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DarkBunny91
2015-07-29, 10:51 AM
In ancient history light and dark were held in balance, constantly at war, but with no side being the clear victor. Weary of all the war an ancient dragon named Malfinox cast a powerful world warping spell that split the world into two parallel realities; one of light and the other of darkness, both are aware of the other.

The world of light, known as Solaire by its inhabitants, is a world of angels and other typically "good" aligned races, however, while some technologies have come a far way as a result, some are a bit lacking, but farming and agriculture has spread to the point where food is no longer an issue. War is almost non existent, but natural predators, monsters, and war games have kept Military and Mercenary groups around since the division.

The dark world Nocturne is a wild place, infighting originally had dealt a massive blow to the population, and ruins of old civilizations can still be found. Unlike Solaire's massive plains and well kept towers, most of the sapient civilized life of Nocturne is under ground. Huge Hobgoblin cities abound below the ground, goblin schools of magika and technoturgey communicate to each other through webway gates, and circles of Orc Druids and Shamans keep the beasts of the surface, on the surface, where the harsh light of day burns.

Humans: There isn't any one real way to describe humans beyond their short (comparatively) life spans and tenacity.

Easily adaptable, humans are found from the frozen northern reaches of Frostguard to the mysterious tropical Rune Islands. Ranging in size from about five to seven feet tall, humans are the most physically varied of Solaire's races.

Elf:WIP

Gnome: An industrious race of pranksters and natural magic users, gnomes are often most often found scheming or tinkering, but always in a cheerful and harmless way.

WIP

Halfling: Simple farm folk who focus on community above all else.

All halflings are part of a local telepathy field that connect them to the larger whole of the Halfling population..

WIP

Golioth: A tall warrior people who originated from the peaks of Dragonspire Rangem

WIP

Fae Dragonborn (Working Name): While standard Dragonborn are a rarity on Solaire, Fae Dragonborn are a pretty common sight amongst Halfling and gnome cities flitting around amongst the common-folk that comprise part of their shared ancestry.

Wanderers by nature, Fae Dragonborn rarely stay in the city they were born to, rather, traveling around from city to city as part of a inherit migratory pilgrimage.


Orc: Primarily a shamanistic people, orc clans are relatively small comprised of eight to ten families per den. Now this isn't to say that orc's are reclusive as the clan leader, usually the oldest or wisest shaman in the clan, keeps in contact with the heads of neighboring clans, as well as having a biannual clans meet where the head of each clan and a few chosen representatives join together to share knowledge and spread new innovations and spells.

Orcs are one of the few races of Nocturne that spend much time above the surface. Familiar with the beasts and terrors that exist above ground from being in such close proximity, the orc's serve as wardens and a buffer for the other races.

The orc's small clan sizes and mild separation from the other races of Nocturne have caused them to be more likely rangers and barbarians, druids and shamans, or innate arcane casters such as sorcerers. On occasion however, lone orc's will train under goblin or hobgoblin tutelage in the arts of wizardry and war respectively.

Hobgoblin: Undisputed master of war craft, hobgoblins control a large empire. Each province provides soldiers for the Grand Imperial Army. Constantly expanding out as new tunnels are mined and horrors from the surface are repelled back into the blasted light.

Each hobgoblin is raised from an early age to be able to fight, excluding only those who are deemed to be favored by the gods. Battle mages and necromancer sergeants are common amongst the magically attuned members of the hobgoblins, providing direct battlefield support and artillery. Priests amongst the devout are gifted healers and serve in the auxiliary of the army whenever arms must be mustered. The common folk have a propensity to be warriors rather than mere civilians, each able to at least be able to defend the household in times of trouble, but many join the military as full soldiers, for the glory of the Emporer and the gods.

Goblin: Smaller and less hardy than their larger goblinoid brethren, the goblins banded together to form elite schools of arcanotech study. High magical tallest comes easily for the goblins, and virtually every goblin is trained in it's uses to some extent.

From hexblades to fighters who use their magic to buff themselves in combat, even martial goblins are magically adept. Massive underground, hive like structures house the powerful schools where goblin wizards, atificers, and other magtech engineers design new magics, technologies, and weapons to protect and maintain their culture. There are rumors among the other races that small clans of elite magical assassins exist amongst the small folk, who specifically tart any threat to their way of life, not that there has ever been any substantial proof of their existence.

Dwarf:wip

Ogre: On the surface of Nocturne lies Twisted-Briar Forest or Gat-Thurk Midä in the ogre tounge, though the original name was lost to the ages, which was once a massive ancient woods populated by enormous redwood-like trees. The Ogres hail from there. The forest was nestled between two mountain ranges under which lay a pair of powerful Goblin Colleges. The two city-state combine once rivaled the Shadow Empire, but an intense rivally grew between them.

The rivalry manifested in a proxy war between the two Colleges through the more primitive Ogres. This lasted over a century and a half before erupting into a REAL war between the Colleges. It was the most devastating war in Nocturne history, turning Gat-Thurk Midä into a twisted Mirkwood-like waste, forcing the Ogres to abandon they're homeland, and adopt the violent mercenary lifestyle they are today known for.

The ruins of those two Colleges are now inhabited only by undead, aberrations, and brave Nezumi.

Nezumi: A small ratlike race that has evolved separately from any of Solaire's races.

An industrious race and almost exclusively subterranean, the Nezumi live in some of the deepest reaches of the tunnels and cave networks on Nocturne. A mostly cowardly race, they pack together and form clans that can stretch across miles of tunnel structure that can include hundreds to thousands of Nezumi. These dens and warrens are continuously expand to help make up for the high birthrate amongst Nezumi with scouts constantly searching for new unclaimed territory. That there is drastic overpopulation is partially remedied by the fact that Nezumi are not a particularly long lived race, the oldest living to see some forty to fifty odd years before old age takes them, but it is far more common for them to be taken by disease or predators.

Scavangers, Nezumi "cities" can be accurately described as shanty towns, sheets of metal and stone marked with insignia and symbols of other races adorning the hodgepodge slums. Often these slums will contain shacks with three or more families under the same roof. Due to their highly expansionist nature it's not uncommon to find these ghettos nestled into the gutted remains of ruined fortresses where long lost valuable resources are collected and traded for food and amnesty.

Used to making due with cast off items, the Nezumi are notorious juryriggers able to repurpose discarded and broken junk into functioning tools. This technical ingenuity has many times called cause for goblin colleges to hire and train Nezumi craftsmen to the point where their metalworkers, engineers, and atificers can rival all but the most skilled Dwarven craftsmen. As a result, many cities trade with, hire as scouts and artisans, and provide protection for their rodent neighbors who live in the deep reaches and ever present abandoned ruins close by.

DarkBunny91
2015-07-29, 10:54 AM
wip

The Emporer of the Shadows: An ambiguous figure, emperor of the hobgoblins. Not much is known about him other than that he is ancient and very much alive. Uncompromising he rules over the hobgoblins and communes directly with the gods.

Wip

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The Order of Twilight: A holy order of knights from the human province of (tbd) dedicated to the protection of all who walk under the light from the horrors of Darkness.
"Then by the power invested in me by the free nation of (tbd, name of humanities primary nation) and her people, you are now sworn knights of the Order of Twilight. May the light of (tbd human sun god) guide your actions and keep them pure and the light of (tbd human moon god) to protect you from the dangers in the dark. May you be blessed by the gods, for you shall keep the light at your back and the unhallowed darkness before you. With might and magic you shall keep these lands safe, and aid those who have need, standing against the myriad dangers of the Dark and any other threat to Solaire and it's peoples."

Wip

DarkBunny91
2015-07-29, 10:55 AM
For standard npc Nezumi use the kobold template substituting draconic as for Swarm Speech.

Nezumi PC
-Attributes: +1 Dex, +1 Int
-Size: Small
-Move speed: 30' overland
-Sight: Darkvision 60'
-Proficiency: Stealth
-Proficiency: Artisans Tools (Tinker Tools)
-Advantage on scent based Perception checks and on Acrobatics checks made to escape bindings or squeeze through narrow spaces.
-Cowardly Rat: You have advantage on deception checks made to convince a creature that you are not a threat. Additionally, you have disadvantage on all intimidation checks.
-Festering Vermin: You have advantage on all saves against disease and resistance to poison.
-Sunlight sensitivity: You have disadvantage on attack rolls and o Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
-languages: Common, Swarm Speak
WIP

Turning this from a concept idea to a finished world

BootStrapTommy
2015-07-29, 11:10 AM
Woot woot! You basically plagiarized my forum template.

Solaire:
Hafling
Gnome
Human
Elf
?Goliath/Giant?

Nocturne:
Goblin
Dwarf
Hobgoblin
Orc
?Ogre/Trolls?

Haflings as peaceful farm folk with strength in numbers. Goblins as industrious magocratic technophiles.
Gnomes as laidback fun loving tricksters. Dwarves as somber, rigid isolationists (more duergar than normal dwarf).
Humans as expansive, industrious jacks of all trade. Hobs as expansive, industrious jacks of all trade.
Elves as magical druids and forestdwellers. Orcs as magical shaman and wildernessdwellers (Eberron orcs!)
Goliaths or Giants as very tall humanoids. Ogres or Trolls as really tall humanoids.

That last one needs work. Though I lean Goilath/Ogre.



Light is Evil - I heard somebody else on the forums mention the idea of a world where light is regarded as the ultimate, overwhelming evil instead of darkness and I think this could work if done right. From the overall gist of the world, having it be the unquestioned evil of the universe would be a bit much, but it might be a perfect way to make the underdark a more interesting place. After all, if most creatures that live down there find light unpleasant or even fatal, why wouldn't they consider the stuff to be evil? From a subjective perspective, it would make sense that creatures of the Nocturne might easily view creatures of the Solaire in the same way the latter views the former. That light is Evil to darkness like darkness is Evil to light. Neither world is actually Evil, just thought to be by the other.

DarkBunny91
2015-08-24, 10:21 AM
I Need thoughts on the Nezumi PC race, what I have is functional, but I'm not certain how it power balances with the other races.

BootStrapTommy
2015-08-25, 12:37 PM
Nezumi as scavenger artists. They build their "shantytowns" from the refuse of other large settlements, off in caverns or abandoned mines below the cities. They are master juryriggers, using scrapes left over from the cities above them.

They scavenge the Underdark for resources, and as such trade those rare materials for other thing (usually cheaply for junk they can use for their next project). As a result, nezumi ghettoes are rich trade resources for their neighboring city, and are often protected by the local authorities. Nezumi are often recruited by such authorities as informants or scouts.

Since they are naturally talented juryriggers, they make incredible artisans when trained. Goblin College trained nezumi blacksmiths, masons, and artificers are nearly as talented as their dwarven equivalents, using their improvisation skills to make masterworks.

Ogres: on the surface of Nocturne lies [tbn] Forest, which was once a massive acient woods populated by enormous redwood-like trees. The Ogres hail from there. The forest was nestled between to mountain ranges under which lay two powerful Goblin Colleges. The two city-state combine once rivaled the Shadow Empire, but an intense rivally grew between them.

The rivalry manifested in a proxy war between the two Colleges through the more primitive Ogres. This lasted over a century and a half before erupting into a REAL war between the Colleges. It was the most devastating war in Nocturne history, turning [tbn] Forest into a twisted Mirkwood-like waste, forcing the Ogres to abandon they're homeland, and adopt the violent mercenary lifestyle they are today known for.

The ruins of those two Colleges are now inhabited only by undead, aberrations, and brave Nezumi.