Author Topic: 3.5e Idea in progress, parsing Gnomes (I want to play, so i'm making a game)  (Read 17664 times)

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Takanaki

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Here's the rub... I want to play, therefore I shall create my own opportunities to play even if that means being a DM. I would gladly not DM if another opportunity came up before this idea comes to fruition but i'll stick with it if and when it does kick off.

Concept:
So DnD operates on the principle that there are oodles of planes and different planes cut through certain other planes and so on and so forth. The campaign idea I have uses that idea only without any of the graphs and/or complexity. The planes your characters come from may not be the same, the plane you meet on won't necessarily be the one you'll stay on either, think Sliders without the sliding. Different planes will have different customs/rules of science etcetc and connect to other worlds though rifts and backdoors, glitches in the world and things that seem inauspicious. If a road suddenly becomes misty, maybe it leads to a place nobody has ever been before.

Sigil won't be the centre of the planes, somewhere else will be. Finding that place might help stop all of the planes mixing together and causing problems, or you might find yourselves a safe haven to adventure in/retire to and leave countless billions to die/be saved by someone else.

Within each plane there will be specific governments and such, so it isn't about just moving from plane to plane arbitrarily... there will be stuff to do to unravel the mysteries of the universe.

That all sounds rather contrived, ill thought out even. Do you have any idea what you're going to do?
You'll start in a world with about a dozen countries on one reasonably sized landmass. To the north of that continent there is an Island, to the south who knows and likewise for the west. To the east the seas have become turbulent of late and there's rumour of distant lands rising from the sea.

Most of the countries will be kingdoms, not all of them, they won't all have the same type of governance or the same economies etcetc. Difference in currency value may be a bane or a boon depending on how it's played. Recently religion will have started kicking up on the western side of the continent but you won't know too much about that when you begin.

There'll be tons of rumours but how you meet up and what you inevitably do is up to the players as much as myself.

I don't even mind if your character comes from another fiction, so long as it's able to fit into a DnD campaign.

P.s: More info on the world you start in, it's a cosmopolitan world with all kinds of races. However the only race in any huge number on the main continent is Human. Other races exist in small numbers, maybe outposts/enclaves/a kingdom of something or other somewhere. Generally it's humans specific to each kingdom though... some places will be more tolerant than others, different country humans are just as likely to hate each other as to be racist to a different race.

Core races used to be the only races on this world until a few years ago when generic planar problem X occured.

Outside of cities it can tend to be lawless in a lot of places, especially off of established routes.

These bold parts are just for fun
Something like a level 5-10 start seems reasonable, if players want to take over kingdoms they can try, kill dragons, it's all good.

I'm not interested in any character abusing DMM or infinite loops and other pointless crap which ruins a game. Other than that i'm fine with people being as powerful as they desire so long as they are comfortable with me making appropriate things for them to fight.

Rp/Fighting ratios
It could go either way

How many players will you accept?
4-6 Preferably experienced level...... 7 characters.

Is anything banned?
Things can be banned at any time if they're too broken, to start with just DMM/Infinite loops/PunPun/typical dirty trick idiocy which breaks a game... and the Leadership feat. Oh... and item creation will not be available to PCs other than scribed scrolls/potions.

So long as it doesn't literally break my game, it is ok. DMM/Endless loops just ruin things, 24hr timestop is no joke. I'm on the fence about Artificer's but considering i'd rather control how much ridiculous gear you get I think you're right... I won't be allowing it.

Free wishes = No, that should give some idea.

Quote
It's hard to list everything that's ok or not ok. If you have an idea you can talk it over with me, mostly it's just a case of making sure the universe doesn't fall on its head. As strong as you want, as optimised as you want, just use some common sense? xD It's one of those case by case basis type of deals i'm afraid.

The level of optimisation you suggest seems fair, the proof is in the pudding though. If someone makes something strong, I just need to make a bigger foot to stomp it with. That's my job  Laugh

I will be throwing some nasty stuff around, so it's likely if you aren't powerful you might be rerolling. Or if you're too powerful... cough rock from sky cough. It hopefully won't come to that but adventure is full of peril, the thing I like least about the groups I rp with in RL other than that we often sidetrack/don't rp as much as i'd like is that everyone except for me and one or two others seems to go >: O!!! rwaaar if a character dies. I just see it as a new opportunity/fun.

Hmmm.... strong but not gamebreaking and it'll be a-ok. I have no problems listening to a reasoned arguement before making a decision on that kind of thing but you'll need to respect if I say no for the sake of the game. If there's something you want and you think it might be too much, talk to me and we'll see what we can work out. Conversation solves a lot of things... o-o can do.

Low magic or high magic?
Depends where in the world/planes you are, the country you begin in will be the magic capital of the world though. (But maybe their magic sucks...) Don't expect a magicmart in every town, but if you play something like a Wizard then I wouldn't make your life hell by never having spells somewhere around. If there's something you want in particular, discuss it with me.

In many planes you will find magic item creation is an art only epic levels would be able to understand, therefore dungeon delving is an important thing to be done. Reclaimation / restoration of magic items is lucrative business and it's unlikely you're going to get your hands on a brand new item easily if ever at all.

Don't play this game if
You'll ragequit over dying, you'll whine if you get hurt, you will quit rather than roll a new character/raising, you can't post at least once a day on average.

In conclusion
Any ideas? Feel free to post them
Interested? Let me know here
Have a character idea? Post it here or in PM and i'll let you know if it's acceptable.

I'm a DM of whims, so i'll build and change things as I go along. Having different planes and such just opens a lot more possibilities, I don't want anything to constrain me other than my imagination.  This is kind of cobbled together but it'll do... there are some traits/ideas i'll be trying of my own in the game which will first start influencing gameplay at chargen. More about those when I have some interested players, if you've ever played Warhammer RP systems you'll know what rolling your fate/premonition is... something similar to that. Extra story.... enough rambling.

Also I have a preference for people I can talk to using either msn/aim or yahoo. Preferably MSN, it's nice to talk to people about the game in real time to resolve problems/spitball ideas yadda yadda.

That's all for now folks, be gentle.

P.s: Expect humorous/stupid/crazy things to crop up often. This is meant to be fun after all ; ) it isn't all about saving the world.
P.p.s: I'm thinking to include 'idle' spot/listen type checks for when people might spot something but aren't actively looking. It would work similar to 'taking ten' except I roll a d10. Just a thought.
P.p.p.p.p.p.s: More info when/if interested people appear.
« Last Edit: March 31, 2009, 04:07:39 PM by Takanaki »

woodenbandman

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Ay, there's the rub.

I am intrigued by this, and due to the demise/inactivity of several of my PbBs (<.<) I'd roll up a character. What level of optimization will you condone? I assume artificers are banned because they're broken so hard that the nerves are dead, but what else? I'm thinking that spontaneous casting's a bit more like the power level of this game, am I right?


Takanaki

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So long as it doesn't literally break my game, it is ok. DMM/Endless loops just ruin things, 24hr timestop is no joke. I'm on the fence about Artificer's but considering i'd rather control how much ridiculous gear you get I think you're right... I won't be allowing it.

Free wishes = No, that should give some idea.

It's hard to list everything that's ok or not ok. If you have an idea you can talk it over with me, mostly it's just a case of making sure the universe doesn't fall on its head. As strong as you want, as optimised as you want, just use some common sense? xD It's one of those case by case basis type of deals i'm afraid.

The level of optimisation you suggest seems fair, the proof is in the pudding though. If someone makes something strong, I just need to make a bigger foot to stomp it with. That's my job  :lmao

I will be throwing some nasty stuff around, so it's likely if you aren't powerful you might be rerolling. Or if you're too powerful... cough rock from sky cough. It hopefully won't come to that but adventure is full of peril, the thing I like least about the groups I rp with in RL other than that we often sidetrack/don't rp as much as i'd like is that everyone except for me and one or two others seems to go >: O!!! rwaaar if a character dies. I just see it as a new opportunity/fun.
« Last Edit: March 31, 2009, 02:51:01 PM by Takanaki »

Solo

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I'd be interested, but would like to hear a bit more about the setting before making a character.

That being said, I would most likely try for a Sorcerer.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

PhaedrusXY

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Sounds like it could be fun. Will controlled planar travel work? (i.e. can we use Plane Shift and the like?)
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Solo

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Paladin2/SorcererX.

Spells I might want include Wings of Cover, Whirling Blade, Thunderlance, and possibly a few other gish spells.

Might get Arcane Strike as a feat.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

skydragonknight

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"Solo's build brought to you by the Make a Gish foundation"

Might be interested; I'll get back to you.
It always seems like the barrels around here have something in them.

jameswilliamogle

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I think I'd like to play; seems like a cool low-tech Rifts game.  I'll play what the party roles demand.  I've been itching to play a straight Spellthief, a Barbarian / Fighter mix (heavy on the Fighter), a Cleric / WitW (early entry), or a Hexblade / Warlock / Eldritch Theurge lately, but I can adapt to any role needed by the party.  Unless people demand for me to, I don't want to play a Binder again.

Takanaki

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It's all in my head, thoughts tend to come out all jumbled like so i'll see what I can come up with on paper in a few minutes. I have notes in a notebook nearby by that's all they are, notes, ideas, things to be fleshed out along the way.

Before I go on, let me apologise for my map making skills, it's abysmal but it'll have to do to give an idea of how the world is. If someome knows some easy to use program or would offer to make a world map outline that would help me a lot.

Here's what's for sure about the world you'll be starting in:



- You will start in the area shaded red.
- The continent you begin on will be divded into about ten countries.
- The seas all around the worlds edges (edge of the map) have been violent for as long as anyone can remember, some old prophets once said it was the work of the hand of god but that's the kind of thing only your grandparents could remember now, or a town drunk. Recently though, the seas have been growing calmer, only slightly, but it has lead to speculation that soon perhaps people could explore to other areas.
- One country is not included on my mock up map as its location isn't known, it floats somewhere off of the coat near the country you start in. More about that later.
- To the north east and north west of the continent are two small (relatively) islands, they are both under the control of a highly militaristic nation called Marmo (Homage to Record of Lodoss War, although they fight like Dark Elves from Warhammer Fantasy)
- The island chain in the middle of the sea which vaguely resembles a smiley face (not intentional) is a collection of small islands which have not been explored due to horrible weather conditions in the eastern seas that have existed for as long as anyone can remember.
- The easternmost continent is a land which until recently was only rumoured to exist. Whether it has been there all along or appeared along with the planar rifts is uncertain, but since the planar events have begun the far away island has once sent out scouts to the continent you will begin on. They are not friendly, they are predominantly merciless heavily armoured warriors on horseback, medieval knight style.
- Common people worship the land and the spirits, clerics worship the gods and recently....
- Many have begun turning to a rapidly rising new religion called the 'Holy See' (Homage to Berserk) as a way of explaining the problems of the world, for comfort, yadda yadda. Recent information on the streets hints that the religion is organising a massive crusade against the eastern continent of 'savages and heathens.'
- Information is scarce on what is going on in the world, there are tons of rumours and doomsayers in certain parts of the world.
- Only those with a strong soul (adventurers and powerful others) can see the signs of planar rifts or even know what they are, and fewer still would willingly explore them. Typical hints are things such as mist appearing where it shouldn't, a sudden change in scenery like a mirage, I could go on but i'm not going to.
- Much much more, you will learn as you go along. Not all information is to be trusted, there's plenty to see and do.


Things more directly related to where you begin:

Key:
'Country' - Should be obvious
'Population' - Likewise
'Rulership' - Form of rulership, examples include Monarchy, Tribal Leaders, Aristocrats, Emperor and so on.
'Language' - Bonjour!
'Laws' - Countries will be rated on a sliding scale, with 1 being lawless and 10 being extremely strict. OOC information won't always be freely given on the specific laws of a country. It's up to you to find out, ignorance isn't always an excuse a guard will listen to especially if you just broke the law of wearing red socks on the Emperor's birthday :o Punishments are missing deliberately, find out if you're interested ; )
A * means the country allows slavery, any country will use capital punishment if pushed far enough.
'Economy' - Gives an idea of how trading might work in that country and how strong the economy is.
'Currency' - Not all countries will use the same currency. After the name of the currency a value will be given, for example Albion Mint (0.5g). As the standard is 1gp being worth 1gp, who knows how this might affect how rich/poor you are and the value of items. It's worth keeping in mind also that you can usually only trade currency at a merchant's guild or city bank. Usually a merchant will accept any currency though, often while making sure s/he nets a tidy profit.
'Weather/Climate' - Should you pack thermals or a bikini?
'Military' - An estimation of the countries armed forces.

Continent: Halkegenia
Country: Swayvil (You start here)
Population: 180,000-220,000
Rulership: Queen Henrietta Swayvil with a powerful royal court.
Language: Common
Laws: Strict, 6/10
Economy: Open-market, stable.
Currency: Swayvil Royal (1gp)
Weather/Climate: Temperate, plenty of grassy fields, forests and some mountains too.
Military: 30,000 Strong

A small country  with an old monarchy and peer system. Swayvil is governed by the young Queen Henrietta Swayvil after the passing of the previous queen mother a few months ago (Queen Annalise Swayvil). The court has a lot of power in the country, especially since the crowning of Henrietta at age fifteen.

Swayvil is famous for having the worlds best college for magic users, people from all over the known world study there. Relative to other nations its armed forces are quite small, but they make up for their numbers with elite griffon riders and the highest concentration of magic users anywhere in the world.

Due to the current Queen being unable to properly assert her leadship it is currently difficult to assess the political stance of the country and how it might change. Historically Swayvil has always been keen to maintain good relations with its neighbours through trade agreements and political marriages to protect the nations sovereignty.

Military Information:
Well trained and equiped.
7,000 Horse Mounted Knights, 3,000 Griffon riders, 16,000 Battlemages and an additional 4,000 support casters.

Merchant Information: Will not trade with Albion
Imports - Rare Gemstones and Magic Items (Usually for restoration)
Exports - Food, Ore and Magic Items

Continent: Halkegenia
Country: Albion
Population: 130,000-150,000
Rulership: King James Tiberius Kirk   
Language: Common
Laws: Very strict, 8/10
Economy: Open-market, unstable.
Currency: Albion Mint (0.5gp)
Weather/Climate: Temperate, plenty of grassy fields, forests and some mountains too.
Military: 25,000 Strong

A satelite country which floats off of the mainland about five hundred feet in the air and between one and five kilometers away. The distance varies depending on the phase of the moon, during the full moon the country is at the closest point in its orbit to the mainland. Nobody knows why the island floats, it just does.

Ruled by King James Tiberius Kirk (no relation to Enterprise), the aristocracy has no power other than the power they can exert over those in their lands. Despite being a similar size to Swayvil the country is much more militaristic and the current King is known to have a personal vendetta against the Swayvil royal family, the reasons are unclear. Seen as though legal travel to and from the country is by military airship only the information on the country is very sparse.

Military Information:
Mainly conscripted foot soldiers, not particularly well equiped but they do have some airships... 
20,000 Foot soldiers, 4,000 Wyvern Knights, 500 Battlemages, 100 Support Casters, 400 Airship crew (8 Airships)

Merchant Information: Will not trade with Swayvil
Imports - Ore, Food (Before going to war)
Exports - Nothing

Continent: Halkegenia
Country: Germania
Population: 1,500,000-2,000,000
Rulership: Emperor Benedict the Just
Language: Common
Laws: Relaxed, 5/10
Economy: Open-market, stable/strong.
Currency: Germania Imperial (2gp)
Weather/Climate: Cool/Temperate, lots of hills and mountains but plenty of farmland due to the countries size.
Military: 200,000 Strong

A large and populous country ruled by Emperor Benedict the Just and influenced by many noble houses. Typically nobles from Germania will spend their childhoods in Swayvil learning magic arts before returning to serve their country upon reaching adulthood. The people of Germania are generally regarded as hardy and a little rough around the edges but they're as friendly as any folk by and large.

Due to the size and population of Germania it is one of the powercentres of the world. The country has a lot of diplomatic weight due to its power and the Emperor isn't afraid to employ them to ensure that other smaller nations tow the line. Rather than a tyrant, the Emperor is widely respected for this role and considered a mediator by many as his actions have helped keep peace in the nearby countries for several decades.

Military Information:
Well disciplined and gigantic, the Germanian war machine is terrifying to behold. At any time there is between fifty and one hundred thousand troops ready to be deployed in the short term and if properly motivated and given time to prepare the Germanian could likely field an army of over two-hundred thousand. In history the Germanian army is known as ruthless and efficient, showing no quarter once their blades have been drawn.

Merchant Information:
Imports - Varies, Germania is so large you will always find a buyer or seller.
Exports - Varies, Germania is so large you will always find a buyer or seller. Germanian equipment and seige engines fetch a high price in other countries also.

Continent: Halkegenia
Country: Kastuul
Population: 300,000-500,000
Rulership: Shiekh Immeem Hastu
Language: Mycen
Laws: Relaxed, 5/10* Outsiders are not welcome here, Incredibly Strict 10/10 if you are not native to Kastuul.
Economy: Open-market/Bartering, growing/strong.
Currency: None, but they're happy to accept your gold.
Weather/Climate: Hot hot hot, despite being coastal the land occupied by the nation Kastuul is like a desert with few oasis areas where cities are built. Some blame this on an ancient curse, others plain old nature.
Military: 75,000 Strong

A sprawling coastal empire, the Kastuul people were originally very nomadic and moved from place to place in the desert but eventually they settled near oasis' and rivers. Old clan rivalries persist but for hundreds of years the Shiekh's have kept the clans in unity. Primarily the country operates as a neutral merchant empire, so the law there is very much in the favour of the merchant houses which have a large say in how the country is run.

Outsiders aren't welcome here much at all, they're tolerated so long as they have gold but if they make any mistakes they will be shown no mercy. Kastuul are set apart from other people by their tribal markings on their faces, a small crest on their cheek which makes their heritage obvious. To masquerade as a member of a clan you do not belong is equal to treason against the Shiek himself.

Most trading that the Kastuul do is over the seas, and since the seas have been calmer recently the economy is booming. The shipping lanes are full up sending supplies to the northlands and in particular towards the Holy See. They're a no questions asked profit driven empire so long as you've got the coin that is... if you don't have coin then you might be careful not to end up someones slave.

Military:
The army of the Kastuul is entirely horseback riders, and many of them archers. Their arrow techniques are capable of wearing down armies of many times their number if they have to, but nobody seems keen to upset the country supplying their weapons in the first place. They're neutral anyway.

Merchant Information: Watch your back
Imports - Anything
Exports - Everything, at a higher price

Other Countries/Language Spoken:
Alania
Population: 80,000-100,000
Rulership: A council of tribal chiefs from around a dozen large clans.
Language: Mycen
Laws: Very Relaxed, 3/10* 
Economy: Mostly bartering, weak/stable.
Currency: None, but they're happy to accept your gold.
Weather/Climate: Cool grassy plains, perfect for raising horses.
Military: 15,000 Strong

A landlocked tribal land between Germania, Kannon and Kastuul, for the most part the country is just a whole lot of fields, the people are mostly just simple farmers and horse breeders without much concern for the outside world. The Alanian people are known for living hard, simple, but fulfilling lives.

"Alanian horses, best in the world... if you can get your hands on one. You'll always know an Alanian horse because of the spark in its eyes."

Merchant Information:
Imports - Ore
Exports - Horses, Food

Kannon
Population: 360,000-600,000
Rulership:  Lord Protector and Senate (Annex of Valis)
Language: Valtz
Laws: Strict, 6/10* 
Economy: Open, stable.
Currency: Valis Star (2g)
Weather/Climate: Cool temperate, cold in the mountains... of which there are many.
Military: 70,000 Strong

A century ago Kannon was a free republic ruled by a senate, today it is an annex of Valis and proud to be. If there's anything Kannon is famous for it would be building sturdy castle walls and knowing how to defend them.

Valis
Population: 1,500,000-2,500,000
Rulership: High Priestess
Language: Valtz
Laws: Strict, 7/10* 
Economy: Open, Strong/Booming.
Currency: Valis Star (2g)
Weather/Climate: Cool and even snowy in the northernmost parts.
Military: 200,000 Strong

The High Priestess rules over this land of religion, the only land before the arrival of the Holy See to be ruled by a religious figure. Valis has always been a spiritual place, much of its population is made up of pilgrams from other countries which are gladly accepted into the flock. Other than the typical talk of "there's a lot of religious buildings there," not much news of Valis reaches the southlands. It's not typical pub talk in any case.

Moss
Population: 400,000-500,000
Rulership: T'Sanya Mossdark
Language: Bramd
Laws: Strict, 8/10  
Economy: Unknown.
Currency: Shadow (1.5g)
Weather/Climate: Cold/Frigid Winter/Mountainy too but that's not weather.
Military: 100,000 Strong

The gem of the north, Moss is a highly civilised country and one of the main settlements for the remaining Dwarves. Renknowned for its high scrying tower in the capital city.

Gallia [G] - Bramd
Population: 100,000-500,000
Rulership: Anarchy / Strongest rules
Language: Bramd
Laws: Dangerously Lawless, 1/10*  
Economy: Barter, Pillaging
Currency: None
Weather/Climate: Cold/Frigid Winter.
Military: 150,000 Strong

Watch your back, watch your front, as soon as you cross into Gallia you are on your own. Nobody has much to say about Gallia in the pubs and on the streets other than they're a bunch of savages content to fight with Marmo, Zvahl and anyone else stupid enough to stand infront of their weapons till the ends of time.

Wellber [W] - Bramd
Population: 100,000-500,000
Rulership: Warboss Wazzdakka
Language: Bramd
Laws: Changing daily by the Warboss' whims, 1/10* 
Economy: Closed, unknown, presumed not very civil.
Currency: None
Weather/Climate: Cold/Desolate/Frigid Winter.
Military: 100,000 Strong

Nothing has been heard of Wellber since Warboss Wazzdakka took control, general consensus is that he's just one in a long line of nutjobs and degenerates to gain power in the wilderness... he'll probably just die one day and then there'll be another to take his place.

Marmo [M] -Highly outdated information, much more than anywhere else on the continent-
Population: 100,000-300,000
Rulership: The Emperor and many governors
Language: Narse
Laws: Dangerously Strict, 10/10* (100/10 if you're an Outsider, and tresspass is a crime) 
Economy: Closed, unknown.
Currency: Ebon Heart (1g??)
Weather/Climate: Cold/Desolate/Frigid Winter.
Military: 100,000 Strong

Marmo is a desolate island, barely able to support those that live upon it. It is said to be a cursed land, a place where evil walks freely among men. All manner of rumours circulate about this isolated land, all of them fearsome if they are to be believed. The only sure thing is that the Marmo and Zvahl have no quarrel taking what doesn't belong to them by force.

Zvahl [Z] -Highly outdated information, much more than anywhere else on the continent-
Population: 100,000-300,000
Rulership: The Emperor and many governors (Annex of Marmo)
Language: Narse
Laws: Dangerously Strict, 10/10* (100/10 if you're an Outsider, and tresspass is a crime) 
Economy: Closed, unknown.
Currency: Ebon Heart (1g??)
Weather/Climate: Cold/Desolate/Frigid Winter.
Military: 100,000 Strong

Identical to Marmo, very little is known about this land, unless you're a slave it's unlikely you'll set foot on Zvahl soil alive.

=======

Some racial information: From the common viewpoint, may not be accurate, like anything you hear.
Of the core races, only Humans still exist in great numbers. The other races have more or less been overwhelmed by Humans in this game.

The remaining elves mostly keep to themselves far away from human settlements, they are feared and respected as powerful spellcasters and masters of anything they do. In the past they were hunted nearly to extinction because of the fear of the Humans, even so Elves tend to be peaceful and don't hold a grudge about it. Now and then you'll hear of an Elven massacre, but which is the side being massacred?

The dwarves that are left are in a few clanholds dotted around the continent, sometimes you will find them in cities as blacksmiths. They are still respected as skilled craftspeople but other than that they're the same as anyone else. They are bitter about their fall from grace but they aren't interested to do anything about it, they have a 'whatever will be will be' attitude and are happy so long as their forges burn bright.

Halflings live in the cities mostly, they blend in well with the Humans and have adopted their customs well. It wouldn't be much of a stretch to say they have become extinct... Halflings no more, but short Humans instead =p

Humans are... Humans. They're dominant and often real dicks about it but it varies from person to person, place to place. The only difference between core Humans and Humans here is that different countries are basically different types of Humans. A Germanian has a certain accent, a certain build... a Kastuul citizen has tan skin and a clan marking. There is always something that lets another Human know if the one they're talking to is from their country or not. Call it (Su) Gut Feeling. Humans tend towards friendship with people from their country and friendly countries, and distrust with 'outsiders' including other races.

Orcs are thought to be close to extinction, in truth they exist in numbers in the wilderness but nobody would know it. They content themselves with petty infighting and never grow too large before some humans notice and try to wipe them out again. Of all the races to suffer by Humans, Orcs are the only ones known to be willing to pick a fight over it. WAAARRRGGHHHH. Those savages! =p An Orc among humans would likely always cover itself to avoid showing it is an Orc... if found out it is hard to escape the social stigma that comes with being green. This is the same for half-orcs especially, and it can even be worse for them.

Gnomes no longer exist, nor did they ever exist... anywhere... just because.

Other races from other places, newbies... strangers, objects of interest. Who knows how you will be viewed... it is taken for granted now but when the rifts first occured there were even instances of freak shows being set up. That has all calmed down now though (mostly) and you're the same as any other (second class) citizen.

==========

Basic Organisation Info:
Lots of groups exist, not all of this world. There are lots of rumours but you're going to have to go chase them down yourself. The only freebie you will get is some information on the Holy See.

Feathers of the Whale [Unless you're a Druid or live in a library you don't know this]
Alignment: N
Membership: Unknown

Summary: The Feathers of the Whale are a Druidic group which is led by a mysterious and timeless anthropomorphic whale. Not much is known about the group, and what is known is limited to scholars and rare tomes of knowledge.

Rumours:
Old wives tales about Druids/walking trees aside, there are no rumours.

Some truth:
They wear a feather of the whale upon their clothes at all times and their intentions are never quite clear. It is widely accepted that they work towards the betterment of the world but they are very secretive. Who knows exactly what they want, for now at least they are scouring the world to investigate the planar phenomenon that are occuring.

Holy See
Alignment: BSC (Bat****Crazy) [CN/CG] - Get to know them if you want to find out for sure just who they are and what they do.
Membership: Unknown (Presumed high)

Summary: A good to do religious organisation, the first in the world no less. Cults have existed for a long time, but this is organised religion. It has churches and priests... and choir boys....... .... anyway

Rumours:
Supposedly building a 'Crusade' (whatever one of those is) against the lands to the east (whatever they are). You've heard it's really cool, everyone is doing it so maybe you should too. Some people said that the church was a bunch of crazed psychopaths once or twice... wonder where that guy disappeared to?

Some truth:
The Holy See is a religious group founded and lead by a mysterious figure known only as 'Pope' or 'The Pope.' The church has raised massive funds and followers in a short amount of time by preying on the fears of man. So far the southlands have been mostly unaffected by the church but the influence is spreading so rapidly it won't be many years more before churches start opening up in Germania and perhaps even the secular Kashtuul lands. They say by following them you will attain salvation, but who knows if that is true? 

Their headquarters is somewhere in the north, rumoured to be a large tower with an all seeing eye ontop (think LOTR) it is a site of regular mass pilgrimage and the rumoured staging area for their upcoming war.


==========

Other places of interest:

Legendary Tower - It's supposed to be somewhere or other, and really tall. They say you can have any wish granted if you get to the top, but that only one person has ever made it up there and he never came back... (Tower of Druaga reference)

Resting place of the gods - Beyond the seas is where the gods are said to sleep, no doubt when the seas calms a little more explorers will go off in all directions to disturb what lies just out of sight. New lands are a precious bounty, but who knows what is out beyond the seas?

==========


Expect something similar for any place you go to, I can be more detailed on each field of information if it's required and I realise it needs better formatting =p feel free to offer up a suggestion.


« Last Edit: April 01, 2009, 10:45:33 PM by Takanaki »

Takanaki

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Sounds like it could be fun. Will controlled planar travel work? (i.e. can we use Plane Shift and the like?)

Planar travel will work, but not always and not reliably. Also, you can only go to somewhere you have been before. Scrying doesn't count, and this restriction will apply to teleportation magic also. Expect a d100 roll with higher numbers meaning bad things happen and lower numbers meaning it just might work. Modifiers will be applied depending on what you do to increase your chances of the spell working, ie: research / other complimentary magic / yadda yadda... im not doing it for you ^^

Quote
Spells I might want include Wings of Cover, Whirling Blade, Thunderlance, and possibly a few other gish spells.

Might get Arcane Strike as a feat.

I'm highly unlikely to say no to any spell unless it's literally such cheese it will melt my face. If you want my opinion on those spells, send the descriptions to me in PM. But if you're asking will I complain that you use spells wisely/in conjunction with one and other? Uh no... expect me not to pull punches either.

Solo

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"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

PhaedrusXY

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Sounds like it could be fun. Will controlled planar travel work? (i.e. can we use Plane Shift and the like?)

Planar travel will work, but not always and not reliably. Also, you can only go to somewhere you have been before. Scrying doesn't count, and this restriction will apply to teleportation magic also. Expect a d100 roll with higher numbers meaning bad things happen and lower numbers meaning it just might work. Modifiers will be applied depending on what you do to increase your chances of the spell working, ie: research / other complimentary magic / yadda yadda... im not doing it for you ^^
I was just thinking that since it sounds like there will be big differences in the availability of magic items in different planes, that we could make some money buy getting them in the "normal" or "high magic" planes and selling them in the "low magic" planes. :D
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Takanaki

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@Solo : Wings of Cover - I will allow this but with 50% displacement instead of total cover. It will only affect you, and you may only cast it one time per day.

I'm open to counter-offers, but for a level two spell even that is a lot.

Wings of Flurry - Will affect anyone within the AoE just like a fireball. (Metamagic will fix this later)

No other problems except I won't allow you to use the thunderlance above 10ft without two hands for purposes of spell control/balance.

@Phrae

Indeedy, just remember some things from other planes may possibly have different laws to make them work over there. Gunpowder may not spark if you bring it back to this plane and other such things, think possible d100 mishap roll again for shenanigans. You can trade on the plane you're on or go elsewhere, i'm not going to limit you in what you want to do. Just remember ICA=ICC, in character actions = in character consequences.

@Everyone

Any comments on the country information so far, suggestions, anything? After the countries adjacent to Swayvil there will be no more added, it will be up to you to explore and find the rumours. I don't mind adding more information as you go to places/find it out but I don't want to write up a whole world in advance if you'll be going to another plane before you visit anywhere =p
« Last Edit: March 31, 2009, 06:44:02 PM by Takanaki »

PhaedrusXY

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A Psion (Nomad) sounds like it could be fun, if we start out at the lower end of that level range, as they're the only class that I know of that gets the ability to travel the planes as early as level 5 (via Astral Caravan). Later on, they might be eclipsed when everyone and their grandma gets Plane Shift.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Takanaki

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It'll start at level 7 and won't be progressing too quickly, what you play is entirely up to you and there will be more than one way to travel the planes. Wilingly and otherwise... just don't expect me to spill all my ideas before we even begin ; )

If anyone is interested to talk via an IM program.. preferably MSN (this will likely be a requirement for those that take part) then send me a PM or post here with the email to add. I don't like posting mine openly =p
« Last Edit: March 31, 2009, 07:47:48 PM by Takanaki »

PhaedrusXY

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If anyone is interested to talk via an IM program.. preferably MSN (this will likely be a requirement for those that take part) then send me a PM or post here with the email to add. I don't like posting mine openly =p
Ah, so this isn't going to be a PbP? I won't have time then.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

jameswilliamogle

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Please IM me your MSN name; I'll do the same.  I can do IM from ~6-10pm EST M-Th, but I usually play my tabletop games F nights and Sat or Sun (the second game is unreliable).

Solo

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I work best on Sunday nights if we're doing it by IM.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Takanaki

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It's going to be on the boards >.>

I just like having peoples IM details so we can talk about things regarding the game outside of the game in real time. For instance, if a problem comes, if you need to ask me a question... if you want certain things. Blablabla.

emissary666

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Binder coming soon, just don't expect anything too optimized
I make little kids cry
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Warning: You may have already been set on fire

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