Homebrew Campaign Setting; Bloodmetal (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
AdenThornwood

12-26-07, 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.
fodigg

12-26-07, 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)?
AdenThornwood

12-26-07, 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.
DarkRhystar

12-27-07, 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.
AdenThornwood

12-27-07, 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.
DarkRhystar

12-28-07, 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.