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Wyntonian
2011-04-02, 04:54 PM
The Land of Patria

Note: This is sorta like a dress rehearsal for when I post this for-realsies. I'll do that eventually, once I get some loose ends tied up.

Message and Intent:
As I've worked on this world for the last seven months, I've learned that everyone, including myself, makes the world they want to play in. And honestly, that's good enough for me. I want to make a world that has some meaning, mostly focused on how perception defines reality to some degree, and how the black and white morality idealized in D&D is, frankly, bullspit.

However, I don't want to make a world that straitlaces a DM into running only a certain, individual style of game, and is utterly incompatible with others. Every world is defined by the types of stories that can be told in it. Eberron does Noir, Intrigue and Politics excellently, Faerun has Epic Adventures in High Magical Fantasy, Dark Sun has gritty struggles for survival and Middle Earth has some of the best underdog morality stories ever told. You could run a game oriented around art theft in any of these, but the best game is going to be one that fits the setting like a mountain bike to a trail, not rollerblades on a black diamond ski run.

So, I've created a world that actualizes my ideals of rich diversity of culture and "feel", subtly overarching but mutable meanings, and the ability to run a game from "Badass McDungeoncrawl: We Try to Kill the Green Guys Again to "Morality Play 3: Return of the Morality Play"

Inspirations:

S.M. Stirling's Dies the Fire and series.
Orson Scott Card's Tales of Alvin Maker
History, as taught by half a dozen excellent teachers
The Renegade Magic series,
The Mistborn series
Patrick Rothfuss's Name of the Wind
Lord of the Rings (Duh)
Enough other titles to fill this entire post.


Geographical Overview

http://fc06.deviantart.net/fs70/i/2012/130/5/9/patria_rough_draft_04_by_zapdynamic-d4z84gc.jpg

The Vallheim

The Clans
Elk: The Chiefs of Elk Clan have a strong tendency towards leadership. Brenyn the Protector, King of Vallheim, is the Chief of Elk Clan, as was his grandfather, Bjarni the Strong. The clan is fairly well-respected as a whole, and the people are fairly well-off compared to others. Their favored weapon is the Greatsword.

Wolf:The Chiefs of Wolf Clan are usually strong, loyal supporters of the King, although they rarely take the role themselves. Their people tend towards hunting and the outdoors, and are frequently wilderness guides. They are led by Soren Ostvekson, Chancellor of Vallheim. (Essentially a Vice President). His grandfather was Bjarni's first and most loyal follower when he reunited the clans of the Vallheim. Their favored weapon is the Battleaxe.

Bear: The Chiefs of Bear Clan tend towards generalship, but are rarely deeply involved in politics beyond that regarding war. Their people likewise are frequently soldiers, mercenaries, and guards of towns and caravans, and have a reputation of being honest but fearsome warriors. They are led by Sigurd Marensdottir, who is the Host-Lady of the Vallheim, (Head Commander), as well as Brenyn's closest military adviser. Their favored weapon is the Greataxe.

Hawk: The Chiefs of Hawk Clan tend to focus more on what is happening outside the borders of Vallheim than who's arguing with who within. Their people include some of the best spies that Vallheim has, and are distributed from the Greywash to the furthest outpost of the Dotze Affariata. Their chief is Adrian Gunnarson, Brenyn's Spymaster. Their favored weapon is the Light Crossbow.

Beaver: The Chiefs of Beaver Clan are a stark contrast to the Hawk Chiefs. Their focus is solely on building and maintaining the Vallheim lands, which is what they do best. Their people are frequently builders and architects, and they are responsible for the majority of the construction that goes on in Vallheim, and as they would put it, all of the good stuff. Their Chief is Lief Rolfson, who is very minor player in Vallheim politics. His role as Interior Consul is essentially to take care of the little stuff in the Kingdom, roads, buildings, fortifications, etc. Their favored weapons are the Handaxe and Throwing Axe.

Horse: The Chiefs of Horse Clan are somewhat minor compared to the immense political clout of the Elk, but they hold an important role none the less. As one could expect from their name, they are, almost exclusively, the cavalry and horse breeders of Vallheim. Their people are skilled in working with animals of all types, and are considered the elite cavalry of the region, despite their lack of competition. Their chief is Alric Rangvaldson, who is Sigurd Marensdottir's second in command and Horse-Lord of the Vallheim. Technically, this is not a hereditary position, but nobody but a Horse Chief has ever held it. Their favored weapon is the Lance.

Dove: The Chiefs of Dove Clan tend to work to undo the damage that Bear Clan does, in their opinion. They and their people work as mediators, healers and medics throughout Vallheim. They are responsible for the health of the Kingdom, and frequently work as medics when the time comes for war. They are led by Annika Ragnasdottir, who serves Brenyn as a close confidant informally, although she has no official position in government aside from Clan Chief. Their favored weapon is the Dagger.

Owl:The Chiefs of Owl Clan are easily the most respected Chiefs, after those of Elk. Their Clan is famous for their role as teachers, historians and scribes, and have the highest literacy rate in Vallheim. One of their most important responsibilities, however, is to teach prospective students about magic, although this is done on a very small scale, almost always one teacher to one student. Their Chief is Lared Vilmarson, who is Battle-Sage of the Vallheim. He is responsible for applying whatever limited use of magic is possible to warfare as well as being a historian and councilor. Their favored weapon is the Rapier.

Raven: The Chiefs of Raven Clan are not generally considered among the powerful Vallheim Chiefs. However, they do have a surprising level of influence. Their Clan, while they do not fight, heal or build, creates. Their people are the artists, musicians, troubadours, bards and messengers of the Vallheim. They also provide battlefield communication to the armies of Vallheim. They are led by Brynhild Hjorasdottir, who is the Wight-Speaker of the Vallheim. (Somewhat of a religious leader, it is her responsibility to speak to the Land- and Hall-Wights to ask their support of the King, as well as ask them questions on behalf of the Vallheim). Their favored weapon is the Short Sword

Boar: The Chiefs of Boar Clan are little-loved by their colleagues, mostly because of their role in government. They are the Judge of the Vallheim, and appoint people to subordinate positions throughout the Kingdom. They have a tendency to take their role somewhat seriously, and have been known to occasionally exercise their authority to their gain, whether or not it supports the Vallheim. Their people are the police, lawyers, judges and sheriffs of the Vallheim. Their Chief is Ragnar Hinrikson, Judge of the Vallheim. (Essentially a one-man Supreme Court.) Their favored weapon is the Whip.

Fox: The Chiefs of Fox Clan have a level of unwilling respect from the other Chiefs. Their clan is primarily made up of traders, merchants and caravaneers, both domestically and internationally. They have a somewhat gypsylike reputation. When someone's daughter comes up pregnant without a known father? Probably that Fox caravan from last month. However, without them, most people's standard of living would decrease sharply, as well as their supplies of little fancy things. They are led by Henreik Hollson, Trade Consul to Brenyn. Their favored weapon is the Quarterstaff.




Cosmology
The only planes present in this setting are the Prime Material, and the Spirit Realm superimposed across, under, through and in it. It's impossible for mortal magic to physically transport someone through the Veil between the worlds, but the most powerful magics can send ones spirit through long enough to bring another back. This is commonly called resurrection.

The Spirit Realm houses the spirits of the dead, each of whom perceive it in a subtly different way. An eternally faithful servant of the Radiant Lord of Soleh might see himself eternally bathed in holy light, while and Animistic Goliath hunter might be participating in an endless hunt, killing his totem Bear each night for it to be reborn the next. It is also home to Vestiges and other spirits, which can be called back across the Veil to form a pact with a binder, or in the case of an elemental spirit to serve a mage, or in the case of a spirit of a former great warrior to take control of his body, guided back for a second chance to defend his home by a benevolent spirit-guide (necromancer)

The Fey have the Hedge, a similar concept, but one that is possible for mortals to access. Points of entry are normally disguised as a natural feature, like a pond that transports anyone who drowns at the bottom to a Fey Court. The Hedge is only accessible through Fey magic. No mortal magic can create points of entry. It is not a true third plane, but it does defy normal three-dimensional geometry. Rather than truly breaking through spacetime, they instead twist it in knots.

There are no other planes, period. This includes elemental planes, Astral, Ethereal, and all alignment-based and other planes not explicitly mentioned here. No, not even that one.

Language:

There are, for most human character's purposes, five languages.

Tala is spoken in the Vallheim, and shares themes with our world's Scandinavian languages, such as Norwegian, Icelandic and others.

Konuska is spoken in Soleh, and shares themes with the Slavic/Eastern European/Turkic languages. If you want to make a character name, try a mash-up of Maltese, Polish and Russian. It should work. There is also an Old Tongue used in ceremonies of Tuhan Sky-Father.

Kotoba is generally spoken in Sunshan, but there's a substantial difference between that of the nobility and that of the peasant-slaves (Locally known as Torei). Please note which form you learned, as they're distinctive but mutually intelligible. Think Scotland and the Deep South.

Fiatara is spoken throughout the Twelve Cities of the Dotze Affariata, but there's some regional accents. Nothing to keep people from understanding each other.

Trader's Pidgin is a mash-up of various languages, with the grammatical structure of Fiatara, as the Dotze Affariata merchant ships do the most traveling. Most everyone learns it, especially those close to the seaboard. Even inland, there's usually at least a couple people per village that can get by using it.

There's a couple gutter-languages used in the Dotze Affariata slums, collectively known as Thieves Cant, and there's Hua, spoken by most monks in Sunshan and used as a low-security sort of code to keep things out of the hands of the nobles.

Other languages include the ceremonial Old Tongue of the Solerian Church (Vārdi), Gol-Ta, the Goliath language, Siarad, a simplified form of the incredibly complex Fey Tongue that some people learn to better communicate with the Fey, and Folura, a remnant of the language of the Human Empire that crossed the ocean from the East 2000 years ago.

Not Completed.

Gameplay:


Races:


Humans:

Hailing from the lands far to the east, humans came to Patria approximately 2000 years ago, as an empire fleeing a threat that has been lost to time. After the massacre of the First People and their flight across the Fogbound River, humans have been the dominant, most numerous and most powerful force in Patria, a role which they have been only too happy to accept.

Social Role:
Humans are by far the dominant race of Patria. They make up the power structure and the vast majority of the population of the four nations, as well as the Lightwood Rangers. They range from peasant-slaves in Sunshan to eunuch-priests in Soleh to pirate captains of the Sunshani and Dotze Affariata coastlines to every king, queen or prince of the four nations.

In-game stats:
Humans are identical to those described in the Player's Handbook.


Shifters:

Sometimes, a child of a Therianthropic parent and an unafflicted parent results in a child who is not truly cursed (Or blessed, as some say), nor are they entirely unaffected. These children frequently live to pass on a touch of wildness in their blood, a legacy of a parent not entirely human. Thus are Shifters born.

Social Role: Shifters generally fit mostly seamlessly into normal human society. In Soleh, Therianthropes are particularly reviled, so a child known to be a descendant of one may be shunned, exiled or killed. Elsewhere, though, they are generally indistinguishable from "normal" humans.

In-Game Stats:
Same as in Monster Manual III, with dinosaur-based forms from other sources unavailable.

Gnomes:
The Gnomes came to the land of Patria long before the humans, and had a separate but friendly relationship with the first people. They bond easily with animals, and usually travel in nomadic bands of 8-30 in canoe-type boats while in swamps and with light carts pulled by goats or wolflike dogs while on land. They are usually 2'9" to 3'6", and have some innate magical powers.

Social Role:
While gnomes are accepted as normal people in the Vallheim, they are enslaved in every other country. They are used as miners and rowers in the Dotze Affariata, and also as plantation workers in Sunshan. In Soleh they are used as farm workers in the arable eastern parts and as servants of the church across the nation.

In-Game Stats:
Same as the Player's Handbook, with the following exceptions:

*Weapon Familiarity instead allows gnomes to treat Tridents as simple weapons.

*The spell-like ability Speak with Animals has no limitation on the sort of animal with which the character can communicate.


Dwarves:

Dwarves have lived in Patria longer than anyone can remember, and they like it where they are, thank you very much. They have a constant, disorganized war going on with the Goliaths for control of the forested mountains of the West, but it is unlikely to be resolved any time soon. They generally live in small, extended family units of 5-25, and clear enough land to raise some pigs and goats, grow a garden and have room for a couple small buildings (generally sturdy and semi-subterranean log cabins). They may have passing relationships with human traders, or give a lost hunter shelter for the night, but they fervently resist any sort of attempt to "civilize" them, or offer them entrance and citizenship into any nation. They speak Dwarven, but one or two per group may know a couple words of Trader's Pidgin.

Social Role: Dwarves are small-scale subsistence farmers, hunters and gatherers. They shun religion, magic those who practice either, thank you very much. They refuse to shelter, and frequently attack, missionaries or those who practice any sort of magic. As such, they have made themselves enemies of the church of Soleh by virtue of many of their missionaries having spear-related "accidents". Dwarves just don't hold with that sort of nonsense. No sir.

In-Game Stats:
As the Player's Handbook, but with references to "Stone" or "Metal" changed to "wood" or "trees", as appropriate. Dwarves are good with woodworking, but sorry Tolkein, they aren't master miners and smiths.

Furthermore, their attack bonus against orcs instead applies to Goliaths.

Lastly, their Weapon Familiarity ability instead allows them to 1. Treat spears
as 1-handed simple weapons, and 2. Treat Atl-Atls (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/atlatl) as martial weapons.

Goliaths:

Goliaths have lived in Patria for at least as long as the dwarves. This is only as estimate, however, as both races claim to have been there first. They inhabit the same mountain range as the dwarves. The live in nomadic groups similar to those described in Races of Stone, and worship the pantheon of gods described therein.

Social Role:
Goliath society is divorced from that of the human nations, and only intersects in war. Goliaths frequently attack human settlements or caravans, for as many different motivations as humans would have for the same acts. Frequently, though, it is so that the surviving members of the raiding party can return home with gifts and tools for their family and tribe, and more prestige than they know what to do with. They do not hold grudges for rare inter-tribal conflicts, and do not quite understand why humans usually try to kill them on sight. While humans consider them murderous beasts, they generally view humans as illogical, small, weak creatures divorced from the land and unable to keep their emotions in check. Their culture will be described in greater detail later.

In-Game Stats:
As Races of Stone.


Changelings:

Every once in a great while a human child is taken by the Fey. Sometimes it is as payment of a debt, sometimes as a "blessing" for the child, other times it is just plain mean-spirited doucebaggery. Regardless, as the child grows up in a Fey court, they become steadily more and more fey-like, in body and mind. Eventually, the child is released, sent out on a mission from the court, or sometimes escapes. Prolonged exposure to the fey throughout their childhood has changed them into something not quite human.

Social Role: Changelings are frequently able to blend in with human society with relative ease. They frequently seem slightly odd, as one could expect after spending their lives with a familiar but alien race. If discovered, they frequently face persecution, fear and, in some cases, a lynch mob. They often find themselves in the service of a rich noble family or powerful merchant, as their powers of illusion and disguise frequently come in handy to such people.

In-Game Stats:

Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
Changeling base land speed is 30 feet.

+2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery, fey-influenced minds.

+2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation, and though they cannot
actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy.

Changelings gain one bonus language.

• Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their
bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this
ability is a full-round action.

Half-Giants:

The land north of the Vallheim is populated by both fey and Giants. Once in a rare while, a child is born with both the powerful blood of the giants and the spirit of a human. These children, half-giants, are virtually indistinguishable from their full-blooded human counterparts, aside from their massive size. They do, however, combine the mental capacity of the more noble varieties of giants with the willpower of humans, providing them with great potential for mental

Social Role: As contact between humans and giants is rare, and it is generally peaceful (barring attacks by evil giants, which are usually kept in check by their more peaceful counterparts and rarely reach the coasts of Patria, Half-Giants are frequently a product of two parents of mixed ancestry. They but rarely come across any sort of segregation or racism. They are by far most common in the Vallheim, and become less common further south.

In-Game Stats:

As SRD (http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants), but with Heat Acclimated replaced with the following:

Cold Acclimated: Half-giants have a +2 racial bonus on saving throws against all cold spells and effects. Half-giants are accustomed to enduring low temperatures.


Feytouched:

The Fey are a potent and wild force in Patria. They are somehow both familiar to humans, often manifesting with great physical beauty and charm, and utterly alien, with plans that humans frequently cannot fathom and a tendency to forget how fragile humans are. Occasionally, a human, seduced by the beauty and charm of the fey, participates in the conception of a half-fey child. This child, and their descendants, have a touch of the wild magic of the fey about them. In other cases, a child is blessed by a fairy of beneficial or malicious intent, resulting in a feytouched child. They are frequently either stunningly attractive or hideously ugly, but they are always charismatic, charming and otherworldly.

Social Role: Feytouched are physically indistinguishable from any other beautiful or ugly human. In spite of their natural charisma, they rarely hold high positions in government, as their fey nature makes them tend to look down on too much personal responsibility.

In-Game Stats:
+2 Charisma, -2 Wisdom.
Medium: As Medium creatures, Feytouched have no special bonuses or penalties due to their size.
Feytouched base land speed is 30 feet.
Fey Affinity: Feytouched have a +2 racial bonus to all charisma-based checks involving fey.
Inhuman Mind: Feytouched gain a +4 racial bonus on saving throws against mind-affecting spells and effects.
Fey Blood: For all effects related to race, a feytouched may choose whether to be considered a Fey or Humanoid.
Charm Person: A feytouched can cast Charm Person 1/day, with a DC of 10 + their charisma modifier, and a caster level equal to their hit dice.




Base Classes:

Approved Base Classes (without changes): Bard, Barbarian, Ranger, Rogue, Monk, Mage, Mageborn, Fighter, Swordsage, Crusader, Warblade, Scout, Warlock, Spirit Shaman, Psychic Warrior, Psion, Wilder, Ardent, Artificer.

Suggested Fixes:
For Fighter: Jirku's Fix (http://www.giantitp.com/forums/showthread.php?t=194834), Warblade :smallbiggrin:

Reasoning: Jirku's fix encompasses many archetypes of "The Badass with a Sword", is relatively balanced and still plays like a fighter.

For Rogue: The Daring Outlaw (http://www.giantitp.com/forums/showthread.php?t=188150)

Reasoning: Gives the acrobatic, precise and talented skillmonkey type a much-needed boost. Plus, it's just fun.

For Monk: Arguskos's fix (http://www.giantitp.com/forums/showthread.php?t=192781) or T.G. Oskar's. (http://www.giantitp.com/forums/showthread.php?t=126346&highlight=Monk)

Reasoning: You want some reasoning for needing to fix the freaking monk? Seriously? Well, these are good fixes, and take it in slightly different directions. As they apply to the Sunshani monasteries, I'd recommend Arguskos for the Unending Way, and Oskar for the Phoenix and for the Grey Palm.

Permanent Changes to Classes:

Druids get the bard's casting progression, using their own list, less the 7-9 level spells.

Rangers get an animal companion of their full ranger level, not ranger level -4.

Approved Homebrew Base Classes:
The following classes have been approved for use in this setting because of an appropriate magic level, flavor and overall fit.

Kensei of Five Rings (http://www.giantitp.com/forums/showthread.php?t=219086)

This is a powerful lil' guy. Save him for elite Sunshani Samurai, or some pretty high-powered campaigns as a PC. He's also pretty close to idiot-proof. Not a bad choice for a new player who doesn't mind a little complexity.

The Brawler (http://www.giantitp.com/forums/showthread.php?t=204494&highlight=brawler)

A non-monk unarmed face-beater. It's a pretty fun class to play, with a couple tricks up its sleeves. Just a decent, balanced, Seraphi Homebrew (TM) Class.

The Knight (http://www.giantitp.com/forums/showthread.php?p=12538821)

I really have an appreciation for the stand-there-and-take it badass archetype. I also appreciate a good lockdown build. I also think mundane melee needs to be thrown a couple bones. Wait, what's this? Hey NeoSeraphi! What's up? A class? For the Whitelist? Great! I love how it manages to be both a solid lockdown/AoO focused class while staying true to its archetype. What? It's more or less SAD? Yipee and Mazeltov, everybody!

Fighter Remix (http://www.giantitp.com/forums/showthread.php?t=194834)

Mentioned above, this is a jolly good remake of a class that really did need it. Well done, too. Covers a lot of bases with its various archetypes, and can do any PC type from the Valorous Solerian Knight to Encouraging Troop Captain to Calm and Deadly Samurai.

Daring Outlaw (http://www.giantitp.com/forums/showthread.php?t=188150)

I really like the included changes to precision damage, it does both rogue and swashbuckler better than either the rogue or swashbuckler and it manages to keep the feel of both more or less intact, without just mashing them together. That's good work.

Warrior-Poet (http://www.giantitp.com/forums/showthread.php?t=69870)

This guy... Imagine a swashbuckler (the archetype, not the rather mediocre class) as a martial initiator, then add in the insufferable charm of the Dashing Swashbuckler prestige class from OoTS. Boom. Yeah. It's good.

Truenamer (http://www.giantitp.com/forums/showthread.php?t=90961)

This is far and away the best truenamer fix I've ever seen. I love the concept behind the original, but this guy just blows him out of the water, in terms of efficacy, ease of use and general awesomeness. I truly enjoyed my contributions to the playtesting of this class. Plus, the other two included classes are pure sex.

The Giver
(http://www.giantitp.com/forums/showpost.php?p=12285222&postcount=1)
You know how sometimes you find two great flavors that taste great together? I found that with this class. It's a combination of my favorite childhood book and some stellar work by an accomplished homebrewer. The class itself is a medium-powered buff/debuff type, with possibly the richest flavor I've ever seen in a class. It also fits the setting like a glove. Good work, right here.

Knight-Paladin (http://www.giantitp.com/forums/showpost.php?p=10392342&postcount=1)

This is some pretty stellar 'brew. It does what both the knight and paladin were intended to do, and does more than just gestalt two struggling classes. The class synergy, the balance, everything just works.

Plague Doctor (http://www.giantitp.com/forums/showpost.php?p=11804772&postcount=1)

Ok... So, this isn't a fix of an existing class, or a plug in a much-needed hole. It's just a really fun, interesting, flavorful class that works in the setting, and is acceptably balanced. That's all I can ask for.

Stormwatcher (http://www.giantitp.com/forums/showpost.php?p=11230295&postcount=1)

After playing alongside one of these, I can honestly say that I like this class. It's a role that everyone likes to have in their party, namely healing and control, and has a bit of utility to go with it. It fits power-wise with the casters of this world, and the flavor is a decent mesh too.

Moonblessed (http://www.giantitp.com/forums/showthread.php?t=211265)

This class is incredibly reminiscent of a warlock, but less "aaagh, I'm emo and I sold my soul to the devil". I really do like it, from its slightly altered invocations, to the increased number of skill points. Not a huge step off the path, but a positive small one.

The Archer (http://www.giantitp.com/forums/showpost.php?p=12556015&postcount=1)

So, I really like archery. I teach it to small children on occasion, and I'm a pretty ok shot. But, it absolutely sucks in core. Like, worse than melee. So, this class helps fix that. It's no tier 2, but it's solid, flexible and does its job better than any class can. Except for maybe a cleric. But we don't have clerics in this world, do we?

Sagittarius
(http://www.giantitp.com/forums/showpost.php?p=6478039&postcount=1)
It's a luck-based archery class with limited spell-like abilities. It fits the setting, I like it, and that's really all there is to say about that.


Martial Disciplines:

Placid Lake (http://age-of-warriors.appspot.com/school?school=Placid%20Lake) is a pretty solid discipline from the Age of Warriors project. I like the fluff about balance and stillness, and it's pretty solidly balanced too. Appropriate.

The Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614) discipline is the first one that I ever really looked at, and it's good work. It incorporates the whole agile, dodge/parry/lunge/riposte style really well, whether for a ninja or a swashbuckling rapscallion.

Have you ever played a badass drill-sergeant type and realized that the good-guy swag you got from White Raven just wasn't doing it for you? Try Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037). All the support/buffing goodness of White Raven, plus a badass factor of OVER 9000! Slight overstatement, but still. Giving people extra actions, or dropping your own AC to 0 and voluntarily failing saving throws for a round to make all your allies into combat monsters? Not much contest there.

Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879) is fun, a rough-and-tumble discipline that uses improvised weapons. Somewhat of an opportunistic, Krav Maga-esque style, throwing sand, kicking them in the jewels and slitting their throat with a broken bottle. It's a bit of a contrast to Diamond Mind.

If you're like me, the whole concept of a dual-wielding discipline being a savage, animalistic and raw style of fighting seems rather... disappointing. The Scarlet Rose (http://www.giantitp.com/forums/showthread.php?p=7232363#post7232363) discipline is for those of us who are more Musashi than Conan. I really like this one, it encompasses a much-needed area of combat really well.

Really, I can't say anything truly fanboyish about Ocean Tempest (http://www.giantitp.com/forums/showthread.php?t=101214). It's a solid discipline, fluffy and crunchy in good measure, and evicts a curious mental image of the fighting style it represents. I imagine it being something like a Troy fight scene with Achilles leaping around, thrusting, twirling away and shattering another person's shield with his spear. Or maybe Bruce Lee, "Be water, my friend". Well looky there. Guess I did have something fanboyish to say.

One little beef I have with the original Book of Nine Swords is part of its name. Swords. Not "Nine ways to kill people, regardless of the sort of weapon you happen to be using" but specifically swords. So, Cthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567) is a discipline that helps remedy that, with spiky chains and flails and pretty much everything else that is both flexible and deadly. I like it.

Fools Grip is a decent dirty fighting discipline, but it focuses more on hitting someone over the head with a bottle than Oncoming Storm (http://www.giantitp.com/forums/showthread.php?t=54816), which is more the graceful, skilled and completely dishonorable form of combat you'd use if you really knew your way around a fight and didn't care about honor, fairness or the unspoken rules of war. Or you just really, really liked winning. Good work right here.

So, I like being a battle-mad berserker type, you like being a crazy "once more unto the breach" brass-balled badass, and that guy over there likes being the first - and only - one over the wall. What should we do? Use Army of One (http://www.giantitp.com/forums/showthread.php?p=5710173). It works for all of these. Hell, the first stance gives you a bonus for each enemy you threaten. Yeah. I know. Badass.

If you want to represent a King's elegant fencing style, I'd recommend Jade Throne (http://www.giantitp.com/forums/showthread.php?t=160101). It represents the dueling aspect of combat, and it does so very well. be aware that it overlaps a bit with Iron Heart, but focuses a bit more on grace and mobility than IRON....HEART.....SUUUUUUURRRRRRGEing. Good for nobility or fencer types.

So, remember that rant I had for Cthonic Serpent? Here's part of my response to it. Solar Wind (http://www.giantitp.com/forums/showthread.php?t=193295) rocks the whole "I'm over here, you're over there, and you're still dead" realm of combat, also known as shooting and throwing crap at people until you kill them. There's a little supernaturalness to it, so if you're one of those "Get your magic out of my combat" types, you might want to look elsewhere.

Remember, when you first looked through the DMG and saw the Dwarven Defender? If you were like me, you though it was the most badass stand there and take it sort of PrC ever. Then you actually played D&D. And changed your mind. This is another one of those non-sword based disciplines, this one based on shields, that is frankly how the Dwarven Defender should have been made in the first place. Enjoy the Iron Tortoise (http://www.giantitp.com/forums/showthread.php?t=160377), and tell those gobliny basserds to say hi to your shield for me.

So, if Tiger Claw isn't really your thing, and Scarlet Rose seems too refined, try Thrashing Dragon (http://www.giantitp.com/forums/showthread.php?t=176501). It really does act like Tiger Claw, but is sufficiently different that a character could have both disciplines and not feel doubled up on anything. It encompasses the brutality of knife fights really well, while maintaining its own unique style. I'd recommend switching the key skill from Acrobatics to Jump, if you're not using condensed skills.



Prestige Classes:



These are all homebrew classes from this very forum, and are alphabetized. [ToB] tags mean that the class incorporates Tome of Battle mechanics, [ToM] means Tome of Magic. [Caster]s are some sort of caster, [Psi] do psionics, [Combat] are beatsticks of various sorts, [Skills] are skillmonkey types, [Buffs] do buffs, whether it's bardic music or whatever, [Invoking] is, yes, invocations and [Incarnum] uses incarnum. [<3] Means I really like it, for whatever reason. No tags means you better look at it yourself. Pretty simple.

Apostate Sword (http://www.giantitp.com/forums/showpost.php?p=8201972&postcount=5) [ToB] Non-combatant

Auran Traveler (http://www.giantitp.com/forums/showpost.php?p=10591351&postcount=12) [Combat] [Skills] Monk-based

Awenydd (http://www.giantitp.com/forums/showthread.php?p=5766171) [Caster] [Buffs] Divination-based Bard/Druid theurge.

Blind Warrior (http://www.giantitp.com/forums/showthread.php?t=167991) [Combat] [ToB] Blind Martial Initiator

Bloodmist Dancer (http://www.giantitp.com/forums/showpost.php?p=7324850&postcount=7) [ToB] [Skilled] Swordsage/Ninja

Bow Minstrel (http://www.giantitp.com/forums/showpost.php?p=6697472&postcount=3)[Combat] [Caster] [Buffs] Bard Archer

Child of Petriel (http://www.giantitp.com/forums/showpost.php?p=9112913&postcount=3) [Caster] Wildshape-focused Druid

Chorister (http://www.giantitp.com/forums/showpost.php?p=9792850&postcount=23) [Caster] [Buffs] Divine Bard

Dashing Swordsman (http://www.giantitp.com/forums/showpost.php?p=7613406&postcount=15) [Combat] See: Elan

Disciple of Wu Xing (http://www.giantitp.com/forums/showpost.php?p=5450518&postcount=6) [Combat] Elemental Monk

Dreamweaver (http://www.giantitp.com/forums/showthread.php?t=186185) [Caster] Sleep-based Druid

Ecopathic Savant (http://www.giantitp.com/forums/showpost.php?p=9181205&postcount=15) [Caster] [Psi] Psion/Druid

Goodwife (http://www.giantitp.com/forums/showpost.php?p=10002550&postcount=16) [Caster] [Buffs] Nice old lady. Not really for players. Related Link. (http://www.giantitp.com/forums/showpost.php?p=10002559&postcount=17) Good for cool NPC's

Master of the Five (http://www.giantitp.com/forums/showpost.php?p=10574583&postcount=8) [Caster] Elemental Summoner

Monk of the Five Palms (http://www.giantitp.com/forums/showpost.php?p=10533916&postcount=3) [Combat] [<3] Monk-based

Redeemer of Regrets (http://www.giantitp.com/forums/showpost.php?p=9994058&postcount=14) [Caster] Good-aligned Necromancer

River Warden (http://www.giantitp.com/forums/showpost.php?p=9144240&postcount=11) [Skills] [Debuffs] Precision Damage and Water.

Rootdrinker (http://www.giantitp.com/forums/showthread.php?t=183409) [Caster] Plant-focused Druid

Sant-Kavi (http://www.giantitp.com/forums/showthread.php?t=222342) [Caster] [Buffer] Bard/Divine proselytizer

Scion of the Storm (http://www.giantitp.com/forums/showpost.php?p=8203169&postcount=6) [Caster] [Debuffer] What is says on the tin. Storm-based caster.

Shaman (http://www.giantitp.com/forums/showthread.php?p=7836694#post7836694) [Caster] Interesting caster class based off His Dark Materials series.

Sieđkona of the Iron Bands (http://www.giantitp.com/forums/showpost.php?p=7310889&postcount=5) [ToM] Binder of Immortal Fae Lords

Sleight Shifter (http://www.giantitp.com/forums/showpost.php?p=8490708&postcount=14) [Caster] [Skills] Rogue/Wildshape Sneak

Spirit Manifester (http://www.giantitp.com/forums/showpost.php?p=9154466&postcount=12) [Caster] [Buffer] [Debuffs] Spirit Shaman whose spirit can influence material things thusly. (http://www.giantitp.com/forums/showpost.php?p=9154504&postcount=13)

Spirit of the Land (http://www.giantitp.com/forums/showthread.php?t=167351) [Caster] [Buffs] Spirit Guide becomes Land Spirit.

Storyteller (http://www.giantitp.com/forums/showthread.php?t=187235) [Caster] [Buffs] Storyteller Bard

Martial Dabbler (http://www.giantitp.com/forums/showthread.php?t=220724&highlight=martial+dabbler) [ToB] [Combat] ToB class that advances 1 other progression.

Twilight Guide (http://www.giantitp.com/forums/showpost.php?p=11820875&postcount=11) [Not really sure...] Guide for departed spirits.

Unholy Eye of Balor (http://www.giantitp.com/forums/showpost.php?p=7304448&postcount=3) [Invoking] [Incarnum] Channeler of ancient fey gods.

Unseelie Chancellor (http://www.giantitp.com/forums/showthread.php?t=137817) [Caster] [Invoking] Druid/Warlock Theurge

Wanderer (http://www.giantitp.com/forums/showthread.php?t=185047) [Combat] Movement-focused warrior

War Drummer (http://www.giantitp.com/forums/showpost.php?p=9719575&postcount=16) [Caster] [Buffs] Bard/Marshal

Black Wolf Ascendant (http://www.giantitp.com/forums/showpost.php?p=7987523&postcount=11) | White Wolf Ascendent (http://www.giantitp.com/forums/showpost.php?p=7987518&postcount=10) [Melee] Monk-based warrior

Wildrunner (http://www.giantitp.com/forums/showpost.php?p=9114706&postcount=6) [Combat] Movement-focused Skirmisher

Witcher (http://www.giantitp.com/forums/showpost.php?p=8475451&postcount=7) [ToB] [Invocation] Monster Hunter using ToB and Eldritch Blasts.



Here's the OP, if you're interested.

Hey, as I said, I am a complete newbling, and i'd like to give world building a shot. I've never DM'd, or for that matter played a D&D style game. I have a strong grasp of the rules and concepts involved, but I essentially lack experience. Anyhoo, I would like help creating a lowish-magic, middle-low fantasy world, with easily believable mechanics and setting. What this means...

*NO magic trains. abso-f***ing-lutely not. Or steam-powered airships. Or elemental wind-powered sailboats.

* No, the world is not ruled by magic dragon ponies, or even a Magocracy. It is ruled by regular old people/elves/dwarves/whatever, or simply not ruled at all. I.E, no kingdoms of evil black dragons and their lizardfolk servants.

*I am definitely not a fan of the default/vanilla D&D deity/objective morality system. Morality is essentially subjective, so a "magic circle against Evil" should really only force people who consider themselves evil to be repulsed by being forced to see the actions of their crimes.....or something. Gods are essentially unknowable, so clerics function more like sorcerers (who still prepare their spells the same way, use divine lists, etc), or through great personal effort to attain skills that seem somewhat magical.

*I would definitely like to use some nonhuman fantasy races, but not the whole goddamn list provided by the book. A half-orc character... probably not as a player.

*This will NOT be a hack-and-slash. I'm not looking for tales of courtly intrigue and diplomatic maneuverings, but i'd like some moral decisions and multiple options. Does the party join the angry townsfolk to avenge the missing child, or do they go talk to the orc tribe to find out if they were involved, or look for her themselves? Peacemaking should be difficult, but as rewarding as just going in guns blazing.

Now that I have that figured out... how do I start? Any suggestions or questions to help get them creative juices flowing would be appreciated, and if some great naming guru or ascended master of creating worlds wants to help, I will love you forever. Like I love puppies. not like that.

VvVAez
2011-04-02, 06:42 PM
I think you might want to approach world from a different angle. Simply starting with will not be in the world will not get you very far. You should approach world building from its core concepts - how will it differentiate itself from other worlds? Low magic / tech is only a piece of this.

Given what you listed, it seems like morality / divinity are the best ways to expand upon your world. How does this system of subjective morality affect your world compared to other systems. What do you mean by gods being "unknowable"? What are the differences between clerics and sorcerers? How does magic work in a world with non-traditional gods? If you can build upon concepts like these and organically flesh out the elements of the world, it will have a far more organic and logical feel to it.

Now, if this may be too abstract to translate into the concepts you want: low magic, low tech, non-exotic raical makeup. If you think this is the case, you may want to take the 'world' out of world building and simply focus on a smaller area. Build out a town/area in a generic setting (Greyhawk, FR) that has some of the elements you like. Localizing the issue allows you to focus on decisions that will directly affect players and gets to the heart of the moral decision / multiple options approach that you were thinking about.

1nfinite zer0
2011-04-02, 07:40 PM
yeah, definitely don't focus on the negatives. I would first start with imaginging what kinda place you want most to play around in. Is there an all-time favourite movie, tv series, book series that you love to death? What is one thing that really grabbed you in that (those)? Can you take that idea and mash it up with something else you like? Mixing it with an opposite or something that challenges that?

From there, you can decide what you would have fun doing, and then the consequences of the choices you adhere to.

Alternatively, I highly recommend this site for a thorough set of world-building questions, courtesy of the sci-fi writers of america: http://www.sfwa.org/2009/08/fantasy-worldbuilding-questions/

Doktor Per
2011-04-02, 08:57 PM
What sort of culture is there surrounding the area where they'll be playing? What is the geography like, and the resources? Does anyone have a monopoly of something? If this is almost pre-feudal, that changes a lot of things as well.

Judging by what you seem to be wanting to focus on, are different power centers. Main players for each ideology or interest group, how they interact and how the interpersonal relationships are. What's the social structure of a small society? Look into Dogs in the Vineyard to see how they explain hierarchy. How many people go off to be adventurers? Are there ANY sort of magical power centers, if so, where?

Races: What purpose do they serve? I recommend cutting liberally. If you can't make sense of how a race fits into your world, or how they'd survive... Cut it. Even if it's dwarfs or elves.

Savannah
2011-04-02, 10:50 PM
You might also be interested in The New World (http://www.giantitp.com/Gaming.html) series of articles.

SamBurke
2011-04-02, 11:32 PM
You might also be interested in The New World (http://www.giantitp.com/Gaming.html) series of articles.

Definitely, those are good.

Also, Wyntonian, you said, (sorry, I haven't figured out multiple quoting yet):

"This will NOT be a hack-and-slash. I'm not looking for tales of courtly intrigue and diplomatic maneuverings, but i'd like some moral decisions and multiple options. Does the party join the angry townsfolk to avenge the missing child, or do they go talk to the orc tribe to find out if they were involved, or look for her themselves? Peacemaking should be difficult, but as rewarding as just going in guns blazing. "
You're looking for politics, then, I gather? A map or lists of countries (or both) might help.

Wyntonian
2011-04-03, 03:51 AM
Thanks Everyone,

I gave 1infinte's idea a try and came up looking at a map of Orson Scott Card's alternate history world from the Tales of Alvin Maker. It's pretty much colonial 'Murica, with a few twists and a much more complex political geography. I have a vague idea of using just the geography and political boundaries from that to create some of the physical and social features. As I have just rolled a critical fail at finding the map online, here's a summary of what it's going to be like.

Background

Essentially, and I haven't quite hashed this bit out yet, there was once much larger empire, long enough ago that the history is not very well-recorded. When this empire fell apart (why? ideas would be nice here), the following nations were formed out of the wreckage, and have expanded and fluctuated since.



The First Country

Imagine the eastern half of the United States, from the Atlantic Coast to the Mississippi. Along the northern parts of the coast and extending inland a ways, covering the modern political boundaries of Maine, Rhode Island, Massachusetts, Vermont, New Hampshire, and bits of upstate New York is one nation, whose name I have not yet decided. (master nomenclaturists, please help) I'm tending towards it being a somewhat rugged, almost backwoods kingdom, or perhaps a confederacy of feudal lords, with some Norse-salted naming of places, people, etc. This will almost definitely be run by Humans, with a language closely related to that of the second country.

The Second Country

A bit south of that, taking up everything from New York in the North, to West Virginia in the West, to Virginia in the South, is a country that I feel ought to be a theocracy of some sort. I'm VERY open to suggestions on what their belief system should be like. I'm leaning towards a well-meaning system that tries too hard to be pure, IE has witch hunts, bans all magical use as ungodly, hunts down and kills magic users (which are fairly rare, but still), but does so mostly to please their god, or at least the priesthood (and what's the difference, really?) However, they are not horrible people, somewhere between LN and LG to use the standard system of alignments.


The Third Country

This nation is mostly the Carolinas, and I have thought about it the least. I'm tempted to make them the bad guys, or at least oppressive, but I don't want to fall into the "Evil Empire" cliche-trap. I'm thinking about having them be very top-heavy, in the sense that they have a large, wealthy upper/ruling class and a poor, neglected peasantry. Maybe have them somewhat over-used to ruling and complacent, with a growing resentment and possible rebellion bubbling up beneath them...

The Fourth Country

This is not so much a country as a political unit. Somewhat spread out between the borders of Mississippi, Alabama and the Florida Panhandle are about a dozen or so loosely-allied city-states, much like Renaissance Italy, with a Spanish-themed language and naming that matches. I plan to have the swamps inhabited predominantly by the Gnomes, who are so far the only nonhuman race I've mentioned. They are clan-organized, semi-nomadic and live predominantly in boats, and have a level of trade with the fourth country, who regard them as somewhat below their interest, although the luxury materials they trade are not. They have almost no political structure, beyond the clan or tribal level, although they do have a yearly meeting of elders (not that the fourth-country people know or care) A good portion of them speak the Common language of this continent, but so differently from a person of the first country it may almost take a translator to help them communicate.


The Not-Really-A-Country

The Appalachian Mountains (which will be renamed) are home to two distinct and somewhat separate groups: the Dwarven Clans to the north, and the Urgal Tribes to the south. Yes, I did just shamelessly jack the concept of Urgals from Christopher Paolini's books, but I'm pretty sure it's not trademarked, and they were my favorite part of the book anyway. If you have no idea what the heck I'm talking about, they're orcs with horns. Anyway, the two groups have a strong mutual dislike, and are in a state of almost-war, essentially a prolonged series of raids upon one another. The Dwarves (as well as most of the Human nations) view the Urgals as murderous beasts, while the Urgals consider the Dwarves to be a bunch of cowardly, short, bald murderers. I'm trying to break away from the Tolkeinish idea of Dwarves, so not they are both completely bald and live predominantly above-ground. Neither group has much contact with the human nations, it is known that they exist and the dwarven councils of Clan chiefs occasionally share gifts with Human potentates as signs of goodwill, but that's about the extent of their contact. Dwarven trademen and crafters are uncommon but not exactly rare in human lands, usually as exiles who became itinerant traders/craftsmen/mercenaries or the children of such, so much of what the humans know is told to them by political exiles, and is somewhat distorted.


This is all I got for now, more to come. As you can see, i desperately need help naming places and hashing out details. Thanks for everything.

SamBurke
2011-04-04, 02:17 PM
If you can't find a map, you can always just rip one off of Wikipedia and custom edit it. Paint is OK, but I recommend a program called SketchBook, as it, in my opinion, a bit more customizable and usable.

As to the background of the world, here's a suggestion.

A list of many of the various different ways that empires can get split up, assuming one empire changed into multiple entities, along with a historical example if possible:

EXTERNAL MEANS

1. Invasion.
1.a. Invasion with rebels. Rebel parties can be unified or split up, according to any other means on this list. (Do I even need an example here?)
1.b. Invasion foothold. The invasion is not complete. (British invasion of France, 100 Year's War)
1.c. Invasion with issues. The invading army is split into multiple groups for any number of reasons (Spanish/Mercenary armies invading the Netherlands. Reason of issue: pay for the troops)
1.d. Invasion by dissent. Invading country uses spies to pit the country against itself and spur inner rebellion and dissent using the Internal Means list. (Jacobite wars. The Jacobites (English/Scottish Dissenters) were funded by the French to fight the English)
2. Pact/Diplomacy
2.a. War Lost Divide. The losing country of a war is forced to divide itself into various parts. (Germany post WWII, East and West)
2.b. UN Peer Pressure. A group of allies tell you to give them land. (Not sure this has happened, but I'm not omniscient)
2.c. "Too Much for One Man." Voluntary agreement to share/divide power with an ally. Could mix with certain Internal Means elements.
2.d. Sale. Buying some other country's land from 'em. (Louisiana Purchase)
3. Other. I'm sure there are some more, and I'll update the list if need be.


INTERNAL MEANS

1. Inheritance
1.a. "Don't Divide the Kingdom!" A king divides his land up between his children and/or generals (Alexander the Great divided his land three ways between his generals.
1.b. Backstabber. A sib creates his own kingdom-breakaway. (Example: Practically. Every. Reign. Of. France.)
2. Intrigue
2.a. Political enemies. (Our very own Hinjo V Kubota)
2.b. Political split. Secession, more or less (The obvious American Civil War)
2.c. Rebellion (general or specific, concentrated or wide-spread. Your people hate you, and they fight you. (French Revolution)
3. Other.


Those should spark your mind a bit, I hope. :D.

As to names, which ones have names, and which need 'em? I'd love to help with that, if you need it.

Wyntonian
2011-04-04, 07:50 PM
As for naming, well, i'm still calling things "first country", "second country", etc. The countries themselves need names first and foremost, from the language groups/themes I have outlined (norse for first kingdom, kinda undefined for 2-3, which should change, and spanishy for the fourth.) I also need to determine the nature and history of the original empire that broke apart, although i already know why they never crossed the Mississippi. Any naming/ language advice would help, and please suggest this thread to any other good world-builders you know.

SamBurke
2011-04-04, 11:10 PM
1. Vulsutyr, Volundyr, Volund, Amontyr...
2/3. More info, perhaps?
4. Marcela (Marcelan), El-Nataro, Visel (Latin for Power, more or less...)

Mutazoia
2011-04-04, 11:12 PM
Essentially, and I haven't quite hashed this bit out yet, there was once much larger empire, long enough ago that the history is not very well-recorded. When this empire fell apart (why? ideas would be nice here), the following nations were formed out of the wreckage, and have expanded and fluctuated since.


Empires fall for various reasons. Rome fell because it got too damned big to support it self. Pepin III divided his Empire between his two sons (thus beginning the reign of Charlemagne).

If the Emperor dies with out an heir then the various noble houses will fight to put their own heir on the throne. (Read "The One Kingdom" by Sean Russell, or "A Game of Thrones" by George RR Martin)

You can also look at the Five Dynasties, 10 Kingdoms era of China.

Wyntonian
2011-04-05, 09:11 AM
I think I'll go with Vallheim for the first country, but those other ideas will probably become cities. I like Marcela, but I think it will change to Marcelena. Right now my main focus is finishing up the magic system and deciding on language themes for countries 2/3, as well as a real-life analog language for each of the Dwarves and Urgals.

Ursus the Grim
2011-04-05, 11:13 AM
Empires fall for various reasons. Rome fell because it got too damned big to support it self. Pepin III divided his Empire between his two sons (thus beginning the reign of Charlemagne).

If the Emperor dies with out an heir then the various noble houses will fight to put their own heir on the throne. (Read "The One Kingdom" by Sean Russell, or "A Game of Thrones" by George RR Martin)

You can also look at the Five Dynasties, 10 Kingdoms era of China.

A couple other suggestions for falls of empire.

Civil unrest. Perhaps the empire was too focused on maintaining trade routes and military might to keep its people happy. A civil uprising while the military is focused at the borders could strike the empire's heart, causing its death.

Disaster. An earthquake or some such (magic is a good choice here) weakens the tendons of the empirical body, causing it to slowly tear apart.

Infirm leadership. Most empires are focused around the leadership of one particular person. If that person falters, so does the empire. Rome was an exception, but one could look at the short-lived Third Reich. Some historians believe that if it were not for Hitler's growing mental and physical illnesses, he would not have made the mistake of antagonizing the Soviets before Germany could handle them.

Many of these combine with one another, especially when, as Motazoia said, the empire is too large. A senile Emporer would be slow to react to a disaster, causing the now displaced citizens to turn their rage against their leader and storm the palace while the military is campaigning against outlanders.

polity4life
2011-04-05, 12:32 PM
For names of countries or regions, look up historic names of areas. Let's take Andalusia for example. To some, it may appear to be a generic fantasy-esque name. But to most who either like history or search based the word, they will find that it refers to a region of Spain named during the Moorish occupation of the Iberian penninsula.

Another option is to summarize the mood or some fundamental assumption about an area in one word then find a translation for that word in another language. Look up infinitive forms, past tense, everything, and you might find something you like.

Wyntonian
2011-04-05, 10:27 PM
I think now would be a good time to show what I have planned for all the land west of the Mississippi. I decided that, in the immemorial past, the original empire (name? theme?) did come from a separate land, probably for a totally normal reason (not running from dragons, not coming through portals.) There was, however, an indigenous population, with a deep tie to the land, which the newcomers lacked somewhat (these people might have been halflings? I'd rather avoid elves. or maybe just other humans).

Despite plentiful opportunities and request for peace by the First People, the newcomers slaughtered themselves a space to live, rather than assimilate or negotiate for land. The First People were not truly a single nation, but they were slowly forced as a whole, over a period of around fifty years, back over the Appalachians as the insatiable appetite of the newcomers grew with their population.

Eventually, under the direction of a council of the Elders and a vibrant and charismatic War Chief, the First People decided to make a last stand against the assembled army of what had become the Empire. However, the night before the battle, the Elders of all the tribes convened in secret and decided, in the interest of peace and the preservation of their national conscience, that the battle was not to be fought. The tribes collectively burned their weapons and marched unarmed onto the plain of battle before the banks of the mighty Mississippi, men, women, and children, before dawn. As the Imperial Army advanced, the entire population stood surrounding their War Chief, with the Elders at the front. The army opened fire and charged after a short time, but the First People simply stood and died. Eventually, sickened by killing defenseless and unresisting women and children, the Army retreated and reformed. The Elders had all fallen in the first charge without landing so much as a blow, but as the Army watched, their blood flowed not into, but over the ground, until the Mississippi ran red. The War Chief stood above his dead and dying people, with only a small portion remaining, and proclaimed that any person who followed them over the river would not return. He and his remaining people walked across the river borne by the blood of their sister and brothers, and as the Army watched, a single, long, tall ridge grew on the far side, between them and their victims.
Since then, few person of Imperial blood has been able to cross the river, and those that could never returned from the far side of the ridge. The river remains an impassible boundary preventing any contact between the two peoples.

Sorry about the Wall of Text. Maybe that should have been the border... at least it's somewhat interesting.

polity4life
2011-04-06, 09:48 AM
I used Google Translator to come up with a name of your lost empire.

I translated, "Forgotten", as this former nation existed in what you called the immemorial past, from English to Malay and came up with "Dilupakan."

That's just an example of what I was discussing. It's a very easy way to come up with names for places or things that don't sound like language you would typically encounter.

Icedaemon
2011-04-06, 10:53 AM
I tend to make names by starting at some nigh-random location and extrapolating from there on. For instance, with Walufar I wanted to leave the impression that while the word 'Necromancy' is the same there as it is in normal D&D, in Walufar, the root for the word is derived from the name of Nekru, the first necromancer, who founded a nation that his son (re)named after dear old dad (Nekrer). From there, I decided that other nations with similar languages likewise had an er/ur/mar (and so on) suffix. Just like that, all I had to do was stick a couple of syllables in front, which themselves could have a different meaning or use, and have names for 1/3 of the human-ruled nations. With another set of nations, I wanted to place 'standard fantasy good guy' names on their lands no matter if the rulers there were nice people, sort of OK or complete and utter bastards.

In short, mash some syllables together or come up with a kunning idea until you find some words which sound nice and imply character when you pronounce them and then go off on a tangent.

blackjack217
2011-04-06, 12:24 PM
You might want to answer these questions soon:
How many races are you going to have? (also if you have elfs which kind)
Will your political units be race specific? (Elf kingdom, dwarf mountan fortress ect)

SamBurke
2011-04-06, 01:16 PM
Despite plentiful opportunities and request for peace by the First People, the newcomers slaughtered themselves a space to live, rather than assimilate or negotiate for land. The First People were not truly a single nation, but they were slowly forced as a whole, over a period of around fifty years, back over the Appalachians as the insatiable appetite of the newcomers grew with their population.

I like the rest of the story, I just note that this is VEEEERY similar to the real world's perception of the early days of America, and you're already using the map. I love that bit at the river, but you may want to mask it a bit more...

As to names, those are all suggestions, just to help you along.

Wyntonian
2011-04-06, 10:39 PM
Mask as in make it more unlike early colonial history? Yeah, that's a good idea, i'll be story boarding that one for a while.

For Blackjack

yes, Blackjack, I already said that I plan on having four races, with the possible addition of one other. These are Humans (dominant in the Eastern kingdoms, as well as in the southern cities), the Gnomes (who live almost exclusively around the swamps and dense forest of the Deep South), the Dwarves (who kick it in the Appalachians) and Urgals (Orcs with horns, also in the Appalachians). These people pretty much have their own political systems, and there's not a lot of racial diversity within each one

I have already described the political units in an earlier post, but now I've decided to finally get my act together and go on a naming rant, so here it is.

Vallheim

First Country is now known as Vallheim, with a capital of Murenholm, where they are ruled by their current King, Brenyn the Protector. His Grandfather Bjarni the Strong reunited the Eleven Clans that make up the Vallheim Kingdom after a period of civil war. Brenyn is now aided and counciled by the chiefs of the other ten clans. I''ll detail the clans, what they're about and their leaders in a separate post.


The Second Country

I'm still working on these guys, their government system and political structure are hard to separate, so what I decide about their religion will affect everything else, so I want to do it right. If anyone has a homebrew religion that would be appropriate or a real-life analog they would like to suggest, that'd be great and it would help me keep working on these guys. As it is, I'm a little stuck.



Sunshan

The third country is now Sunshan, with the capital of Tojishu. They are lead by a large, extremely wealthy upper class, but their head of state is Queen Amamesu. However, most of the nobility is too busy being rich and powerful to actually use their power, so most of the decisions are made by the people hired to manage the nobility's estates. As the government drinks itself into a stupor and the peasantry starves, monasteries, which were previously only for those children given to the organization at a young age, have begun expanding and gaining worshipers, mostly people who wish to enjoy the tax-exempt status of a monk, although most leaders are sure to screen out those are only interested in the title. Also, a couple of the more disillusioned monasteries are known breeding grounds of assassins, monks and warriors who work against the government.


Fourth Country

The fourth country is now collectively known as the Dotze Affariata, a group of twelve city-states, four major and eight minor. The major ones are Vallverda, Llanca, Mareis and Marcelena. Vallverda is the largest of the twelve, and is a major agricultural center that produces most of the food of the Affariata. Llanca is situated on the Ozark plateau, and has the most contact with the Urgal tribes. They are militarily the strongest, with better-trained and equipped troops than any other, although they are slightly outnumbered by Vallverda. Mareis is set where the Mississippi meets the Gulf of Mexico (both will be renamed), and has one of the only navies, as well as the strongest, in the land (I still haven't named the land as a whole), as well as the largest trade fleet. Marcelena is, culturally, the leader of the Affariata. They host several universities in everything from language to music, as well as the great halls where the traders and representatives of the Affariata meet and debate.


Current Priorities:

*The religion(s) of the land, particularly that of the Second Country.
*what to call the land so I can stop calling it "The Land"
*MOAR NAMES

SamBurke
2011-04-07, 02:12 PM
As to religion: Sikhism. Every Sikh who every lived was so kick-ass, it's not even right. True story. But anyway, they're a standard-ish Muslim-esque religion, but even more warlike. Their religion is tied to their politics, as well as their style of warfare. I'll see if I can get a few links up...

Valley
2011-04-08, 07:36 AM
I would like to point out, as a person who got a BA in History oh so long ago...history can be very confusing - there are gaps, sometimes there are lies, sometimes there are just parts of it that nobody agrees on. Your history/time line, in other words, does not have to be written in stone. Everybody, NPCs anyway, will have their own idea about it, they will use the parts they wish, and forget the others. The same 'facts' will generate different view points - just look at some of the threads on here - so make sure to have fun with it!

I would also suggest maybe reading up a tad on the Middle Ages - they had some very interesting ideas on how to collect taxs, what was proper to eat (unborn rabbits - not having been born - were not alive and therefore are not meat - so you can eat them on meatless Friday), and so on.

:smalltongue:

polity4life
2011-04-08, 08:58 AM
I would like to point out, as a person who got a BA in History oh so long ago...history can be very confusing - there are gaps, sometimes there are lies, sometimes there are just parts of it that nobody agrees on. Your history/time line, in other words, does not have to be written in stone. Everybody, NPCs anyway, will have their own idea about it, they will use the parts they wish, and forget the others. The same 'facts' will generate different view points - just look at some of the threads on here - so make sure to have fun with it!

I would also suggest maybe reading up a tad on the Middle Ages - they had some very interesting ideas on how to collect taxs, what was proper to eat (unborn rabbits - not having been born - were not alive and therefore are not meat - so you can eat them on meatless Friday), and so on.

:smalltongue:

Thank you for the disturbing factoid Valley. I can't wait for that one to pop up next time I play Trivial Pursuit.

Anyway, Valley brings up some great points. History may be subjective. Perhaps what is taught or is a understood at a societal level is, in fact, wrong. That always makes for an interesting story, to answer, "What actually happened here?"

But just to set a baseline, I argue that at least establishing that history, no matter how flawed within the world, is necessary to develop a story based upon it. Even if this entire history turns out to be a fabrication by the powers that be within your world, having it is essential because this is what your players in-character knowledge will be based upon.

SamBurke
2011-04-08, 01:48 PM
@polity, definitely. There needs to be a base of "generally believed." For example, we're absolutely sure there was an American Civil War (or whatever name you choose to call it). This is an established fact, with over a million pictures having been taken of it.

@valley, gotta use those facts. I like the idea of various POVs on a subject/point in time.

Talvereaux
2011-04-08, 02:18 PM
I think The Elder Scrolls is a successful example of building subjective lore. Most of the world's history is 'established' through books and accounts, a lot of which being written from different viewpoints with unreliable narrators (not unlike actual historical records), some of which outright contradicting each other, so while you can glean a lot about what's happened, a lot is still left open to interpretation. 'Good' and 'evil' are generally left up in the air.

Wyntonian
2011-04-09, 05:10 PM
I really have appreciated how much people have responded to this thread, it has helped me go from entirely clueless newb to entirely clueless newb with a pretty good idea about where to go. Thanks, guys.

@Sam, i must agree that Sikhism takes badass to a level that few religions can, but I'm not sure how well it fits in with my idea of the second country. The ideas about subjective interpretation of history are also great, but i'm not quite to that point yet.


In the religion, I'm looking for something focused greatly on percieved purity within people and is especially violent/disapproving towards those with differing views, but is not a major religion today. Just to avoid pissing people off, homebrewed or fictional religions are best.

I've also decided to re-edit my historical monologue about the first empire. The First people, i have decided, assimilated with the newcoming people of the empire and taught them about magic, which in my campaign world is very limited and natural (no wizards, clerics heal and are casters. I'll do a post about that with the adjusted spell lists and errything). After a period of time in which the groups communicated and were friendly, the Religious Organization of the Empire decided that magic was the work of the Devil, and because the First People knew so much about it, they were devils themselves. This lead to the campaign that I did that massive post about, ending with the people leaving to cross the Mississippi, leaving a wall of shimmering air behind them, like a heatless haze, obscuring the far bank.

I'm working on spell lists now, expect the cleric/whatever one by thursday.

SamBurke
2011-04-09, 10:40 PM
So, for a religion, you want Pharisees (to imagine a 1st Century Pharisee, take a lawyer. Then, you add a min/maxer with EVERY rule book every written. Then you add one of the Spanish Inquisitors. And now you have a Pharisee) or something like them, then?

Mayhem
2011-04-09, 11:20 PM
Norse/norman words etc here (http://www.viking.no/e/france/norman_on_words.htm). That might help in naming your faux-scandinavian kingdom.

Edit: Oops, looks like you're sorted on that front. Well good luck :smallwink:.

Wyntonian
2011-04-10, 12:06 AM
So, for a religion, you want Pharisees (to imagine a 1st Century Pharisee, take a lawyer. Then, you add a min/maxer with EVERY rule book every written. Then you add one of the Spanish Inquisitors. And now you have a Pharisee) or something like them, then?

I'm not entirely sure what you mean by this...

and thanks, mayhem. that's a pretty cool page, I'll use that when I detail the Vallheimers.

Knaight
2011-04-10, 12:08 AM
I would like to point out, as a person who got a BA in History oh so long ago...history can be very confusing - there are gaps, sometimes there are lies, sometimes there are just parts of it that nobody agrees on. Your history/time line, in other words, does not have to be written in stone.

Moreover even the events for which the time is very well known are going to have dramatically different interpretations, as well as a whole bunch of different names.

SamBurke
2011-04-10, 12:14 AM
I'm asking, do you want someone like the Pharisees? *insert description here*

Wyntonian
2011-04-10, 12:45 AM
I might. Are you offering to create them or what? I don't really know much about the history of them, but if you could sum it up I'd be grateful.

SamBurke
2011-04-10, 01:02 AM
Ok. Basic history is very simple: They were religious leaders for Judiaism. They over-did the religion, nit-picking it to death, extrapolating dozens of rules (up to 613 at one point) from the rather simple original commands. Then, they set themselves up as judges for those rules, bearing down on their people. The people still thought of them as wise and right, and so just went along with it. They were uppity to all other religions, believing them to be false, and demanded conformity in all areas for its own people.

Wyntonian
2011-04-10, 01:18 AM
That sounds almost exactly like what I'm looking for in my religion. Now I just need some fluff and some flavoring for it. I'm brick-walled on this, otherwise I'd just do it myself. Maybe a Shintoesque form of ancestor worship that suggests that ancestors don't like mages because they died fighting the First People who taught them magic?

SamBurke
2011-04-10, 01:32 AM
Sounds good to me.

Wyntonian
2011-04-10, 12:31 PM
So, current priorities include:

*creating the political structure of the church and the second country (sorta the same thing)

*Deciding the regional flavor of the Second Country (Nordic for first, Korean/Japanese for third, Catalan/Italian for fourth).

*Finishing the spell lists and magic system. Spoiler-There's no wizards!!! omfgwhat! and Sorcerers use the new cleric-based list!

*ummm..... more detail work on all the everythings, I guess? or whatever y'all want to see more of.

SamBurke
2011-04-11, 11:42 PM
Um... no wizards? (Because of the backstory with the First People, I assume?)

Wyntonian
2011-04-12, 11:42 PM
No, I simply don't think they fit. Magic will be a fairly natural, almost holistic practice, and I've pared down the spell lists substantially. I now have Bards, Druids (only past the river, and a couple with the urgals), Pallies/Rangers (all of whom have their regular lists, with some very, very minor adjustments) and my new bastardized clerics, with sorcerers using the same spell list. I'm still doing up my spell lists (thank god for the d20 srd), but I plan to make every cleric/whatevery-guy pick a specialty off a traditional Native American life wheel, with some adjustments made...

The wheel is essentially a circle in quarters, so these casters will choose from being a Red (summer, fire spells and sun stuff, a couple of visual illusions) Blue, (winter, cold and wind, and some sending-style things), Black (autumn, physical buffs, some earth and stone-themed spells) or Green (Plants and animals, Spring, poisons and the only summonings available in the class. Pretty much druids/rangers, but with a smaller list).
There's a central list that everyone can access which includes heals,

The idea is that magic in a very limited sense is actually fairly common and culturally accepted, but people find it so everyday that is almost unnoticed, like any other sort of trade. Yeah, that housewife can cast cure minor wounds, but that doesn't make her a witch or powerful enchantress (outside of the second country)

I'm thinking about also adding some sort of buff or special bonus to go along with each sort of caster, like Greens getting an animal companion, or Blacks getting martial weapon proficiency, or Blues getting...something else.

I'll put up the spell lists up when i finally finish them (I'm on level seven! yay!)

BigDumbWeirdo
2011-04-13, 06:38 PM
I think I'll go with Vallheim for the first country, but those other ideas will probably become cities.
Just a note which might be worth an idea... "Val-heim" means "election home,"
if loosely translated. Maybe it could be a ruled by a Thing (http://en.wikipedia.org/wiki/Thing_(assembly)) if you're not married to the king idea.

Valley
2011-04-13, 08:27 PM
The idea is that magic in a very limited sense is actually fairly common and culturally accepted, but people find it so everyday that is almost unnoticed, like any other sort of trade. Yeah, that housewife can cast cure minor wounds, but that doesn't make her a witch or powerful enchantress (outside of the second country)


That is interesting because if magic is low-level, used in every household, then you will not have massive Guilds/Schools/Whatnot controlling it. You will find the equipment and materials you need next to the fruits and farming tools. Traveling vendors will sell herbs and magical spices along with iron knives and claywares. Would anybody be assigned to keep con artists from selling bad magic or spoiled material? Or is it buyer beware?

Wyntonian
2011-04-13, 09:39 PM
Ok, first off the bit about Vallheim being an actual word was complete coincidence, but I like it. My idea was that the grandfather of the current king, Bjarni the Strong, reinstated the prewar political structure after he ended the civil war that had separated the clans for about forty years. What this implies is that when a ruler abdicates the throne, is voted off by at least eight of the other eleven clan chiefs, or dies, a successor is chosen from the ranks of the chiefs of the Twelve Clans that make up the population of Vallheim. Those who were not elected serve as advisers, ambassadors, judges, Generals, etc. according to their abilities, as well as representing their clans to the King. This is sorta like a Thing, but not exactly.

Also, about the magic system. The First People were able to draw their power directly from the land, but the newcomers (who have been around more than a thousand years by now) were never quite able to do that. Instead, they use magic found in everyday materials in concert with their own willpower and focus to create the effects of a spell, along with a few barely-understood alchemical processes (think for fire spells). By preparing spells, a caster (I need a name for this class, too) meditates on which spells to prepare, and works their own energy, which is limited by level (manifests as spells per day), into the components to be released later. Other types of magic, like Nature's Ally, or speak to animals, comes from a budding understanding of the natural world as well as an willingness to listen, which is fairly rare.

There really isn't any sort of wizard school, but particularly talented casters may have been trained by the older caster of their village, who would probably work as a storyteller/teacher/Old Wise Dude.

I hope this clears stuff up, and please keep asking questions, it helps me flesh ideas out much better.

Arathnos
2011-04-14, 02:39 PM
As others have said, basing things off of real cultures, especially names, is a great start. I like to use this page for generating names.

http://www.ruf.rice.edu/~pound/

It has a huge collection of words from various different languages, including several fantasy works like Tolkien and Lovecraft. You can use it to generate the names for each region and help you to establish a distinct and unified theme for each country.

Wyntonian
2011-04-14, 06:17 PM
Thanks Arathnoid

Finally, I have my spell lists for the new casting class. Feedback is what makes this work, so don't be shy to diss it. Each caster would choose a color/spec at creation and have the base list plus their color-specific list. they would get spells per day as a cleric, as well as the cleric attack progression and armor proficiency through medium, although they can only cast in light armor without a chance of failure.

NOTE: Spells followed by a * are found in the Spell Compendium.

Level 0

All:
*Cure Minor Wounds
*Call Water-As create water, comes out of the ground.
*Purify Food and Drink
*Virtue
*Longstrider
*Know Direction
*Dancing Lights

Red:
*Light
*Flare

Blue:
*Ghost Sound
*Message
*Ray of Frost

Black:
*Resistance
*Inflict Minor Wounds
*Concuss-as daze, but on touch, works on animals+ humanoids

Level 1:

*Cure Light Wounds
*Move w/o Trace
*Hearten-As remove fear
*Bless
*Bane
*Command-used only after Hypnotism
*Hypnotism
*Calm Animals
*Lock-As Hold Portal
*Grease
*Goodberry
*Cure Light Wounds
*Disguise Self

Red:
*Faerie Fire
*Endure Elements-Fire only
*Burning Hands
*Produce Flame
*Animate Fire*

Blue:
*Feather Fall
*Entropic Shield-Caused by swirling winds
*Obscuring Mist
*Shocking Grasp
*Amplify
*Animate Water*

Black:
*Magic Stone
*Resist Energy
*Enlarge Person
*Shillelagh
*Shield
*Backbiter*

Green:
*Charm Animals
*Speak w/ Animals
*Entangle
*Nature's Ally I
*Detect Animals/Plants
*Animate Wood*



Level 2

All:
*Calm Emotions
*Cure Moderate Wounds
*Hold Person
*Glitterdust-Using Short range
*Mighty Cry-as Sound Burst
*Heroism
*Rage
*Scare
*Spider Climb
*Augment Familiar* (works on animal companions
*Bite of the Wererat (Fox clan of Vallheim only, appears as a fox)

Red:
*Heat Metal
*Fire Trap
*Continual Flame
*Pyrotechnics
*Eagle's Splendor

Blue:
*Owl's Wisdom
*Resist Energy-Cold Only
*Wind Wall
*Fog Cloud
*Whispering Wind
*Chill Metal
*Gust of Wind
*Binding Winds*

Black:
*Bear's Endurance
*Bull's Strength
*Soften Earth+Stone
*Spiritual Weapon
*Remove Paralysis

Green:
*Animal Messenger
*Cat's Grace
*Nature's Ally II
*Tree Shape
*Delay Poison
*Barkskin
*Snare

Level 3

All:
*Clairvoyance/Clairaudience
*Cure Serious Wounds
*Fear
*Remove Curse
*Dispel Magic
*Crushing Despair
*Good Hope
*Bestow Curse
*Prayer

Red:
*Daylight
*Searing Light
*Protection from energy-Heat Only
*Flame Arrow

Blue:
*Call Lightning
*Sleet Storm
*Water Breathing
*Quench
*Protection from energy-Cold Only

Black:
*Haste
*Slow
*Magic Vestement
*Stone Shape
*Meld into Stone
*Absorb Weapon*

Green:
*Plant Growth/Diminish Plants
*Dominate Animal
*Greater Magic Fang
*Neutralize Poison
*Nature's Ally III
*Tree Shape
*Leech Strike-as Vampiric Touch

Level 4

*Cure Crit Wounds
*Shout
*Freedom of Movement
*Discern Lies
*Reincarnate
*Rainbow Pattern
*Dominate Person
*Modify Memories
*Bite of the Wereboar* (Boar Clan of Vallheim only)

Red:
*Wall of Fire
*Fire Shield-Hot Only


Blue:
*Sending
*Control Water
*Ice Storm
*Solid Fog
*Wall of Ice

Black:
*Rusting Grasp
*Spike Stones
*Divine Power
*Greater Magic Weapon

Green:
*Nature's Ally IV
*Speak to Plants
*Repel Vermin
*Blight
*Command Plants

Level 5

All:
*Mass Cure Light Wounds
*Dream
*Greater Heroism
*True Seeing
*Privacy-As private sanctum, but without non-scrying visual effects
*Break Enchantment

Red:
*False Vision
*Flame Strike
*Burning Symbol-As symbol of pain

Blue:
*Cone of Cold
*Call Lightning Storm
*Control Winds
*Overland Flight-players can only fly 5' above ground

Black:
*Passwall
*Righteous might
*Wall of Stone
*Stoneskin

Level 6

All:
*Mass Cure Mod. Wounds
*Eyebite
*Greater Shout
*Find the Path
*Spellstaff-Works on any weapon

Red:
*Mass Eagle's Splendor
*Fire Seeds
*Smoke Walk-As wind walk, must have an open flame to cast.
*Anger of the Noonday Sun

Blue:
*Mass Owl's Wisdom
*Wind Walk
*Chain Lightning
*Freezing Sphere
*Animate Snow*

Black:
*Mass Bear's Endurance
*Mass Bull's Strength
*Wall of Iron
*Flesh to Stone
*Transformation

Green:
*Nature's Ally VI
*Mass Cat's Grace
*Liveoak
*Ironwood
*Repel Wood

Level 7

All:
*Mass Cure Crit Wounds
*Regenerate
*Heal
*Project Image
*Waves of Exhaustion
*Vision

Red:
*Firestorm
*Sunbeam
*Prismatic Spray-ignore effects 7/8, use a d6 instead

Blue
*Acid Storm
*Control Weather
*Screen-Scrying only
*Legend Lore

Black:
*Mage's Sword
*Statue
*Transmute Metal to Wood
*Repulsion

Green:
*Changestaff
*Animate Plants
*Nature's Ally VII
*Transmute Metal to Wood

Level 8

All:
*Mass Cure Crit Wounds
*Swirling Cloak-As cloak of Chaos, ignores alignment
*Mind Blank
*Demand
*Discern Location
*Mass Charm Monster

Red:
*Incendiary Cloud
*Sunburst
*Scintillating Pattern

Blue:
*Whirlwind
*Polar Ray
*Horrid Wilting

Black:
*Irresistible Dance
*Moment of Prescience
*Iron Body
*Earthquake
*Repel Metal or Stone

Green:
*Nature's Ally VII
*Control Plants
*Animal Shapes
*Mass Awaken*

Arathnos
2011-04-14, 07:05 PM
I'll give the list a more in-depth look when I have more time, but at first glance it seems a tiny bit small. I understand that you are trying to limit magic, but I feel like your list encourages casters to spam the same spell over and over again.

If that is the theme you are going for, then by all means shut me up, because that is a valid approach I suppose. However, if not, consider throwing in just one or two more spells for each color per level.

Like I said, I don't have time to really examine it right now, so maybe it actually works out fine, I just don't know, this was just my first impression.

I do like the colors and themes though. Do you plan on doing a full fluff write-up on each of the colors or leaving it fairly vague?

Wyntonian
2011-04-14, 08:01 PM
To be entirely honest, there weren't really enough spells at higher levels to give each specialization more than one or two without totally wrecking the themes.

and yes, there's a substantial bit of fluff surrounding each color. The idea is that one surviving idea of the First People that is still around when the world is currently set is a Wheel of Life, which is a circle divided in quarters, each of which represent a season, age, etc. Green is Spring, childhood, and is themed to plants, animals, etc. Red is Summer, Youth/young adulthood, and is themed to fire, sun and light. Black is Fall, Middle age, and is themed to physical buffs and earth-type spells. Lastly, Blue is Winter, old age and death, and is themed cold and wind and communication/sending type spells.

When a caster is first trained in the art of magic (is created/rolled up), they are drawn to a particular quarter of the wheel. They generally have a more intuitive grasp of this section of magic, and tend to pursue it more deeply than others, hence the division/flavoring.

Valley
2011-04-14, 08:58 PM
Green is Spring, childhood, and is themed to plants, animals, etc. Red is Summer, Youth/young adulthood, and is themed to fire, sun and light. Black is Fall, Middle age, and is themed to physical buffs and earth-type spells. Lastly, Blue is Winter, old age and death, and is themed cold and wind and communication/sending type spells.


The whole time of the year thing makes me think of Shamans and the Zodiac.

Zodiac Shamans? :smallbiggrin:

Wyntonian
2011-04-14, 11:51 PM
The zodiac thing is quite a bit of a stretch, but modern shamanism and this system/class have very similar origins. Is there any other class called Shamans? i feel like there is, but i think i might use that name anyway.

Wyntonian
2011-04-16, 12:36 PM
Does anyone know where i can find the table people use for explaining classes? thanks.

Arathnos
2011-04-16, 12:38 PM
Edit: Whoops, hit enter on accident, will edit in a minute.
Edit 2: Alright, just quote this post and copy out the code and edit the entries to your heart's content.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|FEATURES HERE|5|3

2nd|
+1|
+0|
+0|
+3|FEATURES HERE|6|4

3rd|
+1|
+1|
+1|
+3|FEATURES HERE|6|5

4th|
+2|
+1|
+1|
+4|FEATURES HERE|6|6|3

5th|
+2|
+1|
+1|
+4|FEATURES HERE|6|6|4

6th|
+3|
+2|
+2|
+5|FEATURES HERE|6|6|5|3

7th|
+3|
+2|
+2|
+5|FEATURES HERE|6|6|6|4

8th|
+4|
+2|
+2|
+6|FEATURES HERE|6|6|6|5|3

9th|
+4|
+3|
+3|
+6|FEATURES HERE|6|6|6|6|4

10th|
+5|
+3|
+3|
+7|FEATURES HERE|6|6|6|6|5|3

11th|
+5|
+3|
+3|
+7|FEATURES HERE|6|6|6|6|6|4

12th|
+6/+1|
+4|
+4|
+8|FEATURES HERE|6|6|6|6|6|5|3

13th|
+6/+1|
+4|
+4|
+8|FEATURES HERE|6|6|6|6|6|6|4

14th|
+7/+2|
+4|
+4|
+9|FEATURES HERE|6|6|6|6|6|6|5|3

15th|
+7/+2|
+5|
+5|
+9|FEATURES HERE|6|6|6|6|6|6|6|4

16th|
+8/+3|
+5|
+5|
+10|FEATURES HERE|6|6|6|6|6|6|6|5|3

17th|
+8/+3|
+5|
+5|
+10|FEATURES HERE|6|6|6|6|6|6|6|6|4

18th|
+9/+4|
+6|
+6|
+11|FEATURES HERE|6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+6|
+6|
+11|FEATURES HERE|6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+6|
+6|
+12|FEATURES HERE|6|6|6|6|6|6|6|6|6|5[/table]

Wyntonian
2011-04-16, 03:28 PM
Thanks. I feel like this class is incredibly light of features though, any suggestions?

Arathnos
2011-04-16, 04:11 PM
Well, it would involve a slight re-configuration of the class in general, but are you familiar with the Spirit Shaman from Complete Divine? You could blend in some of the abilities of that class, maybe shifting the focus from animal spirit guides to elementals. Or some other spirit designed to embody the different colors of your magic spectrum.

This would serve to further differentiate the class from the standard cleric or specialist wizard, and strengthen a character's bond to his chosen color.

Wyntonian
2011-04-16, 06:49 PM
I'm not familiar with anything from the Complete (insert whatever here), sorry. And I'd somewhat prefer to use animals over elementals. The idea is that this is exclusively natural magic, drawn from the land, which simply can be expressed and understood as colors. I'm not even going to mention any other planes in my campaign, so elementals are somewhat out of place. If you could link me something about that class or just explain it, I'd be very grateful.

Arathnos
2011-04-16, 07:13 PM
That actually makes things easier, less tweaking from the flavor of that class.

The class is essentially a mix between cleric and druid, serving as a sort of 'barbarian' priest. Each spirit shaman has an animal guide that serves them much like a familiar, bringing them in touch with the spirit world. I sent you a PM with greater detail if you're interested.

Wyntonian
2011-04-16, 10:31 PM
that sounds a lot like what I want this class to be like. Even the courtly mages who help safeguard Sunshani nobles derive their power from this natural, primal source, although they might not see it that way. I'll use some aspect from this class to help spec out the....Still working on finding a name. Shaman, maybe? but that one's already been used.... Oh well.

New Priorities:
*Details on the Dwarven Clans and Urgal Tribes,
*Detailing the Eleven Clans of the Vallheim.
*Creating an internal political structure for the Dotze Affariata.
*Finishing up the aforementioned class.
*Deciding on the wildlife of this new Amurica- Regular old critters? Magical Beasts? If so, what kinds? Undead? Fey? (I like these last two)
*Maybe writing up some adventures based on each region?

Suggestions on all of these are great.

SamBurke
2011-04-17, 07:42 AM
Hm... Viking Elves... how would being a Viking change them...

They're each individualistic, and animalistic, worshipping the animals they see. Each tribe is known by its flag, which has its chosen animal of worship. Each clan guards their flag as the most important representation of their deity, protecting it with their lives. In fact, when you first enter any of the settlements of the Vallaheim, you can always see its temple, as it is usually in the top of a tree or at least a tall building.

Despite the apparent celebration of fracturedness, they can all be summoned by the current leader of the Vallaheim to fight for up to three months. After that, it's up in the air. However, due to the fact that they move quickly, most people dread those three months like nothing else.

Valley
2011-04-17, 12:33 PM
Despite the apparent celebration of fracturedness, they can all be summoned by the current leader of the Vallaheim to fight for up to three months. After that, it's up in the air. However, due to the fact that they move quickly, most people dread those three months like nothing else.

Would they have Berserkers?

Wyntonian
2011-04-17, 01:15 PM
Well, because they're a surviving fragment of a greater human empire, they're humans themselves. They do have the friendliest negotiations and relations with the dwarves, but they're almost exclusively human. I do plan for each Clan to have a patron animal totem, and to be identified by this totem (Bear Clan, Elk Clan, Hawk Clan, etc.) I think I'll use the variant barbarian rules to separate their barbarian warriors somewhat, but they will also have non-barbarian fighters, rangers, etc. Rangers might have a predilection towards having their own totem as an animal companion. I'll work out the Clans details this week, and probably more on the Dotze Affariata.

Wyntonian
2011-04-22, 09:12 AM
I've decided that the Vallheimers need a little more fluffy love, so here's what I have on them. This covers each clan's character, role in government, and their leader.

Elk: The Chiefs of Elk Clan have a strong tendency towards leadership. Brenyn the Protector (Fighter 15/Bard 4), King of Vallheim, is the Chief of Elk Clan, as was his grandfather, Bjarni the Strong. The clan is fairly well-respected as a whole, and the people are fairly well-off compared to others. Their favored weapon is the Longsword.

Wolf:The Chiefs of Wolf Clan are usually strong, loyal supporters of the King, although they rarely take the role themselves. Their people tend towards hunting and the outdoors, and are frequently wilderness guides. They are led by Soren Ostvekson (Green Mage 5/Ranger 11) , Chancellor of Vallheim. (Essentially a Vice President). His grandfather was Bjarni's first and most loyal follower when he reunited the clans of the Vallheim. Their favored weapon is the Battleaxe.

Bear: The Chiefs of Bear Clan tend towards generalship, but are rarely deeply involved in politics beyond that regarding war. Their people likewise are frequently soldiers, mercenaries, and guards of towns and caravans, and have a reputation of being honest but fearsome warriors. They are led by Sigurd Marensdottir (Fighter 13/Black Mage 3) , who is the Host-Lady of the Vallheim, (Head Commander), as well as Brenyn's closest military adviser. Their favored weapon is the Greataxe.

Hawk: The Chiefs of Hawk Clan tend to focus more on what is happening outside the borders of Vallheim than who's arguing with who within. Their people include some of the best spies that Vallheim has, and are distributed from the Greywash (St. Lawrence River) to the furthest outpost of the Dotze Affariata. Their chief is Adrian Gunnarson (Rogue 8/ Ranger 6/ Assassin 1), Brenyn's Spymaster. Their favored weapon is the Light Crossbow.

Beaver: The Chiefs of Beaver Clan are a stark contrast to the Hawk Chiefs. Their focus is solely on building and maintaining the Vallheim lands, which is what they do best. Their people are frequently builders and architects, and they are responsible for the majority of the construction that goes on in Vallheim, and as they would put it, all of the good stuff. Their Chief is Lief Rolfson (Black Mage 10/ Fighter 5), who is very minor player in Vallheim politics. His role as Interior Consul is essentially to take care of the little stuff in the Kingdom, roads, buildings, etc. Their favored weapons are the Handaxe and Throwing Axe.

Horse: The Chiefs of Horse Clan are somewhat minor compared to the immense political clout of the Elk, but they hold an important role none the less. As one could expect from their name, they are, almost exclusively, the cavalry and horse breeders of Vallheim. Their people are skilled in working with animals of all types, and are considered the elite cavalry of the region, despite their lack of competition. Their chief is Alric Rangvaldson(Fighter 10/Green Mage 5), who is Sigurd Marensdottir's second in command and Horse-Lord of the Vallheim. Technically, this is not a hereditary position, but nobody but a Horse Chief has ever held it. Their favored weapon is the Lance.

Dove: The Chiefs of Dove Clan tend to work to undo the damage that Bear Clan does, in their opinion. They and their people work as mediators, healers and medics throughout Vallheim. They are responsible for the health of the Kingdom, and frequently work as medics when the time comes for war. They are led by Annika Ragnasdottir (Blue Mage 12/Aristocrat 3) , who serves Brenyn as a close confidant informally, although she has no official position in government aside from Clan Chief. Their favored weapon is the Dagger.

Owl:The Chiefs of Owl Clan are easily the most respected Chiefs, after those of Elk. Their Clan is famous for their role as teachers, historians and scribes, and have the highest literacy rate in Vallheim. One of their most important responsibilities, however, is to teach prospective students about magic, although this is done on a very small scale, almost always one teacher to one student. Their Chief is Lared Vilmarson (Red Mage 11/ Bard 6), who is Battle-Sage of the Vallheim. He is responsible for applying whatever limited use of magic is possible to warfare as well as being a historian and councilor. Their favored weapon is the Rapier.

Raven: The Chiefs of Raven Clan are not generally considered among the powerful Vallheim Chiefs. However, they do have a surprising level of influence. Their Clan, while they do not fight, heal or build, creates. Their people are the artists, musicians, troubadours, bards and messengers of the Vallheim. They also provide battlefield communication to the armies of Vallheim. They are led by Brynhild Hjorasdottir (Bard 12/ Duelist 4), who is the Wight-Speaker of the Vallheim. (Somewhat of a religious leader, it is her responsibility to speak to the Land- and Hall-Wights to ask their support of the King, as well as ask them questions on behalf of the Vallheim). Their favored weapon is the Short Sword

Boar: The Chiefs of Boar Clan are little-loved by their colleagues, mostly because of their role in government. They are the Judge of the Vallheim, and appoint people to subordinate positions throughout the Kingdom. They have a tendency to take their role somewhat seriously, and have been known to occasionally exercise their authority to their gain, whether or not it supports the Vallheim. Their people are the police, lawyers, judges and sheriffs of the Vallheim. Their Chief is Ragnar Hinrikson (Fighter 10/ Black Mage 3/ Monk 3), Judge of the Vallheim. (Essentially a one-man Supreme Court.) Their favored weapon is the Whip.

Fox: The Chiefs of Fox Clan have a level of unwilling respect from the other Chiefs. Their clan is primarily made up of traders, merchants and caravaneers, both domestically and internationally. They have a somewhat gypsylike reputation. When someone's daughter comes up pregnant without a known father? Probably that Fox caravan from last month. However, without them, most people's standard of living would decrease sharply, as well as their supplies of little fancy things. They are led by Henreik Hollson (Rogue 8/Ranger 8), Trade Consul to Brenyn. Their favored weapon is the Quarterstaff.


I finally got these done, it took way longer than I'd expected. It's mostly fluff, but it's decent fluff at least. If anyone wants to think up some adventure prompts from these, PM me about it.

EDIT: Changed Cougar Clan to Dove Clan, added Favored Weapons. Any Vallheim character who chooses a clan gets proficiency with their clan's favored weapon.
Another Edit: Added levels to each Clan Chief.

SamBurke
2011-04-23, 11:21 AM
Hm, some goood stuff here. I do agree, the Cougar clan seems a slight bit out of place. Perhaps change it to the Dove clan, and add in that they get some flak for being peaceful clerics, etc?

Also, note: Horses are non-wild. To most people they just aren't. They also aren't native to America.

Hm. What about Mockingbirds or something like that, a natural bardic type clan-esque thing. Bards were a big part of ancient culture, taking the place of TV, radio, newspapers, phones, and many other things. They taught, entertained, recorded history, carried news, letters, information, ideas, and much more. Perhaps they're the only clan that doesn't have a leader/specific place to congregate, but instead serve everywhere as bad-ass singers?

Wyntonian
2011-04-23, 03:18 PM
Hm, some goood stuff here. I do agree, the Cougar clan seems a slight bit out of place. Perhaps change it to the Dove clan, and add in that they get some flak for being peaceful clerics, etc?

Also, note: Horses are non-wild. To most people they just aren't. They also aren't native to America.

Hm. What about Mockingbirds or something like that, a natural bardic type clan-esque thing. Bards were a big part of ancient culture, taking the place of TV, radio, newspapers, phones, and many other things. They taught, entertained, recorded history, carried news, letters, information, ideas, and much more. Perhaps they're the only clan that doesn't have a leader/specific place to congregate, but instead serve everywhere as bad-ass singers?


Yeah, I'll edit the cougars in a second.
And yes, i know horses aren't native, but I like having just a touch of cavalry anyway. Hell, I'll say they're native to the great plains and slowly spread east.
And I have Raven Clan, which does pretty much that same thing you described, as bardic messengers and entertainers. Owl Clan does that other historian-type stuff.

Thanks for the feedback, I'll let you guys know what's going down in the west in a while, I have a bored friend drawing anthropological doodles all over it, so it might take a while. Expect centaurs, that's all I have to say. Oh, and afro-carribbean swashbucklers and their voodoo priests in the Carribbean. I'll also finish up the new casting class. and cure the common cold. and knit a spaceship. But seriously, I'd like to make some adventure prompts for this world, so if I ever do run a game I can have some stuff already figured out. And I'll see what I can do about making a map or three.

Arathnos
2011-04-23, 05:34 PM
Adventure Prompts

A Wolf Among Sheep
A debate has broken out between two prominent members of the Boar and Fox clans. Erik the Evenhanded, a mid-level judge for the local villages, claims a young man from the Fox clan seduced his daughter and stole several valuable personal belongings from his household in the process. The accused is a young man with the moniker 'Wolf'. Wolf is a traveling merchant and all-around 'procurer' of goods. He is known to travel with any caravan that suits his fancy, stopping frequently to peddle his questionable services and engage in 'festivities' with the local ladies. However, Wolf is under protection, owing to the fact that he is a distant cousin of Henreik Hollson, leader of the Fox clan.

Wolf himself lacks much respect, but his family ties grant him leeway when others might reject him. Erik the Evenhanded wants to see the boy punished, but even a powerful judge dares not insult a clan chief, so he needs the problem dealt with discreetly. He seeks the PCs, preferably through a player from Vallheim, to look into the matter. They must either find proof of Wolf's treachery, or 'convince' him to not be a problem for Erik anymore. Of course Wolf will likely try to convince the PCs of his innocence when they arrive. Whether or not he is really to blame is up to DM discretion.

Wyntonian
2011-04-23, 05:58 PM
Arathnos, you have a talent. Please, keep these coming, this is perfect. If I fluff the Sunshani (samurai-type Asian plantation owner a-holes), can you do some for them too? I'll be doing the Dotze Affariata too at some point. Here's a prompt I came up with:

Family Reunion
It is a custom for the younger heirs to the title of Clan Chief to leave at some point during their lives and see the world, gaining experience, friendships and knowledge of the rest of the world. They usually return as better leaders, more knowledgeable people, and are generally more prepared to take their turn at leading their Clan. A PC who is both from Vallheim and the child, legitimate or otherwise, of a Clan Chief is contacted by a Raven Clan messenger, bearing news of the Chief's death. They return to Vallheim, but are ambushed on the way. They find tokens of a rival Clan (Boar if they are from Fox, Bear if from Dove, etc, etc.) on their attackers persons. After returning home, they find that their parent is actually alive, having recently survived a well-planned and almost-successful assassination attempt, which they believe is related to a recent political disagreement with their rival Clan. There has been no major conflict between the Clans since King Bjarni the Strong, King Brenyn's grandfather, ended a long-lasting civil war and reunited the Vallheim, but tensions are rising and it is up to the PC's to unmask their oppositions treachery and prevent a resurgence of the conflict.

Arathnos
2011-04-23, 06:18 PM
Yes sir, happy to be a part of it. :smallsmile:

Strength of the Past
Gundir Redbeard is just one of the many architects who works under Lief Rolfson, chief of the Beaver Clan. He has been given his first major assignment, and he seeks to make a lasting impression on the chief and his other superiors in the clan. Gundir is to build the clan hall in a new and rapidly growing village. He contacts the PCs and implores them to aid in his construction process. Gundir has recently learned from a friend in the Hawk clan of an ancient tomb of unknown origins, located in the foothills not too far from the village.

Gundir hires the PCs to escort him into the tomb, so he may study it's design and hunt for inspiration deep within the alien walls. The PCs may get more than they bargained for dealing with the complex traps located within...

EDIT:
A King's Ransom
The Elk Clan has long revered white elk as sacred animals, to be cared for and treasured. In times of great war, the clan chief will ride the beast into battle, a gleaming white beacon to inspire the Elk warriors.

Recently, Drevos, the favored elk of King Brenyn the Protector, has gone missing. The king, indeed all of the Elk clan, is outraged. The PCs are hired to investigate the matter on behalf of the crown as a neutral party that will avoid clan bias. The party's investigation leads them on the track of the Night Owls, a small secret society within the Owl Clan that believes the Owl should rise up and take its rightful place as the leaders of Vallheim. The situation must be handled delicately, lest the clans break and dissolve into a civil war not seen since the days of Bjarni the Strong

Wyntonian
2011-04-23, 06:40 PM
In times of great war, the clan chief will ride the beast into battle, a gleaming white beacon to inspire the Elk warriors.


So. Much. Win.

This is amazing, I can totally see this badass king dude riding an elk into battle. You're actually great at this.

Arathnos
2011-04-23, 07:12 PM
Drevos, the Great White Elk
Size/Type: Large Animal
Hit Dice: 4d8+24 (42 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+11
Attack: Gore +7 melee (2d6 +4)
Full Attack: Gore +7 melee (2d6 +4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks:—
Special Qualities: Low-light vision, scent, proud*
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 22, Int 2, Wis 13, Cha 8
Skills: Listen +5, Spot +4
Feats: Endurance, Run
Challenge Rating: 3

*Proud
If anyone other than the King of the Vallheim attempt to ride Drevos, his attitude shifts down one step. In addition, the rider takes a -10 to all Ride checks while on Drevos, and must succeed at an opposing strength check against Drevos every round or be bucked off.

Felt like statting him out. He is based off of the heavy warhorse, with some minor advancement and a special. I had to resist making him really tough, though I did toy with the idea of making him a dire white elk...

EDIT: This was assuming 3.5, I'm not all that familiar with 4th, I'm not really a fan of it.

Wyntonian
2011-04-23, 07:25 PM
Hahaha, I love it. And yeah, I'm only really familiar at all with 3.5, so that's what I'll be running if i ever actually do a game off of this. Next priority: Fluffing the Sunshani. This'll be fun. I plan to do it be the major factions. I.E, Serfs, Aristocracy, Peaceful Monasteries, and the Revolutionaries.

Wyntonian
2011-04-23, 07:59 PM
Just throwing this in there, but I plan to use THIS (http://www.giantitp.com/forums/showthread.php?t=194834)homebrew variant for fighters, samurai, etc. players can play as a Bard, Ranger, Paladin, Monk, Rogue, Mage (any of the four colors), Mageborn (As a sorcerer, using the mage spell list and with one color), or fighter, with the option of speccing as a barbaric, commanding, disciplined, cunning, watchful, cavalric, or exotic combatant, granting different feats, class skills, etc.

Arathnos
2011-04-23, 11:29 PM
The Enemy Within...

Hettar Fjordson is a young warrior in the Horse Clan who has been rising through the ranks rapidly. The favored nephew of Horse-Lord Alric Rangvaldson, he started his military career just a few short months ago, and soon distinguished himself in local scouting and patrol duties, earning a number of kills in small border skirmishes. Showing leadership potential, as was expected, Hettar was given his first command. The young horseman set out with his scouting party into the borderlands and never came back.

Ever since his disappearance, Urgals from the nearby Ironfang tribe have been making raids into Horse Clan territory. They grow bolder with each new attack, and their tactics show a startling level of intelligence and strategic planning. Their new abilities suggest an insight into the ways of the horse people, and rumors are spreading that Hettar has been captured and is being forced to aid the Urgals.

A man approaches the PCs on behalf of the Horse-Lord himself, hoping to hire them to head into Ironfang territory and discover the source of the Urgals' newfound strategies. If Hettar is indeed held captive, they are to rescue him.

When the PCs arrive in the Ironfang warcamp, they discover that Hettar isn't being held captive by the Urgals....he is leading them! Something has convinced the young warrior to work with the Ironfangs against his people, and it is up to the PCs to convince him the error of his ways, or else kill him to prevent further attack.

Also, I like the variant fighter, sounds like a good plan, especially for this world.

Wyntonian
2011-04-23, 11:55 PM
I like this one too. I'll switch the orcs to Urgals (I'm using them instead of orcs, i was tired of all the standard fantasy races). Anyway, this is pretty dang good. I'm working on a map right now, but I'll fluff Sunshan after that, and the Second Country. I still need an interesting flavor for them though... oh well. I'll figure it out.

Wyntonian
2011-04-24, 12:22 AM
http://i1109.photobucket.com/albums/h436/Wyntonian/MapofNewAmerica.jpg

I hope that picture works, it's my first try at posting images.
Anyway, Squares are capitals, circles are other cities. Red for Sunshan, Blue for Vallheim, Green for..those religious guys. Purple for Dwarves (who are somewhat sequestered) and Yellow for the Dotze Affariata. Everything else is still in development, isn't fleshed out, or is just a description of an area. Or are notes. I hope this helps.

Arathnos
2011-04-24, 12:48 AM
Soleh
(So - lay) Meaning pious

http://thlemaxos.pa-sy-a.gr/2010/07/08/00-00/yellow_sun_rize_(480p).jpg
The people of Soleh are incredibly religious, so much that their lives are dominated by it. Members of the clergy are elevated to near nobility status, a practice they readily encourage. The nation is a theocracy, controlled by the Church of Light. The head of state is the High Priest of Light, a title currently held by Lord-Bishop Herrith.

The Church of Light is devoted to the same principles of the Wheel of Life, although they are quick to deny any association with a concept developed by the First People. In essence, they believe that splitting apart the four colors in the wheel is a heresy, and that all are merely aspects of a greater primal force known as 'the Light'. The Light teaches acceptance and tolerance, charitable actions, and a form of karma.

'Do to others as I'd have them do to me.'

However, while the Light may preach acceptance, not all of the church leaders feel the same. The church maintains a peaceful, if aggressive, expansion program. Missionaries of the Light often travel to the neighboring countries, welcome or not, to preach the Book of Light to heretics and non-believers. Some bolder, or perhaps crazy, priests have even had minor success converting some of the more docile Urgal tribes to the Light.

Underneath this loving facade, lurks a darker organization. The Inquisitors of Light are a secretive network of spies and agents that operate not only within Soleh, but within neighboring Vallheim and Sunshan as well. The Inquisition actively seeks out those who would stand against the church, converting them through drastic means, or silence them if they won't be turned. They also oversee church interests in the nearby countries, spying on government officials and infiltrating court life, serving as advisors to ensure the nation of Soleh's best interests are being served.

Wyntonian
2011-04-24, 01:51 AM
Dude, i love it. I think I'll have them be all pissy with the Vallheim for not following their religion, but not able to do much due to Vallheim's resentment towards them. Maybe they believe that their Bishop can speak to their noble ancestors, who tell him to A. Stay in power, B. Spread their faith and C. Be sure to have the people pay a lot of taxes to support their church.

Wyntonian
2011-04-24, 01:48 PM
The Beautiful Sunshan Fluffyness:

I'm going to list out the major political factions present and active in Sunshan, including their role, status and how they feel about the others.

The Serfs:
This group sits at the bottom of the totem pole of Sunshani politics. They are literally owned as property by the nobles and are frequently swapped or sold to new owners. They are sometimes supported with food or healing by the Monasteries, despite the risk involved and the nobles disapproval. The serfs are frequently very angry with their social place, but more are simply tired and resigned to their fate, and are trying to keep themselves and their families alive, which becomes substantially more difficult if one attracts the attention of the nobles or their spies. They also quietly support the revolutionaries, quietly feeding and sheltering those that pass through their villages.

The Nobles:
While the Serfs are at the bottom of the totem pole, the Nobles are at the top. Rather, they carved the pole themselves and put themselves at the top. They are frequently too busy being rich, powerful and lazy to actually use any of their power to do anything but keep the status quo stable, and the peasants in their place. The often have spies, guards and hired managers on each of their plantations to keep the serfs firmly under their thumbs, while they are away at court or a vacation home. They have a level of disrespect for the Serfs, and view them as mindless property. They essentially leave the monasteries alone and do not tax them, assuming that this grants them favor with the monks and abbots. They are mostly unaware or do not care about the Revolutionaries, viewing them as unimportant inconveniences for their plantation managers, or refusing to admit they exist at all.

The Monasteries:
The monasteries generally try to stay out of Sunshani politics as much as their consciences will allow. However, this is not usually all that much. They have the unwavering support of the serfs, and frequently serve as sanctuaries for fleeing "criminals", serfs that dared try and escape Sunshan for Soleh or Vallheim. They also adopt whatever children the local families cannot support and raise them as monks. The Nobles are aware of the support that the monasteries have from the serfs and generally let them be, knowing that to attack one would be to open the door to a popular revolt. However, some monasteries have turned towards training their monks not for self defense and pursuit of perfection, but for a political agenda. These disillusioned monasteries are the main recruiting and training grounds of the Revolutionaries' soldiers, as well as their many political philosophers, recruited from the great thinkers of these institutions, who serve to help recruit and educate the serfs about their government and its crimes.

The Revolutionaries:
This group is actually an uneasy sorta-alliance of three different groups who work against the nobles in different ways.

The first is the Phoenix, by far the oldest of the groups, which has existed and subtly worked against the nobles for over three hundred years. They are present to some degree in every monastery, but focus exclusively on non-violent methods. They have been working tirelessly to educate the serfs to the point that they can rise up as one peaceful, unstoppable force to demand their own constitution, rights and self-government. They have been discovered and exposed by the government twice before, and were massacred. The surviving members rebuilt both times, rising from the ashes of the burnt monasteries, hence the name of Phoenix.

The second is the Grey Palm, a group of assassins, rogues, etc. who believe that a nonviolent resistance is a contradiction, and work to destroy the nobles by literally destroying them, through ambushes, assassinations and other attacks. They have few qualms about who is and who is not a valid target, believing that all nobles are oppressors, regardless of age, sex or disposition. They find the Phoenix to be a bunch of ivory-tower philosophers who are comfortable living in a monastery and ignoring the pains of the serfs.

The last is the Unending Way, a group of traveling pilgrims, who generally travel from village to village praying and practicing martial arts. They also serve as camouflage for a serf trying to escape, and often allow them to travel with them as a fellow monk until they can escape to a neighboring country. They are on friendly terms with the Phoenix, and also have a level or respect for the passion of the Grey Palm, if not agreement with their goals.

Arathnos
2011-04-24, 02:15 PM
I like it, just a few quick questions.

-How open is the battle against the nobles by the revolutionaries? Is it strictly Gray Palm raids and ambushes, or do infrequent open battles ever occur?

-How do the other nations view the political state of Sunshan? Especially Soleh and the Dotze Affariata, being so close. [I can write-up stuff for Soleh if so desired, it has kind of become my baby...haha]

-You mentioned Samurai, are ninja going to be present in some form? [And I mean legitimate mercenaries and assassins, not the overhyped pop culture version.]

Wyntonian
2011-04-24, 05:27 PM
I like it, just a few quick questions.

-How open is the battle against the nobles by the revolutionaries? Is it strictly Gray Palm raids and ambushes, or do infrequent open battles ever occur?

-How do the other nations view the political state of Sunshan? Especially Soleh and the Dotze Affariata, being so close. [I can write-up stuff for Soleh if so desired, it has kind of become my baby...haha]

-You mentioned Samurai, are ninja going to be present in some form? [And I mean legitimate mercenaries and assassins, not the overhyped pop culture version.]


There really aren't any open battles between the groups. The Phoenix are pacifists, and the Unending Way is not all that organized, so it's almost exclusively Grey Palm assassins (rogue-monks) performing small raids and assassination attempts on nobles. not really any open warfare.

Vallheimers are somewhat libertarian, so the idea of serfdom does not appeal to them. Soleh is ok with them, just because they follow the same religion and tithe to the church (if you want to get technical with that, go ahead). The Affariata likes them simply becuase they mass-produce agricultural products (wheat, cotton, tobbacco).

And yes, each noble would have a cadre of samurai-like bodyguards, as well as Queen Amamesu's household armies. These guys will be fighters with the disciplined warrior path. For ninjas, many Grey Palm assassins seem a lot like ninjas, as well as each noble houses' personal troops of mercenaries and non-samurai guards.

Wyntonian
2011-04-26, 10:02 PM
Another taste of fluff that might add something to this world.

The Lightwood Rangers:

The Lightwood Rangers are another surviving fragment of the first empire, like the four nations. When the First People and the Empire first began to assimilate, the Rangers were the first to accept and practice the magic of the First People, and are to this day the most skilled at the practice. They now serve as wilderness police, guides, foresters and bandit patrols, keeping the less-settled lands safe for humans. A long negotiation process before the Vallheim Civil War gave them unlimited jurisdiction, meaning that they are legally allowed to pursue bandits and criminals over the national borders and execute any they prove to be murderers. Also, they can commit any prisoners to any jail in the four nations and set their term. One of their most important duties, however, is to keep the Urgals out of human lands. After living and hunting alongside the Urgals for generations, they two groups have developed a fairly peaceful relationship. However, it is still the Lightwood Ranger's duty to keep their two races separated until they can meet peacefully. This sometimes means making treaties with the tribes, or sometimes ritualized combat in the Urgal tradition. Their recruitment stems from their own children, as well as any volunteer who passes the tests and has no close living relations, or anyone who eludes their patrols and finds their secreted halls deep in the forest. Most nations are glad of their presence, although Sunshan suspects them of helping escaping serfs and giving them sanctuary, which is not entirely groundless.

SamBurke
2011-04-27, 07:26 AM
Ooh. That's asking for a lot of trouble in a world... it's like INTERPOL, only it has power and actually works. WOW.

Wyntonian
2011-04-27, 09:12 AM
Yeah, I was thinking about all the possible conflicts that could result, and I thought it added a bit more spice to a fairly conflict-light world. any other thoughts?

SamBurke
2011-04-27, 02:01 PM
We need to work on the other countries now, I think...

Wyntonian
2011-04-27, 03:04 PM
Fair enough. I have Vallheim essentially done, and Arachnos is the lord and creator of Soleh. I have a page or so done on Sunshan, so that leaves the Dotze Affariata. Or if you have a different preference?

SamBurke
2011-04-27, 09:14 PM
Sounds good to me. Lemme check on the relevant info... what's their gov't structure...? *flips through archive*

Wyntonian
2011-04-27, 09:17 PM
Political structure of whom? The Rangers?

SamBurke
2011-04-27, 09:24 PM
Dotze Affariata.

Wyntonian
2011-04-27, 10:36 PM
Well then, I'll get right on that. expect a full fluffy post by saturday/sunday.

SamBurke
2011-04-27, 10:46 PM
Awesome, can't wait... I do notice that we have a bunch of splintered groups. Everything is based on tribes, it seems. Vallaheim, obviously; Dotze Affariatia are in city-state form; Urgals have tribes; Dwarves have clans... things are indeed interesting. Is this the way the world is intended to go?

Wyntonian
2011-04-27, 10:53 PM
I do notice that we have a bunch of splintered groups. Everything is based on tribes, it seems. Vallaheim, obviously; Dotze Affariatia are in city-state form; Urgals have tribes; Dwarves have clans... things are indeed interesting. Is this the way the world is intended to go?

Well, I hadn't intended for everyone to have a clan system, but that's kinda how it turned out, and I'm ok with it. I think I might refluff the Dwarves, and make them a not-tribe based system, just to break that up a bit. It works, but I don't want to overdo it. and the Affariata are just a bunch of different little towns, not clans per se. And even if I don't redo the Dwarves, tribes are one of the single most common themes in history, whether it's family lines, noble houses, sept totems, etc, so nobody will break their suspension of disbelief on that.

Valley
2011-04-29, 07:22 AM
Dotze Affariatia are in city-state form

City-States? Oh, Greek or Mayan History would be very helpful here. Either Direct Democracy running the cities or maybe Royal Families running them.

Maybe only females get the right to vote in the City-States? Do any of the nations have slavery? I found it amazing that Athens put so much weight into democracy and didn't blink at having slaves. Just to toss in some cultural ideas...

Wyntonian
2011-04-29, 09:15 AM
Valley, you have just headshotted me with an epiphany. Thanks. I'm working on a fluff post for the Affariata, and I think i will have a political interaction between the humans and Gnomes much like colonial equatorial Africa, where the European people were slaveowners, and some of the natives sold their neighbors into slavery. I think I'll have the Affariata be slaveowners, and some Gnomes selling others into slavery. Maybe the Affariata sell their slaves up the coast to Soleh and the Sunshani. I like it.

Wyntonian
2011-04-30, 04:34 PM
Hey Arathnos, while I get the Affariata worked out, would you mind writing a bit more about Soleh? like, names of leaders, what sort of weapons they use, that sort of thing.

Wyntonian
2011-04-30, 08:25 PM
The Dotze Affariata are a loose coalition of a dozen semi-allied city-states, four major and twelve minor. While the exact influence of the following factions on each cities' internal politics varies somewhat, these following factions are almost always present to some degree.

The Royalty:

One thing that all the Affarati cities have in common is some form of hereditary monarch. This is almost always a Prince or Doge, although there are some Princesses. Also, Marcelena has a king and Mareis a Duchess. These royal families are often fairly large, and most are interrelated, making it sometimes awkward to order a border skirmish or caravan raid against one's second cousin four times removed. The royal families frequently have small-scale conflicts over trade rights, tariffs and the like, but large scale wars are all but unheard-of in recent history, and the cities have a mutual defense treaty that states that an attack on one of them by any human nation is to be considered an attack on all of them. This and other agreements are made yearly, when a representative of each city meets with their colleagues in Marcelena to shout, argue and debate things such as trade rights, tariffs, borders, etc.

The Trade Guilds:

Easily more powerful than the royalty is the various trade guilds. Each guild is a coalition of craftsmen and merchants oriented towards a limited service they provide to the citizens of the Dotze Affariata and beyond, such as pottery, metallurgy, textiles and others. They pay the majority of the taxes that keep the royalty in power, a fact of which they are well aware, as it gives them greatly improved bargaining power through their "lobbies", groups of negotiators who exist to make the governments of the cities aware of the Guild's needs, as well as make sure they are met. These guilds frequently work in tandem, as their markets overlap only in the slightest due to their organization of filling a single need.

The Mercenary Bands:

Because the Trade Guilds need both hired muscle and a level of protection from bandits, thieves, and occasionally gnome raiders, being a mercenary in the Dotze Affariata is a fairly lucrative job. They are generally hired as groups or units, with some exceptions made for skilled commanders or "specialized" sorts of combatants. They are also used by the governments of the cities in times of war, as they only support their own royal guards and a city watch, not a full-fledged field army. These bands serve a purpose, but most rulers would rather avoid dealing with them if possible, as they have a fairly poor reputation as ruthless and unreliable killers. They are also hired by the Slavers, who use them to ward off the attacks of those they try to enslave.

The Slavers:

The Slavers are, like mercenaries, considered to be somewhat of the dregs of society. However, they do provide a service that almost all humans appreciate: Gnome slaves. The gnomes are native to the area of the Dotze Affariata, although face by the threat of the slavers, they have retreated somewhat, into the swampier or less-inhabited areas of the land. The slavers are some of the few who have a basic understanding of the lay of the land, enough to track down a semi-nomadic Gnome group and capture them without getting too lost. Despite the large profits that these bands make, it is a fairly dangerous profession. Surprisingly enough, most gnomes do not really want to be taken into slavery, and about one in four slaver groups are never seen again, usually killed by the gnomes and their mounts, if not the wildlife. Regardless of the risk involved, the Trade Guilds and royalty continue to purchase Gnome slaves.

The Schools:

One thing for which the Dotze Affariata are famous is their great universities. While they rarely involve themselves in politics, they have a level of loyalty from their alumni, of which they produce many in the fields of mechanics, military command, history, politics, diplomacy, music, trade and business.

The Thieves:

Anywhere where wealth accumulates, there are those who wish to steal it. Most thieves belong to some form of organization, which serves to accept a portion (usually around 20-25%) of each taking, and uses this amount to provide safehouses, fences and pay off the watch to prevent a large-scale investigation. Those that are not part of an organization are generally grassed up by their colleagues, and made examples of by the Watch "See! We finally caught one!".

The Gnomes:

The Gnomes are a race that has been present since before the original empire arrived, and was living in peace with the First People at the time. They now have a fairly beleaguered existence, running from slavers when they can, and killing them when they can't. They have had not recent positive contact with any humans, and are more likely to simply kill them and end the threat than let them escape and tell the tale. Their mounts, which take the form of (sorta) domesticated crocodiles in the swampier areas and large wolflike dogs in the drier parts, play a large role in their mobility, in extended family bands of usually no more than thirty, with small carts if on dry land, and kayak-like boats in the swamps. They are on good terms with the dwarves to the north, but are usually far enough apart that little interactions take place. The Urgals have no interest in the "little people", although they might be interested in their possessions. The gnomes are known to most to be highly skilled in most crafts, from working with leather or wood, to light smithwork with their portable furnaces. They are usually the only source they have of tools, so they make their won and do it well. As they are too small to be effective laborers, this is usually the role they are used for as slaves.



Le Crunch (very similar to standard):

• +2 Constitution, -2 Strength.
• Small-All applicable effects.
• Gnome base land speed is 30 feet.
• Low-Light Vision-Same as usual.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells and spells of the Green school cast by gnomes. Gnomes often use their innate magic and connection with the earth to trick others.
• +1 racial bonus on attack rolls against Urgals and Humanoids.
• +2 racial bonus on Listen, Swim and Spot checks, as well as Wild Empathy if it is a class skill.
• +4 racial bonus to avoid contact in long-distance pursuits.
• Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Urgal, Sunshani, Tala (the language of Vallheim), Soleh and Llenta (The language of the Dotze Affariata) In addition, a gnome can speak with a mammal, reptile or bird. This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (Mammal, reptile or bird only, duration 1 minute). A gnome with a Wisdom score of at least 10 also has the following spell-like abilities: 1/day—Dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Wis modifier + spell level.

Wyntonian
2011-05-01, 09:36 PM
Ok, moving on.

Next Priorities are either:
Nailing down the mage/mageborn classes.
Doing up some dwarves
Getting my Urgal on.

Which would you prefer?

SamBurke
2011-05-02, 11:26 AM
Dwarves or mages.

Wyntonian
2011-05-02, 02:21 PM
mages it is then. Expect a class that can handle being both the caster and healer of a party, but is more like a tier 2. I'm tired of wizards existing to print out the "i win" stickers the party slaps on encounters, so I want to make them a little more balanced. I've never homebrewed a class before, so I'll need some help and feedback. I'll get *something* up by saturday.


Oh, and someone please tell me how I did on the Affariata.

SamBurke
2011-05-02, 03:25 PM
I like it, one question: how specific does it need to be? Cause we can do each individual city-state if we need.

Also: what is the percentage of control in each of those city-states?

As to mages, you're looking to make them more or less powerful? And I agree about cleric, ya.

NOTE: You may want to amalgamate all the things we've written into the original post, so we can easily find any lists/blurbs/etc. Remember to use a lot of spoilers and headings and organizational whatnot.

Wyntonian
2011-05-02, 08:27 PM
Lessee...I was thinking about doing the major defining features of the four major cities, but I'll get to that. And out of these groups, the Trade Guilds make most of decisions through the royalty, making them the most powerful when it comes to economic decisions. Gnomes are slaves, and by definition don't have any political power. The mercenary bands occasionally choose to switch sides in battle for money, and because they are most cities' standing armies, this makes them somewhat influential. The rest of the groups are of negligible interest in politics, although they may add some texture and fluff.


And yeah, once i get the dwarves, urgals and mages done i'll repost this as a real wip peach setting.

SamBurke
2011-05-02, 09:49 PM
Um, what's a WIP Peach setting?

Wyntonian
2011-05-02, 10:07 PM
Work In Progress/ Please Evaluate And Critique Honestly. It took me a while. too. Does a d6 hd sound balanced for a combo of a d8 cleric and a d4 wizard? i plan to give them some of the Armoured Mage progression to let them cast arcane spells in up to medium armor without penalty. Also, do wisdom-based prepared arcane classes ever work? has anyone ever done one before?

SamBurke
2011-05-02, 10:24 PM
I like the d6 (still sounds squishy, but I only play fighters, paladins, rangers and barbarians, so I'm not the expert).

Armor... I dunno. Somehow it seems too fundamental to change. Maybe upgrade the Mage Armor spell or something?

Again, I have not really done magic classes, so I don't know... sorry.

Wyntonian
2011-05-02, 11:08 PM
well, from a fluff perspective, these guys are just regular people, and magic isn't really impeded by anything but the heaviest of armors. Light armor is like leather jackets and a chain vest, with almost no more restriction than normal clothes. After a little practice (~3rd/4th level) even medium armor is an ignorable hindrance, as the character has become experienced enough to trigger their half-completed spells while wearing some more serious gear. also, for the armor, these guys are the main healers, taking the place of fully-armored clerics. swapping heavy armor out and dropping a size on their hd in exchange for some new spells (and not even great ones) seems pretty reasonable to me. remember, i'm not remixing the wizard. I'm fundamentally changing how casters are used and rebalancing them to a tier 2-3, not game-breaking tier 1's.

SamBurke
2011-05-02, 11:18 PM
You make a good point.

I love this line:


...I'm not remixing the wizard. I'm fundamentally changing how casters are used and rebalancing them.

I understand ya though. This seems to be coming along quite well, actually.

Wyntonian
2011-05-02, 11:22 PM
Yeah, at the moment i'm mostly giving them some workable features. I'm thinking animal companions like a ranger rather than familiars, or maybe the spirit guides from the spirit shaman. and at least one or two features unique to each color.

Valley
2011-05-06, 02:33 PM
. The mercenary bands occasionally choose to switch sides in battle for money, and because they are most cities' standing armies, this makes them somewhat influential.

That is one of the reasons the Italian City-states were always being invade by the other nations of Europe. Mercenary bands would also sell out to a bigger paycheck and the other nations developed the idea of standing armies (in fact I think France was the first to develop the idea - a mistress to a King suggested it or something).

Sometimes a band's captain would use his men to take over a city...and sometimes a band would not get paid.

Best part is many of those bands sometimes did nothing but move their troops around and look like they were doing their jobs. Few battles were ever fought - hey, both sides knew each other, sometimes worked for the same side - why kill a friend over some cows and a barn? Some of those city-states were REALLY tiny.

Wyntonian
2011-05-08, 01:12 PM
After starting my first PbP game and losing a notebook...well, I'm behind on my mage/mageborn classes, to say the least. on the upside, i got a stack of DND books, so I can start using a reference aside from the D20 SRD. These new books include:
Complete Mage,
Scoundrel,
Champion,
Adventurer,
Warrior and
Psionic,
3.5 PHB and DMG and MMI,
Oriental Adventures,
Spell Compendium and
Races of the Wild.
If anyone has other suggestions of books that would be appropriate for this setting, or would contribute to making this world more well-rounded, please let me know.

Wyntonian
2011-05-11, 09:41 PM
Here's the table for the Mage Class. It appears that you can't copy a word table and have it show up in a post, so I'll give you the basics.

Casts like a Druid, but arcane spells.
Proficient with Light and Medium armor and Shields, and simple weapons. 4+INT skill points at the level.
d6 Hit Die
Medium BAB, Medium Fort, low Ref, High Will.
Gets Armored Mage (light) at first level, and medium at fifth.
All colors but green get familiars, as a wizard of their class levels.
At first level, the player would choose a color specialty, giving them access to the universal lists as well as the color lists for their level. They also get a specific bonus for each color:

Green: Gains an Animal Companion, as per the druid ability.
Blue: Double INT bonus for purposes of determining skill points at the level.
Black: Gains proficiency with all martial weapons.
Red:Gains Shield Bash as a free feat at 1st level.

SamBurke
2011-05-11, 09:45 PM
Something about shield use, perhaps, or a familiar? Who has familiars in this version?

Wyntonian
2011-05-11, 09:53 PM
Well greens have an animal companion, but nobody has a true wizard-style familiar. Or should I add that in? And it seems like a fire-based caster would be more on the two-weapons-crazy-offense side of the spectrum than a slow and patient shield-user.

SamBurke
2011-05-11, 10:28 PM
True. But you could use the Shield Bash feat path.

And yes, I think that there should be familiars.

Wyntonian
2011-05-12, 05:48 PM
Done and done. Does anything else seem completely borked?

SamBurke
2011-05-12, 10:06 PM
Seems good to me... not too much change, except for the spell lists. Some players might find that a little bit off/hard to use. Although, I do like that it bumps wizards and sorcerers down to Tier 2-3.

Wyntonian
2011-05-13, 08:11 PM
The idea behind this change is that magic in this world is not too uncommon. Pretty much every chief of the Vallheim, for example, has at least a couple of ranks in some casting class. If someone works outdoors a lot, or is a hunter, farmer, wilderness guide, etc, they probably have a level or two of Green Mage. An architect or guard might have a couple levels in Black Mage, as would a battlefield commander. The idea is that magic is pervasive but limited in its power, hence only high-level pure Mages getting decent damaging spells.

Wyntonian
2011-05-14, 05:21 PM
Now that I'm more or less done with the mage class, I'll start on one or two other things. the choices are:

Urgals and their structure
Dwarves
and
What the hell's going on in the Caribbean.

SamBurke
2011-05-14, 09:59 PM
The Caribbean. One note: let's not make this a complete crib of PotC.

Wyntonian
2011-05-14, 11:33 PM
PotC? Oh. Pirates of the Caribbean. I plan on having some pirate-like people, yes, but nothing like as ridonkulous as that blight on cinema. I'm leaning towards some pretty heavy Afro-Caribbean themes, probably involving the "pirates" as hexblades, raiding around and harassing the mostly peaceful islands.

EDIT: I just realized that getting about a dozen new D&D books also added to my list of available spells, beyond what's on the SRD. If you check over the spell lists over the next couple days, expect to see some new stuff. I'll put in a key so you can tell what spell is from what book.

SamBurke
2011-05-15, 04:57 PM
Ok, good. And I agree, PotC is not useful for any serious exploration of piracy and the world.

Wyntonian
2011-05-15, 07:06 PM
Yeah, they'll be actual pirates (as in, actually bad guys), who raid Dotze Affariata ships and local Caribbean settlements for supplies and gear. The PC's might be tasked by a Dotze Affariata merchant to guard their ships, or to burn out some of the pirates' nests in the smaller islands. Or perhaps they could be shipwrecked and taken in by an island tribe, and help defend them from a upcoming pirate raid.

SamBurke
2011-05-16, 01:35 PM
Ooh. I love ships and sea-fighting. This should be fun. What are you looking for? Pirate nations, or gangs, or leaders, or what?

Note: We can't use cannons and maneuvering. That will make things soooooo complicated. Go read a Hornblower novel to know what I'm saying.

Wyntonian
2011-05-16, 05:52 PM
I'm trying to decide how organized everything should be. Are these pirates little random gangs, one or two ships large? or is there a piracy guild, with safehouses (well, islands) and leadership? Also, are the islands little isolated bands of afro-caribbeans, with a political structure that spans from on beach to the next, or are they part of a larger empire? I'm leaning towards the first and second strategies, personally. I plan to take some inspiration from the Hawaiian government (pre-european, that is), and have exiles and criminals from that nation be marooned on deserted islands, where they might be picked up by a pirate crew or simply left to die.

SamBurke
2011-05-16, 06:42 PM
My thought is this: order always appears. There will inevitably be some who create leagues. The pirates of our world didn't really, but they were at sea most of the time. However, they didn't really fight each other, (except if they were on the same ship, then no holds barred), and sometimes they'd come together to take out large targets, so you could say they were all loosely allied.

Wyntonian
2011-05-16, 07:00 PM
i like that idea. They probably have some sort of gentleman's agreement (no kill-stealing, don't mess with us and we won't mess with you), and might band together to take out a larger fleet of merchant vessels, or a medium-sized settlement. These guys can kind of write themselves, so for now I'm looking into Hawaiian history to see what I can do with the islanders.... Maybe riding boars? Hawaiians love them some pig. They also had some level of military discipline, enough to form phalanxes, and had bronze weapons and armor. I could work something out with that easily enough. If you want to design a political structure for the pirates, go ahead.

SamBurke
2011-05-16, 09:27 PM
AOK, I'll try my hand at it...

Pirates are banded together loosely, in many ways connected by only their trade. But, like any good trade, they have a guild. Of course, guild meetings are... slightly more, shall we say, dangerous, but still they come. Sometimes, if they're feeling good, the extremely famous pirates might even get to start a lecture. Given the pride of the members of the guild, the finishing is not guaranteed in any way shape or form.

Despite the roughhousing, bragging, in-fighting, and general ruffianism of the pirates, they manage to move mountains. Smarter pirates sometimes are delegated with the task of drawing up and presenting treaties (usually better known as the Agreements of Tribute). Then, the stronger pirates enforce it, while stealthy pirates use their crews as gigantic recon/spec ops teams for carrying out secret manuevers like capturing high ranking hostages and so on.

Usually, though, people are not forced to submit to this mass villainy, as pirates rarely band together except with promise of extreme wealth, satisfied instead to sit back on their islands and debauch for a while, take short trips to refill the coffers, and stay hidden.

Nevertheless, a pirate attack, though considered by some rare, is almost always deadly. If you aren't killed outright in the fighting, you're enslaved or, worse, taken back to a pirate island to serve there.

Wyntonian
2011-05-18, 07:49 PM
This is a little off-topic, but I've decided to allow Binders in this campaign world. They'll be less Lovecraftian "Dealers with tortured souls beyond the reach of gods." and more ancestor-worshiping people who can summon and ask the favor of the spirits of their ancestors. This is mostly because of the Soleh, as they're fairly ancestor-focused, and the Vallheim could do the same thing and call it be a different name. I plan to go through and systematically refluff all the basic vestiges from the ToM, and include some online ones for flavor. Just wanted to have that cleared up.

SamBurke
2011-05-18, 11:03 PM
Yup. Followed, tracked, already knew. ;). I'm just awesome and stalker-y that way. Saw your thread about bindings.

Wyntonian
2011-05-19, 06:54 PM
Wow, well done. I'm having a bit of trouble finding any reliable or motivating stuff on Hawaiian history, so I'll move on to vestiges, dwarves or Urgals.

SamBurke
2011-05-20, 10:16 AM
Dwarves would be my pick. My only fiat is: no CLICHES. None. We need to find some way to re-fluff them or something, but it shouldn't be standard Tolkien Dwarves.

Wyntonian
2011-05-20, 07:06 PM
Well for one thing, I'm making them all entirely, 100%, no-holds-or-beards-barred hairless. Yes, even those hairs. Not that it should ever come up, but still. I'm giving them a bunch of crunch-based bonuses to using spears (can wield regular old spears in one hand, consider shortspears a light weapon) and removing weapon familiarity with Ugroshes and waraxes. If you're in a state of constant war with something 4 feet taller than you, a weapon on a stick makes sense.
I plan for them to be fairly mountain-man style trappers, hunters and such, selling fur to the Vallheimers and Soleh, a little. If you had no hair, you'd want to steal an animal's fur too. They're not very dense, population-wise, which breaks the trope of "every dwarf ever lives in/under this same mountain with all the rest.", although they do have a couple of cities.
They usually live in groups of 5-25, in small, semi-isolated farms in the wooded northern part of the Appalachian mountains, with a half-underground cabin (helps with insulation) or two, some outbuildings, a truck garden, some small animal pens and sheds. They train at least one person out of five for combat, using throwing spears, atl-atls, and other weapons on sticks to help them shake their disadvantage of being shorter than everyone else. They have fairly strong prejudices against magic, binding and those that use either, mostly because they simply don't understand it and have no desire to. During the wars that drove the First People over the river, they remained steadfastly neutral, refusing to participate, which is a trait they continue to possess. It is not uncommon for a Dwarf settlement to have a gnome or two present, as some escape both the slavers and Urgal-inhabited territory to the south to reach a promise of freedom, although most live in the few dwarf cities. They are frequently hired on as smiths, which is a trade the dwarves have a bit of trouble learning, but the gnomes practice with skill and pride.

That's about all I have figured out for now, but there might be more. I believe I broke about four tropes there (no beards, no axes, no big cities-under-mountains, and not great smiths), but that wasn't my goal. I just created a part of a world and that's how it fell into place.

Wyntonian
2011-05-21, 12:34 AM
Having kidnapped borrowed Tome of Battle from my friend, I've decided to make the classes within (except crusader) available to players, but in a very limited way. The classes with essentially be story-based PrC's, with few crunch-based requirements but unavailable to a player who just comes up with "Hurr then I learn blade magic that nobody else knows durr". Learning such a complex and disciplined style of combat is possible only from a master of the art, only present among the First People west of the Fogbound River. I plan to use the default story given in the ToB as a guide, and have the temple/monastery be set in the Rocky Mountains. This makes being a martial adept possible, but by no means common or easy. This probably won't come up in play, but it's an option.

SamBurke
2011-05-21, 12:47 AM
Ok, cool. I like the trope-breaking, by the way.

And, too, very good on re-working those complex classes. I think this world is developing a feel of its own.

Wyntonian
2011-05-22, 12:28 AM
Yeah, I thought they might over-power the other classes if they were too easily available. Maybe I'll let players trade in levels of fighter, paladin, or ranger for levels of a martial adept class, if they make it across 1. the river. 2. the uncooperative and non-too-friendly, if not openly hostile First People, 3. A bunch of centaur-peopled plains and 4. the Rocky Mountains. A bit of a challenge there. What shall we do next? what else should we have before I post this as a semi-completed setting? I'd like to do a couple of religions, the Vestiges, the Urgals and the Carribean before I post the completed entirety. Oh and i'd like something to call this setting as a whole.

SamBurke
2011-05-23, 10:51 AM
Btw, nice avvie. Who did it?

As to names, it depends on how you want the world to feel, really. Epic? Re-history? Magical? Dark and hopeless? Like the real world? You get the idea. If you know what you want to try and communicate with your world, you can communicate it even better with a perfectly chosen name.

Wyntonian
2011-05-23, 06:24 PM
I'd like to have a name that wouldn't seem too horribly out-of-place on any map in the real world, if maybe not entirely normal for our time period. I'm thinking something that a common person could pronounce easily, and is fairly simple. Think about where you live. I live in a town called Corvallis. simple, easy to pronounce, etc. State's called Oregon, and it's easy enough to say. (Pro tip: it sounds like "Or a gun"). Any normal civilization doesn't give their land a name that's too hard to say, conveys a negative feeling or clashes with their own speech patterns. Because there's about eight languages people can learn east of the Fogbound River (Dwarf, Gnome, Urgal, Tala, Soleh, Sunshani, and Peranti, plus a Trade Language that most people can speak with a level of fluency), that last bit will be somewhat difficult.

TL;DR version: The name should be easy to say, kinda short (about 3 syllables, 4 max), and not carry any major connotations, especially negative.

SamBurke
2011-05-23, 09:57 PM
Hm. So you're looking for an American-sounding name, something like "Ironcastle" (only significantly better)?

Wyntonian
2011-05-23, 10:38 PM
Yeah, American-sounding is good. Ironcastle is a little more place-specific, like what you'd expect a single town or, say castle:smalltongue: to be called. I'm looking for something a little more general, like along the lines of Anitca. That's not quite right, but Patria sounds better. (behind the curtain hint: It's latin for homeland). What do you think?

SamBurke
2011-05-23, 10:50 PM
Ya, I take Latin. Patria/ae could work. "Patriae" would probably sound too Latin, though. Patria works. Although, the letter "P" is a very odd one... Hm.

Wyntonian
2011-05-23, 10:56 PM
What's odd about it? I feel like although it isn't that common in English, the letter P isn't so uncommon it's weird to say, and there's enough different languages it would blend in with most of them, aside from maybe Dwarven and Urgal. But I'm curious what your thoughts are on this.

SamBurke
2011-05-23, 11:00 PM
The issue with me is just that it's one of those Inherently Funny letters, that just sounds a little bit humorous. Also, "ia" personally reminds me of dinosaurs, etc. But that might just be me.

Another thought (from Latin): Vinco. Means "victory", although I'm not sure about how that C works.

All in all, Patria is fine, it just has a certain sound.

Wyntonian
2011-05-23, 11:23 PM
I think I'll use it was a working title, and change it up if something better comes along. For future reference, never discuss the naming of places with history majors or poets. or both, especially not both. Moving on, then. I guess that all that's really left is Urgals, and maybe a little more on Soleh. I'm tempted to take over for Arachnos on that, because he's kinda gone. What do you think about ancestor-worshiping, highly religious Scottish/Welsh/Irish kilted badasses? With some binders thrown in for fun, and because I want to sneak some video game references in there. What else really needs to be done before I can complete this?

SamBurke
2011-05-23, 11:36 PM
I like it. Scottish? Awesome. Kilted? Hoh yeah. Badass? Well, duh. The rest of it just comes naturally. :smallwink:

Honestly, only the Urgals.

Question Crunch-wise: would we need a gore attack or something like that? And would they be playable as PCs?

Wyntonian
2011-05-24, 12:16 AM
Lessee... a gore attack, or maybe a natural armor bonus, but not much of one. Or I could take an Orc, give them a 1d6 gore attack and call it a day. I think Half-Urgals might be a possibility, but a very rare one. A player would really have to go to town on an awesome backstory before I'd ok one. And there'd be a lot of drawbacks, mostly social. Mostly, I just want a political and social structure for them.

SamBurke
2011-05-24, 12:28 AM
Ok. The one issue is that they seem like they'd be similar to the Soleh. My thought is: let them take the role traditionally assigned to Dwarves. The ultimate irony, no?

Wyntonian
2011-05-24, 08:55 AM
2 Things:

1. How would that make them like Soleh?

2. You mean being bearded, beer swilling, semi-racist hard-rock miners? I was leaning more towards a dichotomy with them and the dwarves like American mountian men and Native Americans, but substantially more open in their conflicts. But I suppose we could work in threads of both. Actually, if we could blend those decently, it sounds good.

Wyntonian
2011-05-27, 08:16 PM
One of the more interesting, fluffy parts of this project is creating the religions. Soleh is started, but that's about it. I'd like to have a fairly interesting pantheon/religious system, such that players might still follow a deity in a world without clerics. Also, and this is the big one, I am dead-set that nobody is able to prove the existence of their deity. This is completely non-negotiable. A binder might summon the spirit of an ancestor or other spirit, but not a full-fledged deity with a divine rank. (not a fan of that system, by the way.) I'd like to have maybe three belief systems, perhaps one Christianity-esque one with a single, omnipotent, omniscient, benevolent, everywhere and everything divine creator, and believe that there is only one face to
The other might have what appears at first to be a massively large, varied pantheon, but under closer inspection is a variety of modes of worship of the immensely varied aspects of a single deity. These people would consider all gods and spirits from any belief system to be an aspect or trait of a deity that is literally the sum of all things. For example, they might consider Allah, Satan, Buddha, Jesus, Zeus and Vishnu (only using real-world names for the sake of the metaphor, not for the game) to be different faces of the divine, but choose to worship Thor for aid in battle, Aphrodite for aid in romance, and Thoth for knowledge and study. Thoughts?

SamBurke
2011-05-28, 07:40 AM
I think it could work... there are plenty of gods already set up... how do you propose to make them even more interesting, so interesting in fact that Min-Maxers will worship them? (Or am I misunderstanding what you want?)

Wyntonian
2011-05-28, 01:20 PM
Sorry, minmaxers? I assume that's like a roll player, or optimizer. But yeah, I plan to manage diplomacy, intimidate and bluff through role playing, and being able to say "I follow your faith" or at least understanding it would be beneficial in most of those situations. As for the gods...I'll figure it out, I guess.

Wyntonian
2011-06-01, 06:44 PM
I'll post what I have crunch-wise on urgals now, and do the fluff later. Here's a quick rundown. And yes, I jacked the Urgals/Kull thing from Paolini. Good artists borrow, great artists steal and all that.

The Urgal race is effectively split. Those Urgals who stand over eight feet tall and known as Kull, and have a much higher level of prestige and status in their tribes, frequently serving as war leaders, shaman-priests and wise men. They generally have little trouble finding multiple mates, and form the upper castes of Urgal society. Those under eight feet are simply Urgals, and have the following statistics. (yes, i intend them to be a player race like half-orcs)

Ability modifiers: +2 STR, -2 CHA. I know this looks like a dwarf, but I'll be giving dwarves +2 Str, -2 Dex, like a gold dwarf. Also, there's no reason someone should be less intelligent simply because they live in the woods.

A gore attack, dealing 1d6+str bonus damage, as a natural attack.

Darkvision, just because.

Bonus feat at first level.

The clear drawback of peasants running for their torches and pitchforks when they see you. Kinda a bummer. But it comes with the territory.

Favored class: I'm not a fan of this mechanic, but let's just say fighter. (The remixed one)

Am I missing anything big? Does this work as an LA+0 race?

SamBurke
2011-06-01, 06:46 PM
Shouldn't they have another +2? Perhaps CON?

Wyntonian
2011-06-01, 06:49 PM
....that sounds just a little bit unbalanced. especially for an LA+0 race. that's two big bonuses for one little drawback. plus a natural attack, plus darkvision... I could give them a +2 racial to fortitude saves, maybe.

SamBurke
2011-06-01, 06:50 PM
Just saying. Most races get a +2, a +2, and a -2, as well as bonuses to this and that.

Eldest
2011-06-01, 07:00 PM
You could try naming it Columbia. Just a thought.
Hawai'i was ruled by a rather nice monarchy, the US wasn't that keen on anexing them, then sugar plantation owners all staged a rebellion against the queen, set up their own goverment, and asked to be annexed. What I know of Hawaiian history. Hope that helps. (this was sometime in the 1800s, if it matters).

Wyntonian
2011-06-01, 07:06 PM
Thanks Eldest, that does help a bit. If you know anything interesting about pre-american politics, please PM me. And I suppose I could give them a wisdom bonus. It fits with them being perceptive and just a little bit animalistic. Plus, they're the only player race than can be druids, aside from some backstory-related exceptions.

Eldest
2011-06-02, 08:34 AM
Ok, but what sort of history are you trying to get? I read the thing of the First People, and it seems good (although it's missing something I can't figure out). But do you want just an info dump of American History Tidbits, or something in particular?

Wyntonian
2011-06-02, 08:50 AM
To be entirely honest, an infodump sounds pretty good. With a small focus on military and political stuff.

Eldest
2011-06-02, 12:05 PM
Ok, I'll put one up in a spoiler on this post once I get it together.
Info will be here.

Wyntonian
2011-06-11, 01:53 PM
In the meantime, I have a thought that's been bugging me for a while. In most games of this variety, the goal is simply to kill things. Now, i'm ok with having some hacking and slashing be a part of my world. In fact, it's almost necessary so players can have a break from roleplaying-heavy plot motions and political whatevers. However, I don't really have anything for the characters to kill at low levels without weird questions coming up. Yeah, they could be attacked by bandits, but then they're killing other human beings, and not everyone digs that. Also, that opens up the "well how did you know they were bandits?" question. Stereotypically, the role of the Mook is played at low levels by goblins. However, the closest thing I have to goblins in this setting are Urgals, who are not exactly mookish (See: 6-8 feet tall, more for kull, big horns, lots of class levels). So, what i think I need is a race of little bastardy creatures for people to kill, that are essentially harmful and evil, almost beyond question. or, you know, goblins.

TL;DR: I need a non-goblin race that can fill the goblin-shaped void in my world.

SamBurke
2011-06-11, 01:57 PM
Can I say Kobolds loudly enough?

Icedaemon
2011-06-11, 02:07 PM
TL;DR: I need a non-goblin race that can fill the goblin-shaped void in my world.

Elves.

You know that's the right choice. Primitive, depraved, insanely arrogant and self-righteous.

Wyntonian
2011-06-11, 02:12 PM
Yeah.... I'd suggest you read the rest of this setting. No offense, and I know it's hella long, but that would explain why elves don't work. Right now, There's really only four choices for a player race in my low-diversity world, and three of them have serious roleplaying drawbacks. Something a little more monstery, maybe.

SamBurke
2011-06-11, 02:13 PM
Thus the annoyingly twerpy Kobolds... seriously, those things make you want to kill them.

Wyntonian
2011-06-11, 02:19 PM
That's a definite possibility....but they always seem a little too closely tied up with dragons to me, and I don't have any of those. I saw this monster a while ago, i think it was connected to the arboreal halfling race as a racial enemy, and it was essentially a tree-goblin with some weird other abilities. If i can find that, I'll consider it. Other options?

EDIT: It's the Tasloi that I'm thinking of, from the Shining South. here's a link. (http://www.wizards.com/default.asp?x=dnd/ex/20041001b&page=3)

SamBurke
2011-06-11, 02:22 PM
Duergar, fetchlings, other monster races. Not that weak, per se, but unless they're optimized, they won't present more than a mild challange.

Wyntonian
2011-06-11, 02:57 PM
Out of these, I'm tempted to go with the Tasloi, or maybe another homebrewed race to compliment them. Or i could refluff kobolds a little bit.

Eldest
2011-06-11, 07:43 PM
Sorry about the infodump taking a while, had to deal with finals for a while. Should have stuff up by the end of the week or so.

Wyntonian
2011-06-11, 09:25 PM
Yeah, I had/have the same issue. I don't end the term until thursday, sadly enough. On that note... does anyone have an opinion about a calendar for this world? I'd like to just simplify our modern one, make it 12 30-day months, three ten-day weeks in each, and a 360-day year.

Eldest
2011-06-11, 10:46 PM
Regular lunar month, it doesn't get used enough in my opinion.

Icedaemon
2011-06-12, 03:44 AM
Yeah.... I'd suggest you read the rest of this setting. No offense, and I know it's hella long, but that would explain why elves don't work. Right now, There's really only four choices for a player race in my low-diversity world, and three of them have serious roleplaying drawbacks. Something a little more monstery, maybe.

I read only the first one or two pages, where elves were mentioned only in passing (something to do with vikings?). Ah well.

Wyntonian
2011-06-12, 11:57 AM
Regular lunar month, it doesn't get used enough in my opinion.

That works, a 30-Day lunar cycle? Or how much fun could I have with two moons....



I read only the first one or two pages, where elves were mentioned only in passing (something to do with vikings?). Ah well.

Yeah, in the backstory it turns out there never were any elves, just humans, and some backwoodsy dwarves, a couple gnomes and some Urgals. The vikings in question (Vallheimers) are human, much like the other three major nations.

SamBurke
2011-06-12, 04:00 PM
The lunar cycle is actually 28 days.

Wyntonian
2011-06-12, 04:35 PM
yeah, but I can fudge that around a little bit. Maybe I could have two moons, and have them both be full about twice a year, and both be new twice as well. That's probably be a pretty significant event, religiously and socially.

EDIT: Finally had my brainstorm about the red mage bonus, I think I'll give them darkvision. Remember, they're not just oriented around fire, but also sunlight. I think it's pretty balanced. That still leaves the blue guys though....

SamBurke
2011-06-13, 10:04 PM
So you have: Familiar, Darkvision (which seems a little off.. maybe some Fire Resistance?), and what was the one for the Black?

Wyntonian
2011-06-13, 11:21 PM
I was going to go with Martial Weapon proficiency for blacks. And everybody gets a familiar but greens, who get a druid-style animal companion. And what sort of fire resistance could I give the red mages? maybe something like 2+red mage level? and blues are the ones I'm really stuck on.

SamBurke
2011-06-13, 11:23 PM
2+level seems good.

Let's list the dominant characteristics of blues.

Wyntonian
2011-06-13, 11:29 PM
Let's see.... Their dominant season in winter, and their powers revolve around wind and cold, as well as water and other weather to a lesser extent. In a party, they could be competent blasters with some of their cold and lightning based spells, but they're also good at communication, with a bunch of communication and scrying spells.

SamBurke
2011-06-13, 11:34 PM
Electricity resistance? It seems kinda lame, but it could work.

Or, alternately, some sort of special feat... A range-based feat, something like Extend (I'm not good with magic, so that might be completely messed up...)

Wyntonian
2011-06-14, 08:31 AM
That could work... electricity or cold resistance. I'd like to avoid metamagic if i can, it seems like just that one other thing that makes casters way better, so I might flat ban it. I'll look around in my new stack of books and try to find something.

EDIT: Another reason against electricity resistance is that this is a fairly low-magic setting, so there won't be a lot of situations where electricity would help.

Wyntonian
2011-06-15, 09:03 PM
another brainstorm: I plan to use most of the gods from the BoED, simply because they seem like gods people would actually follow. Smiles? Love? sacrifice for those you love? Those are all things that people find positive, and would look for outside themselves, in this case in their deity.

IMPORTANT NOTE: Just because people follow these gods doesn't make them real. In fact, people in this world know about as much concretely about the existance of a deity as we do: Most people are pretty sure for their own varying reasons, some aren't sure, some disbelieve, and nobody can reliably say who's right. However, god/gods may be a myth, but religion is as real as rocks. Lack of physical scientific proof doesn't keep the people of Soleh from worshiping Ayailla, goddess of light.

Wyntonian
2011-06-21, 12:18 AM
This is indeed the fabled triple post of important stuff. Here it comes, the entirely refluffed Tasloi! Yes, I started with the idea of little green tree-buggers, and created a whole race/society/item type for them. Woo.

The Tasloi

Physical description
Short 2-3 feet. Covered in mottled green-brown fun. Blunt, animalistic features. Pointed ears and teeth. 2 foot prehensile tail. Yellow eyes.

Society
Small hunting bands of those under the effects of Tasal. Treetop communities of those without. Led by a single female druid who is the religious and spiritual leader. Generally calm people, with a low crime rate. Consider those with Tasal to be little more than animals. Have few qualms about killing the Tassali in self-defense, but do not look for fights. Many Tasloi are those that have defeated the Tasal, and carry a deep shame. Little contact with humans, some suspicious talks with dwarves, gnomes. Most other groups don't know about Tasal, kill all Tasloi.

History
The Tasloi had a positive relationship with the First People, with trade and other peaceful connections. They worked as messengers, hunting scouts and some other roles. When the Patrian Empire came, they brought along the disease Tasal, which has no effect on humans or most animals. Shocked at its effects, one of the last things the First People did was to weave a spell that essentially put a biological stop- clock on place, so that any Tasloi who lived into their middle ages would be freed of the disease. This did little to help those without the virus, but gave them a fairly steady trickle of new people who had fought off the disease, augmenting their small population. They now live in small treetop bands, hiding from the depredations of the Tassali and the humans.

Tasal
The disease Tasal was brought to the land of Patria by the unwitting Empire when they first landed. It has no detectable effect on humans or any other animal species. In fact, few non-Tasloi know it exists, aside from the First People. The virus Tasal has a variety of complimentary influences on a Tasloi body. The first effect is not particularly harmful; the eyes of the afflicted Tasloi gain catlike slits for pupils and lose their natural ability to see in almost complete darkness, but gain the ability to detect infrared emanations at close ranges, usually within thirty feet, which helps the Tasloi, now known as a Tassali, detect the prey the virus needs. Also, the natural capacity for the Tasloi to detect electrical fields of mammals and birds is muted and dormant. The other changes are more subtle, but are more important. For one, the virus spreads best in warmer internal temperatures, and makes the Tassali's body acquire a constant, slight fever. This trait makes the Tassali's body burn calories at a faster rate, making the need for large amounts of food immense, up to 5,000 calories per day. Also, the virus causes an aversion to light, increased aggressive tendencies, and limited recollection of past events, similar to a limited form of amnesia. Perhaps the most important trait of the disease is that, after the magical intervention of the First People, the virus can only be spread through live births, meaning that Tasloi not born to Tassali mothers are effectively immune to the disease. However, every one of the children born to Tassali parents is Tassali, and cannot be cured until their middle age. It is not unheard of for Tassali children to kill their parents once they defeat the virus. Tassali do not attack other Tassali, but they frequently attack and kill Tasloi if they can be found in small groups. Tassali generally hunt in groups of about ten, and can, with an effective ambush, take down a fully grown Kull warrior.

Culture and Technology
True Tasloi have limited access to metals, making such materials the exception rather than the rule. Metals are generally reserved for weapons and tools, and metal armor is almost unheard-of. Instead, the Tasloi use a variety of creative biologically produced weapons and tools, although after the Tasal took the majority of the population, many of the arts were lost. The philosophy behind this is simple: if the Tasloi use all of an animal they kill, they won't have to kill as many, leaving more to be hunted later, making future hunting easier. Normally, this principle would apply only to the individual parts of the animal, bones, hide, meat, etc. However, the Tasloi have a set of methods with which they can preserve some of the reflexes of certain parts of an animal, if not the animal's consciousness. They consider such tools to be powered by the remnants of the animal's spirit, and always treat such tools to be honored gifts from the animal from which it was taken. One of the most common of these tools is the cat-paw glove, consisting of the front paw of a cougar or other large cat, pads, claws and all. The bones and most of the muscle is removed, leaving a space within for a Tasloi -sized hand. Gentle manipulation of the pads near the fingertips can cause the claws to extend and retract, effective giving the wearer claws. These are frequently used by warriors on one hand, leaving their other free to use a spear, short blade, small axe or a spear-thrower. They can also be easily removed, and can help with climbing trees. There are a variety of other life-tools, but many more are forgotten.

I'm thinking about making the Tassali unable to be cured, but I'm still split. Also, I'm worried that Tasloi/Tasal/Tassali are too similar words. Thoughts?

SamBurke
2011-06-21, 12:21 AM
Too similar? Yes.

Too likable? Yes. These guys are set up to be PCs, not enemies... they're fluffed in a kind way. Now, of course, most players won't care a whole lot, and will just slaughter anything in front of them.

Eldest
2011-06-21, 08:04 AM
They do seem similar, yes. And they don't quite work as well as a generic monster race if they are poor suffering buggers. Btw the 'use all parts of a animal' and 'the animal gave the gift of it's meat to us' ideas were popular with native American tribes, good choice.

Wyntonian
2011-06-21, 08:19 AM
One fix for the "But we're SUPPOSED to kill them" problem is to make this disease still contagious and uncurable, so killing Tassali is totally acceptable. Also, there's about a 3-1 ratio of Tassali to Tasloi, so there'll be plenty of rabid tree-bastards to kill.

SamBurke
2011-06-21, 09:39 AM
Yes, I also noticed the indigenous analogy.

Wyntonian
2011-06-21, 03:31 PM
Yeah, well, these guys ARE one of the few indigenous races. I wanted these guys to be completely excluded from human politics, and to have their society to be inconsequential, in the grand scheme of politics, enough that a DM could just eliminate the Tasloi, leaving just the evil Tassali. I think I'll make Tasal uncurable, and make a new post for just Tassali. They're different enough to almost be their own race.

Overall, I think I like these guys a little too much. I'm considering redoing/ editing some geography, maybe even making an entirely new map. If so, I'll make the true Tasloi in a faraway hidden region of dense forest, and make the Tassali out like goblins, raiding human and dwarf settlements.

Final version? Tassali=evil, Tasloi=xenophobic, hunted, near-extinct neutral, with some good elements. I don't feel like this is "too kind".

EDIT: and I just realized the indigenous parallel with the disease. Got it. Thanks.

Eldest
2011-06-21, 07:33 PM
There are a bunch of paralells.
Now then, what I've been promising, in at least part.
So, in the Georgia/Florida area, there were five big clans of Native Americans, called (suprise) The Five Tribes. They all had cool names, but of the five, two of them are the most important, so I'll only say the name of those two. The Cherokee and the Chicksaws. When those new-fangled Brits showed up and became colonists, the Five Tribes reacted in all sorts of different ways. Some, mostly, the Chicksaws in Florida (which was Spanish controled at the time) fought the colonists and retained their own culture. In fact, the Chicksaw were famous for providing a safe haven to escaped slaves and addopting the slaves as members of the tribe. They retreated back into the swamps and held their own for a time, then got squashed when the US (way later) moved in and took Florida from Spain. The Cherokee, on the other hand, adopted many of the colonist's traits, such that they actually created a alphabet for their previously verbal-only languge, and created plaintations with slaves on them instead of their traditional methods of feeding themselves. The Cherokees sat with their land, as given to them by the US and the colonial goverment before them. Then the Georgians dicided they didn't like having all that land being wasted by the natives when they could do so much better. Here my recolections get a bit cloudy as to what exactly happened, but about the time Jackson was a general in the Tennessee militia, a war started with the natives. The natives got booted from their land, leading to the infamous trail of tears.
all of that is from pure memory, and so some or all of it may be wrong. I lived in Georgia for most of my life, so that's what came easiest to memory. And this is a giant. Pain. In. The. Butt. To write up, so any more things you need just ask and I'll answer or reasurch a bit.

Wyntonian
2011-06-21, 10:51 PM
That's a big help, thanks. I suppose some large chunks of it are fairly applicable. However, in this parallel world, or bizzaro "Native Americans" are long since gone (think like 600-800 years ago), and few were alive to leave. Only some mostly-rabid tree-bastards, short bald dudes who could care less, some badass guys with horns who like to mess yo **** up, and a couple gnomes in handcuffs in a rich guys basement. In fact, I'm leaning towards gnomes being native to another land, and perhaps dwarves as well, and having them be immigrants that just came a while before humans. Not exactly like American history. I do appreciate the parallels, and due to how historical and social themes repeat themselves, it's mostly unavoidable. However, I'm pretty sure someone's done an american west/Native american/cowboys and indians D&D campaign setting already, and probably better than I could, because that's simply not what I'm going for in this setting.

To be honest, I expect about 95% of the campaign times to be spent in one of the four human nations, with very limited contact with other humanoid races aside from killing Urgal raiders or Tassali hunting bands. In fact, most PC's won't even know there's such a thing as a Tasloi that didn't want to kill and eat them. Most of this stuff is DM's notes, and is probably just for flavor, honestly. Say a DM wants to run a game in which the people are taken in, Ewok-style, by a Tasloi community and decide to help them fight the Tassali? Go ahead. But the next PC over doesn't know the green dudes can even talk.

Eldest
2011-06-21, 11:28 PM
Yup, I bet you'd have to be pretty tough to reach Hawaii, or even the other side of the Mississippi. And that stuff was just a bunch of facts I remembered. For some reason I'm thinking of this as a "America, but this happened instead of that, which changes all that stuff" instead of homebrew. Any questions about this stuff, just ask, I have a good memory for tidbits of info and my brother is studying to become a history teacher.

Wyntonian
2011-06-21, 11:56 PM
The thing is, this isn't America. In fact, I plan to change the geography pretty substantially, just to avoid that confusion. My original thought was to grab Western North America, then shake it really hard so every living thing fell off, including some laws of physics, then put whatever I wanted back on. Because that didn't work out quite like I planned, I'll soon get a reworked map done. A lot of things will be similar, but some won't be the same.


Oh, and that bit about Hawaii was supposed to be just some background for the Caribbean. I was going to rework the people there to have a vaguely Hawaiian political structure, as well as weaponry and such.

Eldest
2011-06-22, 07:49 AM
Ok, that makes it a lot less intutive for me, then, which is good. Less intuitive means less metagaming by players.
Did you still have one of the colors of magic that you were still working on, or did you fix it?

Wyntonian
2011-06-22, 09:09 AM
I'm not exactly sure what you mean. I do have spell lists done for each color through level 8, although I haven't done level 9 spells. What I'm lacking is a bonus to give the player who choose the Blue color/school of magic, like martial weapon proficiency for blacks, fire resistance for reds and a druid-style animal companion for greens.

Eldest
2011-06-22, 03:00 PM
yup, I was asking about the perk. Are they in any way related to mastery over magic itself?

Wyntonian
2011-06-23, 09:09 AM
no, not per se. It's supposed to be more of a connection to their chosen element. Black is the physical world, with spells involving the earth and physical combat, so they get martial weapons. Greens are connected to life, plants and animals, so they get an animal companion. That sort of thing.

Eldest
2011-06-23, 10:54 AM
Custom metamagic that let's them freeze targets of their spells? Maybe a mobility bonus (for some reason I thought of the words "icy wind").

Wyntonian
2011-06-23, 08:18 PM
ooohhhh.... the metamagic sounds a little OP. maybe a 10-foot bonus to movement speed? or ignoring the effects of negative weather or travel for themselves and up to their character level other party members?

Eldest
2011-06-23, 09:36 PM
Both, I'd guess, unless the weather is going to be a really big deal in your game, it really seems more fluff in that.

Wyntonian
2011-06-23, 11:13 PM
sounds good, then. Also, I feel like people would leave the "starting area" at around level 3-4, or by the time a blue mage can essentially ignore any adverse weather-related effects related to travel and apply them to the rest of the party. In a setting with settled lands spread out somewhat, this would be a decent bonus.

Eldest
2011-06-23, 11:44 PM
Yeah, it'd be friggin' awesome for the charactors, but I'd bet nine times out of ten the only difference it makes for the players is instead of the DM saying "you slog through mud and endless rain for 5 days, uninturrupted in your misery exept by those bandits" it would be "you walk for 4 days, the rain failing to affect your pace or your spirits. Those bandits never stood a chance".
So the players aren't seeing that much concrete benifits out of it, so keep it in but a)add in a combat bonus like the fast movement, and b) maybe add something like that to the other Mage types. Like green mages have a way easier time foraging for food. Something to add flavor but not much combat bonus.

Wyntonian
2011-06-24, 08:45 AM
Well, assuming they were doing something time-sensitive..... anyway. I like the one about the greens, and I could let reds use flint and steel or other lighting things as a swift action. I think I'll give blues their 10-foot bonus and call it good. Blacks, though?

Eldest
2011-06-24, 09:24 AM
I'm not sure. My first impuse is to do something with crops but that really wouldn't work. Maybe they are better at making weapons/magic items, and take less time (a small amount less and they still need to pay the money and xp to make them, it just goes faster). And you might want to say that the red mages can create a spark at will, instead of keeping them to Flint/tinder. If you want something to catch on fire from a spark you need to work really hard at it, so it's still mostly fluff, like the weather movement, but it adds some flavor and they can do it wherever, so I'm sure people could think of ways to creatively use it.

SamBurke
2011-06-24, 11:28 AM
Spark is a cantrip, learned (technically) before first level.

Which brings up a point: did we drop cantrips?

Wyntonian
2011-06-24, 03:42 PM
I am not sure which book spark is in, so I don't know if i'll include it. and if it randomly turns out that I didn't put any cantrips in, I'll be sure to do those lists tonight. Would casting spark at will be a game-breaker?

Eldest
2011-06-24, 06:11 PM
Would making a spark at will be a gamebreaker...
[laughs uncontrollably for five minutes]
no.

At least, I can't think of why not.

Wyntonian
2011-06-24, 08:39 PM
This (http://www.giantitp.com/forums/showthread.php?t=198528&highlight=cantrips) should help you understand, somewhat.

On the other hand, it's fairly minor. I'll risk it.

To recap:

Green mages get: green + universal spells, bonus to survival checks to forage for food equal to class levels, and an animal companion like a druid of their class levels.

Red mages get: Red+universal spells, fire resistance 2+red mage level, ability to cast Spark at-will. (what book is it in?)

Blue mages get: Blue + Universal spells, cold resistance 2+blue mage level, ability to ignore negative effects from adverse weather for self and their class level of others traveling together.

Blacks get: Black + Universal spells, martial weapon proficiency, and either Craft Magic Weps/Armor as a bonus feat at some appropriate level, or the ability to reduce the xp cost by about half. Powerful magic weapons are a little rarer in this setting that most, but very slightly magical weapons are about as common as expected.

SamBurke
2011-06-24, 10:59 PM
Pretty sure Spark is core. Only used it from PF, though.

Wyntonian
2011-06-25, 12:50 AM
Yeah, it's not in the SRD. can you give me a quick rundown? I've never played pathfinder/read the books. I assume you just make a spark that lights a little fire? about like the effect of a tindertwig or flint and steel?

SamBurke
2011-06-25, 01:02 AM
It automatically ignites anything that is flammable. A bit hard to overuse, but ya know....

Wyntonian
2011-06-25, 01:10 AM
Good enough for me. It's in. Anything else before I make this into a single awesome post? Artwork and maps to start off with....

Eldest
2011-06-25, 05:37 PM
Give the black Mages the craft feats instead of the 1/2 xp costs. The xp costs sound insanely good, compared with spark at will.

Wyntonian
2011-06-25, 06:54 PM
I think that giving them the creation feat at first level might be a bit much. what level should it be at?

Eldest
2011-06-25, 07:11 PM
Oh right, level one perks... whoops.
Now that I think about it, though, the proficiancy with all those weapons seems a bit weak compared to the animal companion. I mean, these are CASTERS. They should very rarely use their weapons.

Wyntonian
2011-06-25, 07:21 PM
yeah, but a lot of their spells focus on buffing melee people, including themselves. I can see these guys being effective combatants in their own right, with armored mage (medium) at fifth level, and access to a bunch of decent weapons.

Eldest
2011-06-25, 08:18 PM
Touché. I'm not sure then, exept maybe the idea I had about taking half the time normal people take to craft a weapon or armor.

Wyntonian
2011-06-25, 08:56 PM
That sounds about right. Or maybe something about crafting regular old weapons and armor at a reduced cost/time?

Eldest
2011-06-26, 08:37 AM
Yup, that works too.

Wyntonian
2011-06-26, 11:05 AM
yeah....I'm a little fuzzy on how that actually works. maybe we could just say "takes half the time to create any weapons or armor, magical or otherwise"? with that bonus, as well as the fluff, who wouldn't take the appropriate craft feats?

Eldest
2011-06-26, 09:57 PM
Yeah, I don't actualy play 3.5...
I have the PHB and DMG, though. I'll see if there is something relevent in one of those.
EDIT: the rule seems to be 1 day per 1000gp the magic item costs. And a simple +1 sword is 1,350gp. So not a huge deal at low levels, but a big timesaver later (a +10 equivilant would cost 200,000gp. Enjoy sitting there for half a year, I'm gonna wander off and level up).
And I think that works well, cuz it's mostly fluff but could come up in a pinch.

Wyntonian
2011-06-26, 11:31 PM
I think so too, and that "fluff-based minor bonus" theme fits of the other three. Considering as these are mostly full casters, I feel like I'm close to done, at least done enough to make a thread of the work we've done to date.

Wyntonian
2011-06-30, 08:19 PM
Ok...Now I have a big decision to make. I know I said that I was going to make pretty much all ToB content available only to high-level characters who want to go on a big quest and find that temple. However... I really, really like ToB, and some of the Age of Warriors (http://www.giantitp.com/forums/showthread.php?t=134088) disciplines are, frankly, awesome. My huge decision is, now, whether to allow ToB content as a starting-level option with some customizability (word?), as it applies to disciplines, as well as incorporating some ACF's to martial adept-ize some non-ToB classes (Martial Ranger, Monk, etc.) I like the ability of being able to choose a class for fluff, then a variety of ACF's for mechanics, but I don't want to jeopardize balance. What are your thoughts?

Eldest
2011-06-30, 09:04 PM
What is your problem with ToB? Just curious.

Wyntonian
2011-06-30, 09:39 PM
I don't have a problem with ToB. I love the hell out of it. But I don't want all the players to skip over Fighter, Ranger, paladin (don't actually care about that one), Rogue and Monk, for the three ToB classes, which at the time, I found restrictive with only nine fighting styles. I thought to fix this by making it so that level 9-10 ish characters could make it across the river to the Temple, and "trade in" their class levels for the same number of martial adept levels. I'm now leaning more towards using Jirku's awesome fighter fix, which brings fighters up close-ish to a warblade or such, and allowing a lot of martial variants to regular classes, like ranger, and also allowing a bunch of homebrewed disciplines. I like this second idea more.

Eldest
2011-07-02, 01:56 PM
All of his stuff is cool. Are you going to use his casters too?

Wyntonian
2011-07-02, 03:56 PM
I considered it, but I already have the mages. It's still a back-burner option though. Right now my focus is on clearing up ToB once and for all -- To make it an entry-level option with plenty of customizability right next to Jirku's fighter, or to make it possible only at great effort.

Eldest
2011-07-05, 07:17 PM
I think it would work more as a entry level thing, because his fighter is really flexible, but it's only one class. Maybe say it's the commander (for the party-wide buffs) and have the others there too. And have the prestige classes be a pain to get into, so you can still have the PCs strive for something.

Wyntonian
2011-07-06, 09:00 AM
That work pretty well. Now, I'd like to consolidate this into a single thread/post, but I'm not sure what still needs to be done. I'm working on refluffing some vestiges for the refluffed binders from the wotc community forums, and it's taking FOREVER.... I'm still in the level fours. it hurts. Anyway, I'm wondering what else I need to polish up before this becomes a legitimate setting.

Eldest
2011-07-06, 10:34 AM
Details on some of the bigger countries? Some pointers for DMs for what sort of adventure they might want to add? A starting adventure (probably overkill...)? Lots of stuff could get added.

Wyntonian
2011-07-06, 04:17 PM
I've found I really like writing up adventure hooks and mini-plots. I have a level of detail for most of the large countries around here somewhere, but I can always write up some recent history to explain why things are like they are.

Eldest
2011-07-06, 09:28 PM
I look forward to reading it all.

Wyntonian
2011-07-12, 07:01 PM
Right now I'm going through the vestiges found here (http://community.wizards.com/go/thread/view/75882/19539322/lets_make_some_new_vestiges&post_num=451) and refluffing those that I can save fluff-wise, and ignoring those that I can't. I'll use the salvageable ones as spirits (ancestor or otherwise) for the binders of this world to, well, bind, and put that in the final post. I'm currently about in level four, so if someone could start at level nine and work down, that would be great. I'm looking to make these vestiges less lovecraftian, so no "horribly tortured twisted forgotten gods of doom and evil and madness and ugliness and kicking puppies", but rather regular old people who did interesting/meaningful things, and continue on as spirits. Here's a couple examples, as well as the original vestige for comparison.


Alryn, the Red Smith
Legend: Alryn was once a man who held two jobs: He was both a Red Mage and a great armorsmith, who forged the suit of plate that the king of Soleh wears into battle even now. Late in his years, when he could no longer raise a heavy hammer, his kindled a great blaze in his forge and crawled inside, letting the fire he had controlled for so many years control him as it carried him into the next life.
Level: 1
Binding DC: 15
Granted Abilities: Alryn grants his binders the ability to ignore the heat of the forge, to move regardless of their armor and to understand the work of the smith.
Armored Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor.

Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.

Improved Sunder: You gain the benefit of the Improved Sunder feat.

Medium Armor Proficiency: You are proficient with medium armor.

Resistance to Fire: You have resistance to fire 10.

Smith's Experience: You gain a +4 bonus to all Craft (armor and weapons) checks, as well as all Appraise checks involving metal-based items.


Recognize this one? It's the abilities from Aym, Lady Avarice, from the Tome of Magic. I threw that one in for fun, it wasn't on the list.



Orion, The Hero of Soleh
Vestige Level: 2
Binding DC: 18
Legend: Orion was once a great knight of Soleh, who fought bravely against his corrupt lord, and eventually killed him in a spectacular duel. He and the duke's daughter had long been in love, and they later married, and their love continued even beyond their deaths.
Special Requirements: Orion will not answer to an evil binder or a binder who have hosted Lorken in the last 24 hours.
Manifestation: A bright light shines, visible only to the binder. The light then fades away and a slender man stands in the middle of the seal. He wears a green tunic over a chain shirt, a green kilt, dark leather boots, sturdy gauntlets and a light helmet. He draws his sword and shield and silently bows to the binder, but never speaks a word during the pact.
Sign: Your left hand has a small sign, that appears to be missing a part. Furthermore, if you were not already, you become left-handed.
Influence: Orion is a figure of courage and hope. You do not show fear or despair and you never seem to give up even in the most desperate situations.
Granted Powers: Orion is a master swordsman, horseman and archer, and the essence of the Hero of Soleh grants these abilities to the binder.

Deathless Love: Orion and Arynn can be bound simultaneously, but they still count as two vestiges. Their DC is 24, and while both vestiges are bound, your effective binder level is increased by one for the purposes of determining the effects of spell-like abilities.

Weapons of Evil’s Bane: Any melee weapons you wield is treated as good-aligned for the purpose of bypassing damage reduction. Furthermore, upon successfully hitting an evil creature, the weapon deals an additional 2d6 points of holy damage.

Arrows of legend: Any ranged projectile weapons used by the binder, such as bows and crossbows, possesses the distance enhancement.

Swordsmanship: You gain proficiency with all simple, martial and exotic sword-like weapons and you gain a +1 bonus to attack and damage rolls for every 5 effective binder levels you possess.

Adventuring knacks: You gain a bonus to Handle Animal, Ride and Survival checks equal to your binder level.

This is the original. (http://forums.gleemax.com/showpost.php?p=16276205&postcount=1647) I just changed some names and the story. all the abilities are the same.


The common thread in these is that I found vestiges that had some abilities I liked, rewrote the backstory slightly, and changed some names. That's all. Anything too "outer planes-y" I dropped, as well as anything too obscure or with abilities I couldn't refluff.

If you're going to help me, have some fun with it. I'll edit minorly, but it's your baby. Try to keep them fairly reasonable and avoid referencing any non-material planes in the backstory, if possible. I'm not going to go into them in my final, so it helps with continuity.

I think that's all.....

Arathnos
2011-07-12, 09:57 PM
Whew, finally back after a long, long, work-related hiatus from the forums. Sorry for the sudden disappearance, I will be catching up on all I've missed and I'd love to rejoin this project.

Wyntonian
2011-07-12, 11:17 PM
Good to have you back, and anything you can help with is appreciated.

Arathnos
2011-07-13, 12:19 AM
Alright, I am currently doing a full write up of Soleh, detailing some major cities, local organizations, the structure of the church, the army, important figures, and places of interest. Should be up either very late tonight or tomorrow. I intend to make up for my absence!

EDIT: Here is a preview of what is to come. Full thing will be up tomorrow. I still have a lot to do.

Soleh
Capital: Luxa
Population: 2,300,000
Exports: Weapons, Armor, Tools, Processed Ore, Textiles
Languages: Common, Solerian, Dwarven, Gnomish

Soleh mixes a proud tradition of agriculture with an aggressively zealous religious outlook. As with all nations, its borders have fluctuated over time, but they have remained in their current state for the better part of the last century.
At the turn of the last century, the Lord-Bishop Arkus led the people
of Soleh on a bloody crusade to expand the influence of the Church of Light.
Arkus rallied the Solerian Legions and marched into neighboring Sunshan.
Before long, the forces of Soleh occupied much of northern Sunshan. While
missionaries preached the Doctrine of Light to the oppressed people of
Sunshan, the Lord-Bishop dispatched members of the Inquisition of Light
to Vallheim to covertly begin preparations for an invasion there. Soon, the
Legions were blazing a path into the heart of Vallheim, but they
underestimated the clans of the north, and were met with iron resistance. The
Vallheimers drove the Solerian forces back, and a stalemate took place.
Arkus was trapped by the war he had created. He was fighting a brutal war
of attrition on both sides, his forces spread too thin. After nine years of
devastating battle, Arkus called the leaders of the other nations to a series
of peace talks. After a very long negotiation process, Arkus agreed to
withdraw his troops and cede much, though not all, of the conquered
territory. In return, he obtained treaties from the other rulers allowing the
sanctioned establishment of Churches of Light in both countries. In addition,
Missionaries of Light were granted diplomatic immunity, and continue to
have that privilege to this day.
That vicious crusade has come to be known as the Black Renaissance,
a violent revival of religious zeal in Soleh. Arkus is hailed as one of the
greatest Lord-Bishops of all time, having officially secured a place for the
church in neighboring lands. However, in Vallheim and Sunshan, Arkus is
remembered as a bloodthirsty warmonger, responsible for the deaths of
thousands.

Industries
Agriculture is a massive component of the Solerian economy, but they do
very little in the way of food exports. The vast and rich farmlands of Soleh
provide nearly all of the food needed to support the large theocratic nation.
The Solerians also have a strong fishing industry, and they make use of it to
supplement their farming.
Soleh has a very large standing army, with the capacity to nearly triple
in size in times of war if necessary. To outfit this army, the nation has developed and nurtured a very strong community of smiths, and Soleh produces some of the finest weapons and armor available. They export these fine crafts to the other nations for exorbitant prices, but their quality is seldom matched. While this is their chief export, it is not Soleh’s primary
source of income.
The Church of Light is a very large and very influential organization.
It demands that all members, and many more reluctant participants, contribute a monthly tithe for the good of Soleh. With the incredible size and reach of the church, these tithes produce an incredible amount for the Solerian treasuries.

Wyntonian
2011-07-13, 09:09 AM
That's great, it fits well with the Vallheimer timeline, that's about when Brenyn's grandfather would be ending the civil war, only to be attacked. Nothing like a common, immediate enemy to bring the people together. This is all very good.

Arathnos
2011-07-13, 04:15 PM
UPDATE! More done, but I also ended up babysitting my 9 week old nephew, so progress has been slower than expected. I will try to finish it soon!

Life and Society
Soleh’s citizenry is divided up closely between rural and urban communities, with about sixty percent living in cities and the rest living in villages and farming communities. The largest cities dot the outer ring of Soleh, protecting its borders from foreign invasion. In the heart of the country sits the vast and fertile farmlands. Rich soil and moderate rainfall make the lives of the farmers relatively easy, and nearly all of the farms have managed to stay prosperous through times of war and peace. Even with the monthly tithe, the farms manage to make a profit and survive unscathed.
The Church of Light preaches tolerance and acceptance of all life, and maintains shelters all over Soleh, and several in other nations, to aid refugees and the destitute. For the most part, these shelters are benevolent, free from the dark and sinister manipulations of the Inquisition of Light. Few are ever turned away, even if they do not accept the Light into their lives.
The roads throughout the Soleh are well maintained and constantly patrolled by the Legions. In addition to the numerous trade roads and caravan paths, the Church of Light maintains a great highway that connects to all the major cities of the nation.

Government and Politics
Lord-Bishop Herrith (TN male human, Mage 14/Aristocrat 3) is the current high priest of Light. He rules over all of Soleh and the church with an iron will. Herrith makes the laws in Soleh, and the church enforces them. Lord-Bishop Herrith is a cold, calculating, and incredibly pious man. He believes unfalteringly in the doctrine of Light, and he will go to almost any means to protect the church. On Herrith’s orders, some of the most brutal, violent, and unconscionable acts imaginable have been carried out. This includes the extermination of an entire Solerian village on the western border, staged to look like and Urgal attack in order to renew faith in the Legions. Despite these atrocities, Herrith truly cares for his people, and insists on looking at the ‘bigger picture’, even if it means sacrificing lives in the present. The public is unaware of the dark nature of their leader, just as they are largely unaware of the darker nature of the church. They view Herrith as a hero and an exemplar of all the traits the church finds desirable.
Soleh is controlled entirely by the Church of Light, even the Solerian Legions are controlled and maintained by the church. The leader of Soleh is the High Priest of Light, the highest-ranking church official, who is selected by the church from one of the four Lord-Bishops. The church hierarchy follows:


High Priest of Light
|
Three Lord-Bishops
|
Eight Patriarchs
|
Sixteen Cardinals
|
Thirty-Two Bishops
|
Priests
|
Hopefuls
|
Acolytes

To consolidate the goals and status of the church, it holds regular meetings, throughout the nation. Every year, the higher-ranking officials hold a convention to meet and set the course of the church for the next year. This gathering takes place at the Cathedral of Light in Luxa, the capital city.

Power Groups
The Church of Light wields much of the power in Soleh, both politically and as a military entity. Cardinals, bishops, and patriarchs vie for their share of the political power, and more than a few have considerable influence outside of the church as well. Lord-Bishop Herrith holds the various parties together by sheer force of will and integrity. What could break down in a chaotic struggle for dominance winds up working like a well-oiled machine under Herrith’s leadership. The people of Soleh do not look forward to the day when the aging Herrith vacates the title of High Priest of Light.
Although the church controls the Solerian Legions, there are a small number of private military forces that hold their own. Among them, the most significant is the Free Legion, a private mercenary company made up of former members of the Solerian Legions. After the Black Renaissance, a handful of Arkus’ most brilliant military minds were fed up with the actions of the church, and wanted to separate themselves from Solerian politics. Resigning from the army, they took their legions with them and formed a private military company, known as the Free Legion. They hire themselves out to the highest bidder, choosing which assignments they will take and adhering to their own moral standards. They even take jobs from the other nations, though Vallheim is not often willing to hire outsiders to deal with its problems. In light of recent events, the nobles of Sunshan have begun hiring the Free Legion to help protect their caravans and assets from Gray Palm attacks.
The Free Legion is led by a triad of generals who oversee the company together. While all three technically share equal power, one usually emerges as the de facto leader at any given time. Currently, that man is General Marka Vantran (NG male human, Commanding Fighter 13). General Vantran is the unspoken leader of the current triad, although he does not exploit that fact. He views his brothers-in-arms as equals, but they naturally defer to his wisdom and tactical insight.
Over the last decade the legion has made a name for itself as an incredibly effective fighting unit. Many soldiers from the Solerian Legions join the private sector once their terms of service are up, and the best of them join the Free Legion. Because of this, the legion has acquired significant influence, both in Soleh and abroad. They take in a large amount of money, and since they also pay the church’s tithes, the church can’t afford to make them go away.

Next to come is Major Settlements and Important Sites.

Wyntonian
2011-07-13, 05:10 PM
That looks great, I love all the detail and precision, but I have a couple little detaily things. One, because Soleh is usually the aggressor, it seems unusual to have their major cities out around their perimeter.

If they were more centralized, then they could have the interesting contrast of having an incredibly pious central population, surrounded by fringe populations that both produce the food and materials for the central craftsmen and artisans, but are also much more open-minded about religion, partially because they live near those that don't share their own and are exposed to other faiths.

Also, rural life is more difficult (famine, taxes/tithes, invading armies/counterattacks, supporting local armies passing through, bandits, Urgals...), and less conducive to faith in a benevolent superbeing. The farmers and such would still be religious and church members, but not to the degree of the inner metropolitan population.

Oh, and those mercenary bands, the Free Legion and such? They could also contract with the Dotze Affariata for defense and raiding other towns.


I just had an idea for a massive, sprawling city surrounding the central Great Cathedral of the Light. like, 50,000+ inhabitants. oh yes. I like.

Arathnos
2011-07-13, 05:24 PM
I purposefully flipped the realistic model of urban center with rural fringe on its head for this, but we can make it more real if you'd like. The logic behind it was that the military outposts from their various conquests were the only safe settlements on the fringes, so they attracted a lot of life. Soon, sprawling cities sprang up around them. Luxa, the capital city, where the Cathedral of Light is located, is almost dead center in Soleh. It is at the heart of the farmland, and a large portion of the food grown goes to Luxa, either for consumption or to be hauled off to the other cities.

"All roads lead to Luxa, and all roads lead from Luxa."

Luxa acts as a centralized hub, connecting all trade routes to the great highway. Every city in Soleh is connected to Luxa. And I am currently writing out all the info for Luxa, I had it as a metropolis with close to 150,000 residents, but if that number is too large, we can change that. The idea is that Luxa also house a sizable portion of the Solerian Legions, where an entire section of the city is a massive military compound and barracks.

So really, with my model, Soleh would be sort of a wheel. The capital city of Luxa lies at the center, and the roads connect to the outer cities like spokes. All the spaces in-between contain the farmlands, so that they may supply their goods evenly to all the cities.

Wyntonian
2011-07-13, 05:37 PM
That sounds about perfect. I'll be sure to include that when I redraw the maps. I've decided to not use the american geography, and to make something hauntingly similar, but substantially different. There'll be room for all these ideas about Soleh in it, too.

Wyntonian
2011-07-15, 05:03 PM
Here's what I have so far in the way of vestiges. Please, please, please edit/correct/examine them, and if you look there's one ortwo that could use some help.

Level 1

Athelas, Prince of Hope

Level: 1

Binding DC: 15

Special Requirement: None

Sign: A signet ring appears on your right hand, but the seal on it is blank.

Legend: Athelas was the third son of a minor noble house. While his elder brothers diligently studied the arts of statesmanship and war, he preferred to move among the people and help them to the best of his ability. Well liked by all who knew him, Athelas was a friend to everyone he met. However, the true nature of a man is judged in times of hardship. War came to his country, and one by one the noble houses led their troops into battle. As the youngest member of his house, Athelas was forced to stay behind. By his very youth and hope for the future, Athelas inspired the people to in his city to believe in themselves and in the victory to come. As the war dragged on, Athelas labored tirelessly to coordinate relief efforts and spent his reserves, both financial and personal, to their limit to help those who suffered. When the war at last ended, and his brothers returned, Athelas left to extend his help and hope to those who had been the enemy. Scholars lose track of him beyond that, but a man matching his description has been noted in the aftermath of every major conflict in the following century. Always, he is seen healing the wounded, helping the homeless, and encouraging all who will listen to come together and work toward a brighter future.
Manifestation: The happy murmur of contented people fills the air around the seal as if a crowd of common folk stood there speaking. Their images are faint and indistinct as more enter the seal and others leave. Only a young man in fine white clothes remains constant. Soon, the sounds of battle can be heard as if from a great distance, and one by one the voices and grow silent and the images fall and fade away. Throughout this time, the man in white holds each who fall and seems to be speaking words of comfort. Eventually, all but the man are gone. His clothes are tattered, his pants dirtied from kneeling on the ground, and blood coats his sleeves from those he tried to save. Despite his appearance, Athelas carries himself with dignity and a quite satisfaction. His task done, he turns to the binder and offers his assistance.

Influence: You are eternally optimistic and feel compelled to help the less fortunate. You must volunteer at least an hour of your time to charity in each town you visit.

Granted Abilities:

Third Son of a Noble House: You gain proficiency with a single martial weapon of your choice. You also gain a +4 bonus to any single skill and are considered trained in that skill.

Friend to All: You gain a +2 morale bonus on diplomacy, gather information, knowledge (local) and knowledge (nobility and royalty) checks and make these checks as if trained.

Voice of Hope: As a full-round action, you can use oratory to inspire confidence in your allies. An ally must listen and see you for the full round for the inspiration to take hold. Inspired allies gain a +2 morale bonus on saving throws and a +1 morale bonus on attack and damage rolls. The effects last for five rounds. The binder may inspire a number of allies equal to half his binder level per use (round up). This ability may only be used once every five rounds. The binder cannot inspire confidence in himself, only his allies.

Helping Hand: When the binder makes an aid another check, he increases the bonus granted by +1 (for a total of +3). This bonus increases by an additional +1 for every for four levels of binder.

The Power of One: As a full-round action, you can use oratory to inspire greatness in an ally. An ally inspired with greatness gains temporary hit points equal to d4 times your binder level, a +2 competence bonus on attack rolls and saving throws, and a +4 morale bonus on saves against fear. This effect lasts five rounds. The binder cannot inspire greatness in himself, only in an ally. You may use this ability on a particular ally only once per day.



Alryn, the Red Smith


Level: 1

Binding DC: 15

Legend: Alryn was once a man who held two jobs: He was both a Red Mage and a great armorsmith, who forged the suit of plate that the king of Soleh wears into battle even now. Late in his years, when he could no longer raise a heavy hammer, his kindled a great blaze in his forge and crawled inside, letting the fire he had controlled for so many years control him as it carried him into the next life.

Granted Abilities: Alryn grants his binders the ability to ignore the heat of the forge, to move regardless of their armor and to understand the work of the smith.

Armored Step: You can move at normal speed (without the usual reduction) while wearing medium or heavy armor.

Halo of Fire: At will, you can shroud yourself in a wreath of flame. Any opponent that strikes you in melee takes 1d6 points of fire damage, unless it is using a weapon with exceptional reach. You can also deal 1d6 points of fire damage with each melee touch attack you make. Your own flame does not harm you, nor does it harm objects unless you will it to do so.

Improved Sunder: You gain the benefit of the Improved Sunder feat.

Medium Armor Proficiency: You are proficient with medium armor.

Resistance to Fire: You have resistance to fire 10.

Smith's Experience: You gain a +4 bonus to all Craft (armor and weapons) checks, as well as all Appraise checks involving metal-based items.


Lared, The Humbled Hunter

Level: 1

Binding DC: 15

Special Requirement: Yes

Sign: Your eyes turn a vibrant green, with a faint oak-leaf pattern around the iris.

Legend: Lared was once a great hunter and archer of the Lightwood Rangers, and was quickly rising through the ranks. After leading a war party that defended a small settlement from a combined assault of three Urgal tribes, Lared thought himself more apt to lead the Rangers than any member of the Council, and challenged the Elder of the council to a duel of arrows for the right to lead the Council. To his surprise, his challenge was accepted, and the two combatants met in a field the next day. When the horn blew to signal the beginning of the duel, Lared was the first to fire. And the second. And the third. It was only when he had emptied his quiver with a sleet of edged steel that he realized that not a single one of his arrows had landed. Rather, the unarmed old man at whom he had been firing had caught each one. At that point Lared laid down his bow and surrendered, and asked to leave the Lightwood Rangers in shame. Rather than release him from his service, his superiors decided to allow him to continue to serve the Rangers, satisfied that he had learned his place. Many years later, Lared was indeed found worthy to join the council, an appointment which he accepted with honor and excelled at until his death.

Manifestation: Lared steps from within the circle as if he had always been there, and was only now breaking cover. He wears a beautifully crafted suit of leather armor, and carries a longbow.

Special Requirement: Lared required that his seal by drawn outdoors, or with the point of an arrow.

Influence: Lared causes the binder to be aware of their station, and to not challenge those more powerful and adept than they.

Granted Powers: Lared helps those in need with the art of the hunt and with his chosen weapon, the bow.

Hide Bonus: You gain a competence bonus on Hide checks, equal to 2+your EBL.

Low-Light Vision: You gain low-light vision. If you already have it naturally, you gain superior low-light vision and can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates a 20-foot radius would allow you to see clearly up to 60 feet and provide you with shadowy illumination to a distance of 120 feet.

Precise Shot: You gain the benefit of the Precise Shot feat.

Ricochet: As a standard action, you can make a single ranged attack against two adjacent targets. Make a single attack roll and apply that result to the Armor Class of both targets. Any hit you score deals damage to the target normally. Extra damage from abilities such as sneak attack or sudden strikeapply to only one target, which you must designate prior to making the attack roll.

Weapon Proficiency: While bound to Lared, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.


Charn, the Hare


Vestige Level: 1

Binding DC: 15

Legend: The first prey animal to be made when the sky and sea came apart, the Hare was hunted by Chinua, the first wolf. In that earliest of days, death was not final, and after being caught, Charn would return to be hunted again. When the early days ended with the birth of the first human, Charn left the mortal world to his children and left the world, only returning when called by binders.

Special Requirement: A binder may not bind Charn while Chinua is bound to them.

Manifestation:
Charn appears as a hare, which seemingly ignores the binder until their pact is confirmed.
Influence:
The binder becomes as careful as the prey animals, and when confronted with sudden surprises is often stunned by fear.
Granted Abilities: The Hare grants powers related to speed and escape.

Fleet of Foot: While bound to Charn, the binder's speed increases by 10 feet. At eighth level this bonus increases to 20 feet, and at fourteenth level it increases to a 30 foot bonus.

Prey's Senses: While not able to track like a predator, Charn offers a binder the keen senses of the hunted. The binder gains a +2 bonus to Listen and Spot checks. At eighth level, the bonus becomes +4, and at fourteenth level it becomes +6.

Masking the Trail: The binder may use Pass without Trace on themselves only at will. When the duration ends, the binder must wait at least an hour to use the ability again.

Legs of the Hare: The binder gains a +10 bonus to Jump checks, and may make unarmed kick attacks which deal 1d6 damage and the binder is treated as having Improved Unarmed Strike when making kick attacks only.


Chinua, The Wolf


Level: 1

Binding DC: 15

Legend: Born when the world was young, Chinua was the first wolf to walk the earth. Before mankind, she hunted the forests, snow covered lands of the north, and grasslands of the south. For an age, she roamed the world, until the age of myth ended. Now she exists only when called for, and brings the understanding of an age before man to her summoner.

Special Requirement: The binder must have personally caught the last food they ate. A binder with arcane caster levels may not summon Chinua.

Manifestation: A wolf with yellow eyes the size of a small pony.

Sign: The binder's eyes turn a shade of yellow like that of some wolves.

Influence: The binder is tied to your fellows as if pack. You may not leave an ally behind without attempting to save them.

Granted Abilities: The Wolf grants her binders the pack mentality of the wolf, and the prowess of a huntress.

Pack Tactics: The binder works well in a team, and when attacking an enemy who they are flanking, they get a +3, rather than +2 bonus. This benefit is extended to anyone who attacks a target that the binder flanks. At 10th level, flankers get a +4 bonus, rather than a +3 bonus.

Hamstring: The binder gains the benefits of Improved Trip, even if they do not meet the requirements.

Hunter in the Night: The binder gains the benefit of the Track feat, and a competence bonus to survival checks equal to the binder's EBL when trying to track a target.

Mother's Voice: As Charm Animal or Calm Animal, but only on wolves. Once used, this ability may not be used for 5 rounds.

Beast Voice: The binder may speak with wolves or dogs as if using the Druid Spell, Speak with Animals.


Hanasa, Butterfly in the Willows

Level: 1

Binding DC: 15

Sign: Your skin turns powder white.

Legend: Hanasa was said to be the most beautiful girl of her generation. Charming and graceful, she was courted by nearly every man who met her. Elusive as a butterfly, she teased and entertained without committing herself. She was loved and admired by many, but there are always those who see beauty and feel the need to possess it. She discouraged them gently, or not so gently as necessary, but grew more and more frustrated with all the people who wanted to possess her without actually understanding her. Tragically, her charms eventually drove a mystic of great power to more extreme means of making her his own. She escaped his Domination once, but knew he would succeed again all too soon. To escape him and all those like him forever she killed herself. The spirits honored her final protest by removing her from the reach of all those who might hold her against her will.

Special Requirements: Hanasa has no interest in the uncultured. You must have at least 4 ranks in diplomacy or knowledge (nobility and royalty) to bind her.

Manifestation: A tree rises up from the seal and flowers in seconds. A cloud of falling cherry blossoms obscure your view. A woman of surpassing beauty stands before you in a crimson kimono with a pink butterfly pattern. Her face is a bloodless white and her hair done up with decorative pins. She opens her mouth to speak, but makes no sound.

Influence: Hanasa will not brave capture or manipulation again. If you fail a save against a compulsion or are grappled by an enemy successfully you must take the first opportunity to flee or hide from that enemy for at least 5 rounds.
Granted Abilities:

Breath of the Wind, Dance of the Waves: You gain a +4 competence bonus on Perform checks, Sleight of Hand, and Escape Artist. You are considered trained when using these skills.

The Willow World: Once every 5 rounds, you may roll twice on a will save or any skill check based on wisdom or charisma. You must declare your use of this ability before the die has been rolled.

Courtesan’s Touch: You may use Calm Emotions as per the spell, except that it is range touch (affecting only that target) and the duration is 1 round + concentration.

Flowing Sleeves, Hidden Knife: Your deceptively graceful movement lulls your foe into misjudging the speed and position of your attack. You gain the benefit of Improved Feint, but may only use it in conjunction with a light, finesse weapon. You may use a perform (dance) check in place of a bluff check for this ability.



Junlee, the Champion

Level:1

Binding DC:15

Legend: Junlee was a champion of unarmed combat who traveled the world facing anyone who challenged him. He was said to have mastered every form of hand-to-hand fighting a man could learn.
There is much dispute about how Junlee became a vestige. Some say he was poisoned by a rival. Others say he died in a riot that erupted after he defeated the champion of a large city. A few hold that he was murdered through sorcery. The vestige has never confirmed any of these accounts. It speaks only of its triumphs.

Special requirements: Junlee will only appear to a binder who has either Improved Unarmed Strike or Improved Grapple. These can be normal feats or gained through other vestiges.

Manifestation: Junlee appears as a young man wearing shorts. His hands are wrapped from knuckles to wrists with bloody cloth.

Sign: The binder's nose appears crooked, he has cauliflower ears and his knuckles are flat.

Influence: Junlee makes the binder disdain armor and weapons. This only applies when facing humanoid opponents. Junlee has no objection to weapons against other foes. The binder will try to resolve any disagreement with fisticuffs.

Granted Abilities: Junlee gives binders the ability to excel at unarmed fighting.

No Need for Weapons: The binder gains the Stunning Fist feat, if he had Improved Unarmed Strike, or Improved Grab, if he had Improved Grapple. The binder can gain both feats if he had both prerequisites.
The binder can use Stunning Fist Feat once for every effective binder level.

Fast Hands and Feet: The binder gains the Improved Initiative feat.

Iron Chin: The binder gains Damage Reduction 2. This improves to DR3 at 7th level, DR 4 at 11th level and DR 5 at 15th level.

Champion's Heart: The binder gains the Diehard feat. The binder cannot be demoralized by the Intimidate skill.



Nemu, The Charcoal Feather

Level: 1

Binding DC: 15

Legend: Nemu was a librarian in a legendary library of the Original Empire a thousand years ago. She was obsessed with researching an ancient book about the creation of the world. One evening she fell asleep in the middle of her research, and her unattended oil lamp sparked a fire that burned down the library. Some say she perished in her sleep. Others say that she spent her last few moments of life desperately trying to save the ancient book. Yet others say that in her final moment she discovered some ancient secret in the book, a deep and ancient secret which obliterated her soul.

Special requirement: You must place a dried nut, still in its shell, in the center of Nemu's seal. Nemu will not answer your call if you are illiterate.

Manifestation: The sound of small bells jingling signals Nemu's arrival. A roaring fire ignites in the center of the seal. Within the fire is a great and ancient tome, completely untouched by the flames. It's title changes for every binder who attempts to read it. Some scholars claim that the title is a fragment of text the book of The Beginning Of The World. The book opens to the middle. Each page is an ash-grey feathery wing. In the binding of the book is the face of a beautiful human woman. Her eyes are closed as if in sleep. If the binder makes a good pact, the face is disturbed as if tormented by nightmares. If the binder makes a poor pact, the face has a slight smile of a peaceful dreamer. Nemu does not speak. She responds to the binder by flapping her many pages of wings. Each time she does, new text appears on them, always in a language the binder can read.

Sign: A faintly glowing halo hovers an inch above your head. It does not prevent you from wearing headgear. The halo sheds light as a candle, but can be covered.

Influence: You feel sleepy at all times, even after a full night's rest, although you are not fatigued. If there is a comfortable place to sit or lay down, and no pressing matters at hand, Nemu requires you to take the opportunity to nap.

Granted Powers: Nemu lends you the ability to lull others to sleep, access to a portion of her knowledge, and the ability to illuminate your world.

Nap: As a standard action you can attempt to put 4 HD of creatures to sleep for one minute per effective binder level, as per the sleep spell. All affected creatures must be within 5 feet per effective binder level of you. Slapping or wounding awakens an affected creature, but normal noise does not. A Will saving throw negates this effect. At each effective binder level beyond 1st, you can affect an additional hit die of creatures. After using this ability, you cannot use it again for five rounds.

Research: You gain a +2 bonus to Gather Information checks.

Nemu's Knowledge: You can use any Knowledge skill untrained. In addition, you can retry a Knowledge skill you failed after spending 1d4 hours by researching the topic in a library or succeeding on a DC 20 Gather Information check.

Wakeful: You become immune to magical or supernatural sleep.

Halo: You can cause your halo to shed light as a torch. Activating or deactivating this ability is a standard action. You must show Nemu's sign in order to use this ability.



Ranga, The Flower of Peace

Level: 1

Bind DC: 14

Legend: Born one hundred years ago, Ragna was born into the middle of the Vallheim Civil War. He entered the military at a young age, and is said to have spent four years as a soldier in one of the many armies at that time, as history and the lies of lords have obscured the truth. After seeing the bloodshed and the futility of the wars, Ranga threw down his sword and began to speak against war and killing in any form. He quickly gained a small but devoted following of those left with nothing due to the war, and began to train them how to defend themselves without killing. Unfortunately for Ragna, one of the most powerful warlords at that time saw him as a rising threat to their power, and he sent a assassin to kill him. When the killer found him, was able to stab Ragna without his resisting, although the assassin later decided to repent his ways and never killed another man.

Special Requirement: The binder may not have killed any creature by their own hand within the last 12 hours.

Manifestation: Ragna appears as a man clothed at first in the blood of others, which slowly slides off, revealing a glowing white humanoid body. When it speaks, the sounds of war can be heard echoing in the distance.

Sign: Binders under the influence of Ragna move with a careful grace, and their voice becomes softer making them unable to shout.

Influence: Those under the influence of Ragna cannot kill a sentient target unless it has already deliberately killed someone else.

Granted Abilities:

Improved Disarm: The binder gains the Improved Disarm feat while bound to Ragna.

Aura of Peace: The binder may cast Sanctuary with a caster level equal to her binder level. Once used, this ability may not be used for another five rounds. Ragna's sign must be shown while this power is in use.

Merciful Blow: A binder may add their charisma bonus+1 (minimum of 1) to the damage of any attacks they make, but the attack is nonlethal damage.

Harmony in Battle: The binder gains the Combat Expertise feat while bound to Ragna.

Wyntonian
2011-07-15, 09:31 PM
And here's Level 2. One more to come after this.


Amidamaru, The Bloody Blade
Level: 2

Binding DC: 20

Legend: Amidamaru was a powerful Sunshani warrior, centuries ago. Slain attempting to protect a childhood friend, his powerful spirit refused to find rest in the afterlife. As a vestige, he gives great warrior powers to those who bind him.

Manifestation: The air grows cold around the summoner, something which only he can feel. Visible winds then gather in the center of his seal, which then become slashed, as though with an invisible sword, revealing Amidamaru in the center. Amidamaru appears as a Sunshani warrior, his armor covered in blood, with one sword drawn. Which sword he has drawn varies from summoner to summoner, but the blade always appears made of blood.

Special Requirement: Amidamaru was a powerful warrior in life, and he refuses to appear to those who are not capable of holding their own in battle. As such, he only appears to those who possess either the Weapon Focus feat, applying to any martial or exotic weapon, the Power Attack feat, or the Cleave feat.

Sign: Your hands gain a thick callous around the webbing from thumb to forefinger, indicative of extensive practice with a blade.

Influence: Amidamaru, ever trusting of others, requires that you not make use of the Bluff skill, and that you only make Sense Motive checks against those who you already know to be untrustworthy.

Granted Powers: Amidamaru grants his binders great skill with the weapons he used in life, both together and singly.

Weapon Proficiency (Ex): You gain Exotic Weapon Proficiency with the bastard sword and Martial Weapon Proficiency with the short sword, if you do not already have them. In addition, whenever you wield a bastard sword in one hand, and a short sword in the other, you are treated as having the Two-Weapon Fighting feat. This is improved to Improved Two-Weapon Fighting at fifth level.

Daisho Mastery (Ex): Whenever you wield a bastard sword or a short sword, you gain a +2 bonus on attack rolls, and a +4 bonus on damage rolls with these weapons, as if you had Weapon Focus, Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization for these weapons. If you already have any of these feats, the bonuses stack.

Amidamaru's Might (Ex): Whenever you successfully attack a creature while using the Power Attack feat, you deal damage equal to double the penalty you took on your attack roll, as if you were using a two-handed weapon. If you are using a two-handed weapon, you gain no benefit

Unstoppable Cleave (Ex): Whenever you successfully drop a foe and make a Cleave attack, you may make one additional attack after you Cleave, at the same Base Attack Bonus as your Cleave attack was. When using this ability in conjunction with the Great Cleave feat, you can only use this after failing to drop a foe with an attack, and you cannot Cleave off of a foe you drop with the attack given by Unstoppable Cleave. Once you have used this ability, you cannot do so again for 5 rounds.

Amidamaru's Guard (Ex): Amidamaru naturally enhances the power of any armor that you wear, allowing it to better protect you. You add 1/2 your EBL (rounded up) to the Armor bonus of any armor that you wear. This bonus does not stack with enhancement bonuses from armor.


Dorun, The Mountain
Level:2

Binding DC: 17

Legend: The Mountain rests at the center of all things, the basis on which the world was built. When the world was built, the bones of Mountain were taken to form the mountains that the races see these days. With his body spread among the world, the spirit of Mountain was spread into the world to be summoned by binders.

Manifestation: The mountain appears as a mountain which reaches up into the sky, speaking with a voice that shakes the ground and bones of a summoner.

Special Requirements: The Mountain can only be summoned by a binder when the circle is drawn on rock.

Sign: The mountain makes the binder's skin seem rough and grey, which makes it mistakable for stone.

Influence: Those under the influence of the mountain partake of its stability. They may not take a move action in place of a standard action.

Granted Abilities: Dorun grants his binders the ability to move with the power of the mountain, as well as manipulate stone.

Stance of the Mountain: The binder becomes exceptionally stable, gaining a +4 bonus to resist trip attempts and bull rushes due to their exceptional stability. This bonus is applied in any situation that the benefit of stability would apply.

Mastery of the Bones: The binder gains a climb speed equal to 1/4 of their normal movement rate.

Force of Stone: You gain the feat Improved Bull Rush, even if you do not meet the normal requirements for the feat.

Harden the Bones: You may use the spell Transmute Mud to Rock, except that the range is Close. Once used, this ability may not be used for another five rounds.


Furtur, The Thunder and the Storm

Level: 2

Binding DC: 18

Legend: Furtur was once a mighty Blue Mage, who attempted to use his command of the weather to bring down a city full of noncombatants after his army defeated theirs in the field. His lighting struck, but not at the walls. Rather, he was consumed entirely by the blast, so nothing remained, not even his robes.

Manifestation: Furtur's appearance is like a great bird of prey. Or is it a shattered tree? Or a young man in blue?

Sign: While bound to Furtur, your body is charged with static electricity. Your hair stands on end, and sparks fly to anything you touch. These sparks are not powerful enough to cause damage or ignite anything, but they are strong enough to be felt, and make an unprepared creature jump in surprise.

Influence: Furtur's influence gives you an innate distrust of authority. You suspect ulterior motives in even the most benevolent authority figure, and must make a Sense Motive check whenever the opportunity presents itself.

Granted Abilities:

One with the Winds: While bound to Furtur, you are treated as being one size larger for determining the effects that high winds have on you (DMG pg. 94). You are also treated as being one additional size category larger for every two binder levels beyond 3rd you possess, up to a maximum of 5 size categories at 11th level. If this would increase your size beyond Colossal, you are considered immune to the effects of nonmagical wind. At 13th level, you may make ranged attacks in any wind condition without penalty. This ability is continually active while you are bound to Furtur.

Lightning Touch: While bound to Furtur, you may discharge the static electricity you are charged with against an adjacent enemy. This requires a Melee touch attack and deals 1d6 points of electricity damage per 2 Binder levels. At 10th-level you may use this ability on any creature within 30 feet, requiring a Ranged touch attack. At 15th-level, this ability may function like the Chain Lightning spell, except the distance between the caster and original target cannot be more than 30 feet. Once you have used this ability, you may not use it again for 5 rounds, nor may you use this ability if you do not show Furtur's sign.

Spawn Storm: While bound to Furtur, you may generate a small, localized rainstorm as a Standard Action. The storm has a diameter of 20 feet and can be generated anywhere within 100 feet of the binder. Once generated, the storm remains for a number of rounds equal to 1/2 your EBL, rounded down. The rain automatically extinguishes any nonmagical, unprotected flame, and anyone within the storm takes a -4 penalty to Search and Spot checks, as well as a -2 penalty to Listen checks. Ranged attacks into or out of the storm are made at a -2 penalty. You may use this ability once per day for every 3 binder levels you possess. At 10th level, you may use this ability to create a Sleet Storm effect instead of a regular rainstorm, however the effect must still be generated within 100 feet of the binder. At 17th level, you may also use Control Weather once per day, but only for the purpose of creating some form of precipitation.

Guison, the Man Who Knew
Level: 2

Binding DC: 18

Legend: Guison was an investigator in the service of the Dotze Affariata. He initially served as an academic advisor but was frequently drawn into the investigations of various court scandals. Guison demonstrated extraordinary powers of observation and deduction in his work. Many powerful men solicited his services and his renown spread over several borders. He was most famous for exposing agents of the Grey Palm who had infiltrated the Watch in Marreis.
Guison made several enemies in his lifetime and survived numerous plots against his life, but not all of them. He disappeared from his home after 25 years of service. No trace of him was found and no one boasted of having captured or killed him. Rumors about him circulated for years but he was never seen alive again.

Manifestation: Guison appears as a richly clad old man who is always examining something small in his gloved hand. He turns to face the binder and relates the binder’s recent actions. He explains that various signs on and around the binder clearly indicate what the binder and any of his companions have been up to.

Sign: The binder perpetually squints and the skin of his face is extremely wrinkled.

Influence: The binder becomes obsessed with minutiae and lectures anyone in earshot about anything that seems interesting to him at the time. He also doubts the honesty of everyone around him and subtly interrogates anyone he talks to.

Granted Abilities: Guison gives binders the abilities to investigate events and determine how they happened and who was involved.

Attention to Detail: The binder gains a +4 bonus to Decipher Script, Listen, Search and Spot checks. This bonus increases by one for every three levels after fifth. The binder is entitled to a Spot check whenever he passes within five feet of a clue, even if he is not actively looking for one.

Great Perception: The binder gains a +4 bonus to Bluff, Diplomacy, Gather Information and Sense Motive checks. This bonus increases by one for every three levels after fifth.

Unswayable: The binder gains the Slippery Mind class feature.

Uncanny Knowledge: The binder can use Bardic Lore as a bard of the same level. Once per day the binder can make a hunch based on what he has observed. The binder makes a second Lore check. If it succeeds the DM informs the player of the connection between a clue and the event that is it linked to.


Hale, Master Healer

Level: 2

Binding DC: 15

Special Requirement: No

Sign: The backs of your hands become covered with wolf fur.

Legend: Hale was a young orphan taken in by the church of Soleh at an early age. He soon became a master healer, despite a complete lack of magical training. He was later bitten by a werewolf and contracted lycanthropy. Despite his efforts to hide his condition, he was eventually discovered and chased out of Soleh, until he found refuge in Vallheim, and was able to continue healing those in need.

Manifestation: A skeletal hand punches upward through the ground and a skeleton pulls itself free from the earth. It stands and faces the binder as muscles begin to grow and organs form from nothing. Veins fill with blood as the heart begins to pump. Skin covers him and he stretches as if waking up after a long sleep. A wound appears on right hand as if he has been bitten by a canine. Grey fur begins to spread from the bitten hand as the man grimaces in pain. He quickly wraps the arm in bandages and turns to the binder. “I suffer for others. Will you suffer with me?”

Influence: You hold no fear or distaste for the sick or the dying. You do not avoid contact with such people.

Granted Abilities:

Master Healer: You gain a bonus on heal checks equal to your EBL and may always take 10. Additionally, you can eventually make heal checks faster than normal. At level 5 you may make heal checks as a move action, at level 10 you may make them as a swift action, and at level 15 you are so sure in your skill that you may make heal checks as an immediate action.

Healer’s Lore: You constantly gain the benefits of the spell Healing Lorecall except that you use your bonus on heal checks as your number of ranks and you may use a heal check in place of a conjuration [healing] spell.

Slam Death’s Door: Whenever you stabilize a dying target they also gain a number of hit points equal to your EBL.

Resilient Body: You take reduced damage from poison, disease, and bleeding. Subtract your Con bonus (min 1) from all damage (ability or hit points) you would take from those sources. This effectively auto-stabilizes you if you fall below 0 hp.

Rapid Recovery: You and all creatures you tend with the heal skill regain hp, ability damage, and ability drain at an accelerated rate. Treat each hour of rest as a full 8 hours for the purpose of natural healing. (This has no effect on the amount of rest required for spell preparation or power point recovery.)

Only a Flesh Wound: Once every 5 rounds you can convert a single source of damage (such as a single spell or weapon blow) to yourself or another adjacent creature into non-lethal damage.

Memory of the Goddess: You may activate magic items that store spells with the [healing] descriptor as if you had them as spells known and a caster level equal to your EBL.

Body Control: You gain a +4 bonus on Control Shape and Autohypnosis checks.

Fellowship of the Physicians: You gain a +2 to your binder level for both Hale and Buer while you are bound to both.


Orion, The Hero of Soleh

Level: 2

Binding DC: 18

Legend: Orion was once a great knight of Soleh, who fought bravely against his corrupt lord, and eventually killed him in a spectacular duel. He and the duke's daughter had long been in love, and they later married, and their love continued even beyond their deaths.

Special Requirements: Orion will not answer to an evil binder or a binder who have hosted Lorken in the last 24 hours.

Manifestation: A bright light shines, visible only to the binder. The light then fades away and a slender man stands in the middle of the seal. He wears a green tunic over a chain shirt, a green kilt, dark leather boots, sturdy gauntlets and a light helmet. He draws his sword and shield and silently bows to the binder, but never speaks a word during the pact.

Sign: Your left hand has a small sign, that appears to be missing a part. Furthermore, if you were not already, you become left-handed.

Influence: Orion is a figure of courage and hope. You do not show fear or despair and you never seem to give up even in the most desperate situations.

Granted Powers: Orion is a master swordsman, horseman and archer, and the essence of the Hero of Soleh grants these abilities to the binder.

Deathless Love: Orion and Arynn can be bound simultaneously, but they still count as two vestiges. Their DC is 24, and while both vestiges are bound, your effective binder level is increased by one for the purposes of determining the effects of spell-like abilities.

Weapons of Evil’s Bane: Any melee weapons you wield is treated as good-aligned for the purpose of bypassing damage reduction. Furthermore, upon successfully hitting an evil creature, the weapon deals an additional 2d6 points of holy damage.

Arrows of Legend: Any ranged projectile weapons used by the binder, such as bows and crossbows, possesses the distance enhancement.

Swordsmanship: You gain proficiency with all simple, martial and exotic sword-like weapons and you gain a +1 bonus to attack and damage rolls for every 5 effective binder levels you possess.

Adventuring Knacks: You gain a bonus to Handle Animal, Ride and Survival checks equal to your binder level.



Lokesh, the Blind Seer

Level: 2

Binding DC: 21

Sign: A tattoo of a third eye appears on the binder’s forehead in black ink.

Legend: Lokesh is something of a mystery. He was certainly native to the material realm, yet there are no indications that he ever existed upon this world. The third eye is claimed to be a birthright of his people, the Kuresh. He tells of a world much like our own fallen into darkness so deep and pervading that even now it fills his sight. Some scholars wonder if his world might somehow have come directly into conjunction with the vestige realm, but if so, the rest of his race seems to have escaped his fate. A few researchers believe he is from a time far removed from the current frame, perhaps even so far into the past that his former world is what we now know as vestige realm.

Special Requirements: Lokesh will not answer the call of a binder bound to Tenebrous or anyone otherwise associated with the plane of shadow. (This includes anyone capable of using mysteries, shadow hand maneuvers, or [shadow] spells.)

Manifestation: The seal slowly turns to clear crystal. Light seems to come from every direction, refracting off the seal. Within the light above the seal, the image of a world can be seen. A nearly physical darkness creeps over the seal, cutting off the light. A tall figure emerges from behind the seal with silver light shining from his three eyes that seems to hold the darkness back for a moment. His lanky frame trembles with effort and his white hair is quickly soaked with sweat. As the darkness pushes back, the world within the seal shrinks and retreats along the silver light until it can only be seen within his eyes. His eyes close and all is soon pitch black within the seal. The man in the darkness asks in a soft, inquisitive tone, “Whose voice calls me forth?”

Influence: You mistrust your eyes and will not rely on information that cannot be confirmed by other senses. Thus, you may not use any item that must be read or otherwise looked at to be used (This includes scrolls and normal spellbooks). Also, you may not make active spot checks. (You may still make spot checks when the DM requires one).

Granted Abilities:

Wisdom in Darkness: You gain the Scent and Blindfight feats. Additionally, you gain a competence bonus on listen and sense motive checks equal to your EBL.

Touchsense: You gain Blindsight out to 5ft. This increases to 10ft at level 13.

Hear the Unseen: As a swift action, you can grant yourself blindsense out to 10ft per EBL for 1 round. This does not extend into areas of magical silence. This ability is useable once every four rounds.

Share my Vision: You may use Blindness as per the spell. You must wait five rounds before using it again. At level 13, you may use Blindness every round and Power Word: Blind once every five rounds.

Blinded Seer: You gain spell resistance equal to 15+ your EBL against spells and effects from the divination school. Any creature that attempts to use such an effect against you and fails to overcome your resistance must make a will save or be blinded for the duration their effect would have had (min 1 round).


Remarro, the Candid Canvas

Level: 2

Binding DC: 20

Legend: Remarro was a troubled youth and as he looked around at the world the gods created with so much hate and suffering he began to hate the world back. In his frustrations the way he found to express himself was through art. He became a true renaissance man mastering many different forms and styles as he grew older, but the thing he became most famous for were his hyperrealistic paintings. People swore that they weren’t looking at images at all, but people and things trapped behind a window into another world. As Remarro began to draw more and more attention to himself he withdrew further and further from society. It was too late however, he had become so beloved for his art that the people would never let him be. He devised a plan. He told the people to come to his mansion and wait for him in the courtyard at midday. He came forth as promised with his painting gear and a framed canvas. He addressed the mass saying that he would create his greatest masterpiece before their very eyes. Merchants set up shops and tents and the people had a festival there awaiting his next great work of art. Hours went by and at dusk Remarro boomed over the crowd, “It is done!” However there was no great showing. The people grew puzzled and someone drew closer. The person noticed that Remarro was nowhere to be found, and so went to see what the painting was. It was the most realistic portrait the person had ever seen – and it was of Remarro. The person could have sworn Remarro winked at him from inside the frame.

Manifestation: An ornately framed canvas appears hovering above the seal about two feet across and three feet high. The canvas is entirely blank. Suddenly paints of all colors pour out from under the top of the frame over the canvas like a rainbow waterfall. A face appears in the paint, or rather the paint forms the shape of a face, two sunken pits for eyes and a maw of darkness for a mouth. Out of the frame and through the falling paint a handsome dark-haired man in fine clothing steps onto the seal. Fine as they are his clothes are besmirched with paint stains here and there. He flattens the wrinkles out of his attire and then speaks to the binder although he rarely looks at the binder. He seems preoccupied with something or else he simply dislikes the company for his voice is full of disdain.

Sign: Binding to Remarro causes you to appear as though you are wearing heavy makeup, with darkened eyelids, reddened lips and elongated lashes.

Influence: You become withdrawn and suspicious of others. Evil acts cause you to become increasingly negative. Additionally you are uncomfortable in open areas especially around many people.

Special Requirement: Yes. Remarro requires the binder to spend at least 1 gp on paints with which to paint his seal.

Granted Abilities: Remarro grants binders his brilliant skill with a paint brush, powers of illusion, and the ability to blast enemies with color.

Paint Spray: Issuing forth your hand, you send a spray of multicolored paints at an enemy duplicating the effect of a color spray spell. Once you have used this ability you cannot use it for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.

Chiaroscuro: By using an artist’s mastery of light and shadow you bend light in such a way as to create illusory images of yourself as the spell Mirror Image. After the duration of the effect you cannot use this ability again for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.

Blasting Stroke: Issuing forth your hand in a similar manner as your paint spray you can generate a forceful blast of energy rather than paint, but in the same multicolored pattern. This ability duplicates the Rainbow Blast (Spell Compendium). Once you have used this ability you cannot use it again for 5 rounds. You cannot use this ability if you do not show Remarro’s sign.

Remarro’s Brush: You gain a +4 insight bonus to all profession (painter) checks and can create works of art in half the time that is normally required. The insight bonus increases to +8 at 10th level, +14 and 15th, and +20 at 20th levels respectively.

Wyntonian
2011-07-16, 11:55 AM
Here's the last post I have so far. As with the previous ones, please point out any glaring inaccuracies . Level 3 Vestiges are as follows.

Bandelaros, the Soul Thief

Level: 3

Binding DC: 21

Legend: Bandelaros was a criminal wanted the lands over for his life of stealing. As he grew in his prowess and reputation he began pilfering items of greater and greater value until one day he was rumored to have stolen the king’s clothing from his body just as he was to make a popular address. As always Bandelaros left his signature, a single playing card bearing the image of the reaper. Furious, the king issued a death warrant for the clever thief and commanded his royal guard to accompany the city guard in the search and capture of the cause of the king’s embarrassment. After several months the regiment of guards had Bandelaros and brought him to the king for punishment. The king gripped his sword and slew the thief on the spot. They gave the body over to the proper coroners for burial in the private graveyard for enemies of the state. However there was a petition from a wealthy noble family claiming kinship to Bandelaros. They demanded that he get a proper burial. Not wanting to start a feud, the king consented, but watched the affair very closely – in fact he even attended the funeral. However before the ceremony could begin the coroner came and whispered something distressing into the king’s ear. With a look of horror and fury the king went with the coroner to the casket of Bandelaros. Standing open the only thing that lay in the wooden case was a single playing card bearing the image of the reaper.

Manifestation: Slowly a playing card falls about 10ft in the air above the seal out of nowhere and begins to drift to the ground. As the card reaches eye level with the binder it transforms for an instant into the ghastly image of a dead human head. The image is haunting if only for its abruptness. Then just as suddenly as it came it reverts again to the card and continues to fall to the ground. Once the card hits the ground a man in dust colored shawls and a bandanna addresses the speaker in a friendly and playful tone.

Sign: You smell faintly of freshly tilled earth and always seem to be dirty no matter how often you clean yourself off.

Influence: Bandelaros demands that any chance you have to take something that isn’t yours without any perceived consequences that you take it.

Special Requirement: Bandelaros will not appear for any lawful binder. Additionally as a part of the Binding contract the binder must formulate a plan to conduct some theft without getting caught although the binder is under no special compulsion to act out such a theft.

Granted Abilities: Bandelaros grants binders some of his calculating mind, his skill at eluding capture, and his ability to infiltrate structures without fear of traps.

Trapfinding: You can search for traps with the search skill like a rogue.

Evasion: Anytime a spell or effect would allow a reflex saving throw for half damage you may negate the damage entirely upon a successful save.

Bandelaros’ Intellect: You gain a +4 enhancement bonus to your intelligence score.

Bandelaros’ Skill: You gain a +6 insight bonus to all Open Lock and Sleight of Hand skill checks and you can use these skills untrained.

Escape Bondage: You can wriggle free of movement impairing effects or mundane bonds as the Freedom of Movement spell. The effect lasts for 1 round after which you cannot use this ability again for 5 rounds. You cannot use this ability if you don’t show Bandelaros’ sign.

Infiltrate: You gain the ability to detect secret doors like an elf. Whenever you pass within 10 ft. of a secret door you automatically get an attempt to search for it as if you were actively looking for it and gain a +4 circumstance bonus on the check.


Fujiko, Skydaughter

Level: 3

Binding DC: 21

Sign: A white feather continually drifts around you, carried on a breeze that affects nothing else.

Legend: The Spirit Folk are known to hail from the uncut bamboo, the rushing rivers, and the mighty seas, but these are not the only places of purity where spirits dwell. The windswept heights have their own inhabitants and even a monk can fall in love. Fujiko felt her connection to the spirits from birth and would play on ledges hundreds of feet over open air without a concern in the world. She grew up leaping from peak to peak, high above the clouds. She trained with the monks of the Phoenix and quickly became a spiritually powerful entity. As the centuries passed however, her mortal blood began to thin as her spirit heritage grew in strength. She became bound to the peak that had been her home and could not leave it. Not even the mountains stand unchanged entirely by time. Earthquakes and erosion eventually wore down the heights that had once pierced the sky until they fell below the tree line. As an immortal spirit, she could not die, but her connection to this world was severed, leaving her no place to be.

Special Requirements: Fujiko’s seal must be drawn in a place where the wind blows. Additionally, she refuses to be bound with Halphax.

Manifestation: Her eyes are slender and glitter like sapphires surrounded by skin the glowing gold of sunlight at dawn. Thick, luxurious black hair hangs down to her ankles, swirling around her in an unfelt breeze. Her very body seems translucent, like a mirage in the mists or a glass sculpture catching the shades of sunset. Her feet do not touch the ground; she instead drifts over it like a kite on a very short string. Her mouth does not move when she speaks, only the wind carries her words to you.

Influence: You must always seek the high ground in battle and may not use any effect that manipulates or destroys earth or stone (such as move earth, wall of stone, or disintegrate.)

Granted Abilities: Fujiko grants her binders the gifts of the unbound winds, and the mobility to join them.

Leap of the Clouds: The binder gains a +10 bonus on jump checks. You are considered to have a running start and may exceed your normal maximum height and distance. The bonus increases by 10 at levels 10, 15, and 20.

Sheltering Winds: Ranged attacks (except rays) have a miss chance against the binder equal to 5% times your EBL. Additionally, the binder cannot be tracked or detected by scent. You must show Fukijo’s sign while this ability is active.

Knife Wind: As per the spell gust of wind except that you may choose to have it also deal slashing damage equal to d4 per your EBL. You must wait 5 rounds to use this ability again. (EDIT: Unless and until I find an errata stating what the actual range is for gust of wind, use medium: 100ft + 10ft per EBL)

Walk of the Spirits: The binder adds her EBL as a bonus on all Balance checks. More impressively, the binder can walk on the surface of any material into which she would normally sink, such as powdery snow, thin ice, and even water. She may continue to walk on this surface as long as she makes a DC 15 Balance check. Normally, the balance check for this activity is a standard action, so a binder may make one move action per round while using this ability. If she makes a DC 30 balance check, she may use this ability as a move action instead, allowing her to use it and still take one standard action in a round. She does not trigger traps that use pressure plates while using Walk of the Spirits, nor is her speed impacted by deep snow. At level 14, she may use Walk of the Spirits as a swift action.

Flowing Curtain Stride: The binder falls at a speed of no more than 60ft per round and thus takes no damage from falling any distance (as per featherfall). Additionally, she may move horizontally 5ft for every 10ft she falls. You must be showing Fujiko's sign to use this ability.

Myung, the Bright Sohei

Level: 3

Binding DC: 20

Manifestation: A male in Banded Mail armor appears to march rigidly into the center of the seal. After arriving, he turns and bows to the binder, which initiates the pact making

Influence: At first glance, you appear pompous and rude, raising your nose to most onlookers. However, you are required to defend others at a moment's notice (such as putting yourself in harm's way to block enemies from reaching your allies).

Sign: Years of being imprisoned have altered the eyes of Myung, who always had bright blue eyes. If you are bound to him, your eyes appear without pupils.

Legend: Once, long ago, a powerful and evil Black Mage attacked a small fief in Sunshan. As many were not used to his sort of spellcasting, the fief was almost vanquished if not for the efforts of Myung. With his fortitude and undying strength, by the time the Black Mage managed to imprison him in the earth, he had used up most of his power and was finished off soon after by Myung's fellow soldiers. The people of his country and fief were not able to rescue him. To this day, he remains imprisoned.

Granted Abilities:

Weapon Familiarity: You gain Martial Weapon Proficiency in Short Sword, Bastard Sword, and Glaive. In addition, you gain Weapon Focus while wielding one of these weapons.

Improved Trip: You gain and can use the Improved Trip feat, even if you do not have the prerequisites.

Battle Fortitude: You become one with Myung's undying strength. You gain the Diehard feat, and gain a +4 competence bonus against death spells, magical death effects, energy drain, and negative levels.

Ki Frenzy: A binder bound to Myung gains the ability to focus her ki power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to Strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a –2 penalty on every attack. While in a ki frenzy, you cannot use skills or abilities that require patience or concentration, such as moving silently or casting spells. She can use any feat she might have except for item creation feats and metamagic feats. A ki frenzy lasts for a number of rounds equal to three + the binder's Constitution modifier. The binder may prematurely end the frenzy voluntarily. At the end of the frenzy, the binder is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for the duration of that encounter. Entering a frenzy takes no time itself, but the binder can only do it during her action, not in response to somebody else’s action. If you use this effect, you cannot do so for 5 rounds. You can only use this ability once per day for every 3 binder levels you have.


Nathos, Grandmaster Tactician (Help me out with this one's story, please)

Level: 3

Binding DC: 20

Sign: One of your hands becomes pure white in color, the other hand darkest black.

Legend: The original was incredibly Faerun-specific, so I'm going to change this. It's a WIP.

Special Requirements: Nathos can do nothing to help those who won’t follow orders. If, within the past 24 hours, you have gone against a vestige's influence (even if you made a good pact), Nathos will not answer your call.

Manifestation: The manifestation begins with the sound of heavy boots marching in time. Dust stirs within the seal and rises to the height of a man. When the dust clears, a 1-foot-square book can be seen floating in the air with covers made of metal shields beaten flat and cut to size. Both covers bear faint scars from battle. The front cover is stamped with a red knight in profile with stars for eyes. As you watch, the pages rip out of the book and spin around and around in an unfelt wind. The heavy parchment pages have block letters written upon them, and smaller writing runs down the margins. One by one the pages catch against an unseen man. Soon, the invisible figure is fully defined by the windblown pages. His voice is carried on the wind “Your move”.

Influence: You become cool and calculating. Your sense of self preservation demands that you not take the lead or last position in the marching order (unless there is no one else to fill those positions).

Granted Abilities:

Inexorable Advance: When you successfully drop an opponent with a melee attack, you may immediately move into the square that opponent occupied as a free action (you must have sufficient movement remaining to use this ability.) This movement does not provoke AoO.

Red Knight’s Flank: You must ready your action to use this ability. Whenever an opponent within 15ft of you moves from their space, you may immediately teleport to the space they previously occupied and make a full melee attack against that opponent. Each time you teleport, you use up one of your attacks of opportunity for the round.

Ordained Balance: You may make a single turn of up to 90 degrees as part of a charge.

Unto the Breach: You gain the ability to make a trample attack. As a full-round action, you can move up to twice your speed and literally run over any creature equal to your own size or smaller. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is considered trampled only if you move over all the squares it occupies. Your trample attack deals 1d8 points of bludgeoning damage (or 1d6 points if you are Small) plus 1-1/2 times your Strength modifier. If you are larger than Medium or smaller than Small, the damage scales up or down accordingly (see page 114 of the Player’s Handbook). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. (Opponents whose space is larger than 5 feet and whom you do not trample can also make attacks of opportunity at the same penalty.) An opponent can give up its attack of opportunity and instead attempt a Reflex save to take half damage from your trample. You can deal trampling damage to each target only once per round, no matter how many times your movement takes you over a target creature.

Royal Commission: If you have not acted in the current round and one of your allies uses the charge or withdraw action, you may immediately do the same. Your place in the initiative order changes appropriately.


Thran, Leader of the Hunt

Level: 3

Binding DC: 20

Sign: You grow horns like those of an Urgal.

Legend: Misbegotten and looked down upon by both sides of his heritage, Thran grew up among the Blackhorn Urgal tribe. Strength was the only rule among the Urgals, so the weaker Thran was forced to the fringes of the camp. He watched the elder druids to see how they maintained their power in the face of the stronger warriors. He saw how they used word, gesture, and implication to inspire fear and then prey on it to their advantage. When the Kull warriors of his tribe forced him into the frontline against other tribes or humans, he used those lessons to great effect. As enemies avoided closing with him, his less skilled allies began to form up around him and eventually fight as a group. His influence grew as he preserved his allies. At the height of his power he commanded legions, but he eventually overestimated his own prowess and fell in single combat with a knight of Soleh.

Manifestation: A pile of weapons appears within the seal. After a few moments, they begin to shake and rattle loudly before suddenly bursting into the air and spiraling like a cyclone within the seal. Within the pile’s center appears the visage of a Urgal warrior crafted of steel, which reaches out with one hand and grabs a weapon from the spinning whirlwind of blades. Images of several smaller Urgals appear in the weapons remaining at Thran’s feet and begin to softly chant his name over and over, thrusting their tiny fists in the air with each repetition. As the chant reaches greater volume, Thran points his weapon (which varies from summoning to summoning – sometimes it is an axe, sometimes a sword, sometimes a spear, sometimes a mace) at the Binder and demands him to lead his forces into battle.

Influence: You have no respect for those who show fear in your presence.

Granted Abilities:

Bigger, Badder, and Meaner: You add your strength and constitution bonuses to your intimidate checks. If you use a full-round action for the intimidate check, you may take 10.

Tiger among the Wolves: When you use the demoralize action in combat, you may target all foes within 10ft. Also, foes successfully demoralized are shaken for a number of rounds equal to your EBL.

Prey upon the Fearful: You gain a +2 competence bonus on melee attack and damage rolls against shaken targets, +4 against frightened foes, or +6 against panicked enemies.

Pack Mentality: Neither you or ally within 10ft of you is considered flanked unless you all are considered flanked, nor are any of you considered surprised unless you all are surprised.

Stand by your Mates: When you aid another in combat (or are the recipient of aid another), the bonus applies to all attack rolls, damage rolls, and saving throws made that round. At level 10 you may use aid another once per round as a swift action. At level 15 you may simultaneously aid all allies within reach.

Hold your Ground: You and all allies within 30ft gain a +4 bonus to saves against fear and compulsion effects.

Eldest
2011-07-17, 08:01 PM
I go away on vacation for a week, and the entire bloody forum starts acting more than the two weeks beforehand... [grumble grumble]...
Anyway, I'll look through the vestiges over the next day or so and write up any comments I find. And I would keep the cities around the edge, and maybe have a great wall type thing leading from city to city, to explain why nobodies invaded them.

Wyntonian
2011-07-17, 10:17 PM
As for the wall idea, as cool and vaguely chinese as that would be, it kinda throws off the idea of a gradient of piety and patriotism between the central metropololis and the outlying farms. Maybe if the wall makes a semicircle, possibly around the border with sunshan.... I'll get a map up soon. That should help with the geography.

Arathnos
2011-07-17, 10:30 PM
Sorry, I will have my stuff up soon. I'm including even more info than I originally thought :p

On the topic of the wall, I personally feel like it would make more sense for Soleh to have the wall between them and Vallheim, if they have any wall at all. The semi-independent nature of the clans means that they can attack small Solerian installations with lesser repercussions, as the blame largely falls on individual clans, or even villages. With Sunshan, any form of attack means plunging the entire nation into war. In addition, Soleh maintains an incredibly large standing army, financed by the exorbitant tithes the church demands. That only should me enough of a deterrent. Add the fact that the cities form the outer perimeter, and the armies are garrisoned within the major cities, and it would be suicide to attack Soleh directly unless both Sunshan and Vallheim were to make an alliance and attack from both sides at the same time.

Wyntonian
2011-07-17, 11:09 PM
That.... makes sense. On the other hand, having an exorbitant tax rate, as well as a less-than-kind church that funds an inquisition into anybody who looks at a priest funny would make an invasion somewhat popular in Soleh territory, more so than in Vallheim. The same would be true in Sunshan, where the poor, subjugated lower class would be happy to help anybody they saw as liberators.

Oh, any thoughts on those vestiges?

Arathnos
2011-07-17, 11:26 PM
I like them a lot. I'm also thrilled to see Binder's getting some love, they are sadly underused. I'm currently thinking about Nathos, trying to come up with something. I know you have several vestiges from Soleh already, but perhaps a brilliant tactician from the Solerian Legions?

Wyntonian
2011-07-17, 11:29 PM
That could work. Or an Affariatan mercenary leader who did some epic charge "Once more unto the breach" style.

Eldest
2011-07-18, 10:13 AM
All the spirits seem cool, I like the difference between the spirits from the begining of time and the mortals who were great in their time.
EDIT: You could use the third level grandmaster tactician for that guy, he's the only one you haven't writen a story for yet.

Arathnos
2011-07-18, 12:43 PM
Yes, that is the vestige we were talking about. :smalltongue:

Eldest
2011-07-18, 12:51 PM
Oh.

Now I feel slightly stupid. D'oh.

Wyntonian
2011-07-24, 08:37 PM
I've been working on reworking the mage class. The more I think about it, the less fond of it I am mechanically, but the more I like it thematically.

One thought I had was to replace it with a refluffed OA shaman, but they're still a tier 1 caster, which i'd like to avoid. I've decided to un-restrict druids (allow them to be from all races/backgrounds), but cut them off of any spells above level six and give them the bardic spell progression, and leave all other abilities untouched. As there are no dinosaurs in is setting, there's really no need to put any thing in place to avoid fleshraker shenanigans.

Jirku's awesome tier 3 wizard derivatives are, well, awesome, but I plan to have low-level casters be fairly ubiquitous, and having the average feisty housewife be able to wreath herself in a glorious ring of flames...... It's a little more high-magic than what I was looking for.

Any thoughts? Or will bards be lonely as the only arcane casters?

Eldest
2011-07-24, 09:41 PM
DMG has a fully fledged base class called the witch. It's more subtle than most. No idea about power at higher levels. Also, the adept could work for NPCs as well.
For PCs the five themed casters might work.

Wyntonian
2011-07-25, 03:33 PM
I suppose that could work....but I haven't yet given up hope on my mages. I like the idea, and they could turn out awesome, but they need lots of work. Or are they beyond help and better replaced by the jirku-casters?

Arathnos
2011-07-25, 09:10 PM
I would stick with the mages. The simple fact is, the more you do to change/nerf them, the more likely you are to alienate players who want to be a spellcaster.

As is, it feels like you have a very-strong flavor for what you want the mage to be, and the mechanics have been tweaked to reflect that.

If you were to use the Tier 3 variants, to me it feels like you just want to nerf casters, and the flavor came later.

Wyntonian
2011-07-25, 11:18 PM
Fair enough. But if a player comes to me a requests it, I'd probably allow it. I'll try to figure out the class tables and get some of those up soon. I'm thinking of making a feat that allows them to spontaneously heal, another to spontaneously do that druidy summony stuff for greens only, and maybe a nerfed version of Arcane Fire (http://www.d20srd.org/srd/prestigeClasses/archmage.htm), for reds. It's not required, but it could give them a little more customizability. I'll also scrounge through my books to find more appropriate spells.

Arathnos
2011-07-26, 12:31 AM
To clarify, I think the druid idea is great too. In my own campaign setting, (which is wildly different, but still :p) there are no clerics or paladins of the nature god. Not class wise at least. Priests of the nature god are druids, and his paladins are rangers.

Green mages could just be druids, that would be an interesting twist. Maybe If you want to nerf spellcasting in general, you can tweak from the pathfinder Druid, which gets Wildshape unlimited times per day as a high end, and then tweak what they can turn into. Just an idea.

Green mages could give up spellcasting for the ability to connect to their element on a more primal level, while the other mages are more fragile, but have slightly greater power.