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| #1brambuldonJan 27, 2009 11:31:25 | Just wanted to post the beginnings of the currently 20+ page (final page count around 80-100) player's guide I've written for a campaign setting I'm planning on publishing on my website. It will be in the form of pdf and I hope to publish "Regional Modules" every fews weeks after the initial publishing of the world's guide. ---------- INTRODUCTION Unfathomable change has taken place across the continent of Grimgar. The last King of Grimgar was assassinated and the once Great Kingdom fell into chaos. The provinces were divided, and sword and flame were their diplomacy. Cities were laid to ruin and fledgling nations grew in the ashes of thousands. However, all was not lost. As time passed, wounds healed. Though the great halls of the city of Grimnold are no more, new cities have risen and old cities are rebuilt, both to lay claim to the decimated landscape. Airships, constructed with the help of newly discovered steam-power and the magics of the Crystal Arcanum, now travel the sky and allow for travel the vast unexplored wilderness off the coasts of Grimgar. And in the shadows of it all, the intrigue of the Church of Alandar pervade everything. This is the world of Grimgar. The adventures that lay ahead are the stories of its heroes. Your stories. BASIC THEMES The world of Grimgar is a dark world. Unlike other worlds, the races are distrustful of one another, nations are in a cold war like state, and religion permeates everything. There is no unified pantheon but several religions that have no real love for one another. The Church of Alandar, the world’s central religion, is on the verge of a holy war. Arcane magic, while prominent, is distrusted in several nations. To be a magic user is to make yourself a target. To choose a faith is to invite hate from many others. Author’s Note: I feel it my duty to state here that the world of Grimgar, though it uses fictional faiths and races, features, among other things, racism, sexism, and religious intolerance. It is a dark world, and is based heavily on our own darker history. If you can read about the darker history of Post-Roman Europe (i.e. The dark ages) and early medieval Europe and the Middle East (in particular, the Crusades), you shouldn’t have a problem with Grimgar’s themes. Due to adult themes and situations, Reader Discretion is Advised. ----------- The guide includes chapters on the races (including two unique races: the Nirran and Ivaru, and a possible third: High Orc), class roles in grimgar (including a unique class: the Starborn), Regional descriptions and character Backgrounds, Feats and "Anti-Feats" and an Almanac describing the settings religions and important facts. While there are any number of villains in the world as is, the most prominent external threat is the Shadar Kai. I'd like to hear your thoughts on the above and if you'd like I can post the pages on the new races; the Nirran and Ivaru (more commonly called the Blessed). |
| #2brambuldonJan 27, 2009 12:21:24 | The current working world map. Grimgar itself is the continent in the northwest of the map. |
| #3angelofthenightJan 27, 2009 20:33:57 | This looks really interesting, keep going. WOuld you mind sblocking the pic, as it warps my window so I have to sidescroll for text? |
| #4pass_the_remoteJan 27, 2009 22:35:18 | What, is this "Ark" of which I read on your map? Anyways, it sounds interesting. I already like it enough that I'd feel comfortable letting my PCs loose on the world. Please post the races. Also, an SBlock on that map would be highly appreciated. ;) |
| #5brambuldonJan 28, 2009 7:01:47 | Here are the two races. Sorry about the format. It gets lost when copied from my doc to here. I tried to fix it as best I could. NIRRAN Show Quiet and Mysterious, they find themselves suited for the intrigues of the court and the wild. TRAITS Average Height: 5’5” – 6’2” Average Weight: 110 – 200lbs. Ability Scores: +2 to any one ability of your choice. Size: Medium Speed: 6 Squares Vision: Normal Languages: Common, Nirran Skill Bonuses: +2 Diplomacy, +2 Stealth Knowledge of the Ages: Choose any two knowledge skills (Arcana, Dungeoneering, History, Nature or Religion); you gain a +2 racial bonus to those skills. The Experience of Age: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites. Descended from Kings: You start with either +1 Magic Armour or a +1 Magic Weapon of your choice. You must still be proficient in your choice of armour/weapon to use it. Ancestors of Old: You can take feats that have human as a prerequisite (as well as those specifically for Nirran), as long as you meet any other requirements. The nirran are the ancient ancestors of humans and ruled the lands of old. They are a dying race, with few remaining. Those that remain watch over their descendents, intrigued at what they’ve become and what they have yet to become. They are masters of subtlety in the courts and the back alleys of Grimgar. Play a nirran if you want... - to be quiet and mysterious, yet strangely charismatic. - to play a dying race, one of the last of your kind. - to play a race that excels at any class. PHYSICAL QUALITIES The nirran resemble humans in almost every way. They show the same variance in appearance, with nirrans having skin from black or dark brown to as pale as snow. Their hair can be black, brown, blond or red. Their eyes, however, are always a steely blue. Nirrans no longer possess attire that is truly their own. The attire that was once theirs has changed over time to what is now that of the human nations of present day Grimgar. They are most often dressed in the attire of whatever human nation is their home, or was their home many years ago. However, nirrans still don’t seem truly human when in person. Their voice seems to have a weight in it, like that of a great leader. Their movements have a fluidity and grace, like that of the elves. When one goes to battle with one, it’s like going into battle with a legend (and may well be). Nirran lives can last for many centuries. Most live until the middle of their second century, though a few have been known to live much longer. It is rumoured that the current eldest member of the Keepers of Truth is a nirran of some four hundred years in age. PLAYING A NIRRAN Nirrans were once a varied people, with as much chance of being outgoing as they did in being an introvert. But time has changed the nirran. With so few left, their blood slowly changing into that of the humans that soon claimed their nations, they have become insular. They are calculating, measuring each choice so that it will not be the end of a once proud people. Most live on the edges of society, not drawing to much attention to themselves or their long lives. Though a few are drawn to the courts of lords and kings, giving their service to those that seek their advise and those that will listen to the voice of years of knowledge. They are, however, still a resourceful people, something that lives on in their descendents. They are a wealth of knowledge, and many gravitate to occupations that use that knowledge. That does not mean that all nirran are book-wormish and shy away from a fight. There are those among them that lift arms against others, and do so with great skill. After all, when you are a dying race, it is useful to know how to defend yourself! This balance between defence and knowledge has lead to no real inclinations to either the martial classes or the studious classes of cleric or wizard. In fact, many multiclass into both. Nirrans also show no fondness for any one religion. It is true that Ulstred Grimgar, a nirran and the unifier of the continent that bears his name and its first king, was a devout follower of Alandar, but that is by no means the standard. Many nirran still worship those of the Old Ways, as did their parents centuries before. Few, though, have embraced the Triume. It is far too new for many of them, and has yet to stand the test of time in their eyes. With the nirran scattered across the land, few realize they still exist and the stories of the nirran have fallen into legend, much like those of Grimgar’s first king. They have only one community left, hidden deep within the forests on the eastern coast of Grimgar. It is known to few who are not nirran and its population is a mere few hundred. |
| #6pass_the_remoteJan 28, 2009 13:47:51 | I like the races. The Nirran, however, seem as though they may be slightly overpowered. I would recommend knocking the choice of two knowledge skills down to one. The combination of a +1 Magic Armour or +1 Magic Weapon on top of a bonus feat may also be slightly too much, but of that, I'm less sure. I was curious too, if the Nirran are the predecesors of human beings, and a Nirran character can take any human feat, do humans likewise apply for Nirran feats? The Blessed seem quite well rounded and well thought out. I'm particularly impressed by the Divine Grace Racial Power; it looks quite interesting and I may in fact yoink it for myself. ;) I'm curious though, just for the flavour, why do the Blessed have Lightning Resistance? Also, I think you forgot something: A child born of an ivaru and another race usually is a blessed. Some situations, such as the **** of an ivaru Good work, and thanks for the SBlock. ![]() |
| #7brambuldonJan 28, 2009 16:20:33 | The Nirran are going through a beta game right now because I too thought that they might be a touch over powered. The armor/weapon hasn't been too much of a problem, but the extra skills have come into play quite a few times. Hadn't thought about the human using nirran feats... I like it. Hmm. And I did miss something. I'm not at home at the moment but I'll grab the rest when I get back. And the lightning should be radiant resist. Those were the original stats that didn't get switched. :P |
| #8brambuldonJan 29, 2009 20:53:40 | Just posting an updated map of the world. I've only been working on the continent of Grimgar, so I cropped the world map to just that. |
| #9brambuldonMay 10, 2009 20:38:52 | Hey everyone, Just giving an update. I'm still writing, drawing and photoshoping my way through this book. It's progressing well and I'm updating little things here and there as the new PH2 and Powers books come out. For those interested, here is the table of contents of the book so far. The page numbers are a little inaccurate, as I tend to write each chapter in a separate document then insert them into the working draft. But this should give you an idea of what will be in the first Grimgar Guide when it comes out. [I edited the layout out a bit to make it easier to read, as a straight copy/paste was difficult to read] Introduction 3 CHAPTER 1 | Races 5 --NIRRAN 6 --IVARU 8 -OTHER COMMON RACES 10 --DRAGONBORN 10 --DWARVES 10 --ELADRIN 10 --ELVES 11 --HALF ELVES 11 --HALFLING 12 --HUMAN 12 --TIEFLING 12 -SUPPORTING CAST 13 --DROW 13 --GOBLINS 13 --SHIFTERS 13 --ORCS & HIGH ORCS 13 --SHADAR-KAI 13 --RHAKSHASA 13 --THE VARGR 13 CHAPTER 2 | Classes 14 -BEGUILLER 14 -CLERIC 14 -FIGHTER 14 -PALADIN 14 -RANGER 14 -ROGUE 14 -WARLOCK 14 -WARLORD 14 -WIZARD 14 -AVENGER 14 -BARBARIAN 14 -BARD 14 -DRUID 14 -INVOKER 14 -SHAMAN 14 -SORCERER 14 -WARDEN 14 -SWORDMAGE 14 CHAPTER 3 | Backgrounds 15 -ALANDAR’S CROWN 16 -DELENDOR 17 -DORYTHION 18 -DRINDEN 19 -FELNACE 20 -GREYSTONE 21 -IZREN 22 -KETH’RENTIL 23 -MELDUR ISLES 24 -NIGHTHOLD 25 -RYSTALIS 26 -LARIMOR 27 CHAPTER 4 | Feats 28 -THE STARBORN 28 -ANTI-FEATS 28 CHAPTER 5 | Almanac 29 -RELIGIONS OF MALTHORA 29 --THE CHURCH OF ALANDAR 29 --THE TRIUME 29 --THE FEY TRINITY 29 --THE OLD WAYS 29 CHAPTER 6 | Greystone 30 Enjoy! |