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  1. - Top - End - #61
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    NecromancerGuy

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

    Adventure Prompts

    A Wolf Among Sheep
    A debate has broken out between two prominent members of the Boar and Fox clans. Erik the Evenhanded, a mid-level judge for the local villages, claims a young man from the Fox clan seduced his daughter and stole several valuable personal belongings from his household in the process. The accused is a young man with the moniker 'Wolf'. Wolf is a traveling merchant and all-around 'procurer' of goods. He is known to travel with any caravan that suits his fancy, stopping frequently to peddle his questionable services and engage in 'festivities' with the local ladies. However, Wolf is under protection, owing to the fact that he is a distant cousin of Henreik Hollson, leader of the Fox clan.

    Wolf himself lacks much respect, but his family ties grant him leeway when others might reject him. Erik the Evenhanded wants to see the boy punished, but even a powerful judge dares not insult a clan chief, so he needs the problem dealt with discreetly. He seeks the PCs, preferably through a player from Vallheim, to look into the matter. They must either find proof of Wolf's treachery, or 'convince' him to not be a problem for Erik anymore. Of course Wolf will likely try to convince the PCs of his innocence when they arrive. Whether or not he is really to blame is up to DM discretion.

  2. - Top - End - #62
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    Default Re: A complete N00bz first try at world-building...

    Arathnos, you have a talent. Please, keep these coming, this is perfect. If I fluff the Sunshani (samurai-type Asian plantation owner a-holes), can you do some for them too? I'll be doing the Dotze Affariata too at some point. Here's a prompt I came up with:

    Family Reunion
    It is a custom for the younger heirs to the title of Clan Chief to leave at some point during their lives and see the world, gaining experience, friendships and knowledge of the rest of the world. They usually return as better leaders, more knowledgeable people, and are generally more prepared to take their turn at leading their Clan. A PC who is both from Vallheim and the child, legitimate or otherwise, of a Clan Chief is contacted by a Raven Clan messenger, bearing news of the Chief's death. They return to Vallheim, but are ambushed on the way. They find tokens of a rival Clan (Boar if they are from Fox, Bear if from Dove, etc, etc.) on their attackers persons. After returning home, they find that their parent is actually alive, having recently survived a well-planned and almost-successful assassination attempt, which they believe is related to a recent political disagreement with their rival Clan. There has been no major conflict between the Clans since King Bjarni the Strong, King Brenyn's grandfather, ended a long-lasting civil war and reunited the Vallheim, but tensions are rising and it is up to the PC's to unmask their oppositions treachery and prevent a resurgence of the conflict.

  3. - Top - End - #63
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    NecromancerGuy

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

    Yes sir, happy to be a part of it.

    Strength of the Past
    Gundir Redbeard is just one of the many architects who works under Lief Rolfson, chief of the Beaver Clan. He has been given his first major assignment, and he seeks to make a lasting impression on the chief and his other superiors in the clan. Gundir is to build the clan hall in a new and rapidly growing village. He contacts the PCs and implores them to aid in his construction process. Gundir has recently learned from a friend in the Hawk clan of an ancient tomb of unknown origins, located in the foothills not too far from the village.

    Gundir hires the PCs to escort him into the tomb, so he may study it's design and hunt for inspiration deep within the alien walls. The PCs may get more than they bargained for dealing with the complex traps located within...

    EDIT:
    A King's Ransom
    The Elk Clan has long revered white elk as sacred animals, to be cared for and treasured. In times of great war, the clan chief will ride the beast into battle, a gleaming white beacon to inspire the Elk warriors.

    Recently, Drevos, the favored elk of King Brenyn the Protector, has gone missing. The king, indeed all of the Elk clan, is outraged. The PCs are hired to investigate the matter on behalf of the crown as a neutral party that will avoid clan bias. The party's investigation leads them on the track of the Night Owls, a small secret society within the Owl Clan that believes the Owl should rise up and take its rightful place as the leaders of Vallheim. The situation must be handled delicately, lest the clans break and dissolve into a civil war not seen since the days of Bjarni the Strong
    Last edited by Arathnos; 2011-04-23 at 06:31 PM.

  4. - Top - End - #64
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    In times of great war, the clan chief will ride the beast into battle, a gleaming white beacon to inspire the Elk warriors.
    So. Much. Win.

    This is amazing, I can totally see this badass king dude riding an elk into battle. You're actually great at this.

  5. - Top - End - #65
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    NecromancerGuy

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    Drevos, the Great White Elk
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    Size/Type: Large Animal
    Hit Dice: 4d8+24 (42 hp)
    Initiative: +1
    Speed: 50 ft. (10 squares)
    Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
    Base Attack/Grapple: +4/+11
    Attack: Gore +7 melee (2d6 +4)
    Full Attack: Gore +7 melee (2d6 +4) and bite +1 melee (1d4+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks:—
    Special Qualities: Low-light vision, scent, proud*
    Saves: Fort +10, Ref +5, Will +2
    Abilities: Str 18, Dex 13, Con 22, Int 2, Wis 13, Cha 8
    Skills: Listen +5, Spot +4
    Feats: Endurance, Run
    Challenge Rating: 3

    *Proud
    If anyone other than the King of the Vallheim attempt to ride Drevos, his attitude shifts down one step. In addition, the rider takes a -10 to all Ride checks while on Drevos, and must succeed at an opposing strength check against Drevos every round or be bucked off.


    Felt like statting him out. He is based off of the heavy warhorse, with some minor advancement and a special. I had to resist making him really tough, though I did toy with the idea of making him a dire white elk...

    EDIT: This was assuming 3.5, I'm not all that familiar with 4th, I'm not really a fan of it.
    Last edited by Arathnos; 2011-04-23 at 07:15 PM.

  6. - Top - End - #66
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    Wyntonian's Avatar

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    Hahaha, I love it. And yeah, I'm only really familiar at all with 3.5, so that's what I'll be running if i ever actually do a game off of this. Next priority: Fluffing the Sunshani. This'll be fun. I plan to do it be the major factions. I.E, Serfs, Aristocracy, Peaceful Monasteries, and the Revolutionaries.

  7. - Top - End - #67
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    Default Re: A complete N00bz first try at world-building...

    Just throwing this in there, but I plan to use THIS homebrew variant for fighters, samurai, etc. players can play as a Bard, Ranger, Paladin, Monk, Rogue, Mage (any of the four colors), Mageborn (As a sorcerer, using the mage spell list and with one color), or fighter, with the option of speccing as a barbaric, commanding, disciplined, cunning, watchful, cavalric, or exotic combatant, granting different feats, class skills, etc.

  8. - Top - End - #68
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    NecromancerGuy

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    The Enemy Within...

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    Hettar Fjordson is a young warrior in the Horse Clan who has been rising through the ranks rapidly. The favored nephew of Horse-Lord Alric Rangvaldson, he started his military career just a few short months ago, and soon distinguished himself in local scouting and patrol duties, earning a number of kills in small border skirmishes. Showing leadership potential, as was expected, Hettar was given his first command. The young horseman set out with his scouting party into the borderlands and never came back.

    Ever since his disappearance, Urgals from the nearby Ironfang tribe have been making raids into Horse Clan territory. They grow bolder with each new attack, and their tactics show a startling level of intelligence and strategic planning. Their new abilities suggest an insight into the ways of the horse people, and rumors are spreading that Hettar has been captured and is being forced to aid the Urgals.

    A man approaches the PCs on behalf of the Horse-Lord himself, hoping to hire them to head into Ironfang territory and discover the source of the Urgals' newfound strategies. If Hettar is indeed held captive, they are to rescue him.

    When the PCs arrive in the Ironfang warcamp, they discover that Hettar isn't being held captive by the Urgals....he is leading them! Something has convinced the young warrior to work with the Ironfangs against his people, and it is up to the PCs to convince him the error of his ways, or else kill him to prevent further attack.


    Also, I like the variant fighter, sounds like a good plan, especially for this world.
    Last edited by Arathnos; 2011-04-24 at 11:00 AM.

  9. - Top - End - #69
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    Default Re: A complete N00bz first try at world-building...

    I like this one too. I'll switch the orcs to Urgals (I'm using them instead of orcs, i was tired of all the standard fantasy races). Anyway, this is pretty dang good. I'm working on a map right now, but I'll fluff Sunshan after that, and the Second Country. I still need an interesting flavor for them though... oh well. I'll figure it out.
    Guess who's good at avatars? Thormag. That's who.

    A Campaign Setting more than a year in the making, Patria!

  10. - Top - End - #70
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    I hope that picture works, it's my first try at posting images.
    Anyway, Squares are capitals, circles are other cities. Red for Sunshan, Blue for Vallheim, Green for..those religious guys. Purple for Dwarves (who are somewhat sequestered) and Yellow for the Dotze Affariata. Everything else is still in development, isn't fleshed out, or is just a description of an area. Or are notes. I hope this helps.

  11. - Top - End - #71
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    NecromancerGuy

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    Soleh
    (So - lay) Meaning pious
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    The people of Soleh are incredibly religious, so much that their lives are dominated by it. Members of the clergy are elevated to near nobility status, a practice they readily encourage. The nation is a theocracy, controlled by the Church of Light. The head of state is the High Priest of Light, a title currently held by Lord-Bishop Herrith.

    The Church of Light is devoted to the same principles of the Wheel of Life, although they are quick to deny any association with a concept developed by the First People. In essence, they believe that splitting apart the four colors in the wheel is a heresy, and that all are merely aspects of a greater primal force known as 'the Light'. The Light teaches acceptance and tolerance, charitable actions, and a form of karma.

    'Do to others as I'd have them do to me.'

    However, while the Light may preach acceptance, not all of the church leaders feel the same. The church maintains a peaceful, if aggressive, expansion program. Missionaries of the Light often travel to the neighboring countries, welcome or not, to preach the Book of Light to heretics and non-believers. Some bolder, or perhaps crazy, priests have even had minor success converting some of the more docile Urgal tribes to the Light.

    Underneath this loving facade, lurks a darker organization. The Inquisitors of Light are a secretive network of spies and agents that operate not only within Soleh, but within neighboring Vallheim and Sunshan as well. The Inquisition actively seeks out those who would stand against the church, converting them through drastic means, or silence them if they won't be turned. They also oversee church interests in the nearby countries, spying on government officials and infiltrating court life, serving as advisors to ensure the nation of Soleh's best interests are being served.

  12. - Top - End - #72
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    Dude, i love it. I think I'll have them be all pissy with the Vallheim for not following their religion, but not able to do much due to Vallheim's resentment towards them. Maybe they believe that their Bishop can speak to their noble ancestors, who tell him to A. Stay in power, B. Spread their faith and C. Be sure to have the people pay a lot of taxes to support their church.

  13. - Top - End - #73
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    The Beautiful Sunshan Fluffyness:

    I'm going to list out the major political factions present and active in Sunshan, including their role, status and how they feel about the others.

    The Serfs:
    This group sits at the bottom of the totem pole of Sunshani politics. They are literally owned as property by the nobles and are frequently swapped or sold to new owners. They are sometimes supported with food or healing by the Monasteries, despite the risk involved and the nobles disapproval. The serfs are frequently very angry with their social place, but more are simply tired and resigned to their fate, and are trying to keep themselves and their families alive, which becomes substantially more difficult if one attracts the attention of the nobles or their spies. They also quietly support the revolutionaries, quietly feeding and sheltering those that pass through their villages.

    The Nobles:
    While the Serfs are at the bottom of the totem pole, the Nobles are at the top. Rather, they carved the pole themselves and put themselves at the top. They are frequently too busy being rich, powerful and lazy to actually use any of their power to do anything but keep the status quo stable, and the peasants in their place. The often have spies, guards and hired managers on each of their plantations to keep the serfs firmly under their thumbs, while they are away at court or a vacation home. They have a level of disrespect for the Serfs, and view them as mindless property. They essentially leave the monasteries alone and do not tax them, assuming that this grants them favor with the monks and abbots. They are mostly unaware or do not care about the Revolutionaries, viewing them as unimportant inconveniences for their plantation managers, or refusing to admit they exist at all.

    The Monasteries:
    The monasteries generally try to stay out of Sunshani politics as much as their consciences will allow. However, this is not usually all that much. They have the unwavering support of the serfs, and frequently serve as sanctuaries for fleeing "criminals", serfs that dared try and escape Sunshan for Soleh or Vallheim. They also adopt whatever children the local families cannot support and raise them as monks. The Nobles are aware of the support that the monasteries have from the serfs and generally let them be, knowing that to attack one would be to open the door to a popular revolt. However, some monasteries have turned towards training their monks not for self defense and pursuit of perfection, but for a political agenda. These disillusioned monasteries are the main recruiting and training grounds of the Revolutionaries' soldiers, as well as their many political philosophers, recruited from the great thinkers of these institutions, who serve to help recruit and educate the serfs about their government and its crimes.

    The Revolutionaries:
    This group is actually an uneasy sorta-alliance of three different groups who work against the nobles in different ways.

    The first is the Phoenix, by far the oldest of the groups, which has existed and subtly worked against the nobles for over three hundred years. They are present to some degree in every monastery, but focus exclusively on non-violent methods. They have been working tirelessly to educate the serfs to the point that they can rise up as one peaceful, unstoppable force to demand their own constitution, rights and self-government. They have been discovered and exposed by the government twice before, and were massacred. The surviving members rebuilt both times, rising from the ashes of the burnt monasteries, hence the name of Phoenix.

    The second is the Grey Palm, a group of assassins, rogues, etc. who believe that a nonviolent resistance is a contradiction, and work to destroy the nobles by literally destroying them, through ambushes, assassinations and other attacks. They have few qualms about who is and who is not a valid target, believing that all nobles are oppressors, regardless of age, sex or disposition. They find the Phoenix to be a bunch of ivory-tower philosophers who are comfortable living in a monastery and ignoring the pains of the serfs.

    The last is the Unending Way, a group of traveling pilgrims, who generally travel from village to village praying and practicing martial arts. They also serve as camouflage for a serf trying to escape, and often allow them to travel with them as a fellow monk until they can escape to a neighboring country. They are on friendly terms with the Phoenix, and also have a level or respect for the passion of the Grey Palm, if not agreement with their goals.
    Last edited by Wyntonian; 2011-04-26 at 01:18 PM.

  14. - Top - End - #74
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    NecromancerGuy

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    I like it, just a few quick questions.

    -How open is the battle against the nobles by the revolutionaries? Is it strictly Gray Palm raids and ambushes, or do infrequent open battles ever occur?

    -How do the other nations view the political state of Sunshan? Especially Soleh and the Dotze Affariata, being so close. [I can write-up stuff for Soleh if so desired, it has kind of become my baby...haha]

    -You mentioned Samurai, are ninja going to be present in some form? [And I mean legitimate mercenaries and assassins, not the overhyped pop culture version.]

  15. - Top - End - #75
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    Default Re: A complete N00bz first try at world-building...

    Quote Originally Posted by Arathnos View Post
    I like it, just a few quick questions.

    -How open is the battle against the nobles by the revolutionaries? Is it strictly Gray Palm raids and ambushes, or do infrequent open battles ever occur?

    -How do the other nations view the political state of Sunshan? Especially Soleh and the Dotze Affariata, being so close. [I can write-up stuff for Soleh if so desired, it has kind of become my baby...haha]

    -You mentioned Samurai, are ninja going to be present in some form? [And I mean legitimate mercenaries and assassins, not the overhyped pop culture version.]

    There really aren't any open battles between the groups. The Phoenix are pacifists, and the Unending Way is not all that organized, so it's almost exclusively Grey Palm assassins (rogue-monks) performing small raids and assassination attempts on nobles. not really any open warfare.

    Vallheimers are somewhat libertarian, so the idea of serfdom does not appeal to them. Soleh is ok with them, just because they follow the same religion and tithe to the church (if you want to get technical with that, go ahead). The Affariata likes them simply becuase they mass-produce agricultural products (wheat, cotton, tobbacco).

    And yes, each noble would have a cadre of samurai-like bodyguards, as well as Queen Amamesu's household armies. These guys will be fighters with the disciplined warrior path. For ninjas, many Grey Palm assassins seem a lot like ninjas, as well as each noble houses' personal troops of mercenaries and non-samurai guards.

  16. - Top - End - #76
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    Default Re: A complete N00bz first try at world-building...

    Another taste of fluff that might add something to this world.

    The Lightwood Rangers:

    The Lightwood Rangers are another surviving fragment of the first empire, like the four nations. When the First People and the Empire first began to assimilate, the Rangers were the first to accept and practice the magic of the First People, and are to this day the most skilled at the practice. They now serve as wilderness police, guides, foresters and bandit patrols, keeping the less-settled lands safe for humans. A long negotiation process before the Vallheim Civil War gave them unlimited jurisdiction, meaning that they are legally allowed to pursue bandits and criminals over the national borders and execute any they prove to be murderers. Also, they can commit any prisoners to any jail in the four nations and set their term. One of their most important duties, however, is to keep the Urgals out of human lands. After living and hunting alongside the Urgals for generations, they two groups have developed a fairly peaceful relationship. However, it is still the Lightwood Ranger's duty to keep their two races separated until they can meet peacefully. This sometimes means making treaties with the tribes, or sometimes ritualized combat in the Urgal tradition. Their recruitment stems from their own children, as well as any volunteer who passes the tests and has no close living relations, or anyone who eludes their patrols and finds their secreted halls deep in the forest. Most nations are glad of their presence, although Sunshan suspects them of helping escaping serfs and giving them sanctuary, which is not entirely groundless.

  17. - Top - End - #77
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    Ooh. That's asking for a lot of trouble in a world... it's like INTERPOL, only it has power and actually works. WOW.
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  18. - Top - End - #78
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    Yeah, I was thinking about all the possible conflicts that could result, and I thought it added a bit more spice to a fairly conflict-light world. any other thoughts?

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    We need to work on the other countries now, I think...
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    Default Re: A complete N00bz first try at world-building...

    Fair enough. I have Vallheim essentially done, and Arachnos is the lord and creator of Soleh. I have a page or so done on Sunshan, so that leaves the Dotze Affariata. Or if you have a different preference?

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    Sounds good to me. Lemme check on the relevant info... what's their gov't structure...? *flips through archive*
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    Default Re: A complete N00bz first try at world-building...

    Political structure of whom? The Rangers?

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

    Dotze Affariata.
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    Well then, I'll get right on that. expect a full fluffy post by saturday/sunday.

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

    Awesome, can't wait... I do notice that we have a bunch of splintered groups. Everything is based on tribes, it seems. Vallaheim, obviously; Dotze Affariatia are in city-state form; Urgals have tribes; Dwarves have clans... things are indeed interesting. Is this the way the world is intended to go?
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    Default Re: A complete N00bz first try at world-building...

    I do notice that we have a bunch of splintered groups. Everything is based on tribes, it seems. Vallaheim, obviously; Dotze Affariatia are in city-state form; Urgals have tribes; Dwarves have clans... things are indeed interesting. Is this the way the world is intended to go?
    Well, I hadn't intended for everyone to have a clan system, but that's kinda how it turned out, and I'm ok with it. I think I might refluff the Dwarves, and make them a not-tribe based system, just to break that up a bit. It works, but I don't want to overdo it. and the Affariata are just a bunch of different little towns, not clans per se. And even if I don't redo the Dwarves, tribes are one of the single most common themes in history, whether it's family lines, noble houses, sept totems, etc, so nobody will break their suspension of disbelief on that.

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

    Quote Originally Posted by SamBurke View Post
    Dotze Affariatia are in city-state form
    City-States? Oh, Greek or Mayan History would be very helpful here. Either Direct Democracy running the cities or maybe Royal Families running them.

    Maybe only females get the right to vote in the City-States? Do any of the nations have slavery? I found it amazing that Athens put so much weight into democracy and didn't blink at having slaves. Just to toss in some cultural ideas...
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    Valley, you have just headshotted me with an epiphany. Thanks. I'm working on a fluff post for the Affariata, and I think i will have a political interaction between the humans and Gnomes much like colonial equatorial Africa, where the European people were slaveowners, and some of the natives sold their neighbors into slavery. I think I'll have the Affariata be slaveowners, and some Gnomes selling others into slavery. Maybe the Affariata sell their slaves up the coast to Soleh and the Sunshani. I like it.

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    Hey Arathnos, while I get the Affariata worked out, would you mind writing a bit more about Soleh? like, names of leaders, what sort of weapons they use, that sort of thing.

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    The Dotze Affariata are a loose coalition of a dozen semi-allied city-states, four major and twelve minor. While the exact influence of the following factions on each cities' internal politics varies somewhat, these following factions are almost always present to some degree.

    The Royalty:

    One thing that all the Affarati cities have in common is some form of hereditary monarch. This is almost always a Prince or Doge, although there are some Princesses. Also, Marcelena has a king and Mareis a Duchess. These royal families are often fairly large, and most are interrelated, making it sometimes awkward to order a border skirmish or caravan raid against one's second cousin four times removed. The royal families frequently have small-scale conflicts over trade rights, tariffs and the like, but large scale wars are all but unheard-of in recent history, and the cities have a mutual defense treaty that states that an attack on one of them by any human nation is to be considered an attack on all of them. This and other agreements are made yearly, when a representative of each city meets with their colleagues in Marcelena to shout, argue and debate things such as trade rights, tariffs, borders, etc.

    The Trade Guilds:

    Easily more powerful than the royalty is the various trade guilds. Each guild is a coalition of craftsmen and merchants oriented towards a limited service they provide to the citizens of the Dotze Affariata and beyond, such as pottery, metallurgy, textiles and others. They pay the majority of the taxes that keep the royalty in power, a fact of which they are well aware, as it gives them greatly improved bargaining power through their "lobbies", groups of negotiators who exist to make the governments of the cities aware of the Guild's needs, as well as make sure they are met. These guilds frequently work in tandem, as their markets overlap only in the slightest due to their organization of filling a single need.

    The Mercenary Bands:

    Because the Trade Guilds need both hired muscle and a level of protection from bandits, thieves, and occasionally gnome raiders, being a mercenary in the Dotze Affariata is a fairly lucrative job. They are generally hired as groups or units, with some exceptions made for skilled commanders or "specialized" sorts of combatants. They are also used by the governments of the cities in times of war, as they only support their own royal guards and a city watch, not a full-fledged field army. These bands serve a purpose, but most rulers would rather avoid dealing with them if possible, as they have a fairly poor reputation as ruthless and unreliable killers. They are also hired by the Slavers, who use them to ward off the attacks of those they try to enslave.

    The Slavers:

    The Slavers are, like mercenaries, considered to be somewhat of the dregs of society. However, they do provide a service that almost all humans appreciate: Gnome slaves. The gnomes are native to the area of the Dotze Affariata, although face by the threat of the slavers, they have retreated somewhat, into the swampier or less-inhabited areas of the land. The slavers are some of the few who have a basic understanding of the lay of the land, enough to track down a semi-nomadic Gnome group and capture them without getting too lost. Despite the large profits that these bands make, it is a fairly dangerous profession. Surprisingly enough, most gnomes do not really want to be taken into slavery, and about one in four slaver groups are never seen again, usually killed by the gnomes and their mounts, if not the wildlife. Regardless of the risk involved, the Trade Guilds and royalty continue to purchase Gnome slaves.

    The Schools:

    One thing for which the Dotze Affariata are famous is their great universities. While they rarely involve themselves in politics, they have a level of loyalty from their alumni, of which they produce many in the fields of mechanics, military command, history, politics, diplomacy, music, trade and business.

    The Thieves:

    Anywhere where wealth accumulates, there are those who wish to steal it. Most thieves belong to some form of organization, which serves to accept a portion (usually around 20-25%) of each taking, and uses this amount to provide safehouses, fences and pay off the watch to prevent a large-scale investigation. Those that are not part of an organization are generally grassed up by their colleagues, and made examples of by the Watch "See! We finally caught one!".

    The Gnomes:

    The Gnomes are a race that has been present since before the original empire arrived, and was living in peace with the First People at the time. They now have a fairly beleaguered existence, running from slavers when they can, and killing them when they can't. They have had not recent positive contact with any humans, and are more likely to simply kill them and end the threat than let them escape and tell the tale. Their mounts, which take the form of (sorta) domesticated crocodiles in the swampier areas and large wolflike dogs in the drier parts, play a large role in their mobility, in extended family bands of usually no more than thirty, with small carts if on dry land, and kayak-like boats in the swamps. They are on good terms with the dwarves to the north, but are usually far enough apart that little interactions take place. The Urgals have no interest in the "little people", although they might be interested in their possessions. The gnomes are known to most to be highly skilled in most crafts, from working with leather or wood, to light smithwork with their portable furnaces. They are usually the only source they have of tools, so they make their won and do it well. As they are too small to be effective laborers, this is usually the role they are used for as slaves.



    Le Crunch (very similar to standard):

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    • +2 Constitution, -2 Strength.
    • Small-All applicable effects.
    • Gnome base land speed is 30 feet.
    • Low-Light Vision-Same as usual.
    • +2 racial bonus on saving throws against illusions.
    • Add +1 to the Difficulty Class for all saving throws against illusion spells and spells of the Green school cast by gnomes. Gnomes often use their innate magic and connection with the earth to trick others.
    • +1 racial bonus on attack rolls against Urgals and Humanoids.
    • +2 racial bonus on Listen, Swim and Spot checks, as well as Wild Empathy if it is a class skill.
    • +4 racial bonus to avoid contact in long-distance pursuits.
    • Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Urgal, Sunshani, Tala (the language of Vallheim), Soleh and Llenta (The language of the Dotze Affariata) In addition, a gnome can speak with a mammal, reptile or bird. This ability is innate to gnomes. See the speak with animals spell description.
    • Spell-Like Abilities: 1/day—speak with animals (Mammal, reptile or bird only, duration 1 minute). A gnome with a Wisdom score of at least 10 also has the following spell-like abilities: 1/day—Dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Wis modifier + spell level.

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