View Full Version : A Simple World[Setting]

Fuum Bango
2007-08-06, 04:00 PM
Yo!, I'm creating a simplistic world for new people to play and be Dungeon Master for. I'm new to the game too really; I haven't played much of it.
The world will have new races, monsters, Gods and whatever I want to add. You can add too if you want, and feel free to comment on it in any way.

The over arching plot is a basic one.
A ruthlessly civilised and etiquette filled kingdom is slowly spreading its influence across the known world.
It is not domination by war, on the contrary, many of the empire wish only to enlighten the common man, by opening schools and giving labours such as farmers and fishermen superior, modern equipment. Tiny hamlets to grand cities are given status and protection by the empire in return for small tributes.
However some see all as their lesser, and yearn for a world under their iron rule and are with the empire as a means to an end. These people use the empires complex laws and regulations to weave a web of crime, undetected by the eyes and ears of law.
Whatever the case, the loosely united barbarian clans that encircle the empire are displeased and fearful of the rising kingdom. To them it is only a matter of time before the empire strikes at them for their savage, seemingly crude ways. In turn the empire feels that soon the barbarians will invade and pillage them, as they did to many towns before the rise. Others feel it is time to change, revolutionize their way of thinking and fight the empire on its own terms. Others still think that delving into ancient, tried and tested ways and tradition are the mends to survival in a harsh world.
What will the future hold? You decide.

Languages are different from ordinary DnD, there are only five and can be learned by all the races. Other languages such as Dragon and Infernal still exist if needed, but it would be a rare, personal occurrence to learn those languages, they are not taught by anyone but those creatures.

Proper Speech: The language of the empire. Meticulously constructed by the high council and it’s many advisors, philosophers and scribes. It is uncomplicated, with little flourish, which is perhaps why it has spread so easily throughout the known world.
Probly Spek: A mockery of the empires carefully crafted words; most of the higher members of the council see those who speak it as nothing more than simpletons. But to those who choose to spek this fast paced, utterly rude language, its freedom; its rebellion in every syllable. It is also used by thieves across the empire to confuse and amuse the victims of the crime and of the town guard, who can go through whole interrogations without learning a thing.
Wildie Fellow: With the onset of the empire, the wild folk of the so called “Circle Kingdom”, the barbarian clans and other such savages mixed their tribal dialects together to form a lush, vibrant language, which while difficult to master is known to sound most poetic coming from a seasoned veteran of the tongue.
Northern: A basic language, made by craftsmen and monks. Though officially a part of the empire, the people of the north seem unable to speak a tongue other than there own.
Deuru: Deep beneath the earth, far from the eyes of the empire, the under-folk speak a strange echoing language of whistle, chants and lip-clicks.


Humans, as standard

Legend says that Isit the God of fate created humans as a test of theory, to see if a race without blessing or curse or a preordain way of thinking, away from the watchful eyes of the other gods, could thrive as did the others. Thrive they have, all over the land live the humans, both empiric and barbarian, good and evil, weak and powerful. The youngest of the races, they are looked down upon and are often left out of meetings between other races, and mockingly called the “children”. In a select few cases however, they are sort after, in war they are needed as human tacts are unmatched and when exploring new land, they are said to be lucky.

The Satyr and nymph are one race. Satyr being the male, nymphs the female.
- Con +2, Int –2
- Small: As a Small creature, a satyr 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
- A satyr’s base land speed is 40ft
- Low Light Vision
- +2 morale bonus on saving throws against fear
- +2 racial bonus on Listen checks.
- +2 racial bonus on Perform (theatrics)
- Natural Weapons: Head butt (1d4)
- Automatic Languages: Wildie Fellow
- Favored Class: Rogue

General Alignment: CG

- Cha +4, Wis –2
- Medium: As Medium creatures, nymphs have no special bonuses or penalties for their size
- A nymph’s base land speed is 30ft
- +2 racial bonus to Hide
- +4 racial bonus to Move Silently
- Spell-Like Abilities: 1/day-Charm Person
- Automatic Languages: Wildie Fellow
- Favored Class: Sorcerer

General Alignment: NG


- Mer gains the Aquatic Subtype.
- Mer gains the Special Quality Amphibious

Int +2, Con–2
- Medium: As Medium creatures, mer have no special bonuses or penalties for their size
- A satyr’s base land speed is 20ft. A mer has a swim speed of 50ft
- Dark vision of 60ft
- +2 racial bonus to Sense Motive checks
- +8 racial bonus on Swim checks.
- +2 racial bonus on Diplomacy checks
- Automatic Languages: Proper Speech and Wildie Fellow
- Favored Class: Wizard

Protective member of the empire, known for their work as diplomats and scholars. Mer were perhaps the first race, or at the very least they alone were first to build cities. To this day none can match the unearthy size of a mer city, They rise high above the waves with marble towers and flags waving, beneath the sea the spread outwards like coral, some say they even push into the sea-bed, matching dvergar in mining skill.
Mer are polite, kind and honor bound by nature. They work within the empire, which they were part of the founding, to bring the world togethor as one, single being of love and thought.

General Alignment: LG

- Str +6, Dex -2
- Large: As Large creatures, Ogres have a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters
- A ogre’s base land speed is 30ft
- +3 natural armour bonus
- Dark vision of 60ft
- Automatic Languages: Proper Speech
- Favored Class: Barbarian

General Alignment: LE

Aristocratic savages, betrayers of the Barbarian Clans. As the empire rose, the ogres, famous for their pride and greed, willing gave their land to the empire in return for wealth and false nobility. This would not have been terrible in itself, but the mountains they "owned" are also home to many dvergar tribes. Slowy but surely, without trade from other barbarians, the dvergar are losing number...
Though they see themselves as mighty creatures, the ogres are often used by the empire as shock troops and labours. They aren't fools, they know this, but work every day to prove otherwise.

Ogre names have little meaning behind them, ogresses have a form of compation with each other, to give their children the most powerful and important sounding name they can. Ogres believe that a strong sounding name will lead their children to go great things.
Male Names: Armel, Diedonnem Gaelle, Ignace, Lazare
Female Names:Female Names: Clothhilde, Heloise, Lucrece, Maximilienne, Patricius

- Dex +2, Str -2
- Medium: As Medium creatures, leprechauns have no special bonuses or penalties for their size
- A leprechaun’s base land speed is 30ft
- +2 racial bonus to Appraise
- +2 racial bonus to Craft (clothes making and fixing)
- Spell-Like Abilities: 1/day-Mending
- Spell-Like Abilities: 3/day-Prestidigitation
- Automatic Languages: Wildie Fellow and Probly Spek
- Favored Class: Rogue or Expert

General Alignment: CN

Leprechaun children are not named until they are two years old, so their parents may better understand their peronality so they do no burden them with a unfitting names. They come in two forms, Irish themed or simply named after their career, looks or personality.
Male Names: Caoimhin, Ruagd, Seanan, Teagan, Uaithne - Red'faced, He'the'Shoemaker, Small'be'Bold, Greeny, Loudmouth
Female Names: Fion, Mara, Orfhlaith, Siofra, Treasa - Stands'with'Fist, Wild'haired, Goes'to'the'Well, Yellowish, With'Needle'and'Cloth

- Str +2, Wis +2, Int -4
- Medium: As Medium creatures tengus have no special bonuses or penalties for their size
- A tengus base land speed is 30ft
- +6 racial bonus to Jump and Balance checks
- All kenku have the feat Two-Weapon Fighting
- Natural Weapons: two talon-like hands (1d4) and a bite attack (1d4)
- Automatic Languages: Wildie Fellow and Probly Spek
Favoured Class: Fighter

Known for their amazing skills on the battlefield, these riddlesome bird-like beings have a history of being double agents. That appears to have changed as they were one of the orginal members of the united barbarian clans, or the Circle Kingdom, the whole race joining in a single swoop. Tengu value the freedom of clan life, and adamantly appose law and order.
Despite this they are famed for their well trained swordsmen and in legend it is the tengu that teaches man warfare.
When the empire began advancing across the land, the tengu attacked, intimidating as a tengu is, they failed to do lasting damage to it and they in turn last their one kingdom...the Holy Mountain. It is said that when they lost the mountain, man, woman, child and tengu ghost felt it. Searing pain.
Now the tengu wander the land, assaulting those of the empire and aiding barbarians in need with a steady sword-arm and gossip overheard on there travels. All tengu are currently wanted dead.

General Alignment: CN


- Wis +4, Cha -4
- Small: As a Small creature, a dvergar 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
- A dvergar base land speed is 30ft
- Dark vision of 80ft
- +2 racial bonus to Profession (mining)
- +4 racial bonus to Climb
- Dvergar gain one extra feat at first level.
- Automatic Languages: Deuru

Dvergar claim that they came from deep with the earth, that they mined from the other side of the earth and that it was a fantastic place of wishes come true. They began to mine. They say that there gods were angered that they did not humbly take what they offered, thus when the dvergar mined to the other side of the world, they filled the mined tunnels full of a new breed of rock, twice as tough. Now the dvergar, as punishment for greed, must deep back to the land of wishes.
They have a slothful and greedy and envious streak, but try to work against it. They generally don't appear in story, though wise, they lack the skills to show other races there knowledge, they have voices unlike any other creature, faint and deep as a distant volcano rumble and there expression a constant stoney frown.
In this modern age the dvergar take the same place they always far, underground, thinking and working mournfully. But as pressure builds, both from the empire and barbarians...who seem to thing some kind of war is coming that they should be involved in, will these quiet folk stay hidden?

General Alignment: TN

All Dvergar names are formed from remembance of the First Ones and a male or female suffix.
Male Names: Bombur-Ori, Dain-Ori, Andvurnus-Ori, Nithi-Ori, Mjorn-Ori
Female Names: Ausri-Yngvi, Vastri-Yngvi, Fjalar-Yngvi, Nali-Yngvi, Loni-Yngvi

Thats the races. I need feed back, which race would you play?

More details will be added daily to weekly.

Fuum Bango
2007-08-06, 04:06 PM
These are in another thread, but I've brought them here so I take up less space on the forum. :)

The general idea is that the Gods are neither utterly good or evil.
They all have there reasons to be worshipped and are equally respected by the lowly peasant and the mighty warlord-wizard. Each god has one or too domains of elemental or magical power and a domain or so to do with emotion or the everyday lives of mortals.
The point is, they can be worships by several kinds of people, for several different reasons.

Your Mighty High Gods;
Isit – Fate, Time, Indifference, Objectiveness
Great Engine of Time, Architect of the Future, The Lock & The Key, Artist-Most-Harsh

Isit is the Over-god. It does not recognize a gender. It was the first and set time in motion. It is the creator of Dias, Nocce, Comun, Garus, Kaseb and Severnous.
It is often pictured as a twelve limbed featureless figure holding twelve keys; a key for each possible outcome to any situation. The size and colouration of Isit change depending on who is creating the artwork. Isits rare clerics say it looks like all things, past and future. A great worming mass of tendrils unleashing images onto the mind of the faithful one.
Isit created the universe on a whim, like a painter he smoothly formed the planet and stars and all thinks over and under them. The only known thing about Isit is that it is above all things and greater than them...which some beleive it enjoys very much.
Isit rarely communicates with the lesser deities.
Isit is honored by almost everyone, though rarely worshipped. He is thought by some to be far to elderly a God to care about people, perhaps deaf and blind, for mortals have been known to scream and throw curses at statues of Isit and they are never punished by the most ancient of Gods. Other thinks he is unimaginably powerful, even for a God, and that he knows all and is all, has no need to punish others, thusly should be worshipped out of awe and fear.
Gnomes claim to be the children of Isit, though how they can be more It's children than anyon is debatable.
Isit clergy wear white flowing robes and a small clock on a chain around their neck. They are often aloof and uncaring; anyone that asks them for aid will gain the answer, “Let fate decide.” His clergy often debate the meaning of life, but give the impression they to do so half-heartedly.
Isits Holy Day is New Years Day.
It asks for no sacrifice.
Its messenger animal is said to be the snake.
Its religions symbol is a simple white circle or a white clock.

TN to some, CN to others and can be thought of as NE. But none know for sure.

Dias - Light, Day, Expansion, War
Nocce - Dark, Night, Marriage, Common Sense
Comun - Earth, Flora, Fauna, Hunting

Shield Maiden, The Mighty Huntress, Green Queen of Nature, Dragon Mother Cacorumudann

Comun is the earth, beasts and trees, monsters and flowers are her children as well as four well-loved Godly children that she had with Garus. Additionally, three children with Kaseb.
Her clergy tell a tale of Comun and Kaseb, wherein Comun was tricked into bearing children for Kaseb, when he disguised his self as Garus while her husband was out on a grand and heroic adventure. Comun was furious as only an earth Goddess can be and made the Dragons from her own blood and fingernails, and they would plague the sky, and sadly the world, for all eternity. She hunted Kaseb for many centuries with the aid of her dragons. They clashed many times. She cut out his left eye, which he later replaced with a star in a trade with Shohann. She calmed and returned to her husband renewed and far more powerful and matured. To this day she keeps his eye; with it her clergy can predict the weather.
Since those early days Earth and Sea split themselves from Sky, baring all mortals of Comun from the power of flight. Wizards who seek means to fly are said to be loathed by her.
She appears as a large, round cream skinned woman with brown hands and feet. Her eyes a wide, intense and green and her hair is golden, crowned with vines and flowers. Her attire is often pale green when she is meeting her clergy; otherwise she wears leathers and carries a longbow.

She is on fine terms with many of the Gods, from Dias to Severenous. Her children and mortal faithful have come to her side many times. She is seen as a trustworthy Goddess, a practical and generally peaceful being doing her duty.

Comun is widely worshipped, she is what mortals stand, work and feed on, and it is difficult not to have faith in her. People almost have to, she’s ever present.
Her clergy wear green robes with leaf patterns during sermons, however as they travel often, to better understand the world, they can be seen in light armour wielding spear & shield.
Comun Holy Days are the first and last day in spring.
She asks for a sacrifice from her faithful of meat and fruit once a month.
Her messenger animals are the deer and the lion.
Her religions symbol is a green oak or in some sects a green spear.

Garus - Sea, Glory, Adventure, Youth
Kaseb - Weather, Passion, Lust, Humour

Storm Brother, Funny Sky King Kasu-Kasu, The Wicked Lover, The Blue Clad High Man

Priests of Kaseb claim that just as Dias was born to be with Nocce, Comun with Garus, Kaseb should have been husband to Severenous, but disgusted by her creation of death and vile secrets, he spurned her in favour of wooing Comun. Her prideful husband was keeping the graceful goddess in a great glass dome under the waves; scholars say this tale suggests that at one time the world was flooded. Kaseb risked the depths, fighting great foes, but at last he freed Comun and with her he birth three children. But sadly, the God last her to Garus once more, the God has taken many mortal lovers since, but none hold a candle to her.
He appears as a tall, bronze skinned man with stubble and red, wildly curling hair. His right eye is a piercing blue, his left a bright as a star. His tongue is often abnormally long. He wears expensive looking blue clothes adored with rubies and emeralds and upon his head is a platinum crown. Though, he can be seen naked as often as clothed.
Kaseb takes a huge interest in mortal lives, he is readily considered the most interfering God, having been spotted watching great battles, chatting with old fisher-wives about what the local dukes been doing and giving objects of great power to budding wizards.
He takes his place in many myths as a hearty, amusing God, often appearing to help the hero of the tale, and often the help isn’t very helpful. In one tale Kaseb gets his foot stuck in a cloud, as he stomps around trying to free himself he causes thunder and lightening to career across the sky and in another he loses his penis, which is then taken by a lonely widow, he had to dance for her to get it back.
Some elves claim their race was birthed from Kaseb, and, indeed, the race is a very magical one. However they are often silenced by the races Comun following druids.

Tense is a word often used. He and his clergy have awful relations with Garus and Comun clergy. He is utterly hated by Severenous, to the point where his clergy appear to often die in horrible ways, though some say this is merely due to there adventurous lifestyle. Some of the younger Gods seem to enjoy his company, and at the very least his children abide him.

Kasebs Holy Day is the first day of Summer.
He asks for a sacrifice from his faithful of valuable objects whenever they can spare one.
Its messenger animals are said to be the flamingo and the robin.
Its religions symbol is a blue wistful cloud.

Severenous - Death, Ore, Secrets, Science

Guide of the Dead, Iron Woman, The Cutter of Life's String, The Pained Lady

Terrifying matriarch of death, Severenous is a troubled Goddess. Left without a lover for millennia she grew distant, the virgin Goddess of Death. It is unknown whether she was death before or after she was scorned by Kaseb, but her clergy are adamant that all would live longer if Kaseb had never been created. She rarely appears before mortals as they live, and thus her will is often miss-interpretated.
Her history is vague, as a Goddess of secret should be. But what is known is that Severnous claimed ownership of all ores and gems, or perhaps Comun gave them to her as a gift. But they were not mere ornaments to her, so experimented on them, and with them crafted great items of power; the invisible blades, the gold, tin, silver, iron masks of death. Another of her great achievements was alchemy, with her ores and the earth’s herbs she created many poisons and almost magical healing potions. Which she kept hidden from all.
Her loneliness was abated by the arrival of Tunami, who she fell in love with and he her. It is not considered coincidence that several scientific achievement where discovered in the year of their marriage.

Her lover Tunami is always by her side, a whispering advisor. She enjoys Comun's trust, but she rarely speaks to her. Kaseb is not hated, she is quicker to heal than many fables state. She has spoken to him since he left her, and in one story it is she who makes Shohann give Kaseb a star for a eye...
All others she is uninterested in, and perhaps they fear her power.

Few worship Severnous, she is called upon in hours of need, in boasts of murderers and by doctors before operations. However a selct few dwarven clans directly worship her for simple greed of ore, and with her grim aid they have made themselves rich...but those who worship her always die young. She doesn’t care for mortals, her place is in their death and their afterlife, what happens as they live is not her duty. This means she has few clergy, who are often sullen, but not unkind. They wear silver and dark grey robes at all times with masks designed by the member him or herself.
She asks for sacrifice of meat.
Her messenger animal is the crocodile.
Her symbol is a tomb.

Middle Gods that most folk worship;
Lelushava - Rivers, Theatre, Disguise, Romance
Foucano - Fire, Misfortune, Forge, Oath
Salulhe - Healing, Balance, Diplomacy, Peace
Lasapa - Fertility, Harvest, Family, Community
Tunami - Philosophy, Song, Feast, Liberation
Shohann - Navigation, Knowledge, Stars, Gambling
Akiika - Wind, Transformation, Trickery, Outcasts
Cobsung - Industry, Commerce, Progress, Wealth
Alilusreus - Tactics, Loyalty, Honor, Sportsmanship
Skardart - Envy, Discord, Vanity, Theft
Dourmon - Justice, Punishment, Honesty, Repentance
Albusom - Dream, Illusion, Subtle Magic, Patience
Heth - Vulgar Magic, Madness, Deserts, Famine
Ohywerp - Hatred, Fear, Ice, Betrayal
Tikkibodtleol - Volcanoes, Men, Sloth, Beauty
Murtum - Agriculture, Deformity, Herbs, Amphibians
Dalledebella - Scouts, Gossip, Birds, Charm
Ububub - Stupidity, Strength, Doom, Undead
Gonn - Assassination, Women, Vengeance, Survival
The Knockerman - Elderly, Illness, Wisdom, Miners


Below the gods are the Innumerable, racial guardians, powerful demons and angels, animal spirits and powerful ghosts.
They can give clerical spells up to level six, but besides that large flaw they are personal deities, which may aid the respectful by themselves battling by the faithfuls side or give them gifts of power. The other large difference between them and a true god is that they can be questioned, the worshipper can change the Countless's views and better yet, they can become one of the Innumerable through worship of a chosen one or more spirits.
But beware, they each have there own motives, you can easy be a piece in a centuries old game between up to a hundred or more Innumerable. They gain power, and thus rank, by worship, and will plead or order the cleric to get more followers. Others have vile means of gaining power.
Can you trust them? Any of them?

It should be fun to worship Innumerables. And if your players are in to quick hack and slash, the ability to make on the spot gods with domains of your choosing should be something they'll like.

I'm going to make up some rules on them, watch this space.

Example Innumerable:

Kalhsaga the Crazy Rogue - Escape, Absurdity, Pink, Death by Hanging
Seventh Daughter of Spring - Renewal, Blooming Flowers, Breezes, Delight
Salmon - Work, Breeding, Journey, Acceptance
Crocodile - Waiting, Hunger, Famine, Swamp
The Wizard of Yendor - Practical Magic, Item Hoarding, Tyranny, Dungeons
Link - Swords, Courage, Quests, Silence

Fuum Bango
2007-08-06, 04:08 PM
Monsters go here.

Fuum Bango
2007-08-06, 05:02 PM
Items. As a side note, everything here can be taken and used in other settings, I'm ok as long as you tell me how it went. :biggrin:

2007-08-06, 05:48 PM
I think your ogres need a LA, maybe +2 or 3. Maybe the nymph is a little too good for sorcerer or bard.

I like your idea of a simple world, I thought something like that sometime ago. It's a good concept for new DM's.

Fuum Bango
2007-08-06, 06:12 PM
I think your ogres need a LA, maybe +2 or 3. Maybe the nymph is a little too good for sorcerer or bard.

I like your idea of a simple world, I thought something like that sometime ago. It's a good concept for new DM's.

Thanks for the input, your right. A few of the races need LA adding, as well as history and such.
Hopefully over the next week that'll be sorted.:smallwink:

brian c
2007-08-06, 08:05 PM
I think your ogres need a LA, maybe +2 or 3. Maybe the nymph is a little too good for sorcerer or bard.

I like your idea of a simple world, I thought something like that sometime ago. It's a good concept for new DM's.

I'd say +3, maybe even +4. You give them Large size, reach, way unbalanced stats (bonus to strength, minor dex penalty, and no mental penalties) plus good natural armor. I'd say by the guidelines, that's a +4 or so.

2007-08-06, 10:33 PM
I'd say +3, maybe even +4. You give them Large size, reach, way unbalanced stats (bonus to strength, minor dex penalty, and no mental penalties) plus good natural armor. I'd say by the guidelines, that's a +4 or so.

I would say he is looking at a solid +2. If your talking about the guide lines from Savage species they are a little off by most peoples mark. Str, natural armor and reach are nice but not worth a plus +3 you would never seen them played.

This is my half-ogre just for a feel of Ogreish balance:
Humanoid (Orc)
+4Str, +2Con, -2Int, -2Cha.
Medium Size.
Darkvision: 60feet.
4 extra Skill points at first lvl, 1 extra each additional lvl.
+2 to Natural Armor.
+2 Heal, +2 Survival.
Powerful build: As Half giant (XPHB)
LA +1
(This is my own half-ogre for my setting and reflects how they act and work in my setting so plz no one post on this thread which is not mine that a Half-Ogre should not get 4 extra skill points because they are stupid)