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puppyavenger
2008-07-02, 10:27 PM
This is thread to discuss Tersul, for the Gears of Neve world building project
Here's links to the The Abraxes Thread[/B] (http://www.giantitp.com/forums/showthread.php?t=82861 The Oderike Thread (http://www.giantitp.com/forums/showthread.php?t=84633)

Nations
Dragonborn Empire by me

The Draconic Empire is the largest and most powerful nation on Tersul. It is controlled by a military hierarchy and worships Tersuls dragons as living gods.
Lands with the exception of the eastern mountain range and the southern peninsula, the Empire controls almost all of Tersul. The Capital is based around the central lake, and they have large cities and towns scattered across the continent. They also have a small colony in southern Abraxes.
demographics 50% dragonblood 48% kobold 2% other
Religion Imperials have an intense devotion to dragons, viewing them as living gods. Any attempt to harm a dragon is punishable by death(usually from the dragon) and all hatchlings are raised in the Imperial city. The older a dragon is the more it is revered, but any dragon is considerd higher ranked than the high warlord.
Relations with other power The Empire is in a Constant state of cold war with the kobolds, over their historical schism, theological differences, and the fact that the kobolds block the fastest routes to the colonies.
They generally regard the orcs as a nuisance and leave them alone as long as the don't step out of the peninsula. However, if a single orc steps out they are vigorously driven back in or killed by the local garrison.
The Empire has a good trading relationship with the tieflings, they send in raw materials and food, goods and magic items come out, and half of them are sold to Elderin traders for a higher price.
The Elderin are the Empires only link to the rest of the world, serving as traders, diplomats and informants. Both sides gouge each other for price, and the both know it, so they get along fine.
Government The Empire has a fierce hierarchy, with a high warlord on top, advised by a council of generals. below them is the huge military machine, then the civilian bureaucracy, than Artisans, foreigners, beggars and outcasts. Dragons and there servant are apart from and above this.


Orcish Empire

The Orcish Empire is in the Northeast of Terasul. They attempt to mimic the Dragonborn, but fail, rather badly.
Lands The Orcs live in the land East of the Dragonborn and North of the Tiefling. They live primarily on the coast, although Orcish settlements can also be found near lakes.
demographics 80% Orc 14% Kobold 6% other
Religion The Orcs revere Gruumsh as their creator, and some Orcs also worship Asmodeus. There a a few cults dedicated to Bahamut, Tiamat or both.
Relations with other power The Orcs deeply respect and admire the Dragonborn, despite the fact that the Dragonborn dislike them. The Orcs feel a need to prove themselves superior, and would one day like to be seen as equals to the Dragonborn.
The Tieflings hate the Orcs, and treat them horribly. Over time, the Orcs have learned to stay away from their cities. However, if a Tiefling passes through the Orc empire, they will be hard pressed to fight off the continuous raids.
The Orcs disrespect the Kobolds, because of their height, and because they are hated by the Dragonborn. However, they still have open trade with them, as both races need it. The Kobolds are wary of the Orcs, because depending on a single Orc, they can either fool the orc into paying several times and items value, or be killed because they are short.
Eladrin traders trade with the Orcs, and the Orcs see them as "Happy Tieflings". It is not uncommon for an Orc to try to buy some of an Eladrin's magic.
Government The Orcish has a hierarchy, modelled after the Dragonborn. There is a High Chieftan on top (rarely for long), who usually delegates decisions to a council of generals. These decisions usually consist of how to enjoy themselves the most, at the cost of the commoners. Below them is the military (who have their own hierarchy) who function primarily as law enforcers and tax collecters. The bottom rung of the ladder of command is the commoners. Unfortunately for those in positions of power, promotions can be obtained if your commander dies. It is not rare for an Orc to be promoted several times in a week, shortly before being killed.

Elderin Traders by Shadowelf

The Eladrin traders control much of the commerce on Terasul. They are independant traders, merchants and occaisionally chosen as advisors for Nobles in the Dragonborn Empire for their worldly knowledge.
Lands
The Eladrin do not control many lands. They have several outposts and neighbourhoods in Dragonborn and Tiefling cities. They also control a chain of islands in the north and are reported to have many secret sites they use for storage of goods and the occaisional smuggling operation.
Religion
The Eladrin revere Corellon and the other Seldarine for their love of magic, forests and fine art. They also revere Sehanine because they feel her commandments reflect their way of life. They do not really have temples or clerics, and they do not really "worship" any of the gods, however.
Relations
In order to maintain their trade operations, the Eladrin traders are friendly with all of the powers of Tersul, including the orcs and kobolds, as long as they have something to offer in trade. The Eladrin are not greedy, however, and are occaisionally willing to trade their wares in exchange for good stories, company or trinkets and baubles.
Government
The Eladrin do not have a centralised government, as they are independant traders. They do, however, respect each other, and they maintain a mercantile code of honour that they uphold meticulously. Eladrin are occaisionally called upon as advisors to other countries for their worldly knowledge and diplomatic abilities. (see top)


Separatist Freelands by apeoflight

The separatist Freelands are the kobolds that went against the Dragonborn Empire, no longer wanting to be a part of it.
Demographic 96% kobold 4% other
Lands The eastern mountain range and the southern penninsula?
Religion They worship either Tiamut or Bahumat. But they do believe that these two gods created them. They do not believe dragons are living gods.
Relations with other powers They are in cold war with the Dragonborn Empire. Having neither the supplies or manpower to attack they cant make a move against them. But fortified in the mountains it is suicidal for dragonborn to try and travel these mountains. Being servants for generations has made them cunning. They have open trade with the eladrin and orcs.
Goverment Going against the hierarchy the kobolds have formed a type of Democracy. They are split up into family clans and there is a member of the council for each clan. Each member of the clan gets to vote who is the council member and the council makes the decisions.


Tiefling City-States (may include more than one entry by Moff Chumely

General Description
The Tieflings inhabit huge and outlandish metropolises, infused with magic and bearing an aura of the unkown, which long-time inhabitants neither notice nor understand. There is a sizable Eladrin community within each Tiefling city.
Demographic 90% Tiefling 6% Eladrin 4% Other (mostly kobolds)
Lands: The wastelands and cities of the Southern Peninsula.
Religion: Tieflings venerate the whole pantheon, but favor Asmodeus, Corellon, Erathis, Moradin, The Raven Queen, Torog, and Vecna.
Relations with other powers: Tieflings get on very well with Eladrin and Kobolds on a personal level, and indeed have strong ties with the new-world Eladrin Empire, but are hesitant to deal with the Kobold nation. They do not much care for the Dragonborn, but since they provide a major source of income, are dealt with anyway. Tieflings despise Orcs, and a rite of passage for Tiefling warriors is joining one of the small military troops that attempts to keep the long distances of badlands between cities empty of them.
Government: Each city-state's government is different, but most are ruled by an extremely powerful (read: high epics) warlock or wizard. Tieflings usually are free to do almost whatever they please, as there isn't much law enforcement (it exists, though.) and the main form of punishment is exile.

Darrah

Darrah is one of the largest of Tiefling city states. Built around a large, active volcano in the middle of a large lake, it is also on of the most long-lived, due to it's easily defensible nature.
Rulers: Darrah's Mage-Lord is Alasdair, an extremely powerful (read: lv 30) wizard who rules Darrah from his tower that floats high above the city. Alasdair appoints a parliament to create laws for him, but he retains final power over anything. Alasdair's second in command, Lady Shavonne, is the commander of Darrah's military.
City Geography: Darrah is divided into three main areas: The Caldera, The Undercity, and The Slopes.
The Caldera: The Caldera in turn is divided into four quarters: Ring Major, Ring Minor, The Floor, and the Pit. Ring Major houses the wealthy elite of Darrah, and consists of a thin strip around the top of the crater. Large mansions make up the main type of building found here. The largest quarter, Ring Minor, makes up the rest of the sides of the crater, and is a mostly residential neighborhood. It hosts Darrah's middle class and many of it's artisans, who typically have home workshops, or neighborhood workshops. The Floor is the flatter part of the large crater, and houses Darrah's small lower class. It is a very dark neighborhood, housing much of the cities' industry. The Pit is a small neighborhood, built in the wall of the shaft of the volcano. It is also very dark, and consists of the remainder of Darrah's industry. It houses non of Darrah's citizens, with the exeption of mages who seek to utilize the magic present in the pit. The pit connects to the undercity.
The Underctiy: Like the Caldera, The Undercity is divided into four parts: The Walls, The Catacombs, the Lakefloor, and the Caverns. The Walls are the huge caverns within the Caldera walls, and they house large magical greenhouses that churn out most of the cities' food. They are frequented by upper and middle class citizens, who enjoy taking walks in the luminescent gardens. Hence, there are numerous services present in The Walls. The Walls also connect to The Slopes. The Catacombs, unlike the luminescent beauty of the Walls, are a place to be avoided. Beneath The Walls, The Catacombs house the cities' political machinery, in addition to the huge magical machinery that keeps the cities' ward functional. Food is also produced in the Catacombs, but in highly volatile magical warehouses that are off limits to the public. The Lakefloor is a very small, very exclusive area. Reached only by magic, the Lakefloor are bubbles of air on the slopes of Darrah, and house reseraunts, labs, and some extremely expensive homes. The Caverns aren't really a neighboorhood, as such, so much as a group of gargantuan caverns connected by a dizzying array of tunnels and smaller caverns, deep under the lake floor. They consist of storage, labs, and lower class homes.
The Slopes: The slopes are a small area, made up of the homes and structures on the edge of the mountain. The most notable part of this area is the Eladrin neighborhood.
Ward: Darrah is supported by a powerful ward that provides medical benefits to all of its citizens (a citizen being someone who has been within the ward for more than a week, is not an orc, and has not broken the law), illuminates the city at night, keeps the Lord Magus's tower afloat in midair, and most importantly, keeps the volcano from destroying the city. In the event of an eruption, a portal is opened up leading to the Astral to receive the lava, and the immense power generated thusly provides the city with power. The volcano "erupts" every few days, an even signified by a light rumble that is especially loud for anyone in The Pit. Other effects of the ward include granting anyone specified by the Lord Magus or one of his deputies the power of flight, nigh invincibility, and increased arcane power. Anyone who qualifies as a 'citizen' (according to the criteria above) has slightly heightened emotions and has greater appreciation for art, something that was intended to make the city's artisans more productive and precise. Anyone who grows up within Darrah's ward and then leaves suffers from an emotional 'deadness', and doesn't react to outside stimuli as much as they would within the ward. There are also several other aspects of the ward known only to the Lord Magus himself.
Atmosphere: Darrah is a large, thriving city. That much is easily recognizable from the passion and art gracing much of the city. Art is on prominent display throughout the city, from the near-constant music being played by groups of young Tieflings on street corners and public places, nightly operas and performances at any one of Darrah's theaters or opera houses (mostly on The Slopes), and the semi-public studios of many of Darrah's artisans. Food is also important in Darrah, and the mages who operate the magical greenhouses within The Walls take great pride in their work. The city exists in a near constant state of Renaissance. However, there is a dark side to the city's prosperity and creativity. Violence, especially in gangs, is rampant in the poorer areas of the town, including arena style combat. Decadence of... other sorts... is also appallingly common.


Dragons of Tersul (13/23 completed)
Tisildui, Who Defies All Titles, Save This One
by me
description

Alignment: Unaligned
Power Level:High Epic
Abode A huge cave complex near the eastern shore of Tersul
Forces A few hundred highly trained dragonborn agents with about half on covert missions on Tersul, the colonies, and Ordike. A thousand sworn soldiers, who knows how many kobold servants and the ability to commandeer any imperial resource of force at any time.
Personality He has a, justified, been there, done that attitude, viewing everything as a repetition of something that happened before. I's gotten to the point where most of his activity is playing massive political and spy games with other dragons or being of similar stature, seeing how much they can change the world without anyone knowing it was them or anyone in the inner circle. He is intensely interested in Abraxes and has several agents there.
Assets: most powerful creature on Tersul, God of the Dragonborn, has agents infiltrated in several high places, small standing army, excelent spy service, is a dragon.
liabilities can't move around stealthily, has to deal with annoying diplomats, is bored out of his mind, has a hard time seeing the threat of any humanoid(pretty justified)

Channel Divinity feat

Channel Divinity: Tisildui's Infiltration
"Tisildui's love of intrigue allows you to delve into your foe's mind"
Encounter * Divine
Minor Action Ranged 10
Target: One creature within range
Attack: Intelligence vs. Will
Effect: You gain a +5 bonus to Diplomacy and Intimidate checks against the target and you gain a +2 bonus with attacks targeting
their Will defense until the end of your next turn
Special: You must take the Tisildui's Infiltration feat to activate this power


Fang, the beast Drake by me

Also Know As: The Chained Prince, DA Boss's Biggest Pet, The Infant God Bound By Mockeries of his Ancestors Creations.
Alignment unaligned (he's pretty much a cunning and viscous animal)
Power Level Mid-heroic
Abode In a lavish pit n his captors/caretakers tent, Somewhere near the center of the orcish peninsula.
Forces As a captive/beast, he has no forces. His captor, a orcish warlord who has gained huge amounts of stature from having a dragonborn god as a pet, has command of several hundred orc warriors
Personality He is little more than a powerful beast, looking forward to the next meal or getting something pretty. He views his captor with a bit of affection as the person who gives him foof, and, given a choice, will attack the people he's told to.
Assets strong, protected by orc army, hidden
liabilities animal intellect, weak for a dragon, no impulse control.


Spellcrieg by Shoadow,elf

description

Power level: Mid-Epic
Colour: Originally blue, but his exposure to powerful magic has caused him to have coral and violet scales mixed in
Breath Weapons: Frost Lightning, Cone of Enfeeblement
Also Known As: The Spellstorm, The Watcher, He of Many Colours
Alignment: Unaligned
Abode: An Extra Dimensional Cave only accessible to those he designates
Forces: Many Extra-planar monsters, several hundred doppelgangers on covert operations all over Neve
Personality: Views the world as his stage where he can spark conflicts and political intrigue. He is quite self-confident (which is justified) and he has full confidence in his casting abilities.
Assets: He can cast powerful arcane spells, has a comprehensive spy network everywhere, his cave his impossible to infiltrate, and he can use his magic on distant places to spy etc. he can teleport as well as fly.
Liabilities: His forces are small compared to other dragons, he does not have many worshippers among the dragonborn, his scrying abilities (which he's dependant on for information) don't work on the warded Tiefling city states

channel divinity feat

Spellcrieg's Arcane Boon
Prerequisites: Channel Divinity Class feature, must worship Spellcrieg
Benefit: You can invoke the power of your dragon-god to use Spellcrieg's Arcane Boon

Channel Divinity: Spellcrieg's Arcane Boon
"Spellcrieg grants his followers basic Arcane spells and knowledge"
Encounter * Divine
Free Action Personal
Effect: You may cast a wizard cantrip or at-will power as a Standard action this round. In addition, you gain a +5 bonus to Arcana checks until the end of your next turn.
Special: You must take the Spellcrieg's Arcane Boon feat to activate this power


Aleijado, The Wingless by Zocelot
(Aleijado means cripple in Portugese)
descriptions

Also Know As: Aleijado, The Cripple or Aleijado, The Immobile
Alignment Good (was Chaotic Evil before he got crippled)
Colour White
Power Level Mid-Paragon
Backstory Aleijado lived on the east side of the mountains dividing the Dragonborn and Orcs. He raided Orc villages, but was eventually defeated. He escaped, but not without taking serious wounds, and having half of his left wing torn off. He managed to get to the West side of the mountains where he was healed by a Dragonborn Cleric. His wing was beyond repair though. He has lived on the West side of the Mountains since.
Abode Slightly West of the mountain range seperating the Dragonborn and the Orcs.
Forces A handful of crippled Dragon (blind, deaf, amputees, etc.) worship him, and set up a small village near his abode
Personality He is a friendly creature who is willing to help any travelers he meets or who come to his village. He loves the village that was founded in dedication of him, and will lay his life down to protect it. He has a dislike for Orcs and and is jealous offlying creatures, but is willing to see how they turn out, rather then attacking on sight. He is constantly looking for a way to heal his wing.
Assets stronger then usual breath weapon, many followers
liabilities followers are cripples, no flight

channel diviniy feat

Aleijado's Mercy
Prerequisites: Channel Divinity Class feature, must worship Aleijado
Benefit: You can invoke the power of your dragon-god to use Aleijado's Mercy

Channel Divinity: Aliejado's Mercy
Encounter * Divine
Free Action Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: The target of the critical hit may spend a healing surge
Special: You must take the Aleijado's Mercy feat to use this power


Rayzigiera the Traveller by shadowelf
Power Level: High Heroic
Alignment: Good
Colour: Rayzigiera has mostly gold scales, but with some silver ones mixed in
Breath Weapon: Anti-Magic Breath, Fire Breath
Also Known As: Mageslayer, Lady of Avandra
Abode: She lives among the Dragonborn settlers and defends them (and her brother's investments) from the jungle. She has an establish magic circle which she uses to instantly warp to her brother's manor
Forces: The settlers she defends appreciate her and would defend her zealously should a conflict arise. She has control over any of her brother's forces, should she chose
Personality: She loves to explore, and, as Avandra's Chosen, also loves change. She views Abraxes as an opportunity to spark some change in what she views as the otherwise boring dragonborn society. She supports her brother in his endeavors.
Assets: She can thwart magic uses with her anti magic breath, she can clear forest with her fire breath for the settlers, she can retreat to the Empire with an hour's notice.
Liabilities: Her forces are meager, is weakened significantly if her brother falls.

Lord Verschemes by shadowelf

Power Level: High Heroic
Alignment: Good
Colour: Vershemes has mostly silver scales with some gold mixed in
Breath Weapon: Wild Magic Breath, Cone of Cold
Also Known As: The Razor With, Champion of Avandra
Abode: He lives in an expensive manor in the Dragonborn Empire. He has a teleportation circle that he can use to instantly teleport to the Abraxes settlements.
Forces: Two hundred dragonborn warriors, many kobold slaves, Tiefling adviser Carell, Eladrin adviser Eryc.
Personality: Verschemes loves to play at politics and, as Avandra's Chosen, also loves change. He believes, unlike his twin sister, that the key to changing the Draconic Empire lies in its interior politics, not its settlements, but he supports his sister, both morally and monetarily, in her endeavors.
Assets: Large forces, large power base, breath can make magic go awry, can retreat to Abraxes if necessary.
Liabilities: Very tied down, is weakened significantly if his sister falls.

Enitaplap, The Emperor by Zocelot

Also Know As: The Supreme Ruler
Alignment Good
Physical Description Gold, but he spends most of his time in humanoid form.
Power Level High Paragon/Low Epic
Abode Mansion in the Dragonborn capital city
Forces All except the most evil Dragonoids (Dragonborn, Kobolds and Dragons) are willing to fight for him
Personality He doesn't let the fact that he is one of the most influential people in the known world go to his head. He is absolutely cunning, but is also willing to listen to his advisors. He tries his best to be a fair ruler, and if he makes a mistake will apologize for it immediately. Occasionally he changes into a low profile humanoid and goes out for a night of drinking on the town.
Assets Ability to polymorph into any humanoid (All player races, including the ones at the back of the MM), controls the Dragonborn Empire, can call on the aid of other dragons, insanely (but not literally) high mental stats.
Liabilities Not amazing at physical combat, a "must-kill" target for anyone trying to take over the empire

Matrona, the Broodmother

description

Power Level: Mid-Paragon
Alignment: Chaotic Evil
Colour: Pink and violet
Breath Weapon: Poison Breath, Breath of Necrosis
Also Known As: The Fatal Facade
Abode: Matrona lives in a secluded cave in the northern mountains of Terasul with her clutch of eggs.
Forces: The Brood, which are Kobolds that have been twisted by the necrotic aura of her unhatched eggs
Personality: Matrona has a complete disregard for life, except that of her eggs, and she has an outright hatred of the other dragons of Terasul, especially the Avandran Twins, because their presence prevents her eggs from hatching. During her seclusion alone with her eggs, she lost the ability to fly and the need to eat. She delved into necromantic magic in an attempt to unravel the magic of Terasul to help her egs hatch, but all she succeeded in doing was corrupting herself and all her eggs. She uses her Brood to look for potential phylacteries for herself, because her vulnerable eggs are her current one (even though she's still alive - its complicated)
Assets: The Brood is invulnerable, as they do not feel pain and she can reanimate them on a whim
Liabilities: Her eggs are very vulnerable, and their destruction results in her death and the eradication of the Brood.

channel divinity feat


Matrona's Shield
Prerequisites: Channel Divinity Class feature, must worship Matrona
Benefit: You can invoke the power of your dragon-god to use Matrona's Shield

Channel Divinity: Matrona's Shield
Encounter * Divine, Necrotic
Standard Action Blast 1
Target: One open square in Blast
Effect: You summon a Matrona's Broodling. It deal 1d4 + your Wisdom modifier damage to all enemies adjacent to it at the end of your turn. It has HP equal to 2 + your Wisdom modifier. It disintegrates when it is reduced to 0 health. It cannot be healed.
Special: You must take the Matrona's Shield feat to use this power


Morty, The Bonedragon

description
Also Know As: The Unhallowed Dracolich
Alignment Chaotic evil
Physical Description He's a a huge amount of bones, in the shape of a Dragon. He was once a Black dragon.
Note: He is not a dracolich. He does not have a phylactery.
Power Level High Epic
Abode A cave complex in the mountains that are in the south of the Dragonborn Kingdom
Forces A dozen or so Dragonborn lichs, as well as a group of Dragonborn necromancers serve him (each with their own retinue of undead).
Personality Morty is a scheming monster. He is not interested in destroying settlements/people/artifacts, and would much rather take them over. He is trying to take over the Tiefling government, as well as turn larger groups of Kobolds to his cause. Eventually, he would like to control the Dragonborn as well. He knows that he himself is immortal*, and so his plans may will thousands of years to come to fruition.
*He can be killed, but he considers this a ridiculous impossibility.
Assets Strong army, hugely powerful, master of Xanatos Gambits (http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosGambit?from=Main.TheXanatosGambit)
Liabilities Hated by most of the world, many groups of adventurers are out to get him.

cannel divinity feat


Channel Divinity: Morty's Veil of Undeath
Prerequisites: Channel Divinity Class feature, must worship Morty
Benefit: You can invoke the power of your dragon-god to use Morty's Veil of Undeath

Channel Divinity: Morty's Veil of Undeath
Encounter * Divine, Necrotic
Immediate Reaction Personal
Trigger: You are Bloodied
Effect: You gain resist 5 necrotic until the end of your next turn. This increases to resist 10 at level 11, and resist 15 at level 21.
Sustain Minor: The Veil persists
Special: You must take the Morty's Veil of Undeath feat to use this power


Kerretch, The Enlightened One

description

Power Level: low-paragon
Alignment: Good
Colour: His Scales are coverd over by algae and seaweed, but they were originally copper
Breath Weapon: Healing energy and a torrent of living plants and bacteria
Also Known As: Life-Bringer, Lord of the sacred Spring, the trapped healer
Abode: A large, radiant energy saturated spring near the imperial city and the surrounding cavern.
Forces: About a hundred healers e is training, 50 sworn guards, and 100 honer guards from the city.
Personality: Warm and caring, he's completely trapped inside the pool, requiring the constant radiant energy to keep hm alive after a cursed blade chopped off is leg several decades ago. He heals any who are injured, able to focus the pools energy to re-nit skin and tissue. He is renowned as one of the only creature in Tersul able to raise the dead, but will only do it if he is sure the person deserves a second chance. Otherwise he heals anyone who needs it, as long as they are relatively innocent and commit no great crimes
Assets: Fairly powerful, hard to find, pretty well protected, able to resurrect creatures, able to control the plant and animal life growing in the pool.
Liabilities: Can not leave the pool, pretty weak physically.

channel divinity feat


Channel Divinity: Kerretch's Disarmament
"Rather than strike your foe, you call upon the roots of Kerretch to disable them"
Encounter * Divine
Immediate Interrupt Melee Touch
Trigger: You would make an opportunity attack against a monster
Attack: Wisdom vs. Reflex
Hit: The foe loses the rest of their actions for this round cannot take any more actions this turn. They can choose to continue their movement, but if they do so, they become dazed until the end of their next turn.
Special: You must take the Kerretch's Disarmament feat to use this power


Degneva, The Armored God

description

Also Know As: The Metal Dragon
Alignment Unaligned
Colour Iron, (was Green)
Power Level High-Paragon
Abode Are there any deserts in the Dragonborn empire? I ask, because goddammit, blue Dragons DO NOT live by the coast
Forces Craftsmen and enchanters worship him, but he doesn't want anyone to fight for him.
Personality Despite the fact that he is fairly old (around Adult), he is quite likely the most childish of all the dragons. He doesn't attack people, but he will brag about his carapace to anyone he sees. He doesn't stop talking about how shiny/hard it is, or how much power it took to create. He is always looking for a way to show off (he says test) his shell, and is easily manipulated because of this
Assets Very hard carapace.
liabilities no followers, poorer flight.

channel divinity feat



Degneva's Shell
Prerequisites: Channel Divinity Class feature, must worship Degneva
Benefit: You can invoke the power of your dragon-god to use Degneva's Shell

Channel Divinity: Degneva's Shell
"You channel the energy of the pride of Degneva to shrug off the blows of your foes"
Encounter * Divine
Immediate Interrupt Personal
Trigger: A monster scores a critical hit on you
Effect: You gain resist 5 all until the end of your next turn.
Special: You must take the Degneva's Shell feat to use this power


Selth, The High Lord of The Lowlands

description

Also Known As: Fateweaver, Silverscale, Skin-wearer,m the Beggar-God, The Hermit-king
Alignment Good
Power level low-epic
Color Pure, gleaming silver
Breath Weapon Bad Luck, Poison
Abode He travels along all the central lowlands of the Empire
Forces none. Although, if he revealed himself, most of the villagers around him would fight for him.
Personality Personable and friendly, he spend almost all his time traveling around, either as a hermit or a merchant. It's said that anyone who treats him kindly is blessed with good luck, and anyone who treats someone with a lower station than them poorly in his presence will by cursed with failure. He almost never reveals himself to be a dragon, unless it would save someone's life or he is in serious danger.
Assets Quite powerful, almost impossible to find, a god to the dragon-born, mild control over fate and chance
liabilities no forces, impossible to find for allies, hated by several people who's lives he's ruined with his punishments.

channel divinity


Fateweaver's Gift
Prerequisites: Channel Divinity Class feature, must worship Fateweaver
Benefit: You can invoke the power of your dragon-god to use Fateweaver's Gift

Channel Divinity: Fateweaver's Gift
"Slelth rewards you when you aid another"
Immediate Reaction Personal
Trigger: You heal an ally or aid another with a d20 roll
Effect: You can make a saving throw with a bonus equal to your Wisdom modifier as a free action


Artus, the tactician

Description

Power Level: Mid-Paragon
Alignment: Unalligned
Colour: Blue and metallic red
Breath Weapon: Fire and Ice breath
Also Known As: The Crimson Claw of righteous truth, The Blue Wing that destroys the infidel, The armored lord of the hidden battlefield, "That idiot" (Kobold freelanders only)
Abode: Artus lives in two temples in the capital of the empire, alternating between them so as to control his cults and prevent them from causing much damage to each other or bystanders.
Forces: Two reasonably large hidden cults devoted to
1) The worship of him
&
2) The complete destruction of the heretics who claim falsehoods of the mighty lord Artus.

Personality: Artus considers himself a tactical genius unequalled throughout history, and therefore, refrains from warring against other dragons in secret, as that, he considers, would be beneath his talents.
Therefore, he decided to war againbst the only reasonable challenger. Himself.
Using armor and smuggled gnomish technology , he managed to set up two seperate cults, each convinced they worship the true form of the dragon, while the other group worships a crude metal immitation of their lord. As time has gone by, he has gained some measure of affection for his armies, and attempts to minimize both group's casualties, while maintaining the same level of animosity. He spends time not occupied by the wargames or silencing those who discover the truth (as often as possible by bribes or threats instead of murder, but the last option is not unknown) tinkering with new parts and technology to further enhance his double.

Many in the Separatist Freelands know of the double life, but fear of a holy war against "The Heretics" and amusement at the idiocy of their enemies combine to keep it from the two cults.

Assets: A fairly good mind for strategy , when focused, and a better than average understanding of technology, for the local area.

Liabilities: A complete lack of dedication to anything resembling a larger goal, and a tendency to sabotage himself

Channel Divinity Feat


Artus' Gambit
Prerequisites: Channel Divinity Class Feature, must worship Artus
Benefit: You may invoke the power of your dragon-god to use Artus' Gambit

Channel Divinity: Artus' Gambit
"Artus gives you insight into his tactical genius. If you fail to see its brilliance, there is dire consequenses"
Encounter * Divine
Immediate Interrupt Personal
Trigger: An enemy scores a critical hit on you
Effect: The enemy rolls again. 10 or less and the attack does no damage (not even a miss). 11 and up, you suffer a -2 penalty to saving throws until the end of the encounter (save ends)
Special: You must take the Artus' Gambit feat to use this power


Cagnazzion, the Poet

Description

Power Level: Low Paragon
Alignment: Unaligned
Colour: Green
Also Known As: The Fountain of Quotes
Abode: Cagnazzion lives just outside a city in the Southern Part of the Empire
Forces: None, although the city he lives near could be roused to fight for him.
Personality: Cagnazzion lives for instant gratification, and he loves telling other people what to do. He believes that he cannot be wrong, and will convince himself that he "meant to do it". He doesn't move around very much, but is hospitable to those that come to him. He often philosophizes, and makes poor analogies. "Your situation is similar to Degneva. To become successful in life, you must turn your skin into iron."
Assets: High mental stats
Liabilities: Can't defend himself well, doesn't have anyone dedicated to fighting for him, thinks he is smarter then he is.

Channel Divinity Feat


Cagnazzion's Verbal Joust
Prerequisites: Channel Divinity class feature, must worship Cagnazzion
Benefit: You may invoke the power of your dragon-god to use Cagnazzion's Verbal Joust

Channel Divinity: Cagnazzion's Verbal Joust
"You launch a series of rhymes and alliterations at your foe, thoroughly confounding him"
Encounter * Divine, Charm
Standard Action Range 15
Attack: Charisma vs. Will
Hit: The target is stunned
Miss: The target is dazed
Special: You must take the Cagnazzion's Verbal Joust feat to use this power


Therin, The Radiant Lord

Description

Also Known As the Lord of Light, The Avatar of Radiance, God of The Avenging sun
Power-level Mid-Paragon
Color Impossible to see because of the blinding light emanating from every scale.
Breath weapon/B] A cone of pure destructive radiant energy
[B]alignment Evil-ish
Forces around 100 'imbued", soldiers filed with the same radiant energy that fills him, plus about 500 soldiers under his command and 2,000 in nearby garrisons
Abode A Mountain Fortress near he kobold strongholds
Back-story His egg was accidentally cracked by a handler and he was hatched early. The handler, terrified for his life, rushed the dragon to the nearest temple. The priests could not heal him, but they infused him with massive amounts of radiant energy, which has to be regularly replenished.
Personality arrogant and war-minded, he has made it his goal to destroy the kobolds and claim their magic items.
He is very belligerent and will not hesitate to kill someone who angers him. The infusion of energy that saved his life requires regular refills, however, he had a special room constructed that traps and magnifies the energy coming off of him, along with converting magi items into radiant energy.
assets Strong, a good tactician, able to incinerate enemies with radiant energy, blinding to look at, large forces.
liabilities can't live his fortress for long, impossible to hide, Arrogant.

Channel Divinity Feat

Therin's Flash
Prerequisites: Channel Divinity Class feature, must worship Therin
Benefit: You may invoke the power of your dragon-god to use Therin's Flash

Channel Divinity: Therin's Flash
"You blind your foes with the divine radiance of Therin"
Encounter * Divine, Radiant
Standard Action Close Burst 1
Attack: Charisma vs. Reflex
Hit: The target is blinded (save ends)
Special: You must take the Therin's flash feat to use this power




Personalities of Tersul

Gerick Drachtpard

Power Level: High Paragon
Class: Ranger/Bounty Hunter (coming soon)
Alignment: Unaligned
Race: Gerick is a doppelganger with a mutation that has allowed him to become any creature, not necessarily humanoids.
Also Known As: The Dragon Hunter
Employers: He is employed by Spellcrieg to eliminate minor dragons before they can rise to power. In this way, Spellcrieg ensures that the stage upon which he and Tisildui play remains unobstruct by young dragons' ambitions.
Personality: Gerick is carefree, and is most often seen in the guise of a human (which are rare in Terasul). He is extremely eccentric, and he always speaks in rhymes (when possible). He plans out his operations over long periods of time, and he has inherited the patience of his master.
Weapon of Choice: Gerick's favoured weapon is his javellin Maelstrom, which he can turn into a bolt of chain lightning on a whim. It returns to him with a thought when thrown.

Grandmaster Han

Power Level: High Epic
Class: Fight/Staffmaster (my own creation)/Grandmaster (also my own creation)
Alignment: Good
Race: Dragonborn
Also Known As: The Elder
Age: 150 years (incredibly old for a dragonborn)
Personality: Grandmaster Han is incredibly proud and polite, and he is very generous with his abilities. He likes to defend small hamlets and outlying towns that are exposed to raids from mountain monsters, and he always arrives just in time to prevent civilian deaths.
Weapon of Choice: A solid wood quarterstaff crafted from the wood of the Dragon Tree in the Dragonborn capital city.
Notes: Despite his age, he is still able to defeat several fully armed titans by himself

Rameir Tisen

Power Level: Low Heroic
Class: N/A
Alignment: Lawful Good
Race and description: Rameir is a Dragonborn. He is short, but muscular. His scales are red, and his breath weapon is fire. He is approaching the age of 50.
Employers: Rameir owns his own smithy, where he creates ornate sets of armour out of unusual materials. His works are usually much more expensive and less functional then traditional armour, but as they are works of art he still has customers. His most famous works of his include a golden full set of armour and shield that are inlaid with images of dragons, and owned by Enitaplap.
Personality: Rameir is intense, with the characteristics of a typical dwarf. He is hardworking, a loyal to his country. He loves art and would one day like to He worships Degneva. He has already visited the Orcish and Tiefling capitals, and he would go on a trip with his family to the greatest cities of Oderike and Abraxes, so that he can see the artisans and their art.
Weapon of Choice: When Rameir is working, he keeps a hammer around, but otherwise he is unarmed

Lady Shavonne

Power Level High Paragon
Class Warlock
Race and Description An eladrin who was raised in the Tiefling cit of Darrah, Lady Mira Shavonne was seperated from her family at birth and was raised by the Lord Magus of Darrah, for some unknown reason. Over the last fifty years, Lady Shavonne has become a powerful warlock, a confidante and advisor to the High Magus, and a commander of Darrah's military.
Also known as General Shavonne, Princess Mira (only used by old friends.)
Employers The Lord Magus of Darrah.
Personality Blunt and to the point in matters of almost everything. Externally, Lady Shavonne is in her early twenties (human standard), but due to some strange magical goings-on, she has the mind of a fifty five year old (again, human standard). She is fairly rutheless on the job, but when she isn't vanquishing orcs, she is fond of taking the streets of her city in fashionable attire and a mild disguise, enjoying all her city has to offer and playing music on the streets.
Weapon of Choice Fiyah!

Agitate, he who holds justice in one hand, and dispenses mercy with the other

Power Level: Low Paragon
Class: Warlord
Alignment: Lawful Good
Race and description: About ten feet tall, with a massive build and bright crimson scales, Agitate is an imposing figure even when not in ceremonial armor. In armor, a foot is added to his height, and, if anything, he's an even more imposing foe.
Also known as The hand of the crimson lord, The deliverer of the Iron pass, first among equals, slayer of the warlords, merciful conqueror of the fallen sons.
Employers: The chief of the cult of the Crimson Claw, he joined after years in service to the armies of the empire in search of higher purpose. He still holds a low level rank in the army of the empire, to stay close to those who give their lives to protect those the Dragons have chosen.
Personality: Agitate is, in general, a merciful individual, sparing his foes whenever there was a reasonable opportunity when in war even against Orcs, let alone Kobolds or fellow Dragonborn, but when he feels a foe truly is irredeemable, even his closest friends shy away him in fear. However, the list of foes he places in this group is small, consisting, until he gained his current position, of only Demons, the most evil of dragons, and the most depraved Orcs. To this list he has added the heretic Chronitus. He is a fervent believer in his cause, and hates the Kobold "deciever" with a passion few can match in hatred of anything. Despite this, he is merciful to lower level agents of the blue wing to an amazing degree, to the point where he sways many to his own agency. He is also highly respected by many in higher military positions altogether seperate from his religious career for his valor in the field.

It would likely be a very bad thing if he found out the truth behind the two cults' conflict.
Weapon of Choice: A sword forged with the fires of Artus himself, with Iron distilled from the blood of fallen soldiers of the empire "so they may not be forgotten".


Chronitus Ironscale

Power Level: Very Low Heroic
Class: N/A
Alignment: Good... ish
Race and description: A small Kobold in sky blue armor with imposing metal wings, Chronitus is rather unassuming and indistinct out of his impressive cerimonial armor, and few would recognize him if they passed him on the street. For him, this is a very good thing.
Also known as The speaker of the blue lord, "That Kobold whelp who needs to learn to respect his betters", Phil Wilson (don't ask)
Employers: The chief of the cult of the Blue wing, he was personally chosen for the role by Artus himself, after he walked up into the private chamber of the dragon a few weeks after joining the blue wing cult, and saying, to his face, that Artus was a "Weak minded wet scaled gnome lover who couldn't tell his two cults apart if you had cue cards. But that's why I like you. " Most individuals on the continent would have slain him on the slot, or at least given him a smack to mind his betters. Artus promoted him to the top position in the cult. As time went on, Ironscale has grown increasingly fond of the idea of having just been beaten senseless.
Personality: Chronitus is a decent enough individual, despite his tendency to insult and belittle whoever crosses his path. He is, in large part, responsible for the last five years having so few deaths due to Artus's machinations, and tries to keep things from spiraling out of hand. In his professional appearences, he is a fanatical devotee of the dragon, giving speeches that incite fevor to previously unimaginable levels, while subtly belittling those he talks to. Few of his lieutenants like working for a kobold, let alone one as prone to belittling comments as this one, but Artus's will is not to be questioned, and he does know how to rally the troops.
Weapon of Choice: Snarky comments.


We currently need write-ups, critiques, and any projects about stuff your interested, like the dragons for me.
so to sumerise
MORE WRITEUP'S

Zeta Kai
2008-07-02, 11:44 PM
I'll work on a map for the Southern Continent as soon as I have time; it may be a few days. Any ideas for a name? I believe Abraxas is a Greek name for "World of Mystery." Perhaps this continent should be something along the lines of "South-Land" in Greek. Can anyone translate that?


Map of Terasul
http://i153.photobucket.com/albums/s228/zetakai/GoN-Terasul3.jpg

Recaiden
2008-07-02, 11:48 PM
I think that tieflings should be the least common of the races, maybe just a few percent or less outside of their cities.
The dragonborn and kobolds are enemies, but there is no open conflict.
I'l try and help more tomorrow.

ApeofLight
2008-07-03, 12:41 AM
I got a few things to say here. First names. Name of the empire i think should be The Draconic Empire. And the continent is Terrasul the portugese of south land put together.

Then the social system. I think it goes something like this. First is the Warlord at the top then the holy men, next warriors, paladins and clerics. Next would be the Artisans of craft next then like govenors and what not. Then laborers and next would be kobolds and servants. Lastly the outcasts of society.

The kobolds that are loyal to the empire would be with the empire only because they think that the renagades have nothing to offer them.

Well thats all I got to say here for now.

Recaiden
2008-07-03, 06:11 AM
Maybe shorten it to Terasul to make it more distinct.
The loyalist kobolds are not seen as enemies unless they are individually fighting the renegade kobolds, who try and recruit them to their side/ free them from the dragonborn.

My question is where do the tieflings get their money or power, and why are the dragonborn content to leave them alone?

TheCheshireHat
2008-07-03, 07:53 AM
My question is where do the tieflings get their money or power, and why are the dragonborn content to leave them alone?

A few reasons that I can think of:

-The Tiefling City-States are not a direct (military) menace to the Empire, while the rogue Kobold state is. The Empire can't afford to strike the Tieflings and be ready for a Kobold invasion/mass rebellion.
-The Tieflings trade high quality luxury goods (hedonistic culture), and are the chief suppliers of such goods to the Dragonborn higher-ups. The Empire artisans prefer, or are required for, more pragmatic/practical designs (militarized culture).
-In case of need, the decadent, albeit extremely rich Tieflings could pull together some impressive mercenary armies.
-The Tiefling city-states spend much time scheming against each other (a la typical italian city-state scenario), and thus aren't a menace (reason 1). If presented a common enemy, they would probably unite (see reason 3).


I think that all these factors, together, make for a pretty good reason for the Tieflings continued existence as independent from the empire. The justification for reason 2 is perhaps a bit weak, but it I think it makes sense in a general sort of way.

puppyavenger
2008-07-03, 08:56 AM
Maybe shorten it to Terasul to make it more distinct.

sounds good


The loyalist kobolds are not seen as enemies unless they are individually fighting the renegade kobolds, who try and recruit them to their side/ free them from the dragonborn.
hm, how about they are mostly Artisands and low-level bureaucrats


My question is where do the tieflings get their money or power, and why are the dragonborn content to leave them alone?


I think that all these factors, together, make for a pretty good reason for the Tieflings continued existence as independent from the empire. The justification for reason 2 is perhaps a bit weak, but it I think it makes sense in a general sort of way.

I agree, so how do they pay? lots of arcane texts? easy access o gold? cities being built on op of a diamond mine?
Also, something I forgo to add

What power and presence do the orcs( who are native to the Landmass) have?

if no-one object, I'll change the name of the thread to Re: Gears of Neve: a 4E World-Building Project Terasul in a few hours.

Zeta Kai
2008-07-03, 10:17 AM
I have no objection to the name Terasul. It's not Greek, but it doesn't have to be, & it sounds nice.

puppyavenger
2008-07-03, 10:32 AM
I have no objection to the name Terasul. It's not Greek, but it doesn't have to be, & it sounds nice.

okay, changign the name now, don't suppose you could put a link to this in the first post of the other thread?

Recaiden
2008-07-03, 10:47 AM
Yes but where is their money coming from? They could have some method of making money off of producing magic items. I think this is most likely, as they have to come from somewhere. They could have a lot of mineral resources near their cities: coal, gold, diamonds.

puppyavenger
2008-07-03, 11:07 AM
Yes but where is their money coming from? They could have some method of making money off of producing magic items. I think this is most likely, as they have to come from somewhere. They could have a lot of mineral resources near their cities: coal, gold, diamonds.

maybe they have an insane amount residum, tiefling-made could mean the same as french wine.

Zeta Kai
2008-07-03, 11:55 AM
okay, changign the name now, don't suppose you could put a link to this in the first post of the other thread?

The "main" thread has had its name changed to Gears of Neve: a 4E World-Building Project Abraxas, to reflex its new status as the dedicated Abraxas discussion thread.

Links to the Southern Continent thread (http://www.giantitp.com/forums/showthread.php?t=84602)& the Northern Continent thread (http://www.giantitp.com/forums/showthread.php?t=84633)have been added to the first post in the Abraxas thread.

puppyavenger
2008-07-03, 12:05 PM
Okay, so here's my idea for the dragonblood command structure

Dragons(doesn't come up much)
High Warlord
High Command, a council of 6-8 of the highest ranking generals
dragon servants(maybe a dragonblood only paragon path?)
Military(with its own internal ranking system)
independent dragon priests
Public officials (same)
Artisans
priests of other religions
laborers
foreigners
outcasts

sound good?

ApeofLight
2008-07-03, 12:16 PM
Ok I think I found a reason why the Dragonborn want to have a war with the kobold seperasits. They want to get over to the western part of the continent to launch ships from over there to Abraxas. But the kobolds control the mountain ranges to get there and sending any dragonborn up there (even a huge army) is suicide. So it is in a cold war.

puppyavenger
2008-07-03, 12:44 PM
Ok I think I found a reason why the Dragonborn want to have a war with the kobold seperasits. They want to get over to the western part of the continent to launch ships from over there to Abraxas. But the kobolds control the mountain ranges to get there and sending any dragonborn up there (even a huge army) is suicide. So it is in a cold war.

sounds good, so on religions, I'd like the dragonblood to just worship all dragons, but that's just me. what gods would the tieflings worship?
I actually like the idea of dragonbloods worshiping all dragons in an ancestor worship/animist/idol worship kind of way, with kobolds worshiping the two draconic gods, gives another difference between them.

TheCheshireHat
2008-07-03, 12:58 PM
*Warning* Big post incoming



benevolence of the Empire

Given that this is the "positive" setting, not overly malevolent. Harsh and strict, but ultimately benevolent in intention (but not always in action though, a sorta "mommy knows best" scenario, maybe?).


what status the loyalist kobolds have

Definately an important question. I like the artisans/low-level bureaucrats, that way we cut down on the "evil" of the Empire


how many living dragons there are

I'd go for relatively few, one in each major city of the empire, for example. Probably best to use a number with some sort of significance (so anything between one and fifteen :smalltongue:)


how frosty a state there is between renegade kobolds and dragonborn, (personally I'd say Cold War, but that's just me)

Yeah, I'd go with Cold War-ish too. Kobolds aren't strong enough to beat the Empire, Empire can't risk wiping out the Kobolds (maybe the rogue Kobolds have some important terrain advantages, suited to guerilla warfare?) without significantly weakening itself ( perhaps the Empire risks open rebellion from the loyalist Kobolds, or maybe this is where we can factor in the Orcs). I'd say there should be plenty of espionage/covert-ops(ish) activities going on though. Makes for an interesting plot hook.


Names, names, names

Curse you! you have discovered my weakness! No, seriously, any names I come up with tend to sound silly, even in my own head:smallfrown:




How this for a general (and simplified) summary of the international mechanics for Terasul? (that name works for me)

Draconic Empire: Producers of base materials. As they have the largest territories and the greatest military might they own most mines, the best crop producing lands, etc. As a large military power that seems unwilling to start any wars (for now) they also offer a stability of sorts, as nobody wants to get in their sights (let sleeping dragons lie and all that :smallwink:)

Eldarin: As indicated, mostly merchants. They move goods from one faction to another, as well as have the most dealings with the other continents. These guys need some cultural fleshing out.

Tiefling City States: Manufacturers. The city-states dont have that much territory individually, but the Tiefling artisans are regarded as the very best (I like the comparison to French wine). The fact that they produce and sell magical items suggests that they are on the higher end of the magical scale for this world. (Also, they don't seem to have any particular reasons to be all emo :smallbiggrin:)

Rogue Kobold State: Given the views the Empire has of them, they probably try to stay relatively self-sufficient. An interesting question would be whether the Empire has tried to enforce an economic embargo (if not, they probably trade with the Eldarin/Tieflings, if it has, we get smugglers)

Orcs: No idea. Needs more fleshing out. The whole "barbarians" thing has been done to death IMHO, so maybe we can try to come up with something a little more interesting :smallsmile:


What do you think of this summary? Feel free to rip it up :smallbiggrin:


EDIT: I figured there'd be a few posts since I started writing this:

Draconic Empire command structure: looks good to me

Kobolds blocking the way for the Empires expansion: I like it. Simple and makes plenty of sense.

Religions: The idea of the Dragonborn ancestor worship sounds great! Ties in quite well the "eastern" feel. Not too sure on who the Tieflings would be attached to, I'm not that familiar on the official D&D pantheon. I'll look up on it and see if I can think of something. As for Kobolds, I don't know who the two draconic deities are, but if it gives them and the Empire another reason to disagree, I'm all for it :smallamused:

Recaiden
2008-07-03, 02:24 PM
The two dragon dieties for the kobolds would be Tiamat and Bahamut.

I don't think that any of the core dieties really fit the Tieflings. Some possibilities are Erathis, Asmodeus, Sehanine, or Tiamat.

Kobolds are supposed to be good at mining, and they have the mountains isolating the rest of their land from the Dragonborn, so they probably havbe a similar economic production on a smaller scale and trade with the Eladrin to transport goods to the rest of the continent.

I vote for 23 dragons that are known, with some very powerful ones living in the mountains or wilderness.

Gwyn chan 'r Gwyll
2008-07-03, 04:29 PM
Eldarin have a few outposts here are there, but are mostly reclusive. They come and go, in groups of around 5 Junks (http://upload.wikimedia.org/wikipedia/commons/6/6b/SongJunk.jpg). They take care of just about all things having to do with boats. They sell there services to whoever pays.

Edit: It would be interesting if the Dragonchosen are higher on the social ladder, though are severely restricted, having to constantly duel one another, not to the death, only to first blood, and are effectively just really, really good, glorified warriors with some magical powers.

puppyavenger
2008-07-03, 05:32 PM
Given that this is the "positive" setting, not overly malevolent. Harsh and strict, but ultimately benevolent in intention (but not always in action though, a sorta "mommy knows best" scenario, maybe?).

sounds good.


Definately an important question. I like the artisans/low-level bureaucrats, that way we cut down on the "evil" of the Empire

hurray agreement!:smallsmile:


I'd go for relatively few, one in each major city of the empire, for example. Probably best to use a number with some sort of significance (so anything between one and fifteen :smalltongue:)

sounds good, maybe the younger ones stay in the cities in till they decide to go out for themselves and take a group of loyal followers
23 living dragons sounds good, maybe something prevents more than 23 living on the continent, so a dragon wants to send her egg to the new world to hatch.
just throwing it out there.


Yeah, I'd go with Cold War-ish too. Kobolds aren't strong enough to beat the Empire, Empire can't risk wiping out the Kobolds (maybe the rogue Kobolds have some important terrain advantages, suited to guerilla warfare?) without significantly weakening itself ( perhaps the Empire risks open rebellion from the loyalist Kobolds, or maybe this is where we can factor in the Orcs). I'd say there should be plenty of espionage/covert-ops(ish) activities going on though. Makes for an interesting plot hook.

a mountain territory riddled with caves would do that job well.


Curse you! you have discovered my weakness! No, seriously, any names I come up with tend to sound silly, even in my own head:smallfrown:

heh, and I thought I was the only one...



How this for a general (and simplified) summary of the international mechanics for Terasul? (that name works for me)

Draconic Empire: Producers of base materials. As they have the largest territories and the greatest military might they own most mines, the best crop producing lands, etc. As a large military power that seems unwilling to start any wars (for now) they also offer a stability of sorts, as nobody wants to get in their sights (let sleeping dragons lie and all that :smallwink:)

Eldarin: As indicated, mostly merchants. They move goods from one faction to another, as well as have the most dealings with the other continents. These guys need some cultural fleshing out.

Tiefling City States: Manufacturers. The city-states dont have that much territory individually, but the Tiefling artisans are regarded as the very best (I like the comparison to French wine). The fact that they produce and sell magical items suggests that they are on the higher end of the magical scale for this world. (Also, they don't seem to have any particular reasons to be all emo :smallbiggrin:)

Rogue Kobold State: Given the views the Empire has of them, they probably try to stay relatively self-sufficient. An interesting question would be whether the Empire has tried to enforce an economic embargo (if not, they probably trade with the Eldarin/Tieflings, if it has, we get smugglers)

sounds good


Orcs: No idea. Needs more fleshing out. The whole "barbarians" thing has been done to death IMHO, so maybe we can try to come up with something a little more interesting :smallsmile:

really can't think of anything, they could have the giant peninsula that was going to be for the kobolds.


Religions: The idea of the Dragonborn ancestor worship sounds great! Ties in quite well the "eastern" feel. Not too sure on who the Tieflings would be attached to, I'm not that familiar on the official D&D pantheon. I'll look up on it and see if I can think of something. As for Kobolds, I don't know who the two draconic deities are, but if it gives them and the Empire another reason to disagree, I'm all for it :smallamused:
so dragonblood religious structure
Dragons that got old enough to go into eternal sleep are worshiped highest
followed by living epic tier dragon( only 1 or 2 on Terasul
followed by dead Epic
followed by living Paragon
followed by dead Paragon
etc.
dead high priests are revered as minor spirits, as well as good leaders

draconic deities are Bahumat and Tiamant, they'd be worshiped in a dulistic kind of way.


It would be interesting if the Dragonchosen are higher on the social ladder, though are severely restricted, having to constantly duel one another, not to the death, only to first blood, and are effectively just really, really good, glorified warriors with some magical powers.

I imagine that they'd just be doing whatever the dragon wants, so in practice dragons are supercompetitive and yah, what you described happens a lot.

Gwyn chan 'r Gwyll
2008-07-03, 06:48 PM
I'm pretty good with names and such.

puppyavenger
2008-07-03, 07:04 PM
I'm pretty good with names and such.

kobold nation, draconic empire and Biggest tiefling city-state quick!

Gwyn chan 'r Gwyll
2008-07-03, 07:29 PM
I kinda like Draconic Empire though!

Kobolds are going to be a stereotypical hissy, spitty lizard things, so I'll give a hissable, spittable name.

Statusz is a kobold nation. Say the beginning and ending ss and szszs really long, and the middle really short, and you got it.

Tieflings are just dark-sounding, so...

Gahundar (silent H) is the largest tiefling city.

puppyavenger
2008-07-03, 07:45 PM
I kinda like Draconic Empire though!

Kobolds are going to be a stereotypical hissy, spitty lizard things, so I'll give a hissable, spittable name.

Statusz is a kobold nation. Say the beginning and ending ss and szszs really long, and the middle really short, and you got it.

Tieflings are just dark-sounding, so...

Gahundar (silent H) is the largest tiefling city.

1. Sure, why not, I'm starting to like it to, maybe thats what everyone (including its inhabitants ) call it, with its official name being something like "The Regency of the the Exalted Lords of Terasul" or somesuch.
2. I like it, makes me think of mineing for some reason too..
3.so pronounced GA-under?
now, Draconic capital city, current high warlord, and that one living epic tier dragon.

Gwyn chan 'r Gwyll
2008-07-03, 08:01 PM
it ate my post.

Dragon: Tisildui, Who Defies All Titles (Save This One)
I can't think at the moment to remember the other ones.
Edit: The capital city was Dagumhir!
Edit2:The other dude was something like
The Most Highly Esteemed Servant of the Dragons Who Rule the Heavens, Wielder of the Tooth of Bahamut, Bhiotran of the Pearly Gates, Ruler of All He Sees On and Under Earth (Except those Pesky Kobolds)

puppyavenger
2008-07-03, 08:06 PM
now a break from our regularly scheduled poking Gwyn to give us names, what role will the orcs fill? I like the idea of a small rival culture, now what would the culture of a race with low impulse control, way to much testosterone and a natural disposition towards violence that have been hounded and forced into a small peninsula with poor soil and low resources look like?

Gwyn chan 'r Gwyll
2008-07-03, 08:09 PM
I like the idea of them trying and failing to mimic the dragonborn, failing only because their own over the top levels of testosterone work against their own attempts to civilize themselves.

P.S. I think we're the only ones here. Oh well. Less for other people to argue.

Recaiden
2008-07-03, 08:10 PM
That depends how long they've been there. But maybe exactly like regular orcs? Maybe similar to their role in Eberron?

ApeofLight
2008-07-03, 08:29 PM
Yea they would look like normal orcs. But they would have little in material goods because of the there actions while merchanting. Also there empire would be more of a shame having new leaders come in every couple of months because you would just have to beat the old leader in a battle.

puppyavenger
2008-07-03, 10:33 PM
I like the idea of them trying and failing to mimic the dragonborn, failing only because their own over the top levels of testosterone work against their own attempts to civilize themselves.

P.S. I think we're the only ones here. Oh well. Less for other people to argue.
I like it, every council meeting turning into a brawl, a new warlord very few months, and trade being pretty much impossible because any orc smart enough to work out a good deal would be a low ranking grunt.

yep, me and you mostly, about 2-3 other regulers, plus Zeta.

Recaiden
2008-07-04, 11:13 PM
There are only 6 of us so far. I agree with the orcs imitating the dragonborn but being unable to change completely.

So, Gwyn_ap_nud, could we have more names please?

Gwyn chan 'r Gwyll
2008-07-05, 11:03 AM
Orc names should be stereotypical orc names, you know, like Gromk, and Krag, because in my head, they're stereotypical orcs trying not to be stereotypical orcs.

chiasaur11
2008-07-05, 12:42 PM
Orc names should be stereotypical orc names, you know, like Gromk, and Krag, because in my head, they're stereotypical orcs trying not to be stereotypical orcs.

Then wouldn't it be better to give them stereotyped Ork's attempts to come up with classy names?
If the Draconic empire has multipart names, Orks would too, say. Only with no idea of the reason, and worse grammar.

Just an idea.

ApeofLight
2008-07-05, 01:11 PM
I get it so like a dragon born name would be like Kriv Blacksmith but an orc name would be like Grunk Kole. They would have the second name not knowing why it's there.

Gwyn chan 'r Gwyll
2008-07-05, 04:06 PM
More like the Dragonborn would have a name like
"Frontel the Keeper of the Keys of the Counsel"

while the Orc would be a random farmer named

"Tok Kee-keepr fr da cunsil"

puppyavenger
2008-07-05, 06:31 PM
More like the Dragonborn would have a name like
"Frontel the Keeper of the Keys of the Counsel"

while the Orc would be a random farmer named

"Tok Kee-keepr fr da cunsil"

sounds good, it would be funny for the leader having the title of a janitor.

Gwyn chan 'r Gwyll
2008-07-05, 08:44 PM
They don't understand that they are titles, they think they're just names.

chiasaur11
2008-07-06, 12:22 AM
They don't understand that they are titles, they think they're just names.

So for leadery types, Grok Da N Signifcant might come up every once in a while?

Moff Chumley
2008-07-06, 07:05 PM
Wha? The person who got the idea for the setting in the first place doesn't count? :smallmad:
:smalltongue:

I like almost all of the ideas up their; the way I reckon, we keep up this sort of brainstorming and the setting will form eventually, almost organically.


However, I think we should use the ork name idea in moderation... >.<

Zeta Kai
2008-07-06, 07:26 PM
Wha? The person who got the idea for the setting in the first place doesn't count? :smallmad:
:smalltongue:

I think I count, but I've been wrong before. :smallbiggrin:

And as for the orcs (orks?), I agree that the title-as-mispelled-last-name-thing could become unbearably silly if not done with a deft hand.

ApeofLight
2008-07-06, 08:11 PM
So maybe like only the higher ups would have last names. While the grunts would only be like Grak and Krug.

Gwyn chan 'r Gwyll
2008-07-06, 09:00 PM
I like that too.

It creates a divide that is easy to see, but, at the same time, relatively easy to bridge.

"Grok smash his way into lastnamedom!"

Moff Chumley
2008-07-06, 09:39 PM
I think I count, but I've been wrong before. :smallbiggrin:


I have a gripe with the developing setting: more or less every setting I have ever seen is either in decline or post decline. Ebberon, Forgotten Realms (about eight times over), assumed 4e setting, and ToB. It's just not realistic, and it's rather cliche. I propose a setting in all its glory, at full power, with several large nations and countless smaller ones...
Woooooo...
Whatcha!

Recaiden
2008-07-06, 10:14 PM
Wha? The person who got the idea for the setting in the first place doesn't count? :smallmad:
:smalltongue:

I like almost all of the ideas up their; the way I reckon, we keep up this sort of brainstorming and the setting will form eventually, almost organically.


However, I think we should use the ork name idea in moderation... >.<

I wasn't counting Chiasaur, because i never saw them before right now.

I think the best idea is that more important or powerful Orcs have last names/ titles.

TheCheshireHat
2008-07-07, 10:23 AM
This idea for orcs is great! :smallbiggrin: And yes, "lastnamedom" definately makes sense as a status symbol.

*ponders*

So, it looks like the basic concepts for all of Terasul's inhabitants has been nailed down... What comes next?:smallconfused:

Gwyn chan 'r Gwyll
2008-07-07, 11:14 AM
We still need to flesh out the nature of the Eldarin outposts.

puppyavenger
2008-07-07, 05:22 PM
We still need to flesh out the nature of the Eldarin outposts.

I'd imagine there would be to types, in the dragonborns eyes, traders and advisers. The traders live in the outposts, and would be the only major connection between Tersul and the other continents, having a monopoly on imports and exports. The advisers would be the connections the politicians have to the outside world, and the go-to guys for any thing hard to get. To the elderin, the distinction is merely whether you're on a rulers payroll or not.

Moff Chumley
2008-07-07, 06:15 PM
Sounds good. I'm imagining the outposts as maybe four or five large towns in the mountains or on islands that are connected to each other, communities in the New World, and secret locations on mainland Terasul by portals in large Dragonborn and Tiefling cities. In addition, there are Eladrin "districts" in most major cities, which while being small, have a very distinctive flavor.

ApeofLight
2008-07-07, 10:25 PM
So sparse and secret they would be except on the south islands of abraxas that few have seen.

puppyavenger
2008-07-08, 04:14 PM
Sounds good. I'm imagining the outposts as maybe four or five large towns in the mountains or on islands that are connected to each other, communities in the New World, and secret locations on mainland Terasul by portals in large Dragonborn and Tiefling cities. In addition, there are Eladrin "districts" in most major cities, which while being small, have a very distinctive flavor.

sounds good, I'd think that "tiefling duty" would be considered undesirable by most elderin, as they don't particularly like the hedonistic lifestyle. obviously they need to be there to maintain there monopoly
also 1. do we need to make any changes to the geography besides adding the eastern mountain range?
2. here's what I thinks been decided so far, feel free to add or argue, after that I'll add it to the first post
for dragonborn

They were created as soldiers by the Dragons
as dragons began to die out they formed a government for them and the kobolds
anyone in the service of a living dragon is considered holy
Their religion is dragon worship, with it the hierarchy being Living dragon of age x>dead dragon of age x>living dragon of age x-1 etc
They are the largest military power on the continent
They are ruled by a caste system, of

Dragons(doesn't come up much)
High Warlord
High Command, a council of 6-8 of the highest ranking generals
dragon servants(maybe a dragonblood only paragon path?)
Military(with its own internal ranking system) independent dragon priests
Public officials (same)
Artisans
priests of other religions
. laborers
foreigners
. outcasts

in a cold war with the kobolds

kobolds

created by dragons as servants
a large minority broke off from the Draconic Empire and took control of a mountain range in the east
the remainder serve as artisans, laborers, low-level functionaries, and spies for the Empire
The prevent the Empire from an easy root to their colonies by controlling the east coast
They worship Tiamant and Bahumant as their gods

orcs

The are the barbarian of the continenet
they've been driven to the large penisula given to the kobolds in the map by the dragonborn (take that grammer!)
They attempt to imitate the Empire
and fail
badly
Draconic titles are used as last names (i.e. Thog da Lord 'o fiyaa)
Last names are about the same as titles of nobility, and are a large status symbol
they worship grumush

tiefling

Live in several large city-states
are hedonistic and insular
are the Tersuls most competent artisans
the world premier buyable magic item producers

Elderin

the Continents main connection with the outside world
great traders
have a few ports on the southern tip of Tersul

Zeta Kai
2008-07-08, 06:27 PM
That all sounds great. I'll get working on making a dedicated map for Terasul (unless Tsuuga would rather, as he is our original cartographer).

Moff Chumley
2008-07-08, 06:42 PM
I think Tsuuga has abandoned us. :smallfrown:

Anyway, my point from the Oderike thread about why Tieflings are so insular: the wards surrounding the cities. Tieflings born in one of the cities and grows up there becomes attuned to the ward, and goes cold turkey in it's absence. Hence, only Tieflings with the ability to set up a ward (Ritual time!) are capable of being outside a city. Of course, adventurer's are the exception...

puppyavenger
2008-07-08, 06:50 PM
I think Tsuuga has abandoned us. :smallfrown:

Anyway, my point from the Oderike thread about why Tieflings are so insular: the wards surrounding the cities. Tieflings born in one of the cities and grows up there becomes attuned to the ward, and goes cold turkey in it's absence. Hence, only Tieflings with the ability to set up a ward (Ritual time!) are capable of being outside a city. Of course, adventurer's are the exception...

so they're addicted to the wards? maybe the wards were originally created to keep all the magic in?

Moff Chumley
2008-07-08, 07:55 PM
Or maybe keep dah orkzes out.

ApeofLight
2008-07-09, 07:57 PM
Yea that sounds pretty good. That could also help explain why hardly anyone goes there. The magic there is so strong its actually a force that normal people can feel and most people dont like it.

puppyavenger
2008-07-10, 04:01 PM
Yea that sounds pretty good. That could also help explain why hardly anyone goes there. The magic there is so strong its actually a force that normal people can feel and most people dont like it.

sounds good, So I'll repeat my point, do we need any changes to the current map?

ApeofLight
2008-07-10, 10:46 PM
I dont think so we might later though. So what else do we need to talk about?

puppyavenger
2008-07-19, 01:14 PM
I dont think so we might later though. So what else do we need to talk about?

well,at this point we're on to history, npc's, culture and cities
anyone feel like doing a detailed racial writeup? I'll do one for the dragonborn be Tuesday, then I'll be gone for a week.

Moff Chumley
2008-07-20, 12:54 PM
I had this vision of one of the larger Tiefling cities: a gigantic, two mile in radius crater, with a huge city built into it's walls and large palaces & such in the middle, and the whole affair is halfway out to sea and is surrounded mostly by water. It'd be like a cross between Waterdeep, Venice, Manhatten, and that big city in Eberron that I'm forgetting the name of. I could fluff out that place, then use the results to do the details for the Tieflings.

puppyavenger
2008-07-20, 12:59 PM
I had this vision of one of the larger Tiefling cities: a gigantic, two mile in radius crater, with a huge city built into it's walls and large palaces & such in the middle, and the whole affair is halfway out to sea and is surrounded mostly by water. It'd be like a cross between Waterdeep, Venice, Manhatten, and that big city in Eberron that I'm forgetting the name of. I could fluff out that place, then use the results to do the details for the Tieflings.

Sharn and sounds great.

puppyavenger
2008-07-22, 02:56 PM
here we go
Dragonborn Empire
The Draconic Empire is the largest and most powerful nation on Tersul. It is controlled by a military hierarchy and worships Tersuls dragons as living gods.
Lands with the exception of the eastern mountain range and the southern peninsula, the Empire controls almost all of Tersul. The Capital is based around the central lake, and they have large cities and towns scattered across the continent. They also have a small colony in southern Abraxes.
demographics 50% dragonblood 48% kobold 2% other
Religion Imperials have an intense devotion to dragons, viewing them as living gods. Any attempt to harm a dragon is punishable by death(usually from the dragon) and all hatchlings are raised in the Imperial city. The older a dragon is the more it is revered, but any dragon is considerd higher ranked than the high warlord.
Relations with other power The Empire is in a Constant state of cold war with the kobolds, over their historical schism, theological differences, and the fact that the kobolds block the fastest routes to the colonies.
They generally regard the orcs as a nuisance and leave them alone as long as the don't step out of the peninsula. However, if a single orc steps out they are vigorously driven back in or killed by the local garrison.
The Empire has a good trading relationship with the tieflings, they send in raw materials and food, goods and magic items come out, and half of them are sold to Elderin traders for a higher price.
The Elderin are the Empires only link to the rest of the world, serving as traders, diplomats and informants. Both sides gouge each other for price, and the both know it, so they get along fine.
Government The Empire has a fierce hierarchy, with a high warlord on top, advised by a council of generals. below them is the huge military machine, then the civilian bureaucracy, than Artisans, foreigners, beggars and outcasts. Dragons and there servant are apart from and above this.

I'll add in the rest when I get back on Sunday.

Gwyn chan 'r Gwyll
2008-07-22, 04:07 PM
Good work, I might get one of those up tomorrow.

Zeta Kai
2008-07-24, 12:51 PM
Dragonborn Empire

That all looks great. This is exactly what we need for the other nations & cultures. I propose we use this as a rough template for sketching out other territories (especially in Oderike, which has many more nations).

Moff Chumley
2008-07-25, 04:25 PM
Definately sounds good. I'll get to work on a Tiefling one tomorrow (I was on a rafting trip this week, I still haven't recovered. :smallyuk:)

Zeta Kai
2008-07-29, 08:26 AM
Still eagerly waiting a write-up on Tieflings, Moff.

BTW, I've added a map of Terasul to my first post on this thread.

puppyavenger
2008-07-29, 09:44 AM
Still eagerly waiting a write-up on Tieflings, Moff.

BTW, I've added a map of Terasul to my first post on this thread.

umm, yah, I'm pretty sure the orcs go where you have kobolds and te kobolds get a yet-to-be-created mountain chain on the Western shore. and the elderin control only a few small ports on the northern shore, well the tieflings have some large city-states scattered everywhere. Aren't the goblins n the northern continent( who's name I have to remember the spelling of)
anyway, I'll be coming up with a list of Tersul's 11 and a short writeup for each sometime today.

puppyavenger
2008-07-29, 12:13 PM
well, here's the first dragon, I'll be adding more periodically.
Dragons of Tersul
Tisildui, Who Defies All Titles, Save This One
Alignment: Unaligned
Power Level:High Epic
Abode A huge cave complex near the eastern shore of Tersul
Forces A few hundred highly trained dragonborn agents with about half on covert missions on Tersul, the colonies, and Ordike. A thousand sworn soldiers, who knows how many kobold servants and the ability to commandeer any imperial resource of force at any time.
Personality He has a, justified, bee there, done that attitude, viewing everything as a repetition of something that happened before. I's gotten to the point where most of his activity is playing massive political and spy games with other dragons or being of similar stature, seeing how much they can change the world without anyone knowing it was them or anyone in the inner circle. He is intensely interested in Abraxes and has several agents there.
Assets: most powerful creature on Tersul, God of the Dragonborn, has agents infiltrated in several high places, small standing army, excelent spy service, is a dragon.
liabilities can't move around stealthily, has to deal with annoying diplomats, is bored out of his mind, has a hard time seeing the threat of any humanoid(pretty justified)

so, how's that?

Gwyn chan 'r Gwyll
2008-07-29, 12:49 PM
I really got to stop putting small little jokes into my work.
I wasn't actually putting the brackets into the title, you know...

Seems good. Insanely old, has seen everything that he can, and is bored out of it's mind. The only thing giving me pause is the titles. It says Who Defies All Titles, and then there's a list of other titles. When I wrote that, I was thinking that it would make him special to be the only being in the entire Dragonborn Empire without a title. (save this one)

puppyavenger
2008-07-29, 01:09 PM
I really got to stop putting small little jokes into my work.
I wasn't actually putting the brackets into the title, you know...

Seems good. Insanely old, has seen everything that he can, and is bored out of it's mind. The only thing giving me pause is the titles. It says Who Defies All Titles, and then there's a list of other titles. When I wrote that, I was thinking that it would make him special to be the only being in the entire Dragonborn Empire without a title. (save this one)

right, oops, I'll change tat, any ideas for some of the others, I've got a paragon level mother who's literally been waiting decades for her eggs to hatch(23 dragon limit and a low-paragon. high heoric one lives in the imperial city and plays politics

Gwyn chan 'r Gwyll
2008-07-29, 02:31 PM
You know what? We should make all of these dragons homebrewed monsters. That allows for much more variety, in keeping with the theory that every dragon is unique.

puppyavenger
2008-07-29, 02:54 PM
You know what? We should make all of these dragons homebrewed monsters. That allows for much more variety, in keeping with the theory that every dragon is unique.

sounds good, unique solo monsters each and every one. we can use the stats in the MM for the Abraxian dragon( or just use the two "mindless force of destruction" types for there" someone else will have to do the stats though.

here's a list of rough idea's I've got for the other dragons, fell free to criique, name, or suggest others

A pair of twins, one will be a high-end heroic level and be playing politics in the imperial city, while the other will be a slightly more powerful adventurer who's living in the colon (basically Tisildui's boredom plus being young enough to go to a new continent)., They would care for each other and the survivor would get revenge if anyone killed the other (besides the Empire-wide witch hunt of course)
A mid-heroic level youngling, the weakest dragon. he egg was from the mother well she was sleeping. Currently being used as a war beast by the orc warlord catapulted to power by he capture.
A mid-paragon level mother who has been waiting almost a century for her clutch of eggs to hatch, and is growing frustrated, a dragon being frustrated is like a normal person being in a death-rage. She had the dea of sending an egg to Abraxes to see if it hatches there, bu is very overprotective and to old to travel over the sea herself
A high paragon magic infused Wyrm. He was alive before the city-states were made, and is egg passed through the high-magic zoe. due to this, he was hatched with magical abilities that grew with age, he Tisildui's closest thing to a friend, and the opponent in most of the games they play
A high-en heroic Drake, he has a roost near the western mountains and wants to conquer the kobolds, he is a good tactician and spends his days planning and launching raids, as well as trying think of a strategy to conquer the mountains

so critiques, names and new ideas please

puppyavenger
2008-07-29, 04:07 PM
just gave the OP a much needed overhaul, so does anyone else want to do a write-up? Is anyone reading this but me and Gwyn?

Zeta Kai
2008-07-29, 07:01 PM
Is anyone reading this but me and Gwyn?

Moff & I are here...

puppyavenger
2008-07-29, 07:46 PM
Moff & I are here...

would you like to write up the kobolds? orcs? elderin? pretty please?

ApeofLight
2008-07-29, 07:56 PM
I could do a write up on the kobolds.

puppyavenger
2008-07-29, 08:02 PM
I could do a write up on the kobolds.

excellent, than I won't be the only one to have stuff on the OP

puppyavenger
2008-07-29, 08:24 PM
so Zeta, any response to my map comments?

Zeta Kai
2008-07-29, 08:35 PM
so Zeta, any response to my map comments?

Workin' on it. Map alterations are not easy, as some of the source assets were accidentally merged. It's doable, but it'll be a couple of days.

As for a write-up, I feel like I only know the Eladrin, the Oaves, or the Tieflings well enough to talk authoritatively about them. I'm not claiming dibs, though, so if some beats me to it, so much the better.

Shadow_Elf
2008-07-29, 08:58 PM
Hi, i just read the whole thread (its pretty massive) and i really like all the ideas. One thing though: Bahamut and Tiamat hate each other to death (which is hard when you're a god) and maybe a source of tension within the kobold country that the Empire (and other enemies) try to exploit? Just an idea.

ApeofLight
2008-07-29, 11:36 PM
Zee you should proably take the oaves since you did create them. Also while working on the right up I thought of the name for the orc empire. The Orcish Impower. Yea its a bad joke.

puppyavenger
2008-07-30, 09:24 AM
Zee you should proably take the oaves since you did create them. Also while working on the right up I thought of the name for the orc empire. The Orcish Impower. Yea its a bad joke.

good luck


Hi, i just read the whole thread (its pretty massive) and i really like all the ideas. One thing though: Bahamut and Tiamat hate each other to death (which is hard when you're a god) and maybe a source of tension within the kobold country that the Empire (and other enemies) try to exploit? Just an idea.
you should see the Abraxes thread.
and good idea.

puppyavenger
2008-07-30, 11:35 AM
here's a dragon from one of the idea's I listed(which I really need more of.)
Fang, the beast Drake
Also Know As: The Chained Prince, DA Boss's Biggest Pet, The Infant God Bound By Mockeries of his Ancestors Creations.
Alignment unaligned (he's pretty much a cunning and viscous animal)
Power Level Mid-heroic
Abode In a lavish pit n his captors/caretakers tent, Somewhere near the center of the orcish peninsula.
Forces As a captive/beast, he has no forces. His captor, a orcish warlord who has gained huge amounts of stature from having a dragonborn god as a pet, has command of several hundred orc warriors
Personality He is little more than a powerful beast, looking forward to the next meal or getting something pretty. He views his captor with a bit of affection as the person who gives him foof, and, given a choice, will attack the people he's told to.
Assets strong, protected by orc army, hidden
liabilities animal intellect, weak for a dragon, no impulse control.
critiques, more dragon ideas, and writeups are wlcome

Shadow_Elf
2008-07-30, 12:05 PM
I am at my cottage working on Dial-up and completely bored outta my mind. If you want me to do a write up on anything, just ask and i'll try my best.

puppyavenger
2008-07-30, 12:24 PM
I am at my cottage working on Dial-up and completely bored outta my mind. If you want me to do a write up on anything, just ask and i'll try my best.

how`about Elderin, they need some filling in anyway.

Shadow_Elf
2008-07-30, 01:27 PM
Eladrin it is. I'll have that write-up done in a bit

Shadow_Elf
2008-07-30, 01:47 PM
Here goes:

Eladrin Traders
The Eladrin traders control much of the commerce on Terasul. They are independant traders, merchants and occaisionally chosen as advisors for Nobles in the Dragonborn Empire for their worldly knowledge.
Lands
The Eladrin do not control many lands. They have several outposts and neighbourhoods in Dragonborn and Tiefling cities. They also control a chain of islands in the north and are reported to have many secret sites they use for storage of goods and the occaisional smuggling operation.
Religion
The Eladrin revere Corellon and the other Seldarine for their love of magic, forests and fine art. They also revere Sehanine because they feel her commandments reflect their way of life. They do not really have temples or clerics, and they do not really "worship" any of the gods, however.
Relations
In order to maintain their trade operations, the Eladrin traders are friendly with all of the powers of Tersul, including the orcs and kobolds, as long as they have something to offer in trade. The Eladrin are not greedy, however, and are occaisionally willing to trade their wares in exchange for good stories, company or trinkets and baubles.
Government
The Eladrin do not have a centralised government, as they are independant traders. They do, however, respect each other, and they maintain a mercantile code of honour that they uphold meticulously. Eladrin are occaisionally called upon as advisors to other countries for their worldly knowledge and diplomatic abilities. (see top)

I hope this is okay. Sorry if I got any details wrong (my crappy comp won't load your map, but i'm sure its great.) I din't do a bit about demographics because this is more on Eladrin as a people, not a country (which they aren't):smallsmile:

Oh, and i had an idea. Could the Tieflings maybe worship Ioun (the whole addicted to magic, rock at magic thing seems to fit with her commandments)?

ApeofLight
2008-07-30, 02:25 PM
That sounds good for the eladrin on Terasul. I say this because they live on the southern islands of abraxas. But good job though.

puppyavenger
2008-07-30, 02:34 PM
Here goes:

Eladrin Traders
The Eladrin traders control much of the commerce on Terasul. They are independant traders, merchants and occaisionally chosen as advisors for Nobles in the Dragonborn Empire for their worldly knowledge.
Lands
The Eladrin do not control many lands. They have several outposts and neighbourhoods in Dragonborn and Tiefling cities. They also control a chain of islands in the north and are reported to have many secret sites they use for storage of goods and the occaisional smuggling operation.
Religion
The Eladrin revere Corellon and the other Seldarine for their love of magic, forests and fine art. They also revere Sehanine because they feel her commandments reflect their way of life. They do not really have temples or clerics, and they do not really "worship" any of the gods, however.
Relations
In order to maintain their trade operations, the Eladrin traders are friendly with all of the powers of Tersul, including the orcs and kobolds, as long as they have something to offer in trade. The Eladrin are not greedy, however, and are occaisionally willing to trade their wares in exchange for good stories, company or trinkets and baubles.
Government
The Eladrin do not have a centralised government, as they are independant traders. They do, however, respect each other, and they maintain a mercantile code of honour that they uphold meticulously. Eladrin are occaisionally called upon as advisors to other countries for their worldly knowledge and diplomatic abilities. (see top)

I hope this is okay. Sorry if I got any details wrong (my crappy comp won't load your map, but i'm sure its great.) I din't do a bit about demographics because this is more on Eladrin as a people, not a country (which they aren't):smallsmile:

Oh, and i had an idea. Could the Tieflings maybe worship Ioun (the whole addicted to magic, rock at magic thing seems to fit with her commandments)?

seems good, I'll add it to the first post

Shadow_Elf
2008-07-30, 05:24 PM
A high paragon magic infused Wyrm. He was alive before the city-states were made, and is egg passed through the high-magic zoe. due to this, he was hatched with magical abilities that grew with age, he Tisildui's closest thing to a friend, and the opponent in most of the games they play

I'll get to work on ths guy. I think he should be mid epic instead of high paragon if he's going to be any kind of a rival for Tisildui. Also, i noticed none of the dragons have colours. Is this important (if only to determine breath weapon?)

Shadow_Elf
2008-07-30, 05:53 PM
Introducing Spellcrieg, (from the words spell (magic), spiel (german for "play" or "game") and crieg (german for "war") Thought it was a ppropriate for a magic dragon who sparks wars and political intrigue as a game. He is Tisildui's primary rival.

Spellcrieg
Power level: Mid-Epic
Colour: Originally blue, but his exposure to powerful magic has caused him to have coral and violet scales mixed in
Breath Weapons: Frost Lightning, Cone of Enfeeblement
Also Known As: The Spellstorm, The Watcher, He of Many Colours
Alignment: Unaligned
Abode: An Extra Dimensional Cave only accessible to those he designates
Forces: Many Extra-planar monsters, several hundred doppelgangers on covert operations all over Neve
Personality: Views the world as his stage where he can spark conflicts and political intrigue. He is quite self-confident (which is justified) and he has full confidence in his casting abilities.
Assets: He can cast powerful arcane spells, has a comprehensive spy network everywhere, his cave his impossible to infiltrate, and he can use his magic on distant places to spy etc. he can teleport as well as fly.
Liabilities: His forces are small compared to other dragons, he does not have many worshippers among the dragonborn, his scrying abilities (which he's dependant on for information) don't work on the warded Tiefling city states

Comments?

puppyavenger
2008-07-30, 06:58 PM
Introducing Spellcrieg, (from the words spell (magic), spiel (german for "play" or "game") and crieg (german for "war") Thought it was a ppropriate for a magic dragon who sparks wars and political intrigue as a game. He is Tisildui's primary rival.

Spellcrieg
Power level: Mid-Epic
Colour: Originally blue, but his exposure to powerful magic has caused him to have coral and violet scales mixed in
Breath Weapons: Frost Lightning, Cone of Enfeeblement
Also Known As: The Spellstorm, The Watcher, He of Many Colours
Alignment: Unaligned
Abode: An Extra Dimensional Cave only accessible to those he designates
Forces: Many Extra-planar monsters, several hundred doppelgangers on covert operations all over Neve
Personality: Views the world as his stage where he can spark conflicts and political intrigue. He is quite self-confident (which is justified) and he has full confidence in his casting abilities.
Assets: He can cast powerful arcane spells, has a comprehensive spy network everywhere, his cave his impossible to infiltrate, and he can use his magic on distant places to spy etc. he can teleport as well as fly.
Liabilities: His forces are small compared to other dragons, he does not have many worshippers among the dragonborn, his scrying abilities (which he's dependant on for information) don't work on the warded Tiefling city states

Comments?

seems good, the orignal reseon I didn't say colors was because I didn't know which ones wee left, and now were going to make every one a unique monster

Shadow_Elf
2008-07-30, 07:58 PM
seems good, the orignal reseon I didn't say colors was because I didn't know which ones wee left, and now were going to make every one a unique monster

I don't understand. Even though they're homebrewed, they still have colours, right?

Here's a List of Dragon types

Chromatic (usually evil ones)

Red - Fire
White - Ice
Blue - Lightning
Black - Acid
Green - Poison

Metallic (usually good ones)

Gold - Fire
Silver - Ice
Bronze - Lightning
Copper - Acid
Brass - Poison

Moff Chumley
2008-07-30, 09:05 PM
(Welcome aboard, Shadow Elf. :smallsmile:)

I like all the stuff going on here, and I apologize for my absence. Expect the Tiefling write-up tomorrow.

Gwyn chan 'r Gwyll
2008-07-30, 09:06 PM
Nah, we weren't even going to go Chromatic/Metallic. These dragons are not even close to regular MM dragons.

ApeofLight
2008-07-30, 10:11 PM
Yea the only known dragons are on terasul and are revered as gods.

Shadow_Elf
2008-07-30, 10:21 PM
(Welcome aboard, Shadow Elf. :smallsmile:)

Thanks

Even if we're homebrewing their stats, they still need colours! You can't have a colourless dragon! and hey, if their breath weapon somehow corresponds with their colour, all the better.

puppyavenger
2008-07-31, 07:23 AM
Thanks

Even if we're homebrewing their stats, they still need colours! You can't have a colourless dragon! and hey, if their breath weapon somehow corresponds with their colour, all the better.
well yes, but the colors don't have to be the MM colors, Fang will be a sort of dark brownish and onl hve a weak firebreath, whiles Tisdulu can pretty much change it on a wim

can't wait for the tefling write-up Moff

Zeta Kai
2008-07-31, 12:44 PM
so Zeta, any response to my map comments?

The map of Terasul has been updated. Enjoy.

Also, the link to the Abraxas thread in post #1 is broken, Puppy.

puppyavenger
2008-07-31, 12:48 PM
So do we want to put anything on the subcontinent? and I'll get right on fixing the link

Gwyn chan 'r Gwyll
2008-07-31, 12:54 PM
Let's move the Tieflings south to the sub-continent.

puppyavenger
2008-07-31, 12:59 PM
Let's move the Tieflings south to the sub-continent.

hmm, I imagine a lot of bandits would prey on the caravans between the empire and the city-states, sound good!
so it's pretty much an area with lots of magic-saturated bits that are populated by the city-states?

Zocelot
2008-07-31, 04:53 PM
here we go
Dragonborn Empire
demographics 50% dragonblood 48% kobold 2% other



It seems to me that if there is a seperate entry for kobolds, the Dragonborn should make up a larger percentage of their empire. I'd suggest %65-%75.

Shadow_Elf
2008-07-31, 05:00 PM
How do i get the logo for Gears of Neve in my signature?

Zocelot
2008-07-31, 06:21 PM
Aleijado, The Wingless(Aleijado means cripple in Portugese)
Also Know As: Aleijado, The Cripple or Aleijado, The Immobile
Alignment Good (was Chaotic Evil before he got crippled)
Colour White
Power Level Mid-Paragon
Backstory Aleijado lived on the east side of the mountains dividing the Dragonborn and Orcs. He raided Orc villages, but was eventually defeated. He escaped, but not without taking serious wounds, and having half of his left wing torn off. He managed to get to the West side of the mountains where he was healed by a Dragonborn Cleric. His wing was beyond repair though. He has lived on the West side of the Mountains since.
Abode Slightly West of the mountain range seperating the Dragonborn and the Orcs.
Forces A handful of crippled Dragon (blind, deaf, amputees, etc.) worship him, and set up a small village near his abode
Personality He is a friendly creature who is willing to help any travelers he meets or who come to his village. He loves the village that was founded in dedication of him, and will lay his life down to protect it. He has a dislike for Orcs and and is jealous offlying creatures, but is willing to see how they turn out, rather then attacking on sight. He is constantly looking for a way to heal his wing.
Assets stronger then usual breath weapon, many followers
liabilities followers are cripples, no flight

ApeofLight
2008-07-31, 06:24 PM
Zocelot there are kobold separatists. Then there are plenty of kobolds still in the Dragonborn Empire. And I thought the kobolds had the eastern mountain range and southern penisula.
Also write up of kobolds.

Separatist Freelands
The separatist Freelands are the kobolds that went against the Dragonborn Empire, no longer wanting to be a part of it.
Demographic 96% kobold 4% other
Lands The eastern mountain range and the southern penninsula?
Religion They worship either Tiamut or Bahumat. But they do believe that these two gods created them. They do not believe dragons are living gods.
Relations with other powers They are in cold war with the Dragonborn Empire. Having neither the supplies or manpower to attack they cant make a move against them. But fortified in the mountains it is suicidal for dragonborn to try and travel these mountains. Being servants for generations has made them cunning. They have open trade with the eladrin and orcs.
Goverment Going against the hierarchy the kobolds have formed a type of Democracy. They are split up into family clans and there is a member of the council for each clan. Each member of the clan gets to vote who is the council member and the council makes the decisions.

Comments?

Moff Chumley
2008-07-31, 07:05 PM
Tiefling City-States
The Tieflings inhabit huge and outlandish metropolises, infused with magic and bearing an aura of the unkown, which long-time inhabitants neither notice nor understand. There is a sizable Eladrin community within each Tiefling city.
Demographic 90% Tiefling 6% Eladrin 4% Other (mostly kobolds)
Lands: The wastelands and cities of the Southern Peninsula.
Religion: Tieflings venerate the whole pantheon, but favor Asmodeus, Corellon, Erathis, Moradin, The Raven Queen, Torog, and Vecna.
Relations with other powers: Tieflings get on very well with Eladrin and Kobolds on a personal level, and indeed have strong ties with the new-world Eladrin Empire, but are hesitant to deal with the Kobold nation. They do not much care for the Dragonborn, but since they provide a major source of income, are dealt with anyway. Tieflings despise Orcs, and a rite of passage for Tiefling warriors is joining one of the small military troops that attempts to keep the long distances of badlands between cities empty of them.
Government: Each city-state's government is different, but most are ruled by an extremely powerful (read: high epics) warlock or wizard. Tieflings usually are free to do almost whatever they please, as there isn't much law enforcement (it exists, though.) and the main form of punishment is exile.

If anyone wants to describe individual city-states, feel free.

Zocelot
2008-07-31, 07:10 PM
Zocelot there are kobold separatists. Then there are plenty of kobolds still in the Dragonborn Empire.

However, if there are as many kobolds as Dragonborn in the "Dragonborn" Empire, why is it called that? This is an honest question. Is it because the Dragonborn make up the ruling class, and the population of cities, while Kobolds are more Rural? That would make sense. However, if they are equal in all aspects except size, then it would be better to call it the Dragonoid(?) empire.

Shadow_Elf
2008-07-31, 07:11 PM
I like the kobold separatists writeup apeoflight, but i posted a comment earlier about Bahamut and Tiamat hating each other a lot, and their followers carry a similar hate for each other, but not as strong as hate for Dragonborn empire. Perhaps Draconic Empire is trying to exploit this religious disagreement?

Moff, good job on the Tieflings, but did you mention the wild magic zones and powerful wards they are addicted to? Also, minor thing, but it looks nicer if the formatting matches the others (see post 1)

Zocelot, the dragonborn are indeed the ruling class. the kobolds are not servants (remember the up-beat theme here) but they are not as rich or powerful as dragonborn

chiasaur11
2008-07-31, 07:41 PM
However, if there are as many kobolds as Dragonborn in the "Dragonborn" Empire, why is it called that? This is an honest question. Is it because the Dragonborn make up the ruling class, and the population of cities, while Kobolds are more Rural? That would make sense. However, if they are equal in all aspects except size, then it would be better to call it the Dragonoid(?) empire.

Dragonborn are the upper class. Kobolds are the lower class, lower middle class types.

Also, the Kobolds have a second, seperate empire, so they can distinguish them.

Zeta Kai
2008-07-31, 07:43 PM
How do i get the logo for Gears of Neve in my signature?

Go here to post #1, click quote, copy the [IMG] tag, then paste it into your signature. PM either me or a mod if you have problems.

Zocelot
2008-07-31, 09:19 PM
Ok, I know this is supposed to be a "happy world", but we can't make it Candyland either. Here is a very evil dragon I've made.

Morty, The Bonedragon
Also Know As: The Unhallowed Dracolich
Alignment Chaotic evil
Physical Description He's a a huge amount of bones, in the shape of a Dragon. He was once a Black dragon.
Note: He is not a dracolich. He does not have a phylactery.
Power Level High Epic
Abode A cave complex in the mountains that are in the south of the Dragonborn Kingdom
Forces A dozen or so Dragonborn lichs, as well as a group of Dragonborn necromancers serve him (each with their own retinue of undead).
Personality Morty is a scheming monster. He is not interested in destroying settlements/people/artifacts, and would much rather take them over. He is trying to take over the Tiefling government, as well as turn larger groups of Kobolds to his cause. Eventually, he would like to control the Dragonborn as well. He knows that he himself is immortal*, and so his plans may will thousands of years to come to fruition.
*He can be killed, but he considers this a ridiculous impossibility.
Assets Strong army, hugely powerful, master of Xanatos Gambits (http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosGambit?from=Main.TheXanatosGambit)
Liabilities Hated by most of the world, many groups of adventurers are out to get him.

Shadow_Elf
2008-07-31, 09:35 PM
Nice Dracolich Zocelot. How can one kill him?
I'll work on the twins Puppyavenger thought of. I've always wanted to design dragon twins.

(@Zeta: Check out the Abraxes thread, I've posted my attempt at converting your Oaves into the 4e mould.)

Moff Chumley
2008-07-31, 09:44 PM
Ok, I know this is supposed to be a "happy world", but we can't make it Candyland either. Here is a very evil dragon I've made.

Morty, The Bonedragon
Also Know As: The Unhallowed Dracolich
Alignment Chaotic evil
Physical Description He's a a huge amount of bones, in the shape of a Dragon. He was once a Black dragon.
Note: He is not a dracolich. He does not have a phylactery.
Power Level High Epic
Abode A cave complex in the mountains that are in the south of the Dragonborn Kingdom
Forces A dozen or so Dracolichs, as well as a group of Dragonborn necromancers serve him (each with their own retinue of undead).
Personality Morty is a scheming monster. He is not interested in destroying settlements/people/artifacts, and would much rather take them over. He is trying to take over the Tiefling government, as well as turn larger groups of Kobolds to his cause. Eventually, he would like to control the Dragonborn as well. He knows that he himself is immortal*, and so his plans may will thousands of years to come to fruition.
*He can be killed, but he considers this a ridiculous impossibility.
Assets Strong army, hugely powerful, master of Xanatos Gambits (http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosGambit?from=Main.TheXanatosGambit)
Liabilities Hated by most of the world, many groups of adventurers are out to get him.

I had a great idea. The rulers of the Tiefling city-states have the same power level as the dragons, which implies that there might be some kind of allience. We could have Morty and a Tiefling warlock working together in some way.

ApeofLight
2008-07-31, 10:07 PM
I like the dragon and what moff is saying. But since he is still a dragon the groups would have to go about it in secret and never let the dragonborn empire know what they did.

Shadow_Elf
2008-07-31, 10:35 PM
Here come the twins! Rayzigiera is a modification of the dutch word for traveller, Vershemes is VERY vaguely based on the duth for Razor Wit

Rayzigiera the Traveller
Power Level: High Heroic
Alignment: Good
Colour: Rayzigiera has mostly gold scales, but with some silver ones mixed in
Breath Weapon: Anti-Magic Breath, Fire Breath
Also Known As: Mageslayer, Lady of Avandra
Abode: She lives among the Dragonborn settlers and defends them (and her brother's investments) from the jungle. She has an establish magic circle which she uses to instantly warp to her brother's manor
Forces: The settlers she defends appreciate her and would defend her zealously should a conflict arise. She has control over any of her brother's forces, should she chose
Personality: She loves to explore, and, as Avandra's Chosen, also loves change. She views Abraxes as an opportunity to spark some change in what she views as the otherwise boring dragonborn society. She supports her brother in his endeavors.
Assets: She can thwart magic uses with her anti magic breath, she can clear forest with her fire breath for the settlers, she can retreat to the Empire with an hour's notice.
Liabilities: Her forces are meager, is weakened significantly if her brother falls.

Lord Verschemes
Power Level: High Heroic
Alignment: Good
Colour: Vershemes has mostly silver scales with some gold mixed in
Breath Weapon: Wild Magic Breath, Cone of Cold
Also Known As: The Razor With, Champion of Avandra
Abode: He lives in an expensive manor in the Dragonborn Empire. He has a teleportation circle that he can use to instantly teleport to the Abraxes settlements.
Forces: Two hundred dragonborn warriors, many kobold slaves, Tiefling advisor Carell, Eladrin advisor Eryc.
Personality: Verschemes loves to play at politics and, as Avandra's Chosen, also loves change. He believes, unlike his twin sister, that the key to changing the Draconic Empire lies in its interior politics, not its settlements, but he supports his sister, both morally and monetarily, in her endeavors.
Assets: Large forces, large power base, breath can make magic go awry, can retreat to Abraxes if necessary.
Liabilities: Very tied down, is weakened significantly if his sister falls.

Comments?

Gwyn chan 'r Gwyll
2008-08-01, 08:05 AM
Love the dragon twins a lot.

Zocelot
2008-08-01, 09:58 AM
Breath Weapon: Wild Magic Breath, Cone of Cold


How are you going to make Wild Magic work in 4e?

Shadow_Elf
2008-08-01, 10:53 AM
How are you going to make Wild Magic work in 4e?

Maybe he beathes it, and whenever some1 in affected area uses arcane or divine powers, one of 6 or 10 effects happen (roll dice)

Zocelot
2008-08-01, 11:19 AM
I understand that the Dragongods are above the hieracrchy of the Dragonborn, but it would still be awesome if the Chief Warlord was a dragon

Enitaplap, The Emperor
Also Know As: The Supreme Ruler
Alignment Good
Physical Description Gold, but he spends most of his time in humanoid form.
Power Level High Paragon/Low Epic
Abode Mansion in the Dragonborn capital city
Forces All except the most evil Dragonoids (Dragonborn, Kobolds and Dragons) are willing to fight for him
Personality He doesn't let the fact that he is one of the most influential people in the known world go to his head. He is absolutely cunning, but is also willing to listen to his advisors. He tries his best to be a fair ruler, and if he makes a mistake will apologize for it immediately. Occasionally he changes into a low profile humanoid and goes out for a night of drinking on the town.
Assets Ability to polymorph into any humanoid (All player races, including the ones at the back of the MM), controls the Dragonborn Empire, can call on the aid of other dragons, insanely (but not literally) high mental stats.
Liabilities Not amazing at physical combat, a "must-kill" target for anyone trying to take over the empire

puppyavenger
2008-08-01, 01:09 PM
you know, it figures that the one afternoon I'm away from the internet is more productive than the rest of the week.
anyway, in order

Aleijado, The Wingless
looks good, however, there are only 23 dragons and each of them is unique, so he can't really have draconic servants, unless you mean dragonborn

Separatist Freelands
seems good

Tiefling City-States
so there mostly magocracies? interesting anyway, how many city-states are there? can't be to many, otherwise they'd easily conquer the continent (besides the epic dragons fortresses). anyway good.

Morty, The Bonedragon
okay, a few problems with this one
1. a minor thing, but what happened to him that he's reduced to a pile of bones.
2. power level, I'm pretty sure Tisildui is the most powerful dragon
3. why would he need to take over the government, he's already a god to the populace.
4. nitpick, I'm pretty sure every dragon considers themselves immortal (yes the nit is microscopic, so what)
besides that, he seem a good third rival for the other two mid-high epic dragon


Lord Verschemes

Rayzigiera the Traveller
perfect.


Enitaplap, The Emperor
seems good, although some of the other dragons might look down on him for actually governing the empire
if no-one dissents, I'll put the ones without disscusion in the OP in about 20 minutes.

Shadow_Elf
2008-08-01, 03:33 PM
Does Rayzigiera count toward the 23 maximum on Terasul (she goes to her brother's place pretty often, and he also goes to Abraxas occaisonally. They employ a lot of adventurers out of the settlements. (great for campaigns!)

Myabe one of the mother dragon (i'll get to work on her) 's eggs starts to get closer to hatching everytime Rayzigiera leaves, and then stops when she comes back? (Plot!)

puppyavenger
2008-08-01, 03:57 PM
Does Rayzigiera count toward the 23 maximum on Terasul (she goes to her brother's place pretty often, and he also goes to Abraxas occaisonally. They employ a lot of adventurers out of the settlements. (great for campaigns!)

Myabe one of the mother dragon (i'll get to work on her) 's eggs starts to get closer to hatching everytime Rayzigiera leaves, and then stops when she comes back? (Plot!)

sound good, I imagine the portal would be a very valuable asset to most adventurers. Also, an idea I had, maybe once a dragon reaches paragon age, they slowly become attuned to the area, and after a few years, they sufer discomfort leaving the imidiate area and find it impossible to leave the continent.

Also I find it funny that their are three competing worldwide draconic spy networks, will your Pc's know which is which?

moving most of the stuff to OP now,

anyone want to write-up the orcs or some or some non-sovereign factions?

Zocelot
2008-08-01, 05:37 PM
Aleijado.

Sorry, I meant Dragonborn. That was a stupid typo on my part.

Morty
1. A modified ritual to become a dracolich. The modification was intentional. It required huge amounts of power, so not many other Dragons could perform it.
2. Ok, he is slightly less powerful then Tisildui
3. Although the Dragonborn fear and respect his power as well as believe him to be a god, most of them do not like him and wouldn't accept orders from him, except out of fear. This is similar to the evil gods of traditional cosmology.
4. That's a really tiny nitpick. I just added it because I wanted to show that Terasul was not in imminent danger of being taken over.

Shadow_Elf
2008-08-01, 05:54 PM
Here's the angry dragon mom with attitude (to the extreme)

Matrona, the Broodmother
Power Level: Mid-Paragon
Alignment: Chaotic Evil
Colour: Pink and violet
Breath Weapon: Poison Breath, Breath of Necrosis
Also Known As: The Fatal Facade
Abode: Matrona lives in a secluded cave in the northern mountains of Terasul with her clutch of eggs.
Forces: The Brood, which are Kobolds that have been twisted by the necrotic aura of her unhatched eggs
Personality: Matrona has a complete disregard for life, except that of her eggs, and she has an outright hatred of the other dragons of Terasul, especially the Avandran Twins, because their presence prevents her eggs from hatching. During her seclusion alone with her eggs, she lost the ability to fly and the need to eat. She delved into necromantic magic in an attempt to unravel the magic of Terasul to help her egs hatch, but all she succeeded in doing was corrupting herself and all her eggs. She uses her Brood to look for potential phylacteries for herself, because her vulnerable eggs are her current one (even though she's still alive - its complicated)
Assets: The Brood is invulnerable, as they do not feel pain and she can reanimate them on a whim
Liabilities: Her eggs are very vulnerable, and their destruction results in her death and the eradication of the Brood.

Karaswanton
2008-08-01, 06:27 PM
I'd like to do the write-up for the goblinoids. I <3 gobbos! :smallbiggrin:

A few ideas, just off the bat:

Orcs usually seem to be the most significant kind of goblin type creature. I, for one, am rather sick of this. I think changing it to something else--either the lowly goblins themselves, the bugbears (who I have yet to see be significant in ANYTHING), or my personal favorite, the hobgoblins.

With that in mind, I also don't really want the traditional "orcs and goblins are EVIL!" or the "Orcs and goblins are noble tribal people" either. I think it would be very interesting if the goblinoids (and I include orcs in this) were...decidedly urban.

Now, urban settings are the mot interesting when they are bleak and post-apocalyptic. That tone has already been rejected, for good reason. I therefore propose a post-post-apocalyptic situation for the orcs. They once had a burgeoning civilization, not an Empire, but a very advanced civilization mostly involved cities. Something happened, something cataclyismic..say a couple hundred years ago. For a long time, they did not make significant recovery. However, within the past generation or so, the Goblin Peoples have begun to make a quick recovery. This way, the goblinoids have hope--and therefore fit in with the overall theme of the setting, while still having lots and lots of neat ruins for PCs to adventure in and explore.

I for one, don't like the idea of the orcs/goblins imitating the dragonborn..at least on purpose. I like the idea of last names needing to be "earned" however.

Frankly, I think the idea of an democratic parliamentary system within the goblins would be very interesting. The Tieflings are consumate consumerists, and capitalists? Well, the hobgoblins are consumate politicians. Everything is politics, politics, politics! And actually, I think hobgoblins and bugbears (or perhaps it was goblins?) have a Charisma bonus. Perhaps they could have a figure-head monarch? I'm thinking a combination of British and Japanese political history here.

EDIT: And for goblin antagonists, there are always the (rare, to keep pace with the setting) corrupt politicians, and organized crime.

EDIT THE SECOND: And perhaps, long, long ago, the orcs/goblins did live in "evil" tribes. But they decided to stop doing that, and now instead of simply beating someone they don't like, they drag them to court. :smallsmile:

Whaddaya think?

puppyavenger
2008-08-01, 06:29 PM
Aleijado.

Sorry, I meant Dragonborn. That was a stupid typo on my part.

Morty
1. A modified ritual to become a dracolich. The modification was intentional. It required huge amounts of power, so not many other Dragons could perform it.
2. Ok, he is slightly less powerful then Tisildui
3. Although the Dragonborn fear and respect his power as well as believe him to be a god, most of them do not like him and wouldn't accept orders from him, except out of fear. This is similar to the evil gods of traditional cosmology.
4. That's a really tiny nitpick. I just added it because I wanted to show that Terasul was not in imminent danger of being taken over.

1. ah, seems good, we need a necro-dragon anyway
2. sounds good
3. ah, we need a Devil anyway.
4. sorry, I felt like being obtuse

also, since there's only 23 dragons, I don't think he's going to have a dozen dracoliches, if that's okay, after all, every dragons getting a write-up and its own stat-block

puppyavenger
2008-08-01, 06:32 PM
I'd like to do the write-up for the goblinoids. I <3 gobbos! :smallbiggrin:

A few ideas, just off the bat:

Orcs usually seem to be the most significant kind of goblin type creature. I, for one, am rather sick of this. I think changing it to something else--either the lowly goblins themselves, the bugbears (who I have yet to see be significant in ANYTHING), or my personal favorite, the hobgoblins.

With that in mind, I also don't really want the traditional "orcs and goblins are EVIL!" or the "Orcs and goblins are noble tribal people" either. I think it would be very interesting if the goblinoids (and I include orcs in this) were...decidedly urban.

Now, urban settings are the mot interesting when they are bleak and post-apocalyptic. That tone has already been rejected, for good reason. I therefore propose a post-post-apocalyptic situation for the orcs. They once had a burgeoning civilization, not an Empire, but a very advanced civilization mostly involved cities. Something happened, something cataclyismic..say a couple hundred years ago. For a long time, they did not make significant recovery. However, within the past generation or so, the Goblin Peoples have begun to make a quick recovery. This way, the goblinoids have hope--and therefore fit in with the overall theme of the setting, while still having lots and lots of neat ruins for PCs to adventure in and explore.

I for one, don't like the idea of the orcs/goblins imitating the dragonborn..at least on purpose. I like the idea of last names needing to be "earned" however.

Frankly, I think the idea of an democratic parliamentary system within the goblins would be very interesting. The Tieflings are consumate consumerists, and capitalists? Well, the hobgoblins are consumate politicians. Everything is politics, politics, politics! And actually, I think hobgoblins and bugbears (or perhaps it was goblins?) have a Charisma bonus. Perhaps they could have a figure-head monarch? I'm thinking a combination of British and Japanese political history here.

EDIT: And for goblin antagonists, there are always the (rare, to keep pace with the setting) corrupt politicians, and organized crime.

EDIT THE SECOND: And perhaps, long, long ago, the orcs/goblins did live in "evil" tribes. But they decided to stop doing that, and now instead of simply beating someone they don't like, they drag them to court. :smallsmile:

Whaddaya think?
just to point out, the orc are here, the goblins are the super-shipbuilders on Oderike.

puppyavenger
2008-08-01, 06:33 PM
Here's the angry dragon mom with attitude (to the extreme)

Matrona, the Broodmother
Power Level: Mid-Paragon
Alignment: Chaotic Evil
Colour: Pink and violet
Breath Weapon: Poison Breath, Breath of Necrosis
Also Known As: The Fatal Facade
Abode: Matrona lives in a secluded cave in the northern mountains of Terasul with her clutch of eggs.
Forces: The Brood, which are Kobolds that have been twisted by the necrotic aura of her unhatched eggs
Personality: Matrona has a complete disregard for life, except that of her eggs, and she has an outright hatred of the other dragons of Terasul, especially the Avandran Twins, because their presence prevents her eggs from hatching. During her seclusion alone with her eggs, she lost the ability to fly and the need to eat. She delved into necromantic magic in an attempt to unravel the magic of Terasul to help her egs hatch, but all she succeeded in doing was corrupting herself and all her eggs. She uses her Brood to look for potential phylacteries for herself, because her vulnerable eggs are her current one (even though she's still alive - its complicated)
Assets: The Brood is invulnerable, as they do not feel pain and she can reanimate them on a whim
Liabilities: Her eggs are very vulnerable, and their destruction results in her death and the eradication of the Brood.

that's....a really creepy villian. I like it, but some people might find it too dark.

Zocelot
2008-08-01, 08:30 PM
also, since there's only 23 dragons, I don't think he's going to have a dozen dracoliches, if that's okay, after all, every dragons getting a write-up and its own stat-block

Sorry, I thought that there were 23 dragons worshipped, but more dragons beyond that. My bad. His forces will consist of lichs and necromancers instead.

Shadow_Elf
2008-08-01, 08:32 PM
that's....a really creepy villian. I like it, but some people might find it too dark.

I hope not. I won't be able to picture her any other way ever again if she has to be changed. I feel that i don't know the orcs enough to do a write-up. I'll keep working on dragons until otherwise asked. :smallbiggrin:

Moff Chumley
2008-08-01, 08:46 PM
I'd like to do the write-up for the goblinoids. I <3 gobbos! :smallbiggrin:

A few ideas, just off the bat:

Orcs usually seem to be the most significant kind of goblin type creature. I, for one, am rather sick of this. I think changing it to something else--either the lowly goblins themselves, the bugbears (who I have yet to see be significant in ANYTHING), or my personal favorite, the hobgoblins.

With that in mind, I also don't really want the traditional "orcs and goblins are EVIL!" or the "Orcs and goblins are noble tribal people" either. I think it would be very interesting if the goblinoids (and I include orcs in this) were...decidedly urban.

Now, urban settings are the mot interesting when they are bleak and post-apocalyptic. That tone has already been rejected, for good reason. I therefore propose a post-post-apocalyptic situation for the orcs. They once had a burgeoning civilization, not an Empire, but a very advanced civilization mostly involved cities. Something happened, something cataclyismic..say a couple hundred years ago. For a long time, they did not make significant recovery. However, within the past generation or so, the Goblin Peoples have begun to make a quick recovery. This way, the goblinoids have hope--and therefore fit in with the overall theme of the setting, while still having lots and lots of neat ruins for PCs to adventure in and explore.

I for one, don't like the idea of the orcs/goblins imitating the dragonborn..at least on purpose. I like the idea of last names needing to be "earned" however.

Frankly, I think the idea of an democratic parliamentary system within the goblins would be very interesting. The Tieflings are consumate consumerists, and capitalists? Well, the hobgoblins are consumate politicians. Everything is politics, politics, politics! And actually, I think hobgoblins and bugbears (or perhaps it was goblins?) have a Charisma bonus. Perhaps they could have a figure-head monarch? I'm thinking a combination of British and Japanese political history here.

EDIT: And for goblin antagonists, there are always the (rare, to keep pace with the setting) corrupt politicians, and organized crime.

EDIT THE SECOND: And perhaps, long, long ago, the orcs/goblins did live in "evil" tribes. But they decided to stop doing that, and now instead of simply beating someone they don't like, they drag them to court. :smallsmile:

Whaddaya think?

Basically, the Goblinoid empire works like this: Scheming, domineering hobgoblins control politics, goblins build and sail ships, and bugbears do the manuel labor. It isn't altruistic, but its not hugely removed from the real world, which is still a decent place to be. Orcs, on the other hand, are fairly stereotypical orcs, notwithstanding the Dragonborn influences on their society.

Zocelot
2008-08-01, 09:01 PM
This is my version of the Orcish Tribes. The other isn't bad, mine is just better (according to me)

Orcish Tribes
The Orcs are a vicious and warring people. They do not possess keen intelligence, but they have found a method of life that works for them. The orcs have numerous semi-permanent cities. When the orcs find an area rich with edible plants and animals, they create a base for a building made of wood. When they travel, they carry cloth with them, so that they can create full buildings out of any bases they find. There are several small towns among the coastline. The only Orcs on Terasul are found in their own country, however some can also be found on other continants.
Lands
The Orcs live in the area East of the Dragonborn, and North of the Tieflings. They are more prominent closer to the water. The orc country is made up of 99% Orcs and 1% other humanoids.
Religion
Orcs a normally brought up to worship Gruumsh, and his Clerics are often found in high positions in Orc society. It is not considered rare, however, to find a worshipper of Asmodeus. They do not really have temples because of their way of life, but when they settle down in an area, they will designate a space for prayer..
Relations with other races
The orcs try not to associate with other races. They dislike the Tieflings, and view the Kobolds with contempt. The Dragonborn attack Orcs on sight, but the Orcs respect their prowess in battle.
Government
The Orcs do not have a centralised government, but they organize themselves into tribes. These Tribes are never very small, always having upwards of 100 people. The tribes are ruled by a council, that was elected by all of the tribe. There are always a prime number of council members. The exact number depends on the size of the tribe. Different tribes will very rarely attack each other, but two tribes working together is just as rare. More then two tribes working together is unheard of.

Comments?

Shadow_Elf
2008-08-01, 09:20 PM
I think that we should add a new category to Post 1: Personalities of Terasul.
An example of a world's personality is Forgotten Realms' Elminster and Drizzt. People like that that PC's might run into?

Here's the first one:

Gerick Drachtpard
Power Level: High Paragon
Class: Ranger/Bounty Hunter (coming soon)
Alignment: Unaligned
Race: Gerick is a doppelganger with a mutation that has allowed him to become any creature, not necessarily humanoids.
Also Known As: The Dragon Hunter
Employers: He is employed by Spellcrieg to eliminate minor dragons before they can rise to power. In this way, Spellcrieg ensures that the stage upon which he and Tisildui play remains unobstruct by young dragons' ambitions.
Personality: Gerick is carefree, and is most often seen in the guise of a human (which are rare in Terasul). He is extremely eccentric, and he always speaks in rhymes (when possible). He plans out his operations over long periods of time, and he has inherited the patience of his master.
Weapon of Choice: Gerick's favoured weapon is his javellin Maelstrom, which he can turn into a bolt of chain lightning on a whim. It returns to him with a thought when thrown.
Notes: He is also occaisionally used by Spellcrieg to spy on nobles in the various countries as well as flare the fires of political turmoil.

EDIT: Zocelot, you called them Eladrin in the last category. Also, use the search tool for this thread to check out what was already decided on for the orcs. I'm pretty sure they had a designated leader at the top of every tribe, and that some of them can be found outside their lands (see Tiefling military)

puppyavenger
2008-08-01, 09:52 PM
I hope not. I won't be able to picture her any other way ever again if she has to be changed. I feel that i don't know the orcs enough to do a write-up. I'll keep working on dragons until otherwise asked. :smallbiggrin:
sounds god, you're dragon hunter seems good too, I'm thinking Morty would be something like an unwilling player, he views the other dragons with contempt, but given their way, the world would pretty much be divided up between them in a few generations.

Personaly I'm fond of the orcish parody/attempt at imitating of the dragonborn government, but if everyone else wants o change it, so be it.

adding the Broodmoher and personalities f Tersul section. Congratulations everyone, I think we might have the most work done of the project, hurray for small numbers of nations!

Shadow_Elf
2008-08-01, 09:59 PM
I don't think that Zocelot has read what we already did with the orcs. Let him read the other orc posts in the thread, and we'll help him make an updated version o' it.
Any ideas for other personalities of Terasul?

EDIT: I'll be back from my cottage on Wednesday. Once home, I shall have access to one of my best homebrewer's tools: Campaign Cartographer 3 with Fantasy Overland expansion. I love what has been done with the maps so far, but maybe a map that could include cities and political borders would be a virtue? Just a thought. :smallsmile:

puppyavenger
2008-08-01, 10:36 PM
well, before I go to bed, here's another dragon
Kerretch, The Enlightened One
Power Level: low-paragon
Alignment: Good
Colour: His Scales are coverd over by algae and seaweed, but they were originally copper
Breath Weapon: Healing energy and a torrent of living plants and bacteria
Also Known As: Life-Bringer, Lord of the sacred Spring, the trapped healer
Abode: A large, radiant energy saturated spring near the imperial city and the surrounding cavern.
Forces: About a hundred healers e is training, 50 sworn guards, and 100 honer guards from the city.
Personality: Warm and caring, he's completely trapped inside the pool, requiring the constant radiant energy to keep hm alive after a cursed blade chopped off is leg several decades ago. He heals any who are injured, able to focus the pools energy to re-nit skin and tissue. He is renowned as one of the only creature in Tersul able to raise the dead, but will only do it if he is sure the person deserves a second chance. Otherwise he heals anyone who needs it, as long as they are relatively innocent and commit no great crimes
Assets: Fairly powerful, hard to find, pretty well protected, able to resurrect creatures, able to control the plant and animal life growing in the pool.
Liabilities: Can not leave the pool, pretty weak physically.

would anyone like to stat some of these up?
well probably not going to post for the rest of the day, see you.

Shadow_Elf
2008-08-01, 10:59 PM
since it's now my birthday

Happy Birthday!!!
Birthdays are fun :smalltongue:
Sometimes I wish I could have more than one a year, but alas, that's impossible.

Zeta Kai
2008-08-01, 11:43 PM
Once home, I shall have access to one of my best homebrewer's tools: Campaign Cartographer 3 with Fantasy Overland expansion. I love what has been done with the maps so far, but maybe a map that could include cities and political borders would be a virtue? Just a thought. :smallsmile:

If your volunteering to be our project cartographer, by all means, you can have the job. Ol' Zeta is stretched too thin these days.

Gwyn chan 'r Gwyll
2008-08-02, 10:32 AM
I too am a fan of the Orcs attempting to recreate the Dragonborn political structure.

Shadow_Elf
2008-08-02, 11:11 AM
Here's a few more tidbits I thought might add detail to the world

Grandmaster Han
Power Level: High Epic
Class: Fight/Staffmaster (my own creation)/Grandmaster (also my own creation)
Alignment: Good
Race: Dragonborn
Also Known As: The Elder
Age: 150 years (incredibly old for a dragonborn)
Personality: Grandmaster Han is incredibly proud and polite, and he is very generous with his abilities. He likes to defend small hamlets and outlying towns that are exposed to raids from mountain monsters, and he always arrives just in time to prevent civilian deaths.
Weapon of Choice: A solid wood quarterstaff crafted from the wood of the Dragon Tree in the Dragonborn capital city.
Notes: Despite his age, he is still able to defeat several fully armed titans by himself

The Dragon Tree
Story: The Dragon Tree was created at the beginning of the world to magically limit the number of dragons of Terasul. It bears 23 fruit every time a dragon dies, and its fruit is both delicious and everlasting. The bearing of The Dragon Tree's Fruit is a sign to all that a new dragon is soon to be on the way. The Broodmother is bent on destroying it, in the belief that its destruction would allow her eggs to hatch so she could conqueur Terasul. Its wood is incredibly hard and durable, and only the most honoured warriors and historical figures are rewarded with something crafted from its legendary wood. It is constantly guarded by skilled dragonborn warriors, as well as by some elite soldiers of Tisildui and the magic of Spellcrieg.

I'm posting the first draft of the Grandmaster Epic Destiny today. Feedback on anything is apreciated!

Moff Chumley
2008-08-02, 12:43 PM
Darrah
Darrah is one of the largest of Tiefling city states. Built around a large, active volcano in the middle of a large lake, it is also on of the most long-lived, due to it's easily defensible nature.
Rulers: Darrah's Mage-Lord is Alasdair, an extremely powerful (read: lv 30) wizard who rules Darrah from his tower that floats high above the city. Alasdair appoints a parliament to create laws for him, but he retains final power over anything. Alasdair's second in command, Lady Shavonne, is the commander of Darrah's military.
City Geography: Darrah is divided into three main areas: The Caldera, The Undercity, and The Slopes.
The Caldera: The Caldera in turn is divided into four quarters: Ring Major, Ring Minor, The Floor, and the Pit. Ring Major houses the wealthy elite of Darrah, and consists of a thin strip around the top of the crater. Large mansions make up the main type of building found here. The largest quarter, Ring Minor, makes up the rest of the sides of the crater, and is a mostly residential neighborhood. It hosts Darrah's middle class and many of it's artisans, who typically have home workshops, or neighborhood workshops. The Floor is the flatter part of the large crater, and houses Darrah's small lower class. It is a very dark neighborhood, housing much of the cities' industry. The Pit is a small neighborhood, built in the wall of the shaft of the volcano. It is also very dark, and consists of the remainder of Darrah's industry. It houses non of Darrah's citizens, with the exeption of mages who seek to utilize the magic present in the pit. The pit connects to the undercity.
The Underctiy: Like the Caldera, The Undercity is divided into four parts: The Walls, The Catacombs, the Lakefloor, and the Caverns. The Walls are the huge caverns within the Caldera walls, and they house large magical greenhouses that churn out most of the cities' food. They are frequented by upper and middle class citizens, who enjoy taking walks in the luminescent gardens. Hence, there are numerous services present in The Walls. The Walls also connect to The Slopes. The Catacombs, unlike the luminescent beauty of the Walls, are a place to be avoided. Beneath The Walls, The Catacombs house the cities' political machinery, in addition to the huge magical machinery that keeps the cities' ward functional. Food is also produced in the Catacombs, but in highly volatile magical warehouses that are off limits to the public. The Lakefloor is a very small, very exclusive area. Reached only by magic, the Lakefloor are bubbles of air on the slopes of Darrah, and house reseraunts, labs, and some extremely expensive homes. The Caverns aren't really a neighboorhood, as such, so much as a group of gargantuan caverns connected by a dizzying array of tunnels and smaller caverns, deep under the lake floor. They consist of storage, labs, and lower class homes.
The Slopes: The slopes are a small area, made up of the homes and structures on the edge of the mountain. The most notable part of this area is the Eladrin neighborhood.
Ward: Darrah is supported by a powerful ward that provides medical benefits to all of its citizens (a citizen being someone who has been within the ward for more than a week, is not an orc, and has not broken the law), illuminates the city at night, keeps the Lord Magus's tower afloat in midair, and most importantly, keeps the volcano from destroying the city. In the event of an eruption, a portal is opened up leading to the Astral to receive the lava, and the immense power generated thusly provides the city with power. The volcano "erupts" every few days, an even signified by a light rumble that is especially loud for anyone in The Pit. Other effects of the ward include granting anyone specified by the Lord Magus or one of his deputies the power of flight, nigh invincibility, and increased arcane power. Anyone who qualifies as a 'citizen' (according to the criteria above) has slightly heightened emotions and has greater appreciation for art, something that was intended to make the city's artisans more productive and precise. Anyone who grows up within Darrah's ward and then leaves suffers from an emotional 'deadness', and doesn't react to outside stimuli as much as they would within the ward. There are also several other aspects of the ward known only to the Lord Magus himself.
Atmosphere: Darrah is a large, thriving city. That much is easily recognizable from the passion and art gracing much of the city. Art is on prominent display throughout the city, from the near-constant music being played by groups of young Tieflings on street corners and public places, nightly operas and performances at any one of Darrah's theaters or opera houses (mostly on The Slopes), and the semi-public studios of many of Darrah's artisans. Food is also important in Darrah, and the mages who operate the magical greenhouses within The Walls take great pride in their work. The city exists in a near constant state of Renaissance. However, there is a dark side to the city's prosperity and creativity. Violence, especially in gangs, is rampant in the poorer areas of the town, including arena style combat. Decadence of... other sorts... is also appallingly common.

puppyavenger
2008-08-02, 02:40 PM
Here's a few more tidbits I thought might add detail to the world

Grandmaster Han
Power Level: High Epic
Class: Fight/Staffmaster (my own creation)/Grandmaster (also my own creation)
Alignment: Good
Race: Dragonborn
Also Known As: The Elder
Age: 150 years (incredibly old for a dragonborn)
Personality: Grandmaster Han is incredibly proud and polite, and he is very generous with his abilities. He likes to defend small hamlets and outlying towns that are exposed to raids from mountain monsters, and he always arrives just in time to prevent civilian deaths.
Weapon of Choice: A solid wood quarterstaff crafted from the wood of the Dragon Tree in the Dragonborn capital city.
Notes: Despite his age, he is still able to defeat several fully armed titans by himself

The Dragon Tree
Story: The Dragon Tree was created at the beginning of the world to magically limit the number of dragons of Terasul. It bears 23 fruit every time a dragon dies, and its fruit is both delicious and everlasting. The bearing of The Dragon Tree's Fruit is a sign to all that a new dragon is soon to be on the way. The Broodmother is bent on destroying it, in the belief that its destruction would allow her eggs to hatch so she could conqueur Terasul. Its wood is incredibly hard and durable, and only the most honoured warriors and historical figures are rewarded with something crafted from its legendary wood. It is constantly guarded by skilled dragonborn warriors, as well as by some elite soldiers of Tisildui and the magic of Spellcrieg.

I'm posting the first draft of the Grandmaster Epic Destiny today. Feedback on anything is apreciated!

looks good,where would it be? also, just to point out, lets try and limit the number of high-epic characters, they're supposed to be legendary hero's and villains, demigods and demon princes
they city-sate looks good, is that going to replace the other one you named?

Shadow_Elf
2008-08-02, 03:00 PM
looks good,where would it be? also, just to point out, lets try and limit the number of high-epic characters, they're supposed to be legendary hero's and villains, demigods and demon princes?

He is a legendary hero. He saved the empire from an orcish invasion or something like that, idk. Also, he has a quarterstaff from the dragon tree wood. Maybe all the high-epic characters could have weapons crafted from this wonderful wood?
The tree is in the capital (i thought i mentioned that?)

puppyavenger
2008-08-02, 03:16 PM
He is a legendary hero. He saved the empire from an orcish invasion or something like that, idk. Also, he has a quarterstaff from the dragon tree wood. Maybe all the high-epic characters could have weapons crafted from this wonderful wood?
The tree is in the capital (i thought i mentioned that?)

I know, I'm just saying don't make to many.

Moff Chumley
2008-08-02, 03:52 PM
they city-sate looks good, is that going to replace the other one you named?

The previous one was an overview of the Tiefling society in general. (I'll finish that post in a minute.)

puppyavenger
2008-08-02, 03:57 PM
The previous one was an overview of the Tiefling society in general. (I'll finish that post in a minute.)

actually I was talking about Gahunder. or however you spell it.

I might have another dragon up pretty soon

Shadow_Elf
2008-08-02, 07:32 PM
BIG Question concerning Divine Magic In the Draconic Empire. Have we considered how dragon-worshipers are going to wield divine magic? The dragons are powerful, but certainly not enough so to grant divine spells to every cleric or palladin that worships them, right?

So how do we solve this problem? We can't let Dragonborn not be palladins, its one of their favoured classes. Ideas?

puppyavenger
2008-08-02, 07:48 PM
BIG Question concerning Divine Magic In the Draconic Empire. Have we considered how dragon-worshipers are going to wield divine magic? The dragons are powerful, but certainly not enough so to grant divine spells to every cleric or palladin that worships them, right?

So how do we solve this problem? We can't let Dragonborn not be palladins, its one of their favoured classes. Ideas?

idea's
the spirits of every dead dragon ever also help provide spells
a massive artifact
ebberon style "belief makes magic"
secret god gives spells (don't like this one)
the epic dragons figured out a way, Mordians only CR 40, so they might be able to figure it out.

Shadow_Elf
2008-08-02, 08:01 PM
idea's
1. the spirits of every dead dragon ever also help provide spells
2. a massive artifact
3. ebberon style "belief makes magic"
4. secret god gives spells (don't like this one)
5. the epic dragons figured out a way, Mordians only CR 40, so they might be able to figure it out.

Numbers Mine
1. Then it doesn't matter what dragons they worship, its all the same
2. Same Problem
3. Corny, and not very fantasy-ish IMHO
4. Me neither
5. Try this: Combine 2 and 5. Each dragon has an uber mega super epic artifact that lets them channel their personalities into divine magic for their followers

Also, not all 23 dragons are worshipped, persay. For example, the twins worship Avandra, so i doubt they themselves would be worshipped.
I'll work on Channel Divinity feats for every worshippable dragon (if that's ok)

puppyavenger
2008-08-02, 08:13 PM
Numbers Mine
1. Then it doesn't matter what dragons they worship, its all the same
2. Same Problem
3. Corny, and not very fantasy-ish IMHO
4. Me neither
5. Try this: Combine 2 and 5. Each dragon has an uber mega super epic artifact that lets them channel their personalities into divine magic for their followers

Also, not all 23 dragons are worshipped, persay. For example, the twins worship Avandra, so i doubt they themselves would be worshipped.
I'll work on Channel Divinity feats for every worshippable dragon (if that's ok)
that'd be great, though amy I suggest that only paragon level and higher dragons can grant spells?

chiasaur11
2008-08-02, 09:47 PM
You know what might be good?

One of the dragons being a Chance the Gardener type.

Not a genius, just a decent enough guy, but, due to circumstances he's thought of as brilliant and wise.

Shadow_Elf
2008-08-02, 10:13 PM
Tisildui's Infiltration
Prerequisites: Channel Divinity Class feature, must worship Tisildui
Benefit: You can invoke the power of your dragon-god to use Tisildui's Infiltration

Channel Divinity: Tisildui's Infiltration
"Tisildui's love of intrigue allows you to delve into your foe's mind"
Encounter * Divine
Minor Action Ranged 10
Target: One creature within range
Attack: Intelligence vs. Will
Effect: You gain a +5 bonus to Diplomacy and Intimidate checks against the target and you gain a +2 bonus with attacks targeting
their Will defense until the end of your next turn
Special: You must take the Tisildui's Infiltration feat to activate this power

Here's the first Divinity Feat for the dragon-gods. Should the user be able to Sustain Minor this power? I'm on to Spellcrieg next :smallsmile:.

Shadow_Elf
2008-08-02, 10:21 PM
Spellcrieg's Arcane Boon
Prerequisites: Channel Divinity Class feature, must worship Spellcrieg
Benefit: You can invoke the power of your dragon-god to use Spellcrieg's Arcane Boon

Channel Divinity: Spellcrieg's Arcane Boon
"Spellcrieg grants his followers basic Arcane spells and knowledge"
Encounter * Divine
Free Action Personal
Effect: You may cast a wizard cantrip or at-will power as a Standard action this round. In addition, you gain a +5 bonus to Arcana checks until the end of your next turn.
Special: You must take the Spellcrieg's Arcane Boon feat to activate this power

Here comes round two. Good for combat encounters and puzzle encounters!

Shadow_Elf
2008-08-02, 10:33 PM
Aleijado's Mercy
Prerequisites: Channel Divinity Class feature, must worship Aleijado
Benefit: You can invoke the power of your dragon-god to use Aleijado's Mercy

Channel Divinity: Aliejado's Mercy
Encounter * Divine
Free Action Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: The target of the critical hit may spend a healing surge
Special: You must take the Aleijado's Mercy feat to use this power

Shadow_Elf
2008-08-02, 10:41 PM
Round 4! Is anyone reading these?

Matrona's Shield
Prerequisites: Channel Divinity Class feature, must worship Matrona
Benefit: You can invoke the power of your dragon-god to use Matrona's Shield

Channel Divinity: Matrona's Shield
Encounter * Divine, Necrotic
Standard Action Blast 1
Target: One open square in Blast
Effect: You summon a Matrona's Broodling. It deal 1d4 + your Wisdom modifier damage to all enemies adjacent to it at the end of your turn. It has HP equal to 2 + your Wisdom modifier. It disintegrates when it is reduced to 0 health. It cannot be healed.
Special: You must take the Matrona's Shield feat to use this power

Shadow_Elf
2008-08-02, 11:02 PM
Should I use the EDIT function to put these all in one post or something?

Channel Divinity: Morty's Veil of Undeath
Prerequisites: Channel Divinity Class feature, must worship Morty
Benefit: You can invoke the power of your dragon-god to use Morty's Veil of Undeath

Channel Divinity: Morty's Veil of Undeath
Encounter * Divine, Necrotic
Immediate Reaction Personal
Trigger: You are Bloodied
Effect: You gain resist 5 necrotic until the end of your next turn. This increases to resist 10 at level 11, and resist 15 at level 21.
Sustain Minor: The Veil persists
Special: You must take the Morty's Veil of Undeath feat to use this power

puppyavenger
2008-08-02, 11:07 PM
I'm reading, I've no xperience with 4e mechanices, but they seem good.

anyway, anyone want to write up the orcs, or do any of the other 13 dragons?

chiasaur11
2008-08-02, 11:16 PM
I'm reading, I've no xperience with 4e mechanices, but they seem good.

anyway, anyone want to write up the orcs, or do any of the other 13 dragons?

I'd like to do one of the Dragons?

Which ones are left again?

Shadow_Elf
2008-08-02, 11:25 PM
I'd like to do one of the Dragons?

Which ones are left again?

Make it up. There is no parameters, really. Make it something worshippable. We currently have a poor dragon to dragon-god ratio here.

(@Puppyavenger: What happened to the beggar god? he was cool)

chiasaur11
2008-08-02, 11:46 PM
Cool.
I'll try and make something by monday.

Zocelot
2008-08-03, 09:39 AM
I'm reading, I've no xperience with 4e mechanices, but they seem good.

anyway, anyone want to write up the orcs, or do any of the other 13 dragons?

I did one, but it seemed to have a negative reception. Before I create another, I would like to confirm a few facts.

1.Orcs are Chaotic Evil
2.Orcs base their society on Dragonborn

I'll start working on the Orcs as soon as you confirm these. I'm just about to create a Dragon.

Edit: @Shadow Elf
Most of the feats are good. Keep Tisildui's Infiltration the way it is (no sustain minor)

Gwyn chan 'r Gwyll
2008-08-03, 09:52 AM
Orcs are Chaotic Evil.
Orcs are attempting to recreate the Dragonborn Empire, but are failing due to their Chaotic Evil nature. This doesn't mean they don't stop trying though.

Zocelot
2008-08-03, 09:52 AM
Degneva, The Armored God
Also Know As: The Metal Dragon
Alignment Unaligned
Colour Iron, (was Green)
Power Level High-Paragon
Abode Are there any deserts in the Dragonborn empire? I ask, because goddammit, blue Dragons DO NOT live by the coast
Forces Craftsmen and enchanters worship him, but he doesn't want anyone to fight for him.
Personality Despite the fact that he is fairly old (around Adult), he is quite likely the most childish of all the dragons. He doesn't attack people, but he will brag about his carapace to anyone he sees. He doesn't stop talking about how shiny/hard it is, or how much power it took to create. He is always looking for a way to show off (he says test) his shell, and is easily manipulated because of this
Assets Very hard carapace.
liabilities no followers, poorer flight.

Shadow_Elf
2008-08-03, 11:00 AM
I like the Dragon Zocelot. I'll work on Divinity feats for Degneva and Puppy's dragon. I'm also working on a class though, so they'll be up in a bit.

Zocelot
2008-08-03, 11:30 AM
Orcish Empire
The Orcish Empire is in the Northeast of Terasul. They attempt to mimic the Dragonborn, but fail, rather badly.
Lands The Orcs live in the land East of the Dragonborn and North of the Tiefling. They live primarily on the coast, although Orcish settlements can also be found near lakes.
demographics 80% Orc 14% Kobold 6% other
Religion The Orcs revere Gruumsh as their creator, and some Orcs also worship Asmodeus. There a a few cults dedicated to Bahamut, Tiamat or both.
Relations with other power The Orcs deeply respect and admire the Dragonborn, despite the fact that the Dragonborn dislike them. The Orcs feel a need to prove themselves superior, and would one day like to be seen as equals to the Dragonborn.
The Tieflings hate the Orcs, and treat them horribly. Over time, the Orcs have learned to stay away from their cities. However, if a Tiefling passes through the Orc empire, they will be hard pressed to fight off the continuous raids.
The Orcs disrespect the Kobolds, because of their height, and because they are hated by the Dragonborn. However, they still have open trade with them, as both races need it. The Kobolds are wary of the Orcs, because depending on a single Orc, they can either fool the orc into paying several times and items value, or be killed because they are short.
Eladrin traders trade with the Orcs, and the Orcs see them as "Happy Tieflings". It is not uncommon for an Orc to try to buy some of an Eladrin's magic.
Government The Orcish has a hierarchy, modelled after the Dragonborn. There is a High Chieftan on top (rarely for long), who usually delegates decisions to a council of generals. These decisions usually consist of how to enjoy themselves the most, at the cost of the commoners. Below them is the military (who have their own hierarchy) who function primarily as law enforcers and tax collecters. The bottom rung of the ladder of command is the commoners. Unfortunately for those in positions of power, promotions can be obtained if your commander dies. It is not rare for an Orc to be promoted several times in a week, shortly before being killed.

Moff Chumley
2008-08-03, 11:47 AM
Looks very cool.

puppyavenger
2008-08-03, 12:52 PM
(@Puppyavenger: What happened to the beggar god? he was cool)

apparently the forum ate it, I'll redo him
orcs look good, I'll move all the new stuf to the OP today.

Gwyn chan 'r Gwyll
2008-08-03, 12:57 PM
Orcish Empire

demographics 80% dragonblood 14% kobold 6% other


Demographics seem messed up.

Zocelot
2008-08-03, 01:08 PM
Sorry. I copied the Dragonborn entry, then substituted my own info, to make sure that I had all the necessary categories.I just slipped up and accidentally said Dragonblood instead of Orc. I've edited it.

Zocelot
2008-08-03, 05:16 PM
Personality of Terasul

Rameir Tisen
Power Level: Low Heroic
Class: N/A
Alignment: Lawful Good
Race and description: Rameir is a Dragonborn. He is short, but muscular. His scales are red, and his breath weapon is fire. He is approaching the age of 50.
Employers: Rameir owns his own smithy, where he creates ornate sets of armour out of unusual materials. His works are usually much more expensive and less functional then traditional armour, but as they are works of art he still has customers. His most famous works of his include a golden full set of armour and shield that are inlaid with images of dragons, and owned by Enitaplap.
Personality: Rameir is intense, with the characteristics of a typical dwarf. He is hardworking, a loyal to his country. He loves art and would one day like to He worships Degneva. He has already visited the Orcish and Tiefling capitals, and he would go on a trip with his family to the greatest cities of Oderike and Abraxes, so that he can see the artisans and their art.
Weapon of Choice: When Rameir is working, he keeps a hammer around, but otherwise he is unarmed.

Shadow_Elf
2008-08-03, 08:15 PM
Here's a double dose of divinity. Enjoy!

Degneva's Shell
Prerequisites: Channel Divinity Class feature, must worship Degneva
Benefit: You can invoke the power of your dragon-god to use Degneva's Shell

Channel Divinity: Degneva's Shell
"You channel the energy of the pride of Degneva to shrug off the blows of your foes"
Encounter * Divine
Immediate Interrupt Personal
Trigger: A monster scores a critical hit on you
Effect: You gain resist 5 all until the end of your next turn.
Special: You must take the Degneva's Shell feat to use this power

Kerretch's Disarmament
Prerequisites: Channel divinity Class feature, must worship Kerretch

Channel Divinity: Kerretch's Disarmament
"Rather than strike your foe, you call upon the roots of Kerretch to disable them"
Encounter * Divine
Immediate Interrupt Melee Touch
Trigger: You would make an opportunity attack against a monster
Attack: Wisdom vs. Reflex
Hit: The foe loses the rest of their actions for this round and is dazed until the end of your next turn
Special: You must take the Kerretch's Disarmament feat to use this power

I worried they may be overpowered though. Thoughts?

Zocelot
2008-08-03, 08:49 PM
Degneva's shell is pretty balanced. You'll probably end up taking about as much less damage as Armor of Bahamut.

Kerretch's Disarmament is just a tad overpowered. I suggest this:

Channel Divinity: Kerretch's Disarmament
"Rather than strike your foe, you call upon the roots of Kerretch to disable them"
Encounter * Divine
Immediate Interrupt Melee Touch
Trigger: You would make an opportunity attack against a monster
Attack: Wisdom vs. Reflex
Hit: The foe loses the rest of their actions for this round cannot take any more actions this turn. They can choose to continue their movement, but if they do so, they become dazed until the end of their next turn.
Special: You must take the Kerretch's Disarmament feat to use this power

Shadow_Elf
2008-08-03, 09:03 PM
Works for me. I just thought that ending their actions was underpowered, esp if they attack, minor, then move (except you wouldn't use it on them if they did that)

puppyavenger
2008-08-03, 10:08 PM
added all the stuff to the OP, here's the beggar god that the forum "disappeared"
you know, that makes me want to do a ghost dragon..

Selth, The High Lord of The Lowlands
Also Known As: Fateweaver, Silverscale, Skin-wearer,m the Beggar-God, The Hermit-king
Alignment Good
Power level low-epic
Color Pure, gleaming silver
Breath Weapon Bad Luck, Poison
Abode He travels along all the central lowlands of the Empire
Forces none. Although, if he revealed himself, most of the villagers around him would fight for him.
Personality Personable and friendly, he spend almost all his time traveling around, either as a hermit or a merchant. It's said that anyone who treats him kindly is blessed with good luck, and anyone who treats someone with a lower station than them poorly in his presence will by cursed with failure. He almost never reveals himself to be a dragon, unless it would save someone's life or he is in serious danger.
Assets Quite powerful, almost impossible to find, a god to the dragon-born, mild control over fate and chance
liabilities no forces, impossible to find for allies, hated by several people who's lives he's ruined with his punishments.

how's that.

Also, other idea's,

A ghost dragon, formed by the spirits of many dragons slain at one time.

An elementalist, infused with energies from the elemental chaos.

A (weak) glutton, after he left the Capital, he founded his own palace-city from the army of servants he brought with him.

Shadow_Elf
2008-08-03, 10:38 PM
Here's some more divine inspiration. I like the "also known as" Fateweaver better than Slelth (Slelth sounds weird 2 me, could be jus me)

Fateweaver's Gift
Prerequisites: Channel Divinity Class feature, must worship Fateweaver
Benefit: You can invoke the power of your dragon-god to use Fateweaver's Gift

Channel Divinity: Fateweaver's Gift
"Slelth rewards you when you aid another"
Immediate Reaction Personal
Trigger: You heal an ally or aid another with a d20 roll
Effect: You can make a saving throw with a bonus equal to your Wisdom modifier as a free action.

chiasaur11
2008-08-04, 12:43 PM
Well, I'm giving it a shot.

Artus, the tactician
Power Level: Mid-Paragon
Alignment: Unalligned
Colour: Blue and metallic red
Breath Weapon: Fire and Ice breath
Also Known As: The Crimson Claw of righteous truth, The Blue Wing that destroys the infidel, The armored lord of the hidden battlefield, "That idiot" (Kobold freelanders only)
Abode: Artus lives in two temples in the capital of the empire, alternating between them so as to control his cults and prevent them from causing much damage to each other or bystanders.
Forces: Two reasonably large hidden cults devoted to
1) The worship of him
&
2) The complete destruction of the heretics who claim falsehoods of the mighty lord Artus.

Personality: Artus considers himself a tactical genius unequalled throughout history, and therefore, refrains from warring against other dragons in secret, as that, he considers, would be beneath his talents.
Therefore, he decided to war againbst the only reasonable challenger. Himself.
Using armor and smuggled gnomish technology , he managed to set up two seperate cults, each convinced they worship the true form of the dragon, while the other group worships a crude metal immitation of their lord. As time has gone by, he has gained some measure of affection for his armies, and attempts to minimize both group's casualties, while maintaining the same level of animosity. He spends time not occupied by the wargames or silencing those who discover the truth (as often as possible by bribes or threats instead of murder, but the last option is not unknown) tinkering with new parts and technology to further enhance his double.

Many in the Separatist Freelands know of the double life, but fear of a holy war against "The Heretics" and amusement at the idiocy of their enemies combine to keep it from the two cults.

Assets: A fairly good mind for strategy , when focused, and a better than average understanding of technology, for the local area.

Liabilities: A complete lack of dedication to anything resembling a larger goal, and a tendency to sabotage himself.

puppyavenger
2008-08-04, 12:56 PM
Well, I'm giving it a shot.

Artus, the tactician
Power Level: Mid-Paragon
Alignment: Unalligned
Colour: Blue and metallic red
Breath Weapon: Fire and Ice breath
Also Known As: The Crimson Claw of righteous truth, The Blue Wing that destroys the infidel, The armored lord of the hidden battlefield, "That idiot" (Kobold freelanders only)
Abode: Artus lives in two temples in the capital of the empire, alternating between them so as to control his cults and prevent them from causing much damage to each other or bystanders.
Forces: Two reasonably large hidden cults devoted to
1) The worship of him
&
2) The complete destruction of the heretics who claim falsehoods of the mighty lord Artus.

Personality: Artus considers himself a tactical genius unequalled throughout history, and therefore, refrains from warring against other dragons in secret, as that, he considers, would be beneath his talents.
Therefore, he decided to war againbst the only reasonable challenger. Himself.
Using armor and smuggled gnomish technology , he managed to set up two seperate cults, each convinced they worship the true form of the dragon, while the other group worships a crude metal immitation of their lord. As time has gone by, he has gained some measure of affection for his armies, and attempts to minimize both group's casualties, while maintaining the same level of animosity. He spends time not occupied by the wargames or silencing those who discover the truth (as often as possible by bribes or threats instead of murder, but the last option is not unknown) tinkering with new parts and technology to further enhance his double.

Many in the Separatist Freelands know of the double life, but fear of a holy war against "The Heretics" and amusement at the idiocy of their enemies combine to keep it from the two cults.

Assets: A fairly good mind for strategy , when focused, and a better than average understanding of technology, for the local area.

Liabilities: A complete lack of dedication to anything resembling a larger goal, and a tendency to sabotage himself.

I love it.

anyway, I'll have one or two more up today.

chiasaur11
2008-08-04, 01:13 PM
I love it.

anyway, I'll have one or two more up today.

Thanks.

So, what kind of channel divinity should the guy have, do you think?

It would be tricky to claim the other group as heretics if they can directly invoke the power of your deity.

Edit: Should I make the leaders of the two cults?
They would be people the players would deal with in a game where "That Idiot" comes into play.

puppyavenger
2008-08-04, 01:40 PM
Thanks.

So, what kind of channel divinity should the guy have, do you think?

It would be tricky to claim the other group as heretics if they can directly invoke the power of your deity.

Edit: Should I make the leaders of the two cults?
They would be people the players would deal with in a game where "That Idiot" comes into play.
Why because they're unholy demon worshippers who fake the blessing of courses!

and the two cult leader would be good.

Zocelot
2008-08-04, 01:58 PM
Cagnazzion, the Poet
Power Level: Low Paragon
Alignment: Unaligned
Colour: Green
Also Known As: The Fountain of Quotes
Abode: Cagnazzion lives just outside a city in the Southern Part of the Empire
Forces: None, although the city he lives near could be roused to fight for him.
Personality: Cagnazzion lives for instant gratification, and he loves telling other people what to do. He believes that he cannot be wrong, and will convince himself that he "meant to do it". He doesn't move around very much, but is hospitable to those that come to him. He often philosophizes, and makes poor analogies. "Your situation is similar to Degneva. To become successful in life, you must turn your skin into iron."
Assets: High mental stats
Liabilities: Can't defend himself well, doesn't have anyone dedicated to fighting for him, thinks he is smarter then he is.

chiasaur11
2008-08-04, 02:14 PM
Okay, here's the first one

Chronitus Ironscale
Power Level: Very Low Heroic
Class: N/A
Alignment: Good... ish
Race and description: A small Kobold in sky blue armor with imposing metal wings, Chronitus is rather unassuming and indistinct out of his impressive cerimonial armor, and few would recognize him if they passed him on the street. For him, this is a very good thing.
Also known as The speaker of the blue lord, "That Kobold whelp who needs to learn to respect his betters", Phil Wilson (don't ask)
Employers: The chief of the cult of the Blue wing, he was personally chosen for the role by Artus himself, after he walked up into the private chamber of the dragon a few weeks after joining the blue wing cult, and saying, to his face, that Artus was a "Weak minded wet scaled gnome lover who couldn't tell his two cults apart if you had cue cards. But that's why I like you. " Most individuals on the continent would have slain him on the slot, or at least given him a smack to mind his betters. Artus promoted him to the top position in the cult. As time went on, Ironscale has grown increasingly fond of the idea of having just been beaten senseless.
Personality: Chronitus is a decent enough individual, despite his tendency to insult and belittle whoever crosses his path. He is, in large part, responsible for the last five years having so few deaths due to Artus's machinations, and tries to keep things from spiraling out of hand. In his professional appearences, he is a fanatical devotee of the dragon, giving speeches that incite fevor to previously unimaginable levels, while subtly belittling those he talks to. Few of his lieutenants like working for a kobold, let alone one as prone to belittling comments as this one, but Artus's will is not to be questioned, and he does know how to rally the troops.
Weapon of Choice: Snarky comments.

Moff Chumley
2008-08-04, 02:42 PM
Lady Shavonne
Power Level High Paragon
Class Warlock
Race and Description An eladrin who was raised in the Tiefling cit of Darrah, Lady Mira Shavonne was seperated from her family at birth and was raised by the Lord Magus of Darrah, for some unknown reason. Over the last fifty years, Lady Shavonne has become a powerful warlock, a confidante and advisor to the High Magus, and a commander of Darrah's military.
Also known as General Shavonne, Princess Mira (only used by old friends.)
Employers The Lord Magus of Darrah.
Personality Blunt and to the point in matters of almost everything. Externally, Lady Shavonne is in her early twenties (human standard), but due to some strange magical goings-on, she has the mind of a fifty five year old (again, human standard). She is fairly rutheless on the job, but when she isn't vanquishing orcs, she is fond of taking the streets of her city in fashionable attire and a mild disguise, enjoying all her city has to offer and playing music on the streets.
Weapon of Choice Fiyah!

puppyavenger
2008-08-04, 02:56 PM
Cagnazzion, the Poet
Power Level: Low Paragon
Alignment: Unaligned
Colour: Green
Also Known As: The Fountain of Quotes
Abode: Cagnazzion lives just outside a city in the Southern Part of the Empire
Forces: None, although the city he lives near could be roused to fight for him.
Personality: Cagnazzion lives for instant gratification, and he loves telling other people what to do. He believes that he cannot be wrong, and will convince himself that he "meant to do it". He doesn't move around very much, but is hospitable to those that come to him. He often philosophizes, and makes poor analogies. "Your situation is similar to Degneva. To become successful in life, you must turn your skin into iron."
Assets: High mental stats
Liabilities: Can't defend himself well, doesn't have anyone dedicated to fighting for him, thinks he is smarter then he is.

looks good

Therin, The Radiant Lord
Also Known As the Lord of Light, The Avatar of Radiance, God of The Avenging sun
Power-level Mid-Paragon
Color Impossible to see because of the blinding light emanating from every scale.
Breath weapon/B] A cone of pure destructive radiant energy
[B]alignment Evil-ish
Forces around 100 'imbued", soldiers filed with the same radiant energy that fills him, plus about 500 soldiers under his command and 2,000 in nearby garrisons
Abode A Mountain Fortress near he kobold strongholds
Back-story His egg was accidentally cracked by a handler and he was hatched early. The handler, terrified for his life, rushed the dragon to the nearest temple. The priests could not heal him, but they infused him with massive amounts of radiant energy, which has to be regularly replenished.
Personality arrogant and war-minded, he has made it his goal to destroy the kobolds and claim their magic items.
He is very belligerent and will not hesitate to kill someone who angers him. The infusion of energy that saved his life requires regular refills, however, he had a special room constructed that traps and magnifies the energy coming off of him, along with converting magi items into radiant energy.
assets Strong, a good tactician, able to incinerate enemies with radiant energy, blinding to look at, large forces.
liabilities can't live his fortress for long, impossible to hide, Arrogant.

Shadow_Elf
2008-08-04, 03:31 PM
I invoke Channel Ideas and create three more spells!

Artus' Gambit
Prerequisites: Channel Divinity Class Feature, must worship Artus
Benefit: You may invoke the power of your dragon-god to use Artus' Gambit

Channel Divinity: Artus' Gambit
"Artus gives you insight into his tactical genius. If you fail to see its brilliance, there is dire consequenses"
Encounter * Divine
Immediate Interrupt Personal
Trigger: An enemy scores a critical hit on you
Effect: The enemy rolls again. 10 or less and the attack does no damage (not even a miss). 11 and up, you suffer a -2 penalty to saving throws until the end of the encounter (save ends)
Special: You must take the Artus' Gambit feat to use this power

Therin's Flash
Prerequisites: Channel Divinity Class feature, must worship Therin
Benefit: You may invoke the power of your dragon-god to use Therin's Flash

Channel Divinity: Therin's Flash
"You blind your foes with the divine radiance of Therin"
Encounter * Divine, Radiant
Standard Action Close Burst 1
Attack: Charisma vs. Reflex
Hit: The target is blinded (save ends)
Special: You must take the Therin's flash feat to use this power

Cagnazzion's Verbal Joust
Prerequisites: Channel Divinity class feature, must worship Cagnazzion
Benefit: You may invoke the power of your dragon-god to use Cagnazzion's Verbal Joust

Channel Divinity: Cagnazzion's Verbal Joust
"You launch a series of rhymes and alliterations at your foe, thoroughly confounding him"
Encounter * Divine, Charm
Standard Action Range 15
Attack: Charisma vs. Will
Hit: The target is stunned (save ends)
Miss: The target is dazed until the end of your next turn
Special: You must take the Cagnazzion's Verbal Joust feat to use this power

The last one is my favourite :biggrin:

EDIT: We should divert our attention to Abraxes and Oderike for awile. As much as i love Terasul, the other continets are being abandonned. Neither has ANY writeups yet. Oh, and i'll get to work on some maps Wednesday. First drafts may be up as soon as Friday or Saturday (if i can figure out how to post them)

chiasaur11
2008-08-04, 11:51 PM
Here's the other cult leader

Agitate, he who holds justice in one hand, and dispenses mercy with the other
Power Level: Low Paragon
Class: Warlord
Alignment: Lawful Good
Race and description: About ten feet tall, with a massive build and bright crimson scales, Agitate is an imposing figure even when not in ceremonial armor. In armor, a foot is added to his height, and, if anything, he's an even more imposing foe.
Also known as The hand of the crimson lord, The deliverer of the Iron pass, first among equals, slayer of the warlords, merciful conqueror of the fallen sons.
Employers: The chief of the cult of the Crimson Claw, he joined after years in service to the armies of the empire in search of higher purpose. He still holds a low level rank in the army of the empire, to stay close to those who give their lives to protect those the Dragons have chosen.
Personality: Agitate is, in general, a merciful individual, sparing his foes whenever there was a reasonable opportunity when in war even against Orcs, let alone Kobolds or fellow Dragonborn, but when he feels a foe truly is irredeemable, even his closest friends shy away him in fear. However, the list of foes he places in this group is small, consisting, until he gained his current position, of only Demons, the most evil of dragons, and the most depraved Orcs. To this list he has added the heretic Chronitus. He is a fervent believer in his cause, and hates the Kobold "deciever" with a passion few can match in hatred of anything. Despite this, he is merciful to lower level agents of the blue wing to an amazing degree, to the point where he sways many to his own agency. He is also highly respected by many in higher military positions altogether seperate from his religious career for his valor in the field.

It would likely be a very bad thing if he found out the truth behind the two cults' conflict.
Weapon of Choice: A sword forged with the fires of Artus himself, with Iron distilled from the blood of fallen soldiers of the empire "so they may not be forgotten".

Zeta Kai
2008-08-05, 10:28 AM
I've updated post #1 of the Abraxas thread to include everything that has been nailed down for Abraxas (& the world of Neve in general). This should make it easier for people to see what has been done & what still remains.

Moff Chumley
2008-08-05, 06:14 PM
Are there any races on Terasul left to be described?

puppyavenger
2008-08-05, 06:17 PM
Are there any races on Terasul left to be described?

nope, how about some organizations?

chiasaur11
2008-08-07, 09:13 PM
nope, how about some organizations?

So what groups are left?
Dragon Cults?
Powerful Orcish warband or Kobold power groups?
Teifling cities?

Oh, and I wrote up the two cult leaders a little higher up.

puppyavenger
2008-08-08, 04:23 PM
So what groups are left?
Dragon Cults?
Powerful Orcish warband or Kobold power groups?
Teifling cities?

Oh, and I wrote up the two cult leaders a little higher up.

that or anything else you can think of

puppyavenger
2008-08-16, 11:02 AM
bump, I'll have a dragon or two up this weekend.

Shadow_Elf
2008-08-24, 05:35 PM
*Bump*

I sincerely hope that poor Neve is not being forgotten. To summarize, we still need:

Abraxes
- 3-5 writeups on various Elven/Half-Elven tribes.
- a writeup for the Eladrin of Abraxes (Terasul Eladrin are done)
- a writeup for the Oaves
- 4-6 writeups on new world settlements (we need variety)
- a writeup (or a few) on native monsters to install in players' dungeon crawls

Oderike
- a writeup for the Gnomes
- a write up for the Principle League
- a write for the Dwarves
- a writeup for the goblinoids (hobgoblin, goblin and bugbear all are included)
- a write up for that other Human/Dwarven country
- a writeup (or a few) on native monsters to install in players' dungeon crawls
(correct me if I'm wrong on any counts here; not familiar with Oderike)

Terasul
- a few more Dragon-Gods
- a few more major Tiefling City-States
- some serious Thread Necromancy
- a writeup (or a few) on native monsters blah blah blah

Take any job you'd like and post your writeup there. Please don't let this die on us. Your donation of ______ writeups will help go towards the ressurection of Neve.

puppyavenger
2008-08-24, 06:12 PM
wow, completely forgot this amid 3 pbp games..

dragon god idea's

a ghost dragon, who holds on to existence by absorbing other spirits into itself, the personalities of some of the stronger spirits linger and either a. change his mildly (weaker ones) or become fairly weak side personalities.

An elementalist, filled with raw energy from the elemental chaos, is easy to see he's filled with raw energy from the elemental chaos, attacks of many different elements, has a strong cult.

A spoiled brat who formed a new city from followers to service his every want.


and 7 more, although we could probably leave some spots open for individual DM's to make up their own.

I honestly think that Tersul really isn't the place for dungeon crawls, it's almost completely civilized. I'd say that any serious gaming in Tersul would be either a political campaign or a war game.

Shadow_Elf
2008-08-24, 06:28 PM
and 7 more, although we could probably leave some spots open for individual DM's to make up their own.

Fantastic Idea. Lets leave 5 blank. That way, DMs can make their own, and there will always be a young target for Drachtpard to hunt down.


I honestly think that Tersul really isn't the place for dungeon crawls, it's almost completely civilized. I'd say that any serious gaming in Tersul would be either a political campaign or a war game.

Well, maybe not Dungeon Crawls, but you get where I'm going. We need native creatures that live in forests, attack outlying villages etc. Goblinoids, Orcs etc. are no good for this purpose as we've made them civilised races. Giants should be in Oderike IHMO. (because thats where teh Dwarves [Anti-Giants] are.)

chiasaur11
2008-08-24, 06:38 PM
Fantastic Idea. Lets leave 5 blank. That way, DMs can make their own, and there will always be a young target for Drachtpard to hunt down.



Well, maybe not Dungeon Crawls, but you get where I'm going. We need native creatures that live in forests, attack outlying villages etc. Goblinoids, Orcs etc. are no good for this purpose as we've made them civilised races. Giants should be in Oderike IHMO. (because thats where teh Dwarves [Anti-Giants] are.)

Well, civilized and Orc aren't really words that go together here. They're trying, but..
Plus, the country's big empire is a curb stomping military titan, and the second biggest empire is a bunch of paranoid trap building experts with the skill to hold off said curb stomping military. They have several chess master manipulating events behind the scenes. It's not likely any random bands of bandits, vicious woodland creatures, or other random encounters would last long enough for adventurers to get their mits on 'em, let alone long enough to get enough loot to make the fight worthwhile.

puppyavenger
2008-08-24, 06:40 PM
well for the other two idea's maybe...

one of the truly ancient (i.e. post-epic race creating) dragons, sleeping in a Massive cavern that has only one opening. His order of servants decided to continue to protect him and await his awakening, rather than join the new High command.
and one other. which I'll leave to the endless imagination of other people.

Shadow_Elf
2008-08-24, 06:58 PM
No self-respecting Government sends soldiers after common bandits. That's what adventurers are for. Also, no self-respecting government slaughters wild monsters preemtively. That is also what adventurers are for.

Cool Dragon idea Btw. Looking forward to it.

chiasaur11
2008-08-24, 07:05 PM
No self-respecting Government sends soldiers after common bandits. That's what adventurers are for. Also, no self-respecting government slaughters wild monsters preemtively. That is also what adventurers are for.

Cool Dragon idea Btw. Looking forward to it.

I'm just saying most nasty wildlife would be long dead, most bandits not part of one very big scheme or another would be disposed of fairly quickly to keep the gameboard clean, and those who stray into Kobold territory would probably set off too many alarms to try anything.

And an ancient, sleeping, well guarded dragon is great. Of course, it's channel divinity might be a bit dull...

And I'll try to do something on Oderike within the week.

Oh, an idea for the last Dragon: A fatalistic oracle who sees visions of a world slowly falling into ruin. He just waits for his "certain death, and the death of the empire...
Thing is, years ago, a hero defied destiny, stopped a downward spiral, and ensured the empire a glorious future. The visions are of a future long since defeated.

Or an Oracle who, knowing his death is a LONG way off, just basically goofs off. The Empire will survive, he'll survive, so why worry too much about the latest evil overlord?

Shadow_Elf
2008-08-24, 07:18 PM
Oh, an idea for the last Dragon: A fatalistic oracle who sees visions of a world slowly falling into ruin. He just waits for his "certain death, and the death of the empire...
Thing is, years ago, a hero defied destiny, stopped a downward spiral, and ensured the empire a glorious future. The visions are of a future long since defeated.
Wouldn't he realize this the next time he tried to predict the future?



Or an Oracle who, knowing his death is a LONG way off, just basically goofs off. The Empire will survive, he'll survive, so why worry too much about the latest evil overlord?

Like the Oracle idea. Not sure best way to make it work though. You know how in OoTS the Oracle is granted his powers by Tiamat (OoTS version of Tiamat)? Perhaps this dragon confers upon his priests the ability to predict the future (make his worship a prereq for the Divine Oracle paragon path in Neve campaigns)

puppyavenger
2008-08-24, 07:23 PM
No self-respecting Government sends soldiers after common bandits. That's what adventurers are for. Also, no self-respecting government slaughters wild monsters preemtively. That is also what adventurers are for.


no but in a D&D verse, the wildlife can be enough of a hazard to warrent a coordinated extermination campaign.

and in the Empire the military and police are the same thing, so yah, if a bandit gang became enough of a problem, than forces might be sent after it.

Anyway, considering the ancient dragons managed to create two sapient races, I'm thinking maybe some of the less lovecraftian aberations and non-abraxian magical beasts could be on tersul, either domesticated or wild.


Or an Oracle who, knowing his death is a LONG way off, just basically goofs off. The Empire will survive, he'll survive, so why worry too much about the latest evil overlord?

sounds good

Zocelot
2008-08-24, 07:39 PM
[QUOTE=Shadow_Elf;4780314
Like the Oracle idea. Not sure best way to make it work though. You know how in OoTS the Oracle is granted his powers by Tiamat (OoTS version of Tiamat)? Perhaps this dragon confers upon his priests the ability to predict the future (make his worship a prereq for the Divine Oracle paragon path in Neve campaigns)[/QUOTE]

I have a great idea! Let's give our characters priviledges if they are evil! Besides, predicting the future doesn't really fit his profile. He's more of a MONEY!MONEY!MONEY! kinda guy (Imagine if Mr. Krabs, from Spongebob Squarepants was a dragon).

What are the relations of the Dragon Gods to Bahamat and Tiamat? I'd suggest that Bahamut and Tiamat have given the Dragon Gods the power to grant spells to those they want to.

Looking over the Dragon entry, the types of Chromatic Dragons are Gold, Silver, Bronze, Iron, and Adamantite.

We have no Adamantite dragons, and the originality of Degneva is gone if there are already Dragons like him. I'd like it if Degneva had a suit of Barding (that he may or may not be able to get out of), instead of being made of Iron.

puppyavenger
2008-08-24, 07:44 PM
I have a great idea! Let's give our characters priviledges if they are evil! Besides, predicting the future doesn't really fit his profile. He's more of a MONEY!MONEY!MONEY! kinda guy (Imagine if Mr. Krabs, from Spongebob Squarepants was a dragon).

Is this sarcasm?

What are the relations of the Dragon Gods to Bahamat and Tiamat? I'd suggest that Bahamut and Tiamat have given the Dragon Gods the power to grant spells to those they want to.

umm, no, it's pretty much been already decided that each dragon gives spells through its own power and artifacs

Looking over the Dragon entry, the types of Chromatic Dragons are Gold, Silver, Bronze, Iron, and Adamantite.

We have no Adamantite dragons, and the originality of Degneva is gone if there are already Dragons like him. I'd like it if Degneva had a suit of Barding (that he may or may not be able to get out of), instead of being made of Iron.
Remember, these 23 are the only dragons in Neve, and each has its own stats.

see quotes

Shadow_Elf
2008-08-24, 07:58 PM
I have a great idea! Let's give our characters priviledges if they are evil! Besides, predicting the future doesn't really fit his profile. He's more of a MONEY!MONEY!MONEY! kinda guy (Imagine if Mr. Krabs, from Spongebob Squarepants was a dragon).

I don't mean they worship Tiamat. I mean Oracle Dragon X grants this power to his worshippers. I was using the OOTS version of Tiamat (which it should be duly noted is NOT the DND Tiamat) as an EXAMPLE.


What are the relations of the Dragon Gods to Bahamat and Tiamat? I'd suggest that Bahamut and Tiamat have given the Dragon Gods the power to grant spells to those they want to.
Puppyavenger has it right. No relation.


Looking over the Dragon entry, the types of Chromatic Dragons are Gold, Silver, Bronze, Iron, and Adamantite.
You mean Metallic Dragons. Chromatic = Black, Red, BLue, Green, White
Also, it appears they have replaced Copper and Brass with Iron and Adamantite. A wise choice IMHO, since copper and brass are too similar to bronze. Also, I think a Mithral Dragon is in order.


We have no Adamantite dragons, and the originality of Degneva is gone if there are already Dragons like him. I'd like it if Degneva had a suit of Barding (that he may or may not be able to get out of), instead of being made of Iron.

Terasul has done away with traditional dragons and dragon types. Each of the Dragon-Gods is a unique monster with homebrewed stats.

Abraxes and Oderike may posses Dragons as normal, this is undecided. The force that changes the Dragons of Terasul is the Dragon Tree (I posted it alongside Grandmaster Han earlier on) They no longer fall under the categories if born on Terasul. As I said, maybe Dragons elsewhere that are just an excuse for commonplace Solo encounters, but the Terasul stock are all unique.

Zocelot
2008-08-24, 08:19 PM
1. The first part was sarcasm, the second part was exageration. Tiamat is a god of misers and treasure, not of prophecies.

2. Fine, I don't mind the artifacts. What about the relations though?

3. If there are 23 Dragons, I think that we can manage to get 1 Iron and 1 Adamantite, just so we have each kind of Metallic and Chromatic.

puppyavenger
2008-08-24, 08:22 PM
Terasul has done away with traditional dragons and dragon types. Each of the Dragon-Gods is a unique monster with homebrewed stats.

Abraxes and Oderike may posses Dragons as normal, this is undecided. The force that changes the Dragons of Terasul is the Dragon Tree (I posted it alongside Grandmaster Han earlier on) They no longer fall under the categories if born on Terasul. As I said, maybe Dragons elsewhere that are just an excuse for commonplace Solo encounters, but the Terasul stock are all unique.

hm, may i suggest making it so only the natural disaster( whatever there names are) and scourge dragons exist on other continents, it seems right that the most inteligent and abstract dragons are on tersul.

Also, may I suggest making it so only Tersulian dragons reach epic power, say that the dragon tree increases there power.

Zocelot
2008-08-24, 08:22 PM
Terasul has done away with traditional dragons and dragon types. Each of the Dragon-Gods is a unique monster with homebrewed stats.

IAbraxes and Oderike may posses Dragons as normal, this is undecided. The force that changes the Dragons of Terasul is the Dragon Tree (I posted it alongside Grandmaster Han earlier on) They no longer fall under the categories if born on Terasul. As I said, maybe Dragons elsewhere that are just an excuse for commonplace Solo encounters, but the Terasul stock are all unique.

We still decide which colour each dragon is though

The game is called Dungeons & Dragons, and it seems unusual that there are only 23 dragons in the known world

Zocelot
2008-08-24, 08:25 PM
hm, may i suggest making it so only the natural disaster( whatever there names are) and scourge dragons exist on other continents, it seems right that the most inteligent and abstract dragons are on tersul.

Also, may I suggest making it so only Tersulian dragons reach epic power, say that the dragon tree increases there power.

Scourge Dragons are stupid, and they don't even have wings or tails.

Because so few Dragons exist on Terasul, Epic Power Dragons must exist elsewhere. The Dragon Tree idea makes sense, but is far too limiting.

puppyavenger
2008-08-24, 08:33 PM
Scourge Dragons are stupid, and they don't even have wings or tails.

Because so few Dragons exist on Terasul, Epic Power Dragons must exist elsewhere. The Dragon Tree idea makes sense, but is far too limiting.

really? than why are they dragons?

What exactly is wrong with having few epic dragons? at that point your supposed to be fighting demon lords et all.

Zocelot
2008-08-24, 08:43 PM
I don't know. Under their description in the MM, it says "Some scholars think that Scourge Dragons are more closely related to drakes, because they have neither wings nor tales"

Having few Epic Dragons is not a problem, but if killing one is killing 20% of them, that is a problem. There should be consequences for killing them, but there is also no encounter as epic as a fight against an Dragon. We want fights to get more epic at Epic level, but removing Dragons as a viable encounter is lowering the maximum level of awesome.

Shadow_Elf
2008-08-24, 10:26 PM
I don't know. Under their description in the MM, it says "Some scholars think that Scourge Dragons are more closely related to drakes, because they have neither wings nor tales"

Having few Epic Dragons is not a problem, but if killing one is killing 20% of them, that is a problem. There should be consequences for killing them, but there is also no encounter as epic as a fight against an Dragon. We want fights to get more epic at Epic level, but removing Dragons as a viable encounter is lowering the maximum level of awesome.

Duly noted point about awesome factor.
And also duly noted that dragons are in the title of the game.

We've done the "but they must still have colours, right?" spiel already (its earlier on in the thread. I asked the exact same question). The dragons of Terasul are NOT powered based on the colour of the scales
(WARNING: Dragons are no longer Colour-coded for your convenience. Proceed to use your best judgement when deciding whether or not a dragon deserves death. We apologize for any incovenience this may cause. Gears of Neve is not responsible for the errant killing of goodly dragons due to adventurers taking both Wisdom and Intelligence as their dump stats)
However, we did mention earlier that dragons have attempted to leave Terasul in order to escape the influence of the Dragon Tree. This would imply that regular dragons (Still Colour-Coded) exist among the other continents.
Any issues?

puppyavenger
2008-08-24, 10:30 PM
However, we did mention earlier that dragons have attempted to leave Terasul in order to escape the influence of the Dragon Tree. This would imply that regular dragons (Still Colour-Coded) exist among the other continents.
Any issues?

I agree, i just think that only dragon tree dragons should get to epic level

Shadow_Elf
2008-08-24, 10:34 PM
I agree, i just think that only dragon tree dragons should get to epic level

Fair enough. HOWEVER. I believe that Dragon Tree dragons should exceed level 30. They are, after all, worshipped as gods. They should atleast (atleast the more powerful ones should) be as powerful as Orcus, who can't even grant Divine spells! Then, we could have run-of-the-mill dragons reach Levels 27-30, and still have them be less powerful that the ones that are worshipped. And, even if they are pacifistic dragon-gods, I think all the worshippable dragons of Terasul should be made into atleast Low-Epics. This does not include Rayzigiera, Vershemes, or Fang, among others (as they are not worshipped)

puppyavenger
2008-08-25, 09:05 AM
Fair enough. HOWEVER. I believe that Dragon Tree dragons should exceed level 30. They are, after all, worshipped as gods. They should atleast (atleast the more powerful ones should) be as powerful as Orcus, who can't even grant Divine spells! Then, we could have run-of-the-mill dragons reach Levels 27-30, and still have them be less powerful that the ones that are worshipped. And, even if they are pacifistic dragon-gods, I think all the worshippable dragons of Terasul should be made into atleast Low-Epics. This does not include Rayzigiera, Vershemes, or Fang, among others (as they are not worshipped)

so we're bumping everyone up a power level? so ancient dragon guy is know able to storm heaven with a chance of surviving (the way I see it, almost all the ancient dragons just went to sleep and eventually turned to stone. He's just sleeping. maybe a curse) Tisuldu can go toe-toe with Mordian, and Morty's just a bit weaker? I like it, really emphasizes that they're just beign chesssmasters to stave off boredom, and if any one of them wanted to, he could easily conquer Neve, barring divine intervention. I'll go edit the power levels if no-one object.

Shadow_Elf
2008-08-25, 10:53 AM
so we're bumping everyone up a power level? so ancient dragon guy is know able to storm heaven with a chance of surviving (the way I see it, almost all the ancient dragons just went to sleep and eventually turned to stone. He's just sleeping. maybe a curse) Tisuldu can go toe-toe with Mordian, and Morty's just a bit weaker? I like it, really emphasizes that they're just beign chesssmasters to stave off boredom, and if any one of them wanted to, he could easily conquer Neve, barring divine intervention. I'll go edit the power levels if no-one object.

And Spellcrieg wouldn't lose by much in a magic battle with Corellon.
Basically, this prevents any one mortal from being able to be a match for their power (gives Grandmaster Han a dirty look). What should our new power level be called? 31-40 = Godlike Tier? (and PCs cannot reach Godlike).

puppyavenger
2008-08-25, 01:42 PM
And Spellcrieg wouldn't lose by much in a magic battle with Corellon.
Basically, this prevents any one mortal from being able to be a match for their power (gives Grandmaster Han a dirty look). What should our new power level be called? 31-40 = Godlike Tier? (and PCs cannot reach Godlike).

I'd say 31 to 40 is Legendary, and 40=50 is divine, 50 would be the hard cap. Pc's can not advance beyond epic.

Shadow_Elf
2008-08-25, 02:55 PM
Fine by me. As I now have my MM and DMG, I am ready to flex the full might of my homebrewing repertoire. Should I statting us up some dragons?

Gwyn chan 'r Gwyll
2008-08-25, 03:23 PM
Go ahead.
I have neither DMG, nor MM...

Shadow_Elf
2008-08-25, 04:36 PM
OK, here is the first dragon I statted up. Since we're bumping them all up a power level, I figured no one would complain if Rayzigiera was level 19. Try throwing THIS at one of your PCs! (I apologize for the severe lack of a table. I will try to learn how this is done)

Rayzigiera the Traveller
Large Natural Magical Beast (dragon) Level 19 Solo Controller
XP 12,000
Initiative +17 Perception +13; Darkvision
HP: 900 Bloodied: 450; see also Avatar of Avandra
AC:35 Fortitude: 30 Reflex: 34 Will: 33
Resist: 15 Fire, 5 Cold, 5 Radiant; see Avatar of Avandra
Saving Throws: +5
Action Points: 2
Speed: 8, Fly 16 (hover), Overland Flight 24, Teleport 6
(BM) Claw (Standard, At-Will)
+24 vs. AC. 2d8 + 4 damage and 2d4 fire damage.
[B] Anti-Magic Breath (Standard, At-Will)
Blast 3; +25 vs. Will; The target may not use any abilities with the Arcane, Force, Necrotic, Psychic, Radiant, Charm, Conjuration, Fear, Healing, Illusion, Polymorph, Teleportation or Divine keywords, unless the power also possesses the Weapon keyword, until the end of Rayzigiera’s next turn.
[B] Breath Weapon (Standard, Recharge 5/6)
Close Blast 5; +24 vs. Reflex. 2d12 +4 fire damage and ongoing 5 fire damage (save ends)
Avandra’s Rescue (Move, At-Will) * Teleportation, Divine
Select a bloodied ally within six squares. Rayzigiera switches places with that ally and the ally gains regeneration 5 until they are no longer bloodied. If Rayzigiera and the target are not of the same size, she chooses which of her spaces the target occupies. This power cannot be used on creatures that are Huge or larger.
Avatar of Avandra (Immediate Reaction, when first bloodied) *Polymorph, Divine
Rayzigiera becomes Huge sized for the remainder of the encounter. Her claw attack deals an additional 2d6 radiant damage and she recharges her Breath Weapon on a roll of 4 as well as on a roll of 5 or 6, and she may spend a minor action to recharge it if her d6 roll fails. She can use her Avandra’s Rescue power on Huge or smaller creatures. She gains resistance 10 radiant.
Alignment: Good
Strength: 16 (+12)
Constitution: 20 (+14) Languages: Common, Draconic
Dexterity: 26 (+17)
Intelligence: 22 (+15)
Wisdom: 18 (+13)
Charisma: 22 (+15)
Skills: +20 Arcana, +20 Diplomacy, +18 Heal, +18 Insight, +20 Religion
Equipment:

puppyavenger
2008-08-25, 04:45 PM
OK, here is the first dragon I statted up. Since we're bumping them all up a power level, I figured no one would complain if Rayzigiera was level 19. Try throwing THIS at one of your PCs! (I apologize for the severe lack of a table. I will try to learn how this is done)

Rayzigiera the Traveller
Large Natural Magical Beast (dragon) Level 19 Solo Controller
XP 12,000
Initiative +17 Perception +13; Darkvision
HP: 900 Bloodied: 450; see also Avatar of Avandra
AC:35 Fortitude: 30 Reflex: 34 Will: 33
Resist: 15 Fire, 5 Cold, 5 Radiant; see Avatar of Avandra
Saving Throws: +5
Action Points: 2
Speed: 8, Fly 16 (hover), Overland Flight 24, Teleport 6
(BM) Claw (Standard, At-Will)
+24 vs. AC. 2d8 + 4 damage and 2d4 fire damage.
[B] Anti-Magic Breath (Standard, At-Will)
Blast 3; +25 vs. Will; The target may not use any abilities with the Arcane, Force, Necrotic, Psychic, Radiant, Charm, Conjuration, Fear, Healing, Illusion, Polymorph, Teleportation or Divine keywords, unless the power also possesses the Weapon keyword, until the end of Rayzigiera’s next turn.
[B] Breath Weapon (Standard, Recharge 5/6)
Close Blast 5; +24 vs. Reflex. 2d12 +4 fire damage and ongoing 5 fire damage (save ends)
Avandra’s Rescue (Move, At-Will) * Teleportation, Divine
Select a bloodied ally within six squares. Rayzigiera switches places with that ally and the ally gains regeneration 5 until they are no longer bloodied. If Rayzigiera and the target are not of the same size, she chooses which of her spaces the target occupies. This power cannot be used on creatures that are Huge or larger.
Avatar of Avandra (Immediate Reaction, when first bloodied) *Polymorph, Divine
Rayzigiera becomes Huge sized for the remainder of the encounter. Her claw attack deals an additional 2d6 radiant damage and she recharges her Breath Weapon on a roll of 4 as well as on a roll of 5 or 6, and she may spend a minor action to recharge it if her d6 roll fails. She can use her Avandra’s Rescue power on Huge or smaller creatures. She gains resistance 10 radiant.
Alignment: Good
Strength: 16 (+12)
Constitution: 20 (+14) Languages: Common, Draconic
Dexterity: 26 (+17)
Intelligence: 22 (+15)
Wisdom: 18 (+13)
Charisma: 22 (+15)
Skills: +20 Arcana, +20 Diplomacy, +18 Heal, +18 Insight, +20 Religion
Equipment:


eh, lets call em Divine and trueborn or somesuch, with creatures above 40 being things like Thadizun, the Abyss, Time and Death. level 50 would be the Christan god.

and yes, feel free to start stating, I'll move the stats to the Op

Shadow_Elf
2008-08-25, 04:52 PM
eh, lets call em Divine and trueborn or somesuch, with creatures above 40 being things like Thadizun, the Abyss, Time and Death. level 50 would be the Christan god.

Not sure I understand. Legendary=31-40 and Divine=41-50 made sense to me. Is this still that?

Also, I know not many people have the MM, but I would love feedback on my Stats for the monster (props to Gralamin for his 4e Monster Creation Guide (http://www.giantitp.com/forums/showthread.php?t=84617), which was a big help)

puppyavenger
2008-08-25, 04:55 PM
Not sure I understand. Legendary=31-40 and Divine=41-50 made sense to me. Is this still that?

Also, I know not many people have the MM, but I would love feedback on my Stats for the monster (props to Gralamin for his 4e Monster Creation Guide (http://www.giantitp.com/forums/showthread.php?t=84617), which was a big help)

no divine would be 30-40, with Trueborn 40-50...you know I like the first idea better.

Also, good news everyone! with the stats the OP is officially to big for the forum to post, ideas?

Gwyn chan 'r Gwyll
2008-08-25, 05:01 PM
Wake Zeta-Kai, and get him to edit his post.

puppyavenger
2008-08-25, 05:04 PM
well in till then, here's a repost, nations in this post, dragons and personalities in the next one
Nations of Tersul


Nations
Dragonborn Empire by me

The Draconic Empire is the largest and most powerful nation on Tersul. It is controlled by a military hierarchy and worships Tersuls dragons as living gods.
Lands with the exception of the eastern mountain range and the southern peninsula, the Empire controls almost all of Tersul. The Capital is based around the central lake, and they have large cities and towns scattered across the continent. They also have a small colony in southern Abraxes.
demographics 50% dragonblood 48% kobold 2% other
Religion Imperials have an intense devotion to dragons, viewing them as living gods. Any attempt to harm a dragon is punishable by death(usually from the dragon) and all hatchlings are raised in the Imperial city. The older a dragon is the more it is revered, but any dragon is considerd higher ranked than the high warlord.
Relations with other power The Empire is in a Constant state of cold war with the kobolds, over their historical schism, theological differences, and the fact that the kobolds block the fastest routes to the colonies.
They generally regard the orcs as a nuisance and leave them alone as long as the don't step out of the peninsula. However, if a single orc steps out they are vigorously driven back in or killed by the local garrison.
The Empire has a good trading relationship with the tieflings, they send in raw materials and food, goods and magic items come out, and half of them are sold to Elderin traders for a higher price.
The Elderin are the Empires only link to the rest of the world, serving as traders, diplomats and informants. Both sides gouge each other for price, and the both know it, so they get along fine.
Government The Empire has a fierce hierarchy, with a high warlord on top, advised by a council of generals. below them is the huge military machine, then the civilian bureaucracy, than Artisans, foreigners, beggars and outcasts. Dragons and there servant are apart from and above this.


Orcish Empire

The Orcish Empire is in the Northeast of Terasul. They attempt to mimic the Dragonborn, but fail, rather badly.
Lands The Orcs live in the land East of the Dragonborn and North of the Tiefling. They live primarily on the coast, although Orcish settlements can also be found near lakes.
demographics 80% Orc 14% Kobold 6% other
Religion The Orcs revere Gruumsh as their creator, and some Orcs also worship Asmodeus. There a a few cults dedicated to Bahamut, Tiamat or both.
Relations with other power The Orcs deeply respect and admire the Dragonborn, despite the fact that the Dragonborn dislike them. The Orcs feel a need to prove themselves superior, and would one day like to be seen as equals to the Dragonborn.
The Tieflings hate the Orcs, and treat them horribly. Over time, the Orcs have learned to stay away from their cities. However, if a Tiefling passes through the Orc empire, they will be hard pressed to fight off the continuous raids.
The Orcs disrespect the Kobolds, because of their height, and because they are hated by the Dragonborn. However, they still have open trade with them, as both races need it. The Kobolds are wary of the Orcs, because depending on a single Orc, they can either fool the orc into paying several times and items value, or be killed because they are short.
Eladrin traders trade with the Orcs, and the Orcs see them as "Happy Tieflings". It is not uncommon for an Orc to try to buy some of an Eladrin's magic.
Government The Orcish has a hierarchy, modelled after the Dragonborn. There is a High Chieftan on top (rarely for long), who usually delegates decisions to a council of generals. These decisions usually consist of how to enjoy themselves the most, at the cost of the commoners. Below them is the military (who have their own hierarchy) who function primarily as law enforcers and tax collecters. The bottom rung of the ladder of command is the commoners. Unfortunately for those in positions of power, promotions can be obtained if your commander dies. It is not rare for an Orc to be promoted several times in a week, shortly before being killed.

Elderin Traders by Shadowelf

The Eladrin traders control much of the commerce on Terasul. They are independant traders, merchants and occaisionally chosen as advisors for Nobles in the Dragonborn Empire for their worldly knowledge.
Lands
The Eladrin do not control many lands. They have several outposts and neighbourhoods in Dragonborn and Tiefling cities. They also control a chain of islands in the north and are reported to have many secret sites they use for storage of goods and the occaisional smuggling operation.
Religion
The Eladrin revere Corellon and the other Seldarine for their love of magic, forests and fine art. They also revere Sehanine because they feel her commandments reflect their way of life. They do not really have temples or clerics, and they do not really "worship" any of the gods, however.
Relations
In order to maintain their trade operations, the Eladrin traders are friendly with all of the powers of Tersul, including the orcs and kobolds, as long as they have something to offer in trade. The Eladrin are not greedy, however, and are occaisionally willing to trade their wares in exchange for good stories, company or trinkets and baubles.
Government
The Eladrin do not have a centralised government, as they are independant traders. They do, however, respect each other, and they maintain a mercantile code of honour that they uphold meticulously. Eladrin are occaisionally called upon as advisors to other countries for their worldly knowledge and diplomatic abilities. (see top)


Separatist Freelands by apeoflight

The separatist Freelands are the kobolds that went against the Dragonborn Empire, no longer wanting to be a part of it.
Demographic 96% kobold 4% other
Lands The eastern mountain range and the southern penninsula?
Religion They worship either Tiamut or Bahumat. But they do believe that these two gods created them. They do not believe dragons are living gods.
Relations with other powers They are in cold war with the Dragonborn Empire. Having neither the supplies or manpower to attack they cant make a move against them. But fortified in the mountains it is suicidal for dragonborn to try and travel these mountains. Being servants for generations has made them cunning. They have open trade with the eladrin and orcs.
Goverment Going against the hierarchy the kobolds have formed a type of Democracy. They are split up into family clans and there is a member of the council for each clan. Each member of the clan gets to vote who is the council member and the council makes the decisions.


Tiefling City-States (may include more than one entry by Moff Chumely

General Description
The Tieflings inhabit huge and outlandish metropolises, infused with magic and bearing an aura of the unkown, which long-time inhabitants neither notice nor understand. There is a sizable Eladrin community within each Tiefling city.
Demographic 90% Tiefling 6% Eladrin 4% Other (mostly kobolds)
Lands: The wastelands and cities of the Southern Peninsula.
Religion: Tieflings venerate the whole pantheon, but favor Asmodeus, Corellon, Erathis, Moradin, The Raven Queen, Torog, and Vecna.
Relations with other powers: Tieflings get on very well with Eladrin and Kobolds on a personal level, and indeed have strong ties with the new-world Eladrin Empire, but are hesitant to deal with the Kobold nation. They do not much care for the Dragonborn, but since they provide a major source of income, are dealt with anyway. Tieflings despise Orcs, and a rite of passage for Tiefling warriors is joining one of the small military troops that attempts to keep the long distances of badlands between cities empty of them.
Government: Each city-state's government is different, but most are ruled by an extremely powerful (read: high epics) warlock or wizard. Tieflings usually are free to do almost whatever they please, as there isn't much law enforcement (it exists, though.) and the main form of punishment is exile.

Darrah

Darrah is one of the largest of Tiefling city states. Built around a large, active volcano in the middle of a large lake, it is also on of the most long-lived, due to it's easily defensible nature.
Rulers: Darrah's Mage-Lord is Alasdair, an extremely powerful (read: lv 30) wizard who rules Darrah from his tower that floats high above the city. Alasdair appoints a parliament to create laws for him, but he retains final power over anything. Alasdair's second in command, Lady Shavonne, is the commander of Darrah's military.
City Geography: Darrah is divided into three main areas: The Caldera, The Undercity, and The Slopes.
The Caldera: The Caldera in turn is divided into four quarters: Ring Major, Ring Minor, The Floor, and the Pit. Ring Major houses the wealthy elite of Darrah, and consists of a thin strip around the top of the crater. Large mansions make up the main type of building found here. The largest quarter, Ring Minor, makes up the rest of the sides of the crater, and is a mostly residential neighborhood. It hosts Darrah's middle class and many of it's artisans, who typically have home workshops, or neighborhood workshops. The Floor is the flatter part of the large crater, and houses Darrah's small lower class. It is a very dark neighborhood, housing much of the cities' industry. The Pit is a small neighborhood, built in the wall of the shaft of the volcano. It is also very dark, and consists of the remainder of Darrah's industry. It houses non of Darrah's citizens, with the exeption of mages who seek to utilize the magic present in the pit. The pit connects to the undercity.
The Underctiy: Like the Caldera, The Undercity is divided into four parts: The Walls, The Catacombs, the Lakefloor, and the Caverns. The Walls are the huge caverns within the Caldera walls, and they house large magical greenhouses that churn out most of the cities' food. They are frequented by upper and middle class citizens, who enjoy taking walks in the luminescent gardens. Hence, there are numerous services present in The Walls. The Walls also connect to The Slopes. The Catacombs, unlike the luminescent beauty of the Walls, are a place to be avoided. Beneath The Walls, The Catacombs house the cities' political machinery, in addition to the huge magical machinery that keeps the cities' ward functional. Food is also produced in the Catacombs, but in highly volatile magical warehouses that are off limits to the public. The Lakefloor is a very small, very exclusive area. Reached only by magic, the Lakefloor are bubbles of air on the slopes of Darrah, and house reseraunts, labs, and some extremely expensive homes. The Caverns aren't really a neighboorhood, as such, so much as a group of gargantuan caverns connected by a dizzying array of tunnels and smaller caverns, deep under the lake floor. They consist of storage, labs, and lower class homes.
The Slopes: The slopes are a small area, made up of the homes and structures on the edge of the mountain. The most notable part of this area is the Eladrin neighborhood.
Ward: Darrah is supported by a powerful ward that provides medical benefits to all of its citizens (a citizen being someone who has been within the ward for more than a week, is not an orc, and has not broken the law), illuminates the city at night, keeps the Lord Magus's tower afloat in midair, and most importantly, keeps the volcano from destroying the city. In the event of an eruption, a portal is opened up leading to the Astral to receive the lava, and the immense power generated thusly provides the city with power. The volcano "erupts" every few days, an even signified by a light rumble that is especially loud for anyone in The Pit. Other effects of the ward include granting anyone specified by the Lord Magus or one of his deputies the power of flight, nigh invincibility, and increased arcane power. Anyone who qualifies as a 'citizen' (according to the criteria above) has slightly heightened emotions and has greater appreciation for art, something that was intended to make the city's artisans more productive and precise. Anyone who grows up within Darrah's ward and then leaves suffers from an emotional 'deadness', and doesn't react to outside stimuli as much as they would within the ward. There are also several other aspects of the ward known only to the Lord Magus himself.
Atmosphere: Darrah is a large, thriving city. That much is easily recognizable from the passion and art gracing much of the city. Art is on prominent display throughout the city, from the near-constant music being played by groups of young Tieflings on street corners and public places, nightly operas and performances at any one of Darrah's theaters or opera houses (mostly on The Slopes), and the semi-public studios of many of Darrah's artisans. Food is also important in Darrah, and the mages who operate the magical greenhouses within The Walls take great pride in their work. The city exists in a near constant state of Renaissance. However, there is a dark side to the city's prosperity and creativity. Violence, especially in gangs, is rampant in the poorer areas of the town, including arena style combat. Decadence of... other sorts... is also appallingly common.

puppyavenger
2008-08-25, 05:07 PM
Dragons of Tersul (13/23 completed)
Tisildui, Who Defies All Titles, Save This One
by me
description

Alignment: Unaligned
Power Level:High legendary/ low divine
Abode A huge cave complex near the eastern shore of Tersul
Forces A few hundred highly trained dragonborn agents with about half on covert missions on Tersul, the colonies, and Ordike. A thousand sworn soldiers, who knows how many kobold servants and the ability to commandeer any imperial resource of force at any time.
Personality He has a, justified, been there, done that attitude, viewing everything as a repetition of something that happened before. I's gotten to the point where most of his activity is playing massive political and spy games with other dragons or being of similar stature, seeing how much they can change the world without anyone knowing it was them or anyone in the inner circle. He is intensely interested in Abraxes and has several agents there.
Assets: most powerful creature on Tersul, God of the Dragonborn, has agents infiltrated in several high places, small standing army, excelent spy service, is a dragon.
liabilities can't move around stealthily, has to deal with annoying diplomats, is bored out of his mind, has a hard time seeing the threat of any humanoid(pretty justified)

Channel Divinity feat

Channel Divinity: Tisildui's Infiltration
"Tisildui's love of intrigue allows you to delve into your foe's mind"
Encounter * Divine
Minor Action Ranged 10
Target: One creature within range
Attack: Intelligence vs. Will
Effect: You gain a +5 bonus to Diplomacy and Intimidate checks against the target and you gain a +2 bonus with attacks targeting
their Will defense until the end of your next turn
Special: You must take the Tisildui's Infiltration feat to activate this power


Fang, the beast Drake by me

fluff
Also Know As: The Chained Prince, DA Boss's Biggest Pet, The Infant God Bound By Mockeries of his Ancestors Creations.
Alignment unaligned (he's pretty much a cunning and viscous animal)
Power Level Mid-paragon
Abode In a lavish pit n his captors/caretakers tent, Somewhere near the center of the orcish peninsula.
Forces As a captive/beast, he has no forces. His captor, a orcish warlord who has gained huge amounts of stature from having a dragonborn god as a pet, has command of several hundred orc warriors
Personality He is little more than a powerful beast, looking forward to the next meal or getting something pretty. He views his captor with a bit of affection as the person who gives him foof, and, given a choice, will attack the people he's told to.
Assets strong, protected by orc army, hidden
liabilities animal intellect, weak for a dragon, no impulse control.


Fang, the Beast Drake
Large Natural Magical Beast (dragon) Level 12 Solo Brute
XP 3,500
Initiative +10 Perception +6; low-light vision
Fearsome Stature aura 5; all enemies within the aura take a -1 penalty to attack and damage rolls if they are level 12 or lower. In addition, Fang uses its Strength modifier to make Intimidate checks (factored in below).
HP: 610 Bloodied: 305; see bloodied breath
AC: 28 Fortitude: 26 Reflex: 24 Will: 18
Resist: 10 fire
Saving Throws: +5
Action Points: 2
Speed: 8, Fly 8 (clumsy) Overland Flight 10
(BM) Claw (Standard, At-Will)
+17 vs. AC. 2d6 + 8 damage.
[M] Eviscerate (Standard, At-Will)
Fang makes a claw attack against one target. On a hit, it makes another attack against the same target. This continues up to four times.
Breath Weapon (Standard, Recharge 5/6)
Close Blast 3; +14 vs. Reflex. 3d10 + 4 fire damage and the target is knocked prone
Bloodied Breath (immediate Reaction, when first bloodied)
Fang regains the use of his Breath Weapon power and uses it immediately.
[CB] Frightful Presence
Close Burst 5; targets enemies; +13 vs. Will; the target is stunned (save ends). All allies within the burst gain a +1 morale bonus to attack and damage rolls until the end of Fang’s next turn.
Alignment: Unaligned
Strength: 22 (+12)
Constitution: 18 (+10) Languages: Giant, Draconic
Dexterity: 18 (+10)
Intelligence: 5 (+3)
Wisdom: 10 (+6)
Charisma: 10 (+6)
Skills: +17 Intimidate, +17 Athletics
Equipment: Orcish War Harness



Spellcrieg by Shoadow,elf

description

[B]Power level: Mid-legendary
Color: Originally blue, but his exposure to powerful magic has caused him to have coral and violet scales mixed in
Breath Weapons: Frost Lightning, Cone of Enfeeblement
Also Known As: The Spellstorm, The Watcher, He of Many Colors
Alignment: Unaligned
Abode: An Extra Dimensional Cave only accessible to those he designates
Forces: Many Extra-planar monsters, several hundred doppelgangers on covert operations all over Neve
Personality: Views the world as his stage where he can spark conflicts and political intrigue. He is quite self-confident (which is justified) and he has full confidence in his casting abilities.
Assets: He can cast powerful arcane spells, has a comprehensive spy network everywhere, his cave his impossible to infiltrate, and he can use his magic on distant places to spy etc. he can teleport as well as fly.
Liabilities: His forces are small compared to other dragons, he does not have many worshippers among the dragonborn, his scrying abilities (which he's dependant on for information) don't work on the warded Tiefling city states

channel divinity feat

Spellcrieg's Arcane Boon
Prerequisites: Channel Divinity Class feature, must worship Spellcrieg
Benefit: You can invoke the power of your dragon-god to use Spellcrieg's Arcane Boon

Channel Divinity: Spellcrieg's Arcane Boon
"Spellcrieg grants his followers basic Arcane spells and knowledge"
Encounter * Divine
Free Action Personal
Effect: You may cast a wizard cantrip or at-will power as a Standard action this round. In addition, you gain a +5 bonus to Arcana checks until the end of your next turn.
Special: You must take the Spellcrieg's Arcane Boon feat to activate this power


Aleijado, The Wingless by Zocelot
(Aleijado means cripple in Portugese)
descriptions

Also Know As: Aleijado, The Cripple or Aleijado, The Immobile
Alignment Good (was Chaotic Evil before he got crippled)
Colour White
Power Level Mid-epic
Backstory Aleijado lived on the east side of the mountains dividing the Dragonborn and Orcs. He raided Orc villages, but was eventually defeated. He escaped, but not without taking serious wounds, and having half of his left wing torn off. He managed to get to the West side of the mountains where he was healed by a Dragonborn Cleric. His wing was beyond repair though. He has lived on the West side of the Mountains since.
Abode Slightly West of the mountain range seperating the Dragonborn and the Orcs.
Forces A handful of crippled Dragon (blind, deaf, amputees, etc.) worship him, and set up a small village near his abode
Personality He is a friendly creature who is willing to help any travelers he meets or who come to his village. He loves the village that was founded in dedication of him, and will lay his life down to protect it. He has a dislike for Orcs and and is jealous offlying creatures, but is willing to see how they turn out, rather then attacking on sight. He is constantly looking for a way to heal his wing.
Assets stronger then usual breath weapon, many followers
liabilities followers are cripples, no flight

channel diviniy feat

Aleijado's Mercy
Prerequisites: Channel Divinity Class feature, must worship Aleijado
Benefit: You can invoke the power of your dragon-god to use Aleijado's Mercy

Channel Divinity: Aliejado's Mercy
Encounter * Divine
Free Action Ranged 5
Trigger: An enemy scores a critical hit on you or an ally
Effect: The target of the critical hit may spend a healing surge
Special: You must take the Aleijado's Mercy feat to use this power


Rayzigiera the Traveller by shadowelf
fluff

Power Level: High paragon
Alignment: Good
Colour: Rayzigiera has mostly gold scales, but with some silver ones mixed in
Breath Weapon: Anti-Magic Breath, Fire Breath
Also Known As: Mageslayer, Lady of Avandra
Abode: She lives among the Dragonborn settlers and defends them (and her brother's investments) from the jungle. She has an establish magic circle which she uses to instantly warp to her brother's manor
Forces: The settlers she defends appreciate her and would defend her zealously should a conflict arise. She has control over any of her brother's forces, should she chose
Personality: She loves to explore, and, as Avandra's Chosen, also loves change. She views Abraxes as an opportunity to spark some change in what she views as the otherwise boring dragonborn society. She supports her brother in his endeavors.
Assets: She can thwart magic uses with her anti magic breath, she can clear forest with her fire breath for the settlers, she can retreat to the Empire with an hour's notice.
Liabilities: Her forces are meager, is weakened significantly if her brother falls.

Stats
Rayzigiera the Traveller
Large Natural Magical Beast (dragon) Level 19 Solo Controller
XP 12,000
Initiative +17 Perception +13; Darkvision
HP: 900 Bloodied: 450; see also Avatar of Avandra
AC:35 Fortitude: 30 Reflex: 34 Will: 33
Resist: 15 Fire, 5 Cold, 5 Radiant; see Avatar of Avandra
Saving Throws: +5
Action Points: 2
Speed: 8, Fly 16 (hover), Overland Flight 24, Teleport 6
(BM) Claw (Standard, At-Will)
+24 vs. AC. 2d8 + 4 damage and 2d4 fire damage.
[B] Anti-Magic Breath (Standard, At-Will)
Blast 3; +25 vs. Will; The target may not use any abilities with the Arcane, Force, Necrotic, Psychic, Radiant, Charm, Conjuration, Fear, Healing, Illusion, Polymorph, Teleportation or Divine keywords, unless the power also possesses the Weapon keyword, until the end of Rayzigiera’s next turn.
[B] Breath Weapon (Standard, Recharge 5/6)
Close Blast 5; +24 vs. Reflex. 2d12 +4 fire damage and ongoing 5 fire damage (save ends)
Avandra’s Rescue (Move, At-Will) * Teleportation, Divine
Select a bloodied ally within six squares. Rayzigiera switches places with that ally and the ally gains regeneration 5 until they are no longer bloodied. If Rayzigiera and the target are not of the same size, she chooses which of her spaces the target occupies. This power cannot be used on creatures that are Huge or larger.
Avatar of Avandra (Immediate Reaction, when first bloodied) *Polymorph, Divine
Rayzigiera becomes Huge sized for the remainder of the encounter. Her claw attack deals an additional 2d6 radiant damage and she recharges her Breath Weapon on a roll of 4 as well as on a roll of 5 or 6, and she may spend a minor action to recharge it if her d6 roll fails. She can use her Avandra’s Rescue power on Huge or smaller creatures. She gains resistance 10 radiant.
Alignment: Good
Strength: 16 (+12)
Constitution: 20 (+14) Languages: Common, Draconic
Dexterity: 26 (+17)
Intelligence: 22 (+15)
Wisdom: 18 (+13)
Charisma: 22 (+15)
Skills: +20 Arcana, +20 Diplomacy, +18 Heal, +18 Insight, +20 Religion
Equipment:


Lord Verschemes by shadowelf

Power Level: High paragon
Alignment: Good
Colour: Vershemes has mostly silver scales with some gold mixed in
Breath Weapon: Wild Magic Breath, Cone of Cold
Also Known As: The Razor With, Champion of Avandra
Abode: He lives in an expensive manor in the Dragonborn Empire. He has a teleportation circle that he can use to instantly teleport to the Abraxes settlements.
Forces: Two hundred dragonborn warriors, many kobold slaves, Tiefling adviser Carell, Eladrin adviser Eryc.
Personality: Verschemes loves to play at politics and, as Avandra's Chosen, also loves change. He believes, unlike his twin sister, that the key to changing the Draconic Empire lies in its interior politics, not its settlements, but he supports his sister, both morally and monetarily, in her endeavors.
Assets: Large forces, large power base, breath can make magic go awry, can retreat to Abraxes if necessary.
Liabilities: Very tied down, is weakened significantly if his sister falls.

Enitaplap, The Emperor by Zocelot

Also Know As: The Supreme Ruler
Alignment Good
Physical Description Gold, but he spends most of his time in humanoid form.
Power Level High epic/Low legendary
Abode Mansion in the Dragonborn capital city
Forces All except the most evil Dragonoids (Dragonborn, Kobolds and Dragons) are willing to fight for him
Personality He doesn't let the fact that he is one of the most influential people in the known world go to his head. He is absolutely cunning, but is also willing to listen to his advisors. He tries his best to be a fair ruler, and if he makes a mistake will apologize for it immediately. Occasionally he changes into a low profile humanoid and goes out for a night of drinking on the town.
Assets Ability to polymorph into any humanoid (All player races, including the ones at the back of the MM), controls the Dragonborn Empire, can call on the aid of other dragons, insanely (but not literally) high mental stats.
Liabilities Not amazing at physical combat, a "must-kill" target for anyone trying to take over the empire

Matrona, the Broodmother

description

Power Level: Mid-epic
Alignment: Chaotic Evil
Colour: Pink and violet
Breath Weapon: Poison Breath, Breath of Necrosis
Also Known As: The Fatal Facade
Abode: Matrona lives in a secluded cave in the northern mountains of Terasul with her clutch of eggs.
Forces: The Brood, which are Kobolds that have been twisted by the necrotic aura of her unhatched eggs
Personality: Matrona has a complete disregard for life, except that of her eggs, and she has an outright hatred of the other dragons of Terasul, especially the Avandran Twins, because their presence prevents her eggs from hatching. During her seclusion alone with her eggs, she lost the ability to fly and the need to eat. She delved into necromantic magic in an attempt to unravel the magic of Terasul to help her egs hatch, but all she succeeded in doing was corrupting herself and all her eggs. She uses her Brood to look for potential phylacteries for herself, because her vulnerable eggs are her current one (even though she's still alive - its complicated)
Assets: The Brood is invulnerable, as they do not feel pain and she can reanimate them on a whim
Liabilities: Her eggs are very vulnerable, and their destruction results in her death and the eradication of the Brood.

channel divinity feat


Matrona's Shield
Prerequisites: Channel Divinity Class feature, must worship Matrona
Benefit: You can invoke the power of your dragon-god to use Matrona's Shield

Channel Divinity: Matrona's Shield
Encounter * Divine, Necrotic
Standard Action Blast 1
Target: One open square in Blast
Effect: You summon a Matrona's Broodling. It deal 1d4 + your Wisdom modifier damage to all enemies adjacent to it at the end of your turn. It has HP equal to 2 + your Wisdom modifier. It disintegrates when it is reduced to 0 health. It cannot be healed.
Special: You must take the Matrona's Shield feat to use this power


Morty, The Bonedragon

description
Also Know As: The Unhallowed Dracolich
Alignment Chaotic evil
Physical Description He's a a huge amount of bones, in the shape of a Dragon. He was once a Black dragon.
Note: He is not a dracolich. He does not have a phylactery.
Power Level High legendary
Abode A cave complex in the mountains that are in the south of the Dragonborn Kingdom
Forces A dozen or so Dragonborn lichs, as well as a group of Dragonborn necromancers serve him (each with their own retinue of undead).
Personality Morty is a scheming monster. He is not interested in destroying settlements/people/artifacts, and would much rather take them over. He is trying to take over the Tiefling government, as well as turn larger groups of Kobolds to his cause. Eventually, he would like to control the Dragonborn as well. He knows that he himself is immortal*, and so his plans may will thousands of years to come to fruition.
*He can be killed, but he considers this a ridiculous impossibility.
Assets Strong army, hugely powerful, master of Xanatos Gambits (http://tvtropes.org/pmwiki/pmwiki.php/Main/XanatosGambit?from=Main.TheXanatosGambit)
Liabilities Hated by most of the world, many groups of adventurers are out to get him.

channel divinity feat


Channel Divinity: Morty's Veil of Undeath
Prerequisites: Channel Divinity Class feature, must worship Morty
Benefit: You can invoke the power of your dragon-god to use Morty's Veil of Undeath

Channel Divinity: Morty's Veil of Undeath
Encounter * Divine, Necrotic
Immediate Reaction Personal
Trigger: You are Bloodied
Effect: You gain resist 5 necrotic until the end of your next turn. This increases to resist 10 at level 11, and resist 15 at level 21.
Sustain Minor: The Veil persists
Special: You must take the Morty's Veil of Undeath feat to use this power


Kerretch, The Enlightened One

description

Power Level: low-epic
Alignment: Good
Colour: His Scales are coverd over by algae and seaweed, but they were originally copper
Breath Weapon: Healing energy and a torrent of living plants and bacteria
Also Known As: Life-Bringer, Lord of the sacred Spring, the trapped healer
Abode: A large, radiant energy saturated spring near the imperial city and the surrounding cavern.
Forces: About a hundred healers e is training, 50 sworn guards, and 100 honer guards from the city.
Personality: Warm and caring, he's completely trapped inside the pool, requiring the constant radiant energy to keep hm alive after a cursed blade chopped off is leg several decades ago. He heals any who are injured, able to focus the pools energy to re-nit skin and tissue. He is renowned as one of the only creature in Tersul able to raise the dead, but will only do it if he is sure the person deserves a second chance. Otherwise he heals anyone who needs it, as long as they are relatively innocent and commit no great crimes
Assets: Fairly powerful, hard to find, pretty well protected, able to resurrect creatures, able to control the plant and animal life growing in the pool.
Liabilities: Can not leave the pool, pretty weak physically.

channel divinity feat


Channel Divinity: Kerretch's Disarmament
"Rather than strike your foe, you call upon the roots of Kerretch to disable them"
Encounter * Divine
Immediate Interrupt Melee Touch
Trigger: You would make an opportunity attack against a monster
Attack: Wisdom vs. Reflex
Hit: The foe loses the rest of their actions for this round cannot take any more actions this turn. They can choose to continue their movement, but if they do so, they become dazed until the end of their next turn.
Special: You must take the Kerretch's Disarmament feat to use this power


Degneva, The Armored God

description

Also Know As: The Metal Dragon
Alignment Unaligned
Colour Iron, (was Green)
Power Level High-epic
Abode Are there any deserts in the Dragonborn empire? I ask, because goddammit, blue Dragons DO NOT live by the coast
Forces Craftsmen and enchanters worship him, but he doesn't want anyone to fight for him.
Personality Despite the fact that he is fairly old (around Adult), he is quite likely the most childish of all the dragons. He doesn't attack people, but he will brag about his carapace to anyone he sees. He doesn't stop talking about how shiny/hard it is, or how much power it took to create. He is always looking for a way to show off (he says test) his shell, and is easily manipulated because of this
Assets Very hard carapace.
liabilities no followers, poorer flight.

channel divinity feat



Degneva's Shell
Prerequisites: Channel Divinity Class feature, must worship Degneva
Benefit: You can invoke the power of your dragon-god to use Degneva's Shell

Channel Divinity: Degneva's Shell
"You channel the energy of the pride of Degneva to shrug off the blows of your foes"
Encounter * Divine
Immediate Interrupt Personal
Trigger: A monster scores a critical hit on you
Effect: You gain resist 5 all until the end of your next turn.
Special: You must take the Degneva's Shell feat to use this power


Selth, The High Lord of The Lowlands

description

Also Known As: Fateweaver, Silverscale, Skin-wearer,m the Beggar-God, The Hermit-king
Alignment Good
Power level low-legendary
Color Pure, gleaming silver
Breath Weapon Bad Luck, Poison
Abode He travels along all the central lowlands of the Empire
Forces none. Although, if he revealed himself, most of the villagers around him would fight for him.
Personality Personable and friendly, he spend almost all his time traveling around, either as a hermit or a merchant. It's said that anyone who treats him kindly is blessed with good luck, and anyone who treats someone with a lower station than them poorly in his presence will by cursed with failure. He almost never reveals himself to be a dragon, unless it would save someone's life or he is in serious danger.
Assets Quite powerful, almost impossible to find, a god to the dragon-born, mild control over fate and chance
liabilities no forces, impossible to find for allies, hated by several people who's lives he's ruined with his punishments.

channel divinity


Fateweaver's Gift
Prerequisites: Channel Divinity Class feature, must worship Fateweaver
Benefit: You can invoke the power of your dragon-god to use Fateweaver's Gift

Channel Divinity: Fateweaver's Gift
"Slelth rewards you when you aid another"
Immediate Reaction Personal
Trigger: You heal an ally or aid another with a d20 roll
Effect: You can make a saving throw with a bonus equal to your Wisdom modifier as a free action


Artus, the tactician

Description

Power Level: Mid-epic
Alignment: Unalligned
Colour: Blue and metallic red
Breath Weapon: Fire and Ice breath
Also Known As: The Crimson Claw of righteous truth, The Blue Wing that destroys the infidel, The armored lord of the hidden battlefield, "That idiot" (Kobold freelanders only)
Abode: Artus lives in two temples in the capital of the empire, alternating between them so as to control his cults and prevent them from causing much damage to each other or bystanders.
Forces: Two reasonably large hidden cults devoted to
1) The worship of him
&
2) The complete destruction of the heretics who claim falsehoods of the mighty lord Artus.

Personality: Artus considers himself a tactical genius unequalled throughout history, and therefore, refrains from warring against other dragons in secret, as that, he considers, would be beneath his talents.
Therefore, he decided to war against the only reasonable challenger. Himself.
Using armor and smuggled gnomish technology , he managed to set up two separate cults, each convinced they worship the true form of the dragon, while the other group worships a crude metal imitation of their lord. As time has gone by, he has gained some measure of affection for his armies, and attempts to minimize both group's casualties, while maintaining the same level of animosity. He spends time not occupied by the war games or silencing those who discover the truth (as often as possible by bribes or threats instead of murder, but the last option is not unknown) tinkering with new parts and technology to further enhance his double.

Many in the Separatist Freelands know of the double life, but fear of a holy war against "The Heretics" and amusement at the idiocy of their enemies combine to keep it from the two cults.

Assets: A fairly good mind for strategy , when focused, and a better than average understanding of technology, for the local area.

Liabilities: A complete lack of dedication to anything resembling a larger goal, and a tendency to sabotage himself

Channel Divinity Feat


Artus' Gambit
Prerequisites: Channel Divinity Class Feature, must worship Artus
Benefit: You may invoke the power of your dragon-god to use Artus' Gambit

Channel Divinity: Artus' Gambit
"Artus gives you insight into his tactical genius. If you fail to see its brilliance, there is dire consequenses"
Encounter * Divine
Immediate Interrupt Personal
Trigger: An enemy scores a critical hit on you
Effect: The enemy rolls again. 10 or less and the attack does no damage (not even a miss). 11 and up, you suffer a -2 penalty to saving throws until the end of the encounter (save ends)
Special: You must take the Artus' Gambit feat to use this power


Cagnazzion, the Poet

Description

Power Level: Low epic
Alignment: Unaligned
Colour: Green
Also Known As: The Fountain of Quotes
Abode: Cagnazzion lives just outside a city in the Southern Part of the Empire
Forces: None, although the city he lives near could be roused to fight for him.
Personality: Cagnazzion lives for instant gratification, and he loves telling other people what to do. He believes that he cannot be wrong, and will convince himself that he "meant to do it". He doesn't move around very much, but is hospitable to those that come to him. He often philosophizes, and makes poor analogies. "Your situation is similar to Degneva. To become successful in life, you must turn your skin into iron."
Assets: High mental stats
Liabilities: Can't defend himself well, doesn't have anyone dedicated to fighting for him, thinks he is smarter then he is.

Channel Divinity Feat


Cagnazzion's Verbal Joust
Prerequisites: Channel Divinity class feature, must worship Cagnazzion
Benefit: You may invoke the power of your dragon-god to use Cagnazzion's Verbal Joust

Channel Divinity: Cagnazzion's Verbal Joust
"You launch a series of rhymes and alliterations at your foe, thoroughly confounding him"
Encounter * Divine, Charm
Standard Action Range 15
Attack: Charisma vs. Will
Hit: The target is stunned
Miss: The target is dazed
Special: You must take the Cagnazzion's Verbal Joust feat to use this power


Therin, The Radiant Lord

Description

Also Known As the Lord of Light, The Avatar of Radiance, God of The Avenging sun
Power-level Mid-epic
Color Impossible to see because of the blinding light emanating from every scale.
Breath weapon/B] A cone of pure destructive radiant energy
[B]alignment Evil-ish
Forces around 100 'imbued", soldiers filed with the same radiant energy that fills him, plus about 500 soldiers under his command and 2,000 in nearby garrisons
Abode A Mountain Fortress near he kobold strongholds
Back-story His egg was accidentally cracked by a handler and he was hatched early. The handler, terrified for his life, rushed the dragon to the nearest temple. The priests could not heal him, but they infused him with massive amounts of radiant energy, which has to be regularly replenished.
Personality arrogant and war-minded, he has made it his goal to destroy the kobolds and claim their magic items.
He is very belligerent and will not hesitate to kill someone who angers him. The infusion of energy that saved his life requires regular refills, however, he had a special room constructed that traps and magnifies the energy coming off of him, along with converting magi items into radiant energy.
assets Strong, a good tactician, able to incinerate enemies with radiant energy, blinding to look at, large forces.
liabilities can't live his fortress for long, impossible to hide, Arrogant.

Channel Divinity Feat

Therin's Flash
Prerequisites: Channel Divinity Class feature, must worship Therin
Benefit: You may invoke the power of your dragon-god to use Therin's Flash

Channel Divinity: Therin's Flash
"You blind your foes with the divine radiance of Therin"
Encounter * Divine, Radiant
Standard Action Close Burst 1
Attack: Charisma vs. Reflex
Hit: The target is blinded (save ends)
Special: You must take the Therin's flash feat to use this power



Gelhath

Alignment: Evil
Power Level:high epic
Abode None, he wonders from town to town, resting in graveyards and battlefield to consume any spirits that rest there.
Forces a few dozen ghosts he houses within himself, and a small cult dedicated to him as a death god
Personality: The only thing that motivated Gelhath is hunger, he requires souls to sustain himself, each making a minuscule change to him as they are assimilated into the whole.
Breath weapon: He has two breath weapons, one harms him minorlly, but expels spirits to serve him, while the other pulls all the nearby spirits, and the souls of most creatures, into him, healing him.
Color: Translucent white, his body is formed from the ghosts of all the creatures he consumed, with ether constantly trailing off that needs to be replaced.
Assets: immortal, reforms after destruction weaker and with much greater hunger. Fairly strong.
liabilities Is considered a death god, prime adventurer fodder, can't travel openly, few minions.


Diomas, The Diamond King

Fluff

Power-Level: Mid-Divine (read: 45)
Colour: Changes from clearest diamond to smoky opal depending on his mood
Breath Weapon: Sonic Roar, Meteor Storm Breath, Radiant Bellow
Also Known As: The Patient One, The Saviour, Dragon Eternal
Alignment: Lawful Good
Abode: A cavern in the centre of Terasul where is does battle with the embodiment of evil, The Destroyer of Worlds.
Forces: He has many guards around the room where he battles the Destroyer of Worlds, but none are allowed entry as he refuses to allow innocents to die in his titanic struggle. Any who wish to interfere with that battle must first defeat his worshippers and soldiers.
Personality: Kind hearted, self-sacrificing, noble.
Assets: Immensely powerful, huge army, nearly impossible to reach
Liabilities: Must constantly struggle against the substantial powers of the Destroyer of Worlds.

Channel divinity feat

Diomas’ Diamond Shell
Prerequisites: Channel Divinity Class feature, must worship Diomas
Benefit: You can invoke the power of your dragon-god to use Diomas’ Diamond Shell

Channel Divinity: Diomas’ Diamond Shell
"Diomas defends his people with a shell of solid diamond that protects them temporarily"
Encounter * Divine
Standard Action Personal
Effect: You surround yourself in a diamond shell, effectively removing yourself from the battle. The shell has 200 health an AC of 40, a Fortitude of 50 and is immune to effects that assault Will. It is automatically hit by attacks that target Reflex defence. You cannot attack or be attacked while the Diamond Shell still stands. You cannot spend any actions while encased save a minor action to dismiss the shell before it is destroyed.
Special: You must take the Spellcrieg's Arcane Boon feat to activate this power


Cethengal

Titles:The elementalist, The primal Wyrm, the Lord of Chaos, The Binder of Makers
Alignment: unlagined
Power Level:low legendary
Abode: A massive pit he made for himself with his power, has a large standing portal to the Elemental chaos
Forces: several hundred elementals and bound archons, a powerful cult, and several dozen apprentices who have some elemental magic, rumors persist that he has bound and dominated a demon lord, controlling a layer of the Abyss by proxy. his power, and the hatred demons have for him, probably help this.
Personality: He is detached, focused almost completely on his studies into the elemental chaos. However, if he is drawn away from his studies, he is very emotional, and generally has massive moodswings
Breath weapon: A prismatic beam of every element, he burns, shocks, melts, rips apart, freezes, and shatters the enemy
Color: The basic color is white, but he is covered in a constantly changing field of elements, making it hard to make out anything other than a blinding, multi-colored, light.
Assets: Powerful, large forces, able to bind most demon lords, very intelligent and knowledgeable on the elements.
liabilities Isolated, easy to find, hated by most demons


Personalities of Tersul

Gerick Drachtpard

Power Level: High Paragon
Class: Ranger/Bounty Hunter (coming soon)
Alignment: Unaligned
Race: Gerick is a doppelganger with a mutation that has allowed him to become any creature, not necessarily humanoids.
Also Known As: The Dragon Hunter
Employers: He is employed by Spellcrieg to eliminate minor dragons before they can rise to power. In this way, Spellcrieg ensures that the stage upon which he and Tisildui play remains unobstruct by young dragons' ambitions.
Personality: Gerick is carefree, and is most often seen in the guise of a human (which are rare in Terasul). He is extremely eccentric, and he always speaks in rhymes (when possible). He plans out his operations over long periods of time, and he has inherited the patience of his master.
Weapon of Choice: Gerick's favoured weapon is his javellin Maelstrom, which he can turn into a bolt of chain lightning on a whim. It returns to him with a thought when thrown.

Grandmaster Han

Power Level: High Epic
Class: Fight/Staffmaster (my own creation)/Grandmaster (also my own creation)
Alignment: Good
Race: Dragonborn
Also Known As: The Elder
Age: 150 years (incredibly old for a dragonborn)
Personality: Grandmaster Han is incredibly proud and polite, and he is very generous with his abilities. He likes to defend small hamlets and outlying towns that are exposed to raids from mountain monsters, and he always arrives just in time to prevent civilian deaths.
Weapon of Choice: A solid wood quarterstaff crafted from the wood of the Dragon Tree in the Dragonborn capital city.
Notes: Despite his age, he is still able to defeat several fully armed titans by himself

Rameir Tisen

Power Level: Low Heroic
Class: N/A
Alignment: Lawful Good
Race and description: Rameir is a Dragonborn. He is short, but muscular. His scales are red, and his breath weapon is fire. He is approaching the age of 50.
Employers: Rameir owns his own smithy, where he creates ornate sets of armour out of unusual materials. His works are usually much more expensive and less functional then traditional armour, but as they are works of art he still has customers. His most famous works of his include a golden full set of armour and shield that are inlaid with images of dragons, and owned by Enitaplap.
Personality: Rameir is intense, with the characteristics of a typical dwarf. He is hardworking, a loyal to his country. He loves art and would one day like to He worships Degneva. He has already visited the Orcish and Tiefling capitals, and he would go on a trip with his family to the greatest cities of Oderike and Abraxes, so that he can see the artisans and their art.
Weapon of Choice: When Rameir is working, he keeps a hammer around, but otherwise he is unarmed

Lady Shavonne

Power Level High Paragon
Class Warlock
Race and Description An eladrin who was raised in the Tiefling cit of Darrah, Lady Mira Shavonne was seperated from her family at birth and was raised by the Lord Magus of Darrah, for some unknown reason. Over the last fifty years, Lady Shavonne has become a powerful warlock, a confidante and advisor to the High Magus, and a commander of Darrah's military.
Also known as General Shavonne, Princess Mira (only used by old friends.)
Employers The Lord Magus of Darrah.
Personality Blunt and to the point in matters of almost everything. Externally, Lady Shavonne is in her early twenties (human standard), but due to some strange magical goings-on, she has the mind of a fifty five year old (again, human standard). She is fairly rutheless on the job, but when she isn't vanquishing orcs, she is fond of taking the streets of her city in fashionable attire and a mild disguise, enjoying all her city has to offer and playing music on the streets.
Weapon of Choice Fiyah!

Agitate, he who holds justice in one hand, and dispenses mercy with the other

Power Level: Low Paragon
Class: Warlord
Alignment: Lawful Good
Race and description: About ten feet tall, with a massive build and bright crimson scales, Agitate is an imposing figure even when not in ceremonial armor. In armor, a foot is added to his height, and, if anything, he's an even more imposing foe.
Also known as The hand of the crimson lord, The deliverer of the Iron pass, first among equals, slayer of the warlords, merciful conqueror of the fallen sons.
Employers: The chief of the cult of the Crimson Claw, he joined after years in service to the armies of the empire in search of higher purpose. He still holds a low level rank in the army of the empire, to stay close to those who give their lives to protect those the Dragons have chosen.
Personality: Agitate is, in general, a merciful individual, sparing his foes whenever there was a reasonable opportunity when in war even against Orcs, let alone Kobolds or fellow Dragonborn, but when he feels a foe truly is irredeemable, even his closest friends shy away him in fear. However, the list of foes he places in this group is small, consisting, until he gained his current position, of only Demons, the most evil of dragons, and the most depraved Orcs. To this list he has added the heretic Chronitus. He is a fervent believer in his cause, and hates the Kobold "deciever" with a passion few can match in hatred of anything. Despite this, he is merciful to lower level agents of the blue wing to an amazing degree, to the point where he sways many to his own agency. He is also highly respected by many in higher military positions altogether seperate from his religious career for his valor in the field.

It would likely be a very bad thing if he found out the truth behind the two cults' conflict.
Weapon of Choice: A sword forged with the fires of Artus himself, with Iron distilled from the blood of fallen soldiers of the empire "so they may not be forgotten".


Chronitus Ironscale

Power Level: Very Low Heroic
Class: N/A
Alignment: Good... ish
Race and description: A small Kobold in sky blue armor with imposing metal wings, Chronitus is rather unassuming and indistinct out of his impressive cerimonial armor, and few would recognize him if they passed him on the street. For him, this is a very good thing.
Also known as The speaker of the blue lord, "That Kobold whelp who needs to learn to respect his betters", Phil Wilson (don't ask)
Employers: The chief of the cult of the Blue wing, he was personally chosen for the role by Artus himself, after he walked up into the private chamber of the dragon a few weeks after joining the blue wing cult, and saying, to his face, that Artus was a "Weak minded wet scaled gnome lover who couldn't tell his two cults apart if you had cue cards. But that's why I like you. " Most individuals on the continent would have slain him on the slot, or at least given him a smack to mind his betters. Artus promoted him to the top position in the cult. As time went on, Ironscale has grown increasingly fond of the idea of having just been beaten senseless.
Personality: Chronitus is a decent enough individual, despite his tendency to insult and belittle whoever crosses his path. He is, in large part, responsible for the last five years having so few deaths due to Artus's machinations, and tries to keep things from spiraling out of hand. In his professional appearences, he is a fanatical devotee of the dragon, giving speeches that incite fevor to previously unimaginable levels, while subtly belittling those he talks to. Few of his lieutenants like working for a kobold, let alone one as prone to belittling comments as this one, but Artus's will is not to be questioned, and he does know how to rally the troops.
Weapon of Choice: Snarky comments.


The Destroyer of Worlds

flavor

Power-Level: Mid-Divine (read: 45)
Weapons of Choice: Psiblade, Devour Life, Planar Collapse.
Alignment: Chaotic Evil
Forces: None
Personality and History: The Destroyer of Worlds is a heartless cold-blooded engine of destruction from the Far Realm. It collects the life energy of a plane with its Devour Life ability and then uses the stolen energy to force the plane to collapse upon itself, killing all of its inhabitants instantly. This was, at least, its purpose, at its conception. It was to destroy everything in a fashion even the Primordials could not have dreamt of. However, after crushing the life out of several layers of the Material Plane, it came to the world of Neve. The world of Neve was unique in the sense that a portion of its god-figures lived among the people. And so, when it arrived, it was immediately set upon by Diomas, the ancient Diamond God of dragons, well-earned riches and patience. And the two have been locked in a never ending fight to the death deep below the mountains of Terasul ever since.

stats

Medium aberrant humanoid (construct) Level 45 Solo Soldier (Leader)
XP 1,275,000
Initiative +34 Perception +13; Darkvision; Blindsight 50
Lifedrain Aura: aura 30; any living creature within the aura takes 15 damage at the end of the Destroyer of Worlds’ turn. The Destroyer of Worlds gains 5 “power points” for every 10 hit points it saps which it can spend on other things. This is permanently cumulative.
Mindfield Aura: aura 10; any creature with an intelligence of 5 or more treats the area within the aura as difficult terrain. Every turn an affected creature starts in the aura, it is subject to an attack against its will defence with a +40 bonus. If the attack succeeds, the target cannot take any actions on that turn.
HP: 2418 Bloodied: 1209; see life force frenzy
AC: 64 Fortitude: 62 Reflex: 60 Will: 67
Resist: 40 Psychic, 20 variable (3/encounter)
Saving Throws: +5
Action Points: 2
Speed: 6, Fly 8 (hover), Teleport 12
(BM) Psiblade (Standard, At-Will) * Psychic, Weapon
Reach 2; +52 vs. AC. 3d12 +15 damage +2d12 psychic damage and the Destroyer of Worlds makes a secondary attack. +50 vs. Will; and the target is stunned and takes a -3 penalty to saving throws (save ends both)
[B] Psionic Rebuke * Psychic
Any enemy that targets the Destroyer of Worlds’ Will defence takes 30 psychic damage regardless of whether the attack hits or misses.
[R] Devour Life (Standard Action * At-Will)
Ranged 30; +50 vs. Will and the target takes 3d12 damage. The Destroyer of Worlds gains 5 “power points” for every 10 damage it deals. This attack does not provoke attacks of opportunity.
[R] Life Force Frenzy (Immediate Reaction * when first bloodied)
The Destroyer of Worlds makes a Devour Life attack against all enemies within range.
[RA] Temporal Rift (Standard, At-Will) * Psychic
Burst 3 within 20; +46 vs. Fortitude and the target takes 25 ongoing psychic damage (save ends). First Failed Save: The target is also stunned (save ends). Second Failed Save: The target ceases to exist. It cannot be raised from the dead or otherwise tampered with in death. Aftereffect: The target takes ongoing 15 psychic damage (save ends).
This power costs 30 power points.
[M] Psiblade Dance (Standard, At-Will) * Teleportation, Psychic, Weapon
The Destroyer of Worlds teleports 12 squares and makes a Psiblade attack. If it hits, it may teleport another 12 squares and make another Psiblade attack. It may continue to do this until it runs out of new targets to strike at or until it misses.
This power costs 50 power points.
[CB] Mass Confusion (Standard, At-Will) * Teleportation, Psychic, Illusion
Close Burst 10; +45 vs. Fortitude; 4d12 psychic damage and the target is stunned (save ends). The Destroyer of Worlds becomes invisible and teleports 20 squares. It leaves behind an image of itself that is identical except that it has the phasing and insubstantial properties and cannot attack. The Destroyer of Worlds remains invisible until it attacks.
This power costs 60 power points. Aftereffect; The target is dazed (save ends)
Planar Collapse * Psychic, Teleportation
The Destroyer of Worlds teleports to another plane and begins channelling all of the life forces it has gathered into a massive energy bomb. The construction of this device requires one week. Once complete, the device is sent to the plane the Destroyer of Worlds recently left and it explodes, collapsing the entire plane and erasing everything contained therein, including outsiders.
This power costs 5,000 power points.
Alignment: Chaotic Evil
Strength: 28 (+31)
Constitution: 35 (+34) Languages: Telepathy 50
Dexterity: 30 (+32)
Intelligence: 38 (+36)
Wisdom: 30 (+32)
Charisma: 18 (+26)
Skills: +41 Arcana, +39 Endurance, +41 History, +35 Perception, +37 Stealth
Equipment: Psiblade

Zeta Kai
2008-08-25, 05:34 PM
Wake Zeta-Kai, and get him to edit his post.

I'm sorry, what do you want me to do now?:smallredface:

Shadow_Elf
2008-08-25, 05:38 PM
Wow, I can't believe the OP has failed us...
Perhaps a new Thread where writeups can be sorted and organized according to category and continent is in order (are we even allowed to do that?)
Good quick fix though. I'd like feedback on Rayzigiera before I do Verschemes, as the only difference between them is that all references to cold and fire are reversed, and their stats are a bit different. And her Anti-Magic Breath is replaced by his Wild Magic Breath.
Anyone want me to attempt any of their dragons? I don't want to stat a dragon fro anyone unless they want me too, just incase they want to do it themselves. Also, I'll have nothing in my MM to compare the Dragon-Gods to (excepting maybe Orcus), so they will truly be a challenge.

@ Zeta: They mean put the Abraxes writeups in the Abraxes OP

puppyavenger
2008-08-25, 06:08 PM
no
Gelhath
Alignment: Evil
Power Level:high epic
Abode None, he wonders from town to town, resting in graveyards and battlefield to consume any spirits that rest there.
Forces a few dozen ghosts he houses within himself, and a small cult dedicated to him as a death god
Personality: The only thing that motivated Gelhath is hunger, he requires souls to sustain himself, each making a minuscule change to him as they are assimilated into the whole.
Breath weapon: He has two breath weapons, one harms him minorlly, but expels spirits to serve him, while the other pulls all the nearby spirits, and the souls of most creatures, into him, healing him.
Color: Translucent white, his body is formed from the ghosts of all the creatures he consumed, with ether constantly trailing off that needs to be replaced.
Assets: immortal, reforms after destruction weaker and with much greater hunger. Fairly strong.
liabilities Is considered a death god, prime adventurer fodder, can't travel openly, few minions.

and Shadowelf, I'd like you to do all of mine, as I have neither the skill nor the interest to stat them myself.

Shadow_Elf
2008-08-25, 08:25 PM
One Fang the Beast Drake made ready-to-order. I'll do the reasonable ones before I do Tisildui and Spellcrieg and their pantheonic buddies.
(I will learn to make a table eventually.)


Fang, the Beast Drake
Large Natural Magical Beast (dragon) Level 12 Solo Brute
XP 3,500
Initiative +10 Perception +6; low-light vision
Fearsome Stature aura 5; all enemies within the aura take a -1 penalty to attack and damage rolls if they are level 12 or lower. In addition, Fang uses its Strength modifier to make Intimidate checks (factored in below).
HP: 610 Bloodied: 305; see bloodied breath
AC: 28 Fortitude: 26 Reflex: 24 Will: 18
Resist: 10 fire
Saving Throws: +5
Action Points: 2
Speed: 8, Fly 8 (clumsy) Overland Flight 10
(BM) Claw (Standard, At-Will)
+17 vs. AC. 2d6 + 8 damage.
[M] Eviscerate (Standard, At-Will)
Fang makes a claw attack against one target. On a hit, it makes another attack against the same target. This continues up to four times.
[B] Breath Weapon (Standard, Recharge 5/6)
Close Blast 3; +14 vs. Reflex. 3d10 + 4 fire damage and the target is knocked prone
Bloodied Breath (immediate Reaction, when first bloodied)
Fang regains the use of his Breath Weapon power and uses it immediately.
[CB] Frightful Presence
Close Burst 5; targets enemies; +13 vs. Will; the target is stunned (save ends). All allies within the burst gain a +1 morale bonus to attack and damage rolls until the end of Fang’s next turn.
Alignment: Unaligned
Strength: 22 (+12)
Constitution: 18 (+10) Languages: Giant, Draconic
Dexterity: 18 (+10)
Intelligence: 5 (+3)
Wisdom: 10 (+6)
Charisma: 10 (+6)
Skills: +17 Intimidate, +17 Athletics
Equipment: Orcish War Harness

puppyavenger
2008-08-25, 09:01 PM
One Fang the Beast Drake made ready-to-order. I'll do the reasonable ones before I do Tisildui and Spellcrieg and their pantheonic buddies.
(I will learn to make a table eventually.)


Fang, the Beast Drake
Large Natural Magical Beast (dragon) Level 12 Solo Brute
XP 3,500
Initiative +10 Perception +6; low-light vision
Fearsome Stature aura 5; all enemies within the aura take a -1 penalty to attack and damage rolls if they are level 12 or lower. In addition, Fang uses its Strength modifier to make Intimidate checks (factored in below).
HP: 610 Bloodied: 305; see bloodied breath
AC: 28 Fortitude: 26 Reflex: 24 Will: 18
Resist: 10 fire
Saving Throws: +5
Action Points: 2
Speed: 8, Fly 8 (clumsy) Overland Flight 10
(BM) Claw (Standard, At-Will)
+17 vs. AC. 2d6 + 8 damage.
[M] Eviscerate (Standard, At-Will)
Fang makes a claw attack against one target. On a hit, it makes another attack against the same target. This continues up to four times.
[B] Breath Weapon (Standard, Recharge 5/6)
Close Blast 3; +14 vs. Reflex. 3d10 + 4 fire damage and the target is knocked prone
Bloodied Breath (immediate Reaction, when first bloodied)
Fang regains the use of his Breath Weapon power and uses it immediately.
[CB] Frightful Presence
Close Burst 5; targets enemies; +13 vs. Will; the target is stunned (save ends). All allies within the burst gain a +1 morale bonus to attack and damage rolls until the end of Fang’s next turn.
Alignment: Unaligned
Strength: 22 (+12)
Constitution: 18 (+10) Languages: Giant, Draconic
Dexterity: 18 (+10)
Intelligence: 5 (+3)
Wisdom: 10 (+6)
Charisma: 10 (+6)
Skills: +17 Intimidate, +17 Athletics
Equipment: Orcish War Harness


looks good, moved to compendium 3 posts up.

Zocelot
2008-08-25, 09:29 PM
High epic levels are actually about god killing levels. Instead of going up to 50, we should put 40 as our absolute max. Orcus, at level 33, is as powerful as all but the most powerful gods. Yeenoghu for instance, is "only" level 28.

puppyavenger
2008-08-25, 09:41 PM
High epic levels are actually about god killing levels. Instead of going up to 50, we should put 40 as our absolute max. Orcus, at level 33, is as powerful as all but the most powerful gods. Yeenoghu for instance, is "only" level 28.

1. isn't Orcuss level 30?
2. ah, so I repeat my statment that we make 30-40 dive levels and 40-50 Thadizun to Monipotent God levels.

Shadow_Elf
2008-08-26, 07:16 AM
Ok, I had this flash of brilliance last night on our sleeping dragon of immense power. Ok, so there's this aberrant humanoid known only as "The Destroyer of Worlds", that goes from material plane to material plane and erases them. This is the kinda thing that could destroy some of the weaker gods if it wanted to. Maybe its a Medium aberrant humanoid construct, and it was built by some long forgotten god...
Anyhoo, this "Destroyer of Worlds" came to Neve. However, to keep with our theme, it can't actually destroy everything. So "super-mega-awesome uber dragon" locks the DoW in its lair, and the two are perpetually fighting, but neither is losing. Thoughts?

puppyavenger
2008-08-26, 09:15 AM
Ok, I had this flash of brilliance last night on our sleeping dragon of immense power. Ok, so there's this aberrant humanoid known only as "The Destroyer of Worlds", that goes from material plane to material plane and erases them. This is the kinda thing that could destroy some of the weaker gods if it wanted to. Maybe its a Medium aberrant humanoid construct, and it was built by some long forgotten god...
Anyhoo, this "Destroyer of Worlds" came to Neve. However, to keep with our theme, it can't actually destroy everything. So "super-mega-awesome uber dragon" locks the DoW in its lair, and the two are perpetually fighting, but neither is losing. Thoughts?

this reminds me of some part of the king Artur myths, but I forget which part. anyway, I like it.

Would anyone like to comment on the stats? because I can't

Gwyn chan 'r Gwyll
2008-08-26, 09:56 AM
Merlin was trapped in a cave once, by whatsherface, his girlfriend...

puppyavenger
2008-08-26, 10:02 AM
Merlin was trapped in a cave once, by whatsherface, his girlfriend...

no, some part at the very beginning were he was advising Uther, there were two dragons fighting in a cavern below the battleground or something like that.

Zocelot
2008-08-26, 10:13 AM
Ok, I had this flash of brilliance last night on our sleeping dragon of immense power. Ok, so there's this aberrant humanoid known only as "The Destroyer of Worlds", that goes from material plane to material plane and erases them. This is the kinda thing that could destroy some of the weaker gods if it wanted to. Maybe its a Medium aberrant humanoid construct, and it was built by some long forgotten god...
Anyhoo, this "Destroyer of Worlds" came to Neve. However, to keep with our theme, it can't actually destroy everything. So "super-mega-awesome uber dragon" locks the DoW in its lair, and the two are perpetually fighting, but neither is losing. Thoughts?

Make it a super-advanced (and templated) Bluespawn Godslayer, with cosmetic changes (so that it has no relation to dragons), or at least give it the "Slayer" ability.

puppyavenger
2008-08-26, 10:18 AM
Make it a super-advanced (and templated) Bluespawn Godslayer, with cosmetic changes (so that it has no relation to dragons), or at least give it the "Slayer" ability.

it sounds more like an Elder Evil to me

Zocelot
2008-08-26, 11:00 AM
The slayer ability just gives it a considerable amount of extra damage against Dragons, Dragonborn, and Immortal Humanoids (Gods and Extraplaner beings). I think it fits the concept of a destroyer of worlds.

puppyavenger
2008-08-26, 12:33 PM
The slayer ability just gives it a considerable amount of extra damage against Dragons, Dragonborn, and Immortal Humanoids (Gods and Extraplaner beings). I think it fits the concept of a destroyer of worlds.

sounds good, although the second a PC interferes in the fight, they'll get killed in the crossfire.

Shadow_Elf
2008-08-26, 04:51 PM
Actually, I was thinking of it being a dungeon where at the end, your characters must choose a side; the dragon god, or the destroyer of worlds. The PCs are just to tip the scales one way.

Zocelot
2008-08-26, 05:04 PM
Why on earth would anyone want to destroy the material plane?

I'd think that the PCs wouldn't pose a threat, so the monsters would ignore them and focus on their adversary.

puppyavenger
2008-08-26, 05:28 PM
so anyone besides Shadow elf want to try statting?

anyway.
Cethengal
Titles:The elementalist, The primal Wyrm, the Lord of Chaos, The Binder of Makers
Alignment: unlagined
Power Level:low legendary
Abode: A massive pit he made for himself with his power, has a large standing portal to the Elemental chaos
Forces: several hundred elementals and bound archons, a powerful cult, and several dozen apprentices who have some elemental magic, rumors persist that he has bound and dominated a demon lord, controlling a layer of the Abyss by proxy. his power, and the hatred demons have for him, probably help this.
Personality: He is detached, focused almost completely on his studies into the elemental chaos. However, if he is drawn away from his studies, he is very emotional, and generally has massive moodswings
Breath weapon: A prismatic beam of every element, he burns, shocks, melts, rips apart, freezes, and shatters the enemy
Color: The basic color is white, but he is covered in a constantly changing field of elements, making it hard to make out anything other than a blinding, multi-colored, light.
Assets: Powerful, large forces, able to bind most demon lords, very intelligent and knowledgeable on the elements.
liabilities Isolated, easy to find, hated by most demons

Zocelot
2008-08-26, 05:52 PM
so anyone besides Shadow elf want to try statting?
Forces: several hundred elementals and archons, a powerful cult, and several dozen apprentices who have some elemental magic



I'll have some stats up soon.

Archons are the servants of Primordials. Primordials are bent on destroying the entire material plane, while Gods stand against them. It doesn't make sense for a dragon NOT bent on destroying everything to have them as servents. The elementals make sense though.

puppyavenger
2008-08-26, 05:58 PM
I'll have some stats up soon.

Archons are the servants of Primordials. Primordials are bent on destroying the entire material plane, while Gods stand against them. It doesn't make sense for a dragon NOT bent on destroying everything to have them as servents. The elementals make sense though.

oh sorry, I though some article on Wizzards site said archons had basically become mercenaries, and it could be easily justified having them in any dungeon, so I figured that he probably bound some.

also, I though only the demons wanted to destroy everything, the rest just didn't like sapient life messing with their creation.

Zocelot
2008-08-26, 06:35 PM
This is the basic creation story:

Primordials created the universe from the elemental chaos
Primordials wanted to bring the universe back to the elemental chaos
Somewhere along the way Gods were formed, and they tried to protect the universe.
The Gods made armies of angels to fight for them and started winning
The Primordials made armies of archons to fight for them.This mostly evened the playing field.

End: The Primordials haven't had success yet, but are still trying.

The archons as mercenaries is just some lazy excuse cooked up by Wizards because they wanted to include them in a dungeon where they normally wouldn't belong.

puppyavenger
2008-08-26, 06:37 PM
This is the basic creation story:

Primordials created the universe from the elemental chaos
Primordials wanted to bring the universe back to the elemental chaos
Somewhere along the way Gods were formed, and they tried to protect the universe.
The Gods made armies of angels to fight for them and started winning
The Primordials made armies of archons to fight for them.This mostly evened the playing field.

End: The Primordials haven't had success yet, but are still trying.

The archons as mercenaries is just some lazy excuse cooked up by Wizards because they wanted to include them in a dungeon where they normally wouldn't belong.

Well, I'm kind of imagining him as an amoral binder, he'd probably bind them against their will as guards.

Zocelot
2008-08-26, 06:55 PM
I didn't think of that. That makes sense. I just didn't get that from reading your description.

puppyavenger
2008-08-26, 07:12 PM
Edited it to make more sense.

also attention please.. let me rephrase that

Attention Please

everyone, except for a few dragons and perhapse some more personalities, all Tersul needs is stats. It's already done up in broad strokes, and some sections are done in detail. As such, unless you'd like to make write-up a personality, one of the last two dragons with the ideas presented, or stat something up(and earn my eternal gratitude..one use only) we're pretty much have two options.
1. begin going into more detail on various cultures, governments, mobs, secret organismic, a day in the life of a dragonborn, etc.
or
2. Immigrate to the Abraxes or Oderike thread and begin focusing on those continents like we have on this one.

I'm fine with either.

Shadow_Elf
2008-09-01, 07:17 PM
As Promised, here are the Destroyer of Worlds and the Ancient God: Diomas!

The Destroyer of Worlds
Power-Level: Mid-Divine (read: 45)
Weapons of Choice: Psiblade, Devour Life, Planar Collapse.
Alignment: Chaotic Evil
Forces: None
Personality and History: The Destroyer of Worlds is a heartless cold-blooded engine of destruction from the Far Realm. It collects the life energy of a plane with its Devour Life ability and then uses the stolen energy to force the plane to collapse upon itself, killing all of its inhabitants instantly. This was, at least, its purpose, at its conception. It was to destroy everything in a fashion even the Primordials could not have dreamt of. However, after crushing the life out of several layers of the Material Plane, it came to the world of Neve. The world of Neve was unique in the sense that a portion of its god-figures lived among the people. And so, when it arrived, it was immediately set upon by Diomas, the ancient Diamond God of dragons, well-earned riches and patience. And the two have been locked in a never ending fight to the death deep below the mountains of Terasul ever since.

Diomas, The Diamond King
Power-Level: Mid-Divine (read: 45)
Colour: Changes from clearest diamond to smoky opal depending on his mood
Breath Weapon: Sonic Roar, Meteor Storm Breath, Radiant Bellow
Also Known As: The Patient One, The Saviour, Dragon Eternal
Alignment: Lawful Good
Abode: A cavern in the centre of Terasul where is does battle with the embodiment of evil, The Destroyer of Worlds.
Forces: He has many guards around the room where he battles the Destroyer of Worlds, but none are allowed entry as he refuses to allow innocents to die in his titanic struggle. Any who wish to interfere with that battle must first defeat his worshippers and soldiers.
Personality: Kind hearted, self-sacrificing, noble.
Assets: Immensely powerful, huge army, nearly impossible to reach
Liabilities: Must constantly struggle against the substantial powers of the Destroyer of Worlds.

Diomas’ Diamond Shell
Prerequisites: Channel Divinity Class feature, must worship Diomas
Benefit: You can invoke the power of your dragon-god to use Diomas’ Diamond Shell

Channel Divinity: Diomas’ Diamond Shell
"Diomas defends his people with a shell of solid diamond that protects them temporarily"
Encounter * Divine
Standard Action Personal
Effect: You surround yourself in a diamond shell, effectively removing yourself from the battle. The shell has 200 health an AC of 40, a Fortitude of 50 and is immune to effects that assault Will. It is automatically hit by attacks that target Reflex defence. You cannot attack or be attacked while the Diamond Shell still stands. You cannot spend any actions while encased save a minor action to dismiss the shell before it is destroyed.
Special: You must take the Spellcrieg's Arcane Boon feat to activate this power

Stats to follow. Tell me if you believe the Channel Divinity is overpowered. I am considering making it a paragon feat, to represent that only the strong and wise can fully serve one as powerful as Diomas.

puppyavenger
2008-09-01, 07:24 PM
looks goo,d you want to do the oracle? or stat up anything? I might write up a profile of one of the major cities later.

Gwyn chan 'r Gwyll
2008-09-01, 08:03 PM
I'm going to contribute less and less to this, and will only be popping up occasionally. Just a notice, if you haven't noticed already.