I will be working on a world i have recently created for the next couple months. me. DO NOT POST HERE. a discussion thread will EVENTUALLY be provided.
Creating this world might take a while. I hope you like the end result :) !
Discussion Thread is located Here (http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?35365)
The World of Felyaern:
Edit:Huh? map isnt showing
this should work now
OLD MAP
(//../../e107_files/public/1185513350_411_FT35341_map_of_felyaernpolitical_copy_.jpg) (//../../e107_files/public/1185513350_411_FT35341_map_of_felyaernpolitical_copy.jpg)
NEW MAP IS UP
this is a two-dimensional representation of a three-dimensional world.
Updated maps and maps of The Isle of Blood, Grentryyl, Quilnar, etc. coming soon.
POPULATION
Isle of blood: Humans/necromancers/undead
Quilnar:dwarves/gnomes/elves/humans/halflings
Zraal Islands: Lizardfolk/Orcs/Kobolds/halflings
Gentryyl:Elves/Dwarves/gnomes/halflings/humans
Isle of Ulyunvark: goblins, hobgoblins, bugbears
Wild Faction(40%)
{Kobolds(17%)
Orcs(12%)
Lizardfolk(11%)}
Old Ones(30%)
{Gnomes(15%)
Dwarves(8%)
Elves(7%)}
Halflings(13%)
Outcast(10%)
{Humans(7%)
Necromancers(3%)}
Goblinoids(7%)
{Goblins(4%)
Hobgoblins(2%)
Bugbears(1%)}
[spoiler Felyaern]The current year is 3 AHYW(After Hundred Year War). The world of Felyaern has just gone through a 100 year war taking place all over the world. about 300 million people died in a grueling war between Human/Undead versus Kobolds/lizardfolk/orcs/ versus Elves/gnomes/dwarves.
The wild faction(kobolds/lizardfolk/orcs) originated in the Zraal islands. humans,elves,gnomes, and dwarves in Quilnar. Halflings have recently been found living in the far east of Grentyyl and gnomes, dwarves, and elves mainly live in Grentyyl also.
The war originally began between the wild faction and necromancers/ humans when, on a diplomatic mission from Quilnar, a human assasinated the high council of the wild faction. The wild faction attacked the humans with a deadly, recently new developed weapon known as the cannon. In that battle, the corpses were stolen by the humans and re-animated as undead. The humans eventually took that to an extent which disgusted the old ones(elves/dwarves/gnomes) and they left to Grentyyl. some stayed for they were fascinated by necromancy. On their way to Gentryyl, they were ambushed by humans. Of the 537 ships that left, only 113 made it. They went to war with the humans and allied with the wild faction but it soon fell apart due to fighting between the elves and orcs.
The old ones realized that they couldnt win this war. there were too many humans and too many of the wild faction. they surrendered to the humans but during that time, the wild faction sent out ships to destroy key points in the humans defenses and kill their leaders. they succeded and the humans surrendered to them. Humans that partook in the war and necromancers were exiled to the Isle of blood(during the war, over half the people died in naval battles in what is now known as the Ocean of Blood. The Isle of Blood is in the ocean of Blood).
There is an uneasy truce between the remaining humans, the old ones, and the wild faction. The halflings as it turns out have been watching the war the whole time and are an ancient crossbreed between gnomes and very small fey such as pixies. The goblins, hobgoblins, and bugbears have also recently been discovered on the island of Olyunvark. It seems they were oblivious to the war the entire time.
During the war, most monsters remained unchecked and began repopulating much of the unexplored areas of Felyaern. Currently, most nations are putting most of their efforts into cutting down the monster population again as to protect citizens.[/spoiler]
[spoiler Isle of Blood]The Isle of Blood was magically created from the blood of the deceased as a jail for the humans which fought in the HYW and those who practice Necromancy. There is an impassible wall around the outside of the Island originally created to keep anyone from escaping. The land which is not built upon is a desolate area where nothing lives. Sand is the only thing there beside the jail and the wall. [/spoiler]
[spoiler History] [spoiler 1 HYW] When the Humans attack the High council of the wild faction, The hundred year war begins.[/spoiler] [spoiler 3 HYW]The cannon is invented by kobolds by stealing the gnomish gun technology and mixing it with their traps. The wild Faction attacks the humans.[/spoiler] [spoiler 5 HYW]Humans invent the art of Necromancy[/spoiler] [spoiler 13 HYW]The Old ones leave the humans at Quilnar and set sail for Grentyyl where they are attacked by a human fleet for leaving the human army.[/spoiler] [spoiler 14 HYW] The old ones enter the HYW and allie with the wild Faction.[/spoiler] [spoiler 21 HYW]The alliance between the Wild Faction and the Old ones breaks apart due to fighting between orcs and elves.[/spoiler] [spoiler 24 HYW][/spoiler] [spoiler 30 HYW] The Old ones and Humans began using cannons.[/spoiler] [spoiler 48 HYW] The nearly wiped out monster population, given plenty of time to reproduce, increases and begins to cause trouble for the three armies.[/spoiler] [spoiler 69 HYW] The elves, nearly wiped out retreat to the forests of gentryyl, leaving gnomes and dwarves to fight for themselves.[/spoiler] [spoiler 74 HYW]Psionic powers, previously only seen in gnomes and elves, begin manifesting themselves in the other species. It is currently unknown why.[/spoiler] [spoiler 83 HYW] The elves reapear in greater numbers and join in the war once more.[/spoiler] [spoiler 89 HYW] The Old ones finally see that the war is a lost cause: There are too many humans and much too many kobolds and orcs.[/spoiler] [spoiler 94 HYW] The Old Ones officialize their surrender to the humans. While that happens, the wild faction makes one last desperate attack on the human capital. Although many are lost, they succeed and force the human king and other major necromancers to surrender.[/spoiler] [spoiler 97 HYW]The whole human army has finally surrendered and the Isle of Blood's creation has begun.[/spoiler] [spoiler 98 HYW] The Old Ones sign The Treaty of Afnaar with the Wild faction in which the two factions will support eachother through resources and intelligence and the humans that did not partake in the war are to be left alone on Quilnar.[/spoiler] [spoiler 100 HYW]The Isle of Blood is completed and the humans which partook in the war and all necromancers who do not give the art up are jailed in the Isle of Blood. Some necromancers escape the authorities before they are taken to the Isle of Blood. Necromancy is outlawed.[/spoiler] [spoiler 1 AHYW(After Hundred Year War)] Halflings discovered on the eastern edge of Grentyyl. Many begin migrating towards Quilnar and Zraal.[/spoiler] [spoiler 2 AHYW] Goblinoids discovered on the newly found Isle of Olyunvark[/spoiler] [spoiler Now] The current year is 3 AHYW. Now, the world's main concern is monsters. They Have infested many areas while people were unaware during the HYW. There have been many reported kills and small villages have been overriden by them. The world is in high demand for adventurers.[/spoiler] [/spoiler]
the world of Felyaern has a small amount of technology: pistol/rifle,ships, cannons
[table=Firearms]
[tr][th]Weapon[/th][th]Cost[/th][th]Dmg[/th][th]Critical[/th][th]range Increment[/th][th]Weight[/th][th]Type[/th][th]Weapon Group[/th]
[tr][th]Pistol[/th][td]400 gp[/td][td]1d8[/td][td]x4[/td][td]20 ft[/td][td]3 lbs.[/td][td]1H[/td][td]pistols[/td][/tr]
[tr][th]Musket[/th][td]700 gp[/td][td]1d12[/td][td]x4[/td][td]40 ft.[/td][td]12 lbs[/td][td]2H[/td][td]Rifles[/td][/tr]
[tr][th]Barrel Revolver[/th][td]350 gp[/td][td]1d6[/td][td]x4[/td][td]15 ft.[/td][td]5 lbs[/td][td]Light[/td][td]pistols[/td][/tr]
[tr][th]True Revolver[/th][td]700 gp[/td][td]1d8[/td][td]x4[/td][td]10 ft.[/td][td]5 lbs.[/td][td]1H[/td][td]pistols[/td][/tr]
[tr][th]Winchester[/th][td]900 gp[/td][td]1d10[/td][td]x4[/td][td]30 ft.[/td][td]8 lbs.[/td][td]2H[/td][td]rifles[/td][/tr]
[/table]
Barrel Revolver- A barrel revolver has three identical barrels that can be manually rotated (quick action) and fired without reloading. After all the barrels have been emptied, it takes 4 rounds to reload the weapon. This weapon cannot be dual-weilded.
Snaplock Musket- This weapon takes 2 rounds to reload. It cannot be dual-weilded.
Snaplock Pistol- This weapon takes 2 rounds to reload. It can be dual-wielded if the character using it is proficient with the weapon and has the Two-Weapon Fighting Feat (pistols).
Revolver - A weapon of exceptional quality, the revolver uses a ring-shaped cartridge to house 5 bullets which can be fired simultaneously without reloading. It takes 6 rounds to fully reload a revolver after emptying it, or 1 round for a single bullet. A revolver is considered a masterwork weapon.
Winchester - The Winchester sports a shorter and wider-caliber barrel than the standard rifle. It takes 1 round to reload. The Winchester is considered a masterwork weapon.
[table=Munitions]
[tr][th]Type[/th][th]Cost[/th][th]Weight[/th][th]Amount[/th][/tr]
[tr][th]Pistol[/th][td]12 gp[/td][td]1 lbs.[/td][td]10 rounds[/td][/tr]
[tr][th]Musket[/th][td]14 gp[/td][td]1 lbs[/td][td]10 rounds[/td][/tr]
[tr][th]Barrel Revolver[/th][td]10 gp[/td][td]1 lbs[/td][td]9 rounds[/td][/tr]
[tr][th]Revolver[/th][td]12 gp[/td][td]1 lbs[/td][td]10 rounds[/td][/tr]
[tr][th]Winchester[/th][td]10 gp[/td][td]1 lbs[/td][td]8 rounds[/td][/tr]
[/table]
[table=Hybrid Weapons]
[tr][th]weapon[/th][th]cost[/th][th]damage[/th][th]critical[/th][th]range increment[/th][th]weight[/th][th]type[/th][th]Weapon Group[/th][/tr]
[tr][th]Gunblade[/th][td]1300 gp[/td][td]1d8 S/1d8 P[/td][td]19-20, x2/x4[/td][td]10 ft.[/td][td]7 lbs.[/td][td]1H[/td][td]Hybrid Firearms[/td][/tr]
[tr][th]Gunblade,Heavy[/th][td]1800 gp[/td][td]1d10 S/1d12 P[/td][td]19-20, x2/x4[/td][td]10 ft.[/td][td]7 lbs.[/td][td]1H[/td][td]Hybrid Firearms[/td][/tr]
[/table]
Gunblade (and Heavy) - The gunblade is a combination of a sword and a pistol. The barrel of the pistol sits flush between the two blades of the sword. The crossbar is bent down towards the haft of the blade on one side and doubles as a squeeze trigger which fires the gun. Firing the gun is a full round action. For purpose of attack rolls, the attacker must decide whether he is using the gun or the blade prior to making the attack. A heavy gunblade is housed within a bastard sword, and all normal rules for bastard swords still apply. In order to use these weapons proficiently, a character must have the Hybrid Weapons feat (weapon proficiency).
Munitions
Gunblades use pistol rounds.
Heavy Gunblades use Rifle rounds.
RACES
races:
Elf
Human
Dwarf
Gnome
Kobold
Lizardfolk
Goblin
Orc
Halfling
Hobgoblin
Bugbear
all races get the languages of the other races of their faction as bonus languages. Halflings can choose to have bonus languages of the wild faction or the old ones
In The World of Felyaern, Lizardfolk have the following racial traits:
- +2 Strength, +2 Constitution, -2 Intelligence
-Medium Size
-A Lizardfolk's base landspeed is 30 feet
- +1 natural armor bonus
- Natural weapons: 2 claws(1d4) and bite(1d4)
- Special qualities: Hold Breath (A lizardfolk can hold it's breath a number of rounds equal to 4 times it's constitution score before it risks drowning
-Automatic Language: Common, Draconic. Bonus Languages: Aquan, goblin, Gnoll, Orc
-Favored Class: Druid
-Level Adjustment: 0
Hobgoblins have the same racial traits as in the monster manual except when noted:
+2 Dexterity -2 charisma
+2 racial bonus on Move Silently checks
+2 natural armor bonus
level adjustment: +0
Favored Class: Samurai
Bugbears have the same racial traits as in the Monster manual except when noted:
+4 strength +2 dexterity +2 Constitution -4 charisma -2 intelligence
no racial hit dice,skills, or feats
+2 natural armor bonus
+2 racial bonus on move silently checks
Favored Class: Fighter
Level Adjustment: +0
MAGIC AND PSIONICS
standard D&D magic/ psionics system
in felyaern, magic and psionics are freely available.
[spoiler CLASSES] [/spoiler]
NEW MAPS:
(//../../e107_files/public/1186447963_411_FT35341_map_of_felyaernpolitical_edited2_.jpg) (//../../e107_files/public/1186447963_411_FT35341_map_of_felyaernpolitical_edited2.jpg)
MORE MAPS:
(//../../e107_files/public/1186449618_411_FT35341_gentryyl_edited1_.jpg) (//../../e107_files/public/1186449618_411_FT35341_gentryyl_edited1.jpg)
(//../../e107_files/public/1186449618_411_FT35341_isle_of_blood_edited1_.jpg) (//../../e107_files/public/1186449618_411_FT35341_isle_of_blood_edited1.jpg)
(//../../e107_files/public/1186449618_411_FT35341_olyunvark_edited1.jpg)
The black line surrounding the Jail on the Isle of Blood represents the impassible wall built there to keep anyone from escaping
RELIGION
[spoiler PANTHEON] [spoiler Hunnyu][/spoiler] [spoiler Graac][/spoiler] [spoiler Veerash][/spoiler] [spoiler Nogunnbok][/spoiler] [spoiler Duthur][/spoiler] [spoiler Saazuut][/spoiler] [spoiler Goccuroyburg][/spoiler] [spoiler Sheerol][/spoiler] [/spoiler]
Quilnar:
(//../../e107_files/public/1186504074_411_FT35341_quilnar_copy.jpg)
Cosmology
Zraal Islands:
(//../../e107_files/public/1186605762_411_FT35341_zraal_islands_with_city_edited2_.jpg) (//../../e107_files/public/1186605762_411_FT35341_zraal_islands_with_city_edited2.jpg)
Alignment
In Felyaern people are not distinguished by being good or evil but rather by chaotic or lawful. Everyone has there own veiw on good and evil; for example, the human necromancers thought they were doing the right thing in sending the man to assasinate the council members who were leading the wild faction: they thought they were going to lead the rest of the wild faction to war against the humans. The humans tried to prevent it. When the wild faction attacked with the cannon, they needed a weapon to combat it: necromancy. Most humans identify the wild faction as evil while in turn, the wild faction believes humans are evil. Most see the Old ones as neutral.