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Posted: Sun Jan 13, 2008 7:27 am
Stuff we need or might need for our campaign setting:
•World Map(s) •Town/city maps •Dungeon Maps •Other Maps •Statistics •Descriptions of regions •Political Stuff •Religions/Deitys •Time Lines and Background storys •Races •Classes •Feats •Items •Spells •Monsters
If there is anything I missed Post it here so you or someone else can work on it.
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Posted: Sun Jan 13, 2008 11:36 am
Backround
This is the currently the only backround we have for the campain. Feel free to offer comments and suggestions.
Perhaps in the campain world, before the cataclysm occured, magic was both powerful and widespread. Thousands of years of prosperity and relative peace had left the denizens secure in their superiority. They developed creative uses for magic and incoporated it flamboyantly into their everyday lives, using it without a thought as one would the water or the earth.
For years, everyone thought they could exploit the magic endlessly with no consequences. After all, magic is a clean, effective, and limitless source of power right? They were wrong. For the last century or so before the cataclysm, a small group of scholars were taken to believe that consumption of magic could no longer continue at this rate. If changes were not made, immediately, they would bring a terrible fate upon themselves.
The scholars, known collectively as "The Magi" ((very editable)), went unheeded as was to be expected. They were laughed at, shunned, and disregarded as "A doomsday cult of freaks." The Magi were troubled by the responses they recieved, could not the fools realize that there is a consequence to every action? They had spend countless years, for many the entirety of their natural lives, in study of this phenominon. They concluded that magic, like any other force, must somehow subscribe to the laws of physics and nature. Although powerful, it is impossible to achieve limitless energy, and by the needless ciphering of energy from this pool, they were disturbing a delicate balance that could only prove ill.
This group of wisened men and women, by now reduced to the role of a cult, secluded themselves from the rest of civilized society in the wild river valley of ____________ twixt the Wintersmoke mountain range, so named for the steam that rises from the semi-warm artisan wells that supply the river ____________. It took some complications for The Magi to carve out a niche in the inhabitable valley, for they were not the only sentient inhabitants in the valley, although it could be argued that they possesed the most intelligence of all of them. In time, though, they found a place where they could subsist, and because of the nature of their views, every member forswore the use of magic, totally and with no exeptions.
Time passed, and back in the heart of "civilization," the squanderous use of magic continued. Slowly, a change began to make itself known in the world. The "endless" flow of magic began to dry up, and normal citizens found they could no longer gain access to spells they would normally have no problem with. Each man, woman, and child, if they wished for any magic, had to test wills with each other in a universal battleground of wills during their meditations. So long dependant on magic to ensure their survival, few knew how to react. This was by no means the worst of it though, for having been surrounded by magic for so long, the people who used it (which constituted almost everyone in the known world) found that they simply had to have it. A sort of "magic withdrawal" disease spread like wildfire, infecting all those who had insufficient magic to fulfill their needs. Desperate for relief, anarchy reigned in a battle of all on all for control of what remained. Win, and you'll live another day, lose, and the afterlife becons, but you could not remain neutral, or the disease would find you and your family, causing symptoms too horrid to say. Ironically, only The Magi and the baser races of the world survived this horrible plague that destroyed, obliterated the rest of the world.
This is not to say that the magi were immune to the effects of the spreading disease though, far from it. They, too, had once practiced the magical arts that were common to their various races, and this had attuned them to the magic just as fully. Although reclusive and withdrawn from this hypathetical magic pool, each of these "Magi" had drawn power to themselves, making them focal points for magic to flow. Even if they chose not to utilize that bond, they were forever bound to to it; each still had the capability to absorb magic. Instead of the usual symptoms experianced by their fellows, though, the rogue magic transformed them in the most unusual ways.
Having no magic within them to corrupt, the magically-spread "disease" that forced itself upon the magi instead mutated their very physical bodies; the spell capacities, spell slots if you will, of these magi left a ghostly imprint upon them. Those who specialized in a certain form of magic could feel the magic "fill up" their vacancies with a sort of magical energy that ws completely out of their control, warping them against their will to conform to the magical impression each had left upon himself. Invariably, most of the Magi survived their inflictions with few mortalities. Only those touched by the worse and most unpredicatable magic fell ill enough to induce death. What this meant for the future was that magical innovation was now a thing of the past: the tinkerers and inventors were lost as the magic impressed upon them the unstable effects of their various spells and experiments.
Such cases were, thankfully, quite rare. Those who survived and recovered were disgusted and alarmed by what was happening to them, and grew morbid and fearful in the aftermath. Their spirits essentially broken, it was all the Magi could do to keep their society together and coexist.
Not all were so disheartened by this turn of events, though. A few rare individuals found that the afflictions of the disease, which resulted in odd mutations (often associated with magical creatures or elements). They accepted their differences dutifully. Their spirits ould not be broken; they were indomitable. These hearty men and women became the primary movers and shakers of their new society, in fact, of their whole race! For it was soon apparent to them that they were some of the last remaining sentient creates on the planet.
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Posted: Sun Jan 13, 2008 11:40 am
Base RacesOk, this segment is so far dealing with a collection of humanoids known as "The Magi" due in part to a magical wasting disease (see above backround story) these humanoids have developed unique charecteristics that set them apart. These take the form of a free regional bonus feat, available to any of the original races. Below are found these feats, if you can think of some good ones, please post them. Alternatively, we could use critiqueing for the ones we already have. Thank you! Quote: Airborn [regional feat] Prerequisites: 1st level charecter, no other regional feats Either you or your ancestors had a strong affinity for air magic, carrying yourselves into the air with grace. As a by-product of the magic wasting disease, a portion of that magic has become manifest in you. Your body, although solid, seems surrounded by a swirling mass of air that can carry you aloft with ease.Benefits: You gain the Air Subtype and gain a flight speed of 10' with perfect manuverability. You cannot fly in medium or heavy armor, or with a medium or heavy load. Child of the Earth [regional feat] Prerequisites: 1st level charecter, no other regional feats, Either you or your ancestors had a strong affinity for earth magic, shaping and moving the earth to their will. As a by-product of the magic wasting disease, a portion of that magic has become manifest in you. Your skin appears darker than normal, akin of either loose soil or granite rock and feels tough to the touch, allowing you to crawl through the earth with ease.Benefits: You gain the Earth Subtype and gain a burrow speed of 10' Fiery Soul [regional feat] Prerequisites: 1st level charecter, no other regional feats Either you or your ancestors had a strong affinity for fire magic, burning all that opposed them in swift flame. As a byproduct of the magic wasting disease, a portion of that magic has become manifest in you. You have flickering flames for hair, and a fire in your heart that quickens your pace.Benefits: You gain the Fire Subtype and gain a +10 bonus to your land speed. This bonus stacks with any other type of movement bonus Waverider [regional feat] Prerequisites: 1st level charecter, no other regional feats Either you or your ancestors had a strong affinity for water magic, riding beneath the stormy waves of the sea. As a byproduct of the magic wasting disease, a portion of that magic has become manifest in you. You have fins on your arms and legs, your hands and toes are webbed, and you have gills on your neck that aid you in swimming.Benefits: You gain the Water Subtype and gain a swim speed equal to your base land speed. You can use a run action while swimming, provided you move in a straight line. Heavenly Descendant [regional feat] Prerequisites: 1st level charecter, no other regional feats, non-evil alignment Either you or your ancestors had a strong affinity for good magic, basking in its holy glow. As a byproduct of the magic wasting disease, a portion of that magic has become manifest in you. Your hair and skin are much brighter than those of your fellows, and your eyes shine invitingly when you gaze at someone. Benefits: You gain the good subtype. You gain the ability to smite evil, exactly as the paladin's ability of the same name, once per day. Your effective paladin level is equal to your effective charecter level. You may use this ability one additional time per day at level ten, and once more per day at level 20. Special: Any charecter selecting this feat may instead become one of the following races instead of his default race, at the player's option. This choice can only be made during charecter creation, and cannot be later changed. If you decide to choose one of these alternate races in place of your own, you lose all the benefits, hit dice, and level adjustments of your orignal race in favor of the new one you selected. Asimar, Half-Celestial [template], Celestial [template] Descendant of the Abyss [regional feat] Prerequisites: 1st level charecter, no other regional feats, non-good alignment Either you or your ancestors had a strong affinity for evil magic, reveling in all that is unholy. As a byproduct of the magic wasting disease, a portion of that magic has become manifest in you. Your hair and skin are much darker than those of your fellows, and your eyes seem to mask a dark secret whenever someone looks at you.Benefits: You gain the evil subtype. You gain the ability to smite good, exactly as the ability of the same name, once per day. Your effective smiting level is equal to your effective charecter level. You may use this ability one additional time for day at level ten, and once more per day at level 20 Special: Any charecter selecting this feat may instead become one of the following races instead of his default race, at the player's option. This choice can only be made during charecter creation, and cannot be later changed. If you decide to choose one of these alternate races in place of your own, you lose all the benefits, hit dice, and level adjustments of your orignal race in favor of the new one you selected. Teifling, Half-Fiend [template], Infernal [template] Empathetic Touch [regional feat] Prerequisites: 1st level charecter, no other regional feats Either you or your ancestors had a strong affinity for healing magic, dutifully mending bone and flesh. As a byproduct of the magic wasting disease, a portion of that magic has become manifest in you. You look far younger than you actually are, with no scars or blemishes to mar your skin.Benefits: As a full-round action, you may heal another with a touch. This requires a touch attack (harmless). You decide upon a number of damage to take, and your target is healed for the same amount as you sacrificed. Damage done to you in this way cannot be prevented, although you may sacrifice temporary hit points to activate this ability. This is a supernatural ability, usable at will. Sadistic Touch [regional feat] Prerequisites: 1st level charecter, no other regional feats Either you or your ancestors had a strong affinity for negative energy magic, inflicting supernatural wounds on your enemies. As a byproduct of the magic wasting disease, a portion of that magic has become manifest in you. Your skin is covered with the scars of many injuries, self-inflicted and battle-wounds alike.Benefits: As a full-round action, you may damage another with a touch. This requires a touch attack. You decide upon a number of damage to take, and your target is damaged for the same amount as you sacrificed. Damage done to you in this way cannot be prevented, although you may sacrifice temporary hit points to activate this ability. This is a supernatural ability, usable at will.
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Posted: Sun Jan 13, 2008 11:49 am
Campain World MapThe sole credit for this map goes to NerdyNinja
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Posted: Sun Jan 13, 2008 11:50 am
(post reserved for further compilation of thread components)
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Posted: Sun Jan 13, 2008 5:31 pm
Looks about right. Anketh has the right stuff for this thread also so this looks rearing to go.
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Posted: Sun Jan 13, 2008 8:55 pm
I kinda meant make your own thread for it... but ok.
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Posted: Sun Jan 13, 2008 10:23 pm
ummm...I think he mixed something up with the special race choices...he put the evil races with the heavenly one and the good with the abyss one...and all of the races have a level adjustment ,so you would have to be playing at least a 3rd level game to be a Tiefling and the others would require much higher leveled parties...
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Posted: Mon Jan 14, 2008 10:43 am
All of the level 1's and 2's got weeded out during the plague. lol
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Posted: Mon Jan 14, 2008 1:43 pm
Actually, there are no mistakes. I had intended for there to be two sides to most feats, in this particular case you mentioned, one good and one evil. It is irrational to assume that everyone in a society will be either righteous or notorious, and I am accounting for the possiblities of both an evil and a good group, as both can make up parts of any society.
Furthermore, you will note that the requirements simply call for a "non-good" or "non-evil" alignment. This means that nuetral charecters can qualify for an evil feat, for example, while still remaining a part of a "good" group.
As for adjusting one's templates, it made sense to me that when you took on another base race instead of your own, that you would accept the racial hit die and level adjustment inherant in making that swap. Obviously, I was mistaken in this, and so to clarify I will add this line to all feats that allow you to change your race:
"If you decide to choose one of these alternate races in place of your own, you lose all the benefits, hit dice, and level adjustments of your orignal race in favor of the new one you selected."
I had hoped that by offering the ability to template and play as a another race, that the campain setting could be set in a post-apocalyptic world without hindering a player's options. These higher-level templates and races would, naturally, only be available to a party that starts the campain at a higher level. Perhaps individual DM's could set up a retooling session where players could adopt these templates later in their career, as the "disease" progresses.
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Posted: Sun Feb 17, 2008 3:35 pm
If you guys need magic items, Im your man, just one thing I have to warn you about, I like non-combat magic items, like, for example- A round painted tree sap ball that dings when it bounces. A childs blanket that changes like the night sky. A twisted root with a beginning but a near impossible-to-find end. To name a few. I also do combat items, so I good for both. So If you want I can make a bunch of Items and PM them to you, so just let me know. 4laugh
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Posted: Sun Feb 24, 2008 8:11 pm
Anketh Actually, there are no mistakes. I had intended for there to be two sides to most feats, in this particular case you mentioned, one good and one evil. It is irrational to assume that everyone in a society will be either righteous or notorious, and I am accounting for the possiblities of both an evil and a good group, as both can make up parts of any society. Furthermore, you will note that the requirements simply call for a "non-good" or "non-evil" alignment. This means that nuetral charecters can qualify for an evil feat, for example, while still remaining a part of a "good" group. As for adjusting one's templates, it made sense to me that when you took on another base race instead of your own, that you would accept the racial hit die and level adjustment inherant in making that swap. Obviously, I was mistaken in this, and so to clarify I will add this line to all feats that allow you to change your race: "If you decide to choose one of these alternate races in place of your own, you lose all the benefits, hit dice, and level adjustments of your orignal race in favor of the new one you selected." I had hoped that by offering the ability to template and play as a another race, that the campain setting could be set in a post-apocalyptic world without hindering a player's options. These higher-level templates and races would, naturally, only be available to a party that starts the campain at a higher level. Perhaps individual DM's could set up a retooling session where players could adopt these templates later in their career, as the "disease" progresses. What I meant was that you had fiends as the choice for heavenly descendants and celestials as the Abyysal descendants XD
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Posted: Tue Feb 26, 2008 5:59 pm
Heh, heh, heh...how did those get there sweatdrop
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Posted: Thu May 22, 2008 3:53 pm
I see only one problem, unfortunately magic cannot 'dry up' unless Mystra wishes it. She created and maintains the "weave" the invisible but all powerful net that surrounds the material plan and provides magic. You have to destroy the weave to destroy magic.
And Clerics are granted powers by their deity or god. It is simliar with druids, however they can use weave magic. Therefore, some of druids abilities would be affected, and no cleric spells would be lost at all.
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Posted: Sun May 25, 2008 10:30 am
It may not be able to dry up, but say something happened to Mystra, or that there is no mystra at all, and she can't sustain the weave, Or There maybe is a unseen limit to the weave. As for the gods, there have been times before where the gods couldn't answer their followers calls, either becuase their followers turned away from them, or becuase they couldn't let any of their power, no matter how little, be used.
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