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Thread: [Campaign Setting] Tarentium

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    Default [Campaign Setting] Tarentium

    Been working on a campaign world setting for a few days, almost a week, now, on and off, and I like the way it's turned out so far. It's not done by any reasoning, but the major themes are there, at least for the area I'm working on so far, so I thought I may as well start posting what I've done so far, see if I can get some feedback. Basically, the world is currently in a state similar to the height of the Roman Empire, just as it is falling.

    Maps:
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    Geography:





    Regions:



    1) Tare, capital of Tarentium.
    2) Various nobles.
    3) Merchant's Guild.
    4) Sun Army.
    5) Mountain Folk.
    6) Woad Barbarians
    7) Pik Barbarians
    8) Ferals
    9) Shortmen


    Story:
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    The empire of Tarentium was founded 1000 years before the present day, by the legendary Taren, called "the Founder" by most. He was rumored to be chosen by the Sun itself to rule over a great empire. The prophecy has come true, and Tarentium, founded by him, has grown to cover most of the known world. Only the most crazed barbarians and beasts, and the wicked shortmen, do not bow before her rule.

    On the one thousandth year anniversary of the founding of the Empire, a great festival is taking place in the great capital, Tare. For a thousand days before the festival, the holy men of the Sun have been performing rites to honor each year of the great Empire's reign. Now, on the thousandth day after the ceremonies have begun, one thousand years to the day after Taren placed the first block of the grand tower itself, people from all the known world have come to celebrate this great day. The festivities have been going on for weeks before, but have reached new heights on this most momentous day.

    To the woe of all, however, this day, a tribute to the might of the Empire, would also be the start of the end for the Empire itself. At high noon, a thin beam of light seemed to come down from the sun itself, right onto the Tower of the Sun itself. The crowds cheered at this, which was surely a sign of the Sun's favor on the great Empire and its rulers. Then, the light grew, becoming brighter and brighter, until none could stand to look at it. Still the light grew, and it seemed to make the sun itself pale in comparison. Even then, it grew, until a great crack was heard, and the beam seemed to explode, destroying the Tower of the Sun, and with it, the rulers of the city, and the Empire itself.

    Magic had come to the world.


    Background:
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    The known world has been reigned over by the Empire, Tarentium, for a thousand years. Now, on what should have been the greatest day of the might of the Empire, magic has come to the world. With the destruction of the Tower of the Sun, the ruling seat of Tarentium, the various factions were wary that the Empire had fallen. In the days after the event had taken place, the factions used their power to prepare for a world not united by the Empire's rulers.

    Despite this, it seemed that the Empire may still hold together, but for one small detail. For when the beam of light descended from the heavens and destroyed the Tower of the Sun, magic came to the world of men, and many of those at the capital during the event came to know a new kind of magic. Unlike the Magic of the Sun, which had been in the lands for as long as people remembered, this magic was won by confining a spirit of the Sun in that person's body, and then using its power however they liked.

    Those who worshiped the sun see this as blasphemy, as they have taught and believed since the start of the world that all magical power must come by asking the Sun in humbleness and awe for what powers he may grant. Thus the Sun Clerics have used their powers to uphold the tenets of the sun since the beginning of the world, in the Sun's grace.

    Unfortunately, or perhaps fortunately in the eyes of sun, the worshipers of the Sun hold great sway throughout the empire, and so was able to convince the various factions to ignore all edicts that might be sent from the capital. However, the various factions could not agree on a new form of government, and so the empire was split between these factions.

    In the west, on the border between the empire and the lands of the shortmen, the Sun Army has staged a coup, taking control of the borderlands. Unfortunately, during this upheaval, much of the lands of the empire were lost to barbarians with the support of the shortmen, but a courageous leader has risen and now holds the great Wall, build years ago to defend against the attacks of the shortmen, early in the years of the empire. Garek the Brave, taking control of all the armed forces in the surrounding lands, has successfully stopped the attackers at this wall, and is now attempting to re-take the lands that rightfully belong to the Empire. He eventually hopes to re-found the empire, using his military might to conquer each of the other factions in turn, making them follow his rule, just as Taren the Great did a thousand years before.

    The great merchant's guild, the only part of the government that had not been based in the Tower of the Sun, but instead in Denarum, a great trade city, have used their wealth and power to keep control over a narrow strip of land on the northern coast. They see themselves as the rightful rulers of the empire in the absence of the rest of the ruling body, and seek to absorb all the other factions into their rightful rule through any means necessary.

    As well, all of the noble houses have split from each other, ruling their personal lands, making alliances and vying for power in what they see as a chance to increase the power of their house and to eliminate their rivals in these turbulent times.


    Religion:
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    Religion in the world of Tarentium falls under a few major categories. First, and most widespread, is the worship of the Sun, the Moon, and the Stars. These three religions are the main source of divine power. Basically, these are the powers that Clerics worship. The Sun is worshiped almost to exclusivity in the Empire itself, and worship of the Moon is seen as blasphemy, though small cults of moon worshipers exist. Worship of the Stars is practically unknown in these lands and all who do use the magic of the Stars, most notably the "shortmen" to the east, are assumed to be worshipers of the Moon, and are usually killed for their blasphemy all the same.

    In addition to these three main religions, there are also the worship of Nature, and the worship of the Ancestors. Nature magic is used primarily by Druids, though rangers also tap into this power to some degree, though they might not know it. Ancestor magic is used by bards, who gain power by regaling stories of the great heroes of the past.

    While the church of the Sun in Tarentium, and the church of the Stars in Syene have written codes for the worshipers of those sects, these are not actual rules set down by the Sun or the Stars, and worship of any of these can take many forms. In general, however, Sun worshipers are lawful, moon worshipers chaotic, and Star worshipers are neutral. None of these religions are good or evil, though their worshipers may be.


    Races:
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    The races of Tarentium are mostly normal races, with the addition of ferals, though they are very similar to half-orcs, though larger. There are no elves. There are also 3 template races, Sunborn, Moonborn, and Starborn, which can be set onto any other race. These are basically the favored of each of those religions, and so they are almost always clerics of that power, or at least worship them.
    Humans: The main race of Tarentium, and the only race of the Empire, is the Humans. They are varied and adaptable, able to survive in almost any climate or situation.

    Stats:
    * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    * Human base land speed is 30 feet.
    * 1 extra feat at 1st level.
    * 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    * Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    * Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


    Ferals: (Half Orcs) The ferals are huge, hulking beasts, and are said to represent the fury of nature. They exist only in the southern reaches of the Empire, on the island Tayr, and were held back by the armies of the Empire for years. However, with the fall of the empire, the armies have been drawn north by Garek the Brave, and so the lands of the South are now poorly defended. The ferals have begun raiding small towns all over the coast of the southern lands, and it has come down the the individual nobles of those regions to defend their subjects.

    Stats:
    * +2 Strength, +2 Constitution, -4 Intelligence, -4 Charisma.
    * A feral’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
    * Size: Large
    * Feral base land speed is 40 feet.
    * Darkvision: Ferals can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ferals can function just fine with no light at all.
    * Automatic Languages: Sylvan.
    * Favored Class: Barbarian. A multiclass feral’s barbarian class does not count when determining whether he takes an experience point penalty.


    Dwarves: Instead of living under the mountains, the dwarves instead live in the great desert, Akhmin. They are mostly unknown to the denizens of the Empire, known only as the "shortmen", and universally reviled and hated. The dwarves have no use for any other races, other than the Gnomes.

    Stats:
    * +2 Constitution, -2 Charisma.
    * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    * Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
    * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can.
    * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
    * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    * +2 racial bonus on saving throws against poison.
    * +2 racial bonus on saving throws against spells and spell-like effects.
    * +1 racial bonus on attack rolls against orcs and goblinoids.
    * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    * +2 racial bonus on Appraise checks that are related to stone or metal items.
    * +2 racial bonus on Craft checks that are related to stone or metal.
    * Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    * Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing


    Gnomes: The gnomes live among the dwarves, and are seen by dwarves as the chosen of the Stars, sometimes even called the "starmen". Legend says they descended from the stars themselves, and are the only ones worthy of the star's grace. The gnomes form the religious sect of the Syene Empire, and are the only people in that empire who are allowed to use magic from the Stars.

    Stats:
    * +2 Wisdom, -2 Strength.
    * Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    * Gnome base land speed is 20 feet.
    * Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    * +2 racial bonus on attack rolls against kobolds and goblinoids.
    * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    * +2 racial bonus on Listen checks.
    * +2 racial bonus on Craft (alchemy) checks.
    * Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
    * Favored Class: Cleric. A multiclass gnome’s cleric class does not count when determining whether he takes an experience point penalty.


    Classes:
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    Non-magic classes are the same as normal, but magic-users are a bit different:

    Clerics: Clerics worship either the Sun, the Moon, or the Stars. There is no alignment restriction for any of these, and all domains are open to any of them, though the DM can veto any decisions in this if he feels it is necessary. Good clerics channel positive energy, evil clerics channel negative, and neutral clerics can choose one or the other. The only restriction on clerics for alignment is that Sun clerics must be lawful, moon clerics must be chaotic, and star clerics must be neutral in at least one set.

    Wizards: Wizards work the same as in a normal game, except that to use their magic, they have to bind a spirit of one of the three powers to their body, though it may be possible to bind the spirit of an ancestor or nature as well. With the spirit bound inside them, they can then channel its power into spells, through the use of gestures, spoken commands, and the like. The different schools each belong to one of the three powers, except for Divination and Necromancy. A wizard of the correct power can specialize in one of the two schools under his power's list or those under the "none" list, but then must lose the ability to use the powers in one of the other sets, including set belonging to no power, other than his own, or the "none" list if he chose a school from there. If you bind an ancestor or nature spirit, you can choose to specialize in any school, and lose the ability to use any other 2 schools, regardless of lists. A wizard of any type can always choose not to specialize.

    Sun:
    Abjuration
    Evocation

    Stars:
    Illusion
    Conjuration

    Moon:
    Enchantment
    Transmutation

    None:
    Divination
    Necromancy

    Sorcerer: A sorcerer is a user of magic similar to a wizard in that he contains a spirit of some kind within him which gives him the power to use magic. However, a sorcerer did not willingly bind this spirit to himself, and uses its power in a more natural and free fashion. No real changes from the normal sorcerer.

    Familiars: The familiar of a wizard or sorcerer is a physical representation of the spirit in his body. If the familiar dies, the owner looses exp in a normal fashion, but instead of having to obtain a new familiar, a new one is created one year and a day later. The master can choose what type of familiar the replacement is.

    Bard: Bards gain power through worship of the Ancestors. Most bards practice ancestor worship, though it is not technically required to. They must, however, know much of the ancestors they speak of, which is most of their training. The better they tell the story of their ancestor, the more power that ancestor's spirit gives them. In addition, to cast spells, a bard must have the spirit of a specific ancestor residing within them. This spirit gives them powers similar to that of a sorcerer. The binding can be forced, though ancestors are usually easy to convince to bind themselves to the bard normally.

    Druid: Druids are blessed with a spirit of nature, similar to a cleric. A druid has no restrictions on alignment. Their animal companion is a physical representation of their spirit, similar to a familiar.

    Ranger: A ranger doesn't need to have a spirit of nature bound to him from first level, but must by level 4 to be able to use spells. Other than that, they are the same as druids for the intents of spirits.

    Paladin: A paladin is similar to a ranger, in that he doesn't need to have a spirit residing in his body from first level, but must by level 4 to use spells. Other than that, his abilities are defined by his alignment. A paladin doesn't have to be lawful good, but can be of any alignment. However, they must use this alignment as their creed, and be dedicated to that alignment. For example, if a paladin is chaotic neutral at first level, he must try to uphold his chaotic nature or lose his paladin powers. He cannot change his chosen alignment without a major belief change, similar to a cleric changing gods. Good paladins channel positive energy, evil paladins channel negative energy, and a neutral paladin can choose one or the other. A paladin gives off an aura of whatever alignment he is, and can smite those who have an alignment opposite to one of theirs. For example, a lawful neutral paladin can smite good or chaotic creatures, while a neutral good paladin can smite only evil creatures. As an exception, a true neutral paladin can smite "extremists", which include Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil. A paladin must uphold the beliefs of his alignment as best he can. A true neutral alignment for a paladin does not include someone who is "undecided", but must be striving for some ideal balance in the world.

    Multiple magic classes: A character who multiclasses in two different classes that both use a spirit for magic, must use the same spirit for both classes. A single character cannot have more than one spirit residing it it's body. Thus, a sorcerer with a moon spirit that becomes a wizard must then bind that same spirit, becoming a moon wizard. However, it is possible for a character to remove the spirit from their own body, and then replace it with another spirit of a different type. If they do so, they lose any spells that they had from the other spirit. They can regain these spells by attuning with the new spirit, which takes a month for each level of spell they wish to regain, plus one day. (0-level spells are regained a day after, 1st level a month and a day after, 2nd level 2 months and a day after, etc) This also counts as dismissing their familiar or animal companion, which is replaced a year and a day after the switch, as normal.

    Note that the abilities and spells of a class are lost if you do not have the appropriate spirit for that class. So, if you start as a wizard of the moon, gain levels in sorcerer and then remove that spirit to become a druid, you can regain all of your spells by using the nature spirit for your wizard and sorcerer levels. However, if you then remove that spirit and become a bard by binding an ancestor spirit, you cannot regain your druid spells or abilities, though you can attune your wizard and sorcerer spells to the new spirit.

    If you want to make a class not listed here also work with this system, feel free to write up the new rules for it, and I will post it here. Note that all magic comes from spirits of the various types, however. Feel free to make up a new type of spirit for a different magic class, but there are no other sources of magic. Truenaming might be an exception to this, at the discretion of the DM.


    Will post a map of the world in a bit. Any thoughts, ideas, recommendations, discontinuities, suggestions, and constructive criticism is highly appreciated.
    Last edited by AgentPaper; 2008-06-13 at 12:15 AM.