Welcome
This is the first made of my three campaign setting and it is the closest to the normal set of D&D rules and mood. It is also the most immediately usable, and is the only on i have run a campaign in (and at this point i time, the only one I would set a campaign in). This brings me nicely to my reason for putting a write-up of the setting up here on the forums way earlier than i planned to. The reason for this is that i plan to run a PbP in this CS in not to long and just wanted to get the stuff up here in at least some basic form. So, without further delay, the setting. Maestro, please...
This world follows many of the standard rules and elements of the standard d&d setting (i.e. the stuff in the book). The main races and classes will remain for the most part the same - although players can use pretty much any published class or race they may choose. The most important change made to the setting is that, at least technological development-wise, the setting occurs further along the tech ladder. There are the beginings of industry being brought into effect, steam-powered machines as well as some basic airships (yay zepplins) are being developed even as the campaign progresses, and gunpowder has been developed and spread to many different nations. While it has yet to be put into widespread use, due primarily to the difficulties of it's creation as well as superstition, gunpowder is far from rare. For those of you familiar with it, think of roughly the technology level prevalent in Warhammer. The central nation of the campaign, is the human nation of Eltabar. In times past, they humans of Eltabar and their dwarven and elven neighbours formed one great alliance that spanned much of a continent. This alliance remained strong for many centuries and finnaly found itself sorely tested by an invasion of the infernal legions of Hell 60 years ago. Though they were driven back, due in no small part to power struggles within Hell's own leadership, it came at a terrible cost. All three factions of the alliance were crippled, and fearing advantage being taken of their weakness, relations between the allies became strained, eventually bordering on downright hostile. In recent years they have returned to being civil to each other, but there is a constant air of hostility hidden underneath all their dealings.
This leaves Eltabar in a very dangerous position, surrounded on all sides by potential enemies. Both of their former allies, as well as a formerly hostile militant nation of goblinoids to the east, an uncharted desert filled with countless threats to the south, and a land even more in turmoil on the other side of their dwarven neighbours. This combined with the constant fear of another infernal invasion, leaves the citizens of Eltabar with a knowledge of these threats filled with fear. Needless to say, the upper levels of government do whatever they can to keep the peasant majority in the dark.
Table of Contents
[spoiler= Map of Aercada] (http://i36.photobucket.com/albums/e27/arthur_t/CBG%20stuff/Shadows-map-rough.gif)
This is a map of a large portion of south-eastern Aercada, specifically centered on The nation of Eltabbar which is the current focus of the setting.[/spoiler]
Nations
Eltabbar (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?20103)
Baldera
Silvaern
The Derenan Republic (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?21088)
The Sunspear Empire
Neato. Sounds like a simple and fun CS. I always thought that the Warhammer Fantasy setting would make a great place to run a DnD game in. Pistols and Cannons, eh? Those clean up goblins nicely. Sweet and simple setup for the politics, too. More detail is needed, of course, but I wouldn't clutter this CS up with overly complex creation stories or elemental theories. Some people put alot of effort into crafting a working pantheon and origin for their world... and I often feel that the effort could be better spent elsewhere. I'm not going to tell people how to have fun, the only thing I can pretend to do is to tell people how to make campaign settings I'd wholeheartedly approve of (and that's not important, unless people think their players might be like me).
Eltabbar
Capital: Luthton
Populations: 2,134,000 (75% human, 8% gnome, 4% halfling, 2% orc, 2% goblinoid, 1% dwarf, 4% other)
Government: Monarchy and Council
Imports: Lumber, Raw Ores, Spices, Sulfur, Cloth.
Exports: Fish, Grain, Livestock, Blackpowder, Ships.
Primary Alignments: LN, NG, LG
Major Religions: later
Though it has suffered much in the past century, and for a long time was falling into decline, Eltabbar is once more a nation on the rise. Still recovering from the devastating incursion by the forces of hell 60 years ago - a time known as the Hellgate Wars - things are finnaly beginning to look up again. Though relationships with it's dwarven and elven neighbors are still strained, it has begun to form treaties and trade agreements with the goblinoid Darenan Republic across the mountains to the east, and the alliances with their gnomish neighbors of Belmont Isle are stronger than ever. It is partially due to this that they have recently made such great advances into new technology. In the past few decades there have been minor skirmishes with many nearby nations and tribes but, other than a failed invasion by many of the tribes of the Sunspear Empire from the southern desert, all has been fairly quiet.
The current ruler, Dareon Brightmantle, was a great hero of the Hellgate Wars who was placed on the throne for his great valor and leadership following the butchery of the entire former royal family by groups of infernal assasins. He brought several of his companions into similar high places in the nobility - his brother Berin as a Duke and commmander of the armed forces, his long-time friend Voltan as the head of intelligence, and his lover Melara, a powerful mage herself, became his queen. Though she died at the hands of a fanatic some years later, she bore him a daughter first, who is growing into an even more cunning and adored leader than her father. Now in his ninth decade of life, Dareon ramains a strong leader, and his second wife bore him two sons, both much younger than their sister, who have also become strong leaders and taken posts in the leadership of the nation. Too many cooks spoil the broth though, and when a nation has too many leaders who are both capable and stubborn, something will have to give.
The country itself is divided up into 8 provinces, each under the rule of a Duke. Each provinces has smaller districts under the rule of a Magistrate. The Magistrates report to their Dukes and the Dukes in turn report to the King in the meetings of the High Council. The Council consists of the King and the 8 dukes as well as many other important figures such as the Master of Whispers (head of intelligence), the High Marshall (commander of the armies), Master of coin (head treasurer) and the High Admiral (commander of the fleet) and the leaders of many prominent churches and orginizations such as the current Grandmaster of the Brotherhood of Savants, or the Mage's guild. Two of the three children of the royal family sit on this council, but by virtue of Posts they hold rather than by blood right.
[spoiler=Life and Society]
Still to come...
[/spoiler]
[spoiler=Major Geographical Features]
Still to come...
[/spoiler]
[spoiler=Important Cities and Sites]
Luthton(the capital) named after St. Luthen
More towns to be namedâ,¬Â¦
[/spoiler]
[spoiler=Regional History]
Many centuries ago, back before the time of it's founding, the country now known as Eltabar was just a loose collection of human tribes. Often warring amongst themselves, and beset on all sides by their neighbors, these tribes were hard pressed and began a strong warrior people. Tribal borders and alliances were constantly in flux and for every bond formed between tribes formed by marriage or battle, another would split itself in two or be wiped out entirely by bands of marauding elves, goblins and giants or the militarily superior dwarven kingdom from the nearby mountains. Nothing much changed for many years until in response to a massive invasion of the goblinoids to the east a great leader arose. This was the man now remembered as Saint Luthen.
A powerful warrior and a better orator, he traveled the land preaching of racial unity and of the Seven Paragons. Almost overnight what had been a scattered and theologically diverse bunch of small tribes, suddenly became a single entity with a common goal â,¬' survival of the human race, whatever the cost. With weapons in hand and fiery sermons on their lips, the now united tribes pushed back against the gobbling forces and drove them away or slaughtered them at every turn. Of the invading warriors, barely one in three made it back without being either crippled or slain. With their newly formed nation and the thrill of victory still so fresh, they then struck outwards, driving back their old foes until they had solidified their borders. Save for the dwarves no nearby races cultures went unbloodied.
The following years were fraught with strife as the neighboring nations continuously
...................
[/spoiler]
[spoiler=Important Organizations]
[ic=The Colleges of Magic]
Most wizards of this Area of the world are either members of one of the 7 colleges of magic, or were at least trained by them. They form a wide-reaching network of powerful mages spread across the lands of Aercada and, although the colleges themselves are located in Eltabbar, sattelite campuses have been created in a few places. Any citzen of Eltabbar that shows a natural gift for magic is granted free entry into one of the colleges, often the Royal College. Others can as well gain entry, but their first few years of training require steep tuition fees, meaning that only the children of nobility or rich merchants can usuallly gain access.
There are 7 different colleges of magic. Six corresponding to the six schools of magic, and the seventh strictly for training the warmages of the Eltabbarian army in the art of battle magic.
The seven colleges are:
The Royal College (Warmages)
(Abjurers)
(Conjurers)
(Diviners)
(Evokers)
The Invisible College (Illusionists)
The Shifting College (Transmuters)
[/ic]
[ic=The Brotherhood of Savants]
Though they have been around in one incarnation or another for as long as there have been men trying to find a substitution for magic, it is only recently that they have begun to gain real prestige. They are the main driving force behind the surge of technological inovations of the past few decades and are a key element in cementing Eltabbar's place in the new world order. Just some of the key inventions to come out of their hallowed halls are airships, blackpowder, blightfire, more efficient agricultural and mining tools, and the greatly feared Forgeborn legions. Currently in developement are such things as improved versions of the Forgeborn, submersibles and merging magic and technology in the form of binding elementals into machines.
Originally founded by gnomes who travelled over to the mainland from their island home near the inlet of the Starholme Bay, it has grown and now includes many humans, dwarves and halflings, as well as a suprising number of goblins in recent years. Considered by many to be somewhat primitive by many, the goblin alchemists and engineers have actually been the innovation behind several key advances - specifically zepplins and the recent studies into submersibles. Though brilliant in their own way, goblins tend to be far better at the inspiration and brainstorming stage, but are frequently found lacking in actual implementing their ideas.
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[ic=The Red Cloaks]
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[ic=The Blackcloaks/The Shadowcloaks]
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[ic=The Kingsmen]
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[ic=Mariner's Guild Trading Company]
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[ic=The Merali Brotherhood]
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[/spoiler]
[spoiler=Plots and Rumours]
Still to come...
[/spoiler]
[spoiler=Major NPCâ,¬,,¢s]
[ic=High King Dareon Brightmantle]
[/ic]
[ic=Queen Maggiea Brightmantle]
[/ic]
[ic=Crown Princess Sarena Brightmantle]
Loved and adored by all. A brilliant leader both in the political world and tactically. Totally driven and ruthless when her people are threatened. Sarena is the image of the perfect leader. But under the perfect facade she presents to the world, she is a different person entirely. You see, she has a secret. All those years ago in the latter months of the Hellgate Wars, when her parents were members of a group of heroes rather than the rulers of the kingdom, they became embroiled in many infernal plots and battles. Though in the end they came out on top, unbeknownst to the rest, Sarena's mother Melara became possesed by an ambitious fiend named Korana that hid deep in her subconcious, subtly controlling her actions. In fact, through her intimate knowledge of hell's forces and political turmoil, this fiend was partially responsible for the eventual victory over the invading devils. When it was suggested that Dareon take the throne, he originally declined but it was his lover Melara under the influence of Korana that convinced him to accept, and then ruled at his side. From this union, Sarena was born and at birth, much of Korana's essence was transfered to the new child, leaving only enough of her spirit behind to keep Melara from realising what had transpired.
The child grew up with Korana as her constant secret companion, and they became strong friends, but Korana never tried to control Sarena's actions dirctly, both because they were already lifelong friends and simply because she couldn't - Sarena had far more willpower than most mortals could even concieve of. She grew into the strong and capable leader she is today, but always made sure to make allies wherever she could and now has far more contacts and influence than anyone, even her father the king, realises. In addition to being the heir to her father's throne she holds the post of Regent, allowing her to rule when her father is absent. She also has many allies in places high and low and has a strong following especially among those in favour of more aggressive foreign policies.
One of the most offsetting things, especially to those that have known her a long time, is her appearance. Though she is nearing her 60th birthday, she doesn't look a day over 40, and can pass for younger when she makes the effort. Sarena is by no means plain but, as far as physical beauty goes, she isn't anything special. Her charm comes from her bearing, wit and cunning and the fact that she always seems to know exactly what to say to any person she meets. She has many suitors, and is an almost compulsive flirt, but she has yet to take a husband and it looks like she never will. She does have at least three illigitemate children, but except for her most recent child - with a prince of Eltabbar's former elven allies on a diplomatic visit - none of them have been publicly legitimized or even have been seen much at all. There are rumours that they travel in secret doing their mother's bidding, but this has never been confirmed.
She stands a tall and lithe 6'3" and has vibrant green eyes and long black hair, which is usually tied back into a simple braid - although for special occasions she has a veritable army of maids and stylists at her beck and call, should she need them. The only evidence of here fiendish heritage in fact are eyes that turn a solid bright green when she looses her temper (which only happens rarely) and two scars running down her shoulderblades from whence bat-like wings erupt when she wills it. She has only done this very rarely though, since the pain is excruciating and it would give away a secret she tries so hard conceal.
[Sarena is a very powerful unique half-fiend warlock or sorceror]
[/ic]
[ic=Prince Elric Brightmantle]
Elric is the second of Dareon's 3 children but he is far younger than his elder sister. Though by all means capable, Elric prefers to live on the sidelines and will always defer to someone else's experience.
[/ic]
[ic=Prince Aaron Brightmantle]
While his brother is humble and unambitious, the youngest of the Brightmantle brood is exactly the opposite. Throughout his childhood, he ran with many bad crowds, always in search of followers and power anywhere he could find them. Now, at 26 he hasn't changed much at all. If anything he is worth since now he has become a bit more subtle and surrounds himself with many of the members of court that have porblems with his father and more importantly with his sisters ascending to the throne one day. Even though he is the youngest, he is headstrong and very ambitious, and many of his allies mean to place him on the throne above botyh his siblings. Though he lacks his sister's influence in the court, and Elric's with the commoners and the armada, he has much support in some of the more militant members of the armed forces and among many guilds and gangs in the seedier parts of the cites, as well as many foreign interests who would be interested in having a shallow, headstrong puppet to place on the throne.
Of his family, Aaron is the only one currently without a seat on the High council - a bone of much contention between him and his father and a major source of jealousy towards his siblings. He does still have access to the information through his uncle Berin who took him under his wing many years ago, but this means his uncle has total control over what information gets passed on, and this has kept him somewhat in check so far.
Aaron is a mid level Fighter/Rogue/Streetfighter.
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[ic=Silderanestra "Shimmer"]
Affectionately known as the "heart of the mountain", Shimmer has been a constant of Eltabbar since long before it was even called that. Many of the local legends revolve around her and every now and then a few fanatics will start to stir up a new cult proclaiming her to be a god. She looks upon these with amusement, but keeps a sure eye upon anything done in her name. The instant they step out of line and become disruptive or dangerous, she deals with they swiftly. Although she spends most of her time within her mountain, ammasing all the history and ancient knowledge she can, she is also very protective of her addopted neighbors in addition to her role as historian. This is unsuprising as she has watched all Eltabbar grow from a collection of small towns and tribes to the superpower that formed the lynchpin of the Great Alliance. She was a formdable ally against the invading infernal hordes, but most of the time she takes a supporting role and tries to aid the humans in solving problems themselves. Now, during the nations current decline, she still provides advice to the King, but keeps to her cave complex most of the time.
[Shimmer is a prismatic dragon of as yet undecided age.]
[/ic]
[/spoiler]
Huzzah for Zeppelins! How are you working them in your campaign? Do they run strictly by magical means, or do they actually use lighter-than-air chemicals (hydrogen I think?)like real ones? I have zeppelins in my campaign too, they run mostly on hot air, and are propelled by a team of small lightweight golems with a sort of sails they use as rudders and manually operated propellors for a little more go.
I'd like to see some more, though.
Lighter than air gases (helium in fact. or else hot air)/
They will use scientific means to float, but the propulsion could vary from sail oars, to peddal driven propellors, to bound air elementals in the most advanced ones. There may also be ones that have a boiler (possibly with abound fire elemental) that creates steam that both creats the hot air for bouyancy and turns a propellor's turbine. not sure yet as that is maybe higher tech than i want to use.
there may also be smaller faster non-balloon based ships that use magic and technology hybrids (air elemental engines with hydrofoil wings anyone?). They will be more akin to small one or two man fighters. Many of the kingdoms will have some kind of air cav.
Yeah, in mine, due to alchemy and stuff, I can justify chemicals or hot air, but actual steam engines seem a bit advanced to me. (though I remember hearing that a Roman almost achieved it . . . )
You know what I'm a fan of? Gliders. Give 'em something heavy so they can dive-bomb people with it, then pull up and soar away. :D All it really requires is a big enough wingspan (Hell, Leonardo da Vinci had plans for not only hang-gliders, but a frikkin helicopter!)
Updates to Eltabbar. More to come soon.
New Organizations added to Eltabbar.
Lot's of stuff about the royal family and the political maneuvering between them.
More to come tommorow.
Darenan Republic
Capital: Berada
Populations: 738,000 (44% goblin, 26% hobgoblin, 15% bugbear, 6% human, 8% other)
Government: Democracy
Imports: later
Exports: later
Primary Alignments: LN, N, LE
Major Religions: later
Though the Rebublic itself has only just recently come into being, the plains of Darenar have been home to massive goblinoid populations for as long as anyone can recall. Though up until recently they were a grouping of smaller tribes and military dictatorships,
[spoiler=Life and Society]
Still to come...
[/spoiler]
[spoiler=Major Geographical Features]
Still to come...
[/spoiler]
[spoiler=Important Cities and Sites]
Still to come...
[/spoiler]
[spoiler=Regional History]
Still to come...
[/spoiler]
[spoiler=Important Organizations]
[ic=]
[/ic]
[/spoiler]
[spoiler=Plots and Rumours]
Still to come...
[/spoiler]
[spoiler=Major NPCâ,¬,,¢s]
[ic=]
[/ic]
[/spoiler]
Common Races of Aercada
[spoiler=Humans] [note] On Humans and Psionics
One of the most curious facts about the human race is that they seem to have absolutely no psychic presence. All living beings have a psychic aura, called and Aeia, but like undead and constructs, humans simply show up as a void. This has been cause for both much concern and fascination among the elven savants. On the one hand it means that they are effectively invisible to detection powers and makes them very resistant to telepathic domination. On the other hand, since their detachment from the collective unconscious gives them a weaker sense of identity, they are often more vulnerable to mind-affecting spells - particularly those that play off of emotions. [/note]
Through some unknown quirk of fate, humans do not have an Aeia, the psychic aura that provides a being's sense of identity and links them subconsciously to all other beings through a great web. Due to not being connected to the Aeia web, humans frequently spend much of their life searching for a purpose, with which to fulfill this longing. Though it can take a human years to find a calling to fill the void - whether it be a religion, a career or a loved one - once found, humans are single minded and dedicated to the point of obsession. This fervor has allowed humans to find a sense of identity and survive in a harsh world; adapting to any circumstance and excelling at their chosen task.
Physical Description: A typical human stands a little below 6 feet and weighs around 150 to 200 pounds, with the males being noticeably taller and heavier than the females. Skin tones can vary from very pale to a light brown. Boroshi tend to have brown or black hair with beards and mustaches being very common, while those of Kaemin blood tend to have red or blonde hair. The nomadic Valenti people of the desert tend to stand shorter - around 5'8" - and have darker skin. Their hair tends to be black but a child will occasionally be born with bright fiery red hair. Humans tend to reach adulthood at 15 years of age and rarely live beyond a century, although the nomads have a noticeably longer lifespan - averaging around 120 years.
Relations:
The humans of Eltabbar are on at least civil terms with most of the other neighboring lands. Though relations with the dwarves of Baldera and the Silvaernan elves are currently, ties with the goblins of the Darenan Republic are stronger than ever. Most races tend to have respect for the humans, but there are those that don't think they deserve what they have. There are also many factions of humans that preach of racial unity and a return to the days of Saint Luthen, but they remain a minor radical group; at least for the time being.
Human Lands: The majority of the humans living in Aercada make up the nation of Eltabbar. Its human denizens are split between those of Kaemin blood who dwell mostly in the souther and western portions, and the Boroshi who lond ago came down from across the Nothern sea and now dwell mostly in the northern and central parts of the country. Humans have, however, spread across most of the continent and can be found pretty much anywhere. There is a conglomeration of pirate cities further to the North. There are nomadic tribes in the southern deserts. There are many still living in the elven and dwarven lands, as well as many who have emigrated to Darenar to the East or Golannia to the West. These lands and cultures are all covered in their respective descriptions.
Religions: Belief in an ideal - although not necessarily that of a deity - is almost universal to all humans, and is thought to be a result of attempting to fill the void caused by their lack of Aeia. Religion varies with culture, but most of the Eltabbarans revere the Seven Paragons. Eltabbar is a very theologically diverse nation though, so most anything is possible. Regardless of nationality, all humans find a cause and throw themselves into it with a fervor only shown by the most zealous of other races.
Language: Most humans speak Trade Common. Many Eltabbarans also speak one of the older dialects from before the Founding, such as Boroshan or Kaemin. The southern Nomads frequently speak Valenti - a mix of Common, Draconic and Ignan, while other humans tend to learn whatever are the native languages of their respective homes.
[spoiler=Racial Traits] [note=New Feats] Fast Learner [Racial]
New skills come quickly to you.
Prerequisites: Human, Int 13.
Benefit: All cross-class skills can be taken as class skills. The normal maximum ranks for cross class skills still apply. [this feat needs some work. I am not sure how it would work when it come to multiclassing]
Mental Study [Racial]
Through your study of Aeias, you are better able to resist mental powers.
Prerequisites: Human, Base Will save +2.
Benefit: Your racial bonus against Telepathy powers increases to +3 and the penalty against Enchantment spells is reduced to â,¬'1. Knowledge [Psionics] is always considered a class skill for you.
Mental Screen [Racial]
You gain insight into the user when someone tries to manifest a Clairsentience or Telepathy power against you.
Prerequisites: Human, Mental Study, Base Will save +3.
Benefit: When someone tries to manifest a Clairsentience or Telepathy power against you, you automatically detect it. If you make a Knowledge [Psionics] check of DC 5 + the userâ,¬,,¢s manifester level, you also gain knowledge of their approximate distance and direction relative to you. In addition, your racial bonus against Telepathy powers increases to +4 and the penalty against Enchantment spells is negated. [/note]
Boroshi Humans
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Immunity to Clairsentience psionic powers.
- +2 on saves against Telepathy psionic powers.
- -2 on saves against Enchantment spells.
- Humans cannot voluntarily fail saves against psionic powers (even harmless ones).
- Automatic Language: Common, regional language. Bonus Languages:
- Favored Class: Any non-psychic class.
Kaemin Humans
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- +2 on Bluff, Diplomacy and Sense Motive checks. Kaemin are very amiable and are excellent negotiators.
- Immunity to Clairsentience psionic powers.
- +2 on saves against Telepathy psionic powers.
- -2 on saves against Enchantment spells.
- Humans cannot voluntarily fail saves against psionic powers (even harmless ones).
- Automatic Language: Common, regional language. Bonus Languages:
- Favored Class: Any non-psychic class.
Valenti Humans
+2 Dexterity, -2 Charisma.
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- +2 on Initiative checks. Valenti are very quick to react
- +2 on Survival skill checks. Valenti can eke out a living almost anywhere.
excellent negotiators.
- Immunity to Clairsentience psionic powers.
- +2 on saves against Telepathy psionic powers.
- -2 on saves against Enchantment spells.
- Humans cannot voluntarily fail saves against psionic powers (even harmless ones).
- Automatic Language: Common, regional language. Bonus Languages:
- Favored Class: Any non-psychic class. [/spoiler]
[/spoiler]
[spoiler=Elves]
If there were to be one word to describe the elven peoples it would be stubborn. Exceptionally long-lived, many elves still recall how their culture and the world was many centuries ago and want nothing to change from that. Though there had always been beings with great mental power and force of will, the elves were the first to study and practice the disciplines of psionics. This is one of the main points in their arguments about the triumph of mortal will - with enough willpower and dedication one can manipulate the Aeia web that runs throughout the world using nothing but one's mind.
There are two common types of elves - the Silvaernan, or gray elves, and the Velaernan or sylvan elves.
Physical Description: At slightly over 6 feet, elves stand taller than the average human, although their lithe frames and hollow bones cause them to be much lighter. Male and female elves tend to be of similar build. Though not quick, as such, all elves move with a natural flowing grace and never see to be rushing even when they hurry. They tend to have very fine hair of varying colors - brown and black are most common so the Velaernan, while the hair of most Silvaernan has turned gray, silver or white by the time they reach adulthood - and many wear it in long elaborate braids. The Velaernan also frequently twine vines into their hair to extend it.
Relations: Though the Silvaernan elves often welcome travelers and traders that come to their island, they tend to not travel to other lands themselves. The opposite is true for the majority of the Velaernan elves - there are many that are overcome with a wanderlust to see the lands, but very few outsiders are ever allowed entry into the groves of their forest homes. Most elves dislike priest as well as other devoted followers of deities, and look upon them with a mix of pity and scorn. They see them as wasting their lives by devoting them to some being who claims to be their superior instead of trying to realize their own potential. Their attitude towards those who channel arcane magic is mixed. Those who have found ways to siphon of power without causing damage to the Aeia web or the world are respected, while those that simply rip away the power they need are hated and often mercilessly hunted down for their deeds.
Elven Lands: The isle of Silvaern, home to the Silvaerni, is a island out in the [name] ocean out past the former homeland of the gnomes. Though small, each of its citizens has had a long life in which to develop their skills and in addition to a formidable military and navy of feared Switftships, the nation has some of the world's foremost craftsmen and artists, as well as most of it's greatest philosophers.
The Forest of Shades is the home to the Velaerni, where they live in a mix of constructed stone and wooden buildings, caves and dwelling made out of still living trees that have been coaxed over the years into the desired forms. They are a very insular people and not many outsiders are ever allowed to enter.
Religions: A deeply spiritual people, elves for the most part believe in the power of sheer force of will and in the connections that bind all things through the Aeia web, but there are very few that follow any particular deity. In fact the rulers of the Silvaernan denounce the power of gods in favor of the strength of mortal spirit - the Aeia. Instead of priests, the culture is guided by the wisdom of the Philosopher Kings and all Silvaernan elves have at least a passing interest in introspective philosophy. The Velaernan elves instead have formed a deep kindred bond with the wilds around them. The largest concentrations of religious elves are the Silvaerni who remained behind in the forests of Eltabar.
Language:
[spoiler=Racial Traits] [note=New Feats] Mind Lash [Psionic, Racial]
You can form your Mind Blade into a long barbed lash.
Prerequisites: Velaernan elf or shape mind blade class feature, ability to generate a mind blade.
Benefit: Any time you wish to reshape you mind blade using your shape mind blade class feature, you can add spiked chain to your shape repertoire. You are proficient with your spiked chain mind blade â,¬' you are treated as if you have the Exotic Weapon Proficiency (spiked chain mind blade). The weapon is sized appropriately for you and deals damage as a spiked chain.
Silvaernan Empathy [Psionic, Racial]
You can use your Empathy psi-like ability more often.
Prerequisites: Silvaernan elf, Empathy psi-like ability.
Benefit: You can use your Empathy psi-like ability a total of three times per day.
Special: You can gain this feat multiple times. Each time you gain it, you gain an additional 2 uses per day.
Velaernan Mindlink [Psionic, Racial]
You can use your Mindlink psi-like ability more often.
Prerequisites: Silvaernan elf, Empathy psi-like ability.
Benefit: You can use your Mindlink psi-like ability a total of three times per day.
Special: You can gain this feat multiple times. Each time you gain it, you gain an additional 2 uses per day. [/note]
Silvaernan Elves
â,¬'2 Constitution, +2 Intelligence.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- An elfâ,¬,,¢s base land speed is 30 feet.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Naturally Psionic: Silvaerni gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source such as a psionic class.
- Psi-like Abilities: 1/day - Empathy. Manifester level is equal to 1/2 Hit Dice (minimum 1st).
- +2 racial bonus on Concerntrate checks. Concentration and any one Knowledge skill are always class skills for Silvaerni.
- Automatic Language: Common, regional language. Bonus Languages:
- Favoured Class: Psion.
Velaernan Elves
+2 Dexterity, â,¬'2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- An elfâ,¬,,¢s base land speed is 30 feet.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Naturally Psionic: Velaerni gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source such as a psionic class.
- Psi-like Abilities: 1/day - Mindlink. Manifester level is equal to 1/2 Hit Dice (minimum 1st).
- +2 racial bonus on Listen, Search, and Spot checks. A Velaerni who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Language: Common, regional language. Bonus Languages:
- Favoured Class: Mindblade. [/spoiler]
[/spoiler]
[spoiler=Goblinoids]
Physical Description:
Relations:
Goblin Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Warforged]
Created by some of the greatest minds of Eltabar as a safeguard against a possible future Infernal invasion, the Warforged and their predecessors were created to be the perfect fighting force and one that would be unswayed by the tricks and temptations of Infernal foes. Since that time there have been, and continue to be, many advances in their design, as they gradually get closer and closer to complete self-sufficiency.
Physical Description: Though they for the most part are roughly humanoid in shape and are created from assorted metals, stone and wood, as created beings, there is a huge variance in the appearance of various warforged. For the most part though, the older ones tend to be larger, bulkier and much worse for wear. Otherwise though, their appearance is up to the whims of their creators. Some choose a very utilitarian and uniform look, while others choose to make each a work of art and cover every surface with intricate etchings and designs.
Relations: Withing Eltabar and to a lesser extent the Derenan Republic there are mixed reactions to warforged. Many look upon them as noble creations and as the potential saviors of the land, whereas other are disturbed by them or even outright hate them on principle. Then there are those that view them as simple property and nothing more. The warforged themselves tend to judge each new person they meet at face value and very few have preconceived prejudices against any particular group. Outside of the lands where they are known, they are met with equal mixes of surprise, wonder and mistrust.
Warforged Lands: Though they primarily exist in Eltabar â,¬' the land of their creation â,¬' the Derenan Republic has recently made great advances in the art of creating warforged and many can now be found living amongst its goblinoid citizens. Many more warforged have been sent of wandered to other lands, as they slowly diffuse out from the country of their origin.
Religions: Very few warforged have yet grasped the concept of religion at this point in time. Though many are members of one church or another, they look upon this as simply a form of employment for the most part. Certain rebellious warforged have even taken it upon themselves to prove the impossibility of the existence of a god. They wander the lands preaching their aggressive atheism and seeking â,¬Å"new brethren to free from the oppressive yoke of religionâ,¬Â. They remain a small group of radicals for now, but their movement is gaining in momentum gradually, and warforged are nothing if not patient.
Language: For the most part warforged speak only trade common, if anything at all. There are those however that have been taught most if not all of the locally known languages and function for a large part as diplomatic translators. In addition all warforged can communicate with each other using seriesâ,¬,,¢ of clicks and whirrs â,¬' a form of communication that is very difficult for any non construct to understand and even harder to reproduce.
[spoiler=Racial Traits] [note=New Feats] Warforged may take the Adamantium Body, Improved Fortification, Mithral Body and Mithral Fluidity feats as described in MMIII. [/note]
Sentinel Class
+2 Constitution, -2 Wisdom, -2 Charisma.
- Medium: As Medium creatures, sentinels have no special bonuses or penalties due to their size.
- A sentinelâ,¬,,¢s base land speed is 30 feet.
- +2 on saves against Illusion and Enchantment spells, as well as Telepathy powers.
- -2 on charisma-based skill checks.
- Composite Plating: see Ebberon or MMIII.
- Living Construct Traits: see Ebberon or MMIII.
- Light Fortification: see Ebberon or MMIII.
- Automatic Language: Common, Machine. Bonus Languages:
- Favoured Class: Fighter.
Scout Class
+2 Dexterity, -2 Strength, -2 Wisdom, -2 Charisma.
- Small size: +1 bonus on AC, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on Grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A scoutâ,¬,,¢s base land speed is 20 feet.
- +2 on saves against Illusion and Enchantment spells, as well as Telepathy powers.
- -2 on charisma-based skill checks.
- Composite Plating: see Ebberon or MMIII.
- Living Construct Traits: see Ebberon or MMIII.
- Light Fortification: see Ebberon or MMIII.
- Automatic Language: Common, Machine. Bonus Languages:
- Favoured Class: Scout. [/spoiler]
[/spoiler]
[spoiler=Dwarves]
Physical Description:
Relations:
Dwarven Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Halflings]
Physical Description:
Relations:
Halfling Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Gnomes]
Physical Description:
Relations:
Gnome Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Kobolds]
Possed of
Physical Description:
Relations:
Kobold Lands:
Religions:
Language:
[spoiler=Racial Traits] [note=New Feats] Improved Split Aeia [Psionic, Racial]
You have firmer control over your Aeia.
Prerequisites: Kobold, Cha 13.
Benefit: Your equivalent manifester level for your split Aeia power increases by 3 (to a maximum of your hit dice). This increases the power point cap and increases your bonus power points according to Table 2-1 in the EPH.
Special: You can gain this feat multiple times. Each time you gain it, your equivalent manifester level increases by an additional 3.
Kobold Danger Sense [Psionic, Racial]
You can use your Defensive Precognition psi-like ability more often.
Prerequisites: Kobold, Defensive Precognition psi-like ability.
Benefit: You can use your Defensive Precognition psi-like ability a total of three times per day.
Special: You can gain this feat multiple times. Each time you gain it, you gain an additional 2 uses per day. [/note]
-4 Str, +2 Dex, -2 Wis.
- Small size: +1 bonus on AC, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on Grapple checks, lifting and carrying limits 3/4 those of Medium characters.
- A kobold's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Split Aeia: Kobolds have the ability to manifest the power Astral Construct as a manifester of a level equal to 1/2 their hit dice (round up). To manifest this, they use a pool of power points that is kept separate from any they may have from a psionic class. Their pool initially contains 1 power point, but they gain bonus power points for having a high Charisma score (use their equivalent manifester level, not their class level). The power may be augmented as normal. If the Aeia piece is slain then the kobold looses the ability to manifest this power until he has rested for a full 8 hours and gains a negative level until this time. This power does not allow a manifester to have more than one construct active at any one time.
- Naturally Psionic: Kobolds gain 4 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source such as a psionic class. These go into a separate pool than those granted by Split Aeia.
- Psi-like Abilities: 1/day - Defensive Precognition. Manifester level is equal to 1/2 Hit Dice (minimum 1st).
- +2 on Craft (Trapmaking) and Search checks.
- +1 Natural Armour.
- Automatic Language: Common, regional language. Bonus Languages:
- Favoured Class: Wilder. [/spoiler]
[/spoiler]
[spoiler=Minotaurs]
Physical Description:
Relations:
Minotaur Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Goliaths]
Physical Description:
Relations:
Goliath Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Raptorians]
Physical Description:
Relations:
Raptorian Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
[spoiler=Giants]
Physical Description:
Relations:
Giant Lands:
Religions:
Language:
[spoiler=Racial Traits]
- Automatic Language: Common, regional language. Bonus Languages: [/spoiler]
[/spoiler]
Still to come:
more? some lizard-men types, but desert dwelling instead of swamps.
This is just quick summaries for now.
Core Classes
Barbarian
Exist more or less as is. not neccessarily savages.
Basic class uses the Berserker Rage variant from PHB II (can't choose to rage. rages when hp drops below some level).
Whirling Frenzy, standard, and totem will all exist in other cultures around the world.
Bard
Bard i think will stay much as is (never been much of a fan of this class)
Cleric
Spontaneous domain casting.
that's about it i think
Druid
The variety of wildshape they use will vary by culture.
not sure which gets what yet, but the options are aspects, wild shaping and Shapeshift.
There are also normal companions, elemental companions, or no companion (druidic avenger or shapeshifting).
And there are the Drudic avenger and Swift Hunter variants.
I will make up a list of class packages based on culture, area and organization.
Fighter
Well ,fighter's pretty standard. Not much to change here. The abbilities from PHB2 are alowed and the Armoured Mage variant from CM is used often by Warforged and Dwarves, As well as certain groups of Hobgoblins.
Monk
TBC
I kind of like the fact that humans have no psionic presence or ability. It sets them apart from the other races (something I support to make them less boring and vanilla). Also, this could mean that because they do not rely upon magical powers, they must innovated and survive. Necessity becomes the mother of invention, and sheer brainpower and labor create their means of war and survival; the aforementioned technology. I like the idea, and I love the feeling it gives; that humanity has no special help or powers, and that anything gained or won is paid for in time, life, and blood. If you can't respect and admire that, then just play a 400 year old underwear model with pointy ears.
Apparently, this also makes them more vulnerable to attacks from psionic ability. I dont really understand how this will work, or what the desired game effect is, but I get the logic. Personally, I'm a big fan of humanity, and I'd give them either more resistance to psionic powers or make them just as vulnerable as everyone else. I wonder how this will effect them; perhaps they are quite paranoid and suspicious of anything that seems remotely capable of psionics... maybe some witch hunts? It would be very warhammer esque...
still pretty damn cool for a "standard" dnd game (sigh... I tire so of longswords and orcs ...sigh); and you get points for a campaign title that 1) actually has something to do with the game, 2) tells the reader something about the game, and 3) still sounds cool.
P.S. Fun historical fact: the vast majority of the worlds helium comes from one specific source in northern Texas. The Germans would have rather built their air ships with American helium, but the Americans weren't selling. Thus, Zeppelin was forced to use what they had; very dangerous and explosive hydrogen. If they had used helium, the Hindenberg disaster wouldn't have happened, and we might be seeing Zeppelins in the sky rather than 747's.
I agree with V-Lox. It's an interesting decision, and there is a certain appeal to a people that rely on wits not special powers or innate advantages.
Does this mean psionics is bigger in your setting than magic? Are they interchangeable? Or is there only psionics? (or did I just miss the answers to these questions early in a post?)
That's some of the coolest fluff I've seen for humans in a long time. Most campaigns just have humans as something of a default race (I'm as guilty as the next world builder when it comes to that), but here, they actually have something distinctive about them.
As for balance, I'd say that the racial traits are fairly balanced if magic and psionics are different. That is, if magic and psionics both exist, and humans are only immune to psionic detection, but not magical detection. On the other hand, if psionic detection is the only detection available and humans are immune to it, I'd say give them an extra psionics-related drawback. (Maybe they cannot choose to vuluntarily fail saving throws against harmless psionic effects, making them harder to psionically buff.)
Also, you might want to clarify what effects count as "detection" powers. Do only powers whose name includes the word detect count as detection powers? Do all clairsentient powers count as detection powers? What about powers that detect psionics; can they detect humans activating or carrying psionic items? Can they detect powers that are in effect on one or more humans? What about powers that merely improve the manifester's vision; do those count as detection powers when used to spot a human who would otherwise go unseen?
there is both arcane divine and psionics in the setting. I didn't go over this yet, but will explain some in the class section and then make separate "nature of magic" and "origin of psionics" posts.
the whole thing about the Aeia's will be explained in the psionic part, but basically, the Aeia is a mix between a souls/spirit/life force/aura/psyche/or whatever else it is that in a way helps people be who they are. The physical powers involve manipulating your Aeia into whatever the power may be (soulblades actually form their mindblades out of their Aeia). The mental powers work because all Aeias are connected in a great invisible web, and your can use the strands to "tug" on the target's Aeia. The strands are stronger (and larger, if you can see them) between family or others with close relationships to each other (this can also refer to a nemesis. basically anyone you have a connection with).
Humans do not have this web though. and they also can't use the Aeia to resist physical psychic attacks (i think i want to remove this bit. any ideas on some other drwaback to balance out the resistance?). they can use magic though. They do not have as much inborn talent as halflings, but they learnt how to channel it through wizardry from the dwarves long ago, and they have improved the art quite a bit.
basically the racial prefered magic types go thusly:
(pretty much everyone has divine spellcasters. elves tend to have divine minds/ardents)
-humans: wizards, warmages, some sorcerors
-elves: psions, mindblades, psychic warriors
-goblinoids: wu-jen, warmages, sorcerors
-orcs: sorcerors mostly
-halflings: sorcerors, beguilers, spelltheives
-dwarves: duskblades, wizards (very good at arcane magic)
-gnomes: some wizards (not much arcane magic)
-kobolds: wilders, lurks, dragon shamen
-warforged: warmages, wizards
-minotaurs: sorcerors (not much arcane magic)
-goliaths: some sorcerors, some psychic warriors (mostly use divine magic)
-raptorians: sorcerors, wu-jen
-giants: sorcerors, wizards
there are many exceptions. these just tend to be the most common arcan/psychic classes for each main race
Quote from: http://en.wikipedia.org/wiki/Inverse_Ninja_Effectiveness_Principle#The_Inverse_Ninja_LawInverse Ninja Law[/url].
Y'know what. I think that idea could work pretty well and makes a lot more sense than some other ideas i've had. I'll give it a shot.
Lots of updates made to the Races post. I'm slowly working my way through them. Human, elf, warforged are done and kobold has the racial traits finished. I would highly appriciate any critique on whether the new racial traits look balanced, as well as what you think abou the more fluffy parts of the descriptions.
Also, eltabar has the first part of it's history written out. More to come later. (i have more written but am not currently satisfied with it).
Class summaries are next after the races.
Then more work on nations.
And then the gods, organizations and the natures of magic and psionics (actually, these may go before the nation suff).
Religions and spellcaster groups
Currently just throwing out the main ideas i have. To be organized and filled in later.
The Seven Paragons
Primary religion of Eltabar. Slight spread to other places.
-Mostly human and gnome worshipped, with some goblinoid, elf, dwarf and halfling folowers.
-7 archangels, each for a virtue. plus many saints, and other angels of assorted ranks.
-Clerics mostly. Paladin and monk orders as well (not sure how paladins will work yet. I think they will be a small collection of paragon-specific prestige classes, instead of a base class)
Elementalism (will have some other name likely)
Primary religion of Darenar. Has spread to other areas, but with different organization.
-Mostly goblinoid followers. Some humans have been taught.
-no gods as such, but rather tapping into one part of the elements that make up everyone. (air is wisdom and forthought, earth is dedication and protection of others, fire is creativity and passion, water is negotiation and nuturing. plus the 5th part, which is the Aeia, but not many tap directly into it - see the Aeia disciple PrC (basically the Void Disciple PrC)
-Darenar has a caste system (roughly the castes are air=leaders and advisors, water=healers and diplomats, fire=artists and scientists, earth=workers mostly. also is 2 special castes. metal=very dedicated soldiers, and the Aeia disciples who belong to no caste and all of them)
-mostly are wu-jen and shu-jen (shugenja). [in the goblinoid language "jen" can mean any of "self", "element", "four" or other things based on the context. So wu-jen is "one element" or "one of four", while shu-jen is literally "whole self", but it is often translated as "all of the elements. Genie, djinn and jann all come form the same "jen" root]
more coming, but for now i have homework to do.