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| goneorn10-25-07, 11:59 PM | Ok, heres the problem. I work 70+ hours a week, 6 days each week. It sucks, but has to be done. I happen to be the only one in my sunday dnd group that will DM on a normal basis. The last DM bailed on us. They looked at me and said in one voice that almost made my ears bleed, "You! Bring us a new world to play in next week!" It was kinda odd, like they planned it. But hey, I am cool with that. So, I asked why type of world they would like. Their answer was that they are bored with the standard stuff. After thinking about this over the pass few days, I made up my mind on what I need and what will make everyone happy. Right now, its 10:33pm on Thursday. I just woke up after 5 hours of sleep and I am about to head off to work. I need your help. I will do a quick outline of world I am thinking of. I need help filling in the small stuff. I dont care where you get it from, just cant be a normal setting book (FR, DL, Eb, etc). God I hope this board is all I am hoping it can be. here is the outline and the basic idea No race type limit (common is the lang of humans) there is no common lang among the races. No class limit. Limited magic. 1st to 3rd level spells can be cast w/o any problems. 4th to 6th level spells make the caster fatiged for 1 round per level of spell cast. Casting another spell of those levels will make the caster next step pass fatiged. 7th to 9th level spells make the caster fatiged and each spell makes caster roll fort. (dc=spell level +10) or take a con damage. its the best I can come up with w/o looking at books. Dont have time right now. But I need a magic limitation but not a spell level "cap." The basic outline is this. Long ago, something bad happened with magic and now the prime mat. plane got cut up. it now is made up of 4 (four) ungodly sized islands floating in a light blue void. Surounding each island of Prime is a Elemental plane. If you look up, you can almost see the next island. Its kinda like a look thing. Hey, its magic. Each elemental plane that surrounds these massive islands act like endless sea (water, not really endless. After about 1000 miles, you fully enter the elemental plane of water) or a sea of fire that some races have learned to build and sail boats on (fire), endless mountain/deserst, etc.... That was the easy part. The only way to travel to the islands are by talking to the "Layer Guards" and hope they will let you. I thought about using Mongelmen (from RoD) as the master traders and can travel w/o any issue from island to island. Thats all good. I got that part. But what I need your (/suckup on) wonderful, kinda, nice, YOU ARE GODS! (/suckup off) help is flushing out the islands. It would be kinda like a world built by the board. That would be so cool. here is the outland for each island 1st island (top) 8 to 12 nations/kingdoms 2 or 3 large natural land features (aka mountain ranges/seas/desersts) Most of the people here are good. This island gets the most sun/ least amount of moon. Surounded by Air Elemental plane. 2nd island 10 to 14 smaller nations/kingdoms 2 to 4 large natural land features people here are mostly neutral. Surounded by the Fire Elemental plane. 3rd island no nations (at least I dont think, see below) This island is mostly wild magic storms, neg. energy storms, etc.. Someone might live here Surounded by Earth elemental plane (people might live here, maybe) 4th island (bottom) 6 to 12 nations 1/3rd of island is always in night. I was planing on having just 2 massive nations/kingdoms in this night area, both are undead ruled (does not mean everyone is undead, just the ruling class). 4 to 5 large natural land features (maybe orc infested mountains/grasslands). Can you guess it? Evil people here. Surounded by Water Elemental plane. Please help me flesh out this world. Its now 10:45pm. I got 15 min before I am late for work. I have 2 days. :weep: Thank you in advanced. -John Works too much DM. p.s. this is kinda like a challenge to yall. |
| goneorn10-26-07, 12:25 AM | I had to call my work and tell them I had a flat. So I got to type for a while. 4th Island. Malcor, Nation of the Night This large kingdom resides on the fourth and bottom Layer of Prime in the area most people call the “night lands.” This was once a thriving and peaceful elven forest long before the Sundering. When the God-Mage War ended and the Prime was split into the four islands, it was the Elven Arch-Mage Vespi that marshaled the elves of Malcor into defending their homelands. As the Layers of the Prime settled into the postitions that they are into today, Malcor was left in a fixed night time. It did not take long for the creatures that call the night home to make their way to these night lands. Malcor was forced to defend itself against evil the likes the wood elves never dreamed of. At first, it was some type of darkness loving Orc subrace that was never encountered before. The number of the dead on both side was almost uncountable. In a desperate move, the aging Vespi cast one of his final he would cast while alive. It was not a powerful spell when you come to think of an Arch-Magi, but it was enough. Vespi, without thinking ahead of what might happen, broke the most scared of the elven laws. He made a Vampire. Not just any Vampire, he poured all his remaining power into that spell. The Vampire’s first victim was not a Orc, but it was Vespi. When this happened, none of the elves knew of what he did. But by the next morning, out walked a healthy young Arch-Magi. Gone was the two hundred plus years of age he had. He was young again. Safe in his night shrouded lands, he set about turning his most loyal into creatures like himself. Within months he had raised a small but very powerful army of vampires. Not as powerful as himself, he was no fool. But the first stages of bloodlust was upon him. Its safe to say which army won that war. Soon after the orc army was defeted, many taken as slaves, Vespi set his loyal followers to transform the once peaceful forest lands, now devastived by the Sundering and the following Orc war, into a place of ever-rotting trees and all sorts of foul things running around. Those elves not turned into the undead soon found themselves as commoners, no better then slaves themselves. But that was over a thousand years ago. Now the Wood Elves of Malcor that are not undead serve as captains and leaders of the undead orc army. For when an Shadow Orc dies, that does not mean that its usefulness has ended. Now, the Vampire Lord Vespi rules over the Nation of Night with his Vampire Mage Council. It is a place of death that most will never enter. Malcor has only three somewhat large cities left. Norgar, current set of power for the Vampire Lord is the largest city (pop. Of 25,000+); Delfien (pop. 15,600); Bysk, also called the Catacomb City (pop. 19,200). The population of these cities are of mostly non-undead elves. Vampimic elves make up the ruling caste of these cities only account for around 10% of the population of each city. The only city that does not follow this norm is Bysk. In which Vampires make up around 40% of the population. Bysk is also the home of Vespi huge undead Orc army, located in the massive catacombs under the city. There are at least two hundred or more towns or villages spread all over Malcor. No one from the outside of that cursed forest nation really knows for sure how many there are. The current religion in Malcor is that of worshiping the death god Venca <sp>. Over the past thousand years, the normal wood elves turned into a twisted version of themselves. They now call themselves Ghost Elves. Following is a modified version of the ghost elf (the normal one is found Dragon, Issue 313, pg73; used without consent): This is a playable race. GHOST ELVES • +2 Dexterity, –4 Constitution, +2 Intelligence. Ghost Elves are graceful and their normal cusines, but ties to death have given them an insight to forgotten knowldges, and are very frail of body. • Medium: As Medium creatures, ghost elves have no special bonuses or penalties due to their size. • Ghost Elf base land speed is 30 feet. • Ethereal: As a swift action, a ghost elf can become part ethereal, granting a 20% miss chance (this applies to all forms of attack, touch, etc… Even by those he or she counts as allies). Part Ethereal is not total ethereal; the ghost elf cannot pass through solid objects without taking constitution damage of 1 per 1 foot of solid material. When part ethereal, the ghost elf looses all armor/shield and natural armor bonuses, but gains a deflection bonus equal to his or her Charisma (if any; Minimum of +1).This ability last for 5 rounds and can be used 1+Intelligance Modifier times per day. • Glow as bright as a Candle (5’ radius). Can be suppressed as a Free Action Concentration check vs. DC 10 to maintain). • Knowledge (the planes) is a Racial Class skill. • Ethereal Power – Caster Level is character level. Each usable 1/day. Lvl Power 1st Slip Binding – +10 Enhancement bonus to Escape Artist checks for 1 minute per level. Bonus goes up to +20 at 5th & +30 at 9th. 4th See Invisibility 6th Blink 14th Ethereal Jaunt 18th Ethereal Shift • Immunity to sleep spells. • Low-Light Vision: Ghost Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • Weapon Proficiency: Ghost Elves receive the Martial Weapon Proficiency feats for the l Shortswords and Scimitars as bonus feats. • +2 racial bonus on Listen, Search, and Spot checks. • Ghost Elves do not sleep, but trance. In this state they need only two hours of rest and can come of the trance at will. • Automatic Languages: Elven. Bonus Languages: Common, Draconic, Gnoll, Gnome, Goblin, Orc, and Undercommon. • Favored Class: Rogue. A multiclass ghost elf’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Rolling for random statistics Height: 4'6" (male) 4'5" (female) +1D12 Weight: 85 (male) 80 (female)+Height modifierx1D4+1 Aging Effects: Adulthood 30 Middle Age 100, Old 150, Venerable 200, Maximum age modifier +1D% • LA +1 |
| goneorn10-26-07, 02:49 AM | A brief history of the Prime. No one is quite sure when the war that caused the Sundering started, as there are only a few being left in the world that are still living or unliving that can recall what happen and they are not talking of it. What sages are able to put together from a few old and rotted tombs are these facts. Almost two hundred years before the God-Mage War, that is what it is commonly called now, a group of magi formed a cabal of magic called the “Silvered Ring.” The starting goals of this group are unknown, but over the next two hundred years, this group grew in magical power to even rival the gods. The major of the gods that watched over the world did not view the Silvered Ring as any real threat. After all, they are gods and the Magi are mortals. So the gods let the mortals build their power without even caring. It was the old one, also called by almost all races of the world, The Maker, which came out of his eternal slumber when he felt the magics of the mortal world moving around only a select few. It is guessed at that old one came fully awake right at the start of the war. It is unknown if the gods or the old one provoked the cabal, but it was the cabal that stuck first. The first victims of the cabal choose was minor god beggars from the southern lands. Their magic tore this god to nothing. Seeing this and then finding the old one among them, they feared the end. But the Marker was there and the all voted to let him handle the problem. The old one then sent a massaging to the home of the Silvered Ring and commanded them to come the Blighted Deserts to face him. By this time, the magi have made an artifact they called the Future. With this artifact in hand, they used their magic to transport to the deserts and face the god. What they found there is unknown. All that is known is that the Old One was torn into nothing and most of the Silvered Ring lay dead. The entire world held its breath until the dust settled. That is when it happened. The Sundering. With the death of the Old One, the world as we know was split into chaos. The planes themselves seem to start to come undone at the seams. Most thought the world was ending. The earth shook, the skies burned, the oceans boiled. It was the end. There would be no morning. Then was the moment for the gods to act. They combined their powers to save what they could. What was left of the world is how it sits now. As the gods started to slumber after using all their power, they set limits on magic for fear of another cabal forming. In their last act, the gods created a race of creatures to guard the different layers of the world. These guards became know as the Layer Guards of the Prime. Over the next thousand years the races of the world fought and died for land, power, money, and greed. Soon after the Sundering, the good aligned races settled on the First Layer of the Prime, those who chose to be neutral, the Second Layer of the Prime, and finally those bent on evil settled the Fourth Layer of the Prime. What happened to the Third Layer of the Prime? Well, the gods had to have somewhere to contain the magic they used to save the world. It’s a place of death now. No one really knows what the land looks like, but we do know it’s full of magical storms of all types. Sages doubt anything short of a God could survive there. Each Layer developed its own history and trade started only after a few hundreds years after the Sundering. But be warned traveler, you may want to travel to the other Layers of the Prime; you must pay the price the Guards of the Layers of the Prime ask for. For they have grown arogent over the years and think of themselves as minor gods. -John |
| taradusis10-26-07, 04:48 PM | The second island sounds like a good home for Azer,genies,djinn?Perhaps an arabian night type of deal.Feel free to take anything you like from my random aquatic notes thread,the link is in my sig. |