kakita
2007-03-04, 06:08 AM
Isole is a world that has been stewing in my head for quite some time now, and I've finally gotten around to putting it onto paper. I'd greatly appreciate any feedback you have on the various aspects of this homebrew I've been creating.
Note:
Bear in mind that most of the names are works in progress. Feel free to suggest any better ones. The Maelstrom and the Shattered Spine isles are probably going to stay as is though.
World:
Isolde (is the name of the continent, and as of this moment, the world)
http://kakita.subtlethought.com/map2isol.jpg
Map included for the heck of it... I should go into the geography soon.
Over-arching theme:
In a world devastated by global devastation called the Cataclysm, the peoples of Isole are rebuilding and nearing renaissance again. Magic is treated as a tool, and war is all but nonexistent (too busy defending against primitives/developing/trading for war to be profitable at this time). Lends itself well to intrigue, trade, and both discovery and rediscovery. It has a steam punk/final fantasy feel to it as well. This is a low-level world, no elminsters around.
History:
Isole used to be a huge continent and a traditional fantasy world (similar faerun). However, a great war broke out between the two largest nations (incidentally predominantly human nations), the north and the south. In this great war, a weapon of arcane mass destruction was built and triggered. It succeeded, but its ramifications were far greater than anyone had expected. It was built merely to destroy the arcane defenses of a nation, but instead overloaded all the ley lines inherent in the world, cutting off the world from the gods and magic. (more on this later)
The world eventually rediscovered magic, and new gods appeared. Nations were reforged, and they worked hard at returning the world to its former splendour. It is a work in progress.
Armageddon took place about a thousand years ago (reports are sketchy and range from 500-2000 years), but it was such a devastating event that it still weighs on the collective consciousness of the new nations. Perhaps that is why they are still afraid to lean themselves towards open conflict.
Races and society:
Humans have largely inherited the earth. However, all nations are a mixture of humans, half-elf, half-orc and gnome.
Humans: Humans are the predominant race on Isole.
Dwarves: Dwarves are very rare in ‘common’ society. Firstly, a few major ley lines overloaded in their ancestral mountain homes, turning some into archipelagos, and refusing to leave their ancestral homes, they have generally have been spending the past hundred years rebuilding and fighting off rampaging creatures. They also blame the humans for all that has happened to their world. Unfortunately, the fact that their ancestral halls are in bad shape means that they are forced to venture out and trade for necessities, although they try to do this as rarely as possible.
Elves: Elves are unheard of in society, and are an NPC race. Just about all elves vanished after the cataclysm, and marrying with humans diluted the blood of the elves that were left. What was remembered of them has been greatly romanticized, mostly by the humans.
Half-elves: Half elves have capitalized on this romanticism of elves. They are rare, and considered especially exotic/beautiful by society. Most half-elves also tend to mirror the grace that their ancestor elves supposedly had.
Half elves have the following traits:
Medium size, base land speed 30 ft. Half elves sleep the same amount as humans
+2 dex, -2 con. Half-elves have generally spent their time honing their grace at the expense of their fortitude
+2 racial bonus vs enchantment spells and spell-like effects
Low-light vision
+2 racial bonus on Listen, Spot and Search checks. A half-elf’s senses are preternaturally sharp.
+2 racial bonus on diplomacy and gather information checks
Elven blood
Automatic languages: Common and Elven
Favored class: Rogue and Swashbuckler
Gnomes: Intelligent and quick-witted, gnomes are generally on the cutting edge of any technology, arcane or otherwise. It was a gnome who rediscovered how to cast magic, and they have taken the place of the elves as the ‘spellcaster’. They are also especially good with their hands. Most gnomes tend to have a hobby or passion in their lives. While they might get distracted, more often than not they will eventually return to their interest.
+2 intelligence, -2 strength. Gnomes are quick-witted, but their small stature generally makes them weaker than others.
Small size, speed base 20 ft
Low-light vision
+1 racial bonus on all saves. Gnomes seem to be preternaturally lucky.
+3 racial bonus on any one craft or knowledge skill. This represents their hobby/interest in life, and must be chosen when the character is first created. This stacks with skill focus.
Automatic Languages: Common and Gnomish
Favored class: Arcane technist
Halflings do not exist in this world.
Half-orcs: The traditional origin of half-orcs are when orcs raid human settlements. While half-orcs technically have the same rights as humans, most people still treat them as second class citizens.
Half-orcs have the same statistics in the PHB except for the following changes:
+2 con, -2 cha. Their orcish heritage causes half-orcs to be more stout, but their brutish features put most people off.
Note:
Bear in mind that most of the names are works in progress. Feel free to suggest any better ones. The Maelstrom and the Shattered Spine isles are probably going to stay as is though.
World:
Isolde (is the name of the continent, and as of this moment, the world)
http://kakita.subtlethought.com/map2isol.jpg
Map included for the heck of it... I should go into the geography soon.
Over-arching theme:
In a world devastated by global devastation called the Cataclysm, the peoples of Isole are rebuilding and nearing renaissance again. Magic is treated as a tool, and war is all but nonexistent (too busy defending against primitives/developing/trading for war to be profitable at this time). Lends itself well to intrigue, trade, and both discovery and rediscovery. It has a steam punk/final fantasy feel to it as well. This is a low-level world, no elminsters around.
History:
Isole used to be a huge continent and a traditional fantasy world (similar faerun). However, a great war broke out between the two largest nations (incidentally predominantly human nations), the north and the south. In this great war, a weapon of arcane mass destruction was built and triggered. It succeeded, but its ramifications were far greater than anyone had expected. It was built merely to destroy the arcane defenses of a nation, but instead overloaded all the ley lines inherent in the world, cutting off the world from the gods and magic. (more on this later)
The world eventually rediscovered magic, and new gods appeared. Nations were reforged, and they worked hard at returning the world to its former splendour. It is a work in progress.
Armageddon took place about a thousand years ago (reports are sketchy and range from 500-2000 years), but it was such a devastating event that it still weighs on the collective consciousness of the new nations. Perhaps that is why they are still afraid to lean themselves towards open conflict.
Races and society:
Humans have largely inherited the earth. However, all nations are a mixture of humans, half-elf, half-orc and gnome.
Humans: Humans are the predominant race on Isole.
Dwarves: Dwarves are very rare in ‘common’ society. Firstly, a few major ley lines overloaded in their ancestral mountain homes, turning some into archipelagos, and refusing to leave their ancestral homes, they have generally have been spending the past hundred years rebuilding and fighting off rampaging creatures. They also blame the humans for all that has happened to their world. Unfortunately, the fact that their ancestral halls are in bad shape means that they are forced to venture out and trade for necessities, although they try to do this as rarely as possible.
Elves: Elves are unheard of in society, and are an NPC race. Just about all elves vanished after the cataclysm, and marrying with humans diluted the blood of the elves that were left. What was remembered of them has been greatly romanticized, mostly by the humans.
Half-elves: Half elves have capitalized on this romanticism of elves. They are rare, and considered especially exotic/beautiful by society. Most half-elves also tend to mirror the grace that their ancestor elves supposedly had.
Half elves have the following traits:
Medium size, base land speed 30 ft. Half elves sleep the same amount as humans
+2 dex, -2 con. Half-elves have generally spent their time honing their grace at the expense of their fortitude
+2 racial bonus vs enchantment spells and spell-like effects
Low-light vision
+2 racial bonus on Listen, Spot and Search checks. A half-elf’s senses are preternaturally sharp.
+2 racial bonus on diplomacy and gather information checks
Elven blood
Automatic languages: Common and Elven
Favored class: Rogue and Swashbuckler
Gnomes: Intelligent and quick-witted, gnomes are generally on the cutting edge of any technology, arcane or otherwise. It was a gnome who rediscovered how to cast magic, and they have taken the place of the elves as the ‘spellcaster’. They are also especially good with their hands. Most gnomes tend to have a hobby or passion in their lives. While they might get distracted, more often than not they will eventually return to their interest.
+2 intelligence, -2 strength. Gnomes are quick-witted, but their small stature generally makes them weaker than others.
Small size, speed base 20 ft
Low-light vision
+1 racial bonus on all saves. Gnomes seem to be preternaturally lucky.
+3 racial bonus on any one craft or knowledge skill. This represents their hobby/interest in life, and must be chosen when the character is first created. This stacks with skill focus.
Automatic Languages: Common and Gnomish
Favored class: Arcane technist
Halflings do not exist in this world.
Half-orcs: The traditional origin of half-orcs are when orcs raid human settlements. While half-orcs technically have the same rights as humans, most people still treat them as second class citizens.
Half-orcs have the same statistics in the PHB except for the following changes:
+2 con, -2 cha. Their orcish heritage causes half-orcs to be more stout, but their brutish features put most people off.