The world of Ye’garo [Archive] - Wizards Community

Post/Author/DateTimePost
Grod_The_Giant

08-28-06, 01:33 PM
Mythology, History and the Gods

Creation and population of the world

The war between good and evil raged for decades. Mighty spells laid waste to miles of the new world’s fertile soil. Huge war machines, the likes of which will hopefully never be seen again, battered down fortresses. Powerful angels and demon lords stood side-by-side with epic heroes. The gods themselves joined in important battles, their power blasting down mountains and destroying armies. The entire world revolved around war- complete, ruthless and total war.

After a century, the Great Lizard interfered. He first fought the gods themselves, banishing them to their planar homes. He then returned to his home plane, gathered His followers, and led them to Ye’garo. Flights of dragons, vast armies of mighty giants, and legion upon legion of the fey elves marched into the world, and drove the armies of good and evil back. The Great Lizard then issued a proclamation: the world’s residents would have a decade to attempt the transition to peace, or they would be slain.

They failed. In disappointment, the Great Lizard evacuated His followers and smote the world. For a thousand years, its surface was impossible for any creature to live on. The continents drifted and the seas reformed. Finally, the new world was clamed. Life was allowed on Ye’garo again. First simply plants and animals, but intelligent life would come soon.

The Great Lizard called a meeting with the gods of good and evil. He announced that the world would be reopened to settlement by the children of the gods, but they would be unsupervised. The gods were banned from directly interfering with worldly affairs. Furthermore, any war that waged continuously for more then a hundred years would be forcibly ended. To that end, the elves, giants and dragons would also return to the world.

The elves would be guardians and servants of nature. The giants would choose their path (for, as a whole, the various types were radically different) but, in times of trouble, would band together as a near-unstoppable force. The dragons, as always, would do as they pleased (including serving the gods more suited to their preferred way of life), but in times of crisis they, too, could form a powerful army under the name of the Great Lizard.

After the announcement that their children could return to the world, the gods were overjoyed. To prevent initial wars of conquest, they cooperated to draw up early boundaries and borders. For a year they argued and negotiated, but finally came to consent. The children of the gods would inhabit the world once again.


(Note: year 0 on all calendars is the return of intelligent life to Ye’garo, also known as the Return. Present day is year 1048 AR (After Return).)

Worldly History: coming soon

The Gods

Major Deities:

Great Lizard- The creator, the All-Father. Although he hasn’t been seen on Ye’garo for many centuries, he still answers the prayers of the faithful. His worshipers include druids, barbarians and rangers. Alignment- neutral. Domains- Air, Animal, Earth, Fire, Plant, Protection, Water. Favored Weapon: Longbow.

Medium Deities:

Feldor- God of the sun. His worshipers include good fighters, monks and paladins. His priests often occupy important positions in lizard society, and often adventure to rid the world of evil. Alignment- lawful good. Domains: Animal, Good, Law, Strength, Sun, War. Favored Weapon: Longsword.

Yelda- Goddess of life. She is worshiped by good spellcasters. Her priests are usually healers. Alignment- neutral good. Domains: Animal, Good, Healing, Protection, Magic. Favored Weapon: Quarterstaff.

Tez’len- Goddess of the moon. His worshipers include evil spellcasters. Alignment: lawful evil. Domains: Animal, Evil, Law, Darkness, Death, Magic. Favored Weapon: Scythe.

Derga- God of destruction. Her worshipers include evil fighters, monks and barbarians. Alignment: chaotic evil. Domains: Animal, Evil, Chaos, Death, Destruction, War. Favored Weapon: Warhammer. Important safety tip: do not compare his name to a female's.

Minor Deities:


Nigorn- Mistress of anti-magic. Her worshipers include much of Talinga, and a few magic-scorning warriors. Alignment: lawful neutral. Domains: Knowledge, Law, Protection, Anti-Magic. Favored Weapon: Scimitar.


Granted Powers- Rebuke or command magical beasts as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Anti-Magic Domain Spells:
1. Magic Aura: Alters object’s magic aura.
2. Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
3. Dispel Magic: Cancels magical spells and effects.
4. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
5. Spell Resistance: Subject gains SR 12 + level.
6. Anti-magic Field: Negates magic within 10 ft.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells: Confers +8 resistance bonus.
9. Mage’s Disjunction: Dispels magic, disenchants magic items.
die

08-30-06, 04:54 AM
ok its gone bud
Grod_The_Giant

08-30-06, 10:09 AM
thanks.
die

08-30-06, 11:56 AM
ok
Grod_The_Giant

08-30-06, 12:33 PM
Cosmology

The cosmology of Ye’garo is very different. The Material Plane is the world, but nothing else. The Ethereal and Shadow planes are simply ‘layers’ of the physical plane: shift ‘down’ a layer and you’re in the Shadow Plane, shift ‘up’ a layer and you enter the Ethereal Plane. If a being were to fly up out of the atmosphere, they would wind up entering the Endless Gulf of Space.

Outer Planes:

The term has a different meaning then the standard cosmology. The Outer Planes of Ye’garo are infinitely large spaces that either are the source of elements, or in which the planes exist.

The Endless Gulf of Space:

Just outside the Material Plane, this plane is a void. In it float the various other planes and demiplanes of reality. At the outer edge lie the Six Layers of Border, then Between. There is no air here- to travel through, magic must be used to ensure survival. It has the following traits:· Varying Gravity- objects are drawn towards the giant spheres that are the Inner Planes. The gravity is weak, though, and only works when the object is near (100 or so miles) or a plane.

Between:

This plane has no other name, because it doesn’t need one. It isn’t anywhere, but is also everywhere. It’s between everything and everywhere. It’s similar to the Astral Plane, but nothing lives there. Nothing even exists in Between- only that which is brought in. Not even time exists: anything stuck in the plane without magical aid will simply drift for eternity, never changing. It is thought that time travel might be possible from Between, but experiments have proved unsuccessful. Between possesses the following traits:
No gravity
Timeless- no time passes at all. Beings exiting the plane find themselves at exactly the same point in time they entered. Two wizards might enter at the same time, and even if one waits a hundred years before leaving and one leaves immediately, they will wake up at the same time.

The Six Layers of Border:

Bordering Between, on the edge of reality, lie the elemental and energy planes The order, starting from reality and going towards Between, is:
(The Endless Gulf of Space)
Positive Energy Plane
Elemental Plane of Fire
Elemental Plane of Earth
Elemental Plane of Water
Elemental Plane of Air
Negative Energy Plane
(Between)
The planes are exactly the same as normal.

Inner Planes:

The Inner Planes drift endlessly through the Gulfs of Space. The Material Plane is technically an Inner Plane.

Globes of Neutrality:

The domain of the Great Lizard, the Globes of Neutrality is the largest of the Inner Planes. It consists of three concentric spheres. Inside each sphere, the inner edge of the ball is ground. Gravity draws objects towards it. In the first sphere is a world of unrivaled beauty. Life of every type flourishes here. This is heaven for those who live a good life without really believing in any gods, and for animals. The second globe contains a frigid hell of emptiness and depression. Nothing lives here but the souls of the dead. Those who lived an evil life without believing in any gods are condemned to forever wander its bare wastes. The third, and inner, sphere contains another beautiful world. This is the domain of the Great Lizard himself. His palace is here- a great building formed from a single giant tree. This sphere is heaven for His followers.

The Eight Layers of the Sun

The Eight Layers of the Sun are the home of the good-aligned gods, and heaven for their followers.

The Surface
Caves
Mountains
Desert
Forest
Plains
Cities
Celestials

The Surface is a vast, fiery ocean, clearly visible from the Material Plane.
The lower layers are paradises for each of the lizard races. The bottom layer is the home of most celestial creatures, and the throne of the gods.
TO BE CONTINUED...
Grod_The_Giant

09-01-06, 07:30 PM
Geology and Countries

The world of Ye’garo is almost totally flat, with only a slight curve down towards the world’s center. Since it was made from a scale of the Great Lizard, it is scale shaped (rectangular, but much rounded corners). It has five major continents- one for each direction of the compass (north, south, east, west) and one in the center. There are also two major and five minor islands sizable enough to appear on a world map.

Frostrealm:

The most northern continent, Frostrealm follows the world’s curve along the northwest side of the world. It is bisected almost exactly into a north and a west half by a massive range of mountains. To the southeast, partially encircled by its curve, is the deep water of the Sea of Feldor. Directly to the east, and in the narrow straits to the north, the frigid Icescale Sea lies.

Winter Confederation:

The homeland of the goblins. The Winter Confederation is a land of icy tundra and rugged mines. There is a strict caste system in place:
Hobgoblins: the rulers and elite soldiers. They form the nobility, skilled craftsmen, and clergy.
Bugbears: the common soldiers and unskilled craftsmen. With bigger and stronger then the hobgoblins, they lack the intelligence to rule. Some of the less intelligent, or those being punished, work as laborers.
Goblins: the commoners and laborers. Weak in both body and mind, they are the foundation of the goblin empire. In peace, they mine, build, and perform the other unglamorous tasks of the nation. In war, they are conscripts- untrained, cowardly draftees.
Several frost giant clans also populate the country. They are undisputed nobles, rising in rank above the hobgoblins. A council of nobles supposedly rules the country, but rumors say an ancient and evil white dragon dominates the government.
Capitol:
The capitol is a heavily fortified city known, quite appropriately, as Glaceron. It lies squarely in the middle of the Winter Confederation. It is a typical city- segregated by class, with thick walls and numerous towers. The seat of rule sits atop a small mountain (also the only mountain for hundreds of miles around), in a castle with strong cold iron walls.
Ice Forest:
The Ice Forest is the only forest on Frostrealm. It sits in the southeast of the Winter Confederation, near the beach. Not much lives here, but the eternally frozen forest is perhaps the only thing the bleak continent can claim as a ‘tourist attraction’. The goblins get most of their wood from here, but it remains a luxury in the barren land of everlasting winter.

Frozen Wastes:

The Frozen Wastes are on the other side of Frostrealm. They are a long series of harsh arctic wastelands and glaciers. The legendary Crystal Palace, home of winter, is said to lie here. Looking at the nearly uninhabited land, you’d believe it. White and silver dragons and frost giants compete for the bitterly cold land.

Orgoth:

Orgoth lies just south of the southernmost tip of the Frozen Wastes. Smallest of the continents, and roughly circular, it’s a rugged and still-wild land. Great spires of mountain crisscross the small continent, and ancient woods and deep valleys abound. It is a land where real men are grown- or would be, if it was not the firm stronghold of orcs. The shallow, temperate waters to the east and south, a prime invasion route for the Third and First Evils, is the Orcensea.

There is only one county here, if it can be called that. Orgoth is in reality a home to many tribes of orcs and ogres constantly vying for land. They are generally ruled by ogre mages, but sometimes a shaman (usually a cleric, but sometimes a druid or warlock or particularly powerful warrior takes charge of his tribe.

Orcenheart:
Just south of Orgoth, the minor island of Orcenheart is a surprisingly heart-shaped island. A huge crater on one side that sinks a third of the island into the sea spoils the effect, though. The crater is, though, the whole reason the island is important. At the end of the First Age, when the Great Lizard banished the gods from the world, Derga made his stand here. When defeated, his essence was released in a huge explosion that sunk a third of the island into the sea. Ever since, it has been an extremely holy site- especially to orcs. Their capitol, Orcrule, is situated on the island’s tip.
Orcrule:
Orcrule is, surprisingly, not a major city. An unspoken treaty among the races protects the holy sites where each god was banished. Situated within a few miles of Derga’s banishment point, Orcrule is also protected. In the center of the city is Derga’s high temple- a massive structure that looks to foreigners like a fortress. By contrast, the small keep across the central plaza where the country, such as it is, is ruled looks quite small and insignificant. The rest of the city is dotted with large, elaborate temples and inns. Thousands of worshippers flock here every year to see the site of their god’s greatest defeat.

Sslithios

Sslithios is a continent of blistering deserts. Except for the small bump of the Snakeskin Mountains in the center of the egg-shaped continent, it is almost totally flat. Despite its rugged appearance, it is a tame land. The reason, as given by some lizards, is ‘all the storms are afraid to **** off the Yuan-Ti.’ Though said as a joke, in truth the Yuan-Ti once worked a powerful enchantment that tamed the savage desert. To the east, in the warm Sea of Snakes, lie the Seasnake Isles and the banishment point of Tez’len.
The Yuan-Ti are a united people. While Lesser Yuan-Ti are looked down on, and Abominations looked up to, they also practice equality (for the most part). The weak or infirm, though, are destroyed. Only the fit and skilled live- in that manner, the Yuan-Ti are one of the most powerful races on Ye’garo. Their continent is divided into five ‘countries’, although in practice they are simple states. There is one country for each branch of power- Arcane power, Divine power, Physical power, the Sea and Rulership. They are almost all large countries extending from the coast to the Snakeskin Mountain. In clockwise order (starting from the north) they are:

Sessieron- the sea
Sessieron is the home of the Sea discipline. Not so much a path to power, it is also known as the supporting country. Here live most of the Yuan-Ti merchants and traders, and almost all of its sailors. Smaller then the other countries, it is nevertheless quite vital.

Esseren- Arcane power
Esseren is the home of Arcane Magic. Linked to many other parts of the world by a vast network of portals, evil mages from across Ye’garo come here to study. Home to some of the world’s most powerful spellcasters, it is quite possibly the only place in the world that can challenge the Wizard’s Sanctuary in magical power. Yuan-Ti reckon this to be the greatest, although not necessarily the most prestigious, path to power. Wizards, Eldritch Knights, and all others who use arcane magic (even in combination with their bodies) train here.

Hessiliossa- Divine power
Hessiliossa is also known as the land of the gods. Yuan-Ti clerics abound in the home of Divine Magic. Filled with some of the world’s grandest temples and enough wealth to buy a lesser country ten times over, it is the unofficial sub capitol of the Yuan-Ti. Divine Power is also one of the most prestigious paths to power. Clerics, Dark Paladins, and all others who use divine magic train here.

Messarat- Physical power
The harshest and lest hospitable of the Deserts, Messarat is the home of all those who train their bodies. Monks are the most famous of these, and Rangers are also common. Still, all physical classes, including Rogues and Assassins, train here.

Resthilon- Rulership
Resthilon is the home of the Yuan-Ti rulers. The most impressive architecture on the continent- some would say the world- is found here.


Scalehome

Scalehome, the land of the lizards, lies directly in the center of the world. An oval shaped continent, it has all kinds of terrain. The massive, sprawling Kazak Mountains, said to be where the Great Lizard smote the world, sits in the center. They curve into the North and South Lizardtail Ranges to the east, sheltering the Eieren Desert. To the north and west lie the sprawling plains of Talinga and Kar’nel. To the south lie the foothills and gently wooded lands of Norzella. Underneath their rocky heights, the Cave Lizards flourish.

Talinga

Talinga is a huge country, streaching from the north (only a short boat ride to Frostrealm) to the Kazak Mountains in the south. Mainly flat, with only the Cursed Forest along the west coast to break the monotony, it is one of the main homes of the Plains Lizards.
Culture:
The culture here is very different from that of most other Lizard countries. For most of the first century after the Return, magical horrors stalked the land. Though they were eventually defeated, distrust of magic was very strong. Finally, in year 237, it was declared illegal to practice magic within the borders of Talinga. The mages, as a result, created the Wizard’s Sanctuary.
The common people remain distrustful of magic to this day. The leadership of Talinga know that it is sometimes necessary, so they allow some clerics to remain. Most magic users, if caught, are executed. With so much fear and mistrust of magic, many citizens also offer prayers to Nigorn, the minor god of Anti-magic.
The most often seen mages are clerics of Nigorn or Feldor, although a few of Yelda are allowed. Druids and bards sometimes wander the countryside, performing or helping the common people with minor magics. Rangers exist as well, but they almost never use overt magic. Paladins, as always, are welcome, but Nigron grants her favors to a special type of magic-hunting paladins. Sorcerers, Wizards, and other mages generally remain in the Wizard’s Sanctuary.
Wizard’s Sanctuary:
It’s ironic that the country most distrustful of magic hides within its borders one of, possible the, largest concentrations of mages. The Wizard’s Sanctuary is the Lizard’s greatest academy of magic. More arcane spellcasters live here then in the entire continent of Orgoth. Only Esseren can match the magical power of the Wizard’s Sanctuary.
Despite all this, the wizards of the Sanctuary are generally very peaceful. They seek out youths with sorcerous powers, or those who would learn magic, and train them in secret. Many times mages from other countries come here to learn more


TO BE CONTINUED...
Grod_The_Giant

12-13-06, 08:29 PM
Non-Lizard Races


Dwarves- nonexistant.
Half-Elf- nonexistant. no elf would breed with evil humans.
Non-environmental Elven subraces

Evils

Goblins: The Fourth Evil
Goblins were the first creations of the evil gods, and therefore the most numerous. Dispite this, they are the least threatening and generally weakest, and so recieved their designation as the Fourth Evil.

Hobgoblins- rulers of the goblins. The most inteligent, disiplined goblins. Not as strong as the Orcs.
Goblins- evil creatures that dwell mainly in the frozen north. The most common evil races, although they are used as cannon fodder by hobgoblins.
Bugbears- The dark god's last try at a powerful goblin, they were still rejected in favor of the Orcs.

Orcs: The Third Evil
The dark gods tried again, and created the Orcs. They exhaulted in the strength and cruelty of their creations and the larger ogres, but they were not prolific enough for the dark god's tastes.
Orcs- Stong and fearsome, but their numbers are smaller then those of the Goblins.
Ogres- the larger cousins of orcs [type changed to humanoid (orc)]. They, and orcs, are generally led by Ogre Mages.

Humans: The Second Evil
The Goblins were too weak, and the Orcs not numerous enough. The dark gods tried for a third time, and this time they got it right. Humans were weaker then the Orcs, and less prolific then the goblins, but they had the inteligence and versitility that the dark gods desired. Thereafter, they were the most favored race of Derga.
Humans- Favored race of Derga, they are the most versitile race of all the Evils.
Halflings- Stealthy assassins. Created by Tez'len to supplement the Humans.

Yuan-Ti: The First Evil
Derga was satisfied with the Humans, but Tez'len wanted more. She used all her remaining powers of creation to make a mockery of lizards- the yuan-ti. Derga, seeing them, was delighted, and added his power to the race.

Yuan-Ti are the First Evil. Lizards hate and despise them above all other races. They occupy several large deserts, where they rule with an iron fist.

Lesser Yuan-Ti are Purebloods, but with no SR, SLAs, or alternate form. They were Tez'len's first version of the race.
Purebloods- After seeing the results of the Lesser, Tez'len used more power to created the Purebloods, giving them their spell-like abilities.
Abominations- When Derga saw the Yuan-Ti, he was pleased. He joined with Tez'len to create the most powerful of the serpent folk, the Abominations. They would become the Yuan-Ti's leaders.
Halfbloods- Abominations bred with Purebloods to create the Halfbloods. They suprised the gods, but pleased them greatly.


Other Evils
Centaurs- the bane of the forests. they bear a deep hatred for both forest lizards, goblins, and orcs.
Satyr- they ally with the centaurs, but not enthusiastically. They perfer to keep to themselves.
Sahuagin- normal. They ally more with evil, but despise all surface dwellers.
Illithied- unmistakibly evil, they are hated and despised so much that even such enimies as centaurs and forest lizards will ally to fight them.
Kuo-toa- the same as normal.

Good

Elves- gain the Fey type, +2 Cha, DR 5/Cold Iron, and Ghost Sound, Sleep and Disguise Self as spell-like abilities 3/day. The DR doesn't stack with DR from other sources. They also have a LA of +2(?).

High Elf- legendary creatures. They are said to defend the land from ancient evils beyond the understanding of most creatures.
Aquatic Elf- spirits of the sea. There are tales of their existance, but are often dismissed as merfolk or other aquatic races. They are best known to Triton and Merfolk, who they have been known to aid.
Wood Elf- spirits of the woods. Mortal enimies of the Centaurs. They sometimes leave aid for the forest lizards, but never allow their presence to be confirmed.

Gnomes- Known to some cave lizards, but more often thought of as mischivious cave spirits. They are the most well-known and well-thought of huminoid race, with a few even appearing in cave lizard cities for trade. They remain secrative about their home, but it is believed they live aboveground most of the time.
Kobolds- chaotic and cowardly, but still servents of good. they live all across the land. Lizards don't paticularly like them, but they are tolerated.
Lizardfolk- viewed with some mistrust (although less then kobolds), lizardfolk occupy a postition in society similar to half orcs in normal d&d. Dispite the percieved flaws of their 'human side', they are often as noble-hearted as possible- largely to try to rise above their race's percieved roots. In truth, Lizardfolk were created to be a bridge between huminoid and lizard, an attempt to keep the peace. Because of this, they have inclinations to neutrality (although they lean towards good) and spiritual paths. Dispite this, they are fearsome warriors.
Merfolk- the 'good' water dwellers. They trade with lizards, fight agaist enimies with them, and generally align with good. They are more frivilous then the Tritons.
Triton- aligned with good, but reclusive.


Neutrality
Troglodyte- vicious and malevolant, but directed towards humanoids. They wouldn't flinch at slaughtering an entire human village, children and all, but wouldn't consider attacking a lizard community. They're tolerated by lizards, but only barely.
Minotaurs- often viewed as 'alone against the world'. they roam the plains, living in no paticular place and allying with no other race. They are generally neutral, leaning towards evil.
Drow- shunned by all other races, they have been driven deep into caves in the Dorsal Mountains. There, they desire only to be left in peace. Other races that intrude on their realm are captured to keep word of their location from getting out. Most believe them to be mere boogymen. They have their normal powers in addition to the Elf powers.
Locathah- not as xenophobic as usual. They don't entirely trust surface dwellers, but they will trade with them. They aid both humanoids ans lizards alike.
Giants- As normal. While most revere the gods of strength, all giants pay respects to the Great Lizard.
Gnoll- Not especially evil, but rivals of the plains lizards for territory. They have small, nomadic communities across many plains on Ye'garo.


Lizard Template:
*Gain the (Reptilian) subtype.
* Base Land Speed- 10' faster on when on all fours
* +4 competency bonus on climb checks
* tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
*Rear Up (Ex)
thasis

12-14-06, 12:51 AM
A bit more information on the war between good and evil would be nice (for historical reference it could be greatly benificial). Like who was winning? Why did the Great Lizard feel that he should intervene? If he "needed" to intervene there is usualy a big enough reason why.

Otherwise, this looks like an unusual, but interesting, play of a game. Keep up the work.
Grod_The_Giant

12-14-06, 03:00 PM
I'll work on the history after I finish the races (still need to do fluff for the lizards). The reason the Great Lizard stopped the fighting is that he tired of war, wished to see Good and Evil living together (TN, remember), and the war was threatening to destroy his world.

also, if die finds this thread again, I'd like him to put his race in a sblock.
Grod_The_Giant

12-14-06, 03:08 PM
The Lizards

Lizards look like...well...giant-sized lizards. They generally have short, powerful hind legs, longer front legs, and dumpy heads. Their tails are very flexible, but aren't very strong. Pictures posted with each race are of similar real-world lizards (I'll post more if I can find them).

Rear Up (Ex) While normally quadrapeds, lizards can rear up into a biped as a free action that provokes an attack of oppertunity. As bipeds, they can have a move speed of one half their speed on all fours, and fight as huminoids.

Note: I give them the humanoid type because nothing really fit, and it would aboind trouble with charm person and similar spells.

Plains Lizard:

http://dinets.travel.ru/collliz2.jpg
* Humanoid (Reptilian)
* Medium Size
* Base Land Speed- 40 ft on all fours, 20 ft rearing up (rearing up is a free action that provokes an attack of oppertunity)
* +4 competency bonus on climb checks. All lizards are good at climbing, thanks to their extra limbs.
* Extra feat at first level. Plains lizards are adaptable and quick to master new information.
* +2 on spot and survive checks for their natural environment. Lizards were created and bred for their enviroments.
* tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
*4 extra skill points at 1st level and 1 extra skill point at each additional level. Plains lizards are adaptable and quick to master new information.
*Rear Up (Ex)
*Favored Class: Any Plains lizards are like humans...they have the potential to be epic forces for good, or to be as vile as a lizard can get.

Forest Lizard:

http://rds.yahoo.com/_ylt=A0Je5mkx8f5FyA0BSi6jzbkF;_ylu=X3oDM TBsMW5yM3VoBHNlYwNwcm9mBHZ0aWQDSTA2Nl84O A--/SIG=12a9j4nd1/EXP=1174422193/**http%3A//kitenet.net/~joey/pics/brazil/forest-lizard.jpg
* Humanoid (Reptilian)
* Medium Size
* Base Land Speed- 40 ft on all fours, 20 ft rearing up (rearing up is a free action that provokes an attack of oppertunity)
*Dexterity +2, Charisma -2. Forest Lizards are agile, but not very sociable
* Sunction Pads (EX): Forest lizards can move along all surface on all fours at a base speed of 10 feet. Note: they can't rear up or attack while using this ability.
* +2 on spot and survive checks in forests. Lizards were created and bred for their enviroments.
*Tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
*Rear Up (Ex)
*Favored class: Druid or Ranger Forest Lizards are one of the rarest types of lizard. They live deep in ancient woods, and rarely interact with others. Prideful and aloof, they are similar to elves.

Cave Lizard:


* Humanoid (Reptilian)
* Medium Size
* Base Land Speed- 40 ft on all fours, 20 ft rearing up (rearing up is a free action that provokes an attack of oppertunity)
* +2 wisdom, -2 dexterity. living in a cave teaches common sense, but impedes agility.
* 60 foot Darkvision
* +4 competency bonus on climb checks
* Blind-Fight as a bonus feat.
* +2 on spot and survive checks underground
* tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
* Stonecunning (just like the dwarves). Living underground, Cave Lizards learn a lot about stone.
* +2 on appraise and craft checks related to stone and metal. Cave lizards are miners and craftspeople.
*Rear Up (Ex)
*Favored Class: Paladin or Cleric. Living in a world as hazardous as a mine teaches the values of religion. Cave Lizards are, beyond doubt, the most pious of lizards. They factor religion into everything, and their leaders are some of the world's greatest clerics. They live mainly in mines under the vast mountains near the world's center.

Desert Lizard

http://www.monsterdragons.com/sandfire%20red%20x%20orange%20tiger2.jpg"]http://www.monsterdragons.com/sandfire%20red%20x%20orange%20tiger2.jpg
* Humanoid (Reptilian)
* Medium Size
* Base Land Speed- 40 ft on all fours, 20 ft rearing up (rearing up is a free action that provokes an attack of oppertunity)
* +2 Con, -2 Dex
* -4 penalty on all charisma-related checks. Desert Lizards almost never socialize.
* Immune to heat dangers
* Natural Armor +1
* tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
* +2 Racial bonus on Spot and Survival checks in desert enviroments.
*Rear Up (Ex)
* Favored Class: Fighter Desert Lizards are tough and uncompromising, but living in the harsh deserts of the east make them some of the fiercest warriors in the world.

Water Lizard:

* Humanoid (Reptilian)
* Medium Size
* Base Land Speed- 40 ft on all fours, 20 ft rearing up (rearing up is a free action that provokes an attack of oppertunity). Base swim speed 30 ft.
* +2 intelligence, -2 dexerity
* +4 competency bonus on swim checks (in addition to the tail). A water lizard can always choose to take a 10 on swim checks, even if distracted.
* +2 on spot and survive checks in and around water
* tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
*Rear Up (Ex)
*Favored Class: Wizard Water Lizards are uncommon and peace-loving. They don't have their own country, but rather live along the western coast. While intelligent, spending so much time in the water slows their reaction time and agility.

Urban Lizard:

* Humanoid (Reptilian)
* Small Size.
* Base Land Speed- 30 ft on all fours, 10 ft rearing up (rearing up is a free action that provokes an attack of oppertunity).
* +2 Dexterity, -2 Strength.
* +4 competency bonus on climb checks
* +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
* +2 on spot and survive checks for their natural environment
* tail-assisted movement- +4 racial bonus on Jump, Swim, and Balance checks.
* +1 luck bonus on all saves
*Rear Up (Ex)
* Favored Class: Rogue Urban Lizards pop up anywhere there's a big city. Small and agile, they're mainly just out for a good time. They can be found doing almost any job- from being watchmen to cleaning the sewers.
Grod_The_Giant

01-03-07, 09:39 PM
I'm currently working on the counries- I finally finished the map. I also wrote more about the history, and have some ideas for the planes (sun= layers of heaven; moon-layers of hell).
Grod_The_Giant

01-07-07, 04:29 PM
wow...everyone must hate this thread
Grod_The_Giant

02-08-07, 04:57 PM
the laptop I was keeping a lot of ongoing work on has decided not to turn on, so untill I get that fixed, there's not much I can do.
Adrez Nesnsid

03-15-07, 12:28 PM
This is pretty interesting. I like it :thumbsup:
Grod_The_Giant

03-15-07, 03:14 PM
well, I have the laptop fixed, so I should be able to post more soon


EDIT: well, so much for that. ****ing MSoft Word... I need to do some compatibility work.

EDIT 2: problem solved. more on history, cosmology and geography added.
Wayett

03-15-07, 03:47 PM
Nice, like the world! I think you need a little more description for the lizards. I'm presuming they look like lizardfolk. I was also thinking that you could also have "Newts", "Salamanders", "Frogs", and "Toads", as well as the Great Lizard, their could also be a Great Frog or such. And if you have ever played Monster Hunter (which I highly recommend) they have based their ecosystem all around reptiles (like dinosaurs). So have reptile-wolves and reptile-cows. Just some suggestions. I really like your setting, especially the Great Lizard.
Yakman

03-19-07, 04:26 PM
I'll work on the history after I finish the races (still need to do fluff for the lizards). The reason the Great Lizard stopped the fighting is that he tired of war, wished to see Good and Evil living together (TN, remember), and the war was threatening to destroy his world.

also, if die finds this thread again, I'd like him to put his race in a sblock.
I don't like the whole "reset" stuff--what's the point of the whole war if everyone was simply killed and the history was restarted.

Set the campaign during the brief amnesty rather than after everyone died. And stretch it out--they were given 100 years to make a peace. And do something to make it so the warring factions can topple el gran lagarto.

Most of the great champions died in the war, but some are still kicking--and the different factions are scheming to topple the big guy--factions that shouldn't ever work together, like demons and angels.
Grod_The_Giant

08-17-07, 09:48 AM
I don't like the whole "reset" stuff--what's the point of the whole war if everyone was simply killed and the history was restarted.

Set the campaign during the brief amnesty rather than after everyone died. And stretch it out--they were given 100 years to make a peace. And do something to make it so the warring factions can topple el gran lagarto.

Most of the great champions died in the war, but some are still kicking--and the different factions are scheming to topple the big guy--factions that shouldn't ever work together, like demons and angels.

the fact that it's set after the war gives it a bit of a post-apacolyptic feel...parties could be questing to find or prevent the finding of ancient war machines and stuff...also, it gives a good reason for the geography of lizards in the middle, evil races on the edges.
Sliversun

08-18-07, 03:26 AM
Hang on, why are the humans an evil race?
Grod_The_Giant

11-27-07, 09:00 PM
humans are evil because...well...the whole point of the setting is for it to be lizard-dominated. Humanoid are generally evil. That's the start and finish of it. Plains Lizards are the good-aligned equivilent.

Anyway, I have some more stuff on the world.

Adventurers and high levels
There are many reasons people choose to avoid peaceful, steady jobs and tramp through the dark places of the world. Though no-one knows for sure why Ye'garo is blessed with such an abundance of adventurers, folklore says that the gods, desiring champions, planted 'the quest' in certain bloodlines. The Quest manifests in many ways- wanderlust, the desire for adventure, the need to crusade against evil, and so on- but those who rise to great heights of power possess it. Normal people may be anything from 1st-5th level. If a person is 5th-10th level, his bloodline may have the Quest. An adventurer above 10th level undoubtedly has it, and someone above 15th level has been chosen by the gods to fufill a great destiny. Obviously.
When they grow too old to adventure, many former adventurers retire to peaceful capitals. Many high priests and archmages were former adventurers.

Armies in Ye'garo take advantage of this. Most normal career soldiers are between first and fifth level, usually as Fighters or Warriors. Armies also have 'Guard' units of more powerful soldiers- third to seventh level Knights, Paladins, Warmages, Clerics, and so on. Elite units are the pride of any army, composed of powerful soldiers of levels 5-10. A country's Elite units will be detailed in their description, but example classes include Sorcerers, Warblades, Scouts, Druids, and so on.
Armies also maintain Vanguard units- special forces made up of active adventurers. They rarely fight as groups, mainly mixing in with normal units to provide fire support, acting as spearheads for attacks, or carrying out special operations.
Elite- or even Vanguard- units are often stationed in large towns and cities to provide protection from raiding enemy adventurers.

When the world is not at way, most high-level adventurers collect under the loose coalition of a guild. These guilds offer a place for adventurers to meet among equals, a free bed, warm meal and magical healing for weary warriors, a central site for others to place requests ("A fire giant is lurking around the edge of my village! Someone please kill it!"), and a coordinating network for adventurers.
Notable Lizard Guilds: Warriors of the Golden Sun, the Iron Blades, Underground Guardians, and the Crusaders of the Scale.
Other Notable Guilds: Bloodfang Champions, Soldiers of the Winter Fury, Paragons of Conquest, and the Fangs of Sslithios.
Going after a tribe of centaur? If you stop off at Kathor Village, Teren Hoofbane might join you. He specializes in fighting centaur.
Need to get to the Falls of Ter'ya? Well, Sorcen Elitya said he was going to teleport there to get some of the water for his spells. If you hurry, you might persuade him to take you.
A unicorn horn? I think Kerin has some in the chapel. She might be persuaded to sell you one.