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    Default Legacy of the Immortals Campaign Setting 3.x [PDF now up-PEACH]

    Howdy fellow Playgrounders,
    For the past year or so, I have been working on a campaign setting for my D&D games. I'm about done with it and I'm putting some of the fine touches to it. I'll have a PDF of it when I've got it all typed up. So my request to you, is to review my setting and maybe help with expanding some of the details.

    The PDF is officially up! It is available here! This is just a beta version and still needs work/expansion, but I think it is currently functional as a base. What I really need to do next is expanding the gazateer, but that'll come soon...hopefully.

    So, without further ado, I present the my campaign setting!

    Introduction
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    Welcome to the World of Erathor, a land inhabited by knights in shining armor, cunning wizards, fierce tribal warriors, dragons, and of course, dungeons. Erathor is home to heroes and legends, as well as ancient prophesies and immortals. Adventurers now travel the world, exploring sites built by the immortals and searching for their artifacts. At one time, the only folk who travelled were immortals and armies, now there are many folk who travel the world, seeking their fortunes. They are the Legacy of the Immortals, heroes and adventurers seeking the glories of times long past.

    Erathor is a world of varying races and people, from the honorable to ignoble. There is no black and white as far as good and evil are concerned and even the most noble or dishonorable of races will have both Paragons of Virtue and Iniquity. The last of a line of empires has recently fallen, putting the world in a state of discord. Magic is common enough to not be feared by many of the common folk, but spellcasters are often viewed with suspicion by those who do not understand. There is constant threat from barbarians, emerging nations, and the Fell Races, but the world is entering an age where adventurers are greatly respected when once they were viewed as outlaws.

    The Great Continent, Cyro is the focus of the Legacy of the Immortals Campaign Setting, being home to the largest populations of Humans and Demi-Humans, as well as the Fell Races, Orcs, Goblins, Ogres, Trolls, Giants, and other monstrous races. There is also a significant monster population, inhabiting the Wild Lands as well as some of the less densely populated lands. There are three other continents, which are home to non-human races. They are the original homes of many of the creatures now found on Cyro.

    Cyro is home to many cultures and people, from desert folk and people of the plains, living from the saddle to pseudo Europeans, reminiscent of the Dark Ages and honorable Orientals to the East. Elves, Dwarves, and Gnomes all live within Cyro, as well as races from across the sea and more, each carving their own kingdoms from the hills, rivers, plains, forests, deserts and mountains. There are not the great variations of sub races common to other settings; instead, the Sentient Races are fairly internally consistent, with a few variations.

    The Demi-Humans are the descendants of Fainne Sidhe, lesser races of the Faerie that chose to remain in Cyro, rather than the Realm of Faerie, sacrificing their immortality and much of their power to guide the race of Man. The Fell Races are the descendants of corrupted Sidhe, former servants of the Queen of Air and Darkness, who gave up much of their magic for sheer strength. These races have evolved over thousands of years, becoming the races that they are now near the advent of humanity some ten thousand years ago. The Demi-Humans and Humans became known collectively as the Sentient Races, notable for their focus on civilization and preservation of knowledge, while the monstrous races became known as the Fell Races, notable for their focus on war and tribalism.

    It is now the Age of Adventure, where travelers leave their homes in search of adventures. Many do so for personal gain; others heed the call of wanderlust, and still others fulfilling ancient prophesies. Travelling on quests, going from village to village, town to town, delving into ancient ruins and slaying monsters that are slowly encroaching upon civilized lands; adventurers are often welcome in this age, whereas in times past, they would have been viewed with suspicion and fear. It is a time of great danger for the common folk and heroes are needed.

    Enter the World of Erathor, and let your adventures begin.


    Cosmology - Help appreciated, both in the form of ideas and cleaning.

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    The world of Erathor does not exist in a vacuum; it is part of a much larger multiverse. Erathor is part of the Prime Material Plane, and is connected to all other worlds through the use of a Planar Gate that is moderated by an order of extra planar spellcasters. This Gate is lost to the world and has been dormant for millennia. Should it be activated, one could in theory travel to other worlds, though the journey may be perilous for mortals to attempt without proper protection.

    Each world is an alternate Material Plane and subject to its own laws of nature. Worlds may be flat, spherical, or any other shape that can be imagined. Erathor is a spherical shaped, Earth-sized world orbited by two moons, called the Blue and Silver Stars respectively. The sun is a great fiery disk in the sky providing warmth and life for Erathor. The Silver Star is inhabited by a mysterious race of powerful beings whose energy protects Erathor from extra planar threats such as those from the Far Realm. The Blue Star is the source of magic on Erathor and without its mystical rays, magic would not be able to exist.

    The Spirit Realm is a plane that is parallel to the Material Plane and overlaps in certain areas. It is the realm that is sometimes referred to as the Astral Plane, Ethereal Plane, or the Plane of Shadow. The Spirit Realm can be used to travel to other planes or explored in its own right. Though it is parallel to the Material Plane, the Spirit Realm is not a mirror map of the Material Plane.

    The Realm of the Faerie is a realm residing on the Material Plane. It is sometimes called the Isle of Avalon, sometimes Tir na N’Og, the home of the Fae Races, ruled over by Oberon, Lord of the Fae. It is a continually moving Realm that can only be purposefully reached by a special enchantment. The Realm of the Faerie is most often reached accidentally by encountering a site of powerful magic.

    The Astral Sea is the realm surrounding the other planes of existence; it is the border between worlds and must be crossed to travel to other worlds.
    The Astral Sea is a vast expanse of space where the stars reside. The stars are the souls of great individuals, placed there by the power that governs the universe.

    Annwn is the Otherworld, the land of the dead. Here the dead spend their afterlife waiting for their rebirth into the world of the living or their eternal resting place, the Celestial Realms, the Underworld, or Hell. Those that reside in Annwn spend time much as they do in life. It is a land of great fields, high mountains, deep oceans, sweet fruits and sweeter wine.

    Hell is the land of eternal punishment and the home of the Infernal races. Daemons are its primary inhabitants and are divided into two factions, Demons and Devils who constantly war with one another. The Demon Princes and Arch Devils are the rulers of these factions. The prime evils are a neutral faction who serve Dhaeos exclusively and command his forces. Those whose souls are judged vile enough to reside in Hell are reborn as the lowest ranking Daemons.

    Heaven is the plane of eternal reward and bliss and the home of the Celestial races. Angels are the primary inhabitants and spend their time doing the will of Illuvatar. Angels are the emissaries of Illuvatar and often act as his messengers to the Material Plane. Whenever they meet with any of the Infernal races, Celestials will inevitably clash with them. Those whose souls are judged virtuous enough to reside in Heaven are reborn as lesser Angels.

    The Underworld is the final resting place for many souls and is a place where their souls receive their just rewards. Those sentenced to the Underworld pay for their crimes in the world of the living, but otherwise go on as spirits under the care of Hades, Crom Dubh, Hel, or Osiris.

    The Void is the plane of nothingness. It is inhabited by creatures banished from the other planes and the souls of primordial gods. It is the ultimate prison, for its barriers may only be breached by great disruptions in the balance of the fabric of existence. It has a few inhabitable demi-planes where some of the Banished Ones reside, though they are few and far between.

    The Elemental Maelstrom is the plane in which all of the elements exist in a maelstrom of elemental fury. There are areas of a single pure element, and this is from whence elementals are born. The Elemental Maelstrom is a plane of utter chaos and destruction, but it has a single area of order, inhabited by the Inevitables.

    The Gauntlet is the impenetrable veil between the various planes in the Multiverse. The Gauntlet cannot be broken, though in places it is weak, Spellcasters can use powerful magic to enter another plane but their physical bodies remain on the Material Plane.


    On the Creation of Erathor


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    In the midst of the cosmos there is a world where legends and heroes are born. A world where spell and sword walk together and monsters threaten civilization. Created by the Word and protected from the forces that permeate other worlds. Free of the petty rivalries of the gods, the world created by the Word was at peace. For thousands of years the world was uninhabited by any form of life. During this time, a single, great tree grew, feeding off of the combined energies of the Sun and the two Moons. This tree, which gave birth to all trees and life on Erathor, came to be known as the World Tree.

    The Word then crafted and breathed to life his first creations, Illuvatar the Shining One, Dhaeos the Mighty and Nethysin the Generous. He gave to them great powers over existence and made them the governors of his new world.

    The Word then created a number of individuals of lesser power than his first creations. They were the original Elders and the progenitors of the Sentient and Fell Races. From the greatest of these, Io, came Jormungand, Bahamut, and Tiamat, who birthed the dragons from each element, making them the most powerful creatures in existence.

    The Faerie were the next creation of the Word. The first of them were beings of light and magic, their children populated the world to guide the lesser creations of the Word. The Aes Sidhe were the greatest of these and they governed the other Fae from their home of Tir na N’Og. They are the modern Fey races as well as unique members of their race. The Fainne Sidhe were the lesser beings of the Faerie races. There were originally four brothers who birthed the races of Elves, Dwarves, Gnomes, and the Goblin Races. The eldest was an agile warrior and master of magic. The second brother was a stout warrior who could weave magic into his creations. The third brother was a sly and notorious trickster. The fourth was a creature prone to rage but was able to use magic to enhance his powers.

    As time went on, a dark force slipped into the world, a being known as the Deceiver entered into the council of Dhaeos and began the process of corrupting the Mighty. As Dhaeos slipped to madness, he began opening Gates to other worlds, importing creatures of evil to do his bidding. The most notable of these were the Daemons, infernal creatures of powerful magic who acted as his elite soldiers. The Deceiver went on to corrupt a number of the Faerie and Tiamat and her children.

    During the war that ensued, Nethysin was all but obliterated and to save himself, became infused with the planet, becoming Nature itself. Through a coalition of the Faerie and Dragons, the Daemons were defeated and banished to Hell. The battle was not over yet, as Illuvatar and Dhaeos were locked in mortal combat; eventually Illuvatar gained the upper hand and defeated Dhaeos. To do so, Illuvatar had to seal himself in the Astral Sea and Dhaeos in the pits of the Underworld. The damage was done however, and Dhaeos had been corrupted and the gods could not take material form.

    Millennia passed before Dhaeos made his next move, he used his power to grant mortals greater powers than they should have been capable of. His great servants, Exodius the Destroyer, Jezith Fae the Betrayer, and Zanthiel the Avenger furthered his purposes by corrupting various Faerie creatures and turning them to darkness, creating many monsters and the fell races.

    This was a war of mortals. The great heroes of the war were blessed by the Faerie Lords, Illuvatar, and the Word with Immortality and powers beyond reckoning. These were the first of the Maia, beings of great power who protect and govern the world of Erathor, more commonly known as the Elders. The original Elders were slain in the war against the Deceiver or banished to the Void.

    With the birth of the Elders, the Word made one final creation, the Humans and their kin. They were his final creation, the embodiment of versatility and resourcefulness. With the advent of Humanity, the Fainne Sidhe established their realms and gave up their immortality to guide and direct Humanity through its infancy.

    The Elves built great kingdoms in the forests and taught Man to weave music, spells, and to honor the Source. The Dwarves established great Halls in the Mountains and Hills and taught Man the ways of honor, war, and the forge. The Gnomes dwelt where they could and taught Man humor and stealth. Those descended from the fourth brother grew into fierce warriors who warred with the others and split into the various tribes of Orcs, Goblins, Bugbears, Hobgoblins, and more.

    As time went on, the Source healed the world and the Word left the world to its own devices and the gods used their mortal servants to do their will in the world.


    Concerning the Deities
    Basics: There are three deities and one over deity. Illuvatar, Dhaeos, the Source, and the Word.
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    The Deities of Erathor are divine beings who govern the world, enacting their will through their mortal servants. Each of the three deities has many servants, both mortal and immortal who act as their agents in the world, carrying out their purpose. There are three deities as well as an over deity.

    Illuvatar is the deity of Humans, Demi-Humans, and some of the Beast-Folk. Dhaeos is the deity of Monstrous Humanoids, Sentient Monsters, and Daemons. The Source is the deity of Dragons, Faerie Creatures, and Elementals. The Word is the Over-Deity of Erathor and so has very few followers. Those that he does have are from all races.

    Illuvatar the Shining One is the deity primarily revered by civilized mortals. He is the guardian of the Light and opposes creatures of evil. His followers are mostly Humans and Demi-Humans, coming from all walks of life, his chosen servants are often raised in his Church. His symbol is the Shining Cross and is often thought of as the god of all that is good. His priests are often scholars, collecting ancient texts and preserving them so that the knowledge is not lost. They often wear robes of white, symbolizing purity and light. Illuvatar resides in the Shining Palace of Heaven on the highest point of the tallest of the Seven Celestial Mountains attended by Angels who act as his Heralds.

    Dhaeos the Adversary is the deity primarily revered by sentient monsters, Daemons, and the Fell Races. He is the embodiment of evil, seeking the destruction of his rival, Illuvatar, stealing his followers and corrupting the people of the world. His symbol is the Flaming Skull and is the deity of all that is evil. His priests are often dark, somber people, hiding in darkness, worshipping and performing the dark rituals of their evil god. They often wear robes of the darkest black, symbolizing their vile nature. Dhaeos resides in the deepest pits of Hell, accessible by only the most powerful of Fiends including the Prime Evils, Asmodeus, and several of the Demon Princes.

    The Source is the spirit of the dead god, Nethysin inhabiting the world of Erathor as its guardian spirit. He is primarily revered by dragons, fey creatures and Humans and Demi-Humans with a strong connection to Nature and Magic. His followers are the protectors of Ley Lines and other sites of Natural Magic. His symbol is the Tree of Life and is the deity of Nature and Magic. His priests are often found in natural sites of magic, performing the ancient rituals. They often wear robes of earth tones, symbolizing their connection with nature.

    The Word is the force that brought life to the world. He is rarely revered by mortals, as his existence is rarely known except by his few select followers, even the Elders do not know of his existence. The Word only selects a handful of followers to reveal himself to, as only a few have the capabilities of following his strict standards. He has no symbol and his followers cannot be distinguished from any other person in Erathor, save for an otherworldly light that they have within them. They are often wanderers, seeking to do good in the world and aid those that are in need.

    Clerics are the high ranking, magic using priests of the gods, going out and performing deeds and miracles in the name of their deity. They are the priests who protect the temples and the faithful in times of danger and war.
    The majority of their priests are non-magic users who were taught the main teachings of their deity. Elders, Angels, Arch Fiends and Daemons act as the emissaries of the gods, relaying their will to the followers of each deity. Each deity grants access to all domains as they have followers of all types and alignment


    The Elders and Archfiends
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    Immortals that dwell on the material plane, the Elders were the first to be awakened by the Word after the gods. Those however, were annihilated during the War of the Deceiver and were replaced by mortals who were blessed by the Faerie Lords, Illuvatar, and the Word. They are ascended mortals who have taken it upon themselves to protect and guide the world. They have walked the world for millennia guiding mortals and teaching the old ways.

    The Elders have great powers, beyond those of mortals, but nothing compared to the gods. Though they have great power and an otherworldliness about them, mortals understand that they are not gods and are not worthy of worship, but there is still a reverence for them due to their immense wisdom and power.

    Elders sometimes act as intermediaries between mortals and the gods, but often stay on the material plane where they have resided for the majority of their lives so that they may better protect the world from dark forces that would seek its destruction.

    The Elders take a pseudo-active stance in the world, with some having founded organizations and lead them still. Others act as advisors to the mortals, while others travel the world going on adventures, encountering adventurers and assisting them in whatever ways they see fit. Others prefer solitude, interacting with the world only in times of need. In recent times, the many of the Elders have fallen into their solitude and no longer go out into the world or have otherwise been subdued.

    The Elders have their preferred regions of Erathor that they call their homes and are divided into groups that could be considered families, in a loose interpretation of the word. These tribes are well known in their chosen regions but their dwellings are hidden from the eyes of mortals. The Tuatha de Danaan reside in the lands of Dal Riada, the Vanir and Aesir reside in the lands of Idavoll and the Icelands, the Enead reside in the Numidian Desert, and the Olympians reside in the lands of Centuria. There is at least one Elder in each region of Erathor and those not part of the greater tribes often have loose associations with other Elders.

    There are dozens of Elders, each of them vital to the balance of the world, but there are a few that have come to the forefront of power and influence in the world. They are legendary and their names are known all over the world. If but one Elder were to die, then the entire balance of power in the world would shift.

    Some of the Elders are so well known, they have temples dedicated to them. Not places of worship of the Elders themselves, but places of peace and worship of Illuvatar or the Source. These temples are often built in honor of a great deed performed by the Elder or some contribution the Elder had to his or her home region.

    The Arch Fiends are Elders that have fallen to evil, becoming servants of Dhaeos and furthering his plans. They have mostly been banished to the Infernal Realms where they have developed powers contrary to their Elder powers. The Arch Fiends are the Lieutenants of Dhaeos and have control over the various factions of Daemons.

    The few times that the Arch Fiends and Elders have clashed it has not ended well for those around them. The Arch Fiends are ruthless and cruel, viewing their servants as little more than dispensable slaves, using them as fodder for their wars against humanity and each other. They are masters of the realms given to them by Dhaeos and are incredibly territorial.

    The Arch Devils are an organized group and have a Hierarchical leadership and rule a region of Hell known as the Nine Layers. Each Arch Devil has dominion over one layer and all of the Devils, the manifestation of tyranny, that reside on that layer. They often plot and scheme against one another but are bound by the laws set down by Dhaeos to maintain the quota.

    The Demon Princes are the chaotic rulers over the region of Hell known as the Abyss, an endless pit of chaos. The Demon Princes have dominion over the Demons, manifestations of destruction and chaos and war with one another as often as they do the Arch Devils.

    The Arch Fiends war with one another as often as they do other races, and thus can only be united by a force more powerful than they are. The original Generals of Dhaeos created for the Daemon Wars are such a force, but they were banished to the Void and so there is no uniting force in Hell, for Dhaeos does not interfere with petty politics.

    The Elders and Arch Fiends are immensely powerful and are able to grant power to those whom they favor. They are also the creators of many powerful spells and magic items, including some Artifacts. Periodically they will appear to mortals to tell them of their destiny or in the case of Arch Fiends, corrupt powerful people or reveal the plans of Dhaeos to a favored servant.


    Magic in Erathor - Above the # is mostly my own composition and below the # is Taltamir's, edited to flow with everything else. Any advice on how to expand the explanations of the different types of magic would be much appreciated.

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    Magic is the power within each of us that manifests itself in strange and unusual ways. It is the mysterious power that cannot be understood, but is harnessed by those who know how. Whether it be by study to learn complex formulae, gestures and ancient words of power, by natural talent, blessings of powerful beings, prayer to the gods, or one’s heritage, it has great power.

    By drawing upon this energy within each living being, those with the talent weave spells to perform great deeds. Those who cast spells are known variously as spellcasters, mystics, mages, and other such names.

    Magick is the life force of the planet, providing the atmosphere for spells to take effect in the world. The level of Magick in the world determines the maximum power spells may have. Currently, the amount of Magick makes it so that epic spells may be cast, but with much expenditure of energy. The mystical rays from the Blue Star enhance the Magick in the world, making it possible for magic to occur in the first place. In times past, there was Magick strong enough that there was more powerful magic than epic magic. The Source controls the amount of Magick in the world, focusing it in the Ley Lines, Druid Groves and other sites of magic.

    Casting spells is the drawing upon of excess life force by spellcasters to manifest the effects of their spells. As spellcasters cast their spells in a single day, they draw upon their own life force. As they expend their spells, they begin to feel the effects of drawing on their excess life force. When a spellcaster expends one-half of their spells for a level, they take subdual damage equal to the level of the spell expended. Should all of their spells for a level be cast, they will take subdual damage again, equal to the spell power level.

    There are enough spellcasters living in Cyro to make magic fairly common place, but not common enough that every civilian is exposed to magic on a regular basis. Magic Items are fairly common place in some sense of the word, capable of being acquired by those with enough riches to pay or adventurers, but very few merchants will have more than a few magic items if any at all.

    Simply being capable of casting spells, no matter how trivial will garner some reputation amongst the general populace and many mages will be well known, at least locally. The more powerful the Spellcaster, the more well known they will become. Many Spellcasters will join with an Order to master their power without endangering the common people.

    The most common type of magic item are “mage-touched”, those that will most likely be found and bought from a merchant. Often, they have only a +1 enhancement bonus or a trivial magical effect. Magic Items of any power are often rare and highly valued. No magic item costing over 3000 gold is available for sale, and even those will not be available in many towns. There are spellcasters with the capabilities to create such items, but these are almost always contracted by individuals, making each item unique in its own way.

    Very few people living in Cyro will ever own a magical item of any sort; even nobles and military leaders must make do with very little magical equipment. If they do possess an item, often it will have a practical use and have few adventuring uses. Most magic items of any power come from a previous age, such as the time of the Magic Empire, when magic items were more commonplace. Since adventuring has become more acceptable, many items from these ancient times are appearing in the hands of adventurers who have delved into ancient tombs and thus into the hands of the common people.
    The creation of magic items involves imbuing an item with a portion of one’s soul and much of the knowledge of the processes of doing so has been lost to antiquity or remains in a few ancient libraries.

    Arcane magic is the power of the heart and Arcane Spellcasters learn to tap into that power through trial and error and mastery of ancient formulae and gestures often accompanied by mystical words. When the common folk think of magic, this is often what comes to mind. Arcane Spellcasters may cast their spells spontaneously or through careful preparation, but they were all taught to harness their power by a master, a teacher who guided them through their training. They often make use of spell components and must harness Magick through these mediums unlike Divine Spellcasters or Psions.

    Divine magic is the power of the gods and Divine Spellcasters are those blessed by the gods with the ability to harness a bit of their Magick. Divine Spellcasters are devout followers of their chosen god and are chosen to wield these mighty spells at the god’s behest. Should a Divine Spellcaster lose their god’s favor, they will lose their magic also. Unlike Arcane magic, which requires complex formulae or Psionics, which requires intense focus, Divine magic is channeled through prayer, allowing them to harness their power with little study or guidance, but rather by power gifted to them.

    Psionics is the power of the mind, and psions are those who tap into that power. It is similar to magic and like magic is capable of many powerful effects and made possible by Magick. Psionics is very similar to magic and is affected by magical effects. It is manifested by great concentration and like magic, is the drawing upon of excess life force and for every seven power points used they take one point of subdual damage. The power of Psionics is mysterious to those possessing Divine magic or Arcane magic but has much in common with Arcane magic.

    Nature magic is the power of the elements and natural forces and Druids and Shaman are those who harness this Magick. Natural Spellcasters honor nature above the gods and use their power to guide and support their fellows. They often have close ties with the Fae and live in more primal societies, worshiping the Source in natural temples. Nature magic has close ties with the spirits of the land, rivers, trees, rocks. Nature magic is channeled through intense devotion to the Source and harnessing the raw Magick in its name.

    Incarnum is the power of the soul and Meldshapers are those who tap into its power. It is used to create and shape Soulmelds, physical manifestations of Incarnum that is worn much like a magic item, which can then be empowered by Essentia. Meldshapers are rarely noticeable by the common people since they do not cast flashy spells like many spellcasters. Meldshapers harness Magick by drawing upon their Incarnum and reallocating it to take physical form.

    There are other forms of magic in the world, some capable of being harnessed by mortals and some not. Some magic is much more subtle than that harnessed by spellcasters, such as the inherent magic of music or falling in love. The world survives through magic, it is a part of it and thus is inherently mysterious and subtle, and so nearly everything has a bit of magic to it. Should the capability to cast spells become severely suppressed, there will still be the subtle Magick that keeps the world alive.

    The common people are wary of magic, for they have seen the terror it has wrought and many spellcasters are attempting to change their outlook. There are some who view magic as the curse of daemons and have burned spellcasters as witches. In some societies, Shamanistic magic is suitable, but Arcane spells are viewed with contempt. In others, Divine magic is viewed as acceptable but all others are a stigma. In few societies, the view of magic is favorable to the common people and not feared.

    There are certain spells, such as the Wish spell, that surpasses the ordinary powers of spells. These spells, when cast, cannot be supported by a Spellcaster’s power, thus when a spell such as Wish is cast, the nearest being with the power to cast such a spell such as an Elder, Daemon, or other such being that is not otherwise occupied is summoned to the site of the casting to grant the Wish as he or she sees fit. Some would grant the Wish as asked and some would twist it to either harm the wisher or benefit the granter.

    The various races often view magic differently and put it to different uses. Humans often see magic as a tool to be controlled and used without discretion. Many abuse its power and have been corrupted by its power. Dwarves are often suspicious of Spellcasters, though they boast a few of their own. They use its power most often in the form of Runes or to craft and enchant magic items. To Elves, magic is as much a part of their culture as poetry; they honor it and view it as a gift to their people. They use magic in a variety of inventive ways to aid many aspects of their existence. Gnomes see magic as a toy to be freely shared with others. They often use illusions to enhance their natural craftiness.
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    Many people of Erathor tap into Magick in ways that are not immediately detectable. They harness their Magick without thinking, creating invisible, intangible defenses. These people are exceptional individuals, well beyond a normal “average” member of their race. They can come from the Common, Heroic, or High members of their race. They are born with the Spark of Magick burning within them; they can excel in all walks of life and can achieve greatness beyond what anyone else dreams of.

    They all possess a living Magick within their soul, magic that grows and strengthens through conflict, allowing rapid advancement in power and skill. Their font of power can take various forms in one’s inner soul; a growing tree, a burning flame, torrent of air or water; the variations are endless and all are unique.

    Those who are able to harness their inner Magick make use of it in several ways. The most easily seen use is the using one’s magical ability to maintain the integrity of their body. The Magick will surface when a person is about to be struck and protect them by taking the brunt of the force, weakening with every attack, but making each attack seem to be only a scratch or bruise rather than a killing blow. As long as their Magick reserves hold, a person could maintain their life indefinitely.

    One can draw upon their Magick, reducing it to imbue items with magic, cast a particularly powerful spell or be drained of it due to resurrection, but as long as it grows, so does the powers of the person drawing upon it.
    Most cannot simply donate or accept reserves of power used to sustain your very body as a living whole. But with the right adjustment, magic can be used to provide such replenishments. The gods are very adapt and providing their clerics with the capability to do so via their divine bond. Resting heals those who are born with the Spark of Magick at an amazing rate, and from crippling injuries. Their personal stores of power replenish and their ability to maintain their body's integrity quickly returns to full capacity.


    Ancient Powers of Erathor-Any advice on how to expand upon existing powers or inspiration for more ancient powers is more than welcome. I would love to have your input for more Ancient Powers, make it more of a community project.
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    In times past, there were many great powers. Some of them were wielded by ancient heroes; others still exist as items or sites of great power, created in times long past, when such things were possible due to the Magick available in the world. These Ancient Powers are beyond those of mere mortals, reserved for the chosen few, save the Epic Spells, which are available to those who prove themselves worthy. Should these powers become available to the wrong hands, darkness would surely fall upon the world.

    Epic Spells are those spells beyond the normal means of spellcasters. Epic spells are so great in power, that even if one is able to successfully research a spell, there is a significant chance that they will either fail or experience a backlash of magical energies. They become available to spellcasters who complete the Trial of Cathbad and survive. Those who do complete it are granted the capacity to research and develop Epic Spells. Due to their nature, Epic Spells must be individually researched and developed, and so many spells are custom to the caster unless they are taught by or find the spell book of another spell caster. The casting of Epic Spells is immensely taxing on the spell caster and so very few can cast more than one Epic Spell in a day.

    The Starlights are the crystallized hearts of stars that have fallen in battle. They are the source of very powerful magic, increasing the capabilities of the bearers. There are thirteen greater Starlights, which once all are collected, will unlock great power within the bearers. The lesser Starlights each have a power which is enhanced with the collection of other Starlights, determined by the nature of the bearer. The Starlights are greatly coveted by those who would wish to use their power to increase their own. Should one be fortunate enough to find a Starlight and become attuned to it, they would experience an increase in power unlike any they could imagine.

    A Lesser Starlight will often adapt itself to its possessor, taking on traits that would be beneficial for the owner. This often applies primarily to the first owner of a Starlight, for the next owner benefits from the powers that were developed while in the possession of another, but a particularly powerful or strong-willed individual could make the same connection as the original owner. Starlights are often mistaken for gems of unusual beauty, but they have an internal light glowing from within. Starlights retain some of the sentience from the Star they came from and are able to attune themselves to a possessor. It is thought that to possess but a single Starlight would multiply one’s power a hundred fold.

    Artifacts are magic items of great power that are often unique. They were created by ancient rituals in times long past that have been lost to mankind.
    Artifacts have powers far beyond those of ordinary magic items and are amongst the most coveted items in creation. It is thought that to possess just a single Artifact could turn the tide of battle or make one into a leader to rival the ancient kings of yore. Each Artifact is made for a particular purpose and its powers reflect that purpose.

    The Power of the Twilight is a mysterious power of ancient origin. It is a power controlled by the Lady of the Twilight, a woman whose power exceeds that of all but the most powerful of Elders. If her power were able to be controlled, it would increase the Magick in the world, making even more powerful spells available to spellcasters and magic to even the lowliest of common people. The Twilight allows for low level spellcasters cast high level spells and for the most powerful of spells to be cast, especially those that resurrect banished creatures. The Power of the Twilight is dangerous and may go for generations with no Lady to wield it.

    The Twilight is controlled by a single woman from the bloodline of the Lady of the Twilight. This woman is infused with the Twilight, and she controls its power, using it for good or ill, keeping it or spreading it at a her whim. Should the Twilight be transferred to one not of the line or one who is not meant for it, the magic will destroy her and the Power of the Twilight will be weakened until the rightful heir is found. There is but one Lady of the Twilight born in each generation and the Lady of the Twilight lives for many years.

    The Sacred Trees of Lyonesse are sentient trees descended from the World Tree that have been attuned to Gemstones that allow for the bearer to tap into great power. The Trees are very protective of their bearers, and will often grant them various protective abilities as well as a few abilities that the Trees develop as they become more attuned to their bearer. Each tree has a soul and personality of its own and will only attune themselves to those whose souls match their own.

    The Gemstones act a conduit through which the Sacred Trees can use their power to influence the outside world. Each of the Sacred Trees exists in a demi-plane, known as the Sanctuary. Each Sanctuary is shaped to suit and reflect the Tree's personality.

    The most notable power of the Sacred Trees is the ability to transport their bearers to the Sanctuary, a demi-plane that cannot be reached by any force save the most powerful. The Sanctuary is a peaceful place, where the Sacred Trees exist outside of Lyonesse.

    The Eidolons are the spirits of powerful beings whose power when harnessed, could unleash power beyond imagining. They were trapped by the Elders who sealed them away deep within their Temples. The Eidolons are protected by powerful wards and guards that keep all but the most determined from entering the sacred chamber. Should the Eidolon’s spirit be freed, the one who possesses its Soul Stone is able to harness its power. The Eidolons are located within the Temples of the Elder who was most instrumental in its defeat.


    Death-I don't want this world to be too rez friendly, but there are ways to be ressurected. If ya'll have any fluff or crunch to supplement what I have and how to make ressurection a little more costly, please, feel free to add it.
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    Death in the world of Erathor is a very powerful force, to whose will all living things must bend to. It is a force to be respected and all cultures have their way of honoring the dead. When one dies, the Reaper takes their soul to the Otherworld, where they will be judged. Those who are judged as the vilest of creatures are sentenced to Hell, where they will suffer eternal tortures before being reborn as daemons. Those that are judged as the truly exalted of beings are rewarded the eternal bliss of Heaven. The majority of souls however, spend their Afterlife in the pits of Underworld until they become one with the plane or are allowed to enter to Heaven or Hell.

    A small number of creatures, when they die, have souls that are strong enough to dwell in the realm of Annwn. Here, they enjoy the Afterlife much as they would have in life until their souls have rejoined the life stream and they are reborn. Those that spend the Afterlife in Annwn are considered to be great heroes or villains and have done great deeds during their lives. If one’s soul is powerful enough to dwell in Annwn, they may have a chance to be reincarnated, to be reborn as mortal man again.

    When a soul is reborn on Annwn, it takes time to recover from its lifetime on Erathor. It often takes an entire lifetime of the soul’s previous race for a soul to be fully recuperated. Once the soul is strong enough to take on mortal form again, it goes through a cleansing process, removing nearly all memories of their previous lives.

    Their rebirth cycle however, can be modified in several ways however. The first method being that their will is strong enough to sustain themselves in Annwn for a longer period than would ordinarily be possible. This only postpones their rebirth until a later time, which can be useful if the soul is awaiting a particular time to return to the material plane. Magic can also have an effect as to their status in Annwn. The spell Reincarnation, hastens the cycle, but does not give the soul a chance to wipe itself clean, thus restoring the soul with all of the memories of its last life intact. A soul can only be reincarnated by the spell if it has not had time to “settle” into Annwn.

    Resurrection magic is the third method of modifying the rebirth cycle, because it brings a soul back to the material plane in its former body, fully restored. It is however, a difficult process and the effects of crossing the great divide can leave certain side effects upon a soul. When resurrecting the dead, it is important to remember that only souls that have gone to Annwn may be brought back, they must have died of unnatural causes, such as a violent death, and they must be willing to return to the world of the living. Should a soul have completed its destiny, it will have no desire to return to the world of the living and thus cannot be resurrected.

    Each time a soul crosses into the Otherworld and back to the world of the living through the use of magic, the soul is damaged slightly. A soul may only be resurrected a number of times equal to their Constitution modifier. This is because returning from the dead is an unnatural process that only the most powerful of spellcasters are capable of performing. The Reaper will often fight or trick those who would try to return to the world of the living before their time in Annwn is completed, trying to tempt them to stay.

    All creatures, when they have been brought back from the dead, have an aura about them that is detectable by spells that allow the user to detect or see magic.


    Edit: Changed the title to Psuedo-Community Worldbuilding Project, since I'm asking the aid of you, my fellow Playgrounders in adding details to and finishing up this project. Thank you to Goldenesque and Satyrus for your comments and input.

    Edit Duex: Copied the information from the other posts into this one for easy reference.
    Last edited by dragonfan6490; 2010-03-18 at 01:06 AM.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Taking advice and Ideas]

    I like your idea of the Astral Plane being more akin to Outer Space, with the stars and all connected to it. That gives your world a very "many worlds, one sky" feel to it, in my opinion :).

    I do have to ask though, do you have a Plane of Shadows, Positive Energy, or Negative Energy? Or are those included in your Elemental Malestrom? If they are, I'd suggest removing at least the Plane of Shadows, since in most works its seen as a dark reflection of the Material Plane. Just my two copper on the cosmology, however :).

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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Taking advice and Ideas]

    Seems like a solid campaign setting for some traditional dungeon-crawling don't know if there's more info somewhere but here some ideas for further fleshing out.

    • -A map of the world would be a great to orient anybody trying to help out, figuring out natural borders for possible poltical powers, and seeing how the geopgraphy plays out.

      -Do you want to have the Sentient Races all mized together in 'countries' or do you want to have them seperated out by race or a mizture of the two?

      - How long ago did the last empire collapse, was it so long ago that virtually nobody from that time is still alive or could some former leaders of the longer-lived races still remember those glory days and try to recapture them?

      - Having a map and short history of the old empire would be a good thing to do after the world map because how it fell and where it colonized or spread would determine a lot of the current cultures, plus you have a more detailed history to draw on.

      - It seems you're going for a varied group of political systems, so you should probably create a list of countries/city-states/proto-empires or whatever and give them a geographic location on your map. Then think about how the different powers would interact, allied powers, trading, stability, etc.

      - Is and if so how is magic monitored in the world? Are mages free to roam about as they please, are they preened by the government, is their some grand organziation above all political systems that monitors them?

      - On what scale are battles in this time, are population densities so high that mighty rank and file armies are used or are small raids and sorties more the norm?

      - Having a defining characteristic of each country is a good way for players(and you) to keep them straight, for example one countries army has an elite defense unit that duel-wields pikes or that the another has had their castle sacked 5 times but has never fallen. These things can lead to more details, history and the development of NPCs

      -For NPCs having a few far-reaching organziations outside of governments is a good way to make some and give plot-hooks. Necromancer cults are one of my personal favorites.

      - Also with rulers of countries, I don't know about any group you play with but more often than not my players end up trying to take over a country by killing/controlling a ruler. So having them statted is a good idea, or if you really don't want them killed leave them unstatted but clearly very powerful.

      - How common are magic items in the world?

      - Is there some way to keep PCs from destroying the entire world or at least a chunk of it with almost no consequences at high-level?

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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Taking advice and Ideas]

    Quote Originally Posted by Goldenesque
    I like your idea of the Astral Plane being more akin to Outer Space, with the stars and all connected to it. That gives your world a very "many worlds, one sky" feel to it, in my opinion :).

    I do have to ask though, do you have a Plane of Shadows, Positive Energy, or Negative Energy? Or are those included in your Elemental Malestrom? If they are, I'd suggest removing at least the Plane of Shadows, since in most works its seen as a dark reflection of the Material Plane. Just my two copper on the cosmology, however :).
    Thank you. The "many worlds one sky" feel is what I was going for. I want it to be possible for those with sufficient magical ability to be able to go to Oerth or Toril or Eberron or any other world that is out there, including those that are posted here on the Homebrew Forum. All the worlds are interconnected, even if they have a different cosmology. Not sure how to work that out yet though...ideas?

    The Plane of Shadow and Ethereal Plane are both part of the Spirit Realm, which overlaps the Material Plane like they do in the Great Wheel, except they are the same plane in this Cosmology.

    Quote Originally Posted by Satyrus View Post
    Seems like a solid campaign setting for some traditional dungeon-crawling don't know if there's more info somewhere but here some ideas for further fleshing out.

    • -A map of the world would be a great to orient anybody trying to help out, figuring out natural borders for possible poltical powers, and seeing how the geopgraphy plays out.
    • I've got several maps drawn up, as soon as I get a hold of a scanner I'll upload them. I have a map that would be the equivalent of a physical map with location names and I'm working on a map with political boundaries drawn up.

      -Do you want to have the Sentient Races all mized together in 'countries' or do you want to have them seperated out by race or a mizture of the two?
      Its a mixture of the two. I have two cosmopolitan kingdoms and there are populations of the Sentient Races mixed/living in the borders of other kingdoms, but most of the kingdoms/nations are ~80-90% homogenous.

      - How long ago did the last empire collapse, was it so long ago that virtually nobody from that time is still alive or could some former leaders of the longer-lived races still remember those glory days and try to recapture them?
      The last empire collapsed ~90 years prior to the current Age. It was equivalent to the Roman Empire and there are some who wish to recapture the glory days.

      - Having a map and short history of the old empire would be a good thing to do after the world map because how it fell and where it colonized or spread would determine a lot of the current cultures, plus you have a more detailed history to draw on.

      - It seems you're going for a varied group of political systems, so you should probably create a list of countries/city-states/proto-empires or whatever and give them a geographic location on your map. Then think about how the different powers would interact, allied powers, trading, stability, etc.
      I've got all that taken care of, thats where I need alot of help with, I've got the basics set down for most of them, its just a matter of expanding upon these. I'll get them up as soon as I can, and I would be eternally grateful to anyone who would like a hand in creating this world.

      - Is and if so how is magic monitored in the world? Are mages free to roam about as they please, are they preened by the government, is their some grand organziation above all political systems that monitors them?
      Yes. Mages are more or less free to roam about as they please. There are some gov'ts that like to keep a close eye on them or even restrict their movements. And there is a grand organization that many mages at least pay respect to, akin to the Druid Order from the Shannara series and kind of like the Wizards/White Council from LotR.

      - On what scale are battles in this time, are population densities so high that mighty rank and file armies are used or are small raids and sorties more the norm?
      This I'm not sure of. I've got an idea in my head that bands between 30 and 100 being the norm, with 150 to 200 being very rare, but if the need calls, then a large scale army of perhaps 1000-5000 could be mustered of skilled warriors and then another <insert obligatory number here> could be brought in as conscripts. Each nation of course would be fielding different size armies, but thats what I've got in my head.

      - Having a defining characteristic of each country is a good way for players(and you) to keep them straight, for example one countries army has an elite defense unit that duel-wields pikes or that the another has had their castle sacked 5 times but has never fallen. These things can lead to more details, history and the development of NPCs
      Those are some of the things I'm currently working on, help will be appreciated once I've gotten them posted.

      -For NPCs having a few far-reaching organziations outside of governments is a good way to make some and give plot-hooks. Necromancer cults are one of my personal favorites.
      I've got a paragraph for some good-neutral-aligned organizations and will be working on evil organizations in the next week or so.

      [QUOTE]- Also with rulers of countries, I don't know about any group you play with but more often than not my players end up trying to take over a country by killing/controlling a ruler. So having them statted is a good idea, or if you really don't want them killed leave them unstatted but clearly very powerful. [QUOTE]

      My group is fairly respectful to rulers, but if they decide to pick a fight, the rulers A. have powerful champions/guards/companions and B. are often powerful in their own right. Ex. The ruler of one nation, Dal Riada, which is a highly Celtic/Arthurian flavored nation, is a great warrior, has an artifact longsword, several high leveled knights with him most of the time and one of, if not the most powerful spellcaster by his side the majority of the time.

      - How common are magic items in the world?
      Magic items are fairly common, in that if you are an adventurer or traveler of some sort, you will probably have a few magic items. They are not quite as common in the standard D&D world, as there is no Magi-Mart. In ages past, there was a magic empire where this was the case, but it fell over 1000 years ago and most of its magic items were looted or lost to time.

      The way that the players in my current game are getting (most) magic items is going to be from benefactors. They will be given as rewards or they will be able to commission magic items from Wizards. They will of course still find magic items and such off of the bodies of their enemies, but they won't be able to sell them very easily to the next merchant they find, I'm trying to run a low-material/gold wealth game where the players aren't going to ye olde magic shoppe. I'm also trying to take the focus off of stat-boosting items, in favor of items with actual powers. Ex. Helm of Brilliance.

      - Is there some way to keep PCs from destroying the entire world or at least a chunk of it with almost no consequences at high-level?
    There is always someone more powerful than they are. I'm doing my best to not fall into the Elminster syndrome, but there are plenty of high level beings out there that are not deities. Like Thor. Or Zeus. In my campaign world, the traditional gods are what are known as Elders and don't have any worshippers, think the Wizards from LotR.

    Whew. Hope that answers your questions. Hopefully tonight I'll be able to upload some more information on the world.
    Last edited by dragonfan6490; 2010-02-12 at 03:42 PM.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
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    My House Rules
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Taking advice and Ideas]

    New info, the Creation of the World, the Deities, and the Elders and Arch Fiends. Help cleaning up and adding some details to the Deities and Elders and Archfiends is much appreciated.

    On the Creation of Erathor
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    In the midst of the cosmos there is a world where legends and heroes are born. A world where spell and sword walk together and monsters threaten civilization. Created by the Word and protected from the forces that permeate other worlds. Free of the petty rivalries of the gods, the world created by the Word was at peace. For thousands of years the world was uninhabited by any form of life. During this time, a single, great tree grew, feeding off of the combined energies of the Sun and the two Moons. This tree, which gave birth to all trees and life on Erathor, came to be known as the World Tree.

    The Word then crafted and breathed to life his first creations, Illuvatar the Shining One, Dhaeos the Mighty and Nethysin the Generous. He gave to them great powers over existence and made them the governors of his new world.

    The Word then created a number of individuals of lesser power than his first creations. They were the original Elders and the progenitors of the Sentient and Fell Races. From the greatest of these, Io, came Jormungand, Bahamut, and Tiamat, who birthed the dragons from each element, making them the most powerful creatures in existence.

    The Faerie were the next creation of the Word. The first of them were beings of light and magic, their children populated the world to guide the lesser creations of the Word. The Aes Sidhe were the greatest of these and they governed the other Fae from their home of Tir na N’Og. They are the modern Fey races as well as unique members of their race. The Fainne Sidhe were the lesser beings of the Faerie races. There were originally four brothers who birthed the races of Elves, Dwarves, Gnomes, and the Goblin Races. The eldest was an agile warrior and master of magic. The second brother was a stout warrior who could weave magic into his creations. The third brother was a sly and notorious trickster. The fourth was a creature prone to rage but was able to use magic to enhance his powers.

    As time went on, a dark force slipped into the world, a being known as the Deceiver entered into the council of Dhaeos and began the process of corrupting the Mighty. As Dhaeos slipped to madness, he began opening Gates to other worlds, importing creatures of evil to do his bidding. The most notable of these were the Daemons, infernal creatures of powerful magic who acted as his elite soldiers. The Deceiver went on to corrupt a number of the Faerie and Tiamat and her children.

    During the war that ensued, Nethysin was all but obliterated and to save himself, became infused with the planet, becoming Nature itself. Through a coalition of the Faerie and Dragons, the Daemons were defeated and banished to Hell. The battle was not over yet, as Illuvatar and Dhaeos were locked in mortal combat; eventually Illuvatar gained the upper hand and defeated Dhaeos. To do so, Illuvatar had to seal himself in the Astral Sea and Dhaeos in the pits of the Underworld. The damage was done however, and Dhaeos had been corrupted and the gods could not take material form.

    Millennia passed before Dhaeos made his next move, he used his power to grant mortals greater powers than they should have been capable of. His great servants, Exodius the Destroyer, Jezith Fae the Betrayer, and Zanthiel the Avenger furthered his purposes by corrupting various Faerie creatures and turning them to darkness, creating many monsters and the fell races.

    This was a war of mortals. The great heroes of the war were blessed by the Faerie Lords, Illuvatar, and the Word with Immortality and powers beyond reckoning. These were the first of the Maia, beings of great power who protect and govern the world of Erathor, more commonly known as the Elders. The original Elders were slain in the war against the Deceiver or banished to the Void.

    With the birth of the Elders, the Word made one final creation, the Humans and their kin. They were his final creation, the embodiment of versatility and resourcefulness. With the advent of Humanity, the Fainne Sidhe established their realms and gave up their immortality to guide and direct Humanity through its infancy.

    The Elves built great kingdoms in the forests and taught Man to weave music, spells, and to honor the Source. The Dwarves established great Halls in the Mountains and Hills and taught Man the ways of honor, war, and the forge. The Gnomes dwelt where they could and taught Man humor and stealth. Those descended from the fourth brother grew into fierce warriors who warred with the others and split into the various tribes of Orcs, Goblins, Bugbears, Hobgoblins, and more.

    As time went on, the Source healed the world and the Word left the world to its own devices and the gods used their mortal servants to do their will in the world.


    Concerning the Deities
    Basics: There are three deities and one over deity. Illuvatar, Dhaeos, the Source, and the Word.

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    The Deities of Erathor are divine beings who govern the world, enacting their will through their mortal servants. Each of the three deities has many servants, both mortal and immortal who act as their agents in the world, carrying out their purpose. There are three deities as well as an over deity.

    Illuvatar is the deity of Humans, Demi-Humans, and some of the Beast-Folk. Dhaeos is the deity of Monstrous Humanoids, Sentient Monsters, and Daemons. The Source is the deity of Dragons, Faerie Creatures, and Elementals. The Word is the Over-Deity of Erathor and so has very few followers. Those that he does have are from all races.

    Illuvatar the Shining One is the deity primarily revered by civilized mortals. He is the guardian of the Light and opposes creatures of evil. His followers are mostly Humans and Demi-Humans, coming from all walks of life, his chosen servants are often raised in his Church. His symbol is the Shining Cross and is often thought of as the god of all that is good. His priests are often scholars, collecting ancient texts and preserving them so that the knowledge is not lost. They often wear robes of white, symbolizing purity and light. Illuvatar resides in the Shining Palace of Heaven on the highest point of the tallest of the Seven Celestial Mountains attended by Angels who act as his Heralds.

    Dhaeos the Adversary is the deity primarily revered by sentient monsters, Daemons, and the Fell Races. He is the embodiment of evil, seeking the destruction of his rival, Illuvatar, stealing his followers and corrupting the people of the world. His symbol is the Flaming Skull and is the deity of all that is evil. His priests are often dark, somber people, hiding in darkness, worshipping and performing the dark rituals of their evil god. They often wear robes of the darkest black, symbolizing their vile nature. Dhaeos resides in the deepest pits of Hell, accessible by only the most powerful of Fiends including the Prime Evils, Asmodeus, and several of the Demon Princes.

    The Source is the spirit of the dead god, Nethysin inhabiting the world of Erathor as its guardian spirit. He is primarily revered by dragons, fey creatures and Humans and Demi-Humans with a strong connection to Nature and Magic. His followers are the protectors of Ley Lines and other sites of Natural Magic. His symbol is the Tree of Life and is the deity of Nature and Magic. His priests are often found in natural sites of magic, performing the ancient rituals. They often wear robes of earth tones, symbolizing their connection with nature.

    The Word is the force that brought life to the world. He is rarely revered by mortals, as his existence is rarely known except by his few select followers, even the Elders do not know of his existence. The Word only selects a handful of followers to reveal himself to, as only a few have the capabilities of following his strict standards. He has no symbol and his followers cannot be distinguished from any other person in Erathor, save for an otherworldly light that they have within them. They are often wanderers, seeking to do good in the world and aid those that are in need.

    Clerics are the high ranking, magic using priests of the gods, going out and performing deeds and miracles in the name of their deity. They are the priests who protect the temples and the faithful in times of danger and war.
    The majority of their priests are non-magic users who were taught the main teachings of their deity. Elders, Angels, Arch Fiends and Daemons act as the emissaries of the gods, relaying their will to the followers of each deity. Each deity grants access to all domains as they have followers of all types and alignment


    The Elders and Archfiends
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    Immortals that dwell on the material plane, the Elders were the first to be awakened by the Word after the gods. Those however, were annihilated during the War of the Deceiver and were replaced by mortals who were blessed by the Faerie Lords, Illuvatar, and the Word. They are ascended mortals who have taken it upon themselves to protect and guide the world. They have walked the world for millennia guiding mortals and teaching the old ways.

    The Elders have great powers, beyond those of mortals, but nothing compared to the gods. Though they have great power and an otherworldliness about them, mortals understand that they are not gods and are not worthy of worship, but there is still a reverence for them due to their immense wisdom and power.

    Elders sometimes act as intermediaries between mortals and the gods, but often stay on the material plane where they have resided for the majority of their lives so that they may better protect the world from dark forces that would seek its destruction.

    The Elders take a pseudo-active stance in the world, with some having founded organizations and lead them still. Others act as advisors to the mortals, while others travel the world going on adventures, encountering adventurers and assisting them in whatever ways they see fit. Others prefer solitude, interacting with the world only in times of need. In recent times, the many of the Elders have fallen into their solitude and no longer go out into the world or have otherwise been subdued.

    The Elders have their preferred regions of Erathor that they call their homes and are divided into groups that could be considered families, in a loose interpretation of the word. These tribes are well known in their chosen regions but their dwellings are hidden from the eyes of mortals. The Tuatha de Danaan reside in the lands of Dal Riada, the Vanir and Aesir reside in the lands of Idavoll and the Icelands, the Enead reside in the Numidian Desert, and the Olympians reside in the lands of Centuria. There is at least one Elder in each region of Erathor and those not part of the greater tribes often have loose associations with other Elders.

    There are dozens of Elders, each of them vital to the balance of the world, but there are a few that have come to the forefront of power and influence in the world. They are legendary and their names are known all over the world. If but one Elder were to die, then the entire balance of power in the world would shift.

    Some of the Elders are so well known, they have temples dedicated to them. Not places of worship of the Elders themselves, but places of peace and worship of Illuvatar or the Source. These temples are often built in honor of a great deed performed by the Elder or some contribution the Elder had to his or her home region.

    The Arch Fiends are Elders that have fallen to evil, becoming servants of Dhaeos and furthering his plans. They have mostly been banished to the Infernal Realms where they have developed powers contrary to their Elder powers. The Arch Fiends are the Lieutenants of Dhaeos and have control over the various factions of Daemons.

    The few times that the Arch Fiends and Elders have clashed it has not ended well for those around them. The Arch Fiends are ruthless and cruel, viewing their servants as little more than dispensable slaves, using them as fodder for their wars against humanity and each other. They are masters of the realms given to them by Dhaeos and are incredibly territorial.

    The Arch Devils are an organized group and have a Hierarchical leadership and rule a region of Hell known as the Nine Layers. Each Arch Devil has dominion over one layer and all of the Devils, the manifestation of tyranny, that reside on that layer. They often plot and scheme against one another but are bound by the laws set down by Dhaeos to maintain the quota.

    The Demon Princes are the chaotic rulers over the region of Hell known as the Abyss, an endless pit of chaos. The Demon Princes have dominion over the Demons, manifestations of destruction and chaos and war with one another as often as they do the Arch Devils.

    The Arch Fiends war with one another as often as they do other races, and thus can only be united by a force more powerful than they are. The original Generals of Dhaeos created for the Daemon Wars are such a force, but they were banished to the Void and so there is no uniting force in Hell, for Dhaeos does not interfere with petty politics.

    The Elders and Arch Fiends are immensely powerful and are able to grant power to those whom they favor. They are also the creators of many powerful spells and magic items, including some Artifacts. Periodically they will appear to mortals to tell them of their destiny or in the case of Arch Fiends, corrupt powerful people or reveal the plans of Dhaeos to a favored servant.

    To any who have an interest in this project, you have my thanks.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
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    Dwarf in the Playground
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    Quick question is the location of the tree of life known and/or accessible, does it even exist still?

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    The location is not known, but it exists somewhere on an Atlantis-esque island. I think I'm going to make the tree the key to the world sustaining life and if the tree were to die, the world would begin to rot. Hmm. Plothooks ahoy!
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

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    Dwarf in the Playground
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    O plothooks

    So since there are basically three deities known to mortals, good, evil and neutral how does religion function?

    Are there sects for each that are very different, one a quiet place of study another a traditional church organization, lone wanderers?

    For now can we get a list of the countries and their basic stats?
    -Government type
    -Ruler name
    -Influence in the world
    -Population
    -Magic in ______(country name here)
    -Religion in ______(you get the idea)

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    Quote Originally Posted by Satyrus View Post
    O plothooks

    So since there are basically three deities known to mortals, good, evil and neutral how does religion function?

    Are there sects for each that are very different, one a quiet place of study another a traditional church organization, lone wanderers?

    For now can we get a list of the countries and their basic stats?
    -Government type
    -Ruler name
    -Influence in the world
    -Population
    -Magic in ______(country name here)
    -Religion in ______(you get the idea)
    Religion functions alot like it does in most games. Illuvatar's worshippers are akin to the Catholic Church and Dhaeos' worshippers are mostly cultists, though there is a fairly united dogma. The Souce is based off of animistic/pantheistic/pagan/ethnic religions.

    There are different sects of each religion, I just haven't fleshed them out yet. Note to Self: Put that on my to-do list.

    I'll try to get basic statistics up tomorrow, I've got a game at noon, but maybe after that I'll be able to put up the basics of my countries. Later this week I should get some more details out, which I could use some help with fleshing out some of the countries. Any takers? (Looking at you Satyrus )
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

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    Dwarf in the Playground
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    Lol sure get the stuff up and I'll be happy to help out. Warning though my monday to wednesday schedule is kind of crazy so I might not be on much.

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    Ok, so the basic write ups of the nations of the Western Continent is taking longer than I thought. (Sorry Satyrus) So, to slack your thirsts, I'm going to go ahead and post up how magic works, drawing inspiration from Taltamir's Everyone is a Mage post, how death works (taken partially from another Playgrounder, whose link appears to have been lost), and Ancient Powers of Erathor.

    I apologize for the amount of text in this post. Hopefully the spoilers make it a little easier.

    Magic in Erathor - Above the # is mostly my own composition and below the # is Taltamir's, edited to flow with everything else. Any advice on how to expand the explanations of the different types of magic would be much appreciated.

    Spoiler
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    Magic is the power within each of us that manifests itself in strange and unusual ways. It is the mysterious power that cannot be understood, but is harnessed by those who know how. Whether it be by study to learn complex formulae, gestures and ancient words of power, by natural talent, blessings of powerful beings, prayer to the gods, or one’s heritage, it has great power.

    By drawing upon this energy within each living being, those with the talent weave spells to perform great deeds. Those who cast spells are known variously as spellcasters, mystics, mages, and other such names.

    Magick is the life force of the planet, providing the atmosphere for spells to take effect in the world. The level of Magick in the world determines the maximum power spells may have. Currently, the amount of Magick makes it so that epic spells may be cast, but with much expenditure of energy. The mystical rays from the Blue Star enhance the Magick in the world, making it possible for magic to occur in the first place. In times past, there was Magick strong enough that there was more powerful magic than epic magic. The Source controls the amount of Magick in the world, focusing it in the Ley Lines, Druid Groves and other sites of magic.

    Casting spells is the drawing upon of excess life force by spellcasters to manifest the effects of their spells. As spellcasters cast their spells in a single day, they draw upon their own life force. As they expend their spells, they begin to feel the effects of drawing on their excess life force. When a spellcaster expends one-half of their spells for a level, they take subdual damage equal to the level of the spell expended. Should all of their spells for a level be cast, they will take subdual damage again, equal to the spell power level.

    There are enough spellcasters living in Cyro to make magic fairly common place, but not common enough that every civilian is exposed to magic on a regular basis. Magic Items are fairly common place in some sense of the word, capable of being acquired by those with enough riches to pay or adventurers, but very few merchants will have more than a few magic items if any at all.

    Simply being capable of casting spells, no matter how trivial will garner some reputation amongst the general populace and many mages will be well known, at least locally. The more powerful the Spellcaster, the more well known they will become. Many Spellcasters will join with an Order to master their power without endangering the common people.

    The most common type of magic item are “mage-touched”, those that will most likely be found and bought from a merchant. Often, they have only a +1 enhancement bonus or a trivial magical effect. Magic Items of any power are often rare and highly valued. No magic item costing over 3000 gold is available for sale, and even those will not be available in many towns. There are spellcasters with the capabilities to create such items, but these are almost always contracted by individuals, making each item unique in its own way.

    Very few people living in Cyro will ever own a magical item of any sort; even nobles and military leaders must make do with very little magical equipment. If they do possess an item, often it will have a practical use and have few adventuring uses. Most magic items of any power come from a previous age, such as the time of the Magic Empire, when magic items were more commonplace. Since adventuring has become more acceptable, many items from these ancient times are appearing in the hands of adventurers who have delved into ancient tombs and thus into the hands of the common people.
    The creation of magic items involves imbuing an item with a portion of one’s soul and much of the knowledge of the processes of doing so has been lost to antiquity or remains in a few ancient libraries.

    Arcane magic is the power of the heart and Arcane Spellcasters learn to tap into that power through trial and error and mastery of ancient formulae and gestures often accompanied by mystical words. When the common folk think of magic, this is often what comes to mind. Arcane Spellcasters may cast their spells spontaneously or through careful preparation, but they were all taught to harness their power by a master, a teacher who guided them through their training. They often make use of spell components and must harness Magick through these mediums unlike Divine Spellcasters or Psions.

    Divine magic is the power of the gods and Divine Spellcasters are those blessed by the gods with the ability to harness a bit of their Magick. Divine Spellcasters are devout followers of their chosen god and are chosen to wield these mighty spells at the god’s behest. Should a Divine Spellcaster lose their god’s favor, they will lose their magic also. Unlike Arcane magic, which requires complex formulae or Psionics, which requires intense focus, Divine magic is channeled through prayer, allowing them to harness their power with little study or guidance, but rather by power gifted to them.

    Psionics is the power of the mind, and psions are those who tap into that power. It is similar to magic and like magic is capable of many powerful effects and made possible by Magick. Psionics is very similar to magic and is affected by magical effects. It is manifested by great concentration and like magic, is the drawing upon of excess life force and for every seven power points used they take one point of subdual damage. The power of Psionics is mysterious to those possessing Divine magic or Arcane magic but has much in common with Arcane magic.

    Nature magic is the power of the elements and natural forces and Druids and Shaman are those who harness this Magick. Natural Spellcasters honor nature above the gods and use their power to guide and support their fellows. They often have close ties with the Fae and live in more primal societies, worshiping the Source in natural temples. Nature magic has close ties with the spirits of the land, rivers, trees, rocks. Nature magic is channeled through intense devotion to the Source and harnessing the raw Magick in its name.

    Incarnum is the power of the soul and Meldshapers are those who tap into its power. It is used to create and shape Soulmelds, physical manifestations of Incarnum that is worn much like a magic item, which can then be empowered by Essentia. Meldshapers are rarely noticeable by the common people since they do not cast flashy spells like many spellcasters. Meldshapers harness Magick by drawing upon their Incarnum and reallocating it to take physical form.

    There are other forms of magic in the world, some capable of being harnessed by mortals and some not. Some magic is much more subtle than that harnessed by spellcasters, such as the inherent magic of music or falling in love. The world survives through magic, it is a part of it and thus is inherently mysterious and subtle, and so nearly everything has a bit of magic to it. Should the capability to cast spells become severely suppressed, there will still be the subtle Magick that keeps the world alive.

    The common people are wary of magic, for they have seen the terror it has wrought and many spellcasters are attempting to change their outlook. There are some who view magic as the curse of daemons and have burned spellcasters as witches. In some societies, Shamanistic magic is suitable, but Arcane spells are viewed with contempt. In others, Divine magic is viewed as acceptable but all others are a stigma. In few societies, the view of magic is favorable to the common people and not feared.

    There are certain spells, such as the Wish spell, that surpasses the ordinary powers of spells. These spells, when cast, cannot be supported by a Spellcaster’s power, thus when a spell such as Wish is cast, the nearest being with the power to cast such a spell such as an Elder, Daemon, or other such being that is not otherwise occupied is summoned to the site of the casting to grant the Wish as he or she sees fit. Some would grant the Wish as asked and some would twist it to either harm the wisher or benefit the granter.

    The various races often view magic differently and put it to different uses. Humans often see magic as a tool to be controlled and used without discretion. Many abuse its power and have been corrupted by its power. Dwarves are often suspicious of Spellcasters, though they boast a few of their own. They use its power most often in the form of Runes or to craft and enchant magic items. To Elves, magic is as much a part of their culture as poetry; they honor it and view it as a gift to their people. They use magic in a variety of inventive ways to aid many aspects of their existence. Gnomes see magic as a toy to be freely shared with others. They often use illusions to enhance their natural craftiness.
    #
    Many people of Erathor tap into Magick in ways that are not immediately detectable. They harness their Magick without thinking, creating invisible, intangible defenses. These people are exceptional individuals, well beyond a normal “average” member of their race. They can come from the Common, Heroic, or High members of their race. They are born with the Spark of Magick burning within them; they can excel in all walks of life and can achieve greatness beyond what anyone else dreams of.

    They all possess a living Magick within their soul, magic that grows and strengthens through conflict, allowing rapid advancement in power and skill. Their font of power can take various forms in one’s inner soul; a growing tree, a burning flame, torrent of air or water; the variations are endless and all are unique.

    Those who are able to harness their inner Magick make use of it in several ways. The most easily seen use is the using one’s magical ability to maintain the integrity of their body. The Magick will surface when a person is about to be struck and protect them by taking the brunt of the force, weakening with every attack, but making each attack seem to be only a scratch or bruise rather than a killing blow. As long as their Magick reserves hold, a person could maintain their life indefinitely.

    One can draw upon their Magick, reducing it to imbue items with magic, cast a particularly powerful spell or be drained of it due to resurrection, but as long as it grows, so does the powers of the person drawing upon it.
    Most cannot simply donate or accept reserves of power used to sustain your very body as a living whole. But with the right adjustment, magic can be used to provide such replenishments. The gods are very adapt and providing their clerics with the capability to do so via their divine bond. Resting heals those who are born with the Spark of Magick at an amazing rate, and from crippling injuries. Their personal stores of power replenish and their ability to maintain their body's integrity quickly returns to full capacity.


    Ancient Powers of Erathor-Any advice on how to expand upon existing powers or inspiration for more ancient powers is more than welcome. I would love to have your input for more Ancient Powers, make it more of a community project.

    Spoiler
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    In times past, there were many great powers. Some of them were wielded by ancient heroes; others still exist as items or sites of great power, created in times long past, when such things were possible due to the Magick available in the world. These Ancient Powers are beyond those of mere mortals, reserved for the chosen few, save the Epic Spells, which are available to those who prove themselves worthy. Should these powers become available to the wrong hands, darkness would surely fall upon the world.

    Epic Spells are those spells beyond the normal means of spellcasters. Epic spells are so great in power, that even if one is able to successfully research a spell, there is a significant chance that they will either fail or experience a backlash of magical energies. They become available to spellcasters who complete the Trial of Cathbad and survive. Those who do complete it are granted the capacity to research and develop Epic Spells. Due to their nature, Epic Spells must be individually researched and developed, and so many spells are custom to the caster unless they are taught by or find the spell book of another spell caster. The casting of Epic Spells is immensely taxing on the spell caster and so very few can cast more than one Epic Spell in a day.

    The Starlights are the crystallized hearts of stars that have fallen in battle. They are the source of very powerful magic, increasing the capabilities of the bearers. There are thirteen greater Starlights, which once all are collected, will unlock great power within the bearers. The lesser Starlights each have a power which is enhanced with the collection of other Starlights, determined by the nature of the bearer. The Starlights are greatly coveted by those who would wish to use their power to increase their own. Should one be fortunate enough to find a Starlight and become attuned to it, they would experience an increase in power unlike any they could imagine.

    A Lesser Starlight will often adapt itself to its possessor, taking on traits that would be beneficial for the owner. This often applies primarily to the first owner of a Starlight, for the next owner benefits from the powers that were developed while in the possession of another, but a particularly powerful or strong-willed individual could make the same connection as the original owner. Starlights are often mistaken for gems of unusual beauty, but they have an internal light glowing from within. Starlights retain some of the sentience from the Star they came from and are able to attune themselves to a possessor. It is thought that to possess but a single Starlight would multiply one’s power a hundred fold.

    Artifacts are magic items of great power that are often unique. They were created by ancient rituals in times long past that have been lost to mankind.
    Artifacts have powers far beyond those of ordinary magic items and are amongst the most coveted items in creation. It is thought that to possess just a single Artifact could turn the tide of battle or make one into a leader to rival the ancient kings of yore. Each Artifact is made for a particular purpose and its powers reflect that purpose.

    The Power of the Twilight is a mysterious power of ancient origin. It is a power controlled by the Lady of the Twilight, a woman whose power exceeds that of all but the most powerful of Elders. If her power were able to be controlled, it would increase the Magick in the world, making even more powerful spells available to spellcasters and magic to even the lowliest of common people. The Twilight allows for low level spellcasters cast high level spells and for the most powerful of spells to be cast, especially those that resurrect banished creatures. The Power of the Twilight is dangerous and may go for generations with no Lady to wield it.

    The Twilight is controlled by a single woman from the bloodline of the Lady of the Twilight. This woman is infused with the Twilight, and she controls its power, using it for good or ill, keeping it or spreading it at a her whim. Should the Twilight be transferred to one not of the line or one who is not meant for it, the magic will destroy her and the Power of the Twilight will be weakened until the rightful heir is found. There is but one Lady of the Twilight born in each generation and the Lady of the Twilight lives for many years.

    The Sacred Trees of Lyonesse are sentient trees descended from the World Tree that have been attuned to Gemstones that allow for the bearer to tap into great power. The Trees are very protective of their bearers, and will often grant them various protective abilities as well as a few abilities that the Trees develop as they become more attuned to their bearer. Each tree has a soul and personality of its own and will only attune themselves to those whose souls match their own.

    The Gemstones act a conduit through which the Sacred Trees can use their power to influence the outside world. Each of the Sacred Trees exists in a demi-plane, known as the Sanctuary. Each Sanctuary is shaped to suit and reflect the Tree's personality.

    The most notable power of the Sacred Trees is the ability to transport their bearers to the Sanctuary, a demi-plane that cannot be reached by any force save the most powerful. The Sanctuary is a peaceful place, where the Sacred Trees exist outside of Lyonesse.

    The Eidolons are the spirits of powerful beings whose power when harnessed, could unleash power beyond imagining. They were trapped by the Elders who sealed them away deep within their Temples. The Eidolons are protected by powerful wards and guards that keep all but the most determined from entering the sacred chamber. Should the Eidolon’s spirit be freed, the one who possesses its Soul Stone is able to harness its power. The Eidolons are located within the Temples of the Elder who was most instrumental in its defeat.


    Death-I don't want this world to be too rez friendly, but there are ways to be ressurected. If ya'll have any fluff or crunch to supplement what I have and how to make ressurection a little more costly, please, feel free to add it.

    Spoiler
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    Death in the world of Erathor is a very powerful force, to whose will all living things must bend to. It is a force to be respected and all cultures have their way of honoring the dead. When one dies, the Reaper takes their soul to the Otherworld, where they will be judged. Those who are judged as the vilest of creatures are sentenced to Hell, where they will suffer eternal tortures before being reborn as daemons. Those that are judged as the truly exalted of beings are rewarded the eternal bliss of Heaven. The majority of souls however, spend their Afterlife in the pits of Underworld until they become one with the plane or are allowed to enter to Heaven or Hell.

    A small number of creatures, when they die, have souls that are strong enough to dwell in the realm of Annwn. Here, they enjoy the Afterlife much as they would have in life until their souls have rejoined the life stream and they are reborn. Those that spend the Afterlife in Annwn are considered to be great heroes or villains and have done great deeds during their lives. If one’s soul is powerful enough to dwell in Annwn, they may have a chance to be reincarnated, to be reborn as mortal man again.

    When a soul is reborn on Annwn, it takes time to recover from its lifetime on Erathor. It often takes an entire lifetime of the soul’s previous race for a soul to be fully recuperated. Once the soul is strong enough to take on mortal form again, it goes through a cleansing process, removing nearly all memories of their previous lives.

    Their rebirth cycle however, can be modified in several ways however. The first method being that their will is strong enough to sustain themselves in Annwn for a longer period than would ordinarily be possible. This only postpones their rebirth until a later time, which can be useful if the soul is awaiting a particular time to return to the material plane. Magic can also have an effect as to their status in Annwn. The spell Reincarnation, hastens the cycle, but does not give the soul a chance to wipe itself clean, thus restoring the soul with all of the memories of its last life intact. A soul can only be reincarnated by the spell if it has not had time to “settle” into Annwn.

    Resurrection magic is the third method of modifying the rebirth cycle, because it brings a soul back to the material plane in its former body, fully restored. It is however, a difficult process and the effects of crossing the great divide can leave certain side effects upon a soul. When resurrecting the dead, it is important to remember that only souls that have gone to Annwn may be brought back, they must have died of unnatural causes, such as a violent death, and they must be willing to return to the world of the living. Should a soul have completed its destiny, it will have no desire to return to the world of the living and thus cannot be resurrected.

    Each time a soul crosses into the Otherworld and back to the world of the living through the use of magic, the soul is damaged slightly. A soul may only be resurrected a number of times equal to their Constitution modifier. This is because returning from the dead is an unnatural process that only the most powerful of spellcasters are capable of performing. The Reaper will often fight or trick those who would try to return to the world of the living before their time in Annwn is completed, trying to tempt them to stay.

    All creatures, when they have been brought back from the dead, have an aura about them that is detectable by spells that allow the user to detect or see magic.

    Last edited by dragonfan6490; 2010-02-17 at 03:42 PM.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

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    Dwarf in the Playground
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    Only question I have about magic is in the last paragraph

    Resting heals those who are born with the Spark of Magick at an amazing rate, and from crippling injuries. Their personal stores of power replenish and their ability to maintain their body's integrity quickly returns to full capacity.
    I'm assuming this is the fluff reasoning for the ability to cast a number of spells per day and such?

    Ancient Powers Stuff

    crystallized hearts of stars that have fallen in battle
    What battle the one between the daemons and other anicent gods? Don't remember seeing anything about stars being things in the background but maybe I just missed it when I went back.

    Are any of the starlight(greater or otherwise) locations known? Who, if anyone, possesses them?

    For the Lady of Twilight it sounds like the bloodline of Twilight is not a true bloodline but every generation some female is destined to control it? Just trying to make sure I have things clear here.

    The Sacred Trees of Lyonesse are sentient trees descended from the World Tree that have been attuned to Gemstones that allow for the bearer to tap into great power. The Trees are very protective of their bearers, and will often grant them various protective abilities as well as a few abilities that the Trees develop as they become more attuned to their bearer.
    I'm a little confused here, are the trees protective of the gemstones their attuned to? Are the trees the gems and then give power to there bearers? Or else how exactly does one 'bear' a living tree?

    The Eidolons would probably be the easiest of the ancient powers to track down since they're in temples(that doesn't mean it's common knowlege the eidolons are in them though) so here's another potential plot-hook where a piece is threatened and the PCs have to protect it and then track down the group that tried to get their hands/claws/tentacles on it.

    On Death

    First thing that jumped out at me is that reincarnation seems like the more powerful version just because it allows the creature to retain they're memory. Might want to reword it so it's something like they're soul is called back before it has time to fully 'settle' on Annwn, if I remember correctly reincarnate has a relatively short timeframe that it can be performed in after all.

    For the actual ressurection spell, determining exactly how powerful a soul has to be is a difficult question. Something like the sum of mental stats + character level + any RPing adjustments must be greater than or equal to some arbitrary value(maybe 40?). That method lends an advantage to spellcasters for sure but I think that makes since because they often needed the strength of will and mental discipline to cast their spells so they would be the ones with the stongest wills already in my opinion.

    As for having the soul damaged each time it comes back, rather than have a specific generic penalty to apply to them all you might want to make it fit the story or the character. Or in true dnd fashion make a big table of stuff and let the d100 decide.

    When a soul is reborn, it takes time to recover from its lifetime on Erathor. It often takes an entire lifetime of the soul’s previous race for a soul to be fully recuperated. Once the soul is strong enough to take on mortal form again, it goes through a cleansing process, removing nearly all memories of their previous lives.
    I'm kind of confused on what's going on here too. When you say reborn do you mean when the soul is reborn on Annwn or actaully reborn on Erathor(and as is ressurection the spell or like reborn in an entirely new body and life)? The first line just isn't very clear. And then according to the second line no ressurecting for anywhere between 60-500 years depending on the race that will make it almost impossible to get any character ressurected. And they also lose their memories?

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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    For the question on magic: Yes, its fluff.

    On the Starlights: Yeah, I kind of need to go back and do some editing. The Greater Starlights came down to join the battle between the Daemons and other ancient gods. The Lesser Starlights are from stars that have come down to the world since then. This will be noted in a more detailed timeline later down the road.

    And the locations of most of the Starlights, Greater and Lesser, are relatively unknown. I used to have a list of who had a Starlight, but it appears to have been misplaced.

    I'm a little confused here, are the trees protective of the gemstones their attuned to? Are the trees the gems and then give power to there bearers? Or else how exactly does one 'bear' a living tree?

    The Eidolons would probably be the easiest of the ancient powers to track down since they're in temples(that doesn't mean it's common knowlege the eidolons are in them though) so here's another potential plot-hook where a piece is threatened and the PCs have to protect it and then track down the group that tried to get their hands/claws/tentacles on it.
    Ok, this is a little complicated for the trees. I will probably go and edit the post here in a few minutes to make things clear. The gems are sort of like a conduit for the power of the trees. Each tree exists in its own demi-plane, shaped to suit the tree's personality. When one possesses a gem, the tree can use its powers through the gem to protect or otherwise enhance the bearer.

    One can bear the tree through the gem, but the tree must accept the person who possesses the gem to utilize their powers. Often times, the gem will fuse itself into an item carried by the wielder, such as a weapon, glove, amulet, etc. For example, say a cleric happens to find a gem and the tree deems him or her worthy and attunes itself to this person. It could fuse itself into the cleric's holy symbol, where it can be in near constant contact with the cleric but not be easily recognized. It can then use its powers to aid the cleric in creative ways by the DM.

    I will probably have a list of common powers of the Trees and the Starlights in a week or so.

    First thing that jumped out at me is that reincarnation seems like the more powerful version just because it allows the creature to retain they're memory. Might want to reword it so it's something like they're soul is called back before it has time to fully 'settle' on Annwn, if I remember correctly reincarnate has a relatively short timeframe that it can be performed in after all.
    Duly noted. *races back to edit post*

    For the actual ressurection spell, determining exactly how powerful a soul has to be is a difficult question. Something like the sum of mental stats + character level + any RPing adjustments must be greater than or equal to some arbitrary value(maybe 40?). That method lends an advantage to spellcasters for sure but I think that makes since because they often needed the strength of will and mental discipline to cast their spells so they would be the ones with the stongest wills already in my opinion.
    Sounds like a good system to use. I'll try to get something like this written up and posted.

    As for having the soul damaged each time it comes back, rather than have a specific generic penalty to apply to them all you might want to make it fit the story or the character. Or in true dnd fashion make a big table of stuff and let the d100 decide.
    Thats what I was thinking. Any ideas on what to put on said table?

    I'm kind of confused on what's going on here too. When you say reborn do you mean when the soul is reborn on Annwn or actaully reborn on Erathor(and as is ressurection the spell or like reborn in an entirely new body and life)? The first line just isn't very clear. And then according to the second line no ressurecting for anywhere between 60-500 years depending on the race that will make it almost impossible to get any character ressurected. And they also lose their memories?
    I re-read what I wrote, and yeah, it is pretty confusing, let me try to clear it up a bit. The 60-500 years is how long it takes a soul living in Annwn to recover before they are reborn naturally, with their memories wiped clean. Essentially, a new being with an old soul.

    I'm going to re-write the line that mentions being reborn, but it is being born on Annwn. I think.

    And btw, thank you so much for your critiques and sticking through with me. I'll try to have some more info up in a couple of days.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

  14. - Top - End - #14
    Dwarf in the Playground
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    My pleasure to help I really enjoy world-building and know what a pain it is to do yourself.

    One thing I'd suggest is editing all your additions into your original post as well as in a new post.

    For the ressurection table here's some random ideas.

    -One arm or other appendage is paralzyed(obviously more detrimental to some characters than others)

    -Lose one feat at random and if it was a prerequisite for other feats it must be taken at the next level a character could get that feat, otherwise no effect.

    -Lose their most recent feat

    -Lose some skill points from a random skill they have ranks in

    -Forget entirely about one of their party members

    -Forget one, some or all of the laws in the land

    -Forget one of your spells(or lose the ability to cast as many per day)
    Last edited by Satyrus; 2010-02-17 at 04:24 PM.

  15. - Top - End - #15
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    Whew. Ok, so I've got a basic write up for the human nations of Cyro, I will have more details after I've got the other nations of Cyro written up. If ya'll have any ideas on how to flesh out these mighty nations, please feel free to throw em in.

    The largest and most varied of the continents, Cyro, also called the Western Continent is home to the most nations and people. Often called a Super-Continent, every form of terrain and habitat can be found on the Western Continent. Cyro is home to many nations, races and cultures. Nearly every creature may be found on Cyro, whether they emigrated from foreign lands or are natives, any race may be found living in the cities and countryside. As far as anyone living on Cyro knows, the other continents are largely inaccessible by any means known to them.

    Spoiler
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    The High Kingdom of Dal Riada
    The High Kingdom of Dal Riada is a kingdom ruled by a High King who is supported by kings that rule smaller portions of the kingdom. Each king commands a Knighthood as well as warbands led by their chieftains. The High King commands the Fellowship of the Round Table and the Cymbrogi, his great warband, made up of warriors from every kingdom of Dal Riada. The chieftains of Dal Riada each rule over small tracts of land, acting as stewards for the kings.

    Government type: High Kingship supported by lesser Kings, Chieftains, and
    Warlords.
    Ruler name: King Artos Pendragon

    Influence in the world: Dal Riada is a powerful nation and is very active in world affairs of all sorts. Dal Riada is often something of a leader to the other nations of Cyro and will lead coalitions of the forces of Cyro.

    Population: 1,789,284 (88% Human, 6% Elf, 4% Dwarf, 1% Gnome, 1% other).

    Magic in Dal Riada: Magic in Dal Riada is viewed differently depending on the manner in which it is used and who is the Spellcaster’s master. As a whole, the people view magic as neither good nor evil. Nature, Arcane, and Divine Magic are all fairly common place in Dal Riada.

    Religion in Dal Riada: The people of Dal Riada are highly animistic and reverent commonly worship either the Source or Illuvatar, depending on their proximity to a Druid’s Grove or Urban centers. Druids and Clerics of the Source are highly respected as worship of the Source is the native religion of Dal Riada. Those that revere Illuvatar often do so in a way that is often complementary or tolerant to the Source.

    The Northern Kingdom of Idavoll
    The Northern Kingdom of Idavoll is a kingdom ruled by a warrior-king who has proved himself in battle. He is supported by his chieftains who each rule from a mead-hall where they feast. The king of Idavoll must be a fierce man to keep his throne, for there are many who would seize it from him. He is identified by his great bear skin cloak. Each chieftain commands a warband with which to support the king in times of war.

    Government type: Electoral Monarchy
    Ruler name: King Sven Iron-cheek

    Influence in the world: Idavoll has little influence in the world outside of its own borders aside from coastal raiders seeking plunder. The Northern Kingdom is largely isolationist with few exceptions. Occasionally, the people of Idavoll will ally with the other people of Cyro.

    Population: 1,258,492 (91% Human, 6% Dwarf, 2% Elf, 1% other).

    Magic in Idavoll: Magic is viewed with some suspicion by the people of Idavoll. Natural Magic, Rune Magic and Incarnum are the most common types of magic practiced in Idavoll. The people of Idavoll are often mistrustful of Spellcasters until they prove themselves to be no threat.

    Religion in Idavoll: The people of Idavoll are highly Shamanistic and their religion centers on battle. The Source is the common deity of Idavoll and its worshippers are sometimes considered irreverent in their worship. To outsiders, it appears that the Northmen worship death and war, but they are truly loyal to their chosen god. Runes are very important to the religion of the Northmen as they are used in many rituals and for blessings.

    The Savage Lands of Fhain
    The Savage Lands of Fhain are home to many tribes of fierce warriors that are the enemies of all, raiding all of their neighboring nations and even those beyond. Fhain is ruled by warring chieftains who rule their mighty tribes, each based upon a Totem Animal Spirit. Each tribe has different traditions, rituals and views and policies concerning outsiders, but all have the same base beliefs and tribal laws.

    Government type: Tribal Chieftainship
    Ruler name: Many chiefs of various tribes.

    Influence in the world: The Savage Lands of Fhain have very little influence outside of its own borders, save for the lands that the barbarians raid. They are largely unconcerned with matters beyond their tribal homes, but will defend their lands to the death.

    Population: 996,483 (97% Human, 3% other)

    Magic in Fhain: The people of Fhain are a highly superstitious people and anyone who is able to harness its power is treated as if they were otherworldly, they are both feared and respected. Natural Magic and Incarnum are the most common types of magic practiced.

    Religion in Fhain: The people of Fhain are an incredibly spiritual people, with Totemic Shamanism at the core of their culture. The Source is nearly universally worshipped by the people of Fhain. The Source is often revered through the worship of an Animal Totem that is associated with their tribe. The people of Fhain have many rituals which they perform to bless their warriors in their endeavors.

    The Imperial Nation of Centuria
    The Imperial Nation of Centuria is the heir of the Archaedian Empire’s legacy and is ruled by an Emperor. He is supported by the Senate which deals with the day to day affairs of the fledgling empire. The Legions of the Empire protect its borders and the people of Centuria from so-called “barbarians”. The Imperial Nation is populated by city-states that contribute senators and are protected by two legions, paying homage to and contributing to the glory of the Empire.

    Government type: Imperial Republic
    Ruler name: Emperor Priadan

    Influence in the world: As the remnants of the last Empire, Centuria tries to exert great influence in the world. The Imperial Nation does not attempt to conquer other nations, but rather aid, befriend, and influence them in ways advantageous to Centuria.

    Population: 2,247,178 (85% Human, 5% Elf, 5% Gnome, 3% Dwarf, 1% Plane Touched, 1% other)

    Magic in Centuria: To the Imperial Nation, magic is treated as a rare commodity and skill to be used for the Emperor’s purposes. All types of magic are practiced in the Imperial Nation, but one must carry an Imperial Writ sanctioning their practice.

    Religion in Centuria: The people of Centuria are a very pious people, often considering their way of worship superior to others. The Church of Illuvatar is a dominant power in Centuria and sometimes clashes with the secular government of the Empire. As a whole, the people of Centuria are able to divide their loyalty between the Church and State, but some particularly pious citizens view the State as corrupt, in need of purification.

    The Holy Kingdom of Wyndaria
    The Holy Kingdom of Wyndaria is a kingdom ruled by a Spiritual Leader, called the Prelate, who is assisted in his administration of the nation by a Council of Cardinals of Illuvatar. They are supported and protected by the Knights of Alueria. Each Cardinal of the Council is a powerful bishop in the Church and devout follower and teacher of the teachings of Illuvatar. Though they may have differences in minor beliefs, the Cardinals are united in their faith.

    Government type: Theocratic Monarchy
    Ruler name: Prelate Celestine

    Influence in the world: The Holy Kingdom is a place of supposed religious sanctuary and tolerance and a destination for many pilgrims. However, Wyndaria rarely bothers itself with external affairs, though in times of distress, it will open its gates to those seeking asylum.

    Population: 1,058,639 (80% Human, 8% Gnome, 6% Dwarf, 4% Elf, 1% Aasimar, 1% other)

    Magic in Wyndaria: Magic is treated differently by the different sects of Wyndaria. Divine Magic is always treated as a blessing by the people of Wyndaria, but Arcane and Nature Magic are sometimes treated as perversions of Illuvatar. Psionics and Incarnum go relatively unnoticed.

    Religion in Wyndaria: As a Theocratic Monarchy, religion is at the center of the Holy Kingdom’s government affairs. Led by divine inspiration, the word of the Prelate is taken as the word of Illuvatar and the Law of Wyndaria is based upon his judgment. There are several sects active within Wyndaria that disagree on the true Will of Illuvatar, but their arguments rarely lead to violence. Most of the inhabitants of the Holy Kingdom are tolerant of other religions.

    The Eastern Empire of Zhoulon
    The Eastern Empire of Zhoulon is a nation steeped in tradition and honor under the rule of a powerful Emperor supported by his Daimyo and Shogun and guided by a Council of Ministers. The Shogun are the military commanders of the Empire, lords of the Samurai and the Daimyo are the politicians of the Empire. The Daimyo and the Shogun often disagree with one another. Daimyo will often turn to less than honorable tactics rather than confront their enemies directly.

    Government type: Absolutist Imperial Monarchy aided by a council.
    Ruler name: Emperor Kai

    Influence in the world: Zhoulon is a very isolationist Empire, preferring to keep out of foreign affairs in favor of stabilizing its own internal politics. Very rarely, the Eastern Empire will send delegates to other nations as a token symbol.

    Population: 2,056,761 (90% Human, 5% Spirit Folk, 3% Beast Folk, and 2% other)

    Magic in Zhoulon: Magic is a highly honored force in the Zhoulon Empire, nurtured and treated as a gift from the ancestors. Those found to have the gift of magic are treated as sages and mysterious, otherworldly beings. All magic is welcome in the Eastern Empire.

    Religion in Zhoulon: As a culture steeped in tradition and honor, religion plays an important role in the lives of the people of Zhoulon. The inhabitants of Zhoulon are often animistic, tending towards ancestor worship or worship of the sacred elements, and thus, worship of the Source is the most common in the Eastern Empire. The Emperor is considered to be Divine and so religion plays a significant role in the function of the state.

    The Untamed Plains of Dharta
    The Plains of Dharta are vast plains home to various tribes of nomadic hunter-gatherer people. There are virtually no permanent settlements in Dharta as all of the inhabitants are nomadic folk. The humans of Dharta are a people of the horse, living primarily from the saddle as hunter-gatherers. The Plains are home not only to tribes of humans but also Minotaur, Cat-Folk and others that live on the Plains, surviving through hunting the great beasts that roam the land.

    Government type: Tribal Chieftainship
    Ruler name: Many for the various tribes.

    Influence in the world: The nomads of Dharta have very little influence on the world outside of their homeland. Occasionally some tribes will move outside of their territory and interact with what they perceive as outsiders.

    Population: 842,346 (78% Human, 16% Beast Folk, 3% Elf, 2% Gnome, 1% other)

    Magic in Dharta: Magic is treated with a healthy amount of respect and fear by the people of Dharta. Natural Magic and Incarnum are the most common types of magic found in the Untamed Plains.

    Religion in Dharta: The people of Dharta are a very spiritual people relying on the good will of nature to give them good fortune in their hunting and other day to day routines. They are intensely shamanistic and many of their rituals involve ascending to a higher state of being. Shaman and Druids are the common spiritual leaders of the Plains folk and are revered for their wisdom and connection to the Source.  

    The Desert Kingdom of Numidia
    The Desert Kingdom of Numidia is a kingdom ruled by a Caliph descended from an ancient line of desert rulers. The Caliph is supported by the various people that live in the desert and rely on his good will to survive. Many who inhabit the desert are nomads who travel from oasis to oasis with their herds. Any permanent settlements of the Desert are built near large, permanent water sources such as a sea or river.

    Government type: Theocratic Caliphate Monarchy
    Ruler name: Caliph Akem

    Influence in the world: The Desert Kingdom has little actual influence outside their borders, though occasionally the warriors of Numidia will raid or make war upon nearby lands. Very rarely will the people of Numidia be affected by occurrences outside their desert home.

    Population 1,438,206

    Magic in Numidia: The people of Numidia believe that magic is a power reserved for those chosen by Illuvatar. Arcane Magic is viewed by most as taking that which belongs to the faithful and is viewed with great suspicion.

    Religion in Numidia: The inhabitants of the Desert Kingdom are a very religious people whose faith guides their actions. Many of the people of Numidia view those with different religious beliefs as infidels, including the people of Wyndaria. The faith of Illuvatar is central to the state of Numidia and the Caliph, as well as being a political and military leader, is also a spiritual leader to his people.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

  16. - Top - End - #16
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    dragonfan6490's Avatar

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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    Alrighty, sorry for the long period of time without an update, but my computer is at the shop, so I'm giving this a quick bump so it doesn't fall to far down the page.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

  17. - Top - End - #17
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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    Phew. Almost done with the basic write up of the setting, but until I get it finished, heres a link to the map of the Western Continent.

    Map of Cyro
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

  18. - Top - End - #18
    Dwarf in the Playground
     
    dragonfan6490's Avatar

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    Default Re: Legacy of the Immortals Campaign Setting 3.x [Psuedo-Community Worldbuilding Proj

    Howdy Folks, so I've got a beta version of the campaign setting on PDF. Its available for download here. I'll also put it in the first post. If ya'll would have a look at it and maybe critique/help me out, it would be much appreciated.
    Originally Posted by gdiddy
    There can be no resurrection of 3.5. But the SRD is the phylactery of 3.5 and it's kind of eternal for that.

    Legacy of the Immortals Campaign Setting Any feedback, help or ideas you have are greatly appreciated.
    My Campaign Log (Apologize for Walls of Text)
    My House Rules
    My take on the Druid
    Prime20. Where Rule of Cool rules Alternatively, come to the new and improved Prime20 Thread!
    The wiki for Prime20

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