[New D&D Setting] Anaer ~INCOMPLETE~ [Archive] - Wizards Community

Post/Author/DateTimePost
Requiem_XIII

10-15-07, 12:34 PM
"In the beginning, Aea made Anaer, and Created the Divine Tree at the cost of Aea's own existance. The Tree bore Life's Fruit, allowing all the world to come to being, and sacrificed itself to form the Anraen. It is our place, then, to honor these, so that we may one day die to bring about the new masters of Anaer.
-Aean Opening Prayer.

Anaer is a setting currently being developed by yours truly.

Anaer will have some things which are different than many D&D settings.

Firstly, there will be no Elves, Dwarves, Orcs, or other demihuman races: Humans (called Anraen) will encompass this role in several flavors, while races such as minotaurs, lizardfolk, and other bestial peoples will remain as part of the races made by the Divine Tree before it died.

A second aspect is class selection. The main classes are the Barbarian, Bard, Aean Cleric, Cleric, Druid, Fighter, Ranger, Rogue, Sorcerer, and Witch, with Aean Cleric being a variant of Cleric, the Sorcerer being slightly modified, and the Witch being built as a new class for Anaer. With the exception of Clerics and Druids, the restriction on what alignment a player must be to be part of a class has also been lifted.

Prestige Classes are pending.

Another note is Magic. Aside from Aean Clerics and the Clerics of Man-Gods, magic is both uncommon and distrusted. Druids, who worship nature and use its power, are seen as heathens by many. Sorcerers are born with power that comes from unknown origins, and are feared because of it. Witches are seen as monsters by many, since much of their magic uses elements many find unsavory. Because it is so uncommon, anyone who uses the Druid, Sorcerer, or Witch is likely to be misunderstood, hated, or feared by others unless they can hide their nature or prove themselves ill-deserving.

And so, with that out of the way, I begin my creation and documentation of Anaer, so that you may critique as you wish, offer suggestions, or use for your own settings.

Information on Anaer will be posted below.
Requiem_XIII

10-15-07, 01:13 PM
The Cosmology

The cosmology of Anaer is simple; The Material Plane is in the center, while Four Elemental Planes orbit it on one Axis, and two Energy Planes orbit it on another. There are also several other planes, which are created by the Gods and used as the home for themselves and the souls of their followers. A Shadow and Astral Plane, which act as the Spirit Worlds of the souls of all living things, surround the Material Plane, and an Ethereal Plane connects all Planes together.

The Material Plane

Anaer, the Material World, is essentially Earthlike. While the continents are different, it has rules like our own, gravity like our own, and with some exceptions, animals and plants like our own. It was a world made by Aea, and fueled by the Energy and Elemental Planes, where life developed on its own from Aea's residual power.
Anaer has two Suns, which are actually the Gate Links to the Positive and Negative Energy Planes. One, the White Sun, is identical to Earth's in its appearance in the sky, which is there for 12 hours. The other, the Black Sun, resembles what the Earth sun looks like in a full solar eclipse, with a violet corona, and is also there for 12 hours. They are, in a way, the power outlets of the Positive and Negative planes. Anaer also has four Moons, which are Gate Links to the Elemental Planes. Each is actually made from solid energy, and has a faint glow, with craters in them formed by occasional meteors which are globs of energy coming out of the two Suns (considered responsible for the creation of several unnatural events when they occur). They are Red, Blue, Green, and Yellow, and are the proverbial outlets of the Fire, Water, Air, and Earth planes, respectively.
In Addition, several constellations fill the sky, though they can only be seen at night. Each is actually a representation of one of the Gods' Realms, and exists there as a marker of their existence. They are often used for navigation.

The Elemental Planes
The Elemental Planes are linked to the Four Moons, and are in fact so closely connected to them that they take on their shape and size at all times. They are literally filled with the element they represent, and can be treated as they are in the standard Dungeons and Dragons Cosmology.

The Energy Planes
The Energy Planes are linked to the Two Suns, and are in fact so closely connected to them that they take on their shape and size at all times. They are literally filled with their energy, and can be treated as they are in the standard Dungeons and Dragons Cosmology.

The Gods' Planes
Pending
Requiem_XIII

10-15-07, 01:17 PM
The Gods of Anaer

Pending
Requiem_XIII

10-15-07, 01:18 PM
The Races of the Anraen

The Anraen Mechanics

Str: +0, Dex: +0, Con: +0, Int: +0, Wis: +0, Cha: +0
Bonus Feat at 1st Level
4 Bonus Skill Points at 1st Level
1 Bonus Skill Point at Every Level after 1st

The Celhal

Description: The Celhal are a race of Anraen that is well known for its ability to negotiate, lie, and otherwise use their words and personality to their advantage. While some aren't quite this way, it is most common for them to be particularly witty, compelling, or intimidating. As far as appearance go, they stand between five and six feet tall, their skin ranging from pale white to dark brown depending on their region. However, they all have dark hair and blue or green eyes. Their build tends to be average, with males more muscular than females, and males tending to develop facial hair and both developing very slight amounts of body hair.

Mechanics: In addition to the standard Anrean Mechanics, a Celhal has the following:
Str -2, Wis +2, Cha +2. Celhal are witty and charismatic, but not as physically powerful as others.
Bluff +2, Sense Motive +2. While Celhal are all charismatic, it can be in several forms. However, all Celhal are able to pull off a lie, and because of this can pick one out easier.
Starting Languages: Common and any two other Anrean languages. Celhal have no language of their own, but often travel, which makes them better linguists.

The Nired

Description: The Nired reside primarily in wooded swamps of the warmer parts of the world, but can be found in warm and temperate woodlands, marshes, and jungles. A deeply spiritual people, they often isolate themselves from other Anrean. They appear to be a little shorter than average, from four foot six to five foot eight, and are very pale, slender creatures with black or dark red hair, and dark brown or black eyes. There is no real difference in height or weight between males and females, and while males can grow thin beards, they rarely grow any other kind of body hair.

Mechanics: In addition to the standard Anrean Mechanics, a Nired has the following:
Con -2, Int +2: Nired are slender and of weaker fortitude than other Anrean, but tend to be smarter than their racial cousins.
Hide +2, Move Silently +2: In their native habitat, Nired are predators. This has made them better at sneaking up on opponents as a part of their nature. Most Nired are infamous hunters and killers.
Languages: Common and Nired. The Nired language has a gutteral, simplistic language, but has a large vocabulary, which consists mainly of subjects shunned by others: magic and killing.

The Tessa

Description: The Tessa are the people of the flatlands. They are known to be good horse riders and archers, and they are very proud about their abilities with horse and bow. However, their pride often turns to an ugly arrogance that makes many dislike talking with them. They are almost never without a bronzing tan from working outside, and while they have black hair, tend to shave it off. Their eyes are usually brown, and they're average in height and shape, with males being visibly taller and more muscular than females. Both tend to be naturally hairy, but most Tessa shave their whole body.

Mechanics: In addition to the standard Anrean Mechanics, a Tessa has the following:

Dex +2, Cha -2. The Tessa are good at riding horses and shooting bows, as well as many other things involving agility. However, they tend to be arrogant and bossy.
Handle Animal +2, Ride +2. The Tessa have a knack for horses particularly, but this has taught them to be advanced in dealing with animals of all kinds.
Languages: Common and Tessa. The Tessa language has a complex language, but it has a very limited vocabularly unless dealing with horses, archery, or a mix of the two.

OTHER RACES

Pending.
Requiem_XIII

10-15-07, 01:20 PM
The Heroes and Villains of Anaer

Pending
Requiem_XIII

10-15-07, 01:23 PM
The Lands of Anaer

Pending
Requiem_XIII

10-15-07, 01:26 PM
The Fruit of the Divine Tree

Pending
Ragitsu

10-20-07, 09:11 PM
Please check your private messages :) .
Requiem_XIII

10-21-07, 06:41 PM
Please check your private messages :) .

Done. :D