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Daerderak, The Infernal Sands: The Resurrection

Started by Endless_Helix, October 27, 2006, 11:55:38 PM

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Endless_Helix

[spoiler=The Given]
The Given is a template that has the following traits,

Hivemind
Immunity to Mind influencing effects that do not originate from the Collective.
And a natural attack that passes on the template. DC 0, Will negates and grants a +2 bonus for each successful save (cumulative).

When within 10 miles of the Collective the DC increases by 5
When within 1 mile of the Collective the DC increases by an additional 10
When within 1/2 mile of the Collective the DC increases by an additional 10
When within 100 feet of the Collective the DC increases by an additional 10

The Collective has a similar ability that it can use as a standard action on anyone within 30 ft. The DC is 50, Will negates and grants a +2 bonus on each failed attempt (cumulative).
---

So the Givers, are essentially normal people. They've been indoctrinated to believe that Felltrack is a paradise on Haven. They go willingly, believing that they will ascend to become a Given, which they do become. The Given are essentially arms and legs for the Collective, which is essentially an insane sentient artifact made to destroy empires... and then wear out, once the governing body is dead. The reason for the Given's strangeness is that the Collective is beginning to "die". Because of the flagging energy, it sometimes manipulates too many "hands" to do the same task. It's essentially loosing control of its fine motor skills.
[/spoiler]
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Raelifin

[spoiler=The Given]Okay, that's cool. I think I understand everything now. (Except why they would want to go to the Ocean floor... but that's another subject) One last question: You said that the Collective's expansion has slowed to a crawl and that it's reach is limited to willing members. The natural attack seems to negate this idea. Couldn't the givers just go around adding people to the collective?

Kudos on the "losing fine motor skills" idea. Much inspired.[/spoiler]

Seraph

"The Isle of Faces" implies that it is surrounded by water.  In a world without water, this is ironic to say the least, unless it is only the mainland that has no water, but don't think that's the case.  So is the "Ocean" separating the island from the mainland really more like a canyon?  How far is it down to the "Ocean floor?"  What's down there?

Also, about your seasons, it rains once a year, correct?  If there is no water on the world, where does that water come from?  The Elemental Plane of Water?  If it doesn't rain any ohter time, why doesn't the hard ground cause it to always just flash flood?  If it hasnt rained for almost 500 days, the ground is not going to be very absorbent.

I think I remember from the WOTC forums that druids are a big force.  Yet I don't see them among the religions, does this mean that that's changed, or have I missed something?
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Endless_Helix

Most of the water can be found underground, in underground pools. Also, temperature differences at the edges of the continent can be harnessed to garner mist which can easily be condensed (The poster city for this is Ursaiden who pioneered the technique of using magically chilled metal to condense water from the mists that often are around their isle). Most large cities and towns have a well underneath them that they get water from. Smaller farmers tend to not use as much water since pretty much all the plants are adapted for the climate; so a small well can serve two or three subsistance farmers or a plantation. And it doesn't rain once a year; there is one rainy season, which still barely brings any rain. Flash floods are a real problem when they get a rainstorm that drops more than a few centimeters of water. It rarely rains outside of that time, but it does occasionally happen.

The Continent is essentially one huge plateau. There are generally a couple of
"layers" for where the continental shelf would end. So, if you were to fall of the edge, you would fall between 2000 and 50000 feet, depending on precisely where you fell. As to what's in the Ocean Bottom... The only thing that I've let out about that place is that there are at least two tribes of savage mindflayers... So... Pretty much, it's purposefully undefined.

[spoiler=The Given Template]
The only reason that this is a natural attack is that it needs to be "flesh to flesh". A touch attack merely means that you have to touch the target or whatever the target is wearing. Also I think I muddled it up, since the DC is generally 10, most people can resist it without a thought, but it can be used as a weapon.  The closer you get to the Collective, the more dangerous it becomes. When farther away from the Collective, the attack become fairly weak, and for it to have any effect in most cases, the recipient must be willing. I should stress that the Given Template is far from finished.
[/spoiler]

Also, IIRC, the druid stuff is under the city they run. There was so much stuff in the entry that the little I added is just crammed in under Trael.
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Raelifin

[spoiler Given]It just seems to me that two Given corner a stranger and use the attack repeatedly. The average commoner will fail roughly half the time so two attackers could convert an unwilling subject in a matter of seconds.

I suggest you change the DC to 0. That means that it still becomes a threat within the general area of Felltrack, but it will only be useful as a weapon on defeated/willing creatures. It's important to realize that it is comparable to a death attack that is usable any number of times per day.[/spoiler]

Random question: How do the people of Daerderak deal with waterworms?

Endless_Helix

Done. Any other thoughts? Incidently, thanks to all of ya'll posting here and bearing with me. This is my first setting really... I need a lot of help...
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Quote from: RaelifinRandom question: How do the people of Daerderak deal with waterworms?
Incidently, thanks to all of ya'll posting here and bearing with me. This is my first setting really... I need a lot of help...[/quote] No problem. It's a great setting.

Endless_Helix

Most wells are communal, and not all wells are contaminated with Waterworms either. Usually a town contracts some mage(s) to protect their water. Charmed anchors are the most common and the cheapest way to provide some protection, so most farmers use that or just pray to Ulu that he withhold his wrath and allow the farmers to live in peace. Then they make a discreet donation to Ulu's cult, which then provides the desperate farmer with a sacred oil that acts a Magic Circle against Evil, except that it functions for water elementals, but only for about 10 days. It's a quick and easy way for the Church to raise money. In Kurchaal, they instead use elemental traps that lure the Waterworms away, primarily by using create water, message and crystal trap (a renamed Khyber Trap spell) or the charmed anchor.

Waterworms are technically a constant threat, but they are usually only active during the Falling season and the Bone season. So during those seasons most farmers keep the anchor in the water, but any other time, waterworms are usually dormant.
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SilvercatMoonpaw

Sounds like a pretty sparse world in terms of civilized places.  Are there settlements you haven't talked about yet, small farming villages outside the large cities?  I'm sorry if I've missed this.
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Endless_Helix

Yep, most of the villages are just too small and out of the way to be put on the map.  Over all, this world is very sparsely populated, but most of the population lives in the larger cities for saftey's sake. I've barely mentioned Shiftport really because the only real noticable thing about it is that it's the gateway to Shifting and is a stop on the way to Ursaiden. its population is barely 2000 sentients. Caravans run through very often and usually stay for a couple of days
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Raelifin

How are changelings regarded in Daerderak? I know if I had a shapeshifter for a freind I'd never trust anyone as much.

Also, what is the population breakdown for each race? Are gnomes the most common? Where can I find ratling stats?

Endless_Helix

Ratlings are ported in from OA, basically think of them as a faster Dwarves with slightly fewer abilities.

Changelings generally are regarded with some suspicion by the less maleable races. First of all they are capable of stealing someone's identity, but they're hated mostly because of their reputation for arrogance and their economic empire. They're regared very much like china was regarded during the 1600's. They've got wealth and power beyond any city on the Garranth Peninsula. They're what you get when you meld Imperial China with Israel's Leaders and the USA's production base.

Orcs are technically the most populous race on the Garranth Peninsula, at 33%, followed closely by Gnomes at 31%. The next highest in population is the Ratlings a hefty 20%, Iaiderach at 5%, Changelings at 5%, Xao 3%, Other 7%. This also changes slightly with the city.

Around Salvage and Shiftport, It's closer to 40% Ratlings, 27% Changelings, 12% Gnomes, Orc 10% Iaiderach 5%, Other 6%.

The Kurchaali Empire is 97% Iaiderach, 3 % other

The Matterplay ring is everchanging but, it is 99% Xao and 1% other usually.

Ursaiden is 94% Changeling, 4% Gnome, 2% Other.

The Gnomish Monastaries are 99% Gnome, 1% Other.
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