Fuum Bango
2007-08-06, 04:00 PM
Yo!, I'm creating a simplistic world for new people to play and be Dungeon Master for. I'm new to the game too really; I haven't played much of it.
The world will have new races, monsters, Gods and whatever I want to add. You can add too if you want, and feel free to comment on it in any way.
The over arching plot is a basic one.
A ruthlessly civilised and etiquette filled kingdom is slowly spreading its influence across the known world.
It is not domination by war, on the contrary, many of the empire wish only to enlighten the common man, by opening schools and giving labours such as farmers and fishermen superior, modern equipment. Tiny hamlets to grand cities are given status and protection by the empire in return for small tributes.
However some see all as their lesser, and yearn for a world under their iron rule and are with the empire as a means to an end. These people use the empires complex laws and regulations to weave a web of crime, undetected by the eyes and ears of law.
Whatever the case, the loosely united barbarian clans that encircle the empire are displeased and fearful of the rising kingdom. To them it is only a matter of time before the empire strikes at them for their savage, seemingly crude ways. In turn the empire feels that soon the barbarians will invade and pillage them, as they did to many towns before the rise. Others feel it is time to change, revolutionize their way of thinking and fight the empire on its own terms. Others still think that delving into ancient, tried and tested ways and tradition are the mends to survival in a harsh world.
What will the future hold? You decide.
Language:
Languages are different from ordinary DnD, there are only five and can be learned by all the races. Other languages such as Dragon and Infernal still exist if needed, but it would be a rare, personal occurrence to learn those languages, they are not taught by anyone but those creatures.
Proper Speech: The language of the empire. Meticulously constructed by the high council and it’s many advisors, philosophers and scribes. It is uncomplicated, with little flourish, which is perhaps why it has spread so easily throughout the known world.
Probly Spek: A mockery of the empires carefully crafted words; most of the higher members of the council see those who speak it as nothing more than simpletons. But to those who choose to spek this fast paced, utterly rude language, its freedom; its rebellion in every syllable. It is also used by thieves across the empire to confuse and amuse the victims of the crime and of the town guard, who can go through whole interrogations without learning a thing.
Wildie Fellow: With the onset of the empire, the wild folk of the so called “Circle Kingdom”, the barbarian clans and other such savages mixed their tribal dialects together to form a lush, vibrant language, which while difficult to master is known to sound most poetic coming from a seasoned veteran of the tongue.
Northern: A basic language, made by craftsmen and monks. Though officially a part of the empire, the people of the north seem unable to speak a tongue other than there own.
Deuru: Deep beneath the earth, far from the eyes of the empire, the under-folk speak a strange echoing language of whistle, chants and lip-clicks.
RACES:
Humans, as standard
History:
Legend says that Isit the God of fate created humans as a test of theory, to see if a race without blessing or curse or a preordain way of thinking, away from the watchful eyes of the other gods, could thrive as did the others. Thrive they have, all over the land live the humans, both empiric and barbarian, good and evil, weak and powerful. The youngest of the races, they are looked down upon and are often left out of meetings between other races, and mockingly called the “children”. In a select few cases however, they are sort after, in war they are needed as human tacts are unmatched and when exploring new land, they are said to be lucky.
The Satyr and nymph are one race. Satyr being the male, nymphs the female.
Satyr
- Con +2, Int –2
- Small: As a Small creature, a satyr gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
- A satyr’s base land speed is 40ft
- Low Light Vision
- +2 morale bonus on saving throws against fear
- +2 racial bonus on Listen checks.
- +2 racial bonus on Perform (theatrics)
- Natural Weapons: Head butt (1d4)
- Automatic Languages: Wildie Fellow
- Favored Class: Rogue
General Alignment: CG
Nymph
- Cha +4, Wis –2
- Medium: As Medium creatures, nymphs have no special bonuses or penalties for their size
- A nymph’s base land speed is 30ft
- +2 racial bonus to Hide
- +4 racial bonus to Move Silently
- Spell-Like Abilities: 1/day-Charm Person
- Automatic Languages: Wildie Fellow
- Favored Class: Sorcerer
General Alignment: NG
Mer
- Mer gains the Aquatic Subtype.
- Mer gains the Special Quality Amphibious
Int +2, Con–2
- Medium: As Medium creatures, mer have no special bonuses or penalties for their size
- A satyr’s base land speed is 20ft. A mer has a swim speed of 50ft
- Dark vision of 60ft
- +2 racial bonus to Sense Motive checks
- +8 racial bonus on Swim checks.
- +2 racial bonus on Diplomacy checks
- Automatic Languages: Proper Speech and Wildie Fellow
- Favored Class: Wizard
History:
Protective member of the empire, known for their work as diplomats and scholars. Mer were perhaps the first race, or at the very least they alone were first to build cities. To this day none can match the unearthy size of a mer city, They rise high above the waves with marble towers and flags waving, beneath the sea the spread outwards like coral, some say they even push into the sea-bed, matching dvergar in mining skill.
Mer are polite, kind and honor bound by nature. They work within the empire, which they were part of the founding, to bring the world togethor as one, single being of love and thought.
General Alignment: LG
Ogre
- Str +6, Dex -2
- Large: As Large creatures, Ogres have a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters
- A ogre’s base land speed is 30ft
- +3 natural armour bonus
- Dark vision of 60ft
- Automatic Languages: Proper Speech
- Favored Class: Barbarian
General Alignment: LE
LA:2
History:
Aristocratic savages, betrayers of the Barbarian Clans. As the empire rose, the ogres, famous for their pride and greed, willing gave their land to the empire in return for wealth and false nobility. This would not have been terrible in itself, but the mountains they "owned" are also home to many dvergar tribes. Slowy but surely, without trade from other barbarians, the dvergar are losing number...
Though they see themselves as mighty creatures, the ogres are often used by the empire as shock troops and labours. They aren't fools, they know this, but work every day to prove otherwise.
Ogre names have little meaning behind them, ogresses have a form of compation with each other, to give their children the most powerful and important sounding name they can. Ogres believe that a strong sounding name will lead their children to go great things.
Male Names: Armel, Diedonnem Gaelle, Ignace, Lazare
Female Names:Female Names: Clothhilde, Heloise, Lucrece, Maximilienne, Patricius
Leprechaun
- Dex +2, Str -2
- Medium: As Medium creatures, leprechauns have no special bonuses or penalties for their size
- A leprechaun’s base land speed is 30ft
- +2 racial bonus to Appraise
- +2 racial bonus to Craft (clothes making and fixing)
- Spell-Like Abilities: 1/day-Mending
- Spell-Like Abilities: 3/day-Prestidigitation
- Automatic Languages: Wildie Fellow and Probly Spek
- Favored Class: Rogue or Expert
General Alignment: CN
Leprechaun children are not named until they are two years old, so their parents may better understand their peronality so they do no burden them with a unfitting names. They come in two forms, Irish themed or simply named after their career, looks or personality.
Male Names: Caoimhin, Ruagd, Seanan, Teagan, Uaithne - Red'faced, He'the'Shoemaker, Small'be'Bold, Greeny, Loudmouth
Female Names: Fion, Mara, Orfhlaith, Siofra, Treasa - Stands'with'Fist, Wild'haired, Goes'to'the'Well, Yellowish, With'Needle'and'Cloth
Tengu
- Str +2, Wis +2, Int -4
- Medium: As Medium creatures tengus have no special bonuses or penalties for their size
- A tengus base land speed is 30ft
- +6 racial bonus to Jump and Balance checks
- All kenku have the feat Two-Weapon Fighting
- Natural Weapons: two talon-like hands (1d4) and a bite attack (1d4)
- Automatic Languages: Wildie Fellow and Probly Spek
Favoured Class: Fighter
History:
Known for their amazing skills on the battlefield, these riddlesome bird-like beings have a history of being double agents. That appears to have changed as they were one of the orginal members of the united barbarian clans, or the Circle Kingdom, the whole race joining in a single swoop. Tengu value the freedom of clan life, and adamantly appose law and order.
Despite this they are famed for their well trained swordsmen and in legend it is the tengu that teaches man warfare.
When the empire began advancing across the land, the tengu attacked, intimidating as a tengu is, they failed to do lasting damage to it and they in turn last their one kingdom...the Holy Mountain. It is said that when they lost the mountain, man, woman, child and tengu ghost felt it. Searing pain.
Now the tengu wander the land, assaulting those of the empire and aiding barbarians in need with a steady sword-arm and gossip overheard on there travels. All tengu are currently wanted dead.
General Alignment: CN
Dvergar
- Wis +4, Cha -4
- Small: As a Small creature, a dvergar gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
- A dvergar base land speed is 30ft
- Dark vision of 80ft
- +2 racial bonus to Profession (mining)
- +4 racial bonus to Climb
- Dvergar gain one extra feat at first level.
- Automatic Languages: Deuru
History:
Dvergar claim that they came from deep with the earth, that they mined from the other side of the earth and that it was a fantastic place of wishes come true. They began to mine. They say that there gods were angered that they did not humbly take what they offered, thus when the dvergar mined to the other side of the world, they filled the mined tunnels full of a new breed of rock, twice as tough. Now the dvergar, as punishment for greed, must deep back to the land of wishes.
They have a slothful and greedy and envious streak, but try to work against it. They generally don't appear in story, though wise, they lack the skills to show other races there knowledge, they have voices unlike any other creature, faint and deep as a distant volcano rumble and there expression a constant stoney frown.
In this modern age the dvergar take the same place they always far, underground, thinking and working mournfully. But as pressure builds, both from the empire and barbarians...who seem to thing some kind of war is coming that they should be involved in, will these quiet folk stay hidden?
General Alignment: TN
All Dvergar names are formed from remembance of the First Ones and a male or female suffix.
Male Names: Bombur-Ori, Dain-Ori, Andvurnus-Ori, Nithi-Ori, Mjorn-Ori
Female Names: Ausri-Yngvi, Vastri-Yngvi, Fjalar-Yngvi, Nali-Yngvi, Loni-Yngvi
Thats the races. I need feed back, which race would you play?
More details will be added daily to weekly.
The world will have new races, monsters, Gods and whatever I want to add. You can add too if you want, and feel free to comment on it in any way.
The over arching plot is a basic one.
A ruthlessly civilised and etiquette filled kingdom is slowly spreading its influence across the known world.
It is not domination by war, on the contrary, many of the empire wish only to enlighten the common man, by opening schools and giving labours such as farmers and fishermen superior, modern equipment. Tiny hamlets to grand cities are given status and protection by the empire in return for small tributes.
However some see all as their lesser, and yearn for a world under their iron rule and are with the empire as a means to an end. These people use the empires complex laws and regulations to weave a web of crime, undetected by the eyes and ears of law.
Whatever the case, the loosely united barbarian clans that encircle the empire are displeased and fearful of the rising kingdom. To them it is only a matter of time before the empire strikes at them for their savage, seemingly crude ways. In turn the empire feels that soon the barbarians will invade and pillage them, as they did to many towns before the rise. Others feel it is time to change, revolutionize their way of thinking and fight the empire on its own terms. Others still think that delving into ancient, tried and tested ways and tradition are the mends to survival in a harsh world.
What will the future hold? You decide.
Language:
Languages are different from ordinary DnD, there are only five and can be learned by all the races. Other languages such as Dragon and Infernal still exist if needed, but it would be a rare, personal occurrence to learn those languages, they are not taught by anyone but those creatures.
Proper Speech: The language of the empire. Meticulously constructed by the high council and it’s many advisors, philosophers and scribes. It is uncomplicated, with little flourish, which is perhaps why it has spread so easily throughout the known world.
Probly Spek: A mockery of the empires carefully crafted words; most of the higher members of the council see those who speak it as nothing more than simpletons. But to those who choose to spek this fast paced, utterly rude language, its freedom; its rebellion in every syllable. It is also used by thieves across the empire to confuse and amuse the victims of the crime and of the town guard, who can go through whole interrogations without learning a thing.
Wildie Fellow: With the onset of the empire, the wild folk of the so called “Circle Kingdom”, the barbarian clans and other such savages mixed their tribal dialects together to form a lush, vibrant language, which while difficult to master is known to sound most poetic coming from a seasoned veteran of the tongue.
Northern: A basic language, made by craftsmen and monks. Though officially a part of the empire, the people of the north seem unable to speak a tongue other than there own.
Deuru: Deep beneath the earth, far from the eyes of the empire, the under-folk speak a strange echoing language of whistle, chants and lip-clicks.
RACES:
Humans, as standard
History:
Legend says that Isit the God of fate created humans as a test of theory, to see if a race without blessing or curse or a preordain way of thinking, away from the watchful eyes of the other gods, could thrive as did the others. Thrive they have, all over the land live the humans, both empiric and barbarian, good and evil, weak and powerful. The youngest of the races, they are looked down upon and are often left out of meetings between other races, and mockingly called the “children”. In a select few cases however, they are sort after, in war they are needed as human tacts are unmatched and when exploring new land, they are said to be lucky.
The Satyr and nymph are one race. Satyr being the male, nymphs the female.
Satyr
- Con +2, Int –2
- Small: As a Small creature, a satyr gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
- A satyr’s base land speed is 40ft
- Low Light Vision
- +2 morale bonus on saving throws against fear
- +2 racial bonus on Listen checks.
- +2 racial bonus on Perform (theatrics)
- Natural Weapons: Head butt (1d4)
- Automatic Languages: Wildie Fellow
- Favored Class: Rogue
General Alignment: CG
Nymph
- Cha +4, Wis –2
- Medium: As Medium creatures, nymphs have no special bonuses or penalties for their size
- A nymph’s base land speed is 30ft
- +2 racial bonus to Hide
- +4 racial bonus to Move Silently
- Spell-Like Abilities: 1/day-Charm Person
- Automatic Languages: Wildie Fellow
- Favored Class: Sorcerer
General Alignment: NG
Mer
- Mer gains the Aquatic Subtype.
- Mer gains the Special Quality Amphibious
Int +2, Con–2
- Medium: As Medium creatures, mer have no special bonuses or penalties for their size
- A satyr’s base land speed is 20ft. A mer has a swim speed of 50ft
- Dark vision of 60ft
- +2 racial bonus to Sense Motive checks
- +8 racial bonus on Swim checks.
- +2 racial bonus on Diplomacy checks
- Automatic Languages: Proper Speech and Wildie Fellow
- Favored Class: Wizard
History:
Protective member of the empire, known for their work as diplomats and scholars. Mer were perhaps the first race, or at the very least they alone were first to build cities. To this day none can match the unearthy size of a mer city, They rise high above the waves with marble towers and flags waving, beneath the sea the spread outwards like coral, some say they even push into the sea-bed, matching dvergar in mining skill.
Mer are polite, kind and honor bound by nature. They work within the empire, which they were part of the founding, to bring the world togethor as one, single being of love and thought.
General Alignment: LG
Ogre
- Str +6, Dex -2
- Large: As Large creatures, Ogres have a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters
- A ogre’s base land speed is 30ft
- +3 natural armour bonus
- Dark vision of 60ft
- Automatic Languages: Proper Speech
- Favored Class: Barbarian
General Alignment: LE
LA:2
History:
Aristocratic savages, betrayers of the Barbarian Clans. As the empire rose, the ogres, famous for their pride and greed, willing gave their land to the empire in return for wealth and false nobility. This would not have been terrible in itself, but the mountains they "owned" are also home to many dvergar tribes. Slowy but surely, without trade from other barbarians, the dvergar are losing number...
Though they see themselves as mighty creatures, the ogres are often used by the empire as shock troops and labours. They aren't fools, they know this, but work every day to prove otherwise.
Ogre names have little meaning behind them, ogresses have a form of compation with each other, to give their children the most powerful and important sounding name they can. Ogres believe that a strong sounding name will lead their children to go great things.
Male Names: Armel, Diedonnem Gaelle, Ignace, Lazare
Female Names:Female Names: Clothhilde, Heloise, Lucrece, Maximilienne, Patricius
Leprechaun
- Dex +2, Str -2
- Medium: As Medium creatures, leprechauns have no special bonuses or penalties for their size
- A leprechaun’s base land speed is 30ft
- +2 racial bonus to Appraise
- +2 racial bonus to Craft (clothes making and fixing)
- Spell-Like Abilities: 1/day-Mending
- Spell-Like Abilities: 3/day-Prestidigitation
- Automatic Languages: Wildie Fellow and Probly Spek
- Favored Class: Rogue or Expert
General Alignment: CN
Leprechaun children are not named until they are two years old, so their parents may better understand their peronality so they do no burden them with a unfitting names. They come in two forms, Irish themed or simply named after their career, looks or personality.
Male Names: Caoimhin, Ruagd, Seanan, Teagan, Uaithne - Red'faced, He'the'Shoemaker, Small'be'Bold, Greeny, Loudmouth
Female Names: Fion, Mara, Orfhlaith, Siofra, Treasa - Stands'with'Fist, Wild'haired, Goes'to'the'Well, Yellowish, With'Needle'and'Cloth
Tengu
- Str +2, Wis +2, Int -4
- Medium: As Medium creatures tengus have no special bonuses or penalties for their size
- A tengus base land speed is 30ft
- +6 racial bonus to Jump and Balance checks
- All kenku have the feat Two-Weapon Fighting
- Natural Weapons: two talon-like hands (1d4) and a bite attack (1d4)
- Automatic Languages: Wildie Fellow and Probly Spek
Favoured Class: Fighter
History:
Known for their amazing skills on the battlefield, these riddlesome bird-like beings have a history of being double agents. That appears to have changed as they were one of the orginal members of the united barbarian clans, or the Circle Kingdom, the whole race joining in a single swoop. Tengu value the freedom of clan life, and adamantly appose law and order.
Despite this they are famed for their well trained swordsmen and in legend it is the tengu that teaches man warfare.
When the empire began advancing across the land, the tengu attacked, intimidating as a tengu is, they failed to do lasting damage to it and they in turn last their one kingdom...the Holy Mountain. It is said that when they lost the mountain, man, woman, child and tengu ghost felt it. Searing pain.
Now the tengu wander the land, assaulting those of the empire and aiding barbarians in need with a steady sword-arm and gossip overheard on there travels. All tengu are currently wanted dead.
General Alignment: CN
Dvergar
- Wis +4, Cha -4
- Small: As a Small creature, a dvergar gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character
- A dvergar base land speed is 30ft
- Dark vision of 80ft
- +2 racial bonus to Profession (mining)
- +4 racial bonus to Climb
- Dvergar gain one extra feat at first level.
- Automatic Languages: Deuru
History:
Dvergar claim that they came from deep with the earth, that they mined from the other side of the earth and that it was a fantastic place of wishes come true. They began to mine. They say that there gods were angered that they did not humbly take what they offered, thus when the dvergar mined to the other side of the world, they filled the mined tunnels full of a new breed of rock, twice as tough. Now the dvergar, as punishment for greed, must deep back to the land of wishes.
They have a slothful and greedy and envious streak, but try to work against it. They generally don't appear in story, though wise, they lack the skills to show other races there knowledge, they have voices unlike any other creature, faint and deep as a distant volcano rumble and there expression a constant stoney frown.
In this modern age the dvergar take the same place they always far, underground, thinking and working mournfully. But as pressure builds, both from the empire and barbarians...who seem to thing some kind of war is coming that they should be involved in, will these quiet folk stay hidden?
General Alignment: TN
All Dvergar names are formed from remembance of the First Ones and a male or female suffix.
Male Names: Bombur-Ori, Dain-Ori, Andvurnus-Ori, Nithi-Ori, Mjorn-Ori
Female Names: Ausri-Yngvi, Vastri-Yngvi, Fjalar-Yngvi, Nali-Yngvi, Loni-Yngvi
Thats the races. I need feed back, which race would you play?
More details will be added daily to weekly.