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- Join Date
- May 2010
Mets Nchi Sals - Campaign Setting
The Frozen Forest Planet
I should mention, this campaign setting was inspired from two threads in the RP section here, Kobolds vs. Gnomes and what fantasy race you hate. It made me realize that I was particularly alone in liking gnomes and elves, so I decided to play into it.
In the Beginning
The world of Nchi was once your average world much like Greyhawk. Way too many intelligent races for anybody to see half of them. Humans, Elves, Halflings, Dwarves, Orcs, Gnomes, Lizardmen, Goblins, Kobolds, Changelings...... Many of the common stereotypes held true here.
Of particular note is the elves, the embodiment of arrogance, demanding that all other races address them as the superiors they rightfully were. This caused a rather universal revulsion, to the point where the elven goddess, now known as Elu Kivi, was sealed on the planet by the other deities just because they were sick of her and her elves. Eventually, the elves got sick of this too, which is where the trouble started.
The Forest Cataclysm
They retreated to the deepest depths of their forests gathering the most powerful elven magic-wielders in the world. Then, in a powerful joint ritual, reshaped the world to put them at the top. All terrain became dense woodland with so tall they practically defy physics. At the site of the ritual was the greatest tree of all, Ilmapuu, or "The World Tree."
Much like the terrain, the species were twisted in the ritual, humans became shifters, kobolds and gnomes twisted to accommodate their new jungle and swampland surroundings. Those dwarves unlucky enough to be on the surface at the time twisted in a way that made them no longer able to survive in subterranean society. The three civilizations living deep underground, the Deep Dwarves, Changelings and Rock Goblins were unaffected, and just decided to seal themselves off from the "surfacers."
For a time, the elves ruled in their rightful station, if only because they were the ones most able to live in the new environment, and thus needed to be looked to for survival. As soon as survival was no longer an issue, there were many who worked to fight the elves in their own game, practically the entirety of the forest dwarves, and half of the swamp gnomes (as well as sizeable communities of shifters) traveled west, as far from the original cataclysm as possible.
The Frost Cataclysm
This group threw together their own ritual, just as powerful as the previous. World and creature shifted to become at home in a new perpetual arctic terrain, dividing the world East and West in Arctic and Thawed.
The new Snow dwarves promptly dug out the deep dwarves letting them know it was safe to come back out. In current (insane) dwarven king felt it was high time to conquer the world, and about the same time a war broke out between arctic and forest. The deep dwarves eventually broke it up when it stalemated and created a large globe circumnavigating wall dividing the two sides, creating a fort that would serve as the economic center of the world in the new age.
Last edited by Jjeinn-tae; 2011-02-06 at 12:06 AM.Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?
- Join Date
- May 2010
Re: Mets Nchi Sals - Campaign SettingForestsiders
All races effected by the forest cataclysm that didn't get caught in the frost share a few traits with each other in addition to their individual ones.
Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?
- -Divorced from Cold: The arctic ritual had further reaching effects than just covering half the planet in ice. The areas that were not frost bound have had their people severed from the elemental power of Ice. Forest creatures take an additional 10% damage from cold energy (rounding dowm) and are unable to cast spells with the [Cold] descriptor without re-connecting with ice.
- -Stormwrought: The World-Shattering rituals have caused a large amount of severe weather, and the forest-dwellers have had to live with torrential rain and thunderstorms. Spells with the [Electric] descriptor are cast as heightened spells by forest races, and all forest creatures ignore one of every 10 points of electric damage.
- -Woodland Home: All forest characters gain a climb speed equal to half their movement speed. They receive a +4 racial bonus to climb checks, and to Survival checks relating to noticing dangers of the woodlands.
- Join Date
- May 2010
Re: Mets Nchi Sals - Campaign SettingElves
The elves really are to blame for much of the problems in the world, the best magic users are among their number, which has caused a great deal of arrogance from the elves. Druidic magic is especially common among the elves, but the tendency to favor the woodlands over the rest of nature is precisely what caused their world shaking in the first place.
Elu Kivi - Goddess of The Forest, Elves, Passion and Animals
Domains: Animal, Bestial, Chaos, Charm, Community, Destiny, Domination, Dream, Elf, Envy, Fate, Fey, Fury, Inquisition, Joy, Life, Luck, Lust, Passion and Storm
Game Rule Information:
As standard to the PHB, but with the following changes:
- -Elves gain a +2 to Strength, +2 to Con, -2 to Wis, and -2 to Cha. They have been strengthened by their savage woodlands, but the ritual that seemed obvious to the elves was rather ill-advised, and nobody else likes them.
- -The standard Forestsider bonuses.
More ForthcomingGame systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?