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| DeeL10-19-05, 06:32 PM | Here is an introduction to my own campaign setting. The concept is to create a history in which the core concepts of D&D make sense with minimum rule modifications. Enjoy. Ferakoss, Races and Classes Regarding Humans Ferakoss is a very human-centric campaign. Humanity in its present form was created thousands of years ago to form the bulk of the dragon and giant armies, and so to this day human cultures have martial tendencies. Chosen by the Elves to inherit the guardianship of civilization after their sacrifice, humans answered with what is at heart a very human document - the Accord of Civilization. There are five basic human nations, all of whom percieve themselves to belong to the Accord. In recent generations, however, individual humans have drawn away from the principles of the accord; in the western oceans, in particular, lawlessness has become so rampant that there is now the very real danger of a human nation arising that holds little with the Accord. Nevertheless, for the most part humans are profoundly accepting of other races and philosophies. This acceptance has led to the suggestion that humans as such are endangered by mixed-blood offspring, especially after the founding of the nation of Fayoriim (See Half-Elves, below), but as humans were designed for ease of cross-breeding this is rarely seen as a threat as much as a fulfillment of inevitable human nature. Regarding Dwarves The principle dwarven nation is Rimor, at least on the surface of the world. The nation of the Mountain Dwarves, Korthem, is extremely isolationist, and generally only trades through Rimoran merchants. Only once, in their long history, did Korthem break their notorious seclusion - at the behest of the elves, they took in a large population of humans to hide them for nearly a century from the worst of the Drakojovian Wars. Rimor helped in this matter, and the result has been that dwarves in general are remarkably haughty around everyone except elves. Individual dwarves enjoy a reputation for honesty and forthrightness, but dwarves as a race are remarkably good at keeping secrets. It is known that dwarves gave humanity powerful weapons and manufacturing techniques in preparation for the Sorian Sacrifice and the ensuing Accord Conclave, but it is also known that they kept the best and most destructive weapons for themselves. Consequently, there has never been a serious attempt to pressure the dwarven nations for space or other resources. Regarding Elves The greatest number of High Elves migrated to Arvenior before the Sorian Sacrifice, and it is unlikely that they will be returning in significant numbers (Arvenior is Elf Heaven, after all.) The High Elf population in Ferakoss stands at less than 100,000, and shows no great sign of increasing. Elves tend to be treated respectfully; even dwarves reign in their typical sense of superiority, treating elves as 'honorary dwarves' in most cases. The only High Elf nation extant now is a narrow strip of land on the south-eastern coast of Arinium, the closest land to Lost Sorian. From this land, Naoriim, it is not possible to see Sorian, although at dawn the suns rays reflect off of Sorian long before the sun's visibly rising, causing a spectacular light-show at sunrise in that region of the world. Culturally, elves habitually watch the sunrise, wherever in the world they might be. Also, elves, especially High Elves, commemorate the day of the sacrifice as a dawn to dusk elegy, followed by a day-long celebrational feast. Regarding Gnomes It is known that gnomes created druidic magic as it stands today; the secret language of the druids is closely related to gnomish, but this is little more than a historical footnote. Gnomes have an affinity for bardic spell-casting, a fairly recent development among the gnomish people. Before the Accord, gnomes tended to focus culturally on wizardry, enacting intricate illusions and transformations. Regarding Half-Elves Near the nation of Naoriim, southwards along the Arinium coast, is another land called Fayoriim. This country was founded less than a century after the day of the Accord Conclave to provide a homeland for a subspecies of elf that had been growing in number for some time - Half-Elves. Half-elves are also known as Hearth Elves, because of a quirk of architecture - Elves in general build houses with less volatile forms of heat management than central fireplaces and hearths, whereas half-elves build on a more human designs. Fayoriim inherited control of some choice coastline and harbors from a human country in the vicinity, and consequently hearth elves tend to be suspect in the eyes of some human politicians in the area. This is a mild prejudice, however. Players of half-elves must therefore decide whether they wish to play half-elves proper, that is the offspring of a human and an elf, or a Hearth Elf, a member of a young race with a brief but dynamic history of their own. Regarding Half-Orcs Many vociferous scholars insist that half-orcs are sterile and that they therefore could never comprise a legitimate race of their own. These scholars tend to be human, however; these findings remain unverifiable to the sages of other races. Time will tell. Half-orcs are generally not well received wherever they go, but as long as they don't throw a public fit the law of the Accord requires that they be treated civilly. Regarding Halflings Halflings have been the travelling companions of the elves from time immemorial. The elves, for their part, are never condescending to the shorter lived halflings, and halflings try to be as gracious as possible around elves, sometimes resulting in unusually formal mannerisms. This is not evident in the presence of Hearth Elves, around whom halflings seem to feel less intimidated. The halfling race is named rauren in their own language. This is virtually synonymous with the name sherekir in the elvish tongue; some halfling refer to themselves as the latter. Regarding Barbarians Barbarians work as described in the Core Rulebook. Culturally, however, barbarians are idiosyncratic. Few actual cultures produce barbarians; they are the result of some combination of circumstances usually beyond anyone's control. Regarding Bards Originally created by humans in the ancient armies of the dragons and giants, bardic traditions have spread out to every race with any sense of musical appreciation. Human bardic colleges remain the most organized, and incidentally the most secretive, while the gnomish traditions are more open and freewheeling in their arts. Regarding Clerics Elves are responsible for the shape of clerical spellcasting in its present form, in which gods granted spells to promising worshippers and priests in exchange for enacting the gods will in the mortal lands. This remained the way of things until a little after the Accord Conclave, when some humans began to organize the Divine Philosophy of the Accord. This was essentially the worship of the alignment of Lawful Good, and produced splinter sects like the Divine Ordinance (Lawful Neutral) and the Unspoken Accord (Chaotic Good). Worship of these Divine Philosophies produced spellcasting individuals called Adherents, people who derived magical powers without a personal divine empowerment. The Adherents have one other unusual trait - the ability to choose, regardless of their alignment, whether they will channel positive or negative energy. This is a significant departure from the D & D core rules, which state that only worshippers of neutral alignment get such a choice, otherwise positive energy is linked to good alignments and negative is linked to evil. Regarding Druids The druidic tradition was first created by the gnomes, but this grants them nothing but bragging rights at this point in history. Regarding Fighters As described in the Core Rules, no major alterations. Regarding Monks Monks most often train in establishments at the edge of town, and so most often are city dwellers. Dwarves tend to have strong monastic traditions in some of the frontier settlements. Regarding Paladins The Accord of Civilization has a small but active network of law-enforcers who work closely with the established national and local authorities. Less than a generation after the Conclave, some of the Justiciars of the Accord began to perceive malefactors directly as well as working other 'positive energy' effects. These were, of course, the first true Paladins. The first generation of Paladins were exclusively human, and although non-humans have become Paladins since then, all Paladins are inextricably bound to the Accord since it is from enforcement of the Accords principles that they derive their power. Regarding Rangers As described in the Core Rules, no major alterations. Regarding Rogues As described in the Core Rules, although it is worth noting that the Rogues are the most mis-named class. Just because they are called 'rogues' doesn't mean they must necessarily make their living in illegal ways. Regarding Sorcerers The first sorcerers were created by the dragons as a way of making their servants more effective. Elves discovered a similar way to embue an individual with sorcerous power by divine spells. Since those times, however, virtually every race capable of casting magical power has developed sorcerers in their population through a form of sympathetic magic. Regarding Wizards Wizardly magic was first mastered by the halflings in their attempt to increase the versatility of their sorcerers, as empowered by their elvish allies. The halflings still have a small but enduring wizardly tradition, but it is the elves who have produced the true pinnacle of wizard techniques, for which they are eternally grateful to the halfling folk. |
| DeeL10-22-05, 02:19 PM | Okay, well I was rather hoping for more criticisms, constructive or even not, but I suppose all I can hope for is the joy of writing. I rather thought my treatment of half-elves was fairly disctinctive. Ah well. Here, for whatever it's worth, is a second installment. Cosmology At the beginning of existence, the Creator imparted great power into three mighty spirits - Law, Chaos, and the Balance - with whom he intended to share the joy of enacting creation. The set task of the Balance was to hearten and help his brothers, but he came to envy the wonderful intricacy of Order's creation, space, as well as the vibrant rhythms of time, the creation of Chaos. The Balance grew to disdain his own part in the great tower of creation as beneath his powers and dignity, and after a time sought to tear down the tower to be replaced by a creation of his own. He failed, entrapping himself within the cage of space and time, and in so doing found that the holiness of the Creator was unbearable. He withdrew as utterly as he could from the Elysial dawn, dragging space and time after him, finding repose at last infinities apart, the substance of his body enduing the Grey Waste with the very essence of unholiness. Thus was created the First Plenum, which has been called the Outer Planes. By the will of the Creator, living things began to arise in the dawnward lands, from the precise and measured stewards of Mechanus to the roiling revels of the chaos beasts in Limbo, all across the Ring of Concord where plants and beasts began the feral simplicity that continues from the deeps of time. The Corrupted Balance strove to create life in the lands of uttermost dusk, from the clashing lands of Acheron to the screaming wastes of Pandemonium, but by its own will was able only to make twisted and warped mockeries of life and will. Then by the will of the Creator, some of the living things in the dawnward lands, from Arcadia to the Beastlands, from the shining Celestial Mount to the sere glories of Ysgard, became conscious and aware, rejoicing in a new knowledge of themselves and creation. But through this newfound way of knowing their minds were made open to the unholy thoughts of the Corrupted Balance. The newly made Archons of the dawnward lands became infected by the envy of the ancient balance, and forthwith distrusted their brethren, those of Lawful kind contending ever more ruthlessly with those of Chaotic nature. The Creator spoke peace to many of them, but others would not hear, and finally were drawn towards the lands of darkness, finding themselves changing to fit their new homes, settlers of the Abyss becoming demons and conquerors of Hell becoming devils, and other creatures in other duskward lands, each according to its nature. Then great silver roads were opened in all the lands of the first plenum, leading down to lands of distilled substance and energy, Earth, Air, Fire, Water, and many other lands besides, a philosophical cauldron in which creatures of good and evil, law and chaos, were mingling unconstrained by the lands in which they dwelt. And thus by the will of the Creator was formed the Second Plenum, known as the Inner Planes. Then the Creator put forth great power, and the Corrupted Balance reflected back that power in unholy harmony. And this power flashed forth from the First Plenum to the Second, and set the Inner Planes to dancing like a single vast engine. The Positive Energy Plane provided the energy, and the Negative drew off the spent heat and radiance, each of the other planes putting forth its own substance into an Ethereal landscape that opened into an emptiness that was filled, in accordance with the will of the Creator, with a new world, the Third Plenum. And this is called Ferakoss. Geography Ferakoss is a vast spherical world with five continents. The two primary continents are East and West Arinium, divided by the Silver Flow, a narrow sea that runs almost due North and South, dividing Ferakoss into an East and West hemisphere. The frozen realm of Porgaron girdles the North Pole, and Coallu extends across the Southern seas of the West hemisphere. Coallu is sometimes called the Great Jetty, it being so long, narrow and convoluted it almost counts as an archipelago. Finally there is Sorian, often called Shining Sorian, although recently this has taken on a somewhat ironic implication, and it is more often called Doomed or Fallen Sorian. It is located South-East of East Arinium, and almost touches the Western tip of Coallu. A number of solid clouds drift through the skies of Ferakoss, most of them the size of large islands but some of them serving as drifting continents in their own right. These are the homes of Silver Dragons, Cloud Giants, and other high-altitude life forms. The clouds, called the Unshaded Lands by the Giants, are artifacts of ancient magic, but the power that created them has been gone for many ages. The Unshaded Lands remain stable for now, but there will most probably be no others. Judging from the available evidence, it is believed that the ancestors of modern dragons were distributed world-wide. It is clear that Chromatic dragons were first established in Porgaron and the northern parts of the Twin Ariniums. The culture of the Metallic dragons clearly began on Sorian; it is sometimes called the first civilization. Known history begins with the Gold Dragons, who began to record events about 800,000 years ago. It appears that at this time dragonkind was involved in some kind of conflict involving inhuman beings of great power, possibly from the alien Far Realm. Few artifacts of these beings survive, and those that do are invariably spectacularly dangerous. The earliest known remnants of the kobolds date from this time as well, but the implication of this remains unclear. It also appears that the first appearance of the Cerulean Sign (see D&D Lords of Madness) dates from this era as well. It is known that Elves first arose on Coallu, in the vicinity of the ancient volcano that marks that continents eastern portion. In a similar time frame, the ancestors of the halflings became evident in the jungles that cover the rest of Coallu. About sixty thousand years ago, Elves began to expand to other continents for various reasons, and began to splinter into various subspecies. The High Elves were generally the most advanced, and about twenty thousand years ago the various Metallic dragons left Sorian and the High Elves established their first Kingdom there, making that continent the center of elvish civilization. At the same time, the ancient halflings began to spread throughout the world, probably carried by the elvish explorers. They began to adapt to their surroundings, the ones settling in East Arinium making themselves most quickly at home in the unusually strong elemental influences of the Ridi mountains and the nature enchantments of the Cherdock forests. The latter eventually became the gnomes; the former, the dwarves. The ancient halflings that settled in the plains and woodlands of West Arinium, from the frozen north to the searing south, eventually grew into the ancient humans, also known as Neanderthals, smalls groups of whom remain extant to this day. It appears that the various goblin races arose from a similar source, but the precise derivation remains obscure. Their development was probably not natural, but the party responsible is unknown. Strong evidence suggests that they are related to the Faerie races, who appear to have migrated from Arvandor. Neanderthal explorers in Porgaron appear to have been exposed to forces or divinities who altered them into the Sharakim, whose history begins about five thousand years ago. Few true Sharakim remain, although Porgaron has become the homeland of the orcs, and no neanderthals remain extant there today. Undead of various kinds have been endemic throughout Ferakoss for all of recorded history, arising spontaneously near the Silver Roads to the outer planes. It has only been during the last few millenia that undead have been produced by intention, as terror weapons in the Drakojovian wars. |
| DeeL10-31-05, 02:54 PM | Well, once again, there has been no sign that anyone has read this setting. However, I am a writer. The fact that no one reads what I write does not prevent me from writing. So here, whether anyone reads it or not, is more - History The longest histories are kept by the dragons - especially the silver and green dragon nations - but even the most forthright dragons have better things to do with their time than transcribe such great stretches of history for humanoid scholars. Few scholars focus on anything further in the past than five thousand years. It was then that the horrific Drakojovian wars had their roots. For reasons that remain unknown, titans from the Higher Realms migrated to the elemental planes and established families, taking spouses from among the mighty houses of Djinn, Janni, and other elemental powers. But these cultures were stratified and rigid in their customs, and the titans found no home. As great as the elemental powers were, they were mortals, and thus could not return to the Higher Realms with the titans. So the titans and their families settled on Ferakoss, and within two generations their descendants became recognizeable as the first Giants. The titans departed Ferakoss upon the death of their immediate families, and the giants, no longer controlled by the influence of their mighty progenitors, began to take an active part in the politics of the Dragons. The various dragon nations had been growing and competing almost bloodlessly for long ages; dragons were unquestionably supreme on Ferakoss. But when the giants took their place as the dragons' mightiest and most energetic servants, they began to irrevocably alter the draconic detente. It is difficult to determine where the Drakojovian wars began, but by about 3000 BA(Before the Accord) that awful series of conflicts was in full force. Some scholars object to the use of the plural, correctly observing that as of 3000 BA the various metallic and chromatic dragon nations were implacable adversaries even when they were not actively shedding each others' blood. But there were intervals of peace, however tenuous and fragile, and although individual wars are rarely named in the records they were disparate and diverse across places and times, and thus count as multiple wars. Early in the wars the dragon discovered how to impart magical powers similar to their own to their servants. Not only was this the beginning of sorcerous power, it was also the first step in draconic biomancy, the mystical art of arcane hybridization. The dragons themselves made somewhat limited use of this field of arcanology, mostly using it to produce and refine their own half-dragon offspring as living weapons and other assets. By the time of the beginning of the Drakojovian wars the elves of Sorian had begun to use the connections with their gods to produce an ongoing link to the Positive Material Plane which enabled those subjected to it to heal with a touch as well as produce a number of other magical effects. This was the beginning of divine magic. Virtually every race has used this technique in some way, although the gnomes were by far the most creative; around 2500 BA they began to use nature to produce a different kind of link to the forces inherent to Ferakoss. This was the beginning of the tradition of the Druids. When the halfling nations began to suffer under the effects of the wars, the independent elven nations of Arinium began to use their divine powers (specifically an obsolete high level spell, Sorcerous Endowment) to provide the halflings with a magical edge they could use for their own protection. At this time there was no other way to become a sorcerer, and after a time the halflings became discomfited at their dependence on the elves. With some work they discovered a number of techniques for storing spell effects for use by non-spellcasters, including potions and wands, but the true breakthrough came in the development of scrolls inscribed with spell patterns using the draconic speech. Originally this technique was simply used to improve the diversity of individual sorcerers, but over time some of the scribes responsible for catalogueing these scrolls became able to derive meaning and spell use from the simplest of them. These were the first true wizards. The techniques of wizardly magic were immediately shared with elves, gnomes, dwarves, and the Bronze dragon nation. Oddly, although individual halflings can make effective wizards, halflings as a race have made few contributions to this area. Dwarves use wizardly techniques to create precise and powerful enchantments for weapons and other devices, and the gnomes were the first to specialize their magic, giving up access to certain types of spells in order to enhance the function of other types. But elves have adopted the use of wizardly spells to remarkable effect, and by 2000 BA the land of Sorian was altered on a truly vast scale by wizards magic. Within a millenium virtually every race of beings capable of casting spells had some variation of wizard, and through a kind of arcane resonance such races were also producing sorcerers without the employment of divine magic. The next advance in arcane magic, the Bardic tradition, arose from an unexpected source. For a long time giants, especially the evil giants, had captured ancient humans in great numbers as slaves. Their low intelligence and limited magic meant that the neanderthals had no effective defence, and their sheer endurance made them valuable as workers even among giants. The dragons took little notice; up until about 2800 BA, only the elves from among all the humanoid creatures had made much of an impression on most of the dragon nations. But at that time the dragons perceived that they needed more manageable subjects for their hybridization efforts than the giants, who reproduced too slowly and had enough power and national identity to be effectively intractable. This was when humanity caught the attention of the dragons. After nearly four hundred years of experimentation - including sharing between friendly nations and theft and sabotage between rivals - the dragon nations had produced a stable and for the most part tractable hybridization subject race. By 2300 BA, after more than ten generations of carefully controlled enslavement, the race of modern humans was extant throughout the world. It should be noted that a few free tribes of neanderthals survive to this day in secluded areas. Virtually no neanderthals as such endured as slaves of the giants, and the remaining neanderthals respond poorly to captivity. The human subjects of evil giants and chromatic dragons were kept under control by sheer cruelty, but the metallic dragons, especially the Bronze and Copper dragon nations, developed a technique that was simultaneously more moral and more precise. They observed in their subjects a strong affinity for music, and took steps to strengthen this affinity. They were then able to use dragonsong to keep their subjects happy and malleable. This reinforced affinity spread through the human race with remarkable speed - even the chromatic dragons saw the benefits - but after a time it also began to combine with sorcerous power in an unexpected way. At first it appeared that they were simply incorporating dragonsong into the pattern of their spells, then by a strange inversion they began to integrate magical effects into music that had little connection with dragonsong. This was the beginning of the tradition of the Bards. During and after this time humans were bred and trained to be the weapons in the increasingly bloody wars between the dragon nations, eventually displacing even the giants from their place as the basic cannonfodder for draconic armies. A small number of humans got free of dragon and giant control and found small but secure regions where they could live in peace. At first they lived almost as the neanderthals had, but they were the recipients of the power of the bards and the lore of their erstwhile masters. It wasn't long before the elves saw in the young humans more potential than the dragons who had produced them could easily imagine. In the meantime, humans were clashing with humans in vast numbers with truly hellish casualties. More importantly, small but significant numbers were separated from their armies and found themselves in the realms of humanity. The elves enlisted the gnomes and dwarves to help them try and shield these growing nations not only from the retribution of the dragons and giants, but from discovery as well. As of 2000 BA, the secret nations of humanity were established, and in its own way the foundation of the Accord had been laid. Dwarves had long used the tight spaces of their subterranean homes to protect themselves from giantish and draconic invasion, but deep beneath the surface of the world they permitted their sense of scale free reign, hewing vast sculptures and mighty halls for their cities and thoroughfares. It is suspected that the duergar and derro peoples began with giants attempting to use biomancy to produce shock weapons against the dwarven kingdoms, but by this time the dwarves had begun to refine the anti-giant tactics that they practice to this day, and were able to give as good as they got. When the elves prevailed upon them to help protect free humanity from discovery, the dwarves responded by trading access to the deep kingdoms for bardic techniques. Humanity was able to make only marginal use of the dwarven halls, adapted as they were for creatures who were shorter than average humans and able to see without light. Dwarves had long traded their crafts with various halfling nations in exchange for products of their farms and animal husbandry. Halflings had no reluctance with sharing these principles with humans, but farms on a human scale could be discovered by giantish marauders far more easily than the farms of halflings. Even with the occasional complicity of various metallic dragons, something further was needed. The gnomes provided the final piece to the growing mosaic of resistance against the rule of dragons. It was they who began to dedicate themselves to the practice of illusions on a truly vast scale. Although the elves are correctly credited with beginning the work of humanoid civilization, the gnomes made the object of keeping the secret of free humanity an almost complete racial purpose. At first it was easy to use the principles of druidic power to incorporate food production for humanity into landscape that was indistinguishable from natural growth, but gnomish secret keepers began to rely more and more on wizardly illusions with very large and precise applications. To this day, some old agricultural lands sometimes display images of ghostly forests and overgrown wildlands over what are really crops and pastures. The ignorant sometimes call this phenomenon 'the ghost of the old forest', but it is in fact the arcane remnants of the ancient illusions of the gnomes. By about 1500 BA the free nation of humanity had begun to unify using the Fochlucan college as a network of communication(See The Complete Adventurer, p 47.) The Fochlucan lyrists not only built a shared culture for free humans, they had little difficulty intruding into the pens and barracks of those humans who remained in the thrall of dragons, and gradually began to work toward coordinating the actions of humans even when they were striving to kill each other. The gnomes had propounded the druidic language as a unique combination of gnomish and fey, but the Fochlucan lyrists perceived that humanity needed a speech not only disctinctive to humans but indecipherable, at least at first, to dragons and giants alike. This is when the common tongue began, and although it incorporates gnomish, elvish and dwarvish features, it remains radically different from draconic as well as giantish. Through all of this, humanity had been functioning with little in the way of a shared mythology, but even the poorest of families and clans had retained a vague remnant of the neanderthal spiritualism. But every race had its own encounters with the divine when close to one of the Silver Roads, and around 2000 BA humanity began to attract the attention of some of the mighty spirits of the outer planes who began to incarnate as deities, manifesting aspects of the divine as humans required them. Within a thousand years, these encounters had stabilized into a number of consistent pantheons, including the standard D&D Pantheon as described in the Players Handbook and The Complete Divine (except for St Cuthbert and Vecna), Frostburn, Lords of Madness, Libris Mortis, Draconomicon, Book of Exalted Deeds, Book of Vile Darkness, Races of Destiny, Races of the Wild, Races of Stone, and Valar Project's Book of Erotic Fantasy. By 1000 BA, it was no longer possible to keep the growing nations of humanity a secret, but their collective power remained concealed because of their diminished role in the Drakojovian wars. Over time, humanity's growing solidarity had made them less tractable. Each of the dragon kingdoms managed to keep a small stable of humans as basic stock, kept in line through force by the chromatic dragons and retained through discipline and occasionally family loyalty by the metallics, but few humans remained the subjects of giants. Furthermore, the giants themselves had broken from the dragons, consolidating their own power to build kingdoms for themselves. But although they were mighty in individual power, the giants had little collective strength. The giants had responded to this shortfall by an organized exploration of undeath. Some of the oldest and most potent undead predated the history of even the archaic dragon histories, but a number of undead creatures had propagated into existence due to the influence of the Silver Roads. The giants researched new ways to produce undead creatures, some merely walking dead things such as zombies and skeletons, but others more controlled and powerful entities - the first vampire, for example, was a fire giant named Chargore. The evil giants created many such horrors, but the other giant nations avoided expansion at such a price and began to withdraw into smaller and more easily held domains. The dragons reacted to their diminishing underling populations with ruthless pragmatism; the evil dragons began to appeal to the fiends and other denizens of the Lower Planes, who began to send lesser demons and devils to promulgate their own agendas while strengthening the powers of the chromatic dragon kingdoms. The metallic dragons followed suit by requesting celestial aid, and although the celestials had less motivation to involve themselves in the affairs of mortals, they had a strong interest in seeing to it that the fiendish powers did not grow too strong. At first this extraplanar element was only a small part of the ongoing wars, but matters very quickly escalated. The dragons used their biomancy to produce hybridized Outsiders, and the first half-fiend and half-celestials appeared, with the tieflings and aasimars following within a generation or two. Between the dragons territoriality and the giants rapacity, Arinium began to develop an ecology that revolved around ongoing surges of warfare and conquest. Porgaron was less thoroughly ravaged, but the relationship between the frost giants and white dragons that had began with an alliance of mutual benefit was growing more antagonistic by the year. Coallu and Sorian were almost untouched by these contentions, the former because its convoluted topography would permit little military style mobility and the latter because of the unshakeable dominion of the elves. The high elves of Sorian, however, foresaw a time when the bloodshed of the Drakojovian wars would spill out to engulf the entire world, and began to work toward a permanent solution. The answer they propounded was daunting, and only acceptable because of certain inevitabilities inherent to humanity's unique combination of socialization, aggressiveness, and prolificity. In the end, either Ferakoss would be torn apart by mighty supernatural powers and invaders from beyond the world and even from beyond death itself, or it would be placed under the regnancy of humans. |
| Satori11-02-05, 04:19 PM | Wow...I like it! I'm not much of a "World Creator"...I'm usually better with creating races or cities, so unfortunately I can't really provide too much feedback on the world itself. It does seem that with the gigantic North/South ocean alignment, sea bound trade would be HUGE, and create an enormous economy based purely off the use of the natural accomodations. The concept of the religions based around the Accord really intrigue me. For one, the work of divine disciples on the prime typically strengthens or weakens the agenda of at least one or mor sentient divine deities/powers within the realms. Without these followers, the gods would literally cease to be gods. But when you have religious organizations that follow Accord principles based off of L/G, L/N, and C/G, what entity/power is strengthen/affected? How, in the grand scheme of things, do these divine magic users draw their power if there isn't something funneling it from behind the scenes? If there isn't something tangible giving them power, then what is affected by their (clerics) actions? Also, I'm wondering if you should replace C/G with N/G, since I'm picturing the human societies as almost Oriental Adventures/LOTFR -esque in their need for a lawfully conducted society...which I figure is covered in the Accord. As such, bringing in a "True Good" voice rather than a "Disorganized Good" power seems more appropriate. This "Unspoken Accord" could represent the fundamental nature of good aligned beings, and be expressed through ideas that often run contrary to law but otherwise maintain the moral basis for the society to still exist ethically. What forms of government are in effect within the various races? Are the dwarves ruled by a Monarchy, the Elves governed by a council, and the humans run through a type of military Theocracy based upon the Accord? Establishing the specific types of government within these cities will help players (and you, as I'm sure much of the world is slowly developing itself without your direct action) get a grasp on the direction and methodology by which these cities exist and expand. Further, fleshing out the governments provide EASY ways to create "trickle down" and easily "assumed" methods for creating minute details for the world. For instance, lets assume the Dwarves are run by a Monarchy centered around the Patriarch. We can easily assume that each subrace of dwarf has their own King, and that each king is unable to personally rule every branch city/outpost or section within their respective kingdoms...which means we can already assume that smaller sections are ruled by lesser lords, mayors, barons, etc... This in turn immediately creates a need for a noble economic class...which further fleshes out the difference between nobles, soldiers, and commoners. Therefore, when your players come across Dwarven village X, you can immediately create the ruling nobility of the village, assume frequent trade/commerce/communication with the nearest village (that then traces back to the main kingdom and, by default, the king), establish how much authority the soldiers have, fall back on the logical choice for crime and punishment, etc... One thing I am noticing that leads me to assume something about the governments is the need for EXTREMELY LAWFUL systems of rule. That just seems obvious. Next, I think it might help if you visualize exactly what you picture potential PCs doing in this realm. Adventures in Forgotten Realms are often dramatically different than those that take place in Rokugan, and the barbarian hordes of Greyhawk don't fit in with the Victorian style Steam Punk image of Eberron (some cities, at least). Do you picture HIGH magic, HIGH fantasy with epic, far reaching and noble adventures? Do you picture shadier, confusing adventures with spotted morality and questionable sources of influence? Do you see the adventurers being for the city or against it? This also will help to determine what types of subraces and playable non-core races you'd need to flesh out and develop. Phew...gotta head back to work, but I'll be back! I still haven't answered the Drow question yet! |
| DeeL11-03-05, 04:58 AM | Regarding the interactions of the Accords, the Paladins, and the Divine Philosophies... The Accord represents a kind of 'United Nations' meta-government - simultaneously more permissive and more draconian than the one in the real world. It exists for one fundamental purpose - to prevent any preventable war. The definition of war in this context is broad; for one people to enslave another qualifies, as does forcing another nation to take the consequences for ones' own actions. Because lawlessness produces a tendency to encourage warlike behavior, the agents of the Accord have a vested interest in helping law enforcement on a small scale, and within Accord lands virtually all of the Accords forces are sustained by local infrastructures, so it is expected that such forces will help with non-violence related crisis management as well. A campaign could be built around player characters working for the Accord itself, or national agents who might resent the way the Accord is given all the top resources while they have to make do with second choice weapons and equipment. Paladins, by definition, are agents of the Accord - it is theoretically possible that someone could gain paladin-like powers derived from some other Lawful Good code or organization, but it is unheard of. As for the Adherents of the Divine Philosophies, perhaps they were badly detailed. The Divine Philosophies are campaign world representations of the concept detailed in the Players Handbook of being a cleric of an alignment as opposed to being the priest of a specific god. There are seven - The Divine Philosophy of the Accord (LG), The Philosophy of the Divine Ordinance (LN), The Unspoken Accord (CG), The Even Road (True Neutral), The Uncertain Balance (CN), Wise Expression (LE), and the Vision of Clear Truth (NE). Note that NG and CE don't have philosophies of their own. Chaotic Evil individuals smart enough and wise enough to propound philosophies of their own are usually idiosynchratic to the point of schizophrenia. As for Neutral Good, it simply didn't get a distinct philosophy before the Philosophy of the Accord (which was the first such entity, anyway), the Unspoken Accord, and the Even Road, three divine philosophies whose adherents can be Neutral Good, bearing in mind that the Adherents may be one alignment step removed from their Philosophies, same as with worshippers of divinities. It is significant to note that NONE OF THESE PHILOSOPHIES IS DIRECTLY AFFILIATED WITH THE ACCORD. Despite it's name, the Divine Philosophy of the Accord is not officially connected with the Accord in general or the order of paladins in particular. It was a group of Accord apologists who were contemplating the source of the paladins power in the beginning; the fact that their focus on a set of abstract values would develop similar powers as clerical prayers was something of a surprise; paladins and adherents of the Divine Philosophy of the Accord naturally get along, but have only infrequent official connections. As for how the Divine Philosophies interact with the various gods, each Philosophies represent a kind of lens through which divine power interacts directly with adherents. A Divine Philosophy is not a conscious being - not yet, at least - but is rather a kind of moral paradigm invested with god-like attributes by the willingness of its adherents to make sacrifices in the interests of their values. I hope the preceding represents a coherent thought. As for details on the various kingdoms and nations, I'm leaving most of them indeterminate. It might be time to explain my mission statement for building this setting to begin with - I hope to produce a setting in which any of the material in the core rulebooks may be used with minimum modification, including the various Races of and environmental books. The result is bound to look uninspired in some areas for the simple reason that everything here must be compatible with the WotC published work. However, the various books themselves were designed to permit significant leeway. There is room for innovation here, assuming I have the sheer focus necessary to paint in the corners. And yes, the Silver Flow is intended to be the setting for remarkable oceanic traffic. |
| Satori11-03-05, 01:37 PM | Ok, I THINK I get the philosophy/religion issue. It is wonderfully abstract and profound enough to be confusingly realistic...as religion should be. I was also thinking that with the relative "clean slate" you've created, many non-standard races could be directly transplanted with minimal modification...which HUGELY helps create diversity and such for those wierd players that insist on playing half-gelatinous cubes that worship the abstract amalgamation of Cthulu and Mother Earth. I've found that with many structured, strict realms, there is often little room for something that simply hasn't been accounted for. "DM! I wanna play a Half-Star Elf Warlock!" "Well, Timmy, Star Elves don't exist in my world, and Warlock is another word for Sorcerer" "WAAAAHHH!" As for the direct question you asked me concerning Dark Elves in this world...without a Llothian departure from the elven pantheon, it seems hard to actually justify such a directly evil subrace. Therefore, I propose to remove the evil Llothian connotations and use Dark Elves as a highly xenophobic, partially civilized jungle based elves. Perhaps during the reign of the Giants and Dragons, some tribes of Dark Elves (called Dark Elves due to the color of their skin. Keep their appearance the same to satisfy players) were subverted to try and root out the subterranean Dwarves. This has caused two separate factions of Dark Elves; the surface, jungle dwelling originals and the underground converts. I also propose to remove the requisite evil alignment, remove the entire set of Dark Elven abilities (No SR, No Spell Abilities), and build them as such. Jungle Dark Elves Dex +2, Cha -2 -Living in the harsh, humid, dangerous climate of the darkest jungles has toughened the Jungle Elves to be more resilient than their pale skinned brethren. However, their mannerisms are strange to commoners, and they are often quite xenophobic and impersonal. Keep everything else like normal elves, but replace their Weapon Profs with Long Spear, Net, and Bola. Favored Class: Ranger or Druid Underground Dark Elves Dex +2, Cha -2 -Same as above. -Remove Low Light Vision and replace with Darkvision 60' -Add Light Sensitivity: Abrupt exposure causes them to be dazzled for 1 round. -Add Dwarven Stone Cunning. Allow the standard elven search/listen/spot bonuses to apply only underground. -Remove the sleep immunity and enchantment bonus. Centuries of living underground has completely thrown their natural elven reverie sleep completely out of wack, forcing Underground Dark Elves to sleep as humans do. -Add +2 save vs poison, and +2 craft (poison). Due to their weaker stature, they were forced to rely on toxins to overcome Dwarves...which caused the majority of dwarves to develop a resistance. -Change Weapon Prof to Rapier, Short Sword, and Hand Crossbow. Thrusting weapons and self-propelled weapons were much easier to use underground with their medium height. Favored Class: Ranger or Rogue --This creates LA 0 Dark Elves from two societies to be used as Core playable races. They aren't unbalanced at all, and they still retain a bit of the original flavor of the Llothian versions. Drizzt obsessors can play Jungle Dark Elves, and Lloth obsessors can play Underground Dark Elves. Just an idea. I'll add more when I get a bit more time. |
| DeeL11-04-05, 12:39 AM | Thanks for the drowic possibilities! I rather like the idea of the underground drow having been a variation forced for combat against the mountain dwarves and others. I don't know of any drow obsessives one way or another, so we'll see. I feel a little disinclined to 'core' them - it might depend on whether I get a strong response to the idea. Stay tuned. My previous post was in response to the post before. Here is the second part of the history of Ferakoss - Sorian had always been connected directly to Arvandor by a number of silver roads, which was of course the reason the dragons had departed from that continent and the elves had made it their own. Through this connection, the elves began to secretly transact with the ancient titans, as well as the High Fae and the court of Correllon himself. At the same time they began to establish a confederacy of peoples who were weary of the wars of the mighty nations. Dwarvish, Halfling and Gnomish nations were some of the central members, and the Ocean and Cloud giants were easily convinced to help. In deepest secrecy, the Bronze dragon nation was also approached, and helped to enlist the various hybrid slaves of all the dragon nations. Humanity was at the center of the plan, being carefully sculpted into an army the likes of which had never been seen before, nor will be again. When the time came, the elves evacuated Sorian, passing beyond the mortal plane to Arvandor, from which there could be no returning. A small number remained behind to encact the ritual that had been prepared, and all those who had been on other lands remained where they were, giving a secret sign to the hybrid subjects of the dragons and giants. These hybrids immediatedly deserted their posts, hastening to Coallu with an almost reckless speed; the dragon nations who had been most weakened by this desertion had been building great forces in anticipation of a final winner-take-all battle which would end the wars in their favor. The desertion of the hybrids forces left a great many armies in chaos, but before anyone could take any serious retribution, the elves struck. The elves of Sorian enacted a ritual of interplanar scope, using Sorian itself as a material component. When it was completed, all life on Sorian was annihilated as the continent itself was transformed into crystal; thus it remains to this day. While the original intricate forest-sculptures have been destroyed by various kinds of erosion, Sorian remains a lovely vista of crystalline glory to this day, it's very dust gleaming like liquid flame, and the spires and unlikely structures formed by its mountains and plateaus reflecting even starlight almost blindingly. There is no potable water on Sorian, however, and no useable food sources. It is estimated that it will take at least thirty millenia for normal life to be possible on Lost Sorian . This ritual had worldwide effects on Ferakoss, however. A ring of positive energy rippled outward over the world, slamming every silver road shut, apparently permanently. Every Outsider, good or evil, was subjected to a 30th level Dismissal, while every undead was subjected to a 30th level turning attempt. For nearly a year afterwards, only the most minor of summonings would work, whereas any Outsiders who remained found it remarkably easy to depart the Third Plenum. With a single stroke, the armies of the dragon and giant nations alike were decimated. Long before the beleaguered giants and dragons could come to grips with the changes in their fortunes, the human nations came forth from hiding at the height of their power. With elven guidance, dwarvish weapons in their fists, halflings providing an extensive infrastructure and gnomes providing just enough misdirection to cripple any pre-emptive assaults, the nation of Humanity forced an armistice, during which they gathered the leaders of the various nations together and revealed a document called the Accord of Civilization. The elves had provoked its creation, but had given little counsel in its content; it was a distinctly human document. The language of the Accord was baroque and precise enough to satisfy the most letigious of the Gold Dragons, but it's essence was simple - it was an agreement as to what comprises civilized behavior, and a promise to abide by those principles. The basic principle is the value of the life of a Cognate. A cognate is simply a creature capable of articulating abstract concepts without magical assistance. Any being capable of understanding the Accord is of value, but the Accord gives special value to a being that actually does accept it in recordable form, thus becoming a Citizen of the Accord as well as of its original nation. It is necessary for a cognate to verifiably sign the Accord of its own will, and so it is not possible to become an Accord citizen by inheritance. However, any offspring of a citizen is considered an applicant, and can sign the Accord at any time after the age of reason. A nation that accepts the Accord must make arrangements for each juvenile to be educated in their responsibilites under the law. Any non-citizen can also become an applicant by asking a citizen to be a sponsor, and then demonstrating reason and understanding of the Accord to one of the Accords officials. Citizenship is for life, unless the citizen in question commits a crime against the Accord, which usually involves initiating repeated acts of violence without provocation. As an aside, it should be noted that when a citizen is pronounced guilty of a capital crime but before sentence is passed, there is a brief ceremony of revocation of citizenship, so that the court can pass a sentence and an executioner can enact it without guilt on their own part. The greater value placed on the lives of citizens by the Accord is reflected in other such subtle ways as well, but the general meaning is this - it is better to be a citizen in nations of the Accord than not. The nation of Humanity gave the representatives gathered at the unvieling of the Accord a straightforward choice. Sign the Accord and have their nations do likewise, go their seperate ways and never bother civilized lands again, or die at the hands of the various forces gathered in civilizations behalf. The original signatories included the High Elves, Sea Elves, Hill Dwarves, Mountain Dwarves, Deep Dwarves, Rock Gnomes, Forest Gnomes, Lightfoot Halflings, Tallfellow Halflings, Deep Halflings, Centaurs, Bronze Dragons, Giant Eagles, Stone Giants, Lammasus, Merfolk, Guardian Nagas, Giant Owls, Tritons, the High Court of the Fae (whose word is binding upon all good-aligned fae and most Magical Beasts with an intelligence of 8 or better), Forest Giants, Ocean Giants, Myconids, Sand Giants and Sharakim. It should be noted that a number of related creatures simply don't have the kind of population or organization to form a distinct national identity. At first, a number of the ambassadors of the powers who hadn't signed the Accord before it's presentation were enraged. This was especially evident in the case of the Red Dragons, whose representative withdrew to confer with the leaders of his nation, and then returned the next day only to declare war on Civilization and attack the other representatives in a suicidal assault. No Red Dragon has ever accepted the Accord, even as a ruse, and as a consequence there are only four kinds of Red Dragons extant after three centuries - young ones, dead ones, undead ones, and very, very powerful ones. The Storm Giants were likewise angered by the alterations in the fortunes of war, but after less than two hours of deliberation they returned to the site of the Accord and signed on with a smile. They have been unshakeably loyal to the Accord ever since, and in fact were crucial in keeping the Red Dragon attack from causing serious loss of life. The Gold and Silver Dragons signed the Accord with minimal dispute, as did the Blue Dragons with disturbing ease. The Green Dragons signed as a nation, but the Brass Dragons did not - although since then very few Brass Dragons have not become Accord citizens as individuals. The Black Dragons have never signed in any numbers, but by an odd quirk of politics a number of White Dragons have. This is directly related to the fact that the Frost Giants have had little to do with the Accord, and have been unrelentingly hostile to the White Dragons of Porgaron. A number of White Dragons have signed the Accord of Civilization in an effort to contrive an advantage against the Frost Giants, and subsequently have had their citizenship revoked for uncivilized behavior. A very few have toed the line, however, and so it is that White Dragons have more acceptance in civilization than either Black Dragons or Red. Fire Giants, also, signed the Accord with little discussion, but the lands of their nation remain cruel and oppressive. Nevertheless, although individual Fire Giants are occasionally subject to legal action, the Fire Giant nation itself has always been immenently civilized. The role of Humanity in the Accord was at first that of enforcer of the values of civilization, but it has since become that of arbiter of the differences between the various nations. Humans are not universally respected, but Humanity is, as the presentiment of the elves has become plain. A number of human nations have formed, mostly border states between typically hostile powers. In addition, when a small but powerful elite formed to preserve the Accord from attack or degredation, humans were the most populous members and remain so to this day. |
| quaziquest11-06-05, 02:52 AM | Nice. Do you want to run it next semester? Few points: Where do goblins fit with the accord? Any goblin slaves allowed in the Accord nations? Any history for ogres? Is the Underdark reserved for future development? any mindflayers lurking about. Any of the 5 nations a Oriental Advenuters setting? Ninja and asain caster classes are fun to throw at PCs who think they prepared for anything. How about NPC Classes. I like playing the occational adept. mageright's might be good to shop at. For that matter, what is the proposed hero/commoner/aristocate ratio in this setting? And any place for witches? I saw a mention of half orcs, but what about the genuine artical? And are horses common? Are Warforged the last innovation in bio/golem warriors before the humans took over? |
| DeeL11-06-05, 06:38 AM | I like this reply, thank you. Let me see if I can respond to your points in order - Do you want to run it next semester? In the absence of an actual answer, I'm going to say - sure. Where do goblins fit with the accord? Any goblin slaves allowed in the Accord nations? Never. Slavery is considered against the basic principles of the Accord - that doesn't mean that Fire Giants don't use 'lifetime contractors', or that Blue Dragons don't pull the old 'commissary prices are just a little bit more than you can afford on your salary, but we'll give you everything you need on credit!' trick to keep people working for them, but such practices are discouraged - and if someone can do something about them, they'll probably get not find themselves punished. But goblin matters are tricky - goblin nations in particular do not hold with the Accord, and goblinoids are considered a 'monster' race. Not actually threatened, but not exactly welcomed either. In fact, part of the overall drama in this world is of civilization embattled - and one of the recurring threats is Goblin Invasion. Any history for ogres? Not yet. Clearly they are closely related to orcs - the half-ogres described in Savage Species would be useable in a Ferakoss campaign, but I haven't yet nailed down whether ogres would have lands of their own, or what their interactions with other races would be. Is the Underdark reserved for future development? any mindflayers lurking about. Yes and yes. See the notes on the goblin races above? Their lands are in the 'upper' underdark. Deep down, there are the twisted roads to the Far Realms, regions where Mind Flayers, Aboleths, and other aberrations have dominion. Volcanism on Ferakoss is a terribly selective phenomenon. It might be hot down there - or it might be terribly cold. Any of the 5 nations a Oriental Advenuters setting? Ninja and asain caster classes are fun to throw at PCs who think they prepared for anything. Frankly, I have never really gotten into the Oriental classes and motifs. I'm sorry to disappoint anyone, and I like to leave options open, but of all the things I'm going to included from the Complete Adventurer/Warrior, the Ninja and the Samurai won't be in the games I run. But of course, if you want to run such a campaign, using the concepts I set forth will be considered high praise. How about NPC Classes. I like playing the occational adept. mageright's might be good to shop at. I guess so. I foresee no objection from a DMs perspective. For that matter, what is the proposed hero/commoner/aristocate ratio in this setting? The percentage of heroes - PC classes - would be fairly high in some places, but never at a high level. It would be the Players whose characters would venture forth and do the truly grand deeds, but there would be low level clerics, mages, warriors and stealth experts all over. As for nobles/royals, that would depend on the specific area. I have an idea that although the human kingdoms started off with similar traditions, they have changed somewhat. One kingdom would be a strictly feudal land, with a small but powerful nobility typified by a slightly feckless attitude and increasing disconnection from reality. Another - possibly one in the far north, where stupidity would be more frequently and painfully punished - would have plenty of opportunities for vertical mobility, so that if somebody had the brains to take command, there would be few obstacles. And any place for witches? Well, ummmmmm... by which rules? I have the Mongoose book, I suppose that would work. Take a little doing, I wouldn't bother unless a player really had their heart set on it. I saw a mention of half orcs, but what about the genuine artical? THere are Orcish nations in Porgaron, small and disorganized, but occasionally used as cannonfodder by goblinoids, Frost Giants, and other dangerous types. And are horses common? You just put your finger on a sore point with me. I am determined that horses as such are uncommon, but that there are great infantries of beasts of some kind. Stupid Final Fantasy franchise and their stupid chocobos - riding birds would be perfect! I haven't given up on the idea - I'm kind of contemplating quadropedal birds, like wingless griffons completely covered in feathers. Perhaps even a fast breed of ground sloth... I'm open to suggestions on this one. Are Warforged the last innovation in bio/golem warriors before the humans took over? No. If Warforged exist in Ferakoss - and I'm not sure they should - they would be far more recent. Possibly one nations response to a sudden discovery of the great size and strength of the aggressive goblin nations.... |
| quaziquest11-06-05, 10:32 PM | Thanks for the tidy reply. On the goblin slavery question I was wondering exactly how Ebberon the setting was going to be, and goblin slavery in human nations is a undertone of ebberon. Since you mentioned feudalism and the blue dragon "company store"...what is the Accord positon on serfdom or military impressment? Or the Economic system in general? Is coin more common or barter? On a related note, is there a chivalic system? if no Ninjas, how about pirats? |
| DeeL11-07-05, 01:48 AM | On the goblin slavery question I was wondering exactly how Ebberon the setting was going to be, and goblin slavery in human nations is a undertone of ebberon. Frankly, although I've come a little ways away from this, the idea of Ferakoss was originally a kind of rebuttal to Eberron. There were just some parts of that setting that didn't make sense to me. The setting had to be humanocentric, but the reasons for this in Eberron seemed inadequate to me. I liked the principles of 'technological magic', but the specific treatment just went in ways that felt uncomfortable. And I especially disliked the fast and loose treatment of alignments in Eberron. The ruler of a great kingdom signs a peace treaty that ends a hellish war, then three years later is treacherously building forces to conquer the surrounding lands - and she's Neutral Good? I don't think so. Very noire and post-moral, I'm sure, but it doesn't fit a game system where alignment is such a fundamental supernatural concept. Since you mentioned feudalism and the blue dragon "company store"...what is the Accord positon on serfdom or military impressment? This answer is a bit on-the-fly - the Accord protects the rights of rulers to govern as they see fit, and so occasionally supports very callous regimes, but it also supports the inaliable right of anyone to change citizenship. If a kingdom is a member of the Accord, it's rulers have no choice but to accept someone as a citizen if they wish to emigrate. Departing a kingdom without paying ones private debts is a lousy idea - the Accord is implicitly a treaty of peace and extradition, among other things. As for military impressment, the rule is simple - if you get called up for service, you have two options; serve as your masters dictate, or leave. Permanently. Or the Economic system in general? Is coin more common or barter? The Accord has its own system of coinage. A platinum piece is a maximar, a gold is an auricar, silver = agrimar, copper = minimar. Various kingdoms have their own systems of coinage. I'm thinking of a system of banking, but I'm not sure how it would work. Magic would be heavily involved... On a related note, is there a chivalic system? Hm. The Paladin code is in effect, as are the Divine Philosophies, and there are certainly people who try to live by such code without any supernatural payoffs. Otherwise, I'm not sure what you mean. if no Ninjas, how about pirats? Sure. On the Silver Flow there are malcontents raiding the ocean traffic. They are relatively small and in a way quite well-behaved - well organized, but a large part of their survival strategy is being small enough that fleets with serious magical support don't get sent after them. One the Westernmost shore of West Arinium is a human nation that is growing further and further away from the principles of civilized behavior. They are true cutthroats - largely because they can often call upon the support of an actual government. I don't know much about them yet, but that is the place for a truly dangerous pirate campaign. |
| quaziquest11-07-05, 09:30 PM | By chivalic system I guess I am asking about Damsels in distress, codes of honor, page/squire/knight system, jousting, coat of arms, ect... |
| DeeL11-07-05, 11:26 PM | Well, a lot of what you (quaziquest) mentioned is organizational in nature. For the Justiciars of the Accord to function, they have to have a significant infrastructure to keep them going. On the other hand, it has to be decentralized in order to be as mobile as they must be. To this end, it is necessary for such paladins to have the authority to requisition certain civilian resources. It should also be noted that abuses of this authority would be strongly frowned upon. I suppose any of the fantasy tropes you mentioned would have a place in Ferakoss. If you wanted to do something reminiscent of the Arthurian legends, that wouldn't be a problem. Most of what I have in mind for this setting is more like Lankmar, or perhaps even Barsoom with a little less emphasis on discovery of new frontiers. (Not to say there are no unknown places on the map and under it - civilization just spent 3 centuries rebuilding from an unholy period of war, and the exploration of the parts of the world that have gone unnoticed in all that time is becoming more and more vital.) |
| DeeL11-10-05, 05:37 PM | This post will begin a study of various books, and how their material is set in the Ferakoss campaign. I'm starting with the Monster Manual, and going through it entry by entry. If a monster isn't included, it can be assumed that it exists but has little historical impact. Note the absence of very many Outsiders from the list; Ferakoss uses the classic Great Wheel cosmology, with the usual game implications. Aboleth - The aboleths are almost completely unknown to the civilizations of the surface, and are only known peripherally to the mountain dwarves, deep halflings and other peoples of the 'underland shallows'. This is unfortunate; while aboleths were a rare and innocuous race in the years of the Drakojovian Wars, their population has quietly exploded in the centuries since. Their growing cities are growing rumors in the open oceans; a conflict of some kind is inevitable. They have begun to assist the Mind Flayers in their efforts to reopen gates the Far Realm. Animated Object - For nearly three centuries, bards and wizards have worked together to provide the wealthy with servants and bodyguards who were absolutely loyal and undistractible. The result is that as of now, permanent animated objects may be found anywhere, although they are relatively rare. Ankheg - These creatures are carefully controlled and cultivated when they are found, and are not destroyed unless necessary. They are useful for farmers and effective first-line defenders for the communities in which their masters dwell. There are a few wild ones, but they are carefully monitored. Arenea - These shapeshifters were created late in the Drakojovian Wars by Brass Dragon elders as a rejoinder to the creation of the lycanthropes. They retain a simple culture and religion, and support the Accord if only sporadically. Assassin Vine - Like many large carnivorous plants, these creatures are sorcerous creations of uncertain derivation. They are cultivated domestically for the wine of their berries and defence of property, but are frowned on in urban environments because of their indiscriminate danger. Athach - It appears that these beings were an early attempt at sorcerous hybridization. They are affiliated with the the Green Dragons, at least in the territories they occupy. They are not civilized beings by any definition, but their draconic allies make them difficult to neutralize. Basilisk - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. |
| Xill-Lord Psionic Might11-10-05, 06:23 PM | I really like how dragons created humans |
| DeeL11-11-05, 06:37 AM | Xill-Lord, thanks. :-) It just seemed to me that in a lands as full of tumult and magic as most D & D worlds seem to be, virtually no-one comes up for a cogent explanation for how humans are front-and-center builders of cities and upholders of civilization. In every setting I can think of, human origins are just a kind of off-hand 'they just showed up and took over' dismissal. I was determined to remedy that, at least. If anyone can think of an exception, I would be delighted to know of how other authors have treated this subject. Okay, back to the MM dossier... Beholder - Oddly, both Gauths and true Beholders - and a great many beholder-kin - have established places for themselves in civilized lands. They make rapacious and cruel neighbors, but are scrupulously law-abiding and occasionally productive citizens. Gauths often take roles as bodyguards and watchmen, and beholders seem to have a preference for haunting libraries and other places of learning, finding work as scribes and sages of various kinds. Overdue library books are rare in civilized lands, but although beholders and their kindred are occasionally found in suspicious proximity to criminal enterprises, true evidence against them just seems to disintegrate... Blink Dog - Blink dogs have an old affinity for certain settlements of halflings, who go out of their way to help the magical canines keep their pups from being stolen. The blink dogs do not, however, have a place in the Accord as such. It is notable that these halfling have apparently made no effort to breed the blink dogs as riding beasts. Bulette - Despite their aversion to attacking elves, the bulettes temperament makes them difficult to safely control. Consequently, these creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Centaur - Centaurs are not an Accord nation, but they are under the protection of the Faerie court. Cloaker - The first generation of cloakers came directly from the Far Realms less than three centuries ago. They have thrived in the environment of the Underlands, and have been among the most visible of the recent aberrations so far. Cockatrice - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Derro - It appears that the derro were created by an unknown race of giants to destroy the dwarves and other Underland civilizations. They proved too unstable even for their creators, however, and are now a dying race, though still quite dangerous. Destrachan - These creatures have only recently been documented on the surface, and the few examples studied have been found to be sterile. The truth is that these creatures are brought directly from the Far Realms and released into the Underland shallows as terror weapons. The origin of these life forms remains obscure. Devourer - About a thousand years ago, a group of giants transformed themselves into devourers in a process that has fortunately been lost to history. Although many were destroyed on the day of the Sorian Sacrifice, the few who remain are proving to be a tremendous threat and difficult to find or slay. Dinosaur - True dinosaurs are a fading form of life, and can only be found in numbers on Coallu. Dire Animal - The kind of sorcerous hybridization that can increase a creatures toughness and aggression is the most commonly known and used from the earliest of times. It might be significant that among the Frost Giants, orcs are known by a term that translates as 'dire humans'. Doppleganger - Few such beings have been discovered, needless to say, and only very recently. There are tales going back to the Drakojovian Wars about some dragon kingdoms keeping their humanoid vassals under control with the assistance of shapeshifting spies, but it is unclear as of yet whether they were the same race as the dopplegangers of modern times. So far, the dopplegangers haven't been telling - but then, the only ones discovered so far have been malefactors of various kinds. Dragon Turtle - Some dragon turtles have become citizens of the Accord, and even those that have not have learned not to trifle with unknown ships and incursions that don't offer them harm - mainly by seeing less discriminate dragon turtles get killed by large forces of tritons, merfolk and sea elves. Dwarf - It appears that the duegar were created from a similar impulse to the derro, but by a different party and with much more stable results. Like the derro, their precise origins are obscure. Unlike the derro, the duergar appear to have a functioning civilization, which has only recently begun to decline for unknown reasons. (In fact, this is a result of the increased Far Realms activity in the deep Underlands.) Deep dwarves, a result of natural evolution, are in similar straits, and have begun to head to the surface lands in significant numbers. (See the notes on dwarves in the Player Character races post for details on the Hill and Mountain dwarf nations.) Elemental - Elementals with an intelligence of 5 or less are considered animals under Accord law (as indeed they are by more intelligent elementals) and so are legally captured and domesticated whenever magical resources permit. In civilized lands of this age, the presence of elemental labor of various kinds is easily accessible. Elf - For notes on high elves and half-elves, see the Player Character races post. Gray elves appear to be a relatively ancient kindred - it appears that this was a population of elves who departed Sorian a few millenia ago, before the Drakojovian wars had truly begun. They settled on one of the higher of the Unshaded Lands, and have remained aloof on their drifting cloud island ever since. Their nation has not signed the Accord, although gray elves have become citizens, if infrequently. Wood elves and sea elves (aquatic elves) have a common origin, being the descendants of elves who objected to the gathering on Sorian millenia ago. How the sea elves adapted themselves to marine existence is a tale yet to be told if any remember. These kindreds are members of the Accord. It appears that wild elves (grugach) and dark elves (drow) are close cousins. (This is a substantial departure from the Monster Manual entry.) Grugach have dark skin and very white hair; they have few associations with magic, and Ranger is their favored class, although the High Fey own them as allies. They are more frequently evil than good, but they do have the virtue of minding their own business. They might have been subjected to some form of sorcerous hybridization - the precise origin of this kindred is obscure. They are not members of the Accord. They have the following alterations from the Monster Manual entry - -+2 Will bonus on saves vs Spells or spell-like abilities -Weapon proficiencies: Longspear, net and bolas The drow are extremely recent, being a drastically modified form of wild elf. It seems that they were among the last creatures hybridized in the Drakojovian Wars. Gifted with extraordinary powers through extraplanar infusion, they were sent into the deep Underlands to prepare a hidden strike against someone, a strike that was never ordered; when the Sorian Sacrifice was complete, they were abandoned by their creators. Since that time they have made their way as best they could, being increasingly maddened by the proximity of the Far Realms activity. They have the following alterations from the Monster Manual entry - -Darkvision 60'. This replaces the low-light vision of the elves. -Light Sensitivity. When exposed to bright light, a drow is dazzled for 1 round. -No spell resistance. -+2 saves vs Poison and +2 Craft (Poison) checks. The drow seem to have been designed as silent killers, and have retained a skill at using poison as a precision instrument. ((Satori, thanks for the basic idea. In case someone hadn't noticed, this is my attempt to make the drow playable as a core race. There are a lot of them out there...)) |
| DeeL11-12-05, 10:05 PM | Monster Manual, continued... Ethereal Filcher - These beings are clearly the result of some form of sorcerous hybridization, and the first sightings of them millenia ago were clearly organized incidents of arcanological theft. Who engineered them and utilized them however, remains obscure. Clearly they are now free agents and independently mischievous. Ethereal Marauder - Marauders appear to be entirely natural beings; keepers of the most ancient draconic histories speak of attacks upon smaller dragons by creatures resembling ethereal marauders. At least once in the last century a few marauders appear to have been domesticated by a circle of powerful wizards; other than these creatures, who could turn up anywhere, ethereal marauders are extremely rare. Ettin - Ettins are never members of the Accord, and are often affiliated with goblin nations. Formian - The Accord council has declared that formian expansionism has made them impossible to live with in peace. Formian incursions into Ferakoss are repelled whenever they are found. Gargoyle - Kapoacinths, the aquatic gargoyles, have been extinct for some centuries. Recent rumor suggests that a new generation of kapoacinths have been brought into existence. Giant - Cloud giants are the undisputed masters of the Unshaded Lands, the solid clouds which were created long ago by the titans as dwelling places. They are not populous, and so have no difficulty with sharing their lands with other creatures, but their standards are high; ages spent literally above the concerns of the world has made them haughty at best. Storm giants are the only other creatures who can control these cloud islands; some wizards have developed the ability, although the descendants of the titans can always contest such 'artificial control'. Titans themselves could possibly effect the same control, but it has been a long time since any have attempted it. Hill Giants are rarely members of the Accord, and are occasionally associated with the goblin nations. Githyanki/Githzerai - From ancient history the Aggean Flow has bisected the Arinium continents in a north to south direction almost straight as a knife-edge. At the time of the Sorian Sacrifice, the mountainous shores on the southern end were interrupted by a chain of islands linking the eastern and western shores. Adorned with crystals similar to those that comprised the changed land of Sorian, these islands were subsequently populated by a race of rail-thin, yellow-skinned people calling themselves the Shazhal Kou. They have not signed the Accord, although they have agreed to non-aggressoin pacts with the surrounding civilized lands, and do not interfere with sea-going traffic; indeed, they produce little food for themselves, and are always eager to trade the products of their mysterious 'psionics' as well as their services as experts and fighters of various kinds for the food that their populatoins require. They welcome few visitors, and those accorded the rare honor of being permitted to abide with the Shazhal Kou have reported that their hosts divide themselves into two people, the Githyanki and the Githzerai. Outsiders can see little difference between the two - the former tend to dress more gaudily and deport themselves more aggressively than the latter, but there are exceptions. The two peoples are extremely competitive at best, and there are signs that the peace between them is a recent and precarious arrangement. One of the few projects the Shazhal Kou can all agree to maintain and reinforce is an interdiction on astral travel within their borders. Spells that interact with the astral plane are terribly difficult if not impossible in the Shazhal Kou lands, and attempts to counteract this effect without the approval of the local government will definitely provoke a violent reprisal. The Shazhal Kou governments will not speak officially on this subject, but some of their people have let slip that there are organizations and beings on the astral plane who would enact violence against them if they could. Gnome - For details on the rock gnomes, refer to the posting for Player Character races. Svirfneblin have an extremely small population. Their nation is a member of the Accord, but remain extremely reclusive. They have provided invaluable knowledge of events in the Underlands until recently; it appears that the usual lines of communication are not open for now. Concerns are growing. Forest gnomes live under the protection of the High Fey, and are quite shy around anyone but another gnome. (The following material was an amplification of the gnomish race printed in Dragon #291, January 2002, that I found interesting enough to retain.) Gnomes are remarkably adaptable, and when exposed to an environment different from the hills and forests of their usual home can change racial traits within a generation. River gnomes live in shallow burrows dug into the banks of rivers deep in the wild and in larger caverns located behind waterfalls. They have the following traits in addition to the usual gnome traits unless stated otherwise. -The gnomish speak with animals abilities applies to swimming animals instead of burrowing animals. -Swim speed of 20ft, with a +8 racial bonus to any Swim check even if rushed or threatened while swimming. River gnomes may use the run action while swimming provided they swim in a straight line. -Hold breath for Constitution score x 4. River gnomes cannot breathe water, not to say they don't occasionaly try. -Racial bonus of +1 to initiative. River gnomes are unusually responsive. -River gnomes do not gain the usual gnomish ability to cast dancing lights, ghost sound and prestidigitation. Arcane gnomes live peaceably and reclusively in the cities built by other races. They do not dig burrows, and greatly enjoy the study of magic. They have the following traits in addition to the usual gnome traits unless stated otherwise. -+2 bonus to Intelligence and -2 penalty to wisdom, in addition to the standard gnomish bonuses of +2 constitution and -2 penalty to strength. -Use Magical Device is always a class skill for arcane gnomes. They have a knack for working with enchanted items. -Arcane gnomes have no speak with animals ability, although they do enjoy the companionship of small animals of various kinds, often as familiars. -Favored class: Wizard |
| DeeL11-13-05, 11:32 PM | Goblin - Goblins are a fast-breeding and very mutable race. Many different subraces are extant among their populations, apparently having been provoked into existance by the vicissitudes of the Drakojovian Wars, at the end of which their populations were small and stable. They rejected utterly all attempts to bring their nations into the Accord; in those cases where the Accord envoys got away with their lives, it was reported that the goblinoid culture appears to be inherently adversarial and violent - the virtual antithesis to the civilization of the Accord. It has been Accord policy to leave them alone almost since the signing itself, complemented by the apparent goblinish desire to withdraw from other creatures into the desolate places both on the surface and underground. Recent reports indicate that this policy has been quite ill-advised. Drawing on food sources of unknown origin and mineral and magical reserves of primitive but plentiful nature, the population of the various goblin peoples has been increasing to an insane extent; their culture, on the other hand, has remained virtually static in its values and behavior. In the tiny crevices between civilized nations, the goblin nations have been growing. They now represent a serious threat to virtually everyone in their vicinity. Individual gobins, hobgoblins and other related creatures have occasionally become citizens, but they are primarily monster races. Affiliated creatures are often beings of great power and limited intelligence, making them easily manipulable. Goblins of Ferakoss are often better organized than presented in the Monster Manual. Of any given goblin nation, either hobgoblins or goblins could be in charge; evidence suggests that goblins can breed hobgoblins from among themselves over a few generations, and possibly vice versa. Goblin armies might include hobgoblins, ettins, bugbears, hill giants, trolls, various kinds of undead, worgs, and infrequently orcs and ogres. Golem - Clay golems are extremely rare due to the chances of going berserk. Flesh golems are rare for similar reasons, and also for the dubious legality of gathering construction materials. There are six greater stone golems guarding the capital city of a northern human kingdom, but they are otherwise almost unknown. Normal stone golems are more frequently encountered; iron golems are slightly rarer. Gorgon - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Gray render - The first of the gray renders were created by the fey centuries ago. They remain associated with the High Fey kingdoms; they are very rarely found in the wild. Griffon - Between their utility as mounts and their taste for horseflesh, these creatures are the chief reason horses are terribly rare as riding animals in Ferakoss. Wild griffons are far more rare than domesticated ones. Grimlock - Grimlocks are farely recent; they have first been documented only within the last few decades. The prevailing theory is that they were brought to the deep Underlands of Ferakoss as slaves to more sophisticated creatures, but this has not yet been verified. Hag - Evil elven women have an odd succeptibility to a distinctive kind of curse. As they grow older, a high elf villainous may transform into an annis, a wood elf might become a green hag, and a sea elf could become a sea hag. These transformations are often accompanied by broader curses upon geographical areas, usually areas associated with the elven community the villainess came from. Hag exist independently of such cursed regions; ending such a curse will neither harm the hag nor reverse her transformation. Half-Celestial/Half-Dragon/Half-Fiend - A very few of these races might be the result of actual interbreeding, but most of them are a result of sorcerous hybridization. Few such creatures remain in modern times, and most of them dwell near the great volcano of Coallu amidst their descendants, tieflings and aasimars (See below). Halfling - Halflings have proven remarkably stable for the last few millenia; only three basic populations of halflings are extant, although there are rumors of a fourth, evil kind who might be allied with the wild elves. Lightfoot halflings might be found virtually anywhere; they live peaceably in cities built for larger peoples as well as making tiny self-sufficient communities in otherwise uninhabited regions. For information on the lightfoot halflings, see the Player Character post. Tallfellow halflings live almost exclusively found in the nation of Naoriim, dwelling in close communities to the high elves. Deep halflings are very few in number, with settlements only in proximity to the dwarven kingdoms. Hippogriff - These creatures were recently hybridized in an effort to create a flying mount that wasn't quite as dangerous to horses as griffons are. So far, the attempt has not been a success; while hippogriffs are remarkable as mounts, they are also terribly slow to breed. A potentially greater success are the Grifferies, land mounts somewhat resembling wingless hippogriffs. Although not flyers, they breed more successfully than hippogriffs in captivity. They are such a recent hybrid that they have not yet been observed in the wild. Hydra - These sorcerous hybrids are extremely rare, tending to remain where they were engendered as befits their intended role as guardians. They are no longer created due to the indescriminate destruction they can wreak. Kobold - A very old race, kobolds are distinctive for one peculiarity - they do not rouse the hunger or aggression of undead. They can be infected by undead, but the undead only do this in unusual cases. The result is that kobolds can often be found in a kind of symbiosis with unintelligent undead, or serving as vassals for more organized and powerful undead masters. Kraken - Only a few of these creatures are known to exist; less than a hundred in the great central ocean, but more than a thousand may be found in the great spill where the Aggean flow meets the southern seas. They are intransigent enemies of civilization; the merfolk and sea elf kingdoms are united in an ongoing war against them, but they persist in the belief that this newly risen 'civilization' is a doomed conceipt of lesser creatures. Kuo-Toa - These beings dwell in the deep Underlands. It appears that they have found a way to arrest the dwindling of their numbers; the precise details remain obscure, but was coincident with their conquest of a few isolated dwarven settlements. Lamia - These leonine beings were brought into existence by Blue Dragon biomancers in order to counter an increase in the power and influence of the lammasus. Perhaps the attempt was successful; at any rate, lamias despise the Accord and all its influences. They do fall easily into servitude to blue dragons, but this is only a small check on their murderous natures. |
| DeeL11-15-05, 12:41 AM | Monster Manual, cont'd Lammasu - It appears that these creatures are closely related to the outsiders known as shedu. They do not comprise a nation, although they support the precepts of civilization. Lizardfolk - Lizardfolk do not as a rule join civilization, although there are individual exceptions. Locathah - In the oceanic environments the Accord is much more precarious than on the land. Locathah are not members of the Accord, and when the nets of surface fishermen cause them inconvenience they prefer to take matters into their own hands rather than act through diplomatic channels. Lycanthrope - The first generation of lycanthropes were giantish servitors of the Dragon Kingdoms in the early days of the Drakojovian Wars. Evidence suggests that it was the more volatile of the giantish lycanthropes who shed the first blood in those conflicts. Lycanthropes are accepted as citizens, but the spread of their condition if frowned on. Some goblin kingdoms adopt the opposite policy, attempting to assemble lycanthrope infantry units in brigade strength. Medusa - A few medusas have been found on mainland Arinium, but it looks almost as if they are native to Sorian, implausible as that might sound. Medusas are invariably enemies of the Accord. Merfolk - With their Ocean Giant allies, the Merfolk kingdom is the chief upholder of civilization in the marine territories. They occupy a large realm in the southern part of the Great Sea. Mimic - It is generally conceded that mimics were intentionally hybridized, but the responsible party is obscure. It might be significant that Ferakoss mimics create pseudopods resembling the limbs of a vertebrate, such as arms, claws or hooves, despite that fact that they are invertebrate in structure. Mind Flayer - The illithids were extremely rare and elusive in the years prior to the Sorian Sacrifice. Since that time, their population has exploded; at least one great city of mind flayers exists in the deep Underlands, with many lesser settlements increasing in number by the decade. It appears that when the Silver Roads closed, the planes were reordered in such a way that the mind-blasting Far Realms were more accessible from Ferakoss than before - a situation that is much to the liking of the illithids. They have been steadily increasing the open gates to the Far Realms in order to exploit the organisms and principles found there, as well as securing alliances with the ... intentions and powers therein. These gates are so far located in the deep and cold chasms of Ferakoss, but the clear intentions of the illithids are ominous to put it mildly. Minotaur - Minotaurism is a condition associated with the last major attempt to use humans as a hybridized subject. It manifests with the appearance of horns, a snoutlike mouth full of sharp fangs, and short fur in males born with it, as well as strongly territorial, lustful and impulsive behaviors. In addition to the description in the Monster Manual, minotaurs have an extremely long lifespan; there is no recorded instance of a minotaur dying of old age. They tend to live in solitude, except on nights of the new moon when they are driven to kidnap mates from nearby human communities. Very infrequently, a minotaur might be able so suppress it's antisocial tendencies well enough to live as a civilized citizen. |
| DeeL11-21-05, 09:28 AM | Monster Manual, cont'd Naga - Extremely rare in this age, nagas themselves tell those who ask that they were once elves. Long ago, when the elven folk departed Coallu in numbers, a number who remained chose to become serpents in order to continue to dwell in peace among the increasingly large and aggressive dinosaurs. Most scholars dismiss this tale as utter nonsense - the kind of arcane hybridization necessary to so alter an entire people didn't even exist so long ago. Nevertheless, it is a strange creation story, as it is told by the deceitful dark nagas and forthright guardian nagas alike. Moreover, trustworthy dragon historians state that before the great elven nations migrated to Sorian, there were no nagas, and that nagas did indeed arise from Coallu some time subsequent. Spirit nagas may have come into being as a consequence of the wars. They became quite numerous in the decades just after the end of the Wars, proliferating in the old battlefields and abandoned barracks. They inflicted enough suffering and death that their kind were almost rendered extinct. Most guardian nagas remain on Coallu; dark nagas are more numerous on Arinium, many being rather badly trusted citizens. Water nagas are the most widespread of their number, and are apparently associated with the Kingdom of the Fey. Nightshade - These mutant forms of undead are extremely rare; for all their size, they have a remarkable gift for dropping completely out of sight for years at a time. It appears that there is no longer a way to create these creatures; the story goes that a depraved faction of cloud giants lured a number of young titans to Ferakoss and captured them, using them to create nightshades. Like devourers, most of them were destroyed by the Sorian Sacrifice. Nymph - Often found near the elven nation of Naoriim, Nymphs fall under the laws, or lack thereof, of the High Fey, and a nymph often serves as their queen, selected by the mercurial standards of the fey peoples. Ogre - Ogres appeared shortly after the only effective attempt to establish a Hill Giant nation. Few records remain, but those that do suggest that ogres are the only successful attempt to hybridize a slave race by the Hill Giants themselves. Ogres are clearly derived from human stock, although they take little part in civilization. Their numbers in modern times are small; most of them have migrated north, finding places for themselves among the orcs, and occasionally among the goblins. Merrows, the aquatic breed, are more numerous. They haunt many an inland lake, and because of them and the scrags, freshwater transit is an oddly risky proposition. Ogre Mage - Viewing the modest success of the Hill Giants in creating Ogres, a group of Cloud Giants on the cloud island now known as Roreird captured some ogres for their own use. Adding traits from grey elves and from themselves, they created a breed of ogres who, through an unanticipated quirk, were generally more intelligent than themselves and more magically active. Ogre Magi now generally are members of the Accord; although they remain solitary relative to each other but often allying with the Fire Giants. Orc - Frost Giant lore suggests that orcs were humans treated with the same kind of process that produces Dire Beasts. This does not account for the existence of the Sharakim, a clever and peacable race of orcs whose history goes back to long before the Drakojovian Wars. Certainly, the Sharakim are few in number; although they are an Accord nation, they decline to depart from the wild lands of Porgaron that have ever been their home. As for the orcs proper, their nations are most often vassals of the Frost Giants; those who venture south often find common cause with the goblins. Otyugh - Otyughs test the legal limit of cognition - although they can speak, they are simply too stupid to reliably sustain the standard of civilization. Although they are clever enough to be effectively trained and to safely inhabit the sewage systems of many a civilized city, they are never citizens, and any otyugh whose behavior becomes dangerous is destroyed with little sentiment. Otyughs often serve as a line of defence against subterranean assaults. They can be trained to bring unfamiliar foods to their handlers before eating them, and those who do serve an odd role in urban intelligence gathering. Owl, Giant - It should be noted that trading in the eggs or young of intelligent creatures is a capital crime in civilized societies. Owlbear - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Phasm - Very small numbers of these peculiar creatures have been extant across Ferakoss for all of recorded history. It may be that they had some sort of hand in the creation of the dopplegangers. Planetouched - The Monster Manual entry for Aasimar and Tieflings is as written, except that they have no true extra-planar origin. Their ancestors were created through sorcerous hybridization. Most such people live on Coallu, although small numbers may be found in any human lands. Pseudodragon - These creatures are most often associated with the fey, although they may be found in any forested lands. Purple Worm - These creatures dwell in the shallow Underlands, but sometimes rise to the surface lands in numbers large enough to become a grave danger. Such an 'uprising' was directly responsible for the formation of the Hearth Elf nation of Fayoriim. Roc - The mountain lands just north of the deserts of West Arinium are the only known lands of these creatures. They appear to build nests solely for their own comfort; no roc eggs or young have ever reliably been seen. Rocs appear to be a natural species, but although they have been sighted to the beginnings of recorded history the manner of their reproduction is strangely obscure. Roper - On those rare occasions when reliable communication has been established, ropers have contended that they were the result of a hybridization attempt by the duergar. Perhaps needless to say, they have no part of civilization. Rust Monster - Those nations whose people do not traditionally use fire-hardened metal insist that rust monsters are innocuous, and have effectively prevented the Accord Council from declaring them to be dangerous vermin. Everyone else attacks them on sight - when they have non-metallic weapons, that is. Sahuagin - The sea devils are truly ancient; it would appear that they are cousins to the tritons, and although they despise sea elves they reserve their greatest hatred for their own ancient kinsmen. They hate the Accord on principle, and relish the idea of capturing surface ships and sailors for plunder and exotic food. They are terribly prolific and aggressive. Only the alliances of the other undersea nations keep them in check. Shadow - Shadows arise spontaneously, very rarely on the surface; such an incident is typified by the annihilation of an entire community before sufficient divine power to destroy the infestation is amassed. Shadows do not typically manifest in large cities except as a large scale curse of some sort. Spectre - It appears that spectres were brought into existence in the Wars; the few who survived have proliferated sparingly, but some young spectres can become careless. Sphinx - Sphinxes are related to the lammasus, having developed a stronger association for the fey than their desert dwelling cousins. Heiracosphinxes are universally reviled, but others often become citizens of the Kingdom of the High Fey. Sprite - The various kinds of sprite comprise the great population of the Kingdom of the High Fey. They have the highest regard for the Accord precept of the Living Law - the idea that any law that ceases to permit its subjects the freedom they require must be changed. For this reason, it is considered wise to check with local villages before entering lands controlled by the sprites, or indeed any fey, to make sure that any legal peculiarities are clarified beforehand. Sprites believe that ignorance of the law is no excuse - sometimes. Tarrasque - No such entity has ever been documented in modern times. At the very beginning of dragon history, large heavily armored creatures with incredible resilience were noted on the lands of Arinium, but it is believed they were driven to extinction. If any have witnessed such a being in the modern age, they have not survived to report it. Titan - These Outsiders have a close relationship with the fate of Ferakoss - it was they who engendered the Giants, and they helped to craft the spell of the Sorian Sacrifice. It is likely that some of their people were used to craft the awful undead creatures known as nightshades. They seem to approve of the Accord, but have been satisfied to watch from a distance for the most part. Treant - Strongly associated with the fey, treants claim that the earliest elves were their children, and migrated to Coallu in the distant mists of time. This is a rather peculiar idea, but wood elves have an odd respect for it; they insist that there are treant-elf crossbreeds living in the hidden places of the earth, proof that the treants speak the truth. Triton - Ancient histories relate that the tritons came to Ferakoss from the Fundamental Land of Water ages ago. Soon thereafter, the sahuagin arose - although no history tells of their origin, their sudden appearance after the immigration of the tritons is considered not to be a coincidence. Tritons are sharply territorial, but staunch members of the Accord in the lands beneath the waves. Troll - These beings are considered to be only a partly successful attempt at the creation of a new species. They are ferocious but intractable, and are rare in civilized lands. Scrags lair in the deep freshwater rivers, periodically causing the worst kind of drop-offs in river trade. It appears that they are terribly mutable; various subspecies are rumored, but this could merely be basic changes in color and habit. Umber Hulk - Great populations of these creatures are rumored in the deep Underlands, but never documented. Generally, if more than five are found, they are in the thrall of some more intelligent creature. Umber hulks are entirely inimical to civilization. Unicorn - Closely associated with the woodland fey, unicorns have an odd relationship with the cycles of nature. Although they do not mind forging bonds of friendship and love with mortal creatures, they decline to permit themselves to be ridden by one who has entered the cycle of time, declining to bear anyone who is not a virgin. They are apparently able to sense such things, but this sense discriminates oddly - victims of rape, even if they have born children thereof, are counted as virgins to the judgements of the unicorns, whereas they do not bear evil riders no matter how pure of fleshly intercourse. Vampire - The first of the vampires was a fire giant; before the Sorian Sacrifice, the number of vampires included red dragons and humans, some of whom survived the sacrifices power. Their places of power are considered cursed lands, and no vampire is accepted as a citizen. Wyght - Wyghts sometimes arise spontaneously when a sentient being is heartlessly evil and cruel, but was unable to communicate its true cruelty to others in it's life. Winter Wolf - The product of Frost Giant hybridization, these beasts have virtually driven the original wolf population of Porgaron to extinction. Beyond Porgaron they have little presence. Worg - One of the few efforts the goblins have made at sorcerous hybridization, worgs never appear naturally. They only breed true for a couple of generations after they depart from goblin control, although wolf packs that include worg ancestry tend to be more bold and rapacious than otherwise. Wraith - Wraiths sometimes form spontaneously when an otherwise normal sentient being is trapped and dies slowly of privation after having been promised help. The sense of betrayal compounded with the madness of starvation or thirst sometimes induces a wraith into existence. Dread wraiths date from before the Sorian Sacrifice, and consequently are rarely seen - it is believed that they were deliberately induced. Wyvern - Most dragons despise wyverns, as a result of which wyverns are all but extinct in this age. A very few deal as vassals to smarter masters, but are never Accord citizens. Yuan-ti - An archipelago just north-west of Coallu is the point of origin of the yuan-ti nation. They appear to be extremely recent, but this could simply be because the Accord is more amenable to their infiltration than the haphazard nations that rent the world before the Accord was signed. Regardless, the yuan-ti represent a rising threat that few on Arinium are fully aware of, although the Half-breed nations of Coallu are opposing them as directly as possible. |
| DeeL11-27-05, 09:49 AM | It occurs to me that I have started a trend that might be of use in this thread. The idea of this setting is to establish a campaign that enables the creatures and concepts in the core rules to make sense while coexisting in the same world. (Well, one of the ideas anyway.) What has occured to me is that one way to both illustrate this principle and organize my own thoughts is to go through each one of the books, starting with the core, and explicate how the concepts fit into Ferakoss. Just finished doing that very thing with the Monster Manual; I've already done some of the Players Handbook, but there's more there than I've touched on. Fine then, let's go back to that. Skills Animal Handling - For this purpose, grifferies count as animals. (See the Hippogriff entry; hippogriffs do not count as animals for animal handling.) Perform - A few non-standard instruments are used in Ferakoss. A horn harp is a harp whose strings are suspended inside the curve of the horn from a beast, or sometimes an antler. The tone of the instrument is dependant on the origin of the horn and the manner of its acquisition. A kelfain is a kind of recorder with a bifurcated end; it is common among hearth elves, and can produce two distinct melodies simultaneously. This does not, however, permit two uses of bardic music by a single bard. Speak Language - The language of Sylvan is referred to as Feyish, and is the language of the High Fey; it is used even among those rare fey who make their homes in urban environments. The language of the Shazhal Kou nation is called Githic, and is used by their two basic races as well as their subjects. New Feat Fruit of Foresight (General) Prerequisites: Int 13 Benefit: At any time after taking this feat a character may expend 20 x his character level in gp to buy an undisclosed tool or object. If after that time the character finds that he is without such a tool, he may decide that this is the undisclosed implement; the Fruit of Foresight is considered expended. (Example: If a 1st level character found a sudden need to make marks on a cavern wall, he might declare that he foresightfully packed enough chalk to manage the job even if chalk wasn't listed in his packed items.) If the item costs less than the gold expended, the remainder is simply lost. No magical devices may be a Fruit of Foresight. Exception: A character may produce such a magical item if he could have created it for less than the gold expended. A single character may only have one Fruit of Foresight at a time. It is up to the DM to determine whether more than one may be used in a single adventure. Also, the DM may penalize xp gained for an adventure in which a Fruit of Foresight was used in place of resources that the party already had access to; the feat is designed to emulate the kind of foresight that professional adventurers might possess, not to reward flat-out stupidity. Alignment Except for the case of some Outsiders, alignment does not dictate a creatures actions; in fact, most of the time the opposite is true. A beholder might be Lawful Evil even while it retains its job as a guardian for a Good kings archive, unless it finds itself performing increasingly charitable acts without even insisting on payment up front; in such a case, its alignment might begin slipping towards Lawful Neutral. It is significant to note that one of the basic defining characteristics of goodness is tolerance. For this reason, the difference between Lawful and Chaotic alignments is far less important to Good characters than to Evil ones. A Lawful Good character might wish that Chaotic Good characters were more reliable, but would accept this as just the way such creatures are with only the occasional easily ignore reproof. A Paladin who behaved in a capricious or impulsive fashion might be mildly tested or disciplined, but probably wouldn't even lose his supernatural abilities unless it became clear that he had abandoned the precepts of the Accord, whereas one who knowingly committed an evil act would probably lose his Paladin abilities immediately until he showed great remorse and made a great sacrifice in atonement. Likewise, a Chaotic Good character might needle a Lawful type about all that categorization and rule-scribing and such; it's all wasted time when there's perfectly good fun to be had. But such a creature would more likely conclude that if that's how the Lawful being had fun, well, to each his own. Evil characters are far more succeptible to the belief that theirs is the only right way to be. Lawful Evil creatures might to go murderous degrees to get people to adhere to the law as they envision it, ignoring any pangs of regret. Chaotic Evil characters often resent the law as a matter of principle, and consider any attempts to control their behavior as a kind of assault on their honor. Neutral Evil characters are far less directed in their resentments; although the divine philosophy the Vision of Clear Truth pays lip service to both order and freedom, it has no real commitment to either precept. In an odd way, this makes Neutral Evil a rather egalitarian alignment. |
| DeeL12-02-05, 03:06 AM | Religion Ferakoss is a monotheistic setting, but few of the characters who live there know it. Each culture is dominated by a pantheon of deities who appear to exercise direct control over the portfolio they claim, although there does seem to be a number of limitations to their power and knowledge. My own paradigm of the interaction of the gods with reality comes mostly from a very old Wizards of the Coast series, The Primal Order. It's mechanics seem contrived and clunky now, but back in 1992 when it was first published, the idea of the gods interacting directly and concretely with mortals was taken seriously; if you could only get Thor alone, apart from his entourage, you and your high-level colleagues and henchmen could mug him for Mjolnir. A DM with any maturity would rule against such conduct, but only by fiat. TPO gave an actual rule explaining why it didn't matter if you had twice as many levels as a god on paper; messing with him was suicidal. The premise is one that TPO didn't originate, but one they did quantify with remarkable detail. Here are the salient details included in Ferakoss - a god is a mighty spirit that associates itself with reality by attaching itself spiritually to a specific property or aspect, which then becomes part of its portfolio. At this point, it is still only a spirit, only achieving godhood when a mortal mind begins to propound a philosophy based upon this portfolio. The spirit is elevated to godhood when it can make itself known to the mortals in question, and establish itself in connection with that philosophy. The god, the mortal, and the domains in the gods portfolio are then linked. This link can be established in any order, however. There have been cases wherein a mortal ascended to godhood after death when the views they held in life were elevated to coherent statements of devotion, which then became their new domains. And there have been times in the history of Ferakoss when a congregation of undirected worshippers found themselves being led by an unsuspected god... Gods select for themselves which of their worshippers they will provide with supernatural help; such candidates are rarely unwilling, but it isn't unheard of. Rather, it is a mutual decision. A mortal supplicant offers to the god all his life and substance, for the furtherance of the gods interests in the mortal world. In a direct exchange, the god permits the worshipper to accumulate supernatural power in proportion to the work the worshipper has done. Bestowing this power grants a brief but intense communion between the worshipper and the deity. Simultaneously the god perceives and judges the intent and opportunities of the cleric, while the cleric perceives those aspects of the god that bear most pertinently upon his context and goals. Narratively, this gives the DM an opportunity to guide the clerics actions; it is during the morning prayer that the cleric understands his deity's mind most clearly. Although there are some gods who insist that they are nature gods, none of their clerics are druids. Although druids respect these gods, and usually rightly, they do not revere or worship them. Druids - and rangers, to a lesser extent - perceive the power of the divine more empirically, through the growing things of the natural world, and establish a connection thereto similar to the personal connection of a cleric with deity. Some infer that there is a secret god responsible, others contend that the Druidic Order was the first Divine Philosophy. The appearance of the Divine Philosophies themselves has been a little confusing - they appear to interact with their adherents as gods do with worshippers, but the DPs seem to make decisions based merely on consensus within their congregations, as long as that consensus adheres to the Philosophy itself. At previous times in history, a god has begun to endow his worshippers with power before revealing himself, but never taking less than a generation; the position of the Divine Philosophies is unique in this regard. They did not begin with the idea of a god forming their perspectives; as they began to demonstrate clerical power, they did not seek a god to inform their opinions, embracing an oddly abstract system of beliefs whereby they have retained their powers for more than two centuries. Once again, some sages insist that there are secret gods, or perhaps a number of gods of similar temperament, supporting each philosophy. This is because, to a small extent, the interaction of mortals and gods is based on a misunderstanding. The truth has become clear only to a very few, a small fraction of those rare people capable of reading the memories of others, specifically of clerics of various divinities and philosophies. Such parties report that in the depths of communion with whatever gods they worship, there is a common element, a presence of seemingly small import but whose ubiquity is telling. This presence is most consistently perceived as the Creator by good-aligned priests; often unconsciously, they worship and revere the Creator as the one who ordained their relationship with the deity they espouse openly. To those who understand such things, the gods are revered and adored as elder brethren, as beings whose understanding is beyond mortal comprehension, but not as the final arbiters of all reality or beings who ordain the destiny of mortal souls. It appears that the creator does not grant divine spells directly, but through intermediaries that are potent but more limited than the Creator himself, and thus more comprehensible to mortal worshippers. The perception of the Creator is extant even among the Adherents of the Divine Philosophies; it is through this perception that the Adherents are reminded that they are not weilders of divine power through their own might or understanding. The further from the good alignments such worshippers and adherents go, the more painful this perception is. Among evil adherents the mornings preparation is considered something of a crucible that tests their devotion, thus purifying their spirit. Among worshippers of evil gods, the backdrop of agony that the Creator represents is greeted with similar loathing, often as simply a by-product of the awful communion with evil gods. Certainly such a communion would be a burden to mortal sanity, but there is always a sense of revolt against a power of good or law. For this reason, evil gods almost always espouse some form of rebellion as part of their creed. For the simple worshippers, adherents and clerics, the reality and supremacy of the gods is evident and not often questioned. Only in the counsels of the wise is it known that above even the height of the Celestial Mount and beyond the circle of the Elysial Dawn is the Creator and Ordainer, who hears all prayers and establishes answers only in the subtle fates of mortals and of gods. And it is known that past the darkest flow of the River Styx, deeper than the most deadening reach of the Three Glooms, seeing all things with what it knows to be the Vision of Clear Truth, the Wyrm waits. |
| DeeL12-05-05, 10:34 AM | Well, this is going to be a tough one. I have a number of WotC products, a significant fraction of which have a listing of gods, goddesses, and divine whatevers. I am determined to include at least enough to make the setting easily familiar to players with the core material to hand, but at the same time my goal is to make a coherent pantheon to inhabit the worlds mythology. Fortunately, almost anything I could do would beat the heck out of real-world pantheons for coherence. Oh sure, I can hear you now: "If only you would examine the actions of the various divinities of a given pantheon, you would see embedded into the tales the folkloric expression of the culture that gave rise to that specific group of deities, manifesting itself in the interplay of supernatural forces that are really natural human interactions on a cosmic scale, blah blah blah." The plain fact of the matter is that most pantheons I can see look like they were dreamed up by some guy being pestered by a bunch of kids going, 'Uncle Storyteller/Priest, what makes the sky blue?' So I honestly feel that I can do just as well with the materials found in D&D. In fact, with the addition of the Creator/Wyrm conflict, I'm pretty sure I've got a good start. Mind you, I'm not trying to build a complete mythology, just a pantheon. It's just that in the process, I feel bound to at least produce an 'incomplete mythology', if you will. Next post is hoped to start, and possibly finish, a mondo list of the gods and goddesses commonly recognized in the world of Ferakoss. That doesn't mean I'm not interested in the contributions of others, though - if you have one, drop me a line! |
| DeeL12-13-05, 07:56 AM | Foiled again. I still am not going to post the pantheon. Still haven't finished it yet. But at least I did get started on the details of how the gods work in Ferakoss. So, here's the prologue to the pantheon. Hope you enjoy it. The Pantheon of Ferakoss The format loosely follows that used in the 3E supplement Deities and Demigods. The gods of Ferakoss are a loose pantheon dividing themselves into racial tight pantheons. The bodies of myth are usually held in common by a tight pantheon, but given that it is clear that other pantheons grant their clerics spells it is usually accepted that these myths are figurative in nature, serving to inform the moral character of the race that propounded them. There is a strong dualistic element to the deeper beliefs - this reflects the fact that from the perspective of Ferakoss the Great Wheel is a dualistic system, bounded on one side by the Creator, and on the other by the Wyrm. The power of Nature as it grants power to druids and rangers is not worshipped as a god, but functions as a focus of devotion apart from the agendas of individual races. It is a significant part of the fey beliefs, and as such has good tendencies. However it is impersonal in a way that even evil deities are not, and does not concern itself with anyones happiness; it appears that to the extent that Nature has intentions, it desires merely to retain the stability of diverse ecological systems. Very few gods are ascended mortals; there is precedent for such an event, but there are currently no 'mortal cults' extant or emminent. The present gods were called into existence by the first generation of their worshippers; before such a time, they were powerful spirits, perhaps high ranking celestials, fiends or elementals. This counts as hidden knowledge - most worshippers believe that all the gods that will ever be exist now, but are undiscovered until their worshippers need them. It is possible for divinities to have children, but the offspring of the gods are not gods themselves unless they can establish a body of worshippers and a portfolio. If both the parents were gods, they can often arrange this without too much difficulty, selecting a portfolio similar to their own if they wish for their child to ascend. There is no known incident of any god coming into existence by circumventing the portfolio-and-worshippers process. No god has ever lost its divinity against its will short of being destroyed. The gods are connected to reality through mechanisms established by the Creator who might theoretically be able to interrupt this process, but there is no record of this ever happening even in the case of evil deities. Gods may be killed by a supreme effort of a number of other gods, and by little else. Gods do not depend on worshippers for their existence, but they do for their power. A god without worshippers is severely limited, but retains a connection to reality - it is possible for such a god to gain new worshippers through visions induced proximate to objects and events associated with their portfolio. Gods may appear to relinquish their divinity for a time, sojourning for a time in the material world as mortal creatures for whatever reason. It is essentially impossible to prevent such a god from regaining its divine existence with a trivial act of will, but convincing one in such a state that it should do so depends on the context - it may be assumed that the god in question took such a step for what it perceived to be good reasons. Other than such intervals, gods are bound to their places in the outer planes. They can intercede in the mortal world only if called upon by the devotion of their worshippers - either a great number of congregants or by the supplication of a few followers high in their religions service. Gods tend to experience phenomena and events linked to their portfolio as a stimulus of attention. A god of war, for example, may become aware of a king contemplating the revocation of a peace treaty, but wouldn't necessarily know what it was, just its location and perhaps the parties involved. A god is always aware of events within a space consecrated as his temple; a shrine is a less clear medium of divine knowledge, being more temporary and weaker in divine connection, and occasionally more personal and more private. In general a temple is meant for the use of a deities general congregation, whereas a shrine is meant for specific worshippers or for worshippers with specific needs. A temple is occasionally restricted to worshippers of the god to which it is sacred, whereas a shrine is often open to the worshippers of different gods who have needs relating to the portfolio of the shrines deity. Any cleric provides another conduit for information to his deity. Each morning when the cleric in question prepares his daily spells, he essentially lends the god his thoughts and perceptions. Such cogitations are often imperfect, but the cumulative input is vast, and it is well within the power of a divinity to make sense of the waves of information. So although no god is truly omniscient, save perhaps the Creator himself, a god may access so much information via moments of prayer, portfolio events, and temple or shrine perceptions - and even conversation with other beings on the Outer Planes - that he may give the impression of being all-knowing. |
| DeeL01-03-06, 02:13 PM | The oldest known gods are believed to be those of aberrations; there is a strong suggestion that they are the remnants of a vast and utterly alien pantheon that was decimated by the emergent draconic pantheon in a prehistoric war. Some dragons insist that the draconic pantheon is truly the oldest, but with minimal evidence. Tharizdun The Dark God, He of Eternal Darkness Greater Deity Symbol: A dark spiral or inverted pyramid Home Plane: Unknown (The Grey Waste) Alignment: Neutral Evil Portfolio: Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity Worshippers: Nihillists of any race Cleric Alignments: Any Evil Domains: Chaos, Destruction, Evil, Force, Madness (The last two described in the Lords of Madness supplement.) Favored Weapon: Dagger An old and evil god of vast power and rapacity, Tharizdun ultimately desires the annihilation of all that is; beyond the extinction of life and the cessation of activity, the goal of this divinity is nothing less than the unravelling of space and time. He is worshipped by beings embittered beyond the bounds of sanity. Some of his worshippers believe they will be rewarded with positions of prominence in the Universe beyond the end of all, others hope for power in their own lifetimes in exchange for long term help in Tharizduns goals. Others are simply insane. Those who have observed an incarnation of Tharizdun and survived with their minds intact recall his body to be a formless darkness seething with rage and hunger. One of the great secrets of existence is that Tharizdun is an aspect of the Wyrm itself, a manifestation of those parts of the Wyrm that reach beyond its abode in the deepmost reaches of the Grey Waste. Dogma The priesthood of Tharizdun is dedicated to restoring his freedom and power by whatever means available. Madness and decay are his trademarks, and unlike many evil gods he doesn't truly care about the infliction of suffering unless it can be made so extreme as to unseat reason. His priesthood is most focussed on finding sites of his power and keys to unlocking him from his prison. Secrecy is important to his priesthood, and few of his clerics trust anyone not a member of his cult. Because of their gods imprisonment, his clerics must be in contact with objects or sites imbued with Tharizduns power in order to prepare spells. They wear black or violet robes, often with face concealing cowls, and adorn themselves with tripartite or spiral symbols. Mak Thuum Ngatha The Nine-Tongued Worm Intermediate Deity Symbol: Fan-shaped glyph of nine wavy lines Home Plane: The Far Realms Alignment: Chaotic Evil Portfolio: Psurlons, Teleportation Worshippers: Invertebrate Aberrations, Cultists Cleric Alignments: Any Evil Domains: Knowledge, Destruction, Madness, Travel Favored Weapon: Morningstar The Nine-Tongued Worm is an entity of the Far Realm. Unlike many of the terrible and powerful creatures that dwell in the mindless chaos of the Far Realm, Mak Thuum Ngatha is interested in the Material Plane. A very few similar entities of the Far Realms are known on the Material Plane, some with their own cultists and adherents, but they are fortunately disinterested in events here. The primary worshippers of Mak Thuum Ngatha are psurlons and tsochari, but he does have some cultists among other species. The appearance of Mak Thuum Ngatha is unknown to beings with functioning minds, although it is implied by its icon. Dogma Psurlon and Tsochar priests of Mak Thuum Ngatha act in the interests of their race or themselves, but its overall goals are obscure to any being outside the Far Realm. It appears to be inimical to natural lifekind on the Material Plane and other planes as well. Certainly, priests of Mak Thuum Ngatha are always enemies of druids and their allies. The Patient One The Waiting Watcher, The Whisperer In Darkness Lesser Deity Symbol: A mouth surrounded by eyes, all in dark colors Home Plane: Possibly the Far Realm, although it might reside in the deep regions of the Material Plane Alignment: Neutral Evil Portfolio: Aboleths, Cloakers, Vile Knowledge, Slow Decay Worshippers: Aboleths, Chuuls, Cloakers, Avolakias, Meenlocks, Mindshredders Cleric Alignments: Any Evil Domains: Corruption, Evil, Vile Darkness Favored Weapon: Light flail This fearsome entity acts as the patron for various aberration races. This elder power finds sacrifices of intelligent humanoids pleasing, and occasionally shares some of its corrupting knowledge with unwary students in order to secure sacrifices for itself. Its true dogma is of interest only to its inhuman worshippers. Next up - the Draconic Gods |
| DeeL01-06-06, 06:29 PM | The Draconic Pantheon is one of the oldest pantheons proper; the three gods detailed previously appear to be unrelated, except in their fundamental inhumanity. Some dragons have occasionally asserted that the gods of younger pantheons are aspects of the draconic ones; most scholars of other races insist that this claim is a manifestation of draconic arrogance. (Much of the following data is lifted directly from the Draconomicon, with supplementary material taken from Races of the Dragon.) Io The Concordant Dragon, The Great Eternal Wheel, Swallower of Shades, The Ninefold Dragon, Creator of Dragonkind Greater Deity Symbol: A multi-colored metallic disk Home Plane: Outlands Alignment: Neutral Portfolio: Dragonkind, Balance, Peace Worshippers: Dragons Cleric Alignments: Any Domains: Dragon, Knowledge, Magic, Strength, Travel, Wealth Favored Weapon: Claws Io the Ninefold Dragon is neutral, for he encompasses all alignments within his aspects. He can (and does) appear as any dragon type, from the smallest pseudodragon to the largest great wyrm. He is also credited with establishing the mystical connection to the alignments upon the reality of the world, hence the name Ninefold Dragon, as a form of defence against the powers of the Far Realm. If true, he created alignments themselves, in a mortal sense. Dogma Io cares only for his "children," the dragons, and their continued existence in the world. In some cases, this means taking the side of the dragons against other races. In other situations, Io may actually help nondragons fight against a dragon who would otherwise jeopardize the ongoing survivability of the species as a whole. Despite such occasions, Io is one of the few draconic deities who has no true clerics among nondraconic races, with Kobolds being the odd exception. He prefers to remain uninvolved in conflicts between dragons, though if such a conflict threatens to escalate he may step in (either personally or by dispatching Aasterinian or some other servitor). Clergy Io has even fewer clerics or shrines than most of the other draconic deities, since his outlook is so broad and all-encompassing. Still, even the most devoted cleric of Bahamu, Tiamat, or any other dragon deity, pays at least a modicum of homage to the Ninefold Dragon. He also occasionally finds clerics or adepts among the reptilian races, such as lizardfolk and troglodytes. Io's clerics are few, and they have no established dogma. Each individual has his own way of paying homage to the creator of his kind. Candidates for Io's clergy embark on an introspective journey to rid themselves of every judgmental impulse that colors their opinion of the world. They do so in the hope of one day perceiving all creatures and events with true objectivity. Many candidates never succeed in this endeavor, even after a lifetime of soul-searching. Io counts no other faiths as his enemies, knowing the value of neutrality in outlook. Even those of greatly varying alignment can find common cause under the banner of the Ninefold Dragon. Quests Io's followers are tasked with seemingly random quests, such as "Decrease the hoard of [a specific silver dragon] by one-quarter" or "Fortify [a particular green dragon's] influence over its region." Io rarely offers an explanation for his assignments, but expects every follower to trust his impartiality. Half-dragon followers of Io seek acceptance and inner peace in the god's boundless love for his children. A typical quest involves finding other half-dragons and revealing Io's love to them. Locating or consecrating a shrine to Io - sometimes in hostile territory - is a common mission for clerics of Io. Sometimes a follower must journey to the lair of a wyrm or older true dragon, face the dweller, and return with a piece of long-forgotten lore. Prayers Io's prayers have a deep resonating quality that pleasantly reverberates throughout the entire body and invigorates the follower. One often-used supplication is "Io, Swallower of Shades, shine in the face of your servant." Among half-dragons, prayers to Io are more like questins: "Why, though I walk with you, are my steps in darkness?" Io does not usually answer prayers, though he does listen to them. Temples Io has very few temples, as is typical of dragon deities. Small shrines in his honor are erected among some draconic or reptilian peoples. His half-dragon priests are wandering ascetics, some of whom advance to become Singers of Concordance. A shrine to Io is a simple pillared construction open to the air and covered with a half-dome, the inside of which is usually inlaid with draconic lore. These shrines are always located in wide-open spaces, such as the middle of a desert, the center of a valley, on a featureless plane, or atop a mountain peak. Bahamut The Platinum Dragon, Kind of the Good Dragons, Lord of the North Wind Intermediate Deity Symbol: Star above a milky nebula Home Plane: Celestia Alignment: Lawful good Portfolio: Good dragons, wind, wisdom Worshippers: Good dragons, anyone seeking protection from evil dragons Cleric Alignments: LG, NG Domains: Air, Dragon, Good, Luck, Protection, Nobility, Storm Bahamut is revered in many locales. Though all good dragons pay homage to Bahamut, gold, silver and brass dragons hold him in particularly high regard. Other dragons, even evil ones (except perhaps his archrival Tiamat), respect Bahamut for his wisdom and power. In his natural form, Bahamut is a long, sinuous dragon covered in silver-white scales that sparkle and gleam even in the dimmest light. Bahamut's catlike eyes are deep blue, as azure as a midsummer sky, some say. Others insist that Bahamut's eyes are a frosty indigo, like the heart of a glacier. Perhaps the two accounts merely reflect the Platinum Dragon's shifting moods. Dogma Bahamut is stern and very disapproving of evil. He brooks no excuses for evil acts. In spite of this, he is among the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can. To Bahamut, it is better to offer information, healing, or a (temprorary) safe refuge rather than to take other's burdens upon oneself. An equally important aspet to Bahamut is his constant conflict with Tiamat. He continually stands in opposition to her world-dominating schemes. Most recently, the number of good-aligned half-dragons and other dragonblood creatures has begun to decline, while such creatures of evil bent have become more prolific; Bahamut has answered this outbreak of evil by recruiting stalwart heroes to his side - the dragonborn. Bahamut perceives the value of civilization as an agency of peace, and encourages its growth wherever possible. Clerics of Bahamut can be relied upon to ally with Accord forces when necessary. Bahamut is served by seven great gold wyrms that often accomany him or one of his avatars. Clergy Bahamut accepts only good clerics. Clerics of Bahamut, be they dragons, half-dragons, or other beings attracted to Bahamut's philosophy, strive to take constant, but subtle action on behalf of good, intervening wherever they are needed but striving to do as little harm in the process as possible. Bahamut's chief foe is Tiamat, and this enmity is reflected in the attitude of each deity's worshippers. Followers of Bahamut respect Heironeous, Moradin, Yondalla, and other lawful good deities. Quests Bahamut's worshippers are most apt to go on a quest to destroy or stop one of Tiamat's spawn. Whenever they have a reasonable opportunity to do so, followers of Bahamut act to thwart Tiamat or her minions. Prayers Worshippers follow the philosophy that one should "pray with one's deeds, not one's mouth." Each act that promotes the welfare of good dragonkind or thwarts the depravity of evil dragonkind is a prayer of action. Temples Temples to Bahamut are rare in the extreme. Those that exist are beautiful, elegant structures with clean, simple lines. The furnishings of a temple are simple, without embellishment or adornment. The building includes meeting rooms where followers can gather to worship or to plan their next campaign against Tiamat's spawn, as well as smaller, private rooms where individuals can pray, meditate, or rest and recuperate in privacy. Many gold, silver, and brass dragons maintain simple shrines to Bahamut in their lairs, usually nothing more elaborate than Bahamut's symbol scribed on a wall. Bahamut is not appreciative of being honored by objects, emphasizing deeds instead. Rites Bahamut's worshippers and clergy don't have formal rituals or ceremonies. The only activity that one would call a rite is the Rite of Rebirth, by which a humaniod becomes a dragonborn. Heralds and Allies Bahamut uses a mature adult celestial gold dragon as his herald. His allies include good dragons, half-dragons, draconic creatures, and dragonborn. Tiamat The Chromatic Dragon, Creator of Evil Dragonkind Intermediate Deity Symbol: Five headed dragon Home Plane: Baator Alignment: Lawful Evil Portfolio: Evil dragons, conquest Worshippers: Evil dragons, conquerors cleric Alignments: NE, LE Domains: Destruction, Evil, Law, Trickery Favored Weapon: Claw Tiamat, like her archrival, Bahamut, is revered as a deity in many locales. All evil dragons pay homage to Tiamat; black and red dragons acknowledge her sovereignty the most openly, while green and blue dragons are most devoted to her in her aspect of a goddess of trickery. Good dragons have a healthy respect for Tiamat, though they usually avoid mentioning her or even thinking about her. In her natural form, Tiamat is a thick-bodied dragon with five heads and a wyvern's tail. Each head is a different color: White, black, green, blue, and red. Her massive body is striped in those colors. Dogma Tiamat concerns herself with spreading evil, defeating good, and propagating evil dragons. She delights in the destruction of the works of Civilization, but only as a diversion from her subtle, world-spanning plots. She is the villain who lurks in the shadows. Her presence is felt but seldom seen. Tiamat constantly seeks to extend the power and dominion of evil dragons over the land, particularly when her subjects find themselves embroiled in territiorial disputes with good dragons. Tiamat also unfailingly demands reverence, homage, and tribute from her subjects. Tiamat despises the Accord, and hopes to ultimately annihilate it, preferably in such a fashion that it will never arise again. Clergy Tiamat accepts only evil clerics. Tiamat's clerics, like Tiamat herself, seek to place the world under the domination of evil dragons. Tiamat claims not to need allies, though most believe she has bargains with many archdevils and lawful evil deities such as Hextor. Her enemies are numerous, including Heironeous, Moradin, and, of course, Bahamut. Quests The followers of Tiamat are sent on a variety of quests to further her grand machinations. Some are easily understood, such as aiding one of her spawn against a dragonborn who seeks to destroy it. Others are less obvious and include tasks as varied and hard to understand as burying a specific magic item at a designated place. Temples Though most evil dragons honor Tiamat, few keep shrines dedicated to her in their lairs because they don't want Tiamat's greedy eyes gazing at their treasure hoards. Instead, they dedicate vast, gloomy caverns to their deity and keep them stocked with treasure and sacrifices. Rites To commemorate a victory such as destroying a town, repulsing a thief seeking to pilfer from one's hoard, or gaining a great treasure, the followers of Tiamat celebrate by indulging in great wickedness, including torturing prisoners or even fighting one another to prove their supremacy. Herald and Allies Tiamat's herald is an old red dragon. Her allies include evil dragons, baatezu, and evil draconic creatures of all sorts. Tiamat has many consorts, including great wyrms of the white, black, green, blue and red varieties. Chronepsis The Silent, The Watcher Intermediate Deity Symbol: An unblinking draconic eye Home Plane: Outlands Alignment: Neutral Portfolio: Fate, death, judgement Worshippers: Dragons, those who would observe Cleric Alignments: N Domains: Death, Dragon, Knowledge, Fate, Planning, Time Favored Weapon: Scythe (claw) Chronepsis is neutral - silent, unconcerned, and dispassionate. He is the draconic deity of fate, death, and judgement. His form is colorless and without luster, marking him as an outsider to the struggles of the chromatic and metallic dragons. Dogma Chronepsis is a passionless observer of the worlds. He passes judgement on all dragons when they die, deciding where their souls go in the afterlife. Unlike Lendys, Chronepsis is uninterested in justice: He merely observes what is and is not. He is also singularly uninvolved in the activities of the living, and strives to remain so. It is said that only a cataclysm of world-shaking proportions could rouse Chronepsis from his disinterest. Perhaps needless to say, Chronepsis has shown neither approval nor disapproval for civilization under the Accord. Clergy Chronepsis has very few active worshippers and even fewer clerics, since most dragons don't possess the balanced outlook to avoid interfering in the events they observe. The followers of Chronepsis count other faiths neither as allies nor enemies. Quests A worshipper of Chronepsis might be tasked with retrieving the remains of a dead dragonblood so they can be interred in a temple. It is also not unusual for a follower to be sent to attend and protect a dying dragon. Prayers Worshippers of Chronepsis do not pray in any traditional sense. They know that either petitions for aid or praises of their god's glory will go unanswered and unheeded. Prayer is not necessary, since Chronepsis is not swayed by words. Instead, worshippers often meditate upon the cyclical nature of life and death. A common saying, though none would call it a true prayer, is "We begin to die the day we are born." Temples Temples to Chronepsis are usually mausoleums, places for the dead that the living can visit. They feature dozens or hundreds of large hourglasses that symbolize the trickling away of the life spans of dragons. No matter whether a creature was good, evil, chaotic, lawful, or neutral in life - in death, all creatures' remains are welcome to rest in Chronepsis's care. Rites A small ritual part of daily life for worshipper of Chronepsis is to possess and turn over an hourglass at least once a day to remind them of their own lives trickling away. Often, before a follower goes to sleep, she turns over an hourglass and then spends a moment or two contemplating the "empty" glass when she wakes. Herald and Allies Chronepsis's herald is a neutral wyrm black dragon (one of a rare breed). His allies include neutral dragons, half-dragons, and draconic creatures of all sorts. Chronepsis generally does not interfere in events, so his envoys are extraordinarily rare. His allies include battle dragons and all maner of landwyrms. Astilabor The Acquisitor, Hoardmistress Intermediate Deity Symbol: A twelve-faceted gem Home Plane: Outlands Alignment: Neutral Portfolio: Acquisitiveness, status, wealth Worshippers: Dragons, those who seek wealth Cleric Alignments: NG, LN, N, CN, NE Domains: Dragon, Protection, Wealth, Cavern, Metal Favored Weapon: Scimitar (claw) Astilabor represents the natural draconic desire to acquire treasure and power. She dislikes the naked greed displayed by Tiamat and her followers. She appears as a huge dragon who shimmers with all the chromatic and metallic colors of dragonkind. Dogma Astilabor values wealth and power, but without any stigma of greed. She instills in dragonkind the innate need for collecting and protecting the hoard. She claims that she cannot abide thievery of any kind from her wirshippers, but often turns a blind eye if such acts are performed in the name of building one's hoard. Given that the Accord encourages the keeping of records and therefore a kind of display of ones personal hoard, as well as discouraging thievery, Astilabor in general approves of its continuance. Clergy Astilabor accepts only clerics with a neutral aspect to their alignments, the better to remain pure to the goal of acquiring and protecting the hoard. Her clerics prefer not to get involved in conflicts between dragons, but often reward those whose hoards become large and valuable. Astilabor is revered by dragons of all types and alignments , but actively worshipped by few. Most at least scratch out her symbol as a protective ward over their hoards. Astilabor's worshippers are friendly toward those of Moradin and Garl Glittergold (since those gods respect the value of a gem or coin as much as anyone), but they distrust followers of Olidammara, whom they believe to be thieves at heart. Quests Acquiring a specific item of value or a set amount of gold to add to one's hoard are the most common pursuits of the followers of Astilabor. If a worshipper offends her, the treasures gained by the quest are turned over to one of her temples. Prayers Prayers to Astilabor are often performed while counting one's hoard. While running one's hands or claws through a pile of gold coins, a worshipper might say, "All this gold belongs to me. May I add to my riches tenfold, tenfold times." Temples There is a decided tension between Astilabor's worshippers' need to add to their own hoards and their desire to honor their deity. Temples to Astilabor are generally grand structures that are secure and well protected. The lavish furnishings and accoutrements are typically objects loaned to the temple by the congregation. A temple might have elaborate platinum candlesticks and wall sconces provided by one dragon and cloth-of-gold wall hangings provided by another. The ownership of each item is made clear by some means, usually a particular mark engraved on an item or sewn into it. Rites Most of Atilabor's rites involve a group of supplicants seeking to gain wealth. Some of these groups resemble traditional adventuring parties. Herald and Allies Astilabor's herald is a neutral 19th-level draconic human rogue. Her allies include dragons, half-dragons, and draconic creatures. Sometimes these allies have celestial or fiendish lineage, but even then those individuals always have a neutral component to their alignment. Lendys Scale of Justice, The Balancer, Weigher of Lives Intermediate Deity Symbol: Sword balanced on a needles's point Home Plane: Mechanus Alignment: Lawful Neutral Portfolio: Balance, justice Worshippers: Dragons Cleric Alignments: LG, LN, LE, N Domains: Destruction, Dragon, Law, Protection, Retribution Favored Weapon: Longsword (claw) Unlike Chronepsis, who judges the life of a dragon only after its death, Lendys metes out justice during a dragon's life. His scales are a tarnished silver, some say because he cares more about judging others than tending to himself. Dogma Lendys is the arbiter of dragonkind, serving as judge, jury, and executioner alike. When a dragon has committed an injustice against dragonkind, Lendys (or one of his trio of great wyrm silver dragons) is dispatched to deal out appropriate justice. Punishments are severe, and appeals almost unheard of. During the drakojovian wars, Lendys was notorious for not enacting justice on behalf of anyone not a dragon, but since that time enough dragons have thrown in their lot with the Accord that he has begun to concern himself with nondraconic creatures, at least to a point. Wherever a dragon agrees to live under a law, Lendys may be relied upon to act in support of that law. Clergy The clerics of Lendys are justice-bringers as well, often serving as arbiters for local communities. In some cases, towns even rely on the local draconic worhipper of Lendys to parse out justice. Clerics of Lendys get along well with worshippers of St. Cuthbert, and poorly with those who follow a chaotic deity such as Kord, Olidammara, or Erythnul. Quests Lendys primarily assigns his followers to quests involving meting out punishment to a dragon who has harmed dragonkind. Prayers Prayers to Lendys focus on judgement. They are recited in solemn tones. Temples Temples to Lendys are few. More often, a simple shrine, perhaps marked only by the god's symbol, is set up in a courtroom or other justice-dispensing place. Rites For followers of Lendys, any trial is a holy rite. The duty of weighing evidence and rendering judgement is taken very seriously. Although Lendys focuses his judgement exclusively on dragons, worshippers usually generalize any act of justice as an honor entrusted to them by their god. Herald and Allies Lendys uses a contingent of four marut inevitables as his herald. Acting in perfect unison, the constructs perform the task the deity set them. His allies include silver dragons, inevitables, and draconic formians. Tamara Her Beneficence, Her Mercy Intermediate Deity Symbol: Seven-pointed star on a field of black Home Plane: Elysium Alignment: Neutral Good Portfolio: Life, light, mercy Worshippers: Good dragons, healers, those desiring mercy Cleric Alignments: LG, NG, CG, N Domains: Dragon, Good, Healing, Strength, Sun, Family Favored Weapon: Scimitar (claw) Tamara is the kindest and most benevolent of the draconic deities. Some mistake this quality for weakness, though such beings don't make the same error twice. She appears as a luminously beautiful silver dragon, her eyes shining with the brightness of the sun. Dogma Tamar believes in mercy, both in life and in death. Not only does she heal the sick and tend the injured, she delivers a merciful end to those dragons nearing the end of their natural lives. She fiercely detests those who artificially prolong the life of a dragon, particularly when it is against that dragon's will. She does not contravene the judgements of Lendys, but she often brings what comfort she can to those enduring his sentences. She has arguably the widest nondraconic following of all the draconic deities, and has a clear place in the living law of the Accord. Clergy Tamara's clerics are healers, but also deliverers of death to those who try to escape it. They prefer to destroy any undead they encounter, particularly draconic undead (such as dracoliches). Though a peaceful and merciful faith, the worshippers of Tamara do not hesitate to stand against evil or tyranny. Tamara counts Pelor among her staunchest allies and Falazure, Hextor, Nerull, and Erythnul among her enemies. Quests The most common quest from Tamara is undertaken in opposition to some endeavor of Falazure. Those seeking undeath are corrupting the natural order and must be stopped, so Tamara's quests focus on destroying or thwarting undead creatures, especially undead dragons. Prayers Prayers to Tamara have joyous, uplifting cadences and are often melodious paeans to light and life. Temples Tamara's temples are not simple places of worship. They tend to be hospitals, infirmaries, or hospices where the sick are welcomed. Severely or terminally ill individuals are cared for with dignity and respect. When a patient dies, his passing is greeted as good news, a merciful escape from the cares of this life. Rites Births, returns to life (such as through raise dead or resurrection), and even final deaths are celebrated. They are opportunities to reflect upon and praise Tamara's generosity, mercy and peace. Heralds and Allies An old silver dragon is Tamara's primary herald. Her allies include good dragons, half-dragons, and draconic creatures of all sorts. Garyx Firelord, All-Destroyer, Cleanser of Worlds Intermediate Deity Symbol: Reptilian eye superimposed over a flame. Home Plane: Pandemonium Alignment: Chaotic evil Portfolio: Fire, destruction, renewal Worshippers: Dragons, sorcerers, warlords, some druids Cleric Alignments: CG, CN, NE, CE Domains: Chaos, Destruction, Dragon, Evil, Fire, Renewal Favored Weapons: Sickle (claw) Garyx the All-Destroyer symbolizes the sheer power and destructive force of dragonkind. Some argue that Garyx is actually insane, as a result of his long occupation of the Windswept Depths of Pandemonium. He appears much like a great wyrm red dragon. Dogma Garyx prefers to teach by example, periodically travelling to the Material Plane to wreak unholy swaths of destruction across the landscape. During the course of the drakojovian wars, however, he found little reason to bother; the escalating destruction was bound to culminate in a world-scouring conflagration at the end. The Sorian Sacrifice enraged him beyond measure, and it is in his name that the Red Dragons make war upon the Accord. It is only a matter of time until his Avatar appears upon Ferakoss again. Clergy Garyx pays little or no attention to his clerics and worshippers, but they care not. They believe that he grants them the power to perform acts of destruction, and that is enough. Perhaps curiously, some druids also revere the renewal aspect of Garyx, knowing that some devastation is always necessary for rejuvenation to occur. Some within the Cult of Ashardalon believe that the great wyrm is actually an avatar of the god Garyx. Garyx shares traits in common with Kord and Erythnul, but has no interest in alliances. Quests Wars, battles, and campaigns of destruction are common quests for worshippers of Garyx. Prayers When lighting a fire, a worshipper of Garyx murmurs a benison such as "Grant me the power to destroy." Temples Few temples to Garyx have been found, though his worshippers often carve his symbol near their handiwork. Rites Garyx's clerics conduct a variety of rites connected to the seasons. At the winter solstice, they celebrate All-Consuming Night, when they keep a large bonfire lit and followers bring a variety of flammable items to be destroyed. At the spring equinox, they hold a Sanctification of Renewal in which the ashes at the site of the All-Consuming Night bonfire ared sifted and examined. Any useful remains are taken to be reused. For instance, bits of metal are taken to be reforged into swords, armor, or other useful tools of desttruction. Any seedlings that might have taken root in the area are nurtured. Herald and Allies The herald Garyx sends most often is a mature adult red dragon. His allies include chaotic dragonblood creatures of all kinds and fire elementals of all sizes. Falazure The Night Dragon Intermediate Deity Symbol: Draconic skull Home Plane: Hades Alignment: Neutral evil Portfolio: Decay, undeath, exhaustion Worshippers: Evil dragons, necromancers, undead Cleric Alignments: N, LE, NE, CE Domains: Death, Dragon, Evil, Darkness, Undeath Favored Weapon: Scimitar (claw) The terrifying Night Dragon, Falazure, is neutral evil. He is the lord of energy draining, undeath, decay, and exhaustion. Some claim he has a decaying skeletal form, but others believe, that he looks like a decrepit black dragon whose flesh is pulled tight over his bones. Dogma Falazure teaches that even a dragon's long life span need not be the limit to a dragon's existence. Beyond the world of the living is another realm, one of undeath eternal. It is generally accepted that Falazure created (or had a hand in the creation of) the first undead dragons, such as dracoliches, vampiric dragons, and ghostly dragons. In the course of the later part of the Drakojovian Wars, whenever a new form of undead came into existence, the followers of Falazure were there to ensure that dragons would have some part in it. The Sorian Sacrifice volatized a number of Falazures greatest achievements, and he has been carefully rebuilding ever since. He is an implacable enemy of the Accord. Clergy Among the draconic gods, perhaps only Bahamut and Tiamat have more nondragon worhippers than Falazure. Many necromancers of all races revere the Night Dragon, as well as intelligent undead such as liches and dracoliches. The followers of Falazure count all members of good-aligned faiths as their enemies. They may occasionally ally with the forces of Nerull, but such instances are rare. Quests Falazure's quests revolve around the transformation from a living creature to undead status. Sometimes a follower is sent to aid another dragonblood's transformation, but more often a quest involves the follower's own change to an undead creature. Prayers Devout worshippers of Falazure pray every evening and midnight to honor the Night Dragon. Their prayers celebrate death and decay. For example, "When night comes, let me wake from the sleep," or "Let me die and be reborn in undeath." Temples Temples to Falazure are always deep beneath the earth, cloaked in darkness and far from the sun and fresh air of the surface world. Rites The rites of Falazure focus on the undead. The ceremonies involve either raising up undead minions or working toward transforming oneself into a powerful undead. Herald and Allies The most common herald Falazure uses is a 16th-level half-black dragon necromancer. His allies include dragons, half-dragons, and draconic creatures, usually skillful clerics or necromancers. His allies include undead dragons of all sorts such as ghostly dragons, skeletal dragons, and zombie dragons. Hlal The Jester, The Keeper of Tales Intermediate Deity Symbol: An open book Home Plane: Arborea Alignment: Chaotic good Portfolio: Humor, story-telling, inspiration Worshippers: Dragons, bards, performers Cleric Alignments: NG, CG, CN Domains: Chaos, Dragon, Good, Trickery, Rune Favored Weapon: Short sword (claw) Hlal is a sleek, copper-colored dragon with a ready grin and a happy glint in her eye. Of the dragon gods, she is the most friendly to nondragons (even Aasterinian enjoys a reputation of playful danger), and is often credited with inspiring the first bardic magic. Dogma Hlal enjoys sharing stories and songs with those who appreciate such things, regardless of the listener's race or background. She has little use for tyrants - even well-meaning ones - and even less patience for cruelty or bullying. She teaches that one must be free of restraint, whether real or psychological, in order to freely express one's opinions. Clergy and Temples Hlal's clerics are often multiclass cleric/bards, using music, poetry and tall tales to spread the faith. Places of worship to Hlal are usually simple shrines, which can be packed up and moved to the next town or dragon's lair at a moment's notice. The followers of Hlal share much in common with those of Olidammara, and many characters pay homage to both deities simultaneously. Hextor is among her chief enemies. Quests Whatever Hlal sends a follower to do is worthy of being memorialized in story or song. Quests undertaken for Hlal often involve mistaken identiy, impersonation, and merry resolution. They always feature ample measures of audacity, bravery, trickery, and humor. Prayers Prayers to Hlal center around stories and humor. They usually involve relating one of the many tales about Hlal and the heroic acts of her worshippers. Temples Established temples to Hlal are only found in the largest of cities. They serve as much as performance or concert halls as they do places of veneration, because entertainment and worship are inextricably linked for the devout of Hlal. Even in the smallest of thorps, though, often a theatre, tavern, or other place of performance incliudes a small holy symbol of Hlal, reminding the performers that their actions honor that deity. Rites Her worshippers say that Hlal presides over the first performance of a new entertainment piece by one of her followers. An eager performer, conductor, or playwright often dedicates this initial presentation to Hlal's glory (if serious) or for Hlal's amusement (if comic). Herald and Allies Hlal's herald is a very old copper dragon. Her allies include dragons, bards, and spellscales. Aasterinian Messenger of Io Lesser Deity Symbol: Grinning dragon's head Home Plane: Outlands Alignment: Chaotic Neutral Portfolio: Learning, invention, pleasure Worshippers: Chaotic dragons, free thinkers Cleric Alignments: CG, N, CN, CE Domains: Chaos, Dragon, Luck, Travel, Trickery, Charm, Illusion, Trade Favored Waspon: Scimitar (claw) Aasterinian is a cheeky deity who enjoys learning through play, invention, and pleasure. She is Io's messenger, a Huge brass dragon who enjoys disturbing the status quo. Dogma Aasterinian is flighty and quick-witted. She encourages her followers to think for themselves, rather than relying on the word of others. The worst crime, in Aasterinian's eyes, is not trusting in yourself and your own devices. Clergy Aasterinian's clerics are typically wanderers who travel in disguise or secrecy. The majority of her clerics are draconic or half-dragon humanoids. Her followers enjoy friendly relations with those of Garl Glittergold, Gharlanghn, Olidammara, and similiar deities. Quests Aasterinian's quests are more variable than most other deities' tasks. There's no predicting what she'll ask of her follower. Almost all involve travel and new experiences, though. The quests upon which she sends a supplicant tend to focus more on the journey than the destination. Prayers Aasterinian values diversity of experience, learning, and innovation. Prayers to her often take the form of expressions of desire for change. One daily prayer is "Let today differ from both yesterday and tomorrow," expressing a desire for new experiences. Temples Temples to the goddess are rare in the extreme, though simple shrines dot the landscape - quiet, hidden places where worshippers can rest peacefully during their travels. The architecture of such shrines is generally simple, with building designs that emphasize functionality and comfort. A shrine typically has a library, or at least a shelf holding a few miscellaneous books, with a sign indicating that travellers are welcome to take a book if they leave one book to replace it. Rites Every time a worshipper learns or creates something new, he is honoring Aasterinian. Whether laughing with pleasure, smiling with delight, or sighing with contentment, the Messenger's followers remember their god. Herald and Allies Aasterinian's herald on the Material Plane is an ancient brass dragon with a turquoise-sheened forehead bearing a golden star in the center. Her allies are chaotic or neutral dragons, half-dragons, and draconic creatures of all sorts. You know, I'm just looking at this pantheon now, and it occurs to me that it almost obviates a number of the 'human' gods, as well as a number of gods from younger pantheons. So how about it? Should I be modifying these gods to fit other races? It would fit the backstory well, but it would wind up leaving out a lot of potential material... |
| DeeL01-09-06, 09:57 PM | Okay, new question - Recently, one of the more subtle paradoxes of D&D was called to my attention. It's pretty straightforward - halflings have no name. We can all trace the reason for this - they were first hobbits, but it was clear from the beginning that this was a copyright violation, so a name was required that wouldn't tread on anyone's toes. Halfling. Plain and simple. But it leaves this race with a name that relies on a quirk of physiology as perceived by people twice their size. The original authors of the Dragonlance setting saw the discrepency, and named their small folk the Kender. Shame that name is taken, it fits beautifully. Halflings need a name. Okay, let's see... the cultural scheme for halflings as described in the PHB is fine, being vaguely inspired by the Gypsy culture. In their own language, Gypsies refer to themselves as the Romany. In Ferakoss, halfling society developed in symbiosis with that of the Elves, so moving them too far from that beginning wouldn't be called for. Maybe just a syllable from the Romany name will do. There is one other source for a halfling name - the Book of Vile Darkness. In this, we find detailed a halfling race typified by bloodlust, calling themselves the Jerren. (I am definitely going to be using them, by the way.) It seems plausible that they would have derived their name in some way from their original one. From these origins, I derive the name Raurin. From this time forward, halflings in Ferakoss are the Raurin. Edit: In Dragon Issue 279, an abbreviated lexicon for the Elf language was compiled in which elves named the halflings sherekir. Since halfling origins are so close to those of the elves, an alternative might be for them to use a variation of that term. I invite any thoughts on the matter. |
| DeeL01-12-06, 03:07 AM | The skies of Ferakoss have depths of their own. There is one sun, named Arvol in Elvish, which it is most usually called in scholarly texts. In common use, of course, it is simply called the sun. It is a yellow, hot body that behaves much as the sun does in the real world. It is in fact an area of intersection of the Fire and Air Elemental Planes and the Positive Material Planes, with trivial influx from the Water or Earth Elemental Planes. No life is native there, and although Fire and Air elemental creatures find the environment pleasant, no attempts at settlement have succeeded. The sky of Ferakoss is blue in the daytime, with a wide prismatic range of colors visible at dusk and dawn, much as in the real world. The exception is Sorian. Any land within a thousand miles of the ruined continent is treated to an even brighter glow from Sorians direction, throughout the day. This glow is visible for nearly two hours before dawn to the west of Sorian, and for nearly two hours after dusk in lands to the east. Elves, high elves in particular, are inclined to treat this light show with some reverence. People of other nations find it merely very beautiful. The night skies of Ferakoss are black and shining with stars. These stars remain static through a spherical visual field around the sun; Ferakoss does orbit the sun, not the other way around. The various constellations of the stars are unchanging from one decade to the next, and have changed in only small ways in the few millenia that humanity has existed. The elvish histories speak of radically different constellations in truly ancient times. Doubtless the dragons could chart even greater differences, but it appears that dragons pay little heed to the stars themselves. There are, however, some other objects visible in Ferakoss' night sky - and on occasion in the day as well - to which any sentient being would attend. The first and clearly the closest is the moon, or in the elvish term, Suva. The moon is white and reflective, being slightly more prominent in the sky than the moon of the real world. (The harvest moon of Ferakoss is a grand display indeed.) It is to the moon that the tides of Ferakoss respond on a more or less daily cycle. The moon appears to be a lifeless earth body; those who have travelled there have found virtually nothing of value, The moon itself has a satellite - a small, fast, brightly reflective object often referred to as the moonlet; more properly, Suvinal. It is visible to the naked eye by reflected sunlight, from which it is usually eclipsed for about one quarter of its orbit, only as a brilliant point of light about which no details can be seen. It makes a complete orbit in an interval of about sixteen minutes, an interval which is commonly referred to by the inhabitants of Ferakoss as a Round. The moonlet is not referred to in any historical text of greater than five thousand years; it would appear that it took up its place in the sky with no accompanying disturbance. There are three great nebulae in the skies of Ferakoss. The nebula in the summer night skies is a small but brilliant form called Klune, or the Dancer. This pink and violet formation alters in form from one year to the next; it is set in a constellation that looks like a dancing maiden, but the nebula itself, which is about the area in the sky of the moon, changes in shape from one year to the next. It's shape occasionally alters on such a scale that it affects the nature of the dancer constellation itself; it is examined on a yearly basis as a simple divination. Evidence that its shape actually reflects events in Ferakoss is minimal but persistent. The nebula that dominates the northern skies in the winter is Lluga, the badly named Frozen Dragon. It is a large blue-violet shape that often resembles the shape of a draconic head and neck against a slightly darker background. It usually appears to be rampant, and always has a bright star known as Darisk within its open jaws. Experts on draconic kinesthics say that the dragons posture always indicates that it is in the act of unleashing its breath weapon. It's species can only be discerned from its shape, which, along with its angle and precise pose, are yearly changeable. Sometimes it appears aggressive, sometimes defensive. Sometimes Darisk appears to be the object of Lluga's wrath, and sometimes it appears that Darisk is a manifestation of Lluga's breath weapon itself. Examination of this figure is also a popular subject for omens. The third nebula is visible far to the south. It is hard to see clearly from Arinium, although it is easier to see from Coallu as a dark indigo shape, sufficiently abstract that virtually any shape can be seen therein. It is visible year round, to the extent that it is visible at all. The final object clearly visible in the sky of Ferakoss is Thuvol, the Frozen Sun. It is a vast, round, dark object orbiting Arvol further out from Ferakoss and thus visible only about half the year. (Dragons and various other strong-sighted creatures claim they can see it even in the daytime for the rest of the year, but that this reveals nothing more about it.) It occludes almost five times the area of sky as the sun, four times that of the moon. Patterns of arcs and rays can be seen on its surface with the naked human eye, but Thuvol is too far for more precise details to be seen. Arcane analysis indicates that it is a body of Earth and Negative Energy, but none who have journeyed there have ever returned. The shadow of Ferakoss can be seen tracing its path across Thuvol for three or four nights at slightly longer intervals than a year. Tides on Ferakoss are far more intense for about twenty days before and after this extra-annual eclipse. |
| DeeL01-14-06, 02:13 AM | The year of Ferakoss is 380 days long. Each year is divided into twenty months of nineteen days each. (Despite the name, a Ferakoss month is not associated with the cycle of the moon, which is nearly a month and a half long.) A year is also divided into four seasons; winter, spring, summer, autumn. Winter and summer are each 6 months long, and spring and autumn are four months long. The months of Ferakoss do not have names, being simply identified by their sequence in the season and year in which they fall. ("The festival is held yearly in the sixth month of winter, beginning the sixteenth day.") Ferakoss does not have weeks, and therefore does not have weekends. The first day of each month is always a day of rest from work, in accordance with the elven tradition in which the months are quantified, but other than that different races have different resting traditions. Halflings generally have the first three days of the month off, and the eleventh through the thirteenth. This tradition has been adopted by gnomes and humans. Dwarves honor this tradition in dealing with such races, but often work for several months without taking a break. Elves, by contrast, my not work for several months at a time; the first day of the month is for them a day of socializing. Time in a day is counted by rounds, the time of the orbit of the moonlet around the moon, which is about 16 minutes. The gnomes, in quantifying time for the purpose of building clocks - a pastime that obsessed some of their greatest minds for a few decades 500 years ago - rounded this down to 15 minutes. Accordingly, the day is divided into 96 rounds. But that's as far as I've gotten as far as the days divisions go. Anyone have any better ideas? Should there be hours, or should there be something more esoteric or more original? I don't want there to be too much completely new - I don't want to throw players completely out of the loop, but in the real world dividing the day into 24 hours is a traditions started by the ancient Egyptians, who didn't exist in Ferakoss... |
| MadApe1901-14-06, 10:05 AM | I really liked your ways of dealing how magic, professions, and certain item types came about. It's an interesting take. I also like your use of dragons and how humans for once didn't just show up and take over. Hope you keep fleshing out your setting. :) |
| WarDragon01-15-06, 05:36 PM | Very interesting take on the core rules. I like what you've done with the dragons and their role in the world; it just doesn't make sense for them to be marginalized like they usually are. Keeping the draconic pantheon would be an interesting move, as well; there's no reason they can't fulfill pretty much all the niches that the one in the PHB covers. |
| DeeL01-16-06, 08:37 PM | The gnomes are the race most interested in keeping time down to the second; among the other intelligent races, there are a very few who are similarly inclined, although gnomish terms are occasionally thrown around by everyone. Gnomish clocks have four hands. The sekint hand measures sekints. It often occupies a small face inset into a corner of the larger one. A Ferakoss sekint is similar in length to a real world second. The face is, however, slightly more detailed than a real world second measure, because it Ferakoss minute measures 90 sekints, not sixty. The minute hand measures the ninety-sekint Ferakoss minutes. These intervals do not correspond to any phenomenon of comparable duration; the gnomes made up minutes basically for convenience. The round hand measures the 15 minute intervals called rounds on Ferakoss, as they approximate the interval in which the moonlet orbits the moon. There are 10 minutes in a round. Rounds are the intervals used most frequently in the conversation of the peoples of Ferakoss, as there is little of the societal emphasis on the pressure of passing time necessitated by ubiquitous advanced technology. The hour hand measures which hour of the day it is. The Ferakoss day is divided into 16 hours, each hour equalling 6 rounds, 90 minutes, and 8100 sekints. The 2nd hour of gnomish measure begins at sunrise on the equinox. In the summertime, sunrise happens well into the 1st hour, and in the winter it can happen past the 2nd hour. The hours of the day have distinct names - 1st - Dawn 2nd - Sunsight 3rd - Morning 4th - Midmorning 5th - Noon 6th - Midday 7th - Afternoon 8th - Sunclipse 9th - Dusk 10th - Evening 11th - Nightrise 12th - Deepnight 13th - Midnight 14th - Late Night 15th - Nights Fall 16th - Nights End Note that Nights Fall means something radically different in the language of Ferakoss than it does to speakers of basic english. Thanks for Buckminster Fuller for the terms 'sunsight' and 'sunclipse'. When a Ferakoss native speaks of a specific hour, often they will use a qualifier such as 'around evening' or 'near midmorning.' In such cases it is understood that this refers to the hours immediately adjacent to the hour mentioned as well as the hour itself. This denotes the difference in a days length in the course of the seasons. |
| DeeL01-18-06, 03:24 AM | Escule The plant known as escule is clearly a result of some form of hybridization, but the responsible party is entirely obscure. It benefits virtually everyone, even those rare peoples who cannot digest its various products. Seedlings of the escule plant can grow in almost any climate. Although the quality of the soil affects the speed of their growth, they quickly shoot up into a tall, soft stalk. This stalk is sweet and is an easy source of refined sugar. The root of the escule sappling is not as sweet, but can be treated as a small yam with similar nutritional effects. If such a seedling is left to itself for about twelve years, it metamorphoses over the course of about a day into an adult escule tree. This tree is short and thick, with a hollow bole and wide expansive leaves. These leaves are succulent and can be used in cooking, although they are slightly bitter. In the spring, nuts begin to form at the base of the branches; in the fall, they are easily the size of a human head and begin to fall from the tree. The nuts can be shelled - the meat is thick and fibrous, but very nutritious, and tastes a bit like a brazil nut. This meat can be salted and preserved for nearly a decade. The seedlings are found in the shell of the nut. The escule does not often reproduce without conscious propagation. The seedlings can be ground into a gritty flour, but are rather difficult to harvest in large quantities. In the springtime the escule flowers, producing large blossoms along the sides of the branches. The petals of escule flowers are thick and fruity; they can be eaten or dried for more than a years preservation if properly stored. They are often taken on long sea voyages to prevent scurvy. The roots and wood of the adult escule plant are not typically edible to humanoid digestion. The bole of an escule plant fills with water, distilled inside the plant from the roots. The trunk can be tapped with specialized equipment; this water has a woody flavor, and is prized in the making of certain beverages as well as having ceremonial value. Escule began to appear in history around 1000 BA (before the Accord). It has flourished in Arinium since the Accord Conclave, and has been responsible for maintaining the work of civilization over time. Even the frozen continent Porgaron has a variant of this plant. |
| DeeL01-20-06, 02:22 PM | I was all ready to get back into the divine groove, when WotC's newest product hit the shelves. If you've read the remainder of this setting, you know that dragons, their gods, and their varied progeny are all big parts of the setting. Dragons *created* **** sapiens, for cryin' out loud. And the very ones who did it are still around to chat about the beta testing. I had it all down. I mean, I had lots of little developments to make but I had the general concept of how dragons fitted into the Ferakoss eco- and arcana-sphere. And then this happens. AAAARG! AAAAARRRGGH!! AAARAAABLAAAAGAAA!!! Then again, I was looking for more material on Kobolds. And I had decided that the half-dragons remaining had started their own nation on the island continent of Coallu, with only a minimal idea of the variegation possible. And I had been a little unsatisfied at the affect such creatures would have had on the other cultures, especially in those regions where someone with draconic features might be one of a kind. Okay, maybe I'm not griping as loudly as that. But I guess this post serves the purpose of preparing anyone interested for some sudden changes in history and geography. (Oh sure, like I actually had any geography developed in the first place.) |
| DeeL01-21-06, 05:30 PM | The arising of the draconic pantheon is a prehistoric event. However, although the elven gods arose in the prehistory of the elves, the dragons themselves recorded the event. According to ancient draconic sources, the elven gods arose from the efforts of the dragon gods to contend with each other using the living creatures of the mortal world as proxies. The powers of the fey were the game-pieces in the ancient divine war-games, and it appears that some form of proto-elves were the refined result. Mortal dragon scholars had no part in this, but the story that intelligent creatures were the result of the engineering of other intelligent creatures has a central place in the cultural tendency of dragonkind for sorcerous hybridization. If this account is true, it is possible that the accounts of Corellon Larethian and the rest of the elven pantheon represents an extended family of elves in the early ages of the elven species. The fey divinities contest this account hotly, claiming that they arose from the wild variegation of nature infused with the energies of magic through a spontaneous interaction. The elven pantheon itself is silent in such matters; to the extent that there is any dogma on the subject, it is that it doesn't matter if elves were created by chance or design, as long as they are true to their faith in the present. (The format of the following listing is taken from the Races of the Wild sourcebook. It differs from what I used previously for the draconic pantheon, which I took from the Draconomicon, and I like this one better. I was busy modifying the draconic pantheon entries for this format when Races of the Dragon came out with the same entries; better than mine, I might add, although they will need some tweaking for Ferakoss inclusion. I'll revise accordingly before too long.) Alobal Lorfiril Demigod (Chaotic Good) Revelry, hedonism, and excess of all kinds are the purview of Alobal Lorfiriol, known as the Reveler and the Merry Magician. The youngest of hte Seldarine, he urges his followers to wrest the maximum poossible pleasure from each moment. Responsibility is for tomorrow; why not spend today enjoying dood food, fine wine, friendship, and love? Alobal does not cajole his followers to become intoxicated to the point of causing harm to themselves or others, nor does he condone seeking personal pleasure at the expense of others. He teaches that there is as much potential in tomorrow as there is in today, and that elves need never hurry. Wasting today in drudgery is fruitless and possibly sinful. Appearing as a comely male elf with eyes of sparkling gold, the Merry Magician enjoys magic used to provide amusement, to create beauty, or to enhance the pleasure of ordinary activities. Illusions used for enjoyment rather than base terickery are common among his followers, as are transmutations geared toward improving artworks and conjurations aimed at gaining an amusing companion for a short period. Portfolio: Hedonism, mirth, magic, revelry. Domains: Chaos, Good, Magic, Trickery. Cleric Training: Alobal's clerics begin their training by hosting spontaneous revels and magic shows in their communities. As they gain in power and importance, they preside at community functions, provide entertainment to lift the spirits of the sick and injured, and oversee the production of wine, sweetmeats, and other fare consumed purely for pleasure. Quests: The Reveler's followers typically undertake quests to retrieve items of beauty that give pleasure to those who own them, seek out magic wines and rare foods, compete in games, and establish magical means of reducing the average elf's daily workload. Such quests often involve consultation with other long-lived creatures, such as good-aligned dragons, about what gives them the greatest pleasure and satisfaction. Those few techno-magical principles that elves use on a regular basis can be ascribed directly to the work the the Merry Magician's priesthood. Prayers: Prayers to Alobal often frame requests in terms of pleasure. "Let me lift the mantle of care from my compatriots/With a glass, a wink, a song,/And keep them laughing the whole night long," goes one common prayer. Shrines: Alobal's followers rarely establish temples; most lack the fortitude to work so hard. They often create small shrines in taverns, glades, and places of wild beauty. A shrine to Alobal usually conceals ample stores of wine, sugared fruits, and other confections as well as scrolls of spells that followers commonly use. Alobal's shrines are often masked by magic, appearing as trees with rainbow-colored leaves or other odd but pleasing objects. Rites: The worshippers of Alobal revere their god every time they take a sip of wine, taste a delectable food, swap tales with a friend, or participate in an enjoyable activity. Merely invoking the god's name at such times counts as veneration of the deity. Herald and Allies: A Leshay 10th-level illusionist/10th-level rogue is Alobal's herald on the Material Plane. His allies are bralani eladrins, lillends or ghaele eladrins, and planetars. Favored Weapon: Dagger |
| Elhan the Sorcerer01-21-06, 08:19 PM | May I ask, without meaning to be derogatory in any way, why are most campaigns centred around humans? Its the same with Greyhawke, Eberron, the FR, and even most homebrew settings. I mean, there is nothing wrong with it, but why humans, every time? :confused: If anything, I would find a world ruled by Illithid or Drow, or even Duergar interesting. |
| DeeL01-21-06, 09:30 PM | Elhan, the simplest narrative reason is that we, the players, are human. Accordingly, we find that humanity is that race with which we most easily identify. It's the easiest to understand, and the easiest to portray. It's easiest, in other words, to ask ourselves the question, "What would I do if I were this guy?" That said, there is usually a good fictional reason why humans are top dogs of whatever world they occupy. There is a subtle equation with three variables at work, these variables being prolificity, organization, and aggression. Generally, humanity is more prolific and/or better organized than races that are more aggressive, more aggressive and/or more prolific than those races that are better organized, etc. Long-lived races tend to be less aggressive than shorter lived ones, but this correlation is not strictly pertinent to the equation - the pertinent detail is generation time, the time between the birth of one generation and that generations ability to successfully reproduce. The correlation between lifespan and lower energy holds, it does so because longer-lived organisms generally also have a longer generation time than shorter lived ones. Organization correlates with intelligence less than one might expect. The key to organization is sociability, a life-forms ability to interact productively with others of it's species. Dragons are, as a rule, more intelligent than humans; they do not easily establish dominion as a race, however, because they have so many individual advantages they have little need to develop strong organizing instincts. They are powerful and aggressive, but they are the quintessential loners. Interaction is not the sole criterion for organization. *Productive* interaction is crucial. Halflings are sociable, but their society is usually perceived to be less reliant upon energetic innovation than humans. Accordingly, they are more content than humans as depicted in most fictional settings to remain locked in tradition for generations at a time. Aggression is fairly straightforward - but it must be tied closely to the organization trait in order to count as a societal advantage. If members of a race are unable to sublimate their own individual aggression into the aggressive impulse of the group, the result is in-fighting and ongoing loss of energy and population, as is often depicted by orcs and goblinoids. For a depiction of a race that beats humanity at its own game, read The Mote In Gods Eye, by Niven and Pournelle, and it's sequel The Gripping Hand. The moties of that classic science-fiction story can only be restrained from taking over the universe by a quirk of interstellar travel. They are more prolific than humans, better organized to a frightening degree, and as for aggressive - just read the book! |
| Elhan the Sorcerer01-21-06, 09:35 PM | Still, this is fantasy, and anything goes. So the whole "we are human, so the world must be ruled by humans" argument is getting old, especially since many races are representations of specific aspects of humanity, often combinations of them. Any race could rise to dominance. All one needs to do is use their imagination and creativity. I'll take a look at the book. I am aware by the way that evolution is based more on social interaction than anything else. A fantasy world may well function differently, especially with the magic component. |
| DeeL01-21-06, 10:00 PM | Oh sure, ultimately every character of whatever race is technically a 'guy in a suit' - humanity is implicit in any fictional creation, even those that do not include humans. If you are that interested in a setting that precludes people like us, create it! That's what the boards are for. I simply note that human-centric settings will outnumber the others simply because humans are the ones creating them. As for Ferakoss itself, read between the lines. The subtext to the 'human dominion' of the Accord is '...for now.' Dragons had the high hand once, as did Giants and, to an extent, Elves. Now, in the southern part of Arinium, a new nation is in the ascent - Fayoriim, a nation of half-elves, creatures who are approximately as prolific and aggressive as humans and even better organized (an entire race of people with a diplomacy bonus). Humans are the dominant race of Ferakoss. At least, for the next few centuries... |
| Elhan the Sorcerer01-22-06, 01:26 PM | I am already creating such a setting, in which elves (especially dark elves) and dragons more or less have the upper hand. Anyway, I would be interested to see in which direction your setting goes. It seems to have promise. :) |
| DeeL01-28-06, 11:55 PM | Well, I did it. I used the material in Races of the Dragon to update the Draconic Pantheon post, above. Most of it is just he elaboration on material that's there, but I did make one huge modification. In Ferakoss, Io is directly responsible for the creation of the alignments as they pertain to supernatural effects. There is no getting around the fact that various spells and supernatural effects are capable of quantifying one's personal philosophy with significant precision. I thought that the creation story I wrote would accound well enough for that, but then it occured to me that Io was called the Ninefold Dragon precisely because of his balanced interactions with the alignments. I was also wondering how I was going to work the Cerulean Sign from Lords of Madness into the mix, it being an ancient symbol seemingly designed specifically to battle aberrations, and which I have already established as having predated the beginning of draconic history, an age in which the dragons were embattled possibly with creatures of the Far Realms. Perhaps the Cerulean sign is associated with the power of nine alignments and the connection of that power to the natural world... As always, comments are welcome. |
| DeeL02-04-06, 03:48 PM | After some re-reading and reflection on the course of previous posts regarding the beginnings of the elf races, I can see that the resulting stories have merged into a bit of a tangle. Elves might be descended from the fey, or oddly enough from treants. They appear to have had a connection to serpents in their early days, linking them to both nagas and yuan-ti. Recently, with the publication of Races of the Dragon, there has appeared a race known as the spellscales, who might be akin to elves - the fluff on them in the RoD is ridiculous, and I intend to not use it - but are also clearly related to dragons. So I guess I'm hoping for the readers of the boards to help me out a little. What kind of story would explain all these loose threads? I'll try to think of something, but knowing the way I work it might take another week or so. In the meantime, let's get back to the elven pantheon. Corellon Larethian Creator of the Elves, The Protector, Protector and Preserver of Life, Ruler of All Elves Greater Deity Symbol: Silver Crescent Moon Home Plane: Arborea Alignment: Chaotic Good Portfolio: Elves, magic, arts and crafts, music, war Worshippers: Elves, half-elves, bards Cleric Alignments: CG, CN, NG Domains: Chaos, Good, Protection, War Favored Weapon: Longsword The deity of elves, Corellon Larethian usually appears as an androgynous elf clad in a sky-blue cloak and armed with a longbow and longsword. he also wears a large, circular amulet that bears his cresenct moon symbol. he has a lithe and swift look about him, and his movements are both swift and graceful. The Creator of the Elves governs all things dear to the elven soul - magic, music, arts, crafts, beauty, self-reliance, and poetry. He also repsresnets warfare in a just cause. His nemesis is Gruumsh, the deity of hte orcs, who once lost an eye to Corellon's weaponry. Cleric Training Because elves are so long-lived, Corellon's clerics can afford to spend years observing potential recreuits before initiating them into the mysteries of the faith. Once a new cleric-to-be accepts an invitation to join the clergy, she spends much time in meditation, quiet academic study, and artistic endeavors. Quests Corellon wants to protect the elven people from harm. Beyond that, he want to return to them the lost artistic masterpieces of their heritage, and he tries to thwart the drow at every opportunity. Corellon's followers find themselves protecting villages from gnoll incursions, stealing into evil temples to recover ancient elven tomes of lore, and destroying underground fortresses full of vampiric drow clerics. Prayers Corellon's prayers are always in Elven. They often begin with "Hei-Corellon shar-shelevu," which means "Corellon, may your grace grant ... " Temples In the great elf cities of Sorian, the temples to Corellon Larethian were often alabaster wonders of minarets and prapets. In smaller communities, the temple often takes the form of a massive tree house hundreds of feet above the forest floor. Most temples are eager to aid travelling elves in any way they can - and other races as well if they're fighting the hated draw. Corellon's temples often double as armories in smaller cities. Rites Corellon's rites are integrated with elf society, celebrating births, honoring deceased believers, and blessing marriages. Before a battle, believers often recite the Litany of Arrows. Herald and Allies Corellon uses 20th-level celestial elf clerics as his heralds. These individuals are always consummate archers. His allies include bralani eladrins, ghaele eladrins and planetars. |
| DeeL02-12-06, 02:10 PM | The divinities of the halflings get treatment here in the middle of the elven pantheon because my concept of the halfling race includes their being not one of the youngest of sentient races, as detailed in the Races of the Wild, but one of the oldest. Yondalla The Protector and Provider, The Nurturing Matriarch, The Blessed oneGreater Deity Symbol: Shield bearing cornucopia (horn of plenty) Home Plane: Celestia Alignment: Lawful Good Portfolio: Halflings, protectino, fertility Worshippers: Halflings, explorers, pioneers Cleric Alignments: LG, NG, LN Domains: Good, Law, Protection Favored Weapon: Short sword The deity of halflings, Yondalla, appears as a strong femaile halfling, with a proud bearing. She dresses in green, yellow, and brown, and always carries a shield. Yondalla is the guide and protector of the halfling race. Dogma Yondalla espouses harmony within the halfling race and stalwart defense against its enemies. She urges her people to work with others but to remain true to their halfling heritage. Most halflings heed this advice, which allows them to form close-knit enclaves where halflings are welcomed, even when they have settled in areas where other creatures predominate. Yondalla also teaches that opportunities are there to be seized, which leads most halflings to be both adaptable and somewhat opportunistic. Yondalla brooks no evil among halflings, but she does not despise any halfling. Rather, she seeks to guide halflings who have lost their way back to their homes and friends. Clerics Clerics of Yondalla are concerned with all areas of halfling life, except for thievery. Yondalla's clerics officiate at weddings and funerals, bless crops and new ventures, and lay plans for community defense. A clerics of Yondalla trains new followers by borrowing a wagon from a halfling caravan, then taking the would-be clerics away from their families for a month or two. The cleric and his desciples wander the back roads of the land, seeking sights that none of the pilgrims - teacher and students alike - have ever seen before. Quests The safety of the halfling people is Yondalla's first concern, but she is also eager to chart new territory for halfling caravans to visit. Her followers act as guards and guides for caravans and trading companies, capture the raiders that plague the highways, and lead expeditions to unexplored lands. Prayers Yondalla's prayers are models of understatement. A prayer for healing might begin "I am in such fine health, yet..." and a prayer for intercession might begin "A minor annoyance has been visited upon me..." Temples Yondalla's temples are gathering places for the otherwise seminomadic halfling population. They are storehouses of food, weapons, and everything else needed to equip a caravan for a long journey. the clerics at a temple can always be counted upon to help a halfling in need - and her non-halfling friends as well, provided that they seem trustworthy. Rites Yondalla's rites center on family and community. Weddings feature particularly elaborate and joyous ceremonies, because tying two soulds together for life is so rare in the halfling race. When a halfling caravan pulls into a town near harvest time. Yondalla's worshippers generaly hold a festival called thte Pageant of the First Fruit. Heralds and Allies Yondalla uses a trumpet archon with 18 Hit Dice that resembles a halfling as her herald. Her allies are hound archons, astral devas, and planetars. Long ago, when the halflings began to spread outwards into the world at large from Coallu, the goddess Yondalla became acquainted with Astilabor the Hoardmistress. Something in Astilabor's acquisitiveness resonated with Yondallah - perhaps because even then, the ancient ancestors of the halflings were already becoming opportunistic as a rule - and it became necessary to take drastic steps for her to remain herself. Yondalla dealt with this situation by essentially sundering off a fragment of herself, dividing herself into two goddesses. Yondallah herself epitomizes the inherent forthrightness of the halfling race, while Dallah Thaun represents the halflings subtle pragmatism. Dallah Thaun is the subject of an exclusively halfling mystery cult. Dallah Thaun Lady of Mystery Intermediate Deity Symbol: A Spilling Coinpurse Home Plane: Outlands Alignment: Chaotic Neutral Portfolio: Halflings, secrets, guile, thieves and rogues, acquisition of wealth, death Worshippers: Halflings involved in stealthy enterprises Cleric Alignments: NG, CG, LN, N, CN Domains: Chaos, Knowledge, Luck, Trickery Favored Weapon: Dagger The Lady of Mystery appears as a beautiful female halfling with dark hair and eyes. She dresses all in black and wears a voluminous black cloak with a hood that conceals her face. She tosses a gold coin in her gloved hands. Dogma Dallah Thaun is the dark aspect of Yondallah. Physically split off from Yondallah in ancient times, Dallah Thaun is worshipped both as a deity in her own right and also as part of Yondalla. Anyone who worships one goddess worships both, and prayers to one are heard by both. Each goddess knows everything the other knows and is privy to the other's plans. Since they both work toward the same goal - the benefit of the halfling race - they do not quibble over one another's methods. Instead, the two goddesses utilize each other's strengths and compensate for each other's weaknesses. "Don't get caught" is her credo, and the lesson that she passes along to all her worshippers. Dallah Thaun also serves as an avenger for any wrongs done to her people. Very few outsiders know of Dallah Thaun's existence, and the halflings like to keep it that way. Since she is an aspect of Yondalla, halflings who venerate her can truly say that they worship Yondalla - who, as everyone knows, is a lawful good goddess. Since no one except halflings realizes that Dallah Thaun exists, she is not as powerful as her other half. Clerics When someone evil harms a great number of halflings, Yondalla's followers nurture the survivors while Dallah Thauns's seek vengeance. Likewise, the Blessed One provides her people with food, comfort, and healing while the Lady of Mystery helps them find wealth. Should any dirty work need to be done, it falls under Dallah Thaun's purview, and Dallah Thaun is said to receive the souls of dead halflings and guide them to their final reward. Clerics of Dallah Thaun are chosen by senior clerics of both Yondalla and Dallah Thaun. They covertly watch the young people in a community and identify those who have the mind-set and talents for Dallah Thaun's service. They begin to groom those individuals as clerics without even telling them they are being trained. The candidates are sent on covert missions, told secrets and bade to keep them, and provided with opportunities to participate in confidence games. When the secret of their training comes out, they may either accept Dallah Thaun's service or refuse it with no stigma. Quests The Lady of Mystery's followers often undertake quests that involve stealing from the rich, discovering secrets, and acquiring particular items through means other than force. If halflings are in trouble with a local lord over thefts that have occurred while they were camped on his land, Dallah Thauns's followers are the ones who enter the lord's keep by night and suggest that harming or expelling the halflings could result in the revelation of the lord's affair with a certain young noblewoman destined to marry another. Prayers Prayers to Dallah Thaun are usually whispered or mumbled, and they often sound like the kind of wishes one makes while daydreaming. Typical prayers begin "If only I could get a hundred gold pieces," or "If only I could get out of this place safely," or "If only I could figure out how this trap works." Shrines Dallah Thaun's shrines are usually surreptitiously folded into Yondalla's. For example, a temple to Yondalla in a halfling town might have a shrine to Dallah Thaun behind a secret door or a sliding panel. Similarly, a family shrine to Yondalla in a wagon might have a rotating panel with Dallah Thaun's holy syumbol on the other side. Rites Dallah Thauns's clerics celebrate the same holy days as Yondalla's do, and they are usually present for the same celebrations. They also bless new ventures, successes of any sort, newly acquired wealth, thieves' tools, and other "tools of the trade." Heralds and Allies Dallah Thaun's herald on the Material Plane is a halfling 20th-level rogue. Her allies are janni, gray slaadi, and death slaadi. |
| DeeL02-17-06, 02:16 PM | Everburning Candles The proportion of PC class spellcasters to the general population is very low, but there are a considerable number of adepts around. Adepts spellcasting abilities therefore have to be accounted for in any serious analysis of the worlds economy. This isn't too much of a problem - I invite serious analysis but that doesn't mean I'm going to do it - but in one aspect it deserves a mention. One of the recurring problems with parties that include chars without Darkvision is light. My solution is the everburning candle. Here's how it works. You take an everburning torch, and break it into as many as five pieces. Each piece becomes an everburning candle - it only provides shadowy illumination in about a 5' radius, but it does so permanently, without any need for concern with lighting or caring for the flame. And the best part is the price - only 5 gp. I argue that adepts have been at work for so long that there are continual lights virtually everywhere, paid for by local governments and wealthy private interests who quite plausibly lost track of these lights over time. It takes a 50 gp material component to make, and costs 110 gp as an everburning torch on the PHBs price list, but I think I'm justified in bringing the prices of the finished produce down due to market glut in the world of Ferakoss. As always, I invite comment or rebuttal. |
| DeeL02-18-06, 02:49 PM | As anyone can see who pays close attention, I'm starting to get weary of trying to stat out every single deity in order of age and primacy. Fine then; I'm going to try a different approach. Specifically I'm going to go through the books I'm using as source for Ferakoss, and enumerate those gods who are included, as well as giving some notes on why certain other deities aren't. I'll put the full text in a spoiler block to save space for people who don't care about this kind of thing. Players Handbook - Included: Corellon Larethian - Already statted. Ehlonna - I'm not sure, but I think I'm going to depict her as one of the elder gods. If so, she might be directly responsible for the creation of the Court of the High Fey, and maybe even the ancestors of dragonkind itself. She will certainly have a prominent place of worship in Fayoriim. Erythnul - Well, all those rampaging goblin critters have to worship something. He's going to have an ongoing rivalry with Gruumsh, but not an open enmity. At least, not usually. Garl Glittergold - Yes, the primary gnomish deities exist as well, although the history/mythology is different. Gruumsh - The orcs have a well-defined origin as descendants of the Sharakim. Gruumsh, in this setting, becomes an aspect of Erythnul, originally used to tempt the sharakim to savagery but now completely sundered from his one-time patron. The mythology regarding Corellon Larethian needs some modifying, although it mostly works well from the orcish standpoint. The elves, however, might see the orcs and their patron deity as a recent and easily managed threat, with trivial mythology speaking of their interactions. Heironeous & Hextor - Sure, they're in, with a major caveat - these two divinities are relatively recently emerged divinities. Although there are myths about their origins, none of them suggest that they are ascended mortals. It is possible that they were originally patrons of human armies in the Drakojovian Wars; certainly, they have retained a place even in civilization with Heironeous fighting on its behalf, and Hextor striving to corrupt its principles. Kord - There is strong mythological evidence that Kord is an ascended mortal; his worship predates the beginnings of humanity, so he was probably a giant of some kind. Moradin - The dwarven pantheon came into a stable existence almost at the same time the dwarven race did. Pelor - It is virtually unthinkable that the sun would have not god strongly associated thereto, but I'm not sure where he's going to fit. Hold that thought. Yondalla - As a patroness of one of the elder races, she is certainly included. - Excluded: Boccob - This guy as a god never made much sense to me. A god whose portfolio includes an act that epitomizes volition and cognizance - and he's uncaring of his worshippers, or anyone else? Needs some modifying before he has a place in Ferakoss. We've already got Chronepsis. We'll see if his distinctive domains of Knowledge, Magic and Trickery can't be filled in elsewhere. Fharlanghn - Once again, he just doesn't seem to catch much of my imagination. Maybe it's just the name. His domains are Luck, Protection and Travel. Nerull - I'm not sure I like the association of death with evil. I prefer the Forgotten Realms approach, whose Kelemvor treats death as a part of life, perhaps to be feared but not to be dreaded. Nerull's domains are Death, Evil, and Trickery, but I don't much feel like trying to find a deity to fill those categories. Obad-Hai - The druids are already described as worshipping nature outside of any particular personification. Besides, I'm not sure I see the need for someone whose domains include the elements as a group. Maybe folding that into the god of Magic? We'll see. Some new deities might be in order. Olidammara - We've got Aasterinian, among others. St. Cuthbert and Vecna - No. Sorry, these might show up as 'Rank 0' deities, but they don't have any substantial worshippers. Wee Jas - Again, there's that Death/Evil equation, but I do like the Death, Law and Magic combination. I might change my mind about her. Races of the Dragon/Draconomicon - Included: All. The whole pantheon, and their worship is by no means exclusive to dragons themselves. It might be noted that I upgraded the divine categories of these gods - demigod to lesser, intermediate to greater, etc - to reflect their greater prominance. The exception is Kurtulmak, whose basic nature and description are unchanged. Races of the Wild - Included: Alobal Lorfiril, Corellon Larethian - Already statted. Gruumsh, if he appears at all in the myths of the elves, holds a trivial place. Deep Sashelas - Because his people, the aquatic elves, are descended from those tribes who did not go to Sorian with the rest of the elves thousands of years ago, relations between surface and aquatice elves have occasionaly been cool. The Sorian Sacrifice changed that, as the aquatic elves now believe the high elves have paid in full for their error. Deep Sashelas has become a prominent divinity in the undersea nations of the Accord. Elebrin Liothiel - One of the younger elven gods, this divinity's fortunes have been tied to the land of Sorian itself. As of now, his priesthood is almost exclusively confined to Naaoriim. Hanali Celenil - Also called Lady Goldheart, her priests are at the forefront of the effort to sustain the morale of the surviving elves. Unlike Elebrin Liothiel, they have begun to travel abroad in search of new pleasures for her faithful. Lolth - A young deity, she is not the goddess of the grugach, the surface-dwelling tribes of the drow, but of the subterranean nation of drow proper. She remains associated with demoniac power, and despises the Accord. Sehanine Moonbow - I like this angle on a death god, but there is a catch; in Ferakoss, elves are actually immortal, increasing in height over the centuries until, at about their eighth century, the depart from mortal lands through an almost fey transferance into Arvenior. (Eventually they become Leshey, as described in the Epic Handbook.) Perhaps she was originally a goddess in the Dragon Pantheon, and chose to transfer her loyalty to the Elves for obscure reasons - dragons are long lived, but undeniably mortal, and the basic dragon pantheon has someone in it, Tamara, with a similar emphasis. Perhaps a sister...? Vandria Gilmadrith - Perhaps there is some association with Heironeous and Hextor. Yondalla and Dallah Thaun - Already statted. The Raptoran Pantheon - Exclusively worshipped by Raptorans, these gods have a mythology less strident than most, resembling a kind of ancestor worship. Which of course, it may very well be. All of the Raptoran gods are included. (To be continued.) |
| DeeL02-19-06, 07:41 PM | (Continued in the spoiler block) Races of Stone - Included: Moradin - As written. His origins are obscure; it is certain that dwarves arose from the deep halflings, with whom the mountain dwarves have coexisted ever since. This emergence happened before the beginning of dwarven history; when dwarven history began, coincident with their resuming contact with the halfling and high elf people, Moradin was the principle divinity of the dwarven people. Hanseath - As written. Laduguer - An ascended duergar, Laduguer is a young divinity who is now dedicated to ensuring that the aberrations exploding from the deep Underlands do not exterminate his people. The general policy of the deurgar is in flux; a considerable number of them have begun to work with aberration grafts, under Laduguers blessing. Mya - As written, apparently from the same origin as Moradin. Roknar - As written, with possible associations with the Great Wyrm. Tharmekhul - As written. Thautam - As written, although unlike most dwarven deities Thautam does have significant worshippers outside the dwarven race. Thautam has quietly become the patron of enchanted weapons of many races. Valkauna - As written. Garl Glittergold - Worshipped exclusively by gnomes, in all their varieties. Even the svirfneblin revere him, although they do have their own patron. It is possible that Garl and most of the gnomish pantheon are ascended gnomes; the earliest gnomish histories do not mention most of them. Callarduran Smoothhands - Until the Sorian Sacrifice, the deity of the Svirfneblin encouraged the policy of keeping apart from others and keeping secret from enemies. After the Sacrifice, though, with the planar shift that reopened the Underland gates to the Far Realms, this policy has become less and less tenable. Gelf Darkhearth - Also worshipped exclusively by gnomes, this god of vengeance stands as the original joke played on the gnomish race by the gnomes themselves. His worship swells in times of war, but is very small and secretive otherwise. The Glutton - This entity is most probably an aspect of the Wyrm, tailored to the distinctive character of the gnomish people. Rill Cleverthrush - An ascended gnome, Rill's original patron was the dwarven deity Thautam, and the two remain closely linked. Sheyanna Flaxenstrand - As written. Unlike most other gnomish gods, she has a following among lovers and romantics of all races. The Goliath Pantheon - I'm not sure where the Goliaths are going to fit into Ferakoss, so for the time being I'm going to say that this Pantheon will stand as written. Races of Destiny - Included: Urbanus - As written, one of the youngest of divinities, there is no sign that he is an ascended mortal. Some believe that in an important sense Urbanus is a god emergent from the Accord itself; few sylvan races find this a comforting thought. Zarus - As written. Zarus religion is a semi-secret cult, a shadowy group of elitists who are not openly countenanced by the Accord, recruiting from the youthful and ignorant who often go on to repudiate Zarus' faith openly. Sometimes it's even the truth. The Illumian Pantheon - Once again, I'm not sure where the Illumians should fit into Ferakoss, but I suspect that they would be better known than they are portrayed as being. Regardless, their divinities work as is. Book of Exalted Deeds - Included: The minor divinities presented in the BoED are suitable for Ferakoss inclusion, despite not being firmly statted out. Anyway, it should be easy enough to fill out the details on them. With my own ideas about the primacy of good, I might wind up making them major gods; we'll see. For now, here are the basics. Ayailla - This goddess is strongly associated with the Cloud Islands, and is worshipped extensively by those beings who make their homes in the Unshaded Lands. Myth commonly portrays the Sun as being a dwelling place, within which a number of deities dwell; Ayailla is one of these. Her domains are Glory, Good and Sun. Chaav - This divinity makes his home in the Moonlet, at least in stories. His domains are Chaos, Good, Joy and Trickery. Estanna - A recent emergent goddess, possibly associated with Urbanus. Her domains are Community, Good and Protection. Lastai - The sister of Chaav, she is strongly associated with the nebula Klune, the Dancer. Her domains are Chaos, Good and Pleasure. Phieran - the Tortured God is widely revered, but almost never truly worshipped. He has many shrines, but few true temples. His domains are Endurance, Good, Law and Protection. Valarian - Strongly associated with Ehlonna, and similarly ancient in origin. His domains are Animal, Fey and Good. |
| DeeL02-20-06, 01:41 AM | (Continued inside the spoiler) Frostburn - Included: Aengrist - As written, he works well. His priesthood would certainly be a beleaguered minority on Porgaron, although they would be more numerous in northern Arinium. Hleid and Iborighu - Included as written. The ongoing enmity of these two deities practically defines the continent of Porgaron. Levistus - As written, but his faith is most assuredly a mystery cult. Thrym - The asgardian pantheon is not included wholecloth, but the presence of a specific divine patron would explain the independence and political clout of the Frost Giants. Thrym might be an ascended giant himself. -Excluded: Auril and Ulutiu - Forgotten Realms deities. Great for Faerun, but I'll pass. Telchur and Vatun - Between the two of them, they seem to have the Sunlight Deprivation Depression Syndrome wrapped up. Pass. Stormwrack - Included: Aventernus - I'm including the Aventi, so this one definitely fits. Exclusive, but that's about right. Blipdoolpoolp - Kuo-toa exist, so so must she, even if she does have a name that makes most english-speakers suppress a chuckle. Deep Sashelas - He's here, and probably has a place of primacy in the undersea kingdoms in general. Eadro - Yes, although the competition amongst his worshippers might need some modification. Geshtai - With Ehlonna, one of the oldest gods, included in the sylvan pantheon. Procan - Has regnancy in those regions that are fundamentally natural, yet still utterly inimical to surface life. Sekolah - The sahuagin exist, so we need their Jaws-god. Valkur - I'm not hopeful about including FR deities, but I might make an exception for this one. The captains and masters of ships need a patron. The Whale Mother - once again, I'm not sure where darfellans will fit into Ferakoss history, but their patroness will be there with them. Yeathan - Master of those regions of the sea that are decidedly *unnatural*. Might be connected to Tharizdun, there is a thematic similarity. - Excluded: Ishtishia - Too generic. The Mockery - Although there are things I appreciate about the Eberron pantheon, that doesn't mean I'm going to start mining them just 'cause. Umberlee - A little too FR, although the chaos of an ocean storm might need a representative. Lords of Madness - Included: The Patient One, Mak Thuum Ngatha and Tharizdun - Already statted. The Great Mother, Ilsensine - As written, although they are probably best represented as other Far Realms intelligences. - Excluded: Ghaunadaur - A little too tied to the expanded drowing pantheon of the FR setting. Expanded Psionics Handbook - Included: Zuoken - Psionics is an old if obscure tradition, and it's patron and protector is probably an ascended mortal being. Libris Mortis - Included: Afflux - Given the long ages of war in Ferakoss' past, it would be odd if there was no god of Inquiry under the Knife. Doresain - Ghouls are one of the oldest forms of spontaneously formed undead, and have long been a symbol of the most evil form of appetite. Doresain is the embodiment of this principle, and is worshipped by the madly hungry of all races. Evening Glory - I'm not sure about the name of this divinity, but she adds an element of ambiguity to the facile description of 'undead = evil'. She's gotta be in here. Orcus - He's clawed his way up from the Abyss with nobodies help. There can't be undead without his presence to unify their worst manifestations. - Excluded: Nerull - Already mentioned. The Book of Vile Darkness - Included: The Patient One and Yeathan - Already statted. Karaan - A cruel reflection of the wild frolic of the Court of the High Fey; he has always been a minor god, but it's hard to be rid of him without taming every animal in the world. Rallaster - The existence of such a god explains how serial killers could develop a presence in a world with good aligned divine spellcasters able to use divination type spells. The Xammux - This 'god' seems to have emerged or ascended in the later centuries of the Drakojovian Wars, although from the earliest use of sorcerous hybridization there has been mention in draconic history of some unnamed power with similar interests to The Xammux. - Excluded: Scahrossar - As a sister of Olidammara, who isn't in, she's out. Although there might be some sort of replacement... |
| DeeL02-20-06, 10:06 PM | Even more reduction. Now to enumerate the gods at work in the world, and see if that helps the pantheons cogence. As we're creating a pantheon for PC use, including the alignments and domains makes some sense. It'll help determine where the gaps are in the character possibilities. General Deities, worshipped by various races (Domains marked with an asterisk can be found in the Complete Divine. The Dragon, Wealth and Greed domains can be found in the Draconomicon.) Io (N)- Dragon, Knowledge, Magic, Strength, Travel, Wealth Bahamut (LG)- Air, Cold*, Dragon, Good, Luck, Protection Chronepsis (N)- Death, Dragon, Dream*, Knowledge, Oracle* Astilabor (N)- Dragon, Protection, Wealth Lendys (LN) - Destruction, Dragon, Law, Protection, Inquisition* Tamara (NG) - Dragon, Good, Healing, Strength, Sun, Glory* Garyx (CE) - Chaos, Destruction, Dragon, Evil, Fire Falazure (NE) - Death, Dragon, Evil Hlal (CG) - Chaos, Dragon, Good, Trickery Aasterinian (CN) - Chaos, Dragon, Luck, Travel, Trickery Tharizdun (CE) - Chaos, Destruction, Evil, Force, Madness Ehlonna (NG) - Animal, Celerity*, Good, Plant, Sun Erythnul (CE) - Chaos, Evil, Madness*, Trickery, War Heironeous (LG) - Glory*, Good, Inquisition*, Law, War Hextor (LE) - Destruction, Domination*, Evil, Law, War Kord (CG) - Chaos, Competition*, Good, Luck, Strength Pelor (NG) - Glory*, Good, Healing, Strength, Sun Thautam (N) - Earth, Luck, Magic Sheyanna Flaxenstrand (CG) - Chaos, Fire, Good, Healing, Liberation* Urbanus (NG) - Good, Knowledge, Protection, Community* Ayailla (NG) - Glory*, Good, Sun, Chaav (CG) - Chaos, Good, Trickery, Joy (Found in the Book of Exalted Deeds) Estanna (NG) - Community*, Good, and Protection Lastai (CG) - Chaos, Good and Pleasure (Found in the Book of Exalted Deeds) Phieran (LG) - Good, Law, Protection and Endurance (Found in the Book of Exalted Deeds) Valarian (NG) - Animal, Good, and Fey (Found in the Book of Exalted Deeds) Aengrist (LG) - Cold*, Law, Protection, War Hleid (NG) - Animal, Good, Healing, Cold Iborighu (CE) - Chaos, Cold, Death, War Levistus (LE) - Cold, Evil, Icebergs, Trickery Geshtai (N) - Plant, Travel, Water Procan (CN) - Chaos, Travel, Water, Storm (Fouind in Stormwrack) Valkur (CG) - Air, Chaos, Good, Protection, Ocean (Found in Stormwrack) Yeathan (NE) - Destruction, Evil, Blackwater (Found in Stormwrack) Zuoken (N) - Knowledge, Mind, Strength, War, Celerity* Afflux (NE) - Evil, Knowledge, Deathbound and Undeath (These last two found in Libris Mortis) Doresain (CE) - Chaos, Evil, Hunger (Found in Libris Mortis) Evening Glory (N) - Chaos, Good, Liberation* Karaan (CE) - Chaos, Destruction, and Bestial (Found in the Book of Vile Darkness) Rallaster (CE) - Evil, Destruction, and Pain (Found in the Book of Vile Darkness) The Xammux (NE) - Evil, Knowledge, and Darkness Okay, that's the mess. Bit of a mess, but so is the Greek pantheon. So am I missing any niche divinities here? |
| TúrintheMormegil02-21-06, 06:59 AM | Aengrist (LG) - Cold*, Law, Protection, War Phieran (LG) - Good, Law, Protection and Endurance (Found in the Book of Exalted Deeds) Heironeous (LG) - Glory*, Good, Inquisition*, Law, War Bahamut (LG)- Air, Cold*, Dragon, Good, Luck, Protection Valarian (NG) - Animal, Good, and Fey (Found in the Book of Exalted Deeds) Hleid (NG) - Animal, Good, Healing, Cold Urbanus (NG) - Good, Knowledge, Protection, Community* Ayailla (NG) - Glory*, Good, Sun, Tamara (NG) - Dragon, Good, Healing, Strength, Sun, Glory* Ehlonna (NG) - Animal, Celerity*, Good, Plant, Sun Pelor (NG) - Glory*, Good, Healing, Strength, Sun Estanna (NG) - Community*, Good, and Protection Hlal (CG) - Chaos, Dragon, Good, Trickery Kord (CG) - Chaos, Competition*, Good, Luck, Strength Sheyanna Flaxenstrand (CG) - Chaos, Fire, Good, Healing, Liberation* Chaav (CG) - Chaos, Good, Trickery, Joy (Found in the Book of Exalted Deeds) Lastai (CG) - Chaos, Good and Pleasure (Found in the Book of Exalted Deeds) Valkur (CG) - Air, Chaos, Good, Protection, Ocean (Found in Stormwrack) Lendys (LN) - Destruction, Dragon, Law, Protection, Inquisition* Io (N)- Dragon, Knowledge, Magic, Strength, Travel, Wealth Chronepsis (N)- Death, Dragon, Dream*, Knowledge, Oracle* Astilabor (N)- Dragon, Protection, Wealth Thautam (N) - Earth, Luck, Magic Geshtai (N) - Plant, Travel, Water Zuoken (N) - Knowledge, Mind, Strength, War, Celerity* Evening Glory (N) - Chaos, Good, Liberation* Aasterinian (CN) - Chaos, Dragon, Luck, Travel, Trickery Procan (CN) - Chaos, Travel, Water, Storm (Fouind in Stormwrack) Hextor (LE) - Destruction, Domination*, Evil, Law, War Levistus (LE) - Cold, Evil, Icebergs, Trickery Falazure (NE) - Death, Dragon, Evil Yeathan (NE) - Destruction, Evil, Blackwater (Found in Stormwrack) Afflux (NE) - Evil, Knowledge, Deathbound and Undeath (These last two found in Libris Mortis) The Xammux (NE) - Evil, Knowledge, and Darkness Garyx (CE) - Chaos, Destruction, Dragon, Evil, Fire Tharizdun (CE) - Chaos, Destruction, Evil, Force, Madness Erythnul (CE) - Chaos, Evil, Madness*, Trickery, War Iborighu (CE) - Chaos, Cold, Death, War Doresain (CE) - Chaos, Evil, Hunger (Found in Libris Mortis) Karaan (CE) - Chaos, Destruction, and Bestial (Found in the Book of Vile Darkness) Rallaster (CE) - Evil, Destruction, and Pain (Found in the Book of Vile Darkness)In general, it looks like a fairly complete list. The sheer number of choices might be problematic for players though. A few comments: Im not sure whether youre following the general rule of each deity offers his associated alignment domains but if you are: Levistus seems to be missing the Law domain. Iborighu seems to be missing the Evil domain. Karaan seems to be missing the Evil domain. Rallaster seems to be missing the Chaos domain. Aengrist seems to be missing the Good domain. Bahamut seems to be missing the Law domain. Evening Glory seems to have unjustified alignment domains. You have only one lawful neutral deity. This seems weird, since you have, for example, eight neutral good deities. Perhaps a more passive (non-inquisition-based) LN deity? How about good or evil deities of magic? Wizards seem to be lacking in choices at first glance. Have you taken a look at Deities and Demigods? It suggests making sure there is at least one deity within a single alignment step for all possible alignments for each of the four character types (martial, arcane, divine, skill-based). Hope that helped. Note: Ive only looked at the last post, since it appears that summarizes decisions made in earlier posts. Am I right? :tiphat: Túrin |
| DeeL02-21-06, 07:06 PM | Turin, correct. The previous listing of deities is basically just a little review of what passes for my thought process. Might just hide all that stuff behind a tag to save everyone's browser windows. Some of it might be instructive of my thought process, and it is certainly subject to objection and reviesion. Yes I do have access to Deities and Demigods, just barely used it. Since I started the deities section, I started a new job and haven't had much time to just sit and think. Consequently, the sorting of the gods has been a much more tiring job for me that it might have been. Thanks for the save on the Magic domain and alignment sorting; you're especially right about the dearth of LN deities given the focus of the Accord on Law. I think I'll just edit the list; I'll have that done by the end of the week. Most of these discrepancies came from my just reading the splats and copying. Now it's time to start the thinking. Again, thanks! |
| Cymraegmorgan02-22-06, 09:09 AM | Lendys (LN) - Destruction, Dragon, Law, Protection, Inquisition* This one is both protection and destruction? Sounds more suited to a chaotic deity than a LN one. |
| DeeL02-22-06, 12:35 PM | Cymraeg, it's not as contradictory as one might think. Lendys is a god for crusader types who work for the common good, even at the cost to the chaotic individual. Turin made more of a point than I realized at first in organizing the pantheon along alignment lines. After Io made the nine alignments part of the mystical forces in the universe, it made sense for the gods to interact with their worshippers on that basis. Accordingly, I'm putting that list in this post, and modifying it here in edits from now on. Originally Posted by DeeL (sorted by me) Aengrist (LG) - Cold*, Law, Good, Protection, War Phieran (LG) - Good, Law, Protection and Endurance (Found in the Book of Exalted Deeds) Heironeous (LG) - Glory*, Good, Inquisition*, Law, War Bahamut (LG)- Air, Cold*, Dragon, Good, Law, Luck, Protection Valarian (NG) - Animal, Good, and Fey (Found in the Book of Exalted Deeds) Hleid (NG) - Animal, Good, Healing, Cold Urbanus (NG) - Good, Knowledge, Protection, Community* Ayailla (NG) - Glory*, Good, Sun, Tamara (NG) - Dragon, Good, Healing, Strength, Sun, Glory* Ehlonna (NG) - Animal, Celerity*, Good, Plant, Sun Pelor (NG) - Glory*, Good, Healing, Strength, Sun Estanna (NG) - Community*, Good, and Protection Hlal (CG) - Chaos, Dragon, Good, Trickery Kord (CG) - Chaos, Competition*, Good, Luck, Strength Sheyanna Flaxenstrand (CG) - Chaos, Fire, Good, Healing, Liberation* Chaav (CG) - Chaos, Good, Trickery, Joy (Found in the Book of Exalted Deeds) Lastai (CG) - Chaos, Good and Pleasure (Found in the Book of Exalted Deeds) Valkur (CG) - Air, Chaos, Good, Protection, Ocean (Found in Stormwrack) Lendys (LN) - Destruction, Dragon, Law, Protection, Inquisition* Io (N)- Dragon, Knowledge, Magic, Strength, Travel, Wealth Chronepsis (N)- Death, Dragon, Dream*, Knowledge, Oracle* Astilabor (N)- Dragon, Protection, Wealth Thautam (N) - Earth, Luck, Magic Geshtai (N) - Plant, Travel, Water Zuoken (N) - Knowledge, Mind, Strength, War, Celerity* Enjai (Evening Glory) (N) - Charm, Magic, Protection Aasterinian (CN) - Chaos, Dragon, Luck, Travel, Trickery Procan (CN) - Chaos, Travel, Water, Storm (Fouind in Stormwrack) Hextor (LE) - Destruction, Domination*, Evil, Law, War Levistus (LE) - Cold, Evil, Icebergs, Law,Trickery Tharizdun (NE) - Destruction, Evil, Force, Madness Falazure (NE) - Death, Dragon, Evil Yeathan (NE) - Destruction, Evil, Blackwater (Found in Stormwrack) Afflux (NE) - Evil, Knowledge, Deathbound and Undeath (These last two found in Libris Mortis) The Xammux (NE) - Evil, Knowledge, and Darkness Garyx (CE) - Chaos, Destruction, Dragon, Evil, Fire Erythnul (CE) - Chaos, Evil, Madness*, Trickery, War Iborighu (CE) - Chaos, Cold, Evil, Death, War Doresain (CE) - Chaos, Evil, Hunger (Found in Libris Mortis) Karaan (CE) - Chaos, Evil, Destruction, and Bestial (Found in the Book of Vile Darkness) Rallaster (CE) - Chaos, Evil, Destruction, and Pain (Found in the Book of Vile Darkness) I have already made the following modifications - I have inserted the missing alignment domains, removed the inappropriate domains from Evening Glory, and changed Tharizdun from CE to NE. Chaos certainly has its uses in annihilating all that is, but so does law. Now Evening Glory needs some more domains. And a new name, for that matter. *EDIT* Finally got around to checking my work, and it seems I simply mis-copied my original post on Evening Glory. Got it right, and gave her a new name. |
| DeeL02-25-06, 07:02 PM | Generally, any equipment available in the PHB is available for sale. Weapons in particular are available everywhere, courtesy of The Weapon Shop. The Weapon Shop is something that rarely exists in any D&D world, a chain store. Fast food has no unified patron, nor do groceries, construction supplies or lingerie, at least not outside very limited areas. A single nation might have a single company providing certain specific goods of services - if such commodities aren't provided by the state itself - but such companies have little international presence. The Weapon Shop is different. The Weapon Shop is directly inspired by A. E. Van Vogt's The Weapon Shops of Isher, which I can easily recommend for reading. The similarities include the store motto ("The right to buy weapons is the right to be free."), and the rules imposed on anyone buying anything from the premium line. Those rules being two - the first is that no such weapon may be resold, the second that no weapon may be used to erode the law of the land. This second rule doesn't keep anyone who uses such a weapon from breaking the law, but does ensure that such an individual must accept the consequences afterward. The premium line simply means magical weapons. The owners of the weapon shop know that anyone taking the step of being heavily armed must occasionally break the law of some land or another, but will not sell powerful weapons to mere brigands. If one wishes to buy a normal weapon from The Weapon Shop, there are no stipulations. All one has to do is walk in, choose one of the fine and varied weapons from a display case, and pay for it. In fact, the prices there are rather high, so it might be better just to go to a local weaponsmith - who very probably provides The Weapon Shop with some of its stock. Branches of The Weapon Shop are ubiquitous throughout the Accord lands, but scarce elsewhere - it would seem that The Weapon Shop is associated with the Accord in some way, but when its spokesbeings speak of such things at all they deny any governmental affiliation. The owners and directors of The Weapon Shop are mysterious. Just about all one can say of them is that they have vastly powerful magic to back them up - the employees of various branches seem to have a high proportion of Mountain Dwarves, but are otherwise an unremarkable cross section of races and peoples. The Weapon Shops premium line, though, includes weapons the likes of which were only rarely seen at even the height of the Drakojovian Wars. It would seem that The Weapon Shop has an interest in general good - people striving to act against evil regimes or influences sometimes find that The Weapon Shop is willing to extend extremely generous credit arrangements for armaments on an artifact level, although there are few actual discounts. As for the variety of weapons, anything in the PHB may be found within the Weapon Shop, as well as any of the Complete Series, Environmental Series and Races Series. Armor is available in similar profusion, although only in catalogue form, and usually allowing up to a month for delivery. As for Arms and Equipment, I'm inclined to include most of the weapons and armor there, but it's a bit of a case-by-case basis. ----------------------------------- Available at many stores in many border-towns of the Accord is the Soldier's Pack, a standardized combination of containers and items used in many infantry divisions for the past millenium in virtually unchanged form. It costs 12 gp and weighs 37 1/s pounds (21 for small size), and includes the following: Backpack, two belt pouches, one waterskin, four steel vials, three ceramic flasks, bedroll, winter blanket, scoll case, flint and steel, mug, signal whistle, soap, a 50' length of hempen rope, five candles, four pieces of chalk (various colors), and a traveler's outfit. Note that scrolls/maps are not included in the cost, nor even blank paper, the assumption being that an infantry soldier would rarely be called upon to write something on his own. Note also that unlike the vials, the ceramic flasks are suitable for throwing. Regarding Alchemical items - I'm inclined to permit their inclusion into any campaign, but I have heard of their being occasionally abused. My answer would be to keep very close track of their weight, cost and expiration date - forcing a character to buy a new supply for every single adventure would minimize such abuse, at least at low levels. Also, although I would rule that alchemical items themselves are not magical, I might rule that they react badly to extradimensional spaces, being ruined if stowed in a bag of holding or something of that kind. Next up - Mounts available. Remember, horses are not the standard. |
| DeeL03-05-06, 07:42 PM | All of the mounts listed in the Players Handbook are available, but horses of any kind are much rarer than usual. Donkeys and Mules are the typical working animals, but mules are pure-breeds, not sustained by cross-breeding donkeys and horses. This phenomenon is the result of very old arcane hybridization, which has provided civilization with beasts of burden for over a thousand years now. Ponies do exist, although not as frequently used in human societies as in those of halflings and gnomes. Most of the other mounts bought and sold on Ferakoss are to be found in the Arms and Equipment Guide. (Although this is a 3.0 accessory, the rules for mounts stand fairly well with 3.5. If there is a major discrepency, I hope someone will point it out.) Dire Badgers are the mounts of choice for gnomes at war. For people who cannot speak with animals, they make rather poor tempered mounts. Dire Bats are bred and sold as mounts by Deep Halflings, who often ride them into battle but otherwise treat them more as companions and allies. Llamas were originally native to Sorian; the only surviving populations of them have made themselves at home in the mountainous regions of East Arinium. Deinonychus/Megaraptors are the typical mounts of Coallu. The smaller creatures are called Shafa; they are as described in the Monster Manual, and do not make good mounts in temperate or cold climates. The larger ones, megaraptors, are called Thadafa, and are omnivores and scavengers, making them much easier to care for than the shafa. They are also much more tolerant of cold temperatures as adults, but do not breed in low temperatures; this makes live thadafa an occasional trade beast from the southern lands. There are only a few Ceratopsian herds at large in the plains of mid-Coallu. Called dorstens, they are occasionally captured and trained as mounts, but this is sufficiently labor-intensive to make sale or export a truly rare event. Axebeaks are an entirely domestic species found in East Arinium, typically in use by plains nomads. Soarwhales are remarkably frequent in the skies of Ferakoss; seeing a pod of wild soarwhales far overhead is common enough as to arouse little comment. It would appear that they were hybridized by storm giants long ago, and they are now the primary form of transportation between the cloud islands. Their lower bodies are slightly bioluminescent, making them easily visible at night. Their use in the lowlands is confined to the insanely wealthy or the use of mountainous kingdoms. Vermin mounts are remarkably common in Ferakoss; careful hybridization has given a number of 'lines' of Medium-size and larger vermin an intelligence of 1 or 2, making normal training at least possible. Despite this, vermin remain immune to mind-affecting effects due to the dissimililarity with vertebrate minds. Mind-affecting effects that must be 'tuned' to effect invertebrate minds, essentially requiring a similar amount of research or effort as an entirely new spell or effect. Giant Bumblebees are such useful flying mounts they might be found anywhere. Their statistics are similar to those of Giant Bees, but they do not die after stinging, and they are not usually as aggressive unless trained. For centuries, various lines of Giant Ants have been bred for warrior mounts. The results have different colors and specific training techniques, but the game statistics of the soldier ants are more or less identical. Soldier Mount Large Vermin Hit Dice: 4d8 + 8 Initiative: +0 Speed: 50 ft (10 squares), climb 20 ft. Armor Class: 16 ( -1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +3/+11 Attack: Bite +7 melee (2d6+5) Full Attack:Bite +7 melee (2d6+5) Space/Reach: 10 ft/5 ft Special Attacks: Improved Grab, Acid Sting Special Qualities: Scent, Vermin traits, Immune to Mind-affecting effects Saves: Fort +4, Ref +0, Will +2 Abilities: Str 19, Dex 9, Con 14, Int 2, Wis 13, Cha 11 Skills: Climb +10, Jump +6 Feats: Track Environment: Temperate Plains Organization: Solitary or Gang(2-4) Challenge Rating: 3 Treasure: None Advancement: 5 - 8 HD (Huge), 9 - 12 HD (Gargantuan) Level Adjustment: - The enemy soldier is mounted on something that looks like it might be a wingless wasp, only with long and thickened legs, gripping the ground with a barely suppressed energy. It's eyes don't look like the gem-like eyes of a typical insect; their forward-facing lenses suggest an angry attention. It's long, jagged mandlbles open slowly, quivering with an eagerness to bite. Soldier Mounts are a species of giant ant carefully hybridized to function as battle mounts for medium-sized riders. Nearly nine feet long, they are more similar in build to the bulldog ants of real-world Australia than they are to the european/american type of ant. Soldier Mounts are obligate carnivores, like bears; they can subsist on plant matter, but must eat meat regularly to remain healthy. Although an adult Soldier Mount is remarkably self-sufficient, they are difficult to grow and cultivate. A normal giant ants nest must be cultivated for some years and trainers using alchemical potions to enter the nest safely must identify and rear the appropriate larva from the moment of hatching. Once pupation is finished, the prospective rider must be on hand to acclimate the Soldier Mount to his company. If a Soldier Mount is not immediately accustomed to humanoid presence, it must be dealt with as a feral animal. A Soldier Mount at the end of pupation is around 9 feet long, weighs almost 1,000 pounds, and tends to grow slowly throughout its life depending on how much meat is in its diet. Combat is identical to that listed on page 284 of the Monster Manual under the Giant Ant listing, except for the Soldier Mounts skill at jumping. Trainers charge 1000 gp to rear a Soldier Mount; this process takes more than four months; the fee is usually paid on the purchase of the pupa, although some trainers inhabit giant ants nests on a permanent basis, like a cross between beekeepers and ranchers, providing a steady stream of Soldier Mounts for kingdoms or private companies. Soldier Mounts can live as long as 50 years. Carrying Capacity: Light 696 lb., medium 1,398, Heavy 2,100 Although many communities use giant vermin as effective mounts and beasts of burden, some people do not appreciate such invertebrate companions. The chief rivals of Soldier Mounts are creatures called Grifferies, which use the same statistics as Hippogriffs except as follows: No flying speed (their wings are entirely vestigial), ground speed is 60 ft, Skills include Climb +4, and Feats omit Wingover and include Endurance and Run. |
| DeeL03-11-06, 02:55 PM | Thousands of years ago, the Titan and Elemental ancestors of modern giantkind began to establish dwellings for themselves in the mortal lands, but felt little attraction to sharing the lands with the dragons and other mortal creatures. They felt the need of a new kind of habitation. Their solution was to create lands above the ground, lands made of solid clouds. After great contemplation and effort, they proceeded to open multi-planar gates in the depths of great masses of cloud, gates leading into various elemental planes. These gates solidified the cloud substance sufficiently well to hold solid objects aloft while permitting them to hover at their previous altitude. These solid clouds are collectively called the Unshaded Lands. There are three great Cloud Continents, easily hundreds of miles wide, and a number of Cloud Islands reputedly in the dozens. An exact count is unlikely as these smaller Unshaded Lands have a way of 'docking' with one another, forming larger bodies, or of dividing over the course of a decade or so into two or more smaller ones. An unshaded land is composed of a substance called cumulum. This is essentially water vapor that is mystically bound to extradimensional energies from the Elemental Planes of Air and Earth in a carefully balanced focus. This focus is maintained by a gate-like object stationed on each cloud-continent called an Empyrean Core. These devices were created in the remote past, and the parties responsible are no longer known. An Empyrean Core can be placed at the general center of a mass of natural cloud. At once, it begins to solidify the clouds substance into softened cumulum. This substance isn't solid enough to bear most creatures weight, but it does support the Core, which needs no further modification. A descendant of a tital can command the Core to then turn the rest of the cloud volume into hardened cumulum, which somewhat resembles marble in its texture and consistency, although not in its weight. The operator of the Core can then shape the resulting solid mass into a flattened surface suitable for the foundation of a building. Some detail is possible, but the creation of a 'cloud castle' is not, and buildings or other precise work must be done with more mundane materials. Whatever shapes are produced will be surrounded by patches of softened cumulum, which is significantly less dense than water but still dense enough to affect movement. If it is necessary to adjudicate combat on a Cloud Land, assess a -1 penalty to to-hit rolls, possibly including tumble checks or other activities that require quick and precise movements at the DMs discretion. This is in addition to possible concealment penalties - soft cumulum is still white and fluffy. The Unshaded Lands combine some of the traits of water environments and high-altitude frostfells, and so use various rules from Frostburn and Stormwrack. Any softened cumulum can be consumed for potable water - just sweeping a bowl through a patch of cumulum will gather a mouthful of water as it condenses against the surface of the bowl. Over time, the soil and rock carried to the Unshaded Lands has been supplemented by sewage and waste produced by the increasingly large populations on the clouds. What started out as bare subsistence crops and small gardens has eveolved into a significant ecology. After enough cumulum has gathered around an Empyrean Core, there is a chance that some of it will detach itself as a Cloud Island. The hardened cumulum will persist for years, unless the Cloud Island is within the area of effect of a magical inducement to rain. Such magic will overpower the interplanar balance that sustains cumulum, and will cause the cloud to lose a substantial portion of its mass, although it will not dissipate utterly unless subjected to several such magics. A Cloud Island can be moved by mortal magics of weather control, even minor ones, but a Cloud Continent can only be moved by the power of the Empyrean Core as commanded by a descendant of a Titan. Cloud Giants are the most powerful and reliable such controllers, with Storm Giants and Ocean Giants a close second. Frost Giants can exert a measure of control, but only if uncontested by another controller. No other giants are close enough to Titans in their ancestry to exert control. All this is contingent, of course, on a Titan not trying to establish control of a Core. In the far north, the Frost Giants of Porgaron have developed a variation of the Empyrean Core that permits them to heft an Iceberg aloft. A Glaciatic Core, however, is temporary, only lasting perhaps twenty years. When it fails or is removed, it must be immediately replaced or the berg will simply fall. |
| DeeL03-14-06, 09:07 PM | Bondleaf Wrap (page 14) - First created by the gnomes, it is a bit of a trademark of theirs. Some hearth elves show an interest in creating it, but few other races show an interest. It can be ordered through the Weapon Shop, but is rarely carried in the publicly available stock. Buckler, Beetle (page 14) - A product of human wizardry, Buckler Beetles are parasites of giant ants in their natural state. With a little magical coaxing in their juvenile state, however, they can be shaped into the defensively active form demonstrated here. Moon Ivy (page 16) - An elvish creation, this distinctive living armor is rarely for sale on any open market; most of it is in the possession of elven warriors in the nation of Naoriim. Cloud Keel (page 49) - The process of creating a Cloud Keel is so formalized and precise that a Wish spell is no longer a necessary prerequisite. The revised prerequisites are: Craft Wondrous Item, Fly, Control Weather. Note that a Cloud Giant does not need to have the Control Weather requirement. *Note that because of this tremendously decreased requirement, Zeppelins/Derigibles are far less frequent than might be surmised. Cloud Keels do not make all other forms of flight unnecessary, however, simply because of the increased difficulty in controlling a ship with a Cloud Keel - All checks for couse changes or any other changes in attitude, including altitude, are increased by 5 due to the more complicated forces at work upon a flying vessel. |
| DeeL03-17-06, 01:17 PM | Magic Ratings I've been reading through Unearthed Arcana, and there are a few houserules I would suggest for a Ferakoss campaign. One of these is the Magic Ratings option detailed on pages 135 - 136. In this option, caster level for determining things like range and duration is replaced by a magic rating, which works a little like the Base Attack Bonus; primary spell casters increase their magic ratings at a 1 per level basis, secondary spell casters and other semi-mystical types - this means monks as well as paladins and rangers - increase about half as quickly, and non-spell casters increase much more slowly. Levels drawn from divine and arcane classes do not stack for this purpose; a fifth-lvl character (Sor3/Clr2) would cast arcane spells at a magic rating of 3 and clerical spells at 2. If he added 2 lvls of monk, he would cast arcane spells at an MR of 4, and divine spells at an MR of 3. All of this reflects the principle that a character with experience in spell casting will continue to refine his techniques even when he isn't advancing in a spell-casting class as such. Even someone who doesn't cast spells - like a 10th lvl rogue - will have a little experience with the nature of spell casting, reflected in his MR of 2, which will have no effect unless he takes a lvl in a spell-casting class, in which case the MR will stack. Sorcerers and Quicken Everybody who is even tempted to play a sorcerer hates the full-round requirement on metamagic feats. Here's a variant I plan to play, as introduced by Ed Stark on page 151 of UA; when a sorcerer prepares his spell casting powers for the day, he also assigns his metamagic feats to the levels he intends to cast. Assuming he figured on needing to use a series of quickened mage hands during the day, he would assign the quicken spell feat to lvl 4 spells; he could then cast a mage hand as a lvl 0 spell normally, or he could cast a quickened version as a lvl 4 spell. This reflects the fact that a sorcerer must prepare to use a metamagic feat, but still gives some flexibility as to what spells to which it may be applied. Incantations Magic in Ferakoss is not an exclusive skill; anyone may work magic using the Incantation option set down in UA page 174. Without copying the entire text, an incantation is a magical spell that anyone can cast. Incantations are not prepared spells; they can be cast any number of times per day, although each incantation cast consumes expensive resources, takes enourmous time, and present some danger; quite aside from the side effects of the successful incantation, there is a significant chance of failure, and the energies and entities involved in an incantation do not merely go away if the incantation fails. But for all their costs and risks, incantations can have a devestating political effect. Tyrannies are rare on Ferakoss, simply because a dissatisfied population will almost certainly include a few incantation rituals floating around that would be tremendously upsetting to the status quo. Imagine a world in which everyone in a given country had a kit for building a single-shot bazooka. A tyrant can keep control of such a situation, but it takes tremendous foresight and resources. Spontaneous Domain Casting Ferakoss clerics are simultaneously slightly less versatile and more powerful in their given focus. A cleric can spontaneously cast not only heal or inflict spells, but also their domain spells. They do not get any bonus spells from their domains. Clerics who choose the healing or destruction domains produce d12 effects instead of d8. Credit Andy Collins for this variant. Clerical Healing Clerical healing in Ferakoss does not simply cause injuries to go away; instead, as proposed by Charles Ryan on UA page 115, healing spells convert lethal damage to nonlethal damage. This forces everyone injured in a battle to rest for a time without actually changing the final outcome of major healing spells. Obviously, such healing spells do not heal as much nonlethal damage as lethal. Regarding the Death Domain - the domain power is now granted a saving throw, DC = 10 + the clerics level. If the save is failed, the victim is immediately reduced to -1 hit points in a stable condition. |
| DeeL03-28-06, 12:11 AM | Alarm - This is arguably the most frequently found permanent spell outside of the Continual Flame. For those arcane spell-casters who can cast this spell reliably, at least some profit is inevitable; the result is that permanent alarms tend to turn up anywhere. Animate Dead - This spell is occasionally used by community-minded arcane spellcasters to build a small but effective reinforcement of undead for villages and towns. Such measures are never employed within the borders of urban areas due to the health risks; zombies especially are known to carry diseases of a uniquely subtle character. Animate Objects - see the Monster Manual entry for details. |
| DeeL03-30-06, 07:07 AM | I've already established that psionic characters are generally seen as practitioners of an obscure type of magic, which I just realized has an interesting implication for entrepeneurs. This would be 'blank tattoos', a distinctive form of body art. A blank tattoo is essentially a psionic tattoo with no power encoded into it. It reacts to the will of its wearer as a psionic tattoo does, shifting location and even size to alter appearance on demand. It can add a +2 circumstance bonus to certain kinds of disguise checks, but otherwise has no game effects. Since there is no power to activate, it is effectively permanent. A blank tattoo does not take xp to create, but does require the Scribe Tattoo feat and requires around 75 gp in raw materials to make, making them a rich man's toy as a rule. In the central lands west of the Silver Flow they are becoming fairly common due to the fact that upon the death of the wearer, they can be moved to someone else as an odd kind of inheritance... |
| DeeL04-01-06, 10:53 PM | Awaken - This spell is innocuous in some areas, illegal in others. A number of societies in the Accord have problems with non-sentient creatures suddenly becoming sentient. Of course, once the spell is cast, there is little such member states can do. Whether a druid casts Awaken or not, of course, depends on that druids attitudes toward the local government, besides the usual considerations. Banishment - The first ever Banishment spell was the Sorian Sacrifice itself, three hundred years ago. The less powerful and more precise version listed in the PHB is a derivation of the same spell; the focus of the Sorian Sacrifice is unclear, especially given the fact that it worked on Celestials and Fiends alike. There is also no known incident of a modern Banishment turning structures or creatures into crystal; the cause of this effect upon the continent of Sorian remains obscure. It is notable that the Sorian Sacrifice caused a small but permanent reorganization of the planar structure surrounding Ferakoss, and that before that time the Silver Roads connecting Ferakoss to the Outer Planes rendered a spell like Banishment fundamentally useless. Charm Monster/Person - The Charm Person spell is the older variant, having been first used by dragon overlords to control populations of smaller creatures. Charm Monster was created relatively recently by halfling wizards looking for advantagious allies. Clone - There are a number of arcane spellcaster organizations that use Clone to raise good money and keep allies alive. If there is no in-game connection with a spellcaster capable of casting clone, anyone going to a large city and able to spend 250 pp will be able to secure a clone casting. Color Spray - This spell is often called Chairoscuro, and is a very popular spell for one-shot items of protection in urban areas due to its brief duration and non-damaging effects. Control Weather/Winds - This is another of the very carefully controlled spells extant. This spell can be used to move the Cloud Islands, but can neither create nor destroy them. Druids who cast this spell in civilized areas will answer to the local authorities; although it is not strictly illegal, its destructive effects on the landscape are quite clear. Dancing Lights - This is arguably the single spell most frequently used for entertainment purposes. Circumstances dictate whether it is cast as a spell, or through a magic item of some kind. Detect Chaos/Evil/Good/Law - This spell, and the versions that serve as class abilities - such as the Paladin's Detect Evil - are focused through the visual sense. The caster doesn't actually 'see' the sought-for alignment; rather they get a feeling as their gaze focuses on the aura that resembles a kind of imaginary prompting. As they focus further on the aura, images enter the imagination. These images reflect the nature and intensity of the aura. Evil creatures detecting good get images suggesting power and overwhelming brightness, good creatures detecting evil get images of sickening darkness, etc. The precise images depend on the caster and the aura. Detect Magic - Unlike the various detect alignment spells, Detect Magic and its corollary spell Detect Scrying produce an effect of limpid information, almost numeric in nature. The images produced by focusing are even more subjective than with the alignment detections, and often depend on not only the individual spellcaster but on where he learned the particular spell in use. ("I like the Bigby variation better than the Otto. Otto's Detect Magic has all that shimmering, it's distracting.") |
| DeeL04-16-06, 11:45 PM | Dispel Chaos/Evil/etc - These spells are relatively recent. The first form was Dispel Evil, which was first used by Paladins, and the others were almost always first used by the Divine Philosophies. They are currently used by those of all faiths, but are looked upon with a little suspicion as 'tools for the Accord', as their use clearly identifies the alignment of the user. Other manifestations of alignment can be concealed, but never the coloration and intensity of these spells. Dominate (any) - Unlike the Charm and Suggestion spells, the various types of Dominate spells are usually controlled spells under law, and their use will at the very least provoke a stern inquiry from legal authorities. The Living Law generally draws a sharp distinction between spells of influence and spells of control. Forbiddance - Another recent spell, this one was created by a hobgoblin high priest in an effort to keep Paladins and other servants of the Accord at bay. It is now in common use, although it is a bit infamous for being remarkably common in the use of the goblinoid armies. Gate - Before the Sorian Sacrifice, the interactions with the Outer Planes were governed by the silver roads, permanent interplanar gates that formed as a combination of natural phenomenon and divine will. After the Sacrifice, the silver roads were not merely closed but destroyed, and the denizens of Ferakoss had difficulties coming to grips with the alteration in their existence. Decades later, when the spell Gate had been crafted and studied, the general consensus was that the new state of affairs was an improvement. Recent studies have revealed that this state of affairs is not in fact entirely new, but is a reversion to a prehistoric state of existence when the ancestors of Dragonkind were embattled against intruders from a region of creation known only as the Far Realms. The remaining records imply that the silver roads were part of an effort to lock the Far Realms away from Ferakoss' reality; with their destruction, the Gate spell can now be used to access the powers an entities of the Far Realms as well as the Inner and Outer Planes. Globe of Invulnerability - Although Magic/Psionics transparency is only partly in effect, a Globe of Invulnerability will affect psionic effects, as well as soulmelds. Goodberry - Unlike regular healing spells and effects, Goodberries do not add nonlethal damage as they heal hit points. Hallucinatory Terrain - In the latter years of the Drakojovian Wars, the gnomes who had mastered illusion magic deployed permanent versions of this spell to conceal settled lands and crops as wild and undeveloped lands. Centuries after the fact, the permanent nature of these spells has faded, but the illusions occasionally recur, inspiring numerous rumors and folktales - often of the 'Ghosts of the Old Forest' and Faerie incursions. Magic Circle Against (any) - The protective aspect of these spells has been known for ages, but the containment variant is recent. Only within the last few centuries has this spell been used in conjunction with the Gate spell. Mirage Arcana - See Hallucinatory Terrain above. Planar Ally/Binding - More recent spells, these are considered very dangerous because of their 'open ended' durations. The days when armies of Outsiders rampaged across Ferakoss are within some living memories, and no one likes the idea of their return. Remove Disease - This extremely common spell has broad if unnoticed effects on the growth of urban areas in civilized lands. The development of quarantine procedures are more frequently designed to prevent the spread of undead and other supernatural phenomena than of mundane disease; epidemics are unnatural by definition. Resurrection and True Resurrection - Unlike Raise Dead and Reincarnate, Resurrections are generally only enacted as formal procedures. Although unnecessary, there is usually a great deal of pomp and circumstance involved. Zone of Truth - Virtually every court of law in the Accord in any community larger than a village has access to this spell or some magic item that produces a similar effect. |
| DeeL04-23-06, 04:08 PM | (page 107) The Adept is by far the most commonly encountered NPC spellcasting class. Whereas formal training usually results in the Cleric or Druid class abilities, an adept usually arises from a spontaneous expression of faith. Other kinds of divine spellcasters are occasionally referred to as adepts when their powers are not explicable within the usual local church organizations. The spell Color Spray is added to the list of 1st level adept spells. (page 176) Arcane Archers are found within High Elf, Hearth Elf, Grey Elf and Wood Elf lands. Other peoples do not have the necessary training. (page 177) Arcane Tricksters are not trained; their abilities arise more from natural predisposition than any tradition. (page 178) Archmages also have few traditions, arising most frequently from powerful wizards. (page 180) There are no organized 'assassins guilds' in civilized lands - the occasional attempt to craft such an organization is opposed by the entire strength of the Accord. (page 181) Blackguards were originally fallen paladins, although they can now arise from any class. Even today, embittered paladins are contacted by evil outsiders who show their human subjects a path greater than service to the Living Law, often giving them a token of their new allegiance - often one that provides a misdirection type effect that lasts until the newly converted blackguard has accomplished some mission of sabotage or betrayal. (page 183) Dragon disciples do not tap into a draconic ancestry - the path of the dragon disciple is more like a lengthy version of the arcane hybridization process used to create the original half-dragon creatures. (see the Monster Manual entry for half-dragons.) Similar processes exist for other templates, but they are far more obscure and generally less attractive. (page 185) Duelists tend to appear in the central lands near the Aggean Sea, whereas the core class Swashbucker is found on the shores of the Great Sea. Duelists and Swashbucklers rarely coexist in the same regions. (page 186) In the lands of the Mountain Dwarves, there are few mid- to high-level fighters who do not have levels in Dwarven Defender. In other lands, even the lands of the Hill Dwarves, Defenders are far less frequent. (page 187) There are a few orders of Eldritch Knights to be found across the lands; most such knights can be found sojourning individually, seeking some new lore of arms or spells. (page 188) Heirophants are in much the same position as Archmages. (page 189) Horizon walkers have been slowly coming into their own for the last few centuries. A distinct order of Horizon Walkers has arisen in the places of the Accord, an odd detail given how rare Horizon Walkers are in civilized lands. (page 191) Another profession strengthened by Civilization over the last few hundred years has been the sage. Loremasters are by far the most spectacular manifestation of this trend. (page 192) Mystic Theurges are rare and potent. Like archmages and heirophants, Mystic Theurges are not trained as such, but arise from a singular vision of spellcasting power. (page 193) There is no nation of Thay in Ferakoss, and hence no Red Mages. (page 195) Shadowdancers were originally a derivitive of the Bardic Colleges, and although some are recruited from the bards there is no longer any organizational link. (page 196) Thaumaturgists are rarely found in groups; tradition associates them with the primitive forms of Pact Magic, although their power and connection with modern divine powers is clear. |
| DeeL04-23-06, 07:38 PM | I am rather fond of the Complete Arcane's use of alternate magic items, like gems for scrolls or fruit to be eaten instead of potions to be drunk. Figures that in a world as large and magic-rich as Ferakoss, there would be all kinds of alternatives. Here's something I decided to rip from Legends & Lairs old supplement, Spells and Spellcraft - the Glyph Egg. New Feat: Craft Glyph Egg You can create glyph eggs, which carry spells within themselves. Prerequisites: Spellcaster level 3rd + Benefit: You can create a glyph egg of any spell of 3rd level or lower that you know and that targets an area. Creating a glyph egg takes one day. The caster level must be of sufficient level to cast the spell and no higher than your own level. The base price of a glyph egg is its spell level multiplied by its caster level multiplied by 50 gp. To craft a glyph egg, you must spend 1/25 of the base price in XP and use up raw materials costing half the base price. You must make all decisions relating to a spell's function, whether a [I]plant growth egg will use the overgrowth or enrichment version, for example, at the time a glyph egg is created. Ranges, where applicable, must be set at zero. The spell effect always centers on the point of impact where the egg's core is breached. (Note that glyph eggs cannot be enchanted with spells that must be aimed, enthrall being an example.) Any glyph egg that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the glyph egg. Physically, glyph eggs are simply breakable, hollow objects - any such object will do. Eggs drained of their insides and then resealed are the obvious example, but anything from a statuette to a clay pot with an airtight lid will do. This encourages glyph eggs mostly in the form of grenade type weapons or hidden traps, although area defensive can be of value. Virtually anything with AC13, 1hp and hardness 1 with a break DC of 10 will be adequate. Examples: An alarm spell cast on a tiny wedge-shaped glyph egg could be placed under the edge of a closed door for a one-shot burglar alarm. The base of a candle stick could be hollow - when the wick burns through five minutes after being lit, the glyph egg is triggered, a perfectly timed bless spell for high holy days. Any one of the tiles on a floor might be a hollowed-out glyph egg, enchanted with a nasty surprise for an intruder who weighs enough to break it... |
| DeeL05-01-06, 08:55 PM | The magical items presented in the WotC products from the DMG to the DMG II can be taken as a kind of 'snapshot' of the state of magical creation in Ferakoss at the beginning of a typical campaign. I have them all, except for the FR lines, and although there are some inconsistencies Ferakoss is a big world - there should be room for the entire panoply, including a great number of future releases. As for me, I've decided to hold off on major additions to this thread until the great 'revamping' is over. See you on the 15th. |
| Last City05-03-06, 04:34 AM | Dude~! I just popped in to ahve a look and was shock to see you actually giving a side story for ALL the monsters in the MM & even the spells in PHB~!!! :eek: :eek: :eek: You have my upmost respect! :bow: |
| DeeL05-03-06, 07:30 PM | Thanks, but I don't expect to go through that again. Frankly, I tried to generate such focus for the magic items in the DMG - and found it just a little gruelling. But hey, if you want to take it, I imagine anyone who wanted to could pack some creativity into the concept. If you go for it, have fun! |
| DeeL06-29-06, 10:01 PM | Well, the grand 'snap shot' days on the WotC boards are over. That means I'm back, using this thread to think things through in public view, one WotC accessory at a time, before trying to build a site for the setting hosted by the Campaign Builders Guild (the latter is not going well; I have no idea what I'm trying to do, but that doesn't mean I'm not going to keep trying to do it.) Anyway, it's time to progress to - Unearthed Arcana Regarding the environmental racial variants - in the Ferakoss setting, any single such variant might be explicable, but the only races who might reasonably have all of them would be gnomes and humans. Both such races demonstrate the kind of supernatural adaptability that would eventually permit them to live anywhere. Regarding the elemental variants, the same principle applies, but less so with gnomes; gnomish adaptability would be less likely to produce elemental subraces except in extraplanar environments, whereas humans were designed to demonstrate variant traits with a minimum of supernatural stimulation. For the same reason, half-elves and half-orcs could manifest such templates as well, inherited from their human side. The same principle applies to bloodlines. The dragon hybrid engineers devised all manner of bloodlines to increase the power and versatility of their servants and tools, but humans were the most effective stock for such alterations. Of course, adventurers are often the exceptions to the usual rules. Paragon Classes are all allowed as written, although drow and half-orc examples would be extremely rare due to the youth and minimal cultural development of those races. The half-elf paragons, on the other hand, would be far more frequent especially in Hearth Elf kingdoms like Fayoriim. Of the variant classes, some are obviously more appropriate than others. Barbarians are always idiosyncratic; variant barbarians are almost as common as the base class. Likewise, the bard class is predicated on subtle variations of cultural growth, and variations may be easily explained as arising from a distinct tradition. In fact, a player character might be the first such bard, attempting to found their own tradition. Ferakoss is a big setting, and the same reasoning could apply to almost any class, except for the Paladin. Paladins as stipulated acquire their powers from the Accord of Civilization, which is by definition a Lawful Good document. Paladins based on alternative alignments would be rare in the extreme; in fact, the very state of acquiring Paladin type powers from a differently aligned source might kickstart a campaign. Obviously, any of the variant class features, prestigious classes, gestalt classes or generic classes are allowable within a given campaign, as long as all of the players are clear on what is permissable. I rather like the various options presented in the Building Characters chapter, but that simply reflects my pleasure in strongly developing my characters. All of them are options, of course, but the spelltouched feats would be almost inevitable. I've already mentioned some of the variant rules for healing and damage that would be most illustrative of Ferakoss adventuring; so would the Magic Rating rules, but again each of these rules would suit some gaming groups more than others. I am trying to confine my material to the setting itself, with the knowledge that the only rules that count are the ones the players agree to. That said, I strongly favor a rules environment that permits a sorcerer to use the Quicken metamagic feat; Ferakoss as a setting is built with the assumption that this is in effect. Likewise, the Incantations rules are in full effect. This permits a non-spellcaster to cast a given spell if he has the incantation for it, and the time and resources to make it work. This rule has strong political implications; for a government to establish cruel or despotic policies and hope to survive, it's leadership would have to quickly and thoroughly attain control of it's nations magical environment. The alternative would be the equivelant of ruling a land where anyone could build a functioning mortar with one round with nothing more than a schematic. On Ferakoss more than in the real world, it is apparent that a government is only as tyrannical as it's citizens want it to be. |
| DeeL07-02-06, 10:36 PM | Dungeon Master's Guide II Most of the options presented in the DMG2 are just that - options presented in specific campaigns, for anyone who wants to use them. They seem pretty well thought out, and anyone who wants to go with them should. A few sections deserve special scrutiny pertaining to the Ferakoss setting itself. The companion spirits described on page 194 seem remarkably similar to the Vestiges pertaining to the Tome of Magic option Pact Magic. I'm including them as I'm including Pact Magic, and with similar historical derivations. Companion spirits are occasionally used by entire small tribes in primitive regions, and business concerns in civilized lands. Pact magic is one of the oldest forms of magic, and although actual binders are rare in these days, the use of 'circle pacts', as binding with companion spirits is sometimes called, is still fairly common. The Order of Ancient Mysteries, described on page 212, has a slightly different historical context in Ferakoss - it's primary goal is not only to make an academic exploration of the past, but to try to trace the course of the DracoJovian Wars, and to try to uncover details of the strange age at the dawning of the Dragon Nations nearly 300,000 years ago. The researches of recent years suggest that the Sorian Sacrifice didn't just change the cosmology of the world, but reverted it to that ancient state. It is becoming increasingly imperative to find out what that ancient state was. The Shining Crusade, described on page 216, is a much more precise and disciplined group than depicted. The monstrous invasions of undead and fiends that typified the closing years of the Dracojovian Wars are still within some races living memories; dwarves and elves in particular are active recruiters for and supporters of the Shining Crusade. Players Handbook II New Classes Regarding Beguilers The first beguilers were gnomish, and gnomes have remained the most vigorous practitioners of the beguilers arts. Other races develop beguiler-type skills much less frequently, usually on their own as opposed to learning from a master. There is ostensibly no tradition of beguilers among the gnomish people, but if there were who would know? Regarding Dragon Shamans Almost going without saying, dragon shamans were a strong presence in the armies of the Dragon nations. Now they are less common, but there are still traditions that sustain numbers of dragon shamans, especially among the spellscales and kobolds. The few half-orcs extant in Ferakoss also frequently enter the class. Regarding Duskblades There are very few duskblades not descended from elvish lines; the members of this class were among the greater number of those elves who stayed in Ferakoss before the Sorian Sacrifice, and so there are a number of such traditions remaining. Regarding Knights The traditions of knighthood were begun in the nations of the wars, but were truly refined by the human kingdoms shortly after the beginning of the Accord when it was necessary to contend with uncivilized peoples. The nations most beset by the goblinoid nations are the strongest supporters of knightly traditions in the modern age. The knightly tradition that began in service to the Accord itself remains intact, although it is mostly filled with paladins. Any of the options in the expanded classes section are compatible with the Ferakoss setting. The only option that requires elaboration is the sorcerer option Metamagic Specialist detailed on page 61. As already mentioned, I favor the option for setting a level of sorcerer spells for use of a specific metamagic feat as detailed in Unearthed Arcana. I don't mind the idea of using the Metamagic Specialist option either, but using both options in the same campaign might be overpowering; for some, giving a sorcerer such open access to the quickened spell feat obviates one of the advantages of playing a wizard, which is the use of the quickened spell without restriction. For my money, I like anything that would permit a sorcerer to use the quickened spell feat. Spells Channeled Divine Health/Divine Shield/Pyroburst - These various spells are extremely recent products of a collaboration between the duskblades and the Divine Philosophy of the Accord. Their formulae were considered a closely guarded secret as recently as twenty years ago, and even now anyone not associated with those organizations using such a spell is likely to arouse suspicion from their creators. Detonate - A product of the master goblinoid mages, this spell remains extremely rare in civilized lands. It's use, besides most probably being an act of murder, will rouse considerable attention for possible collaboration with enemies of the Accord. Dragonshape - Red Dragons are considered enemies of civilization, and consequently the ability to become one is not looked upon favorably in any of the lands of the Accord. There are some restive lands in the far western reaches of Arinium in which the use of this spell is coming to be considered a mark of status. Healing Spirit - This spell was first created by the order of Paladins, and remains one of their signature spells at present. Luminous Assassin - These spells were created by The Arcane Order, described in Complete Arcane, page 181. They were deliberately shared with a number of organizations and individuals. Summon Golem - The origin of these spells is obscure, but they have recently seen common use in the Deep Underlands, by various wizards of the subterranean civilizations. Trollshape - Another product of goblinoid wizards, this is not easily accepted in civilized lands, but isn't nearly as stigmatized as dragonshape. Affiliations A number of the affiliations described starting page 167 have a distinctive place in Ferakoss. The Bloodfist Tribe is an extremely recent development; they may very well be the rebuttal to the argument of human sages that half-orcs are not a viable species, and as such have some very inquisitive observers keeping an eye on them. The Brightmantle Weapon Forge And Trading Consortium and the Golden Helm Guild do not exist; their places have been precluded by the Weapon Shop. The Chalice is almost precisely as depicted, although of course Paladins do not figure in their early history; the Order of the Shining Blade, described in the DMG2, is the descendant organization established after the arising of the Paladins. Dragon Island is more or less as described, however it is a cloud island, drifting through the skyways, and its sponsors are Silver and Bronze dragons who hope to establish enduring ties between the civilized dragon nations and the nations of humans. Elves of the High Forest are primarily Wood Elves, but they welcome anyone of elven blood into their ranks, except for Grugach or Drow, whom they see as direct competitors. I make no allowances for the Land of Honor; as I've mentioned before, I have trouble playing in the style of the Asian setting types. Since I also make no provisions for the existence of Vecna, there is also no affiliation The One and The Five; if there is, it has nothing to do with the Maimed Lord. Sherulhensa is the capital city of Fayoriim, and was that city at the epicenter of the Uprising of Purple Worms that provoked the hearth elf nation into existence. It is squarely between the nearby human nation and the elven region known as the High Forest, thus its geography mirrors its ethnic balance in the world. The Thunder Sail Argosy is equpped with cloud keels, and thus is as often found flying as sailing. Its region of operation is in the Grand Sea, not the Aggean. Finally, both the 'rebuilding' locations mentioned in the final pages exist, somewhere, in Ferakoss. I like the idea of being able to rebuild a character, having been stuck with the consequences of some regrettable character decisions from time to time. My attitude is, go for it. |
| DeeL08-13-06, 05:34 PM | The following entry assumes partial psionics transparency is in effect. Psionics and magic arise from different sources, but affect reality in similar ways. Accordingly, psionic powers that suppress power have no effect on magic, and spells that dispel or suppress magic have no effect on psionics. But powers and spells that affect the same subject can interact - for example, a Detect Thoughts power wouldn't work on a subject using a Mind Blank spell, because the effect of the power is upon the thoughts, which by definition are being concealed. The interaction of such effects is of course contingent on a great many judgement calls. The origins of psionics in Ferakoss are obscure; Draconic histories record incidents of powers that are almost certainly psionic in nature from their beginning, as do the histories of the Elves. Prehistoric artifacts occasionally demonstrate psionic principles alien to any known draconic traditions. The first known incident of formalized practice of psionics, though, occurs in the case of the Sidhe, the predecessor to the Court of the High Fae. Unlike the High Fae, the Sidhe was a theocracy, though a distinctly Faerie one. The gods of the Sidhe established a priesthood of empowered Fae who were clearly Divine Minds, and created a ritual that turned various kinds of faerie into a race of blue skinned, physically oriented warriors who demonstrated the powers of Lurks and Soulknives. These warriors were scattered across the planes during the Pale War, during which the gods of the Sidhe were annihilated; it would appear that they engendered the goblin races on Ferakoss, as well as the Cerebriliths of the tanar'ri, and the Duskling folk, whose strange fate is discussed elsewhere. The secrets of psionic training vanished from history, although it appears that a number of traditions of psychic warriors developed among the scattered tribes of goblinoids and elves. Races The Talaire Families, described in The Complete Psionics on page 141, are not emigrants from a different world. They were one of the last major breeding projects using humans as base stock, approximately six hundred years ago. This project was undertaken by mostly Copper Dragons, among others. The psionic talent breeds true in half-elves; in fact, House Celare is a principally hearth elf house whose sconce (ruling location) is located in Fayoriim. The Talaire are quiet, but their existence is generally known. What is not known is that the great crafters of the Talaire project were provoked by prophecy and divination to raise a force to deal with no contemporary enemy, but a vastly powerful foe in the future, known only as the Dark Plea. To that end, the Talairans to their best to continue the project, with the occasional help of the Copper Dragon and Cloud Giant nations. If there is a quest or operation at work to develope or refine greater psionic power, the Talaire are most probably behind it. They are strong supporters of civilization, and although they do feud from time to time they work remarkably well together when necessary. Their policy of general secrecy arises from a desire to avoid the notice of whatever the Dark Plea may be until they can identify and prepare an opposition against it. It is known that Maenads arose from an isolated tribe of fae, and a group of halflings who were confined to the great rift of East Arinium eventually gave rise to the Xeph. This rift was long thought to be entirely lifeless and unpopulated; the Xeph appear to have entirely missed the action of the Drakojovian wars, although they have since allied with the Court of the High Fae. Tradition states that the Duergar were created sometime in the Drakojovian wars as terror weapons against the dwarven nations, but the race is in fact considerably older than that. It's precise origins are obscure; tradition states that the Duergar began with a small population of Mountain Dwarves who were captured and held in thrall by the Illithids, but until the Sorian Sacrifice of three centuries ago the Illithids were an extremely small remnant population living as parasites in the deep places of the world. Divinations have given vague answers, although they seem to support the Duergar traditions. The truth may never be known with certainty, but the Duergar are certainly a psionically active race on the front lines in the conflict against the resurgence of the Mind Flayers. The Thri-Kreen are among the oldest inhabitants of the Red Desert, an extremely stable race who managed to keep the Blue Dragon nation from establishing an ascendency there. To this day, the Beasts and Fae who rule the great Golden Desert have never made any great inroads into the Red Desert. It appears that the Thri-Kreen can be credited with the domestication of various kinds of giant insects, and different species of insect life are their most ubiquitous symbiotes. The Dromites are a hybridized race, the Blue Dragons being responsible. The hybridization occured when it became clear that the Copper Dragon nation was attempting to infuse psionics permanently into human soldiers; concurrently, the Blue Dragons were working with insect template, trying to create a race of ant-men for their service. Their experiments took a different turn in the face of possible psionic enemies, but the result of such hasty alterations made the Dromites ultimately intractable. The Dromites had escaped to freedom long before the Accord, and lived in mostly peaceable groups of survivors near the Golden Desert. Half-Giants were most probably created by Blue Dragons, but this is unclear; Half-Giants are among the oldest of the hybridized races, being only slightly younger than Humanity itself. Most of their progenitor stock is of the Sand Giants, but there are some clans of Half-Giants who demonstrate other ancestry. (Half-Sea Giants replace the Fire Acclimated trait with the Aquatic Subtype and amphibious special ability, as well as Cold Acclimation giving them a +2 to saves against cold effects; they have no Stomp psi-like ability, but act as if they had the psi-like ability Water-Born permanently active, as found on page 127 of Stormwrack. This means that they may augment this ability freely as described in that product. Half-Totem Giants have no Fire Acclimated, Naturally Psionic or Psi-Like Ability traits - they do have the Incarnum subtype, an essentia pool of 3, and a bonus Incarnum feat for which he qualifies. For the purposes of selecting this feat, half-totem giants do not need to meet a minimum constitution prerequisite. Their favored class is totemist. There are other types, but the overall effect is usually simply an alteration in acclimation/immunity.) The Shazhal Kou, also known as the Githyanki and Githzerai, are a single nation populating a small land near the southern end of the Aggean Flow. While these peoples represent a single nation in Ferakoss, their united position is rather precarious - the Githic peoples on Ferakoss are in fact exiles from their original folk, rejected from the original populations for their common perversity, which is simply that they have decided to not fight each other any more. The Kou still live in a segregated society, but have no open enmity in Ferakoss. The ongoing political games can be a bit hot, though, and there is always a danger of an invasion from the ancestral Githyanki and Githzerai. The Elan are an extremely recent psionic development, an outgrowth of Talaire research into psionic forms of undeath begun secretly after the founding of the Accord. The Talaire forsaw a time when the values and principles that formed the Accord might be endangered by new cultural developments, and wished to preserve some of the minds extant in bodies that would not deteriorate over time. The result was a qualified success - the process remains a secret, and although the Elan have been noted in some histories, their origins are not publicly known. Synads are not as recent a development as the Elans, but they are clearly an artifact race. They were designed in synergy with the illumians. Classes Wilders are most certainly the oldest of the psionic classes, with psions being a close second. Wilders are to psions as barbarians are to fighters. Psions are the result of a talented individual being psionically educated, whereas wilders, like barbarians, are extremely individuated. There is no record of a psionically active person being educated to become a wilder. Their powers are even more instinctive and intuitive than those of sorcerers; many wilders, in fact, believe themselves to be sorcerers or other users of magic, insensible to the difference between the various powers. Psions are occasionally self-taught, but are usually the recipients of an older manifesters experience; even a wilder will do as a tutor for such a practitioner. When psions congregate in organized traditions, erudites begin to develop. The erudites of Ferakoss are symbols and guardians of the psionic arts in a scholastic sense. Divine Minds were the result of research into the nature of faerie powers by the gods of the Sidhe. Very few of them remain, although there are a few scattered traditions remaining. The lurks and soulknives deriving from the same source have fared far better; relying as they do on some straightforward physical training for suitably talented individuals, they have attracted many more novices. (This entry does not include any of the various 'fixes' that have been proposed for the soulknife class. Theoretically, a campaign can be played with any or none of them in effect without substantially changing the flavor.) When the Copper Dragons established the Talaire Houses in the course of the Drakojovian Wars, they started the first regimens of psychic warriors, which have become similarly widespread. Unlike the Talaire, psychic warriors are publicly known and are often self-taught after the preliminary lessons have been learned. Ardents are the most recent of the psionic core classes. They represent the effect of the Divine Philosophies on psionic education, and are comprised of mostly humans. Few Talaire are ardents, as the secretive Talaire prefer to not adopt as public a persona as the ardents prefer. Feats Host feats reflect a very old use of psionic power; they are a direct outgrowth of Pact Magic. Illithid Heritage feats, by contrast, are extremely recent, and do not reflect an actual Illithid ancestry so much as metaphysical pollution emanating from the Deep Underlands where dwell the Illithids themselves. The feats of Stygian Archon and Stygian Power, as well as the various powers that focus negative energy are fairly new. It is possible that they were derived, or at least inspired, by the developement of Shadow Magic. Prestige Classes Illithid slayers were a cadre of warriors whose specialized skills were brought to Ferakoss with the Githyanki refugees, and consequently the center of Illithid slayer training is deep within the lands of Gith. Githyanki, Githzerai and Duergar comprise their greatest numbers. Psion uncarnates were a path of convergent development, designed by psions who were trying to produce unaging minds for much the same reasons as the producers of the Elans. They have since become distanced from their origins, and undergo their training for a variety of reasons. (Given that they are not unaging, the results of this regimen must qualify as a failure, but it does have remarkable effects.) Pyrokineticists were one of the few contributions of the Red Dragon nations to the psionic fields. Their original numbers were dedicated to the ascendancy of Red Dragons, and their traditions still include red draconic symbology. The War Minds are the product of Giantish research. It appears that the Storm Giant nation was chiefly responsible; the Talariic texts are often written in giantish, and war minds claim that their secrets are most easily understood in that tongue. Wilders who choose to try to control their powers and diversify occasionally enter the more staid prestige classes. Those who choose to embrace the wildness in their natures become Anarchic Initiates. (For purposes meeting the prerequisites, wilders in Ferakoss need only take 4 ranks of Knowledge (the Planes). This is to compensate for the fact that Knowledge (the Planes) is a cross-class skill for wilders.) Flayerspawn psychics appear to be a spontaneous outbreak; this appearance is deceptive, precisely as their creators intend. Over the course of the last few centuries, the growing population of the Illithids have quite deliberately created an increasing presence of energies from the Far Realms, imprinted with the structure of their own natures. Consequently, it is remarkably easy to be self-taught flayerspawn psychic once the prerequisites have been met. Virtually any humanoid can become a flayerspawn psychic, though they remain rare. So far. Zerth Cenobites are almost entirely Githzerai, although there is a surprisingly large number of Githyanki. The practice of this discipline is one of the few things that the Githic people wholeheartedly support. Creatures In the Ferakoss campaign, it is assumed that the psionic versions of mind flayers, githyanki, githzerai, aboleths, duergar, couatl and yuan-ti are standard. Blues - Perhaps fortunately, there have been no blue hobgoblins. When the Sidhe created the ancient goblinoids, they produced two distinct strains - smaller lurk-oriented recon specialists, and larger warriors who most frequently became soulknives. It appears that goblins are the only goblinoids who retain their psionic tendencies, and then only infrequently. Brain Mole - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Caller in Darkness - Only five such creatures have ever been recorded. Three of them have been destroyed; the other two most probably remain extant. Others are possible, as they form spontaneously. Cerebrilith - It appears that these creatures were provoked into existence in the course of the mysterious multi-planar conflict known as the Pale War. A number of demon princes were involved, but it is possible that the Abyss formed the cerebriliths without conscious control. It is also possible that the first cerebriliths were a lost platoon of Sidhe warriors who were mutated by the ambient evil energies of the Abyss. Folugubs - Native to modern Sorian, a very few of these creatures have been transported to other lands. Gray Glutton - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Puppeteer - These beings are believed to be aliens from the Far Realms, although they have little presence in the Underlands. They exist as small groups of parasites on the surface world. Temporal Filcher - Like the ethereal filcher to which it is related, the temporal filcher was clearly hybridized by unknown parties. Evidence suggests that it is only a slightly more recent species than the ethereal filcher. Thought Eater - Anecdotal evidence suggests that these creatures, and their larger relatives the thought slayers, arose in the course and as a consequence of the Pale War. Certainly they were never recorded before that time; but ever since they have presented a significant hazard to psionics users; they seem to be attracted to manifester activity. Udoroot - Although these beings are themselves universally dangerous, they seem to concentrate psionic energies around themselves. Psionically active communities often arise in the vicinities of unmolested udoroots. Unbodied - Persistent rumor states that the unbodied are the most direct descendants of the ancient Sidhe. If any unbodied are aware of the truth, they refuse to confirm or refute such rumors. Sybillic Guardian - These creatures were most assuredly not extant during the Pale War, and were first noted shortly before the Drakojovian Wars began. Spectral Savant - The process of becoming a spectral savant willingly is not an evil one in Ferakoss. Few psions deliberately make the attempt unless they are desperate, however, as it entails being dependant upon others for their power. |
| DeeL09-05-06, 11:25 PM | When a great number of the warrior tribes of the Sidhe were exiled into the Outer Planes, they carried with them some of the psionic training of their heritage. The lands in which they finally settled were not amenable to the extended practice of psionics, but for unknown reasons they could not depart therefrom. Accordingly, they adapted their existing talents to their circumstances. While they could not expend their personal power in the form their traditions dictated, their ability to use their soulblades remained intact; they focussed thier studies on this capacity, eventually using fragmentary pactmaking knowledge to modify their soulblades into more varied yet more specific forms using a kind of 'borrowed' spiritual power. This was the beginning of meldshaping. This was the power of incarnum. When these long-lost warriors finally became able to traverse the planes again, their homeworld, Ferakoss, hardly knew them. Their nature was strange to virtually everyone - their inherent psionic strength now manifested as essentia, and while they had some similarities to their goblinoid cousins the differences were radical. Their nature was fey, yet the remnants of the Sidhe had no desire to claim them. The small population of newcomers found a strange home for themselves in the southern lands of Ferakoss, among a species of primitives known as the Mishtai. The Mishtai were a reptilian folk, perhaps similar to LIzard Folk, but slighly more affable; they welcomed the newcomers, especially when they perceived the advantages of their new incarnum based power. The newcomers taught their hosts what they could, and the Mishtai began to develop powers of their own, eventually advancing into a small but wealthy empire. The fey who had given them this power were treated as honored guests in Mishtai lands, which gave them little incentive to find lands of their own. The culture of the Mishtai progressed past mere desire for material wealth, and into the challenge of a new racial purpose - perfection of form. A great many Mishtai rejected this purpose as futile, proclaiming that everyone had an individual idea of perfection and that therefore attempting to achieve any single ideal would be worse than futile. One Mishtai, however, suggested a simple solution to this obstacle; using a combination of the essentia that had become part of the racial Mishtai nature, and the telepathic discipline that had never been completely lost, the Mishtai could link their minds into a collective intellect, and distill therefrom the common ideal of perfection. This collective could then be set the task of achieving it on behalf of the Mishtai race - indeed, there would be little reason to depart from the collective intellect, as it would presently become part of the ideal of perfection itself. This Mishtai's name was Merrshaulk. |
| DeeL11-04-06, 11:13 PM | Continued - This was in the days shortly preceding the first great elven expansion from Coallu, and it has been implied that what followed had something directly to do with the character of the emerging elven people. After so many thousands of years, verifiable records are scant. It is known that Merrshaulk is now the god of the Yuan-ti, and that no non-Yuan-ti can become a cleric of Merrshaulk. The Yuan-ti themselves have little history of their beginnings. The Skarn and Rilkans have well-kept histories, but although their accounts are consistent up to this point, what came after is recorded in fragmentary and inconsistent form. All that is commonly recognized is the name for this strange disaster - The Twilight Event. It is known that a specific number of Mishtai became aware that Merrshaulk was deceiving them - his plan was for the newly 'perfected' Mishtai race to be his worshippers. Simultaneous to this, he hoped to attract the power of an unnamed spirit from the deep astral plane, and use a specific kind of pact to assume that spirits power. With vast spiritual power and a body of potent worshippers, Merrshaulk would be elevated to godhood. The Mishtai who discovered this duplicity became known as the Rejectors, and convinced a large number of their people. But the majority, who became known as the Acceptors, insisted that their arising to perfection would include a self-will that would rebut Merrshaulks efforts, and ascend to a form of mortal godhood beholden to no one. The fact that Merrshaulk himself seems to have propounded this theory seems to have escaped them. It appears that the Rejectors were assisted in their efforts by the fey, perhaps even including agents of the High Fey, and a nation of now extinct dragons known as Cobalt dragons. The ultimate aim of the Acceptors was the construction of a device known as the Wellspring in the then-dormant caldara of the great volcano of Coallu. The Rejectors, along with their various allies, could do little but create their own ritual which would remove the focus of the incipient group-mind from the Acceptors to the Rejectors themselves. It appears that the Rejectors succeeded; it is certain that their descendants, the Rilkans, have a form of group-mind, albeit an unconscious one. The Twilight Event seems to have caused a minor eruption of the Coallu volcano, resulting in the foundering of the Wellspring and the exile of all of the principle players. The world was struck by a monstrous being known as the Souldrake, but a number of potent warriors from the Court of the High Fey manage to defeat and imprison it. These called themselves the Order of the Jade Phoenix, and their organization remains extant to this day; the reason for its stability remains obscure. It is difficult to determine the connection of the Souldrake to the Twilight Event, but the Souldrakes appearance coincident to the Twilight Event is taken as an implausible coincidence. Furthermore, while the name of Merrshaulk has never been connected with it, the Souldrake had many of the features associated with a divine avatar. Regardless, the tumult was planar in scope. The Acceptors were trapped in their own demiplane, in which they evolved into the present-day Skarn. The rejectors appear to have been trapped inside the Wellspring itself, in which form they were suspended until the Sorian Sacrifice. The entire Cobalt Dragon species, as well as the extraplanar fey who had figured so prominently in the event, withdrew up the Silver Roads to the First Plenum. Their fate is obscure, but the Sorian Sacrifice drew a number of creatures to Ferakoss from the Plane of Shadow, the so-called Fourth Plenum. One of these was the Dusklings. Another was the Incarnum Dragons. The Sacrifice also unearthed the Wellspring from the depths of the Coallu volcano, resulting in a mass release of the Rilkans therefrom; it seems that there are some still trapped within, as there are sporadic releases even now. The Skarn demiplane collapsed back into Ferakoss, seemingly taking the form of an island chain south of Coallu. It is fortunate that the Twilight Event is almost prehistoric to the Skarn; when the Rilkans first appeared, they were openly terrified of conflict with their vengeful kindred race. Although trapped in timelessness, the Rilkans insist that they are drastically different from the Mishtai, either as they were or as they intended to be in the ritual of perfection. If any true Mishtai have returned to reality, they remain obscure. It is known that Merrshaulk utterly despises both the Rilkans and the Skarn, but there has been virtually no Yuan-ti violence directed against them. Finally, records of declarations from ancient titans at the time of the Exile Wave imply that the mortal families of the titans were refused entry into the outer planes as a direct result of the Twilight Event. If these quotes are accurate and true, then the Twilight Event may very well have had an indirect role in beginning the Drakojovian Wars. In the long ages between the Twilight Event and the Sorian Sacrifice, incarnum traditions were maintained by the Fey, as well as by some groups of elves and halfling descendants. Most of these gave up such powers for the use of magic and spell-like abilities; by the time of the Exile Wave, the only prominent users of incarnum powers were the neanderthals and the sharakim. The Drakojovian Wars revived their use to an extent - the dragons were quite opportunistic in the variety of powers they exploited, but their main investment of resources was in spells and spell-like effects. Houserule Notes - many of the races, classes and class features described in Magic of Incarnum are closely linked to alignment. I think this is a terrible mistake, so I'm houseruling most of it away. The idea that alignment is some kind of club you join if you have the right qualifications or want the right perks is a pet peeve of mine, and it is a strong tendency in MoI. Consequently, this may be the most houseruled splatbook represented in this setting. Races Azurins are the descendants of humans who were bred to exploit incarnum for the dragon armies. Only a few actual azurins are born in any given generation. Houserule: Azurins can be of any alignment. Dusklings are, of course, the descendants of the ancient fey warriors exiled to other planes, and are responsible for the introduction of Incarnum into the world. They are closely related to goblinoids, and have an unusual interest in the rising nations of goblinkind. Rilkans are not as human in appearance as described in MoI; specifically, the parts of their body that in a human would grow hair are covered in feathers, colored similarly to their scales. They have expressed an interest in long-term alliance with the nations of Hearth Elves. Skarn are more human in appearance than Rilkans, but close examination reveals that their hair, also, is different in structure from human hair, and usually resembles braids or close locks. Needless to say, their body spurs are also something of a tell. Classes Totemists are the oldest class of meldshapers extant today, although tales tell of such different traditions that there may have been other classes long ago. Totemists may be found among virtually any people, from neanderthals to half-elves, and are frequently associated with druids. Incarnates are a very old class, but still quite obscure. A few of the Drakojovian Wars were dominated by incarnum users, Incarnates chief among them, but this tradition has become less powerful and influential in recent centuries. No soulborns were known before the Sorian Sacrifice, when the Rilkans brought the tradition with them from their long suspension. The powers of the soulborn were studied by the Divine Philosophies, and may have had something to do with the generation of the Clerics of the Philosophies and the Ardents. Almost all soulborn are of good alignment; evil soulborn are almost exclusively fallen examples of good soulborn. Houserules - Incarnates may be of any alignment, although they have a slightly greater tencency to remain one alignment over the course of their career. If they do change alignment, their soulmelds might change in the details of their appearance, but this is entirely cosmetic, and at the discretion of the player. An Incarnate must still choose an alignment for the purposes of their opposition, and the Aligned Soulmelds, Aura and Detect Opposition class features, and determining who can be affected by the chakra bind effect of the Incarnate Weapon soulmeld, as described on page 72. This choice also dicates the form of the Incarnate Avatar form as described on page 71. An Incarnate may, however, be up to one alignment place removed from this alignment as per clerics of alignments. Incarnates still use one of four combat philosophies as described under Class Features on page 20 of MoI, but this choice is not associated with alignment. A Lawful Incarnate may focus on speed, a Good Incarnate may focus on inflicting damage, an Evil Incarnate might be protective, or a Chaotic Incarnate may value accuracy. This choice of tactical philosophy applies to the Incarnum Radiance and Share Incarnum Radiance class features. It also applies to the essentia investment powers of the Incarnate Avatar soulmeld described on page 71. Soulborn remain potent representatives of alignment philosophies. Their alignment restrictions remain, however few of their class features remain tied to their alignment. A Soulborn may choose which of the four effects of the Incarnum Defence he wishes to manifest when he first uses it; this choice is not even necessary when the Soulborn achieves 2nd level, although it is likely. This choice is permanent, barring unusual circumstances, and applies to the Share Incarnum Defence as well. The concurrent change in the Soulborns appearance is associated with the Soulborns alignment, not with the defence chosen. Character Options The options presented in this chapter are in use without restriction. It is notable that although giants were able to create undead with the Undead Meldshaper feat long ago, the Necrocarnum Acolyte feat is extremely recent. It appears to have been first researched by clerics of the Divine Philosophy known as the Vision of Clear Truth. Soulmelds The chapter on soulmelds is in use as written, with the prominent exception of the Incarnate Avatar and the Incarnate Weapon. The Incarnate Avatar grants combat bonuses for essentia dependant on the combat philosophy of the Incarnate shaping the meld; the nature of this bonus is affected neither by the alignment of the Incarnate nor by the form of the Incarnate Avatar. The form of the Avatar, however, is affected directly by the declared focal alignment of the Incarnate (An Incarnate of Neutral Good, for example, will produce the form of an astral deva, one of Chaotic Neutral will form a slaad, etc.) The Incarnate Weapon still appears in one of four forms - a battleaxe, a flail, a warhammer or a longsword. This form is chosen by the Incarnate when it is first formed and is utterly independant of the Incarnates alignment. Also, I noticed that the Therapeutic Mantle soulmeld on page 89 has a chakra bind that increases the potency of healing spells cast by the meldshaper - and that it is on the list for Incarnates and Soulborn, who do not cast healing spells as such. Accordingly, I'm houseruling it as follows - a meldshaper with a Therapeutic Mantle bound to his shoulder chakras can focus his power on any subject within 5 feet as a swift action. Until the subject moves further than 5 feet from the meldshaper, or the meldshaper changes subjects, any caster of a healing spell targeting that subject receives a bonus to his caster level equal to the number of essentia points invested in the Therapeutic Mantle. In essence, this transfers the benefit of the Mantle as written to any caster of healing spells, as long as he's casting them on someone the meldshaper wants healed. (The actual effect, however, is on the subject - the incarnum amplifies the healing effect itself, not the power of the caster.) Magic The powers of incarnum have been in use for a sufficient time that the spells, invocations and powers listed are all in use. As with the spells in the Players Handbook, this represents a 'snapshot' of the state of the art at the beginning of a campaign, unless the DM rules otherwise. The magic items listed are a different story. Such items created by arcane or divine magic cost twice the listed price in resources to create. This reflects the fact that spells and soulmelds represent radically different kinds of supernatural forces. Psionics, however, is more similar in nature, and thus such items can be created by the appropriate psionic feats at the normal cost. Prestige Classes Incandescent Champions are almost as strongly associated with the Accord as Paladins themselves. The Order of the Crescent Moon in particular came into being at about the same time as the Accord. Their base of operations was built and occupied by the Fochluchan Lyrists nearly six centuries ago, and passed into the possession of the Order without a qualm. It is still heavily concealed by the local topography, although it is only lightly guarded. The Warriors Eternal, the patron company of the Incarnum Blades, were first created by a group of halflings in an effort to preserve the power of their mightiest warriors in an imperishable form. The mercenary company is now mainly human, although all races are still welcomed therein as long as they are unafraid of battle. The powers of Ironsoul Forgemasters are exclusively kept by the dwaves, especially the mountain dwarves, and are rarely even spoken of to nondwarves. They are no small part of the reputation dwarven nations have for keeping their mightiest techniques for themselves. Due to this reputation, the typical term applied to someone who wants to battle dwarve on their home ground is 'idiot.' Being a Necrocarnate is not, in itself, illegal in any civilized land. Using the necrocarnates signature ability, Harvest Soul, merits the death penalty throughout the lands of the Accord and beyond. For this reason, the Vision of Clear Truth has outwardly repudiated the organization of necrocarnates known as the Union of Darkened Souls, despite the fact that the Union started out as a splinter faction of the Divine Philosophy of the Vision itself. The Vision, however, continues to perform research that inevitably results in the training of new necrocarnates from time to time. They purport that they are attempting to correct their earlier error by the introduction of a new incarnum discipline to oppose necrocarnum, referred to in their theories as vivicarnum... In Ferakoss, the Temple of the Sapphire Eidolon is currently located on an island in the southern seas. It is difficult to reach and resupply; accordingly, the organization of the Sapphire Heirarchs is rather diffuse in the mainlands. Shortly after the Sorian Sacrifice, various abyssal powers and demon princes began to ally to reinvade the Third Plenum. Part of their plan involved a 'soul font' on the Positive Energy Plane. A group of meldshapers and spellcaster successfully foiled this plan by taking control of the font for themselves. Calling themselves the Last Watch, they quickly developed the traditions of the Soulcasters, from which the class and relevant organization has proceeded as written. Witchborn Binders are a relatively recent development. Their patron organization, the Vigilant Servants, are based on the Western Shores of West Arinium. Despite their public accessibility, they decline to speak of whom they are the servants... Monsters Incarnum Dragons are descendants of the long-lost Cobalt Dragons; they are similar in shape to brass dragons, and have a strong tendency to be good in alignment. Totem Giants are related to Hill Giants, descended from a few small tribes who learned incarnum powers from captured neanderthals near the beginning of the Drakojovian Wars, and who played little part therein. They are reclusive, and only too glad to associate with the kinds of creatures that the Accord deems 'dangerous vermin'. They are rarely citizens of the Accord. Creation of an Incarnum Golem requires the psionic disciplines of Bend Reality and Aura Alteration rather than Limited Wish and Planar Binding. The Lost have only appeared subsequent to the Sorian Sacrifice, and are believed to be a result of emanations from the Far Realms by those who have studied them carefully. Their precise nature is unknown. So far the only Soulfused Constructs have been accidental in nature. However, careful study of the resulting creatures has raised a fiery debate on whether it might be possible to intentionally create Living Constructs... Incarnum Campaigns I have tried to open the possibility of incarnum-dominated campaigns and adventures in Ferakoss without making the content of MoI completely indispensible. In particular, I have omitted most of the fluff behind incarnum; it is not nearly so much 'the substance of the soul' as a peculiar spiritual discipline related to psionics, perhaps in the same way that Warlock invocations are related to true arcane spells. I'd be interested in knowing how it worked out. The Wellspring described on 200 exists in Ferakoss, but it's history is radically different. Rather than being the conduit of souls to the mortal world, it is the product of Mishtai meldshaping knowledge, intended to be used in the ritual of Mishtai Perfection, and was the mysterious ark in which the Rilkans were suspended outside of time until they were freed by the Sorian Sacrifice. It can be found at in the caldera of the Coallu Volcano; ancient Rilkans occasionally still emerge therefrom, but the caldera is huge and without significant plant growth or animal life. Consequently, no one stays there for long, and it is now only lightly guarded or watched. There are over 30 dolmen circles scattered over Ferakoss, but only one known Soulless Waste, near the center of the Great Crimson Desert of East Arinium. The Pentifex Order is an ancient order associated with the High Fey, and currently allied with the Last Watch and the Fochlucan Lyrists. They believe that the nature of incarnum is involved in the origin and destiny of souls. This belief is impossible to prove or refute, but the Order remains strong, nevertheless. |
| DeeL11-09-06, 10:00 PM | Draconomicon Most of the material in the Draconomicon is useable in Ferakoss as written. Indeed, dragon civilization is over 800,000 years old - the magic items, spells, feats and abilities represented therein are probably only a fraction of the material which has been lost over the eons. (page 87) Disciple of Ashardalon - This prestige class is in use almost exclusively by Red Dragons, although Black Dragons occasionally essay this classes powers. (page 90) Dragon Ascendant - Virtually all Dragon Ascendants are Gem Dragons; it appears that many of the Gem Dragons who appeared on Sorian after the Sacrifice were already on the path to Ascendants, and those Metallic and Chromatic dragons who have taken up the road have done so under the tutelage of Gem Dragons. (pages 96-97) Sacred Warder of Bahamut - The Sacred Warders are significantly more numerous than their opposite numbers, the Unholy Ravagers of Tiamat. This is fortunate - where an Unholy Ravager appears, it invariably presages decades of holocaustal destruction. (page 111) The Lesser and Greater versions of the Dragon Ally spell are viewed with strong distaste by dragonkind in general; consequently there is some stigma attached to their use. (page 116 -) It should be noted that dragons do not view the creation of armor and implements from the anatomy of dead dragons with any serious distaste. The human taboos associated with such craftswork are shared by elves, dwarves and halflings, but not dragonkind. A dragon might view the remains of a specific dragon with interest, but it would be the same kind of interest as a human might have in a specific weapon or piece of jewelry. (page 122) Dracolyte - Dracolytes are much more common than depicted - the dragon pantheon has a place of primacy, and Dracolytes are almost as common among their humanoid worshippers as primary clerics without Dracolyte levels. (page 124) Dragonrider - Needless to say, there is no chance whatsoever that anyone with sense will imagine that the rider of a dragon has a station in life superior to his mount. (page 125) Dragonslayer - Despite the advanced culture of dragons, Dragonslayers (and Dragonstalkers) have an accepted place in the Accord. Indeed, organizations of such hunters are occasionally sponsored by metallic dragons. Less openly, evil such organizations are sponsored by individuals of chromatic nations... (page 127) Dragonsong Lyrist - Dragonsong has been almost abandoned by dragons themselves, but has been sustained by many humanoid performers as part of various bardic traditions. (page 130) Hoardstealer - In most dragon nations, chromatic or metallic, being a Hoardstealer is a crime carrying an automatic death sentence. Even in other nations, stealing from a dragons hoard is considered the equivelant of stealing such property from anyone. The only real exceptions are Red Dragons, who refuse to be ruled or protected by any law. (page 133-135) Platinum Knight/Talon of Tiamat - Once again, the servants of Bahamut outnumber those of Tiamat drastically. Tiamat seems content with this arrangement; recently, her dragonspawn children have demonstrated why. It appears that Bahamut prefers servants of choice, while Tiamat favors creatures who serve her by their implicit nature. Monsters Dracolich - The first dracolich was created by cloud giants under contract with a green dragon to preserve it from final death. This dracolich, calling itself Spinebound King, continues to exist, although most of the others who came into existence were annihilated in the Sorian Sacrifice. The process by which a dracolich may be created has been carefully hidden, though not lost. Dracoliches may otherwise be played as written, with this difference. Note the possibility mentioned in the first paragraph of the description, of a powerful spellcaster coercing a dragon into the process against its will. In Ferakoss, such a spellcaster would provoke the Second Grand Conclave as every single nation in the Accord simultaneously declared him an enemy of all lifekind. It is plausible that various gods would send their avatars in a united effort to efface said spellcaster from existence. Draconic Creature - In Ferakoss, draconic creatures are not descendants of dragons as such. They are descended merely from effectively prolific products of arcane hybridization. A very few such bloodlines arise in regions where hybridizing processes have been in use for so long that they have imprinted the region with such magical forces. Dragonkin - Dragonkin were virtually unknown until about a thousand years ago, when they first became evident in the southern reaches of Arinium and on Coallu. Their precise origin remains unknown; although it is not frequently accepted, it is possible that they are descended from a particularly draconic tribe of kobolds. Dragonnel - These creatures are almost certainly the result of elven attempts at hybridization, although with the destruction of Sorian there is now little chance of confirming this. True dragons seem a little disturbed in the presence of dragonnels. Elemental Drake - These creatures are natural inhabitants of the Second Plenum (specifically, the Elemental Planes). Very few such creatures emigrated fully into Ferakoss proper. Faerie Dragon - Although they are clearly true dragons, Faerie dragons insist on keeping out of the larger dragons politics. Creatures of the High Fey, they are strongly motivated to mind their own business. Fang Dragon - Descendants of the Lost Kindred of the Brown Dragons, Fang Dragons are looked upon as degenerate bumpkins by most other dragon nations. Fang Dragons remain capable survivors, however, and are rarely trifled with by the peoples of the Accord. Although they have lost much of their ancient cruelty, they are still looked upon with favor by Tiamat. Felldrake, Spiked - The felldrakes have remained allies of the Sorianic elves for thousands of years; the only ones remaining originate in Naoriim, where the surviving High Elves have settled. Ghostly Dragon - No metallic dragon has ever manifested as a ghostly dragon, and even among those chromatic dragons who have been killed and their hoards looted they are rare. It seems they occur spontaneously when a dragons hoard contains certain enchantments or artifacts, but the details are obscure. Golem - Construction of the three kinds of golems described was legal until it was discovered that the unwilling spirit of a dragon was required. As of now, under Accord law, attempting to construct such a golem carries a death sentence. Dragons in particular will go out of their way to destroy such a golem wherever it appears. Landwyrm - The various kinds of landwyrms are the remnants of an ancient experiment in arcane hybridization. An old alliance of various dragon kindreds tried to recreate the variegation of the Sidhe peoples, presumably with disappointing results; the landwyrms fared well during the war years, but are now quite rare. Planar Dragons - It appears that these are the descendants of kindreds of dragons separated from the Third Plenum ages ago, possibly just following the first Ioic Ordinance. Shadow Dragon - It is postulated that Shadow Dragons and Incarnum Dragons are related, although there are significant physiological and mystical differences. The philosophical differences truly divide them, however; it is certain that they inhabited the same regions until recently. Skeletal Dragon - Creating these beings is regulated by the same laws as animating the skeleton of any being in civilized lands. Squamous Spewer - A recent emigrant from the Far Realms, to date these beings have been found exclusively in the Deep Underlands. It may be that they were created with the intention of challenging dragons directly. Storm Drake - Frequent inhabitants of cloud islands, with or without other residents, these creatures are reputed to be descended from an ancient kindred of dragons known as the Chrome Dragons. Their precise origins are obscure. Storm Drakes are accepted as citizens of the Accord in the event that they choose to apply. Vampiric Dragon - Popular report implies that where vampiric dragons have arisen, they have been quickly destroyed. Of course, such reports are almost entirely anecdotal and unverifiable. Zombie Dragon - As with skeletal dragons, animating zombie dragons is frowned upon in most civilized lands. Notably, living dragons cannot abide the smell of zombie dragons, to the point of being sickened after a few hours of exposure. Sample Dragons Ordinarily, I have refrained from transposing individual kingdoms and peoples from the core books into Ferakoss in order to preserve flexibility of the setting. In the case of the younger dragons detailed in this chapter, that reasoning pertains. In the case of the older dragons, however, I find the temptation irresistable. Elder dragons, through their personal power and networks, are virtually nations of themselves. There is great power to be found in such creatures - and great narrative possilities, in the sense of political interactions. So in Ferakoss campaigns that I have anything to do with, here are some of the dragons that the PCs may be hearing about in passing, as well as snippets of what might be heard - Keygrodekkerrhylon (page 206): This ancient black dragon played a rather volatile role in the latter ages of the Drakojovian wars. Although he rarely engendered half-breeds on his own, he was quite willing to gather and direct armies on his own account. He is not a citizen of the Accord, and although he is held blameless for his acts during the wars themselves, his acts since then have gotten him all manner of negative attention. In his latter days, he has experienced a kind of crisis of faith; his withdrawal into the shallow Underlands is symptomatic of a sense of betrayal - he feels that the Accord represents a kind of takeover on the part of humanoids, and dislikes the idea that his kindred would stand idly by and let this happen. Knowledge of the emergence of the dragonspawn of Tiamat might rouse him. Bluutsvilvarrt (page 206): She is not a citizen of the Accord, and has few connections of any kind; indeed, a number of younger black dragons have applied for membership just to improve their chances of killing her off. Eribonyxtaliff (page 207): This great black wyrm is settled near the northern of the Aggean on East Arinium. The regions of his control are necessarily not Accord lands, and he is quite pleased at the number of dragonspawn among his progeny. Dreargakaduayrte (page 213): The ancient blue dragon Drear has a pretty straightforward deathwish. Unlike many blue dragons, he makes his home in the tumultuous ecology of the Crimson Desert. Aarazthoorus (page 214): Too fiendish in her habits to be a stable member of the Accord, she was one of the chief allies of the fiends of Hell during the later Drakojovian Wars years. This blue wyrm is part and parcel of the plotting of fiendish powers to reinvade the Third Plenum. The inhabitants of the Far Realm do not appeal to her, so oddly enough she would be quite willing ally with anyone willing to keep them exiled; especially if this would permit more of her fiendish allies to enter the mortal world... Lothaenorixius (page 215): This ancient blue wyrm has a public identity as one of the stronger proponents of the Accord in the Blue Dragon nations. Despite his rapacious business practices, he is considered emminently civilized. Mores the pity. Suncamilahsundi (page 220): Sun is a very old brass dragon, and she's feeling every year of it. She doesn't like living in the age of humanity; it's not that she dislikes individual humans, necessarily, but their communities, their practices - collectively, it's just frustrating. She has never gotten over being an influencial hybridizer, and while such practices have been discontinued, she still has the mindset of a meddler and constantly tries to take control of various bloodlines and customs in her area. Conjazmynabryte (page 222): Bryte emmigrated to the Great Golden Desert fairly recently. This is Blue Dragon country; she observes the forms of local civilization, but more or less everyone knows better than to try to press her to obey every tiny regulation. Fellithysaar (page 223): Fell makes his home near that of Drear in the Crimson Desert. Among his other goals, he has set himself the task of restraining the malice of the younger blue dragon. It's not going to happen peaceably - it is starting to look like one of these dragons is going to be the death of the other, although things are far from hot just now. Kepesksippiolosnin (page 228): In his youth, this old bronze dragon learned the value of music and rare beauty in manipulating lesser creatures from ancestors who had a direct hand in beginning the bardic traditions. As such, he does feel that he is now continuing to use those skills to control the nations around his lair. Consequently, he has drawn the notice of local bardic orders and artistic patrons. Kielistanilopais (page 231): This great bronze wyrm has made her lair in the far western reaches of Arinium, near coasts dominated by pirates and raiders. It is in these regions that she sojourns on her quest for retribution, trying to promote the values of civilization, at least in passing. Turuntmenkajanki (page 235): It is perhaps fortunate that this old copper dragon dwells nowhere near the regions of Aarazthoorus (see above.) The two would rapidly become archenemies; already their influences have begun to interact hotly. Keicjannicarayas (page 237): The imprisoned titan companion of this ancient copper dragon is quite possibly a remnant of the original Exile Wave, although the crimes for which he was imprisoned remain indeterminate. Ugilanistorda (page 239): The great copper wyrm makes her home in the lands of the High Fey; this is something of a secret for now, other copper dragons of her generation know her location and alliances perfectly well. Fuunharkaspirinon (page 245): The lands in which this very old gold dragon dwells are primarily lands of the Accord; she has set herself to guarding the heart of civilization against beings that know no geographic boundaries. Sheeredni-vaktar (page 246): The heart and soul of one of the more oppressive of the Accord lands, Sheeredni-vaktar has taken it upon herself to make the human kingdom in which she dwells the model of civilized perfection against which the rest of the world must be judged. Although she is no queen, she has been titled the Golden Duchess, and given substantial lands to administer. This action on the part of the queen of that time was calculated to settle the gold wyrm down and diminish her interference in royal affairs; it has worked, but only to a point, and the Golden Duchess' influence still makes itself felt. Riikano-alinaris (page 247): Like Fuunharkaspirinon (see above), this great gold wyrm has settled in the heartlands of the Accord. The enemy he has chosen to fight, however, is ignorance. He administers a relatively small land that has come to be known as the Barony of Scholars; although there are very few actual schools here, they are always well funded and maintained, and there is not a dull class in them. Vaectorfinyairuxo (page 252): This citizen of the Accord is actually a fairly strong supporter of Accord interests within his territory. He is greedy, cruel and vain, but in an effort to ensure that his deep curiosity is assuaged he is also scrupulously honest and fair. He was one of the few chromatic dragons to forsee the Sorian Sacrifice; although he didn't know its exact form, his study of humanoids and their customs gave him fair warning that something big was coming. He was the representative of the Green Dragon nation at the Grand Conclave. Dimithkarjic (page 254): This great green wyrms superstitious conviction about his own death is the result of a trick played on him by a group of elves just prior to the Sorian Sacrifice. Their intention was to get him entrapped in the Sacrifice and annihilated, but he doesn't know this. Accordingly, although he knows he dodged a bullet then, the false prophecy that was part of the trap has echoed in his mind ever since. Durtaxsteingakila (page 261): This ancient red is one of the worst enemies the Accord has. In her own way, she has never really stopped fighting the Drakojovian Wars; in her mind, the conflict has simply entered a new phase, and she uses manipulative strategies similar to those that kept those ancient conflicts going. She counts a number of red dragonspawn among her broods. Asaduanaivakka (page 268): This ancient silver dragon was one of the last of the silver dragons to recognize humanity's worth. Her current crusade on behalf of the Accord is thus as much a penence as a conviction. Kuulvaysheniruss (page 268): The paladin friend of this silver wyrm was one of the first paladins in existence; his current gloom mingles grief over the loss of his friend with the knowledge that in a sense he was part of the turning of the age. He feels that the Accord is beyond him. This is why he will bestir himself for only the most morally simple and unambiguous of causes. Csarivchizzik (page 274): This ancient white dragon is technically a citizen of the Accord, but since she insist on lairing on an ice floe not counted as any lands of the Accord itself, she can call upon few of the Accords benefits. Cheynchaytion (page 274): One of the white dragons who took advantage of Accord status as soon as he could, his vanity is undoing the advantages of this effort; he is becoming so openly rapacious that his citizenship is on the verge of revocation. Even worse, as a citizen, he will be ruled a rogue element of the Accord, and thus the direct responsibility of Accord agents to settle with. Since his lands are in the coldest hinterlands of Porgaron, this will require a major diplomatic and military effort. Laximyrkcion (page 276): This great white wyrm is one of the most prolific progenitors of white dragonspawn in Ferakoss. |
| DeeL12-02-06, 02:36 PM | Races of the Dragon (RoD) This section is going to be almost a review of the Races of the Dragon book, as including the material therein means first addressing the things I thought were wrong with it. Some major griping ensues, some of which has already been posted, some not to my knowledge. Man, this is a hard book to focus on. My own small opinion - it's just badly edited. I think the authors were creative enough, but just weren't challenged. You'll see what I mean as I get into it. Dragonborn Well, let's start from the top. The dragonborn are ostensibly the adopted children of Bahamut, who transforms humanoids into creatures they were into draconic versions of themselves in return for unswerving service to him. This is in response to Tiamats breeding of new forms of creatures to wreak havok on her behalf, which Tiamat will not permit. It makes sense that he should want his most trusted servants to come to him by choice rather than being forced into it by an accident of birth. Still, in the draconomicon it is clear that between the Dracolytes and the Platinum Knights, Bahamut doesn't lack for powerful servants. Why aren't they all dragonborn? And why is the 'dragonborn' named that? It would seem to be a misnomer, although it kind of answers the term 'dragonspawn' introduced as Tiamats favored creations introduced in Monster Manual IV. But enough with the editorializing. This material has to fit into Ferakoss somewhere. The Drakojovian Wars were merely the most destructive phase of the Dragonfall War, a conflict rarely spoken of among human historians, although it is part of the dogmas of various draconic faiths (and which has been mentioned in no other WotC publication, before or since, but enough of that.) The Dragonborn are a relatively new development. Tiamat appears to have recently begun a new and more active phase in the ancient Dragonfall War. Drawing on allies/influences from the Far Realms, the Chromatic Dragon has begun to convert her unhatched worshippers into Dragonspawn, smaller and more direct servants of her will than the True Chromatic Dragons. Bahamut responded with the dragonborn so quickly it is likely that he had first contemplated their existence long ago, perhaps in the early ages of the Drakojovian Wars. It appears that the first dragonborn were halflings and humans, although over the century since they first appeared virtually every humanoid race has contributed to their number. Appearance Notes - The Appearance section of the dragonborn is arguably the single worst written and/or edited section in the history of Wizards of the Coast publication of D&D. It contains three paragraphs of superlatives about how how noble and vituously purposeful the dragonborn look, but the only actual data presented is this - they look draconic, and they are slightly bigger than they were. (From passages in other sections, it is clear that the dragonborn may wear the clothes and armor they had before their transformation, so they can't be that much bigger.) Yeah, the illustrations are nice, but if I were reading this in braille I would have no clue. Here's how I fill in the blanks - dragonborn are recognizeably the people they were before. They appear slightly larger and more imposing but the chief distinction lies in their coloration. Dragonborn appear almost like creatures with the half-dragon template, but even half-silver dragons do not have scales that catch the light as they do. Dragonborn scales are so bright it's difficult for the human eye to tell what color they are. Dragonborn hair transforms into very thin scales, very long and light, almost feathery. Patches of scales rim the eyes and ventral surfaces, and the iris of the eye changes to that same metallic brightness. The skin doesn't seem to change in color upon direct viewing, but it seems to shimmer when viewed from on edge - this means that a dragonborn seems to be always limned in shining light. Dragonborn tend to have straight, confident postures, and their expressions can usually be described as compassionate vigilance, unless they are supressing these tendencies. Clothing Notes (page 11) - In Ferakoss, the dragonborn have no negative reaction to people wearing/using dragonhide or dragon body parts. Dragons do not have taboos that would provoke such a reaction, and Bahamut does not impart any such impulses to his adopted children. Some of the dragonborn may feel such a squeamishness from their previous existence, however. Spellscales The origin of the spellscales in general requires a serious edit. I mean, try this on for size - 'Sometimes, when a humanoid sorcerer has a child, that child will be a humanoid of an entirely different race than the sorcerer. It will be willful, attractive but incorrigible, and will be inclined to seek out and reside with creatures of its own kind rather than its own flesh and blood.' Given the fact that the Players Handbook is rather diffident to the idea that sorcerers get their powers because they are descended from dragons, creating an entire race from such an unlikely premise is profoundly unsupportable. In Ferakoss, there is an easy explanation for the existence of spellscales. That said, you who create other campaign settings have all been warned. After the Twilight Event, a number of different races came into existence on and near Coallu. Some of these migrated northwards to Arinium, and there begged for refuge from the resident dragons. These creatures, descendants of the Mishtai who had been cut off from their homelands by conflict and circumstance, became arguably the first subjects of arcane hybridization ever. It seems that although draconic grafts were in existence, the dragon nations had never tried to stamp an entire race in their own mold. In addition, it would appear that the pantheon of dragon gods provided some form of direct assistance in this effort. Thus were born the arcath, known as spellscales in the common tongue. If any of their 'natural' stock continues to exist, they have not been found on the Third Plenum. It seems likely that the dragons were dissatisfied with this attempt; certainly kobolds remain their most direct servants and the spellscales themselves have remained in small, easily ignored communities for known history. Despite their remarkable personability, arcath society remains fractious and disorganized; it may very well be that they are unable to practice large-scale civilization. The arcath are potent spellcasters, and it would appear that the dragon gods had a direct hand in making them what they are. Certainly, the fact that the blood-quickening meditations are linked to the dragon deities is telling. Appearance Notes - Once again, the appearance section is woefully incomplete. It includes details on the spellscales coloration, and that's pretty much it. Mind you, there is at least a table of random height and weight, PHB style, so we've got that to start with. I'm going to rule that in this case, the illustrations are good enough to go on. So here's my description, suitable for use in a Ferakoss campaign - Arcaths are slender, compact humanoids reminescent of elves to a remarkable extent. They do seem to have mammalian type hair, although this is usually straight, thick and colored much like their scales. This makes their hair oddly expressive - an arcath usually only minimally styles his or her hair, as it often seems to style itself. Arcath differ form most mammals in integument - their skin is covered with tiny, iridescent scales, usually colored in a matte of one or two colors. Spellscales have sometimes been compared to stained-glass windows when at rest, which is rarely enough. Spellscales are energetic and personable - they tend to wreak havok with existing social organizations, and slip easily through the resulting situations. They are socially goal-oriented, and are very good at tailoring their posture and vocal patterns to get what they want at any given time. Psychology - The existence of spellscales predates the first known veritige by millenia, yet there can be no question that the arcath have a distinctive relationship with the 'spell-spirits of Ferakoss.' In most cases, a veritige functions as a spell, then withdraws from reality. In the case of spellscales, however, it would appear that a more complete kind of transaction is possible. Spellscales behave more or less as written, but in Ferakoss this has a unique implication - that arcath and veritiges are more symbiotic in nature than other spell-casting races. A spell-caster of a different race normally only 'communes' with a veritige at the moment of the casting itself. It seems that in a sense the arcath are in constant communion with one or more veritiges. From this arises their notorious reverence for magic. Draconic records imply that the arcath were once far more stable as a group; it is possible that their characteristic changeability arose at the same time as the veritiges. Otherwise, the spellscales are as written. Although individual arcath can be intelligent and insightful, when it comes to prudence and sensitivity spellscales tend to be rather dense. This racial tendency has effectively prevented them from developing a civilization of their own. Spellscales and other races - Despite the disparity in their lifespans, spellscales and elves have a subtle connection. It has been implied that there is historical bond between the two races, and there is evidence to support this theory. Certainly, the spellscales emerged from Coallu shortly before the history of the elves began on that continent; the High Fey insist that elves were exiles or wanderers from their number, and it is possible that the emergence of the arcath enticed the elves to emigrate to Coallu, on the chance that there were magical or natural resources lying fallow there. Modern spellscales largest and most complex communities are to be found near to the nations of Hearth Elves and Gnomes; individual spellscales wander far and wide, but arcath prefer to make their homes with like minded neighbors. Certainly, there is no question of spellscales condescending to the gnomes; their sheer bardic skill merits respect, even from the sorcerously adept arcath. Law and Chaos, Good and Evil - There is, as it happens, an alignment for people who change their dispositions and philosophical values by the day. That is Chaotic Neutral. This is the racial tendency of spellscales. There are honorable and reliable spellscales, but they are in the extreme minority. Most arcath enjoy immersing themselves in the changeability of their nature. Kobolds The kobold section can be used more or less as written. Kobolds are a very old race, having been mentioned very much in their modern form in the earliest known histories. Dragon Descended Obviously in Ferakoss, this is a metaphorical term - dragons do not routinely interbreed with other life-forms. Creatures with the half-dragon and draconic templates are descended not from dragons as such, but from creatures altered by ancient draconic hybridizations. Entire civilizations of these creatures now occupy Coallu, having been ceded this land just prior to the foundation of the Accord. Prestige Classes Dracolexi (page 79) - Dracolexi have a long history, although individuals who master this discipline are rare. It seems clear that dracolexi were instrumental in the early development of Truespeech. Dragon Devotee (page 84) - This class progression represents a kind of preparatory ritual for the dragon disciple effort. Without the active assistance of a dragon, it can take years to achieve the abilities of the draconic or half-dragon templates. Dragonheart Mage (page 88) - Dragonheart magi and dragonbreath adepts are sibling traditions, arising from a similar devotion to the draconic influence upon lifekind and intelligence. Singer of Concordance (page 94) - The priesthood of Io for the most part remains independent of questions regarding the Accord. The singers are that contingent of Io's servants who support the Accord most strongly; they are mostly from Coallu, but may be found anywhere. Equipment Draconic Grafts (page 126) - It is only important to note that when the wyrmgrafter is a dragon, the 'donor' entry does not apply; a dragon may propogate a graft from a sample of it's own tissue without any other conditions pertaining. Only a wyrmgrafter of a non-dragon species requires tissue from a particular kind of donor for a graft. (A human wyrmgrafter would need an unhatched dragon egg to to grow a Buffeting Wings graft, whereas a dragon wyrmgrafter would not.) Note that the half-dragon template is not adequate to satisfy this proscription. |
| DeeL12-31-06, 05:40 PM | Dragon Magic (DrM) Unlike Races of the Dragon, this book is well-written and edited, and requires minimal modification to fit into the Ferakoss campaign. Nothing but love for these guys. Dragonbound Heroes Races of the Draconic Realm: This principle fits Ferakoss perfectly. There might easily be cases in which infusing the Half-dragon template into an entire communitiy might not be efficient or effective. Still, there might be a good reason for a dragon to put its own stamp on the local gene pool. These 'micro-templates' serve well, and any of them might be found in Ferakoss. The Forestlord elven lines might need a little modification, given the catastrophic recent history of the high elves, but even this only requires a community of elves to have been isolated in green dragon country in the later years of the Drakojovian Wars. Feat: Dragontouched (page 18): In some ways, this feat serves as the basic mechanic for about 70% of the rest of the book, as well as adding dimension to many of the feats introduced in Races of the Dragon. RoD introduces a number of feats that require one to have the dragonblood trait or to be a sorcerer. Dragontouched covers both of these requirements at once, with only the CHA 11 minimum required. I wouldn't dismiss that requirement, but I note that in Ferakoss anyone might be dragontouched regardless of background. Anyone. Dragon Aspirants Regarding Dragonfire Adepts The only core class in DrM, the dragonfire adept represents more or less individual disciplines in dragon-hood. As such, dragonfire adepts are less likely to be apprenticed under other such empowered individuals than, say, dragon shamans. Like sorcery, dragonfire mastery is the result of an inborn talent. Virtually any race capable of using magic might manifest dragonfire. Diamond Dragon (page 30) - Diamond dragons did not appear until after the Sorian Sacrifice; their centers of power lie in the archipelagos nearest to Sorian, islands that have seemingly only recently become habitable. Dragon Descendant (page 34) - Dragon descendants have few traditions; they mostly arise from individual monks in the course of their meditations. In a sense they tap into the same kind of innate power as dragonfire adepts, but obviously through more rigorous techniques. Dragon Lord (page 38) - In Ferakoss, dragon lords are almost exclusively students of the Red Dragons. None arise spontaneously, and very few are trained to their degree of inspirition by non-Red dragons. Hand of the Winged Masters (page 43) - Direct servants of individual dragons, the Hands are as written. Pact-Bound Adept (page 46) - Again, there are few traditions of Pact-Bound Adepts. They arise from individual spell-casters who engage in dragonpacts and find themselves exploring the potentials opened thereby. Swift Wing (page 50) - Although the decision of turning or commanding undead is not associated with alignment in Ferakoss, swift wings remain predominently good aligned, as they are associated most strongly with the worship of Io, Bahamut and Tamara. Wyrm Wizard (page 55) - Spellcasters may attain the abilities of a Wyrm Wizard by studying among various fey and outsider spellcasters as well as dragons, consequently the requirement for the draconic language is modified to being whatever language the instructor can best use to educate. Draconic Magic regarding Dragon Scales (page 98) - The creation of dragon scales reflects a very ancient form of magic originally used exclusively by dragons and kobolds. The principles remain a secret, although dweomered dragon scales are ubiquoitous throughout the world. The scale to be dweomered must be given willingly by the dragon donor. Draconic Beasts Drakkensteeds - Created by intentional hybridization, there are actually a significant number of drakkensteeds domesticated by humans and other humanoids. Redspawn Berserkers - The spawn of Tiamat are the most recent creation of evil dragons, and exist with the express purpose of annihilating civilization in its present form. The redspawn berserkers are currently keeping their existence and distribution a secret, biding their time. Spelleater - Created in an early phase of the Drakojovian Wars, before the presence of large numbers of undead began to dominate the battlefields, spelleaters are now on the verge of extinction. Those that do exist, however, have carved small but well-controlled fiefdoms for themselves. Draconic Campaigns The First Scroll (page 141) - The history of magic in Ferakoss is fairly well known, at least for the most recent ten millenia. Accordingly, the precise goals of this group are slightly different, though the most superficial goals and policies remain as written. The Harrowers (page 144) - This group hovers on the edge of outlawry; they rarely take overt action except against Red Dragons, but their policies are considered prejudiced and extreme in most lands of the Accord. The Shadow's Fangs (page 145) - This group functions as written; certainly the Red Dragon behind it takes even more pains to keep himself and his group a secret than depicted. |
| DeeL01-14-07, 10:16 PM | The Book of Exalted Deeds The alignments of Ferakoss are not camps to which characters swear loyalty, they are the lens through which characters connect with the natural processes of reality. This lens was established long ago by Io, but even Io was building with material that was already present. Specifically, the present shape of reality is defined by the conflict between the Creator and the Wyrm. Although the Wyrm has deliberately attempted to set Law and Chaos at odds, these two ethical tendencies do not truly compete but compliment each other. They can never oppose one another as do Good and Evil; consequently, although there are spells for the detection of Law or Chaos, these are essentially synthetic spells shoehorned into place and only rarely used even by their creators. Few entities of any kind have Detect Law or Detect Chaos as a natural ability; even the Modrons and Inevitables have a subtle connection with the Higher Planes in their pursuit of perfect order. The Blood War divides and ruins the Lower Planes, but no other set of planes has anything like a corollary. All beings have freedom of alignmet. Some creatures have behavioral tendencies that predispose them to one alignment or other, but even the beings of the Outer Planes have some volition in the matter. Mortal creatures in particular seem to shift alignments in the course of their lives with remarkable facility; it seems that a mortals moral behavior imparts a kind of metaphysical momentum to the mortals souls such that the alignment with the strongest tendency dictates to whence the soul is destined at the moment of death. This principle appears to hold true even for Outer Planar beings - Celestials can fall, and there are rumors in some circles of Fiends who died after demonstrating altruistic behaviors who did not re-emerge anywhere in the Lower Planes. Furthermore, there are tales of Outer Planar creatures going to great lengths to change the alignments of other such creatures. Fiends routinely attempt to twist the spirits of Celestials who fall into their hands, and the Celestials make no secret of the wondrous Garden of Beleirin in Elysium, where captive Fiends are imprisoned in the hopes that they may be enlightened. The mystical implications of such conversions vary, but it bears repeating that there is no such consistent policy in Mechanus or Limbo. (Indeed, the powers of Mechanus tend to give captive Chaotic Outsiders to Celestials for disposition.) The important consideration for Exalted and Vile characters is that they have begun to accrue the same metaphysical character as an Outsider. They are dedicated soldiers in the war of good and evil, and thus are far more difficult to turn from their purpose than other mortals. Unlike other mortals, they do not shift easily from one alignment to another depending on circumstances and transitory behavior. In a sense, they are extensions into the mortal realm of the powers of the Outer Planes. (Although it may be significant that there are more cases on record of Vile characters renouncing their allegiance than of Exalted ones.) Variant Rules Words of Creation (page 31) - The effects of the Truename mode of the Words of Creation are cumulative with the use of Truenames in Truespeech (as detailed in Tome of Magic) only when the two are used at once. If the Words of Creation are the pattern of the beginning of all things as expressed in a verbal symbology, Truespeech is the operating system of the universe as it is. Generally, one can apply one or the other to a third supernatural system, but not both. Exalted Equipment Ravages and Afflictions (page 34) - The ravages and afflictions function precisely as presented, but the use of poison is not inherently evil in Ferakoss. Accordingly, the use of ravages or afflictions is not inherently good. As their effects are not quite as indiscriminate as those of other poisons, they are created and stocked in the Accord far more frequently than most other forms of poison. Feats Exalted feats may be used in Ferakoss. The Purify Spell and Purify Spell-like Ability feats require at least one other Exalted feat as a prerequisite. Prestige Classes Anointed Knight (page 49) - Anointed knights are a fairly recent development of the Order of the Accord; it is possible, however, to be an anointed knight without being in the Order. Apostle of Peace (page 51) - There is no tradition of apostles of peace. They appear on occasion more or less spontaneously, usually among the worshippers of younger deities. The gods of dragonkind are too easily committed to violence to empower apostles of peace. Beloved of Valarian (page 53) - Valarian occasionally draws a mortal cognate from the reaches of civilization in order to provide the Wilds with a special guardian in the form of a Beloved of Valarian. This process is always personal, and thus the Beloved rarely has an official place in any church. Celestial Mystic (page 55) - This tradition arises from an order of soldiers and mediators established by the celestials in the later days of the Drakojovian Wars, often called the Celestian Order. It is extremely obscure, and a character doesn't necessarily require this order to enter this class. Champion of Gwynharwyf (page 57) - As barbarians are idiosyncratic, so are the Champions. There is nothing like a typical Champion of Gwynharwyf, indeed there have never been more than 5 in existence for known history. Defender of Sealtiel (page 58) - Almost invariably arising from the Order of the Accord, Defenders of Sealtiel are frequently recognized and their duties assigned accordingly. No special order exists, however. Emissary of Barachiel (page 59) - Such Emissaries have been extant for longer than the Accord itself; although they abstained from helping to write the Accord (Barachiel wanted to avoid any implication of favoritism) they were founding members of the Order of the Accord and the senior members of the Order invariably include an Emissary or two. Exalted Arcanist (page 61) - No official organization of such Arcanists exists; they tend to develop in the same way as sorcerers, unexpectedly through personal dedication. Fist of Razial (page 62) - No special order of such characters exists, but Fists of Raziel almost always arise from the Order of the Accord, and when recognized their duties are assigned accordingly. Initiate of Pistic Sophia (page 64) - Although such individuals occasionally arise spontaneously, there is an order that supports the Initiates, although it is not directly associated with the Accord. Lion of Talisid (page 65) - There is no official order for such individuals, although they are strongly associated with the Druidic tradition as well as the Court of the High Fey. Still, they do manage to interact in a remarkably organized fashion when necessary. Prophet of Erathaol (page 67) - These characters arise most frequently in connection with the Philosophy of the Accord. Risen Martyr (page 68) - The deathless subtype exists in Ferakoss, but is almost exclusively the province of the powers of the Higher Planes. Consequently, the Risen Martyr works as written. Sentinel of Bharrai (page 69) - Strongly associated with the Wilds, the Sentinels are almost always part of the Druidic tradition. Skylord (page 71) - Fayoriim supports a large number of Skylords, but they aren't associated with any particular organization. For the purposes of this class requirements, cloud islands count as mountaintops. Slayer of Domiel (page 73) - This class has no associated organization. It's members are just too rare, although impossible to document for obvious reasons. Stalker of Kharash (page 75) - Strongly associated with the Wilds, Stalkers are almost always associated with the Druidic tradition. Swanmay (page 76) - Swanmays represent a single order. They are extremely rare, and do not associate openly even with the Druid circles. Sword of Righteousness (page 77) - This is not a formal designation, represents no order of any kind, and is supported by no specific tradition. Troubadour of Stars (page 78) - This class is not the result of any one tradition, and indeed the Troubadours occasionally find themselves at odds with the policies of the Accord, and therefore with the Fochlucan College. Nevertheless, they rarely come to blows, preferring to achieve similar goals through different means. Vassal of Bahamut (page 81) - Whereas the Platinum Knights (as detailed in the Draconomicon) and the Dragonborn (as detailed in Races of the Dragon) serve Bahamut more or less explicitly, the Vassals represent a subtle attempt to exploit the Accord as a force for the metallic dragons in the Dragonfall War. Other Paladins who find themselves bound by oaths to Bahamut or other masters are usually given errant status, detached from the order for most official purposes. Vassals, on the other hand, retain their status within the order, although their unique talents for nullifying the threats of evil dragonkind are easily noted. Wonderworker (page 82) - This is not a formal designation, represents no order of any kind, and is supported by no specific tradition. Magic Magic represents a brief alteration in the interaction of planar constants. It follows that magic with the Good or Evil descriptors cause certain such alterations in common. I would say that the alignment in general of the caster does not make the casting of spells with the other descriptor impossible unless the caster is Exalted or Vile. In such a case, the caster has bound himself to a specific kind of planar interaction which is incompatible with its opposite. There; an evil cleric may cast a Good or Sanctified spell, but a Vile one cannot. Likewise, a good-aligned cleric can freely cast an Evil or even a Vile spell - which wouldn't be evil unless the intended outcome were evil - but an Exalted cleric could not do so. The spell simply wouldn't 'fit' into the casters preparations. Celestial Paragons Regarding Talisid and the Five Companions - One of the peculiarities of the Ferakoss cosmology is that Elysium, of all the Higher Planes, is entirely free from the influence of Vile creatures. This is simply because the plane itself restricts evil activity. Mortals with evil intentions can't get very far; fiends and other vile creatures who venture into any of the planes of Elysium are simply frozen in their tracks. Such beings cannot even escape; they are stuck, like flies in amber, because of course to permit them to depart from a place where they can do no harm would itself be an evil act. (It might be added that such fiends are taken to the third plane of Elysium, Beleirin, in which they are cared for and ministered to by the local guardinals, spirits of the dead, and others in the hopes that they might someday turn from evil and thus be freed form their immobility. They are made comfortable, to the extent of that being possible, and protected from harmful or distressing circumstances. Some grow smaller with the turning of the years; it is said that when these grow small enough, their evil eventually winks out - they disappear, and somewhere on Elysium a new spirit appears free from its vile beginnings. Some, however, grow larger, gaining power in proportion to their ravenous and ever increasing hate. It is said that in the end, when mortal life is gone and all of creation hangs in the balance, these god-like powers will be released to join their Fiendish allies, then to share in their fate. It is also said, though it surely happens rarely, that on occasion Elysium permits some of the Fiends of Beleirin to move of their own volition...) There exists no known magic or ordinance that can contravene this principle, which ensures that Elysium remains a remarkably peaceful place. Natural disasters do not occur - the Ordinance of the Celestial Mount extends into Elysium, thus ensuring that all of nature is at peace with the inhabitants - but there is an ongoing sense of joy and laughter, as the Wild influence of Arborea prevents the Elysial planes from being utterly unchanging. Nevertheless, those who venture here do so for the sake of consulting with sages or refreshing the spirit, for there resounds throughout a sense that Elysium is the final home for its inhabitants. For this reason, Talisid and the Five Companions are usually not to be found here. Although the light of the Elysial Dawn is the wellspring of their power, they are not empowered for the long rest therein but for carrying that light forth to other planes, including the Third Plenum, the land of mortals. Certainly there are manses and castles here which serve as home bases to various guardinals, but they are more likely to be found in the care of the contented dead who serve than occupied by their masters. (It should be noted that many of those souls who do not manifest as guardinals or other empowered Outsiders on Elysium spend some time in service and simple labor for the masters of the plane. This is hardly arduous since the plane itself cares for most of its tenants needs, and is usually only a brief respite before such souls progress dawnward away from mortal knowledge, but the fact of such service is occasionally used by Fiends as a temptation to the pride of the good. "Do you really imagine that you could serve long as Vhara's chambermaid?") Regarding the Court of Stars - This is not the Court of the High Fae. There are similarities and affinities, but the High Fae represents a mortal power, whereas the Court of Stars is fundamentally outside of times constraints. It is known that the Court of Stars figured prominently in the Pale Wars, and probably prevented the Fiends from invading the Third Plenum in force, but history is understandably incomplete. There are also tales of Queen Morwel being connected in origin to the tribe of Baern, of ancient infamy in the Lower Planes, and that she occupies her throne at the command of Io, or perhaps the Creator himself. Certainly her non-humanoid form radiates a light that has been compared to a dynamic form of the Elysial Dawn. Monsters Sacred Watcher - Sacred Watchers are Undead, not Deathless, being an unusual kind of ghost. Their turn resistance, however, is doubled (from +4 to +8.) |
| DeeL01-19-07, 10:00 PM | The Book of Vile Darkness The Nature of Evil The existence of the undead is not inherently evil in Ferakoss; in a subtle sense their occurance is a kind of natural phenomenon, although hardly anyone would describe them as such. Context might permit the creation of undead by a good character, but such circumstances would be terribly rare. Races Regarding Vashar The origin myth of the vashar is manifest nonsense, but it remains one of the few consistent vashar cultural traits. The vashar insist that they were the first generation of humans and that they were crafted not from neanderthals but from some form of captive fiends. Regarding Jerren Jerren have allied with the grugach in the past. Strong evidence implies that the patron deity of the Jerren is in fact from the Far Realms, and that the Jerren are making inroads in civilized lands on behalf of the aberrations of the Deep Underlands. Variant Rules In Ferakoss, curses and undead are more or less the same class of phenomena, that is a localized alteration of the processes of planar interactions induced at the moment such interactions are in flux. In the case of the undead, this flux is caused by the moment of death. In the case of curses, such fluctuations are occasionally induced by controlled spells, but can be produced by a supernatural entity deliberately seizing the energies of its own death in an effort to afflict whoever was responsible for its death, hence the Dying Curse. The diseases presented are all extant in Ferakoss. Festering Anger and Misery's Passage first began to appear only after the Sorian Sacrifice. Faceless Hate, Life Blindness and Warp Touch appear to have been intentionally created by agents of the Far Realms; Life Blindness in particular has been used as an effective weapon by Illithids. The Calling is an almost direct manifestation of the power of the Wyrm. Historians have only noted this phenomenon within the last century; the Wyrm crafted the Calling as a kind of rebuttal to the Accord. The Dark Speech itself was formulated millenia ago, but the Dark Chant was derived therefrom only after the Sorian Sacrifice, when the remaining intelligent undead foresaw a need for more potent weaponry in future conflicts with lifekind. Evil Weather has been documented for ages, but violet rain began at the time of the Sorian Sacrifice. Frequent at first, it has become rare in the last century; unlike other forms of Evil Weather, it occurs as an accident. Mind Flayers usually produce a Plague of Nettles as part of a strategy for raiding surface settlements. Evil Equipment Various forms of divination magic have obviated torture as a means of acquiring information, consequently the Accord has outlawed all such techniques. Due to the techniques used in their production, the Accord has absolutely prohibited the creation or possession of Liquid Pain and Terran Brandy. The other drugs listed provoke disgust or pity, but rarely arrest. Luhix is the exception; although not illegal, it's possession implies strategically troubling connections for everyone in the neighborhood. Law enforcement typically investigates carefully. More or less all of the poisons and evil material components listed acquire illegal status and an evil reputation due either to their origins or their potential effects. The law permits a very few such materials in the hands of specialists who can account for them responsibly. Feats The Lichloved and Verminfriend feats can be classified as general as opposed to vile feats. Prestige Classes Cancer Mage (page 52) - The badly misnamed Cancer Mages occur rarely, and take part in no significant organization. They usually operate alone, and appear to be oriented toward breaking the power of divine spellcasters to sustain the health of a community. Demonologist (page 54) - Students of the Lower Planes sometimes develop the skills of demonologists after delving too deeply into the objects of their studies. They generally function as facilitators of fiendish contact with the Third Plenum. Diabolist (page 56) - As with demonologists, diabolists often begin their careers in some innocence before being utterly corrupted by their objects of study. A diabologists typical goal is to assume fiendish power in the baatezu heirarchy. Disciple of (Various Archdevils) (pages 57 - 62) - Although the Archdevils of Baator are part of a single heirarchy, and this is known to most dedicated students of the planes, the diabolic forces do their best to keep their various cults working seperately. Each cult has its own strong but secret tradition, often reinforced by familial lines. The Nation of Fire Giants is the secret patron of the Disciples of Mephistopheles, whereas the metallic dragons role in the creation of humanity partly included the directive to make for Asmodeus a perfect mortal vehicle for the cultic power of the Baatezu. Although the various cults operate separately, they are being groomed to interact effectively with minimal information. When the time comes for the devils to take over the Accord, their disciples will be strong enough to make effective tools but too mutually competitive and confused to exert their own influence. Lifedrinker (page 63) - Those vampires who become lifedrinkers usually start out quietly, beginning with an almost dispassionate research into the nature of draining life from mortals. Higher level lifedrinkers are more active, however, and consequently attract more attention. They often teach a small coterie of younger vampires their rudimentary secrets before a number of potent heroes arises to kill the eldest of them. Mortal Hunter (page 64) - Needless to say, this class does not appear among the mortal creatures of Ferakoss, but might easily be set on the trail of mortals who interfere in fiendish affairs. Fortunately they are not directly involved in the Dragonfall War. Soul Eater (page 66) - In Ferakoss Soul Eaters are the creations of the powers of the Far Realms, and consequently pursue the interests of the aberrations of the Deep Underlands. Thralls of (Various Demon Princes) (pages 67 - 72) - Unlike their diabolic counterparts, the demonic cults are part of no single grand scheme. They are, however, far more openly active and consequently make their bases of operation in uncivilized lands. Ur-Priest (page 72) - There is no single tradition of Ur-priests; their unifying element is their hatred of gods and other divine persons, but they can acquire such convictions from a great variety of sources. Vermin Lord (page 73) - There is no single tradition of Vermin Lords; there is a single intention behind their creation, but it is quite secretive. The Vermin Lords are not even unified in their approach to the Accord. Warrior of Darkness (page 75) - It can be difficult to document such Warriors; although the ritual with which one can become a Warrior of Darkness can be researched, the results are not always distinct from supremely skilled warriors of other traditions. Magic Very few spells are inherently evil or good in Ferakoss. Casting most of the spells in this chapter would be evil acts either because of what was required as a material component or other precondition of the spell, or because of the inevitable effect. Corrupt spells are inherently evil because of their insidious effects upon the casters spirit, and spells that conjure fiends or fiendish influences endanger the integrity of reality itself. However, most of the spells listed might be morally acceptable given the proper circumstances. Similar principles apply to the magic items listed. The Accord is dedicated to preventing or eliminating dependency on such items due to the principles at work in their creation, thus possessing or creating such devices is illegal in most civilized lands. Monsters Eye of Fear and Flame - The first generation of these creatures was created by Falazure during the worst days of the Drakojovian Wars. He despises the Accord, but loves humanity because they can provided the best resources for creating undead of this kind. Kython - After the Sorian Sacrifice, a few fiends trapped on Ferakoss withdrew into the Deep Underlands where the aberrations were just beginning to stir. The kython were the result, an interference of the unnatural energy of the Far Realms on fiendish attempts to propogate themselves. Corrupted Creature - It is known that too much exposure to Corrupt spells cause the caster to acquire this template. |
| DeeL01-22-07, 12:33 AM | Libris Mortis The creation of the Third Plenum, the material world in which Ferakoss resides, is an ongoing process. In general, the interactions of the inner planes produce a mixture of elements and energies that produce material reality in recognizeable patterns. One of the most complex such patterns is that of life. When a life ends, there is a brief interval in which the planar interactions are disordered. This imbalance leaves a permanent echo in the material of the body, but it is at its strongest proximate to the place and time at which the spirit ceased to interact with material reality. Under some circumstances this altered pattern of planar constants can be restored and stabilized. This new pattern most frequently uses the Negative Material Plane instead of the Positive for it's energy source, and frequently uses the physical body of the deceased as a structure, though not always. Whether this new pattern retains the intelligence of the deceased or requires some form of intake for maintenance depends on the specific pattern involved. This new kind of pattern is referred to as Undeath. It is important to establish the principles of undeath in order to clarify one of the great differences between standard D&D and Ferakoss as a setting. In the standard rules, the undead are directly associated with evil as well as with Negative Energy. The association with Negative Energy remains, but this is no longer implicitly evil. Creating undead in general is not necessarily evil, although creating some form of evil which is predacious on sentient beings certainly is. One of the trademarks of cleric-type power is the ability to utilize the connection to the Positive Material Plane intrinsic to all living things to directly manipulate the behavior of undead. Clerics can use this connection to interact with the undead either by opening the connection to the Positive Plane to a greater degree, or by reducing it, thus increasing the local action of the Negative Material Plane. The choice of whether to do one or the other is made when the cleric first establishes the connection with the divine whereby he gains his power, and cannot be changed thereafter except under extraordinary circumstances. This difference affects not only the interaction with the undead but also the connection with the planar structure of life, permitting a cleric to act either to heal or to harm. Healing is more easily turned to the purposes of good whereas inflicting injury is more frequently a manifestation of evil intent. For this reason, it is easy to imagine that the Negative Plane is associated with evil alignments and the Positive Plane with good. This is a misimpression, however, and thus permits those undead whose behavior is not irresistibly destructive a greater leeway in terms of the alignment they may choose. Historical Notes Mindless undead are almost always artificially created. Hungry dead - those undead that are compelled to feed on the living in whatever fashion - are usually also artificial, engineered as weapons or long-term curses. Most of the more complex and obscure forms of undead were created about a millenium ago in a nearly forgotten giantish fiefdom known in popular history as the Devouring Kingdom. In the course of this kingdoms rise and fall, the giants involved were either killed outright or converted into some of the more obscure and complex forms of undead. The devourers represent the most well-known such creatures. There are strong implications that it was at this time that Orcus gained the undeath domain, and that this kingdom was sponsored by truly ancient undead powers in an effort to conquer the mortal world. Prestige Classes Death's Chosen (page 41) - There is little chance of becoming a Death's Chosen by training or dedication unless one has been chosen by a powerful undead as a kind of 'apprentice'. Dirgesinger (page 43) - There is no single extant dirgesinger tradition. One adapts bardic abilities to this prestige class through concentration either on undeath or on the more morbid passions. Master of Radiance (page 44) - The Radiant Order is associated with both the Druidic Tradition and the Accord. The Masters of Radiance skill set is fairly recent, and unifies the teachings of the two organizations with some doctrine of various sun deities. Master of Shrouds (page 46) - There is a ritual whereby one may adapt Negative Energy manipulation for the effects of this prestige class, but few good aligned clerics would enact it even if they are Negative channellers; the nature of this class tends to exploit enslaved spirits and enhance the power of predatory undead. Pale Masters (page 47) - Much as written, Pale Masters also have no actual tradition of their own. Sacred Purifiers (page 49) - There is a tradition of Sacred Purifiers, but it is rather attenuated in civilized lands. People affiliated with the Accord who would oppose the undead generally join the Masters of Radiance. There is no requirement for the alignment of the applicant to be good, however, as long as the other requirements are met. True Necromancer (page 51) - There are few True Necromancers in civilized lands - most of the activities involved in attaining and practicing such powers are strongly illegal. There is no real tradition of True Necromancy, although the rituals involved can be researched without much difficulty. Undead Prestige Classes (page 53 - 58) - There are no actual traditions that inhere any undead in the power sets of these classes. Wherever they appear they do so as the personal developments of individual undead. Monsters Angel of Decay - The first recorded appearance of these creatures was after the rise of the Devouring Kingdom. It is possible that they were engineered from ogre magi. The process of their creation has never surfaced. Atropal Scion - It is rumored that the Devouring Kingdom was crafted partly through the efforts of beings known as atropals. After the downfall of the Devouring Kingdom, no such creatures were extant; however, at least two atropal scions have been documented, and appear to have weathered the Sorian Sacrifice quite well. Blaspheme - These beings were created sporadically throughout the Drakojovian Wars. Clearly their beginnings were very ancient, but are now obscure. Bleakborn - There is no documented evidence of a bleakborn giant, thus it is likely they were created in the course of the Drakojovian Wars in an effort to supplement giantish armies with zombie forces. Brain in a Jar - In Ferakoss, these creatures do not occur as a result of alchemical processes as frequently as psionic ones. A brain in a jar has the same statistics, but may have a wide variety of psionic powers at its disposal. Cinderspawn - The first recorded appearance of these creatures was after the rise of the Devouring Kingdom. It is possible that they were created from Fire Giants. The process of their creation has never surfaced; Fire Giants despise them. Crypt Chanter - These creatures are considered an intransigent threat to lifekind, needless to say, and are destroyed wherever they surface. Some of these creatures definitely survived the Sorian Sacrifice, although they have been rarely documented. Dream Vestige - Two such beings have emerged since the Sorian Sacrifice, both of which have been destroyed.. Since dream vestiges only have one origin, it seems there is at least one in hiding or perhaps being preserved by some evil influence. Evolved Undead - This maturation process does occur in Ferakoss; it appears that at one time there was a ritual that permitted an old undead to increase the chance of its evolution to about 100%; fortunately this ritual appears to have been lost to time. Hulking Corpse - The rituals in use for creating these beings from ogres or hill giants and seizing control of them are still extant, thousands of years after they were first devised. Necropolitan - These creatures are some of the only undead who are accepted as potentially civilized creatures. The ritual to create a necropolitan, however, is highly illegal in civilized lands. Plague Blight - Fortunately these beings are not capable of propogating themselves. They seem to occur spontaneously; however, the character of the damage they inflict sometimes seems oddly calculated. It has been theorized that some influence is at work in their arising. Quell - It would appear that these entities are connected to the emergence of the Illumians. By a quirk of planar mechanics, they survived the Sorian Sacrifice virtually unscathed, although without their supporting armies they have been easy prey for the forces of the Accord. Skirr - These beings are created as terror weapons; needless to say attempting to create such beings is highly illegal. Slaughter Wight - These beings are almost exclusively created by the cult of Orcus, although their use is often loaned to other parties. Wheep - These beings are created from willing subjects by fiendish organizations. Campaigns The variant monsters described in this section are all extant in a Ferakoss setting, somewhere. Certainly soldier skeletons are remarkably common, and good aligned liches tend to avoid the spotlight whenever possible. Although Vecna doesn't exist as a god in Ferakoss, the Eyes of Vecna don't necessarily require a divine focus; this organization can by used with minimal modification. |
| DeeL01-27-07, 09:30 PM | Lords of Madness On the Far Realm, one noted philosopher of Ferakoss has this to say: "Most of those with exposure to such things imagine the Far Realm to be dangerous to lifekind, but I would like to observe that there is very little evidence to that effect. It is true that a great many individuals to venture there do not return, but those that do often emerge transformed. They are given new powers, new pleasures to enjoy and the capacity to enjoy them, and there are few overt signs that they are in any way unhappy. Indeed, it appears that most of them are filled with the subtle pleasure of someone who has a fulfilling job to do." "The unpleasant truth is that this work appears to be either killing mortal inhabitants of this world, or transforming this world and its inhabitants into something akin to the Far Realms themselves." "I suppose that it's possible that whatever exists in the Far Realms only wants us to be happy, and therefore to transform us into a likeness of what it perceives as happiness. Our mortal minds revolt, however, at the resulting visages. Well, most of them do." "Characterizing such beings as evil is like so characterizing a soldier. They might simply have some distasteful work to do before we are all remade into happy, peaceful creatures who can achieve a kind of accord at which the present political structure only hints." "Of course, that doesn't quite account for the fact that a great many of the creatures that emerge from the Far Realms are simple-minded predators that savagely upend the natural order. It is rather difficult to understand, but then wouldn't it be?" Regarding Aboleths Aboleths work more or less as written, although they are younger than depicted. Certainly they do not predate all divinity, although their race predates most living deities and they are clearly one of the first intelligent mortal races extant. Their submarine cities are either very old - so old, in fact, that they are often the habitations of other creatures who know little and care less about those responsible for their original construction - or very new. It appears that the aboleth population has experienced a massive surge over the last three centuries, although the reason for this remains obscure. In point of fact, the aboleths have learned of the alteration in the planar structure caused by the Sorian Sacrifice, and know that the Far Realm contains forces and allies that they can readily use for conquest. In order to do so, they have stepped up their own population growth quite deliberately. The entities described as Elder Evils are in fact the personifications of certain principles inherent to the aboleths connection to the Far Realm. The exceptions are Holashner - whose existence as a material creature can be inferred by the presence of bilestone - and Piscaethces, the Blood Queen. Very old writings connect Piscaethces to the Tribe of Baern, although this is entirely beyond confirmation. Certainly, the aboleths aren't telling. Regarding Beholders The beholders of Ferakoss are neither as xenophobic nor as prolific as depicted. They are quite variegated, however. It can be difficult to tell a beholder with an unusual appearance from a completely different breed of beholder-kin (although counting the eyes is usually reliable.) There have been less than a hundred Elder Orbs documented in history; many of these persist into the modern era. For some reason, none of them are citizens of the Accord. It may simply be that the Accord is too new for them to take active notice, and indeed it may be that those standard beholders who have become citizens include a young elder orb or two. Only five Hive Mothers have been documented in history; at the arising of each one, a beholder city was built, and cataclysm ensued. Although individual beholders seem to be able to restrain their less tolerable tendencies, large groups of beholders become far more rapacious. Beholder cults never grow up in civilized areas, simply because the tactics necessary to assemble them are usually quite illegal. Some beholder cultists might exist in the underground, but never openly unless they inhabit a society that would permit a beholder to charm someone long-term. (Short-term charms are occasionally not prosecuted if they had no serious destructive effects.) Regarding Mind Flayers Mind Flayers exist in Ferakoss more or less as written. The history of the illithids in Ferakoss is a tangled skein - they first appeared in the aftermath of the Pale War and enslaved a number of fey soldiers as their food stock/reproductive sources. In the material plane they stayed locked in the Deep Underlands, but they made good use of the erratic temporal effects of the astral plane to enhance the food utility of their slaves. The githic revolt happened about five thousand years ago; with only the grimlocks as their primary slave race, the illithids confined themselves to the Third Plenum in their underground cities. Things changed after the expansion of the elves and halflings, especially as the halflings descendants grew into beings large enough to serve as effective ceremorphosis subjects. The Drakojovian Wars did the work that the illithids were planning to do for themselves - turned the archaic humans into an energetic, prolific and adaptable race perfect for the illithids needs. The illithids are now considering how best to direct human society in forms that will provide maximum long-term benefit to the Mind Flayers. In addition, there are signs that the illithids are in ongoing contact with the end of time; various oracles have declared that there will come into existence an intellect known as the Dark Plea, and that this will be connected somehow with the rising of the illithids. It was for the investigation of these claims that the Talaire families were engendered. Meanwhile, some careful students of such matters have discerned more than a passing similarity between aboleths and neothelids. It is known that the illithids find the Far Realm an appealing resource, and that they enjoy a reasonably peaceable relationship with the aboleth race. Regarding Neogi The neogi work more or less as written. There are signs that they are native to a different world; some folklore links them to the moonlet Suvinal. Certainly there is no record of their presence before about five millenia ago, and their presence is small enough now, consisting of a few colonies in the Underland Shallows and in uncivilized parts of the world. They despise the Accord, and the feeling is mutual. Regarding the Grell The grell work more or less as written. Their entrance into Ferakoss occured about three hundred years ago, unsurprisingly. Regarding the Tsochari The tsochari work more or less as written. Another recent emmigrant race, rumor places the home of the tsochari on the Frozen Sun, Thuvol. New Monsters Elder Eidolons - Only a few such beings continue to exist into the modern era, the last having been constructed over 800,000 years ago. Their self-repairing nature ensures that unless they are assaulted with massive force they will never end. Anything of value they might have been guarding is long gone. Their territories are often entirely without substantial animal life of any kind. Some aboleths have demonstrated the ability to influence the behavior of Elder Eidolons, but this influence appears to be brief and unreliable. Half-Farspawn - Beings who venture into the Far Realms might return with the half-farspawn template, assuming they return at all. Although the half-farspawn template is inheritable, it is not as often gained by true interbreeding as by rituals designed for the purpose. Psurlons - These creatures have only one major community, located in the Crimson Desert, but smaller groups may travel far, and a number have settled in Shazal Khou regions. Silthilar - Silthilar history goes back hundreds of millenia - there are strong implications that the silthilar are responsible for the creation of the proto-goblins who served in the Pale War. It is likely that the silthilar were shattered into their current form as an aftereffect of the Twilight Event, although even this is unconfirmed; the silthilar themselves focus on recent history. Zeugalak - Most adult zeugalaks have learned not to teleport onto cloud islands; those that do so by accident usually leap right off the edge, certainly if there are Storm Giants or Silver Dragons present. The Aberration Hunter (Prestige Classes) Abolisher (page 182) - There is no single tradition that produces abolishers; they tend to result when druids or rangers focus on fighting aberrations with complete dedication. The Circle of the True exists, but it is just as informal as described. Darkrunner (page 186) - The Darkrunner Guild exists as described; it is associated with the Accord, but only peripherally. Fleshwarper (page 189) - Although the makers of grafts have a skill to use in an honest market, most people find the fleshwarpers talents and products distasteful. There is no organization of fleshwarpers, but the public at large often sees them, rightly or wrongly, as members of a common morbid fraternity. Keeper of the Cerulean Sign (page 194) - The Cerulean Sign dates from nearly eight hundred millenia ago. It appears as a light blue willow tree with nine prominent branches against a darker background - clearly there is great leeway for variation in the details. The branches represent the nine alignments. The Cerulean Sign is bound to the metaphysical ordinance of reality, intended by Io to assist in the guardianship of existence. Keepers of the Cerulean Sign have been extant in the mortal world throughout known history. Although they ally frequently with the Order of the Accord and other representatives of civilization, they are not necessarily agents thereof. The Sorian Sacrifice altered planar constants on a vast scale; the Keepers are still trying to come to grips with the implications, but the Cerulean Sign itself has not changed in form or function. Sanctified Mind (page 198) - The Society of the Sanctified Mind was commissioned by the Fochlucan College; it exists in parallel to the Order of the Accord, and there is much exchange of personnel and intelligence. Although the Talaire families are known to the Sanctified Minds, there is little formal contact. Topaz Guardian (page 203) - The Holy Order of the Supernal Topaz Defenders was, as written, an offshoot of the church of Heironeous. They are not directly affiliated with the Accord, although there is an unofficial policy of mutual support therewith. |
| MagicMouth01-28-07, 04:45 PM | Very impressive work and outstanding dedication, DeeL. This is the kind of thing I hope IŽll be able to write for my future campaign worlds. :tiphat: |
| DeeL03-11-07, 11:16 PM | Tome of Magic, part 1 Pact Magic In a sense, all magic is pact magic. Each spell has it's own spirit, a barely conscious fragment of sentience with godlike power, but a very narrow focus. These beings are referred to by those few people who know of them as veritiges. A veritige is responsible for one specific spell, in any permutation. This is why a spell is identical in performance whether it is prayed for by a cleric, researched by a wizard, or manifested by a sorcerer or bard. It is also why many spells seem to have an intelligence of their own; a wish spell has to have some powers of retention and perception in order to function. Veritiges have a simple appetite - they wish to exist, to take part in experience. In this sense, preparation of a spell is a contract to cast it later. When the spell is cast, the veritige feels everything that it is able to feel, and is thus made fully alive. In ancient times, the veritiges responsible for health and the flow of life associated themselves permanently with deities and divine power; it is for this reason that arcane casters cannot effectively heal without the use of vastly powerful spells. Veritiges were never more than they are; when a truly new spell is researched or refined, a new veritige arises. Vestiges, by contrast, were always personae of vast power, although of course they were not always gods. The very first vestiges were probably heroes of the ancient wars between dragons and outsiders; these are unheard of in modern times, but it is clear that of all the forms of magic extant, pact magic is the oldest. Pact Magic in Ferakoss functions just as written, but its flavor is slightly different. Binding is considered something of a primitive art, and it is known that some vestiges, when bound, affect a binder's behavior. No church teaches fear of vestiges as part of their dogma, but pactmaking is still only practiced by a very few scholastic traditions among some long lived peoples, and among some rustic folk who don't have the resources for more intricate magical practices. The flavor text of some of the vestiges requires modification - Acererak - This being dates from before the Drakojovian Wars, and was thus certainly not human. He reputedly had the stature of a dwarf, and the shape of the skull at the manifestation of his vestige is more dwarf-like than not. Andras - Andras was certainly not a paladin, as this vestige predates the paladin class by some centuries. It is possible that he was in fact a divine mind. Nevertheless, his summoning of a mount is a matter of record - some scholars theorize that his is the power that grants paladins their abilities in a kind of 'alternative pact', but evidence of this theory is slim. Eligor - Although the story of Eligor's origin is obvious nonsense - even if the gods of good dragonkind were inclined to submit to such intimidation, Io would not tolerate such changeability in the finality of a soul - there is little changed in Eligor's behavior. It seems that his vestige dates from early in the Drakojovian Wars, and might have been giantish in nature. Haagenti - The origin story of Haagenti is even more nonsensical than that of Eligor, given that the origins of Minotaurs in Ferakoss are so factually known. Nevertheless, Haagenti's behavior and influence are as written, although her association with Thrym is less direct. Halphax - This is the vestige of one of the gnomes who lived in that confused era of history in which the gnomish race was giving up their druidic traditions and beginning to learn illusion magic. His folly is in part responsible for the fact that the gnomes build no grand cities to this day, leaving such edifices to the dwarves. Orthos - There is one story in Ferakoss of the origins of this vestige, but it is mostly told amongst the most learned of dragon scholars. It is said that Orthos was a god in the original dragon pantheon, patron of a long forgotten race known as the onyx dragons. The story goes that he was slain by Falazure at the beginning of his reign as lord of the undead. Otiax - To add to the mystery of Otiax nature, it is a comparatively recent vestige, being undocumented before the Sorian Sacrifice. Shax - It is clear that this vestige dates from just before the Drakojovian Wars began, but whether the story of Shax reflects true events is for now beyond determination. Zagan - The story of Zagan and the conduct and influence of the vestige so named seem to reflect some version of the Twilight Event, although if there is a connection is it now quite obscure. Pact Magic Prestige Classes Anima Mage (page 50) - There is no alignment prerequisite for this class, and there is little sense of coercion or unwilling exploitation involved in the powers granted. The social organization is far less paranoid as well - anima mages are considered slightly strange, but are not persecuted and are occasionally even admired. Scion of Dantalion (page 59) - The family of Dantalion was one of the original successes of the human breeding program, produced by the Bronze Dragons. Unfortunately this project was known among the Blue Dragons who went to great lengths to destroy not only the direct family, but the reputation of the Dantalion line. They succeeded through carefully crafted lies, but the truth remains alive. Tenebrous Apostate (page 63) - As Orcus exists in the world of Ferakoss, so too does Tenebrous and his rather distinctive followers. It may be significant that binder/clerics who have no evident connection to Tenebrous or Orcus occasionally demonstrate traits characteristic of this class. Witch Slayers (page 67) - The class features are unchanged, but the focus of this class is radically different; Witch Slayers represent a faction within the Accord designed to destroy possessing entities, especially fiends. Their training is far more formalized; the requirement that a prospective Witch Slayer face a possessed creature or binder is unchanged, which means that any binder can take an effective part in the training of such a character. Certainly there are few negative NPC reactions to such individuals. Pact Magic Monsters Deadly Dancer - This life form is a living expression of the 'ecology of battle' that reigned over Ferakoss for centuries. That some have survived losing the support of whatever party bred them is a testament to their opportunism. Deathshead - Perhaps needless to say, the rituals necessary to create such creatures are illegal in all civilized lands. Horned Beast - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Karsite - Although the legend of Karsus is most probably fanciful, there is no question that the karsites occasionally occur among human populations. These most probably represent an effort to breed a magic-resistant strain of human from the early stocks. Pact Magic Organizations The Order of Seropaenes - This order is inherently evil, dedicated as it is to the imprisonment and murder of sentient beings regardless of their own behavior. Although Vecna doesn't exist as a true deity in Ferakoss, he does act as the 'fourth patron' in the Order, possibly as a cover for some greater and even darker god. Theurgian Society - Pact magic has been the foundation of all magic since the beginning of recorded time, consequently the tale of Syfal makes little sense. There are few negative reactions to binders, and thus the Society provides little benefit in terms of security. A Society lodge under attack would probably openly summon the local authorities. This is only the public face of the Theurgian Society. Behind the odd beliefs and musty vagueness is a group dedicated to learning secrets and gathering forbidden knowledge. Their public libraries are usually decoys to keep their true libraries safe and unsuspected, free to continue to gather little bits of truth that might otherwise fall between the cracks. to be continued... |
| DeeL03-12-07, 11:02 PM | Tome of Magic, part 2 Shadow Magic Shadow magic is extant in Ferakoss with a minimum of adaptation. Shadowcasters first appeared two centuries ago, when various explorers returned to the world of Ferakoss from the Fourth Plenum, the then-newly accessible Plane of Shadow. The existence of the Plane of Shadow had long been postulated due to the distinctive powers of the Shadowdancers, but it wasn't until the Sorian Sacrifice that it was possible to get there and back reliably. The first users of shadow magic were either shadowsmiths or shadowblades. The first generation of true shadowcasters arose only a little later, comprised of scholars who were focussed on studying the abilities demonstrated by adventurers who had returned from extended sojourns in the Plane of Shadow. Noctumancers and Masters of Shadow were logical outgrowths of these studies, although they remain terribly rare. Oddly, the Children of Night are somewhat more common - something about the study of the mysteries of shadow seems to provoke the drive to not so much use shadowstuff as *become* shadowstuff. Shadow Magic Monsters Ephemeral Hangman - Khayals and Shadow Elementals insist that there were no Ephemeral Hangmen before the Sorian Sacrifice. It is possible that they represent some sort of incursion into the Plane of Shadow from the Far Realm. Shadow Magic Organizations The Nightshade Covenant is fairly recent; it's purposes remain as written. In a sense, their goal is in opposition to those of the Tenebrous Cabal. The Tenebrous Cabal is a collection of explorers from Ferakoss who hope to learn from and exploit the powers of the Plane of Shadows; many of the natives of that land have come to believe that the Cabal represents an intolerable interference in their affairs. The Votaries of Vecna have few of the divine resources as written, given the fact that Vecna is not a deity in Ferakoss. Oddly, the Votaries remain otherwise unchanged; they are a collection of beings who see shadow as a means to an end, that end being personal supremacy. To be continued... |
| DeeL04-01-07, 02:33 AM | Tome of Magic, part 3 Truename Magic Truenaming is an ancient art, although only recently has it become a source of magical power in itself. The draconic tongue was first taught to dragonkind by Io ages ago, possibly to facilitate the development of pact magic. Draconic remains the language of magic, although when the first traditions of the dracolexi were established they began to propound the idea of an even more precise magical language. Their efforts eventually established the traditions of truespeech, although truespeech wasn't notable in it's modern form until just before the Exile Wave. Truenaming functions much as described in Tome of Magic. The dwarves currently maintain the oldest and best known truenaming academies and centers of power. Humans come in a close second, but there are tales that a thriving Truename traditions is growing in Coallu. Of all the lands, northern Porgaron seems least acquainted with Truenaming. Oddly, dragons see little use in Truenaming, although there are signs that giants have quietly maintained a truespeaking skill. The Fey know Truenaming, but maintain little in the way of a consistent tradition. Truename Magic Prestige Classes Acolyte of the Ego (page 204) - There is no real such tradition for this class, although the term 'acolyte of the ego' is sufficiently well-known for a knowledge check to receive no penalty. The class may be entered by anyone who experiences a narcissistic moment while studying truenaming. Bereft (page 208) - Whether stalwart guardians of dangerous knowledge or mad villains who seek the end of all things, Bereft of Ferakoss are all part of the same organization. Uriane Logthosoth's tale occured in the later years of the Drakojovian Wars, and the Bereft quietly made themselves part of the Accord. It has only been in recent years that they have begun to adopt ideas from the Vision of Clear Truth philosophy... Brimstone Speaker (page 212) - Potent servants of the powers of good, there are oddly very few such characters in the service of Bahamut. The Platinum Dragon has committed his resources to other traditions, although nothing keeps any of his clerics from 'dabbling' in Truenaming. Disciple of the Word (page 216) - This class retains some direct connection with the Shazhal Khou, but is otherwise more or less as written. Fiendbinder (page 221) - Fiendbinders are almost never associated wtih the Accord or with civilized peoples anywhere, but that almost goes without saying. Even non-evil fiendbinders with non-malevolent intentions are doing the fiends' work by summoning them; despite the distaste of serving a mortal, fiends know that being drawn into the world of mortals presents opportunities for serving their own ends. The Fifth Candle in particular is actively spreading the basic fiendbinder knowledge. Truename Monsters Archon, Word - Word Archons were first documented during the Pale Wars, and have been consistently active since that time. Devil, Logokron - Latecomers to the diabolic population, Logokrons are credited with creating the first pacts with evil dragonkind in the course of the Drakojovian Wars. This was their first notable activity, although they have remained remarkably eager to venture into the third plenum. Garbler - These creatures have been classified as threatening vermin by the council of the Accord, and are exterminated wherever possible. Only the protection of enemies of the Accord has prevented them from being eradicated. Loquasphinx - Members of the Accord under the aegis of the Court of the High Fae, Loquasphinxes are somewhat feared by Blue Dragons because they Blues know perfectly well that much of what they do is only legal because of loopholes in the law of civilization. Loquasphinxes are some of the only creatures with the intellect necessary to close such loopholes... Painspeaker - Created mostly by circumstance, study of painspeakers was invaluable in the formulation of the Dark Chant. Truename Organizations Collectors of the Lexicon - Kindred spirits to the Theurgist Society, the Collectors exist more or less as written simply because so to do the Illumians. It is certain that the Illumian language is not Truenaming as such, but there is almost undeniably a connection. Kingmakers - Although seeking a fundamentally lawful end, the Kingmakers exist entirely outside the heirarchy of the Accord for a reason they rarely speak aloud - their ultimate purpose is to replace the Accord. They believe the Accord is essentially a quick fix, and that it will ultimately be dispensed with upon the arrival of a monarch of ultimate authority. This doesn't mean they tolerate evil means to their end, but it does mean their agenda is not always innocuous. |
| DeeL05-06-07, 08:28 PM | Tome of Battle The histories and legends inherent to the Book of the Nine Swords are extant in Ferakoss, but with this modification - no humans are present in such tales except in the most recent tellings. Instead, these are tales of the Fey. Most of these stories are records of events that took place nearly eighty thousand years ago. They would be almost entirely obscure by now if it weren't for the fact that some of the participants therein remain alive to this day. As it is, even those mighty fey and outsiders who do keep the old stories alive can be forgiven if some of the details have been lost. As things stand in modern times, the nine schools experienced a resurgence in strength and popularity during the Drakojovian Wars but have become increasingly obscure since their end. Each of the schools remains remarkably active but only in certain local areas. Crusaders arose during the Drakojovian Wars themselves as servants of the young gods, the so-called Ninth Generation. Oddly, virtually no crusaders serve under the Accord; their training and manifestations occur either in the service of local divinities or the Divine Philosophies; even in the latter case, a crusader is usually empowered in areas where other crusaders are already serving other deities. Swordsages are similar in their social effects, few being direct servants of the Accord but many being reliable allies. Their training is given to a small number, thus keeping the number of schools itself quite large but keeping each school small. This presents a bewildering array of schools dotting the landscape, and makes it difficult to tell a swordsage tradition from some other obscure path. Warblades have few true traditions, but often one will arise when inspired by tales of great warriors or swordsages. They have started schools, but true to their nature their teachings are taken up by swordsages, monks, rangers and other less individualistically focussed classes. Prestige Classes Bloodclaw Master (page 96) - There is no single tradition of bloodclaw masters, although most of those adopt this class do so with another bloodclaw master as an example, if not an actual instructor. Bloodstorm Blade (page 100) - The history of this tradition in Ferakoss is slightly different than depicted. The Bloodstorm Blades were a secretive order within the Shazhal Kou lands, until several halflings learned the secrets of the order. It was they, not humans, who estalished the Bloodstorm Guild, and although the githic masters of the Bloodstorm Blade strove to contain the knowledge thereof, they are now content to keep track of who is taught in the tradition. The situation isn't quite as deadly as depicted, although the dynamics are similar. Deepstone Sentinel (page 105) - This tradition is one of the mighty secrets the dwarven nations have kept to themselves. They function essentially as described. Eternal Blade (page 109) - The Eternal Blades were among those entrusted with the defense of Sorian. With Sorian's fall, the order has succumbed to a crisis of morale that has lasted for over three centuries. Their recovery has begun; their numbers in Feyoriim and Naoriim have begun to grow as these new elven lands become more established. Jade Phoenix Mage (page 113) - This order was established in the course of the Twilight Event. It appears that the Souldrake is in some sense the physical form of Merrshaulk, although the precise details are obscure. The class otherwise works as described. Master of Nine (page 119) - This class works much as described. Ruby Knight Vindicator (page 122) - This class is not specific to any particular church; virtually any faith that permits crusaders and tactics of subterfuge has some group of warriors with similar abilities. Shadow Sun Ninja (page 126) - Ninjas, if they are extant in Ferakoss, are so only in the unknown lands to the far south, on the other side of Coallu. This class has no name as such, and those who teach it's skills refer to themselves collectively as the Western Horizon. Their symbol is the setting sun. The Nine Swords The rules for the weapons of legacy work well enough in the Ferakoss setting, although the specific history is occasionally radically different. Desert Wind (page 133) - There was never any such land as described in the history. Desert Wind was forged just subsequent to the Twilight Event, nearly eighty thousand years ago, when traversal between the elemental planes was a simple matter. Supernal Clarity (page 136) - Veselka, forger of the sword of legend, was in fact a feyblood pre-gith, one of the very few of her kind to escape illithid bondage long before the birth of Gith. Unfettered (page 142) - The history of this sword is as written, but is quite clearly wrong on several points. The sword is unquestionably of Reshar's ownership, but Reshar was a child of the Sidhe, and walked the world long before dwarves, frost giants or goliaths. It is known that white dragons were much more powerful and clever in that age, and it is possible that they were the slaveholders, but all else is beyond confirmation. |
| DeeL05-08-07, 03:47 PM | Magic Item Compendium Little adaptation needs to be made for this setting. The primary concept for Ferakoss use is that the contents of the Compendium do not represent the 'state of the art' over all of Ferakoss. They might be region specific, obsolete, or the subject of new research. Generally speaking, a magic item from the DMG can be easily identified by the average Accord citizen. The contents of the MIC cannot, requiring a Knowledge check of at least 15 with only story-specific exceptions. This has a notable effect on the salability of magic items. The prices listed for the DMG items are fairly straightfoward, whereas the MIC list prices are sometimes half their actual sale prices or perhaps even less due to scarcity and exotic appeal. Relics are also a special case; the lore relating their origins is sometimes quite different in Ferakoss than as written. This especially applies to the Cudgel that Never Forgets and the Dagger of Denial. As Saint Cuthbert and Vecna are not divinities in Ferakoss, the former being replaced in this context by Lendys and the latter by Falazure. These have minimal effects on the items themselves, however. The two common exceptions to this policy are augment crystals and runestaves. These devices have been offered by the Weapon Shops for over a century, and although an average citizen may not know what any given augment crystal does, he will know it's use easily enough. |
| DeeL05-08-07, 09:27 PM | Complete Warrior New Classes Regarding Hexblades The association of the hexblade with the evil alignment doesn't make sense to me, so I'm dropping it. Hexblades develop their skills through an obsessive concentration on the idea of retribution through fate, a focus that is not compatible with the direct service to the Accord. This prevents hexblades from ever being paladins and vice versa, but has no actual effect on their alignment. Hexblades do not lose their class-based abilities if they assume a good alignment, and although they are often marked by trama in early life they are not necessarily consumed in self-interest. There are no actual hexblade traditions; the powers of a hexblade arise from a rare variant on sorcerous potential. Regarding Samurai My own discomfort with 'asian' settings pre-empts using such tropes without modification. In the Ferakoss setting, the skill set of the Samurai is simply a different kind of Knight, arising from the same social environments as that class in the PHB II. While being inhered in the same code of obedience and repute as the Knight, the Samurai's training focusses slightly less on manipulating the ego of an adversary and more on a flawless command of the Bastard Sword and Shortsword combination that is their trademark. Despite this, Samurai do retain some capacity to impact the morale of an adversary as represented by their staredown abilities. The two forms of knight are occasionally referred to as Shield Knights (Knight) and Sword Knights (Samurai.) Regarding Swashbucklers Although there is no Swashbuckler tradition as such, most of the people who adopt the Swashbuckler class do so in the company of other such individuals. Most of these can be found near the Aggean Sea; the pirates that sail the Aggean straddle the line between colorful raiders and troupes of entertainers who take their own pay in exchange for providing an daring acrobatic diversion. Such crews are rarely homicidally inclined, and don't clean their prey out of it's most valuable treasure; their survival depends on not causing enough damage to provoke the writing of Letters of Marque against them. The inland Swashbucklers occasionally demonstrate similar habits, although the groups they form are much smaller, sometimes only a high-level Swashbuckler and a student. They are indistinguishable in name from any other kind of adventurer. Oddly, on the wilder shore of Western Arinium, there are fewer Swashbucklers despite there being more piracy. The pirates there are authentic cutthroats, with a savagery that isn't easily compatible with the light-hearted habits of the Swashbuckler proper. Prestige Classes Bear Warrior (page 16) - Bear Warriors are products of the specific traditions of small communities. Bladesinger (page 17) - Bladesingers are heirs to an old tradition that died out before the fall of Sorian. A few half-elf communities have begun to produce Bladesingers in numbers. Cavalier (page 19) - There is no single tradition of Cavaliers, although they most frequently arise from Knights or Samurais. Dark Hunter (page 21) - There are no official traditions of Dark Hunters, but the secrets of this class appear to be partly hereditary; many generations of certain families tend to produce Dark Hunters. Darkwood Stalker (page 22) - The tradition of the Darkwood Stalker arose from the wood elves; very few other kindreds of elves adopt the class. Dervish (page 25) - The Halfling folk began to produce Dervishes in ancient times; according to elvish histories, dervishes were extant in their present form before the Drakojovian Wars began. Drunken Master (page 27) - There are no actual Drunken Master schools, of course, but there do appear to be a number of different traditions in various corners of the world. Exotic Weapon Master (page 30) - This is simply considered a very specialized weapon skill rather than a form of vocation. Thus, it has no tradition. Eye of Gruumsh (page 31) - There were practically none of these warriors arising from the orcish people until less than two centuries ago. It appears that the consecration of Eyes of Gruumsh is a form of rebuttal against the Accord. Frenzied Berserker (page 34) - These forces of chaos are strictly individuals. If any culture has actively produced Frenzied Berserkers, it hasn't survived to make a mark on history. Gnome Giant-Slayer (page 36) - There are long traditions of these agile underdogs throughout gnomish communities. It seems that gnomes began to develop some form of this class at a time when giants, at the bidding of their dragon masters, began to actively hunt gnomes for experimental subjects centuries before the creation of humanity. Halfling Outrider (page 38) - Almost entirely astride riding dogs, halfling outriders are the nomadic folks answer to the orders of the Cavaliers. They appear to be comparatively recent. Hulking Hurler (page 40) - This small tradition works as written. Hunter of the Dead (page 42) - Like the Sacred Purifiers of Libris Mortis, these undead slayers are rarely directly associated with the Accord proper, but their tradition is fairly strong. Invisible Blade (page 45) - This class is not a tradition as such, but is taught by groups of urban-based secretive organizations. Justiciar (page 47) - The Justiciar is actually somewhat older than the Paladin class, although the Accord forces have adopted it strongly. As of now, it is rare to find a Justiciar who isn't a Knight of the Accord. Kensai (page 49) - Virtually any knightly order including the Order of the Accord can effectively prepare a candidate for the Kensai class. These warriors are simply referred to as Knights, occasionally Sword Knights. Knight of the Chalice (page 53) - Although the origins of their order are slightly modified, this class works as written. Knight Protector (page 55) - The unifying trait of this non-order of knights is disillusionment. They are fundamentally those who have discovered the fallable nature of their erstwhile superiors and couldn't tolerate the discovery. They occasionally remain friendly with their original order, but almost never rejoin it. Master Thrower (page 58) - This class does not represent a single tradition. They are usually the products of secretive urban organizations who require inconspicuous ranged assailants. Master of the Unseen Hand (page 60) - This class does not represent a single tradition. They usually gain their abilities as a result of an individual's personal focus on telekinetic assault. Mindspy (page 62) - This class does not represent a single tradition. Their abilities usually result from the focus of a supernaturally endowed creature on the power of thought detection. Nature's Warrior (page 63) - This class doesn't represent an explicit tradition, but almost inevitably follows from a druid's concentrated use of his wildshape ability. Occult Slayer (page 66) - The tradition of this class is never officially passed down, as one of the unofficial requirements for this class is a rage against spell-users that can only rarely be taught. Order of the Bow Initiate (page 68) - This small but spectacular tradition is a remnant of the Drakojovian Wars. It is commonly known that the Order will put it's skills in the service of whatever cause will permit it's members to perfect their skills. Purple Dragon Knight (page 70) - This class usually arises in individuals who perceive the advantages of the Shield Knights (Knights of the PHB II) late in their careers. It results from no explicit tradition. Rage Mage (page 72) - The power set of this class arises with no formal training, but with remarkably consistent results. It appears that this is an unusual variation on sorcerous powers. Ravager (page 73) - These warriors work as written, and have little function apart from the most hideous form of banditry. Reaping Mauler (page 75) - The basic techniques of this class are most usually taught by the dwarves, although they are no great secret. Anyone who wants to learn such skills is usually free to do so. Ronin (page 77) - Although never called 'ronin' as such, disgraced knights tend to develop similar capacities for tactical guile and recklessness. Spellsword (page 79) - The beginning of this class occured in the lands of the Shazhal Kou, a result of the unique approach to mingling skills of the Githic races. Among the Shazhal Kou Spellswords are frequently referred to as gish. Stonelord (page 81) - The Stonelords represent yet another aspect of the hidden lore of the dwarves. They are found among the hill dwarves and mountain dwarves. Tattooed Monk (page 82) - The tradition from which this class arises is oddly centralized - worldly monks may be found virtually anywhere, but as Tattooed Monks they got their start at only one or two monastaries worldwide. Thayan Knight (page 85) - There is no nation of Thay in Ferakoss, and therefore no Thayan Knights. War Chanter (page 87) - This class is not the result of formal training, but is simply the result of a bard's dedication to the more tactical aspects of his skills. Warshaper (page 89) - This class doesn't represent a formal tradition, but is simply the result of a shapeshifter's individual focus on the tactical aspects of his skills. Warrior Organizations The Ise Zumi Monastery is near the lands of the Shazhal Kou, which may have something to do with the enigmatic communications of it's initiates. The githic people have nothing to do with the monastery, however. The Knight Protectors are an international organization whose only real organizational goal is to keep it's members at a comfortable distance from whatever order they exited prior to joining the protectors. As a consequence, this group is an extended network of foreigners in various lands. The Order of the Chalice slightly older than the Accord. Towards the end of the Drakojovian Wars the sheer number of evil outsiders in the various armies began to worry the precursers of the Accord proper. At first, it was simply a central clearing house for information and weaponry useful in slaying fiends, but after the Sorian Sacrifice the Order became more and more intricate in it's traditions until it exists as written in the present day. Ravagers are actually a recurring phenomenon rather than a tradition in itself. So far, the Ravagers the world has seen have only been a kind of trial run. Erythnul has been the open patron, but in fact the organization has been sponsored, in a sense, by a loose alliance of deities whose ultimate goal is the destruction of the Accord in particular, and indeed the annihilation of all conscious life. When they deem the time to be right, every congregation of these divinities will become a pack of Ravagers. |
| DeeL05-20-07, 05:04 PM | Complete Arcane Classes Regarding Warlocks Warlocks are rare, and are often considered a kind of variant sorcerer. At the source this is untrue; sorcerers have, in a sense, ongoing professional relationships with a number of spell veritiges. Warlocks, in essence, make a single transaction early in their lives with a single potent spiritual force. This force is not necessarily demonic, and warlocks in Ferakoss can be of any alignment. The warlock abilities are not hereditary, although some of the traits that count as prerequisites are, and consequently there are no actual warlock traditions. Due to the supernatural connection that gives the warlock class its power, the warlock cannot multiclass with a paladin. There may be other classes with whom a warlock cannot multiclass at the discretion of the DM. Regarding Warmages Warmages were first trained in the Ferakoss Wars, and their numbers were at their greatest among the human armies at the time of the Signing of the Accord. Their numbers have diminished substantially since then, although they remain a mainstay of armed forces; the training necessary to produce a warmage is widely known. Few individuals accept such training without the financial inducement of a government, though - the warmage's abilities are generally perceived as too specialized. Regarding Wu Jen The Asian character of these spellcasters doesn't generally fit the Ferakoss campaign, but the Wu Jen class traits as described here does have a place. In Ferakoss, they are known as Incantors. Even those spellcasters who know of the nature of veritiges tend to deal with them on a dispassionate, impersonal level. Binders deal with vestiges more personally, but only because of the way in which vestiges manifest when their bargains are struck. In the course of their training, however, some spellcasters become acquainted with spell veritiges in a more personal sense, interacting with them almost like people. Due to the nature of veritige consciousness, the 'personalities' of elemental type spells are more defined and varied than other types of spells. These spellcasters train by casting certain groups of spells as incantations, drawing out the interactions of the spells over time. Eventually, after long intervals of such casting, the spellcaster is made a kind of honorary member of these spell 'clans', becoming strongly associated with the element of their choosing. At this point, they become Incantors, their behavior changing to make them more part of their new family. Prestige Classes Acolyte of the Skin (page 19) - This class works as written. It is a fairly recent tradition, having been introduced to a number of scholastic organizations worldwide to assist the incursion of the fiends, usually from Baator. Alienist (page 21) - A very old tradition, it appears that Alienists began appearing shortly after the development of sorcerous powers. Their precise origin is obscure, especially given that they don't usually form long-lived groups. Argent Savant (page 24) - This class does not represent a single tradition, but follows from any arcane casters concentrated study of force magic. Blood Magus (page 26) - This class works as written. It's powers arise from the opportunity afforded by a return from death for a kind of ruthless introspection, a study of the interaction between self and veritige. Effigy Master (page 30) - Effigies were first developed by gnomes shortly before the Sorian Sacrifice. The secrets of effigy creation were widely dissiminated, and there are now a number of realms whose living armies are supplemented by effigy forces. Within these realms, Effigy Masters have strong ongoing traditions, although they are rarely frequent adventure seekers. Ferakoss uses the 10 level adaptation proposal, permitting effigies to be crafted at a constant cost in total gp and xp, with the Effigy Master being able to allocate this cost as he sees fit, permitting him to make very expensive effigies with no cost in xp, or make effigies quickly and cheaply with a high cost in xp. This ability is available at 7th level. Elemental Savant (page 32) - There are a few traditions of Elemental Savants, but most such spellcasters are the individual seekers of elemental knowledge. Enlightened Fist (page 34) - This class works as written, and arises most frequently in the heartlands near the realms of the Shazhal Kou. Fatespinner (page 37) - This class works as written, and represents no single tradition. Any arcane spellcaster who has had an opportunity to examine happenstance might develop fatespinner abilities. Geometer (page 39) - This class does not represent a single tradition, but is generally the result of a spellcaster's focus on the written character of spells. It is notable that the spellglyphs used by Geometers are quite dissimilar to the sigils of vestiges as drawn by binders; it seems clear that the two mystical approaches are not significantly connected. Green Star Adept (page 41) - The comet Alhazarde does not exist in Ferakoss, but the material upon which this class relies has a much more reliable if dangerous source - Sorian. Beneath the crystalline forests of Sorian are veins of a metal that has a number of names; technically it is called catasite, and starmetal is one of its colloquial names. Finding it is easy with the use of magic. Getting to it, considering the inhabitants and other hazards on and under the surface of Sorian is occasionally referred to as baiting suicide. For this reason Green Star Adepts remain rare, and their tradition remains confined to East Arinium. As of 7th level in this class, Green Star Adepts are able to negotiate the hazards of Sorian far more effectively than more mundane creatures, and are occasionally friends with some of the gem dragons or other inhabitants of the jeweled continent. This makes them perfect guides and hirelings for other guests to that land. Initiate of the Sevenfold Veil (page 44) - This tradition is maintained in the heartlands, but it's practicianers are more often to be found at the edges of civilization, working to counter the menaces of goblin and undead hordes. Mage of the Arcane Order (page 48) - This class works as written, and are indeed members of a single unified tradition. See Organizations below. Master Transmogrifist (page 51) - This class does not represent a single tradition, but is simply the result of an arcane spellcaster being sufficiently self-confident to test the limits of changing his own form. Mindbender (page 54) - This class is one of the few arcane classes to result from research by the Divine Philosophies, specifically the Vision of Clear Truth. Any spellcaster who meets the prerequisites can join the class, however - the secrets of it's powers are widely dissiminated. Seeker of the Song (page 56) - The beginning of this class occured in the origins of the human race itself; as humanity began to refine bardic power, some members of their profession began to contemplate the use of bardic music as a purely magical source. Oddly, not many gnomes favor this form of bardic power. The Seekers of the Song are also not closely connected to the Fochlucan College, being the result of a tradition of their own. Sublime Chord (page 60) - This class is more studious and cerebral than the Seekers of the Song, but have similar origins and outlook. Suel Arcanamach (page 63) - Although there was no Suel nation in Ferakoss, this class exists as the result of the Drakojovian Wars refining forms of battle spellcasting. The Warmage is a more recent such development, and even now the arcanamach is maintained as a possible training option for threatened nations. The language requirement is simply draconic, a much simpler prerequisite than that listed. Wayfarer Guide (page 65) - This class, and the organization it represents, exist as written in Ferakoss. It does little actual business in the strongly urban nations, however, due to the fact that permanent enchantments are in place to convey people and cargo in such areas. Wild Mage (page 68) - This class represents no specific tradition, something that goes almost without saying. Wild mages occasionally result from the impulse to somehow 'liberate' the veritiges from their eternal servitude, but are more usually the consequence of an almost obsessive focus on randomness. Arcane Monsters Effigy - Most 'detached' elligies - that is, elligies in service to someone besides their creator - are large creatures used for mounts and/or guards. Effigy masters tend to produce smaller creatures for their own companionship. Elemental Grue - These creatures don't generally make incursions into the Material Plane, but not for lack of trying. They despise the Material creatures responsible for their creation, and waste no opportunity to harm or kill them. Fortunately they have no planar travel powers. The Accord classifies them as dangerous vermin, but spellcasters go to great lengths to kill them under controlled circumstances to preserve the spell object that remains. Elemental Monolith - Some of these mighty creatures were summoned to the Material Plane in the last decades of the Drakojovian Wars. They were banished back to the Elemental Planes by the Sorian Sacrifice, and remain somewhat wary of interactions with the beings of the Material Plane to this day. Organizations (page 181) The Arcane Order began in ancient days when the elves were still creating sorcerers of their own and sherek(halfling) volunteers. The order is almost exactly as old as the Wizard class; at first its chief activity was keeping the powers of wizardry confined to certain very specific parties, but as the secrecy failed it's role changed. Even now no other group has successfully produced a spell pool, and this remains the Arcane Order's trademark power. The halflings have remained conspicuous in their support of the Order, and humans and hearth elves are the most numerous other members. |
| Arcanisk12-30-07, 09:20 AM | The idea of rounds sounds very interesting, but for symetry and pleasure of measure could you make 100 rounds in a day for the ten based system of humans? This setting looks very interesting and I would love to adventure in it. Thank you for your well of inspiration. |
| DeeL12-30-07, 10:10 PM | Arcanisk, thanks for the shout-out. I had just now heard about the new 4th Edition, which is good news in that it is now possible for me to review the entire 3.5e body of work. On the other hand, it looks like adapting for the new setting details could be a pain. I'd better get busy - when 4e hits the stands, I want to be able to manage one brisk adaptation, then make some ongoing updates. As for the question of time. You can adjust the ratio if you like for your use, but I prefer the more natural asymmetry represented in the present system, gnomishly complicated as it is. |
| DeeL01-01-08, 04:29 PM | Complete Mage Fundamentals Given the nature of magic in Ferakoss - magic as transaction - much of the information in this chapter doesn't apply. Magic in Ferakoss is not a universal force suffusing the planes, but rather the result of ancient spirits with very specialized foci, beings who literally do nothing but enact spells. Other such beings permit mortal creatures to embody certain magical effects, such as with Warlocks and Dragonfire Adepts. Character Options Alternative class features are generally a matter of training. The features are generally facets of the basic training for any class, and are available to anyone at the beginning of their career. Feats are similarly available, including the heritage feats. A single character can take multiple different heritages, as the hybridization efforts of the Drakojovian Wars have left many bloodlines with latent influences. Tactical feats are generally taught in certain traditions, but Reserve feats are more idiosyncratic. Reserve feats arise as a result of personal interactions between spellcasters and the veritiges of their spells. Prestige Classes Abjurant Champion (page 50) - Despite the repeated claim for uniqueness for this class, the Abjurant Champion is in fact yet another take on combined martial skill and arcane spellcasting. It is distinct in that it doesn't focus so much on casting spells as it does on making sure spells can't be cast on it. There is no single tradition of Abjurant Champions in Ferakoss; they generally arise in the same places and for similar reasons as Spellswords and other such varied skill sets. Eldritch Disciple (page 53) - There are no alignment restrictions for this class in a Ferakoss campaign. As with Warlocks, however, Eldritch Disciples may not multi-class with Paladins. Eldritch Disciples are usually the result of training from the same kinds of traditions that produce Warlocks, but are more frequent in religious organizations for obvious reasons. Eldritch Theurge (page 57) - Note that dragonfire qualifies as a substitute for the Eldritch Blast for the purposes of prerequisites for a prestige class, thus Dragonfire Adepts might qualify for Eldritch Theurge just as easily as Warlocks. In Ferakoss, Eldritch Theurges are not predisposed to be loners and might just as easily be found esconced in a place of authority in a large organization as in seclusion. Enlightened Spirit (page 60) - In Ferakoss these are rarely distinguished from Warlocks, who are themselves rarely treated any differently than other arcane spell-casters. Enlightened Spirits are usually Warlocks who have taken up arms explicitly against invading outsiders or the undead, and have modified their training for such a specialty. Unlike Eldritch Disciples, they are not often associated with any religious group. Holy Scourge (page 64) - In Ferakoss campaigns, Holy Scourges work more or less as written. Most are associated with the Divine Philosophy of the Accord. Lyric Thaumaturge (page 67) - Like Seekers of the Song, this class has it's beginning in humanities first explorations of bardic power. It is quite popular among human and gnomish bards/spellcasters. Master Specialist (page 70) - This class works generally as written; it is difficult for even spellcasters to distinguish Master Specialists, let alone complete laymen. Nightmare Spinner (page 74) - This class also works as written; the Dark Dreamers organization appears to be older than the Accord, but there is no sign that it was created by dragons or outsiders. It doesn't appear in any of the histories of the Drakojovian Wars, and it's aims are entirely obscure. Ultimate Magus (page 77) - An Ultimate Mage is almost always an idiosyncratic development; the discipline necessary to become one has never formed a tradition. Unseen Seer (page 81) - While many Unseen Seers do indeed work for the Seekers of Truth, that organization certainly has no monopoly on the training and skills of Unseen Seers. Virtually every organization with decent backing and an interest in covert surveillance has a few Unseen Seers on staff. Wild Soul (page 84) - This class works more or less as written; the Court of the High Fae stands in for the Seelie Court, with the Unseelie Court being even less formal than that. The Unseelie Court includes those fey who have no use for the Accord and would just as soon see it destroyed. |