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    Default The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    The battle is as old as history. Good vs. Evil. Lum, protector of man, stands against his brother Aker. One is the champion of good, of all that is right, of light, of happiness. The other is a Dark being who lives on hate. He wants this world and all that's in it. If it were not for Lum, we would be under the power of Aker, ruled by necromancers and demons. It is our calling, as the nobles of Radwell, to defend against the powers of darkness, and the creatures from the wild that Aker brings down upon us.
    --Kedine to his son Edunon


    Traveling under the shield is dangerous, particularly for a mage. Yes, most humans are weak, and most pose no danger, but you cannot easily flee. The wilderness will not bend itself to your will, and then you will find that while most humans are weak, there are those with dedication that would destroy an elf's soul. These humans have sworn to kill you, and your best defense is that they never know you came
    --Arador to his brother Menerost

    We don't lie to the people. All of these creatures are enemies of Lum. Its just that is possible to be an enemy of Lum without being a servant of Aker. They believe themselves to be beyond good and evil. That is why Lum cast them out.
    --Father Arans

    Welcome to the sheild of Lum, a truly medival fantasy setting with cosmology that infects the whole setting. It is designed for low to mid levels, but in spite of this deals with Gods and other divine beings quite a bit. To understand the setting, there are a few ideas that are important to understand.


    1. this setting was originally intended to be set in medieval Europe itself. It was inspired when I, trying to encourage role playing in my players, announced we were playing in Britan during the medival period. I told them that they were not to build their character, They were to describe a character who would fit in a Robin Hood or King Aurthur story, or even a fairy tale, and I would build the character, bending the rules for them if necessary. (so if your recognize a real world place, Its probably supposed to be there)


      • Humans are Peasants, Nobles, or Foreigners, and society treats them as such, treating peasants with contempt, Foreigners with suspicion, and requiring nobles to act like it.


    2. Good and evil in this setting are two opposite and equal forces. This is best reflected in the fact that the most common agents of light and darkness are paired off one to one.

      • Good and Evil are absolutes in terms of Lum and Aker, who gain their power source from them, not for anyone else. This is the conflict that brings them together against the other gods

      • Lum and Aker, the gods of Good and Evil, are allied against everything else, and its a fairly even fight. They have the goal of eventually building a round globe of territory and shutting the wild out. They actually split up the souls of their followers, with Lum taking the good parts and Aker taking the evil. Lum and Aker fight mainly by encouraging good or evil behavior.


    3. The world is divided into two parts, human lands that have maps and are constant, and everything else. You travel to the wild through “rifts” (actually they are holes in the map) and the wild (everything else) is constantly shifting based on the people traveling through it.


      • In human lands (under the shield) magic is limited by an effect known as “the shield” The purpose of the shield meta game is not make an area where low level characters are safe and melee is the most important effect. The shield is not just a magical barrier, it is also a political one.

      • There are places called sites that keep their layout in the wild. They include elf cities, castles, dragon caves, battlegrounds, graveyards, shrines, and other things. They have different difficulties to find or avoid, and many have magical effects.

    4. Most alignment effects are replaced with Allegiance. Allegiance is common throughout the world, and is a spell. It has no immediate effects, but comes up throughout the game. You can offer allegiance to any intelligent creature, but only some can use your allegiance. These entities are the “gods” being defined as anything that can use allegiance.




    This is not a finished work. Please Evaluate, Critique, and Suggest Honestly. This is going to be a large work, and help is appreciated. If you look at it and find it boring, critique on that.

    Thanks allot,

    Eric the Redd
    Last edited by erictheredd; 2012-01-05 at 11:09 AM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Contents

    Races
    Humans
    Spoiler
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    • Erginlund (england)
    • Vikrir (dwellers of the wild, north and west)
    • Graso (mediterranian culture)
    • Nyrazitine (Byzatine based)
    • Falisine (land of Yezlam)
    • Peran (persia, India)
    • Coptlan (African)
    • Isuran (Egypt, Arabia)
    • Vanlasian (East Europe, Undead)
    • Immortals
    • Sorcerers and Wizards


    Elves
    Spoiler
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    • multiclassing

    Mugraglle
    Spoiler
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    • the network
    • the ancestors
    • the home-fortress


    Fae
    Spoiler
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    • winged fae
    • shadow fae
    • horned fae
    • ancient fae
    • fae lords

    Dwarves
    Spoiler
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    • Armor
    • Travle

    Gnomes

    Other

    Dieties
    Spoiler
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    • The Twins
    • The Elementals
      • Zeph
      • Quanirti
      • Ficil
      • Vulk
    • The Fae Court
      • Zanderel
      • Palrin, Ansolom, Reputu, Thenel and Yislina
      • Magolanin
      • Endaldrin
      • Uhaemal
    • The Patrons
      • Cax, war
      • Mugraglle ancestors,Mugraglle
      • Apochon, hiding
      • Thanoth, Immortality
    • Others



    Cosmology
    Spoiler
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    • Souls
    • The afterlife
      • in the wilderness
      • under the sheild
      • mugraglle
      • Cax
    • Allegiance
    • Definition of “god”
    • Planes
      • “under the sheild”
      • the Wild
      • the shadow realm



    Templates
    Spoiler
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    Sites
    Spoiler
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    • Site qualities
    • Navigating the Wild
    • The Path Finding Skill
    • Random encounters
    • Tracking
    • Types of sites
      • Mugraglle
      • Fae circle
      • Altar
      • Camp
      • Dwelling
      • Structure
      • City
      • Landmark
    • Examples of Sites
      • Mugraglle Dwelling
      • Goblin Camp
      • Giant's Castle
      • Dragon's Cave
      • Wizards Castle
      • Troll Bridge
      • Fae site
      • Elven Feast Glade
      • Dwarven Burrow
      • Mountain Pass
      • Ship
      • Graveyard
      • Awakened Tree
      • Battleground


    New Spells
    • Allegiance
    • Site Magic
    Last edited by erictheredd; 2011-08-20 at 05:12 PM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    History

    According to the Elves

    Elvish history maintains that the elves where created by a now deceased lord of the fae, though the creation was nothing like what the race later became. The early elves provided the Gods with many talented magicians. Tired of working for the gods faithfully and then being thrown away, these began to modify the race, stretching the life spans of their kind farther and farther. The enhanced lifespans of the elves resulted in more and more powerful wizards. As their life-span approached 2,000 years, the elves threw off their duties to the gods. Enraged, their creator declared war on them, and convinced several other gods to help.

    The elven mages and warriors recruited Zelph, the mercenary wind God to help them, and a massive war was fought. Five of the fae lords where slain, including the creator of the elves. Ever since then, the elves have maintained their autonomy, and have opposed any God who claims a race to be exclusively their own.

    The elves prospered after winning this war, but in the age of prosperity lost much of their drive and focus. The new generation lived not to serve, nor to survive, but to enjoy.
    Last edited by erictheredd; 2012-01-05 at 02:25 PM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Humans

    Of all the races, Man is the favored race of Lum. I do not know why this is, but I do know that it is so.
    -- Father Arans

    Man is weak. Their lives are so short that in the course of 100 years knowledge is lost, twisted, and distorted. Their entire population will be gone. And this, as it turns out, is their strength.
    --Arador to his brother Menerost


    Humans In the Sheild of Lum have the same Stats as standard D&D humans. They are the primary inhabitants of the lands under the Shield, and some can be found outside of the shield. If not for their wide spread success under the patronage of Lum, they would be considered one of the Lesser races, and many consider them weak.

    Humans have a limited ability to travel, due to the constraints of the shield, and so there are several types and cultures.

    Erginlund
    Spoiler
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    Located over the ocean from the rest of the human lands, Erginlund still has large holes in the shield covering it, leading to constant crossing in and out of the wild. It is a land of Forests, Swamps, and Hills.

    Most of the population of Erginlund is peasantry, and most of those are legally bound to the village where they where born. The peasants who are free (10%) don't own their own land, and rarely leave the village. Each village has a church. This Church is more important than they realize, for it contains the alter that extends the shield around their village and keeps it connected to the rest of Erginlund. A village contains from 20 to 60 families, or from 80 to 240 people, and the farmland extends from 1 mile to 2 miles around it. Each village has a cleric of Lum, charged with the welfare of the people and ensuring their loyalty to Lum and also to their lord. He is helped by the balliff, who is responsible with ensuring the safety of the peasants, and the payment of their taxes. The peasants are usually commoners, but some of them have learned other skills as well. These tend to be the free peasants.

    For every two (sometimes one, sometimes three) or so villages, there is a castle where a Lord lives with his knights. most are small and modest castles, but each Lord has at least two knights and a handful of other soldiers. Knights are born into their rank, but the soldiers are picked from among the boys in the village. They pull servants from among the peasants and collect taxes from them.

    serfs, soldiers, knights and baliffs usually have given their alligence given to the local knight. A free peasant usually has his loyalty given to Lum, and the clerics always do.

    When traveling through a erginlund, one either is able to stay with the Knight (if one is noble and he likes you), with the villagers (if they like you) or has to stay out in the field. Markets are rare, and if you want something made, you have to find someone to make it for you.

    Most knights owe alligence (both the spell and as normally used) to a higher Lord, who usually has a title. he owes alligence to a higher Lord, and so on until you get to the King). Erginlund has three kings, all sworn to Lum. They have progressively larger castles, but not villages, and some nobles are as powerful as the kings.


    Graco
    Spoiler
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    Graco is one of the completed areas of the Shield, bordered by Erginlund, Vikrir, and Vanlasia. however, It has a good deal of coast, and the Gracans faces dangers from that direction. However, most of Graco's resources are expended in fights between the nobles or in resisting the advances of the forces of Aker.

    The economic and political structure of Graco is much like that of Erginlund, though on a larger scale. The South part of Graco, around Catilan, has more towns than the rest of the Area.

    Graco has Two kings, one of whom is minor, but their are many nobles who are more powerful than the King. The high Priest of Catilan also functions as a king, and many give their allegiance to him.

    Graco has many Lords and even clerics that follow Aker. Many of them do so in secrete, but they receive strong support from Vanlasia, and can remain hidden for quite some time. There have even been a couple of kings that turned to Aker, having long and black rules ended by their nobles.

    The Gracan Knights use an interesting tactic against each other. Rather than trying to kill each other (unless its a really series battle, and the allegiances are different) they will instead make trip attacks against each other. hitting the opponent is usually quite easy (your both charging, so +2 attack and -2 AC, and its a touch attack) but the checks are opposed ride checks, and receive a +4 for being unusually stable (sitting down) and almost always a +2 for using a military saddle. This means there are usually 4 trip attempts, and to unseat your opponent requires a victory of over 6. An unseated opponent will usually surrender, which is accepted for the price of his armor, weapons, and horse.



    Vikrir:

    Spoiler
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    Vikrir is a wild land, not yet claimed by the shield. It uses the same structure of nobles and peasants as Graco and Erigunlund. The land claimed by the Vikrir is very patchy, and more of the peasants are free and have learned to defend themselves. Vikrir is one of the newest thrusts of Lum, and it is said the goal is to surround Aker's territories in Vanlasia to prevent them from expanding. Vikrirans seem to worry more about the wild than neighboring Vanlasia, as it is constantly intruding upon them. Vikrir has no king, only various lords, and keeping track of who is who can be a massive effort. However, everyone knows their neighbors, and almost all are willing to ride out to help a neighbor--- or at least keep their neighbor from being replaced by a band of trolls.


    Nyrazitine
    Spoiler
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    Nyrazitine is one of the oldest strongholds of Lum. It is bordered only by water or other Territories of the shield, and much of the water that surrounds it is under the shield as well. Nyrazitine is the home of most of the immortals, and is very proud of the fact. It boasts an “emperor”, chosen by Lum. The method: whoever holds the throne was obviously chosen by Lum. The emperor is usually a former general, and tends to be higher level (8-10).

    the Nyrazitines do not trust magic outside of their clerics, who tend to use it only in battle or privately within their churches. Druids, Wizards, and sorcerers are slain for being servants of Aker. The Nyrazitines view things in terms of Lum vs. Aker, and mostly leave out the wild.

    The Nyrazitines boast the largest cities of mankind. Each of Noacalit, Mycine ,and Belanoch are massive cities that have large ports and tens of thousands of people. The defense of Nyrazitine belongs to the emperor and his soldiers, an elite band of men who defend Nyrazitine from all sides. They tend to be very competent tacticians, and Their soldiers are considered the best trained under the shield. The empire faces constant pressure from the Perans on one side and the Vanlasians on the other.

    The Nyrazitine Army consists of soldiers titled pikemen, sheildmen, crossbowmen, bowmen, scouts, clerics, horse archers, and heavy calvary. Most of the soldiers are veterans (level 2-4), but the emperor fears having too powerful of an army, and focuses on personal loyalty.


    Coptlan
    Spoiler
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    Coptlan is notable for the lack of conflict between those who declare for Lum and those who declare for Aker. This gains them the contempt of the other lands under the sheild and the fear of the wild. Coptlans do not generally use horses in combat, relying instead on infantry. They suffer from a shortage of preists, but have more than their share of wizards.
    Last edited by erictheredd; 2012-01-05 at 11:17 AM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Elves

    Never guess what an elf hasn't done. He will prove your wrong everyTime
    --Mugraglle Proverb

    Elves consider themselves to be the greatest of the mortal races. They look down on others in a sort of snobbish way. The main reason for this is their incredible lifespans, extending to over 4,000 years old. An elf's life is both long and varied.

    Elves in general have class levels, the most common range being from 3 to 9 levels. These are almost never all the same class. Elves are considered to have no favored class and 0 levels in a nonexistent class that has no effects (and they cannot take levels in it). They receive a bonus 4 skill points per class level if they are their class level * 100 years old. These class skills are class skills as long as the elf does not have more than 2/3 of the maximum ranks in them.

    Elves live long and have complicated families. They have some interesting language quirks. At any given point they will have from one to four "siblings" who are really just good friends, but they translate the word as "brother" or "sister". They will refer to actual siblings, and often their parents, as "uncle", "aunt" , "niece" or "nephew". This is because when an elven woman has a child, she waits decades before the next one. Elves achieve physical maturity fairly quickly, and often grow up the only child in the community. Once they have reached physical maturity, they still have a great deal of learning to do. but are able to find other elves within a decade of their age, who become their first "siblings".

    Elves look at the other races with disain. Humans they consider weak, Mugraglle boring, and the other races in capable of making their mark on the world. They have a much better relationship with the Fae Lords than other mortals, and often serve them. Eventually, though, the elf moves on, leading the Fae Lords to consider elves fickle. Some elves have served half the Fae Lords during their life times. Elves indeed don't take allegiance as serious as other races, and throw their allegiance all over the place, seeing as most of them can cast the necessary spell themselves.

    Half elves live about 50% longer than the race they were sired with, and consider the act of having a half-elf to be murdering the child. The elves see the child as a deformed elf, and coddle him for his short (to them) life. except for their lifespan, the half elf is extremely similar to his non-elf side.

    Elves consider all those who have not obtained three levels to be "children to arms" and in any serious fight send them to flee or hide. sometimes they will take them along for "training". The Elves have powerful members and are flexible warriors. They take every loss personally (thousands of years of life were just lost), and killing an elf is a good way to gain lots of enemies. Elves do not like to kill "lesser" races without class levels, but every elf is different, and some have no problem with it. In battle they are usually outnumbered, and rely on individual skill rather than group effort to win the day. If they do not feel confident that they will win, they retreat


    Spoiler
    Show
    • elves have a +2 to dexterity, a much higher occurrence of "elite" individuals than normal
    • they have lowlight vision
    • 4 extra skill points per level IF they are 100 years old/ level
    • They have no favored class.

      elves are intended to be multi-class characters who can do a little bit of everything, due to their short life span. An "average" elf is a capable warrior who can deal with low-level PC's as a superior.
    Last edited by erictheredd; 2012-01-05 at 11:28 AM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Languages

    The Shield of Lum features many languages, each with its own culture and people. Most people are able to speak a language, but being able to write it is rare. When you gain a language, you don't gain the ability to write it. Instead of gaining the ability to speak a language, you may choose to learn an script. If you know a language and its script, you can write the language. Note that several languages use the same script, and that the some can be written in more than one script. If you know a script but not the language you can read while a character who knows the script but not the language translates (DC 10 to do so, -2 for every language the two of you share). guessing what language a script is in (if you don't know it) has a DC 10 with a -2 for each language in that script you know. If the language is elven, increase the DC by 10 (since no one expects elven).

    whether learning a language (or script) is cross class or not more commonly depends on ones race than class, but both of them effect it.

    Author's comentary
    Spoiler
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    One of my great pet peeves in classic D&D is the "common" tongue. Yes, I know its very convenient and has a precedent created by the great Tolkien himself, but he at least had an explanation. So in this world, Humans speak lots of different languages, because they really don't travel much.

    I can hear some of you saying: "but you gave humans oodles of languages and each of the other races one." there is a reason for that-- the other races do travel. The wild means that sites are constantly shifting around each other, and magic allows for better travel. Another reason for the languages to stay the same is the length of time most of the races live. in 2,000 years, we have at least 50 generations and languages form. after 2,000 years, the elves--- well, you may have 10 generations in one particular line, but half the elves are still around and speaking the same language.

    and if you are thinking "how can I think this all strait" -- fine, here is the real world languages a lot of them map to. hopefully some of you will figure it out without help.
    Spoiler
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    Erginlund = england and English
    Graco = mostly French, but includes Spanish and Italian
    Catlin = latin. most of the letter are still there even
    Vikrir = Germanic, as in Scandinavian, as in Viking
    Nyraz = Greek, language of Byzan-tine empire
    Vanlasian = Slavic languages. I got lazy. think Transylvania.
    Falisine = Fertile Cresent. You can think Arabic. derived from "palistine"
    Isuran = don't ask me how this came to mean egypt, I just like it
    Coptlan = Africa, particularly Ethiopia. the root is "Coptic"
    Peran = Persia/west india. Name is a cross of Persia and Iran

    yes, the orient is missing. This is big enough as it is. If you want to make it and tie it into Lum, Aker, or the wild, feel free. and yes, everything is roughly in the same geographical position. I will get a map sometime. And remember this was originally going to take place in medieval Europe, but I changed it for reasons other than the no RL poltics rule.


    Also, while their are a lot of human languages and lands, you will probably only use Erginlund, Vikrar, Graco, and Catlin. and perhaps not Graco or Vikrir.




    list of languages and scripts
    Spoiler
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    {table=head] ancient Human tongues
    Calit
    Falisine
    Nyraz
    [/table]

    {table=head] Wild languages |
    elvish | any alphabet
    fae | fae
    mugraglle | mugraglle-dwarf
    dwarf | mugraglle-dwarf
    wild speech | arcane script or fae
    [/table]

    {table=head] Magic Languages |
    Wizard's tongue | arcane script
    Druid's tounge | fae
    [/table]



    Automatic Languages Known
    Spoiler
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    {table=head] Languages by class|
    Barbarian | none
    Bard | 1 extra language or script
    Cleric of Lum or Aker | one ancient human tongue and script
    Cleric of Fae Lord | fae (language only)
    Mugraggle Cleric | mugraggle language and script
    Cleric of Other God | none
    Druid | Druid (language only)
    Fighter | none
    Paladin | none
    Ranger | none
    Rouge |none
    Sorcerer | 1 language with own script
    Wizard | Wizard's tongue and arcane script
    [/table]

    {table=head]Languages by Race |
    Elf | Elven, 1 other language and its script
    Dwarf | Dwarven and its script, fae
    Mugraglle | Mugraggle
    Fae | fae plus four others (scripts count among the four)
    Gnome | fae, Dwarven and script, and wild speech
    Human | speaks tongue of native land
    [/table]



    "Easy" Languages
    Spoiler
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    {table=head] "Easy" languages by Class|
    Barbarian | wild speech
    Bard | All languages and scripts
    Cleric of Lum or Aker | any ancient human tongue or script
    Cleric of Fae Lord | fae script, elven
    Cleric of Other God | scripts of languages known
    Druid | Druid script, wild speech, elven, fae and script
    Fighter | none
    Paladin | Calit,Nyraz, and Falasine languages and scripts
    Ranger | Druid, wild speech, elven, fae
    Rouge |none
    Sorcerer | all from wild list
    Wizard | all languages and scripts
    [/table]

    {table=head] "Easy" languages by Race|
    Elf | all languages and scripts
    Dwarf | All languages with their own script
    Mugraglle | all languages from wild list, ancient Human tongues
    Fae | all languages and scripts
    Gnome | all languages from wild list
    Human | by ethnicity
    [/table]

    {table=head] "Easy" languages for humans|
    Erginlunder| Any language written in calit or vikrir, elven, mugraglle
    Vikrir | Erginlund or a language from the wild list, Vikrir script
    Graco or Vanlasian| Any language written in calit or Nyraz
    Nyrazian | any human language and script except ergin, Vikrir or Old Peran
    Falisine or Isuran | any language written in Peran, Isuran, or Nyraz
    Coptlan | any language written in Isuran or Nyraz, wild tongue
    Peran | any language written in Peran, Nyraz, and associated scripts
    [/table]
    Last edited by erictheredd; 2011-08-03 at 11:47 PM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Mugraglle

    The immortals
    --Translation of the world "Mugraglle"


    Mugraglles are a long tall folk found in swamps. They usually live in small communities, fishing and hunting to survive. They have pale skin, oily white hair, and long features. Particularly impressive is the nose, which can grow up to nine inches. They tend to where drab clothes that have been drenched many times.

    Mugraglles place a very large emphasis on family and duty, and refer to most other Mugraglle that they deal with by Relationship. This involves words that translate to "third- elder-brother" (there are two brothers between the two) and "cousin of my wife's cousin". They have names, but do not use them often, reserving them for when they die. many traveling in human lands take up a name of their own, though they tend to be bland, such as "Father Seeker" (a Mugraglle who is trying to bring his father's spirit to The Temple of the Ancestors).

    Mugraglle's tactics depend on whether they are attacking or defending. A Mugraglle defending his ancestral home has a major advantage in sneaking around, and then they rely on ambushes. Outside of their swamps and homes, They are much more strait-forward. They have a grudge with most other races, and some will kill, while others will simply beat their foe. Mugraglle tend to be level 2-5

    Spoiler
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    live 600 years
    +2 con
    +5 to all saves involving the soul (mostly used after they are dead)
    +2 to hide, move silently, swim and balance, and Navigation when in a swamp.
    can hold breath twice as long as a human.



    The Net
    The Mugraggle live a great deal closer to each other than an outsider would think. There are 16 tribes who magically connect their homes to one another. Only 6 of them are accessible from outside the network. Mugraggle networks speed up and guide Mugraggle, but actively slow down foreigners and try to throw them off into the wild. Between the tribes are great "paths" (that look like swamp) that are used for travel between the tribes.

    There are 6 tribes that can be accessed from the wild, five that can be reached from those, four that can be reached from those, and those four allow the city to be reached. their are actually several towns, but the central contains The Temple of the Ancestors, and is an actual city. Non Mugraggle who make it there do so under pain of death, but most will never make it.

    A map of the net is below. keep in mind that distance has nothing to do with anything on this map. different tribes can on occasion live quite close to each other, (temporarily or within the shield) but travel in that case does not use the pathways.

    Spoiler
    Show


    A is the central tribe
    only K-P open to the outside

    Last edited by erictheredd; 2011-08-08 at 02:30 PM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Sites and Navigation

    The Wild is constantly in flux. A map of it is wrong before its made
    --Father Aran

    The World is split up into two kinds of terrain: Sites, and the wild.

    The wild is a constantly changing stew of locations which does not fit onto a flat plane, or even a curved surface. Those with the skill to do so bend it to their will to get to where they want. They are aided and hindered by magical spells that fill the wild. The wild is terrain that may have existed before, and may exist again, but for the present, it exists because someone is in it. When it is left, It slowly fades back into chaos. The wild has Terrain that effects what it looks like. Almost any terrain type can be considered, but slight variations can be important (such as tree species)

    Sites are found throughout the wild. Sites are created by intelligent creatures passing through the wild and leaving a mark. this includes even walking through an area, though the site created will soon fade back into the wild. sites can be protected by magic, making it harder to find them or drawing others into a trap.

    New Skill: Navigation (int, wis, or cha)
    Spoiler
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    Getting where you want to in the wild is a difficult (but important) task, and many methods for doing it have been devised. Some carefully analyze the signs of the wild, studying how it works and learning which ways lead to where. Others try to learn the feel of the place, and guide themselves by intuition. Still others demand that it bend to them, using their inner strength. When the skill is learned, the character must choose which method he will use. If he wishes to use another method, The ranks in the skill are reduced by 5, or halved (character choice). charisma based users are considered to travel one step faster than other navigators.

    A Navigation check is used to find, avoid, and leave sites in the wild. It is also used to travel between terrain, and to pursue or escape pursuit.

    the DC's are high, but can easily be lowered by up to 10 by walking a longer distance.

    Typical DCs:
    changing terrain:
    {table="head"] Task |Example | DC |base distance|min distance| distance to change DC by 1
    leave a specific type of terrain| Oak forest to any forest| 15 | 3 miles | 2000 yards| 1 mile
    minor terrain change | Oak forest to willow forest| 20 | 5 miles |2000 yards | 1 mile
    leave a type of terrain |Leave the mountains | 20 | 5 miles |2000 yards | 1 mile
    similar terrain change|hills to mountains | 25 | 10 miles | 2 miles | 2miles/1mile
    unexpected terrain change| plains to mountains | 30 | 20 miles | 5 miles |5 miles/ 2 miles
    impossible terrain change|desert to ocean|35 | 50 miles | 10miles | 10 miles/ 5 miles
    [/table]

    DC modifiers:
    {table="head"] action | int mod |wis mod| cha mod
    find a specific site| +0 | +0 |+2
    avoid or exit a site | +0 | +2 | -2
    change terrain types|+2 | +0 |+0
    opposed checks |+0 |+0 |+1
    [/table]

    Navigation can be used to pursue or to throw off pursuit. While different distances may be traveled, an opposed check is made. the winner of the check closes the distance between the two, or catches up. The following modifers apply:





    Attributes of Sites:

    Spoiler
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    Terrain: sites are found only in specific terrain

    size and shape: each site has its own layout. This is frequently a map

    depth: how much far must be traveled to reach the site once in the right terrain.

    area: how much wild is "anchored" around the site.

    Difficulty to find: DC to find site if looking for it

    Difficulty to avoid: some sites draw travlers in. DC to avoid it. this check replaces most wandering monster rolls.

    Level Adjusted avoidance modifier: expresessed a X/+YThe wild has a twisted sense of humor, and loves to pit equal foes against each other. Each site has an optimum level and an increase to the DC. Take the difference between the site level and the Party level, double it, and subtract it from the bonus. then add the bonus to the DC.

    (this is to make encounters even but not quite arbitrary. and it can be manipulated with magic)

    Difficulty to exit: some sites loop the wild around them, turning travlers into them. This is the DC to exit them.

    entrance: each site has its own way to be entered. unless effected by magic or a landmark, a site may be approached from any side.

    Connections: some sites are "connected" to other sites, allowing travle between the two to happen with no check or with a lower one


    Types of Sites
    Spoiler
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    each site has a type, which refers mostly to its size and strength. It gives the base difficulties for finding things.


    isolation:
    Isolations are small areas that have been intentionally altered by intelligent effort. They typically have not changed very much. examples include camping spots and animal dens. Isolations float around the wild, and can be used to travel around the wild. It can often be difficult to find a specific Isolation, but some travlers do not light fires in order to prevent even the smallest tracing.

    hovel:
    A hovel is a site that has a small structure built in it or a large area that has been effected. This includes Isolated hovels and houses, farms, and larger campgrounds.

    Structure:
    A large structure obtains this status without magic. examples include castles, Caves, Small Forts, Manors, small villiages, ghost towns. All of them aquire a name, which can be used to find the structure. many are protected by spells so that they will be harder to find.

    City:
    The most prominent non-magical sites, cities rely on the mass of people in them to power their status. every city has a name, and they are almost all protected by powerful spells that guide the passage of travelers to them. many have magical sites within them.

    Landmark:
    These include mountains, notable trees, battle feilds, Rivers, Lakes, canyons, and swamps. They are impressive natural features that can be found by those who look for them.

    These are the base modifiers:



    {table="head"] Type | example |depth | area| DC to find
    Any Isolation | any site | 1/2 mile | 500 ft | 10
    A specific kind of Isolation| a former camp | 1 mile | 500 ft |15
    A specific Isolation previously visited| your former camp| 5 miles| 500 ft |20 +1/day
    A specific Isolation| buried treasure|20 miles| 500 ft | 30
    Any Hovel | any dwelling|1 mile| 1000 ft | 15
    A specific Kind of Hovel| A human dwelling| 2 miles |1000 ft |20
    A specific Hovel previously visited| a farmer you knew| 10 miles|1000 ft |20 +1/month
    A specific Hovel | the wizard Ganolnod's hut | 50 miles | 1000 ft |30
    Any structure | Any thing bigger than a house | 3 miles | 1/2 mile | 10
    A specific type of structure| A castle | 5 miles | 1/2 mile| 15
    A very specific type of structure|A Dwarven Hold| 10 miles |1/2 mile | 20
    A specific structure you have visted| Your home village| 30 miles | 1/2 mile|18
    A specific structure you know the name of| Fort Trollsford | 50 miles | 1/2 mile|20
    A specific structure you do not know the name of| The Lair of the Dragon who kidnapped the princess| 100 miles | 1/2 mile|30
    any city| the closest city| 50 miles | 2 miles | 10
    a specific kind of city| A Fae city| 100 miles | 2 miles | 15
    a specific city you've visited| Nugrenden| 200 miles | 2 miles| 15
    a specific city | Faerie | 400 miles | 2 miles | 20
    [/table]

    of course, these number can be modified, and usually are. :

    {table="head"] Terrain type| Terrain modifiers
    forest| cover
    plains| open
    swamp| sparse,cover
    ocean |very open, very sparse
    desert |very sparse
    river| none
    underground|sparse, cover
    mountain|sparse, cover
    hills|none
    [/table]

    {table="head"] Modifier | depth multiplier |area multiplier| DC modifier
    cover | X1 | X1| +5
    open | X2 | X3| +0
    sparse| X2 | X1 | +2
    very open | X3| X5 | +0
    very sparse| X 4 | X1 | + 5
    [/table]

    It is also highly unlikely that important places are unprotected by spells which make the site harder to find.

    a note about cities
    Spoiler
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    This may be the country boy coming out in me, but cities in fantasy setting really don't usually make sense. the majority of this world's population, particularly humans, live in villages, quietly. someone from the city is the exception rather than the rule. I seem to remember a community population table in the DMG 3.0, and calculating that 50% of the population according to the chart was urban, or something ridiculous like that.


    Last edited by erictheredd; 2011-08-06 at 10:44 PM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Special Sites

    Fae Shrine

    Scattered throughout the wild and the shield are the shrines of the Fae. While they are called shrines, it is not the structure in the center but the site itself that has power, but the place itself. The shrines are intelligent, and have a form of allegiance given only to the fae lords. The fae lords are in a never ending political battle to obtain the allegiance of the shrines.

    One out of 10 shrines is found within the shield. They have a tendency to be turned into churches, graveyards, or marketplaces. The Shrines find this insulting, while the Clerics of Lum find it worth laughing over.

    Fae Shrine

    Spoiler
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    Terrain: varies
    size: 100ft radius
    area: 1 mile
    depth: 50 miles if visited before/ 100 miles if not
    DC to find: 35 or none *
    DC to exit: none or 25 *
    DC to avoid: none or 20 *
    no connections.
    * The Shrine can choose the number

    The Fae site is intellegent, though its main concern seems to be to be left alone. each has an allegience to a Fae Lord. Fae sworn to that Fae lord gain a +2 to attack rolls, saves, and skill checks when on the site. The site may also choose to give a +1 to those it chooses on the site, and may use the following spells at will (1/turn):

    • entangle (changes what areas entagle and which don't) may have one zone outside and specify 20ft blocks inside that do or don't entangle
    • cure light wounds (subject cannot be moving, 1 minute)
    • delay poison (target must be at focal point for casting and stay with area)
    • Fog cloud
    • Gust of wind
    • soften earth and stone (1 minute)
    • harden earth and stone (10 minutes)
    • animal ability (at focal point, 1 minute)
    • cure moderate wounds (a focal point, 1 minute)
    • plant growth (overgrowth 1 day, enrichment is constant if desired)
    • Dominate Person or Animal (1 day) the DC to resist this effect is lowered by every creature actively under the control of the site. Activating control gives the creature a new save with a bonus if they are not on the site:

      {table="head"] condition | modifier
      on site| -2
      100 yards| 0
      1 mile| +1
      5 miles| +2
      out of depth| +4
      wrong terrain type| +2
      under the sheild| +2
      sworn to a different diety|+2
      sworn to the same fae Lord| -2
      [/table]

      (this effect takes 10 days for sites under the sheild)


    a fae site may give up a spell casting action to instead communicate with one creature in it vincinity
    each site has a "focus" This is often an alter, shrine, or tree, but can be a much smaller and movable object. If a Shrine does not have a focus it may only use entangle,fog cloud and the enrich version of plant growth. It may still communicate if it wishes. This means that sites are protective of their focuses, and appreciate being given a new one. A focus requires the Alligence spell to be cast on an object in the center of the shrine and 250XP to be spent by the caster. if the focus is removed from the center the shrine has no focus until it is replaced.

    spells are as a 13th level druid, Dominate person is as a 13th level bard
    int 15 wis 19 cha 16



    The Shield:
    Humanity is protected and sheltered by a site known as "The shield" It makes high level magic difficult, stabilizes distances, stops dimensional travel, allows Lum and Aker to observe what happens under it and gives them a great amount of power within its bounds, and guides the souls of those who die under it.

    The Sheild
    Spoiler
    Show

    Magic Resistance
    high level magic is restrained while over the shield. While spells up to third level may be cast as normal, spells over 4th level require a spell craft check to cast, DC 5 +5/spell level. On a successful check the spell works as normally. On an unsuccessful check the spell explodes, dealing d8/spell level magical damage in a 10ft/spell level radius, centered on the caster. The caster must also make will save (DC 20 + spell level or stunned for 1 round/spell level).
    Whether or not the spell works, a pair of guardians (one Light and one Dark) is sent to kill or drive out the caster. The guardians gain the following abilities with respect to the caster:
    • they can sense the direction (and plane) of the caster at all times
    • they can sense the location of the caster when he is within 1000 ft or
    • within 5 miles if he has cast a spell in the last 5 minutes


    If a ninth level or epic spell is attempted and Lum and Aker have not been warned (and approved) of the spell, They will each cast a spell similar to flame strike. This version has a radius of 100 ft, and does 20d6 dammage, half of which is fire, and half of which is divine fury. reflex save DC 40 for half damage. Each God has casts it, and each must be personally informed to avoid the effect. Guardians are immune to the divine fury damage. This effect is almost unknown. Most of the beings aware of it are Gods. It has though, given rise to a legend about Lum's Wrath a spell of major destruction found only on scrolls, centered on its user.

    Stable Distances: all locations within the shield are always in the same relative location

    No Inter-dimensional Travel:
    Inter-dimensional travel fails under the shield, whether the spell succeeds or not. The only exception to this is within 10ft of an alter of Lum or Aker, and using those only allows travel from one to another.

    Soul guidance
    A soul who dies under the shield is drawn in certain directions, first into a minor alter (typically found in a church) then to a major alter (each nation tends to have one) and finally to the Temple at Yezlum, where their soul is judged and given to Aker or Lum. Souls cannot move backwards from their destination.

    Lum and Aker
    Lum and Aker can see anything that happens under the shield, and have a lot of power





    Yezlum:
    In the pact of the sheild, one city was chosen by the twins as their first site to place the sheild. This city, known now as Yezlum, was the site of a temple dedicated to Lum, The two twins poured their power into the site, tying it to the realms of light and darkness. All deceased souls under the sheild journey first to the local churches, then to grand alters, then to the Temple in Yezlum, where they are divided by Lum and Aker. The Temple in Yezlum is a massive edifice. The part above ground has been destroyed several times, but the lower levels and the power of the site itself has remained. It is here that the dead can still be snatched back to life. Both Lum and Aker have come physically to the site several times. There have been many wars over the site, by those who seek its fame, by those who seek its power, and those who seek its destruction.

    Yezlum is the center of the site that almost all humans live on, and the generator of the shield. Its destruction takes much more than the destruction of the building over the site of power.

    Yezlum:
    Spoiler
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    Spoiler
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    when within the walls of city of the sheild, devotees of Lum gain +1 to all attack and damage rolls, checks, and saves, and add +1 to their caster level. Devotees include paladins, clerics, and others who have given allegiance (as per the spell) to Lum.

    when within the temple of Lum (their is only one) devotees gain a +3 to all attack and damage rolls, checks and saves, and add +3 to their caster level.

    when under the temple of Lum, devotees of Aker gain the same bonus. (there are lots of tunnels).

    The shield allows healing or resurrection magic of up to fourth level within the city, and of up to 6th level in or under the temple itself. This is not widely known.
    Last edited by erictheredd; 2011-08-08 at 01:55 PM.

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Types of Sites (cont.)


    Mugraglle Dwelling
    The dwelling places of the Mugraglle are each under a strong enchantment by the Mugraglle Ancestors. They are hard to find, link to other dwellings in the same tribe, and give the Mugraglle a noticable advantage when on their home turf. They are one of the few sites able to keep back the shield, though they are often caught in the shield. Most Mugraglle are found within their dwelling sites. When two Mugraglle decided they need more room (It must be a married pair, preferably with children) Priests from the tribe come and create a new dwelling.

    Spoiler
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    {table="head"] |
    Terrain| Swamp
    size| 500ft radius
    area| 750ft radius
    depth (non Mugraglle)|45 miles
    depth (Mugraglle)|10 miles
    DC to find (non Mugraglle)| 35
    DC to find (Mugraggle)|20
    [/table]

    a Mugraggle site will have a number of connections (2d6) two go "higher" on the web, between half and all of the remaining connections go to dwellings on the same "level", and the rest go to "lower" sites.

    a Mugraggle traveling on a connection must travel 2 miles and make a Navigation check DC 15 to avoid being lost. A non mugraglle must travel 10 miles and make a DC 25 check to avoid being lost.

    When traveling between Tribes, the distances increase to 10 miles for a Mugraglle and 50 for a non Mugraglle.

    When within the site, a Mugraglle gains a +2 to all saves, checks, attacks, and their caster level. They gain an additional +1 if they have lived at the site for more than 50 years, and an additional +2 (cumulative) on hide, move silently, spot, an listen checks as the swamp bends to their needs.

    A Mugraglle site is created by the Mugraglle Ancestors themselves. To invoke the creation of the site requires five Mugraglle clerics, and a ceremony that takes 3 days and 5,000 gp. Once the site is made it requires another deity to undo the ritual.



    Altar

    Altar's can be created by any group of clerics or druids serving any god, but Lum and Aker are the most famous for their use of altars to extend the shield and gather souls.

    while most altars look like the traditional stone blocks, there are other kinds, including statues, Tiles on a floor, Basins of Water, Trees, and Fires that never go out.

    Spoiler
    Show

    An Altar grants spell casting and a few other bonus to devotees of its god. It also grants the god increased power and influence over the surrounding region. There are different strengths of Altars.

    most of the cost of an altar is in the physical creation of the Altar itself and in the fine surroundings usually placed around it. The casting itself does not consume resources. An altar that requires constance maintenance (like a fire) costs half as much, but must be maintained for time, and can be destroyed by lack of maintenance (or just putting the fire out), requiring the time to be repeated. An altar can be assigned to another deity by physically changing it and rededicating it. This saves half the creation cost.
    Changing between Lum and Aker or between various fae Lords only costs 1/5th of creation costs.

    {table="head"]attribute | minor | medium | major
    caster level bonus | +1 |+2|+3
    will saves | +0 | +1 |+2
    spell duration | X2 | X4 | X10
    spell craft checks|+2| +3|+5
    attacks |+0|+1|+2
    appr. knowledge checks|+2|+3|+4
    cost to create| 5,000gp | 20,000 gp | 50,00 gp
    time maintained| 1 year | 3 years | 10 years
    casters to create| 3 | 5 | 12
    minimum primary caster level|3|5|9
    minimum supporting caster level|1|2|3
    creation time (casting) | 1 hour | 1 day | 1 week
    shield extends (Luma and Aker)| 5 miles | 10 miles | 25 miles
    [/table]

    Not only can Altars give the generic bonuses, deities can use them as anchors for other effects. In particular, an altar of Lum or Aker extends the shield. In addition, each minor altar is keyed to a medium, and each medium to a major, and they come to rest in a certain position from it. The cleric casting decides which Altar to assign the new one to. They cannot be a dramatic Terrain change (no forest to desert). It can be keyed to either an Altar of Lum or Aker, regardless of the allegiance of the Altar created

    Major Altars of Lum and Akar

    {table="head"] Location | Culture | Deity
    Kamber| Erginlud | Lum
    Aukserre | Graco | Lum
    Borga | Graco |Lum
    Calitan| Graco| Lum
    Nugrenden | Vikrir | Lum
    Zivar| Vanlasia | Aker
    Lychor| Vanlasia |Aker
    Noacalit | Nyvar | Lum
    Mycine | Nyvar |Lum
    Belanoch | Nyvar| Lum
    Yezlum | Falisine | Lum
    Tarrez | Isuran |Lum
    Ekiran | Coptlan | Lum
    Der Aknor| Peran| Lum
    Perindsir | Peran| Lum
    Bulak | Peran| Lum
    [/table]



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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    The Gods

    There are two things to remember about every god. The First is his power, the second his power's source
    -- The Great Wizard Axlaner to his students

    Gods in the world of Lum are loosely defined as being that can use allegiance as a source of power. There are 6 categories: The Twins, The Mugraglle Ancestors, The Elemental Gods, The Fae Lords, the Dwarven Kings, and The Patrons. Each group has additional powers or limits.

    The Twins
    Spoiler
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    Lum and Aker are tied together. The sprang together at the same time, and it is unknown whether one can increase in power without the other doing so. The are the embodiments and definitions of good and evil, and they gain power from the followers of one of them preforming either good or evil acts. The twins where among the weakest of the gods when they first came to be, always stopping each other. Eventually they found a common ground to work on and established the shield, sweeping the other gods before them, and establishing a strong system for collecting souls.

    Lum and Aker are strongly associated with humans. While they do no object to followers of any kind, the encourage the short lived race of man to live out their lives and join their forces in the bliss of Lum or the torture and mirth of Aker.

    Lum and Aker each spend most of their time in the afterlife that they run. They have complete control over this world and can easily crush an unwelcome visitor.

    While Lum and Aker hate each other, and see themselves as being very different, the other Gods treat them as one entity, and wish to take back the land under the shield.


    the Mugraglle Ancestors:
    Spoiler
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    Most souls eventually fade into the background, unable to sustain themselves without a physical form. the Mugraglle, however, have extremely tough spirits, and many of them found each other and continued the proper work of the Mugraglle, furthering their family.
    Their descendants began to revere their ancestors, and from the worship of their children they grew into a grand council of dieties. Their power is incredible, but it is also localized and tied to the dwellings of their descendants. However, This is what allows them to maintain holes in the shield for so long.

    The Ancestors act together in most respects, and It seems that the most powerful are everyone's ancestors. While individual ancestors cannot stand up to the might of a traditional god, together their lands are almost unassailable.



    The Elemental Gods:

    Spoiler
    Show


    There are four elemental Gods, who are the oldest, and previous to Lum and Aker, where the most powerful.

    Zeph:
    The God of the wind. Zeph was never a creator or a sponser of mortals, but gained a reputation as a God for hire. He was one of the most powerful gods, and still is in the wild. He is now despised because he stood by during the war of the twins. He still appears ammong the elves, where he mostly just relaxes, and sneaks under the sheild on occasion, where he acts like a mortal (mostly), but causes a great ruckus. He will flee as soon as Lum or Aker find where he is. He has no home but the sky, but acts like he owns everything. Zeph sponsers druids as well as clerics, and Lum and Aker do not automatically know when he is under the shield.

    Quanirti:
    Goddess of rivers and oceans. Quanirti is a plotter and a coniver, but presents a pleasent face to every one. All races in the wild know of her, and honor her on the side. Quanirti is desperate to gain foot holds under the sheild, and is willing to bargain with mortals. Her typical servents are long serpents, though she holds absolute dominion over the merfolk as well. those who venture past the sheild into the ocean will deal with possibly the most powerful diety left. She never leaves her realm under the ocean, and those who meet her find themselves forced to make a deal. Quanirti not only sponsers clerics but also druids.

    Ficil:
    Goddess of trees, most famous for her druids (She does not sponser clerics). Ficil was the last great power in the world before the twins, extending her influence every where. She preffered ambushes and passive aggressive tactics, defending easily gained ground. Giant trees serve as the focal point for her power, but she makes and uses many tools, including intellegent animals, mortal races, and giants. She created many of these races and is the patron of many more.

    Vulk:
    God of fire. Vulk is a builder and has little subtley. The sublty now he has was gained in combat with the twins, where he lost badly. As a result he now relies on others for protection. He has lost an eye and a leg. He dwells in his old lair deep beneath the earth, creating creatures to fight for him (and his current master). He is the creator of the Trolls, the griffons, the hippogriffs, the Ogres, goblins and even humans. His master peice was the dragons. few of his creations respect him now that he is vulnerable to others. He was formerly Ficil's most active rival, and the ground above his lair is frequently a battle feild


    Fae Gods:
    Spoiler
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    There are many fae gods. They do not rule over aspects of nature, but rather simply exist as powerful beings. They use many of the same techniches and have long and complicated histories with each other. They are drawn from many sources, including mortals, spirits, places and spells. Their origon has become next to irrelevent, for they have walked the path of the fae. The fae are an ancient race that now serve the fae gods: they cannot serve any other. The word is now associated with those who rule them.

    Fae gods can take any shape when dealing with mortals, but each has a face that looks like one of the ancient fae, and this is their preffered form
    Fae gods can alter a creature that falls into their hands, but they cannot create an entirely new race. The Fae gods treat most mortals with contempt, placing them with animals. they make exception for elves, mostly because of the elves long life and the frequency of powerful members of the race

    all Fae gods are visible to Lum and Aker under the sheild, loose most their powers and never choose to go there.

    There are aproximately 30 fae gods. They may be slain, but only one day each century, Which they try (with varying degrees of success) to keep secrete. Historically, a slain Fae god is replaced, and if there is an extra he will be killed.

    The Fae gods gain power mostly from the number of fae that owe allegeince to them, and the number of ancient sites that owe allegience. Fae must choose a fey god to obey each yule, and they are free on midsummer's night. The Fae Lords spend most of their time entertaining their followers or plotting to change the allegience of one of the sites. This is complicated by the fact that the sites aren't fond of the fae lords and will change and new master it the current one spends too much time near it.

    there are around 500 sites and 10,000 fae

    Zanderel:
    fae god with most sites most of the time. He spends his time plotting how to obtain more. His fae follow him because of personal loyalty and a dedication to the sites. He is consisently amoung the lead fae, and always second in power in power. Zandrel was origonally a great magician amoung the fae.

    Palrin, Ansolom, Reputu, Thenel and Yislina:
    These five fae lords have more personal followers than any of the other fae gods. There are a number of fae who pass between them, and most fae that follow them had served at least three for a long time. The Five are known as "the merry five", and whoever has the best party last year gets the most fey. One of them is always the most powerful fae Lord. However, they serve the fae more than they are served by them, and their power is mostly used to keep their army entertained.

    Magolanin:
    Magolanin was origonally created as a spell. He grew and became more intellegent and powerful, until he became a fae god. It is rumored that he has something to do with the creation of the fae gods and source of their power. It is known that his sites and fae do not change sides. The fae that have left are dead and the sites have never left. The other fae lords give Magolanin a wide berth, and He spends most of his time studying still more magic.

    Endaldrin:
    a fairly minor Lord, Endaldrin balances his sites and followers, though many of his followers follow him because he promises to leave them alone. Endaldrin often uses non-fae to do his work. He was an elf before he became a fae lord. However, he has no pity for them, but uses them to his advantage. He is the most common of the fae Lords to deal with the elves, but opinions are sharply divided as to whether he is the best thing that happened to the elves or their people's darkest traitor.

    Uhaemal
    Uhaemal is among the weakest of the fae lords, a fact that his driven him to the extremes that he goes to. Uhaemal focuses on controling the sites under the sheild. He does this by trying to restore the sites to a more natural state. He deals with many humans, and the fae who serve him are often those looking to cause mischeif among mortals. He is involved with many of the heresy movements, and a center for cultists. He generally offers humans an extended life and a death outside of the sheild with freedom from the manipulation that generally befalls newly dead spirits. His haunt is a grave yard where the souls of his servants are seperated from the rest of the world, and slowly fade into the ground. the place is begining to gain potential as a site of power, but it has not happened yet.


    Patron Gods:
    Spoiler
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    Patron Gods are Gods of ideas. There are many, but few of them have the followers needed to truly use their power. The ones listed below are the most prominent ones.

    Cax, God of War:
    Cax is a bloody god, who cares mostly for glorious deaths in battle. He often gets involved on both sides of a conflict, and collects dead heroes to feast and fight with him in his hall. His clerics (never druids) are often found seeking out battlefields and looking for those who seek to join the ranks of Cax just before the battle, seeking for a stable afterlife.


    Apochon, God of Hiding:
    Worshipped by those who wish the stay hidden, Apochon's clerics(never druids) are incredible seekers of that which is hidden, and easily able to escape from most places. Apochon's primary goal is followers, and he gains those by finding those who wish to hide and placing them in his own hiding places. Apochon's network is large, but almost impossible to find. It is rumored that he lives in a library that catalogs all hidden things of this world. If so, it is certainly hidden with so many tricks that it is arguably not in this world anymore.

    Thanoth, God of Immortality:
    Thanoth is worshipped by those who wish to escape their souls fading after death. While his worshippers are few, They are often very powerful and have many who owe allegience to them. Thanoth is widely known as a soul stealer, because most of his followers formerly belonged to another God. Thanoth is one of the two Gods who deals in undead, and most intellegent undead can be traced back to him. His clerics dress in grey, and many are undead themselves. He has many tricks he uses, but he likes to give as low as possible, trying to gaurentee the follower's continued service.

    Last edited by erictheredd; 2011-08-08 at 09:28 PM.

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    Dwarves
    The dwarves survive because others realize we have what they want, without realizing they have what we want.

    Dwarves are a short broad people. They are distinctive for dwelling in large (comparitively) underground communities, their skill in working metal, their lack of Agricultural facilities, and their god-like kings.

    Dwarves do not have any farms, and they do not often hunt. Instead they make their living by selling goods to other races. While the most famous of these is their metal work, They make all kinds of marvelous devices. They sell these, mostly in order to obtain food. They seem to have large stockpiles hidden away somewhere, but the food is often not as good.

    Dwarves as a general rule either stay far away from combat or revel in it. A civilian dwarf is almost always an expert. Other dwarves maintain the underground borders of their cities, and are generally level (4-9) in their chosen class.

    Spoiler
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    • Dwarves in the Shield of Lum are as D&D Dwarves, except for the following differences:
    • all bonuses against specific creature types are eliminated.
    • languages are as determined in the language section
    • +4 to navigation checks underground, -2 to navigation checks above it
    • The +2 to saves against spell is increased to +4 vs. arcane spells
    • Dwarves over 150 years old with a NPC class gain an automatic level with X4 skill points.
    • A Dwarf cannot use an arcane spell or spell like ability.
    • Dwarves make be imbued by their King with "honor", a magical effect he specifies


    Banished Dwarf
    Spoiler
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    Some dwarves are banished by their kings. In addition to social effects, the following happens:
    • The dwarf may no longer be imbued with honor.
    • All bonuses relating to stone and metal are reduced to +1
    • The bonus to saves vs. arcane spells is reduced to +2
    • The dwarf may cast arcane spells





    God-Kings

    Dwarves are the only mortal race that can use the power of allegiance, and only when they have a large number of dwarves sworn the them. The Dwarven Kings have the direct allegiance of their subjects, and can grant "honors" to individual subjects. A King reigns for 1,000 years before turning into stone, preferably in the grand hall of that clan's temple. Their are 10 clans, and a king dies every 100 years, giving the dwarves their larger calendar system (a century is referred to by a king and a tribe).

    Honors:
    Spoiler
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    Magical Crafting: Allows a dwarf with the appropriate craft skill to craft a magic item. The Caster is considered to be the King. Any sort of magic Item can be created this way. While items that mimic arcane spells are avoided, they are possible, and all of this magic, while considered divine, modifies any DC by -2 for dwarves. Weapons and Armor have their enhancement halved (rounding down) against dwarves.

    Wild Warping: Allows a dwarf to bend the wild in extreme ways. This ability allows dwarves to sell their goods all over the wild.

    Warrior: This ability is most commonly used as a last resort in battle. The subject dwarf gains two temporary hit dice, an increase of +4 to both wisdom and constitution, a +2 dodge bonus to AC, an additional +2 to saves vs. magic and a +2 to all attack rolls. This is usually applied to dwarven civilians rather than soldiers.


    Armor and Equipment:
    Most Masterwork, Magical, or Complex Items are created by the dwarves. If the creator of a Weapon, Suit of Armor, Ring, or Wonderous Item with a passive primary effect has no specified creator it was made by the dwarves. Many items can only be found sold in by the dwarves (though every one uses them.
    Spoiler
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    Items sold only by the dwarves:
    {table="head"]
    any magic weapon
    any magic Armor
    Plate Armor
    Lanterns
    A masterwork anything
    [/table]

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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Templates and Monsters

    Gaurdian
    Guardians are the foundation of Lum and Aker's power. Indestructible in the grand scheme of things, Guardians constantly draw energy from their home after lives. Gaurdians are not descended from particular mortals, but rather created from choicest parts of them after the souls have merged with the realm they live in. The process of creating a guardian ensures that their are always two created, one for Lum and one for Aker. They have a connection with each other, and spend their existence in an eternal feud with each other. despite the feud, they are unable to touch one another, and must rely on others to dispatch their enemy for them.

    A guardian looks like a humanoid of brilliant light or utter darkness. If they do not cover themselves up, they influence the whole room, and getting more than an idea of their general shape is next to impossible without magic.

    {table=head] |7th | 9th | 11th
    HD | 7d8+21 (53) | 9d8+ 27 (68)| 11d8+33 (83)
    Initiative | +3 |+3|+3
    speed |30ft fly 60ft (good)|30ft fly 60ft (good)|30ft fly 60ft (good)
    AC | 20 (10+3 dex + 3 deflection bonus +4 Nat. Arm.)|20 (10+3 dex + 3 deflection bonus +4 Nat. Arm.)|21 (10+3 dex + 4 deflection bonus +4 Nat. Arm.)
    longsword |+2 sword +12/+7 |+3 sword +15/+10| +3 sword +17/+12/+7
    longsword damage| d8+5|d8+6|d8+6
    beam (heals or harms)(touch attack)| +10 |+12|+14
    beam damage (or healing | 2d8 | 3d8 | 4d8
    space/reach | 5 ft/ 5ft | 5 ft/ 5ft | 5 ft/ 5ft
    spells as | 7th level cleric | 9th level cleric | 11th level cleric
    Animate HD/ DR Attack bonus |4d8/5 +12|5d8/7 +14|6d8/10 +16
    Fast healing | 5 |7 |10
    scores| 16,16,16,16,16,16 | 16,16,16,16,16,16 | 16,16,16,18,18,18
    saves | +8, +8,+8 | +9,+9,+9| +11,+11,+11
    [/table]
    spell like abilities: teleport w/o error or planeshift 1/hour, may only carry self and 50lbs of non living matter. Allegiance at will
    spells: Guardians cast as a cleric with their hit dice in levels. They may also cast 4th level spells under the shield without penalty.
    Blinding Aura/aura of Darkness: a guardian who is not covering its self has a 30% miss chance unless the attacker has site that penetrates magic darkness or can tolerate blinding light (as appropriate). A Guardian may choose to wear armor, but gives up this effect. No magical lightness or darkness can over ride the brightness of the guardian for a radius of 5ft. The auras cannot overlap with each other.
    Beam:as a standard action a Guardian can create a beam of energy that heals or harms its foe (both types have both). damage healed is real, but the Guardian may also grant up to its HD in temporary hp to up to 10 creatures. The temporary hit points last for 1 min/caster level. the beam can extend 40 ft/ caster level with the same range increment.
    Deflection: A Guardian has a deflection bonus to its armor class equal to its wisdom bonus
    Sword: a guardian's sword is part of the guardian , and will vanish if it leaves the guardian. It can be recreated as a standard action that deals 5 damage to the guardian
    Possess: a guardian may, as a move equivalent action, inhabit a suitable body. For a light guardian this is a statue. for a dark guardian this is a corpse. The body has given number of hit points and damage reduction. It has two slam attacks that deal d6+5 damage, a strength of 20, a dexterity of 10, and an AC of 10. while in this form the Guardian may not use any of its abilities except for connection, the effect ends when the Guardian leaves the body as a move equivalent action, or when the body dies, which deals 10 damage to the guardian and stuns it for one round.
    Connection: A guardian can always sense roughly where its nemesis is, and knows exactly where it is if it casts a spell or spell like ability. the guardian and its nemesis cannot approach closer than their aura's will let them, and cannot damage each other with their swords or beams.

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    Immortal

    They serve neither the forces of light, nor the forces of darkness. They fight the enemies of both, hoping that the light and the dark will ignore them.
    -- Father Aran

    When the war of the shield was fought, Aker and Lum pooled their power to create 10,000 soldiers to fight for them. Each was picked from among his fellows as fit to fight among the forces of man. They were granted immortality, both as the price of their service and to make them greater soldiers.

    Immortals are almost all human, and are all about 5,000 years old. While none have died, their numbers have dwindled from other sources. They have been imprisoned, turned to stone, buried deep in the earth, and otherwise incapacitated. Most have learned at least some magic, and the great majority live outside of the shield. While a lot of them are very high level (7-13) there are those who are lower level, some through energy drains, or being imprisoned early on, but also through gradual level loss through forgetfulness. There are rumors that a few of them are attempting to enter the fae court as lords.

    however, most of the immortals are not terribly active. Most have been imprisoned, lost the will to live, or devoted themselves to pleasure. over 6,000 are effectively deceased, whether turned to stone, transformed into dumb animals, buried in the depths of the earth, or had their remains dumped into fires that are constantly maintained. another 2,000 have lost the will to live, while another 1,000 are kept as captives. of the remaining 1,000 , 500 live only for pleasure. The last 500 keep their actions as secrete as they can. over 100 of these have sworn revenge on Lum and Aker, and are constantly trying to over throw them
    Spoiler
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    Immortal is a template applied to a human:
    Immortal:
    +2 str,dex,con
    +4 int,wis,cha

    • fast healing 2: This never ceases, the immortal will always reform
    • type is outsider
    • 1 first level spell at will
    • Immune to aging and disease
    • choice of age: an immortal decides each year in which direction he will age. becoming a child is rare, but possible.
    • Bound Soul: The soul of an Immortal is bound to its body. spells that move the soul from the body, such as magic jar, fail if they attempt to remove an Immortal's soul from its body.
    • forgetfulness An Immortal's memory is limited, and they forget things they learned long ago. on each hundredth birthday, an Immortal looses one level of his choice.

    Last edited by erictheredd; 2011-08-19 at 05:42 PM.

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    Wizards, Sorcerers, and the Arcane Agelessness

    To be a Wizard is to be at home neither in the wild, nor under the shield, but to appear to be at home in either

    In the Shield of Lum sorcerers gain their power from the same source as wizards. They are not born with in, but acquire the knowledge of how to use it. They see each other as two rival schools of thought in the study of the arcane. Wizards methodically study every way to preform magic. Sorcerers work on tuning themselves to the magic that naturally occurs in the world. The origins of the two schools is lost in the depths of history.

    While non-human wizards and sorcerers generally mix freely among their people, human arcane spellcasters are trained outside of the shield, and thus apart from most of the rest of their kind. They are careful with their allegiance (though many give it to Lum or Aker). Their training areas are in the wild, and thus move around quite a bit. They are drawn from the edges of the shield, and typically have heard both sides of any conflict.

    The schools of the wizards are served by many different kinds of creatures, usually an odd lot, and only rarely by humans. Goblins and Ogres are particularly common.

    Wizards and sorcerers (often not distinguished by the common folk, or even the nobles) are mistrusted under the shield, but mostly tolerated. often a king will convince one to hang around, though such arrangements often lead to rumors. In general, the closer to the temple at Yezlum, the more secretive a mage is.

    The mages have worked out a method to prolong life. It is called Arcane Agelessness, halting the humans growth in the older stages of life for a few hundred years. The process takes one year of isolation to complete, and the character after wards has no age group, though he appears to be fairly old. 4d6x20+d20 years later, the effect wears off, and the mage dies. the mage can sense this time about 20 years before he dies, and often makes elaborate preparations.

    The focus that the arcane agelessness requires can be anything, but is often a small, metal, easily hidden object.

    Arcane Agelessness
    Spoiler
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    This template is applied to a creature (almost always human) who can cast 7th level arcane spells. It keys an object to the user, and while the object is within five feet of the user the user gains the following:

    age catagory is changed to "arcane agelessness"
    -2 str,dex,con
    +2 int,wis,cha
    these are age modifiers
    SR 10 + wis +level
    +1 caster level to all arcane spells

    if the focus is lost only the ability changes remain, and the penalties are increased to -6

    The Arcane Transformation requires 7,000 XP.

    the focus typically has 5 hitpoints and a hardness of 20, but it varies by object. some Mages use very hard objects, like a magically reinforced ring, while others rely on stealth.
    recreating a focus takes one month and 1,000 XP

    the process takes one year and it must be preformed in solitude.

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    Dryads
    A crueler curse was never known
    -- Petara, a dryad

    Dryads are not born. They are made, and usually by an enemy of the dryad. The ritual connects the spirit of a dryad to a tree. The dryad gets weaker as they get farther from the tree, and an attack that targets the tree also targets them. While they are bound to the tree, they can still learn how to move the tree around with the navigation skill, provided they are in the wild (most are).

    Dryads are often quite powerful, considered worthy opponents of the enemies who trapped them. They may or may not welcome visitors, and can fade into their tree to avoid others.

    The transformation into a dryad physically transforms the subject into a young, female fae, which is received with differing attitudes

    Spoiler
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    • A dryad's soul is bound to its tree. when the tree dies, the dryad dies.
    • A dryad suffers a -1 to each ability score for each 100 yards away from the tree she is. This effect occurs 10 minutes after the dryad leaves the area, and remains until she returns. If the constitution score drops to 0, the dryad falls unconscious for 24 hours then disappears and reappears in the tree.
    • a dryad is effected by all spells that effect plants.
    • any spell that effects the tree or the dryad effects both of them.
    • a dryad has a tree stride effect on her as long as she is within 300 ft of her tree, and can only use trees of her same species. This is a spell like ability

    the creation of a dryad requires 1,000 XP, and four days, and a spell caster able to cast fourth level spells. The target may be the caster or someone else. They must either be willing or fail a will save (DC 10 + caster's primary attribute + level/2). failure does not cost time or XP, it merely delays the process by one day. the next day the save increases by one. If the process is interupted before the save is made (the third day), the caster looses 500 XP. If it is interupted afterwards, the subject dies, and all the XP is lost.
    .

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    The Fae
    The fae are an ancient people who have lost almost everything in the mists of time. They have lived for so long who they started life as is no longer relevant to them. While they used to know who was related to who they have forgotten these relationships. Many have even had their bodies changed. It is even unknown whether the three types of fae are or were even the same species. New fae are extremely rare, and killing one of them is a sure way to earn the enmity of the powerful fae lords and their minions. This does not mean harming a fae is off limits. Only killing one is.

    Fae spend most of their time enjoying themselves, in feasts, dances, pranks, and games.

    the Fae subtype
    Spoiler
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    • All fae have no age
    • forgetfulness A Fae's memory is limited, and they forget things they learned long ago. on each hundredth birthday, an Fae looses one level of their choice.
    • all fae must give allegiance to a fae Lord. This can only be changed at yule. fae cannot disobey a direct command from their Lord, except on midsummer's night and the new year, but the ability is rarely used, as it is a sure way to loose followers
    • fae do not need to sleep, and are immune to sleeping spells
    • a fae knows if another fae is within 50 ft. this effect cannot be suppressed or evaded
    • fae receive a +4 racial bonus to navigation checks, due to sensing the fae sites. if finding a fae site, it is a +8 bonus
    • fae have spell resistance 10+HD
    • low light vision



    The Horned Fae:
    The Horned fae have the legs and horns of goats, and they are the greatest feasters of the fae. Of all the fey, they are the least often seen doing something productive, and most often found in the grand parties of the fey court. They are fast and nimble, however, and make excellent messengers (particularly if they expect a warm welcome, which means a feast and dance, when they deliver their message). They are also, however, lovers of good stories (even if they prefer the story to be told in the feast hall).

    Spoiler
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    • medium sized
    • horned fae have a speed of 60ft.
    • they receive a +2 racial bonus to str, dex, and con.
    • they can cast [navigation spells here]
    • movement does not effect their move silently checks.

    :

    The Winged Fae

    The winged fae are smallish creatures with transparent wings. They delight in games and pranks, particularly on larger beings. They do not care for stories, are more interested in plans, and the lead winged fae is the one who comes up with the best (and most) ideas for pranks. They love to see anger and frustration. They feast with the other fae, but do not have the body size to keep up with the others. Winged Fae also can be found outside of the courts playing pranks, and (occasionally) performing missions.

    Spoiler
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    tiny
    speed 10ft, fly 50 ft (good)
    strength is 3, + 6 to dexterity
    invisiblity at will
    phantom voice (su): a winged fae's voice carries over any noise, and can appear to come from any location, be heard only by those the fae chooses. this effect has a range of 100 + 10 x hd ft.


    Ancient Fae
    The Ancient Fae look like the fae origonaly did. The have pale faces, jet black hair, downward pointing noses, and eyes that constantly change color. They have six fingers on each hand, and their canine teeth are larger than most other races. The ancient fae love feasting, dancing, and playing pranks, but they have a more serious side to them, and they are often found in competitions with one another. These range from massive boardgames (with no element of change), to hunting down a specific animal, to betting on the outcome of world affairs. They regard doing these things as pleasure, and do a bad job if ordered to do them, but if challenged, they respond well. One never knows what an ancient Fae is up to.

    Spoiler
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    medium sized, speed 30ft.
    +4 to intellegence, wisdom, and charisma
    +1 caster level

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    Cosmology

    Souls
    Souls are created as a side effect of intelligent life. A seed is required to start a soul, but afterwards, the soul accumulates with the body. When a creature dies, the soul is released. Most souls do not have the integrity to survive without their body, and either fade, or end up as fuel for something else.

    The AfterLife
    The Wild
    Spoiler
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    A soul that finds itself in the wild is virtually helpless against a wide array of dangerous forces. Many Wizards and Gods require souls for their most powerful creations. Souls cannot do anything beyond moving around and doing things that the magic of others allows them to. most fade away and vanish after a time about equal to their life.

    Under the Shield
    Spoiler
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    A soul who dies under the shield is drawn in certain directions, first into a minor altar (typically found in a church) then to a major altar (each nation tends to have one) and finally to the Temple at Yezlum, where their soul is judged and given to Aker or Lum. Souls cannot move backwards from their destination.

    Traveling to Yezlum takes time, however, and It is possible to catch up to a soul on its way to Yezlum. Only when the soul is nearby can it be resurrected (usually at the altar it is being drawn to).

    the table below gives the rates for how quickly a soul moves under the shield


    the soul may only make the will save if they have a specific reason to. examples include friends promising resurrection, or devotion to a god that has a different after-life (Mugraglle, Cax, or Uhaemal).

    The final destination of these souls is the realm of either Aker or Lum. These realms are kept "inflated" by the number of souls in them, and are filled with utter light or pitch darkness. Here the souls sit in stew of bliss, love, and happiness assisting each other (on what has never been explained) or of misery, hate, and malevolence. In these conditions, the souls merge with the substance that fills the realm, making them prime material for Lum or Aker to work with. However, a small portion of the soul refuses to merge, and has great value to the side that did not produce it. The goodness that can exist in the Abyss is necessarily to create Lum's servants, and evil that can survive constant kindness is necessary for Aker's.

    Mugraglle
    Spoiler
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    Mugraglle have particularly resilient souls, and receive a +2 to any save that specifically targets the soul. dead Mugraglle journey to the great temple in their central city. This is easiest if their body is brought with them and burned in the city, but it is not necessary. They join with their ancestors and become part of the Mugraglle pantheon.

    If a Mugraglle dies and is unable to join the Ancestors (such as when it dies under the shield) the descendants of that Mugraglle will stop at nothing to get the soul back.

    Mugraglle souls do not fade for a very long time, and usually only if pressure is applied (such as in the realm of Lum or Aker). The souls last forever if they join the Ancestors, and Individual Mugraglle ancestors can be consulted.

    Cax
    Spoiler
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    The God of War maintains the hall of Valhalla, a place of feasting and fighting. Death does not happen in this hall, and their are places where denizens go to either feast or fight. Souls here remain separate from each other, but they become very similar to each other, and retain little of their former selves.
    On the rare occasions Cax needs a divine agent, he creates a body jointly controlled by at least a dozen of this followers. Such agents drain much of his power, but are among the most deadly creatures ever seen.
    Last edited by erictheredd; 2012-01-05 at 01:25 PM.

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    Gnomes:

    Gnomes are a new race, one that still remembers their creation. They were created to be the scribes and artificers of the Gods. Many still fulfill this function, but there is a large population that lives by themselves, scraping out a living in the wild. Those without official protection are very secretive, and live in hard to find places. They live about 180 years.

    There is no such thing as a Gnome commoner. They are most likely to be experts or wizards, plying a trade (such as magic). The Gnomes stay away from metalwork, dealing instead with leather, wood, and cloth. They are quite happy to work for a good master, but they are also quite capable of disappearing in the night. They thus tend to be well treated and well valued. However, there is no such thing as a Gnome Lord, and the race has no place they can call their own.

    Spoiler
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    Gnomes are small, with a speed of 20ft.
    -2 str, +2 int
    +4 to spell craft or a craft skill, chosen upon creation
    +2 to hide and move silently checks


    Goblins:

    Goblins are made from the scraps of soul left over from the creations of gods and wizards. They come in all shapes and sizes, and while some are born, most are made. They are used for manual tasks, and are the cheapest form of manpower available (unless you want to use human peasants, but they can't fight, aren't loyal, and obtaining them generally leads quest-happy knights to your castle). Goblins are particularly tough. They go down after the first few wounds in combat, but they have a high recovery rate, even without care. They are willing to serve anyone who defeats them and casts allegiance on them. Their employers know this (or should know, they make no secrete of it), and simply use the goblins accordingly. One of the only things a goblin refuses to do is to go out of its way to kill a “defeated” goblin. They will generally encourage their fallen kin the join the side that defeated them. The allegiance of goblins is apparently not worth much to the gods, and they consider it to be a “lesser currency”. They also, because of their incomplete souls, cannot gain levels without going through a ritual.

    Goblins have a knack for getting into trouble. It is not known if this is part of their incomplete souls, or just a quirk of a shoddily made creature. Not only will they find trouble, trouble will find them. Goblins do not last long in the wild, but there is a constant influx of them. They live until they are killed, but don't have much of a memory (the Allegiance spell actually wipes a good portion of it), but the greatest number were made from ten to five thousand years ago. While they can reproduce, there are so few female goblins that it rarely happens.

    goblins have stats as goblins, hobgoblins, orcs, or bugbears from standard D&D, with the following changes:
    Spoiler
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    goblins do not receive bonuses to skills
    orc based goblins are not dazzled by light

    extreme recovery: goblins die only when reduced to -20 hp. They automatically stabilize, and recover hp every 2 hours rather than waiting for the end of the day.
    Attractors of Trouble: a site that goblins are becomes harder to avoid. The DC is 10 +square root of number of goblins, rounded down. you can think of it as goblins needed to gain a bonus to the DC. 1 goblin is +1. 4 are +2. 9 are +3. 100 are +10.


    Ogres:

    Ogres were not made for their combat prowess. They were made for their strength. The combat prowess is an unhappy side effect. They are not very intelligent, and when they feel they are being mistreated, they are quick to pick up anything that comes into their hands and start swinging. Ogres are famous for leaving their masters, and when the goblins try to stop them, they start knocking the goblins around and cause a greater exodus as the “defeated” goblins follow the Ogre. Luckily, Ogres don't get along with each other either, and having two is a good way to keep them from getting mad at their master, as they will be too busy getting mad with each other. That said, They can be very valuable workers, and There masters often speak of them as they would a stubborn but reliable mule.

    Ogres in the wild generally stay on the move, though some will take up a permanent residence. Wild Ogres may gain a few class levels, not to mention a following of goblins. However, gathering goblins causes trouble to find the ogres, and the wild one either quickly become very dangerous, or don't survive for long.

    Ogres are as statted in D&D

    Trolls:
    Unlike the Ogres, Trolls were created for combat, and can be much more agreeable, (not to mention dangerous). They have incredibly hard skin and a taste for the flesh of their fallen foes. Look like 9 foot men with grey skin and large noses and ears. Trolls eat a lot of food, and this makes them an expensive option to keep around. They make terrible manual laborers, and only leave others alone if they are told what they can kill and eat. Trolls were created by Vulk at different times. While there are many trolls in the wild, most actually still have masters. The masters generally got tired of the troll and sent them on a mission to kill some specific enemy, who may or may not be dead at a given point in time. Trolls gather trouble, much like goblins, but in the case of the trolls, this is an intentional effect.

    Spoiler
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    Trolls are statted as MINOTUARS (not trolls) without the gore attack, natural cunning, powerful charge, scent, or skill bonuses, and with damage reduction 5/magic and energy resistance 5. The CR is four. (tell me if it should be 5). They sometimes have to settle for using clubs rather than better weapon like a great axe.
    Their bite is considered to be a unarmed attack that does normal dammage (d4) and has a X4 critical.

    Attractors of Trouble: a site that Trolls are at becomes harder to avoid. The DC is 10 +square root of number of Trolls X4, rounded down. This is the same system used for goblins, but x 4. if the site already has a bonus, simply add the troll bonus.


    Beastmen(Gnolls):
    There are many kinds of beastmen, from many different sources. They act very similarly, however. Beastmen are created for war, and most of them revel in it and live for it. When a war is on, beastmen spend most of their time boasting about their prowess, sharpening their weapons, and polishing their armor. If a war is not on, they become surly and bad tempered, often getting into fights with each other.

    Beastmen were much more common before the sheild wars, when huge numbers of them were slaughtered, mostly by immortals

    Creation of a beastman:
    Spoiler
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    2 HD
    medium sized
    30ft.
    Str 15 dex 11 con 13
    int 6 wis 12 cha 8

    the animal picked has the following effects:
    the head becomes the head of that animal
    +2 to that animal's highest ability score
    +2 to an apropriate skill
    +1 natural armor

    classic examples of beasts use include:
    {table="head"] creature | stat | skill
    Wolf | con| navigation
    WildCat | dex | hide
    Bull | str | listen
    Owl | dex | move silently
    Badger | con | intimidate
    Lion | str | intimidate
    Eagle| dex | spot
    Goat | dex | balance
    [/table]
    Last edited by erictheredd; 2011-08-23 at 12:13 PM.

  20. - Top - End - #20
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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Economics

    Each People has its own economic systems, way of life, and diet. This section is about the goods that can be obtained from each culture, where they can be obtained, and what items are common.

    Markets
    Different places have different places to buy and sell, and will have distinctly different feels.

    Spoiler
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    The Dwarves, who live by trading with others, have large chambers that have the express purpose being trade rooms. These rooms are completely underground and unfurnished for non-dwarves, but well lit and pleasant. A buyer will deal with one dwarf, who will accept payment in gold, silver, or food. When Dwarves trade with each other, they use a similar system, with prices being set, and making the payment in relative privacy.

    Gnomes use a similar system, Though they are willing to barter and provide properly sided furnishings for their clients.

    Buying from elves or fae is different. If they wish to buy from you, they will use your methods, or just show up with the offer of an exchange. To buy from one of them, you must find one that has what you want and convince him to sell it to you. Goods are just as useful as money in this case.

    Mugragelle are sold to by traveling merchants that visit the mugragelle dwellings. Most others do not realize this though. The mugragelle cities have shops where things can be bought, but as a people they are mostly self sufficient. They use paper currency, but it is hard to use outside of their network, and those leaving (very few) usually change it over to gold.

    In Vikir, Erginlund, and Graco, There are very few markets, and most purchases are done through the stewards of the Lords. There is a lot of favor exchanging, and not much gold coin is seen. The peasants mainly use the local grain as their currency

    Most Human markets are pretty similar, once you are in a big city, a large open area where vendors set up shop. In smaller towns you might have to wait a week or a month for market day. Well established and wealthy business have established shops in other parts of the town. Markets are loud, noisy, and despised by many non-foreigners.




    Armor and Weapons

    Spoiler
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    The best armor and weapons come from the Dwarves, and it is one of their primary exports. They are know for plate mail in particular, and almost nobody else knows how to make it. While The dwarves do not have every magic armor or weapon on demand, They can quickly (a few days) make it for a customer who can pay the price they ask.

    The elves do not make armor, but many of them are amateur craftsmen, and essentially any simple item is likely to be found lying around an elven clearing, where they are generally pretty cheap, but in limited amounts. However, most elves use a dwarven weapon, either purchased or inherited.

    If one can reach a mugragelle city, He can find all kinds of weapons for sale and magic versions of the common ones.

    Obtaining a weapon or order in Vikrir, Erginlund, and Graco is usually done by getting it from another user (not a shop) or getting a blacksmith to make it for you. You will have to wait while he makes it for you, and what can be made is limited by the skill of the blacksmith. Armor in particular takes a long time. Vanlasia and Coptlan are much the same way.

    Weapons and Armor can be obtained in Nyzaritine from the weapons guild. Any one who makes weapons other than them is soon merged into them or destroyed by the army. The weapons guild is associated with the emperor and mainly makes weapons for the army. The posses the skill to make masterwork items, and member sometimes semi-retire to make items for the upper-class.

    Peran, Isuran, and Falisine have swordsmiths who sell their wares in the public markets of the big cities. They also do business on a private scale with rich clients.

    Diet
    The different peoples eat different foods:

    Spoiler
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    {table="head"] place | grain | meat | meat level | common alchohol | other
    Erginlund | wheat | swine | medium | beer | dairy products (cattle)
    Graco | wheat | poultry | low | wine | oil
    Vikrir | Rye | swine | medium | beer | dairy products (cattle)
    Vanlasia | Rye | poultry | low | wine | none
    Nyzaritine | Wheat | goat | low | wine | oil
    Falisine | Wheat | goat | low | wine | diary products (goat)
    Isuran | Wheat | poultry | medium | beer | fruit
    Coptlan | Yams | cattle and wild animals| high | date wine | none
    Peran | barely | goat | low | date wine | lots of spices
    Elves | not much | wild game | high | wine | lots of fruit
    Mugragelle | Rice | poultry and fish | high | beer | none
    Dwarves | Any | dried meat | medium | strong | most food is old
    Gnomes | Any | Any | medium | any (preffer wine) | trade for most food
    Fae | Barley | Wild Game| high | wine, beer | lots of spices
    [/table]

    It is of note that the dwarves are famous for the strength of their ale, not because they are good at making it, but because in all likely hood they purchased it (along with the rest of what they feed you) over a millenium ago.

  21. - Top - End - #21
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    Default Re: The Shield Of Lum: a medieval setting P.E.A.C.H., input welcome

    Any thoughts? Questions? Critisms?

    does this feel like a coherent world, and how would you change things if you were doing this project?

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