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The Archives => Campaign Elements and Design (Archived) => Topic started by: Malagigi on January 02, 2007, 01:45:52 AM

Title: A few humble campaign ideas
Post by: Malagigi on January 02, 2007, 01:45:52 AM
I'm not sure how any of these ideas would go over with any one here, but I would like some help in crafting a campaign. Note that I don't like the idea of a campaign either being entirely serious or comedic. Please walk me through this, I need help coming up with a campaign setting and I need someone to walk me through the process. I especially need help with the races and cultures.

1. The core monk class will not be used for Western or Byzantine-style monks. The core monk class is more appropriate for a Far Eastern campaign. Monks based off of Western or Byzantine monks will either clerics (for warrior monks) or archivists (for scholarly monks and friars).
2. Any and all religious knightly orders will be comprised entirely by clerics, not paladins. Paladins are more accurately thought of as Lawful Good solders whose devotion to his or her god or goddess is rewarded with extraordinary powers. Paladin equivalents of other alignments would also be secular (non-clerical) warriors specifically blessed by their patron.
3. Necromancy is the magic of life and death. In other words Necromancy is magic related to organic substances and compounds.
4. Any and all multi-class restrictions based solely on class are eliminated.
5. Wizardly magic comes from scientific knowledge and experimentation.
6. All races have political structures and territory. Most races have two preferred schools of magic which shall be included in their descriptions.
7. All arcane magic is class and level based as well as skill based.
8. Clerics serve as warrior priests or warrior monks.
9. Druids, clerics, and archivists require a specific patron for their powers. They also can only cast spells appropriate to that deity.
10. Being a somewhat eclectic campaign it will be inspired by a number of sources. This includes every thing from Shrek (for some humor as well as a modified version of the ogre race), The Legends of Charlemagne (and other examples of heroic fantasy), Kolchak the Nightstalker, to The X-Files as well as various historical works and some fairy tales.
11. The players will be required to learn about the inspiration for any class for which they play. For clerics and paladins this will require reading the Legends of Charlemagne, or similar stories. For barbarians this calls for reading about the Vikings.
Title: A few humble campaign ideas
Post by: Ghost on January 02, 2007, 02:27:08 AM
These ideas all seem quite interesting. But it seems that the eleventh stipulation needs to be clarified. How much inspiration should come from external sources, and what kind of sources? Who would define that - the DM, the player, or the creator? I mean, could a player creating a character with the Wizard class pick books on Dianetics as his main source?

Other than that, it looks promising. Especially the Orcs (though, I thought the Soviet Union was officially atheist...although, from further research, that was pretty much only the stance of the government, and besides, it looks like you aren't basing this directly from history...).
Title: A few humble campaign ideas
Post by: Túrin on January 02, 2007, 07:14:56 AM
What exactly are you creating? A campaign setting (as in: a world to play games in) or a campaign (as in: a series of adventures, presumably created for a specific group of players)? In the former case, why are you creating a world? What will this world have that ensures you can not simply pick an already existant world and house-rule your personal preferences in? At this point, I do not believe you have enough material to hang a world on that I would be interested in.

No offense. ;)

Túrin
Title: A few humble campaign ideas
Post by: Malagigi on January 02, 2007, 09:58:42 PM
Quote from: Realm WeaverThese ideas all seem quite interesting. But it seems that the eleventh stipulation needs to be clarified. How much inspiration should come from external sources, and what kind of sources? Who would define that - the DM, the player, or the creator?
The creator would. For instance, a good source of inspiration for Good aligned kobold culture would be that of ancient (pre-Islamic) Persia. There fore both the DM and any kobold player would have to have read about Persian culture and Zoroastrianism. Also you would need to look at the inspiration for the classes themselves. Clerics, would be based off of the religious knightly orders of the Middle Ages, archivists could cover everything from the simple and learned parish priest or minister to the Zoroastrian Magi, and druids should be made more like the Celtic priests of the same title (with literacy they could even be an alternative to the archivist class).
   Fighters would be modeled off of solders all the way from the Hittites to European men at-arms and beyond. Paladins would be modeled off of the Peers of Charlemagne and any alignment based variants would have to make changes based on moral or political views (i.e., a Chaotic Good variant would be more individualistic and less governmental than a paladin. A good name would be knight liberator.) Another good model for the paladin class would be General Charles Gordon. Rangers are in essence scouts with supplementary powers over nature due to service of a specific divine or cosmic entity. Barbarians would be based off of the Berserkers of Norse society, or other fanatical warriors. Finally, there will be a new class (and by new I mean non-core class, I didn't come up with it myself) for unarmed combatants the brawler.
   Sorcerers will be arcanists whose powers come from sheer will and alliances with spirits and various other creatures. Wizards will be the scientists of the campaign, researching and devolving new scientific theorems and processes.
   Rouges will be based off of historical spies, thieves, and assassins. The bard class will be renamed the troubadour, and will be modeled off medieval wandering minstrels in style. Bard will be the name of a druid variant.

Quote from: Realm WeaverI mean, could a player creating a character with the Wizard class pick books on Dianetics as his main source?
No! The main source for the wizard class will from the alchemists of the Middle Ages up to modern day scientists. Also each class will have literary, historical, or film inspiration. For example the brawler class will be based off of the likes of Hercules or even Rocky Balboa.
Title: A few humble campaign ideas
Post by: Seraph on January 02, 2007, 10:37:37 PM
Have you worked up your western monk?  If not, I have created a more western monk for Avayevnon that you might be interested in looking at.  There is a link to the Codex in my sig.

Also, Necromancy, the way you used it, as life and death, actually sounds like that would fit MY elves . . . I may have to steal that.

You have an interesting start, but perhaps you could show us more of the world itself.  Give us the setting, some background, perhaps a story.  Give us some fluff.
Title: A few humble campaign ideas
Post by: Shedeo on January 03, 2007, 04:46:10 PM
I like all of what you've got for the races, and I like the way that you're working the setting.  Its quite similar to a small project that I did a while back, so I can relate.

One thing I am definitely going to have to disagree with, however, is point number eleven.  Requiring your players to read up on something just so that they can play their class "right" makes little sense to me.  Not all Barbarians have to be vikings, or even based on the legends of the berserkers.  A Fighter 1/Barbarian 1 may just be a soldier with a bad temper.  Not all Paladins/Clerics have (or should, rather) to be inspired specifically by Charlemagne.    
Just my two cents.
Title: A few humble campaign ideas
Post by: Malagigi on January 04, 2007, 01:51:25 AM
Quote from: ShedeoI like all of what you've got for the races, and I like the way that you're working the setting.  Its quite similar to a small project that I did a while back, so I can relate.
Thank you sir.

Quote from: ShedeoOne thing I am definitely going to have to disagree with, however, is point number eleven.  Requiring your players to read up on something just so that they can play their class "right" makes little sense to me.  Not all Barbarians have to be Vikings, or even based on the legends of the berserkers.
True, I should have thought of it beforehand, but you're right. Not all-historical or legendary models for the barbarian class were Vikings. Other examples would include warriors from any culture especially known for ferocity and borderline fanaticism.

Quote from: ShedeoA Fighter 1/Barbarian 1 may just be a soldier with a bad temper.
Not, really. A barbarian (I prefer the term berserker) would be more of a specialized combatant, using a combination of brute force and psychological warfare.

Quote from: ShedeoNot all Paladins/Clerics have (or should, rather) to be inspired specifically by Charlemagne.    
Just my two cents.
That was mostly a suggestion. You can use different cultural inspirations for your paladins if you chose. Just remember that paladins are not monks. They are instead knights who have taken on great burdens from their divine patron in exchange for great, but not earth shattering power (in other words this includes up to 4th level divine spells).
Title: A few humble campaign ideas
Post by: Shedeo on January 04, 2007, 05:24:13 AM
Well, I'd still have to disagree on the Barbarian point, but that's me.

And I understand your point on the Paladin.  I agree, to a point.  I'm a firm believer in Paladin organizations being all just and whatnot.  Anywho, Charlemagne is, I'd say, the best choice for the inspiration.  :)
Title: A few humble campaign ideas
Post by: Malagigi on January 04, 2007, 07:41:34 PM
In this campaign setting there are 13 main races and two cultural variants aside from those of humanity. Each of them plays an important geopolitical on this world, some for the better and some for the worse. In addition there are numerous religions and sects within this world each with its own social and political sphere of influence. I'm also going to make some significant changes to elves, goblins and ogres. I'll also need help with the background text for each race. Mostly I need help organizing my thoughts, not coming up with the ideas themselves. For each race I'm using a similar format to Iron Crown Entertainment's Rolemaster and Middle Earth Role-Playing systems.


[spoiler=Dwarves]Dwarves

Physical Character and Miscellaneous

Type:
Build: Stocky and muscular. 160 lbs. on average
Coloring: Fair skinned to light tan in color, often times with reddish brown hair and gray eyes.
Endurance: Tremendous. They can carry great burdens over long distances with little rest.
Height: 4 to 5 feet tall.
Lifespan: 200-400 years.
Resistance:Dwarves are highly resistant to extremes in temperature. They gain a +4 to saving throws against to ice and fire based attacks. This replaces the +2 to saving throws for all spells and spell like abilities.
Special Abilities: A +4 to Strength and -4 to Dexterity. Dwarves are not only sturdy and resilient but also physically powerful. However they are as physically awkward as they are gruff and tactless. All other standard dwarven racial abilities with an addition +2 bonus to metalworking based Craft skills.

Culture
Clothing and Decoration: The clothing worn by dwarven civilians and military would be based off of that of the Germanic States of the late nineteenth century.
Fears and Inabilities: Dwarves possess no debilitating fears what so ever.
Marriage Pattern: Monogamous.
Religion: A combination of ancestor worship and devotion to Metallkoinig, Lord of Metal Working and Mining and patron of Crafts.

Other Factors
Demeanor and Alignment: Gruff, honorable and fierce. Will never forget a friend or enemy. They are a well ordered and militaristic society. The typical dwarf will not stand by while any innocent is harmed, threatened or offended. Lawful Good.
Prejudices: After centuries of warfare dwarves have come to dispise orcs, trolls and western kobolds. They have cordal relations with the elves and ogres. They are on good terms with their gnomesh cousins and goblin trading partners.
Languages: Dwarven (German) and Goblin (English). High Elven (Irish), Gray Elven (Welsh) or Wood Elven (Gealic) as a bonus language.
Political System: Monarchy.
Classes: Berserkers, fighters and paladins serve as elite commanders and warriors among dwavren kind. In fact paladin-berserkers are highly regarded within dwarven society. Other classes are rarer, but still exist.
Suitable Starting Classes: Wizard, cleric, fighter, berserker (see below), paladin and ranger from Core. Artificer from the Eberron setting and archivist from Heroes of Horror.
Favored Class: Berserker. As barbarian but with out Trap Sense, Illiteracy, Fast Movment and Tireless Rage. In return berserkers are trained to use heavy armor and they can also be Lawful.
Favored Schools: Enchantment, Transmutation and Necromancy. Dwarven necromancers are second only to priests in religious importance.[/spoiler]

[spoiler=Gnomes]Gnomes

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Political System:
Classes:[/spoiler]

[spoiler=Gnolls]Gnolls

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Political System:
Classes:[/spoiler]

[spoiler=Goblins]Goblins

Physical Character and Miscellaneous

Type: Fey.
Build: Short and thin, around 50-60 pounds.
Coloring: Grayish pink skin and black hair, which turns white later in life.
Endurance: Impressive. Goblins can stay awake up to 20 hours a day and can travel at a rate of 40 miles per day without rest, provided they maintain a moderate pace.
Height: 3-4 feet in height
Lifespan: See elves
Resistance: See elves.
Special Abilities: +6 to Intelligence, +2 to Wisdom, +4 to Constitution, +2 to Dexterity, -4 to Charisma and a -4 to Strength. Instead of the typical weapons proficiencies goblins gain the ability to cast arcane spells equal to a first level wizard. This grants goblins one wizard level for the purposes of spellcasting. They still require spellbooks like any other wizard. In addition goblins can employ a small number of spell like abilities. These powers are mage hand 2/day, knock and detect magic 4/day and read magic at will. They also are expert gusmiths and shipbuilders, gaining a +4 bonus to Craft (firearms) as well as a +6 to Craft (shipbuilding).

Culture

Clothing and Decoration: Plain, modest, and dark colored. A good source for goblin clothing can be found in that of puritan garments.
Fears and Inabilities: None.
Marriage Pattern: Monogomous. The line is traced through the male.
Religion: Can be thought of as combination of ancient Celtic religion and Calvinism.

Other Factors

Demeanor and Alignment: Dour, serious, fanitcal, grim, and conservative. Distrusting and verbally cruel towards those they consider heretics, outsiders, infidels, or apostates. Note: the vast majority of elves are seen as heretics in the eyes of their goblin cousins. As for alignment, usually Lawful Neutral. However some goblins overcome their own bigotries and become a rather grim Lawful Good.
Prejudices: Many, but those will be adressed later.
Languages: Goblin, Dwarven, and two human.
Political System: Goblin kind is ruled by an elected Parliament and a hereditary Lord Protector.
Classes: Bards are rare but those who do exist are usually Lawful and serve choir directors or composers of Hymns and other religious music. Goblin paladins tend to follow a take no prisoners philosophy when fighting truly evil characters such as murderers, rapists, traitors, crime lords and pedophiles. Archivists function as ministers. Sorcerors and psion viritually non-existant.
Suitable Starting Classes: All core accept barbarian, monk, soul knife, psychic warrior and core druid. Artificer, binder, modified druid (http://dicefreaks.com/phpBB2/viewtopic.php?t=8554) and truenamer allowed.
Favored Class: Wizard
Favored Schools: Transmutation and Evocation
Level Adjustment: +2[/spoiler]

[spoiler=Hags]Hags

Physical Character and Miscellaneous

Type:
Build: Usually hags are thinner than human women of equivilent height. If this is the case they are also much denser and more compact. This means that while they may be thinner, hags are just as heavy as human women of the same height. Those hags who aren't thinner than human women of the same height and weight tend to have horns, claws or vestigial wings.
Coloring: Dull green to dark blue.
Endurance: See elves.
Height: 5 feet 4 inches.
Lifespan: See elves.
Resistance: As elves but with a +4 on saves against poison and spell resistance 18.
Special Abilities: Darkvision 90 ft. Hags also have a +8 racial bonus to Swim checks to avoid hazards or preform special actions.
Spell-Like Abilities: At will'"dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.
Weakness (Su)
A hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Racial Hit Dice: Hags begain with nine levels of monstrous humanoid, which provides 9d8 hit points.
Racial Skills: A hag's monstrous humanoid levels give it skill points equal to 12 x(2 + Int modifier, minimum 1). Its racial skills are Concentration, Craft or Knowledge (any one), Hide, Listen, Spot and Swim.
Level Adjustment: +6

Culture

Clothing and Decoration: Usually dark and concealing robes and cloaks.
Fears and Inabilities: None.
Marriage Pattern: None. I'll explain later.
Religion: Usually none. Hags are typically uninterested in spirituallity in any form. They simply find it unnessicary. Otherwise they tend to worship Nether Fiends such as Anthraxus.

Other Factors

Demeanor and Alignment: Hags are most often ruthless and cruel, seeing every one and every thing around them as only means to an end. They are neither anarchic nor authoritarian. Usually Neutral Evil.
Prejudices: None. Hags despise, torment and mock all others equally.
Languages:
Political System: A lose confederation of hag coveys. Leadership is determined by personal power and cunning.
Classes: Any that could suit a particular hag's interest.
Suitable Starting Classes: Archivist, wizard, sorcerer, bard, dread necromancer, binder, psion, wilder, warlock or truenamer.
Favored Class: Sorcerer
Favored Schools: Necromancy and Illusion.[/spoiler]

[spoiler=Halflings]Halflings

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Political System:
Classes:[/spoiler]

[spoiler=High Elves]High Elves
 
Physical Character and Miscellaneous

Type: Fey.
Build: High elves are lighter of frame and build than most humans of similar height. This goes from 131 lbs. at the lightest to 153 at the heaviest.
Coloring: Pale skinned to ruddy complexioned typically with pale blue, bright green or gray eyes. Hair coloring varies.
Endurance: High elves can walk long distances for extended periods of time without rest. When they do rest, they only require three hours per day.
Height: 6'3" to 6'9". On some occasions even 7 feet tall.
Lifespan: Unknown, seemingly indefinite.
Resistances: Immunity to natural diseases and +4 to saving throws against poison. This replaces immunity to sleep.
Special Abilities: +4 to Intelligence, +2 to Wisdom, +2 to Constitution, +2 to Dexterity and a -2 to Strength. On average high elves are more intelligent, wiser, healthier and more nimble than humans. At the same time elves have less muscular strength than humans do. In spite of their great physical beauty by human standards, elves are neither better nor worse at influencing others than humans are. Instead of the typical weapons proficiencies high elves gain the ability to cast arcane spells equal to a first level wizard in addition to training with the arming or (as we today call it) broad sword. This grants elves one wizard level for the purposes of spellcasting. They still require spellbooks like any other wizard. They also are expert artists, artisans, and shipbuilders, gaining a +4 bonus to Craft (visual arts; any), as well as a +2 to Craft (pottery, woodwork, and ect.) and Craft (shipbuilding).
Level Adjustment: +4

Culture
Clothing and Decoration: Typically high elves prefer well made and by human standards, elabrate but lightweight and breathable clothing. Elven clothing varies in form and function. This ranges from simple (by elf standards) knee length smocks and trousers with robe like overcoats for men (think of the Eighth Doctor for reference) and knee to mid calf-length dresses with robe like overcoats for women to more formal and elaborate business and religious attire.
General Fears and Inabilities: None.
Marriage Pattern: Monogamous. Political marriages and other marriages of convenience do not exist within mainstream elven society. Such things are considered abominations.
Religion: Monotheistic, Celtic in nature and somewhat informal. Priests serve as teachers, moral guides, Chancellors, and also serve an important ministerial role. Members of the clergy are not required to be celibate and the priesthood is open to both men and women. Within the elven religion priests do not receive payment for their sacerdotal role, but instead must have an external source of income. Religious costumes for both sexes are light-green close fitting robes in the style of a Roman Catholic or Anglican cassock, tailored for the body of the wearer. Another feature of elven priestly costuming is the hooded cloak they always wear, whose coloring reflects the stature of the particular elf in relation to their priesthood. The coloring goes from light green all the way to silver and finally white. The priest or priestess must buy their own religious garments if he or she has the funds. All previously mentioned religious information on the elves also applies to the orgrish race.

Other Factors
Demeanor and Alignment: High elves are typically thoughtful and inquisitive. Because or the love of their own freedoms and willingness to defend the freedoms of others they tend to be Chaotic Good.
Prejudices: High elves view orcs, cave kobolds (standard LE kobolds), and the mist elves (this world's dark elves) in the same light we would view Nazis or Stalinists. Trolls and gnolls are seen as vicious marauders and hags are considered blights upon nature. However this extends to the predominate culture not to individuals. An orc, troll, mist elf or a member of any other race mentioned above can be accepted. Elves of any sort who are in league with troll, orc, hag or similar societies are considered enemies. Good elves of all sorts get along best with ogres seeing them as kindred spirits, albeit, somewhat crude and lumbering ones.
Languages: High Elven (Irish) and Orgrish (Gaelic).
Bonus Languages: Goblin (English) and Dwarven (German).
Political System: Constitutional Republic
Classes: Elven druids (modified Archivists) serve as priests and legal aid, while wizards are the scientists of elven-kind. Bards act as chroniclers of ancient wisdom in addition to their role as entertainers. Rangers, scouts, consecrated knights, marshals and barbarians commonly act as military leaders of elven-kind.
Suitable Starting Classes: Modified druid, Fighter, Marshal, Consecrated Knight, Bard (arcane and divine bard), Barbarian, Rouge, Scout, Ranger, Psion, any primary arcane caster and Erudite.
Favored Class: Druid (in this case modified druid) or Wizard. Preferably Necromancer, Conjueror or Abjurer if a wizard.
Favored Schools: Necromancy, Conjuration and Abjuration.[/spoiler]

[spoiler=Hobgoblins]Hobgoblins

Physical Character and Miscellaneous

Type: Fey.
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Classes:[/spoiler]

[spoiler=Humans]Humans

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Political System:
Classes:[/spoiler]

[spoiler=Kobolds (1)]Kobolds (1)

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Classes:[/spoiler]

[spoiler=Kobolds (2)]Kobolds (2)

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Classes:[/spoiler]

[spoiler=Ogres]Ogres

Physical Character and Miscellaneous

Type:
Build: Large, muscular and blubbery, weighing 600 to 650 pounds.
Coloring: In the green-blue-yelow family of colors. Any hair color, but males are typically bald.
Endurance: Average.
Height: 7 to 8 feet tall.
Lifespan: See elves
Resistance: See, elves.
Special Abilities: Ogres recieve +10 Strength, '"2 Dexterity, +4 Constitution, maximum starting Intelligence of 16, '"4 Charisma. They also possess darkvision out to 60 feet. An ogre's blubbery flesh grants him or her a +3 natural armor bonus. They also gain the following spell-like abilities; At will'"mending, magic weapon; 1/day'" keen edge, stone shape. Caster level 4th. They each require a 4 round action to use.
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, Craft (any), and Spot.
Level Adjustment: +3

Culture

Clothing and Decoration: Their clothing consists of linen shirts and pants with properly cured leather vests and shoes. In cooler climes they also wool trimmed buckskin coats. Females dress the same except instead of linen shirts, they wear dresses that go down half way between the knees and the ankles. However they prefer fine silk if it could be had.
Fears and Inabilities: The greatest fear among ogre kind is not physical death. Instead they are lonelyness and attatchment to others, this is true even ogre society.
Marriage Pattern: Monogamous. Political marriages and other marriages of convenience do not exist within mainstream ogre society.
Religion: See elves.

Other Factors

Demeanor and Alignment: Ogres are typically good-natured and peaceful, but are willing to kill to defend themselves, their friends and family or those under their care. Ogres also dislike heavy handed leaders and call most bureaucrats and other goverment officials "self important busybodies." They tand to have a strong isolationist streak. Usually Chaotic Good.
Prejudices: There are only four races ogres get along with as a whole, elves whom they love like brothers, dwarves who are their favorite drinking buddies, gnomes are their favorite inventors and mild kooks (as well as walking disaster areas) and halflings whom they frequently patronize. Orcs and other typically evil races are treated with suspicion and extreme caution.
Languages: Ogrish (Gaelic) and High Elven
Classes: I'll fill this out later.
Suitable Starting Classes: Fighter, barbarian, martial artist, brawler, ranger, consecrated knight, druid (modifed archivist), any arcanist and any bard variant.
Favored Class: Fighter, martial artist (http://dicefreaks.com/phpBB2/viewtopic.php?t=8396) (thanks to Witch) or  brawler (http://dicefreaks.com/phpBB2/viewtopic.php?t=3724) (thanks to WarDragon).
Favored Schools: Necromancy and Transmutation.[/spoiler]

[spoiler=Orcs]Orcs

Physical Character and Miscellaneous

Type:
Build: ?
Coloring: ?
Endurance: ?
Height: ?
Lifespan: ?
Resistance: ?
Special Abilities: ?

Culture

Clothing and Decoration: ?
Fears and Inabilities: ?
Marriage Pattern: ?
Religion: ?

Other Factors

Demeanor and Alignment:
Prejudices:
Languages:
Classes:[/spoiler]

[spoiler=Trolls]Trolls

Physical Character and Miscellaneous

Type:
Build: Large and bulky with hides like rhino skin. Broad-shouldered with thick extremities and clawed hands. They also have flattened noses and wide jaws.
Coloring: Earth tones. Often times granite colored.
Endurance: Average
Height: 7-8 feet in height, if standing up straight. Trolls tend to slouch.
Lifespan: Typically 90-185 years. In some cases 230 years.
Resistance: Trolls are more stout of heart than most other races. Out of this trolls gain a +4 to saving throws against fear effects. Trolls skin grants a +5 to natural armor and a damage reduction of 2/bludegoning. This replaces regeneration.
Special Abilities: Dark vision to 60 feet and low-light vision. Trolls can also claw for 1d6 points of damage, bite for 1d6 points of damage and rend for 2d6 points of damage.
Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
Racial Skills: A troll's giant levels give it skill points equal to 9 x(2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
Level Adjustment: +4

Culture

Clothing and Decoration: Bits and pieces of clothing and armor they find.
Fears and Inabilities: Daylight. Trolls regidify and become stone like (DC 27, fortitude) in direct sunlight with out some magical aid. This has something to do with trollish metabolism.
Marriage Pattern: None.
Religion: Trolls tend to worship demon lords and princes of physical strength. Those of non-evil alignment tend to worship Metallkoinig.

Other Factors

Demeanor and Alignment: Trolls are typically violent, brutish, stupid and care nothing for society or civlization. Usually Chaotic Evil.
Prejudices: Trolls typically have a strong hatred for all others races and will kill trolls from other clans on sight.
Languages: A bastardized version of dwarven.
Classes: Spellcasters are rarer among troll kind than other races, with the sole exception of halflings. Those few spellcasters among troll kind serve mostly as shamans (read as druids). Barbarians are most common.
Suitable Starting Classes: Barbarian, core druid (without alignment restrictions and renamed shaman), fighter, ranger, cleric, sorceror and bard from core. Warlock and binder from Tome of Magic
Favored Class: Barbarian.
Favored Schools: None.[/spoiler]
Title: A few humble campaign ideas
Post by: Malagigi on January 08, 2007, 04:29:14 PM
I've started the race list and I need still would like some help in organizing some of my ideas. I also like the idea of modeling some of the faiths off of real world religions and denominations. So, would anyone help?
Title: A few humble campaign ideas
Post by: Matt Larkin (author) on January 08, 2007, 05:32:49 PM
It looks to me like you've got a very detailed organization for your races.  I might even fold some of the physical description categories into broader categories, but that's me.

If the races have unique views on history or separate histories, you might want to include those, too.

Do you have a specific question about real-world faiths?  Wikipedia (http://en.wikipedia.org/wiki/List_of_religions) is good for getting an overview of different faiths.  If you want to go into depth, you could probably do more research, as well.

A religion is most likely to feel "authentic" if fitted to a society resembling one in which the religion was present.  That is to say, if you have society modelled after ancient Egypt, Norse mythology is not your best fit.  If you made up a society based on little real world influence, then you may need a customized made-up religion (but I think most detailed societies are going to have striking similarities to real ones that influenced your design consciously or not).
Title: A few humble campaign ideas
Post by: Stargate525 on January 08, 2007, 06:14:57 PM
I like your race profile, it puts everything into a more database-style entry, which is nice if you need to look something up quickly. I agree with Phoenix Knight that some of the physical stuff could be folded down, though.
Title: A few humble campaign ideas
Post by: Malagigi on January 13, 2007, 10:42:32 PM
Deities of this yet unnamed world are in truth angelic powers, this also includes neutrally aligned gods and evilly aligned deities who in fact are fallen angels and among the greatest of the fiends. The chief angels of each alignment had formed their own inner circle and following. Any new ones will be mentioned below.

[spoiler=Erbauer Metallkönig]
Erbauer
Metallkönig, Metal King
Intermeditate deity, Rank 12
Symbol: A mechanic fist clenched around the handle of an ornate hammer over a silver facemask.
Home Plane: Stahlhall or Steel Hall, The Seven Heavens
Alignment: Lawful Good
Portfolio: Dwarven kind, engineering, metallic constructs (including Warforged), paladins, and metalworking.
Worshippers: Miners, metalworkers, transmuters, sentient constructs, and paladins.
Cleric Alignments: Lawful Good and Neutral Good (Lawful Neutrals lack the mercy and love required to serve him).
Domains: Law, Good, War, Magic, Metal
Favored Weapon: Schmiede-Schlaggerät, Forge Striker (war hammer)

While one of the weaker among the still loyal Great Ones, Erbauer is venerated among dwarven kind and thinking constructs. This is because of the fact the Erbauer (meaning Maker) helped to design and develop both of them (see below on his influences on the sentient constructs). In addition he is a patron of paladins and metal using transmuters. In the year 457 O.E. (fifty years before the start of the campaign) Erbauer met a human transmuter named Alfred Hardwick. Hardwick feared that after his death the most recent scientific findings of his would go unfinished and unpublished, and his work never completed. So Erbauer taught Alfred how to build a metallic container for his soul and continue his earthly work. Sadly the [/spoiler]
Title: A few humble campaign ideas
Post by: Malagigi on January 23, 2007, 01:02:31 AM
Hello there, is any one still reading this?
Title: A few humble campaign ideas
Post by: ~Kalin~ on January 23, 2007, 02:56:48 AM
i am :)

So what do you want help with in particular?
Title: A few humble campaign ideas
Post by: Malagigi on January 23, 2007, 10:01:26 AM
I would like help with goblins and ogres for now. I would also like help with statistics for elves and favoued classes for all three of these races plus dwarves.
Title: A few humble campaign ideas
Post by: ~Kalin~ on January 23, 2007, 08:35:27 PM
Significant changes to the Elves, goblins and ogres hmm.....thinks about it a while....i got nothing.....no wait what is you made the goblins the nature loving hippies and the elves the plague apon the lands that adventurers love to kill, it would definatly be different, no idea what to do with the ogres.

On a more serious note have you got any ideas on how you want your elves, goblins and ogres to be like, even if it is a basic idea? the more information you can give generally the more you can get back.

Quote6. All races have political structures and territory. Most races have two preferred schools of magic. This is list of some of those races.

Sorry just seen this so switching the elves and goblins wont work, when you say goblin are you including hobgoblins and Blues (smart psionic goblins)? If you are you may want to have it so the Blues are the ones in charge, they run the government, make the rules, keep everything running
Title: A few humble campaign ideas
Post by: Malagigi on January 24, 2007, 01:01:13 AM
Quote from: KalinSignificant changes to the Elves, goblins and ogres hmm.....thinks about it a while....i got nothing.....no wait what is you made the goblins the nature loving hippies and the elves the plague apon the lands that adventurers love to kill, it would definatly be different, no idea what to do with the ogres.

On a more serious note have you got any ideas on how you want your elves, goblins and ogres to be like, even if it is a basic idea? the more information you can give generally the more you can get back.

Elven society is based upon a combination of Enlightenment philosophy, Celtic culture, and Greco Roman engineering combined with wizardry (with wizardry as a science). Care for nature among the elves is based on philosophical, religious, and moral concerns as well as scientific fascination, not fuzzy sentimental hippie beliefs. While peace loving, they are not pacifists, nor will they wage war over chopping down one tree.

Goblins are short, gray skinned, wrinkled, and thin. They can be thought of as wizarding versions of the Roundheads (the followers of Oliver Cromwell). Their religion can be thought of as a distinctly Calvinist version ancient Celtic religion.

Ogres, as a whole are crude and rustic by elven, goblin, kobold, and hobgoblin standards (though just crude by every other raceâ,¬,,¢s standards). They live among elves and their temples double as taverns and general stores.
Quote from: KalinSorry just seen this so switching the elves and goblins wont work, when you say goblin are you including hobgoblins and Blues (smart psionic goblins)? If you are you may want to have it so the Blues are the ones in charge, they run the government, make the rules, keep everything running

Nope. There are no Blues. Also the hobgoblins are in league with the Good aligned Persian kobolds, not their fellow goblins.
Title: A few humble campaign ideas
Post by: Malagigi on January 26, 2007, 01:25:35 AM
Hi there! If any one wants to comment on this project so far, do so. The only thing I can't stand is the lack of discussion on this potential campaign world. Give your ideas and I might be able to work on them.
Title: A few humble campaign ideas
Post by: Malagigi on January 26, 2007, 01:52:53 PM
Also, anyone who helps me in this project will be listed as a co-creator of this campaign setting.
Title: A few humble campaign ideas
Post by: Malagigi on January 26, 2007, 10:00:56 PM
If any one else wants to help that would be much apreciated, especially if your have any information on Cromwellian England.
Title: A few humble campaign ideas
Post by: Malagigi on January 27, 2007, 08:35:03 PM
Please, anyone just help me!
Title: A few humble campaign ideas
Post by: ~Kalin~ on January 27, 2007, 08:50:41 PM
sorry but ive had writer block for about a week, i got nothing but this caught my eye
QuoteAlso the hobgoblins are in league with the Good aligned Persian kobolds, not their fellow goblins.
Can you expand on this it seems like an interesting story?
Title: A few humble campaign ideas
Post by: Malagigi on January 28, 2007, 02:52:23 AM
Quote from: Kalinsorry but ive had writer block for about a week, i got nothing but this caught my eye
QuoteAlso the hobgoblins are in league with the Good aligned Persian kobolds, not their fellow goblins.

   The split between goblins and hobgoblins took place in the year 63 O.E. (Orcish Empire). It took place over the concept of predestination and weather or not salvation requires good works. The theologian Arthur Bitterwood, head of the goblin delegation, argued that God had determined the damnation or salvation of all the members of the sentient races at the beginning of time. Arguing for the hobgoblins, was the theologian Rodger Dentroot, articulated the position that all thinking races are responsible for their own damnation or salvation.  After decades of looking for a new home hobgoblin kind (under the leadership Rodger Dentroot) came up on the Sun kobolds. They almost immediately saw them as fellows who agreed with portions of their theology, and settled among the Good kobolds acting as guards and front line troops.
   However this was only the final straw for goblin-hobgoblin relations. In the year 2516 F.D. (Fae Dominion), war broke out between the Fae League, also known as the "good fairies"(made up of the elves, goblins, hobgoblins, ogres, nymphs, satyrs and other non-Evil fae) and the combined forces of the cave dwelling Western kobolds, the hag covens, and twelve dozen orcish war bands, as well as corrupted fae of other kinds. While the Fae League triumphed, allegations of goblin humiliation of prisoners of war surfaced. In response to these concerns the famed goblin statesman Reginald Blackstone said, "Provided we do not take part in the same blasphemous cannibalistic actions as the orcs do, are we not justified in treating them the way we would treat common animals?" This caused a schism in the fae community split apart the goblins and hobgoblins.
Title: A few humble campaign ideas
Post by: Malagigi on January 29, 2007, 02:10:24 AM
Okay, the little snipet of goblin and hobgoblin history is for the most part finished. Any comments or suggestions would be appreciated.
Title: A few humble campaign ideas
Post by: Malagigi on January 29, 2007, 08:14:26 PM
If any one wants to discuss this project so far I would be very greatful.
Title: A few humble campaign ideas
Post by: Malagigi on September 26, 2007, 03:05:59 AM
I added a few more details to some of the races and finished the racial listing for dwarves, high elves, goblins, hags, ogres and trolls. I'll simply wait for further comments on the project.
Title: A few humble campaign ideas
Post by: LordVreeg on September 26, 2007, 09:59:55 AM
Hmm.  
Must've missed this earlier.
I like the split between goblins and hobgoblins. I love having a goblin named Arthur and a Hobgoblin named Rodger, it seems incongruous to me...but I like the 'Good Fey' league, especially that included Ogres, and the goblins.  It gives the setting an interesting flavor.
(I have a philosophical/racial split going on in my world, in that about a hundred and fifty years before the current day, the Bright Lands Plutocrats made official a policy of racial integration, and it was based on the 'Integrated Culture Test'.  Basically it was a theory that what makes a person civilized is their ability to function in a mixed society, and the law was passed to protect the members of the Blacknote Orcash Tribe that wanted to become citizens of the Bright Lands.)

I also like that you have a very strong idea what the different classes will be patterned after.   It will allow players to know if that class is really what they have in mind, and make the world more congruent.

Your first comment on necromancy made no sense to me.
[blockquote=Malagigi]3. Necromancy is the magic of life and death. In other words Necromancy is magic related to organic substances and compounds.[/blockquote]
I can kind of get the connection between life and organic compounds, but you need to expand on this and make some clear distinctions.Many worlds have them as opposite, though mine has them both as learnable skill disciplines.  

What kind of initial play area are you planning on, and how is the society in that area set up?  Politics, influence of the church(es), daily life?  I like that the beings worshipped are angelic/fiendish, but I am loking for more data on the way the churches are set.  I see you seem to have seperate pantheons for some of the races...are these still angelic/diabolistic in nature?
 
Title: A few humble campaign ideas
Post by: Malagigi on December 30, 2007, 11:14:02 PM
More on ogres.
The ogres can be seen as a Scottish-based warrior race with a strong clan focus. Every six years, the chieftains of the 160 major clans form a conclave to elect their high king. This may be an incumbent, but normally isn't. A high king may be removed from office and in some cases summarily executed for treason, murder, rape, cowardice or disregard for his or her troops and or civilians. To declare war both two-thirds of all clan chiefs and the high king must vote for the war in question. If either the king or council object, war will not be declared. Both the titles of chieftain and king are unisex.