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Astraea: The Chaos Within

Started by So-Keher, July 10, 2006, 09:25:45 AM

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Endless_Helix

Just a couple of quick thoughts and q's:

-Love the way you pulled the creation myth and the generations of races together. The way you handled religion is very elegant as well.

- I have to second the need for more tension. While it's a lot of fun to raid the dragon's den for swag, it's so much more fun when that dragon is conspiring to conquer the world and has shadowy allies that now are actively hunting the PC's. Particularly if the allies are highly placed in the nations on the brink of war.

- Also I'm seing a lack of reliable villains. Lestravia and the Lizardfolk are pretty much the only groups of evil baddies around, but I could have missed something.

-edit-  Another thought would be to preserve the whole goodness side of things and have it on the cusp of a rennaissance.The PC's would help create a better world, in their image.
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Alright, Setting of the Week, so it needs a thorough review.  It looks like a very nice work, with lots of effort put into it.  Any criticisms are intended to be constructive.  A general recommendation after getting to the end: it's always good to edit new material into the early posts for first-time viewers, even if it is included later, as well.

Map
As others have said, very nice.  You use evocative names like "The Creeping Frost," which is good.  Color maps can be nice, but that black-and-white feel can also add something special to a setting.

Intro
QuoteIt is said that history is written by the victors, and to the victors go the spoils. Heroes make and shape the world around them, crafting great adventures of daring and grandeur. In the world of Astraea you are the hero, pitting yourself against monstrous beasts and deadly traps for treasure, fame or even the damsel in distress.
Races[/b]
You've got a good selection going there.  According to the typical thinking from Savage Species, I'd say the lizardfolk are bit powerful for a ECL 0 race, with natural armor, natural weapons, and so forth.  They're stat bonuses basically make them better versions of the half-orc, mechanically.  They give up Darkvision to gain the less useful Hold Breath, but natural weapons, natural armor, and better ability mods.

My personal opinion is that the core gnome, which you seem to stick to, seems a little forced.    However, since it is Core, I won't say it's a bad thing to include it.  Many players do like the familiarity that offers.

I, too, removed halflings feeling they just didn't have a place in my setting.  I support your bravery in being willing to change or remove a core race.  You might want to edit the history section that says halflings come from dwarvs and humans, if there are no halflings.

Dorion and other Nations
Excellent means of presenting information.  You might consider adding a general line about the religions present in the nation (assuming you don't just use the Core idea of everybody choosing a deity from a big list and all deities being the same in all lands).  That's the only suggestion I could make.

A side note on half-vampires: these are often called dhampirs (I think they are even presented as such in Libris Mortis, or perhaps Heroes of Horror), if having an actual name helps you any.  It must be a disturbing land in which vampires and half-vampires make up a big enough part of the population to statistically represented in the demographic breakdown, even if it is ruled by vampires.  I'm glad I don't live there.

You seem to use two different spelling for Truion on the map and Trueion in the text.

Characters
Yeah, I always encourage a character background, though I see that more as a DM/campaign thing than a setting-based decision.

So the listed feats, skills, and classes are suggested ideas for characters from those regions?  They are not required to take them?

History
Overall, very nice.  You present a summary of events very concisely so players and others can get the quick intro.  I second ElDo in saying a timeline might be good for those that really like to delve into history.  

The muses are very cool.  I like that.  

QuoteAs he died, he channeled the power of the Muse of energy and unleashed a powerful blast of energy across the battlefield. The energy was the first magic, and its introduction into the world made immediate effects on some, giving birth to the first primitive spellcasters. As it spread, the magic warped the environment, creating magical beasts and plants of all kinds.
Thirdborn[/b]
Dwarves used to be human!?  A creative new twist, kudos.

Others
So rakshasa are not outsiders?  And where do outsiders (or whatever you call them) fit in?  Or do they?

Quote1. Humans dominate the world.
2. Gods are not real. Clerics follow orders based off of alignments.
3. Magic is real and can be used by anyone who learns it.
4. Opposite alignments disagree, but only rarely come to serious conflict.
5. Arcane and divine magic seem separate, but are really just different manifestations of the same energy.
6. The wilderness is separate enough from the cities to justify 3 wilderness-oriented classes.
7. There are hundreds of intelligent species of creatures, but 99% of them are considered "monsters".
8. Arcane magic is impersonal and requires no "deal" with a supernatural being.
9. Beings from other planes of existence do not interfere with the inhabitants of the world. Rather, some live in it and become a part of it.
10. Magic items are rare and treasured artifacts, and game balance proceeds from that assumption.
11. Magic is not consequence-free. Need more on this
12. Truth vs. Deception is the ethos. Exemplified in two great supernatural beings who are source of all magic energy: I like the whole Sun vs. Moon concept but is there something that is better and not so common?
Magic[/b]
Ah, we come to magic.  So it is a high-magic world?  You might consider adding this to one of the earliest posts so people know right away that you have lots of magic in the world.

Nice choice on divine magic.

Overall
Nice work.  Astraea seems to be very close to Core, which is not bad (it makes it quickly accessible).  I like your focus on history, and you seem to have crafted interesting nations and politics.
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Quote from: Elven Doritos
QuoteWhat justification do the merchants of Meriador have for simply not moving shop elsewhere? If the local navy isn't able to engage most of the pirate attacks, it seems like an unprofitable situation.

I bet those vampires from the Fang Strip have haunted the dwarves more than once-- after all, travelling underground means never having to stop because of sunlight. How does the dwarves' willingness to supply weaponry to anyone affect their relations when they are supplying opposite sides in a war? Is there some peace that is brokered to ensure the dwarves' neutrality?

How does the presence of the aasimar in Sera affect the lives of the mortals who live there? Are there any Seranians who have seen the placement of the aasimar as a sign of distrust from the gods, that they aren't responsible enough to wield the power they do?

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