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  1. - Top - End - #1
    Bugbear in the Playground
     
    Silus's Avatar

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    Oct 2010

    Default [PF] The Barrier World - Take 2

    Ok so apparently I reached the character limit on my first thread so I'm gonna section THIS thread up into more manageable chunks.



    PAIZO FORUMS SUGGESTION THREAD


    GitP SUGGESTION THREAD



    Reserved for general world info (History, noteworthy individual, the nature of the Barrier, magic, etc.)

    The premise of the world
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    The world (current placeholder name is "The Barrier World") is broken up into two time periods, which will be discussed below.

    Before the Apocalypse
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    Before the apocalypse, the Barrier World was a rising star in the interplanetary and interplanar community. Technology was on the rise and its integration with magic was already wide-spread enough that even common folk had at least one "magitech" device (A catch all term at the time to describe technology with magical assistance and vice-versa). Magic itself, while at an all time low in practitioners at the time, was still prominent enough for things like guilds and unions to be formed and where enrolling at an arcane college was akin to going to a real world college.

    However, things were not all sunshine and rainbows. The gods of the world, and there were quite a few, were, well, jerks. Changing their edicts on a whim, starting holy wars because they were bored, that sort of thing. On any other world, the mortals likely would have eventually dropped religion altogether or formed "better" gods and goddesses. But that was not the case, seeing as the gods were active (very active) in the world to the point that most nations had some sort of theocracy built into their government. It is a little hard to ignore a deity when they carve their will into the floor with a flaming pen of divine power after all. There were however a handful of Gods and Goddesses that, near the end, decided to "opt out" of Godhood and force themselves semi-mortal, intent on trying to save the mortals they learned to care for from the capaciousness of the more uncaring gods and goddesses.

    Near the end, the Barrier World was in the process of becoming a police state by various interplanetary and interplanar powers (more on these later) that saw the rampant deity shenanigans as potentially dangerous for the universal community. Planar travel was greatly curbed, as was religious worship, though this was mostly in the form of driving the extremist elements underground. This would have resulted in an all out war between the "peace keepers" and the people of the Barrier World had the Barrier Project not been enacted.


    After the fall

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    1000 years after the Barrier Project was enacted, people have all but forgotten about the age before, save for a handful of ancient elves that have clung onto life, the odd Orc or Harpy tribe that kept the tales alive through oral tradition, or those that traveled the now ruined and overgrown roads and highways of the old world. The world is just getting back on its feet in a technological sense, pioneering steam power and clockwork. There is a larger rift between magic and technology now, with very little integration of the two. Countries are little more than vague borders now at best. This is, of course, a great improvement from a few hundred years after the Barrier went up. Upon losing contact with the non-semi-mortal Gods and Goddesses who, for the most part, went into seclusion (Be it out of a need to relax or as penance for the chaos they brought), the mortals sparked off war after war after war, be it civil, religious or straight up militaristic.

    It began when the Barrier Project was enacted, shunting the world, the moon and an artificially created sun over a dimension and a half, cutting the world off from the "main" universe. The stars vanished, replaced by an inky black void. No Gods responded to prayers, no miracles (Benevolent or otherwise) occurred. The people soon realized that they were alone. Their gods had abandoned them, or had been killed, or had just simply gone missing. The extremists, once under watch by the now confused and cut off Coalition police force, began leveling blame at the other religions. "It's their fault!" they would cry, "Our god has abandoned us because of them!" Fights broke out. Civilians were brought into the crossfire. The more hardline theocratic nations responded with aid to their religion, and soon nations were supporting nations in a tangled mess of war that spanned the globe. Weapons of a chemical, nuclear and magical nature were used in the hope that if they could just kill those supposedly responsible that their gods would look down with favor upon them and return. No gods returned, smiling or otherwise. Cities were leveled, hundreds of thousands killed and much technology lost. Those that did not choose sides in the war, or at least those smart enough not to get involved, were left to pick up the pieces. It eventually hit people that the Gods were not coming back. They were now, for the first time in a very, very long time, alone. No gods or goddesses. No angels or demons or tentacled nightmares from the deepest pits of the abyss. Just the mortals on a small little ball of earth floating in the void. As you could imagine, suicides were rampant for a time as people just couldn't cope. In the end, only about 25% of the world's initial population survived the wars and the revelation of being alone. However, they clung to hope and the realization that, without the god's will to drive them, they were now free to forge their own path in life. As of now, the concept of actual Gods and Goddesses is little more than myth and legend buried deep in ancient tomes.

    Magic is far more prominent now with even basic magical cantrips being taught in schools. Divine magic however (barring druidic) is at an all time low, though not unheard of (The topic of divine magic will be discussed below). In any given major city (Most of the cities on the map there would be considered "major" for these purposes) would have anywhere between 5-20 Divine magic users of all stripes, depending on the city. Due to the world being cut off from the rest of the universe and by extent the other planes of existence, Conjuration magic, particularly spells that summon monsters or animals, does not work at all. Magic and how the Barrier affects spells will be discussed a little later.

    Depending on the area, ruins of the past age would either have been picked clean (The Queen's Lands), revered as holy sites (The Principality of the Moon), picked over or ignored in favor of more obvious paydays (The Gear Wastes), overgrown and forgotten (The Broken Isles and the Southern Jungles) or simply inaccessible or unsearched (The Poisoned Lands, the Geistwood, the Northern Wastes, and much of the ocean ruins). The types of ruins tend to vary from location to location. For example, the Broken Isles are notorious for their (thankfully) sealed research labs, whereas the Gear Wastes is home to dwarven industrial centers and miles of underground tunnels and chambers once used in factorization during the nation's prime. Generally though, the untouched ruins often hold things best left alone. It is thanks to several horror stories of adventurers opening a sealed ruin and being brutally murdered or transformed that tend to keep the locations safe from casual tomb raiders.


    Current Map (Expect to change when I get Campaign Cartographer 3 running. Map key and individual location maps coming in the future)
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    Individuals of note (Under construction)
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    As mentioned above in the first section, several Gods and Goddesses opted out of deity-hood and forced themselves semi-mortal. This occurred for various reasons, all around the time the Barrier was put up. Thus far, there are five known Gods and Goddesses that have survived into the current era.

    Please note that short descriptions will be provided here with more in depth descriptions in the associated locations.

    The Gods and Goddesses
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    The Queen: The "weakest" of the surviving five, The Queen holds court in a stretch of forest known as "The Fairywood", one of the few names that has endured from before the Barrier. Though people simple refer to her as "The Queen", she actively controls little land--The Fairywood and the city of Temaria that lies at the southern edge of the forest. However, she unofficially controls a massive expanse of land simply known as "The Queen's Land" (More on this later). Once a Goddess of the home and hearth, she was one of the first to opt out of Goddess-hood to pursue a method for preserving the mortals of the world and cutting off the influence of extraplaner creatures and "cruel" deities. Has taken the form of a young elf and has gone by the name Ju'Leah. (In game, lvl 20 Lawful Neutral Fey-Blooded Elf Sorcerer, Mythic 10)

    The Librarian: A former Goddess of knowledge and literature, The Librarian turned quasi-mortal upon the sacking and burning of several of her temples by a rogue god. She, along with the others presented here, worked closely with The Queen to find a way to cut off the world from the other Gods. A recluse by nature, The Librarian secluded herself away in the last of her temples out in the desert and has not been seen for some time. Her likeness however adorns several murals and statues in and around large libraries and centers of learning in The Queen's Lands, so she is not entirely unknown. She has taken the form of a female Sphinx and, much to the amusement of the other Gods, prefers to go by Lily now that she is quasi-mortal. Often wears reading glasses and attire that would be considered "business casual". (In game, lvl 20 Neutral Good Mythic Sphinx Wizard, Mythic 10)

    The Oracle: A God (or some say a conglomeration of Gods) generally associated with fortune telling and divinations. He, or rather It, was the third God to give up Godhood to help The Queen with her Barrier project. It in fact lent Its aid not because It believed it would work (it would) or because It agreed that it was the right course of action (It didn't much care), but rather because It foresaw that it would be needed later down the line when things went inevitably wrong. Has taken up residency in a high hollow in the planet's World Tree and has taken the form of a massive swarm of spiders. Of all the quasi-mortals, The Oracle is one of the more active ones barring The Queen and shares a rapport with the higher ranking druids. (In game, lvl 20 Neutral variant Worm-That-Walks Oracle, Mythic 10)

    The Warlord: The last of the known five Gods and Goddesses to give up their Godhood. In recent years he's retired to a remote monastery in the northern mountains of The Queen's Land, but just after the Barrier went up, he was leading armies across the battlefield for blood and glory. It's said he was directly responsible for the death of the fellow war god, Thrag, though nothing has been proven and the Warlord refuses to comment. Now that things have settled down, he's taking a well deserved break. Polite, honorable and unusually generous, he's taken a dual form of a massive skeletal dragon and that of an older, yet handsome looking human male that seems more akin to a butler than a conquerer. Has been known to answer to "Randolph", though most simply refer to him as "Sir". (In game, lvl 20 Lawful Neutral Red Dragon Ravener Fighter, Mythic 10)

    The Exile: The Exile was once a Goddess of Travel and Protection from before the Barrier. As such, she was worshiped by spacers and interplanar travelers. While siblings, the Queen and the Exile had a massive falling out over the Barrier Project. While the Queen wanted to remove the world from the influence of the other Gods, the Exile instead opted for a more violent solution. She proposed the creation of a God Slayer beast as an engine of deicide. The proposition, of course, was shot down on the fear that the beast would get out of control and cause wanton destruction. Upon discovering her sister's experimentations and the lengths she had already gone to, the Queen exiled her own sister moments before activating the Barrier Project. Unlike the other Gods however, the Exile did not starve and die when the world shifted dimension, as she had loyal worshippers in sufficient numbers, plying the spaceways and still paying her homage. The Exile now waits for her agents to locate her world, destroy the barrier and allow her access once more. Bitter, spiteful and changed by the forces in the dark reaches of space, she wants nothing less than the death of her sister and the subjugation of her world. (In game, lvl 20 Neutral Evil (Formerly Neutral Good) Shae Void-Blooded Sorcerer, Mythic 10)

    Thrag, God of War: Went mortal(ish) in the form of a giant mechanical monstrosity, joining the "final war" that started after The Barrier went up. Unsurprisingly, he died violently but left behind fragments of his broken metal and magic body which find their way into weapons, constructs, and even people. Gears, blades, sprockets, and the like all show up and have unpredictable effects, but are as hard-to-destroy as minor artifacts and often mysteriously disappear. There are rumors of a radical group of machinists that seek to track down every nut, bolt and gear in an attempt to bring Thrag back to "life".


    The Altveri Coalition: Simply referred to as "The Coalition", they act as interplanetary watchdogs who's primary goals are peacekeeping and infestation control. The infestation in question is that of Akata, a spaceborn species that reproduce by infecting humanoids with their young via bites. Infestations can grow so large and out of control that the only option is total chemical warfare, often killing civilians in the process. This, while distasteful, is often seen as necessary, as such action is only undertaken in cases of rampant and overwhelming infestation. When not clearing infestations, the Coalition provides services as private military contractors and general peacekeepers of the spaceways. Before the Barrier, they had a large outpost on the planet, now since destroyed.

    The Forest Guardian: More a force of nature than an actual individual, the Guardian keeps guard over the mysteries of the deep sections of the Fairywood. Often manifests as a massive wolf (Gargantuan) composed of trees, bushes and other plant-like material. Rarely seen up close, the Guardian can often be spotted as a vague shape in the distance from the more well traveled paths of the Fairywood. It is important to note that the Guardian does not serve the Queen, though it does seem to respect her authority. (In game, Awakened Giant (x3) Advanced Plant Imbued Dire Wolf, lvl 10 Druid)

    High Lord Alpha Hieronymus Teague: Hieronymus Teague is the current leader of the Principality of the Moon. A sorcerer of notable power and a king of considerable influence, he maintains his grip on the throne by sheer power and charisma. That is not to say that he is a tyrant, as in all honesty he's proven himself to be far more tolerant than his successors (Granted when your predecessors actively hunted humans for sport, there's not really anywhere to go but up). A pureblood werewolf and descended from the researchers from the Full Moon Lake research complex, he has fathered seven children with his wife Alexstraza, four sons (Typhus, Agamemnon, Noel and Carcer) and three daughters (Evelyn, Nadine and Ruth). (In game, Lawful Neutral Human Pureblood Werewolf lvl 5 Aristocrat, lvl 9 Imperious Blooded Sorcerer)

    Her Majesty the Royal Priestess Alexstraza Varmina: Every bit her husband's equal, Alexstraza not only leads her nation as its queen, but also as its religious leader. A handsome, regal woman, Alexstraza tends to favor loose, baggy clothing that lets her easily shift into her Werebat form and does not restrict her wings. While a loving mother and dependable wife, Alextraza does tend to come off as zealous when it comes to religion, always pushing for the Principality to spread its religious influence. She has however calmed down considerably after the failed Geistwood colony of New Lunaris was lost. (In game, Lawful Neutral Human Pureblood Werebat lvl 3 Aristocrat, lvl 11 Evangelist Cleric, Moon Subdomain)

    Sheriff Terminus Ironshod: A no-nonsense Centaur, Sheriff Ironshod has kept Steamport safe for almost a solid 9 years, improving security and trade and setting up the first Wyrm Hunter corps. Security and safety are his upmost concerns, and he's not opposed to throwing troublemakers out of his city. Despite the various city states of the Queen's Lands and the Principality pressuring the independant city of Steamport, Sheriff Ironshod has maintained a fiercely independent stance, willing to trade with both the nations but refusing to bend knee to either one. (In game, Lawful Good Centaur lvl 6 Gunslinger, lvl 3 Wyrm Hunter)

    Empress Amira Delandia: Amira was not born on the Broken Isles, which may play a part in the little actual control she wields over the scattered tribes. Amira was originally a native of Harker's Bay who, though a series of adventures, ended up on the Broken Isles and married to the then-Emperor. She doesn't rule the Isles with an iron fist or a velvet glove, but manages a balance between the two, being firm when she has to be but generally is gentle and caring for her subjects. If rebellious tribes and the local carnivorous flora and fauna wasn't bad enough, Empress Amira also has to deal with her teenage daughter Sahira who is currently going through a rebellious phase. (In game, Neutral Good Human lvl 2 Aristocrat, lvl 6 Witch)

    Commander Conrad Fargas: Conrad Fargas not only has the duty of commanding the fortress city known as the Bastion of the Dawn, but also has the duty of being the commander of the Order of the Radiant Dawn, one of the few active Paladin orders left on the Barrier World. And old campaigner, Conrad bounces between enjoying the relative quiet of commanding the Bastion and wishing for another event to allow him to prove his martial prowess once more. For the most part however, he keeps busy with ensuring that the Paladins under his command are disciplined and battle ready, keeping an eye on the local "sanctioned" necromancers and playing (and losing) chess match after chess match with his subordinate Abigail. (In game, Lawful Good Human lvl 10 Paladin)

    Lt. Abigail Kirkpatrick: Abigail, "Abbie" to Commander Fargas, falls into the "Hypercompetant assistant" category. She's always on top of whatever duty needs doing at the time, be it inspecting the troops, managing supply shipments, coordinating trade-ship pick up times, or even simple combat. She (and Commander Fargas) know that without her, the Bastion of the Dawn would not be able to run nearly as effectively as it does. Also plays a mean game of chess and really, really tries to let Conrad win at least once (It's not happened yet). (In game, Lawful Good Half-Elf lvl 9 Paladin)

    Nolan Carlsburg: Nolan Carlsburg, a middle aged man with a thousand yard stare and more than his share of scars, is the current mayor of New Providence. The position itself has a high rate of turnover, and the fact that Nolan has lasted as long as he has is testament to his willpower and personal grit. Like Sheriff Ironshod, Nolan puts the safety of his people first and is willing to use adventurers to help keep his city supplied with food and amnesties. Has a violent grudge with the sea creature known as Blackheart the Invincible who's been terrorizing New Providence for years, even before Nolan took the position of mayor. (In game, Neutral Human lvl 2 Expert, lvl 4 Ranger)

    Jillian Carmichael: Jillian is not from the Barrier World, that much is certain. When the young lady, who appears no more than 19, is questioned about where exactly she is from, she simply smiles and replies with "Oh, here and there". Despite her mysterious nature, her odd look and way of talking (Like someone not quite able to wrap their tongue around the dialect), her large mechanical walker of unknown make, origin and design, and her greatsword that appears to be made of dark blue unmelting ice, despite all that, Jillian is viewed as a force of good in the world. Not in the "Slay monsters and save the town" way, though she is more than capable of doing so, but rather in her generous nature and always taking the time to help people. Having taken a job from one of the many museums in Whiterose, the young Paladin is currently traveling the world, recording as much as she can as a first-hand explorer. Perhaps, if you're very lucky, you'll meet her on your travels. (In game, Lawful Good Human lvl 12 Paladin)

    (More to be added later)


    The Nature of the Barrier (Under construction)
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    The Barrier Project, better known simply as The Barrier, was an effort by a small group of Gods to remove the influence of the more...chaotic Gods from the world. It went through many stages, first as a massive planar lock to cut planar travel but allow physical travel (Scrapped due to Gods being able to physically enter the world and go about their business), a massive shield preventing any and all divine, physical and planar access (Scrapped due to the shield being able to be broken) and, at one time, a god-slaying superweapon (Scrapped for obvious reasons).

    The exact construction of the Barrier is unknown, though what is known is that the main research location was located in the Scarabian Peninsula research lab, involved the Barrier World's copy of the Codex of the Infinite Planes and involved weaving high level spells with raw divine power. Upon activation, the Barrier Project forcibly shunted the world (Along with the moon and an artificially created sun) a dimension and a half over while still maintaining its location in the real world (In the event that the world was forced back, it would occupy the same location it had previously). In addition, the makeup of the Barrier is one of constantly regenerating and cycling divine power that helps power spells reliant on planar energy and divine power (covered below).

    Functionally, the barrier acts as an anchor, keeping the world secured in its pocket dimension in the space between dimensions in addition to a cloak, hiding its very existence from even the most powerful scrying spells and abilities. That is not to say however that things don't accidentally end up on the Barrier World from elsewhere in the main universe, but it's never by choice and often the result of a catastrophic magical accident, chaotic magical artifact or some similar situation. These breaches are always one-sided, making returning to the universe impossible.


    Magic (Under construction)
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    Due to the nature of the Barrier, magic tends to function differently than on other worlds, either by not working (In the case of some Conjuration magic) or by simple workarounds.

    As stated before, most Conjuration magic does not work. This is mostly relegated towards those spells that summon creatures, extraplanar or otherwise, into the world. As the world is effectively cut off from the rest of the universe, there is no way to pull creatures that do not exist. Essentially, anything that would pull something from another location not on the world does not work (Summon Monster, Nature's Ally, Planar Ally, Elemental Swarm, etc.)

    Spells that create extraplanar spaces such as Mage's Magnificent Mansion, Secret Chest and magic items such as Bags of Holding and Portable Holes work normally. Most of the time. Older pre-Barrier spells and items, upon being cut off from the planes, have ceased to function. Newer made items and spells however latch themselves onto the Barrier, using the regenerating divine power as a sort of battery to make it work. The "how" is negligible and most people are just happy that such items and spells function normally.

    Teleportation spells (Teleportation, Shadow Step, Dimension Door, etc.) and abilities still function normally but tend to go with a folding space method instead of going through the Astral/Shadow/Ethereal planes. They function as per normal for all intents and purposes. For obvious reasons, Interplanetary Teleport does not function beyond the moon (as there are no other planets to teleport to).

    Heal/Harm spells, which normally pull their power from the Positive and Negative Energy Planes, instead pull their power from the Barrier. They, and any spells that similarly reply on power from the Positive/Negative Energy Plane function in this way. Cleric spells also function by pulling from the Barrier's font of Divine power. Cleric Domains, domain powers and spells also function in this way, taking the raw divine energy and shaping it into the form required (Allowing for Clerics to essentially mix and match domains and subdomains while pulling from the same source). For the intent of Divine casters, the Barrier "counts as" a Deity of all alignments and possessing all domains and subdomains listed in the Pathfinder Core, Ultimate Magic, Ultimate Combat, Advanced Player's Guide, and Advanced Race Guide books.
    Last edited by Silus; 2014-07-17 at 06:42 AM.
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    "The Barrier World" Google Doc
    A post-post apocalyptic steampunk magitech Pathfinder setting.
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  2. - Top - End - #2
    Bugbear in the Playground
     
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    Default Re: [PF] The Barrier World - Take 2

    Reserved for info regarding races, equipment, and possibly archetypes and class stuff.

    On the Player Races
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    This is mostly in regard how the player-races have been altered for natives of the world. Other than those listed here, the main core races are also used. Stats for the races can be found after the FAQ.

    Drow: The Drow on the Barrier World are not "true" Drow, those being the corrupt and debased Elves that swore allegiance to Lloth. They've taken the Drow practice of Fleshwarping to artistic and utilitarian levels, providing a service for whoever can pay for it. Want wings, a tail or other altered appendage? Go see a Drow. Almost the entire race is unrestricted by scientific morals and rarely stop to ask "What's the worst that could happen?".

    Orcs: For the most part, Orcs fall into the noble savage category. They prefer their tribes and clans be left alone by the majority of the outside world. Unlike many of the other races (barring the Harpies), Orcs tend to forego technology and arcane magics in excess. Far more wise than the "civilized" races give them credit for, the Orcs have a healthy respect for the pre-apocalypse technology, but are aware that their misuse has the potential to lead to another such apocalypse, or at least the highly destructive wars that followed the world being shunted over. Of course, with every race and civilization, there are those that do not share the ideals of the others. Fanatical tribes of Orcs dedicated to the destruction of technology are not unknown and have begun giving the race as a whole a bad name. In recent years, the native Orc tribes in the Queen's Lands and the Principality of the Moon have been forced out, resettling in the southern jungles. While unusual for a race perceived as savages, Orcs respect personal perfection and inner strength. As such, Orc Monks, while initially strange, are more common than you would think, especially in their homeland jungles.

    Spoiler: Stats
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    Ability Score Racial Traits: Barrier orcs are strong and wise, but slow to learn new ideas. They gain +2 Strength, +2 Wisdom, and –2 Intelligence.
    Type: Barrier orcs are Humanoid creatures with the orc subtypes.
    Size: Barrier Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
    Base Speed: Barrier orcs possess a speed that belies their muscular build, and have a base speed of 40 feet.
    Languages: Barrier orcs begin play speaking Common and Orc. Barrier orcs with high Intelligence scores can choose from the following: Dwarven, Giant, Goblin, Sylvan, and Undercommon.
    Intimidating: Barrier orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
    Skill Bonus: Barrier orcs spend their lives amongst the hills and trees, and are wary of the intentions of strangers. They receive a +2 racial bonus on Sense Motive and Survival checks.
    Weapon Familiarity: Barrier Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
    Defensive Training: Due to the threat of extinction from the apocalypse and being forced out of the Queen's Land, barrier orcs have developed a wariness of humans, and gain a +4 dodge bonus to AC against monsters of the human subtype.


    (Lesser) Centaurs: Lesser Centaurs, often simply referred to as City Centaurs or 'Taurs, are a subrace of centaur that have taken to living in more civilized locals. They are noticeably smaller than "proper" centaurs, but are more technologically minded, able to wield firearms with unusual proficiency. While horse, pony and donkey breeds are the most common, deer, elk and non-hoofed varieties are also known, depending on location (No change to stats, differentiation is purely cosmetic on a mechanical standpoint). It is thanks to Centaur gunsmiths that the Gear Wastes was even settled. The Golem-Stopper rifles, modified from pre-apocalypse anti-material rifles with the assistance of magic, helped level the playing field between the settlers and the clockwork monstrosities of the Wastes. As Centaurs don't have a land of their own, most have begun settling the generally neutral territory of the Gear Wastes and tend to be responsible for most of the large-profit kills (Due to their natural affinity for firearms and their ability to haul far larger kills than non-quadruped races).

    Spoiler: Stats (WIP)
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    Lesser Centaur (City)
    Monstrous Humanoid
    • Darkvision 60ft

    Medium
    Normal Speed
    Standard Ability Spread
    • +2 Strength, +2 Wisdom, -2 Intelligence

    Standard Language
    • Common, Centaur

    Powerful Charge
    • Deals x2 the damage dice with natural weapons on a charge + 1 1/2 strength

    Fast
    • +10ft base speed

    Quadruped
    • +4 racial CMD vs trip, +10ft base speed

    Small Hands
    • Treated as Small for purposes of equipment sizes (Wields small sized weapons)

    Stable Platform
    • Is able to wield medium-sized firearms and crossbows with no penalty.

    Weapon Familiarity
    • Musket, Pilum-Lance, Net

    Natural Attack
    • Hoof (Counts as Medium)

    Kicks like a mule
    • +2 Hoof damage and attack when flanked


    Lesser Harpies: A tribal species, Lesser Harpies are often found in mountain colonies, though civilized tribes are not unheard of. As a race, they are not evil, though are often mistaken for their evil True Harpy counterparts (A myth on the Barrier World). Lesser Harpies are, as a rule, all female, but posses the ability to interbreed with other humanoid species. Such pairings always result in Lesser Harpies, though these offspring posses traits indicative of their father's heritage. Like the Centaurs, Harpies don't have a proper nation of their own. Instead they are broken into clans and tribes often situated in the various mountain ranges. The governments of the more civilized nations have long ago stopped trying to govern the tribes and simply tolerate the tribes in their borders. Harpies tend to have a combination of oral history and a crude written history, though some near more civilized lands have the opportunity to receive a somewhat formal education.

    Spoiler: Stats (Final)
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    Lesser Harpy
    Monstrous Humanoid
    • Darkvision 60ft

    Medium
    Normal Speed
    Standard Ability spread
    • +2 Dex, +2 Cha, -2 Con

    Light as a Feather
    • -2 on CMD checks

    Standard Languages
    • Common, Harpy

    Flight
    • Fly Speed 30, clumsy maneuverability

    Skill Training
    • Fly and Acrobatics

    Musically Inclined
    • +2 DC on spells with the [Sonic] Descriptor.

    Natural Attack
    • Talons 1d6



    Arms, armor, environmental hazards and other (Under construction)
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    Golem-Stopper Rifles: Price: 3,500g-10,000g, DMG (S): 2d8, (M): 3d8, Critical: 19-20/x3, Range 80ft, Misfire: 1-2, Capacity 5, weight: 30 lb, type: P&B, special

    A (mostly) Centaur only weapon, a Golem-Stopper is a magically assisted firearm that is designed to stop not only constructs (notoriously difficult to stop normally) but also vehicles and other animated, normally inanimate objects. Based off of pre-apocalypse anti-material rifle schematics dug up from dwarven archives, Golem Stoppers have been key in securing a foothold in the Gear Wastes. While indeed anyone with firearms training can use it, only a trained Centaur is able to utilize the weapon without undue harm to themselves. This is due to the recoil of the rifle which would knock even a braced biped off their feet.

    Special: Full-Round reload, Free Action between shots (Affected by Rapid Reload and Musket Master's reload ability). Removes range restriction on Sneak Attack regarding Constructs with scope, only first range increment if no scope. Non-Quadrupeds (ie: Bipeds) must make a DC20 Strength check or be knocked prone after shooting. Quadrupeds take no penalties (Due to stability). Firing while Prone for bipeds incurs no penalties.

    • Clockbane Rounds: A Clockbane round combines ceramic chunks and acid meant to gum up a machine's inner workings in a single shell. The shell is designed to pop AFTER punching through a construct's skin. Clockbane Rounds provide +1 to hit, deal an extra 2d4 to clockwork creatures (not all constructs. just the ones with gearworks), have a base price of 80g per round (the shell and acid are tough to craft right) but require only the craft alchemy skill to make. They turn the base damage of the gun into half physical, half acid at a 50/50 split.


    Pilum-Lance: Price: 15g, DMG (S): 1d6, (M): 1d8, Critical: x3, weight: 14 lb, type: P, Double dmg on charge, special

    The Pilum-Lance is a standard Lance which breaks upon a successful attack. If the wielder succeeds at a CMB check the Pilum-lance also impales the target, giving it a -4 penalty on Dexterity and allowing you to drag it around by the rope attached to the Pilum Lance unless it removes the attachment. Removing the Pilum Lance requires a standard action as well as a free hand (or similar appendage) to grip it. It is used by 'Taur teams in conjunction with well-anchored winches to bear down and kill the larger clockwork monstrosities of the Gear Wastes. Some Pilum-Lances have been modified to allow replacement Pilums to be attached as a move-action (Rapid Reload affects the speed).

    Swarmslayer Blunderbuss: Price: 1500 gp, DMG (S): 1d8, (M): 1d10, Critical: 19-20/x2, Range 20ft, Misfire: 1-3, Capacity 2, weight: 12 lb, type: P&B, Scatter, special

    The Swarmslayer is a do-it-yourself blunderbuss, mostly used against big, unpleasant things, or lots of unpleasant things. The Swarmslayer usually takes the shape of a double-barreled blunderbuss, shooting all sorts of junk in extremely close range. The Swarmslayer doesn't reduce weapon damage versus swarms.

    Special: If used against enemies with less than 6+(item enhancement bonus)* Natural Armor, the Swarmslayer inflicts an additional 1d10 damage as the junk tears through the exposed flesh.
    If used against enemies with less than 2+(item enhancement bonus)* Natural Armor, the gout of flame from the barrel sets them on fire for 1d4 damage each round, or until they take a full round action to get rid of the flames.

    The Swarmslayer uses special ammunition, but can be loaded with normal alchemical cartriges. In such case, it loses the special quality.

    *Spells, Amulet of Natural Armor, etc.

    • Firedragon Round: Some gun-nuts in New Providence decided that there isn't enough nasties outside the town set on fire. The Firedragon rounds lost the ability to tear, but always set the enemy on fire for 1d8 per round unless they make a reflex check, DC = the attack roll against them.
    • Impaler Round: Invented by necessity by some raiding parties that faced tough, armored targets, Impaler rounds fire a cluster of metal bars (it's totally rebar nicked from the old skyscrapers). They lose the ability to set fire on targets and half weapon damage against swarms is still applicable, but always do bonus damage versus targets and the damage is doubled to 2d10.


    Kroenen Wrist Blade: Price: 15 gp, DMG (S): 1d4, (M): 1d6, Critical: 19-20/x2, weight: 1 lb, type: Piercing, special: Monk, see text

    With advances in technology, assassins and more nefarious individuals are afforded more options with regards to weapons. The Korenen Wrist Blade, named after the creator, is the next step up in hidden blade technology.

    Gives a +10 bonus to CMD against disarm attempts, a successful sunder attempt that destroys the weapon also does 1d4 Dex damage as it will also cripple the wielding arm. Also gives a +4 bonus to Sleight of Hand. Takes a move action to draw and sheath. A shield cannot be strapped to the same arm as a wristblade. Clockwork versions are the same, except they weigh 2 lbs, can be drawn as a swift action (free action with quickdraw), and are 125 gold.

    Harpy Float Net: Craft DC: 25, Price: 1000g, weight: 4lb

    Flyers tend to prefer hit-and-run, nets aid that by slowing down the target. A Harpy Float Net functions like a regular net, but one round after successfully entangling a target, the net's secondary effect activates. The weights on the ends of the net rapidly expand and inflate with a lighter-than-air gas. These balloons lift the net and captured person/cargo upwards at a rate of 20 feet per round, rising to an altitude of 1000 feet before coming to a halt, and remain bouyant for 1d4 hours before quickly deflating and depositing the payload back on the ground (relatively) gently. Anybody caught in them can escape the entanglement as per normal, but if they don't do it quick they'll be too high to survive the fall. Harpy clans use these tools to steal/kidnap high-value targets. Once the item is secured and floating, they just tow it back to base.

    Pink Mist/Anti-Akata weapons: The Coalition, when dealing with Akata infestations, employ what has become known as "Pink Mist" to eradicate the beasts. A magical and chemical concoction, the Pink Mist, when deployed, begins dissolving organic material upon contact. Unless a counter-agent is employed, the Pink Mist will begin being absorbed into non-organic material and be released over time. Effects on non-Akata vary from internal bleeding, liquefaction, mutation and melding with inorganic material. Unprotected metals corrode more quickly when exposed to Pink Mist over prolonged periods of time. 1d6 Acid damage/round is dealt after a minute in light exposure, 2d8 Acid damage/round + 1d4 Bleed (instantly) upon heavy exposure. Damage bypasses DR but can be healed normally. Metal objects take 1d4-1 points of Acid damage after 1 hour of exposure, and an additional 1d4-1 points every hour after. Pink Mist is affected by winds, and the Life Bubble spell will provide protection.

    Coalition Combat Armor: Huge-sized suits of magically assisted armor, the Coalition Combat Armor is deployed in situations where muscle is needed, be it heavy infestations or conventional peacekeeping. Usage/piloting requires specially keyed implants that synch the user and the armor together. Simply cutting out and transferring the implant isn't enough, as one would need to reprogram the implant, surgically attach it, then synch up the armor and the implant (done via technomagical interface). This provides a measure of security to ensure that some yahoo can't kill a pilot and jump into the armor and go on a spree. Some of the older models however do not have the implant synching and require arcane "keys" that double as fuel. While less effective than the newer models, they have the advantage of ease of use. Stats currently Classified by the Coalition.


    Archetypes
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    This section is nowhere near ready to be completed, but here's some ideas (Names subject to change):

    Wastes Hunter: Racial archetype for Gunslinger/Fighter for Centaur. Tacking and bonuses vs Constructs + wasteland survival.

    Clock Stopper: Racial archetype for Monk for Orc. Bonuses vs constructs and object hardness.

    Principality Missionary: Cleric Archetype

    Wind Dancer: Racial Archetype for Bard for Harpy. Battle Dance Bard Song, must be mobile to use.

    Gear Tamer: Ranger Archetype, tame animals with the Construct type.

    [Unnamed Alchemist Archetype]: Racial Archetype for Alchemist for Drow. Bard-song-like Mutigen.


    Prestige Classes
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    This section is nowhere near ready to be completed, but here's some ideas (Names subject to change):

    Wyrm Hunter: Skilled at taking out large constructs quickly, be it in close range or from afar.

    Queen's Guard: Magic swordsman dedicated to keeping the Queen's Lands safe and lawful. Current build can be found here. Keep an eye out for updates.

    Principality Priest/ess: Passes on the teachings of the Church of the Moon. Capstone being pureblood Lycanthrope status.

    Flesh Shaper: Taking Mutigens to the next level, allowing for Eidolon-type physical customization.

    Prestige classes will be presented in Google Doc form upon completion.
    Last edited by Silus; 2014-07-21 at 02:16 PM.
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    Default Re: [PF] The Barrier World - Take 2

    Reserved for location info (Queen's Land/Principality/Gear Wastes)

    The Queen's Lands
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    Alignment: LN
    Notable Settlements: Temaria, Bastion, Markibyr, Harker's Bay, Whiterose, Calastiss, Icegate
    Notable NPCs: Ju'Leah (The Queen), The Librarian, The Warlord, The Oracle
    Races and Monsters: Humans, Elves, Half-Elves, Dwarves, Halflings, Gnomes, Harpies, Centaur
    Resources: Metal goods, Agriculture, Lumber

    Notable Locations in The Queen's Lands
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    Cities and towns
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    Contained here are the several key locations within the Queen's Lands.

    Temaria and the Fairywood: Temaria (The castle on the river, center right) is the only city under the direct control of the Queen (the other cities listed here pay homage to the Queen, but she has no direct control over them). The city is a melting pot for all races and peoples, promoting both magical and technological innovations, though nowhere near as much as Bastion. The city is ultimately run by a council comprised of the heads of the various guilds in the city--Merchants, Engineer, Mages, etc.. They in turn report to a representative of the Queen, though the Queen herself tends to keep her influence as little as possible, allowing Temaria to mostly govern itself. While having no standing military, Temaria boasts one of the most powerful internal security force, all having gone through rigorous training in both martial and magical fields (City guards are all lvl 1-3 Magus).

    The Fairywood (The huge forest north of Temaria) is one of the few locations that retained its name from before the Barrier. While the outskirts and the more traveled roads (particularly the one leading to the Queen's palace) are "safe", the deeper sections of the forest are wholly wild and are home to unnatural creatures and lost ruins.

    The Queen's Palace: (The tower just north of Temaria) The Queen's palace, upon initial observation, looks more like a crumbling ruin than the home of royalty. Upon closer inspection however, the ruined look--mossy cobblestones, crawling ivy, trees growing inside the building itself--is intentional. To keep it functional, the whole palace has been fortified with magic to keep out the elements and to ensure that it remains structurally sound. The whole palace has a serene feeling about it and often catches visitors by surprise by just how peaceful it is. The palace also boasts a large library containing some rather rare tomes, the Queen's personal library, quarters for guests and all the amenities often needed in a palace. The current standing guard is at 50 on the premises with ~25 on patrols along the main roads of the Fairywood (Guards are lvl 3-5 Magus).

    Bastion: (The tower to the NW of Temaria in the mountains) Bastion stands as a symbol of technological might and advancement. Originally a Dwarven city, Bastion has exploded from its mountain home to encompass the entire valley, capping the "dead end" with a huge set of doors powered by massive steam and clockwork engines. The city is a mecca for anyone seeking technology, from the latest firearms to simple clocks, all the way up to experimental lighter-than-air aircraft. Due to the level of industry in the city, a permanent haze hangs over the city, with it turning into thick, sooty clouds the higher up one goes. A steam-train line connects Bastion to both Markibyr and Harker's Bay.

    Markibyr, The City of Shadows: (Underground, a hair NE of Bastion) Markibyr is predominately a Drow city connected to Bastion via a literal underground railroad. Markibyr, like Harker's Bay to the west, is a sort of black market. Unlike Harker's Bay however, Markibyr trades in body modification. If you're looking for expert tattooing, exotic piercing, or even cosmetic fleshwarping, Markibyr has it. The whole city hangs from the ceiling of a massive cavern like a glittering stalactite with the train rail circling the middle section before curving back in on itself. A lift extends from the lowest section of the city deep underground to the vaults and caverns below.

    Harker's Bay: (West coast, connected via train track) Harker's Bay is the greasy black mark on the Queen's Lands. A hive of rampant scum and villainy, Harker's Bay just barely manages to stay off the radar of the Queen by policing its own criminals and keeping any illicit activity contained within the city. A port city, Harker's Bay sees trade from across the world, mostly the Broken Islands to the west (Not covered here) and offers transport to both Calastiss to the north and Whiterose and Devil's Beach to the south. A pirate council rules the city and pays homage, sometimes, to the Queen, but only when they need the officials off their backs. Otherwise, it's business as usual.

    Whiterose, City of Song (Just south of Harker's Bay) Whiterose is a center of the arts in the Queen's Lands. It boasts several large bardic, artistic and musical colleges in addition to famed concert halls and museums. Like Temaria, it has no standing army, rather relying on mercenary forces on extended contract to maintain peace. The leadership of Whiterose is difficult to pin down, being an "anarcho-syndicalist commune", with a new head of state being elected every few months from the "senior" bards by the bards themselves. Of note is a still standing Pre-Barrier lighthouse atop the cliffs to the south of the city.

    Devil's Beach: (Southern end of the south Peninsula) Devil's Beach is a relatively small outpost on the southern end of the Scarabian Peninsula. It functions as a base of operations for various archeological expeditions to the jungles of the Peninsula and as a waystation for ships heading further south. Main concerns are dinosaur attacks and larger-than-normal fauna.

    Calastiss, The World Tree: (Faaaaaar to the north west) Calastiss is a massive tree, seemingly some variety of oak whose lower trunk has been carved out with magic to house the center for all druids on the Barrier World. To reach the tree-city, one must take a ship from the small coastal village to the east. The interior of the city is mostly vertical and connected by crisscrossing bridges and platforms. The lowest section is dominated by a large lake, in the center of which is a lone island of seemingly little importance. The upper reaches of the city, a good mile up, houses the cities' administrative staff, which the Archdruid's office smack dab in the center, connected via rope bridges. The upper reaches of the tree proper extend into the lower atmosphere and are home to massive insects, normally small mammals and birds, and, in some hollow high in the boughs of the World Tree, lies the den of the Oracle.

    Icegate: (Far north, slightly east) Icegate is lies in the Northern Reaches of the Queen's Lands. In a state of almost constant winter, the city has made a business of what little river trade exists in the north, along with furs, fish and ice. Icegate also is the only other monarchy in the Queen's Lands, though the current monarch Tsar Kristoff pays homage to the Queen like the other cities. Beyond that however, Kristoff lays claim to everything from the frozen north mountains to the foothills of the mountains to the south, and all the way to the west coast, barring an area around the Calastiss port town.

    Azargash, the City of Ghosts: (Far underground, just north of Harker's Bay) Azargash is the remnants of a Pre-Barrier city, one that housed a Coalition air-dock. In the ensuing chaos and magical destruction that followed the Barrier, Azargash was sunk, eventually settling on a vast underground sea. Unfortunately, that wasn't the end of the problems for the now-ghost city. Some of the Coalition's anti-Akata weapons were breached and spilled their contents into the ruins, turning it into a deathtrap for any would-be grave robbers. The city, while having many untold riches from an era long past, is also is home to hundreds, if not thousands of incorporeal undead. Great care must be taken when exploring the city, lest you join the ranks of the undead, or simply rot away in the pink mists that suffuse the city.


    List of notable dungeons (Under Construction)
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    Spoiler: Research Centers
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    Research Center #105 (Scarabian Peninsula Center): Barrier Construction

    Research Center #23 (Bastion Mountain Center): Fleshcrafting/Monster creation

    Research Center #47 (Fairywood Center): Planar bleeds and containing bleeds

    Research Center #79 (Northern Reaches Center): Cryogenic sciences

    Research Center #94 (<Large Island> Center): Chemical Warfare


    Spoiler: Ruins and such
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    Ruined Skydock: Deep Fairywood

    Castle of the Sisters Deep in the heart of the Fairywood, the Castle of the Sisters is an ancient structure, predating the Barrier by countless years. Despite the age, the castle has only been reached a handful of times. The castle itself possesses the unique quality of being able to be seen from great distance, but cannot be reached easily, be it by the nature of the Fairywood or some magical ability of the castle itself. Those that have been there have spoken of its ruined spires, tattered tapestries, and almost magically supported structures. The style of architecture is greatly unlike that of anything else found on the Barrier World, though not so much as to be impossible for humans to navigate. Vast, sweeping arches hold up the walls of the castle, some shattered in places but, against all known physics, still manages to stand. Two massive statues of mythical creatures flank the great, broken entry gate, both covered in lichen and vines but neither showing signs of weathering or aging. The interior is, while splendid and richly decorated with tapestries, ornate rugs and finely carved furniture, in ruins and disrepair. The tapestries are either moth eaten or torn, the rugs are soiled and threadbare and the furniture full of termite holes or shattered to pieces.

    The names of the original owners of the castle have been lost to the ages. However, if one was to find a way to get to the Castle, they may locate preserved documentation or hints of who the mysterious sisters are.

    Pre-Barrier Ruins: North of Harker's Bay

    Sunken Coalition Fleet: Off the coast of the Scarabian Peninsula (South/Southwest)





    The Principality of the Moon (WIP)
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    Alignment: LN
    Notable Settlements: Full Moon Lake, Lunaris, Tallis, Brekenmoor
    Notable NPCs: Lord High Alpha Hieronymus Teague, Her Majesty the Royal Priestess Alexstraza Varmina
    Races and Monsters: Skinchangers, Lycanthropes, Humans, Harpies
    Resources: Livestock, furs/leathers, lumber

    The Principality lies to the east of the Queen's Lands and north of the Gear Wastes. It is, in a nutshell, a nation of Lycanthropes. Specifically, the upper-middle class to the nobility are lycanthropes, with the majority of the middle and lower class citizens being simply mundane humanoids or "Skinwalkers" (As per the Blood of the Moon book race). The political layout of the nation is a complex blending of sorcerer kings and a national religion revering the ruins and technology of the past ages, along with honoring the now-absent stars and the entity known as The Exile.

    The current ruler, known as Lord High Alpha, is Hieronymus Teague (Advanced Human Werewolf Magus) and his wife, High Priestess Alexstraza Varminia (Advanced Human Werebat Cleric).



    The Gear Wastes
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    Alignment: CN
    Notable Settlements: Steamport
    Notable NPCs: Sheriff Terminus Ironshod
    Races and Monsters: Clockwork creatures, Harpies, Robots,
    Resources: Raw metals, technology, metal goods

    The Gear Wastes is a desolate wasteland to the south of the Queens Lands and the Principality of the Moon. Long ago, before the Barrier, the Wastes were the seat of Dwarven power in the region. Industrial centers , foundries and mines stretched across the plains and dominated the lone mountain chain that cut south, down through the southern jungles.

    What exactly happened to the Gear Wastes to turn it from an industrial mecca to a blasted land of clockwork monstrosities and rusting ruins isn't known. Evidence points to the Dwarves binding one of their gods to a mortal form and essentially torturing them for reasons long lost. Other rumors speak of a fallen star that drove the Dwarves mad and gave life to the mechanical creations of the land. The list goes on, but what can be agreed upon is that the Gear Wastes is a dangerous location teeming with strange mechanical beasts. And, while dangerous, the pre-Barrier tech that can be scrounged up from still intact warehouses or Dwarven outposts are almost certainly worth risking being attacked by a clockwork Land Shark or Blenderwyrm (Clockwork Bulette and Purple Worm).

    A noticeable "quirk" of the Gear Wastes is that all the native creatures in the wastes are clockwork and metal as opposed to flesh and blood. Several species are comprised of valuable metals such as gold and silver, though most creatures are comprised of more mundane metals like copper, bronze and various degrees of iron. As such, the economy of the Wastes is comprised of hunting and trapping of the native species and taking the "hides" to be melted down into ingots. Whereas gold and silver in the wastes is quite common, proper food is scarce and has to be shipped into the various settlements via the Skyway or through the city of Steamport.

    Notable Locations in the Gear Wastes
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    The Ferrous Fields: Situated at the northern edge of the Gear Wastes, the Ferrous Fields straddle the wastes and both the Queen's Lands and the Principality of the Moon. The fields serve as hardy farmlands for both the southern settlements of the adjacent nations and most of the Wastes themselves. In ages past, during the time when the Wastes were prosperous and industry boomed, the Fields served as the poorer districts with small machine shops and overflowing warehouses of junk tech. Now the warehouses are little more than rubble and the machine shops have been stripped and the machines melted down for farm equipment. Still, farmers occasionally dig up the odd cog or tool during plowing season. The soil, due to the excess metal buried in the fields, has tinted the earth a rust orange and has given the drinking water a distinct metallic tang. While the more northern parts of the Fields are generally hospitable and "safe", the farther south you go, the more likely you will encounter roving mechanical beasts ranging from Wire Wolves to the occasional Land Shark. Thankfully Blenderwyrms are rare, if nonexistent so far north.

    The Bal-Shere Mountains: The Bal-Shere Mountains is a lone mountain range that begins in the central portion of the Gear Wastes and extends south along a narrow land bridge and into the northern half of the southern jungles. The mountain range houses most of the ancient Dwarven holds and several research labs squirreled away in remote mountain passes. These days the mountains are all but abandoned save for mechanical monstrosities like Wire Wolves, Land Sharks and Blenderwyrm nests and Lesser Harpy flocks. Passes still exist leading south into the jungles, but they are treacherous at best and outright dangerous at worst. The further south one gets, the less blatantly rocky and desolate the mountains as the Jungle begins to encroach. Regardless of the expediency of the mountain passes, the coast roads are by far safer for travel between the Wastes and the southern jungles, though the trip generally takes about three times as long.

    The Great Forge: An abandoned Dwarven hold in the northern most section of the Bal-Shere Mountains, the Great Forge still has visitors and activity even to this day. Seen as an ancient holy site by the Dwarves, one of the few for the race, is sees yearly pilgrimages by aspiring smiths, hoping to retrieve a sample of coal or iron from the massive forges. The "Great" forge is actually built atop a still active volcano and is suspended above the lava by massive starmetal chains inscribed with ancient dwarves runes. While a popular pilgrimage spot, the Forge is still dangerous and claims tens of lives each year, be it from the slowly crumbling architecture or from the clockwork wildlife that inhabits the Forge and the surrounding areas.

    The Broken Skyway: The Broken Skyway is what remains of an ancient elevated highway that stretches from the embarking point just south of the Ferrous Fields and extends, brokenly, south to the Bal-Shere Mountains. Along the way there are exit ramps, most broken and shattered due to the Blenderwyrms and Land Sharks. The main sections have been "repaired" over time with imported wooden supports and metal fixtures, allowing for relatively safe, but still tricky, passage through the Wastes. The Skyway is often used as a landmark in the Wastes, as due to the suspended height.

    The Dead Halls: Once the Dead Halls was a Dwarven Hold of great power and influence. It was the seat of research and development of experimental technology and mechanisms. Now the halls stand silent and dark, the machinery dead and rusted. The Dead Halls are generally avoided by what little indigenous population exists in the Wastes, as it is generally considered "haunted". While the architecture is in the standard dwarves style for the time (High ceilings, massive pillars, great forges and the like), there are several unusual features that set the Dead Halls apart, most notably spikes of metal frozen around some corners and along walls. These spikes only are present in certain areas and seem to lead to a central location. What is at this central location however has not been explored, as most that venture that far in are never seen again. Due to the "haunted" status of the location, the Halls still contain treasure for the taking.

    Steamport: Situated on the eastern coast of the Gear Wastes, Steamport is the largest, and likely only permanent settlement inside the boarders of the Wastes. Politically neutral, Steamport cares very little for the problems of other nations and is simply concerned with their own safety and survival. The main population of Steamport is mostly Dwarves, Gnomes and Lesser Centaur, though there's a smattering of other races as well. Trade mostly consists of scrap tech, reforged bars of metal and armor and weapons composed of Blenderwyrm, Land Shark and Iron Cow carcasses.

    The Ring Path: A mysterious series of large ornate metal rings hanging suspended in the air creates a path from a massive metal door in the southern section of the Gear Wastes, traveling north east, out onto the ocean. Each ring lines up perfectly with the previous one, and each rises several meters higher than the last. Though a thousand years has passed since the rings served any purpose, they remain perfectly intact and untouched save for some nests made by advantage seeking birds. The rings seem to vanish high above the clouds, and nobody thus far has been interested enough to see where they lead to, if they lead anywhere at all. The great metal door in question has never been opened, and ancient spells prevent adventurers from passing through via magic. Most Wasters know of the rings, but dismiss them as pointless.


    Creatures of the Wastes
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    A bit about the creatures of the Gear Wastes: What initially created the creatures of the Gear Wastes is unknown, but over the decades, more and more information about their nature has been revealed. Firstly, creatures born in the Gear Wastes are not born as clockwork. It takes many generations to begin the transformation, so simply giving birth in the Wastes will not result in a child of clockwork. It is also a taboo of Waste denizens to willingly give birth to a clockwork child, and those that are born clockwork are often killed quickly after birth. Failing that, they are often seen as prizes and hunted. Needless to say, clockwork humanoids don't often live past the age of two or three. Secondly, Waste creatures grow and give birth like normal animals by clever application of True Creation and Fabrication spells powered by consumed metal and biomass. Despite many attempts, it seems to be impossible to rip these high level spells from a clockwork creature to use for ones own ends. Finally, clockwork creatures generally resist attempts to tame or domesticate them, though certain Rangers and Druids have been known to befriend some of the smaller creatures, so obtaining one as an animal companion isn't impossible, simply incredibly difficult.

    Construction notes: Halve the Natural AC bonus from templates for all creatures (Clockwork + Metal Clad /2)

    Quicksilver Rabbit: (Clockwork Creature + Metal Clad Creature (Mithril/Gold) + Rabbit) NOTORIOUSLY fast, though highly prized, both as a sign of an accomplished hunter, and for raw materials. First time catches are often turned into amulets, rings or some other form of jewelry that denotes one as a great hunter or trapper. (Double speed and Initiative bonus)

    Bronze/Copper Fox: (Clockwork Creature + Metal Clad Creature (Bronze/copper) + Fox) Hunted and trapped as both an "intermediary" rite of hunting and as a proper export in the form of copper bars.

    Various clockwork creatures: (Clockwork Creature + Metal Clad Creature (Iron/Lead/Brass/Steel) + creature) Everything from groundhogs to buffalo.

    Platinum Stag: (Clockwork Creature + Metal Clad Creature (Platinum) + Megaloceros) Little more than a myth of the wastes, the Platinum Stag is rumored to be just that: A full grown stag comprised of pure platinum. Catching it would make the hunter responsible rich beyond their wildest dreams and a legend in the Wastes. (Reward: ~1000 Platinum/10,000 gp)

    Drill Voles: (Clockwork Creature + Rat Swarm) Traveling in packs, Drill Voles are nightmarish when angered. They explode out from the ground, their whole heads replaced by drill bits with large metallic ears on the sides and proceed to drill into their target. Like most of the predatory creatures in the wastes, they are both ferrovores and don't seem to differentiate between metal creatures and flesh and blood creatures. (Build changes, replace disease with burrow speed 10/ft and Improved Sunder feat, lower base speed to 10/ft)

    Wire Wolves: (Clockwork Creature Template + Wolf/Dire Wolf) Wire Wolves are generally wolf or canine shaped creatures comprised of scrap metal and gears. While Wire Wolves act more or less like their flesh-and-blood counterparts, they do possess the ability to "vomit" a tangle of wires and metal cables to grab and ensnare their prey. Like the other clockwork creatures that plague the Wastes, Wire Wolves will kill organic creatures and attempt to "eat" them, powering the internal spells that allow for the clockwork creatures to grow.

    Land Shark: (Clockwork Creature Template + Bulette)

    Blenderwyrm: (Clockwork Creature Template + Purple Worm)



    The Frozen Wilds(WIP)
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    Alignment: CN
    Notable Settlements:
    Notable NPCs:
    Races and Monsters: Yeti, Humans, Dwarves, various creatures adapted to the cold
    Resources: Furs, technology, Blue Ice, Rimfire Ice, Chiton
    Last edited by Silus; 2014-07-23 at 07:17 PM.
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    "The Barrier World" Google Doc
    A post-post apocalyptic steampunk magitech Pathfinder setting.
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    Default Re: [PF] The Barrier World - Take 2

    Reserved for location info (Southern Jungle, Broken Isles and Geistwood)

    The Southern Jungle (WIP)
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    Alignment: N
    Notable Settlements: Urugash, Downtow, Zo
    Notable NPCs:
    Races and Monsters: Orcs, Half-Orcs, Humans, Harpies, more monsters and plant creatures than you can shake a stick at
    Resources: Lumber, exotic furs, exotic produce, fish
    Description to be added


    The Broken Isles (WIP)
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    Alignment: N
    Notable Settlements: Teotepec
    Notable NPCs: Amira Delandia
    Races and Monsters: Humans, elves, plant monsters, sea monsters
    Resources: Lumber, fish, produce

    The Broken Isles lie far to the south of the Queen's Lands and directly west of the Gear Wastes. Once a single island, the chaos and cataclysmic warfare that raged after the "barrier" shattered the island into smaller rugged islands peppered with now overgrown ruins. Most of the ruins seem to be of an urban nature and, while totally overgrown, still stand as a testament to pre-barrier engineering. The single "modern" city of Teotepec exists on the Isles that serves as the capital for the micro-nation. Like the Queen's Lands, the Isles is ruled by a queen, but unlike the city-state to the north, the queen of the Isles, Amira Delandia (Middle Aged Human Aristocrat/Witch) rules directly over her subjects. Given the nature of the Isles however, and that each large island has its own tribe or two, that power isn't as supreme as one would think.

    The Isles also contain no less than six known research labs within its borders, though the natives know enough to keep the locations a secret and the doors as shut as they can keep them. Good things never come from the old research labs after all.

    Of note, the architecture of the Isle city is a combination of Egyptian, Mayan and Indian.


    The Geistwood (WIP)
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    Alignment: NE
    Notable Settlements: Bastion of the Sun, New Lunaris,
    Notable NPCs: Commander Connraid Fargas, Lt. Abigail Kirkpatrick
    Races and Monsters: Humans, elves, undead, Disenchanters, Rust Spiders, "Thinmin", lycanthropes
    Resources: Geistwood, Elven Artifacts

    The Geistwood is actually a large micro-continent to the west of the Queen's Lands, taking up roughly the same amount of space. Pre-barrier, the Geistwood was home to one of the many Elven nations and served as a haven for their people. What transpired there isn't 100% known however, just that the island turned dark and sinister and seemed to take on a malevolent mind of it own. Knowing they would be unable to stop the transformation of their island, the elves packed up and left, leaving the Geistwood to its own devices.

    Decades later, explorers from both the Queen's Lands and the Principality of the Moon landed on the Geistwood and set up outposts. It was then that they learned of some of the island's unusual properties. Of note, the trees of the island are strangely magical, creating slight dimensional distortions when turned into containers. A container made of wood from the Geistwood (Mostly pine and evergreen woods) are able to hold ~10% more than a container it size rightly should. This has made the lumber trade on the Geistwood very profitable, but also very dangerous. Things stalk the perpetually misty island, whisking some away, driving others insane. The Queen's outpost, Light's Bastion, is quite possibly the most secure settlement on the island thanks to the excessive protections put in place. The walls are layered with constant Daylight spells, the walls and garrison staffed with one of the few actual Paladin orders remaining in the world, and a one-mile stretch of land from the walls to the forest is kept perpetually clear. Even still, the island gets to people. Recently, contact has been lost with the Principality's settlement, though nobody's bothered to check in on it (Most assume it's lost and write it off).

    Other notable locations on the Geistwood are an old prison on the coast, the multitude of elven ruins, and a small chapel overlooking the ocean.
    Last edited by Silus; 2014-07-16 at 02:48 AM.
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    Default Re: [PF] The Barrier World - Take 2

    Reserved for The Poisoned Lands and further continental info.

    The Poisoned Lands (WIP)
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    Alignment: CN
    Notable Settlements: New Providence, Borderwatch
    Notable NPCs: Nolan Carlsburg
    Races and Monsters: Humans, Centaur, misc mortal races, Mutants, Robots, Living Spells, Vermin
    Resources: Technology, Fish, narcotics

    The Poisoned Lands are part of a larger continent to the far west of the continent that the Queen's Lands, Principality and the Gear Wastes are located. Not much is known of this territory other than it was hit hard during the barrier wars and the effects are still lingering to this day. Unexploded ordinance, magical radiation, insane war-constructs, and unnatural life sucking auras are only a few of the dangers one may face. However, like the Gear Wastes, the Poisoned Lands are a treasure trove of pre-barrier goodies.

    One known city exists off the coast of the Poisoned Lands, built into the ruins of half-submerged towers of metal and glass, linked together by bridges of scrap metal and cables.
    Last edited by Silus; 2014-07-16 at 02:51 AM.
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    Default Re: [PF] The Barrier World - Take 2

    Reserved for misc location info (Underground, ocean, etc.).
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    Default Re: [PF] The Barrier World - Take 2

    Reserved for FAQ and credits.

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    How does the Queen maintain control of her land with no army?
    The Queen is generally seen as a wise, benevolent ruler and controls the Queen's Lands (after a fashion) through respect as opposed to force of arms. She does wield magical might of her own however and her power alone is enough to keep the likes of Harker's Bay in order. Everyone else generally understands that while she is older than most people can remember (She looks like an Elf, so it's sort of handwaved) and wiser than most living creatures, she never extends her direct influence beyond her own lands and does not participate in the power plays of the other cities. As such, the squabbling political factions, instead of fighting over who should be in charge generally nominated the Queen to be the impartial "ruler" of the lands. This description will be added to the Queen's Land's description in the near future.

    So the Pink Mist is self-replicating?
    No. There is a finite amount when deployed. It simply does not dissipate without a counter-agent. No counter-agent means the Pink Mist will stay until a counter-agent is deployed. This is how the Pink Mist stands currently, and this particular environmental hazard is up for revision in due time.

    How does Divine Magic work if there are no Gods?
    Explanation thanks for Ninjaxenomorph:
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    How Domains Are Still Feasible

    Before the Barrier was erected, there were many gods, for many tasks and meanings. Some descended, the Five. Others scoffed at the idea of this, and ignored the threat and continued to wage war with one another. These gods were caught off-guard by the Barrier's creation, and a piece of their godly power was severed inside the barrier. These depleted gods were quickly preyed upon by outer gods and other beings of great power; but their domains and fonts of divine power (clerics and other divine casters that aren't rangers). While the gods might be dead, a resonance was created when the power could not simply leave the barrier.

    These fonts of divine power took on a life of their own, if not to the anthropomorphic extent of the gods themselves. Divine magic by itself was scattered by the barrier, but after hundreds of years of rebuilding, a semblance of it began to reform, first with oracles, then with actual clerics. These clerics did not venerate a god, and tended to look to a specific ideal or philosophy. These ideals were rough groupings of the overlapping domains of the former gods, divided amongst all the alignments. Due to several small expeditions, holy weapon artifacts were uncovered for each alignment, and these were the holy weapons of each alignment (GM's choice). The exception, of course, was one god.

    The death god Zirridiak (NE, favored weapon Dagger (subject to change), domains Charm, Death, Evil, Knowledge, and Trickery) foresaw the construction of the Barrier. Hated amongst the other gods, Zirridiak knew he could not descent. In addition, since he was a god of Death, turning himself mortal would kill him. Instead, he implanted his essence into a bloodline. He is transferred every generation to a new host, occasionally granting his power subconsciously to those who seek it. However, he waits for the day his host attains a body strong enough to withstand his power (High enough to survive considerable level drain, then turn into undead creature through different process). However, if revealed, he will be vulnerable to his old enemies.


    Why Centaurs, Drow and Orcs but no Goblins or Kobalds?
    Well as for Centaurs, I personally like them and the concepts of modern'ish military uniform on non-humanoid frames (And Centaur Gunslingers is too cool to pass up). Drow because, well, why not, and Orcs because you can't have Half-Orcs without proper Orcs. As for why no Goblins and Kobalds, I can't really think of a way to integrate them without it seeming overly forced. That and as a DM I can't people playing them, as it leads to shenanigans that just hurt my head.

    Edit: After much pestering by the players in my group, Goblins will be eventually integrated into the world but will not NO EVER WILL BE a playable race.

    So seriously, what are you trying to do with this setting?
    Well I wanted to create a world that ran on magitech, but I wanted to keep it in a D20 system for the sake of conversions and 3rd party material. If I had to combine two or more things to give a general feel for what I'm trying to accomplish, I'd say Escaflowne meets H.P. Lovecraft blended with Spelljammer. I think. It's...kinda hard to explain.

    A better example would be this:

    “Emerging technology built on the foundation of a lost age, the new civilization living amongst the ruins, having made them their own, with adventurers delving into the places that were once seen as "taboo" or "dangerous" to discover what the previous age held and possibly clues (for the shorter lived races) of what exactly happened to cause the world to be the way it is.”

    Why no Gods?
    Honestly? Surprisingly, it's not for any religious or political reasons. It's just that I couldn't and can't think of a decent pantheon of Gods and Goddesses without ripping from other sources. And coming up with new gods and goddesses is like having to invent new characters for each of them and that'd jut burn me out.

    Are there more lands out there other than what is listed?
    Yes, though I'm going to work on fleshing out what is currently here before I go adding more stuff.


    CREDITS!

    GitP helpers
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    Frozen_Feet, jiriku, Stellar_Magic, boss45, BloodyMartian, Sayt, Brookshw, heavyfuel, squiggit, and aleucard for advice on balancing out the Golem Stopper rifle

    holywhippet, W3bDragon, Mark Hall, Lord Torath, JusticeZero, Slipperychicken, veti, Jeff the Green, Cyrion, elliott20, and TheCountAlucard for helping hammer out the Gear Waste economy (Though I still think it's a bit questionable ^^; )

    avr for suggestions on Gear Waste creatures.

    Ravens_cry and brandnewb for assistance on building and balancing the Centaur and Harpy races.

    Ninjaxenomorph for the Kroenen Wrist Blade and Drow Alchemist Archetype suggestion.


    Paizo Forums helpers
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    Ciaran Barnes for helping me flesh out the Orcs
    Excaliburproxy for help on the Centaurs and Harpies
    The Lion Cleric for suggestions regarding possible archetypes, the Swarmslayer Blunderbuss and associated alchemical rounds
    boring7 for the Clockbane Rounds, the Clock Stopper archetype suggestion, the Pilum-Lance, Centaur tweaks, tweaking the Pink Mist, addressing the Barrier/Magic issue, the Harpy Float Net, the dead war God Thrag, assisting in fleshing out The Poisoned Lands (New Providence), and assistance with environmental hazards.

    Timebomb, Scott Wilhelm, Proley, storyengine, Peasant, Joex The Pale, and Torchlyte for assistance on the Gear Waste economy.


    More credits will be added as help arises.



    PAIZO FORUMS SUGGESTION THREAD


    GitP SUGGESTION THREAD
    Last edited by Silus; 2014-07-16 at 05:39 AM.
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    Default Re: [PF] The Barrier World - Take 2

    This seems like a cool setting. I especially like the Gear Wastes, as I like anything steampunk.
    However there are still some concerns involving that.

    If all the animals are made of metal, then are the plants as well? Is there fields of copper grass that is painful to run threw without clothes at the least, and forests of say bronze trees? If so, then who would bother running around trying to beat down an iron boar if you can just saw apart a immobile tree?

    Another question is how the animals of the Gear Wastes grow and metabolize when they are made of metal. Are they simply a very large finite resource that is slowly being chipped away at.

    Are dwarves still a present race? They aren't listed anywhere, so I'm guessing they are a bit like dwemer from the Elder Scrolls. Is there a sapient race of people in the wastes that have become metallic? It would make sense that after whatever happened in the Wastes, there would be the dwarves who caused it within radius of the "metalification".

    Is there any reason for the Principality of the Moon to be a nation of lyconthropes? Other then the novelty of the idea and fact that a squad of werewolves is more dangerous then a similarly trained and equipped squad of humans.

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    Default Re: [PF] The Barrier World - Take 2

    Quote Originally Posted by GorinichSerpant View Post
    This seems like a cool setting. I especially like the Gear Wastes, as I like anything steampunk.
    However there are still some concerns involving that.

    If all the animals are made of metal, then are the plants as well? Is there fields of copper grass that is painful to run threw without clothes at the least, and forests of say bronze trees? If so, then who would bother running around trying to beat down an iron boar if you can just saw apart a immobile tree?

    Another question is how the animals of the Gear Wastes grow and metabolize when they are made of metal. Are they simply a very large finite resource that is slowly being chipped away at.

    Are dwarves still a present race? They aren't listed anywhere, so I'm guessing they are a bit like dwemer from the Elder Scrolls. Is there a sapient race of people in the wastes that have become metallic? It would make sense that after whatever happened in the Wastes, there would be the dwarves who caused it within radius of the "metalification".

    Is there any reason for the Principality of the Moon to be a nation of lyconthropes? Other then the novelty of the idea and fact that a squad of werewolves is more dangerous then a similarly trained and equipped squad of humans.
    Ah, glad you asked!

    1) Oddly enough non-sentient plants are not affected by the Gear Waste's...issues. Now of, say, a Shambling Mound made its way up to the Gear Wastes from the jungles and somehow bred, then you'd have a metal/clockwork Shambling Mound. I could see there being some trace amounts of metals (Not enough to bother harvesting) in the plant life that helps the mechanical herbivores grow however...

    2) The process in which the animals reproduce is still unknown, but for all intents and purposes they grow, eat, breed and do pretty much everything that fleshy animals do. Just...mechanically. The herbivores eat the metal laced plants, process the metal and leave the plant and somehow use the metal they digest to grow. Scrap that we're going with another theory. Internal True Creation and Fabricate spells powered by biomass (grass, leaves, etc. for herbivores) or metal "flesh" (in the case of of carnivores) allow for growth and the creation of new creatures. Try as they might, hunters and researchers have yet to be able to harness the two spells for their own purposes.

    3) Dwarves do indeed exist, though they've abandoned their hold on the Wastes a while back. The only sapient race native to the Wastes that still lives there would be harpies. I suppose some might have begun exhibiting clockwork-like qualities, though most nests are in the south down by the jungles.

    4) Well initially I was just running with the idea of "Werewolves are neat!" which evolved into the origins of the Principality. Basically, Pre-Barrier, the research lab at Full Moon Lake was experimenting with the scientific cause, cure and practical application of the Lycanthrope disease/curse. The Barrier went up and the researchers (several hundred) got locked inside. Thankfully, they had enough provisions to last for several years. When they finally unsealed the lab, they were greeted with more or less a D&D version of Fallout, but with less guns. They figured that if they were going to survive (None of them were really combat trained) that the best way would be to use the samples of lycanthropy they had in the lab to give themselves an edge.

    So they all Lycanthrope'd up, carved themselves out a hunk of land and started re-establishing civilization. People came to join the settlement, the Researchers relayed tales of the past which got garbled over the years into the religion they have now (Telephone woot woot) and a sort of caste system was established. Bam, the Principality (The tl;dr version). There's a bit more to it than that but that's the gist of it.
    Last edited by Silus; 2014-07-17 at 06:58 AM.
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    Default Re: [PF] The Barrier World - Take 2

    2) If your going with this explanation, then you may want to edit your wire wolf entry, as it says that the creatures of the wastes don't eat biomass. Dues this also mean that the creatures of the wastes grow like pokemon? Meaning that they consume some things and poof suddenly they appear in a somewhat better form. I'm also guessing that they can consume flesh or metal as well.

    4) I still think that metal dwarf corpses should be found in the wastes, especially next to whatever caused the metalifcation. On a similar note, what happens when a child is born in the wastes? I would assume that you get a metal baby and a dead mother, unless the mother is given a C-section by a experienced surgeon.

    My inner player says that I'd try to get a drill vole familiar or animal companion or other form of pet and bring it with me on all my adventures. Whether they are in the Gear Wastes or not. Unless the ranger prestige class you mentioned allows you to somehow feed power into an animal companion, I think this would be an adventure involving searching old research labs and messing around with things better left alone.

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    Default Re: [PF] The Barrier World - Take 2

    Quote Originally Posted by GorinichSerpant View Post
    2) If your going with this explanation, then you may want to edit your wire wolf entry, as it says that the creatures of the wastes don't eat biomass. Dues this also mean that the creatures of the wastes grow like pokemon? Meaning that they consume some things and poof suddenly they appear in a somewhat better form. I'm also guessing that they can consume flesh or metal as well.

    4) I still think that metal dwarf corpses should be found in the wastes, especially next to whatever caused the metalifcation. On a similar note, what happens when a child is born in the wastes? I would assume that you get a metal baby and a dead mother, unless the mother is given a C-section by a experienced surgeon.

    My inner player says that I'd try to get a drill vole familiar or animal companion or other form of pet and bring it with me on all my adventures. Whether they are in the Gear Wastes or not. Unless the ranger prestige class you mentioned allows you to somehow feed power into an animal companion, I think this would be an adventure involving searching old research labs and messing around with things better left alone.
    4) I was actually considering putting metal encrusted dwarf zombies in the Dead Halls as a result of....a thing >.> Basically one of the mysteries of the Gear Wastes. I'll hammer out something regarding the whole "What happens if someone is born there" thing. Maybe it takes several generations for it to kick in properly. *Shrugs*
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    Default Re: [PF] The Barrier World - Take 2

    So I'm in the process of putting all this info (not all the lands, just the Queen's Lands, the PotM and the Gear Wastes) into a Google Doc and it's already at like 22 29 pages D:

    And this is the abridged version for the players DDD:

    Edit: Apparently I was off by like 7 pages...
    Last edited by Silus; 2014-07-26 at 08:11 AM.

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    Default Re: [PF] The Barrier World - Take 2

    I'm one of the players. Silus gave me editing access for the document. We worked out another race, Domestic Gnolls, and I made a section on languages.

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