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| E_Vernon12-22-06, 02:07 PM | This campaign can now be viewed in progress here (http://roleplaymarket.com/board.aspx?topicID=12558). WHITE OBLIVION You wake up, look outside, and find that everything you have ever known has been erased. http://img164.imageshack.us/img164/2897/whiteoblivionmaphl2.png White Oblivion takes place in a campaign setting known as Newland. To the humans, Newland is young and only recently discovered…by sheer accident. When all attempts to return to Western Europe fail, the humans realize that this is to be their new home. They do their best with what they have, but quickly find strange things in Newland. Terrible abominations of nature, magic, and an evil race of aggressive birdmen now fill their every day. After several centuries of colonization, the humans begin to make do with Newland. However, that is all about to change for four young heroes in the lonely village of Eastpoint. |
| E_Vernon12-26-06, 03:28 AM | :confused: |
| wrecan12-26-06, 05:32 PM | Doesn't look cluttered to me. I like it. Unrelated question. The Spring appears to flow southward from the mountains and the Pilgrim flows northward to the Giving Sea, right? Yet, at points they are merely 100 miles away from each other. Plus there appears to be a tributary near Redfield that connects the two. Rivers flow from upper elevations to lower elevations. How do the rivers work here? Is it magic? Which way does that tributary flow? Pilgrim-to-Spring or vice versa? I guess it could work if the Living Forest is in a valley and there's a big cliff between it and the Spring. |
| E_Vernon12-26-06, 08:35 PM | Thanks for your response, wrecan. Hmm, that is certainly a problem. I'm not sure what I was thinking as I was making this. I think the simple illusion of the rivers flowing north to south confused me as I pictured both the Pilgrim and the Bringing to flow south from the sea. However, you are right, this isn't possible. I think this could be fixed if I just removed the tributary all together and either ended the Spring earlier or shifted it further to the east. Yet this would still create the need for higher ground between the two, else the Pilgrim would start closer to Greenbelt, which isn't something that I want because that would place Redfield in an strange location for a city. Then, I was considering flopping the Shallow Lake, Goldwinter, and the Spring vertically, which would leave the Spring flowing into the Giving Sea...but then the road from Goldwinter to Redfield would be multiplied in its difficulty. Now source of water, and many days longer. The city of Redfield just wouldn't offer enough reason for such risk (unlike Hawkswarden).Summary: I think my best option would be to shorten the Spring and have it trickle into nothing near Jutesdale. If I just did away with Jutesdale all together, I could end the river even earlier. Let me know if you have some better suggestions or think that mine are poop. :) (Thanks for the observation) |
| wrecan12-27-06, 09:01 AM | Well, my suggestion would be to fill the triangle formed by Shallow Lake, the NE corner of the Living Forest and Jutesdale with hills, to represent the steep slope from Goldwinter, which should be the highest altitude population center on the map, all the way down to Hollowgrove in the valley where the Living Forest is located. Have the Spring actually travel south past Jutesdale and then split, with one branch running east off the map and one branch runnign west to Redfield. the river splits again at Redfield, with the southern tributary running off the map. The Pilgrim begins here at Redfield and flows North through the Living Forest to the Giving Sea. Now, you've got a nice division for your towns. Hardyline, Goldwinter, Savilpoint and Jutesdale are now in the Highlands. Greenbelt, Hollowgrove and Lonepoint now lie in the Lowlands. The hills in between are steep and sloping. I would populate them with savage humanoids, personally, but that might not fit your campaign themes. You probably also want some feeder rivers to flow from those hills at the southern part of your map, northward to Rune Lake. This means the Redfield-Safereach Road is going to have a lot of bridges across it, which always make great locations for encounters. Also, having rivers flow up a map is almost always counterintuitive. It might be easier to manage if you rotate the map 180 degrees, and have South at the top of the map. Just a thought. |
| wrecan12-27-06, 02:06 PM | Also, my guess would be that you are planning to make Runepoint the center of this campaign? You can easily divide the map into two parts: those towns that survive from the Boot/Bringing and those that depend on the Spring/Pilgrim. Runepoint sits in between. I imagine a lot of trading competition between Rockharbor and Port Kentdown. Also, rivers rarely flow from the sea. They almost alwasy flow to the sea. At best, a river might have a tidal basin, where tidal waters can flow into the river, but those rarely extend more than 20 miles. |
| E_Vernon12-27-06, 06:51 PM | On having the Spring split into a southern portion leaving the map and the northern portion going northward to the sea (changing into the Pilgrim), I like the idea, but when I went to edit it, it looked funky. That is a complete 180 degrees turn and it didn't look right. So instead, I was thinking of shifting the Spring out eastward more towards the end, away from the forest. Then, if I moved Redfield a bit northwest I could use your idea of feeder rivers from the hills. Rather then these rivers leading into Runepoint, they could lead pass Redfield and form the Pilgrim. This would leave the rivers seperate enough for one to flow north and one to flow south. This would also short circuit in possible problem with the Goldwinter to Redfield route, as it would still pass by the river for some time. What do you think? |
| wrecan12-28-06, 09:22 AM | That should work. You should really indicate on the map the serious altitude difference between the towns by the Spring and the towns by the Pilgrim. It's a counter-intuitive geogrphic feature (but one that I really like). |
| E_Vernon12-28-06, 10:11 PM | I'm not sure how I'd go about showing that. Also, I've been away from home for the holidays, so I don't have the file on hand and won't be able to edit the map until I return. Until then, does anyway else have any comments? I'll post some of the info I have on the locations and the campaign if anybody would like. |
| E_Vernon01-02-07, 12:07 AM | Well, I'm finally home and able to edit the map. It only took a few minutes to do, and now the new version has been edited into the first post. Let me know what you all think of the new map, please! :) |
| wrecan01-02-07, 08:57 AM | Looks great! One suggestion. Have some feeder rivers from Kedalhill into Rune Lake. A lake that big should have some feeders, although you could always decide it is fed from underground springs. |
| E_Vernon01-03-07, 01:17 AM | I think I'm going to go with the underground springs. Then I won't have to edit the map again. Any other oppinions? I may start posting some of the actual material as I write more. |
| WotC_Huscarl01-03-07, 02:00 PM | I thought the rivers made more sense in the original version. You just needed to assume the presence of some unmarked high ground. In the revised version, the Spring begins in the mountains (OK) but then flows away from the ocean which is just a few hundred miles away, and the river never returns. Logically, the mountains ought to slope downward to the sea. The arrangement shown implies a large plateau that rises continually coastward before reaching a dramatic escarpment, but such a topography would merit being included on the map. The original map implies the presence of significant north-south ridges running along the eastern edge of the Living Forest and between the Living Forest and the Boot. The Spring flows southward through a high valley before joining the Pilgrim at the terminus of the valley and turning northward to flow through the nieghboring, lower valley into the sea. The arrangement indicates that the continent slopes downward from east to west. The watersheds are unusual but not contradictory. (Except for the Living -- where does that one drain?) I'd extend the Grey Mountains to the northwest to seal off the alpine Shallow Lake valley from the sea, terminate them in a stunning escarpment (dramatic, monumental topography works in fantasy worlds), and indicate the north-south fingers. Steve |
| E_Vernon01-03-07, 10:28 PM | The arrangement shown implies a large plateau that rises continually coastward before reaching a dramatic escarpment, but such a topography would merit being included on the map.Although I read all of your post, Steve, I really liked this idea the most. I think if I moved the Living Forest eastward a bit, I could include it on a high, cliff-rimmed plateau encompassing the Shallow Lake, Goldwinter, and the entire Grey Mountains. The Spring could still flow from the mountains and southward, creating a waterfall at the southern edge of the plateau (if I desired to include the southern edge). Hardyline and Savillpoint could be moved to a spot on the plateau at man-made ramps down (probably through blasting or magic). The cliffs lining the western and northern face of the plateau could be porous; this could support a new race of beings living out of the mountains (I'm trying to stay away from orcs and such). Savillpoint and Hardyline would be fortified settlements that offer safe travel from these cliff-creatures. However...I don't know the exact geographical events required for a plateau to exist, but I'm assuming (and hoping) one would be logical since you mentioned it. (Except for the Living -- where does that one drain?)I guess the Living could be changed. Making it flow north and having it drain into the Diving Lake would both lessen the isolation of Hawkswarden and make the road from the former to New Jonas an easier one. I'd extend the Grey Mountains to the northwest to seal off the alpine Shallow Lake valley from the sea, terminate them in a stunning escarpment (dramatic, monumental topography works in fantasy worlds), and indicate the north-south fingers.I'm not sure what you meant by this, but would it still apply if I used the plateau idea? |
| WotC_Huscarl01-04-07, 11:19 AM | It basically IS the plateau idea. So yes, it would work fine. Glad you liked the suggestion. As for real plateaus -- most of Africa is basically a continent-sized plateau. The cliffs lining the western and northern face of the plateau could be porous; this could support a new race of beings living out of the mountains Like this? http://www.davidwallphoto.com/images/%7BD0D9C1AE-72D4-4DE6-979B-AC017281AE30%7D.jpg That's Bandiagara Escarpment in Mali (West Africa). Steve |
| E_Vernon01-04-07, 07:06 PM | Like this? http://www.davidwallphoto.com/images/%7BD0D9C1AE-72D4-4DE6-979B-AC017281AE30%7D.jpg That's Bandiagara Escarpment in Mali (West Africa). SteveYes! That is great picture, thanks for the great idea. I'll make the changes and mark the plateau some time this week. Thanks for all the help, if anybody else has something to add, please do. :) |
| E_Vernon01-05-07, 12:21 AM | Well, I’ve edited the first post to include the latest version with the plateau. I had to move a lot of things around and I added a couple others. Let me know what you all think about it. :) |
| Ravenbow01-05-07, 10:22 AM | I like this newest incarnation. It will be very interesting to see what you do with it. |
| E_Vernon01-06-07, 04:05 AM | Thank you Ravenbow :). Here is the brief information on the cities...before the disaster hit. Runepoint Runepoint is the capital city of Newland and is so named for the neighboring lake. Runepoint has prospered as a trading city in the middle of the region and hosts a large fleet of fishing vessels. Every cycle, leaders from the other six cities come to Runepoint to manage market prices and address any problems. Port Kentdown Port Kentdown is a prosperous ocean side city and the first settlement in Newland. When the Giving Sea grew violent during Charlen Kent’s voyage, he and his crew were forced ashore. They chose to stay and founded Port Kentdown. The port now prospers from trade with Rockharbor, salt mining, and fishing. Hawkswarden Hawkswarden is a quiet city far removed from most of Newland. Still, the quiet city attracts many great artisans, mages, and other sorts that seek a peaceful environment to work in. Hawskwarden boasts the most concentrated area of intelligence in all of Newland. The city’s professions bring many caravans eager to trade in the high quality goods. New Jonas New Jonas was founded in the name of the previous capital of the kingdom whence Charlen Kent came. Though great, the city’s location wasn’t centralized enough to replace Runepoint as the capital. Still, the city is actively involved in trade and prospers from taxes and fine crafting. Rockharbor Rockharbor is named for its unique stone ports and docks. Also, the beach surrounding the port is one of pebbles. Rockharbor trades mainly in luxury items and, not surprisingly, the majority of these items are crafted from stone. Through fishing and sea agriculture, the city maintains their supply needs. Goldwinter This city’s name frequently misleads gold hunters as it simply refers to the color of leaves the local trees turn during the colder times. The site, however, is still one worth seeing. Goldwinter is the resting place of all the Grey Mountains mines. In the colder times, the mountains are deadly and the miners retreat to the city to sell their ores and wait until the next mining season. Redfield Redfield is the southernmost settlement in Newland. The city spans many miles of farmland and gets its name from the major red wheat crop that is the city and many other cities’ main staple. With such supplies, the city is a core piece of Newland life. |
| Wayett01-07-07, 12:16 AM | Wat site u hostin it on? |
| E_Vernon01-09-07, 12:31 AM | I'll be hosting this on RPM (here (http://www.roleplaymarket.com)), the same siite as my Darkwood Forest game. I don't really have anything to add, yet, because I'm mostly focusing on my other game and doing this as more of a side project. I'll post the material on the races once I write it. I'm thinking a human-only campaign with a couple beast-like races (the cliff birds and another). Here's the flavour text... You wake up, look outside, and find that everything you have ever known has been erased. The cobblestone pathways, your wooden cottage, the town's central well, everything is covered in snow. You cannot make out the nearby Grey Mountains or the distant Living Forest. There is no sign of life. You are surrounded by a white oblivion. |
| E_Vernon01-14-07, 03:11 AM | One moment please... |
| tharivol26601-14-07, 03:49 PM | what do you use to do your maps? |
| E_Vernon01-15-07, 09:10 PM | I use a program called Inkscape. It is a free download. :) |
| Regular_K01-15-07, 09:41 PM | I use a program called Inkscape. It is a free download. :) Question: You did the mountains and forests amazingly. I wanted to know how you made the black outlines on the circles though. Thanks a bunch! |
| E_Vernon01-15-07, 10:24 PM | Question: You did the mountains and forests amazingly. I wanted to know how you made the black outlines on the circles though. Thanks a bunch!Thanks! The black outline is actually very easy. For every Inkscape object there are two properties known as Fill and Stroke. Fill pertains to the color and pattern of what is in the object. Stroke pertains to the color and pattern of the object's border. Just change the Stroke to black (or any other color), and you have black outlines :). |
| E_Vernon01-15-07, 10:27 PM | Here is the history of the Newland, the campaign setting where White Oblivion takes place. Humans came to the Newland in 1432 AD, although that dating system has long since been forgotten. Charles Kent, an unknown and unrecorded explorer set off from Western Europe in search of new trading routes. His ship and her crew were never seen again in our world. Something happened out at sea. There was a tremendous flash, the sky turned white, the rolling waves ceased to roll and the pelting rain stayed away from the pelted faces of Kent’s men. In that moment, time seemed to stop for the Empty Dream. Just as suddenly, that moment of solitude from the world ended. Another occurrence occurred, an immense impact followed by a loud crash. As the sailors flew through the air, they listened to the sounds of their ship being torn apart by an object that far bested them in girth and strength. That object was land. It didn’t take long before the crew of the Empty Dream discovered that this world was unlike the one from whence they came. First there were the creatures. They were strange creatures with unheard of anatomies and capable of untold horrors. Everyday was a fight for the humans’ lives. Then, some of the sailors began to exhibit strange abilities. Bouts of fire and water leapt from some of their hands – and that was the least of their new talents. Charles Kent passed away a couple dozen years later at the hands of a vicious race of birdmen. His grave was marked with the new dating system: 23 After Entrance (AE). Before his death and after the crash, Charles had established Port Kentdown. The city had at first tried to send ships back to Western Europe, but, when none returned, they gave up and focused on the Newland. Our story begins in 621 AE in the small frontier village of Eastpoint, nestled into the base of the Gray Mountains. Four local heroes are lying cozy and warm in their beds. Suddenly, however, it feels as if their thin fur covers are swiftly pulled off and the windows blasted open. An intense cold surrounds their bodies and nips at their souls. Let me know what you think, please! |
| E_Vernon01-16-07, 01:18 PM | I've edited the first post and title to include the new material. This is turning into more of a campaign thread for me now that I've finished with the map. :) |
| Regular_K01-18-07, 07:21 PM | Vernon, thanks for all the help, but I have one more question about Inkscape. How did you make your mountains? I've been looking around and I see no mountain tool or anything. Thank you for all your help. |
| E_Vernon01-18-07, 08:39 PM | Vernon, thanks for all the help, but I have one more question about Inkscape. How did you make your mountains? I've been looking around and I see no mountain tool or anything. Thank you for all your help.Well, firstly I'd like to give credit to Zinuk for getting me started. He originally gave me a download that had a handful of items pre-made for easy copy and paste. Since then, I have taught myself how to create each object, though, so that I would be able to do my own things in the future. For the mountains, you just use the Bezier tool to draw two halves. Then, use the freehand tool to draw a border going around the mountains. Then use the tool to draw a line down the middle. Choose one fill color for one side of the mountain, and a lighter/darker fill color for the other side. Move all of the pieces together and, with all selected, group them. Do this multiple times for a variation in mountain shapes.I would greatly appreciate any feedback on what I have so far. |
| E_Vernon01-21-07, 02:45 PM | Here is some of the information on the birdmen. The stats are for GM use alone. Birdmen - +2 Str, +2 Dex, -2 Cha, -2 Con: birdmen are strong and quick but are mean, nasty, and rather frail. - Medium Size: As Medium creatures, birdmen have no special bonuses or penalties due to their size - Birdmen have a base land speed of 40 feet and a base fly speed of 30 feet with poor maneuverability. - Low-Light Vision: birdmen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. - Immunity to poison: birdmen have superior fortitude. - +2 racial bonus to Intimidate checks: birdmen are ferocious and are famous for their cruelty - Natural Weapons: 2 talons (1d6). - Automatic Language: Bird. Bonus Languages: Any (other than secret languages, such as Druidic). - Favored Class: Barbarian. - Level adjustment +1. The birdmen are the only known race of intelligent life that we have yet found in the New World. Many wish that the discovery had never occurred. Birdmen are terrible creatures with features of both man and beast. They’re frail; their skin is rough like leather and seems to barely stretch over their bones, as if their internal structure could poke through at the slightest movement. They have small, feathery wings sprouting from their backs. Our Founders originally thought the wings to be vestigial because of their small size; this was quickly disproved when the birds took flight and bounded over the city walls with ease. Their wicked nature is fully enhanced by their combat prowess. From three digits on each hand and foot sprout dagger-sized talons that curve to a needle point. The talons have been known to rip flesh from bone with little effort. Though the birds aren’t incredibly hardy, they attack in packs and quickly overwhelm their opponents. The birdmen stand a little under 2 meters, though they are generally hunched over horribly, bouncing up and down with each step. They are mostly made of limbs, their torsos being proportionally small. Atop a vulture like neck sits a small, bald head with a curving beak that opens into a wide mouth. The birdmen are carnivores, though they have never been known to eat our kind. They seem to kill simply for the pleasure and, luckily, they rarely take prisoners. Those that have been taken and tracked down are usually found to have suffered cruel and unmerciful tortures. The birds always travel in flocks and live in most any shelter large enough to sustain a couple hundred. They have been found in forests, mountains, and especially in crevices and caves in the cliffs of the plateau. The latter of these seems to be their greatest concentration; the cliffs of the plateau should be avoided at all costs. The birds have frequently been seen warring with each other and their communities seem to have much in common with ours. They are sedentary, though they quickly travel far to catch the plentiful game. It isn’t known if they have mastered agriculture like we have, though we assume so because of their sheer volume and concentration. They have their own language consisting of terrible caws and screeches. Some of us have learned the language, though it proves difficult to master and rarely valuable. |
| E_Vernon01-21-07, 04:52 PM | I've added a short summary of the campaign to the first post. This should help describe the campaign a little better and give those that just look real quick a chance to see what its all about. |
| E_Vernon01-24-07, 11:00 AM | And here is some fluff on humans. I've added a races section to the first post. Humans - Medium: As Medium creatures, humans have no special bonus or penalties due to their size. - Human base land speed is 30 feet. - 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. - 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. - Automatic Language: Human. Bonus Languages: Any (other than secret languages, such as Druidic). - Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his highest-level class does not count. We are the newest arrivals in Newland, and most of us wish our arrival had never occurred. We have only populated the coastal region that we arrived in so far; the geography is consistent with that in Germany and Spain in its function and path. We, the humans, stand roughly six feet tall with women a bit smaller. Our frames vary greatly: some of us are thin and frail while others are massive mounds of muscle. It is mostly influenced by our society and position within it. The librarian will most often be bested by the blacksmith in a test of strength. Though, of course, the librarian will almost always outsmart the blacksmith. We are mostly light-colored, though a few with dark skin traveled with us aboard the Empty Dream. Our hair is a variety of colors, though mostly shades of yellow and brown and black. A few, especially those in the nomad groups, take on strange body piercings, tattoos, and often use a variety of strange dyes in their hair and clothing. We seem to be far superior to the birdmen in terms of our wealth and craftsmanship. Our steel weapons cut deeper than their crude bone and stone design. Our clothing is mostly leather and cotton, though most are taking leather for it is stronger and more rugged, adding protection from the daily threats of strange creatures and the everyday tasks that could easily rip a hole in cotton. It is hard to describe as all in general, the variation is so great. Everywhere there is a different hair color, skin color, height, weight, and any other characteristic of appearance. |
| E_Vernon02-04-07, 02:41 PM | Here is a section of religion (I've added it to the first post, as well). Please comment. History The Disappearance of Christianity The sailors of the Empty Dream came to Newland with a strong belief in Roman Catholicism. A few missionaries sailed with them and planned to convert any of the indigenous people. However, immediately After Entrance, they found that their god had quieted. The temples, statues, and sermons all seemed to lose their zeal. The priests lacked power in their voice. Also, the monsters and birdmen and magic all became reality: a direct contradiction against Christian beliefs. By 211 AE the Christian faith ceased to exist anywhere but small, isolated groups that were often corrupt and cult-like. A time passed where people lived completely secular. The Idols This secularity didn't last long, though, for people still desired a higher being to govern them. As such, people still prayed. They prayed to the skies for good weather, they prayed to the earth for good harvest, they prayed to the ocean for safe passage, and, sometimes, they prayed to the fire in respect. Strangely enough, a few of these idolistic prayers were answered in grand display. People's hands would light, their entire crops would be watered, trees would grow spontaneously, or the wind would blast someone off their feet. These displays didn't go unnoticed. In 318 AE, Trevor Lionheart of Hawkswarden wrote a list of all known idols and named them in Latin. This manuscript was quickly copied and spread throughout all of Newland. The new strand of polytheism was adopted. It consisted of an earth idol named Terra, a fire idol named Ignis, a water idol named Aqua, and an air idol named Aer. A short while later, two other idols were recognize with great discussion. The humans prayed not only to the elemental idols, but for good and bad things as well. Two more idols were added: Bonus, the idol of good, and Malus, the idol of evil. The Status of Religion Not everyone could tap into this devine power and display these great powers of their Idol. As such, those who could were raised in social status and regarded with awe and evny. They organized masses of followers and built shrines and temples to their idols. The temples of Malus were the only absent. Because of the open hatred from the majority of good people, idolizers of Malus have been visciously persecuted and exiled. Small, isolated states exist in secrecy. These states have been blamed for all the evil in Newland and more than a few have sought to eradicate anything to do with the evil idol. Cross-idolizing is common and accepted by all but the clerics of idols. Any cleric the cross-idolizes soon finds himself powerless and must perform missions and harsh trials to regain favor. Even if the cleric succeeds, they are often viewed with disgrace. Idols The Idol of Good: Bonus The Idol of Evil: Malus The Idol of Fire: Ignis The Idol of Water: Aqua The Idol of Earth: Terra The Idol of Air: Aer Domains Air Domain You cast air spells at +1 caster level. Obscuring Mist: Fog surrounds you. Wind Wall: Deflects arrows, smaller creatures, and gases. Gaseous Form: Subject becomes insubstantial and can fly slowly. Air Walk: Subject treads on air as if solid (climb at 45-degree angle). Control Winds: Change wind direction and speed. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Control Weather: Changes weather in local area. Whirlwind: Cyclone deals damage and can pick up creatures. Elemental Swarm: Summons multiple air elementals. Earth Domain You cast earth spells at +1 caster level. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. Stone Shape: Sculpts stone into any shape. Spike Stones: Creatures in area take 1d8 damage, may be lowed. Wall of Stone: Creates a stone wall that can be shaped. Stoneskin M: Ignore 10 points of damage per attack. Earthquake: Intense tremor shakes 80-ft.-radius. Iron Body: Your body becomes living iron. Elemental Swarm: Summons multiple earth elementals. Evil Domain You cast evil spells at +1 caster level. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Desecrate M: Fills area with negative energy, making undead stronger. Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level. Unholy Blight: Damages and sickens good creatures. Dispel Good: +4 bonus against attacks by good creatures. Create Undead M: Create ghouls, ghasts, mummies, or mohrgs. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells. Summon Monster IX: Calls evil extraplanar creature to fight for you. Fire Domain You cast fire spells at +1 caster level. Burning Hands: 1d4/level fire damage (max 5d4). Produce Flame: 1d6 damage +1/ level, touch or thrown. Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. Fire Seeds: Acorns and berries become grenades and bombs. Fire Storm: Deals 1d6/level fire damage. Incendiary Cloud: Cloud deals 4d6 fire damage/round. Elemental Swarm: Summons multiple fire elementals. Good Domain You cast good spells at +1 caster level. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10). Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level. Holy Smite: Damages and blinds evil creatures. Dispel Evil: +4 bonus against attacks by evil creatures. Blade Barrier: Wall of blades deals 1d6/level damage. Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. Summon Monster IX: Calls good extraplanar creature to fight for you. Water Domain You cast water spells at +1 caster level. Obscuring Mist: Fog surrounds you. Fog Cloud: Fog obscures vision. Water Breathing: Subjects can breathe underwater. Control Water: Raises or lowers bodies of water. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Cone of Cold: 1d6/level cold damage. Acid Fog: Fog deals acid damage. Horrid Wilting: Deals 1d6/level damage within 30 ft. Elemental Swarm: Summons multiple water elementals.:) |
| gino02-04-07, 06:05 PM | WOW! I really like the flavour and, of course, the overall concept. :D However, do you have houserules, or specific rules regarding the classes you use, the role of magic, etc? More precisely, do you have things to add concerning: * classes (Warlock, Hexblade, something else?) * equipment * magic and its importance * monsters that can be encountered * the role of the planes and outsiders If people have access to high-level magic, they can indulge in planar travel and thus think of solving the mystrey of the Entrance. If they are Gods to answer prayers, are there proper D&D Gods behind the idols, and what can of Outsiders do people encounter and fight? keep up the good work, cheers, Gino |
| E_Vernon02-05-07, 07:38 PM | WOW! I really like the flavour and, of course, the overall concept.Thanks, I appreciate the compliment :). However, do you have houserules, or specific rules regarding the classes you use, the role of magic, etc? More precisely, do you have things to add concerning: * classes (Warlock, Hexblade, something else?) * equipment * magic and its importance * monsters that can be encountered * the role of the planes and outsidersCurrently, I have a few things about classes. I was, actually, planning to write these out next. I plan to give summaries of each of the core classes and any notes on rule changes/modifications (mainly for divine weilders only). If people have access to high-level magic, they can indulge in planar travel and thus think of solving the mystrey of the Entrance. This is true, yes, and something that I've been thinking of for some time. I'm not sure how I'm going to handle this, yet, though I have a few ideas. If they are Gods to answer prayers, are there proper D&D Gods behind the idols, and what can of Outsiders do people encounter and fight?I'm trying to keep the information presented along the lines of what the characters would know. As such, the humans in Newland know only of those idols listed. Out of character, however, the idols are the "deities" of Newland. The humans only refer to them as idols, though. keep up the good work, cheers, GinoThanks! Update: I've resized the text of the spoiler blocks in the first post. I prefer to use my font, but in such a large block it seemed somewhat distracting. More comments welcome. |
| gino02-05-07, 08:20 PM | If people have access to high-level magic, they can indulge in planar travel and thus think of solving the mystrey of the Entrance. This is true, yes, and something that I've been thinking of for some time. I'm not sure how I'm going to handle this, yet, though I have a few ideas. The Iron Kingdoms equivalent of the PHB has good rules for a campaign setting that restricts planar travel and the role of Outsiders. The limitations are strict however, you can't do much short of Dim Door and Teleportation. It is also quite hard to contact the few Outsiders available or strike a Bargain with them. You might want to check this out. cheers, Gino |
| E_Vernon02-14-07, 05:33 PM | The Iron Kingdoms equivalent of the PHB has good rules for a campaign setting that restricts planar travel and the role of Outsiders. The limitations are strict however, you can't do much short of Dim Door and Teleportation. It is also quite hard to contact the few Outsiders available or strike a Bargain with them. You might want to check this out. cheers, GinoI'll definently take a look at that once the game's start nears, thanks for the source. Right now I am laying down pure flavor more than anything. I ran into a busy schedule last week, so I wasn't able to write down anything about the classes. However, I started thinking about the system of government and such during class. As such, my next update will either be about the classes or the organization system of Newland. Be back soon! |
| E_Vernon02-21-07, 11:15 PM | Here is some flavor on the base classes in my White Oblivion campaign. Barbarian The barbarians are the brutal men and women of the wilderness. At least, this is how the civilized part of Newland has defined them. In fact, barbarians are simply nomadic groups that detest city life. These nomads live through hunting and gathering, and are organized into family clans. Though the clans sometimes war for territorial gains, the people are mostly a misunderstood group of tough vagabonds. Bard Humans have always had stories and legends to tell, but never before did the tellers have such an effect on others. Bardic magic began appearing somewhat early in Newland when simple drunkards would find themselves captivating entire crowds. As soon as this ability was uncovered, the government and the peasantry started to keep a close eye on bards. They held fears of masses marching behind a mere street-singer. As such, bards are few and far between, though their words travel far. Cleric The whole priestly deal went out almost immediately when the humans arrived in Newland. However, once the idols were discovered, some humans learned to channel the energy from their prayers. It wasn’t until Lionheart’s naming that clerics gained some of the prestige they had known in Germany. They now run large temples and direct the peasantry in their prayers. Other clerics are members of the army and are stationed at almost every outpost. Druid Druids appeared feverishly around the time the clerics of the idols came about. Druids spend most of their time in the wilderness and are said to communicate actively with the elemental idols. Though the truth of this claim is unknown, what is certain is that druids wield unrivaled powers that deal with nature. Though this frequently outcasts them from society, it seems not to bother the druids. People are often weary of any harm they deal to nature for fear of a druid’s wrath. Fighter Fighters are the barbarians only match in battle prowess. Fighters are trained in the art of weapons and battle tactics like no other. Where others prevail with ferocity, stealth, and intelligence, fighters use their in-depth knowledge and understanding of the art of war. Fighters are found in all walks of life from simple bouncers to the army’s head leaders. Monk Monks are few and far between in Newland. Only two monasteries exist, one in the Upper Plateau and the other in the Lower Plateau. A monk outside of a monastery is a rare sight and, when seen, the monk is almost always involved in monastery work. Very few monks learn their art from private masters and ancient martial artists. Monks are generally trusted, though some humans distrust them because of the mystery surrounding their art. Paladin Paladins are often the most prestigious people in Newland. Combining knowledge of the idols, battle prowess, and a good word almost everywhere they go, paladins are respected and admired. The first paladins were simple warriors that had been granted the gift of divine magic. Since, the title has been granted to those that show a gift from an idol, a clean heart, and prowess in battle. Paladins most often involve themselves with the army, though some are actively involved in church work. Ranger Rangers caught on immediately in Newland. With the new monsters and the uncharted land, woodsy people were in great need. Rangers became specialists in tracking, predicting, and stopping specific beasts and in plotting new roads and ideal spots for civilization. Now, however, with the foundations well set, rangers have found themselves slightly exiled from high society. They frequently travel the country alone or in groups of adventure-seekers. Some are able to hire on with caravans and such and even others find specialist jobs in the military. Rogue The slyest of humans in Newland are rogues. Rogues are the pickpockets, thieves, and silent assassins. They occupy almost any role but are masters of stealth and trickery. Rogues are watched with a keen eye by all and trusted by only a few. Many rogues can be found in the underground thieves guild that traffics hard ale, marijuana, and pure tobacco all across Newland. Rogues are typically men of the street, though a few are hired on by folk of high status for tasks requiring stealth and such. Sorcerer The first human magic users in Newland were sorcerers. They’re discovery of magic was one of the greatest contributors to the disappearance of Christianity. At first they were feared, but over the centuries sorcerers have become somewhat accepted. The natural magic is still a rarity, and sorcerers only make up a small percentage of the population. Wizard Wizards didn’t appear immediately in Newland. With no scripts or scrolls, there wasn’t any chance for one to advance in magic through study. However, as sorcerers began to write their magic and imbue items with the power, wizards, who were only normal mortals, could advance greatly in power and status by studying the works. The works are still rather expensive, though, so wizards are found mostly among the upper class. Please leave some compliments and critiques! |
| E_Vernon02-25-07, 05:31 PM | Hmm. I'm not sure, but I've been thinking about what else to write down and I think I've reached the end. This is probably all my players and I will need to run the game. All that remains is a campaign outline, which I'll not post online. If anyone can think of anything else, please let me know. Also, if there is anyone willing to critique all that I have, I'd really appreciate it. |
| E_Vernon03-16-07, 05:40 PM | BUMP Can I get some more feedback please? :) |
| imake1303-16-07, 09:05 PM | I usually glaze over the threads in this forum... but after reading your post in the "how to write and adventure" thread I decided to give this a look. I really love what you have so far. I will give you some more feedback at a later date... my gf and I are working on some stuff for my new campaign right now. Just wanted to say hey and nice work. |
| E_Vernon03-18-07, 02:56 PM | Thanks imake13. I appreciate the compliment. I only have a couple months until this campaign starts so I'd appreciate it if someone would really, really critique it. :) |
| E_Vernon04-14-07, 05:04 PM | I've changed the map up a bit. I got rid of one of the two ports and added a delta-fed swamp at the bottom. I also put in a new forest to take up the open space in the northeast coast. The name should make it obvious why there aren't many human settlements nearby. Good idea or not? I'll have to write up a new entry for the new city now on the Pilgrim. |
| Glak04-14-07, 07:33 PM | Wow, what a great campaign setting. I love how it is more Earth-like, not some insane video game world. I hope it is lower magic too. |
| E_Vernon04-16-07, 11:44 PM | Thanks for the compliment Glak. I'm glad you like it. Yes, actually, it is lower magic in a way. Because of the rarity of sorcerors, magic items are high in demand and rather expensive. As such, wizards are mostly upper-class because of the high cost needed to purchase the materials necessary to study even basic magic. However, the PCs will be adventuring in places where magic would be heavy so they may end up with as much magic as standard adventurers would. I'm not sure if I'll keep their own magic supply low or not, yet. Again, thanks for the compliment. Many others are welcome and desired :). |
| E_Vernon07-30-07, 05:48 PM | Bump. |