The Fænaëd Chronicles
As time has told us, men are seduced easily, whether it be power, wealth, or women. But it is indeed a great rarity when an entire world is brought to its knees in uniform lust and desire. But after all, all the worldâ,¬,,¢s subtleties cannot be mistaken for wisdom.
This campaign setting is still greatly under the works but is intended to be massive in scope and scale, with fully developed cultures and regions more promising and interesting than those described in my World History book.
Check out the design of Atlaia (the campaign world) at: http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?9464
It will provide maps of the world as they are created.
The first installment is religion:
[spoiler]
Religion
History and the Fænaëd
The Fænaëd are otherworldly beings of Power, Lust and Greed. To the common folk they are known simply as the Trinity. They are beings of both haunting beauty and dark terror, a trio of goddesses devoted to the very essence of desire and seduction.
The Trinity is a new following, born out of the ashes of idolism of old-world beliefs. Since those societies collapsed, monotheism has made sure they were extinct in civilization and polytheism was virtually extinct until the recent years. Donâ,¬,,¢t be fooled, every culture did not believe in the same god. Each culture has its own beliefs of who the Creator was, and how he implements his will over the people. It was, and remains still a being of many forms and shapes that depend on who looks at it. Up to a certain point in history, all the common religions agree don the creation of the world by a supreme power, that there is only one god and that he is merciful upon the pure and vengeful upon the sinners. In elven land she is called Corellon Larethian, in orcish lands Gruumsh, Heironeus in human lands and in halfling lands the she-god Yondalla.
If you were pure of heart and did your best to follow the ways of the God, you were happy. If you sinned you were shunned and would never again be seen in such a bright light as those who did not. Of course, no one can resist temptation for their entire lives, not even those who preached of its corruption. Word began to leak out across the world that the Churches were being bribed to forgive sins, that people were paying their way into eternal happiness. Essentially, it became known that the Churches did not practice what they preached, resulting in a profound loss of faith in the current system of beliefs. The diocese crumbled to form many various factions, each with their own ideas on how the clergy should be run. People began to see the one god with many forms instead as many different gods, and soon their belief fueled the creation of the Pantheon as we know it.
If one does not look at the situation carefully, it seems that in all the upheaval there was no victory. That is to say, not one single being or group rose to the top of the pack in the ensuing chaos. A deeper look reveals that the desire for power and wealth was the victor: the Fænaëd won the battle. For the most part, the Fænaëd are not fully recognized yet as a divine power. Their followers are divided into many different sects that are usually devoted to one of the three Seductions.
The Trinity
Clerics and Worshippers
Clerics of the Trinity can choose to follow one or all of the Seductions at once. Clerics of Power pray at noon when the sun is at its full strength. Followers of Lust pray at night a time of passion and surrender. Lastly, followers of Greed worship at dawn to symbolize the opportunity of a new day dawning. The Trinity demand their worshippers to perform many rituals that vary from goddess to goddess. At special times during the year, the goddessâ,¬,,¢ are celebrated through sacrifices, parades, acts of lust and ritualistic ceremonies (usually consisting of one or all of the former examples), although these are always carried out in secret. The Church of Heironeus (the centerpiece of monotheistic belief) still hunts worshipers of the â,¬Å"idol deitiesâ,¬Â and the Fænaëd are at the top of their list, forcing worshippers of the Trinity to carry out all of their dealings in secret and secluded places.
Arindor
Seduction: Power
Alignment: LN
Symbol: A gold and ruby scepter.
Favored Weapon: â,¬Å"Crusherâ,¬Â (heavy mace)
Portfolio: Power, battle, strength, sacrifice.
Domains: Destruction, Law, Protection, War
Salanouiel
Seduction: Lust
Alignment: N
Symbol: A scarlet rose.
Favored Weapon: â,¬Å"Heartstealerâ,¬Â (dagger)
Portfolio: Lust, love, sensual seduction, couples.
Domains: Charm, Luck, Passion.
Tinius
Seduction: Greed
Alignment: CN
Symbol: Two golden coins, each showing a different face.
Favored Weapon: Shortsword
Portfolio: Wealth, commerce, trade, thievery, mercantilism.
Domains: Commerce, Luck, Trickery.
[/spoiler]
May I suggest some ideas here? I like these temptations as divine powers, it's quite poetic. I feel I can offer some aid here, in both times of worship. Greed should be worshipped at dawn, to seek wealth in the new day. Lust at dusk, for a night of passion, and Power at noon or midnight, noon for the most power or midnight for impenetrable darkness. Also, for holy symbols, lust could be a rose, power I think is fine, perhaps a sceptre though? And greed could be a chest, two coins, or a hand holding coins. The idea is to let the symbls e simple whe necessary, but beautiful when crafted finely. some of your suggested were a little busy.
Anyway, it's your choice on whether or not to take my advice, just trying to help.
I like all of that actually lol. The sceptre is nice, i couldn't really find something for power. A ros eis good and two coins (one showing each face?) is more simple and obvious. It's good thanks. The times of worship make a lot more sense I hadn't really thought about mine so thanks a lot.
EDIT: I've added your suggestions.
We are moving on to character information for the setting. I have compiled a list of races with short descritions ofr each, but I feel somethin gis missing. I need a couple more races. One is from a long lost culture that inhabits the jungles of a forgotten island. The other is a mysterious, dark and beautiful race given to illusion and dark magic. If anyone has any idea that would be great. And please try to avoid aasimar and tieflings, they are much too cliche for me.
EDIT: I expanded the races section.
EDIT: Oops, I did it again. Races updated and expanded.
EDIT: And third time is the charm. The third update including weapon proficiencies for orcs and kobolds. :)
[spoiler]
Chapter I: Character Races
As noted in the introduction, the races of Atlaia are both numerous and diverse. Each and every race is a development of the world around them, following the theory of â,¬Å"every race has its place and every race is in its place.â,¬Â Races are not just a tool for players to use but an integral part of Atlaia and its history.
Dark Elves
The dark elves are descendants of the most ancient lineage of elves. In a time during the beginning of the world, some elves diverged from their forest-dwelling cousins and found a life in the ancient caverns and passages of the World Below. They became the dark elves (not to be confused with the drow, which do not appear in Atlaia) and the bitter enemies of their long-lost cousins the surface elves. Dark elves are most common in the region known as [name]. There, they build hidden cities in the jungle with entrances to their underground lair all over the continent like so many anthills.
They are regal and proud, much like the high elves of the surface world. While they do not like outsiders, they do not shun their ideas. Many dark elven technologies were â,¬Å"borrowedâ,¬Â from gnomish merchants and their architecture closely reflects that of the dwarves of Ethârnul.
The dark elves revere a strange spider goddess who is unknown to the other pantheons of the world. Through their goddess the elves shave unleashed countless number of fiendish aberrations ranging from the monstrous spiders to the drider. These monsters and the persistent raids of human villages by drow parties make them hated in other lands, especially in Eastern Escion where their raids are most frequent.
Description: The dark elves of Atlaia have dark grey or dusky skin and pale hair in many shades. Their eyes can range from a pale blue to red or even violet.
Dark Elves have the following racial traits:
Racial Abilities: These traits are in addition to the standard elf abilities in the - Player's Handbook, except where noted.
- +2 Dexterity, -2 Constitution: The dark elves have ruthlessly selected for agility at the expense of hardiness over countless generations. These adjustments replace the ability adjustments given for elves in the Player's Handbook.
- Darkvision: Dark elves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all. This ability replaces the low-light vision noted for elves in the Player's Handbook.
- Weapon Proficiency: Dark elves are automatically proficient with the hand crossbow, rapier, and short sword. These proficiencies replace those of standard elves.
- +2 racial bonus on Will saves against spells and spell-like effects.
- Spell-Like Abilities: Dark elves with a Charisma score of at least 10 has the following spell-like abilities: 1/day -- dancing lights, daze, touch of fatigue. Caster level equals the dark elves's class levels.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
- Favored Class: Wizard (male) or cleric (female). This trait replaces the favored class entry for elves in the Player's Handbook.
Wild Elves
The wild elves are secluded in their woodland homes and remain scattered into small tribal communities that are constantly on the move. Not as educated or connected as even the wood elves, the wild elves are little more than a mystery to the outside world. Wild elves live in closely-knit communities of several families. They are not nomadic, but maintain small villages in the trees of their jungle home. Their dark skin and chestnut or green hair lends them natural camouflage in their environment. This makes them skilled hunters of game, or even more intelligent species.
Of all the other races, the wild elves strangely feel most akin to the forest gnomes who share a love of the wilderness and nature. They maintain strong trade relations with the gnomes of Zâelnor, even more so than their elven brethren in their own home.
Description: Wild elves have dark bronze skin with chestnut brown, gold or forest green hair. They have green or brown eyes. Often, they paint their skin to camouflage with their environment.
Wood Elves
The wood elves (or the sylvan elves) are very close descendants of the high elves and differ only in that they prize the woodlands more than magic. They are not as secluded as the flighty wood elves, but they remain enough so to be detached from the problems of the world around them. Slowly but surely, the sylvan elves have been moving out of their old homes in the forest and into more urban communities near the coasts. No one really knows why they have been doing this but there have been sightings of large groups of elves walking into the ocean and disappearing beneath the waves.
Description: Sylvan elves have light to slightly tanned skin and light brown hair with green or blue eyes.
High Elves
The high elves live in brilliant cities in the trees of Evâlnys, practicing the arcane and martial arts with equal ease. They are the first race of Atlaia, and remain its most fair and wise people. Magic infuses the very ground upon which the high elves walk and it is involved in every aspect of their life. High elves love the arts as well. Their bards travel across the world spreading tale, lore and music for the courts of noble or in the taverns of the common folk. In opposition to the darker skin of the other elves, high elves have very pale skin, hair in varying shades of gold and silver and shockingly blue or green eyes. They tend to wear light clothing that is artistic and daring. Even their armors and weapons look like works of art rather than tools of war, effectively hiding their true quality.
Description: High elves are the fairest of all the races. They have pale, creamy skin and golden or silver hair. Their eyes are most commonly light to royal blue but can also be violet or a rare turquoise.
Rock Gnomes
Rock gnomes live in the plains of Zâelnor alongside their forest gnome cousins. They are very inventive and are natural engineers and craftsmen. Their skills have introduced many of the technologies present in Atlaia today, ranging from airships to primitive pistols. The rock gnomes get along most with the halflings and the humans, because both races were forced to be cosmopolitan to be able to adapt to their environments. The gnomes were not forced, but they like it so thatâ,¬,,¢s the way they are.
Description: Rock gnomes have light skin. Their hair and eyes are in varying shades of brown or grey.
Forest Gnomes
The forest gnomes, while not as technologically advanced as the rock gnomes, are still as curious as ever, and have turned that energy into as drive to learn more about nature around them. Forest gnome druids are very common and are prized as healers, witch doctors and seers across Atlaia.
Description: Forest gnomes have reddish brown skin and hair in shades of green or brown. They have very dark brown or black eyes.
Dwarves
The stout and hardy folk of the mountains, the dwarves originated from the Stonespur Mts. And spread all across Atlaia. They are expert craftsmen and engineers. Most notable of the dwarvesâ,¬,,¢ many talents is their passion for warfare. A dwarven warrior is terrifying. They are highly trained and expertly skilled with the axe. Dwarven armies are in constant training and new members are recruited from their teenage years.
Description: Dwarves have leathery tan skin and hair of any shade ranging from black to brown to red. Their eyes are any shade of brown or green.
Gold Dwarves
The gold dwarves are from a land far south of Ethârnul, descendants of an ancient desert civilization long lost below the sands. They are similar in appearance to other dwarves except for their tanned skin and black hair.
Description: Gold dwarves have black hair, dark bronzed skin and brown or gold eyes.
Ghostwood Halflings
The Ghostwood halflings are very similar to forest gnomes and share an equal love for the woodlands. They are extremely reclusive, possibly even more than the wild elves, who they are often known to mingle with.
Description: Ghostwood halflings have pale skin, blue or green eyes, and black hair. Rarely, a Ghostwood halfling is born with very pale golden hair.
Lightfoot Halflings
Tricksters, thieves, acrobats; a halfling is them all. Small and nimble folk, the Tirnis halflings are a cosmopolitan race that delights in wealth, drink and a good meal. They stand no higher than the waist of a human but that has not stopped them from becoming one of the most prominent races of Atlaia.
Description: Halflings have hair that could be anywhere from blonde to dark brown or black. Their eyes are green, blue or brown and they have fair skin.
Humans
Humans are not the most dominant race of Atlaia. They are actually a minority, a fledgling race at best but spreading very quickly. To the elves the human people are like ants that refuse to be squashed and as empires form, rise and fall, the elves watch in disdain.
Half Elves
A race with no home, the half-elves are outcasts by nature. Other races do not shun them, but they arenâ,¬,,¢t readily accepted either. For many years they have fought for a homeland in Escion but so far all they have gained is rejection and bloodshed.
Half-elves can be of any race but they are most commonly of high elf heritage, partly because the high elves are the most beautiful of the elven races, but also because they are the most common. The opposite parent is most commonly human but could be of any humanoid culture. There is even the very rare elf-gnoll mix, but if they truly exist no one has seen them. Half-elves make excellent sailors, and their curious nature about what lies around the bend has led them to discover many of the far corners of the world.
Description: Half-elves look similar to whichever elven race they are from, except with shorter ears and are slightly taller with a build more similar to a human.
Orcs
The orcs of Atlaia are different than those of the wilds. More civilized and a great deal more peaceful than their chaotic brothers, orcs have struggled to create a fledgling existence in northeastern Escion. They feel at home with the half-elves, who are also outcasts in a similar boat as the orcs.
Description: Orcs have green, brown, or reddish hides. What hair they have is brown or black, and they have beady black or brown eyes.
Orcs have all the traits listed in the Monster Manual with these excetions:
Ã, Racial Weapon Proficiencies: Orcs are automatically proficient with the falchion and flails (heavy and light).
Kobolds
The Kobolds of Atlaia are a secretive race that live deep within the jungles of Fænaëd. They are natural spellcasters and have used their powers to overcome their inherent physical weaknesses. Kobold society revolves around their deity Shoâ,¬,,¢slukan. Shoâ,¬,,¢slukan appears as a great kobold with six arms. Their deity has apparently told them that they are the master race, and can dominate even over the elves with their Spellcasting might. The kobolds are ruled by an emperor that is proclaimed as a demigod second only to Shoâ,¬,,¢slukan. He is attended to by a myriad of clerics who communicate with the deity and direct counsel to the emperor. The hierarchy continues down to warriors, then merchants, farmers and slaves.
The kobolds have a surprisingly advanced civilization and have apparently been around almost as long as the elves. Deep in their primordial jungles they have built vast cities of stone. Great stepped pyramids and enormous temples are the center of attention of these cities. There are even universities devoted to the teaching of the arcane and divine arts.
Their time within the jungle shave given the kobolds many abilities to help them survive. They have adapted to the darkness of the jungle floors, can travel with ease through the trees and can camouflage themselves to the forest around them.
Description: Kobolds are small creatures that stand just under three feet tall. They weigh around 40 pounds. They are a reptilian species whose skin is covered in scales that can be red, brown, green or any color in-between. Kobolds etch runes into their scales and paint them with a bright blue dye to commemorate special occasions, kills in battle or status. The pattern of horns on a koboldâ,¬,,¢s crown can also be used to distinguish one from another.
Kobolds in Atlaia possess the following racial traits:
Ã, -4 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
Ã, Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks (increases to +8 when in a jungle environment), -4 penalty on grapple checks, lifting and carrying limits Ã,¾ those of Medium-sized characters.
Ã, A koboldâ,¬,,¢s base land speed is 30ft and kobolds have a Climb speed of 10ft.
Ã, Low-Light vision. (Changed from Darkvision in the Monster Manual)
Ã, Racial Skills: A kobold has a +2 racial bonus on Climb, Knowledge (arcana) and Spellcraft checks. These traits replace those presented in the Monster Manual.
Ã, +1 natural armor bonus
Ã, Special Qualities: Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Ã, Racial Weapon Proficiencies: Kobolds are automatically proficient with nets, shortspears, and slings.
Ã, Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Ã, Favored Class: Wizard. This replaces Sorcerer as presented in the Monster Manual.
Ã, Level Adjustment: +0
[/spoiler]
These racial suggestions... The ancient jungle-folk and the dark illusionists...
I'm assuming you want them to be "traditional" fantasy races, seeing as those races you ahve listed so far all are.
Am I right?
Well, yes and no. Yes because I want them to flow nicely with the other races (everything must have a place in the world and a reason for being there) and no because I'm up for new ideas. I don't own any books from the races series so I'm pretty limited in scope. I was thinking a modified gnoll for the ancient jungle civilization? More on that later.
Well I'm always a fan of taking "savage" humanoids and giving them a culture beyond "they wander round in tribal groups raiding and pillaging"
So maybe... hobgoblins as jungle-dwellers (although your gnoll idea would be good too, especially if you made them more feline and tigerish) and kobolds as the illusionist folk?
Just a suggestion.
EDIT: Just noticed the illusionists are supposed to be beautiful. Maybe not kobolds then. Yuan-ti? On second thoughts though, if you just gave kobolds a bit of a face lift, they might still work. Imagine smallish reptillians moving with serpentine grace, their smooth, jewell-patterned, snake-like skin shifting over lithe muscles as they trace the ritual patterns of their spells. Not exactly beautiful in the traditional human way, but definately not what you'd call ugly.
Hmmm, hobgoblins seem good but they strike me as more "badlands-ish" than jungle. Kobolds could be good, but I wouyld have to come up with something that overcomes their inherent weakness. Or not, maybe they are very secretive and reclusive because of their weakness. Maybe they are psionic (oooh) :)
You could always give them racial bonuses to the relevent casting stats to counteract physical weakness, it would be very flavourful for a casting-themed race.
Yeah goo didea. Should i make them a player available race or use them as the main thesis of an NPC nation. I think using them as a player race would be pretty cool.
Quote from: So-KeherYeah goo didea. Should i make them a player available race or use them as the main thesis of an NPC nation. I think using them as a player race would be pretty cool.
Player race! Hobgoblins, or Thoelins as I call them, are a FANTASTIC player race.
Ditto for the wee kobolds.
Personally I don't like having any non-player-available humanoid race, so I'd say, yes, make them all playable.
[ic] Kobolds
The Kobolds of Atlaia are a secretive race that live deep within the jungles of Fænaëd. They are natural spellcasters and have used their powers to overcome their inherent physical weaknesses. Kobold society revolves around their deity Shoâ,¬,,¢slukan. Shoâ,¬,,¢slukan appears as a great kobold with six arms. Their deity has apparently told them that they are the master race, and can te even over the elves with their Spellcasting might. The kobolds are ruled by an emperor that is proclaimed as a demigod second only to Shoâ,¬,,¢slukan. He is attended to by a meriad of clerics who communicate with the deity and direct counsil to the emperor. The hierarchy continues down to warriors, then merchants, farmers and slaves.
The kobolds have a surprisingly advanced civilization and have apparently been around almost as long as the elves. Deep in their primordial jungles they have built vast cities of stone. Great stepped pyramids and enormous temples are the center of attention of these cities. There are even universities devoted to the teaching of the arcane and divine arts.
Their time within the jungle shave given the kobolds many abilities to help them survive. They have adapted to the darkness of the jungle floors, can travel with ease through the trees and can camouflage themselves to the forest around them.
Description: Kobolds are small creatures that stand just under three feet tall. They weigh around 40 pounds. They are a reptilian species whose skin is covered in scales that can be red, brown, green or any color in-between. Kobolds etch runes into their scales and paint them with a bright blue dye to commemorate special occasions, kills in battle or status. The pattern of horns on a koboldâ,¬,,¢s crown can also be used to distinguish one from another.
Kobolds in Atlaia possess the following racial traits:
- -4 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
- Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks (increases to +8 when in a jungle environment), -4 penalty on grapple checks, lifting and carrying limits Ã,¾ those of Medium-sized characters.
- A koboldâ,¬,,¢s base land speed is 30ft and have a Climb speed of 10ft.
- Low-Light vision
- Racial Skills: A kobold has a +2 racial bonus on Climb, Knowledge (arcana) and Spellcraft checks.
- +1 natural armor bonus
- Special Qualities: Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
- Automatic Languages: Draconic. Bonus Languages: Common, Sylvan, Undercommon.
- Favored Class: Wizard.
- Level Adjustment: +0
[/ic]
EDIT: Sorry, double post. :P
EDIT: Yaay! Post #100!!
I like the idea of the kobolds living the in deep darkness below the jungle canopy. It makes it sound really murky and sinister, which is always fun!
On another note entirely, I'm curious as to how "Fænaëd" is pronounced. My guess is "FIE-nah-eed", but that's made with me being mostly ignorant of what kind of a noise an "ë" represents.
I like the Kobolds very nice. Are they the jungle race or the magical race? If you are still looking for the jungle race, I think a feline base race is the way to go. Fast, agile, and move through the trees without problems. Races of the Wild has a catfolk race in it that you could modify for your purposes (I know you don't have the book, but you could always goto the store and check the race out. Get an idea of what you do and don't like.)
I know of what catolfk race you speak of, but I am using the kobolds for the jungle race. Actually, the kobolds would work well for both ideas.
It is pronounced FAY-nah-yed
I also like your idea for the kobolds. The tricky thing about adapting humanoids is that stories like LOTR have imprinted on us the idea of them being really ugly vikings or something.
If you have ever read "Lord Valentine's Castle" there is an interesting concept for doppleganger/shapeshifters in it as well as in the other related books. Basically it is the idea that humanity and the other more accepted races settled in lands that were once lived in entirely by the shapeshifters, and that at some point there was a great war between them, with the shapeshifters now limited to reservations or wilder areas.
That is somewhat where I am trying to get to, and I made humans a relatively new race rather than one that is all over for exactly that reason. I want the PC's to live in the time whe all this struggle and reformation is going on.
I am working on creating some racial feats for my campaign. So far i have the Least, Lesser and Greater Runescales for kobolds. The runes are describe dunder their racial descriptions and I want them to work sort of like dragonmarks. Any ideas on what effects they would have?
Also, I want to expand on my forest gnomes, dark elves, wild elves, orcs, gold dwarves and the other semi-rare races with feats that make them special. Can anyone help me with that?
Lastly, I need racial weapon proficiencies for forest gnomes, kobolds, dark elves, wild elves, wood elves, gold dwarves and orcs.
Any help is greatly appreciated.
Thanks i nadvance! ;)
The only thought I have is to maybe give dark elves access to a series of combat maneouvers called something like least, lesser and greater Aspect of the Spider.
These would allow them to attack eight times in one round, with lots of damage and/or attack penalties and possibly also leaving themselves open to counterattacks.
The negative side of this would decrease as they moved from least to lesser and then to greater.
I would need to see some more in-depth fluff on the other races to know what would suit them by way of suggestions.
EDIT: Seeing as you seem to be shying away from orcs being stereotyped as "savages", perhaps you should stay away from the typical axes or other big, brutal weapons with them. Maybe scimitars?
scimitars are good...but i think falschions and flails are better ;)
what about you?
EDIT: I also gave kobolds proficiency with shortspears, slings and nets
aspect of the spider hmmm...
least: one extra attack at lowest attack bonus (count as flat-footed), -2 to AC and attack of opportunity, lvl 3 req.
lesser: one attack at highest bonus (still flat-footed), -2 AC, attack of opportunity, lvl 6 req.
greater: 2 attacks at highest bonus (counts as flat-footed), no AC penalty, still attack of opportunity
what do you think for that?
Yeah but, if it was EIGHT then it's actually tie in with the whole spider thing... But I guess it would be pretty damn overpowered...
And, yeah, falchions are fun.
Eight is a lot of attacks. I think i will make it go 1, 2 then 3 attacks. With BAB restrictions instead of levl. If you have a full attack bonus you will get 8 attacks by the end :)
but what about runescales for kobolds? what effects should they have (there should be many types as well, with scaffolding requirements?)
[ic] Chapter II: Feats
Chapter II: Feats
Least Aspect of the Spider [Racial, General]
You have learned to fight in a flurry of blows like the spiders you are akin with.
Prerequisites: Dark Elf, Base Attack Bonus +5
Benefit: You gain one extra attack at your highest base attack bonus. The target of the attack is considered flat-footed for purposes of Armor Class. You suffer a -2 penalty to your AC until the beginning of your next turn and your opponent gains an attack of opportunity against you (your Dexterity bonus still applies). This ability is useable 1/day
Special: A fighter may select Least Aspect of the Spider as one of his fighter bonus feats (see page 38 of the Playerâ,¬,,¢s Handbook v. 3.5).
Lesser Aspect of the Spider [Racial, General]
You have learned to fight in a flurry of blows like the spiders you are akin with.
Prerequisites: Dark Elf, Base Attack Bonus +10, Least Aspect of the Spider
Benefit: You gain two extra attacks at your highest base attack bonus. The target of the attack is considered flat-footed for purposes of Armor Class. You suffer a -2 penalty to your AC until the beginning of your next turn and your opponent gains an attack of opportunity against you (your Dexterity bonus still applies). This ability is useable 2/day.
Normal: You gain one attack at your highest base attack bonus.
Special: A fighter may select Least Aspect of the Spider as one of his fighter bonus feats (see page 38 of the Playerâ,¬,,¢s Handbook v. 3.5).
Greater Aspect of the Spider [Racial, General]
You have learned to fight in a flurry of blows like the spiders you are akin with.
Prerequisites: Dark Elf, Base Attack Bonus +15, Lesser Aspect of the Spider
Benefit: You gain three extra attacks at your highest base attack bonus. The target of the attack is considered flat-footed for purposes of Armor Class. You suffer no penalty to your AC and your opponent gains no attack of opportunity against you. This ability is useable 3/day.
Normal: You gain two attacks at your highest attack bonus, you suffer a -2 penalty to AC and your opponent gets an attack of opportunity against you.
Special: A fighter may select Least Aspect of the Spider as one of his fighter bonus feats (see page 38 of the Playerâ,¬,,¢s Handbook v. 3.5).
Least Runescale [Racial, General]
Lesser Runescale [Racial, General]
Greater Runescale [Racial, General]
[/ic]
EDIT: Updated.
EDIT: Updated again (see bold)
I've got no real ideas for what your runescales should do, except maybe that as well as their effects, kobolds can use their own hides as spellbooks? Although I suppose they may need to carry around mirrors to read spells written on their backs :D
:D
i guess i will just re-work dragonamrks with different names basically, because they work well (obviously)
QuoteBenefit: You gain two extra attacks at your highest base attack bonus. The target of the attack is considered flat-footed for purposes of Armor Class. You suffer a -2 penalty to your AC for the duration of the next round and your opponent gains an attack of opportunity against you (your Dexterity bonus still applies). This ability is useable 2/day.
Just one bit of editing that this may need. Is the bolded portion to mean that for the current round, you dont suffer the AC penalty? Or would it be better worded as something like "for the remainder of the current as well as the entirety of the next, you suffer a penalty of -2 to your AC."
actually i think it would work best as "for the duration of the round" (so only the current round and not the next).
Quoteactually i think it would work best as "for the duration of the round" (so only the current round and not the next).
That works just as well. You might want to word it so that it last until the beginning of your next turn.
Heh, for some reason minor wording hiccups just scream at me. I'm not entirely sure why. I guess I need the wording to be nearly perfect so that loopholes and exploits can't be used to break the game. :blink:
that sound sbest hehe we just keep going 'round in circles
billy idol anyone?
ill update it
Awesome my first multi-paged thread EVER! Woot woot! :clap:
Happy to help you out in your achievement. :)
:)
[spoiler=Magic] [ic=Magic & Spellcasters]Chapter III: Magic
In the world of Atlaia, magic is wild and spectacular. Elves use their magic to raise stone out of the earth and mold living trees into comfortable palaces. The dwarves infuse their tools with magic which helps them create masterpieces of architecture and engineering. Gnomes incorporate a little magic into all of their inventions to make them seem almost lifelike at times or to give them supernatural abilities like flight. While many smaller communities are superstitious about its use, magic is unavoidable. Even the streetlamps in large cities are powered by everburning torches.
Magic also takes many forms in Atlaia. The shamans of the northern tribes call upon the frost and ice of their homeland to create unnatural blizzards and other deadly forces of nature. The kobolds call upon there exotic deity for power to overcome their enemies. Each culture has a way of using magic that is unique, even if the spells they cast are the same.
Spellcasters
Like in other campaigns, Spellcasting is divided into groups: professional casters, divine casters and elite casters
Professional casters could be artisans, craftsman, brewers or any profession that could use magic to aid them. They learn weak, low-level spells such as mending that helps them create better products faster and easier. Professional spellcasters could also be wizards or sorcerers hired to cast spells. For example, a wizard could be hired to cast a permanent fly spell upon an airship during its construction.
Divine casters are very similar to professional casters. They include for the most part healers, cloistered clerics and priests. They provide spiritual healing and guidance to the community. They are most often found in churches or hospitals but sometimes they join to create guilds dedicated to their specific area of expertise.
Elite or â,¬Å"wildâ,¬Â casters are the adventurers. They are wizards, sorcerers, clerics and half-casters that lend their skills toward more shady or un-regulated practices. They do not use their powers to help the community but rather themselves and their compatriots in their many adventures and dangerous exploits for knowledge, wealth and power.
Magic & the Law
Magic in the Fænaëd Chronicles is common but controlled and regulated. Except in wild regions of the wilderness and some more â,¬Å"uncivilizedâ,¬Â communities, it is against the law to cast many spells without the proper Spellcasting License. In addition, if a spellcaster wishes to cast spells that affect a large group of people, they will have to purchase an additional license for that spell. Licenses only need to be bought if a spellcaster wishes to cast a spell within the limits of a settlement that requires them. If a settlement requires that spellcasters buy a license, it will be posted and the spellcaster will be notified upon
entrance to the city. Licenses and their costs are detailed in Chapter
- : Equipment.
[/ic] [/spoiler]
How does the licensing sound? I was inspired by Jurgen's system but i want something a little more simpler.
I feel that the Faenaed needs to be resurrected from "second-page status" with a new update: Zaelnor!
What about the magic section? Comments?
[spoiler=Zaelnor]
Zâelnor
History
Centuries ago, the gnomes were a slave race to the elves. Their short stature was seen as weak and inferior. They lived for many years under orcish oppression, toiling under the load of their burdens. The Orcish Empire (which was at that point strong and unified) began to crumble into a dozen civil wars. The gnomes saw their opportunity and rebelled against the fragments of the orcs. They were not strong enough to push the ors out, but they established a small nation in the midst of the orcish realm and they named it Zâelnor, after a great hero of the war.
Years and years passed once again until the orcs grew tired of their northern realm and began to leave. Soon, there were almost no orcs left and the gnomes were forgotten. They grew and prospered, finding that they had a knack for engineering and crafting. They expanded their boundaries until they reached the Avanus Ocean to the north and the Ironhammer Mountains to the south.
The only war the gnome shave ever encountered beyond their revolt against the orcs was a brief spat with Pârdeüs over boundaries and land ownership. The argument was whether the eastern section of the Paracul Forest was property of Zâelnor. The gnomes argued that their boundary was the Ironhammer Mountains, which curve up and around the eastern edge of the Forest. The war was short â,¬' only lasting a week â,¬' and Zâelnorâ,¬,,¢s boundaries became solidly placed at the Cypranius River.
Outlook
The gnomes are always very optimistic, to them the tankard is always half full. This might be due to the fact that gnomes very much like their cider, but it is known far and wide that they are very happy people. They always put their best foot forward and are always curious of how things work. They love to fix anything from a broken cistern to their daughter-in-lawâ,¬,,¢s marriage. You can always trust a gnome to come out with a playful remark in even the darkest of times.
Life & Society
Zâelnorâ,¬,,¢s position in Galatea (along with all the other nations of that continent) grants Zâelnor easy and quick access to trade on the other side of the world. The gnomes have taken advantage of this and developed many important instruments that help with travel. The last decade has been spent perfecting the airship, an invention that is sure to revolutionize trade and travel across Atlaia. Other inventions of the gnomes are the spyglass (and subsequently convex lenses), the astrolabe and gunpowder weapons.
The citizens of the nation are generally happy living a life on the farm. Small rural communities dot the landscape and many gnomes never see a large city, nevertheless work or live in one. Many young gnomes, due to their creative spirit, wind up in larger communities working for some sort of craftsmanâ,¬,,¢s guild inventing new methods or items of their trade. The biggest cash crop of the region is apples, which are known all over Atlaia for not only being the largest, reddest and shiniest apples of the realm, but also for their inherent magical properties. Some of the finest Zâelnor apples have been known to heal the wounded and keep the sick from dying. Their hard cider is also especially prized and can fetch a fair price at even the most common taverns of Galatea.
Language and Literacy
All gnomes are literate because it is essential for their status in trade with other nations. Their trade and diplomatic language is Common but outside of business everyone speaks Gnomish. In some regions of Zâelnor a complex form of hand signing is used along with speech. This developed from many guilds and trade houses using sign language to keep competitors from overhearing their discussions.
Zâelnor Magic & Lore
Like all gnomes, the gnomes of Zâelnor are masters of illusion. Also skilled at enchantment, they learned many magical arts of crafting from the dwarves. This helps fuel their inventions and turn them into something more than an inanimate object. Magic is very common in the small sense, even in the most remote of farming villages. Children often know simple cantrips such as light or mending.
Zâelnor also has a large cleric base, something the other nations find somewhat amusing. The gnomish clerics serve mostly as healers for travelers and adventurers but also travel throughout Atlaia performing public services such as curing minor epidemics.
Relations with Other Races
The gnomes get along best with their forest gnome brethren, but they are linked more to the humans of Euphatür and the elves of Evâlnys. The gnomes feel akin to the dwarves and halflings because of their similar size and feel close to humans because of their flexibility and adaptability to any situation. The gnomes try to help the humans as much as possible because they know what it feels like to be a race under fire.
Zâelnor Equipment
The gnomes have access to almost any equipment that can be found in Galatea and Evâlnys. The only equipment that is not readily available is that from the Lost Land across the sea, who greatly limit their trade.
[/spoiler]
I like what I've seen so far, especially the opening lines. Feels like its designed to inspire a very philosophical setting.
I'd like to see more about the Faenaed, especially, and the seduction of the people of the world.
I had a random thought (that I'm not sure if I like yet) where you could introduce some kind of madness (kind of like variant taint) that makes one more susceptible to the influence of greed, lust, and power.
I like your description of Zaelnor.
I would like to know more about your orcs. I like orcs, y'see.
Hmm... the orcs. Well, I wanted to define them as different than the normal orcs so I started off with weapon proficiencies. I gave them proficiency with the falchion and the net o.O Because i thought that it would be cool and I had an image of a society that would use them. Other than that I haven't come up with anything but be sure that I will keep your suggestion in mind! (Actually It will be my next update, then [hopefully] forest gnomes and wild elves)