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The Fænaëd Chronicles

Started by So-Keher, July 19, 2006, 04:14:12 PM

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So-Keher

The Fænaëd Chronicles

As time has told us, men are seduced easily, whether it be power, wealth, or women. But it is indeed a great rarity when an entire world is brought to its knees in uniform lust and desire. But after all, all the worldâ,¬,,¢s subtleties cannot be mistaken for wisdom.

This campaign setting is still greatly under the works but is intended to be massive in scope and scale, with fully developed cultures and regions more promising and interesting than those described in my World History book.

Check out the design of Atlaia (the campaign world) at: http://thecbg.org/e107_plugins/forum/forum_viewtopic.php?9464
It will provide maps of the world as they are created.

The first installment is religion:
 [spoiler]
Religion
History and the Fænaëd
The Fænaëd are otherworldly beings of Power, Lust and Greed. To the common folk they are known simply as the Trinity. They are beings of both haunting beauty and dark terror, a trio of goddesses devoted to the very essence of desire and seduction.
The Trinity is a new following, born out of the ashes of idolism of old-world beliefs. Since those societies collapsed, monotheism has made sure they were extinct in civilization and polytheism was virtually extinct until the recent years. Donâ,¬,,¢t be fooled, every culture did not believe in the same god. Each culture has its own beliefs of who the Creator was, and how he implements his will over the people. It was, and remains still a being of many forms and shapes that depend on who looks at it. Up to a certain point in history, all the common religions agree don the creation of the world by a supreme power, that there is only one god and that he is merciful upon the pure and vengeful upon the sinners. In elven land she is called Corellon Larethian, in orcish lands Gruumsh, Heironeus in human lands and in halfling lands the she-god Yondalla.
If you were pure of heart and did your best to follow the ways of the God, you were happy. If you sinned you were shunned and would never again be seen in such a bright light as those who did not. Of course, no one can resist temptation for their entire lives, not even those who preached of its corruption. Word began to leak out across the world that the Churches were being bribed to forgive sins, that people were paying their way into eternal happiness. Essentially, it became known that the Churches did not practice what they preached, resulting in a profound loss of faith in the current system of beliefs. The diocese crumbled to form many various factions, each with their own ideas on how the clergy should be run. People began to see the one god with many forms instead as many different gods, and soon their belief fueled the creation of the Pantheon as we know it.
If one does not look at the situation carefully, it seems that in all the upheaval there was no victory. That is to say, not one single being or group rose to the top of the pack in the ensuing chaos. A deeper look reveals that the desire for power and wealth was the victor: the Fænaëd won the battle. For the most part, the Fænaëd are not fully recognized yet as a divine power. Their followers are divided into many different sects that are usually devoted to one of the three Seductions.


The Trinity
Clerics and Worshippers
Clerics of the Trinity can choose to follow one or all of the Seductions at once. Clerics of Power pray at noon when the sun is at its full strength. Followers of Lust pray at night a time of passion and surrender. Lastly, followers of Greed worship at dawn to symbolize the opportunity of a new day dawning. The Trinity demand their worshippers to perform many rituals that vary from goddess to goddess. At special times during the year, the goddessâ,¬,,¢ are celebrated through sacrifices, parades, acts of lust and ritualistic ceremonies (usually consisting of one or all of the former examples), although these are always carried out in secret. The Church of Heironeus (the centerpiece of monotheistic belief) still hunts worshipers of the â,¬Å"idol deitiesâ,¬Â and the Fænaëd are at the top of their list, forcing worshippers of the Trinity to carry out all of their dealings in secret and secluded places.

Arindor
Seduction: Power
Alignment: LN
Symbol: A gold and ruby scepter.
Favored Weapon: â,¬Å"Crusherâ,¬Â (heavy mace)
Portfolio: Power, battle, strength, sacrifice.
Domains: Destruction, Law, Protection, War

Salanouiel
Seduction: Lust
Alignment: N
Symbol: A scarlet rose.
Favored Weapon: â,¬Å"Heartstealerâ,¬Â (dagger)
Portfolio: Lust, love, sensual seduction, couples.
Domains: Charm, Luck, Passion.

Tinius
Seduction: Greed
Alignment: CN
Symbol: Two golden coins, each showing a different face.
Favored Weapon: Shortsword
Portfolio: Wealth, commerce, trade, thievery, mercantilism.
Domains: Commerce, Luck, Trickery.
[/spoiler]
My Setting:
Tiabela - Linky!

Numinous

May I suggest some ideas here?  I like these temptations as divine powers, it's quite poetic.  I feel I can offer some aid here, in both times of worship.  Greed should be worshipped at dawn, to seek wealth in the new day.  Lust at dusk, for a night of passion, and Power at noon or midnight, noon for the most power or midnight for impenetrable darkness.  Also, for holy symbols, lust could be a rose, power I think is fine, perhaps a sceptre though?  And greed could be a chest, two coins, or a hand holding coins.  The idea is to let the symbls e simple whe necessary, but beautiful when crafted finely.  some of your suggested were a little busy.

Anyway, it's your choice on whether or not to take my advice, just trying to help.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

So-Keher

I like all of that actually lol. The sceptre is nice, i couldn't really find something for power. A ros eis good and two coins (one showing each face?) is more simple and obvious. It's good thanks. The times of worship make a lot more sense I hadn't really thought about mine so thanks a lot.

EDIT: I've added your suggestions.
My Setting:
Tiabela - Linky!

So-Keher

We are moving on to character information for the setting. I have compiled a list of races with short descritions ofr each, but I feel somethin gis missing. I need a couple more races. One is from a long lost culture that inhabits the jungles of a forgotten island. The other is a mysterious, dark and beautiful race given to illusion and dark magic. If anyone has any idea that would be great. And please try to avoid aasimar and tieflings, they are much too cliche for me.

EDIT: I expanded the races section.
EDIT: Oops, I did it again. Races updated and expanded.
 
EDIT: And third time is the charm. The third update including weapon proficiencies for orcs and kobolds. :)

[spoiler]
Chapter I: Character Races

As noted in the introduction, the races of Atlaia are both numerous and diverse. Each and every race is a development of the world around them, following the theory of â,¬Å"every race has its place and every race is in its place.â,¬Â Races are not just a tool for players to use but an integral part of Atlaia and its history.

Dark Elves
The dark elves are descendants of the most ancient lineage of elves. In a time during the beginning of the world, some elves diverged from their forest-dwelling cousins and found a life in the ancient caverns and passages of the World Below. They became the dark elves (not to be confused with the drow, which do not appear in Atlaia) and the bitter enemies of their long-lost cousins the surface elves. Dark elves are most common in the region known as [name]. There, they build hidden cities in the jungle with entrances to their underground lair all over the continent like so many anthills.
   They are regal and proud, much like the high elves of the surface world. While they do not like outsiders, they do not shun their ideas. Many dark elven technologies were â,¬Å"borrowedâ,¬Â from gnomish merchants and their architecture closely reflects that of the dwarves of Ethârnul.
   The dark elves revere a strange spider goddess who is unknown to the other pantheons of the world. Through their goddess the elves shave unleashed countless number of fiendish aberrations ranging from the monstrous spiders to the drider. These monsters and the persistent raids of human villages by drow parties make them hated in other lands, especially in Eastern Escion where their raids are most frequent.
Description: The dark elves of Atlaia have dark grey or dusky skin and pale hair in many shades. Their eyes can range from a pale blue to red or even violet.

Dark Elves have the following racial traits:
Racial Abilities: These traits are in addition to the standard elf abilities in the - Player's Handbook, except where noted.
-   +2 Dexterity, -2 Constitution: The dark elves have ruthlessly selected for agility at the expense of hardiness over countless generations. These adjustments replace the ability adjustments given for elves in the Player's Handbook.
-   Darkvision: Dark elves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all. This ability replaces the low-light vision noted for elves in the Player's Handbook.
-   Weapon Proficiency: Dark elves are automatically proficient with the hand crossbow, rapier, and short sword. These proficiencies replace those of standard elves.
-   +2 racial bonus on Will saves against spells and spell-like effects.
-   Spell-Like Abilities: Dark elves with a Charisma score of at least 10 has the following spell-like abilities: 1/day -- dancing lights, daze, touch of fatigue. Caster level equals the dark elves's class levels.
-   Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
-   Favored Class: Wizard (male) or cleric (female). This trait replaces the favored class entry for elves in the Player's Handbook.



Wild Elves
The wild elves are secluded in their woodland homes and remain scattered into small tribal communities that are constantly on the move. Not as educated or connected as even the wood elves, the wild elves are little more than a mystery to the outside world. Wild elves live in closely-knit communities of several families. They are not nomadic, but maintain small villages in the trees of their jungle home. Their dark skin and chestnut or green hair lends them natural camouflage in their environment. This makes them skilled hunters of game, or even more intelligent species.
   Of all the other races, the wild elves strangely feel most akin to the forest gnomes who share a love of the wilderness and nature. They maintain strong trade relations with the gnomes of Zâelnor, even more so than their elven brethren in their own home.
Description: Wild elves have dark bronze skin with chestnut brown, gold or forest green hair. They have green or brown eyes. Often, they paint their skin to camouflage with their environment.

Wood Elves
The wood elves (or the sylvan elves) are very close descendants of the high elves and differ only in that they prize the woodlands more than magic. They are not as secluded as the flighty wood elves, but they remain enough so to be detached from the problems of the world around them. Slowly but surely, the sylvan elves have been moving out of their old homes in the forest and into more urban communities near the coasts. No one really knows why they have been doing this but there have been sightings of large groups of elves walking into the ocean and disappearing beneath the waves.
Description: Sylvan elves have light to slightly tanned skin and light brown hair with green or blue eyes.

High Elves
The high elves live in brilliant cities in the trees of Evâlnys, practicing the arcane and martial arts with equal ease. They are the first race of Atlaia, and remain its most fair and wise people. Magic infuses the very ground upon which the high elves walk and it is involved in every aspect of their life. High elves love the arts as well. Their bards travel across the world spreading tale, lore and music for the courts of noble or in the taverns of the common folk. In opposition to the darker skin of the other elves, high elves have very pale skin, hair in varying shades of gold and silver and shockingly blue or green eyes. They tend to wear light clothing that is artistic and daring. Even their armors and weapons look like works of art rather than tools of war, effectively hiding their true quality.
Description: High elves are the fairest of all the races. They have pale, creamy skin and golden or silver hair. Their eyes are most commonly light to royal blue but can also be violet or a rare turquoise.

Rock Gnomes
Rock gnomes live in the plains of Zâelnor alongside their forest gnome cousins. They are very inventive and are natural engineers and craftsmen. Their skills have introduced many of the technologies present in Atlaia today, ranging from airships to primitive pistols. The rock gnomes get along most with the halflings and the humans, because both races were forced to be cosmopolitan to be able to adapt to their environments. The gnomes were not forced, but they like it so thatâ,¬,,¢s the way they are.
Description: Rock gnomes have light skin. Their hair and eyes are in varying shades of brown or grey.

Forest Gnomes
The forest gnomes, while not as technologically advanced as the rock gnomes, are still as curious as ever, and have turned that energy into as drive to learn more about nature around them. Forest gnome druids are very common and are prized as healers, witch doctors and seers across Atlaia.
Description: Forest gnomes have reddish brown skin and hair in shades of green or brown. They have very dark brown or black eyes.

Dwarves
The stout and hardy folk of the mountains, the dwarves originated from the Stonespur Mts. And spread all across Atlaia. They are expert craftsmen and engineers. Most notable of the dwarvesâ,¬,,¢ many talents is their passion for warfare. A dwarven warrior is terrifying. They are highly trained and expertly skilled with the axe. Dwarven armies are in constant training and new members are recruited from their teenage years.
Description: Dwarves have leathery tan skin and hair of any shade ranging from black to brown to red. Their eyes are any shade of brown or green.

Gold Dwarves
The gold dwarves are from a land far south of Ethârnul, descendants of an ancient desert civilization long lost below the sands. They are similar in appearance to other dwarves except for their tanned skin and black hair.
Description: Gold dwarves have black hair, dark bronzed skin and brown or gold eyes.

Ghostwood Halflings
The Ghostwood halflings are very similar to forest gnomes and share an equal love for the woodlands. They are extremely reclusive, possibly even more than the wild elves, who they are often known to mingle with.
Description: Ghostwood halflings have pale skin, blue or green eyes, and black hair. Rarely, a Ghostwood halfling is born with very pale golden hair.

Lightfoot Halflings
Tricksters, thieves, acrobats; a halfling is them all. Small and nimble folk, the Tirnis halflings are a cosmopolitan race that delights in wealth, drink and a good meal. They stand no higher than the waist of a human but that has not stopped them from becoming one of the most prominent races of Atlaia.
Description: Halflings have hair that could be anywhere from blonde to dark brown or black. Their eyes are green, blue or brown and they have fair skin.

Humans
Humans are not the most dominant race of Atlaia. They are actually a minority, a fledgling race at best but spreading very quickly. To the elves the human people are like ants that refuse to be squashed and as empires form, rise and fall, the elves watch in disdain.

Half Elves
A race with no home, the half-elves are outcasts by nature. Other races do not shun them, but they arenâ,¬,,¢t readily accepted either. For many years they have fought for a homeland in Escion but so far all they have gained is rejection and bloodshed.
   Half-elves can be of any race but they are most commonly of high elf heritage, partly because the high elves are the most beautiful of the elven races, but also because they are the most common. The opposite parent is most commonly human but could be of any humanoid culture. There is even the very rare elf-gnoll mix, but if they truly exist no one has seen them. Half-elves make excellent sailors, and their curious nature about what lies around the bend has led them to discover many of the far corners of the world.
Description: Half-elves look similar to whichever elven race they are from, except with shorter ears and are slightly taller with a build more similar to a human.


Orcs
The orcs of Atlaia are different than those of the wilds. More civilized and a great deal more peaceful than their chaotic brothers, orcs have struggled to create a fledgling existence in northeastern Escion. They feel at home with the half-elves, who are also outcasts in a similar boat as the orcs.
Description: Orcs have green, brown, or reddish hides. What hair they have is brown or black, and they have beady black or brown eyes.

Orcs have all the traits listed in the Monster Manual with these excetions:
Ã,­   Racial Weapon Proficiencies: Orcs are automatically proficient with the falchion and flails (heavy and light).

Kobolds
The Kobolds of Atlaia are a secretive race that live deep within the jungles of Fænaëd. They are natural spellcasters and have used their powers to overcome their inherent physical weaknesses. Kobold society revolves around their deity Shoâ,¬,,¢slukan. Shoâ,¬,,¢slukan appears as a great kobold with six arms. Their deity has apparently told them that they are the master race, and can dominate even over the elves with their Spellcasting might. The kobolds are ruled by an emperor that is proclaimed as a demigod second only to Shoâ,¬,,¢slukan. He is attended to by a myriad of clerics who communicate with the deity and direct counsel to the emperor. The hierarchy continues down to warriors, then merchants, farmers and slaves.
   The kobolds have a surprisingly advanced civilization and have apparently been around almost as long as the elves. Deep in their primordial jungles they have built vast cities of stone. Great stepped pyramids and enormous temples are the center of attention of these cities. There are even universities devoted to the teaching of the arcane and divine arts.
   Their time within the jungle shave given the kobolds many abilities to help them survive. They have adapted to the darkness of the jungle floors, can travel with ease through the trees and can camouflage themselves to the forest around them.
Description: Kobolds are small creatures that stand just under three feet tall. They weigh around 40 pounds. They are a reptilian species whose skin is covered in scales that can be red, brown, green or any color in-between. Kobolds etch runes into their scales and paint them with a bright blue dye to commemorate special occasions, kills in battle or status. The pattern of horns on a koboldâ,¬,,¢s crown can also be used to distinguish one from another.

Kobolds in Atlaia possess the following racial traits:
Ã,­   -4 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
Ã,­   Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks (increases to +8 when in a jungle environment), -4 penalty on grapple checks, lifting and carrying limits Ã,¾ those of Medium-sized characters.
Ã,­   A koboldâ,¬,,¢s base land speed is 30ft and kobolds have a Climb speed of 10ft.
Ã,­   Low-Light vision. (Changed from Darkvision in the Monster Manual)
Ã,­   Racial Skills: A kobold has a +2 racial bonus on Climb, Knowledge (arcana) and Spellcraft checks. These traits replace those presented in the Monster Manual.
Ã,­   +1 natural armor bonus
Ã,­   Special Qualities: Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Ã,­   Racial Weapon Proficiencies: Kobolds are automatically proficient with nets, shortspears, and slings.
Ã,­   Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Ã,­   Favored Class: Wizard. This replaces Sorcerer as presented in the Monster Manual.
Ã,­   Level Adjustment: +0
[/spoiler]
My Setting:
Tiabela - Linky!

Kindling

These racial suggestions... The ancient jungle-folk and the dark illusionists...
I'm assuming you want them to be "traditional" fantasy races, seeing as those races you ahve listed so far all are.
Am I right?
all hail the reapers of hope

So-Keher

Well, yes and no. Yes because I want them to flow nicely with the other races (everything must have a place in the world and a reason for being there) and no because I'm up for new ideas. I don't own any books from the races series so I'm pretty limited in scope. I was thinking a modified gnoll for the ancient jungle civilization? More on that later.
My Setting:
Tiabela - Linky!

Kindling

Well I'm always a fan of taking "savage" humanoids and giving them a culture beyond "they wander round in tribal groups raiding and pillaging"

So maybe... hobgoblins as jungle-dwellers (although your gnoll idea would be good too, especially if you made them more feline and tigerish) and kobolds as the illusionist folk?

Just a suggestion.

EDIT: Just noticed the illusionists are supposed to be beautiful. Maybe not kobolds then. Yuan-ti? On second thoughts though, if you just gave kobolds a bit of a face lift, they might still work. Imagine smallish reptillians moving with serpentine grace, their smooth, jewell-patterned, snake-like skin shifting over lithe muscles as they trace the ritual patterns of their spells. Not exactly beautiful in the traditional human way, but definately not what you'd call ugly.
all hail the reapers of hope

So-Keher

Hmmm, hobgoblins seem good but they strike me as more "badlands-ish" than jungle. Kobolds could be good, but I wouyld have to come up with something that overcomes their inherent weakness. Or not, maybe they are very secretive and reclusive because of their weakness. Maybe they are psionic (oooh) :)
My Setting:
Tiabela - Linky!

Kindling

You could always give them racial bonuses to the relevent casting stats to counteract physical weakness, it would be very flavourful for a casting-themed race.
all hail the reapers of hope

So-Keher

Yeah goo didea. Should i make them a player available race or use them as the main thesis of an NPC nation. I  think using them as a player race would be pretty cool.
My Setting:
Tiabela - Linky!

CYMRO

Quote from: So-KeherYeah goo didea. Should i make them a player available race or use them as the main thesis of an NPC nation. I  think using them as a player race would be pretty cool.


Player race!  Hobgoblins, or Thoelins as I call them, are a FANTASTIC player race.

Ditto for the wee kobolds.

Kindling

Personally I don't like having any non-player-available humanoid race, so I'd say, yes, make them all playable.
all hail the reapers of hope

So-Keher

[ic]  Kobolds
The Kobolds of Atlaia are a secretive race that live deep within the jungles of Fænaëd. They are natural spellcasters and have used their powers to overcome their inherent physical weaknesses. Kobold society revolves around their deity Shoâ,¬,,¢slukan. Shoâ,¬,,¢slukan appears as a great kobold with six arms. Their deity has apparently told them that they are the master race, and can       te even over the elves with their Spellcasting might. The kobolds are ruled by an emperor that is proclaimed as a demigod second only to Shoâ,¬,,¢slukan. He is attended to by a meriad of clerics who communicate with the deity and direct counsil to the emperor. The hierarchy continues down to warriors, then merchants, farmers and slaves.
   The kobolds have a surprisingly advanced civilization and have apparently been around almost as long as the elves. Deep in their primordial jungles they have built vast cities of stone. Great stepped pyramids and enormous temples are the center of attention of these cities. There are even universities devoted to the teaching of the arcane and divine arts.
   Their time within the jungle shave given the kobolds many abilities to help them survive. They have adapted to the darkness of the jungle floors, can travel with ease through the trees and can camouflage themselves to the forest around them.
Description: Kobolds are small creatures that stand just under three feet tall. They weigh around 40 pounds. They are a reptilian species whose skin is covered in scales that can be red, brown, green or any color in-between. Kobolds etch runes into their scales and paint them with a bright blue dye to commemorate special occasions, kills in battle or status. The pattern of horns on a koboldâ,¬,,¢s crown can also be used to distinguish one from another.

Kobolds in Atlaia possess the following racial traits:
- -4 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
- Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks (increases to +8 when in a jungle environment), -4 penalty on grapple checks, lifting and carrying limits Ã,¾ those of Medium-sized characters.
- A koboldâ,¬,,¢s base land speed is 30ft and have a Climb speed of 10ft.
- Low-Light vision
- Racial Skills: A kobold has a +2 racial bonus on Climb, Knowledge (arcana) and Spellcraft checks.
- +1 natural armor bonus
- Special Qualities: Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
- Automatic Languages: Draconic. Bonus Languages: Common, Sylvan, Undercommon.
- Favored Class: Wizard.
- Level Adjustment: +0
[/ic]
My Setting:
Tiabela - Linky!

So-Keher

EDIT: Sorry, double post.  :P
EDIT: Yaay! Post #100!!
My Setting:
Tiabela - Linky!

Kindling

I like the idea of the kobolds living the in deep darkness below the jungle canopy. It makes it sound really murky and sinister, which is always fun!

On another note entirely, I'm curious as to how "Fænaëd" is pronounced. My guess is "FIE-nah-eed", but that's made with me being mostly ignorant of what kind of a noise an "ë" represents.
all hail the reapers of hope