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The Fænaëd Chronicles

Started by So-Keher, July 19, 2006, 04:14:12 PM

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So-Keher

that sound sbest hehe we just keep going 'round in circles

billy idol anyone?

ill update it
My Setting:
Tiabela - Linky!

So-Keher

Awesome my first multi-paged thread EVER! Woot woot! :clap:
My Setting:
Tiabela - Linky!

claypigeons

Happy to help you out in your achievement. :)
"Gone are the days when your lives were made complex by the choices that freedom allowed you. Your life will be simple now, obey me or die." - Kehmor, dark elf slavemaster.


Step 1. Steal Underpants
Step 2.
Step 3. Profit

So-Keher

My Setting:
Tiabela - Linky!

So-Keher

[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.
My Setting:
Tiabela - Linky!

So-Keher

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]
My Setting:
Tiabela - Linky!

Matt Larkin (author)

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.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Kindling

I like your description of Zaelnor.

I would like to know more about your orcs. I like orcs, y'see.
all hail the reapers of hope

So-Keher

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)
My Setting:
Tiabela - Linky!