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Amala-Kahtar, Desert-Dreaming

Started by Wensleydale, September 11, 2006, 02:41:58 PM

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Wensleydale

Quote from: Wrexham3Looks really good Golem.  Sorry I cant be more constructive than that but I had ten minutes to skim through it.  I was wondering, would it be possible to blend this setting with some of your others to form one uber-setting?

*thinks*

Hmm... maybe so... *rubs chin* it might fit in with... uhm... uh...

I'll think. :) Maybe Mahi.

Xathan

What you have so far is really interesting, but very disjointed and spread out. I'd like to see a core ethos type statement - an overview of what makes this setting unique and different, and perhaps the overall tone of the setting. I'm going to review individual things at a later date.

Oh, and the Dervish is fun. I'm going to gank the idea and modify the mechanics: overall, I like.

From what I've seen of your settings, they might actually work better as separate continents/regions on one setting as opposed to whole new worlds. Just my 2cp.
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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.

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[/spoiler]

Wensleydale

*nods* I'm thinking about combining this with Mahi and Astalia (although I'll rewrite them all).

You're right about it being disjointed and spread out, but I don't want to start a new thread. I MIGHT, however. For instance, the Kahtar Empire could have covered Mahi, and the Changeling lands of Mahi could be the Changeling lands that feature in Astalia. :)

Thanks for commenting! *writes up Core Ethos thing*

Matt Larkin (author)

Quote from: Golem, of the 11th CircleThe Dasha-tus-Kura (Dwarfborn)

 "Am'Ne-Ured!" - Dwarfborn Battlecry meaning, literally, 'For The River!'

<snip>
I don't have time to review the whole setting, but this looks interesting, so I'll give it a read.

You've taken a basic race and pretty much turned it into something else entirely.  A river-based dwarf society is certainly interesting, and I commend the interesting form of currency.

I believe calling them dwarves or dwarfborn may work better for you than the odd name you have for them, though you may be better off disassociating them from dwarves which imply a certain racial identity, and making them a new race entirely.

Making them masters of deceit is certainly a new twist, too.  Perhaps a bonus to Bluff/Sense Motive should replace other racial skill bonuses.  

I don't really have any other suggestions at the moment.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Wensleydale

I'm rewriting the stats for dwarves, elves and smallborn, and they'll be up within the next hour. :) They are referred to as dwarfborn almost all of the time - Dasha-tus-Kura is their ancient name. Perhaps swap their positions around? Dwarfborn (Dasha-tus-Kura)?

Xathan

Quote from: Golem, of the 11th Circle*nods* I'm thinking about combining this with Mahi and Astalia (although I'll rewrite them all).

You're right about it being disjointed and spread out, but I don't want to start a new thread. I MIGHT, however. For instance, the Kahtar Empire could have covered Mahi, and the Changeling lands of Mahi could be the Changeling lands that feature in Astalia. :)

Thanks for commenting! *writes up Core Ethos thing*

You don't need to start a new thread to do that, just create an index on the first post and link to various posts. That makes it more organized without actually changing anything. :)

I look forward to your Ethos.
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.
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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.
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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]

Wensleydale

Sorta kinda done. There's an OOC introduction to the setting, at least. :)

Xathan

Quote from: Golem, of the 11th CircleAmala-Kahtar as a setting

Amala-Kahtar - or Ashaya - is a setting deep in religious and political opposition, with an Asian-African Mediaeval tech-level and unique races. The elves, dwarves and humans of the setting fulfil very different niches from any usual game, whilst halflings, gnomes and orcs are lost totally. Three new races, the Smallborn, Sihaya and Amaluka, join these, and the classes have been replaced by the Warrior, Dervish and Stalker. Magic is in low supply, Invokers being the only real casting class, but magic items are more common (although still rare), relics of an ancient empire.

What can the players do in Amala-Kahtar? Involve themselves with the Church of the Eye, or the Children of the Prophet? Venture into the Sihaya jungles, where danger lurks behind every tree, or unite Dohyi under one banner? Maybe they will play a Sihaya, and work as an assassin, or hunt as an Amaluka in the caves of Amar? They could wander with the Elfborn nomads in the Ashaya deserts, or negotiate a deal with Smallborn or Dwarfborn... the possibilities are nearly endless. Desert Survival, Political Manipulation... both are all in a day's work for a PC in Amala-Kahtar!

Ok, now I this makes more sense. I like it alot, gives a source of unity for the setting and makes it much clearer. I'm liking the Dwarfborn a lot.

My next question - fauna and flora. What kind of monsters roam Amala-Kahtar?
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]

Wensleydale

Okay!

Updated the Dwarfborn with stats and a bit more flavour stuff.

Now then, monsters...

Well, lycanthropes (although under a different name) and summoned Djinni/Demons are common monsters. Rocs, Cyclops and other eastern-themed monsters will be common. Golems (leftovers from the Kahtar empire) will be around. Hmm... I think most other stuff, except some undead, aren't likely to be used. I'll be detailing some more stuff soon!

Wensleydale


Wensleydale

Aaand the Small-Born. Now for the final new race (for now), the Amaluka.

Wensleydale

The Amaluka

Bat-like hunters from the caves of Amar, the Amaluka are feared for their senses, their speed, and their courage. They are blind, but can see as well as any human, as they have senses beyond the norm. They cannot fly, as their wings are stunted, but this doesn't prevent them from hunting. They have lived in caves for nigh-on one-thousand years, and entering the lands beneath the colossal mountain range raised by the Kahtar empire as a defensive bastion will mean death for any not welcome there.

Religion: The Amaluka were captured and used as slaves for the Kahtar long ago, and so they adapted some of the Spiritualist beliefs of their mentors. They believe in a creature that sees without eyes, hears without ears, senses without skin - the omnipotent, omnipresent being.  
Most follow this faith devotedly.

Politics: The Amaluka live in a clan-society. They have no true racial group, as all battle one another for control of the tunnels. Although clans sometimes ally, none has ever led more than three at a time, and even leaving the tunnels is rare to the extreme.

Currency: Amaluka have little need to buy things. When they do, it is a barter system they use, selling one slave for another and other such transactions. Many of them do covet gold and silver, however, and prismic jewels are the most common form of real currency.

Cities and Lands: The Amaluka are the undisputed rulers of the tunnels. Although nomadic beneath the surface, towns do pop up occasionally at crossroads or in the ruins of ancient barracks beneath the ground.

Languages: The Amaluka speak their own language. However, due to their lack of sight, they are forced to rely on a system of carvings for their alphabet, and cannot use true pen and paper writings. Clicks, whistles, and a hissing, garbling speech make up their language itself.

Other Races: The Amaluka distrust almost everyone not of their race. They take slaves of and kill those who attempt to enter their cave homes, with no distinction between them.

 
    * Monstrous Humanoid Type.
    * +2 Str, -4 Cha.
    * Medium size.
    * Base Land Speed 40ft.
    * Blindsense 60ft.
    * Blind (Ex): Amaluka are immune to blinding effects. Only a large discharge of sonic energy (minimum 3/HD) can have the same effect.
    * Sonic Blast (Ex): An Amaluka uses a combination of sonic energy and other abilities to use its Blindsense. Once per day, it can use this ability in one of two ways: First, to produce a blast of sonic energy, and second, to locate all creatures in the area before him.
    The first use is a 60ft cone of sonic energy dealing 1D3 points of damage/HD. The second use is also a 60ft cone, but it instead reveals all invisible, concealed creatures etc that it would normally be able to see with its Blindsense.
    * Glide (Ex): Amaluka can glide (fly downwards) at a speed of 30ft (average). They can't fly upwards, however.
    * +2 Racial Bonus on Climb and Jump checks.
    * Automatic Languages: Amaluka.
    * Bonus Languages: Dohyi Common, Dohyi Nomad, Kahtar, Dus-Uk.
    * Favoured Class: Stalker.
    * Racial HD: an Amaluka begins with one level of Monstrous Humanoid. This grants him 1 feat, 2+int modifier worth of skills, a BAB of +1 and saves of +0, +2, +2.

Wrexham3

I thought Astalia would fit very well with this setting.  Something based on Itala could be a corrupt city state or states away from the desert dreaming.  You could use Aelwyd as the basis of an iron age culture based somewhere else, as can the Empire of that setting.  Also if you get any other ideas for settings they can be incorporated into your rapidly expanding world.  Part of the fun of world building is not simply treating these different cultures in isolation but developing how they interact with one another.    

Zombomaniac

Come now Golem my boy.
You need to get off your ass and make this stuff.
Im working on a few (and by few I mean more that anyone one human in their right mind would) things, but I'll look here from time to time and help keep ya active.

Wensleydale