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| AdenThornwood12-26-07, 02:10 PM | Bloodmetal Realm The World This realm takes place in a dark, medium fantasy setting based on Greek and Norse mythology and the works of Leonardo De Vinci. The age of Renaissance has come, and the land of Casarei is experiencing a revolution of culture, art, and technology. The People Much like the Planescape setting, the world is very diverse. However, the world takes place on the Prime Material plane. A listing of the most common races and their traits are listed below. Humans: Culturally diverse and widely recognized. No changes to racial traits Half-Elfs: Contrary to the belief, they are their own race. No changes to racial traits. Dwarfs: Commonly known as stone dwarves. Have the following changes; - Low-light vision replaces Darkvision. Dwarves are not entirely an undercommon race, but they are known to have relations with such races. - +1 racial attack bonus vs giants. This replaces their +1 racial attack bonus vs orcs and goblinoids. The dwarves are common enemies with giants, despite the ancient northmen being recognized as a larger threat to the giants. - Subraces; Gray dwarves (grey-skinned undercommon race), Grottle dwarves (skinnier, more frail savage race) Elfs: Commonly known as light elves. Have the following changes; - Ability adjustments; +2 Dex, +2 Wis, -2 Str. Light elves aren't as powerful as other races, but they are graceful and keen. - +2 racial bonus to Listen, Spot, and Spellcraft. Light elves have keen senses and a basic understanding of magic. - Subraces; Dark elves (gruff, ebony-skinned undercommon race), Sylvan elf (a sort of wood elf who shares fey traits) Halflings: Have the following changes; - Subraces; Duvering (dwarfish halflings), Alfhondi (elven halflings) Planetouched: Include; - Aasimar (celestial) - Tiefling (fiendish) - Vanderor (celestial) (http://forums.gleemax.com/showthread.php?t=970281) - Genasi (fire, earth, water, air) Serpenttouched: (http://forums.gleemax.com/showthread.php?t=960099) Include; - Ourobori (wise, divine dragon men) - Nidhoggri (crude, violent dragon men) The racial traits for subraces are as follows; Dark Elf; In addition to light elf's racial traits; - Ability adjustments; +2 Dex, +2 Wis, -2 Cha (replaces light elf's ability adjustments) - Darkvision 60 ft. (replaces light elf's Low-light vision) - Light sensitivity - 1/day spell-like abilities; darkness - Bonus Language; Undercommon - Favored Class; Rogue Sylvan Elf; In addition to light elf traits; - Racial skill bonuses; +2 Spot, +2 Listen, +2 Survival (replaces light elf's racial skill bonuses) - Fey affinity +2 (gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey) - Bonus Language; Sylvan Gray Dwarf; In addition to stone dwarf's racial traits; - Ability adjustments; +2 Con, -2 Cha - Darkvision 60 ft. (replaces dwarf's Low-light vision) - Light sensitivity. - +4 racial bonus on saving throws against spells and spell-like effects instead of +2. - +4 racial bonus on saving throws against poisons instead of +2. - 1/day spell-like abilities; magic weapon, magic stone, darkness. Caster level equals gray dwarf's class levels. - Bonus Language; Undercommon - Favored Class; Wizard - +1 Level Adjustment Grottle Dwarf; In addition to stone dwarf's racial traits; - Ability adjustments; +2 Str, -2 Int, -2 Cha. - Illiteracy (cannot read or write) - Does not have Weapon Familiarity or Stonecunning. - +2 racial attack bonus against giants instead of +1. - +2 racial attack bonus against humanoids, orcs, and goblinoids. - Racial skill bonuses; +2 Survival, +2 Intimidate, +2 Search (replaces stone dwarf's racial skill bonuses) Duvering (Halfling); In addition to halfling's racial traits; - Ability adjustments; +2 Con, -2 Cha (replaces halfling's ability adjustments) - Darkvision 60 ft. - Light sensitivity - Stonecunning. - +2 racial bonus on saving throws against spells and spell-like effects. Alfhondi (Halfling); - Ability adjustments; +2 Dex, -2 Str. - Racial skill bonuses; +2 Listen, +2 Spot, +2 Spellcraft (replaces halfling's racial skill bonuses) - Low-light vision - Fey affinity +2 (gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with fey) - Bonus Language; Sylvan - Favored Class: Wizard The Classes The Bloodmetal campaign setting is very concentrated on the concept of classes filling primary roles in the party. To go with this concept, every character is given a list of recommended class and classes in which are not recommended, but otherwise very playable. These lists are as follows; Recommended; Fighter, Wizard, Cleric, Rogue. Not recommended; Paladin, Druid, Ranger, Barbarian, Sorceror, Monk, Bard, Marksman (http://forums.gleemax.com/showthread.php?t=970193). In addition, every character at first level is granted a special ability called Bandage(Ex). The rules for this ability are as follows; Bandage(Ex); Once per day, a character is able to perform a minor heal on themselves or others. When they use this ability, they recover the hit points of themselves or of an ally within 5'. The amount of hit points recovered equals 1 + 1/2 the character's Heal skill bonus. The character can recover a minimum of +0 hit points. The Red Wizard Of Thay is the only prestige class from the DMG that is not playable in the Bloodmetal realm (well, it is playable but it is very out of place in the world). There are three new prestige classes included in the Bloodmetal realm; The God Hunter (http://forums.gleemax.com/showthread.php?t=970249), The Valkyrie Of Hope (http://forums.gleemax.com/showthread.php?p=14679271#post14679271), and The Adventuring Warlord (http://forums.gleemax.com/showthread.php?p=14679271#post14679271). The Pantheon The deity pantheon known to Casarei is based around a large family tree starting from the 1st generation of deities. In this world, deities never age, but they can still be killed. The deity pantheon is as follows, ordered from the 1st generation to the 7th generation; Hhelon: Goddess of darkness. Weapon; Dagger Alignment; Neutral Evil Aliases; The Dark Mother, Satan Domains; Evil, Destruction Worshippers; Evil characters Power; Greater 1st Generation Ramlon: God of war, blood, death. Weapon; Greatclub Alignment; Chaotic Evil Aliases; Ares, The War God Domains; War, Death, Destruction Worshippers; Giants, barbarians, evil fighters, orcs Power; Greater 2nd Generation Panderea: Goddess of healing, wisdom, women. Weapon; Dagger Alignment; Neutral Aliases; The Maiden Domains; Knowledge, Healing Worshippers; Women, bards Power; Lesser 2nd Generation Elemain: God of dwarves, elements. Weapon; Warhammer Alignment; Lawful good Aliases; The Forger Domains; Fire, Water, Earth, Air Worshippers; Dwarfs, genasi, elementals Power; Greater 2nd Generation Lilium: Goddess of elves, forest, love, animals. Weapon; Shortbow Alignment; Chaotic Good Aliases; The White Stag, Mother Nature Domains; Animals, Plant, Healing Worshippers; Druids, rangers, elves, fey Power; Greater 2nd Generation Gorgos: God of barbarity, chaos. Weapon; Hand axe Alignment; Chaotic neutral Aliases; The Savage One Domains; Chaos, Strength Worshippers; Goblinoids, barbarians, savage races Power; Lesser 3rd Generation Tyrannea: Goddess of tyranny, devils, evil. Weapon; Light hammer Alignment; Lawful evil Aliases; The Tyrant Domains; Law, Trickery, Evil Worshippers; Devils, kobolds, dictators, tyrants Power; Greater 3rd Generation Jaylef: God of study, law. Weapon; Unarmed Alignment; Lawful neutral Aliases; The Judge Domains; Knowledge, Law Worshippers; Diplomats, monks, kings Power; Lesser 3rd Generation Tiamat: Goddess of evil dragons. Weapon; Chromatic dragon breath weapons Alignment; Chaotic evil Aliases; The Chromatic One Domains; Evil, Destruction Worshippers; Chromatic dragons, evil half-dragons, nidhoggri Power; Greater 3rd Generation Arcanus: God of arcane magic. Weapon; All arcane spells (as favored weapon; cleric may cast as many level 1 arcane spells as equal to 1/2 his Int modifier once per day) Alignment; Neutral Aliases; The Archmagi Domains; Magic, Chaos Worshippers; Wizards, bards, sorcerors Power; Lesser 3rd Generation Bahamut: Goddess of good dragons. Weapon; Metallic dragon breath weapons Alignment; Nuetral good Aliases; The Metallic One Domains; Good, Luck, Sun Worshippers; Metallic dragons, good half-dragons Power; Greater 4th Generation Ouroboros: God of knowledge, ourobori Weapon; Divination spells (as favored weapon; cleric may cast as many level 1 and level 2 divination spells as equal to 1/2 his Int modifier once per day) Alignment; Neutral Aliases; The Eternal One Domains; Knowledge, Protection Worshippers; Wizards, ourobori, bards, scholars Power; Lesser 4th Generation Lazareus: God of the dead, underworld. Weapon; Scythe Alignment; Lawful Evil Aliases; The Grim Reaper, Death, Hades Domains; Death, Destruction Worshippers; Necromancers, liches Power; Lesser 5th Generation Heficksa: Goddess of thunder, storms, snow. Weapon; Greataxe Alignment; Lawful good Aliases; The Stormbringer, Giant Killer Domains; Travel, Strength Worshippers; Good fighters, northmen Power; Lesser 5th Generation Paletei: Goddess of dark magic. Weapon; Staff Alignment; Chaotic Evil Aliases; The Pale Woman Domains; Magic, Evil, Trickery Worshippers; Evil necromancers, pale mages, evil rogues Power; Lesser 6th Generation Daeghus: God of the shadows. Weapon; Dagger Alignment; Chaotic neutral Aliases; The Shadow Domains; Trickery, Chaos Worshippers; Rogues Power; Lesser 6th Generation Randogo: God of change, waxing moon. Weapon; All (cleric's choice, may choose only one) Alignment; Chaotic neutral Aliases; The Everchanging One Domains; Chaos, Travel Worshippers; Halflings, adventurers Power; Lesser 6th Generation The Nameless One: God of mysteries, lies, secrets. Weapon; N/A (cleric's choice, may only choose one) Alignment; Chaotic Neutral Aliases; N/A Domains; Chaos, Trickery, Knowledge Worshippers; Spies, rogues Power; Greater 6th Generation Maeru: Goddess of halflings, harvesting, the Sun. Weapon; Sickle Alignment; Neutral Aliases; The Autumn Lady, Harvest Maiden Domains; Sun, Healing, Plant Worshippers; Halflings, farmers Power; Greater 6th Generation Lok: God of villainy, pain, demons. Weapon; Left hand has been replaced with a crude mess of knifes and daggers (clerics have the same weapon; statistics for it are below. This weapon is usable by the cleric after the cleric has gone through a deadly operation done by members of his/her same deity. After the operation, which takes 2d6 days to recover from, the cleric incurs a permanent -1 Con ability penalty, but he/she gains a +1 ability bonus to Wis, for doing a favored deed of his deity. This weapon is always attached the cleric's offhand, and it cannot be disarmed. The only way to unattach the weapon is by cutting the cleric's hand off, or by destroying the various knifes on the appendage. A cleric who loses or breaks his Lok Hands loses his +1 Wis ability bonus gained by earning them). Name Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Encumbrance Lok's Hand - 1d3 1d4 20/x2 - 3 lbs. Exotic(required) Light Alignment; Chaotic Evil Aliases; The Tortured One Domains; Evil, Chaos, Destruction Worshippers; Evil characters, demons Power; Greater 7th Generation Mechaeus: God of order, the future. Weapon; Flintlock pistol and rifle Alignment; Lawful Neutral Aliases; The Engineer, Renaissance Bringer Domains; Law, Luck Worshippers; "Mechaenists", inventors Power; Lesser 7th Generation Lunas: Goddess of good deeds, full moon. Weapon; Composite longbow Alignment; Neutral good Aliases; The Crescent Moon Domains; Good, Protection Worshippers; Rangers, druids, elves Power; Lesser 7th Generation Festiveus: God of celebrations, music. Weapon; Club Alignment; Chaotic Good Aliases; The Jovial One Domains; Good, Protection, Healing Worshippers; Entertainers, dwarfs, halflings Power; Lesser 7th Generation Illthaenos: God of the underdark, undercommon races. Weapon; Scimitar Alignment; Nuetral evil Aliases; The Great Beholder Domains; Evil, Magic, Trickery Worshippers; Undercommon races, illithid Power; Greater 7th Generation Hope: Goddess of heroes, blessing, luck. Weapon: Longsword Alignment: Lawful good Aliases; The Just One, Crusader Domains; Good, Luck, Travel Worshippers; Paladins, good characters, celestials Power; Greater 7th Generation On a side note; A deity's "power" is whether a deity is a lesser or greater deity. This system is based on the number of domains a deity has, but there are known to be some exceptions to this rule. The Religions There are multiple religions in the land of Casarei, all of which are either polytheistic or monotheistic. They are measured on a scale of major, intermediate, and minor religions. Most minor religions have never been heard of, and the fraction of the world who believe in a minor religion is 0.5%. However, major and intermediate religions can be seen worshipped by a good majority. About 72.8% of all religions believed are marked as major, and about 26.7% of all religions believed are marked as intermediate. The following is a listing of the four major religions, and the five most well-known intermediate religions. Major; Planarianism; The basic belief that all deities are in fact planes of existence. Many druid circles stand by this religion. There are also wizards and scholars who see this as a valued theory, and some even believe it themselves. When a character believes this, they have access to all deities in the pantheon. # of Believers Worldwide; 10.3% Omnism; The basic belief that all deities are all-powerful immortals. This religion is believed by many who think to fear the deities' power. They have many estabilishments (referred to as mosques) which have an order of dedicated clerics that follow it. When a character believes this, they have access to all deities in the pantheon. # of Believers Worldwide; 14.12% Sapientism; The basic belief that all deities exist to share their knowledge with mortals. They strive to learn from life, and they believe such teachings are the doing of the gods. Some druid circles follow this religion, as well as a minority of wizards and clerics with the magic and/or knowledge domain(s). When a character believes this, they have access to all deities in the pantheon. # of Believers Worldwide; 16.08% Theism; In many ways, this belief is not a religion. It has few to none estabilishments, no strict belief systems, and no religious leaders. The basic belief is that the gods are greater extraplanar beings, and while they exist and are very powerful, they are not entirely omnipotent in many aspects. When a character believes in this, they have access to all deities in the pantheon. # of Believers Worldwide; 32.30% Intermediate; Hhelonism; The basic belief that the only deity still living today is Hhelon. It is a monotheism, which is rare in Casarei. The believers are passionate followers of the goddess Hhelon. They have only secret estabilishments and their rituals are often seen as brutal, psychotic, and evil. When a character believes in this, they have access only to the deity Hhelon. # of Believers Worldwide; 0.12% Origin Omnism; This religion is a sect of the Omnism major religion. It was first worshipped by the ancient northmen, and its practices are very shamanistic. However, believers only worship a number of deities that existed during the times of the northmen. Such teachings are believed by a good many to be quite primitive, especially since it is mostly worshipped by barbarian and orc tribes. When a character believes this, they have access to only 1st, 2nd, 3rd, 4th, and 5th generation deities. # of Believers Worldwide; 4.4% Valhallism; The basic belief that the world is a terrible place, where only the goddess Hope can bring strong faith into the hearts of mortals. Paladins and lawful good clerics typically follow this religion. Despite the dedication to Hope, the religion is polytheistic. It is one that values knightly honor, respect, and valor. When a character believes this, they have access only to the deity Hope. # of Believers Worldwide; 5.32% Terranism; The basic belief that while the deities truly exist, it was not them who created the planes; but an even higher being did so. This religion is believed by many undercommon races. Estabilishments (called cathedrals) are found all around undercommon settlements, where followers of the religion make a weekly sacrifice to their patron god or goddess. This is usually a blood sacrifice, done by letting blood from their arms using a ceremonial knife over a bowl filled with hot water (the steam from the water is believed to carry the sacrifice to their deity) # of Believers Worldwide; 5.78% Atheism; This is not a religion. It is the belief that there are no higher beings, and that the "Great Fracture" (an epic planar black hole that combined the original Material planes) was not performed by a god. When a character believes in this, they do not have access to any deity. All divine spellcasters are not allowed to believe in this religion. Their power comes from their patron deity. # of Believers Worldwide; 7.7% This is what I have so far, the campaign setting is still in the works. Please leave critique/feedback, I worked hard on this. :D Links to pages for the rest of the prestige classes will be posted once I create a thread for each one. The Blessed One PrC still requires some revisions and rewriting. More sections will be added. Believe me when I say this campaign setting is going to be large. I still need to make a world map for the mainland Casarei, but as of now, the newest section close to being done is The Weapons section. Edit 12/26; Changed the PrCs and finished them all. They are now ready to post in a single thread. Expect them tonight or tomorrow. Edit 12/27; Festiveus is now a chaotic good deity. New PrCs are to be added in today. Weapons are taking longer than expected, so you'll probably be seeing more sections before seeing the weapons. A section on religions of Bloodmetal has been added. Racial traits for subraces added. |
| fodigg12-26-07, 03:57 PM | Am I right in assuming that some of the things you mention (recommended classes, first aid) are attempting to put some of the elements from 4E into your games? --- I like what you have so far, but it'd be nice to hear more about the history of the world. Also, are you sure that you want a god of barbarism (http://en.wikipedia.org/wiki/Barbarism_%28grammar%29)? |
| AdenThornwood12-26-07, 04:45 PM | Am I right in assuming that some of the things you mention (recommended classes, first aid) are attempting to put some of the elements from 4E into your games? Yes you are. I refuse to buy all new core rule books for 4E when I can just play 3.5E with minor revisions. The designers mentioned something about all classes finding a way to heal themselves so that clerics aren't so busy, so I gave them a way without coming out with a brand new rule edition. The recommended classes were not done to add 4E elements into the game. They were done because I wanted my campaign settings to be based around playing primary roles in a party. I like what you have so far, but it'd be nice to hear more about the history of the world. Also, are you sure that you want a god of barbarism (http://en.wikipedia.org/wiki/Barbarism_%28grammar%29)? My fault, the god is meant to be a god of barbarians. I should've probably checked the definition. :P I still have lots of work to do before I can say that I'm finished with this campaign setting. Thank you for the comments and evaluation. I will continue to work on this in the mean time. |
| DarkRhystar12-27-07, 08:08 PM | You have a... Goddess of Darkness. Goddess of Dark Magic. God of Shadows. Isn't that really redundant? Your changes to Elves are too much. +2 to two different stats on top of all the elves other bonuses is too much. It's too good for a LA+0 but too weak for a LA+1. |
| AdenThornwood12-27-07, 10:53 PM | You have a... Goddess of Darkness. Goddess of Dark Magic. God of Shadows. Isn't that really redundant? In their own respect, they are similar, but otherwise different things. The goddess of darkness doesn't refer to shadows. It refers to vices and a lack of morals. The goddess of dark magic doesn't refer to shadows either. It refers to magic from evil sources (demon magic, anti-good spells). Despite the goddess of darkness ruling over, well, darkness, she does not govern the concept of dark (evil) magic. Your changes to Elves are too much. +2 to two different stats on top of all the elves other bonuses is too much. It's too good for a LA+0 but too weak for a LA+1. The ability adjustments on light elves aren't in addition to the elf from the PHB. In fact, they actually replace them. If it would make it less confusing, I can write in that the ability adjustments replace that of the elf from the PHB. |
| DarkRhystar12-28-07, 11:18 AM | In their own respect, they are similar, but otherwise different things. The goddess of darkness doesn't refer to shadows. It refers to vices and a lack of morals. The goddess of dark magic doesn't refer to shadows either. It refers to magic from evil sources (demon magic, anti-good spells). Despite the goddess of darkness ruling over, well, darkness, she does not govern the concept of dark (evil) magic. Still seems to me like some of that could be rolled into one deity, but it's your setting. The ability adjustments on light elves aren't in addition to the elf from the PHB. In fact, they actually replace them. If it would make it less confusing, I can write in that the ability adjustments replace that of the elf from the PHB. +2 to two different ability scores with a -2 to only one is still too good for LA +0 with or without all the other Elven features. Keen Senses and +2 to three skills just make it more pronounced. It's an extremely weak LA +1 or an overpowered LA +0. |