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  1. - Top - End - #1
    Colossus in the Playground
     
    NecromancerGuy

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    Default Castaways upon a Planar sea(world in progress, D&D 3.5)

    So I've been pondering a campaign setting for a fair while, and I'd like to get some feedback on what I've done so far, as well as some advice about what to do next so that it feels done enough to try out. So, whatever of your wisdom can be shared with me, I would greatly appreciate it.

    It's sort of "two worlds+ in one," as the basis for PCs is the continent of Krieal-antoth which has been ripped from its home plane(t) of Meirdun through methods unknown for ends unscryable.

    The basic premise is that in the middle of a long period of relative peace after the entire world has been bent to the will of a zealot of a Batman wizard(say, like, a level 20 batman wizard came about in a world where everyone else was going by E6), something very, very bad happens, ala the day of Mourning, which most people don't have a clue as to what exactly happened or why. But after a major series of earthquakes, tsunamis, and hurricanes, the likes of which seem to herald the end of the world, the storms and tidal waves blink out of existence, simply disappearing, and the tremors stop without even slowing or dying down.

    The first thing that the people of this continent, (K-something at this point) Krieal-antoth (Krellan for short ) notice is that they're alive. The second thing they notice is that there is no longer a sun. Or even any heavenly bodies when night falls. Eventually, it's discovered that the rest of the world simply isn't to be found, there instead being smaller archipelagos where there was simply trackless ocean before.

    Scrying upon someone or something that was in the old world/another continent when the storms hit, simply doesn't work, more advanced spells revealing that the souls in question are either nonexistent or beyond the purview of such scrying(usually accompanied by headaches and restless nightmares for several days after such attempts).

    After several months, it's revealed that even the scourges of the sea, the sahuagin, are no longer to be found in any real numbers, the bottom of the sea seemingly scoured clean.

    yadda yadda, intermittent portals/cross-over to the planes of water and air in the respective appropriate environments.

    Occasionally similar storms will presage the arrival of some new landmass. Sometimes it's nothing more than a blasted pillar of rock or an island dripping anti-magic into the ocean waves around it or more rarely an entire continent or island chain.

    Even more rarely, a ship or school of fish or group of aquatic/aerial creatures will cross over. Sometimes only temporarily before being put back where they belong. Most don't even realize anything happens. Sort of like the idea of the bermuda triangle in that regard...

    So far, the "main" area is the continent first described (Krieal-antoth) with two other areas of significance so far... The first is Novarina (New Arina), a continent that seems to be devoid of native sapients (think cross between Xendrik, South America, Africa, and SE-Asia, sans the kill-everything-ness of Australia), but on it, various ruins have been discovered (yeah, cliche and obligatory, right?). The second is an archipelago/island chain, inhabited by indigenous kobolds of the various draconic and koboldic colors. It is known to them as the Straits of the claw and to the Krellans as the Ulis Isles. The two are in varying stages of exploration and settlement, respectively, by the forces of the various Krellan nations.

    Currently I'm trying to think up the details on this deity which would want to take over the world without laying waste to the entirety of it.
    Last edited by Coidzor; 2009-07-02 at 01:10 AM. Reason: accidentally pressed enter before I was ready.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  2. - Top - End - #2
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Castaways upon a Planar sea(world in progress, D&D 3.5)

    Races and Critters:
    Spoiler
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    Pretty much PHB standards for mechanics.

    Elves: Elves, I'm not sure about. Drow are right out unless I decide to have the Underdark be the interaction between Earth, Shadow and skewed out towards the evil border due to the aberration-heaviness... Hmm... How about this.

    Rather than being truly immortal or living for about a millenium... Elves are long-lived as dwarves, but reincarnate with full knowledge of their life (though some bits and pieces can get a bit frayed around the edges from certain substances and traumas) upon their death but with the option of traveling down a different path since while it is the same elf it is not the same life. To coincide with this, a reincarnated elf's alignment resets to neutral regardless of previous alignment. Depending upon which elves are hapless enough to produce the body for the reincarnated elf, an individual elf can lead 10 different lives as 10 different elven subraces with any possible moral and ethical developments for each life. Elves remain nameless, instead being called in elven as "Child X of Mother Y" based on the mother's number of successful births, until they can speak at the age of 4, at which point they tell their parents their names. When a "New" elf is discovered (that is, when an elf reaches its 5th birthday without giving its parents its name[which all elves receive a supernatural compulsion to do so]), there is usually great ceremony honoring the child, mother, and father due to the relative rarity. Elven genealogy is notoriously byzantine and unpleasant to delve into for other races, to the point where it is a saying that "If I tarnish my word, may I have to memorize an elf's family history," especially amongst dwarves. Elves become adults at the age of 20 years, becoming capable of sexual activity at 15, and only really being viewed with respect in a community after the age of 40.

    Dwarves have a mixed society with the different racial variants being different factions, more or less representing different philosophies and ways of raising up the young. Duergar are not separate but do retain some of their fluff, mostly that they bear the mark of a disagreement between the gods, midway between a blessing and a curse, since they're considered the race that got beaten with an ugly stick by the rest of the dwarves. The mutability of family loyalties and even personhood that elves represent is probably the best basis for the cool relations between the two races by my reckoning. Dwarves become physically adults at the age of 25, and sexually capable at the age of 20, but due to the nature of dwarven society, are indebted to work off the cost that their childhood incurred to their parents and are not considered true adults until the age of 50 or when they finish paying off their parents, whichever comes sooner. A dwarf which manages to emancipate before his fiftieth birthday is viewed as a dwarf who is going places. About the age of 30 is when the sense of being able to distinguish another dwarf's gender by the subtle signs that humans and other observers would overlook is developed. (A few subraces have beardless women, though they are rarer to find and dwarven feeling about their comeliness varies. All dwarves generally wear enough clothing that a dwarven woman's breasts and hips would not be discernible normally.)

    Gnomes and Halflings are two subspecies of the same overall species, intermarriage rolls a 1d4 for the sex/race of the resulting child. Typically have litters of around 3-6 with 4 being the usual number of offspring per pregnancy. The sub-races for each race are treated as different cultural backgrounds when they're available. Both have a love for trickery/pranking, though halflings do not generally possess the manic-depressive trait that gnomes have a susceptibility to. sexual maturity is reached at the age of 12 and adulthood is generally conferred around 18. Some settlements post the condition of pranking one of the elders as a requirement of coming of age, and in such areas it is not uncommon for particularly wily elders to drive children to wait until they are 25 to become adults (or simply steal out into the night to go someplace they'd be viewed as adults... or become adventurers....)

    Orcs and goblinoids did exist and are believed to have been related to one another, but also died out and are considered to be offshoots/ancestors/cousins to the Races of Cunning(read: civilized races).

    Half-orcs exist, reskinned as Gragnir, a subrace originally bred from humans who had traces of the extinct goblinoids ("Races of Ferocity") in their lineage by the Sorcerous State of 'Xardia about a thousand years prior as a slave-race. Exchange a vulnerability(say, a -5 on saves/opposed rolls?) to mind-affecting spells and social skills and thralldom for Fast Healing 1-to-3. Or not, still not decided on that bit.

    Kobolds: First discovered in the Straits of the Claw, allegedly where Tiamat first struck the earth while in the throes of giving birth to the races of chromatic dragons and filing for a divorce from Bahamut. The mixture of divine blood, seafoam, and cleft earth gave rise to the first kobolds. No one from Krieal-antoth knows this due to the fact that they were non-native to Meirdun, the world of origin, and even the kobolds are a bit shaky about their history. Occasionally dragons of various colors and mindsets come by to check on or steal some of them. 10% have the potential to manifest a breath weapon appropriate to their color. Some have been enslaved by colonizing humans. Come in all of the normal and mixed chromatic and metallic dragon colors, with vanilla kobolds being basically the mutts.

    Ogres: live in small family-bands in the wild places of the deep forest and mountains, primarily hunting game and competing with/harassing Goliaths. Viewed as slightly better than animals. A fair number of them have been raised in slave populations and had their more brutish tendencies weaned or bred out of them so that they count as Half-Ogres, and these are traditionally kept as bodyguard-manservants by the wealthy and used for hard labor. Ogre Magi are special weapons of war that the production of has been banned since they attempted to revolt and actually managed to have some success against their Magister masters.

    Goliaths: Cousins of Ogres in the same way that humans are cousins to cavemen(as in, the DnD supplement of cavemen). Mostly viewed as the least unrefined of the races of cunning by the other races. Have avoided being tampered with by the 'Xardian mages due to being so much more wily than Ogres. Live in forests and foothills as well as in mountains, though they feel most alive when they kiss the sky. Young bucks like to gather together from several tribes and enter into the lowlands as a mercenary company, where the gold they earn and the booty they win goes to buy the magic and metal that they can't replicate themselves.

    Giants: Left Meirdun ages ago, leaving their stupid cousins and children behind. Presumably crossed over to their appropriate planes of Jotunheim, Muspelheim, Nefelheim, etc. (inbetween Material and Aligned planes, catty-corner to the elemental planes)

    Dragons: Similar to the Giants, they left Meirdun for the most part after the PC races started to grasp adventuring and no longer needed them as guardians but before they could be viewed as rivals. A few of the more notable civilization givers of the dragons are worshipped as deities in pockets here and there. A couple of the rituals which have remained uncorrupted in a handful of the dragon cults accidentally created the first dragonborn when Krellan touched into the more planarly active sea.

    Eberron-specific races: considering, warforged at the very least are interesting, especially for some kind of magitek found in the ruins of Novarina.

    Faerun-specific races: considering, though a couple of the racial variants will be included.

    Aquatic races: Their numbers are devastated unless they naturally did not travel far from shore. Only the seas immediately around landmasses (on their tectonic/continental shelves) are good for them to live in for the most part. Sahuagin in particular were hit hard, breaking their superiority over the other species beneath the waves.

    Dire Animals: Non-native to Meirdun, normal individuals of the species in question began to randomly give birth to dire examples and the continent of Novarina seems to have more than its fair share of mega fauna.

    This is one of the places where people who fall between the cracks end up. Or who simply fall out of their own universe. If they're lucky, so many different things could end up here, just these are what has been chronicled so far and are known "colonizers."
    Last edited by Coidzor; 2009-07-02 at 07:45 AM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  3. - Top - End - #3
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Castaways upon a Planar sea(world in progress, D&D 3.5)

    Geo-Political Breakdown: More to Come.

    Spoiler
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    Meirdun: Ruled by a Theocratic Empire with power vested in the College of Cardinals who aid the anointed Favored Soul reincarnation of the Herald/Demigod of the Chief God of their pantheon in ruling over the world, mostly through constituent/client nations. Didn't stamp out other religions, but definitely proselytized a good bit, enough that racial deities lost a fair bit of ground over the years.

    Krieal-Anthoth: I see this as comprised of a dwarven state in a spine-ish mountain range running the length of the continent (N-S) close to the eastern coast. A land of plains and low gentle hills in the northwest, a forested nation renowned for its timberlands and hunting in the northeast, a more varied topography in the center area, some of it lake-country, some of it low mountains(not the impassable barrier kind), some of it hllly and forested and some of it alluvial floodplain, and something to the southeast... not sure what just yet. might include some swamps or sommat there.

    Sort of a rough crescent shape with the Arinean Isles inbetween the tines and with a peninsula coming off the northern backend.

    So... a C pointing the wrong way with a largish island between the points and a P-like protrusion coming out of its back.

    Its name is derived from a legend that when the gods manifested regularly and walked on the earth, two of them met and did not recognize one anothers' divine natures, though they certainly saw one another as comely. The Goddess Kreial and the God Anthoth were from two opposed pantheons, and she was a goddess of new life and creation and he was a god of the lawfulness of death. As they commenced to do the divine nasty, Loki stopped by and pointed out who they were and that due to Anthoth's aspect of death, they were doomed to creating an Atropus. The two gods were so ashamed at the thought of currently being entangled with someone so opposed to themselves and the idea of unleashing such a god-killing abomination, that they turned to fire and ice from the shock, eventually cooling into rock. The Arinean islands are said to be Kreial's freshly torn maidenhead, and the main chain of mountains that form the spine of the continent is believed to be the spine of Anthoth.

    Nations:

    Arina: Naval Power, discovered Novarina, and named it something unimaginative. Originally comprised of several islands, the crossover into the Sea of Ashei left several of the outlying islands behind, and so they were the first to notice the cataclysmic geographical change. post-serf economy. Known for being traders, pirates, and artificers.

    'Xardia: Thay-expy - Mageocracy with a Magisters' Council drawn from the most powerful members of each school of magic and elected speakers from each philosophy of magic. Petitioners College of geographical representation handles day-to-day mundane issues and brings more important issues to the attention of the Council, formally at least. Responsible for a fair number of aberrations and hybrids. Non-magical civilized races relegated to second-class citizenship. "Uncivilized" races freely enslaved and... tinkered with. Sort of hug the spine of Anthoth and border with several principalities of Olum, which it sometimes plays off against one another in order to distract them from 'Xardian lands or to soften them up for pacification and unification with 'Xardia.

    Olum: Think pre-unification Germany, many small states and principalities that all trace their lineage back to the great King Olum who conquered the entire continent and ruled it with an iron fist four thousand years ago. The individual states vary in composition and philosophy, some being post serf and others seemingly having barely grasped what feudalism is. Known for endemic and intermittent wars that have kept mercenaries and armed weapons training going despite the peace imposed by the Mora've. Located in central Kreial-Anthoth and cut off from the spine of Anthoth by the nation of 'Xardia.

    Plains(northwest) Nation: Not really feeling the Wild West or Mongol-ish horsemen or Rohirrim or Talenta plains vibes, so a bit unsure as to what direction to take it.

    Northeast Nation: Potentially where elves would come in. Druidic traditions are strongest here, which is why the great forests are still there rather than having been logged already. Definitely the source of timber for the best ships. Perhaps the only source of wooden special materials...

    Southwest Nation: Arina's main rival as a naval power. Trade is its most famous occupation, and it is the center of power of Mora'veism on the continent. Sort of a combination of the netherlands, italy, and louisiana, as it is much warmer than the rest of the continent, having a fair number of sizable sub-tropical swamps and parts of Kreial reclaimed from the blankets of the sea. Arinan and this nation also have a rivalry in terms of artificers as well.

    Eastern Seaboard: The narrow strip of land between the spine of Anthoth and the sea is enough to support a population, though most of its wealth is acquired on or from the sea. Pearl diving, fishing, and farming are its principle domestic trades and it boasts the finest sailors in the world, due to the fact that to reach any other Krellan nation one has to pass through the dwarven highways or go aboard a sailing ship. In earlier times they were universally reviled as producing both sea-reavers and sea-gypsies. There is a folk-tradition/religion of semi-aquatic druidic practice that waxes and wanes in popularity, though mainly gods of the sea are worshipped. Nominally organized into three prefectures, there is little organization past that of the township aside from the support a particularly charismatic leader can cobble together. A few have managed to linger on as baronies or duchies, but the land and people seem ill-suited to it and for the most part revert back to the way things have always been in the absent of someone to hold them together.

    Dwarven Holds: The King of Anthoth's Heart is the titular head of all dwarven holds within the spine of Anthoth, and for the most part, they all honor him/her. Occasionally dissidents will move and attempt to establsih a new hold though results of such experiments are mixed, as the renegades soon discover the reasons behind dwarven precepts or they simply become yet another dwarven town and are re-assimilated back into dwarven culture by the number of immigrants looking to carve out a new palace from which to design the new mousetrap, pit trap, or explosive runes. The ruler's symbol of authority is derived from a ruby the size of a dwarf, the largest discovered, ever, in Meirdun, which is set into the dais of his/her throne. King is a gender-neutral term for dwarves, the King's spouse simply being referred to as either Consort or by his/her own noble title.

    Novarina: a few outposts on the coast of the various nations. One or two towns here and there.

    Straits of the Claw: several colonies of mixed races swearing fealty to various of the Krellan nations and small tribes of kobolds. Think the Caribbean and land-grabbing.
    Last edited by Coidzor; 2009-07-02 at 06:56 AM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  4. - Top - End - #4
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Castaways upon a Planar sea(world in progress, D&D 3.5)

    Religion and the Planes.


    Religion:
    Spoiler
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    Meirdun: Conquered 600 years ago by Tholucca, a wizard who seduced one of the Overgod's daughters and won a mantle of divinity. Established Moravian-worship as the official state religion of all constituent states. The members of this pantheon all dwell together on the plane of Mora've. As punishment on Tholucca for seducing/impregnating his Virgin-Goddess daughter out of wedlock, Teth Mora've cursed him and his son to experience an unending cycle of reincarnation as his heralds and rulers on earth, but allowed them a period of 30 years before reincarnating to stay in Mora've.

    Pantheon of Mora've: All of the main deities have the family name of Mora've, heralds and consorts generally don't have last names or have taken on the Mora've name. The pantheon is Neutral Good when taken as a whole.

    Teth Mora've - Overgod of the pantheon. Father of the pantheon. God of Creativity and Protection/Fatherhood.
    Sala Mora've - Mother of the pantheon. Goddess of Fertility and Family/Motherhood.

    Bana Mora've - Goddess of Knowledge. Had previously been a sworn virgin ascetic goddess, patron of scholars, mages, and seekers of lost secrets. Emphasized using and preserving knowledge.
    Tholucca - Herald of Teth Mora've, level 20 Wizard, and consort of Bana Mora've. (demi)God of cunning and planning. His godly name is T'lanteth, though mostly it is only used formally due to the memory of his deeds.
    TholBeth Mora've - son of Tholucca and Ba Mora've and another Herald of Teth Mora've. (demi)God of surprises.

    Taleth Mora've - God of Battle Strength and Honor. Notorious for his wenching, having founded an entire nation of men over the course of one long bender over 4000 years ago

    Sola Mora've - Goddess of Law, order, general principles.

    Blanath - God/ess of change, growth, and development. Revered by some as the mother-father of various species and reviled by others as the progenitor of a couple of the monstrous races. Never depicted without a mask of some sort

    Others: mostly lesser deities that are invoked as necessary when one of the listed deities is insufficient. Generally ending in -eth for male, and -a for female. -ath is reserved for deities dependent upon their mother for divinity or those with male and female aspects.

    Krellan:

    Dragon-cults: Several small churches to various dragons still exist on Krieal-Anthoth. Mostly worshipped as NG, LG, or LN aspects of draconicism and civilization. Worshippers of these faiths believe that the humanoid races arose and were originally wild and lawless until the dragons took pity upon them and taught them agriculture, clothing, law, and all that other fun stuff. How the dragons knew about agriculture is anyone's guess and occasionally a matter of theological debate.

    Dragonborn: First accidentally created during a few rituals after the continent first came to the sea of Ashei. They are extensions of draconic might and wisdom that have given up a small subset of their free-will (basically treat them as having a phylactery of faithfulness in terms of their patron's alignment, most being of Bahamut though a couple are devoted to specific dragons which were living at one time, a couple of golds, silvers, and one or two of the other colors.). Otherwise, y'know, as usual.

    Lesser pantheons: Numerous lesser pantheons exist, one of which encompasses some of the traditional greyhawk deities in the Pantheon of Gronus. May or may not have some FR-deities trying to worm their way in together, have to actually refresh my memory on such.

    Gronus: The name of the religion is Gronussar. The pantheon is the pantheon of Gronus, being named for a destroyed ancient kingdom which held the pantheon(with additional members, ahh... attrition) in high esteem. Several of the base-line greyhawk deities are banded together in this pantheon, though subtly different/twisted from their usual representation. Obad-hai with Ehlonna as his seed/fruit daughter; Kord, Farlaghan, and Pelor as chaotic, neutral, and lawful brothers/father-and-sons(some contention about whether Farlaghan or Pelor is actually the father of the other two or if they're all siblings without a deific parentage), Vecna and Wee Jas as brother-sister-lover-rivals(the epitome of lich-loved ), and Heironeous and Hextor as a Janus-esque deity(War: Conqueror and Protector) with a feminized Erthynul as concubine of the Hextor-side and the goddess of paladins(forget name) as concubine/lady-wife of Heironeous side.

    Racial Gods: As standard, though much weaker in presence due to their reduced standing due to the Moravian ascendancy.

    Patrons: Individuals can have multiple patron deities, though more than one is still relatively rare. In addition, they can worship an entire pantheon as their religion's customs dictate.

    Clerics: The connection between follower and deity was initially severed by the cross-over event, though it has been reestablished to some extent. May or may not be going by Eberron's stance on the ability of clerics to deviate from their deities. Clerics can be of a pantheon, however.


    The Planes:
    Spoiler
    Show
    The Materials: There are several material planes and many of them have multiple planets, some capable of sustaining life, others completely dead and empty. Run the gamut. For every Material plane which the demons have managed to overrun there's another material plane which is peopled by aasimar and aasimar variants(aasimar dwarves, elves, halflings, etc...) A couple have been blown up under mysterious circumstances believed to be linked to unregulated wizardry, and a few are cluttered or haphazard enough that they lose bits and pieces here or there.

    Imagine the two axes stretching out as a cross. Infinite worlds reflecting these gradients of moral and ethical balance exist, can exist, could exist, and/or did exist. Most of them are boring as mud. They can't actually touch the planes of pure alignment, though a couple towards the ends of the axes can become coterminus with the perfected planes every so often. Similarly as the planes go closer to the aligned planes of the upper or lower reaches, the material planes become more and more likely to have potential for coterminous patterns, such that, on several material planes there are only celestial/fiendish humans. Sort of like the reserve levies if things ever came to an all out dimension-spanning alignmental war.

    Essentially, the material planes are nigh-infinite in number even if they're finite in scope (usually)

    Ethereal and Shadow: As normal, except that occasionally one can "physically" travel between the ethereal and shadow planes associated with different material planes. This is dangerous, however, as one can most easily become unstuck in time, fall out of the planar cosmology, or worse if things go wrong in a horrible freak accident(which, for being horrible freak accidents aren't THAT rare, but then, they aren't that common either. A more time-consuming but more stealthy way of planar travel than going into the astral sea.

    Astral Plane. There is only one astral plane. It is the soup of the multiverse, bounded at the edges by the Perfected Planes, and generally the first place that aberrations become familiar with the multiverse upon entering it. All planes are represented on the astral by colored, swirled, etc. orbs. Some of which, like those of long-dead wizards or gods, are all but impossible to enter, others bear warnings from a laundry list of civilizations and deities not to go into them (Athas being a principle one of these). Occasionally, deities or the Astral sea itself will obscure, hide, or simply move planes out of their usual alignment with the goal/effect of hiding them away. Occasional islands will form in the eddies of the planar current, and generally these will be colonized by the Gith or other Astral-dwellers.

    Aligned Planes: Mostly afterlives, though a few creatures are native to them and receive souls as usual. Have satellites of blended material-aligned planes "around them" in the astral sea. When referred to the upper, lower, or sideways planes, this generally refers to their satellite planes as well.

    Upper Planes: The celestials generally watch to make sure the fiends don't muck things up too much and occasionally will raid in to steal a wellspring of creation from the fiends, and occasionally fiends will come up and steal a wellspring of creation from the celestials. Each race and class of celestial shares power from the same set of wellsprings. So the various devas share several different clusters of well-springs in the same general area with a similar flavor, and so on.

    Lower Planes: The blood war is mostly a formality that serves to hone the power of new fiends and allow them to gain status. Relatively few of the demons and devils are destroyed outright(instead being jettisoned back to their native plane upon defeat, mostly), but the access to the wellsprings of creation is fiercely contested throughout the lower planes as they increase the power available to the controller by a good bit. To be a demon prince or duke of hell, one has to have several wellsprings of creation well in hand.

    Mechanus/Limbo (the Sideways Planes): Both are focused on destruction and creation by type and individual preference without regards to morality. The lawful types have factions which try to catalogue and empiricize the multiverse sometimes at the cost of destroying things after they've been catalogued so that they can never change and the chaotic types seek to create/destroy more of the universe as it strikes their artistic fancy. Basically, here the positive and negative energy planes have the most influence over philosophy and behavior, after, of course, the Perfected Planes.

    Good/Evil/Law/Chaos (The Perfect[ed] Planes): Each have their own planes, but they are not infinite per se, they are permanent(though not all are unchanging) and so far indestructible. Creatures have difficulty even entering them, and those with the opposite alignment are forced to make a will-save to avoid being shunted out violently and becoming unstuck in the multiverse. No one has been able to truly map one of them, though as far as planes can have actual locations, it seems that they form the four cardinal directions of the planes and are the furthest points within the multiverse.

    Fugue Plane: Think Soul Processing Center No. 1. Collects the deceased souls from the material planes and the remnants of destroyed souls from the other planes. Puts them where they ought to be. Only divine intervention at the time of processing or before (along with consent of said soul) allows a soul to spend its afterlife in service to its deity.

    Godly Planes: Orbit in the rough vicinity of where they fit alignment-wise... usually. Good gods of battle have had several famous cases where they ended up orbiting near Gehenna just to get in on the action, and a couple of Zarus types have been found near the LG plane. Only select followers end up on their patron deity/pantheon's plane, the rest being sorted through to the appropriate afterlife for processing and either eventually reincarnate or are merged with the totality of the multiverse. And then pieces of what was once them are reincarnated or otherwise come into expressed being.

    Aberrations: Things either tampered with "too far" or actual beings/entities/substances foreign to the multiverse.

    Between Places: There are a number of eddies in the planar currents which can lead to places like the setting arising. The Sea of Ashei is one such place between the planes of water and air where chunks of Hell, various material planes, and a couple of elemental princes' tombs have ended up. The City of Brass is actually between Earth, Fire, and Hades but is physically accessible from the plane of fire. Some of them are natural and others are the results of wounds being torn in the fabric of reality. And some of them attract aberrations like flies. Xoriat, in between Earth, Dreams, and Limbo, is like the E3 of new aberrations coming into the multiverse.

    The Underdark is skewed towards Evil and combines elements of the planes of Shadows and Earth as well as aspects of various material planes. Several Underdarks can be accessed physically from many of the Material Planes. Not all of the caverns of the underdark synch up, nor is one guaranteed to be able to reach a different cave system via tunneling, even if one was capable of kenning the relative locations of them.
    Last edited by Coidzor; 2009-07-06 at 12:24 AM.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
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  5. - Top - End - #5
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: Castaways upon a Planar sea(world in progress, D&D 3.5)

    I gotta' say, I like this so far. Short, sweet, simple, and to the point. It looks like it has a lot of potential for an aquatic or naval campaign.
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    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: Castaways upon a Planar sea(world in progress, D&D 3.5)

    Quote Originally Posted by The Tygre View Post
    I gotta' say, I like this so far. Short, sweet, simple, and to the point. It looks like it has a lot of potential for an aquatic or naval campaign.
    Well, that's a relief. haha...x.x That's pretty much what I was coming up with it in mind for. Some kinda naval/piracy game since one of my fellow players was making noises about becoming king of the gnomish pirates in another of our games.

    The basic idea is like, boom, looking for resources, trade, etc. old regime shaken up and new lands to explore...

    Magical Fields and Radiation:

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    An unusual aspect of some of the islands encountered in the sea of Ashei is that they radiate a sort of general magical field related to and opposite that of an anti-magic field, and certain plants and animals have been discovered by explorers that take advantage of this.

    Two such plants with potential/investigated crop-usage are that of Manaleaf and Spearglotten.

    Manaleaf is a broad-leafed plant, seemingly a cross between broad-leaf tobacco and a cruciferous plant, usually cabbage but occasionally broccoli and other variants have been found. Primarily attracts magical beasts to feed on its nutritionally-empty but magically powerful fruit and spread its seeds, Manaleaf has been discovered to be a universal spell component with the dried seeds, fruit, and leaves representing various grades of gp-value that it will substitute for.

    Additionally, a substrain known as Artificer's Luck exists which produces a nectar within the fruit which, when harvested, may be consumed as a potion of cure light wounds or processed into a resin which can be used to substitute XP for crafting purposes.

    Spearglotten is a type of evergreen tree which survives at altitudes and temperatures that otherwise would be unsustainable due to its ability to draw out ambient magic from the environment and use it to heat itself or provide water or substitute magic for sunlight in photosynthesis. Weapons and items made from spearglotten cost 25% less in gp to enchant or add enchantments to, and if properly prepared alchemically and made by a master of the craft, has a +1 enhancement bonus that allows it to be enchanted further.

    Several less beneficial plant-based changes are those of many plant-creatures which are hostile to or prey upon animal life.

    Swamp dragons: an extremely nervous species of degenerate magical creatures which are an offshoot of pseudodragons. Every day swamp dragons become aware that something outside of their hands is in control of their fate in determining whether or not they explode horribly due to the complicated nature of their digestive tracts and consumption of raw magic-rich vegetation. These tiny-sized creatures (rare examples grow to be Small, and then they're really a mess to clean up afterwards) can breath (10' line) gouts of fire, though using their breath weapon causes them to become aware of the d% rolling their fate and so they use it only when overexcited/overstimulated/scared out of their minds and during mating season to show off their luck and unexplodability. (a cookie if you don't get the reference)

    Several wizards' experiments which ordinarily would either die horribly or mercifully be unable to breed have, due to the ambient magic in the environment, gained the ability to breed true in the case of owlbears and other animals, and simply survive longer than it takes to present a thesis in the case of more unpleasant hybrids and creations.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

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    Ogre in the Playground
     
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    Default Re: Castaways upon a Planar sea(world in progress, D&D 3.5)

    I like the flavour and style of the setting you've got going here, especially the pratchettian touches here and there.

    Will there be setting-specific classes/mechanics? I'm assuming they'll be along later, if so.

    But yes! Thumbs up.
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