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    Ogre in the Playground
     
    BlackDragon

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    Default The Land (of divine failure) Homebrew setting

    I started creating this campaing setting though I haven't came up with a great name for it. Any help is much appreciated. I actually have half done maps and some info on the civilization. I also have some new races completed for it along with creating cizilized versions of some traditional monsters though the savage tribals still persis.

    So here is the first era of The Land cosmos

    The Creation: Time of Divine Failure
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    There was one god of almost infinite power, Kazuh he called himself. He was bored or maybe only experimental in mind.
    He decided to create something and set to the creation of the entire cosmos, the planes and their sources of energy, but failed to understand the magnitude of such creation and ended up bonding some of his very being into his creation. The destruction of the cosmos would be very fatal to him. The very next moment he noted that his cosmos required constant maintenance to stay intact.
    Something created with magic required it to stay and thus he had created a great handicap for his almost limitless power as he tried to keep his creation intact. This left him with a bare minimum of his power to use for other tasks as the constant maintenance used up most of his power.
    The leftovers of what he channeled created the rest of the gods which had very little power compared to Kazuh, but it was not much less than the power that Kazuh could utilize. The other gods begun
    perfecting what Kazuh had created, but they were much more cautious, learning from Kazuh's mistakes and determined not to repeat them they set to their work.
    Thus ended The Creation


    Second Era

    Civilization: Wartime
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    The gods had finished their work and the Elves and the Spellbound had started to develop civilization, though the humans remained barbaric and tribal.
    Yet not all of the gods creations were good natured and peaceful. The Chromatic Dragons were developing means to subjugate the Elves and the Spellbound after they had defeated their cousins, the Metallic Dragons.
    The Chromatic Dragons experimented on life and races and created the goblinoid races along with the kobolds and their subspecies. With them they launched a massive attack on the two reigning races of The Land. Their might was superior and the Spellbound and the Elves were beaten and enslaved.
    But then, the stout Dwarves and another subspecie of Humans came to being. Humans coming from the sea and the Dwarves coming from the mountains along with the gnomes. They roused the Elves and the Spellbound to meet their enslavers and the Dragons along with their armies were driven back.
    The White Dragons left for north and the others tried to find a safe haven as the Metallic dragons rose again. The Chromatic Dragon's armies ran for the mountains, though not all did so. Some succeeded in integrating with the known society and thus Lingok was born.


    Third Era

    Civilization: Colonization Wars
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    The dragons had been driven back, but there rose a problem. The Elves and The Spellbound were looking to get their ancestral lands back which had spanned half the continent respectively. The other races did not like this and hostilities arose as everyone wanted land to rule.
    Humans, with their superior numbers won the war and subjugated the rest of the races. Humans had effectively become rulers of The Land or at least the portion they knew of it. This continued for several centuries, but the humans had difficulty keeping the slaves in order and rebellions threatened their empire.


    Fourth Era


    Rebellion: Divided

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    The Human Empire was falling on internal strife and disagreements. Their weakness sensed, rebellions rose like flowers on springtime. The Human Empire was crumbling on internal strife and slave rebellions. Many parts of it broke of with their slaves and reformed to strike at the main empire in the hopes of recreating it.
    The entire continent was engulfed in one massive conflict. The races crawled from the conflict as the Human Empire imploded upon itself.
    The races took over the ruins of the Human Empire. Trust was a scarce commodity and almost all communication between the races was cut. The humans, now severely lesser in number started forming new civilizations like Tala and Soyala.


    Fifth Era

    Civilization: Relations
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    The races had each builded at least mostly stable governments and states with the halflings living where-ever. Trade routes started forming after centuries had passed and the races started communicating and trading with the other.
    Within a century commerce and diplomatic relationships had been re-established. Centuries passed and Soyala started fracturing on the bad choices for high landlords who started pulling taxes and using them to get mercenaries which in turn were used to war against the other landlords.



    Homebrew Races (Statted out)

    The Spellbound
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    The Spellbound are a creation of pure magic. The spellbounds nature are quite varied though most tend toward neutral behavior. Sorcerous powers are apparent in all spellbound no matter the profession. Almost all Speelbound worship the god of magic, their sole creator.

    Personality
    The spellbound are orderly and motly of lawful behaviour.

    Physical Description
    The spellbound are actually pitch black in colour and always have black hair. They usually have their inner light on which menas they usually show as bright yellow radiating light. They usually have green or blue eyes. They are tall (between 5,1/2 and 6,3/4 feet and they have next to noexistent muscle mass They weigh between 110 to 190 pounds. A Spellbound is considred mature at the age of 45 ań they live up to 400 years. Spellbound maintain their prime for a long time showing sings of getting old at their 300:th year of age. Spellbound who dies disappear by the 60:th day of being dead uniting into magic.

    Relations
    The spellbound have a good relationship with the elves and they frequantly trade with the Talans and the Lingok.

    Alingment
    Any

    Spellbound Lands
    The spellbound inhabit areas in the west side of the mainland.

    Language
    The spellbound speak Spellspeak. They have their own alphabet


    Spellbound racial traits
    The spell bound are charismatic as they always seem to radiate some inner light. That of magic no doubt. Their evolution has focused on their innnate magical talents leaving little room for muscle +2 charisma -2 strength.

    Innate magic
    Detect magic reveals a spellbound
    Starting at level one spelbound get spells form the sorcerer spell list. These can be cast witout regard to spell failure by armor or shields.
    Lvl 1 The Spellbound can cast two cantrips from his list of spellbound spells know once per day. They can be cast without preparation from the sorcerer spell list.
    Lvl 5 The spellbound gets one more cantrip and one lvl 1.spell
    Lvl 10 The spelbound ges two more cantrips and one more lvl 1 spell
    Lvl 15 The spellbound gets one lvl 2 spell
    Lvl 20 The spellbound gets one cantrip, one lvl 1 spell and one lvl 2 spell

    The spellbounds caster level for these spells is 1/2 his character level with aminimum of 1. Upon character creation you must choose an amount of spells known equal to the amount you can cast. Everytime you get more racial spells, update your spells known to match.

    The spellbound can cast detect magic at will at 1/2 his character level.-

    Magical glow.
    The Spellbound are under the effecs of a permanent light spell all the time. They can extinguish and re-light it at will.

    Languanges
    Automatic Languages: Spellspeak, Common
    Bonus Languages: Talan, Dwarven, Elven , Lingok, Kharok and Draconic


    Favored class
    The favored class for a Spellbound is a Sorcerer.

    Spellbound History
    Spoiler
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    The spellbound found themselves being after being created by Kazuh somewhere in the first Era. They started creating settlements, but then the dragons came and enslaved them. They fought with undying fervour, but they could not match the dragon's armies and they were beaten. Still when the dwarves, gnomes and humans emerged war broke again and the spellbound were subjugated once more. After the chains of the humans were broken they started building up the civilization they now live in. They are ruled by the high priests of Kazuh and powerful sorcerers, but it has not failed yet.


    Spell Elf
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    pell Elves are the result of the frequent union between an Elf and a Spellbound. They mostly live around Spellbound settlements and are widely accepted by both the Elves and the Spellbound. They mostly follow religions of the areas they live in. Lyagen for Spell Elves raised to elf customs and Kazuh for Spellbound raised Spell Elves

    Spell Elf Racial Traits

    The Spell Elves share traits from both of their parents

    -2 Constitution, +2 Charisma

    Magical glow.
    Spell Elves are under the effecs of a permanent light spell all the time. They can extinguish and re-light it at will.

    Low-Light Vision
    A Spell Elf can see twice as far as a human in starlight, moonlight, torchlight and other low illumination conditions.

    +1 Racial Bonus to Spot, Search and Listen Checks

    Spell Elves are immune to magical sleep effects.

    Spell Elves get a +2 to saves against enchantment

    A Spell Elf can cast detect magic four times day at 1/2 their character level

    Favored Class: Sorcerer



    Kharok
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    An offshoot of the orcs. The Kharok chose to try and trade with the Tala-humans instead of attacking them. Together with the Tala they repelled their brutish kinsmen to the Northwest part of Shoyok. The Kharok race has since evolved into more civilised-like beings though they are still a little slow on the thinking side.

    Personality
    Kharok tend to be simple people who are happy for the small things in life. However the Kharok somehow seem like home doing anything which might well be an effect of living alongside the Tala for a long time. The Tala's adaptability seems to have been absorbed by the Kharok.

    Physical Description
    Kharok are about 6 feet tall on average and 7 feet tall Kharok are not unheard of. Kharok usually weigh between 175-250 pounds. Kharok look a lot like orcs, but they are not quite as muscular. They are still bigger and of heavier build than most humans.
    A Kharok is considered mature at the age of fourteen and few live to see over ninety years of age.
    Kharok have pointy ears that show strongly backwards. They usuially have yellowish eye color. They have a pig-like nose and their face is usually rather round. Their facial features are quite soft (except for the ears) which takes away from the brutish image of their ancestors.
    Kharok have Greenish or sometimes yellowish skin. Some rare specimen even show traces of purple.

    Relations
    The Kharok have good relationships with the Tala and the Lingogs, but are fairly indifferent about other races.

    Alingment
    The Kharok tend to be of no specific alingment

    Kharok Lands
    The Kharok have lands mostly in the eastern of Shoyok. They also inhabit most of The Shoyok
    They also inhabit most of the Islands of Shoyok. Their kingdom also claims ownership over a small slice of land in the Mainland.

    Religion
    Worship of Lon is in great favor by the Kharok. They also worship the more benvolent parts of the orcish pantheon.

    Languange
    The Kharok have a languange based on the Talan alphabet

    The Kharok are a fighting people with traditions seated deep. However they are highly organized and do not uphold the berserker warrior tradiotions as the orcs. They tend to be fighters.

    Kharok Traits: Kharok possess the following traits
    +2 strenght -2 intelligience.
    A Kharok's base land speed is 30 ft
    Lowlight vision: A kharok can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. She retains the ability to distinguish color in these circumstances.
    Weapon Familiarity: A Kharok treats any weapon with the word orc on it as a martial weapon.
    Automatic Languances: Kharok, Common
    Bonus Languanges: Elven, Dwarven, Talan, Orcish and Lingin
    Favored Class: Fighter

    Kharok History
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    The Kharok appeared in the fourth era along with the orcs to trouble the burgeoning Talan kingdom on the Shoyok Island. Kharok used to be an orc tribe that disagreed with the other orc's violent lifestyle. When they entered Shoyok they found the Talans and the Kharok negotiated with them. Still the orcs attacked and the Kharok turned on their brothers, driving them into the jungles. They chose the plains in eastern Shoyok along with the islands to live in. The Talans gladly agreed for without the Kharok tribe they would have surely been destroyed. The Kharok started developing a more advanced civilization using Talan technology and architechture as a baseline. Their civilization worked with a stern and just rule that gave Kharok the stability they had yearned for.



    Stout Gnomes
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    Stout Gnomes are a cross of a dwarf and a gnome. As such they share traits from both races

    Personality: Stout gnomes are cranky, but inquisitive and inventive. Traits shared from gnomes and dwarves

    Physical Description
    Stout Gnomes are a funny looking race. They'r lenght is somewhere between dwarves and gnomes. They stand about 31/2 to 4 feet tall and weigh around 75 to 100 pounds as they are broad from their dwarven heritage.

    Relations: Dwarves and Gnomes welcome them as normal and they have no particular troubles with other races

    Alingment: Any, but mostly lawful

    Stout Gnome Lands: They live mostly in the dwarven oligarchy and have no formal lands

    Languange: Stout Gnomes speak dwarven

    Stout Gnomes Possess the following racial traits
    +2 Con, -2 Dex Stout Gnomes are hardy, but their ankaward form restricts their movements
    A Stout Gnomes Base Land speed is 20 feet
    Stout Gnomes get Stonecunning as dwarves
    Stability: As dwarves
    Stout Gnomes Have Darkvision up to 30 feet
    Languages: Dwarven, Common
    Bonus Languages: Spellspeak, Soyalan, Lingok, Knaal and Kharok




    Lingok history
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    The Lingok are goblinoids who chose to try and live peacefully on a strip of unclaimed land after the Dragon Wars when the goblinoid armies were driven back by united forces of all the civilised races except for the Kharok who had not emerged at the time. The Lingok had trouble getting the trust of other races after fighting on the side of the dragons, but those days are long past and few remember what the Lingok used to be. They have a mostly hobgoblin governments and many kobolds in research jobs.


    Goblins
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    ersonality
    Lingok Goblins tend to be tricky people, but no more evil than a member of any other race. Few goblins are particurarly honorable and many are drawn to a rogueish lifestyle.

    Physical Description
    Lingok Goblins look much like ordinary goblins but they are not quite as serious looking nor do they move in a hunched manner that the goblins tend to favor. Lingok goblins are considered mature at the age of 13 and few live to see over 75 years of age.

    Relations
    Lingoks have a good relationship with the Kharok and frequently trade with the Spellbound

    Alingment
    Any, but few Lingok Goblins are of a lawful alingment.

    Lingok Goblin Lands
    Lingok Goblins inhabit a stripe of land along the Shoyok sea on the west coast of the mainland.

    Languange
    The Lingok Goblins have a languange that is based on the Spellspeak alphabet

    Lingok Goblins possess the following racial traits
    -2 strength +2 dexterity
    Small Size: +1 bonus to armor class, +1 bonus to attack rolls, +4 bonus to hide checks, -4 penalty to grapple checks, Lifting and carrying limits 3/4 those of medium creatures.
    A Lingok goblin's base land speed is 30 feet
    A Lingok Goblin can see twice as far as a human in starlight, moonlight, torchlight and other low illumination conditions.
    Automatic Languanges: Lingok, Common.
    Bonus Languanges: Kharok, Talan, Draconic, Elven and Spellspeak
    Favored Class: Rogue



    Kobolds
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    Personality
    Lingok Kobolds are analytic and thorough. They are very interested in the Dragons methods of creating them and tend to be orderly. They are also a hard working people

    Physical Description
    Lingok kobolds look like ordinary kobold but are better muscled as a result of not using slaves for everything. A Lingok Kobold is considered mature at the age of 12 and few live to see over 80 years of age.

    Relations
    Lingoks have a good relationship with the Kharok and frequently trade with the Spellbound. Lingok Kobolds also have a good relationship with the Dwarves as they are both a hard working race.

    Alingment
    Any but Lingok Kobolds have mostly lawful alingments

    Lingok Kobold Lands
    Lingok Kobolds inhabit a stripe of land along the Shoyok sea on the west coast of the mainland.


    Languange
    The Lingok Kobolds have a languange that is based on the Spellspeak alphabet

    Lingok Kobolds possess the following racial traits
    -2 strenght, +2 dexterity,-2 constitution
    Small Size: +1 bonus to armor class, +1 bonus to attack rolls, +4 bonus to hide checks, -4 penalty to grapple check, lifting and carrying limits 3/4 those of Medium Characters.
    A kobolds base land speed is 30 ft
    Darkvision up to 30 feet
    Racial skills: Lingok Kobolds have a +2 racial bonus on knowledge arcan and spellcraft checks.
    +1 natural armor bonus
    Automatic Languanges: Common Lingok
    Bonus Languanges: Spellspeak, Kharok, Draconic, Talan, Elven and Dwarven
    Favored Class: Wizard



    Hobgoblins
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    Personality
    Hobgoblins tend be somewhat vain and do not like hard work. They are usually found in leading positions.

    Physical Description
    Lingok Hobgoblins are not quite as muscular as ordinary hobgoblins because they don't have the fighting culture hobgoblins have. Lingok Hobgoblins are considered mature at the age of 16 and few live to see over 100 years of age.

    Relations
    Lingoks have a good relationship with the Kharok and frequently trade with the Spellbound.

    Alingment
    Lingok Hobgoblins are mostly Neutral

    Lingok Hogoblin Lands
    Lingok Hobgoblins inhabit a stripe of land along the Shoyok sea on the west coast of the mainland.

    Languange
    The Lingok Hobgoblins have a languange that is based on the Spellspeak alphabet.

    Lingok Hobgoblins have the following racial traits
    +2 to Charisma. Lingok Hobgoblins have strong personalities and they are often determines to get what they want
    A Lingok hobgoblins base land speed is 30 feet
    Darkvision 60 feet
    Automatic Languages: Common and Lingok
    Bonus Languages: Draconic, Talan, Kharok, Elven and Spellspeak
    Favored Class: Rogue



    Magic in The Land
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    In the land no god ever intended magic to fall in the hands of mortals though the creation of the Spellbound could be interpreted as playing with fire for that matter.
    Magic is the result of Kazuh not being able to calculate the energies needed to maintain the cosmos. Some of the energy di not find a place to cover and wandered the planes to be then used by wizards and sorcerers.
    Magic isn't mediated so it isn't completely safe to use even for skilled arcanists or divine caster. Mental powers are subject to the same instability and the power may also blow on your face.

    So whenever you cast a spell roll a caster level check against a DC of spell level x2,5 round down. Cantrips cannot be failed and a 1 autofails. If you fail the first check try again, this time with double DC. If it fails you lose materials costs and the spell slot and you are dealt 1d4 damage per spell level. If you succeed the spell is brought under control and you lose no materials or costs nor it deals damage. Your action is still wasted, but the slot is not lost

    {table=head]Spell Level | DC | Second DC
    1. | 4 | 8
    2. | 7 | 14
    3. | 9 | 18
    4. | 12 | 24
    5. | 14 | 28
    6. | 17 | 34
    7. | 19 | 38
    8. | 22 | 44
    9. | 24 | 48[/table]


    I wanted to have a certain irony to this setting and I was thinking that the humans of the civilized nations were actually barbarians that had been on the continent forever. Some of the barbarians made ships and left to search for a new continent. They searched the new continent for centuries and the old land became just a legend. They had circled the world and returned to their old continent from the another side of it as what they thought "A new land."

    Here is the map for the area that encompasses most campaings. it's not the entire area, but it's the most important one



    The town names are illegible at those sizes
    Last edited by Frog Dragon; 2009-03-22 at 11:30 AM. Reason: Update
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    Troll in the Playground
     
    Mercenary Pen's Avatar

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    Default Re: The Land (of divine failure) Homebrew setting

    Possible name for your campaign setting:

    World of the bound God or something of that ilk. It definitely wants to be something that'll get your players asking for the backstory, and I think the name I suggested will fit the bill.
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    Hmm. I'm finnish and my group is finnish so it'll have to fit that too. Sidotun jumalan maailma would be my quick translation. I don't know how good that sounds. In english that's great though so I might well use it as I'm planning to use it if I start running games on the forums. I still have to think whether it fits in finnish.
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    Troll in the Playground
     
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    Default Re: The Land (of divine failure) Homebrew setting

    Or maybe just call the setting

    Kazuh's Mistake

    Again, I don't know Finnish, so if that won't translate well into something catchy, then feel free to ignore it.
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    Update in the first post. The second era is now written.
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    Third Era Written. It's in the first post
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    I have finished the history for now though I might extend them. I put some stats for my homebrew races here though I'm a bit stuck on the Half-Kharoks and Dwarf-gnomes that would most undoubdetly populate this setting in addition to normal Phb races. Half orcs are extremely rare and I was doing the Half-Kharok to fill the half-orcs niche. I personally don't like the idea of a half orc. They shouldn't be encountered in large number because the events surrounding their birth are almost always violent. The Kharok are there as a more peaceful alternative of the orcs. Traditional orcs still exist though.

    More detailed racial history is next in line. Then gods. I also have a map of the centermost area though the other maps are incomplete.

    Magic's function and role in the land has been done.
    Last edited by Frog Dragon; 2008-12-31 at 01:37 PM.
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    Default Re: The Land (of divine failure) Homebrew setting

    My only question is this: Do you need a map?

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    I have already made some. They just need finishing, Will post them here when they're done

    Btw
    Disclaimer: Even though there are favored classes in the race stat block does not imply that I use them. They are there because if someone who actually uses that rule wants to play this setting he'll have the favoured classes predefined.
    Last edited by Frog Dragon; 2008-12-31 at 04:17 PM.
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    I've done some racial histories. Btw what do you think about my races mechanically and fluffcally?
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    Ettin in the Playground
     
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    Default Re: The Land (of divine failure) Homebrew setting

    The link to the map is broken for me, for the record.

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    For me it works even when logged out of imageshack so the problem is most likely with your computer.
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    Ettin in the Playground
     
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    Quote Originally Posted by Frog Dragon View Post
    For me it works even when logged out of imageshack so the problem is most likely with your computer.
    I'll try it again from home tonight.

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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    Warning. The picture is ****ing heavy
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    Ogre in the Playground
     
    BlackDragon

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    Default Re: The Land (of divine failure) Homebrew setting

    No one have anything to say? At all?

    I just did the Stout Gnomes. Do you think the races are balanced, Oh and the Gnomish Language doesn't exist. Gnomes speak dwarven.
    Btw do you think Stout Gnomes Should be Medium or Small?
    Last edited by Frog Dragon; 2009-01-04 at 11:00 AM.
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