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Mangles
2012-04-26, 08:51 AM
Introduction

"Come to 'Stralia, You might accidently get killed" - Some scared weird little guys

Welcome to the 'Stralia campaign setting, a continent full of drongos and bogans. 'Starlia is designed to be played as a D&D 3.5 E6 game. Although compatable with D&D 3.5, the options available to a player in this setting tend to be stronger than those of regular D&D. As you might have already guessed 'Stralia seeks to be a lighter tone campaign, allowing alot of joking and casual play, while still providing a world that people want to adventure in.

'Stralia has a low and limited source of magic. Being meant to be run with E6 varient, the highest level spell your likely to cast or encounter is of 3rd level. This also limits what magic items can be found and created. Any item needed to be created with a spell of 4th level or higher would be considered an artifact of great strength. The low magic also means that most labour is done manually. 'Stralia is about equal with D&D in terms of non magical technology, but lacks the magical creations a standard campaign provides.

This campaign book is going to focus on Stralia nearly 500 years after the last rains caused a great inland flood. Tales of the creatures from the dreaming coming back to life every 500 years and rampaging across the land are told by bards all around the continent as it nears the time for the next rains. The whole of 'Stralia is nervous, for while no one will admit it, the creatures of the dreaming have been used to scare kids into being good for as long as anyones mother can remember. Those who live in around the red desert have seen the Tall Fella's gathering, prepairing for the oncoming storm and with each cockatoo that migrates towards the red center another person looks to the sky for the clouds that are sure to come.

'Stralia doesn't focus on good and evil. The difference between them is simpley considered perception and the general populance are more likely to make a hero out of a bush ranger than they are a copper. In 'Stralia the focus should be on Law and Chaos. The dreaming, and those that draw power from it, represent chaos. Most Larikens and Soccerer Redlegs subscribe to the chaotic. Britannica's followers and the Redleg wizzards focus on the lawfull as they try to tame the land. In the middle is the Tall Fellas, who seek to keep the balance of nature and both quieten the dreaming and slow the spread of Britannica's rule.

IF DM'ing a campaign in 'Stralia from level 1 you might start before the rains come. This will allow characters to level up and create relations within the setting before you unleash the more powerfull beasts upon them. Then again maybe not, it depends what you consider fun.



History

Back before the great rock was cracked, when those of the dreaming slept their endless slumber. One of the Tall Fellas was searching the desert for his dinner, tracking a big snake to its nest, to catch it in the cold of the night. As he approached the nest, he found a great ship was beached on the land in front of him. The Tall Fella thought this was very odd. He was out in the middle of nowhere. This was not the place for a ship to be. So he took his boomerang and crept forward. When he got closer though he heard voices from amongst the ship. Inside were a few dozen creatures chained to the floor. They had white fur covering all of them but their faces and hands. The Tall Fella was sure they would not live through the desert's day, and so he freed them and took them back to his village. The elders in his village cast a spell on the strange creatures, allowing them all to speak, and sat down to hear their tale.

The strange creatures introduced themselves as Yowies. They came from a place far away ruled by the Crown of Britannica. Britannica was a god who ruled over them all and they were banished from the realm for defying the will of her clerics. While searching for a suitable prison the clerics found 'Stralia and thought that the land would claim the Yowies lives. Luckily for them they were saved by the Tall Fellas.

Owing a great debt to the Tall Fellas the Yowies asked to live with them and learn their ways. They taught each other many things over the years and eventually took their leave of the Tall Fellas to moved closer to the jungles and mountains. Every year though they would meet before the big rains and share stories and mock battles.

Countless years pass and the Yowies had became as much a part of 'Stralia as the Tall Fellas themselves. The God, Britannica looked back to 'Stralia to dispel doubt in those who seek to defy her in her realm. Seeing the banished Yowies survival as a threat to the pride and safety of her great nation, she bid her paladins and clerics to seek out the ancestors of those banished and destroy them. Her Clerics created a giant gate that would span the two planes and when they were finished, three pillars of wood wider than any tree descended from the heavens to pierce 'Stralia's desert sand. A forth, the bail, connected the top of the three together completing the gate. From it poured the Britannica's army. Seeing the danger the Tall Fellas summoned their friends and together they fought against the invaders.

Many lives were lost on both sides and the battle raged for years. Neither the 'Stralians nor those of Britannica could win the war. Eventually as a last resort the elder's invoked an ancient magic. They broke the great rock and woke the dreaming. The chaotic magic within was powerfull and opposed to Britannicas own lawful ways. From the rock they summond the greatest beast, the Rainbow Serpent. It flew into the sky and sucked all the clouds into itself. Once it was done, and the air was parched, it struck out at the gate. The Rainbow Serpent destroyed it and finally sealed Britannica away from 'Stralia. However this came at a great cost. The dreaming could not be sedated again, and although the elders contained it and the serpent within the great rock, the dreaming would once again break free if they did not keep it in check. The Rainbow Serpent had also played a great trick on the 'Stralians. He had sucked all the rains into his belly and would not realease it. The rains would not come again for hundreds of years and when they did they would hail the realease of the Rainbow Serpent once more.

The Tall Fellas burnt the remains of the gate and hid the Ashes from the world. They spent the next 500 years prepairing for the return of the Rainbow Serpent. When the rains eventually did come he was able to be re-sealed in the rock, but at the cost of another 500 years without rain. This cycle has repeated itself many times since then, for if the dreaming was to be realeased than 'Stralia would fall to the chaos of the dreaming.

Now days you see the ancestors of Britannica's warriors around in the cities all the time. Those who were left behind, or used the remaining magics of the gate to force their way through. Neither the Blue's nor the Stubbies are native to 'Stralia, yet without them "civilization" would not have arrived either. But as long as the ashes of the gate are kept on our soil. Britannica herself and her crown will never truly threaten 'Stralia.
- Story from a bushman on the origins of the Yowies and the Great War


Races

The native inhabitants of 'Stralia are a varying bunch depending on where they come from. Though they are all human they are broken up into five distinct ethnicities.
Tall Fella's, an ancient desert race that strive to keep the balance between law and chaos.
Blues, The red haired lawmen of Stralia who are as humble as they are dark haired, which is to say not at all.
Stubbies, The hardiest of the races, and nearly the shortest as well, the Stubbies take the cake when it comes to boozing.
Larkins, Love to play ticks on others, illusions and cons are their favourite thing.
Red Legs, Nearly a bad genetic experiment the combination of the Tall Fella's and Blues created these magically inclinded and hairy legged guys.


The Tall Fella's
Known as those big buggers by the bushmen , they stand on average an extra two foot taller than the average Kevin. This gives them a stretched look as they are no broader. Their skin and hair is as dark as charcole, making them able to survive easily in the red desert they call home. Given the complete lack of "civilisation" and food in their homeland the Tall men tend to become Rangers or Druids depending if they commune with nature because of a deep connection or just because they are hungry. As a while they are known to strive for neutrality. They also keep the creatures of the dreaming at bay and gaurd the gate to Britannica.

+2 wis, +2 Dex, -2 Int, -2 Str
Medium: As Medium creatures, Tall Fella's have no special bonuses or penalties due to their size
Tall Fella's base land speed is 30 feet
Immunity to magic sleep effects, and a +2 racial saving throw bonus against the effects of the dreaming.
Low-Light Vision: A Tall Fella can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Primitive Weapon Mastery: Tall Fella's have a +1 Racial bonus on attacks with Boomerrang, Club, Greatclub, Harpoon, Hunting Boomerang, Longspear, Quarterstaff, Shortspear, Sling and Spear and treat all these weapons as Simple Weapons.
Climate Tolerant: Can comfortably assist in conditions of ‘severe cold’ to ‘severe heat’ without needing a Fortitude save. They are considered to have the feat heat Endurance for purposes of a prerequisite for classes & other feats.
+2 racial on Listen, Search, Spot and Survival checks. Tall Fella's are always considered to be activley searching whenever they are in natural terrain.
Automatic language: Garble
Favored Class: Druid or Ranger


The Blues
Every one of them sporting a bright orange red matt of hair, the Blues are the palest skinned and probably the least inclinded to step into the red desert. Mainly found in the large cities the Blues are know to have a ferociouse streak when provocked often flying into a rage, their faces going as red as their hair. Those who can control the anger normally seek to atone by becoming religous warriors or coppers.

Medium: As Medium creatures, blues have no special bonuses or penalties due to their size.
Blues base land speed is 30 feet
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
+2 Racial bonus on Intimidate checks. Blue's always consider Intimidate to be a class skill.
Automatic language: High Genlish or Larrikin Slang
Favored Class: Barbarian or Paladin.


The Stubbies
Born low to the ground the Stubbies know stability when it kicks them in the knees (about shin height for the rest of us). They stand two feet shorter than the average Kevin and are the most stuborn of the Stralian races. While neither quick to move nor to die, they have been known to give up only when trying to play stubby in the middle. Normally they show they have been defeated in battle by beating the snot out of the winning party, or in the case of those more religousely minded, beating the snot out of the heathen winning party.

+2 Con -2 Dex
Medium: As Medium creatures, Stubbies have no special bonuses or penalties due to their size.
Stubbies base land speed is 20 feet. However, stubbies can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Heat Endurance – +4 Racial bonus on Fortitude saves
to resist the effects of hot weather/exposure.
Able to go 2 days plus (Constitution score) hours before
beginning to experience the ill effects of thirst.
Weapon Familiarity: Stubbies may treat one exotic weapon as a martial weapon. This exotic weapon can't be changed once chosen.
Stability - +4 bonus on checks to avoid being Bull
Rushed or Tripped while standing on the ground.
+2 Racial bonus on saves vs. poison
+2 Racial bonus on saves vs. effects of the Dreaming
+1 Dodge and Attack bonus agaisnt creatures Large or Larger
+2 Racial craft and appraise checks for weapons and armour
Automatic Languages: High Genlish or Larrikin Slang
Favored Class: Fighter or Cleric


The Larikins
Shorter even than the stubbies the Larikins are a thin and triksy folk who like little more than to play a good prank. Their short stature is good for hiding and sneaking plays no small part in their ability to get away from an enraged Blue. Unfortunately they are not always successfull in escape and Larikins can most often found in goals around 'Stralia.

+2 Char, +2 Dex, -2 Str, -2 Wis
Small: As a Small creature, a Larikin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Larikin base land speed is 30 feet.
Low-Light Vision: A Larikin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on attack rolls with thrown weapons and slings.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Larikins. This adjustment stacks with those from similar effects.
+2 morale bonus on saving throws against fear
+2 racial bonus on Listen and Move Silently checks.
Automatic Languages Larrikin Slang and Bush Talk
A Larikin with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation and Open/Close. Caster level 1st; save DC 10 + Larikins’s Cha modifier + spell level.
Favored Class: Bard or Rouge.


The Red legs
Luckly crossing a Tall Man with a Blue didn't end up in someone looking like a match stick. The Red legs seemed to get the better end of the deal. Being about normal height with a tanned skin and darker hair on their head, they stand up reasonably well in the sun without needing to make doors bigger so they can fit through comfortably. Unfortunately they still display the Blue hair genes. While the hair on their head is normally a brown or black any other hair such as on arms, legs, chests or beards is a bright orange. Wether its the static electricity from their hair mixing with the ancient tall fella blood or just a coincidence, those born a red leg tend to be good with arcane magic.

+2 int -2 Dex or +2 Char - 2 Dex
Medium: As Medium creatures, Red Legs have no special bonuses or penalties due to their size.
Red Legs base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against the effects of the dreaming.
Low-Light Vision: A Red Leg can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, Spot and Survival checks.
Fella's Blood: For all effects related to race, including prerequisites to learn a feat or skill, a Red Leg is considered a Tall Fella.
Automatic Languages: High Genlish or Larrikin Slang
Gavored Class: Wizard or Sorcerer



Classes

Alternative class features, New classes, PRC's and other character options are TBA



Feats

Desert Survival [General]
Benefit: Survival checks made in the desert to gather food suffer no negative modifer and can produce enough water for 1 person. You may provide food and water for one additional person for every 5 points by which your check result exceeds 10.

Rapid Throw[General]
Benefit: You can get one extra attack per round with a thrown ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Special:A fighter may select Rapid Throw as one of his fighter bonus feats.
A 2nd-level ranger who has chosen the thrown combat style is treated as having Rapid Throw even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Multi Throw[General]
Prerequisites: Rapid Throw

Benefit: As a standard action, you may throw two ranged weapons at a single opponent within 30 feet. Both attacks use the same attack roll with a -4 penalty to determine success and deal damage normally. Damage reduction and other resistances apply separately against each thrown weapon.

Special:A fighter may select Multi Throw as one of his fighter bonus feats.
A 6th-level ranger who has chosen the thrown combat style is treated as having Multi Throw even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

Bogan[Ancestor]
A Bogan is the conerstone of society.
Benefit: You get a +2 bonus on all Fortitude saving throws. In addition, no save is required for the first tinny you drink.

Special: This feat may only be taken at first level.

Dag [Ancestor]
A Dag has spent a long time honing their inate ability.
Benefit: You gain a +1 to the save DC of any single spell-like ability. Should you not have one, you are able to cast a single cantrip as a spell like ability once per day.

Special: This feat may only be taken at first level.

Digger [Ancestor]
A Digger is always ready to fight.
Benefit: You recive +1 bonus to attack and damage with any crafted weapon. This bonus cannot apply to unarmed attacks, nor natural attacks. You are also gain proficiency with a martial weapon.

Special: This feat may only be taken at first level.

Ocker [Ancestor]
An Ocker knows many trades.
Benefit: Select any one skill. This skill is treated as a class skills for your current and all your future classes. In addition you recive a +2 bonus on any single skill provided by your first class.

Special: This feat may only be taken at first level.

Wowser[Ancestor]
A Wowser knows they are supirior to others.
Benefit: All Cha based skills recivie an untyped +2 bonus.

Special: This feat may only be taken at first level.



Skills

Speak Language

Bellow are the alternative languages used by the people of 'Stralia.

{table=head] Language| Typical Speakers | Alphabet
High Genlish | Paladin Blues, Cleric Stubbies, Wizard Red Legs | Genlish
Larikin slang | Barbarian Blues, Fighter Stubbies, Larikins, Sorcerer Red Legs | Genlish
Garble | Tall Fella's | Garble Runes
Bush Talk| All humanoid races especially Larikins| Genlish
Dream Tounge | Creatures of the Dreaming, Tall Fella Druids | No written language
[/table]

Garble is not really a language, but rather a nickname for the few hundred languages spoken by the different Tall Fella tribes. Though many of the Tall Fella languages sound similar and contain much of the same words, nuances between the languages make them each distinct. Britannicas troops failed to see any difference in the cultures and so lumped them all together and called it Garble. A Tall Fella who speaks Garble may have a dozen different languages under the one heading. People from other languages will only know the most common and basic of the many tongues and speak it harshly.

Genlish is the language spoken by those Britannicans left behind It is broken up into two main categories. High Genlish, often referred to as Church Genlish, is only spoken by the most esteemed or high ranked; or in religious ceremonies. Priests, Nobles and those of wealth will speak in High Genlish all the time. The common Blue or Stubbie instead speaks Low Genlish know as Larikin slang. This is a pseudo-language made by the Larikin's when they integrated into Britannica society. While they can no longer speak their ancient tongue, Larikin slang still preserves a lot of their words. Those who speak High and Low Genlish can understand each other with little difficulty.

Bush talk is a combination of colloquialisms, sayings, slang and jargon mashed together from Genlish, Garble and Larkin Slang. This forms the trade language around 'Stralia and is spoken everywhere, though some people comprehend it more than others. Those without Bush talk as a language can make a Diplomacy check to understand what is trying to be said as long as they speak either Genlish, Garble or Larikin Slang. Those who speak Larikin Slang get a +2 to this check as Bush talk is mostly comprised of it.

Dream tongue is a language of lies. It is deceptively sweet sounding while vial, and full of double twists in meaning. This allows the creatures of the dreaming to skew the trade agreements and deals they have with those of the real world. Those who seek the power of the dreaming or wish to fight against it often learn this language. Checks made using sense motive skill against someone speaking in dream tongue are much harder and take a -5 penalty. Dream Tongue can only be learnt by Tall Fella's.


Equipment

The Tinny:
Going by many names depending on where it was made the tinny imbues the drinker with many effects. The most notable being a perceived increase to strength and dexterity. Drinking a tinny and making a successful fort save DC 15 gives the user a +1 untyped bonus to all skill checks requiring Strength or Dexterity for 1 hour. It also it gives the user the Die hard ability for 10 minutes. Drinking another tinny gives you an additional +1 to the skill checks and makes the effects last from the time the second tinny was drunk. Each time a tinny is drunk the fort save DC increases by 1. Should the drinker fail the fort save he looses all the effects of the tinnies and is instead nauseated for 1 hour/tinny drunk. If a nauseated characters drinks a tinny the save DC is increased by 5. A single Tinny Costs 1 sp and weighs 0.5 lb

Vegemite
If the user eats vegemite it has a positive affects against nausea, reducing the duration by 1/2. This can only be done once until the character is no longer nauseous and then may be used again. Should the user instead apply it too herself as an oil any drop bears that come in contact with her will need to make a will save DC 15 or be dazed for 1 round. Should she apply the oil to the drop bear it will either take a full round to clean itself off or be confused. Applying the oil would take a successful grapple check and provoke and attack of opportunity. A jar of vegimite costs 1sp and weighs 0.5lb. A jar contains enough vegimite for 12 serves or for 1 use as an oil.

Thongs

The most basic thong is a simple piece of rubber with a string running from between thumb two and the index toe to either side of the middle of the foot. While this may seem clumsy to many, on any sandy terrain such as beaches or deserts it makes sure that the sand doesn't bog you down. If a character is wearing thongs on sandy terrain such as desserts or beaches they no longer treat it as difficult terrain. Those who do not take such measures consider all sandy terrain difficult. If a character tries to charge or run while in thongs they must make a balance check DC 15 or fall prone. A pair of thongs costs 2gp and has negligible weight.



Magic Items

All the following are considered masterwork weapons and armour and the cost for this is included in the price.

Dundees' Blade
Not just a regular knife, this style blade was created by the great survivalist, Dundee, himself. Since then many people have taken to carrying a version of the blade due to its many benefits in the wild. In addition to being a short sword this blade grants a +2 circumstance bonus to the survival skill. Should this blade be enchanted with the animal bane property it gives the additional benefit of dealing damage as if it was a longsword. An unenchanted Dundees'blade cost 360 gp.

Toad's fingers.
Origanlly coined after its first victim. These boomerangs are designed with enemy catchers in mind. Should someone attempt to catch the boomerang without proper hand protection the hand is severed. This inflicts 1 point con damage in adition to the loss of limb. Boomerang gloves are ideal but gauntlets or similar hand protection will work. It otherwise functions like a regular boomerang. It costs 180 gp.

Ned's Protection
Worn by a great 'Stralian of ill repute, this full plate armour is designed to protect the wearer from projectile weapons. Much like full plate, this armour needs to be individually tailored to its wearer and follows the same price guidlines for refitting. For someone it is tailored to it grants an additional 2 ac against ranged attacks.
1,700 gp

Zac's Spirit
Fashioned as a bronze cross hanging on a crimson ribbon, this amulet was awarded to those who showed tremendous valor in the great war. It grants the wearer imunity to fear affects and a +1 morale bonus to attack rolls.
Faint Enchantment, CL 5th; Craft Wondrous Item, Inspire courage; Price 2000 gp

Cork Hat
This magical item appears to be a Wide brimmed hat. Surrounding the brim are 12 pieces of cork on string, each etched with a rune on them. People who wear this hat are immune to the Distraction ability of swarms. The price for the hat is 100 gp. The corks on the hat can be made into a scroll using the same rules for crafting. When the spell on the cork is cast the cork is destroyed. Should half the corks on the hat be destroyed it no longer functions. Replacement corks can be purchased for 1gp.



Law, Magic and Religion

Law: There is no one law in 'Stralia. The major states each host their own laws and governers, but often don't recognise crimes that are commited in forigen states. They each also only maintain a small police force, who generally patrol the main citys, ports and other major resources leaving much of the land too lawlessness. A police partol will probably only consist of 3 troopers on horseback in any rural area and up to 5 gaurds per patrol in the cities and ports.

The Church of Britannica also try to maintain law within the cities. Their paladins strive to maintain order amongst the general populance, and especially amongst their own kind. The church rarely bothers with crimes committed in the bush, unless they impact on the city. They belive it is their divine right to govern 'Stralia and tame its wild lands.

A bushmans code does govern the untamed lands. A person known as a bad man to the law for stealing enough bread to feed himself will be able to escape to the bush and remain a free man. But those who break the bushmans code will find a hard time hiding anywhere there isn't civil law enforcment. Their name passed around from campfire to campfire, they soon find themselves unwelcome outside the cities and at best turned away by those who would normally host them. At worst they are hunted down and killed by people who once called them friends. There is no offical wording for the bushmans code and many people avoid breaking it simply by avoiding those who follow it. However a minimum of respect, curtasy and kindness is all that is needed. Most bushman will go well beyond this and invite stranges into their campsites to share food, stories and songs.

No law extends into red desert. Those who live in the heart of the desert obey only the rules they set. The tribes of tall fellows will not recognise the rites of a forigner to their tribe. Wether this means they will try to kill, or just stay away from the person in question is different for each tribe.

Magic: The magic of 'Stralia comes in three different forms. The Clerics and Paladins draw their magic from Britannica. Although she is lost to them they can still eke out some of her divine magic, through the belief of her followers in 'Stralia and the power remaining from the great war.

The Tall Fella Druids and Rangers are in direct opposition to this. They draw their magic from 'Stralia itself. It is considered a gift from 'Stralia's beating red heart. They treasure this greatly and seek to repay the land by guarding over it.

The Scorceres and Wizards seek their wild magic through a much more chaotic route. They draw it directly from the dreaming and the creatures within. All arcane magic is powered by the chaotic energies that flow from the dreaming and before the stone was cracked it was impossible to draw upon this font.

Religion: The tall fellow Druids are the religious figures of the desert. They tell the stories of the dreaming and the lore of the desert, passing down the knowledge to their young. Rarely are they seen outside the desert and they lothe the cities that the other races build. The tall fellow rangers are the enforcers of the desert lore. They ensure that the tribes survive the long dry and train for the day that will come when they have to hold back the creatures of the dreaming.

In the cities the Clerics are the authority to the god. Those who seek to uphold the Law follow Britannica. Her symbol is a crown on a red cross. Her followers learn spells from the Law and Knowledge domains. Paladins of Britannica are comon within the cities of 'Stralia. They act as a police force for the church, dealing with those who would seek to disrupt the order. The church often trys to increase its following with missionaries going to bush settelments and even onto the edges of the red desert to try and spread what they belive is the good word. Not everyone is accepting of Britannica and missionaries are often met with hostility.

The bush people are also have a religion of sorts. Though they worship no particular diety they do speak of their campsites with a revenance usually reserved for religiouse objects. They often say their cathedral walls are the trees, the stars their painted dome and the campfire their altars of worship. Though the ways of the bushman seem barbaric to those who follow Britannica, they are tollerated, and often missionaries take part in a bushmans campfire, if only for the warmth.



Environment and Locations

From ocean to desert centre, the land of 'Stralia is hot. With the rains in the centre only falling once every 500 years the animals and plants rely on the deep basins underground to survive. Towards the coast the occasional storm allows refilling of wells, dams and rain tanks. Still even there fresh water is an important comodity, and a cleric can make a big name for themselves.

The coast is the most populated of the land. Fishing is a major industry of many 'Stralian populations. The capital cities of 'Stralia all border the ocean, generally having sprung up around a church of Britanica.

Further in, bordering the ocean, is the outback bushland. The infrequent storms that hit this area help with keeping crops alive. When the storms don't show the underground basins are used as a back up. Any farmer worth his salt has a pump to keep his crops alive. Farmers tend to raise a mix of cattle and crops, and younger farm hands often catch wild brumbies to sell in the big cities.

Beyond the black stump lies the great red desert. This is the home of the native 'Stralians, the Tall Fella's. It seen by the more "civilized" population as an unihabitable wasteland. Food and water are both scarce on the desert plains and storms never reach this far insland. The magic that was used to contain the rainbow serpant sucks the air dry. The red desert is bordered on its north side by sea, but on its other borders lie talismans to keep the rest of 'Stralia safe from the deserts dry embrace.


The Inland ocean: Once every 500 years the rainbow serpant is realeased from his slumber and with it comes the rains. The red desert is flooded by a cyclone centered on Ayres rock. The Tall Fella's seal the rainbow serpant back to the dreaming but have to sacrafice the rains for another 500 years to do so. The inland sea will last for a year, and will refill the underground basins that spread through the rest of 'Stralia.

The Black Stump: On the east side of the desert is the Black Stump. This stump of a ghost gum has been imbuded by the Tall Fella druid's. Calling down lightning again and again against the tree they reduced it to a smoldering stump. The constant stricking stored some of a storms power, and it is the strongest of the three talismans. It is also the most vunerable, as it is only a single object.

Whoop Whoop: TBA

The Back of Beyond Billabong: TBA



Heroic NPC's

I have ideas for these, but specifics are still forthcoming. TBA

Mangles
2012-04-26, 08:52 AM
Animals, Monsters and other Beasties

Animals

The Grey Kangaroo
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: Solitary, pair, or mob (3-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —

Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.

The Red Kangaroo
Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: Solitary, pair, or Mob (3-16)
Challenge Rating: 3
Advancement: 7-18 HD (Large)
Level Adjustment: —

Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.

The Giant Kangaroo
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 100 ft. (20 squares)
Armor Class: 15 (-2 huge, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+0
Attack: Claw +13 melee (2d8+10)
Full Attack: 2 Claws +13 melee (2d8+10)
Space/Reach: 10 ft./15 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +7, Spot +5, Survival +5
Feats: Weapon Focus(Claws), Alertness, Endurance, Diehard
Environment: Red desert, Bushland
Organization: Solitary or pair,
Challenge Rating: 6
Advancement: 12-22 HD (Huge)
Level Adjustment: —

Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 20ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).

Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 15ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 15ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 20 ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.

Possum
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Claw +2 melee (1d2-1)
Full Attack: 2 claws +2 melee (1d2-1) and bite -3 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent,
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile,
Environment: Bushland
Organization: Solitary, Passel(3 -5),
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Rage (Ex)
A Possum that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Koala
Size/Type: Small Animal
Hit Dice: 2d8+3 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 ft, Swim 10 ft
Armor Class: 16 (+1 size, +0 Dex, +5 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d2-1)
Full Attack: 2 claws +1 melee (1d2-1) and bite -4 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 10, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Endurance,
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Drop Bear
Size/Type: Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Drop
Special Qualities: Low-light vision, Scent
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —

Drop
Should you walk beneath a square a drop bear threatens it will fall from above on top of you dealing 2d6 bludgeoning damage + any additional fall damage it would take. If you know about the drop bear before entering the square you may make a Reflex save dc 15 to avoid the damage and the drop bear will take the appropriate fall damage. Should the drop bear hit you with this attack it gets both a free attack with a claw and a free grapple attempt should it choose to take it. The drop bear may use this attack to initiate its Rage feature.

Rage (Ex)
A drop bear that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Wombat
Size/Type: Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 5 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Hard arse
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +5, Listen +5, Spot +7
Feats: Endurance
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Hard arse(Ex)
Once a wombat burrows it can use its hardened butt to stop attackers. Anytime the wombat burrows in, it gains DR2/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 2d6+2 bludgeoning damage.

Giant Wombat
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 50 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 15, flat-footed 17
Base Attack/Grapple: +8/+4
Attack: Claw +4 melee (3d8+10)
Full Attack: 2 claws +13 melee (3d8+10) and bite +8 melee (2d10+10)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Low-light vision, Darkvision 60ft, Scent, DR 8/Magic
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +9, Spot +7, Survival +5
Feats: Alertness, Track, Endurance, Improved Natural Attack (claws)
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: 7
Advancement: 12-22 HD (Huge)
Level Adjustment: —

Rend(Ex)
If the Giant wombat strikes the same target with two claw attacks, it automatically deals extra damage equal to that of two claw attacks plus 1/2 its Strength bonus.

Hard arse(Ex)
Once a Giant wombat burrows it can use its hardened butt to stop attackers. Anytime the Giant wombat burrows, it gains DR5/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 4d8+10 bludgeoning damage.

Tassie Devil
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Bite +4 melee (1d4) + Disease
Full Attack: Bite +4 melee (1d4) + Disease and claw –1 melee (1) or if attached 2 claw +4 (1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Attach
Special Qualities: Low-light vision, Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +7, Listen +5, Spot +5
Feats: Endurance, Track, Weapon Finesse
Environment: Busland
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Cancerous Bite (Disease) Whenever the Tasmanian Devil makes a successful bite attack, it forces the target to make a fortitude save DC 15 or get Tasmanian Cancer. This does not cause any initial effects, however whenever the target goes up an age category it looses an additional point of constitution due to the disease.

Rage (Ex)
A Tasmanian devil that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Platypus
Size/Type: Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 30 ft
Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+5
Attack: Claw +4 melee (1d2-1) + platypus poison
Full Attack: 2 claws +4 melee (1d2-1) + platypus poison
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: platypus poison
Special Qualities: Scent, hold breath, Low-light vision
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5
Feats: Alertness, Endurance,
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Platypus Poison
Upon a successful attack the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single successful Fort save delays the affects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.


Giant Platypus
Size/Type: Huge Animal
Hit Dice: 18d8+60 (141 hp)
Initiative: +2
Speed: 30 ft. (4 squares), Swim 60 ft
Armor Class: 18 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +13/+27
Attack: Bite +18 melee (1d8+9)
Full Attack: Bite +18 melee (1d8+9) and 2 claws +13 melee (1d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, platypus poison
Special Qualities: Scent, hold breath, Low-light vision,
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats: Improved Natural Attack (bite), Toughness (2), Weapon Focus (bite), Alertness, Endurance
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5, Swim +14
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: 9
Alignment: Always neutral
Advancement: 19-20 (Huge)
Level Adjustment: —

Improved Grab (Ex)
To use this ability, a giant platypus must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex)
A giant platypus can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the platypuses digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Giant platypuses gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Platypus Poison
Upon a successful attack with its claws, the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single successful Fort save delays the effects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.

Mangles
2012-04-26, 08:53 AM
So this is 'Stralia. A work in progress by myself. Having worked on this on and off over many months I thought I would put what I have online so I could get some feedback of how I'm going. Updates hopefully will happen semi regularly depending on how the feedback goes, and I have a lot of things half finished that are yet to be uploaded.

EDIT: Now I have two posts utilized. Added in Regional feats, although they are more ancestry feats, Languages, and the Giant Platypus.

To come: Edits to the existing animals. Saves and Skills I suspect are wrong and abilities need to be listed better.

Mangles
2012-04-26, 08:55 AM
Reserve Post Number 3

Mangles
2012-04-26, 08:56 AM
Reserve Post Number 4

The last reserve post. Please comment, query, complain, compliment, or criticize as you feel the need.

Omeganaut
2012-04-26, 02:59 PM
I really like it, and I'm tempted to try and get my next group to use this. I want to see how your classes are affected, as it really seems interesting.

Mangles
2012-04-27, 09:05 AM
I'm glad you like it. I was hoping for a bit more of a response before my next update, hopefully I'll have a better idea of peoples opinions before the next one.

Added in 5 new Regional feats. They represent the 5 NPC classes. I might recommend giving one to each PC but I'm yet to decide if that would be good advice. Thoughts on balance or any other issues or criticism (as well as compliments) are VERY welcome.

Omeganaut
2012-04-27, 11:50 AM
I think you need more languages. Wouldn't the newcomers from Britannia have spoken something different than the natives? It would obviously be the language of the church so it would stick around. The Stubbins and the Larikins probably have their own languages too. The Yowies probably had a language of their own that stuck around. Plus, I'd add an ancestral Tall Fellow language that only a few still can read or speak.

Starbuck_II
2012-04-27, 12:24 PM
I think you should have a Dire Playpus, but otherwise really looks nice.

'Stralia needs more dangerous spiders as well, but eh.

Mangles
2012-04-27, 03:24 PM
@Omeganaut: More languages is an interesting idea. I'll get back to you on that one once I've thought it out more.

@ Starbuck: There are definitely going to be more beasties, with a large range of spiders and other venomous creatures to be included. I also still have a fair amount of mega-fauna to stat as well, Dire platypus is a great idea and I will do it. Also have more magical/mythical beasties to do as well.

Mangles
2012-04-28, 09:42 AM
Added the Giant (dire) Platypus. Watch the water ways if you don't want to be swallowed by this beast.

On the languages idea. I have decided to add more of them. Though not all the ones you have suggested. This is a start, more may be added but I dunno yet. this may be enough.

Garble is not really a language, but rather a nickname for the few hundred languages spoken by the different Tall Fella tribes. Though many of the Tall Fella languages sound similar and contain much of the same words, nuances between the languages make them each distinct. Britannicas troops failed to see any difference in the cultures and so lumped them all together and called it Garble. A Tall Fella who speaks Garble may have a dozen different languages under the one heading. People from other languages will only know the most common and basic of the many tongues and speak it harshly.

Genlish is the language spoken by those Britannicans left behind It is broken up into two main categories. High Genlish, often referred to as Church Genlish, is only spoken by the most esteemed or high ranked; or in religious ceremonies. Priests, Nobles and those of wealth will speak in High Genlish all the time. The common Blue or Stubbie instead speaks Low Genlish know as Larikin slang. This is a pseudo-language made by the Larikin's when they integrated into Britannica society. While they can no longer speak their ancient tongue, Larikin slang still preserves a lot of their words. Those who speak High and Low Genlish can understand each other with little difficulty.

Bush talk is a combination of colloquialisms, sayings, slang and jargon mashed together from Genlish, Garble and Larkin Slang. This forms the trade language around 'Stralia and is spoken everywhere, though some people comprehend it more than others. Those without Bush talk as a language can make a Diplomacy check to understand what is trying to be said as long as they speak either Genlish, Garble or Larikin Slang. Those who speak Larikin Slang get a +2 to this check as Bush talk is mostly comprised of it.

Dream tongue is a language of lies. It is deceptively sweet sounding while vial, and full of double twists in meaning. This allows the creatures of the dreaming to skew the trade agreements and deals they have with those of the real world. Those who seek the power of the dreaming or wish to fight against it often learn this language. Checks made using sense motive skill against someone speaking in dream tongue are much harder and take a -5 penalty.

So there you have it. 5 new languages.

Omeganaut
2012-04-28, 02:05 PM
Now I want to hear more about the regions and local authorities. You created regional feats, now I want to hear about those regions. And yet, I will admit I am not that well informed about modern Australia.

Debihuman
2012-04-28, 06:40 PM
Attack lines for the giant wombat is wrong. It looks like it should be

Full Attack: 2 claws +13 melee (2d8+10) and bite +8 melee (2d10+10)

You also have Darkvision 60 ft. as a feat. It's not a feat, it's a Special Ability.

Debby

SED
2012-04-29, 08:12 AM
I'm coming to this from 1st edition/2nd edition, so i can't comment on the mechanics. Because the background is stereotypical it should be fun for a campaign arc, but I wonder whether it might be a bit limiting after a while. Including a good range of mega fauna should broaden out the range of nasties - there's so much to choose from - but what will you do for the full range of humanoids?

I wonder whether there might be room for a reference to budgie smugglers in equipment?

I imagine you'll base your states on the real states and territories; perhaps the River Hutt Province might also be worth parodying?

Mangles
2012-04-29, 08:12 AM
Debi! Always a welcome site in any homebrew. Thanks for pointing that out. My Giant Platypus is all wrong too but I already know about that one and some other minor things I have messed up. The creatures were actually made a long time back when I wasn't as good at these sorts of things, but luckily had enough of your sage advice to make it this far. I have to review all the creatures, but if you spot any more problems before I get editing, let me know. I'll probably have another update in 10ish hours time. Emphasis on the ish in that last sentence.

@ SED, Ninja'd me there. It's all good if you can't comment on mechanics. I'm just as interested in setting as well. Although this campaign setting will have less creatures than regular D&D, I am hoping to add a lot more and a lot more types. I have plans for extra-planar creatures from the dreaming, representing chaos, and from Britannica, representing law. Also Humaniods and monstrous humanoids from both. Elementals are also in the works and just a whole lot of more fictional creatures that we tell the tourists about to scare them into wearing Vegemite. Also more animals and mega fauna are to follow, and venom.

And yes this will be based on the real 'Stralian states and territories. The capital cities will be more similar to how they are today. Any other locations will be more similar to how they were around the gold rush. Imigrants from overseas (britannicas leftovers) vying with the natives for land and resources, and surrounding it all the Great Rains finally coming. I haven't given any thought to Hutt River, but who knows.