Play by Post Redux

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The second of Thalric's play by post forums to be created, hopefully this one wont break.


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    World Building

    Thalric
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    Post  Thalric Fri Nov 26, 2010 3:02 pm

    So this is everyone's chance to come up with a country or two for use with others to create a campaign world for us all to use.

    I'd Like to Start off with: Cathennia

    Economy of Cathennia:

    Due to large deposites of precious metals in the centre of Cathennia the mining industry is very valuable to Cathennia and any gold they do not mint into coins is traded with neighboring countries.
    The Majority of Cathennia is farm land to feed the ever growing population, with most small settlements being dedicated to the collection of food for the masses and the larger settlements being bustling hives of trade with many skilled craftsmen creating items of suprising quality.

    If Cathennia wasnt known first and formost for its Military, especially the Moonbound Legion, it would be known for the quality of its goods and its willingness to trade with almost anyone.

    Social Structure of Cathennia

    Cathennia is a monarchical society run by a King, there is a strong fedal system present. Right below the King are his Council who sort out his orders and advise him on how the country should be run.
    Below the Council are the Governors who are in charge of one of the many provinces that make up Cathennia, each province has a capital city where the province Governor usually lives.
    Below the Governors are his own council, appointed by the Governor of the province they are to assist and advise him on his job.
    Below the Province Councils are the Skilled Craftsmen, those held in high regard by the local area and provide great quality goods for the province to trade with.
    At the bottom of the ladder are the Peasants, the unskilled labourers who might spend their entire lives toiling away in a field.

    Those who come out of the military as a high rank usually take up a position as a Governor or at least a well respected rich man on the level of skilled craftsmen. As a result of this it is often the hopes and dreams on the peasantry to go to war and get promoted to a higher step on the ladder.

    Cathennia's National Army

    All people in Cathennia of able body are expected to serve at least four years in the Cathennian army, the only way out of this service is to be accepted into the Mounbound Legion.
    The people in the Army are given six weeks of basic training before armed, generally with a spear and some sort of light armour, and sent out if there is a war on. After the four years National Service is up those who enjoy the military life can stay on, these men are paid soldiers and have better equipment. There are large divisions of experienced swordsmen andbowmen in the trained army, some heavily armoured spearmen and even a cavalry division. Those that go back to civilian life are expected to keep a weapon in their homes as they can be called upon to fight in a militia in times of dire need.

    About 80% of the Cathennian National Army are Level 1-2 Commoners or Experts and are armed with padded armour and a shortspear. The remaining 20% are higher level Warriors with better equipment.

    Due to the size of Cathennia the Army, while mostly Peasants, is still a formidable force compared to other contries


    The Moonbound Legion:

    Named after their original Leaders devotion to the Moon God: An Elite military organisation seperate from Cathennia's main military force (which is a combination of conscripts and soldiers. It is split into 13 different Squads each of which contains 1000 soldiers, 1 Tactician, 1 Captain and 50 healers. Each squad has it's own special purpose but all can be called upon to fight. Each squad is linked with two others and the Tacticians of those two others are co-tacticians of that squad.

    Organisation Structure:
    1st Squad- "The Command" - The nerve centre of the organisation. Not linked to a squad
    2nd Squad- "The Scouts" -Specilising in scouting, tracking and stealth. Linked to 11 and 5
    3rd Squad- "The Blades" -Specilising in the use of the bastard sword and one on one combat. Linked to 8 and 10
    4th Squad- "The Unmovable" -Specilising in the utilisation of heavy armour and tower sheilds. Linked to 6 and 9
    5th Squad- "The Archers" -Almost the entire Squad have dedicated their training to ranged combat. Linked to 2 and 11
    6th Squad- "The Berserkers" -Drawn all from one region of the country, utilise their rage as a weapon. Linked to 4 and 9
    7th Squad- "The Generalists" -The most flexible Squad, able to adapt to most situations. Linked to 12 and 13
    8th Squad- "The Dervish"- Specilising in using two weapons at once. Linked to 3 and 10
    9th Squad- "The Besiegers"- The seige specilists. Linked to 6 and 4
    10th Squad- "The Arcanists"- Flexible Squad with an unusual amount of Mages present. Linked to 8 and 3
    11th Squad- "The Elite"- Seen the most action out of all of the Squads. Linked to 5 and 2
    12th Squad- "The Fresh Blood"- The most inexperienced Squad, new recruits are usually placed here. Some desire to stay in the Squad Linked to 7 and 13
    13th Squad- "The Riders"-Mounted combat specilists. Linked to 12 and 7

    Basic overview of Squad equipment- Note Captains will generally have different and better equipment than their Squad members

    1st Squad- Magical Full Plate, Magical Heavy Sheild, Magical Longsword
    2nd Squad- Masterwork Leather armour, hand/throwing axes, shortbow
    3rd Squad- Masterwork Bastard Sword, Chain Shirt
    4th Squad- Masterwork Full Plate Armour, Towershield, Heavy pick, Heavy crossbow.
    5th Squad- Studded Leather Armour, Masterwork Longbow
    6th Squad- Studded Leather Armour, Masterwork Greataxe.
    7th Squad- Various squads styled after other companies.
    8th Squad- Two Masterwork Kukris, studded leather armour.
    9th Squad- Scale Mail Armour, Glaive, light crossbow- seige equipment
    10th Squad- Same as 7th with a few lightly armed casters.
    11th Squad- Masterwork Greatsword, Masterwork Light Crossbow, Masterwork Breastplate.
    12th Squad- Shortsword, light steel sheild, leather armour- people who choose to stay in the 12th generally get better equipment
    13th Squad- Masterwork Lance, studded leather armour.


    Rank Structure:

    Soldiers:

    Recruit- The first stage of training, recruits are placed in 12th Squad until they have proven their worth or are dead.
    Soldier- A fully employed member of the organisation
    Lieutenant- The Captain of each Squad nominates one member to be his second in command, who will take over captain's duty if the Captain is killed in the field.
    Captain- The head of each Squad.
    Colonel- There are 4 Colonels each of whom are in direct command of each grouping of 3 Squads (Known as Companys)
    General- Head of the Orginisation.

    Tacticians:

    Recruit- Newly graduated Tactician, usually placed with a more experienced tactician to learn the art of tactics in the field.
    Tactician- In charge of the tactics and positioning of a Squad.
    Cheif Tactician- The Colonel's personal Tacticians decides how each Company is to be deployed.
    Master Tactician- The General's personal Tactician assists in the planning and tactics of the entire organisation.



    The only way to get promoted is through constant testing as the positions are always being fought for, any slip up could leave you demoted all the way back to Recruit level. Only the General and Master Tactician are safe from demotion and the only way for them to be replaced is for their deaths and the most suitable candidate will be chosen to fill their roles.

    Geography of Cathennia:

    Cathennia is a large fertile country most of it is plains and forest which provide far more food than the people of Cathennia need, to the north is a mountanious region which encircles the top half of the country. Up in the far north living is harsh and the people see themselves as far stronger than the "Soft Southerners" who they see as below them.


    Last edited by Thalric on Sat Nov 27, 2010 8:03 am; edited 4 times in total
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    Post  Thalric Fri Nov 26, 2010 3:37 pm

    Nex Studium
    The Land of the dead

    History of Nex Stundium:
    A relatively recent country, barely a century old, that has risen out of the lifeless wastes. According to myth a powerful necromancer raised the jet black walls around the wastes in a single night and raised all the corpses as his workers and followers. Recently the borders have been opened and sentient undead traders have traveled to different countries to flaunt their wares. This burst of trade and open borders has brought many living people into Nex Stundium as it's once barren features have been transformed into a fertile land by the redirecting of rivers and the heavy use of magic to purify the land.

    Military of Nex Stundium

    During its early years a variety of invasions were launched into Nex Stundium to attempt to kill its leader and cleanse the land, all of these were met with failure. Nex Stundium was said to utilise a full range of different types of undead, from huge mobs of zombies to giant shadow monsters and walking hulks of flesh.
    Due to outsiders being allowed safely inside the country walls a rough estimation of the size of the force can be made. Through the numbers of mindless undead toiling away constantly the number of those who could be mustered to fight is almost beyond number in addition to this the undead monsters of the night will answer the call of powerful necromancers. Also a living force of men who have settled in Nex Stundium may take up arms to defend their home and various mercenary organisations also work in the area.
    If Nex Stundium is invaded then all of these men and beasts will unite against the common enemy, utilising the land and being led by powerful necromancers and other practicioners of the arcane arts. However it's potential to invade is limited due to all the necromancers needing to unite and go forth from their home while taking all of their labour with them...

    Social Structure of Nex Stundium:

    All people who live and work in this country pledge their alligence to the ruler of Nex who's name is unknown. All that is known about him is that he is the man who founded this place roughly a century ago. Each individual city is run by a government of sentient undead and necromancers who determine by vote what should and should not be done.
    Anyone else living in Nex Stundium has no place in politics.

    Geography of Nex Stundium:
    Nex Stundium was based on a large area of unclaimed wasteland previously used for several important battles before it's founding, it is relativly flat and featureless but now however its flat lands grow great crops which are traded with other nations and its landscape is cut apart by many rivers.
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    Post  Thalric Sat Nov 27, 2010 3:58 am

    The Pantheon of Gods

    Major Gods


    Artza- The Sun Lord
    Domains:
    - Sun, Destruction, Fire
    Alignment:- Chaotic Evil
    The Lord of the Sun is one to be feared by many travellers, despite his light and heat giving warmth and comfort he yearns for his true power to be unleashed upon the world to destroy it in a burst of fire. Only the actions of the other Gods keep him in check and stop this from happening, the few times his true power managed to get to the world it was scorched and many of the desert regions were created.

    Canteth- The Healed One
    Domains:
    - Healing, Good, Knowledge
    Alignment: Lawful Good
    Canteth used to be the lord of all the gods back when the world was young, however a rising of primordial energy struck him from his thrown and allmost killed Canteth. It took the efforts of his willing subjects and the sacrifice of millions to heal him but still he is injured and dieing. Canteth spends most of his time granting the mass healing he is infused with back to mortals and eventually the positive energy that keeps him alive will be gone from his body.

    Denarin- The Protector
    Domains:
    Protection, Law, Strength
    Alignment: Lawful Neutral
    Danarin is the current lord of the Gods and the most powerful of them. His role is to ensure the protection of the world and the continual balance between various powers. His Laws are respected and obayed by the other Gods and under his rule the world should remain in a steady balance.


    Haudin- The Gambler
    Domains:
    - Trickery, Luck, Travel
    Alignment: Chaotic Neutral
    The Gambler is the embodyment of Luck, he travels around the mortal world taking the form of a young man. Anyone he meets he may challenge to a game. If they manage to defeat him then he will reveal himself and grant them one wish, if not then they will lose whatever they bet on the game and Haudin will walk on past them, merrily humming to himself.

    This is just a start feel free to add more Gods and add them to the pantheon, I'll add more when I get more ideas.
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    Post  thefangster Sat Nov 27, 2010 7:36 am

    1984 much?
    ¦
    ¦
    ¦
    V


    Last edited by thefangster on Sun Jan 16, 2011 9:20 am; edited 1 time in total
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    Post  Thalric Sat Nov 27, 2010 7:39 am

    The glorious city state of Hantate:

    "Paladin police regularly Detect Evil on every citizen. Whenever a citizen comes up as evil, he is immediately imprisoned in a therapeutic ward to re-learn good ways. It's so much more humane than summary execution, and lets us keep a productive member of the community happy. And if nothing the clerics and beguilers say can convince him to change? They just drag him off to the Ministry of Kindness and cast Sanctify the Wicked. His physical body is stacked like cordwood on top of the other evil ones currently being sanctified, and his soulstone is placed in a neatly organized file cabinet for a year and a day until the sanctification process is complete.

    And why stop at getting rid of evil? We've got Detect Good and Detect Law, too! And there's gotta be a spell like Law-ify the Chaotic somewhere! Any non-good, non-lawful citizen undergoes exactly the same treatment as the evil ones - though perhaps not as many paladins are sent to escort them to mandatory re-education, since they're less likely to resist arrest.

    Of course, that kind of alignment-detecting schedule wouldn't leave the paladins and clerics a lot of time for their other responsibilities, like sweeping the sewers for kobolds, burning books that contain spells with the [Evil] descriptor, and crusading against unenlightened foreigners. So, to make things more efficient they could just put magical evil-detecting security cameras all over the place. And I don't mean just in public places. In such a society, surely someone would only dare to let their most evil tendencies loose far from the public eye. Isn't it reassuring to know that the paladins can watch your room whenever some subversive anti-citizen might be trying to break into your house? Or while you're safely asleep? Or, (wink wink, nudge nudge) a little before you and your lawfully wedded spouse go to sleep?

    Oh, of course you have a spouse. To make sure everyone stays happy (and to keep the population increasing), the government uses mind-reading and divinations to find the perfect soul mate for everyone as soon as they reach childbearing age. Why bother with the stress and fear of dating when the government can find the perfect partner for you?

    And if your ideal partner doesn't happen to live in the city, that's what Teleport and Charm and Hold Person are for. They'll warm up to it as soon as they get to know you and see how beautiful the city is! And what if, by some staggering improbability that may indicate that you need to be re-educated, you just don't get along with the husband or wife the wizards and paladins spent so much time scrying on and abducting? Well, that's easy to solve. Programmed Amnesia, either on you or on your spouse, will make you forget any disputes you may ever have had. Remember, if it's not called "Mindrape," it doesn't have the [Evil] descriptor!"

    Hantate is a large beautiful metropolis, run by a council of Paladins and Clerics. It owns a small amount of land outside of its city walls but mostly relys on trade to get food for its populace. Its' military is unknown as nobody is alowed through its gates and all trading takes place between traders and paladins outside the city.

    Thanks to SwordGuy for this.
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    Post  Thalric Sat Nov 27, 2010 8:16 am

    Historical Figure:

    Alvanen the traveler
    an epic level hexblade/fortunes' friend/fatespinner who wanders around the world at random, doing random things from assassinating kings to rearanging crates in a warehouse. It is believed that he is involved in some sort of world spanning game with Haudin and many police forces from around the globe are trying to catch him.
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    Post  Thalric Sat Nov 27, 2010 8:45 am

    Palolo- The Moon Lord
    Domains:
    War, Good, Water
    Alignment: Lawful Good
    The brother of Artza and his exact opposite. While Artza is a god of mindless destruction Palolo invented organised warfare and gave it to mortals to fight off Artza on the material world.

    Garent- The Consumer of Souls
    Domains:
    Death, Earth, Evil
    Alignment: Neutral Evil
    Garent is a vicious scheaming God who resides in his own plane. Any souls devoted to him or sent to him by his followers are consumed by his never ending hunger. It is his plan that when he has eaten his fill and no longer hungers he will be more powerful than the other gods and will destroy all who attempt to foil his plans.

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    Post  thefangster Sat Nov 27, 2010 3:13 pm

    In the middle of the inhospitable wastes, far to the east of most civilization lies a city commonly called Haven, due to its location. The city's actual name is Drogbal The walls of the city encompass a large area, filled with a diversity of inhabitants and structures. The quality of the buildings and living conditions vary greatly, but a general rule of thumb is that the closer you are to the palace, then the less squalor there is.

    The city has a highly trained guard force, due mostly to the fact that since its construction Haven has been attacked by all kinds of creatures and warring tribes living in the wasteland around the city. They are commonly seen patrolling the city streets in groups, on foot and on horseback. They are also tasked with defeating the underground movement.

    Haven is ruled over by a General-Governer who is also the leader of the military force. He rules alone and is supposed to rule for the people. The current Gneral-Governer, Xeotl, came to the throne by force to further his own agenda against the wasteland tribes which he hates vehemetly. He rules the city with an iron fist and heralds preach his laws on every street, at all hours. Those who do not follow them are either executed on the spot, or thrown in jail for a while and then executed.

    Xeotl commisioned the city's 'allowed' mage group to fashion special crystals for the streets. These crystals were madeto support the guards in the execution of their duties by casting spells at any person the guards attack. The spells cast are always destructive and single target. These crystals are found in all of the popular areas as well as the majority of streets.

    This selfish and strict regime led to the underground movement being formed, intent on overthrowing Xeotl and putting a more honourable ruler on the throne. The underground movement call themselves simply 'The Resistance'. The Resistance is headed by a mysterious figure known only as 'The Dreamer' who many believe doesn't exist. His second in command is the ex-commander of the city guard, Jorsin.

    In the wasteland, tribes of people eke out an existence to the best of their ability. The most notable of these is Ceanith, a settled city. Ceanith is about half the size of Haven and is ruled over by the previous Governer-General of Haven who was banished to the wasteland when Xeotl overthrew him. The wasteland is also home to a diverse range of creatures, the majority of which are unfriendly to all, as well as several large warring tribes.
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    Post  Thalric Sat Nov 27, 2010 3:28 pm

    The Army of the One
    Scattered across the world, in various remote fortresses, are the Army of the One. Every person inducted into this mercenary group is given a connection to Garent, or "The One" as they call him. Due to this divine connection, everyone they slay goes to Garent's realm and when they die they willingly go to join him.
    The fact that their purpose is to feed peoples souls to an evil God makes the organisation as a whole evil but not the individuals. Many of them are just veteran soldiers who just want another reason to fight.

    Each Fortress is run by a powerful Cleric of Garent and contains roughly two thousand warriors from various backgrounds. Nine known Army of the One strongholds exist around the world with the largest one holding close to eight thousand mercenaries and being build on the outskirts of Nex Studium. The current leader of the organisation Yent Moro is said to be a favoured soul of Garent and his chosen representative on mortal earth.
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    Post  thefangster Sun Nov 28, 2010 5:11 am

    Excerpts from a travel brochure for Haven City:

    On the city:
    "This is the city you have been searching for in your dreams: Haven City. Tourists come from far and wide to enjoy the pretty unique atmosphere of this popular destination: the pretty red uniforms of the city guard, the idyllic lagoon (whimsically called the Flooded Slums by the locals) as well as the clubs around the port are all things that our tourists love to take pictures of and they are well worth a trip. Rest assured, your partner will beg you to come back over and over again. Forget your hectic everday life and enjoy a relaxing holiday with us- at your special place."

    On the Execution Crystals:
    "A spectacular marvel straight from the city's mage group: the law enforceing Execution Crystals. Experts agree that this semi-sentinent crystal is just as clever as a city guard. The crystals normally hang motionless a few feet off the street and are only active when assissting the city guard are chasing the Governer-General's enemies. That means you get to see them in action all the time."

    On the heralds:
    "From these perfect citizens of the city, and through a little clever magic, you can hear the charismatic voice of our beloved Governer-General all the time explaining the fine advantages of his super policies. And it's free. Now if that's not an amazing service! Long live Governer-General Xeotl"

    On the checkpoints:
    "A guard manned checkpoint makes it clear: you are on one side, and that's just the way it should be. What happens on the other side is the buisness of the people who live there. Only people with a valid pass may pass."

    On the security gates:
    "Security gates either lead out of the city or into important buildings. As a good 'guest' of the Governer-General you are, of course, not interested in such trifles. However, rumour has it that the underground movement manages to open these top security gates time and time again..."

    On the teleport points:
    "You might think that the most interesting thing about Haven is the variety of ways of getting out of it. But looks can be deceptive! A teleport point can transport the user from A to B in split seconds, but only if its been activated by an authorised overseer."
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    Post  thefangster Sun Nov 28, 2010 5:59 am

    Layout of Haven:

    The city's entrance is located on the northern wall and leads into the richer area of the city. Here you'll find tall buildings, organised life and the lowest amount of execution crystals in the city. Also in this area is the race stadium. Here you can watch people race for glory at high speeds on a dangerous course. The participants are supplied with a pair of Wings Of Flying, but not any ordinary wings. These sets have been enchanted to allow the user to fly at speeds of 300m/s. There sixteen participants per race, only a few of them survive. The current champion is the current Commander of the city guard.

    As you move eastward you'll pass into the Flooded Slum, this was once part of the city's slum until a burst pipe from the water supply outside the city flooded it. The inhabitants recovered quickly and rebuilt their lives and homes on poles and ramshackle walkways- a little like a more rundown version of Venice. They say that if you swim down deep enough you can find many treasures lost in the flood.

    Moving south from there you'll enter the remaining area of dry slums, it's here that The Resistance have their headquarters. The city guard also have their prison and barracks in this area, all due to the Governer-General's way of thinking. He expected the most trouble from here, so what's the best way to keep it under control? By building a stronghold of course!

    Continuing south you'll eventually reach a more industrial area of the city. With a similar structure to the richer area, the only distinguishing factor is the dirt from refining all the raw materials brought in from the cities mines and farms outside the walls. The entrance to the city sewers is also located here. The city's mage group were tasked with providing a constant source of light for the inhabitants and they succeeded. It is here that an enchanted orb is kept in a special building. This orb emits magical energy to crystals throughout the city, used for light and many other things.

    To the south of there you'll find yourself in the old port. Long since closed off to the outside world due to constant threats and attacks from the wasteland, the port has lost none of the charm it once had. A semicircle of water is surrounded by inns and taverns and docking areas for the ships that once sailed in- a few of which are still there in varying states of repair. The twin lighthouses, once isolated on artifical islands, are now connected to the streets by bridges.

    Moving up along the west wall you'll find the city's garden and market areas. Here exotic plants are grown for the inhabitants to admire, and all the trade brought into the city is bartered for.

    In the centre of the city is the richest area, and the smallest. Here is also the palace which towers above every building in the city. This area is the most heavily guarded, with an abundance of Execution Crystals and guard patrols. The palace is supported by towers in each corner of the city, with cables spanning the distance between them and the place. The cables also serve to supply the energy emitted by the power orb to the palace.

    The city is smaller than it once was, and this is evidenced by the area immediately outside the city. Outside the slums are the ruins of a once impressive vista of buildings and now home to bandits and numerous nasties. Inside the slums is a security gate leading to the so called Dead Town. The Flooded Slum exits onto an island in the middle of a vast lake. This island contains numerous water pumps designed to supply the city with plenty of water.
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    Post  thefangster Sun Nov 28, 2010 9:08 am

    Execution Crystals
    Size/Type: Medium/Crystal (V
    Hit Dice: d10 (27)
    Initiative: -1
    Speed: 10ft
    Armor Class: 10 (Hardness 10)
    Base Attack/Grapple:
    Attack: 1 3rd level arcane spell
    Full Attack: 1 3rd level arcane spell
    Space/Reach: 5ft/50ft detection sight (How far a crystal can detect guards in combat)
    Special Attacks: 1 4th level arcane spell, 1/day or 2 3rd level arcane spells
    Special Qualities: Summon Reinforcements
    Saves: Fort +4, Will +2, Ref +0
    Abilities: Str 8, Dex 8, Int 8, Wis 8, Cha 8
    Skills: Move Silently, Spot +10
    Feats: Spell Penetration
    Environment: City Streets
    Organization: Individual
    Challenge Rating: Party average level -1
    Treasure: N/A
    Alignment: Neutral
    Advancement: None
    Level Adjustment: N/A

    Summon Reinforcements:
    Every third round that the Crystal is in combat it can attempt to summon reinfocements. Roll d100 to see if it succeeds
    1-10: No reinfocements are summoned
    11-30: Five guards arrive in two rounds time
    31-50: 10 guards arrive in two rounds time
    51-70: 15 guards arrive in three rounds time
    71-85: 5 elite guards arrive in two rounds time
    86-90: 5 guards and one crystal arrive in two rounds time
    91-94: 20 guards arrive in the next round
    95-100: 20 guards and 3 crystals arrive in the next round

    Whenever a crystal succesfully summons reinforcements it gives off a bright flash of light, dazzling all in range (30ft) for 1 round. Those affected take a -2 penalty when rolling to hit which affects Player Characters and NPCs on their next attack within one round.


    Last edited by thefangster on Fri May 17, 2013 10:29 am; edited 6 times in total
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    Post  thefangster Sun Nov 28, 2010 9:24 am

    Haven Guard

    Standard Guard
    These are Haven's standard troops and seen everywhere. Their uniform consists of Half plate armour, painted red, and a helmet with a face mask to reduce the effects of an Execution Crystal's flash. Instead of a -2 penalty when rolling to hit they have a -1 penalty. Standard guards are equipped with a medium longsword and a shortbow. They will occasionally carry one-use crystals which are capable of casting Fireball at caster level 2 (25% chance).

    Elite Guard
    These are Haven's, well, elite troops and are seen in high security areas or in dire times. Their uniforms consist of Full plate armour, painted yellow, and a helmet with a face mask. Elite guards are equipped with a medium greatsword and a composite shortbow. Elite guards always carry the one use fireball crystals and there is a 25% chance that they will carry two.

    Both guard types follow the standard template for city guards, unless stated otherwise. They patrol the city either indivdually or in groups of up to five men. All guards are supplied with 200 arrows everyday.
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    Post  thefangster Sun Nov 28, 2010 1:11 pm

    Layout of Ceanith

    Ceanith was constructed with durability and practicality in mind. Origingally a small camp made by wastelanders, it has swollen in size over the years and is now about half the size of Haven. It lies in a valley formed by large, natural cliffs and is situated next to the sea. There is only one entrance into the valley and that is through a large cavern formed where the cliffs join. The entrance to the cave has been walled and gated to prevent undesireables from entering. These natural defences protect Ceanith from the frequent sandstorms which plague the wasteland, as well its native inhabitants and the roving bandits.

    The streets of Ceanith are fiarly loose, with no order or pattern to the placement or construction of buildings. The streets are defined only by the spaces between buildings. Ceanith contains two notable buildings- the arena and the throne room. The arena is built into the cliff and the fighting area is submerged below ground level. Spectator seating is cut into the sides of the cliff. Due to the arena floor being submerged, it is occasionally flooded with lava, making it a very treacherous place. Nothing has been done to prevent this as the wastelanders inhabiting Ceanith find it makes fights far more interesting. The throne room is also built into the cliff and offers a view over the entire city, despite its relatively short height. It is from here that the current ruler of Ceanith watches and rules over his people.

    The wastelanders themselves are a warm people, welcoming all who seek entry providing that they prove themselves as friendly and worthy to enter. Usually through competeing in the arena. The wastelanders are at constant odds with a seperate group who they call the marauders. The marauders where once inhabitants of Ceanith, but they tried to take over the city and wage war on Haven. However, they were beaten and exiled to the wastes.

    Ceanith does not have the level of security that Haven does. In the wastes everyone must work together to survive, no one can afford to do wrong. As such, the wastelanders are expected to capture those who are caught doing wrong and bring them before the ruler of Ceanith for punishment.
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    Post  thefangster Sun Nov 28, 2010 1:20 pm

    The wasteland is like any other desert. It is mainly mostly flat sandy plains, were only the hardiest of vegetation can grow. There are numerous cliffs and mountains, as well as caves and rivers. There are even one or two known oasises. There are no maps of the wasteland and no-one knows the exact geography as it changes with each of the frequent storms, the only constants being the cliffs and mountains.

    The shifting sands will occasionally reveal items that were lost a long time ago and are of great value and parties are sent out to retrieve these items. However, obtaining them poses many risks. If a party is caught unawares by a storm then it is common for them never to return to Ceanith, lost or killed as they maybe. The marauders are also known to pick off stray parties. There are even reports of parties falling into crevasses or caves hidden by sand.


    Last edited by thefangster on Sun Nov 28, 2010 2:22 pm; edited 1 time in total
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    Post  thefangster Sun Nov 28, 2010 1:42 pm

    For every twelve hours that the PCs are in Ceanith or the wasteland roll a d100
    1-10: No storms, DC0 to change
    11-20: Light winds, vision range is reduced by 10ft, -2 penalty on spot checks, Ceanith is open, DC5 to change
    21-40: Strong winds, vision range is reduced by 20ft, -6 penalty on spot checks, movement speed reduced by 5ft, Ceanith is open, DC10 to change
    41-60: Storm winds, vision range is reduced by 50ft, -10 penalty on spot checks, movement speed reduced by 10ft, Ceanith is on alert, entry only, DC15 to change
    61-90: Stronger storm winds, vision range is reduced by 80ft, -15 penalty on spot checks, movement speed reduced by 15ft, 1d6 points of damage every three rounds unless in cover, Ceanith is locked down, no entry, no exit, DC20 to change
    91-100: Big storm, characters are effectively blinded, movment speed reduced by 15ft, 1d4 points of damage every round unless in cover, Ceanith is locked down, no entry, no exit, DC20 to change
    All storm types last for 1d4+1 hours

    The storms can be changed via a Control Weather or similar spell, the DC is determined by the strength of the storm. Anyone attempting this must succeed on the check given in the table above for that storm grade as well as any other checks that are needed

    After a storm is over roll a d8 to determine how many items have been uncovered by the storm

    The size of the storm affects how much the wasteland geography changes, the larger the storm the greater the change. The GM decides the changes


    Last edited by thefangster on Sun Jan 16, 2011 9:15 am; edited 1 time in total
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    Post  Thalric Mon Nov 29, 2010 4:49 am

    Tyrotas-Death's guardian
    Domains:
    Death, Air. Good
    Alignment: Neutral Good.
    Tyrotas is the other Death God in the world, while Garent is an evil consumer of souls Tyrotas guides them to their rightful afterlive

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    Post  thefangster Mon Nov 29, 2010 8:46 am

    Cromogan
    Marauder god
    Domains: War, Destruction and Madness
    Alingment: Chaotic Evil
    Cromogan is the god of the marauders banished from Ceanith. Marauders constantly attempt to sacrifice anyone they come across to him
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    Post  Thalric Mon Nov 29, 2010 9:25 am

    Inaedai- The Forest God
    Domains:
    Plant, Animal, Healing
    Alignment: Neutral
    Inaedai was lost from the Gods realm as a child and grew up for a few decades in the Great Forest of Salerin, a huge forest the size of a country mostly untouched from the outside world. In the dark centre he learnt how to hunt, how to survive as a creature of the forest. He also started learning his divine powers, discovering that he had the ability to heal other animals and take their form if he desired. When he found mankind attempting to take from the forest that which they don't own it made him furious as all the animals and plants of the forest turned against the interlopers. It was Inaedai's wrath which brought the other gods attention to him. They rejoiced as they found their lost brother and brought him back up to their realm.

    (Clerics of Inaedai can only channel Positive Energy)

    Yasul- The Corrupter
    Domains:
    Magic, Greed, Evil
    Alignment: Neutral Evil
    Yasul was the one who gave the raw magic that the Gods wielder to mortals, for a price. Instead of being worshipped out of respect or fear Yasul was worshipped as a way of getting power, he does not convert mortals he buys them. Any of the desperate or foolish who want magical power without work or talent will turn their praise to him, anyone who needs something which no one else will give them can get it from Yasul.
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    Post  Thalric Mon Nov 29, 2010 9:27 am

    The Structure of the Pantheon:
    At the dawn of creation there were a few Elder Gods, between them they establised an order, a society and from them spawned the Gods, the Gods respected and feared the Elder Gods but strove to get their own power. When Canteth was brought low the Gods jumped at a chance to take power for themselves, after a long bloody war between Gods Denarin, aided by most of the remaining Elder Gods, and his allies took power.



    Elder Gods:

    Canteth
    Tyrotas
    Artza
    Palolo
    Zacnias


    Gods:

    Garent
    Haudin
    Denarin
    Yasul
    Inaedai
    Cromogan
    Nearnet

    Demi-gods:
    Ialus
    Duranis
    Jaron
    Bachor


    Post where your gods fit in here and I'll edit them in.


    Last edited by Thalric on Tue Nov 30, 2010 9:47 am; edited 1 time in total
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    Post  Thalric Mon Nov 29, 2010 10:19 am

    Location:
    Great Forest of Salerin
    This forest is the size of a small country and is relatively untouched from "civilised" life, however there are a number of well hidden elven and gnome communities on the outskirts of the forest who use their natural affinity with animals combined with magic to keep the forest around them at ease. This area of the Forest is beautiful with high trees and bright open clearings, however when you start to go deeper into the forest it gets darker and more dangerous. Great animals and living trees can be found in the darkness of the centre, this is Inaedai's realm and unless travelers have a good reason for coming to him then he will kill them and share the meal with his animals.

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    Post  Thalric Mon Nov 29, 2010 1:22 pm

    The Vortex
    In the centre of the world there is a sprawling purple vortex of energy, hundreds of feet tall, originally dubbed "the vortex". It is closely guarded by a legion of warriors which is made up of the most elite fighters drawn from all the armys across the world. Walls twice as high as the vortex itself surround it, and a great fortress has been built to defend it.
    If a person wishes to go into the vortex they must get through the Vortex Guard who wear robes of the same purple as the vortex over their ornate powerful armor. There is a series of questions and trials to ensure only those who have the purest intentions can make it into the vortex.

    What the vortex actually consists of is a twisting focus of planar energy and is capable of transporting anyone skillful enough to navigate it to a plane of their choice. Time behaves differently in the Vortex, 1 round in the vortex is equal to 10 in the normal world.

    For every hour someone spends in the Vortex there is a 50% chance that they are pulled off to a random plane, if the person passes a DC25 Knowledge the planes check to work out which plane they are being transported to and may make a DC20 Will Save to resist the pull of the Vortex.
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    Post  Thalric Tue Nov 30, 2010 9:41 am

    Demigods:

    Ialus-The Elf King
    Domains:
    Elf, Pride, Good
    Alignment: Chaotic Good
    Ialus was born to Inaedai with his mother being an Elf maiden who had stumbled into the deeper parts of the forest, he speant most of his time living with his mother in her settlement until he had lived his first century. Once he was 100 years old he felt his father call to him and he finally learnt of his heritage. He spent a few more centurys using his powers to become loved by his fellow elves before accending up to the realm of the Gods.

    Duranis-The Dwarf King
    Domains:
    Dwarf, Cavern, Law
    Alignment: Lawful Good
    Duranis was born of Denarin to a Dwarf who died in childbirth, raised by his mothers clan he surpassed all others in Dwarven activities and readily led the assult on the surrounding Kobold Kingdoms, gaining alot of ground. When Denarin realised this was his son he swiftly went to the mines and caves which Duranis was working in and took him up to his true home.

    Jaron- The Orc Warlord
    Domains:
    Orc, War, Chaos
    Alignment: Chaotic Evil
    Jaron is the child of Garent and what was then his most powerful follower. Jaron was born to a roving warband and quickly rose to the top of the tribe. Jaron quickly drew other orcs and monsters to the warband and clashed with the civilised world. With a string of terrible losses the humans prayed to their Gods to help who recognised the divine spark in Jaron and forced Jaron to leave the mortal world behind.

    Bachor- The Redeemed Murderer
    Domains:
    Balance, Destruction, Glory
    Alignment: Chaotic Neutral
    Bachor was born a mortal human, albeit a very powerful one. He slew thousands singlehandedly to grow in power and then proceeded to decimate cities. As this mass murder brought about the Gods interest in him, specifically Garent who attempted to use him to draw millions of souls into his realm. However Bachor remained unswayed but suddenly disapeared from existance.
    He returned several decades later in the service of Denarin who uses him as an agent of balance. Whenever the forces of good and evil or law and chaos are seriously unbalanced Bachor's destructive methods are used.

    Elder God

    Zacnias
    - Master of Fates
    Domains:
    Law, Fate, Time
    Alignment:Lawful Neutral
    Zacnias is ancient even by Elder God standards, he is said to be omniscient. Knowing all that has, is, and will ever happen. It is he who tells the Gods if something is out of place and then gives them the task of dealing with it. Unless something that Fate has not willed to happen has happened he is apathetic, staying out of the affairs of both Gods and Mortals.

    God

    Nearnet- The Smith
    Domains:
    Craft, Fire, Metal
    Alignment: Neutral Good
    Nearnet is the Smith of many fabulous artifacts that can be found in the Gods realm, it is he who taught metalworking and the art of crafting items to mortals and he occasionally blesses one of his faithful with either a grand item made by his own hand or by one of his tools which can be used to create many beautiful things.
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    Post  Thalric Tue Nov 30, 2010 10:02 am

    The Fivefold Kobold Empire:

    Deep in the mountains to the north of Cathennia lies a large empire of sprawling underground cities, inside five mountains, connected by tunnels and mines. There is a huge concentration of Kobolds here especially around the capital city Furilian.
    The Cities are ruled by a family with the eldest of the current monarch being the one to take power after their death and each of these cities are ruled by an Emperor who inhabit Furilian and whose word is law.
    The current dynasty of Kobolds in charge, the Wren dynasty, have changed the outlook of the other local population on kobolds, they are open in trade and diplomacy with other countrys and their miners are famous across the world.
    However ever since Duranis' attack on the Empire a few centuries ago one of the mountains fell to the Dwarves and the Kobolds could never reclaim it as all their attacks were futile. The current dynasty has stopped the tradition of attacking and raiding the Dwarves and is instead attempting to make them leave through diplomacy and Cathennia, now one of the Fivefold Empire's closest allies, has pledged its support for the reclimation of Kobold territory.

    Even though they choose to talk instead of attack the ones who hold their territory the Kobolds are by no means scared of fighting, their own brand of traps and guerilla warfare has prevented anyone from sucessfully invading their cities since Duranis and even out on the open field of battle they employ miners to undermine the enemy army creating weakspots in their lines. However the Kobolds don't have the numbers nor the reason to invade any other countries land and would be quite content to stay in their five mountains.
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    Post  Thalric Tue Nov 30, 2010 10:33 am

    The Elemental Magi

    There is a grand fortress within sight of the walls of Nex Stundium, its walls are built deep into the earth, its moat can overflow and flood an army instantly, great storms flurry about its central spire and fire dances ontop of its towers ready to lash out at intelopers. The fortress houses a large group of mages who practice the art of elemental spellcasting, each element has it's own quater of the fortress and they have a meeting point in the central spire.
    Each Element is headed by a high level Shujenja of that element and each decade they have a competition to determine which Shujenja should by the Magi Leader, currently Chalazion of the Air Element is in power however he has been in power for eight years and his term is nearly up.

    The Leader may send out his Mages whether it be singular or in groups to whatever cause he deems appropriate and various people regulaly ask and pay for a group of Elemental Magi in their service.

    However sixty years ago a large proportion of the Fire Magi attempted to seize power for themselves, they had made pacts with Artza and almost overthrew the Earth Leader but a group of young Water Magi managed to slay the Fire leader and the group known as the "Firebringers of Artza" scattered and fled.
    There are still a few Firebringers of Artza left in the world, they can be found in the service of various armies as there destructive potential is unchecked, the Army of the One is especially keen to take on Firebringers whenever they train them. Other remaining Firebringers start small mage Sects of their own and train those with a talent for fire magic to unlock their true potential which Artza can grant them.

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