Bobbybobby99
2015-08-06, 05:53 PM
This is a world. With deities. That is a large half-sphere, with another half-sphere of atmosphere. It would be lovely if someone would help with some increased realism, and with fleshing out the gods a bit more. Here you go. The core system is essentially a mixture of dnd and nobilis. Spellcasting is entirely seperate from skill and ability; either everybody in the party has equal amounts of it, or nobody has any of it.
...
Skills and Ability scores are mostly as DnD 3.5.
There are no levels.
Ability scores are determined using point buy, using the following guideline.
0 point buy. Crippled.
8 point buy. Below average.
12 point buy. Roughly average.
16 point buy. Above average.
24 point buy. Natively talented.
32 point buy. Highly gifted.
40 point buy. Mythic.
A person innately has ten effective class skills.
A person gains 10+int skill points every learning interval, with that learning interval varying by their previous point buy guideline. Their maximum rank is also determined by their point buy value. LUV stands for Lifespan Until Venerable.
Crippled. Every 1/2 of LUV. Maximum rank of 4.
Below average. Every 1/5 of LUV. Maximum rank of 6.
Roughly average. Every 1/7 of LUV. Maximum rank of 8.
Natively talented. Every 1/14 of LUV. Maximum rank of 12.
Highly gifted. Every 1/35 of LUV. Maximum rank of 16.
Mythic. Every 1/70 of LUV. Maximum rank of 20.
A single feat is worth six skill points. Individual class abilities are valued as feats, when needed.
A spellcaster's favored domains are based on their deities favored domains.
Greater patrons. The spellcaster's favored domains are their deities favored domains, with no personal domains.
Intermediate patrons. The spellcaster's favored domains include their deities favored domains, plus one personal domain of their choice.
Lesser patrons. The spellcaster's favored domains include their deities favored domains, plus three personal domains of their choice.
Demideities cannot personally act as patrons.
This means that those with less potent deity patrons have greater individuality, but also have less personal diversity in favored domains.
Rank is self explanatory. MPD is the amount of mana that regenerates with eight hours sleep or deep rest, MR is the total amount of mana that a spellcaster can accumulate in their magical core. The fraction is the overall portion of the population they comprise.
Arcane spellcasters: The first domain number is comprised of domain levels outside your favored domains, the second is comprised of domain levels within your favored domains.
Divine spellcasters: The first domain number is comprised of domain levels within your favored domains, the second is comprised of domain levels outside of your favored domains.
Rank 1. 3/2 domains, 2 MPD, 14 MR. 1/10
Rank 2. 6/3 domains, 4 MPD, 28 MR. 1/100
Rank 3. 10/5 domains, 6 MPD, 42 MR. 1/1000
Rank 4. 14/7 domains, 8 MPD, 56 MR. 1/10,000
Rank 5. 19/9 domains, 10 MPD, 70 MR. 1/100,000
Rank 6. 24/12 domains, 12 MPD, 84 MR. 1/1,000,000
Rank 7. 30/15 domains, 14 MPD, 98 MR. 1/10,000,000
Rank 8. 36/18 domains. 16 MPD, 112 MR. 1/100,000,000
Rank 9. 42/21 domains. 18 MPD, 126 MR. 1/1,000,000,000
Easy spells. -1 or less domain level. 0 mana.
Simple spells. +0 domain level. 1 mana.
Normal spells. +1 domain level. 2 mana.
Hard spells. +2 domain level. 4 mana.
Deep spells. +3 domain level. 8 mana.
Words of power. +4 domain level. 16 mana.
Level 1. Passive detection and measurement. (single sentence descriptor)
Level 2. Active detection and measurement. (single sentence descriptor)
Level 3. Control and diversion within chance. (single sentence descriptor)
Level 4. Control and diversion within nature. (single sentence descriptor)
Level 5. Command and simple creation. (single sentence descriptor)
Level 6. Command and semi-complex creation. (two sentence descriptor)
Level 7. Authority over small area. (two sentence descriptor)
Level 8. Authority over local area. (two sentence descriptor)
Level 9. Complete power over small area. (three sentence descriptor)
Level 10. Complete power over local area. (three sentence descriptor)
Level 11. Transcendental power over small area. (three sentence descriptor)
Level 12. Transcendental power over local area. (three sentence descriptor)
Level 13. Permanent transcendental power over small area. (three sentence descriptor)
Metamagic. The basic amount of time required to cast a spell is two seconds, requires several simple gestures, and a normally spoken word. A spell's effects are momentary, with permanent long term effects; level 13 spells work as they do by having that permanent long term effect be continued transcendental power.
Silent spell. +1 effective level.
Still spell. +1 effective level.
Quickened spell. +1 effective level per halving of time.
Expand spell. +1 effective level per increase in area.
Area levels.
Small area. Up to 340 square feet affected.
Local area. Up to 5 acres affected.
Extended area. Up to 5 square miles affected.
Grand area. Up to 3,200 square miles affected.
Extreme area. Up to 2,000,000 square miles affected.
....
The standard dnd cosmology is in place, with the basic outer planes, the basic inner planes, the transitory planes, and a new material plane. Note that all planes are designed to satisfy the values of those who live there; the good planes are fairly self-explanatory while the evil planes are fundamentally geared towards satisfying evil people's desire for dominance, competition, and conflict. The faithless stay in the utterly neutral realm of judgement, the mildly devout stay in the general planes, and the significantly devout (all clerics, paladins, most druids and rangers, and about 15% of laymen) live in their deities personal realm. After precisely 666 years, six months, six days, six hours, six minutes, and six seconds after dying, the dead person morphs into an outsider, of similar power to their living form, often with several class levels. Before that, they retain class levels, yet find themselves completely incapable of conventional planar travel.
The material plane is an incredibly large sphere. The bottom half of the sphere is solid, while the upper half of the sphere is gaseous, roughly speaking, with the surface of the bottom half housing the majority of mortal life. The radius of the sphere is 30 thousand miles, precisely, leading to the surface area of the bottom half being much greater than earth's.
The sides of the sphere are covered by an opaque light blue barrier, 3 feet thick, which is utterly impenetrable to mundane means. The barrier rotates daily, with one end having the sun (a window to the positive energy plane) and the other having the moon (a window to the negative energy plane). The stars, in a notable difference, also rotate, being very small windows to the positive energy plane, while the milky way is a very large, yet nearly opaque, window to the negative energy plane.
The sphere itself, independent from the barrier, rotates fully every two years around it's center, which is what results in the seasons; when an area of the flat world surface is rotating nearest to the east or west, it's in summer; when nearest to south or north, it's in winter. The farther out an area is from the center, the more it's summers and winters differ.
The north pole of the sphere, unconnected to the barrier and thus consistent in physical location, constantly absorbs heat energy. That point, furthermore, for magical reasons poorly understood, is rather magnetic, leading to compass navigation being a viable technique. This is where the cardinal directions come from, and means that the further north a place is the colder it is, and vise versa.
The two factors above mean that the center of the sphere is perfectly seasonless, and perfectly average in temperature. The north pole is utterly frigid in winter, and temperate in summer; the south pole is unbearably hot in summer, and temperate in winter; the west and east pole alike have four deeply distinct seasons, going from cold, to temperate, to hot, to temperate, to cold.
A platinum piece is worth 750 dollars, a gold piece is worth 75 dollars, a silver piece is 7.5 dollars, a copper piece is worth 75 cents, and a tin piece is worth 7.5 cents.
To supplement a distinct lack of good outsiders, there is a counterpart to every demon, yugoloth, or devil type, in an archon, angel, or azata type. Simply reverse the name, replace the template, reverse any elements or appropriate spell-like abilities, and occasionally add or subtract a vowel. The dretch would be opposed by the chetred, the balor by the rolab, etc. This also applies in reverse.
..... Deities.
... Indicates a greater god.
. Indicates an intermediate god.
Indicates a lesser god.
There is 1 overdeity, 9 greater deities, 18 intermediate deities, and 36 lesser deities, for a grand total of 64 deities.
... God of Burning Paths. The Horse. Lawful good. Travel, Fire, Planning, Portal, Trade, Celerity, Glory, Gnome. Ally of Fox and Elephant. Foe of Snake and Beetle. Hated enemy of Shark. Resides in Celestia.
. God of Uncaring Caravans. The Mule. Lawful evil. Travel, Strength, Trade, Portal, Celerity, Gnome. Ally of Octopus, Frog, and Bear. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Eternal Trade. The Camel. Lawful neutral. Travel, Portal, Trade.
God of Quick Brutes. The Donkey. Neutral evil. Strength, Celerity, Gnome.
. God of Sunlit Gold. The Giraffe. Chaotic good. Fire, Sun, Trade, Planning, Glory, Gnome. Ally of Koi, Butterfly, and Wolf. Enemy of Octopus, Frog, Mule, and Bear.
God of Daytime Markets. The Deer. Neutral good. Sun, Planning, Trade.
God of Glorious Flame. The Koala. Chaotic neutral. Fire, Glory, Gnome.
... God of Sun and Moon. The Fox. Neutral good. Sun, Moon, Protection, Nobility, Family, Community, Purification, Halfling. Ally of Horse and Songbird. Foe of Spider and Shark. Hated enemy of Snake. Resides in Elysium.
. God of Royal Sunlight. The Lion. Lawful good. Sun, Fire, Nobility, Community, Purification, Halfling. Ally of Rooster, Whale and Worm. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Communities. The Housecat. Lawful neutral. Nobility, Community, Halfling.
God of Summer Days. The Tiger. Neutral good. Fire, Sun, Purification.
. God of Brother's Moonlight. The Wolf. Chaotic good. Moon, Luck, Nobility, Protection, Family, Halfling. Ally of Koi, Butterfly, and Giraffe. Enemy of Octopus, Frog, Mule, and Bear.
God of Noble Bloodlines. Loyal The Dog. Neutral good. Nobility, Family, Halfling.
God of Blue Moons. The Coyote. Chaotic neutral. Moon, Luck, Protection.
...God of Free-Willed Times. The Songbird. Chaotic good. Luck, Air, Time, Cold, Retribution, Liberation, Oracle, Elf. Ally of Fox and Beetle. Foe of Elephant and Snake. Hated enemy of Spider. Resides in Aborea.
. God of Falling Hourglasses. The Rooster. Lawful good. Luck, Healing, Time, Oracle, Retribution, Elf. Ally of Lion, Whale and Worm. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Mythic Stories. The Duck. Lawful neutral. Time, Oracle, Retribution.
God of Lucky Chances. The Kiwi. Neutral good. Luck, Healing, Elf.
. God of Darkened Freedom. The Hawk. Chaotic evil. Air, Moon, Time, Cold, Liberation, Elf. Ally of Scorpion, Mosquito, and Crocodile. Enemy of Worm, Rooster, Whale, and Lion.
God of Winter Nights. The Owl. Neutral evil. Moon, Time, Cold.
God of Soaring Liberty. The Parrot. Chaotic neutral. Air, Liberation, Elf.
...God of Hallowed Death. The Beetle. Chaotic neutral. Death, Healing, Cavern, Repose, Undeath, Madness, Dream, Slime.Ally of Songbird and Shark. Foe of Horse and Spider. Hated enemy of Elephant. Resides in Limbo.
. God of Pleasant Sleep. The Butterfly. Chaotic good. Healing, Plant, Repose, Cavern, Dream, Slime. Ally of Koi, Wolf, and Giraffe. Enemy of Octopus, Frog, Mule, and Bear.
God of Dreaming Wildflowers. The Bee. Neutral good. Healing, Plant, Dream.
God of Silent Tombs. The Mantis. Chaotic neutral. Repose, Cavern, Slime.
. God of Maddened Dead. The Mosquito. Chaotic evil. Death, Air, Repose, Undeath, Madness, Slime. Ally of Hawk, Scorpion, and Crocodile. Enemy of Worm, Rooster, Whale, and Lion.
God of Pale Necromancy. The Earwig. Neutral evil. Death, Undeath, Slime.
God of Fluid Insanity. The Cicada. Chaotic neutral. Air, Repose, Madness,
...God of Nature's Blessing. The Cow. True neutral. Plant, Animal, Balance, Renewal, Weather, Fate, Creation, Force. Ally of none, Foe of none, Hated Enemy of none. Resides in the Outlands.
. God of Tamed Cycles. The Pig. Lawful neutral. Animal, Death, Balance, Renewal, Creation, Fate. Ally of none, Enemy of none.
God of Starting Lives. The Hedgehog. Lawful good. Animal, Renewal, Creation.
God of Ending Fates. The Pangolin. Lawful evil. Death, Balance, Fate.
. God of Untamed Wilderness.The Goat. Chaotic neutral. Plant, Knowledge, Balance, Weather, Force, Fate. Ally of none, Enemy of none.
God of Wild Woodlands.The Squirrel. Chaotic good. Plant, Balance, Weather.
God of Ethereal Forces. The Platypus. Chaotic evil. Knowledge, Force, Fate.
... God of Arcane Skill. The Elephant. Lawful neutral. Knowledge, Magic, Craft, Spell, Rune, Mentalism, Artifice, Dwarf. Ally of Horse and Spider. Foe of Songbird and Shark. Hated enemy of Beetle. Resides in Mechanus.
. God of Practiced Knowledge. The Whale. Lawful good. Knowledge, Animal, Rune, Spell, Mind, Dwarf. Ally of Rooster, Lion, and Worm. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Nature's Secrets. The Gorilla. Lawful neutral. Animal, Rune, Dwarf.
God of Knowing Minds. The Dolphin. Neutral good. Knowledge, Spell, Mind.
. God of Magic's Craft. The Bear. Lawful evil. Magic, Earth, Rune, Craft, Artifice, Dwarf. Ally of Octopus, Frog, and Mule. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Runic Spellcraft. The Bat. Lawful neutral. Magic, Rune, Craft.
God of Earthly Artifice. The Rhino. Neutral evil. Earth, Artifice, Dwarf.
...God of Underground Tyranny. The Spider. Lawful evil. Destruction, Earth, Metal, Tyranny, Spider, Pestilence, Domination, Drow. Ally of Elephant and Snake. Foe of Fox and Beetle. Hated enemy of Songbird. Resides in Baator.
. God of Recycling Fertility. The Worm. Lawful good. Earth, Magic, Spider, Metal, Pestilence, Drow. Ally of Rooster, Whale and Lion. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Allotted Pestilence. The Snail. Lawful neutral. Magic, Metal, Pestilence.
God of Good Spiders. The Ladybug. Neutral good. Earth, Spider, Drow.
. God of Conquering Slavery. The Scorpion.Chaotic evil. Destruction, War, Spider, Tyranny, Domination, Drow. Ally of Hawk, Mosquito, and Crocodile. Enemy of Worm, Rooster, Whale, and Lion.
God of Waring Dominions. The Lobster. Chaotic neutral. Domination, War, Drow.
God of Greedy Destruction. The Tick. Neutral evil. Destruction, Spider, Tyranny.
... God of Unlit Lies. The Snake. Neutral evil. Trickery, War, Charm, Darkness, Illusion, Inquisition, Mysticism, Scalykind. Ally of Spider and Shark. Foe of Horse and Songbird. Hated enemy of Fox. Resides in Hades.
. God of Swampland Trickery. The Frog. Lawful evil. Trickery, Water, Charm, Illusion, Mysticism, Scalykind. Ally of Octopus, Mule, and Bear. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Political Deceit. The Toad. Lawful neutral. Trickery, Illusion, Scalykind.
God of False Religion. The Salamander. Neutral evil. Water, Charm, Mysticism.
. God of Wrathful Darkness. The Crocodile. Chaotic evil. War, Destruction, Charm, Inquisition, Darkness, Scalykind. Ally of Hawk, Mosquito, and Scorpion. Enemy of Worm, Rooster, Whale, and Lion.
God of Loving Night. The Turtle. Chaotic neutral. Charm, Darkness, Scalykind.
God of Raging War. The Dinosaur. Neutral evil. War, Inquisition, Destruction.
... God of Natural Disaster. The Shark. Chaotic evil. Strength, Water, Ocean, Storm, Hatred, Pact, Competition, Orc. Ally of Snake and Beetle. Foe of Elephant and Fox. Hated enemy of Horse. Resides in the Abyss.
. God of Benevolent Seas. The Koi. Chaotic good. Water, Travel, Ocean, Storm, Competition, Orc. Ally of Butterfly, Wolf, and Giraffe. Enemy of Octopus, Frog, Mule, and Bear.
God of Tumultuous Oceans.The Tuna. Neutral good. Ocean, Storm, Orc.
God of Rivers Crossed. The Salmon. Chaotic neutral. Water, Travel, Competition.
. God of Many Arms. The Octopus. Lawful evil. Strength, Trickery, Ocean, Hatred, Pact, Orc. Ally of Frog, Mule, and Bear. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Potent Contracts. The Squid. Lawful neutral. Trickery, Strength, Pact.
God of Malevolent Waters. The Jellyfish. Neutral evil. Ocean, Hatred, Orc.
...
The greater gods each preside over two intermediate gods, who themself preside over over two lesser gods. Preside, in this case, means a sort of loose authority, only enough to prevent them from active war.
The allies of a god are, essentially, that gods friends, while thengines of a god are those that the god despises. Hated enemies are those they are actively at war with. Greater gods are unchanging in all these respects, while Intermediate gods have flexible Hated enemies, but unchanging overall enemies and allies. Lesser gods are completely flexible, and vary their allies, foes, and hated enemies by their political situation.
.....
Dominant races. 95% of total population. Level adjustments are treated as subtracting two learning intervals worth of skills per adjustment. This means that young individuals of level adjusted races can, in fact, have negative skill points,which work as you might expect, subtracting from any rolls in that ability. No negative skill point can exceed -2.
Humans. 18% of total population. (6% asian, 5% european, 4% african, 2% middle eastern, 1% american) Born of The Cow.
Elves. 16% of total population. (4% moon, 4% wood, 3% sun, 2% wild, 1% half) Born of the Songbird.
Dwarves. 15% of total population. (6% shield, 5% gray, 4% gold) Born of The Elephant.
Lizardfolk. 12% of total population. (2% white, 2% red, 2% green, 2% black, 2% blue, 2% brown) Born of The Snake.
Halflings. 11% of total population. (5% lightfoot, 4% strongheart, 2% ghostwise) Born of The Fox.
Orcs. 10% of total population. (9% full, 1% half) Born of The Shark.
Drow. 6% of total population. (5% drow, 2% hobgoblins) Born of The Spider.
Gnomes. 4% of total population. (4% rock, 1% deep) Born of the Horse.
Goblins. 2% of the total population. (1% regular, 1% hob) Born of the Beetle.
Lizardfolk. Lizardfolk sub-races. All differ only in attributes, and color, being rather similar overall.
Brown. +2 constitution, +2 strength, -2 intelligence (standard)
Blue. +2 constitution, +2 wisdom, -2 strength.
Black. +2 dexterity, +2 wisdom, -2 charisma.
Green. +2 strength, +2 charisma, -2 wisdom.
Red. +2 strength, +2 dexterity, -2 constitution.
White. +2 constitution, +2 charisma, -2 dexterity.
Notes on magic.
A level 9 spell can be used to halt the aging process; this stops the accumulation of positive mental bonuses, and of negative physical penalties. It also stops all aging related stat growth. Essentially, that sort of magic has to halt the march of aging entirely, or else it can't halt them at all.
On the other hand, simple de-aging is comparatively easy, yet has a similar cost. The reversal of aging is a level 7 spell, and removes half of all skill points accumulated in the time de-aged. However, the de-aging effect is also largely ascetic; it only subtracts half the time de-aged from your effective age for the purposes of bonuses, penalties, and maximum lifespan.
Undeath also has consummate costs. A level 7 spell can transform someone into a fully aware undead, with their former personality. However, such magic only hold off maximum lifespan; their penalties to physical attributes accrue as normal, while their mental attributes, rather than increasing over time, decrease at the same rate. This slowly continues after they reach their maximum lifespan, accruing ever-increasing penalties. At twice their maximum lifespan, they receive minus 1 to all mental attributes, and -4 to all physical attributes. At thrice it, they receive another -1 and -5. So on it goes, with them crumbling to dust once all their attributes are at zero, and becoming immobile when their strength and dexterity reach zero.
...
Skills and Ability scores are mostly as DnD 3.5.
There are no levels.
Ability scores are determined using point buy, using the following guideline.
0 point buy. Crippled.
8 point buy. Below average.
12 point buy. Roughly average.
16 point buy. Above average.
24 point buy. Natively talented.
32 point buy. Highly gifted.
40 point buy. Mythic.
A person innately has ten effective class skills.
A person gains 10+int skill points every learning interval, with that learning interval varying by their previous point buy guideline. Their maximum rank is also determined by their point buy value. LUV stands for Lifespan Until Venerable.
Crippled. Every 1/2 of LUV. Maximum rank of 4.
Below average. Every 1/5 of LUV. Maximum rank of 6.
Roughly average. Every 1/7 of LUV. Maximum rank of 8.
Natively talented. Every 1/14 of LUV. Maximum rank of 12.
Highly gifted. Every 1/35 of LUV. Maximum rank of 16.
Mythic. Every 1/70 of LUV. Maximum rank of 20.
A single feat is worth six skill points. Individual class abilities are valued as feats, when needed.
A spellcaster's favored domains are based on their deities favored domains.
Greater patrons. The spellcaster's favored domains are their deities favored domains, with no personal domains.
Intermediate patrons. The spellcaster's favored domains include their deities favored domains, plus one personal domain of their choice.
Lesser patrons. The spellcaster's favored domains include their deities favored domains, plus three personal domains of their choice.
Demideities cannot personally act as patrons.
This means that those with less potent deity patrons have greater individuality, but also have less personal diversity in favored domains.
Rank is self explanatory. MPD is the amount of mana that regenerates with eight hours sleep or deep rest, MR is the total amount of mana that a spellcaster can accumulate in their magical core. The fraction is the overall portion of the population they comprise.
Arcane spellcasters: The first domain number is comprised of domain levels outside your favored domains, the second is comprised of domain levels within your favored domains.
Divine spellcasters: The first domain number is comprised of domain levels within your favored domains, the second is comprised of domain levels outside of your favored domains.
Rank 1. 3/2 domains, 2 MPD, 14 MR. 1/10
Rank 2. 6/3 domains, 4 MPD, 28 MR. 1/100
Rank 3. 10/5 domains, 6 MPD, 42 MR. 1/1000
Rank 4. 14/7 domains, 8 MPD, 56 MR. 1/10,000
Rank 5. 19/9 domains, 10 MPD, 70 MR. 1/100,000
Rank 6. 24/12 domains, 12 MPD, 84 MR. 1/1,000,000
Rank 7. 30/15 domains, 14 MPD, 98 MR. 1/10,000,000
Rank 8. 36/18 domains. 16 MPD, 112 MR. 1/100,000,000
Rank 9. 42/21 domains. 18 MPD, 126 MR. 1/1,000,000,000
Easy spells. -1 or less domain level. 0 mana.
Simple spells. +0 domain level. 1 mana.
Normal spells. +1 domain level. 2 mana.
Hard spells. +2 domain level. 4 mana.
Deep spells. +3 domain level. 8 mana.
Words of power. +4 domain level. 16 mana.
Level 1. Passive detection and measurement. (single sentence descriptor)
Level 2. Active detection and measurement. (single sentence descriptor)
Level 3. Control and diversion within chance. (single sentence descriptor)
Level 4. Control and diversion within nature. (single sentence descriptor)
Level 5. Command and simple creation. (single sentence descriptor)
Level 6. Command and semi-complex creation. (two sentence descriptor)
Level 7. Authority over small area. (two sentence descriptor)
Level 8. Authority over local area. (two sentence descriptor)
Level 9. Complete power over small area. (three sentence descriptor)
Level 10. Complete power over local area. (three sentence descriptor)
Level 11. Transcendental power over small area. (three sentence descriptor)
Level 12. Transcendental power over local area. (three sentence descriptor)
Level 13. Permanent transcendental power over small area. (three sentence descriptor)
Metamagic. The basic amount of time required to cast a spell is two seconds, requires several simple gestures, and a normally spoken word. A spell's effects are momentary, with permanent long term effects; level 13 spells work as they do by having that permanent long term effect be continued transcendental power.
Silent spell. +1 effective level.
Still spell. +1 effective level.
Quickened spell. +1 effective level per halving of time.
Expand spell. +1 effective level per increase in area.
Area levels.
Small area. Up to 340 square feet affected.
Local area. Up to 5 acres affected.
Extended area. Up to 5 square miles affected.
Grand area. Up to 3,200 square miles affected.
Extreme area. Up to 2,000,000 square miles affected.
....
The standard dnd cosmology is in place, with the basic outer planes, the basic inner planes, the transitory planes, and a new material plane. Note that all planes are designed to satisfy the values of those who live there; the good planes are fairly self-explanatory while the evil planes are fundamentally geared towards satisfying evil people's desire for dominance, competition, and conflict. The faithless stay in the utterly neutral realm of judgement, the mildly devout stay in the general planes, and the significantly devout (all clerics, paladins, most druids and rangers, and about 15% of laymen) live in their deities personal realm. After precisely 666 years, six months, six days, six hours, six minutes, and six seconds after dying, the dead person morphs into an outsider, of similar power to their living form, often with several class levels. Before that, they retain class levels, yet find themselves completely incapable of conventional planar travel.
The material plane is an incredibly large sphere. The bottom half of the sphere is solid, while the upper half of the sphere is gaseous, roughly speaking, with the surface of the bottom half housing the majority of mortal life. The radius of the sphere is 30 thousand miles, precisely, leading to the surface area of the bottom half being much greater than earth's.
The sides of the sphere are covered by an opaque light blue barrier, 3 feet thick, which is utterly impenetrable to mundane means. The barrier rotates daily, with one end having the sun (a window to the positive energy plane) and the other having the moon (a window to the negative energy plane). The stars, in a notable difference, also rotate, being very small windows to the positive energy plane, while the milky way is a very large, yet nearly opaque, window to the negative energy plane.
The sphere itself, independent from the barrier, rotates fully every two years around it's center, which is what results in the seasons; when an area of the flat world surface is rotating nearest to the east or west, it's in summer; when nearest to south or north, it's in winter. The farther out an area is from the center, the more it's summers and winters differ.
The north pole of the sphere, unconnected to the barrier and thus consistent in physical location, constantly absorbs heat energy. That point, furthermore, for magical reasons poorly understood, is rather magnetic, leading to compass navigation being a viable technique. This is where the cardinal directions come from, and means that the further north a place is the colder it is, and vise versa.
The two factors above mean that the center of the sphere is perfectly seasonless, and perfectly average in temperature. The north pole is utterly frigid in winter, and temperate in summer; the south pole is unbearably hot in summer, and temperate in winter; the west and east pole alike have four deeply distinct seasons, going from cold, to temperate, to hot, to temperate, to cold.
A platinum piece is worth 750 dollars, a gold piece is worth 75 dollars, a silver piece is 7.5 dollars, a copper piece is worth 75 cents, and a tin piece is worth 7.5 cents.
To supplement a distinct lack of good outsiders, there is a counterpart to every demon, yugoloth, or devil type, in an archon, angel, or azata type. Simply reverse the name, replace the template, reverse any elements or appropriate spell-like abilities, and occasionally add or subtract a vowel. The dretch would be opposed by the chetred, the balor by the rolab, etc. This also applies in reverse.
..... Deities.
... Indicates a greater god.
. Indicates an intermediate god.
Indicates a lesser god.
There is 1 overdeity, 9 greater deities, 18 intermediate deities, and 36 lesser deities, for a grand total of 64 deities.
... God of Burning Paths. The Horse. Lawful good. Travel, Fire, Planning, Portal, Trade, Celerity, Glory, Gnome. Ally of Fox and Elephant. Foe of Snake and Beetle. Hated enemy of Shark. Resides in Celestia.
. God of Uncaring Caravans. The Mule. Lawful evil. Travel, Strength, Trade, Portal, Celerity, Gnome. Ally of Octopus, Frog, and Bear. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Eternal Trade. The Camel. Lawful neutral. Travel, Portal, Trade.
God of Quick Brutes. The Donkey. Neutral evil. Strength, Celerity, Gnome.
. God of Sunlit Gold. The Giraffe. Chaotic good. Fire, Sun, Trade, Planning, Glory, Gnome. Ally of Koi, Butterfly, and Wolf. Enemy of Octopus, Frog, Mule, and Bear.
God of Daytime Markets. The Deer. Neutral good. Sun, Planning, Trade.
God of Glorious Flame. The Koala. Chaotic neutral. Fire, Glory, Gnome.
... God of Sun and Moon. The Fox. Neutral good. Sun, Moon, Protection, Nobility, Family, Community, Purification, Halfling. Ally of Horse and Songbird. Foe of Spider and Shark. Hated enemy of Snake. Resides in Elysium.
. God of Royal Sunlight. The Lion. Lawful good. Sun, Fire, Nobility, Community, Purification, Halfling. Ally of Rooster, Whale and Worm. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Communities. The Housecat. Lawful neutral. Nobility, Community, Halfling.
God of Summer Days. The Tiger. Neutral good. Fire, Sun, Purification.
. God of Brother's Moonlight. The Wolf. Chaotic good. Moon, Luck, Nobility, Protection, Family, Halfling. Ally of Koi, Butterfly, and Giraffe. Enemy of Octopus, Frog, Mule, and Bear.
God of Noble Bloodlines. Loyal The Dog. Neutral good. Nobility, Family, Halfling.
God of Blue Moons. The Coyote. Chaotic neutral. Moon, Luck, Protection.
...God of Free-Willed Times. The Songbird. Chaotic good. Luck, Air, Time, Cold, Retribution, Liberation, Oracle, Elf. Ally of Fox and Beetle. Foe of Elephant and Snake. Hated enemy of Spider. Resides in Aborea.
. God of Falling Hourglasses. The Rooster. Lawful good. Luck, Healing, Time, Oracle, Retribution, Elf. Ally of Lion, Whale and Worm. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Mythic Stories. The Duck. Lawful neutral. Time, Oracle, Retribution.
God of Lucky Chances. The Kiwi. Neutral good. Luck, Healing, Elf.
. God of Darkened Freedom. The Hawk. Chaotic evil. Air, Moon, Time, Cold, Liberation, Elf. Ally of Scorpion, Mosquito, and Crocodile. Enemy of Worm, Rooster, Whale, and Lion.
God of Winter Nights. The Owl. Neutral evil. Moon, Time, Cold.
God of Soaring Liberty. The Parrot. Chaotic neutral. Air, Liberation, Elf.
...God of Hallowed Death. The Beetle. Chaotic neutral. Death, Healing, Cavern, Repose, Undeath, Madness, Dream, Slime.Ally of Songbird and Shark. Foe of Horse and Spider. Hated enemy of Elephant. Resides in Limbo.
. God of Pleasant Sleep. The Butterfly. Chaotic good. Healing, Plant, Repose, Cavern, Dream, Slime. Ally of Koi, Wolf, and Giraffe. Enemy of Octopus, Frog, Mule, and Bear.
God of Dreaming Wildflowers. The Bee. Neutral good. Healing, Plant, Dream.
God of Silent Tombs. The Mantis. Chaotic neutral. Repose, Cavern, Slime.
. God of Maddened Dead. The Mosquito. Chaotic evil. Death, Air, Repose, Undeath, Madness, Slime. Ally of Hawk, Scorpion, and Crocodile. Enemy of Worm, Rooster, Whale, and Lion.
God of Pale Necromancy. The Earwig. Neutral evil. Death, Undeath, Slime.
God of Fluid Insanity. The Cicada. Chaotic neutral. Air, Repose, Madness,
...God of Nature's Blessing. The Cow. True neutral. Plant, Animal, Balance, Renewal, Weather, Fate, Creation, Force. Ally of none, Foe of none, Hated Enemy of none. Resides in the Outlands.
. God of Tamed Cycles. The Pig. Lawful neutral. Animal, Death, Balance, Renewal, Creation, Fate. Ally of none, Enemy of none.
God of Starting Lives. The Hedgehog. Lawful good. Animal, Renewal, Creation.
God of Ending Fates. The Pangolin. Lawful evil. Death, Balance, Fate.
. God of Untamed Wilderness.The Goat. Chaotic neutral. Plant, Knowledge, Balance, Weather, Force, Fate. Ally of none, Enemy of none.
God of Wild Woodlands.The Squirrel. Chaotic good. Plant, Balance, Weather.
God of Ethereal Forces. The Platypus. Chaotic evil. Knowledge, Force, Fate.
... God of Arcane Skill. The Elephant. Lawful neutral. Knowledge, Magic, Craft, Spell, Rune, Mentalism, Artifice, Dwarf. Ally of Horse and Spider. Foe of Songbird and Shark. Hated enemy of Beetle. Resides in Mechanus.
. God of Practiced Knowledge. The Whale. Lawful good. Knowledge, Animal, Rune, Spell, Mind, Dwarf. Ally of Rooster, Lion, and Worm. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Nature's Secrets. The Gorilla. Lawful neutral. Animal, Rune, Dwarf.
God of Knowing Minds. The Dolphin. Neutral good. Knowledge, Spell, Mind.
. God of Magic's Craft. The Bear. Lawful evil. Magic, Earth, Rune, Craft, Artifice, Dwarf. Ally of Octopus, Frog, and Mule. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Runic Spellcraft. The Bat. Lawful neutral. Magic, Rune, Craft.
God of Earthly Artifice. The Rhino. Neutral evil. Earth, Artifice, Dwarf.
...God of Underground Tyranny. The Spider. Lawful evil. Destruction, Earth, Metal, Tyranny, Spider, Pestilence, Domination, Drow. Ally of Elephant and Snake. Foe of Fox and Beetle. Hated enemy of Songbird. Resides in Baator.
. God of Recycling Fertility. The Worm. Lawful good. Earth, Magic, Spider, Metal, Pestilence, Drow. Ally of Rooster, Whale and Lion. Enemy of Hawk, Mosquito, Scorpion, and Crocodile.
God of Allotted Pestilence. The Snail. Lawful neutral. Magic, Metal, Pestilence.
God of Good Spiders. The Ladybug. Neutral good. Earth, Spider, Drow.
. God of Conquering Slavery. The Scorpion.Chaotic evil. Destruction, War, Spider, Tyranny, Domination, Drow. Ally of Hawk, Mosquito, and Crocodile. Enemy of Worm, Rooster, Whale, and Lion.
God of Waring Dominions. The Lobster. Chaotic neutral. Domination, War, Drow.
God of Greedy Destruction. The Tick. Neutral evil. Destruction, Spider, Tyranny.
... God of Unlit Lies. The Snake. Neutral evil. Trickery, War, Charm, Darkness, Illusion, Inquisition, Mysticism, Scalykind. Ally of Spider and Shark. Foe of Horse and Songbird. Hated enemy of Fox. Resides in Hades.
. God of Swampland Trickery. The Frog. Lawful evil. Trickery, Water, Charm, Illusion, Mysticism, Scalykind. Ally of Octopus, Mule, and Bear. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Political Deceit. The Toad. Lawful neutral. Trickery, Illusion, Scalykind.
God of False Religion. The Salamander. Neutral evil. Water, Charm, Mysticism.
. God of Wrathful Darkness. The Crocodile. Chaotic evil. War, Destruction, Charm, Inquisition, Darkness, Scalykind. Ally of Hawk, Mosquito, and Scorpion. Enemy of Worm, Rooster, Whale, and Lion.
God of Loving Night. The Turtle. Chaotic neutral. Charm, Darkness, Scalykind.
God of Raging War. The Dinosaur. Neutral evil. War, Inquisition, Destruction.
... God of Natural Disaster. The Shark. Chaotic evil. Strength, Water, Ocean, Storm, Hatred, Pact, Competition, Orc. Ally of Snake and Beetle. Foe of Elephant and Fox. Hated enemy of Horse. Resides in the Abyss.
. God of Benevolent Seas. The Koi. Chaotic good. Water, Travel, Ocean, Storm, Competition, Orc. Ally of Butterfly, Wolf, and Giraffe. Enemy of Octopus, Frog, Mule, and Bear.
God of Tumultuous Oceans.The Tuna. Neutral good. Ocean, Storm, Orc.
God of Rivers Crossed. The Salmon. Chaotic neutral. Water, Travel, Competition.
. God of Many Arms. The Octopus. Lawful evil. Strength, Trickery, Ocean, Hatred, Pact, Orc. Ally of Frog, Mule, and Bear. Enemy of Koi, Butterfly, Wolf, and Giraffe.
God of Potent Contracts. The Squid. Lawful neutral. Trickery, Strength, Pact.
God of Malevolent Waters. The Jellyfish. Neutral evil. Ocean, Hatred, Orc.
...
The greater gods each preside over two intermediate gods, who themself preside over over two lesser gods. Preside, in this case, means a sort of loose authority, only enough to prevent them from active war.
The allies of a god are, essentially, that gods friends, while thengines of a god are those that the god despises. Hated enemies are those they are actively at war with. Greater gods are unchanging in all these respects, while Intermediate gods have flexible Hated enemies, but unchanging overall enemies and allies. Lesser gods are completely flexible, and vary their allies, foes, and hated enemies by their political situation.
.....
Dominant races. 95% of total population. Level adjustments are treated as subtracting two learning intervals worth of skills per adjustment. This means that young individuals of level adjusted races can, in fact, have negative skill points,which work as you might expect, subtracting from any rolls in that ability. No negative skill point can exceed -2.
Humans. 18% of total population. (6% asian, 5% european, 4% african, 2% middle eastern, 1% american) Born of The Cow.
Elves. 16% of total population. (4% moon, 4% wood, 3% sun, 2% wild, 1% half) Born of the Songbird.
Dwarves. 15% of total population. (6% shield, 5% gray, 4% gold) Born of The Elephant.
Lizardfolk. 12% of total population. (2% white, 2% red, 2% green, 2% black, 2% blue, 2% brown) Born of The Snake.
Halflings. 11% of total population. (5% lightfoot, 4% strongheart, 2% ghostwise) Born of The Fox.
Orcs. 10% of total population. (9% full, 1% half) Born of The Shark.
Drow. 6% of total population. (5% drow, 2% hobgoblins) Born of The Spider.
Gnomes. 4% of total population. (4% rock, 1% deep) Born of the Horse.
Goblins. 2% of the total population. (1% regular, 1% hob) Born of the Beetle.
Lizardfolk. Lizardfolk sub-races. All differ only in attributes, and color, being rather similar overall.
Brown. +2 constitution, +2 strength, -2 intelligence (standard)
Blue. +2 constitution, +2 wisdom, -2 strength.
Black. +2 dexterity, +2 wisdom, -2 charisma.
Green. +2 strength, +2 charisma, -2 wisdom.
Red. +2 strength, +2 dexterity, -2 constitution.
White. +2 constitution, +2 charisma, -2 dexterity.
Notes on magic.
A level 9 spell can be used to halt the aging process; this stops the accumulation of positive mental bonuses, and of negative physical penalties. It also stops all aging related stat growth. Essentially, that sort of magic has to halt the march of aging entirely, or else it can't halt them at all.
On the other hand, simple de-aging is comparatively easy, yet has a similar cost. The reversal of aging is a level 7 spell, and removes half of all skill points accumulated in the time de-aged. However, the de-aging effect is also largely ascetic; it only subtracts half the time de-aged from your effective age for the purposes of bonuses, penalties, and maximum lifespan.
Undeath also has consummate costs. A level 7 spell can transform someone into a fully aware undead, with their former personality. However, such magic only hold off maximum lifespan; their penalties to physical attributes accrue as normal, while their mental attributes, rather than increasing over time, decrease at the same rate. This slowly continues after they reach their maximum lifespan, accruing ever-increasing penalties. At twice their maximum lifespan, they receive minus 1 to all mental attributes, and -4 to all physical attributes. At thrice it, they receive another -1 and -5. So on it goes, with them crumbling to dust once all their attributes are at zero, and becoming immobile when their strength and dexterity reach zero.