• Welcome to The Campaign Builder's Guild.
 

Tephra: a World of Collisions

Started by Jharviss, December 07, 2007, 01:18:01 AM

Previous topic - Next topic

sparkletwist

QuotePropellers as they were originally described will not work. I need to discuss things with the Mad Hatter, but the initial version of the flyer is being scrapped.
Hmm, too bad.. I hope you're not dropping the whole "magnetic" basis to the technology. That was interesting to me, and a nice way to merge in some "fantastic yet realistic" technology in a new way.

Though, I did wonder... with technology like this, how long before someone invents some sort of railgun or coilgun? (This is what I thought the Thunder Cannon was, for about 2 seconds, when I first saw its name ;) )

I also liked how humans weren't just "the average" but had their own unique abilities that suited the race. The counterspell capacity of humans seems especially fitting.
I could see some scholar putting forth the radical theory that in some hypothetical world of only humans, they'd cancel each other out to the point that magic is completely impossible. Imagine that... ;)

Jharviss

Quote from: sparkletwistI could see some scholar putting forth the radical theory that in some hypothetical world of only humans, they'd cancel each other out to the point that magic is completely impossible. Imagine that... ;)

Sparkletwist, that's genius.

The reason for the cancellation of propellers is that we found a major flaw in the system: propellers were based on a self-fueled rotary system that could easily be applied to all other forms of wheels.  This would immediately lead to all manner of vehicles, including cars, trains, helicopters, and propeller-propulsion ships.  Don't worry '" we'll be keeping magnetic-based technologies, but this proposed propeller won't be a part of it.

I spent some time today looking at railgun and coilgun technology.  They're interesting, but would be a good ways off in Tephra.  There's currently no electromagnets or generators that could create them.  Tephra has no electricity, only magnetism.  The magnetism is due to aeonium, which has highly magnetic traits.  If generators were made, the development of such weapons would likely occur almost overnight.  But that's still a ways off.

We're really stuck on the issue of flight.  It's difficult to find the right flavor and effects for it.  We've discussed wind tubes, super helium, and some really bizarre forms like ship evaporation or magnetism versus gravity.  We're still working on it.

Also, Alignment'¦
One of my biggest issues with the D&D system is it's reliance on alignment.  I like alignment and I think it's fun, right up until a paladin joins the group and is detecting evil on everything that moves.  Thusly, there will be no alignment in Tephra.  We may develop something later that could fill its place, but nothing yet.

Jharviss

Exploring...
Character Speed

Has it ever bothered you that a 1st level fighter runs just as fast as a 20th level fighter?  What about the same considering put to a rogue or a ranger?  The barbarian gains a little speed at the beginning, but otherwise only the monk becomes faster.  This has always bothered me.

In Tephra, the base speed for different races varies a lot:

    * Aodin: 20 ft.
    * Elf: 30 ft.
    * Farishtaa: 20 ft.
    * Gnome: 15 ft.
    * Haud: 20 ft.
    * Human: 25 ft.
    * Izedan: 20 ft.
    * Satyr: 20 ft.
With the exception of elves, which have an amazing speed, all races start rather slow.  Like normal, armor also reduces their speed.  Don't you feel sorry for the gnome who wants to wear full plate?  However, all classes gain speed as they level.  By 20th level, warriors would be 30 ft. faster than their base speed, and magi 10 ft. faster.  By 5th level, both warriors and templars are moving 10 ft. faster than their untrained cousins.  

Sorry -- not everybody's going to be moving 30 feet this round.

Furthermore, as previously discussed, the athletics skill is being introduced.  This skill is a catch-all skill for jumping, swimming, climbing, and running.  Yes, running.  When two characters of equal speed are running (perhaps in a chase), they can roll athletic checks each round.  A terrible roll could result in a loss of 5 feet of movement that round.  A high roll (in the 30s) could give the person an additional 15 feet of base movement that round, which could translate into 60 feet while running.  

Ever wanted to have a chase scene in D&D and couldn't find mechanics to support it?  Tephra's got 'em.

Jharviss

Warning: Big Post

Introducing...
The Basics of Tephra D20

As discussed, there are five classes:
    * Artisan
    * Mage
    * Rake
    * Templar
    * Warrior

Here is some basic information on each one.

Artisan
- 3/4 Base Attack Bonus
- Player chooses one good save and two poor
- Hit Dice: D6

Mage
- 1/2 Base Attack Bonus
- Good Will Save
- Hit Dice: D4

Rake
- 3/4 Base Attack Bonus
- Good Reflex Save
- Hit Dice: D8

Templar
- Full Base Attack Bonus
- Player chooses two good saves and one poor
- Hit Dice: D10

Warrior
- Full Base Attack Bonus
- Good Fortitude and Reflex Saves
- Hit Dice: D12


Skills
At every level, the character gains the skills below.  The maximum ranks that can be in a given skill are equal to the character's level.  There are no cross-class or untrained skills.  One rank equals one rank, and maximum ranks equals character level.  Simple, right?

[table=Ranks per Level]
[tr][th][/th][th]Personal Skills[/th][th]Martial Skills[/th][th]Magic Skills[/th][/tr]
[tr][th]Artisan[/th][td]4[/td][td]1[/td][td]'"[/td][/tr]
[tr][th]Mage[/th][td]2[/td][td]0[/td][td]2[/td][/tr]
[tr][th]Rake[/th][td]3[/td][td]1[/td][td]'"[/td][/tr]
[tr][th]Templar[/th][td]1[/td][td]2[/td][td]1[/td][/tr]
[tr][th]Warrior[/th][td]1[/td][td]3[/td][td]'"[/td][/tr][/table]

Personal Skills
- Animal Handling
- Acrobatics (Balance, Escape Artist, Tumble, etc.)
- Athletics (Climbing, Running, Jumping, Swimming, etc.)
- Craft (Craft, Professions, Appraise, etc.)
- Diplomacy (Bluff, Diplomacy, Sense Motive, etc.)
- Heal
- Knowledge
- Perception (Listen, Spot, Smell, Search, etc.)
- Perform
- Sleight of Hand (Hand Movements, Disabling Devices, Opening Locks, Move Silently, Use Rope, etc.)
- Wilderness (Survival, Herbalism, etc.)

Martial Skills
- Archery
- Berserk
- Celerity
- Dual-Wielding
- Expertise
- Finesse
- Heavy Arms
- Mounted
- Polearm
- Shield
- Tactician
- Unarmed

Magic Skills
- Creation
- Flux
- Mind
- Summoning
- Counterspelling

Skill Specialty
At every level a character may choose a skill specialty (SS).  Each SS will have requirements, and some will be more strenuous than others.  In order to take any skill specialty, the character must have at least one rank in the skill that the skill specialty falls under.

What follows is an under-construction list of skill specialties.

Personal Skills
All of these skills are taken on their own, with the exception of the craft skill.  All craft skills are taken independently.  A character only puts ranks into the Knowledge and Perform skills, and can then use skill specialties to increase their range of knowledge or their aptitude with a wider range of instruments or styles.  

[spoiler=Animal Handling]
- Wild Animals: Character can train wild animals.
- Beasts: Character can train beasts.
- Daemons: Character can train daemons.
- Companion: Character can train one animal to be their loyal companion.[/spoiler]
[spoiler=Acrobatics]
- Running Balance
- Slow Falling: Character can slow their fall by grabbing hold of a nearby wall.  This requires 10 ranks in acrobatics.[/spoiler]
[spoiler=Athletics]
- Endurance: Character can do difficult tasks for long periods of time.
- Flying Charge: Character can jump while charging to give them a final boost of speed and increase the effectiveness of the charge.
- Run: Character moves at 5 times speed when running instead of 4 times.[/spoiler]
[spoiler=Craft]
- Rapid Crafting
- Reverse Engineer: Character can make a pre-made item work in a different way or respond to a different catalyst.[/spoiler]
[spoiler=Diplomacy]
- Feint: Character bluffs an opponent or causes a diversion to catch an opponent off-guard.[/spoiler]
[spoiler=Healing][/spoiler]
[spoiler=Knowledge]
- New Specialty: Character expands their use of the knowledge skill to include another knowledge.[/spoiler]
[spoiler=Perception]
- Light Sleeping: Character does not take penalty to perception checks while sleeping.
- Near-Sighted Gnomes: Character no longer takes a penalty for viewing things up close.  Only available to gnomes.
- Poison Sense: Character is familiar with poisons and can check things for poisons.[/spoiler]
[spoiler=Perform]
- New Instrument: Character expands their use of the perform skill to include another instrument.
- Distracting Music: Character can use his or her music to distract others, possibly to disrupt spells or their combat focus.
- Inspiring: Character can use their music to make those around them more inspired for battle.[/spoiler]
[spoiler=Sleight of Hand]
- Pick Locks: Character is now able to use sleight of hand skill to pick locks.  Only available to rakes.
Wilderness
- Track: Character can track people across long distances.
- Cover Tracks: Character can ensure that his or her tracks are difficult to find.
- Wild Running: Character can move at full speed through thick brush and difficult terrain.[/spoiler]

Martial Skills
All martial skills have a basic specialty, which will generally include armor and weapon proficiencies appropriate to the skill and any other abilities.  For example, Polearm Basics will give the character access to a wide range of armor and to all polearms.  Dual-Wielding Basics, on the other hand, would have no armor, only some basic weapons, and give the character the ability to wield weapons in both hands.  

[spoiler=Archery][/spoiler]   
[spoiler=Berserk]
- Berserker's Fury
- Greater Fury[/spoiler]
[spoiler=Celerity]
- Speed Increase
- Improved Reflexes
- Evasion
- Improved Evasion
- Uncanny Dodge[/spoiler]
[spoiler=Dual-Wielding][/spoiler]
[spoiler=Expertise][/spoiler]
[spoiler=Finesse]
- Sneak Attack[/spoiler]
[spoiler=Heavy Arms][/spoiler]
[spoiler=Mounted][/spoiler]
[spoiler=Polearm][/spoiler]
[spoiler=Shield][/spoiler]
[spoiler=Tactician][/spoiler]
[spoiler=Toughness]
- Poison Immunity
- Disease Immunity
- Hit Point Increase
- Improved Full Defense
- Shield Other
- Shrug Off the Pain[/spoiler]
[spoiler=Unarmed]
- Flurry of Blows
- Stunning Fist[/spoiler]

Magic Skills
[spoiler=Creation][/spoiler]
[spoiler=Flux]
- Prestidigitations
- Animal Size Increase: Character can use the spells that are necessary to increase the size of animals.  Generally, only available to gnomes.[/spoiler]
[spoiler=Mind][/spoiler]
[spoiler=Summoning]
- Daemon Turning
- Daemon Sight[/spoiler]
[spoiler=Counterspelling][/spoiler]

This should give a pretty firm idea of where this system is heading.  Enjoy.

Jharviss

Hola!

I've made some more changes.  Tephra D20 is now going to be a 10 level system.  After reading the article on The Alexandrian about D&D's realism, I'm changing Tephra to a 10 level system where 5th level is one of the greats, and 10th level is one in a million.  This will work especially well since characters get a specialty every level and they'll be getting a +1 to an ability score every other level.

Also, in Tephra, no humanoid will ever have an ability score over 30.  30 is the cap, whether they have magic items or technological boosters or not.  Only some daemons and rather large monsters have scores over 30.  Some exceptions will be made, but they'll be few and far between.  I've never liked the idea that a score of 18 is the epitome of human intelligence.  18 int is not the Einsteins and Newtons.  They would be around 25 in Tephra.  30 is the top score, the epitome of human limitations.  Any further and they'll just go insane.

Additionally -
I really like Justin Alexander's death rules.  I like the idea of characters having the same amount of hit points below 0 as they do above 0.  I will also be changing the unconscious rules.  I think I'm going to let them remain conscious but unable to make any real actions with a mid-fortitude save (say, around 12 to 15).  With a high one (around 25) they could even move in the negatives, but doing anything too strenuous could deal a good amount of damage to themselves or cause them to die.  This would allow characters -- already having taken a ton of punishment -- to be able to pull themselves up for one last charge, and die with their opponents.  Or something along the lines of that ilk.

I also like the idea of knocking people unconscious from massive damage.  I'll also give some characters the ability to knock people unconscious easier because they know how to hit sweet spots.

Death isn't easy to overcome in Tephra, so maybe these altered rules will help things.

Jharviss

It's been a while since I've added good fluff.  This was needed.

Exploring
Izedans

Later, I noticed that Oluzab's prized cheetah, Brasspaw, which always slept outside of Oluzab's tent, was nowhere to be found.  I assumed that the cheetah was out hunting, but I asked Oluzab, while we were around the fire that night, where it was.  Said Oluzab, 'The bone in Brasspaw's front leg broke this morning.  I was hungy, so I broke Brasspaw's neck and ate him.'  Oluzab then continued his conversation with another of the tribe's hunters, never even looking back at me to offer more information.
An Excerpt from Bravik Val's Journal,
21 Days Among the Izedan Tribes

Izedans are considered the most unique of the tephrans.  No other tephran race has a similar set of social norms or physique to that of an izedan.  Izedans have an enormous threshold for pain, heal quickly, can digest almost anything, and live in areas that most creatures won't even travel across.  
[note=Izedan's Frill]Izedans each have frills.  Some are more prominent than others, running very long down.  Most are short: less than one inch long.  They often times have markings on them, like birthmarks.  They are nothing more than skin and tear quite easily.
[/note]
Izedans are shorter than humans, only barely averaging above five feet tall.  They are stocky, built low to the ground and wide.  Their frames often weigh more than those of humans, with wide shoulders and long arms.  Izedans are very pale, often a yellowish-white, and are completely hairless.  Izedans gain the majority of their nutrients from sunlight, and their skin absorbs the light without burning, so izedans never get burned from excess sunlight.  Rather, without sunlight izedans become sluggish and their digestive systems slow down.  Some izedans die if they are placed within prisons without adequate sunlight for too long.  Izedans have most flat faces but have a very prominent jaw that juts forward and gives them an under-bite.  Along the underside of their jawline runs a frill.  Most izedans have little stubs on the back of their heads, and sometimes these stubs grow into odd horns covered in skin.

Izedans can eat almost anything.  Their jaws unhinge, often accompanied by a large clicking sound, and anything that they can fit into their mouth they can eat.  Rocks, in fact, often form the foundation for most izedan's diets.  They eat easily five times as much as other races their size, but they rarely eat anything with any real nutrients in them.  They gain most of their nutrients from sunlight and just the little bit of water that they require to keep going.

Above all else, izedans are known for their near immunity to pain.  Izedans hardly feel minor scratches and bruises, and they heal away within moments.  Even a deep cut will heal itself within a day, and rarely are izedans given the blessing of keeping a scar.  Izedans love pain and they love scars.  They say that it proves to them that they are alive.  Izedans have a love for life and respect the lives of others, but they believe that death is the ultimate pain and is something to be relished.  Though they protect those around them and themselves, they do not experience the fear of death that other races are prone to.

Izedans live in unusual areas, though most of them live in the desert.  Some choose mountains and prairies to live in, as well.  Many izedans live in the volcanic craters of the east, a land that few others even dare venture in to.  Some izedans are nomadic, moving around just because they dislike staying in one spot for too long.  Other izedans build great cities.  Unfortunately, deserts and crater-filled plains rarely yield the materials necessary to create magnificent cities.

Izedans love to have pets.  They keep a wide variety of animals as pets, such as snakes, cheetahs, hyenas, scorpions, and lizards.  Haudi and izedans have long competed to keep the largest and most fearsome beasts as domestic pets.  Few people would like to choose sides in such an argument.

Izedans are known for not being empathetic.  Izedans typically do not understand the way other creatures feel pain, and thus are often rougher with other tephrans that they should be.  Many humans, gnomes, and satyrs call really tough members of their kind 'izedan-skinned,' since those who live a while with izedans typically come out of that society being tough and able to take a lot of casual punishment.  However, izedans are also blunt and to-the-point.  They do not believe in torture, and, if they plan on killing somebody, they do it quickly.  Some radical izedan tribes believe that a quick death is a great disservice, so will slowly kill worthy opponents.  Most izedans that often interact with other tephrans have discovered otherwise.

Izedans enjoy various uses of technology.  Izedans and gnomes tend to make good friends, since izedans are more often than not good natured, even though izedans have traits that other races find frightening.  Izedans have learned about the technologies they want to learn about, and use them as they will.  Izedans also use a variety of odd weapons, and aren't afraid to really come close and brawl when fighting.  Izedans aren't big fans of flight, finding very little use for it.

Izedans favor creation magic over the others.  There is a slight majority of izedan creation magi over the other three circles of magic.

Jharviss

I've gone and made something new...

Flyer

A flyer is a aerial vehicle that has an engine and pilot.  The flyer's engine is a long tube that sucks in air through the front and expels it back out, giving the flyer momentum.  The engine is like a tube wound in a hollow pipe and a "winged axle" that runs the length of the pipe.  The pipes are fed a mixture of aeonium and water - aeonwater - that circles through the pipes and created a magnetic wave that spirals through the engine.  The winged axle begins to rotate and move, and this caused air to be sucked into the engine and burst out the other side.  This provides momentum.  The average engine requires a gallon to get going and flies on a gallon per hour.  Most pilots believe it's better to gradually feed the engine, and give it about a gallon or two per hour.  The aeonwater, after some time being circulated, loses its magnetic potency.  The average engine fills up after ten gallons and needs to be released.  Most engines have an exhaust valve that the pilot can open from their seat, though other, less practical flyers need a manual opening of the valve.  

The average flyer can move at about 20 miles per hour, or 175 feet per round.  Some flyers get as fast as 350 feet per round and above.  Flyers are often built out of lightweight materials; only rarely are they built from metal.  Most flyers have one engine and are built for two: a pilot (known in many societies as a cloudrider) and an aviator or passenger.  Large flyers are universally termed skygalleons and often include three or more engines.

Quote from: And then...I also have a ton of new information to barf out onto here.  This isn't going to be well organized nor is it going to have a theme.  This is going to be a lot of ideas and in no real order.  Hopefully it'll be interesting.  Bare with me.
THINGS[/center]

Dalvozzea
Dalvozzea is the largest farishtaa-ruled nation in the central continent.  It's right in the middle.  It is split into three societies.  The most prominent is White Society, which is made up of the farishtaas that have wings.  These farishtaas are very rare, marking less than one percent of all farishtaas.  Black Society represents the rest of the farishtaas, those without wings.  Elven society is seen, in Dalvozzea, primarily as a serf or slave society.  However, Dalvozzea is 92% elven and only about 8% farishtaa.  Nonetheless, farishtaas have an amazing hold over the elves.  The nation is full of forests, though most would term them jungles.

Giraza Vlektulos
The elven farishtaa-eater, "The Devourer"

When he was young, the elf, Vlektulos, was considered a prime specimen for becoming a farishtaa.  He was both intelligent and strong.  He ran away for a time, but he was later caught and possessed.  One of the strongest halkuuja chose him.  The resulting farishtaa was one of the greatest.

Vlektulos wasn't done, though.  He had quickly mastered mind magic when he was young - a skill beyond most elves - and had kept his conscious seperate of his body through magical means.  Thus, when his body was taken over, he did not die.  The resulting farishtaa, Ralviziel, was very strong.  Ralviziel quickly became a leader of the White Society.  Ralviziel became well known for his brilliant white wings with tips of red and his fiery halo.  Ralviziel was somewhat cruel, but was popular for getting things done.

Ralviziel's embedded leadership only furthered the cause of Giraza Vlektulos.  After three years of Ralviziel gaining power and Vlektulos watching outside of his body, Vlektulos struck back.  He quickly seized control of his body and repressed Ralviziel.  Immediately his body began to change.  Vlektulos wasn't ready to reveal himself, so he kept an illusion over his body.  For four months Vlektulos kept up the charade, but was then discovered.

The night of Vlektulos's discovery became known as the Night of Falling Feathers.  Vlektulos killed six members of the White Society that night.  But they didn't die - Vlektulos took over their daemonic essence.  Vlektulos grew rapidly in power and, by the following morning, had declared a truce that no farishtaa dared to break.

Giraza Vlektulos called a special session of the White Society.  He sat at the head of the assembly and demanded land to form an independent elven nation, where no halkuuja were allowed.  His wish was quickly granted, and he took formed an elven nation to the southwest under his control and populated with the elves who saw through the farishtaa's dominance.

Spell Tiers
There are now five spell tiers.  They're not called levels.  Also, there's only five of them, not nine.  Oh, and there's no "zeroth" tier.  

Languages
Racial languages do not exist for the sake of there being racial languages.  Rather, languages have developed around the world.  When a character is created, they can choose languages based on where they have lived.

Skill Change
I am dropping the heal skill.  I had added it as a last minute thing, but now realize that I don't need it.  Doctoral healing will be done using the craft (medicine) skill.  The skill, Pilot, is being added as a personal skill.

"Creation is only caused from the collision of two opposing forces."

Magi Circles
Earlier it was stated that a mage has access to two circles of magic, one primary and one secondary.  This no longer holds true.

A mage begins at first level with access to one circle of magic.  They can use a specialty to gain access to another circle.  The specialty, "Gain Circle Access," requires two ranks in another circle.  Magi can then use their spell list to mix spells from both circles they have access to.  A third circle access can only be taken after the mage has six ranks in another skill.  No mage can have access to all four circles.  Magi must have an amount of skills in the appropriate circle to caste an equal level spell.  Thus, a mage trying to cast a fourth level flux spell must have four ranks in flux magic.

A human can bypass the requirements for the specialty, "Gain Circle Access."  Humans, as magical adepts, can learn a wider range of magic easier than other races.

When a mage gains access to a circle, they learn the Circle Basics.  Each circle has its own unique basic abilities.  A creation mage learns how to create minor creations, such as sharp stones and small flames with just a snap.  Flux magi learn how to manipulate basic traits around them, much like the spell, prestidigitations.  Mind magi learn empathy, which lets them greatly understand how others think and detect nearby presences.  Summoning magi learn daemon talking and sight, letting them interact with demis.

Healing
Heal is a first level flux spell that does not require a focus.  Flux magi must make a flux magic check to see how many hit points they heal.  A result of 1 - 10 heals 25% of the target's hit points, a result of 11 - 18 heals 50%, 19 - 26 heals 75%, and 27 or more heals the target for all of their hit point damage.  The amount healed is based on total hit points, not damage sustained.  The target cannot go above their maximum damage.

Remember that no character may have more ranks in their flux skill than their character level, so a first level flux mage will only have one rank in the skill.  Wisdom is the modifier for flux magic, so a character with 1 rank in the skill and a +3 wisdom modifier would only have a +4.  Furthermore, healing is only a first level spell.  No other spell directly reduces hit point damage.  

This is one example of how magic in Tephra will be made - all spells, no matter what level they are, will never cease to be useful.  Magic is being created in Tephra on the Magic Missile Principle, in which the spell is useful at first level and continues to be that way for quite some time, because it grows at a rate that lets it be competitive.  While fifth level spells will certainly be more useful than first level spells, a mage will still value their first level spells when they are tenth level.

Spell Components
Each circle requires different components to make the spell work.  These have been discussed briefly in the past, but this will be a concise and more accurate notation.
~ Creation - verbal and somatic components
~ Flux - somatic components and a focus (Flux magi typically view the world through a crystal or lens to see the world distort through the lens, and then cast the spell to make it actually happen.)
~ Mind - scrolls with verbal components (Mind magi read from scrolls or a spellbook to cast their spells.)
~ Summoning - symbols with some verbal components (Few spells require verbal components; typically, summoning magi only use verbal cues to direct intelligent daemons.)

Metamagic
To manipulate a portion of a spell, thus creating metamagic, the mage needs to make a skill check with the circle they are casting from against a DC based on the metamagic they are trying to accomplish.  If they fail, the spell fails.  Really powerful metamagic requires specialties, but most can be done simply by making a check.

For example, say a creation mage wishes to cast a spell without verbal components.  The DC is 12 + 1 per spell level.  He is casting a second level spell so the DC is 14.  If he makes the DC, he casts the spell without a peep.  If he fails, nothing happens.  It's not that he makes sound, but, in trying not to make sound, the spell failed to activate correctly and does nothing.

Lyukbar Vongash - The King of the Great Haudi Kingdom
The current haudi king is an amazingly wealthy and intellectual philosopher.  He considers himself enlightened.  He's a creation templar and has had many haudi assassinated to get where he is now.  Now he runs a very light shift and gives his dukes a lot of power.  The king, Lyukbar Vongash, has started a cult religion.  His followers are called Vongashists, and they are often thought of poorly by other dukes.

Lyukbar does not fear death.  He is always daring people to assassinate him and rarely walks with bodyguards.  But Lyukbar Vongash is a visionary and great builder.  He often disappears for months on end, apparently meditating.  

He is a seventh level creation templar.  He wields a brilliant and vicious axe which has a great, but eccentric, daemon sealed within.

Izedan Names
The izedans that live in the desert of the central continent all follow a fairly standard naming convention.  They almost always have three sylables, and the first is a hard vowel.  Then they have a descriptor name, often a combination of two words.  Izedans have no family names.

Itwumok Thicksand
The izedan warlord, Itwumok, has united many izedan tribes and begun a great crusade against the haudi.  He is said to never stop fighting and moving.  Some say he loves the rush; others, a vendetta.  His greatest enemy is the haudi duchess, Rugoshi Mistala.  To her infinite displeasure, he stole her prized godsnake, which is known as the largest snake in existence.  Her godsnake, Alvar, is now always with Itwumok.  Itwumok is slightly villainous.  He has no sympathy for his minions.  People say he heals ridiculously fast compared to other izedans.

Godsnakes
Godsnakes are frightening creatures that make useful pets.  They are easily 85 to a 100 feet long and four feet in diameter.  Their skin and scales are so thick that people can drive nails into them without hurting the godsnakes.  They often add handles for riding the godsnakes or barbed weapons near the head.  They move very fast, rivaling horses.  Godsnakes have large bone plats on their faces, protecting their heads and giving them a terrible look.

samwise7

Wow just glancing over this thread, it seems you have a lot of material here.

Do you have a website for this information?  I've noticed that many people on these forums just have the information in the threads.

Bravehost/Bravenet has free websites that I recommend.  Basic HTML isn't hard at all to learn.  Just a suggestion.
I will try to read over things when I have more time, as I have to go game now :)
GASP World Building Project:

Enlil Forum (New Realms go here first)
http://www.eonsreach.com/worldforum/index.php?www

Enlil Wiki (Old Realms are here)
http://www.eonsreach.com/worldwiki/index.php?title=Main_Page

Jharviss

Hey Samwise, thanks for stopping by!

I said in the first post that this is going to be painfully unorganized for a while, and it's true.  I'm kinda everywhere.  I briefly started creating a wiki for Tephra, which I'll probably continue here soon.  Eventually I'll probably make a website, as well.  I have a domain for my old world (colabore.org), so I've done a good deal of website design.  But yes, we'll likely have more organization soon.  There are a couple things we need to finish up, then I'll start moving and shuffling things around.

samwise7

Aldreia seems pretty involved as well.  Looks like I was right, you enjoy world building.  :)  But of course I think anyone on these forums does.  hehe.  I don't want to derail your topic here, but I like the various pantheons in Aldreia.  One of the days I'm going to read this thread, heh, but I have to go to work.    

GASP World Building Project:

Enlil Forum (New Realms go here first)
http://www.eonsreach.com/worldforum/index.php?www

Enlil Wiki (Old Realms are here)
http://www.eonsreach.com/worldwiki/index.php?title=Main_Page

Jharviss

I really enjoyed the way that the Aldreian pantheons were set up as well, though it didn't work out as well in practice as in theory.  One of the things that always bothered me about Faerun and Oerth and other such set-religion areas was that there's no diversity in beliefs.  Everyone seems to know that when you die, you go to this, do that, or such and such happens to you.  And everyone knows that these gods are gods.  Everyone has a faith in Faerun.  That takes away all the intrigue, methinks.

Aldreia was heading that way.

Tephra's not that way!  Religion isn't set at all.  Few people "know," and most of them are only getting lucky guesses.  Everyone has their own faith.  A small few are right, most are wrong, and they have varying views because of it.

Funny how I can make every topic about Tephra.

Jharviss

Good day friends!

I've updated the Tephra wiki.  It's looking fairly good at the moment, though nothing amazing.  Most of the fluff is up there.  I'm waiting on the system since the system is changing at such a radical rate.  But hopefully this will be a bit more organized, yep yep.

Tephra at the CBG Wiki

and
Magic Items

I think that, in Tephra, magic items are going to be exceedingly rare -- about as common as artifacts in D&D are supposed to be.  An item that carries magical properties will almost always be considered an artifact and be worth quite a bit.  Magic weaponry will be the stuff of legends.  Magical shields will be known to deflect every blow.  Magical bags that can hold elephants will be considered fairy-tales (a funny term considering that fairies exist).  Technology will fill in much of this gap.  Unique gadgets and well-crafted weaponry will be the norm.  The function of masterwork quality weapons will be altered -- rather than having weapons with +1 to +5 enchantment bonuses, there will now be weapons with +1 to +5 masterwork bonuses.  Superior craftsmanship will be significantly more useful than in D&D.  Potions will be replaced by alchemy and herbalism.  

Some flux magic will be able to change the properties of items, but it will typically not make the items themselves magical.  Summoning is the closest to create magical items, as a summoner can seal a daemon into an item.  By sealing a daemon into an item, the item can take on properties of the daemon or -- based on the daemon inside -- be controlled by the daemon.  It is through this ability that lets a summoner own a sword that wields itself.  They seal a daemon into it that can make the sword move and ensures that the daemon fights for it.  

That is where Tephra shall stand on the issue of magical items.

LordVreeg

so 'creation' is one of the 5 major types/schools of casting, but magic items are going to be very, very rare?  Will much of this be creating temporary or charged items?  Perhaps

I think you are going about things correctly by allowing for construction/material bonuses first, but I'm wondering about these creation casters.
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

Jharviss

There's just four circles of magic -- creation, flux, mind, and summoning.  

Let me see how I can say this...
Items can almost never be imbued with magic.  Items don't store magical properties.  They can be sealed with daemons.  

A creation mage can create a wide variety of items.  Of course, these items could be considered magical since they were created by magic.  And they very well could create a flaming sword or something of the sort.  They can create swords and they can create fire -- what's to stop them from doing both?  However, when they stop concentrating on it or the spell ends, what fuel is there for the fire?  None.  So it goes out (or burns away the sword).  

Also, a creation mage can't make an item that does something from another circle.  Most items have flux effects: armor enhancements, hand of the magi, potions of all sorts, cloaks, etc.  The magic in D&D items that change the wearer would be classified as flux magics.  Creation mages can't create an item that causes a flux affect.

Exceptions of this could be possible -- I would imagine that the only people that could create actual magic items are creation magi with the flux circle open to them.  I do I do.

Jharviss

It's not quite done, but it's getting there.

More...
Elves

Elves aren't your typical fallen angels. Ancient murals depict them as upstanding individuals towering over all other races in holy white, with great feathered wings and halos. Elves were rejected from Aeon's favor long ago, and without her blessing they grew warped and mutated. Large black and purple boils cover their skin. They are hunched over, strong and feral. Their eyes are dark and their ears are over a foot long.

Elves are beasts. They have a culture, but it cannot be discussed first without understanding the farishtaas. The farishtaas are the result of daemons permanently possessing elves, giving them their own blessing. A possessed elf "returns to Aeon's favor," as the elves believe. A farishtaa regains its composure, its boils disappear, and it becomes a more angelic visage. But when a farishtaa possesses and elf, it kills the elf's spirit and replaces it within its body. The elves, not realizing that the process ends with the death of the elf, see this as an honor.

Elves act as the feral slaves of the farishtaas. The elves -- stupid, ugly, and brutish -- see it as an honor to become a farishtaa. They are fascinated with becoming what they once were and view the farishtaa as gods. Elves are ferocious and and quick to anger. They work as per the farishtaas' demands and fight for them as well. Very rarely does an elf come along that is intelligent enough to see their situation as anything but perfect (and when that happens, they are typically killed and possessed to become a farishtaa). Elves are very emotional and love bright colors (the farishtaas believe that colors corrupt, and keep themselves clean, utilizing only blacks and whites). They live in deep jungles and tend to be quite unclean.

Distinguishing Physical Features
Elves have barbaric bodies more than capable of withstanding tough living in the wilderness. They have long, narrow faces and great pointed ears. Their skin is dark, the coloration often compared to bruises. Their eyes are bright and primal, often of various fiery hues. Their hair comes in many shades, from the pales colors of their angelic ancestors to pitch black. It is typically dry and rough hair, and it grows low onto their back. They otherwise grow no body hair. They commonly stand at around six feet tall and weigh, on average, fifty pounds more than humans of the same size. They have long limbs and crooked backs.

Common Personality Traits
Elves are impatient and have poor problems-solving skills. They are zealous and always react quickly. They have fiery emotions. They communicate with only basic words and phrases. Elves are hard workers and always find a way to accomplish their goals. Elves are loyal and good followers, but have a strong conscious. Ethics are important to elves. However, elves are easy to convince that what they are doing is right, and they rarely think things through. Elves often worship images of their angelic heritage, and they will go to great lengths to emulate them '" and this is why they so rarely fight against the farishtaas, who possess elves and cause them to regain much of their angelic beauty.

Lifespan
Elves live to be around 80 to 90 years old. The elves most likely to live long lives are also those who tend to be chosen to become farishtaas. Elves grow fast and reach adulthood within twelve years.

Preferred Living Environment
Forests and jungles are the areas that elves are the most comfortable in.

Inter-Racial Relations
Elves have few relations with other races beyond the farishtaas. Most races see view them like animals (often rightfully so). The most intelligent elves tend to find it difficult to rise above the prejudices. Elves are often seen as dangerous and disruptive, but are never mistrusted. Most races see elves as incapable of betrayal.