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    Bugbear in the Playground
     
    Madara's Avatar

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    Default [PEACH][WIP]Project Paradox- A World of Magic and Wibbly-Wobbly Timey-Wimey Stuff

    Forward: Project Paradox is based on an idea I had while running 5e play tests. It came about because we decided to re-run the adventure, since it was the only one they they gave us. This idea led to The Caverns of Paradox, an adventure which I never actually made, but it would have you run through the same three rooms multiple times with slight changes. This Idea led to me working on creating a world in which the time line Actually Mattered. Which of course, means that the players can have an influence on the time line. This of course would normally mean time travel via DM headache, but instead, I decided that I'd go with the multiple time streams concept, and that travel between timeliness was possible with The Caverns of Paradox. This world is shaped by three major concepts:
    A. The Flow of Magic
    B. The Malleability of Time
    C. Organization is Key

    In order to keep things sane in terms of power level, and personal preference, this world is E6. You will notice their are quite a few custom feats for this world. This is to Replace PrCs entirely. Because the world is built on the many different organizations, and I no longer allow the Mage of the Arcane Order PrC, I made feats which represent what would have been distinguished by PrCs. You'll notice that I repeat some sections. That is because I'm giving information for 3 points in the Timeline: Dark Age, Rising Civilization, and Golden Age. I reccomend Rising Civilization as the default, but the other two are nice as well. Do realize, that this setting is meant for players to travel between timelines, so all three points will play a large role.


    Rising Civilization

    Races(Half-bloods are assumed to take a role in one of their parent societies):
    Spoiler
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    Elves: Known for cataloging history as it unfolds, the Elves are the only major race that is aware of the Caverns, but they have forbid all Elves from going into the Caverns. Most Elves take up roles which involve seeking knowledge, Wizards, Bards, Rangers, and Adepts are very common. Most Elves prefer to specialize in a single area, becoming Experts rather than Commoners.

    Gnomes: In order to ensure their survival, Gnomes set themselves up as the best assistants. Gnomes are the greatest suppliers of Hirelings and Followers, but they also keep a secret record of history, just in case the Elven version is bias. Gnomes are also common Wizards, Warlocks, and Binders. They are very good at getting access to magical knowledge, having worked as apprentices for many years.

    Dwarves: Legend holds that the Dwarves built the very first mountains by combining hills. Now, their race stays relatively close to the surface, having long forgotten the cause of their flight from the deep. Because most records were lost in the Dark Ages, it is likely that they will never know what happened.

    Humans: Humans in this time period have stretched themselves too thin. They currently have no nation of their own, but rather are intigrated within all other countries and races, taking up positions which are needed. Humans are unlikely to become magical classes because they are not viewed with much respect by the other races.

    Goblins: The Goblins inhabit the tundras and ice caps, finding their natural affinity for riding to combine well with hunting in such areas. In addition, the poor weather makes trap use especially effective. This race has become known for invention and ingenuity, and well as their ability to scavage. Goblins get a +2 bonus on search checks and on Craft(Trapmaking).

    Astral Constructs: Spawned from the Rip in time, Astral Constructs have gained Sentience but are very few in number. Currently, they have found a place guarding the Caverns of Paradox. Some of them adventure to prevent damage to time, but very few of them have started taking class levels. The Astructs(As commonfolk call them) have formed a few tribes, but most seem to take their own agendas.



    Classes(Classes not listed are not in this time period):
    * denotes exotic classes
    + denotes common guild member classes
    Spoiler
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    Adept: The Adept is a leftover from the Dark Age, when divine magic was at its weakest. Because it was so widespread, many people are able to become adepts because its easy to find a teacher. Most temples are run by adepts, and adepts often will hold positions in government.
    ACF: Wiseman
    Lose: You lose the Ability to call a Familiar
    Gain: You gain the Bardic Knowledge Ability for which you effective Bard level is the same as your Adept Level.

    Aristocrat: While all time periods hold different classes and statuses, the Aristocrat is unique to the Rising Civilization. It exists in this time period because this is the time in which their is enough wealth for Aristocrats to exists, but times are still gritty enough that they would take martial training.
    ACF: Wealthy
    Lose: Your HD becomes a d6
    Gain: You gain one item worth up to 500gp
    Barbarian: Well known for their raiding skills, Barbarians were common during the Dark Ages, but continued to be successful in the Rising Civilization because for many it was a traditional way of the warrior, and their ferocity combined with speed allowed them to be more effective in smaller squads.
    ACF: Raider
    Lose: Trap Sense
    Gain: You Gain Improved Sunder as a bonus feat. In addition, your training with mounts grants you a +2 bonus to ride checks.

    +Bards: In this age, many rogues no longer need to steal, or resort to criminal activity for survival. Many of them have found that their skills can be used for entertaining, enlightening, and increasing the culture of their countries.

    Cleric: The Adept was a mere child in the realm of the divine. Clerics devote themselves to their cause, rather than to a job. For Clerics, their entire lives are a quest, and they actually understand where divine power comes from.

    Commoner: The Commonfolk of the world. Very few actually specialize in a single trade, however, the commoners are becoming more successful in this modern age than they were in the dark ages, but they also don't pay much attention to martial training.

    Druid: In this age, Druids are becoming uncommon as much of nature is being overwhelmed by the developments of civilization. Some Druids have integrated into society, becoming healers and medicine men. Others seek to defend what little bits of nature are left. Others still are the few people who know about how the world was plunged into a dark age in the first place, and seek to prevent it from happening again.

    Expert: These people are the first to recognize that in the new age, they can specialize in a single skill area and still be successful. In fact, many experts are able to profit on their buisness and make up the middle class.

    +Fighter: The modern soldier is more refined. Their skills may be more limited than that of a Barbarian, but they train to fight in organized units, often having a specialized role to play in combat.

    +*Hexblade: The Orcish people focused on martial might in their society, which caused them to fall behind in terms of spellcasters. However, the few arcane casters they did have became capable of combining martial discipline and arcane power. Rather than strengthening themselves, they became known for weakening their enemies. Modern Hexblades are even less common than barbarians, but often serve as leaders for more tribal societies.

    Monk: Monks are the counter to the mighty barbarian; they favor law and order, do not carry weapons, and try peaceful methods of survival. However, the monk schools often became corrupted in the Dark Age, focusing on combat out of need to protect their monestaries. Common people grew to look down on monks, saying that they had run away from the problems of the world, rather than facing them. Most villages respect monks very little, (They don't even buy anything!), so monks will often try to blend in.
    Monks who worship Jhan add their Charisma bonus to their AC, rather than their Wisdom.

    *Paladin: Paladins are very rare, only coming along when they are needed. As such, people are unsure of where Paladins get their righteous power and hold them with awe(Granting +2 on diplomacy checks with commonfolk after a display of Paladin powers)

    +Ranger: While the world is moving out of the Dark Ages, much of the world is covered in wilderness or ruins. Rangers came about as a combination of Barbarians with the structure of society added in. These rangers often act as guides or protectors, often traveling to exoctic places for hidden knowledge and combat techniques.
    ACF: Combat Focus
    Lose: Favored Enemy
    Gain: At each level you would have gained a new favored enemy, you can instead select a fighter bonus feat that you qualify for.
    +Rogue: Most rogues are thieves who adjust to city life, however, their ability to play roles as spies and assasins makes them political and military boons.

    Sorcerer: The first arcane spellcasters, filled with raw power, were often unable to develop variety, but rather would focus on sheer power. Current Sorcerers fill many different roles, but are slight outcasts because of their lack of guild ties.

    Warlock: The Sorcerer gives up verstitilty for power, and the Warlock does that even moreso. Warlocks are mysterious, gaining their powers in various ways and being confused with sorcerers to commonfolk. Most Warlocks aren't even noticed, because the average person doesn't know the difference between them and any other magic user.

    Warrior: The common footsoldier. Many Warriors serve as town guardsmen, some as gladiators, and others as "Aquirers" who go out with the wealthy to hunt big game.

    +Wizard: Wizards Must be part of a guild. If they are not, they are viewed as rivals by all guildmages and run the risk of being attacked, in addition to having difficulty holding respect. Some guilds are looser than others, but for every Wizard, choosing a Guild is much like choosing a favored school: Just part of being a Wizard.

    *Wu Jen: The Wu Jen is an Exoctic Wizard who focuses on Elemental Casting. Because of their Exotic status, they get the benefit of not needing guild membership. Wu Jen sometimes take up roles as Councilers and Wisemen, trying to fit in into societies. In this Setting, Wu Jen can add spells to their spellbook that have the same descriptor as their favored element.

    +*Archivist: The Archevist remains a mysterious spellcaster who almost seems to steal power from the gods, or wherever the Clerics get it from. Most Archevists are self-taught and have difficulty gathering enough resources to advance their education. Guilds are a great opprotunity for Archevists to meet others and share spells, therefore it is even rarer for Archevists to be found who aren't in a guild.

    +*Dread Necromancer: Dread Necromancers are divided into two types: Licensed and Rogue. Licensed Necromancers use undead as laborers, get their corpses from contracts and willing volunteers(Who have nothing to lose when their dead). Rogue Necromancers use undead as soldiers, get corpses by murder and graverobbing, and present a danger to society. Licensed Necromancers register all of their undead, and wear gray cloaks and blue bracelets to signify their status. All of them are checked up on by local authorities. Licenses usually only apply to single regions.

    *Binder: Binders are actually well respected, now that their power is understood. For commonfolk, it makes sense that Binders make legitiment deals and agreements for power, this contract is seen as nothing to fear. However, Binders keep their Pact Magic secret, and one must travel far and wide in order to discover all the different Pacts.

    Beguiler: Beguilers prefer to keep their power secret, seeing as a reputation of manipulation won't get them very far. Most Beguilers pretend to be Bards, and try to gain positions of influence. Many Aristocrats who lose their status resort to becoming Beguilers, and many Beguilers become Aristocrats.

    *Dragon Shaman: Dragons are mere legends at this point in time, and the Dragon Shamans are considerer Relics who are stuck living in the past. However, the Dragon Shamans are the most unified organization, because they all have the same goal: To Bring Back the Age of Dragons.

    Knight: Unlike Fighters and Warriors, Knights specifically prepare to work in units, especially in the military. Most Knights work for their country, rather than being mercinaries, and they often try to gather like-minded individuals. The Knights are well respected in society as warriors with manners, and are seen as middleclass(Minimum)


    Relgions

    The Immortal Five

    Spoiler
    Show

    The Immortal Five are worshipped seperately and have no shared temples, but are catagorized together because of their shared appearances in ancient texts. The followers of the Five often disagree with each other, and sometime compete over worshippers.

    Jhan, The Blue Sun: Known for having the patience of a true immortal, Jhan is seen as the god of mercy and patience to commonfolk. He is often worshipped by monks, and many tattoo his symbol, a blue sun, on their shoulder. In truth, however, he is the god of deception, actually stealing light from people. His priests are well aware of this fact, and heal the sick by day, and rob them by night.

    Torran, The Third Drop: The people of this world keep track of time in one of two ways: Watching the sun, or through some machine. Drops of water at a steady rate are units of time. Torran is the god of time. All time is divided into a Beginning, Middle, and End. Torran, being the third drop is the End of Time. His worshippers praise him for holding off the End, and keeping time together. His favored weapon is the Quarterstaff.

    Baerde, The Glass Sky Legend says that Baerde was the first to divide the land from the sky, and established barriers between people(Cultural and Physical) to prevent them from trying to reach the gods. Opinions are divided as to whether she built the sky to prevent lesser beings from ascending, or to keep gods from interfering directly with the world. Her followers incist that she did the second, but people are uncertain. Her Holy Symbols are always Hexagons, and are actually frames filled with glass. Her favored weapon is the Longspear.

    Reys, The Book Keeper: Known for training the first Judges and Elders, along with creating the first code of laws, Reys is the god of Order and Law. His followers always hold the positions of judges, and must give fair trials, or they lose their ability to cast spells. Some people say that Reys also is in charge of making deals with spellcasters, and that he collects material components in exchange for granting them power. Because of this belief, he is often worshipped by legal Necromancers. His Favored Weapon is the Warhammer, and his symbol is either a book, quill, or gavel. Necromancers will use a noose as his symbol.

    Pon, The Eye Pon is known as the silent god. Rather than telling his followers what to do, he shows them what will happen. He is the god of Divination and Secrets. Many people fear his power, because he could fell nations with a single word. His symbol is an eye, and his favored weapon is the sling. Pon's priests act as fortune tellers, advisors, and prophets.


    The Flow

    Spoiler
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    Understood by Wizards as the motion of magical energy through the ground, many people began to worship it when the Scholars tried to explain it. Now, some Clerics claim that the Flow is intelligent and grants its power willingly. Others say that the Flow is an Imprisoned Villain from which Spellcasters Siphon power. Two Major Factions exist:
    1. The Ripple: Those who believe that the more they use the Flow, the more its power spreads, and that it is their job to cast as much magic as possible.
    2. The Still Waters: The Casters who believe that its power should be used only by those who respect its origins, and only with good reason. Some of the Still Waters are extremists and have become Mage-Hunters, but most just frown on uneccesary magic use.


    Kings of the Material
    Spoiler
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    The Kings are based on the different elements which make up the world, and as such are worshipped by Wu Jen and their Clerics are very Elemental-based.

    Crellun, King of Sand: Belived to be the most flexible and understanding of the Kings, Crellun shapes the world as King of Earth. Those who worship the Kings of the Material come to him for mercy, realizing that he listens to all and is the most willing to change his mind. Crellun has very few Clerics, and those who are his priests do not visit towns, but rather wander wastlands and ruins, trying to understand Crellun's Chaos. He is worshipped in the shared temple of the Kings, and his symbol is that of a Pyramid. His favored Weapon is the Scythe.

    Parchet, King of the Sea: Known for enforcing the work of the Kings. Parchet beats down his opposition with cosistant wave after wave. He is followed because of his ability to continue working even when nothing changes. For this reason, he is suprisingly favored by the commoners. His priests work as healers, and warriors, often leading holy wars. His symbol is a wave and his favored weapon is the Trident.

    Asheym, King of the Clouds: The most mysterious of the four Kings, Asheym is known for keeping secrets hidden, and giving signs to his followers. His priests are few, but often very powerful, having learned secret powers. In addition, his priests inform peasants of the up coming weather and catalog history as it unfolds. His symbol is a cloud in any shape, and his favored weapon is the Heavy Mace.

    Wuten, King of Lightning: Justice is swift. Wuten is swifter. Wuten is the god of Energy, Fire, and Lightning. He is known for raw power and strength. Many say that he posseses barbarians when they rage. He preaches that people ought to follow their instinct and fight with passion. His priests work as many different professions, but all have some form of martial training. His symbol is a lightning bolt, and his favored weapon is a pair of Rapiers.



    New Character Features


    Feats:
    Spoiler
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    Desert King [General]
    Requirements: Must be able to Turn or Rebuke Undead, Must be able to cast at least 2 spells from the Sand, Thirst, or Earth domain.
    Benefit: Crellun recognizes your willingness to support the waste. He grants you a body that no longer needs to eat or drink. Also, you gain a touch attack which deals 1d8 dessication damage. You can use this attack 2/day in addition to being able to spend a Turn or Rebuke attempt to use this attack.

    Flowcasting [General]
    Requirements: Must be able to cast spells of at least 2nd level
    Benefit: Choose one direction: North, East, South, or West. Once chosen, this direction cannot be changed. When you cast a spell in that direction, or at a target in that direction from you, your caster level is increased by 1 for that spell in addition to extending the range of the spell by 5ft./ character level. If you are uncertain of the direction of north, the DM rolls 1d4, with each number representing a direction, and then assigns a direction to each point in combat.

    Adaptation [Racial]
    Requirements: Must be an Astral Construct
    Benefit: Choose one extra benefit from Menu A, you gain this ability in adition to the ones granted by your racial class. You can only benifit from this feat once.


    Timekeeper [General]
    Requirements: Must have at least heard of the Caverns of Paradox, Wis 12
    Benefit: You have dedicated yourself to protecting time. As such, you are able to remember events that would have happened if time hadn't been changed, and you can also tell if its been tampered with. In addition, you can make a Wisdom check to remember a detail about a past event that you were in. DC 10 for obvious details, like the location of the memory(If it was known at the time), DC 15 for large, but inimportant details, such as the color of someone's shirt, and DC 20 for fine details, such as what a paper on a desk that you didn't read was about.

    Mage of the Arcane Order Initiate [General]
    Requirements: Must be able to cast 1st level arcane spells, must use a spellbook, Knowledge(Arcana) 4 ranks
    Benefit: Choose one spell you know of a level you can cast. You can spontaneously convert any spell of the same level into that spell as a swift action. In addition, you are recognized as a Mage of the Arcane order. You have to pay 750gp as a membership fee, but you get access to the conclave in any city which has one, as well as access to their spell libraries. Upon becoming an initiate, you are given a Pearll Pin. This Pin must be worn in order to convert spells.


    Mage of the Arcane Order Associate [General]
    Requirements: Must be able to cast 2nd level arcane spells, Wizard of the Arcane Order Initiate
    Benefit: A Wizard of the Arcane Order Associate gains access to the spellpool I, see pg 49 of Complete Arcane for more information about the spellpool.

    Blue Blood Initiate [General]
    Requirements: Must be able to cast 1st level arcane spells, must have a specialty school
    Benefit: You can double the casting time of a spell in order to increase its Caster Level by 1. In addition, you are recognized as a Blue Blooded Spellcaster. You have to pay 750gp as a membership fee, but you get access to the conclave in any city which has one, as well as access to their spell libraries. Upon becoming an initiate, you are given a Saphire Eye Pin. This Pin must be worn in order to convert spells.

    Blue Blood Associate [General]
    Requirements: Blue Blood Initiate, Must be able to cast 2nd level spells
    Benefit: You can sacrifice spell slots to gain +1 CL/ spell level to other spells of your choice that you have prepared. Doing so requires 1 hour of rituals, and the Saphire Eye Pin. In addition, up to one other Blue Blood Associate can join you in this ritual, and can sacrifice any number of spell slots. In addition, this ritual can act as a heighten effect, raising the selected spell's level by the same amount instead of raising the Caster Level.

    Shield Wall [General] [Fighter]
    Requirements: Must be proficient with Shields, Strength 12
    Benefit: As a Move Action, you can allies within 5ft. of you partial cover, granting them a +2 bonus to AC and Reflex Saves.

    Wildman [General]
    Requirements: Track and Dex 14
    Benefits: Your base speed increases by 10 while in wilderness environments such as forests, swamps, and praries. You lose this bonus while in caves, tunnels, cities, and towns.

    Unnoticed [Racial]
    Requirements: Must be Human
    Benefits: Your race lives among so many others that you go unnoticed. You gain a +4 Bonus to Hide and Move Silently checks. Also, if you can cast spells, once per day, you can cast a spell of 1st level or lower as if modified by the Silent Spell metamagic feat, without changing the spell's level.

    All In a Day's Work [Racial]
    Requirements: Dwarf, must be able to cast divine spells
    Benefits: Not only have you inherited the power of your ancestors who used to guard the deep, but you have also inherited their responsibilities. The Earth, however, rewards you, granting you the power to cast all [Earth] spells at +1 CL. In addition, once per day, you can cast one [Earth] spell as a Swift Action.

    Blood Oath [Racial]
    Requirements: Must be a Dwarf, Con 14, Base Will Save +3
    Benefits: People take you seriously, and you always keep your word, especially when it matters. Your oaths have a bit of magic to them, when someone makes a deal with you, it is treated as Lesser Geas, and they are subject to the effects of the spell.

    Everybody Loves You [Racial]
    Requirements: Charisma 13, Must be a Gnome
    Benefits: Because of your race's good reputation, people are more willing to listen to you, and will be a little nicer. Whenever a non-gnome pays you for a job, you get a 10% bonus. In addition, you get a +2 on charisma-based skill checks(Excluding Use Magic Device) against non-gnomes. This feat doesn't apply in the Dark Ages.

    History Repeats Itself [Racial]
    Requirements: Must be an Elf, Knowledge(History) 6 ranks
    Benefits: You base your descisions and movement on hundreds of years of history, someone else has already learned the lessons for you. Once per day per point of Charisma Modifer, you can reroll one skill check. In addition, you can suppliment a Knowledge(History) check for any other Knowlege check, but you still only get one attempt.

    A Race of Crafters [Racial]
    Requirements: Must be a Goblin, Craft(Any) 4 ranks
    Benefits: Your race knows the best way to collect materials and to build things. Reduce the time it takes you to craft an item by 1 day/ HD, also, decrease the cost of materials by 25%.

    Deceptive Palm [General]
    Requirements: Improved Unarmed Attack, Dex 14
    Benefits: As a full round action you can make a normal unarmed strike against your opponent. Your opponent is denied their Dexterity Modifier to their AC for that attack. This does not grant you the ability to sneak attack or sudden strike that opponenet.

    Earth Dreamer [Racial]
    Requirements: Must be able to cast 3rd level Divine spells, Must be a Dwarf
    Benefits: You can spend 10 minutes communicating with the ground to ask it one question. The land can answer any question about any event transpiring within the last 30 days within 5 miles that was in direct contact with the ground. You may only ask the question once. This question must be a "Yes or No" question.

    Natural Tracker [General]
    Requirements: Wildman, Track
    Benefits: You gain the Scent Special Ability.



    Free Labor [General]
    Requirements: Must be able to cast Animate Dead or able to create undead through some other means.
    Benefits: Undead you create are meant for work. They have a permanent -3 penalty to attack and damage rolls, but they gain 4 skill points per HD if they were formerlly intelligent, and add four skills of your choice to their skill list. These must be skills that can normally be used untrained.

    Swift-Death Specialist [General]
    Requirements: Dex 15, Martial Weapon Proficiency, BAB +3
    Benefits: Whenever you wield a single Light Weapon, you can attack as a swift action, but you can still only make one attack that turn.

    Druid of the Underdark [General]
    Requirements: Darkvision, Animal Companion Class Feature
    Benefits: A Druid with this ability grants his Animal companion darkvision equal to their own. If the Animal Companion already has darkvision, it is extended by 30ft. In addition, the Druid's Animal Companion is willing to go underground without being pushed by the Handle Animal skill. The Animal Companion also gains the [Earth] subtype and gains a burrow speed of 10ft. which leaves behind a tunnel which lasts for 1 minute.

    Druid of the Open Skies [General]
    Requirements: Animal Companion Class Feature, Wis 14
    Benefits: A Druid with this ability finds themselves more capable in the open. They gain a +2 bonus on Spot checks and if their Animal Companion has a fly speed, it increases by 10ft. In addition, the Druid casts [Air] spells at +1 CL.
    Last edited by Madara; 2012-09-27 at 10:43 PM.

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    Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

    Count me intrigued. I'll be lurking for a bit.
    Domriso's Homebrew Compendium - A collection of all of my homebrew, throwing in my own design philosophy and my conceptions for possible new things.

    Geomancy, Runic Magic, probably more at a later date:
    Come see my Homebrew!

    Ever heard of the Ultimate Classes? They're pretty sweet. Check them out here.

    I've had an interview over at Tellest! You should go see!

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    Bugbear in the Playground
     
    Madara's Avatar

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    Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

    Magic

    Magic doesn't play a large role in the world, instead, in holds a position of awe. The amount of power that a wizard gets after years of training helps even out the time they lost working on their spellcasting, so in the end, the benifits of magic aren't enough that the majority of society relies on it. Those who do, however, study the mysteries of magic, do so for their own purposes. Many study magic because they love the art, others study it out of devotion to their god. Because of this, trained spellcasters realized that they all loved the art and began forming guilds. There are 4 major Wizard guilds, but there are other smaller ones. Most Wizards register with the guild of their teacher, but a few go rogue.
    1. The Arcane Order: The most famous of all the guilds, it isn't the strongest in terms of power or number, but they are the most popular with the general population. Their Guild was formed on the basis of sharing magic energy. Wizards who originally found they could store power in scrolls which their associates could use, also found a way to skip the scroll and send energy straight to their Guildmates.
    2. The Blue Bloods: The Blues base their power on sacrifice. To them, a single greater power is better than many smaller powers: Quality over Quantity. Their organization is harsh on newcomers, making them sacrifice their magic for those in charge. However, they boast some of the strongest spellcasters.
    3. Oracles: This is one of the few guilds which works with common folk. The oracles pratice Divination and focus on being prepared for whatever may happen. Their numbers aren't great, but with even simple fortune telling, people with treat them with respect.
    4. The Keepers of the Forbidden Path: The Keepers aren't well known, but they are likely the most important guild. Their leaders actually know the cause of the dark ages, and have been protecting magic, All Magic, from being forgotten. Because their stance that all magic must be kept, they don't care about alignment, and evil Wizards can sometimes even work with good Wizards.
    (Find out more about Guilds in the Organizations section)

    In terms of divine magic, it is common to have a few Adepts in a village, so healing isn't impossible, but it isn't powerful either. Most Priests can't cure diseases and can't heal a lot of damage. Instead, Priests take an active role in making sure that people take care of themselves, and avoid risks and dangers. Druids are the exception, they will care to the injured without scolding them, the only problem is, Druids are hard to find.

    Very few magic items are in production. Crafting in general was mostly lost in the Dark Ages, and Crafting Magic Items is even less common. A few well-connected people do know about the few crafters who are scattered throughout the world. Scrolls are the only common magic items, and even then, you need to be a guild member to get access to wizard scrolls. Potions are usually made by Adepts and low ranking wizards. Most of the world uses Alchemic items for adventurers and other wealthy individuals.

    The Caverns of Paradox

    To the North West of Parma, just south of Liol, the Goblin Wastes, lie a series of caves. On the outside, it appears to be a rocky outcroping with a small village near the edge. However, the Astral Construct guard these caverns. Led by Ditol(Astral Construct 6), the village has built fortifications so that only guests can enter the caverns. Once inside the caverns, a traveler picks from many paths.

    Here, There, or Beyond

    (Three different timelines)

    and the travelers also pick from one of three points in their selected timeline.

    Now, Then, or Tomarrow.

    (Three different times. Dark Age -> Rising Civilization -> Golden Age -> Dark Age)

    Smart adventurers will keep track of their selections, so they can make it back to their time, and their timeline. The choices of the adventurers do affect the timeline they are in, but cannot affect anyone who has been through the caverns or who doesn't age(undead or constructs). In the same sense, those who don't age can't affect other times. Each Doorway started as a Blue Stone Door, but the Door becomes redder the more it is changed. They say if the whole door turns red, it is destroyed. Objects can be taken from another time and moved, but they act as if under a Conjuration(Calling) effect, and can be sent back via a dispel magic or likewise affect.

    Origins of the Caverns(GM-zone)
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    The caverns are the result of an astral rift. This rift released the energy and material to create the Astructs. The rift was caused by the casting of a spell so powerful(Level 5+) that it took the flow from another world, leaving a hole where it traveled. The spellcaster(Wizard 10) who caused this rift is actually stuck in a completely different timeline/ time and has broken their door. Only a planeshift spell could reach that timeline.
    Last edited by Madara; 2012-10-01 at 06:20 PM.
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    Quote Originally Posted by Hashmir View Post
    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
    Blood~

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    Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

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    Last edited by Madara; 2012-09-26 at 04:01 PM.
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    Quote Originally Posted by Hashmir View Post
    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
    Blood~

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    Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

    Regions

    Parma

    Things were never easy. In fact, we don't even know what things were like before the Baerde's Sky Priests came. Funny though, it seems nothing ever changes around here.


    In the land of Parma, most of the land was flat enough for the development of cities and towns. In fact, the country of Parma has the most urban space of any country. While many of the original settlers were displaced Dwarves, word has it that the Elves were here first. When the Dwarven settlers came, they brought with them human slaves and Gnomish assistants, making the entire region fairly diverse. In terms of industry, the country makes its money by being a trade hub. The country itself doesn't gather raw goods, nor make the product, but they do sell the products. Some might complain about the 10% taxes on every product, but its been that way so long that no one even cares.

    The country mainly worships Baerde, because that's what the last five generations have worshipped. They say that the priests of Baerde established the first governement here, which is why they are part of it today. The government is divided into three parts: The Priesthood, The Court, and The Erine. The Priesthood is in charge of the laws and the military. It is their job to enforce the laws as well as protect the state. The Court is in charge of making laws as well as doing general surveys and running the state's finances. The Erine(Ear-rine) is in charge of trade, what goods are legal, which are limited, and what the tax on each is. They are in charge of the borders, and of immigration and emmigration. The Erine is made up of representatives from the Merchant's Guilds, Crafter's Guilds, and Labor Guilds. Being a representative has its perks, most of the representatives get a 10% discount on purchases, and they are given the best treatment by stores. The current leader of the Priesthood is Bamdam Thuren(Dwarven Cleric of Baerde 6. Domains: Windstorm (SC 282) and Craft (SC 272)). He lives in the captital, Ba-Kodan, where he monitors the weather of the entire country. The Priesthood has two groups, the actual army, which is made up of citizen-soldiers and volunteers, and the Kada, the group of enfources who are all Clerics of Baerde who punish lawbreakers and towns which aren't living up to the Priesthood's standards.

    Ba-Koden is the perfect city in the eyes of the priests. All the goods are run through screening, and all the citizens are employed by the government. Interestingly enough, in the city it is always raining, a trait which the Priests say represents the godess' sorrow over those who tried to oppose her will.

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    The Truth is that the Priesthood has been holding back new products for years from the public, keeping them for military use. Because of this, the country's industries haven't had any new developments in over 60 years. In Ba-Koden, High Priest Thuren uses a magic item to keep the it raining in the city, so the people have less energy and can't rebel. In addition, the rain acts as a conductor for their spells and all Clerics and Adepts of Baerde cast divine spells at +1 CL in the city.

    Plot Hook: The Priesthood decides to ban all Arcane Magic, since it makes their displays of power look less impressive. They may even put a bounty on spellcaster's heads. With the country under the watch of the government, a party with Arcane casters will have a difficult time getting out of the country.


    Other Major Cities:

    Newstone: This former mine now homes the majority of the dwarven population in Parma. Once the underdark became scary again, the government ordered the ground above the city dug out, leaving behind a large pit with levels of the city lining the walls. Newstone is the center of the Parma black market, because its location makes it difficult for the sky priests to crack down on illegal activity. The Ghost Touch and Sudden Strike gangs run the criminal thieving underworld, but the black market is run by Dozer Lament(Dwarf Rogue 1/ Aristocrat 1/ Warlock 1) who sells everything from Alchemical Items and Magic Scrolls to dead bodies for necromancers.

    Gaxhome: On the far outskirts of the country, Gaxhome is the only major city to lack any priests. However, the city is surrounded by the forest and often has problems with wild animals, and more recently angry druids. The leader of the Forest's Arms is Keiyam Moondrip(Gnome Druid 4: Ape Companion) who plans raids on those who travel to the city, and is currently planning on burning the city to the ground, but that requires the ability to prevent the flames from damaging the forest.

    Torrent: Not too far from the capital, Torrent is named after the weather. Rain from Ba-Koden often hits Torrent, or becomes a greater storm on its way. Because of the weather problems, the people of Torrent have become disillusioned with the Priesthood a long time ago, but fear to take action. Privately, however, their community works to "trade" in ways to avoid taxes and other government problems. The Mayor, Gemmit Sandun(Aristocrat 1/ Expert 1) is looking for travelers who could stand up to the government without jepordizing the city. He'll support them, but if they fail, "He never knew you".

    Balah: The Place of Scortched Earth, as it is in Goblin. This city of ruins once held a powerful goblin city state. Now, after some cataclysmic event, it is a shadow of a city. The goblins who remain secretly work on crafts, hoping to restore their city. There is one goblin who has the greatest chance of this, the legendary Ehdle Swiftforge(Artificer 4), who makes magic weapon and equipment. He tries to stay out of the sight of the Priesthood, because he'd probably be forced to make weapons for the military. He has a small following, which all make items so they can combat the Priesthood when the right moment finally arrives.
    Last edited by Madara; 2012-09-27 at 09:22 PM.
    Quotes:
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    Quote Originally Posted by Hashmir View Post
    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
    Blood~

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    Default Re: [PEACH][WIP]Project Paradox- A World of Magic and Wibbly-Wobbly Timey-Wimey Stuff

    Do you have more on the maleability of time? I'm interested in seeing the fluff and stuff for that aspect of things. :3
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    Default Re: [PEACH][WIP]Project Paradox- A World of Magic and Wibbly-Wobbly Timey-Wimey Stuff

    Quote Originally Posted by TheWombatOfDoom View Post
    Do you have more on the maleability of time? I'm interested in seeing the fluff and stuff for that aspect of things. :3
    I was actually going to start work on that section soon. The goal is to set "The original" timeline, and give guildlines for DMs to change the timeline to reflect the player's actions in another timestream.
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    Quote Originally Posted by Hashmir View Post
    When I die, I donate my body to the cause of whatever ******* finds it first.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...
    Blood~

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