Well, here is the update to Sreth. A lot has changed, so much that I just stuck the original post, most of which no longer applies into spoiler blocks. This is a more stable version of Sreth, though not much is defined yet. Thoughts would be appreciated, and I can promise that concepts in this incarnation will remain stable.
Tones:
[ooc]This list is not yet comprehensive[/ooc]
Action which is pretty broad for a DnD game, I know. However, this is a very specific action, featuring elements of cowboy gunslinging with almost supernatural martial arts, fused with magic.
Despair The world is going to die, and there is no way to stop it. Perhaps if the ancients technology could be revivedâ,¬Â¦but that is a foolish hope. The world is weakening, and madness creeps in a little more with each passing year. The idea of making the world a better place for your children or their children or their children is gone from society, although a few individuals still cling to such ideas.
Madness Things donâ,¬,,¢t always make sense. Even the average person will occasionally have hallucinations, and areas where reality warps crop up every now and then. Spellcasting twists and warps the mind and body.
Themes:
[ooc]This list is not yet comprehensive[/ooc]
Subjective Alignment I am going to, as with many of my settings, completely remove alignment from the game. In a world with bandits, lunatics, and the essence of madness sweeping across the land, there is little room for black and white definitions of good and evil. I will introduce some new spells to replace some of what was lost.
The Gods are Distant And unknowable. Various religions espouse various ideas, but no one knows the full truth of it. Arguments are made that the power of Clerics comes from a pure, untainted source of magic instead of the gods, and a healthy number of people donâ,¬,,¢t give a damn if there are gods or God or not.
Magic Corrupts Magic has been infused with both Lunacy and, in extreme cases, Rot, which slowly influences spellcasters. While there is no alignment shift, per say, spellcasters do tend to develop odd habits and later, outright madness, with some few having their forms physically altered by Rot. Lunacy and Rot are inspired by the Heroes of Horror taint rules, but I am custom making an OGC version that merely borrows the concept, not the mechanics, and adds new ideas to it. Some people embrace this corruption, whether for good or ill, and become Lunatics, casters capable of amazing and horrible feats.
Concepts:
[ooc]These are quasi-organized thoughts, though they need more work before being finished. These are not organizations, races, or anything of the sort â,¬' rather, they are just world concepts, either major or minor.[/ooc]
Crime and Punishment The greatest punishment on Sreth is exile from your city state, which forces you to a life of banditry to survive, and either way virtually guarantees an early death, whether by monster, humanoid, or the environment.
Outlaw Bands Outlaws are a common element of Sreth. With itâ,¬,,¢s barren landscape, city states, and trade between them, it is only natural an element of society world arise that preys upon this. For the most part, Outlaw bands range in size from seven to fourteen people. Too much smaller doesnâ,¬,,¢t offer enough protection, and too much larger draws too much attention. These numbers change with any group that has magical support, allowing smaller groups to form and still be safe, or larger groups to form and remain hidden.
Outlaw groups tend to cross racial, cultural, and ideological boundaries. Most outlaws donâ,¬,,¢t really care where you come from or what youâ,¬,,¢ve done â,¬' what matters is who you are and what you do for them. This mercenary attitude makes them some of the most accepting people of Sreth, though it hardly makes them good. However, for all the outlaws there are that started their life after exile from their city-states, there are as many outlaws who started as people seeking acceptance or fleeing persecution.
Lunatics Lunatics are spellcasters that draw upon the power of the madness which infests the world. The magic of Lunacy is different from both arcane and divine magic (it is a non-Vancian system) that allows its caster to alter physical reality to achieve its affects. Lunatics fall into one of three groups: Dementals, who use lunacy to physically alter their own bodies, gaining amazing powers. Lunatics, who use their powers to alter animals, people, and inanimate objects around them, at the peak of their powers creating new life forms. Insomniacs, who use the powers of nightmares and dreams, drawing upon these sources and making them physical, or tampering with their targets minds.
Martial Arts In the wake of the chaos of the Twisting, many people sought to better train themselves to survive. Lacking an aptitude for magic, the devotion of a cleric, or willing to take the risks of a lunatic, they sought to perfect the body, training themselves in ancient martial arts techniques. These abilities now have become common, and most city states have a contingent of these elite soldiers at their disposal. Many people who have been trained in the arts martial turn to a life of banditry and outlaws, becoming terrors in their own right.
In the city state of Skoumi, every citizen is trained in these martial arts, spending their entire lives serving in the army. Slaves known as Shono-akim, or â,¬Å"Not Yet People,â,¬Â do most of the tasks that run the society, from the lower levels of the bureaucracy to tilling the fields, and compromise 7/8th of the population. The citizens of Skoumi believe that the slaves, if they work hard enough, will be reincarnated as a citizen, and that by enslaving them they do the Shono-akim a favor. For the slaves part, they have a pretty good life despite their lack of freedom, and when everyone who has power over you has fighting abilities beyond your comprehension, slave revolts tend to be as short lived as they are rare.
[spoiler=Races (THIS INFORMATION OUT OF DATE)]
Elves: Only one in ten elves was not transformed by the Twisting. (what happened to the remaining ninety percent of the elves will be unveiled later, it's a fun surprise I'm working on.) The remaining elves live lone lives, many taking human and grot lovers to produce halfbreeds, so that the blood of the elves will live on. They are a dying race, and they know it. Also, because of the culture they had before and after the Twisting, the vast majority of elves are extremely skilled martial artists. Only a few new elf children are born each year, and the race will probably be extinct in a couple of generations. Elves loose their ability to detect secret doors and the weapon proficiencies, but gain a +2 bonus to Martial Lore checks and gain Martial Study as a bonus feat. If they are playing as a member of a martial class, they can instead choose any martial feat for which they meat the prerequisites.
Dwarves: The dwarves maintain a number of partially underground city-states, and are also the primary producers of firearms. Dwarf made guns are known to be some of the best their are. However, the dwarven religion revolved around a single mountian cave complex, which is now a madzone, where reality warps horribly and merely entering the area will transform you if it doesn't outright kill you. As such, the Dwarves are going through a cultural upheaval, trying to figure out their place in the universe.
Halflings: They returned to their roots, becoming barbarians living in the badlands. They tamed and now utilize large arthropods (mainly giant insects) as transportation, as mounts, and as cattle. Some halflings instead entered the cities and eke out a living among the larger races, many turning to crime. A surprising number of bandits are halflings, and most non-barbaric halflings carry guns, finding the weapons to be great equalizers against the larger races.
Half-Elves: One of the proudest of the races, Half-Elves see themselves as the inheritors of the elves glory. Many train to be as well rounded as possible, and tend to have an arrogant attitude towards humans (who they regard as inferior) and other elves (who they view with a mixture of pity and scorn for their failure.) Half-Elves are the least carrying about the end, viewing it as a distant event that will come no matter what, but they fail to see the point in dreading it. Half-Elves, mechanically, start with either one cantrip usable as a spell like ability three times a day, or three cantrips usable as spell like abilities once per day each, or they can gain as a bonus feat the Martial Study feat from ToB. As with elves, if they are playing as a member of a martial class, they can instead choose any martial feat for which they meat the prerequisites. They loose the racial bonus to Diplomacy and Gather Information checks, but also gain the full elven bonus to search, spot, and listen checks.
TO COME LATER:
Grot
Grolocke (Half Elf/Half Grot)
Goblyns
Orks
Drachaya
Twisted[/spoiler]
MORE TO COME LATER!
Thoughts?
[spoiler=Original Post]
This is preserved for documentation purposes only, but it is largely defunct now. Read only if really interested or curious.
[spoiler=Oh No! Itâ,¬,,¢s a Ray Gun!][note=Development][spoiler]This setting is still in its infancy, nothing is set is stone. Once I start getting things set down in a more permanent fashion, Iâ,¬,,¢ll turn this into a discussion thread and make a content thread separate.[/spoiler][/note][note=Nomenclature][spoiler]Right now, many of the names have a pseudo-Japanese feel to them. Once I get my hands on my Arabic, Romanian, Greek, and Russian dictionaries, Iâ,¬,,¢ll expand the nomenclature to include sounds from those languages. None of those languages are actually going to be used, and I might just give most of the names a pseudo European feel and be done with it.[/spoiler][/note][note=Last one, I promise][spoiler=Random Info]Youâ,¬,,¢ll be seeing material from my other worlds in this setting, such as Datrikâ,¬,,¢s Mirrored Paths and echos of itâ,¬,,¢s Lowerlands, Thaediaâ,¬,,¢s Goblyns, names from other settings, and more. Iâ,¬,,¢m trying to recycle this material, but that doesnâ,¬,,¢t mean it is the same as it is in itâ,¬,,¢s parent setting. Expect unique twists all around.[/spoiler][/note][/spoiler] Well, here you have it. After a long wait, Iâ,¬,,¢m finally posting my latest setting. It is similar in feel in some ways to Nateâ,¬,,¢s and Critâ,¬,,¢s new setting, and that is only partially a coincidence â,¬' check out my upcoming thread, Progressive Apocalypse: A Unexplored Genre, for information on the genre we are using.
[ic=Gotao Hinbaru, Wandering Prophet]There are some things men are not meant to know! Secrets into which we should not delve, truths that must remain hidden! That is what brought this world to this place: We delved to deep, to far, and we unlocked that which should not be known! The church speaks of divine punishment, but I tell you we brought this upon ourselves! That is why these Dementals roam the countryside. That is why the Asako-go-banni bind themselves to man and beast! That is why we huddle in these cities, praying for release. Look at the wonders of the anchients, look at what pitiful mockeries of them we now use. I aay to you, this world is damned to slip into madness, and that nothing you can do will prevent it![/ic]
[ic=Rikoma Goldstar, Archbishop of Karim City]I want that madman removed from this city at once. Give him to the wastes to wander and tell his heretical doctrine to the beasts and the Ravenous. They have as much use for it as we do. Remember, my children, what was unleashed upon us was a punishment for our sins. At any time, you could Twist and change for your sinful ways. Stand fast against sin, lest you become the very thing you fear. And do not fear for this world â,¬' once it is cleansed of sin and wickedness, it will be saved by God-That-Is[/ic]
[note=Alternate Apocalypses] Here are some alternate routs the apocalypse could take. These will be explained in short terms, to make it easier for me to type up.
[spoiler=Lunar]The breach to the realm of madness happened on the moon, whether engineered or accidental, and washed upon Sreth. In this scenario, the people who use madness power would be call lunatics as opposed to dementals.[/spoiler]
[spoiler=The Madness out of Space]This steals ideas from Nateâ,¬,,¢s setting, but itâ,¬,,¢s essentially the Madness is an intelligent invader that was repelled.[/spoiler][/note]The ancients achieved great knowledge of technology and magic, so great that they thought themselves the equals of God. And why shouldnâ,¬,,¢t they? No man wanted, there was no inequality, even those born with a genetic flaw (and they were rare indeed) or who suffered irreparable damage in life (even rarer) lived productive, fulfilling lives. There was no hunger, no famine, no war, no disease, and death was only taken by those who had lived the full extent of their lives, to peacefully go into the beyond. They had even broken the barrier and now walked through mirrors to reach other worlds.
Yet still they were not satisfied. They delved deeper and deeper into the mysteries of creation, not satisfied with merely being like gods, but actually seeking to become gods, looking for power unlimited, so that what few problems there were could be completely eliminated and the humanoid races could transcend the flaws of this reality. They found a source of unlimited power, and heedless of the consequences, they broke the barrier.
The gate was only open for a fraction of a second, but it was a gate to a realm of impossibility, of what men would term madness. In that fraction of a second, the world was twisted. The fundamental laws of reality changed, so that many of the wonders that were built became inoperable. A new type of magic flooded this world, the power of raw madness. Humanoids and beasts were twisted into horrible mockeries of what they were.
This is where I start having problems. Iâ,¬,,¢m not sure how much time should pass after the Twisting, and Iâ,¬,,¢m also not sure how much technology to keep around. Part of me wants guns and such in this setting, part of me wants them to be magical guns that shoot energy, and part of me wants them to go away. Also, right now the general story sounds a bit too much like Robert Jordanâ,¬,,¢s Wheel of Time apocalypse event for my tastes, even though the aftermath is going to be very different. Nothing wrong with Wheel of Time (besides length), but I want to make Srethâ,¬,,¢s apocalypse seem more unique and interesting. Ideas would be much appreciated. Thoughts Iâ,¬,,¢ve had include just nixing the whole describe the apocalypse thing and shroud it in mystery, or adding new elements while taking some away. See the Alternate Apocalypses sidebar for other ideas I have.
[ooc]Stuff happensâ,¬Â¦.[/ooc]
The World Today
[ooc]Here is where I am having my biggest problems. I kind of know what I want â,¬' a world twisted by madness, not as barren as an actual desert but still much less life than a normal world, where people hole up inside of city states using some remaining technology and magic of the ancients to protect themselves from the incursion of madness. Meanwhile, the world outside is hostile, but not so dangerous that it cannot be survived. Below will be described some concepts I am developing for the world that will appear regardless of the technology level or other factors, while I figure out the rest for myself. Sorry for the lack of organization, this setting is still chaotic in my mind, but I want thoughts[/ooc]
MORE TO BE ADDED LATER.[/spoiler]
What you need in a way I think are two main possibilities for encounters outside. First of all that some reactions have become permanent. For instance lava or fire where water ought to be, poisoned air, trees and plants that are savagely carnivorous, that sort of thing. You also need a few areas of fluctuating chaos where mutations and strange events take place and from which people almost never return.
Secondly, you need to have the different areas that are still settled have magics that enable people to live in them.
Also I would suggest you taking a look at the Earthdawn rpg, it has some ideas similar to what you are proposing.
Finally I would suggest that there might be those who are adapting to the world as it is, who are probably intensely disliked by the leaders in the surviving safe zones.
Thanks for the suggestions, Tybalt, I'll keep them in mind as I revamp.
I don't want a mod to lock it, but no one else post here for now. I'm kinda revamping everything, and posted this all a bit too soon.
Update to first post. Everything is more stable now, so feel free to review with confidence whatever you are looking at won't vanish overnight.
How does Lunacy magic work, if it is not a Vancian system? Is it like psionics, like incarnum, like something else completely? Is all magic Lunacy magic, or are there spellcasters that use the traditional system?
Now. The world is going to end. Why? Also, if everyone knows that the world is going to end, why isn't there total anarchy and chaos? Are people afraid of a sort of judgement day?
Are there any conflicts between peoples or groups in this CS? How do monsters fit in? How do the other races fit in?
Wow. This is... good. I too am very interested in lunacy (and I very much like the idea of tying it to the moon... I mean, what happened there? In any case, it's the people are to blame... as opposed to demons or aliens or somesuch nonsense)
Quote from: Seraphine_HarmoniumHow does Lunacy magic work, if it is not a Vancian system? Is it like psionics, like incarnum, like something else completely? Is all magic Lunacy magic, or are there spellcasters that use the traditional system?
Now. The world is going to end. Why? Also, if everyone knows that the world is going to end, why isn't there total anarchy and chaos? Are people afraid of a sort of judgement day?[/quote]Are there any conflicts between peoples or groups in this CS? How do monsters fit in? How do the other races fit in?
[/quote]
Absolutely yes, there are conflicts between peoples and groups. From simple bandits attack to political maneuvering to gain control of an oasis from various city-states trying to force tribute from neighbors, the conflicts of Sreth vary as much as any normal DnD setting.
Monsters fill much the same role as they do in most settings, but tend to be more horrible and dangerous, having been mutated by the Twisted, the event in which madness leaked into the world and corrupted it. Creatures such as the Sand Kraken, Feral Renders, and the Pack make travel deep into the wastes a very dangerous prospect.
The other races follow as such, for the time being:
Elves: Only one in ten elves was not transformed by the Twisting. (what happened to the remaining ninety percent of the elves will be unveiled later, it's a fun surpise I'm working on.) The remaining elves live lone lives, many taking human and grot lovers to produce halfbreeds, so that the blood of the elves will live on. They are a dying race, and they know it. Also, because of the culture they had before and after the Twisting, the vast majority of elves are extremely skilled martial artists. Only a few new elf children are born each year, and the race will probably be extinct in a couple of generations. Elves loose their ability to detect secret doors and the weapon proficiencies, but gain a +2 bonus to Martial Lore checks and gain Martial Study as a bonus feat. If they are playing as a member of a martial class, they can instead choose any martial feat for which they meat the prerequisites.
Dwarves: The dwarves maintain a number of partially underground city-states, and are also the primary producers of firearms. Dwarf made guns are known to be some of the best their are. However, the dwarven religion revolved around a single mountian cave complex, which is now a madzone, where reality warps horribly and merely entering the area will transform you if it doesn't outright kill you. As such, the Dwarves are going through a cultural upheaval, trying to figure out their place in the universe.
Halflings: They returned to their roots, becoming barbarians living in the badlands. They tamed and now utilize large arthropods (mainly giant insects) as transportation, as mounts, and as cattle. Some halflings instead entered the cities and eke out a living among the larger races, many turning to crime. A surprising number of bandits are halflings, and most non-barbaric halflings carry guns, finding the weapons to be great equalizers against the larger races.
Half-Elves: One of the proudest of the races, Half-Elves see themselves as the inheritors of the elves glory. Many train to be as well rounded as possible, and tend to have an arrogant attitude towards humans (who they regard as inferior) and other elves (who they view with a mixture of pity and scorn for their failure.) Half-Elves are the least carrying about the end, viewing it as a distant event that will come no matter what, but they fail to see the point in dreading it. Half-Elves, mechanically, start with either one cantrip usable as a spell like ability three times a day, or three cantrips usable as spell like abilities once per day each, or they can gain as a bonus feat the Martial Study feat from ToB. As with elves, if they are playing as a member of a martial class, they can instead choose any martial feat for which they meat the prerequisites. They loose the racial bonus to Diplomacy and Gather Information checks, but also gain the full elven bonus to search, spot, and listen checks.
TO COME LATER:
Grot
Grolocke (Half Elf/Half Grot)
Goblyns
Orks
Drachaya
Twisted
I skipped the spoiler-blocked original, so this will just be a response to the "stable" part.
First, creating new OGC: good, of course! So I'm on board with OGC rules for Lunacy and Rot. Be sure to make use of the OGC rules for Taint and madness from Unearthed Arcana where appropriate.
Second, I like the gunslinger/kung-fu theme, as that particular fusion of genres isn't a very common one in fantasy settings. My advice regarding guns and martial arts would be this: be careful when combining the two. Although they work well together in movies, my experience has been that one tends to outshine the other when both are combined in a game. Either the gunslingers have more fun than the martial artists or vice-versa, even though each clearly excels in one particular area.
Third, I would say that the level of detail given to outlaw bands (particularly the seven-to-fourteen-member rule of thumb) is too limiting, especially since outlaw gangs are just being mentioned as a setting concept. I'd say save that level of detail for later, when specific outlaw gangs are being discussed. Beyond that, be vague about the specific make-up of outlaw gangs so the GM's mind has room to wander.
QuoteWow. This is... good. I too am very interested in lunacy (and I very much like the idea of tying it to the moon... I mean, what happened there? In any case, it's the people are to blame... as opposed to demons or aliens or somesuch nonsense)
Careful, youâ,¬,,¢ll give me an ego. :P
Lunacy is something I really am experimenting with still. I want it to invoke a sense of horror without being as utterly crippling as Taint can be at higher levels, but I still want it to be a drawback. Expect to see versions posted in the near future as I play with the mechanics more.
As for what happened on the moonâ,¬Â¦I mentioned in my last post how the fabric was weakened, but Iâ,¬,,¢m still iffy on a lot of the details of what happened immediately afterwards. I hope to hammer that out later this week.
Iâ,¬,,¢ve always been a big fan of man made apocalypses, it makes the setting a bit more interesting and infuses some nice realism into it.
QuoteI skipped the spoiler-blocked original, so this will just be a response to the "stable" part.
First, creating new OGC: good, of course! So I'm on board with OGC rules for Lunacy and Rot. Be sure to make use of the OGC rules for Taint and madness from Unearthed Arcana where appropriate.[/quote]Second, I like the gunslinger/kung-fu theme, as that particular fusion of genres isn't a very common one in fantasy settings. My advice regarding guns and martial arts would be this: be careful when combining the two. Although they work well together in movies, my experience has been that one tends to outshine the other when both are combined in a game. Either the gunslingers have more fun than the martial artists or vice-versa, even though each clearly excels in one particular area.[/quote]Third, I would say that the level of detail given to outlaw bands (particularly the seven-to-fourteen-member rule of thumb) is too limiting, especially since outlaw gangs are just being mentioned as a setting concept. I'd say save that level of detail for later, when specific outlaw gangs are being discussed. Beyond that, be vague about the specific make-up of outlaw gangs so the GM's mind has room to wander.[/quote]
You have an excellent point there, and I agree, especially since Iâ,¬,,¢ve been finding it restricting already. Iâ,¬,,¢ll edit that out when I update later on, and make it vaguer, saving that information for more specific bands of outlaws. Thanks for the feedback! :).
Big concepts and questions:
This is just a section of stuff Iâ,¬,,¢m working on and need help developing. Ask questions about the stuff here, itâ,¬,,¢ll help me firm up my thoughts and actually produce material. :)
*Iâ,¬,,¢m going to be removing elves entirely. However, elves did exist, before the Twisting. When the twisting happened the elves, who were tied closely to the moon, weâ,¬,,¢re horribly affected, becoming the Ravenous: twisted, depraved creatures with a cannibalistic culture. Few, but immensely powerful, the Ravenous can decimate a poorly defended community in a matter of days. * Lunacy rules: the basic rules are draw from the SRD taint. Every time an arcane caster casts a spell, he must make a will save against DC 15+spell level or gain a point of dementia, and every time a divine caster casts a spell he must make a fort save or gain a point of rot. Lunatics, casters us use lunacy, donâ,¬,,¢t gain lunacy for their spells, but instead have a dementia score equal to Ã,½ their HD + their charisma mod, if any. (Dementals instead have a rot score equal to Ã,½ their HD + their con mod, if any.) There are spells such as â,¬Å"Detect Lunacyâ,¬Â and such which donâ,¬,,¢t tell you much about the characters morals but do tell you something about what they do/have done. (other things, such as encountering certain creatures and areas, will also increase your dementia or rot score.) The paladin will be replaced by the purifier, who will have a â,¬Å"smite lunacyâ,¬Â ability. *Another thought I had for magic was make it so that Arcane and Divine magic incurred rot, and psionics incurred lunacy. This would mean putting psionics in the setting, and Iâ,¬,,¢m not sure on that yet. *A third thought I had on magic was completely removing arcane magic and putting in divine and psionics. This would be the most radical change, but the idea souds interesting. Thoughts? *The primary religion in Sreth is based around a monotheistic religion. The entire faith is set up where God (name in the works), that focuses on the fact that this world is punishment for the sins of the past, though the nature of these sins is left unclear. *Iâ,¬,,¢m going to be cutting out the details of why the apocalypse happened, and replacing it with multiple theories on why, but no concrete proof. *Most scocities primary source of meat are large, reptilian cattle called bivons, which eat very little and drink very little, but provide a large amount of meat. Much bandit activity revolves around theft of bivons, who are usually branded with their owners sign. *Most communities are ruled by â,¬Å"Baronsâ,¬Â, who are usually just wealthy landowners who control most of the bivons in the area. Barons are usually corrupt and decadant individuals who surround themselves with elite bodyguards. Some communities have more traditional rulers.
Thatâ,¬,,¢s what I have as thoughts right now. More will be coming later, and I hope to firm up the rules for gunslinging later on. If there is anything else you want to see, let me know, and really, just keep asking questions! Thanks.
Can the Twisting be reversed, transforming a Ravenous into a non-cannibalistic elf? Can elves who died before the Twisting be restored to life with true resurrection spells, thus reintroducing normal elves into the world?
[spoiler=Note to Self]Campaign idea: high-level clerics create a fantasy version of Jurasic Park using true resurrection spells.[/spoiler]
[blockquote=Defenestrating Lunatic]The paladin will be replaced by the purifier, who will have a â,¬Å"smite lunacyâ,¬Â ability.[/blockquote]Give them the opportunity to fall, so that it will provide them with some new cool powers, like the Blackguards get. This will make a fine moral test for some PC purifiers and allow GMs to create traditional fallen paladins as opponents, and also as symbols of utter corruption and lost hope.[blockquote=Defenestrating Lunatic]Iâ,¬,,¢m going to be cutting out the details of why the apocalypse happened, and replacing it with multiple theories on why, but no concrete proof.[/blockquote]Will there be a "real" reason, or do you leave it as a mystery that might or might not be solved in play, according to given group's goals (and GM's ideas, probably)?
What or which do you see as the core activity of PCs?
Do they become bandits or oppose them? Become lunatics or oppose them? Try to stay alive and below the radar? Overthrow corrupt barons?
@Meepo:
The twisting cannot be reversed. It isnâ,¬,,¢t a transmutation effect. Instead, the form of the Ravenous is their new, true form. Polymorph spells could give them the form of a normal elf, and a mindrape spell could remove the cannibalistic tendancies, but it still wouldnâ,¬,,¢t alter the ravenousâ,¬,,¢ true nature. In addition, ravenous get an extra saving throw every twenty four hours to reverse the affects of such spells. Extensive use of these magics could make a ravenous into a true elf and keep it that way, but considering the high cost (in lunacy) of magic, it is impractical to do so.
Bringing beings back from the dead deserves a whole separate section. A creature that dies and is brought back from the dead comes back a raveing, gibbering lunatic, even with spells such as true resurrection. No magic can cure this â,¬' whatever lurks beyond death is too much for mortal minds to bear. (In game terms, a creature that is brought back from the dead has a permanent dementia score of something high, probably 30+, and a rot score equal to half that.) Despite this risk, one man, Oradik the Awakener, became convinced that resurrecting an elf was the key to the salvation of the world, that reintroducing elves into the world would restore the natural balance. This elf is now Aenashaya, The Corrupter, and one of the most powerful lunatics in existence, commanding an army of twisted nightmares in a city-state she enslaved. Aenashayaâ,¬,,¢s name is used both to warn people away from attempting to restore elves, and also to warn against any attempt to resurrect sentient creatures.
That campaign would be awesome, and I would so play it. :)
@ Thanuir:
I am going to be proving a means for purifiers to fall. However, keep in mind there is no concrete alignment system in Sreth. A purifier could be a ruthless killer who slaughters anyone who even associates with a lunacy infested being, a benevolent protector of the weak who kills anyone he deems a danger, regardless of the presence of lunacy, or a cold inquisitor who will not heisitate to torture to extract information on creatures of madness. All three of those would make great antagonists, and would also still retain full use of their purifier abilities.
A purifier falls not when he commits and evil act, but rather when he or she is infected by lunacy, which can happen, and their will be a PrC or even a alternate base class they can delve into once so corrupted.
No, I wonâ,¬,,¢t be giving a real reason why the world is now infected by madness. I will, once I develop the various theories, give certain theories more credibility over others, but it is up to the DM to provide a concrete answer, if it ever comes up. (It shouldnâ,¬,,¢t be a huge, important matter, to figure out the why, since why it happened is immaterial to what is currently happening.) Plus, the fact that whatever did happen most defiantly happen on the moon makes it even harder. (I will be developing the moon as an adventure location, but the landscape is going to be a mess of Lovecraftian proportions, with non-Euclidian geometry, alien structures and creatures, and other horrible beings.
As for the core activities of the PCsâ,¬Â¦all of the above, depending on what the players want to do. Sreth really has three overlapping and intermixing conflicts, when it comes to organizational conflicts: one is the conflict of lunatics vs. the Church, another is the conflict of bandits vs. the law, and the thirds is the barons vs freedom fighters and seekers of justice. (Other, more minor, conflicts exist, but those three really define the setting) The three do commingle, with bandit lunatics fighting lawmen backed by the barons, or corrupt Churchmen aiding a baron in destroying a band of freedom fighters led by a lunatic, and so on and so forth. These conflicts are always clearly one vs the other: two barons can fight, outlaw bands fight, churchmen plot against each other, and so on and so forth. Also, the lines sometimes get redrawn, with a baron hiring bandits to eliminate a lunatic, or chruchmen working with freedom fighters to overthrow a baron. Any way the DM wants to spin it, he can, and there are going to be plenty of other conflicts if the DM wants variation on these themes.
Quote from: Defenestrating Lunatic*The primary religion in Sreth is based around a monotheistic religion. The entire faith is set up where God (name in the works), that focuses on the fact that this world is punishment for the sins of the past, though the nature of these sins is left unclear. *Most scocities primary source of meat are large, reptilian cattle called bivons, which eat very little and drink very little, but provide a large amount of meat. Much bandit activity revolves around theft of bivons, who are usually branded with their owners sign. *Most communities are ruled by â,¬Å"Baronsâ,¬Â, who are usually just wealthy landowners who control most of the bivons in the area. Barons are usually corrupt and decadant individuals who surround themselves with elite bodyguards. Some communities have more traditional rulers.
My main question here is, are these things really that uniform across all of the world? Seems like in a decaying situation like this, I'd expect all kinds of variant social structures, odd cults, and strange heresies. Anyway, for me that would seem to heighten the effect.
Quote from: snakefingQuote from: Defenestrating Lunatic*The primary religion in Sreth is based around a monotheistic religion. The entire faith is set up where God (name in the works), that focuses on the fact that this world is punishment for the sins of the past, though the nature of these sins is left unclear. *Most scocities primary source of meat are large, reptilian cattle called bivons, which eat very little and drink very little, but provide a large amount of meat. Much bandit activity revolves around theft of bivons, who are usually branded with their owners sign. *Most communities are ruled by â,¬Å"Baronsâ,¬Â, who are usually just wealthy landowners who control most of the bivons in the area. Barons are usually corrupt and decadant individuals who surround themselves with elite bodyguards. Some communities have more traditional rulers.
My main question here is, are these things really that uniform across all of the world? Seems like in a decaying situation like this, I'd expect all kinds of variant social structures, odd cults, and strange heresies. Anyway, for me that would seem to heighten the effect.
I would suggest keep the monotheism as the main world religion, but sprinkle cults with numerous beliefs about the world. This keeps the craziness factor, while allowing for a feeling of upcoming judgement day at the hands of God.
NEW: How about some fluff on Lunacy and/or Rot? Maybe Rot. Haven't heard much about that yet.
@snakefing: The Chruch is the remnant of the faith that existed prior to the Twisting. Each regions version of the church varies greatly, and they all proclaim the other factors of the faith to be heritics when they interact. Also, the church is far from the only faith, just the largest.
@SH: I'll get on the fluff for those soon. :)
Honestly, I'm interested in what the twisting was, what caused it, and it's byproduct, the ravenous. What exactly are the ravenous? Are they worked off of the drow or are they something new?
Quote from: Endless_HelixHonestly, I'm interested in what the twisting was, what caused it, and it's byproduct, the ravenous. What exactly are the ravenous? Are they worked off of the drow or are they something new?
It seems to me that twisting is a byproduct of the lunar catastrophe that doomed the world. In my mind, the Ravenous look like elven vampires, but with an old gods feel.
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This setting is very interesting for me because you draw heavily from a multitude of sources, throwing together a mash of cultures, ideas and elements, and somehow it works. Lovecraft meets John Sturges meets Bruce Lee meets Gygax. Absolutely crazy. I must admit that I have utter confidence that you can make a good setting, but I'm worried that one or more of these themes (Horror, Western, Martial, Fantasy) will end up being paved over at a later date. As a random suggestion, perhaps spread your topics across themes to hold consistency would be a good idea. For example, if you were to write a paragraph on the Ravenous, you could do the sentences depicting their madness (horror), then how they used to be elves (fantasy), their impact on society (western) and their fighting style (martial ?).
I find it hard to keep all four in my head at once to visualize the setting. Western martial arts I can do. ProPoc fantasy I can do. Fantasy western is fine. But when you want me to visualize a ProPoc martial arts western... uhg, head spin. Just letting you know my reaction.
[blockquote=Archbishop of Cabbage]I am going to be proving a means for purifiers to fall. However, keep in mind there is no concrete alignment system in Sreth. A purifier could be a ruthless killer who slaughters anyone who even associates with a lunacy infested being, a benevolent protector of the weak who kills anyone he deems a danger, regardless of the presence of lunacy, or a cold inquisitor who will not heisitate to torture to extract information on creatures of madness. All three of those would make great antagonists, and would also still retain full use of their purifier abilities.
A purifier falls not when he commits and evil act, but rather when he or she is infected by lunacy, which can happen, and their will be a PrC or even a alternate base class they can delve into once so corrupted.[/blockquote]This is what I was thinking about; not exactly alignments:
They are shining beacons of sanity and purity. Yet for all their careers they must struggle when fighting the corruption. Their [whatever] holds that corruption away. But once they give up, face that one mockery of humanity they can't stand; they lose their [whatever], and all the corruption it held at bay comes in. Hard.
Replace [whatever] with the relevant in-settingforce that keeps purifiers relatively safe, if there is any (like their willpower, divine patrons, etc.).[blockquote=Archbishop of Cabbage]I will be developing the moon as an adventure location, but the landscape is going to be a mess of Lovecraftian proportions, with non-Euclidian geometry, alien structures and creatures, and other horrible beings.[/blockquote]How will you deal with non-Euclidian geometry and the othet cool stuff? From personal experience, it is hard to GM stuff that is too alien, so any tips to this effect would be cool (and probably extremely useful as sidebars in the adventure location in question).
So I understand that the races section is "out of date" and that all remaining elves are Ravenous, but are there still dwarves etc? A quick yes or no would do much to settle my curiosity.
@Thanuir: I'm still working on mechanics for non Euclidean geometry, and I'll definitely share that once I have it done.
@Raelifin: Short answer? No. Long answer? Dwarves, like elves, did exist in the settings past, and I am working on some equally horrible fate for them. I want to include Elves and Dwarves the way I am because the familiarity most players have with them makes the changes all the more horrific. For races, I'm not sure. I'm probably going to make my races fill different roles in the setting: one race will play up the cowboy aspect, one will embody the madness aspect, one will show the despair, etc. Not sure how yet, but they are in the works.
This occurred to me as I was skimming over Sreth again: what with the removal of the elves (as a current race) what about Half-elves? Do they still exist, as proud descendents of what the elves used to be? Are they now half-ravenous--combining the powers of the mad vampiric elfish creatures with human blood? Or ar you removing them completely? having them be half-ravenous could make for a race of "Blade" type characters, with all their strengths, none of their weaknesses, which could be interesting, albeit probably overpowered without a level-adjustment.
The half-ravenous idea is actually really interesting, though not as a Blade thing. Rather, it's more that they have some of the strenghts of the ravenous, but they must also constantly struggle against the madness that threatens to consume them at all times. I'll play with that idea, it would give me a race to embody the slow, corrupting effect of madness on the world.
Sreth ReviewTonesObviously any roleplaying setting has to have some focus on action, though I think you mean to indicate combat-type action here? I love dark settings, so your focus on despair and madness appeals to me. There is something profound about a certain sense of hopelessness and tragedy. In a sense, you make things more tragic by making the calamity man-made.
ThemesI always approve of no alignmnet. Blur those lines!
QuoteThe Gods are Distant And unknowable. Various religions espouse various ideas, but no one knows the full truth of it. Arguments are made that the power of Clerics comes from a pure, untainted source of magic instead of the gods, and a healthy number of people donâ,¬,,¢t give a damn if there are gods or God or not.
Crime and Punishment The greatest punishment on Sreth is exile from your city state, which forces you to a life of banditry to survive, and either way virtually guarantees an early death, whether by monster, humanoid, or the environment.[/quote]Lunatics[/b]: Wonderful idea. As to your later mechanics, they seem workable, but it's hard to know without seeing them in play. As to replacing the arcane with psionics, I'm kind of ambivalent. I think dark magic will feel more like the setting you want, and psionics will feel a little more dark sci fi.
Martial Arts Interesting. At least it offers a good choice for ToB stuff.
QuoteIn the city state of Skoumi, every citizen is trained in these martial arts, spending their entire lives serving in the army. Slaves known as Shono-akim, or â,¬Å"Not Yet People,â,¬Â do most of the tasks that run the society, from the lower levels of the bureaucracy to tilling the fields, and compromise 7/8th of the population. The citizens of Skoumi believe that the slaves, if they work hard enough, will be reincarnated as a citizen, and that by enslaving them they do the Shono-akim a favor. For the slaves part, they have a pretty good life despite their lack of freedom, and when everyone who has power over you has fighting abilities beyond your comprehension, slave revolts tend to be as short lived as they are rare.
* Iâ,¬,,¢m going to be removing elves entirely. However, elves did exist, before the Twisting. When the twisting happened the elves, who were tied closely to the moon, weâ,¬,,¢re horribly affected, becoming the Ravenous: twisted, depraved creatures with a cannibalistic culture. Few, but immensely powerful, the Ravenous can decimate a poorly defended community in a matter of days.
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* Lunacy rules: the basic rules are draw from the SRD taint. Every time an arcane caster casts a spell, he must make a will save against DC 15+spell level or gain a point of dementia, and every time a divine caster casts a spell he must make a fort save or gain a point of rot. Lunatics, casters us use lunacy, donâ,¬,,¢t gain lunacy for their spells, but instead have a dementia score equal to Ã,½ their HD + their charisma mod, if any. (Dementals instead have a rot score equal to Ã,½ their HD + their con mod, if any.) There are spells such as â,¬Å"Detect Lunacyâ,¬Â and such which donâ,¬,,¢t tell you much about the characters morals but do tell you something about what they do/have done. (other things, such as encountering certain creatures and areas, will also increase your dementia or rot score.) The paladin will be replaced by the purifier, who will have a â,¬Å"smite lunacyâ,¬Â ability.
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* Another thought I had for magic was make it so that Arcane and Divine magic incurred rot, and psionics incurred lunacy. This would mean putting psionics in the setting, and Iâ,¬,,¢m not sure on that yet.
* A third thought I had on magic was completely removing arcane magic and putting in divine and psionics. This would be the most radical change, but the idea souds interesting. Thoughts?
[/quote]
* The primary religion in Sreth is based around a monotheistic religion. The entire faith is set up where God (name in the works), that focuses on the fact that this world is punishment for the sins of the past, though the nature of these sins is left unclear.
[/quote]
* Iâ,¬,,¢m going to be cutting out the details of why the apocalypse happened, and replacing it with multiple theories on why, but no concrete proof.
[/quote]
* Most scocities primary source of meat are large, reptilian cattle called bivons, which eat very little and drink very little, but provide a large amount of meat. Much bandit activity revolves around theft of bivons, who are usually branded with their owners sign.
[/quote]
* Most communities are ruled by â,¬Å"Baronsâ,¬Â, who are usually just wealthy landowners who control most of the bivons in the area. Barons are usually corrupt and decadant individuals who surround themselves with elite bodyguards. Some communities have more traditional rulers.
[/quote]Overall[/b]
Very interesting. Like I said, I like dark and twisted. Keep up the good work.
Quote from: Phoenix Knight"Baron" will always bring up the image of medieval lords of Baronies.
I would have to make the opposite recommendation regarding the Barons; I think the term "baron" should continue to be used. People in the Wild West talked about cattle barons and land barons all of the time, and that's the first thing I think of when I hear the word.
Quote from: Epic MeepoQuote from: Phoenix Knight"Baron" will always bring up the image of medieval lords of Baronies.
Interesting. I had not considered it. I guess it's because I never was that interested in classic wild west, as much as the middle ages. I guess I could go either way in that case.