~Eiir~ [work in progress] [Archive] - Wizards Community

Post/Author/DateTimePost
unundindur

07-22-07, 11:23 AM
Background

I have been playing DnD of various editions for a good 10 years now, and I have many times found myself wanting to assemble all the various plots, ideas and things that have filled my mind in a consolidated world. Now I have begun this work anew, and hope to make more direct progress in the creation of the World of Eiir.

Eiir campaign standard 1.0

As part of creating this world I have also established the Eiir campaign standard 1.0, which is a consolidated list of homerules that should be used in the setting. These rules are as following:

~Eiir campaign standard 1.0~

Use the Point buy method for stats, with 32 points. All stats start at 8. 9-15 cost 1 point, 16-17 cost 2 points and 18 cost 3 points. A stat can also be lowered down to a minimum of 6, with a gain of 1/2 point per decrease.
Players and important villains gain maximum hit points at every level, while ordinary npcs gain half.
The scimitar and rapier are light weapons.
The short sword, long sword and bastard sword deal slashing or piercing damage.
All characters gain Weapon finesse, Power attack, Combat expertise and Improved expertise for free.
You do not suffer any penalty for multiclassing.
Use Fractional bonuses, from Unearthed arcana (pg 73).
You gain feats, skills and ability bonuses for level-adjustment levels.
All skills are class skills for all classes, except Use magic device and Spellcraft.
The Dagger is a special monk weapon.
Use level-independent xp awards from Unearthed arcana (pg 213).
The feat Two-weapon fighting grant a character the ability to make an additional off hand attack any time he would be allowed an attack (thus it incorporates perfect two-weaon fighting and a lot of other feats), but all attacks suffer a -2 penalty. Sneak attack only apply to the first attack with each hand. If you use a non-light weapon you take an additional -2 penalty to hit with each hand. If neither of the weapons are light you take yet another -2 penalty to hit.
Spells cannot deliver special attacks such as sneak attack.
Finessable weapons can be used with the Power attack feat.
The following are stats for new weapons:
Weapons
Martial weapons Cost Damage Critical Range increment Type Weight
Light melee
Wakizashi 100gp 1d4 18-20/*2 - Piercing or slashing 1,5 lb.
Two-Handed melee
Katana* 150gp 1d8 18-20/*2 - Piercing or slashing 3 lb.

*A Katana can be wielded in one hand by taking exotic weapon proficiency (Katana)




~Eiir~
http://www.wizards.com/dnd/images/PoF_Gallery/96790.jpg
Eiir was once a world of fabled monsters and shining knights, at least that was what tales told of that age. Seventy-eight years ago, in the year of the renewal, wizards overthrew all clergy, and with them all which was held noble. In their wake beasts were tamed, knights became mercenaries and the lands were united under the supreme guidance of the wizards.

While the lands were secured, freedom faded. The Wizards created an elite force of men, divided into orders, each one sworn to protect Arcanum; the art of spellcraft. With the creation of the orders the first Godpurge started, a ruthless hunt for all things sacred and holy. Merely after the end of the first Godpurge, the second Godpurge begun, this time even worse than the first. Strange machines strode amongst the armies of Anor, crushing all remnants of the old faiths.

The world
Even though it’s a long time ago, the lands of Eiir still bears scars from these great wars, of which the most prominent are poverty and a people without belief or future. Now, in the year of seventy-eight after the renewal the social gap is no longer divided by nobles and workers, rather by arcane power and not.

Eiir is a dank and unforgiving place. Disease is a common threat, racism, sexism and greed are all everyday issues. Normal people plot and scheem to get advantages, and riots and civil war are common. In many cases people wouldn’t lift a finger if a man was stabbed in the streets, after all that would be one less person in the city, and better space for the rest. People who champion the cause of good are also often looked down upon, as idealists and radicals, although many also support them with their heart.

Before the renewal, the world was, at least officially, ruled by a dozen great noble houses. These houses ruled the world as kings, through war and diplomacy. While they still remain, it is not doubted that the wizards let them prevail only out of fear for them to unite, possibly with the old orders of death. Now they are mere shadows of their former self, seemingly without actual political influence.

Heroes and Villains are plentiful, without food or clothing many commoners are thrown into the adventuring career. These inexperienced peasants often join the armies of the great noble-houses, or sometimes that of prosperous Godpurge-veterans. Even though they despise the Wizards for their cruelty and arrogance, many peasants join their ranks, in a hope of a better future.

Regarding technological advancement the world is split. Most of the world have barely heard of a tindertwig, while the wizards control vast armoes of golems. Generally, Eiir are stuck with clockwork mechanics, although steampower have just been invented on a small scale.

In general Eiir have the same level of technology as Faerun, although some special speciments and groups have more advanced technology. It should be possible to play an Artificer on Eiir, but that would be a character with a very rare gift. Gunpowder is non-existant on Eiir.

Alignment
With such a traumatic past, much of the population of Eiir have lost their moral compass. Although they may be twisted in their ways, few would call them evil after all they have been through. On Eiir alignment is relative, and not important. Players are encuraged to play moral in tones of gray, and to facilitate and encourage this the alignment system is no more.

The alignment scale is non-existant on Eiir. For the purpose of spells that targeted a spesific alignment, they instead target anyone, but have their spell level increased by one. For example the spell holy word would target anyone will full effect and have a spell level of eight. The spell detect evil would now detect any alignment and be a level two spell. Furthermore feats and abilities that previously targeted an alignment now targets a group of people, typically enemies of your group (order, religion, race etc.).

Religion

The world of Eiir was once a place of many mighty churches, but after the wizards came to power it was banned apart from the worship of Azuratar; god of magic and invention. Of course this have not stopped churches from practising, but it have limited them greatly. Wheather or not there are true divine beeings in the world of Eiir is a heavily debated issue, where the churches often proclaim they gain their powers from the gods, while others say the power is simply another brickstone of the world.

The world of Eiir thus have the same view of religion and divine beeings as we do on Earth, people debate if there is something or not, and if this or that is right. Magic is used to build up under the beleive of gods, while others simply see it as natural as water and wood. A priest will have a much harder time getting followers than in a regular setting, as he actually have to make his idea more meaningful than that of the other religions to attract followers. A healing spell just wont do the trick anymore, except gaining goodwill of course (there is nothing called divine magic, everything is just magic).

All in all, the question of gods is in the hands of the GM, and I would encourage the GM to keep it a mystery, at least untill someone reaches a point where they may acctually quest for this sort of answer (lv 20 perhaps?).

Magic

Once, while the gods smiled upon Eiir, magic was in plenty, even a merchant could have a trinket for the lucky customer. This is in complete opposition to the current rule of the Wizards, who seemingly won’t share their power with anyone. The magic of the old days was quickly disposed of, though some claim the wizards collected these magic artifacts in huge vaults, carefully hidden under Anor.

While the powers of the Wizards cannot be doubted, it remains a mystery to outsiders how the wizards find or train new apprentices. Gossip tells that an elite resistance force have uncovered these secrets and use them to their advantage. Of course such have never been confirmed by the authorities.

Amongst the ruins of the old era, some adventurers, prophets and madmen tell that old artifacts are yet to be discovered. Nadir - shield of kings, Ashabenbane and Gleaming are all rumoured to exist in tombs and temples defended by mighty creatures of the old age.

Player characters in Eiir

For a player the transition to Eiir is a dramatic, but simple ordeal. Each player follows the normal character creation rules (see Eiir campaign standard 1.0 above) and chose their race, class, herritage and background from the lists beneath.

Races
The world of Eiir is filled with all sorts of vile creatures, but not to many have spread to the extent of the major nine. These are the few races that rule empires of their own, and who directly wage impact on the scale of power. Player characters can thus chose to start out as any one of these nine great races that are Aludriins (Angelfolk), Denreds (Dwarves), Herexos (Orcs), Ironmen (Warforged), Kailis (Humans), Nitmarens (Gnomes), Trongas (Goblins), Venedriins (Elves) and Venextors (Demonfolk). Each of these races also have variants, as outlined in their respective descriptions.

Mathorans
The Mathorans were, and are the most successful channellers of Azuratar’s power. These graceful and arrogant elves were outcasts until the renewal. Then, by the leadership of the thirteen aspects they united and unleashed their fury upon all others. As the currently most powerful and influential race, the Mathorans’ arrogance and perfectionism is allowed to grow unchecked, a matter which might eventually end their current era of supremacy. Mathorans are masters of the Arcannum, graceful and arrogant. They are remarkably fragile though, and disease is a constant threat.

Appearance and deamenor
Mathorans are pale skinned and slightly taller than humans. Furthermore, Mathorans are equisite in their looks and by humans often seen as the ideal of creation. Mathorans typically hold an arrogant but helpful attitude toward other races.



Mathorans gain a +2 bonus on charisma and a +1 bonus on intelligence.
Mathorans take a -1 penalty to strength and constitution.
Mathorans take a -2 penalty to all saving throws against poison as disease. Mathorans are extremely vulnerable to intoxication and illness, something the race have always strived with.
Mathorans gain the ability to cast one 0th level spell as a 1st level magician. If the character gain levels in the magician class he instead gain a +1 bonus on all caster level checks for the purpose of overcoming spell resistance. Mathorans are naturally talented magicians and magic is part of their education.
Mathorans gain a +1 bonus to attack rolls with short swords, long spears and long bow. Mathorans undergo basic military training that specialises in spear-formations and archery.
+2 to all diplomacy checks. Mathorans are able negotiators.
Medium sized.
Mathorans do not need sleep, and are immune to all sleep effects.
Mathorans never die of old age, and take no penalties for aging.


Miralrins
Miralrins are the oldest remaining branch of elves. They live in vast cities in distant forests, and few ever leave them. While they are filled with pride and knowledge, these elves have seen time passing by and have now understood that they no longer can withstand other races by diplomacy and retreat; they don’t have more to spare. Miralrins are wise and flexible, yet they are slim and somewhat frail.

Appearance and deamenor
Miralrins are slightly shorter than humans, and their skin varies from rusty brown to that of normal humans. Miralrins are usually reserved and cautious, but very generous toward those they hold dear.



Miralrins gain a +1 bonus on dexterity and wisdom. Miralrins are reflected and nimble.
Miralrins take a -1 penalty to constitution. Miralrins are frail.
Miralrins gain a +1 bonus to attack rolls with scimitars, short- and longbows. Miralrins hone the ancient elven traditions of blade and bow.
+2 to all knowledge checks. Miralrins keep records of everything that happens in the world, and as such their population knows more.
+2 to all listen, spot and search checks. Miralrins live in the wilderness, and their senses are honed.
Miralrins have Low-light vision. Miralrins still possess the uncanny vision of their forefathers.
Medium sized.
Miralrins do not need sleep, and are immune to all sleep effects.
Miralrins never die of old age, and take no penalties for aging.


Remadonians
Remadonians were once the greatest and most successful race of all. Until the renewal none could challenge the Remadonian empire. After the renewal the human races lost much of their power, and the Remadonians were no exception. As such, Remadonians have adopted the hard life of labour and slavery, though many also occupy high positions in most organisations. The Remadonians are the most flexible race, and by far the largest.

Appearance and deamenor
Remadonians can vary greatly in height, but most of the population is about normal for a human. Remadonians resemble humans in every way, and are generally a bit craftier. Remadonians skin varies greatly, from pale to brown. In the ways of deamenor, Remadonians are as varied as they are many, and they share no distinguishing personality traits.



Remadonians gain a +1 bonus on strength.
Remadonians gain the Quick learner feat for free.
Remadonians gain an extra bonus feat at first level. Remadonians are very versatile and able at picking up new abilities.
Remadonians can be either medium or small sized. Remadonians vary greatly in height and build.


Sunanors
The Sunanor elves once maintained great cities in the most remote places imaginable; mountain peaks. Atop these peaks they built mighty fortresses, along with the first irrigated fields. While they now live peacefully in these towns, they have been increasing their efforts to fortify their borders, usually by elves, but also by mighty eagles and other fabled beasts. Sunanors’ life in thin air has granted them stamina remarkable to others, but also left them vulnerable to toxic air, a fact enemies are quick to abuse. Sunanors are a crafty lot, but more than anything they are wise and decisive. Many Sunanors still uphold their religions of old, serving as prophets of the old gods and religious warriors.

Appearance and deamenor
Sunanors have a mild brown tone to their skin and black hair. They are somewhat shorter than humans, and generally pleasing to the eye. The weather bitten and thin air give the Sunanor elves a certain grim and hardened look to their face.



Sunanors gain a +1 bonus on wisdom.
Sunanors take a -4 penalty to saves against gases and inhaled poisons.
Sunanors gain the Endurance feat for free.
Sunanors gain a +2 bonus to all knowledge geography checks. Sunanors are master cartographers and astrologists.
Sunanor may spend 4 skillpoints to learn how to communicate with flying animals. Many Sunanors train in their ancient traditions toward aerial creatures.
Sunanors gain a +1 bonus to attack rolls when unarmed. Sunanors hone their old martial arts.
+2 to all spot and listen checks. Sunanors have keen ears and sight.
Sunanors have Low-light vision.
Medium sized.
Sunanors do not need sleep, and are immune to all sleep effects.
Sunanors are immune to non-magical diseases.
Sunanors never die of old age, and take no penalties for aging.


Sarians
Amongst the races of elves, the Sarians, also called sea elves, have lived in solitude in the southern seas of Eiir. Under the waves of that region they have build great coral-castles, even cities of the prized material. Sarians are usually upright, honest and fair, still naive enough to search for the perfect world. Amongst the major races, Sarians are the unchallenged masters of the sea.

Appearance and deamenor
Sarians are light skinned, ranging from pale white, to variations of blue to green. Sarians are by most considered beautiful, and are easily distinguished by their small fins on their legs and arms as well as their gills around the neck.



Sarians gain a +2 bonus on dexterity and a +1 bonus on charisma. Sarians are extremely agile and good at earning the trust of others.
Sarians take a -2 penalty to wisdom. Sarians are naturally naive.
Sarians receive a cumulative -1 moral penalty to all ability checks, skill checks and attack rolls each day they do not see the open sea.
Sarians gain a swim speed of 40 feet. Sarians are natural swimmers.
Sarians can stay submerged in water for up to 1 hour per point of constitution they possess before starting to suffocate.
Sarians may spend 4 skillpoints to learn how to communicate with aquatic animals. Many Sarians train in their ancient traditions toward aquatic creatures.
Sarians gain a +1 bonus to attack rolls with the trident and shortspear. Sarians are adept at fighting with the weapons of their military.
+2 to all craft (jewellery) checks. Sarians are masters of jewel crafting.
Sarians have Low-light vision.
Medium sized.
Sarians do not need sleep, and are immune to all sleep effects.
Sarians are immune to non-magical diseases.
Sarians never die of old age, and take no penalties for aging.


Trongas
Tronga are what humans call goblins and live in tribes in the southern part of Eiir. There, on the savanna they control vast territories others find inhabitable. Trongas are feared for their numbers and guerrilla tactics, and tend to unite in huge warbands every now and then, sacking all in their wake. The Tronga have also become a nuisance to the wizards due to their unpredictability and seemingly inability to follow treaties and agreements.

Appearance and deamenor
Trongas are half a man tall, and their skin can range from green through brown and in some cases be completely black. Trongas have a feral look to them, and are known to gibber and suddenly let out fearsome screams, often warning their surrounding that they are not content.



Trongas gain a +3 bonus on dexterity. Trongas are incredibly agile.
Trongas take a -1 penalty to intelligence and a -2 penalty to constitution. Trongas are usually not bright, and very brittle.
Trongas are small creatures. Small creatures gain a +1 bonus to armour class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks, but their lifting and carrying limits are three-quarters of those of a medium creature.
Trongas have a base land speed of 30 feet. Even though they are small, Trongas are devilishly fast.
A Tronga may fart 1/encounter, which makes everyone within 5 feet (including allies, the Tronga in question and other Tronga) sickened for 1 round. Trongas have extremely bad eating habbits, and their ecology break down consumables in a very special way.
Trongas gain a +1 bonus to attack rolls with the hand axe, club and short spear. Trongas master weapons other find crude, though they are simple to use.
+2 to all intimidate checks. Trongas are known to be unpredictable, which makes them good at threatening others.


Volvees
An offspring from the ancient Remadonian race, the Volvee encompass a collection of humans who shoed themselves on the Godpurges more than any actual racial group. While the Remadonians fell with the Godpurges, the Volvee bargained with the wizards of the new era and came out of the wars victorious. As a result, the piousness and fanaticism shown during the Godpurges bites hard in this otherwise hospitable population. Looked upon as traitors by the larger Remadonian population, the Volvee have had a hard time growing into society again, even though their riches and power have grown considerably.

Appearance and deamenor
Volvee differ not in the slightest from Remadonians, and range from dark brown to pale in colour. Volvee characters tend to change their ways just when it benefits their purposes, and if tempted with treasure all morals quickly evade them.



Volvees gain a free bonus feat. Volvees are versatile and fast to learn.
Volvees gain a +4 bonus on all saving throws against mind affecting effects.
Volvees gain the Quick learner feat for free. Volvees are extremely adaptable.
Medium sized.
+2 bluff and intimidate. Volvees are sly and if angered even dangerous.


Zircolirs
Thought by many to be omens of death, Zircolirs are not quite that, though some can surely qualify for the title. These dark skinned elves have long ruled some of the vast cities of men through their infamous assassin orders. Amongst the other races, Zircolirs are generally not well though off, except when called on to perform the rite of death. While their repute is tainted with misunderstanding and myth, they are usually accepted as equals in the more remote places of Eiir, where they are just outsiders. In the ongoing conflict between the Wizards and the Rebellion, the night elves have carefully maintained their neutrality, working for both sides while furthering their own cause. While many favour luxury, most Zircolirs are happy to live in sewers, catacombs and cellars of the cities they call their homes. Thievery is forbidden by the order of death, a law which is usually maintained by all night elves, members or not. Due to their personality and natural gift, most Zircolirs attend the colleges of death, though some also dabble in magic. In the southern part of Eiir the Zircolir go under the name of Zasari.

Appearance and deamenor
Zircolirs are black skinned, although their hair can range from pure white to coal black. Furthermore they are slightly shorter than humans and beautiful, in their own right. Zircolirs are also renowned for having an unnerving gaze, and a methodical and direct demeanour.

Fashion
The Zircolir have always been a beautiful race, and have fostered it in equal amount. The Zircolirs tend to favour blush colours, as well as black, purple, white and at times red and pink. In battle the Zircolirs are rightly known for their agility, and often wear beautiful light leather or plate armour to compliment their natural talent. As with most elves, Zircolir design tend to be flowing, but with rather unusual jagged turns which break up the harmony of the design.



+1 dexterity, intelligence and charisma. Zircolirs are nimble, cunning and well spoken.
-2 constitution. Zircolirs are very frail.
Zircolirs gain spell resistance equal 5+character level. Zircolirs posess a faint resistance to supernatural effects, that cling from ages past.
Zircolirs gain a +1 bonus to attack rolls with the Katana, Wakizashi and the dagger. All Zircolirs gain special training in their sacred weapons.
+2 to all intimidate checks. The Vile repute of the Zircolir race amplifies their ability to instil fear in enemies, no matter how kind they might be.
-2 gather information. Other races are cautious of slipping information to the Zircolirs.
Zircolirs have Dark vision. Zircolirs can see in darkness, the trait that made them who they are.
Medium sized.
Zircolirs do not need sleep, and are immune to all sleep effects.
Zircolirs are immune to non-magical diseases.
Zircolirs never die of old age, and take no penalties for aging.



Classes
To represent the grimness of Eiir the list of playable classes is completely redone. There are four playable classes; the Assassin (http://boards1.wizards.com/showthread.php?t=878205), the Magician (http://boards1.wizards.com/showthread.php?t=885421), the Thief (http://boards1.wizards.com/showthread.php?t=883209) and the Warrior (http://boards1.wizards.com/showthread.php?t=886771). These four fill all roles. Among the most important changes is the abscence of divine vs. arcane magic and the ability to cast spells at will. For more information, please look up each class individually. Note especially that when playing in Eiir the optional rule found in the description of magicians should be used.


Players who found the previous concepts to their liking should easily be able to find their old concept through the multitude of options each class offers. The most basic conversions are as following:


Barbarian is a warrior.
Bard is a thief.
Cleric is a magician, and likely with the battlemage specialisation.
Druid is a magician.
Fighter is a warrior.
Monk is a warrior or assassin, depending. Possibly with a dip in magician.
Paladin is a multiclass magician/fighter with the battlemage specialisation.
Ranger is either an assassin or warrior, depending on archetype.
Rogue is a multiclass assassin/thief.
Sorcerer is a magician.
Wizard is a magician.


Note on playing a magician
In Eiir magical documents are rare, because they in most civilized regions are banned. This again have the side-effect of making it very hard for magicians to obtain sources for them to memorize spells from. Keep that in mind if you plan on playing a magician.

High level spells
An important aspect of magic is that magicians can only cast 7th level spells. This mean that only thieves who utilize the Use magic device skill can desipher and cast the most powerful spells. This of course is a rare occurency, as no ordinary magicians can longer create such powerful objects, and thus their occurency is limited to the extreme.

Feats
The world of Eiir incorporates many new feats, often spesific to organizations, races and areas. Such feats are found under the respective paragraph. That said, there are also a few new general feats that are applicable for anyone. These feats are listed here, with requirements if any.

Clever wrestler [General]
You are a smart bastard when it comes to grappling, and you plan your moves to great effect.

Requirement: Improved Grapple, Int 13

Benefit: You can use your intelligence modifier in place of your strength modifier on all grapple checks.

Normal: Normally you can only use your strength while grappling.

Exotic Weapon Finesse [general]
You are able to apply finesse to the weapon you have trained with, applying your delicate moves even with otherwise unwieldy weapons..

Benefit: You can apply your dexterity modifier instead of your strength modifier when determining your hit rolls with a spesific weapon of your choice.

Normal: Normally you can only apply your dexterity modifier in place of your strength modifier to hit rolls with light weapons, and weapons marked spesifically as finessable.

Monastic weapon study [general]
Your monastic training included training in a spesific weapon, and you can incorporate this weapon in your martial displays.

Benefit: One weapon of your choice becomes a special monk weapon to you.

One hand specialist [general]
You have trained spesifically at utilizing a weapon in one hand and nothing in the other.

Requirement: Dex 13

Benefit: As long as you hold nothing in your off-hand, any one handed weapon you wield count as a two-handed weapon for all beneficial purposes.

http://www.wizards.com/dnd/images/compscoundrel_gallery/102046.jpg
An assassin using his single dagger to gruesome display.

Quick learner [general]
You are an exceptionally able learner, and possess skills on many fields.

Benefit: You gain an extra skillpoint at each level.

Special: The benefit of this feat is multiplied with four at character level 1, as usual.

Languages
On Eiir the leaders of the major nine (races) held council in the year 13 after the cataclysmic purge, and they descided to create a common language, to facilitate trade and break down barriers. Although times have changed and animosity have increased since then, the language is still in practise among all the major races, and is called Vidaan, a name the elves are credited.

Choosing languages at creation
Players start out with their race-language, and extra languages equal their intelligence modifier. A player may chose any language of the major races, as well as any language of a minority of the region he belongs to.

Geography

The geography of Eiir is as diverse as its Demography. On its battletorn surface Eiir provide everything from friggid mountainpeaks to vast deserts, jungles and more hospitable plains. Among these general traits though, Eiir support a plenora of special and unique features and cities, each with a history, each with a purpose. Eiir is usually divided into four main regions; Entra, Negrid, Turnuk and Vylia. The reason for this choice of regions are generally unknown, but thought to be the names of ancient empires that rules the world long ago.

Regions
Vylia
Vylia is often called the mainlands, simply because it through history have been the home of the greatest empires the world have ever seen. Vylia, as vast as it is, is home to thousands of races, beasts and powers. From the northern shore to the southern border to Entra the land of Vylia lie as a cultured carpet upon a once wild and desolate floor of nature. Vylia's by far most reknown feature is the city of Anor, the sevenfold city from which the mages of white control the balance of the world.


Anor "the tenfold city"
Anor, the heart of civilization is most importantly the seat of wizard power in Eiir. From their grand tower-fortress they rule the known world with an iron grip. Apart from the obvious influence of the wizards, Anor is a mighty yet beautiful fortress-like city that encompass ten layers, each with a fiftheen meter tall white wall protecting it. As a city of such vastness and multitude as Anor, each layer could in theory qualify as a distinct city of their own. The layers of Anor are stricktly monitored, and the closer to the middle you get the more important you are. Actually, Anor is nothing but a city-state, with only land enough to suffice a tenth of its brimming poppulation. That said, given its huge impoact on the world as such, Anor have to put it mildly never had problems sustaining its population.

The Domunatrium
The Domunatrium is the name of the actual towerfortress that makes up the core of Anor. The Domunatrium is a vast crystal keep, encircled by thirteen towers with a multitude of elevated crystal passages and unimaginable art. It is here that the thirteen aspects of Azuratar (Amra, Alak, Azur, Adan, Anur, Amyr, Abis, Abib, Atho, Avsi, Axyl, Aryn and Abdi) have their seat of power, and it is here they find refuge from the constant danger of uprising. Apart from the aspects, only members of the white order and extremely important guests are allowed to set foot. The Domunatrium also act as a council for the aspects, who are obliged to hold council once every tenday.

From their white towers, the aspects rules over their respective territories with varying care. Some have never been seen by men, yet others walk the cities as if holding no power at all.

Steinholm
Steinholm is one of many city states in the northern part of Vylia. It is a moderately sized city located in the Steinfjord. Amongst the tall mountains that make up the walls of the valley, Steinholm lies as a stone fortress on a long and slender isle in the fjord. The city encompasses about six thousand inhabitants, generally Remadonians and Volvees. The city is a cold place, set on maintaining its relatively strong defenses, and just working. Stripped of art and finer crafts, the citylife revolves around getting food, protection and simply surviving.

Ryandar
A city state neighbouring Steinholm, Ryandar is an artistically pleasing city. Housing aproximately four thousand citizens, of various races the city have become a trading hub in the northwest. The city lies in the middle of a vast farmfield, on a cliff pretecting the city from the north. The city then follows the ridge, with a small tower-castle at the top, and the city slightly beneath. The most notable feature of Ryandar, apart from its calm and beauty is a huge cathedral devoted to the sun, called Pengren's hall.


Negrid
The largest region of them all, Negrid was only singled out because of its alien features. Separated from the other regions by miles of open and destructive ocean, Negrid is only a dark shore far away to most people. Abeit it hosts its own pantheon of races, Negrid is a barren and largely uncharted territory, found not more than ninety years ago by sailors gone astray, shortly before the first godpurge.


Naghan wastes
The purple dessert where the sand turns to glass after sunset. Anyone killed in Naghan durring the night are turned into Nagh-zombies (dark zombies with embed glass shards).

Naghan is home to the reputed purple worms, blue dragons, Nah-riders (feral nomands) and sometimes the ground erupt in a bluish neural toxin.

Spardoux
Also niknamed "The tooth of death", Spardoux is a crooked black tower on the shore of the Naghan wastes, overlooking the black sea and reputedly sinking approaching vessels with deadly power. Little is known about Spardoux, except that it once housed a gang of human corsairs, who used the towers reputation to disguise their operations.



Turnuk
Physically bordering both Vylia and Entra, Turnuk is a vast region. While primairly a mountainous and generally dry region, the share size of Turnuk tell of great variation and unique possibilities in this grim area. On large, Turnuk is lightly settled, but along the coasts it supports many mayor cities and wonders.


Tarassa (small town, 340 wood elves)
Tarassa is also called the woodland bridge. The town is actually created as a bridge across a chasm deep within the Yrian wood. Although made primarily of stone, the architecture of the bridge is remarcable and look as if made in one piece. Apart from providing the sole passage over the chasm, the town is known for its contingent of archers (The Tith-Nurie), who roam the chasm with skills exceeding most other.

Manara
The lands of Manara are lush and fertile, primarily hosting a huge wood of fell repute. The primary distinguishing feature of Manara are its manastones. With a few kilometers between them, blue crystal stones the size of a full grown human levitate amongst the trees, humming and sheeding a pale hue of light. Apart from the manastones, Manara have little to offer, with no mayor settlements, no great pwoers and apparently no historical ties.

Komanar (small town, 800 humans, 230 wood elves)
Now a buildings graveyard, Komanar was once a huge and magnificent city where elves and humans lived side by side, fostering the arts, with a focus on architecture. The city fell to inner strife after the death of the human king Edrew, leading to a revolt amongst the humans, who blamed the elven queen for the death of their king. One thing lead to another, and the city fell into open warfare. The queen and her court escaped, and without guidance, the humans who remained slowly died from diseases, accidents, murder and starvation. Today the city is still a sight to behold, but more like a magnificent graveyard than a city. Some people still live within Komanar, most notably a village of human arceologists and scoundrels who live in the marketsquare. A small cohort of wood elves also live in the city, at the platoû of coronation.


Piriltue
Piriltue is amongst the highest mountains of Eiir, approximately three thousand meters high. Standing much as a spear from the ground, Piriltue have been the cause to many legends and myths. The exact origin to Piriltue is unknown, but it is beleived it rose as a result to a powerful beeing propelling from the core of the world towards the surface. What have come of that being is though not known. High in Piriltue now lies one of the greatest nests of the Kalarania, the race of winged creatures.


Entra
Entra is the largest of the four main regions of Eiir. Between its border to Vylia to the north, and the shore to the Elashar sea to the south, Entra lies as a golder shield protecting Eiir from the scorching power of the sun. Entra is loosely habited, but is known to host rather powerful beasts and booming cities when first found. Entra is a furthermore less touched by the wizard rule than its nabour region of Vylia.


Kriss "empire of the sun"
The empire of Kriss is a vast and powerful empire in the lower areas of Entra and the Cuhuaar desert. The tyranny at play in Kriss is only matched by its brimming population and power. Lead by the supreme emperor Shandar El Ala'i, Kriss is a stable and calm nation, that abeit its many internal and external problems have endured both of the godpurges relatively unscratched. Kriss is largely populated by Volvee, but also a large number of Bahir inhabit these lands, although they have never recognised the rule of Shadar El Ala'i.

Spike (large city, 4000 humans, 3000 azorns)
Spike got its name from the discerning shape forming its body. In the far end of Theirnvale lies a huge black spikelike stone, which seem to pierce down into the earth below. What, or how the stone came to be is unknown, but today the city is a sprawling place for ecentric creatures of all kinds. Spike is well known for its arena, whips and red arcitecture. The very lowest part of Spike, which lies far beneath the surface is connected to a lavastream, which combined with the heat-leading properties of the stone makes the city extremely warm. The fighters of Spike are feral and barbaric, while the magicians typically combine fire magic and necromancy. If that was not enough the city is home to countless thugs and ruffians.


Organizations and groups


Eiir is a world spanning vast distances and cultural differences. As such it have also become the home to a vast plenora of organizations and groups dedicated to various causes. Some of these organizations are so vast and influencial that they are reknown all around Eiir, and these are listed here.

The forsakers
The unofficial name of the largest unified resistance against the wizards. Little is known about this force, although it seems that the highest chain of command rests with the Sarians, who are largely immune to wizard reign due to their underwater residence. The forsakers are further said to have found ways to induce resistance to arcane power, abeit at a grand cost. The wizards have never spoken in public about the forsakers, and refuse to officially acknowledge their existance.

The orders of death
The orders of death is one of the most reputed and feared powers of Eiir. From a time long before the renewal, these orders of Zircolir have ruled in the shadows of courts everywhere. Although they are separate from each other, each orders main objective is to ensure the power of the Zircolir race as a whole. Acting much as a govermental body in Zircolir soceiety, the orders maintain a huge impact on the life of most Zircolir. Before the Renewal, the old council regularily hired the orders of death to perform daunting tasks, and often they were also used in internal affairs of the council. Now the relation between the orders and the council have grown weak, due to the council's lack of will and courage toward the wizards. The orders are somewhat split on who to support, but as of now they maintain a careful neutrality by openly working for both sides of the conflict. To the wizards the orders strike as a thorn in their side due to their deadly efficiency, power and ability to confound magic.

The old council
Situated in the ancient city of Pentalonia, the old council is an asembly of all the mayor kings, regents and nobles of old. Before the Renewal, the old council was the mos influencial power of Eiir, and had the power to raze and protect countries by its semi-democratic design. After the Renewal, and the reign of the wizards, the old council is a mere shadow of its former self. Although it still holds council in Pentalonia every spring, the looming power of the wizards have crippled the council, who never seem to agree on any mayor move. Why the council is not directly removed by the wizards is unknown, but rumours tell that the orders of death may have something to do with it, and that the wizards may be afraid to confront all the ancient powers at once, should they then revolt.

Order of the Phoenix
As one of the wizards primary forces of war, the order of the Phoenix have become almost synonomous with terror on Eiir after the second godpurge. As part of the gruesome second purge, the wizards trained a completely new elite force of fanatics to lead their troops and act as special forces where they were needed. These soldiers combined spellpower and martial training to become a fearsome tool of destruction. Acting both as a secret police and heavy military support, the order of the phoenix is one of the most powerful and feared organizations of Eiir. The order of the Phoenix

The White order
The guards of the Domunatrium and supposedly the most dedicated warrior order on Eiir, the White order have a single purpose, that is to protect the Domunatrium and its denizens from internal and external attacks. Trained from early childhood, these soldiers never ask questions and have yet performed their duty with excellence.

EDIT:
Here I list what changes have been made to this post. The last changes are found at the bottom of the list.



Changed formatting
Added basics of Vylia
Added super-basic history.
Added basics of Anor.
Added some races.
Added a couple of areas.
Added text for the four regions.
Added Volvee race.
Added feats section.
Added organizations section.
Added section about religion.
Added more to "the world" section.
Added alignment section.
Added some new areas. (25.12.07)
unundindur

07-22-07, 12:39 PM
Timeline
The calendar of Eiir was reset with the overthrow of the old era, and the introduction of wizard rule. From then on the custom have been that each year is named after a hero, in the service of the Wizards.

Year -3 - The first godpurge
Year zero. - Year of the Renewal (First godpurge finished)
Year one. - Year of the Second godpurge
Year seventy-eigth. - Year of Thonbrot Engulesh

Locals of Anor:

The gnomish enterprize
This small shop is located in the eastern district of Anor, and is famous for its assortment of magical trinkets and equipment. A gnome runs the enterprize, from his high semi-motorized chair, and is quick to point out that he is lisenced and fully legal according to all forms and regulations.

Keg & Tankard inn
The Keg & Tankard is the most common meeting place for the commonfolk of Anor. It is a squaric three story wooden building located near the fountain of fortune in the eastern district. The owner is a man named Coldor Yrvingspear, who obtained the inn from his father.

Wheal & Woe inn
The Wheal & Woe is an average tavern, with the exception of its is host Rary Monteford, who won the inn in a lottery, and after that made it into a gambling-house.

The bastard inn
An inn in the western ward of the city, the bastard is named after the legend of the gods bastard, and attract many wealthy residents of Anor.

Anor tingulator
The tingulator is a small establishment run by a huge dwarf named Thurval who specialise in all sorts of tingulated armor. Thurval usually work only on appointment through the official armory, but is known to have made exceptions.

Armory of Anor
The official armory of Anor is a vast complex located near the Domunatrium. The armory forge all weapons and armor for the armies of Anor, and is known to emply magic on a large scale. The armory is extrely heavily guarded, and work only when told by beurocrats of the Domunatrium.

the primal cartographer
This huge structure is located in the western ward of Anor. The Primal cartographer is Anor's official mapping organization, and constantly hire adventurers to go into the vast uncharted territories of Eiir. From the cartographer, anyone can buy maps of the world, and most cities, abeit in a slightly modified an in-accurate version.

Hus'peks library
The assumed largest library in the world, Hus'peks library house most knowledge collected during the godpurges. The library is heavily guarded by arms and spells alike, and only allow outsiders on invitation.

the dark tankard
The tankard is a moderately sized tavern in the eastern part of the city, which is owned by a Zircolir. The dark tankard is thought to be one of many entries into a vast thievesguild opposed to the rule of Anor, which routinously force it into official carantine and observation.

Lightspire
The lightspire is a tower is near 100 meters high, and gaunt to the edge of belief. A powerful beeing of light is said to live in the upper reaches of the tower, while the lower part is a chuch and home to the order of Lightspire.

Morticolous fine garbs
A famous man named Fenrick Morticoloue rescides here. From his estate Morticoloue welcome potencial buyers, and create garbs of the finest quality. Morticoloue is said to imbue his products with illegal magic for an increased fee, although naturally none will officially say so.

The Shoreside bounty
The Shoreside bounty is a tiny tavern owned by a short man who doubles as a bowyer. While not the greatest tavern, his archer-friends often rescide here as his bows are of the finest quality.

The Hollow
The Hollow is a shop located within the huge hollow log called Brigan's leg, in the eastern ward of Anor. This shop deal exclusively in arcane scrolls bought from the government, or illegaly from adventurers.

Castle Riverside
Also called the riverside, this magnificent castle is home to duke Menadran, a veteran of the godpurges, who takes care of day to day management of Anor. The castle resides on small cliff, hightening the castle slightly from the houses below.

Monsters: Gray poet (spider known for its beautiful webs), Karasha (goat living with the sun elves), Blood orcs, Neolith, Avolan, Human (Volvee, Erdo, Remadonian), Varan (mountain, sea, plain, forest), End (Godmii, Fuscii, Lasdii), Elf (sea, wood, high, sun, wind, Mathoran), Dwarf (deep, gnome, arctic), Formian

People: Ziithiil (dark elf), Cornelius (adult tome dragon, leader of Kliamnantell, the second library of Whiterim), Ada, Aduur, Zetheil Tylderfane, Wenrich Kent, Anthena, Thirunon Fiestl, Driloth Vork, Piad Nedjev, Grom Stord, Eldar Eppaloon, Oigand Fur, Hilde Fur, Viandine Lorend, Lothar Brighthills, Anubian (son of Pharao Akheb), Te(r)mur Stormbeard, King Thiudir, Thioden, Master Thurr, Duzev, Gaius Veluurmaster, Ius, Demessa of Delam, old man Falan, Tyrdelfin, Tuutar Ymezo, Eiivy, Thiur, Elil, Heilar, Baelerond, Kiaia, Irsi, Malinian, Essadia (sorceress), Nemedon (monstrous lord of a city), NukleidosDragatos(h), Sithiel, Finuer Liar, Thuldoth, Nezrith, Azorn, Sithiel,
Zargol (Male human Assassin 20) Leader of the Assassin house of Andreen and member of the old council, the weaver (evil near-transended witch)

Dergos. Illusaire (Female). Arcae (Female). Mittra (Female). Fimullus (bjellung). Zorg. Matronate (Male human Forsaker10 / Shaman8 Leader of the Green rebels). Hilledon (the godking, once the ruler of Eiir). Lazarus (Male human Prophet 18) One of the few still living leaders of the old church. Thirintell (Male human Wizard 20)

Items: Laekorad (the tenfold blade), Krakata (weapon), Nekata (weapon), Evil eye (hand sized black pearl with a blue inner light, sends out dispelling waves when used)

Important game-concepts: arcane templar, forsaker (anti-magic ranger), prophet

Organizations: Feshnaladni faith, Zirka network, Wevo brothers (arcane brotherhood), Solemni order (Order of vigilant protectors of the people), The Pental, Arcane apostles, Pure leaves, Crusaders of the old (forsakers), Nassr-Dib (assassins), Arean guard (warriors guarding the old council and their members, these soldiers wear red breast plates [edged with black], matching Fedora and their sacred long-spears), The old council (leaders of all the old noble houses)

Effects: Blood mist (redish mist that drain hit points rapidly, leaving cities dead in moments), Wild-wind (animated winds)

Places: Colovee, Hursk, Messo, Kimbasso, Badra, Kaleel, Shishein, Valderheim, Masta, Pil, Venmaaar, Diipli, Drabber, Amazon isle, Withercoat (mountain), Conch isle, Mechoid, Meziir, Eridaar, Brimlands, Elianor, Pelagiad, Pentalonia, Bliamar, Evertine, Whiterim (home to western high elves), Farland, Telerand, Telekith, city of Minion, Vianor, Enliidar court (ancient order of elves living high in the mountains), cold plains of Cryana, Cambryn, Moulder, Demberoth, Movalion, Haraja desert, river of Ariaani, Claws of Baator, Blindenshin, Ustus, Irmaasein, Mast, Bancari highland, Monteego, Gravnell, Ogainox, Dreamore, Bajouell, Brent, Blinterbox, Soluspan, Dugazar, Gotshus, Tal An Shan, Ardent, Sjok, Ascalamba, Magana, Agnail, Veluvre, Telmasaar, Trayhold, Moukuria, Valla, Myrian, Vanmarian, Gillich, Gilliam, Nebuka, Evertine, Bliamar, Bridgewater, Valiahoon, Finuer Liar, Meziir, Thulroth, Nezrith

Agnail, Vivek, Breflam, Sella-Thora, Della-Stanca, Enanor, Nyth-mir, Krag-Jord, Krag-Thor, Telthor, Aesir, Ewynor, Bazaar

Islands of Sumrath, Vast reaches of Nibb-Obun (the largest dessert in the known realms), Nidgard (northern village, known for it’s great fortress), Turmish (A coastal portcity where the players left before adventure), Esborath (Human empire, lead my Anub), Arborea (Universal city, of elves, gnomes, Halflings and Jornir dwarves), Nyth-mir (small elven wood), Aliandor (elven island)


The wind ride (high speed air-tunnel which is used for swift travels from the barren wastes to the north)

Canyon of kings (the sacred burial place for the kings of the old age. Pilgrimage is now illegal and the tombs are guarded carefully)

Grave city of Einol-Don (A city of undead)

Shrine of rebirth (The cathedral of the Phoenix order)

Obsilleron’s Arch/Gate (Huge natural gate in the midst of nowhere, subject to legends ond myth alike)

Vivek
Harbour city of Anor

Breflam
Large human city near anor

Sella-Thora
Sea elf capital

Della-Stanca
An important mountainpass between Breflam and the sea

Enanor
A medium sized high elf city.

Nyth-mir
A large wood elf city.

Krag-Jord
Dwarven fortress

Krag-Thor
Dwarven city

Telthor
Small Hill dwarf city. Famed for its war-machine workshops

Aesir
Mountain in the north, said to be home to "winter".

Ewynor
"The star of ages", capital of the largest high elf empire. Famed for its crystal palace and its many magics. Based on ancient traditions, this city is also hospitable to wood and dark elves.

Pentalonia
The old world-capital

[]Dagatos[/]
Dark spired city, known to host at least one vampirelord, a darkelf quarter and a concord of crusaders who constantly seek to expand the city's borders.

Agol
Small deep dwarf city of necromancers and vile evil

Races?
Eridaar, Meirons



To do list:

Get in the general stuff...


PLACES
http://www.wizards.com/dnd/images/ph2_gallery/97180.jpg
Setting

http://www.wizards.com/dnd/images/ph2_gallery/97179.jpg
Setting

http://www.wizards.com/dnd/images/demonweb_gallery/103906.jpg
Vault protected by drow

http://www.wizards.com/dnd/images/demonweb_gallery/103888.jpg
Bar in hell

http://www.wizards.com/dnd/images/ssouth_gallery/84382.jpg
Temple of lolth in a normal city

http://www.wizards.com/dnd/images/rl_gallery/100550.jpg
Chapel with dead body

http://www.wizards.com/dnd/images/rl_gallery/100563.jpg
Vampire crypt

http://www.wizards.com/dnd/images/compscoundrel_gallery/102088.jpg
Towers in the sky

http://www.wizards.com/dnd/images/FR_ART/Places/ElvencourtinCormanthor.jpg
Elf forrest

http://www.wizards.com/dnd/images/completechampion_gallery/104765.jpg
Cathedral (pelor)

http://www.wizards.com/dnd/images/compmage_gallery/100481.jpg
Rainbow falls

http://www.wizards.com/dnd/images/compmage_gallery/100475.jpg
Boneyard

http://www.wizards.com/dnd/images/spellcomp_gallery/92272.jpg
Enchanted forrest (outside entry to underdark!)

[/FONT]
Kelmourne

07-22-07, 04:08 PM
From the art you have posted I can tell it is going to be above average at least. You should come up with a well organized list of all of the classes, and races with all of the changes you may make to them.
Forfeit

07-22-07, 04:25 PM
From the art you have posted I can tell it is going to be above average at least. You should come up with a well organized list of all of the classes, and races with all of the changes you may make to them.

No way. That comes last (if it comes). There are many more important things to come up with first.

You need a theme, and that is what sets worlds apart. Without a good theme, the world is average at best.
Kelmourne

07-23-07, 01:43 AM
Forfeit, how come everytime I post in on a topic you come in and argue with me. Please stop doing this. Im not asking you to stop posting in topics ive posted in. I'm just asking you nicely to not directly call my ideas crap. Instead, suggest a better alternative in a constructive way.

Anyways back to the campaign setting, are there any rebels who oppose this relatively new magocracy? If so, I think it would be very interesting to play a rebellion campaign. You could make a custom wizard hunter prestige class customized for this world.
unundindur

07-23-07, 10:37 AM
From the art you have posted I can tell it is going to be above average at least. You should come up with a well organized list of all of the classes, and races with all of the changes you may make to them.

Its all on its way, and thanks for the heads up :)

No way. That comes last (if it comes). There are many more important things to come up with first.

You need a theme, and that is what sets worlds apart. Without a good theme, the world is average at best.

Well, everything will come in a not-so-strickt order. But that will of course include a theme, which I think you will now see a faint glimps of :)

Anyways back to the campaign setting, are there any rebels who oppose this relatively new magocracy? If so, I think it would be very interesting to play a rebellion campaign. You could make a custom wizard hunter prestige class customized for this world.

Of course, and I have them pretty clearly visualised. I once made a rebel campaign, but it was never realised. But actually the driving force of the rebels are aquatic elves, who are still largely unaffected by the wizards who find it hard to enter their territory. I already have a magehunter class, though I have descided to go away from PrCs, and rather focus on feats and alternate abilities for spesific orders. PrCs tend to become to important to players, and draw them away from the actual game (in my experience). The Rokugan setting have a lot of the sort of options I envision.
Forfeit

07-23-07, 12:44 PM
Forfeit, how come everytime I post in on a topic you come in and argue with me. Please stop doing this. Im not asking you to stop posting in topics ive posted in. I'm just asking you nicely to not directly call my ideas crap. Instead, suggest a better alternative in a constructive way.

Anyways back to the campaign setting, are there any rebels who oppose this relatively new magocracy? If so, I think it would be very interesting to play a rebellion campaign. You could make a custom wizard hunter prestige class customized for this world.

I have nothing against you. But I do have a lot against the idea that one of the first things someone creating a world should worry about is sub-races and classes alowed.

Above all because, in my opinion, the races and classes avaiable should mirror the culture, history and geography of the world they are in.
Kelmourne

07-23-07, 06:10 PM
I have nothing against you. But I do have a lot against the idea that one of the first things someone creating a world should worry about is sub-races and classes alowed.

Above all because, in my opinion, the races and classes avaiable should mirror the culture, history and geography of the world they are in.

Whatever, so long as we can stop this pointless feud.

the driving force of the rebels are aquatic elves, who are still largely unaffected by the wizards who find it hard to enter their territory

If the magocracy is having trouble entering their territory, then how will the players be able to aid them in their rebelion? Are they amphibious?
queenfange

07-24-07, 09:36 AM
Here's an idea: Start with whatever you want! If you want to start with a theme, start with that! If you want to start with a pantheon, start with that! If you want to start with the subraces of elves, start with that! If you want to start with the world's custom game mechanics and feats, start with that!

The point is: Don't let other people tell you how to build your world.

I applaud your use of organization and good names for places and people (something I have difficulty with). Anor sounds really cool. I can't wait to see more!
unundindur

07-27-07, 06:18 AM
in my opinion, the races and classes avaiable should mirror the culture, history and geography of the world they are in.

Agreed :)

If the magocracy is having trouble entering their territory, then how will the players be able to aid them in their rebelion? Are they amphibious?

Well they are the main resistance, but that is largely because the magicians cannot attack them directly. The resistance is though active all through the world, with a multitude of races involved. The players can thus help the resistance everywhere, but to take to "the resistance" (that is the highest command), you may want to get yourself a pearl of water breathing :)

This resistance thing here is also on a huge political scale. YOu could easily play a whole campaign without meeting either the wizards or the resistance. Think of it as NATO in real life. I have never met someone with a NATO uniform, althogh they are a powerful military force :)

Here's an idea: Start with whatever you want! If you want to start with a theme, start with that! If you want to start with a pantheon, start with that! If you want to start with the subraces of elves, start with that! If you want to start with the world's custom game mechanics and feats, start with that!

Hehe, of course. In my case that means getting together tidbits of everything as I go :)

The point is: Don't let other people tell you how to build your world.

They don't have a chance ;) That said, I love to get constructive critique and for people to find faults in how my world works etc. After all I strive to retain semi-realism.

I applaud your use of organization and good names for places and people (something I have difficulty with). Anor sounds really cool. I can't wait to see more!

Thanks a lot! I am posting stuff here all the time, and hope to get finished with the races soon, so I can start writing down a bit more of the geography as well as more on spesific events such as the godpurges and the rite of death :)
Kelmourne

07-27-07, 11:11 AM
Hmmm, I noticed some of your races have +/- 1 on some stats. Ive toyed with this idea a couple years ago when I was new to the game. It really doesn't work as well as it might seem in concept. Based on if those stats are odd or even, the character is either over-powered, under-powered, or the modifiers do practically nothing. Also Miralrin have unbalanced stats as dex and wisdom bonuses do not balance out con penalties. If you were to give them strength penalties as well, it would work. Anyways the point is, your races need some fixing. Great names though. Keep up the good work overall.
unundindur

08-02-07, 10:36 AM
Hmmm, I noticed some of your races have +/- 1 on some stats. Ive toyed with this idea a couple years ago when I was new to the game. It really doesn't work as well as it might seem in concept. Based on if those stats are odd or even, the character is either over-powered, under-powered, or the modifiers do practically nothing. Also Miralrin have unbalanced stats as dex and wisdom bonuses do not balance out con penalties. If you were to give them strength penalties as well, it would work. Anyways the point is, your races need some fixing. Great names though. Keep up the good work overall.

Well, I actively chose this as it works well with the point buy system. The benefit is that you can get an even stat (16 for example) at a lower cost (see the Eiir campaign standard for info). This is a good boon in itself, while its not extremely powerful.

Regarding stats I see all stats as equally powerful. It simply depends on campaign. In a sneaky group constitution can play a marginal role. The only thing thats ahrd to play with is an extremely low constitution, but with the point buy method that can be avoided, even with a low constitution race :) All this said, I will look over the races again, and given that I have about 10 races left to write down there may be some of a major character ;)

On another note the main post have been updated quite a lot, and more comments and ideas are welcome!
queenfange

08-03-07, 01:52 PM
I really like how mathoras have a penalty against disease. I'm intrigued with the idea of racial penalties to balance out better bonuses (since I dislike level adjustments), so it's cool to see someone else use that. On that note, how does in affect their culture? I'd imagine it would make them more paranoid of outsiders, extra fearful of plagues, and probably have an increased focus on healing magic, probably with a variant of detect poison than instead can find disease.

Your organizations look nifty, but I'd recommend changing the name of the Order of the Phoenix because of the heavy Harry Potter implications. :(

Final thing I have to say is that I'm impressed with your names. You have sea elves, but they have another name. This is a weakness in my settings, and I like good examples I can strive towards. :D

Show me more!!! This is excellent.