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| Kelmourne11-28-07, 08:24 PM | Okay so those of you who were on the forums alot in the summer may remember that I made a forum based Campaign Setting called Aistura. That one fell apart and lacked direction. This is my second attempt at formating all of the ideas in my head into a comprehensive campaign setting. Please be constructive and polite. Unlike my first attempt, not all information will be posted in the first post. Most of the flavour will be in the first post while all the crunch will be in the second post. http://inlinethumb31.webshots.com/34974/2458144980102615880S600x600Q85.jpg I will get some maps showing terrain and kingdoms up in a bit but for now this is all I have. The technology of Aistura is similar to that of the early-mid middle ages, before gunpowder but after crossbows. Magic is rare, although everyone has heard of it before and most of them have witnessed it at least once. Psionics is much more rare though. It is only available to two races, Serayans and Elans. Psionics and Magic used to be much more common in Aistura. Long ago, before the existence of Elans, Serayans were the only race capable of Psionics. They held a huge empire and were second only to humans in power. One day, a powerful and influential mage by the name of Eren became obsesed with unlocking the secret of psionics. He soon became frustrated with his futile efforts to gain psionic powers and became jealous of the serayans. Eren decided that if he couldn't have psionics, nobody could. So he went about crafting a magical staff that could completely fry the mind of any psionic creature it is used on. The staff worked, but something else happened after he used it on his first subject; the next morning, Eren realized that he had gained the psionic power of his victim. For many years he kept his discovery a secret, every now and then using it on a serayan until his mental power grew to incredible levels. With his new-found power, he had an idea. Perhaps he could impart some of his power unto another, gifting them as well. Eren's first test for this was a willing aprentice of his. When the experiment was complete, the apprentice had been transformed into the first Elan. Thinking that His new creation that melded man and mind was superior to serayans, he went on a genocidal war against the serayans. Slowly he gained support from wizards across Aistura and as he used the staff more and more often, his power grew and he created more and more elans. Without the power of the staff, the genocide wouldn't have gotten nearly as close to succeeding as it did. One day, the very same apprentice who was first transformed, discovered a way of creating elans without expending an exhaustable supply of psionic energy. Realizing that they no longer needed to steal the power of the Serayans to create new elans, many of the elans decided to stop the genocide. Enfuriated by his own apprentice, Eren decided that he had to kill him and his followers before continuing with the campaign. The civil war between the elans gave the serayans an opportunity they couldn't resist. The serayans gathered their full strength and marched upon Eren's weakened army. The blow that ended the war was the death of Eren and the capture of his staff, which the serayans hid. The war that had lasted 15 years killed most of Aistura's wizards and serayans and after the war, Aistura was never the same. The death of Eren is marked as the end of "The Age of Wonders". The war took such a huge toll on the populaces of Aistura that most people shuned magic for a long time. More Coming Soon Aistura: This is the material plane of the Aistura campaign setting. It is flat and surrounded by infinite oceans on all sides. Ethereal Plane: The Ethereal plane is paralel to Aistura and through magical spells or abilities, many different people or creatures can travel to it. It resembles the material plane except everything is made out of a thin gray mist that people can walk through. Astral Plane: The Astral Plane is the inbetween area in terms of the cosmology. It's the infinite gray emptiness in which everything else exists. There is no gravity but people can choose which way they view as down. Also anyone can create an imaginary floor to walk upon so they do not fall continuously forever. The main reason for traveling to the astral plane is that there are many portals to other planes there. Plane of Positive Energy: The Positive Plane of Energy is another plane that is paralel to Aistura. It resembles the material plane except everything is brighter and more vibrant. The sky is a blank shade of very light gray and the sun is a blindingly white spot of light who's light bends around corners and eliminates shadow's. Because the plane is so bright, it is effected as if continualy under the effect of a Daylight spell. Those who travel this plane feel calm and at ease, as if continually under the effect of a Calm Emotions spell that offers no save. The only creatures who are not effected by this are the planes native inhabitants, the Lumi. Plane of Negative Energy: The Negative Plane of Energy is another plane that is paralel to Aistura. It resembles the material plane except everything is darker and seems to be continuously fading away into shadow. The sky is filled with clouds that resemble the darkest thunderstorm clouds found on Aistura. The entire plane is cast under the effect of a Darkness spell and areas on the material plane that were already shadowy illumination are now completely black. Also the entire plane is covered by the effect of a crushing despair spell that allows no save. The only creatures that can see normally on this plane and aren't effected by it's crushing despair are the native inhabitants, the Nightshades. Elemental plane of Air: The Elemental Plane of Air is almost completely empty and infinitely large. There are very few solid places for planar travelers to land, such as the floating islands of the Dragons and the solid cloud-cities of the Cloud Giants. Other than them the inhabitants of the plane are limited to the elementals and the arrowhawks. Elemental Plane of Earth: The Elemental Plane of Earth is an infinetly large area of solid rocks and minerals. The only places planar travelers can go are in the wide and seemingly endless tunnels the rust monsters make as they corrode through the endless veins of metals such as iron, mithril, and even adamantium. These tunnels attract many greedy miners as they are straight paths to infinite quantities of metal. They are filled with danger though because the Xorns feed off of the rust left behind the rust monsters, and aren't as peaceable as them. Elemental Plane of Fire: The elemental plane of Fire in many ways resembles the material plane, although it is not paralel to it. There are some extreme diferences though. The biggest difference is that it is in fact infinitely large. There are more noticable differences though such as the water is in fact superheated magma and everything except the air is constantly on fire. The air itself is on the verge of igniting. The only creatures that live here are azers, salamanders, magmin, and the elementals. Elemental Plane of Water: The elemental plane of water is completely submerged. Although there is no sky, the infinitely large plane remains eerily iluminated. Other than the elementals the only creatures that live on the plane are microscopic plankton like creatures, tojanidas who eat the plankton, and kraken who eat the tojanida's. More Coming Soon Alignment: LN Domains: War, Law, Protection, Knowledge Favoured Weapon: Halberd Description: Arius is the god of war and strategy. He believes that war is an art and that only through strategy can one perfect it. He is almost exclusively worshipped by fighters. Even his clerics often multiclass into fighter. He believes that to win the battle, an army must fight as a whole and learn dicipline. His clerics run many wealthy academies where their tactics can be tought and many nobles hire personal clerics of Arius to instruct their children. As mercenaries, followers of Arius are prized because of their dicipline, but many generals view them as a nuisance because they tend to view themselves as superior tactitians to the generals who hire them and try and take charge of the whole army. Alignment: CN Domains: War, Strength, Chaos, Destruction Favoured Weapon: Greataxe Description: Narok is the chaotic god of battle. He is most often worshipped by chaotic fighters and barbarians. Unlike what most would think of a chaotic god of battle, Narok preaches that it is better to kill one giant than a thousand goblins. His followers believe that by defeating foesstronger than them they gain their deities favour and grow stronger themselves. Because of this, Barbarians who follow Narok dont often get feats like cleave. He views followers of Arius, the lawful god of war and strategy, as fools who cannot enjoy the full pleasure of war. Warbands who follow Narok often hire themselves out as mercenaries. They are prized as some of the best fighters around but often scorned because of their common inability to follow orders, as they tend to prefer to recklessly charge into the fray, seeking out the strongest foes. Alignment: NG Domains: Good, Healing, Protection, Knowledge Favoured Weapon: Quarterstaff Description: Irenias is the godess of healing and good-will. She is very peace-loving and strictly opposes conflict. Her most common worshippers are clerics and a few bards, though not many. Many of her followers are pacifists and strictly believe that hate breeds hate and that violence is it's own end. Her clerics are often seen healing others and curing their diseases for free. Alignment: LG Domains: Law, Good, War, Strength Favoured Weapon: Bastard Sword Description: Heronis is also known as the divine crusader. His mantra is "To take the fight to evil before evil takes the fight to you". Most of his followers are Paladins and most Paladins either worship him or his sister, Austriel. While he and his sibling may preach different views on how to combat evil, they agree that both of them are necesary in order for the task to be done. Alignment: LG Domains: Law, Good, Protection, Strength Favoured Weapon: Longsword Description: Austriel is the deity of protecting the innocent from the dangers of evil. She is the sister of Heronis and between the two of them, all paladins worship them. While the Paladins of Heronis are out fighting evil on their crusades, followers of Austriel are protecting the weak who often fall prey to those who wish to take advantage of them. More Coming Soon http://inlinethumb22.webshots.com/34069/2754922510102615880S600x600Q85.jpg Average Alignment: N Most Common Race: Humans Type of Government: Empire Aristocrat Level 10, Fighter Level 5 Lawful-Neutral Human Male 85 Years Old King Yaren Came to power at the young age of 16 after his father, the former king, had been assasinated. He has ruled for 69 years, the longest of any ruler in Umbrium. He has lived far past anyones expectations and is now incredibly frail and sick. He has been ill for the last two years but until he dies, his son can't take over. Aristocrat Level 6, Fighter Level 8 Lawful-Evil Human Male 27 Years Old Prince Feris is the first-born son of King Yaren and an excelent warrior. He is a very brooding character and his vision of what the country will be like when he is in power is far different from that of his father. He has growing resentment over the fact that his father hasn't died yet. Even if his father were to die today, he would gain the crown 11 years older than his father did. He has repeatedly sent assasins to kill his father in order to "hasten" the disease that is slowly killing him. As of yet, none of his assasins have succeeded. He also has an unspoken hate for his cousin, Kelmourne and plans to kill him once he is king. Fighter Level 10 Lawful-Evil Human Male 57 Years Old General Dagonthar is the general of Umbrium's massive armies. He is a very ambitious individual and in fact has his eye on the throne. Once the king is dead he plans to have a military coup and take control. He has learned of the princes ambitions as well and in fact has sent assasins to help in Feris's efforts to kill his father. His plan is to have the assasin that kills the king deliver the news to Feris only to assasinate him. Aristocrat Level 2, Fighter Level 11 Neutral-Good Human Male 20 Years Old Kelmourne is the king's nephew and his favourite relative. The fact that he is held in more favour than Feris greatly annoys Feris. The two have had an unspoken hatred for eachother ever since Kelmourne learned of Feris's plot against his father's life. Kelmourne has yet to learn of General Dagonthar's part in this plot. Description: Umbrium is a land with a widely varying population. Just like the race of men as a whole, the best and worst of people can be found in Umbrium. Unfortunately, it is often the worst who finds itself in power. Umbrium is often at war with the tribes to the south and east. Recent History: With the king's disease cripling him, the power of Umbrium has fallen over the last while. Every moment they are losing ground to the desert nomads from Al-Ariyah in the east. Crime has risen and the appearence of some powerful thieves guilds from elsewhere in Aistura has increased. It seems as though the mighty empire's glory-days are behind it. http://www.tuckborough.net/images/Dol_Amroth.jpg Average Alignment: NG Most Common Race: Sea-Elves Type of Government: Monarchy http://inlinethumb32.webshots.com/34975/2324333340102615880S600x600Q85.jpg Average Alignment: LN Most Common Race: Humans Type of Government: Tribal Council Description: Al-Ariyah Makes up the eastern third of the continent of Ariyah. At first glance they would seem to be a wandering rabble of unorganized tribes. Upon closer inspection, it is realized that each tribe is politically related with eachother. Some would say it is impossible for all of the tribes to be united due to the harsh climate, but messengers travel fast through the desert when you know your way. The population is far greater than many would suspect. http://inlinethumb50.webshots.com/36657/2336000150102615880S600x600Q85.jpg Average Alignment: LG Most Common Race: High Elves Type of Government: Monarchy More Coming Soon |
| Kelmourne11-28-07, 08:33 PM | http://inlinethumb03.webshots.com/36610/2673004840102615880S600x600Q85.jpg Unchanged from the PHB http://www.wizards.com/dnd/images/dmg35_gallery/tn_DMG35_PG221_WEB.jpg High Elves Unchanged from PHB except weapon proficiencies are Scimitar, Spear, Longbow, Shortbow, Favoured Class: Fighter High Elves are very regal and noble. They are the most populous of all the elven sub-races and it is they who have the grandest cities and castles amongst them. They count other elves (except dark elves), halflings, some dwarves, and some men among their allies. They have an extreme hatred for orcs and attack them on sight. Sea Elves Unchanged from PHB except weapon proficiencies are scimitar, longbow, shortbow, Proffession Sailor is always a class skill and they always have a +2 on it. The Sea Elves are debatably the best sailors in all of Aistura. They build their port-cities on the coast and on islands. Some groups of Sea elves are nomadic and travel from place to place in their seagoing caravans of elegant longships. They are the most carefree of all the elves. While the High elves focus on their war with the orcs, the Dark Elves engulf themselves in their hate, and the Green Elves devote most of their time to just surviving, Sea elves live usually peaceful and carefree lives by comparasign. The people they dislike the most are pirates and other vilianous sea-farers. Green Elves Unchanged from PHB except weapon proficiencies are longbow, shortbow, Favoured Class: Ranger, Survival is always a class skill and they always have +2 on it, Handle Animal and Knowledge (Nature) are always class skills. Green Elves used to live in cities hidden deep within the forests. But long ago for some reason lost to most historians, they abandoned their cities for a nomadic lifestyle. Most green elves travel in groups of 2-10 but every year on the summer solstice, they meet at the ruins of their greatest city, Syvandor, to share information and to join other nomadic groups. Among all the races of Aistura, the Green Elves probably have the best relations with the few remaining Serayans. A wandering group of green elves will often stay for weeks at a time in hidden Serayan monestaries. Other allies of Green Elves include High Elves, Druids, and most Rangers. Dark Elves Unchanged from PHB except Darkvision 120ft, light blindness (-1 on attack rolls, search and spot checks made in bright daylight), weapon proficiencies are rapier and hand crossbow, weapon familiarity with spiked chains and whips. Dark Elves resemble normal elves but with pale skin and white hair. They live underground and are generally hateful of all other races, although they've been known to tolerate Deep Dwarves for the purpose of trading. At birth, a Dark Elf is assigned a profession and is single-mindedly trained in it for their whole life, alowing for them to gain a level of specialization in their work. http://inlinethumb35.webshots.com/34338/2185281050102615880S600x600Q85.jpg Mountain Dwarves Unchanged from PHB Mountain Dwarves stand taller than a halfling but shorter than an elf. They usually live in large mountain-fortress cities and trade the precious metals found within for other goods not commonly found in such areas. Their society is very honour based and bringing shame to ones family or clan can often have dire consequences. Mountain Dwarves lead a near endless war against orcs and giants. As such, all of their people are trained to some extent in fighting them. Because they live for so long and have so few offspring, dwarves mourne the loss of eachother with great sadness. Their kings are buried in elaborate underground tombs, hidden in the sides of mountains. Deep Dwarves Unchanged from PHB except Darkvision to 120ft, and light blindness (-1 on attack rolls, search and spot checks made in bright daylight) Deep Dwarves live far below the surface of Aistura and more commonly interact with orcs, goblins and dark elves than they do with the surface races. Most Deep Dwarves hate the other races, even mountain dwarves, and only tolerate them to the point where they may serve as a customer. They are some of the finest smiths in Aistura and some of the rarest metals can be found deep underground near their kingdoms. Once the greedy dwarves spot a rich vein of metal, they are single minded in their task to mine it and will defend it fiercly. http://inlinethumb10.webshots.com/34313/2483500640102615880S600x600Q85.jpg Caravan Halflings Unchanged from PHB except favoured class: Bard Caravan Halflings are nomadic by choice and greatly enjoy wandering from place to place and experiencing new areas. They can be found near the outskirts of most cities peddeling their exotic wares from far away places. It is uncommon for a caravan to stay in one place for more than a week. City Halflings Unchanged from PHB City Halflings inhabit the slums of most major cities. They asociate in guilds and deal with one specialized task, mostly to do with thievery and crime. Their secret guild hideouts are found in the forgotten corners of the cities and are very hard to find. As they have no "Kingdom", City Halflings don't really have any allies, but the races they prefer to associate with are dwarves, men, and of course, other halflings. http://inlinethumb02.webshots.com/34241/2572271180102615880S600x600Q85.jpg Hill Orcs Medium Size +2 Str -2 Int -2 Cha 30ft Land Speed Darkvision 60ft -2 vs. mind effecting effects except fear +4 vs. fear effects Always proficient with Greataxes, Battleaxes, Spears, Javelins +2 on Fortitude saves Favoured Class: Barbarian Automatic Languages: Orcish, Common Bonus Languages: Goblin, Giant, Abyssal, Undercommon, Deep Dwarven, Dark Elven Hill Orcs are the most commonly encountered type of Orcs. They live near the surface and often raid nearby human and elven communities. Their skin is a dark muddy-greenish colour and they stand a full half a foot taller than a man. Cave Orcs Unchanged from Hill Orcs except Darkvision is to 120ft and they get a minus one on spot, search, and attack rolls in bright daylight. Cave Orcs are the most numerous of all Orcs but they are not found very often above the ground. They live in the twisting underdark below the surface and are commonly encountered there. They are the most common race of the underdark, but the most unorganized. Tribes often go to war with eachother. They will ally themselves with any race that is native to the underdark, so long as it profits them. They are skeptical of the surface races though and often go to war with the dwarves. Their skin is a dark gray-brown and they are about as tall as a human. http://inlinethumb52.webshots.com/33907/2580937030102615880S600x600Q85.jpg Medium Size +2 Wis -2 Cha 30ft Base Land Speed +2 on hide and move silently checks in sand +2 on saves vs. dehydration +2 on survival checks to find water Survival is always a class skill Immune to sun glare Always proficient with Scimitars and Kukri Bonus Feats: Heat Endurance (Sandstorm), Sandskimmer (Sandstorm) Favoured Class: Druid (Sandstorm Variant) Automatic Languages: Githyanki Bonus Languages: Ignan, Common Level Adj. +1 Githyanki are desert dwellers. While others perish in the harsh conditions of the desert, the Gythianki survive. They are generally reclusive and stay far to the south, away from civilized lands. But sometimes they travel northwards and raid the southern borders of Umbrium. Their only friends are eachother and occasionally the Desert Nomads of Al-Ariyah to the north-east. http://inlinethumb23.webshots.com/35350/2036442660102615880S600x600Q85.jpg Unchanged from the XPH Elans where created by a powerful wizard long ago in an attempt to mimic or even surpass the psionic prowess previously only found in Serayans (See History: Fall of the Serayans). There are two main groups of Elans. Those who believe that their ancestors were wrong and that they shouldn't have tried to annihalate the Serayans, and those who believe that they are superior to the Serayans, and that the Serayans must be eliminated. The latter of the two focus most of their attention trying to locate the Staff of Eren (See Artifacts: Staff of Eren) so that they may lead another crusade to whipe out the Serayans, and that this time, they will not fail. http://www.evocacion.com/magic-the-gathering/invasion/mimg/elfo-nomada.jpg Medium Size +2 Cha -2 Con 30ft Land Speed Wild Talent as a Bonus feat Immune to Enchantment Effects Automatic Languages:Serayan Bonus Languages: All Favoured Class: Wilder Serayan's resemble taller elves with blue skin and bright orange hair. They were the first race to master the gifts of psionics. They mostly live in secluded monestaries now because they are being hunted by the Elans. Due to their culture, monks are quite common, being the most common path of a warrior among Serayan society. Barbarian: Bard: Cleric: The cleric in Aistura remains relatively unchanged except for the fact that they can no longer worship intangible ideals. They must worship deities. For a list of Deities see the first post. Druid: Sandstorm and Frostburn variants are available Fighter: Monk: Mystic: The Mystic is a new class I thought of that is very similar to the Cleric. It is identical to the cleric except that it doesn't have any armour proficiency, it's hit dice are 1D4, and it's weapon proficiencies are that of a wizard. To make up for this however, it can cast it's spells sponaneously and it starts off with three domains. Instead of worshipping deities like Clerics, Mystics follow intangible ideals, each vaugely represented by a domain. A cleric cannot however have domains of opposing alignments to eachother. Paladin: Psion: Unchanged from XPH except that only Elans and Serayans can be them because only they have the mental capabilities for it. Ranger: The ranger has been changed a bit, mostly in regards to it's favoured enemies and weapon styles. They can substitute favoured enemy for a favoured region (See rules from Quinessential Ranger) at anytime they could get a favoured enemy. Also their combat styles are no longer as rigid. If they choose archery at first level for instance, they could pick two-weapon fighting as their second choice. This would mean however that instead of having one combat style up to it's third tier, they could have one at tier two and another at tier one, or if you are using alternate combat styles from dragon magazine or quintessential ranger, three combat styles at tier one. Sandstorm and Frostburn variants are available. Also their alignment must be any non-lawful. Rouge: Samurai (Oriental Adventures, not Complete Warrior): Sorceror: Sorcerors very rarely draw their abilities from draconic heritage, mainly because most Dragons cringe at the idea of mating with a lesser race and most of the lesser races are horrified of mating with a dragon. It is for this reason that Half-Dragons are also rare. Sorcery represents an inate ability for magic that comes from any number of sources. The mother being under the effects of spells or casting spells during pregnancy, heritage from a magical creature more likely to mate with a human such as a fiend (Succubi), fey (Dryads and Nymphs), or a celestial (Angels or Eladrin), many sorcerors even draw their power from such sources as magical pollution. Wilder: Unchanged from XPH except only Elans and Serayans can be Wilders because only they have the mental capabilities for it. Wizard: Arcane Archer (DMG): Arcane Trickster (DMG): Archmage (DMG): Ashworm Dragoon (Sandstorm): Must be a Githyanki, Raised by Githyanki, or taught by another Ashworm Dragoon Assasin (DMG): Bear Warrior (OA): Blackguard (DMG): Death's Chosen (LM): Must swear alegiance to a Vampire Duelist (DMG): Dwarven Defender (DMG): Eldritch Knight (DMG): Hierophant (DMG): Horizon Walker (DMG): Iaijutsu Master (OA): Kensei (OA): Lord of Tides (Sandstorm): Must be a Githyanki, Raised by Githyanki, or taught by another Lord of Tides Loremaster (DMG): Master of Shrouds (LM): Mystic Theurge (DMG): Pale Master (LM): Sand Shaper (Sandstorm): Must be a Human and born in Ariyah Sacread Purifier (LM): Scorpion Heritor (Sandstorm): Must be a Gythianki, Raised by Githyanki, or taught by another Scorpion Heritor Shadowdancer (DMG): Thaumaturgist (DMG): True Necromancer (LM): More Coming Soon Eren was a great wizard who desired power over psionics as well (See history section). He created this staff to kill the mind of any serayan, but as an unintentional side effect, it transfers the psionic powers of the target to the user of the item. 3/day - Power Word, Kill DC 15 (DC 30 if targeted at a Serayan, caster gains the entire power point reserve of the target and all of their powers known if the target is serayan) More Coming Soon Adamantine Adamantine is a very rare material found only in the deepest veins of Aistura. It is commonly mined by Dwarves and occasionaly by Orcs as well. It has even been told that some Goblin tribes make a hefty profit from selling adamantine. Alchemical Silver Alchemical Silver was created by a group of human lycanthrope hunters. It is now sometimes used as a cheaper substitute for mithral in decorative weaponry that is not designed for actual effectiveness. Darksteel Darksteel resembles normal steel except it is almost pitch black. It is most commonly mined by orcs but dwarves and goblins hav been known to mine it as well. Only items that have some metal on them can be made out of Darksteel. Darksteel increases the hardness of an item by 5 and the HP/inch of thickness by 5. All weapons and armour made of Darksteel are considered masterwork. The cost of items made out of darksteel is multiplied by 2 and the masterwork cost is added on top of that. Damage reduction of fey is by-passed by Darksteel in Aistura, not Cold Iron. Darkwood Darkwood is commonly found in the island chain to the south-west of Aistura. It is difficult to obtain due to the savage natives that fiercely protect their ancestral homes. It is lighter than normal wood and is a very dark shade of brown. Dragonhide Dragonhide is extremely hard to obtain as there are so few dragons in Aistura. In addition to the properties described in the DM's guide, Dragonhide armour grants the wearer resistance 5 to the type of damage the dragons breathe weapon dealt in life. The item itself is immune to such damage for the purpose of attacks directed at the item. Mithral Mithral is a very rare, silver coloured metal that is as strong as steel but much lighter. It is most commonly mined by dwarves who make large sums of money selling it to other races. More Coming Soon Comming Soon |
| Dog_O_War11-29-07, 01:02 PM | I will hold off from commenting on things until you have more fluff up. But I would like to add that you should put fluff with each race beyond just statistical information. |
| Kelmourne11-29-07, 05:12 PM | Yes I am getting to that. It is all rather incomplete right now. |
| Dog_O_War12-07-07, 12:14 PM | Just checking your setting again for fluff. Narok doesn't strike me as a god of war, but rather of battle. There are many battles in a war, and to focus on one is (I think) more representative of what you have written there. Battles are for warriors; Wars are for strategists. Your map; is that one of the stages of the migration of earth's continents? I never would've thought to use it. I think I might do just that for another setting I've been developing.... Keep up the good work, and bump your post when you do an update! |
| Elemental_Elf12-07-07, 07:59 PM | I find it interesting that the two Gods you have posted are both Gods whose worshipers include a fair number of Mercenaries. Is this a common theme in your world or was it just coincidence that the first two Gods share this trait? :) |
| Kelmourne12-07-07, 11:07 PM | Your map; is that one of the stages of the migration of earth's continents? I never would've thought to use it. I think I might do just that for another setting I've been developing.... Keep up the good work, and bump your post when you do an update! In regards to the map - I flipped the world map horizontally, then I took away australia and the americas, then I slightly moved africa, then I moved india to under europe so as to make them less recognizable. No it is not earth in a primal stage of continental drift. I think that's Middle Earth. Actually it's greyhawk and forgotten realms too. In regards to bumping - I would be bumping way too often. I always thought that when people bumped it meant that they where reserving it to update it later. Thanks for the info. I find it interesting that the two Gods you have posted are both Gods whose worshipers include a fair number of Mercenaries. Is this a common theme in your world or was it just coincidence that the first two Gods share this trait? It is a coincidence. I will be adding racial and druidic ones next. Also I've recently edited the deities section and the races section. I guess this deserves a :bump: then |
| Tsochar12-09-07, 03:01 PM | It's still pretty obvious that the map is a shop of earth's continents. I recognize Russia, Indonesia, turkey, the Arabian gulf, the Red Sea, Japan, Siberia, and Africa. If you really want to make it seem original, I suggest you alter the places where the coastline is relatively unchanged, and then shift the more recognizable areas around a bit. In Greyhawk there are a lot of places that are analogous to RL places, but in my opinion the landmass looks original. The Faerun continents are highly stylized versions of earth continents, but they are by no means based upon any tectonic shifting. |
| Kelmourne12-10-07, 02:12 AM | It's still pretty obvious that the map is a shop of earth's continents. I recognize Russia, Indonesia, turkey, the Arabian gulf, the Red Sea, Japan, Siberia, and Africa. If you really want to make it seem original, I suggest you alter the places where the coastline is relatively unchanged, and then shift the more recognizable areas around a bit. In Greyhawk there are a lot of places that are analogous to RL places, but in my opinion the landmass looks original. The Faerun continents are highly stylized versions of earth continents, but they are by no means based upon any tectonic shifting. No but the continents look very very similar and the fact that in FR the oriental land is in the east and the aztec-like culture is in the west on a new continent. On wiki it says that greyhawk was intended to resemble earth in shape and earth is listed as a paralel universe to Oerth, along with Aerth and Uerth. I am very fine with the way my world currently looks. It is intended to resemble earth. |
| Kelmourne12-10-07, 10:59 PM | :bump: Sections I have edited -Kingdoms -Artifacts -Deities |
| Kelmourne12-13-07, 11:11 PM | :bump: Section(s) I have edited -Prestige Classes -Races (Added Githyanki) -Map (Made it slightly less distinguishable) |
| Dog_O_War12-14-07, 02:00 PM | I can't really lay out constructive comments on psionic stuff; I don't like psionics myself, and thus have a biased attitude towards them. I would like to add though that you have a lot of gods with the war domain; while this is understandable given that every pantheon of gods should have at least one GoW, I'm just wondering if there'll be a huge selection of gods like there is in Faerun? I'll add that this is one of the few things I liked about the Faerun setting (even though I only use a relatively small number of deities myself). |
| Kelmourne12-14-07, 06:24 PM | Yes there will be large amounts of deities like faerun. The number of gods with the war domain so far is just coincidence that I thought of them first. |
| Kelmourne12-17-07, 01:27 AM | :bump: Changes made: -New entry in History -New entry in Artifacts (Related to the new entry in History) -Picture of Serayans |
| Kelmourne12-18-07, 07:21 PM | :bump: Changes made: -added more fluff and pictures to all the races Also I would appreciate any help or suggestions on how to make the map look less like earth (I.E. what features still resemble earth) |
| eoin6212-19-07, 10:47 AM | Nice Job, I like what fluff you've posted so far. The fall of magic bit was interseting and well done. As for making the map look less like earth, I'd break the two major portions apart right around where europe, russia and africa all meet. Give them a somewhat narrow (maybe 50 miles) isthmus so that trade and contact is common and it doesn't effect contact between peoples on each landmass too significantly. Also, I'd knock the eastern end off of russia and make it a large island, maybe move it a little further out to sea. Other than that, I'd that your best bet is to add geographical and environment features that differeniate your world from earth, i.e. don't put a mountain range where the himalayas are, etc. A more radical suggestion, flip the world on its north south axis, so the "nothern" coastline is in the south. This may not work if you've already started to place kingdoms and cultures. I look forward to hearing more. |
| Kelmourne12-19-07, 05:37 PM | Do you like the map more now? Other than that, I'd that your best bet is to add geographical and environment features that differeniate your world from earth, i.e. don't put a mountain range where the himalayas are, etc. Thats sorta what I was thinking about doing. Thanks for the contribution. |
| eoin6212-19-07, 06:30 PM | Yea, the map looks good. I like the axis shift and the addition of the islands on the western end. Just curious, is this the only continent on the world or are there others? |
| Kelmourne12-19-07, 06:53 PM | Just curious, is this the only continent on the world or are there others? There is an Oriental-Based continent to the east that I will get around to detailing later. All I have right now is that there are yuan-ti and Naga at war on a mostly jungle continent and they use the human clans as mercenaries. They do this because they both know that by recruiting them in a war against eachother, they are less likely to ally themselves into one unified empire. Because if they did that they would actually overpower the naga and the yuan-ti. |
| eoin6212-20-07, 01:41 PM | Sounds good, I know how time consuming it can be to put together even one continent, but I was curious to see if you had gone the pangea route or not. I look forward to reading more when you post it. |
| Dog_O_War12-21-07, 03:37 PM | Not really constructive, but I was wondering where you were getting those great pictures. I just had another look through your races section and I must say they are inspiring; makes you want to play those races. Keep up the good work. |
| Kelmourne12-21-07, 11:25 PM | Not really constructive, but I was wondering where you were getting those great pictures. I just had another look through your races section and I must say they are inspiring; makes you want to play those races. Keep up the good work. The pics are either from Former Wizards artist Todd Lockwood, or the Wizards.com art galleries. Todd Lockwood is really great you should check out his art. And the pic of the Serayans is a magic card pic that I got off of google images. |
| Kelmourne12-30-07, 07:17 PM | :bump: Changes made: -Added a new Kingdom -Changed the picture for Humans -Added Special Materials |
| eoin6201-04-08, 12:30 PM | Nice pic for the new kingdom, is that another lockwood piece? |
| Kelmourne01-05-08, 11:53 PM | No I think its from some LotR trading card game. Its a picture of the city Gondolin. |