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Dynama; The World of Swing'n Sorcery

Started by LoA, March 09, 2011, 12:12:02 AM

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LoA

[size=36]Dynama[/size]
The World of Swing n' Sorcery!
Title:   Dynama
System:   Pathfinder, E6, Homebrewed
Theme:           Dieselpunk, Fantasy
Tone:           Pulp, Noir
Description:    Jazzy, magical,  
Inspirations:   Several Films, Jazz, Eberron, Shadowrun, Dragonmech
Technology:   Very Prominent
Magic:           Exists, is waning in power
Religion:   Religion is prominent, but doesn't exist as a power source.
Races:           Humans, Gremlins (variant halfling), Kobolds (variant), Poppies (Variant Giff)
Ecology:   Very earth like
Geography:   the known world is roughly the size of australia, but is split up into three parts.
Cosmology:   There aren't planes, but there are planets
Main Topics:   
Links:   [Relevant links]

[note]Media to Observe
Films:
Chicago
Sky Captain and the World of Tommorow
Indiana Jones
The Godfather
The Rocketeer

Books:
The Leviathan Trilogy (Scott Westerfield)

Video Games:
Bioshock
[/note]

I've decided that i need to do some reorganization, and clean-up work.

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The World


Walk down the street. You hear that? That music which is affectionately referred to as 'jazz' is the sound of Cicere. Bunch of different peoples, human, catfolks, Poppies, and maybe a couple of gremlins or kobolds depending, picking up instruments and swinging with it. Look up at the sky, see that? Skyscrapers built from the ground up who houses some of the most powerful people in the world. You wanna know the shockin' thing? None of them were born to that status. Heck some of them were hangin around in the slums and alleyways, and then one day they decided they were going to be succesful, inspite of the struggles. See those cars? Those machines came from the mind, blood, an sweat of a farmer with an idea for a machine that can travel his crops across the country with ease, and it caught on. No kings, no nobles, no dukes, and no sorcerers. Just people, and there dreams. Sure we've got problems, but still, just look!

What is Dynama?

Dynama: The World of Swing'n Sorcery is a campaign setting created for use with the Pathfinder RPG system, and the E6 system, set on the shifting planet of Dynama, focused on a split continent. Dynama: TWSS is a Dieselpunk Fantasy.

This is a world where jazz blares, and cars flare, and the mafia rules the underground world of contraband  booze. A world where trucks and cars replace the horse and carriage, while planes and zeppelins now dominate the sky, instead of mystical creatures of legend. Dragons watch from afar in despair for their old world, a world which is slowly being forgotten, while only one known dragon fights to maintain that world. Technologists and magicians battle it out in the free market, while some try to combine the two.

Eight nations are now on the brink of chaos. The technologically advanced Republic of Cicere is now the world superpower, but the Collectivist Union of Bythadica, and the nation Tyratius now challenge  all the nations of Dynama with a fleet of advanced magical items and druidically enhanced beasts. Currently the world is at a stand still while Tyratius and it's neighboring country Ibianini prepare for war...

Just a few things to know about Dynama

"Oh hey! I have not seen you in these parts before. You new to Cicere? Will if you have a few minutes, and a shard or two, pull up a seat!"
[ooc]This is not traditional fantasy [/ooc]                                  
Boy I tell you what, this old world of ours. For thousands of years we've been toiling in the

[ooc]Dieselpunk Fantasy[/ooc]                                    

"Who just pulled up in the car? Oh hey it's the band! It's about time. Boy i tell you what, you haven't heard music tell you heard jazz! Looking pretty singed there! What's that? You say you crossed a Sorcerer on the way here?"

[ooc]Putting the 'punk' in Dieselpunk[/ooc]                               
"So you're curious as to who and where our "heroes"? You mean like Sir Canan, slayer of dragons, or Garslon the Conqueror? Heroes like that are never found in the luxurious conformations of the high class ritzies. They are almost always found in the rugged individualism's of the underdog. From the resistance rebel in the CUB, to the snarky cabaret cat in the underground clubs who thinks he's going to rock the world, these are what make heroes in Cicere, my friend."

[ooc]Prohibition[/ooc]
"Come have a drink! It's Elixer of course. It's illegal to have alcohol here. I can't rightly understand it myself. All they is doing is feeding all the crime families, and putting otherwise innocent people in there holes. But hey, if there was ever one thing i could ever credit magic for is loopholes. This stuff here will give you the buzz, but it don't got a lick of liquor in it. But be careful, there have been known to be 'side affects'...."

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Character Options

Races

Humans: One of the few ancient races that survived the turmoil of the past, They quickly began to colonize and dominate the three realms of Dynama.

_________________
[spoiler][/spoiler]
"Uh first rule of thumb you should learn fast; When you contractually promise a Poppy Fifty shards a gold, It is not common wisdom to tip him over five shards... In fact i would give him fifty-five gold pieces for good measure... Trust me..."
Shazy Mink, business owner advising his young apprentice.

Poppy: The poppies are a race of hippo-like humanoids, that were native to Cicere before the humans began to colonize on the continent. They often inhabit swampy areas, or river sides. This put them into direct contact with the humans that colonized what is now Tiani City. Still the two races found each other beneficial. The Poppies as they came to be known, knew how to fish the swampy areas, and how to drain swamps. The humans in return, found the poppies strong instincts, and great strength useful, and began hiring them out to help with the construction of there cities, and as bodyguards for the wealthy. Many of the poppies took a liking to city life and decided to stay. While not as widespread as the Kobolds, the poppy can be found in every major city in the ROC.

The poppy tend to be very strong, and very perceptive creatures. This makes them somewhat the strongmen of Dynama, and they make very ideal workers, soldiers, and guardians. Since poppies feel right at home in water, this also makes them ideal for navy's, and sailing companies.
But for all of their bonuses, the word "gruff" could be the most charitable way to describe them. There aggressive nature makes them difficult to socialize with at times, and they are also very demanding. Pain is the end profit of anyone who tries to cheat a Poppy or swindle them things that they were promised.

+2 Strength, +2 Wisdom, -2 Charisma. Poppies are strong, and astute, but are also off-putting, and pugnacious at times.

Medium: Poppies are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Poppies have a base speed of 30 feet.

Natural Armor: Poppies get a +2 natural armor bonus due to their tough, thick skin.

Aggressive, yet Insightful: Poppies get a +2 racial bonus on Perception and Intimidate checks.

Hardy: Poppies get a +2 racial bonus on saves against Disease.

Languages: Poppies begin play speaking Common.
______________________________________________
Catfolk
[spoiler][/spoiler]
"'Heh, heh, heh, this is too easy... Wait a minute, are there...'
"What is it frank?'
"I though i saw eyes in the dark...'
'What have you been drink-HMPH'
'Jack????!!!!'"

The last words Frank Thomas the thief said, before getting caught by P.I. Kintras, "The Black Cat"

One of the other Anthropormorphic races from Cicere, the Catfolk used to reside in forests, but when the cities of Cicere began to rise, they soon found themselves at home in the streets and sky scrapers of the metropolises such as Tiani, Velmak, and other such cities.

-2 Constitution, +2 Dexterity, + 2 Charisma: Catfolk are rather flexible, and have refined features, but are also frail when compared to other races.

Medium: Catfolk are Medium creatures, and have no bonuses or penalties due to their size.

Base land speed 40ft: Catfolk pride themselves on their speed and agility as they are faster and can cover more ground than most humanoids of similar size.

Lowlight Vision: Can see twice as far as a human in starlight, torchlight, moonlight, and similar conditions of poor illumination. They retain their ability to distinguish color and detail under these conditions.

Feline Sense: +2 bonus on Perception Checks. +2 Bonus on Stealth Checks. Catfolk are highly preceptive of their environment and the world around them. They are also excellent ambush hunters, and can move about much more stealthily than other humanoids.

+1 Dodge Bonus to Armor Class: Catfolk possess an amazing sense of timing, and have incredible reflexes. They gain a +1 dodge bonus as a racial ability (not as a bonus feat). As this is a dodge bonus, it stacks with other dodge bonuses, unlike most other bonuses. And like other dodge bonuses, a situation that causes you to lose your dexterity modifier also causes you to lose your dodge bonus to AC.

Languages: Common
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(Dynamian) Kobold
[spoiler]
 [ooc]I know this is a dumb image, but this is the closest thing i can find of a rich kobold in a top hat and suit[/ooc] [/spoiler]
"It was not two hundred years ago when the kobold used to worship me like a god of terrible destruction. Nowadays i have to rely on those little pints for low trade subsidies!!!"
Calgath the secret Green Dragon, Business Owner

Kobolds are short reptillian humanoids, that are native to Cicere. Far from there dungeon crawling counterparts in other worlds, the Dynamian kobolds have elevated from the slaves of dragons, to one of the most earthshaking forces in the economic realm. Simply put Kobolds in Dynama are hyper capitalists. Their nature as kobolds dictates that they work hard, arduously, and when some of the kobolds immigrated into what would become a capitilist society, they soon discovered that there hard work translated into money. Soon they began to form "clans" and began forming there own businesses. Pretty soon the Kobold clans became the most prosperous businesses in Cicere. "Normal" kobolds exist in this world, but most of those toil in Dragon's lairs. The Dynamian kobold looks down on these kobolds, and have learned to reject the dragon worshipping nature of their ancestors.

(Dynamian) Kobold

'"2 Strength, +2 Dexterity, +2 Charisma : Dynamian Kobolds live healthier lifestyles than there mineworking cousins, and are hardier as such. They are also far more refined, and have an air to them, that makes you want to do business with them.

Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 30 feet.

Business Savvy: Dynamian Kobolds have a +2 bonus to Sense Motive, Diplomacy, Knowledge: Local, and Profession (any, Pick one at character creation)

Armor: Kobolds have a +1 natural armor bonus.

Languages: Dynamian Kobolds begin play with Common, and a language all their own, that's a reformed version of Draconic, but people refer to it as "Kobold"
____________________________________________
Gremlins
 [spoiler]
 [ooc]If you imagine her in a pilot helmet and jump suit, instead of that aztec thing, you pretty much have it.[/ooc] [/spoiler]
"If you ever catch a gremlin in your airplane, or messing with your steam locomotive, you should try and offer them a job, if they don't accept, feel free to throw them out, or call the cops."

Gremlins

+2 Dexterity, +2 Intelligence, '"2 Strength: Gremlins are Gearheads by nature, they have nimble fingers, and are highly intelligent.

Small: Gremlins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their Combat

Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Slow Speed: Gremlins have a base speed of 20 feet.

Fearless: Gremlins receive a +2 racial bonus on all saving throws against fear.

Gremlin's Luck: Gremlins receive a +1 racial bonus on all saving throws.

Keen Senses: Gremlins receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Gremlins receive a +2 racial bonus on Acrobatics and Climb skill checks.

Technologically Adept: Gremlins recieve Knowledge: Engineering, and Craft Mechanics, as class skills regardless of class taken

Languages: Gremlins begin play speaking Common and Gremlin.
________________________________________________________________________________________________________________________________

Classes

Fighter
[spoiler] [/spoiler]


From the humble soldier, the arrogant show wrestler, to the apathetic mobster, the fighter is a universal class that encompasses all of the ideals of physical handlings. With the onslaught of new technologies, like guns, and rifles, the tactics of fighting are bound to change as well. Whole new arts of fighting have been developed on Dynama, and this has also changed the art warfare.  [note]There will be new feats, and options for fighters in the Character Options Section. Hang on[/note]
________________________________________
Sorcerer
[spoiler] [/spoiler]
"I have the power of the mighty dragon running through my vains, and yet i can't even get a decent act!"

Once sorcery was the ultimate source of power on the planet of Dynama. Those that held the blood of dragons could wield this mighty power, and many looked down upon the insignificant from a tower on high. Nowadays due to the outbursts of science and machinery, the sorcerers have been reduced to a spectacle. Now the once mighty sorcerer works either in the shadows or works in Cabarets and sideshows as entertainers.

 [note]
Character Options:
Arcane magic (rarely referred as such) in Dynama comes from dragons, and as such only those that have dragon blood in their lineage may wield this power (Must have Draconic Bloodline). Sorcerers gain Perform as a class skill.[/note]
___________________________________
___________________________________
Druid
 [spoiler] [/spoiler]
"'Go ahead, try to overthrow my city. Try to crush my machines. Try, I dare you!'

'If you insist....'"

Drake Richard taking on an agent of The Dark Ivy

Some druids want nothing more than the destruction of machinized society, some want nothing more than to defend it. Others are just trying to make a decent living.

There is a secret war between druids going on in the cities of Dynama. A group of druids are undergoing an attempt to collapse modern civilization, and revert man back to a wholesome and natural state, and others are attempting to thwart there efforts. The Dark Ivy are a loose organization of druids that infiltrate cities, and try to destroy them from the inside. But there efforts are often thwarted by a strange force. They are very rare, very tough, and possibly very crazy. The Urban Druids. Urban druids are to few and wide spread to really form an organization, but those that do exist are tough and grizzled individuals. Taking the Dark Ivy on by themselves, or trying to expose their antics to public knowledge. Urban Druids are also willing to work with others, especially when it's needed.

Another form of Druidism that is recently new, and is being employed by Tyratius, Bythadica, and Roark, is Life Weaving. Life Weaving is a sort of life shaping magic that can create new types of animals, and other life forms.
______________________________________________________________________________________________________________________________
Ranger

Dynamian Rangers are surprisingly alike to other fantasy worlds. Bythadican forests are littered with them. The only differences are that there are significantly more Urban rangers than in other campaign settings. Urban Rangers can often make good allies for Urban druids, but most are just self centered and are merely trying to survive in there respective cities.  
______________________________________________________________________________________________________________________________
Artificer
"'The only real question is why it took so long for everyone to reallize the potential that artifice has...'
'Competition?'"
Artificer Bars Larsely discussing with Peter Marks, Phd Mechanical Engineering

There are two forms of magic in this world. Arcane (comes from dragons) and Artifice (the Creation of magical items). Artificers excel at creating wonders of magic. Bythadica's civilization is fueled by this form of magic, providing flying ships, light, and other magical equivolances to the machinery of Cicere. In Roark, Machinists, and artificers work together to try to combine the wonders of machinery with the wonders of magic.

______________________________________________________________________________________________________________________________
Rogue
"Huh, any moron can pick up a tommy, kick the door open, and pull a trigger. I like to use much more sophisticated means of acquisition"
Known only as The Gentlemen Thief, showing his disdain for mobsters...

______________________________________________________________________________________________________________________________
Bard (Jacks or Jackies as there called in Dynama)
"Will you can certianly try for that queen of a jackie, I mean you seem like her type... But remember that that ones a raging fire. Yesterday i saw her help an old woman repair her car, and the other I saw her get in an alley fight with a bunch of mugs. It was ugly, but they'll survive..." Jarry Louise advising his smitten friend after watching a Jackie perform at The Live Tianini club.

Jacks fill so many different roles, and functions in Dynaman society that it's almost stupid to try to list all of the various roles that they fill. Peformers, spies, business folk. The limit is the imagination.
______________________________________________________________________________________________________________________________
Pilot (homebrewed class)
______________________________________________________________________________________________________________________________
Machinist (probably homebrewed)


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(WIP) [size=34]Nations[/size]

[size=30]The Republic of Cicere (ROC)[/size]

The ROC is perhaps one of the most world shaking nations ever to have been on the planet. Not since the age of the elves and dwarves, has civilization changed this much. Thanks to the existence of the ROC, and the freedom it wrought, people were finally able to begin inventing. Magnificent machines began to arise, and the world was turned on itself. New cultural revolutions began also. Women began to demand equal rights, and racial equality began to spring. New art forms began to develop, including the music form that so predominantly weaves it's way through the world, jazz.

The Republic of Cicere is as the name suggests, a republic. that consists of a senate, congress, and president, that follow a constitution. Cicere though isn't a multistate entity though, like our USA.

The continents civilization is very resemblent of the United States during the 20's and 30's. Cities consists of skyscrapers, and there are plenty of cars, and other machinery. If it weren't for the minor details, sorcerers, and other magical races, such as kobolds it would be an almost perfect carbon copy of modern society during the roaring twenties.

Organizations:

ROC has a very democratic society, and as such, many different factions, and political groups.

Major Political Parties:

Representationilists: The "R" party merely wants to keep the republic of Cicere the way it was when it was first founded.

Passagists: Devoted to the advancement of society, the Passagist

Secret Organizations:

The Dark Ivy: Offshoots of the Bythadican Druids, this secret organization of druids seeks to collapse the ROC and revert it back to a natural state.


__________________________________________________
The Collectivist Union of Bythadica

The yang to the ROC's yin, the CUB is a socialist state ruled by a very ancient very powerful blue dragon, who is simply called "The Head". "The Head" has a great disdain for machinery, and longs for the old days when magic ruled the world. He manifests these wishes by employing a thug army in his nation, that arrests, kills, and destroys technology and there users. The Head is also very aware that using old methods would surely be suicide. He has won the affection of many druids and artifcers who supply him with beastly weapons, golems, and airships that are pretty good competitors to the ROC's machinery. But it isn't enough. The CUB needs more allies if it is to go to war with the ROC.

Bythadica as it stands is a quasi-medieval environment. The architecture is relatively primitive, castles soar to the skies, and there are plenty of wooded areas. Really the only thing keeping this unresemblent of a
Organizations:

The state of Bythadica is vicously ruled by "The Head" without question, and without visible opposition, but there are underground organizations looking to overthrow "The Head".

Secret Organizations:



__________________________________________________
Roark

Forty years ago, there was a philosopher named Ranilae who proposed the first ideas of a capitalist state. A few leaders from across Cicere gathered people and relocated to a small island named Roark. Now Roark is probably the most advanced society in the world. Not afraid to blend the lines between magic and technology, they have created machines that exceed the performance of anything that is being output by the factories in Cicere. And Roark has created feats of magic that have yet to be matched by any sorcerer or artificer from any other part of the world.

Roark has shifted between governments in it's short existence. It's tried to be an anarcho-capitalist state, but it soon became apparent that a small government had to come into existence. It now exists as a constitutional republic like the ROC, but is far more limited.

Organizations:

__________________________________________________
Tyratius


Organizations:
_______________________________________________
The Isle of the Osen Kingdoms

Organizations:

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(Reserved) Character Options

Feats:

Fighters:

Swordplay is considerably rarer in Dynama than other worlds, and as such a new array of feats are needed for fighting situation.

Special Feats
Gunslinging Feats






Magnus Pym

I have to say again, I love jazz.

I do like the name you've given your project.

Concerning Poppies, are there any other animal-men race (Because I believe they were your half men half hippo?)?

QuoteReligion is prominent, but doesn't exist as a power source.

I found this one interesting, what do you mean by power-source? Magic power? Or actual -Power-?

P.S: If these questions are to be answered in your post at some point, don't worry about responding then, as I'm going to be keeping track.

LoA

Quote from: Magnus PymI have to say again, I love jazz.

I do like the name you've given your project.

Concerning Poppies, are there any other animal-men race (Because I believe they were your half men half hippo?)?

QuoteReligion is prominent, but doesn't exist as a power source.

Thank you! and concerning the poppies, they aren't half men half hippo, their humanoid hippos. Basically there upright hippos with thumbs. I was thinking about other animal like races. I recently picked up a batman comic with killer croc in it, and was half tempted to make a race of humanoid crocs, i also like the thought of humanoid panthers like this

 [spoiler] [/spoiler]

Kindling

Good to see this starting to get formalised, I'm looking forward to seeing more :)

QuoteMagic:    Exists, is weaning in power

Nitpick: I think you mean waning, not weaning. Weaning is when you move a baby from breast milk onto other food.
all hail the reapers of hope

Steerpike

This looks cool.  I'm wondering about a couple of things:

1) Will the diesel technology be consistent with 1920's/'30's, or will it be more advanced, much as steampunk often envisions steam-powered robots, artificial intelligences, bionics, spaceships, etc.?

2) Will you be taking up the ideologies of the time such as objectivism, fascism, socialism, etc, or is the world somehow still medieval/feudal?  You mention kings.

3) Is prohibition of one kind or another in effect?

4) You mentioned elves and dwarves basically destroyed each other.  Does Dynama have orcs and goblins as well, and if so, are they an underdark race or an above-ground race?

LoA

Quote from: SteerpikeThis looks cool.  I'm wondering about a couple of things:

1) Will the diesel technology be consistent with 1920's/'30's, or will it be more advanced, much as steampunk often envisions steam-powered robots, artificial intelligences, bionics, spaceships, etc.?

2) Will you be taking up the ideologies of the time such as objectivism, fascism, socialism, etc, or is the world somehow still medieval/feudal?  You mention kings.

3) Is prohibition of one kind or another in effect?

4) You mentioned elves and dwarves basically destroyed each other.  Does Dynama have orcs and goblins as well, and if so, are they an underdark race or an above-ground race?

 1. The technology will be a mix of the two. Magic makes certain things possible that wouldn't be in real life.
 2. Without hesitation. They will be a tad fantasized though
 3. Possibly. It's something i'm still working on.
 4. Not really. I never liked orcs except in Eberron. I may include goblins somewhere.

Steerpike

Should Poppy perhaps need an LA?  They'd make amazing clerics (or druids).  Perhaps a Dexterity penalty would make them more balanced?

Also, should they perhaps have a racial Swim bonus, or even a swim speed?

LoA

Quote from: SteerpikeShould Poppy perhaps need an LA?  They'd make amazing clerics (or druids).  Perhaps a Dexterity penalty would make them more balanced?

Also, should they perhaps have a racial Swim bonus, or even a swim speed?
I'm using pathfinder for this setting. PF races tend to be a little more powerful than 3.5 races. the swim speed sounds good though.