• Welcome to The Campaign Builder's Guild.
 

News:

We're back!

Main Menu

Kaliir

Started by Stryker25B, February 21, 2012, 05:43:07 PM

Previous topic - Next topic

Stryker25B


Kallir is a fantasy world, full of magic but not in the traditional sense. Magic exists in a physical form; runectar. The wizards of Kaliir aren't like the wizards you may know from other settings in that they can't directly manipulate magic, they are more or less alchemists capable of creating wondrous things with runectar. Kaliir embraces the "Magic as Technology" concept- runectar powers devices from the everyday to the extraordinary.

Because runectar exists in a physical form in the world, it is every bit as, if not more, sought after then the most precious of metals. Also, because it exists in the physical world, it can have strange effects on the flora, fauna, and very earth in its immediate vicinity.

World Map




[spoiler=Game System]
Pathfinder
[/spoiler]

History of Runectar

Runectar is the result of godly wardings gone awry. The gods knew that incursions from other planes of existence could become a problem for their world, as they had for many others. In an effort to preserve the world they so lovingly crafted, all the deities banded together and imbued the planet with the Great Ward. The first elemental incursion came from the Plane of Earth. A powerful extra-planar entity attempted to breach the fabric of the material plane in the vicinity of Kaliir. Rather than merely being blocked, the energies that sustained the being were distilled into a liquid form; basically pure magic in a physical state. Over the course of millenia, other incursions both intentional and accidental resulted in the same effect.

It was readily apparent to the gods that something was not right with the warding, but they found that they too were powerless to act on it. Once in place, they could not alter or remove the ward from the inside any more than outside entities could enter it. In addition, they could not use their powers of creation or destruction on the runectar that was slowly seeping into the world. The Geode, created by the first incursion, learned ways to harness the energy of runectar in rudimentary ways and this interested the gods. The gods guided the Geode "Shapers" to learn more and more about the substance in hopes that runectar could be used to pierce the Ward and allow it to be augmented. After centuries of study, a group of Shapers in the largest Geode city constructed a weapon to direct the energy of a vast pool of gathered runectar at the Ward. The resulting feedback utterly destroyed the underground city, creating a huge wound in the surface of the planet. That wound filled with water from surrounding seas which mixed with the runectar that had exponentially expanded due to the nature of the feedback. The Runemist was created as the enhanced waters of Runemist Lake seeped into the surrounding area and permeated the very air.

The Geode never fully recovered from the disaster; losing so many of their number permanently caused a great panic to race through the entire population. The remaining Shapers decided that the race should spread out throughout the world to prevent such a great loss from ever happening again. Slowly the entire race fanned out and began to mingle among the other races of Kaliir. When they reached the depths below Kaasmidor, what they found appalled them. The Tinker were using runectar as nothing but a resource to be used for their own gain and thought nothing of the sacredness of the substance. The Geode attempted to make the Tinker see that they were headed on a path to disaster with their ceaseless mining and experimenting. The Tinker viewed the Geode as religious fanatics and continued on with their daily lives. Eventually, the Geode decided that they needed to protect the element that gave them life and the Runectar War began. It was a slow process, gathering up enough Geode to fight. They had no fear for their own safety in the beginning, since they knew that the fallen would be reborn. As the war raged on, the Tinker devised newer ways to deal with the threat to their livelihood. The Geode easily overcame the Tinker defenses all over the Deep Below, their Shapers turning the Tinkers own constructions against them. An enormous army of golems was constructed within Graddinel. The Geode saw these constructs as a mockery of their own race, and they banded together to craft a mighty shaping that caused the golems to first turn on their masters, and then detonate simultaneously, devastating the underground city and leaving it a smoldering ruin of wild runectar energy. The war ended when the Tinker devised a weapon much like the one the Geode had used to attempt the break the Great Ward. At Esphilaar Bastion, the weapon was staged to protect what remained of the Tinker forces and prevent the Geode from marching directly through the tunnels and mines into the heart of Factoria Centralia. The first blast from the weapon was the last, permanently destroying a handful of Geode warriors. The Geode laid down their weapons at this new threat, and the two races sat down and conducted the Treaty of Esphilaar. The Tinker promised to destroy the weapon and never again create something capable of utterly destroying the Geode. The Geode promised to tolerate the Tinker's view and use of runectar so long as certain safety precautions were taken in the mining and refinement of the substance.

Races
[spoiler=Humans]
Humans, like in most settings, live short but eventful lives. They can be found just about anywhere in the world that is easily defensible. The kingdoms of Raktigor and Nera are where their populations are highest.

Physical Description
Humans come in all shapes and sizes, on average between 5'2" -6'5" tall. Natural human hair colors are blonde, black, red, brown, and any shade or variation of those colors. Depending on where in the world they live, humans may have a variety of skin colors. Generally, the warmer the climate the darker their skin is.

Society
Being as scattered as they are, human society is a massive and constantly changing thing. The oldest human "kingdom", Nera, was formed thousands of years ago but is not what it was when it was founded. Human society is in a constant state of flux throughout the ages, but in general people tend to flock towards the ideals of either Raktigor- a place of religious piety but also tolerance, and Nera where every man rules himself to the best of his ability and the lack of any governing structure leads to constant shifts in power between vying factions.

Relations
Humans are viewed as a race of individuals by the other races of Kaliir; that is it is hard to make generalizations about them because their cultural identity varies wildly depending on who you meet. They come into contact with other races constantly through various means; mostly trade or conflict. They view the Geode and stubborn and ponderous to a fault; the elves as a primitive offshoot of the human race generally more dangerous than not; and constructs more like pets than as other sentient beings.

Religion
Humans worship as they please, one god or many, and in many cases no worship at all. Most humans tend to worship according to their needs; many warriors may take as their patron deity Arsgoth, God of battle while Paladins tend to lean toward Alaneria, Goddess of Defense and former Paladin of Raktigor. Some powerful humans seek godhood for themselves and are constantly scheming to attain such knowledge and power.

Adventurers
Human adventurers could go down any path the choose, from shaping runectar items to aid them in battle to skulking silenty through the shadows to take a foe unawares. One thing almost all human adventurers share is a drive to challenge the unknown.

Racial Traits
+2 to One Ability Score
Medium Size
Bonus Feat at 1st level
Bonus skill rank per level
Languages: Common + INT modifier.
[/spoiler]
[spoiler=Geode]
The Geode were created shortly after the birth of the world; when the wards set in place by the gods first transformed magical energy into runectar. That primordial runectar fused with the earth it touched and from it sprang a race of sentient beings. The Geode can most easily be compared with the Dwarves of other settings, but they are literally living earth and stone. It was the Geode who first learned the art of shaping runectar and this Shaping forms the foundation of their political and religious beliefs. Geode cannot procreate, they just exist. When their bodies fail them, the runectar that sustained them seeps back into the earth and over a period of decades reforms a new body.

Physical Description
Geode are made of earth and stone, with runectar flowing through their veins. Geode are generally short and stocky compared to all other races save Tinkers. Their surface (they technically don't have "skin") resembles stone worn smooth by years of laying in a riverbed, studded here and there with precious gemstones as marks of their feats. Their faces are dominated by the large, smooth black orbs that are their eyes. Geode have no nose or mouth, yet still have a voice that rumbles from within them and a keen sense of smell. There are male and female geode, but only as a matter of a state of mind.

Society
Geode society revolves around the preservation of the race. After the disastrous attempt to pierce the Great Ward, the Geode population was decimated many of those who were lost were able to reform decades or centuries later, but many were never heard from again. Understanding the danger of keeping so many of their people in a single place with so much volatile runectar being shaped, the population scattered throughout the Deep Below and the surface lands. In this way, another runectar-driven disaster cannot wipe out such a large portion of a race that cannot multiply. Geode gather in small self-governed keeps and towns with populations no greater than 500. Some Geode, called Wanderers, join caravans as travelling alchemists and artificers. Others, known as Knowers, dedicate their lives to traveling from one Geode group to another, spreading new knowledge of Shaping throughout the land.

Relations
The Geode get along well with most of the other races of the world, even the suspicious and withdrawn Elves whom they view as kin of a sort. Humans are generally a baffling mystery to the Geode, such a short lived race so hungry for recognition and power! The Tinkers used to be a source of constant annoyance to the Geode, constantly seeking to outdo each other with their runectar-driven inventions and stripping regions of runectar bare to the last drop or crystal. Since the Treaty of Esphilaar was signed at the end of the Runectar War, the two races have been surprisingly tolerant of each other and have a mutually beneficial relationship.

Religion
The vast majority of Geode do not worship nor acknowledge to gods of Kaliir. After the devastation caused to their race from attempting to pierce the Great Ward, the Geode have treated the gods as if they do not exist. They were not created by these gods, and joining forces with them caused the Geode nothing but misery in the end. Instead, the Geode worship the true sources of their life- runectar and earth. Clerics and druids draw on the energy of the earth around them and the runectar slowly seeping into it to cast their spells. Geode, more than any other race, understand the cycle of life- because for them it truly is a cycle. They live for centuries naturally, die, and within decades are reborn in a new form. This new form retains very little skill or knowledge from the previous life, and the Geode attribute this as a safety mechanism of their race. Being truly immortal could cause them to become overpowerful and bring about their downfall as easily as the manipulation of the gods had.

Adventurers
Geode lean toward martial and runectar-related classes due to their ability to take a great deal of punishment and their close ties with the substance that birthed their entire race. Still, it is not unheard of for a Geode to decide to become a rogue or ranger depending on the circumstances in which they live.

Racial Traits
+2 Constitution +2 Wisdom -1 Dexterity
Medium Size
+2 to skill checks pertaining to runectar
Languages: Common + Earthspeak INT modifier.
[/spoiler]

[spoiler=Elves]

Image ©2011-2012 Kim Sokol, used with permission.
Elves are a relatively young race compared to humans, geode, and tinker. Their race came into being when former slavers from Gonga travelled to the Fey Marches in search of fantastic creatures of legend that could be sold to the wealthy for their menageries. The Gongains travelled deep into the marches before realizing just how dangerous the area really was. Those who survived did so by avoiding the forest floor and the creatures that dwelt there, instead living in the boughs of massive trees. Those that remained decided to embrace their new home- they did not want to return to the slave trade of Gonga and their original expedition was doomed to failure. Over a few generations, the people were rapidly changed by the runectar-infused land around them. Their ears began to elongate and become pointed, their features more angular and their bodies thinner yet stronger. Thus did the Elves come to be.
Physical Description
Elves tend to be slightly taller than humans, though slighter in build. Most tribes decorate their bodies with piercings and solid color tattoos and wear little in the way of clothing unless going out on raiding parties in which case they wear runectar-reinforced leather and scale armor made from the creatures that roam the marches. Their hair is colors range from dark brown to shining gold, and skin colors are golden tan to pale white depending on whether they live in the southern or northern areas of the marches.
Society
Elves live in a tribal society. Different tribes have different values and are led by a group of shamen and druids. The one unifying theme to all the tribes is that they realize what they must do to survive. Tribes regularly raid each other's homes in search of food and building materials. Most of the time, these types of raids are stealthy affairs that result in little or no bloodshed. Even when raiders are caught, the defending tribe will almost always aim to capture the raiders rather than kill them because captives could be used for barter. Hunting for resources on the forest floor is always a risky and dangerous prospect, but such resources drive trade and society in elven culture.

Once a decade, the elves gather at Yrissathinal, to celebrate their race and share knowledge among all fo their peoples. All tribal wars and disputes are set aside for a month of revelry, feasting, and trade.
Relations
The elves are very mistrustful of outsiders. They have a very strong connection with their forest home and don't generally want the likes of humans and Tinker tromping around in it. They make a few exceptions for trade purposes, but it is very difficult to become trusted enough by the Elves to be allowed into their home. Most outside trade is handled beyond the borders of the Fey Marches by elves who are considered outcasts by their own tribes.

Elves are slightly more tolerant of the Geode, becuase they view themselves as children of the runectar just as the Geode are.
Religion
Elves worship the same set of deities that the humans and tinker do, though they tend to heavily prefer worship of deities of nature, stealth, and hunting over the others. They worship through action more than through prayer but understand that prayer has it's place as well.
Adventurers
Elves tend toward the more martial classes- Rangers are a favored profession as well as warriors and rogues. Most tribes have a group of shaman and druids that tend to the healing and spiritual needs of the community. Elves that leave their ancestral home behind must carry some sort of item that allows them to draw in runectar from other sources- without such an item they cannot survive for long periods of time away from the runectar-charged air of the Fey Marches. Most of the time these times come in the form of a mask, helmet, or headband; but almost anything can be enhanced with this property.

Racial Traits
+2 Dexterity, -2 Constitution
Medium SIze
+2 to skill checks pertaining to natural magic
Languages: Common, Elvish Gongain + INT modifier
[/spoiler]

[spoiler=The Tinker]
Physical Description
Tinker are a combination of gnome, goblin, and halfling. They are a short race, standing about half as tall as humans. Most are slight of build, but like humans vary in weight. They have large pointed ears and large eyes that are generally a solid color flecked with another brighter color. Their skin tones are generally light tones of aqua, teal, blue, green, or purple. Tinker's hair comes in any shade one can imagine, and soemtimes more than one color. They tend to have great manes of hair in increasingly outlandish styles. Tinker also have fur that matches their natural hair color on their forearms to the backs of their hands, and shins to the tops of their feet.
Society
Relations
Religion
Adventurers
Tinker lean toward classes that manipulate runectar in more mechanical ways such as Artificer, Techmage, and Engineer. Some have also learned the geode paths of Shaping. Like all races, they aren't restricted to any one class, and one can find UnderRangers in the Deep Below or armored Tinker warriors in battle lines on the surface.

Racial Traits
[/spoiler]

Kingdoms and Areas of Kaliir

[spoiler=Raktigor]
The kingdom of Raktigor has an odd political structure. Though the nation is ruled by a king, the crown is not always handed down generation to generation within the royal family. Instead the next ruler is chosen by the current king from among the ranks of the Paladins of Raktigor. These knights are the most elite force in the kingdom, dispatched only out of defense and only in the direst of situations. Each of the Paladins has proven themselves people of courage, discipline, and honor time and time again before becoming a member of this force, so there is rarely any doubt as to the character of those who could one day rule the nation.

As it is led by honest men with the needs of their people at heart, there is rarely internal strife within the kingdom. Raktigor is one of the most enlightened cultures on Kaliir, with a very low rate of poverty and much dedication to the pursuit of the arts.  

Though not as advanced as Graddinel was at its prime; Raktigor can still hold it's own in the realm of technological advancement. The capital city itself is lit by a network of runectar-infused lamps during nighttime hours. Water flows along shaper-crafted aqueducts that allow it to even flow uphill in situations that require it. The nation is also economically sound, producing plenty to sustain its own people while still maintaining a number of different exports for inter-nation trade.
[/spoiler]
[spoiler=Nera]
It is said that all things exist in a balance. If this is true, then Nera is undoubtedly the darkness that balances Raktigor's light. The nation is in a constant state of flux; different factions are always attempting to seize power over one another, and there are as many different factions as there are people to lead them.  Every now and then a particularly powerful sect will gain control and unify enough of the factions to build a true army. When this army marches, most sensible beings go into hiding.

The people of Nera are a disparate lot. Many are refugees or outcasts from other nations where they are no longer wanted for the crimes they've committed, others were born into a bad situation. The golden rule of Nera is that he, who takes the gold, makes the rules.  A man is only worth the sum of his material possessions, and should his worth get too high, others will seek to take it for their own.  Poverty runs rampant throughout the nation because it brings safety.  If you own nothing of value, nobody will bother trying to take it from you.
[/spoiler]
[spoiler=Kaasmidor, The Tinker Empire]
Kaasmidor is the ancestral home of the Tinker. They built a vast empire focused on collecting, refining, and shaping runectar into any contraption imaginable.  Most populated areas of Kaasmidor are built around runectar mining operations or branches of the Grand Factorium- a combination school, library, and laboratory. Factoria Centralia is the current capital of the Tinker Empire, housing the main campus of the Grand Factorium as well as a multitude of runectar mines twisting into the crust of the planet. As large as the surface empire is, it used to be the Deep Below that housed the true might of the Tinker.

Graddinel, a nation of Tinkers, was at one point the most technologically advanced nation in all of Kaliir. The nation was actually a single city built in an impossibly huge cavern in the Deep Below beneath Kaasmidor. Over time other cities branched off through cave and tunnel networks as the kingdom grew. All manner of technological marvels could be found here, from tiny shield-generating gems that could be worn on clothing to hulking animated stone golems.

Graddinel fell centuries ago during a great war between the Geode and the Tinker. In recent decades, The Graddinel Reclamation Society, a mixed group of adventurers, shapers, miners, and scholars of both races, have begun expeditions into the ruins with hopes of one day restoring the city and re-learning much of the knowledge that was lost. The creatures of the Deep Below currently dwell in Graddinel and are loath to be forced out of their home.
[/spoiler]
[spoiler=The Fey Marches]
The Fey Marches are a swath of land awash in wild runectar energy. A vast forest-swamp, veins of runectar twist just below the surface of this land giving rise to fantastical flora and fauna the likes of which aren't seen anywhere else in kaliir. Plants drink up the runectar-infused nutrients from the water and soil, releasing the magical substance into the air within the marches. Anything that spends a long time in the area is inevitably changed and becomes dependent. Creatures that migrate away from the marches slowly die, cut off from the tainted air that they are accustomed to breathing.

Long ago, slaver caravans from Gonga travelled deep into the marches in search of creatures to sell to wealthy merchants and royals. These slavers sought to find a way to quit the trade that disgusted them so. Their noble goals did not shield them from the denizens of the marches. Those that learned how to survive in the marches and their ancestors were slowly changed by the sheer presence of the runectar-infused land around them and became the Elves.

Elf tribes make up the majority of the sentient beings in the marches. They live in houses built in boughs of sturdy trees, helping to keep them out of reach of the more dangerous creatures that roam the forest floor. The largest holding is Yrissathinal, covering miles of the forest canopy. It is here that the tribes meet every decade, setting aside all thoughts of war and pride to share knowledge and be one as a people.
[/spoiler]
[spoiler=The Runemist]
The Runemist is an area of runectar activity even more dangerous than the Fey Marches. This area was created when the Geode, with the help of the gods, attempted and failed to pierce the Great Ward. Though the ward held, the attack on it sent ripples through the other planes of existence, lighting up this section of Kaliir to other-worldly entities and drawing them like moths to a flame. The Runemist is under almost constant attack from the elemental planes as well as other dimensions entirely.  Lake Runemist, in the center of the region, draws in runectar as the assaults go on. The runectar then rises from the surface of the lake to create a thick fog that permeates the entire region, from the Frostwracked Shores in the north to the Mistbarrier and Highpeak Mountains to the south.

There are no cities or towns known to exist within the Runemist, and most who enter the area are never heard from again. In an attempt to prevent the fog from reaching out into the rest of the continent, the Geode shaped barrier crystals and placed them throughout the mountains along the southern border. Acting in a similar fashion to the Great Ward, these crystals produce an unbroken energy field that holds back the mists.

The Jergardun Pass, a large opening in the natural barrier between the Mistbarrier and Highpeak mountains, was the weakest area in the bid to hold back the mists and the creatures within.  Ashenkeep, Mistkeep, and Watchkeep were erected along the passes as an extra security measure, with enhanced barrier crystals in their cores. Manned by the Mist Rangers, these keeps have stood for centuries as the last line of defense between the dangers of the Runemist and civilized lands.
[/spoiler]
[spoiler=The Hoarfrost]
The Hoarfrost is a large tundra that runs from the northern edge of the Fey Marches to the northern coast. It is largely inhabited by Frost Giants and other creatures able to withstand the colder temperatures. There are a few human settlements in the Hoarfrost, mostly barbarian tribes with the strength and tenacity to weather the climate, the creatures, and Elven raiding parties. The tinker also inhabit the region, largely in caverns and tunnels below the surface or in mountain caverns with direct access to the Deep Below. The cold temperatures make runectar veins less volatile, and the area, though harsh, is less deadly than other such climates on Kaliir.

The easternmost reaches of the Hoarfrost are inhabited by a furry race of violent, orc-like creatures called the Nigzari. They guard their borders viciously, attacking anything that comes close and often raiding into other settlements intent on chaos and murder. They were once a skittish race, but experiments with runectar changed them forever. They needed to find a source of strength in order to combat the creatures that prey on them and the frost giants who took them as slaves. Nigzari priests were led by dark deities into ingesting raw runectar or modifying their bodies with it through piercings and runectar spikes driven into their bodies. Those who took part in the experiments went mad, turning others to their path and destroying those who fled.
[/spoiler]
[spoiler=Gonga]
[/spoiler]
[spoiler=The Runetempest Isles]
This chain of large islands in the sea east of the Runemist make up what is the most dangerous area on all of Kaliir. Great ice wurms burrow through the frozen earth and rock, feeding on runectar deposits and obliterating anything foolish enough to be detected. No sane creature would ever set foot on these islands save for one reason- the spoor of these wurms is the purest, most refined runectar crystals on the entire planet. Very few have ever seen one of these crystals, much less held one. Many have attempted to retrieve them and most met grisly ends. The wurms themselves are all but impervious to runectar-enhanced items and magics as a result of their diet.

No settlements exist on the isles, and the only semi-safe way to reach them is by sea. No caverns or tunnels from the Deep Below extend to the isles' surface. Even if any did the, wurms would just as easily find and destroy anyone coming through them as they would anything on the surface.
[/spoiler]


Geography and Climate

The known geography of Kaliir consists of one large continent with many small islands off it's coasts. On this continent can be found every type of climate, and most are right where they should be. Every so often an vein of runectar can cause radical climate changes in an area; such as an arid desert in the middle of a swamp or vice-versa. The continent is divided into many kingdoms, the most prominent of which are the Holy Raktigorian Empire in the northwest, the leaderless and lawless region known as Nera in the south central area, and in the east the large forest-swamp called the Fey marches where the elves dwell.

To the southwest of the main continent lies the smaller continent of Kaasmidor. This is the location of the main strength of the Tinker Empire.
Politics Overview

Politics are largely straightforward on Kaliir, depending on the kingdom. The Geode freely come and go between their realms and the surface, though outsiders are treated with suspicion in the Deep Below. The elves guard their borders closely and avoid all contact with outsiders lest their "pure" ways be contaminated. Raktigor is a kingdom of virtue and honor, while in Nera the only rule is that there are no rules. Over the centuries, Raktigor and Nera have come into conflict more than once. This usually occurs when someone with enough charisma manages to rally the population of Nera and whips them into a jealous rage over how good life seems in Raktigor. The elves constantly skirmish with any who tread too close to their borders, and the Geode tend to have their own issues with the other denizens of the Deep Below and don't have much time for surface wars.
<pretend I'm not a newbie and imagine a really cool sig>

I got a badge!
Terra -

Stryker25B

<pretend I'm not a newbie and imagine a really cool sig>

I got a badge!
Terra -

Stryker25B

<pretend I'm not a newbie and imagine a really cool sig>

I got a badge!
Terra -

Stryker25B

<pretend I'm not a newbie and imagine a really cool sig>

I got a badge!
Terra -

Superfluous Crow

So, I am going to go ahead and assume it is okay if I post here :)

First of all: how big is your continent? At first I thought it was the size of Asia, but for a landmass of that size 4 countries is pretty underwhelming. Unless, that is, you are still waiting to fill out the rest. You just made it sound like Raktigor and Nera were neighbours which would require them to occupy about half of the continent.

The Geodes have an interesting premise, but I would like to see you take them all the way. We are talking near-immortal stone people and I am assuming here that means they neither sleep nor eat. Why would such a race settle in traditional town structures? Why would they acquire genders? They were basically born, body-and-soul, into a newly formed world and they have witnessed everything that took place between the dawn of time and the present.
You could also make their appearance a bit more extreme (if you so wish). Making their faces smooth rock could look cool, making them look more like living statues. The whole they-must-have-eyes-and-normal-human-features deal just seems a bit arbitrary. It is by no means bad, you should just make sure it is what you want!
They also seem to have been on a lengthy exodus for them to get from Runemist Lake to Xaarmidor?

You mention the politics are straightforward - what is your reasoning behind designing your setting in that way?

Can the Geodes (or others) still communicate with the gods?

If you are using D20 you might find the variant Pathfinder Artificer interesting.

And please, don't make the Tinkers annoying gnomes! :D
(annoying being the keyword)
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Stryker25B

i hadn't thought that people wouldn't want to post directly on the homebrew thread, sorry about that! Please, post away!

Quote from: Superfluous CrowFirst of all: how big is your continent? At first I thought it was the size of Asia, but for a landmass of that size 4 countries is pretty underwhelming. Unless, that is, you are still waiting to fill out the rest. You just made it sound like Raktigor and Nera were neighbours which would require them to occupy about half of the continent.

The continent is LARGE. Roughly 12000 miles across and 6000 miles north to south. It's huge, and I'm really considering reworking it. The reason for the kingdoms being located where they are (and not many in number) falls to the amount of runectar-infused wilderness out there that no sane person would try to dwell in; though that might not be enough of an explaination. The only real "kingdom" is Raktigor. Nera is more a land of squabbling factions all trying to maintain a delicate power balance- too much power and the people revolt because this is a free land that doesn't WANT a ruler. Too little power, and a faction is overwhelmed by enemies. (Nera is partly inspired by Sigil in the Planescape setting.)

Quote from: Superfluous Crow
The Geodes have an interesting premise, but I would like to see you take them all the way. We are talking near-immortal stone people and I am assuming here that means they neither sleep nor eat. Why would such a race settle in traditional town structures? Why would they acquire genders? They were basically born, body-and-soul, into a newly formed world and they have witnessed everything that took place between the dawn of time and the present.
You could also make their appearance a bit more extreme (if you so wish). Making their faces smooth rock could look cool, making them look more like living statues. The whole they-must-have-eyes-and-normal-human-features deal just seems a bit arbitrary. It is by no means bad, you should just make sure it is what you want!
They also seem to have been on a lengthy exodus for them to get from Runemist Lake to Xaarmidor?

Centuries passed from the time of the birth of the Geode to the Piercing of the Great Ward that led to the destruction of much of the race. Still more centuries passed from that point to present day. Originally I was figuring out how the Geode reproduce, but could not find a way to make it feasible without them basically being magical constructs like golems that any Shaper with enough mastery could create. The runectar that sustains the Geode is in a primordial state unlike any other runectar in the world. When a Geode's body crumbles to dust, that runectar seeps back into the earth and begins creating a new body around it. The question of immortality I have been pondering all day. I think in the end the best route would be to say that Geode "memories" are stored in a crystalline matrix that is created over the course of the Geode's life. When the body crumbles, so does much of this matrix. Some skills or memories may remain, but not so much that the Geode literally has centuries upon centuries of experience and knowledge to draw from.

Their faces... I'm trying to think of a comparison. A round smooth ball (with whatever decorating gems that have chosen to place there) and the two large round black eyes, and that's all. Why? because that's what I want them to look like :) I will have concept sketches of them up soon. They are more dwarf than human in build, but i wanted to keep them with a basic human form to make it easier on the players. They got to Kassmidor by way of the cavern systems in the Deep below (which I need to do a writeup on still.) Their town structures are mostly in the deep below, basically small bastions against the things that also dwell down there.

Quote from: Superfluous CrowYou mention the politics are straightforward - what is your reasoning behind designing your setting in that way?

Because I work for the U.S. Government and politics is the LAST thing I want to write up for the time being  :ill: I'll get to cleaning that up and providing sufficient political intrigues. (I mean, look at Nera alone with all the faction warfare. My placeholder quote of "straightforward politics" bears no weight at all)

Quote from: Superfluous CrowIf you are using D20 you might find the variant Pathfinder Artificer interesting.
I loved the D&D 4e Artificer, can't wait to check out Pathfinder's variant! This is going to be a Pathfinder setting, by the way. That part I at least have worked out.

Quote from: Superfluous CrowAnd please, don't make the Tinkers annoying gnomes!
I can't help you there. I LOVE gnomes! I'll work on the annoying bit, though!

Thanks for all the feedback, it's exactly what I need to craft this world properly and keep me on the right track!

<pretend I'm not a newbie and imagine a really cool sig>

I got a badge!
Terra -