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| catwhopaysguitar02-23-08, 09:34 AM | I'm currently creating my own world - Orinda. It is a campaign setting instead of a totally new system and is currently based on 3.5, with some forgotten realms stuff thrown in. However I will be converting to 4th ed when I get all the info I need. I do have a world map (hand drawn). And atm I'm looking for help on developing specific countries in terms of politics, background and history. Atm I have developed most of the continents and a couple of countries in more detail (Fanarlia, on paper, and the Barakan Islands, below) There are 2 major continents (Oplinthaczil and Korilanas) 1 minor (Niremb) and 6 island groups (Barakan, and the other 5 need names). The continent of Oplinthaczil consists of two large countries: Ornverthicha and Aruxdilowan. The continent is inhabited almost entirely by Dragons and their kin, metallic dragons living in Ornverthicha and chromatic living in Aruxdilowan, planar and gem dragons inhabit both countries, which have been in a state of constant war for almost a millennia. The continent of Korilanas consists of 5 countries: The Kudzel Empire, Fanarlia, Mirl, Tortren and Ahdez. Korilanas is home to members of all races, and most of the countries are multi cultural, with Mirl being the exception, having a population consisting of primarily Drow (who killed or expelled most of the other inhabitants 500 years ago). the southern third of the continent is covered by the vast Kudzel Empire, which is still trying to take over the entire continent after over 1.5 millennia of failed attempts. Then above the empire lies Ahdez, a vast desert nation which is often at war between the empire. Sitting between the two is the small country of Fanarlia, the main cause for the Kudzel Empire's territorial expansion not going as the various emperors would have liked. To the east of Ahdez lies Mirl, which is a similar size to Fanarlia. To the far North lies Tortren, which spans from the edge of the desert, to the polar ice caps. Niremb - currently undeveloped The Barakan Islands are group of 5 small tropical islands inhabited by tribes of Jungle Kobolds and Jungle elves. |
| catwhopaysguitar02-23-08, 09:40 AM | Current House Rules Psionics - everyone in Orinda has the ability to maifest minor psionics - though they need to be trained. So I'm adding two feats that anyone can take. Tekekinetic Birth - allows concentration based 15 pound telekinesis at will. Only works on non-living objects and objects moved in this way move at 15ft/round Telepathic Birth - Allows 100ft telepathic communication with a willing subject at will. Subject must also have the telepathic birth feat and will know your rough location relative to themselves (e.g they will know you are a few feet to their right/left etc) Other than those feats, no psionics exist in Orinda Hit locations - I'm gonna use rules for called shots and hit locations, and therefore buying separate pieces of armour or the whole suit - gonna get some advice for that in the rules board before I put the exact ruling here. |
| catwhopaysguitar02-23-08, 09:44 AM | The Barakan Archipelago is where the elves originated from, while many elves have left these islands, many remain, living in the jungle cities that were founded millennia ago. Also living on the islands are tribes of Kobolds, though there are also two major kobold cities in the mountain range on the north island: Kaden Portam, in the foothills of the mountains and Ro-Duil, which occupies the highest mountain peak. The kobolds and the elves are not hostile towards one another, but they are both territorial and avoid contact if possible. A multi-race settlement has recently been established on the north island, named Arctaos-Cadilan Epanomis, which translates to, place of the friendly pact. The pact was between the Kobolds and a guild of sea traders, who were looking to obtain rare materials from the islands for trading. The elves are more primal than the elves who live away from the islands, their names and laws reflect this. There are eight tribes, each ruling over one of the overgrown cities: Dewstorm – rulers of Norshal (on the east island) Duskvine – rulers of Dorvez (on the east island) Firegrass – rulers of Alisra (on the central island Rainwood – rulers of Noradath (on the central island) Skyblade – rulers of Mikral (on the west island) Jadedance – rulers of Toresh (on the west island) Swordwind – Rulers of Untal (on the south island) Dawneye – Rulers of Kirolt (on the south island) The tribes are named after the most powerful family in each case, though there are several other families in each tribe. e.g. Rilehl Gemsling Dewstorm (5th level ranger). The names are – 1st name, family name, tribe name. The elves use old names for first names, and newer names for family names. When a new family is formed through marriage, the new family name is formed from the family names of the bride and groom. So if Rilehl was to marry Tiriil Moonshot Dewstorm (3rd level druid), the new family name would either be, Gemshot or Moonsling, depending on the social ranks of the original families (the higher ranking family adding the first part of the family name). All families with the same 1st or 2nd parts are connected by marriage. In this case both families are of the same rank so the couple decided for themselves and opted for Moonsling. They are now known as: Rilehl Moonsling Dewstorm and Tiriil Moonsling Dewstorm. The tribes each have their own territories outside of the cities and guard them fiercely. Social Structure: The social structure of all elven cities on the islands is the same: a family based hierarchy. Example: Norshal is home to 255 families, and for each family above the bottom layer of the hierarchy, there is two families on the layer below them. When there is marriage over two layers, the new family is added to the lower layer. The top 4 layers of the hierarchy are as follows: Dewstorm Duskember, Branchwind Starhail, Redfeather, Branchsong, Sandsong Firejewel, Gemsling, Starleaf, Jadeleaf, Redgrass, Vinegrass, Moonshot, Moonsling Each family is ruled by 1 member, an elf aged between 200 and 600. When the ruling member reaches 550, all their children compete in set tasks to win the right to be the next ruler, the winner, is then taught for the next 50 years by the ruling member on how to run the family. The tasks are as follows: A non-lethal duel in a set fighting style A debate – subject chosen by the ruling member Organising a major family event – any will do. A series of tests to deal with family issues which may arise. When the winner becomes the new ruling member, the old ruler still remains in the family to offer advice and to help out with family life. While the Kobolds are not as hierarchical as the elves they also have a ruler, who rules over all the kobolds on the islands. They also have tribal leaders |
| catwhopaysguitar02-24-08, 07:48 AM | Umm . . . I've just seen a little issue with the whole elf family marriage system . . . time to clear that up. When there is a marriage and the family name is a new one, a new fmaily is created, if the name already exists, the couple join that family. If the new couple are of a much higher rank than the family, the family status is raised accordingly (1-2 layers depending on the gap and the status of the couple). Because of this system, intrafamily marriages are just as common as interfamily marriages. Below the first four layers of the heirarchy, there are only two other layers of roughly equal size. |
| taradusis02-24-08, 09:13 AM | I would consider making each island the home of a different monster race? An island of orcish pirates. An island of an Nazi-like empire with hobgoblins maintaining ghettos of goblins. A beholder island with charmed humans and a vast underground tunnel system carved by the beholders disintergrate rays. A grey elf island of high magic where every elf is a wizard. An island with a giant monster like King Kong or Godzilla. And shouldn't it be CatWhoPlaysGuitar? Random Thoughts. |
| Catwhoplaysguitar02-28-08, 08:05 AM | I like the ideas, but I need a setup like this for a major history thing - these are the islands where the elves originated - hence the high proportion of elves. However I might use the concept of different monstrous races on each island for one of the other 4 island groups. IT would make for an interesting campaign. And thanks for informing me about the typo :doh: Anyway - next up - I think some of the history of Orinda is in order, (now where did I put that deity list?) |
| Catwhoplaysguitar02-28-08, 08:45 AM | Ok - here's the deities I have so far - 34 in total - and that's only the start. I'm using forgotten relms and 3.5 domains because neither could provide the right domains on their own. I have all this info on a table on my PC - but I can't get that table onto here, so I'm gonna have to rewrite it all with this structure. I'm using 4 overall ranks to classify Deities - Primal: Most powerful - they have transcended any physical form and exist in everything - Clerics draw their spells from the energy that is their being. (almost always NN) Major - Most powerful deities in physical form. Created by the Primal Deities to keep the world in order Intermediate - Most gods come under this category - children of the major or created by the primal deities, to deal with minor aspects of the world. All racial Deities are intemediate. Minor - Children of the Intermediate Deities, or those who have ascended to Godhood through other means. Deity - Title - Domains - Alignment. Primal Deities Gaia - The Creator - Creation, Magic, Spirit - NN Oblivion - The End - Death, Destruction, Fate - NN Chaos - No Titile - Chaos, Emotion, Luck - CN Inevitable - The Lawbringer - Law, Planning, Inquisition - LN (link to inevitables from mechanus is coincidence) Ozou - The Deep - Water, Blackwater, Ocean - NN Zitr - The Breeze - Air, Sky, Weather - NN Ixen - The Flame - Fire, Summer, Sun - NN Sarud - The Solid - Earth, Sand, Metal - NN Johl - The bright - Sun, Moon Radience - NN Kuro -The Black - Darkness, Night, Vile Darkness - NN Xhooxyahl - The Flash - Strom, Force, Weather - NN Osile - The Green - Sprit, Animals, Plants - NN Major Deities Solaris - The Lightbringer - Sun, Summer, Law - LN Helios - The Flamegiver - Sun, Chaos, Fire - CN Lunàe - The White Mistress - Moon, Purification, Spirit - NN Astra - The light in the blackness - Night, Magic, Mind - NN Taewroi - The Peacebringer - Healing, Death, renewal - NG Kio-Nokh - The Judge - Death, Inquisition, Balance - LE Napyanne - The Runemaker - Magic, Rune, Spirit - LG Kaca - The Defiler - Magic, Madness, Vile Darkness - CE Zhiel - The Sage - Magic, Mind, Knowledge - NN Racial Deities - (currently I only have a few and only 1 evil deity, I'm working on the rest) Vaurila - The Bloodscale - Chromatic Dragon, Evil, Temptation - NE Ornaltiui - The Shining One - Metalic Dragon, Good, Nobility - LG Rhakdhar - The Strong - Orc, Courage, Strength - CG Uruviel - Life Warden - Elf, Plant, Animal - NG Korshan - King of all Men - Pride, Nobility, City - LN Popo Loamsdown - The swiftfoot - Halfling, Community, Celerity - CG Rari Lightflame - The Hammer - Dwarf, Cavern, Earth - LG Mardkor Hedger Coryle Garji (that's the short version of the name) - The glitterwish master - Gnome, Metal, Luck - CN Shimio Issarris - The True Halfbreed - Portal, Travel, Balance - NN Other Intermediate Deities Kriel - The Blade master - Army, Courage, War - CG G'Ktac - The Destroyer - War, Destruction, Army - CE Ialmoi - The sublime - Emotion, Pleasure, Lust - NG Hyrates - The Scales of Justice - Law, Purification, Inquisition - LG Minor Deities - none atm Right, now I have that done, I can at least start writing on the history of the world. Also, I'll be adding more deities here as I think of them. |
| Catwhoplaysguitar02-28-08, 09:53 AM | The history of Orinda - according to the Nechves Scriptures (The main religious texts on the Primal Deities) Creation No one being is aware of when our world was created, we do however know how it came into being. Before the world existed, there existed a void, nothing existed in the void save one being - Gaia, The Creator. It is believed at the time Gaia was neither male nor female, and it is known that Gaia was the only one in existance in the void. Gaia wished for a place to live, and over time, the plane of Lleikit was created. When Lleikit was created Gaia went there at once, only to find it was just like the void: empty and dark. Unable to bear the darkness anylonger Gaia wished for a means of illumination Gaia floated through Lleikit still alone, and after a time grew tired of floating and wished they could rest on something solid. Thw wish took the form of a spark of pure energy, and it flew off out of Gaia's sight. Gaia followed the spark as best they could but eventually gave up. Having no idea where the spark had gone. In anquish Gaia tore at their own flesh, causing a wound, and a piece of flesh and a drop of blood was shed into Lleikit. Gaia then fled to the void in despair. The spark which had been moving around Lleikit, was drawn towards the floating piece of flesh, and once it reached the flesh, it collided with it - and the flesh changed to earth, and the earth grew into an enormus sphere. The blood that had been shed was attracted to the sphere, and when it come into contact with the shphere it became water and began to flow all over the sphere, cutting down into the surface, forming rivers and oceans. In the middle of the sphere - there was heat - the heat caused the earth to burn and melt - creating fire. The Fire sought to escape the surrounding earth and pushed upwards, causing the surface of the sphere to break and buckle. And as the fire emerged, the nearby water evaporated, as did some of the earth. The result was air. Over time the four elements found an equilibrium and the world was constantly changing as a result of the shifts in the equilibrium. The result of this constant change was the existance of Chaos and Inevitable. Chaos came into existance as a manifestation of the change, and Inevitable as the direct opposite appeared to counter chaos. During this time Gaia had been wandering the void alone. Then Gaia came across the plane of Lleikit again and returned to see if they could find the spark again. Instead of the spark Gaia found the sphere - though it was no longer a sphere and the two beings: Chaos and Inevitable. Gaia encountered Chaos first, and Chaos asked Gaia two questions "Who are you?" and "What are you?" Gaia had not needed to speak before, and was unable to answer the questions put to them. Chaos left and soon after Gaia encountered Inevitable, who also asked two questions: "What do you want?" "Why do you want it?" Gaia knew the answer to the first question, but could not speak it, so Gaia wished for life on the sphere, life to change it from a barren place to one that they could live in. Out of the barren rock came a small creature, the Nolervor, noted for all specimins being identical. Soon more of these creatures emerged, all identical. "Emotions like that are irrelevant." Inevitable said, before leaving, having noticed the lonliness that Gaia had been feeling. Gaia wandered round the sphere, seeing more Nolervors and smiled, there was life here now, soon the world would be somewhere they could live. Gaia then encountered Chaos again, Chaos was watching two Nolervors and thinking, then chaos touched them and they changed, they were no longer Nolervors but a new creature, one male and one female, Nauskel - the ancestors of dragons. The pair dug into the earth and remaine there for days, then emerged, followed by more, their children, all of which were different from their parents. "They were too alike, they needed to be different." Chaos said. Gaia agreed, variety made for a better world. Gaia spent the next months creating different types of life, grass, flowers, trees, birds, fish. Gaia listened to the conversations these beings had and soon learnt to speak in a common tongue. She gave the creatures and plants names and soon the world was thriving. However Chaos and Inevitable were polar opposites, and different species agreed with one or the other and conflict arose, from this conflict, death occured, creating Oblivion. Oblivion took the souls of the dead to a plane called Gardraough, which had come into existance at the time of the first death. Gaia was upset by the death, and to mourn the dead Gaia crreated Night, which would put the world into darkness every other 12 hours. Chaos saw this and thought, how could they help Gaia recover from the death. Then Chaos drew from the power of fire and created the sun, and then from the power of earth to create the moon, the sun would illuminate the day and the moon would illuminate the night. Inevitable saw a flaw in the plan, the world was now only illuminated by the sun durring the day, and only one side was illuminated the other was in total darkness. So Invitable wrote the first law of the world. The World shall rotate on an axis, each rotation shall take twenty-four hours, or one day. Day shall occur on the side of the world facing the sun, and Night shall occur on the side facing away from the sun. Over time more laws were written, and beings were created to monitor these laws, since Inevitable was unable to cope with the self set workload. These beings were: Ozou, Zitr, Ixen, Sarud, Johl, Kuro, Xhooxyahl, Osile, Zhiel, Ina, Lunàe, Astra, Taewroi and Kio-Nokh. Ina was charged with looking after the sun and making sure it always produced light, however Ina soon split into two beings, Solaris and Helios, who were then charged with the same task. Helios caused a tilt in the axis that Inevitable had created and caused the World to orbit the sun, creating seasons. Then Gaia, Oblivion, Chaos and Inevitable, trancended physical form, becoming one with the plane of Lleikit itself. The world they left beind was named Orinda by Inevitable, for administration purposes. And that's how Orinda was created (yes I know it's long, but aren't most religious texts) So, I'll add more of the mythos as I go, next up is the planes. |
| Catwhoplaysguitar02-28-08, 09:57 AM | The Planes - and who/what lives there. (I've really only just started this, so there isn't much atm) Lleikit is the plane that Orinda resides in. It has the same properties as the material plane and is also home to the primal deities - though they keep themselves to themselves The Void Connects all planes, it is an empty space between planes. Gardraough is the plane of the afterlife, it is full of Demi planes where the souls of the descesed go after Judgement by Kio-Nokh. Kio-Nokh lives and works on the Demi-Plane Sterothmor. Taewroi is also resident on this plane, inhabiting the Demi-plane of Zeosray. Giessem is a strange plane, where there is constant fighting, Rhakdhar, Kriel and G'Ktac are resident here. Abrhis - the plane where a few of the more powerful evil deities reside, also home to demons, devils and Marurtur The Fallen (BBEG see post 14) It has several layers, and is Strongly evil aligned, there are no demi-planes attached to this plane. |
| Catwhoplaysguitar02-28-08, 09:59 AM | Ok, I know that someone is going to say how cluttered this is, and I know it is, Once I get more of Orinda done, I'm gonna have a reshuffle and get this in some semblence of order. |
| Catwhoplaysguitar03-01-08, 09:49 AM | Woot - inspiration has come again. This time concerning Niremb (finally) Well, I've still not got names and it's a little rough around the edges, but it's an idea which I've been needing for a while. Niremb is a small continent, with almost no contact with the other lands in Orinda. Tales of flying ships and the strange magic that allows everything in the continent to work exist, but there is no proof outside of the continent. In reality, it's just regular magic used in different ways to what most people elsewhere are used to. (It's similar tech levels to FFXII, but the similarities end here) There is only one country in the continent, Xiamou, ruled by the Zhialuon family. The country is far to the South, close to the southern ice cap. In Winter the expansion of the ice can be seen from the southern coast. Because of the climate, the need to keep the country running lead to innovative uses of magic to power things, meaning that the cold would not cause disruption to the important operations in the country. The capital Zhia, lies at the far north of the country, just inland. The land itself is relativly flat, with a few areas of higher ground in the centre of the continent. The seas around the land however are incredibly dangerous, and few ships dare to sail them, which causes the isolation of Xiamou. The population is almost 100% human, with a few planetouched existing among society. Social Structure. There is a rigid caste system in Xiamou, with four castes and several subcastes. The highest caste (Hia) is the royal family and the noble families who have places at the royal court. The next caste (Xuo-lou) is the rest of the nobility and the military. The third caste (Shianbuon) comprises of most of the general public, and the fourth caste (Qian-maoqiu) consists of those believed to be inferior to the general populace due to differences in their heritage. The Qian-maoqiu caste mainly consists of gensai, tieflings, assimar and those with other heritages other than pure blood humans. The castes all have subcastes to differentiate between the groups of people within the caste. Hia consists of: Qau (the immediate royal family) Xao (the extended royal family) and Xou (the upper nobility) Xuo-Lou has two castes - both of equal status, Xou-min (the nobility) and Zhaopuo (the military - officers and the like) Shianbuon has the most sub-castes: Zhao (the military rank and file), Chiya (skilled craftsmen), Kokama (priests and monks), Nokotsun (merchants), Omusa (farmers and workers who own their own homes), and Oninanun (famers and workers who don't own their own homes) Qian-maoqiu has two castes - Hoshiho (those with distant non-human ancestry) and Samorote (those with distinctive non-human ancestry). Marriage between the major castes is forbidden by law, though between subcastes it is perfectly normal. (ok, that's it for the moment, brainfreeze just hit) |
| taradusis03-02-08, 10:09 AM | I would rethink the family idea and rename them clans? Families to my mind imply a 5-12 person limit. A clan woul be 25-60 I think? Just a thought.Remember to leave unexplored territories to explore. 1 jungle,river,mountain range,island chain...etc. Allows you to have afterthoughts.Spend a lot of time developing villianous organizations like Hydra,mafia,red wizards of thay,etc. Think carefully about which evil race is the baddest of them all,Yuan-ti,drow,illithid,etc. Consider an adolph hitler or fu manchu type.Other questions are:are there undersea empires,Do gods walk amongst us,how prevalent are low tech items like soap,perfume,chalk,telescopes,lanterns,e tc? |
| Catwhoplaysguitar03-08-08, 07:32 AM | Clans/families - I see where you are coming from, and I'm gonna redo those soon, I think I'm gonna have to name all the clans to prevent confusion - I'm thinking each clan is named after the founding family and marriages between clans is rare and mainly for political reasons. Unexplored areas - I might add another small continent for that purpose, also a lot of Korilanas is still unfinished, and looking at the world map (which I had to redo) a lot of it is Jungle, mountain or desert, allowing for unexplored areas there. Also - Xiamou is so isolated that it counts as unexplored to anyone not from that country, plus common doesn't exist there. Bad Guys - Well I know for a fact the Kudzel Empire is evil, it'll probably be a major campaign setting once the world is finished. In terms of evil races - In Korilanas I'm thinking Liches in the Kudzel Empire (South) and Drow in the north as the main evil races. In Oplinthaczil it's Evil Dragons. In Xiamou I'm thinking some secret cult/organisation atm, but I'm not sure. On the Barakan islands it'll be groups of people not from the islands who cause problems. In terms of the BIG BAD - I'm thinking an evil deity and the cult that worships them. (Info will be in the next post). Undersea Empires - I have no idea, yes there are aquatic creatures, but empires or not, I'll think about it. Gods - the primal deities are one with the plane of Lleikit and the rest live on other planes. Low tech stuff - depends where in the world you are - prevelant in the continents, some items quite rare in the islands. |
| Catwhoplaysguitar03-08-08, 09:31 AM | Right - I was working on this and since the question arose, I figured I might as well post what I have so far. Time to meet the BBEG - Marurtur The Fallen. Marurtur The Fallen Major Deity - Divine Rank 20 Alignment - NE Portfolio - Chaos, Corruption, Darkness, Death, Destruction, Domination, Entropy, Envy, Evil, Fury, Greed, Hatred, Law, Lust, Madness, Pain, Pestilence, Spite, Suffering, Temptation, Trickery, Tyranny, Undead, Undeath, Vile Darkness, Wrath. Dogma - The Chosen Few, destroy or dominate as you wish, keep the true name of The Fallen One hidden, attribute your belief to a false name, The Fallen will hear your prayers whatever name you use. Favoured Weapon - Scythe symbol - A black sillouette of an angel holding a scythe dripping with blood. Marurtur The Fallen is the embodiment of pure evil, regardless of what form it may take. In reality all gods who truly preach evil are Marurtur The Fallen in one of his many embodiments. The few who have realised this have either been utterly destroyed or pledged themselves to Marurtur in return for power to fuel the plans of The Fallen One. Marurtur The Fallen has an ultimate plan, though no one is truly aware of what this is, some worshippers believe it is to destroy the plane of Lleikit, others believe it is to rule the plane. In reality it is to wipe all traces of good from all planes and destroy the good deitites. A few mechanics notes: Classes - 3 Wizard, 3 Psion, 46 Cerebremancer (with practiced spellcaster and practiced Maifester feats) Race - Solar Angel - though he fell from grace, his divine power allows him to keep his abilities (though one or two are slightly modified) History (in brief) Marurtur was originally called Hepmanre. He was a powerful Solar Angel living on the Demi-plane of Zeosray, he protected the souls of the plane's residents from any attacks by evil outsiders. In one such attack he defeated an evil spirit, however the Deity merged with Hepmanre without him realising it. Over time the spirit began to possess Hepmanre, making him less effective in battle. The final result was Hepmanre failing to protect an important petitioner and being cast out of the order he was in as punishment. The despair that followed allowed the spirit to instil greater control over the angel. However, as time went on, the spirit was assimilated into Hepmanre and the evil in the spirit was transferred to Hepmanre. His despair became hatred for those who had cast him from his position and all who followed them. He knew that in order to defeat them he would have to become stronger. So he left Gardraough, where he had been wondering and went to Giessem in order to improve his skills. To hide his identity, he changed his name to Marurtur, though he had many false names which he used to hide his true nature from others. Once he obtained divine power, he found he could assimilate deities of less power than himself and take on their forms and abilities as he wished. So he went on a rampage assimilating all the evil deities he could find, taking their powers, forms and worshipers. He made it look like he lost each time, and always under a different name and appearance, then put on the impression that he was the deity that he ahd assimilated. Through this method he quickly and secretly obtained great power and ascended again and again. He soon left the normal planes and began to create his own plane where he could enact his plan from. However before he could begin a Drow Mage called Tocareh discovered the truth behind the strange angels who challenged evil deities. Tocareh approached Marurtur with a plan. Why destory when you can rule. Marurtur was unsure on how to react, so came up with an alternative, let the followers of the gods act as their gods would have pleased, and provided good was destroyed or subjugated he did not mind. He then destroyed Tocareh, knowing that if the knowledge of his true nature were revealed he would have to fight all the good deities to further his plans. He abandoned his plan of his own plane and took of residence on the plane of Abrhis, where one of the evil deities he had assimilated used to reside. Others still found out about him and approached him, those offering loyalty straight up were spared, those not, were destroyed. Within his palace he has a small number of powerful fiendish servents, and servents of all other races. His current favourite is a Lich, who almost caused the fall of an entire continent through her workings in the Kudzel Empire. There are no cults that directly worship Maratur, but his servents always carry an amulet with his symbol. Also there are one or two legends surrrounding him, and others surrounding Hepmanre. Well that's what I have so far - I'll be adding more later on, plus I need to update my planes post. |
| taradusis03-21-08, 12:09 PM | For psionic bad guys I would pick the mindflayers or the Yuan-ti. Then I would buy "lords of madness" to support the mindflayers campaign. If you pick Yuan-ti then I would pick up "serpent kingdoms". Just a thought. |