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Gwyn chan 'r Gwyll
2007-09-03, 08:56 PM
A new campaign setting, this one based on the idea of bloodlines, and magical pillars that control magic.

The Beginning: Rise and Fall of Degorson
Along time ago, practically at the beginning of time, there was no magic available to mortals, only to the gods. And the guarded their advantage jealously. But there was one man who dared oppose them, though his Surname has been lost to history, his prename was Degorson. He snuck up to heaven, and stole the magic from the gods, and the god were fearful, for they did not fight amongst themselves, and had no knowledge of how to combat magic, even with magic. So instead, they cowered. In time Degorson ruled over the entire land, and had many sons. However, Degorson wasn’t finished. He went to the center of the land, and built a great magical obelisk out of marble, and he capped the top with electrum, and he poured magic into the entire thing, and fit a large Diamond into the top, held in place by several electrum prongs. However, once the diamond had been fitted, there was a great magical explosion, and many died, including Degorson and not a few of his sons. Great rifts opened, many many miles wide, of openness, and space, and sheer void, an ocean of nothingness. And these rifts formed a great perimeter ring, an even 1000 miles from the base of Degorson’s Stone, as it was named, and smaller cracks, these ones like great channels, split the rest of the land into 10. Miraculously, the obelisk, and its platform were untouched.

The Sons of Degorson, and the Naming of Magic
Out of the 10 remaining sons of Degorson, 8 could use magic. After the explosion, they all decided to change their surnames. Almost all. 1 rejected the others, harbouring feelings of hate against his brothers, who could use magic, while he couldn’t.

Then, each went their different ways, and split up. The Eldest surviving son, whose new surname was Evoca specialized in grand displays of magic, and often spectacular damage. The magical school of Evocation is named after him, as the other schools of magic are named for the other 7 sons who could use magic.

One son, Conjuga, specialized in creation and calling, hence conjugation.

One son, Enchanta, specialized in mind-affecting spells, hence Enchantment.

One son, Illusa, specialized in tricks and deceiving spells, hence Illusion.

One son, Transmuta, specialized in changing things physical body, hence Transmutation.

One son, Abjura, specialized in defensive spells, hence Abjuration.

One son, Divina, specialized in magic used to learn, and seek, and find out, hence Divination.

The last magic using son, Necroma, specialized in the dead, hence Necromancy.

Many other words spring from these names. Trans came to mean change, or cross, for example.

Both of the sons not born to magic, the 2 youngest surviving sons, eventually gained magic, though in near opposite ways. The one who kept his father’s surname, the youngest, eventually got too frustrated, and contacted a vile fiend never before seen in the relatively short history of the land; Warl. Warl, in return for a portion of the youngests soul, gave him vile magics, and incantations, twisted representations of the greater spells the others were casting. Many of the youngests ancestors still have Warls curse, and these are known as Warlocks, or Warls servants.

The second youngest son, Palada foresaw many coming to fight each other for Degorson’s Stone, and began an order of knights to defend the Stone. Soon, he realized that, as a product of his devotion, he had gained limited magic! His order, the Paladins, soon expanded to protect all.

The Great and Lesser Pillars, and Rise of the Druids.
Each of the sons, excluding Palada, in time, seperately drifted to a different continent, and, in time, each built their own Pillar, in the same style as the first, but not as big, or using the same materials. Each son's line continued, and fluxuated with time, and each mantained a special connection with the original son's speciality.


Much later, another order of magic, the druidic circle, arose, to stop a gap in the order of things, and make a last order of Magic, and built the last of the great Pillars on the last continent. This was supposed to heal the rift, but it failed, and Magic continued to be unstable. However, by this time, the many nations of the world were at war, and the Druids, who, though themselves numbering only a couple hundred, owned much land, were forced to join in. All the races strived for control of the Obelisks, for all magic within 100 miles of the appropriate Pillar was greatly Enhanced. During these troubled times, the area around the pillars were devastated, nothing was left. The control of the pillars eventually stabilized, as did the borders of Nations. The Druids, benefitting as they were of great corps of druids as they expanded, were considerably better off. Nations not controlling the Great Pillars, decided to make their own Lesser Pillar. However, for each pillar constructed, the power of magic was weakened. The druids had a new mission. They must use they're newfound strength to destroy all but the Great Pillars, once again in an attempt to stabilize magic, for the druids were the self-proclaimed guardians of magic. However, before they could, great threats from within emerged, and destroyed the druid state, and the druids were scattered, and most of the Druidic Grand Circle killed. No longer would a great druidic country emerge, though the druids mantained a strong presence near the Druidic Pillar.

That's as far in the history i've gotten so far, i'll do much more later. Three great chapters of history, a relatively young world, young enough that the original bloodlines still exist.

Gwyn chan 'r Gwyll
2007-09-03, 08:58 PM
Races:

Each race has its own section, but so far i've only fixed up the stats.

{table]Race|Adulthood|Middle Age|Old Age|Venerable|Maximum age
Human|14|30|45|60|+2d10 years
Gnome|110|175|263|350|+4d% years
Halfling|10|25|37|50|+2d8 years
Half-Elf|20|62|93|125|+1d% years
Elf|40|125|188|250|+2d% years
Half-Orc|20|50|75|100|+3d20 years
Dwarf|15|50|93|200|+3d% years[/table]

All stats are the same as in their respective entry in the PHB, except where noted.

Elf

___________Elves
Elves revel in the chaos of this world, and the chaos of battle appeals to them as much as the arts of music and poetry; warrior poets are common amongst them. Elves are rather laid back and quite when not in familiar territory, figuratively and literally, but when they are, they are talkative, and enthusiastic, eager to teach and show and guide. Because of this, they make great teachers, and elves are often hired to tutor rich humans.
Physical Description: Elves are tall and slim, standing about 6 to 7 feet tall, and weigh about anywhere from 125 to 200 lbs, with elf men the same height and weight as elf woman. They are graceful, but frail. They tend to be paleskinned, with dark black or brown hair, or crimson hair, with eyes being emerald green, pitch black, bright red, or pale purple, but no others. Those living in forest tend to have either green or red eyes, and are the only ones that sometimes have red hair. Those living in mountains usually have purple eyes or black, and never red hair. Those living in cities vary. Elves have no facial or body hair. Elves prefer the most elegant clothes they can find, but those living in the wilderness acknowledge the awkwardness of jewels and such, and usually ware pale tan or brown tunics, men and woman. Elves possess unearthly grace and fine features. Members of other races find them hauntingly beautiful. An elf reaches adulthood at 40, and can live to be 450. Elves do not sleep. Instead, they meditate with their eyes open, and fully aware of their surroundings. They only need to meditate for 4 hours to gain the benefits of sleeping 8 hours.

Relations: Elves treat gnomes with the respect befitting those of such magical nature, and half-elves they treat as a son to be proud of, as many of the technological breakthroughs were made by them. Dwarves are treated with disdain, never really seeing the world, and Halflings, eagerly awaited for stories of the world. Human’s are regarded suspiciously for their often imperialistic attitude, always expanding and making war, and Half-Orcs with suspicion for their relation with their parent race, who often pick on elf trading caravans.

Alignment: Elves are freewheeling, and usually concerned in the betterment of everyone, and the first in line against tyranny, and oppressiveness. They are Wild and Dedicated. (2:7)

Elven lands: Elves live in a few places. In forests and mountains they live similarly, in close knit extended families of a few hundred under a single king drawn from the chiefs of the different extended families. Hunting and gathering are their staple of living, supplemented by fine craftsmen in the local materials, importing iron and other goods, and exporting swords and bows, and elf-made things. In cities, they live as varied as humans.
Elves found in human lands are usually immigrants from elven kingdoms and cities, or craftsmen.

Religion: Elves worship just one god, but acknowledge other gods existence as well. The elven god, Theodoras, is primarily as warrior god, secondly a patron of the Arts, and guardian of the elven race. Elves also believe in the spirits that inhabit everything and everyone, and have daily rituals to thank and pacify these spirits. Elven funeral rites involve burning on a funeral pyre everything but the skull and jaw, which are decorated and set on display either in a tomb containing his families skulls, or a tree with the same skulls. The ash is scattered. To the winds.

Language: Elves speak a fluid and complicated language with different conjugations for almost every situation, so only those who have learned elven as a first language can truly understand, but those with it as a second or third language or such can still understand well enough. Elves have a rich literature, with the libraries of elven cities the greatest in the world for all sorts of things, and the rich, flowing script makes it much more beautiful then the rough dwarven runes, or the human scrawl.

Names: Elven culture is rich with names, as rich with any individual having a name that is effectively a story of her accomplishments. Every time an elf does something grand, he gains a new name. That being said, most elves have relatively short names, but the full names of kings and heroes can take up paragraphs. When travelling abroad, elves only use their first name and their clan name. (Usually that of the most famous individual in the family, with an “A” added on the end.)
Male Names: Theodoras, Constas, Adoras, Bunifas, Gordium, Hardum, Barbum, Mordicum
Female Names: Tracia, Julia, Airia, Bodosia, Maria, Tollia, Hennia, Resenia, Domia, Tornia
Surnames: Gedomanasa, Hersonaia, Ferguma, Totoruma, Isaia

Adventuring: Elves adventure because of a mixture of their love for fighting, their individuality, and a need to do good. They are also very proud of their skills, and adventure to show off.

Elven Warfare: Elven warfare is fluid, and changing to match the situation. Fluid groups of well trained soldiers work in collaboration with each other, emphasising each soldiers skills. This is pretty much in direct contradiction with the dwarven phalanxes.

Elf Racial Traits

+2 Dex, +2 Str, -2 Con:Elves are graceful, and surprisingly strong, but frail.

Elves are not entitled to a Search check to notice a hidden or trapdoor by merely being within 5 ft of it.

Elves gain +2 racial bonus to spot, search, and listen when in a urban, Mountainous, or forested environment. The feeling of openness in other environments leaves elves bewildered, gaining instead a -2 racial penalty to spot, search and listen.

Favoured Class: Fighter

Dwarf

___________Dwarves

Physical Description: Dwarves are short, but quite dense, and heavily built, with all body parts but the length of the arms and torso the same proportions as humans. Many find this proportion difference disconcerting, so many dwarf men opt to where their beards long. Men and women cut their hair short, 3 inches long at most. Their hair is blond, black, or brown, and their eyes are various shades of brown. Dwarves stand about 4-4 1/2 feet tall, and weigh about as much as a human, 125 to 250 lbs, with men weighing more then woman. They wear simple clothes, augmented with carefully chosen jewelery.

Relations:Dwarves are very reclusive, and prefer to keep their own to their own, but when usually get along fine with most, except elves and halflings, who they consider troublemakers. Dwarves rarely contact other races themselves unless there is a great dilemma that gives them no choice, often meaning war. In fact, dwarves have gained a reputation for war that they really don't deserve.

Alignment: Dwarves are quite rigid and unchanging, but well meaning for all their haughtiness. (9:6)

Dwarven Lands: Dwarven Kingdoms lie underground in the rock of mountains and hills. Very few non-dwarf visitors are admitted, but those that do marvel at the cities carved out of the living stone, all made of one solid piece of stone. Very few dwarves are found out of their lands, but those that are are usually outcasts.

Religion: The Dwarves have 10 gods. The chief god, Caerwyn, was a protector god. The other gods were Aed, the god of fire and stone, Adger the god of the time, and history, Hersyn, god of fertility, Alun, god of beauty, the trickster god Bran, the god of battle, Cadwaladr, Caerwyn's son, Gwythyr, the god of peace, Heddwyn, and the Great Judge, Rheinallt.

Language: The Dwarven runic script looks rough, and very angular, and since most people don't bother learning how to pronounce words, they are often surprised by the beauty of the dwarven language. As well, since other languages use the same runic script, mostly quite brutal languages, like orc, people often expect Dwarven to be the same.

Names: Dwarves take names seriously. Your name is the same as your great grandparent's name, on the male side for males, on the female side for females. Dishonoring your name will get it removed from you, and you would have to do penance to your ruler.

Dwarf Racial Traits

+2 Con, +2 Wis, -2 Dex, -2 Cha: Dwarves are stout and tough and observant, but rather gruff, and stiff.

Gnome
Gnome Racial traits

+2 Cha, -2 Con, -2 Str: Gnomes have a force of personality, but are physically quite frail.

Add +1 to DC on all spells cast by gnomes.

Spell-Like abilities: A gnome with a charisma score of at least 14 has the following spell-like abilities: 1/day--darkness, dancing lights

+2 Racial bonus on saves against spells or spell-like abilities -- not supernatural abilities. Favoured Class: Sorcerer

Half-Elf
Half-Elf Racial Traits

+2 intelligence: Half-elves are fast learners, and quite gifted.

Half-Orc
Half-Orc Racial Traits

Half-orcs gain a +2 to damage against creatures 1-2 sizes larger then them.

Halfling
Halfling Racial Traits[/B]

Do not change.
Next, I'll do the Rest of the fluff for them, starting at the top.

Volug
2007-09-03, 09:16 PM
chapter 1: The land is left what? one sec.....
oh rifts, well i give you brownie points as i never heard of this kind of thing yet.

chapter 2:nice!
so each son had a speciality for each school of magic. Pretty clever



well so far, its allright.

just how are you going to run a campain like that? i mean, magic is scarce, and most classes in the PHB use magic.

Gwyn chan 'r Gwyll
2007-09-04, 07:55 PM
I haven't quite got to modern times yet. Basically, over thousands of years, the magic using clans have spread, so now basically everyone has a chance of using at least a bit of magic, but the ones closer to the main line get more powerful magic. As well, later, the gods gift others with magic, seeing how their loyal followers were being beaten by those that had stolen from the gods.

Finished the crunch for the rest of the races.

Gwyn chan 'r Gwyll
2007-09-06, 07:08 PM
I put in the fluff for elves.

Gwyn chan 'r Gwyll
2007-09-06, 08:53 PM
I was searching around, and found Amphimir Miriel's Expanded Alignment System (http://www.giantitp.com/forums/showthread.php?p=2080662#post2080662). It seems perfect for the alignment here, where i was searching for a way to keep all Player Races from being all perfect on the alignment axis. Know i can place them pinpoint, and not worry. Shameless yoinkage.

Gwyn chan 'r Gwyll
2007-09-07, 08:32 PM
Did a bit of the dwarves' fluff.

Gwyn chan 'r Gwyll
2007-09-09, 08:59 PM
Almost done the dwarves, being slow going, as schools started again, so...