Author Topic: [OOC] Setting Information  (Read 1657 times)

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dither

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[OOC] Setting Information
« on: June 01, 2009, 02:51:56 PM »
I've set aside this thread specifically for discussing the setting, and everything that entails; gods, religion, nations, politics, NPCs, etc.

The first thing I thought I'd mention (since it bears reiterating) is that this setting is a homebrew world that's inspired by Greek Mythology, and while knowledge of Greek Myths, gods, and heroes will prove invaluable, I've modified the "core" mythology to accommodate many of the types of magic and heroes that exist in Dungeons & Dragons. There's been a significant amount of "re-flavoring" of races and classes, and since I haven't exactly written a sourcebook on it (yet?), there's a lot of information that's been missing from the discussion of the setting so far. Here and there, I'll try to fill in (in-game) as I come up with stuff (or remember it).

I. Evil and Alignment
[spoiler]
Some time back, I read an interesting bit in a third party D&D sourcebook that addressed different methods of addressing evil, for the purpose of the paladin's Smite Evil ability. Now, having a couple of decent psych/philosophy classes under my belt, I like to think I have a pretty firm handle on the difference between what should be considered evil (in a fantasy setting), and what simply constitutes poor decision-making.  :p According to that third-party book, Evil comes in four flavors, which I'll specify here:

Evil as an everyday thing: this idea is that evil is a part of life. At any given time, people are making selfish choices that hurt others, and that this is roughly equal to the number of people who make selfless decisions, and people who don't swing one way or the other. The populace is divided roughly into thirds -- one third good, one third neutral, and one third evil.
My take on this view: I differentiate this from evil by calling it the axis of "vice and virtue." People can perform honorable, virtuous deeds and be considered "good" people, but this is a very long and slow process. There's some overlap with the law/chaos axis, as playing a virtuous character entails keeping your promises and being honest and forthcoming. It'd take a long time for an evil character to change alignment simply on the basis of performing virtuous actions, and similarly, performing vicious actions would alter a good character's alignment very slowly.

Evil as a matter of choice: few people really have what it takes to be truly good or evil, and together, they constitute roughly 5% of the population (think natural 20). Good and evil are about making a commitment and sticking to the tenants of the ideology, even when it doesn't necessarily benefit you directly. Evil characters are evil because they want to be, and they derive a certain amount of pleasure from it, in one way or another. You can't be "accidentally" evil and you can't be evil without knowing it.
My take on this view: this is what I default to when it comes to judging alignment on the good/evil axis. It might take years of vicious acts to become evil, but that's what the character's been working towards all along. These characters aren't beyond redemption (good), because redemption is available to anyone willing to put in the effort, but the thing is, it's much more difficult for these characters to redeem themselves, as they've often been putting themselves before others for so long that they've forgotten how to truly care about others. In a Greek setting, this usually applies to the people beyond a character's immediate family or clan (since family is so important to the Greeks there's a whole class of creatures dedicated to tormenting those who betray family -- the erinyes), but particularly heinous characters may not even care about their own family.
This is where qualification for most Exalted or Vile feats comes from.

Evil as a supernatural taint: evil doesn't come from people, it comes from divine/malign interference. The only people who actually register as evil are typically those who consort with demons and other vile forces, and those who specifically channel evil energies. It's nigh impossible for your average person to become evil unless he's immersed in cults dedicated to perverse rituals and vile deeds.
My take on this view: I will tend to use the taint (corruption/depravity) rules to represent this. Often this type of evil (while generally still detecting as evil) is drenched in madness. While most characters with corruption CHOSE corruption, it's possible to have a corrupt or depraved character who isn't actually evil -- as is often the case with adventurers who gaze too long into the Abyss.

Evil as a matter of faith: your religion or your philosophy tells you what is good and what is evil. Your opposition is your definition of evil. Your god and the priests of your faith dictate right and wrong.
My take on this view: This is where spells like consecrate and desecrate, and weapon abilities like holy/unholy come into play. It isn't really so much about good and evil, as it is about following your beliefs (which may not necessarily line up with what's actually good or evil). It's entirely possible to have a virtuous, pure, holy paladin who is also evil. Now, this paladin is likely a variant Paladin of Tyranny or Slaughter, but the point is that what he's doing IS holy, as long as he's following the tenants of his faith.
[/spoiler]

II. Religion and the gods
[spoiler]
Deities (alignment) and Domains:
  • Zeus (CN) Air, Chaos, Competition*, Pride*, Strength, Storm*
  • Hades (LN) Earth, Law, Pact*, Repose*, Wealth*
  • Poseidon (CN) Chaos, Destruction, Ocean*, Strength, Water
  • Apollo (NG) Glory*, Good, Healing, Pestilence*, Sun
  • Hephaestus (NG) Artifice*, Creation*, Fire, Protection
  • Hermes (CG) Chaos, Good, Luck, Magic, Travel, Trickery
  • Aphrodite (CN) Chaos, Charm*, Nobility*, Trickery
  • Athena (LG) Knowledge, Law, Planning*, Protection, War
  • Persephone (NE) Darkness*, Death, Evil, Madness*, Mentalism*
*Spells and Domains not found on SRD can be found in the Spell Compendium.
SRD Standard Domains, SRD Additional Domains

(The following is copied from the original recruiting thread.)
These are the gods that provide spells to worshiping clerics. Many other gods exist (Ares, Dionysus, Artemis, Hestia, Demeter, etc.) but don't favor clerics, or don't grant spells to clerics. Artemis, Demeter, and Dionysus, for example, favor druids and grant druid spells (Artemis has a great deal of disdain for most humans, in fact).

You still have the option of choosing a "philosophy" for your cleric, and many clerics in the setting do this, as a matter of course. They still receive their domains, and many have temples devoted to gods who pay no attention to them (not at all unlike some gods in other settings). It's difficult to say if the gods need prayers, but the gods listed above are known to pay attention to their followers and have substantial followings.

Persephone, it should be noted, is this setting's rough equivalent of Lolth. She's actually quite different from Lolth, particularly because she isn't necessarily associated with spiders, or even drow, but if you find you need to direct your character's hate towards a particular deity, or their followers (who already has a bad rep), Persephone's your girl.
[/spoiler]

III. Slavery
[spoiler]
Slavery is a fact of life in Ancient Greece, but it isn't usually the type of slavery that's demonized by the history books. Slaves are usually taken as "war booty" and serve many different roles -- from manual labor, to more esoteric roles, like blacksmiths, scribes, architects, and bankers. Slaves generally make up the middle class of a given nation. Many slaves are, in fact paid, they're simply "long-term" employees, and they don't have the right to go anywhere without permission from their master. Slaves aren't generally mistreated, except by particularly evil or unbalanced character, since injuring a slave damages a valuable worker.

There are many examples of slaves being treated like extended family, and in some cases where an especially competent slave was granted his master's inheritance over his own flesh-and-blood sons, who were understandably pissed off. This isn't anything like American slavery, with a movement of abolitionists, and an organization like the "underground railroad" (though abolitionists and slave liberators certainly do exist), and slaves are often allowed to keep personal possessions and even own their own slaves. Whether slavery is a "good" or "bad" thing must be decided on a case-by-case basis, as it depends on how the slaves are being treated, and whether they prefer their position or if they even desire "freedom," etc., etc.
[/spoiler]

IV. Sex and Gender Roles
[spoiler]
The first thing I thought I'd mention is that, similar to the "core setting" of D&D, there isn't any particular sex/gender dominance, and society is fairly egalitarian in its views towards sex and gender. Since power is considered to be granted from the gods, and the gods are fickle at the best of times, it doesn't serve to favor men or women, as the gods choose their champions at their sole discretion.
[/spoiler]

V. Grand List of Sylvan Creatures
[spoiler]
abeils? (MM2), bacchae? (FF), banshee? (MM2), banshrae (MM5), boguns (MM2), centaurs, changelings, dopplegangers, dryads, "wild elves," fauns (DD), fossergrim (FF), frostwind viragos (MM5), "wild gnomes," gargoyles?, glaistigs (MM3), glimmerskins? (MM2), grigs, grimalkin (MM2), half-fey (FF), "wild" halflings, harpies, jackal lord? (FF), jackalwere? (FF), jaebrins (MM5), jermlaine (MM2), joystealers (MM4), kelpie (FF), kenku? (MM3), kobolds, lizardfolk?, locathah, lycanthropes?, "medusas," meenlocks? (MM2), merfolk, mongrelfolk? (FF), needlefolk (MM2), nimblewright? (MM2), nixies, nymphs,ocean strider (MM2), ophidians? (FF), oreads (FF), orcwort (MM2), pixies, ragewalkers (MM3), raggamoffyns? (MM2), redcaps (MM3), ruin chanters (MM5), sarkriths? (FF), satyrs, selkies (FF), senmurv? (FF), shadar-kai (FF), shaedling (MM5), shedu? (FF), shifters? (MM3), sirines (MM2), spirits of the lands (MM2), splinterwaifs (MM3), spriggans (FF), swamplight lynxes? (MM2), sylphs (MM2), thri-kreen? (MM2), thorns, treants, twig blights (MM2), verdant princes (MM4), verdant reaper (MM5), vine horror (FF), vinespawn (MM5), wendigo (FF), wicker man? (FF), the Wild Hunt, wizened elders (MM4), wood woads (MM3), woodlings (MM3), yakfolk? (MM2), yuan-ti? (various), yurians? (FF)
[/spoiler]
« Last Edit: June 14, 2009, 05:32:28 PM by dither »
"Stuck between a rogue and a bard place."

vanity
Read my webcomic!
Dither's Amazing Changing Avatars

[spoiler]
Quote from: Shadowhunter
Quote from: Flay Crimsonwind
"Vegeta! What does the scouter say about Dither's power level?"
It's over nine thousand!

Quote from: Bauglir
Quote from: Anklebite
Quote from: dither
Well blow me down! :P
A SECTION OF THE CAVERN HAS COLLAPSED!
dither, Miner, has died after colliding with an obstacle!
[/spoiler]

dither

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Re: [OOC] Setting Discussion
« Reply #1 on: June 01, 2009, 03:15:28 PM »
Existing vestiges:
A hard-and-fast rule for vestige special requirements will be that monsters refuse to bind simultaneously with heroes, and vice versa. Titans, gods, and personifications all have individual specifications, often related to their legend (but some are just damned picky).

Amon is now Chimera, and refuses to bind with Eros.
Aym is currently unavailable.
Leraje is now Paris, and likewise refuses to bind with Amon (Chimera).
Naberius is now Cerberus, though he'll be replaced by a new vestige (Cerberus), and most of his powers will be split up among other new vestiges.
Ronove is currently unavailable.


Setting-specific Vestiges

Eros (DC 18; 1st-level vestige)
Formerly the god of lust and before that the personification of love and desire, Eros is known as the son of the beauteous love-god Aphrodite and the destructive war-god Ares. In his days as a god, he was responsible for inciting homosexual love in men and was the patron for many male-dominated activities, including wrestling and boxing; he was also the patron of Spartan armies before worship of Athena became more widespread. Binders of Eros become more glib, charm friends and foes alike with ease, and acquire his talent for archery.
[spoiler]
Legend: Eros is alleged to be one of the primordial creatures that sprang forth at the beginning of Creation, before even the earth and sky were formed. It is also said that Eros was one of the titans who was active during the Golden Age, the reign Cronus and his siblings. Still other tales tell that he is the child of Aphrodite and Ares, which seems the most likely, as he served his mother in the service of spreading love between mortals. Worship of Eros was never as widespread as that of other gods, and much of his power has faded since ancient times. Not quite dead, and not yet forgotten, Eros exists inbetween the forms of a god and an anthropomorphic personification; he is a vestige.

Special Requirement: You must have a Charisma ability score of 13 or higher to summon and bind Eros. He won't respond to the summons of any particularly unattractive binders (such as those with facial scars or horrifying appearances, like hags), and he loathes the undead, even intelligent or comely undead, such as vampires. He also refuses to bind with creatures devoid of sex or gender.

Also, Eros refuses to bind with a summoner who shows the sign of Cerberus, as he considers the vestige hideous.

Manifestation: Eros appears as a stunning beautiful hermaphodite of the same race or species the binder, and during the pact-making, is ostentatious in his flirtation. He will often disrobe for his summoner, and attempt to unnerve the binder with his remarks and gestures. He will try to touch his summoner, though as an insubstantial illusion, will pass through them harmlessly.

Sign: Eros causes his binder to appear more beautiful, enhancing physical beauty in a manner that complements their appearance. The summoner who has bound Eros will always appear softly lit, and will be followed by a faintly musky scent.

Influence (DC 18): Eros requires that you woo attractive humans (and humanoid creatures), not limiting yourself by racial boundaries or cultural taboos; love knows no boundaries, it is said. Giants, fey, monstrous humanoids, and humanoid-shaped outsiders may all be the target of your amorous advances. All that Eros requires is that your target have a Charisma of 15 or higher. Especially attractive creatures, such as nymphs, are preferred. Eros requires that you use all your Charisma-based skills in your amorous pursuits, including Bluff, Diplomacy, and Intimidate, and where skills fail, resort to your other abilities.

You must pursue each new object of your desire for a minimum number of rounds equal to 10 plus your binder level (to allow for a full minute of talking for the use of Diplomacy). If there aren't any attractive humanoids in the vicinity, you grow listless and are compelled to seek them in other places, possibly creating conflicts.

Granted Abilities:
  • Archery Proficiency: You gain skill with a bow, or your existing archery skills improve. While bound to Eros, you gain Martial Weapon Proficiency (shortbow) and Martial Weapon Proficiency (composite shortbow). If you were already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.
  • Beguiling Demeanor: While bound to Eros, you have the ability to make fast friends and woo even the most obstinate of hearts, though the effect is fleeting. Once every five rounds, you can create an effect that mimics the charm person spell, targeting a living humanoid within 30 feet and lasting for 1 minute per binder level. A successful Will saving throw (DC 10 + 1/2 your character level + your Charisma modifier) doesn't negate the effect as with charm person, but instead reduces the duration to 1 round per level. At 2nd level, you ability to manipulate other grows, such that targets of your charms don't get the normal +5 bonus to resist when they're threatened by you or your allies in combat. At 9th level, your ability to charm and beguile extends beyond humanoids, and is now mimics the charm monster spell, but the duration remains the same.
  • Glib of Tongue: Your mannerisms are alluring, your speech enticing; the wise know to fear the lash of your tongue. While bound to Eros, you get a +4 competence bonus to Bluff, Diplomacy, and Intimidate for the purpose of social interaction and influencing the disposition of an NPC. This includes the effect of the seduction ability described below.
  • Precise Shot: While bound to Eros, you gain the benefits of the Precise Shot feat.
  • Seduction: Eros is a master of manipulating desire in others and confers this knowledge to his summoner. While bound to Eros, you can make a Bluff check in place of a Gather Information check for the purpose of uncovering secrets or protected information. For more mundane uses of Gather Information, you may still make a Bluff check, but this check is made at a -4 penalty. Finally, your talents allow you to take 10 on Bluff checks in social situations.
[/spoiler]

Oceanus (DC 15; 1st-level vestige)
One of the original titans, Oceanus was the father of the beautiful oceanids, and represented the largest bodies of water in the world. He avoided the major conflicts that arose amongst his siblings in favor of remaining steadfastly neutral. Once the Olympians overthrew the titans in the Titanomachy, the cults of Oceanus were gradually subsumed by those of Poseidon and other oceanic deities. Binders of Oceanus are at home in the water, swimming and breathing underwater as easily as fish; a binder also becomes difficult to overcome with emotional effects, and can instill this calmness in other. Finally, a binder gains the ability to generate fog, not unlike those which rise from the sea.
[spoiler]
Legend: The unmoving titan who represents the ocean that encircles the world, Oceanus refused to participate in his ambitious younger brother's overthrow of their father, Ouranus, and likewise refused to take sides in the war between Cronus and his progeny, the Titanomachy. He's one of the few titans who wasn't cast into Tartarus, though his cults have faded into obscurity with time, and he has ultimately faded from the world.

Special Requirement: Oceanus requires that you perform his binding ritual while standing in the sea or a river, or failing that, within sight of a river, lake, or sea.

Manifestation: Oceanus appears as a towering water elemental, and though he constantly threatens to unleash a torrent of water on his summoner, no water actually leaves the circle he appears in.

Sign: Gills appears on the characters neck, and webbing grows between their fingers and toes. Neither of these effect the character's ability to breathe normally or to handle items, but a character must show this sign if they are to gain the Water Breathing ability.

Influence (DC 15): While under the influence of Oceanus, you become indecisive. When faced with two or more equal choices, Oceanus requires that you make no decision. You may still decide between clearly superior and inferior choices (DM's discretion). You aren't able to purchase items or equipment that you don't have an immediate need for and you may not employ new hirelings. You must remain neutral during a conflict between your allies, though you may aid your allies in combat against your enemies as normal.

Granted Abilities:
  • Fishtailed: While bound to Oceanus, you're granted a swim speed of 30 feet and the accompanying +8 racial bonus to swim checks. Your swim speed increases by +10 feet at 4th level, and by an additional +10 feet per four binder levels thereafter (maximum 80 feet at 20th level).
  • Obfuscation: Once every five rounds, you can create an effect that duplicates the fog cloud spell, except that the duration of the effect is 1 round per binder level. At 9th level, this effect duplicates the solid fog spell instead, though the duration remains 1 round per level.
  • Pacifism: Once every five rounds, you can target a single living creature within 30 feet with soothing emotions that duplicate the effects of the calm emotions spell. A Will saving throw (DC 10 + 1/2 your character level + your Charisma modifier) negates this effect, otherwise it lasts for a number of rounds equal to your binder level.
  • Serenity: While bound to Oceanus, you are granted immunity to emotion-based, or emotion-altering spells and spell-like abilities, which includes fear effects. This immunity is overcome by a creature with 4 or more HD than you, or by a magical effect with a caster level 4 or more higher that your class level.
  • Water Breathing: At 2nd level, while you're bound to Oceanus, you can breathe underwater as easily as his children, the oceanids. This is a continuous effect that duplicates the effects of the water breathing spell. A binder who doesn't show Oceanus's sign doesn't gain this ability.
[/spoiler]

Cerberus (DC 20; 2nd-level vestige)
Cerberus is a massive, three-headed dog with a mane of venomous snakes. Born to the abominations Echidna and Typhon, Cerberus is the legendary guardian of the entrance to the Underworld. He has an insatiable appetite for living flesh, and bars all entrance to the Underworld for the living, and allows none of the shades who reside there to leave.
[spoiler]
Legend: Echidna and Typhon are two of the most dangerous of Gaia's children, and their offspring are among the deadliest monsters known to man. Apart from Cerberus, there is the hellhound Orthrus, the many-headed creature known as the Lernean Hydra, the savage Nemean Lion, and the Lycian Chimera. Hades is the master of Cerberus, and this is perhaps the reason why Cerberus has escaped the fate of his siblings, for they have all been slain by heroes of the past. In his tenure as guardian of the Underworld, Cerberus has been thwarted twice: once by the bard Orpheus, who lulled the beast to sleep with music, and once by the mighty Heracles, who was bound by his Labors to capture the beast and present him to a king.

Special Requirement: Cerberus can only be summoned by a non-good, non-chaotic binder.

Manifestation: Cerberus is heard before he is seen. A low rumbling sound begins, like distant thunder, before you realize that the sound you're hearing is the breath of an enormous creature. Cerberus bursts onto the sign in an attempt to frighten off his summoner, and growls inaudibly. This vestige doesn't speak, but growls intermittently during the pact-making process.

Sign: Your posture becomes stooped forward and you grow a muzzle, complete with fangs.

Influence (DC 20): While under the influence of Cerberus, your demeanor becomes more abrasive, and your attitude makes you unfit for polite company. As a result, you take a -2 penalty to Charisma-based skill and ability checks.

Granted Abilities:
  • Faster Ability Healing: You heal 1 point in each damaged ability score every round, and 1 point in all drained ability scores every hour.
  • Improved Unarmed Strike: While bound to Cerberus, you gain the benefit of the Improved Unarmed Strike feat. Your unarmed strikes deal damage as those of a monk of a level equal to your effective binder level. A binder may apply her full Strength bonus on damage rolls for all of her unarmed strikes.
  • Snake Bite: Once every five rounds, as a Standard action, you can use an unarmed strike to deliver a virulent poison, reminiscent of the snakes that wreath Cerberus's head. This poison has an initial damage of 1d6 points of Constitution damage and deals no secondary damage. The Fortitude DC to resist the effects of the poison is equal to 10 + 1/2 your effective binder level + your Constitution modifier.
  • Vicious Bite: You can use the fangs that you gain from Cerberus's sign as a natural weapon that deals 1d8 points of damage (plus your Strength bonus). At 5th level, and every 5 levels thereafter, your bite attack deals an additional 1d8 points of damage, to a maximum of 5d8 damage at 20th level. You can't use this ability if you don't show Cerberus's sign.
[/spoiler]
« Last Edit: June 04, 2009, 09:18:58 PM by dither »
"Stuck between a rogue and a bard place."

vanity
Read my webcomic!
Dither's Amazing Changing Avatars

[spoiler]
Quote from: Shadowhunter
Quote from: Flay Crimsonwind
"Vegeta! What does the scouter say about Dither's power level?"
It's over nine thousand!

Quote from: Bauglir
Quote from: Anklebite
Quote from: dither
Well blow me down! :P
A SECTION OF THE CAVERN HAS COLLAPSED!
dither, Miner, has died after colliding with an obstacle!
[/spoiler]

dither

  • Hong Kong
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  • Posts: 1413
  • Breaking the ninth wall
Re: [OOC] Setting Discussion
« Reply #2 on: June 01, 2009, 03:19:12 PM »
(reserved in case I need another post)
"Stuck between a rogue and a bard place."

vanity
Read my webcomic!
Dither's Amazing Changing Avatars

[spoiler]
Quote from: Shadowhunter
Quote from: Flay Crimsonwind
"Vegeta! What does the scouter say about Dither's power level?"
It's over nine thousand!

Quote from: Bauglir
Quote from: Anklebite
Quote from: dither
Well blow me down! :P
A SECTION OF THE CAVERN HAS COLLAPSED!
dither, Miner, has died after colliding with an obstacle!
[/spoiler]