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Chainsaw Hobbit
2010-05-18, 08:47 PM
FLAME OF HOPE
Campaign Setting

In the beginning there were 4 nations: the chaotic-good human, elf, and halfling nation; the lawful-evil goblinoid nation; the true-neutral nomadic nation; and the underdark. An order of druids kept the peace between the nations, sorting out conflicts and attending important meetings and such. One of the the youngest members of the order went insane and killed the head druid in his sleep, gaining the power for herself. As her influence spread there was cavil war in the order, and her side eventually won. That was the dawn of the great war which spread across the world and eventually the planes sewing death, terror, sorrow, and destruction it it's wake. But the druid tyrant was starting to show her age and her power was beginning to slip, in a moment of desperation she consulted a dark wizard who gave her the ritual to become a lich. In the final days of the great war the 4 nations (or what was left of them) held a desperate meeting and finally agreed to combine forces to fight the lich. They met in one final battle to decide the fate of the world but in the end they were crushed. The world endured 1000 years of servitude but just now the first sparks of resistance are beginning to burn.

THE GODS
Freya (Neutral Good Goddess of War, Wisdom, Fertility, And the Moon)

Freya is worshiped by hunters, warriors, mothers, and druids. She often appears as an attractive women wearing furs, carrying a curved blade, and wearing antlers on her hood; she also shows herself as an elk, as a wolf, and as a mountain loin.

Freya teaches her followers to:

- Live by the moon cycles and take the biggest risks when the moon is full, also take the smallest risks when the moon in new.
- Respect all life, harm no creature needlessly.
- Grow crops and pass on seeds, never let the cycle die.

Solara (Lawful Good Godess of the Sun, Light, Protection, and Healing)

Solara is worshiped by Clerics, Protectors, Healers, and warriors. She shows herself as a winged being of blue light and energy and sometimes as an armored blue dog the size of an elephant.

Solara's commandments are:

- Protect those weaker than yourself, speak for those who don't have voices.
- Wage war on tyrants and oppressors, Fight those who would exploit the weak.
- Heal the injured and and the sick to the best of your ability.
- Do not kill a foe who is unarmed, powerless, or at your mercy.

Vagard (True Neutral God of Travel, Adventure, Wealth, and Fame)

Vagard is worshiped by adventurers, treasure hunters, travelers, and solders of fortune. He shows himself as an old man wearing furs and scars.

His temples teach to:

- Seek wealth and reputation.
- Explore lost ruins and uncharted lands in the name of Vagard.
- Donate 10% of your earned wealth to your temple of Vagard.

Lady Luck (Chaotic Neutral Goddess of Luck, Coins, and Chance)

Known only as Lady Luck, This Goddess is worshiped by gamblers, risk takers, wealth seekers, and thieves. Lady Luck shows herself as a talking face on a coin and as a fat women wearing expensive robes.

Her followers learn to:

- Pray to Lady Luck before taking risks.
- Make decisions through chance.
- Have faith in Lady Luck and she will guide you.

Rashiek (Chaotic Evil God of Caverns, Darkness, Dungeons, Torture, and Vermin)

Rashiek is worshiped by drow, goblins, monsters, cultists, and dungeon dwellers. He shows himself as a 10ft tall naked, scarred, muscular, Grey-skinned humanoid with 4 arms and a spiked chain in each hand.

Rashiek's cults teach their members to:

- Make blood sacrifices to Rashiek.
- Torture innocents as homage to Rashiek.
- Torture yourself as homage to Rashiek.
- Surround yourself in vermin.

Amadeus (As seen in D&D!)

THE PLANES
The Mortal World
The Mortal World lies in the center of the planes and is where most of the campaign will take place. It once was a beautiful world of lush forests, infinite seas, wide fields of farmland, and great empires; It is now a dark place of scorched wastelands, impoverished villages, blasted ruins, murky seas, and dead forests. Savage tribes of monstrous humanoids burn and raid their way through the world and the lich queen has total control over almost everything, slavery and undeath are widely accepted as cheap labor and the average citizen is little more than a slave.

The Underdark
The Underdark was once a great and diverse empire of dwarves, gnomes, drow, minotaurs, myconids, and other creatures; it is now a dark and mysterious realm of lightless caverns and twisting, fungus-lit caves mostly dominated my monsters and undead.

Tarturus
Below The Underdark lies Tarturus, a swirling pit of necrotic fire, numbing frost, bubbling acid, maddening chaos, and utter evil where demons and devils constantly battle for domination.

The Feywild
A dark and twisted version of the standard Feywild, it was once (like most of the other planes) a beautiful place but is now a blackened forest shrouded in eternal twilight and ruled by dark fey and demons and where the lich queen actually lives.

The Far Realm
As seen in D&D!

The 7 Heavens
As seen in D&D!

Moofaa
2010-05-18, 11:45 PM
There are some things you might want to mull over to help flesh this out.

The druid went insane? What caused this? Is this druid possessed by an evil demon or artifact? Did they lose someone dear to them as the result of some action by the old council, and thus fell into despair?

This person is a druid, who prays to Orcus? Why this (or any) god? Perhaps they gained their eternal life some other way. (deals with demons, or an ancient fallen diety, or magical experimentation of a horrible nature).

What allies does this person have that they could conquer the world? What goals might these evil creatures serving beneath their overlord have, and do their desires actually match?

Why exactly did the four nations start fighting on another?

Who are the resistance? What is life like under the new ruler?

Just a few ideas you could explore to take this further.

Djinn_in_Tonic
2010-05-19, 06:28 AM
...wouldn't the resistance have started almost immediately? That's the way it normally works: people who fought against the tyranny begin planning secretly, while those born later are more likely used to it...

Also, how the heck does an entire nation of thieves function?

LordZarth
2010-05-19, 03:10 PM
What is a nation of thieves like? :smallconfused:

Piedmon_Sama
2010-05-19, 03:14 PM
Very quiet! *rimshot*

But no, you could imagine a country run by "Thieves' Guilds" as sort of a large, urban-centric protection racket, loosely confederated with unions or brotherhoods of "debt collecters/made men" keeping the peace and taking their cut off different neighborhoods.

Of course since he said it was chaotic neutral, maybe the thing just looks like a big pirate's hangout. :p

Chainsaw Hobbit
2010-05-19, 09:05 PM
Some More Fluff:

THE GODS

Freya (Neutral Good Goddess of War, Wisdom, Fertility, And the Moon)

Freya is worshiped by hunters, warriors, mothers, and druids. She often appears as an attractive women wearing furs, carrying a curved blade, and wearing antlers on her hood; she also shows herself as an elk, as a wolf, and as a mountain loin.

Freya teaches her followers to:

- Live by the moon cycles and take the biggest risks when the moon is full, also take the smallest risks when the moon in new.
- Respect all life, harm no creature needlessly.
- Grow crops and pass on seeds, never let the cycle die.

Solara (Lawful Good Godess of the Sun, Light, Protection, and Healing)

Solara is worshiped by Clerics, Protectors, Healers, and warriors. She shows herself as a winged being of blue light and energy and sometimes as an armored blue dog the size of an elephant.

Solara's commandments are:

- Protect those weaker than yourself, speak for those who don't have voices.
- Wage war on tyrants and oppressors, Fight those who would exploit the weak.
- Heal the injured and and the sick to the best of your ability.
- Do not kill a foe who is unarmed, powerless, or at your mercy.

Vagard (True Neutral God of Travel, Adventure, Wealth, and Fame)

Vagard is worshiped by adventurers, treasure hunters, travelers, and solders of fortune. He shows himself as an old man wearing furs and scars.

His temples teach to:

- Seek wealth and reputation.
- Explore lost ruins and uncharted lands in the name of Vagard.
- Donate 10% of your earned wealth to your temple of Vagard.

Lady Luck (Chaotic Neutral Goddess of Luck, Coins, and Chance)

Known only as Lady Luck, This Goddess is worshiped by gamblers, risk takers, wealth seekers, and thieves. Lady Luck shows herself as a talking face on a coin and as a fat women wearing expensive robes.

Her followers learn to:

- Pray to Lady Luck before taking risks.
- Make decisions through chance.
- Have faith in Lady Luck and she will guide you.

Rashiek (Chaotic Evil God of Caverns, Darkness, Dungeons, Torture, and Vermin)

Rashiek is worshiped by drow, goblins, monsters, cultists, and dungeon dwellers. He shows himself as a 10ft tall naked, scarred, muscular, Grey-skinned humanoid with 4 arms and a spiked chain in each hand.

Rashiek's cults teach their members to:

- Make blood sacrifices to Rashiek.
- Torture innocents as homage to Rashiek.
- Torture yourself as homage to Rashiek.
- Surround yourself in vermin.

Amadeus (As seen in D&D!)

Zexion
2010-05-19, 11:11 PM
:smallconfused:

Um... why are there good gods if most of the world is controlled by evil?

Chainsaw Hobbit
2010-05-20, 10:02 AM
:smallconfused:

Um... why are there good gods if most of the world is controlled by evil?

The short answer So there can be a good cleric in the party.

The longer answer When the lich took over the good gods didn't die.

Chainsaw Hobbit
2010-06-03, 09:05 PM
An OotS style picture of the lich queen (drawn by no other than ME!):
http://img241.imageshack.us/img241/9173/awsome.png

Chainsaw Hobbit
2010-06-04, 12:25 PM
NOW WITH PATHFINDER STATS!!! (Very, very long)
Name (Needs Name)
Human (Medium Humanoid) Lich
Druid level 18 (skill points 126)
Aristocrat level 4 (skill points 28)
Hit die 0d8+18d8+4d6+66+18(179hp)
Init 0
Speed 30
AC 17 + Leather, + Shield, none
(Natural +5, Leather +2,)
AC flat footed :17
AC Touch: 10
Base Attack/Grapple 16/15
CMB 15 CMD 25
Attack +15 Sickle 1d8-1 Crit(20-20)X2
Full attack +15 Sickle 1d8-1
Space/Reach 5/5
Special Attacks Fear DC(24) If less than 5HD and 60 ft will save, Paralyzing touch DC(24) On touch DC 10 + 1/2 liches HD + chr bonus, Touch DC(24) 1d8+5 damage negative energy (will Save for half) +Paralysis,
Special Qualities Damage reduction 15/bludgeoning and magic, Immunity to cold, electricity, polymorph and mind effecting attacks, Turn resistance 4,
A Thousand faces Can use alter self spell at will
Nature bond Animal companion
Nature Sense +2 Knowledge nature +2 Survival
Resist Natures lure +4 save vs Fey creatures
Timeless Body No Longer ages
Trackless step Cannot be tracked in the wild
Venom Immunity Immune to poisons
Wild Empathy Improve attitude of an animal
Wild Shape per day 8
Woodland Stride Can move through undergrowth at normal speed
Saves Fort +15, Ref +7, Will +21
Abilities Str 9, Dex 12, Con 0, Int 14, Wis 22, Chr 16
Skills Appraise 2, Bluff 3, Climb 4, Diplomacy 18, Disguise 3, Fly 14, Handle Animal 3, Heal 31, Intimidate 13, Know geography 15, Know nature 29, Know nobility 12, Linguistics 2, Perception 31, Perform Oratory 3, Ride 25, Sense Motive 17, Stealth 11, Survival 31, Swim 9,
Languages Common
Feats
Armour prof heavy ,
Armour prof light ,
Armour prof medium ,
Martial Weap Prof ,
Shield Proficiency Can use shields,
Simple Weapon Proficiency ,
Tower Shield Proficiency Can use the tower shield and suffer only normal shield skill penalties,
Alignment Any
CR 22
Spells Known
Druid
Spells
Level 0 (4) DC 16
Create Water(Conjuration)[Creation Water ] X 1
V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous
SV None Area: Up to 2 gallons of water/level
Cure Minor Wounds(Conjuration)[Healing ] X 1
V,S rng: Touch Dur: Instantaneous
SV Will half (harmless); see text Area: Creature touched
Detect Magic(Divination)[ ] X 1
V,S rng: 60ft Dur: Concentration, up to 1 min./level (D)
SV None Area: Cone-shaped emanation
Flare(Evocation)[Light ] X 1
V rng: Close 25ft + 5ft/2 levels Dur: Instantaneous
SV Fortitude negates Area: Burst of light
Level 1 (6) DC 17
Calm Animals(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels Dur: 1 min./level
SV Will negates; see text Area: Animals within 30 ft. of each other
Cure Light Wounds(Conjuration)[Healing ] X 1
V,S rng: Touch Dur: Instantaneous
SV Will half (harmless); see text Area: Creature touched
Entangle(Transmutation)[ ] X 1
V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level (D)
SV Reflex partial; see text Area: Plants in a 40-ft.-radius spread
Faerie Fire(Evocation)[Light ] X 1
V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level (D)
SV None Area: Creatures and objects within a 5-ft.-radius burst
Magic Fang(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 1 min./level
SV Will negates (harmless) Area: Living creature touched
Obscuring Mist(Conjuration)[Creation ] X 1
V,S rng: 20ft Dur: 1 min/level
SV None Area: Cloud spreads in 20-ft.-radius from you, 20 ft. high
Level 2 (6) DC 18
Animal Messenger(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,M rng: Close 25ft + 5ft/2 levels Dur: One day/level
SV None; see text Area: One Tiny animal
Bears Endurance(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 1 min./level
SV Will negates (harmless) Area: Creature touched
Bulls Strength(Transmutation)[ ] X 1
V,S,M,M/DF rng: Touch Dur: 1 min./level
SV Will negates (harmless) Area: Creature touched
Chill Metal(Transmutation)[Cold ] X 1
V,S,DF rng: Close 25ft + 5ft/2 levels Dur: 7 rounds
SV Will negates(object) Area: Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb.
Flaming Sphere(Evocation)[Fire ] X 1
V,S,M/DF rng: Medium 100ft + 10ft / level Dur: 1 round/level
SV Reflex negates Area: 5-ft.-diameter sphere
Heat Metal(Transmutation)[Fire ] X 1
V,S.DF rng: Close 25ft + 5ft/2 levels Dur: 7 rounds
SV Will negates (object) Area: Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb.
Level 3 (5) DC 19
Call Lightning(Evocation)[Electricity ] X 1
V,S rng: Medium 100ft + 10ft / level Dur: 1 min./level
SV Reflex half Area: One or more 30-ft.-long vertical lines of lightning
Diminish Plants(Transmutation)[ ] X 1
V,S,DF rng: See Text Dur: Instantaneous
SV None Area: See text
Dominate Animal(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S, DF rng: Close 25ft + 5ft/2 levels Dur: 1 round/level
SV Will negates Area: One animal
Magic Fang, Greater(Transmutation)[ ] X 1
V,S,DF rng: Close 25ft + 5ft/2 levels Dur: 1 hour/level
SV Will negates (harmless) Area: Living creature touched
Poison(Necromancy)[ ] X 1
V,S,DF rng: Touch Dur: Instantaneous; see text
SV Fortitude negates; see text Area: Living creature touched
Level 4 (5) DC 20
Blight(Necromancy)[ ] X 1
V,S,DF rng: Touch Dur: Instantaneous
SV Fortitude half; see text Area: One plant or plant creature
Control Water(Transmutation)[Water ] X 1
V,S,M/DF rng: Long 400ft + 40ft / level Dur: 10 min./level (D)
SV None; see text Area: Water in a volume of 10ft./level by 10 ft./level by 2 ft./level (S)
Cure Serious Wounds(Conjuration)[Healing ] X 1
V,S rng: Touch Dur: Instantaneous
SV Will half (harmless); see text Area: Creature touched
Flame Stike(Evocation)[Fire ] X 1
V,S,DF rng: Medium 100ft + 10ft / level Dur: Instantaneous
SV Reflex half Area: Cylinder
Spike Stones(Transmutation)[Earth ] X 1
V,S,DF rng: Medium 100ft + 10ft / level Dur: 1 hour/level (D)
SV Reflex partial Area: One 20-ft.square/level
Level 5 (5) DC 21
Animal Growth(Transmutation)[ ] X 1
V,S rng: Medium 100ft + 10ft / level Dur: 1 min./level
SV Fortitude negates Area: Up to one animal (Gargantuan or smaller)/two levels, no two of which can be more than 30 ft. apart
Call Lightning Storm(Evocation)[Electricity ] X 1
V,S rng: Long 400ft + 40ft / level Dur: 1 min./level
SV Reflex half Area: One or more 30-ft.-long vertical lines of lightning
Insect Plague(Conjuration)[Summoning ] X 1
V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level
SV None Area: One swarm of locusts/three levels, each of which must be adjacent to at least one other swarm
Unhallow(Evocation)[Evil ] X 1
V,S,M rng: Touch Dur: Instantaneous
SV See text Area: 40-ft.-radius emanating from the touched point
Wall of Thorns(Conjuration)[Creation ] X 1
V,S rng: Medium 100ft + 10ft / level Dur: 10 min./level (D)
SV None Area: Wall of thorny brush, up to one 10-ft. cube/level (S)
Level 6 (5) DC 22
Antilife Shell(Abjuration)[ ] X 1
V,S,DF rng: 10ft Dur: 10 min./level (D)
SV None Area: 10-ft.-radius emanation centered on you
Bears Endurance, Mass(Transmutation)[ ] X 1
V,S,DF rng: Close 25ft + 5ft/2 levels Dur: 1 min./level
SV Will negates (harmless) Area: Creature/level, no two of which can be more than 30 ft. apart
Fire Seeds(Conjuration)[Creation Fire ] X 1
V,S,M rng: Touch Dur: 10 min./level or until usede
SV None or Reflex half; see text Area: Up to four touched acorns or up to eight touched holly berries
Ironwood(Transmutation)[ ] X 1
V,S,M rng: 0ft Dur: One day/level (D)
SV None Area: An ironwood object weighing up to 5 lb./level
Move Earth(Transmutation)[Earth ] X 1
V,S,M rng: Long 400ft + 40ft / level Dur: Instantaneous
SV None Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Level 7 (3) DC 23
Animate Plants(Transmutation)[ ] X 2
V rng: Close 25ft + 5ft/2 levels Dur: 1 round/level or 1 hour/level; see text
SV None Area: One Large plant per three caster levels or all plants within range; see text
Create Moderate Wounds, Mass(Conjuration)[Healing ] X 1
N/A rng: 0ft Dur: N/A
SV N/A Area: N/A
Level 8 (3) DC 24
Finger of Death(Necromancy)[Death ] X 1
V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous
SV Fortitude partial Area: One living creature
Repel Metal or Stone(Abjuration)[Earth ] X 1
V,S rng: 60ft Dur: 1 round/level (D)
SV None Area: 60-ft. line from you
Level 9 (2) DC 25
Storm of Vengeance(Conjuration)[Summoning ] X 1
V,S rng: Long 400ft + 40ft / level Dur: Concentration (maximum 10 rounds) (D)
SV See text Area: 360-ft.-radius storm cloud
Summon Natures Ally IX(Conjuration)[Summoning ] X 1
V,S,DF rng: Close 25ft + 5ft/2 levels Dur: 1 round/level (D)
SV None Area: One or more creatures, no two of which can be more than 30 ft. apart

MAGIC ITEMS

Amulet of natural armour (+3) +3 Nat armour (18000gp)
Bracers of armour (+4) +4AC (16000gp)
Cloak of resistance (+3) +3 saves (9000gp)
Ring of Protection (+5) +5 AC (50000gp)
Ring of Protection (+3) +3 AC (18000gp)
Staff of Necromancy - (65000gp)
Weapon Magic (+3) +3 to Hit +3 Dam (18000gp)

Total Value 194000gp

4E STATS COMING SOON!

Chainsaw Hobbit
2010-06-04, 03:04 PM
4E STATS FOR THE LICH QUEEN!!!

(Needs Name) Level 31 Solo Controller
Medium natural humanoid XP 115,000
Initiative +22 Senses Perception +22; darkvision, truesight
HP 1,148; Bloodied 574
AC 47; Fortitude 46; Reflex 47; Will 50
Immune poison; disease
Resist 10 acid, 20 cold, 10 fire, 10 lightning, 20 necrotic;
Vulnerable 10 radiant
Saving Throws +5
Speed 6 , Fly 10
Action Points 2

TRAITS
A Aura of Freezing Fear aura 3
Foes that start their turn in the aura take 15 cold and necrotic damage, if they are bloodied they also take a -4 penalty to all d20 rolls until the end of their next turn.
Terrible Wrath
While Bloodied (Needs Name) gains regeneration 15, loses vulnerability to radiant damage, and all foes within 6 squares of her take a -2 penalty to all saves.

STANDARD ACTIONS
C Breath of Insanity (standard; recharge 6)
Attack: Blast 3 (all targets); +33 vs Will
Hit: 5d10 + 9 Poison and psychic damage and the target is dominated (save ends).
A Punishing Hellfire (standard; at-will)
Attack: Burst 1 within 15 (all targets); +33 vs Reflex
Hit: 3d8 + 10 Fire and necrotic damage and the target takes ongoing 15 fire and necrotic damage (save ends).
Miss: Half damage and ongoing 5 fire and necrotic damage (save ends).
C Necrotic Thorns (standard; encounter, recharges when first bloodied)
Attack: Close burst 3 (all targets)
Hit: +33 vs Reflex; 5d10 + 9 Necrotic damage and the target is slowed and takes ongoing 15 necrotic damage (save ends).

MINOR ACTIONS
m Finger of Withering Death (minor; at-will)
Attack: Melee 1 (1 target); +35 vs Fortitude
Hit: 3d8 + 10 Necrotic damage and the target is dazed and takes ongoing 15 necrotic damage (save ends both).
R Ray of Freezing Fear (minor; at-will)
Attack: Ranged 20 (1 target); +35 vs Will
Hit: 3d8 + 10 Necrotic damage and the target is immobilized and takes ongoing 15 cold damage (save ends both).

Alignment Evil Languages Elven, Common, Abyssal
Skills Arcana +29, Bluff +29, Diplomacy +29, Insight +27, Intimidate +29, Nature +27, Religion +29
Str 22 (+21) Dex 25 (+22) Wis 25 (+22)
Con 31 (+25) Int 28 (+24) Cha 28 (+24)

Chainsaw Hobbit
2010-06-11, 10:41 AM
The Planes

The Mortal World
The Mortal World lies in the center of the planes and is where most of the campaign will take place. It once was a beautiful world of lush forests, infinite seas, wide fields of farmland, and great empires; It is now a dark place of scorched wastelands, impoverished villages, blasted ruins, murky seas, and dead forests. Savage tribes of monstrous humanoids burn and raid their way through the world and the lich queen has total control over almost everything, slavery and undeath are widely accepted as cheap labor and the average citizen is little more than a slave.

The Underdark
The Underdark was once a great and diverse empire of dwarves, gnomes, drow, minotaurs, myconids, and other creatures; it is now a dark and mysterious realm of lightless caverns and twisting, fungus-lit caves mostly dominated my monsters and undead.

Tarturus
Below The Underdark lies Tarturus, a swirling pit of necrotic fire, numbing frost, bubbling acid, maddening chaos, and utter evil where demons and devils constantly battle for domination.

The Feywild
A dark and twisted version of the standard Feywild, it was once (like most of the other planes) a beautiful place but is now a blackened forest shrouded in eternal twilight and ruled by dark fey and demons and where the lich queen actually lives.

The Far Realm
As seen in D&D!

The 7 Heavens
As seen in D&D!

Chainsaw Hobbit
2010-06-16, 03:11 PM
I was thinking about doing a rebel-ringleader prestige class / paragon path but my attempts don't seem to work, do you have any ideas to make it class-neutral.

Chainsaw Hobbit
2010-06-17, 03:11 PM
PC Races

Humans
Human mostly live in slavery and fear of the lich queen, a few however fight against her or directly serve her. There are also a handful of scattered barbarian tribes in the frozen mountains.
Well, this is the generic D&D race so I can't leave it out. :smallwink:


Elves (and Eladrin for 4E)
Elves and Eladrin are mostly gone, only a few live scattered among other races. Some have gone back to the Feywild where they have been twisted and corrupted and often serve the lich queen.
I wanted elves to be rare and mysterious and serve as both PCs and adversaries. Maybe there should be a completely separate race of evil Feywild elves. :smallconfused:


Dwarves
Dwarves are rare but the few surviving ones have fled to the mountains, oppose the lich queen, or are used for hard labor in mines.
Dwarves are also iconic so I really had to include them in the setting, they ARE kinda bland right now so maybe you could help me think of how to add more flavor.


Minotaurs
Minotaurs are a common race used for the bulk of hard slog in the empire and as cheap and powerful shock-troops. Many Minotaurs rebel against her to throw off the chains on their race.
In every party there is someone who plays a "big tough race". After a lot of thinking I decided Minotaurs would be the "big tough race" for my setting. They serve their role as slaves to the empire better than their competitors (Half-Orcs and Goliaths) and give the setting a unique flavor.

Halflings
Halflings are less common than Humans or Minotaurs but are still common in the world. They ither serve as slaves or live in small woodland tribes.
I wanted Halflings to be the "small hero in a big world" race, sort of like in our beloved middle earth.

Half-Elves
Sometimes elves have humans lovers, hey also desperately breed with humans to preserve their race. Half-elves are shunned by elves for being "impure" and humans for being different making them outcasts.
The Half-Elves in my setting are like the Half-Elves in Dragonlance. They are outcasts to society and make great "Tanis" charters.

Chainsaw Hobbit
2010-06-19, 11:11 PM
Organizations:
The Broken Legion

The Broken Legion was once the military for a mighty goblinoid nation that was destroyed in the great war, in the last days of the war the nation broke into rival tribes fighting over resources and territory. When the war ended some of the tribes survived and fled to the mountains where they grew and revived themselves. The different tribes, known collectivity as The Broken Legion now serve as mercenaries throughout the world and have each developed their own unique fighting style and culture.

Chainsaw Hobbit
2010-06-20, 03:05 PM
No one has any comments at all :smallconfused: :smallfrown:?

Chainsaw Hobbit
2010-06-27, 08:19 PM
Organizations:
The Order of the Pale Hand

The Order of the Pale Hand is a secret guild of spies, assassins, agents, and bounty hunters for the lich queen. Their leader is a half-vampire* Bard/Assassin directly serving the lich queen while most of the order act in semi-independent groups.

*See Liberis Mortis: the book of undead for 3.5 and THIS (http://www.giantitp.com/forums/showpost.php?p=8537369&postcount=2) for 4.0

Arathnos
2010-06-28, 10:21 AM
On Dwarves:

If you are looking to give them a little more character, start looking at alternative ways to portray them, not just by changing who are they are.

Dwarves traditionally have a very rigid clan system right? So play that aspect up. Give your dwarves a strict caste system, ruled by the aristocracy and the warrior clans. Anyone who is without a caste is an untouchable. This means that many dwarves have a harder time dealing with the other races, as they often feel they are sacrificing their honor just by working with them.

And why should dwarves be rare? Everything else has already been labeled as 'rare' or 'uncommon' by you, so here is my thought; make them the backbone of the resistance. The dwarves are incredible strategists and warriors. They are the heart of the rebel military. Not to mention the fact that they provide the resistance with equipment and ore. Many people dislike dealing with the dwarves, because they, correctly, feel that they are looked down upon by their smaller counterparts. Despite this hesitancy, everybody knows that without the dwarves, the resistance doesn't stand a chance.

EDIT: On Elves:

What if the bulk of the remaining elves were captured, and as you said, twisted by the lich queen? Now elves and eladrin serve as taskmasters and overlords in her regime. Or perhaps they serve as regional governors, managing small areas directly to better help the lich queen maintain control. They are cunning and cruel, and due to the incredible amount of pain they have suffered at the hands of their mistress, they love dishing it out. This allows them to be the mysterious, sinister figures that you desire them to be, while the ones who escaped will remain good and wish adamantly to see their brothers and sisters returned to normal.

Just food for thought.

Chainsaw Hobbit
2010-06-28, 10:55 AM
EDIT: On Elves:

What if the bulk of the remaining elves were captured, and as you said, twisted by the lich queen? Now elves and eladrin serve as taskmasters and overlords in her regime. Or perhaps they serve as regional governors, managing small areas directly to better help the lich queen maintain control. They are cunning and cruel, and due to the incredible amount of pain they have suffered at the hands of their mistress, they love dishing it out. This allows them to be the mysterious, sinister figures that you desire them to be, while the ones who escaped will remain good and wish adamantly to see their brothers and sisters returned to normal.

Just food for thought.

I love it!

Arathnos
2010-06-28, 11:04 AM
Good! I really think you can explore that dynamic, both with the story and your players.

Maybe it has been so long, that the bulk of society doesn't remember that the elves and eladrin were once just as good and noble as any race. When a good elf surfaces and wishes to join the resistance, many of the other warriors are skeptical, at best. Rampant racism abounds and elves are looked down as second-class citizens.

Elves and eladrin also need to be careful about being caught. If one of the queen's servants, particularly another elf or eladrin, catches them, they will be tortured until they become like the taskmasters. Perhaps a specialized group of the Order of the Pale Hand exists exclusively for the tracking and capture of rogue elves.

Chainsaw Hobbit
2010-07-01, 10:57 AM
Beacon of Hope (PrC)
In a dark world where all seems lost only a few dare defy the lich queen. Rebels are few and far between and attempts at resistance usually don't last long. Hope still exists however, and the gods of good smile on those who still believe.

http://img143.imageshack.us/img143/4738/clericbybenji248.jpg

Requirements
Spellcasting: Ability to cast 3rd level divine spells.
Alignment: Any good.
Special: Must be a rebel defying the lich queen.

Hit Dice d8

{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting
1st | +0 | +0 | +0 | +2 |Aura of Luck|
2nd | +1 | +0 | +0 | +3 ||+1 of existing divine spellcasting class.
3rd | +2 | +1 | +1 | +3 |Rebel Luck 1/day|+1 of existing divine spellcasting class.
4th | +3 | +1 | +1 | +4 ||+1 of existing divine spellcasting class.
5th | +3 | +1 | +1 | +4 |Rebel Luck 2/day|+1 of existing divine spellcasting class.
6th | +4 | +2 | +2 | +5 ||+1 of existing divine spellcasting class.
7th | +5 | +2 | +2 | +5 |Rebel Luck 3/day|+1 of existing divine spellcasting class.
8th | +6/+1 | +2 | +2 | +6 |Hope Still Remains|+1 of existing divine spellcasting class.
9th | +6/+1 | +3 | +3 | +6 ||+1 of existing divine spellcasting class.
10th | +7/+2 | +3 | +3 | +7 |Perfect Paragon|[/table]

Aura of Luck (SU)
Allies within a number of squares equal to your charisma modifier gain a luck bonus to saving throws equal to your wisdom modifier.

Rebel Luck (SU)
When an ally within a number of squares equal to twice your Beacon of Hope level makes a die roll and dislikes they result the may re-roll it (using the second roll, even if it's lower).

Hope Still Remains (SU)
Once per encounter when you drop to 0 hp or fewer but do not die you come back to the fight the next round with hit points equal to your constitution score.

Perfect Paragon (SU)
You have become a true paragon and example of rebel hope, you gain a permanent +1 bonus to charisma, a permanent +1 bonus to saving throws, and you are treated as an outsider for all purposes besides that you can be resurrected.

Chainsaw Hobbit
2010-07-01, 12:45 PM
I fixed up the Beacon of Hope.
Any feedback?

MythMage
2010-07-01, 02:29 PM
Aura of luck is much too strong. All of the bonuses the class provides need to be given a bonus type to prevent them from stacking with everything else.

Chainsaw Hobbit
2010-07-01, 02:38 PM
Aura of luck is much too strong. All of the bonuses the class provides need to be given a bonus type to prevent them from stacking with everything else.

Fixed. :smallwink:

Chainsaw Hobbit
2010-07-08, 05:27 PM
Do any of you think the setting needs another evil god?