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Xearic Discussion Thread

Started by Drizztrocks, September 25, 2008, 10:26:56 PM

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Okay, this is to anyone who has veiwed my last Xearic thread. which Old Xearic race should I include in this new version?

Firbolg
3 (16.7%)
Treant
1 (5.6%)
Neither
2 (11.1%)
New, better race
12 (66.7%)

Total Members Voted: 0

Drizztrocks

Here. I've desided to start over, now that I have had some experience in creating campaigns, and the last one was bombed... :explode: To see the actual setting, go to the Homebrews setting.  http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?55665.last Thanks!

   The main idea of this campaign setting is to combine new, exciting aspects with classic earopean mideval theme. I have thought long and hard about how I was going to do this, and I have finally come up with enough information to post.




                        XEARIC    

      Xearic is a continent on a huge world, covered in mountain ranges, oceans, dense jungles and vast deserts. Magic exists in Xearic, woven into the universe like threads in a quilt, allowing those who have a method of it to harness the power of magic and use ti to their own will. Although magic users are common all throughout Xearic, people still fear and are somewhat superstitious about magic in normal human settlements, where magic and monsters seem far away, when in fact they are everywhere. Abominations and Undead, both creatures of artificial life, are stains on Xearic. Many exotic races live in Xearic, the humans, of course, but also elven hunters lurking in the forest; dwarves mining in halls of stone; strange elementaly based humanoids living spread out, mixed into other races cultures; short and agile halflings, masters of stealth; orc-kin, the scum of all the races, dull and crude yet great warriors; and of course the dragons, great beings of majesty and power, who live in mountains and swamps and create great hordes of treasure.

            Great divine figures hold sway over all the matter of the universe, all having a certain part of it that they take care of. These are referred to as Gods, goddesses, and Demi-gods. Although the many races of the world may worship these divine figures and make them appear in pictures as one of their own race, they are truly great masses of unthinkable energy and consience, holding sway over everything in the universe. The Gods may make an avatar of themselves, however. They may be born into a mortal's family, and then be a figure of divine influence in that races culture, but never can the actual god's energy all be manifested in one mortal body.

       Monsters ravage the face of Xearic also, demons and devils from an evil and horrible Underworld, or undead, created by evil wizards and witches all across Xearic, and then set free to kill at will. These monsters are less common then stories may say, however, and usually the greatest threats are warring with other races or econamical criseses. The orc kind, the orc and goblin scum, are one of the most hated races, and one of the least powerful. their great kingdom long destroyed in The War of the Woodlands {read up on it in the War section}, and then their great fortress destroyed by a human knight and his army, they are split up into small tribes living as Barbarians and nomads in the wilderness, trading with frontiersmen for furs and equipment. They are great survivors and very tough, but thanks to many generations of inbreeding to keep the race from extinction, the orcs are now dull and crude, and always hungering for a fight. This leads them to pillage and attack many villages of common folk all across Xearic, so they are often thought of as enemies of the common people.


         The terrain of Xearic is all depending on the climates. In the north, mountain ranges and great expanses of open plains are very common, dotted with small forests. The middle regions of Xearic are full of mountains and great pine and oak forests. The farther south you go, the warmer it gets, and more and more plains come into it turns into shrublands and eventually a great desert. The south is also full of great, untouched jungles full of ancient ruins and horrible creatures. A great inner sea splits down the middle of Xearic, bringing warm currents up to even the far north, letting small tropical forests grow around the water. The continent of Xearic is shaped like a giant, rough oval, with deep, dark and mysterious oceans on either side of it. No one has ever made it across the merciless and freezing tundra on top of Xearic, or across the vast dune sea on the bottom of Xearic. Many huge, open patches of wilderness still stand out in Xearic, but large countries with sprawling empires and political imbalance still exist close by, squabbling over rescources and small, petty things while their neighbors are crushed under a demon invasion. Oh, well, a little less trade and a little more rescources for my country.


       Most Human settlements are in the middle regions of Xearic, in the great plains, although there is a human country far up north and a huge, sprawling human empire down to the south in the desert. Dwarves live in the mountains, and elves in their forests and on their home continent.


Drizztrocks


Hibou

The polls on the site don't actually work right now :/
[spoiler=GitHub]https://github.com/threexc[/spoiler]

LordVreeg

How would you change the Firbolg to deepen them and make them a more playable, complex race?  I saw some good parts and some generic, typical ones.  
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

Drizztrocks

As for the Firbolg becoming deeper and more playable, i don't know how i'm going to do that. If anyone has any ideas please speak up, I am always open to suggestions and constructive critisism.


            Classes

    Fighter
The fighter is the bloodthirsty gladiator, the deadly bounty hunter, the noble warrior fighting for the king, all that and more. The fighter class in Xearic is all about skill with battle and weapons. Some fighters deside to become light fightning swashbucklers, others deside to be tough, brutal warriors, dressed in full plate and cleaving monsters in half with greatswords, and others yet are Barbarians, people from the far off wilderness dressed in furs and swinging a bone and stone great axe. This section offers many options and descriptions for Fighters.

             LIGHT FIGHTER {fighter}
       Prerequisites: Dexterity 15, Intelligence 15
       Benifit: You gain a +2 bonus to armor class and +4 to reflex defense when wearing cloth or leather armor. Also, choose one type of light blade. You gain a +4 to all attack rolls with this type of light blade.

            SWASHBUCKLER {fighter}
       Prerequisites: Dexterity 18, Intelligence 16, Level 5
       Benifit: Whenever an enemy misses your AC by more then five points you gain a +1 to Armor Class for the rest of the encounter. However many times the enemy misses by more then five, the effects stack and you gain +2, and +3.

            BARBARIAN {fighter}
       Prerequisites: Strength 16, Constitution 18
       Benifit: When you become bloodied you take a -4 to all attack rolls, but your speed doubles, and you add 2d12+ your Constitution score to all damage rolls.

Drizztrocks

Backrounds for Fighters

          These are just some ideas of the many backrounds you can use for your character. The name of the backround, if you choose one, can replace your class name if you so choose.
       
       Warsmith
 You are a smithy, crafting armor and weapons. Everyone looks at you as a craftsman for the town guard or militia, nothing more, but really you are a well trained fighter, a warrior who's day has passed and now you are a simple smithy. Or perhaps you sneak out sometimesm to practice with the sword or warhammer, or maybe your are an active part of the militia. The main idea is that you craft armor and weapons, yet you still fight.

       Veteran
 You have fought in a war, have beena warded a medal, and now have settled down. You still know the old moves, however, and the invaders make a mistake comimg by your house. Or perhaps you now lead the towns guards, or are an active representitive in the city council. the idea, however, is that you have fought in a brutal war, acheived great skill with weapons, and now are an experienced soldier, active or not.

      Bounty Hunter
 You were betrayed by everyone around you, cast out into the cold world, and now make a small living hunting down and killing other people. Or perhaps you are a noble member of the city council, but have not been happy with the politicians way of dealing with things and have become a vigilante. Or maybe you work in a sprawling metropilis, only hunting down and killing the bad guys, or the cheap, fancy merchants who spit on the poor men living in the mud. No matter what you are, the main idea is you kill people for some kind of profit, and this is your job.

     Streetfighter
 You have lived on the streets of a sprawling city state all your life. You never knew your parents, and have been raised by gansters and ruffians. The only way you can get to the top or get some coin is to fight for it, and the Streetfighter is all to good at fighting with anything he can. Or perhaps your a rich merchants son, but life hasn't been exciting enough for you so you sneak out at night to compete for fame on the streets. No matter the case, the main idea is that you are a brawler, you fight dirty and you fight to win.

     Guard
 You are royalty, and a member of the guard. You serve the king proudly, doing his services and protecting the good people of your village. You are a high class citizen, the King's bodyguard, accompanying him everywhere. That was, until he was assasinated of course. Or perhaps you are the law inforcement of a large town, your job to track down and lock up the bad guys. No matter the case, the main idea is that you enforce the laws of a certain community.

    Knight
 You are a chivrolous warrior of peace, royalty but not fancy and manicured. You're place is out on the battlefeild, leaving the leading for the commander and charging into battle, trying to make as much of a difference as possible, killing enemy after enemy. Or perhaps you are a manicured puffed up symbol of the King. No matter the case, the Knight is a well trained warrior with skill with the sword.

   Barbarian
You were born in a far off land, past the borders of civilization. You come from a tribe of primal people, nomads who followed herds of animals across the land. Or perhaps you come from a tribe of orcs living in caves in the mountains. No matter the case, the main idea of the Barbarian is a primal, terrifying warrior of brute strength and power, yet who is not very smart and wears only animal furs and carries a stone club or axe.

   

           

     ARCHER {fighter}
  Prerequisite: Strength 13, Dexterity 15
  Benefit: The Longbow, Shortbow, Lightcrossbow and Heavy crossbow are your choices. Choose one of these, and you gain a +4 to all attack rolls made with that weapon, and a +2 to all damage rolls made with that weapon.

Drizztrocks

Does everyone think I should post History or geography first?

Matt Larkin (author)

As a rule, geography. While I naturally begin work with history most of the time, for readers to latch on to a setting, it helps to be able to visualize it. Especially, you should get a map, even if only a rough sketch.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Drizztrocks

Yeah, i have an Atlas of the world I made in a notebook. The thing is, I'm typing on a laptop and I don't have a printer. I'll try scanning them into the computer.

Drizztrocks

Pleaee, everyone post comments and crtisism.

Drizztrocks

What changes would everyone want for the Firbolg to make them more playable? I do want to keep them on the brink of extinction-it gives them some interesting fluff, and possible roleplaying opurtunities.

   As for the Treants-does anyone see anything wrong with them?

Drizztrocks

Religion


       Moradin
 Moradin is the God of creation. Churches of Moradin can be found in Human, Dwarf and Gnome cultures, but in dwarven culture he is excepted as the most common god. Moradin is also known as The Great Creator, or the Maker. His favored weapon is the warhammer.  The most common idea of Moradin is that he is a lawful neautral smither, but tends towards good alignment. He is often portrayed in Human and Dwarven culture as a great, armorerd dwarf. Moradin's worshipers include smithies, warriors and warpriests. Moradin's clerics are adept at creatings weapons and armor, and are often architects in dwarven culture, and are usually warpriests, leading troops out on the battlefeild.
     Moradin wants his followers to keep to the following:
-keep justice in your community, but fight the battles you must with pride and honor
-do not overlook the smallest creations, as even they may have an effect on fate
-always try to create things while you can, be it a hammer or a kingdom


       Melora
 Melora is the Goddess of the wilderness. Churches of Melora can be found in all cultures, but Melora is excepted in Wood Elven culture as the most common religion. Her churches are often found in wooden huts in the woods, or at coastal villages on a small rocky island off the shore. Melora is worshiped by sailors and their families, as well as hunters and rangers. Her clerics are known to have a certain affinity to nature. These clerics are called druids, and often create shrines in groves of trees or in small dwellings in the wilderness.
          Melora wants the following of her followers:
-never deliberatly harm nature unless it is to stop others who would do more harm to nature
-do not question the primal power of nature
-try to destroy unatural creatures such as undead and aberations whenever possible


                 Detramine
  Detramine is the neautral god of war. He does not care of his followers overall intentions as long as they are honorable and uphold the rules of battle. He is worshiped in all warring cultures, but Humans, Halflings and all Elves are cautious about praying to him, as he seems to harsh for them. But dwarves will do anything to protect their clans and homes from invaders, and Detramine upholds honor and fair battle most of all, so he is a good fit for them, but not as close to the dwarves as Moradin. Orc-kin worship him much, but more orcs then goblins, goblins preffering to use stealth. Some, less honorable orcs, however fail to uphold honor and fair battle, and slaughter, plunder and rape the innocent.
     Detramine wants the following from his following:
-never be cowardice or back down from a fight
-do not use unfair tactics such as sending in spys posing as friends or such
-using tactis that involve strait battle are incouraged
-never be dishonorable, and when someone surrenders spare them and take them as prisoner, and never kill innocents


                        Mercalintinae
   Mercalintinae is the good goddess of magic. She wishes peace and the creation of new spells to uphold peace. High Elves worship her most of all. Her temples can also be found sparsely in human culture, and they are often places of high magic. Her followers are usually multi-class cleric/wizards, fighter/wizards, and plain wizards.
       Mercalintinae wants the following from her followers:
-to never use magic for violence unless it is to protect the innocent or for a goodly cause
-create spells and always look for new ways to use magic and uphold justice
-never create disatrous spells

                      Beltwar
    Beltwar is the good god of knowledge and scholars, and is worshiped in all cultures, but mostly High Elves, Humans and Dwarves, as all of those races create great museaums and libraries. In colleges and universities he has many shrines, and it is part of the students curriculem to pray to Beltwar. Beltwar wishes that ancient ruins and great mountains should be explored to find knowledge of those far off places, so he favors adventurers and explorers. He also loves the scholors and bookkeepers that keep track of knowledge and history. His churches are usually large libraries, and in ancient temples and such. Imperial humans worship him as their second god.
          Beltwar wants the following from his followers:
-never destroy books, libraries and scrolls
-always keep track of events in your life in journals and notebooks
-always revere knowledge, but never risk a living things life for it

                       Pelor
 Pelor is the good god of law, justice and order. He wants to keep the innocent alive and happy, and destroy all evil. He is the most important god in Imperial Human culture, seconded by Beltwar. Guards and their families often worship him. His churches are always orderly, clean and well guarded. His clerics often help with law enforcement. He also has some shrines in Dwarf culture. Pelor is a populor god for Paladins.
           Pelor wants the following from his followers:
-do not ever harm the innocent or do unjustice
-do not harm guards and upholders of peace
-always keep order and good as your highest prioarities


                        Vecna
         Vecna is the evil goddess of dark magic and persausion. She has many cults dedicated to her evil influence. Her followers are evil clerics, rogues and wizards. Vecna opposes Pelor most of all, and her followers often try to assassinate priests and acolytes of Pelor. Vecna's wizard followers feel it is her highest wish for them to create undead creatures to oppose the innocent. Vecna's highest wish is to overthrow the religion of Pelor, slaughter all his followers, and take his place and his influence over the good people. Dark Elves are most commonly found to worship Vecna.
          Vecna wishes the following of her followers:
-Kill all followers of Pelor on sight, even if it means risking your life
-corrupt all goodly churches
-try to plant dark thoughts in goodly leaders minds, to corrupt entire empires and armies

                          Zentrad
           Zentrad is the evil god of tyranny, his followers usually cults of corrupted humans. His followers try to slaughter innocents and goodly people, and trying to overthrow empires of good and create evil kingdoms. His cults are not yet strong enough, but he grants some the power to summon demons and devils from the Underworld. This, once he gains enough power to sends rampaging demon hordes from the Underworld into the great empires of Xearic, could be a huge problem.
             Zentrad wants the following from his followers:
-kill innocents and get slaves if you have the chance
-show no mercy
-try to corrupt armies and kingdoms to sew chaos into them
                     

Drizztrocks

I want to post the races of Xearic, but I can't until I figure out how to copy and paste from the DM's toolkit.

Drizztrocks

Wood Elf
  Quick, wary hunters that roam the wilds freely.
   Racial Traits   Average Height: 5'7''-6'3''
 Average Weight: 75lbs-125lbs
 Ability Scores: +2 Dexterity, +2 Strength
 Size: Medium
 Speed: 7 Vision:
 Low-light
 Languages: Common, Elven
 Skill Bonuses: +2 Nature, +2 Athletics  
     Wood Elves and High Elves were once one, living on their Island continent in peace. But then they began to argue with their own, and a branch of them, dark skinned and light haired, attacked. Many elves were driven from their homeland, fleeing to the shores of a strange land. Others stayed and fought, driving the rebelling elves to the far corners of the earth and beyond, even beneath the surface of the earth. The Elves that had fleed to the strange land called Xearic call themselves Sictrictia Derentia, or in the common tongue, Wood Elves. The other elves are named the High elves, still living on their island continent, but made grim and serious after the war with the vengeful dark elves. The Wood Elves have taken on new homes in the forests of Xearic, adapting and befriending the Humans, the Dwarves, and the Halflings. They live in tree-top cities, tree houses formed out of the branches and trees themselves to create villages for the Wood Elves. Some of the highest regarded members of Wood Elf society are the hunters, masters of tracking and the bow, their stealth and precision unmatched. Nature Adepts are the officers of their villages, enforcing the very few laws. Wood Elf laws include simple yet import things such as: Murder and killing of innocents of any friendly race is punishable by death, Robbery is frowned upon and given a large fine for, and damaging, burning or in any other way defiling nature will put the perpatrator in prison. Wood Elves enjoy the simple things in life such as dancing, singing, merrymaking and partying. They also enjoy tests of physical strength such as climbing and running contests, or archery tournements. When faced with an enemy, however, they become grim and eager to defend themselves and destroy the enemy.  Play a Wood Elf if you want...  

    Physical Qualities
   Wood Elves are strong, quick and agile, able to run across branches, leap from tree to tree and blend into almost any woodland enviroment. They have skin ranging from a light brown to a golden color, eyes that are usually dark brown or green, and hair that is either dirty blond, moss green or many different shades of brown. They usually get tatooes that let them camaflouge them into their enviroment, like brown stripes on the face or one large green stripe on their arms and chest. Wood Elves live for about three hundred years, much shorter then their High Elven cousins, but still much longer then Human and Halfling lifespans.  

     Playing a Wood Elf
    When roleplaying Wood Elves keep in mid that they hate war but enjoy non-violent debates as it gets them thinking, and enjoy proving themselves but they accept it happily when they are wrong. They become grim and angered when other races, particularly Dwarves, as they favor underground cities, critisize the forest and their idea of things.  Wood Elves are eager to help, but rebellious and defiant when it goes against what they perceive as right. They are always eager for good food, partying and drinks.  
  Male Names: Deberick, Siamlan, Sinliam, Zibreck, Zackerix, Legolas, Eberick, Frickden, and Belsrin  
  Female Names: Diania, Miansia, Margaretsi, Kelli, Mistrinia, Aannia, and Filstrignia

   Here is the Wood Elf for Xearic. Please, post anything that comes to your mind. I know this does not seem very original, and very similiar to the PHBs elf, but many more original races are coming. These is just a rewrite of the player handbook elf for my setting.  

Drizztrocks

Classes

           Rogue
 The crafty theif, the devilish assassin, the mysterious renegade, the wanted rebel, the one who steals from the rich and gives to the poor, the swashbuckling pirate, and the persuasive diplomat. These could all be rogues. Rogues are men and women who use stealth, agility and/or persausion to get what they want. Some are friendly, good humored trickters, and others are stealthy, blackhearted assassins. The main idea of a rogue is a not so strong or tough guy that accomplishes things with extreme skill in the arts of stealth, persausion, theivary and cunning. Some rogues are great with weapons and somewhat tough, and others are renegade martial artists that can jump great distances and run on walls, and use their hands for fighting. Rogues in Xearic can be dozens of different things. Some can be trickster mages, even, or cunning, diabolical warlocks. The possibilities are endless. But some of the most common ones are spies, theives, pirates and rebels.

                Feats

   STEALTHY {rogue}
Prerequisites: Stealth skill atleast +7, Dexterity 15
Benefit: Whenever you are moving slowly, you do not make any noise {even if you are wearing something like clattering chains or bells} and you gain a +4 to all Stealth and Perception checks.

   ACROBAT {rogue}
Prerequisites: Weight Below 150lbs, Dexterity 18
Benefit: Whenever you roll a jump check, you get a +3 bonus, and you can climb any surface that has atleast some edges or even the slightest tilt to it.

   EXPERT THEIF {rogue}
Prerequisites: Stealth +8 or more, Intelligence 15
Benefit: You gain a +5 to a Stealth check made to try to lift an object or walk across a surface that would usually make alot of noise.

   ASSASSIN"S BLOW {rogue}
Prerequisites: Level 10, Sneak Attack, Strength 13
Benefit: Whenever you make a Sneak Attack to an opponent that is completely unaware of you, you gain a +3d10 damage to the attack.

   PIRATE {rogue}
Prerequisites: Dexterity 13, Intelligence 13, must have spent atleast three years of life living near or on the ocean, Level 5
Benefit: You are wise in the ways of the sea, and how to cut a purse. You gain a +5 bonus on Intelligence or Wisdom checks to predict the weather or steer a ship. You gain a +5 bonus to pickpocketing and open lock checks.