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Arcanix, World of Mages

Started by Galstaff, Sorcerer of Light, September 18, 2006, 05:40:58 PM

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Galstaff, Sorcerer of Light

Totally forgot about this place. Guess I'll put up my homebrew setting... I wuz gonna put it up at Wizards of the Coast, but the Homebrew section doesn't seem to get much action there.

I will start with Arcanix: A Player's Guide.


Arcanix
A Playerâ,¬,,¢s Guide

Introduction

Welcome to Arcanix, a world of magic intrigue and eldritch power. In this guide, you will learn the details needed to play a character in Arcanix.

   The main difference between the Arcanix Campaign Setting and typical D&D campaign settings is the use of several variant rules from the Unearthed Arcana sourcebook. The first variant rule, called the gestalt rule, is described on page 4 of this guide. It allows for a player to select the benefits from two classes simultaneously. In the Arcanix Campaign Setting, one of those two classes must be an arcane spellcasting class. The second variant rule found in the Arcanix Campaign Setting is the Spell-casting Recharge variant. It allows spellcasters to gain back spell slots rapidly, speeding up gameplay and increasing the effectiveness of an all-arcane party. Other house rules can be found later in this guide.

   The second post of this guide will cover the differences between the various geographic locations in the Arcanix Campaign Setting and their impact on all types of spellcasters.

   The third post of this guide contains information relating to the variant rules and house rules applied in the Arcanix Campaign Setting.

   The fourth post of this guide contain(s) tips for creating a character background and roleplaying advice relevant to the Arcanix Campaign Setting.
Obnoxious? Yes.
Get used to it.

Galstaff, Sorcerer of Light

ARCANIX PLAYER'S GUIDE
The World of Arcanix

Before you begin rolling up your character, you first need to understand the basic workings of the world of Arcanix. For starters, there are eight mighty realms forged from the eight schools of magic, each founded from an ancient wizardry college. In the 204th year of the Arcane Calendar, a great and powerful awakening happened among all the sentient races on the continent of Arcanix. It was that awakening that made the schools of wizardry expand into institutions of government, religion, academic study, and eventually, into monasteries and military academies. Their power and influence have created eight of the ten realms that dominate Arcanix.

   The first and arguably most powerful kingdom is the Avertian Empire. Founded from a school of evocation, Avertian students are often criticized for being un-necessaryily brutal and curt. This stereotype may fit a few of Avertiaâ,¬,,¢s students, but a wise adventurer would do well to keep an open mind when dealing with Avertian graduates. Arcane classes almost exclusively associated with the Avertian Empire are the warmage and the wizard [evoker].

   The next kingdom is Nevrim, the home of transmuters and the nation that has experienced the most change since the early days of the Arcane Calendar. Nevrimâ,¬,,¢s students are often rumored to be wild and chaotic. The arcane class most often associated with Nevrim is the wizard [transmuter], although it is home to a large number of sorcerers as well.

   The third realm is the Kingdom of Aurus, the birthplace of enchanting magic. Aurans are often called upon by other kingdoms to act as spies and diplomats. The arcane classes most often associated with the schools of Aurus are wizard [enchanter] and bard.

   The fourth kingdom, the Realm of Eldorus, is the originator of abjuration magic. Of all the kingdoms, Eldorus is the most religious and the most reclusive. The arcane class most commonly attributed to the Eldrous universities is the wizard [abjurer].

   The fifth kingdom, Symetrus, is often referred to as the Prophetâ,¬,,¢s Paradise. Often, Symetrus students are presumed to be well-versed in many areas of knowledge. The arcane class most commonly attributed to the Symetrus colleges is wizard [diviner].

   The sixth great realm, the Kingdom of Holithar, has a reputation for producing conjuration experts. The Avertian Empire has recently been waging a massive war on Holithar, leaving much of the formerly fertile lands of the Kingdom in ruins. The arcane classes most commonly associated with Holithar are wizard [conjurer] and warmage.

   The seventh kingdom, Enthoria, long ago mastered the art of illusion. Enthorians are often (justifiably so) branded as liars, thieves, and tricksters, though most Enthorians are respectedâ,¬'if mistrusted. The most common arcane class associated with Enthoria is wizard [illusionist], though sorcerers are also common.

   The eighth kingdom founded from one of the ancient wizardry colleges is Vendria, the maddening realm of necromancy. When a Vendrian travels to another nation, he is often met with mistrust and even persecution, though few would be brave enough to attack a Vendrian outright. A Vendrian student is almost always a wizard [necromancer].

   Two other kingdoms, born out of political unrest and differing beliefs about the nature of magic, exist. The first, the realm of Olstenus, was once a part of the Avertian Empire. In recent years, it seceded and successfully won its independence. Olstenus wizards rarely specialize in an arcane school, and Olstenus sorcerers, wu jen, and warmages are common.

   The final kingdom of the continent of Arcanix is Sorcere, the home for outcasts and a realm of personal reflection. Sorcereâ,¬,,¢s political structure is based upon bloodlines, and many great houses exist, descending from various draconic and extraplanar heritage. The arcane class most often associated with Sorcere is that of the sorcerer.

   All this being said, however, there are innumerable exceptions. For instance, an Eldorian warmage is not unheard of, and Avertian sorcerers are a valued part of society. Also, being born in a particular nation does not necessarily indicate what type of caster one will become. An Avertian-born character can study in Symetrus, and for all intents and purposes, he is Symetrian.

   As for the different races of the continent of Arcanix, the core races found in the Playerâ,¬,,¢s Handbook, in addition to variant races from supplements such as Races of Faerûn, Unearthed Arcana, Races of Destiny, and the Planar Handbook are all allowed (DMâ,¬,,¢s discretion).
Obnoxious? Yes.
Get used to it.

Galstaff, Sorcerer of Light

ARCANIX: A Player's Guide
Variant Rules (Mostly from Unearthed Arcana)

This section deals with the new rules from Unearthed Arcana that the Arcanix Campaign Setting utilizes. Described first is the gestalt character class system.

GESTALT CHARACTERS
   Basically, the gestalt system combines the best features of any two classes to create a new, high-powered, crossbreed. The player first chooses two classes to create their character from, and takes the better value for individual saves, base attack bonus, and skill points. Both classesâ,¬,,¢ skill lists are considered class skills. The character also gains class features from both classes.

   In the Arcanix Campaign Setting, one of a gestaltâ,¬,,¢s two classes must always be sorcerer, wizard, warmage, or wu jen. (Warlocks are not arcane spellcasters, and must have an arcane class.) The second class a character factors in may be any class from the Playerâ,¬,,¢s Handbook, the Miniatures Handbook, the Complete series, or another source (DMâ,¬,,¢s discretion). Also, the core class variations from the Unearthed Arcana sourcebook can be used (DMâ,¬,,¢s discretion).

   A character may have attributes from more than one arcane class, but not variations of the same class (for instance, different specialized wizards).

   To give an example, Elan is a gestalt bard/wizard. He takes the bardâ,¬,,¢s favorable base attack bonus and reflex save, as well as the bardic music, bardic knowledge, spells, and other class features of the bard class. In addition, he gains the bonus feats, familiar option, and spell capability of the wizard class. Since both classes have identical will save progression, he takes that aspect.

Spellcasting Recharge

   Using this rule, characters regain their highest level spell slots after 1d6+1 rounds for wizards, clerics, druids, paladins, and rangers, while sorcerers and bards regain their highest level spells back after 1d4+1 rounds. Other levels of spells are regained in a similar fashion (see Table 5-6 of Unearthed Arcana, page 158). Some exceptions, such as the teleport spell, apply.

   Any spellcasting class other than sorcerers and bards must still choose a â,¬Å"menuâ,¬Â of spells per day that they are capable of casting, similar to the standard method of preparing spells. Sorcerers and bards may freely cast from their spell lists, and other classes from their â,¬Å"menuâ,¬Â. Druids can spontaneously cast a summon natureâ,¬,,¢s ally spell instead of one of her â,¬Å"menuâ,¬Â spells, and a cleric can spontaneously cast a cure spell in a similar fashion. A sorcerer or bard cannot exceed his total number of spell slots; that is, a sorcerer or bard must have a charged slot to cast a spell of that level. Metamagic feats can be used in a prepared â,¬Å"menuâ,¬Â, and they take up the appropriate â,¬Å"menuâ,¬Â slot. Likewise, sorcerers and bards can cast a spell modified by a metamagic feat by using an appropriate higher-level charged spell slot, though the casting time is still extended.

House Rules

   The first important house rule relates to multiclass combinations. Certain combinations either are too powerful or donâ,¬,,¢t make sense in Arcanix, so they are disallowed. These combinations are: wu jen/warlock, wizard [evoker]/warlock, and wizard [transmuter]/barbarian.

   Secondly, all characters must have a player-generated background. Feel free to build upon the basic guidelines found in this guide.

   Thirdly, prestige classes and multiclassing outside of the gestalt system is not allowed in Arcanix. The only exception to his rule is the archmage prestige class found in the Dungeon Masterâ,¬,,¢s Guide.

   Fourth, and finally, the Arcanix Campaign Setting is an experimental process, and the DM reserves the right to adapt or create a house rule if a situation is found to be unbalancing. The DM will discuss the change with the players before it is made.
Obnoxious? Yes.
Get used to it.

Galstaff, Sorcerer of Light

Arcanix: A Player's Guide
Character Development

Characters in Arcanix face a bewildering array of new options, ranging from new roleplaying opportunities to class choices. This section attempts to aid players in narrowing down their choices. Not all characters need adhere to these tips, however, they are merely for inspiration.

Character statistics

   The first set of choices you need to make are based on what kind of character you want to make. Do you want to focus exclusively on arcane spells? Then become a wizard/sorcerer (known as an arcanist). How about a dedicated warrior whose fighting style is second only to her magic? A monk/sorcerer may be right for you. Think about what combination of classes makes the most sense, and try to match a race that enhances those stats. Remember that a humanâ,¬,,¢s extra skill points can make illusionist/rogues even more powerful.



Roleplaying Advice

   After rolling your characterâ,¬,,¢s statistics and assigning his classes, the next step is to develop a detailed history about your character. Use your feats, skills, and spell selections, in addition to the information on page 2, as a guideline for your history. Remember the high-arcana flavor of Arcanix, and try to pepper your background with incidents of supernatural occurrences.

   If you are playing a warlock or tribal sorcerer, remember that most of the standard wizards of Arcanix treat you fairly out of fear, not respect. If you are playing a wizard from Olstenus, take into account your nations distinct views about magic and how your character might interact with Avertians.

Conclusion

   If you have any questions, please contact me. I am looking forward to this grand experiment!
Obnoxious? Yes.
Get used to it.

Galstaff, Sorcerer of Light

Sorcere
The Realm of wild Magic
Arcanix Campaign Setting

   Nestled on the outskirts of the eight mighty wizard nations are two smaller realms: Olsetnus, the home of tolerance, and Sorcere, the nomadic tribal nation founded in ancient times by giants, dragons, and otherworldly powers. This supplement aims to define the latter of these.

   In modern times, the descendents of the mighty beings who founded Sorcere have mated with the humans of Arcanix and created a complex tribal structure within Sorcere. The Twelve Great Clans of Sorcere are the Tigereye Clan, the Blackwing Clan, the Redclaw Clan, the Silverfeather Clan, the Dragonfang Clan, the Firespear Clan, the Trollsblood Clan, the Arrowwind Clan, the Forestrider Clan, the Stormclimber Clan, the Bullhorn Clan, and the Moutainheart Clan.

   Remember that wizardry training is unavailable in Sorcere, although some tribe members from Sorcere natives study in other nations.

Tigereye Clan


   The Tigereye Clan was originally founded by a group of fiends called rakshasas, and the pureblooded descendents of those rakshasas rule the tribe to this day. Most members of the tribe have some degree of rakshasian blood within them, although the amount may not be readily apparent. Members of the Tigereye Clan are often openly deceitful and manipulative, favoring their spells over direct combat. That being said, the typical Tigereye is a terror to behold in melee.

   Members of the Tigereye Clan favor heavily the abilities of a sorcerer than any other type of mage. Tigereye bards and wu jen are almost unknown, and a Tigereye wizard would be one-of-a-kind. Tigereyes often become barbarians (Tigereye sorcerer-barbarians are called â,¬Å"brutesâ,¬Â) or rogues (Tigereye sorcerer-rogues are known as â,¬Å"fringersâ,¬Â), although fighters, rangers, and clerics (revering the Dendallus, the god of intrigue) are not unknown. An increasing number of Tigereyes have began taking up the dark practice of the warlock since its introduction to the Sorcere region.

Blackwing Clan

   The Blackwing Clan is descended from the mating between a family of black dragons and a tribe of cloud giants. The humanoid descendents of these two powerful creatures now primarily consist of elves, humans, and halflings. The tribeâ,¬,,¢s leaders are from seven great half-dragon dysnasties that still exist to this day. Members of the Blackwing Clan are often willing to observe his companions and do as little as possible, conserving his energy for a test that truly deserves his prowess.

   Members of the Blackwing Clan are almost always sorcerers, although arcanists (sorcerer-wizards) and elementalists (sorcerer-wu jen) can be found in great number. Fighters, rangers, rogues, clerics (revering Kershekdusvendaruu, the god of black dragons), and barbarians are common choices for members of the Blackwing Clan. The path of the warlock has been all but prohibited by the half-dragon rulers of the Blackwing Clan, though those harboring discontent for their superiors are often inclined to pursue it.

Redclaw Clan

   The Redclaw Clan is descended from the contact between human and demon. The half-demon rule of the Redclaw Clan was deposed long ago, though frequent summoning and mating has kept the Redclaw Clanâ,¬,,¢s half-demon population alarmingly high. The humanoid descendents of the Redclaw Clan include elves, humans, feyâ,¬,,¢ri, half-demons, tieflings, and halflings. The current rulers of the Redclaw Clan are a coalition of thirty or so tieflings, though they have ruled for barely longer than a year and could quite possibly be deposed. There is only one rule in the Redclaw Clan: look out for yourself first, for the community second.

   Members of the Redclaw Clan are often sorcerers, although there is very little other frequency in their specialization. As a very loose tribe both sociologically and governmentally, it is difficult to label the tribe as a whole.

Silverfeather Clan

   The Silverfeather Clan is one of the very few tribes of Sorcere descended from the interaction between good-aligned creatures and humanoids. The angelic warriors sent to protect Arcanix from the fiends and dragons concentrated in the Sorcere region eventually settled and created their own tribe with humanoids. These descendants of the union between angel and mortal include humans, aasimar, elves, and halflings. Very rarely, a concentration of angelic blood can be so strong it produces a half-celestial. The Council of Stars within the Silverfeather Clan maintains a loose but altruistic rule. Members of the Silverfeather Clan have a disdain for other tribes of Sorcere, though they are usually open-minded enough to give an individual the benefit of the doubt. The mortals foes of the Silverfeather Clan are the members of the Redclaw Clan. Silverfeather Clan members generally do what they can to assist others.

   Members of the Silverfeather Clan often train as wizards or wu jen, seeking to better themselves through education. There are also a great number of Silverfeather sorcerers, however. Silverfeather paladins, clerics (worshipping any good-aligned deity), and druids are all very common, as are rangers. The path of the warlock is never undertaken by a member of the Silverfeather Clan.

Dragonfang Clan


   The inhabitants of the ruined city of Feringsgard turned to the red dragon Keilarmderrakestinus after the Great Purge had ended as a source of power and leadership. The wyrm agreed, lauding the power within the Dragonfang Clan and establishing a rather impressive tribal empire. Keilarmderrakestinus still rules the tribe to this day, having grown even more powerful over the ages, although it is rumored that this very power is waning. His countless scores of half-dragon and full-blooded dragon scions are eager to take his position, knowing all too well that the tribe of humans, halflings, and lizardmen have more potential than Keilarmderrakestinus is willing to exploit. Dragonfang Clan members have a nasty reputation as domineering power-mongerers, taking out their frustrations with their insubordinance in their clan on others.
   Members of the Dragonfang Clan are almost always sorcerers, with fire-specialist wu jen being a common exception. Keilarmderrakestinus has sent some of his most intelligent subjects (at least the ones he hasnâ,¬,,¢t felt are a threat to his position) to train as wizards. Dragonfang fighters, barbarians, rangers, clerics (worshiping Tiamat) and rogues are common. The path of the warlock has taken a strong holding among the members of the Dragonfang Clans.

Firespear Clan

   During the Great Purge, the fire giants in present-day Eldorus crafted a spear named Vandernacht that contained the heat of a volcano. This weapon was used by the fire giant hero Dolstrom, who founded the Firespear Clan in the Sorcere region. Brandishing his spear, Dolstrom imposed order upon the tribe and successfully managed one of the most successful clans in the early days of Sorcere. In recent years, the Clanâ,¬,,¢s success has been shattered. After the disappearance of Vandernacht and the murder of several of the Clanâ,¬,,¢s leaders, the Firespear Clan has been experiencing major changes. The current faction poised for leadership of the Clan is led by a giant-blooded dwarf and his ogre allies. The Firespear Clan is home to fire giants, lesser giants, dwarves, humans, and halflings. Firespear Clan members are often rumored to be intellectuals, although their tough exteriors and harsh attitudes can often overshadow that.

   Members of the Firespear Clan often become wu jen or sorcerers, although the Clan has a unique tradition of wizardry that has become all but lost in recent years. Firespear fighters, rangers, and barbarians are common, as are clerics (worshipping Surtur, god of fire giants). Firespear warlocks have recently become more common, those practicing the art hoping to take advantage of the tribeâ,¬,,¢s weakened condition.

Trollsblood Clan

   Not actually descended from trolls, the Trollsblood Clan was responsible for the removal of the horrendous creatures from most of Arcanix. The Clanâ,¬,,¢s founder, a wizard from Symetrus, was forced to witness the death of his entire family by trolls in ancient times. Since that time, the Trollsblood Clan has hunted trolls to the point of extinction. The Trollsblood Clan only recently settled in Sorcere after roaming all of Arcanix for centuries. The Trollsblood Clan has always been ruled by a council of tribal elders, as well as a war council that would be summoned during more turbulent times. The Trollsblood Clan includes elves, dwarves, halflings, gnomes, and humans, among others. Trollsblood Clan members are said to have open minds and vast knowledge of the wilderness of Arcanix, although they can be somewhat sharp-tongued and even violent to those who support or are descended from giants.

   Members of the Trollsblood Clan occasionally train as wizards, although many rely on their innate magical energy as sorcerers. Trollsblood rangers are extraordinarily common, with fighters, rogues, and barbarians being close seconds. Trollsblood clerics are actually fairly rare, as the tribe does not have a particularly strong faith. The Trollsblood Clan was the first to introduce the path of the warlock to the other tribes of Sorcere.

Arrowwind Clan

   The Elves of the Arrowind Clan were regarded as master archers, imbuing their bows with magic more powerful than most in Eldorus. In recent years, however, the Arrowwind Clan has been attacked repeatedly by the advances of the Tigereye Clan. The Arrowwind Clan is nearly extinct, and the surviving members have taken refuge in Enthoria. Despite this fact, the Arrowwindâ,¬,,¢s influence can still be felt in Sorcere, and they remain often cross the Enthorian border to make swift strikes against their foes. There is no longer any semblance of a tribal government, and a single patriarch has taken command of the small tribe. The Arrowwind Clan consists of several humans, half-elves, and elves. Arrowwind Clan members are rumored to be expert archers with a bitter and cynical view since their tribeâ,¬,,¢s massacre at the Tigereye Clanâ,¬,,¢s hands.

   Members of the Arrowwind Clan uphold a unique tradition that blends the archery talents of a ranger with a special brand of wizardry. Due to this specialization, other tribes quickly learned to circumvent the Arrowwindâ,¬,,¢s strategies and magic, leading to the tribeâ,¬,,¢s current state. Other classes in the Arrowwind Clan are not unheard of, just unusual. There are no Arrowwind warlocks.

Forestrider Clan

   Claiming the forests of Sorcere as their own, the faeries, centaurs, treants, and satyrs quietly made their home among the mighty redwoods and oaks. After the intrusion of the Great Purge and the strain it caused on the natural resources of Sorcere, the fey and their allies created their own clan of magically-imbued soldiers. Deriving its name for their famous dire wolf steeds, the Forestrider Clan has maintained a firm hold on the wilderness, even in recent years. The Forestriders are ruled by their faerie masters, who in turn hold court with the various druids and other forces of nature. The Forestrider Clan includes elves, fey of all kinds, humans, halflings, and gnomes. Members of the Forestrider Clan are said to have respect for any who in turn respects nature.

   Members of the Forestrider Clan often become wu jen or sorcerers, focusing on the more primal elements of either class. Barbarians, rangers, and druids are common, as well. Forestrider wizards are not unheard of. The path of the warlock is actually seen by the Forestrider Clan as a gift from their faerie masters, so they embrace that, as well.

Stormclimber Clan

   The Stormclimber Clanâ,¬,,¢s story begins before the Great Purge. It begins before the Awakening. It begins before humanityâ,¬,,¢s recorded existence, in fact. The Stormclimber Clan has its roots in an ancient order of storm giants whose reverence for their god, a primordial being named Prometheus, is the foundation for their civilization. Since the resettlement of Sorcere, the Stormclimber Clan has accepted members of nearly every race to spread the teachings of their deity. The eighth and ninth generations of these refugees are the current members of the tribe. Members of the Stormclimber Clan are rumored to be ardent in their attempts to convert others to the worship of their imprisoned god.

   Members of the Stormclimber Clan often become sorcerers or wu jen, and Stormclimber bards are common, as well. Stormclimber wizards are rare. Stormclimber members often become fighters, rangers, rogues, and barbarians, although Stormclimber druids are not unheard of. The path of the warlock is considered blasphemy before Prometheus, so only the most irreverent Stormclimber pursues it.

Bullhorn Clan

   Minotaurs were loathed even before the Great Purge as a race that was a grotesque perversion of the humanoid form. As such, the minotaurs that eventually migrated to Sorcere founded, along with their dwarven, human, halfling, and gnome allies, the Bullhorn Clan. The current members of the clan are the minotaur, dwarven, human, human, halfling, and half-minotaur descendants of these early pioneers. Members of the Bullhorn Clan often conceal their heritage when dealing with anyone of the Eight Kingdoms, as there is still a stigma related to their minotaur brethren.

   Members of the Bullhorn Clan favor the art of sorcery and the earth- and metal-based paths of the wu jen. As the Bullhorn Clan has no wizardry tradition of their own nor a positive relationship with the wizardry colleges, there are relatively few Bullhorn wizards. Bullhorn barbarians, rangers, druids, fighters, and rogues are commonplace. The Bullhorn Clan has taken surprisingly quickly to the path of the warlock, beginning to use the power gained from it to finally stake their claim and fight against the prejudice that follows them.

Moutainheart Clan

   The last of the Twelve Great Clans is the Moutainheart clan. Formed during the Great Purge as a refuge for the lesser races of giants, a surprising influx of human and dwarven refugees gave the Moutainheart Clan a wider variety of talents and capability. In recent years, the Moutainheart Clan has expanded to accommodate the drow, svirfneblin, and duergar pioneers who have recently discovered the surface world. The Moutainheart Clan consists of humans, giants, dwarves, gnomes, drow, svirfneblin, and duergar. Due to the wide variety of Moutainheart society and the relative obscurity the tribe enjoys, very few assumptions have been made of them.

   Members of the Moutainheart Clan favor the paths of the sorcerer and wu jen over that of the wizard, although the newest additions to their population have introduced a new practice of wizardry to Moutaiheart society. Moutainheart fighters, rogues, and clerics (worshipping either Njord, god of giants, or a racial deity) are common, as are, surprisingly, an order of monks and paladins
Obnoxious? Yes.
Get used to it.

SilvercatMoonpaw

:huh: My eyes hurt.  But it was an interesting experience.  I've thought about a game where everyone has a spellcasting class in order to drop out the need for magic items.  You've got the schools of magic down into possible personality types for each nation.  Your division of sorcerer clans among a variety of descendacy types reinforces the notion of the class being people descended from inherantly magical creatures.
I'm a muck-levelist, I like to see things from the bottom.

"No matter where you go, you will find stupid people."