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The Archives => Homebrews (Archived) => Topic started by: Hibou on July 01, 2006, 09:08:47 PM

Title: Sundown
Post by: Hibou on July 01, 2006, 09:08:47 PM
Sundown

(http://img108.imageshack.us/img108/364/800pxsunsetwithfunnelclouds1zr.jpg)
Image taken from Wikipedia.org. Photo taken by Fir0002.

   

   There is some deep secret here.

   I have dwelt in this place for eighty years, moving amongst the everdancing faeries that never sleep and laugh endlessly amongst the leaves of hardwood trees. I have dealt with the thulenk; the Dwellers of the First Peak, and know all too well their taciturn ways. And I have delved Below, through the depths of the Shadow Mines to places that horrify beyond reason. I have seen much of this land, but I understand little.
   Some of those that lead us, and those that dwell in untouched places know something. They understand the difference between the lies and the realities of this world. They know why the Sun fails to find the courage to rise its highest, and how the life of the world continues despite the dusky illumination and the terrors that come up from Below to haunt us. They know what happened a millenium ago that changed this place to become a land of deception. But they do not speak what they have learned, for they fear something. I know not what.
   There is no time left for me. Were I in my youth, I would beseige the castle of questions that  stands before my mind, and seek the answers by any means. Yet the days are taking their final tolls on my body, and I will be gone soon. I feel a pain now that dwells in my soul, striking at my will the more I seek the truth. The wind howls outside my windows, and I feel something watching me, drawing closer with every breath I take. Shutting my blinds and barring entry will do no good now.

   The Screamer is coming for me.

  -Lodiner
   
Title: Sundown
Post by: Hibou on July 01, 2006, 10:51:35 PM
The Land of Dusk - The Sundown Gardens



  This is a place where night has all but consumed the land, and the Suns' feeble attempts at bathing the world in light never succeed. Here, the days are marked by fading orbs in the eastern and western skies, followed by nights where the cruel moons Rhu and Nal reach the peak of the Canopy of Stars and dance with each other as their dim light gives the inhabitants of the world meager sight. They do not care, and the races of this place know it.
   In this land, secrets are as plentiful as the grass that grows in the darkness. Artifacts and monuments from a long-gone time still lurk amongst the woods and the hills, inert and unconcerned with what happens before them. Even the eldest of races have forgotten who built these vessels of memory, but a few have unraveled the webs of lies and discovered truths, only to keep silent in fear of something sinister. What they know is a treasure lost eternally in the shadows of this land. Only the strongest wills can unearth it, and none can brave the horrors that may come of its realization.
   But that is not all. There are things out there - wicked and bloodthirsty - that hunt those who would seek to know the truth. They come from a place simply called Below, through inky mine shafts that reach into the very deepest of crevices where nothing exists except hellfire and maliciousness. Be they undead or demonic, they see what we have failed to, and they will never show us. They are too malevolent and virulent, true terrors whose presences strike at both the mind and body. There is no escape from them.
   Run, fellow. That is all I can say. They are coming as we speak, for the Suns once again fall and silence ensues. Hide as best you can, but know that the future is bleak. They will find us. We can run, but we cannot hide. There is nowhere else to go.

   These are the Sundown Gardens. Run for your life.
    -Sehelanyr, warrior
Title: Sundown
Post by: Hibou on July 01, 2006, 10:52:49 PM
The Sundown Gardens - Map

[spoiler]
(http://img211.imageshack.us/img211/9610/sundowngardens7ys.jpg)
[/spoiler]

 Just about any info on it should be there, if you have any questions about the map at all, just ask :)
Title: Sundown
Post by: Hibou on July 01, 2006, 10:54:34 PM
Mispost 2.
Title: Sundown
Post by: Ishmayl-Retired on July 01, 2006, 11:10:07 PM
A - How did you draw the map?

B - Why are these posts showing up all screwy?
Title: Sundown
Post by: brainface on July 01, 2006, 11:32:55 PM
I don't know what you're talking about, ishmayl.
Title: Sundown
Post by: Ishmayl-Retired on July 01, 2006, 11:33:59 PM
Okay, you're good to go (thanks to brainface, yet again).  Don't break my page again, or you'll be seein some of this:

 :chase:

And my axe isn't made of pixels.

:)
Title: Sundown
Post by: Hibou on July 01, 2006, 11:37:17 PM
A) The map was drawn using a combination of a simple program called MapMaker (I believe it's found at www.demonspawn.net) and the ever-amazing Paint :)

QuoteAnd my axe isn't made of pixels.

Hehe. :)
Title: Sundown
Post by: Hibou on July 02, 2006, 01:02:14 PM
The Sundown Gardens - Time, Day and Night, Weather, and Races

The Sundown Gardens setting is a 3.5e world using some modifications and new material but mostly staying true to the 3.5 system. There are no new core classes or any changes to them other than the addition of Eschew Materials to the Sorcerer (totally optional in your own games run in this setting, of course. That's not my decision :))

Time and the Orbs of the Sky

The passing of the ages has always been difficult to measure (or at least, for the past thousand years, as some say), for the suns and the moons follow complicated patterns in the sky. Hour 0 as it is called is marked at midnight, when the two moons Rhu and Nal reach their zenith before rotating around each other and setting in the opposite directions from whence they came. Hour 12 is at the point where the two suns make a 45 degree angle with the point on land known as the Cartegath Line (passing directly through the capital of the elusive Sundown Gardens, and also matching perfectly the paths that Rhu and Nal take in the eve). Another 12 hours pass until the moons once again reach their pinnacle and the cycle begins again. Strangely, the suns always rise in the east and west respectively, while the moons rise from the north and south.

In the Sundown Gardens, the year is exactly 300 days long. There are only three acknowledged seasons, being The Embrace (the hot beginning of the year), The Cold (the chilly middle of the year), and The Storming (the warmer term after The Cold with frequent rains that wash away the snow). Each season features more or less 100 days every cycle.

Weather

The Sundown Gardens are not known for a large number of unusual weather patterns and effects, though it does see its fair share. It strangely sees a lot of rain even out of season, but that is not the weather that makes it truly unique.

 Sundrop Storms
More rare than the typical thundershower is the Life Rain, also called Sundrop Storms. These storms only ever occur at night, and may last for several hours before dissipating. They are called Sundrop Storms because each and every drop of water that falls from the sky in these downpours glows, causing the air in the vicinity to be especially bright and the ground to shimmer as puddles accumulate and the water runs across it. They are called Life Rains because they seem to aid in crop growth and legends say that they can grant wishes in special circumstances, mending deadly wounds or performing any other task that one should ask to be done. The inhabitants of the Sundown Gardens consider these torrents blessings from above.

 The Races

  The Faeries
 The faeries, or shunatai as they were once known long ago, are an enigmatic and evasive race that dwell within forest boundaries. Their faces are beautiful and their hair silky, their voices sweet and their eyes entrapping. They are divided in many ways by their individual traits, but they are known as one by their undying wondrousness and eternal beauty. There are few incidents when one does not find the faeries so magical.

There are two 'sects' of faeries, so to speak: the Homelanders and the Wilder Caste. The Wilder Caste are those who other races of the Sundown Gardens actually encounter during their lives, for they inhabit many of the woodlands all about the world and seem to admire and enjoy the presence of other races for various traits they do not share. The Homelanders, however, are uncaring types who dwell only in the Forest of Fvahy (which they call the Sundown Gardens, believing their kingdom to be the center of the world). They keep their business to themselves and attempt to speak with their kin or other races only in their most dire of times. They are self-sufficient in that hidden kingdom which is claimed to be one massive hedge maze littered with flora and fauna unknown to the rest of the world. It is said that every few years, hunting parties of these stoic beings sometimes venture out of the Gardens to murder innocent folk on the countryside...

 The Mountain Men
 There are folk who have dwelt on and in the mountains for as long as anyone can remember, carving out endless passages and trails through their domains. They are often simply called the Mountain Men or Rock Folk, for their real name has been lost to the ages. Little is known about them despite their friendliness and frequent trading expeditions, for their homelands in the mountains are difficult to reach and are harsh to those not prepared for them. The Mountain Men are said to be allies with many of the giants, who also dwell all about the Endless Mountains. However, they are also sworn enemies with other kinds of giants, including the dreaded ice trolls who lurk amongst the snowy peaks.

  The Thulenk, Dwellers of the First Peak
 The Thulenk, or dwarves as they are known by humans and other races, are a theistic race that dwell in the First Peak of Alundahalar. They have built fortresses of stone and iron there for ten thousand years (so they say), and worship a pantheon of gods who each govern a different metal that they mine in the ever-rich depths of the First Peak. In ages past they built a great obelisk on the very apex of each of the Three Peaks as reminder of their faith and the prophecies that revolve around the mountains. They piously follow the ways of their church by obeying the law and keeping peace, but also enjoy many treasures of life from wealth to alcohol to crafting.

  The Amonahes
 Amonah is an ancient word for human, but like so many other titles it has been nearly forgotten as new dialects and languages develop and the winds of time sweep away the past. The humans are proud of their traditions and heritage, flying the flags of their kingdoms Charungist, Lengellath, Arh, and Kerumbrel in defiance of all those who would triumph over them. While each human territory is different and often goes to war with another, they all share many qualities and find friendship in each other when it is most appropriate. They are also capable of adapting quickly to the customs of other lands, and the Free Amonahes (those who dwell in the unclaimed lands) often show the influence of other cultures in their own.

  The Nalnemar
 There is a sinister race born of the purple moon Nal that dwells in the Sundown Gardens, and they are named the Nalnemar (Nalne singular). Folk most often associate them with wolves, and claim that they are devious shapeshifters whose bodies are perfectly attuned to the dim glow that always looms over the world. Little else is truly known about them, for the common folk fear their bestial ways. They are said to dwell only in the farthest and most untraveled places, where their dark society is forged out of concepts that few other races could grasp. The agenda of the Nalnemar as a whole is as much a mystery as their shadowy ways, and not even their sacred moon Nal could reveal it to the Sundown Gardens.

  The Wygren
 The Wygren are known to other races as hobgoblins, though one would be wise not to call them such a name in their presence. They were given that name once for their resemblance to the twisted goblins that stalk the night with their glowing eyes and cruel minds. The Wygren have always taken the name as an insult, except for a few villainous hobgoblins who proudly belong to an organization known as the Night Goblins. The Wygren are fairly militaristic but are widespread and generally live in small independent settlements. Their one true kingdom is Mejhune, a territory composed of several islands in the eastern portion of the Crescent Sea.

 Gnomes
 The smallest of the common races and one of the most reclusive, gnomes are on neutral grounds in the world. They hail mainly from the Thunder Heights and the northwestern corner of Undri Wood. They are at times well-liked and at others despised, for their undying love for all things magical sets them apart from the world, especially when it comes to the extraplanar magiks. It is said that gnomes were actually the first race to discover the arcane power of the schools Conjuration and Evocation, and even today they are the masters of them. Gnomes are also innovative in their social structures, technology, and their knowledge of history. Yet even they are curious regarding the past, for something is not right, and something prevents even these dedicated folk from knowing the truth.
Title: Sundown
Post by: Hibou on July 02, 2006, 02:32:31 PM
The races have been finished. Questions, comments, concerns, or confessions of undying love regarding the material thus far? :)
Title: Sundown
Post by: Numinous on July 03, 2006, 01:08:17 AM
Consider this a confession, as my jaw has hit the floor in response to yet another stunningly awesome project.  Keep it up man, your work is my primary reding material :P
Title: Sundown
Post by: Hibou on July 03, 2006, 05:58:01 AM
:)
Title: Sundown
Post by: Hibou on July 04, 2006, 11:04:40 PM
Amongst the Dragons

We are the ones who sing a proud roar for every feeling we embrace.
We are they who laugh at the notion of fear, and step aside for none.
We are the beings whose tongues burn with fire, hum with lightning, and dance with noxious vapors.
We are the creatures made of fancy, wonder, and terror.
We are the dreamers with beds made of ancient wealth.
We are the keepers of the past, the watchers of the present, and the fortellers of the future.
We are the stars of legends too long forgotten and fairytales too often told.
We are the masters of claw and wing, the delvers of the sea and the carvers of the earth.
We are the rulers of kings and the archons of the world.
We are the epitomes of might and the wielders of the first magic.
We are the primal, the indomitable, the haughty.
We are the devourers of demons, the slayers of angels, and the allies of the gods.


We are Dragons.
-The Proverbs of the Twelve

How Dragons Came to Be

The Beginning

[spoiler=The Creation]
 When time began, while the humanoid races still learned the ways of agriculture and hunting, the dragons ruled as masters of a primal world. They were the ultimate predators, for they were the largest, most capable, and most powerful of all creatures. But these dragons were not the dragons that exist today. While they were incredibly wise and cunning and possessed similar physical traits, they did not belong to the elements. They were little more than giant lizards. Not until the First Mother, Naic, came to be.
 Naic was unique in a world of violent monsters, for she was peaceful and loving of all the beings that thought. She was appalled by her species' ways, and sought to breed a new race of dragons. On a sacred day while the Suns glistened at the edge of the sky, she called out her mightiest roar towards the heavens, asking for their aid. The other dragons knew of Naic's plans however, and fearing that these dragons may be more powerful than they, they obsessively watched the ways Naic ventured. For this reason, she hid the eggs away from her den in secret places across the Sundown Gardens.  

The powers above answered her call silently, shaking the very way the world worked:

The first egg was laid on the side of a dormant volcano which suddenly erupted and spewed forth magma and ash, coating the vessel. The unborn creature became Arcenatenaur, the Fire Dragon.

The second egg was set to rest on the highest mountain top shrouded in mist and cloud. It hatched Layletharec, the Cloud Dragon.

The third egg was laid in the northern kingdoms just as winter set in, and it was frozen in the ancient Margarn Glacier. It became Vaineaenym, the Snow Dragon.

The fourth egg was hidden in the high boughs of a tree, and during a terrible thunderstorm the tree was struck by lightning. The supercharged egg hatched into Umataolnar, the Storm Dragon.

The fifth egg was hidden in an ancient, rotting fallen log in a forest. When it hatched, the dragon was known as Pthalanscarn, the Wood Dragon.

The sixth egg was laid within a cavern overlooking the sea, but the rock beneath it crumbled and it fell into the Crescent Sea. The creature became Xaynaniss, the Water Dragon.

The seventh egg was hidden deep in a swamp inhabited by nothing except small birds and frogs. It became Laucikcarn, the Black Dragon.

The eighth egg was laid on a high, deserted hill in the sunniest region of the world. It hatched into Urinderenor, the Light Dragon.

The ninth egg was buried in a landslide after being put to rest in a lost valley, and it became Brah, the Earth Dragon.

The tenth egg was laid on a lonely plain on a night of the year where the Moons were said to have divine significance, and it became Sulaenaneshan, the Night Dragon.

The eleventh egg was laid not in the Sundown Gardens, but among the stars, and when it hatched it brought unto the world Wunlaxinth, the Star Dragon.

The final egg was laid by Naic as she was sleeping, and the hatchling it bore would be Nod, the Dream Dragon.
  [/spoiler]

[spoiler=The Twelve Breeds]

Flame
 The first Great Dragon is the creature Arcenatenaur, the Wildfire. Her children are the dragons whose souls are born of fire, and their bodies harvested from ash. They are the spirits of Anger, of pure hatred and desire to destroy and maim. They breathe devastating flame and shimmer the most mesmerizing red and amber, their eyes glistening with insatiable hunger. Flame Dragons are marked by their smell of soot and brimstone. They dwell amongst the mountains that never cease, snatching up game and giants for their meals.

Use the Red Dragon stats for Flame Dragons.

Cloud
 The second Great Dragon is Layletharec, the Gentle Embrace. His children are dragons with bodies colored luminescent blue and the purest white, with eyes that sparkle silver. They are the spirits of Harmony, destined for kindness and undying love for peace. The breath of a Cloud Dragon commands the power to slow an enemy nearly to a halt or freeze them with a chilling wind, both dangerous situations high in the sky amongst the billowy clouds. Though they are keepers of the peace, cloud dragons are quick to act should trouble arise and are deadly adversaries. They dwell only amongst the clouds (as one would suspect), and can traverse and sleep upon them as if they were solid stone. Their presence brings a smell of rain, as well as a miniscule yet noticable drop in temperature.

New stats for Cloud Dragons coming soon.

Snow
 The third Great Dragon is Vaineaenym, the Cold Watcher. She is silent and vigilant, a careful observer of the frozen reaches of the world. Her children are the spirits of Curiousity, spending more time watching the ways of other races and the natural world than taking part in any major events. They are political and moral wildcards, prone to change views and alliances in a heartbeat if they do not feel something is right. Snow Dragons' hearts are akin to the unknowable winter; gentle and magnificent at one moment, and violent and terrible at another. They breathe the most chilling blasts of frost from within themselves, and dwell only in the cold mountains.

Use the White Dragon's statistics for Snow Dragons, but increase their Intelligence and Charisma at each age category by 4. Their alignment becomes "Always Neutral".

 Storm
The fourth Great Dragon is Umataolnar, the Fury. He and his children are known as the Storm Dragons, creatures surging with the destructive energy lightning. They are the spirits of Anarchy, destructive and hateful towards organization. Like Cloud Dragons they prefer to dwell in and roam the high skies, but they sleep in the uppermost atmosphere, where the world is seen in a different light. The children of Umataolnar are evil and sadistic, often swooping out of the sky to wreak havoc with their terrible breaths made of cackling electricity, if for no other reason to watch their targets burn. They are sure of themselves and fearless even in the face of powers greater than them (which are few). A Storm Dragon at a young age is colored dark gray, slowly making the transition to black as it ages. Its wings glow with the electricity that surges through its body, and its eyes are colored a menacing amber. Storm Dragons smell like ozone.

 New stats for Storm Dragons coming soon.

 Wood
The fifth Great Dragon is known as Pthalanscarn, the Tree-Whisperer. Her children are Wood Dragons, spirits of Beauty. Wood Dragons are playful and charming, loving games that involve multiple participants and simply spending time with other creatures.  They are very open-minded and welcoming, when their territory is not at risk. They enjoy the company of fey but are more intrigued by humans, whom they find unusual but special. Wood Dragons are colored a mottled brown at a young age but eventually their color is replaced with forest green, which changes with the seasons. Many of them are well-camouflaged not only by their convenient colors but the beds of moss and grass that sometimes grows on their bodies. They smell like the sweetest sap, and breathe gases that entrance or charm those affected. They inhabit the forests of the world, but are not often encountered unless one seeks to have a game of hide and seek with travelers.

New stats for Wood Dragons coming soon.

 Water
The sixth Great Dragon is the enigmatic Xaynaniss, the Wave Lord. He is the father of the Water Dragons, the spirits of Mystery. Water Dragons are quiet and self-concerned, great thinkers who ponder strange things randomly, akin to the ways of the waters where they dwell. Their scales are colored sea green at a young age, slowly darkening to blue with age and experience. They are often half-covered in seaweed or urchins, something that bothers them not at all, and when out of the water they smell like the sea breeze. Their breath weapons are a powerful gush of water that can knock out enemies, and a paralyzing gas. They dwell mainly in the Crescent Sea, but legends tell that a few lurk in great, deep rivers or in the Silent Sea.

Water Dragons use the Bronze Dragon statistics with a few modifications to be listed soon.

 Black
The Great Dragon Laucikcarn is seventh, and is known more often as the Swamp-Lurker. Her children are the spirits of Suffering, dragons who dwell in the swamps and everglades of the world. They are obsessive and often violent towards those they don't like (which is just about anyone), and enjoy corrupting water supplies of the creatures that live nearby. At a young age their scales are a mixture of black and dark green, becoming almost entirely black as they age. Black Dragons can breathe both a viciously corrosive acid and a gas that causes its victim to become extremely depressed. They smell of rotting plants and acid, but can exude a sweet-smelling aroma that lures the unwary closer to them without knowing.

Black Dragons remain mostly the same, but have a few changes in their abilities to be listed soon.

 Light
Eighth of the Twelve Dragons is Urinderenor, the Sun-Breather. His children are the spirits of Courage, the beings whose very scales breathe with undeniable will and fervor. They are calm and understanding towards all those who deserve such treatment, and viciously hostile to those who do not. Light Dragons are the most commonly encountered, often having dealings with the churches of human lands. They are sometimes seen as messengers of the higher powers, guardians of Heaven, or even as minor deities. At a young age their bodies appear a bright golden, changing over time to appear white and later become incredibly beautiful as they go transparent, and beams of blinding light seem to ripple through their skin. Light Dragons breathe a ray of scorching light that blinds an enemy as it deals damage, but is most powerful against the undead. They have smell of the first wind of summer, warm and littered with the fragrances of the flora and fauna of the world. Light Dragons dwell in sunny places, where they may witness the most of the short day.

Light Dragons use the Gold Dragon stat block with a cosmetic change and a few changes in abilities to be stated soon. Their alignment changes to "Always Neutral Good".

 Earth
The ninth is Brah, the Cavern Queen. Her children are the spirits of Secrecy, those who know far more than they shall ever say. The Earth Dragons are frequent multitaskers and are very talented in the ways of weaving tall tales for horrendously long periods. They are not very common at all, preferring to hide away in their deep holds below the earth where what they know does not easily find its ways to the ears of others. Other creatures look at them in curiousity, for there is a good chance that an Earth Dragon knows something about someone it has seen before. Earth Dragons appear a dull brown at a young age, and as they grow older marks appear across their bodies to make them appear as though they are part of a cavern wall or rocky slope. Earth Dragons may breathe either deadly acid or a gas that slows the movements of those affected. They smell of iron and cold dirt.

Earth Dragons use the Copper Dragon statistics, but their alignment changes to "Always Lawful Neutral".

 Night
The tenth Great Dragon is Sulaenanesahn, the Night Hunter. His offspring are the spirits of Fear, beings bred of the terror that they and other creatures awake within the hearts of those who know what it means to be afraid. Night Dragons are cruel and greatly enjoy playing awful tricks upon lesser races, from simple terrifying pranks to inflicting deadly wounds during exhausting 'hunts' that permanently scar the minds of victims who do survive. At a young age a Night Dragon is a very dark purple with sections of black, changing to become almost invisible as it ages. At their eldest, only their eyes and the silhouettes of their bodies are visible in the light, while in the darkness their heavily transparent violet bodies show normally to creatures that can see in the dark. Night Dragons can breath two breath weapons; a cone of darkness, and a line of chilling cold. Night Dragons dwell in hidden places, venturing out at night to stalk their prey across the land. They smell of cold and mysterious aromas that cannot be placed.

New stats for Night Dragons coming soon.

 Star
The eleventh Dragon is the great Wunlaxinth, the Twilight Dancer. Her children, the Star Dragons, are the spirits of Hope, creatures who know that there will always be rebirth and a new day shall always rise. Night Dragons are laid back, almost lazy, and take events that come about in stride. They understand what is cause for concern and what is dramatized, and take action based on the necessity of a given situation. A Star Dragon at birth is colored like a breathtaking sunset with countless shades of orange, violet, and rose decorating their bodies. As they age they fade like the day does into night, becoming a very deep blue-black color that is embellished with countless tiny glistening dots that give the impression of a starry night. Star Dragons breathe fire that appears the purest white, and when it ignites any given material it burns the same. They tend to build their lairs in peaceful forests and on high mountain bluffs, where their view of the sky is always sweeping.

New stats for Star Dragons coming soon.

 Dream
The twelfth and final Great Dragon is Nod, the Dreamer. His children are the spirits of Content, sleepers who rest easy knowing that they are in a place they love. Dream Dragons are imaginative and sometimes oblivious, seeming as though they are always thinking up another amazing impossibility. They spend much of their time sleeping or resting, and enjoy the strange practice of flying through the skies with their eyes closed. Dream Dragons have scales that are colored very soft, warm hues of purple and blue, and to gaze at one is to feel comfort unlike any other. A child of Nod's eyes are golden in color, glistening with wonder and excitement. They breathe two kinds of breath weapon: a cone of sleep, and a line of sonic energy that reverberates violently through the ears of those who hear it. Dream Dragons have no one type of land that they prefer to live in, as long as they can find peace there.

New stats for Dream Dragons coming soon.

[/spoiler]

[spoiler=The Drakes]

The twelve breeds are not the only draconic creatures who roam the world. It is said that when Naic birthed the Great Dozen, her blood passed to them the ability to mate with the Ancient Kin (the dragons not of the Twelve breeds; the 'siblings' of Naic[she was unique among them]) to produce their own children who possessed abilities similar to their own. Their children could then pair freely with others of the same breeds or other breeds, but in the rare case that they found love not among their own, but with an Ancient Dragon, a different creature would be born. These beings were called Drakes, the False Dragons.

However they were created, drakes now roam the Sundown Gardens amongst the other denizens of the world, weaker than the true dragons but nevertheless fearsome. Less educated folk commonly mistake them for the real thing, until they appear and cause their own havoc. Unlike the more morally-balanced breeds of true dragons, most drakes are evil and spiteful.

Ash

Ash Drakes are the creatures who swoop down upon the unwary as a great volcano erupts, stalk the charred forest as it burns to the ground, and set fire to the homes of those that they consider below them. They were originally born of the union between a Flame Dragon and an Ancient. Ash dragons are very aggressive and straightforward, dealing with their problems and frustrations by causing destruction and pain as quickly, easily, and effectively as possible. They appear black with little cracks all across their bodies that glow like still-burning ashes. They breathe thick smoke that causes suffocation and burns the skin.

Ice

Ice Drakes are the drakes that enjoy going to great lengths to interfere with all events from great peace treaties and crownings to simple interactions between lovers and the witnessing of entertainment. They were first born of a union between a Snow Dragon and an Ancient. They do not truly care what happens to who or what, or where it occurs, but they disrupt what they can nonetheless. Ice dragons look as if they are statues of ice brought to life in some twisted way, their internal organs visible through their transparent skin. Their breath is so cold it freezes most anything with alarming quickness; many would-be heroes have learned this the hard way when their legs were too frozen to run from the closing jaws of an Ice Drake.

Plague

Plague Drakes are the festering wounds, the hidden epidemics, and the uncurable diseases of the world. They were the children of a Black Dragon and an Ancient. Plague Drakes are constant thinkers, always working out a new way to cause suffering to lesser races. They look as if they are rotting corpses; their bodies are a dark brown, but much of the flesh appears to be rotting or to have already rotted away, though the drake itself is not affected by this. Plague Drakes breathe corrosive slime that can cause disease.

Rain

Rain Drakes are one of the few of their kind who are not naturally wicked, but rather they are quite peaceful and kind. Rain Drakes are the refreshing drinks of water, the revitalizing storms, and the cleansing downpours of the Sundown Gardens. They are ironically born of the union between a Storm Dragon and an Ancient. Rain Drakes are local oracles and legendary heroes of a sort when they make themselves known. Often a Rain Drake makes itself a guardian of a small town whose inhabitants it has grown fond of, and for many long ages it is remembered as a vital part of life.
They appear a navy blue, but even on the dryest of days their skin appears as if drops of water pound upon it, glistening as they splash. Their breath weapon is a blast of temperatures that may range from scorching to freezing.

Chaos

Chaos Drakes are true examples of unpredictability. Born of the union between Dream Dragons and an Ancient, they have no set path. They do what they feel is most pleasing, and with their evil tendencies it rarely ever bodes well for their targets. Chaos Drakes take pleasure in disrupting things, like Ash Drakes do, but the Chaos type instead prefers to interfere in such a way that their damages devastatingly alter the outcome of any given event, taking the future in a direction that no one expected. Chaos Drakes would appear gray in color, but their skin appears to randomly change colors in various places at different times, and they constantly appear to be in motion both slower and faster than those around them. The gas that they breathe can cripple the mind or the body.

[/spoiler]
Title: Sundown
Post by: Hibou on July 11, 2006, 06:06:19 PM
Ohhhhhhhhhhhhh!

We gotz ourselves a journey, a journey for today
Between the mountains, across the seas and every other way
Long ways to go we have but lad don't ye frown
We're runnin' runnin' high an' low for glory of the Crown! Hey!


 The War of Nations - Political Boundaries
 
Although politics aren't yet determined to be a major part of Sundown, I'm posting a version of the Sundown Gardens map showing political boundaries for the setting. :)

[spoiler=The Map]

(http://img161.imageshack.us/img161/1786/sundowngardenspolitical9xj.jpg)

[/spoiler]
Title: Sundown
Post by: Yair on July 11, 2006, 09:37:29 PM
:buds: Wow. :hail:
Title: Sundown
Post by: Xathan on July 13, 2006, 09:21:25 PM
Yeah...I'm with Yair. I want to see about the Dragons...that little spoiler has me intrigued.
Title: Sundown
Post by: Hibou on July 13, 2006, 09:30:37 PM
The Dragons are coming, I've just been busy with work and course selection :)
Title: Sundown
Post by: Xathan on July 14, 2006, 08:05:47 PM
*bounces with anticipation* I totally understand the delay, but I want more!
Title: Sundown
Post by: Hibou on July 18, 2006, 05:43:48 AM
The Dragons post has been updated. While I still haven't got everything into it, there's a lot more to read now :)
Title: Sundown
Post by: Tybalt on July 18, 2006, 07:05:30 AM
Really nice writing in the intros you've done, it's intriguing, it has an air of mystery and menace and yet of potential discovery. Keep up the work, I will read further with great interest.
Title: Sundown
Post by: Hibou on July 27, 2006, 10:26:28 PM
:)

The Dragons post has been updated, and now includes the Drakes. Enjoy :)
Title: Sundown
Post by: SilvercatMoonpaw on August 04, 2006, 02:40:30 PM
*sigh* Another "these creatures are usually/always evil/cruel" type setting.  I'm sorry, I just wanted to say that.  I think that it's good that you are creating different types of dragons from the ones presented in core D&D, but do you really want to code their alignment by type?

I think your world sounds interesting and well thought out (yes, even the dragon section which i do not like).  It's an interesting idea to actually physically confine the area of adventure.  I think, though, that we need some crunch info before we can get a sense of what sort of suggestions you'd like.
Title: Sundown
Post by: Hibou on August 04, 2006, 06:40:37 PM
Quote*sigh* Another "these creatures are usually/always evil/cruel" type setting. I'm sorry, I just wanted to say that. I think that it's good that you are creating different types of dragons from the ones presented in core D&D, but do you really want to code their alignment by type?

I understand where you're coming from, but for me, this kind of classification works. This setting isn't my setting where good and evil are hard to define, and I need clearly malicious and altruistic creatures in most cases. Dragons, as powerful and feared as they are, seem to me that they should be one type of creature most likely to fit their stereotype 95% of the time. It's the effect of the setting I am seeking that requires 'near-definite' alignments. Sundown is what Vilydunn would be were it high-magic instead of medium-low (due to the outlaw of magic and the veiled nature of the supernatural).

Very much crunch is on the way, including an adventure :)
Title: Sundown
Post by: CYMRO on August 04, 2006, 08:43:48 PM
As someone else who redefined basic dragons, I support your assertion that dragons are best defined by their appetites, whether it is an appetite for good, or for evil.  In a setting using alignments, the "usually" descriptor seems a natural part of a dragon type's lore.
Title: Sundown
Post by: Hibou on August 04, 2006, 09:57:09 PM
QuoteAs someone else who redefined basic dragons, I support your assertion that dragons are best defined by their appetites, whether it is an appetite for good, or for evil. In a setting using alignments, the "usually" descriptor seems a natural part of a dragon type's lore.

Aye, it is. Once such details are established, the creatures can take a more completed role in a setting. In the case of dragons, which are so mighty and destructive, it is very likely that folklore and superstitions will arise related to them and their 'natural' personality traits, such  as a terrible thunderstorm being a sign of evil and utter chaos due to the nature of a Storm Dragon. :)
Title: Sundown
Post by: Yair on August 10, 2006, 09:56:27 PM
Quote from: WitchHuntThe seventh egg was hidden deep in a swamp inhabited by nothing except small birds and frogs. It became Laucikcarn, the Black Dragon.

Seeing the way the other dragons have "altered" names based on the location of the egg, would this dragon be better known as the Swamp Dragon.  

My jaw is still on the floor, wonderful world.  
Title: Sundown
Post by: Hibou on August 18, 2006, 10:27:57 PM
QuoteSeeing the way the other dragons have "altered" names based on the location of the egg, would this dragon be better known as the Swamp Dragon.

My jaw is still on the floor, wonderful world.

I had them named Swamp Dragons for a large part of the pre-posting process for the Dragons of Sundown post. But I liked the sound of Black Dragon better. Of course, who's to say that they aren't called both in Sundown? :)

Thank you for the compliment. I'm sure you'll be seeing more jaw-dropping material for Sundown, Sleep, and some other additions, once my writer's block goes away. :)
Title: Sundown
Post by: Yair on August 18, 2006, 10:46:18 PM
I anxiously await the breaking of your writer's block.

Anyone have a hammer handy?
Title: Sundown
Post by: Hibou on August 22, 2006, 11:05:57 PM
Stonesword Knights

 In all the many lands of the Sundown Gardens, there are countless guilds and organizations designed with the intricacies of combat in mind. Few, however, are as large, influential, and deadly as the Stonesword Knights. These men and women are warriors who dedicate their entire lives to the wicked edge and pulverizing hammer, seeing it as their beginning and their eventual end.

 
History

The Stoneswords have existed as a guild for several centuries, but only made their ways known in the last fifty years. The guild was first founded by Kin-Lanah Saugars, a runaway princess who had deserted her family and her heritage after she realized her dreams of wielding a weapon in the Royal Army would never happen as long as she stayed with the family. Changing her name, she disappeared into the alleys of Andasalem, and honed her fighting technique while remaining true to a personal code. Eventually she gained followers, and taught them many secret melee talents she had discovered in her personal trials. The first five of her followers became the five of the six Steel Guardians. Their guild name, the Stonesword Knights, was given comically after a battle with animate statues in the King's own throne room during a dispute between the King and the Changemakers. Ever since, they have sworn allegiance to the Stonesword Guild with nothing but pride.

Creed

The code of the Stoneswords, which all members must learn, goes as follows:

I live and die by my strength.
I have no true enemies except those who would take my will to fight away. I only have obstacles.
I must not rely on others to teach me my abilities. I may learn from others, but I must know how to be independent.
I shall never wield a weapon of an archer as long as I live.
I must never slay one who is weaker than myself.
I must never look to a method other than my own blade to slay an enemy.

Stonesword Knights have forsworn the use of ranged weapons, except throwing axes, throwing hammers, and throwing daggers. They have rarely ever allowed those who wield magic as well as a weapon into the guild, and pure spellcasters are never accepted. Barbarians, fighters, rangers, and fighter/rogues are the most typical members.

Religion and Alignment

There is no typical religion or alignment in the Stonesword Guild. Members may worship whoever they wish, and there is no specific moral or ethnical code that they follow. The differences in these areas are as diverse in the Guild as any typical city.

Membership Requirements

Membership with the Stoneswords was once only given to those deemed most fit for the title of Stonesword Knight. Now that the guild has gone public, however, guild outposts may be found in large cities across the Gardens where those who believe they are powerful enough may go and try out. Potential applicants must present a fair number of battle talents and training in at least two weapons of two different weapon types. The final test for a member is to fight a senior member of the guild with his bare hands and attempt to wrestle his own weapon free of the senior member's hands.

Game terms: Three feats directly related to melee combat, plus weapon proficiency with two bludgeoning weapons and two slashing weapons, two piercing and two bludgeoning, or two slashing and two piercing. Weapons with more than one type only count as one (for example, a slashing/piercing weapon may count as slashing or piercing, but not both for this purpose). A character must wrestle his weapon out of a guild member's hands as the member attacks him with it.

Members

There is a minor hierarchy within the Stonesword Knights. Initial members are given the title of Draft, while members who have remained in the guild for at least one year are given the title of Knight. The title of Steel Guardian is only ever given to the six members who govern the Guild and the most legendary of other members.

 Guild Dues

Joining members of the Stoneswords need not pay an initial fee but must be able to prove their position in another paying job or be able to sustain themselves. Thrice per year, they must deposit a value of 600 colshins (300gp) into the Stonesword treasury in order to pay for events and upkeep at the headquarters. Members are required to take part annually in the Trials of the Stoneswords, a tournament held in Kerumbrel's largest colosseum multiplex. This hardly seems like a chore to the Stoneswords, most of whom love friendly competition between each other.

Colors and Appearance

Drafts fresh into the Guild are required to wear garments colored chaotically with black and white, and are given gray helms painted so cleverly that they appear as if made of smooth stone. Knights are granted simple iron headbands that are rimmed with stone, and wear clothing of gray and white. The Steel Guardians wear crowns of pure granite, and wear robes of a very dark gray at all times, except in the case of war. During open war with other guilds or while in service to the lords of the nations, Stoneswords wear black uniforms painted with ashen swords on the chest and back. A Stonesword only ever takes of his helm for royalty; even in their sleep they wear them.

New Feats  

 Mobile Knight [Guild]
The Stonesword Knight can perform like an acrobat in combat in order to evade his enemy.
Prerequisities: Dex 15+, Knight ranking, Dodge.
Benefits: Balance and Tumble become class skills for the characters. If the character already possesses these skills as class skills, he gains a +3 insight bonus to their rolls.

Kin-Lanah's Sacrifice[Guild]
The guild member may call upon the spirit of the first master of the Stoneswords though self-harm to improve his combat ability.
Prerequisites: Character level 8th+.
Benefits: Once per day, the character may choose to take an amount of damage equal to his character level to receive a +4 divine bonus to attack rolls, +2 divine bonus to damage rolls, and a +4 divine bonus to AC. This bonus lasts a number of rounds equal to one half his character level. If the character is healed by any means other than natural regeneration within 3 rounds of using this ability, the bonuses are lost.

Trials of the Stoneswords [Guild]
Your constant training in the Guild has hardened your body to an amazing level.
Prerequisites: 6 months membership in the Guild, Con 16+.
Benefits: You gain a +2 natural armor bonus and a permanent number of HP equal to three times your Constitution modifier.

Shadow Strike [Guild]
Your personal training has enabled you to sneak about with finesse, stalking your enemies until the right moment.
Prerequisites: Dex 15+, Stealthy.
Benefits: Add Hide and Move Silently to your list of class skills.

 New Mechanic: Guild Feats

Guild Feats work for the most part like regular feats do. They require certain prerequisites in order to access, some of which may be difficult to achieve. Additionally, it is required that a guild member in any organization meets the basic membership requirements at all times to keep using any Guild Feats they may have taken.

Guild feats generally grant powerful abilities, and as such are harder to keep and use. If a member of a guild ever leaves of his own volition, he loses access to the feats as long as he is no longer a member (some guilds may not reallow membership, either). After one year, they may choose new feats for the slots that once held Guild Feats.

Members should know very well which guild they belong to and what their rank (if ranks exist) is. A character loses access to Guild Feats from one guild should they ever take guild feats in another.

---

Well, there's some new material (FINALLY!). I can't help but think though, that I'm missing something in that long description of the Stoneswords and the new feats and feat types. If something is missing, don't be afraid to tell me :)