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Adveria

Started by Poseptune, September 26, 2006, 10:18:55 PM

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Endless_Helix

With the New Worlds, do you intend to use them as imperialist holdings? Because that would be one incredibly awesome campaign; two nations are officially at peace, but are off fighting in the New Worlds over various reasources.  It would be a great tool for showing the real political currents that drive the various nations.

- What dort of wonders are found in the New Lands?

-Who discovered the New Lands? How did they do so, by magic, by actually sailing there, or by some other art? Or did someone or something tell them about it?

- Personally, I'd split the Goblinoids into three or four nations, and have them be in a sort of tenuous alliance against something, perhaps the other slave race you mentioned?

-Speaking of the other slave race, What are they like? The Saurians are clearly the brawn, so I'm guessing the other race performed either magic or were house servants or something...

- Because of the rather large area of sea that is clearly difficult to control, and the fact that the New World is pretty much on it's own as far as any form of governance goes, I would imagine that this is pretty much the ideal situation for pirates and raiders.

- It would be cool to have mummies from the ancient era, preserved as to guards the tombs/whatever, actually interact with the Players and reveal some small clues as to what went on in those forgotten days...
I am Brother Nail Gun of Reasoned Discussion! Fear the Unitarian Jihad!

My Campaign Settings
 Orrery
Orrery Brainstorming
 Daerderak, The Infernal Sands

Poseptune

Quote from: Endless_HelixWith the New Worlds, do you intend to use them as imperialist holdings? Because that would be one incredibly awesome campaign; two nations are officially at peace, but are off fighting in the New Worlds over various reasources.  It would be a great tool for showing the real political currents that drive the various nations.

"Treaties are only valid upon the land they were signed"
Yes, many battles will be fought over in the New Worlds. The distance between the mainland and the New Worlds make communication difficult, even with magic. Expeditions are on their own, when they travel to the new worlds. The only safe spot is a highly defensive position. The only laws are the ones you bring with you and can enforce yourself. Nations may "hire" pirates to attack rival nation's ships, for a share of the goods and safe haven in their waters.

I find this approach can make for political tensions as reports do make it back from survivors. It also lends itself for anyone wanting to do a wild west type game (not gun slinging, but many lawless figures. Towns being ravished by outlaws with no real law to stop them). Ship to ship battles while crossing, then landing with what is left to survive the savage unknown lands. Many adventures availible.

Quote from: Endless_Helix- What dort of wonders are found in the New Lands?

Depends on your definition of dort. :P

As of right now, this is the place of origin for many of the races on the planet. Large city size and larger ruins dot the interior of the large continent. Many secrets of the past are hidden here, waiting to be found. There are only two surviving intelligent races on this continent. Both of them were slave races created by the originals.

Quote from: Endless_Helix-Who discovered the New Lands? How did they do so, by magic, by actually sailing there, or by some other art? Or did someone or something tell them about it?

Quote from: Endless_Helix- Personally, I'd split the Goblinoids into three or four nations, and have them be in a sort of tenuous alliance against something, perhaps the other slave race you mentioned?

The other slave races is only located in the New Worlds for now. I have on nation that holds a few monsterous races, Tirein. I don't have too many details about the gobliniods (or whatever they end up as).

Quote from: Endless_Helix-Speaking of the other slave race, What are they like? The Saurians are clearly the brawn, so I'm guessing the other race performed either magic or were house servants or something...

What type of creature they are I don't know. They were servants, and aides. They were treated better than the Saurilk, not by much, and the Saurilk saw this. That is why they were fighting after the masters were dead. The Jadarn were taught to read to aid wizards in cataloguing and research (one of the dumbest moves they made). They learned to use magic little by little in secret. The Jadarn are based around intelligent while the Saurilk are base around brawn. I haven't decided if there will be any more slave races. I think I will stick to these two.

Quote from: Endless_Helix- Because of the rather large area of sea that is clearly difficult to control, and the fact that the New World is pretty much on it's own as far as any form of governance goes, I would imagine that this is pretty much the ideal situation for pirates and raiders.

For now their bread and butter is the mainland coastlines. Though as more ships head that way, there will be plenty of pirates that find the New Worlds are the perfect home.

Quote from: Endless_Helix- It would be cool to have mummies from the ancient era, preserved as to guards the tombs/whatever, actually interact with the Players and reveal some small clues as to what went on in those forgotten days...

That isn't a bad idea. Though they would have to be buried under rubble or something so that the Jadarn and Saurilk didn't already destroy them.
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 Markas Dalton

Endless_Helix

Ah, FYI, "dort" is an ancient used by any of the Goat's thousand young, generally used to to refer to what they actually eat, or to a sofa, as the two could be interchangible...

 It could also be a typo for "sort". ;)

In reference to the "who found the new lands", I was actually hoping for the name of the person/ company to whom the ship and the crew belonged. That knowledge strikes me as very useful to know if you're a PC heading out into the wilds of the new world. Anyone with experience of that place would of use.

On the mummies, have a couple of hidden compartments, or have them be ghosts, spectres, or wraiths; things that would be very difficult to make stay dead... A couple of Liches might be of use there.
I am Brother Nail Gun of Reasoned Discussion! Fear the Unitarian Jihad!

My Campaign Settings
 Orrery
Orrery Brainstorming
 Daerderak, The Infernal Sands

Poseptune

Quote from: Endless_HelixIt could also be a typo for "sort". ;)

yeah I figured.

Quote from: Endless_HelixIn reference to the "who found the new lands", I was actually hoping for the name of the person/ company to whom the ship and the crew belonged. That knowledge strikes me as very useful to know if you're a PC heading out into the wilds of the new world. Anyone with experience of that place would of use.

Me and names don't get along so well. This is where I hit roadblocks most of the time. If I can get away without giving a name, I will. But you do bring up a good point, maybe I will make a note of them in the important NPC's in Kerdith.

Quote from: Endless_HelixOn the mummies, have a couple of hidden compartments, or have them be ghosts, spectres, or wraiths; things that would be very difficult to make stay dead... A couple of Liches might be of use there.

I have an idea about the mummies or even ghost, but I think mummies will work better. I'll try to flesh it out more and post it.
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 Markas Dalton

Endless_Helix

Quote from: Poseidon
Quote from: Endless_HelixIt could also be a typo for "sort". ;)

yeah I figured.

Yeah, I did too. :P

Quote from: Endless_HelixIn reference to the "who found the new lands", I was actually hoping for the name of the person/ company to whom the ship and the crew belonged. That knowledge strikes me as very useful to know if you're a PC heading out into the wilds of the new world. Anyone with experience of that place would of use.

Me and names don't get along so well. This is where I hit roadblocks most of the time. If I can get away without giving a name, I will. But you do bring up a good point, maybe I will make a note of them in the important NPC's in Kerdith.

Ok, cool.


I have a distinct feeling that there should be a lot of outfitters, in about two months game time, after the primary voyages that explore the New World return...
I am Brother Nail Gun of Reasoned Discussion! Fear the Unitarian Jihad!

My Campaign Settings
 Orrery
Orrery Brainstorming
 Daerderak, The Infernal Sands

Poseptune

Saurilk have been updated.
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 Markas Dalton

LordVreeg

So it would be very fair to say that civilizations are at a stage where seafaring is a primary prereq for survival.

I am also trying to get a handle on the teck level, and since seafaring is so important, what size/style boats aer being used?  Triremes/quinqueremes, chinese 'halbard' ships or medieval junks, caravels and carracks?

In THE EMPIRE, what type of governmental system, and how are the colonies administered?

Old powerful elves?  AGAIN??? How long do your elves live, and how do they differ from their more ancient brethren?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Poseptune

Tech level: Medeival. Mid level magic, with low/mid tech level. Ships are caravels and such, with Kerdith having a few Galleons.

Tirein is a military dictatorship. Those that the current dictator finds have served Tirein well get to rule over territories and cities.

That is only one nation of elves. It was during the time that has been forgotten that these elves thought they were more powerful than the gods. They were evil and had fallen (not drow). I haven't decided how to handle them, but I do want to make some minor changes to elves.

Descendants of those elves cananot touch magic. When Delkun rediscovered Arcane magic, these elves got jealous and wanted the power for themselves. They enslaved a race and sent that race to constantly attack Delkun.
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 Markas Dalton

LordVreeg

Caravels make sense.  Do all seafaring nations use the same style ships?  Stylizing the seacraft a bit may give some nice variety and versimalitude.  What naviogation style, scinece, magic, or a combination (Mine use simple air or mentalist spells).

Again, how long do your elves live?  this is a pivot issue for every world.  If elves live a thousand years, they'd remember half of what you have mentioned as history.  So I am looking for your elven knowledge data, as much as the lifespan.

Military dictatorships?  For how long?  WHat kind of tax system, and system of military service?  

Keep up the good work and keep making strange weapons: you did well with the first one.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Poseptune

Quote from: LordVreegCaravels make sense.  Do all seafaring nations use the same style ships?  Stylizing the seacraft a bit may give some nice variety and versimalitude.

Yes/No, there will be different levels of ships for nations that build their own ships. Different underwater terrain and depth will call for different styles of ships as well. (I just haven't gotten that far.) Many nations friendly to Kerdith buy Kerdithian ships from it's many shipbuilders. (One of the reasons Kerdith is doing so well financially.)

Quote from: LordVreegWhat naviogation style, scinece, magic, or a combination (Mine use simple air or mentalist spells).

They tie a dwarf to the bow. He tells them which way north is. :P Haven't gotten that deep, so I'll have to think about it.

Quote from: LordVreegAgain, how long do your elves live?  this is a pivot issue for every world.  If elves live a thousand years, they'd remember half of what you have mentioned as history.  So I am looking for your elven knowledge data, as much as the lifespan.

I'm toying with the idea of twice or maybe thrice the lifespan of a human.

Quote from: LordVreegMilitary dictatorships?
There is a link to Tirein in the Nations and Geography section.

Quote from: LordVreegFor how long?

83 years.

Quote from: LordVreegWHat kind of tax system

Depends on how much you've angered the government or military. If a person is good and draws no attention then they pay a small monthly tax that are collected by tax collectors. Trouble makers and rabble rousers pay considerably more. (though that doesn't mean that some tax collectors don't pick on innocent people as well).

Quote from: LordVreegSystem of military service?

That should have been in the Tirein thread.I'm not too sure what further you are looking for, so please expand.


Quote from: LordVreegKeep up the good work and keep making strange weapons: you did well with the first one.

I don't know if I need to make anymore. I needed something to use as a cannon for ship to ship battles without gunpowder or guns. This was the answer. (I didn't like the idea of having catapults and other siege weapons on the ship.)
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 Markas Dalton

Stargate525

Well I promised a review, so here it is.*

*Some restrictions apply, void where prohibited and in the Astral Plane, your mileage will vary, no purchase necessary. Some questions may be self answered.

I like your synopsis. Am I correct in seeing only two nations? It's a bit simplistic for me personally, but it may well work for you. Of course, I could be missing something entirely.

The Saurilk I'm not to sure about. Honestly, I wouldn't take them, as they seem extremely weak for a race with an LA of 1 and two racial levels. Course, I've never played a multi-armed critter, so I've got no way to judge the effective power increase that would have. The newlands are, I'm assuming, what the previously mentioned nations are now attempting to colonize? Where are the Jadarn? Did the former slave masters all die?

I find your note on classes a bit redundant; any DM worth his salt can integrate a new class. I'd like to know what classes you're going to build into the system, with a place already.

I like your new map far more than the old one. I am a little confused about the rivers. One lake seems to spawn two that head a long distance south instead of opening just a bit to the north. It looks a bit odd. What do you mean that Delkun 'forces work'? Are the people assigned to dig and refill holes, or what?

Your fire cannon seems a bit gimped. I would do away with the aligning thing, or at least tone down the time or increase the maximum number of aligned canisters. The damage is significant, but with six full-round actions to load it seems balanced. The long load time seems somewhat silly currently, as these would be carted onto the field pre-loaded, fired, then carted back off. The reload time doesn't matter since you've effectively limited the firing rate to once a day.

...Aha. So the canister is the loading mechanism, not the bullet. You should mention that.

Man, I expected more than that... GET TO WORK! ;)

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Poseptune

Quote from: Stargate525Well I promised a review, so here it is.*

*Some restrictions apply, void where prohibited and in the Astral Plane, your mileage will vary, no purchase necessary. Some questions may be self answered.

Quote from: Stargate525I like your synopsis. Am I correct in seeing only two nations? It's a bit simplistic for me personally, but it may well work for you. Of course, I could be missing something entirely.

Two continents (as far as the people know). There are more than two nations. as of right now there are three.

Quote from: Stargate525The Saurilk I'm not to sure about. Honestly, I wouldn't take them, as they seem extremely weak for a race with an LA of 1 and two racial levels. Course, I've never played a multi-armed critter, so I've got no way to judge the effective power increase that would have. The newlands are, I'm assuming, what the previously mentioned nations are now attempting to colonize? Where are the Jadarn? Did the former slave masters all die?

I've been here and one other place and had help with the balancing of the Saurilk.

Yes the new land is the newly discovered continent.

Jadarn haven't been created yet. I haven't figured out exactly how I want to make them. I want them to be similar to the Saurilk. Meaning they were a creature living in this land and turned into a sentient creature. The Jadarn will be more intelligent than the Saurilk.

Yes the masters have died. I thought it said that in the brief history of the Saurilk.

Quote from: Stargate525I find your note on classes a bit redundant; any DM worth his salt can integrate a new class. I'd like to know what classes you're going to build into the system, with a place already.

The classes that I am designing into the setting are the ones I find fit into what I am making. Like the swordsage pirate of Kerdith. The point I was getting at with the classes blurb was that I want this setting to be adaptable. (and I needed to fill the space)

Quote from: Stargate525I like your new map far more than the old one. I am a little confused about the rivers. One lake seems to spawn two that head a long distance south instead of opening just a bit to the north. It looks a bit odd. What do you mean that Delkun 'forces work'? Are the people assigned to dig and refill holes, or what?

"Now the land is a thriving nation ruled by a council of cleric and mages, but forces work to destroy the peaceful life enjoyed by most of the population."

There are people that want to destroy Delkun's tranquility.

Quote from: Stargate525Your fire cannon seems a bit gimped. I would do away with the aligning thing, or at least tone down the time or increase the maximum number of aligned canisters.

The reason for the aligning and only one canister per cannon is so that an army or ship can't have canisters full and waiting to be loaded into the cannon. It keeps the loading time constant, which is one of the balancing factors of a siege weapon. A team of two people can fire the fire cannon at a rate of once every three rounds as it is, which is the normal crew amount for this siege weapon.

Quote from: Stargate525The damage is significant, but with six full-round actions to load it seems balanced.

If you look at other siege weapons (especially the bombard) it is very much on par (at least I hope so) with them (except maybe the fire damage). The load times are what other siege weapons in D&D suffer from as well.

Quote from: Stargate525The long load time seems somewhat silly currently, as these would be carted onto the field pre-loaded, fired, then carted back off. The reload time doesn't matter since you've effectively limited the firing rate to once a day.

You mean like catapults, ballista, and cannons were in real life? Sweet then it has done its job. It is a siege weapon not a bow or a sword. With range increments of 200 ft you can get a 1000ft shot off at an enemy column (if ground based). It will take more than 6 rounds to cover that 1000ft so you would get another shot as well. They are really meant for ship to ship battles like cannons were in real life.

Quote from: Stargate525...Aha. So the canister is the loading mechanism, not the bullet. You should mention that.

I thought I had made that clear, but I guess not. This is why we have other people read things. I will try to reword it better.

Quote from: Stargate525Man, I expected more than that... GET TO WORK! ;)

There is more. Click the links for the three nations Kerdith, Tirein, and Delkun, in the nations and geography section. They will take you to the individual threads for those nations. That is also were most of my work is.
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 Markas Dalton

LordVreeg

[blockquote=Poseidon]That is only one nation of elves. It was during the time that has been forgotten that these elves thought they were more powerful than the gods. They were evil and had fallen (not drow). I haven't decided how to handle them, but I do want to make some minor changes to elves.

Descendants of those elves cananot touch magic. When Delkun rediscovered Arcane magic, these elves got jealous and wanted the power for themselves. They enslaved a race and sent that race to constantly attack Delkun.[/blockquote]

So are all elves descended from the arrogant, elder elves?  It would be so, so different to have elves that are not the ultra powerful magic wielders they so often are.
What name does the elven nation go by?  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Poseptune

Quote from: LordVreegSo are all elves descended from the arrogant, elder elves?  It would be so, so different to have elves that are not the ultra powerful magic wielders they so often are.

No, it would be too stifling for the player to have no magical options if they want to play an elf. They will be a different elven race though I haven't figured out what I want or how to balance them.

Quote from: LordVreegWhat name does the elven nation go by?  


I don't know yet. Me and names don't go with anything.
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 Markas Dalton

Tangential

I do like the new map, save maybe the large number of inland sea/lakes. How are your ideas on religion coming along, can I provide any help with that missing facet of Adveria?
Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme