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| Half_Dragon_Infernal03-21-08, 11:15 PM | Hi, I was looking for feedback on my world idea Basic Idea is: Very swashbuckling world, main areas are 5 continents/groups of islands. The world is mostly covered in water, with a great southern continent known as the frostvoid. The frostvoid is a lot like Ebberon's frostfell, except southern rather than northern. The world is known as Oceania. The main continent is covered by a nation known as Ri'Kharzaar. It is Psionics and Technology heavy. They almost lost the knowledge of the Arcane. It is surrounded by giant cliffs, except for the southern tip, where there is a metropolis nicknamed "The Shield Port". The real name has been forgotten. The world is mostly ruled by pirate lords, who rule over small islands all over the world. The second largest nation is the Red Isles, which has a heavy focus on Arcane Magic. It is a collection of Islands in which only one is really populated by humanoids. The largest Island is Aer'Khovar, which holds a lot of clerics and druids, which are devoted to the concept of balance in the dualistic deity system. The two main deities are Proceanus, the ruler of the sea, and Protaia, the ruler of the land. Imagine the various islands as in the Lhazaar Principalities in Ebberon. The fifth main area is Shul'Gars claws, which is in the way of a direct trade route between Ri'Kharzaar, and the Red Isles. Laws of Ri'Kharzaar Many laws are part of Ri'Kharzaar, mostly common sense ones, but there are some special ones. First, It is illegal to own a gun without a license. Licenses cost 20 gold, and must be renewed yearly for 10 gold. In addition, anyone found to be in possession of a gun without a license is sentenced to a certain amount of time in jail, based on the type of weapon: Requires missile wands=1 month, Requires Missile Crystal=3 months. Criminal records are kept, and times past the first are equal to double the previous amount of time. Army supply cards are special gun licenses that are issued to anyone in the Ri'Kharzaar army, and anyone who has done a major service to the crown (AKA: Adventurers loyal to Ri'Kharzaar). Also, arcane magic of more than 2nd level is outlawed without a permit. (100 gp per month for a permit) Customs of Ri'Kharzaar In Ri'Kharzaar, it is considered very primitive to use the various lengths of muskets, and anything else other than a gun or the various swords. (Apply a -2 penalty to gather information checks for anyone carrying one of those weapons). Also, anyone using arcane magic is generally looked down upon. Very few people who have only lived in Ri'Kharzaar, and never been to the Shield Port, have never seen Arcane Magic. Places in the Red Isles: There are a couple places in the red Isles. First, their is the Magocracy of the Red Island, the main island where most of the civilized peoples of the Red Isles live (Think Great Britain with the surrounding isles). Then there is Scale Island, the place where many reptilian creatures live. This area is full of caves, and precious metals are mined here and exported for other materials. Then there is Crystal Island, the main export in the entire world for gems and crystals. Finally, there are multiple assorted Islands that are mostly ignored. The largest of them is Giant Island, where everything is extremely large (advance all creatures there 1 size category, with appropriate adjustments). The other ones are thunder island, lightning island, volcano island, the great frozen iceberg, and the sea of acid, where the last 4 places circle. Life in the Red Isles: Mages are common enough in the Red Isles that many have seen a mage their, from the lowly magewright liquid magic shop owner to the high level mage moving around in the shops and libraries of the powerful. Libraries in the Red Isles are generally well-stocked, especially with the knowledge about material their island produces. Also, they usually have a wealth of preserved wizard spellbooks. The resident librarian usually restricts access to those with spells higher than 4th level to members of the library. In the Magocracy of the Red Island, there is a monstrous library named "The Great Library of Khoran'Dar", a place where if you look hard enough you can find grimoire made by a master in one of multiple fields of arcane magic. Organizations of the Red Isles: There are a couple major organizations in the Red Isles, the order from largest to smallest: The Spell Congress (An organization spanning the 3 major nations [Aer'Khovar, The Red Isles, and Ri'Kharzaar] and dedicated to passing laws concerning magic, and occasionally psionics, and teaching the masses about them and how it can effect them), The Council of 8 (An organization dedicated to furthering Arcane Research), and the Sky Island Dragonhawk Riders (An organization dedicated to protecting the skies and helping those who wish to master the art of spell and sword) Under Development Under Development Under Development Overdeity named Promni is worshipped by the druids and clerics of Aer'Khovar, He is the balancing force in the universe. Dualistic system otherwise, lined up from the old tradition (Ri'Kharzaar) and the new tradition (Red Isles). Old tradition greater god is Protaiai, with the intermediate lieutenants named Mountain and Plain. The New Tradition Greater god is Proceanus, with the intermediate lieutenants named Storm and Passage. There are a lot of Demigods, usually about concepts not directly related to the sea or land, that take sides based on their viewpoints. The demigod of war, for example, is currently siding with Proceanus, because the Pirate Lords are always warring with each other. Exactly like Ebberon's, except no Xoriat (Far Realm is too important), No real history of invasion, and two major demi-planes, that are the domains of Protaia and Proceanus. Under Development Pretty much, the players pick at the beginning if they are adherants to the old tradition or the new tradition. Basic plot is either helping/trying to stop a powerful pirate lord from amassing a giant fleet to destroy the shield port. Basic level is mostly just rifles for the Pirate Lords. In Ri'Kharzaar though, guns that spew alchemical compounds, from acid to the various alchemical substances. Stats: Exotic Weapons Dmg (S) Dmg (M) Critical Range Increment Weight Damage Type One-handed Ranged Weapons Pistol 1d6 1d8 x2 30 ft. 2 lb. force Force Pistol 2d6 3d6 x2 10 ft. 2 lb. force Two-handed Ranged Weapons Rifle 1d6 1d8 x2 40 ft. 6 lb. force Quick-action Rifle 1d8 2d6 x2 30 ft. 8 lb. force Spread gun 1d4 1d6 x2 10 ft. 8 lb. force Alchemical gun 2d4 2d6 x2 20 ft. 8 lb. varies Flamer 2d6 3d6 x2 20 ft. 8 lb. fire Force Rifle 3d6 3d8 x2 30 ft. 10 lb. force Pistol: This simple weapon is popular among the pirate lords for its ability to be easily concealed, and low weight. Treat as a dagger for all purposes of hiding. Costs 10 gp. Force Pistol: This upgraded pistol is more powerful, but has a cost to match. It is popular among the officers of Ri'Kharzaar. Costs 100 gp. Only available in Ri'Kharzaar. Rifle This weapon is common among wealthy civilians, and is commonly used for hunting. Costs 50 gp. Quick-action Rifle: This weapon is similar to an assault rifle. This weapon can fire a spread of bullets in a 10 ft. square rather than target specific target. Make an attack roll against AC 10. If successful, all creatures in the area must make a DC 15 reflex save or take the damage from the weapon. You may make 1 more attack on a full-attack action than normal. Costs 150 gp. Spread Gun: When using this weapon, you may hit 4 targets with one attack. Costs 150 gp. Alchemical Gun: This weapon fires one of multiple alchemical substances, and is used in leiu of melee weapons in Ri'Kharzaar armies. Costs 300 gp. Flamer: This weapon is used as a more powerful alchemical gun that only sprays fire, but is much more costly. Costs 500 gp. Force Rifle: Similar to the force pistol, but longer, this weapon is reserved for elite soldiers and wealthy bounty hunters. Missile Wand: These items are used to provide ammo for common guns, excluding force pistols, force rifles, alchemical guns, and flamers. Each wand provides enough ammo for 100 shots. Costs 500 gold. Each one has a negligible weight. Missile Crystal: These items are quite expensive, and are made specifically to provide ammo for force pistols and rifles. Each crystal provides enough ammo for 100 shots. Costs 1000 gold. Each one has a negligible weight. Alchemical Tank: These tanks provide the fuel for alchemical guns. Each tank can be fueled with either acid, or alchemists fire/spark/frost. Each tank provides enough fuel for 30 minutes of use. An empty fuel tank costs 100 gold. It costs 200 gold to fill a fuel tank completely. An empty tank weighs 10 lb. A full tank weighs 30 lb. Flamer Wand: These items are used to fuel Flamers. One wand provides enough fuel for 10 minutes. Costs 600 gold. Each one has a negligible weight. Telescopic Sight: These items are attached to a weapon using gun proficiency to double the range increment. Muskets and hand muskets are the same as rifles and pistols, respectively, but require 1 ounce of gunpowder (5 gp) and 1 bullet (1 sp per bullet, sold in packs of 10) Unique to Oceania, Elves and Dwarves are bitter enemies, and will almost never work together. More to come later I'm gonna update the sections on each place as I go. Most recent update: The Red Isles |
| GoriceXII03-22-08, 04:06 PM | I have a question: if the one nation lost knowledge of the arcane, why don't they acquire it from the other one that still has it? I'm not just asking this to be a pain in the neck but to make a suggestion: this arcane knowledge might be mysteriously held only by adherents of their religion, and makes use of a secret language that is never allowed to be taught to outsiders. On the other hand I'd want to know if there are psionics on Aer'Khovar. |
| Half_Dragon_Infernal03-22-08, 04:08 PM | They haven't really "lost" the knowledge, they just don't really use it. Psionics is mostly for Ri'Kharzaar. |
| Half_Dragon_Infernal03-23-08, 06:22 PM | Anyone here with Elder Evils, other than me? I was wondering if Leviathan might work with a world mostly covered by water. |
| Half_Dragon_Infernal03-25-08, 10:19 PM | Hey, what are your thoughts on the technology section? |
| Half_Dragon_Infernal03-28-08, 10:34 AM | Gunner http://www.wizards.com/d20modern/images/ftech_gallery/95712.jpg And that’s why guns are more than pimped crossbows. -Tyrdon Voidslinger, Gunner The Gunner is designed to provide a unique feel to guns, and to provide a class that focuses on guns. MAKING A GUNNER Gunners are quick, swashbuckling characters who focus on making the most of their guns. Abilities: Dexterity is a must for the Gunner to remain accurate and powerful enough to keep up with even a moderately optimized caster. Constitution helps improve a Gunner’s longevity, and who hasn’t seen a charismatic gun-wielder who is slick with words? Gunners with heavier weapons, like a flamer, may prefer higher strength than dexterity. Races: Humans, being so adaptable, often take up the mantle of the Gunner. Elves naturally distrust technology, and thus rarely take up the job of a gunner Alignment: Gunners can be any alignment, from the LE sniper assassin mercenary to the CG rebel with a gun. Starting Gold: 6d4x10 (150 gp). Gunners need a lot of gold for good guns. Starting Age: As Ranger. Class Skills The Gunner's class skills (and the key ability for each skill) are.... Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str) Skills Per Day at 1st Level : (4 + int)x4 Skills Per Day at Each Additional Level : 4 + int Hit Dice: d8 BAB Fort Ref Will Abilities 1. +1 +0 +2 +0 Gun Proficiency, Gun Skills 2. +2 +0 +3 +0 Gun Specialization 3. +3 +1 +3 +1 Dodge 4. +4 +1 +4 +1 Soul Shot (3:1) 5. +5 +1 +4 +1 Bonus Feat 6. +6 +2 +5 +2 Bullet Dodge 7. +7 +2 +5 +2 8. +8 +2 +6 +2 Soul Shot (2:1) 9. +9 +3 +6 +3 Magic Shot 10.+10 +3 +7 +3 Bonus Feat 11.+11 +3 +7 +3 Gun Mastery 12.+12 +4 +8 +4 Soul Shot (3:2) 13.+13 +4 +8 +4 Enhanced Shot 14.+14 +4 +9 +4 15.+15 +5 +9 +5 Bonus Feat 16.+16 +5 +10 +5 Soul Shot (1:1) 17.+17 +5 +10 +5 18.+18 +6 +11 +6 Shot to the soul 19.+19 +6 +11 +6 20.+20 +6 +12 +6 Bonus Feat, True shot Weapon Proficiencies: A Gunner is proficient with all simple and martial weapons, and light armor. Gun Proficiency: The Gunner gains Gun Proficiency as a bonus feat, even if they do not qualify for it. Gun skills: A Gunner picks one path to take, and gets special abilities based on that: Flamer Specialization: The Gunner gains proficiency with medium and heavy armor Sniper Specialization: The Gunner adds Hide, Move Silently, and Survival to his class list. Shotgun Specialization: The Gunner gains medium armor proficiency and adds survival to his class list. Assault Rifle Specialization: The Gunner adds Hide, Gather Information, and Move Silently to his class list. Gun Specialization: The Gunner at second level gains a special ability related to the path they took: Flamer Specialization: The Gunner gains flamer proficiency even if he doesn't qualify. Sniper Specialization: The Gunner decreases the range penalty by 2 when using a sight. This may result in a bonus at close range. Shotgun Specialization: The Gunner increases his damage by (Half Gunner Level) when using a gun capable of shooting multiple opponents with 1 shot. Assault Rifle Specialization: The Gunner may fire an extra 2 times each round when using a gun capable of rapid-reload, rather than 1 extra shot. Dodge: The gunner gains dodge as a bonus feat, even if he doesn’t qualify. Soul Shot: At 4th level and beyond, the gunner can fire a shot with a gun by using his hitpoints rather than ammo charges. Starting at 4th level, the gunner can fire a shot using 3 hitpoints to substitute for one charge out of a gun. At 8th level, this improves to 2 hitpoints per charge. At 12th level, this improves to 3 hitpoints for 2 charges. At 16th level, this improves to 1 hitpoint per charge. Bonus Feat: At 5th level, and every 5 levels after that, the gunner gains a [Gun] feat. Bullet Dodge: At 6th level, the Gunner learns to apply his reflexes to dodge rapid-fire ranged attacks quickly. At 6th level and beyond, the Gunner may add his reflex save base bonus to his AC when he is the target of two or more ranged attacks in a single round. Magic Shot: At 9th level and beyond, the Gunner may treat any gun-class weapon as a magic weapon with an enhancement bonus of ¼ his level. This ability stacks with normal magic enhancement bonuses on a weapon, but may not increase the enhancement bonus higher than +5. Any extra is wasted. Gun Mastery: At 11th level, the Gunner gains another ability based on which path he chose. Flamer Mastery: On the round after a hit by an alchemical gun or flamer, the target takes 1d6 points of damage exactly the same type as the previous round. Sniper Mastery: The round after being hit by a gun with a telescopic sight, an opponent hit by a gunner takes 1 point of constitution damage Spreadgun Mastery: The gunner may target 6 targets per shot rather than 4. Assault Rifle Mastery: The gunner may target a 3x3 area rather than a 2x2 area with a rapid shot. Enhanced Shot: At 13th level and beyond, the gunner may add abilities with an effective enhancement bonus of 1/5 his level. He may also convert some of his enhancement bonus from Magic Shot into a higher effective enhancement bonus allowed by this ability. You may not lower the enhancement bonus granted by Magic Shot lower than +1. Also, this does not allow you to convert the effective enhancement bonus granted by this ability to the one granted by Magic Shot. This ability stacks with normal magic enhancements on a gun, but cannot make a weapon have a higher total effective enhancement bonus than +10. Any extra is wasted. Changing the abilities or ratio of enhancement bonus : ability effective enhancement bonus takes 1 day of uninterrupted concentration. Ex: Bob the Gunner, a 15th level gunner focusing on sniping, with a sniper rifle, may treat his weapon as a (enhancement bonus/ability effective bonus) +1/+5, +2/+4, or +3/+3. He may not have a +0/+6, or a +4/+2. He could have a +2 speed sniper rifle, and then after 1 day of uninterrupted concentration, make it a +3 flaming burst humanoid (human) bane sniper rifle. Shot to the Soul: At 18th level, 3/day, a Gunner may bypass the DR of a monster for a single shot. True Shot: At 20th level, the Gunner may 1/day automatically critical and maximize the damage of any single successful attack. Following sections will come soon! PLAYING A GUNNER Gunners are a big part of life in Oceania, and almost everyone in the Ri'Kharzaar army is a gunner. Many people often overlook the importance of gunners in keeping the Ri'Kharzaar army strong, but that is because they are so efficient. Religion: Gunners often follow Talkhar, the god of technology. Gunners who also embrace martial perfection worship Shul'Gar. Other Classes: Gunners are just like other ranged support characters, and are treated as such. Because guns vary, Gunners are often viewed the same as ranged fighters. Combat: Gunners always have a good gun with them, and usually just shoot away. They will usually use their weapons so that they are good for the situation, and thus are quite flexible in build. Advancement: Gunners will stick with their class, and be flexible with any gun, or specialize into one of many PrC's, and be extremely good with one type of gun. GUNNER'S IN THE WORLD Those gunners, always bragging they have a better gun. Guns are guns, for Shul'Gars sake! Gunners, often found as part of the Ri'Kharzaar army, can fill any fighting nitch in society that fighters fill in other campaign settings. Daily Life: Gunners often wake up, polish their weapons, and do whatever they were hired to do, from guard duty to adventuring. Shotgunners are often rough-and-tumble people, while snipers are often disciplined mercenaries that can seemlessly blend in with the nobility. Notables: John Vigard was a master gunner, and could pick up any gun and take out any number of standard warriors. Edward Sutar was a master sniper, who could kill anyone, given enough time. He eventually met his untimely demise when he was tracking Al Citichki, a master escape artist that had escaped from a jail on obelisk island in Shul'Gars claws. Organizations: The Ri'Kharzaar army has mostly gunners, and disdains the art of archery, and anything but high swordplay. Various organizations exist that provide the specialists for the Ri'Kharzaar army, and anyone else who can pay. NPC Reaction NPC's often look at a gunner as just another mercenary, not really controlled by anyone but the highest bidder. GUNNER'S IN THE GAME Gunners are reserved for campaigns where guns are a major part of society, and that they are worthwhile to specialize in. Adaptation: Gunners can be adapted to any campaign setting with a variety of solid guns with ease. One way to adapt this class is to make it so that it specializes in another variety of weapons, like swords. Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class. |
| Half_Dragon_Infernal03-29-08, 07:23 PM | Hello? A bunch of views, but only one other person has posted? I CAST FINAL :bump:. |
| Hellsbells03-30-08, 11:43 AM | I recomend you focus on the nations/regions. Once you get that up it will be easier to comment but it looks cool so far. So there are two nations on a large island and an island chain respectivly. The first one has lots of technolagy and psionics whil the other focuses on magic. There are large fleets of pirates and pirate lords who basically do what they want. There is a large focus on balance between the gods. Thats a summary of what you have so far, correct? |
| Half_Dragon_Infernal03-31-08, 02:31 PM | Pretty much, yeah. Gunner is almost done, I just have to add a couple last continuations of an ability. I've been wondering on the balance of the guns and stuff though. Also, note: Missile Wands cost 1/10 in Ri'Kharzaar army stores, and Missile Crystals 1/5. I'll work on the Ri'Kharzaar section for now. |
| Half_Dragon_Infernal04-05-08, 07:50 AM | SAVING :bump:! |
| Half_Dragon_Infernal04-13-08, 11:00 AM | What do people think of the gunner? |
| VampyresThrenody04-13-08, 12:30 PM | I think the best place for mechanics is the Class forum, throw the word PEACH into the title and people will help critique it/balance it out for you. It may just be me but I usually come here to read/review fluff of settings. That said, what about the cultures of the nations? Important cities? Capitals? exports/imports? Your basic idea seems interesting but there's not a lot of detail for people to give comment on. I must say, in reference to the section on Laws, is magic illegal? Say someone from the Red Isle visits and casts a simple mage hand cantrip to get a drink he paid for, does he get arrested? Or is it simply looked down upon? |
| DebiHuman04-13-08, 12:34 PM | It's an interesting class. I'm not so sure it works for a swashbuckling campaign though. It looks like it might be better for a D20 Modern games. Soul shot: using hit points to furnish ammo is a quick way to die. It's not that I mind characters being able to use their hit points that way, but unless you have a way to easily replenish them, your gunner stands a much greater chance of dying in battle than any other character. Also, being able to to make your own bullets is a useful skill and one that I don't see here. Also, your gunner should be able to make not just ordinary lead bullets either but silver ones or alchemical ones too. I would have liked to see you take that path. It's obvious that you've put a lot of work into this idea, but have you playtested it yet? How does it compare to a Ranger? Debby |
| Half_Dragon_Infernal04-13-08, 08:00 PM | Thanks for the tips. My worry is that the class will get flamed because guns aren't made for D&D. Magic is not taught, and is generally looked down upon in Ri'Kharzaar. But, it is illegal to cast any spell higher than 3rd level there. I created the setting so it can have multiple ways to feel. Note, that with most normal guns it's force damage, which automatically ignores DR. Also, guns are impossible to enchant, which is why the gunner's abilities are important. I'll post the gunner anyways actually. I'll include PrC's as I go. EDIT: I've updated sections, check them out! |
| Aqua04-20-08, 02:56 AM | Anyone here with Elder Evils, other than me? I was wondering if Leviathan might work with a world mostly covered by water. So far it looks ok as for your Leviathan question. I wouldnt see why you couldnt. The world I created uses most of the elder evils but my main gods usually just fight them and absorb them. But thats my world and I doubt you create the things I create so you shouldnt have that problem. The Leviathan wouldnt be so bad because maybe way back it was the Leviathan who sank all the other continents and thats why its mostly water. I dont know I enjoy water worlds so I would so use him haha. |
| Half_Dragon_Infernal04-20-08, 03:06 PM | Can you read my mind? The whole reason I was thinking there isn't a lot of land is that the leviathan's near-awakening for the first time got rid of a lot of land. |
| Yahzi04-20-08, 04:31 PM | What do people think of the gunner? Why doesn't everyone use guns? |
| Half_Dragon_Infernal04-20-08, 05:43 PM | 1. Rare 2. Muskets are the most common type of gun, and they stink |
| Hellsbells04-20-08, 08:18 PM | Can you read my mind? The whole reason I was thinking there isn't a lot of land is that the leviathan's near-awakening for the first time got rid of a lot of land. No Aqua is just good at this. |
| Aqua04-22-08, 02:58 PM | Originally Posted by Half_Dragon_Infernal Can you read my mind? The whole reason I was thinking there isn't a lot of land is that the leviathan's near-awakening for the first time got rid of a lot of land. No Aqua is just good at this. Thanks Hells. :D Sounds good to me for having him awaken at one point in time and thats why the world is like it is. But as for Races have certain ones evolved to suite the world that they are in or are you going to create all new races? |
| Half_Dragon_Infernal04-22-08, 10:30 PM | I'm not making all new races. I'm changing the flavor to fit the world though. As I mentioned, Dwarves mostly live on crystal island, mining and hoping to strike it rich. Elves are some of the best sailors ever, and are often found as captains of various ships. Halflings and goblins prefer small groups of small boats that will surround a single large ship and board, a capable tactic that can bring down the largest boats. Gnomes fill the role of barkeeps and scribes. Orcs and Half-Orcs are generally pirates who use their brute strength to demolish their foes. Bugbears and hobgoblins are conniving pirates who are often smugglers. Kobolds compete against the dwarves for monopoly of the crystal and gem trade. |
| Aqua04-22-08, 10:40 PM | Have you ever thought of using genasi? |
| Hellsbells04-22-08, 11:04 PM | haha there it is |
| Aqua04-22-08, 11:29 PM | What haha Genasi are the true races of DnD. All should give there respects to the wonderful Water Genasi the true rulers of Dnd. Humans should of been extinct hahaha. My world I killed all by 7,000 humans and the gods will kill a human off if they think there population has gotten to high. So if they get 7,001 they kill that 1. But you really should look into Genasi. THEY ARE THE BEST! :D Hells knows what im talking about. |
| Half_Dragon_Infernal04-23-08, 09:37 PM | I forget, what book are the Genasi in? |
| Aqua04-23-08, 10:56 PM | Forgotten Relms Campaign Setting. There are other genasi then those. But those are the main ones. |
| Hellsbells04-24-08, 06:39 AM | I disagree! |
| Half_Dragon_Infernal04-24-08, 10:12 AM | I don't have the forgotten realms. I prefer Ebberon over FR. |
| Aqua04-24-08, 03:03 PM | I disagree! Haha you would. I don't have the forgotten realms. I prefer Ebberon over FR. Yeah and Im the opposite I dislike ebberon because it just looks like a really low powered campaign world and FR is awesome. |
| Half_Dragon_Infernal04-24-08, 09:51 PM | Ebberon is not a low-powered one, just not one where everyone is level 14+. The PC's are truly special, signified by only they get action points, and your not going to find a level 10+ person in a hamlet. |
| Aqua04-24-08, 11:02 PM | Yeah I love very powerful epic games. I love starting at lvl one and bringing that character to uber status in so many lvls. What do you think the highest lvl your pcs will achieve in your world? |
| Half_Dragon_Infernal04-24-08, 11:41 PM | Depends on how long they want to do their characters. My guess is about 15 though. |
| Aqua04-25-08, 12:16 AM | Does your world have lycanthropy? Do your gods have a strong influence on your world or do they just sit back and grant spells and thats it. |
| Half_Dragon_Infernal04-25-08, 09:38 AM | I have lycanthropy, and inflicted lycans can spread the curse, like in Ebberon. The gods do just sit back and grant spells. Gods don't have assigned domains, because if you are a cleric, you may pick any 2 domains. I'm gonna require flavor reasons though, for how it relates to the god. |
| taradusis04-26-08, 10:48 AM | Some Frostvoid thoughts....Since an ice cap can form where there's no land Oceania should have a northern and a southern ice cap. this means you could use a lot of creatures with the cold sub-type as well as Dire Animals who are similar to prehistoric mammals. You could create races of humans,elves and dwarves with the Cold sub-type. Do icebergs float loose in summer?There should probably be Aquatic versions of the major races,this goes without saying. But you could also have different versions of the major races. Using the monster manual rules you can make:Large,Small(pygmy),Tiny(lillaputian ),Fire subtype(volcano dwellers)and Cold subtype(frostvoid) humans,elves,dwarves...etc. A human city could contain districts where different types of humans congregate because of size. |
| Half_Dragon_Infernal04-26-08, 09:08 PM | Thanks for the thoughts. I was gonna only have subterranean, aquatic, and normal types of each race. Why? BECAUSE I HATE THE ENDLESS AMOUNTS OF ELF SUBRACES!!!!!! :rant: :mad: |
| Hellsbells04-26-08, 09:24 PM | Aqua were not remaking your game. Were making a water world. |
| Half_Dragon_Infernal04-26-08, 10:07 PM | :confused: Huh? What do you mean? |
| Hellsbells04-26-08, 10:24 PM | Sorry, Aqua and I do alot of IC/RPG threads together so I'm finding some of the things he says funny, just ignore me. |
| Half_Dragon_Infernal04-26-08, 11:23 PM | Oh, thanks for informing me.:uh-huh: :rolleye2: :crazy: |
| Aqua04-27-08, 12:33 AM | Haha Im only trying to spread my creations to other Dm's and pc's nothing bad with that now is there. Yes there are way to many elves. I believe that we should create a aquatic race of such power that only a water genasi could match it. ;) Well at least the water genasi i use in my games.:P |
| Aqua04-27-08, 12:55 AM | Oh Another thing. How largely is your world influenced by the negative plane and necromancers? Do you have a large amount of undead walking,swimming or flying around in your world? |
| Half_Dragon_Infernal04-27-08, 01:11 AM | Undead are generally hiding in society, because of an organization called the Silver Inquisitors that seek to annihilate evil. You can check them out on the What's a DM to Do? forum, and they are an entry in Cow Con 3: Secret Organizations. As a result, you are more likely to find intelligent undead that are not incredibly obvious. Vampires, for example, have two different types: The city kind, and the supernatural ones. City ones are a lot like the vampires in the Blade move trilogy, and supernatural like standard ones. The city ones though are still vulnerable to turning though. As a result, the red-light district in the Shield Port has a number of City Vampire Nightclubs. |
| Aqua04-28-08, 04:40 PM | Very interesting. I like it what other ideas do you wish for us to brainstorm? |
| Half_Dragon_Infernal04-28-08, 07:17 PM | Chickens Ask stuff about the various races. |
| Aqua04-28-08, 08:02 PM | Not a fan of chickens.......But eh whatever floats your boat. Are there any cultists who are trying to raise land in the world to create more territory? Or just a bunch of powerful Druids who want to see more land. |
| Hellsbells04-28-08, 09:46 PM | Can you tell us about the various races? |
| Half_Dragon_Infernal04-29-08, 09:20 AM | Yes, there are undead cultists seeking to restore the world to the way it was before the last awakening of the leviathan. How? Awakening the leviathan, but in a very controlled fashion so it only ravages the area where the old continents where. |
| Aqua04-29-08, 01:51 PM | What is the most populated race or is it pretty equal. And what race or races have the most power in the governments. |
| Half_Dragon_Infernal04-29-08, 09:37 PM | Humans are extremely dominant, considering that the elves and dwarves mostly keep to their own business. In the northern section of Ri'Kharzaar, there are wide open plains with some hills, which are dominated by nomadic Halflings. Gnomes are considered the "counterparts" of humans, and are generally treated equally. |
| Aqua04-29-08, 11:43 PM | Have you ever wanted to play a game humans were extinct? On another side note do you have any new types of metals or anything like that? |
| Half_Dragon_Infernal04-30-08, 09:34 AM | No, and not really. I was gonna rename Cold Iron to Frostforged Iron though. |
| taradusis05-02-08, 10:30 PM | I would consider picking up Libris Mortis and Stormwrack for my library. Is there a lost continent like Atlantis on this world? You have an island of giant animals,is there a plant that grows there like H.G.Wells Food of the Gods?Have you considered adding a Coliseum to Sheildport for a gladitorial side game? How about a floating island with winged humans? Random Thoughts. |
| Half_Dragon_Infernal05-03-08, 02:11 PM | Actually, the Coliseum part I have though about, and decided no. Actually, yes. |
| taradusis05-18-08, 09:54 PM | Aboleths are some of the oldest creatures in D+D. Their racial memories extend to a time before the gods. Some Aboleths worship Elder Evils like Tharizdun(SP?) and could worship the Leviathan. An aboleth could meditate and remember a peice of forgotton lore about Leviathan. An aboleth city could attack a coastal village to recruit Skum? Lords of Madness has a large subsection on Aboleths. |