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| #1thinkhardJul 25, 2006 2:28:13 | This is a campaign setting I'm writing. I plan to implement it with the d20 modern system and I was curious about your thoughts so far. Yes, all art is custom desiged by me, though there are a few royalty free photos from www.sxc.hu put to good use. Just use your browser search key to jump to the different chapters and subchapters. I created a new thread so i could have pirate in the title :P Table of Contents 1. Introductioin and Brief Overview A. The Beginning of the Seas B. The Moons C. The Seas D. The Islands 2. Nations and Societies A. Societies Seen B. Societies Unseen 3. Playable Races of the Crocean Seas 4. Piracy and Crime A. The History of Piracy B. Crime on Land 5. Yearly Events A. The Moon Seasons B. Seasonal Holidays 6. Monsters of the world (post #8 on this page) A. Old Fashioned Monsters B. Legendary Moon Races C. Native Monsters 7. Theology and Philosophy A. The Role of the Moon Gods B. Moon Temples C. Prophecy: The Awekening of Croceus 5. Life and Trade A. Important Cities B. Banks and Gold C. Monster Hunting and City Life Introduction and Brief Overview Crocean Seas is a campaign setting on an ocean world, outfitted with high fantasy, strong deific tradition, and a taste for piracy and adventure. The world that this takes place on is actually a moon orbiting Croceus, a large golden gas giant somewhere far from Earth. Other moons orbit Croceus, but none are lived on. These other moons are revered as gods and have interesting effects on the lives of those in the Crocean Seas. The Beginning of the Seas All Croceans believe in the same creation myth, if they have any religious tendencies at all. Croceus, the now sleeping god, created an ocean world nearby him for his peoples. He would always be in their skies, watching them, and his new children could look back upon him as well. He created a source of light that would come and go, allowing for work and rest. He filled his world with the valuable minerals and raised islands from the depths. He made the creatures and plants and stocked the seas with fish. But the creation of his world took much out of him, making him in need of a powerful sleep. With his last strength he created five smaller gods to watch his creation while he slumbered—the other moons that orbit him. These moons drew together the components of Croceus’ world (Life, Death, Strengh, Mind, and Magic) into their own regions. They decreed that until Croceus awoke, they would take turns drawing themselves near to the seas, allowing for their own region to prosper for a time until they left and the next god took his turn. The Moons As referenced in the creation myth, the gods themselves are moons. They are each composed of a key mineral that is also found in some region on the Crocean Seas. Whenever a moon draws near, its mineral rises up in greater amounts from the depths, making it more easily harvested. Creatures in each region tend to draw power from its mineral, and experience a population boom when their moon is close. Se—This moon is pure Serrite, a green stone coursing with life. It encourages lush growth of both plants and animals, and is a key element in shamanistic traditions. Se is worshipped as the god of life. Serrite: This is a material component in any shaman spell, but usually only nominally priced dust is required. When crafting magic items from shaman spells, or casting spells with a more expensive material component, the cost of the needed Serrite is included in the purchase DC of materials. Nö—This moon is made of Nöcrite, a coarse black stone dotted with white veins, pulsing with necrotic powers. It is a component in all necromancy effects. Nö is the god of the dead. Nöcrite: This is a material component in any necromancy spell, but usually only nominally priced dust is required. When crafting magic items from necromancy spells, or casting spells with a more expensive material component, the cost of the needed Nöcrite is included in the purchase DC of materials Rü—This moon is composed of Berügium, a blue dense metal ideal for swords and axes. It is the toughest of metals, but is difficult to make into complex forms and weighs much more. Rü is prayed to as the god of the warrior spirit. Berügium: Armor made with Berügium grants a +2 unnamed armor bonus in addition to the normal armor bonus, but weighs one and a half as much and is considered one weight category higher (to a maximum of heavy). Melee Weapons made with Berügium receive a +1 unnamed bonus to attack and damage, while arrows and bullets receive +2 to damage but -1 to attack. All objects made with Berügium gain 10 more hardness, and +20 hit points per inch of thickness. All items made of this metal are considered masterwork and cannot have that quality added. Purchase DC +10 (armor) or +8 (melee weapons) or +7 (arrows/bullets). Nìr—This moon is made entirely of what is known as Onìrium, a white lightweight metal that is easy to purify and shape, and is also extremely durable. Nìr is the god of knowledge and technological advancement. Onìrium: Armor made from Onìrium count as one size category lighter (to a minimum of light), receive a 2 higher maximum dex bonus, 2 better armor check penalty, and weigh three fourths the original weight. Weapons made with Onìrium are crafted in half the original time and weigh half as much, though their size category for usage is unchanged. Guns made with Onìrium receive a +2 unnamed bonus to attack, but arrows and bullets receive no special bonuses. All objects made with Onìrium gain 5 more hardness and +10 hit points per inch of thickness. All items made with this metal are considered masterwork and cannot have that quality added. Purchase DC +12 Ne—This moon is made of Thunerith, a crystal that resonates with arcane power. It is a key element in almost any arcane spell, especially evocation. Ne is revered as the god of magic. Thunerith Crystals: This is a material component in any arcane spell, but usually only nominally priced dust is required. When crafting magic items from arcane spells, giving weapons enhancement bonuses and special abilities, or casting spells with a more expensive material component, the cost of the needed Thunerith Crystals is included in the purchase DC of materials The Seas The waters are all divided into 5 regions defined by large amounts of a specific mineral found on one of the moons. Each of these regions’ islands take on the coloration of their mineral, and even the water can be of this color when the light is right. Regions have their own independent creatures native to them. Serr—This is the dominion of Se, and contains his mineral. Many great nameless beasts live in these jade waters, some of which are hostile, and are a danger to those who don’t know how to handle them. Many find the ocean breezes of Serr therapeutic and good for the soul. Nöcris—These waters are black and putrid, and are the dominion of Nö. Nöcrite is found within the borders. There is little life under the waves, but there is enough to sustain a small living population. No creatures from other regions ever adventure into Nöcris. It is most known the lurking undead inhabiting there, and that the air is poisonous to most people. Berüga—With the purest blue waves, it is a place of strength. It is the favored region of Rü. It has it’s own brand of sea serpents called Drakkel that are covered in metal plates of pure Berügium. Strong and proud, they have never been tamed, but usually do not offer threat to sailors in the area. Onìr—As the region belonging to Nìr, it is a silvery sea rich in Onìrium. Similar to the serpents in Berüga, there are mighty fish with armor plating made out of the native metal. These fish, called Malkin, have been tamed in some cases and used to pull ships. The fish are usually not welcome in Serr or Berüga, and are often challenged by the local beasts when an incursion is attempted. Thune—This unique area belongs to Ne. It is not known for extraordinary beasts, but is a place of unquestionable magic because of the focus of Thunerith crystals. Ships have reported miraculous occurrences on their travels in this red-tinted sea, and not all of them good. There can be things like perfect winds guiding a ship right into port without struggle or need of navigation, but also events like powerful storms of fire wreaking havoc on an entire fleet. The Islands There are quite a few islands large enough to be of note within the Crocean Seas. They each have their own cultures attached to at least one of the 5 regions. While there are many smaller and uncharted islands, these ones listed are the most important. Serri—This is a group of three islands in Serr, and his home to a reserved, nature focused people. Serrins divide themselves into small villages each lead by a powerful shaman, capable of controlling some of the great beasts that live on the islands and in the ocean. Their participation in trade is low, but there is at least some exchange during the time when Se is close at hand and Serri is experiencing much growth as a result. Se is the largest supplier of healing potions, even during the parts of the year when little trade occurs. Nöcrin—A solitary islands in all of the sea of Nöcris, it is almost entirely isolated. Powerful zombie masters rule over a small people obsessed with death, and there are even rumors of vampire clans hidden somewhere on the island. The only other island that Nöcrinians are allowed to travel to is Berüth, a trading community on the border of the Sea of Thune and the Sea of Berüga. Here, their largest commodity for trade is undead implants for those who desire some of the strengths of undeath enough to deal with some of the drawbacks, including social stigma. Berügar—Consisting of two large islands in the Berüga Sea, it is a home to great warriors. They’re superior swords, axes, and similar melee weapons are sold throughout the seas, but Berügans are most known for their mercenaries that ride upon their swift long ships. Berügan guides are often necessary when sailing the Berüga Sea, because they keep good records of the mating and feeding waters of the great and untamable Drakkel. Berüth—Sitting exactly on the border between Berügar and Thune, these two islands and their purple waters are home to a wide variety of cultures. With Thunians, Berügans, and even Nöcrinians, a trade of necrotic implants, strong weapons, and magical enchantments is run here year round. Lera—Still within the Berüga Sea, it Lera serves as a way station between the Berügar and Serri. This is still a land for warriors, but they have shamanistic leanings and believe they draw their strength from the great armored sea serpents called Drakkel that are most heavily populated in their waters. Worship of both Se and the Rü occurs here, and even simultaneous worship in some places. Onìrsa—This is a grouping of four islands in the Sea of Onìr. It his home to an industrias people who craft powerful muskets and metal sided ships, some pulled by the great Malkin fish of that region. Onìrians make their own brand of classic weaponry similar to the Berügans, and while it’s not as tough, it’s far lighter. Their metals are more favored for armors and complex machinery than swords and the like. Their relatively peaceful waters make them a favored location for trade throughout the year, especially when Nìr is close at hand. Onth—A very short trip north or a very long trip south from Onìrsa lands you on the shores of Onth. Here a combination of summoning magic and the technologies of Onìrsa lead to the creation Lyncs. Lyncs are sentient constructs that serve a number of roles endlessly and without question. Sometimes, though, a Lync develops an independent identity and thus gets forced into adventuring as a dangerous anomaly to the status quo of its homeland. Aern—Inconveniently placed, Aern is right in the middle of the longest path to Thunis from Onìrsa, and because of this could not serve as a major trading port. Still in the sea of Onìr, it’s small supply of Onìrium attracted renegate Lyncs and has grown up as a settlement for them. Those who are neutral toward Lyncs or even pity them sometimes do trade there. Thunis—In the red waters of Thune, Thunis is a home to the strongest magic tradition in all of the Crocean Seas. What they lack in warriors and technology the make up for in powerful magic. The waters are unpredictable, but are still slightly safer on average than Serr, Berüga, or Nöcris, so Thune maintains a strong trade comparable to Onìrsa. Thunians are famed for their weapon enchantments, and for this both Onìrians and Berügans make long journeys to have their arms enhanced. Nations And Societies Societies Seen The islands were populated with very different peoples, who each developed into diverse nations revolving around the traits of their Moon. Serrins—Serrin society formed very quickly after the Creation of the seas. This pale skinned people adopted tribal organization that has not changed in millennia. Over the generations, experimentation with Serrite and deep worship of Ser gave them a distinct power over nature, especially the large mystical beasts that roamed their isles and lived in their waters. Shamans, typically women but not always, rose up to be village leaders, healing the sick and warding off dangerous creatures. Some peoples isolated themselves and focused entirely on the control of creatures, others took time dealilng with life magic and found a balance. When other cultures made contact with the Serrins, they were fascinated by the array of potions available, and encouraged a small potion trade in exchange for things like weaponry that persists until this day. Nöcrinians—The people of this nation are actually mixed bloods of the other nations. Some of the darker-hearted or desperate peoples braved the Sea of Nöcris early in creation to seek isolation from their home nations. Over time they developed resistance to the poisonous air, and many unlocked the powers of necromancy contained in the mineral Nöcrite. The zombie lords, human masters of voodoo and the creation of undead, ruled the dark island of Nöcrin for generations, until the mysterious origination of the Vampires, who now hold the most power. They have a totalitarian society where the rich crush the poor and force them to work in the mines. Some vampires decided to journey outward again to the other nations, to gain power and met with fierce resistance. Ever since there has been a war against the undead and their allies—a war that only stops on the isle of Berüth. Berügans—This nation of tall, fair-skinned people started as tribes, similar to Serrins. These loose tribes evolved into tight night family clans that warred for land for a thousand years, until contact with the other nations was made and a demand for Berügium developed. The clans turned from war to mining, but still maintained a powerful warrior tradition and even started selling their swords to other nations. Berügans have always been aggressive and some extreme clans believe in something known as the Blood Price, a philosophy adopted by many pirates. This idea maintains that one must defend their goods well, and if they are not well defended, they do not deserve their own wealth. The belongings of weaker men can be bought with a Blood Price, which is a forcing of exchange through violent means. This ideology can extend simply to ships and their cargo, or even go as far as land, and in extreme cases, to the ownership of mates. The extremeness of this philosophy keeps its practitioners small, since many of them kill each other to begin with. Berüthians—This is a relatively new society, which arose when inter-sea trade became the dominating factor of life. As a port island, Berüth is filled with people of mixed heritages. Some of the first international pirates had their start on this island, and to this day there is a powerful crime factor. Allegiance-less merchants are also here, some of which are rumored to be just as bad as the pirates and mob lords. Money is the dominating factor of life, and the open trade policy with the Nöcrinians can lead to some “interesting” events when out on the streets at night. The most noticeable thing about Berüth is the presence of Sorcerers, which are mages that cast more on whim than on careful preparation, and forge a supernatural link to the Drakkel of the Sea Berüga, gaining some of their traits. The evolution of this magic tradition is completely unknown and unexplained, and unique to those of mixed blood on the island. Lerans—This nation of people is fairly old, originating shortly after exploratory Serrins made contact with Berügans who had been living there for a century. As the cultures mixed and the potion trade started, Lera served as a place for Berügans to pick up Shaman guides on their way to Serri. An independent subculture evolved, very little interested the trade that was going on in the isle. They sought to reconcile ideas of nature and animal power with the warrior tradition, and evolved a totem-like society. They formed into clans, but did not evolve aristocratic tendencies as on the mainland. A large focus on exploration and travelling developed in some clans, attempting to find a secret link between the Drakkel of the Sea of Berüga and the naturalist magic of Serr. Lerans have intense respect for sorcerors from the island of Berüth, but have some distrust in the arcane magic they wield. Onìrians—The first to develop metropolises, this short, tan-skinned people started as warring city-states. Soon they united and formed a democracy, and developed a peaceful life already revolving around the mining of Onìrium. When they discovered the other nations, this lifestyle strengthened and jumpstarted their scientific development. As they sold technologies to the nations (like cannons and muskets), they had to develop their own new technologies to stay on top. They even implemented the strengths of other nations to help their own. The taming of the armored Malkin fish was largely with the help of Serrins, and their army borrowed heavily from the training of Berügan warriors. Some even dabbled in magic with the aid of the Thunisians and applied the arcane to the numerous inventions being worked out. Onthish—An offshoot of Onìrian society, these focused much more strongly on scientific education and magic enhanced invention. Here the Lyncs were invented and used to do menial tasks that the Onthish thought were beneath them. Large plantations and mines of mindless Lyncs were built up to support this aristocracy, referred to by some as the Chain. The Chain is the name for the society where the basic needs of survival are handled by forged beings to allow a distancing of its people from the mundane for the purpose of higher thought and action. The connection between life and survival is never fully gone, but this construct slave system “lengthens the chain.” The working beings are compared to links in this chain to allow for this extension of life, an allegory which evolved into the proper noun of the race of constructs known as Lyncs. Renegade Lyncs—When dabbling with the magic that makes functional Lyncs, the Onthis accidentally stumbled upon a bestowment of sentience. For unknown reasons, occasionally a new Lync can think for its self and has a desire for its own agenda. First met with persecution, pressure from outside nations forced the Onthish into a policy of releasing Lyncs who were sentient enough to ask for freedom. These Lyncs for the most part leave Onth and seek a place on the island of Aern with their brethren. Thunisians—Arcane magic was discovered early on in Thunisian history, which has shaped the lives of this ebony-skinned race ever since. Archmages grew up among the peoples and established themselves as magistrates in the cities, passing the position off to their most promising apprentice upon death. This mageocracy has persisted for all time relatively unchanged, excepting the new national government of the House of Magistrates, a wizard collective that sets taxes and monitors the overall state of their nation. Trade in Thunis is relatively strong, and powerful merchants are the only rivals to the power of the Magistrates. Magic is direct power, but there is a philosophy that money can hold just as much power over people. Mining of Thunith Crystals is important in Thunis simply because magical enhancements are always in demand, and the crystals are an important component in any enchantment. Societies Unseen There are many subterranean and undersea civilizations. Because of the prevalence of metals under ground and on the sea bottom, these peoples are a great threat to the surface dwellers of the Crocean Seas. The undersea nations are far more powerful than the surface dwellers, and the subterranean nations are a constant obstacle to deep mining operations. Depmeni—Not long after the creation of the seas and all that is within it, there were godless people who lived without reverence for Croceus and his stewards. They spat at the yearly cycles of moons and what they considered a lazy creator to have fallen asleep after his realm materialized. Their irreverence brought them a curse from the five moons. The curse was that they must live out of site of the gods for all eternity. Transformed, these people became dependent on seawater; too many days away form it and they would shrivel up and die. They also could not expose themselves to the moons or Croceus himself, or else they would be stricken paralyzed with pain until they were covered or the skies cleared. These weaknesses allowed for the god-fearing Croceans to force the cursed, now known as the Depmeni, into the waters. The Depmeni, able to breath under water, scoured the seabottom for metals and built powerful cities. They built their own style of ships, closer to submarines, and spread among the waters. But secretly they longed for the surface, and grew jealous of those who lived on it. And when areas experienced their rare moonless nights, the Depmeni would surface and capture slaves to bring back under the waves to never be seen again. Yuan Ti—Same as the monsters from other d20 settings, but different in story, the Yuan Ti were proto-beings. They were created accidentally as a backlash from the free-flowing energies during the forming of the Crocean Seas. When Croceus raised the islands from the water, and filled them with creatures, he exhaled from his exertion, and with it accidentally breathed a gift of sentience. The Yuan Ti awoke, and looked for their creator, but found him preoccupied with the crafting of another kind of being. They soon realized he was crafting his world for humans, and had not thought of a place for his reptilian “accidents.” Feeling abandoned, the Yuan Ti built cities underground where they could be away from constant reminders of their less than appreciated existence. They brooded for generations in there caves on the many islands, debating the meaning of their lives, and then felt the first incursion of the humans. The surface metals were becoming scarcer, and mines were being dug into the mountainsides. Blinded with rage at the invasion into what they felt was the only thing that truly belonged to the Yuan Ti, they vowed themselves as a scourge to humanity. Humans had the favor of Croceus, and the Yuan Ti decided to make them earn it. Depmeni and Yuan Ti Alliance-- The Yuan Ti were always isolated from eachother, and found secret journeys to talk to their brethren across the world near impossible. When the Depemni began exploring the undersea caverns that often lead up into the islands, though, contact between the cultures was made. In exchange for aid in the onslaught against humans, the Depmeni offered transportation under the water between islands, allowing for a united Yuan Ti nation. Playable Races of the Crocean Seas There are roughly 7 playable races in this campaign setting, 5 of which are simply variations on humans. Races have access to special starting feats or starting professions. Though a race will have a large gamut of occupations for its people, heroic characters must take the one of the listed professions under their race. Serrins As residents of Serri, they tend toward a contemplative nature and divine spell casting. RACIAL FEAT Nature Attuned Prerequisite: Serrin nationality, has to be taken at 1st level. Benefit: You gain animal empathy. You can make handle animal checks to improve the attitude of animals within 30 feet of you as making a diplomacy check. You may make this check a number of times per day equal to 3 plus your wisdom modifier, and may not use it on magical beasts. You also gain a +1 unnamed bonus on survival checks. RACIAL STARTING PROFESSIONS Primitive As listed in the D20 Past book. Shaman Apprentice Prerequisite: Serrin nationality, age 22+ Skills: Choose three of the following class skills as permanent class skills. If a skill you choose is already a class skill, you gain a +1 competence bonus on that skill. Decipher Script, Handle Animal, Knowledge (nature), Knowledge (theology), Survival, Treat Injury. Feats: Choose one of the following as a bonus feat. Educated, Medical Expert, Studious. Wealth Bonus Increase: +2 Survivalist Prerequisite: Serrin nationality, age 16+ Skills: Choose two of the following class skills as permanent class skills. If a skill you choose is already a class skill, you gain a +1 competence bonus on that skill. Listen, Navigate, Survival, Treat Injury, Spot Feats: Choose one of the following as a bonus feat. Alertness, Guide, Endurance You gain Toughness as an additional bonus feat. Wealth Bonus Increase: +0 Nöcrinians Being the sparse residents of the dark isle Nöcrin, they are very secretive and often live at the whim of powerful undead. Those who rise to power are often as corrupt as their undead masters or are the creators of undead themselves. All Nöcrinians are immune to the poisonous airs of the Nöcris sea, but not necessarily other diseases and sickness. RACIAL FEAT Death Touched Prerequisite: Nöcrinian nationality, has to be taken at 1st level. Benefit: You are immune to disease (even magical), and gain a +2 bonus on saves against poison. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Slave As listed in the D20 Past book, excepting that they cannot take Personal Firearms Proficiency, which is replaced with archaic weapons proficiency. Voodoo Apprentice Prerequisite: Nöcrinian nationality, age 24+ Skills: Choose one of the following class skills as a permanent class skill. If a skill you choose is already a class skill, you gain a +1 competence bonus on that skill. Decipher Script, Knowledge (Arcane Lore) You gain Spellcraft as a permanent class skill. Feats: Choose one of the following as a bonus feat. Educated, Studious, Skill Focus (Decipher script, Knowledge [arcane lore], or Spellcraft). Wealth Bonus Increase: +3 Berügans They are proud warriors in Berügar, but there are some rich merchants as well who deal with mining operations, and some are the workers of the mines. RACIAL FEAT Born Warrior Prerequisite: Berügan nationality, has to be taken at 1st level. Benefit: You gain +1 damage with selected weapon type: swords, axes, or bows. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Blue Collar As listed in D20 Modern Roleplaying Game book, except there is no access to Craft (electronic) of Handle Animal. Mercenary Prerequisite: Berügan nationality, age 18+ Skills: Choose one of the following class skills as a permanent class skill. If the skill you choose is already a class skill, you gain a +1 competence bonus on that skill. Intimidate, Navigate, Survival Feats: You gain Archaic Weapon Proficiency as a bonus feat. Wealth Bonus Increase: +2 Berüthians These people can have multiple heritages, and are a unique people unto themselves if they grow up in the mixed culture of Berüth. There are many varying professions there. RACIAL FEAT Berüthians may choose Adept, Born Warrior, or Death Touched as one of their feats at 1st level at the cost of 2 skill points. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Blue Collar As listed in D20 Modern Roleplaying Game book, except there is no access to Craft (electronic), but there is access to Handle Animal, unlike the Berügan version. Criminal As listed in D20 Modern Roleplaying Game book. Lerans Though Lera functions as a friendly way station, its people have no interest in trade. Some do, though, have a taste for adventure. RACIAL FEAT Lerans may choose Born Warrior or Nature Attuned as one of their feats at 1st level RACIAL STARTING PROFESSIONS Adventurer As listed in D20 Modern Roleplaying Game book, except there is no access to Demolitions, Knowledge (Technology), nor access to Personal Firearms Proficiency. Blue Collar As listed in D20 Modern Roleplaying Game book, except there is no access to Craft (electronic), but there is access to Handle Animal, unlike the Berügan version. Primitive As listed in the D20 Past book. Onìrians As an ordered people, Onìrians find a calm society amidst a large trade. RACIAL FEAT Marksman Prerequisite: Onìrian nationality, Personal Firearm Proficiency, must be taken at 1st level Benefit: You gain +1 damage with Onìrian muskets. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Law enforcement As listed in the D20 Modern Roleplaying Game book. Technician As listed in the D20 Modern Roleplaying Game book, except there is no access to Computer Use or Craft (Electronics). Onthish Onth is a strange and almost utopian island run by elite thinkers and their constructs that do their bidding. RACIAL FEAT Elite Education Prerequisite: Onthish nationality, must be taken at 1st level Benefit: You gain 4 extra skill points at 1st level, and are treated as two levels higher when determining max ranks in knowledge skills. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Technician As listed in the D20 Modern Roleplaying Game book, except there is no access to Computer Use or Craft (Electronics). White Collar As listed in the D20 Modern Roleplaying Game book, except there is no access to Computer Use. Renegade Lyncs They reside on the island of Aern, trying to build an independent society from the slavery they bitterly remember. RACIAL STATS Renegade Lyncs should be treated as human-based biodroids from D20 future with a few exceptions.
RACIAL FEAT Tough Resolve Prerequisite: Lync, level 6 or higher. Benefit: You are immune to critical hits. [b] Thunisians [/b]Thunis is a land of wizards and lords, and almost equal commerce to that of Onìrsa. RACIAL FEAT Magic Heritage As described in the Urban Arcana setting book. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Apothecary As listed in Urban Arcana setting book, except there is no access to repair or disable device. Technician As listed in the D20 Modern Roleplaying Game book, except there is no access to Computer Use or Craft (Electronics). Depmeni People of dark hearts from under the water, some find above surface sympathizers or turn their backs on evil ways and find company among the forgiving. They have mottled slimy skin, and take a -5 on disguise checks when trying to pass for human RACIAL STATS
RACIAL FEAT Dauntless Prerequisite: Depmeni, level 6 or higher Benefit: The curse of the gods only causes you to be shaken, not helpless, when in the presence of the Moons or Croceus. RACIAL STARTING PROFESSIONS Aristocrat As listed in the D20 Past book. Military As listed in the D20 Modern Roleplaying Game book, except Personal Firearms proficiency is replaced with Archaic Weapons proficiency, and there is no access to the demolitions skill. Slaver Prerequisites: Depmeni, age 21+ Skills: Choose two of the following as permanent class skills. If a skill you choose is already a class skill, you gain a +1 competence bonus on that skill. Diplomacy, Bluff, Intimidate, Sense Motive You gain Navigate as a class skill. Wealth Bonus Increase: +3 Piracy and Crime The History of Piracy When the Berügans first took to the seas, one of the first things they partook in was piracy. They would stop other clan ships at sea and challenge their ability to defend what was theirs. They would pillage each other's villages, and force dominion over the weaker clans. This was what they called the Blood Price. As their society evolved, it became clear a more stable way of life was necessary. The blood price never fully went away, but it took on less aggressive means. Forceful business tactics became the new warfare between competing clans. The more violent form of the philosophy, though, still exists in the open sea. Some Berügans still practice the art of piracy, hoping their secret homes will not be found. Other nationalities picked up the idea of the Blood Price, and international piracy was born. Ironically, in many nations, Berügan mercenaries are hired out to help in the protection against piracy. These mercenaries are rumored to fight even more fiercely against pirates of their home nation, most likely to prove clan dominance in modern times. Some nations find themselves vulnerable to rogues on the high seas. The least affected, though, are the Onìrians. Having the most organized law enforcement, they find cracking down on pirate gangs far easier. While in the waters of other nations Onìrian ships are just as vulnerable, in the Sea of Onìr is almost pirate free. The most affected nation are the Berüthians. Their complete lack of an organized military or law enforcement makes the breaking up of pirate gangs near impossible. There are even rumors that the active business communities in Berüth even fund personal pirates. Crime on Land Not all theft and violence occurs out in the water. There are many underground crime communities in the islands. The theft of metals at poorly defended mines, the destruction of businesses failing to pay protection, or just simply the stealing and resale of more mundane items are common crimes. Again, this kind of crime community is most apparent on the island of Berüth. Berüth is a prosperous land of trade, but the high crime puts some potential traders off. Because of this some companies spend as little time at port there as possible, in hopes of selling goods at safer locales like Thunis or Onìrsa. Yearly Events The Moon Seasons There are 5 main seasons of the Crocean Calendar, averaging 73 days each. There are no months; each season is counted from it’s first day to it’s last, for their times are as dependable as as the working of a clock. Seasons are each dedicated to one of the 5 moons, and this is the time of year when that moon is closest to the seas. The seasons are listed in chronological order. Set(72 days)—This is the time when Serr is closest. Serri experiences a population boom of fish and other creatures, and more fruitful mining of Serrite. Across the world weather is at a comfortable temperature and plant life is going through it’s main growth and reproduction phase. Sickness is low during this time, except for those allergic to the pollinating plants. Rüt(76 days)—This is considered a good season to be born in for those who desire for a warrior child. Berügans most often launched military campaigns during this time historically, and find themselves with an increased supply of Berügium. Temperatures stay generally warmer, but not blisteringly hot. Net(71 days)—As the season of magic, unexplainable events often occur. The Onthish generally discourage the creation of Lyncs during this period, because it is believed that they are most likely to gain true sentience when crafted under the influence of Ne. Thunith crystals are most plentiful during this time, and many mages attempt to have their children born during this time. The air can become blisteringly hot during this time, especially in Thune. Nìrt(74 days)—The air cools down to more comfortable temperatures here, and most vegetation reaches it’s harvesting stage. This is a time of contemplation on the years events, and time for planning to prepare for the harsh season of Nöt. Despite the implications of having a child born during this season, many avoid it hoping to save their young child from experiencing the poisonous winds at such a young age when the season changes. Nìr’s presence makes for more plentiful mining of Onìrium. Nöt(72 days)—With Nö close at hand, the air across the world is cooler. Undead stir on the shores of Nöcrin and under the waters of the Sea of Nöcris. This is a time of increased sickness across the worlds, except for Nöcrinians who have developed resistance to the cold, poisonous winds. It is considered a terrible season to be born in, and some families go as far as to cast out children born during this time. Nöcrite is most easily mined during this time. Seasonal Holidays Each season has its own arrays of special holidays. Some of these are religions, some historical, and others simply mark the change of seasons. Day of Change—This holiday occurs on the first day of every season. These days are not particularly auspicious, but some of the more religious may partake in special rituals on the first day of the season belonging to their patron moon. Typically, the masses celebrate a Day of Change with family feasts and small gift giving. The first day of Nöt, however, is generally met with foreboding and sobriety and is not celebrated. Greenbirth(Set 1)—This is the Day of Change for Set. As the beginning of the season of life coming directly after the season of death, it is met with much more rejoicing than any other Day of Change. Many parties and community festivals are held on this day in all of the nations, except Nöcrin, where holidays are generally not celebrated in the first place. The secular usually use this holiday as an excuse for extreme debauchery. Day of Rest(Rüt 54)—Early on in the clan history of Berügar, a massive war against the Hunsik Clan (who desired complete domination) was declared won with the slaying of the last Hunsik male. The next day, the 54th day of Rüt, was decided among all the remaining clans to be a day of rest for its people who had worked so hard and fought so fiercely. Many other nations adopted this holiday in modern times as a day to close down businesses and other functions to relax. Swords’ Eve(Rüt 70)—When the Berügans discovered the cycle of available Berügium, they marked the 70th day of Rüt as a time to quit trading the precious metal and focus on constructing weaponry for themselves while supply was still high. Heartmeld(Net 16)—In the mythology of Thune, there is a story of a powerful wizard and his dying lover. The legend maintains that when he found that no spell could cure her strange disease, he cast a spell that would meld their two souls, so that while her body died part of her would always be with him. Though this caused him to contract the very disease she was dying from, the wizard claimed on his deathbed that the weeks of complete communion with her was worth “passing into terrible darkness, with the hope that our Hearts will stay united into what lies beyond.” It is maintained the soul-binding ritual occurred on Net 16, though this is not known for sure. This day is celebrated as a holiday recognizing dedicated love throughout the nations. Day of Fire(Net 38)—This is a day when an unexplained storm of fire decimated an international trade fleet. No such fleet has existed since, and the day is marked as a time to reflect on the power of the gods, especially Ne, and how nothing in life is certain. Malkin Fest(Nìrt 45-51)—After the Malkin fish (the great armored fish of the sea of Onìr) were first tamed, Many Onìrians and Onthish celebrated 7 days over what they considered a victory of mind over nature (despite that they required the help of Serrins for their endeavor). Many festivals are held at Malkin breeding farms and large ports that use Malkin pulled ships during this period. Day of Weeping(Nöt 72)—At the end of Nöt, this day is used to soberly remember all who have died during the year, most notably during this season because of illness. Recently, though, this day is given less focus because some use it as time to prepare for festivities Greenbirth. |
| #2jacemachineJul 25, 2006 8:51:23 | Wow! In-Depth! I like what I see so far-- What sort of beginning adventures do you have for this campaign so far? |
| #3thinkhardJul 25, 2006 12:08:37 | I'm not sure yet. It completely depends on what races my players choose. Right now a player has expressed interest in being a radical Depmeni (yea, Drizz't style) and another want's to be Onirian...Once i figure out what races they are it might be easier to formulate an adventure for all of them. Whatever it is, the first adventure will probably be on the land...something simple and direct..... I have awhile to figure this stuff out though, we're not playing until late august :P Do you have any adventure ideas? Might help to hear your ideas.... |
| #4zombiegleemaxJul 25, 2006 12:28:51 | Depending on what you want your player to be(Pirates or trader or anything like that) the first adventure can be : The players are in a coast village and they see a cute girl being capture by Pirates...the girl seams to be the girl of the mayor or a important person, so the player can receive either money or ship or maybe the love of the girl. If they are Pirates, they ear about a huge chest lost during a ancien assault on a trade ship. The treasure is in water like 100 m and they must find a way to get it... |
| #5thinkhardJul 25, 2006 22:00:01 | Hmm...sounds interesting i'll think about it...Any other suggestions? Any criticism/contributions to the setting so far? |
| #6zombiegleemaxJul 27, 2006 1:50:38 | I'm going to be playing this campaign with the OP (actually, he'll be the GM, obviously), and I must say, granted this is my very first campaign in any tabletop RPG, I feel very comfortable with the way things are proceeding with this campaign. Thinkhard's dedication to developing this campaign setting and the amount of imput I've supplied that he's not only accepted with an open ear, but actually included in the OP, gives me a feeling of great ease while in the preceding stages of starting this campaign. I don't doubt this will be a great experience. All I'm saying is, damn this is gonna be fun. btw... BUMP |
| #7thinkhardJul 27, 2006 2:52:36 | Thanks, Delaroth! Glad to know you're excited. |
| #8thinkhardAug 17, 2006 1:08:56 | Monsters Of the World Though humans create enough risk for each other, they are not the only threat to life in the world. Many dangerous creatures live in the sea and on the islands, even beyond the existence of the Depmeni and the Yuan-Ti. The origin of the strange monsters is difficult to determine; some theologians argue that Croceus built them to provide sport and challenge to human life, a theory most popular among Berügans. Others argue that such creatures are abominations created by wicked men in the past as an insult to Croceus. What there is no question about, however, is that such beings exist and that they should most likely be destroyed. Monsters do not exist in large quantities. It is believed that it is possible that only a few of each kind exists, living eternally and unable to breed, until they are slain. Societies dedicated to monster hunting have discovered what they call the Rule of Five. Though not entirely proven, it is a popular idea that no monster population ever exceeds five of its kind, scattered throughout the world. Some believe that the slaying of one monster opens the door for another to rise up, but this is a less believed concept. Old Fashioned Monsters All manner of creatures have been discovered or still remain unknown, but no less of a threat. In the Crocean Seas, beasts such as minotaur, medusas, ahnkeg, and basilisks have at some point in time been discovered and slain. A GM may choose to incorporate any sort of disgusting creature into his world for his PC’s to fight, but it is important to observe the Rule of Five. Only natural beasts—such as sea serpents, vicious animals, and so on—can exist in any number greater than five. The only fantastic beings that exist in large quantities are undead, Yuan-Ti, and Depmeni. The Rule of Five has many mystical roots, and can be a mystery for PC’s to tackle. It is also vital as a game mechanic, because it makes the encountering and destruction of a monster much more dramatic and important to the story. It is important to note that anything that falls under the Rule of Five is not treated as shadowkind when using the Shadow Slayer advanced class, or any other ability that affects creatures of Shadow. Legendary Moon Races Crocean Seas is a self-contained world and is not affected by any manifestation of Shadow as other D20 Modern settings are. Fantastic creatures are native to this realm, though are ruled by a mystical force limiting their numbers. A rough analogue, though, does exist for Shadowkind. These are the Legendary Moon races, or Moonkin. Much time has passed since Croceus built his world and left the Five Moon Gods as his stewards. In that time, the Moon Gods have not been idle. While they answered the prayers of followers and controlled the seasons, they found themselves bored with Croceus’ creation and decided to contribute their own beings. When these creatures were first encountered, the humans deemed them utter abominations and in complete contradiction with Croceus’ vision for his world. They Moonkin persecuted and slain—some justly, others not. It is a matter of legend that some of the fiercest slayers of Moonkin were the individuals who would later become Depmeni. The Moon Gods realized their mistake in taking actions not intended for them—acts of creation. They decided to remove their beings from humanity, but not destroy them. They created the Veil of Perception, which causes lesser humans to be completely unaware of a Moonkin, hoping it would stave off further conflict. The stronger of will, though, can penetrate the Veil. Upon character creation at 1st level, a PC may make a will save (DC 17). Success means he is perceptive of Moonkin, and can recognize one for what it is. Failure means that he will either not notice a Moonkin when confronted, or rationalize it to be something else. Non-heroic characters instantly fail this save at character creation, but may become aware of Moonkin later on in their lives. Whenever a character who is aware of a nearby Moonkin is with one who is unaware, he can try to convince his compatriot of the reality of the situation, allowing the other another attempt at the will save (DC 17). With every new encounter as this, the unaware characters are allowed new saves to penetrate the Veil of Perception. For the purposes of running a Shadowstalkers campain in the Crocean seas, Moonkin are treated as shadowkind for spells and abilities. Lycan (Moon Race of Se) This race resides in secret societies upon the Sea of Serr. Very few take to sailing, except aquatic lycan, and stay isolated on their islands. Some live upon islands inhabited by humans, though, which can cause conflicts. Lycan are werebeasts that come in many forms. There are werewolves, weretigers, and even weregoats. The difference between Lycan and lycanthropes of other settings is that lycanthropy is not a disease or magical curse that can be passed on—it is a racial trait that one must be born with. Racial Traits • Human Form: Normally, Lycan look almost exactly like humans, and in this form they are Medium size with a move speed of 30 ft. They do not gain an extra feat or extra skill points as humans do, though, and someone who is aware of Moonkin can make a spot check DC 20 to pick up on the animalistic nature of a lycan and recognize it for what it is while in human form. • Alternate Form: All Lycan have an alternate animal form chosen at first level. Every night during the season of Set, they assume this form unless they succeed on a DC 17 will save. During other times, though, they may willingly assume this form, as a standard action. Their size category may go up or down by only one (a wererat would become a very large rat), they gain a natural attack, natural armor, and a changed move speed, but are otherwise unaltered. Changing back to human form is also a standard action • If assuming a quadrupedal form, they gain move speed 50 ft. If assuming a form with wings, they gain Fly 30 ft average. If assuming an aquatic form, they receive swim 40 ft. • All equipment morphs into the Lycan when in animal form, and becomes useless. The lycan may speak, but cannot cast spells or incantations. • Lycan in animal form cannot use manufactured weapons of any kind. Their newly acquired natural weapon deals 1d8 plus 1.5 str damage, +1 per 10 levels, dealing slashing if it is a claw or bite attack, or piercing if it is a gore attack. Only one natural attack is gained and must be appropriate for the animal form. It is affected by unarmed damage increases from Martial Artist (starting at 1d10, then 1d12, then 2d8). They do not need combat martial arts to qualify for Martial Artist, but if they do not they only benefit from the class in animal form. They can never gain more than one type of attack, thus cannot use multi-attack or two weapon fighting in animal form. • Lycan in animal form gain +3 natural armor, but cannot make use of any other armor. This natural armor increases by 1 for every 4 levels. • A Lycan’s defense score in animal form is equal to 10 plus dexterity modifier, class bonus, and natural armor bonus. • A slain Lycan reverts to animal form no matter what form it was killed in • Lycan gain no starting profession, and instead receive Alertness as a bonus feat and wealth equal to 2d4. • All lycan start with allegiance to Se Phasmati (Moon Race of Nö) Dark creatures who originated in the sea of Nöcris, these beings seem like gaunt humans. Mischievous at heart, Phasmati have penetrated other societies, causing confusion and chaos, and in some cases, death. Not all Phasmati are evil, but it is a common trait. A phasmat is sometimes referred to as a “ghostwalker” because of its supernatural ability to leave its body and adventure only as a spirit. They tend to be omens of wicked things to come to those who are aware of them. Phasmat in ghostwalker form appear as dark animate shadows to those her notice them. Racial Traits • Human Form: Normally, phasmati look almost exactly like humans, and in this form they are Medium size with a move speed of 30 ft. They do not gain an extra feat or extra skill points as humans do, though, and someone who is aware of Moonkin can make a spot check DC 20 to pick up on the corpse-like features of a phasmat and recognize it for what it is while in human form. • Ghostwalk: All phasmat have the ability to abandon their bodies and adventure simply as spirits. When in this form, they gain the Incorporeal subtype and all of its benefits and restrictions, namely the inability to use non-ghosttouch items, the lack of dexterity to armor class, and in exchange, the gaining of charisma as an armor class bonus. Changing form is a standard action. • Every sundown during the season of Nöt, a phasmat must assume ghostwalk form unless they succeed on a will save (DC 17) until midnight at which they can reenter their bodies as a standard action. • While in ghostwalk form, a phasmat’s host body is helpless, and if destroyed, the phasmat dies. • Phasmati in ghostwalk form gain a movement of fly 20 feet perfect and lose all other move speeds • All attacks a Phasmat makes in ghostwalk form, including spells, have a 50% mischance, unless using a ghosttouch item. • A phasmat’s defense score while in ghostwalk form equals 10 plus class bonus, charisma modifier, and any ghost touch armor carried over. • A phasmat in ghostwalk form is just as easily perceived by those aware of moonkin as it is in its human form, but those unaware cannot perceive it at all, except for the host body which they most likely presume unconscious. • A phasmat in ghostwalk form may never venture beyond its body more than one mile, and its body still needs nourishment and protection as a human body does, so it cannot be abandoned forever. • Phasmati do not gain a starting profession, and instead receive the Death Touched feat and 2d4 wealth. • A phasmat starts with allegiance to Nö Ferum (Moon Race of Rü) Stout beings born in the sea of Berüga, they travel the world looking for fights. Often mistaken for unusually strong warriors, some of the most seasoned fighters have usually faced off with a Ferum and not realized it. Ferum have even been reported to be working on pirate crews unrecognized until someone aware of Moonkind encountered them. Ferum in berserk form have a domed forehead, heavily veined skin, and eyes with deep red irises to those aware of moonkin. Racial Traits • Human Form: Normally, Ferum look almost exactly like humans, and in this form they are Medium size with a move speed of 30 ft. They do not gain an extra feat or extra skill points as humans do, though, and someone who is aware of Moonkin can make a spot check DC 20 to pick up on the fierce features of a Ferum and recognize it for what it is while in human form. • Berserk Form: A Ferum can change form as a standard action and go into beserk form. While in this form, it is easily recognized as a Ferum by those aware of moonkin, and gains +4 strength, +2 constitution, -4 intelligence, -4 wisdom, -4 charisma, • A ferum in berserk form cannot make use of intelligence checks or skill checks. • A ferum in berserk form cannot cast spells. • Every night during the season of Rüt, a Ferum must succeed a will save (DC 17) or change into berserk form until sunrise. • Ferum do not gain a starting profession and instead receive the Archaic Weapons Proficiency feat and 2d4 wealth. • All Ferum start with allegiance to Rü. Sciet (Moon Race of Nìr) Strange and private creatures, the Sciet are hard to come by. There are rumors that the Sciet have contributed technology or manipulated governments over time, so are met with a combination of gratitude and suspicion, and suspicion usually wins. Sciet turn into rune covered metal pillars at will, roughly the height of their human form. In pillar form they perceive and contemplate, earning them the nickname “watchers.” Sometimes a political advisor or fortuneteller is revealed to be a Sciet. Racial Traits • Human Form: Normally, Sciet look almost exactly like humans, and in this form they are Medium size with a move speed of 30 ft. They do not gain an extra feat or extra skill points as humans do, though, and someone who is aware of Moonkin can make a spot check DC 20 to pick up on the exaggerated features of a Sciet and recognize it for what it is while in human form. • Watcher Form: A Sciet can change into watcher form as a standard action. In watcher form, all equipment morphs into the sciet and becomes useless. A sciet cannot move while in watcher form, and moving it is a strength check equal to 20+1 per 2 levels. • A character aware of moonkin instantly recognizes a sciet in watcher form for what it is. • A sciet in watcher form gains an AC equal to 20+1 per 2 levels. • A sciet in watcher form gains hardness 3+1 per four levels. • While in watcher form, a sciet may remake a failed knowledge check from the day at a +3 bonus. All knowledge checks made while in watcher form are made at a +3 bonus • A sciet in watcher form cannot attack nor cast spells • A sciet, no matter what form, counts all knowledge skills as class skills. • During the season of Nìrt, a sciet turns into watcher form every night until sunrise unless they succeed a will save (DC 17). • Sciet do not gain a starting profession, and instead gain 2d4 wealth • All sciet start with allegiance to Nìr. Novians (Moon Race of Ne) Novians are perhaps the most encountered moonkin. They often pose as mighty wizard magistrates (and sometimes are) or otherwise permeate society unnoticed. They are proud, egotistical beings who enjoy forcing their will on others. They are not typically evil, but are frequently bossy. Novians turn into elemental focuses at will, be they fire, ice, earth, or air. This focus appears as a cloud of the element, roughly the size of the novian’s human form. Racial Traits • Human Form: Normally, novians look almost exactly like humans, and in this form they are Medium size with a move speed of 30 ft. They do not gain an extra feat or extra skill points as humans do, though, and someone who is aware of Moonkin can make a spot check DC 20 to pick up on the unnatural eyes of a Novian and recognize it for what it is while in human form. • Elemental Form: all novians can turn into a focus of a given element, chosen at first level. They options are Fire, Ice (cold), Wind (electricity), and Earth (acid). All equipment molds into the form and becomes useless. Changing form is a standard action. • A novian in elemental form gains energy resistance 10 to it’s element’s energy • Novians in their elemental form cannot make normal melee attacks or cast spells but can make a ranged touch attack with a range increment of 30 ft dealing 1d6 damage of the chosen energy type. A high enough base attack allows for more than one energy attack per round. • Novians can sacrifice spell slots or prepared spells when making an elemental attack, adding the spell level onto the attack roll and 1d4xspell level of damage onto the damage roll. • When in elemental form, a novian has a move speed of 40 ft • When in elemental form, a novian has defense score equal to 10 plus dexterity modifier and class bonuses. • Those aware of moonkin instantly recognize a Novian in elemental form for what it is, those unaware may perceive it as a spell cast by antoher wizard or a spell a wizard cast on himself. • During the season of Net, a novian must turn into its elemental form every night unless it succeeds on a will save (dc 17). • A novian does not gain a starting profession, but instead gains the Arcane Skills feat and wealth equal to 2d4 • Novians start with allegiance to Ne. Native Monsters Some monstrous creatures, such as Drakkel and Malkin fish, are native to the Crocean Seas. These were beings created by Croceus before his great sleep as a testament to his power and strength. The majority of these beasts are aquatic, and some people, such as Berügans, believe they were placed to force humans to prove their mettle on the seas when trying to travel the world. Dire Animal (Template) In the Sea of Serr, the concentration of Serrite can sometimes lead to unusually large and powerful animals. This usually happens in the water to various aquatic life, but in rare cases it affects creatures living on the land who seem to absorb their power through the Serrite-rich soil. This template may be applied to any animal born and raised in the Sea of Serr. Template Traits Size and Type: The animal goes up on size category once, and it’s type remains animal Abilities: The animal’s ability scores are modifired as follows: +8 str, +12 con, +4 dex, +4 wisdom Natural Armor: The animal gains +5 natural armor Hit Dice: The animal gains 8 Hit Dice, gaining base attack, skills, and save increases for its type Feats: The animal gains feats appropriately for its Hit Dice, and also gains Improved Natural Weapon for free, selecting one of it’s natural attacks for the benefit of this feat. This feat raises the size of a single natural weapon (increase stacks with the real size increase as result of this template). If the animal chooses to take this feat again with one of its other gained feats, it must be for a different natural weapon. Drakkel (Animal) These majestic sea serpents are entirely covered in berügium scales, have two tails, and travel through Berüga completely untamed. They are both feared and respected, and have been known the lay waste to ships who travel to far into guarded territory and breeding waters. Special Traits Watersense(Ex): Drakkel are cunning beasts who are perceptive of everything in their waters. Anything in contact with a body of water that the Drakkel occupies and is within 60 feet is automatically detected by the drakkel. Capsize(Ex): When a drakkel surfaces under a ship or boat less than 20 feet long it capsizes 100% of the time. It has a 75% chance of capsizing a vessel from 20-60 feet long and has a 50% chance of capsizing a ship of more than 60 ft long. Frightful Presence(Ex): When a drakkel attacks, charges, or swims on the surface of the water, it inspires terror within creatures of fewer hit dice than itself within 300 ft. Each affected opponent must succeed on a will save (DC 27) or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves the target immune for one day. The DC is charisma based. Darkvision(Ex): A drakkel has darkvision out to 120 ft. Stubborn(Ex): A drakkel is immune to handle animal checks, mind affecting abilities, enchantments, or morale effects, hold or paralysis, and turn/rebuke attempts. Waterbreathing(Ex): a drakkel can breathe underwater as easily as it can breathe air. Drakkel: CR 18; Colossal animal; HD 25d12+250; hp 42, Mas 30, init +1; speed 20 ft., swim 120 ft., defense 28 (-8 size, +25 natural armor, +1 dex), BAB +25, Atk +36 melee (4d8+18 bite); Full Atk +36 melee (4d8+18 bite) and 2 +34 melee (2d8+27 tail slap); FS 30 ft. by 30 ft.; Reach 15 ft.; SQ watersense, capsize, frightful presence, darkvision, stubborn, waterbreathing; AL drakes; SV Fort +24, Ref +17, Will +21; Str 46, Dex 13, Con 30, Int 2, Wis 24, Cha 21 Skills: Listen (+28) Spot (+28) Feats: Alertness, Cleave, Great cleave, improved trip, lightning reflexes, multiattack, power attack, weapon focus (bite), weapon focus (tail whip) Malkin Fish (Animal) Malkin fish are armor plated sea creatures resembling large carp, living in the sea of Onìr. They are not extremely aggressive, but do fight back when mortally threatened, especially by large creatures coming out of the seas of Serr or Berüga. Malkin fish start as young guppies roughly the size of a human with relatively no armor plating. As they grow older they absorb minerals out of the water to develop their thick hides, and being in the sea of Onìr, this is mostly Onìrium. Some Malkin fish raised in captivity have been introduced to other minerals, but they tend to not readily absorb them. There are rumors, though, of Malkin Fish that grew up in the Sea of Thune and absorbed magic powers out of the Thunerith Crystals in the water. These rumors have not been substantiated, though. Special Traits Water Dependency(Ex): Malkin fish use drowning rules when above water the way air breathing creatures use them in the water. Swallow Whole(Ex): A Malkin fish can attempt to swallow any creature up to two size categories smaller than it. The Malkin fish must succeed in a grapple check against the intended target after a bite attack, and then can automatically swallow it. Its belly can hold a multidude of creatures, and is typically filled with air that the fish swallows by putting its lips to the surface of the water. This is to suffocate fish it eats so they wash easily into the deeper digestive organs. Air breathing creatures can typically survive extended periods of time inside a Malkin fish’s belly, staying out of the washing currents to avoid digestion. Trying to escape a Malkin fish’s belly is nearly impossible, unless extensive weaponry that can overcome the fish’s DR deals the belly 50 damage, escape is possible through a carved hole. Any internal cannons or guns are typically too wet to function. Damage Reduction(Ex): A Malkin fish has DR 20/Berügium and DR 20/+1. Darkvision(Ex): A Malkin fish has darkvision out to 160 feet. Malkin Fish: CR 12; gargantuan animal; HD 13d12+130; hp 214, Mas 30, init +1; speed 20 ft., swim 120 ft., defense 27 (-9 size, +25 natural armor, +1 dex), BAB +10, Atk +31 melee (5d8+12 bite); Full Atk +18 melee (5d8+10 bite) and 1 +15 melee (3d8+10 tail slap);Grapple +40; FS 60 ft. by 60 ft.; Reach 20 ft.; SQ damage reduction, darkvision, swallow whole, water dependency; AL Malkin fish; SV Fort +18, Ref +11, Will +20; Str 30, Dex 13, Con 30, Int 2, Wis 24, Cha 2 Skills: Listen (+18) Spot (+18) Feats: Alertness, improved grapple, lightning reflexes, multiattack, power attack, weapon focus (bite), weapon focus (tail whip) Theology and Philosophy Croceans live in a fantastic world where the forces of the gods are constantly visible. There is no question that the divine exists and plays a vital role in life. What is debated, though, is the exact role of the gods and even sometimes their inerrancy. The Role of the Moon Gods Every theologian knows that a moon god has control over a specific cosmic force. These forces are Life, Death, Body, Mind, and Magic. Life is composed of the above forces, and is mostly understood for what it is. What the true debate is over is the extent to which the gods have control over their force, and what rights they have over humanity. No one doubts Croceus’ right to exert complete authority over his dominion (no one but the Depmeni, that is). The conflict comes from the fact that the Moon Gods who are currently in control seem to be at odds with each other. The Croceans in the sea of Serr find themselves constantly threatened by the actions of Nö—their delicate and complex ecosystems fight disease and corruption washing in from the Sea of Nöcris during the season of Nöt. The warrior societies that arose in the sea of Berüga were historically a threat to other nations, especially to those in the sea of Onìr. The Crocean Seas seem to be in constant struggle, struck in a delicate balance that could someday completely unwind with one Moon God’s side on top. Because of this struggle the Moons are both worshipped and questioned. Many men fail to find reason in the workings of their world and await a solution of balance or an explanation from the gods themselves for why their world is what it is. Other men dedicate themselves entirely to the interests of one moon and try to promote it above all else, hoping to rise that moon as the dominant force of all the world. And yet more find comfort and a strange perfection in the struggle of the forces, believing it yields true growth and balance instead of a stagnant and false world where only one of the Moon Gods would be in control. One if the chief examples of this coexistence of submission and rebellion to the Moon Gods was the creation of the Moonkin. The general shape of the world as controlled by the Moons was accepted by most for generations, and almost everyone found one god to which they would bend the knee. But when the Moons created their own children out from the races of man, Croceans were completely enraged. They would not accept these usurpers to their realm and sought to drive them out. It was at this time that it was clear to men that the Moon Gods were not perfect, at least from man’s perspective, or else they would not threaten the superior existence of Croceus’ prize creation, the human race. Moon Temples In almost every corner of the world there are temples constructed for worship of the Moon Gods. Each temple is constructed as a ziggurat, with a small temple on top with a square opening in the center of the pyramidal roof. A temple is dedicated to a single Moon, and is constructed within the region that belongs to that Moon. It is usually run purely off donations—most temples have enough regular attendees with fat enough pockets to keep things running smoothly. Each temple has its own worship style that is heavily shaped by the nature of the Moon God that is worshiped. Temples of Se practice open services of private contemplation in large meeting chambers, and a prayer circle for the year’s needs in the main chamber on Greenbirth (Set 1). Temples of Se tend to also be centers of medicine and refuge. Temples of Nö have midnight masses where the most powerful necromancers or undead speak of the power of death and commit an act of sacrifice—a human life or other. No special actions are taken during Nöt, for followers of Nö believe that death is all-pervasive and need not a time to strike. Temples of Nö are also centers of necromancy and research into the art of necrotic implants. Temples of Rü have sparring matches at noon daily, with brief contemplative meetings after in which clan elders speak of valiant battles and righteous warriors and lessons learned during the day. On Swords eve, a temple of Rü is bustling with blacksmiths and those wishing to have their ores shaped for the creation of arms. Throughout the rest of the year, these temples still keep some forges burning. Temples of Nìr are run by scribes and are filled with vast public libraries. Organized debates are held daily in the meeting chambers, and there are some laboratories that run public funded experiments, usually during the season of Nìrt which is considered most favorable. Sometimes a Temple of Nìr will have enough donations to run a university nearby. Temples of Ne on the surface appear like Temples of Nìr with their books and laboratories. The subject matter of study is different, however. All things magic come under discussion in a Temple of Ne, and the crafting of magic items takes place here. People who exhibit no magical aptitude are usually barred entrance into the temples, and the chief authority in a temple is the local Magistrate. Prophecy: The Awakening of Croceus The balance of the Moon Gods becomes a moot point when considering the power of Croceus. There is no question that Croceus has complete dominion; he created everything, including the gods, and therefore can control everything. The issue is that he is asleep after exerting the energy to create his realm, and no one is sure when he will awake. Near the beginning of recorded history there was a short-lived cult of Croceus who maintained that he would awake soon, and gave a description that in his awakening he would drive the Moon Gods into a different realm and take actions to perfect his seas to be a paradise for mankind. It maintained that only through focused worship of Croceus would he gain the energy to awake. Many found the idea of the complete removal of the Moon Gods disconcerting, but most longed for the awakening of Croceus. This strange region-less religion dedicated to a sleeping god was met with doubt, but tolerated. The mystery came from the fact that when this religion gained followers and become powerful enough to rival the other five churches of the Moon Gods, an unknown force killed every follower by fifths. On the day of change for each season, Croceans who were members of this religion in the region affected by the season would drown in their sleep, having lungs filled with saltwater with no explanation. This instantly turned off new conversions to the religion, the exact name of which is forgotten. The mystery of what killed the followers was never solved, but marked direct worship of Croceus in the hopes that he would awake as cursed. Some suspect that the Moon Gods struck the believers down before they could gather strength to awaken Croceus and remove them from power, but this belief is quickly hushed, and requires belief in the accuracy of the cult’s prophecy. Life and Trade There are many cities and ports on the Crocean seas, and they interact with a fairly complex trading system. Banks and Gold What makes the trading system the most complex is how money is used. The international currency consists of degrees of useless but precious metals. These are roughly equal to dollar amounts on the purchase DC table in the D20 Modern Roleplaying Game core rulebook. A copper piece is worth one dollar, a silver piece is worth ten, and a gold piece is twenty. When entering a city, most traders invest their gold pieces in a local bank in exchange for local paper money representing their stake of precious metals. This idea was implemented not too long in the past, but is extremely popular. After a merchant trades in a city, he accrues more of the local paper money. Though a nations paper money might be acceptable in some other places of the world, most people and places only accept their own, and for this reason a merchant takes his new money back out of the bank, giving a small tax usually to the local government for his trade. Just as in normal D20 modern no taxes have an effect on wealth, this tax is still important to remember because it is how cities fund public projects and armies. The vaster a trade a location has, usually the nicer its roads and temples are. Important Cities There are hundreds of cities in the Crocean seas, and these listed are some of the larger and more important ones. Magrek This flashy and festive town is located on the southern edge of the southern most large island mass that makes up Thunis. It is a city of strong economy, shipping magically enchanted weapons world-wide, but keeps its most powerfully enhanced weapons within its own city limits. Its broad boulevards, clean environment, and ritzy resorts have made it a center for tourism as well as trade. It has a strong arcane tradition and many arcane universities usually centered around a Temple of Ne. For the past 200 years magistrates from the Teagra family have been running the city, and they have given relative security and stability. A crime element exists, but it is stunted as compared to the likes of cities such as Sailor’s Keep. Most law enforcement and coastal guards are outsourced from Onìr and Berügar. Magrek does not mine often but does carry raw Thunerith crystals purchased from other towns. Port Sumner With a deceivingly innocent name, this is the main port of Nöcrin, located on its northeastern edge. It has no wall for the safety of its people, but has never been the target of a pirate raid because of its poisonous air and dangerous environment full of undead and other wicked beings. An ancient Voodoo shaman who spends his time creating more powerful undead to use in evil plots and schemes rules Port Sumner. There is almost no travel into Port Sumner, and it has no monster-hunting guild. Its citizens are basically slaves, tilling fields for stunted crops and mining the land for more Nöcrite. Sailor’s Keep On the northern island of Berüth, this coastal city is known for its immense ports and tall walls. Founded by sailors as a port to rest and trade, there is no formal army, but there is somewhat of a militia that is kept on call to man cannons on the walls in case of a pirate attack. Its hundreds of winding stone streets creep slowly up the side of a mountain, stopping when the land gets too steep to build on. This city has no banking tax and is why it is extremely popular for trade, and because of this the entire city was built by private funds of the richest citizens, the walls and militia seen as a necessary addition for positive trade. All around this city’s walls is a dense jungle filled with hiding bandits, strange creatures, and adventurous explorers. This city is known for its extreme commerce and equally extreme crime. There are many gangs and hardnosed merchant groups, and the common monster-hunting guild. Nöcrinians trade here, so it is possible to get necrotic implants. The streets are not entirely safe at night and there are rumors that a vampire runs his own mafia in the city, called the Black Sailors. Monster Hunting and City Life Almost every major city has a local monster-hunting guild. These guilds are vital in that they attempt to accurately keep track of what specific monsters have been discovered and how many of them were killed. They also track what locations monsters have been reported sighted by trusted sources. Monster hunting is popular for several reasons. First is that because of the rarity of monsters, trophies taken from them are extremely valuable. A rich merchant would be proud to have a set basilisk tales, or quite possibly an entire basilisk preserved through taxidermy. The second reason is that many people believe that certain parts of a monster can grant its holder special powers of that monster, and this is believed to increase in strength when one has multiple artifacts of the same monster. GM’s who wish to incorporate monster hunting into their campaign may decide to make this true. As a rough guideline, it is probably good to let 1 artifact of a monster grant the weakest of a monster’s special abilities, or a watered down version, 3 artifacts allowing for a moderate ability, and 5 unlocking the most powerful of a monster’s traits. It is obvious that restraint must be used to not overpower PC’s of low level, but considering that monsters with the most desirable abilities are usually harder to kill, this helps set a scale of at what level PC’s can access an ability. Artifacts granting power should never be available for purchase by the PC’s. Only useless but stately artifacts (such as a stuffed troll without his regeneration-granting preserved heart) should be available for purchase. |
| #9SkrittiblakAug 17, 2006 4:17:58 | This is awesome work ThinkHard! I can't tell you how impressed I am. |
| #10thinkhardAug 17, 2006 14:35:36 | thanks, strittiblak! Yeah i'm putting a lot of work into this because i find my campaigns are more successful if i have a very detailed and custom setting--using detailed prebuilt works okay...and using a vague custom setting is okay too--but like i said i think i do better when i have a fleshed out custom setting. |
| #11battles14Aug 17, 2006 16:15:57 | Thinkhard, that's absolutely amazing. Any chance you're going to be compiling this information into a .pdf? That would be amazing. If you've got some extra time outside your game, your help would be greatly appreciated with a neat project I'm thinking about starting (the thread should be around here somewhere...) |
| #12thinkhardAug 17, 2006 21:32:21 | If I have time I might...I can put together a mean PDF with adobe indesign, it just takes a long time. Thanks for the support! I think I'll also wait for some more material and severely edit my work before I try to press a PDF. |
| #13thinkhardAug 25, 2006 8:03:35 | Posted a description of how trade functions, a description of a city (more to come), and a brief explanation of a monster hunting module for a campaign. |
| #14thinkhardSep 09, 2006 22:57:51 | Posted another city description, info on the special metalls in the first chapter on moon gods, and a description of one of the native monsters (drakkel). Any more thoughts? I have a campaign running right now, only on its 3rd session...seems to be going ok though! |
| #15zombiegleemaxSep 09, 2006 23:30:52 | You win. No, seriously, this is pure genious. |
| #16thinkhardSep 10, 2006 12:23:57 | hey, thanks man! Right now i'm looking for questions, material suggestions, and things pointint out plot holes or whatever so i can help patch this up and make it a stronger setting while i keep adding more material. Anyone have any input along those lines? |
| #17zombiegleemaxSep 10, 2006 16:30:23 | I'd go a little more in depth on the main islands, not nessecarily too much, but a little more. Rough size, population estimate, etc. I'd add a few more important cities. In China Mieville's The Scar there's a sweet floating city made out of the hulls of ships. You could do something similar, (although probably not the same, because in his story everyone who went there could never leave). Onirum and Berugrium could use a little nerfing, as Oirum costs the same as Berugrium, and it's clearly (in my mind) superior. Berugrium could cost less, or Oinirum could have some sort of drawback. But it's sturdier, ranged weapons are better, it's lighter, it allows for better dex bonus, and it costs the same as Berugrium which is inferior. |
| #18thinkhardSep 10, 2006 19:54:34 | I'd go a little more in depth on the main islands, not nessecarily too much, but a little more. Rough size, population estimate, etc. The only ranged weapons that benefit from Onirium are guns, with a +2 attack bonus, and yes onirium armor is mostly superiour unless you're proficient with heavy armor and have a low dex. Berugium is better for melee weapons and increases damage for arrows while decreasing accuracy a bit, and berugium has twice the HP/Hardness bonus of onirium. I do see that onirium may be more useful most of the time and i might consider making berugium cheaper, maybe +10 for weapons and +12 for armor? I planned on making up more cities, been making them as i need them. I do see the need for a population estimate and rough area, thanks for pointing that out! The detail slipped my mind. |
| #19zombiegleemaxSep 10, 2006 20:39:12 | No problem, I really like the idea! Make Berugium cheaper all around, since although it is aimed at a target audience, that doesn't stop it from being inferior. In fact, they're both a bit pricy. I'm looking forward to seeing more from you, I really, really, love the campagin. |
| #20thinkhardSep 10, 2006 20:41:59 | part of the reason they're so pricy is that their bonuses are unnamed and stack with enhancement bonuses, so i figured it would be a little too nice to make them very cheap. Thanks again! unless i get a burst of inspiration, i'm mainly done for today and won't have any new material posted until some time tomorrow |
| #21zombiegleemaxSep 10, 2006 21:35:36 | good point about the unnamed bonus. Speaking of which, does d20 modern have masterwork equipment? If it does then you'd better say that anything made with this stuff is considered to be masterwork. And maybe make Berugrium armor +10 and weapons +8? |
| #22thinkhardSep 10, 2006 22:25:55 | good point about the unnamed bonus. Speaking of which, does d20 modern have masterwork equipment? If it does then you'd better say that anything made with this stuff is considered to be masterwork. And maybe make Berugrium armor +10 and weapons +8? Good point. I agree, also with the pricing as well after thinging about it. |
| #23zombiegleemaxSep 11, 2006 22:10:57 | I'm glad I could be of help! I look forward to seeing more, and I hope I can continue to provide positive input. |
| #24thinkhardSep 17, 2006 14:12:24 | I got bored and decided to write up some gambling games that of course sailors would be addicted to in a pirate setting ![]() Gamut Gamut is played with 6 players and a Gamut deck. A gamut deck has cards numbered 1-12 in 5 suits. The suits are blades, leaves, bones, scrolls, and cogs. Players enter the game on paying a predetermined buy in that is added slowly in equal amounts to the pot for each round. Gamut consists of 5 rounds. At the beginning of the first round each player has 2 cards and bid on a kiddy of 2 cards. A bid consists of both money and risk. Two bids can be of the same projection, say, 3 cards of a certain suit by the end of the first round, but whoever bids the most on their projection wins the kiddy. A bid of a higher projection must be equal to or greater than the amount of money placed on a bid of less risk. A player who wins the bidding then adds the kiddy to their hand. The first round consists of each player taking a turn looking at two cards from the top of the deck, adding them to their hand, exchanging them for cards in their hand, or putting them back, and then shuffling. In the first round, a player cannot have more than 4 cards in their hand at one time. By the end of the 5th turn, the players declare how much of a specific suit they have, and a 7th agreed upon bystander looks to confirm the count. Who ever has the least of a specific suit at the end is eliminated and shuffles their cards back into the deck and claims no money for that round and loses their buy-in. If there is a tie for the least amount of cards of a suit, then who ever bid the least on the kiddy is ousted. The winner claims the pot for the round. If any player who won the kiddy did not reach his projection, he pays back money equal to his initial bid for each card he missed the bid by into to the pot for the next round. No new cards are dealt to the players and they keep their 4 card hands for the next round. The 2nd round consists of the exactly same procedure, except the hand limit is raised to 6 cards. If a player has money from the 1st round but is eliminated in the 2nd round, they are permitted to keep the previous round’s winnings. This procedure continues until the 5th round, where only 2 players are left and the card limit is 12 cards. If a player receives 12 of the same suit before the end of the 5th round, he claims all money on the table, even the opposing players’ previous winnings from the past 4 rounds. If not, whoever has the most cards of a specific suit by the end of the 5th round wins that round’s pot as usual. Penalty pays go to the opposing player if the player who won the kiddy did not reach his projected amount. It is assumed a player can afford to cover his penalty pays when he makes an initial bid, and if he cannot, he is usually blacklisted from gambling groups in which he was caught performing a “fake-bank.” Gamut Variations: Back-Gamut: Players are permitted to bid on projections that are impossible to attain (bidding on 5 blades in the first round) as long as penalties a dually paid at the end of the round. Eight-Gamut: There are 8 players, each with one card, each giving a predetermined buy-out and nothing else. The game is played in one round of undetermined length until one player receives a number card in the 5 different suits, with a maximum hand size of 5 cards. Seven-Gamut Grudge: The same as Eight-Gamut, except that there are 7 players and they can keep a 6th card for the purpose of blocking a player. Cards placed back in the deck are placed face up so the other players know what was put back in. The game ends in 12 turns, whoever having the most of one card wins, ties divide the pot evenly. The game usually ends with players betting poker style on what they consider to be their chances of winning before revealing hands. Onthish Gamut: Same as normal Gamut, except penalty pays are divided among the non-eliminated players and not added to the pot for next round. Onthish Sitting Gamut: Same as Onthish Gamut, except eliminated players still collect from penalty-pays. Double Gamut: The same as normal Gamut, except two Gamut decks are used and shuffled together. Players are not eliminated, leaving the table with winnings earned over the whole game. Penalty pays in the final round are divided among all the players. Double Prize Gamut: The same as Double Gamut, except the 5th round penalty pays go to the highest ranking player that did not win the kiddy, ties again broken by whoever bid higher on the kiddy. Eclipse Dice This game is played with any number of sets of 6-sided dice, an extra die, and cups to conceal rolls. All of the dice have a green side, a black side, a blue, white, and red side, and also a yellow side. These respectively stand for Se, Nö, Rü, Nìr, Ne, and Croceus. Players join the game with a determined buy in. The extra die is rolled, and whichever face lands up is the moon that is in “eclipse.” Players then roll their cup and look at their 6 dice secretly. For each die that comes up with the moon that is eclipsed, that player receives no points. For each die that comes up with Croceus, that player receives -1 points. If Croceus came up on the eclipse roll, it has no effect on the game and scores are only lowered by the numbers of Croceus faces that come up. The purpose is to achieve “eclipse” and receive the lowest score. After initially looking at their dice, players may decide to take a singe re-roll but must stay with the second role for when dice are revealed and scores are calculated. Players then take turns betting amounts poker style on what they consider to be the likelihood of their winning. The player with the lowest score wins the pot, with ties being broken with an additional match between the tying players until a winner is achieved. Eclipse Dice Variations Depmeni Eclipse: In this version, a higher score is desired, with all faces not in eclipse being worth 1 point. Two dice are rolled to determine eclipses, or in the case of the Crocues face, an absense of presence. Duplicate eclipses are re-rolled. This variation was created off the idea that one wants to avoid an empty sky to ward of Depmeni. Miner’s Dice: In this version, a higher score is again desired. Each player rolls their 6 dice openly, re-rolling each individual die once if desired. After players decide on a set of dice for themselves, the extra die is rolled to determine a season. A player receives 1 point for each die it has showing the same moon as is in season. Croceus is always worth 0 points, and if Croceus comes up as the season, then players win off of having the most of one moon. There is no betting phase at the end of the game, only the buy in is played for. |
| #25thinkhardSep 28, 2006 20:10:17 | Posted a new city, two new native monsters (well one is a template), and as shown above, some gambling games. Also gridded the map to show relative distances. Any other input? |
| #26thinkhardOct 11, 2006 22:39:30 | Fixed some post errors, and actually added the new monster this time (malkin fish) that i thought i added to the post but apparently did not......Again, just looking for some criticism. |
| #27SkrittiblakOct 12, 2006 4:26:15 | 150 HP! That Malkin Fish is pretty impressive. If you're trying to make it scary you may consider giving at a higher Dex bonus. I imagine that a big fish like that is still pretty dextrous underwater. Another thing I'm interested in is how you designed the 'cover image' of the Crocean Seas on Post 1. Looks cool. |
| #28thinkhardOct 12, 2006 11:24:34 | 150 HP! That Malkin Fish is pretty impressive. If you're trying to make it scary you may consider giving at a higher Dex bonus. I imagine that a big fish like that is still pretty dextrous underwater. I'll consider the high dex...I was thinking of them as sort of lumbering creatures, but i forgot the maneuverability that most fish have...unless they're more like whale sharks, which can hardly move at all I'll think about it.I designed the cover image with photoshop, just cutting up royalty free pictures, filtering and color editing them to make them work together. The moons in the sky were all added after the fact, the boders where made with bevelled vector images i constructed, the pane looking textures were cut from a closeup of a church window, and I just used the text tool with some color choice and stroke addition to make the cover text "Crocean Seas." Hm...higher dex.....still not sure how i feel about that. How do you other guys feel about making the malkin fish more flexible? |
| #29thinkhardJan 31, 2007 12:35:01 | Legend of the Sixth Moon: Ith For those brave enough to research the artifacts of those who worshipped Croceus, an interesting legend can be found almost as frequently as the Awakening Prophecy. This is a legend of unique and unseen moon that threatens to bring a terrible end to the world if Croceus is not awakened in time. It is the story of the Moon God Ith. Supposedly at the beginning of creation, soon after Croceus fell asleep, the Five Moon Gods decided to test their powers. They decided to make another God, to see if they could create a divine entity in the way Croceus could. They created a nameless and gray god that had the powers to rule the elements as they did, but was subject to their authority. To see if he was truly like them, the Moon Gods asked him to choose an aspect of something contained in the Crocean Seas to be his element that he should have power over, and then prove his influence. This new god was crafty and wicked, unbeknownst to his creators. He chose hunger as his characteristic, and to demonstrate his power, he descended and began to eat many things. He, in a form similar to an enormous man, feasted upon the islands, devouring people and precious metals, and becoming stronger upon each thing he consumed. Realizing he would undo their domain, and possibly grow out of their control, the Five Moon Gods struck back, and using all their strength, drove him away. They were unable to destroy him, but banished him to deep darkness, hoping one day to find a way to end his existence. In the darkness, this gray god names himself Ith, and created servants that he could send across the void to do his bidding in the realm of the Five Moon Gods. He vowed to one day to lay waste to the Crocean Seas to rob the Moon Gods of their domains, and then when the time was ripe, destroy them as well. Any writing found pertaining to this tale stresses that Ith’s power over hunger allows him to consume something and then gain the aspects of it. Thus, by feasting upon the Crocean Seas and eating its elements, he became like the other gods: strong, intelligent, vigorous, deadly, and a wielder of great magical power. The legend maintains that if these traits are properly developed, which will inevitably happen if he is not prevented from it, he will become invincible and the Moon Gods will be unable to stand before him. The only force that could kill him then or in the present, is Croceus, if only he could awake. |
| #30thinkhardFeb 02, 2007 1:16:14 | This legend of the sixth moon stuff I did is something i'm considering to throw some spark into my campaign...do you guys think it's a decent idea? Or does it seem too much of a stretch? I have some cool ideas for the servents of Ith, though ;) |
| #31SkrittiblakMay 28, 2007 6:18:50 | Wasn't there more to this setting? I seem to recall this was a fair number of pages, no? |
| #32j0ltMay 28, 2007 7:01:01 | This reminds me of a somewhat wetter version of Dark Sun, which happens to be my favourite D&D setting. An idea that's not completely original, but may fit well into your world, particularly the area called Nocris: A ship graveyard. Shrouded in fog, dozens upon dozens of lifeless ships drifting together in an eternal dance while the once-living crew waits with perfect patience for their next victims to come in search of treasure. |
| #33thinkhardAug 24, 2007 14:08:37 | Hmmm...sounds like a pretty interesting idea. Sadly, some of my players read this thread so I doubt I can surprise them with it! Might still throw it in for kicks. |
| #34thinkhardApr 27, 2008 13:57:29 | /true thread resurrection. I might re-open this campaign setting to my players. I finished their campaign on an epic cliff-hanger when the servants of the Sixth moon god Ith attacked. The jist of the epic cliff-hanger: Players tracked down their nemesis, found her, killed her. Figured out she was making deals with the Servants of Ith. They figured out she was a Phasmat moonkin. A bunch of pieces fell into place. She had been traveling around from island to island, making stops in Onth, Thune, and some other places. She had collected technology that had allowed the creation of the Lynks, and had struck deals for massive amounts of smuggled Onirium. Right when they realized that all of these research and resources had been handed over to the servants of Ith, they look out and see a massive cube, the size of a mountain, being carried on the backs of 4 colossal lynks. The party GTFO, hops on their boat, and sails as fast as they can away, only to see the colossal lynks drop the cube on top of the city they were just in, completely crushing it. On top of the cube is another city; larger, more fantastic looking. In short, the invasion of the Sixth Moon God had begun. Where to now? I've been thinking that the players have a lot to deal with—both the Moonkin and Depmeni had been assisting the servants of Ith, and at least some of the Moonkin have been directly betrayed already when they were crushed under the massive cube. Anybody got suggestions to carry on this massive story? |
| #35thinkhardJun 17, 2008 22:01:59 | thread resurrection take two Now that people are having fun with their 4th edition, I doubt as many players are trolling the d20 modern boards. I'm still curious to see what other opinions are out there. |
| #36thinkhardOct 02, 2010 13:38:10 | AAAAH! I forgot all about this! I don't even know how these new forums work. |