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  1. - Top - End - #271
    Ogre in the Playground
     
    Wyntonian's Avatar

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    Default Re: A complete N00bz first try at world-building...

    Level 5

    Alinys and Gracediana, Ashes of Magic
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    Level: 5

    Binding DC: 24

    Legend: Alinys and Gracediana were both best friends who lived together in a human settlement, and they always were amazed by magic. They could discuss for hour about spells, the origins of these powers, components and formulas. Unfortunately, their village strictly forbid magic, as the villagers were actually survivors of a mad wizard attack years ago; their souls were hardened by such a hatred.

    One day, a group of adventurers passed by their village for a halt. Two of them were mages, a follower of flame and another of the earth, but as soon as they showed their spells, they were expelled at pitchfork points and thrown rocks. Yet in their escape, each of them dropped a book. Alinys and Gracediana witnessed the entire scene, and they stole the books before the rest of the village noticed the items.

    Back at their home, they cracked the books open and perused through them, with both amazement and fear. They knew they had broken the rule. Alinys and Gracediana made a pact: to learn the books’ magic under everyone’s noses. During 5 years they read, practiced and mastered these forbidden arts. Alinys learned to be a red mage, as her book was filled with diagrams on the motions and secrets of flame; Gracediana took the path of the healer, as her chosen tome was filled with instructions on the healer's art and the complex restorative powers of the earth.

    They left their home village for 5 long years in order to pursuit their work. Regardless of their chosen paths, both girls remained close to each others, and many had notice this forged friendship of theirs. Their return was quite acclaimed and celebrated by the villagers, as they missed their company, yet one villager remained skeptical: the settlement mayor’s son.

    On one night, the boy went to the girls’ home and peeked through the basement’s windows. To his surprise, he found the girls drawing signs and reciting arcane formulas, along with some foreign spell components. The next night, the mayor’s son brought his friends to witness the truth. They blocked every door with debris and threw through the windows blazing torches and barrels. The girls’ house burned up in smoke in minutes, and the criminals fled the scenes before the rest of the villagers came to investigate to put out the brazier.

    Alinys and Gracediana were trapped inside the inferno and unfortunately, none of their powers could help them. In their last moments, they locked themselves in each other’s arms and recited a special incantation before losing consciousness and falling on the floor, lifeless.

    What remained of the house were ashes and charred wood beams, with no sign of Alinys and Gracediana. The villagers found also bits of scrolls and books. As he discovered the truth with its comrades, the mayor was shocked by the infraction the girls made, but shed tears as he didn’t want this to happen. A proper funeral was made in their memories, and the magic restriction was lifted and the mayor even encouraged the villagers to follow the path of the mage, in their honor.

    Alinys and Gracediana were reborn as a single spirit, as their friendship continued to shine.

    Manifestation: As you finish to draw the sign, fire erupts from the markings. Suddenly, a large black and white flame bursts and flickers from the center. Slowly, the flame wears down and reveals two comely human women, embraced in each other arms, eyes closed and facing each other. Alinys appears as a maiden with long dark brown hairs and dark azure eyes. She wears a tight black shirt, a knee-high skirt, a flowing cloak and half-calf leather boots. Gracediana appears as a lady with shoulder-length blond hairs and deep emerald-colored eyes. She’s dressed with a white robe, a surcoat tied with a silk rope belt and white leather boots. They turn their heads toward you and gently ask your commands. They speak with a soft voice, and they take turn telling you what you need.

    Sign: Your eyes change colors. The sclera of one of your eye turns clear white and the pupil becomes pitch black, while the sclera of your other eye turns jet black and the pupil becomes pure white. Your vision, as well as darkvision and low-light vision, is unaltered.

    Influence: Under the girls’ influence, you share a strong curiosity for magic. You peek into spellbooks, scrolls, alchemy labs, as well as magic items. You also feel a kinship for spellcasters; you do everything to protect them, and you retain yourself from hurting one. In combat, you must always attack a non-spellcasting opponent before attacking a spellcasting one.

    Granted Powers: The girls grant their binders a portion of both their talents of magic.

    Ray of Healing: The binder can shoot a black or white ray at any target within 60 feet as a ranged touch attack. The black ray deals negative energy damage and the white ray deals positive energy damage, and both rays deal 1d8 points of damage per 2 binder levels. Negative energy heals undead creatures and hurts living creatures, while positive energy heals living creatures and hurts undead creatures. The binder chooses which ray to use, and must wait 5 rounds until he can shoot again.

    Knowledge of Witchcraft: You gain a special bonus to Heal, Knowledge (arcana), Knowledge (religion) and Spellcraft checks equal to half your binder level.

    Hurt to Heal: The binder can be healed by negative energy in response of a spell or similar effect, like a undead creature. He may activate this ability as an immediate action, but must wait 5 rounds until he can do so again.

    Share the Pain: The binder may physically or spiritually interpose himself between an ally and a source of danger. As an immediate action, he may choose to take half the damage received for an allied creature. Once per day, he may choose to take full damage, thus negating an ally’s damage.



    Sami, Father of the Spirit Island

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    Level: 5

    Binding DC: 24

    Legend: Sami ruled an island nation that was famous for the spirits that dwelt among its people. His subjects referred to him as "father" or "Papa-Doc" in their native language. Sami wielded great power, both temporal and spiritual. He reigned longer than a normal man could live, thanks to his command of magic.

    Sami protected his nation from its more powerful neighbors. He entered alliances with foreign kings and played his enemies against each other. He made himself rich this way. His people did not benefit from his wealth or from his power.

    Ultimately the spirits abandoned Sami and he died. Some say he tried to live on through his young son. But the son never displayed any of the power that his father commanded. This lead many to believe that Baron Sami had failed in his attempt to pass his soul into his son. They say that is why he is now a vestige.

    Special Requirements: The binder must pour a pint of alcohol or place burning tobacco onto Sami's seal.

    Manifestation: Sami appears as a finely dressed man with dark skin and white hair. Drums play in the background as he appears. When Sami speaks smoke comes from his mouth.

    Sign: Smoke issues from the binder's nose and mouth at all times, as if he is smoking a cigar. The smell of the smoke remains in an area for one hour after he leaves it. Creatures with the scent ability gain a +8 bonus to track the binder if they know of the connection between the binder and the smell.

    Influence: Sami's cunning makes the binder very secretive and self-protective. The binder is cannot volunteer information about himself and must evade direct questions or lie. In addition, the binder will not reveal the extent of his powers unless he has to.

    Granted Abilities: Sami gives binders powers of necromancy and charms.

    Animate Dead:The binder can cast Animate Dead once for every four effective binder levels. The undead last as long as Sami is bound. They crumble to dust afterward. The binder can do this once every five rounds. The binder must show Sami's sign to use this power.

    Remember Nothing: The binder can cast the Forget spell at will.

    Father Wills it: The binder can cast Suggestion, as the spell, once per five rounds.

    Father Endures: Sami grants +2 to saving throws against necromancy and charm effects.

    Papa's Displeasure: If the binder knows the name of the victim or has a possession from the victim he can cast Bestow Curse from one mile away. Blood, skin and hair count as possessions of the victim and impose a -1 penalty on the save. If The binder does not know the victim's name or have a possession he can only bestow a curse as a touch attack. This can be done once per five rounds. The binder must show Sami's sign to use this power.


    Mirot, The Silted One

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    Level: 5

    Binding DC: 25

    Legend: Whoever Mirot was literally lost to the sands of time. What little knowledge that has survived did so in church manifests collected by priests, sages, and binders in the aftermath of the empire’s destruction. All that is written is the empire he willingly served was washed away in a rain of colorless fire and burned until all that remained was dust and ruined, seared stone. Mirot stayed to evacuate survivors as an oath to the pantheon of his empire. This ultimately was his undoing as one folly sealed the fate of his empire, his own impending folly would seal his fate in an intersecting fashion. What was obliterated to many sages and binders is Mirot attempted to undo the damage to some degree via a time-traveling hourglass. His abuse of the device lead to his failure as he and his temporal counterparts were torn asunder in a series of haphazard paradoxes. His patron, a god of time and tedium, allowed the ravages of time to dissolve his counterparts until his prime body, anchored to the hourglass, decayed into dust and was blown onto the wind. Now a vestige and a chronological anomaly with no past or present to call his own, Mirot is unable to rest until the last survivor of the once-cherished empire he served is rescued.

    Special Requirements: The seal must be drawn or traced on surface covered in ash, dust, or sand. A minor magical device, a historical relic, or a book of ancient lore must be placed in the center of the seal. This item ignites in an invisible flame and crumbles into dust. From this dust, Mirot raise and face the binder. Mirot will not answer a summons if the binder fails to place such an object in the seal.

    Manifestation: A middle-aged wizard composed of ash and dust but draped in rich robes and clothing of status and power rises from the seal. Cracking flames, soft cries of anguish and persistent rhythmic ticking can be heard around the manifestation from any possible angle or position. The manifestation will say and nods if expecting the binder to agree with him; “There are many more to be saved.”

    Sign: Loose sand falls from your body while bound to this vestige. Your throat is constantly parched and you drink water at double the quantity (water, tea, alcohol, etc.) frequently.

    Influence: If there comes a time to search for or salvage something of historical value, lost artifacts, discarded lore, etc., then that action must be taken first. If survivors of a devastation or catastrophe can be rescued, then that action will be taken first and all healing magics will be provided to them first before all other tasks including the health and welfare of the binder.

    Granted Abilities: Mirot can the binder arcane knowledge and ancient lore as well as the ability to damage his enemies with the heat of the desert or transform himself into a creature of sand.

    Arcane Spells: The binder gains some of the arcane power Mirot acquired in the last months of his existence via the spell mastery feat. Without the need for spellbook, the binder can read magic for the duration of the pact, cast locate water four times per day, levitation three times per day, and shrink item twice per day, and Leomund’s Secure Shelter once per day. This cluster of arcane spells works at binder’s current experience level and uses his charisma modifier to determine spell duration, effect, overcoming spell resistance and saving throws.

    Body of Dust and Sand: While bound to Mirot, the binder becomes a dustform creature. See Sandstorm, pg. 161.

    Knowledge of the Forgotten Sands: Mirot knows the secrets and lore of many lost empires. While bound to this vestige, the binder gains a +6 circumstance bonus to any Knowledge skill and a +5 insight bonus to his Survival skill.

    Mirot’s Parched Touch: The binder gains the Desiccating Touch ability as if he were a Walker of Wastes of the same level. Information on the Walker of the Wastes can be found in Sandstorm, Pg. 90.

    The Searing Devastation: If bound to a wizard or sorcerer, then those particular classes gain access to the searing feat as per Sandstorm, Pg. 53, and any spell you cast carries the fire descriptor. This meta-magic feat requires the additional spell to work. If the binder is neither and wizard or sorcerer, then any weapon or magical item that inflicts damage is consider magical for the purpose of overcoming damage resistance and caries the fire descriptor for as long as the binder has it in his grasp.


    Faint, the Thief of Knowledge

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    Level: 5

    Bind DC: 35

    Legend: Faint, as the few tomes which mention him put it, was a masterful thief in some long-distant time, who honed his skill to where the theft of mere items was too simple a task for him. He pushed on into the realm of thieving directly from the minds and souls of those he preyed upon, first becoming a thief of spells, and then on to steal thoughts, memories, emotions, and dreams. So fantastic was his ability that he began to grow complacent and cocky, strolling straight into the places he sought to steal from, plucking the memory of his passing from any guards who saw him. It was this very cockiness that was his undoing, as one day he sought to steal from a wizard whose skill with constructs was a marvel; Faint failed to take into account that a construct has no mind to steal from, and so the masterful thief found himself hunted through the wizard's tower by creatures from whom he could neither hide not escape. It was also the moment of his ultimate theft, as when the rogue was cornered by the constructs, in an attempt to escape and preserve his life, he stole all knowledge of himself from the world, and in so doing stole himself from existence; in the space between heartbeats, he consigned himself to the empty realm where vestiges dwell.

    Special Requirements: Faint will not answer the call of any who have bound a construct-like vestige.

    Manifestation: A whirling storm of paper scraps, arcane energy, and psionic energy arises from the seal, dissipating after several seconds to reveal a tall, thin humanoid figure covered from head to toe in shadowy grey. No skin is visible, only a pair of glimmering green eyes that seem to sparkle with a lust for knowledge. Faint's voice is never heard, with any words he speaks manifesting directly as memories of having heard the Vestige.

    Sign: Faint's mark upon the binder takes the form of a pair of gloves of solid shadowstuff that layer over the binder's hands, gloves, or gauntlets.

    Influence: Faint is envious of secrets held by others, and drives those who bind him to try to unearth secrets held by others, while guarding their own.

    Granted Abilities: Faint grants his binders some of the immense skill of subtlety and magic of the mind thief himself.

    Theft of Thought: The binder gains the use of the Psionic Dominate power; for every four effective binder levels, the binder gains the use of an additional two psionic power points to invest in the power; this may not be used to affect multiple targets, but is otherwise identical to the psionic power. Once the use of this ability ends, it may not be used for another five rounds.

    Spelltheft: When a spell is being cast within 30' of the binder, he may choose to make a Spellcraft check as if identifying the spell; if successful, the spell's energy is siphoned off and stored in the caster until the next round, when he may choose a new target for it; if the spell is not recast, the energy dissipates harmlessly. This ability is usable only once every five rounds.

    Out of Sight, Out of Mind: When attempting to hide from hostile creatures, the binder may attempt a Bluff check instead of a Hide check, opposed by the Sense Motive of the opponent. If successful, he steals all awareness of his presence from his victim's mind. This ability is only usable once every five rounds, and is a mind-affecting ability.

    Rogue Scholar: The binder is able to make Knowledge checks as if trained, gaining a bonus to the check equal to one-half their binder level, rounded up.


    Ithaqua, the Wind Walker
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    Level: 5

    Binding DC: 27

    Legend: Said to have come to the frozen north along winds that travelled between the stars and earth, Ithaqua is a terrible hunter of all things living. When it walked the snows, sacrifices were laid out in hopes that it would take them and leave the hunters alone. Such was not always the case, and finally a circle of brave shaman and spirit-touched men went forth to banish the Wind Walker. It is unknown what happened, the people of the north say Ithaqua was sent along a wind back to the stars, at the cost of all the lives of those who went to stop him. Binders whisper that he was banished, but as the aetheric currents move, Ithaqua will become stronger, claiming those foolish enough to call on him as his new body.

    Special Requirement: Ithaqua's circle must be drawn in the blood of a freshly killed mammal.

    Manifestation: A horrifying giant with a roughly human shape and glowing red eyes, his hands dripping blood. Around him the blizzard winds blow, waiting to be released.

    Sign: Those binding Ithaqua have their eyes glow an unholy red, and their hands and teeth are stained lightly red, as if with blood.

    Influence: Bound to Ithaqua, a binder must kill at least one sentient being per day.

    Granted Abilities: Ithaqua grants his binders the ferocity of a hungry predator and control over the arctic wind to which he is bound.

    Hunter of the North: The binder gains the trackless step feature, which applies in natural settings, or anywhere where snow covers the ground.

    Wind-Walker: Those bound to the Wind-Walker may Air Walk, as the spell, at will.

    Bloody Hands, Bloody Mouth: Ithaqua grants his binders claws to rend their enemies, which do 1d10 damage per strike and qualify as magical and evil for the purposes of overcoming damage reduction. As a bite attack, the binder may deal 1d8 damage, this attack suffers no penalties in a grapple. You cannot use this ability if you do not show Ithaqua's sign.

    Wind of Boreal: As a standard action, a Binder may summon freezing winds against their enemies. This wind deals 1d6 cold damage per 3 effective binder levels, a reflex save halving the damage. This has a range of 50 feet + 5 feet per effective binder lvel Additionally, a fortitude save must be made, or the target suffers a -2 penalty to attacks, AC, and skill checks due to cold. Spells or equipment which aid resisting the cold aid against this effect, or negate it, depending on the spell, creatures with cold immunity take no penalty, while those with cold resistance gain a +4 circumstance bonus.


    Wymitanuk, The Beast in the Wind
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    Level:5

    Binding DC: 26

    Legend: Centuries ago, a small village whose name is now lost to history sat on the fringes of a forest that no person dared enter for fear of the ancient spirits of hunger and madness, the wendigo. During one long winter, a famine set in, drawing the creatures closer and closer. When it looked as though they would be faced with being annihilated by these vile hordes a champion, Wymitanuk, from within the people arose and pushed back the creatures to their resting place, and without question took up the mantle of protector of this village. For years he protected the people of this small community until one day he fell victim to a winter madness from which the people knew there was no recovering. He slowly transformed into one of the horrible beasts he had given his life to fighting and soon began to stalk the townsfolk, hunting those he swore to protect. With their strongest enemy evidently gone the wendigo began to amass and after some time swarmed the village in a bloody fury. When they thought all was lost Wymitanuk, long since turned into one of the horrible creatures, appeared in the path of the horde and began to fight back, ignoring his enemies superior numbers and his ultimate futility. In the last moment the before he fell, the former hero exploded into waves of energy, killing the monsters attacking his people. As the people searched for his body among the dead monsters they were curiously unable to find it. It is said that even now he watches over them from the stars, protecting them from the horrors of the forest.

    Manifestation: You hear a variety of whispers, male and female, old and young which build up in a crescendo, then stop as soon as they began. A form darts past the interior of the seal, too fast to be recognized but eventually settles into view. A man, about 6 feet tall, hovers a half foot off the ground, where his feet would be are now charred husks. The man's features are more primal, and are vaguely animalistic. As he moves his form blurs and distorts and its voices is disembodied . As the pact comes to a close the form starts wheezing and rays of light shine from cracks on its body, which explodes when the pact is finalized.

    Sign: When you move more then 10 feet in a round you trail a fine white mist, not unlike fog or the mist that flows off of sublimating dry ice.

    Influence: You become quite and observe and almost predatory. You prefer to hide in the shadows and sneak around rather then overt confrontation.

    Granted Abilities: All these abilities granted let you confuse and disorientate your opponents, like the tactics of the wendigo.

    Wilderness Adaptability:
    -You gain resistance 10 cold
    -You are not required to make Fort saves for forced march
    -You receive a +2 to survival checks.

    Wind Whisper: You may add your binder level to all Hide and Move Silently checks. The wind stirs and covers the sound of your movement and the shadows obscure your form.

    Corner of the Eye:
    -When you are stalking, tracking or otherwise following an opponent while concealed they take a -2 penalty to all Wis based skills and checks as they succumb to paranoia.
    -You mat also cast Ventriloquism 5/day.

    Wind Walker: As a move action that does not provoke attacks of opportunity you become wispy and foglike, gaining the incorporeal subtype, a deflection bonus to AC equal to your Cha modifier and an incorporeal touch attack that deals 1d3 Wis damage. While useable at will you can only remain in this state for a number of rounds equal to 1/4 your binder level, at which point you become corporeal and are unable to use this ability again for ten minutes. At lvl 13 you can change as a swift action. You must wait 5 rounds to change back into the incorporeal state after you leave it.

    Surge of Redemption: As the champion overcame his dark side and saved the villagers, you too can make a final stand. Once per day you can create a burst of retributive energy that damages all enemies in a 60 feet burst centered on you as a standard action. This attack deals 1d4 damage per binder level to all creatures in the area, if you are at half health it deals 1d6 per binder level, if you are at one-quarter health it does 1d8, if at exactly 0 Hp you deal 1d10, if you have the diehard feat or similar ability and are thus in the negatives it deals 1d12. Regardless of your health before initiating this ability your health is set to -1 and you are immediately stabilized.


    Here's a couple more. And Vassago's weird title, like most of the weird inconsistencies are a legacy of a completely different story that I rewrote. I think he was some sort of thief of gods that was trapped in a web of contrasting theologies or something. I like mine better.
    Last edited by Wyntonian; 2011-09-05 at 12:23 PM.
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  2. - Top - End - #272
    Ettin in the Playground
     
    Eldest's Avatar

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    Default Re: A complete N00bz first try at world-building...

    Why is Vassago "the weak strand"?
    LGBTA+itP

  3. - Top - End - #273
    Titan in the Playground
     
    Yora's Avatar

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    Default Re: A complete N00bz first try at world-building...

    Why havn't I noticed this before?

    Quote Originally Posted by Wyntonian View Post
    *NO magic trains. abso-f***ing-lutely not. Or steam-powered airships. Or elemental wind-powered sailboats.

    * No, the world is not ruled by magic dragon ponies, or even a Magocracy. It is ruled by regular old people/elves/dwarves/whatever, or simply not ruled at all. I.E, no kingdoms of evil black dragons and their lizardfolk servants.

    *I am definitely not a fan of the default/vanilla D&D deity/objective morality system. Morality is essentially subjective, so a "magic circle against Evil" should really only force people who consider themselves evil to be repulsed by being forced to see the actions of their crimes.....or something. Gods are essentially unknowable, so clerics function more like sorcerers (who still prepare their spells the same way, use divine lists, etc), or through great personal effort to attain skills that seem somewhat magical.

    *I would definitely like to use some nonhuman fantasy races, but not the whole goddamn list provided by the book. A half-orc character... probably not as a player.

    *This will NOT be a hack-and-slash. I'm not looking for tales of courtly intrigue and diplomatic maneuverings, but i'd like some moral decisions and multiple options. Does the party join the angry townsfolk to avenge the missing child, or do they go talk to the orc tribe to find out if they were involved, or look for her themselves? Peacemaking should be difficult, but as rewarding as just going in guns blazing.
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  4. - Top - End - #274
    Ettin in the Playground
     
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    Default Re: A complete N00bz first try at world-building...

    Ok, I read through the level 5s, and they all seem good except for a few missing words here and there, which I'm a bit too tired to pick through for. The one problem is Pangloss, he seems really weak compared to the others.
    LGBTA+itP

  5. - Top - End - #275
    Ogre in the Playground
     
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    Default Re: A complete N00bz first try at world-building...

    I agree than Pangloss is a little underwhelming. I'm thinking about just bumping him down a level. And really, there's no rush on these, school and such is starting up soon and I'm pretty relaxed about this.


    And Yora, I am both flattered and glad you approve. I know it's a long read, but I'd encourage you to look through what we've done so far. It's always lovely to have a fresh set of eyes on a project like this.
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  6. - Top - End - #276
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    Default Re: A complete N00bz first try at world-building...

    I just realized that the map you made reminds me of a poat-nulcear holocaust series of novels by Paul O. Williams. Now that I think of it...you may wish to read the books. AFTER you finish developing your game setting, of course.
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  7. - Top - End - #277
    Ogre in the Playground
     
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    Default Re: A complete N00bz first try at world-building...

    Sorry for my weeks of absence, school and the cross-country season have both just started, and I've got a bit of a bit of a heavy course load. Also, I've salvaged as many as I could, but level 6 was fairly underwhelming as Vestiges go. Here they are:

    Level 6

    Lorken, The Beshadowed Lord
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    Level: 6

    Binding DC: 25

    Legend: Lorken was once an evil lord over a fief in Soleh, where he brutally tyrannized his peasants. He was on poor terms with the church, partially because he refused to pay them any taxes, and partially because he was a student of the dark and profane arts. He had but three knights serving under him, one of whom was Orion. After many years, Orion grew increasingly incensed against his lord's evil ways, and the cruelty with which he treated his daughter, who was also Orion's love, the lady Arynn. Together the lead a revolt that slew the two other knights, who had been seduced by their masters promises of power, and fought Lorken himself. Orion finally ran the dark lord through on his sword, but was gravely injured. Arynn nursed him back to health, at which time he was selected by the King-Archbishop to succeed Lorken as lord of the fief.

    Special Requirements: Lorken will not answer to a good binder nor will he answer to a binder who has hosted Orion, or Arynn or in the last 24 hours.

    Manifestation: Lorken appears as a black-haired, harshly featured man in black-enameled chainmail, or as a vicious black boar with red eyes.

    Sign: Your chest has a short scar that extends along the line between two ribs on the left side. Your back has an identical scar, as if you had been run through with a sword.

    Influence: Ganon is a ruthless tyrant and expect tactician. You take your time to plan an exploration, rescue or siege. You also tend to snarl when around young couples.

    Granted Powers: Ganon spent his life studying the dark arts, and grants his binders his talents.

    Dark Magic: You gain the warlock’s eldritch blast, except the damage is equal to 1d6 points of damage per 3 binder levels. You do not gain any invocations, blast shape or otherwise.

    Dark Channeling: You can as a swift action, once every 5 rounds, channel your eldritch blast into a melee weapon, and the next successful attack with this weapon deals both the weapon damage and the eldritch blast damage against the recipient of the attack.

    Shape of Darkness: You can assume the form of a fiendish dire boar as a standard action once per day per 4 binder levels, as the shapechange spell, with an effective caster level equal to your binder level.

    Dark Prowess: You can a +2 enhancement bonus to Strength and Constitution. These bonuses are also applied to the Shape of Darkness.



    Gilgamesh, the Tyrant
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    Level: 6th

    Binding DC:
    26

    Special Requirement: Yes

    Legend: Gilgamesh was once a great and fearsome king long, long ago, across the Endless Ocean from Patria. He was renowned for his wrestling skill and his bravery, which he used to enforce his rule. He was known to be a child and servant of the Old Gods, and fought bravely against the many foes that challenged his city.

    Special Requirement: Gilgamesh is only willing to bind himself to someone that can rule with force and demand obedience from others as he once did in his life. Anyone wishing to bind Gilgamesh must have at least 5 ranks in Intimidate.

    Manifestation: At first he appears as a tall, handsome, very muscular man with long, golden hair and a full, golden, ringleted beard. He wears kingly robes, a bronze skirt that covers his lower torso and his upper legs. On occasion he is known to appear with a wild beast choking in his grip.

    Sign: The binder's height and weight both appear to increase by 20%, though this does not increase the binder's strength nor does it change his size category. In all instances, it simply appears to others that the binder is a mere larger version of himself than before.

    Influence: As a vestige, Gilgamesh's nature has not changed since his death except for the fact that he is more furious and tyrannical than ever before, as if that wasn't already possible. Gilgamesh's influence on the binder is his domineering will and chance to feel the power he once had. He refuses to listen to the commands of another and refuses negotiating and pointless subtlety. If the binder uses a Bluff or Diplomacy check for the purpose of social interactions or negotiations, the binder suffers the penalty that vestiges bring on the binder. Only the use of the Intimidate skill satisfies Gilgamesh's desires.

    Granted Abilities: While bound to Gilgamesh, you gain the powers his worshipers knew and hated him for.

    Gilgamesh's Strength: As once a champion of strength and athletic prowess, you gain a +4 bonus to Strength.

    Gilgamesh's Wrath: Gilgamesh was known to show his displeasure in the form of lightning strikes. You can deliver a set of lightning strokes once per round as a standard action against foes within 10 feet per effective binder level. The lightning bolt deals 1d6 points of damage (or 1d10 in a stormy area) per three effective binder levels. You can conjure one bolt at a time, plus one bolt per 5 effective binder levels. No more than one bolt can strike an opponent each round. Once you have used Gilgamesh's Wrath, you cannot do so again for 5 rounds.

    Overbearing Might: Due to his tyrannical and iron-fisted rulings, you receive a boost to your Intimidate checks as a competence bonus equal to your effective binder level.

    Supreme Wrestler: Wrestling was a martial art that Gilgamesh had mastered. You gain the Improved Grapple feat and you are considered one size category larger for the purpose of grappling (for a total modifier of 8+BAB+STR). Also, your unarmed strikes deal lethal damage as if you are one size category larger.

    Tyrannical Might: This ability functions like the Greater Command spell. Your caster level is equal to your effective binder level and the save DC is Charisma-based. Once you have used Tyrannical Might, you cannot do so again for 5 rounds.


    Ourar, Mother Ocean
    Spoiler
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    Level: 6

    Binding DC: 27

    Legend: Ourar is, was and always will be the spirit of the immeasurable mother ocean.

    Special Requirement: Ourar's binder cannot stand on solid ground when calling her.

    Manifestation: Ourar appears as a motherly woman, whose eyes reflect the depths of the sea. The smell of salt water follows her when she appears, and the ground around her is transmuted into the bottomless depths.

    Sign: The binder's eyes gain an unnatural depth to them, those looking at the binder's eyes may see the depths of the sea.

    Influence: Those under Ourar's influence become the mother to the world. When treated with respect they must behave, if mistreated a binder must take revenge on those who were disrespectful of the seas.

    Granted Abilities: Ourar grants her children the caress of the waves, and the force of the crushing depths.

    Breath of Water: The binder gains the benefits of the Water Breathing spell at will.

    Body of Water: Becoming as endless as the ocean, a binder becomes nearly immune to slashing or bludgeoning damage. They are treated as if underwater when attacked with such weapons, giving attackers a -2 to their attack rolls, and halving all damage. Any effect which allows a person to function normally under water negate this power.

    Sea's Embrace: Still a mother, Ourar holds bounty for all. When near a body of water, the binder may summon food and purify water enough to feed a number of people equal to half their binder level. If there is no water, a binder may create water as the spell, although no food will appear. This power may only be used three times a day.

    Crushing Depths:
    It takes a great deal to anger the ocean, but when pressed, the seas crush those who think to master them. The binder may target up to one creature per turn with the pressure of the seafloor as a standard action. A target with any water in their body (some non-biological constructs and elementals, such as air, stone and fire, are immune) takes 1d6 damage per 2 effective binder levels, half with a successful fortitude save. Aquatic or water subtypes, or targets in the water, take 1d10 per two effective binder levels damage. Once used, this ability may not be used again for 5 rounds.


    Gio, The Gambler
    Spoiler
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    Level: 6

    Binding DC: 20

    Legend: Gio was once a canny professional gambler, the son of a noble of Marcelena. He spent his life making money, losing money, swaggering in and running away. After his death at the hands of a debtor, he did not cease to play his games.

    Special Requirement: Either a die or a playing card must be flipped into the middle of the seal.

    Manifestation: Before the die or card touches the seal, Gio appears and picks it up. He tosses the die between hands or examines the sides of the card before addressing the binder.

    Sign: Your hair (if you have any) becomes bleached blonde. You have a strong tendency to participate in games of chance.

    Influence: You become obsessed with gambling, and always participate in games of chance. Also, if you have the Pact Augmentation ability, you must choose the luck bonus on saving throws.

    Granted Abilities: Gio gives the binder power of luck, chance, and time.

    Granted Weapon: As a swift action, you may create a single +1 Keen Shuriken. You are considered to be proficient in its use, but only with those that you create. The shuriken disappears at the beginning of your next turn.

    Lucky: At the beginning of your turn you may designate a luck bonus on any one of the following: Attack rolls, damage rolls, skill checks, caster level checks, or saving throws. This bonus lasts until the beginning of your next turn. The bonus is equal to your Charisma modifier (minimum +1).

    Rig the Game: Once every 5 rounds you may use either Haste or Slow as a spell-like ability. Caster level is equal to your binder level and the save DC is charisma-based.

    Incurable Charm: As a charming rascal, Gio allows his binders to cast Dominate Person once every five rounds.

    Cheat: While bound to Gio, you may reroll a number of d20's per day equal to your Charisma modifier, before learning whether the result was a success of failure.



    Protip: Yes, Lorken is a refluffed Ganon. I'm ok with that. I don't feel like it's too obvious.
    Last edited by Wyntonian; 2011-10-10 at 10:57 PM.
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  8. - Top - End - #278
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    Default Re: A complete N00bz first try at world-building...

    So.... After two weeks, I'd think I'd get some sort of response. I'll just finish up the level seven and eight folks, then. And move on to the net thing, whatever that might end up being. I don't know what else I really need to do before compiling this.
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    Default Re: A complete N00bz first try at world-building...

    ... I thought I had responded. I pushed the submit reply button and everything...
    I'll (re)review them tomorrow after I've gotten some sleep.
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    Default Re: A complete N00bz first try at world-building...

    Oh, yeah, no worries. I've selected which of the next two levels I'll use, now it's just to refluff them and do some text edits.
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    Default Re: A complete N00bz first try at world-building...

    As a fellow world builder (mine is a high fantasy, post-magic disaster, psionics based world, so nothing like yours at all), I find this extremely interesting. I shall now go back and read over the last 9 pages to understand what all you've done and help with the future of the world! xD

    At the very least, it'll help my three year old world gain some new facets.
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    Default Re: A complete N00bz first try at world-building...

    Yeah, it's always good to have a new set of eyes. Little of this is actually my work, so feel free to borrow ideas.
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    Default Re: A complete N00bz first try at world-building...

    I'm liking what I see. It feels to me that Soleh is in a constant state of zealotry, a-la the Crusades. Vallheim really fits the tribal Norse feel and I honestly didn't pay much attention to the other two nations. xD Attention Span rolled a 1 on those.

    Overall, I wonder how appealing to players the world will be, but as far as fluff is concerned, I love it. It has just the type of strangeness I look for in novels.

    There is one thing that the world feels like it's missing, sans with the vestiges: Legends and, in particular, myths. Those can really help define the culture and a religion. Perhaps for Vallheim, an epic for each clan, describing how their animal aided them in times of strife. I'd certainly be willing to help with that. (I'd need to get a full list of the clans, though, because I'm a lazy butt that can only read a forum once it seems.)

    That said, I can see a few places where a more traditional spellcaster could pop up (mostly just as secret cabals, as in the type that players normally wouldn't get access to). What sort of monster types are you allowing in normal use? Are aberrations common? What about the undead? Dragons? Elementals and outsiders? What are their place in the world? (On that note, I've yet to see a lick about the cosmology. Something else I'd be willing to help on, since I'm working on that for my world as well.)
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    Default Re: A complete N00bz first try at world-building...

    Thanks for the feedback Byzantine, and I'll answer it bit by bit.

    It feels to me that Soleh is in a constant state of zealotry, a-la the Crusades. Vallheim really fits the tribal Norse feel and I honestly didn't pay much attention to the other two nations. xD Attention Span rolled a 1 on those.
    So I got that much right. The other two are summed up best as "Asian themed Repressive Feudal Monarchy" and "Italianish Confederacy of Urbanized Trade Cities".

    There is one thing that the world feels like it's missing, sans with the vestiges: Legends and, in particular, myths. Those can really help define the culture and a religion. Perhaps for Vallheim, an epic for each clan, describing how their animal aided them in times of strife. I'd certainly be willing to help with that. (I'd need to get a full list of the clans, though, because I'm a lazy butt that can only read a forum once it seems.)
    Ya know, that's about what I was thinking. I'm a little short on that sort of thing as it is. I imagine each place would have it's own creation story and other such things, but I've yet to put any ideas on paper.

    Clans and a brief description thereof are as follows:

    Elk: Leaders, aristocracy and clan of the current king. Current King's grandfather ended a civil war and reunited the clans.

    Wolf: Loyal supporters of the king, their chief is the VP (well, chancellor, but same difference). Their people tend towards hunting, guiding and other outdoorsy woodsy pursuits.

    Bear: Soldiers and officers, their chief is the Host-Lady of the Vallheim. Badass fighter dudes.

    Hawk: Spies, intelligence, scouts, that sort of thing. Chief is Spymaster.

    Beaver: Builders, architects, surveyors, fortifications, that sort of thing. Their chief makes the roads and walls and forts for the Vallheim.

    Horse: Well, they're good with horses. They have cavalry, and do other horse-related things. Their chief is Second in Command to Bear's chief.

    Dove: Healers, doctors, medicos and that sort of thing. Their Chief holds no official position but is somewhat influential.

    Owl: Historians and mages. They teach the schools, manage the libraries, etc. Their chief is in charge of blowing stuff up with magic. Oh, and protecting people, and managing magic stuff....

    Raven: Bards, messengers, poets, artists and religious officials. Their chief speaks to to the spirits of the lands and halls on behalf of the Vallheim.

    Boar: They hold legal offices, as police, guards when Bear clan isn't present, judges, attorneys, etc. Their chief is the judicial branch of their government.

    Fox: They trade, travel, sell shiny bits and spread gossip. They hold a vaguely gypsy-esque role. Their chief regulates trade.

    EDIT: Got excited, forgot about that last bit.

    That said, I can see a few places where a more traditional spellcaster could pop up (mostly just as secret cabals, as in the type that players normally wouldn't get access to). What sort of monster types are you allowing in normal use? Are aberrations common? What about the undead? Dragons? Elementals and outsiders? What are their place in the world? (On that note, I've yet to see a lick about the cosmology. Something else I'd be willing to help on, since I'm working on that for my world as well.)
    If by "traditional spellcaster" you mean the role as wizards being reclusive experimenters or creepy necromancers, then yup, I can see that too. If you mean the bit about clerics and paladins using holy artifacts as WMD's to wipe out bad guys in the name of peace, well, there's a reason there aren't any in my setting. If you were to ask most any person in this setting about if there's a god, or spirits or whatever, they'd say yes. But mechanically? Praying doesn't let you pew-pew-heal-ClericZilla. If there are gods, which I'll leave up to the DM's to decide, they don't have any mechanical effect on the world, beyond people's prayers giving them inspiration.

    Monster types is another thing I've been considering. Fey will be present to a degree I've yet to decide, Undead also, in a similar manner. Elementals will be fluffed as spirits of nature, as there are no other planes, aside from the realm of spirits where vestiges come from, which kinda layers over the Material. Outsiders might be around, but not every one and his fiendish uncle. Without other planes, there won't be a Blood War, or a single layer of hell, much less seven. I'm cool with most magical beasts, probably, and animals are a duh. Aberrations, well, nothing too Far-Realms, Lovecraftian horror. Dragons I'm still pondering. It's hard to put them in without making them somewhat central. (See: FR and Eberron), but I do love the Tolkienian idea of sneaking into Smog's lair to steal his l00tz. Still a work in progress, on those guys. And I think that's all.
    Last edited by Wyntonian; 2011-10-09 at 10:58 PM.
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    Default Re: A complete N00bz first try at world-building...

    Ha, it's alright. It happens to me at times too.

    I'll see what I can do for the legends and myths for the clans of Vallheim. It'll be a fun endeavour. xD

    To clarify, yes, I was meaning more wizard-y stuff. The cleric.... well, even Faerun had a period of time where they were completely useless (or, more or less...), and the mages you built seem to cover that role quite nicely. Besides, druids rock. But, back on topic, yeah, I can imagine there being arcane cabals in Soleh in particular for some reason. The harder you force a rule, the more people want to break it into little pieces. Perhaps turn the normal wizard into a prestige class?

    Fair enough on the planes bit. As an option, you could lump aberrations and outsiders together, where ever they came from. Perhaps the moon(s) or beyond? Might be an interesting take on such beings. The fey.... I can see them being a bit more distant from mortal life, residing in the realm of spirits with vestiges, elementals and other such things.

    Dragons warrant their own section in this post. I'm a biiiiig fan of dragons, personally. (Ironically, they're nearly extinct in my campaign. Whoopsie.) Dragon Magic and the Draconomicon both present lesser dragon types, and Races of the Dragon have some interesting fluff for draconic races. MM1 and MM2 have draconic beasts, I think the MM3 and the MM4 have some dragon creatures, but I could be wrong. Perhaps they're a creature that went extinct before the Empire and the First People met? There's also the chance of having a bunch of lesser dragons/drakes, with a few every generation being a true dragon. (Perhaps even the true dragons are recent evolutions, or, better yet, arcane experiments from the cabals mentioned above?)

    EDIT: Idea! There are other landmasses, right? Perhaps the draconic races, if you include them, come from there. The Far South, for example...? Food for thought.
    Last edited by Byzantine; 2011-10-09 at 11:22 PM.
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    Default Re: A complete N00bz first try at world-building...

    I'll see what I can do for the legends and myths for the clans of Vallheim. It'll be a fun endeavour. xD
    May something cool bless you for doing that.

    To clarify, yes, I was meaning more wizard-y stuff. The cleric.... well, even Faerun had a period of time where they were completely useless (or, more or less...), and the mages you built seem to cover that role quite nicely. Besides, druids rock. But, back on topic, yeah, I can imagine there being arcane cabals in Soleh in particular for some reason. The harder you force a rule, the more people want to break it into little pieces.
    Well, I wouldn't call the priests and such useless, but they have the same powers as any other mage. They just think it comes from their god.

    Perhaps turn the normal wizard into a prestige class?
    Well, right now the mage class has a better HD, better BAB, better weapons, better armor, more interesting class features, better saves, and are just plain awesome. The only difference is a pared-down spell list that (hopefully) makes them a little less godly. If the allure is spells that I removed, like wish, celerity, time stop, teleport, and most of the other modes of travel (astral, ethereal, etc), then I could see an in-game way to get those, but I doubt it. They have all the goodness of a wizard, just less of the game-borking potential.


    Fair enough on the planes bit. As an option, you could lump aberrations and outsiders together, where ever they came from. Perhaps the moon(s) or beyond? Might be an interesting take on such beings. The fey.... I can see them being a bit more distant from mortal life, residing in the realm of spirits with vestiges, elementals and other such things.
    Yeah, I was going to give the fey their own sort of deal. I forget who, but whoever was working of Badgers Hollow had a little system I kinda liked for how they reach the "hedge", like their own little sorta-demi-plane. Aberrations and outsiders might not see a lot of play time, but I'd be ok with opening the door a crack so they have a reasonable excuse to be in Patria.

    Dragons warrant their own section in this post. I'm a biiiiig fan of dragons, personally. (Ironically, they're nearly extinct in my campaign. Whoopsie.) Dragon Magic and the Draconomicon both present lesser dragon types, and Races of the Dragon have some interesting fluff for draconic races. MM1 and MM2 have draconic beasts, I think the MM3 and the MM4 have some dragon creatures, but I could be wrong. Perhaps they're a creature that went extinct before the Empire and the First People met? There's also the chance of having a bunch of lesser dragons/drakes, with a few every generation being a true dragon. (Perhaps even the true dragons are recent evolutions, or, better yet, arcane experiments from the cabals mentioned above?)
    I agree, there are a TON of resources for that sort of thing. I kinda half-decided that if there were to be dragons, they'd live of the unspecified landmass to the east, and be part of the reason, if not THE reason the Empire left.

    EDIT: Idea! There are other landmasses, right? Perhaps the draconic races, if you include them, come from there. The Far South, for example...? Food for thought.
    See above.
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    Default Re: A complete N00bz first try at world-building...

    I beleive Savannah was working on Badger Hollow.
    Now to review the vestiges (finally).
    Alinys and Gracediana, Ashes of Magic
    Knowledge of Witchcraft: You gain a special bonus to Heal, Knowledge (arcana), Knowledge (religion) and Spellcraft checks equal to half your binder level.
    Is this an untyped bonus?
    Lorken, The Beshadowed Lord
    Sign: Your chest has a short scar that extends along the line between two ribs on the left side. Your back has an identical scar, as if you had been run through with a sword.
    Did you nix the triforce-equivilant sign on all three of them? The fluff doesn't sound like zelda much at all now, much better.
    Gilgamesh, the Tyrant
    Legend: Gilgamesh was once a great king long, long ago, across the Endless Ocean from Patria. He was renowned for his wrestling skill and his bravery, which he used to enforce and ironfisted rule. He was known to be a child and servant of the Old Gods, and fought bravely against the many foes that challenged his city.
    He doesn't actually sound very tyrannical...
    Gilgamesh's Strength: As once a of strength and athletic prowess, you gain a +4 bonus to Strength.
    Missing a word.
    Ourar, Mother Ocean
    Crushing Depths: It takes a great deal to anger the ocean, but when pressed, the seas crush those who think to master them. The binder may target up to one creature per turn with the pressure of the seafloor as a standard action. A target with any water in their body (any normal living creature, some constructs and elementals are immune) takes 1d6 damage per 2 effective binder levels, half with a successful fortitude save. Aquatic or water subtypes, or targets in the water, take 1d10 per two effective binder levels damage. Once used, this ability may not be used again for 5 rounds.
    So "a target with any water in their body takes 1d6 damage per 2 effective binder levels" BUT "any normal living creature... is immune". What gives?
    I think you may have wanted to say "you may target any creature with water in their body, except for those with the elemental or construct type". Right?
    Gio, The Gambler
    He's good.
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    Default Re: A complete N00bz first try at world-building...

    Quote Originally Posted by Wyntonian View Post
    May something cool bless you for doing that.
    Aw, shucks. Just here to help, sir.


    Quote Originally Posted by Wyntonian View Post
    Well, I wouldn't call the priests and such useless, but they have the same powers as any other mage. They just think it comes from their god.
    Yeah. Nothing wrong with that. I guess what I was saying, since I was only half thinking at the time, was that the lack of pure clerical ability is fine, since published worlds have campaigns that deal with lack of divine ability period. At least you have people that can still heal. xD


    Quote Originally Posted by Wyntonian View Post
    Well, right now the mage class has a better HD, better BAB, better weapons, better armor, more interesting class features, better saves, and are just plain awesome. The only difference is a pared-down spell list that (hopefully) makes them a little less godly. If the allure is spells that I removed, like wish, celerity, time stop, teleport, and most of the other modes of travel (astral, ethereal, etc), then I could see an in-game way to get those, but I doubt it. They have all the goodness of a wizard, just less of the game-borking potential.
    Yeah. I can see wanting Ethereal Jaunt just because you could walk through walls, but that's more flavour. I will admit, wizards are pretty powerful, that that partly has to do with the fact that all their power is on the tail-end. (Plus, as I've seen, if you have any optimizers and min-maxers in a game, any class can bork the system. Don't even get me started on human or half-orc fighters/melee classes with tons of feats.)



    Quote Originally Posted by Wyntonian View Post
    Yeah, I was going to give the fey their own sort of deal. I forget who, but whoever was working of Badgers Hollow had a little system I kinda liked for how they reach the "hedge", like their own little sorta-demi-plane. Aberrations and outsiders might not see a lot of play time, but I'd be ok with opening the door a crack so they have a reasonable excuse to be in Patria.
    It's fine if they don't see a lot of play time. Just askin' questions to help expand the world a bit. A half-demiplane for fey would make sense. Perhaps less coterminous and more coexistant?


    Quote Originally Posted by Wyntonian View Post
    I agree, there are a TON of resources for that sort of thing. I kinda half-decided that if there were to be dragons, they'd live of the unspecified landmass to the east, and be part of the reason, if not THE reason the Empire left.

    [...]

    See above.
    Seriously, I must have read your mind. (Or perhaps vice versa?) That reasoning would make sense, especially considering the domineering state of most dragons, evil or otherwise. Once the main landmass is done, maybe work on the eastern continent. It's a great place to introduce other races to the world, as well, should you ever feel that it's important. ( "Why haven't you seen elves? Well that's because they're all in that nation on that island and are too backwards to have boats." )
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    Default Re: A complete N00bz first try at world-building...

    ( "Why haven't you seen elves? Well that's because they're all in that nation on that island and are too backwards to have boats." )
    You mean, "we are so advanced we realize we don't want to talk to the elves.", correct?
    LGBTA+itP

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    Default Re: A complete N00bz first try at world-building...

    That works, but I prefer the "Every other published world since Tolkien has had elves, and we're fresh out of them" reasoning. The reasoning I had for the dragons was that they had some sort of war and essentially sunk the continent the humans came from, and only parts of the empire escaped. On the other hand, I'm considering scrapping the backstory altogether, so there might not be an eastern landmass at all.

    EDIT: Edits done to the vestiges. Yes, I'm breaking away from the original Zelda fluff. I think having a sword through your chest is waaaaayyyy cooler than a couple triangles on your hand, too.
    Last edited by Wyntonian; 2011-10-10 at 11:01 PM.
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    Default Re: A complete N00bz first try at world-building...

    Here's some level 7 vestiges. a * means I could use a hand with storying.

    Ta-Iago, The Unyielding Hunter

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    Level: 7th.

    Binding DC: 29

    Legend: Legend remembers Ta-Iago as a brutal warrior and ferocious hunter. Born of a High Druidess and a fearsome War Chief, he was nigh unstoppable and was said to never give up on his prey regardless of the difficulties. He is remembered as a

    Manifestation: The muscled, scarred form of this Urgal hunter leaps into the center of the seal with a hunter's gleam in his eyes. He carries a weapon that varies from pact to pact. Sometimes it is a spear, other times an axe, other times a bow. However, the weapon is always worn and blackened with dried blood.

    Sign: When a binder makes a pact with the Unyielding his skin grows dark, dry and cracked. Though this causes him no discomfort or ill effect he is disconcerting to look upon.

    Influence: When under the influence of Ta-Iago you become obsessive about your goals. You must never give up on a chase or relent to an opponent. Surrender isn’t even an option no matter the odds or obvious suicidal nature of the situation.

    Granted Abilities: Ta-Iago grants you incredible resistance to pain and fatigue while giving you the ability to hunt your prey anywhere they might go.

    Juggernaut: You are immune to non-lethal damage and any effects that cause or manipulate pain. In addition you never become fatigued or exhausted and do not need not eat or drink.

    Nowhere to Run: As a standard action you may use Discern Location as the spell. Once used you must wait five rounds before this power can be used again.

    Marked for Death: You may, as a free action, choose any target you can see. Until this target is dead or disabled you do an additional 2d6 damage to them with all melee or ranged attacks. You may not choose another target until this one is dead or disabled or you are no longer bound to Ta-Iago.

    No Surrender: When fighting an opponent of greater HD then yourself you gain a +4 moral bonus to your Strength and become immune to fear effects.

    Peerless Hunter: You gain a +10 competence bonus on survival checks.



    Attis, the Undying Defender * Going to tie Attis and Cybele together story-wise. Not sure how, yet.
    Spoiler
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    Level: 7

    Binding DC: 30

    Special Requirement: You must create Attis's seal using the blade of a dagger.

    Manifestation: the moment you finish creating the seal, a dagger decorated with gold patterns emerge from the seal, followed by straps of white cloth. These straps start gathering together and take on a humanoid form. From within the wrappings and holding his dagger, his golden eyes looking righteously at you, Attis introduces himself and asks for your name.

    Sign: The skin in your hands appears to have tattoos that resemble a cloth wrapping on each hand.

    Influence: Under Attis's influence, you are compelled to protect any friend or innocent person being attacked

    Granted Abilities:

    Overcome Death: whenever you are reduced to below -1 hit points, if you succeed on a Fortitude save (DC equals half the damage taken + 5) you automatically stabilize and you heal a number of hit points equal to twice your EBL. This ability's maximum usage is once every 5 rounds.

    Unshaken Determination: you gain +4 bonus to saves against energy drain, magical death effects, death spells and negative energy effects.

    Willing Sacrifice: each round as an immediate action, whenever an ally within 30 feet is about to be damaged by an opponent's attack or spell, you can instead take half of that damage to yourself to halve the damage dealt to that ally.

    Eternal Devotion: if you are bonded to Cybele, you gain a +3 bonus to attack and damage rolls and, once every 5 rounds you can use this ability to gain DR X/- (where X equals your EBL) against all attacks made against you until the start of your next round as an immediate action (this damage reduction stacks with the one granted by your pact augmentation ability).


    Cybele, Nature's Maiden *
    Spoiler
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    Level: 7

    Binding DC: 30

    Special Requirement: You must place two tree branches on Cybele's seal.

    Manifestation: As the seal is finished, the branches vanish as if absorbed by the seal. They then appear to rapidly grow from the center of the seal, forming a sheltered central area. As they rise, a body starts appearing within the branches. It soon manifests as a woman's body, with tanned skin, with deep, golden eyes, and smooth black hair. She is holding larger versions of the branches offered up during the ritual. With a kind and calm face, she introduces herself as Cybele.

    Sign: Your arms appear to be tattooed with a pattern of vines and flowers.

    Influence: Under Cybele's influence, you fear being alone. As such, you want to be with someone as much as possible, no matter what.

    Granted Abilities: Cybele grants her binders the affection of the wilds, and the ability to defend oneself from ones foes.

    Wild Empathy: You gain the benefits of the Wild Empathy class feature (your Druid level equals your EBL).

    Nature's Wrath: This ability mimics either an Entangle spell or a Wall of Thorns spell. Your caster level equals your EBL. Once this ability is used, it cannot be used again in the next 5 rounds.

    Call of the Wild: You can cast Summon Natures Ally, of the appropriate level, as a Druid of you binder levels. This ability can be used once every ten rounds.

    Eternal Bond: if you are bonded to Attis, you gain fast healing 4 and once every 5 rounds you can use this ability to gain spell resistance equal to twice your EBL until the start of your next round as an immediate action(the fast healing granted by this ability stacks with the one granted by Buer's fast healing ability).


    Cinder, Spirit of Fire


    Spoiler
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    Level: 7

    Binding DC: 29

    Legend: The phoenix has fascinated many scholars for its ability to revive when it dies. According to some legends, the phoenix sacrifices itself in a massive ball of fire, only to be reborn fully healed a few seconds after. Other legends state that a new phoenix emerges from the ashes of the dying one to replace it. However, it is unknown how the soul of the phoenix is reborn. Is it the same soul that remains in the same place and reintegrate its body at the rebirth, or is it a new soul each time?

    Special Requirements: As a spirit of good and fire, Cinder will not response to a binder with the cold subtype, an evil binder or a binder with the evil subtype. Furthermore, the sign must be drawn using twigs, branches, oil and other flammable materials, which you then set fire when you are ready to make the pact.

    Manifestation: As the sign begins to burn, the flame makes a charred sign on the ground. The fire then reshapes itself, dislocating from the materials, into a bright ball about 5 feet in diameter. A pair of wings then unfolds from the ball and that same ball reshapes into a hawk made out of fire. Cinder fixes the binder with its deep blue eyes and asks calmly its biddings.

    Sign: You exude a palpable, yet harmless, heat.

    Influence: As an avatar of good and fire, you seek to punish any evildoers with fire, whether it is by hitting an opponent with a torch or by incinerating enemies’ corpses at the end of an encounter.

    Granted Powers:


    Wings of the Phoenix:
    As a standard action, you may transform your arms into crimson-feathered wings. You gain a fly speed of 60 ft (good) (or 40 ft (good) in you are wearing medium or heavy armor or carrying more than a medium load). Any items worn on your hands or arms meld into the wings, becoming non-functional. You may make a wing buffet as a standard action while you are not flying, or two as a full-round action, each dealing 2d6 points of fire damage plus your Strength modifier. Should the wings be extinguished by water, a quench spell or winds of hurricane force or greater, dispelled by an antimagic field or dismissed by you as a free action while flying, you descend in the air as the feather fall spell for 1d6 rounds. If you have not landed after this time, you fall normally and take appropriate falling damage. Once the wings have been dismissed, you may not summon them for 5 rounds.

    Talon Fire: As a swift action, you may sheathe your weapons in fire. You deal an extra 1d6 points of fire damage, as per the flaming enhancement. Thrown weapons become normal 1 round after leaving your hands, and any bow, crossbow or sling you wield imbue its ammunition with this ability. At 18th level, your weapons become enhanced with the flaming burst enhancement. If your binder levels become 21 or higher, your weapons become enhanced with the flaming blast enhancement. In all cases, this damage cannot by applied to the wings.

    Phoenix Fire: As a standard action, you can immolate yourself and burn everything within a 15-foot radius, centered on you. The blast deals 2d6 points of damage per binder level to every evil creature. Neutral creatures take only 1d6 points of damage per binder level, while good creatures do not take any damage. You die in the explosion, with no saving throw or resistance, while a Reflex save halves the damage for other creatures. Half of the damage is fire and the other half is divine power which is not reduced by resistance or immunity. After 10 minutes, you reappear at the exact same spot you die, as the true resurrection spell.



    Karr, Clarion Commander *
    Spoiler
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    Level: 7th

    Binding DC: 30

    Special Requirement: A binder who summons Karr must...?

    Legend: Need one that isn't Faerun-specific.

    Manifestation: Karr's sword slowly fades into sight within the seal, followed by a burst of light. When the light fades, Karr is standing behind his sword, his hands resting on the hilt. He greets the binder and lectures them on proper tactics throughout the binding process.

    Sign: A glowing white sigil that looks vaguely like a raven hovers slightly in front of your chest, as if you were wearing a tabard with the image on it.

    Influence: You become extremely protective of those under your command. If one of your allies is knocked to negative HP, you must immediately attempt to stabilize them, if they are not already stable.

    Granted Abilities: Karr grants you the mastery of the White Raven discipline that he possessed in life.

    Tactical Genius: You gain the use of the tactical options provided by the Clarion Commander feat.

    Supreme Commander: Choose one or more maneuvers of the White Raven discipline with a total level no greater than 8, you may use each such maneuver once per 5 rounds. At 17th level, the limit on maneuver level total increases to 9. Your initiator level for these maneuvers is equal to your EBL.

    Proper Technique: You gain access to one stance from the White Raven discipline that a Warblade of a level equal to your (EBL - 4) could access (ignoring requirements such as a certain number of White Raven maneuvers known).



    Prester-John, the Distant Savior
    Spoiler
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    Level: 7

    Binding DC: 30

    Legend: Many nations spoke of Prester John, often by different names. He was depicted as a king of a distant land who guarded many powerful relics looked over the entire world with his enchanted mirror.

    The legends held that Prester John would lead an army to relieve the righteous nations who were under siege by evil. Most scholars state that the fervent belief of so many people created the vestige of Prester John.

    Manifestation: Prester John appears as a regal man of late years sitting on an ornate throne. He is dressed in kingly regalia. A large mirror stands near him.

    Prester -John speaks in a booming voice that is clear to all nearby. He asks what the binder intends to do with the power he seeks. Prester-John demands that the binder state the names of his enemies whom he will use these powers against. The binder must speak loudly, clearly and honestly to bind this vestige.

    Special Requirement: Prester John will not answer the call of a binder who is now bound to or has bound the following vestiges in the last 24 hours: Amon, Acererak, Geryon, The Sin-Eater or Tenebrous.

    Sign: The binder's hair turns white and his voice takes on a booming quality. The binder cannot whisper.

    Influence: The binder always makes his presence known. He cannot whisper and will not disguise himself. He will not lie about his identity or intentions so the binder cannot make bluff checks for these purposes. He can, however, exaggerate the position he is in or the forces he controls if that would serve to defeat an enemy.

    Granted Abilities: Prester John gives binders the ability to strengthen his allies, protect sanctuaries and spy upon his enemies.

    A Mirror on the World: The binder can cast Scry once per five rounds. A mirror is necessary for this power.

    Strike at Your Enemies:
    The binder can cast Spiritual Weapon at will.

    Strength of Conviction: The binder can cast Heroism, once per five rounds.

    Cornucopia: The binder can cast Heroes' Feast, once per day.

    King's Redoubt: The binder can cast Forbiddance, once per day.

    Cast Them Out: If the binder has the ability to turn undead or outsiders he gains a +3 insight bonus to those checks.

    Blood of the Heavens: The binder is treated as having the Half-celestial template.


    Ranet, the Ember of a Goddess *
    Spoiler
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    Level: 7

    Binding DC: 29

    Legend: Fire is cool? I need a legend for this lady.

    Manifestation: Ranet‘s seal bursts into flame and heats the air around it greatly. A moment later the fire takes the shape of a woman. The goddess is a fair-skinned woman with flame-red hair that moves like tongues of fire. Her voice sounds like a roaring fire.

    Ranet appears to sicken as she speaks to the binder and her skin becomes jaundiced. When the pact is concluded Ranet slumps down and the air around her cools. A moment later she disappears.

    Special Requirement: The binder must place a flammable object in Ranet’s seal and set it alight. Ranet will not appear to a binder who has poison anywhere on his person.

    Sign: The binder’s hair turns bright red and the air around him seems hot. His skin is hot to the touch.

    Influence: The binder cannot use poison and will distrust anyone he sees using it.

    Granted Abilities: Ranet gives binders a flickering of the power she once wielded.

    Gift of Fire: The binder can cast Produce Flame at will.

    Revoke the Gift: The binder can cast Quench once every five rounds.

    Pain of Burning: The binder gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. He takes no damage from a fire lash he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d8 points of fire damage per three binder levels to a target on a successful ranged touch attack (max 5d8). The whip remains in existence as long as the binder holds it. .

    Burn Your Enemies: Once every five rounds the binder can cast Fire Storm. Unlike the spell, the binder can designate objects or creatures that will not be harmed by the flames. One person or object per binder level can be left unharmed by this power. This power can be used once for every four effective binder levels.

    Mistress of Flame: the binder gains access to the powers of the clerical Fire domain. He can turn or destroy water creatures as a good cleric turns undead. The binder can rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. The binder can use these abilities a total number of times per day equal to 3 + his Charisma modifier.

    Fear No Fire: The binder has a constant Protection From Energy (fire) spell in effect. At 14th level this protection can be extended to a 10-foot aura.


    Ungaran, The Mountain with a Heart of Fire *

    Spoiler
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    Level: 7

    Binding DC: 30

    Legend: So he's a volcano. Cool Story Bro.

    Special Requirement: Its seal must be made on soil or stone.

    Manifestation: A small version of Ungaran erupts from the earth. A vaguely humanoid shape made of flames and magma, it's flaming eyes and maw burn brighter at the sight of the binder.

    Sign: Your skin becomes darker and whenever you become angry your eyes become pyres of flame.

    Influence: You will not accept the help of the gods, you do not willingly take healing from a divine source and if you are healed against your will become very hostile.

    Granted Abilities: Ungaran grants the binder power to burn enemies, resistance to flames, and control the earth.

    Lava Breath: You can breathe forth a torrent of magma in the shape of a 30ft cone from deep within once every 5 rounds. This breath does 1d6 damage/2 binder levels. Half of this damage is fire and the other half is divine and cannot be reduced. Those effected must also make reflex saves at dc 10+1/2 binder level+Cha mod or catch on fire, taking an additional 1d6 fire/divine damage every round for 1d4 rounds. The binder can choose who is affected inside the cone and can deem allies immune to the effects.

    Fiery Aura
    : You can summon a fire that ignites your whole body but not your possessions as a standard action. This fire does 1d6 fire/divine damage to all who are adjacent to you at the end of your turn and anyone who hits you with natural attacks or close range weapons. They must also make reflex saves or catch on fire for 1d4 rounds. The binder can deem allies immune to this effect.

    Fire Immunity: You gain immunity to fire damage and effects from high temperatures

    Ungaran Calls, The Earth Answers:
    Even a fragment of Ungaran's might can call the earth to protect him. You can use the utterences Shield of the Landscape and Transform the Landscape at will, though you do not need to make Truespeak rolls to use them, the earth simple follows your mental commands. Using Transform the Landscape takes a swift action while shield of the Landscape takes a standard action.
    Last edited by Wyntonian; 2011-10-10 at 11:16 PM.
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  22. - Top - End - #292
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    Default Re: A complete N00bz first try at world-building...

    Quote Originally Posted by Eldest View Post
    You mean, "we are so advanced we realize we don't want to talk to the elves.", correct?
    Ha, basically.

    Quote Originally Posted by Wyntonian View Post
    That works, but I prefer the "Every other published world since Tolkien has had elves, and we're fresh out of them" reasoning.
    Honestly, I was just using elves as an example, since they're an easily recognized race. Your reasoning is fine.


    Quote Originally Posted by Wyntonian View Post
    The reasoning I had for the dragons was that they had some sort of war and essentially sunk the continent the humans came from, and only parts of the empire escaped. On the other hand, I'm considering scrapping the backstory altogether, so there might not be an eastern landmass at all.
    Well, whatever you do, I still support dragons, so long as they don't dominate the setting. We have enough of that, thank you, and it really wouldn't work for your world.

    On that note, I go back to thinking on Legends and Myths.
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  23. - Top - End - #293
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    Lightbulb Re: A complete N00bz first try at world-building...

    Feel free to change names as you see fit - the ones presented here are more place-holders for myself than anything. They're extremely uncreative as such.

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    General Legend of Vallheim: The Great Animals

    Gaze, now, upon any creature of the world that surrounds you. What do you see? Some of you will say a beast of natural order, or a creature of reverence. Know, then, that they were once much more. Yes, I speak of the Great Animals of yore.

    Long ago, before humans walked these lands, it was home to the Great Animals. Creatures of cunning and power, tied closely to the powers of the earth and magic. Beings of such grace and intelligence that the world bowed before them. You already know stories of the greatest of their number. Elrosa the Raven and her sister Na'lei the Dove. The bear Hyldan, the wolf Fen and the grand Greatfather Silverhoof.

    They were perfect examples of their lesser brothers; stronger, faster, more able. It was with their guidance that the Clans became enlightened, forming into their greatness today. If felled, they would simply be reborn better than before. They stood as icons, and likely would still today had vile treachery not cast them down.

    When the betrayers first rose up, they struck at the icons of the clans - the Great Animals themselves. Using their perversions of sacred magic, they struck down the beasts. With them destroyed, their brethren loss power and prestige, becoming what we see today. Mourn not, however, for their spirits live on.

    To this day, many long years after the betrayers were pushed across the river and the clans broke into civil war, they grace our lives in one thousand and more ways. Praise be to the Great Animals. Even the magic of the betrayers will not hold them away forever!


    I'm tempted to A.) Recruit one of my project leads to help with legends and B.) Create a Great Animal template now.
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  24. - Top - End - #294
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    Default Re: A complete N00bz first try at world-building...

    I'd like to help with the legends, too, btw. I sometimes write creation myths for fun and this would probably break off from that pattern.
    LGBTA+itP

  25. - Top - End - #295
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    Default Re: A complete N00bz first try at world-building...

    That's actually really, really, really awesome. I feel like i'll have to put in lots of opportunities for "story-time" with my players if I ever do this as a PbP.
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  26. - Top - End - #296
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    Default Re: A complete N00bz first try at world-building...

    If you ever do this as a PbP I'm joining it. Definitely.
    LGBTA+itP

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    Default Re: A complete N00bz first try at world-building...

    Yeah, I have limited experience actually playing and absolutely none DMing, so it might be a while before I'm ready. In the meantime, though, we'll just get this world fleshed out.
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  28. - Top - End - #298
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    Default Re: A complete N00bz first try at world-building...

    I might jump in on a pbp myself, but I'm not sure. I have two other pbps to keep up with on another forum. xD I can PM (or post if you prefer) a link for you if you wish.

    But I'm glad you liked the legend. I was stuck for a while on what to do, then just kinda wrote that out. It was amusing.
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    Default Re: A complete N00bz first try at world-building...

    Thanks guys, I'll invite both of you if I do one. Going back to the vestiges for a moment, mostly because I want these to be freaking done already, I am a little blocked on how to make all these fire ones different. Seriously, we have like three in the same level.

    I feel like Ranet is some sort of Red mage who got poisoned, and that Ungaran is either a personified volcano like Furtur is the storm and Ourar is the Ocean, but I don't know how quite to make his story interesting. Karr is just begging to be a Soleh Commander-Cardinal (everyone with power there has a religious rank, I've decided), leaving only the two I'm going to tie together. Some sort of romantic relationship, perhaps? That's what I did with Orion and Arynn. Some sort of "nature's child" and "unstoppable badass" dichotomy could be fun. But how did they die together? So many questions...
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    Default Re: A complete N00bz first try at world-building...

    Attis and Cybele sound almost like a life-debt thing to me, honestly. Cybele saved Attis' life somehow (perhaps he was overwhelmed by monsters and left to die?) and he swore to protect her until that debt was repaid. Even in death he continues to do so, as he failed to protect his charge. Such a thing could easily blossom a relationship, since you have to care and practically love the one that you protect.
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