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| Szatany10-31-06, 05:06 PM | This is just a collection of ideas for a new setting I was thinking of, I'm calling it Europa for the time being. There are some similarities to both warcraft and warhammer. It all started when I wanted to have more interesting and different PHB races. Here's what I have so far: http://i19.photobucket.com/albums/b191/Szatany/EuropaBannerShirtLogo.jpg The game takes place in landmass that looks like Europe and has many similarities, both in landscape and names. (simple and effective). There are 7 playable races, and all races that exist in this setting differ somewhat from core D&D. Humans have roman-like empire, they rule their kingdom situated mostly in Italia, but streching across Hispania, Germania and Galia as well. They especially hate dragons and draconic races who they wage a perpetual war with. Humans have empire and the emperor. Dwarves live in scandinavia and are barbaric and cruel. They battle giants but also raid human lands in the times of peace. Some of the dwarves fled to the human empire a century ago and are much more peaceful. Those dwarves, considered traitors by their northern kin, are available to the players. Dwarves live in clans and have hegemony. Dwarves revere and pray to someone called King under the Mountain. This being's real name is Xixecal and it is responsible for annihilation of the dragon kingdom. Dwarves wage war with fomorians, and both sides eat their captured foes. Elves live in Albion (england), they craft beautiful buildings, much like LOTR elves, they have no special connection to nature. Elves are arrogant megalomaniacs. Ages ago they practiced demonology above other magical arts and invited demonic invasion on the known world. Some elves have demonic abilities (players can choose them) but are also best to battle demons. Elves have a King and monarchy. Halflings are like gypsies. They escaped from their mountain lands to the east from a vampiric infestation. Now they live their poor lives traveling through in human lands. Most are treated as thieves and conmen. Halflings have no government anymore. Gnomes live in greece. They are race who developed philosophy and the only one ruled by democracy. They live in cities with gremlins who they "tamed". Gnomes are calm and collected inventors. They are also the richest nation, which leads to tensions between them and humans. Luckily for gnomes, their cities are near-invincible thanks to inventions such as cannons and arcane magic. Gremlins are small demons (few know about that) that escaped during demonic invasion from their larger evil brothers and settled with gnomes. They aren't really evil but curious and somewhat insane. Gremlins don't feel fear or pain. They provide a vital part in gnomish science since they simply love to test new inventions. Hobgoblins live in area similar to russia as mongol-like nomads. They have strong connection to spirits of nature. They are primitive but noble people. Hobgoblins have ability to speak with animals. Hobgoblins also live in clans, ruled by a Khan. There are more females than males, and every hobgoblin who can prove his worth has a harem of wives. Hobgoblin's life is regulated by trials and rituals. Their women have no rights in their society, but are usually treated well. Other races/species: - There are no half-elves or half-orcs. - Orcs are actually a kind of demon. - Drow are elves who basically became half-demons and were banished to the underworld by their surface kin. - Vampires are not what you think they are - dragons live exclusively near nexus crystals but it wasn't always like that - raptorans live and rule Egypt. They think they are children of the gods, but in reality they were an experiment of an older race they destroyed and took control of the region. Raptorans have theocratic society. - there are undead in the world but they are rare. There are no skeletons or zombies whatsoever. There is one raptoran mummy thanks to the fact that her piramid was built around a nexus crystal. (there are no other mummies, this one is an unique entity) - there is an abeil (bee-people) empire somewhere in India. They produce best silk and cloths in the world. - gnomes use gargoyles as elite troops. - there are no clockwork and similar constructs. Things like golems, etc are more of elementals. - halflings created golems to use them as defenders. Golems were the only thing that kept them from total annihilation/slavery from the vampires. - isolated tribes of primitive lizardfolk, troglodytes, kobolds, and few similar races can be found all across the world (but mostly in southern, warm areas). They are said to be degenerated descendants of once-proud dragon kingdom. - most fey live only in areas of real-world Poland, Slovakia, etc., their druids rule those heavily-forested lands and let noone in. - southern shores of Greece are infested with harpies who even attack passing ships - many gnomes embark on quest to find a cyclops. Those who return live rest of their lives in prosperity. - ogres are valued slaves in the human empire. They are caught in their land of Kongo, far to the south of raptoran lands. They have 4 arms, almost black skin, and no body hair, but otherwise resemble large muscular humans. Other things I though about: - strange crystal monoliths dot the landscape anywhere you go in the world (even underwater). Each is roughly 100 miles from 4 others. Those objects (called nexus crystals) emanate magic and are the only known source of it. They are covered with runes. Long time ago, elven mages were able to decipher the runes and invent process of magic item creation. - all magic items must be created withing the vicinity of a nexus crystal. Every magic item is covered with runes, as they hold nexus energy within the item. Damage the runes and the item loses its magic. - noone knows who created nexus crystals, but those interested in that topic belive that the crystal network has a hidden meaning beyond simply providing magic to the world and destruction of more nexuses may have catastrophic consequences. - at least few nexus crystal have been destroyed or damaged over millenia. Areas with their crystals destroyed don't support magic while areas with damaged crystals produce wild magic effects. Pieces of those crystals, or nexus shards, are single most valuable items known to a man. Any such shard can be connected to an item and covered with runes to create an artifact. Nexus shards are never-ending source of magical energy. - some time ago elven archmages were experimenting with teleporation magic and accidently created a stable portal to the moon. Since then they built a large city there, but their efforts to colonize the moon are thwarted as strange creatures that call themselves myconids attack the city on regular basis. - thousands of thousands of years ago dragons ruled the Europa and had many draconic races as minions (troglodytes, kobolds, and more). Then something happened and the great ice came and destroyed their empire. Only few dragons survived thanks to the nexus crystals, but are now dependant on them. - gods might or might not exist, they don't interfere. Some beings are revered as gods, it is uncertain if they are indeed gods or not. - there is only a handful of (discovered) planes other than the material one. There is no ethereal or astral plane. All planes are adjacent (or what was the word?). When you teleport, you must decide what plane you travel by and each one makes nasty things to you. Hell burns the mage and demons may appear at your destination; shadow plane sucks life force; abyss tries to keep the mage in; far realm drives the mage insane. - Remus and Romulus have indeed founded Rome. They left the (then) village to lands unknown. The legend says they will return some day and bring light in the darkest hour. Both are epic werewolves. - legends say of Lemuria, underworld realm said to contain unimaginable riches and most bizzare of monsters. |
| Szatany10-31-06, 05:59 PM | Basic concepts behind Europa: 1. Humans dominate the continent. 2. Gods do not interfere with earthly matters, they don't even grant spells. 3. Magic is real and can be used by anyone who learns it. 4. There is no alignment mechanic. 5. There is only one type of magic. Things like arcane magic, divine magic, or psionics might be available as feats that modify character's abilities. 6. There aren't many intelligent races that have any sort of civilization, perhaps 30 or so. 7. Magic is impersonal and requires no "deal" with a supernatural being. 8. Magic items can exist only thanks to runes. 9. Magic items are assumed to be available, and game balance proceeds from that assumption. 10. Spellcasting is consequence-free but can't be performed just anywhere. 11. There is no XP. Advancing in levels requires time, measured in months. 12. Rules are simplified in many aspects to make game run smoother. Definitely less spells, skills, feats, etc. 13. Technology level, culture, and the "feel" of human lands is around 100-200 year B.C., instead of late medieval. Only gnomish Greece has more advanced technology (but is otherwise similar to mythological Greece). 14. No half-races and antropomorphic races are kept to minimum. There are exceptions, but they are rare. |
| Fullmetal_Alchemist11-01-06, 12:01 AM | thousands of thousands of years ago dragons ruled the Europa and had many draconic races as minions (troglodytes, kobolds, and more). Then something happened and the great ice came and destroyed their empire. Only few dragons survived thanks to the nexus crystals, but are now dependant on them. I really like this idea. I like it when only a small race of dragons live in a world and try to survive on their own. Though my world "Lost Heaven" has a butt load of dragons, but draconic power is uncommon. There are no half-elves or half-orcs. No really my style, but I would like to know why there are no half-elfs and half-orcs. Also, is this D20 Modern or D&D? Because Some of sounds like the modern world mixed within the D&D fantasy world. That is mainly what my world is. I would like to read more on this. Keep up the good work. |
| Szatany11-01-06, 12:26 AM | Thanks, just came up with few things. (see last paragraph about cosmology and teleporting) About halfbreeds, I just don't really like them. To me they are both unnecessary and unrealistic, even for fantasy standards. Breeding a cross between two distinct species should be possible only with magic ritual. It is very much a fantasy setting, technologically advanced as during the times of Julius Caesar. Dragons actually invited the Ice Age on themselves because they messed with someone they shouldn't have :D |
| SKRP11-01-06, 03:03 AM | For this moment it looks like ancient Warhammer with many non-human races. Do you think about twist? One thing, which will make this setting original and really different then others? Do you will add a race with culture similar to historical classical Sparta? Mix between oligarchical and democratic system, with strong division between castes and militaristic outlook on life? |
| Szatany11-01-06, 08:01 PM | SKRP sent me a PM asking what rule changes there gonna be, so here are the basics I have thought about: 1. Ability Scores: - Intelligence renamed to Intellect - Wisdom renamed to Perception - perception is for ranged attacks instead of dexterity and for initiative checks - charisma is for will saves (i'm considering renaming it to Personality, but that's not a necessity) (that way every ability score has some use for every character) 2. Classes: - I want classes to be divided into types (important abilities): warrior (Str, Dex, Con), stealth (Dex, Con, Per), and mage (Con, Int, Cha) - no bards (as base class anyway), no druids, no monks, no barbarians - I want each class to have 3 paths to choose 1 from, much like ultimate classes and WoW classes. - following that system, classes could be: warriors: - soldier (at 10th level become either master of arms, master of armors, or leader) - champion (at 10th level smiter, protector, ???) stealth: - hunter (at 10th level ranged combat, survival, ???) - rogue (at 10th level stealth, assassination, ???) mage: - wizard (at 10th level nova?, mysticism, arcanism) - priest (at 10th level ??, ??, ??) or something like that 3. Skills. There is a thread somewhere in unearthed arcana section about condensing skill list to about 20-25 skill. I'm gonna use it. 4. Leveling up: - No xp in the game, leveling takes time and cash. - BAB renamed to Base Combat Bonus (BCB) - There is also Base Magic Bonus (BMB) that works similarily to Base Combat Bonus - saves are the same old 3, but saves, BCB, and BMB follow same progressions (either 3/4 level, 1/2, or 1/4). Yes, there is no +1 BAB/level. 5. Combat - no iterative attacks, unless you have 2 weapons - less hit points (renamed to Wounds), but every character has fatigue score that can be expended to dodge attacks. In general fatigue recovers fast on its own but can't be easily restored by magic, while wounds recover slowly on their own but can be easily healed by magic. - fatigue also depletes whenever you attack or cast spell, or take damage. It's an universal resoruce every character has to pay attention to. - Wounds = Con score + 1 (mages) or +2 (stealth) or +3 (warriors) per level. - Fatigue = Con score + 1d10 (warriors) or 1d8 (stealth) or 1d6 (mages) per level. - some rare creatures, like undead, elementals or constructs, don't have fatigue and that makes them potentially very dangerous. - rules for dodging (using Reflex save) and parrying (using BCB), both of those actions cost fatigue to use and can be boosted by spending more fatigue. - armors provide bonus buffor. Hit withing it and you hit the armor meaning your attack is affected by armor's DR. For example: you attack your opponent with a sword, you make an attack roll (let's say your roll is 10+1d20) against opponent who decides to dodge and wear light armor. His reflex save is +6 to his dodge AC is 16. His armor gives him +5 AC and 3 DR. That means you have to hit AC 16 or more to hit him in the armor (and then your attack deals 3 damage less), and you have to roll 21 or more to avoid armor and deal damage directly to flesh. 6. Magic: - spells use mana instead of slots. - a mage cannot really go nova, at least compared to standard D&D, they have far less mana, but once it's gone they can still blast enemies like warlocks indefinitely (using BMB like a warrior uses BCB) - less spells than in PHB, but customizable like in XPH. 7. Other: - every class has both per day abilities and staying abilities. For example, staying ability of warriors and stealth is weapon attacks and per day abilities are akin to ToB manuvers. Staying ability for mages is arcane attack that uses BMB, per day abilities are spells. |
| Szatany11-01-06, 08:10 PM | For this moment it looks like ancient Warhammer with many non-human races. Do you think about twist? One thing, which will make this setting original and really different then others? Do you will add a race with culture similar to historical classical Sparta? Mix between oligarchical and democratic system, with strong division between castes and militaristic outlook on life? I don't know if you could really call it a twist, but there are many elements that are pretty uncommon in D&D. Those being: - game takes place in human-occupied territory and slavery is legal and thriving - plate armors don't exist yet, only elves make and use chainmails and some fancier weapons like rapiers - pretty much every PC race is unusual (except perhaps humans and halflings) - magic works in different ways - there are no gods as active force, there is no battle between good vs. evil, all other planes are pretty much hostile, even angels are evil in their own way - latin replaces common language, and it's only common in human lands - there is room for moon adventures, much more interesting than underwater ones IMO - the game can actually be won ;), and the world saved. That is definitely some sort of a twist. If that's not enough, I don't know what would be. Can't make the game much more weird before it stops resembling widely recognized fantasy. |
| SKRP11-02-06, 03:40 AM | - the game can actually be won ;), and the world saved. That is definitely some sort of a twist. Yeah, it's true twist ;) Is magic common? Have various races and organizations different interpretations of magic (like in Mage setting in old or new World of Darkness)? |
| TheLastEvilDrow11-02-06, 03:56 AM | I like the background information and the historical inspiration. My homebrew uses a European (and beyond) like continent, even has a greco-roman empire of men at one point. Very neat eitherway, though a lot of the mechanical rules makes the game seem extra complicated and unplayable, but whatever's cool with the GM and players. |
| Szatany11-02-06, 07:40 PM | Is magic common? Have various races and organizations different interpretations of magic (like in Mage setting in old or new World of Darkness)? Magic is fairly common, although magic items that have permanent power are much moer rare, and there are far less utility spells (almost no spells that replace skills, like stone shape, detect lies, jump, etc). I want to represent different types of magic (druidism, necromancy, psionics, illusion, etc) by a system similar to domains. At 1st level a wizard picks one feat that grants him access to a group of spells as well as attack mode that he can use at will (like eldritch blast). At later levels he can take feats to either improve this domain or gain new ones. I like the background information and the historical inspiration. My homebrew uses a European (and beyond) like continent, even has a greco-roman empire of men at one point. Very neat eitherway, though a lot of the mechanical rules makes the game seem extra complicated and unplayable, but whatever's cool with the GM and players. I don't want it to be complicated, if anything I'm trying to make it simpler. I might rethink and simplify some combat rules. I'm also put extra effort to make high level game run smoother. |
| Szatany11-02-06, 08:40 PM | Few new ideas I had (all added to 1st post): There is one raptoran mummy thanks to the fact that her piramid was built around a nexus crystal. (there are no other mummies, this one is an unique entity) They (abeil) produce best silk and cloths in the world. Gnomes use gargoyles as elite troops. There are no clockwork and similar constructs. Things like golems, etc are more of elementals. Halflings created golems to use them as defenders. Golems were the only thing that kept them from total annihilation/slavery from the vampires. Most fey live only in areas of real-world Poland, Slovakia, etc., their druids rule those heavily-forested lands and let noone in. Remus and Romulus have indeed founded Rome. They left the (then) village to lands unknown. The legend says they will return some day and bring light in the darkest hour. Both are epic werewolves. Southern shores of Greece are infested with harpies who even attack passing ships Many gnomes embark on quest to find a cyclops. Those who return live rest of their lives in prosperity. Dwarves revere and pray to someone called King under the Mountain. This being's real name is Xixecal and it is responsible for annihilation of the dragon kingdom. Dwarves wage war with fomorians, and both sides eat their captured foes. There are more females than males, and every hobgoblin who can prove his worth has a harem of wives. Hobgoblin's life is regulated by trials and rituals. Their women have no rights in their society, but are usually treated well. Ogres are valued slaves in the human empire. They are caught in their land of Kongo, far to the south of raptoran lands. They have 4 arms, almost black skin, and no body hair, but otherwise resemble large muscular humans. Opinions? I have a lot of fun coming up with these :) |
| SKRP11-03-06, 08:14 AM | Gnomes use gargoyles as elite troops. In our world Romans conquered Greece. Are Gnomes under the rule of human Empire? There are no clockwork and similar constructs. Things like golems, etc are more of elementals. In times of Roman Empire clockwork and other kinds of advanced inventions wasn't common but familiar, for example mythical Daedalus created mechanical bird with clockwork and Heron of Alexandria build first steam turbine (yeah, it is this famous Heron who describe Heronian Triangle). Most fey live only in areas of real-world Poland, Slovakia, etc., their druids rule those heavily-forested lands and let noone in. Are druids dangerous, xenophobic and bloodthirsty? Remus and Romulus have indeed founded Rome. They left the (then) village to lands unknown. The legend says they will return some day and bring light in the darkest hour. Both are epic werewolves. Romulus didn’t kill Remus? They haven’t an argument during building Roma? What with rest of Roman pantheon? Humans worship romans gods? Many gnomes embark on quest to find a cyclops. Those who return live rest of their lives in prosperity. Why finding a cyclops is so profitable? Are cyclops as in greek's mythology agile craftsman? Dwarves revere and pray to someone called King under the Mountain. This being's real name is Xixecal and it is responsible for annihilation of the dragon kingdom. Dwarves wage war with fomorians, and both sides eat their captured foes. Are dwarves united or they live in tribes variance with whole world? There are more females than males, and every hobgoblin who can prove his worth has a harem of wives. Hobgoblin's life is regulated by trials and rituals. Their women have no rights in their society, but are usually treated well. Hobgoblins worship their ancestors? They ride horses, wolves, panthers or something else? And last question - are gladiators present in world? |
| Szatany11-03-06, 10:11 AM | In our world Romans conquered Greece. Are Gnomes under the rule of human Empire? No, they are very much independent, even if human Empire wants their lands, riches, and inventions. In times of Roman Empire clockwork and other kinds of advanced inventions wasn't common but familiar, for example mythical Daedalus created mechanical bird with clockwork and Heron of Alexandria build first steam turbine (yeah, it is this famous Heron who describe Heronian Triangle). Ok, but I want to keep clockwork stuff out to further differentiate this setting from others. Are druids dangerous, xenophobic and bloodthirsty? That's what folk tales tell. Romulus didn’t kill Remus? They haven’t an argument during building Roma? What with rest of Roman pantheon? Humans worship romans gods? No, they were brothers who loved eachother. Yes, humans worship roman pantheon, including Artemist, Neptun, Mars, and the like. Why finding a cyclops is so profitable? Are cyclops as in greek's mythology agile craftsman? Cyclops can see the future, but he will tell you only what he wants to tell you. Cyclops are not craftsmen. Are dwarves united or they live in tribes variance with whole world? Dwarven clans fight eachother on occasion, but they keep that to minimum since their giant enemy is a very demanding opponent. Hobgoblins worship their ancestors? They ride horses, wolves, panthers or something else? Hobgoblins ride horses and they worship spirits of nature, not ancestors. And last question - are gladiators present in world? Of course they are. As in real Rome, gladiatoral events are very famous across the land. Most are slaves but some fight for gold and glory. |
| SKRP11-03-06, 11:54 AM | Ok, but I want to keep clockwork stuff out to further differentiate this setting from others. Nice to hear that, all gremlins will be happy ;) No, they were brothers who loved eachother. Yes, humans worship roman pantheon, including Artemist, Neptun, Mars, and the like. Maybe the capitol of human empire are two twin cities, Roma and Rema? Cyclops can see the future, but he will tell you only what he wants to tell you. Cyclops are not craftsmen. Is race which worship farseeing cyclops? Of course they are. As in real Rome, gladiatoral events are very famous across the land. Most are slaves but some fight for gold and glory. Did gladiators fighting in uprising against empire like in Spartacus revolt in our world? What with minotaurs and mazes? |
| katkov11-05-06, 04:47 PM | some time ago elven archmages were experimenting with teleporation magic and accidently created a stable portal to the moon. Since then they built a large city there, but their efforts to colonize the moon are thwarted as strange creatures that call themselves myconids attack the city on regular basis. Be aware that this lets the elves see the world as it is. This means that the elves will know about the americas. With a couple of far seeing spells the elves could become world renound mapmakers and spies. |
| Szatany11-05-06, 07:35 PM | Be aware that this lets the elves see the world as it is. This means that the elves will no about the americas. With a couple of far seeing spells the elves could become world renound mapmakers and spies. Haven't thought of that, it could be an important fact. Is race which worship farseeing cyclops?I haven't thought about gnomish religion, but I'm thinking they could worship titans. Did gladiators fighting in uprising against empire like in Spartacus revolt in our world? What with minotaurs and mazes?Didn't put any thought into those areas. |
| PSchirf11-05-06, 10:30 PM | But you don't have to have the Americas on your world. Your moon isn't our real-life moon, so who is to say that the world you're creating is anything like our real world? It could even be flat. |
| katkov11-06-06, 08:01 PM | But you don't have to have the Americas on your world. Your moon isn't our real-life moon, so who is to say that the world you're creating is anything like our real world? It could even be flat. If you change the way the moon works you also have to think about how the tides work at least. A way to keep the elves from becoming all knowing would be tho have the city on the dark side of the moon. |
| Szatany11-06-06, 08:36 PM | Or perhaps clouds of fungal spores from myconid "forests" cover the sky in that area. Or.....there is no america. Or there is but elves are simply unwilling to go there (for whatever reason). At any rate, both moon and earth are spheres and behave more or less like our planet. EDIT: But moon has almost normal gravity. |
| PSchirf11-06-06, 10:44 PM | If you change the way the moon works you also have to think about how the tides work at least. Not really. Think more like someone from a nearly forgotten era... The tides are the work of the Gods; claiming anything else is heresy and may result in a lightbolt from a clear sky... |
| Wayett11-06-06, 11:07 PM | Nice man, I like the to hit and dodging system, as well as the fatigue and wounds thingy! The magic is a cool idea to. My world is a medival one with lots of horror and evil druids and monks. The idea of the moon is an awsome one (i cant spell awsome). And that magic idead is one i may use, if u let me, and i've been thinking about the no alignment thing (cause no one really needs it, I use 5 alignments, neutral, good, evil, lawful, and choatic. It is easyer to just be good, then lawful good, and if ur a paladin, don't you have to be LG anyway? I just play my character as I want to, no alignments until some paladin wants to smite me for eating babies. Love ur ideas, PEACE!! |
| Szatany11-08-06, 12:44 AM | The idea of the moon is an awsome one (i cant spell awsome).Awesome ;) And that magic idead is one i may use, if u let me, Of course. Truth be told, i've come up with those ideas when I thought it would be cool to write new PHB (sort of like 4th edition, at least for me). But with new PHB there should be new assumed setting, because Greyhawk really doesn't do it for me. And so ideas started appearing and weeks ago I decided that I have enough of them to post the whole thing. I will probably never get to the point of writing my vision of PHB, so I can at least hope that someone will use some of my ideas for his or her project, whatever it might be. |
| katkov11-10-06, 02:50 PM | Or perhaps clouds of fungal spores from myconid "forests" cover the sky in that area. Or.....there is no america. Or there is but elves are simply unwilling to go there (for whatever reason). At any rate, both moon and earth are spheres and behave more or less like our planet. EDIT: But moon has almost normal gravity. If there are the americas the elves would want to go there even if they could not see it directly(magic remember). my idea is that the Americas are there but do not have any nexuses. This prevents teleporting or scrying the continents. Maybe since the habitants live in a world without nexuses they have evolved there own magic that does not involve nexuses |
| PSchirf11-10-06, 03:09 PM | Or perhaps clouds of fungal spores from myconid "forests" cover the sky in that area. Remember, from the moon the earth will appear much as the moon does from here. Two differences: The earth would appear a bit larger than does the moon from earth: approximately twice the size in the sky. Also, the earth would cross the sky VERY slowly (once every 28 days or so, then disappearing for 28 days) but rotate about 28 times during its time in the visible sky. How would a cloud block just the Americas without also blocking the rest of the view of the earth, given the earth's rotation? |
| Szatany11-10-06, 03:31 PM | Remember, from the moon the earth will appear much as the moon does from here. Two differences: The earth would appear a bit larger than does the moon from earth: approximately twice the size in the sky. Also, the earth would cross the sky VERY slowly (once every 28 days or so, then disappearing for 28 days) but rotate about 28 times during its time in the visible sky. How would a cloud block just the Americas without also blocking the rest of the view of the earth, given the earth's rotation? I thought it's obvious: spore clouds are on the moon :) |
| PSchirf11-10-06, 05:36 PM | Or perhaps clouds of fungal spores from myconid "forests" cover the sky in that area. How would a cloud block just the Americas without also blocking the rest of the view of the earth, given the earth's rotation? I thought it's obvious: spore clouds are on the moon :)Maybe I'm confused about that "in that area" refers to. Are you (#1) saying that a cloud on the moon (which is what I was talking about too) blocks part of the earth view but not all of it? Or are you (#2) saying that the clouds on the moon are so thick that there is never a break in the clouds for the moon residents to see the earth? I can buy (#2), but (#1) has numerous problems. Remember, from the moon the earth will appear to spin in-place, and will be about twice the size as the moon is from earth. |
| Szatany11-10-06, 05:47 PM | The 2nd. My idea was that elves erected their city in the middle of myconid territory, and the sky above the city is constantly covered with thick green clouds. |
| PSchirf11-10-06, 05:49 PM | The 2nd. My idea was that elves erected their city in the middle of myconid territory, and the sky above the city is constantly covered with thick green clouds. Ok, that works... but then, do the elves know that they're on the moon at all? And if so, how do they know it? |
| Szatany11-10-06, 06:37 PM | I don't know. Maybe they don't. But it would be cool if they did so the players can be aware they travelled to the moon. Maybe elves figured it out because the gravity is slightly lower. Perhaps there are rare times when the sky is clear and elves were able to see the earth (but not for long enough to discern anything specific). Or my favorite, they found some strange ruins (single elves might have ventures far away from the city after all) that pictured whole solar system. The more I think about it, the better I like the idea that elves never left dark side of the moon. |
| katkov11-11-06, 02:50 PM | Are there nexuses on the moon? |
| Szatany11-11-06, 03:04 PM | Definitely yes, but I've been thinking if perhaps it would be better if moon had psionic nexuses and earth magic ones. |
| leather_book_wizard11-11-06, 04:33 PM | I like your setting. |
| katkov11-11-06, 09:22 PM | So mycanoids are psionic then? |
| Wayett11-12-06, 02:06 PM | Lol, Psion mycanoids, that would be cool. But if the PCs wanted to be Pisons, they could be Moon Elves! That would be cool! You could also have portals so you could traavel to different worlds that some crazy elves use later. That way you could go from your campaign setting to Dragonlance, or go to a Oriental world (samurais). I read a lot of Midekemia. What happens when the PCs go to Africa or into the middle east and even farther, like to Canada or China? The Canadians could be Gnomes or Halflings lol! |
| Szatany11-13-06, 06:31 PM | Lol, Psion mycanoids, that would be cool. But if the PCs wanted to be Pisons, they could be Moon Elves! That would be cool! You could also have portals so you could traavel to different worlds that some crazy elves use later. That way you could go from your campaign setting to Dragonlance, or go to a Oriental world (samurais). I read a lot of Midekemia. What happens when the PCs go to Africa or into the middle east and even farther, like to Canada or China? The Canadians could be Gnomes or Halflings lol! Of course myconids are psionic :), aren't they in D&D too? About moon elves. While an elf could be born on the moon I suppose, there are no subraces in my setting, so moon elf would be just a fancy name for an elf and he would be mechanically no different from albion elf. About setting-hopping. I guess it could be possible to travel to places like greyhawk or iron kingdoms, but it should be very difficult. No easy portal stuff. More like epic adventure through far realms or abyss :) When PCs go to africa they are in africa :). Gnomes live in Greece, halfling in central Europa. I have no plans whatsoever for Canada or China, they are very much beyond the scope of my setting. |
| leather_book_wizard11-13-06, 06:40 PM | About setting-hopping. I guess it could be possible to travel to places like greyhawk or iron kingdoms, but it should be very difficult. No easy portal stuff. More like epic adventure through far realms or abyss :) That,for some reason,made me laugh out loud.I think I have some kind of laughter disease...:D |
| Szatany11-13-06, 06:49 PM | That,for some reason,made me laugh out loud. Explain yourself :) |
| leather_book_wizard11-13-06, 06:51 PM | The mirth of Pelor fills me?Lol. |
| katkov11-13-06, 08:48 PM | If the moon the moon is psionic does the elves magic still work on the moon. Is there air on the moon or do the elves have to provide their own air (hard to do without magic) |
| Szatany11-13-06, 08:57 PM | If the moon the moon is psionic does the elves magic still work on the moon. Is there air on the moon or do the elves have to provide their own air (hard to do without magic) Assuming the moon has psionic nexuses then no: magic is useless on the moon and psionics on the planet. That's why I'm hesistant to use this option. Yes, moon has its own atmosphere. |
| katkov11-15-06, 02:50 PM | perhaps it works like the tides. When the earth is in certain rotation magic is stronger on the moon and psionics are stronger on earth |
| Carwyn_Nhung11-15-06, 10:44 PM | IIt seems the idea of the dark side of the moon is very well established, but you could use two alternatives: 1- The Americas are impossible to get to thanks to monstrous beasts/merfolk etc. But then adventurers would inevitably try to fight their way through using air bottles etc, which would be a shame as they would almost definitely loose. 2- The moon is in a synchronous but not geosynchronous orbit, so that it would appear over the year to circle around the sky getting larger and smaller, thereby creating the tides and still allowing for eclipses while not allowing the elves to see much of the earth: http://en.wikipedia.org/wiki/Synchronous_orbit http://en.wikipedia.org/wiki/Analemma The only trouble with this is that they can see (according to google earth) Iceland and most of Africa, but they may not have the resources to do much about either, and you could put something in Iceland to act as a more fair seeming block to the elves. Another thing, how does the teleporter work if there is no magic on the moon? Just weird truname space-linking? |
| Szatany11-16-06, 10:03 PM | That's how I see skills: STRENGTH - Athletics (Climb, Swim) - Running (Jump, also determines your running speed) DEXTERITY - Acrobatics (Balance, Escape Artist, Tumble) - Sleight of Hand - Stealth (Hide, Move Silently) CONSTITUTION - Focus (Concentration, Autohypnosis) INTELLIGENCE - Literacy (Speak Language, Decipher Script, Read/Write) - Magical Lore (Spellcraft, Kn. Arcana, Use Magic Device, magical abilities of monsters and classes, learning new spells) - Technical Lore (Open Lock, Disable Device, also technical skills, operating cannons, all about traps, etc.) - War Lore (knowledge of wars, tactics, strategy, reality of battlefields, combat abilities of monsters and classes, learning new maneuvers) **- Knowledge (few knowledge skills, also all topics such as single race, single country) **- Trade (all crafts and professions, some performs such a playing instrument, Forgery, Appraise, Disguise, Heal) PERCEPTION - Awareness (Listen, Spot, Search) - Sense (Sense Motive, feel if you are being followed/observed) - Survival (Kn. Nature, Kn. Dungeoneering, orientation in the terrain, navigating through mazes) CHARISMA - Charm (Bluff, Gather Information, Perform: acting, also seduction, befriending others in general) - Command (Intimidate, also ordering others and making them obedient) - Diplomacy (also bargaining, lowering prices, striking deals, etc.) - Handle Animals (Hande Animal, Ride) ** - this skill behaves differently. It's a collection of minor subskills. Each subskill is treated separately from others. One rank grants you +5 with a subskill and you can have one rank per level, up to 4 ranks at level 4 (for a total +20 bonus). |
| SKRP11-17-06, 01:34 PM | List is really good, simply but sufficient. Does Athletic provide bonuses to grapple or bull rush checks? |
| gino11-20-06, 12:12 PM | I really like the skill system, but I have two questions. 1) Have you changed the number of skill points alloted to the characters? 2) Have you changed the class skill lists? |
| Szatany11-20-06, 05:18 PM | I really like the skill system, but I have two questions. 1) Have you changed the number of skill points alloted to the characters? 2) Have you changed the class skill lists? 1. There are no skill points anymore :) 2. No, because there are no old classes. There will be a fighter class for example, but it will have little common with PHB fighter. Actually, I've been thinking about the classes the other day and I think I can present you the basic version of the fighter within few days. I think you will like it. It's quite unlike anything you've seen in D&D. List is really good, simply but sufficient. Does Athletic provide bonuses to grapple or bull rush checks? No it doesnt. |
| Szatany11-20-06, 06:55 PM | something like this (I will update this post as I go) Fighter Attributes: Strength, Dexterity, and Constitution are most important attributes for the fighter. Wounds per Level: 3 Fatigue per Level: 8 Mana per Level: 0 Class Skills: The fighter’s class skills (and the key ability for each skill) are Athletics (Str), Command (Cha), Running (Str), and War Lore (Int). Base Base Fort Ref Will Level Combat Magic Save Save Save Special 1st +1 +0 +1 +0 +0 Maneuver 2nd +1 +0 +1 +1 +0 Maneuver 3rd +2 +1 +2 +1 +1 Maneuver 4th +3 +1 +3 +2 +1 Maneuver 5th +4 +1 +4 +2 +1 Art of War 6th +4 +1 +4 +3 +1 Maneuver 7th +5 +2 +5 +3 +2 Maneuver 8th +6 +2 +6 +4 +2 Maneuver 9th +7 +2 +7 +4 +2 Maneuver 10th +7 +2 +7 +5 +2 Art of War 11th +8 +3 +8 +5 +3 Maneuver 12th +9 +3 +9 +6 +3 Maneuver 13th +10 +3 +10 +6 +3 Maneuver 14th +10 +3 +10 +7 +3 Maneuver 15th +11 +4 +11 +7 +4 Art of War 16th +12 +4 +12 +8 +4 Maneuver 17th +13 +4 +13 +8 +4 Maneuver 18th +13 +4 +13 +9 +4 Maneuver 19th +14 +5 +14 +9 +5 Maneuver 20th +15 +5 +15 +10 +5 Art of War 21st +16 +5 +16 +10 +5 Maneuver 22nd +16 +5 +16 +11 +5 Maneuver 23rd +17 +6 +17 +11 +6 Maneuver 24th +18 +6 +18 +12 +6 Maneuver 25th +19 +6 +19 +12 +6 Art of War 26th +19 +6 +19 +13 +6 Maneuver 27th +20 +7 +20 +13 +7 Maneuver 28th +21 +7 +21 +14 +7 Maneuver 29th +22 +7 +22 +14 +7 Maneuver 30th +22 +7 +22 +15 +7 Art of War CLASS FEATURES Art of War: At 5th level and every 5 levels thereafter, all maneuvers the fighter has improve to the next stage. Manuver: At every level except when he gains art of war, the fighter learns one maneuver. He initially gains only basic benefits of each manuever, but over levels those benefits improve. There are following manuevers. Fencing: You gain +2 bonus when disarming or sundering enemy's weapon or shield and do not provoke attacks of opportunity by doing so. Enemies suffer -2 penalty when attempting those actions against you. Stage 2: Bonuses increase to +4. Penalties increase to -4. Stage 3: Bonuses increase to +6. Penalties increase to -6. Stage 4: Bonuses increase to +8. Penalties increase to -8. Stage 5: Bonuses increase to +10. Penalties increase to -10. Stage 6: Bonuses increase to +12. Penalties increase to -12. Stage 7: Bonuses increase to +14. Penalties increase to -14. Weapon Focus: Choose a weapon. You gain +1 bonus on attack and damage rolls with that weapon. Your Parry DC with that weapon improves by +1. Stage 2: Bonuses increase to +2. Stage 3: Bonuses increase to +3. Stage 4: Bonuses increase to +4. Stage 5: Bonuses increase to +5. Stage 6: Bonuses increase to +6. Stage 7: Bonuses increase to +7. |
| Demonicazura12-24-06, 10:39 AM | I like your class ideas, but I think the champion should have leader as a path and maybe something like a skirmisher for the soldier? I don't know about skirmisher though, it might be too close to the hunter, huh? |
| SKRP12-31-06, 03:41 AM | Are Solidified Spell System and Fantasy Feat Fix a mechanical basics of your setting? |
| Szatany12-31-06, 05:10 AM | Are Solidified Spell System and Fantasy Feat Fix a mechanical basics of your setting? I don't know, probably not. I'm itching to run WoW campaign with FFF and SSS if when I finish it in distant future. |
| benstundze02-25-07, 04:44 PM | Europa lol interesting pick |
| HellflameArcanite02-26-07, 06:27 PM | Did you name this world after Europe or one of the icy moons of Jupiter? |
| benstundze02-28-07, 12:16 AM | thats what i came to....... got to love that moon............ anyway lol ben |