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The Age of Kings (criticism welcomed)

Started by Captain Obvious, April 15, 2006, 02:11:45 AM

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Xathan

I'll reply to Void and Primordial Shadow first, since those are right up my ally.

I love Void as a realm of potential, a realm from which things are created. It reminds me of Void in Thaedia, though my Void is intelligent. I wonder if there is an epic PrC revolving around Void manipulation to create matter: that would be wicked cool.

Shadow gives me a Lovecraftgasm. Very great, lovecraftian feel, and I love the fact that you put them beyond morality. Can the interact with the material through minions and spawn, a la Yog-Soggoth (sp)? Are some on the Material in physical form, a la Cthulhu? Please let me know, anything that even hints at Lovecraftian horror makes my mouth water in anticipation.
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Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

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[/spoiler]

Captain Obvious

Divine Casters  

[spoiler=Druid]DRUID


Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.
BAB: 3/4 (as cleric)
Base Saves: Good Fortitude, Good Will, Poor Reflex

[class=Druid]
[bab=cleric]
[fort=good]
[will=good]
[special=Special]
[1]Animal companion, Domain, Nature sense, Wild empathy[/1]
[/special]
[special=Aspects of Nature
[/special]
[/class]
 class features not done yet  [/spoiler]

[spoiler=Preacher]PREACHER
 

Alignment: A preacher's alignment must be within one step of his deityâ,¬,,¢s (that is, it may be one step away on either the lawfulâ,¬'chaotic axis or the goodâ,¬'evil axis, but not both). A preacher may not be neutral unless his deityâ,¬,,¢s alignment is also neutral.
Hit Die: d8.
BAB: 3/4 (as cleric)
Base Saves: Good Fortitude, Good Will, Poor Reflex

[class=Preacher]
[bab=cleric]
[fort=good]
[will=good]
[special=Special]
[1]Aura, 1st domain, Turn Undead[/1]
[4]+1 turning/day[/4]
[8]+1 turning/day[/8]
[10]Bonus Domain[/10]
[12]+1 turning/day[/12]
[16]+1 turning/day[/16]
[20]+1 turning/day, Bonus Domain[/20]
[/special]
[/class]

Class Skills
The preacher's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A preacher who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the preacher class skills listed above. A preacher who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A preacher who chooses the Travel domain adds Survival (Wis) to the list. A preacher who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) xï,¬Â 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the priest.
Weapon and Armor Proficiency: Preachers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A preacher who chooses the War domain receives the Weapon Focus feat related to his deityâ,¬,,¢s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A preacher of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deityâ,¬,,¢s alignment (see the detect evil spell for details). Preachers who donâ,¬,,¢t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A preacher casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A preacher can cast any spell he knows without preparing it ahead of time.
To cast a spell, a preacher must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a preacher's spell is 10 + the spell level + the preacher's Wisdom modifier.
Like other spellcasters, a preacher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric (minus the domain spell slot). In addition, he receives bonus spells per day if he has a high Wisdom score.
Preachers meditate or pray for their spell slots. Each preacher must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. A preacher must also get a full 8 hours rest. A preacher may cast any spell on the preacher spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A preacher's deity influences his alignment, what magic he can perform, his values, and how others see him. A preacher chooses one domain from among those belonging to his deity. A preacher can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. At 10th level, and again at 20th level, the preacher may choose an additional domain.
If a preacher is not devoted to a particular deity, he still selects domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the preacher access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The preacher gets the granted powers of all the domains selected, and gains +1 caster level when casting any of his domain spells.
Chaotic, Evil, Good, and Lawful Spells: A preacher canâ,¬,,¢t cast spells of an alignment opposed to his own or his deityâ,¬,,¢s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any preacher, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good preacher (or a neutral preacher who worships a good deity) can turn or destroy undead creatures. An evil preacher (or a neutral preacher who worships an evil deity) instead rebukes or commands such creatures. A neutral preacher of a neutral deity must choose whether his turning ability functions as that of a good preacher or an evil preacher. Once this choice is made, it cannot be reversed.
A preacher may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. The preacher may turn undead one additional time per day at 4th level and every 4 levels afeter that. A preacher with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A preacher's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Preachers
A preacher who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a preacher of that god until he atones (see the atonement spell description). [/spoiler]

[spoiler=Priest]PRIEST
 

Alignment: A priest's alignment must consist of one part of his diety's alignment and the other part neutral(that is, it may be one step away from neutral on either the lawfulâ,¬'chaotic axis or the goodâ,¬'evil axis, but not both). Alternatively any priest may be true neutral regardless of his diety's alignment, choosing instead to take a more theoretical route by studying the texts and beleifs of the religion and viewing it from the point of outside observer. This does not mean they adhere less strictly to  the practices of the church. In fact, since they follow the rituals to the letter, they obey them even more strictly but perhaps have less intrinsic faith in them.
Hit Die: d6.
BAB: 1/2 (as wizard)
Base Saves: Good Will, Poor Reflex, Poor Fortitude

[class=Priest]
[will=good]
[special=Special]
[1]Domains, Bind Outsiders, Lore, Favoured Passages[/1]
[5]Bonus Feat[/5]
[10]Bonus Feat[/10]
[15]Bonus Feat[/15]
[20]Bonus Feat[/20]
[/special]
[/class]

Class Skills
The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any, all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).
Domains and Class Skills: A priest who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the priest class skills listed above. A priest who chooses the Travel domain adds Survival (Wis) to the list. A priest who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. A priest who chooses the Knowledge domain gains a +1 bonus to all Knowledge skills instead of the usual benefit. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (4 + Int modifier) xï,¬Â 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the priest.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, and with light armour, but not with any types of sheilds.
Spells: A priest casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell level + the priest's Wisdom modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets one domain spell of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his three domains (see Deities, Domains, and Domain Spells, below).
Priests gain their spells through prayer and by memorizing passages from their prayer books. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation and studying his books to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell in his prayer book, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. In addition, all priests gaind either the Knowledge domain if true neutral, or the alignment domain that matches the non-neutral component of their alignment.
If a priest is not devoted to a particular deity, he still selects two domains to represent his chosen philosophies and abilities. The restriction on alignment domains still applies.
Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of all the domains selected.
With access to three domain spells at a given spell level, a priest prepares one or the other each day in his domain spell slot. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot.
Favoured Passages: Should the priest not have access to his books, he may prepare a certain number of spells that he has learned by heart. The number of passages he may choose to memorize for each level is equal to his number of spells per day for that level, including bonus slots for his abbility scores, as well as all of the spells on his chosen domains' lists. Each time the priest gains a new level he need not chhose these immediately, but doesn't count as having a passage memorized for that slot untilhe does.
Chaotic, Evil, Good, and Lawful Spells: Unlike a preacher, a priest has a much wider range of spells they study, including those of opposing religions deciding that to properly understand and apprieciate a diety, one must know all sides. As such, if they have an alignment other than true neutral, they cast spells of thei alignment at +1 caster level (due to the domain power), cast spells of the non-opposed axis (if they chose good, then this would refer to chaos and law) at their normal caster level, and can cast spells of the opposed alignment, albeit at -2 caster level (this can never bring their caster level below 1). Also, due to the similar nature of these spells, if the priest memorizes a spell with an alignment descriptor, they may spontaneously use that slot to cast one of the differently-aligned counterpart spells (i.e. switch magic circle agains law for magic cicle against good). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Lore: At 1st level, a priest gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The priest adds his level and his Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Bind/Banish Outsiders: All priests learn the rituals neccesary to command the denizens of the immateria, and those of the the other planes as well to a lesser extent. This abillity will work more or less like turning/rebuking undead, but is more likely to affect fewer but more powerful creatures.
Bonus Feats: At 5th level and again at 10th, 15th, and 20th, the priest may choose a bonus feat from the following list: any metamagic feat, any item creation feat, Skill Focus (any knowledge skill), Extra Binding (as extra turning). [/spoiler]
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!

Captain Obvious

Core Ethos

Theme:

The main theme of the setting is the rediscovery of the past. This includes recent history, the colonizations of the nation and the fall of lost civilizations, as well as the deep, distant past such as the creation of the world, as well as the resurgence of earlier beliefs. There is also a strong feeling of change, as the echoes of the transfer from the previous age, where the greater races ruled, to the current one, controlled by their progeny and the other lesser races, are still being felt today. In the central nation, things are stable at the moment, but there are enemies encroaching on all sides.

Tone:

The world of the Age of Kings is one of earthliness, regardless of the fantastic races and magic that cover it's surface. This is due to the lack of any tangible gods that can be interacted with. There are only powerful mortals, and abstract concepts that are looked to for some kind of guidance.


Magic:

Magic is part of D&D, but the role magic plays in this setting specifically should be explained. Some things that should be addressed include how powerful, influential, and common are the forces of magic actually are within the world. It is important to put magic in context with the common people of the setting as well; have they only heard hushed whispers about magic, or is it something fundamental to their daily lives. If any additional sources of magic drawn upon, other than those presented within the core rules, they should also be mentioned. Additional supplements like the Expanded Psionics Handbook, Tome of Magic, or Incarnum that play important roles within the world should be explained in the context of the world. Likewise if any core systems have been removed, mention them and explain why.

Technology:

Every civilization makes use of technology of some kind or another. In the core ethos there should be some kind of acknowledgement made to the level of technological advancements made within the world. While the default D&D world has technology that falls somewhere between the Dark Ages and the Renaisance in terms of armor, weapons, sailing, construction, and so on. Not all settings are this advanced, and they may not have developed heavier armors like full plate, or weapons like crossbows. Other setting may have gone beyond this point and heavy armors are no longer used due to the prevalence of superior firearms. Some may have even begun using alternate forms of technology without any historical parallel, like dimensional gates, symbiotic living weapons and armor, or androids. Make sure to describe the kind of technology your settings makes use of.

Alternate Rules:

You should also describe within the core ethos how close or how far you have deviated from the core rules. Some settings stay as close the core as possible; they use the core races, core classes, and the same combat mechanics. Others completely deviate from the core using entirely new races, classes, spell casting systems. Most fall somewhere in between. Make sure to give a brief run down of the alternate rules systems that have been used within the setting. Usually a few new feats or a couple spells wonâ,¬,,¢t require any mention. However if in your setting there are completely different races, new rules for armor class, and there are no cross-class skills, itâ,¬,,¢s a good idea to address the changes up front in your core ethos.
 post not done
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!

Hibou

I very much like what you have done with this setting. The recession from core races to a focus more on orcs and the like is very cool, as are the themes of the setting. I like your take on the Void and the Primordial Shadow, and your change in the way outsiders work.

The changes in the classes are pretty cool, and I agree with you on the problem of core classes not being used much. It's hard to justify taking 10 core levels before PrCs :(

Great show. :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Captain Obvious

So on reviewing some of the stuff for the setting, i realised that, while i have mentioned them several times, i have never actually said who the elder races are and who the lesser are and who the outsiders are and ...
Anyways, here will be a brief list of the elder races along with some bits about their current whereabouts, their descendent/creation races, and whatever else may be needed for each race.

 The Elder Races: the first list and information

[spoiler=The Saurruks]
One of the most important of the Elder races in the area of Varimaar were the Saurukks. Almost extinct now, their fate is tied in with many other snake-like races. In their prime, the Saurukk Empire controlled the entire southern portion of Varimaar, the are now know as the Lost Kingdom. The dense jungles were interspersed with many vast grouping of stepped pyramids and these even spread into the waters off the coast, forming large submarine metropolises. To provide a labour and military force for their nation, the Saurukks engaged in many experiments in blending magic with genetics, and eventually created several of the branches of the Yuan-ti and the Nagas. All was well for a long time and the empire flourished with new races being created frequently. Some of these latter races would eventually evolve into the lizardfolk and whiptails that we know today. However, all good things do not last. No one was entirely sure whether it had been solely the Saurukks who created them, or whether there had been sabotage and manipulation by the Yuan-ti, but either way, the Anathemas had been born. With enough physical power to rival the Surukks, and with the new and formerly unknown powers of psionic abilities, the Anathema finally broke the power of the empire which could resist all outside threats, but was undone by their own creation. Leading the massive armies of downtrodden Yuan-ti and mentally dominating the lesser forces of lizardfolk, the Anathemas hunted down the Saurukks and those they didn't kill were driven out to live secluded lives where they could find a place. The Nagas, who remained loyal to their creators and fought by their sides, could not defeat the newfound powers of their attackers and were driven out or slain as well. The majority of the loyalists are now living in hidden cities far under the surface of the seas, or on the island of [no name as of yet] north-east of the mainlandof Varimaar. The Ullor native to the island live on the majority of it, but the naga along with their newly created servant race, the Ophidians, and a few remaining Saurukks have formed a flourishing temple city on the southern peninsula.
The rules for Saurukks can be found in the Serpent Kingdoms book. [/spoiler]

[spoiler=The Dragons]
One of the most powerful of the Elder races are the Dragons. of all the Elder races, the Dragons have managed to survive better than most. Although originally predominantly form the Eastern continent, they have manadged to flourish in almost any environment they enter. Due to the far off locale of their origins, very little is known about the Draconic societies. Although each dragon has a different coulour and set of abbilities, they are actually a single unified race, at least genetically. At birth, each wyrmling is born a certain colour, and these are not neccesarily the same as their parents (although it is much more likely). Similar to hair coulour among humanoids, the tone of a dragon's scales is influenced by those of it's parents, but could be of any type. Although they may frequently seem to be evil and malicious beings, this is not neccesarily true. Above all else, dragons are dificult to understand, since they have trouble seeing non-draconic creatures as being sentient beings as well.
The rules for dragons can be found in several books, but predominantly the MM. All of the alignment colour-coding is gone though. Colour is a genetic factor and all dragons choose their own actions, although they tend to have very little care for the well being of lesser creatures. [/spoiler]

More later.
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!

Raelifin

Wow, these are some great races! I absolutely adore the shift from humans to orcs. I'd like to point out that goblins are weaker than all the other races, losing the 30ft speed hurts a lot. Lets compare them with the whiptails:
For ease, I'll remove languages, favored class and all traits they have in common.

- -2 Con
- A whiptail's base land speed is 40ft.
- +1 skill point/level: Whiptails are quick learners.
- Low light vision
- +2 on Hide checks: Whiptails have slightly chameleonic skin.
- +4 on Climb and Jump checks: Whiptails are strong climbers and have powerful legs.

- -2 Cha
- A goblin's base land speed is 20ft.
- Goblins can apply any class-based fast movement abbility to any wolf they ride.
- Darkvision out to 60 feet.
- +4 racial bonus on Move Silently, as well as Handle Animaland Ride checks to do with wolves.

Okay, so a penalty on Charisma (worst objective stat) is a lot better than a penalty on Constitution (best objective stat). However, the whiptail has better skill bonuses, extra skill points and twice the movement speed. I understand that a goblin scout on a worg could be quite nice, and in general, darkvision is better than low-light. But the speed penalty really hurts.

P.S. Marshal Arthist.

Captain Obvious

whoops, forgot that gobs are supposed to have 30 ft monement. fixing that and the typo now.
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!

Wix of Bel-Air

Quote from: supadupamanMorash  
Capital: Morashan
Populations: 2,684,600 (orcs 68%, minotaurs 11%, half-orcs 7%, humans 4%, half-dragons/dragon bloodlines 3%, goblins 2%, halflings 1%, other 3%)
Government: Theocracy (Former monarchy by combat)
Imports: later
Exports: later
Alignment: LN, N
Major Religions: Anghammarad (other minor/major gods once I work out the pantheons)

Here's a list of exportd and imports I made up:
[spoiler=Exports and Imports]
Steel weapons, steel armors, grain, ale, woven blankets, pottery, tanned hides, handcrafted jewelry, diamonds, glass, fishing, kelp harvesting, salt production, shipping, exotic tropical fish, ships, bronze tools, bronze weapons, bronze armors, salvage operations, mercenary sailors, food stuffs, raw ores, jewels, artifacts, timber, wooden carvings, professional finders, ebony, flint, raw gems, spices, medicinal herbs, furs, blubber, ice, hooks, harpoon heads, horses, leather goods, oils, slaves, obsidian, lime, mercenaries, smuggled goods, llamas, wool, exotic plants and animals, liquors, iron and iron ores, marble, chariots, carts, pelts, precious metals, cut and crafted gems, coinage, cattle, military knowledge and training, rope, hemp, netting, flax, shale, clay, coal, lizards, maps, coral, potato liquor, hunting dogs, pipeweed, warhorses, wagons, fruit, wine, bows and arrows, ivory, mushrooms, cut stone;
[/spoiler]
Do add some!
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Raelifin

How is this? Just an idea based on what you wrote. Nice map btw.

"The kingdom draws much of itâ,¬,,¢s profits from itâ,¬,,¢s sizable ocean ports and fertile plains, as well as the fact that included in itâ,¬,,¢s territory is the mouth of the Doran Straight, a massive river that provides access for merchant ships between the Marianic Ocean and the inside of the continent."
[note]Imports:
    Armor
    *Copper
    *Furs
    *Gems
    *Glass
    *Gold
    *Ice
    *Iron
    *Ivory
    *Lumber
    *Oils
    *Silver
    *Spices
    *Steel
    *Tin
    *Tools
    *Weapons
[/note]
Exports:
    Ale
    *Fish
    *Flax, hemp and herbs
    *Grain
    *Hides
    *Horses
    *Livestock
    *Meats
    *Pipeweed
    *Pottery
    *Ships
    *Textiles
    *Vegetables
    *Wool

Wix of Bel-Air

Nicely drawn up, but supadupa will want to include a bit less in each column so that you don't have overlapping major imports and exports with other countries.
Another option is to make a few major imports and exports and then have a list of a bunch of minor ones underneath.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

[spoiler=Cthulhu]"To obtain a deep, restful, and fulfilling sleep, you must first submerge yourself in your cyclopean city of hideous non-Euclidean geometries beneath the sea, and then let your body die. But don't worry! As long as you continue to emanate enough evil thought-energy to influence and control your many worshippers throughout the untold eons, they will resurrect you when the time comes. I guarantee it!" [/spoiler]
[spoiler=Wash]
Yes. Yes, this is a fertile land, and we will thrive."

(as Stegosaurus) "We will rule over all this land, and we will call it... 'This Land'."

(as T-Rex) "I think we should call it...your grave!"

(Stegosaurus) "Ah, curse your sudden but inevitable betrayal!"

(T-Rex) "Ha ha HA! Mine is an evil laugh...now die!"
[/spoiler]
[spoiler=Stanza 11]
No! penury, inertness and grimace,
In some strange sort, were the land's portion. "See
Or shut your eyes," said Nature peevishly,
"It nothing skills: I cannot help my case:
'Tis the Last Judgment's fire must cure this place,
Calcine its clods and set my prisoners free."
[/spoiler]

Raelifin

That's what I was thinking. I wasn't sure about which were more common/needed so I just did a general list. Imports also looks a lot smaller if you just make "metals" an import.

Raelifin

Oh, question: If you list all the base classes, where does the scout fit in?

Captain Obvious

well, i haven't put them all in yet, but scout would go in the support section most likely (maybe it should be skilled, not support).
I still will likely be adding some psionic classes, warlock, and shadowcaster.
any more than that, i'm not sure.
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!

Epic Meepo

(I had some really nice comments about the classes ready to go, but then I scrolled down and found out that the table of contents was directing me to an outdated post.  All of the classes have dramatically changed.)

Regarding the latest versions of the classes, most of them seem to work fairly well.  I think the whole bloodline level thing with the sorcerer will end up getting complicated, though.  Instead of letting sorcerer levels count as bloodline levels, how about the following?  Every sorcerer picks a bloodline and gains the benefits of that bloodline.  He does not need to take any bloodline levels, but his bloodline benefits are based on his sorcerer level instead of his character level.

I also have some thoughts on a few of your races:

I would probably give the Ullor a +4 bonus on Swim checks.  That would put them on par with the semi-aquatic lizardfolk when it comes to swimming ability, and would further help to offset their racial penalties to physical ability scores.

I like how you tie goblins and wolves together using lycanthropy.  That's something I've done in a campaign before because it just makes sense.  Something I haven't seen done anywhere else before: the "two souls" idea.  Very cool and very original.

I'm a bit intrigued by the whispling's eyesight.  They are penalized in bright light, but can only see as well in the dark as a human.  Is that correct?

As for nations, consider detailing some of the smaller ones.  Even though Morash is the sole superpower, it never hurts to know about other places in the world.  The story of present-day America, for example, would be rather boring if you took away southeast Asia and the Middle East.  What are the foreign affairs of Morash like?
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

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.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

DeeL

The creation of new races and expansion of old more obscure ones is a nice creative touch - I never went there, although I did mess around with the drow a bit.  

As for classes, do you have access to all the Complete titles and the Tome of Magic?  The Binder in the TOM would seem to fit the 'rough edges' feel of your divine casters.  (You'd have to change the fluff a bit - instead of making binders threatening to divine casters, make them a close cousin of them.  Or perhaps, a simpler evolutionary state.)

As for your treatment of the planes, it looks good.  I'm always a little suspicious when people diverge too far from the Great Wheel cosmology, but this is an elegant and precise treatment.  (Yes, Eberron, you know who you are.)

Do you have access to Races of Destiny?  The Sharakim might be worthy of your attention - mainly because your nation-builders have penalties to both Intelligence and Charisma.  I've always felt that racial Charisma was tied to the sophistication of a races society, simply because it dictates, in part, how well the people work together.  If there's a penalty to Cha, a higher Int would make up for it.  Sharakim would be a perfect illustration of this theory, but I haven't much examined the Cha/Sophistication correlation (it is obviously impossible to reality check.)  Do you have any thoughts on the matter?
The Rules of the Titanic's Baker - 1)Have fun, 2)Help when you can, and 3) Don't be a pain.