My Campaign Setting Idea Repository [Archive] - Wizards Community

Post/Author/DateTimePost
Rilgar Esedarius

08-16-07, 10:38 PM
So, some of my friends and I have been toying around with this campaign setting for about a year now, but we haven't done much with it. I've taken it over sort of (with some input from my friends). I've got a map (a rather sweet one, too), and some vague ideas of what I want it to be like.

Kingdoms:

Rhoenheim: Located on the northwestern peninsula of the main continent, Rhoenheim is sort of like a steampunkesque Germany/Scandinavia.

Des: To the east of Rhoenheim and north of Analia, lies Des, a theocratic kingdom where gnomish clockwork technology is widespread.

Analia: South of Des, and taking up a majority of the continent, sits Analia. Sort of the stereotypical DnD kingdom. That, or I haven't thought of much for it yet. A mountain range borders it on the north and east.

The Seid Empire: Lying east of Des and Analia, the Seid Empire is sort of a stereotypical 'evil empire', but with some new twists thrown in.

South of the main continent lies the desert continent of Amun.

Amun: Named after the mysterious race that dwells there, it is a sweltering land of endless wastes ringed completely by mountains. A small portion of the continent to the south is not surrounded by mountains and the other races have settled there.


Southwest of the main continent is the Deadlands, a shattered island sort of like X'endrik.

--------------------------------------------------------------------------

New Races:

Rig'sullkar: While not technically a new 'race', they deserve a mention here. The Rig'sullkar are a race of intelligent, well, more human-like goblins. They are skilled engineers and mechanics. They originate from a mountain in northern Des.
********

Amun: The Amun are a black-skinned humanoid race. Their society revolves around a caste system with three major divisions: Aristocrat, Warrior, and the working class. The Amun have been isolated for centuries and they have adapted to fit their roles in society better.

Aristocrat: Those that make up the Aristocracy are tall, about 7', and extremely lanky. They are lighter skinned than most Amun, their skin ranging from a light brown to a darker, black-brown color. They generally have (arabic-style) mustaches and beards and have long hair that they keep under turbans or a style of tall hat. They are the more intelligent of the three castes.

Warrior: The warriors of the Amun are hulking engines of war. Easily 8 feet tall and extremely muscular, they make up a large portion of the Amun army. Their skin is generally darker than the aristocrats, and on rare occasions, is coal-black. They wear black or dark blue armor made of an extremely durable metal that they guard jealously. They favor large scimitars and axes, but will also wield clubs, maces, and crossbows. The Amun rarely use straigt-edged weapons. In battle they ride mighty steeds that resemble a wingless blue dragon. They are of average intelligence, good luck trying to find a genius among them.

Peasants (or: Everyone Else): The working class of the Amun vary little from the standard human, aside from being slightly taller and much darker-skinned.

The Amun do keep slaves, but they aren't a slave-heavy culture.

They only have three cities, Amun-Nor, their capital which lies in the middle of the desert surrounding a huge black monolith that is made of the metal that they guard so jealously; Ishid-Nor, which is a traveling mining town that searches the desert for that metal; and Tonar-Nor, which is a gate city into the desert that is their kingdom.
********

Hokai-Iso:

Located on a string of islands between Amun and the main continent lies a strange race of elf-like creatures known as the Hokai-Iso. The are master blacksmiths and seamen that get their metal from sunken and 'not-so-sunken' ruins of highly advanced cities that are all over their islands. Occasionally a gadget will be found that is though of as magic but is really technology.

The Hokai-Iso resemble elves, but the are covered spiny fur that as they age slowly balds to reveal a scale-like skin. Their culture is similar to feudal Japan.

New Races:
AmunAmun Traits: All Amun gain the Heat Endurance (Sandstorm, pg. 50) feat as a bonus feat.
+2 racial bonus to Survival Checks involving the desert
Automatic Languages: Common, Amun.
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Warrior:
Amun Traits
+2 Strength, +2 Constitution. -2 Dexterity, -2 Intelligence.
Powerful Build (Ex):The physical stature of the Amun Warriors lets them function in many ways as if they one size category larger. Whenever an Amun warrior is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Amun warrior is treated as one size larger if doing so is advantageous to him. An Amun warrior is also considered to be one size larger when determining whether a creature's special attack based on size (such as improved grab or swallow whole) can affect him. An Amun warrior can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Favored Class: Barbarian or Fighter
------------
Aristocrat:
Amun Traits
+2 Intelligence, +2 Wisdom. -2 Strength, -2 Constitution
Favored Class: Cleric or Wizard
------------
Peasant:
Amun Traits
Working Class Amun are identical to humans as presented in the Player's Handbook, except they do not gain a bonus feat at first level.
------------

Rig'sullkar In progress....

Hokai-Iso In progress....

********
New Classes/Prestige Classes:
Black Knight of SeidBlack Knight of Seid
(not a very creative name, open to suggestions)

This is a prestige class mainly for the generals of the Seid Army, although it is sometimes bestowed upon those who are found to be useful to the Black Emperor.

Hit Die: d10
Requirements:
To qualify to become a Black Knight of Seid, a character must fulfill all of the following criteria:
Race: Human.
Alignment: Any Evil
Base Attack Bonus: +5
Skills: Intimidate 4 ranks, Knowledge (Seid Empire) 4 ranks.
Feats: Iron Will, Weapon Focus (Longsword)
Special: Sworn allegiance to the Seid Empire.

Class Skills
The Black Knight of Seid's class skills ( and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Seid Empire) (Int), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at each level: 2+ Int Modifier.

The Black Knight of Seid
(Can't figure out how to make the nice looking version work, so...)
Level 1: BAB +1, Fort +2, Ref +0, Will +0, Horrors of Seid, Demonic Visage
Level 2: BAB +2, Fort +3, Ref +0, Will +0, Aura of Despair
Level 3: BAB +3, Fort +3, Ref +1, Will +1, Bonus Feat
Level 4: BAB +4, Fort +4, Ref +1, Will +1, Horrors of Seid
Level 5: BAB +5, Fort +4, Ref +1, Will +1, Final Stand, Demonic Transformation

Class Features:
All of the following are class features for the Black Knight of Seid prestige class.
Weapon and Armor Proficiency: A Black Knight of Seid gains no new proficiencies with any weapons or armor.
Horrors of Seid: Because of the long exposure to the cruelty of his homeland, a Black Knight of Seid gains a +2 Morale bonus on saving throws against fear effects and a +1 Morale bouns on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively.
Demonic Visage: Upon taking up this prestige class, a knight undergoes a ritual in which they become corrupted (more so) by demonic magic. They undergoe a slight transformation, becoming more evil and fiendish looking. This can be in the form of tiny horns, cloven feet, scales, pointed teeth, or inhuman eyes. This grants them a +2 bonus to Intimidate checks.
Aura of Despair: Beginning at 2nd level, a Black Knight of Seid radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 Morale penalty on all rolls. Aura of Despair is a supernatural ability.
Bonus Feat: At 3rd level, a Black Knight of Seid can choose any one feat except Weapon Specialization from the Fighter bonus feat list.
Final Stand: Once per day as a standard action, a Black Knight of Seid of 5th level or higher can inspire his troops to fight on. Allies within 15 feet of the knight gain 2d10 temporary hitpoints. This ability affects a number of creatures equal to the knight's class level + the knight's Charisma modifier (if positive) and lasts the same number of rounds.
Demonic Transformation: At 5th level, a Black Knight of Seid undergoes another dark ritual, completing his transformation into a hellish creature. He gains the Half-Fiend template.More to come....

Cosmology and Religion:

Note: This list is incomplete, and I have a list....somewhere (messy room, heh..)
Beast of All ShapesIn progress;...
The Maimed GodIn progress....



That's all I got pretty much right now. I've also got (somewhere) a prestige class for the Seid, racial adjustments for the Rig'sullkar, and I'm working on racial adjustments for the Amun and the Hokai-Iso.

Any comments, ideas (need a name for the Amun metal), or whatever would be appreciated.
LuinRauko

08-16-07, 11:16 PM
The Amun metal is called Kar al Ishid which means 'rock of Ishid' in the Amun language (no, I don't have anything near a full dictionary, just a few words). Anything forged of the metal is considered Neutral aligned in cases of damage reduction and the like.
Rilgar Esedarius

08-16-07, 11:30 PM
Alright, alright. Now, going back to the Hokai-Iso. Their ruined cities, are the tech-levels like our modern day stuff, or like what Lud was full of?
LuinRauko

08-17-07, 05:10 PM
about Lud, but the really high tech stuff is more rare.
Rilgar Esedarius

08-17-07, 05:25 PM
And now.....The Amun Racial Adjustments:


Obviously, the an Amun's adjustments vary according to the caste they belong to. However, some traits are common to all Amun.

Amun Traits: All Amun gain the Heat Endurance (Sandstorm, pg. 50) feat as a bonus feat.

+2 racial bonus to Survival Checks involving the desert

Automatic Languages: Common, Amun.
------------
Warrior:


Amun Traits

+2 Strength, +2 Constitution. -2 Dexterity, -2 Intelligence.

Powerful Build (Ex):The physical stature of the Amun Warriors lets them function in many ways as if they one size category larger. Whenever an Amun warrior is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Amun warrior is treated as one size larger if doing so is advantageous to him. An Amun warrior is also considered to be one size larger when determining whether a creature's special attack based on size (such as improved grab or swallow whole) can affect him. An Amun warrior can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


Favored Class: Barbarian or Fighter
------------
Aristocrat:


Amun Traits

+2 Intelligence, +2 Wisdom. -2 Strength, -2 Constitution

Favored Class: Cleric or Wizard
------------
Peasant:


Amun Traits

Working Class Amun are identical to humans as presented in the Player's Handbook, except they do not gain a bonus feat at first level.
------------

There. Next, I'll post the Seid prestige class, as soon as I find it...
Rilgar Esedarius

08-23-07, 06:38 PM
:bump: Anyone? No input at all? Jeez....
Rilgar Esedarius

08-25-07, 01:43 AM
Okay, I've found the Seid prestige class, and here it is:

Black Knight of Seid
(not a very creative name, open to suggestions)

This is a prestige class mainly for the generals of the Seid Army, although it is sometimes bestowed upon those who are found to be useful to the Black Emperor.

Hit Die: d10
Requirements:
To qualify to become a Black Knight of Seid, a character must fulfill all of the following criteria:
Race: Human.
Alignment: Any Evil
Base Attack Bonus: +5
Skills: Intimidate 4 ranks, Knowledge (Seid Empire) 4 ranks.
Feats: Iron Will, Weapon Focus (Longsword)
Special: Sworn allegiance to the Seid Empire.

Class Skills
The Black Knight of Seid's class skills ( and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Seid Empire) (Int), Ride (Dex), Spot (Wis), and Swim (Str).
Skill Points at each level: 2+ Int Modifier.

The Black Knight of Seid
(Can't figure out how to make the nice looking version work, so...)
Level 1: BAB +1, Fort +2, Ref +0, Will +0, Horrors of Seid, Demonic Visage
Level 2: BAB +2, Fort +3, Ref +0, Will +0, Aura of Despair
Level 3: BAB +3, Fort +3, Ref +1, Will +1, Bonus Feat
Level 4: BAB +4, Fort +4, Ref +1, Will +1, Horrors of Seid
Level 5: BAB +5, Fort +4, Ref +1, Will +1, Final Stand, Demonic Transformation

Class Features:
All of the following are class features for the Black Knight of Seid prestige class.
Weapon and Armor Proficiency: A Black Knight of Seid gains no new proficiencies with any weapons or armor.
Horrors of Seid: Because of the long exposure to the cruelty of his homeland, a Black Knight of Seid gains a +2 Morale bonus on saving throws against fear effects and a +1 Morale bouns on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively.
Demonic Visage: Upon taking up this prestige class, a knight undergoes a ritual in which they become corrupted (more so) by demonic magic. They undergoe a slight transformation, becoming more evil and fiendish looking. This can be in the form of tiny horns, cloven feet, scales, pointed teeth, or inhuman eyes. This grants them a +2 bonus to Intimidate checks.
Aura of Despair: Beginning at 2nd level, a Black Knight of Seid radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 Morale penalty on all rolls. Aura of Despair is a supernatural ability.
Bonus Feat: At 3rd level, a Black Knight of Seid can choose any one feat except Weapon Specialization from the Fighter bonus feat list.
Final Stand: Once per day as a standard action, a Black Knight of Seid of 5th level or higher can inspire his troops to fight on. Allies within 15 feet of the knight gain 2d10 temporary hitpoints. This ability affects a number of creatures equal to the knight's class level + the knight's Charisma modifier (if positive) and lasts the same number of rounds.
Demonic Transformation: At 5th level, a Black Knight of Seid undergoes another dark ritual, completing his transformation into a hellish creature. He gains the Half-Fiend template.
--------------------

There it is. Next up: The Rig'sullkar racial adjustments and an evil cult. And maybe a a few more gods and prestige classes.
ShunkEatEnemy

08-26-07, 02:10 AM
Yo Pirate your gonna have to explain some of the world setting to me a bit more so I can make a realistic prestige class for this campaign.

Good work though. This has to date back a months when we first dabbled with this. :incog:
Rilgar Esedarius

08-26-07, 09:26 PM
Alright. What do you need explained?
ShunkEatEnemy

08-27-07, 12:05 AM
Well for starters the military, ecomony, the population what kind of people live in which nation and there attitude towards eachother. (friendly, allies, neutral, enemies).
Rilgar Esedarius

08-27-07, 12:54 AM
Well, Allies and Enemies can be done now. Here's a quick table:



Amun: Neutral to all kingdoms.

Seid: Enemy to all kingdoms.

Rhoenheim: Ally to Des and Analia, but also has minor border wars with Des

Analia: Ally to Rhoenheim and Des.

Des: Ally to Rhoenheim and Analia, but has minor border wars with Rhoenheim.

Hmm....looking at this, it makes me feel as though there are to few kingdoms....anyone have an idea for some more? I've got some, I might draw up another continent for another knigdom or two......

And Shunk, do you have an idea for the god of your cleric?
ShunkEatEnemy

08-27-07, 01:53 AM
Alright how about this.

I'll have to come up with a name. The God of mending and restoration. He is primarily worshiped by some of the people of the Rhoenheim Region. It doesn't just apply to objects but people as well.

Benefits could be repair a simple machine or an object once a day. Example Rope bridge, a sword.

Mending wounds: Heal Xd6. Where X is equal to your lvl. With a max di of 10.
LuinRauko

08-27-07, 10:34 PM
new Kingdom, Stalwart. think Viking combined with Russia. mainly seafaring, and come to think of seafaring, the Hokai Iso are there, but nation-wise they aren't exactly powerful at all.
Rilgar Esedarius

08-27-07, 10:36 PM
Hmm, good. I'll work on some domains for the god.

Oh. And I'm going to implement a new system for casting spells. i'm still tweaking it. But essentially it's a variant of the Vitalizing system in Uneathed Arcana. The more spells you cast, or the more powerful spells you cast, the more you will be drained/fatigued/dead. Yeah. Because wielding the powers of magic to bend the universe to your will is pretty stressing, I would think.
Rilgar Esedarius

09-03-07, 07:15 PM
......:bump: Hmm....I can't believe that noone has any input. I just don't want to lose this in the depths of the archives.
ShunkEatEnemy

09-08-07, 05:39 PM
Rhoenheim War-Smith

This is a prestige class for Rhoenheim craftsmen. Only the most skilled and praised are good enough obtain the abilities to make constructs.

Hit Die: d8
Requirements:
To qualify to become a Rhoenheim War-Smith, a character must fulfill all of the following criteria:
Race: Any
Alignment: Any
BAB: +5
Skills: Craft Machines 8 ranks
Feats: Great Fortitude, Weapon Focus (Light Hammer) or (Warhammer)
Special:?

Class Skills
The Rhoenheim War-Smith's class skills are Int (Cha), Craft Machine (Int), Knowledge (Machinery) (Int), Listen (Wis), Open Lock (Dex), Ride (Str), Spot (Wis), Swim (Str), and Climb (Str).
Skill Points at each level: 3+ Int Modifier.

Rhoenheim War-Smith
Lvl 1: BAB +1, Fort +2, Ref +0, Will +0
Lvl 2: BAB +2, Fort +3, Ref +1, Will +0
Lvl 3: BAB +3, Fort +3, Ref +1, Will +1
Lvl 4: BAB +4, Fort +4, Ref +2, Will +1
Lvl 5: BAB +5, Fort +5, Ref +2, Will +1
Lvl 6: BAB +6/+1, Fort +5, Ref +3, Will +2
Lvl 7: BAB +7/+2, Fort +6, Ref +3, Will +2
Lvl 8: BAB +8/+3, Fort +7, Ref +4, Will +2
Lvl 9: BAB +9/+4, Fort +7, Ref +4, Will +3
Lvl10: BAB +10/+5, Fort +8, Ref +5, Will +3

This is what I got so far... I was thinking he should go to lvl 10 but I haven't thought up any special feats or the construct crafting system yet.

AMMENDED
Rilgar Esedarius

09-08-07, 05:50 PM
Hmm, I'm liking the idea, but not the restriction to just dwarves. Remember, Rhoenhein is mostly a human nation. And while dwarves produce amazing machinery, the Rig'sullkar do it far better. Part creation-wise, and metalworking however, are skills in which the dwarves are virtually unmatched.
ShunkEatEnemy

09-23-07, 01:12 AM
:bump:
Tarlin_Truesight

09-24-07, 11:25 PM
What races would make good rouges or scout type characters in your world? You should have some huge guild pulling strings, especially in the desert.