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Thread: Erth [Setting]

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    Orc in the Playground
     
    RedWizardGuy

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    Default Erth [Setting]

    Root


    P.S.
    At the moment, everything here is untested. I just find when building a world fixing things is easier earlier rather than later. So, I would like both corrections to fluff (e.g. I contradict myself) and crunch (e.g. you think something is overpowered). Thanks for helpin'. =)
    Last edited by RandomFellow; 2008-01-26 at 09:30 PM.

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    RedWizardGuy

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    Default Re: Erth [Setting]

    Timeline (TBD)

    Quickie Basics:
    PR = Post Revolution, The Revolution being the general revolt (by Humans, Gnomes, and Orcs) against the Fae that has resulted in the modern nation-states. Both Dwarves and Halflings have been eradicated before 0 PR (the beginning of human history).

    PR -3000 The Kingdom of the Fae has brought the last of the primitive animals (humans) in line. This begins the golden age of the Elven Race where (for the most part) all of them are free of responsibility. The slaves do all the work and the Elves can spend their lives on important things, such as partying. After the 'conquering' generation dies out...the elves slowly lose what made them meanest, most powerful bunch of thugs on the block. Meanwhile, the enslaved races (kobolds, gnomes, humans, dwarves, halflings, and orcs) are gaining knowledge of things like writing and spellcasting. The elves don't mind since they are, after all, the superior race and more useful slaves = more time to party.

    PR -98 to 0 Eventually, the slaves become (magically and technologically speaking) on par with their near-immortal overlords. When the 'slave caste' revolts against their oppressors and manages to force the elves to withdraw to the eastern half of their Empire.

    ...unimportant to your characters lives for the moment...

    PR 309 to 367 The Kingdom of the Fae (The real name is virtually unpronounceable by non-elves. They like being contrary) attempts to reconquer the 'lesser' races and are eventually defeated by the combined might of the Empire, Republic, and Noram. Or more precisely, the Fae stopped attacking them and the 'lesser' races feel that is represented victory and a truce. The Truth is, the Fae leadership felt fighting on four fronts at once was inefficient and so switched to the defensive versus the surface races while focusing on re-conquering the kobold kingdom of Obsucurm.

    PR 410 to 418 The Second Human Empire attacks the Republic. The Kingdom of Noram, the Republic's only ally, responds by granting letters of marque to their merchant marine as well as effectively handing the Republic control of its miliary. However, it was not exactly a 'surprise' attack when the Clerics spend the preceding year preparing to declare a Holy War on all Non-Believers. For the record, the Second Empire has a slightly larger population than the Republic and Noram combined. As well as a comparably sized military. And the kobold kingdom is is on the desperate defensive after a 110 years of war with the Elves.

    PR January, 419 – The War with the Second Human Empire is over, the Imperial Navy has been decimated by the superior trained Aluran Navy as well as the strategic genius of First Sea Lord Emerald (He's a gnome.). That, and with the assistance of their allies the Aluran Navy was only outnumbered by about five percent. However, the Imperial Army was able to prevent any serious territorial losses during the course of the war and the Republic's population has once more turned to the uncivilized Western Isles for expansion of its territory.

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    RedWizardGuy

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    Default The Aluran Republic

    The Aluran Republic
    "The Civilization on the Hill, Sort Of"
    Alignment: TN with mostly LN rulers.
    Capital: Alura (pop. 150,000)
    Notable Settlements: Romus (pop. 112,500), Remus (pop. 101,250)
    Total Population: 100,000,000
    Races: Human, Gnome, with a sprinkling of a Half-Humans (Half-Elves or Half-Orcs) and Orcs.
    The Gods: The Southern Pantheon, primarily, however other religions are tolerated...barely.
    Ruler: High Chancellor James Valora serves at the Will of the Senate
    Government: The Republic is ruled by the democratic (if by democratic, you mean land owning citizens of non-colonial states) Senate. To become a Senator one must an Aluran Arcanist, as well as very wealthy.
    Location: The Southern Nation of the West (Southernmost, to the West of the Empire)

    Description:
    TBD

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    RedWizardGuy

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    Default The Kingdom of Noram

    The Kingdom of Noram
    "The Warrior Culture of the North"
    Alignment: CN with mostly TN or LN rulers.
    Capital: Noram (pop. 83,785)
    Notable Settlements: Port Royal (pop. 75,406)
    Total Population: 48,750,000
    Races: Human, Orc, with a sprinkling of a few other races.
    The Gods: The Northern Pantheon
    Ruler: King Og'ruuk the Righteous of the House of Noram, Protector of the Northern Faith, Lord of North March, Slayer of Elves
    Government: The Kingdom of Noram is a strict monarchy where Noble Title is the primary deciding factor in a person's position in government. The King of Noram rules seventeen duchies (ruled by Dukes or Duchesses) which in turn are each divided into four counties (ruled by Counts or Countesses). Estates for Knights and Barons are created at the whim of their superiors, and removed just as easily.
    Location: Directly North of the Republic and Northwest of the Colonies

    Description:
    TBD
    Last edited by RandomFellow; 2007-12-06 at 11:01 AM.

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    RedWizardGuy

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    Default The Kingdom of the Fae

    The Kingdom of the Fae (True name is Unpronounceable.)
    "We are the Greatest of All Races."
    Alignment: NE with LE (mostly) rulers.
    Capital: (Unpronounceable Name) (pop. 151,789)
    Notable Settlements: (Unpronounceable Name) (pop. 136,610), (Unpronounceable Name) (pop. 122,949)
    Total Population: 160,000,000
    Races: Elves, and more elves. (All subraces)
    The Gods: The Fae Pantheon
    Ruler: High Queen (Unpronounceable), (Unpronounceable Titles)
    Government: Unclear...vaguely medieval nobility.
    Location: The East

    Description:
    TBD

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    RedWizardGuy

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    Default The Kingdom of the Obscurum

    The Kingdom of the Obscurum (True Name Unpronounceable)
    "The Darkness is our domain. Leave us be."
    Alignment: TN with LN (mostly) rulers.
    Capital: (Unpronounceable Name) (pop. 183,847)
    Notable Settlements: (Unpronounceable Name) (pop. 156,269), (Unpronounceable Name) (pop. 132.828)
    Total Population: 200,000,000
    Races: Kobolds and Druegar. (All subraces)
    The Gods: The Dark Triad (Morthos, Sonnii, Orcus)
    Ruler: Unpronounceable Title & Name
    Government: Unclear
    Location: Underneath Erth's Crust

    Description:
    TBD
    Last edited by RandomFellow; 2007-12-09 at 05:56 PM.

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    RedWizardGuy

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    Default The Second Human Empire

    The Second Human Empire
    "The Followers of the One True Faith"
    Alignment: TN with LE (mostly) rulers.
    Capital: Indium (pop. 183,711)
    Notable Settlements: Porrin (pop. 137,783), Sirius (pop. 103,337)
    Total Population: 150,000,000
    Races: Human, Gnome, Orc, with a sprinkling of the half-human races (e.g. Half-Elves, Half-Orc).
    The Gods: The One True God
    Ruler: Empress Christiana Eros, Mistress of the Human Empire, Highest of God's Mortal Servants, Defender of the One True Faith, High Priestess of the First Temple
    Government: The Imperial Government is filled with Priestesses and honorary Priestesses (such as the Empress).
    Location: Directly East of the Fae Kingdom, East of the Republic&Noram

    Description:
    TBD
    Last edited by RandomFellow; 2007-12-16 at 08:31 PM.

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    RedWizardGuy

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    Default The Southern Pantheon

    TBD But Quickie:
    The Southern Pantheon is more along the more decadent members Greek Gods in terms of personality, wenching and drinking is high on the list...building a following is waaaaay down there.

    The Southern Pantheon is the largest of the Pantheon, with its deities numbering in the thousands. And none are worshiped individually as there is a deity which governs every aspect of life...and no one but monks have time to pray to several thousand gods regularly.

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    RedWizardGuy

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    Default The Northern Pantheon

    TBD but Quickie:
    The Northern Gods are brutish and warlike. Technically, they could all be considered gods of warfare of one sort or another. However, chief among them is the Aeros, God of War and Champion of the Oak Father.

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    RedWizardGuy

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    Default Sil, The Oak Father

    Reserved for Sil

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    RedWizardGuy

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    Default Aeros, Son of Sil and Inara, Oak Father's Champion, and God of War

    Reserved for Aeros
    Last edited by RandomFellow; 2007-12-06 at 11:17 AM.

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    RedWizardGuy

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    Default Inara, Lady of Frost, Mother of Aeros, Wife of the Oak Father

    Reserved for Inara.

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    RedWizardGuy

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    Default Minor Deities of the Northern Pantheon

    Reserved for the minor deities which lack a devout clerical order. However, shrines to them are quite common.

    TBD

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    RedWizardGuy

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    Default The One True Faith

    TBD But Quickie:

    The One True Faith is a dark, twisted monotheistic religion. This is the Empire's Religion. Probably an LE god focused on gaining power through world conquest or similar BBEG creating, and cliche, type.

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    RedWizardGuy

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    Default The Fae Pantheon

    TBD...but this is a very vile and evil pantheon with a couple of decent deities who are looked down upon as weaklings due to their concept of 'morality'. Logically, the most logical race is the superior one as it will choose the correct choices rather than make emotional decisions. Therefore, elves are better than all other races.

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    RedWizardGuy

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    Default Morthos, Head of The Dark Triad, Lord of the Earth

    Reserved for Morthos, the Kobold Overgod.
    Last edited by RandomFellow; 2007-12-25 at 12:33 PM.

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    RedWizardGuy

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    Default Sonnii, Mistress of Darkness and Deception

    Reserved for the Lady of Darkness and Deception.

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    RedWizardGuy

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    Default Orcus, The Dark Lord of Life and Death, Punisher of the Oath-Breaker

    Reserved for Orcus, Kobold diety of the Life/Death Cycle as well as Justice.

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    RedWizardGuy

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    Default The Colony of Canton

    Canton
    "The only source of Mithral within ten thousand miles."
    Hexes: 3.25 (180 square miles)
    Population:12000
    Population Centers:
    City Populations:
    Towns:1
    Town Population Total: 3582
    Villages:30
    Village Population Total:8358
    Description
    The Colony of Canton was founded in PR 410 by a powerful High Mage named Vala Sune who was cast out of the Senate due to her...unorthodox view point on the use of magic. It is not entirely clear what that view is, only that she was effectively exiled from the Republic's Capital and politely told to go somewhere and die. Suffice to say, she was not particularly happy and is leveraging the only source of Mithral within the Republic (and the wealth it brings her) in order to pry open the doors that lead to a Senate seat.

    Unfortunately, the island is heavily infested with various goblinoids and giantkin. Thankfully, a full division has been stationed on the Island shortly after the flow of Mithral allowed her to bribe the right people. And with the end of the war...adventurers, mercenaries, and bounty hunters will be in low demand. The perfect resource to expend against a dangerous infestation of homicidal creatures.


    Colonial Population
    NPC-Classed : 9600
    Adepts – 600
    Commoners – 7200
    Expert – 1080
    Warrior – 720

    PC-Classed 2400
    Fighter-Types (Fighters, etc.) - 1080 (162 level 9, 205 level 6, 313 level 3, 400 level 1)
    Skill-Types (Rogues, etc.) - 720 (108 level 9, 137 level 6, 209 level 3, 266 level 1)
    Spontaneous Spellcasters – 600 (90 level 9, 144 level 6, 174 level 3, 192 level 1)

    Note: The majority of PC-classed (2000) are the division of the Republican Army assigned to the Colony until the Island has been secured. However, they are needed to stay with the 'inhabited' zone due to company sized patrols and maintaining a large enough concentration of force to respond to any large enemy forces. The local population of 'vermin' numbers almost 8000. However, they are diverse and tribal. The odds of anything more than 1500 or so showing up to launch an all out assault on the colony are remote. That said, it is the reason the division of troops is stationed in the only major population center (town).

    This, like alot of fluff things, is TBD beyond the general direction.
    Last edited by RandomFellow; 2007-12-16 at 08:11 PM.

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    RedWizardGuy

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    Default Map of the Isle of Canton

    1 Hex = 8 Miles = Day's worth of travel at 10' Movement Speed (e.g. If you were Human with a land speed of 30' you could move 3

    hexes per day. If you were a Gnome with a land speed of 20' you could move 2 hexes per day.)

    Each Hex represents 55 square miles of territory.

    The Colony of Cantron is about 3.25 Hexes worth of land.

    Last edited by RandomFellow; 2007-12-11 at 09:48 AM.

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    RedWizardGuy

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    Default The Fine Detail Maps

    Post Reserved for Fine Detail Maps of Canton (e.g. Town Maps, Village Maps)

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    RedWizardGuy

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    Default Southerner Template

    Size and Type
    The creature gains the subtype [Divine Blooded]. Size is unchanged.

    Special Qualities
    None

    Abilities
    -2 Str, -2 Dex, -2 Con, +4 Cha

    Challenge Rating
    Same as the base creature.

    Environment
    The Aluran Republic

    Alignment
    Any.

    Advancement
    By character class.

    Level Adjustment
    Same as the base creature.
    Last edited by RandomFellow; 2007-12-14 at 01:19 PM.

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    RedWizardGuy

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    Default Northerner Template

    Size and Type
    The creature gains the subtype [Divine Blooded]. Size is unchanged.

    Special Qualities
    None

    Abilities
    +2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha

    Challenge Rating
    Same as the base creature.

    Environment
    The Kingdom of Noram

    Alignment
    Any.

    Advancement
    By character class.

    Level Adjustment
    Same as the base creature.
    Last edited by RandomFellow; 2007-12-14 at 01:20 PM.

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    RedWizardGuy

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    Default Imperial Template

    Size and Type
    Type is unchanged. Size is unchanged.

    Special Qualities
    Obstinate (Ex)
    Against spells with the [Mind-Affecting] descriptor and a duration, Imperials may save every round. A successful save ends the [Mind-Affecting] spell.

    Faith (Ex)
    Imperials gain a +4 morale bonus to all skill checks, attack rolls, weapon damage rolls, and saving throws. This bonus applies only when acting against Heathens or laboring towards something important to the One True Faith.

    Abilities
    -2 Con, -2 Int

    Challenge Rating
    Same as the base creature.

    Environment
    The Second Human Empire

    Alignment
    Any.

    Advancement
    By character class.

    Level Adjustment
    Same as the base creature.
    Last edited by RandomFellow; 2007-12-09 at 06:00 PM.

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    Fuum Bango's Avatar

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    Default Re: Erth [Setting]

    Seems like everybodies got a setting! I'll need more information before I really comment, but it seems ok.

    In The Second Human Empire I think it would be cool if the orcs, humans and gnomes lived seperate lives, hating each other. Humans work by day, orcs by night and gnomes in a different part of the empire, almost hiding, pretending they aren't part of the empire at all. Faith is all that links them.

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    RedWizardGuy

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    Default Fae Template

    Size and Type
    Type is unchanged. Size is unchanged.

    Special Qualities
    None.

    Abilities
    -2 Str, +2 Int

    Challenge Rating
    Same as the base creature.

    Environment
    The Kingdom of the Fae

    Alignment
    Any.

    Advancement
    By character class.

    Level Adjustment
    Same as the base creature.
    Last edited by RandomFellow; 2007-12-06 at 11:52 AM.

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    RedWizardGuy

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    Default Re: Erth [Setting]

    Quote Originally Posted by Fuum Bango View Post
    Seems like everybodies got a setting! I'll need more information before I really comment, but it seems ok.

    In The Second Human Empire I think it would be cool if the orcs, humans and gnomes lived seperate lives, hating each other. Humans work by day, orcs by night and gnomes in a different part of the empire, almost hiding, pretending they aren't part of the empire at all. Faith is all that links them.
    NOES! Must....resist...urge...to...start...over.

    That said, the Second Human Empire is going to be more or less a single culture with little internal dispute. I'm dividing belief systems, etc. by nation rather than race. I never liked 'All dwarves are like so', 'All elves are like so'.

  28. - Top - End - #28
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    RedWizardGuy

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    Default Obsucurm Template

    Size and Type
    Type is unchanged. Size is unchanged.

    Special Qualities
    Enhanced Darkvision (Su)
    Darkvision 60' or +60' to existing racial Darkvision.

    Light Blindness (Ex)
    Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds citizens of the Obscurum for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

    Abilities
    No Change.

    Challenge Rating
    Same as the base creature.

    Environment
    The Second Human Empire

    Alignment
    Any.

    Advancement
    By character class.

    Level Adjustment
    Same as the base creature.
    Last edited by RandomFellow; 2007-12-06 at 11:52 AM.

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    RedWizardGuy

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    Default Major International Organizations

    TBD, Reserved for that.

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    Fuum Bango's Avatar

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    Default Re: Erth [Setting]

    Quote Originally Posted by RandomFellow View Post
    NOES! Must....resist...urge...to...start...over.

    That said, the Second Human Empire is going to be more or less a single culture with little internal dispute. I'm dividing belief systems, etc. by nation rather than race. I never liked 'All dwarves are like so', 'All elves are like so'.
    Haha, sorry. Well your image is as good as mine, I might use it myself!

    Nice to see religion as a main part of a world.
    Last edited by Fuum Bango; 2007-12-06 at 11:54 AM.

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