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The lands of Aeris

Started by Dudukain, May 15, 2006, 08:51:54 PM

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Dudukain

The Lands of Aeris

Countries/areas

THE FIRELANDS

Ever-burning. Deadly. These describe the firelands. Azer, Efreet, and other creatures reside in hunter/gatherer communities, which hunt creatures such as fire elemental bison and nightmares.

RANDOM ENCOUNTER TABLE
1-10: 1d6 Azer
11-15: 1d10 fire element bison
16-22: 1d2 efreet
23-24: Cauchmerer Nightmare
25-27: nightmare
28-32: lesser nightmare
33-35: large magma paraelemental
36-40: elder fire elemental
41-50: 1d4 flamebrothers
51-55: 1d3 average salamanders
56-58: greater salamander
59-65: 1d8 fire gnomes
66-69: greater fire elemental
70-80: small fire elemental
81-85: Medium fire elemental
86-90: Fire Elementite swarm
91-99: Xac-Yel
00: Noble Efreet

Dangers of the Firelands:

Itâ,¬,,¢s eternally burning land, of course there are dangers!
If not properly protected, anyone in the firelands takes 1d6 fire damage a round a must make a DC 13 Reflex save or catch on fire

ITEM!
Firelands Protection Suit:
Weight: 15 LB
Price: 600 GP
This Bulky Suit is designed for exploring the firelands. It is made of a flame-retardant fabric. It grants the wearer fire resistance 10 and immunity to catching on fire.

Flame Gouts: Every hour, there is a 1% cumulative chance that a flame gout blasts in front of the character. The character takes 4D6 fire damage; half on a successful DC 18 reflex save.

ITEM!
Firelands Tent:
Weight: 25 LB
Cost: 1,300 GP

This specially treated tent is made of the same material as a Firelands Protection Suit. It grants fire resistance 20 to all inside.

BLACKFIRE

In the Firelands, there is a curtain of black fire. If you run into it, you emerge in the city of Blackfire.

Population: 300,000
30% fire gnome
20% efreet
40% Azer
5% human
5% other

Exchange Rate

3 platinum=one fireball
3 gold=1 fire gout
3 silver=1 flame
3 copper=1 ember

City Alignment: Lawful Neutral

Ruler: Mayor Ad-Jeehan (male azer aristocrat 4)
System: Democracy (Mayor elected every 6 years)
Cost of Avg. house: 30,000 fire gout.

SHOPS:

Saerekssssâ,¬,,¢sâ,¬Â¦.General Store: Saereksâ,¬,,¢ sells a variety of items. Basically, magic items costing less than 50 flame gout, and any item on the misc. list in the PHB.
Shopkeep: Saerekâ,¬,,¢s Store isnâ,¬,,¢t really called Saereksssâ,¬,,¢s, Itâ,¬,,¢s just a joke name given to it due to Saerekâ,¬,,¢s reptilian accent. Saerek male average salamander expert 4
Notes: Saerek has a heavy repeating crossbow under the counter for those â,¬Å"Tough Customersâ,¬Â

Jerâ,¬,,¢s Armory: Jer sells just about every weapon known to humanoids, and several that arenâ,¬,,¢t. Jer sells every piece of armor, every shield, and every weapon in every book.

Shopkeep: Jer is a fire gnome. He talks very fast and ALWAYS speaks his mind. Jer male fire gnome FTR 3/Expert 2.
Notes: Jer has a gnome hook-hammer and doesnâ,¬,,¢t like it when you lingerâ,¬Â¦.

Carista (car-EAST-uh)â,¬,,¢s magic: Carista sells stuff. Magic stuff. Carista has any magic item costing less than 80,000 fire gout available within two days of request. For each 20,000 fire gout after that, it takes another week.
Shopkeep: Carista is a female Azer sorcerer. Carista female Azer Sorcerer 12.
notes: only call her a fortune-teller, magician, or street trickster if youâ,¬,,¢re wondering what it would feel like to be turned hot pink by the presdigitation spell.

The Mad Energon: Stately Inn, Donchaâ,¬,,¢know me good chaps, eh? Eh? (Yes, the barkeep actually has that speech pattern.)

Games: dungeon 133 or photocopy
Food:
Roast Ham: 3 flame
Chicken: 2 flame
Roast tiny monstrous spider: 3 fire gout
Fire Element Bison Haunch(cooks itself!): 3 flame
Energon Tentacles (the specialty): 1 fire gout

Drinks:
Ale: 2 ember
Orc Thudrud: 1 ember
Distilled Energon: 3 fire gout, make DC 17 fortitude save or -2 constitution for 3 hours.

Room(per night): 3 fire

Barkeep: Chuck Aders, who works as a fire bison hunter in his free time. Chuck Aders male half-fire element human expert 4/scout 2.
Notes: Chuck loves sharing stories about hunting, and he has numerous trophies in the hallways and main dining area.


Aeris, the Capital of the Lands of Aeris
Pop: 3.4 million
63% human
8% elf
3% frost dwarf
7% technokobold
6% fire gnome
13% other

City Alignment: LG
Currency: Gold Piece
Ruler: King Terrijin XI, Aristocrat 6/fighter 3
System: Monarchy
Cost of Average house: 20,000 gold pieces
Shops:

Serisâ,¬,,¢s Tech: Seris, a Technokobold inventor, Runs a technology shop here.
Seris holds

Fire(or any other element) resistance 10 suit: 300 gold
Serisâ,¬,,¢s Magnum Model: 200 gold(36 bullets: 5 gold)(2d6 damage, 6 shots per clip, 70 ft. range inc.)
Serisâ,¬,,¢s Rifle Model: 400 gold(20 bullets: 10 GP)(2d8 damage, 2 shots per clip, 140 ft. range inc.)
Serisâ,¬,,¢s Treecutter: 100 GP(1 pint of oil runs for 24 hours)(saws through a tree in 12 seconds, 10% chance of malfunction, 5d6 damage to user and anyone within 5 ft of him if it malfunctions)

Jerlini Adventuring: The low-level adventurerâ,¬,,¢s one stop shop. Sells Alchemistâ,¬,,¢s fire, sunrods, All items under â,¬Å"Adventuring Gearâ,¬Â in the Playerâ,¬,,¢s Handbook, Thiefâ,¬,,¢s tools(normal and masterwork) Nonmagic weapons(normal and masterwork), spell component pouches, wooden holy symbols, scrolls(level 2 spell or lower), potions(100 gold or less)
Shopkeep: Ribo Jerlini male human fighter 4
Notes: Retired adventurer, loves sharing stories of the old days. Has his old frost longsword above the counter, and it looks suspiciously like the Frozen Sword, family heirloom of the Kings of the LeShay.

The Durnken Harpie (yes, itâ,¬,,¢s spelled like that, and the h in â,¬Å"theâ,¬Â, the D, K, and e in drunken, and the a and e in harpie are backwards.)
The only thing served here is â,¬Å"foodâ,¬Â and â,¬Å"drinkâ,¬Â They cost 5 copper each. Itâ,¬,,¢s best not to ask what kind of food or drink it is. A brawl happens about once every 5 minutes. Itâ,¬,,¢s not a great place, even for itâ,¬,,¢s bad neighborhood.
Barkeep: The barkeep doesnâ,¬,,¢t tell anyone his name, and his conversation consists of â,¬Å"Buy somethinâ,¬,,¢ or geâ,¬,,¢ out!â,¬Â
Notes: Loitering not encouraged. Itâ,¬,,¢s in fact, discouraged. With a technokobold multibarrelled pistol (harpie pistol).
ITEM!
Harpie Pistol
Used at the 3 inns of called the Drunken Harpie (or at least thatâ,¬,,¢s what theyâ,¬,,¢re called when you correct the backwards letters), the Harpie Pistol was designed by Seris to deal with the Harpieâ,¬,,¢s tough clientele in mind. The Harpie Pistol is a short barreled pistol which can be used in close quarters (in melee combat) without provoking an attack of opportunity. The harpie pistol is roughly the equivalent of a handheld gatling gun, at least in terms of how it functions. It has four barrels, which rotate when a shot is fired from each. Each one is basically a separate pistol, dealing 2D6

The barkeep is widely believed to be human. Oh, itâ,¬,,¢s in a very bad neighborhood. Itâ,¬,,¢s also widely agreed that youâ,¬,,¢ll be lucky if you have 75% of your valuables when you get to the inn, and your even luckier if you have 50% when you leave. The bouncers consist of the actual clientele, most of which are very good at their job.

The Bronzewood Forest
Elves reside here, along with half-crazed by patriotism, elf-ruled Drow. The area, like many other regimes, is 10% elf, 90% Drow. Of course, the elves arenâ,¬,,¢t particularly unjust to the Drow, and the Drow are generally quite happy with their jobs. Sautéed Assassin vine is a delicacy.
RANDOM ENCOUNTER TABLE
D%
1-10 Girrallon
11-13 Assassin Grove: 1D6 vines in a grove. Hence the name.
14-20 Ettercap
21-35 Drow Rebels (1st level warriors) 1D6
36-42 Elf Hunters (1st level warriors) 1D4
43-53 Dryad
54-60 Young green dragon
61-72 1D8 dire wolves
73-80 Dire Tiger
81-83 1D8 dire apes
84-90 1D6 dire boars
91-95 Triceratops
96-00 1d10 Krenshar

The Magic Grove
In the center of the Bronzewood Forests, there is the one place in Aeris you can acquire Bronzewood and Darkwood. Every 24 hours, any tree that is cut down grows back, so long as one tree of itâ,¬,,¢s kind is still standing. Bronzewood may be found in the EBBERON campaign setting. In the center of the Magic Grove is a pool, and anything submerged in it is instantly subject to the spells Heal, Break Enchantment, and greater restoration.

THE DROW RESISTNACE MOVEMENT
A small band of Drow in Bronzewood donâ,¬,,¢t like being ruled by the elves and engage in guerilla
Tactics against them. The True Drow, as they call themselves, donâ,¬,,¢t wish elves ill, but would like to control a area of the forest for their own city. The elves donâ,¬,,¢t like this Idea, and prefer the Drow in their current state. Jared (CN male Drow Fighter 12) Doesnâ,¬,,¢t particularly agree with this stance. He is the leader of the True Drow. Elves are rarely directly attacked, at least under orders and on purpose, but they are occasionally injured by accident, usually by a poorly aimed True Drow Arrow (A arrow used by the resistance to take out supply trains, consisting of an arrow, acid, alchemistâ,¬,,¢s fire, oil, and lit on fire. Itâ,¬,,¢s very effective at blowing supply trains off the face of Aeris.)

THE CITY OF LAMBENT
Pop: 603,000
89% Drow
10% elf
1% other
Alignment: Lawful Neutral

Currency:
PP: Treant
GP: Bronzewood
SP: Darkwood
CP: Leaf

Exchange rate
2 PP=1 treant
2 GP=1 Bronzewood
2 SP= 1 darkwood
2 CP= 1 leaf

Ruler: Elf Senate (Group of 120 elves who vote on laws. They also create and revise various laws.)
System: Representative from each of the noble families. Usually heads of house, but not always.

Cost of Average House: 5,000 Bronzewood.

Shops:

Eagleswanâ,¬,,¢s: Owned by the noble family of Eagleswan, they can procure any magic item within 2 months, excluding artifacts. They usually have any magic item costing less than 10,000 Bronzewood (20,000 GP) on hand.
Shopkeep: Usually the house mage, Qillathe Eagleswan (female elf wizard 13).
Notes: A field suppresses magic near the shopkeepâ,¬,,¢s counter, and the merchandise, most of which costing more than 200 bronzewood (400 GP) is kept downstairs in portable holes. Therefore, it is not recommended to attempt to steal anything, because Qillathe can and will drop a fireball, and since it is suppressed near the counter and merchandise, it only affects the customer area.

Juerakâ,¬,,¢s Tavern: Owned by the True Drow Resistance as a base of operations (Not like the elves know that) This is basically the most popular place in town. Itâ,¬,,¢s menu?

Grilled Ham: 3 darkwood
Roast Krenshar (The whole thing) 1 treant
Sautéed Assassin vine: 2 Bronzewood
Elf Dewwine: 2 Darkwood
Midnight (water, mixed with solidified moonlight [Itâ,¬,,¢s a spice], grapes, and apple cider): 7 leaf.

Shopkeep: Juerak (CN Drow rogue 3/Expert 2/fighter 1) Is a sergeant in the True Drow. Anyone who draws the Symbol of the True Drow movement (DC 18 sleight of hand check to do so quick enough that no one other than Juerak notices) Is given a sack and sent on their way. To the person not used to handling True Drow items, this appears to be a sack of trail rations. However, a member of the True Drow or anyone who succeeds at a DC 35 Search check finds the well-concealed pocket containing 20 True Drow arrows (See section on resistance movement for more on the arrows) and a note saying the location of the next meeting.

Kuasâ,¬,,¢s armory: Kuas is a elf weaponsmith. He does not belong to any noble house. He doesnâ,¬,,¢t take â,¬Å"Averageâ,¬Â as a request. Not a single one of his weapons is normal. Yes, you can buy a Bronzewood cudgel, shaped into the image of a kraken, but you canâ,¬,,¢t buy a plain staff. Kuas takes requests for weapons. All his weapons are masterwork.
Shopkeep: Kuas (LN male elf unknown, at least 40 ranks in bowmaking, weaponsmithing, armorsmithing, and woodcarving) is a master smith. It is rumored that not jonly do his weapons never break, but they also grow in power with their wielder.


The Lava Wastes

The Technokobolds accidently obliterated most of their homeland while trying to build a superweapon during the elder wars. Absolutely nothing lives in the Lava wastes, given that they are lava, and even magma paraelementals stay away from it, as they (when asked in Ignan, obviously) believe the lava to be unnatural.

Pop: 32 million
90% Technokobold
4% human
6% other

City alignment: Lawful Neutral

Currency:
PP= Cog
GP= Gear
SP= Wrench
CP= Oil

Exchange Rate:
5 PP= 1 Cog
5 GP= 1 Gear
5 SP= 1 Wrench
5 CP= 1 Oil.

Ruler: Grand Gearlord (All leaders are called the Grand Gearlord, with no differentiation for gender. Itâ,¬,,¢s just a tradition. The current one is LN male Technokobold Inventor 15/Aristocrat 2)
System: Semi-Monarchy. The Grand Gearlord reigns for life, but there is no actual family. The Grand Gearlords are chosen from the finest inventors at the time.

Cost of average house: 10,000 cogs.
Shops: About a billion tech shops, each selling a massive variety of items ranging from mundane to ridiculous. I advise the DM make it up.

Jeliniâ,¬,,¢s Inn: Serves water (Technokobolds have little tolerance for anything else) and ham for 1 wrench. One nightâ,¬,,¢s stay costs 2 wrench, and comes with ham and water in the night and morning. Technokobolds arenâ,¬,,¢t known for their culinary variety.

The Deadlands
Formerly lush forests of the LeShay, they were destroyed along with the LeShay in the elder wars by the Xuvx General Kazâ,¬,,¢erâ,¬,,¢tulâ,¬,,¢nok. The basic interests for adventurers (for no one else would go there) are: Lots of undead. Lots and lots of undead. And the ruins of the Leshay civilization.

Random Encounters
D%
1-20 1D10 Medium zombies
21-40 1D10 medium skeletons
41-50 Spectre
51-70 1D8 ghouls.
71-75 1D3 wights
76-80 Forsaken Shell
81-82 Entropic Reaper
83-84 Evolved Wraith
85-90 Dire Maggot
91-92 raiment
93 Skir
94-00 visage

DANGERS
The destruction of an entire civilization has serious effects. Any creature that dies within the Void Lands reanimates in 4 rounds, usually as a zombies, but especially powerful individuals may become more powerful undead.

LeShay Ruins: Hey, Iâ,¬,,¢m not going to force you to use the same map I do. Heck, change whenever you want, there were quite a few LeShay cities.


The Dwarflands
Pop: 3.9 million
98% frost dwarf
2% other

Currency: 10 PP= 1 ruby
1 PP= 1 Emerald
1 GP= 1 sapphire
1 SP= 1 Garnet.

Ruler: Queen Liftrasa Skullhammer (CN frost dwarf Barbarian 13)
System: Monarchy
Price of Average home: 1,000 rubies

Shops: About a billion taverns.

Kerisâ,¬,,¢s weaponry: Jerâ,¬,,¢s best friend, Keris Stonefist runs an armory identical to Jerâ,¬,,¢s. (Any weapon, any book).
Shopkeep: Keris (CN frost dwarf expert 6/fighter 3)
Notes: Keris loves showing off his skills with his dwarven urgosh, and works as a night guard.
---------------------------------------------------

OLD REDMAW

Old Redmaw Appears to be a volcano. Itâ,¬,,¢s isnâ,¬,,¢t. Old Redmaw is an oracle. Old Redmaw is also a 1,000 mile long dragon. All but his head was buried in the creation of the world. He dispenses the fates of people. Hunter, the founder of the White Witches, was warned by Old Redmaw of the fate of the LeShay, and created the spell to protect them from the Xuvxâ,¬,,¢s Black Magic. He was too late to save the LeShay, but he survived.


THE GREAT HOLLOW STATUE OF KARISâ,¬,,¢TULâ,¬,,¢AVATâ,¬,,¢UNâ,¬,,¢TARISâ,¬,,¢ARG


Is a 100 mile tall statue near the dwarflands, built by the Xuvx empire before they disappeared. There is a glowing green light in the center of the forehead, but who knows what it is? It is completely hollow, and those who have been in say it has levels, though none have ever been to the top.

TERIS KEEP

The Orcs live here. No one gets in without existing residence. Orcs donâ,¬,,¢t talk about it, and no nonorcs know anything about it.


Finjil
Another Human city, it is also run by the government of Aeris
Currency: GP
Cost of Avg. House: 10,0000 GP

Pop: 2.3 million
75% human
7% elf
8% frost dwarf
3% fire gnome
7% other

Shops:
The Drunken Harpie: Not only is it an appallingly bad restaurant, itâ,¬,,¢s also a chain! Itâ,¬,,¢s run by the originalâ,¬,,¢s brother. Same Questionable humanity, same multibarrelled deterrent. Itâ,¬,,¢s family.

Lordâ,¬,,¢s Adventuring: Silvano Lord is a retired adventuring partner of Ribo Jerlani. He sells nonmasterwork simple and martial weapons, adventuring gear, scrolls, potions, and wands costing 200 GP or less. He sells wood holy symbols, thiefâ,¬,,¢s tools, spell component pouches, and nonmasterwork armor.
Shopkeep: Silvano lord (LG frost dwarf fighter 5) Is a good-natured, if gruff dwarf who knows much about adventuring. He keeps his Dwarven Waraxe on the wall above the counter, on a nice plaque.


Aerijin
A similarly human city.

Pop: 3.2 million
90% human
3% elf
3% frost dwarf
2% fire gnome
2% other

Cost of Avg. house: 70,000 GP.

Shops:
Varvâ,¬,,¢s magic Supplies: Varv sells spell components. Powdered gems, ointments, whatever.
Shopkeep: Varv Evans (LE male human wizard 10). Actually will turn you into a newt.

The Drunken Harpie: Who letâ,¬,,¢s this much trash exist?


DERTH FOOTHILLS
Just foothills.

RANDOM ENCOUNTERS
D%
1-10 Troll
11-22 Ogre
23-30 Ogre Mage
31-60 1D10 Kobolds
61-70 1D3 harpies
71-80 Hell Hound
81-90 Stone Giant
91-0 Hill Giant

Traderâ,¬,,¢s Home
Despite itâ,¬,,¢s name, no one actually lives here. Merchants come here to sell things, stay for a week or two, then leave. Basically anything can be bought here, excluding major artifacts (Though donâ,¬,,¢t be surprised to find a few minor ones.)

Aerin Range:
Mountains. Dragons, giants, and gnolls oh My!
RANDOM ENCOUNTERS
1-10 Stone Giant
11-22 Gargoyle
22 Titan
24-40 Umber Hulk
41-45 Truly Horrid Umber Hulk
46-53 Dire Lion
54-60 Winter Wolf
61-66 Wyvern
67-70 Minor Xorn
71-80 Yrthak
81-90 1D10 Gnolls
91-92 Wyrmling red dragon
93-94 Ettin
95-0 1D3 Behirs.
SERPENT SEA
Taking a cruise here is not recommended

RANDOM ENCOUNTERS
1-5 1D3 Aboleths
6-12 Dire Shark
13-20 Dragon Turtle
21-32 Giant Seagull (Giant Eagle)
33-40 1D6 Sahugin
41-45: 1D8 merfolk
46-50 1D4 Tritons
51-53 Sea hag
54-60 Sea Serpent (Aquatic 6-headed hydra. Use normal stats, give swim speed of 40 ft.)
61-70 1D3 Locath
71-82 Roc
83-92 Sea Cat
93-94 1D3 adult tojanda
95-00 Scrag

Merzoa
Pop: 1.3 million
30% merfolk
30% locath
20% sahugin
19% Triton
1% other

Alignment: LE
Note: Merfolk are usually LE

Ruler: King Poseidos (LE male merfolk fighter 12)
System: Insanely repressive monarchy: No one enters, no one leaves. Like Willy Wonkaâ,¬,,¢s Chocolate factory, except less happiness producing.


RACES:
Available: Elf, Drow, Orc, Goblin, Technokobold, Human, fire gnomes, frost dwarf, half-elf, half-orc, Kenku
CHANGES TO RACES:
Aeris Drow:
Appearance: Normal Drow
Lands: Bronzewood Forests
Religion: Ancestral Worship
Stats: +4 STR, -2 INT, -2 WIS. Drow are strong, but donâ,¬,,¢t receive much education.
-plus normal elf stats.
Alignment: Any.
Favored Class: Spirit Shaman or Fighter.
Aeris Merfolk
-Usually Lawful Evil
Aeris Orc
Lands: Teris Keep.
Appearance: Tall, Blue-green skin, typically long, braided hair.
Religion: None
Stats: +2 STR, +2 INT, -2 DEX, -2 CHA
Weapon Familiarity: Orc Double axe
Bonus feat: Martial Weapon Proficiency (Halberd)
Aeris Human
-All normal stats
- +2 to any ability, -2 to any ability
Technokobold
Lands: Technova
Appearance: Kobold-like
Religion: None
Stats: +8 INT, +6 CHA, -6 STR, -4 Con
-Favored Class: Inventor
CLASSES
Available Classes: Bard, Barbarian, Fighter, Rogue, Wizard, Sorcereor, Psion, Wilder, Soulknife, Psychic Warrior, Warlock, Inventor*, Paladin, Hexblade, Ranger, Monk, Witch, Binder, Shadowcaster, Swashbuckler, Scout
Classes marked with a * are new.

A SPECIAL NOTE ON DRUIDS: Druids are exceedingly rare and feared by the public, but at the same time loved for the one thing they can do that the beneficent white witchâ,¬,,¢s cannot: Bring the dead back. Druids will be swarmed in any town, and sometimes the only way to get away is to either beat the crowd back with a weapon or turn into something large. Carry thunderstones.

INVENTOR
BAB: Poor
Saves: Will Good
Starting Gold: 3D8x10 (130 GP)
Skills: Appraise, Invent, Bluff, Diplomacy, Knowledge(all skills, taken individually), Concentration, Profession

Invent Skill: Inventors may purchase ranks in the invent skill, which only they have access to. This allows them to invent things, but the DC is capped. It starts with DC 15, and goes up every odd-numbered level. The Invent skillâ,¬,,¢s key attribute is Intelligence.

Invention Proficiency: At 2nd level, the Inventor is proficient with all the things he, personally, invents.

Less Cost to invent: Every even-numbered level, inventions cost 1/10 less to make
Epic: Goes on, 1/15, 1/20, 1/25â,¬Â¦..Never gets to 0.

Implant and Graft making: At 4th level, inventors learn to make grafts and implants. These can follow the same rules for other inventions or they may provide bonuses (+4 DC for each +1 of ability bonus or both. They may also apply the Half-Golem template at a DC of 37

Construct making: An inventorâ,¬,,¢s construct is basically a walking suit of armor with weapons. To make an inventorâ,¬,,¢s construct, make a suit of armor, add weapons if you want, add 10 to the DC of these two combined and you then have a construct. Itâ,¬,,¢s STR is 10+the numeral of the type of damage itâ,¬,,¢s armor spikeâ,¬,,¢s do (D8 for example, would be 18) It has 10 DEX, WIS, and CHA, 20 ft. Move speed (Unless armor adds some) AC is equal to 10+armorâ,¬,,¢s armor bonus. No CON or INT scores. HP=Armor bonus squared.

INVENTION RULES
WEAPONS

Each Damage Die: +4 Invention DC(starts at D4)

Each 10 ft. of range: +1 invention DC

Amount of Ammo before reloading(ranged weapon only): Each one after one adds +1 to DC

Increase Damage Die by one step(starts at DC): +4 DC
Unusual Damage Type:
Fire: +2 DC
Acid: +4 DC
Sonic: +4 DC
Cold: +2 DC
Lightning: +3 DC
Other(Darkness, Holy, Whatever):+6 DC
Area of effect(per 5 ft. square): +4 DC

Each one below twenty of critical threat: +2 DC

reduce reload time by one step(standard to move-equivilent,
move-equivelent to swift action, swift action to free action)

Add 24 hours to power source life: +6 DC

NOTE: ALL WEAPONS MADE BY INVENTORS ARE EXOTIC

Mitigating Factors
Requires power source(oil or gunpowder, for example): -2 DC(burns out after 24 hours, must buy new one)
one shot, then must be rebuilt: -6 DC
Malfunctions(per 5% chance): -1 DC
Each 2 LB of weight: -1 DC
Increase reload time by one full round: -2 DC
power source very expensive: -2 DC per 100 GP

Armor/Clothing

Each +1 of armor Bonus: +2 DC
Each 2 points of energy resistance: +4 DC
Armor Spikes(per Damage die): +4 DC
Increase Armor Spikes Damage Die by one step: +6 DC
--------------------------------
Special Equipment:

Increased running speed: +2 for every 5 ft increase
Allow flight: +6 for every 10 ft. of fly speed, +4 to increase manuverability(starts at clumsy)
Water/other hostile enviroment breathing: +4 for every hour of breathing.
------------------------------------
Change Armor Spike Damage to one of the other basic types(slashing, bludgeons): +2 DC

Change armor Spike Damage to unusual types(Fire, Cold, Acid, ETC.): +4 DC


Mitigating Factors:

each -1 of Armor Check Penalty: -1 DC
Each 5% spell failure chance: -1 DC
Requires power source(Only if it has special equipment, lasts for 24 hours): -2 DC
Reduce Armor Spike Damage by one step(if applicable): -2 DC
Increase size by one step(starts at light): -6 DC
power source very expensive: -2 DC per 100 GP

Other Items

Very Useful Function(lock-picking, fighting, storing): +6 DC
fairly useful function(cooking, cleaning): +4 DC
somewhat useful function(drink pouring, gardenning): +0 DC

SKILLS:
Each Rank of an Unusual Skill(Knowledge, Spellcraft, Appraise)

Each rank of a very useful skill(craft, forgery, sleight of hand, open lock, disable device, use magic device, spot, listen, search): +4 DC

Each rank of a useful Skill(Profession, use rope, survival): +2 DC

the "Ranks" Act as bonuses. Examples of items with ranks of unusual skills: A staff that shows a picture of the kind of spell being cast(Spellcraft) a small mechanical device showing information(spellcraft) a device that analyzes gemstones and other valubles(appraise)

Ones with ranks of very useful skills: A Hammer that points towards the best place to strike next(craft[some kind of metalsmithing]), a pen that alerts you when you've failed to make it appear in someone else's handwriting(forgery), A lockpick which makes "clicks" louder(open lock)

Ones with ranks of useful skills: A wheel that has a display, telling you which way to turn(profession[sailor]), a item which alerts you when game is near(survival).

Mitigating Factors:
Power Source(mentioned twice already): -2 Dc
Expensive power source(again, mentioned): -4 per 100 GP
Malfunction(said it already): -4 DC per 5% chance
Involves risk if malfunctions: -6 DC per 5% chance of it malfunctioning(Risk, great risk. Owner would take at least an average of 20 damage if it malfunctioned.

Cost to create: DC x 10 gp

Example of creating a weapon: Seris the Inventor wants to create a Heavy Crossbow that lights it's arrows. Seris takes the Basics of a heavy crossbow(1d10 Damage, 19-20 crit, one shot before reloading, full round reload time, range of 120 ft., 8 LB) getting a DC of 16.
He then applies the fire damage type to it, getting a DC of 18. He then decides that it requires 1 flask of oil to ignite the arrows, and applies the power source factor. This lowers the DC down to 16 again. so to create his burning heavy crossbow, he must make a DC 16 check.
price: 16 x 10: 160 gp to create. obviously, you'll be spending more to keep it running.


Time Keeping
10 months, 30 days each. 4 seasons.
Spring:
Svark
Celebrations: Festival of life (White witches, 18th) Rememberance (Drow Ancestral Worship, 23rd.)

Kariu
Celebrations: Rite of remembrance (Honors the day most of the Technokoboldâ,¬,,¢s land was blown up, 3rd)

Suluni:
Celebrations: Founding Day (White witches, day Hunter officially founded the white witches, 29th)

Autumn:
Gar:
Celebrations: Loss of Magic Day (Orcs, 7th)
Death Of Hunter (White witches, 18th.)

Chuluth
Celebrations: Festival of Fire (Blackfire, 19th-23rd.)

Winter:
Cartith:
Celebrations: Festival of Cold (Frost dwarves, 1st-4th)

Juoloth: Celebration of Plenty (white witches 13th)

Candor: Oblivosâ,¬,,¢s Honor (Reapers, 11th)

Summer:

Rencar: Return to life (White Witches, 11th)

Blathe: none

HISTORY

AGE OF MAKING
1: Creation of Aeris
5: Old redmaw comes from other dimension, attempt to seize control of Aeris. Trapped inside Aeris by God of Death, Oblivos.
9: Planes of light, dark, fire, water, earth, air, astral, ethereal, shadow, heaven and the Abyss Created
33: LeShay Created
39: Orcs created
48: Xuvx Created.
58: Technokobolds created
60: Technokobold Garith becomes first Grand Gearlord after Old Redmaw explains to him the making of flame powder. Old Redmaw gives his first prophecy.
62: Xuvx begin worshipping Oblivos, god of death, and Kivos, his brother and god of war, above all others
63: Giants created
69: Old Redmawâ,¬,,¢s 2nd prophecy, Xuvx learn of black magic for the first time.
71: Giants create the Council of Giants in the Aeris Range. One delegate from each giant race attends
73: Xuvx black magic unleashed for the first time, obliterating a well populated city of Orcs, Gods are horrified. Oblivos and Kivos asked to stop them, and refuse. Beginning of the age of war.

AGE OF WAR
1: LeShay, acting under the orders of the gods, lay siege to the Xuvx city of Anteres.
2: Technokobold flamepowder fully made. Technokobolds defend their homelands.
5: Xuvx use black magic to destroy most of technova to destroy the LeShay barracks there. Death of the first Grand Gearlord.
6: Technokobolds enter the war.
10: Siege of Anteres won, LeShay occupy it.
13: Orcs, lying low before, charge onto the battlefield to take vengeance on the Xuvx for the Obliteration of the city.
15: the most brilliant of the giants attempt to broker a ceasefire. Blown off the face of the earth, triggering the fall of giant civilization and the fall into tribal entities.
16: Oblivos and Kivos begin fighting for the Xuvx.
22: Technokobolds use their flamepowder weapons to lay waste to the area containing Oblivos and Kivos, discorporating both their bodies. The coordinator of this attack becomes second Grand Gearlord.
30: Inventorâ,¬,,¢s Constructs first appear on the battlefield.
33: Xuvx make last-ditch attempt on LeShay homelands. Repelled and demoralized, end of the age of war.

AGE OF GROWTH
1: Efreet come from the Plane of fire and establish Darkfire
5: Xuvx build the great hollow statue of KARISâ,¬,,¢TULâ,¬,,¢AVATâ,¬,,¢UNâ,¬,,¢TARISâ,¬,,¢ARG
7: LeShay discover the bronzewood forest.
11: Herfuzu, god of fire, Seru, goddess of life and the Efreet create fire gnomes in an attempt to create a less violent race. It kind of works. Relatively, their less aggressive than the Xuvx, they arenâ,¬,,¢t war-like, merely ill-tempered.
15: LeShay, with help from Seru, create Elves and Drow to populate the Bronzewood Forests.
18: Xuvx succeed in using black magic to help Oblivos and Kivos return to the world, as 10 foot tall statues of themselves-end of the age of growth.

SECOND AGE OF WAR
1: Angered by their loss, Oblivos, kivos and the Xuvx lay siege to Technova. The Xuvx General Kazâ,¬,,¢erâ,¬,,¢tulâ,¬,,¢nok becomes favored of Oblivos and Kivos.
4: Efreet and fire gnomes valiantly charge in an attempt to break the siege of Technova.
5: Heavy losses to the fire gnomes and the Efreet, but the siege of Technova is broken.
8: Hunter of the LeShay warned of the Xuvx plan to obliterate the LeShay by old Redmaw, He begins researching a protection against it.
13: Hunter finishes the protection charm, and casts it on himself. He then hurries to the LeShay lands. He is too late, the spike that wipes out every LeShay bashes down his shielding, Nailing him with a surge of pure dark power, although his shield takes the brunt of it, he is sick and it grows worse each year.
14: Gods are utterly horrified, leave and vow never to return. Oblivos, Kivos, and Seru stay.
16: An alliance of Seru, Fire gnomes, Efreet, elves, Technokobolds, and Orcs completely destroy and rout the Xuvx. The approximately 70 remaining Xuvx, Oblivos, and Kivos flee, make last ditch attack against Blackfire.
17: Massive explosion obliterates much of Technokobolds land while they were trying to build a superweapon to permanently destroy Oblivos and Kivos. Those who worked on the project reportedly â,¬Å"At lunchâ,¬Â
18: Oblivos, Kivos, and the Xuvx promptly and abruptly break the siege and disappear. The light kindles in the forehead of the Great Hollow Statue.

AGE OF LIFE
1: Seru and Hunter the LeShay work together to make an order of healers now that the godâ,¬,,¢s divine magic is nearly gone. The Orcs willingly give away their magical skills, and Technokobolds give away their mental powers. These are split among the new races Seru and Hunter create, along with the already existing races. The Elves, frost dwarves, goblins, and dragons are given the gift of magic, while fire gnomes, Efreet, Drow, and Azer are given the power of Psionics. Humans and Half-elves are given both, while Old Redmaw does his bit and explains tapping into Incarnum, which he teaches to all races.
2: Hunter founds the White Witches
4: Hunter Dies, Seru Leaves
10: Vandos, a brilliant Technokobold, even by their standards, discovers something: He finds an ancient Xuvx text explaining Black Magic and itâ,¬,,¢s castes. Besides a new insight into Xuvx history, this also brings a new kind of magic into the world. Universally feared by the older races for memories of what it does, the new races merely see it as a branch of magic to be explored. This text reveals the Three â,¬Å"castesâ,¬Â of black magic- Warriors, Scouts, and Mages. The warriors became known to the common folk as Hexblades, The Scouts were known as Warlocks, and the Mages became known as Shadowcasters.
23: A human sage finds an ancient Drow text on spirits, and gains something powerful-binding magic enters the world, and is hated by almost every race.
53: The Reapers movement appears

ORGANIZATIONS

WHITE WITCHES


Motto: Witches: Life is forever
Exorcists: What you donâ,¬,,¢t know, can hurt you.
Typical Races: Human, elf, half-elf
Typical Classes: Witch, Paladin
Alignment: Neutral good. Note that paladins may also be Neutral good.
Branches: The white witches: concern themselves with healing and spreading the message of good. They typically ride into town on white horses and heal the sick, and preach to be good.
Garb: White hooded robes and a white staff

The Exorcists: the miltant branch of the white witches concerns itself with rooting out demons in disguise, cultists, and servants of Oblivos and Kivos.
Garb: White tunic over armor, a weapon.
Prestige Classes: Disciple of Hunter, Loremaster, Hospitaler


DISCIPLE OF HUNTER
Prerequisites:
Ability to cast 7th level spells spontaneously
Membership in the White Witches
Spellcraft 17 ranks
OR
Base attack bonus +14 or higher
Knowledge(arcana) 17 ranks
Membership in the White Exorcists
Level BAB FORT REF WILL SPECIAL SPELLCASTING
1 0 0 0 2 Hunterâ,¬,,¢s Charm +1 level of existing arcane
spellcasting class
2 1 0 0 3 Hunterâ,¬,,¢s charm +1 level of existingâ,¬Â¦.
3 1 1 1 3 Hunterâ,¬,,¢s Charm +1 level of existingâ,¬Â¦
4 2 1 1 4 Hunterâ,¬,,¢s Charm +1 level of existingâ,¬Â¦.
5 2 1 1 4 Hunterâ,¬,,¢s charm +1 level of existingâ,¬Â¦

Hunterâ,¬,,¢s char: Every level, the Disciple of Hunter gains a little of LeShay magic. Choose an ability each level from the list. Note that if an ability is taken multiple times it either stacks or allows more uses.

Hunterâ,¬,,¢s Protection(SP): Negative energy protection 1/day
Hunterâ,¬,,¢s Strength(EX) +1 STR
Hunterâ,¬,,¢s Celerity(EX) +1 DEX
Hunterâ,¬,,¢s Endurance(EX): +1 CON
Hunterâ,¬,,¢s Healing(SP): Heal 1/day, caster level equal to your character level
Hunterâ,¬,,¢s Power: Twice per day, you may cast both divine favor and righteous might, at caster level equal to your character level

Hunterâ,¬,,¢s Weapons(SU): Gain the ability to create +2 weapons (you may create two) 3 times per day. These weapons function as longswords, and disappear if you let go of them. They last for 10 minutes per creation. You can take feats such as weapon focus for them. You may apply special abilities instead of bonuses, though the weapon must be at least +1.

Improved Hunterâ,¬,,¢s Weapon: You hunterâ,¬,,¢s weapons are +3 weapons and last 15 minutes each creation, and you may create them 4 times a day

Greater Hunterâ,¬,,¢s Weapon: Your hunterâ,¬,,¢s weapons are +4 weapons, last 20 minutes per creation, and may created 5 times per day.

Master Hunterâ,¬,,¢s Weapon: Your Hunterâ,¬,,¢s weapons are +5 weapons, and may be created at will.

THE REAPERS

The reapers are a little-known power in Aeris, And seek to bring about the return of Oblivos and Kivos.
Motto: All hail Oblivos and Kivosâ,¬Â¦.

Classes: Rogue, Fighter, Antipaladin, Hexblade, Shadowcaster, Binder, Warlock, Sorcereor

Prestige classes: Black flame zealot, Acolyte of the Skin, Ravager
Alignment: Neutral Evil
Garb: Black robes and a scythe, at least when not undercover.
The Grand Binders of Aeris

Though shunned by the white witches, the Grand Binders of Aeris are a respectable organization that holds a fair bit of power in Blackfire and certain places in the Human Empire.

Motto: Know the Unknown, and shackle it to your will.

Classes: Binder
Prestige classes: Knight of the Sacred Seal, Scion of Dantalion, Tenebrous Apostate
Alignment: Lawful Neutral
Garb: Gilded blue robes
The Royal Black Mages
Shunned by elves and white witches alike, the royal black mages are the more reasonable branch of black mages, as opposed to the, as they call them â,¬Å"psychopathsâ,¬Â in the Apostates of the Knowledge of the Xuvx.

Motto: No official one, but the most commonly said thing is â,¬Å"With all due respect, the ones known as â,¬Ëarcaneâ,¬,,¢ spellcasters are a might dim.â,¬Â

Classes: Shadowcaster, Hexblade, warlock
Prestige classes: Child of Night, Shadowblade, Shadowsmith
Alignment: Neutral
Garb: Black or grey hooded robes
The Apostates of the Knowledge of the Xuvx


Hated almost everywhere, the Apostates of the Knowledge of the Xuvx are slightly mad, and believe that the Xuvx knew the key to all magic. They devote their time to trying to find the Xuvx and learn from them, and are ruthless and cruel.

Motto: We shall continue what they started

Classes: Shadowcaster, Hexblade, Warlock
Prestige Classes: Child of Night, Shadowblade, Shadowsmith, Acolyte of the Skin, Hunter of the Knowledge

Alignment: Lawful Evil
Garb: Black hooded robes with the symbol of the Apostates on the back of the hood.

HUNTER OF THE KNOWLEDGE
Prerequisites:
Spellcraft 13 ranks
Non-good
Ability to use master level mysteries or the ability to use dark invocations Or ability to use Aura of Unluck
Membership in the Apostates of the Knowledge of the Xuvx

LEVEL BAB FORT REF WILL SPECIAL INVOCTIONS/MYSTERIES
1 0 0 0 2 First knowledge +1 level of existingâ,¬Â¦
2 1 0 0 3 Second Knowledge +1 level of existingâ,¬Â¦
3 2 1 1 3 Third Knowledge +1 level of existingâ,¬Â¦
4 3 1 1 4 Fourth Knowledge +1 level of existingâ,¬Â¦
5 3 1 1 4 Master of the Knowledge +1 levelâ,¬Â¦

First Knowledge: The basic Ability of the Hunter of the Knowledge is the ability to tap into other forms of black magic. You gain either the ability to use hexbladeâ,¬,,¢s curse once per day, the ability to use fundamentals of shadow, or the ability to use a 1D6 eldritch blast

Second Knowledge: Reaffirming your knowledge of shadow is the second knowledge, which teaches the innate connection between the plane of shadow and the material world. You may use shadow walk once per day at a caster level equal to your combined levels in a black magic wielding class and this class.

Third Knowledge: Gaining further power in the shadow power, your first knowledge improves, allowing you to either use greater hexbladeâ,¬,,¢s curse once per day if you chose the Hexbladeâ,¬,,¢s curse, you may use a 3D6 eldritch blast if you chose eldritch blast, or you may use initiate mysteries if you chose that path.

Fourth Knowledge: You learn how the plane of shadow connects all things, and you may cast teleport once per day at a caster level equal to your combined levels in a black magic class and this class.

Master of The Knowledge: You may use your spell like abilities 3 times per day, and you gain the ability to either use a 6D6 eldritch blast if you chose that path, the aura of unluck once per day if you chose that path, or apprentice mysteries if you chose that path.

I apologize for the lack of a map, but photobucket is ran by vile, evil little monkeys. Or something like that.

Raelifin

Okay, you're new here so I'll give you my usual disclaimer: I am harsh. So I don't feel particularly long winded tonight.

FORMAT! The giga-post burns mine eyes! I don't know where to start, I don't know what you actually have. At least put some spoiler blocks on that abomination! Tables, note tags and spoiler blocks are your friends!

Don't forget an intro, thesis statement and list of core themes.

SA

I'd have to second that.  I mean, i actually tried to read it, and got about half way, but eventually I was o'ercome.  Have a look at some of the other settings on these boards for an idea on how to present yours, so that people will give it more than a cursory glance.

And your avatar says that you've only made one post!  Join in the fun, get to know the peeps in the CBG!  We're an agreeable bunch (although, as you can see full well, Raelifin is a hard talker), and we will be sure to make your accommodation more enjoyable.  Enjoy your stay!

Ishmayl-Retired

Dudukain, if you need any help at all with different tags to make your post more readable, anyone here can help you.  You can PM me at any time, I never mind.

Welcome, and come introduce yourself at the "Dragon's Den," and join in on some discussions.

Cheers!
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Epic Meepo

Wow, information overload.  I can say that I like the encounter tables, though.  I always like to see encounter tables.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]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.

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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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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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

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

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

Wix of Bel-Air

I got a mass of encounter tables (still being made) for my setting that closely relates each land and climate type to its data. Just make sure you're not inserting a bunch of monsters who all start or end with -fire just because your lands are filled with lava. Don't forget that people live there too.
Eats brains here! Ugh!
That is not dead which can eternal lie,
And with strange aeons even death may die.

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

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

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

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

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