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World Building, got ideas?

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Yurro
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PostPosted: Wed May 27, 2009 5:33 pm


Alright, I have been working on a "World" for some 2 years now. Lots have changed since the original campaign that I used it for have moved disbanded. So now I'm thinking of reusing it, but would like to come up with some things that have never been used before.

More or less, the original concept of my world revolved around a calendar that I made. There were 4 seasons/months, that were made up of 5 nine day weeks. Each day had a made-up name that revolves around an element. On certain days (ex: Firiday) certain magic is stronger, and another is weaker (fire is stronger, and water is weaker). The list is as follows...
-------------
Days of the week:
-Postiday=Sunday of this world (Healing spells stronger, Wounding spells weaker)
-Firaday (Fire spells stronger, Water spells weaker)
-Windaday (Wind spells stronger, Earth spells weaker)
-Sunnyday (Light spells stronger, Darkness spells weaker)
-Twiliday=Wednesday of this world (Like Sunnyday during day, Like Moonday during night)
-Moonday (Darkness spells stronger, Light spells weaker)
-Wataday (Water spells stronger, spells weaker)
-Eartaday (Earth spells stronger, spells weaker)
-Negaday=Saturday of this world (Wounding spells stronger, spells weaker)

Elements->Example spell
Healing->Cure light wounds, or Raise Dead
Fire->Fireball
Wind->Windwalk
Light-Daylight
Darkness->Deeper Darkness
Earth->Earthquake
Water->Control Water
Wounding->Inflict light wounds, or Create Undead
-------------

Nowadays, I have been thinking about furthering the "development" by adding a kind of "Chinese Zodiac/element" thing. More or less, there will be 12 years that are going to be categorized under animals, and 5 elements. My plan is to have it so being born under a certain year of a animal and element will effect your character in one way or another. So far I have only the elements (more or less, not 100% certain I want them the way I have them) for a trial run.
-------------
~Elements~
* Fire:
Benefit
You gain a +2 bonus on initiative checks.
Drawback
You take a -1 penalty to Armor Class.
-
* Water:
Benefit
You gain a +1 bonus on Escape Artist checks.
Drawback
You take a -2 penalty on Strength checks to avoid being bull rushed or overrun.
-
* Earth:
Benefit
You gain a +1 bonus on Fortitude saves.
Drawback
You take a -1 penalty on Will saves.
-
* Wood:
Benefit
You gain a +1 bonus on Handle Animal checks and wild empathy checks.
Drawback
You take a -1 penalty on Bluff checks, Diplomacy checks, and Gather information checks.
-
* Metal:
Benefit
You gain a +1 bonus on Strength-based skill checks and ability checks.
Drawback
You take a -2 penalty on Dexterity-based skill checks and ability checks.
-------------

So what I'm wanting help with is ideas on better effects for the Year elements, and animals (trying to get different ones then the Chinese ones.) along with effects for them as well. Anyone with ideas?

[for those that don't know, the Chinese animals are as follows....
Rat, Bull/Cow, Tiger, Rabbit, Dragon, Snake, Horse, Ram/Sheep, Monkey, Chicken, Dog, Pig]
PostPosted: Sat Jul 18, 2009 11:49 am


I do like what you have so far though. It makes things quite interesting.

For the elements, would that be something that the characters have as a talisman? Like a small metal necklace or a small vial of 'holy' water on a throng? If so, I'm thinking that you could go so far as to have a talisman in the shape of or having a carving of a specific animal. So for example, if I had a vial of water in the shape of a snake, I could get a bonus on my escape artist checks (from the vial of water) and a bonus on dexterity (from the snake depiction).

I do like the being born in the year of thing, but would it be difficult to decide what year a character is born in?

Savindus DND Mule
Crew

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