Difference between revisions of "Interesting Times"

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*'''Gametime''' (projected): TBA
 
*'''Gametime''' (projected): TBA
 
*'''Latest Info''' : [[Interesting Times: Latest Info]]
 
*'''Latest Info''' : [[Interesting Times: Latest Info]]
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*'''Character creation''': [[Interesting Times: Character Creation]]
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*'''Comments section:'''  [[Talk:Interesting Times]]
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'''Edits:  My theology is rapidly changing from what I have here.  It will still be Gods with people worshiping Avaters of them, but fleshing out the ideas have changed it somewhat.  Also, the Kenku and Xeph entries are changed to show that they come from the west, not the east.'''
 
'''Edits:  My theology is rapidly changing from what I have here.  It will still be Gods with people worshiping Avaters of them, but fleshing out the ideas have changed it somewhat.  Also, the Kenku and Xeph entries are changed to show that they come from the west, not the east.'''
 +
 
First Pass at a new game world.
 
First Pass at a new game world.
 
So, here is the first enstallement of things about my new gameworld.
 
So, here is the first enstallement of things about my new gameworld.
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I haven’t decided how many of the Gods I will reveal out of game but I’m going to use the God of Conflict as an example of how things work.  Some of this may be subject to change, and as always, I really want players input into this.
 
I haven’t decided how many of the Gods I will reveal out of game but I’m going to use the God of Conflict as an example of how things work.  Some of this may be subject to change, and as always, I really want players input into this.
  
Names of Gods and especially Avatars are subject to change, and it can be assumed that each race has different names for the different avatars.
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[[Interesting Times: Theology]]
 
 
The God of Conflict has many facets.  The three most commonly worshiped ones are:
 
''The Noble Protector:''  (LG, Domains: protection, war, nobility, law)  This Avatar is the protector of the people.  He stands between the week and those that would hurt or enslave them.  He sees conflict as a necessary to ensure the safety of others.  (Frequently worshiped among Elves, Dwarves, Proudfoot and Humans)
 
''The Great Competitor:''  (N, Domains: Strength, Luck, Pride, Travel)  This Avatar preaches that we grow stronger by pushing our own limits.  He does not protect the weak, he believes that they should make themselves strong.  He sees conflict as healthy and important for self growth.  (Frequently worshiped by Dwarves, Orcs, ½ Orcs, Xeph)
 
''The Destroyer:''  (CE, Domains: war, chaos, destruction, suffering)  This Avatar believes that the strong has the right and duty to sweep aside the weak.  He advises his worshipers to rule by force.  Showing compassion is weakness and conflict is needed to weed out the wheat from the chaff.  (Frequently worshiped by Orcs, ½ Orcs, Goblins)
 
 
 
'''Game Mechanics:'''  From an out of game perspective a cleric chooses an Avatar not a God to worship.  They probably realize that they worship only an aspect of the higher God, but understand they are not capable of understanding a God as a whole and have contented themselves by exploring this one aspect of it.  Other clerics are far more torn by the realization, but they must be careful, for if they stray too far from the path of their Avatar they will lose their connection, and with it their powers.
 
In very rare cases a cleric that falls from the grace of one Avatar may be lifted up by another, becoming a cleric of the new Avatar.  But ONLY if that new Avatar is another aspect of the same God.  Thus a cleric of The Great Competitor may lose his way and become a cleric of The Destroyer, but not of an Avatar of a different God.  This is a very rare thing, and is not widely known.  Even more rare is when I cleric shifts from one God to another.  In this case they become a Favored Soul to the new deity.  Again, this is extremely rare, and most people would not know it is possible.
 
 
 
'''Partial List of Avatars:'''  (I still haven’t decided if I want to list the Gods yet.)
 
The Noble Protector
 
The Great Competitor
 
The Destroyer
 
The Healer
 
The Elements
 
The Birthmother
 
The Savage Beast
 
The Reaper
 
The Prince of Dark Humor
 
The Queen of Lust
 
The Keeper of the Arcane
 
The Keeper of the Mind
 
The King of Storms and Oceans
 
Vengeance
 
Father Fate
 
The Craftsman
 
The Scales of Balance
 
The Peacebringer
 
 
 
'''Please note that this is just a starting list.  I may decide that some of these may not be needed in my game, and I will definitely add a few more before its over.  If any of these interest you, let me know.  The ones that have interest shown in them are the ones I will likely put deeper thought into.''' 
 
 
 
'''Druids, Favored Souls and Spirit Shamans:'''  Still to come.
 
  
 
==Races==
 
==Races==
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For the races, I’ve made some changes from the descriptions in the books. For example, elves are not a chaotic race. They value personal freedom, but not at the expense of the whole. I’ve put the average alignment at the end of each description, but people of all alignments can be found among all races.
 
For the races, I’ve made some changes from the descriptions in the books. For example, elves are not a chaotic race. They value personal freedom, but not at the expense of the whole. I’ve put the average alignment at the end of each description, but people of all alignments can be found among all races.
  
Human: Found in many other countries, but have not countries of their own. Some have adapted well to their new homes, others are jaded outsiders. NG
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[[Interesting Times:  Humans|Humans]]: Found in many other countries, but have not countries of their own. Some have adapted well to their new homes, others are jaded outsiders. NG
  
Elf: Long lived and highly magical, the elves live in harmony with nature, as well as being close friends with the halflings. Thousands of years ago the Elves and dwarves were at war, but that time is over now. LG
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[[Interesting Times: Elves|Elves]]: Long lived and highly magical, the elves live in harmony with nature, as well as being close friends with the halflings. Thousands of years ago the Elves and dwarves were at war, but that time is over now. LG
  
Dwarf: Hardy and militaristic, the dwarves have been trying to expand their territories. Out of all the races (save perhaps the Dromites) they take the Tyranid threat very seriously. LN
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[[Interesting Times: Dwarves|Dwarves]]: Hardy and militaristic, the dwarves have been trying to expand their territories. Out of all the races (save perhaps the Dromites) they take the Tyranid threat very seriously. LN
  
Gnome: Ingenious and wealthy. They welcomed the humans into their lands, but mainly as laborers and workers. They are a democracy, and like to have votes on things, but only Gnomes can get the vote. They are the only race that uses firearms to any great extent. CG
+
[[Interesting Times: Gnomes|Gnomes]]: Ingenious and wealthy. They welcomed the humans into their lands, but mainly as laborers and workers. They are a democracy, and like to have votes on things, but only Gnomes can get the vote. They are the only race that uses firearms to any great extent. CG
  
Proudfoot Halflings: The Proudfoot Halflings are jovial and friendly. They are a partly nomadic people that have defended themselves more with diplomacy than with weapons.
+
[[Interesting Times: Halflings|Proudfoot Halflings]]: The Proudfoot Halflings are jovial and friendly. They are a partly nomadic people that have defended themselves more with diplomacy than with weapons.
 
NG
 
NG
  
Ghostwise Halflings: (from Forgotten Realms setting) More savage and aggressive than the proudfoots, the Ghostwise occupy a great wood that stands on the edge of Halfling territory. They have a very symbiotic relationship with their Proudfoot cousins. CG
+
[[Interesting Times: Halflings|Ghostwise Halflings]]: (from Forgotten Realms setting) More savage and aggressive than the proudfoots, the Ghostwise occupy a great wood that stands on the edge of Halfling territory. They have a very symbiotic relationship with their Proudfoot cousins. CG
  
Orcs and Half Orcs: Both are allowed. Humans and Orcs are the only two species that can interbreed. This came as quite a shock to everyone and even led some Elves to conclude that Humans must be a type of “semi-civilized” Orc. Orcs are cruel and believe that the right to rule is won in combat. Many Half-Orcs follow this philosophy, but others have rejected it completely. CE for Orcs, CN for Half Orcs
+
[[Interesting Times:  Orcs|Orcs and Half Orcs]]: Both are allowed. Humans and Orcs are the only two species that can interbreed. This came as quite a shock to everyone and even led some Elves to conclude that Humans must be a type of “semi-civilized” Orc. Orcs are cruel and believe that the right to rule is won in combat. Many Half-Orcs follow this philosophy, but others have rejected it completely. CE for Orcs, CN for Half Orcs
  
Goblins: Goblins and quick of body and mind and can be quite ruthless. They are constantly trying to steal technology or magic from other races. They have a natural tendency to a “pack” mentality, and will often be quite subservient to a more powerful master. This has allowed Goblins to gain employment outside Goblin lands, as bodyguards, sneak thieves and servants. NE
+
[[Interesting Times: Goblins|Goblins]]: Goblins and quick of body and mind and can be quite ruthless. They are constantly trying to steal technology or magic from other races. They have a natural tendency to a “pack” mentality, and will often be quite subservient to a more powerful master. This has allowed Goblins to gain employment outside Goblin lands, as bodyguards, sneak thieves and servants. NE
  
Lizardfolk: (I have toned down lizardmen so they are a +0 level adjustment with no racial hit dice.) A primarily see fairing people. They are not known for great intellect, but have a cunning that serves them well. There only major country is the Island Draconis. A volcanic tropical island ruled by a powerful red dragon. CN
+
[[Interesting Times: Lizardfolk|Lizardfolk]]: (I have toned down lizardmen so they are a +0 level adjustment with no racial hit dice.) A primarily see fairing people. They are not known for great intellect, but have a cunning that serves them well. There only major country is the Island Draconis. A volcanic tropical island ruled by a powerful red dragon. CN
  
Kobold: They have a close kinship to Lizardfolk, sharing rights on the Island Draconis. They are meticulous but somewhat cowardly. They have been enslaved by the Orcs in the past, but found freedom under there new Dragon leader. Some of them even go so far as to worship the dragon as a God, becoming Divine Minds. N
+
[[Interesting Times: Kobolds|Kobolds]]: They have a close kinship to Lizardfolk, sharing rights on the Island Draconis. They are meticulous but somewhat cowardly. They have been enslaved by the Orcs in the past, but found freedom under there new Dragon leader. Some of them even go so far as to worship the dragon as a God, becoming Divine Minds. N
  
Dromites: (I have lowered the bonus’ on Dromites so they are a +0 level adjustment.) They are a small hardworking people. The only other race to come to this plane from another, although it was so long ago that the reasons why have been lost. They live in underground hives. Some hives are only connected to the surface world via psionic portals. They are not a very populace race, and tend to be discounted by other races. But they are a powerful psionic race. LN
+
[[Interesting Times: Dromites|Dromites]]: (I have lowered the bonus’ on Dromites so they are a +0 level adjustment.) They are a small hardworking people. The only other race to come to this plane from another, although it was so long ago that the reasons why have been lost. They live in underground hives. Some hives are only connected to the surface world via psionic portals. They are not a very populace race, and tend to be discounted by other races. But they are a powerful psionic race. LN
  
Xeph: They Xeph and the Kenku come from across the western ocean. The largest concentration of Xeph close to this continent live in the shadow of a great mountain on a peninsula of the western coast. Nocturnal by nature, Xeph are used to warm arid climates. Quick to laugh, and always full of movement, the Xeph admire subtle beauty and finesse. CG
+
[[Interesting Times: Xeph|Xeph]]: They Xeph and the Kenku come from across the western ocean. The largest concentration of Xeph close to this continent live in the shadow of a great mountain on a peninsula of the western coast. Nocturnal by nature, Xeph are used to warm arid climates. Quick to laugh, and always full of movement, the Xeph admire subtle beauty and finesse. CG
  
Kenku: The Kenku are seen as polite race. Quick to apologize even when its not there fault. But this isn’t really the case. Politeness and appearances are very important to them, but deep inside the can be quite devious. The original spellthieves they prefer to remove an foes ability to do harm, than to harm the foe out right. N
+
[[Interesting Times: Kenku|Kenku]]: The Kenku are seen as polite race. Quick to apologize even when its not there fault. But this isn’t really the case. Politeness and appearances are very important to them, but deep inside the can be quite devious. The original spellthieves they prefer to remove an foes ability to do harm, than to harm the foe out right. N
  
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Latest revision as of 14:10, 5 July 2007


Edits: My theology is rapidly changing from what I have here. It will still be Gods with people worshiping Avaters of them, but fleshing out the ideas have changed it somewhat. Also, the Kenku and Xeph entries are changed to show that they come from the west, not the east.

First Pass at a new game world. So, here is the first enstallement of things about my new gameworld. I'm hoping to drum up some interest and see who is into it and who isn't. I've done quite a bit of mucking about and changing things but I couldn't help it. It all just kind of got stuck in a my head and wouldn't come out until I put it all on paper.

Basic Outline:

This is a high magic fantasy world, with a small amount of steampunk added in. Magic is prevalent and affects most aspects of life, from trade, healing, warfare. Many races have carved our countries of their own across the main continent, but a few are far newer arrivals. Human’s have only occupied this prime-material plane for about 1000 years. They escaped their dieing world and used up great magics to find their way here. They popped up all over the world. In Elf lands, Dwarf lands, Orc lands, and even in less hospitable places, like the middle of the ocean, needless to say, many died just due to were they ended up. Because of the nature of the spell, they appeared with nothing, except a few divine magic items that could make the journey as well. This gave them nothing to start their new lives with, and they had to hard time finding a place for themselves, thrust into other races countries.

1000 years later Humans have no countries of their own, but they have integrated in many different ways into their new found homes. They are slaves in Orc lands, serfs in Gnomelands, and tolerated well in Elf lands. This has had an interesting effect on opening borders far more than expected. A Xeph looks out of place in a dwarf city, and everyone would notice a Halfling in a Goblin city, but Humans are everywhere.

One of the major threats will be the Tyranids (converted from Warhammer 40K) They are an extradimentional menace that sneak in from the astra plane and try and gain a foothold on this plane. If you know of them, great, if you don't, you won't have to know them to play this game.

I have set up the game so there are many races and an abundance of class’. To make things a bit easier, these are the books that can be considered “Core” for my game. PHB, PHB2, DMG, Complete Adventurer, Complete Warrior, Complete Arcane, Complete Divine, Expanded Psionics, and Complete Psionics and Spell Compendium. The exception is some of the classes are not being used. I am also using parts of other books, but in general these will be very specific (usually classes) and will listed elsewhere.

I’m not saying you should go out and get these books, or download them, or read them, or that I have any expectation of you ever referencing these books. I’m just telling you what books I looked at when designing my game so you don’t waste time flipping through the Book of Vile Darkness in an attempt to find that perfect spell or feat.


Magic Overview:

There are 3 types of magic in my game. Arcane, Divine and Psionic. Arcane pulls magic in from the world around you. Shaping it either through skill, or instinct. Arcane casters feel magic swirling around them, and they must navigate it skillfully or be pulled apart by the tides. Divine magic comes from the gods, and I’ll go into that more detailed later. Psionic magic is based on creating powerful channels in the mind to allow energy to flow. Some psionics channel this energy through the intellectual mind, other through a baser, more emotional part of the mind. Psionicists feel the power coming from within them. One change in my game is that Arcane magic is linked to the Ethereal plane and Psionic magic is linked to the Astral plane. Some spell lists will change to reflect this.


Gods and Clerics:

Gods and Clerics: Gods are alien and powerful beings that live in other dimensions. Their power is not based on worshipers, nor can a mere mortal reach godhood. They are the only beings that can grant divine spells (but Druids gain their power in a special way I’ll talk about later.), and they are a constant throughout the multiverse. This means that there are not gods specific to a given race, or even to a specific prime material plane. There are a finite number of gods, but no mortal knows of them all. However, because gods are complex beings, it is hard to worship them as a whole. Therefore clerics devote themselves to an aspect of a God, called an Avatar.

To most lay people the term “God” and “Avatar” are synonymous. They don’t not know the complexities of their religion, to them the Avatar is the deity that they know and draw comfort from. Those that delve deeper in theology come to realize things are far more complex. For the purposes of this section I will try and use “God” to mean the higher being and “Avatar” to mean the aspect that attracts worshipers.

I haven’t decided how many of the Gods I will reveal out of game but I’m going to use the God of Conflict as an example of how things work. Some of this may be subject to change, and as always, I really want players input into this.

Interesting Times: Theology

Races

For the races, I’ve made some changes from the descriptions in the books. For example, elves are not a chaotic race. They value personal freedom, but not at the expense of the whole. I’ve put the average alignment at the end of each description, but people of all alignments can be found among all races.

Humans: Found in many other countries, but have not countries of their own. Some have adapted well to their new homes, others are jaded outsiders. NG

Elves: Long lived and highly magical, the elves live in harmony with nature, as well as being close friends with the halflings. Thousands of years ago the Elves and dwarves were at war, but that time is over now. LG

Dwarves: Hardy and militaristic, the dwarves have been trying to expand their territories. Out of all the races (save perhaps the Dromites) they take the Tyranid threat very seriously. LN

Gnomes: Ingenious and wealthy. They welcomed the humans into their lands, but mainly as laborers and workers. They are a democracy, and like to have votes on things, but only Gnomes can get the vote. They are the only race that uses firearms to any great extent. CG

Proudfoot Halflings: The Proudfoot Halflings are jovial and friendly. They are a partly nomadic people that have defended themselves more with diplomacy than with weapons. NG

Ghostwise Halflings: (from Forgotten Realms setting) More savage and aggressive than the proudfoots, the Ghostwise occupy a great wood that stands on the edge of Halfling territory. They have a very symbiotic relationship with their Proudfoot cousins. CG

Orcs and Half Orcs: Both are allowed. Humans and Orcs are the only two species that can interbreed. This came as quite a shock to everyone and even led some Elves to conclude that Humans must be a type of “semi-civilized” Orc. Orcs are cruel and believe that the right to rule is won in combat. Many Half-Orcs follow this philosophy, but others have rejected it completely. CE for Orcs, CN for Half Orcs

Goblins: Goblins and quick of body and mind and can be quite ruthless. They are constantly trying to steal technology or magic from other races. They have a natural tendency to a “pack” mentality, and will often be quite subservient to a more powerful master. This has allowed Goblins to gain employment outside Goblin lands, as bodyguards, sneak thieves and servants. NE

Lizardfolk: (I have toned down lizardmen so they are a +0 level adjustment with no racial hit dice.) A primarily see fairing people. They are not known for great intellect, but have a cunning that serves them well. There only major country is the Island Draconis. A volcanic tropical island ruled by a powerful red dragon. CN

Kobolds: They have a close kinship to Lizardfolk, sharing rights on the Island Draconis. They are meticulous but somewhat cowardly. They have been enslaved by the Orcs in the past, but found freedom under there new Dragon leader. Some of them even go so far as to worship the dragon as a God, becoming Divine Minds. N

Dromites: (I have lowered the bonus’ on Dromites so they are a +0 level adjustment.) They are a small hardworking people. The only other race to come to this plane from another, although it was so long ago that the reasons why have been lost. They live in underground hives. Some hives are only connected to the surface world via psionic portals. They are not a very populace race, and tend to be discounted by other races. But they are a powerful psionic race. LN

Xeph: They Xeph and the Kenku come from across the western ocean. The largest concentration of Xeph close to this continent live in the shadow of a great mountain on a peninsula of the western coast. Nocturnal by nature, Xeph are used to warm arid climates. Quick to laugh, and always full of movement, the Xeph admire subtle beauty and finesse. CG

Kenku: The Kenku are seen as polite race. Quick to apologize even when its not there fault. But this isn’t really the case. Politeness and appearances are very important to them, but deep inside the can be quite devious. The original spellthieves they prefer to remove an foes ability to do harm, than to harm the foe out right. N