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GreenMuffin
2010-01-09, 11:49 AM
Mundia

My friends, my cousins, and I made this homebrew land. It was made around the time I got interested in D&D which was fairly recently. because of this, it is still a little squishy and new. Nothing is perfect, and I am still working on a lot of this. I would love to hear your comments or suggestions.


Table of contents

1. Intoduction
sub. 1. comments
sub. 2. table of contents
2. History of the world
sub. 1. Dex
sub. 2. Sinistro
sub. 3. The Great War
3. countries & History of Dex
sub. 1. Adul
sub. 2. Hostis
sub. 3. Shorn
4. countries & history of Sinistro
sub. 1. Perex
sub. 2. Bestiola
5. countries & history of the seas
sub. 1. Catinus sea
sub. 2. Gem sea
6. Homebrew Shtuff
sub. 1. Gemsh
sub. 2. Point Blank Damage
sub. 3. Amulet of potential
7. Characters
sub. 1. Marquat
sub. 2. Lucan

If you want to look behind the scenes, go here (http://www.giantitp.com/forums/showthread.php?p=7531447#post7531447)

GreenMuffin
2010-01-09, 11:53 AM
The Continents

Dex

Dex is "the land of of the tall people." In the very beginning, there were only inhabitants in the Fey Wilds and in one small village in which lived the Adulescentulus. As their populations grew, they began to build cities and towns. unfortunately, the only forests that haven't been destroyed are where the elves currently live and fight to protect their forest. In general, Dex is a huge wasteland of political chaos and destruction.


Sinistro

Sinistro, the land of peace, is where the small people live. The dwarves live in the northern continent, which is full of mountains where they live, whereas halflings live in the southern continent, which has very rich soil. They have no government and no choices large choices are made, so they live in complete harmony. The only war that the people of Sinistro have ever been forced to fight in is the great war, and that was to protect their land. Most of the time they sit and smoke or read or involve themselves in the arts. After the devastation of the great war, they continued their land of peace, but with a worried air. They would not let any of the large folk enter their shores.


The Great War

Before the discovery of Shorn by the goblinoids, The continent Dex thought it only had two countries, Adul and Hostis. They did not like each other very much. Thus, they had constant wars. On the continent of Sinistro, however, the two countries, Perex and Bestiola, lived in complete harmony, although they did not have enough in common to be united.

Sinistro was a paradise, a garden of Eden. Not wanting anything more sophisticated in their life, Sinistro did not grow in power or wealth, while Dex was having constant wars and wants. Thus, Dex grew in technology. They invented the boat, which they used to travel across the Catinus sea. They soon found that their world was round. However, since Sinistro was a small continent, they always missed it and ended up on the other side of Dex. When men or goblins landed on Shorn, the elves wanted to keep their country a secret, so they would kill them.

Then one day, a man named Don Hok landed on Bestiola. He looked and saw this world of small men, who were tilling soil and living in paradise. Don was astonished, and immediately left Bestiola to return home. When he arrived home he told of his adventure, but everyone thought he was crazy. Don Hok had a son, who soon grew up and was determined to find this other continent of small people. Lag Hok, Don's son, managed to hire a crew and ship and he took off across the sea. After many years, He finally found the continent of Sinistro. However, instead of fleeing from these small creatures at first sight, like his father, he walked down to the halflings. For proof he brought one halfling over. Seeing this weird creature, the humans were astonished, so they all sailed back to Sinistro.

When the humans saw this land of paradise, the humans immediately became greedy. They got property on Sinistro, and all was fine for a while. but soon the halflings noticed that the humans always wanted more, more, more! Meanwhile, the goblins found out about the other country, Perex. Soon they were tearing down some halfling's and dwarve's houses to get more property.

After a while of pain and suffering, the entire continent of Sinistro decided to wage war against Dex. This was huge! It was against the small people's kind nature to fight. In the beggining, Dex appeared to be winning, but then they an internal war. The humans had a fight with the goblins, and so Sinistro, taking advantage of this weakness, won. However, Some dwarves and halflings wanted to live in Dex to live a more complex life.

GreenMuffin
2010-01-09, 12:01 PM
Countries & History of Dex


Adul

The Adulescentulus, a small "human" tribe, lived a relatively peaceful life of living off the land for thousands of years. They completely unaware of any other form of civilization besides their village.

Then, one day, a Deva named Camael stepped out of Inlumo, and so Inlumo was discovered. He wandered through the wood of Shorn for a very long time until he came to Adul. fatigued with his long journey, he saw only one village where he could find rest, and that was the village of Adulescentulus.

When he arrived, he saw the primitive ways in which they lived. He decided to change the way those people thought. He taught them to make weapons out of metal, to build cities, and he taught them to make art they had never made before. They built a castle and Camael named it Arthak. He realized that no one knew the true nature of magic. Many Shamans of the Adulescentulus knew more minor magic, but none mastered what he called "true" magic. He brought some of the most trusted Adulescentulus to him and taught them the ways of magic. Suddenly, the Adulescentulus' eyes were opened. This was known as the Age of Awakening. Many Adulescentulus were not happy with all of this building, and continued to live their life of peace.

Then Camael saw death, and realized he was in the wrong plane. He decided to leave and announced it to the Adulescentulus. He told them that someday, he might return.

With the absense of Camael, the Adulescentulus fell into war. They split up into two large groups. One group called itself the humans, and the others the goblins. They were constantly at war. The Goblins looked for another land to live in. They ventured a long way north and eventually found another land that they named Hostis.

After a long time, fighting came to a minimum, There were only a couple skirmishes along the border. They needed to decide who should be the start of the bloodline of kings, so they hosted a huge tournament. Whoever won became king. After a lot of competition, the king was picked and his bloodline became the kings after him. They then made many cities outside Arthak, but their castle is where they consider their true home. Then, the Great War ensued. Afterwards, another time of relative peace came in until the presense of Shorn awakened the humans and they went to take over.



Arthak

The very first castle ever created. Camael ruled this castle and united the Adulescentulus within it. At the time of it's creation, Camael knew there might be war at one point in history, so he had the castle somewhat prepared, but it was mostly a second thought. Once he left and the goblins became an evil force, the humans who now ruled Arthak were troubled by the mass defenses that their spies told them that the Goblins had. They quickly built outposts 1, 2, and 3 to defend themselves.



Arthak Lighthouse

Built after the invention of boats. When Goblins learned about boats the humans ended up using the lighthouse as an outpost from attack of Goblins from the sea



The Fey Wilds

SEE: Shorn



Gonk

Gonk is a small town that was built after the main war between the goblins and the humans had died down.



The Temple

All the deities each have their own chamber in this temple. Clerics travel from all around to worship at this temple.



Hostis

In the time before the goblins, Hostis was inhabited by goliaths. Those Goliaths considered Hostis to be sacred. Unfortunately, they were later forced out by goblins, who killed many goliaths in the process. In fact, so many of the goliaths were killed that goliaths are now often referred to as a myth. The Goliaths were forced to move to the mountain of Kor. Thus, only a couple dwarves that live in the mountain of Kor know any personally.

After the goblins split from the humans, the goblins knew that they needed some tactical advantage. They searched for something that would make them stronger, stronger than the humans. Soon, they found a plant that, when crushed and fed to them, appeared to make them stronger. This drug Quickly spread throughout the Goblinoid population. They were, However, not aware of the dangerous side affects. Soon, their skin turned black and shriveled. Some goblinoids that were more resistant to the affects grew immense and very powerful, while some that were not as resistant grew smaller and more hunched.

There were fewer of the resistant Goblinoids, so they all decided to form their own culture and call themselves the Orcs. At the same time some of the goblins wished to separate themselves from the goblins, so they broke off and called themselves the hobgoblins.

They all continued attacking the humans until a time of relative peace. Each species of goblins decided made their own large city. Then, The orcs learned about Shorn. They managed to get the largest portion of Shorn, and then inform the other goblins of this other country. The goblins decided not to reveal it to the humans. The Humans had to find out from capturing a goblin, who squealed to save his life.



Blon

Blon, the city of goblins, is probably has the most defenses in all of Dex. It has so many defenses that the goblins had completely forgotten about living quarters until they were almost done with the construction. As a result, there is only a very small place in the center of the defenses where people live. Thus, you may often find goblins sleeping in the holds of catapults.



Klok

Klok, the city of orcs, resides to the east. The towering, powerful, city was the first to discover Shorn. This probably had something to do with living on the doorstep of Shorn. Rumors say that it was actually a hob-goblin that found it first, but the scout had been stopped by the orcs and tortured for the information before being killed.


Mon

Mon is the only mountain left standing in Hostis. The rest had been destroyed in order to make the three cities. Although supposedly evacuated, the ruins of the birthplace of Goliaths still stands.


The Outpost

The Outpost is shared, although very reluctantly, by all three cities. It looks for enemies crossing the border. The Outpost is the last remaining shred of alliance between all the goblinoids.


Pint

Pint is the hob-goblin city. It stands nearest the Adul border and is the most frequently attacked. because of this, the hob-goblins are the weaker force in the goblinoid trio.



Shorn

http://i45.tinypic.com/vo280x.jpg

A half-million years ago, Shorn was overrun with trees. The only place that didn't have trees was the mountain, the lake, and Inlumo. Elves originally lived in the fey wilds, but soon they discovered the normal, more dull world. The rest of the fey didn't like this new world, it was not bright, not... magical enough. The elves, however, loved this place. Life was more of a challenge. They all left to live in the "real" world. Thus, Shorn was an Elvish country, full of the arts, masterful skills, and peace.

This peace lasted for 450 thousand years. A thousand years after that, Shorn was found by the goblins. The goblins wanted more land, so they quickly began to invade from the north. A short, 5 year, war ensued in which the goblins quickly swept through and destroyed 80% of the forest, killing elves left and right. They made the city of Grooshum, the orc city, Gnik and Gnak, the twin cities, and the very small town of Gushlin.

At this time, A young dragon named Draco climbed out of the mountain, Kor, and decided to unite the goblins, because they often faught, under one leader, him. With his power, he conquered the goblinoid empire.

Soon after Humans made themselves known, and they wanted their piece of this new land. Humans didn't want to destroy the forest, because they would have to build new lands and destroy trees, which is all very hard to do. They immediately overtook the small city of Gushlin, and made it their own. This made the Goblinoids much less powerful, giving elves all the power again.

Humans and Elves remained been separate, despite the help that the humans had given to the Elves. Very few elves lived in human cities. At this time, the humans had a minority in population. Gushlin was the only human settlement, and was fairly small. Soon the humans began to branch out. 3 thousand years later, the small city of Gushlin began to find itself too crowded. They made a much smaller settlement called Sylum which existed very far away, and thus had terrible living conditions. 3 thousand years after that, even that area became to crowded, so they decided to make Gushlin a huge city. The most ideal placed to branch out was the Hightock Woods, which was the largest elvish settlement. Thus, war ensued. The new duke of Sylum then decided that it would be in their best interests to branch out as well, so they began to attack the Mishtoad Woods.

It was a long battle. Humans appeared to be on the loosing side. Suddenly, the humans got help from the goblins. If the humans gave a ludicrous amount of money to Draco, the humans would get protection of their cities. The humans went through and burned down 50% of the Hightock forest and about 65% of the Mishtoad woods. The war ended, with the victory of humans, and Gushlin quickly took over its section of the new land.

When Draco came around to ask for money, they declined, and Draco knew that this new large city was too large to attack. Draco wanted more land, so he turned his gaze over to the new land created by the near destruction of the Mishtoad Woods. There were only small settlements of humans there, with almost no protection. He quickly sent out many goblins to destroy those small human settlements and build their own. Sylum protested this, but Draco was now too powerful to resist.

Draco demanded more and more money from the duke of Sylum. Every time the Duke fell down on his payments, Draco would send goblins to destroy property in Sylum. after 300 years of torment, The new duke had to hire travelers to go and kill Draco. They succeeded. With the leader of the goblins assassinated, the Goblins became a very weak force, contrary to their previous superior power in that kingdom. Thus, the kingdom of Shorn became a human kingdom, with the main city at Gushlin.



Corim

Corim is very far away from human civilization. They send all of the strangely diseased. They sent all the half-elves and elves during the war. After the war they tried to keep all of the half-elves there, but failed. Also, when there was a lot of superstition about the fey, the gnomes were sent there. Not many people survive living there for more than a month. It is almost no longer a human settlement because the diseased of Grooshum, Gnik, Gnak, and almost all of the living settlements.



The Fey Wilds

The fey live off in their own world. They exist in their own world with their own politics. They have a council which takes care of problems. However, power is not equal in this council. The head of this council has altogether total power. The other council members do have the opportunity to change the head of council's mind. Each council member represents each species in the Fey. The Fey have a limited amount of contact with non-fey, except for the Nixies, which will take a human as a slave every now and then, though only for a year. Gnomes are the only species that live in both worlds.



Gnik And Gnak

Gnik, the goblin city, and it's brother city Gnak, the hob-goblin city. have been under constant war longer than living memory.



Grooshum

An orc city. Run by a religious government. The first non-elven settlement in Shorn.



Inlumo

Inlumo is where the boundaries between this plain and the others is broken. Devas often find themselves in this plain by accidentally stepping through Inlumo. Nothing much is known about the place



Kor

Dwarves and Goliaths live in the mountain Kor. They live in the higher reaches of the mountain. They were not native there, they only came there after the Great War. Many dragons live in the base of the mountain. Draco did not live here, however. He lived closer to Cantre lake.



Passing Of Power

In the beginning, the Elves ruled the land. When they were challenged by the humans, they became very preoccupied. During this time, the goblins took control of the power. After the slaughter of Draco, Humans claimed dominion over the land.

GreenMuffin
2010-01-09, 12:05 PM
Countries and History of Sinistro

Perex


Perex is at the edge of a continental plate, although no one during that time knew what a continental plate was. As a result, Perex is almost completely covered with tall mountains. The entire dwarven civilization started in the largest mountain, the mountain Bnorn. They lived under the ground for thousands of years. Bnorn had many trees growing on it, and the dwarves had adapted to eat the roots. They drank water out of wells that they found while mining. As their population grew, they began to venture out into the land of light. They made a couple villages above ground, but not very many. However, the land of light brought them one thing, Hops. Beer soon became a booming industry. They made lots of it and lived very happily. At the first contact with the halflings, dwarves took up the anvil and made the Halfling tools for farming and whatnot. weapons were only made for hunting. They prospered this way for a long time until the great war came.


Bestiola

Bestiola is the southern land of halflings. The halflings started on the Chinga valley, where they farmed their crops. They discovered tobacco and began smoking it in long pipes, living an easy and carefree life. Soon, some halflings spread throughout bestiola looking for even better soil for farming. They met with the dwarves, who supplied them with tools to help them with their farming. The Dwarves also taught the halflings how to farm hops, and so the Dwarves did not need to farm their own anymore. In exchange, halfings gave them tobacco, which both greatly enjoyed. Then the great war started.


Chinga Valley

Chinga Valley, the largest valley in Bestiola, is the birthplace of Halflings. The majority of halflings live in this valley by the coast. most of the farmlands exist right next door. Don Hok landed here when he arrived at Bestiola.


Jin

Jin is the major, if not only, port in Bestiola. Those who go there mostly want to go to Dex. During the occupation of the tall people, Jin was the access point of Sinistro.


Lunga Valley

This valley, existing within the Dab Woods, is the major crossroad in all of Sinistro. anyone wanting to go from anywhere to pretty much anywhere has to pass through Lunga. Thus, it has a huge variety of people. However, many people live there to water farm. Because everyone else in Bestiola needs so much water to farm their crops, and the Dub woods is full of springs, most of the water is collected from those springs (and the Rinva river) and sent to farmers in Tob and Chinga.


Rinva Hill

Rinva hill is a small town with a river running out of it. That river, the Rinva river, is the only existing river to run into the catinus sea. Rinva hill is a smaller town in the middle of the Klun plains, but the occasional traveler to Chinga is not out of the ordanary.


Tob

one of the few true cities in Bestiola. Tob lies right next to the great tobacco fields, and is often referred to as the "Smoking City." It has the largest tobacco industry in bestiola, and grows some of the finest weeds.

GreenMuffin
2010-01-09, 12:08 PM
Countries & History of the Seas

Gem Sea

Unlike the Catinus sea, the Gem sea is rich in life. The Gemsh, an underwater humanoid, live in the Gem sea, along with many fish. There are very few islands in the Gem sea, Only two or three, which are inhabited by barbarians and monsters. Most of the Gem sea has been charted, mostly by the Gemsh. However, the Gem sea is considered somewhat dangerous to adventure through, for many of the underwater inhabitants do not take kindly to strangers adventuring over their waters. The first man to travel the Gem Sea was Lik Nog, who also found that the world was round.


Catinus sea

The Catinus sea is completely uninhabited. No land-dweller knows why, and even several Gemsh don't know either. The few Gemsh that do refuse to speak. There aren't even any river going into the Catinus sea except the Rinva river in bestiola. There are several islands in the Catinus sea, meaning that many have not been charted yet. Because nothing lives in the Catinus sea, it is more safe to travel. Thus, most successful journeys have always crossed the sea that way.

GreenMuffin
2010-01-09, 12:30 PM
Homebrew Shtuff

I would especially like some comments for this section


Gemsh


Stats


+2 Strength

+2 Wisdom


Skills


+2 Perception

+2 Nature



Race feat

Quick swim
Ability to swim 6 squares per turn. Also to breathe underwater


Race power

Squirt water
Hit: Dexterty vs. AC
Damage: roll 1d4+strength modifier.
Range: 5 squares.
Description: You shoot a thin string of high-pressure water at your enemy.


Language


Deep Speech
Common



General facts

The Gemsh live in the Gem sea. They don't usually find themselves in the world of land-walkers. Mostly that only happens when they are washed ashore on the Gushlin river and they don't know where to go.


Appearance

The Gemsh are a deep-sea blue. They have webbed hands and feet, and their nose is pointed at the snout. They have scales. When they are on land, they wear normal clothes, but when in water, they wear a thin layer of clothes from seaweed.



Good For

Rangers, Barbarians, Clerics (I think...), Druids, Monk, and many more...

http://cghub.com/files/Image/010001-011000/10497/806_large.jpg

this is the best picture i could find. just imagine instead of a tail, there are a pair of webbed feet. Also, there are not any spikes.



Point Blank Damage

I don't know about you, but I've always felt that, when right next to an opponent, you should get more damage for ranged attacks.

For example. Say I was a wizard. If I were to walk up to him, place my hand on his face, and use magic missile, I feel that that should do WAY more damage than if I was shooting from 10 squares away.

I was thinking, to be fair, that I should get at least +5 to damage, if not +5 to hit roll too.



Amulet of Potential

Lvl 13 +3 sell for: 3,400gp

Enhancement: ability modifiers

Property: +3 to an ability modifier of your choosing

Power (twice per encounter): The Amulet shines with radiant light and blinds anyone within 2 squares for 2 rounds.

Special: If your character should reach below 0 HP, Their soul is taken and hidden within the amulet. When 5000gp worth of Residuum is poured on top of this magic item, all of the souls inside are immediately resurrected

GreenMuffin
2010-01-09, 12:38 PM
Pre-made character sheets

Marquat, the Gemsh barbarian

Hello

Marquat

Male Gemsh Barbarian
Level 1
Good

Strength 19 (+4)
Constitution 17 (+3)
Dexterity 13 (+1)
Intelligence 12 (+1)
Wisdom 15 (+2)
Charisma 12 (+1)

Height: 6' 4"
Weight: 200 lb
Skin: Blue
Eyes: Green
Hair: Purple; Straight; Beardless

Maximum Hit Points: 32

Bloodied: 16
Surge Value: 8
Surges / Day: 11 [includes constitution modifier]


Size: Medium
Speed: 6 squares
Vision: Dark vision

Initiative: 1d20 +2 = + 2 [dexterity]
Base Strength Attack: 1d20 +4 = + 4 [strength]
Base Dexterity Attack: 1d20 +2 = + 2 [dexterity]
Base Constitution Attack: 1d20 +3 = + 3 [constitution]
Base Intelligence Attack: 1d20 +1 = + 1 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]

Armor Class: 16 = 10 + 2 [dexterity] + 1 + 3 [hide]
Fortitude Defense: 16 = 10 + 2 [barbarian] + 4 [strength]
Reflex Defense: 13 = 10 + 2 [dexterity] + 1 [barbarian agility]
Will Defense: 11 = 10 + 1 [wisdom]

Armor: Hide (25 lb)

Shield: None

Attacks:

Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+4 [strength bonus]
Greatsword: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d10+4 [strength bonus] 8 lb (Heavy blade)
Devastating Strike +4w [base strength attack] vs AC
Howling Strike +4w [base strength attack] vs AC
Great Cleave +4w [base strength attack] vs AC
Swift Panther Rage +4w [base strength attack] vs. AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
190 lb.
380 lb.
950 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
116 lb. or less
117-233 lb.
234-350 lb.
350 lb.
700 lb.
1750 lb.

Languages: Common; Deep Speech;

Rituals Known:

Skills:

Acrobatics: +1 = 2 [dexterity] -1 [armor]
Arcana: +1 = 1 [intelligence]
Athletics: +3 = 4 [strength] -1 [armor]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +1 = 1 [wisdom]
Endurance: +2 = 3 [constitution] -1 [armor]
Heal: +6 = 1 [wisdom] + 5 [class training]
History: +1 = 1 [intelligence]
Insight: +1 = 1 [wisdom]
Intimidate: +1 = 1 [charisma]
Nature: +8 = 1 [wisdom] + 5 [class training] +2 [Gemsh]
Perception:+8 = 1 [wisdom] + 5 [class training] +2 [Gemsh]
Religion: +1 = 1 [intelligence]
Stealth: +1 = 2 [dexterity] -1 [armor]
Streetwise: +1 = 1 [charisma]
Thievery: +1 = 2 [dexterity] -1 [armor]

Feats:

Farshot
Quick Swim

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+4 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +1 [acrobatics] vs reflex / +3 [athletics] vs fortitude [move action]
Devastating Strike [Level 1]
Howling Strike [Level 1]
Squirt Water [race]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
War Cry [free action]
Great Cleave [Level 1]

Daily Powers:

Swift Panther Rage [Level 1]

Gemsh

* +2 Strength, +2 Wisdom (already included)
* +2 Perception +2 Nature

Barbarian

* This barbarian chose the Thunderborn Wrath feral might option.
* Barbarian Agility
* Rage
* Rampage



Gron's Equipment:

33 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
_____
67 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about Gron:

background

I woke up and looked into the eyes of an elven woman. Her eyes were blue and her black hair swept down towards me. Her skin was the oddest color, a pale skin. I had never seen anything like it, only the different shades of blue of my world. She reached down and lifted me up. Her hand had an odd softness to it. I stared at her. She laughed. Do not worry. There have been several Gemsh that have found themselves on this river bank, but you are the first I've seen.

like that I was introduced into the land of the land-dwelers. That was two years ago. I lived with the elven woman for many years. Eventually we fell in love. We were married on a hilltop nearby by an old cleric that lived in the woods. Then, one day, I had an odd feeling. It was a sharp pang in my mind. I would go blank for many hours. Sheena (my wife) said that I would go out for an hour and hunt. One time, I woke up with a very large sword in my hand. She said that I had went off and came back with it (If allowed magic weapons, this will be one). Soon, I found an eagerness for adventure. I would twist and turn in bed. Sheena then said that I should go and find myself an adventure, then come back. Then, I might be satisfied

Mannerisms and Apearance

ignore what the chracter sheet says for this

Marquat has light blue scales that cover most of his body. The little skin that shows is also light blue. He has no hair, only three lines of skin that star at the top of his forehead and go to the back of his head. He is about the size of an average human. He wears a tooth that points down over his left eye. He wears a wolf coat, and deerskin pants. He carries his Great Sword strapped to his back, but hidden under his coat so that only the hilt is shown out of the coat. His webbed feet are bare. although this appearance is fairly intimidating, he is very kind and respectable, which is mostly why Sheena married him. He is sorta like a big teddy bear.

possible magic weapons


+1 magic Great Sword
+1 parrying Great Sword
+1 Insecapable Great Sword
+1 acidic Great Sword
+1 Flaming Great Sword


current free items

Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1


[B]Lucan, the Elven Ranger

Hi! I hope I can help you

Lucan

Male Elf Ranger
Level 1
Good

Strength 13 (+1)
Constitution 12 (+1)
Dexterity 18 (+4)
Intelligence 11 (+0)
Wisdom 16 (+3)
Charisma 10 (+0)

Height: 5' 10"
Weight: 160 lb
Skin: Pale
Eyes: Green
Hair: Light Brown; Straight; Beardless

Maximum Hit Points: 24

Bloodied: 12
Surge Value: 6
Surges / Day: 7 [includes constitution modifier]


Size: Medium
Speed: 7 squares
Vision: Low-light

Initiative: 1d20 +4 = + 4 [dexterity]
Base Strength Attack: 1d20 +1 = + 1 [strength]
Base Dexterity Attack: 1d20 +4 = + 4 [dexterity]
Base Constitution Attack: 1d20 +1 = + 1 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +0 = + 0 [charisma]

Armor Class: 17 = 10 + 4 [dexterity] + 3 [hide]
Fortitude Defense: 12 = 10 + 1 [ranger] + 1 [strength]
Reflex Defense: 15 = 10 + 1 [ranger] + 4 [dexterity]
Will Defense: 13 = 10 + 3 [wisdom]

Armor: Hide (25 lb)

Shield: None

Attacks:

Unarmed Melee: +1 [base strength attack] vs AC; damage 1[W]=1d4+1 [strength bonus]
Short sword: +4 vs AC [+1 strength attack] [+3 proficiency]; damage 1[W]=1d6+1 [strength bonus] 2 lb (Light blade) Usable Off-hand
Longbow: +6 vs AC [+4 dexterity attack] [+2 proficiency]; damage 1[W]=1d10+4 [dexterity bonus] range 20/40 3 lb (Bow) Load free
Careful Attack +1w [base strength attack] vs AC
Careful Attack +4w [base dexterity attack] vs AC
Nimble Strike +4w [base dexterity attack] vs AC
Evasive Strike (melee) +1w [base strength attack] vs AC
Evasive Strike (ranged) +4w [base dexterity attack] vs AC
Split the Tree +4w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
130 lb.
260 lb.
650 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.

Languages: Common; Elven;

Rituals Known:

Skills:

Acrobatics: +3 = 4 [dexterity] -1 [armor]
Arcana: +0 = 0 [intelligence]
Athletics: +0 = 1 [strength] -1 [armor]
Bluff: +0 = 0 [charisma]
Diplomacy: +0 = 0 [charisma]
Dungeoneering: +3 = 3 [wisdom]
Endurance: +5 = 1 [constitution] + 5 [class training]-1 [armor]
Heal: +8 = 3 [wisdom] + 5 [class training]
History: +0 = 0 [intelligence]
Insight: +3 = 3 [wisdom]
Intimidate: +0 = 0 [charisma]
Nature: +10 = 3 [wisdom] + 2 [Elf] + 5 [class training]
Perception: +10 = 3 [wisdom] + 2 [Elf] + 5 [class training]
Religion: +0 = 0 [intelligence]
Stealth: +8 = 4 [dexterity] + 5 [class training]-1 [armor]
Streetwise: +0 = 0 [charisma]
Thievery: +3 = 4 [dexterity] -1 [armor]

Feats:

Farshot

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+1 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
Bull Rush: +1 [base strength attack] vs fortitude [standard action]
Grab: +1 [base strength attack] vs reflex [standard action]
Move grabbed target: +1 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +0 [athletics] vs fortitude [move action]
Hunter's Quarry [Ranger][minor action]
Careful Attack [Level 1]
Nimble Strike [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 9]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Elven Accuracy [Elf][free action]
Evasive Strike [Level 1]

Daily Powers:

Split the Tree [Level 1]

Elf

* +2 Dexterity, +2 Wisdom (already included)
* +2 Nature, +2 Perception
* Elven Weapon Proficiency (longbow, shortbow)
* Fey Origin
* Group Awareness (allies within 5 squares get +1 on perception)
* Wild Step (ignore difficult terrain when shifting)
* Elven Accuracy (once/encounter, may reroll attack roll)

Ranger

* This ranger chose the archer style. This gives the equivalent of the defensive mobility feat [not listed above].
* Hunter's Quarry -- bonus damage 1d6 [minor action]
* Prime Shot



Lucan's Equipment:

30 lb
3 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
_____
67 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 30) x1
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1

Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about Lucan:

background

learned to fight. forced from home because of fire. father stays home to fight fire. Not successful and forest burns down (supposedly father burned down with it). traveled with other elves. passed by feywilds. goblins attack elves. Lucan runs into the feywilds. after a long series of unimportant events Lucan grows up in fey wilds. because of this he knows how annoying it is to have adventurers coming through all the time. is forced out of feywilds. goes to village called Sylum. not accustomed to city life. Meets half elf Eirien. teaches him about city life. semi-romantic relationship. needs money. hired by duke. kills dragon. goes adventuring for a while. Eirien somehow manages to send him a letter wondering where he is. begins to head back to Sylum. on way to Sylum stops at Neverhaven.

Appearance

His hair is cut short with a knife and sits untidily on his head. His green eyes quickly look around. He brushes some dirt off of his tunic.

GreenMuffin
2010-01-13, 06:26 PM
Comments or suggestions

Flarp
2010-01-13, 07:26 PM
Though I'm still reading through the idea itself, I have three nitpicky suggestions for you:


Proofread your posts - there's fair amount of spelling errors in there.
Space out your paragraphs. The "Shorn" section, particularly, needs to be blocked out.
Vary your sentence structure. This seems like a pretentious thing to say, but your whole post is composed of sentences that sound completely mechanical.


To expand on that last point, let's take a sample section of your idea:


There once was a small "human" tribe called the Adulescentulus. They lived a relatively peaceful life. They lived off the land and lived in prosperity. they lived like so for thousands of years. They were completely unaware of any land besides their village.

Now, let's make it sound a little more natural:


The people of Adulescentulus, a small human tribe, lived off the land, in prosperous and relatively peaceful lives. For thousands of years this happy existence continued, while the people of Adulescentulus were completely unaware of the lands outside of their village.

See, doesn't that sound more professional?

I'm just being a Grammar Nazi, however. Your actual ideas (though I haven't read them very thoroughly) seem quite sound. Good work!

GreenMuffin
2010-01-13, 09:10 PM
Yeah, sorry about that. When coming up with ideas I have to get them down before they slip away, and don't worry too much about how it sounds or the grammar. I will try to go through and proofread everything

GreenMuffin
2010-01-15, 12:21 AM
All of the posts that include a lot text (AKA: posts 2-5) have been proofread. It is now safe to read

Flarp
2010-01-24, 11:05 PM
You really shouldn't delete/repost the same sentence to bump your topic, you know.

mr.fizzypop
2010-01-24, 11:35 PM
From I what I see it looks pretty good. Could you maybe post a map? It would make it a lot easier to understand.

GreenMuffin
2010-01-25, 10:45 AM
I've been trying to upload my map onto the internet, but I haven't found any sites that work yet. If you have one that works, it would be much appreciated if you told me.

Altair_the_Vexed
2010-01-25, 10:56 AM
This thread keeps making me jump, cause I called my world Mundia, too.

Guess I'll change that name sometime during my next revision cycle.

GreenMuffin
2010-01-25, 07:17 PM
...oops!:smallredface:

sorry about that. if I ever make another world I will type the name of it into the search forums.

Altair_the_Vexed
2010-01-26, 03:06 AM
...oops!:smallredface:

sorry about that. if I ever make another world I will type the name of it into the search forums.Don't worry, I've not posted it on here - I keep it all on a private forum.

*bows magnanimously*
Carry on! :smallbiggrin:

GreenMuffin
2010-01-27, 07:39 PM
for reasons that i will not go into, I only have the map of Shorn on my computer. I found a good website, so I will post the map on the Shorn section

PS: yes, I know I'm a crappy drawer..

Lappy9000
2010-02-04, 11:46 PM
for reasons that i will not go into, I only have the map of Shorn on my computer. I found a good website, so I will post the map on the Shorn section

PS: yes, I know I'm a crappy drawer..I'm a big fan of AutoREALM (http://gryc.ws/autorealm.htm) when it comes to maps.

To be honest, the world shows potential, but it feels...lacking. Perhaps you could try elaborating on the gist of the world. You know, what are the major tip-top most important things that make it unique from, say, Greyhawk or Eberron? What is the flavor or theme that you're going for?

I know there's a cool list for developing a fantasy world somewhere on the interwebs, but I can't seem to find it anywhere...

GreenMuffin
2010-02-05, 12:11 AM
I'm a big fan of AutoREALM (http://gryc.ws/autorealm.htm) when it comes to maps.

To be honest, the world shows potential, but it feels...lacking. Perhaps you could try elaborating on the gist of the world. You know, what are the major tip-top most important things that make it unique from, say, Greyhawk or Eberron? What is the flavor or theme that you're going for?

I know there's a cool list for developing a fantasy world somewhere on the interwebs, but I can't seem to find it anywhere...

well, It has a much different history, and the race backgrounds are a lot different from Greyhawk or Eberron. a lot of things are different from thsoe two worlds...

Or, did you mean something different? I don't 100% know what you mean by lacking...

thanks for the map-making program! I've been mostly drawing one country on a piece of paper then attaching it to another. This should make it a lot easier.

Lappy9000
2010-02-05, 12:18 PM
Or, did you mean something different? I don't 100% know what you mean by lacking...What are the themes of your world? If you had to describe, say, five or ten basic concepts that define your world what would they be?

I'm talking fundamental things that pretty much everyone in the world would know. Like in Eberron, there's dark/actiony adventure, common magic, the Last War, etc.

GreenMuffin
2010-02-05, 03:04 PM
o, in that case, there is war, The sepreation of the tall and the short people, the downfall to greed of the human race (including the goblinoids), the peace and paradise of the short people, the mystery behind the Catinus sea... I think there are several.

those would be themes. everyone would know about the Great War, Everyone in Dex would know about the fight over Shorn. Everyone would probably know about Draco, and humans would know about Camael and the birth of their country.

I would like to say that I have only used this world in three, short, single-mission, campaigns. I plan on DMing a big campaign soon...

If that's still not really what you meant, I'm sorry, but your going to have to really hammer it into my thick head. :smallbiggrin:

Zexion
2010-03-13, 09:24 PM
This is a good idea, but it doesn't require any help from the Playground. Trust me. You can do this all by yourself.

GreenMuffin
2010-03-22, 03:06 PM
Ok, I guess I kinda phrased that wrong. I'm not looking for suggestions, I'm looking for nitpickers. Anyone who can find the smallest thing wrong in my world really helps me.