Do you have any old threads you don't ever plan on updating? Any old campaign elements with which you are bored or unsatisfied?
Well, don't just abandon that old material you're not using. Recycle it!
This thread is a place for people who have old stuff they wouldn't mind letting someone else use. If you have an old thread you have no interest in, or just an idea you would like to see other people toy with, mention it here and let your fellow world builders know that they are free to use it.
Here you go, kiddies, enjoy!
[spoiler=Deus Ex]
Deus Ex
Zanuril is a broken thing, a malformed mass of fractured earth bound to a dying core, orbiting a sun that is near the end of its days. Its sky is a bright, scintillating purple, wracked by unrelenting magical storms and plagued by alien creatures that prey upon those who would walk unprotected on its surface. Great rents mark the sites where the gargantuan fragments of rock that comprise the planetâ,¬,,¢s form have been bound together. It is a harsh world of dead gods and forgotten civilizations, made all the more cruel by the knowledge that as the centuries pass, it deteriorates ever further.
Physical DescriptionThe world of Zanuril broke into variously sized fragments during The Breaking. (See History in next post) The planet, which was once roughly of the same dimensions of Earth, has since increased in size (the pieces are now further apart). In the spaces between the sections of rock (known as ryfts) can be found the free-floating daedran artifacts that sustain the planet, and the remains of ancient civilizations can sometimes be seen jutting from the exposed strata.
There are three primary distinctions in the environment of Zanuril: null-zones, fission zones, and biorealms.
Zyctu AbaraThese areas, usually located in or near a ryft, do not contain as much of the life-sustaining energy as is commonly found on Zanurilâ,¬,,¢s surface. Colors in null-zones are less vibrant than normal, and it is in these places where the purple sky can be seen. Some null-zones have the minor or major negative energy traits (DMâ,¬,,¢s Guide p 149). Daedran creatures can also be found in these areas, as the lessened life energies of such places do not harm them (daedra are creatures of negative energy). Null-zones are the natural environment on Zanuril.
Twei AbaraCreated by the life-sustaining artifacts left by the daedra, these areas encompass the majority of Zanurilâ,¬,,¢s surface. Here the atmosphere is akin to that of any world: the sky is blue, the grass is green, and humanoids serve as the most influential inhabitants.
Fialm AbaraThese areas can be found just about anywhere on Zanuril, even in Zyctu Abara. In a Fialm, energy is constantly being reconstituted and enhanced, and colors are brighter, time proceeds at a rapid pace, and strange and new creatures are constantly being generated. Some Fialm have the minor or major positive energy traits.
PrehistoryIn the early days of the planetâ,¬,,¢s existence when the First Kind, the daedra, discovered that their planet was dying, they began a pursuit of the technologies that might save it. In their endeavors many magnificent devices were forged and new sciences were discovered, but while their creations could sustain the planet for a time, they knew that its inexorable decay would continue. As the physical and metaphysical reality of Zanuril began to fracture, fell creatures and energies that should not have existed began to take form, and it was at this time that the daedra knew all hope was lost.
In a last ditch effort to preserve their world, the daedra gathered together their creations in a process known as the Binding, and flooded Zaâ,¬,,¢anauril with life sustaining energy. However, they knew that their frail forms could not withstand concentration of positive energy, and so they left, waiting for a time when the diminished life force would allow them to return to their home world.
HistoryFor millennia after the Daedraâ,¬,,¢s exodus for Zanuril the worldâ,¬,,¢s surface was inhospitable to even the hardiest of creatures. The huge concentration of positive energy produced in the Binding was simply too potent, and thus it would not be until 337â,¬,,¢000 years prior to the Breaking that sentient life reestablished its presence on the planet.
Eventually the first creatures rediscovered the secrets of magic, and a new era was born. However, with magic as volatile has it was, and the ambition of mortals as all-consuming as it is, disaster was inevitable. Time and time again the Arcane arts were brought into practice, and each time the discovery would inevitably lead to the ruin of whatever nation had discovered it. As with the Daedra, the death of each culture left many forgotten technologies buried beneath the planetâ,¬,,¢s surface, and every so often these technologies would be rediscovered.
Yet one thing unified these fleeting civilizations: the cataclysms that devoured them were reversible. The final cataclysm, however, was different. It would change the face of the world forever.
Note: Years are classified as [year] followed by AC (After Cataclysm) of BC (Before Cataclysm), with the 0 year being the year of the end of the Breaking.The BreakingIt was a discovery that heralded both our greatest achievement and our darkest failing. Kasthuli archeologists had unearthed a large domelike structure deep within the Mdullian wastes, covered in archaic symbols which we now know to be a complex form of the Rhunic script. The dormant power found within it was extraordinary, rivaling the magical essence wielded by the gods. And that fact alone should have been enough reason to leave the device where it layâ,¬Â¦
Glasz Teryka, High Archaiomancer
[/i]
278 BCThe end of the War of twelve armies.
53 BCThe fabled â,¬Å"Mdullian Deviceâ,¬Â is discovered. When it is revealed that the device is capable of slaying gods, various churches attempt to have it destroyed. However, the device is rescued by the New Order, a cult dedicated to universal deicide.
31 BCThe New Order gains followers and power in secret, before staging a bloody campaign across the Red Continent, slaying three gods in the process.
27 BCThe entirety of the Red Earth is now under the control of the New Order. A Global council is called, in which the proxies of various churches deliberate on the issue of the Orderâ,¬,,¢s growing power.
26 BCOpen war is declared by the Unified Legions against the Red Earth. However, the UL underestimates the power wielded by the New Order, and a titanic struggle begins.
23 BCThe war rages on.
19 BCThe Infinite Six and Ethrin churches pantheons are obliterated, crippling the Unified Legions. Sensing victory the New Order takes the offensive, driving deep into the heart of Dhoric territories.
7 BCThe Dhoric gods, the Unseeing Eyes, are slain, and in this decisive strike the UL collapses. The New Order seeks out each and every fleeing god and puts them to death.
1 BCWith the final breath of Nezrazam, the last deity to be slain, a great influx of deific energy is released, infusing the Zaâ,¬,,¢anauril with divine power. The shock created disrupts the ancient Daedran devices, causing a great upheaval throughout the system. And thus the Breaking begins.
0Zaâ,¬,,¢anauril is broken.
8 ACThe reawakening begins. The Dhoric council reestablishes itself despite the loss of its pantheon, and begins the reconstruction of their lost empire. The condition of the dying planet is yet to be realized.
149 ACOther civilizations reform, and for a time the New Order disappears.
151 ACResearch begins towards discovering a â,¬Å"Systemic Revivificationâ,¬Â process.
154 ACThe first aspirants are discovered: creatures infused with the divine essence of the dead gods.
163 ACThe Red Earth reasserts in influence. Although it makes no attempt to destroy the religions that still remain on Zanuril, it is made clear that faith is forbidden within its borders.
447 ACThe Red Earth begins the excavation of various ancient sites, and through these discoveries gains access to stunning new technologies.
468 ACThe New Order returns as a small sect within the Red Earthâ,¬,,¢s government.
532 ACPresent Day.
The ConceptThe system of Zaâ,¬,,¢anauril still bears the scars of the Breaking, a war that occurred over 500 years ago and which resulted in the death of the gods. In the aftermath of the titanic struggle many mortals found themselves infused with the released divine energy. These individuals are capable of amazing feats and some can even warp reality itself. But first they must contend with the Daedran legions that encroach on the boarders of reality, and remedy the issue of their steadily decaying planet!
NOTE: I wrote this before I'd ever even heard of the Elder Scrolls, so I didn't know "Daedra" was already taken.[/spoiler]
[spoiler=Ehrune]
ERUHNE
Earth and Sky
We stand at the halfway point. Above us float the massive sky cities of Zanuril, demesnes of the Skywardens, stretching unceasingly upward and onward, beyond the scope of the naked eye. Below lie the vast labyrinthine catacombs of the Deeperdark, home to the shadowfolk, the vile Mulhontir, andâ,¬Â¦ darker things.
And all about us is war: if not in the full-blown ecclesiastical apostasy of the Na Sheâ,¬,,¢ek or the Inandine, then in the convoluted power games of the Lords of Air and their kin.
It is then perhaps left up to us, those to dwell in this middle ground, to take the reins of sanity, and perhaps return some semblance of order to this broken world. Granted, it shall be by no means an easy task â,¬' a century of toil will not see the restoration of that which was lost so many ages past â,¬' but as the world once stood united, so may it be again, if only we have the strength to make it so.SHADOW BELOW, AIR ABOVEIt is known as the world of Eruhne, and to many it is considered not one world, but three. For millennia, since a time none but the oldest of beings can recall, Eruhne has been the stage of an eternal conflict between the Skywardens, feudal lords inhabiting grand palaces leagues above the planetâ,¬,,¢s surface, and the Theocracies of the Deeperdark, nine subterranean nations in a state of constant religious unrest. Between them is the land of Torshanen, the perpetual battlefield where the Eternal War is waged, old scores are settled, and the surface dwellers seek to eke out a miserable existence.
Currently, the realms of Earth and Sky, known by most as Maâ,¬,,¢Hen and Zanuril respectively, have come upon a cease-fire. In this time the denizens of Maâ,¬,,¢Hen have resumed their internal conflict, wherein the churches of the various nations vie for religious superiority throughout the Deeperdark. The thirty-eight houses of Zanuril continue their bickering, negotiating and backstabbing to win titles over the regions â,¬' and much needed resources â,¬' of the surface world.
THE RACES OF EHRUNEVaeth (singular), Vaethii (plural)The vaethii are the most common of all races throughout much of the upper and middle world, and the influences of their rich culture can be found in almost every nation throughout Eruhne.
Personality: Vaethii are a jovial people, often eager to express themselves to those they consider friends. Their culture is highly mercantile, and their positive nature serves them well in this field. However, they are by no means foolish in their approach to social matters, and centuries of warfare have made them very cautious in their dealings with others. As a result of this, most vaethii adopt a somewhat random demeanour to those who do not know them, creating a degree of mystery which ensures they are not â,¬Å"open booksâ,¬Â. They also have a tendency to lie about themselves, although they will usually refrain from doing so if they perceive potential harm may result. It is only once one has earned their trust that their unpredictable exterior is cast aside, revealing their true aspirations.
Physical Description: Vaethii typically stand between 5-1/2 and 6-1/2 feet tall and weigh from 130 to 300 pounds. The males have considerably broad shoulders and long arms, while the females have exaggerated hips. Their skin ranges from a light tan to a middle-brown, and their eyes are typically a bright red or purple. Their hair is perhaps the most notable feature: ranging from metallic black to pale white, and worn long in a variety of styles depending on the location, time of year and current fashion. Vaethran clothing, even among the working class, is often gaudy and decorative, while maintaining its functionality. Vaethii are considered adults at around age 30, and usually live well into their third century.
Alignment: Vaethii are usually neutral, although their outward demeanour would suggest a more chaotic outlook, and they tend toward good.
Vaethran Lands: Vaethii do not have many lands of their own, instead traveling as merchants through the Sky Islands. Those who live on the surface usually live in self-established villages and towns that have little resources to ensure that they are left unmolested. In this case, they pursue agriculture and often employ the services of humans or auraks to defend their settlements from predators.
Religion: The chief deity among the vaethii is Corsyar, the goddess of goodwill and perseverance. Most vaethii will worship the local pantheon, but they will usually continue to venerate Corsyar.
Language: Vaethii speak Vaethral, their native tongue, of which there are countless dialects of it throughout Eruhne. In addition, those who live among other races will adopt the dominant language of the region.
Names: Among their own kind a vaeth will have four names. Two are her family names: one from her mother and one from her father; one is a descriptive name, usually referring to some occurrence, creature or object present at her birth; and one is her individual title. When a vaeth reaches adulthood she keeps the family name of one parent, while casting away the other.
Male Names: Urundil, Impantur, Andar, Heffet, Darilman, Sigand.
Female Names: Ifalna, Memmine, Sera, Yutani, Jelsi.
Family Names: Kelkarondim, Jespontarret, Kalemmend, Selfaxotimmund.
Adventurers: Vaeth usually adventure to gain experience, to see new sights or to satisfy their innate curiosity. Because of their charismatic nature they often take up the mantle of leadership, but most are just as happy to follow another's lead and simply take in the experience.
Vaeth Racial Traitsâ,¬Â¢+2 Charisma: Vaethii are naturally persuasive.
â,¬Â¢Medium: As medium creatures, vaethii have no special bonuses or penalties due to their size.
â,¬Â¢Vaeth base land speed is 30 feet.
â,¬Â¢+2 racial saving throw bonus against divination spells and effects.
â,¬Â¢Low light vision.
â,¬Â¢+2 racial bonus on Appraise, Bluff, Diplomacy, and Sense Motive checks.
â,¬Â¢Automatic Languages: Vaethran and Trade. Bonus Languages: Any (other than secret languages). Because of their mercantile culture, Vaethii learn many languages during their lives.
â,¬Â¢Favoured Class: Expert.
Aurak (singular) Auraks (plural)The auraks are a proud race of distinctly reptilian warriors who, up until two-thousand years ago controlled much of the Eastern Continent. Led by the Dragons, great aurak warriors who had transcended mortality, they were a key element in the efforts to stem the conflict between Earth and Sky. However, when the six Prime Houses of Zanuril banded together to banish the dragons, the aurak forces were crippled and many fled underground. The majority of auraks now inhabit great subterranean dwellings, where they do battle with the Na Sheâ,¬,,¢ek and other Deeperdark inhabitants.
Personality: The personality of an aurak is determined to an extent by their Ancestral Dragon, the Dragon that led the legion of their ancestors. For example, the descendants of Shehirâ,¬,,¢akâ,¬,,¢arum are a highly disciplined, taciturn folk, while the descendents of Ikkelâ,¬,,¢idrarin are prone to sudden violent outbursts. But what unifies all but the outcasts of aurak society is that they value duty and obedience to their communities above all other things, and it is not uncommon for their zeal to soar to suicidal heights.
Physical Description: Like their personalities, an aurakâ,¬,,¢s physical appearance is (at least to some extent) determined by his Ancestral Dragon. The Kakkoran or â,¬Å"common aurakâ,¬Â are the most well-known of auraks, and stand at around 7-feet tall when fully upright. They typically weigh between 220 and 400 pounds, have long, slender tails for balance, and are characterized by their powerful, avian legs with which they run and leap great distances. Even within a group of auraks sharing the same Ancestral Dragon their colouration can differ greatly. Auraks do not care much for accoutrements, keeping their clothing simple and functional. The average lifespan of an aurak is around two-and-a-half centuries, and they are considered adults at eighteen, although many die early because of combat.
Alignment: The dedication to oneâ,¬,,¢s people which is encouraged by their mentors fosters a lawful disposition in most auraks, although some do break the mold. Also, while not inherently evil, the aurak sense of prioritisation often works to the detriment of those beyond their own community, and they are more often evil than good.
Aurak Lands: Most aurak dwellings are subterranean, although their natural home is in the mountains and planes of the surface. In their cavernous dwellings the aurak society is governed by Seers, elderly members of the community. Each city is linked through its Seers to Settal Urun, the religious centre of the auraks.
Religion: The staple faith of the auraks is Boâ,¬,,¢ori Fehin, or the â,¬Å"Unspoken Prophecyâ,¬Â, which speaks of the coming of a Prophet who will free the Dragons from their imprisonment.
Language: Auraks speak their own language, Aurak, and they are also taught Ancient Draconic. Those who take up adventuring also learn Trade.
Names: An aurak has two names, the name of his Ancestral Dragon and his own name which was given to him by his incubators.
Male Names: Gashahnt, Uhurkur, Ozirir, Sirrush, Keyantar.
Female Names: Sikakru, Yentat, Ekulkhush
Aurak Racial TraitsThis is the entry for the Kakkoran Aurak.â,¬Â¢+4 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma: Kakkoran are gifted with excellent physical ability, but their culture does not encourage free thought and expression.
â,¬Â¢Medium: As medium creatures, kakkoran have no special bonuses or penalties due to their size.
â,¬Â¢Kakkoran base land speed is 50 feet.
â,¬Â¢Damage Reduction 1/-.
â,¬Â¢Darkvision 60ft.
â,¬Â¢+10 racial bonus on jump checks.
â,¬Â¢+4 racial bonus on balance checks.
â,¬Â¢+2 racial bonus on survival checks in underground mountainous environments.
â,¬Â¢Automatic Languages: Aurak, Ancient Draconic, Trade. Bonus Languages: Any subterranean language, Zeriph, Gorgon, Lantern. Auraks often learn the languages spoken in the lands they inhabit and patrol.
â,¬Â¢Favoured Class: Fighter.
â,¬Â¢Level Adjustment: ?
CORE ETHOSFor centuries the Eternal War between the worlds of Earth and Sky has dwindled as the various nations turned to infighting and civil war, but alien and primordial forces now threaten the revival of the ancient conflict.
Who are the heroes?Heroes are those who are instrumental in fuelling the Eternal War, or those who go to great lengths to see it ended. They may be scheming nobles among the courts of the Lords of Air, gladiators seeking renown in the brutal arenas of the surface world, or rogue traders serving as both smugglers and diplomats between the worlds of Earth and Sky.
What do they do?Many heroes traffic in information between worlds, while some are contracted to (or independently) uncover ancient technologies from dead civilizations, and others still seek to lay claim to their stake in the constantly shifting power games of the various Noble Houses. And if you have the stomach for it, thereâ,¬,,¢s magicâ,¬Â¦
Threats, Conflicts and VillainsWhile there is currently a cease-fire between the Worlds, it is a shaky one at best, and many parties on both sides (and beyond?) seek to send Eruhne back into darkness. In the Sky Cities radical fundamentalists stage terrorist attacks, and aerial piracy is becoming increasingly common; in the Deeperdark (below the surface) nine churches worshipping the same pantheon feed a constant internal feud; and across Eruhne, the resurgence of forgotten technologies leads to the reawakening of long-dead horrors. Then thereâ,¬,,¢s magicâ,¬Â¦
Nature of MagicMagic, known in Eruhne as The Arcana, is a force as essential to life as gravity. Originally a primordial, sentient force, it was contained and codified into a set of formulas by an ancient race. Now, just over six millennia after its rediscovery, it is being deciphered into what is now called magic.
However, The Arcana is a dangerous force, capable and willing to consume those who cannot contain it. Lexicists are somewhat akin to â,¬Å"arcane mathematiciansâ,¬Â, spellcasters whose magic is based on fundamental laws of The Arcana.
Although only spoken aloud by madmen and heretics, there are those who say that The Arcana itself is Eruhneâ,¬,,¢s greatest foe, and that the world is destined to be consumed by magic.
WHATâ,¬,,¢S NEW? WHATâ,¬,,¢S DIFFERENT?â,¬Â¢While no doubt a High Magic setting, magic in Eruhne is often the enemy, not the ally, even for the most sinister of villains.
â,¬Â¢Of all of D&Dâ,¬,,¢s standard races, only the humans exist, and they take a back seat to the other, more dominant races.
â,¬Â¢Undead arenâ,¬,,¢t dead.
â,¬Â¢Guns, but no gunpowder!
â,¬Â¢Magic and physics work in concert: everything that happens is justifiable by some variation of modern scientific theory.
â,¬Â¢Adventuring in Heaven and Hell is standard, and the demons are the good guys. (Well, not exactly)
â,¬Â¢Evolution is fact! (Iâ,¬,,¢m not trying to get on a soapbox folks. Thatâ,¬,,¢s just how it is in the Setting, so no finger pointing)
The Enemy WithoutSuch fools they are to think that the enemy hides in palaces in the sky, and sends his minions beneath the earth to contend with the denizens of the Dark. Nay, it is a far more insidious foe that we face, and she lurks both in Air and Shadow. With a flourish of the hand or the utterance of an eldritch word we summon her to slay those who should be our allies, and thus we destroy ourselves so that without action of her own, she has already won.
Qersar Emâ,¬,,¢Val, Magekiller
[/i]
Magic has existed as a common element in Eruhne for so long now that it is essential to the continued operation of much of the Worldâ,¬,,¢s modern technology. In Zanuril it fuels the gargantuan engines that support the Sky Cities, and provides the power that ensures the Skywardensâ,¬,,¢ continued control over much of the Aerial and Surface world. In Maâ,¬,,¢Hen it serves to separate the surface and underground world, and stems the incursion of the Fell armies from the Dread Realm into the lower regions of the Deeperdark.
However, while its presence is almost invaluable in modern Eruhne, the control mortals have over it is tenuous at best. For any prospective spellcaster wishing to learn the intricate workings of magic, what they must first learn is that its use, unchecked and uncontrolled, will inevitably lead to their death.
This is because magic is an entity in its own right: a sapient being known as The Arcana that exists both in this dimension and a reality of its own, and harbours ever-growing enmity for mortals. When a spellcaster harnesses the forces of magic she draws upon a portion of The Arcanaâ,¬,,¢s essence. This is always a dangerous process, as the Arcana (understandably perturbed at the notion of a mortal stealing a piece of itself) will lash out at any unprotected spellcaster, attempting to consume their consciousness. For this reason spellcasters often call upon a familiar, a magical creature who can assist in the channeling of the magical energies.
[Note: familiars arenâ,¬,,¢t animals in this setting. You could liken them to ghostlike outsiders or magical beasts.][/spoiler]
[spoiler=The Darkhearth Throne]At its peak, the great metropolis of Urth Tirass stretched far across the Goethleidd Plains, a startling accomplishment of iron and stone that awed all who chanced to gaze upon it. Its towers were grand â,¬' grander, they say, then any other marvel ever wrought by the hands of mortalkind â,¬' and the esteemed lords who dwelled within were renowned throughout the world for their great feats of conquest, and for the architectural triumph they had forged from the very flesh of the earth.
Its king, so the legend goes, was a man without peer, whose words quelled the discontent of even the most frenzied of foes, and whose puissant blade cleaved the very stars in twain. His name is lost to history, but his deeds are legend, and his will commanded the obedience of even the dark fiends of the Weeping Way.
So say the bards at least, for that was a time long past, and the wonder that was Urth Tirass lingers only in the crumbling stone of the cityâ,¬,,¢s wasting corpse, strangled, consumed and reclaimed by a ravenous wood. It is within the ruins of the Great City that you dwell: youths of one of the many clans that have warred beneath its crumbling towers and towering trees for generations.[/spoiler]
Having just read through every one of my previous posts on this site, I was surprised to learn that I've actually posted very little original content, and most of that is game mechanics. But each of those rules was designed to capture a specific flavor, so hopefully, they're worth recycling.
Astrological alignment (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4885)
Here is an alignment system that you can use to add an astrological feel to your campaign.
Fantasy Tech (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?6084)
Here are some magic items that you can use to simulate energy weapons in a fantasy setting.
Silly Monsters (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?8346)
If you want a silly atmosphere in your campaign, here are some monsters for you to use.
Specialist Sorcerers (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?7689)
These sorcerer variants never did get finished, but their concept is one you might be able to build upon.
Variant Monk (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4719)
You can use these variant monk class features to create monks with more of a Western feel.
And, of course... [spoiler=The Kitchen Sink]
[table=Adventuring Gear]
[tr][th]Item[/th][th]Cost [/th][th]Weight [/th][/tr]
[tr][td]Sink, kitchen [/td][td]10 gp [/td][td]20 lb.[/td][/tr]
[/table]
Sink, kitchen: Though this large, metal sink with faucet provides no measureable benefit, it is customary that no adventuring party claiming to be ready for anything travel without one.[/spoiler]
Aside from that, most of my posts are responses to other posts. There is, though, this silly campaign idea (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?10959). I may revisit it someday, but I wouldn't mind if it got plundered before I had a chance to do anything with it.
In the coming days or weeks, I'll see if I can't put together some solid and serious fluff to add to the Recycle Bin. I want my contributions to be more than just the crunch and the one campaign concept listed above.
The kitchen sink...
How could I have gamed so long without it...?
It's a travesty.
I do have an addition to the Recycle Bin.
Sundown (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?8523)
At the time when I designed it, I loved the world of the Sundown Gardens very much, but I lost interest at some point. I may use some of its elements at some point or another in the future (most likely it will be the Mountain Men appearing in another setting), but I'm going to be giving the little information there is about the setting to this collection. Go nuts. :)
Well gentlemen, I have a contribution for you all. A true classic, lost for a time to the members of the boards, it has risen again. Without further adieu, I donate Godswalk (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882)to the general populace.
and it's discussion (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?196.post) thread.
Now, you can commence worship.
Since it isn't gathering much interest, I think I might take a break from developing Ifpherion for now, and focus on it's derivative settings, as well as Heart of Darkness, my setting based on sub-saharan Africa.
All original content from Ifpherion's hosted site, as well as my thread (except as marked), are Open - see the links in my signature.
I think this could get really interesting. I think it'd be fun to see someone take some of my work and build on it the way they envision it.
On that note, I should probably post the Warlock, Hierophant, and Thaumaturge here even though I still use them.
Hell, as this gets filled up, we could even make a "dustbin phantom" setting with as many unused ideas as possible. It would be entertaining to see how that turned out.
I really like this. I've allready decided I'm going to take stuff from Deus Ex to develop one of my settings further, and there is a lot of other good things here. Here are some of my old setting ideas I don't see myself doing much with in the foreseeable future:
1) The world is a giant creature. It would still be spherical, and creatures on the surface would notice little difference. However, great organic pores that go deeper and deeper into it form the creatureâ,¬,,¢s respiratory and circulatory system. The creature is sentient, but no more aware of the creatures that live on and in it than any other organism is aware of the bacteria that live on and in them.
2) Where there is an underdark in most settings is an unimaginably vast complex that was built by a long dead race. These creatures would be comparable to Lovecraftâ,¬,,¢s Elder Ones, and still influence the world above. Meanwhile, great engines of ancient power rest beneath the surface. This setting would focus a great deal on humanoid raceâ,¬,,¢s place in the cosmos.
3) Speaking of the cosmos, the next one would focus on a solar system that features several gas giants orbiting a single star. The people would live on the moons of these gas giants, allowing for interplanetary adventure in a smaller area. Psionics would be dominant in this setting.
Heh, I wondered if that might be your intent. I look forward to seeing what you pile together from this. :D
Oh, and although I may use them in the future, I'll still happily offer the Dracemar: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?7596 onto the pile. :)
Most of the content of the main Cebexia thread (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?17381) is now labelled as Open Game Content, and I am officially adding it to the Recycle Bin. I just ask that you not use the name of the world or the related introductory material from the first post of the main Cebexia thread.
EDIT: Edited for grammar.
Just an FYI, in interets of OGC compliance, I've made the Dracemar reptilian instead of dragonblood, and made their stat block OGC. The flavor text is still in the recycle bin, but I'm not making the flavor OGC. :)
I've been contemplating tossing Stars Above in here, being as that I haven't touched it in months (with any real intention). I could always come back to it, but would there even be any interest in SA?
@Seraphine: Thanks for the compliment; I'm always glad to see ideas of mine put to good use. I'll have to check out Avayenvnon when I get a chance to see how you're adapting the astrological alignment system.
@ElDo: As Seraphine's comment demonstrates, letting other people recycle your stuff can generate interest in something that people haven't looked at in a long time (in this particular case, my months-old astrological alignment system). If people have permission to borrow pieces from Stars Above, they might end up looking at it closer and finding something in it that catches their attention.
My second Ah'rem try has fizzled. Some of the stuff's new, so it might be worth a look:
Ah'rem, try #2 (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?20522)
Okay, I give in.
I now place any and all of my creations, excluding Kahtar, which have not been posted upon for a duration of one week, to be open for the taking, excluding those which I indicate to the contrary. Kahtar may be plundered for ideas but not actually edited as a setting.
Epic Meepo: I've posted my version of your astrological alignment in Avayevnon, in case you want to check it out.
*cough* What? There was nothing here... I have no idea what you're talking about.
Well, since I may never get back to it: The Sword of Destiny (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?11798.post)
Unfortunately, I didn't get around to typing most of my ideas, but maybe something will spark an idea for someone else.
This is something I came up with a while ago as a possible setting, but as I haven't worked on it...
"It is long since we have believed we know the world truely, child, but I do not think that we know all. Life is such a fleeting and colossal illusion that it would by its very definition take eternity to catalogue just one unchanged moment. Such is the paradox of the Ankh, the spinning web of time."
- Atramman, Lecturer of the Eternal College
"Few people see what the Magi see, but few truely care. The darkness merges into light until they are both the same, and nothing is unique but the tiny star of personality. People ask us what we do, yet the answer is simple. We stare into the golden pool of Ankh and learn..."
- Mytham-Ardam, dwarf of the Golden Pool
"They say the islands were formed by magic, and infused with magic, and bound together by the nine rings. We of the bright tower see more than that, and less. The world is formed as one, and the islands are only part of that one."
- Maal, Seer of the Tower
The Mashaad was born from light, in light, without light, but the Six Islands were broken by time and the covenant shattered beneath the darkness. The Alam, Murunt and Dumar were split. The great tribe of the Alam, also known as the Shorter, or the Dwarves, cracked beneath war and fear, and now the three parts face one another from the furthest corners of the islands. The Murunt, or manlings, hid within their walls of stone and built great institutions, naming their lands the 'Shieldings'. The advanced Dumar disappeared from the world totally... until now.
This is the Mashaad.