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The Archives => Homebrews (Archived) => Topic started by: Kaptn'Lath on May 27, 2008, 12:38:52 PM

Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: Kaptn'Lath on May 27, 2008, 12:38:52 PM
Hello All, this is my first post here after trolling for the last year and a half working on my world. This has been a great place to regain lost inspiration or just to help fill in little details. So here is Tu'loras. WIP

Welcome young one I have heard that you seek to leave your home and explore Tu'˜loras for all it has to offer. I wish to tell you what I know of this world, and all the dangers and wonders that reside in our special land. I once was as young as you though it was along time ago indeed. There is much you must know before you decide to charge off calling your self an "adventurer". I have seen un mapped vast of pristine wilderness, elegant High Elven airships, intriguing Gnomish war-automatons, and countless men die on behalf of Gods you have never heard of. And yet there are things even grander still that have not been seen in countless ages. The wise among us choose the safe life you seek to leave behind, living in seclusion behind walls and men-at-arms.  To travel this land by horse alone would be folly, as your life would be wasted with a sore arse and endless views of wilderness. Civilized lands if you wish to call them, are spread out like stars in the great darkness. If you look in the night sky however you will see the stars lie in constellations and tight patterns. Thus there are scattered pockets of lands of law and morality.  Out there still are the fading stars of past glory. Gnomes fight desperately to hold on to their homeland from vast armies of Ogres and their Drow Allies. Nearly all of the human lands where once part of a great republic that struggles still against the scourge not for glory or expansion dreams but simply for survival and the hopes of their children. Broken remnants of the Republic can be found trying to regain the great ideals that stood as pillars in the founding of the Republic. Ringing the Gharrowein Sea simple folk struggle to regain their lost unique history and claw their way back from the precipice. In a sea of gold sand, the darkened people of the desert fight not invaders or merciless monsters but their desolate home and social inadequacies from generations of slavery and depravity at the hands of the Drow. Imams of the Goddess Istry look inward after years of warfare with the Hoard and religious Jihads against the Republic. There exists rich and lustrous civilizations hidden in secluded rainforests unknown to the rest of the world. In the far east armies of Samurai warriors wielding musket and cannon wage war on the dominating Mind-Flayers and their psionic slave Empire of Khin. Among the war, monks try to live a life of total grace and peace. The Dwarves utterly ravaged during the scourge fight to regain lost homes and revenge for countless atrocities. Dwarves are usually bitter and reserved to the races that left them to take the worst of the Hoard, namely Elves. However recently enclaves of High Elves  have appeared all over Tu'loras to help contain the remains of the great Hoard.

- Olwin Tarn 6574


Introduction

   Behold the mirror you hold in your hands, as its reflection twists and becomes something so much more. Welcome to the world of Tuloras, a twisted fantasy reflection of our own History. Tuloras was developed so that each culture, land, and people have real world influence, however with their own unique history, personalities, and stories, steeped in magic and legend.
   Tuloras does have its own defining trait, that explains the plethora of races and life on Tuloras. Tuloras rests at an intermittent nexus with other material planes. At any given moment some part of Tuloras has intersected with another world. These phases only change the very top of the land so entire geographies are not changed, however plant and animal life can appear in bizarre climates and altitudes. Most are small, sporadic, and only lasting moments, to hours. This gives Tuloras an almost impossibly sustainable ecology of plants and animals, but the influence of the small occurrences is almost negligible to the world as a whole, as Tuloras
itself is adept at absorbing foreign life and accepting it.
   However every 500-2000 years a major phase occurs. Hundreds of square miles are erased and replaced another land, including settlements, and people. These major events are responsible for bringing the major races to Tuloras.
   Also what most  gamers would expect in a fantasy game can also be found, Odd wizards in towers, forgotten ruins, Elven Airships, Gnomish Automatons, and Dwarven cannons. However Tuloras was built upon the points of light principle before it was applied to campaign settings, and most of Tuloras is unclaimed wilderness, separating and isolating the various high powers, and simple folk.
   You wont find warforged, but in some isolated areas Gnomes pilot steam and magic powered Automatons in battle. There are no great magic railways, or fleets of flying vessels, but there are a handful of great sailing vessels that have been imbued with Elven high magic, and do fly, held by only a small number of nations or powers. The Gnomes and Dwarves have small steam powered underground mining carts and trains, build together during the Scourge.
   The Scourge itself is the defining moment of the current situation in Tuloras. Only a scant 350 years ago the last great nexus brought Orks, and their Troll brethren to Tuloras. Evil and destructive races coming to Tuloras had happened befour however this time was disastrous. The Ork pantheon itself lead the Gods of the other dark races against the Gods of Light. The down fall of most evil races, is cooperation, however the Orks cunning and intelligent, co-led a mortal alliance of Goblins, Trolls, Kobolds, and Ogres with the Drow.
   In irony the forces of reason stood apart.  The Gnomes, old enemies of the Ogres were drawn into the war without choice, however geographically where relatively isolated. The Elves, still in shock from their race being sundered from religions persecution and atrocities and enjoying geographical distance from the frontlines hide in their homeland for most of the war. The Hin, spread across Tuloras, tried desperately to rally support, and help the simple people of the lands ravaged by war.
   This left a great Human Republic that dominated the mainland, weakened by religions war with the southern continent, and the Dwarves to stand at the forefront of the Orks, Kobolds, Goblins, and Trolls. The Dwarves fought for their underground halls and homes with ruthless fervour and stalwart determination, however grossly outnumbered the losses slowly mounted. In the darkness under the mountains, at every loss, the Dwarven people suffered countless atrocities. This has lead to a great resentment in Dwarves directed at the Elves for their reluctance to join the war, to leave the Dwarves to take the brunt of the Hoard. The Human Republic was all but shattered as the Scourge poured across the continent killing, looting, and razing as they went. The Republic still fights the remains of the Scourge, desperately holding on to their remaining land and way of life.
   The most damage was suffered by the lands once held by the Republic, as the population of these lands was decimated and most towns and settlements where ruined. Entire provinces were reduced to  fledgling towns of desolate peasants trying to rebuild  in the ruins. Some trying to rebuild the ideals brought to them by the Republic, some try to regain their lost individual heritage. The Orks armies where scattered, not destroyed and tribes struggle against their new neighbours.
   The southern continent was largely untouched during the Scourge however after generations of losing wars against the Republic, the leaders of the south look for peace and prosperity. Southern markets swell as the south becomes rich dominating trade with the mainland.
   To the far East, past wild jungles, and warm seas, Monks live in seclusion and peace, while cannon backed samurai war on the Mind Flayer slave empire of Khin. The Mindflayers are using their empire as a starting point to dominate all of Tuloras. Noble samurai, and the eastern innovation of Nippon stand against their slave armies.
 
Magic

   Tuloras is a world that's history is defined my magic. Magic nexuses to other worlds brings unexpected  immigrants to Tuloras. Dragons lair in the most secluded corners of Tuloras. The Hin where taught Druidic magic by the Fay, and they have taught it to individuals of all races. The Elves have brought the power of Arcane magic with them to Tuloras, and recently have started to share its secrets with other races. Priests, Clerics, and the devout of all deities wield prayers and faith with the same power, while in the east the mind is the means used to control magic. However no matter how one taps into the power of magic, all of its powers are open to be learned.

Rules Summary

   Tuloras is a d20 Fantasy campaign setting, however some changes to the d20 system are present here. There are seven main attributes, instead of six as Physical Beauty is separated from Charisma, mostly for roleplaying purposes.
   Combat has been enhanced to include hit location, for more realistic combat. To make an attack, one much roll a d12 to confirm location (ex. Right arm, Chest, or Head), these 12 locations relate to 3 different Armour classes, based on location (ex. Torso, Limbs, and Appendages). Then make a d20 attack roll against the Armour class of the location. Roll damage as normal. If you inflict more than half the targets hit points in one attack you injure that body part. Injuries are noted on a table divided into damaged by blunt weapons and damaged by slashing or piercing weapons. To contrast this the attack actions have been simplified to Standard Action, Full Round Action, and Free Action. Standard action encompasses both attack actions and move actions. Which means you can take up to two attack actions per round, both utilizing you full attack bonuses. Full round actions are simply for, coup de gras, Charge, loading a heavy crossbow ect. Free actions are limited by the DM, and include all simple, free, and quick actions.
   Tuloras uses only the three generic classes from Unearthed Arcana, modified for balance in Tuloras. The classes do not define your profession or title, but is your tool box to do your job, or live up to your title. Most class abilities from the standard and expanded classes are available as feats, however usually with some prerequisites.
   Weapon Group feats from Unearthed Arcana, and Tuloras's own unique Armour feats, are used to give more choice, diversity, and flavour to the players. Weapons are grouped according to similarity in use rather than Simple, Martial and Exotic. The Light, Medium, and Heavy armour feats relate to a maximum total armour weight with the player being able to piece mail her own armour choice, based on body location.  

Alignment

   Tuloras, although d20 based, uses the seven alignments from Palladium Games Rifts. This alignment system uses two Good alignments, two Selfish alignments, and three Evil alignments to reflect a more realistic portrayal of behaviour.

Planar Cosmology of Tuloras

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   The cosmology of Tuloras is cyclical in order. Tuloras itself is used as a starting point or point of view, so at the center is the world Tuloras (representing the whole material plane). The planes are on two different levels, with the four elemental planes on the bottom acting as the foundation for the various planes above. The material plane is where the four elemental planes meet themselves, causing a tunnel up to the soul planes, allowing matter and life on Tuloras.
   Surrounding and penetrating Tuloras is the dark Plane of the Restless Dead, and the Plane of Everlasting Life. Mortals of Tuloras who are not devoted to any particular God are deemed the Faithless. These souls are judged by Death, those deemed wicked wander the Plane of Restless Souls, a plane of darkness and evil. Some times these souls cross the boarder between it and Tuloras in the form of wraiths, shades, and other evil incorporeal undead. Some refer to this barrier as the River Styx.
   Those souls judged worthy are brought by Death to the Plane of Everlasting Life, a paradise of good and happiness. As the Plane of Restless Dead is a lifeless void, the Plane of Everlasting Life is garden of animals and plants, life teams everywhere.
   Surrounding the two soul planes, are to rings of divine planes. Closest to Tuloras is the seven homes of the Great Old Ones of Tuloras. The Gods of Good are at the edge of the Plane of Everlasting Life, while the Gods of Evil edge on the Plane of the Restless Dead, with the neutral Gods bordering on both.
   On the outer ring are the homes of the racial pantheons. The Gnomish, Elven, Dwarven, and Human pantheons on the positive energy side, with the Ork, Ogre, Drow, Goblin and Kobold pantheons on the negative energy side. The elemental planes give influence to the spiritual planes above.

Religion in Tuloras

   Religion in Tuloras is a major influence on the world. Holy wars, wealthy churches, and ruined temples all leave there mark on Tuloras. The Gods themselves do not touch Tuloras directly, but their churches and clergymen dominate every social landscape and major event in history. Every major race other than Hin have brought with them their own pantheons of Gods. Gnomes have  Lindle, Gond and Garl as their patrons.  Goblins have Gurkshrak and Jabarok, while Kobolds pay homage to The Lurker. The Elven pantheon was sundered  over a millennia into two groups, High and Dark. The High pantheon is lead by Corellon Larethian, while Lolth his former wife rules the Dark. Ogres brought with them three foul creatures to lead them against there enemies. Humans brought three gods from their former home, Amah and Istry who war endlessly over fractured ideals and Budji who merely watches in solitude. The Dwarves looked to Morradin, Berroner, and Thard for salvation during their darkest hour. When the Orks invaded they were lead by their four masters Grummsh, Urgok, Luthic, and Bahgrat. The Darkness that encroaches on Tuloras now is lead by is own dark masters. The Great Old Ones are native gods to Tuloras, personifying the most basic aspects of life and sentience.  They count their devout among all races.

 
The Great Old Ones

   The Pantheon that is home to the native Gods of Tuloras, is simply referred to as The Great Old Ones. They are said to have been bound to Tuloras long before Dragons soared the skies, although with no one to worship them they where mere immortal fragments. Only the Fey lived on Tuloras, and although it is through life interacting on Tuloras they came to be, the Fey didn't not pay homage to them.
    However as other races have come to Tuloras, they have been able to grow in strength as some who feel their patron Gods cannot grant them what then wish, turn to the powers native to their new home. Their natural connection to Tuloras and how long they have been in the world constantly brings in new followers, as some look to move on from there previous Gods, to embrace their new home.
   One unique trait among the pantheon is every God has multiple personae, all over the world. This is because the patron gods grew from a central location centered around their race, where as The Great Old Ones slowly grew from individuals all over the world in pockets. As different cultures, locations and peoples were enticed by divine means, they personified them in different ways. Miles apart, many holy men of the same God all have different stories and images associated in predominance to their God. Although the divine essence is the same being, the Gods themselves, enjoy and perpetuate the different  aspects they show to the people of Tuloras.


Great Old Ones:         Alignment:   Portfolio:         Weapon:   

Ra, Odin, Zeus, Amaterasu            Principled   Sky, Justice,       Morningstar, Axe
Quetzalcoatl, Pelor            Nobility, Family

Thoth, Frigga, Artemis      Scrupulous   Knowledge, Magic      Quarterstaff, Hammer
Tenjin, Patecatl, Boocob            Arts, Law

Isis, Freya, Demeter,       Unprincipled   Animals, Plants,      Spear, Shortbow
Inari, Hobnil, Obi-Hai            Weather ,Healing

Hathor, Skadi, Aphrodite      Anarchist            Vice, Vanity,       Claw, Flail
Daikoku, Ixchel, Oldimmara                  Greed, Luck

Anubis, Vali, Ares, Amanojaku   Aberrant      Tyranny, War      Spear, Longbow
Manik, Hextor               Law, Domination
      
Apophasis, Loki, Hekate      Miscreant   Secrets, Lies, Murder,      Shortsword, Flail
No-Mikoto, Ixchel, Vecna            Manipulation

Set, Hel, Erabus, Mikaboshi            Diabolic.      Evil, Destruction      Spikedchain
Vukubcane, Erythrul            Disasters, Suffering

Osiris, Baldur, Hades, Izanami,    -      Death, Fate, Spirits,    Scythe, Mace
Xolotl, Nerull               Law, Darkness  

The Human Pantheon; The Holy Triad

   The Human pantheon is three Gods that followed the call of their faithful to Tuloras. However that is the only ties that bind these divine forces together. Amah is The Divine Father, Lord Saviour of the Human race. His church was and still is the foundation that the great Repubic was build upon. The Church of Amah stands at the center of the Republicès culture, and the religion was spread all over mainland Tuloras at the hight of the Repuublic. It is a wealthy, powerful yet beaurcratic, highly organixed Church. It is one of the most powerful Organizations in all of Tuloras. However there has been forces striving to keep the faithful of Amah in check, and that is the Imams of Istry. The Goddess Istry is the mother, to Amahs claims to fatherhood. However a great betrayal that is blamed by the other on both sides, sundered the divine parents to Mankind. The temples of Istry are largely independent ruled by an Imam. The Imams are the center of southerner culture, religion, government and military power. While Sheiks and Princes rule the land, and money, it is the Imams that rule the people. It is said that when Amah and Istry first struck each other in anger all reason and wisdom was ripped from each of them, wounds from each others blow, leaving only emotion and cunning. The wisdom and reason of the two Gods pooled from each other like blood, spilling into each other. From this tranquil pool rose Budji the caretaker of the east. Budji stands apart always calm and watching, only breaking his internal peace to seek resolution for the conflicts between Istry and Amah, and only uses his power to insulate the two from each other, preventing them from tearing the heavens asunder in an attempt to destroy each other. His devout speak to him with their mind wide open, their souls pure, and their heart light. His temples hide from society just as Amah and Istrys churches dominates theirs. His followers live in tranquil, and secluded monasteries filled with monks and yoji.

Races of Tu'loras
   
   Tu'loras is home to a plethora of races and various and unique monsters, due to its unique planar history. Though the number of races that came from other planes dominates most of Tu'loras, a few can claim Tu'loras their native home. Dragons, Fey, and Giants all call Tu'loras home far before recorded history. Fey are the only undisputed natives to Tu'loras. It is they that taught Halflings Druidic magic through connecting to and accepting Tu'loras as their home and mother. They are also responsible for the birth of Satyrs, Centaurs and other denizens of Tu'loras'˜s wild lands . The Gnomish calendar starts a scant 6000 years ago, while Giant ruins suggest they where once a civilized race with settlements dating back almost 10,000 years (Dated by magical means).  Dragons attest to being on Tu'loras long before then but keep silent on the ancient history of the Giants. However Dragons are natural planar travelers and it is doubtful that Dragons originated here but rather since Tu'loras is a planar nexus it would be soon discovered by those that travel or live on the transitive planes. Though any Gnome would argue, Hin (Halflings) are the oldest of the invader races followed by Gnomes.  Goblins and Kobolds soon emerged from underground and war was fought. After many generations the Elves came from their home and quickly spread all over Tu'loras establishing their own empires. Ogres appeared and triggered another tragic war sundering the Elven race into High Elves, Wild Elves, Blood Elves, and Moon Elves.  Generations later, as the various elves resided deep in there homelands after a millennia of atrocious war, Humans appeared in the valleys and shores while Dwarves appeared from caves in every range of Mountains. The two races build great Empires before the coming of the Scourge. Too long had Tu'loras been invaded by civil and reasonable peoples. Orks and Trolls invaded in unseen numbers shattering most Civilizations ancient and modern alike.  Recently something new has been encroached upon Tu'loras something even more terrible than the Scourge.

Humans

   Tu'loras is home to three cultural heritages of Humans: Mainlanders, Easterners, and Southerners(four if you count the humans of the Namibi Desert as distinct). Mainlanders hail all over the mainland of Tu'loras. Mainlanders are predominantly of fair skin with blond to dark brown hair with eyes of all colours. Mainlanders of the Namibi Desert  are humans that share a Blood Elves black skin tone and curly hair from past breeding with their previous masters. Although many generations of breeding amongst themselves has created a unique looking group of humans. .Southerners display brown skin tones ranging from a heavy tan, to a rich brown and black hair.  Easterners share a more ochre skin tone and their hair is mostly back to dark brown. Humans history is intertwined with the history of the Dwarves, and with old internal strife. Humans brought with them three Gods from their old home, Amah, Istry, and Budji. Amah is the Patron Deity of the Republic, and has warred with the Imams of Istry since their arrival in Tu'loras. Only during the Scourge did the Mainlanders and Southerners stop their religious war.  Budji keeps the two from warring personally as a balancing force. Since the Elves would not teach newcomers the secrets of Arcane magic, Humans and Dwarves worked together to forge their Empires based on hard work and faith. Dwarves and Humans share a kinship for standing together at the forefront of the Scourge.

Shield Dwarf
   
   Dwarves of the Northern mountain ranges share similar tones as Mainland Humans, fair skin and fair hair. The Dwarf peoples are sturdy, stubborn, and stern people. They used to be famous for there sense of humour, however with the atrocities inflicted upon them and the lack of assistance from some races during the Scourge, the Dwarves as a race have become more sullen and sarcastic, most so with the northern Shield Dwarves. However Shield Dwarves are open to Humans as friends and are more likely to show there more jovial side to Humans more so than any other race. Dwarves are masters of Stonework, Smith work, and hard work. The creation of Smoke powder was shared to the Dwarves by the Gnomes during the Scourge, however gunsmith, and cannoneering are solely Gnomish domains

Gold Dwarf

   The Gold Dwarves of the southern mountain ranges have a dark brown skin tone with black to brown hair, with a full range of eye colour. They suffered most during the Scourge as they took the full brunt of the Ork, Ogre, Drow, Troll, Goblin, and Kobold hoards. The atrocities arbitrated by the Drow using Troll, Ogre, and Kobold implements are utter unspeakable. However it is surviving this "holocaust" and slavery that gives resolve and open handedness among most Gold Dwarves. Although there hatred of the Scourge is as unalterable as any Dwarves vengeance, the social psyche of the Gold Dwarves is based on friendship and family, hard work and celebrated jubilation for survival of past hardships. During the Scourge Gold Dwarves did receive direct aid from Gnomes in the form of knowledge, cannons, muskets, and men. Gold Dwarves feel as Shield Dwarves do towards humans but also count Gnomes as their close friends as well. From them, they learned how to create smoke powder, and advanced metallurgy. As Shield Dwaves are the undisputed masters of stone, Gold Dwarves are the masters of fine metal craft. Weapons and armour are of the same quality however Gold Dwarf metalwork is always lighter, better balanced, and more elegant. All Gold Dwarf metalwork is automatically masterwork.

High Elves
   
   High Elves consider themselves the epitome of the Elven race. It is this arrogance even amongst Elves that caused the great sundering of the Elven Empires of past.  When Elves first came to Tu'loras they where of one culture of one society, and one could find Elves of every colour living together. However some took up the dark arts, some forsook the Elven Gods and followed the path of the Hin to oneness with their new home Tu'loras, others took up the native Gods of Tu'loras The Great Old Ones. Prejudices rose and lead by those that held to the old beliefs, The High Elves as they where now called caused a violent sundering of the Elven race into Blood Elves, Wild Elves, and Moon Elves. The High Elves allied with the Wild Elves yo wage war on the Blood Elves, and forced the Moon Elves into isolation/exile. However most High Elves today carry shame for the actions of their ancestors and are loath to commit to violence. It is this apathy for war that caused the great hesitation to join the fight against the Scourge. Also fearing the depraved magical abilities of the Blood Elves, High Elves are reluctant to teach Elven magic to other races.

Blood Elves (Drow)
   
   However as High Elves are the masters of the Arcane arts, some elves delved into the darker realms of magic. The easy satisfaction of magic and loose moral codes led to a sect of elves that started looking to the Spirit plane for power instead of the Tree of Life. The Demons and Devils of the Spirit Plane corrupted them and led them to violence and depravity. Blood Elves only weakness is to vices and selfish pleasures. They are cold, calculating, and show no mercy. The sit in their underground citadels bidding their time, planning, screaming, and plotting for the future.

Moon Elves (Dharrow)
    
   Moon Elves are pale Elves of white or grey hair and blue or green eyes. After some time in Tu'loras some Elves lost connection with their own Elven Gods and grew a stronger connection to the Great Old Ones of Tu'loras. Although they lived moral and just lives, during the Sundering, when the High Elves and Wild Elves banded together to crusade against the Blood Elves. The Moon Elves (after suffering a handful of criminal atrocities at High Elven solders) where told to leave and hide in exile or be judged heathens like the Blood Elves. To this day most Moon Elf communities are hidden sanctuary unknown to any race or individual.

Wild Elves (Verdant)

    Wild Elves (or Verdant Elves as they call themselves). Have stopped worshipping the patron Elven Gods and took up Druidic-like practises and even moulded there culture and society after its teachings. Wild Elf communities often leave no foot print and are usually migratory. Permeate Wild Elven communities are rare. They are skilled rangers and make some of the best hunters in the world. They eshrew new thinking's and give great respect to traditions and past practises. They still hold the Elven pantheon in respect and this has lead to strong bonds between Wild Elves and High Elves.

Gnomes, Half-Elves, Half-Orks, Half-Ogres, and Hin (Halflings) round out the other PC playable races/major races.  

And Finally a Map! This is an old low detail map, that I did near the beginning to outline where I wanted to put country clusters and cultures. This is just to show there IS a MAP and give a very basic overview all the lands i have full details for. (about 25% of the continent is shown) All the places on this map have write ups equivelent in layout and detail as you would find in a WOTC Campaign book. Most of the rest of the world has a basic over view of the culture that is there with towns and features but no details.


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Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: Kaptn'Lath on May 27, 2008, 12:59:54 PM
I cant seem to get the information for the Great Old Ones sorted out so here is what its supposed to look like and you should be able to decifer the word jumble from this:

Example:
"Pelor, Zeus, Odin, Amaterasu, Quetzalcoatl, Ra" The Names of the Dieties, In Farween he is called Odin, around the Azure Sea he is called Pelor, in the Namibi Desert he is called Ra. All One Good, and yes the profolio changes SLIGHTLY from church to church so they are given 4 porfolios (a cleric chooses 3).

"Sky, Justice, Family, Nobility" Portfolio of the Good

"Principled" Deity Alignment, and alignement of over half his followers.

"Morningstar, Axe" Favored Weapons of Deity and his faithful.

Hope that helps understanding the Text Blob
Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: Kaptn'Lath on May 29, 2008, 08:19:01 PM
no one has any comments or suggestions?
Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: Ishmayl-Retired on May 29, 2008, 10:32:25 PM
Hey man,
Every now and then, it takes a few days for people to notice a setting.  Sometimes, it also helps to specifically mention certain things you're looking for help on.  And also, it helps to divide up uber-long posts like your first one into smaller posts! :)

I'm sure some of the regulars will get in on this very soon.  
Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: Kaptn'Lath on May 30, 2008, 12:27:46 AM
Thanks Ish, good to know.

I am interested on feedback in the Religion and Gods sections the most. Following the mirror motief the pantheons have 3 human gods, one "christian", one "Muslim", and one "Bhuddest" for the humans, and 2-5 gods for each other major race (not 10-20 like Forgotten Realms), and the Great Old Ones is kinda the centerpiece of it all that i am interested in feedback about combining real world gods from 6 different cultures and the D&D PHB core gods. I had to push and pull them a bit to line up but overall i think it works, allowing to specialise your religious character and flavor without having 50 gods fighting over one material plane, and 13 churches in every fishing village. :)
Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: LordVreeg on May 30, 2008, 09:55:44 AM
As ish said, there are pockets of activity and periods of topor.
best way to get someone to read your stuff is always to comment on their firstm however.  The CBG is something of a Mutual Admiration Society, and sometimes you have to start the ball rolling, but it almost always comes back.


I liked your quick intro, and I agree that physical beauty is a sep attrib (I use appearance as well)
I need more on the magic to understand the roots better.

I like your rules derivations.  I did hit location for a while, and still use it, but only after damage has been decided.
Also, your reduction of the importance of class is well recieved by myself (and my admitted bent towards skill based systems--stick around for my thread-murdering rants ;) )  I like the attention to the armor rules.  

I find the alignment system interesting.  I personally don't believe players should know their alignemnt, but i like your behavioally based version.

Love the planar cosmology look.  Just love it.  
However, having racial pantheons that are 'evil' is jarring in the midst of most of your more developed systems.  Do orcs and goblins see themselves as evil?  Do their gods?  
I do like the multiple personae of the great old ones.  This makes perfect sense to me.  (probably becasuse i have different religions that worship different aspects of gods as well).  I am looking at the different human religion aspects you mention, and am more interested in the different cultures that would cause the Muslim, Christian, and Buddhist split.  
I think you need to focus on the cultures that result in the religions.

Also, could a gnome or elf worship these?  





Title: Campaign Setting - Tu'loras "Our own reflection in a twisted mirror"
Post by: Kaptn'Lath on May 30, 2008, 07:32:07 PM
Thanks Vreeg, i was on days off so i was checking in more often them most didnt mean to sound impacent. The Setting is still very much an WIP but i figured i had enough to post, though with 4th comming out the rules sections will have to be rebuilt from scratch to recreat the same feel (playing experiance) with 4ths engine.
The Magic (from the PC persepctive) uses the same spell access as the generic classes from Unearth Arcana, as a "magic user" class you have access to every arcane, druidic, divine, and psionic spell to choose to fill your slots. magic user class (low hp, skill points, and spell slots) can = wizard, cleric, theurge, druid, whatever you want to call your self can be possible.
The Hit location can get unwieldy at high levels when you make 4 swings of a sword per round, and the enemies too. I am looking to 4th to see what i can use to try to get work. I may just give up on hit location and be satified with "bloodied".
I was thinking of not doing aligment at all untill i started doing the gods. 1- i needed something to give a clear picture of the dieties personality (there is a big difference between a true neutral God of Death and a Neutral evil one.) 2- to keep like minded characters sticking to the ethos of their patron. P.S HATE Detect alignment personal table rule Ban for me.
Your right about the "evil" lableing of half the racial gods. I didnt even look at it that way thanks, gunna work on that, this is exaclty why i wanted to post this here thank you. However with the "God War" (During the Scourge the orks attacked the other races, so to their gods attacked the other races gods (first attacking Amah, and then others, Grummsh gets wounded in Corellion, ect) so their is some polarity between these gods. So someone alive for milleniea, a war ending 400 years ago, the gods could just be catching their breath. Thus still very hostile.
And your right its the cultures of the people that realy bring the human religions to life and i havent posted any information on that here. One teaser thats in the notes tho, reverse crusades... the Imams of Istry where waging a seccuessful crusade/jihad on the Grand Republic of Amah befour the Scourge. Also some good stuff of how the two peoples HAD to help each other during the scourge. However my main rule when it comes to these religions has always been balance, and to not drag stigma or predudice into the game. I am not Christian or Muslim so i think i can keep it fair and humble between the two. I hope.
The racial gods are kinda ment to be Patrons of their race more than say FR, so as it stands i am going to have to (and want to) work on how to make it more open to other races. The GOO (Great Old Ones) where kinda ment to be that open to all races and all people pantheon. You want to be a gnome worshipping Corellion? Would Artemis Do?

Thanks for taking the time to read it all, i got lots of ideas and concepts to think about now. Thanks!