View Full Version : The Seventh Element [Setting]

2007-09-01, 12:26 AM
Everyone else was doing it, I just wanted to be popular.

The 7th Element


In the Beginning, there was Heaven. In Heaven, there were six dragons. The dragon's names were Air, Earth, Fire, Water, Light, and Darkness. Air was the smallest, ethereal and unpredictable in her ways. Earth was solid and stoic, he was slowest to act but powerful as the mountains. Fire was always dangerous and wild, her passions carrying her on her way. Water was known for his patience and determination in all things. Light was virtuous and wise, always to give counsel to his brothers. Darkness was cruel and indifferent, jealous of her brother's friends. Darkness wanted her brother Light's realm, so she took it from him in a fit of jealousy. Her friends, the elementals, told her to give her twin back his realm, but told them that if they wanted it, they would have to take it.

Thus started the First War in Heaven. Darkness used her newfound power (which had multiplied exponentially with her gaining of Light's realm) and created a triple spired castle in the center of Light's realm, called Darkheart. She changed the beings of light to shadows of their former selves when they were unwillingly to cooperate with her. She turned her army upon her friends, and heaven was ravaged by the first war. Eventually the gods began to be defeated by Darkness, pushed back to their realms where they could recover. Fire however struck out on a desperate gambit, leading a group of giants herself into the heart of Darkheart. They cornered Darkness in her throne room. Tears welled up in Darkness' eyes and she fell to the floor, thrashing and crying in a childlike tantrum. The war was over, but it had changed everything, maturing the childlike gods beyond their years.

During the war pieces of the elements were cast far and wide, scattered into the void beyond heaven. These elements converged and formed the world of Velkyn, the seventh elemental realm, the one that represents balance. After the turbulence of the first war of heaven the gods took notice of Velkyn, and even saw the beings that inhabited it, the mortal giants. They were much smaller than the giants that inhabited heaven, but their mannerisms and elemental affinities were the same. The gods, still immature, saw these as new playthings and began to meddle in the world. For 1000 years the mortal giants ruled over the world of Velkyn, with dwarves, elves, and most of the other races appearing in that time. But the giants never earned their power, and they squandered it, eventually destroying their civilization in a mysterious catacylsm lost to the annals of time.

Now, several thousand years later, the gods have decided to not meddle with the affairs of mortals. For the most part they are content to sit in heaven and watch, doing little else in the world except to grant occasional guidance to their followers. All except Darkness, who never learned her lesson properly, and wants Velkyn (and Heaven) for her own plaything... again...


So the idea of the setting is that the gods screwed up in the past a couple times and are now still learning how to be gods, really. The level of magic is fairly low, with high level magic users incredibly uncommon. Low level magic items are as common as ever, but more powerful items are either made at great cost by rare high level wizards or centuries old. Level of technology is typical dnd across most of the world, but around the southern portion of the main continent is the 'civilized lands' and they have steampunk level tech. From this point on it will be described as 'Cowboy Level Tech'.

I'll be updating this thread as I write stuff. Im trying to create a world smaller in scale than my last one, but still rifle with things for my players to do. Making small world maps... so not my thing. I'm also trying to cut down on dragons and illithids, which I use way too much. So in general I'm going in a new direction here.

2007-09-01, 12:27 AM
Races of Velkyn

Also known as mortal giants to seperate them from their celestial brethren, giants were the first race to inhabit Velkyn. They have fallen so far from their race's former power and now most live a life of barbarism in the old places in the world. Individual giant types vary widely, but all share certain charicteristics. They are all tall, usually standing at around 7+ feet. The 4 different types of giant all have unique characteristics and societies.
Frost giants enjoy food, drink, and friends above all else. Frost giants inhabit the cold northern peninsula of Thargard. The lack of natural resources in Thargard forces them to raid along the coastlines such as Greatshore or the halfling atolls. Most frost giants despise the undead, as they are constantly plagued by undead attacking through Deadwood from the Corpse Wastes. Frost giants are tall and muscular, with ice blue skin and white hair.
Fire giants prefer to be left alone. They inhabit the mesas of the vast Numenoth Plains, traveling seasonally to follow the herds of grazing mammals. They pursue a druidly tradition and actively oppose the gnome's and dwarve's excursion across the plains. Fire giants are shorter than normal giants and broader, with black hair and short beards.
Stone giants are aloof and mysterious. There are several stone giant tribes living among Jacinth forest to the north, occasionally having dealings with elves. The largest population of stone giants is in the Sauru Archipeligo to the south, where they have secret cities deep within the jungle, beyond even the Yuan-ti or Lizardfolk empires. Stone giants are taller than most giants and thin, with grey skin. They are totally hairless.
Cloud giants are the most arrogant and civilized of the giants. When the cataclysm that befell their race was nigh the cloud giants cast a mighty spell that lifted their city into the sky. The cloud giants consider themselves to be the greatest race of Velkyn - the true chosen of the gods. Cloud giants have green skin and hair that they keep trimmed. They usually wear loose tunics and sandals.

Giant Racial Statistics
+2 strength, +2 con, -2 dex. Giants are strong and tough, but lack agility and dexterity.
Giant Type
Medium Size
Giant base speed is 30 feet
Powerful Build - Giants count as large sized for everything that would be beneficial to them. They may weild large weapons, gain a +4 size bonus on grapple checks, etc. They do not suffer from any associated large size penalties. They still take up a 5 ft area.
Giant Trait - Each type of giant has a specific trait:
Frost - Frost Resistance 3
Fire - Fire Resistance 3
Stone - DR 1/-
Cloud - Feather Fall 1/day (self only)
Automatic Languages: Giant, Common. Bonus Languages: Dwarven, Elven, Orcish, Auran, Auquan, Terran, Ignan.
Favored Class: Barbarian (Cloud Giant: Fighter)
Level Adjustment: +1

Humans are the principle explorers of the world. Everything that the PHB says about humans is true on Velkyn. Most humans inhabit Greatshore or the Skytop mountains in one of the many Mountain Nations. Humans from Arvant fields are fair skinned with light to dark hair, taller than the majority population (caucasian). Humans from the Mountain Kingdoms are shorter with a more tanned complexion, with dark hair (oriental).

Gnomes are seen across the plains of Numenoth. They are inventors, wizards, and alchemists beyond match, their race almost singlehandedly responsible for bringing about the modern age. Gnomes are unfazable when it comes to their technology - every step back is the ticket to a step forward. Some gnomes are quite talkative and enjoy working in groups and being around people, while others are stern and quiet and have extreme focus. All gnomes are excellent problem solvers.

Gnome Racial Traits
-2 Str, +2 Int. Gnomes are quick minded but smaller than most.
Small Size
20 ft move
Low Light Vision. Gnomes are used to dim environments.
+2 racial bonus on reflex saves. Gnomes are naturals at dodging dangerous explosions and flying debris.
+2 racial bonus to one craft or profession of the gnomes choice.
-2 racial bonus to listen checks. Gnomes are around loud machinery and other gnomes a lot and it has irrevocably damaged their hearing.
+4 dodge bonus against constructs. Most, if not all, gnomes have had to run in terror from a rogue golem or runaway train.
Cantrips: All gnomes with an intelligence score of 10 or higher can use any of the following cantrips 1/day: Mending, Ammanuensis, Flare. These are arcane spells and such the gnome suffers from spell failure if in armor. The gnome is treated as first level for all effects relating to caster level.
Automatic Languages: Common, Gnomish, Dwarven. Bonus languages: Giant, Elven, Draconic, Ignan, Gnoll.
Favored Class: Wizard (or artificer)

In New Clock City the gnomes may be the leaders but the dwarves are the enforcers. They are tough, no nonsense people that are skilled in the art of war. All dwarves are trained from the age they can hold a weapon to fight with an axe and fire a gun. Dwarves live aboveground in Clock City, but many accompany scientists on exploration missions into sunken giant ruins. Dwarves are always more at home when surrounded by rock or metal. Dwarves are exactly as they appear in the PHB.

Theres only one sort of elf on Velkyn, and they inhabit Jacinth forest in the north. Jacinth is a forest full of corruption and darkness. The trees are tall, dark, and close together. Underneath the canopy is a dark world lit by luminescent fungus of varying shades. In the heart of this forest live the elves. The elves of Jacinth practice a druidic tradition that dates back thousands of years to the birth of their race. All elves have some immunity to corruption, and an elf that has turned to darkness is rare indeed, though are among Her greatest champions. The elves worship no gods. All elves are psionic.

Jacinth forest is not a naturally occurring forest. At the dawn of the first age the many wayward elven tribes across the then-verdant plains of Numenoth banded together and overthrew the sparsely populated northern plains and made their lives free from giant oppression. Over thousands of years the elves' natural vitality awakened the latent forest around them

Elven Racial Statistics
+2 dex, -2 con. Elves are quick and nimble, but their builds are lighter than other races.
Medium Size Humanoid
30 ft move
Low Light Vision
2 extra psionic power points. This does not grant them the ability to manifest powers, only granting a power point reserve.
+2 spot, search, and listen. Elves have keen eyes and ears.
Natural Vitality: Elves are a manifestation of the natural world around them, and their very presence gives fertility to the land where they walk. Any elf that has a reserve of at least one psionic power point gains a +1 bonus to all saving throws. When this ability is active it also vitalizes the natural world around them, and when they walk over earth flowers and small buds will often spring from the ground in their wake. A meditating elf awakens to find himself surrounded by growth of the sort found in the area.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against necromancy spells or effects.
Automatic Languages: Common and Elven. Bonus Languages: Sylvan, Terran, Dwarven, Giant, Draconic.
Favored Class: Ranger

Far out to sea drift floating islands made by the maenad. Each is a roughly circular wall surrounding a lagoon and village. From these Atolls the Maenad launch their trading fleets across Ghostsea, bringing rare goods from far and wide. Maenad have an ongoing conflict with the orcs, who prey upon their fleets and atolls mercilessly. Maenad fleets are often guarded by a larger battleship or, rarely a dwarven ironclad. Across the world the maenad are usually mistaken for humans. Maenad tend toward darkly tanned and sea beaten skin. Maenad use the statistics in the Expanded Psionics Handbook.

Half-Orc (Oruc and Maruc)
Half orcs are fairly common along greatshore and on ships and islands of Ghostsea. Half orcs come in two breeds, Oruc and Maruc.

Oruc are the children of humans and orcs, such as they are. Oruc are tall and green tinged, with small tusks and large muscles. Oruc aren't as tough as normal orcs but they sure are smarter and generally more civil.

+2 str, -2 int
Medium Sized Humanoid (orc)
30 ft move
+2 to intimidate checks
Darkvision 60 ft
Low Light Vision
Auto Languages: Common, orc. Bonus: Dwarven, Giant, Sylvan, Gnoll.
Favored Class: Barbarian or Swashuckler

Maruc are the children of Maenad and Orcs. Their blue skin sparkles faintly with what seem to be embedded gem shards. They are shorter than an average orc but with larger, black tusks. They are more cerebral than most orcs and rise to a position of navigator or mystic on orcish ships.

+2 str, -2 cha
Medium Sized Humanoid
30 ft move
1 pp at first level
Low Light Vision
Darkvision 60 ft
Auto Languages: Common, orc. Bonus: Dwarven, Giant, Sylvan, Gnoll.
Favored Class: Psychic Warrior or Psion

The halflings are a young people, splitting off from the gnomes only a few hundred years in the past. Fed up with technology and the general stodgyness of their people, a group of gnomes left Clock City for Skulmire. The generations have changed them to be quicker and thinner than their gnome cousins. The halflings seem to survive in the deadly mangrove swamps due mostly to pure luck, but as any halfling will tell you, 'better lucky than good'.

Among the other races halflings are seen to be primitive, but not savage. The halflings live in communities on stilts above the dark water, and can be a great boon to travelers or adventurers lost in Skulmire.

The Sota are a race of humanoid toads that inhabit the isolated places of the world. They have no cities or settlements, preferring isolation. The Sota are short, standing around the same height as a halfling, but are stouter, usually having protruding guts. They have strong arms and legs that end in hands and feet with small black claws. Sota tend to be dark red or blue, with variations of those colors most common. They have two butterfly-like antennae between their yellow eyes. Many of them are fond of tattoos.

Most Sota stay with a parent until they are old enough to fend for themselves, then they set off wandering. The Sota way of life revolves around their quest for perfection when they become one with the gods. Sota pursue this by focusing on one art for their entire lives and becoming the best blank they can be.

Sota Racial Traits
-2 dex, +2 wis
Small Monstrous Humanoid
Speed 20 ft
+1 Natural Armor
Low Light Vision
Claws: When a Sota uses their claws in an unarmed attack the attack counts as either slashing or piercing.
+2 racial bonus on concentration checks
Naturally Psionic: Sota have 2 additional power points at level 1.
Psi Like ability: 1/day Defensive Precognition
Automatic Languages: Common. Bonus Languages: Elven, Dwarven, Giant, Ignan, Auran, Terran, Auquan, Gnoll
Favored Class: Monk
LA: +0

2007-09-01, 12:28 AM
Nations of Velkyn

1: Thargard
2: Ghost Sea
3: Sauru Archipeligo
4: Numenoth
5: Arvant Fields
6: Jacinth Forest
7: Corpse Wastes
8: Skytop Mountains and Mountain Kingdoms
9: Skulmire Swamp

New Clock City
New Clock City is the second incarnation of Clock City after the first burned down over 100 years ago. Clock City is the largest city on Velkyn, and the center of technological advancement and civilization. All trains eventually go to clock city, as people say. Clock City is the capital of the gnomes and dwarves

In the center of clock city is the clock tower and governmental zones. Past that is the Forge Ring, where the majority of the guilds and services are located. Past that is The Wall, and beyond that there is a sprawling settlement where most people live and work. There are many labs and forges located out in The Sprawl.

Clock city is the central control area for the dwarf/gnome owned Plains of Numenoth. Railroad tracks criss-cross the plains and mountains, centered at Clock City.

Tien Chu and the Mountain Kingdoms
In the southern portion of the Skytop mountains there is a secluded mountain vale called Tien Chu. The people of Tien Chu are tan skinned and have black hair,usually tying it into braids. Tien Chu is renowned across the world as the home of the Dragoons, a powerful knightly order known for riding wyverns. Dragoons are hired out as guards and warriors all over the world. A single rail line leads through Tien Chu, connecting them with Greatshore and New Clock City, as well as some of the other mountain nations.

The people and architecture of the other mountain nations is similar to Tien Chu. There are many, and they have a feudal system where each nation swears allegiance to nations more powerful than them. The sounds of war often ring across the mountains.

Hidden across the highest peaks are ancient monasteries and shrines. These monasteries are where young monks and ninja are trained. Some of the monasteries even have gama teachers who can pass on their knowledge.
Dragoon Knight (http://www.giantitp.com/forums/showthread.php?t=54255)


The plains of Numenoth are a gigantic arid grassland stretching across the entire continent. They are bordered to the south and east by the Skytop mountains, and to the north by the forest of Jacinth. The southwest is the topmost portion of Skulmire Swamp. To the east is Ghostsea.

Gorge Run (Southern Numenoth)
The southern part of Numenoth is lower than the rest, and has hundreds of gorges and valleys before melding with Skytop's foothills. This region is full of gnoll tribes. There is a railway that runs through the area, the Gorge Run. It runs up into the mountains and connects nations such as Velkan to Numenoth. The rail is of critical importance, so guards are always in demand. Usually there is at least one Dragoon flying watch. Gnoll attacks are frequent, and bandits use the old giant ruins and cliff caves as hideouts.

In ages past Gorge Run was part of the old giant empire. The ruins dotted across the landscape are the remains after a great earthquake that dropped most of them underground and opened up the rifts. Rumors persist that there are entrances to vast underground cities where great wealth can be obtained.

The region is inhabited by many creatures beholden to air and earth. By far the largest are the worms. They range in size from the man-sized thrum worm to the train-sized purple worm, but one thing they all share is a voracious apetite. Worms feed on small prey to small game to giant eagles to bandits to trains!

The Vast (Central Numenoth)
The vast is a section of desert in the center of the plains. Rising from the somewhat hilly land are huge mesas. The native fire giants migrate from between these mesas, which they call home and revere as manifestations of Earth rising against their diametric opposite, Air. Roads and railways snake alongside the rivers and mesas, providing easy transport through the harsh land. The railways connect the the world through Numenoth, and thus are critically important. Fire giants occasionally haze travelers and trains as they pass through their land.

Worms are common in this region as well, though not as much so as in Gorge Run. Fire giants hunt the buffalo and fire rhino that live in this region, usually following the herds as they migrate. To the west, near Greatshore, some herd cattle. The giant's miss the way the world once was, when the trains and iron caravans didnt cross their land.

Borderlands (Northern Numenoth)
To the north the plains ascend, the ground becoming greener as the Jacinth forest draws nearer. The edge of the forest is a forbidding land indeed, watched by spirits both dark and light, not to mention vigilant elven patrols in the high grass. Most visitors are turned away before they even get near.

Greatshore (Western Numenoth)
Greatshore is the one civilized region in Numenoth. It is a narrow strip of green along the Ghostsea coastline where the largest human settlement on the continent is located. It is connected via train to the rest of the world to the east of it. Most of the people there have some important craft, or are ranchers or herders. Greatshore is also home to some fantastically beautiful giant ruins, huge marble pillars jut out of the shallow sea over a mile from shore in some places. Pirates tend to make these ruins home.

Greatshore is a center for trade from across the world. Halflings and Giants travel across the Ghostsea sea to trade for supplies. From Greatshore rare goods are sent by train to the mountain nations across Numenor. Naturally Greatshore is a magnet for brigands, mercenaries, and adventurers.

Thargard is the far northern peninsula home to the frost giants. The giants make most of their settlements on the shores of the cold and unforgiving land, living in longhouses and fishing. Some of the more nomadic clans of giants live up in the mountains or even on the edge of Deadwood. The giants are ruled a by their jarl, a semi-hereditary position held by the chief of the most powerful tribe.

The Tooth Mountains that dominate the peninsula are jagged and cold. The passes are patrolled by herds of massive Yak and Frost Salamander. Giants venture up into the mountains to take the hides of these beasts. Frost giant adolescents must survive a week in the mountains with nothing but the clothes on their back and an axe as a rite of passage. Deadwood forest covers the northern half od the peninsula, eventually melding with the Corpse Wastes to the north. Deadwood is made up of a tree called the Shiverpine, and it is very resistant to the cold that far north. Deadwood is known not for the trees, but the vengeful spirits that inhabit it. THe native frost giants have a natural hatred of the undead (many take the Hunter of the Dead PRC, found in complete warrior).

Skulmire Swamp
The furthest southern reaches of Velkyn is the Skulmire swamp. The shore is a bright mangrove swamp, home to tribes of hobgoblins and halflings. The outer swamp can be traversed by boat through the many shallow rivers, though crocodiles and snakes can be a problem. The deeper into the swamp you go the shallower and darker it gets, until finally the sun is completely blocked by gigantic old mangrove trees. The deep swamp ogres, hags, trolls, and worse prey on any stupid enough to traverse there.

That isn't to say that the swamp is completely hostile to intruders. A hidden (sinking) monastery controlled by a tribe of hobgoblins teaches the most elite ninja on Velkyn. The only entry requirement being that you can get to the shrine in the center. Few even find the monastery, let alone get that far. Somewhere in the center of the swamp lays an oracle. This is Todemicus, a massive Gama who, it is said, knows all. He doesn't really care to do much other than eat, sleep, and be merry however, and so getting information out of him can be difficult. He is almost as likely to throw visitors out as he is to eat them. Almost.

Jacinth Forest
Jacinth forest is a dark, forbidding place. At the edges it appears as a black forest of huge, ancient trees, and it is. The forest is corrupted in places by darkness, and spirits of pestilence and hatred make their homes here. In the center of the forest lays a great city built right into the forest, and this is the home of the elves. Here the elves live hanging among the trees. Light crystals hold back the darkness around them at night, bathing the city in a soft blue glow. The elves are ruled by a council of the most powerful druids and psions.

There are other inhabitants here, however. The stone giants have made this their home since time immemorable, and old giant ruins are said to exist in the deepest valleys and canyons. The stone giants are rarely seen. A dark spirit called The Stalker makes it's home in the deep forest, said to be a massive heaving mound of demonic plant stuff. Opposing Stalker is a light spirit called The Guardian, who appears as a hugely muscular satyr with massive antlers. The elves revere Guardian as a sort of demigod.

Sauru Archipeligo
The Sauru Archipeligo is a long string of islands to the far south, connected by a shallow shelf to Skulmire Swamp. The islands are tropical in nature, mostly swampy with tall jungle trees on the larger ones, and even plains and mountains.

Serpent Empire
The Serpent Empire is located far out in the archipeligo, in a region called The Snake's Tail. Here the yuan-ti rule an empire built on ancient step pyramids and fear. Though few in number, the yuan-ti are superb infiltrators, and organize cults all around the world. The serpent empire is simply their power base, a place where any Yuan-ti can be at home. Also here live the Anathema, who were the first Yuan-ti and remember the first age and the dawn of the world. They are rumored to have been created by no gods at all.

Kingdom of the Lizard God
Somewhat closer to the rest of the world, both in beliefs and in location, the Kingdom of the Lizard God is an empire of lizardfolk in the north eastern Sauru Archipeligo. The lizardfolk here worship their king, who they believe is an avatar of the god of fire. Saying anything else is enough to make you dinner or a sacrifice to a volcano. Several types of lizardfolk inhabit the islands, but standard lizardfolk are the leaders. Ancient lizards are also common on the islands, used as mounts and beasts of burden by the natives.

The lizardfolk are usually content to keep to themselves, so long as their neighbors do the same. Sometimes though, the rumors of cities made of gold and ancient magic beyond comprehension draws treasure hunters. The lizardfolk are not amused. But they are full.

Arvant Fields
Arvant Fields is the largest area of fertile flatland... anywhere. It is home to a small human kingdom, technically part of the Mountain Kingdoms but rarely takes part in the wars and conflicts of them. Arvant Fields is the largest agricultural nation in the east, sending food all across the continent.

Corpse Wastes
Far to the north is the seat of corruption, the Corpse Wastes. This is a vast field of ice and tundra that spreads across the north of Velkyn, joining the continent with the northern pole. The forests of northern Velkyn wither and die this far north, and the plains are home to very little life. The dead hold power here. Legions of restless souls wander this land, dragging ancient blades and rotten feet through the snow.

The corpse wastes are ruled by the lich king, a frost giant from the first age called Jarl Gnorggnak. He is the undisputed master of this realm from his castle Spire Necris, a gigantic frozen stalactite yawning up from a frozen sea.

Cloud City
The mysterious floating city of the cloud giants, cloud city is never in one place for long. Very few people have been there, and in fact the only way there is by airship. Getting there is quite dangerous for those who dont know the proper ways to get in as the skies are constantly patrolled by roving Air Drakes.

2007-09-01, 12:29 AM
Magic of Velkyn
Technology and Psionics, too

Arcane Magic
Though powerful wizards are uncommon on Velkyn, lesser wizards and sorcerors are nearly commonplace in some places. In Clock City most of the gnomes are low leveled wizards or Tinkerers (class to come) trained in spirit binding and circle magic. There are several mage colleges in Clock City and a couple more in other parts of the world.

Divine Magic
Though the gods are taking a less active role in the second age, their influence can still be felt by their clerics. Clerics are as common as they are in any world and serve the same purpose as holy men and women. Druidism, the worship of nature, is very common among the 'savage lands'. The elven nation in Jacinth forest is ruled by a council of druids and psions.

With the gods leaving the world to its own devices in the 2nd age, many have turned away from their power completely. The elves have practiced the art of mindcraft since the dawn of the first age, and the gama since not long before that. Only recently have they taught their art to other races. In the Mountain Nations psionicism has become a respected art, as much as samurai.

The gnomes have always toiled away at their inventions, but only in the past three hundred years have they made any significant development. The invention of steam technology and the discovery of gunpowder have led to great strides in technological advancement. The combining of arcane magic with these has led to the modern age.

The proficient use of firearms requires firearms proficiency. The only classes that start with firearms proficiency are fighter and paladin.

Light Weapons
{table=head]Weapon Name|Damage (sml/med/lrg)|Crit|Type|Range|Weight|Cost

Light Revolver|
60 ft|
1 Ib|
75 gp

Flintlock Pistol|
50 ft|
2 Ib|
60 gp[/table]

One Handed Weapons
{table=head]Weapon Name|Damage (sml/med/lrg)|Crit|Type|Range|Weight|Cost

Heavy Revolver|
80 ft|
2 Ib|
135 gp[/table]

Two-Handed Weapons
{table=head]Weapon Name|Damage (sml/med/lrg)|Crit|Type|Range|Weight|Cost

Flintlock Rifle|
60 ft|
6 Ib|
80 gp

Long Rifle|
100 ft|
7 Ib|
150 gp

Repeater Rifle|
100 ft|
12 Ib|
500 gp[/table]

Pistol - 30 gp for a box of 12 shots
Flintlock - 30 gp for a box of 12 shots
Rifle - 30 gp for a box of 12 shots

A revolver may be fired 6 times before needing to be reloaded. Reloading a revolver is a full round action. The quick load feat reduces this to a standard action.

A flintlock is fired once before needing reloading. All characters are proficient with the flintlock pistol due to the ease of use. Reloading is a full round action. Quick loading reduces this to a move action.

Long Rifle
A long rifle must be cocked each round as a move equivelant action. A rifle holds 6 shots before requiring a re-load. Reloading a rifle requires a full round action. The quick load feat reduces this to a standard action, and cocking to a free action.

Repeater Rifle
This rifle applies the principles of a revovler to a rifle. A revolver rifle holds 12 shots before requiring a re-load. Reloading a rifle requires a full round action. The quick load feat reduces this to a standard action.

Name shamelessly ripped off from FMA. Sometimes a person loses a limb, whether by accident of chance or ripped off by hungry goblins. In a case like this they can either travel far and wide to find the nearest cleric who can cast regeneration, or they can go to the next town over (or place an order through mail) and get a shiny new auotmail arm. Sure its a bit unwieldy at first, but most people eventually figure it out. The only problem is that Automail costs an arm and a leg...

Most people who craft automail are simple countryside engineers. Some are actually quite good at their work.

Wearing Automail
Automail completely replaces one arm or leg. Automail must be built specifically for an individual. Anyone who is wearing automail not built for them counts as non-proficient and suffers the armor check penalty on all strength and dexterity checks with that limb. (using more than one limb halves the penalty). Automail works somewhat like armor in that it applies an armor check penalty and a maximum dexterity bonus with that limb. Of course if someone were wearing armor then it wouldn't stack with the automail, just take the lower max dex and higher armor check penalty. Automail works as armor for purposes of special materials. Automail may be spiked, and the spikes may be enchanted as weapons. High degree automail adds an enhancement bonus to strength. There are several different degrees of automail, as on this chart.

{table=head]Degree|Str|Hardness|Max Dex|Armor Check|Weight|Cost

7 Ib|250 gp

6 Ib|750 gp

5 Ib|1250 gp

4 Ib|1750 gp

3 Ib|2250 gp[/table]

2007-09-01, 12:30 AM
Gods of Velkyn
Also Spirits and Cosmology

A cleric of a god can be of any alignment. Clerics choose on of their god's aspects to worship, Light, Dark, or Pure, and they gain domain spells from that aspect. Light clerics can be any good or neutral and Dark clerics can be any evil or neutral, though naturally there are trends within the 'churches'.

Fire is the goddess of destruction, simply put. She is controlled by her passions and whims, and is thus almost impossible to predict. Fire is usually associated with the side of light due to her actiosn in the first war in heaven, though her followers may follow darkness or light. Her dark aspect is pure destruction for destruction's sake. Clerics of Dark Fire usually seek to destroy civilization and order. Clerics of Light Fire focus on the rebirth aspect of fire, and they are some of the kindest of all clerics, healing the sick and wounded with little thought or provocation.
Light Domains: Renewal, Courage
Pure Domains: Fire, Chaos
Dark Domains: Destruction, Hunger

Water is the god of patience and forethought. He is revered as the grand oracle, and its said he knows all. Water's light side is plenty and life. Light clerics bring food to the poor, money to the needy, and healing to the wounded. Water's dark aspect is erosion and death. Dark Water clerics are typically shunned from society due to the negative connotations of being a dark water cleric. A famous dark water cleric is the Lich King of the Corpse Wastes, and from him stems the negative feelings.
Light Domains: Ocean, Healing
Pure Domains: Water, Oracle
Dark Domains: Cold, Death

Earth is a hard and unforgiving god in all things. Though always slow to act he tends to succeed in what he does. His clerics share this quality, generally. He is the god of magic. Light earth clerics seek to protect life and squash the powers of undeath and destruction. Dark earth clerics seek to uproot civilization with trickery and disease.
Light Domains: Glory, Protection
Pure Domains: Earth, Magic
Dark Domains: Pestilence, Illusion

Air is the goddess of travel, trickery and deception. She is also the unnoficial goddess of theives and vagabonds. Air dosn't have many clerics. Light clerics oppose tyranny and uplift the downtrodden with jokes and trickery. Dark air priests are usually less evil than they are larcenous and greedy.
Light Domains: Trickery, Liberation
Pure Domains: Air, Travel
Dark Domains: Windstorm, Greed

Darkness personifies evil. She is powerful, and power itself is seductive. Her clerics are almost universally shunned in society, as their goals are nothing less than complete domination of the world. Often a cleric of darkness can be found at the head of a coven of dark elemental clerics. Pure Darkness clerics are rare, and many of them have secret identities to operate in normal society.
Dark Domains: Evil, Darkness, Domination

Light personifies good. He is powerful and, as his sister, he influences the elemental gods in their ways. Light is wise and just, and his clerics often become judges and inquisitors. Clerics of light can be found across the world as healers and intermediates. Light clerics sometimes lead groups of light elemental clerics.
Light Domains: Good, Sun, Purity

2007-09-01, 12:31 AM
Reserved for if I need it.

2007-09-01, 12:32 AM
Classes of Velkyn
Prestige or Otherwise

Fighters are as common on Velkyn as on any world. Masters of weapons can be found anywhere on Velkyn.

Much of the world in the 2nd age is still considered savage, and barbarians are the main warriors for lots of wild tribes. From frost giant berzerkers to lizardfolk bloodscales, barbarians can be found in almost any savage society.

The power of music is strong indeed. There are no formal bard colleges, but wandering minstrels are always willing to pass on some of their skills to an apprentice.

Clerics are common enough in the world, bringing the power of the gods to the masses.

In Jacinth forest the druids are sometimes all that keep the corruption at bay. In other parts of the world, such as the Sauru archipeligo, druids are holy men and women.

Righteous crusaders of light or darkness, paladins are generally centered around the human nations on Greatshore or in the Mountain Kingdoms.
Fax's Paladin (http://www.corporation.walagata.com/fax/wiki/index.php/Paladin)

Protectors of the wild, rangers can be found all over the world. Many are elves of Jacinth forest.

Low level wizards are fairly common among New Clock City. Gnomish wizards are renowned for their crafting skills. High level wizards are very uncommon, many of them seeking isolation from the world in deep places like Skulmire.

Sorcerors are the most common arcane casters among the savage humanoids.

Monks are trained in high mountain monasteries, far from civilization. Here it is said they are closest to heaven, both in altitude and inner focus. Many monks leave the monasteries for a time to travel the world.

Ninja are secretive warriors that are trained in places similar to the monasteries of monks. They are trained as consummate assassins and infiltrators. In the mountain nations, at least, their services are always in demand.

From common thieves to thugs to explorers to who knows what else, rogues are found worldwide.

New Stuff

New Familiars

+3 to jump checks

+3 to gather information checks

+2 bonus on will saves[/table]

The protoceratops is a small species of dinosaur related to the triceratops. It doesn't have the large horns of its larger relatives, but it does still have the head plate.

Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed:40 ft. (8 squares)
Armor Class:15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 5
Skills: Swim +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness
Environment: Temperate plains
Organization: Solitary or herd (5-12)
Challenge Rating: 1/3
Alignment: Always neutral funky
Level Adjustment:

Archaeopteryx is the earliest and most primitive bird known. Archaeopteryx is roughly the size of a medium-sized modern-day bird, with broad wings that are rounded at the ends and a long tail compared to its body length.

Use statistics for a hawk

Compsognathus is one of the smallest dinosaurs, at around the size of a chicken. It has a weak poison delivered on bite. Compsognathus (compys if you use jurassic park terminoligy, which I do) are popular among lizardfolk sorcerors.

Size/Type: Tiny Animal
Hit Dice:1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (2 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1d4-2)
Full Attack: Bite +5 melee (1d4-2)
Space/Reach: 2 ft./0 ft.
Special Attacks: Poison (Injury, bite, 1 str/1 str DC 10)
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary or swarm (5-20)
Challenge Rating: 1/3
Alignment: Always Neutral Funky
Level Adjustment:

2007-09-01, 07:09 AM
What IS the seventh Element? I only count 6. Unless of course its like something clever and hidden, like War, or Strife, or Humanity. If so, well done. As for the setting, interesting ideas, and I really wanna see how Monks fit into this world, so I'm going to be watching you...

By the Way, has anyone created a base class on the Eastern, Cloistered Monk yet? I might make one if nobody else has.

2007-09-01, 07:25 AM
What IS the seventh Element?

Balance, according to the first post.

2007-09-01, 09:31 PM
I updated a couple of the posts. I finished the main stuff on the races (I'll probably go back on those). I also put in some of my rules for guns that I'd like some feedback on. I tried to keep the maximum damage for guns as low as possible but giving them a higher minimum to represent their power. Guns are in the spoiler in post 4.

Tonight (or towmorrow) I'm going to add in some of the nations (and a map!) and write up the rules for the Tinker class (that specializes in technology, based around their golem companion).

EDIT: Another thing I want to mention. I love monks, and samurai (the class sucks, so I just do fighter/monks :p), and oriental settings. Usually they seem pretty tacked on to most settings I see so I'm building the asian nations as the primary human lands.