Homebrew Tome Game [Setting]

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virgil
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Homebrew Tome Game [Setting]

Post by virgil »

Well, I've got the party playing in a very vaguely formed setting using Tome rules. I've put in an absolute level cap of 11 for everybody, and the only way to actually break the 10 is to attune yourself to a place of power and explicity choose to buff yourself. The intent is to use much inspiration from one of the TNE threads.

Each node will have their own cycle of waxing, waning, peaks, troughs, etc. The intent is for it to be unpredictable, though the image of people attempting to break the 'code' with orreries and charts is an attractive one.

There will be a dominion aspect and a roaming aspect with each node. A dominion aspect is a localized manifestation that cannot extend beyond the reach of the node, and is very rigid; though extreme effort can be made to 'twist' a dominion aspect. For example, the Caverns of Flame's dominion aspect is being on fire; but with sufficient architecture and effort by the attuned master, it can be concentrated into numerous forges so that normal humans can walk down the tunnel (and not be on fire) and see a giant line of forges and smithies. Of course, breaking the attunement causes a 'reset', which would kill many people.

The roaming aspect will be 'creations' of the node, power and energy formed into an independent effect that can extend beyond the reach of the node. This is almost universally in the form of monsters that fit the theme of the node, with more being created when the node accumulates enough energy to 'erupt'. This is the part that is malleable and twistable by the owner, though going outside the theme requires another node as a 'filter'. For example, once tambed, the Caverns of Flame stop producing drakes and produce something else fire-related; such as bestowing upon a select few the mantle of the Smoldering Knights (who lose their power if the place becomes unattuned), or even set up a mystical link to bolster the aspects of another node.

This hasn't been statistically formalized yet, but I want attuned nodes to be able to be directed into performing the following: unlocking & maintaining an owner's potential (raising level cap from 10 to 11), maintaining moderate magic items, maintaining major magic item (singular), maintaining monsters (such as Coronal Guard), producing minor magic items. Note that the maintaining quality means node fluctuations are a concern; which means a dormant node will only have minor magic items produced as a memory.

I'm not sure what this means in regards to wild monsters already produced. I want the Coronal Guard to lose their fire when the Empire of the Sun weapons, I don't want hill giants to fall over dead because Naught Hill had a gazebo built on it to redirect its energy. Maybe if I made monster production comparatively slow, building up energy until it can make a 'self-sustaining' monster, while something like the Coronal Guard can be made swiftly at the price of independence; Naught Hill produces only one hill giant every year or so, depending on fluctuations, while the Empire of the Sun can churn out 20 Coronal Guard right now and can replenish on a whim (up to the 20 unit cap).

As a stabilizing influence, nodes are generally separated by hundreds of miles, yet their dominion is almost never larger than a city. On top of this, close to half of the nodes are wild ones and many are forgotten.

Within the Empire of the Sun
Imperial Capital
Our starting point, and one of the larger countries in the land because its node has been at a high point for a generation. The Coronal Guard keep the peace within it borders, and do well.
Population: 34.000
Node
Dominion: Within the city, there is either total darkness or bright light. If it would otherwise be shadowy illumination, even form torches or heavily shadowed areas, it is instead bright illumination that counts as natural daylight. The torch still illuminates only to 40', so there's a wall of darkness.
Roaming: The elite and favored of the Empire, the Coronal Guard, formerly 5th level warriors made into CR 5 humanoids with eyes of sunfire. When untamed, the node creates territorial lantern archons and [insert light-themed monster here].
Notable NPCs
Tezozomoc: 6th level focused divination specialist, primary messenger, and go-to person for all things oracular. Has access to divination spells outside the wizard spell list (and an animal messenger variant) at the expense of many spells, such as essentially all of necromany/illusion and a large chunk of combat applicable evocation/conjurations.
Netzhual: High Cleric, 9th level, second only to the Empress.
Chantico: 8th level Imperial wizard, and primary item crafter, using the accumulated power of the Empire's node. Also head of the Mage Council.
Coronal Guards: Count as Samurai 4/Fire Mage 1 Aasimar, even though many were formerly 5th level human warriors.
* Abilities: Str 16, Dex 12, Con 13, Int 8, Wis 16, Cha 12
* Equipment: Macuahuitl (Exotic 2H, 3d6/x3), Magic Flame Hauberk
Star Cove
A significant node and one of the largest ports in the land. It has been a part of the Empire of the Sun since its inception, its age and standing giving it a sense of proud independence. Some believe that their loyalty to the Empire is more from respect than deference. It is otherwise a metropolitan port town, with varied architecture except for the oldest buildings (invariably the most imporant ones) that maintain the mesoamerican style of the Empire.
Node
Dominion: The water maintains supernatural clarity and cleanliness. One can see the bottom from the water's surface readily as if there naught but air. The water within the cove is supernaturally healthy, such that both freshwater and salwater life make their home here. In fact, poisoning the water is impossible unless isolated from the main body in a container no larger than a keg.
Roaming: The node has been a part of the Empire for a very long time, so the full extent of its wild state is forgotten. Surges large consist of the marine life turning dire, and some beieve that the sea elf clan are products despite their protests (they claim to be displaced immigrants). During auspiscious celestial events, Star Cove's clarity fades, in which Tojanida arise from the darkness with an unknown purpose.
Population: 40.000
Emerald Oracle
At the base of a wide mountain sits numerous squat buildings, with a handful of beautiful towers that break the skyline. The cty is largely self-sufficient due to preparation and foresight, of which every native is predisposed towards. As there are numerous schools for oracles and diviners, crime is difficult, and fewer Coronal Guard are stationed here.
Population: 16.000
Node
Dominion: The sun glows bright green within area. Divination spells that work on percentage chance success rate have their chance improve by 10%, and divination spells that do not function on %s are instead cast a +2 caster level. Omens pertaining to events within the area are more common.
Roaming: The stangest of beasts can be spawned here, all requiring peculiar and terrible prophecies to be fulfilled in order to be born. This gives a fair bit of warning as to their nature, so they are always prepared, even if it's just to hire a passing group of adventurers while handing them the creature's equally esoteric weakness.
Notable NPCs
Auzrha: A green hag with the casting ability of a 9th level cleric (CR 9). She possesses a hag eye that rests in her forehead as a third eye made of emerald, never confirming membership with a covey. She was the former ruler of the node before the Empire came, who were barely aware of its nature before she unexpectedly handed them ownership. She continues on as the greatest oracle in the Empire.
Lake Cerul
A minor node, ultimately, but important to the life of the smallest kingdom in the Empire, especially due to their proximity to the wastelands to the East. It is a massive lake of elemental water located deep underground, with only a single hidden passage from the surface that leads down.
Population: 9.000
History: A vicious water weird had ruled Lake Cerul & the land above it, calling forth deluges form the sky and scalding geysers from below. Her cultists would enforce her will by proxy, who would run the water wheels (torture devices and low-grade dust of dryness producers). The country was saved by the Empire of the Sun, who defeated the weird, tore down the water wheels, and brought prosperity that's lasted for a century.
Node
Dominion: Within the cavern, even on its shores or the central island, the area has the Water dominant planar trait; making those of the fire subtype uncomfortable and dealing 1d10 damage per round to creatures made of fire.
Roaming: Having been on a slow constant wane, Lake Cerul isn't currently causing trouble. Very rarely, it surges and produces aggressive water elementals and mephits.
Notable NPCs
Atzi: 6th level water genasi (former elf) elementalist, and very meek. She is also the head priest of the node, ensuring its latent power fuels the Empire.
Hobgoblin Daimyo
A kingdom of extremes within the Empire, it is the most populous and yet the smallest in size. It is a kingdom of goblinoids, with hobgoblin samurai, goblin yakuza, and bugbear ninja.
The moon features heavily in their rites, thinking themselves as what the Empire turns to at the setting of the Sun.
Population of Largest City: 18.000
History: The kingdom was conquered by the Empire a human lifetime ago as a favor to the Dwarven nations who were warring with them, to help contain and pacify. This has had a calming effect on the goblinoids, and have had quality trade with the Dwarves for several goblin generations. Unknown treaties between the Empire and the dwarves, that only the Empress & the Keepers of the Ledger fully know, have already been made in preparation of the time that the goblinoids will choose a warlord and attempt to become sovereign while declaring war with the Dwarves.
Culture: Indeed, tensions are already mounting within the Daimyo because the dwarves are raising the costs for goods that the goblinoids use (technically because of the Blackened Grove hostilities, but it's complicated). The kingdom's patron deity is Kailu, the wolf god of the moon. Kailu is considered the pioneer of civilization, but not a part of civilization, bestowing followers with the power to grow/change and choose for themselves.
Beyond the Empire
Blackened Grove
A warring nation with the Empire, though mainly a kind of lukewarm war rather than major hostilities. The kingdom is founded by druids who focus on the ickier aspects of nature (poison, vermin, mold, carrion eaters, etc), so I suspect that their governing node will follow this theme.

Barghest's Maw
One of supposedly many assassin guilds, this one was founded by a barghest, whose appetite would assure its marks will not return. That was long ago, and while the organization remains, its founder has been destroyed. What makes these assassins notable is their ruthlessly efficient use of magic. It is common for a group of ninja to open up with a single use shock and awe charm to ensure the element of surprise, and their safehouses are guarded by animated objects. While effective, this use of magic has its costs, and thus the guild charges a minimum of 700gp.
Notable NPCs
Jabb: 5th level bugbear assassin, current leader of the guild, and former disciple of the barghest founder. When he was trained, the barghest performed a unique ritual by eating only half of Jabb's soul, which gives him a unique tie to the afterlife, with one foot literally in the grave. This grants him speak with dead & clairvoyance at will, the Dark-Minded subtype (despite not being undead), and DR 10/jade.
Ninja Grunts: 3rd level human warriors, hide/move silently are class skills, wielding dan bongs, camouflage armor, and the following is the standard mission package...
* 2 smoke sticks, 2 acid flasks, 1 tanglefoot bag, charm of wraithstrike
Oxom's Caravan
One of the Small Gods, Oxom is the herald and harbringer of the chthonic, ferrying good and bad fortune between the two worlds, and is privy to many secrets from this activity. His portfolio includes Earth, Knowledge, Death.
Within Oxom's priesthood, they act as information brokers, selling secrets to the highest bidder through magic and skill. The order exists on a migratory route, never allowing themselves to live near any location that would be of geographical importance (nodes, rich land, trave choke points/hubs, etc).

Shadowed Hand
Possibly the largest guild of assassins and ninja in the known world, utilizing an impressive recruitment program to fuel their primary tactic of throwing hordes of mooks at a problem. Their bases are secret, and in fact many genin never actually go to them, as they are recruited straight from the dojo and equipped/trained on the field; chunin status allows for knowledge of the local base. Membership is predominantly human, hobgoblin, & orc.
Node
Part of their success is that their primary base is situated on a node aligned with shadow, located somewhere along the NW border of the wastelands (equidistant from from the Hungering Maw and Lake Cerul). The node and the village nearby are out of the way of any civilization and where civilized people would tread, which suits guild and village alike. It is also known as a place for the more sedentary and civilized members of the Red Fang Tribe to live out their days, the Red Fangs being an orc tribe with vampire aristocracy, which also suits guild and village.
Dominion: Shifts out of the Shadow Lands during the hour of high noon, shifting back at the end until the next day, taking every creature in its borders along with it. Does not take unattended objects or architecture in either direction, but the guild has enchanted their HQ to be tied with the node so that it will shift as well.
While on the plane, geography is twisted but readily corresponding to features on the Material, at least within the boundary of the node. Beyond the node is wild and untamed Shadow where maps and distances can no longer be trusted.
Roaming: Produces shadow mastiffs and umbral fauna, given solid enough form from beyond the borders of the node.
Notable NPCs
Eubul Shadowtongue: 7th level gray elf Tome bard, specializing in diplomacy. Eubul's diplomancy is the reason for the guild's exceptionally large membership.
Tarabo Karasu, the Crow: 10th level shadow genasi weird. Spoken of in some circles as the Small God of ninja magic, and unites the guild by infusing a fraction of his essence into shadow walk charms to the four other bases, allowing a highway of sorts to and from the node.
Shadow Genin: 1st level warriors, hide/move silently are class skills, wield bastard swords, silk steel armor.
Shadow Chunin: 3rd level warriors, hide/move silent as class skills, wield dan bongs, camo or silk steel depending on mission, carries single wraithstrike charm and single alchemist's fire
Shadow Jounin: 5th level orc vampire warrior
Caverns of Flame
Within the borders of the dwarven mountains, this is a wild and untamed node. Salamanders and fire elementals spawn here, occasionally raiding the dwarven borders for weapons able to withstand their heat.
Gebenya: An unusually large and crafty dragon that is the defacto ruler of the caverns, occasionally leaving its lair to feed and expand its hoard. Statiscally, use a highly intelligent half-dragon half-elephant for stats.

Hungering Maw
The source and reason for the wastelands surrounding it, this is a node of hunger and thirst, constantly draining moisture/energy. It's primary physical feature is something akin to a sarlaac pit large enough to be a geographic feature, occasionally belching forth dessicators and other creatures that consume negative & positive energy alike. Orcs have been forced to live near it for some time due to their poor luck at fighting for real land, and most clans revere it as an angry god.

Riddle Manor
A place of knowlege and mystery. An ultimately minor node, its potential for danger is mitigated by producing sedentary (if territorial) monsters at a slow rate.
It lies high on a mountain side, in a slight dip, actually giving it protection from scrying and teleportation in a manner not unlike a low-flying cloud kingdom. Within the mountain, below the manor, is a substantial labyrinth inhabited and constructed by minotaurs who've made agreements with the kobold tribes beyond to install traps. Sphinxes & manticores roam and nest the mountain range within several days flight of Riddle Manor, feeding upon travellers and generally making the land dangerous to fliers and climbers.
The manor itself affects the features of a wide, two story (not counting attic and basement) Victorian mansion. All of the architecture is magically treated, courtesy of former owners. The halls and doors are wide enough for lions to maneuver without trouble. A wide and eclective art selection can be found throughout the estate, the entire place kept in clean and repaired condition by independent homonculi (their magic is tied to the node's dominion, so they can't leave).
Node
Dominion: Protected information is stored here. If all living creatures that know the information are gathered upon the estate and willingly desire certain it hidden, it will be removed from their minds. All attempts to obtain the information with magic upon the former possessors of the knowledge, or even the knowledge itself through various divinations will only result in obtaining a specific riddle. Even attempting to magically locate texts with the information will yield this result, and any who cast illusory script upon the text will find the duration has become permanent with none having permission to read it.
Note, this doesn't protect the information from mundane discovery/dissemination. In fact, if too many learn the information, the protection and icon's magic will fade.
The solution to the actual riddle itslef will be represented in some fashion on the estate, and speaking the riddle before this icon will result in the information being released from the manor's protection. It will also bestow upon the solver the information inscribed on a scroll (whatever language they can read, Arcanis otherwise).
Displacing the master of Riddle Manor can be done the usual, violent way. But this does not bestow the inventory list of the manor's riddles. However, the position can be obtained by answering a riddle. The riddle is changed into a new one shortly after being revealed, and an incorrect answer will prevent the person who attempted from trying again for a year and a day.
Roaming: Produces sphinxes and minotaurs, who protect the Manor from thieves, as the icons that provide the information cannot be replicated nor function outside the estate.
Notable NPCs
Turan Phix: An especially large gynosphinx, matron of Riddle Manor (11HD, several items), she wears a dark blue shawl and her features are strikingly handsome. She is the only one who has a full account of every riddle within the estate (and was present for a great number of 'deposits'). She can't reveal the inventory, but she can confirm its condition; but she will not answer open-ended questions like "got anything related to the Empire?" (she's not interested in being someone's search engine). While she's surprisingly accommodating to visitors, she does have strict rules and is ruthless in the defense of Riddle Manor. She will answer three questions concerning inventory (with the above limits), which is a sum limit for the entire group and not per person. She will provide quarters to visitors for no longer than three days. Repeat visitors must wait a year and a day before they can get accommodations again. While multiple visits are not forbidden, treatment varies with her attitude (at least one wizard visits monthly for conversation). She will freely inform requests for the riddle of attunement (counts as one of their three questions), but will execute any who answer the riddle wrong.
Circus Genip, Circus of the Mist
Far, far away from the Empire, near the Clockwork Country, sits the Circus Genip. It is a major power amongst the lands around it, featuring four separate nodes linked and empowering a migratory troupe of terror. Aside from the five 'courts' of the Circus of the Mist (four nodes and the troupe), it is an impoverished nation. The serfs toll away to fuel the extravagant courts, also attending the carnivals for distraction from their misery.
Notable NPCs
Cotter Cali the Villein: A 9th level human jester, dressed in a variation of the hobo clown outfit, Cali was the advisor to the Ringmaster and held a position of quiet fear by all of the courts. Cali has been known to 'elevate' random peasants to greater status through setting up events that seem to be pure luck to everyone involved, only to make their humiliation and fall all the more tragic once Cali reveals their secrets. With a DC 23 Nobility check, DC 25 Local, or DC 28 History, a player can know that within the last year, Cali has left the Circus of the Mist under unfriendly terms; current wherabouts unknown.
Frozen Islands
Across the ocean from Star Cove, west-by-southwest, lies an isolated island chain roughly the size of Hawaii. The largest island has possibly the tallest mountain in the known world and is also one of the most powerful nodes, as the mountain is made entirely of ice that will never melt.

Naught Hill
A holy site to giants, where many giant couples perform a pilgrimage several times in their lives so as to sacrifice crafted goods (the more vicious sacrifice livestock) and bear children. So named because the hill is shaped crudely like a throne sized for a colossal creature, and 'naught' can (or should) fill such a throne; though some believe it to be a sitting giant. The tallest of humans hail from the lands surrounding Naught Hill, with hill giants and trolls living as the ruling class, though it's a weak rule due to its tribal structure.
Node
Dominion & Roaming: One of the oldest and most stable nodes known, it's dominion aspect seemingly subsumed to further fuel the roaming one, elevating what would otherwise be wandering monsters into viable races.
Miscellaneous Imperial Data
Total Size: 135.000 square miles, 8 million population, over two-thirds is unhinhabited wilderness.
Crystalis: 12.000 of capital

New Rules
Equipment
Force Armor: The armor of an ancient culture steeped in magic. Widely spaced bands of golden metal are placed over various parts of the body, as well as rods extending out from the upper arms and back with circular frames at the end to hold runes of warding. When activated, the wearer is covered in interlocking plates of pure force.
Heavy Armor (+7 AC, +3 Max Dex, -2 ACP, -6 ASP)
BAB Benefit
+1 Force Armor's armor bonus applies against incorporeal attacks
+5 You can initiate a bull rush against anyone within reach without moving from your square.
+10 Force Armor prevents body contact with summoned creatures and suppressed mind control as if under the effects of protection from evil
Flame Hauberk: Favored armor of the Coronal Guard, crafted under the brightest of the Empire's light.
Medium Armor (+5 AC, +3 Max Dex, -2 ACP, -3 ASP)
Sense Motive Ranks
4 You radiate light like a daylight spell. Undead and Evil Outsiders within this area suffer 1d6 light damage each round.
8 With a Standard Action, you can make a focused gaze attack (Will DC 10 + 1/2 level + Cha mod) against one target within the illumination of your daylight to blind the target for a minute.
Magi Robes: Used by many arcane orders, statistically identical to magic clothes (tied to Spellcraft instead of Diplomacy)
Dan Bong (Exotic Light Melee; 1d4/x2): Ordinarily just a club sized one step smaller than the wielder, this stick is the basis for a brand of pressure point fighting technique. With the proficiency in the fighting style, the wielder is granted an additional +1d6 sneak attack damage. Unlike other lethal weapons, when used for nonlethal damage, sneak attack remains an option (as per sap).
Shuriken: The rules for an exotic weapon outclassed by a dart make me cry. These 'wicked cool' ninja weapons need something to make their existence worth a damn. Therefore, proficiency grants them an additional +1d6 sneak attack damage.
Fishing Rod (Exotic 2H Ranged, 1d4/x2, 5' increment): Acts as a thrown weapon which can be used to trip or disarm, both with a +2 bonus (range penalties apply to either check). If you are tripped or disarmed during the attempt, you can drop the fishing rod instead. The fishing hook itself cannot damage target if they have an armor or natural armor bonus of +2 or higher.
Magic
Coin Guardian
Conjuration (Summoning)
Level: Debt 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 0 feet
Effect: One summoned warrior
Duration: Variable, see below
Saving Throw: None
Spell Resistance: No
Calling upon the indentured servants guarding the Vaults of Karnsali, you summon a single 5th level warrior with typical human statistics (nonelite array). The warrior will be outfitted with chain mail, a single weapon of the caster's choice, and a steel shield if desired; all masterwork in quality. It cannot speak (but will understand and obey the caster's language) and will not stray farther than 10' from either the caster or a designated possession of the caster (dismissing if unable to reach its ward by the end of its turn).
The duration of the spell is dependent upon the material component used, a single coin.
  • Copper Piece: 1 full round
    Silver Piece: 1 round/level
    Gold Piece: 1 minute/level
    Platinum Piece: 10 minutes/level
Debt Domain
Granted Powers: With a four hour ritual and 50gp of incense and offerings, you may designate a single target as someone who is in debt to you. You gain Favored Enemy (specific target) as if you were a 1st level ranger, until the target is slain, brought to justice, or otherwise repays his debt. The value of the debt that must be repayed depends on the grievances called upon in the ritual, but can be no less than the 50gp of materials used in the ritual. You can only have one person indebted to you at at a time with this ability.
Add Appraise to your list of cleric class skills.
Debt Domain Spells
1. Alarm
2. Marked Object
3. Coin Guardian
4. Geas, Lesser
5. Mark of Justice
Languages
We're using the Tome's Language System II variant. Qualith remains the language of illithid and aboleth, preserved by elder brain and racial memory, known to be the oldest of mortal languages (Arcanis is older, but isn't considered of mortal origin). The Empire of the Sun and the countries it directly interacts with (including the Grove) use Celestial as their classical language, modified enough to accomodate mortal viewpoints (such as greed). The Dwarven Nations and most of the northern nations beyond the immediate influence of the Empire use Giantish. The far distant lands across the sea (Circus Genip & Clockwork Country most notably) use Led, a language derived from Qualith. Arcanis/Draconic is a dead classical language, formerly used by several ancient human countries (none are close in proximity), and is in fact the same 'language' used in wizard spellbooks, only modified for actual communication. One of the younger languages is Undercommon (guess where it's used), which has its roots in both Arcanis and Qualith. Primal is the language of the elemental plane, though each of the four main elements have appreciable dialects, and has a tendency to speak only of actions; as names and nouns are really difficult to use.


Cosmology
Small Gods
Small gods have actual personalities and goals, a dogma for each one that priests are expected to adhere to, and are approchable after a fashion.
Karnsali: Dark god of debt (in any economy) and undeath, patron lord of usurers. The body is seen as a valuable resource, indentured servitude being a very valid form of repayment, animation forgiving all debts.
Kailu: Wolf god of the moon & civilization. Followers are not to be truly a part of civilization, instead seeking to change themselves in the search of new frontiers.
Great Gods
Great Gods are semi-anthropomorphic manifestations of fundamental forces, fully omnipotent within their portfolio and fully alien to mortal minds. Priests are not beholden to any dogma, their rites and meditations serve only as a mental focus to make themselves more noticeable to a Great God; as their very 'awareness' of a mortal, even if barely fleeting in their periphereal vision, imbues them with power.
Xeg-Vet of the Chalk, Lord of Negative Energy: Beyond the manifestation, is the force of death, undeath, & decay. Whenever its form is manifest, the sound of chalk and visions of unknown signs drawn upon a void is ever present.
Xeg-Mar of the Bag, Lord of Positive Energy: Xeg-Vet's counterpart, representing birth, life, & growth. It always manifests with a bag of varying size and construction.
Asar the Bear, Lord of the Elements: Representing the concrete and the building blocks of material existence.
Ledi the Moth, Lord of Names: The counterpart to Sar, representing the platonic ideals of all things.
Elemental Plane (aka Primal Lands)
Unlike D&D's orrery like planar arrangement, elementals live on one plane not unlike the spirit world as depicted in Japanese anime. The water is deep cerulean blue even in the shallows, light doesn't come from a sun, but from literal rivers of flame flowing through the sky. Rocky plateaus jut from the ground in impressive extremes. Everything here is more geographically intense than on the Prime Material, and spirits take the form of dire animals (with elemental mastery and decent resistances for their habitat) and strange creatures; eventually getting reabsorbed back into the essence of the plane. It is said that Asar the Bear roams this plane, but none claim first or even second hand exposure.
Ethereal Plane (aka Shadow Lands)
Thoughts and memories leave an imprint here, though some feel that the connection is reciprocal. Landmarks have their 'shadow' exist here, tainted with metaphor of their spiritual well-being; gilded manors of corrupt politicians appear shoddy, run-down, and blood-stained while the shanty of a loving family nearly gleams w/filigree and polished marble. Combine the Ethereal Plane and the Plane of Shadow into one, using the Plane of Shadow's statistics for those travelling within. Natives include fey & umbral fauna. Much like the Elemental Plane, it is said that Ledi the Moth flits in and out of this realm on the memory of moonbeams, but the nature of such tales and rumours are subject to greater fancies than most.
Last edited by virgil on Tue Nov 17, 2009 10:33 am, edited 45 times in total.
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Lich-Loved
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Post by Lich-Loved »

Please post more when you get it, this sounds like a great idea!
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virgil
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Post by virgil »

Reserved

I've got more coming along shortly, but until then, I've been contemplating an idea concerning cold iron and the fey.

What if cold iron simply means forged 'the muggle way'? This would imply that any magically created iron, such as the wall of iron spell, and any iron material crafted via magic (such as fabricate) actually becomes aligned in a manner not unlike a magnet.

This would even extend into iron forged in magically enhanced fire, which we could make more common in a fantasy setting, where even the hamlet's smith has a tiny bronze salamander idol in the heart of his forge. Which would increase ambient heat such that forging iron is only vaguely more difficult than forging bronze.

Hence the greater cost, requiring more labour and more advanced facilities than doing it the easy way. It would even still give the fey the implication of iron = civilization; a civilization without magic, specifically.
Last edited by virgil on Mon May 11, 2009 7:20 pm, edited 1 time in total.
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Post by CatharzGodfoot »

"Cold iron" just means iron.
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virgil
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Post by virgil »

There's a difference between that and the fact the game intended it to be more uncommon than essentially every fighter, and wanting to reconcile the difference between the two.

Either that, or just accept that the fey (and low-level tanari'ri) are only going to be tough against monsters, monks, and martial-oriented druids.
Last edited by virgil on Tue May 12, 2009 1:06 am, edited 4 times in total.
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Post by Crissa »

Perhaps cold iron refers to iron that hasn't been tainted with magic?

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Post by CatharzGodfoot »

virgileso wrote: Either that, or just accept that the fey (and low-level tanari'ri) are only going to be tough against monsters, monks, and martial-oriented druids.
And people with [adamantine] primary swords that can cut through anything.
Last edited by CatharzGodfoot on Tue May 12, 2009 3:44 am, edited 1 time in total.
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Post by virgil »

A few more pieces of the setting puzzle have been added.
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Post by virgil »

I really need to decide if, how, and when the Barghest's Maw will stop attempting to kill the party/Cast; because their attempts are purely business, and one would expect an escape clause in a ninja contract.

I wonder how often adventurers respond to assassination attempts by destroying the assassin guild rather than dealing with whomever hired the assassins; because if it's with any kind of regularity like my party, there would be a standard protocol with the ninja clan to tell the party they're no longer targets because they're too expensive.
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Post by virgil »

My most detailed section of the setting, Riddle Manor, has been added.
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Post by virgil »

I'm going to need to retool the Jester's Low Comedy ability when using full Tome rules. This ability was designed before Races of War and doubling ACP merely made an already penalized ability even more difficult to perform, and was usually in the range of utter failure to begin with since heavy armor wearers never bothered with ranks in a penalized skill.

Now, ACP is more important, because it determines movement capability. Suddenly, that warrior that can't run due to his armor+shield is going to be facing near immobility while open to sneak attacks all day long (staggered = full-round action to move 5' and denied Dex mod to AC).

I'm also very tempted to have the name for the jester be Cali the Villein, dressing up as a medieval hobo clown (thus more serf-like). However, my sister tells me the word play is too lame and I should go with Cotter Cali instead.
Last edited by virgil on Thu Jun 11, 2009 9:41 pm, edited 1 time in total.
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Post by virgil »

Added a new locale and some details to the theology of the setting.
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Post by Aktariel »

Not to attempt to steal your thunder, but merely to borrow it, since I'm interested in a sort of... low level only D&D and your setting seems to have remarkable flavor, I wonder if it would be possible to crib your notes, as it were.

I would love to see any more of this material that you're willing to share.
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Post by virgil »

Upgraded some information concerning the Emerald Oracle and added a new node, Lake Cerul.

I'm not quite sure how to get across the geography of the Empire of the Sun. The capital is near the western border, in a gap of a mountain range. Star Cove is directly south, 180 miles away. Roughly SE from the capital is the bottom half of the range, and about 120 miles along the length is Riddle Manor. The Caverns of Flame are about 90 miles north along the length of the upper part of the range, bordering the dwarven homelands. The Green Oracle is NE of the capital, virtually on the northernmost border, 300 miles away. Lake Cerul is only 45 miles from the eastern border of the Empire (near the wastelands), and is directly east of the capital 420 miles away.

The bottom half of the mountain range begins to curve eastward another 60 miles past Riddle Manor, and runs along the edge of the coast for hundreds of miles. This actually makes the capital of the Empire rather important, because if you're inner side, you otherwise need to go over a mountain to get to the coast; and Star Cove is the closest port to the capital.

If you're wanting to crib my notes for your personal campaign, go ahead. I'm glad the flavour is considered good
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Post by virgil »

Added a language section to the setting info
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Post by virgil »

I cleaned up the first post a bit to make it easier to scroll through, while also ad-hocing some demographic data. I'm assuming medieval growth rate and an undetermined disaster about two to three centuries in the game's past that devastated the population.

I'm wanting the land to be able to support a higher growth rate than it has right now, but something's slowing them down. Perhaps the Empire has a vague idea of how bad overpopulation can be, both in sanitation (Blackened Grove) and general standard-of-living is better when it's not being overly spent just keeping up with exponential growth. This requires either some advanced social understanding or ill tidings from the Green Oracle. It also requires measures on their part I'm simply unable to think of, and I would love any suggestions.

I'm also not sure what kind of effect there should be, making adventurers soo uncommon in the setting. Going by some of my assumptions, the ratio of CR 6+ adventurers in the Empire is about 1 for every 80,000 (noble houses and wanderers combined). Of course, the Empire is one of the safer regions in the world, so there's less incentive to be high level. Does anyone know what kind of effect this would have on the setting, combined with the level caps?

It nearly goes without saying that I would also like to hear any problems with the setting. Facets overlooked, inconsistencies, etc.

EDIT: Ack! I'm glad there was a cache, though it took a while to remember what I typed out last time since then.
Last edited by virgil on Mon Aug 17, 2009 8:48 pm, edited 3 times in total.
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Post by virgil »

I'm contemplating the following background elements in the setting...
* Halflings & gnomes are roughly the same species, the differences being cultural
* Humans & orcs are of the same species and are near the limit in genetic drift to allow for children (half-orcs are sterile). Scholars debate as to which came first, and a smaller group theorize an extinct race that split into the two.
* Goblinoids are the same species with a very mutable physiology (as per Tome).
* Elves are, as per Tome, an artificial race made by forgotten arch-mages.
* Dwarves are either the progenitor race of gnomes/halflings OR are yet another sub-race of elf (wizards wanting a more industrious 'pet')
* Natural lycanthropes are solely the realm of first generation experiments with the curse itself, and cannot be a trait that 'breeds true'; and while naturals don't inherently carry the curse (their bites just hurt), they can be carriers
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Post by virgil »

Added a new node, a new spell & a domain to go with it. I really should detail the Valley the party just conquered.
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Post by virgil »

Added a new organization beyond the Empire of the Sun, the Shadowed Hand. Also expanded the cosmology to incorporate the Ethereal Plane and the Plane of Shadow.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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