningful.
Title: Adveria
Post by: Poseptune on August 08, 2007, 09:19:46 PM
Updated map. Updated Political map. (Neither is the total world, because those aren't read yet)

Quote from: JaercWell, I'll keep my eyes peeled. You have a solid and very "realistic" foundation for your pantheon. A next good step would be determining the number of gods you're aiming for. Are there hundreds, all the way from the "god of the sky" to the "goddess of that small lake in Delkun? Or is a more more tradition pantheon with the "big bases" covered, like War, Love, Crops and etcetera?

I find that a good way to determine this for a campaign world is to decide whether there are there politics between the gods and whether those politics are meaningful.

There are only going to be a few gods. Enough to cover the domains in the PHB with at least one new one that I created for the god of War and the Forge. Though I'm sure by the time I'm done there will be at least one group that believes in hundreds of gods (though these will probably not be real)
Title: Adveria
Post by: Stargate525 on August 08, 2007, 11:02:44 PM
Quote from: PoseidonThere are people that want to destroy Delkun's tranquility.

There is more. Click the links for the three nations Kerdith, Tirein, and Delkun, in the nations and geography section. They will take you to the individual threads for those nations. That is also were most of my work is.
Wow. Just, wow. Usually I'm more on the ball.
Title: Adveria
Post by: Poseptune on August 08, 2007, 11:24:40 PM
-
Title: Adveria
Post by: LordVreeg on August 11, 2007, 06:27:33 PM
[blockquote=SEAGOD]a) Well my thoughts would be that the race could not become a member of any class with magical abilities that deal with the Arcane (IE wizards, sorcerers, bards, warmages, wu jen, etc...). They can not wear or hold magic items made with Arcane spells without making a fortitude save each round (failure means 1d4 damage). They would have a vulnerability to magic, and thus take extra damage when hit with an arcane spell (or make a save [fort, or will haven't decided], failure means 1d4 +1/ 2 spell levels of damage on none damage dealing spells). It would probably be stifling.  Though this may be too complicated for gameplay. They angered a god and paid the price. [/blockquote]

Not stifling or complicated...merely an opportunity for your setting to be different, and therefore shine.  They might have become very good at other things, to balance them.  Perhaps their druidic and divine aptitude is better, since they have have been trying to move closer to the gods and closer to the earth since then.  
And maybe bardic magic uses song instead of the fire and forget method, and maybe they are better at this as well.  
Title: Adveria
Post by: Raelifin on August 11, 2007, 07:27:57 PM
Have you ever considered doing an elevation map? The rivers are confusing me.

Good to see that you're still at work. :)
Title: Adveria
Post by: Poseptune on March 07, 2008, 11:34:15 AM
Quote from: LordVreeg[blockquote=SEAGOD]a) Well my thoughts would be that the race could not become a member of any class with magical abilities that deal with the Arcane (IE wizards, sorcerers, bards, warmages, wu jen, etc...). They can not wear or hold magic items made with Arcane spells without making a fortitude save each round (failure means 1d4 damage). They would have a vulnerability to magic, and thus take extra damage when hit with an arcane spell (or make a save [fort, or will haven't decided], failure means 1d4 +1/ 2 spell levels of damage on none damage dealing spells). It would probably be stifling.  Though this may be too complicated for gameplay. They angered a god and paid the price. [/blockquote]

Not stifling or complicated...merely an opportunity for your setting to be different, and therefore shine.  They might have become very good at other things, to balance them.  Perhaps their druidic and divine aptitude is better, since they have have been trying to move closer to the gods and closer to the earth since then.  
And maybe bardic magic uses song instead of the fire and forget method, and maybe they are better at this as well.  

Well I was going to say, I don't see them becoming clerics because I doubt they would submit  or follow a god, but then I remembered they could become clerics of an ideal choosing domains that fit that ideal. I may go this route with them. Make them excellent fighters, and rogues, but also providing a suggested few domains that would fit for their racial views.

Quote from: RaelifinHave you ever considered doing an elevation map? The rivers are confusing me.

Good to see that you're still at work. :)

The rivers are random, I made them random. That is all I can say about it. The fractal map left a few lakes, so I ran rivers in various directions. There is no method to the madness, so I can't say waht the elevation of a certain area is. So no, I haven't considered doing an elevation map.
Title: Adveria
Post by: Hibou on March 08, 2008, 03:02:54 PM
Most of my questions have already been asked and addressed, so I'll just give some encouragement for Adveria and say I'm interested in seeing more of your religion and detail on the New World for the setting.

There is one question however: Why isn't the rest of the continent that the three nations are on claimed? It seems like there's an awful lot of free space there and I'd expect that some small organizations and rebels and the like would probably head out that way and claim some territory for their own. Did I just miss an explanation somewhere?
Title: Adveria
Post by: Poseptune on March 08, 2008, 03:19:07 PM
Quote from: WickedTrollMost of my questions have already been asked and addressed, so I'll just give some encouragement for Adveria and say I'm interested in seeing more of your religion and detail on the New World for the setting.

There is one question however: Why isn't the rest of the continent that the three nations are on claimed? It seems like there's an awful lot of free space there and I'd expect that some small organizations and rebels and the like would probably head out that way and claim some territory for their own. Did I just miss an explanation somewhere?

The three nations are going to be the only ones, I haven't developed the rest of them yet. It is these uncreated nations that will fill in most of the free space. On the political map I started mapping out regions for either areas or nations (I haven't decided yet)
Title: Adveria
Post by: LordVreeg on March 08, 2008, 03:44:28 PM
I'm just glad to see Adveria posts!!! YAY!!