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The Archives => Homebrews (Archived) => Topic started by: TDS on January 26, 2007, 05:01:05 PM

Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: TDS on January 26, 2007, 05:01:05 PM
 Infinite Seas and Shifting Lands (http://boards1.wizards.com/showthread.php?t=777993)

 EDIT: Please respond either here or at the Wizards of the Coast Message Board Thread in the Link I Posted! I want to know if this world is good, sucky, mediocre or something else...  EDITx2: sorry it's just that I'm impatient and I can't find anyone who wants to give their opinion of it, I basically had to force it on my friends and players even the ones that LIKED it...

I made this world and posted it on the Wizards site, and I'm really looking forward to any comments you may have.

Oddities of the World: The world idea is one that the people discussed in the first paragraph will like. A world as big from top to bottom as Earth but infinitely wide, as the title suggests this is mostly sea. The Lands in this world are unique,the continents divide into sectors, when a sector is taken over by the another continent, the sector is magically moved from the original continent the the invader's continent. The sectors, as the move, divide and combine to form new sectors. The terrain usually changes when moved. The border becomes beach, things on borders are generally considered as part of the sector that doesn't move. Spells that detect magic detect borders, most cities end up being in the middle of a sector, either on purpose or by accident.

Neutral territory: Some sectors can't be invaded, these are usually used to train people with pc classes. Multiple Races inhabit Neutral territory, which have their own governments. The governments vary in strictness, fighting varies on the strictness of the government, but there is always alot of racism.

Races: Each continent is inhabited by one race, each wars for land, but their motivations are different. subraces count as the parent race with some exceptions. Interbreeding is not possible, but may exist from before they were taken to the world.

Origins: No race knows how they got to the world, various individuals went missing from each race and eventually appeared on continents in the middle of the ocean... In truth a powerful god without a name took the most prolific of races from other worlds to populate his world... he took them during their reign and placed them when they went extinct in their world...

Interested? If you are interested in helping with this project either post in this thread or PM me. I need flavor written for races in books I don't have. Even If you're not Interested PLEASE post telling me what you think... please?

Books I have: Player's Handbook, Dungeon Master's Guide, Monster Manual, Expanded Psionics Handbook, Frostburn, Oriental Adventures (with the update)

Please Comment...
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: TDS on January 27, 2007, 05:34:12 PM
---------------------------

Lycanthropes V 3.0
Human stories often tell of Men who could change into wolves, while the stories were based in fact they were only partially right. True Lycanthropes never changed shape, and were not truely Human, although they were related.
Personality: Lycanthropes are much like wolves in their behaviors and personalities.
Physical Description: Lycanthropes look like a cross between a large man and a wolf and have a monkeylike tail.
Alignment: Lycanthropes are usually neutral on the good/evil scale and vary in alignment on the law/chaos scale
Religion: Lycanthropes worship the Moon and the Sun

+2 Strength +2 Constitution -2 Dexterity -2 Intelligence

Medium Size

Base Land Speed 20 ft

Quadrapedal Land Speed 40 ft: when a Lycanthrope is not holding anything they can choose to move at this speed(any spell, power, class feature, feat, etc. that effects Base land speed also effects Quadrepedal Land speed)

+2 racial bonus on Listen, Spot, and Survival checks

+2 racial bonus on Diplomacy checks made towards Friendly and Helpful NPCs : Lycanthropes are well-liked and readily believed by thier friends

+2 racial bonus on Intimidate checks made towards Unfriendly and Hostile NPCs
Low-Light Vision

Keen Scent: As a Feat, a Lycanthrope with Wisdom of 11 or higher can take Scent

Illiteracy: Lycanthrope's do not automatically know how to read and write. A neanderthal must Spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.

Automatic Languages: Common, Lupine  Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnoll, Ignan, Orc, Sylvan, Terran

Favored Class: Barbarian

------------------
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Vampires

 Stories have been told by both Elf and Human about the blood-sucking Undead known as Vampires. In truth Vampires are very much alive, and instead of living off blood, they only require it to reproduce.
Personality: Vampires personalities are normally rather dull. They know how to act otherwise, but act so only when they need to.
Physical Description: Look like pale, emaciated, Humans
Alignment: Usually Lawful Neutral
Religion: Vampires rarely have a religion.


+2 Dexterity, +2 Wisdom, +2 Charisma, -2 Strength, -4 Constitution, -2 Intelligence

Medium Size

Base Land Speed 30 ft

Climb Speed 20 ft

+2 bonus on saving throws against poison

Light Sensitivity

Piercing or Slashing Weapons made of wood act as if the user has the 'improved critical' feat when used against a Vampire

Automatic Languages: Common, Vampire  Bonus Languages: Any

Favored Class: Rogue


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Amazons

 In their world Amazons were the spawn of Humans changed through magic or technology in a time when the Human race was dying to be able to reproduce without men, they were named after the old legends of women warriors. They are close to humans more ways then not, those changes were made as improvements by their Human designers.

+2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma : Amazons were designed to be Smarter ans Sturdier than normal Humans, but their personalities suffered for it.

Medium Size

Base Land Speed: 30 ft

+2 racial bonus on Sense Motive, Listen, and Spot checks: Amazons were designed to be more Perceptive than Normal Humans

1 extra feat at 1st level

Human Blood: For all effects related to race Amazons are considered to be Human

Automatic Languages: Common, Amazon  Bonus Languages: Any

Favored Class: Fighter
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: Tybalt on January 28, 2007, 02:56:47 AM
What you seem to be trying to present is a world in a strange state of warfare in which different races inhabit different fixed areas but which apparently change positions from time to time. There are neutral spaces as well.

I think what immediately comes to mind is a lack of a sense of why this is happening. I noted you planned to put in information about all kinds of races and such, but if I were either going to DM or play in such a setting I'd want to know why things are set up that way, what the drama of the situation really is, and what would be most inspiring and fun about it.

So what comes to mind to me is perhaps that this is not a conventional setting at all but rather a kind of world sized series of gladiatorial events fought on almost a national level. That's an intriguing idea (and maybe one I'm entirely misunderstanding) but I think it needs work particularly in the area I mentioned.
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: ~Kalin~ on January 28, 2007, 03:53:07 AM
QuoteOddities of the World: The world idea is one that the people discussed in the first paragraph will like. A world as big from top to bottom as Earth but infinitely wide, as the title suggests this is mostly sea.
The Lands in this world are unique,the continents divide into sectors, when a sector is taken over by the another continent, the sector is magically moved from the original continent the the invader's continent. The sectors, as the move, divide and combine to form new sectors. The terrain usually changes when moved. The border becomes beach, things on borders are generally considered as part of the sector that doesn't move. Spells that detect magic detect borders, most cities end up being in the middle of a sector, either on purpose or by accident.[/quote]

Who first divided them into sectors and why? exactly what causes the sector to move, does only the land move or does everything in the sector move, the air, water and creatures living there? what do the creatures that are moved against their will think of this, how do they react?

So the borders of sectors are a magical barrier that can be detected? not just an end to a kingdoms reach.


To me so far this sounds like a console or computer game with no logical reason for anything to do as it does. But as you flesh it out this should change.
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: TDS on January 28, 2007, 10:34:25 AM
Thank You,

The reason it is the way it is, is because of the world's only god...

He (or rather It) is omniscient, omnipotent, etc. but despite this is immature... and unlike most gods he had enough power to reach into areas most gods can't go to, Prime material planes under the dominion of other overdieties, etc.

He coveted other dieties' creations and wished to have them for himself, so he reached into their realms and abducted their creations a few at a time (so they wouldn't notice, he may be one of the most powerful ever to exist but NOT THE most powerful to ever exist) and put them in suspended animation until they went extinct in all other Prime Material Planes... Then he placed them in a Prime Material of his creation, one where he could watch his new 'toys' and their drama for generations... and set it up so that they would hate, and war with eachother for as long as possible...

Sectors take along all living creatures, objects, etc. (on the ground) to their new location...

Even though there is only one diety, he grants spells to everyone (he likes religous conflict as well) so no one knows for certain what gods reside over the world and worship their own dieties...

These were things I came up with awhile ago but forgot to include, thanks for reminding me...

I also came up with two organizations....

 The Order of the Outstretched Hand:(can't think of a better name) It's Goals are to Unite all races in a peaceful coalition...

 The Cult of the Puppet Master: Figured out the truth about the god that exists in their world promote war and chaos for his amusement, hate the order of the outstretched hand and seek to destroy it...
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: TDS on January 28, 2007, 12:09:35 PM
PHB Races
[/b][/u][/i]

Humans
Allies: Elves, Neanderthals, Warforged
Perceptions of other races: Humans usually percieve other races as animalistic
Perceptions by other races: Other Races percieve Humans as evil conquerors
War Effort: Living on the Largest continent the War effort is clearly going good for humans

Dwarves
Allies: Gnomes, Halflings
Perceptions of other races: Dwarves view other races as primitive savages, and cannibals
Perceptions by other races: Dwarves are percieved as stubborn barbarous trolls
War Effort: Dwarves don't go to war as often as some other races, except to gain new lands to mine

Elves
Allies: Humans, Neanderthals, Warforged
Perceptions of other races: View other races as uncivilized
Perceptions by other races: Viewed as Uncivilized
War Effort: 2nd biggest continent (of the PHB races) 3rd overall

Gnomes
Allies: Dwarves, Halflings, Uldras
Perceptions of other races: View other races as unfun
Perceptions by other races: Viewed as pests
War Effort: Rarely go to war, when they do they handily defeat their opponents

Half-Elves
Allies: Half-Orcs
Perceptions of other races: Hate Elves and Humans
Perceptions by other races: Viewed as weak
War Effort: 5 sectors left

Half-Orcs
Allies: Half Elves
Perceptions of other races: Hate Orcs and Humans
Perceptions by other races: viewed as very weak
War Effort: 2 sectors left

Halflings
Allies: Dwarves, Gnomes
Perceptions of other races: weak
Perceptions by other races: tricky theives
War Effort: 3rd biggest continent (of the PHB races) 5th overall
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: Raelifin on January 28, 2007, 01:57:24 PM
Welcome to the guild! It looks like you've got yourself a world in the making, but it seems... lacking. Perhaps it is because your building style is bottom-up and you're coming at this top-down, or perhaps it's because you haven't had time to sit down and think about why this world exists. Here's a few pointers for making a deep setting.

Think about the tones and themes of the world. IS this a dark setting or a light setting? Is this about gods or men?

Develop a level of fantasy that feels right for the world. How common is magic, and in what form does it take.

Think before you include. Despite Eberron's precedent, adding everything in sight to a setting will not make it good. Think about what elements you already have in place and how a new factor will interact with the existing world.

Develop and describe a few places, events or people for the world. This can often do more than just talking about tone and theme - it can show it.

Think about what needs to be said and say nothing more. Make everything have purpose and place in the world.

Good luck with your world, I'll be watching.
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: TDS on January 28, 2007, 02:35:38 PM
QuoteWelcome to the guild! It looks like you've got yourself a world in the making, but it seems... lacking. Perhaps it is because your building style is bottom-up and you're coming at this top-down, or perhaps it's because you haven't had time to sit down and think about why this world exists. Here's a few pointers for making a deep setting.

My style is definately top-down, and I have thought about why it exists, it's the how I have trouble with. How does the Night/day cycle occur? How does that impact the inhabitants of this world? How DID the god create my world? Are there any after effects? Etc. of course my worlds tend to be lacking...

QuoteThink about the tones and themes of the world. IS this a dark setting or a light setting? Is this about gods or men?

Serious tone, but not dark because of rampant racism and the wars it's hard to tell who's good and who's evil.

QuoteDevelop a level of fantasy that feels right for the world. How common is magic, and in what form does it take.

Magic is common, Psionics is common... the god finds giving mortals power amusing...

QuoteThink before you include. Despite Eberron's precedent, adding everything in sight to a setting will not make it good. Think about what elements you already have in place and how a new factor will interact with the existing world.

The world includes much, but that doesn't mean I have to include it for play... The world is vast and the PC's don't necessarily see everything... if for example I didn't like Psionics (I like Psionics but this is for discussion) I could say that only certain races use Psionics and not include those races...

QuoteDevelop and describe a few places, events or people for the world. This can often do more than just talking about tone and theme - it can show it.

okay

QuoteThink about what needs to be said and say nothing more. Make everything have purpose and place in the world.

okay

QuoteGood luck with your world, I'll be watching.

Thank you!
Title: Infinite Seas and Shifting Lands (comments and help needed)
Post by: khyron1144 on January 28, 2007, 03:23:30 PM
It reminds me a little of Marvel's Secret Wars.


There's nothing wrong with the concepts posted so far, but I think it would make more sense to post something like either a map or a history or some nation descriptions (along with a note on how the nations function in this world where countries literally change size based on control of these sectors you mention, are they steadily expanding, shrinking, etc.) before posting races and similar.