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View Full Version : Project Polaris: Another World Building Exercise



Neftren
2008-03-11, 06:52 PM
The Premise: Okay, this is the hub for my Project Polaris stuff. The idea here is for me to link everything into one place and one post, so that the setting is easily accessed and so that others may comment and provide suggestions. Please remember that most of the fluff is set in stone, but the crunch is not. Also, everything is a work in progress, and as such may be subject to change at any time without notice. This has also exceeded the 25,000 character limit of a PM. Therefore it is now being posted here in thread format.

General Rules: The world will be built primarily from my own ideas. I will accept suggestions, which may or may not be used in further homebrew classes. If you have a wish of submitting something, you must either PM me, post it here or provide a suitable link, after which I will decide whether it meets the cut. All suggestions must be workable and reasonable. I will not accept or add something without a reason.

Shamelessly stolen from the CoG thread.
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Kal'arun ~ The Exodus of Igmar
The Basics: Millennia ago, there was an event known as the Sundering. A prophecy was made, with a chosen one who would defeat the forces of law and chaos and unify the strife and suffering of the multiverse. Unfortunately, the chosen one was killed in battle, and the prophecy was never fulfilled. Such events are now below the races of Kal'arun.

Today, Kal'arun is a temperate region located towards the northern part of the plane. It has relatively chilly weather and is inhabited by several races of note. Seven hundred years ago, a ship bearing a militaristic race of warriors landed on a long island of the northern coast of Soraya. They have now forged an empire with the sword and rule from their original landing point.

The Rough Outline:Introduction: The World of Kal'arun, The Exodus, Anathema of IgmarInsert Text HereChapter Two: New Playable RacesThe Tilwari:A seafaring race of nomadic traders, Tilwari are often seen sailing in and out of ports, or as merchants in the great cities. They're tall, blue-skinned and thin people who are highly intelligent but lack physical strength. They usually stand at around 6 feet and weigh between 120 and 140 pounds. Females tend to be lighter, but are not any different in height when compared to the males.

+2 Intelligence, -2 Strength
Keen Eyes: +4 Bonus to Appraise Checks and +2 Bonus to Spot checks. A Tilwari is always on the lookout for good deals and scammers alike.
Thriftwise: A Tilwari is treated as one friendliness category higher when dealing with merchants and bartering for goods. A Tilwari may also begin with an additional of his Wealth by Level, that may be spent only upon adventuring gear that is not weaponry or armor or magical versions of them. This bonus wealth is not permanent and may only be spent when first purchasing items. Any later transactions must be made with a Tilwari's own money. [Thus, a Magic Bedroll would be allowed, but a +1 Masterwork Longsword would not.]
Automatic Languages: Common, Tilwaresh, Tradespeak. Bonus Languages: Elven, Halfling, Draconic
Favored Class: Windsinger. It is of the highest honor to be a Tilwari Windsinger, because they bring the precious winds and control the weather even when there is none to control. Storm magic is often difficult to wield and control and Windsingers are highly honored among the Tilwari.*The Igmarins:A stocky humanoid race, these pioneering individuals forged an empire through sword and military might. The Imperial Igmarin Empire now exists as the sole masters of the northern continent of Soraya, as well as encroaching upon the lush jungle continent of Morandor to the south. Standing between four and a half to five feet tall and weighing between 130 and 160 pounds with dark skin and characterized by their almost demonic looking red eyes, Igmarin are feared by many.

+2 Strength, +2 Constitution, -4 Wisdom. Strong in body, but centuries of rule over others have made them narrow minded and lax as well as comfortable with their lifestyle.
Military Discipline: An Igmarin has learned to ignore pain and may march an additional two hours per day without making constitution checks to prevent non-lethal damage.
Intuitive Rider: An Igmarin has been trained from birth to wield weapons in combat, and his skills on a horse are unparalleled. An Igmarin gains a +4 bonus to Ride Checks and a +2 bonus to Handle Animal Checks.
Weapon Mastery: An Igmarin who has feats that affect the use of a particular type of weapon, such as Weapon Focus or the like, can apply the benefits to any weapon of the appropriate size and category.
Automatic Languages: Common, Codesign, Tradespeak. Bonus Languages: Elven, Goblin, Orcish
Favored Class: Myrmidon. The military footsoldier of the Igmarin Army, these strong warriors are deadly on the battlefield. Known for their teamwork and coordinated fighting, these masterful warriors are one step ahead of the rest.*The Pirqag (Peer-Kag):Pirqag (Peer-Kag) are the natives of the land mass that is now known as the Igmarin Empire. Excelling at guerilla warfare, these individuals band together in small groups to harry the orderly Igmarin army. These small optimistic individuals still managed to construct great cities on the southern continent of Morandor. Standing just a mere three and a half feet tall, these compact, stocky individuals have repelled invasion on their territory for the past hundred years. Their lack of large scale tactics has been more than made up by their quickness and high morale.

Small Size [+1 Bonus to AC, a +1 Bonus on Attack Rolls, and a +4 Bonus on Hide Checks]
+2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence
Base Land Speed of 30 Feet
+2 Bonus to Hide and Move Silently Checks
Lay of the Land: A Pirqag knows the land well, and may move at his base land speed through any natural terrain squares that would normally impede movement or require checks to pass through. He also gains a +2 bonus to Knowledge: Geography and Local checks.
Ambush and Counterinsurgency: A Pirqag who has advance knowledge of an enemy may set a carefully crafted ambush. During a surprise round in which he may act, he may take one additional action [Double Move, Move + Standard, etc.] and during a surprise round in which he ordinarily would not be allowed to move, he is instead granted a move of 10 feet in any direction.
Favored Class: Partisan. The art of guerilla warfare has been perfected by the Pirqag. Those who achieve the rank of Partisan are feared by the Igmarin army, who has witnessed just how much damage one partisan can do by himself.*The Ghost Elves:Residing for three hundred thousand years on the island of Hargil where they exist in solitude, studying the histories and vast knowledges of the world, the Ghost Elves have developed an uncanny knack for disappearing into the shadows. Nobody knows how they got this way, because Ghost Elves are a highly isolationist race, dealing only with Tilwari traders. Any Ghost Elves found outside of their stunning island fortress are usually bounty hunters or a Templar sent out on a mission. Standing an impressive 6 feet, these individuals weigh only 90 to 100 pounds. Not much is known about these folk, but they have been known to be kind but there are those who are ruthless and cunning.

+2 Wisdom, +2 Dexterity, -4 Charisma
To Tread a Thin Line: Having been on both sides of light and darkness, Ghost Elves have learned to enter the unreal. Once per day as a standard action, these individuals may enter and traverse the Ethereal Plane for up to 10 minutes. This effect may be terminated prematurely with the use of a standard action. This is a Supernatural Ability.
Immune to Sleep Effects, but are not granted a bonus to their saving throw.
Ghost Elves may gain one Knowledge skill as a class skill permanently, even if it is not normally on their class skill list.
+2 Bonus to all Hide and Move Silently Checks.
Naturally Psionic: Ghost Elves gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Sylvan, Abyssal, Celestial, Infernal
Favored Class: Templar. Chosen from birth, these powerful juggernauts serve the temple as guardians and protectors. It is the highest honor for a family or person is to be selected to become a Templar.*The Saphkir:A sinister race of reptilian peoples resembling lizardfolk, these individuals are feared for their skill as battlemages and their mysterious method of casting. Standing at roughly five feet, these individuals weigh between 110 and 130 pounds. Often found in their magically protected bastions underwater, the Saphkir vigorously protect their shoals and reefs from trespassers. Many an Igmarin or Tilwari ship has been wrecked upon their reefs... their crews mysteriously vanished. They are often found in the employ of the Igmarin military as battle casters and extreme magical users.

+2 Intelligence, -2 Constitution
Aquatic Adaptation: A Saphkir does not breathe oxygen, instead he processes it through pores in his skin, allowing him to survive in any environment without fear of suffocation. This does not allow him to survive in any location where there is no air, such as in void or a vacuum. A Saphkir may hold his "breath" just as any other creature can, and is not especially vulnerable to gas attacks or clouds of debris.
A Saphkir has a swim speed of 40 feet.
Natural Weapons: 2 claws (1d4)
Spell Recognition: A Saphkir has been taught magic since the beginning of his life. He may auto-succeed on any spellcraft check to identify a spell when it is cast, so long as the DC is no greater than 15+the Saphkir's ECL. This in no way allows a Saphkir to automatically succeed on a spellcraft check to identify and copy a spell from a scroll or spellbook.
Overchannel: A Saphkir realizes that desperation may sometimes be the key to a victory. When casting a spell, he can feed magical energy back through himself before unleashing it, only fueled and aided with his own life force. A Saphkir may choose to deal additional X damage to a target, provided he himself takes that much damage. This additional damage is applied before any attack rolls are made (if applicable). A Saphkir still loses hitpoints even if the spell misses it's target. Any spell cast that is modified by overchannel must deal direct damage as part of it's normal effect. A Saphkir may not reduce himself to below 1 hitpoint in this manner.
Automatic Languages: Common, Sarkiri. Bonus Languages: Draconic, Abyssal, Infernal
Favored Class: Antiphon Siphon. An Antiphon Siphon has gained the uncanny ability to create and cast spells directly into a spell rod, instead of memorizing from a spellbook. His rod is tethered to his soul and neither can live without the other. Fueled by the power of his soul, any spell cast by the Antiphon Siphon is immediately augmented, but at a cost to his mind. It takes many a year of training to become skilled in the ways of an Antiphon Siphon, and they are not to be taken lightly.*Chapter Three: New Playable ClassesBase Classes:The WindsingerInsert Text HereThe MyrmidonThe Myrmidon

Swift and strong, these footsoldiers of the Igmarins forged an empire over a period of one hundred years. Feared for their dedication and cause, these stalwart defenders are the main fighting force of the Igmarins. Skilled with the Sword and Spear, the Myrmidon is an excellent melee defender who can quickly adapt to a changing situation. Myrmidons can be found anywhere within the Igmarin Empire, but their services are most needed on frontiers or swift reactionary forces. They are rarely recruited into becoming guards.

Alignment: Any
Hit Die: d10
Class Skills: The Mymidon's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Perform: Weapon Drill (Cha), Ride (Dex), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points: (2+Int Modifier) (x4 at First Level)

{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Combat Training
2nd|+2|+3|+0|+0|Evaluate the Enemy
3rd|+3|+3|+1|+1|Evasive Action
4th|+4|+4|+1|+1|Tactical Affinity [Least]
5th|+5|+4|+1|+1|Focused Precision
6th|+6/+1|+5|+2|+2|Fast Movement [+5 Feet]
7th|+7/+2|+5|+2|+2|Strength in Numbers
8th|+8/+3|+6|+2|+2|Tactical Affinity [Lesser]
9th|+9/+4|+6|+3|+3|--
10th|+10/+5|+7|+3|+3|Critical Oversight
11th|+11/+6/+1|+7|+3|+3|Targeted Precision
12th|+12/+7/+2|+8|+4|+4|Tactical Affinity [Greater]
13th|+13/+8/+3|+8|+4|+4|Environmental Adaptation [Lesser]
14th|+14/+9/+4|+9|+4|+4|Fast Movement [+10 Feet]
15th|+15/+10/+5|+9|+5|+5|Multilateral Approach
16th|+16/+11/+6/+1|+10|+5|+5|Tactical Affinity [Master]
17th|+17/+12/+7/+2|+10|+5|+5|Pinpoint Precision
18th|+18/+13/+8/+3|+11|+6|+6|Environmental Adaptation [Greater]
19th|+19/+14/+9/+4|+11|+6|+6| --
20th|+20/+15/+10/+5|+12|+6|+6|Tactical Affinity [/table]

Weapon and Armor Proficiency
Myrmidons are proficient with all simple weapons, shortswords, longswords and short spears, spears and longspears. They are proficient with Light and Medium Armor as well as Bucklers and Light and Heavy Shields.

Combat Training
A Myrmidon has learned to wield his weapons efficiently due to his military indoctrination. The Myrmidon gains a competence bonus to his attack rolls for every four ranks he has in Perform: Weapon Drill.

Evaluate the Enemy
A Myrmidon can spend a swift action to study an opponent in battle. He gains a +2 Competence Bonus to his Armor Class against that opponent. This stacks with Dodge. If the opponent is a Martial Adept, the Myrmidon may also identify the stance or maneuver used as if he had auto-succeeded on a Martial Lore roll.

Evasive Action
If a projectile is thrown or fired at the Myrmidon from at least 40 feet away, he gains a +2 bonus to his Armor Class against the oncoming projectile.

Tactical Affinity [Least]
At fourth level, a Myrmidon has learned to apply his combat skills against certain types of enemies. He may select one of three combat styles to pursue, choosing from the Sword, the Spear or the Phalanx. He may only apply these combat styles to a weapon or shield he is proficient with.

A Myrmidon of the Sword gains the Weapon Focus and Weapon Specialization Feats as bonus feats for all types of swords.
A Myrmidon of the Spear gains an extra 5 feet of reach with his spear.
A Myrmidon of the Phalanx gains Tower Shield Proficiency as a bonus feat.

Focused Precision
A Myrmidon may concentrate on his opponent by making a DC 20 Concentration Check as a standard action. He gains an Insight Bonus to his attack roll equal to one half the total by which he exceeds the DC. This bonus has a minimum of +1. A Myrmidon may not gain more than a +5 bonus to his attack roll with this skill. This bonus is granted to his next attack roll and does not last more than two rounds after the use of this ability.

Fast Movement [+5 Feet]
The Myrmidon gains a five foot bonus to his total movement speed. This bonus increases to ten feet at fourteenth level.

Strength in Numbers
A Myrmidon gains a +1 Morale Bonus to all Will Saves for every three party members within a 30 foot radius. This has a maximum bonus of +5.

Tactical Affinity [Lesser]
A Myrmidon of the Sword who full attacks may take an additional attack at his highest attack bonus, but all attack rolls made during that round are made at a -2 penalty. This stacks with other similar Haste effects.
A Myrmidon of the Spear may perform a lunge attack. He moves 10 feet towards his target and deals an extra 1d4 damage on his attack roll. This attack counts as a charge, but with the above limitations.
A Myrmidon of the Phalanx divides the armor check penalty of a Tower Shield in half while wielding it. He may also use the Shield Bash ability with Tower Shields.

Critical Oversight
A Myrmidon has learned to hit where it hurts. His Critical Threat Range doubles whenever he wields a sword, and when wielding a spear, his damage multiplier increases by one [x2 to x3 etc.]. This does not stack with the Keen and/or Improved Critical abilities.

Targeted Precision
A Myrmidon may concentrate on his opponent by making a DC 17 Concentration Check as a standard action. He gains an Insight Bonus to his attack roll equal to one half the total by which he exceeds the DC. This bonus has a minimum of +1. A Myrmidon may not gain more than a +7 bonus to his attack roll with this skill. This bonus is granted to his next attack roll and does not last more than three rounds after the use of this ability.

Tactical Affinity [Greater]
A Myrmidon of the Sword gains the Greater Weapon Focus and Greater Weapon Specialization feats as bonus feats for all types of swords.
A Myrmidon of the Spear gains the Improved Feint and Disarm feats, and may attempt to disarm from his reach range.
A Myrmidon of the Phalanx gains the Toughness, Endurance and Shield Specialization Feats as bonus feats.

Environmental Adaptation [Lesser]
Myrmidons raised or trained in urban environments gain a +1 Competence Bonus to their Bluff and Disguise checks.
Myrmidons raised on plains gain a +1 Competence Bonus to their Hide and Move Silently checks.
Myrmidons raised in woodland environments gain a +1 Competence Bonus to their Listen, Search and Spot checks.

Multilateral Approach
A Myrmidon gains a +1 bonus to all attack rolls for each ally flanking an opponent. This bonus cannot exceed +5.

Tactical Affinity [Master]
A Myrmidon may select one of the abilities listed under the Least version of this skill.

Pinpoint Precision
A Myrmidon may concentrate on his opponent by making a DC 15 Concentration Check as a standard action. He gains an Insight Bonus to his attack roll equal to one half the total by which he exceeds the DC. This bonus has a minimum of +1. A Myrmidon may not gain more than a +9 bonus to his attack roll with this skill. This bonus is granted to his next attack roll and does not last more than four rounds after the use of this ability.

Environmental Adaptation [Greater]
Myrmidons stationed in urban environments for over a year gain a selected type of humanoids as a Favored Enemy.
Myrmidons stationed on plains for over a year gain vermin and animals as favored enemies.
Myrmidons stationed in woodland environments for over a year gain Magical Beasts as favored enemies.

Tactical Affinity [Ultimate]
Myrmidons of the Sword may attack a target repeatedly with a cumulative -3 penalty for every swing he takes, until he misses or when his total attack bonus would become a negative number.
Myrmidons of the Spear who are charged may perform a lunge attack as an immediate action, dealing double damage to the rider, or triple damage to the mount.
Myrmidons of the Phalanx may completely deflect any spell with an area of effect descriptor of Ray or Bolt or is a ranged touch attack, back at it's caster with a ranged attack roll to hit the caster.Prestige Classes:The Imperial Courier:[U]The Imperial Courier

Taken from the Commoner Class of the Igmarin Empire as a way to allow them to rise in status, these fanatically loyal soldiers represent the elite of the Cavalry Corps. Delivering the decrees of the Emperor and the orders of the military, these resourceful individuals will stop at nothing to get the job done. The more experienced riders have gained an uncanny knack of summoning their personal mount to aid them.

Requirements:
Must be of the Commoner Class of any house of the Igmarin Empire
Feats: Mounted Combat, Run
8 Ranks in Ride and Handle Animal

Alignment: Any Lawful
Hit Die: d8
Class Skills: The Imperial Courier's class skills (and the key ability for each skill) are Balance (Dex), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge: Geography, Local and Nobility (Int), Ride (Dex) and Survival (Wis).
Skill Points: (2+Int Modifier)

{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+0|Commoner's Creed, Special Mount
2nd|+2|+3|+0|+0|Evasion, Messenger's Dash
3rd|+3|+3|+1|+1|Ride Bonus, Improved Mount
4th|+4|+4|+1|+1|Military Discipline, Defensive Riding
5th|+5|+4|+1|+1|All Deliberate Speed, Skirmish [1d6]
6th|+6|+5|+2|+2|Improved Evasion, Untraceable Travels
7th|+7|+5|+2|+2|Slip From the Saddle, Skirmish [1d6, +1 AC]
8th|+8|+6|+2|+2|Cavalry Coordination, Skirmish [2d6, +1 AC]
9th|+9|+6|+3|+3|Edict of the Emperor, Skirmish [2d6, +2 AC]
10th|+10|+7|+3|+3|He Stops at Nothing, Skirmish [3d6, +3 AC]
[/table]

Weapon and Armor Proficiency
Imperial Couriers are proficient with all simple and martial weapons. They are proficient with Light and Medium Armor as well as Bucklers and Light Shields.

Commoner's Creed
Taken from the Common class, these individuals are no stranger to hard work. An Imperial Courier gains a bonus to all Disguise and Gather Information checks equal to his class level when dealing with Commoners or those of similar station.

Special Mount
An Imperial Courier has gained the ability to summon a mount to serve him as a devoted and loyal friend. This works exactly like a Paladin's Mount.

At third level, the Imperial Courier's mount improves significantly. He may now add any template to his mount provided the level adjustment does not exceed +1. Alternatively, he may select a magical beast as a mount with the DM's discretion.

Evasion
At second level, an Imperial Courier gains the Evasion Feat as a bonus feat. He does not gain Improved Evasion if he already has it from another class and vice versa. If he already possesses Improved Evasion, he may instead take a feat for which he meets the requirements for.

Messenger's Dash
An Imperial Courier on foot is often used as a layman. An Imperial Courier's base land speed increases by 10 feet.

Ride Bonus
An Imperial Courier gains a bonus to all Ride Checks equal to his class levels. He loses this bonus when he is considered flanked.

Military Discipline
An Imperial Courier has been trained to resist external influence. As a result, he gains a bonus to all Fortitude and Will Saves equal to his class level divided by two, rounded up. This has a minimum of +1.

Defensive Riding
An Imperial Courier of fourth level or higher knows the tricks of defensive riding. If he does nothing else while mounted (he cannot attack when riding defensively), he gains a +2 bonus on Reflex Saves, and a +4 dodge bonus to Armor Class. In addition, his mount gains a 20 feet bonus to speed, a +2 bonus on Will Saves, and a +4 dodge bonus to it's Armor Class.

All Deliberate Speed
As a Swift Action, an Imperial Courier may extend his mount's base land speed by 30 feet. As a Standard Action, an Imperial Courier may take an additional two movement actions (for a maximum of three total).

Skirmish
Having honed their combat on the run, these individuals rely upon mobility to defend themselves in combat, preferring not to take hits. An Imperial Courier gains the Skirmish ability as per the Scout, dealing an additional 1d6 of damage and gaining an additional point of armor class after moving at least 10 feet. This increases each level past seventh. This ability works even while mounted.

Improved Evasion
At eleventh level, an Imperial Courier gains the Improved Evasion Feat as a bonus feat. If he already has Improved Evasion, he may instead select another feat for which he meets the prerequisites for.

Slip From the Saddle
An Imperial Courier under fire may choose to disappear from his mount. An Imperial Courier who is hit in combat may choose to feign death and slide off. He must make a DC 20 Ride Check or take 1d6 Fall Damage. If he makes this check, he is considered hidden for one round.

Untraceable Travels
At fifteenth level, an Imperial Courier cannot be tracked. The DC to track any of his companions increases by 5 on normal terrain and 10 on difficult terrain.

Cavalry Coordination
An Imperial Courier can work with others to a benefit. He may now flank a target from up to ten feet away, so long as another person atop a horse is adjacent to the target.

Edict of the Emperor
An Imperial Courier bearing a seal of the Emperor has the ability to order any Igmarin to perform a task, including those of a higher station (excluding the Emperor). He also gains the Leadership Feat as a bonus feat, but is instead granted two cohorts with a level equal to one half your total levels rounded up.

He Stops at Nothing
An Imperial Courier values his mission over his life. When reduced to zero or negative hitpoints, he may act normally, but when in negative hitpoints, he takes two points of damage unless he has already stabilized. Alternatively, the Imperial Courier may forgo this ability and instead take the Diehard feat as a bonus feat.

Editor's Note:
A Paladin who becomes an Imperial Courier may continue advancing as a Paladin. Chapter Four: New Skills and FeatsInsert Text HereChapter Five: People and Life of the WorldInsert Text HereChapter Six: Divinity and Research,The Magic of the WorldGods and Divinity, the Religions of Kal'arun:Among the inhabitants of Morandor and Soraya, five major gods are worshipped. While the Greyhawk pantheon is known about and commonly worshipped, natives of this land generally worship either the highest power, the Twin Ascendancy, or the lesser power, the Masters of Three. Both pantheons are generally accepted as existing and as such, churches to both pantheons have been erected throughout the world.

The Twin Ascendancy

The Chromatic Avatar
The Chromatic Avatar is known as the creator of the universe and is associated with all things, him being the foundation of the universe. He is worshipped by all races of all professions and he is known to be a powerful but benevolent ruler, who grants divine favors to those who are faithful.

Lawful Neutral
He is associated with the Law, Knowledge and Magic Domains.
Favored Weapon: Longbow

The Twilight Prodigy
The Twilight Prodigy is everything that the Chromatic Avatar is not. Fabled to be the one to destroy the universe, it was set in legends that the universe had been created from the sundering, the conflict between the two. Worshipped mostly by cults bent on chaos and destruction, the Twilight Prodigy embodies those who supernaturally excel at their profession.

Chaotic Neutral
He is associated with the Chaos, Destruction and Anti-Magic Domains.
Favored Weapon: Dagger

Masters of Three

Bariel
Bariel is the god of Dawn, the Sky and all things associated with it, and is Lawful Good. Known as the master of Flight and Cause of Winter and Cold, he is worshipped by those who experiment and those who have dreams of flight.

Lawful Good
He is associated with the Sun, Air and Good Domains.
Favored Weapon: Longsword

Barkul
Barkul, known sometimes as the Cause of Death, is the god of the undersea watery world and all things associated with it, and is Chaotic Evil. The younger brother of Bariel, they clashed constantly over followers and he is known as the Heartless One. Worshipped by all those who fear and love things mysterious and sinister, Barkul resides among his courtiers in the deepest chasm of the ocean.

Chaotic Evil
He is associated with the Water, Death and Evil Domains.
Favored Weapon: Axe

Brelor
Older brother to Barkul and Bariel, Brelor is the god of the land and it's people and is True Neutral. Known as the protector and patron of all wandering travelers alike, Brelor ceased the conflict between his brothers, ending the chaos of 100 years. He is worshipped by all travelers and guardians and is the most powerful, yet least interfering god. He emerges only in times of great need.

True Neutral
He is associated with the Protection, Travel and Nature Domains.
Favored Weapon: QuarterstaffChapter Seven: Equipment of the WorldNew Weapons:New Weapons:{table="head"]Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type
Light, Simple Weapons|||||||
Dirk|10gp|1d4|1d6|x2|
--|3 lbs.|Piercing
|||||||
(1H) Martial Weapons|||||||
Backsword|20gp|1d6|1d8|x2|
--|6 lbs.|S/B
Sidesword|15gp|1d4|1d6|18-20/x2|
--|6 lbs.|Slashing
|||||||
(2H) Exotic Melee Weapons|||||||
Claymore|50gp|1d10|2d6|x3|
--|8 lbs.|Slashing
|||||||
Ranged Exotic Weapons|||||||
Carbine|400gp|1d6/1d4|1d8/1d6|x2|
30/50 Ft.|6 lbs.|Piercing
- - Moon Clip (5)|100gp|||||1 lbs.|
Longblaster|1000gp|1d10|1d12|x4|
200 Ft.|9 lbs.|Piercing
- - Moon Clip (5)|100gp|||||1 lbs.|
[/table]

Dirk
A blade between the size of a dagger and a shortsword, these weapons are perfect for those who wish to carry something of greater stature without openly revealing it. Easily produced in any smithy, these weapons are excellent for their cost.

Backsword
A single edge is sharpened on this sword. While not sharpened on both sides, these weapons are excellent for cutting individuals or for beating them with the other end. Generally employed by the Igmarin military.

Sidesword
A more militaristic version and precursor of the rapier, these efficient weapons are useful against individuals wearing both armor and cloth. Fighting style generally favors a slashing action and Sideswords are often wielded in conjunction with a buckler on the arm. A Sidesword may be used in conjunction with the Weapon Finesse Feat.

Claymore
Generally Claymores are a type of greatsword, but their excellent smithing has produced weapons that hit quite hard when applied correctly. These weapons are excellent for any aspiring adventurer, and are relatively easy to obtain, but moderately difficult to wield.

Carbine
One of the many revolutionary technologies of the Kalari, the technology behind these mystical boomsticks have been recently uncovered in Kalari ruins. A Carbine is capable of shortening it's stock for a reduction in range, but an increase in effective damage. This process may also be reversed, and the Carbine may be increased in length for greater range, but less damage. It takes a move action to change the stock of a carbine.

Longblaster
Developed by Ghost Elves, these weapons are akin to tactical sniper rifles. Capable of neutralizing any target at ranges far exceeding even the best longbows, these have become the weapons of choice for assassins. Unfortunately, accuracy comes at a cost, and a Longblaster must be fired from the prone position or the wielder takes penalties for their inaccuracy. A wielder takes a -4 penalty for firing a Longblaster while standing, and a -8 penalty for firing it on the run with the Shot on the Run Feat.Chapter Eight: Organizations of the WorldInsert Text HereChapter Nine: The Bestiary and Institute of ZoologyInsert Text HereChapter Ten: Threads of a Prophesy ~ A Campaign in the world of Kal'arunInsert Text Here
So, does anyone have any questions? Comments so far? Suggestions? I don't really expect very many people to post here, but if they did, then they have my thanks. Additionally, I would like to note that this project is meant to be free of charge, and anyone may use my material (provided they consult me first. It may or may not be finished.) My developer list is coming along nicely, but it will be added in another post.

Neftren
2008-03-11, 07:05 PM
Developer's To-Do List:
The Windsinger
*Another PrC for Tilwari Casters

Carrion_Humanoid
2008-03-11, 07:08 PM
Well, do you have a map, or at least a sketch of one? Im sorry but I am very big on visuals and Im wondering if perhaps you had one in progress or something.

Vadin
2008-03-11, 08:23 PM
:eek:

Are you sure this is in progress?

I mean, WOW. That's a lot of material.

Happy to try and help, though. Always a big fan of chaos vs. law.

Any idea when the Antisiphon Siphon will debut?

Neftren
2008-03-11, 09:08 PM
Well, do you have a map, or at least a sketch of one? Im sorry but I am very big on visuals and Im wondering if perhaps you had one in progress or something.

Yeah, but it's currently crudely drawn in AI. Working on adding labels and everything for publication.


Are you sure this is in progress?

I mean, WOW. That's a lot of material.

Happy to try and help, though. Always a big fan of chaos vs. law.

Any idea when the Antisiphon Siphon will debut?

Yeah, definitely. Check out all the blank spoilers and you'll see why.
Yep, 29856+ characters I believe. That's pre fluff. I have yet to copy and paste that in there.

The Antiphon Siphon will debut when I finish the Windsinger.

Lord Tataraus
2008-03-11, 09:14 PM
It's nice to see you admit to stealing my idea:smalltongue: , even though this is more of a "look at my project development" rather than a "lets make a project together", not that there's a problem with that. Though I am starting to miss my CoG banner...

Anyway, I must say this is amazing. You've done quite a lot and don't need much help except encouragement to keep the ball rolling. If you need any particular suggestions, I'd be glad to help out.

Neftren
2008-03-11, 09:16 PM
It's nice to see you admit to stealing my idea:smalltongue: , even though this is more of a "look at my project development" rather than a "lets make a project together", not that there's a problem with that. Though I am starting to miss my CoG banner...

Anyway, I must say this is amazing. You've done quite a lot and don't need much help except encouragement to keep the ball rolling. If you need any particular suggestions, I'd be glad to help out.

Well to start, I need major revisions to be done on the Windsinger in my Sig. The main reason I didn't want people making stuff up about the world is well... it is my brainchild.

If you want, I can draw you a banner like mine. Just tell me what you want in it and such.

ArlEammon
2008-03-11, 10:15 PM
May I suggest the gods of Core D&D being former mortals. This way, you have a whole lot of epic ancestors for the basis of religions

Neftren
2008-03-11, 10:18 PM
May I suggest the gods of Core D&D being former mortals. This way, you have a whole lot of epic ancestors for the basis of religions

Sounds interesting... hasn't that been put forth in Deities and Demigods somewhere?

Neftren
2008-03-12, 08:16 AM
Okay, I've decided I need to revisit the deities real fast, for favored weapons and such. Should I homebrew a new weapon for each deity, or just assign standard weapons? I figured new weapons would make it a bit more flavorful, but standard weapons makes it easier to play with.

Lord Tataraus
2008-03-12, 09:08 AM
Okay, I've decided I need to revisit the deities real fast, for favored weapons and such. Should I homebrew a new weapon for each deity, or just assign standard weapons? I figured new weapons would make it a bit more flavorful, but standard weapons makes it easier to play with.

Or you could take an existing weapon and rename/re-flavor it. Not completely of course, but say like the longsword in your world is more like a maquahuitl (http://en.wikipedia.org/wiki/Macuahuitl). Mechanically its the same, but it looks and is wielded differently.

Vadin
2008-03-12, 02:41 PM
It's nice to see you admit to stealing my idea:smalltongue:

In a month or so, I'll be doing it too...:smallredface:

Really good races, by the way. One question, though:

Humans?

Neftren
2008-03-12, 04:20 PM
Humans exist, but as a minority in the world. Igmarins are the majority.

Neftren
2008-03-13, 09:59 AM
Okay, adding Favored Weapons now. I think I'll go with Core stuff, so...

Longsword
Axe
Dagger
Quarterstaff
Longbow

I will also be homebrewing the following weapons:

Claymore
Longrifle/Longblaster (Magically Powered Guns)
Another take on the Spellshot Pistol from somewhere in this forum.

and much more to come.

Neftren
2008-03-14, 09:49 PM
Okay weaponry: from another thread crossposting.

New Weapons:{table="head"]Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type
Light, Simple Weapons|||||||
Dirk|10gp|1d4|1d6|x2|
--|3 lbs.|Piercing
|||||||
(1H) Martial Weapons|||||||
Backsword|20gp|1d6|2d4|x3|
--|8 lbs.|S/B
Sidesword|15gp|1d4|1d6|18-20/x2|
--|6 lbs.|Slashing
|||||||
(2H) Exotic Melee Weapons|||||||
Claymore|100gp|1d8|1d10|x3|
--|10 lbs.|Slashing
|||||||
Ranged Exotic Weapons|||||||
Carbine|400gp|1d6/1d4|1d8/1d6|x2|
30/50 Ft.|6 lbs.|Piercing
- - Moon Clip (5)|100gp|||||1 lbs.|
Longblaster|1000gp|1d10|1d12|x4|
200 Ft.|9 lbs.|Piercing
- - Moon Clip (5)|100gp|||||1 lbs.|
[/table]

Dirk
A blade between the size of a dagger and a shortsword, these weapons are perfect for those who wish to carry something of greater stature without openly revealing it. Easily produced in any smithy, these weapons are excellent for their cost.

Backsword
A single edge is sharpened on this sword. While not sharpened on both sides, these weapons are excellent for cutting individuals or for beating them with the other end. Generally employed by the Igmarin military.

Sidesword
A more militaristic version and precursor of the rapier, these efficient weapons are useful against individuals wearing both armor and cloth. Fighting style generally favors a slashing action and Sideswords are often wielded in conjunction with a buckler on the arm. A Sidesword may be used in conjunction with the Weapon Finesse Feat.

Claymore
Generally Claymores are a type of greatsword, but their excellent smithing has produced weapons that hit quite hard when applied correctly. These weapons are excellent for any aspiring adventurer, and are relatively easy to obtain.

Carbine
One of the many revolutionary technologies of the Kalari, the technology behind these mystical boomsticks have been recently uncovered in Kalari ruins. A Carbine is capable of shortening it's stock for a reduction in range, but an increase in effective damage. This process may also be reversed, and the Carbine may be increased in length for greater range, but less damage. It takes a move action to change the stock of a carbine.

Longblaster
Developed by Ghost Elves, these weapons are akin to tactical sniper rifles. Capable of neutralizing any target at ranges far exceeding even the best longbows, these have become the weapons of choice for assassins. Unfortunately, accuracy comes at a cost, and a Longblaster must be fired from the prone position or the wielder takes penalties for their inaccuracy. A wielder takes a -4 penalty for firing a Longblaster while standing, and a -8 penalty for firing it on the run with the Shot on the Run Feat.

Bitzeralisis
2008-03-15, 04:18 PM
*appears*

Hey there, Neftren. Looks like you got all your Polaris stuff organized into an overly long post with eighteen-and-a-half million spoilers. Good job. :smallbiggrin:

Hmm... the weapons seem fine, with the exception of the backsword; it seems a bit powerful for a one-handed martial weapon.

Neftren
2008-03-15, 04:22 PM
*appears*

Hey there, Neftren. Looks like you got all your Polaris stuff organized into an overly long post with eighteen-and-a-half million spoilers. Good job. :smallbiggrin:

Hmm... the weapons seem fine, with the exception of the backsword; it seems a bit powerful for a one-handed martial weapon.

try this thread:

http://www.giantitp.com/forums/showthread.php?t=74998

for updated weaponry.

Neftren
2008-03-18, 08:16 AM
Okay, weapons have been fixed, and the Backsword has been nerfed. An update is needed methinks, so I'll provide one below.


The Windsinger will be put on hold until I get my copy of C. Arcane back? That's the one with the Warlock class in it, and a friend suggested I base it off that.

So I'll start working on the Antiphon Siphon, which is what everyone seems to want to play at the moment.

alexi
2008-03-18, 11:26 AM
Claymore
Generally Claymores are a type of greatsword, but their excellent smithing has produced weapons that hit quite hard when applied correctly. These weapons are excellent for any aspiring adventurer, and are relatively easy to obtain.

grrr pet peeve here, a claymore is properly a backsword or broadsword, what most people call a claymore is a bastard sword not a greatsword and were pretty uncommon on the field of battle. and 6 to 8 pounds for a backsword side sword? try 3 to 4 pounds...

If your going for a scotts feel most would be armed with a targe and dirk or perhaps an axe or lochaber axe (poll axe) , upperclass would be armed with a backsword/broadsword/hanger and perhaps 1 out of 200 would be armed with a claymore.

Neftren
2008-03-18, 02:37 PM
Claymores are two edged. Backswords are single edged and generally a Katana is considered a backsword etc.. .

A Bastard Sword and a Greatsword are generally summed up as "Two Handed Swords" that do lots of damage when you hit a guy. That's basically what I'd put it as.

Remember that this is a setting, not real life, and if I say they're pretty common, then they're pretty common.

Neftren
2008-03-30, 01:23 PM
I'm going to start fluff creating in a new way I think. This is now being run as a persistent world campaign, but I'm not sure how to run it. Anyone have any suggestions?

Irrealist
2008-03-31, 06:14 AM
Suggestions as to what? How to run your campaign? Which part of the continent to start in? Your question is too general to be answered.

Good work on the flavor. The classes and races are more powerful than the standard ones, but it seems you don't really want to mix them, right?

Neftren
2008-03-31, 04:01 PM
I do want to mix them, but they're slightly more powerful than usual for a small reason. I'm trying to reduce magic influence and bring the game back to a reasonable mix of melee and magic. I figure just buffing something a bit is easier than nerfing it.

Bitzeralisis
2008-03-31, 08:11 PM
Perhaps I can assist you in your world creating?

Irrealist
2008-04-02, 10:55 AM
I do want to mix them, but they're slightly more powerful than usual for a small reason. I'm trying to reduce magic influence and bring the game back to a reasonable mix of melee and magic. I figure just buffing something a bit is easier than nerfing it.
I read this, then I look at the Saphkir's overchannel ability and think "wow, magic missile dealing 1d4+50 damage? Not bad for a 1st level spell, especially when healing is easy to come by."
I think the magic/melee imbalance is very level-dependent, at lower levels casters suck, and at high levels it will be hard to make melee classes so strong that they are balanced. And there won't be many fighters in your world. I don't have any good advice for you right now.

Neftren
2008-04-02, 02:22 PM
I read this, then I look at the Saphkir's overchannel ability and think "wow, magic missile dealing 1d4+50 damage? Not bad for a 1st level spell, especially when healing is easy to come by."
I think the magic/melee imbalance is very level-dependent, at lower levels casters suck, and at high levels it will be hard to make melee classes so strong that they are balanced. And there won't be many fighters in your world. I don't have any good advice for you right now.

The only thing is, no caster is going to have 50 hitpoints to spare. I doubt any caster would want to risk so much HP. The caster has got to be at least level 12-ish to have that much health (unless they have a higher HD or con bonuses), and subtracting so much would be potentially threatening. At 12th level any melee player can just charge and eliminate. Any ranged character will be guaranteed to kill the caster with greater range. It's pretty fair considering the cost-benefit analysis, from what I've heard in the Saphkir thread.


Ooh and Bitz, it'd be quite helpful if you did, but I have to get my paper finished first. :P