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Messages - Furor

#1
So I'm running a setting in which all the goblinoids are one race, the Cheitun (Kai-Ton). Cheitun are highly morphic, and create a surprising array of socio-biological systems. I've been thinking about desert cheitun, swamp cheitun, and more hobgoblin-ey tribes in ring forts. The two I have so far are:

1) The Ozcovyn

The Ozcovyn are a violent and rapacious Cheitun (Goblinoid) culture group previously confined to the interior of the Urualangrian mountains. Cheita (the smallest unit of Ozcovyn) are small, lithe, and dark-skinned; with prominent noses, chins, and ears. Nails and teeth are harder and more robust than most Cheitun and are frequently used as weapons in combat. They see phenomenally well in the dark and have excellent hearing and smell. They are avid cannibals and exophagists.

Ozcovyn are highly mutable. A Matron mother may choose to birth four Cheita (goblins), two Karga (hobgoblins) or a single Rukka (Bugbear) every three weeks. A Cheita, through feeding on sentience, may progress through a molting into Karga or Rukka after birth as well, but its name will always keep the suffix of its birthed class. A Jagha, or breeding male, is a title reserved only for the most renowned and capable warriors, sorcerers, and artificers from any caste. The progression through consuming brain matter is a large part of their culture of cannibalism and exophagy. This is a universal Cheitun trait, but many settle for non-sentient brain matter, which the Ozcovyn have an aversion to eating, thinking it "meat-food" (i.e: human food). They will eat the flesh of anything, but to "dilute" their intelligence with anything less than sentient brain is both taboo and heresy.

-Cheit: Born to the Cheita
Ex. : Karcheit, Urcheit, Addercheit, Varcheit

-Kar or Kal: Born to the Karga
Ex. Karal, Urkal, Adderkal, Varkar

-uq, -aq or -uk: Born to Rukka
Ex. Karuk, Urruq, Adderaq, Varruk

-Ja, -Jar or -Jul: Risen to Jagha
Ex. Karja, Urja, Adderja, Varjul


An Ozcovyn may also sacrifice its sentience to experience another molting into other forms. During peacetime this is never performed, but on raid or at war, it can happen frequently if unique skills are needed.

Kurga (Varag): If a Cheita is ritually fed heavy horse or cow flesh in the presence of a female, it will transform into a Kurga over the course of two to three days.  Kurga are henceforth nameless, but will frequently be referred to or commanded with names like "ram" or "siege". They are ritually executed after their use is fulfilled and never eaten. 

Ratha (Norker): If a Cheita is ritually fed iron rich earth in the presence of a female, they will become Ratha. Ratha are ritually given the suffix -ath upon transformation (ex: Kurath, Urath, Adderath, Varath) After a successful battle, Ozcovyn will sacrifice the Ratha created and consume their flesh. They will make leather armor from the Ratha hide.

Ura (Spider Goblin): If a Cheita is ritually fed ur-wolf (northern baboon) in the presence of a female, they will become Ura. Ura are ritually given the suffix -eiv upon transformation (ex. Kareiv, Ureiv, Addereiv, Vareiv). After they successfully infiltrate their aim, they typically auto-cannibalize themselves, or commit suicide.


Ur-Wolves are frequently found with Ozcovyn and are little more than temperate mountain baboons. They have no typical mounts or relationship with Worgs like their other Cheitun cousins. Many think this is because only the Ur-wolves are resistant to the plague carried in the blood of every Ozcovyn (it is possibly an Ur-Wolf disease...) while Worgs are not.


2)Kareig

The Kareig are honorable, stalwart, and tough. They are the nearest to the other civilized races in society and inhabit the free Weyr cities and parts of the Urualangrian and Caramanian mountain ranges. They are taller than most Cheitun, and tend to have lighter grey to dark black skin; often mottled. Their features are blunt and rounded, with only slightly pointed ears. They see phenomenally well in the dark, and prefer travel and activity at night or during twilight hours, making them the heart of nightlife in any city they inhabit. Kareig outside the city are avid game hunters, and revel in consuming the brain, which they offer sacrifice and thanks for in elaborate ritual. It is considered a rite of passage to consume an elk or wild ram brain that one has pursued oneself. They are either Goblins or Hobgoblins.

Kareig leaders are known as Cheitar, and are regarded as reincarnations of the first 16 Cheitar to leave Urualang in ancient times and negotiate peace with the humans. They are the only Kareig able to breed, and typically have harems of up to 8 wives who are called Kitri and treated lavishly. Kitri become celibate when their Cheitar dies and seek out their Cheitar's reincarnation as a child. The harem, with the new Cheitar will join the household of another so the child can learn statecraft, until he is of age. This makes rulership fluid and mercurial among the Kareig, and they have many leaders underneath the Cheitar. The Cheitar by necessity often serve as roaming judge-kings among their people and seldom commit themselves to a particular community unless it is particularly large.

Kareig who are born out a Cheitar harem are Urkheig, or "remnant" and are cast out of society, often to become brigands or thieves. Kareig are allowed to kill Urkheig on sight, but many employ them as low-caste labor or household slaves. Kareig can tell Urkheig from their mottling, but outsiders not intimately familiar find it very hard to distinguish.

Kareig naming conventions are loose, but many name themselves (as is their custom) with the suffix -ra in cities and -ka in the wilderness.

The Kareig are very fond of wolves, and often keep semi-wild packs near them in the wilderness, or dogs in the cities. 



So, as guys can probably tell, i'm really looking to flesh out these societies, so if you've got any ideas...have at em, i'd really love some inspiration!
#2
The Kheiran Armory

   Nestled deep in the Kheirani [ Kay-Raa-nee] hills is Al Akha, the largest Imperial Foundry in Carad [kar-ahd] and the single largest concentration of Imperial forces in the Kheiran territory. The PC's have been sent by their commander, Aleksei Jaric [har-ik], as aides to the Kheirani rebels in their effort to secede from the empire.

   Jaric, though himself well supplied by the Kingdom of Algaria, is hard pressed to send supplies south and decides to send the PC's to aid the Kheirani rebels in gaining the necessary equipment to wage their insurrection. Upon arriving, the PC's find that the Kheirani women and children are being rounded up and put into encampments and that the Kheirani men are unwilling to fight.
   They convince Akashir Bey and his small band to fight alongside them, but do not win much more support until they liberate the prisoners at the Taghik camp. After the battle of Taghik, Aghar Beg, the Imperial Commander of the Lion Corps ( The light Janissary Corps sent to guard Al Akha and the foundry supply roads) slaughters the prisoners in the Gulgha camp. This sparks an all out revolt in Kheiran. The Kheirani, however, are ill equipped to oust the well-trained and extremely well equipped Lion Corps. The only hope of sustaining the insurrection is if the Kheirani can be supplied with weapons and artillery.
 
   This is where the PC's come in. They must lead the force of rebels tasked with overtaking the Al Akha fort and foundry. The Kheirani are fractious and jealous, factors which have led to the various clans involved electing the PC's as commanders of the delicate mission to spirit away the arms of Al Akha and distribute them evenly amongst the tribes. Simultaneous attacks by various clans upon the concentration camps at Jutta, Mahr-Bikhal and Al Taga will liberate the remaining prisoners and distract the bulk of the Lion Corps forces, allowing the PC's a chance to strike at their heart.

   Thus in this mission the PC's must overcome a Lion Corps infantry company with a force of less than 30. They must use deception, ingenuity and surprise to overwhelm the superior forces of the lion Corps.

 
-Al Akha  

 
-Lion Corps Soldiers
Lion Corps Garrison- Al Akha
1st Company Lion Corps Janissaries  

Lion Corps Janissaries [Ftr 1]: 128
Lion Corps Corporals [Ftr 2]: 32
Lion Corps Sergeants [Ftr 3]: 16
Lion Corps Ensigns [Ftr 4]: 4
Lion Corps Lieutenants [Ftr 5]: 4
Fatr Ghal (Master Sergeant)[Ftr 5]
Mehmed Charsci (Captain Charsci) [Ftr 6/Pal 2]

Units:
Squad
Lion Corps Janissaries (4)
Lion Corps Corporal

Guard
Lion Corps Janissaries (8)
Lion Corps Corporals (2)
Lion Corps Sergeant

Banner Guard
Lion Corps Janissaries (16)
Lion Corps Corporals (4)
Lion Corps sergeants (2)
Lion Corps Ensign/Lieutenant

Platoon
Lion Corps Janissaries (32)
Lion Corps Corporals (8)
Lion Corps Sergeants (4)
Lion Corps Ensign
Lion Corps Lieutenant

Khazra
As scouts and snipers, the Lion Corps has hired a number of troglodytes known locally as Khazra

Kutthikir [Troglodyte Rgr 5]; Wields a muzzle-loading rifle and a spear.
Khazra Cutters [Troglodyte Ftr 2] (5): Carry long Naginata weapons, no firearms
Khazra Crackers [Troglodyte Ftr 2] (7): Carry muzzle-loading rifles
Khazra Tahl [Troglodyte War 1] (15): Carry bows and spears

Artillery Corps
The "Fire Lions" are an imperial unit attached to the Caradian Lion Corps to oversee the cannon foundry, test cannon and protect the foundry facility

Imperial Artillerymen [Exp 2](24)
Imperial Artillery Guards [Ftr 1](8)
Imperial Artillery Gunners [Exp 5](Corporals)(8)
Gunnery Sergeants [Exp 5/Ftr 1](3)
Guard Sergeant [Ftr 3]
Mahmet Atlan [Ensign] [Ftr 4]
Osman Arslan "The Fire Lion Lieutanant" [Exp 6/Pal 2]

Units:

Gun Crew:
Imperial Artillerymen (3)
Imperial Artillery Guard
Imperial Artillery Gunner

Battery Crew:
Imperial Artillerymen (6)
Imperial Artillery Guards (2)
Imperial Artillery Gunners (2)
Gunnery Sergeant


#3
Homebrews (Archived) / Heavy Metal Brainstorm
June 06, 2009, 11:43:00 PM
You need a mythical Holy Diver (Dio), Cowboys from hell (pantera), a hall of the moutain king (savatage).

Motorcycles need to be the primary mode of transportation
everyone wears studded leather armor
a folk metal viking-palooza
fairies with boots
#4
to sort of jack an idea from halo, how about a final stage, right before they just starve to death where they becoming ticking viral timebombs, shooting them squirts massive amounts of infected bodily fluids. In essence a zombie hand grenade or suicide bomber.

Also, you could have the initial experimental zombies, the "firstborn" transform into veritable juggernauts, feeding off of zombies and humans alike to add mass and muscle to the point of obscenity.

Lastly, fighting other survivors would be interesting too, not everyone is gonna see survival as a group effort.

just some ideas...
#5
I personally wouldn't go with the zombie breeding, I think perhaps exhuming and infecting the recently dead as well would swell the numbers.

Also, you could do both runners and shamblers. in the initial stages, encephalitis and myelitis are less pronounced and thus the nervous system can still handle complex movements. As time progesses, however, muscle consumption from lack of nutrients would weaken and slow the zombie as would incresed encephalitis and myelitis from overburdening of viral agents. This would account for the fast, bloodthirsty zombies and the more docile (relatively), pack-minded shambler.

Also, chemical weapons, mostly in the blood agent designation would effectively destroy zombies on a mass scale.

as to who made it, Nazis in hiding, Al qaeda, U.S researchers, natural causes etc. pick your enemy, they're all hypothetically possible. I think North Korea would be the best though, the virus would hit the eurasian continent first, claoming billions, and spread from there. The U.S would be honor bound to help S. Korea and would get infected as a result.
#6
Update: New Plot: Black Tongue

Hey, sorry I was so long in replying. Thanks for the feedback, I've always run a very dark campaign style and back when it looked like I had the time to put together a campaign, these were all going to be sidequests in a long civil war and finally foreign invasion so they're all kind of set in the lawlessness of civil war and invasion.

@Light Dragon: The harlots/jesters are covered in so much clothing and makeup that the smell is their only real warning.
               The bargain with Venghir is for both the PC's and the villagers. There is little chance that the PC's could protect all of the villagers at this point, and given the stress and assuming the pc's have been waking each other up to deal with the constant night attacks, they will be fatigued from lack of sleep and wounded by the many encounters and likely do not possess silver weaponry. the point is simply to morally challenge the PC's and see if they can kill Venghir without succumbing to his demands, or his wolf packs and on short supplies. If they organize the villagers they have left effectively, they should be able to discover that one of the surviving merchants has quite a cache of silver sewn into the inside of his jacket for safekeeping and with improvised weaponry kill Venghir.

Link to Aertica: http://www.thecbg.org/wiki/index.php?title=Aertica

@Biohazard: Yeah, it kind of makes me look like a nazi, the setting is in a kind of "Holy Roman Empire" though, so its very germanic. The nick' was from how much chaos and fighting I used to cause on discussion boards, i've grown fond of it since, I just sincerely hope i'm never confused as "Der Fuhrer". Thats just bad news.
#7
added info on bonecrow
#8
Meta (Archived) / Guns in Dnd 3.5
January 22, 2009, 02:41:58 PM
I think i'm going to use an altered version of  D20 Past rules,

A musket takes two full round actions to reload (I consider that well-trained loading, as that would mean, counting the attack round that a character would be able to fire 3 (technically 3.33) times in a minute, the average for a british soldier was just that)I want to make it possible to go faster, so a fast loading feat will become available allowing pc's to eliminate a round from that, making it 5 times a minute.

This is assuming the use of cartridges in a musket. Without cartridges or with an arquebus you must take 3 rounds to load, which effectively reduces the firing rate to twice a minute.

Guns will be simple weapons, but you multiply the amount of rounds it takes to reload by 2 if you do not have martial proficiency and you will be unable to use your dex bonus. Ex. A conscript (com 1) reloads an arquebus in 8 rounds, a musket in the same w/o cartridges and a musket w/ cartridges in 4 four rounds. A soldier (War 1) would be able to fire at the listed rates and has the ability to take a fast loading feat.

Damage (all crit 20)
Musket 2d8
Arquebus and Horse Pistol 2d6
Calver and Belt Pistol 2d4
Custom Rifled Wheellock 2d10

#9
The Dragon's Den (Archived) / pirates or ninjas?
January 20, 2009, 10:01:16 PM
Its the pirates hands down, japan was notorious for piracy as well, in fact more japanese made their living as pirates than as ninjas.

The sandals with socks thing is a fashion faux pas, bandanas and stripes, frilled shirts and knee high boots...classic.

Ninjas have been known to dress as women to gain access to their targets, there are no known cases of pirates dressing like girls.

Ninjas had a bunch of half-cocked wierd inventions that may or may not have worked, the pirates had cannons, cutlasses and compasses.

Parrots.

You can go to a halloween party and as long as you don't "arrrr" everything, you still seem normal. You look like an antisocial wierdo drinking in a ninja outfit, especially if you brought shuriken.

everybody loves a drunk pirate. Nobody sees a drunk ninja.
#10
Meta (Archived) / How do you come up with a setting?
January 20, 2009, 09:45:51 PM
I think picking memorable and cool names is an art unto itself, I know my pc's get lost like its nobodies business when it comes to names, so most of my lesser characters go by regular, but uncommon first names (Gerard, Lucien, Viktor etc.) or easy stuff like Lord Bant or nicknames like Warspike or Hangnail. Half the time though, i find i'm just writing for myself. My pc's played two session before they remebered the name of the guy they were facing (Viktor Coering) and one of them wanted to call him vikki.
#11
[/quote]

Wow, those shots gave me the worst night of my life a in December.

I like the sound of Hop Wallop quite a bit, I wonder where I could get some.
[/quote]

Its by Victory Brewing Co., I think they got a map of where they sell on the site
#12
Meta (Archived) / Guns in Dnd 3.5
January 20, 2009, 09:22:08 PM
Flintlock muskets, militaries are well acquianted with the Arquebus, the matchlock never really took off, though many more advanced countries use it for their skirmishers.

The Argheid empire has invested huge amounts to skip ahead 50-100 years ahead of their rivals in developing their flintlock system and are investing even more to have their 1st Army Group equipped with the new weapon. They are preparing for a Napoleonic War type of campaign to wipe out the former Aurathian Empire states to the north.

Most militaries favor the pikeman/arquebus formation, with less wealthy countries still working with massed groups of archers. A few rifles exist, but they are handmade and extremely rare.

There is a very strange flux of technological levels in Aertica due to constant warfare and recent destabilizations that have served to bankrupt states and have moved most skilled craftsmen to the safety of the Argheid Empire. This has resulted in some countries having armies that are vastly inferior to their neighbors simlply because they have no access or resources to develop the technologies.  

As an example, one of my countries, the Kargheid Palatinate, has a specialized unit that carries carbines, but uses their specialized recurved longbows to fire more accurately on the run. They are primarily for skirmishing.

Another country, the Angolian Empire, trains mostly Horse Archers and focuses on high mobility warfare (think Cossacks) with light dragoons and hussars. Their cannon are specially designed Horse Artillery (light, mobile cannons for use primarily against infantry)


@snargash: Thanks, great little article, my only qualm about using it is i feel its a little too high tech (they're all rifles) but i'll see about adapting the rules.

@Polycarp!: i like the idea of the 2e system, but i don't know if it would streamline well for 3.5
#13
haha, i changed it a little while ago, i was actually going for its unreliability to explain why archers were still very relevant, but decided to just let it explain itself
#14
Meta (Archived) / Guns in Dnd 3.5
January 20, 2009, 07:02:17 PM
I want to do a campaign in which the arquebus and bow coexist for some time longer than they actually did, but in the more civilized nations, they are developing the first flintlocks (which are going to revolutionize warfare within the timeframe of the campaign) I was wondering if there are any solid rule systems for 3.5e in regards to gunpowder warfare.

Also, would gunpowder weaponry diminish the strength of a spellcaster? It does much more damage and is powerful enough to pierce armor (which a spellcaster generally can't have) I want my very few (I run a low magic campaign) spellcasters to be devastatingly powerful and i feel gunpowder weaponry conflicts with this.
#15
Awesome! thanks, I like Kalos. My only thing would be to change wizard to sorceror (i've done away with the wizard class), replace arcane archer with more ranger levels or maybe some rogue levels too. I kind of see him having adopted an orphan or something too, to help work as part of a sniper team. A silent child who follows him everywhere and guards him while he sleeps etc.

I like the idea of him being specialized in a certain "sniper magic" though. In Aertica, spells are usually learned from those who developed them themselves, some are considered almost universal, but most spells are taught apprentice style like a guru would teach meditation. He could have his own unique set of spells that focus on this (Launch Bolt [MoF], Arrow Mind [CAdv], Guided Shot [CAdv], Sniper's Shot [CAdv], Marked Man [DR 325])