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    Default Edinaumus, Campaign setting (WIP)

    Edinaumus, Campaign Setting

    This a homebrew campaign setting that is a gritty Low magic Fantasy setting using Pathfinder Rules with OGL compatibility for classes, and everything else.

    Intent
    My intent is to create a low fantasy gritty world that is different than the standard (being Faerun, Eberron, etc) it will be heavily influenced by "A Song of Fire and Ice", David Eddings' Belgariad series and other fantasy/sci fi realms that speak to me. Although I incorporate the standard pantheon structure that is established, all gods exist, this is but one world in the multiverse, gods are separated by worlds except major gods who may have worshipers on several planets.

    What Do I mean by Low Magic?
    Classes are being redone and will show a more balanced power level across the board.


    Maps
    Spoiler
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    Map of main continent
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    Main continent with borders
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    Close up of the East
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    Classes
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    Pending
    Last edited by BelGareth; 2013-03-09 at 02:09 PM.

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    Default Re: Edinaumus, Campaign setting

    The Basic's

    Genesis
    It all started with but another world, the great canvas of which the verse was created with, the veritable soup of things that everything was made from. From eons untold came a being who had elevated himself above the normal for his kind, he had risen, had transcended the eternal curse of his kind to become more than a mere member of his race. He was a LeShay, one of the fabled race who fell into perdition and only they know how or why, but disallowed by fate to speak of their brave and desperate history.

    Most LeShay are of divine power, barely glimpsing the divine seed, missing it's spark that is needed to raise them that last few inches to deification. Part of there twisted punishment some would say. But even those who are destined to be as they are can break the confines of their struggle and become more than they are.

    Oberon was one such being, a LeShay of ancient times long forgotten and immemorial, he became a greater god. A being so powerful he was at the side of Ao upon the power of the verse. He was not a cruel being, he looked over things with the interest of a giant looking at ants, his thirst was for knowledge, but it had been satiated a long time gone.

    Many Greater Gods become inert, loathe to raise themselves and meddle in the affairs of lesser beings, knowing that nothing can excite them, that they had all the affairs of emotion and experience that they could. Those deities would slumber and die, their sparks remaining within their shell as their form turned into cloud stuff of the immaterial realm.

    Not so for Oberon, having found himself lost to the thoughts of dying deities he knew his eventual decline would happen and already felt it's presence among his cohorts. He decided to act a new Genesis, with Ao's approval he created a new world, one that would be shut off from the rest, one that he would take care of.

    He created a world that was on the inside of a sphere so large it held a sun on the inside providing life and warmth to the land within.



    He then disassembled himself, as most deities can alter their appearance, but this was vastly different. He embedded himself into the new world with his very essence, he literally became the sphere to protect his creation, his genesis.

    The transformation changed him permanently, he was no longer a being of supreme divine power, but he had not lost his divine spark, he still had the power but it manifested a much different way. No longer a god but no longer dying he became the sphere, he became Edinaumus.

    He would slowly fall into an ever longer sleep cycle, and eventually became the slumbering god-sphere, the eternal protector of his genesis.

    Life
    From here he put the spark of life into the world, inserting only the rudimentary beings in hopes of sculpting a perfect harmonic world.

    His first creation were the Halflings, he had always been fond of the little hin and it had manifested in his will by giving them the honor of being the First Race. He would then insert the other races one at a time, and kindle them into emerging races with sentient thought and mental process.



    During these era all races lived with each other and there was no war, for Edinaumus provided them with everything and his very essence was among them. The trees and rocks would shape themselves into a living being who was capable of everything and anything. Several of the long lived races (dwarves and Frost Giants) still have ancient tomes recalling when the very earth came alive. Nowadays it is but an old legend. This was known as the Golden Age.

    But Edinaumus would fall asleep, and time between sleep was becoming longer and longer, they could no longer afford to wait his return and turned to till the earth and work for their needs.

    In the beginning this was good. Everyone worked with everyone, but like all good things it was soon ended. Creatures being creatures they eventually created groups, it was the gnomes who started to huddle together and form groups, finding more efficiency with assigning specific tasks to creatures with more muscle or a keen wit.

    Most had no care for it and offered no resistance, but then the Frost Giants refused to be 'just' labor and stopped working all together.

    And then an Orc killed a Halfling, the stone which had crushed the Hin's skull in dropped to the floor as the ground around him grew into what they had known as there caretaker. Edinaumus had awoken, the murder of one of his beloved enough to startle him awake. This is known as the Murder of Khalem.

    Furious at his own mistake the incarnation of the world howled to the moon, deafening all those living beings who he had created and loved. He knew it was an eventuality but his conscious was numb with sleep, and the sleep of gods is a deep and dreadful thing. This is known as the maddening moan of the earth.

    Not caring for what had come to be, he left his creations alone caring nothing for what would happen. His deafening howl removing their ability to talk to one another and only those to which race they belonged to.

    As groups they moved outwards, finding places that would serve as a shelter and they started to work the ground, tilling it for it's fruit. Time passed and they all forgot the time the earth would watch over them. They would have to learn the languages of other races and learn to live in harmony or kill each other in their differences.

    Gods
    The next time Edinaumus would awaken he saw something very different than what he left. The individual races he had made had created whole civilization's across the land, had made war upon each other and peace with others. All the races were aggressive in their lust for power and the resources of the land, but none more so than the Orcs.

    Seeing the issue of his creations running amok, doing as they pleased, Edinaumus reasoned with his mighty deific knowledge that he would need guardians and protectors for his creations, he would decided to raise one individual being of each race to lead and guide them in this time of their shaping.

    Being everywhere and anything at the same time, Edinaumus watched and he was pleased to find beings of ability, and more essentially capable of receiving the divine spark needed for the spark.

    Working through some of his creations he created a vast set of trials for this chosen subjects to pass in hopes to award them with the ultimate gift of elevation. These tasks were known as the Trials of the Emerald Giant and are legendary amongst every nation.

    Those who managed to pass the trials were raised to godhood, most are dead now, but that is another story.

    Timeline
    Spoiler
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    {table=head]Year|Event
    0|Genesis
    1-600|The golden Age
    601|The Murder of Khalem, The Maddening Moan of the Earth
    602|The Great Exodus
    2689|Trials of the Emerald Giant
    2693|First new deities
    50094|Today
    [/table]
    Last edited by BelGareth; 2012-02-27 at 09:19 PM.

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    Default Re: Edinaumus, Campaign setting

    The Gods

    Hobgoblin god
    powerful (somewhat)

    Dwarven god
    alive and healthy

    Gnome god
    Hates Orcs

    Halfling god
    alive, not caring

    Orc God
    dead

    Human god(s)
    attains such power that he grants others of his kind godhood, when Edinaumus awakens he slays several and the main god.

    Janni God
    Weak, entering state of sleeping god

    Elven God
    weak and alive, stabbed by the Gnome god

    Frost Giant God
    alive
    Last edited by BelGareth; 2012-02-27 at 09:34 PM.

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    Default Re: Edinaumus, Campaign setting

    The HobGoblins

    Roman Empire, mainly lawful but always trying to expand.
    Very good military.
    Enslaves Orcs for labor and gladiators.
    Country is comprised of 58% Hobgoblins, 20% Orcs, 12% Humans, 5% Dwarfs, 3% Gnolls, 2%Trolls
    Government is a Republic with two ruling leaders.
    Known for Engineers, Army, road building, and upholding law.
    Klingons of the realm, honor is paramount.
    Last edited by BelGareth; 2012-01-16 at 12:34 PM.

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    Default Re: Edinaumus, Campaign setting

    Dwarves

    As standard dwarves but live on the surface, mostly live against cliffs or in the mountains. Each Fortress is a different clan.
    No Orc Enmity.
    Country is comprised of 80% Dwarves, 5% Gnomes, 5% Halflings, 3% Stonechildren, 3%Hill Giant, 2% Goliath, 2% Snirvfeblin
    Government is council of Elders (in each clan), with ruling King of all dwarves
    Known for engineers, military, law, craft, weapons and armor.
    Most keeps have a secret armory with hidden armaments.
    Several Dwarven clans have developed Steam-Clads and live on the coast line, there is a famous dwarf pirate.
    Last edited by BelGareth; 2012-01-16 at 12:34 PM.

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    Default Re: Edinaumus, Campaign setting

    Gnomes

    Gnome Race(s)
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    Rock Gnomes
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    • +2 Constitution, +2 Dexterity, -2 Strength.
    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Rock Gnomes base land speed is 20 feet.
    • Rock Gnomes have a swim speed of 20 feet.
    • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Weapon Familiarity: Gnomes may treat any gnome weapon as a martial weapon rather than an exotic weapon.
    • At 1st level gain the Endurance Feat as a bonus feat.
    • +1 racial bonus on attack rolls against halflings.
    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +2 racial bonus on Listen checks.
    • +2 racial bonus on Spot checks.
    • +4 racial bonus on Profession (sailor) checks.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
    • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level equals HD; save DC 10 + gnome’s Cha modifier + spell level.
    • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


    Grassland Gnome, Savage Gnome, Savannah Gnome
    Spoiler
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    • +2 Dexterity, +2 Constitution, –2 Strength, –2 Charisma:
    • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    • Grassland Gnomes base land speed is 30 feet.
    • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Weapon Familiarity: Gnomes may treat any gnome weapon as a martial weapon rather than an exotic weapon.
    • +1 racial bonus on attack rolls against creatures larger than small.
    • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
    • +4 racial bonus on Hide and Move Silently checks.
    • +2 racial bonus on Listen checks.
    • +2 racial bonus on Spot checks.
    • Spell-Like Abilities: 1/day—haste (self only). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—ghost sound, mage hand, message. Caster level equals HD; save DC 10 + whisper gnome’s Cha modifier + spell level.
    • Favored Class: Warblade.
    • Racial Feats: The Extra Haste feat can be taken by grassland gnome character




    The Gnomes broke off from the other groups first, as was customary in the way of things. They saw no reason to be blamed for the fall of Eden and thought the others to blame. They had seen a more efficient way, but the other smaller thinking races couldn't comprehend it, it wasn't their fault they were smarter.

    Moving away from Eden they quickly found an expanse of coves and inlets, a large swathe of sea that came inland that allowed the gnomes to quickly adapt to the sea. For the inland sea, for which it came to be known, allowed them to keep ships protected from storms, making it easy to keep them afloat through out all the seasons.

    It wasn't long before they mastered the sea and the way of life among it's cold waves. Settlements dotted the shore line and clans turned from burrow dwelling groups to marauding flotilla's of privateers.

    But this was only one portion of the Gnomes, for when they moved to their new place to live, they had split, not by argument or by self imposed leaders who disputed a way of living. A large group decided to stay among the grasslands that cover the vast majority of the gnomish lands before the coastline.

    The Gnomes become ferocious, adopting the ways of animals, clans turned into roaming packs of predators that stalk the wild grasslands as easily as any hunting cat, and more deadly.

    These clans took to the grasslands like weeds in fertile land, adapting to the lifestyle of utilizing everything the land gave them and only taking what they needed and no more.

    Social Hierarchy
    The social hierarchy of the two gnomish sub cultures is very different. And confusing one for the other could get you keel hauled or set upon by the Jaguar youth.

    Either is not pleasant, so it is important to understand the nuances of each. Failing that, realizing the baser roles of each culture.

    The Rock Gnomes

    The Rock Gnomes as they have come to be known as, for their settling in the Rocky outcrops of the coast, the Inland sea harbors only a few choice spots for fertile land. And those were taken quickly during the first settling. Other places where settled due to the necessity to be close to the sea and have a base of operations. This forced the majority of the gnomes who came to the sea to establish strongholds on high rocky environs, marketing their racial moniker easily to those who visited.

    The Standard Rock Gnome house has a fortress among the coast, the larger and less rocky it is, the larger and more prestigious the house, with a few stubborn exceptions.

    The houses are comprised of the House Lord, the scion, most likely the oldest direct descendant of the house lineage. Gender does not matter, and the competitions for house ruler ship after a scion has passed can get fierce, as all the immediate offspring are eligible.

    Only those who have been appointed a billet or those immediate blood relatives are privileged, all others must work, and work hard. The hierarchy is as a ship with the House scion being called the Captain, and having the sway as such. Each House will boast a small flotilla of ships, manned and garrisoned with their own people. These can range from minor single ship houses to large multi-ship flotillas capable of blockading a harbor or even transporting an army.

    The standard respect and honor for the Captain is held as the highest regard, and even those captains of the smaller minor houses are esteemed and respected.

    Basic courtesy and cultural decorum dictates immense respect for the captain, and the saying "His house, his rules" best befits the cultural idiosyncrasies.

    The Grassland Gnomes

    The Grassland Gnomes are different. Much so that the two could almost be considered two completely different races. As they only thing in common is the racial blood and ancestry.

    However they are as much a part of the Gnomish lands as the Rock Gnomes, and defend their territory with fierce resolve and rancor.

    Martial prowess, strength at arms and speed are the hallmarks of a competent Grassland Gnome, many adopt the Tiger claw discipline and so favored is the discipline that the grasslands boasts the most Bloodclaw masters than any other country or race.

    Most Tribes are led by the fiercest warrior of their clan, more often than not, this is a very young fighter of some type and is almost always counciled by the revered druids and there great hunting cats.

    Leadership is generally dictated by the strongest warrior, and the Alpha can expect to be challenged at any moment. These challenges follow stringent rules however and so the Alpha can relax among his own tribe without fear of being jumped from behind for leadership. But it is completely possible for the Alpha to be challenged while he is talking to a group of adventures (especially if they believe he shouldn't be talking to them!).

    All challengers must be members of the tribe and are rarely to the death, the druids hold sway as the mitigator and final decider as to who won the duel.

    Druids are held above the tribal laws, and for the most part they adhere to a silent code of non involvement, however power begets corruption and a few Druids have gone astray.

    It is not uncommon for the tribal druid to undertake leadership roles for the tribe, especially if a new Alpha is being chosen or is away on a hunting party.

    A closer look

    List and explain the common classes
    List cities and houses
    show map with locations for houses
    list political connections of houses
    list notable NPC's
    Last edited by BelGareth; 2012-12-29 at 03:44 AM.

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    Default Re: Edinaumus, Campaign setting

    Halfling

    Wizards are more common in Halfling’s than most, which explains why the Halfling territories expand nearly over half a continent. They have large bustling economies and countries who each owe allegiance to the ‘Council of Fathers’ a cabal of High Mages and patriarchs, which has 13 seats.
    12 countries of Halflings –
    Legal system is based off plea bargaining for something fiscal.
    Ferengi of the realm.
    TBE
    Last edited by BelGareth; 2012-01-16 at 12:35 PM.

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    Default Re: Edinaumus, Campaign setting

    Orcs

    Orcs are half orcs and look more human than anything; primarily they are barbarians north of the Hobgoblin empire and are slaves to them in the unending conquest of them.
    Bigger Pantheon
    Several tribes exist (14 in total)
    TBE

    Real Orcs, there are real orcs, however they a few and far between. They are considered Paragon orcs and when one is born to a tribe he is usually the result of divine intervention or other medium. Grown Orcs tend to have the ability to form the tribes as one and go on a crusade. It has happened more than once.
    Last edited by BelGareth; 2012-01-16 at 12:36 PM.

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    Default Re: Edinaumus, Campaign setting

    Humans

    Humans are as varied as ever, several countries vie for power with alliances and treaties, several are evil and some are good. Mostly neutral and uncaring.

    Horse tribe, have a solid country of rolling plains and fields, mountains protect 2 sides and permanent fortresses the other one side and then one side against the ocean. They have no settlements on the coast and therefore no piracy issues.

    Kingdom, have a medium sized kingdom of baronies and dukes, constantly warring each other. Fuedal system with knights and Marshals.

    Romans, in decline, they destroyed the lazy tribe and now have several monasteries in their own country and the lazy tribes. Primary source of Monks. (Westerns ones)

    Lazy, altruistic and loving, they had bountiful amounts of gold in their country and where destroyed by the romans to a last man. The country is occupied by their mournful vestige of a god who wails and moans, monasteries are the only settled buildings. They are there trying to help the mournful god, Monks and Binders are the only classes that come from here.

    Norse Barbarians, classic barbarians in the north, they worship there god as the divine bear. Strong, good hearted and good sailors, piracy is no issue with them and their longboats. Much like cherek.

    Xenophobic, a tribe of pale white humans who shun the sun and have no vision, many seers and oracles come from them and they are extremely close to their God who lived with them longer than most. They have powerful mystics and mages.

    Snake, Indulgent people who partake of many drugs, they live in a swampish tropical environment. Very lazy and uncaring. Queen is the same person, a young female who is bred to look like the original queen. Aztecany.

    North Barbarians, the humans that inhabit the northen parts of the tundra are winter barbarians, they are the classic barbarians with large fur coats and nomadic. Think Conan or Wolfgar. They also have the similar Summoners like Belgarion who summon demons and devils to fight each other.
    TBE
    Last edited by BelGareth; 2012-01-16 at 12:36 PM.

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    Default Re: Edinaumus, Campaign setting

    Janni

    They occupy the arid lands and the desert, nomadic and very structured much like medieval Saudi Arabia. Pasha’s, sheikh and Amir’s. Mostly good, but follow law of the desert and do not care if you don’t know it. They own desert and are masters of it. Woe any who incur the combined wrath of the desert Lords.
    Last edited by BelGareth; 2012-01-16 at 12:36 PM.

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    Default Re: Edinaumus, Campaign setting

    Gnome/Halfling

    This is but a city, however it is nestled high up in the middle of a mountainous region, they are expert giant eagle riders and many rangers take them as mounts/companions. This is the only city where Halflings and Gnomes live in peace.
    Last edited by BelGareth; 2012-01-16 at 12:37 PM.

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    Default Re: Edinaumus, Campaign setting

    Elves

    Elves are half elves, there was once a small kingdom of elves, they lived close to a human city, so close where they that they interbred heavily. These elves are mere shadows of their ancestors. No magnificent lineage or kingdom do they come from, they are mostly forlorn bards who travel wispy and aloof.
    A recent settlement of several thousand elves has just emerged, it’s has a strong military and is showing itself to be a force to be reckoned with. Most Elves are moving towards it to become a part of the kingdom.
    Real Elves, there are real elves in the world, they exist as Paragon elves and only a handful exist. Strange to most people and held in high regard by the Elves they are usually hermits and highly powerful mages. These elves are either the left over remnants of the first elves or travelers who managed to find the gateway to this world and never left.
    Last edited by BelGareth; 2012-01-16 at 12:37 PM.

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    Default Re: Edinaumus, Campaign setting (Do not post)

    Frost Giants

    The frost giants inhabit a large region of the north mountain range, they are organized and efficient. The King, Lord Garath is a smart Giant and quite capable of battling a dragon and come out on even terms. They trade with gnomes that are local and can be amicable to the occasional human.
    Last edited by BelGareth; 2012-01-16 at 12:37 PM.

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    Default Re: Edinaumus, Campaign setting (Do not post)

    Generic Post for info later
    Last edited by BelGareth; 2012-01-14 at 04:07 PM.

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    Default Re: Edinaumus, Campaign setting (Do not post)

    Generic Post for info later..
    Last edited by BelGareth; 2012-01-14 at 04:07 PM.

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    Default Re: Edinaumus, Campaign setting (WIP)

    Generic Post for later info
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    Bel's Compendium
    Homebrew sig
    Epic items of interest
    Sir cowabunga of clubs
    ENTJ-A

    “Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok

    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus

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    Default Re: Edinaumus, Campaign setting (WIP)

    More info later on
    Spoiler
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    Bel's Compendium
    Homebrew sig
    Epic items of interest
    Sir cowabunga of clubs
    ENTJ-A

    “Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok

    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus

    Discord -Now with a recruitment bot!

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    Default Re: Edinaumus, Campaign setting (WIP)

    I like this world, especially how you handled elven age and power levels (reminds me a bit of Errant Story), but also the halflings and how you're straightforward about the tropes you use. The low magic (a concept I enjoy in general) meshes very well with why the halflings are stronger, and the population percentages and racial divisions look realistic for the situation. It's also cool to see the Hobgoblins in a dominant position over the Orcs, it makes much more sense than the strong Orcish polities one sees in so many worlds.

    Only thing I'm not sure is whether they should be baronies at that enormous size, Duchy/Princedom/Principality/Protectorate/etc might be more fitting unless there's specific geopolitical reasons like a rebellious baron starting it all or it being a HRE-esque Baron-swapping confederation and the 'of X' is the name of the country/people/region.

    PS. It's ok for me to post here, right? Looks like you have enough reserve posts, but I can delete my post if it is a problem oc.

    Looking forward to reading more of this when and if you have the time! :)
    Last edited by Mellhurst; 2012-02-18 at 06:50 AM.

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    Default Re: Edinaumus, Campaign setting (WIP)

    Quote Originally Posted by Mellhurst View Post
    I like this world, especially how you handled elven age and power levels (reminds me a bit of Errant Story), but also the halflings and how you're straightforward about the tropes you use. The low magic (a concept I enjoy in general) meshes very well with why the halflings are stronger, and the population percentages and racial divisions look realistic for the situation. It's also cool to see the Hobgoblins in a dominant position over the Orcs, it makes much more sense than the strong Orcish polities one sees in so many worlds.

    Only thing I'm not sure is whether they should be baronies at that enormous size, Duchy/Princedom/Principality/Protectorate/etc might be more fitting unless there's specific geopolitical reasons like a rebellious baron starting it all or it being a HRE-esque Baron-swapping confederation and the 'of X' is the name of the country/people/region.

    PS. It's ok for me to post here, right? Looks like you have enough reserve posts, but I can delete my post if it is a problem oc.

    Looking forward to reading more of this when and if you have the time! :)
    Thanks for stopping by!
    By all means you can post any comments, I reserved a bunch of posts so no biggie.

    Thanks for your comments, Those are Duchies as I pulled their inspiration from the Belgariad series, where a a bunch of duchies are constantly fighting for no reason whatsoever, makes for great history and tense politics and great scenery for traveling PC's who will have to deal with different laws but a similar country
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    Default Re: Edinaumus, Campaign setting (WIP)

    Weee, I'm throwing around an idea in my head at the moment, too. And I, too, thought: Hey, wouldn't it be nice to include a hobgoblin Empire based on the Roman one? :)

    -Although I would go more for the Empire and not the Republic Era of Rome. And I made the primary lower class races the other main Goblinoids: Goblins and Bugbears.
    And even if you do not do this, Goblins should be around somewhere nevertheless. They go with Hobgoblins, with Orc, even with humans for a bit and they go great with frost giants (call them Vaetti there (Dominions 3 refference))
    Last edited by Maraxus1; 2012-02-25 at 06:44 AM.

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    Default Re: Edinaumus, Campaign setting (WIP)

    Yay, Updated the creation of the world and some other stuff, let me know what you think!
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    Bel's Compendium
    Homebrew sig
    Epic items of interest
    Sir cowabunga of clubs
    ENTJ-A

    “Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
    “Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok

    "I have a high art; I hurt with cruelty those who would damage me." -Archilochus

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    Mellhurst's Avatar

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    Default Re: Edinaumus, Campaign setting (WIP)

    Oh, this is really neat! We're inside a Dyson sphere!

    I also like the pictures a lot. They're pretty.

    The creation story is fascinating, I like how you included a fall, but I may be biased since I'm religious. ^^
    Last edited by Mellhurst; 2012-03-01 at 10:29 AM.

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