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The Archives => Homebrews (Archived) => Topic started by: Tzi on September 02, 2013, 04:05:17 PM

Title: World of Madara, The terraformed world. [Reboot]
Post by: Tzi on September 02, 2013, 04:05:17 PM
So, did that title catch anyone's attention? If so, greetings and salutations. I am fairly new here, by fairly I mean BRAND new here. I've been scouring the internet looking for a place to share a homebrew campaign setting and get feedback and ideas from. Since I am a novice and my notebooks can attest I've undergone a lot of trial and error, more gifted peoples help is always welcome. This is the first place I've seen Specifically for homebrewing settings so I figured this is the best place to go. Now also apologies, I will try to keep this as sorted and clean as possible and post things as quickly as I can. Work, IRL relationships and other stuff might slow me down but I'll try to feed as much info as I can.  :yumm: I welcome feedback wherever and whenever I can get it.

Nuts and Bolts
Races (Tyr Elves, Sydori, Orcs, Azaren, Mau)
Psionics
Classes (http://www.thecbg.org/index.php/topic,209957.msg224964.html#msg224964)
Cosmology (http://www.thecbg.org/index.php/topic,209957.msg224926.html#msg224926)
Skills
Feats
Unique Monsters
Weapons & Armor
Equipment & Vehicles

Setting & Lore
Madara the Planet (Geography, Ecology)
Sinthas the Moon (Geography, Ecology)
Other Worlds
History (http://www.thecbg.org/index.php/topic,209957.msg224950.html#msg224950)
Deities & Religion
Languages

What is this all about?:
Madara is a world, that once was like Dark Sun's Athas, a dying world, extinction immanent. But was brought back to life by beings called the "Terra Tekton" in one of the older races languages. These beings forged a pact with the Sylvan Elves who were dying out at the time, the Sylvan Elves crafted them metallic bodies and brought them into the material plane, in exchange these beings would harness their power to rebirth the world. They Terraformed it back to life, making a new fresh start for the world.

In a rebooted version I want to run a bit more wildly with the idea of Sci-Fantasy by going full Psionics.

Conception:
So this world came about as kinda a reaction against friends in my local D&D circle and their homebrew settings. In my circle pretty much getting to DM means more or less having to be working on a setting. However I noticed all of the other DM's are creating these Dark, Grim, Gritty post apocalyptic hellscapes. Which don't get me wrong, I love the grim dark future of 40,000 Millennium and Dark Sun's as much as the next person, but seriously everyone has these ideas of "Dark worlds where the bad guys have won and you struggle to keep hope alive," to quote on fellow DM. So I decided to take that idea and turn it on its head.

What System?:
So finally, lets establish this is a Pathfinder using setting. I love pathfinder, Its classes, rules, ect, everything, but especially the way races can be built really works for me. So this is a Pathfinder Setting. Link to Pathfinder rules and stuff. (http://www.d20pfsrd.com/)

Redo?:
Yes I'm kind of going back to the drawing board and redoing the a lot of things. Mainly geography, Races (Slightly), and of course switching out Traditional Magic with Psionic classes from the Psionics Unleashed and Psionics Expanded sourcebooks for Pathfinder.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 02, 2013, 04:10:58 PM
Tyr
The inheritors of Elves and Humanity.

The Tyr derive their racial name from an ancient language. The language of Elven, spoken eons ago by the learned masters of Elven culture who shepherded the Tyr when they were a nascent people. The Tyr are descended first from the long pointed eared elves, and of humans the Elves chose to mate with. Together this ancient population bred the Tyr. They are a mix of human and elven traits. They were forged within pocket worlds the Elven and Human magi created to protect them after a few of the greatest Elves made a deal with the Terra Tekton (Or so some stories go) ensuring the Tyr would inherit this new world. The Elves were said to be dying out, and the Humans all consuming nature meant the world could not hold them. So the two races became one.

Within the last two thousand years the Tyr have emerged and spread across Madara from their colonies that fused with the Materiel Plane, they spread across a virgin world that the Elven masters and their human ancestors told them was promised to them.

The Tyr are fairly diverse and have been bred into many common lineages, which have made them both supremely adaptive, but also prone to infighting. As a people they have such a profound sense of destiny across culture that as the ages past they began to war with each other over lineages, and bloodlines, whom was fit to rule Madara, who was fit to claim it.

Physical Description: As a people they are varied. They all have human sized, though pointed ears. However outwardly they boost a variety of looks. Skin colors can range from hues that were common among humans to an ashy grey, pale blue, copper like, even bronze. Likewise their hair can be as white as snow irregardless of age, or even blue, or green or bright red and this is naturally occurring. Likewise eye colors are more expansive with golden yellows, purples, magenta's and red being naturally occurring among the Tyr as well as the common eye colors among humans.

Tyr Racial Traits:

Ability Score Racial Traits: Tyr characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Tyr’s are*Humanoid*creatures with both the*human*and the*elf*subtypes.
Size: Tyr are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Tyr has a base speed of 30 feet.
Languages: Tyr begins play speaking the language of their homeland. Tyr with high*Intelligence*scores can choose any languages they want (except secret languages, such as Druidic). See the*Linguistics skill page*for more information about these languages.
Vision: All Tyr normally have Low-Light Vision.
Skilled: Tyr receive a Skill Focus as a bonus feat at first level.

(Pick one trait from each List)
First Trait List:
[SPOILER]

Magical Resistance: Some Tyr have cold resistance 5, fire resistance 5 and electricity resistance 5.

Superior Health: Tyr gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

Darkvision: Some Tyr have darkvision 60 feet.

Ancestral Magic: Some Tyr have more magical strength and receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Tyr receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Some Tyr receive a +2 racial bonus on Perception checks.

Bond to the Land: Tyr gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.

Silent Hunter: Tyr reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

[/SPOILER]

Second Trait List:
[SPOILER]

Mist Child: Whenever a Tyr has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Resilient Breed: Some Tyr thrive in the deepest deserts, forever roaming across burned and parched lands. Tyr with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.

Sylvan Skin: Some Tyr have unusually hardy bodies and receive +1 natural armor.

Water Child: +4 racial bonus on Swim checks, can always take 10 while swimming.

Spell-Like Abilities: Some Tyr can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Ancestral Immunities: Some Tyr are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Arcane Focus: Some Tyr gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
[/SPOILER]

Tyr Lineages
[SPOILER]

Eru’Tyr
“The hardy children of the Dunes”

Eru’Tyr come in many types, and often go by their national, tribal or clan name, Eru’Tyr being a foreign name they rarely use. Many form nomadic tribes, others build small city states. For the most part Eru'Tyr live almost entirely on the continent of Vespis, with only a few groups settling on Athasis.

Appearance: Often Eru'Tyr have darker skin tones, usually olive or dark brown or have an orange tint to their skin. Eru'Tyr have the highest concentration of Red heads, with dark auburn and bright red being more common colors as well as a high degree of silver and platinum blond hair. Black hair is fairly rare. Many Eru'Tyr have Green, black, or hazel eyes.

Common Inherited Racial Traits:
Bond to the Land (Wasteland or Mountains), Keen Senses, Resilient Breed, Superior Health, Mist Child, Sylvan Skin.

Moth’Tyr
“The Children of Dusk”

Moth’Tyr were have their origins allegedly with Elven women who rebelled against the original protocols for the new Tyr race and how they were to be. Though accounts mention Elven men being involved, the stories are vague. Their Elven ancestors were mostly female, and they were not bred specifically to keep specific Elven traits, but new ones were added in through selective breeding. The Moth'Tyr were a New creation.

Appearance: As a people they range between being extremely pale almost alabaster white, lightly ashen grey, pale blue or purple or a darker ash color in skin pigment. Hair tends to come in silver white, black, oranges and autumn leaf colors and occasionally blondes. Moth’Tyr are have the highest concentration of Tyr who have red tinted eyes (A sign of Darkvision)

Common Inherited Racial Traits:
Bond to the Land (Subterranean or Temperate Forests), Keen Senses, Ancestral Magic, Spell Like Abilities, Mist Child, Darkvision.

Arul’Tyr
“Those of the First Generation”

Arul'Tyr are said to be the First Generation, or the original Tyr. They are the most common, and about half of all Tyr are Arul'Tyr or partially Arul'Tyr. However intermixing and the wide separation of their colonies has made them not as united as other groups. In Southern Athasis most Arul'Tyr are partially Moth'Tyr.

Appearance: Arul'Tyr range in skin colors, though most seem to be paler. Their eyes generally mirror those of human eye colors and their hair is typically black, blond, brunette, or silverish and gold colored hair.

Common Inherited Racial Traits:
Ancestral Immunities, Keen Senses, Arcane Focus, Ancestral Magic
[/SPOILER]
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 02, 2013, 04:12:48 PM
Azaren
The blood drinkers who dwell among the stars

The Azaren also call themselves "Children of Man," as they see themselves as the true inheritors of humanity. Their ancestors were humans who lived upon Madara before the Terraforming. On the one hand they are happy with the result, but do not like the deal struck between some Humans and the Elves. Some even claim the Elves tricked and enslaved mankind and then annihilated most of them to ensure their "Chosen Race," (The Tyr) would inherit a world free of competitors.

The Azaren themselves however survived by hiding. The Elves brought the Terra Tekton to the world for which the Humans of that age could not defeat and were thus forced to flee. Some fled far, but many staid close. The ones who staid close became the Azaren. Their new home was one of Madara's moon's. Sinthas is a small rocky body but had been made hallow and carved full of tunnels and great chambers long ago. There the Humans settled for the countless eons while the world below them was reforged by Elven magic and the Terra Tektons incredible power. However survival in the void, exposed to the radical waves of magic, negative energy storms in the void, and the cramped conditions and diseases that spread forced the Humans on Sinthas to devise a means of survival. Their greatest Alchemists and Spell-weavers devised a means of transforming themselves into more resilient hybrids. They used some undead beings' essence and created the race of Azaren. Infused with a fragment of the essence of Vampires, and tampered it with the raw magic of the Cosmic Chaos they were able to create permanent mutagens that turned them into what they are today. While not always stable, as Azaren they could survive within Sinthas and not die out. They could live there indefinitely as long as they carefully managed their food supply.

Physical Description: In general Azaren are described as being somewhat pallid, or very pale, some describe them as having even ashy colored skin. Most are described as having black or dark red hair as an almost universal trait, though some reports claim they dye their hair different colors and that blondes and brunettes exist as well. It is unclear if the more unnatural purples, bright reds, ect are natural or dyes. They range from 5' to about 6' tall once fully grown and naturally live long lives before succumbing to old age. (The average is 600 years, though if kept in good health 800 is not impossible.)

Azaren Racial Traits:

Ability Score Racial Traits: Azaren have a +2 to Dexterity -2 Constitution, and a +2 to any one mental stat of their choice. Physically they are thin, lithe, and quick and often posses strong personalities, intelligence or great wisdom that comes with age.
Type: Azaren are humanoids.
Size: Azaren are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Azaren has a base speed of 30 feet.
Languages: Azaren begins play speaking the language of Azar. With high enough intelligence, an Azaren can speak any other language were rules apply.
Vision: All Azaren normally have have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Undead Resistance: Azaren gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): Azaren take no penalties from energy drain effects, though he or she can still be killed if he or she accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels Azaren take are removed without the need for an additional saving throw.

Fangs: Whenever an Azaren makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the Azaren can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
Blood Drinker: Whenever you drink fresh blood from a creature of the same size as you, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.

Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. You can drink blood automatically as part of your bite attack; or you can first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Drinking blood from non-humanoids does not grant positive effects, however it does stave off some negative effects mentioned below.

Light Sensitivity: Azaren are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a Azaren react to positive and negative energy as if it were undead—positive energy harms them, while negative energy heals them.
Blood Dependency: Azaren have a 25% chance of going into a coma (length lasting 1d20 days + character level), or a 25% of suffering 1d4 Intelligence drain, and/or a 50% chance of suffering 1d4 con drain if one does not feed on the blood of a living, non-summoned, creature native to the material plane every week. A DC 12 + Character level + days past the 1 week period, fortitude save is required to avoid the coma. If an Azaren goes 1 month without drinking blood, a DC 22 fortitude save is required to avoid instant death. A GM will roll a d% to determine what effect might happen. 1-24 being a coma, 25-49 being intelligence drain, 50-100 being constitution drain. This effect only happens on a weekly basis until the one month period is reached. The effect stacks (or in the case of the coma persists) with each weeks roll.

Azaren Society

The Azaren have a highly clannish, cliquish and divided society. Within Sinthas various small "City States," exist where the equivalent of small tribes have emerged. Part of this is believed to be a result of the break down of old Azaren society. As food supplies ran short with the emergence of such things as the blood pox that drives people to consume ever more blood. Unaffected groups jealously guard their food supply and strife rages within Sinthas between groups. Others have found portals and escaped the deteriorating situation within Sinthas finding Madara once more a hospitable location to live, if only at night. There they form city state colonies and raid, sometimes warring with one another over territory or fighting the Tyr. A few have actually presented themselves as Gods to the Mau, even helping them escape their own captivity and many Azaren colonies have populations of Mau with them as support staff.

Inspiration

The Azaren actually are 1 part Dhampir's and 1 part inspired by watching Pandorum. Also just the general Grey skinned space beings watching and possibly preying on the planet obviously is inspired by all the conspiracy theories about aliens and some of that good old fashioned X-Files "The Truth is out there," type stuff. I wanted a race that had that creepy ET feel to use as villains but also to have a race with contradictions, one that has made grave sacrifices and taken great risk to survive and ensure their continued existence. These were once humans, standard D&D humans. The Commoners some adventurers saved thousands of years ago, these are their descendants.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 02, 2013, 04:20:44 PM
Cosmology

Planes are murky subjects, and within the game's universe, their definition and exact nature is vague. It is known other planes, with slightly different (or sometimes radically different) physical rules and properties exist and in some way they are tied to what is commonly called "reality."

The Universe is divided into three basic parts, or spheres of reality. The first 2 spheres are defined as definitely full of existing planes, defined realities that have been visited and experienced. The third is mostly considered "theoretical planes," as in they have never been experienced but exist as variables in Arcane formula or magical theorium but do not physically exist beyond explanatory variables.

1) The Material Plane, Or Real Space:

This is generally accepted as the material plane with the conventionally understood rules of biology, magic, physics ect. This is the infinite plane of stars, planets and adventurers slaying dragons. However its solidness is ill defined. It is often represented as swiz cheese. Full of holes where other planes bleed into this plane. This also consists of pocket planes that emerge naturally or by intelligent will.

2) The Cosmic Chaos:

The exact nature of this plane is ill understood. It is generally existing in the "holes," in the "swiz cheese" of the Material Plane, the empty void where things get strange. At times this plane exhibits a collective psychic awareness. Some even theorize these holes or brief connections between the material and the cosmic chaos are just a sliver of the actual Cosmic Chaos, and that in fact this is the plane were Divine Intelligence springs from. This plane is considered to be plausibly consciously aware on some level as experiences with the plane show it is aware and responds to mortals or anything with thoughts. It functions as the Ethereal Plane, Plane of Shadow, and Astral Sea for gameplay purposes and spellcasting purposes

3) The Inner Planes.

These consist of the Positive and Negative energy planes, as well as the elemental planes. Not much is known or said of them other then that they explain why specific forms of magic work. In theory they are real, but in practical application, it doesn't matter too much. At best they exist on chalk boards in universities, or on term papers and masters thesis' but beyond that, nobody knows for sure. In a sense they are simple variables in Arcana equations. Someone can explain them mathematically but nobody has gone to them.
Title: Re: World of Madara, The terraformed world.
Post by: LD on September 02, 2013, 05:01:49 PM
Welcome to the site :).

>>"So I decided to take that idea and turn it on its head."

I see it as sort of a "renaissance world." Good idea and more challenging to do right than a grimdark world is.
What are the major conflicts? Philosophically? Culturally? Magically? etc.

--
One concern: How has the blood dependency worked in your games? Is it easy to track, or has it been difficult? Could you make it more streamlined? On just my examination here, it seems like a good idea, but it also seems difficult to keep track of, on the one hand. And, on the other hand, depending on the scope of your campaign, it could also be of negligible importance. For example: if adventures run like this: "okay, let's go into the dungeon this week, then back to town to gear up." It's not a hindrance at all. If you are playing out every day of the game, then that might be more helpful... or if you play it out as "okay, adventure... now let's talk about what happens in the down period...how are you getting blood?" and you run the blood problems as a side quest one on one that could be useful, perhaps. Given that you requested feedback, I'm just trying to zero in on something that might be worth considering in how it will actually affect your play/gaming. Good luck!
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 02, 2013, 05:13:09 PM
Quote from: Light Dragon
Welcome to the site :).

>>"So I decided to take that idea and turn it on its head."

I see it as sort of a "renaissance world." Good idea and more challenging to do right than a grimdark world is.
What are the major conflicts? Philosophically? Culturally? Magically? etc.

--
One concern: How has the blood dependency worked in your games? Is it easy to track, or has it been difficult? Could you make it more streamlined? On just my examination here, it seems like a good idea, but it also seems difficult to keep track of, on the one hand. And, on the other hand, depending on the scope of your campaign, it could also be of negligible importance. For example: if adventures run like this: "okay, let's go into the dungeon this week, then back to town to gear up." It's not a hindrance at all. If you are playing out every day of the game, then that might be more helpful... or if you play it out as "okay, adventure... now let's talk about what happens in the down period...how are you getting blood?" and you run the blood problems as a side quest one on one that could be useful, perhaps. Given that you requested feedback, I'm just trying to zero in on something that might be worth considering in how it will actually affect your play/gaming. Good luck!

First, Thank you for the words of encouragement.

Second, The major conflicts are fairly large. First among the Tyr race there is ethnic hatred within the race. A lot of it forming over differing Tyr lineages and then regional rivalries and competition. The Tyr are the product of eugenics, and the other conflict that arises is questions of "racial purity," or about the success of bloodlines. But there is also ideological rifts between how they should live. Once I get the History formatted you'll get a better description but basically among the Tyr their exists ideas of continuing Elven traditions (Even though the Elves are extinct) because that was allegedly their purpose for existing. On the other hand some Tyr find Elven customs and language impractical and thus have ditched it.

Between the races, conflict can be summarized fairly briefly. The Tyr are seeking to expand and thrive. The Azaren are actually invading and some wish to re-conquer Madara. After all they are the descendants of Humans who once ruled the world. Also their home is running low on food and they do need blood to live. So Madara is an obvious choice. So they war with the Tyr or even harvest them for blood at times. Though the Azaren are highly divided and clannish. The Azaren and the Tyr are naturally usually enemies as the Tyr have been told from their vary start that the world of Madara is their birth right. The Azaren being older then the Tyr and being on some levels more advanced then the Tyr beg to differ on that front. Some Azaren however see a place for the Tyr in the world, either as allies or as lunch boxes.  :D

Other races I'll get more into but a lot of it is war and conflict to plant ones flag on mostly virgin territory and carve out ones existence on this reborn world.

Finally blood dependency, yeah I am unsure as I haven't gotten to playtest the setting. Too many of my friends are just busy on the days I have off. But I suspect its too inconsequential. I might make it a weekly thing or a daily thing. With special feats maybe that prolong ones ability to survive.
Title: Re: World of Madara, The terraformed world.
Post by: LoA on September 02, 2013, 08:26:01 PM
Welcome to the Guild! It's nice to see another new face around here, and don't worry you will come to love your new turtle overlords!

So a fellow "industrialized magic" fan, huh? Well, I wish I could give you input around magitech, but I'm still trying to find a "magic as technology" system that's not Eberron's artificer re-skinned for this particular setting.

I can however say that if you're a 3.x-er (you said you're using Pathfinder), then I would suggest looking at the Dragonmech Setting for your fantasy steampunk needs. It's basically an alien invasion apocalypse setting that uses a fantasy world for a lunar invasion, and the dwarves invented steam technology and built giant robots. The mech rules are dense and crunchy, but the coglayer class, and other elements from that setting are excellent.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 03, 2013, 02:12:16 AM
Quote from: Love of Awesome
Welcome to the Guild! It's nice to see another new face around here, and don't worry you will come to love your new turtle overlords!

So a fellow "industrialized magic" fan, huh? Well, I wish I could give you input around magitech, but I'm still trying to find a "magic as technology" system that's not Eberron's artificer re-skinned for this particular setting.

I can however say that if you're a 3.x-er (you said you're using Pathfinder), then I would suggest looking at the Dragonmech Setting for your fantasy steampunk needs. It's basically an alien invasion apocalypse setting that uses a fantasy world for a lunar invasion, and the dwarves invented steam technology and built giant robots. The mech rules are dense and crunchy, but the coglayer class, and other elements from that setting are excellent.

A lot of stuff I'm doing right now is just kinda.... Riffing I guess. Thankfully I think I've had almost no exposure to the Eberron setting other then its Religion/Deities/Domain system. What I'm really using a lot of for steamtech is Iron Kingdoms campaign setting and in some cases just going from imagination and making it work.

Right now I'm compiling a lot of weapons and armor and vehicles for the setting. For example Early Automobiles are something I want to run with as well as alchemical engines and possibly some primitive computers (Like the Warjack in Iron Kingdoms). Or guns and stuff, akin to say Civil War to WW1 era type weapons. Finally the idea of Alchemical Energy guns (So Lazars XD ) and some ideas just borrowed from the crazy things of Warhammer 40k.

Dragonmech though, the idea of lunar invasion definitely lights my fire. I'll have to look into that. Thanks for the tip.
Title: Re: World of Madara, The terraformed world.
Post by: LordVreeg on September 03, 2013, 12:13:11 PM
Welcome.

Looking forward to understanding how magic works, why it works, and how it is tied to the cosmology and alchemy.  So much was tied to that knowledge...
Title: Re: World of Madara, The terraformed world.
Post by: LoA on September 03, 2013, 12:22:19 PM
Quote from: Tzi
Quote from: Love of Awesome
Welcome to the Guild! It's nice to see another new face around here, and don't worry you will come to love your new turtle overlords!

So a fellow "industrialized magic" fan, huh? Well, I wish I could give you input around magitech, but I'm still trying to find a "magic as technology" system that's not Eberron's artificer re-skinned for this particular setting.

I can however say that if you're a 3.x-er (you said you're using Pathfinder), then I would suggest looking at the Dragonmech Setting for your fantasy steampunk needs. It's basically an alien invasion apocalypse setting that uses a fantasy world for a lunar invasion, and the dwarves invented steam technology and built giant robots. The mech rules are dense and crunchy, but the coglayer class, and other elements from that setting are excellent.

A lot of stuff I'm doing right now is just kinda.... Riffing I guess. Thankfully I think I've had almost no exposure to the Eberron setting other then its Religion/Deities/Domain system. What I'm really using a lot of for steamtech is Iron Kingdoms campaign setting and in some cases just going from imagination and making it work.

Right now I'm compiling a lot of weapons and armor and vehicles for the setting. For example Early Automobiles are something I want to run with as well as alchemical engines and possibly some primitive computers (Like the Warjack in Iron Kingdoms). Or guns and stuff, akin to say Civil War to WW1 era type weapons. Finally the idea of Alchemical Energy guns (So Lazars XD ) and some ideas just borrowed from the crazy things of Warhammer 40k.

Dragonmech though, the idea of lunar invasion definitely lights my fire. I'll have to look into that. Thanks for the tip.

Ahhh man... I was gonna have magic laser weapons in my setting....
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 03, 2013, 01:05:41 PM
Quote from: LordVreeg
Welcome.

Looking forward to understanding how magic works, why it works, and how it is tied to the cosmology and alchemy.  So much was tied to that knowledge...

Magic is an odd thing, its still kinda conceptual for me.

For one magic is divided into the two categories, often called Intelligent and unintelligent, basically Divine and Arcane. Within the context of the game world actually scholars debate if magic is a force or an energy. Kinda like "Is light a particle, or a wave?" What is known is magic seems to ebb and flow and tied to the geology of the planet. Crystal silicate forms and can store magical energy and mithiral wires seem to be conductive of magical energy and the arrangement of crystals can allow some forms of spell casting without the need of a thinking intelligent being to wield it. So in a sense magic is like electro-magnetism or gravity, and also acts as an energy that can be generated from certain reactions called Alchemy. Of course its also possible that all magic simply works because some collective cosmic intelligence wills it to work and has created rules for it to work.

As for Cosmology, the Cosmic Chaos is practically a plane of magical energy running wild and free, pouring out into the material plane. However the magic at times exhibits a kind of intelligence of its own. Acting on its own whims. As if the magic is alive or is a constant spell being cast. Possibly this is the plane of divine magic.

Part of me is kind of cheating that question by having it up for debate within the context of the game world. XD
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 03, 2013, 02:47:15 PM
Mau
Once the Pet, now the Master.

The Mau were once humans like the Azaren, and much Like the Azaren they were warped into their form by magic. Unlike the Azaren, it was not a choice of their own will to have the form they present have. As Humanity fled the dying Madara and the advancing ethereal Terra Tekton, they fled into the cosmic chaos to jump to find new worlds, and there some beings spotted them and found them very interesting. This is the world of the Lichlings, inhabited by a race called Annunaki in the Mau language. Beings whom turned themselves to undead to survive and gain a semblance of immortality. However the eons of undeath can be boring and dull the minds of the undead, even a Lich needs stimulation. So the humans who fled into the warping Cosmic Chaos proved an interesting possibility. On their own poisonous and shattered world within the Cosmic Chaos they built terrariums to house the humans and then captured them in the massive zoo. Over the eons they bent them into new shapes, amusing shapes, whatever form suited to end the boredom of the Annunaki Lichlings. Eventually settling on the form of small sized feline like humanoids. There they lived for generations, mostly living lives within the protected confines of the Annunaki's zoo. Occasionally however forced into dire games of sex and violence for the amusement of their captors. Eventually the Lichlings made the mistake of teaching their pets magic to see them use it. This precipitated their escape as the magic grew within their culture and the Mau eventually made contact with Azaren wizards whom heard their calls through the Cosmic Chaos and answered offering to help them open a gate to escape back to the material plane and back to their home. The gate opened and the Mau escaped and heralded these Azaren wizards as gods. Who wouldn't? They could bend reality, wield magic more powerful then the Mau ever dreamed. For the handful of incredibly skilled Azaren Spellweavers this proved useful, the Mau could fetch blood offerings to their "Gods," and the Azaren would have defenses during the daylight when they were vulnerable. However not all Mau are quick to worship Azaren spellweavers as Gods, sensing a horrible necromantic taint upon them that is akin to the Annunaki Lichlings, some Mau upon escaping have fled the rest of their society and are considered "Fallen Mau," for not worshiping their liberators.

Physical Appearance: In general, Mau are lithe and slender, standing much smaller then a Tyr. While clearly humanoid, they possess many feline features, including patches of feline like soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of Tyr or Sydori, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. These claws are typically not powerful enough to be used as weapons, but some members of the species—either by quirk of birth or from years of honing—can use them with deadly effect. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

Pick one Caste:
Caracal: The majority of Mau are of the Caracal (+2 Dexterity, +2 Charisma, -2 Wisdom, AND +2 Intimidate, Perception, Survival checks.)
Saber: Making up the majority of the Warriors of their society, the Maya are much more aggressive and resilient (+2 Strength, +2 Constitution, -2 Intelligence; AND +2 Perception, Stealth, and Survival checks.)
Narcal: Sometimes called the Enlightened Masters, they are exceptionally gifted in intelligence and wisdom, often being leaders.(+2 Wisdom, +2 Intelligence, -2 Strength, AND +2 Diplomacy, Knowledge Arcana, and Spellcraft.)

Type: Mau are humanoids with the catfolk subtype.
Size: Mau are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Mau have a base speed of 30 feet, they are exceptionally quick for their size.
Languages: All Mau learn Tibbish unless another language is introduced first, Mau can learn any humanoid language.

Cat's Luck (Ex) Once per day when a Mau makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Sprinter: Mau gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Low Light Vision: Mau have Low Light Vision.

Alternative Racial Traits

Cat's Claws: Some Mau have stronger and more developed claws than other members of their race, and can use them to make attacks. Mau with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces Sprinter.
Climber: Mau hunters excel at hunting prey from trees and other high vantage points. Mau with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Nimble Faller: Some Mau have an amazing sense of balance and keen knowledge of their own center of gravity. Mau with this trait land on their feet even when they take lethal damage from a fall. Furthermore, Mau with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
Scent Some: Mau favor a keen sense of smell over sensitive sight. Mau with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
Title: Re: World of Madara, The terraformed world.
Post by: sparkletwist on September 03, 2013, 07:45:10 PM
Welcome!

You're not the only one who likes a bit of optimism in world design, don't worry. :grin:
(A bit of grimdark can certainly help with conflicts and such, of course, but you seem to have that covered. You do have vampire-ish guys, after all...)
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 04, 2013, 02:28:24 AM
Quote from: sparkletwist
Welcome!

You're not the only one who likes a bit of optimism in world design, don't worry. :grin:
(A bit of grimdark can certainly help with conflicts and such, of course, but you seem to have that covered. You do have vampire-ish guys, after all...)

Well I like conflict, gritty war, horrible atrocities, genocides, plague, death and Kathy Griffon special -esque fear and dread as much as the next world maker but I also like worlds with pretty trees, nice beaches and a wonderful panoramic view.

My friends it seems have fallen into the habit of either remaking Fallout, or simply remaking Dark Suns. The whole "Post Apocalyptic struggling against all odds just to keep hope alive." just become kinda old. I guess technically my world is a "post apocalypse." Just the world that happened after the "End" was way better then the previous world. And there have been many doomsday's but I kinda run with this mentality that Time heals all wounds, kills every hero, unravels every plot, and deposes every tyrant.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 04, 2013, 01:49:45 PM
History

The history of Madara exists as bits and pieces, most of whats told here is stuff the players would have no knowledge of. But the general story of Madara's recent history charted into distinct eras. Part of this is due to the imprecise nature of time. The use of Demi-Planes that bend the flow of time makes some events difficult to give a precise moment for.

Era of Old Madara and the Terraforming:
[SPOILER]
Knowledge is faint about this era. It is know that the Azaren were human in this time and Humans had in the later days of old Madara built vast terrariums to protect themselves from the deteriorating climate outside. What precipitated the planets decline is unknown. For awhile the world is said to have been desert like in that era. The oceans freezing over or simply evaporating away and the sky being somewhat toxic. Humans had begun to find ways of leaving Madara for worlds and places unknown and had begun their exodus. However their exodus was sped up by the arrival of great and terrifying beings referred to as Terra Tekton in the Azaren language.

The beings at first were described as ethereal but then it is said bodies made of Adamentine and crystal were forged and given to them by Elves and some Humans. They then assaulted the world, first seeding it with spores that consumed the world in a vast toxic jungle. Humans and other now lost races fought the Terra Tekton but ultimately were crushed by the world shapers. The last humans fled into the Cosmic Chaos, or some into the heart of Madara's second moon Sinthas, biding their time to return, waiting for the enigmatic metallic beings to leave. Those who went to Sinthas eventually became the Azaren.

Likewise some humans were captured as they fled by an Alien race of undead whom sought a source of entertainment to pass the ages. Holding these humans in a terrarium on their necrotic homeworld they warped them into feline shapes for their amusement and periodically hosted games of sex and violence whenever the Lichworld grew bored.

Meanwhile the Elves and Humans worked within Demi-Planes to create a race of Half Elves, the Tyr who they had planned to colonize the new world with. The Demi-Planes are known to have distorted the flow of time dramatically. Eons passed on Madara and in the material plane while only centuries passed within the pocket dimensions. The Elves stored the life they felt was needed and Tyr whom would inherit the world once the Terraformers had finished their work. However in this time one Demi-Plane, the one of Sydos was lost and its Tyr awakened eons before their kin. They were plunged into the Cosmic Chaos were they would dwell and wander as a race of planar nomads for generations. This is the birth of Sydori, the Tyr who awoke within the Cosmic Chaos found a warped endlessly layered madness that had to be survived. For them, their lives became eons of wandering, searching and generational tales of a promised world of settlement. However the endless cosmos provided few, and the worlds they encountered often possessed hostile beings. The Sydori survived by their Intellect and variable strengths to survive the ages.

All of this while Madara was brought back to life. The ocean basins filling once more, The volcanoes roaring to life, the sky returning to its blue coloration, Some even claim they breathed life into the sun once more. However it was done, by the end of this epically long process, Madara was whole again and at least for the Tyr who were released at the end of this process, the world was a verdant place waiting for them to claim it.
[/SPOILER]

From here, the era's are measured in relation to the Tyr Calender which counts the Year Zero, or Year One, as the awakening of the Tyr on Madara.

Year 0-300 - The Sylvan Council and the Great Schisms.
[spoiler]
From the outset the Tyr were already destined to be a race of internal strife. The Elves never could agree on their designs and side projects abounded within the multitude of Demi-Planes. Many lineages were made, each with different ideas in mind. When the Tyr were thrust from the Demi-Planes unto this verdant new world, they were initially guided by the last living Elves. Forming a type of world government, they were intended to be an interim ruler council until the Tyr were ready to assume governance themselves. The Sylvan Council ruled on many subjects, some relatively simple such as where to allot weapons to, were to build settlements, to bigger questions such as a prohibition against the Elves being worshiped as Gods. However a point of contention arose among some about the differing lineages, and about how much Elven culture should be continued. Councilors, led by Ethora, viewed that Elvish should be an absolute, Elven culture and social orientation should be strictly adhered to, and that any deviation from such even represented a genetic defect. This was seen as the start of ethnic conflict among the Tyr as Ethora presided exclusively over Aryl'Tyr colonies. Eilistra, Drazim and Drunvalo led varying factions, with their own opinions but Eilistra became Ethora's chief rival. Eilistra maintained the Elvish language was too static and useless for her Moth'Tyr colonies as they often employed technology that had no words in the Elvish language. Ethora accused the use of such devices as being too human and symptomatic of genetic defectiveness. Her opinion being the Tyr are to be inheritors of Elven custom and carry on the Elvish tradition. Eilistra felt this was impractical, survival, and the distinctness of the Tyr meant they could never uphold all that is Elven. Drazim concurred with Eilistra also pointing out that enforcing certain customs on the Tyr might lead them down the same path that led to the Elves course to extinction. However the exact nature of Elven culture by that point was a mystery, Eilistra herself commented that "All that was Elven went extinct eons ago, all that remains is few bickering Elves and childhood memories and old tomes and stories." Ethora had peculiar ideas, including gender segregated cities, a matriarchal structure, breeding cycles, as well as a focus heavily on magic and megi-tech the Elves had built and a general distrustful view of the "technology," of the Moth'Tyr which included firearms, steam powered devices and a use of Alchemy and their lifestyle. Drunvalo struck a middle ground, caring more for the preservation of magical and mystical knowledge, he lead many from Athasis to Vespis, to the shores of the Sea of Sabyl and the outskirts of its northern desert. Naming it the Kalahese which vaguely renders as "Desert of Spirits," in older Elvish. Over the course of 250 years the councilors debated, eventually the fracturing, frustrated some members. Kurono whom had settled a colony on Mizoris left the council having decided she could give her Tyr charges a better future without the squabbles of the council weighing it down. Drunvalo and his followers likewise withdrew. Finally the council dissolved in 252 with Ethora and Eilistra bitterly despising one another. However Ethora claimed the Emerald Spire for herself, and the great lake near the heart of Athasis was dubbed the Lake of Ethor after her. The Emerald Spire itself would become the city of Thymasca, a city of magical knowledge and the administrative heart of the burgeoning Ethori civilization. Within the Emerald Spire, Ethora and a conclave of elite female spellcasters and priestesses who presided over a new social order (Or as Ethora claimed a resurrected old on). Pinning the "Protocols of the Elven Magi," detailing everything Ethora remembered of Elven culture, lore and legend and creating 765 rules to govern the lifestyle of the Tyr. Everything from rules for spellcasting, diet, sex, relationships, family, law, farming, including but not limited to a rule on how to file ones nails (Nail clippings according to her were unclean so emery boards were mandatory)

Eilistra did not care to maintain much of Elvish culture. Herself claiming Ethora was making up half of what she claimed was "Authentic Elven custom." She asserted that Ethora had high minded idealism for a perfect utopia. A perfect civilization was Ethora's goal, where as Eilistra had adopted a fairly pragmatic outlook. She had little faith anything she set out for the Tyr would remain once she died. Her health already failing her and her legs no longer able to carry her, Eilistra was bed ridden and gave simple guides to the Tyr. She was filled with dread for without the guiding hand of the Elves she feared the Tyr might descend into an age of warfare. Her divination indeed revealed this was almost a certainty. Indeed history would prove Eilistra correct and her premonitions true. First she instructed her Moth'Tyr on various styles of government, told them briefly of magi-tech that she knew about, tried to set them up both to survive and for an inevitable war with the Aryl'Tyr whom occupied Athasis' heart and the tropical latitudes of the continent. The Moth'Tyr settled mostly on Southern Athasis and Mizoris. The Southern Hemisphere of the world being firmly their domain. As a people they organized themselves often into first small city/nation states and small Kingdoms whom answered to Eilistra who formed a sort of "Emperor." With the exception of the Moth'Tyr on Mizoris whom began worshiping Ice Fey and Water spirits, as per Kurono's instructions. Kurono also took an immediate step to ensure succession after her death, by organizing the Tyr into clans on Mizoris. However the Mizoreen quickly adopted a fairly different culture in isolation. Elvish was largely abandoned except for root words at times. On Southern Athasis Elvish fractured among the Moth'Tyr and developed into about 6 separate languages.

In 260, Kurono died, in 262 Eilistras and Drunvalo died, then 263 Drazim and finally in 280 Ethora at died. Ethora being recorded as the last living Elf. In this the Sylvan council died, however old ideas take a long time to fully pass. Around the Lake of Ethor the rising Union of Ethor formed out of several city states. Ruled over from the Emerald Spire and inherited titles from the Hand Maidens of Ethora. They maintained not only were they the inheritors of the Sylvan Council but that they and only they could rule the world. The Union of Ethor then launched a series of campaigns across Central Athasis and its Anda-Ache Jungle in order to rule over as many Aryl'Tyr as possible as many still did not "live by the Protocols." Likewise they shunned other Tyr lineages as impure. For example the Moth'Tyr whom had started to develop what they deemed a "Hedonist culture of wretches." Indeed the Moth'Tyr had developed many cults, and among them emerged Temple Prostitutes and many Gods and Goddesses or revelry, hunting, parties, and technology.

By 290 small skirmish broke out south of the Lake of Ethor, forming the first volley's of what would be called the Lineage Wars among the Tyr as well as the Age of War. By 300 the world was plunged into chaos when warfare broke out both internal among the Moth'Tyr of southern Athasis as various states asserted their independence and no successor existed for Eilistra, and on Mizoris as the clans warred for farmable land on the shivering continent. In the Anda-Ache the Unification Wars raged as the Union of Ethor annexed city states and proclaimed the Sylvan Council to be still in effect.
[/spoiler]

300-1000 CE - The Age of War
[spoiler]
The failure of the Sylvan Council spilled over upon the Tyr. War quickly consumed all populations of Tyr across the globe. War's of succession, War for unification, States fractured and conflict's burned as the political organization that the Elves failed to rule upon. As Eilistra had predicted war gripped the world. In southern Athasis the City-State turned regional power, the Kingdom of Korindar, fractured as the folks north of it sought their own regional rulers beyond the Korindar forest. Nations such as Termenia (Independent in 390) and Caledonia (Independent in 412, then reconquered in 450 and regained independence in 587) formed and in the mountains of Southern Athasis city-states formed together to create the Sarnassus Confederacy in the mountain basins and tunnels and caves underground.

In the Ande-Acha Jungle the Union of Ethor absorbed more and more people as the one true power that was growing at the time. By 600 it could claim to be the worlds one true Empire at the time which stretched from the Sea of Zandros to the Sea of Kariel. In 612 however a curious historical event transpired in Thymsca that would actually later on sow the seeds of the Union of Ethor eventually collapsing. In 612 the Union of Ethor began using specific enchanted Crystals and mithril wiring to create a form of Magi-tech communications network. Allowing their various cities and districts to relay information quickly and instantly. In the south the Moth'Tyr nations were divided by war, but also had only crude telegraph lines and while spellcasters could cast sending spells at times. Person to Person transmission required excessive concentration and could fail. The use of crystals and specific locations made communications much faster. However the magical sending stones had draw backs, magical interference in the planets own magical energy waves could distort messages, disrupt lines, and a few channels often picked up odd background noise. Little did the Union of Ethor know that its own communications network was actually to become its great vulnerability. The strange chatter that could be picked up as background disturbances was actually the Azaren listening in and sending spells as well. The devices actually used the Cosmic Chaos as a way to to send messages, just as a Sending spell works, but instead of a person focusing it would go to a specific crystal and orientation of Mithril wires. Unfortunately the nature of the spell without a person receiving or sending it made it one that anyone could theoretically listen in on if they could from within the Cosmic Chaos. The Azaren had this ability and quickly noticed the messages and began studying them. As well some Azaren clans even began sending messages of their own to the Union of Ethor. However the Tyr within the Union for a long time would only consider this a form of static, akin to static picked up by the non-magical Moth'Tyr devices that could broadcast signals. The Union of Ethor from 612 onward was unknowingly picking up signals and being spied upon by the Azaren within Sinthas.

As trenches filled with troops and the nations of Tyr tore at one another on Madara below, Sinthas above degenerated into feuding clans warring over food. Each cavernous chamber within the moon had become its own hive, its own clan jealously guarding food stores from a growing pestilence that had consumed legions of Azaren. The vaulted cities of magi-tech wonder, built of adamentine under the crater marked surface of Sinthas fell to the degenerative blood pox that turned Azaren to feral savages. The stories told by the Azaren recount that the it originated from the Scarlet Hold within the Elysian Terrarium. The wars began as the blood pox increased the hunger of Azaren and the Scarlet Hold was soon completely devoured including many Azaren to weak to fight their stronger kin. Lady Rhea and Lord Kanifis led bands into the tunnels to combat the growing scourge but were overwhelmed by the intense strength of the feral pox ridden kin. For centuries many clans rose and fell and the pox spread leading to a food crisis and the degeneration of clan relations. Groups breaking ties over the fear of pox infection. Sons killed fathers, mothers drowned children as the Pox panic took the collapsing society. Unaffected Azaren sealed themselves within chambers and devised means of combating the peril. Everything from evacuation to colonize Madara, fleeing into the Cosmic Chaos, or invading and conquering Madara. Some feared that those planning invasion might themselves be tainted by the pox in some lesser form and worried if the world of Madara might be wholly consumed by this spreading plague. A handful of colonist minded ones used their alchemical knowledge to sort out who had the taint and who didn't. Those without were allowed to use uncovered portals to teleport to the surface. Those who remained destroyed the portal's to ensure the plague never spread and to prevent their kin who planned an invasion from making it to the surface. By 850, the wars in Sinthas subsided, with the evacuation of a fourth of its population fleeing and leaving the rest stranded within Sintha's. Hidden from the Tyr, various Azaren clans founded hidden colonies across the largely underpopulated Vespis. Arising in the Arkarian Jungle was the spires of Tzajal, and near the sea of Nazca was the underground city Azin and Mitrion sitting perched over the three great lakes of Vespis. The Azaren within these cities and the many smaller bands  becoming an urban legend to the Tyr states on Athasis whom heard of them only from wild tales told by pioneers on Vespis relaying stories of mutilated cattle, and dead people found with many bite marks.

Meanwhile in the north of Vespis the Erun'Tyr nations of Sabylia, Keldrash, And Kesseli warred over farm land and control over artifacts found within the desert sands of the Kalahese. Eventually the Sabylians mastered the craft of conjuring glass mephits and crystal dragons which they used in the war over the sands. Driving the Keldrashnim and Kesselim out of the great desert. The Kesselim fleeing to Athasis to the Hoia-Bachu rain forest and the north of Athasis. The Keldrashnim meanwhile settled near the Sea of Zandros and within the Calen Expanse. By 960 the first spats of the lineage wars began with the Union of Ethor marching north and west and sending settlers south to push into Moth'Tyr territory, and the Moth'Tyr states largely individually defending their territory around the Ongland frontier plains. Led by War Matron Andromia, the Union of Ethor had a series of successes against the Termenian defenders and Caledonian rangers. However the Sarnassus Confederacy used their newly developed Steam-Armor warriors to drive the Union back turning the once tranquil frontier into a massive pockmarked trench coated wasteland. And by 1000 the Kesseli were on the move once more, following the Toron Mountains having been driven from the Hoia Bachu rain forest by the northern Kingdoms of Aldonia and Galanov. Their long wander leading them eventually to the Land of Kolmar north west of the Sarnassus Confederacy.
[/spoiler]

(More to Come... For now sorry for the typos, I'm sure its awful XD )

Side Note: Should the history be presented as a narrative or am I creating too many walls of text?
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 04, 2013, 06:12:00 PM
Sydori
The Lost Children of the Cosmic Chaos

The Sydori were once mere Tyr, creatures bred to inherit the world of Madara eons ago. But like many things that happen, a twist of fate, an error in the design, whatever begat their journey the Tyr within the Sydon, A Demi-Plane city craft failed in its principle design. The purpose of the Demi-planes was to bend the flow of time and allow the Tyr to exist secure in stasis for many ages while time passed rapidly around them. However Sydon failed for unknown reason, perhaps the Elves within Sydon had a change of heart? Went mad? The Demi-Plane became damaged and plunged into the Cosmic Chaos and the Tyr aboard awoke not on Madara with the rest of their kin but countless eons earlier within the twisting numerous chaotic planes of the Cosmic Chaos.

Their presence however brought on legions of extra-planar beings, life was endless fighting for survival, and the at the outset many Tyr could not survive the warping magical chaos that existed around them. However the Tyr that survived became nomads, within their city of Sydon they were able to pilot it in a sense, warping across the many layers of the Cosmic Chaos and into and out of the Material Plane raiding worlds for food, fighting the twisted beings that dwelled in the other planes. Eventually the greatest spellweaver's in time found ways to infuse themselves with beings of the warp, even mixing their bloodlines into themselves and infusing them with the power of these beings. Twisting their form and increasing their power and connection to magic. Their appearance warping occasionally they develop metallic bronze like color, or reddish tents or various strange coloration beyond what would be reasonably called natural. They grew horns like those of goats or dragons, tails and various other varying mutations.

Eons passed and the Sydori were born and wandered the planes, having Madara as merely a vague memory passed down culturally from their culture that had absorbed magic and various forms of techno-sorcery from countless planar beings and alien sources. They became a race of planar nomads, a horde of raiders scouring the Cosmic Chaos and becoming battle hardened and powerful.

Physical Appearance: The Sydori bare remarkable appearances to those on Madara they look unearthly. They would appear to be like a Tyr or once were Tyr, and are humanoid however their bodies bare a variable appearance. One Sydori might appear as a Tyr with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws. Commonly most have a very more metallic like skin color, and sometimes hair that is either black or some unnatural color or pure white. Many have an almost orangish-bronze complexion and bright green or red eyes. All posses horns of varying types. Some have hair that shines like metal or has a metalic look, or jewel-toned eyes.

Ability Score Racial Traits: Sydori are quick and physically adaptive in body and strong and mind, but are inherently strange and unnerving at times. They gain +2 to one Physical trait, +2 Intelligence, and –2 Charisma.
Type: Sydori are outsiders with the native subtype.
Size: Sydori are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Sydori have a base speed of 30 feet.
Darkvision: Sydori can see perfectly in the dark for up to 60 feet.
Languages: Sydori begin play speaking Syldesh. As well as as many languages as their intelligence modifier allows for.

Cosmic Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Immunities: Sydori are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Cosmic Sorcery: Sydori sorcerers with the Abyssal, Infernal, Protean, Rakshasa, Elemental, Shadow, Starsoul and Celestial bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities. Also for the Spellscar Oracle mystery Oracles.
Planar Diplomat: Sydori gain a +2 on diplomacy, bluff and checks made against Outsiders.

Alternative Racial Traits

Prehensile Tail: All Sydori have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces Cosmic Sorcery.
Enhanced Skin: The skin of these Sydori provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A Sydori with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces Cosmic Resistance.
Vestigial Wings: Some Sydori  possess a pair of undersized, withered, or stunted wings. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, or mutlicolored feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces Cosmic Resistance.
Title: Re: World of Madara, The terraformed world.
Post by: LD on September 04, 2013, 08:34:10 PM
>>Side Note: Should the history be presented as a narrative or am I creating too many walls of text?

Well, WhiteWolf-style narrative histories can be useless to people playing in the world who need quick access to data.  People playing in a world who need info easily accessible and referenceable might benefit best from timelines or histories that have very short paragraphs and sentences.

However, people who are more likely to read the world for pleasure would be more likely to read a series of short stories than a history. Steerpike uses stories to good effect in some of his settings as do many others on this forum.

You did a good job making a history rather than a timeline- timelines turn off many people because people can feel disoriented by the names without context. (Personally, if they are well done, I like them).

If you do go with a history like you are doing, however, it might be more engaging to start sentences with nouns rather than prepositional phrases and parts of speech. [ic]e.g. instead of "as warfare ramped up on Madara...."  ;
"Trumpets signalling the mustering of troops blared across Madara while within Sinthas a more insidious and dessicatory whine originated. Gibbous Clan Lord Jang sentenced Waxing Clan Lord Ssthol's son to death for appropriating food from one of his pox-ridden subjects, igniting a shadow war among clans. A veritable sea of violence erupted underneath the Mare Etruscan crater as the blood pox turned able people into savages--some, like Clan Lord Jang attempted to rehabilitate their turned subjects, but those were soon overcome by gnashing claws that showed their decision to be a mistake."[/ic]

...perhaps that particular example is too grim-dark, but the more strong nouns and verbs that you have, the more that a reader can imagine a history.
Many people don't like history class or histories in games because they're a case of Lord Mucketymuck of Gobbletygook went to Whatsit to kill Mordark the BlahBlah Lord of Wheras and they drown in terms rather than swim amongst ideas.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 04, 2013, 09:04:36 PM
Quote from: Light Dragon
>>Side Note: Should the history be presented as a narrative or am I creating too many walls of text?

Well, WhiteWolf-style narrative histories can be useless to people playing in the world who need quick access to data.  People playing in a world who need info easily accessible and referenceable might benefit best from timelines or histories that have very short paragraphs and sentences.

However, people who are more likely to read the world for pleasure would be more likely to read a series of short stories than a history. Steerpike uses stories to good effect in some of his settings as do many others on this forum.

You did a good job making a history rather than a timeline- timelines turn off many people because people can feel disoriented by the names without context. (Personally, if they are well done, I like them).


If you do go with a history like you are doing, however, it might be more engaging to start sentences with nouns rather than prepositional phrases and parts of speech. [ic]e.g. instead of "as warfare ramped up on Madara...."  ;
"Trumpets signalling the mustering of troops blared across Madara while within Sinthas a more insidious and dessicatory whine originated. Gibbous Clan Lord Jang sentenced Waxing Clan Lord Ssthol's son to death for appropriating food from one of his pox-ridden subjects, igniting a shadow war among clans. A veritable sea of violence erupted underneath the Mare Etruscan crater as the blood pox turned able people into savages--some, like Clan Lord Jang attempted to rehabilitate their turned subjects, but those were soon overcome by gnashing claws that showed their decision to be a mistake."[/ic]

...perhaps that particular example is too grim-dark, but the more strong nouns and verbs that you have, the more that a reader can imagine a history.
Many people don't like history class or histories in games because they're a case of Lord Mucketymuck of Gobbletygook went to Whatsit to kill Mordark the BlahBlah Lord of Wheras and they drown in terms rather than swim amongst ideas.

I'm trying to keep it a narrative I just am usually.... ummm wordy? But yeah what you wrote.... simply amazing.

I'll do some rewrites but hold to that.

Also worth asking, should I post a lot of crunch or just give you guys a lot of lore? I mean I plan to do both but Is everyone aching to read about countries and geography and that stuff? Or to read about Spellpoint systems? Classes? Feats? ect?
Title: Re: World of Madara, The terraformed world.
Post by: LD on September 04, 2013, 09:26:20 PM
No worries, no worries. My opinion is just that, my opinion. :). I'd like to think it's an educated one, but the biggest rule is do what makes worldbuilding fun for you while trying to adapt others advice into something that works for you and your vision!

Personally I prefer lore.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 04, 2013, 10:17:41 PM
Quote from: Light Dragon
No worries, no worries. My opinion is just that, my opinion. :). I'd like to think it's an educated one, but the biggest rule is do what makes worldbuilding fun for you while trying to adapt others advice into something that works for you and your vision!

Personally I prefer lore.

Yeah I might focus more on that and try and have a way to present regional information and nations and cities.

Most of the crunch is just a matter of quickly copying and pasting it from a file. A lot of the region and lore stuff is scattered all over unfortunately. x.x
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 04, 2013, 11:43:28 PM
Classes

So Classes have been a hot topic for me. Well not so much hot topic as a confusing one while I try to decide how what I want. This is very Work in Progress, mainly some core classes are getting tweaked.

I include the core classes but also have some new ones I'm throwing in.

New Additional Classes:

Changes to Core & Base Classes:
(Coming soon)
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on September 18, 2013, 01:11:44 PM
So, I have not forgotten,

but I am wondering, how should I present vehicles and weapons? Do you guys want descriptions and stats for all of them or just sort of a standard "This is a standard rifle...." or "This is a standard 2 person automobile." Since it is a setting with such things I could invent make and model types, and come up with some specifics. But otherwise I might just give standards.
Title: Re: World of Madara, The terraformed world.
Post by: LD on September 24, 2013, 11:23:43 PM
Probably best to start with standard types and then invent the lore-specific ones as a neat idea comes to you.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on October 15, 2013, 05:31:44 PM
So I've hit a wall, well not such a wall but a sudden realization or plausible rewrite. Basically I'm considering making a Half-Orc equivalent to the Tyr. But also considering changing the world map to an extent and scaling down the advancement level of civilization to be something more.... errrr.... well less Magi-tech and less advanced and make the world more wilderness.

Either by having the Tyr colonies be relatively new, the Azaren also colonizing, and give the world a theme of "race to colonize" and project power while fledgling colonies try to survive on this verdant wilderness world but also find the ruins of the "World the Was," giving a more points of light feel.

This might also mean a redo of the map to some extent.
Title: Re: World of Madara, The terraformed world.
Post by: Tzi on October 31, 2013, 01:02:58 PM
I've reached a terrible impasse/conclusion, I may have to reboot my entire setting as after an long discussion and revision I've decided to create a world of Psionics instead of Traditional Magic.