Twelve gates [Setting] [Archive] - Wizards Community

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stolenchariot

08-22-07, 11:43 PM
Table of Contents

Table of Contents/ introduction
The World
Races
Classes
cosmology
Organizations


Here is where I will give the basics of this setting. The material plane, which still needs a name, always was. Its origins are a constant mystery to scholars, and may always be so.

Millenia Passed, and from the civilized races; elves Tayfolk, humans, Dwarves, gnomes, orcs, and centaur, eleven beings arose who were born with the capability of bending the fabric of reality to their will. At first, all of them used their powers to shape their respective people according to their philosophies; forging empires, creating followings, dividing the races over disagreements. Later, they managed to ripholes into the fabric dividing their non-magical world from the source of their powers, the weave. This created eleven planes. To prevent the tears from unraveling the world, they were sealed into eleven mutable gates, the primary means of interplanar travel. These eleven became the first gods, and melded into their domains, becoming more mind than body.

Thus were born the spellcasters. Wizards were taught complicated, even deadly formulae which created minute tears around their soul, allowing them to siphon off magical energy from the weave. Sorcerors are thosewhose blood carries that of the eleven gods, no matter how remotely. Clerics pull their strength from their gods as normal, and the druids from the land enriched by the magic which flooded from the creation of the gates.

Some time after the planes were etablished, there existed in the river of the dead, a soul who refused to pass on. As time passed, many clung to it, its mindwarped by the hatred and malice of the sinful. In centuries t come, it pulled its way free of the gate, trapsingacross the land, spreading madness, death, and its new spawn; the undead. Around this time, another rose to seal away the threat using his own body to become its prison; Montanari, the twelfth god. Strangely though, none know more of Montanari but his name. His gate's wherabouts are speculated, but iunlnown as are his racial affiliations and reasons for sealing the abomination; is he a savior, or has he delayed our doom to concoct something more foul? His followers are few, as many would not worship a master they cannot reach.
stolenchariot

08-22-07, 11:44 PM
The World

Table of Contents
The World
Races
Classes
cosmology
Organizations


The world is composed mainly of two continents with a smattering of islands in between. I'm still kicking around names, but my concepts are fairly well put together. Of the islands with inhabitants, the two I will flesh out the most as tey are locations of two of the twelve gates are Glimmermount, the capitol island of the gnomes and the gate of dreams, and Veil Teyid, the ancestral home of the Bleak orcs. Ravaged by earthquakes from the abomination's surfacing, a sizable portion of the island [along with the gate of death] has sunken into the ocean. However, it is still the largest of the islands.

The more temperate of the continents ranges from arctic wastes to vast desserts. The races reside mainly in the southern part of this continent; barbaric nomads in the far wastes, and the Alakhand empire from the eastern shore to the great river where the kingdoms of Orgon pick up. Morth of the human lands lies the spine of Dah shrik, home of many bestial humanoids; gnolls, goblinoids, etc. North, surrounding the stone pillar of Omara live the secluded Tayfolk.

To the west in the thickest temperate forest in the world; Dal Susoloth, home of the Centaur. In the far north lie the mountains that house thedwarves and giantkin. Few civilized races dwell in the arctic north of that..

The other continent is primarily dense jungle and swamp; housing both elves and many reptilian races.
stolenchariot

08-22-07, 11:45 PM
Races


Table of Contents
The World
Races
Classes
cosmology
Organizations

Centaur
Centaur: The proud masters of the Forests of Dal Susoloth, The Centaur are among those most attuned with the natural forces; Their goddess Reantu, afterall, created the fey and elementals. Many Centaur travel abroad to see for themselves the broadening horizons of their world, though they care little for cities and the workings of the other races such as vehicles and aqueducts, which they dub ‘abominations’. While some extremist centaurs actively combat civilization, most are content in simply resenting it.
Racial Traits:
• Monstrous Humanoids
• +2 Str, +2 Wis, -2 Int, -2 Cha
• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• A centaur’s base land speed is 40 Feet
• Darkvision out to 60 feet.
• +1 natural armor bonus.
• Racial weapon proficiencies: All centaur are naturally proficient with the following weapons: short bow, longbow, and lance. When charging, centaur deal double damage with a lance.
• Wilderness trained: Centaur gain a +2 racial bonus to Survival and Knowledge(Nature) checks.
• Automatic languages: Centaur, Common,
• Bonus Languages: Sylvan, Terran, Auran, Aquan, Ignan
• Favored Class: Ranger
• LA: +1

Dwarves
Dwarves: Since the time of the gods, the Dwarven lands have been divided into two parties; the archaic high dwarves who embraced the magic and structure of their patriarch Bowen Goldvein, and the Wild Dwarves who spurn the lawful caste system and thrive in loose clans, as taught by O Gulnir, who above magic, prided physical strength.

High Dwarves: High Dwarves view themselves as the pinnacle of the dwarven races, and far superior to many of the races, save perhaps elves and the Tayfolk. They rarely leave their cities, preferring to send common Dwarves in their stead.

• +2 int -2 str
• humanoid
• medium size
• 20ft. High dwarves, unlike other dwarves, do not retain this speed while wearing medium or heavy armor, or while carrying a heavy load.
• +2 to will saves against spells or spell-like effects
• +2 competance bonuses to spellcraft and knowledge (arcana)
• +2 competance bonus to appraise checks made to identify magical items or reagents and +2 to craft checks used to make components for magical items.
• read magic 1/day, identify 1/week
• dark vision 60ft.
• stonecunning
• Xenophobia: -2 to all charisma based checks except intimidate used on non-dwarves
• Automatic languages: dwarven, common
• Bonus Languages: terran, infernal, gnome, celestial, giant
• Favored Class: Wizard
•
Common Dwarves: Common dwarves are the working class of the High Dwarves’ caste structure. They are more worldly than their betters, though not necessarily as learned.
Statistics as PHB Dwarves
Wild Dwarves: Wild Dwarves are the followers of O gulnir. They thrive in loose clans, and are often at odds with the giantkin. They are known to be rather violent and short tempered. By general consensus, a Wild dwarf who’s been riled is a frightening sight to behold.
• +2 con -2 Wis. Wild dwarves are rresilient as the stone they work, but they are rather crazed and short- sighted.
• Meduim sized.
• 20ft movement speed. However, Wild dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load
• Dark Vision 60ft
• +2 to attack anddamage rolls against creatures of the giant type.
• +2 dodge bonus to AC against giants.
• +2 bonus to fortitude saves to resist poison
• Stonecunning
• Stability
• Xenophobia: -2 to all charisma based checkes except intimidate used on non-dwarves
• Favored class: Barbarian
• Automatic Languages: Common, Dwarven
• Bonus Languages: Giant, Terran, Gnome, Draconic

Orcs

the original orcs, that is to say, the orcs that existed since the creation of the world, are dubbed the Bleak orcs, and their cast off, maddened counterparts the Bloodcrests. Bleak Orcs reside mainly in their island home of Veil Teyid where they care for the gate of death created by Nar Riss, though groups of them can be found in any permanent settlement of a reasonable size in human, gnome, or [rarely] in Tayfolk lands.

Bleak Orcs: Bleak Orcs are around six feet tall, one and a half feet broad, and have a pale, grayish skin often with discolored blotches and lines to give them a fearsome, mottled appearance. Eyes are in varying shades of red or pink. They wear drab clothing in black or dark grays, and seem to always don mournful expressions. Among all the races, they oppose undeath the most as they see it as a perversion of their god’s will. They are the caretakers of the dead, and often crusaders to stamp out any uprisings of undeath.
Racial Traits:
• +2 con +2 wis -2 cha -2 dex
• Medium Size
• 30ft movement speed
• +1 to attack rolls against undead creatures.
• +2 bonus to Knowledge(religion) checks made to gather information on types of undead, or specific powerful undead (Such as a high- level lich)
• +2 bonus to will saves against spells from the necromancy school
• Life of sanctity: Bleak orcs build their entire life around the sanctity of death. If killed, any spell or effect that would animate [them] as an undead creature entitles the orc in question to a will save with a +2 sacred bonus. (DC= 10+ spell level + Caster’s relevant ability modifier)
• Automatic languages: Orc, common
• Bonus Languages: gnome, infernal, elven, dwarven
• Favored Class: Cleric

Bloodcrest orcs: Driven to madness by the first undead, Bloodcrest orcs have long since abandoned the ways of their counterparts and live in loose barbaric tribes in the eastern plains. Their skin is more of a light brown, and their heads crested with dark red, hence their name. Their society is based on rule by the strongest, and their objects of worship are usually outsiders of some sort, or occasionally dragons.
• +2 str +2 con -2 int -2 wis -2 cha
• Medium Size
• 30ft movement speed
• +2 racial bonus to intimidate checks
• Automatic proficiencies with the following weapons: Short spear, handaxe, battle axe, spiked chain
• Weapon familiarity: orc double axes are considered martial weapons rather than exotic weapons.
• +2 bonus to will saves against mind affecting abilities and spells
• Automatic Languages: Common, Orc
• Bonus Languages: dwarven, giant, goblin
• Favored class:Barbarian
stolenchariot

08-22-07, 11:45 PM
Classes


Table of Contents
The World
Races
Classes
cosmology
Organizations


RESERVED
stolenchariot

08-22-07, 11:46 PM
Cosmology

Table of Contents
The World
Races
Classes
cosmology
Organizations


RESERVED
stolenchariot

08-22-07, 11:46 PM
Organizations


Table of Contents
Introduction
The World
Races
Classes
cosmology
Organizations


RESERVED
stolenchariot

08-22-07, 11:48 PM
This should be all the room I'll need for now. It's still a WIP, so feel free to throw out your input. It'll be considered and greatly apreciated.
queenfange

08-24-07, 09:29 AM
IMO, centaurs deserve a +2 LA. Unusually high land speed, darkvision, and a strength bonus are all quite powerful. They are about as powerful as a standard drow, and those have a +2 LA. Just my two cents though.

High dwarves frankly don't sound like dwarves at all, more like fat elves. Sorry, had to say it. I might consider making them a different race all together, but I know you may not want to do that. They certainly break the norm, if nothing else.

I really like bleak orcs- very cool. Are they good, neutral, or evil? Do the bloodcrest orcs no longer share their traditional orc hatred of undead? Is their Will save bonus against spells simply because their minds are so addled that it's harder for a spell to take hold?
stolenchariot

08-24-07, 10:40 AM
IMO, centaurs deserve a +2 LA. Unusually high land speed, darkvision, and a strength bonus are all quite powerful. They are about as powerful as a standard drow, and those have a +2 LA. Just my two cents though. I was wondering about them. I wanted them to be playable, but not over powering. i'll probably just up the LA

High dwarves frankly don't sound like dwarves at all, more like fat elves. Sorry, had to say it. I might consider making them a different race all together, but I know you may not want to do that. They certainly break the norm, if nothing else.
I really wanted to break the norm with them. Also, once I finish the stats for my other races, you'll notice very large differences inhow the vary from the PHB races.

I really like bleak orcs- very cool. Are they good, neutral, or evil? Do the bloodcrest orcs no longer share their traditional orc hatred of undead? Is their Will save bonus against spells simply because their minds are so addled that it's harder for a spell to take hold?

Bleak orcs tend towards neutrality, typically lawful neautral or true neutral. As for bloodcrests, after they were aflicted with their madness, their hatred of undeadsort of extended to anything that is not them, or directly beneficial to them. And yes, the will save bonus stems from their already addled mind.
stolenchariot

08-24-07, 06:06 PM
I hate to double post, but I wish to acquiest assistance in the creation of my two elven races and my gnomes.

Both of the elven races (I haven't thought of names to differ the cultures yet) Live on the jungle continent east of the continent where most of the other races live. The good race of elves lives in the thickest part of the jungle. They would be rogue-like and perhaps have some benefits when using poison (Short of poison use that is. Too powerful). The kicker here for tem; they revere snakes. Their art and architecture emulates the liknesses and couls of serpents. (I was thinking in tis campaign that Yuan- ti were members of this race who altered themselves using magic to emulate their sacred animal.) They would have great, hidden cities, but also has a faint tribal air to them,

The evil subrace of elves would live among the higher places of the jungles (Mountains, hills, and similar) I've very little to go on for them at the moment, but their sacred animals are birds; many of their elite troops ride into battle on giant eagles, owls, or ravens.

For the gnomes, I'm calling them Morpheal Gnomes (Taken from Morpheus, Greek god of dreams) They, as mentioned before, live on te small island of glimmer mount. I'm not sure whether to change their afinity for illusions or not. In this setting, though, most divination spells result from tapping into the world of dreams where anything one seeks can be found for those who have the power to claim it. Their function in the world would be traders, peddlers of exotic goods harvested from the creamscape. Also note that in this setting, abberations are formed from powerful nightmares, manifesting themselves in the world of dreams and attempting to escape.

This is all I can think of for now. Thanks in advance for anyone who helps.
queenfange

08-25-07, 08:49 AM
Verneld is for some reason striking me as a possible name for the good elves. I'm not great with names though, so feel free to ignore me. :)

I'd put in some connections to the coatl (sp? that feathered serpant celestial) with the good elves- it would fit with their reverence of snakes. I'm glad to see a break with the poison as always evil idea (though some people won't agree with it), but I would still recommend that they focus on sleeping poisons and the like more than anything particularly deadly or painful. I really like these elves, and I'd be interested in seeing more on them and helping you flesh out any details on them.

If you ever plan on publishing your setting or making a website based on the OGL, be aware that yuan-ti are not Open Gaming Content (they are not in the SRD, and therefore are still exclusive intellectual property of WotC). That said, I do really like your idea for them, and if you are running a campaign just for your own group of friends and have no intention of publishing it, go ahead and use yuan-ti. (Snake people is a generic enough idea though- you could always homebrew a serpentine elf race).

I vote for eagles as the evil elves' sacred animal.

Perhaps change the gnomes' illusion bonus to divination, and make wizard, sorcerer, or even cleric their favored class? Actually, if you want to use psionics, this might be a good place to throw them in... Psionic gnomes.

I hope some of that is helpful, and I look forward to seeing more!
stolenchariot

08-25-07, 05:53 PM
Funny you mention eagles. I originally intended their totemto e eagles, and still lve the idea. I was just iffy on the whole philisophical connection between the races and their animals.