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The Archives => Homebrews (Archived) => Topic started by: Numinous on April 01, 2006, 02:47:20 PM

Title: Godswalk
Post by: Numinous on April 01, 2006, 02:47:20 PM
This is the "official" thread for my first homebrew setting, Godswalk.  All information which is fundamental to the setting and presumed to stay relatively stable will be posted here.  This post will be edited periodically to function as a table of contents and news center for my campaign setting.  So read on and enjoy!
[note]I would like to request that all comments, queries, and suggestions be posted in the "Critique Godswalk (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?196.0)" thread, if only to keep this thread neat and functional.[/note]
If there are any gaping holes in the continuity of the setting which appear, please inform me on the other thread.  Also, I request that everyone keep in mind that this setting is  :construct:

[spoiler=Table of Contents]
[ic=Ages]
a. The Age of Chaos (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.1)
b. The Age of Order (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.2)
c. The Age of Ruin (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.3)
[/ic]

[ic=Divine Races]
a. Cuoatl (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.4)
b. Titans (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.5)
c. Trolls (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.6)
d. Ogres (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.7)
e. Lycanthropes (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.8)
f. Goblinoids (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.9)
g. Yuan-Ti (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.10)
h. Driders (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.11)
i. Doppelgangers (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?2882.12)
[/ic]

[ic=The World]
a. Kelainos
b. Theriodes
c. Hesukhia
d. The Wastes
e. Other locations
f. Other locations
g. Other locations
[/ic]

[ic=Organizations]
a. The Atheists
b. The Church of the Nine
c. Others to come...
[/ic]
[/spoiler]
Title: Godswalk
Post by: Numinous on April 01, 2006, 03:04:40 PM
The First Age

Often called the Age of Chaos, this is the first era of life on Egridar. The first age is known for it's existence as a time of turmoil.  Throughout the world, the gods are busy shaping the world and staking their claims.  The level of technology is minimal, and magic is a rare and valued resource.   Ignorance is everywhere, as the lesser races struggle just to survive under the feet of the divine races.  The two greatest civilizations are the Yuan-Ti and the Titans, located on opposite ends of the world, and thus they operate independently of eachother's influence.  The law of the day is power, as most cower in fear beneath whatever shelter they can find, as the dragons rain down destruction from the sky.  So perhaps more accurately, this is the age of Fear.

[spoiler=Crunch]
Traits: The age of chaos has a stone age technology level, with metal weapons and armor extremely rare and valuable.  Magic is present throughout the world, but barely understood except in the most advanced areas. The few who embrace it are usually favored souls or sorcerors, and are often distrusted, or even feared.

Atmosphere: A feeling of fright and weakness in the PCâ,¬,,¢s is encouraged throughout campaigns in the age of chaos.  The PCâ,¬,,¢s should be weaker than the majority of creatures in the world, and the struggle for survival should be an important theme, stressed at all times.

Classes: Players should be primarily encouraged to play classes such as Barbarians, Rangers, Druids, Spirit Shamans(CD), Fighters, and other simple classes so as to better represent the primal nature of the setting.  Monks, Wizards, and other organization based or heavily lawful classes should be either discouraged or outright banned, due to their naturally incongruent relation with setting.

Races: The following races are allowed as options for the PC's. Orcs, Kobolds, Elves, goblins, and Humans.  I'm using the stats from Races of the Dragon for kobolds, and Orc stats are in the Monster Manual.

[spoiler=Sample Fiction]
A piece of fiction about a dragon and his dinner.  Just some background, coldeyes is a sorceror, a goblin. and he is in the very cold mountains.  I think that's enough...

[ic=Coldeyes Sherak]The snow never stops up hereâ,¬Â¦  sighâ,¬Â¦  What am I even doing out here?  I should be back home, eatinâ,¬,,¢ my potatoesâ,¬Â¦  but no, I had to have a vision!  So now Iâ,¬,,¢m out here freezing to death just to find some damned treasureâ,¬Â¦  Wha?  What was that?  

A shadow passes over the ground in front of you, shortly followed by a flurry of snow and a roaring sound.  When the icy cloud clears, you can see a massive beast in front of youâ,¬Â¦  Itâ,¬,,¢s scales prove a striking contrast to the snow, as their crimson seems to melt the snow just from their hue.  You know this is not the case however, as before you lies a beast of fire.  You stare cruelly at itâ,¬,,¢s fangs, doing your best to hide your shaking knees.

â,¬Å"Why, hello little earthkin.  What are you doing so far from the village this late at night?â,¬Â  Itâ,¬,,¢s voice rumbles across the hill, making your chest constrict from fear.   You know that he will not let you go, only the strongest live to tell of a dragonâ,¬Â¦  So instead, you make a choice, quite possibly your lastâ,¬Â¦  Ã¢,¬Å"I was out on a mission from the elders, they sent me to speak with you.  I was to give you thisâ,¬Â¦Ã¢,¬Â.  Reaching your hand into a belt pouch, your tiny red hand clutches the bird-skull totem your grandfather left you.  Calling upon energies deep inside you, you fling your hand forth, right into the dragonâ,¬,,¢s curious face.  With a guttural cry, you send forth a blast of color into at the beastâ,¬,,¢s orbs of sight.  Swiftly now, you turn around to the sound of the beastâ,¬,,¢s thrashing in the snow and sounds of rage.  Hopefully, youâ,¬,,¢ve bought enough time to make it to the forestâ,¬,,¢s edge.  Hopefullyâ,¬Â¦
[/ic][/spoiler]
[/spoiler]
Title: Godswalk
Post by: Numinous on April 05, 2006, 08:35:14 AM
The Second Age

The Age of Order is a time of learning, of trade, and of prosperity.  It is a golden age throughout Egridar, where evil has been identified, and the darkness is no longer feared.  The world is slowly being explored, and the holy legions spread the light into previously mysterious lands.  New people have arisen from amongst the old, and peace has spread.  The great Yuan-Ti trade kingdom ensures the even spread of resources, and none suffer but those who deserve it.  Truly, this is the Age of Light.

[spoiler=Crunch]
Traits: The age of order is high magic, with wizardâ,¬,,¢s academies in most cities and all but the most rural populations coming in contact with it on a regular basis.  Great militaries have developed, and technology has peaked with high-end medieval weaponry and devices.

Atmosphere: A feeling of majesty and glory is encouraged in this age.  Wizards build towers, and dragons fly across the skies, but there is safety in the cities and the realms are pure.  There is opportunity for political intrigue in the cities however, as PCâ,¬,,¢s uncover the corruption that pervades the â,¬Å"perfect worldâ,¬Â they all know.  Ancient ruins hold the secrets of the past, and those in power would like to see that knowledge stay buried.  There is much to discover in this time of progress, and not all of it is pleasant.

Classes: Any and all classes are welcomed in this age, as diversity is the word of the day.  Certain exotic classes may require work with the DM, but largely all published material is allowed.

Races: Players are allowed and encouraged to choose from the following list of races, although other options may be available in extraordinary circumstances.  Raptorans, half-giants, thrin, Dwarves, Shifters, Goblins, Vipers, Dromites, Changelings, and Humans are the preferred choices.  Some rarer choices include  Orcs, kobolds, Halflings, and others upon request.

[spoiler=Sample Fiction]"The Fog"

A thick and choking fog writhes through the dark trees, flowing betwen your feet, snaking across the water, and obscuring sight in any direction. The noise of this place is muffled. Footsteps are silenced, as though dire punishment should result from a noise too loud or conspicuous. An intense feeling of chlostrophobia fills the air, as if the fog were solid and an impenetrable cage resigning you to a dismal fate.

As you lean back against a tree, your platemail grates horribly along it's trunk, setting your teeth on edge. As you shift to become more comfortable, making every effort to silence your armor, realization sets in, and you swiftly jump away and turn to face the terror you felt.

You then find yourself staring at an ancient stone column, wreathed in a slightly less stone viper, it's venomous glare fixed upon your faintly glimmering holy symbol. It then descends swiftly from it's perch, but once it reaches the ground, your comrade cleaves both the fog and it's body with a swift strike from his axe. As the blade hits a previously unseen stone hidden below the fog, sparks spray and a blasphemously loud report pierces the fog and echoes endlessly, echoing throught the jungle like a bell tower calling midnight. Now the fog is stilled, yor comrades freeze, and silence is heard.

Slowly, a soft crackling sound emerges from the fog to your left, as the undergrowth is parted by what sounds like a serpentine form. It then rises into a hiss, but now it comes from the left. Another voice joins it from above even, and behind you an unheard voice approaches. now, a rhythm is audible, as the hiss rises to a pulse spread by a choir of evil. The rhythm changes, forming an exotice rhythm, now it's an incomprehensibe chant booming forth, the voice of the Serpent's Fog.

From the gaps in the trees, gems shine forth. Within these reservoirs of darkness, emeralds of astounding beauty and perfection gleam forth. Wait! A foul mistake, these are not gems but eyes. A pair of these eyes now peer out of eachshadow, from behind every tree, and from every direction. One pair catches your attention, and your breath. A pair of rubies pierces straight into your soul, cruelly analyzing the components of your resolve. then, the eyes widen in fear, or is it hatred? They have found the divine purity of your paladin's oath, and their hatred surfaces unbidden. The sound of many forms writhing in disgust and unbridled loathing.

Once again, the silence comes. A whistling soon replaces it, a terrible symphony of airborne death. A dart blooms forth from your chest, piercing your plate-mail like canvas, and painting a crimson blossom upon it's surface. As you cry out, fury in your voice, more pierce the fog around you, finding the forms of your comrades as flawlessly as they did yours. you can see your friends fall to the earth, as you fall with them. Your cold hands grip your holy symbol, your lips moving in prayer, but as you scream vengeance, only blood comes forth. Bubbling over your futile efforts, a crimson stream trickling down your pale face.


Now as you lay, rasping your final breaths, the rhythm returns, a puls reachign out from the ground and gripping your pure soul in an asphyxiating grip. Despair fills your soul, when your mental clarity tells you that your quest has failed. A final glimps of the world shows you a terrible scene, the true nature of your surroundings revealed to you.

A cruel and uncaring face leers down at you, with scales covering what could almost be deemed a cruel smile. It's almond eyes close as it's mouth widens to an impossible size, revealing two fangs the size of a man's hand, dripping a malicious venom more deadly than the arrow embedded in your chest.

Behind him, you can see the "trees" you had wandered among earlier, a vast court filled with crude but carefully carved pillars, depicting vile rituals completed in ages past. A stone path can be seen, winding through the columns and rising ever upward, crested by a crumbling ziggurat, a relic from a terrible past age. Above everything is the sun, a holy disc which burns through the fog and turns the tattered remnants to gold. The lair of unfathomable horrors, illuminated before you. In the sun it gloats, just like your executioner as his great maw seeks a taste of your dying flesh, illuminated by a halo from the rising sun...[/spoiler]
[/spoiler]
Title: Godswalk
Post by: Numinous on April 05, 2006, 08:37:43 AM
The Third Age

In the Age of Ruin, all that has been is no more.  With great advances in technology, the chosen of Onacium have struck down the aging Empire and taken all of Egridar for themselves.  The divine races are all but obliterated, except for the Yuan-Ti, whose legions of reptilian might now rule across the land.  Anyone without scales is a second-class citizen, and is largely considered to be a walking meal.  Strongholds against the coming storm are few, housing the weakened gods of old.  This is last age, this is the End.

[spoiler=Crunch]
Traits: The age of ruin is a steampunk setting, with psionics and magic.  Primitive robots walk the streets, and masters of the mind champion movements for freedom.  The few magic-users left pull the last bits of power from a dying world in an effort to live a few more days.  The greatest nations have become walled cities, becoming the last refuge of a destitute society.  The gods have failed their servants, and the end is coming.

Atmosphere: An oppressive feeling of impending doom is an integral part of campaigns set in the third age.  With the final victory of the Yuan-Ti, the balance of Egridar has been shattered.  The entire world is on a path to self-destruction, and it is only a matter of time before itâ,¬,,¢s all over.  Until then, outlaws fight furiously against the totalitarian regime of the â,¬Å"scaliesâ,¬Â, and gangs band together for survival.  Refugees walk the landscape in search of a home, and the weak pray for a swift and merciful death.

Classes:  Most classes are playable in the third age, although some modifications in story may be appropriate.  Psionic classes are encouraged for play due to their rising frequency, and spellcasters make an interesting play due to their increasing rarity.  Consult your DM for specific choices.

Races: Although any of the races from the second age are playable in the Age of Ruin, it is encouraged that â,¬Å"scaliesâ,¬Â are in separate parties from warm-bloods.  Depending on the type of campaign desired, a party will generally be forced to choose a side in the war between the oppressors and the oppressed.

[spoiler=Sample Fiction]Just a warning, this piece is not for the faint of heart.  And yes, I do know that you've all seen it before.

In a dark mountain pass, the sound of colossal gears grinding together echoes across the canyon walls. Two great plates of iron grate across the stone floor of the valley, and through this dismal crevice, another world can be seen. A vast field of tall grasses and low brush can be seen through a crack in the gates, stretching out in imitation of eternity. This peaceful scene is framed by oppressive clouds in the sky above, black as death. Great flashes of lightning streak down like bolts of divine brilliance. The light of flames can be seen shimmering against columns of smoke barely visible as they rise against the hopeless expanse of sky, and the stinging particles of ash make your eyes water and your nostrils burn.

From this vast realm of darkness, the terrible screams of women and children fall upon your ears, reaching out from the abyss spread before you. Shapes can be seen scrambling to reach the safety of the gates, as shadows of fear sweep across the fields. Spears fly forth from the darkness, whistling death. As the shapes stumble and fall, now clearly visible to be halflings of the plains, dark laughter fills the night. Great and terrible voices wheeze out of the darkness, raising prayers to a dark god in a blasphemous tongue. One man, small as a child falls, his lips can be seen moving in prayers to a god who will never listen.

From atop the battlements, dwarven watchmen avert their eyes to the slaughter below, doggedly working to operate the great engines which would seal the iron portal. Finally, with a great boom and thud the doors slam shut, and survivors collapse in safety within the confines of the Citadel. Worse than anything yet mentioned however, are the pathetic echoes of the portal's lock, tiny poundings on the door, fists beating at the gates to salvation, ever closed to their pleas. Then suddenly, all the noise stops, as even the muffled screams fade once death has been visited upon the frames of the fearful.

Looking out over the horizon, the flames have spread, and illuminated by their terrible light looms a terible evil. A truly colossal arachnid of epic proportions looms out of the darkness, it's eyes containing an insatiable hunger for both blood, and fear. eerily, the night is once again filled with the wheezing cries of the damned, praising their cruelty, their deed painted upon the grass in blood.
[/spoiler]
[/spoiler]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:56:03 PM
Cuoatl

The cuoatl are an oddity among the divine races, being the only non-terrestrials among them.  Due to their literal elevation in relation to their fellow creatures, they have come to be rather snobbish toward others.  Granted the gift of magic and the duty to teach it, the cuoatl sought isolation in the desert.  With telekinesis, they crafted simple altars to their god in which they also came to reside.  Waiting eternally, they would teach any who could pass their trials.

Couatl through the ages...
[spoiler=First Age]In the age of chaos, the cuoatl isolated themselves from external conflict.  Seeking respite in their simple shelters, they taught many of the lesser races the art of magics.  They were largely left alone by their enemies too, due to the mysterious nature of magic, and the the fear the cuoatl evoked in their foes.[/spoiler]

[spoiler=Second Age]In the second Age, the cuoatl population has severely declined.  Although powerful, the cuoatl simply cannot live forever.  They see this as fate however, and stubbornly refuse to take any action against their own extinction.  It has been suggested that they are secretly migrating to the heavens through portals crafted in their earliest days.  Their most dedicated students now gather around them, undertaking rituals to change their form, and undertaking signs of their devotion with zeal.  These worshippers are called the chosen of the veil, and they dedicate their lives to serving their masters in exchange for great knowledge in the ways of magic.[/spoiler]

[spoiler=Third Age]In the Age of Ruin, the great nine are all that is left of couatl civilization.  Archmagi of incredible power, these few who remain grant protection to the few spelcasters left on Egridar in this terrible time.  Wards of immense power and constructs of arcane craftsmanship patrol their territories in an effort to banish the influence of the Yuan-Ti from their realm.[/spoiler]

The cuoatl often speak of a great deity whom they serve, who remains buried deep within the sands they live on.  This deity is rmored to be the source of all arcane magic itself, choosing to grant power to those who know rather than believe.  Although he has few clerics, his temples are many, and the miniscule clergy he does have are plenty capable of carrying out his will.  It is often spoken, that when the final day has come, The great serpent of magic shall arise and do battle with the great serpent of lies.  This will be the day of truth, and all will be enlightened before the end is wrought upon the world.

[spoiler=Kharis]I'm working on a better name[/spoiler]

The greatest servants of the cuoatl made a pact with the eldest of the rainbow serpents at the begginning of the second age, to serve them eternally and to bear their symbol, in exchange for great learning.  upon the sealing of this oath, a new race was born into the world.  The Chosen of the Veil are 9 tribes, each devoted to the mastery of a school of magic.  Each bears feathers of a different color, and is adept in a different discipline.

[spoiler=Chosen of the Veil]The chosen of the veil use the stats for Raptorans found in Races of the Wild.  With the exceptionof their Wind Pact ability.  This ability is changed to grant a +1 Caster level bonus to the spells cast from the raptoran's chosen school, as determined by which tribe they're from.[/spoiler]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:56:54 PM
[ooc]Reserved for Titan information[/ooc]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:57:43 PM
[ooc]Reserved for Troll information[/ooc]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:58:08 PM
[ooc]Reserved for Ogre information[/ooc]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:58:32 PM
[ooc]Reserved for Lycanthrope information[/ooc]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:58:58 PM
[ooc]Reserved for Goblinoid information[/ooc]
Title: Godswalk
Post by: Numinous on June 17, 2006, 07:59:27 PM
Yuan-Ti

The Yuan-Ti are one of the key players in Godswalk, throughout all three ages.  Manipulating power from behind the scenes, nothing happens without their knowledge, or their consent.  Although much of the world is ignorant of their sinister motives, the snake men are always in control.  Thoroughly convinced of their own superiority, these abominations will stop at nothing to achieve supreme rulership of the whole world.

Yuan-Ti society throughout the ages...

[spoiler=First Age]In the first age, the Yuan-Ti were at the leading edge of society.  With a defined religion, and a massive capital city, they were the most advanced of the early civilizations.  Clearing the massive forests for their cities, and constructing obscenely extravagant temples to provide a suitable residence for their goddess, the Yuan-Ti were great architects.  With the most advanced military technology, the explorers of the snake-men often launched raids on the surrounding area, bringing home both treasure and slaves.  From this period of absolute of absolute superiority sprang their eternal belief of their own superiority, which would drive them onward until their final days.[/spoiler]

[spoiler=Second Age]coming soon[/spoiler]

[spoiler=Third Age]coming soon[/spoiler]

The Yuan-Ti all share a fanatical devotion to their goddess Onacium.  Although the lower castes sometimes stray from her worship, all Abominations dedicate themselves to her will.  As the epitomy of the treacherous ways her creations are so skilled at, she encourages betrayal and greed within her servants in order to cull the weak from their ranks.

[spoiler=Onacium]coming soon[/spoiler]

Throughout history, the Yuan-Ti have always been the masters, and others the slaves.  The Yuan-Ti began to develop breeding programs near the end of the first age.  The capture and use of Lizardfolk in these programs proved to be the most useful technique, resulting in the Vipers.  Designed to be disposable assasins, these reptilian humanoids are the most effective infiltrating agents for the Yuan-Ti.  Since a rogue group's alliance with the dromites however, not all Vipers are under control of the Yuan-Ti homeland.  For once, the snake men have become concerned, due to the presence of a terrifying potential theat.

[spoiler=Vipers]
[ic=Stat Block]
Vipers have the following in-game statistics...
    â,¬Â¢  +2 Dexterity, -2 Strength.
    â,¬Â¢ Small Sized
    â,¬Â¢ Viper base land speed is 30 feet.
    â,¬Â¢ +2 racial bonus on Bluff and Sense Motive
    â,¬Â¢ Cold Weakness (Ex): Whenever a Viper take cold damage they must make a fortitude saving throw, DC = damage dealt, or become fatigued.
    â,¬Â¢ Poison (Ex): Vipers have poisonous fangs that they can use to bite with. When making an unarmed attack they may chose to attack with their mouth dealing 1d2 damage + poison. This poison is injury delivered and has an initial and secondary damage of 1d3 str. Optionally, a Viper may milk their fangs producing enough poison for one dose. Vipers may milk themselves once per hour and the poison stays potent for twelve. Vipers are immune to their own poison (including that of other Vipers). The DC for the poison is equal to 10 + half the Viperâ,¬,,¢s HD + their con modifier.
    â,¬Â¢ Favored Class: Rogue.[/ic]
The Vipers appear to be scaled halflings, with coloring ranging from dull browns to obnoxiously bright greens.  Adept at infiltration, they have a natural persuasiveness and agility.  Although physically weak, they more than make up for this with their varied talents. [note]The Vipers were created by Raelifin, my homebrew race crafter.  All compliments on their total awesomness should be dirested at him.[/note]
[/spoiler]

Title: Godswalk
Post by: Numinous on June 17, 2006, 07:59:51 PM
[ooc]Reserved for Drider information[/ooc]
Title: Godswalk
Post by: Numinous on June 17, 2006, 08:00:26 PM
[ooc]Reserved for Doppelganger information[/ooc]