From the far frozen north, with the Burning Forest and Barbarian lands;
the south, where desert nomads roam, fending off Wyrm attacks and raiders;
the west where Kaslan and Door naval ships clash on the open sea and play hide and seek in the collection of razor sharp rocks known as the Maze.
In the Heartlands, great nations are forged by any who can wield an iron fist; indeed the political landscape changes by the day, only checked by the empire of Vialene in the south, and the Kingdom of Tanton in the north. These giants vie for the control of trade in the massive River provinces
And to the south the Kingdom of Aldvir faces the hordes of creatures coming out of the jungles and savannas on the edge of the waste, as well as the intrigues of its own courts and nobles. Farther still south-east an ancient evil stirs and the last true city of the elves is unable to contain it this time.
Each of these factions is fighting for their vision of the future;
Whether you march for the Conquests of Kaslo, the Legions of Vialene, the Freedom of Door, the Honor of Tanton, the Glory of Aldvir or the survival of your race, it is time to make your mark upon the history of the world, will you answer the heroes call?
MAP:
[spoiler](http://fc83.deviantart.com/fs40/f/2009/029/c/e/The_Known_Lands_by_ajaxtorbin.jpg)[/spoiler]
[size=30]Notable locations[/size]
NATIONS OF THE NORTH
The Federation of Door
[spoiler]Door has a long seafaring tradition and to the current day boasts the best navy in the known world, Kaslo having the largest. When the name Door is mentioned pirates quake and old sailors will launch into stories about how they saw a Doran battleship come out of the mist, strike and leave, all while leaving naught a wake. They exaggerate some.
For thousands of years there were massive seafaring tribes, they lived, traded, and fought on the open sea. This lasted until the third Kaslan invasion when they were nearly wiped out by the Kaslan Navy. Afterwards a conclave of '˜driftmasters', their elders and leaders, decided a safe harbor was needed, an eternally safe one, a land to call home and defend in time of need. While having this safe harbor united the tribes under one banner, they are still spread out over thousands of miles. In all the world the island of Door is unique in that it possess the only so called '˜free' style of government in the known lands; a Republic. This fact has made most of the other major nations wary of the federation's strongest member, they distrust the '˜chaotic' form of government where the ruling power changes hands as often as eight years. Where most nations have a royal family to provide a steady foreign policy, Door elects a new Chancellor every eight years.
[/spoiler]
Kaslo; The broken land
[spoiler]Kaslan, just saying the name of the folk that inhabit this frozen north waste will bring shudders to people in the heartlands. This barren land allows only the strongest and most cunning to survive, let alone succeed. Ancient history indicates that before the sundering Kaslo was a plentiful land, rich in minerals and timber. Now it is half frozen tundra, the sundering released strange creatures and toxins from the earth and nothing will grow for long in the ashen earth for five hundred leagues around Kaslo. The only real plant life left is strange and twisted, great lichens and fungi grow from twisted scrub trees, their wood only good for burning. This harsh land is rulled firmly by the Autarc, a council of six Grand Princes(Zilvolstoy) and the Tsar, or Grand Duke.
[/spoiler]
THE BURNING FOREST
[spoiler]Even though this forest is located far to the north in the cold the snows rarely touch the trees. It is not known why, but there are massive vents of steam located all around the forest and on cold days, the moisture put off by these vents looks almost like white smoke from a long distance.
Mostly unclaimed and unexplored, the dangers from this place are too numerous to set in word..
[DM use: I've never actually used this in campaigns (yet). But it's a deciduous forest in a far north (icy) environment. I put it there as part of Raydawn forest. (It protects their western borders) [/spoiler]
THE NORTHERN STEPPES
[spoiler]Ah, the wild and untamed lands of the barbarians. Here it is strength and fierceness that get noticed. It is only they that know the pathways through the maze of rock east of Tanton and north of Illion Wood.
They use this knowledge to raid and pillage the villages on the road between the elven wood and the human city. Sword and warhammer are the law, allegiance is to the tribe.
[DM use: the landscape is akin to Iceland or Norway, and so are the people. Any large barbarian type character is likely to be from here.][/spoiler]
The Old Kingdoms
[spoiler]The remains of a once great nation this place is now ruled by every manor of lord or lords. Great forests and rivers are found here among ruined aqueducts and towers holding lost tomes.
This is the most vast region on maps, its wild politics and natural dangers make it hard to map, or rather, keep map makers alive long enough to do their job. A thousand leagues stretching from the center, it is bordered on the north by Tanton, the south by wild lands and the southwall moutains. The east is covered by endless ocean, and the west, the broken coast and the maze, an impassable maze of rocky shoals that ships avoid.
Notes: Cooler, north American climate[/spoiler]
THE SOUTH
THE WASTE
[spoiler]This was once a large desert, inhabited by nomads and all types of warm blooded creatures. The Sundering (what they call the event that changed the face of the land) changed what was once a small dune sea into a vast wasteland, monstrous beasts and vicious tribes preying on the nomads that dwell here. The once great elf city, Est'illion located on the edge of the desert, called by others the city of brass because of its great brass covered roofs was abandoned with the elves retreating into Illshadune.
[ the '˜flavor' of this area is kinda Arabian Nights, Jinn, wyrms, a large hot environment can be found here. ][/spoiler]
IBIERN LANDS
[spoiler]relatively safe and free from monster attack, this land with its gently rolling hills and grasslands has seen more peace than most. This rich and verdant land is ruled currently by Queen Sofia Dalvia of the Impero De los Aldavir, The Kingdom of Aldvir.
[ the people and lands here are akin to a renaissance Spain. (They even speak a different language.) Small firearms are found in greater number and adventures tend toward '˜high court intrigue' ] NOTE; geography nuts will recognize Ibiern as a corruption of Iberian, the peninsula Spain is located on][/spoiler]
THE BASIN:
This is the area that encompasses everything from the Southwall mountains in the north, to the Devide, a massive mountain range, even impassable to flying creatures.
The following are in the Basin:
Wellspring wood
[spoiler]here on the north the gigans clash with giants and beasts, to the south is the Shadow road where only the bravest go across the mountains to the Waste and the death that awaits in the sands there.
The east is guarded by one of the oldest raysarine (wood elf) forests, beyond that the Vialene Empire. Effectively cut off from the outside these people have their own ways and standards, often at odds with the outside.
Notes: warm climate, sub-jungle forests[/spoiler]
Tanglewood
Nothing is known of this old Raysarine forest, except that one does not enter if they wish to keep their sanity.
Vialene Empire
[spoiler]Only a few hundred years old it was founded by Nappile Vialene, who, not mincing words, was a conqueror. But others have tried to form realms here in the wild country but failed, how did he succeed?
His other talent, finding those who were good at their jobs and letting them do it. From the outpost of Markest, the port of Cliffport and the capital named for the founder, Vialene, there comes a iron, yet velvet covered, fist of the emperor.
The citizens are proud and enjoy the prosperity and safety the Empire brings, so what if they raise a statue or two of the emperor in the town square? Besides, our ruler can kick your rulers ass.
Calvite Vialene, the grandson of Nappile, is just as devious, and intelligent as his ancestor, and is quite willing to let the regional magisters, and judges decide the law in their steadings. And in the captial, the Imperial Council provides guidance to the other leaders and maintain the day to day running of the empire.
In the last few years, Calvite has brokered deals with Tanton , the Iberians, and the dwarves of Undercliff(a city under Cliffport) for trade and support.
As of now he has had his eyes on the scattered Old Kingdoms, the divided land is a good prize, and the various lords that rule top their whims refuse to unite, except against the Empire.[/spoiler]
[size=30]THE RACES[/size]
The main D&D races are found, to some extant, across the lands. Humans, Dwarves, Halflings, and what-not. Presented here are the modifications and outright changes I've made the core races.
Dwarf
[spoiler]Stat adjustments: +4 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. .
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. The hand axe, light pick and warax count as Simple weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature looses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven.
[/spoiler]
Elf
Here we go. The D&D elves are to generic and much the same to me. And then the Drow, WTF man, a race of COMPLETELY evil black skinned elves. Silly, that is; as Yoda would say. So here are my elves, in all their splendor with my names for the various types in brackets.
All elves have low-light vision, +2 Awareness and Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
High Elf (Elsarine) [spoiler]
This rather haughty breed stands from about 5'8 feet to 6'8 , rarely break 190 lbs and can live upwards of 900 years. Their slender sharp jawed faces are flanked by a pair of pointed ears about three inches long, narrow and easily hid under a full head of hair, with green eyes being the most common light shades of blue being next.
Thick facial structure is unheard of and there has never been a lantern or square jawed high elf.
Their movements, even in combat, are flowing and precise. They never move with more force than is necessary, why should the exert themselves when one precise strike will do?. Their patience, like their life span, is great and they have been known to spend years perfecting even the most 'mundane' of tasks.
From a combat stand point they like to fight defensively, an elvish fighter has spent years training and will just wait for his opponent to make a mistake or get tired. Certain battles involving high elves have lasted weeks, the one battle humans know where high elf fought high elf lasted two months.
Skin tends to be rather pale by human standards but is a perfect counter to their dark hair, which runs along the human norms.
+2 Dexterity, -2 Strength, +2 Intelligence
Not as strong as most races but this tends to be a matter of preference, High Elves don't 'work out'.
A high elf passing within 5 feet of a hidden door may attempt a search, even if he didn't know it was there.
Arrogant: Elves come off as more than a bit arrogant to the other races. -4 to diplomacy checks made to improve the attitude of nonelf races.
Elven Stamina: Elves do not get tired because of running or fighting and they may, instead of 'sleeping' for their two hours a day they may choose to '˜put off' sleep for as many days equal to their Constitution Modifier +1. However, when they do next sleep they fall into a deep trance and fail all attempts to wake up, and must rest a number of hours equal to 6x the number of days they skipped.
Grace: High Elves have trained to use light weapons to their advantage, expertly slicing and thrusting with grace rather than force. They get the weapon finesse feat.
Weapon Familiarity: High elves are proficient with the, Bide Blade, Raiper, Elven Court blade, Elven Light Blade, Long bow, Short Bow, Short Sword, and Scimitar.
Automatic Languages: common and elven
Preferred class: Any arcane casting class[/spoiler]
Grey Elf , also, Sea Elf (Nauphtsarine) [spoiler]
[note: the 'dark elf' or Noxsarine falls under this catagory]
Not as long lived as their 'High' cousins, only about 700/800 years at the outside. This is the most seen elf in human lands and they have been known to take a human mate, or two, as the local customs dictate.
Fun loving and adventurous, the grey elf is at home on the road wandering the country side and finding his fortune or sailing the sea, waiting to crest the next wave.
Standing about the same height and build as humans, they are often mistaken and a glance or distance for a beautiful human. But when they get closer the distinctive pointed ears of an elf are made plain. Longer, more triangular and jutting straighter than a high elf's ears they can still be hid under a wide hat or scarf, as many grey's do.
A sea elf's eyes are always distinctive, they have a certain gleam in them. Shades of blue, grey and sea green are the most common but all have a certain steely look to them.
And although their natural hair colors tend to the pale grey's and light blueish whites, they like to die their hair vibrant colors, all colors have been known, most are unnatural; neon blues and reds being the most popular.
In combat grey elves see a chance to 'show off', they tend to be flamboyant, darting in and out as if teasing their opponent(s). This showing off is although, controlled; they're not stupid and will stay within their limits.
+2 Dexterity -2 Constitution, +2Charisma
Like their high elf cousins they are dextrous, but they are more vulnerable.
Keener Sense: +2 spot. This stacks with the +2 they already get.
A high elf passing within 5 feet of a hidden door may attempt a search, even if he didn't know it was there.
Resistant: Grey elves are naturally able to avoid and resist damage, they get +1 to all saves.
Sea elves get these also: +2 profession (sailing) +2 balance, +2 sense motive
Dark elves get these: +2 stealth & Dark Vision 60ft
Combat panache: the grey elves like to use advanced tactics in combat, darting, weaving and what not. They get the effect of the improved disarm and improved trip feats.
Grey Elves are resistant to charms and enchantments and compulsion effects, they get +2 to resist them.
Weapon Familiarity: Grey elves are proficient with the, Bide Blade, Rapier, Elven Court blade, Elven Light Blade, Short Sword, and Scimitar.
Sea weapons: sea elves can use certain weapons normally found on boats. The boarding ax*, the harpoon, the pike, and the cutlass* are all weapons they are familiar with.
Stealth Weapons: Dark elves prefer to do things quick and quiet-like, they are proficient with, Short bows, Short swords, the Kukri, and Katar(punching dagger)
Preferred class: (sea) swashbuckler (Dark) rouge
Automatic Languages: common and elven[/spoiler]
Wood Elves (Raysarine)[spoiler]
Out of all the elven races the elves of the wood are the most secretive and unknown. The only ones that seem to know of the history of the Raysarine are the high elves, but if pressed on the subject they will change it or say that it is not the time to talk about ancient history.
Identifiable by their short stature, they are barely four and a half feet high, and have large ears that are highly mobile, they twitch and swivel around; in fact, it is odd to see them talk, ears pointed at one, then another sound.
Rasarine are short and described as '˜child like' , writers having focused on their stature and long ears, but it is their eyes that are fascinating. They are over large and usually brown, not brown like a human's, but deep pools of shining brown, soft grey is seen the most after that, not the striking steel blue/grey of a sea elf but soft like the winter fog. Their hair is usefully dull brown, jet black, or black with a greenish tinge.
Although shorter lived than their larger kin, about 500 years old, wood elves are not to be underestimated, their connection to the spirits and elementals of the wood are powerful and one should not underestimate them.
+4 Dexterity, -2 Constitution
Keener Sense: +2 listen '" they many NOT search for a hidden door just by passing it. '"
Natural spells: Add the following spells as spell like ability: Camouflage 2/day (+10 to hide) work wood 2/day, light 2/day, mend(natural items)/atwill, Vine spike 2/day(one D6 dmg within 30ft, entangles creature, natural surroundings only) the stat used for casting is wisdom.
Active ears: a wood elf actively searching for something (IE out of combat) gets an extra +2 to listen (if he has the Keen Eared Scout feat or the Awarness feat this is +4 all the time as long as he is not wearing a helmet of any type.)
Slight Build: although wood elves are medium creatures they count as small for all negative combat purposes.(-2To resist bull rush, overcome grapple ect. ect.) However, they do use medium sized weapons, as long as they are not overly heavy.
Naturalist: wood elves get +4 to stealth and survival and may ignore speed penalty due to undergrowth.
Honest: due to their honest nature, childlike appearance and emotion showing ears, most races find it easy to 'read' the wood elves. -4 to bluff, diplomacy and disguise.
Weapon Familiarity: Long Bow, Short Bow, Elven light blade, Raiper, short sword and raysarine leaf blade. They get the effect of the run feat and either the Track or Brachiation feats. (Players choice)
Base land speed: 40ft
Automatic Languages: zil'sylvan (not common. A wood elf must spend skill points speak common)
Favored classes: Druid, ranger and scout[/spoiler]
Gnome
Note: the whisper gnome is a common alternative to the 'regular' gnome.[spoiler]
These cousins to the Goblinoid races are known for their craftiness and skill with clockworks and alchemy.
+2 Intelligence
Most Gnomes are cunning alchemists, or artificers +4 to all Craft (alchemy) OR Craft (mechanical) and any roll involving alchemy. Craft (alchemy) & (mechanical) are always a class skill for a Gnome.
Prestidigitation/at will, ghost sound 3/day, dancing lights 2/day, mend 1/day. Save DC 10 + gnome's Intelligence modifier + spell level.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers, heavy picks and picks as martial weapons rather than exotic weapons. Also, the Gnome is proficant in using any modified tools in combat, screwdrivers count as daggers, wrenches as Maces and saws as swords.
+2 racial bonus on saving throws against spells and spell like abilities.
Add +1 to the Difficulty Class for all saving throws against illusion or enchantment spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+2 racial bonus on awareness checks.
Automatic Languages: Common and Gnome. [/spoiler]
Gigan[spoiler]
Stat Adjustments: +4 Strength -2 Wisdom or Charisma
Strong and forceful Gigans tend to smash their way through rather than talk. That and their wild ways mean they come off as 'brutish'.
These very tall people look at first glance to be humans with some sort of growth disorder. Then they hit you. And you fall. And you never mistake a Gigan for a human again.
The standard Gigan pushes the boundaries of height, 6'6 to 7'8 tall.
They have been described as 'tall dwarves', very tall and muscular. Although their size and great girth tend to put 'normal' people off, Gigans love to party and drink, and fight. Which is odd because Dwarves like the same things yet Dwarves and Gigans don't really get along. Not at first at any rate.
Abrupt Start: Gigans may make standing long jumps and high jumps without running.
Acclimated: Gigans are used to high altitudes. They are used to them and do not take negatives because of them.
Massive Frame: they have a incredible strength, even for their size. They count as one size category larger for all combat purposes which favor them. Including wielding larger weapons. This also means they must pay more for armor and weapons.
Bigger, meaner, louder: +4 on intimidate checks. -2 on hide and move silently.
Just smash something: Gigans like large weapons. They are proficient with the great spear, great sword, warmace and great bow. Although the bow is actually a rare weapon for them, they prefer the spear or javelin as a raged weapon.
Gigan base land speed is 30ft
Automatic Languages: Common and Gigan
Preferred class: fighter or barbarian [/spoiler]
Human[spoiler]
One extra feat at first level
four extra skill points at first level, and extra two points every level thereafter.
+2 to any one stat.
Humans choose any one language and common as starting tongues.
In addition, the human may select one skill based feat, Athletics, Acrobatics, Alertness, Deceitful, Diligent, Deft Hands, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Skill Focus, Stealthy.
Human base land speed is 30 feet. [/spoiler]
Halflings[spoiler]
These hardy folk can be found living all across creation and in their own caravans, wandering all around and route.
Stat adjustments: +2 Dexterity
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Awareness, Search and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling's +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
Automatic Languages: Common and Halfling[/spoiler]
Half-elf[spoiler]
Automatic Languages: Common and Elven
Low-Light Vision: A half-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.
+1 racial bonus on Awareness rolls.
+2 racial bonus on Diplomacy and Gather Information checks.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Elf blood: for all effects regarding race the half-elf is considered both human and elf.
Half-elf base land speed is 30 feet.
Then choose either:
Two extra skill points at every level.(including first)
One extra feat at first level.[/spoiler]
Half-Orc[spoiler]
+2 Strength, -2 Intelligence
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
+4 on intimidate checks.
Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. [/spoiler]
Hobgoblin [spoiler]
These Hobgoblins are the result of unions between their wild kin and humans. Their decedents now live peaceably in many of the smaller towns that range throughout the frontier along with others of their own kind, humans and halflings.
+2 constitution -2 charisma Though tough, Hobgoblins are brutally abrupt in conversations, having not the patience for '˜silver tonguing it'
Darkvision 60ft. Darkvision is black and white only, but it is otherwise like normal sight, and Hobgoblins can function just fine with no light at all.
Base land speed is 30ft
+4 racial bonus on bluff and intimidate checks.
Automatic Languages: Common and Goblin
Bonus Feat: toughness, Just take it(homebrew feat)[/spoiler]
(http://th04.deviantart.com/fs30/300W/i/2008/091/3/b/Fantasy_weapons_by_ajaxtorbin.jpg)
1 Bide blade
2 Dar'Rouk
3 'Capstan' Battle blade
4 Dar'Sha
5 Batte sword
6 raysarine (wood elf) Leaf Blade
Battle Shield[spoiler]The Battle Shield is a standard light steel shield in the traditional '˜kite' style, but instead of being held with the point down, the elongated side is sharpened and used like a short sword. However, when attacking with this weapon, the user loses the shield bonus to armor class. The two weapon fighting negative still applies to this weapon. It counts as light.[/spoiler]
Battle Sword[spoiler]Originally a rare weapon from the south, this weapon has seen a rise in popularity.Its curved blade and long handle allow for powerful overhead sweeps. It is a heavy two handed weapon.Combat Reflexes: blade-back parry: Any time you could make an attack of opportunity you may instead use you blade to set yourself up to parry. For each attack of opportunity given up you get +2 to in the form of a parry bonus.
[/spoiler]
Boarding Ax[spoiler]
The boarding ax is a weapon developed by sea fairer's to aid in the grappling of ships during sea actions. Longer and made totally from non-rusting metal which makes it heaver than normal there are several spikes on the underside of the head to aid in grappling. A length of rope or a light chain is connected to the pommel which is then held in the other hand to retrieve the weapon after thrown. This is a hand and a half weapon.
This is a reach weapon. You may attack opponents up to ten feet away with this weapon, however it takes time to retrieve the weapon and so only one attack per round may be made like this.
The user of this weapon gets + 2 on trip attempts.[/spoiler]
Bide Blade[spoiler]The high elf bide blade is their main military combat weapon. elven legions using this weapon are a common sight. Normal tactics for this weapon are unit based. You may set this weapon against a charge, it deals twice normal damage. it takes a readied standard action to set. This weapon may be use with weapon finesse. This blade is never made with anything less then the best, so it is always considered masterworked. This cost has been worked into the price. This is a hand and a half weapon.
Improved Trip: whirlwind trip: after a successful trip, you may make one attack against the same target as your trip. (full BAB -2)
Combat Reflexes: in place of an attack of opportunity you may detract your opponent from your allies. the same opponent that provoked the attack of opportunity gets a -1 to hit any one else but you.
[/spoiler]
'Capstan' blade[spoiler]
This enormous blade starts with a two-handed pommel with a wide cross guard. after that it gets interesting. the blade is easily twice the width of a longword, starting much like a full blade would. but instead of ending in a tip there is a large two sided 'head' rather like a standard wood cutting ax head writ large. the main blade area itself is thicker than normal and very heavy. this strange weapon must be wielded in both hands to use unless you have Exotic Weapon proficiency [capstan blade].the weapon was first used by a group of seafarers who used them to defend their ships from hostile boarders. each sailor standing and 'twirling' like the capstan used to haul anchor. This is a two handed
weapon.
Special: this weapon counts as a long sword for most purposes. This weapon may be used with the Dervish prestige class ability as long as the wielder has 15 strength.[/spoiler]
[spoiler]Over-balanced: any non-proficient user of this weapon is not used to the weight at the end of the extra wide blade so when any foe attempts to trip, disarm or sunder, the user of the Capstan Blade gets -4 to resist the attempt.
Combat Expertise: Defensive Spinning: the wielder may add a plus 2 bonus to AC (in the form of a shield bonus) this is only effective with medium or less armor and with no shield (or buckler) in hand. this may not be used in any round the user has moved more than five feet. the user only gets this in the round after an attack.
Cleave: Mighty Cleaving: due to the way you wield this weapon the user gets plus 2 to any cleave attempt. This bonus stacks with any you receive from other sources.
Great Cleave: Follow through: you may take a single five foot step after a cleave attempt as a immediate action.
[/spoiler]
Cutlass[spoiler]
This weapon is nearly identical to the Rapier in use if not looks.
The user of the weapon gets +2 to resist disarm attempts due to the basket hilt.[/spoiler]
Gnome Worked Crossbow[spoiler]
This is a light repeating crossbow, with a twist. it can reload its five shot cartridge with a new cartridge as a move action. It also allows the user to fire with his FULL ATTACK ACTION as this bow automatically re-loads itself for the next shot.
This weapon is never made with anything less then the best, so it is always considered masterworked. This cost has been worked into the price.
Quick Draw: because of the extreme speed one may ready this weapon on the first round you draw these weapons you may make an attack as an immediate action, one attack at -4 full BAB.
THESE WEAPONS MAY BE USED WITH ANY TWO-WEAPON FIGHTING FEAT.However, because of their fragile construction, you may not get the benefit of two weapon defense. (or any related ability/feat)[/spoiler]
Mantis Hooks[spoiler]
these are a set of claws that are worn strapped to the forearm. Mostly a defensive weapon they have been used with devastating effect to disarm and pull foes off balance. Always used in pairs. May be used with fury of blows. One who uses these weapons does not have to drop his weapon when a trip attempt fails, as they are part of his arms. when damage for flurry of blows increases in damage, so to does the damage with mantis hooks.(at fourth level damage is 1D8 piercing, etc. etc. etc.)Improved Grapple: when you win a grapple check, immediately do normal damage with these weapons. (1D6) this damage goes up with monk level. This damage can not be non-lethal.
Improved Trip: +4 to all trip attempts.
Improved Disarm: +4 to all disarm attempts.
Improved Feint:+4 to all feint attempts.
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Rasarine leaf Knife[spoiler]
Used by Rasarine hunters to kill small game. These small knives are not to be under estimated.The thin construction of these blades allows them to be thrown up to four at a time. (Full base attack bonus -2 per attack)The wielder may apply any ranged combat feet to the use of these weapons.
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Rasarine leaf Blade[spoiler]
These short swords are used exclusively by Rasarine Watchers. Handmade by the finest Metal Shapers, these light blades handle like a dagger but look like a short sword and will self repair if ever damaged or broken if they are plated in healthy soil. Outside weapon smiths have been trying to emulate these blades for centuries, all have failed. They count as masterworked. A rasarine spell caster can hold these without penalty and still cast.
[/spoiler]
Spin Blade, Elvish: Dar'Rouk[spoiler]
This is a rare and exotic weapon. always wielded in pairs and made from the finest mithrill and adamantine. when properly sized for the user they fit the curve of the for-arm, being used much like the human weapon called 'tonfa', although with a bit more style, befitting their elven origins.On any round where the user takes a defensive or full defensive action, double the bonus you receive to Armor Class. This weapon may be use with weapon finesse. These are light one handed weapons.The user of these weapons receives the benefit of the two weapon defense feat for free when using these weapons. if they have this feat already, increase the bonus by one. this only applies to melee attacks. Spring Attack: Chaotic Defense: Due to the strange dance like movements needed to use these weapons your opponents don't quite know how to respond; they take a -2 to hit a user of these weapons while the wielder is in melee.
[/spoiler]
Switchblade[spoiler]
this light weapon has a spring loaded blade that pops up from the handle. Due to its small size the owner gets a +8 on slight of hand checks to hide this weapon on his person. This is a small weapon
Precise Shot: using the blade to pin a targets clothes to an object, the user may attempt a ranged pin. The target must be against a wall or other object.
[/spoiler]
Elvish Thrust Blade, Elvish: Dar'Sha[spoiler]
Usually about 3-4 feet long this strange blade takes years to master because of its off-center balance, and the hilt coming off at such an odd angle. This weapon may be use with weapon finesse.This blade is never made with anything less then the best, so it is always considered masterworked. this cost has been worked into the price. These are hand and a half weapons.At least 60percent of these blades were made using a combination of mithrill/steel with a adamantine reenforced edge. this makes the blade very light and gives the effect of a sharper edge. these blades are known as 'Master Blades'. If the blade is made like this, it adds one to its crit range from (18-20x2 to 17-20x2) this effect stacks with keen or improved crit as it is a natural blade enhancement. [/spoiler]
Weapon enhancements
[spoiler]
Gnomeworked
Gnomeworked is the term commonly used to describe a '˜tricked out' yet still mundane (IE non-magical) weapon. Most of these weapons are made by Gnomes, but not all.
A single weapon can never have more than two of these enhancements.
Hidden Compartment +50 GP
this is a compartment inside the weapon somewhere. It take off 4 hit points from the weapon
This compartment is big enough for one potion. This potion may be drunk or used as a swift action. And no, poison may not used in this compartment.
Spring Loaded +75 GP
This is more of a sheath modification than a weapon one. Only swords may have this one. This is a spring mounted in the sheath that makes the sword pop up when a catch is released.
The wielder of this may draw his weapon as a free action as long as he has both hands free.
Mercurial +130 GP
Yes, there is already a version of this. Mine's different.
Only hafted weapons may be made like this. It confers the effect of the cleave feat. If you have cleave, you get great cleave.
Shaking +80 GP
This is a series of weights and springs that cause the weapon to vibrate viciously when it strikes something.
The weapon does three extra points of damage.
Rending +30 GP
This weapon is precisely barbed in such a way that it leaves large bleeding wounds. This causes the target to bleed for two hit points on the next round after struck.
Weighted +70 GP
This weapon is specially weighted to allow for more powerful strikes.
The wielder must have a at least a 15 strength. 13 if it is a light weapon.
This weapon does an extra 2 points of bludgeoning damage.
It also multiplies the weight of the weapon by 1.5.
Guarded +50 GP
An extra large cross guard, a basket hilt, these are guarded weapons. A weapon like this is easier to make special attacks with. The drawback is that the extra weight and width makes it harder to deal direct damage. The user of this weapon deals one less (-1) damage but has the effect of the feats; Improved Trip, Improved Disarm and Improved Feint. She also gets +2 to resist getting disarmed.
[/b]Notched +10 GP [/b]
Simply these are small notches cut into the weapons cutting edge to catch the opponents weapon. The weapon grants +2 to all Disarm attempts. The weapon also loses two hit points.
Armor Enhancements
Locking +60 GP
Hidden pins and locks that lock the suits weapons and joints in place. On rounds where the user remains still the wearer gets +2 to resist getting bull rushed and tripped. The user may not be disarmed by normal means.
Pneumatic +200 GP
Pneumatic cylinders enhance the wearers ability to pull back from a swing. The user may make one extra attack at his full base attack taking -4 to hit.
Stabilized +200 GP
If the armor already has the Pneumatic enhancement this only costs an extra 120 Gp
This gives the armor the Stable effect as a dwarf. (+4 to resist overrun, trip, and bull rush)
[/spoiler]
Weapon materials
[spoiler]Dark Steel
Technically, only one of the weapons called 'darksteel' is actually Dark Steel, a fusion of adamantine, steel and obsidian. The others are made from a varying slew of materials, but all include Steel and Adamantine.
Due to their unique nature, these metals rare and hard to construct. The effect of each type of blade is associated with its construction, and can vary.
Only weapons may be made with these materials.
Each one must be masterworked with additional materials not valuing less than 2,000 Gp.(add 2000 to the base price of the weapon)
Any of these weapons may hold up to a +2 enhancement in addition to their abilities and they each have and have a +2 to attack and damage.
Dark Steel: the dark energy infusing this blade causes creatures extra pain when struck. Add 5 to the weapon damage and the target becomes wracked with pain, taking -1 to all skill rolls, saves, and attacks. this negative stacks with itself, but can not exceed 5. It can be negated with a remove curse, or restoration spell. This effect wears off after 2D10 rounds.
Armor can be made with this material. Any time the one wearing Darksteel armor is struck in melee, the one who struck him is hit (no save) for 3 points of damage and must make a DC 17 FRT save or be sickened for one round.(starting after damage is dealt) Armor like this costs an extra 4000 gold pieces and must be Elven worked, True steel, or Dwarven worked.
Blood Steel: this weapon thirsts for blood. It removes a small part of the targets blood through their skin. Every time a living creature with BLOOD is stuck with this weapon, ignore all damage reduction and/or natural armor and armor, IE: use the targets touch AC. However, once the blade tastes a creature's blood twice, it will not drink from that same creature again until 24 hours have passed.
Shard Steel: This blade constantly grows, leaving small bits itself in whomever it attacks. These bits are drawn to the original blade, which points to the bits, unerringly. The holder of the main blade can track any of the ones stabbed, even without the track feet. The bits can be removed, if someone succeeds on a DC 20 heal check to notice them. Removing them does 10 points of lethal damage and 1D4 of CON damage. This costs an extra 400 Gp.
Ion Steel: the charge in this weapon discharges when the wielder strikes true.
The critical multiplier of the weapon is made one higher.(so a long sword, crits on a 19-20x3)
Grey Steel: made from the same stone as the wall of Tanton, it is now illegal to make this blade, making the remainder quite valuable.
When a caster is struck with this weapon he must make a DC 21 Fort save or loses half his remaining spell slots. (round up)
This ability can be used once per day, if it used again the same day, it explodes with magical energy, doing 1D6 per spell level absorbed in damage to every thing in a thirty food burst radius. A failed attempt does not count toward the one a day use.
Weapon & Armor working
True Steel
100 GP per ten pounds of the weapon/armor, minimum of 100 GP
Unlike the above, True steel is really a process of heavily working, lightening, and folding steel. This working gives it a light bluish hue, although dyes are often added to change it to other light hues.
True Steel can hold up to a +5 enhancement
A true steel weapon is lightened by 1 pound and receives a +2 on attack rolls.(this bonus does not stack with the bonus from masterworking)
Armor is reenforced by 2 Hardness and +5 hit point per ten pounds, max Dex increased by 1 and is 10% lighter. Armor check penalties are reduced by 2.
Elven Worked
150 Per Ten pounds of the weapon/armor, minimum of 150
Taking steel, elvish smiths alloy it with mithrill, making it lighter and stronger.
The masters among them will take adamantine and work it into the edge of the weapon, giving it a keener blade. Large or bludgeoning weapons are never elven worked.
An elven worked weapon can hold a +8 enhancement
An elvish worked weapon receives +1 to attack and damage rolls, (this takes the place of the masterworking) is 1 pound lighter (after cost) and increases its hardness by 2.
Armor is hardened by 2 and is 20% lighter, (which allows the wearer at move his full movement rate) and reduces the armor check penalties by 3. Max DEX is increased by 2. Hit points are reduced by 5 per ten pounds though.
Shields are the same as armor.
Dwarven Worked
150 Per 5 pounds of the weapon/armor, minium of 150
Master dwarven smiths never use anything less than the best steel, mithrill, and adamantine. Their weapons are stronger and more resilient to damage than most others. They should be, teams of master smiths take years to forge just one weapon or suit of armor. Items must be metal to be dwarven worked.
A dwarven worked weapon can take a +6 total of enhancements.
A dwarven worked weapon receives a +2 to damage rolls.(this takes the place of the masterworking) However, the weapon does not need to be magicly enchanted already to receive a damage enhancement or special ability.( example, a dwarven worked, shocking, flaming, war ax is only a +2 enhancement total)
Dwarven worked weapons are usually large bashing and/or slashing weapons. They are rarely, almost never, piercing or light, with the only exception being light hand axes. ONLY ITEMS MADE OUT OF METAL MAY MADE THIS WAY.
The get +10 hit points per ten pounds and their hardness increases by 3.
Armor is +5 hardness, and +10 hit points per ten pounds. Also the wearer gets DR 2/bludgeoning. Shields are the same as armor except they do not get the DR 2/bludgeoning.
[/spoiler]
Armor
[spoiler]All the armor found in the players hand book can be found in the Known Lands, varying in style and color. However, there are two additions to the armor listings. One is very light armor, an extremely common sight and then other is Battle Plate, Super heavy armor seen rarely.
Ultra Light armor
This armor has no consistent description. A character who wears a single oversize gauntlet/pauldron combination wears ultra light armor, a Druid with a leather coat stuck with antlers wears ultra light armor. Basically this armor has the following stats, +1 armor bonus to AC, +10 max DEX, and no spell failure chance. Whatever its look, it consists of materials valuing 5GP. It weighs no more than 10 pounds.
Battle Plate
This super heavy armor is, due to its size and weight not commonly seen in the hands of a mobile adventuring party. The wearer starts with a padded body suit, then a set of chain mail, puts greaves and boots on, a full set of leather plate mail with chain mail reinforcements, a groin plate and knee/elbow swivels, and, then finally, heavy plate mail and a set of oversize pauldrons. It takes a full round action to stand in this armor, unless the user makes a DC15 strength check. This armor decreases speed by ten feet. A character in Battle Plate may not move more than x2 his base land speed in a round. The user takes an extra -2 penalty to all jump, tumble, and swim checks. Dwarves are the race most seen using this armor, specifically on their famous Dwarven Defenders. Only constructed from the finest materials this armor is made using the armor enhancements already shown previously. This armor is more than just armor, it is enhanced with magical runes and mechanical enhancements.
Battle plate is nearly always made with the following:[spoiler]DR 4/-
Medium fortification ability. Negates 75% of critical hits and special attacks. (Like sneak attack and skirmish.)
Locking. Hidden pins and locks that lock the suits weapons and joints in place. The wearer gets +4 to resist getting bull rushed and tripped and can not be disarmed.
Hydraulic. A small magical rune furnace is connected by small tubes to the user's arms which assist the effect of removing any speed penalty the user is taking from the heavy armor. Also the wearer gets the effect of the Pneumatic Alchemical affect. In order to power the furnace the user must move his arms which pumps compressed air into a small cylinder with a elemental cinder stone inside. This heated air in turn heats very small reservoirs of an oil/grease mixture as the user moves further, enhancing the user's flexibility and strength. The difficultly arrives when the user is unable to move, the oil/grease cools and hardens, making it extremely difficult to reheat it.
This may seem like a lot, but a plus +2 equipment bonus to strength and the ability to wield large weapons and even light cannon normally far to large for a normal sized user of this armor. (the user of battle plate may use weapons one size category larger than him with no negatives) [/spoiler]
[/spoiler]
New Magic Items
Elemental Stones
An elemental stone is just that, a stone made of pure element. By themselves they are just trinkets, but with a little ingenuity may races have found they can be used to enhance existing properties.
If an elemental stone is affixed to a weapon that does its element type of damage, increase that damage by three points.
If a caster holds an element stone and castes a spell that has the same element as the stone, the spell is cast at either +1 spell level, caster level, or +1 die of damage, whichever is most useful for that caster at that time.
[spoiler]Air Stone
Air stones always look a lot heaver than they actually are and tend to float and spark slightly if placed in water. Any electric effect within five feet of an Air stone is enhanced.
Air stones make work easier by lightening loads. One air stone lessens the weight of a small volume of a single material, no more than one cubic foot, by one half. Placed in a pack of differing materials it lessens weight by only one fourth.
An Air stone placed near an Earth stone will cancel the effects of an Earth stone.
Earth Stone
Earth stones are always heaver than they appear, about 3 pounds per cubic inch and look pitted and scarred.
Any acid effect within five feet of an Earth stone is enhanced.
An Earth stone placed near a Fire stone will cancel the effects of the Fire stone.
Fire Stone
A fire stone is always warm to the touch and was once used to aid in the starting of fires because they are able to increase the level of heat generated by a source they are in contact with. The earliest experimenters with these were, naturally, Gnomes. They combined several stones together and found that the effect did grow exponentially with the amount of stones in close proximity.
A single fire stone, if held, will increase the damage done by a fire, as the heat of that fire is increased.
The drawback is that if the holder of a fire stone is near, within five feet, of a fire that fire is harder to avoid and put out. The holder take -on 2 to all saves against fire effects and the DC to put out a fire on his person is raised by 5. A fire stone place near an Ice stone will cancel the Ice stone effects.
Ice Stone
These stones are always cool to the touch, at least 20 degrees colder than the surrounding environment.
Once used as a novelty, a way to cool drinks and startle people. The drawback to these stones is that, if placed together, they have a way of starting a cascade effect; they decrease the surrounding temperature, which then decreases the temperature for the other one, and so on until an impenetrable ball of utter-cold is formed. More than one Gnomish workshop has had to be fire-balled to break the barrier of ice formed by leaving these unattended for to long. An Ice Stone placed near an Air Stone cancels the Air stone effects.
While there are other elemental stone these are the only ones commonly used and created by magic users.
[/spoiler]
Hey, thought i would give you some comments on your setting, and welcome to the boards! :)
First off, you should probably do some formatting if you post large blocks of text like this or they'll scare people away. Some headlines might do the trick. Also, you have some minor errors here and there that i noticed. Your map misspelt one of the Quarters, and you seem to have mixed two descriptions together in the gnome crossbow description.
Your writing is quite good and manages to keep you reading. I think this is a good setting in many ways; it is consistent, detailed and has many of the places and people you need in a world like this.
That being said, it lacks surprises. It could easily serve for a great campaign or novel, but to really make it shine it would need some "uniqueness" to boost it to the next level.
You do have some good ideas; the weapons are quite neat (although the cool auto-crossbow remains somewhat unexplained although that isn't really a problem in a high fantasy world), and i really liked the elemental stones even though i ordinarily dislike the idea of basing things off the classic four elements. But they are good in the way that their effects are subtle and creative and flexible (although the air stone doesn't really seem to do anything). The city is quite good too, although I'll let some of the military buffs deal with whether the defense strategy made sense (did sound a bit weird to bombard their own city).
Also, the division into quarters seems slightly artificial, but i reckon ordinary people and craftsmen live in all the quarters? Or would people living in the mage quarter have to go to one of the other quarters to acquire basic goods? Liked the mental image of walking around the circular streets of the artisan quarter. (how did you make all those streets?)
So to sum up my suggestions:
Format it with some headlines (and perhaps cut down the introduction a bit; the world history is regularly a bit more dull than the world)
Try and find some elements to separate your setting from the masses.
Also, i reckon it would be a good idea to start the post with a list of setting highlights and what questions/problems you have been dealing with.
Hope the lack of replies hasn't made you give up on the thread :)
I second starting with the first thing you want people to know about your setting.