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    Default Sueños del Caido (3.5 Campaign Setting)

    Kasande

    Often, I see campaign settings that are similar to old ones that have fallen out of favor, or clichéd settings. And often I see a campaign setting that has a great idea or thought that it hasn’t thought out well enough. Such as most Angels and Demons stories and campaign Settings. In most, if not all of such Angels and Demons settings, the angels are more powerful, and always good [in Dungeons and Dragons that translates to the good alignment.] the demons are often less powerful, but more numerous, and have been at war with the angels for time eternal often for simply no reason at all, other than that the angel works for a god or other powerful divine entity. These “tropes” of such settings firmly hold them back from further creative ideas. Why would such creatures fight each other? It is not told. Why are angels even on the planet if there is no reason other than to fight the demons [since there is obviously no reason for them to fight]? No reason is given. And this is unrealistic and annoying to me, who honestly likes the idea of such a setting. So, I thought, why not make my own setting like that of the old Angels and Demons type setting; so, here is Kasande:

    (As a side note, sorry for all of the spoilers, but having written this out in a Word document, it is 45 pages. Yeah. 19,831 words. No joke.)

    (Also to be noted; this is based mostly on 3.5e Dungeons and Dragons, because I am most well versed in that edition and the mechanics of it. A lot of the feats, domains, and other crunchy stuff is for 3.5e. If you wanted to, I am sure that this would fairly easily be converted to pretty much any other system. It might take a little work, but hey, what can I say?)


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    Last edited by unosarta; 2010-08-11 at 06:02 PM.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Gods

    Gods are a very large part of Kasande. I will recap the entire history of Kasande since the beginning, which if you are running this as a campaign is probably not the best idea to tell to your players [unless you happen to have changelings in the party, and then I would only tell them, and inform them that if they tried to tell the party, they would likely be killed (Vaimus doesn’t want everyone to know of her secrets)]. All the party really needs to know is of The Titans, and their fall, and the subsequent fall of the Faeri, and the rise of Dios. Otherwise, it would likely get very, very long and confusing. If the DM plans on having the world be more focused on an adventure campaign, they might not want to tell them anything at all, especially not about The Titans, or the Angele. Anyway, here is an in-depth story of Kasande since the beginning.

    The Beginning
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    This is not something your party could EVER know, unless they were ever able to speak to Vaimus herself, or maybe Eidolon. However, I shall recount it anyway.

    In the very beginning, there was a god. He was pretty powerful, but was VERY bored. He had nothing to do at all, so he started to create. He liked creating so much that he would create all day, and night, never sleeping ever. He created worlds, and cosmos and gods, and creatures, but his only creation that he could never remake were souls. He could make an infinite number of gods, or worlds, or stars, or creatures, but never could he recreate souls. He realized that they were his most precious possessions, besides his only daughter [don’t ask about her mother; you don’t want to know.] He didn’t have a name, and never would. He was timeless, and emotionless, unlike his daughter. She was precocious and intelligent, and curious. And He never grew bored with her. However, he realized that he could not carry her around wherever he went, and that he needed for her to find a home, so he could go create freely. He created a world, his last, and left her there. He also gave her a large number of souls that he had created on his travels. He needed to keep them somewhere, and with his daughter seemed the best place. She was abandoned on the planet, with nothing but the souls.


    Rise of Vaimus
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    This would be the thing that the changelings would likely know of, except for maybe the earlier parts. But they might know of those too.

    When the child [still a VERY powerful goddess in her own rights] was left with all these souls, she was entertained by just looking at them for the first hundred Millennia, but her arms grew tired. She longed to lay them down, and rest them, but she had to keep the souls up. In that period they still had no concrete forms, no shells to hold them in, and looked similar to marbles, which she was holding in both arms. She strained to keep the souls up, and was able to do it, for the first couple of thousand of millennia, only thinking of keeping them up. But, the souls longed to escaped, to be free, and go find a shell. For there is nothing that a soul wants more than a shell to hold it in. This is why ghosts and such shell-less souls are in everlasting pain and torture, and tend towards sharing that pain with others. Eventually, the strain grew too much on the child, and the souls fell, down onto the earth. They fell all over, between the two continents that she was standing on. She let out a gasp, and quickly retreated to the center of the planet. She brought with her the earth, which she fashioned into a large matronly woman, the water, into a vaguely man like shape, sort of like an old man, in our terms [she still didn’t think in terms of gender. It was only later that she decided to become a woman]. The fire, she shaped into a small child, the Ice into a vague warrior shape, the air, into a long thin snake and death, which she let form himself. She then threw them on to the surface of the planet, and charged them with retrieving the souls [Death was the only one who could actually “Kill” mortals, but he would only do it when they needed to die, in effect, similar to the fates, in how he followed their destiny in order to see when they would die]. She knew that if she had gone up, they would likely been squashed, she was so much larger than them. When the souls became conscious, they started looking for a shell in which to inhabit. The new beings came up out of the earth, and came after them. The souls quaked in fright, and quickly chose shells similar to those of the great new beings that they had seen. The new beings came up out of the earth in different spots, bringing with them the climate now associated with their elements. The Ice being came up in the far north, on the second continent where the child had put her foot, the fire came up out in a large volcano, and stepped out onto the grasslands surrounding it. The water came up out of a large lake, which was immediately filled with water. The earth came up in the south, where the land was flat and rocky. It became lush, in a temperate jungle sort of way. Not quite as lush as we associate with jungle, but lush all the same. The Wind came up in the North West, and the swampy area became windy and cloudy. The only part that didn’t have a titan to reside in it was the forest in the northern end of the southern continent, where the souls created shells vaguely similar to the life forms around them, forming trees, and animals that were already living on the land, and the Primal Gods that already lived there. They became the Faeri. In that place, Death resided for most of his first time on the planet. Then he went up to the northern continent, and then traveled all over both continents. The Souls around the Fire became the gnomes, the souls around the Earth became the Dwarves, the souls around the Water became the humans, and the souls around the Wind became the kobolds. The little girl had told the new beings before they had left that they needed to get the souls back to her, and she would store them in the center of the planet. She told them that, however, if any divine or infernal being were to kill the shells to the souls, that the souls would be ripped to shreds. Thusly, the divine and infernal servants that would be created [yes, she created the Demons, Daemos and the Devils. She created them so as to keep balance between the infernal and divine, and also because that way the divine and infernal would have a reason to do well (she gives her blessing [a powerful thing] to those who have collected the most souls within her given time period, which is also notably the calendar that paladins most commonly use.)] could never attack any mortals. She also created Eidolon, a being made of pure truth [where as the other new beings were made of an element] to make sure of that. He and his knights [who are all neutral paladins] protect the mortals, although Eidolon cannot do so intentionally on the mortal realm. At this time, Vaimus also created the Changelings, or those with no souls. Because they have no soul, they are able to change their shell at will. Also because of this, they are completely looked down upon by the Devils, Demons and Daemos, and the Diablo, although Dios himself does not know of their existence. The Demon Kings do know of them, although rather by accident. But because they have no soul, and because a large number of them serve as the spies of Vaimus and Eidolon, they are often simply ignored, or killed on the spot [Vaimus usually doesn’t care, she has loads of them]. Also because of this, those who are let out of her service tend to hate her, and all that she does [although she honestly does care for quite a few, its just that she has such a large number of them, and they are very dispensable]. They also know why she and the other gods are in Kasande, and therefore also skip over any organized religion that they can, viewing it as pure and total lies.


    The Rise of the Faeri Gods
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    This is fairly common knowledge, especially if the character is a known intellectual, or scholar. All changelings will know this. To those who would argue as to whether Vaimus would let the Primal Gods do these things to The Titans, she really doesn’t care who collected the souls, she just needs someone to do it. And the reason that the Primal Gods were able to kill The Titans anyway is because they are the creations of the original gods, whereas The Titans were created by his daughter, Vaimus, who while powerful, is certainly less powerful than he. Also, they simply took The Titans by surprise, and The Titans never thought that they would have any actual enemies on the planet. And the reason that the Primal Gods were so angry at the mortal races is because they thought that all non-Faeri mortals were all exactly the same, and thought that they had all conspired to kill and dissolve the Faeri population into the rest of the mortals, and to be honest, the Primal Gods are not exactly known for their intellect and are pretty paranoid.

    The Faeri have their own gods, who are generally not the nicest of people, usually springing from the fact that they are very feral and not “civilized,” which makes them seem evil and cruel to others, and also because they hate mortals with a passion. The Faeri are mortals as well, but when other mortals came to the Vorde, in whatever shape they came in, the Faeri welcomed them, and taught them the ways of nature, taught to them by their gods, who are all nature gods created by the original god [no one would know that in character]. When the other mortals gained control of their power, they stayed with the Faeri, and lived fairly simple and happy lives with them. However, this could not last. The Titans, although they did not have children per se, they did have creations of their own, called Sainmhíniú. The Faeri knew how to summon them, but feared for the price they asked, and refused to do so. When the other mortals asked to learn how, the Faeri refused, knowing that the mortals would attempt to use the power and summon the dread elementals. The mortals grew more and more curious, and eventually desperate to learn how to summon these beings [who they knew nothing of], and fought the Faeri over their right to do so. The Faeri refused to teach, and finally, they broke out into war. Now, as a note here, one must remember that these were not all of the mortals, just the ones that came up into the Vorde, before the druids lived there. Anyway, the Faeri still refused to summon the Sainmhíniú even in their greatest hour of need, and the Mortals won, and stole the secret from the Faeri. The mortals attempted to summon the Sainmhíniú, and the Faeri scattered with the remains of their population. A Sainmhíniú came, and laughed at their pitiful questions, and demanded payment for coming to them. They had to give it the last book of Faeri knowledge they had [they were lucky that time, he didn’t demand any lives], loosing any ability for them to learn the Faeri power. The Sainmhíniú laughed as he departed, at the stupid, stupid mortals. As such, the only ones who had the ability to use the powers of nature, are now either the ones who had learned from the first Faeri, or the scattered Faeri descendants. That is the main reason that the Druids want the druids who live out in the world to come back to the Vorde. It is partially a want to consolidate the druidic power in one spot, but also guilt from driving out their staunchest allies.

    Anyway, the Faeri gods, when they saw what had happened became infuriated. They sought payment from The Titans for their people being pushed from their lands, but The Titans brushed off their demands. This so infuriated the Faeri gods that they immediately set out to kill The Titans, calling all of the Faeri together in the center of Talmat, and setting out. First they came to the Water called Far Frusen by his people, and the first primal god, of Ferocity, tore out his heart. He then dropped it into the water. The Faeri forced his people away from the lake, and made them march against to the eastern shores. Then the second Primal god, of Hunger, went to the Volcano were fire resided, called Smida by his people, and ripped out his heart as well, dropping it into the volcano where he resided. The gnomes, who watched, looked on in horror. The Third Primal god, Growth, when to the south and found the third titan, Mull Modr, and pulled his roots up out of the ground, and latched them onto her.

    They found cracks, and crevices, and slowly wound their way through her body, as she attempted to fight them off. After a long enough time, the roots grew strong enough, and shattered her, sending a million billion pieces of her scattered throughout the barren wasteland created by the Faeri who had come with growth, who had burned down the forest while the two gods were fighting. In the north, the Fourth Primal god, Survival, came upon the great snake, and sliced his throat. The blood slowly drained into the surrounding swamp. The Kobolds fought him off before he could decapitate the great snake and take his head. They forced him to leave their swamp [an amazing feat, although they would really never be able to actually kill him]. Death was left out, because he could not be killed, and because Vaimus would never let him die. The Primal Gods wouldn’t be able to cross the great ocean in order to reach the upper continent and kill that titan, but he and his people had never really done anything to the Faeri. The Primal Gods also defeated The Titans main servants, the Dragons, who were all driven down into the earth, into an area closer to Vaimus’ domain. The Primal Gods pretty much just left the governing to the Faeri, who were pretty much just terrible dictators, and who didn’t trust any of the mortals in their lust for power as demonstrated by the druids who betrayed them. They crushed any rebellions and kept the mortal populace in pretty much constant terror.


    Rise of Dios
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    Everyone should know of the last part, the scholars who knew of the Primal Gods would know of this, and the Changelings would know of this. Again, as an explanation, the only reason that Dios is able to kill and defeat the Primal Gods is because they have grown incredibly lazy, and because he is driven by revenge, and is incredibly powerful, and because they absolutely cannot kill him [being mortal and all], and the Faeri were still being lazy and stupid and refused to try to help the Primal Gods, and were also still dealing with uprisings from the mortals.

    Because the Faeri were so cruel of rulers [their time away from the forests that they had called home had twisted them magically and mentally. They were almost completely different people] the mortal races had frequent uprisings, but those uprisings were crushed without mercy. They lived in palaces, and used the other mortals as slaves. Because of this, a large group of mortals began a more, covert campaign, headed by a man simply known as Dios. He and his lieutenants, Elää, Hallita, Rommel and Kval together co-ordinated almost all of the raids and attacks against the Faeri. They were also VERY high level adventurers, and had extreme power. When they defeated the Faeri at their most major capitol, Dihenydd, the Primal Gods came out of their extra planar homes, and stood against the five allies. Each of the gods was in turn, slaughtered; first Hunger, then Survival, then Growth, and finally Ferocity. When they were all dead, Dios claimed their seats in the heavens, and became a Major god. His lieutenants all became his intermediate gods. Dios recognized that the Primal Gods had let out their creations, monsters, of non-divine or infernal birth, who would kill the humans at any time. Because the Divine and Infernal gain power from turning in souls to Vaimus, Dios in truth wanted to keep the souls for himself to gain power, instead of having to fight the Demons over the souls released by the monsters. So he created a group of powerful warriors called the Angele to protect the Mortals (I wouldn’t mention this in campaign, it is just information in order to help flesh out the world). The Angele were very good at their jobs, and lived many, many years, siring children from almost all of the races, who became the elves. At first the elves were innocent and kind, but when they realized the scope of the power their ancestors had, they became arrogant and haughty. When the Angele disappeared for a long time, the Elves even invaded other countries, creating a vast empire. When the other mortals eventually fought them off, and reclaimed their lands, the elves had also created a vast slave trade as well, similar to the one employed by the Faeri. However, they had lost most of their land, except for one small island, which is called Veshre, where the Elvin city state remains to this day. Eventually, when the mortals had made such huge losses against the Primal Gods’ children, the Diablo made their appearance. They offered help against the monsters, but only if the mortals promised to worship Dios. Of course, the mortals agreed, and thusly, the Diablo came among them, making sure that the mortals would always worship Dios (except for the kobolds, of course, but he literally would NEVER be able to convert them, and would similarly not be able to kill them, and such, doesn’t even bother with them. Because of the heavily trapped nature of the swamps where they live, the monsters are also not so much of a problem.) The Diablo have also taught magic to the mortals, especially to the Elves, which is very ironic considering the Elvin ancestry.


    The Gods themselves are split up into four categories:

    The Pantheon
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    The Pantheon is made up of four intermediate gods, and one higher Deity, Kval, Rommel, Elää, Hallita and Dios, respectively.

    Dios: The Supreme god in The Pantheon. Aspects: Victory, Conflict, Control. Domains: Strength, War, Protection, Balance.

    Kval: God of Pain and Evil. Aspects: Pain, Hate, Trickery, Deception. Domain: Evil, Suffering, Trickery.

    Elää: Goddess of Life and Good. Aspects: Life, Birth, Maternity. Domains: Good, Life, Healing.

    Hallita: God/goddess (Gender unknown) of Peace and Magic. Aspects: Peace, Magic, Law. Domains: Magic, Law, Knowledge.

    Rommel: God of War and Chaos. Aspect: War, Chaos, Discord, Vengeance. Domains: War, Chaos, Luck.

    Dios has almost complete control of all of the actions of his subordinate gods, and often as not, steps on Rommel’s toes as a war god. Dios does not in all honesty care all that much about the welfare of his subordinate gods.


    Primal Gods
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    The Primal Gods were made up of 12 deities, four for each location of survival, Talmat, Sperret, and the Sea.

    Talmat

    Ferocity: Name pretty sums up his purpose. Aspect: Wild Beasts, Rage. Domains: Destruction.

    Hunger: Name pretty much sums up his purpose. Aspect: Hunger, Gluttony. Domains: Hunger.

    Survival: Name pretty much sums up his purpose. Aspects: Wilderness, Survival. Domains: Weather, Endurance.

    Growth: Name pretty much sums up his purpose. Aspects: Plants, Trees. Domains: Plant.

    Sperret

    Cold: Primal aspect of cold. Lived in Sperret. Aspects: Cold Domains: Cold

    Fury: Primal aspect of fury, and hate. Lived in Sperret. Aspects: Hate Domains: Hatred

    Fear: Primal aspect of fear, and caution. Aspects: Fear Domains: Fear

    Pain: Primal aspect of pain. Aspects: Pain Domains: Suffering

    The Sea

    Breath: Primal aspect of breath, and survival in aquatic environs. Aspects: Breath Domains: Ocean

    Swiftness: Primal aspect of swiftness and speed. Aspects: Speed Domains: Celerity

    Serenity: Primal aspect of serenity and peace, closely associated with death and Kirrsk. Aspects: Sleep, peace, death Domains: Repose

    Savagery: Primal aspect of savagery and violence. Aspects: Violence, savagery Domains: Madness

    Before coming to the material plane, the Primal Gods lived in a parallel dimension created by the Progenitor as a means of… Blue print. There, they nurtured animals, and the living things that lived there. They reinforced the rules of nature that apply to all living things, and when they felt the Souls being dropped by Vaimus, they came from their plane, and saw the Souls. Rather than returning to their plane, they stayed on the material, to teach the Faeri. When they felt that they had taught the Faeri as much as they could, the four Primal Gods returned to their plane. The next time they came out, was after the Faeri wars. They killed The Titans, and then returned to their plane. The final time they came from their plane, was when Dios attacked and ravaged the main Faeri capitol. Then they fought hard, but were eventually taken out by Dios and company. Because of this, no one has been to, or left the plane of the Primal Gods. It is permanently dimension locked with a Caster level of 90, keyed only to the Primal Gods, over the entire area. The Sperret Primal gods knew of the Talmat ones, but didn’t really care about their politics with the Titans. The same occurred with the Primal gods that rule the seas. Both were too busy creating and guiding their own races, the Ogres and the Merfolk respective. They are the reason that the Progenitors plane hasn’t sundered itself with the Talmat Primal Gods’ absence.

    Fear Domain
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    Granted Power: Gains a +4 bonus to all rolls against fear, and fear effects.

    1 Doom
    2 Cause Fear
    3 Scare
    4 Fear
    5 Phantasmal Killer
    6 Symbol of Fear
    7 Insanity
    8 Symbol of Insanity
    9 Weird




    The Titans
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    The Titans are the first creations of Vaimus. There were six, keyed to each element, and to Death. Possibly seven, if you count Eidolon, since he is technically made out of pure Truth. But he is more, servant of Vaimus, than true titan.

    Far Frusen: Titan of Water. Aspects: Water, Sea, Humans. Domains: Ocean, Water, Watery Death.

    Mull Modr: Titan of Earth and Stone. Aspects: Stone, Earth, Dwarves. Domains: Earth

    Smida: Titan of Fire. Aspects: Fire. Domains: Fire, Gnomes.

    Gissl: Titan of Wind. Aspects: Wind, Air, Kobolds. Domains: Air.

    Vrisaak: Titan of Ice. Aspects: Ice, Cold, Orcs. Domains: Ice, Cold.

    Kirrsk: Titan of Death. Aspects: Death, Grief. Domains: Death.

    Eidolon Titan of Truth and Justice. Aspects: Justice, Truth. Domains: Truth

    Far Frusen, Mull Modr, Smida, and Gissl were all killed by the Primal Gods. The Primal Gods were unable to reach the northern continent, and Kill Vrisaak, so he survived, and would not have been able to kill Kirrsk even if they had tried (Titan of death.) Eidolon survived for obvious reasons.


    Elder Gods
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    The Elder Gods are the original creations and or children of the Progenitor, and are more powerful than the Primal Gods because the primal gods were more created as an after thought. There are three Elder Gods, and none of your players, except maybe Bards, Changelings and Halflings will know of any of these gods.

    Vaimus: Over deity of Kasande. Aspects Balance, Creation, Supreme. Domains: Balance.

    Il Maestro: Deity of Music. Aspects: Music. Domains: Music.

    The Winding Road: God of Travel and Transport. Aspects: Travel.

    Music Domain
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    Music Domain
    Deities: Il Maestro.
    Granted Powers: Once per day, for a number of rounds equal to your charisma bonus, you may give allies within 30 feet a morale bonus to all rolls equal to one fifth of your caster level (Minimum 1, rounded down.) Allies who are unaffected by mind affecting abilities do not gain this bonus.

    Music Domain Spells
    1 Lullaby
    2 Tasha’s Hideous Laughter
    3 Sculpt Sound
    4 Shout
    5 Song of Discord
    6 Shout, Greater
    7 Holy Word or Blasphemy (Depending on Casters Alignment, Neutral casters can choose either or when preparing it)
    8 Otto’s Irresistible Dance
    9 Wail of the Banshee


    The Winding Road and Il Maestro are not all that commonly known, but far more so than Vaimus, one of whose aspects is worshipped by the Druids, however, they do not truly worship Vaimus, as much as nature, and assume that Vaimus must be a nature god. Il Maestro is often worshipped by Bards, seeing as he is the god of music, and does have a few clerics, who function very similarly to Bards. The Winding Road is the god of Travelers, and thusly is very favored by the Halflings, who have no Titan to speak of (being descendants of the Diablo), and no fixed country or location.


    Few do, but some residents of Kasande also worship the Angele or Diablo. Their Domains are listed above, in their respective sections. No mortal actually actively worships the Demon Kings. They do have Infernal power, but do not actively grant domains or spells. Those that attempt to, similarly to the druids worshipping Vaimus, would only be worshipping a “Front,” Not the actual god, or Demon, in this case.

    Still, it is only natural to include them in the Deity section, considering they are two sides of the same coin with the “actual” gods.

    The Demon Kings
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    The Demon Kings are the Demons, Devils and Daemos, collectively, that rule over the Demonic forces. There are ten of them, and they switch rules each month of the Demonic calendar, which happens to be ten months long. So, during the first month, one Demon King may be ruling, but during the next, another will. Each “month” on the Calendar lasts for a period of seven mortal years, meaning that a “year” in the Calendar, is the equivalent of seventy mortal years. The Demon Kings live underground, in fast cave systems, however, some of those cave systems do reach up to the outside, however, they do not reach either continent, but the Ocean floor. The Daemos have created vast cities down in the ocean, and seeing as they are Infernal, do not require Air to breath. Anyway, here are the Demon Kings.

    Hajime: King of the First month, deals mainly with the souls, for processing and sending to Vaimus.

    Yokubo: Second month, deals with creating and starting wars, with the help of several other Kings, in order to gain more souls.

    Taishoku: Third month, deals with corrupting and turning mortals against each other, through means not available during war.

    Donyaku: Fourth month, works with other Kings in order to start wars.

    Ikari: Fifth month, works with other Kings in order to start wars.

    Shinjinai: Sixth month, deals with the faithless and godless.

    Boryoku: Seventh month, works with other Kings in order to start wars.

    Uso: Eighth month, causes many small crimes and vandalisms.

    Uragiri: Ninth month, works with other Kings in order to start wars.

    Akuma: Tenth and final month, is the leader of the Demon Kings.
    Last edited by unosarta; 2011-09-04 at 01:21 PM.
    Current Project: Campaign Setting

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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Current Situation

    On the Continent of Talmat, things are not going so well. To understand what has happened here you must first understand the Angeles, and the Diablo:

    Angele
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    The Angeles are the Divine Warriors created by Dios. Because the Primal Gods’ creations were let free during the Age of the Faeri [see: Gods], the mortals were under a large amount of danger, because the Primal Gods’ children had free rein to kill mortals. So Dios sent out the Angele to protect the mortals. They look like large women, with wings of varying shades and colors. Their eyes glow with a radiant color that is the same as their wings. The only thing that connects the Angeles, besides apparent gender, is their love of battle. Of course, this is expected, seeing as their creator is a god of war. Although the Angeles do not really have an alignment, they do tend to lean towards Chaotic, because of their love of battle, and dislike of organization and rules. Angeles are also known as the Prophets of War. All Angeles grant a domain if worshipped, but do not require a cleric to have a certain alignment. Technically, the Angeles do not grant spells though, Dios grants the spells for them, but is also extremely jealous of anyone that does not worship him and the Pantheon. There are thirteen known Angeles:

    Gabriel Aspect Light, Wing Color White, Weapon Spear, Domain Sun.

    Zerafiel Aspect Death, Wing Color Black, Weapon Scythe, Domain Repose.

    Khaziel Aspect Storms, Wing Color Dark Blue, Weapon Shortsword, Domain Storm.

    Kofiel Aspect War, Wing Color Red, Weapon Halberd, Domain War.

    Kiriel Aspect Life, Wing Color Green, Weapon None [fights with fists], Domain Life.

    Nesiel Aspect Stone, Wing Color Brown, Weapon Greatclub, Domain Earth.

    Aibriel Aspect Ice, Wing Color Gray, Weapon Rapier, Domain Ice.

    Shobiel Aspect Seas, Wing Color Teal, Weapon Trident, Domain Ocean.

    Bachiel Aspect Oracle, Wing Color Purple, Weapon Quarterstaff, Domain Oracle.

    Ezekiel Aspect Strategy, Wing Color Silver, Weapon Morning Star, Domain Planning.

    Petriel Aspect Beasts, Wing Color Splotchy light brown, Weapon Claws, Domain Animal.

    Somiel Aspect Hope, Wing Color Light [literally made out of pure light], Weapon Bastard Sword, Domain Glory.

    Raziel Aspect Fire, Wing Color Orange, Weapon Greatsword, Domain Fire.

    Ice Domain
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    Ice Domain
    Kasande Dieties: Aibriel
    Granted Power: once per day, as a move action, you may coat a 10 foot by 10 foot square with ice. This functions like the grease spell, with a caster level equal to your cleric level. This Spell can be countered by a fire cast by a caster with a caster level of equal or higher level being cast upon it.

    1. Orb of Cold, Lesser*
    2. Chill Metal
    3. Sleet Storm
    4. Wall of Ice
    5. Ice Storm
    6. Cone of Cold
    7. Freezing Sphere
    8. Polar Ray
    9. Burst of Glacial Wrath**

    * Complete Arcane
    ** Dragon Magic


    Diablo
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    The Diablo are the Second divine creations from Dios. They are the masters of magic and magical forces. They were created by Dios because the mortals and the creations of The Titans had started to worship the Angeles as Deities, and Dios is NOT a sharing kind of god. So he sent in a creation that could defeat the Angeles using their one weakness: Magic. The Angeles cannot use magic, and have no defenses against magic, so the Diablo were sent in. before the Second Coming [name scholars have given to the Coming of the Diablo.] the Angeles and the Diablo were in fact staunch allies, and it pained the Diablo to fight against their old friends. Well, the Diablo took out the Angeles without letting the Mortal races know of it, and imprisoned the Angeles all over Talmat. The only Angele to escape this imprisonment was Gabriel, Angele of Light. She had been told of such a takeover [as had all of the other Angeles] by Bachiel, but none of the Angeles believed her except for Gabriel, but with Bachiel and all of the other Angeles having mortal lovers and husbands to protect, and Gabriels’ husband having died several decades before, only Gabriel could leave. So, Gabriel went to the North, far, far, far into the north, beyond even the reaches of the highest reaches of the Vorde forests. In fact, Gabriel went onto the continent of Sperret. There she stayed for several decades before coming back to Talmat. She hides in the Frozen Lake of Bevroren, where she plans out ways of freeing her sisters, to this day. The Diablo are tasked with the governing of the countries, but most simply live in Tempesta, a Giant City in, and under the Mountain of Tormenad, a mountain swirling with violent storms. Tempesta was originally created by Khaziel, Angele of Storms. Tempesta was to be used as a fortress by the Angele against the Dragons and Fey. The Diablo are short, and have pale skin, with eyes that glow with otherworldly colors that entrance those that do happen to have the temerity to look into the eyes of the Diablo. Like the Angeles, the Diablo have no alignment, but they do have a slight lawful bent. There are 13 known Diablo. Any can be worshipped, and the domains that they grant are all listed, but again, it is not recommended, since Dios is so envious of other gods.

    Luxuria Aspect Lust, Magic Charm, Country Glacé, Domain Lust.

    Gula Aspect Gluttony, Magic Gluttony, Country Tempesta, Domain Gluttony.

    Avaritia Aspect Greed, Magic Greed, Country Tempesta, Domain Greed.

    Acedia Aspect Sloth, Magic Slow [other slow type spells], Country Tempesta, Domain Sloth.

    Ira Aspect Wrath, Magic Anger, Country Fax’Cuotl, Domain Wrath.

    Invidia Aspect Envy, Magic Envy, Country Tempesta, Domain Envy.

    Superbia Aspect Pride, Magic Hubris, Country Veshre, Domain Pride.

    Pestis Aspect Plague, Magic Disease, Country Tempesta, Domain Pestilence.

    Dominatus Aspect Domination, Magic Domination, Country Tempesta, Domain Domination.

    Contemno Aspect Hate, Magic Hate, Country Tempesta, Domain Hatred.

    Magus Aspect Magic, Magic all types, Country Tempesta, Domain Magic/Spell [depending on resources].

    Pugna Aspect war, Magic war, Country Brandkind, Domain War.

    Apoclypso Aspect Death, Magic Death, Country Tempesta, Domain Death.


    Well, without the Angeles to protect them [the mortal races had gotten lazy], they were badly loosing. Then at the last moment, the Diablo showed themselves to the Mortals. They offered them safety and protection, but in return, they would have to let the Diablo rule them, and worship Dios and the Pantheon. Obviously, the Mortals not having a chance, and the offer being very good compared to imminent death, the mortal races took the offer [the Druids weren’t asked, and are not ruled. They simply don’t have enough of a government to be able to be ruled. Similarly, the Kobolds weren’t asked, because of their Fixation on resurrecting their dead titan, Gissl, and their hate for Dios and his prophets.] When the Diablo took over, they brought in heavy handed laws, but also taught the Mortal races arcane magic. The Elves took immediately to this magic [ironic considering their ancestors.]
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Countries

    Maps: (Sorry if they are kind of ginormous. )
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    there are 7 countries. The Druids of the Vorde are in the Far North. The Gnomes of Brandkind live in the centerish of Talmat. The Glacé Empire is along the eastern coast. Veshre is just under the Glacé Empire. Fax’Cuotl [in the Nox’Cuotl Desert] are at the very southern tip, underneath Bevroren, and west of the southern end of Glacé. Enssion is west and slightly north of Brandkind, in the Verssio Swamp, which is just above Bevroren. Tempesta is far to the South East of Veshre.

    Druids of the Vorde [Gwydh, as they call themselves.]
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    The Druids of the Vorde are an unorganized giant lawless, anarchic… well; I hesitate to call them a group even. Most live in small conclaves, in the vast forests of the Vorde. In some cases, non-druids have been allowed into the Vorde, but this is extremely rare. When such non-druids are allowed into the Vorde, they generally form small towns, with the only residence being family and smuggled in friends. Because of the way the druids feel about guests in the Vorde, they come to any distress signal, seeing as it may not just be the towns being invaded and hurt [druids tend to not give a crap about non-druids and anyone who uses metal].

    Because the Government of the Gwydh is nonexistent, often times when distress signals are called, ALL druids come to the signal. Often, enemies are able to sneak through by making distress signals appear in three or more signals at a time, then attacking spread out druids. When this happens, the Abhair [Archdruid] Summons the Sainmhíniú, the Direct Descendants of The Titans. Unfortunately, in order to make the Sainmhíniú fight for them, the druids must make a sacrifice to such gods, and the sacrifice is not easy to stomach [lets just say that the Abhair isn’t around much after such sacrifices, if you know what I mean.]

    The Druids actually do not worship Nature as much as a specific god, Vaimus. The Druids believe Vaimus to just be a nature god/spirit, but she is much, much more [See: Gods]. Almost all druids live in the Vorde, but several who worship other “aspects” of Vaimus [she doesn’t really have any other aspects, but the druids think that she is nature], such as desert worshipping druids living in Nox’Cuotl, or ocean worshipping druids who live out in Tempesta, or with the Mermaids [although, that is very unlikely.]

    Mostly though, the Druids are all Hermits, living alone in their chosen domain, even if they do live in the Vorde.


    Brandkind
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    Brandkind is the country of the Gnomes. The gnomes have a ruling council that is elected by the citizens of Brandkind. They elect these councils every year when all of the gnomes come to the Forge Festival. When at the Forge Festival, they compete for the title of the greatest crafter, and elect the council. Gnomes come from all over Brandkind [a fairly large area] to see the Forge Festival in Brannsparke.

    Most of the Gnomes who live in Brandkind worship Smida, although only the elected council members actually get to see the True heart of Smida, which lies deep in Brannsparke, and is a Giant pool of magma with a single giant Ruby in the Center. But because of the way that they resented the takeover from the Diablo, they almost never worship a Diablo, however, several Gnomes still worship Raziel, even though the general thought about the Angeles is that they abandoned the Mortals.

    Most gnomes do not actually live in Brannsparke, most live in cities and towns surrounding the Great Volcano. The towns are ramshackle and often very poor, while the City inside of Brannsparke is huge and lavish, even though nobody but the Council and the councils servants live there. The council is actually very corrupt and levies huge taxes on the gnomish population, and tends to just rig elections to get themselves elected, year after year. And because the Gnomes are busy paying off the taxes they owe to the Council, they never get the chance to be outraged.

    Also, gnomes tend to have an inferiority complex about themselves, and are idealistic, and follow their leaders, believing them to be truthful and actually caring toward the gnomish race. The Humans of Glacé and other Countries have no respect for the Gnomes for this reason.

    The only people who actually try to do anything for the Gnomish people are the Priesthood of Smida, the Ultimate Forgers. They are the ones who make weapons for other countries, but they refuse to work for the council, and have been banished from their home country. Most live in secret in the small hamlets on the edge of the territory that Brandkind controls. It is gravely punished to be in the Priesthood, and so many of the Priests and priestesses hide their identities. Most if not all orphanages, homeless shelters and doctors in Brandkind work for the Priesthood of Smida. The Leading Council members own doctor is part of the Priesthood. The Priesthood wears a medallion with an Everburning fire inside of a glass chamber, and are commonly recognized because of the medallion. Just wearing one is punishable by working in the prisons inside of Brannsparke, with huge work colonies that house political prisoners of the Council.

    The Military of Brandkind is sadly lacking, but thankfully, they have enemies of the Orcs on all sides, Glacé to the south, Druids of the Vorde to the north, Enssion to the north by north west. The only unprotected side is to Bevroren, which the Church of Far Frusen has guarded at all times from anyone who might try to harm the Heart of Far Frusen. The gnomes are lucky in this reason, but in the recent past, several Orc armies have invaded Brandkind, and the Small towns and Cities were ravaged, and eventually the army actually got to Brannsparke and the Council, before the Glacéan army took care of it.


    Glacé
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    Glacé is a large Empire going along the eastern coast. Currently they are ruled by Empress Rhuma Coryza Gele the Third. She is cold and Impassionate, but her subject are not oppressed [most are LN anyway, so they would follow the rules], and most are fed.

    But unfortunately, the Empire does have its shortfalls. Most of the Humans living in Glacé are extremely racist and xenophobic. They are not proud of their races like the Elves, they simply do not allow non humans in any position of power. They empress has cut a little back on this, but her Son Crown Prince Diamont is a known bigot, and extreme racist.

    The Churches of Glacé are often dedicated to Hallita, rather than Far Frusen, and almost all humans are completely separated from his heart, unlike all of the other races. There is a large group of humans however that do worship Far Frusen, and they have a pilgrimage to his Heart in lake Bevroren. They often keep small amounts of the water from the lake in small bottle around their neck. His priesthood keeps one single temple in his honor in the capitol Carreau, which has a ceremonial baptismal pool that is filled with water from his lake. They baptize the believers of Far Frusen in the icy waters at the age of 16 [not because they believe in afterlife like Christians who baptize, the Priesthood does it because they want the person being baptized to be closer to Far Frusen.] Most often though, those who worship Far Frusen do not truly worship him, but some aspect of water, not truly understanding his aspects, or his role in Talmat.

    The Ravaler is an organization that works to keep non-humans out of Glacé. They are a sort of secret police for the imperial house, and the Crown Prince is at the head of them. Most humans highly respect them, and the Ravalers are often allowed to eat, sleep and gather supplies for free in human shops and stores. Non-humans who attempt to live in Glacé hate them, because the Ravaler will often scare customers away from shops, have “random” searches, and “find” illegal substances and objects. Basically, they give non-humans who live in Glacé hell. They believe in only worshipping Far Frusen, and the Church fully supports them.

    The Army of Glacé is actually very well built, and is Disciplined and focused, and are the only things that stop the Orcs from invading Glacé. The empress has to juggle favor with all of these organizations, her nobles, and her Subjects. She has possibly the hardest job in all of Talmat, and she does it surprisingly well.


    Veshre
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    Veshre is the only real land that the elves control. They used to control large expanses of Nox’Cuotl and the Mountains of Glacé, but where driven off, after the Slaves rebelled [this happened about ~400 years before current time in the setting], and formed their own countries, Fax’Cuotl and Glacé. The elves were driven off of their land, and are still bitter over it, seeing as they believe that they are the best, and that all other races should bow down to them. Because of these feelings toward the rebelled countries, Veshre is usually on unfriendly terms with the humans and the dwarves.

    Veshre is one of the largest Cities, because it is a HUGE hub of trade, the only country that still sells and trades slaves, and it has the Council of Nine. The Council of Nine is made up of eight very powerful mages, and Busk, the most powerful mortal on Kasande.

    The Wizards of the Council:
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    Fove: Abjuration, Sex: Male, Race Elf, Age 72 years.

    Kreteas: Evocation, Sex: Female, Race: Human, Age 25 years.

    Becran: Transmutation, Sex: Male, Race: Human, Age 37 years.

    Gim: Necromancy, Sex: Male, Race: Gnome, Age 80 years.

    Inmi: Conjuration, Sex: Female, Race: Halfling, Age 18 years.

    Slem: Illusion, Sex: Unknown, Race: Unknown, Age Unknown.

    Crowl: Divination, Sex: Female, Race: Unknown, Age Unknown.

    Parn: Enchantment, Sex: Female, Race: Gnome, Age 56 years.

    Busk: None, Sex: Formerly Male, Race: Formerly Elf, Age ~1000 years.


    The Council of Nine does not actually rule Veshre though. The Council of Nine merely rules the Magic of Talmat. The Actual ruling body is called the Thirteen Houses. They are comprised of the children of each Angele, and each has a Seat on the Konselho, that is, except for the House of Petriel, the Angele of Bestiality, all of who ran into the Vorde, and down into the Nox’Cuotl desert long ago, away from the control and dominance of their house, and also because they could feel their Ancestor being trapped and punished by the Diablo. The Elves are still attempting to find the Daughters of Petriel, as the thirteenth house is called, but anyone who has gone after them has never come back.

    The Elves really have no military. Instead they rely on the Council of Nine to save them time after time [Busk remains the only one on the council to object to Moving the Council to somewhere less… biased, but seeing as he is 1000 years old, the council stays. Plus there is the hassle of moving him.]


    Fax’Cuotl
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    Fax’Cuotl means People of the Desert in Dwarven. The Dwarves that live in Nox’Cuotl [Night Desert], do so to be close to their titan, but unfortunately for them, she was blasted into a hundred trillion pieces by the Primal Gods. The Shards of Mull Modr covered the ground in a layer of sand.

    Because the Dwarves feel that they need to be in touch with Mull Modr, they travel around the desert, seeing all of it. A dwarf who has seen the entire desert can die happy. Also because of this need to travel around the desert, the dwarves need protection, and the greatest protection is in numbers, so the dwarves travel in town, carrying their tents on their backs. Each town has a Thane, a chief who keeps everything working in the town, and reports to the Overthane, who leads all of the towns [or tribes, depends on where you are saying it]. When the Overthane travels, he brings thousands of tents for all of his servants, advisors, children, wives, and equipment. When the Thanes report back to the Overthane, it is generally when the paths of the two tribes cross, which is also when the tribes have a tournament. The finalist who has beaten all of the other men [women are not allowed to compete], is allowed to fight the Overthane. If the fighter wins, he becomes the new Overthane. Because these path crossings happen so rarely, it is hardly ever that the Overthane is replaced.

    Women have so few rights that they often must become warriors to receive ANY respect al all from the men. Often, because male dwarves view females as an object, they have several wives. The Overthane himself has five wives. For those Female dwarves who are able to cast magic [VERY few males can use magic at all], usually enter the Cortxal, the shamans. The Shamans are actually the only powerful female group in dwarven society. They are similar to the Council of Nine in size and power, but because they do not have a member as powerful member as Busk, they are often overlooked. Even in Dwarven society, the Cortxal are often looked more down upon than the warriors.

    Despite the warlike qualities of the Dwarves, they do not have an organized military. The warriors either fight alone in one on one combat, or in disorganized militias made by specific tribes. The dwarves still manage to fight off the Orcs, even without an organized military.

    Strangely there are no dwarves on the Council of Nine. This is directly the fault of the Xaxtuul, who are the assassins of the Cortxal. Without the power in their own culture that the shamans have, they must turn to other forces to enforce their rule of magic, so they train assassins in the art of magic, and turn them against their enemies. Not even the Overthane knows of the Xaxtuul, thanks to the deception that the Xaxtuul employs. Any Dwarf that attempts to tell the magical secrets of the Cortxal will be hunted down and killed. Any dwarf that attempts to join the Council of Nine will be killed [there were Dwarven applicants who tried to get into the council when a councilor has died. All were killed by the Xaxtuul. Busk never really objected, and quite honestly didn’t really care.]


    Enssion
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    Enssion is the Kobold theocracy that lives in the Verssio Swamp. Every single kobold that lives in Enssion worships Gissl, and would probably kill themselves for his resurrection [it probably won’t come to that though.] Gissl is the Titan of animals and the Wind, and he is represented as a Giant Snake. Because of this, most kobolds have a small snake as a pet, or keep a statue of a snake in their houses.

    Kobold architecture is very alien and strange to the other races [if they even get to see the architecture.] the Main worship site for Kobolds is a giant Ziggurat with Gissl’s skeleton curled around it, in the very center of the Verssio swamp. The actual houses are often small, and low to the ground. They are shaped similar to the Ziggurat where the kobolds worship their Titan. Kobolds are often situated in their own houses which are also often alone, and away from others. The only exception to this is at the Ziggurat, where the families of the priests and the rest of the religious kobold zealots live. The houses surrounding the Ziggurat have formed a loose town, which is nameless.

    Rather than having his heart torn out of his chest like Smida or Far Frusen, or being smashed into tiny pieces like Mull Modr, his blood bled into the Swamp, after having his neck sliced by Rommel [after Gissl died, the kobolds spent years heaving his dead body onto the ziggurat]. Because of this, the water of the swamp is permanently colored red. It is very disconcerting for non-kobolds who come into the swamp. When Gissl died, the Kobolds mourned for days on end, and shut themselves away from the rest of the world. It has been several thousand years, but the Kobolds are still fairly shut away. Any outsider who comes to the Verssio is watched, and treated with suspicion, and no non-kobold has ever seen the Ziggurat [even the changelings. They try to keep away from organized worship, seeing as they know the true purpose to the gods.]

    The Kobolds have survived as long as they have because of their army. Or at least, what they call an army. The Kobolds are master trapsmiths, and the whole Verssio has been heavily trapped. The kobolds have a relatively fast speed, and with their Darkvision, they are the perfect night ambushers, and hit and run tacticians. Because kobolds are so untrusting of outsiders, all kobolds are competent fighters, and are able to protect their lands and their people. In fact, if the Kobolds were ever to attempt to attack any other lands, then they would be the most formidable fighting force in Talmat, even more powerful than the Orcs.


    Tempesta
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    Temptesta was once the great bastion of the Angele. The thirteen great houses lived in its streets. But after the prophets of magic, the Angele left it, possibly forever. The prophets of magic took it over, after the houses left it for another city. It lies on and in the great mountain of Tormenad. Unlike most cities on Talmat, it is almost impossible to enter it unless one has access to teleportation magic, or can fly. Many rich people use the teleportation, which costs a great deal of money, that the Diablo have set up near the center of the continent, but most people simply purchase a flight over.

    The cities governmental systems are basically all controlled by Dominatus, who also acts as the main judge for all of Talmat (besides Eidolon, of course).

    Tempesta also functions as one of the main trading centers, besides Veshre, on Talmat. Because of the difficulty in reaching it, and the harsh laws imposed by Dominatus, most of the goods sold in Tempesta are legal, while most of the black market goods are sold in Veshre. Thusly, the two cities have a trade rivalry.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Races

    Most of the Races of Talmat are tied to a certain titan. The titan that created them has absolute control over them. See the Gods Section for more information on The Titans.

    Humans
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    Humans are the creations of Far Frusen, a Titan of water and frost. Humans are incredibly lawful, and also very xenophobic, and are often untrusting and suspicious of others. Humans are usually 5’4” to 6’6”. They have a blue tint to their skin, and are often used to cold climates. Humans born into the Glacé Empire are almost always lawful, however, those born outside of Glacé are less likely to be lawful, and also less xenophobic.

    Like most other races, they worship Dios, but some also worship Far Frusen, although those who do are often Scholars and Theologists, who study ancient gods, not your every day workman and peasant.

    Humans
    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • Human base land speed is 30 feet.
    • 1 extra feat at 1st level.
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Automatic Language: Common, Glacéan [if born in the Glacé Empire; otherwise, language of homeland]. Bonus Languages: Dwarven, Gnomish, Elven.
    • Favored Class: Any.


    Dwarves
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    Dwarves are the Creation of Mull Modr, the Titaness of Stone. As such, Dwarves are drawn to stone and rocks of any kind, even though most of them live in the desert [See: Death of The Titans]. Most dwarves are 3’2” to 4’6”. Their skin shades vary from brown to black. Their eyes are usually some shade of brown. Few dwarves have beards [unlike fantasy has stereotyped them with], seeing as beards usually only help to conserve heat, witch doesn’t help you much in a desert. In fact, often dwarves will shave their hair too, to help let out heat from their bodies. Dwarves who are born into the Fax’Cuotl are often chaotic, owing to the fact that their culture is based on war, and the strongest often rule the weak. In this sense, dwarves are often sexist against females, seeing them as those who do not fight, and those who simply give birth and make food. It has taken centuries for women dwarves to attempt to earn their rights back, and it has been a hard fought road. Often, male dwarves still look down upon female dwarves, even if the female dwarves show their battle prowess to said male dwarves.

    Dwarves usually worship Elää, viewing her as similar to their own patron goddess, Mull Modr. The dwarves that do not worship Mull Modr or Elää usually worship the imprisoned Angele Nesiel. The dwarves are one of the only races that never actually forgot their titan, even after she was driven away, and eventually killed. Among the more warlike dwarves few actually worship Dios, even though their culture is very violent. Instead they worship Rommel, the God of Rage and Anger.

    Dwarves

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    [1]


    • +2 Constitution, -2 Charisma.
    • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
    • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
    • Lowlight Vision: A Dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • +2 racial bonus on saving throws against poison.
    • +2 racial bonus to spot and listen checks.
    • +2 racial bonus on Craft checks that are related to stone.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, and Draconic.
    • Favored Class: Barbarian. A multiclass dwarf’s Barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.


    Elves
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    Elves are the descendants of mortal races and Angeles. They view themselves as superior to all of the other races. Most have engendered themselves with arcane magic, which does make sense when you consider that the Council of Nine [the ruling council over magic] are stationed in Veshre, the Elf city-state. A sore point of conversations for elves, Veshre, considering that it is the only shred of land that the elves posses. Because they view themselves as superior, they believe that they deserve all of the land in Talmat, and it infuriates them that the other races have attempted to stop them. Elves are often weak and pale, because of their apparent “superiority,” they think that they should not be subject to manual labor. In fact, the highest number of slaves in any country or city is in Veshre. Most if not all of the Elves have never worked a day in their life. They often dye their hair, changing it with the changing fashions of Veshre, and do the same with their eyes [magic is such a wonderful thing isn’t it?]

    Elves often worship Magus [even though he and the Diablo have repeatedly asked mortal races to not worship them; they don’t want the Third Coming happening any time soon] and Hallita, god of peace and magic. Because the Elves were not created by The Titans, they do not worship a Titan god, and often look down upon the other races for worshipping the dead gods.

    Elves

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    [2]


    • +2 Intelligence, -2 Constitution.
    • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
    • Elf base land speed is 30 feet.
    • Meditation: Because of the vigilance of the Elves ancestors, and their need to fight against monsters for days at a time, the Angeles developed a type of meditation, to help them spend less time resting. The elves have gained a trait of this, and only need to meditate for 4 hours to be rested. Elven characters still must rest for 8 hours to gain per day abilities back.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. They also gain Weapon Proficiency based on their House.
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    • House of Gabriel: Spear
    • House of Zerafiel: Scythe
    • House of Khaziel: Shortsword
    • House of Kofiel: Halberd
    • House of Kiriel: Unarmed Strike
    • House of Nesiel: Greatclub
    • House of Aibriel: Rapier
    • House of Shobiel: Trident
    • House of Bachiel: Quarterstaff
    • House of Ezekiel: Morning Star
    • House of Petriel: Natural Weapons
    • House of Somiel: Bastard Sword
    • House of Raziel: Greatsword

    • +2 racial bonus on Search checks.
    • Automatic Languages: Common and Elven. Bonus Languages: Gnome, Orc [only if exposed to them, which is highly unlikely], and Sylvan.
    • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.


    Gnomes
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    Gnomes are small spunky little humanoids, the greatest crafters of metal the world has ever seen. They sell goods to every military power on Talmat. Almost every single masterwork weapon that might fall into an adventurers hands are from a gnome. Gnomes most often congregate in Brandkind, the country surrounding Brannsparke, the volcano that surrounds Smida’s heart, the only remaining piece of the Titan of Fire, and the creator of the gnomes. Gnomes are often short, only 2’1” to 3’4”. Their skin is often covered in soot, and if it isn’t, it is a startling shade of gray or white. The hair of a gnome is often brown or black. Gnomes love song, and often become bards. If a Gnome Bard ever chooses the Song of Day and Night, they often choose to focus on the Sun aspect of their music. Gnomes who become Bards of the Midnight Anthem are not uncommon either though.

    Gnomes often worship Raziel or Smida, however, almost none worship a god from the Pantheon exactly. They have cults to the Elemental Fire, the Sun, the Forge, but none to a Sanctioned God. If a gnome knows of Il Maestro, they often will worship him.

    Gnomes

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    [3]


    • +2 Constitution, -2 Dexterity.
    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Gnome base land speed is 20 feet.
    • Darkvision: Gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Gnomes can function just fine with no light at all.
    • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
    • +2 racial bonus on attack rolls against kobolds and goblinoids.
    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +2 racial bonus on Listen checks.
    • +3 racial bonus on Craft checks to do with metal.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Glacéan, and Elven. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like). This ability is innate to gnomes. See the speak with animals spell description.
    • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
    • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


    Kobolds
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    Kobolds are seemingly weak and simple at the front of things. But if you really consider their culture, their way of thinking, and their population, kobolds are the greatest military threat on Talmat. In fact, if the kobolds were to start a campaign, they would inevitably take over ALL of the other countries. But, they are waiting for their high-priest to give them the word, and they are waiting for the priest-hood to revive their Dead Titan.

    All Kobolds who are born in Enssion worship Gissl. No kobold worships a Pantheon god, or even an Angele or Diablo. Those who are not born in Enssion may worship other gods, but it is rare to be born outside of Enssion as a Kobold.

    Kobold

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    [4]


    • +2 Dexterity, –2 Strength, –2 Constitution, +2 Intelligence. Kobolds are weak and frail, but their size grants them quickness, and they grasp information very well.
    • Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    • Humanoid (reptilian): Kobolds are humanoids with the reptilian subtypes.
    • Kobold base land speed is 30 feet.
    • +2 natural armor bonus.
    • Lowlight Vision: A Kobold can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • All kobolds add Craft (trapmaking) to their list of class skills.
    • +2 racial bonus on Craft (trapmaking) and Search checks.
    • Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
    • Automatic Language: Common, Kobold. Bonus Languages: Gnome, Draconic, Glacéan, Dwarven.
    • Favored Class: Rogue. A multiclass kobold’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.


    Halfling
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    Halflings are the children of Mortals and the Diablo. They are excluded from other cultures, and are often driven to drinking. They have no organization, and instead tend to travel all over Talmat, and sell goods [sort of like gypsies]. They are the traders and merchants of Talmat. If you want goods, you must either want for the Halfling caravans, or go to the production site yourself.

    Most Halflings worship the Winding Road. He is not directly of the Pantheon, but is a very well known god in his own right. He and Il Maestro are both gods of song and the Road, so some Halflings will worship Il Maestro, if they even know of him.

    Halflings

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    [5]


    • +2 Charisma, -2 Strength.
    • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
    • Halfling base land speed is 20 feet.
    • +1 racial bonus on all saving throws.
    • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. The Diablo are often very used to fear magic, and they have passed this trait down to their children.
    • Sorcerer Caster level +1. This only applies if the Halfling is a sorcerer. The blood of the Prophets of Magic flow through their veins.
    • Automatic Languages: Common and Halfling. Bonus Languages: Any.
    • Favored Class: Sorceror. A multiclass halfling’s Sorceror class does not count when determining whether she takes an experience point penalty for multiclassing.


    Changelings
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    Changelings are the “Humans” or Talmat. They are everywhere; they have every kind of alignment, and have any kind of skill. They often choose the form that best suits their current location, such as when in Glacé, they would take the form of a human, but when in Nox’Cuotl, they would choose the Form of a dwarf. They have no original form, no birth form, and no “soul.” When Vaimus accidentally let the souls out, then created The Titans and Demons, Vaimus needed someone other than Eidolon to keep the Mortals in check [Eidolon had to keep the Solars and the Demons in check, so he really couldn’t do it], so she created a race with no soul, to travel, and stay in countries and protect mortals from the Demons and Solars that do get away from Eidolon [this was before Eidolon created his Paladins.] because she created the Changelings to do this, Vaimus knows whatever they know, and where they are, so the Changeling have become effective scouts for her. But because they are still not totally divine, Changelings can still kill mortals without damaging the mortal soul, and some changelings have become bitter with the role that Vaimus has forced upon them, and twist the emotions that are natural for mortals, and cause horrible, horrible wars. Every single war that has started between mortal races has been the fault of a Changeling. This often causes the mortal races to have a predisposition against Changelings, and Changelings are often misunderstood. They rarely travel, preferring to settle down in a certain area, and craft a realistic persona. Some Changelings become very fascinated with creating personas, and become spies for mortal organizations.

    All Changelings worship Vaimus, and most also worship another god depending on where they are, and what they are doing. The warmongers do not worship gods, because they understand Vaimus’ role in the gods creation.

    CHANGELING
    • Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
    • Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
    • Changeling base land speed is 30 feet.
    • +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
    • +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy.
    • Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
    • Minor Change Shape (Su): Changelings have the super natural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her most used form when killed. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
    • Automatic Languages: Common. Bonus Languages: Any.
    • Favored Class: Monk. A multiclass changeling’s Monk class does not count when determining whether she takes an experience point penalty for multiclassing.


    Orcs
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    The Orcs are invaders from the northern Continent of Sperret. Sperret is cold, frozen, and barren, and the Orcs have learned to survive in horrible conditions like these. No one knows the reason for why they are attempting to invade Talmat, but only that they fight with a blood thirsty rage, and they are always attempting to get into the Bevroren Lake area. The reason of course, is that when Gabriel went north into Sperret, and hid there for several decades, she did not do nothing while there. While in Sperret, she encountered a monstrous humanoid race, with grey black skin, and twisted faces. She learned of their god, and their customs. These people were the Orcs. They heard of her plight, and sought to help her, for although their ferocity, they were not uncaring [but mostly they like to fight, and this ensured a way to fight.] While she did give an ample description of what happened to her and her sisters, the Orcs did not fully understand, and although they do want to help her, they currently believe that all of the people in Talmat are her enemies, and that they are all attempting to keep her hostage. When she returned, she had no way of contacting them, so to this day, they think that she has told them to wage war on the people of Talmat. The Orcish culture, while often misunderstood, is one of honor and dignity in war, which is often at odds with their gods alignment, but he is an understanding god, and would not wish to change the way his people think. Often orcs become paladins because they feel that that is the best way to bring about peace and happiness to their people. Plus, with the Gnolls and Goblins living in Sperret, they have plenty of evil people to smite [the orcs don’t go on crusades… usually. The last one was when the Goblins raided a temple to their titan, and the Orcs… basically just kicked goblin ass.]

    Orcs worship their own titan, who is actually currently still alive. He is the only titan still alive on the face of the planet [Kirrsk is still around, but he is a whole other story.] his name is Vrisaak, and he is the Titan of Ice, Hate and War. He commands his people from his Throne of Hatred. No Orc knows enough about the Angeles, Diablo, or the Pantheon for him or her to worship anyone besides Vrisaak.

    Orcs

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    [6]

    • +2 Strength, -2 Intelligence.
    • An Orc’s base land speed is 30 feet.
    • Low-Light Vision: An Orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • An Orc receives a +2 bonus against weather related spells and effects.
    • Automatic Languages: Orc. Bonus Languages: Ogrin, Goblin, Common.
    • Favored Class: Paladin.
    Current Project: Campaign Setting

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    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Classes

    The Wizard:
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    The wizard is a magic user that has made a pact with a Diablo [unlike how a pact works in some places, a Wizard can only have one pact.] A Diablo may grant magic, and therefore grant pacts, to as many people as they want. The most commonly asked for a pact is Magus, but he has only granted a pact to one person and one person only: Busk. Apoclypso is the other most commonly asked, but he has never granted a pact at this known time. One downside for the Diablo is that once you give a pact, you can never take the magic back. A familiar is a possession of power granted by the Pact Granter or the granter of the magic, and is often treated very well, kept out of harms way and pampered. Those who attempt to steal a Pact from a Diablo [by receiving the magic from the pact, but not following through on their end of anything the Diablo asks for] often kill their familiar, or sacrifice it for more power [various ACF’s for wizards without Familiars, you know the things.]

    Wizards commonly worship their Pact Granter, but some do worship other gods or titans depending on their race and circumstance. The other common god to be worshipped is Hallita, god of peace and magic [although more peace, and less magic.]


    Sorceror
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    Sorcerers are mortals who have the “blood” of the Diablo. Unlike the Halflings, they do not actually have the blood of the Diablo in their veins, they have the Blood of the Elementals in their veins [technically the Elementals do not have blood, but Rule of Cool wins out again. How do Elementals have kids anyway? Beats me] even though most sorcerers are the Children on a long line of Elemental-Mortals, they are not the only lineage that creates sorcerers. Any Monster that has even a vaguely humanoid shape [or Shape Change in the case of dragons], and is able to mate will have a child somewhere along the line that is a sorcerer. And unfortunately, every single one of these entities is immortal, and as most immortals will tell you, immortality can be pretty boring, so they would be hard pressed to stop mating with the mortals. They only race that almost never has any Sorcerers is the Elves, because of their cross bred nature, they almost never are able to fit any more lineage in their systems. Some are able, but they are VERY rare.

    Sorcerers do not have a preference for a certain being to worship. Most sorcerers worship gods based on race rather than class.


    Monk
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    Monks are the only Class not associated with a god, divine being, or demon. Because of the self awareness and reliance that the monks have, they do not believe in worshiping a god. Unlike the traditional idea of monks, they do not live anywhere near a monastery. Monasteries are for the religious, like priests and priestesses. The monks travel all over Talmat, usually with a Master, who teaches his or her disciple of the different styles of fighting for each culture they encounter. Monks usually choose a style of fighting based on a creature, but this is not actual worship of said animal, it is the mimicry of the animal. Few monks choose other styles of fighting, but it does happen. The Monk is one of the only classes which doesn’t care at all about the characters race. Because the monks usually travel around, they will pick up orphans and unwanted children if they find them, but a monk is only able to have one disciple, or the training won’t be adequate to keep the Disciple alive when he or she travels around.

    Monks are the least likely to follow organized religions, believing that it does not completely follow the path of self perfection to bow down to others.


    Paladin
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    paladins are the religious crusaders of Talmat. The good paladins fight against the Demons, Devils and Daemos, and the Evil Fight against the Diablo [and fought against the Angele, and even before that, the solars.] Most paladins, good and bad, are considered religious Zealots by the general public, and although most paladins really aren’t, the Mauvais Sect, and the Fierté consul are.

    The Mauvais Sect is a group of assorted evil paladins that attempt to fight against the Diablo. Strangely, they didn’t attempt to fight against any of the past Divine beings, such as the solars or the Angele. The Fierté consul is a group of paladins that fight against the Demons, Devils, and the Daemos. They are made up entirely of elves, and are rather bureaucratic in their fight against the infernal beings. They are selective of where they attempt to fight the demons, so they are often thought of as just a corrupt group by both the general populace, and fellow paladins. But, these are not the only groups of well known paladins, although this sect is not very well known at all, they are the most powerful of all of the paladin groups.

    The Knights of Eidolon are the only paladins to not fight the infernal beings, or the divine beings. They work for Eidolon [See: gods] and as such are the only mortals privy to Vaimus’ true goal, and some of her origin [obviously they don’t know the whole thing, but they do know quite a bit more than the general populace.] The main thing the Knights of Eidolon do is prevent infernal and divine beings from killing mortals directly. They also prevent too much infighting between the Divine and infernal beings. They are often mistaken for the kind of paladins that simply fight demons [few know of the Mauvais Sect, and those that do assume that they are blackguards, and thoroughly evil.]

    Paladins may worship gods, but they do not do what they do in the name of a god, or gods. In truth, no god sponsors what paladins do. The Orcs that become paladins are sponsored by their god only because they do not fight the Diablo or the Daemos, Demons, and Devils. If they did, he would not sponsor them anymore.


    Druid
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    The druids of Talmat are mostly situated in the Vorde, the forest region to the farthest reaches of Talmat. They are very xenophobic, in fact probably more xenophobic than the elves or humans, but simply do not care about the race of a person, but whether they are a druid or not. They often worship Vaimus, who is the “central god” of the Kasande pantheon, but none know truly of her. The druids believe she is an aspect of nature, and worship her as thus. Animal companions are viewed as a conduit to her spiritual being, and must be respected as such. A druids power is always inborn, and comes from nature itself, and therefore cannot be taught, which is why the Abhair actively seeks out druids outside of the Vorde, and brings them to it, for fear of having a druid die [there are only so many druids left, and he needs to protect them]. Because the Vorde is so unorganized, he [women are persecuted in Vorde, with a little less intensity as those in Nox’Cuotl, but they are still persecuted.] spends large amounts of energy [magical or not] dealing with the problems of the Vorde.


    Cleric
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    Clerics deal mostly with the undead. They pretty much just leave the Infernal and Divine beings alone. Undead in Kasande are souls that have been stolen from Vaimus, and are used as slaves. Because Clerics work for the gods, their main goal is to send souls along to the after life. Because they do not necessarily want to keep souls in the here and now, unless they have a specific usage for the god the cleric worships, few clerics actually function as healers. On the other hand, they cannot function as killers, because the negative energy they channel is harmful to souls, and thusly, not given by whatever god it is they worship.


    Bard
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    Bards generally simply are traveling musicians. They have almost no change from standard Dungeons and Dragons.


    Rogue
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    No change from standard Dungeons and Dragons.


    Fighter
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    No change from standard Dungeons and Dragons.


    Ranger
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    Most rangers live in the Vorde, but many live in various other climes, and can be found in almost every other culture. No change from standard Dungeons and Dragons.


    Barbarian
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    Most barbarians live in the Nox’Cuotl, amongst the Fax’Cuotl. The barbarians that do not live amongst the dwarves, generally live either in the Vorde, or in Sperret.


    Psionics
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    The only Psionic race, is the Goblin, who live in Sperret. Because almost no mortal from Talmat has ever been to Sperret, most people do not know about psionics. Because Orcs have had a large amount of contact with the Goblins, they might be able to figure out some of the powers and effects used by the Goblins, but the amount of study necessary is probably too large for the Orcs.


    Servitor of the Diablo (New class)
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    Servitor of the Diablo



    [Source]

    The Servitor of the Diablo are the servants and disciples of the Diablo, the Prophets of magic. They receive their magic, not by pacts, but by simply drawing power from the Diablo. Although most do work for and with the Diablo, a few have broken off, and continue to siphon the magic that they need without alerting the Diablo, and without having to work for them. Basically anyone can be a Servitor of the Diablo, as long as they have had prior contact with the Diablo. Few know and understand the powers of the Servitors, and they plan to keep it that way. Most Servitors worship Dios, although a few worship Hallita, and a select few worship Diablo themselves.

    The Servitors generally deal fine with non-arcane or divine classes, who view their use of the Diablo's magic as "cheating," (I.E. gaining the power without actually working for it.) They especially are more friendly to those who worship Dios. Quite a few are haughty and arrogant, thinking that they have the express permission of the Diablo, and that they are far superior to the other party members, which will probably grate on a few nerves.

    Servitors can be of any race, really, except for those from Sperret, and Merfolk. Those races have not been able to come in contact with Diablo, and do not have permission in order to siphon their power.

    Mechanically, the Servitor is basically a more powerful Warlock (But without the more situational abilities, like Energy Resistance, Damage Reduction, or the Crafting ability that Warlocks get.) I really like the warlock class, and invocators in general. Also, the fluff of an invocator fits perfectly with the Diablo, the servants of the god Dios from this campaign setting. They provide a lot more power, with the wider range of spells, and as a DM, I would try to remember this. I honestly doubt they would ever out perform an actual wizard or full caster, but it is something to remember.


    Servitor of the Diablo
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Savant Bolt 1, Invocation (Least)|
    1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Detect Magic|
    2

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Savant Bolt 2|
    2

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Chimerical Engineer|
    3

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Savant Bolt 3|
    3

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |New Invocation (Least, Lesser)|
    4

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Savant Bolt 4|
    4

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Cogent Bolt 1/day|
    5

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Savant Bolt 5|
    5

    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Quicken Spell Like Abilty|
    6

    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Savant Bolt 6, New Invocation (Least, Lesser and Greater)|
    7

    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Cogent Bolt 2/day|
    7

    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Savant Bolt 7|
    8

    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Quicken Spell Like Ability|
    8

    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Savant Bolt 8|
    9

    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Invocation (Least, Lesser, Greater, Savant), Cogent Bolt 3/day|
    10

    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Savant Bolt 9|
    10

    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Quicken Spell Like Ability|
    11

    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Savant Bolt 10|
    11

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Cogent Bolt 4/day, Ascendant Savant|
    12
    [/table]

    Alignment: Any
    Hit Die: d4

    Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at 1st Level: (2 + Int modifier) × 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armor Proficiency: The Servitor of the Diablo is proficient with all simple weapons, and Light Armor.

    Invocations: The Servitor of the Diablo receives his power from the Diablo themselves, not bothering to make pacts or find lineage. Thusly, he does not have spells in the sense of preparation and per day powers. Instead he has invocations, attacks defenses and abilities provided by his ties to the Diablo.

    Invocations are Spell-Like Abilities. Using an invocation is a standard action that provokes attacks of opportunity. An Invocation may be interrupted, similarly to how a spell from a conventional caster may be. The Servitors Invocations are affected by Spell Resistance. The Servitor’s caster level for these effects is equal to his Servitor level. The Save DC for an Invocation is 10 + equivalent Spell level + The Servitor’s Charisma Modifier.

    The four grades of Invocations, in order of their relative power is Least, Lesser, Greater, Savant. The Servitor begins with knowledge of one Invocation. As the Servitor gains levels, he learns new Invocations, as summarized on the above table.

    At any level when the Servitor would gain a new Invocation, he can also replace an Invocation he already knows for any other that he qualifies for. Unlike other Spell Like Abilties, Invocations are subject to arcane spell failure, except in light armor, which doesn’t hamper movements enough that it would affect the somatic components of the Servitors Invocations.

    Savant Bolt (Sp): The Servitor of the Diablo may channel his Diablo’s magical power into a bolt of energy, the type and damage of the bolt depending on the Diablo that empowers the Servitor.

    Luxuria: Deals Xd4 damage, and X damage every round after for a number of rounds equal to the Servitor’s Charisma bonus. This does not stack.

    Gula: Deals Xd6, and the target is dazzled.

    Avaritia: Deals Xd6, and the target is shaken.

    Acedia: Deals Xd4 damage, and the target is slowed to 3/4’s of their movement speed.

    Ira: Deals Xd8 fire damage.

    Invidia: Deals Xd4 positive energy.

    Superbia: Deals Xd8 cold damage.

    Pestis: Deals Xd6 acid damage.

    Dominatus: Deals Xd4 and the target must make a fortitude save, or be
    dazed for one round.

    Contemno: Deals Xd6 electricity damage.

    Magus: Deals Xd4 sonic damage.

    Pugna: Transforms the Bolt into a Spear, wieldable by the Servitor. It deals Xd6 damage, and the Servitor is able to full attack with it. He is considered fully proficient with this weapon. When quickened, adds another attack useable during a full attack action.

    Apoclypso: Deals Xd4 negative energy.

    X is equal to the number next to the Savant Bolt in the Table above. All of these bolts are made as ranged touch attacks. They are not affected by Spell Resistance. The Servitor may switch the Diablo that he is drawing power from by meditating for ten minutes.

    Detect Magic (Sp): Beginning at second level, the Servitor of the Diablo can use Detect Magic as the spell. His caster level is equal to his Servitor level.

    Chimerical Engineer (Ex): Beginning at fourth level, the Servitor of the Diablo may take ten while using the Use Magic Device skill, and gains a bonus to Use Magic Device checks equal to one fourth of his Servitor levels.

    Cogent Bolt (Su): Starting at eighth level, once per day, the Servitor may add his Charisma modifier to attack and damage rolls with his Savant Bolt ability for a number of rounds equal to one half of his class levels. He gains an additional use of this ability at twelfth level, sixteenth level, and twentieth level, leaving him with four uses per day, at the maximum.

    Quicken Spell Like Ability: At tenth level, the Servitor of the Diablo may choose a Spell Like Ability that he is able to use. He may gains the feat Quicken Spell Like Ability (that Spell Like Ability). He may choose another Spell Like ability at tenth level, and Eighteenth level. At tenth level, you may apply this to either a Least or Lesser Invocation, or to the Servitor’s Savant Bolt ability. At fourteenth level, he may apply it to a Least, Lesser, or Greater Invocation, or the Savant Bolt ability if he did not do so at tenth level. At Eighteenth level, the Servitor may apply it to Least, Lesser, Greater, or Savant invocation, or the Savant Bolt ability, if he did not do so at tenth or fourteenth level. The Servitor may not choose the same Spell Like Ability for this effect.

    Ascendant Savant (Su): At twentieth level, the Servitor of the Diablo can, a number of times per day equal to one half his level, double the damage of his Savant Bolt. This ability may only affect one bolt at a time. If it is used with Pugna empowering the Bolt, then uses must be used for each attack in the full attack action that is to be increased in damage.

    Invocations:
    Functions as the spell.

    Least

    Invisibility
    Deathknell
    Entice Gift
    Unseen Servant
    Bull’s Strength
    Ray of Enfeeblement
    Fly
    Summon Swarm
    Enthrall
    Scare
    Dispel Magic
    Spiritual Weapon
    Animate Dead

    Lesser

    Clairaudience
    Clairvoyance
    Vampiric Touch
    Crushing Despair
    Slow
    Shout
    Touch of Idiocy
    Heroism
    Poison
    Dominate Person
    Song of Discord
    Dimension Door
    Magic Vestmant
    Death Ward


    Greater

    Symbol of Persuasion
    Heroes Feast
    Guards and Wards
    Waves of Fatigue
    Song of Discord
    Magic Jar
    Forbiddance
    Curse of Lycanthropy
    Greater Command
    Righteous Might
    Antimagic Field
    Blade Barrier
    Create Undead


    Savant

    Sympathy
    Swallow
    Phantasmal Thief
    Waves of Exhaustion
    Greater Shout
    Simalcrum
    Greater Spell Immunity
    Create Greater Undead (Undead Only)
    True Domination
    Antipathy
    Spell Turning
    Power Word Stun
    Horrid Wilting
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Feats

    Pact Bound
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    Prerequisites: Wizard or Sorceror, Charisma 13
    Benefit: The caster gains a new familiar based on pact bearer.

    Invidia: a small impish creature, which gives a +2 bonus to all roles that manipulate a persons thoughts.

    Luxuria: a small succubae, which gives a +2 bonus to charm spells.

    Avaritia: a small vaguely humanoid shape made of gold. +2 bonus to

    Acedia: a small humanoid shape of what would appear to be wet clay, which has no face. It provides a +2 bonus to your will save.

    Gula: a small blob of rolling flesh with one large gaping mouth, which provides a +2 bonus to fortitude saves.

    Ira: a ball of fire, which gives a +2 bonus to all magic based damage rolls.

    Magus: a small cloaked figure, which gives a +1 bonus to all magic based rolls and saves.

    Superbia: a mirror, which provides a +2 bonus to all rolls involving calling spells.

    Pestis: a small plague ridden rat. Provides a +2 bonus to any rolls involving disease, or poison.

    Dominatus: a small gavel, which provides a +2 bonus to all rolls involving compulsion spells.

    Contemno: a small ball of black fog, which provides a +2 bonus to all rolls involving shadow spells.

    Pugna: a small floating sword, which gives a +2 bonus to reflex saves.

    Apoclypso: a small scythe, which provides a +2 bonus to any roll involving necromancy.

    Special: Wizards and Sorcerors automatically gain this feat at level 1. If the wizard or Sorceror does not wish to have a pact based familiar, he or she may forgo the effect of this feat, and gain the normal familiar of his or her choice that is allowed. They gain no benefit from this feat.


    Fists of the Faithless
    Prerequisites: Must not Benefit from a Divine Feat, Must not Worship a god, Divine Being, or Infernal Being; Improved Unarmed Strike, Fast Movement [monk class feature], Base Attack Bonus +3.
    Benefit: For all beneficial effects and purposes, the monk has gained a size category increase. If two sources increase your “effective” size, then both stack with each other to find your effective size. The monk adds a fourth of their Fast Movement bonus to five foot steps.
    Special: if a monk ever goes into a temple for the express purpose of praying to a god, Divine Being, or Demon, or if he or she worships a god [being forced to worship a god does not make him a believer, and using magic to make the monk worship does not cause him to loose the benefit of this feat] he or she looses all benefits from this feat. If she ever uses a magic item created by a creature that is Divine or Infernal [casters as well], then he or she looses the benefit of this feat.

    Style Feats
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    The Following feats can only be taken by Monks, with the appropriate Prerequisites.

    Tiger Pouncing Swallow [Style]
    Prerequisites:Balance 4 ranks, Strength 13
    Benefit: the Tiger Pouncing Swallow monk style is the Style of charging attacks that devastate the recipient. The Tiger Pouncing Swallow style gains the following benefits at the levels shown. The Tiger Pouncing Swallow may add his wisdom modifier to Charging attack rolls as well as strength.

    Tiger Charge: the Tiger Pouncing Swallow style monk gains +1 at first level, and a +1 increase every three monk levels afterwards [+2 at level 4, +3 at level 7, +4 at level 10, +5 at level 13, +6 at level 16, +7 at level 19] as a competence bonus to Damage and Attack rolls on charge Attacks.

    Dire Charge: at level eight, the Monk can make as many attacks on a Charge Attack as he could on a Full Attack. These attacks are all at the same bonus as they would be on a full attack plus two [the bonus from the charge].

    Tiger’s Pounce: at sixteenth level, the Monk may make a Flurry of Blows attack on a Charge. All of the attacks receive the +2 bonus from charging. The monk may only use this ability a number of times per day equal to his or her wisdom modifier.

    Special: the Tiger Pouncing Swallow style monk may not take the Swallow Winging Fox style feat.

    Swallow Winging Fox [Style]
    Prerequisites: Jump 4 ranks, Dexterity 13
    Benefit: the Swallow Winging Fox style is the Style of Flying and Midair Combat. The Swallow Winging Fox Style gains the following benefits at the levels shown. The Swallow Winging Fox may add his Wisdom modifier to all jump checks.

    Flight of the Swallow: when the Swallow Winging Fox style Monk makes a jump check before making an attack roll, they may add half of the horizontal distance they traveled on the jump check to the Attack and Damage roll on the attack. At fifteenth level, the monk may make a jump check before a full attack, and add half of the horizontal distance traveled to all attack and damage rolls in the full attack. The Monk adds half of his monk levels as a competence bonus to Jump checks [minimum +1]. The monk must start on the ground and then initiate the jump check to gain this bonus.

    True Flight: at level eight the Monk gains a fly speed equal to base move speed. He qualifies for all feats that require a fly speed.

    Swallow’s Claws: at level 16 the Swallow Winging Fox can fly to a creature Flurry, and then fly away. The Monk may not move more than twice his move speed in total, in this way. This ability is a full round action that does not provoke attacks of opportunity. The monk may also use this ability if he or she uses a jump in the beginning, in stead of flying, in which case, they gain the normal + half horizontal distance as competence to damage and attacks on the flurry.

    Special: the Swallow Winging Fox style monk may not take the Fox Mocking Bison style feat.

    Fox Mocking Bison [Style]
    Prerequisites: Escape Artist 4 ranks, Dexterity 17
    Benefit: the Fox Mocking Bison style is the Style of being quick and fast, while avoiding the blows of others. The Fox Mocking Bison Style monk gains a competence bonus to Escape Artist equal to his wisdom bonus.

    Fox’s Wile: the Fox Mocking Bison may add half of his Monk levels to Escape Artist checks rounded up. Whenever an Attack misses the Fox Mocking Bison style Monk, he may make an Attack of Opportunity. If that attack of opportunity hits, the Fox Mocking Bison deals an extra d6 precision damage per 2 ranks in Escape Artist the Monk has [minimum +1d6.]

    Cunning Escape: at eighth level, once per Round the Fox Mocking Bison style monk may replace his Armor Class with an Escape Artist roll for a single attack. If the Attack misses, the monk may Make an Attack of Opportunity using Fox’s Wile [as normal], and then move up to half of his move speed rounded down. This movement does not provoke Attacks of Opportunity. The AC gained from this ability is for Touch and normal attacks only. The Fox Mocking Bison style monk must be aware of the attack to use this ability.

    Slyness: at level 16, the Fox Mocking Bison Style Monk may once per day per three levels make an Escape Artist check to escape from a magical effect [this does not include weapon like spells, which the Cunning Escape Ability is useable against.] The DC for this Escape Artist check is [10 + twice the Spell level + casting Stat modifier of the caster (Int for wizards, Wis for Clerics, Cha for Sorcerers, etc)]. If he makes the check, the spell has no effect and wastes the slot. If he doesn’t, then the spell effects him as normal.

    Special: the Fox Mocking Bison style monk may not take the Bison Stampeding Ape style feat.

    Bison Stampeding Ape [Style]
    Prerequisites: Improved Bullrush, Strength 17
    Benefit: the Bison Stampeding Ape style monk is the style of monk that focuses on bull rushing opponents. The Bison Stampeding Ape style monk gains a bonus to all bulrush attempts equal to his wisdom modifier.

    Stampede: the Bison Stampeding Ape style monk provokes no attacks of opportunity from anyone when he makes a Bull Rush attempt. The Bison Stampeding Ape style monk gains a bonus to opposed strength rolls when attempting to push an opponent back with a Bull Rush attempt equal to half of his monk levels rounded up. If the creature being Bull Rushed cannot move back because of an obstruction, then the creature being Bull Rushed takes 1d6 damage per 5 feet that the opponent would have been pushed back.

    Rushing Impact: at Eighth level, whenever the Bison Rushing Ape style monk successfully Bull Rushes an opponent, the Bison Rushing Ape style monk may make an attack as a swift action against the opponent, before they are moved. He also no longer has to move into an opponent’s space in order to make a Bull Rush attempt, he simply must make an attack against the opponent.

    Horns of the Bison: at sixteenth level, the Bison Stampeding Ape style monk may, once per day per 4 levels, as a full attack action, Bull Rush an opponent, push the target forward, move up to the target [if need be], and push the target forward again, and repeat this for as many times as the monk has Iterative attacks. The monk may choose to use a Flurry of Blows to increase the number of attacks, but takes all of the penalties of Flurrying to the initiating bull rush attempts.

    Special: the Bison Smashing Ape style monk may not take the Ape Seizing Wolf Style feat.

    Ape Seizing Wolf [Style]
    Prerequisites: Improved Grapple, Strength 15
    Benefit: the Ape Seizing wolf style monk is a style of monk that focuses on grappling. The Ape Seizing Wolf style monk gains a bonus to all attempts to start a grapple and to maintain a grapple equal to his wisdom bonus.

    Grasping Arms: the Ape Seizing Wolf style monk gains a bonus to grapple rolls to start and maintain grapples equal to half of his monk levels rounded up. Once per round, while grappling, the Ape Seizing Wolf style monk may make a single attack at a -2 penalty. This does not break the grapple.

    Shielding Grapple: At eighth level, the Ape Seizing Wolf style monk may use the grappled opponent as a shield. If the Ape Seizing Wolf style monk has the dominance in the grapple [won the last grapple roll done], then the Ape Seizing Wolf style monk may turn the opponent against the incoming attack, and roll for an attack. If the monk’s roll is higher than the attack being rolled against him, the incoming attack hits his opponent instead. The monk must be aware of the incoming attack to use this ability. The monk gains a +4 bonus for his AC against all attacks for each size category higher than his the grappled opponent is. This only functions when the monk has control in the grapple.

    Arms of the Ape: At sixteenth level the Ape Seizing Wolf style monk may grapple two targets at once. They must be within one square of each other. The monk rolls against both targets, and grapples whichever target he/she is successful against. The Monk has a -8 modifier on the grapple roll, and a -6 modifier in order to maintain any grapples while using this ability. The Monk may not use Shielding Grapple while grappling two opponents, and does no gain any AC from increased size of the targets being grappled.

    Special: the Ape Seizing Wolf style monk may not take the Wolf Stumbling Badger style feat.

    Wolf Stumbling Badger [Style]
    Prerequisites: Improved Trip, Strength 13
    Benefit: The Wolf Stumbling Badger style monk uses mainly trips and throws in order to bring an opponent down. The Wolf Stumbling Badger style monk gains a bonus to all Trip attempts equal to his or her wisdom modifier.

    Stumbling Fall: The Wolf Stumbling Badger style monk gains a bonus to all Trip attempts equal to half of his monk levels rounded up. The monk always uses his highest attack bonus in order to attempt a Trip action, and that attack does not count towards his total attacks useable in the round.

    Wolfen Wiles: At eighth level, the Wolf Stumbling Badger style monk may forgo the attack he/she would gain in order to push the Tripped target away, on a successful trip attempt. The target is pushed away a number of feet equal to the Monks Improved Movement bonus. If there is a physical impediment not allowing the target to move, the target takes damage equal to 1d4 per five feet not moved. Thusly, if a level 16 monk were to push his or her target away, after a successful Trip attempt, the target would be pushed 50 feet. If there was an impediment 30 feet away, and the monk were to push the Tripped target into it, the target would take (20/5)d4 damage, or 4d4 damage. Also, the monk may make a full attack or flurry action against the Tripped target, if the trip attempt is successful. The monk may not use both Wolfen Wiles and the full attack or flurry option.

    Thirst of the Worg: At sixteenth level, the Wolf Stumbling Badger style monk may make as many trip attempts in a round as he or she has attacks, and may move between them a number of feet equal to half of his or her Improved Movement bonus. The monk may not trip a target who has already been tripped that round. The monk may only use this ability a number of times per day equal to his or her wisdom modifier.

    Special: the Wolf Stumbling Badger style Monk may not take the Badger Tearing Tiger Style Feat.

    Badger Tearing Tiger [Style]
    Prerequisites: Dexterity 15, Weapon Finesse
    Benefit: The Badger Tearing Tiger style monk is one who uses Flurries and Full Attacks to their full potential. The Badger Tearing Tiger style monk gains a bonus to all attacks when doing more than one attack in an action equal to his or her wisdom bonus.

    Foaming Rage: The Badger Tearing Tiger style monk gains a +1 bonus at first level, and an increased +1 bonus every three levels after [+2 at fourth level, +3 at seventh level, and so on] as a competence bonus to Damage and Attack rolls.

    Tearing Claws: At eighth level, whenever the Badger Tearing Tiger style monk deals damage with an unarmed attack, he or she causes that damage to cause a wound, which bleeds and causes damage for a number of rounds equal to the Monks wisdom modifier. The bleeding wound deals damage equal to one fourth of the damage of the unarmed attack that caused the wound, rounded down [minimum 1 damage]. The target cannot have more than two bleeding wounds at one time. If the target does not bleed or have blood, the attack instead simply tears a gash in the target.

    Badgers Rage: At sixteenth level, the monk may, a number of times per day equal to half of his or her wisdom bonus, make an additional attack at his or her highest bonus, per two points of his or her wisdom modifier, on a full attack or flurry. So, for instance, if the monk is level 18, and has a wisdom modifier of +6, and a dexterity modifier of +5 then he or she may make a flurry attack which would be +13/+13/+13/+8/+3 base, plus +6 from Foaming Rage, and +6 from wisdom, +5 from dexterity, which equals +30/+30/+30/+25/+20, and gains an extra three attacks from this ability, for +30/+30/+30/+30/+30/+30/+25/+20. But he or she can only use this attack 3 times per day, and only with his or her unarmed attack.

    Special: the Badger Tearing Tiger style Monk may not take the Tiger Pouncing Swallow style feat.


    Eidolon’s Executioner
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    Prerequisites: Neutral Alignment, Smite Evil Class Feature.
    Benefit: The Paladin regains the use of all of his or her class abilities, and those that are mentioned here are changed. If an ability is not mentioned, it is not changed.

    Detect Alignment: As the spell, useable at will. It takes a standard action to activate. An Executioner of Eidolon automatically detects the alignment of an outsider, even without activating the ability.

    Smite Extreme: Whenever the Paladin makes an attack, he may choose to make it a smite attempt. He adds his Charisma bonus to the attack and damage rolls, and his Paladin level to Damage as well. This ability only has an effect when used on creatures with an extreme alignment (Chaotic Good, Lawful Good, Lawful Evil, Chaotic Evil.) If the recipient of the attack is only one step away from neutral in any direction, this attack deals half damage. If they are true neutral, it deals no damage. This attack deals double damage if the recipient has an alignment subtype, and quadruple if the recipient has two. The Executioner of Eidolon retains smite progression from the Paladin class.

    Spells: The Executioner of Eidolon adds all spells that hedge out, protect against, damage, or otherwise hinder, based on alignment to his spell list. He also adds all spells with an alignment descriptor.

    Special: This feat may only be taken at first level.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Sperret

    Maps: (Again, sorry if they are huge. Unintentional.)
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    Sperret is divided into three countries; Orcra’La, Ogrin’La, and Gob’La. In the first, which is the largest, taking up more than half of Sperret, the orcs live. In the second, which is more to the north and east, the Ogres live. They are the leftover creations of the Primal beings that lived in Sperret. Because of the difference in temperature between the two continents, there needed to be two sets of Primal beings. The Primal beings in Sperret were far more powerful than those in Talmat, but didn’t honestly care as much about their creations. In truth, the Ogres are adapted from animals themselves, not necessarily having a “Soul,” but still being intelligent. In Gob’La, as the name would suggest, the Goblins live. They, unlike the Ogres, do have souls. They are the souls that did not have a shell, nor a god to base their forms off of. Because of this their personalities played far more of a part in displaying their forms than any thing else, when they have lived long enough to acquire them. Because they relied on their personality so much, and did not learn the magic of any god, such as the Orcs and Ogres had (Although the Ogres first lived in Sperret far earlier than the Orcs or Goblins) their personalities, and their souls, became that much more powerful. So, with more powerful souls, some of the Goblins became able to use their soul, and their power of will, in order to change the universe: Psionics.

    Orcra’La
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    Orcra’La takes up pretty much all of the continent of Sperret. Within its borders lies the Isle of Bones (Not controlled by the Orcs, but still important,) Arcraz, the Orc capital, and the Throne of Hate. The Throne of Hate is especially important to the Orcs, seeing as it is the location of their Titan, Vrisaak. He usually holds council there with the Generals of the Orcish clans. The Isle of Bones is incredibly important to the Ogres, because it holds the Well of Names, that empower the Ogres and give them life. The Orcs do not encroach upon the territory, but still control most of the border of the lake. The lake provides fresh water for both the Ogres and Orcs.

    The Orcs pretty much all worship Vrisaak. Those who do not are usually ostracized from Orcish culture. The governmental styles of Orcra’La is generally fairly dictatorial, and very militarily oriented. The government does not oppress its people, but it does not treat them very well at all. The governmental capacities of the Orcs to be cruel to their people do not even compare to the Gnomes. In times of war, the Council of War generally assists Vrisaak in whatever he is planning to do, but he still has the final say. I guess in those terms, it is a Theo-dictatorship?

    The Orcs are actually fighting a battle on two fronts. They have longstanding conflicts with the Goblins, who are crammed into the little space they are allowed by the Orcs, and do not appreciate it. Also, since talking to Gabriel, who barely understood any of the Orcish language, they have taken from the badly spoken/translated bits that they did get, that the mortals on Talmat had imprisoned Gabriel and her sisters, which is not true at all. Because of this, the Orcs have been planning an invasion for a long time, starting with the Vorde. They are mostly using smaller raiding parties at the moment.

    Most Orcs live very Spartan lives. Both women and men are allowed to become warriors, but men tend to become warriors more, whereas women tend to practice the very specific shamanistic magic taught to the Orcs by Vrisaak. The raising of children tends to fall to the elderly, and the infirm. A large amount of respect in Orcish society comes from battle prowess, but not all, and not in a level comparable to Fax’Cuotl. The Ice magic that the Orcs learned from Vrisaak has several uses in battle, but is more commonly used for weather related purposes, and for receiving and transporting water, a very critical resource, seeing as the capitol is across the continent from the closest source of fresh water (Besides rivers and streams that reach across from the lake, or down from the mountains.)

    Most young Orcs are raised by grandparents and those who do not fight, and then are allowed the choice of either studying magic, or fighting. They generally do not switch between. The alternative to those options is to become a Psychic Warrior, or leave Orcish society. Few leave, for fear of the persecution they would receive from at the very least the Goblins, and the disrespect from the Ogres. Also, the climes outside of the cities’ carefully controlled heat, are very VERY cold, and dangerous.


    Ogrin’La
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    The Ogres of Ogrin’La are very unique amoung the sentient creatures of Kasande. They, like Changelings, do not have a “soul.” Instead, they have a name. When an Ogre is pregnant, or close to giving birth, she is sent to the Isle of Bones. While there, she is well taken care of by the local priesthood, until birth. When an Ogre gives birth, just afterward, she must fling her child into the Well of Names. For foreign and even for some Ogres, this is a sort of scary practice, however, if they did not do it, the Ogres would be nothing more than wild beasts, killing and destroying anything they could see. Those Ogres who do not receive names just after birth are never able to receive them otherwise, and do partake in such actions as described above. Those Ogres are put down by the priesthood early, so they do not cause much damage. Ogres that have this happen to them are called Bhavasun’ya. After flinging the baby into the Well of Names, there are generally two things that happen; the baby comes out named, or is rejected. If they are rejected, they do not receive a name, and live as Bhavasun’ya for the rest of their probably short lives. If they receive a name, they live their lives normally, probably. Either way, most of the time, the baby floats to the top, and is retrieved by the mother.

    The names themselves do not necessarily convey meaning about the child’s personality, but rather of the events that Ogre will play in the world, and what it may do. Because many roots and radicals compose the character that is a name, it is very hard to understand what that purpose may be, or at least not until death.

    A very strange thing happens upon the death of an Ogre. When an Ogre is on his or her deathbed, usually about ten minutes before death, their name, the character representation of it, at least, appears, a few feet above whatever it may be that they are doing. A strange, screen looking surface appears as well. On it, the events of the dying Ogre in questions life appear, from birth to death, and then the radicals of the name of the Ogre come apart, and explain themselves. All of this only appears to the Ogre that is dying. Those that have survived, after seeing this, explain to others the experience, but do not truly feel like they should be living after that experience. Most commit suicide. After the Ogre dies, the radicals in his name fly out into the sky, and deposit themselves into the Well of Names. If a birthing is happening at that same moment, the radicals will usually wait patiently, and then enter the well. Because of this strange phenomenon, most Ogres have identity and closure issues (“What if I can’t live up to my name, or what is what I did back there was the wrong thing to do?”), that are generally resolved just before death, so the Ogre has closure at least, before they die. Thusly, those that survive, feel that they are nameless, and that they have served their only purpose in life. If an Ogre is to die on a battle field, he or she has their name sent back to the Well of Names, but never learns their purpose. This is a terrible thing in the eyes of the Ogres, and as such, they spurn battle intensely.

    Ogres do not really worship any gods really. They have a great respect for the Primals that lived on Sperret, but do not actively worship them.

    Racial Traits
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    Named Ogres:
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    [7]

    • +4 Wisdom, +2 Intelligence, -2 Strength. Named Ogres are intelligent and wise, but not very capable in battle.
    • Medium Monstrous Humanoid. Base Land Speed is 30 feet.
    • Lowlight Vision: An Ogre can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
    • +2 bonus to Spellcraft checks dealing with Divine spells and abilities.
    • Automatic Languages: Ogrin. Bonus Languages: Orc, Goblin.
    • Favored Class: Druid.
    • Level Adjustment +1.


    Bhavasun’ya:
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    [8]

    • +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
    • Large Monstrous Humanoid. Base Land Speed 40.
    • Lowlight Vision: A Bhavasun’ya can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
    • -2 penalty to all skills that use his Intelligence modifier.
    • The Bhavasun’ya has a 10% chance to fail any action involving a concentration check.
    • Favored Class: Fighter.
    • Level Adjustment +1.




    Gob’La
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    Gob’La lies in the north-western area of Sperret. The Goblins that live there are generally peaceful, minus the ongoing territorial wars with the Orcs. Their number reaches far, far higher than that of the Ogres, and need a lot more space. Because of the natural walls the mountains surrounding Gob’La create, the Goblins are not really able to be invaded and taken over, either.

    The Goblin government is a basically a Magocracy, but with Psionics. The most powerful Psions and Psionicists form the top level of government. Those who are unable to use Psionics are often looked down upon within Goblin culture.

    Goblins do not have any gods that they really worship. Because they were left alone during the time that they formed their “Shells,” they do not really feel any attachment to the gods, but that is not surprising, considering that the only ones that are really known about are Kirrsk and Vrisaak. Sperret is the only continent that knows about Kirrsk by name.

    Racial Traits
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    [9]

    • -2 Strength, +2 Intelligence.
    • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters.
    • Goblin base land speed is 30 feet.
    • Darkvision out to 30 feet.
    • Naturally Psionic: Goblins gain 1 bonus power point at 1st level.
    • Automatic Languages: Goblin. Bonus Languages: Ogrin, Orc.
    • Favored Class: Psion.
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    The Merfolk

    The Merfolk live deep, deep under the seas, and are the only mortal race to come frequently into contact with the Infernal powers, in the powers’ own domain. The Merfolk are similar in intelligence and strength to the Bhavasun’ya, but a little bit less feral. Because the Merfolk are given no Name, unlike the Ogres, they do not have the same mental capacities. However, because the magic that was used to create them went instead right into creation, they have better body structures, and are able to survive underwater. Although the Merfolk have had contact with the Infernal powers, they do not provoke war with them, being in awe of the power of the Demons, Devils, and Daemos.

    Racial Traits
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    [10]

    • +4 Strength, +2 Dexterity, -2 Wisdom, -2 Intelligence.
    • Medium Monstrous Humanoid (Aquatic).
    • Base Swim Speed is 40 feet. No base land speed.
    • +2 Swim, Spot, and Listen checks.
    • Lowlight Vision.
    • Automatic Languages: Mer. Bonus Languages: Infernal.
    • Favored Class: Barbarian.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Infernal Beings

    Although the Demon Kings rule over the three types of Infernal beings, they have power in their own right. There are three different types of infernal being; Demons, Devils, and Daemos. Most live in their underwater cities, with a select few going outside to collect souls and bring them back to the Demon Kings.

    Demons
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    [11]


    Demons function as the protectors of the Underwater cities that the Infernal beings live in, as well as the soldiers of the Demon Kings. They are very powerful fighters, but only really have to display their abilities against Angele or Diablo, seeing as they are disallowed from killing mortals (And actually physically cannot; it is part of the creation mechanism that Vaimus used. None of the divine or infernal can.) There are not multiple types of Demon, but they do vary in power. The most powerful Demons serve as guardians to the Demon Kings.


    Devils
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    [12]


    Devils are slightly more powerful than Demons, employing Spellcasting and cunning rather than physical power. They are slightly higher up on the scale of social power as compared to Demons as well. The most powerful Devils advise the Demon Kings, and focus their magic on causing chaos and confusion among the mortals.


    Daemos
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    [13]


    Daemos are the most powerful of any of the Infernal beings, and spend most of their time outside of the great cities of the Infernal, collecting souls. They always appear invisible to mortals who are not initiated in the divine (Although any mortal initiated in the divine also knows that if a Daemos has appeared, he might as well give up anyway. No one who is initiated would ever fight a Daemos, just as they would not fight a Diablo, or a cleric of the Pantheon, or even a Paladin of Eidolon.) Daemos are rarely ever in direct contact with the Demon Kings, besides when they give up the souls.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Magic

    Magic in Kasande is roughly split into three different types: Arcane, Divine/Infernal, and Psionic (Though this doesn’t really count as Magic, but it’s close enough.)

    Arcane
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    Arcane magic is drawn from the Plane of Aethir, created by the Progenitor. This plane, similarly to the plane created by the Progenitor for the Primal gods, and is not able to be entered by mortals, or gods. Spellcasters instead create small tears in the dimensional fabric that guards the plane, take the magic they need, and then repair the dimensional fabric, unconsciously. This plane also happens to be the location of dreams, and the magical power accessed is powered by the dreams of mortals.


    Divine/Infernal
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    Divine magic is drawn from whatever god is worshipped, or Vaimus, if the subject being worshipped isn’t a true god. Dead gods, or gods that do not grant power also are merely fronts for Vaimus. This doesn’t stop the resurrection of those gods, who would then regain their power. To be honest, Vaimus simply doesn’t care. These matters are completely below her vision. She simply wants the souls back, in one piece.


    Psionics
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    Psionics grant their powers through the use of willpower, and discipline, in order to sharpen ones mind to the point that it is able to shape the universe. Usually, this means having a soul, such as with Goblins, however, there are documented cases of Changelings using Psionics, so this is not always the case.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    So, What are Your Thoughts?

    What do you guys think? Anything you dislike, hate, love, think is awesome, or feel that could be made better?

    Please, feel free to speak up. I have absolutely no problem with any criticism at all.

    And I know it may be a daunting task to read it all, but thanks for at least looking at the thread.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Sueños del Caido translates to fallen dreams, Google says. Is that correct?
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by Temotei View Post
    Sueños del Caido translates to fallen dreams, Google says. Is that correct?
    Roughly. I am not proficient, or even studying to attempting to study spanish, but I think it means Dreams of the Fallen.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by unosarta View Post
    Roughly. I am not proficient, or even studying to attempting to study spanish, but I think it means Dreams of the Fallen.
    Cool.

    I'll get on reading this in a bit. I already read the introduction, so...hooray.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by Temotei View Post
    Cool.
    Thanks?

    I'll get on reading this in a bit. I already read the introduction, so...hooray.
    Thanks for reading it! I would love to hear what you think.

    Edit: GRRR, forgot to add the Bestiary. I guess I can write it up later.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    why you use a spanglish? ( bad cross between spanish and english) for your compagin the concept in deed are a good idea but the names in spanglish sound really bad to me, sorry

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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by Kurtmuran View Post
    why you use a spanglish? ( bad cross between spanish and english) for your compagin the concept in deed are a good idea but the names in spanglish sound really bad to me, sorry
    Which names, pray tell? The actual setting itself is known as Kasande (Not spanish.) The only spanish I believe I used was Sueños del Caido, Angele, Diablo and Dios. I just wanted to show a culture and linguistical switch between each reign of gods (More Nordic/Gaulic for the titans, pretty much just describing them for the Primal Gods, and then Spanish/Nordic for the Pantheon.)

    I can understand that it would sound bad if you were a native speaker, or actually knew the language, but really, only a little bit is in spanish. If you can come up with better names, I would really like to hear them.

    Naming stuff is not my specialty.

    Edit: And I supposed Japanese for the Demon Kings, but that I actually know some of, so it is probably better.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Bestiary:

    Dragons:
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    Dragons were the servants of the Titans. They helped to police the races, and deal with dissidents. When the Titans refused to worry about the Primal Gods, they attempted to preempt the attack, and were subdued by the fey. The escaped quickly enough that they were able to see their masters death, and then when deep underground (Or possibly to another landmass; no one knows.) Each dragon color was coordinated with a Titan, and the Prismatic and chromatic worked in harmony to help protect the mortals.

    {table=head]Titan|Prismatic Dragon|Chromatic Dragon
    Smida
    |
    Red
    |
    Gold
    Far Frusen
    |
    Black
    |
    Brass
    Mull Modr
    |
    Blue
    |
    Copper
    Gissl
    |
    Green
    |
    Bronze
    Vrisaak
    |
    White
    |
    Silver
    [/table]

    Now, after the Primal Gods’ deaths, the dragons are once again free to come to Talmat, but are hunted down by the Diablo. The Prismatic Dragons still tend to be evil, but put their powers to use hunting down the Diablo, and attacking them.

    The Metallic Dragons tend to work from behind the scenes, vying to gain power to resurrect the Titans. The Bronze live openly in the Enssion Swamp, able to adroitly fly over the traps that make the swamp such a danger, or else they live in the Vorde, where the local fauna is strange enough that no one would really notice a dragon or two.


    Aberrations:
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    The twisting creations of Chaos, sister of the Progenitor God, and mother of Vaimus. She has no will, no feelings, no mind, except for to create things of nightmare. Similarly to how Aethir uses the power of Dreams to fuel magic, Limbo is forever shrouded in the haze of night, and full of nightmares, the things that make dreamers wake up deep at night and scream. She unleashes those monsters out into the planes, via Limbo. Her greatest creation, the Guoreeat goes to each plane and planet that the Progenitor has created, and eats them all. Fortunately, he has not reached Kasande, yet. The Guoreeat is also her only other child besides Vaimus, so I guess you could say they were step siblings, so to speak. Prolonged contact with the plane of Limbo has lead to several cases of severe insanity, and is not recommended for those who wish to remain sane.


    Plants:
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    Plants themselves, the non-sentient kind, are created by the Primal Gods. The monster plants, that are able to attack, are plants that have been given sentience and a sort of savage intellect, by the Fey, and later on, the druids. They are used for the defense of the Vorde, mostly, but lately seemed to be corrupted by a strange source, and the druids don’t know how to deal with it without killing the creatures themselves.


    Constructs:
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    Constructs in Kasande are Elementals that have been bound into a sort of strange physical shape. They undergo extreme stress when placed in such environments, and fight their owner’s wishes at any moment they can. Most constructs do not have sentience, and those that do have the tortured one of an Elemental. They are commonly used for labor in areas that are high magic, but do not allow slavery, such as Tempesta. The process of creation of constructs is invariably evil, but may not appear so to the caster. First, a Wizard, Sorcerer, Cleric or Druid (Though rarely do druids do this kind of thing) must summon the Elemental. Instead of creating the contract that normally is courtesy for summoning elementals, they create a planar lock/ barrier, that forces the Elementals to stay in the material plane. Then they wait for a long time, generally. After the Elemental has weakened by being out of contact with its’ home plane, they rape the mind of the Elemental, until it complies to a contract created by the caster. Most times these contracts are invariably favoring the caster in the terms of the deal (I.E., the Caster must pay one drop of blood for the Elemental to stay in this body for 20 years, or until the caster dismisses it. The Elemental may not make conscious decisions, and his mind is suppressed for the length of time that it is in use. It may still see, hear and experience the world around it, but is not able to speak. It may never attempt to assault the caster.) These contracts are binding on both sides, but rarely does that hurt the caster very much. Elementals that are given sentience often attempt to run away.


    Elementals:
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    Elementals are the creations of the Titans, similar to the dragons. They helped teach the mortals magic. They have moved on to an elemental plane, specific to their Titan, but are always ready to be summoned up to fight for the Titans (Or anyone else, who has the Summon Nature’s Ally spell handy.)

    {table=head]Titan|Elemental
    Smida
    |
    Fire
    Gissl
    |
    Air
    Far Frusen
    |
    Water
    Mull Modr
    |
    Earth
    Vrisaak
    |
    Ice
    [/table]



    Undead:
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    When someone dies, their soul goes to Vaimus, their mind dissipates, and their body slowly finds its way back into the earth, to bring the start of new life. When someone creates an undead creature, they take the Soul, and return it to the body, but do not return its’ mind, and such, it is mindless, and has no will. Some necromancers use different parts, such as mind and soul (Which is a ghoul/incorporeal undead), or all three, which makes intelligent undead, who are much harder to control, but also much more powerful. However, this is thought to be stealing by Vaimus (Rightly so), and so all clerics, no matter what god, pretty much all hunt down undead when they encounter them, or specifically attack undead. Thusly, most Necromancers are Arcane casters, and the divine casters who do use undead either do not have a god, or are stealing the spells from their god, unknowingly.


    Giants:
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    Giants do not appear in Kasande as such. They are usually what the Talmat races call what they have seen as Ogres (The racials featurse have been adjusted accordingly, without the bonii to attacking, or to AC when receiving hits from, giants.)


    Magical Beasts:
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    Magical Beasts are the creations of the Primal Gods, in their locked away plane. Before the Primal Gods were killed by Dios, they allowed quite a few of their creations out of their plane, ready to rampage against the mortals; this is the main reason why the Angele were created.


    Monstrous Humanoid:
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    Monstrous Humanoids are the sentient races created by the Primal Gods, including Ogres and Merfolk. They are not as intelligent as most humanoids (Depending on the race), but also are quite a bit more feral. Unlike most other races, they do not have a soul.


    Ooze:
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    Oozes are the least intelligent creations from Limbo. They are the most bottom of the bottom, the collected refuse of the other creations. They do not have intelligence, and do not think. Most simply want to eat (A common theme from the Realms of Chaos…), and eat, and eat and eat. They eat by absorbing things into their bodies, and then decomposing them, slowly, slowly, and then gathering more food. Their bodies can handle the digestion of pretty much anything.


    Outsider
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    Outsiders are the creations of the Divine and Infernal gods, and cannot harm those who have souls. If they were to, the energy they handle would tear the souls to shreds, so Vaimus added a mechanism to all outsiders, during their creation: If they ever attempt to harm a mortal, they instantly die. Just die. And as soon as they are dead, their energy dissipates, leaving the mortals no fear of soul shredding. The non-soul bearing races, while not having souls, are generally under the radar of Outsiders, except maybe the Merfolk, but they really are afraid of the ones they do encounter, and treat them with respect and deference.

    An example of an outsider that is specific to this campaign setting:

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    The Judge
    “Let the Hearing begin!”

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    Large Outsider (Neutral)
    Hit Dice 60d8 (480)
    Speed 0 ft. (0 squares); Fly 40 ft. (Perfect)
    Initiative +25
    Armor Class 88; touch 88; flat-footed 88
    Base Attack/Grapple +30/-
    Attack Touch Attack +55 (4d4 Intelligence and Wisdom Drain)
    Space 10/10 ft.
    Special Attacks Read the Charges, Let the Judged be Damned, Touch of Peace, Touch Attack, Spell-Like Abilities
    Special Qualities Immortality, Aura of Peace, Aura of Truth, Aetherial Form, Immunities, SR 53
    Saves Fort --, Ref --, Will +61
    Abilities Str -, Dex -, Con -, Int 60 (+25), Wis 68 (+29), Cha 58 (+24)
    Skills Sense Motive +102, Diplomacy +97, Intimidate +97
    Feats Epic Skill Focus (Sense Motive),
    Environment Any
    Challenge Rating 44
    Treasure None
    Alignment Neutral
    Advancement None

    Read the Charges: If the Judge is called to a trial, he reads the Charges brought against the Plaintiff. He asks the Plaintiff a long round of Questions. If the Judge finds the answers satisfactory, and truthful, he will proclaim them not guilty. However, if the Plaintiff at any time lies, or attempts to deceive the Judge, or if the Judge finds that the Plaintiff has committed the Crimes, he will be found guilty. The course of the Trial is held in The Judge’s Court with a permanent Dimension Lock cast on it that only the Judge can pass through, and anyone else he allows. After the Trial, the sentencing takes place back on the Plaintiff’s home plane. The Judge may only call 1 trial a week.

    Let the Judged be Damned: The Judge damns the guilty Plaintiff for his or her crimes, and the Judge must hunt them down, and kill them. Any Paladin, or Non-Chaotic Character or NPC within 10 miles that the Judge deems, “Fitting” (Equal to, or higher than the Judged’s HD or CR), must make a Will save (DC 59) or immediately search for, and destroy or Kill, the Judged. Those that make the save, are mentally contacted by the Judge, and told of what has happened, and are given the choice to help.

    Touch of Peace (Su): The Judge may make a touch attack against a target (not necessarily the Judged), and that target must make a Will Save (DC 59) or be Paralyzed for one week, or until the Trial is over, and the Judge returns to his Court. If the target makes the save, they fall asleep for 2 days, or until woken. The Judge may use this ability twice per day.

    Touch Attack (Su): The Judge may make a touch attack against a target. If the attack is successful, that target takes 4d4 Intelligence and Wisdom Drain.

    Spell-Like Abilities: At Will— Magic Circle Against Evil, Magic Circle Against Good, Magic Circle Against Chaos, Magic Circle Against Law, Dimension Door, Planeshift, True Seeing, Blasphemy, Holy Word, Dictum, Word of Chaos, Gate, Mordenkainen’s Disjunction, Time Stop, Disintegrate. 3/day— Wish, Miracle.

    Immortality: The Judge cannot be killed by any means. If his HP is reduced to 0, he returns to his Court, and Remains there for two days, recuperating, and the returns to the hunt. He may still have others pursuing the Judged, including the Knights of Eidolon. His Court is his own personal demi-plane, that is not able to be entered except by him and Eidolon.

    Aura of Peace (Ex): The Judge emits an Aura of Peace around him, reducing the Will Saves of those Within 100 feet of him by 10, and reducing their Attack bonus by 10 and their Damage by 20. While in The Aura of Peace, spells take an upgraded action to cast, so a free action becomes an immediate action, and immediate becomes a swift, a swift becomes a move, a move becomes a full round, and a full round becomes two rounds. Any casting times longer than that are doubled. Those of the Lawful and/or true neutral alignment, besides the Judged, take half damage.

    Aura of Truth (Ex): The Judge emits an aura about him that forces all within 100 feet to speak only the truth. Anyone who tells a lie, intentionally or otherwise, takes 5d8 points of damage. The Judge himself cannot tell any lies. Once outside of those 100 feet, anyone may speak freely. This also gives him a +10 bonus to Sense Motive, Diplomacy, and Intimidate checks.

    Aetherial Form (Ex): The Judge is made of pure truth. As such, he does not function on the material plain as others do. His body has no “Form” so to speak. He is similar to a cloud, only not affected by wind. He is more similar to a ghost. As such, he has no physical scores to speak of. However, because of his form, this allows him to use his mental powers to greater advantage. He adds all of his Mental Scores to his Armor Class. He also adds his Intelligence modifier to his Attack bonus. However, this also means that he is unable to pick up, or affect objects in the Material Plane. This also means that he is immune to any spell or attack that would affect his constitution or his body, making him immune to any spell or ability that requires a fortitude or reflex save. He is immune to all damage from weapons that are under a +10 bonus. He takes one half damage from those weapons that are above a +10 bonus, stacking with the one half damage he takes in general from his Aura of Peace, giving him one fourth damage from all weapons that can even affect him. He also adds his intelligence bonus to his Initiative score.

    Immunities: The Judge is immune to Fire, Ice, and Electrical damage. He is immune to all Mind Affecting Spells or Abilities, and takes half damage from force attacks (stacking with Aura of Peace). For the purposes of alignment affecting or based abilities, the Judge has no alignment. He is not affected by poisons or other effects that affect ones body.


    Last edited by unosarta; 2010-08-14 at 03:36 PM.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by unosarta View Post
    Which names, pray tell? The actual setting itself is known as Kasande (Not spanish.) The only spanish I believe I used was Sueños del Caido, Angele, Diablo and Dios. I just wanted to show a culture and linguistical switch between each reign of gods (More Nordic/Gaulic for the titans, pretty much just describing them for the Primal Gods, and then Spanish/Nordic for the Pantheon.)

    I can understand that it would sound bad if you were a native speaker, or actually knew the language, but really, only a little bit is in spanish. If you can come up with better names, I would really like to hear them.

    Naming stuff is not my specialty.

    Edit: And I supposed Japanese for the Demon Kings, but that I actually know some of, so it is probably better.
    well in that case i know you feel im not good enough whit the names XD
    i think is the most hard thing of the new creation

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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by Kurtmuran View Post
    well in that case i know you feel im not good enough whit the names XD
    i think is the most hard thing of the new creation
    Eh. Coming up with names is about as hard as mixing a bunch of random letters.

    Like this:

    1. Pick your favorite letter. For me, that's T.

    2. Pick a vowel. My favorite vowel is O, so I'm using that.

    3. Smash your keyboard. sldkapd

    4. Mix and match. Stolkad. Klodt. Opsalt.

    5. Pick your favorite word from your playing with the letters. I'll pick Stolkad.

    6. Edit the word as you please. I don't like that soft ending, so I'll change it to Stolkat. I don't like the "cat" sound at the end, so I'll add another A. Stolkaat.

    7. Repeat after picking your second favorite letter and second favorite vowel. Place emphasis on different parts of the words for better names.
    Last edited by Temotei; 2010-08-12 at 02:47 AM.
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    Default Re: Sueños del Caido (3.5 Campaign Setting)

    Quote Originally Posted by Temotei View Post
    Eh. Coming up with names is about as hard as mixing a bunch of random letters.

    Like this:

    1. Pick your favorite letter. For me, that's T.

    2. Pick a vowel. My favorite vowel is O, so I'm using that.

    3. Smash your keyboard. sldkapd

    4. Mix and match. Stolkad. Klodt. Opsalt.

    5. Pick your favorite word from your playing with the letters. I'll pick Stolkad.

    6. Edit the word as you please. I don't like that soft ending, so I'll change it to Stolkat. I don't like the "cat" sound at the end, so I'll add another A. Stolkaat.

    7. Repeat after picking your second favorite letter and second favorite vowel. Place emphasis on different parts of the words for better names.
    That is very, very different from my process. Usually I go on some sort of translator site, then choose a word that adequately describes the thing that needs a name, and then choose two languages. Let's just go with moon, for this case. So, the languages, would be, lets just say japanese, and maltese. So, those two words are Tsuki (つき、月) and Qamar. Now, tsuki and Qamar both have a hard consonent sound, qamar in the beginning, tsuki more at the end. So, the word would be something like: Tsuqamar. Then changing the vowels as I see fit. So, it might end up being something like: Tsuqamor, god of the moon.

    But anyway, are you guys here to talk about names, or does anyone have any feedback?

    Edit: Really, no feedback? 257 people have seen this thread, or at least looked in on it. Has no one anything to say on the matter. There is quite a bit of crunch, even if you don't like reviewing fluff. An entire line of monk feats, another monk feat, a paladin feat, and a wizard/sorcerer feat. Also, a new base class. No feedback?
    Last edited by unosarta; 2010-08-13 at 01:17 AM.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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