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Krimm_Blackleaf
2007-03-28, 07:17 PM
I have decided to begin creating what I thought would just be a campaign consisting of a series of adventures. But I'm beginning to turn it into an entire setting.

--
-Nation of the Dead-

Introduction

http://www.wizards.com/dnd/images/hoh_gallery/91970.jpg

In ages past there were many beings of great power, known as the Gods. The greatest of them were the Ancients, though they were more often known as Titans to mortals. The gods and ancients watched the material plane for eons, an ocean world where no things lived but the most ancient and evil of creatures, known as the old ones. These creatures were lead by greater old ones, who may still live...

The gods of good sought to counter the evils of the depths and brought the earth to the sun, creating land. Here three continents were forged; Tanzen, Arcnus and Shello. On these lands life was made, things of beauty and grace and wonder. But the gods of evil thought these plans were not in their best interests, and so they corrupted and saturated mortal minds with evil. This, however, brought balance to the lands, creating a world where balance is omnipresent and a central hub to all the planes.

Elves, dwarves, gnomes, halflings, orcs, and men - they all were created by some means, either by the gods or mistakes by mortals. Each race interacted and grew, evolving into great societies, where magic and technology were/reigned supreme.

Men began their rule over the world and dominated the lands, becoming a vast majority of mortals in all the realms. Soon mens easily malleable minds were corrupted further, centering on the nation of Arcnus. Men discovered lost magics of the old ones that let the dead rise again, only not to return the soul to the body, but instead to give animation to the soulless corpse. As magics of necromancy grew more powerful, creatures such as liches and vampires arose among the mindless undead and took over the now wicked nation of Arcnus, renaming it Arcnus Mortis, the land of the dead.

In silence the dead waited for their time. Merely fifteen years ago their time arose, they attacked the living of Tanzen and Shello in preparation for the rise of the old ones and their leaders, as well as several evil ancients of darkness, and depth. Right now, Tanzen is under invasion from the dead and Shello has been wiped nearly clean of beating hearts as but a few brave heroes stand in the way of the Nation of the Dead.


----

History
http://www.lasersportsusa.com/images/decor/14YT7047_1.jpg

PA: Pantem Ashara (Alacric for Origin Time) measured backwards, like BC.
KA: Kaalventian Ardanovallo (Draconic for After Death)

Before Time: The Elder Gods dwell in the infinite chaos and water of the sea, before the great wheel was made.
PA ?: The gods rise into being and forge the wheel, the sea and the sky, putting the Elder Gods in their watery prisons and allowing the creatures of the world to grow free. The city of the gods is built so the gods may be worshipped in peace.
Approx PA 100,000,000: Daelkyr walk the earth and sea in search of new play things and experiments, where mortal life begins to evolve and illithids keep them in check as they can. The first records of dragons appear in tableture and cave-etchings.
Approx PA 1,000,000: Most of the daelkyr leave the material plane for less boring territory, leaving in their wake countless eldritch horrors and several kinds of magic. With illithids alone to keep humanoids in check, they begin to grow and spread. The Alacra, or first man, begin to grow as the strongest among primordial humanoid races. The Shaen-ah take note of their swift evolution but want nothing to do with them.
Approx PA 900,000: The Alacra spread across Tanzen and Arcnus, using the recent invention of iron weaponry to take over most of the known world. Shello fights back with primordial mortal magic and manages to stay out of the empire of man.
Approx PA 10,000: A small council of binders propose using mysterious vestiges to advance technology and magic to the leaders of Arcnus. These leaders take up their offer and learn great things from these beings known by many as Nyarlathotep and Cthulhu.
Approx PA 3,300: The Shaen-ah finally decide to interact with 'lesser' races of man and dwarf. They will not notice themselves devolve for several centuries.
Approx PA 3,000: Many Shaen-ah simply become elves due to far too much interaction with humanity and the like. Many Shean-ah remain on Tanzen but isolate themselves from all others, many remain and become elves while the half-devolved shaen'aei-ah can interact with the two factions.
Approx PA 2,500: A group of nine mad artificers of Arcnus are the hidden lords of artifice and the veritable rulers of the world from behind the mantle of Arcnus. They name themselves Teara Nol(Nine Makers in Desridic) and create the first artificers guilds on the face of the planet. Their reign lasts centuries.
Approx PA 2,300: Among the technological boon on Arcnus, the elder gods leave the secrets of the magics of life and death to the mortals.
Approx PA 2,000: The first time in known history, an illithid removes himself from a secluded island and walks among the dead and dying of Arcnus, he reveals he is a lich, or as his language calls it, an alhoon. His madness and ambition lead him quickly to become the lord of the territory of Mertion.
Approx PA 1,100: Arcnus ceases to be a land of technology and magic, and becomes Arcnus Mortis, a land of magic and death. Technology abandoned in favor of the powers over life and death, life is slowly quashed as it becomes either unlife or just plain death. The Taera Nol, with entirely different members in each of the nine chairs, falter in panic and chaos, their technology dies under the crushing foot of necromancy.
PA 814: The isolationist state of Cernin treats it's people like animals or worse, leaving them without even the things undead need to stay sane. A necropolitan ex-military rises up against the king in the name of his people, and his destruction leads the people into revolution.
PA 809: The revolution ends, the king is destroyed and the cruel monarchy is replaced with a new Cernin empire, under the guide of a single most-wise emperor, Thaa Sossar, a powerful ghoulish sorcerer.
PA 700: Thaa Sossar is assassinated in a one-night revolt against his empire, little else changes but the emperor on the throne. The tradition takes hold when a new emperor of Cernin can only take the throne from the destruction of the previous emperor.
PA 401: Vlaadios D'Skuur, the son of rich fur traders is bitten by a vampire in Tanzen outside of a tavern. He flees in hopes of finding a cure on Arcnus Mortis. While here, he accustomes himself to life there and never leaves.
PA 355: The once young confused vampire Vlaadios D'Skuur now becomes the most powerful leader Cernin has ever had and reigns there as it's lord to this day, and the only one powerful and fearsome enough to have no attempts made on his (un)life.
PA 190: The Ya Koell (Four Metals in Menta Von) find themselves in Tanzen, and with their dying days teach artificers how to create the warforged, and give up their remining life-force to empower each and every one.
PA 188: The Githyanki and the Githzerai for unknown reasons begin flocking to the material plane and interacting almost exclusively with halflings tribes. Over the course of the next few decades they will teach them all of their ways and leave as surprisingly and quickly as they came. Halflings of course, begin to spread across the plains of Tanzen in caravans.
PA 184: A group of spellcasters begin a guild in Tanzen, it begins weak and almost meaningless. It's soul purpose is to drive back any Arcnus Mortis threat from the shores of Tanzen and sometimes Shello, though the nation of magic has little trouble fending off what small threats come it's way.
PA 178: The newly dubbed Order of the Magi expands it's drive to keep safety on Tanzen to sabotage the inner workings of Arcnus Mortis. Many die on such missions and hope does not hold out for the future of the Order. However, hope is restored late in the year as a mysterious dragon sorcerer by the name of Alzaphralothon donates his hoard to their cause and becomes the Order's first head Magi.
PA 177: The Order of the Magi, with the help of Alzaphralothon is now seen as a real threat to Arcnus Mortis, but the King of Tanzen sees it as just a big a threat to his country as to theirs. To his dismay, the Order is now too powerful to fight and then King sees the best path is to a pact of nonviolence between Tanzen and the Order of the Magi.
PA 154: Alzaphralothon dies at the hand of a daelkyr, his body and the daelkyr both mysteriously disappear and are not seen again by the eyes of time. The first humanoid ruler of the Order takes over, and humanoids dominate the position over it's history.
KA 0: Shello is wiped clean because of the mad alhoon that leads Mertion, and needless to say open war is waged on Arcnus Mortis. The current age begins.
KA 1: The King of Tanzen recognizes the Order of the Magi as more than a cult of strange spellslingers, but a useful tool against the now obvious threat of Arcnus Mortis. They are given royal funding and a headquarters in Dawn of Glory.
KA 3: The first group of travelers brave enough to venture into the mists of Shello. The one survivor that returns alive tells the world about the rageforged, the deadly insane warforged that now roam the land.
KA 9: A group of gnomes gather in a small town not far south of Dawn of Glory. These gnomes with their darkened souls form Tarnished White.
KA 10: A rageforged is captured on Shello and becomes the subject of many experiments. This is the beginning of it's rehabilitation experiment.
KA 13: The rageforged is regarded as a functioning member of society, and the first and only rehabilitated rageforged. He takes the name of Husk and becomes a barber.
KA 15: The campaign begins.


----

Languages

Mortal Languages
{table="head"]Name|Alphabet|Those who speak it
Alacric|Common |Ancient Tanzenians and some Arcnus Mortisi
Common|Common|Most Tanzen natives
Desridic|Desridic|Arcnus Mortisi, also known as 'Language of Death'
Draconic|Draconic|Dragons, arcane casters and sphoraxunes
Druidic|Druidic|Druids, rare few fey
Dwarven|Terran|Dwarves, some giants and goblinoids
Elven|Sylvan|Elves, fey
Giant|Giant|Giants, most goblinoids and several human tribes
Githarr|Common|Githyanki, Githzerai, other astral plane natives and most halflings
Gnoll|Giant|Gnolls
Goblin|Giant|Goblins, hobgoblins and some orc tribes
Halfling|Common|Halflings and many Tanzen tribes of various races
Mahalan|Desridic|Most Mertion natives
Orc|Giant|Orcs, some goblin tribes
Sassh|None|Rageforged
Spheyic |Ignan|Sphoraxune, some dragons
Sylvan|Sylvan|Fey, elves and most Shello natives
Thumm|Terran|Gnomes, mostly just Tarnished White members now know it
Tuilvilanuue|Druidic|Some mujuons
Undercommon|Daelkyr|Illithids, drow, most subterrainian dwellers
[/table]

Planar Languages
{table="head"]Name|Alphabet|Those who speak it
Abyssal |Infernal|Demons, some giants and gnolls
Aquan|Aquan|Elemental water creatures, aberrations and creatures of madness
Auran|Auran|Elemental air creatures, some fey and elves
Celestial|Celestial|Good outsiders, Tanzen nobility and good priests
Daelkyr|Daelkyr|Daelkyr, illithids, chaotic outsiders and creatures of madness
Ignan|Ignan|Elemental fire creatures and many sphoraxun clerics
Infernal|Infernal|Devils and many Arcnus Mortis nobility
Kana|Celestial|Creatures of the Positive energy plane, some celestials
Kearu|Celestial|Creatures of the Negative energy plane, some fiends and many undead
Kevaktikno|Daelkyr|Chaotic outsiders, artists and singers
Menta Von|Menta Von|Lawful outsiders, government officials and diplomats
Terran|Terran|Elemental earth creatures
Yajaa|Celestial|Fallen eladrin and unseelie fey
[/table]

----

Sidenote: Common is not so common

The 'Common' language is only called as such because everyone who speaks it calls it by something different depending on where they are. It has so many names, that devoting as many pages as is necessary to divulge them all would be wasted space.
It, in fact is prevalent only on Tanzen, and only some Arcnus Mortis natives know the language. When Shello was still ripe with life, the language was almost nonexistent. This means that typically, a DM should assume that any Arcnus Mortis or Shello native does not automatically receive Common as a language, though they can get it as a bonus language.
The Automatic language for Arcnus Mortis is Desridic(or Mahalan for Mertion natives), the native language of Shello can be either Sylvan, or any language tied to a particular region or race(or in the case of Rageforged, Sassh), the language of the island of Sphadrax is Spheyic, and the Ikathiuss' native language is Undercommon, Daelkyr and Elven.
Sidenote: Slang


In the world, language isn't quite as rigid as one might thing. It follows rules as language does and always has, like dialects and of course slang. Here are many slang words used by the living and dead alike(some only by one or the other) that can be easily implemented into the Nation of the Dead campaign.

Annilupin Vitte: Another term for Tarnished White, used almost exclusively by younger members.

Balmy: Term describing any mindless undead that has been awakened. A compound of "embalmed" and "barmy."

Big: A casual term for a medium-sized or larger construct, warforged in particular.

Biter or Corpsebreath: Slang for ghouls, usually those found in the lower rungs of dead society.

Blood Mill: A community or herd of mortals, kept by a vampire for feeding purposes. Some necromancers acquire blood mills to supply corpses for their reanimation.

Bloodsucker: Slang for vampires. Not technically a slur, but higher-class vampires will take offense to it.

Blue Eyes: Slang for anyone capable of using incarnum, referring to its distinctive color.

Brassmaker: A skilled artificer, harking back to the artificers of Brasscoil in the good ol' days.

Carrion or Rotter: A slur for any unintelligent undead, most often zombies.

Chalkface: Slur for changelings.

Class: A horde, typically but not always of intelligent undead.

Cluck: an elderly gnome or dwarf woman, typically one that drinks.

Crankshaft: A slur for warforged, particularly rageforged.

Daychild: Term used to describe half-vampires, due to their ability to remain in the sun unharmed.

Deadman or Deadlady: A respectful term for any intelligent undead.

Deathknight: A title of respect for particularly skilled undead martial adepts, particularly those who practice the Dread Crown style.

Deepling: Slang for any aquatic aberration, typically illithids.

Dredge: Slang term for anything considered good. Often used as the adjective "dredging."

Far-Blood: Slang for any outsider, most commonly fiends.

Flink: Thummish for the act of stealing.

Floater: Slang for any aquatic undead, or undead with a swim speed.

Follow: Slang for shadows and wraiths, based on their ability to create spawn from fallen enemies and as a reference to people always being followed by their shadow.

Geisting: A practice among some necromancers, whereby a living mortal is "groomed" for death and reanimation. This typically involves driving them insane by means of persistent and horrific torture, so that they can produce an exotic undead remnant, although specialized dietary and experimental modifications to produce superior zombies are also used.

Halfway: Slang for living necromancers, usually those who specialize in the animation of the dead. Occasionally also used for living who have defected to the cause of the undead.

Heartbeater or Beater: An insulting term to the living from the dead, though the living take pride in being called so.

Hornling: Slang for a follower of Levakross, most of whom find the term disrespectful.

Kottskold: Thummish for meatshield, a term typically used to refer to thugs or fighters (only a skullhead would tell them what it means).

Landlord: Term for anyone crazy enough to hunt rageforged. Understood to mean someone who wishes to claim back Shello, become lord of the land again.

Left standing at the alter: A phrase often used by gnomes to describe the lack of divine aid fifteen years ago.

Neverborn: A classification of particularly powerful undead, those that were never actually living mortal beings. The legendary Atropals are the best example of this.

Other-Than-Living: A roundabout way of saying dead.

Princess or Faceboy: Slang for any undead that preserves and/or embalms themselves to keep up their appearance, be they 'male' or 'female'.

Puncher or Gutworm: Slang for mohrgs.

Ragman: Street slang for mummy.

Rattle: Slang for 'talking,' typically in the sense of someone going on for an annoying long period of time. From the term 'death rattle.'

Rats: Derived from the Thummish word for family, used by the lower-class as an extremely casual term to indicate close friends or in some cases family. Never used in polite company. "Pack" is another alternative.

Reaper: A widely used term for anyone who hunts the undead. Typically used to describe clerics capable of turning undead, but also commonly used for paladins or other warriors who specialize in fighting the dead. Used as a term of respect by the living, and one of fear by the dead.

Reap: The word used to describe the destruction of an undead being–as in, "the paladin reaped the vampire." The term "reaper" is derived from this, as is "reapist," a particularly emotionally-charged term among the undead.

Rent: Rageforged plating taken from the slain, usually by Landlords.

Scrapper: A foolish or useless person or thing, partially derived from the Thummish "darskaap". "Scrapping" can also be used.

Shambler or Dustboy: Slang for any undead in an advanced state of decay.

Shovelman: A thief. Originally used to describe graverobbers.

Shuffler or Leadboy: Slang for any law enforcement agent, the latter nickname deriving from the commonly used lead badges.

Skullhead: Anyone who is foolish, stupid, or crazy.

Silvermonger or Monger: Rarely-used slang for the slaughterforged, based on their obsession with silver. Almost never used outside of Shello.

Slaakratta: "Family" in Thummish, Tarnished White members use this to refer to their own.

Sleepers, Dirtboys, Gravemeat: Corpses, unawakened dead. "Sleepers" is used almost exclusively by necromancers, "Gravemeat" by ghouls.

Slink: Slang for wights.

Soul-booting: When an intelligent undead is faced with either resurrection or destruction and chooses resurrection. Usually the undead subject is otherwise unwilling.

Stains: Derived from the the Thummish "staaenuttom," meaning "outsider," Tarnished White members use this to refer to non-gnomes, though usually only the boldest of gnomes use this when not among other gnomes.

Tailor: A surgeon who specializes in repairing the effects of decay on undead flesh. Many aristocratic undead hire a retinue of tailors to keep their flesh well-preserved.

Taking the Black Breath: When an intelligent undead is brought back to life through some manner of resurrection spell by their own free will.

The good ol' days: Before the annihilation of Shello.

Trinket Walker: Used with two different meanings. On Arcnus Mortis, it's used as a derogatory term for a lich, 'trinket' referring to their phylactery, and that they can walk so long as said phylactery remains intact. On Shello, it is a term used by non-forged to describe a rageforged who has a particularly excessive amount of silver jewelery or trinkets.

Vangat: Thummish for "wanderer," used by Tarnished White gnomes to mean gnomes that aren't members of Tarnished White.

Vorrkeg: Thummush, meaning any artisan of any skill, although typically not used for the more skilled artisans, as it can be used as an insult to imply that they're not of notable talent.

Yellow or Pale: Term used to describe someone who has fallen under the effects of the disease of Shelloen mist, describing the most obvious symptons of pale skin and yellowed eyes. As in, "He's gone yellow."

Krimm_Blackleaf
2007-03-28, 07:55 PM
Races of the setting
http://www.wizards.com/dnd/images/eb_gallery/82115.jpg

~http://i7.photobucket.com/albums/y265/Nny2/Skullsymbol.jpg~
--
Sidenote: Coverall Rule
As a coverall rule for all races in the setting, just so I don't have to put it in for each entry, no race has a racial bonus for fighting other races or types. So dwarves don't get a bonus against orcs or goblinoids and gnomes don't have a bonus on fighting kobolds and goblinoids, nor dodging giants.
--
Humans
http://www.wizards.com/dnd/images/cw_ag/75426.jpg
Not all humans are upstanding and righteous...
Humans are the dominant race of the world(although some would interpret it that the dead now are). Humans are varied and widespread across all continents, either living or dead. Humans were originated last among all the common races (save half-elves and half-orcs as well as other races who's blood is only partly human) but learned quickly to procreate and spread much more quickly and efficiently over the other races. It is unknown where the first humans originated, but it is believed to be somewhere in the heart of Tanzen, but most of all intelligent undead believe they were originated all over Arcnus.



Elves
http://www.wizards.com/dnd/images/row_gallery/86654.jpg
The elves of Tanzen
Among all the races, it is believed elves are the oldest of all the races of the world, albeit not older than the vassals of the old ones, the Illithids. Elven society varies depending on which continent you find them, The Elves of Tanzen tend to be aloof, graceful and masters of bow and sword. The elves of Shello before being cast out and almost exterminated by the hordes of Arcnus Mortis were wild and free, very close to their fey neighbors and treating magic as an art rather than a science. The elves of Arcnus have since before any mortal can remember have always been grim worshipers of death and darkness, avid necromancers and cultists to the old ones. The favored class of elves in Tanzen and Shello is replaced with Ranger, the elves of Arcnus Mortis remains wizard and they tend to favor the school of necromancy.
I liked the look of Lorwyn elves so much I decided to steal the look of them for this setting...
Sidenote: Shaen'Aei-ah
http://www.wizards.com/magic/images/cardart/LRW/Naths_Elite.jpg

In ages past, when Shello was still vibrant and glorious, there lived a race of ancient primal elves, but elves were not savages in their primal state. The first elves were thought to be powerful fey warriors and sages and their name was the Shaen-ah. They bred and evolved into a weaker world as they began to interact with lesser races, such as primal gnomes and halflings and slowly became the elves we know today.
Some of these Shaen-ah, however, decided their power was not to be wasted and devolved as the oldest of the race watched as their children and grandchildren and so forth became lesser elves, though still brilliant and graceful, they were far from their original state of being. These half-devolved Shaen-ah left their native Shello for unfamiliar lands and found Tanzen. They wandered deep into the heart of the woods of the continent and began to settle themselves.
They were isolated from the world for a time, choosing not to mingle with anyone, including the elves that came to Tanzen ages later. They built their homes in the trees with paths under the soil, creating cities and villages of both tree and earth, unifying nature into one beautiful creation for these elven fey to live in.
The day soon came, they began to branch out, forgoing the word of their ancestors they began to interact with local species, at first elves, then humans and after many years some went into dwarven lands. They began to devolve slightly, but kept their rich fey blood and beautiful culture which did not allow them to devolve as far as normal elves had already. To this day, the Shaen'Aei-ah(The Elves That Are Pure) dwell in the heart of the forests of Tanzen. The ancient Shaen-ah race however, were all destroyed in the reaping of Shello... Many Shaen'Aei-ah worship the deaths of their ancestors, having made a religion of the deaths of their old families though still staving off the forces of death themselves and destroying those who might undo their lives, such as the twisted forces of Arcnus Mortis.
A typical Shaen'Aei-ah is about as tall as a normal human, but far thinner though they keep a very lean muscle tone to their bodies from years of hunting and living in nature. Two very defining features of this elven race other than it's unusual height, are it's eyes and it's horns. Their eyes appear to be solidly black, but with small, light-green pupils which glow dimly when among nature. Their horns are also a very unique feature among elven races, appearing to be elegant but still angular and similar to those of a Satyr. These horns range from forest-green to brown to black and sometimes have moss or soil permanently embedded in the grooves and pits.

Racial Stats

+4 Dexterity.
Fey (elf): The Shaen'Aei-ah have retained their feyish blood and have the fey type with the elf subtype.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Forest attunement: Shaen'Aei-ah are adept at life in the thick woods of Shello and Tanzen. They receive a +8 racial bonus to Hide and Move Silently and can climb through trees without having to make Climb checks at a rate of 30 ft.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+4 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Sylvan and Elven. Bonus Languages: Common, Draconic, Gnoll, Gnome, Goblin, and Orc.
Favored Class: Ranger. A multiclass shaen'aei-ah ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
LA: +1



Dwarves
http://www.wizards.com/dnd/images/tob_gallery/99694.jpg
A dwarf warrior stands a vigilant guard against death itself
Living in the mountains and deep tunnels of the nation of Tanzen lives the noble dwarven race. Dwarves are supposedly forged by the hammer of the gods within the fist of the world (a mountain formation similar to a fist raised upward) which is infamous for its treacherous caverns, tunnels and vast expanses of caves. Dwarves, perhaps only second to most humans of Tanzen lead the assault against the invading undead hordes of Arcnus Mortis, bravely dying and killing for their cause. Dwarven clerics often gave special magic items to dwarven warriors which made their bodies immune to the effects of necromantic animation so they wouldn't become weapons against those they fought for. A few tales of wild dwarves are whispered among dwarven society, said to exist in small bands across the barren lands of Shello.



Gnomes
http://www.wizards.com/dnd/images/lom_gallery/88163.jpg
Loneliness has driven many a gnome to sheer madness.
One of the greatest tragedies in the last 15 years is the near extermination of the gnomish race. The origin of the gnomes is without a doubt somewhere on Shello. Gnomes lived almost exclusively to the nation of Shello because of it's general free-spiritedness and lack of rigid rules, but this freeness eventually led to nation of wild magic to be brought to it's knees and slaughtered. 95% of all the worlds gnomes were killed, most of the survivors being adventurers living abroad in Tanzen and the lost ruins of Arcnus. Due to their intense need to live on, their favored class has changed to any.



Halflings
http://www.wizards.com/dnd/images/row_gallery/86655.jpg
Halflings come in many different varieties.
In the eastern plains of Tanzen lives the many scattered tribes and caravans of halflings once native to Shello. Halflings, like gnomes are most widely thought to have originated on Shello but have since taken residence in Tanzen. Unlike gnomes however, the industrious, elusive halflings of Shello managed to escape and find refuge in Tanzen, where it seems their wild nature has been somewhat repressed into a mild form of lawfulness.
The halflings generally nomadic culture is most easily traced to occurrences that happened three centuries earlier, directly tying the halfling race to Githkind forever. The Githyanki and Githzerai, both being astral travelers in ways not unlike the halfling caravans, had many travels into the material plane for supplies and entertainment from the endless silver and grey of the astral plane. Ages ago these caravans found interest in scattered halfling tribes and would teach them their ways, including athletics, arts and even things such as magic and thievery. Now that each side of Githkind has removed itself from the Material plane and leaving the halflings to themselves, you are hard pressed to find a halfling caravan that does not exemplify either the mercenary caravans of the Githyanki, or the skilled craftsmen, sorcerers and thieves of the Githzerai.



Orcs
http://www.wizards.com/dnd/images/eb_gallery/82118.jpg
Orcs are savage nobles, and fearsome warriors
In the vicious wastes of far east Tanzen are the tribes of orcs that call those unforgiving lands their home. Ostracized as demons and marauders by those that have only seen orcs, they are actually creatures that value honor and skill above all else. Orc pantheons are even more full of good-aligned deities than evil ones. It is not impossible to wander into the desert and find an orc paladin. Unfortunately because of low survival rates and a duty for battle, orcs are far rarer than humans. Now for every 10 humans there is likely only 1 orc in the world. Orcs, now living in the bright unforgiving desert don't have sunlight vulnerability, but their darkvision is replaced with low-light vision. Additionally, the penalty to wisdom has been removed, leaving them with +4 Str, -2 Int and -2 Cha.



Illithids
http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG188.jpg
Illithid cultists are just as horrifying as a horde of undead abominations
In ancient times, before creatures walked the earth and learned to speak and create the old ones saw the potential in the races that would be those that walk the earth today. To combat them and oppress them, the old ones created the Illithids. They were given vast psionic powers and magic over death, roaming both land and sea to control people. Even with their great power and intellect the Illithids could not get around the adaptive nature of these new peoples and they were free to evolve and grow. Illithids still walk the earth, although in much smaller numbers. They reside mostly on scattered islands around Shello and Tanzen where they may freely worship their deep dwelling masters. Illithids in this setting can breathe water as freely as air and have a swim speed of 30 feet. Illithids have Psion, Wizard and Cleric as their favored class.



Warforged
http://www.wizards.com/dnd/images/roe_gallery/88245.jpg
A warforged crusader smites a rageforged abomination
Among the most advanced pieces of magic and technology on the continent of Tanzen is the race of the Warforged. They were created 200 years ago by the humans of Tanzen (with a bit of gnomish support) to be warriors and servants, though this was not intended by the Urons that shared the secret of their creation with them. When the four Urons shared the secret of their creation with humanity and shed the mortal coil, they left behind their souls, a small bead of their artifact metal that would form at the core of each warforged. Now each of the four metal Urons lives within the warforged.
They gained liberty during the rise of the undead lords of Arcnus Mortis when it was revealed they were much greater warriors when they had something solid to fight for, it gave them personal zeal for life. It is still debated whether or not the warforged race are gifted by the gods with souls as normal beings are. Warforged may pick any one base class with a full base attack bonus as their personal favored class. Warforged in Nation of the Dead also have Menta Von as an automatic language.
Sidenote: The Rageforged
"Evil that does not sleep, does not tire... creatures of spike and stone and metal... I have seen madness, and it is the rageforged..." -Vorin, an obviously shaken barbarian

On Shello, the gray-white mists that scour the lands are harmful to some degree to most mortals, this is not so for the warforged. No one is entirely sure how these menaces to life first came to be, but it is obvious they are one of the most dangerous forces in the world.
Rageforged live in what can barely be construed as a society, wandering bloodthirsty nomads that just want to spill blood. They will barely kill other warforged or rageforged because they don't spill blood or feel as much pain but will usually, without thought, kill humanoids and living creatures as sadistically and ruthlessly as possible, and in most cases a rageforged will consume the bloody flesh of their dead victims(or living, if they have the Jaws of Death feat).
The closest things to leaders the rageforged have are known sometimes as 'ragelords' and are usually only considered leaders because of how well they kill and how hard they die. The strongest and toughest(and likely most cunning) rageforged is thought to be known as Bloodsword(CE warforged martial barbarian 12/frenzied berserker 5) and is often depicted as stained with blood, red paint and at least two humanoid corpses on his spiky body, as well as his vicious, saw-toothed sword.
Rageforged usually appear as a normal warforged, except for glowing red eyes, twisted, warped and desecrated armor and usually have wanton red paint and bloodstains all over them. Many have body spikes and will keep limbs and organic parts of victims on their bodies. Ragelords often have the entire or most of a slain corpse on their spiked backs. A rageforged is never seen without a weapon.
Rageforged exist only on Shello, and congregate in the biggest numbers in the northwest of it.
(Feat: Rageforged (http://www.giantitp.com/forums/showthread.php?t=55831))


Shifters
http://i7.photobucket.com/albums/y265/Nny2/nacatl_hunt_pride_art_by_steve_pres.jpg
Shifters struggling with Shello as it falls down around them.
The continent of Shello was known quite well for it's numerous magical animal species, one of which was a vast race of lycanthropes which roamed free across the lands. After many centuries of roaming the world they picked up non-lycanthrope followers and members, this lead to interbreeding of human and lycanthrope and somewhere along the line shifters were born as a true-breeding race. A few shifters still reside in the wastes of Shello, but many have traveled to Tanzen just to survive.



Changelings
http://www.wizards.com/dnd/images/roe_gallery/88212.jpg
Many changelings are extremely horrifying behind closed doors...
Like the shifters of the world, changelings are the desendants of intermingling between humans and dopplegangers. Unlike shifters however, most interbreeding was inconsentual. Dopplegangers would most often take on the disguises of someone's husband, wife or any other significant other after disposing of the real one just to spread their seed for their old one masters. Changelings, after a longer period of time than shifters, began to breed true as their own race and spend most of their time among human societies, blending in seamlessly.



Kalashtar
http://www.wizards.com/dnd/images/roe_gallery/88247.jpg
A kalashtar pirate readies to combat horrors at sea
The elder gods of the sea are twisted creatures, and something of the horrid reflections of the gods. Like the gods, they have followers and servants of the planes. The 'angels' of the elder gods are known as the Quori. They scour the material plane looking for foolish mortals to possess, and minds to corrupt with their utter depravity and madness. There were some, in ages past that did not follow in the monstrous, aberrant footprints of the horrors of the deep. They unified with a coven of humans, all with powerful minds capable of great psionic feats. Each Kalashtar caries with them a tiny portion of the madness of the deep, as that is something not even a pure heart can fully purge, but most Kalashtar can either suppress or hide this fact.



Half Orcs
http://www.wizards.com/dnd/images/sand_gallery/87586.jpg
Many half orcs live the treacherous life of a full-blooded orc
Finding it's ways in the cracks of society are the half orcs. Usually born through acts of violent rape by nomadic barbarian orcs, half-orcs are never seen as equals in human or orc society and often seen as less in other cultures. They can often prove themselves worthy by displaying impressive acts on one culture or another (such as a great act of honor among humans or an incredible feat of strength to orcs). In the world orcs aren't quite the same as normal generic half-orcs. Half orcs receive a penalty to Int or Cha but not both, they receive a bonus feat at first level as a human but their darkvision is replaced with low-light vision.



Half Elves
http://i7.photobucket.com/albums/y265/Nny2/Half-elfPaladin.jpg
A half-elf paladin prays to the elven god of conquest
Not quite as rejected among societies as half-orcs, half-elves are outcasts just the same. To elven for humans, too human for elves, the only races they know how to fit in well with are the sparse amount of gnomes and other half elves. Half-elves in the world are slightly different than generic half elves. They receive a +2 bonus on all Cha-based skills (replacing their racial bonus to diplomacy and gather information) and a bonus skill-point per level (4 at first level) just as humans.



Sphoraxunes
http://i7.photobucket.com/albums/y265/Nny2/SphoraxunWarrior.jpg
"DROWN IN YOUR BLOOD, AND BURN IN HER WOMB!"
Scattered about all the world are many small islands, one of which is an active volcano completely filled with sturdy magma-tunnels and caves where the dragonfolk lay. In a grand city centered around a massive citadel which also holds the massive cavern up like a pillar is the city of Sphadrax. This is a vicious matriarchy that centered on the worship an evil dragon-like god of fire and evil named Salamander. The sphoraxun people are vicious in their actions, with only loose association with law or chaos, although prone to acts of terrible tyranny and savagery. There are no legends known to sphoraxun lands that tell of the old ones, as their god demands constant attention on herself, blinding her people to other theology. The only legends that tell tale of the origins of the sphoraxun are vague stories of the first ones crawling out of the lava, known lovingly as 'birthed from salamanders flaming womb'. (Link to racial statistics (http://www.giantitp.com/forums/showthread.php?t=10723))



Raptorans
http://www.wizards.com/dnd/images/row_gallery/86644.jpg
A mujuon swordsage readies himself to strike down his foes
In Shello the raptorans lived in peace with nature and each other, no strife or struggle on their part until the mournful day in which all the raptorans of Shello were exterminated by the hordes of the undead. However, there were many raptorans in Tanzen, these were more aloof, agile counterparts to the raptorans that dwelt in the numerous mountainscapes of Tanzen, these are the Mujuon (http://www.giantitp.com/forums/showthread.php?t=31435&). They dwell in high societies in the many mountains of Tanzen, often very disassociated with other mortals of the continent and of course, the rest of the world.


NOTE: The sphoraxunes and mujuon are not creatures of my creation, I've only adapted them to 3.5 D&D mechanics. They are property of Mythicscape.com

Other Savage Humanoids
http://www.wizards.com/dnd/images/ss_gallery/49220.jpg
A group of Tanzen nobility have hired a half-ogre body-guard.....
It is no question that the dominant race of searing eastern deserts of Tanzen are the orcs, but other creatures of savagery dwell in the harsh deserts and plains of Tanzen. Ogres are even more sparse than orcs in the world, only 1 ogre for every 3 orcs and are often sought after to aid in battles by orc warlords. Goblins and bugbears often share similar territories and villages, mostly centered in the southernmost plains, and a few scattered in the woods and mountains of Tanzen. Unlike in most other settings, savage humanoids are proud warriors instead of brutish thugs, even if they may be more dim than your average human they are still stalwart and upright in the ways of the world(despite many of them being selfish and chaotic). The only savage humanoids that have found their way into mainstream society are hobgoblins, who still share the same tier of society as half orcs. They may be merchants, mercenaries, shopkeeps, barkeeps and in rare cases even officials.
Among all savage humanoids, the most common classes are barbarians, rangers, scouts and druids.


Tieflings
http://www.wizards.com/dnd/images/rof_gallery/49759.jpg
A babau tiefling and a pit-fiend tiefling
In ages past and still yet today, fiends and their ilk like to interbreed with mortal creatures. As one might suspect, humans are the most genetically compatible with fiends of all kinds... These descendants of mankind and fiends are the tieflings known by the world. Tieflings are somewhat rare, only a few living in the world. Most of these fiend-blooded creatures live on Tanzen and Shello, constantly roaming and hunting for their lives. A few live in mainstream society, but rarely do any of those in society showing signs of their fiendish heritage.
On Arcnus Mortis, there are many undead tieflings in power. They rarely take standard forms of undeath, a vast majority of them taking the lichfiend template. Tiefling lichfiends are infamous for a slow rate of decay, often appearing more dried out than decayed over time.
In Nation of the Dead, tieflings vary as much as the fiends they carry the blood of. Additionally, standard tieflings are just like those in the MM, except they do not have a penalty to Cha and the caster level of their innate spell-like ability is equal to their hit dice.

Types of Tieflings
The tieflings listed below are just like normal tieflings, with the exception of what is noted below.

Babau
Babau tieflings are usually very gaunt and skinny creatures. They will have dark skin and skeletal facial features. Many other common traits include elongated ears, fingers or teeth and some will sport red eyes or a small horn coming out of the back of their heads.

+2 Str, +2 Int - This replaces the standard tiefling's stat bonuses
Racial Skills: Babau tieflings have a +2 Racial bonus to Hide and Move Silently. This replaces the standard tiefling's racial skill bonuses.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.


Balor
Balor tieflings are in most cases, incredible and imposing monsters. The will have reddish skin, wild hair, orange or yellow eyes, vestigial wings and even a tiny, harmless corona of fire on their skin. Some will have bony spikes on their heads and chins, resembling horns.

+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Balor tieflings have a +2 Racial bonus to Spot and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Fireball - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Barbarian. This replaces the standard tiefling's favored class.


Glabrezu
Glabrezu tieflings are muscular and imposing creatures in most cases. They will usually have dark skin and almost dog-like features of the face. Occasionally they will have pincer-like hands, though still capable of fine manipulation and a small set of useless arms on their chests or stomach.

+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Glabrezu tieflings have a +2 Racial bonus to Bluff and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Mirror Image - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Warlock. This replaces the standard tiefling's favored class.


Hezrou
Hezrou tieflings are usually tall and stocky, with thick bodies and short necks. Many have thinning or no hair at all, aswell as thick, leathery skin. Many also have vibrant green eyes and a strange, extra row of teeth.

+2 Con, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Hezrou tieflings have a +2 Racial bonus to Spot and Listen. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Bull's Strength - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Warblade. This replaces the standard tiefling's favored class.


Marilith
Marilith tieflings are often strong, attractive creatures with olive skin and dark hair. Sometimes they will have snake-like tails and tiny, vestigial arms on their chests. A common trait between marilith tieflings is a grey, forked tongue.

+2 Str, +2 Dex - This replaces the standard tiefling's stat bonuses
Racial Skills: Marilith tieflings have a +2 Racial bonus to Concentration and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Align Weapon - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Warblade. This replaces the standard tiefling's favored class.


Nalfeshnee
Nalfeshnee tieflings are most often thuggish and brutish looking, but are usually cunning and sly. They usually have black hair, tan skin and almost pig-like features, including enlarged tusks on their lower jaws. Some will have patches of black feathers on their shoulder-blades, the vestiges of wings.

+2 Con, +2 Int - This replaces the standard tiefling's stat bonuses
Racial Skills: Nalfeshnee tieflings have a +2 Racial bonus to Diplomacy and Spellcraft. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Call Lightning - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Wizard. This replaces the standard tiefling's favored class.


Succubus
Succubi tieflings are truly creatures to behold. They very rarely look any different from a human, except for things such as long nails, and one each succubus tieflings shares; incredible beauty. Some succubus tieflings will have small, vestigial wings or tails, but try to keep them hidden.

+2 Dex, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Succbus tieflings have a +2 Racial bonus to Bluff and Diplomacy. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Suggestion - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Bard. This replaces the standard tiefling's favored class.


Vrock
Vrock tieflings are usually thin, but muscular and have pale purple or grey skin. Most vrock tieflings have vestigial wings on their backs and patches of grey feathers all about their bodies. Some also have beak-like teeth or talon-like fingernails.

+2 Str, +2 Con - This replaces the standard tiefling's stat bonuses
Racial Skills: Vrock tieflings have a +2 Racial bonus to Listen and Spot. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Heroism - This replaces the standard tiefling's spell-like ability.
Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
Bonus Languages: Add Infernal to the list of tiefling bonus languages.
Favored Class: Barbarian. This replaces the standard tiefling's favored class.


Barbed Devil(Hamatula)
Hamatula tieflings sometimes share traits similar to their ancestor. This includes small spikes all over their skin, and olive-green skin. Many have pot-bellies and vestigial, spiked tails.

+2 Dex, +2 Int - This replaces the standard tiefling's stat bonuses
Racial Skills: Hamatula tieflings have a +2 Racial bonus to Concentration and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Scorching Ray - This replaces the standard tiefling's spell-like ability.


Bearded Devil(Barbazu)
Barbazu tieflings can look like gruff, hairy humans. Above all else, they have the most hair on their face as a bear. Many also have flat noses and red irises. Much of the time, a barbazu tiefling's skin will be green and scaly.

+2 Dex, +2 Con - This replaces the standard tiefling's stat bonuses
Racial Skills: Barbazu tieflings have a +2 Racial bonus to Climb and Hide. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Flaming Sphere - This replaces the standard tiefling's spell-like ability.
Favored Class: Fighter. This replaces the standard tiefling's favored class.


Bone Devil(Osyluth)
Osyluth tieflings are quite often mistaken for undead creatures on first sight. Their skin is often pale, dry and wrapped tightly over their skeletons. Despite their natural strength, they look frail and thin. Most osyluth tieflings have bony ridges on their spines and some have small, scorpion-like tails of little to no use.

+2 Str, +2 Int - This replaces the standard tiefling's stat bonuses
Racial Skills: Osyluth tieflings have a +2 Racial bonus to Bluff and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Invisibility - This replaces the standard tiefling's spell-like ability.


Chain Devil(Kyton)
Kyton tieflings rarely look very different from normal humans. Some of the main differences include a lack of bodily hair, frightening eyes and a genetic tendency to wear chains on their bodies and use them as weapons.

+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Kyton tieflings have a +6 Racial bonus to Craft checks involving metal. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Heat Metal - This replaces the standard tiefling's spell-like ability.
Favored Class: Fighter. This replaces the standard tiefling's favored class.


Erinyes
Erinyes tieflings are imposing creatures. They usually look like a normal human, but with a shock of blood-red hair and a slight blue or green hue to their skin. They will often have yellow eyes, sharp teeth and small, vestigial, feathery wings on their backs.

+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Erinyes tieflings have a +2 Racial bonus to Move Silently and Spot. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Mirror Image - This replaces the standard tiefling's spell-like ability.
Favored Class: Warblade. This replaces the standard tiefling's favored class.


Hellcat(Bezekira)
Bezekira tieflings are often mistaken for hellish-looking shifters. They have more hair on their bodies, which is often clear or white in color. Some even have thin, whip-like tails tipped with hair of the same kind as on their heads.

+2 Str, +2 Wis - This replaces the standard tiefling's stat bonuses
Racial Skills: Bezekira tieflings have a +2 Racial bonus to Listen and Move Silently. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Invisibility - This replaces the standard tiefling's spell-like ability.


Horned Devil(Cornugon)
Cornugon tieflings are often incredible sights compared to other humanoid creatures. They will have bone ridges and benign spikes all over their bodies, especially around joints. Their skin can tend to be steel-colored to grey, and tiny vestigial wings on their backs.

+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Cornugon tieflings have a +2 Racial bonus to Climb and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Fireball - This replaces the standard tiefling's spell-like ability.
Favored Class: Warblade. This replaces the standard tiefling's favored class.


Ice Devil(Gelugon)
Gelugon tieflings are usually tall and gaunt, with skin color of anywhere from pale to light blue. Many have large eyes, chitinous skin or even small antennae. They will often have a liking of colder environments and will usually avoid warm temperatures.

+2 Str, +2 Int - This replaces the standard tiefling's stat bonuses
Racial Skills: Gelugon tieflings have a +2 Racial bonus to Jump and Listen. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Fly - This replaces the standard tiefling's spell-like ability.
Special Qualities: Resistance to cold 10. This replaces the standard tiefling's energy resistances.
Favored Class: Warblade. This replaces the standard tiefling's favored class.


Pit Fiend
Pit Fiend tieflings usually seem very tall and proud, with thick muscles for a typical humanoid and somewhat redened skin. Some have pointed or black fingernails, patches of scales and vestigial wings on their backs.

+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Pit Fiend tieflings have a +2 Racial bonus to Bluff and Intimidate. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Fireball - This replaces the standard tiefling's spell-like ability.
Favored Class: Sorcerer. This replaces the standard tiefling's favored class.


Quori
Quori tieflings commonly have V-shaped bodies and short necks, as well as large or multiple eyes. Their skin sometimes seem chitinous and purplish in color. Some have tiny, vestigial arms on their torso's.

+2 Int, +2 Cha - This replaces the standard tiefling's stat bonuses
Racial Skills: Quori tieflings have a +2 Racial bonus to Search and Spot. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Mindlink 3/day - This psi-like ability replaces the standard tiefling's spell-like ability.
Favored Class: Psion. This replaces the standard tiefling's favored class.


Hell's Firstborn(Haazekthok)


+2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses.
Racial Skills: Haazekthok tieflings have a +2 Racial bonus to Listen and Spot. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Desecrate - This replaces the standard tiefling's spell-like ability.
Favored Class: Fighter. This replaces the standard tiefling's favored class.


Mind Devil(Redaegon)

+2 Int, +2 Cha - This replaces the standard tiefling's stat bonuses.
Racial Skills: Redaegon tieflings have a +2 Racial bonus to Autohypnosis and Psicraft. This replaces the standard tiefling's racial skill bonuses.
Special Attacks: Energy Missile - This psi-like ability replaces the standard tiefling's spell-like ability.
Favored Class: Psion. This replaces the standard tiefling's favored class.



Aasimar
http://www.wizards.com/dnd/images/Monster2_gallery/52.jpg
Three aasimars of the Faction of Lumina. An astral deva aasimar, a trumpet archon aasimar and a fenixborn (http://www.giantitp.com/articles/nb9xLIF0cTkkplYUSRC.html) aasimar.
Throughout time, the magical flesh and blood of those of the upper planes have managed to filter through mortal races, but most of these offspring that do not eventually become sterile and incapable of spreading the celestial seed are humans. Aasimar are humans that have kept a touch of their celestial blood and can continue to pass it down through each generation. More often than not, an aasimar will never know of it's blood and never reach it's potential, living the simple life of a human commoner. The aasimar that do find out about their heritage and it's power often become great heroes, and a very rare few villains.
Tanzen is where a vast majority of aasimar dwell, and tend to live anywhere that humans would. Many Tanzenian aasimar will become priests, spreaders of justice and general heroes of the land if they feel the pull of their genetics. The rare few aasimar that make their homes on Arcnus Mortis may have felt the ambition of the ancestors, but perhaps not the morality. Aasimar liches are certainly a fearsome force, especially since they are more often than not confused with deathless ones and benevolent forces.

Types of Aasimar
The aasimar listed below are just like normal aasimar, with the exception of what is noted below.

Astral Deva
Of all aasimars, those of the blood of astral devas tend to look the most human. Often they will be taller than a normal human, and tan easily. They will also sometimes have a supernatural glimmer in their eyes and in the most rare cases have tufts of white feathers or vestigial wings on their backs.

+2 Str, +2 Cha - This replaces the standard aasimar's stat bonuses
Racial Skills: Astral deva aasimar have a +2 Racial bonus to Concentration and Diplomacy. This replaces the standard aasimar's racial skill bonuses.
Favored Class: Crusader. This replaces the standard aasimar's favored class.


Planetar


--

Classes of the Setting
(Barbarians, bards, fighters, paladins, rangers and rogues all have martial variants, usually found here (http://wiki.faxcelestis.net/index.php?title=Tome_of_Battle_Core_Class_Update))


Artificer
http://www.wizards.com/dnd/images/hob_gallery/89526.jpg
Artificers are the masters of the tools of war
In all the material planes, among all the mortals and undying alike, artificers are the undisputed masters of craft. On Tanzen, artificers are known to work for many and are largely in the business of craft for themselves. Many times though, these mystic craftsmen will work under nobility, royalty or other more skilled and powerful artificers for whatever means. Gnomes were known at one point to be the top artificers of their age, creating incredible inventions of magic and brass, and were even the original designers of the airships we know today. On Arcnus Mortis, artificers aren't so numerous as on Tanzen, but there are still many that create artificial crafts of death, devices that channel negative energy or imbue the dead with greater power, plus the dead still appreciate a craftsman capable of blasting foes with powerful wands and staves. On Shello the only artificers known to exist still are those that live among the rageforged. These ragecrafters are the closest things to priests the rageforged have and are certainly the best healers the artificial monsters have. Rageforged artificers are also known for creating the most deadly weaponry to appear on the face of the planet.


Barbarian
http://www.wizards.com/dnd/images/eb_gallery/82116.jpg
Malek, of the Bear-Jaw tribe of Tanzen
Warriors of rage and power, roaming in bands and tribes over most of the world. Each of the continents harbors at least a small amount of barbarian tribes.
On Tanzen, the highest density of barbarian tribes is settled in the burning deserts of the eastern part of the continent. Orcs, ogres, hobgoblins and more live in massive tribes that dominate the land as noble warriors who have not been purged of the land for thousands of years. There are a few barbarian tribes further in land and on the other rims of the Nation of Tanzen, such as the Bear-jaw tribe, consisting mostly of humans and half-elves.
On Shello, there are many struggling tribes that walk the horrid mists of Shello, such as the shifters of Hakarash, or the rarely heard of Docker-Stone halfling barbarian tribe, living on the islands on the southeast corner of the continent. The most infamous and by far most numerous 'tribe' of barbarians on Shello is the Rageforged. Bloodthirsty warforged who have forgotten civilization and life, who only seek blood and carnage and(as few know) silver. They reap the land of whatever straggles of life remain there.
Arcnus Mortis has the very smallest population of barbarian tribes or barbarians at all. There are only two known bands that are commonly ever even heard of; Blood Raush, a tribe of barbarian vampires and half-vampires that dwell in the freezing north of Undus. The other band is without a name, as it is almost as savage as the Rageforged of Shello. They are the barbarian ghouls of the ashen deserts of Mertion, who are known for attacking traveling merchants and adventurers-even undead ones.



Bard
http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_88.jpg
Even bards are formidable champions against death.
Bards, as wanderers, singers of songs and tellers of tales that can never seem to keep in one place, they are everywhere. On Tanzen, they can be found nearly everywhere, for where there is people there must be entertainment and where entertainment is needed, bards are there to provide. Dawn of Glory itself has a guild of performers who own the Golden Python Theater, a massive performance hall that is likely the most popular in the land. Many other bards have thieves guilds, dance halls and most simply just wander the continent.
On Shello, there used to be an overabundance of bardic performance, magic and beauty that was all over the continent. Now after the reaping of the land, and the scouring of the grey mist, there exists very few. In the few struggling villages there exists perhaps one bard per town who exists simply to keep up morale among the people. Some rumors indicate a disturbing concept: a Rageforged bard. Rumored to be named Gut-Horn the Bloodcaller, and one of the most powerful creatures on the continent of Shello, he is often found entertaining Bloodsword with twisted songs and tribal horn-blowing and drumming.
On Arcnus Mortis, there exists many bards, but fewer than exist on Tanzen by far. They wander streets and empty fields, roaming from town to town stringing together twisted melodies of death, decay and some even the screaming madness that lurks beneath the sea. These bards in particular are far from sane.
In Nation of the Dead, there is a somewhat looser restriction on bardic alignment. Bards are capable of being Lawful in alignment without penalties.



Cleric
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A dwarven cleric, leading his people to war against Arcnus Mortis
Clerics are likely one of the most varies of classes in the world of Nation of the Dead. With it's stunning plethora of gods, there is an equal variety of worshipers. Two very common and powerful types of clerics, however, are those who worship death and it's associations, and those who fight death, undeath and all it's associations. These two practices are the most fleshed out due to the struggle of life and death that reigns supreme over the entire world and even most of the planes. It is often that mass battles will be found simply between worshipers and clerics of gods of death and life, as well as many others that may be sympathetic to one cause or the other.
One unique set of gods are the elder gods, those who are keepers of madness and entropy. Deep in the sea are the blasphemous worshipers of these gods, taking the vaguely humanoid shapes of illithids, and even a few aboleths so mad they still find loyalty to these creatures of chaos.

Krimm_Blackleaf
2007-03-28, 10:05 PM
Classes Continued

Druid
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A rare sphoraxun druid walks the islands around Tanzen
Nature is a living, breathing thing and druids are their champions and servitors. Druids exist sparsely, but are a great force of nature none the less. On Tanzen, druids live with the most population in the mountains, woodlands and deserts. Orcish druids of the desert are some of the most intimidating and deadly humanoids known on this continent.
Druids were once the leaders of the land on Shello, known as Shaman Lords and Grovekeepers there. Now, there exist only three druidic leaders on Shello, Arpsen Stonehame, Rigos Alman and Shaas of the Grey wolves. Each of these leaders is the head of a struggling Shelloen village and are known for keeping the grey mist at bay and keeping villages supplied with food, water and protection in the shape of magically summoned animals.
Arcnus Mortis has few to no druids within it's borders, but there are many ex-druid blighters that bring death upon the living and bolster those who are already dead. A few undead villages in Mertion and Undus have blighter leaders that fill their homes and deathly tree-huts with undead animals of all sorts.
There is a rarity that only a few scholars even know about, and that is the druids of Sphadrax. These sphoraxun druids are known burning elementalists who harness the most fiery aspects of nature, such as volcanoes and forest fires. Only a few exist on the island of Sphadrax itself, those who do living in or near volcanoes. The rest wander the rest of the world to exploit it's untapped sphoraxunian burning flames that could be.


Fighter
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Death is not the only scourge against the people of Tanzen
The world needs warriors, men coated in steel to cut down those who stand in the way with brute efficiency. Fighters are one of the most common examples of those who stand on the front lines of combat. All over the world they fill the same set of hundreds of roles they are capable of, all of which involves guardianship, military service, mercenary roles, offensive coupes and so forth. On Tanzen they may stand on the beaches and mountains to defend it's people from the invading dead that are an inevitable part of life(and death). On Shello, one may become a fighter to become the ultimate destroyers of undeath, or just to be strong enough to survive the onslaught of the rageforged. On Arcnus Mortis, fighters tend to be guard leaders, law enforcement agents or trained killers.


Monk
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Martial training is a strict and rigorous art
High in the mountains of Tanzen are several temples, in these temples train the martial artists who simply wish to be known as Monks. Monks training is a strict discipline that can only be achieved and fully worked by those who devote every fiber of their being to the art. A vast majority of monks live on Tanzen, as their fighting style originated in the islands of the continent. Shello, with it's past as a free and whimsical land has very few monks, the only ones are those who come from Tanzen to test their bodies against the hardship of Shello's environment, but there are a rare few native Shelloen monks. On Arcnus Mortis there are a few martial temples, which can trace their ancestry to Tanzen in ages past. These temples are lead by the undead, unarmed combat masters, and it is truly a twisted sight to behold these rotting creatures training in unison and with such discipline.


Paladin
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Not all paladins are knights in shining armor...
Undeath is a scourge brought down to Tanzen by the wicked and must be dealt with at all costs. Paladins are the knights and champions of justice who are charged with the duty of destroying the wicked forces of Arcnus Mortis and some of the more twisted remnants of Shello's reaping. There are two distinct paladin stereotypes in the world of Nation of the Dead, most paladins actually fitting well into one or the other. The first is the valiant white knight of valor and righteousness out to sew the seeds of justice into the fabric of the world. The other type of paladin is not quite as numerous, but well known-especially by the dead. They are the dark champions, those who destroy death mercilessly, doing whatever it takes to destroy every little trace of Arcnus Mortis... sometimes by means that some may not considers very 'paladin-like'. These dark paladins are where the term 'reaper' was coined by the undead of Arcnus Mortis.


Ranger
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Survival is important in the world, rangers know this well
Rangers are men of the wilderness, and in all the places there are, survival is key. These men of the wild know above anyone else how to survive among nature(perhaps second to the druid) and are capable of being the fighting force of nature.
On Tanzen, most rangers are elves and humans, wandering the woods and plains of the continent, hunting and surviving with greater ease than anywhere else in the world. In the deserts of the eastern coast, there are also the great tribal rangers, such as the orcs and the few ogres and half ogres.
On Shello, there are many rangers, living and striving on the land the gods forgot. Survival on this land is the most important thing possible, keeping one's self alive here is the hardest thing possible...
On Arcnus Mortis there are some rangers, living in outer-rim tribes and as urban trackers and warriors. Some say there is a certain league of undead rangers that are a special branch of the Undus Guard, but no one is certain of their shady existence.


Rogue
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Many rogues are brave treasure seekers, others are just ...stupid.
In the Nation of the Dead campaign setting, rogues find places in almost every aspect of life and death. On Tanzen, rogues fit all the normal roles, assassins, adventure seekers, members of thieves guilds and so on, but one role rogues fit into well is a spy in acts against the forces of death. Some rogues are hired for their skills in stealth and disguise abilities to infiltrate dead society and find out as many things about defenses, awaiting attacks and anything that might aid Tanzen in fighting Arcnus Mortis. Some will take levels in sorcerer, wizard or beguiler to aid their disguises to allow them to live without certain needs(such as food, water and air) or to give a convincing scent of death about them.
On Shello, many rogues roam the land as survivors of the reaping of days past. In many desolate towns rogues will be there to pilfer the empty houses and make a living for themself. Many rageforged are rogues, with heavy focus on melee combat to aid their bloodlust, using sneak attack to deliver painful and usually fatal blows to living enemies.
On Arcnus Mortis there are many rogues in all rungs of society, from the pathetic cut-throat wights in the back-alleys to the aristocratic merchants and nobles with skill and talent with many things such as larceny and cheating to keeping a dagger on them to commit sacrifice of living captives.


Sorcerer
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Sorcerers are often exotic, charismatic creatures.
Magic is ever present in the world, it is only prudent that it filters itself into the bodies of mortal who can harness their own magical blood. Most sorcerers are creatures with the blood of magical creatures, including dragons, fiends, celestials and fey. Some sorcerers, however, are victims of magical experimentation, as children being exposed to potent arcane magic to the point where it attached to the child's soul.
Sorcerers are often chaotic, and will wander the world instead of remaining in place for long. On Tanzen there will be many sorcerers in the Order of the Magi, which in itself is the most lawful most sorcerers become. Many sorcerers are just wandering magicians all over the continent, doing tricks or doing away with hexes or plagues on villages with their magic to get food and lodging. Most sorcerers, though are of course adventurers, making a living of wandering into ancient ruins and taking gold and ancient magical items.
In all places and times, sorcerers were most abundant in Shello before it was wiped clean by undead hands. The elves, gnomes and fey of Shello were often very accomplished sorcerers, using their magic with their environment in extraordinary ways.


Warlock
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The living and the dead have many warlocks.
In the world, warlocks are creatures that achieve raw, unstable arcane power by means of blood or pact with some otherworldly creature. Most warlocks are those with the blood of demons flowing in their veins, though at one time there were just as many that had the blood of fey running in their veins. Those warlocks were for the most part decimated in the reaping of Shello. Many warlocks are also in tune with the world beyond the world, where the elder gods wait and attempt to spread chaos throughout existence. On Tanzen, most warlocks are wanderers and nomads, rarely welcome in most communities because of their strange personalities and powers. A rare few work in normal society, using their powers for the greater good and most especially so for the Order of the Magi. It is even rumored that the Sapphire Archmagi is a warlock himself.
On Arcnus Mortis, warlocks are by far more accepted in culture and most of them draw power from the supernatural power of death and decay. Many of them in life were the descendants of Malaks and other outsiders of death.


Warmage
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Warmagi are fearsome soldiers for any nation.
In all nations, there are arcanists that focus on nothing but the art of warrior magic. In most cases for warmagi worldwide, they are employees of the government and tools of war against any hostile or defending nations. On Tanzen, there is usually at least one warmage per battalion, and such cases they are higher rank than any normal foot-soldier, holding at least the rank of Sargent. On Shello there are some warmagi who struggle to survive, living by obliterating any force that would render them less than alive. There are some rageforged warmagi, as effective slaughters because of a warmage's ability to cast in light and eventually medium armor. On Arcnus Mortis, warmagi are more rare than on Tanzen because Arcnus Mortisi armies tend to employ more versatile casters or dread necromancers.


Wizard
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Wizards are often prone to leaving their nonmagical companions in the dust.
Rigorous study and endless knowledge is what wizards of the world strive to achieve and make use of. Magic is a fundamental force in the multiverse that no one can be sure about the origins of, and wizards are mortals who think they can learn this and use it's power in any situation. Because of this(and a wizards common lack of a use for Charisma), wizards can be rude and arrogant, thinking they are the greatest of mortals compared to the rest of their kin.
On Tanzen, most wizards are members of the Order of the Magi, an organization of magicians for the forces of good and order(but at times, endless bureaucracy). On Shello, wizards are far less common than sorcerers, but not unheard of. Wizards on Shello are often wild mages, self-taught spell-books users and defenders of their former home, one that now lay dead. On Arcnus Mortis, necromancy is the obvious choice of specialization for wizards, making them not only powerful generals, but fearsome in the eyes of their own kind.


Martial Adepts
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Katass Venx deals with some of the unknown beings that sometimes crawl the astral plane.
Martials adepts in the world tend to fill the same gaps that warriors without knowledge of martial techniques, such as fighters, monks and paladins(though crusaders are as frequently evil or chaotic). What martial adepts have, however, that the more mundane alternatives do not is specific training, or at least the vestiges thereof. Temples of old learned the original techniques from masters of a land none now know of, from men that wore armor that was light enough to swim in and wielding swords thought to be perfect. At first these temples jealously guarded their secrets, even to the point where each school separated and became temples all their own. Through time these secrets spilled out into the world and blended, creating countless new mixtures of battle strategy and even several new disciplines.
Many of the warriors that now know techniques did not formally learn them, and simply learned them from others, from afar and simply by mimicry and finally through perfection with their own battle skill and talent.
Since so many centuries have past since the fall of the original temples, even warriors such as typical fighters, paladins and monks now know these techniques as well as any formally trained swordsages or warblades(a slang title put upon many warriors for the brashness and prowess in combat).


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Magics of the World
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ArcaneThe magics that give the world such amazing effects as they do have always been a great mystery to mortals all over the world. Some say it was bestowed by the most ancient of the ancients. Some say it's a horrid concoction produced by the old ones and their spawn created when they attempted to bend the universe to their laws. The only thing that is made sure about arcane magic is that it is omnipresent and apparently infinitely usable.


DivineDivine magic is of course, given to mortals as gifts from higher beings so they may use this power to spread the word and ethics of their god. Some sources for divine magic, however may spring from natural wells of divine energy, such as the force of nature or raw energy from the negative energy plane. It is believed that some old ones have learned the secret of bestowing divine magic upon those who see them as their profane masters.


PsionicsAround the world there are average minds, and strong minds. Some strong minds never realize their potential and believe their calling is arcane magic or even divine magic. Some find their greatest potential and become one with themselves, and make use of internal psionic energies. Psionics is present in the world, but not as numerous as those who use arcane and divine magic.


TruenamingThe universe-changing art of truename magic is told to be one of the original tools of the old ones and the Illithids before man or elf walked the lands. It has, wherever it's origins lie, spread across the lands to mortal men who seek it's power. Truenamers are about as numerous as psionic power users, though they tend to keep it more secret, disguised as magic so they may save themselves from prosecution of 'using what the evils of the deep once used against us'.


Binding MagicBinders are so much to say very few and far between. They seek power from the remnants of those who once lived, an art that is very hard to learn or discover. Binders in the world usually try to hide themselves aswell, because in most human populated territories binding vestiges is considered evil and looked down upon.


Shadow MagicBeyond what mortals see is a place of darkness and cold unfeeling. It is a twisted, black copy of the true world that we see but as malign as it is, it is as real as you or me. It is believed to be the first hiding spot of the ancient horrors that existed before the world was made of land when the gods forged the three continents. But some mortals realize a certain potential in themselves and can harness the powers of this dark hiding place. Shadowcasters are few and far between, but the bulk of them wander Arcnus Mortis as dark nomads, and a few also dwell in the wastes of Shello. The occasional Shadowcaster is reported on Tanzen, but they are the rarest of all classes. (Here are a few Shadow Magic resources I like to use: Descent of Shadows: Project Shadow Returns (http://www.giantitp.com/forums/showthread.php?t=74519) and Shadowcaster Fix (http://www.enworld.org/showpost.php?p=3273239&postcount=2)).


Martial ManueversThe three continents are very full of varying magics, and a lesser style of magic has been adapted by those who are far more proficient in battle than their spell-casting 'cousins'. Martial adepts are very common among the people of the world, on all three continents of those alive and dead. Martial adepts are even likely to be more numerous than normal sword-wielding warriors. (Martial adepts are going to be more encouraged than regular warriors and such, at least when I run it. See here (http://wiki.faxcelestis.net/index.php?title=Tome_of_Battle_Core_Class_Update) for variant martial core classes).


Incarnum
In the world, good, evil, law and chaos are all very real, substantial forces. Outsiders with these alignments are living proof of that fact. Outsiders and magical beasts are the main source for all the magical essence known as Incarnum. Whenever an outsider dies it's excess soul energy has nowhere to go, flowing through the multiverse as near nothingness until it may reshape itself within its home plane. Some of these souls seek people out, and find mortals which prove to be prime examples of their alignment. They suffuse into their bodies and souls and show them incarnum which lets them use it as they desire. These are soulborns and incarnates.
Whenever a magical beast dies it goes to a plane which matches his own alignment, or the plane of a deity they worship. In some cases they don't wish to find a final resting place and wander the world as a spirit. The shamans known as totemists channel these magical beast spirits into soulmelds.
Is most cases, incarnum finds the soulmelder, they don't find it.


Xenotheurgy
The madness (http://www.giantitp.com/forums/showthread.php?t=122103) that seeps in and out of the worlds that we know is something that we don't realize is being kept at bay by a barrier with the thickness of less than a human hair. The utter insanity of the Far Realm has doubtlessly filtered into the minds of mortals and other physical places, most of these aberrant minds find some way to use the horrid and infinitely mad breaches in the laws of space, time and magic to their own advantage.
Ironically, a rare few of these men and women worship any Elder God or any god whatsoever. They simply use the portal between their very mind to the Far Realm as a tool, relying on no one especially, including themselves.
It is said that many daelkyr, illithids, aboleths and other madspawn are naturally accomplished xenotheurgists. Some advanced examples of all may even have a racial equivalent of a true xenotheurgist level.

Krimm_Blackleaf
2007-03-28, 10:07 PM
Gods and the Planes
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Several of the many thousands of gods

Unlike in most settings, there are numerous amounts of gods ranging from barely outsiders, to beings of near omnipotence. The gods are split up into several groups which can more easily be identified using divine rank or any existing system for deities that is similar. Divine rank 0 is reserved for demi-gods, and a type of creature known only as a spirit. Spirits are corporeal creatures that are the young spawn of the gods or a god and a powerful being. Divine ranks 1-5 are known as lesser gods, divine ranks 6-10 are known as gods of the City, divine ranks 11-15 are known as greater gods of the City, divine ranks 16-20 are the Ancients and divine ranks any higher than that are known as The Elders. The Elders are near omnipotent lords of the multiverse, governing as a council over the other gods. Elders do not grant spells to clerics, ignoring their pitiful mortal cries but deities of divine ranks 1 or higher may gain spells from them.
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Sidenote: The function of a plethora of many many gods is to allow flexibility when making clerics and worshipers in the world. The massive number of gods means there are chances of gods that have unique combinations of domains and profiles; Such as a god of deep-sea volcanoes and magma, so clerics of that deity may have access to both the Water and Fire domains. But it is up the to DM to only allow calls that make sense, so a deity doesn't end up being a lawful good god of death who is related to the rise of the undead in the world.
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The planes in the Nation of the Dead campaign setting function just as they do in the normal standard Dungeons and Dragons campaign setting, with the great wheel, all the planes in their order, and the plane's respective inhabitants. The greatest difference being most of the gods take residence in the Realm of Lords and the City within it, the definite knowledge of the Far Realm, and a plane that exists parallel to the Astral Plane, known only as The Void. Though the Realm of Lords exists, many deities still designate planes in which souls of their followers will travel and become apart of, one way or another.


New Plane: Realm of Lords
The realm of lords is a plane where the gods dwell, if not on another plane which lies above the rest of the multiverse as a massive circular disk. The plane consists of three rings; The City, the forests of Eden and the Dread Wastes. The city is a shining beacon where the gods reside as though they were mortals in a metropolis their own, hundreds, thousands, possibly tens of thousands of gods reside here of all kinds. The city of the gods is has all the same traits as the material plane, except all spells cast by anyone of less than divine rank 1 (including demigods) are impeded unless permitted by a god.
The next layer is the forests of Eden. This vast expanse of natural life is several hundred times greater than the City, and is filled with beautiful forests, bogs, and the outer-rim is covered in sandy deserts. Many gods of the wild will reside here, and many gods who simply don't wish to live anywhere else. The forest of Eden has the same traits as the City.
The dread wastes are the final layer of the plane known as the Realm of Lords. It expands out twice as far as Eden, and is a dry, malign site where life is null and fiends reign supreme. Much of the layer is desertland, with brown and black sands that sear the flesh. Anyone walking through the sands of the Dread wastes take 2d6 fire damage. The rest of the Dread Wastes consists of blackened iron cities where creatures of all kinds dwell, particularly demons, devils, yugoloths and night hags. The Dread Wastes are strongly evil aligned but otherwise functions just like the City.


New Plane: The Void
Where the Material Plane exists in the same location as both the Ethereal Plane and The Plane of Shadows, so does The Void exist in the same place as The Astral Plane. Where the Astral Plane exists throughout the multiverse, separating the planes from one another and keeping them in place like an adhesive, the Void does just the opposite. The Void is what can only be described as an infinite nothingness, where everything that is pulled in is fated to die and where not even light can survive. Just as the Astral Plane connects to everything, The Void scarcely connects to anything, and when it does it can only cause detriment and suffering. It is said that every sphere of annihilation is a portal to the Void.
Within The Void, time does not flow, for in a place where nothing exists even time is not excluded in oblivion. Adventurers that by some miracle live more than an instant in The Void will find it impossible to tell where in time they will return, though some speculate traveling through space in The Void can control where in time one travels. For all intents and purposes unless by DM fiat, those in The Void die there almost instantly.



Sample Gods

Levakross, King of Fiends (Greater God of the City)
Levakross is the little known of lord of all evil outsiders, most dominantly those of the abyss and the nine hells. He appears as a tall thin man in black robes and light metal armor with long luxurious brown hair tied back with sinister cold eyes of the same color. His face is handsome and pale but never shows emotion, even in the most dire or stupendous occasions. He is never without his unholy longsword in his belt or on his back. He also sports a small goatee, a thin pointed tail and small curved horns on the top of his head curving backwards. His diabolic nature is also very subtle, it is said that he's had a hand at every major event in the nine hells and abyss for millenia, the rise of Asmodeus, the fall of the erinyes and indirectly, the blood war. But for many centuries he was in exile, cast out of the realms by the other gods for slaying his beloved Naphia. For these many centuries he stewed in guilt and loathing at all those who betrayed him. Until recently he rose back to power and back to his throne in the hidden fortress of Ghaa'rhuul in his domain of Levenkradd. Levakross' holy symbol is a curved dark brown horn on a blood-red background.
His temples are always hidden fortresses of sinster beauty, most often hidden in dark forests or in the middle of a forboding desert and his clerics wear dark red robes and incrruicuit and beautiful armor looking to be of hellish craft.
Clerics of Levakross often lack noticeable emotion and sport long hair and short clean facial hair(if male) and always carry a wicked looking longsword in their belts or on their backs. Levakross is neutral evil and clerics of Levakross have access to the Evil, War, Diabolic* and Demonic* Domains. His favored weapon is the longsword.His Heralds are erinyes and many other fiends, as well as many fiendish orcs and his prize herald is a half angel/half demon 20th level fighter named Nigh.

*Diabolic and Demonic domans from the Book of Vile Darkness

Naphia, the fox-mother (Ancient)
Naphia is a beautiful goddess of goodness and grace and the creator of an ancient fox-like race known as naphians, named after their creator goddess. Naphians are spry and quick to laugh, slow to anger but aggressive if provoked. Naphia appears as an incredibly beautiful woman of smooth, fine features. Her long hair is white and slightly silvered and her eyes piercingly green. She always wears fine silken cloth robes and little jewelry, all of which is embedded with an emerald. She also sports a pair of white fox ears and a white fox tail;her naphian creations also have these features. Naphia is also the lover of Levakross, and has been for as long as they both have been deities-or longer. But there has been a time where they were not on good terms. On a fateful day and because of an act of betrayal and trickery, Levakross slew Naphia by piercing her heart with his sword. Where she died the desert landscape grew trees and grass as roots quickly sprung from the sand to hold her up, not letting her body fall and there she stood, motionless, with her lovers sword stabbed strait through her heart for hundreds of years until recently it was removed and Naphia was brought back to the world of the living and into the open arms of her forgiven killer, Levakross. Naphia is Chaotic Good and her holy symbol is a green flame on a silver basin. Her temples are places of beauty and light and music, all harmoniously together. Her temples are also very open, looking to be only support beams around the edge of a glass ceiling where one might walk in or out as they please from any wall and are always located in a serene forest near the sea. Clerics of Naphia usually wear light armor, not to reduce their dexterity and robes of white and silver, favored emerald-bejeweled jewelry. Her domains include Chaos, Good, Magic and Protection. Naphia is also the secret keeper of a type of magical fighting known as Green Flames, but little know how to harness it. Although Naphia is a pacifist and carries no weapons, her favored weapon is the longbow. Her heralds include only a few naphians, all well trained with rapiers and longbows, and all are 15th level clerics of Naphia. But her favored herald is her and Levakross' daughter lovingly named Angel. She is a 20th level rogue.

Kronos, Lord of the Dark (Ancient)
Kronos is a powerful evil lord of tyranny and darkness. He dwells in his own demiplane of his creation connected loosely from the City of the gods to the Plane of Shadows. He is usually portrayed as a massive faceless man with a grey beard, black robes and black iron armor wielding a razored sword in one hand. He spreads evil across the multiverse in a few different ways, through subtle manipulation and sometimes through brutal savagery and torture. Kronos is Neutral Evil and his favored weapon is the bastard sword.
Clerics of Kronos often wear dark robes and armor and wield a blackwood staff in one hand, and a black or silvered bastardsword in the other. They are often dread tyrants and brutal savages like their lord, although some stick to one method over the other. Clerics of Kronos have access to the Corruption, Darkness, Evil, and Tyranny domains. His holy symbol is a pitch black sword pointed downward.
Kronos' his heralds include nightwalkers, dread wraiths, and shadow creatures. His prized disciple and herald is a spirit of his own making known only as the Princess of the Darkness. She is a unique divine ranke 0 outsider.

Aeomon, Lord of the Gentle Passing (God of the City)
To those devoted to the white reaper, death is just a natural, healthy part of life. Aeomon teaches that death is an inevitability and tries as he may to make the experience better for those who are dying. He resides in the forests of Eden in a white castle where he maintains his simple life. Aeomon has very few followers, as most see him as evil, or even mistake him for deities such as Nerull or other wicked gods of death. He appears as an elderly deathless man in a flawless white robe (similar to that customary worn by the grim reaper) and carries a thick staff tipped with a mace-head.
His followers include many deathless, and people who have turned to him to see the light in the passing of a friend or relative. Worshipers of Aeomon usually wear white robes and carry large maces. One duty Aeomon tends to insist upon is making sure those dying should be made comfortable in their passing, so worshipers of the lord of the gentle passing will carry incense, pillows and sometimes sweet wine to give to dying friends, or even enemies. Another, more militant duty of Aeomon's worshipers is to destroy the undead, as they are abominations and bastardizations of death, especially mindless undead.
Clerics of Aeomon have access to the Death, Deathless, Good and Healing domains. Aeomons holy symbol is a feathery-winged skeleton with its hands over it's chest where the heart might be and his favored weapon is the greatmace*.
Aeomon has many deathless clerics who serve him directly, though not many actually reside within his white castle, but in many houses made near it. His prize herald is a Solar who has managed to acquire the Deathless Good Lich template.
Aeomon often spends time in Elysium, and his followers often meet him there after death.
--
*Greatmaces are weapons designed to emulate Aeomon's mace-headed staff, but designed to be more battle-ready.
Two-handed martial melee weapon
2d6 bludgeoning
x2 crit
10 lb.
40 gp
--
Adamus, Lord of Liberation (God of the City)
One of the younger gods in The Realm of Lords is the god of liberation, Adamus. He is thought to be the son of Heroneious and one of the god of valor's loyal female servants. He rose to power under his father's celestial wing, learning to fight with sword, shield, armor and raw determination. He stayed in his father's palace for many decades as he aged to adulthood and increased in power, until the day he yearned for succession, to be free and to fight as he willed himself to. His father, though not happy with his decision, decided not to fight it.
Adamus lived in the peaceful forests of Eden outside the City of the Gods for many years, slowly getting more and more followers and becoming a full-fledged god. He, after a time decided to forgo the use of armor and bladed weaponry in favor of his own body as it's own weapon. He also decided his code, of liberation and freedom, though through regulated standards. Followers of Adamus also abhor the undead, as a scourge on those who seek their own freedom and do not want to remain under the tyranny of undeath that is Arcnus Mortis.
The Lord of Liberation is often depicted as wearing white, grey and brown robes similar to a monk or priest of most other good deities, wearing his silver-white hair at shoulder length and gleaming gold eyes. One feature that confuses many people is the longsword he wears on his belt, but this sword was a gift to him from his father which he wears as a keepsake, and does not use as a tool.
Followers of Adamus include monks, paladins, rangers and many who enjoy both freedom and self discipline. Clerics of Adamus often wear earth-toned robes of white, grey and light brown and carry walking sticks or quarterstaff's. A select few who know about Adamus' lineage will carry with them peace-bonded longsword's in their sashes or on their backs.
Clerics of Adamus have access to the Glory, Good, Liberation and War domains. Adamus' holy symbol is a fist holding a golden rod on a field of black, usually the left fist and his favored weapon is the unarmed strike. Adamus is neutral good.
Adamus is served directly by many of his clerics, many of which also have monk and sacred fist levels. Adamus' herald is a half-celestial human cleric 5/monk 5/sacred fist 10.

The Moaning King (Ancient)
There is very little known of this a detestable, tortured and otherwise unnamed god. What is known is that the only times he has ever been seen is in the deepest places in the plane of Hades, frozen halfway in the ground with his arms raised palm up at face level and his hollow mouth wide open in agony. He appears as a massive, two-hundred foot bald lich with a long, white beard, empty eye-sockets and a look of pain so great no mortal can truly comprehend it.
Many undead spellcaster(particularly liches) flock to the teachings of this frozen, pained god. It is even said that the frozen lich king of Undus is a worshiper of this god, as he decorates himself and the symbol of his territory with representations of what must be The Moaning King.
Clerics of The Moaning King will wear black, grey or icy-blue armor or robes and carry decoratively crafted black-iron quarterstaves, topped with the image of their moaning god.
Clerics of The Moaning King have access to the Cold (http://realmshelps.dandello.net/cgi-bin/domain.pl?Cold), Death, Evil and Pain (http://realmshelps.dandello.net/cgi-bin/domain.pl?Pain) domains. His unholy symbol is a depiction of himself in an icy blue, on a field of grey or black. The Moaning Duke is neutral evil and his favored weapon is the quarterstaff.
Unlike many other deities, The Moaning King has no direct servants or heralds, but creatures of evil, cold and pain that can find this undead god will flock to his undying body in Hades. The most common creature to flock to him are undead ice devils.

Krimm_Blackleaf
2007-03-28, 10:36 PM
Nations of the World

Tanzen
http://www.wizards.com/dnd/images/cov_gallery/92344.jpg
One of the many proud statues of Archons in Dawn of Glory

The greatest, safest, and most populated of all the lands in the World, Tanzen is a natural capital for those who wish to live safe, happy lives. It is dotted with cities and villages from coast to coast and everywhere from mountaintops to deep below the surface. The nation has five prominant geographical areas; the mountains, the great plains, the desert, the woodlands and the hills. The mountains, mostly covering the western shores and the heart of Tanzen range from a hundred to several thousands of feet tall but in areas that are considered real 'mountain lands' are almost completely so, with less than 3% of it's land flat. The mountains main capital is the Fist of the World located on the northernmost shore and the main inhabitants other than a few human settlements are Dwarves and Mujuon. The plains are great sunny expanses of flat land with little in the way of thick forestry but vastly inhabited by nomadic halfling villages and caravans that are always on the move through the land. The plains have no capital, though some caravans may attain more fame over others that also dwell in the area. Some orc tribes too make their homes hunting wild game on the plains. The deserts are absolutely arid and nearly uninhabitable, few else but the mighty orcs dwell here, where they survive on what little moisture they can attain and several desert animals for meat. The capital of the deserts is Krruz'kukth, loosely translated to 'bloody sand'. The forestlands and hills are almost completely intermingled, one merely has more hills, and the other more trees. The forestlands have the entire nation's main capital, known as Dawn of Glory, a mostly human kingdom that is a massive metropolis in the middle of the great woodlands. The hills have no capital of their own, taking Dawn of Glory as their unofficial capital.
Tanzen has a leniency toward good and law over evil and chaos, but examples of both aren't uncommon within Tanzen's vast lands.
Tanzen is considered to be the worlds safest land on the World because it's hilly and mountainous geography making it hard for the undead legions of Arcnus Mortis, aswell as the armies of the lands who oppose the dead and magical secret society of The Order of the Magi. The undead legions have begun attacking Tanzen, mostly through the vast flat lands of the plains and deserts, but are for the most part kept at bay.


Shello
http://www.wizards.com/dnd/images/5n_gallery/90014.jpg
One of the many demolished ruins that was once Shello

In days long ago, Shello was a universal capital of beauty and magic all the world over. It was a wild and free land where fey, elf and gnome were happy to live their lives without obstruction or misfortune. But their disorganization eventually lead to the land of magic's demise. Shello was the first target of Arcnus Mortis' attack and was quickly taken down. The land was seared and destroyed, entire forests, cities and cultures were demolished almost overnight. The land now is just a desolate nothingness of a landscape, unnaturally cold, flat, dusty and always covered in a mysterious layer of clouds. Here there are few creatures, even undead ones. There are still a few living creatures hidden here and there attempting to regrow their societies and defeat the mindless hordes that wander the land to take back the nation of magic.


Arcnus Mortis
http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_42.jpg
The tower of Vlaadios D'skuur in Veledor, the capital of Cernin

The land of corruption, evil and death. Arcnus Mortis is a land where life is not but a long dead memory. The continent is split up into three territories; Cernin, Mertion and Undus. Undus is the nation furthest north, which consists mostly of frozen ice and a large grassy flatland that is almost always covered in a thin sheet of ice, which through necromantic energies keeps the grass alive and tall. Undus is ruled by a mysterious frozen lich duke. Mertion has the most varied of landscapes among the three territories of Arcnus Mortis. Covering nearly all of it's shores are ashen deserts where life is almost sucked out of those who still have it. Between these ashen wastes and the necromantic plains and forests is a land known mostly as the skullcrags, a gravelly and hilly land which consists mostly of the ancient bones of those who once lived here. Now, only the dead walk these lands. Mertion is ruled by a vicious and sadistic alhoon who is believed to have taken the first steps toward destroying Shello and it's people. Cernin is perhaps the land that is most often mistaken as a land where life is tolerated. It is a land of mildly necromantic woodlands, grassy plains and hills, and many ancient ruins where life once lived but now has abandoned. Most of the intelligent undead on Arcnus Mortis live in Cernin and it is ruled with an iron fist which feigns gentleness by a great and powerful vampire lord who claims to be the ultimate overlord and emperor of the nation of Arcnus Mortis.


The Island of Sphadrax
http://i7.photobucket.com/albums/y265/Nny2/Sphadrax.jpg
Stalwart heroes venture the burning caverns of Sphadrax

Far south of the nation of Arnus Mortis is an island few know about, and those who do, dare never speak of it. The only living society that inhabits this highly volcanic island are the Sphoraxunes. The entire island is a single city in a massive underground cavern surrounded by volcanic tunnels. The island is ruled by a massive order of female sphoraxun priestesses of Salamander. On this island males are secondary society and are always used in ritual sacrifice to their matriarchal patron. The "capital" of Sphradrax is a massive tower in the center of the island which is basically just a massive pipe around a tube of lava that extends to the main volcano on the island top. Here is where the clergy lives and gives birth to the young of Sphadrax. Here, there is no real parentage, all eggs laid by females anywhere on the island are taken to the birthing pits under the tower where the newly hatched sphoraxun children may be 'birthed from salamanders flaming womb'.


Ikathiuss, the Underdark
http://www.wizards.com/dnd/images/lom_gallery/88154.jpg
One of the many horrors of the Underdark

Beneath the earth and under the sea floor between the shores of Mertion and the north-east shore of Shello lay the dark world of Ikathiuss. A world spanning thousands of miles consisting of pitch black caves and tunnels of stone, wrought with some of the most horrid creatures the world has ever seen. This is the main location of the Drow, living in sparse cities in the dark depths. The name of the underdark itself is named after the mother of the entire Drow pantheon, though that ancient lay dead at her children's hands.
Many locations in the underdark are vast underground seas and lakes, many of which can be one or two miles from surface to sea-floor. Not many know what lay in these dark waters, but not many that survive it are sane enough to retell the tale.
Transport, although few and far between is primarily made up of archaic lightning rails forged into the insides of the wider caves and lava-tubes. Many of the Drow slave trades are done over lightning rails, a few of which span as far as the eastern islands of Tanzen.
A few illithids that do not wander the upper world or swim the seas of above make permanent locations here, usually alone, in twisted iron or organic towers above and below the surface of the subterranean depths. There are only 4 known major elder brains in Ikathiuss with communities of somewhere between 120 to 1500 illithid citizens.

Krimm_Blackleaf
2007-03-28, 10:46 PM
Map
Click for map of the World.
http://i34.photobucket.com/albums/d127/kotonaru/TheWorldnew.jpg

Krimm_Blackleaf
2007-03-29, 02:58 AM
Adventure Hooks
(thanks Angafirith, thehothead and mattymorgs!)
http://i7.photobucket.com/albums/y265/Nny2/ALegendDefeated.jpg
A hero defeats an undead general and his wicked artifact.


1) The dead are attacking some village or small city in Tanzen. Reinforce the local militia to drive back the attackers. Defeating the enemy leader (a lich) is certain to weaken them.

2) The dead are attacking some village or small city in Tanzen. Reinforce your fellow dead soldiers and help capture the town. Defeating the captain of the local guard or killing the local leader will send the fleshies running to the hills.

3) You or your local ruler learns of a plot to assassinate a key general or other leader (the local ruler included). Your task is to protect their target and take out the assassin's force.

4) Your mission is to assassinate a key general or other leader. Break into their home and somehow eliminate them, sending the enemy into disarray.

5) Your local ruler learns of a powerful legacy weapon that is capable of killing undead with ease. Go into the undead filled tomb and retrieve the weapon. Learn how to use it and wield it in battle against the undead.

6) Your mission is to find a powerful magic artifact that will instantly raise a dead person as an undead. Go out and capture the heavily guarded artifact and use it to overrun the enemy. To keep it on par with the legacy weapon mentioned above, you could have it have the ability to create varying levels of undead.

7) You find out that there is a traitor in your city that is selling it out in exchange for special status among the dead. Find out who the traitor is and bring him to justice. Find out what his plans were so that you can foil them.

8) You find out that one of the PC's childhood friends has been turned into an undead. Seek him out, defeat him, and return their remains to their proper resting spot.

9) The dead have been experimenting lately and have created some powerful evil creature. Track it down and defeat it. It may be a good idea to have it intelligent and have a small army to draw things out.

10) There is a good aligned dragon attacking undead in the area. Defeat it and corrupt it into some sort of abomination.

11) There's a secret road providing a fairly direct way deep into Tanzen, but it is heavily guarded by the living. Take control of the road. As you travel down the road you encounter armies sent to slow your advance or turn you around and guarded outposts. It can provide a nice variety in battle strategy.

12) Undead have suddenly been appearing in and/or around town and no one knows why. Find out where they're coming from and plug that entrance. Tunnels and Sewers are good examples of this sort of thing.

13) There's an undead outpost to the east of town that is providing a direct attack vector to town. The dead are using it to block supplies from getting to town. If you can take control of it, you can open up supply routes once again.

14) A noteable community leader has been discovered to be studying necromancy, though he claims to look for a way to undo it. Either seek him out and kill him, or aid his attempt.

15) A group of surviving gnomes have been found and apparently have a cure or otherwise quick resolution for the state of being undead. As it threatens those undead that are out there, you must protect the gnomes and more deeply probe the secret of the mysterious substance.

16) Due to seizemic activity, a large portion of the undead lands has been desolated. The party is sent to check the damage and report back on any strategic advantages this might give the survivors to finally go on the offensive.

17) The PCs have been exposed to germ or magic that is slowly turning them undead. It is up to them to find a way to stop its progress else be consumed by the curse. In their frantic race against time, they come to realize secrets kept hidden from them and the population and/or that being undead comes with its advantages and temptations.


----


Monsters of the World
http://www.wizards.com/dnd/images/ss_gallery/49130.jpg
Felk, Serenilk and Yojii discuess plans for the future.

In the Nation of the Dead setting, almost everything has a place somewhere. This does not exclude the many many monsters that dwell within the pages of the monster manual and the countless other books that also feature unique and challenging monsters. Though many of their stories differ, and occasionally so will minor changes their mechanics will appear, these monsters can be used as-is in Nation of the Dead or however the DM pleases.


Dopplegangers
http://www.wizards.com/dnd/images/ph2_gallery/97155.jpg
Dopplegangers hide everywhere... especially plain sight.
The Elder Gods leave their taint all over the world, in many places that are obvious and in many that are not. Dopplegangers are as mysterious in origin as they are in the present, tales so mixed, confusing and contradicting that confirming anything for certain at all would be impossible. What not even any dopplegangers know, and only a handful of daelkyr do, is that the creatures are vestiges of something by far more horrific. What these creatures were, none know, for they could have been anything from ancient gods to failed daelkyr experiments. The shapeshifting creatures that are alive now are not the originals of their kind, so memories of what happened are long gone.


Dragons
http://www.wizards.com/dnd/images/MM5_Gallery/106299.jpg
Dragons are among the most ancient creatures, considered to be the first true race of the mortal Gods.
Humans were thought to be the first mortal race created by the Gods on the material plane, though few know that they were created as creatures barely different from great apes, merely set up with great potential. The Gods looked upon them, and knew they would not evolve without strife... and so they put the great behemoth race of dragons upon the material plane. The dragons would spend countless eons hunting and killing humans and other races, forcing them to build their minds and bodies up to combat these beasts. It is not known how many kinds of dragons there once was, whether it was more or less than now, and every dragon alive now either does not know or will not tell.
Dragons that exist now are sparse compared to ancient times and if records are to be believed, they are no longer as powerful and mighty as they once were. Dragons can be found on every continent of the world, including living examples in both Arcnus Mortis and Shello. Tanzen is home to most of the dragons in the world, and live in various locations across the continent, including mountainsides, swamps, forests and even empty castles along coastlines.
On Shello, very few dragons live, but are often so hardy that they can resist the supernatural disease of the mist that coats the land, and strong enough to combat any force that should oppose them. Many dragons are even native to the former Nation of Magic and do as much as they can to take back their home from the arms of death, taking the title of Landlord.
Arcnus Mortis has some examples of dragons both living and undead, though all living dragons are either seen as too powerful to fight or are simply hidden from sight. Many undead dragons also roam the land, seeking nothing but magical power and wealth to hoard in their bleak caves and castles. One example of an undead dragon is a dracolich by the name of KzzakjVnraa, a former black wyrm native to Shello who decided to turn to the forces of Mertion and became a Duke under the alhoon lord of the land, and now rules over the necropolis of The Ashen Skulls of Kaa.



Drow
http://i7.photobucket.com/albums/y265/Nny2/Drow.jpg
"Stay back or we will set off this weapon" is typical drow code for "Stay back or you will set off this weapon."
Above all else, drow value deception. Not deception of one another, but deception of all who would invade their deep, dark terrain. The reason the dark elves of Ikathiuss must lie to the rest of the world lies deep in history.
Ages ago, the Daelkyr saw the material plane as little more than a vast playground where they could do as they pleased, to create abominations, magical devices and terrible artifacts. One of these experiments were the drow themselves, taking captive elves and shaen'aei-ah to be toyed with and altered over countless centuries. It is not known why they stopped where they did, as most daelkyr creations are things of horror and vileness. Many suspect it was either a failed experiment, or one the daelkyr race simply got bored with halfway through.
The drow despite this, turned out to be as wise and benevolent as any race that walks the surface. Their value for deception comes from the other things that the Daelkyr left behind. Creations of such potential madness and destruction, single devices that could destroy all life as we know it and not just on the material plane. The drow build walls around the devices created from fear, making them seem as terrible monsters and murderers and in fact, many drow show terrible signs of their history. Many drow will be completely mad, or have a back swarming with tentacles or any number of horrific mutations. These drow are often put in positions along the borders of the Underdark of Ikathiuss simply to scare off anyone who would pose a threat and set off the terrible artifacts of the Daelkyr.


Giants
http://www.wizards.com/dnd/images/Monster2_gallery/60.jpg
Giants were once a dominant force of northern Shello.
In ages past, northern Shello was a place of cold forests, grand bluffs over raging seas and the land of the Giants. These great and powerful men and women felt themselves soldiers of Ysgard and many of the gods that claimed the plane as theirs. Such gods as Odin, Thor and even Loki and Hel were the masters of the Giants, but the Giants were masters of the land. They sometimes wandered south and took what they desired from those weaker than them, but always promised a return, demanding that once they did they were strong enough to defend themselves. To the pride of the giants, many times they were.
Then came the reaping of Shello. The Giants of north Shello fought with all their body, heart and soul against the surge of death from the east but only a rare few survived the attack. They knew it was to come, as was their legend of Ragna Rok. Many of the giants still live there to reclaim their home, but many more have left there and have gone to Tanzen simply to survive.


*

Carrion_Humanoid
2007-03-29, 06:08 PM
If you need any help, like with creatures or anything, ask me via pm.

Krimm_Blackleaf
2007-03-30, 07:44 PM
Organizations of the world

Order of the Magi
http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_52.jpg
Several Order members congregate to discuss the destruction of an evil artifact

In the world, there is a massive organization that runs deep into all the crevices of magical society. Known to the populace as Magi, the members are dedicated to keeping the power of magic out of the hands of evil.
The Order is comprised of three branches: the Ruby, Sapphire, and Emerald branches, each of which does a different job in the Order. The Ruby branch scours the world for items and artifacts of magical power, trying to get to them before a power mad ruler, or the hordes of undead can get their hands on them. The Sapphire branch is the source of the Order's power. They are the soldiers of the Order, ready to defend the Crystal Fortress, or any of the Order's outposts, for outside attack. They are also the fund raisers of the guild, acquiring funds by performing tasks that the Order is hired to do by outside parties. The Emerald branch serves as a magical police, patrolling the lands to make sure that none of the intelligent races are using magic for evil purposes.
There are rumors of a fourth branch, running the Order from behind the scenes, but if it actually exists or not, the Magi aren't about to tell.
Each Magi belongs to one of the three branches, and also are ranked in a strict hierarchy, each carrying a rack of 1 through 7. A Magi also has a title to go along with their rank. Ranks 1 through 3 are the base members of the Order, holding the least amount of power, and get their assignments given to them by their superiors. They simply called Magi, with the name of their branch coming first. So a rank 2 of the Sapphire branch would be called a Sapphire Magi. Ranks 4 through 6 have much more power, and get to pick their own assignments. They are called Intramagi, so a rank 6 of the Emerald branch would be known as an Emerald Intramagi. Rank 7's are the heads of the order, and being as such, their word is law to the other Magi. They are known and the Archmagi.
Upon their initiation, each Magi is given a brooch carved out of the same stone that their branch is named after. The brooches are used as badges, and are enchanted with a weak magic. If a wearer of a brooch examines another's brooch, they become instantly aware of the Magi's name, rank, and branch. Many Magi also tend to enchant their brooches with magic of their own choosing, making them all the more useful to them. It is also common for Magi to wear cloaks or capes of their branches color. (Red for Ruby, blue for Sapphire, and green for Emerald) Although most Emerald Magi tend to not wear them, as to not attract attention to themselves.


Death's HandThe Blackest Night falls from the skies,
The darkness grows as all light dies,
We crave your hearts and your demise,
By my black hand--The dead shall rise!http://www.wizards.com/dnd/images/libris_gallery/84708.jpg
Urden Vokk, a half-vampire Death's Hand blackguard

The undead in the World have a tight grip over the world, though mostly through order and domination. This is a society of strict hierarchy consisting entirely of intelligent undead creatures. It is built on something of a pyramid, hundreds of thousands of lesser underlings all tapering off at a single ruler at the top. This ruler is actually the same vampire lord that rules over the kingdom of Cernin, Vlaadios D'skuur.
The main purpose of Death's hand is to exterminate all life from the World and replace them with undead slaves or citizens. Though the alhoon that rules over Mertion is not associated with Death's Hand, many of the undead creatures in his court are Death's Hand agents and have most likely thrown him into his infamous furies that ended with him lashing out, this time the target was Shello.
Any undead creature of nongood alignment may try to barter their way into an underling position, unless they show particular cunning in the eyes of those higher up in the ladder, in which case they may enter a position higher than underling.
Usually anyone associated with Death's Hand wear a black glove on a thin chain about their neck. Most of the time it is hidden, small or even kept on the chain in their pockets. During ceremonies and particularly important missions, the glove is worn over their hand.



Tarnished White
http://www.wizards.com/dnd/images/roe_gallery/88231.jpg
Some think Tarnished White members are mad with their loneliness, they think they just get the job done

In times such as these, there are very few who can say they have not suffered from some tyranny or savagery caused by the dead that walk Arcnus Mortis, but none can say they have suffered as the gnomes have. A race brought to the edge of extinction and reaped from their homeland which was once beautiful and bright. Tarnished White is an organization of gnomes and gnome sympathizers who want nothing more to survive and rebuild gnomekind.
What used to be considered a race of the most light-hearted of creatures, the gnomes of Tarnished White are often the darkest and hardened of individuals the world has had to bear. Most members of Tarnished White wear a golden medallion depicting the symbol of the organization, a gnomish skull on a folded piece of cloth and a cloak of white cloth with tattered, ripped edges. One thing is known about most Tarnished White members, if one speaks ill of a gnome or of their homeland in their presence will find themselves with a broken nose, at best.


Abaddon Benediction
http://www.wizards.com/dnd/images/RacesNClasses_Gallery/111112.jpg
Ermin Doomedblade, fifth horn of Abaddon Benediction

The unredeemed legions that scour the horrid wastes of Baator are almost the most unforgiving creatures in all the multiverse, and the Hellbred are the most unforgiven of their victims. There exists a small group of Hellbred men and women that have gathered together to attempt to bring understanding to the cause of this race, and to bring about their collective redemption, to avoid the fires of Hell once again.
Abaddon Benediction is very small as far as members go, there being only 12 such members that exist. Their rank is based on the most well-known feature of devil-kind from 1st horn to 12th. Harknus Deadsoul(LG male hellbred Clr 10/Ordained Champion 5) is the leader of Abaddon Benediction, and great founder of their society over 40 years ago, where there existed only 3 members.


The Faction of Lumina
http://i7.photobucket.com/albums/y265/Nny2/82-1.jpg
It is the ultimate goal of the Faction of Lumina to realize their entire celestial potential.
The Faction of Lumina is an ancient society that exists to uphold ancient celestial values that predate modern society, and to unleash their unfulfilled potential. Each day they act in ritual to uphold good, fend off evil and protect worthy mortals. With their countless rituals and duties, it is always in the hopes that their tasks will let them shed their mortal flesh and unleash their celestial spirit in physical form. The Faction was founded several hundred years ago by a half-solar woman named Lumina who desired power for no more reason than the access to more power to thwart wickedness in her city. She was regarded as the greatest hero the city or even the territory had ever seen, and as any leader might, she attracted disciples and started her own league of heroes. This league persists today as the Faction.
The Faction consists mostly of aasimars, and a handful of humanoids with weaker celestial bloodlines, but there are indeed several half-celestials among them and lead by a creature known as Paral Endo who claims to be seven-eighths angel, and one-eighth human. There is no uniform for the Faction, but it is unwritten law that when upholding duties and performing rituals that the faction-members wear a pair of false wings on their back if they do not have a pair of natural wings to call their own.

Krimm_Blackleaf
2007-04-05, 10:38 PM
Ok, I've hit a hitch: I'm REALLY bad at making up campaign hooks that don't already exist. So if anyone has ideas please PM them to me.

Krimm_Blackleaf
2007-04-14, 08:42 PM
I don't know if I should be doing this, but I've semi-updated the organizations of the world. I'll need to finish it.

Matthew
2007-04-15, 02:42 PM
Just a quick post to convey encouragement to continue this project. Looks good so far. I can't think of any Campaign Plot Hooks off hand, but will give it some thought.

Krimm_Blackleaf
2007-04-15, 02:55 PM
Just a quick post to convey encouragement to continue this project. Looks good so far. I can't think of any Campaign Plot Hooks off hand, but will give it some thought.
Thanks for the encouragement.:smallsmile:

Black Mage
2007-04-15, 04:02 PM
Keep up the good work, I like this setting.

Carrion_Humanoid
2007-04-15, 05:27 PM
Making "smart" Undead infintry and leaders.

Tor the Fallen
2007-04-16, 05:25 AM
So what happened, they invented TV or something?

Krimm_Blackleaf
2007-04-16, 08:28 PM
So what happened, they invented TV or something?
What does this mean?

Carrion_Humanoid
2007-04-17, 06:48 PM
Its a joke? Because T.V. is educatualizing

Also whats the AC penalty for huge creatures?

Necroid
Huge Undead
HD: 14d12
Speed: 60 ft. (12); 100 ft. fly(clumsy) 20
Init: +3
AC: 20 (touch 12; flat-footed 16)
(+4 Dex, +8 Natural, -2 size)
BAB: +12/+11/+10; Grp: +16
Attack: 3Claw +21/+20/+19 (3d12+9, 17-20/x4)
Full-Attack: 6 Claws +21/+20/+19 (3d12+9, 17-20/x4)
Space 20x20 ft.
Reach 30 ft.
Special Attacks: Dead Rot
Special Qualities: Darkvision 60 ft., Low-Light Vision
Saves Fort +11 Ref +10 Will +8
Abilities Str 28(+9), Dex 18(+4), Con -,Int 2, Wis 2, Cha 0
Skills: N/A
Feats: Improved Critical, Endurance, Diehard, Power attack, Cleave, Greater Cleave, Two-Weapon fighting.
Environment:
Organization: Lone(one), Raid (One plus 120-400 Nercrine Drones), Army (1d4 plus 600-1000 Necrine Drones)
Challenge Rating: 15
Treasure: 10d20 Gold
Alignment: Always CE


Built from many dead corpses, a Necroid is a large bulk of meat and skin. With many weapons on all of its three arms, it can rip through armies and defenses with ease.

Dead Rot: Covering the blades of the Necroid is a deadly slime. If damaged by one of its attacks, make a fort save 30. Damage 2d4 Con, Secondary 3d4 con. If anyone dies by this poison, they immediately become a Necrine Drone.

Krimm_Blackleaf
2007-04-17, 07:40 PM
Its a joke? Because T.V. is educatualizing

Also whats the AC penalty for huge creatures?
-2, luckily I was reading up on the Goristro while reading this...

Rowanomicon
2007-04-18, 12:10 AM
This looks interesting, I'll be keeping an eye on it. Also I'll add any suggestions I have.
I too offer my encouragement for this project.
I haven't read through it all, but it looks like a setting I'd enjoy playing in.

Krimm_Blackleaf
2007-04-18, 03:52 AM
This looks interesting, I'll be keeping an eye on it. Also I'll add any suggestions I have.
I too offer my encouragement for this project.
I haven't read through it all, but it looks like a setting I'd enjoy playing in.
Thank you.:smallbiggrin:

Carrion_Humanoid
2007-04-18, 07:31 PM
Up, now going for necrine drone and leaders

Krimm_Blackleaf
2007-04-24, 07:51 PM
Just a couple problems with the necroid. As an undead creature, it shouldn't have a con score, it should have poor BAB, it should have saves that are more than just it's ability modifiers, and I have no idea what 'Will -' means. It should also have skills and feats, despite it's low int. Low int doesn't mean no int.

thehothead
2007-05-13, 02:03 PM
This is pretty REALLY cool. Keep up the good work.

Krimm_Blackleaf
2007-05-13, 03:14 PM
This is pretty REALLY cool. Keep up the good work.

Thank you. :biggrin:

DracoDei
2007-05-25, 07:21 AM
The "Dread Plague" on this site had Undead who were specified as having full BAB... and my "Empty Skin" undead template keeps the original BAB while halving the Hit Dice, so theoretically you can end up with a creature with a BAB equal to twice its Hit Dice... breaking the normal rules is fine now and then, just be explicit about it.

Krimm_Blackleaf
2007-05-25, 04:52 PM
The "Dread Plague" on this site had Undead who were specified as having full BAB... and my "Empty Skin" undead template keeps the original BAB while halving the Hit Dice, so theoretically you can end up with a creature with a BAB equal to twice its Hit Dice... breaking the normal rules is fine now and then, just be explicit about it.

Yes, I suppose that's true, I was also just trying to make sure he knew, somewhat important to keep in mind. A real warrior undead would be useful though, but the Con score still bugs me. It's a very interesting monster that I perhaps could bend to my will.

DracoDei
2007-05-25, 06:13 PM
I agree that bending the BAB is a much smaller deal than bending the presence versus absence of a Constitution score.

Krimm_Blackleaf
2007-06-10, 04:44 PM
I decided to learn incarnum, so I updated the magics section for it.

pyrefiend
2007-06-10, 05:10 PM
This is a great setting, keep up the good work! :smallbiggrin:

Krimm_Blackleaf
2007-06-10, 05:11 PM
This is a great setting, keep up the good work! :smallbiggrin:

Why, thank you! I will. :smallbiggrin:

thehothead
2007-06-19, 12:26 AM
Could you starts posting a "notice" when you update? I have trouble keeping track.

Krimm_Blackleaf
2007-06-19, 05:07 AM
Could you starts posting a "notice" when you update? I have trouble keeping track.

Oh, alright. Sorry.

Matthew
2007-07-30, 12:07 AM
How is this project progressing, by the way? Any more progress or has the idea well dried up?

Krimm_Blackleaf
2007-08-03, 09:40 PM
How is this project progressing, by the way? Any more progress or has the idea well dried up?

At the moment, kind of, I'm afraid.:smallfrown:

Krimm_Blackleaf
2007-08-03, 09:49 PM
If anyone would like to come up with setting-specific monsters, classes or what have you I'm ready and willing to consider them. Right now when it comes to NotD, I'm a dry well of inspiration.

DracoDei
2007-08-03, 10:42 PM
Well... all I can say off the top of my head is look at my Empty Skin and Matyr Flitters, as well as the Preserved Zombie concept (think it was Zeta Kai who did that one). I will be throwing up two more undead concepts that synergize with the Empty Skin although they are mindless and combat oriented.

Krimm_Blackleaf
2007-08-04, 12:43 AM
As of yet, actually, I have plenty of undead monsters thanks to Libris Mortis. If anyone would like to help me out and maybe make some setting-based base classes or prestige classes I would kiss your feet.

DracoDei
2007-08-04, 10:45 AM
Matyr Flitters aren't undead, they are living weapons against undead.

Matthew
2007-08-05, 01:04 AM
At the moment, kind of, I'm afraid.:smallfrown:
Darn. Are you running this anywhere? Well, I'll see what I can come up with when I have some free time. This is really one of the more consistantly developed settings so far and it would be a shame to let it drop out of circulation like some of the other really nice ones (which I also have bookmarked and really ought to revive).

Krimm_Blackleaf
2007-08-21, 07:01 PM
Darn. Are you running this anywhere? Well, I'll see what I can come up with when I have some free time. This is really one of the more consistantly developed settings so far and it would be a shame to let it drop out of circulation like some of the other really nice ones (which I also have bookmarked and really ought to revive).

In fact, I'm going to be running a NotD game on these boards at some time in the future. Some people have shown interest in playing, so I'm going to write up a campaign and let some people join in.

The Demented One
2007-08-21, 07:59 PM
If anyone would like to come up with setting-specific monsters, classes or what have you I'm ready and willing to consider them. Right now when it comes to NotD, I'm a dry well of inspiration.
If you wanna stick any of my undead stuff in, feel free.

Monsters:
Afterborn (http://www.giantitp.com/forums/showthread.php?t=10255)
Assorted Karnnathi Undead (http://www.giantitp.com/forums/showthread.php?t=49297) that could be given a flavor change.
Cyst Spider (http://www.giantitp.com/forums/showthread.php?t=49162)
Darkwater Leviathan (http://www.giantitp.com/forums/showthread.php?t=26401)
Darkwomb Mother (http://www.giantitp.com/forums/showthread.php?t=39607)
Dreadling (http://www.giantitp.com/forums/showthread.php?t=26346)
Fingerling Swarm (http://www.giantitp.com/forums/showthread.php?t=39606)
Hollow Cadaver (http://www.giantitp.com/forums/showthread.php?t=46978)
Jiang Shi (http://www.giantitp.com/forums/showthread.php?t=29735)
Lament Raven (http://www.giantitp.com/forums/showthread.php?t=11015)
Lichbound Construct (http://www.giantitp.com/forums/showthread.php?t=47429)
Lifeless Servitor (http://www.giantitp.com/forums/showthread.php?t=49158)
Lifescorned (http://www.giantitp.com/forums/showthread.php?t=40046)
Penumbra Stalker (http://www.giantitp.com/forums/showthread.php?t=48164)
Skewered Seer (http://www.giantitp.com/forums/showthread.php?t=10584)
Stormsorrow (http://www.giantitp.com/forums/showthread.php?t=10250)
Subrosial (http://www.giantitp.com/forums/showthread.php?t=10523)
Totemic Revenant (http://www.giantitp.com/forums/showthread.php?t=11040)
Twilight Outsider (http://www.giantitp.com/forums/showthread.php?t=10849)
Wombstrangler (http://www.giantitp.com/forums/showthread.php?t=10647)
Zeitgeist (http://www.giantitp.com/forums/showthread.php?t=10734)

Classes:
Emperor Lich (http://www.giantitp.com/forums/showthread.php?t=50317)
Scion of Thanatos (http://www.giantitp.com/forums/showthread.php?t=38674)
Sorrowspeaker (http://www.giantitp.com/forums/showthread.php?t=28070)
Vampiric Magus (http://www.giantitp.com/forums/showthread.php?t=10243)

Krimm_Blackleaf
2007-08-21, 08:06 PM
If you wanna stick any of my undead stuff in, feel free.

Monsters:
Afterborn (http://www.giantitp.com/forums/showthread.php?t=10255)
Assorted Karnnathi Undead (http://www.giantitp.com/forums/showthread.php?t=49297) that could be given a flavor change.
Cyst Spider (http://www.giantitp.com/forums/showthread.php?t=49162)
Darkwater Leviathan (http://www.giantitp.com/forums/showthread.php?t=26401)
Darkwomb Mother (http://www.giantitp.com/forums/showthread.php?t=39607)
Dreadling (http://www.giantitp.com/forums/showthread.php?t=26346)
Fingerling Swarm (http://www.giantitp.com/forums/showthread.php?t=39606)
Hollow Cadaver (http://www.giantitp.com/forums/showthread.php?t=46978)
Jiang Shi (http://www.giantitp.com/forums/showthread.php?t=29735)
Lament Raven (http://www.giantitp.com/forums/showthread.php?t=11015)
Lichbound Construct (http://www.giantitp.com/forums/showthread.php?t=47429)
Lifeless Servitor (http://www.giantitp.com/forums/showthread.php?t=49158)
Lifescorned (http://www.giantitp.com/forums/showthread.php?t=40046)
Penumbra Stalker (http://www.giantitp.com/forums/showthread.php?t=48164)
Skewered Seer (http://www.giantitp.com/forums/showthread.php?t=10584)
Stormsorrow (http://www.giantitp.com/forums/showthread.php?t=10250)
Subrosial (http://www.giantitp.com/forums/showthread.php?t=10523)
Totemic Revenant (http://www.giantitp.com/forums/showthread.php?t=11040)
Twilight Outsider (http://www.giantitp.com/forums/showthread.php?t=10849)
Wombstrangler (http://www.giantitp.com/forums/showthread.php?t=10647)
Zeitgeist (http://www.giantitp.com/forums/showthread.php?t=10734)

Classes:
Emperor Lich (http://www.giantitp.com/forums/showthread.php?t=50317)
Scion of Thanatos (http://www.giantitp.com/forums/showthread.php?t=38674)
Sorrowspeaker (http://www.giantitp.com/forums/showthread.php?t=28070)
Vampiric Magus (http://www.giantitp.com/forums/showthread.php?t=10243)

I'm going to hug you now.

...Hold it.



.......Hold it.






....... *Hug.*

Callos_DeTerran
2007-08-22, 12:42 PM
Hmm...you may want to look at the Thoon chapter of MMV (If you have it) for some interesting beasties but more importantly for the mechanic they give for quissentence (bad spelling mistake). It sounds like something the undead or abberrations would be very interested in gathering up and it provides some campaign hooks for you too. (From here on out I'll just call Quissentence 'Q')

1) A mine in Tanzen has drawn the attention of an undead phalanx. Defend the mine and remove the Q-rich ore to a safe location for study and examination./Seek the mine in Tanzen that holds Q in it's belly and return it to Arcnus for the glory of your master. (Good/Undead verisons)

2) A cabal of liches are working feverishly to develop an artifact that'll corrupt all living creatures around it into various forms of undead, destroy the artifact and capture the phylatricies of the liches./ A mortis engine is being developed by the heads of the Minds of Death organization, several living heroes seek it's destruction. Ensure the engine is completed and slay the opposing fools.

3) A tablet bearing the ultimate Truename word, called the 'Last Word', has been discovered at the heart of the Nation of the Dead. If the undead discover it's purpose and utter the word, the war will be over. Prevent this at all costs.

4) Dabblers in necrocarnum have discovered a method to forcibly extract Q from living creatures who aren't particularly rich in the substance. They are now bargaining with an important undead leader (An alhoon) for prestige among the Nation. Destroy the dabblers and discover which leader is arriving to make the transfer. Give him a false method and follow him discretely back into the Nation. Perhaps a Q facility will be located.

I'll have more for ya later. :smallwink:

Carrion_Humanoid
2007-08-22, 11:11 PM
Im back. . . still have time before that thing with the name starts in a kajilion weeks. Give me stuff.

The Demented One
2007-08-23, 11:52 AM
Oh and...since they seem to be such a big part of the setting, here's all my incarnum and martial adept stuff.

Martial Stuff

Classes
Errant Blademaster (http://www.giantitp.com/forums/showthread.php?t=52597)
Oracle Knight (http://www.giantitp.com/forums/showthread.php?t=30165)
Raven Commander (http://www.giantitp.com/forums/showthread.php?t=54403)
Sublime Warrior (http://www.giantitp.com/forums/showthread.php?t=54338)

Feats
Martial Multiclassing (http://www.giantitp.com/forums/showthread.php?t=53996)

Maneuvers
Arts of the Nine (http://www.giantitp.com/forums/showthread.php?t=10459)

Monsters
Adamant Reaver (http://www.giantitp.com/forums/showthread.php?t=10391)
Jiang Shi (http://www.giantitp.com/forums/showthread.php?t=29735)
Karnnathi Warlord (http://www.giantitp.com/forums/showpost.php?p=2814096&postcount=7)
Martial Automaton (http://www.giantitp.com/forums/showthread.php?t=10460)

Vestiges:
Reshar, Lord of the Nine Swords (http://www.giantitp.com/forums/showthread.php?t=54640)

Incarnum Stuff

Items
Azurewrath (http://www.giantitp.com/forums/showthread.php?t=10926)

Monsters
Ancestral Soulmote (http://www.giantitp.com/forums/showthread.php?t=10620)
Soul of Legend (http://www.giantitp.com/forums/showthread.php?t=50076)
Totemic Revenant (http://www.giantitp.com/forums/showthread.php?t=11040)

Soulmelds
New Soulmelds (http://www.giantitp.com/forums/showthread.php?t=26877)

Krimm_Blackleaf
2007-08-23, 01:21 PM
Oh and...since they seem to be such a big part of the setting, here's all my incarnum and martial adept stuff.

Martial Stuff

Classes
Errant Blademaster (http://www.giantitp.com/forums/showthread.php?t=52597)
Oracle Knight (http://www.giantitp.com/forums/showthread.php?t=30165)
Raven Commander (http://www.giantitp.com/forums/showthread.php?t=54403)
Sublime Warrior (http://www.giantitp.com/forums/showthread.php?t=54338)

Feats
Martial Multiclassing (http://www.giantitp.com/forums/showthread.php?t=53996)

Maneuvers
Arts of the Nine (http://www.giantitp.com/forums/showthread.php?t=10459)

Monsters
Adamant Reaver (http://www.giantitp.com/forums/showthread.php?t=10391)
Jiang Shi (http://www.giantitp.com/forums/showthread.php?t=29735)
Karnnathi Warlord (http://www.giantitp.com/forums/showpost.php?p=2814096&postcount=7)
Martial Automaton (http://www.giantitp.com/forums/showthread.php?t=10460)

Vestiges:
Reshar, Lord of the Nine Swords (http://www.giantitp.com/forums/showthread.php?t=54640)

Incarnum Stuff

Items
Azurewrath (http://www.giantitp.com/forums/showthread.php?t=10926)

Monsters
Ancestral Soulmote (http://www.giantitp.com/forums/showthread.php?t=10620)
Soul of Legend (http://www.giantitp.com/forums/showthread.php?t=50076)
Totemic Revenant (http://www.giantitp.com/forums/showthread.php?t=11040)

Soulmelds
New Soulmelds (http://www.giantitp.com/forums/showthread.php?t=26877)

All absolutely brilliant. Now I'm just curious if you have anything particularly lovecraftian? That's another important aspect of the setting.

Matthew
2007-08-23, 01:37 PM
In fact, I'm going to be running a NotD game on these boards at some time in the future. Some people have shown interest in playing, so I'm going to write up a campaign and let some people join in.

That's good news, as, in my opinion, that's the key thing you need to be doing to really develop a setting beyond its initial conception. It would be cool to see some adventures for this Campaign Setting.

The Demented One
2007-08-23, 05:40 PM
All absolutely brilliant. Now I'm just curious if you have anything particularly lovecraftian? That's another important aspect of the setting.
Here's all the aberrations I've got, try them on for size.

Amigara (http://www.giantitp.com/forums/showthread.php?t=39605)
Atavathid (http://www.giantitp.com/forums/showthread.php?t=10956)
Brainspawn (http://www.giantitp.com/forums/showthread.php?t=10553)
Closet Monster (http://www.giantitp.com/forums/showthread.php?t=48355)
Ego Cyst (http://www.giantitp.com/forums/showthread.php?t=52304)
Epidermarra (http://www.giantitp.com/forums/showthread.php?t=39122)
Espera (http://www.giantitp.com/forums/showthread.php?t=10897)
Incarnal (http://www.giantitp.com/forums/showthread.php?t=50857)
Lepidus (http://www.giantitp.com/forums/showthread.php?t=10431)
Mad Gasser (http://www.giantitp.com/forums/showthread.php?t=11164)
Memeplast (http://www.giantitp.com/forums/showthread.php?t=46629)
Oran-Spawn (http://www.giantitp.com/forums/showpost.php?p=2212582&postcount=15)
Porifyra (http://www.giantitp.com/forums/showthread.php?t=10482)
Visceral Felcher (http://www.giantitp.com/forums/showthread.php?t=11053)

As a side note, the Porifyra is somewhat special in that it's one of two monsters I've made that were inspired by something I saw on 4chan.

Krimm_Blackleaf
2007-08-26, 01:05 AM
As a side note, the Porifyra is somewhat special in that it's one of two monsters I've made that were inspired by something I saw on 4chan.

I feel slightly tainted just saying it, but we are many (http://www.giantitp.com/forums/showthread.php?t=52372).

Krimm_Blackleaf
2007-08-26, 05:24 PM
Finally... I updated the Order of the Magi... I'm so happy now.:smallbiggrin:

Krimm_Blackleaf
2007-08-28, 07:44 PM
I've been slowly adding pictures, if you all havn't noticed. I've also updated the races section; Savage humanoids as a whole and a slight modification to orcs.

Matthew
2007-08-30, 07:58 PM
Looks like it's coming along nicely. What I would like to see is for you to put an Adventure together, as I think that would really help you develop the setting. Any ideas for a first adventure?

Krimm_Blackleaf
2007-08-30, 08:35 PM
Looks like it's coming along nicely. What I would like to see is for you to put an Adventure together, as I think that would really help you develop the setting. Any ideas for a first adventure?

Hmm... I've never tried making a generic adventure before... Maybe I'll do my best to put together a couple of varying levels... Right now I'm making a NotD campaign, but it's going to be very centered on the specific characters chosen to play.

SilverClawShift
2007-08-30, 08:53 PM
I'd just like to vocalize the joy I got from this setting. Lovecraftian deadland = win.

Keep up the work/interest, because this is entertaining stuff.

And if I may suggest an adventure/plot-hook off the top of my head?

A neglected Tanzen orphange in the Dawn of Glory has turned into a horror house as a secret has spread among the children. An unkown vestige (Binder class vestige) was accidently stumbled upon by one of the older orphans, and the relatively easy pact making process has spread like wildfire through the disheartened children.
There is no limit to the number of souls that can bind with a vestige (says so in tome of magic itself :smallbiggrin: ) and despite their youth, now over half of the orphange has become first level binders and made the pact with the unnamed vestige.
The vestige grants anyone who binds with him the ability to fully mentally control one medium sized corpse as a random mook-strength undead... but that control is 'one at a time'. Destroying the undead only means they need to switch to controlling a new corpse. If the binder makes a 'bad pact', the sign they manifest is dimly glowing blue eyes, and they become entirely unforgiving.

Now any semblence of order in the orphanage has fallen apart. The binder-children each have an undead bodyguard, and they keep a stockpile of dead bodies in random locations that they can call up if their bodygaurd falls while they hunt down the 'tattletales' stuck in the building. A few surviving teachers and children have managed to barricade sections of the building, but have no escape route. Among the survivors is Missus Crenshaw, an old dwarf cleric/nun with a reputation for being strict, who has managed to do a good job keeping the remaining children safe by smacking stuff with her holy symbol, but she can't fight forever.
And some of the glowing eyed children have been seen in the lobby, looking out at the town before retreating back into the building. The only guards who have gone in died within rounds. It's only a matter of time before the carnage spills out into the streets.

Okaaaay. So that wasn't exactly a 'plot hook'. It was a plot. I tend to just keep going once I get started :smalleek:

Er, anyway, great setting :)

Krimm_Blackleaf
2007-08-30, 09:52 PM
I'd just like to vocalize the joy I got from this setting. Lovecraftian deadland = win.

Keep up the work/interest, because this is entertaining stuff.

And if I may suggest an adventure/plot-hook off the top of my head?

A neglected Tanzen orphange in the Dawn of Glory has turned into a horror house as a secret has spread among the children. An unkown vestige (Binder class vestige) was accidently stumbled upon by one of the older orphans, and the relatively easy pact making process has spread like wildfire through the disheartened children.
There is no limit to the number of souls that can bind with a vestige (says so in tome of magic itself :smallbiggrin: ) and despite their youth, now over half of the orphange has become first level binders and made the pact with the unnamed vestige.
The vestige grants anyone who binds with him the ability to fully mentally control one medium sized corpse as a random mook-strength undead... but that control is 'one at a time'. Destroying the undead only means they need to switch to controlling a new corpse. If the binder makes a 'bad pact', the sign they manifest is dimly glowing blue eyes, and they become entirely unforgiving.

Now any semblence of order in the orphanage has fallen apart. The binder-children each have an undead bodyguard, and they keep a stockpile of dead bodies in random locations that they can call up if their bodygaurd falls while they hunt down the 'tattletales' stuck in the building. A few surviving teachers and children have managed to barricade sections of the building, but have no escape route. Among the survivors is Missus Crenshaw, an old dwarf cleric/nun with a reputation for being strict, who has managed to do a good job keeping the remaining children safe by smacking stuff with her holy symbol, but she can't fight forever.
And some of the glowing eyed children have been seen in the lobby, looking out at the town before retreating back into the building. The only guards who have gone in died within rounds. It's only a matter of time before the carnage spills out into the streets.

Okaaaay. So that wasn't exactly a 'plot hook'. It was a plot. I tend to just keep going once I get started :smalleek:

Er, anyway, great setting :)

I can only think of one way to express how I feel.

*Hug*

Shut up, I like hugs.

SilverClawShift
2007-08-30, 10:11 PM
Hugs, content, it's all good :smallsmile:

SilverClawShift
2007-08-31, 09:11 PM
http://www.giantitp.com/forums/showthread.php?t=55534

Made the vestige for that campaign, anyway :smalltongue:

Krimm_Blackleaf
2007-09-03, 10:10 PM
Added another little article on Shadow Magic in the Magics section.

Krimm_Blackleaf
2007-09-20, 03:26 AM
Thanks to the efforts of one Grenadier, there is a new map! It's like the old one only better, with more rivers, bays, peninsula's, islands and a slightly relocated Shello. I hope you all like it just as much as I do.:smallbiggrin:

purepolarpanzer
2007-09-28, 09:36 PM
Some of my first homebrew, so be gentle and modify without question. I was looking for something dark, manipulative, an innovative that the undead could do to start an invasion.

A DARK ROAD- A NOTD CAMPAIGN FOR LOW LEVEL PC'S THAT CAN BE A STAND ALONE ADVENTURE OR BE EXPANED INTO A CAMPAIGN

A supposedly clean town on the outskirts of a larger city has been sending reports of undead randomly appearing inside the town. It is absurd since the town is so far away from the war zones where undead are being fought, so the major city governor only sends a few low level PC's for very little money. When they arrive they find that the town is in a state of fear as loved one's bodies are rising from the local cemeteries every night and walking the streets of the town, killing all who stand in their way and breaking through the barricades that are built, slowly but surely killing the town. A single priest of Aeomon resides in the town, who every night goes out with her Reaper to cleanse souls and every morning comes back stained with undead blood and gore. She tells you that any undead left outside during the day light fall apart, going to dust as a vampire would.
DM Only
- If the PC's attempt to contact the governor, they find that the bridge connecting the town to the main highway has been mysteriously destroyed, leaving only a massive, unjumpable gap and the forlorn ghost of a young woman, who wanders the road near the bridge wailing about how she cannot rest until her body has been buried. With a high search check or a succesful track the PC's find drag marks into the woods, then to cave. Inside the cave there are semi-precious gems and a small shrine to some dark god where some ghouls are eating the body of the woman. If they drive them off and bury the body, the ghost appears, smiling in golden light. She tells them she was the cleric of Aeomon in the area, revealing that the current cleric killed her, summoned the perversions that dragged her off, and stole all her possessions (robes, Reaper). It also leaves the PC's a single stake, which works as a +1 undead bane dagger.
- If the PC's go hunting undead with the cleric, who "has been unable to find the cause of the infestation", they are led to the depths of the mausoleum in the cemetary, where the cleric reveals herself to be a dread necromancer in league with an undead lord. Upon a small alter in the back of the room, a dark and shadowy heart pumps incessantly, spewing dark energies into the earthen walls (this is creating the undead). After a battle with the dread necro and her zombie/skeleton army, the undead keep returning until the PC's destroy the dark heart ( a succesful spot check shows that everytime an undead falls, the heart glows, spewing more dark energy, before the undead returns to life) When they finally accomplish this, all the undead crumble. A single vampire bat escapes, but not before dropping a note written in blood speaking of a meeting between a representative of the cult the dread necro was involved in and a servant of Lord Wren of Arcanus Mortis several weeks away at a small fishing town to the east... DUM DUM DUM!!!!
- If the PC's approach the cemetary in the day, they find the cleric exhuming bodies and chanting. The cleric will try to bluff its way out of any accusations, but one way or another will run into the mausoleum, starting the same encounter mentioned above.

Magical Item- Vampiric Heart.
Some of the oldest and most powerful vampires of Arcanus Mortis have long learned to exist without the organs that once sustained them. A few of them even imbue their removed hearts with dark energy, providing a few special effects. These are given as tokens to the least of their servants, allowing them the power to cause chaos for the living, but also expending little resources as a vampire grows another heart in a single lunar cycle. Vampire hearts can only be destroyed by staking the heart, dipping it in running water, or exposing it to direct sunlight. Any other attempt to destroy the heart causes it to assume a gaseous form and fly directly to either the hand of the one it was bestowed to (if they are alive) or to the messenger who delivered the blood oath.

Binding the heart so that it can be used requires a blood oath. Often messengers of vampire lords find promising or psychotic living cultists and have them sign a magical pact, in blood, so that they can use the heart to cause chaos or destruction for any living in the area. When the cultist is inevitably consumed by the corruptive nature of the heart, they come to collect their soul as payment. If the cultist dies, they come to retrieve the heart. Messengers are most often intelligent undead with levels in rogue, bard, or any other suitable class, and often have use of some movement spell, like dimension door or teleport. After presenting the heart in an ornate, dark oak box and having the oath signed they often keep watch over the signer, destorying them and reclaiming the heart if they go against the Lord's wishes or manipulating them to accomplish specific tasks.

- If a creature has the heart transplanted in a magical ceremony costing 1,000 gp, it gains the half-vampire template. This transplantation can save a character from near death, curing any poisen, negative levels, ability drain, or any other negative condition, and must take place between midnight and one a.m. in a grave yard. However, the host always has the Blood Dependancy trait, and after a month the host must make a choice. Either they give themselves over to the vampire who the heart came from, becoming a vampire spawn completely under that lord's control, or the heart rejects its weak body, spreading necromantic energy throughout the host until the heart shrivels, useless, and destroying the host, mind, body, and spirit, leaving them a ghoul. The host loses all class levels and hit dice if this happens, and is simply ghoul as shown in the Monster Manual.

- If the heart is placed in a crypt or graveyard and used in a ritual that costs 1000 gold in materials or two human sacrifices, it causes a plague of undead (Heroes of Horror) at caster level equal to the HD of the vampire who gave the heart. This happens everyday at sunset, and every sundown the undead return to their graves without instruction or are destroyed by sunlight. Any undead who fall within the radius of the spell are returned to un-life at full HP 1d4 rounds later. The undead summoned follow the instructions of the cultist who takes the blood pact, or the instructions of the messenger of the blood pact. If the messenger's instuctions contradict the oath signers wishes (such as to kill the oath signer) the undead follow the orders of the messenger.

Incendius
2007-09-29, 10:54 AM
Amazing setting, I really love how you made it.

One comment though, Levakross from the sample Gods section could easily be made into the leader of the Yugoloths/Daemons, he profile fits the bill of the entire race.

The Yugoloths believe that they were the ones responsible for the creation of the Demons and Devils, as well as claiming to be the ones that are perpetuating the entirety of the Blood War. They say they've had a hand in every major planar event in history, as well as being mercenary's for any side in any event willing to accept them.

The story's do kinda clash a little bit (Yugoloth's have a deep loathing, homicidally so in fact, for any type of God) but that could be changed for flavor reasons easily.

Just a small thought that might bear inclusion.

Either way keep up the good work! I hope I will get a chance to play in this soon!

Krimm_Blackleaf
2007-09-30, 01:20 PM
I like that, Panzer. Keep up the good work.:smallwink:


Amazing setting, I really love how you made it.

One comment though, Levakross from the sample Gods section could easily be made into the leader of the Yugoloths/Daemons, he profile fits the bill of the entire race.

The Yugoloths believe that they were the ones responsible for the creation of the Demons and Devils, as well as claiming to be the ones that are perpetuating the entirety of the Blood War. They say they've had a hand in every major planar event in history, as well as being mercenary's for any side in any event willing to accept them.

The story's do kinda clash a little bit (Yugoloth's have a deep loathing, homicidally so in fact, for any type of God) but that could be changed for flavor reasons easily.

Just a small thought that might bear inclusion.

Either way keep up the good work! I hope I will get a chance to play in this soon!

I don't know as much about Yugoloths as I'd like, so I'll take your word for it but that seems to fit the bill fairly perfectly. I imagine Levakross would have quite a large deal of affinity for them in that case.

Copacetic
2007-09-30, 06:46 PM
Great setting, It really stand out. Plenty of plausible plot hooks. Kudos to you.

Krimm_Blackleaf
2007-10-17, 05:41 PM
Great setting, It really stand out. Plenty of plausible plot hooks. Kudos to you.

Why thank you, but I came up with none of the plot hooks myself. I only asked for them and the people handed them to me.

Matthew
2007-10-18, 09:17 AM
Did you eventually start a NotD Campaign?

The Demented One
2007-10-18, 12:03 PM
Did you eventually start a NotD Campaign?
He's got one in real life, and one on the boards. I'm also running an evil campaign.

Matthew
2007-10-18, 01:42 PM
Good. The best impetus to develop a setting is to run it.

Krimm_Blackleaf
2007-10-26, 12:52 AM
Good. The best impetus to develop a setting is to run it.

And I encourage everyone else out there to use my setting for their own campaigns if they so choose to. I'd really like to see some other people's interpretations of it.

mostlyharmful
2007-10-29, 05:02 PM
Couple of Ideas for possible organizations, maybe even plot hooks for you.

1. The surviving nations/races still have their own problems and bigotries. But in THIS world they just can't afford it. So.. have a group step up to create unity/harmony//suppress dissent. A wandering group of diplomaciers who have the best of intentions but have no time at all to waste in creating a unified response and keeping every weapon pointed at Arcanus Mortis. Have them be alternately autoriatrian and tolerant, all that matters is the end ambition of turning back the tide, not who gets ground in the wheels.

2. Just call me biased, but there also needs to be a gnomish response, push a group right to the edge and you'll get all kinds of crazy backlash, from going on the warpath to hiding down a deep dark hole. And the remaining leaders (if they even have any) should be trying to form some kind of plan, either to reclaim what was theirs (not a chance), to run away and found a new nation on a far away continent or plane or to mobilise all the remaining "big folk" to protect them (think Illuminati levels of cynism and manipulation, all for the few, few gnomes left)


Sounds like a really fun world to knock about in. Esspecially if you run a character that just doesn't care in contrast to the backdrop of all this impending dooooom:smallsmile:

Krimm_Blackleaf
2007-10-30, 05:06 AM
Interesting thoughts. I think when I get some free time I'll do a little work on those and add them to the Organizations post. I also have a friend in real life that is pretty much a literal gnome. Stature and appearance, I swear if I had pictures I'd show you.

Krimm_Blackleaf
2007-11-18, 05:12 PM
I made another update in the Nations section, added my take on the underdark(which is kind of a lot like everyone else's).

Krimm_Blackleaf
2007-12-24, 07:10 AM
I took one of mostlyharmful's ideas and made an organization for hardened gnome survivalists. I hope you like it.:smallbiggrin:

The Demented One
2008-02-15, 09:58 PM
Just adding a bit of background flavor for House...here's a brief little guide to slang in the Nation of the Dead.

Balmy: Term describing any mindless undead that has been awakened. A compound of "embalmed" and "barmy."

Biter or Corpsebreath: Slang for ghouls, usually those found in the lower rungs of dead society.

Bloodsucker: Slang for vampires. Not technically a slur, but higher-class vampires will take offense to it.

Blue Eyes: Slang for anyone capable of using incarnum, referring to its distinctive color.

Carrion or Rotter: A slur for any unintelligent undead, most often zombies.

Chalkface: Slur for changelings.

Crankshaft: A slur for warforged, particularly slaughterforged.

Daychild: Term used to describe half-vampires, due to their ability to remain in the sun unharmed.

Deadman or Deadlady: A respectful term for any intelligent undead.

Deepling: Slang for any aquatic aberration, typically illithids.

Dredge: Slang term for anything considered good. Often used as the adjective "dredging."

Far-Blood: Slang for any outsider, most commonly fiends.

Floater: Slang for any aquatic undead, or undead with a swim speed.

Follow: Slang for shadows and wraiths, based on their ability to create spawn from fallen enemies and as a reference to people always being followed by their shadow.

Halfway: Slang for living necromancers, usually those who specialize in the animation of the dead. Occasionally also used for living who have defected to the cause of the undead.

Heartbeater or Beater: An insulting term to the living from the dead, though the living take pride in being called so.

Hornling: Slang for a follower of Levakross, most of whom find the term disrespectful.

Other-Than-Living: A roundabout way of saying dead.

Princess or Faceboy: Slang for any undead that preserves and/or embalms themselves to keep up their appearance, be they 'male' or 'female'.

Puncher or Gutworm: Slang for mohrgs.

Ragman: Street slang for mummy.

Rattle: Slang for 'talking,' typically in the sense of someone going on for an annoying long period of time. From the term 'death rattle.'

Reaper: A widely used term for anyone who hunts the undead. Typically used to describe clerics capable of turning undead, but also commonly used for paladins or other warriors who specialize in fighting the dead. Used as a term of respect by the living, and one of fear by the dead.

Shambler or Dustboy: Slang for any undead in an advanced state of decay.

Shovelman: A thief. Originally used to describe graverobbers.

Shuffler or Leadboy: Slang for any law enforcement agent, the latter nickname deriving from the commonly used lead badges.

Skullhead: Anyone who is foolish, stupid, or crazy.

Silvermonger: Rarely-used slang for the slaughterforged, based on their obsession with silver. Almost never used outside of Shello.

Slink: Slang for wights.

Trinket Walker: Used with two different meanings. On Arcnus Mortis, it's used as a derogatory term for a lich, 'trinket' referring to their phylactery, and that they can walk so long as said phylactery remains intact. On Shello, it is a term used by non-forged to describe a rageforged who has a particularly excessive amount of silver jewelery or trinkets.

The Demented One
2008-02-16, 12:29 AM
Adventurer's Guide to Ar Ghul

Map

http://img213.imageshack.us/img213/153/mapvk9.jpg


The city of Ar Ghul is a gridwork, centered on the palace of its lord, the Vampire Sarga. Eight roads extend radially from the palace, and eight concentric boulevards ring it. A number of small allies and dead ends extend from these streets, forming minute labyrinths. Enclosing the gridwork are the city's walls, which tower above it. They are described below.

S: Lord Sarga's palace, the center of Ar Ghul.

Roads:

I: Fell Road, which goes directly eastward from the palace to the city's gates. Fell Road is primarily home to merchants and artisans, from bazaars of magic goods near Sarga's palace to black markets and fences in the city's slums.

II: Anapest Road, the palace end of which is primarily filled by the campus of the city's university, the Undine University. Home to many book stores, libraries, and scientific laboratories, though the far end is still dominated by slums.

III: Violet Road, whose streets are home to the majority of the city's churches.

IV: Hillside Road, the only major road in Ar Ghul that runs uphill. In the House of a Thousand Corpses game, the party came together at the Wellspring of Frozen Tears, at the intersection of Hillside Road and Blackwood Boulevard.

V: Glass Road, whose far end is home to the Trench, a single, open mass grave filled with decaying bodies.

VI: Marsh Road, whose most remarkable feature is the massive state of disrepair at its far end, which has sunken into the unstable ground of Ar Ghul, creating a hostile, swampy bog.

VII: Arsenic Road, the south road of Ar Ghul. Many nightclubs and gathering places line it, ranging from the distinguished meeting houses of academics towards Sarga's palace and seedy shantyhouses in the slums.

VIII: Enigma Road, most notable for the significant extensions beneath it. Most buildings on Enigma Road feature extensive basements, and rumor has it that there are catacombs that go for miles beneath it.

Boulevards:

1: Rotter Boulevard, the most disreputable and squalid part of all Ar Ghul. Mainly filled with tenements and ramshackle buildings, home to untold numbers of unintelligent undead. The massive grave that is the Trench is found at the intersection of Rotter Boulevard and Glass Road, and it as sunken into the ground and become a swampland where it intersects Marsh Road. Anyone walking through Rotter Boulevard takes their existence into their own hands.

2: Lye Boulevard, a sprawling slum filled with tenements and small, disreputable businesses that don't ask questions. While safer than Rotter, Lye is still a dangerous place.

3: Thicket Boulevard, the beginning of the slums proper. Decades ago, it was actually part of the upper-class section of Ar Ghul, and dilapidated mansions, now converted into tenements, shantyhouses, and businesses, are its main architectural feature. The safest area of the slums, it is the site of most of the organized crime and political dissent in Ar Ghul.

4: Blackwood Boulevard, the borderline between the upper-class districts and the slums. Dominated by factories, warehouses, and other sites of industry, though also home to many apartments, barely better than slum tenements. The Wellspring of Frozen Tears, where the party came together in the House of a Thousand Corpses game, lies at the intersection of Blackwood and Hillside Road.

5: Gorgon Boulevard, a primarily residential area dotted with houses and apartments of the common intelligent undead. It is also home to the city's largest park, the Red Garden.

6: Whisper Boulevard, home of many important locales. The headquarters of the Undine Guard stretches along its northwest end, and the Undine University is at its intersection with Anapest Street. Also the site of more extravagant dwellings belong to lesser members of the undead aristocracy of Ar Ghul.

7: Catalina Boulevard, dominated by the mansions of the aristocracy, as well as the many establishments that cater to the upper class. Catalina Boulevard is gated off from the rest of Ar Ghul, and undead who live outside of it are rarely allowed in.

8: Seele Boulevard, the nerve center of Ar Ghul. The Parliament of the Dead meets in a building at the intersection of Seele and Fell Road, while the Bleak Court stands at its intersection with Enigma. The rest of the buildings are either mansions of the true elites in the Ar Ghul aristocracy, or other edifices of its bureaucracy.

Krimm_Blackleaf
2008-02-16, 09:33 PM
You're a brilliant homebrewer, I must say. And it's times like these that I'm glad my setting is such a hit with a homebrewer such as yourself, it means more awesome stuff that gets tacked onto it. :smallbiggrin:

If you can come up with more stuff, like more town or what have you, it would be most excellent. And I'm particularly fond of the slang terms. Maybe I can come up with some of my own...

Trinket walker: Used with two different meanings, on Arcnus Mortis it's used as a derogatory term for a lich, trinket referring to their phylactery and they can walk so long as said phylactery remains intact. On Shello it is a term used by the living and the dead(but never by rageforged) to describe a rageforged who has a particularly excessive amount of silver jewelery or trinkets.

Biter: Slang for ghouls, usually those found in the lower rungs of dead society.

Heartbeater: An insulting term to the living from the dead, though the living take pride in being called so.

...Not really as good as yours.

FlyMolo
2008-02-16, 10:30 PM
I saw the rageforged, thought "Holy Crap! Reavers!" And then I was pleased to find out that they're based on reavers. or inspired by them. something like that.

Seriously, rageforged are awesome.

Krimm_Blackleaf
2008-02-16, 10:37 PM
I saw the rageforged, thought "Holy Crap! Reavers!" And then I was pleased to find out that they're based on reavers. or inspired by them. something like that.

Seriously, rageforged are awesome.

Agreed. I invented them shortly after watching ALL of Firefly and then Serenity in one day, I felt this setting needed their 'orcs', mindless killers who will just slaughter you for fun, and who make great fodder, seeing as the actual orcs of my setting were noble desert warriors.

jagadaishio
2008-02-16, 11:06 PM
Heart beater: An insulting term to the living from the dead, though the living take pride in being called so.

It seems to me that after a bit of useage, the nature of language would cause a nickname or slur to be shortened to one word. I think that perhaps an intelligent undead would be more likely to call a living person a 'beater' than a 'heart beater.'

For example, which of these sounds more likely?
"Throw the heart beaters in the dungeon, we'll figure out what we'll make of them later."
"Throw the beaters in the dungeon, we'll figure out what we'll make of them later."

Maybe I'm putting too much thought into it. It really works either way, I just think that it would become 'beater' after a short period of usage.

Krimm_Blackleaf
2008-02-17, 01:41 AM
It seems to me that after a bit of useage, the nature of language would cause a nickname or slur to be shortened to one word. I think that perhaps an intelligent undead would be more likely to call a living person a 'beater' than a 'heart beater.'

For example, which of these sounds more likely?
"Throw the heart beaters in the dungeon, we'll figure out what we'll make of them later."
"Throw the beaters in the dungeon, we'll figure out what we'll make of them later."

Maybe I'm putting too much thought into it. It really works either way, I just think that it would become 'beater' after a short period of usage.

Perhaps. It's something to consider.

Krimm_Blackleaf
2008-02-19, 05:31 AM
Daychild: Term used to describe half-vampires, due to their ability to remain in the sun unharmed.

Follow: Slang for shadows and wraiths, based on their ability to create spawn from fallen enemies and as a reference to people always being followed by their shadow.

Hornling: Slang for a follower of Levakross, most of whom find the term disrespectful.

I think I actually didn't do too shabby with these...

Edit: More

Halfway: Slang for living necromancers, usually those who specialize in the animation of the dead.

Shuffler: Slang for any law enforcement agent.

Princess: Slang for any undead that preserves and/or embalms themselves to keep up their appearance, be they 'male' or 'female'.

Puncher or Gutworm: Slang for mohrgs.

Slink: Slang for wights.

Floater: Slang for any aquatic undead, or undead with a swim speed.

Edit: More yet.

Birdman: Slur for mujuons, most non-mujuons don't realize it's a slur.

Krimm_Blackleaf
2008-03-28, 06:40 PM
I added one more thing to the organizations section, Abaddon Benediction.

Bookmen
2008-04-01, 12:00 AM
First off I really like this monster and am really liking the Nation of the Dead Setting (am planning on using it sooner or later).


Its a joke? Because T.V. is educatualizing

Also whats the AC penalty for huge creatures?

Necroid
Huge Undead
HD: 14d12
Speed: 60 ft. (12); 100 ft. fly(clumsy) 20
Init: +3
AC: 20 (touch 12; flat-footed 16)
(+4 Dex, +8 Natural, -2 size)
BAB: +12/+11/+10; Grp: +16
Attack: 3Claw +21/+20/+19 (3d12+9, 17-20/x4)
Full-Attack: 6 Claws +21/+20/+19 (3d12+9, 17-20/x4)
Space 20x20 ft.
Reach 30 ft.
Special Attacks: Dead Rot
Special Qualities: Darkvision 60 ft., Low-Light Vision
Saves Fort +11 Ref +10 Will +8
Abilities Str 28(+9), Dex 18(+4), Con -,Int 2, Wis 2, Cha 0
Skills: N/A
Feats: Improved Critical, Endurance, Diehard, Power attack, Cleave, Greater Cleave, Two-Weapon fighting.
Environment:
Organization: Lone(one), Raid (One plus 120-400 Nercrine Drones), Army (1d4 plus 600-1000 Necrine Drones)
Challenge Rating: 15
Treasure: 10d20 Gold
Alignment: Always CE


Built from many dead corpses, a Necroid is a large bulk of meat and skin. With many weapons on all of its three arms, it can rip through armies and defenses with ease.

Dead Rot: Covering the blades of the Necroid is a deadly slime. If damaged by one of its attacks, make a fort save 30. Damage 2d4 Con, Secondary 3d4 con. If anyone dies by this poison, they immediately become a Necrine Drone.


I don't know if this was brought up or not but it is useless for an Undead to have the Diehard feat.

When an Undead reaches 0 HP they die. Undead never go to negative HP. So Diehard is a waste of a feat. If you want to give the Undead some extra Hp then give them Improved Toughness (not to be comfused with Toughness from the PHB).

Improved Toughness will give the Undead +1 HP per HD. It is a very good feat.

Also if the Undead doesn't have Diehard then Endurance is likely meanless as well. Some other options are Improved Turn Resistance, Ability Focus (Dead Rot), Weapon Focus (Claw), and Improved Natural Attack.

Bookmen
2008-04-01, 12:26 AM
Krimm_Blackleaf I noticed (and loved) how you are wanting to give this a Lovecraftian feel. Here is a core class I came across that is VERY HPL-ian.
Blasphemous Preacher (http://www.giantitp.com/forums/showthread.php?t=75528)

I'll see if I can find anything else.

Also if you are in need of some good images give me a call as I am always looking for images as is and looking for a certian type would not be a problem.

[EDIT]
By itself this isn't very HPL-ian but the possibilties for it are very good. Morphine Fairie (http://www.giantitp.com/forums/showthread.php?t=50826)

[EDIT2]
Note: Fey are the pysical embodiments of various aspects of exianstance, not just life and growth, but death and ruin. There is already a fey that is the manifestation of a empire crubling to dust.

The great nation of Shello has fallen into ruins, where once was boundless life now only endless waste ramiains. Many believe that this land will never see the day when fey shall happily walk upon its soil once more. Many people are wrong. Today, this very moment, fey walk upon the land of Shello. They walk, live, breed, love, and grow in the dark wastes that are Shello. A new form of fey has been born from the massive amount of emotions and power tied to the destruction and ruin of Shello. Some are filled with sorrow and seek to bring this great nation back to life, some are filled with hate and seek nothing but revenge upon those they feel are responsible for the fall of Shello, and some are filled with joy.

Krimm_Blackleaf
2008-04-01, 01:44 AM
I'm deffinetly going to expand on that, and include the blasphemous preacher and a whole big section on monsters of the setting. Right now, I'm even working on a Classes section, which I'm just sort of squeezing into the bottom of the Races section.
Not finished with it yet, but I'll be working on it like crazy.

Bookmen
2008-04-01, 12:03 PM
*snip*
Good to hear. If I run across more stuff I'll post if here.

Adumbration
2008-04-01, 01:29 PM
A plothook that I thought of... Not very original, but anyway.

Recently, the desert in the eastern parts of Tanzen has begun to spread. It started with small villages and towns over the duration of years, but now the great dunes have begun to engulf whole cities in matter of months. Rumors of late say that undead with divine spells tread the forsaken cities, radiating deadly heat with their very presence. Find out what is going on, and stop it, before the whole of Tanzen is damned.


Walkers in the Waste, brought from Arcnus Mortis have begun to exert their influence. Depending on the level, you can use anything from low level WitWs raiding small towns to a coven of Dry Liches attempting an Epic spell, Global Warming.



Idea for a prestige class: Spy Among the Dead. As you progress in this class, you gain the ability to disguise as progressively higher undead, even mimicking their abilities to a lesser extent. (Starting with like, zombies, skeletons, going up to shadows and liches.) As you become more experienced, you can also change disguises faster, one moment a bright-eyed lad, the next a vampire lord with hollow eyes and long fangs.

This guy is for spying in Arcnus Mortis, an informant, an invaluable agent of the living among the dead.

I'm no good at homebrewing, so I can't do it myself, but the idea is up for grabs if it seems good.

Krimm_Blackleaf
2008-04-01, 07:37 PM
A plothook that I thought of... Not very original, but anyway.

Recently, the desert in the eastern parts of Tanzen has begun to spread. It started with small villages and towns over the duration of years, but now the great dunes have begun to engulf whole cities in matter of months. Rumors of late say that undead with divine spells tread the forsaken cities, radiating deadly heat with their very presence. Find out what is going on, and stop it, before the whole of Tanzen is damned.


Walkers in the Waste, brought from Arcnus Mortis have begun to exert their influence. Depending on the level, you can use anything from low level WitWs raiding small towns to a coven of Dry Liches attempting an Epic spell, Global Warming.



Idea for a prestige class: Spy Among the Dead. As you progress in this class, you gain the ability to disguise as progressively higher undead, even mimicking their abilities to a lesser extent. (Starting with like, zombies, skeletons, going up to shadows and liches.) As you become more experienced, you can also change disguises faster, one moment a bright-eyed lad, the next a vampire lord with hollow eyes and long fangs.

This guy is for spying in Arcnus Mortis, an informant, an invaluable agent of the living among the dead.

I'm no good at homebrewing, so I can't do it myself, but the idea is up for grabs if it seems good.

Wow, I like both of those a lot. I could get to work on the class right away, but the plot sounds like something someone would have to put into a campaign. And with that, I'll say it again: I am encouraging people to start pbp games using my setting, or any games at all for that matter.:smallbiggrin:

Bookmen
2008-04-02, 12:01 AM
Double post.

Bookmen
2008-04-02, 12:11 AM
Here are a few things that might interest you or at least give you some inspiration.

Monsters:
The Lampiche (http://forums.gleemax.com/showthread.php?p=15106334#post15106334)- Vampires and Lickes compined.
Dust Zombie (http://forums.gleemax.com/showthread.php?p=11900008)- Really old Undead Zombies.
Dusty Dead (http://forums.gleemax.com/showthread.php?p=12422661)- Really old Undead.
Bleeding Bones (http://forums.gleemax.com/showthread.php?t=816457)- The animated remains of someone who bleed to death.
Burning Dead (http://forums.gleemax.com/showthread.php?t=816770)- The remains of someone who burned to death.
Rune Carved Remains (http://forums.gleemax.com/showthread.php?p=11906503)- The animated remains of a Warlock.
Fright (http://forums.gleemax.com/showthread.php?p=11907026)- A pretty good HPL-ian style Undead.
Hanged Man (http://forums.gleemax.com/showthread.php?p=11908310)- The remains of someone who was hanged to death.

Plot ideas:
Warforged taking over humans (http://forums.gleemax.com/showthread.php?t=814754)

Orgaizations:
The Spider Lords of the False Presage (http://forums.gleemax.com/showthread.php?t=826066)

Debates:
Vampires Vs. Mind Flayers (http://forums.gleemax.com/showthread.php?t=1009736)

Classes:
Nightshaper (http://forums.gleemax.com/showthread.php?p=12835104)- A mix of Martial Maneuvers and Incarnum
Desert Strider (http://forums.gleemax.com/showthread.php?p=12606518)- Martial Maneuvers Desert style class. Might be useful for the Orcs.

Some of my own thoughts:

Have you thoguht about bringing in other things from the Cthulhu Mythos? Creatures and things inspired by things in there.

I mean there are still countless other things in the Cthulhu Mythos that haven't been touched. So far you've only scrached the surface of the world of the Cthulhu Mythos.

Krimm_Blackleaf
2008-04-02, 01:05 AM
Here are a few things that might interest you or at least give you some inspiration.

Monsters:
The Lampiche (http://forums.gleemax.com/showthread.php?p=15106334#post15106334)- Vampires and Lickes compined.
Dust Zombie (http://forums.gleemax.com/showthread.php?p=11900008)- Really old Undead Zombies.
Dusty Dead (http://forums.gleemax.com/showthread.php?p=12422661)- Really old Undead.
Bleeding Bones (http://forums.gleemax.com/showthread.php?t=816457)- The animated remains of someone who bleed to death.
Burning Dead (http://forums.gleemax.com/showthread.php?t=816770)- The remains of someone who burned to death.
Rune Carved Remains (http://forums.gleemax.com/showthread.php?p=11906503)- The animated remains of a Warlock.
Fright (http://forums.gleemax.com/showthread.php?p=11907026)- A pretty good HPL-ian style Undead.
Hanged Man (http://forums.gleemax.com/showthread.php?p=11908310)- The remains of someone who was hanged to death.

Plot ideas:
Warforged taking over humans (http://forums.gleemax.com/showthread.php?t=814754)

Orgaizations:
The Spider Lords of the False Presage (http://forums.gleemax.com/showthread.php?t=826066)

Debates:
Vampires Vs. Mind Flayers (http://forums.gleemax.com/showthread.php?t=1009736)

Classes:
Nightshaper (http://forums.gleemax.com/showthread.php?p=12835104)- A mix of Martial Maneuvers and Incarnum
Desert Strider (http://forums.gleemax.com/showthread.php?p=12606518)- Martial Maneuvers Desert style class. Might be useful for the Orcs.

Some of my own thoughts:

Have you thoguht about bringing in other things from the Cthulhu Mythos? Creatures and things inspired by things in there.

I mean there are still countless other things in the Cthulhu Mythos that haven't been touched. So far you've only scrached the surface of the world of the Cthulhu Mythos.

That's a very nice compilation you've got there, I dig. Also, I probably will expand on the elder gods mythos of my setting later on, but for the standard setting they'll remain veeery mysterious.

Bookmen
2008-04-02, 10:19 PM
I will be running a NotD game this Saturday.
I will tell you how it goes.

Krimm_Blackleaf
2008-04-02, 10:31 PM
I will be running a NotD game this Saturday.
I will tell you how it goes.

Yay!:biggrin:

Bookmen
2008-04-02, 10:49 PM
Yay!:biggrin:
I figured you would like to hear that. :smallcool:

One thing my group does a lot if have the PCs have amnesia (hope I spelled that right). I know this is kind of a odd way to start, but they like to go into games with no advanced planning. "Makes it harder and more fun" they say. So I am planning on having them wake up on a raft in the ocean.

Their first adventure will be a group of undead attacking a village.

Bookmen
2008-04-04, 11:29 PM
How are Lycanthropes handled in NotD?

One of my players is most likely going to be one.

Krimm_Blackleaf
2008-04-04, 11:40 PM
How are Lycanthropes handled in NotD?

One of my players is most likely going to be one.

Most lycanthropes are natural lycanthropes originally native to Shello, afflicted lycanthrope is supposed to be something like an ancient curse, and a reminder of lycathropy's ancestry.

Bookmen
2008-04-05, 08:07 AM
Most lycanthropes are natural lycanthropes originally native to Shello, afflicted lycanthrope is supposed to be something like an ancient curse, and a reminder of lycathropy's ancestry.

And if my player wants to be an afflicted werewolf?

Krimm_Blackleaf
2008-04-05, 03:48 PM
And if my player wants to be an afflicted werewolf?

Then he probably pissed off a Shello native.

Bookmen
2008-04-05, 06:32 PM
Then he probably pissed off a Shello native.

lol that sounds like something my player would do

Bookmen
2008-04-06, 10:31 PM
We had the game last night.
We didn't get much done as a lot of things kept getting in the way. In the end we did a fair amount of RP and one battle where they fought close to 10 human zombies, 5 Ghasts, and two (crap I can't remember their name. They are from LM, they are called Blood something, and are CR 9).

A few of the people didn't come so in the end we had 3 players.
One human fighter called Wool. He was very religious and felt that Drinking was "bad for the soul."
One Dwarven Defender who worked for Wool and did not think drinking was "bad for the soul." He also read a lot of books.
And
One Human Afflicted Werewolf who has no memory of who or what he is. Also he could not remember his name.

We started out with the Lycan waking up on a raft to the east of Tanzen within sight of shore. He got himself to shore and when he did he saw a town up the coast. When he got there the towns people were running all over the place moving stuff. As well almost everyone was carying a weapon.

When he asked a boy what was happening the kid replied "Balmys! What else? What you been drinking to forget that?" After that he ran off. I had a lot of fun as my player was wondering what the heck a "Balmy" was. :)

Without realizing it I gave the kid a British accent and a lot of other towns people had one to.

Later on he ran into an Innkeeper who told him where he was, he was in "Porttown," and then introduced him to the other two PCs. Afterward they helped the town people build a makeshift wall in front of the town and they found out that an Undead force would arrive and attack at dawn.

After adressing the fact that the Lycan had no name Wool named him Brad (which is also Wool's Player's real name).

Later on Wool and Brad had a sparing match where Brad lost half his HP. It was at this time that a scream went out as the undead attacked ahead of scheduel.

Several corpses later and a joke involving the Blood Cloud thing, a request for a dollar, and a corpse and then we had to stop as people had places they needed to go.

All in all we had a good time and made a lot of jokes.

Bookmen
2008-04-08, 09:30 PM
Here are somethings I thought of recently.

-StonefLesh:
Stoneflesh is the bane of all organic matrial in existance.
Any organic matrial (living, dead, or undead) that touches it is quickly consumed by it and
converted into more Stoneflesh. The Stoneflesh progressess at a rate of one inch per second. When the Stoneflesh
has consumed all of the organic matrial it is touching the organic being will, if not all ready, be dead.

If someone or something touches Stoneflesh the only way to save them is to cut off the area that is
being consumed, making certian to also cut off some of the surrounding flesh so as to ensure that you don't
leave any Stoneflesh as even the smallest amount is deadly. Attempting to pull or brush Stoneflesh off of
a person is NOT advised. Once Stoneflesh begins consuming matrial it does not cover a person then consume
their insides, but consumes their internal organic matrial at the same rate as the external matrial. So
pulling or brushing Stoneflesh will only serve to spread it more quickly.

If someone has gotten Stoneflesh on a vital section of their body (head, chest [i.e. heart, stomach, etc.],
etc) we suggest you cut off/out the Stoneflesh section and the surrounding flesh and then find a Cleric to
Raise them if they have died.

Destroying and transporting Stoneflesh is hard, but possible. Extreme heat such as that of a volcano
will destroy Stoneflesh. Summoning up Lave or Fire Elementals who are capable of creating such levels of
heat is a possible choice when choosing how to destroy Stoneflesh.

If you wish to transport Stoneflesh you must use a non-organic contianer to carry it. Boxes made of pure
stone, magical force, ice, etc. are your only choices as they are not organic. For maximum security make certian
that the stone flesh is completely surrounded by the non-organic matrial so that no flesh can fall in.

There is no save vs being consumed. This is a "die with no save" kind of substance so you are warned to
use it in your games VERY CAREFULLY! That in mind we hope you use it and have fun with it. :)

-Silver vien:
Any organic matrial that it touches will be slowly transformed into "something else". The process
takes several days. The new form of the creatures is almost always violent, omnivores, and mobile.

-Thought crystal:
Thought Crystal has a "thought smell" that most Otherworldly beings can not stand to be around. It has
been documented that some Otherworldly beings have even stopped hunting someone that has Thoughtstone on them.

-Black, Gold, and Clear crystal (Creature Gates):
A quasi-gate/demiplane/extrademinsional Space/portal toward some place/thing on this/another plane of existance. The things inside are similar to Devils in that they make deals with those who contact them. The price of a deal is never obvious to the person(s) making a deal with them. The deals
almost always seem free; this is unlikely, but no solid proof can be brought up to disprove that the gifts
are free.
The different crystals seem to contain/channel the same basic type of creature-thing. The primary differences are in how the creature-things "feel" and "sound" as they make a deal with someone. During a deal they seem to wash over a person as if the person is swimming in them. Black feels slick, chilly, and thick, Gold feels light, quick, and "deep," Clear seems to diffy proper discriptions even by the standards of the Otherworldly beings. The best description that can be gained is "warm."
The voices that the Creature-things use are also different for each crystal. The Black talk with a croking, gutural male voice that often reminds the more Elementaly educated of a cross between the croke of a toad
and the voice of a Earth Elemental. The Gold talk with a happy female voice that giggles quite often. Listeners have described her as many different races as she seems to use the talking habits that the listener has. If the
listener is speak in a very educated manner then so does the voice. The Clear crystal's voice follows much the same patteren as its "feel" in that no one can ever describe it well. In fact after talking with a Clear Crystal the
listener never remembers what the voice sounded like or what they talked about. Only that they talked, it gave the listener something, and what that something is. These descriptions do not propperly prepar a person for how it "feels" and "sounds" to talk to these creature-things.

Bookmen
2008-04-12, 01:08 AM
I posted the above in the Custom Core Class I mentioned earlier and the OP converted them to into weaker more easily managed forms. If you want I can repost them here if you like?

Krimm_Blackleaf
2008-04-12, 01:48 AM
I posted the above in the Custom Core Class I mentioned earlier and the OP converted them to into weaker more easily managed forms. If you want I can repost them here if you like?

Sure, if you'd like. :smile:

Shademan
2008-04-15, 04:19 AM
...
ah what the 'ell...
i really liked what i read, and i seem to be joining a campaign using this setting.
this might be the zombie movies speaking but i offer my service as illustrator.
take it or leave it.


(youre doing a great job!)

Khanderas
2008-04-15, 05:59 AM
This thread is full of win and awesome.
Awsome story, awsome classes, everything.
All new entries will no be compared to this one... is what I want to say, but then there will be almost nothing new in the Homebrew section.

Krimm_Blackleaf
2008-04-15, 07:55 PM
...
ah what the 'ell...
i really liked what i read, and i seem to be joining a campaign using this setting.
this might be the zombie movies speaking but i offer my service as illustrator.
take it or leave it.


(youre doing a great job!)
Are you now? Tell me more about the campaign you're joining. And I'm already a decent illustrator, but I would be quite happy to see some of your work on the subject.:wink:

This thread is full of win and awesome.
Awsome story, awsome classes, everything.
All new entries will no be compared to this one... is what I want to say, but then there will be almost nothing new in the Homebrew section.

You're so kind.:biggrin:

Shademan
2008-04-16, 12:57 AM
not much to say, siree. just read it out here: http://www.giantitp.com/forums/showthread.php?p=4187347#post4187347

ah, yes. i checked yer devart. you are most capable, but do you have the time? the more illustrators the better i say ^^
but if yeh wanna draw yerself im quite ok with that.
but in case: my field of expertiese seems to lay in arms and armour. class-pictures and MONSTERS.

Krimm_Blackleaf
2008-04-16, 01:01 AM
not much to say, siree. just read it out here: http://www.giantitp.com/forums/showthread.php?p=4187347#post4187347

ah, yes. i checked yer devart. you are most capable, but do you have the time? the more illustrators the better i say ^^
but if yeh wanna draw yerself im quite ok with that.
but in case: my field of expertiese seems to lay in arms and armour. class-pictures and MONSTERS.
I would love it if you drew some NotD art for me.:biggrin:

Adumbration
2008-04-17, 12:19 PM
Lady Tempest, the Lady of Storm and Song (Goddess of the Forest)

Lady Tempest, the goddess of storms and songs is one the more pragmatic, practical gods, and she prefers to dwell upon earth or the forests of Eden. Though - or perhaps becouse of - she has few followers and is usually only known as aspect of the storm, a force of nature - and is treated as such - her most devout disciples are well treated and rewarded for their loyalty with songs and magic. These followers are usually drawn from the ranks of minstrels, bards and druids, due to her chaotic nature, connection to nature and music.

Lady Tempest usually manifests herself in one of two ways: through music and song or through storms. Some reputed bards worship her solely for the other, her music, for sometimes she grants her followers songs, singing in an eerie voice in the language of air and water during storms, rough weather or battle. These songs may vary from nurtery songs to ballads, which the bards translate and claim as their own - if they ever manage to hear them, which is not granted.

Sometimes one may worship and pray her for one's whole life, and never be even deigned a sign of recognition, much less a song. Sometimes she may plague a person with songs for his whole life - either a blessing or a curse, depending on whether that individual worships her or not. Among those who do, however, it is considered the greatest blessing. Others may be driven to insanity by the endless songs in foreign language, never stopping, never giving a moment of silence.

The rare few times when she appears in humanoid form, she is a tall, beautiful and young female human, with stormcloud-gray hair, eyes the color of the sea and flowing, color-riddled robes.


****

So there you go. At the moment I'm figuring that my character - high level and all - will be a one with the greatest blessing, constant songs. He'll be able to muff them out if he wants, but he enjoys them immensely, and hey, he needs just two hours of sleep a day anyway. If you don't like the idea, however, he can be just someone with a vague connection with the Lady, and leave the religiousness at that.

Shademan
2008-04-17, 02:19 PM
I would love it if you drew some NotD art for me.:biggrin:

yeah... i kinda work best when i get order to do certain things, sire. along the lines of " Make me a <insertmonstername> you lazy piece of pus! i wanna see some fright!"

Devin
2008-04-23, 08:26 AM
Are you going to finish the classes section? I'm a fan of your work, and your campaigns. :smallwink:

Obscurejones
2008-04-23, 01:08 PM
This is nice.

Very nice.

This is the last campaign setting I will ever need.
:xykon: "WE WIN"

Krimm_Blackleaf
2008-04-23, 02:11 PM
yeah... i kinda work best when i get order to do certain things, sire. along the lines of " Make me a <insertmonstername> you lazy piece of pus! i wanna see some fright!"

Alright. *clear's throat*
Make me a rageforged you lazy piece of pus! I wanna see some fright!

Are you going to finish the classes section? I'm a fan of your work, and your campaigns. :smallwink:

I was actually thinking of doing that now.

This is nice.

Very nice.

This is the last campaign setting I will ever need.
:xykon: "WE WIN"

:biggrin:

Shademan
2008-04-23, 02:15 PM
right you are sire! i'll dish one up right nnnnn...-tomorrow!
promise.

Devin
2008-04-23, 04:01 PM
Great! I guess that just leaves Wizard, unless you're going to do non-core classes(which would be nice). By the way, the monk caption doesn't seem to fit with the new picture of the Drunken Master. :smallbiggrin:

Krimm_Blackleaf
2008-04-23, 10:20 PM
Great! I guess that just leaves Wizard, unless you're going to do non-core classes(which would be nice).
I was planning on that after I finish the the core classes, which still need rogue, sorcerer and wizard.


By the way, the monk caption doesn't seem to fit with the new picture of the Drunken Master. :smallbiggrin:

:wink:

Shademan
2008-04-24, 02:05 AM
just wanted to say that i can upload the un-coloured version of the rageforged tonight, boss. i am no master at colouring yet, but i shall try!
and also, if you wouldnt mind, i could create a god of madness?

and if any of your players die in yer current campaign, i could step in ;)

Devin
2008-04-24, 04:28 AM
It felt like I was forgetting something. I should have remembered
Rogue, at least.

Shademan
2008-04-24, 12:54 PM
ugh... totally fails!
http://fc04.deviantart.com/fs27/i/2008/115/9/1/calm_rageforged_by_dragonsdale.jpg
to calm, no? well he's just done eating...

http://fc06.deviantart.com/fs28/i/2008/115/4/a/God_of_madness_by_dragonsdale.jpg

name is not official yet!

http://fc02.deviantart.com/fs30/i/2008/115/3/6/the_hounds_and_the_postman_by_dragonsdale.jpg just two monsters!


If you show any interest in any of these drawings, they might be inked, flashed and coloured!

Bookmen
2008-04-24, 10:22 PM
I just remembered this from a Monster game I played in.

During the game I was a Troll and we had a Vampire and a Mindflayer with us as well.
Well for RP reasons we had by travel by day a lot (which neither the Flayer nor the Vamp liked). While trying to figure out what to do with the Vamp we came up with a great kind of armor.

Coffin Armor.

The Troll wore special half plate armor that was specially modified to easily carry a Coffin on the back. As well the armor is desined so that the coffin will not hamper movement any more then usual armor (i.e. you could fight just as easly). As well the coffin was about an inch thick steel, plus the Vamps body inside and the empty space of the coffin. We decided that all of that ment that I couldn't be attack from behind or flancked.

We also modified that coffin so that I could use it as a oversized club or a Tower shield if I wanted to.

Needless to say the game had gotten pretty crazy.:smallbiggrin:

Shademan
2008-04-25, 12:47 AM
a coffin armour!?
now that sounds like something fun to draw/design!
only... i cannot imagine how it wont hamper movement...

Bookmen
2008-04-25, 03:51 AM
a coffin armour!?
now that sounds like something fun to draw/design!
only... i cannot imagine how it wont hamper movement...
I acctually agree with you on that. I chalk up the chose of it not hampering movement to the fact that we where having A LOT of fun and got a little carried away.
It became even more funny when we had a party wipe after a Razor Wing attacked us. The only person to survive was the Vamp because he was in his inch thick steel coffin and thus the Razor Wing never attacked him.

Shademan
2008-04-25, 04:00 AM
the images i get from that is VERY donald duck- like

Krimm_Blackleaf
2008-04-26, 01:00 AM
I've added a big chunk to the races section about tieflings of all kinds, I'll be writing up some on aasimars soon, likely between tonight and tomorrow night.

Devin
2008-04-26, 08:27 AM
In the tiefling paragraph, I think you meant "descendents" instead of "ancestors."

I think it's a really great to have so many different kinds of tieflings! It makes a lot more sense than just having a generic tiefling. It must have been a lot of work, though.

Also, it might be a good idea to include pictures of the races.

Krimm_Blackleaf
2008-04-26, 01:56 PM
In the tiefling paragraph, I think you meant "descendents" instead of "ancestors."

...D'oh!

I think it's a really great to have so many different kinds of tieflings! It makes a lot more sense than just having a generic tiefling. It must have been a lot of work, though.

Eh, not all that much work. Just a bit of use of imagination.

Also, it might be a good idea to include pictures of the races.

I think I might just do that.

Krimm_Blackleaf
2008-04-30, 03:44 AM
Added another god, felt the undead needed another hero.

Shademan
2008-04-30, 03:57 AM
i really felt like drawing a cleric of the moaner now...

Cal
2008-04-30, 05:17 PM
Really cool setting, I like it. :smallsmile:

Shademan
2008-05-09, 08:10 AM
http://fc03.deviantart.com/fs28/i/2008/130/1/d/Howling_cleric_by_dragonsdale.jpg


moaning cleric, anyone?

Krimm_Blackleaf
2008-05-09, 06:45 PM
Oh, wow. That's creepy, I dig.

Shademan
2008-05-10, 07:58 AM
offcourse, right now, i noticed how i screwed up his arm.
but, hey! have a day!

Devin
2008-05-10, 08:32 PM
I like your new pictures; I was going to suggest that picture of Nebbin myself.

Also, please don't take this the wrong way, but there are a lot of little errors in your writing(I've noticed this in your campaigns, too). There usually isn't anything major, but it can still break immersion. Your writing is actually good enough in terms of content and style to make up for it, but I was almost turned off when I first looked at this thread. If you'd like, I could proofread your stuff for you and post the corrections here.

Krimm_Blackleaf
2008-05-10, 10:42 PM
I like your new pictures; I was going to suggest that picture of Nebbin myself.

Also, please don't take this the wrong way, but there are a lot of little errors in your writing(I've noticed this in your campaigns, too). There usually isn't anything major, but it can still break immersion. Your writing is actually good enough in terms of content and style to make up for it, but I was almost turned off when I first looked at this thread. If you'd like, I could proofread your stuff for you and post the corrections here.

I have been meaning of correcting it, but if you'd like to do one of the steps for me I'd appreciate not having to. Go right ahead. :smallbiggrin:

Devin
2008-05-11, 10:44 PM
Okay! I'm glad I could help. Changes will be in bold, comments will be in bold parentheses. Keep in mind that I'm strictly I'm an amateur, and don't be afraid to call me on any mistakes I might make.



In ages past there were many beings of great power, known as the Gods(sentence was clunky). The greatest of them were the Ancients, though they were more often known as Titans to mortals. The gods and ancients watched the material plane for eons, an ocean world where no things lived but the most ancient and evil of creatures, known as the old ones. These creatures were lead by greater old ones, who may still live...

The gods of good sought to counter the evils of the depths and brought the earth to the sun, creating land. Here three continents were forged; Tanzen, Arcnus and Shello. On these lands life was made, things of beauty and grace and wonder. But the gods of evil thought these plans were not in their best interests, and so they corrupted and saturated mortal? minds with evil. This, however, brought balance to the lands, creating a world where balance is omnipresent and a central hub to all the planes(not sure about the last part of this sentence).

Elves, dwarves, gnomes, halflings, orcs, and men - they all were(stylistic choice) created by some means, either by the gods or mistakes by mortals. Each race interacted and grew, evolving into great societies, where magic and technology were/reigned supreme.

Men began their rule over the world and dominated the lands, becoming a wide majority of mortals in all the realms(not sure about "a wide majority"). Soon mens easily malleable minds were corrupted further, centering(don't know about this one) on the nation of Arcnus. Men discovered lost magics of the old ones that let the dead rise again, only not to return the souls to the bodies, but instead to give life to soulless corpses. As magics of necromancy grew more powerful, creatures such as liches and vampires arose among the mindless undead and took over the now wicked nation of Arcnus, renaming it Arcnus Mortis, the land of the dead.

In silence the dead waited for their time. Merely fifteen(numbers should be written out) years ago their time arose, and they attacked the living of Tanzen and Shello in preparation for the rise of the old ones and their leaders, as well as several evil ancients of darkness, and depth(death?). Right now, Arcnus(I think you meant Tanzen) is under invasion from the dead and Shello has been wiped nearly clean of beating hearts as but a few brave heroes stand in the way of the Nation of the Dead.
--
Basically it's a medieval version of Call of Cthulhu meets Dawn of the dead, intended for adventurers of non-evil alignment.

Okay, there's the first one(I figured I'd do these in installments). Not too many spelling errors in this one, it was mostly just sentences that felt wrong. Feel free to argue with me on any of these, as I may not know what I'm doing. I look forward to your response.

I would also appreciate the input of other interested parties.

Devin
2008-05-12, 10:31 AM
I saw the edit you made, and I'm glad you took my suggestions to heart, but you left in some of the editing marks.

The first one's my fault for not bolding it, but there's an unnecessary question mark after "mortal" in the second paragraph. I left the question mark there because I wasn't sure about my word choice.

The second is the (stylistic choice) in the third paragraph. I put that there to explain why I switched the wording. Since it was in bold parantheses, I don't know why you left that in.

The third is also in the third paragraph. I wrote were/reigned to indicate that I didn't know exactly what to put there. "Were" because you were talking about two things(magic and technology), and it was more grammatically correct than "was," and "reigned" because I felt it was actually a better word to put in that sentence. I would just use "reigned" now.

The fourth is "animation(not sure about this word)" in the fourth paragraph. Again, it was a comment and not a change, but also, you may not have noticed that I edited in something different, and pluralized some of the words in that sentence. I edited my editing. :tongue:

You also missed my "and" before the "they" in the second sentence of the fifth paragraph(must have been another edit). I'm glad I was right about Tanzen, and I guess you really did mean deep-one style "depths."

It would really be better for us to communicate on the changes being made, so we could each understand better what the other is trying to get through. I expected that you would tell me what you thought about the changes, and say things like "yes, that really is supposed to be depths," so I would know that it really was and you didn't just miss it. After you reply to this, I'll get started on the next post.

Krimm_Blackleaf
2008-05-27, 08:44 PM
I've added an elven subrace... but before you pelt me with vegetables, know that they're unlike any other one in a few respects, AND they make sense. Check out the spoiler beneath the elf entry of the races section.
I was inspired when I was playing with Lorwyn M:tG decks my good friend got for his birthday this past Sunday.

Bookmen
2008-06-04, 09:33 AM
Well Krimm I have some good news and some bad news.
Good new:
The Elven Subraces is very nice and I like it. :smallsmile:

Bad news:
I still want more.:smalltongue:

Krimm_Blackleaf
2008-06-04, 08:14 PM
Well Krimm I have some good news and some bad news.
Good new:
The Elven Subraces is very nice and I like it. :smallsmile:

Bad news:
I still want more.:smalltongue:

:amused: The fans, always wanting more.

Elrond
2008-09-08, 05:22 AM
This an absolutly brilliant setting keep up the good work:smallsmile:

Zeta Kai
2008-09-08, 05:37 AM
This an absolutly brilliant setting keep up the good work:smallsmile:

QFT. blah, blah...

Krimm_Blackleaf
2008-09-08, 11:31 PM
This an absolutly brilliant setting keep up the good work:smallsmile:

QFT. blah, blah...

:biggrin: Thanks.

Zeta Kai
2008-09-08, 11:36 PM
:biggrin: Thanks.

You can thanks us by getting to work cranking out more Awesome. Hop to it! :wink:

Krimm_Blackleaf
2008-09-08, 11:39 PM
You can thanks us by getting to work cranking out more Awesome. Hop to it! :wink:

Doing so as we speak, prepare for another awesome supplement.

JackMage666
2008-09-09, 11:24 AM
Feel free to add the homebrew'ed suff I made in the recruitment thread the the campaign date center, if you wish. I know it's not much, but hey!

Cyrus Mortis
2008-11-25, 05:54 PM
i hope this thread isnt dead......cuz this is an awesome setting!!!

oh...Demented One that is some awesome stuff man

and so is the plot....one with the vestige and the orphanage....i cant remember who posted it but that was killer man!!!

edit:
it was SilverClawShift good work...u might have a new fan ;)

Krimm_Blackleaf
2008-11-25, 07:49 PM
i hope this thread isnt dead......cuz this is an awesome setting!!!

oh...Demented One that is some awesome stuff man

and so is the plot....one with the vestige and the orphanage....i cant remember who posted it but that was killer man!!!

edit:
it was SilverClawShift good work...u might have a new fan ;)

Very nice to see another fan of my work. :biggrin: But it's a bit on hold at the moment, not dead really. I'm working on another supplement right now that focuses on the lovecraftian horrors that dwell in the darkest reaches of nowhere. If you want more material, check this (http://www.giantitp.com/forums/showthread.php?t=89554) out.

Cyrus Mortis
2008-11-26, 06:31 PM
awesome!

good to hear...

and that is some awesome stuff man! keep up the good work!

evil-frosty
2009-02-20, 10:14 PM
This is awesome. Definitely will be using this at some point.

Krimm_Blackleaf
2009-02-20, 11:08 PM
This is awesome. Definitely will be using this at some point.

:biggrin:10char.

Cyrus Mortis
2009-07-05, 10:40 PM
I acctually agree with you on that. I chalk up the chose of it not hampering movement to the fact that we where having A LOT of fun and got a little carried away.
It became even more funny when we had a party wipe after a Razor Wing attacked us. The only person to survive was the Vamp because he was in his inch thick steel coffin and thus the Razor Wing never attacked him.

jus thinking....the coffin armor could be armor for zombies...

like the zombie jus crawled outta the ground, and was too stupid to climb outta his own coffin, or a piece is still stuck on him lol.....anyway i might try to draw that, but i dont consider myself that good, so don't completely expect it ;)

Cracklord
2009-07-23, 12:29 AM
If you have time you should perhaps think of writing up some major NPC's present in the setting.
Just a thought.

Krimm_Blackleaf
2009-07-23, 03:26 AM
If you have time you should perhaps think of writing up some major NPC's present in the setting.
Just a thought.

Not a terrible idea. At least, writing the ones I don't want to keep secret.

Cracklord
2009-07-24, 07:05 PM
Not a terrible idea. At least, writing the ones I don't want to keep secret.

Well yes, there is that, but the ones you've actually named in the summary could give some context, and some more depth in the description, describe their looks and personality.
Also, consider writing up the stats and descriptions for a few major cities and NPC's they are likely to encounter. The descriptions are nice, but try naming the capital cities, the major guilds, a few of the nobility, the political climate and describe the cities.
I'm not much for writing campaigns, but I like writing characters, so I can help you with this if you want. I'll even do the basic stats.
And consider writing up the ones you do want to keep secret, and making them available at request for DM's who want to use the setting.

Krimm_Blackleaf
2009-07-25, 06:24 AM
Actual update!!I'm just as surprised as you are!

I had inspiration and I've made halflings more interesting, and at the same time put Githyanki and Githzerai seamlessly into the world, though I still need to flesh them out a bit more.

Edit: Also!

Well yes, there is that, but the ones you've actually named in the summary could give some context, and some more depth in the description, describe their looks and personality.
Also, consider writing up the stats and descriptions for a few major cities and NPC's they are likely to encounter. The descriptions are nice, but try naming the capital cities, the major guilds, a few of the nobility, the political climate and describe the cities.
I'm not much for writing campaigns, but I like writing characters, so I can help you with this if you want. I'll even do the basic stats.
And consider writing up the ones you do want to keep secret, and making them available at request for DM's who want to use the setting.

I plan on doing this and more once I get the initiative to make a book-sized PDF and expand the setting tenfold. I don't know when that will happen, but I certainly hope I have the drive to do it.

Sir Shadow
2009-07-25, 05:28 PM
I'm currently running a game IRL with this setting, focusing almost exclusively in Arcnus Mortis .

Just for fun and due to the nature of the game, I threw in the Tome of Necromancy (http://forums.gleemax.com/showthread.php?t=632562) for the players to use and I think it's going relatively well. Of course my copy of Libris Mortis is becoming worn, and I've been throwing in a bit of Heroes of Horror. Even though most of the party is evil, they're not [all] completely deranged psychopaths.

Only one of the PCs is actually undead (vampire) the others are tomb-tainted and lich-loved. However, one of them is currently thinking about becoming necropolitan, so that may change. Right now the party consists of:
-A Warforged Knight who hates undead. His WIS is 5 so the party is constantly bluffing him to not go on a killing spree in the various undead villages we run across. This has lead to quite a few hilarious RP moments. Other than that he's a fairly standard tank. Also, his past is tied heavily to the next character, which is why neither of them died before the game even started. I've just been playing it so in situations where his undead-friendly allies wouldn't be attacked by the undead masses, he won't be attacked. Since he is, in essence, just a moving statue.
-A Human Necromancer. He's pulling HEAVILY from Tome of Necromancy and is going for the whole "undead master" thing. He keeps most of his pets stuffed in a portable hole and pulls them out when he needs them. This is also the guy that wants to be a Necropolitan, but he also is going for Heartless Mage and I say he has to be non-undead to enter the class and for its abilities to work.
-A Human Vampire Sorceress (she took the vampire paragon class in Tome of Necromancy). She's almost impossible to kill. She's not a blaster-type (which I would actually prefer), she is instead a super debuffer and has increased the DCs of her Ench, Necro, and Trans spell by various means. I will rue the day she becomes able to cast Dominate Person (since she can Dominate half the intelligent undead we see b/c of the Dark Minded subtype)... Also she's using a Sorcerer variation that I came up with for playtesting. Sometimes she has spawn and minions, but she's careless with them. More to be kind to me than for any other reason XD. She gets around the need to drain 4 Con a day with a Ring of Sustenance, but before that, I would have it so the various "Inns" across the countryside have lobotomized human 'cattle' for their various undead patrons.
-A Gnome Cleric of The Arbiter (homebrew neutral god of death and justic). She has Tomb-Tainted Soul and Lich-Loved. Despite her 19 WIS she's pretty much insane RP-wise, and it's very amusing to watch. However, there is a method to her madness as she has pulled out some devastatingly effective and completely unforseen combos in battle.
-A Hobgoblin Ranger. He's the most "normal" of the entire group. Like his allies he has means of avoiding being ripped apart by mindless undead. Yea... not much to say about this one... He's currently trying to buy a mount that flies.

The only thing I'd ask for more of in the write-up is information on the geography (prominent mountains, caves, forests, cities, and their names & locations) and population (pretty much just demographics and more about what it's like to live in these places for different castes/creatures). Right now, I'm pretty much coming up with this stuff on the fly and filling in gaps as the plot demands when I prepare for the sessions.

I mentioned it before, but one idea I that I plugged in is the concept of mindless human 'cattle' for the undead. It seems to work well, and the more wealthy have collars of regen so they don't have to keep a whole flock running around.

Jallorn
2009-07-25, 06:09 PM
What about psionics in this world?

Krimm_Blackleaf
2009-07-25, 06:35 PM
[snip]

That's really cool, I'm glad to hear about my setting being used. Especially outside the internet.:smallbiggrin: I'll add more info on geography and demographics later on, probably with the coming of the theoretical PDF.


What about psionics in this world?

That's covered in Magics of the World.

Kallisti
2009-07-25, 11:06 PM
Your setting is really, really awesome. There are no words for my gratitude to you for developing a Lovecraftian deadland setting that actually works.

You probably already know this, but Regord Silentflame is running a very high power (Level thirty Gestalt, double standard money) game in your setting. And it's going to be awesome, because your setting is awesome.

Jallorn
2009-07-26, 12:06 AM
That's covered in Magics of the World.

I meant the classes, how do they fit in?

Krimm_Blackleaf
2009-07-26, 12:48 AM
Your setting is really, really awesome. There are no words for my gratitude to you for developing a Lovecraftian deadland setting that actually works.

You probably already know this, but Regord Silentflame is running a very high power (Level thirty Gestalt, double standard money) game in your setting. And it's going to be awesome, because your setting is awesome.

Thank you very much, and I know about the game. I'm creating a daelkyr spawned from the flesh of Nyarlathotep and filling the role of a melee assassin. Regord is my friend IRL too, so I've known about it from step 1. :smallbiggrin:


I meant the classes, how do they fit in?

I'm still in the process of making the Classes of the Setting section, and I'll add the classes, likely each individual psionic class.

Lappy9000
2009-07-28, 09:31 PM
Woah, woah, woah, woah, what's this slang section I see? Is Nation of the Dead still updating?!

Glory of joyous glories! :smallcool::smallbiggrin::smallsmile:

Alokov
2009-08-16, 08:14 PM
Just subscribing.

The Demented One
2009-08-16, 08:31 PM
Woah, woah, woah, woah, what's this slang section I see? Is Nation of the Dead still updating?!

Glory of joyous glories! :smallcool::smallbiggrin::smallsmile:
Not sure when Krimm posted it, but the slang section is ancient. I think I literally wrote it a couple years ago. And just because I love you all, here's some more:


Blood Mill: A community or herd of mortals, kept by a vampire for feeding purposes. Some necromancers acquire blood mills to supply corpses for their reanimation.

Deathknight: A title of respect for particularly skilled undead martial adepts, particularly those who practice the Dread Crown style.

Geisting: A practice among some necromancers, whereby a living mortal is "groomed" for death and reanimation. This typically involves driving them insane by means of persistent and horrific torture, so that they can produce an exotic undead remnant, although specialized dietary and experimental modifications to produce superior zombies are also used.

Neverborn: A classification of particularly powerful undead, those that were never actually living mortal beings. The legendary Atropals are the best example of this.

Reap: The word used to describe the destruction of an undead being–as in, "the paladin reaped the vampire." The term "reaper" is derived from this, as is "reapist," a particularly emotionally-charged term among the undead.

Sleepers, Dirtboys, Gravemeat: Corpses, unawakened dead. "Sleepers" is used almost exclusively by necromancers, "Gravemeat" by ghouls.

Tailor: A surgeon who specializes in repairing the effects of decay on undead flesh. Many aristocratic undead hire a retinue of tailors to keep their flesh well-preserved.

Krimm_Blackleaf
2009-08-16, 08:40 PM
Not sure when Krimm posted it, but the slang section is ancient. I think I literally wrote it a couple years ago. And just because I love you all, here's some more:


Blood Mill: A community or herd of mortals, kept by a vampire for feeding purposes. Some necromancers acquire blood mills to supply corpses for their reanimation.

Deathknight: A title of respect for particularly skilled undead martial adepts, particularly those who practice the Dread Crown style.

Geisting: A practice among some necromancers, whereby a living mortal is "groomed" for death and reanimation. This typically involves driving them insane by means of persistent and horrific torture, so that they can produce an exotic undead remnant, although specialized dietary and experimental modifications to produce superior zombies are also used.

Neverborn: A classification of particularly powerful undead, those that were never actually living mortal beings. The legendary Atropals are the best example of this.

Reap: The word used to describe the destruction of an undead being–as in, "the paladin reaped the vampire." The term "reaper" is derived from this, as is "reapist," a particularly emotionally-charged term among the undead.

Sleepers, Dirtboys, Gravemeat: Corpses, unawakened dead. "Sleepers" is used almost exclusively by necromancers, "Gravemeat" by ghouls.

Tailor: A surgeon who specializes in repairing the effects of decay on undead flesh. Many aristocratic undead hire a retinue of tailors to keep their flesh well-preserved.


And so added.

Cracklord
2009-08-16, 08:43 PM
Do you still want me to do NPC's? Because I've got a few idea's that might be interesting...

Krimm_Blackleaf
2009-08-16, 08:59 PM
Do you still want me to do NPC's? Because I've got a few idea's that might be interesting...

Sure, I'd love to see what you come up with.

Sir Shadow
2009-08-16, 09:06 PM
Do you mind if I post some of the locations I've created for my game here? It probably won't be tonight since I'll need to put all my notes together and actually type them up on the computer... <<

Krimm_Blackleaf
2009-08-16, 09:22 PM
Do you mind if I post some of the locations I've created for my game here? It probably won't be tonight since I'll need to put all my notes together and actually type them up on the computer... <<

Sure, that'd be great. :smallbiggrin:

Cyrus Mortis
2009-08-18, 12:59 AM
Not sure when Krimm posted it, but the slang section is ancient. I think I literally wrote it a couple years ago. And just because I love you all, here's some more:


Blood Mill: A community or herd of mortals, kept by a vampire for feeding purposes. Some necromancers acquire blood mills to supply corpses for their reanimation.

Deathknight: A title of respect for particularly skilled undead martial adepts, particularly those who practice the Dread Crown style.

Geisting: A practice among some necromancers, whereby a living mortal is "groomed" for death and reanimation. This typically involves driving them insane by means of persistent and horrific torture, so that they can produce an exotic undead remnant, although specialized dietary and experimental modifications to produce superior zombies are also used.

Neverborn: A classification of particularly powerful undead, those that were never actually living mortal beings. The legendary Atropals are the best example of this.

Reap: The word used to describe the destruction of an undead being–as in, "the paladin reaped the vampire." The term "reaper" is derived from this, as is "reapist," a particularly emotionally-charged term among the undead.

Sleepers, Dirtboys, Gravemeat: Corpses, unawakened dead. "Sleepers" is used almost exclusively by necromancers, "Gravemeat" by ghouls.

Tailor: A surgeon who specializes in repairing the effects of decay on undead flesh. Many aristocratic undead hire a retinue of tailors to keep their flesh well-preserved.


i like those names :)

Cracklord
2009-09-13, 07:19 AM
I said I would, and finally got the time.

I wrote up a few NPC's, but I'm still doing their stats. Most of the ones I've done are fairly minor individuals, character rather then movers and shakers to lend the setting more realism. However I am working on a few idea's for antagonists and leaders. I'll post a few more up tomorrow.

Someone better at geography then myself should consider writing up stats for a few cities.

Here is a sample NPC.

Constantine.
Unlike most vampires, Constantin is neither charismatic nor particularly ambitious. Even feeding for him is simply the means he follows to continue to exist, not something he relishes or particularly enjoys. Constantine's one interest is knowledge, and single vice is books.
Nobody but he himself knows how old he is. He does not speak of his sire, and no doubt the older vampire does not even bother to recall him. He has survived by remaining on the fringes, never threatening anyone or making a play for power, and always being a bit to useful to be worth the effort of disposing.
Constantine is a highly skilled illuminater (artist) and decent writer, but seldom chooses to do so, instead poring over the books in his own collection, consuming other people's work. He was trained as a wizard, but usually doesn't bother to apply his powers, even when they would make his life easier.
His so called shop is, if he is totally honest, more of a place to keep his books then a place to sell them. He rarely sells, and never for gold, though is very happy to trade them. He has many rare editions, otherwise impossible to find texts, dealing with everything from genealogy and history to magical theory.
He is fairly unpleasant, and can been very petty, and does his utmost best to rip off anyone who comes through his doors, but is careful not to make any enemies. He resembles nothing so much as a short-sited mole, with a wizened, deeply lined face, sunken, watery blue eyes that peer over his large nose, a receding chin and hairline and crooked, hunched shoulders and a bowed back. His fingers are oddly short and stubby, with thick black wiry hair, and long fingernails, though they are surprisingly deft, and he favors long robes of fur, although it is so worn and moth eaten it is impossible to say what the animal was to begin with.
He clacks his teeth when he is thinking, and has a habit of scratching himself. He is not social, and is in fact something of a recluse, despite the necessity of remaining informed to continue his work.
Players might encounter Constantine in a number of ways. Players looking for information might be pointed his way, wizards looking to learn new spells may seek him out on there own.
Constantine, male vampire wizard 6/loremaster 6

Krimm_Blackleaf
2009-09-13, 03:01 PM
I said I would, and finally got the time.

I wrote up a few NPC's, but I'm still doing their stats. Most of the ones I've done are fairly minor individuals, character rather then movers and shakers to lend the setting more realism. However I am working on a few idea's for antagonists and leaders. I'll post a few more up tomorrow.

Someone better at geography then myself should consider writing up stats for a few cities.

Here is a sample NPC.

Constantine.
Unlike most vampires, Constantin is neither charismatic nor particularly ambitious. Even feeding for him is simply the means he follows to continue to exist, not something he relishes or particularly enjoys. Constantine's one interest is knowledge, and single vice is books.
Nobody but he himself knows how old he is. He does not speak of his sire, and no doubt the older vampire does not even bother to recall him. He has survived by remaining on the fringes, never threatening anyone or making a play for power, and always being a bit to useful to be worth the effort of disposing.
Constantine is a highly skilled illuminater (artist) and decent writer, but seldom chooses to do so, instead poring over the books in his own collection, consuming other people's work. He was trained as a wizard, but usually doesn't bother to apply his powers, even when they would make his life easier.
His so called shop is, if he is totally honest, more of a place to keep his books then a place to sell them. He rarely sells, and never for gold, though is very happy to trade them. He has many rare editions, otherwise impossible to find texts, dealing with everything from genealogy and history to magical theory.
He is fairly unpleasant, and can been very petty, and does his utmost best to rip off anyone who comes through his doors, but is careful not to make any enemies. He resembles nothing so much as a short-sited mole, with a wizened, deeply lined face, sunken, watery blue eyes that peer over his large nose, a receding chin and hairline and crooked, hunched shoulders and a bowed back. His fingers are oddly short and stubby, with thick black wiry hair, and long fingernails, though they are surprisingly deft, and he favors long robes of fur, although it is so worn and moth eaten it is impossible to say what the animal was to begin with.
He clacks his teeth when he is thinking, and has a habit of scratching himself. He is not social, and is in fact something of a recluse, despite the necessity of remaining informed to continue his work.
Players might encounter Constantine in a number of ways. Players looking for information might be pointed his way, wizards looking to learn new spells may seek him out on there own.
Constantine, male vampire wizard 6/loremaster 6


Oh that's beautiful, keep up the amazing work my good man!:smallbiggrin:

Krimm_Blackleaf
2010-04-30, 12:30 PM
Minor update: I've added fluff to Dopplegangers, finally added fluff to the Faction of Lumina and added a sidebar to the bottom of languages and how people treat the 'Common' language.

Also look at this (http://www.giantitp.com/forums/showthread.php?t=150910).

The Tygre
2010-04-30, 03:23 PM
So drow are actually mutant-Daelkyr experiments that brag about totally evil badasses and sociopaths when in reality they just don't want people messing up the ancient artifacts of the world, but they're still insane? :smallconfused:

I love you, Krimm. :smallbiggrin:

Krimm_Blackleaf
2012-02-26, 11:35 PM
DREAD RAM OF UPDATES
http://www.wizards.com/dnd/images/ghostwalk_gallery/88566_620_3.jpg
Baaaaaaaaaaaaaa

Hi everyone. I'm not sure if this qualifies as thread necromancy, but I have some news about NotD many of you might be interested to hear. I've decided to take my setting, dismantle it a little bit and repost it in another new shiny thread some time down the road.

The reason for this is because I want to take all the things in the setting that are terribly unoriginal and give it my own spin/rewrite it entirely, plus a few mechanical changes. Clues to changes include but are not limited to


Throwing out the Great Wheel, restructuring the Multiverse
Changing the Underdark into something far more fun and original
New history based on events that have happened in games I ran in the past couple years
More talk of monsters and societies
Less focus on Tome of Battle(bot not none)
Pathfinder conversion


So yeah, for now I'd like to keep this thread unlocked so I can more easily draw information from it and graft onto the other thread when I need to. Stay tuned, fans and friendlies.

Zeta Kai
2012-02-27, 01:25 PM
The thread lives! Krimm has risen! Halleluyah!

Ahem... Welcome back. I look forward to seeing what new corpses are slated to join the Nation of the Dead. Will you be collecting the setting into a mass grave... I mean, PDF?

Krimm_Blackleaf
2012-02-29, 01:26 AM
The thread lives! Krimm has risen! Halleluyah!

Ahem... Welcome back. I look forward to seeing what new corpses are slated to join the Nation of the Dead. Will you be collecting the setting into a mass grave... I mean, PDF?

My response to that is a definite and resounding 'Maybe, if I can find someone I know that knows how to make Pdfs.'

Edit: Also, I just noticed this thread is almost five years old. Holy crap.

un_known
2012-03-07, 02:02 PM
I've always wondered why I continued to keep myself subscribed to this thread after you vanished. But, now I can see that the saviour ... err... evil glowing undead life sucking monster god thing has returned.
Can’t wait to see the evolution of the setting and please post the thread soon!

The Tygre
2012-03-08, 09:02 PM
C-could it be?!?! Master, have you returned?! Sound the horns! Light the signals! Hurrah for anarchy once more!