• Welcome to The Campaign Builder's Guild.
 

D&D Setting (The Meatloaf Setting)

Started by O Senhor Leetz, January 02, 2011, 02:56:18 PM

Previous topic - Next topic

O Senhor Leetz

Quote from: Xeviat
Seems like a fun project. Typical D&D, where your expectations are generally right. Something nice and comforting, easy to get into. I'll definitely keep an I on how this grows from here out.

Nice and comforting is the goal. Like a well-made meatloaf.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xathan

I dub this the meatloaf setting. :P

Seriously, though, I like what I'm seeing. Very classic without being "Yawn, seen this before." Looking forward to watching it develop further!
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

O Senhor Leetz

#47
An Ever-So-Brief History Just to Get Things Going (Really, it's not that long - don't run away!)

This setting, thus far, has turned out to be very Human-centric. While the other Races, Elves in particular, are important in the history and development of the world, they still take a back seat (for now). This quick historical blurb is written from the viewpoint of Humans, particularly the Humans that came from the West 1,114 years ago, made war with the Elves, and emerged victorious.

[note=The Humans]The Humans that came from the West are not the only Humans in the whole world, there are plenty of rumors, some truer than others, of strange, fantastic lands across the seas - but this should not be read as Magic Asia and Magic Africa. That being said, I am sure I will never get around to fleshing out these places. Ever.[/note]
The basic premise begins with the Humans fleeing from the West after losing a prolonged war against the Dragons. They left in a great fleet, as their Old Empire was literally burning around them. At last, they came across the Western Sea and found a seemingly empty but lush land.

After the majority of the Human refugees - some of the ships were blown off course or sunk during the voyage - founded what was to be known as the First Kingdom, they soon came into contact with the Elves, who were none too happy to see a barbaric, seemingly uncouth people inhabit lands they just fought so hard for. Ergo, the Elven Wars soon began.

[note=The Dwarves]Prior to the arrival of the Humans, the Dwarves and Elves fought their own terrible, bloody war, with the Elves barely emerging victorious and the Dwarves being driven far into their northernmost citadels. This, I hope, explains why the disparate and battle-weary Humans were in turn able to defeat the much more advanced Elves on their own turf.[/note]
Despite the Elves knowledge of the land and more advanced civilization, the Humans proved to be too prolific, tenacious, and ingenious to drive back into the sea. The Dwarves, from their snowy mountain holds also helped the Humans in the forms of weapons and knowledge, further tipping the balance.

After more than 700 years of varying states of war, a great truce was made between the Elves and Humans - the Elves were to retreat over the [Named Mountains] that ran just east of the coast to their vast forest realm of Sidherrealliar and the Humans were to stay on their side of the [Named Mountains] - I realize a map would be useful about now.

[note=The Little Folk]In addition to Elves, Humans, and Dwarves, Halflings and Gnomes also exist in the setting world and are known as the Little Folk. The Great Kin - Elves, Humans, and Dwarves - rarely pay attention to the Little Folk, and they are largely absent from history. The Halflings are nomadic travelers, traders, and thieves and the Gnomes are forest recluses who use their natural skill in illusion and knowledge of the wilderness to remain more or less un-findable. In fact, most of the Great Kin probably wouldn't be able to tell Halflings and Gnomes apart from each other if they had to.[/note]
After that, the history of the last 400 years takes a much more Human-centric focus, with only the occasional skirmish between Elves and Humans breaking the otherwise stable peace.

In addition to other things, I hope this history gives:

  • A decent explanation to why things are the way they are.
  • Adventure hooks in the forms of ancient Dwarven citadels, old Human castles, and archaic Elven fortresses
  • Possible future conflict between these formerly warring Races.
  • The slight, but terrible, chance that the Dragons may come from the West and finish what they started...
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xathan

Interesting stuff, and I'll do a line-by-line inquisitive review tomorrow, but I do have one immediate question: it sounds like you're going for monocultural races. Is that a design decision, or is it just that On This Continent races are monocultural, but elsewhere in the world you see a greater variation in cultures for races? (Props, btw, for not making humans the exception to the monocultural rume as far as I can tell - monoculture bothers me much, much less in a setting where humans are the exception, and every other race is monocultural.)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

O Senhor Leetz

#49
Quote from: Xathan Back Again
Interesting stuff, and I'll do a line-by-line inquisitive review tomorrow, but I do have one immediate question: it sounds like you're going for monocultural races. Is that a design decision, or is it just that On This Continent races are monocultural, but elsewhere in the world you see a greater variation in cultures for races? (Props, btw, for not making humans the exception to the monocultural rume as far as I can tell - monoculture bothers me much, much less in a setting where humans are the exception, and every other race is monocultural.)

[note]However, during the Elven Wars and the wars between the Dwarves and Elves even earlier, I suppose that the cultures were much more homogeneous than they are now. Foreign enemies would cause a Race to unite, despite the difference within said Race. But once the Elven Wars were over, the conflicts within each race were directed inward instead of outward.[/note]
As for the monocultures - yes and no.

Will there be sub-races amongst the non-Human races? Probably not.

But will there be different factions, kingdoms, organizations, and religions within each? Most definitely. The Dwarves are divided into family clans and often fight amongst each other over centuries-old insults and transgressions while the Elves are also divided into various tribes, each trying to sway the High King. And Humans are not a monoculture either, it's just that the setting focuses on one of many Human kingdoms, which may make it seem like they are.

However, at the moment this is a Human-centric setting, and to most Humans in the setting, the Elves, Dwarves, and Little Folk seem to have a monoculture, even if in fact they really do not.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xathan

Quote from: Señor Leetz
However, during the Elven Wars and the wars between the Dwarves and Elves even earlier, I suppose that the cultures were much more homogeneous than they are now. Foreign enemies would cause a Race to unite, despite the difference within said Race. But once the Elven Wars were over, the conflicts within each race were directed inward instead of outward.

That makes sense - you can probably draw historical analogies to prove that this would happen. Glad to hear that's mostly in the past, though. :)

QuoteAs for the monocultures - yes and no.

Will there be sub-races amongst the non-Human races? Probably not.

As much as I love sub-races (which is far too much), I'm glad to hear that - unless they serve a purpose, they tend to provide only clutter.

QuoteBut will there be different factions, kingdoms, organizations, and religions within each? Most definitely. The Dwarves are divided into family clans and often fight amongst each other over centuries-old insults and transgressions while the Elves are also divided into various tribes, each trying to sway the High King. And Humans are not a monoculture either, it's just that the setting focuses on one of many Human kingdoms, which may make it seem like they are.

I love this, and would love to see more of it. I kind of figured part of it was that you were focusing on an isolated area at first, but having confirmation of that is nice. :)

QuoteHowever, at the moment this is a Human-centric setting, and to most Humans in the setting, the Elves, Dwarves, and Little Folk seem to have a monoculture, even if in fact they really do not.

Hah, so Humans are a bit racist. I'm a fan of that. :P

All in all, still loving this setting - it's warm and comfortable but still good, earning its name, and unlike some d20 settings (including mine) it doesn't try to be a kitchen sink. In other words: I like, want more. :D
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

O Senhor Leetz

Quote from: Xathan Back Again
QuoteHowever, at the moment this is a Human-centric setting, and to most Humans in the setting, the Elves, Dwarves, and Little Folk seem to have a monoculture, even if in fact they really do not.

Hah, so Humans are a bit racist. I'm a fan of that. :P

Haha, racist - once again, yes and no.

This isn't going to be a Forgotten Realms-esque setting where the great cities are multi-cultural and all the key races get along well and can meet at a tavern and throw down a few mugs of ale.

What I have in mind is that they so-called Great Kin (Elves, Dwarves, and Humans) each, for the most part, keep to their own respective kingdoms and lands, maybe trading occasionally, but for the most part, Races really don't understand each othe much. Humans might think that all Dwarves, men and women, have beards (they don't), Dwarves might think that Elves are immortal (they're not), and Elves might think that Humans only live for 20 or so years before they die (they don't).

As for the Little Kin (Halflings and Gnomes), they obviously have their own unique cultures and histories, but for the most part, the Great Kin really don't care too much about them, regardless of their capabilities.

As for the Half-Orcs and Half-Elves I'm still on the fence. Half-Elves are pretty obvious, but I think they're going to be very rare and very much outsiders. Orcs exist, but I'm not sure where yet. Maybe there could be rumors of a "violent, strange-colored people coming from the South."

And as always, thanks for the comments dude!
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xeviat

Quick question: are player groups going to be able to be multi-racial? Having the races be largely independent does mean multi-racial groups would have very interesting consequences and possible hurdles to overcome. I like that notion, and it does feel very medieval. In England, a Frenchman would stand out like a sore thumb, after all. Heck, even today, I work at Disneyland and you can tell the difference between a Southern Californian on their 80th trip to the park and a Japanese tourist on their 1st trip. As I'm apt to do, I'm thinking of stealing this, as it does strengthen that medieval feel.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

O Senhor Leetz

#53
Quote from: Xeviat
Quick question: are player groups going to be able to be multi-racial? Having the races be largely independent does mean multi-racial groups would have very interesting consequences and possible hurdles to overcome. I like that notion, and it does feel very medieval. In England, a Frenchman would stand out like a sore thumb, after all. Heck, even today, I work at Disneyland and you can tell the difference between a Southern Californian on their 80th trip to the park and a Japanese tourist on their 1st trip. As I'm apt to do, I'm thinking of stealing this, as it does strengthen that medieval feel.

I think adventuring parties will be the exception to the rule. Adventurers are already unique within society, even their own respective societies, so having multi-cultural adventuring parties in a way makes more sense than not.

And I like the Frenchman analogy, that hits the mark. I had a mental image of a Dwarven mule train coming into to town for their yearly trade and it being a very, very big deal. All the kids get to see the funny Bearded Folk!

EDIT: I'm fairly content with the way that races panned out, but now I should probably start thinking about how to make the Classes of D&D work with this setting. Suggestions?

EDIT EDIT: And by Classes, I'm referring to Fighter, Rogue, Wizard, Paladin, and Cleric, the five that make the most sense in the area I'm currently imagining. Prestige Classes are also a go, but tailored, once again, to the immediate area of the setting.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xeviat

One thing that would feel very classic, but also not be confining, is if you made different magical traditions the "property" of different races. If elves train wizards, dwarves train druids, and humans train clerics (all for instances), but any race can be them when it comes to adventurers, you could spice things up. Go back to the 2E race/class lists maybe, or something like that.

I'll go dig through more of this thread, because I haven't digested it fully, and see what I can suggest. But based on what I have read, I think elves should very much not be clerics anymore, since they forsook them in the past.

Which classes were you hoping on going with? I'd recommend the 3EPHB set, but that's only because of my ever-growing fondness for them.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

O Senhor Leetz

Quote from: Xeviat
One thing that would feel very classic, but also not be confining, is if you made different magical traditions the "property" of different races. If elves train wizards, dwarves train druids, and humans train clerics (all for instances), but any race can be them when it comes to adventurers, you could spice things up. Go back to the 2E race/class lists maybe, or something like that.

I'll go dig through more of this thread, because I haven't digested it fully, and see what I can suggest. But based on what I have read, I think elves should very much not be clerics anymore, since they forsook them in the past.

Which classes were you hoping on going with? I'd recommend the 3EPHB set, but that's only because of my ever-growing fondness for them.

I was toying with that myself, but I think I may make the restrictions more along the lines of fluff than crunch. For instance, Dwarves can be Wizards, but it's going to need a good backstory.

As for Classes, I'm right with you on the 3E set. I edited an earlier post and mentioned I wanted to focus on Fighters, Wizards, Clerics, and Rogues for the immediate setting are, as, to me at least, Classes kind of bring with them "cultural prerequisites" - Sorcerers need a history with lots of strange bloodlines, Druids need a society or culture with a tradition of nature worship, etc. But, as I develop this area, I will be more than willing to fit in other Classes if they work. But, just like the Race-Class issue, a player can be anything anywhere as long as it makes sense.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xeviat

Yeah, I wasn't saying to make it in the crunch, just that there are "no" dwarven wizards that aren't PCs or hugely big-deal npcs.

You could definitely go with just the core four. I only proponent the other 7 (actually, I like to sub out the sorcerer and port in psion and soulknife) because I like the culture they have in D&D. You can very much create your own cultural hybrid classes. Really, Bard, Paladin, and Ranger don't fit into every setting. Barbarian and Monk can just be specialist Fighters and Rogues. Not hard. What is hard is imagining a setting without Cleric, Fighter, Rogue, Wizard.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

O Senhor Leetz

Quote from: Xeviat
Yeah, I wasn't saying to make it in the crunch, just that there are "no" dwarven wizards that aren't PCs or hugely big-deal npcs.

You could definitely go with just the core four. I only proponent the other 7 (actually, I like to sub out the sorcerer and port in psion and soulknife) because I like the culture they have in D&D. You can very much create your own cultural hybrid classes. Really, Bard, Paladin, and Ranger don't fit into every setting. Barbarian and Monk can just be specialist Fighters and Rogues. Not hard. What is hard is imagining a setting without Cleric, Fighter, Rogue, Wizard.

I was always a big fan of the original four too, but I think I'm going to leave the Core 3E Classes in, but in varying levels of presence. Monks are obviously rare to point of non-existant, but I can see Rangers and Paladins easily fitting in, depending on the culture, as well as Bards and Sorcerers to a lesser extent.

But I'm going to steer clear of the psychic Classes, as I think that will clash heavily with the quasi-realistic Medieval vibe I'm aiming for.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xeviat

No problem; the psychic classes really have little place in traditional fantasy anyway; the psion steps on the wizards toes too.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

O Senhor Leetz

However, I was debating about splitting the Arcane spell-list between Sorcerers and Wizards (on the other hand, as I've mentioned, I don't think Sorcerers are going to have a key role in the current area of the setting), giving the Sorcerer more artillery type spells and the Wizard more utilitarians. It always bothered me, more so than normal, that Sorcerers and Wizards, while both spellcasters, and who theoretically draw their power from entirely different sources, manage to cast the exact same spells. WotC even took some time to differentiate Clerics, Druids, Rangers, Paladins, and even Bards, but Wizards and Sorcerers - same exact spells!
Let's go teach these monkeys about evolution.
-Mark Wahlberg