SilverLeaf167
2010-08-08, 11:07 AM
So, as I just have a feeling my current campaign is going to go horribly wrong in some point (no specific reason), I want to have another ready if I ever need it. Or not actually a campaign, just a setting.
So, I've already decided some basic things about the setting:
Sunken Worlds
History
Thousands of years ago, due to accelerated warming of the climate, all glaciers (except for magically protected locations) melted and the water surface rose extremely high. Any fixed (many islands were kind floaty, bound with magic) sunk and only one continent remained dry. The rich people, along with some poor ones, survived on ships, but millions drowned. Some druids and clerics also voluntarily stayed behind to protect their sacred locations.
Humans, who had earlier been self-centered and very little traveling, quickly adapted to the situation and began establishing more and more trade overseas. The other intelligent humanoids followed, the seas now scurrying with tons of ships. This however gave the criminals a perfect opportunity to move their business to the wide oceans, where help and law-enforcement are practically impossible to find, quickly at least. Piracy flourished, the seas becoming very dangerous.
In response to this, a powerful, sea-wide alliance was born. It was called SeaCurity (epic pun) and organized crews and ships to hunt and eliminate any "threats to public safety", even though many pirates were quite honorful, avoiding useless casualties and only taking the loot, perhaps even leaving the ships. However, SeaCurity's resources are limited and the pirates are both numerous and crafty, so they can only really focus on the most dangerous criminals.
Geography
Soutera is the only actual continent, and has a temperate climate with lots of plains, rivers and leafy forests, along with the long mountain range called the Skywall Mountains. The main base of SeaCurity's operation.
Most islands are tropical, sub-tropical or temperate, but deserted islands also exist and some icy islands remain near the poles, reserved by magic. On some remote islands, which get more common as you get further from Soutera, are major pirate towns and villages that provide a moderately safe place for the outlaws. They are generally hidden and protected from detection to keep SeaCurity from discovering them.
Weaponry
Otherwise the same, with the below weapons added. The Rapid Reload feat can be applied to a firearm in a similar fashion as to a crossbow.
Pistol
Light simple firearm, 2 lbs.
1d8 Piercing, x3 on critical
Standard action to reload
Range 80 ft.
Musket
Two-handed martial firearm, 4 lbs.
1d10 Piercing, x3 on critical
Standard action to reload
Range 140 ft.
Blunderbuss
Two-handed martial firearm, 5 lbs.
2d6 Piercing, x2 on critical
Standard action to reload
Range 50 ft.
Grenade
Splash weapon, 1 lb.
2d6 Piercing, x2 on critical
Throwing range 15 ft.
Explosion radius 10 ft.
Field Cannon
Light artillery, 3 500 lbs.
2d12 Bludgeoning, x2 on critical
Full-round action to reload
Range 250 ft.
Naval/Siege Cannon
Heavy artillery, 5 000 lbs.
3d12 Bludgeoning, x2 on critical
Full-round action to reload
Range 200 ft.
Races and classes
All races and classes still exist, except that wild species and druids are a little less common due to the lack of land and their mass deaths during the Sinking.
*As merchants, humans and gnomes are the most common.
*As pirates, halflings are the most common.
*On ships, melee classes are the most common (especially fighters and swashbucklers), along with a couple casters (especially clerics, bards and sorcerers). Rogues and other similar classes are also quite usual.
*Any race or class can still theoretically become a merchant or a pirate.
Religion and astronomy
I will use the Twelve Olympians for gods, still under construct.
The planet, called just Earth or the World, orbits around a blue sun and has a single moon. The solar system has a single other planet, called Irmano.
System: DnD 3.5
Allowed books: Core (including editions as PHB2), Complete (as Complete Warrior), Stormwrack
Prohibited races/classes: none
Level Adjustment allowed for PCs: yes/depends
Starting ECL for PCs: 5
So, I've already decided some basic things about the setting:
Sunken Worlds
History
Thousands of years ago, due to accelerated warming of the climate, all glaciers (except for magically protected locations) melted and the water surface rose extremely high. Any fixed (many islands were kind floaty, bound with magic) sunk and only one continent remained dry. The rich people, along with some poor ones, survived on ships, but millions drowned. Some druids and clerics also voluntarily stayed behind to protect their sacred locations.
Humans, who had earlier been self-centered and very little traveling, quickly adapted to the situation and began establishing more and more trade overseas. The other intelligent humanoids followed, the seas now scurrying with tons of ships. This however gave the criminals a perfect opportunity to move their business to the wide oceans, where help and law-enforcement are practically impossible to find, quickly at least. Piracy flourished, the seas becoming very dangerous.
In response to this, a powerful, sea-wide alliance was born. It was called SeaCurity (epic pun) and organized crews and ships to hunt and eliminate any "threats to public safety", even though many pirates were quite honorful, avoiding useless casualties and only taking the loot, perhaps even leaving the ships. However, SeaCurity's resources are limited and the pirates are both numerous and crafty, so they can only really focus on the most dangerous criminals.
Geography
Soutera is the only actual continent, and has a temperate climate with lots of plains, rivers and leafy forests, along with the long mountain range called the Skywall Mountains. The main base of SeaCurity's operation.
Most islands are tropical, sub-tropical or temperate, but deserted islands also exist and some icy islands remain near the poles, reserved by magic. On some remote islands, which get more common as you get further from Soutera, are major pirate towns and villages that provide a moderately safe place for the outlaws. They are generally hidden and protected from detection to keep SeaCurity from discovering them.
Weaponry
Otherwise the same, with the below weapons added. The Rapid Reload feat can be applied to a firearm in a similar fashion as to a crossbow.
Pistol
Light simple firearm, 2 lbs.
1d8 Piercing, x3 on critical
Standard action to reload
Range 80 ft.
Musket
Two-handed martial firearm, 4 lbs.
1d10 Piercing, x3 on critical
Standard action to reload
Range 140 ft.
Blunderbuss
Two-handed martial firearm, 5 lbs.
2d6 Piercing, x2 on critical
Standard action to reload
Range 50 ft.
Grenade
Splash weapon, 1 lb.
2d6 Piercing, x2 on critical
Throwing range 15 ft.
Explosion radius 10 ft.
Field Cannon
Light artillery, 3 500 lbs.
2d12 Bludgeoning, x2 on critical
Full-round action to reload
Range 250 ft.
Naval/Siege Cannon
Heavy artillery, 5 000 lbs.
3d12 Bludgeoning, x2 on critical
Full-round action to reload
Range 200 ft.
Races and classes
All races and classes still exist, except that wild species and druids are a little less common due to the lack of land and their mass deaths during the Sinking.
*As merchants, humans and gnomes are the most common.
*As pirates, halflings are the most common.
*On ships, melee classes are the most common (especially fighters and swashbucklers), along with a couple casters (especially clerics, bards and sorcerers). Rogues and other similar classes are also quite usual.
*Any race or class can still theoretically become a merchant or a pirate.
Religion and astronomy
I will use the Twelve Olympians for gods, still under construct.
The planet, called just Earth or the World, orbits around a blue sun and has a single moon. The solar system has a single other planet, called Irmano.
System: DnD 3.5
Allowed books: Core (including editions as PHB2), Complete (as Complete Warrior), Stormwrack
Prohibited races/classes: none
Level Adjustment allowed for PCs: yes/depends
Starting ECL for PCs: 5