CommodoreFluffy
2008-12-20, 03:06 PM
Hello Boys, and Girls, and those of you who haven't decided.
I am making a Campaign setting for me and my brothers, and whoever wants it over the break to not die of boredom. This is just an online backup, noteboard, and place for any suggestions
Technology level is equivalent to that of the height of the Roman Empire.
World has Differing Climate, Like earth.
• Humans dominate the world. meh
• Gods are real and active. no, read notes below
• Magic is real and can be used by anyone who learns it. Limit Magic, Alchemy!!!
• Opposite alignments fight each other.no way
• Arcane and divine magic are inherently separate.
• The wilderness is separate enough from the cities to justify 3 wilderness-oriented classes.
• There are hundreds of intelligent species of creatures, but 99% of them are considered "monsters".
• Arcane magic is impersonal and requires no "deal" with a supernatural being.
• Beings from other planes of existence try to influence the mortal world, usually on behalf of gods/alignments.not so much
• Magic items are assumed to be available, and game balance proceeds from that assumption. Limit Availability
• Magic is consequence-free. Magic is Illegal
Polytheistic Religion
Like Christian Church???
Divine Magic:
Divine Magic requires belief, not a gift from the gods.
Arcane and alchemy:
a science, sat upon by the church, "Arcane Revolution" could be campaign plot line
Barbarian- Barbarians more like Braveheart, less like Rambo
Bard- doesnt fit
Cleric- Physically Weaker, Power more Subtle increasing certain rolls, more auspicious conditions, and guidance
Druid- more like barbarians, but weaker, and based in magic
Fighter- Soldier, more team based
Monk- In this world, monk means bald guy who holds lead crosses, and swings incense, so no
Paladin- Centurion, lots of leadership bonuses, keep the mount, and replace “good” with mostly law. Get rid of magic
Ranger- Hunters, lose the magic
Rogue- more bureaucratic
Wizard- Underground, cult like, Faction
Alchemist- Flashiest magic, transmutation, no spells, instead, they prepare concoctions, act as potions, or as other things
Humans
Dwarves- Noble Savages / artisans
Gnomes- NOT INVENTORS Live underground merchant class
In the central empire
Bureaucratic families, Machiavellian cloak and dagger stuff
Competing empire
Barbarian Factions
Wizard Underground, some pretend to be clerics.
Starts in gladiatorial arena, players have been captured in war, or expansion, or in civil unrest/political prisoners, and they are teamed together to fight animals, and other men.
Villains:
1. A barbarian, also taken prisoner, who tries to make a deal and turn on the party, may be in a different team, and driven by revenge
2. Human Rights Activist, tries to imprison and persecute the party, avoids killing (Macgyver?)
3. Deceptive Politician: working to get power, money and influence through deception, lies, assassinations
4. Emperor of other nation: bleh not much to say here
Main Empire is the Red on the map
http://i234.photobucket.com/albums/ee63/CommodoreFluffy/World.png
I am making a Campaign setting for me and my brothers, and whoever wants it over the break to not die of boredom. This is just an online backup, noteboard, and place for any suggestions
Technology level is equivalent to that of the height of the Roman Empire.
World has Differing Climate, Like earth.
• Humans dominate the world. meh
• Gods are real and active. no, read notes below
• Magic is real and can be used by anyone who learns it. Limit Magic, Alchemy!!!
• Opposite alignments fight each other.no way
• Arcane and divine magic are inherently separate.
• The wilderness is separate enough from the cities to justify 3 wilderness-oriented classes.
• There are hundreds of intelligent species of creatures, but 99% of them are considered "monsters".
• Arcane magic is impersonal and requires no "deal" with a supernatural being.
• Beings from other planes of existence try to influence the mortal world, usually on behalf of gods/alignments.not so much
• Magic items are assumed to be available, and game balance proceeds from that assumption. Limit Availability
• Magic is consequence-free. Magic is Illegal
Polytheistic Religion
Like Christian Church???
Divine Magic:
Divine Magic requires belief, not a gift from the gods.
Arcane and alchemy:
a science, sat upon by the church, "Arcane Revolution" could be campaign plot line
Barbarian- Barbarians more like Braveheart, less like Rambo
Bard- doesnt fit
Cleric- Physically Weaker, Power more Subtle increasing certain rolls, more auspicious conditions, and guidance
Druid- more like barbarians, but weaker, and based in magic
Fighter- Soldier, more team based
Monk- In this world, monk means bald guy who holds lead crosses, and swings incense, so no
Paladin- Centurion, lots of leadership bonuses, keep the mount, and replace “good” with mostly law. Get rid of magic
Ranger- Hunters, lose the magic
Rogue- more bureaucratic
Wizard- Underground, cult like, Faction
Alchemist- Flashiest magic, transmutation, no spells, instead, they prepare concoctions, act as potions, or as other things
Humans
Dwarves- Noble Savages / artisans
Gnomes- NOT INVENTORS Live underground merchant class
In the central empire
Bureaucratic families, Machiavellian cloak and dagger stuff
Competing empire
Barbarian Factions
Wizard Underground, some pretend to be clerics.
Starts in gladiatorial arena, players have been captured in war, or expansion, or in civil unrest/political prisoners, and they are teamed together to fight animals, and other men.
Villains:
1. A barbarian, also taken prisoner, who tries to make a deal and turn on the party, may be in a different team, and driven by revenge
2. Human Rights Activist, tries to imprison and persecute the party, avoids killing (Macgyver?)
3. Deceptive Politician: working to get power, money and influence through deception, lies, assassinations
4. Emperor of other nation: bleh not much to say here
Main Empire is the Red on the map
http://i234.photobucket.com/albums/ee63/CommodoreFluffy/World.png