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    Default Nation of the Dead [Setting]

    I have decided to begin creating what I thought would just be a campaign consisting of a series of adventures. But I'm beginning to turn it into an entire setting.
    --
    -Nation of the Dead-

    Introduction


    In ages past there were many beings of great power, known as the Gods. The greatest of them were the Ancients, though they were more often known as Titans to mortals. The gods and ancients watched the material plane for eons, an ocean world where no things lived but the most ancient and evil of creatures, known as the old ones. These creatures were lead by greater old ones, who may still live...

    The gods of good sought to counter the evils of the depths and brought the earth to the sun, creating land. Here three continents were forged; Tanzen, Arcnus and Shello. On these lands life was made, things of beauty and grace and wonder. But the gods of evil thought these plans were not in their best interests, and so they corrupted and saturated mortal minds with evil. This, however, brought balance to the lands, creating a world where balance is omnipresent and a central hub to all the planes.

    Elves, dwarves, gnomes, halflings, orcs, and men - they all were created by some means, either by the gods or mistakes by mortals. Each race interacted and grew, evolving into great societies, where magic and technology were/reigned supreme.

    Men began their rule over the world and dominated the lands, becoming a vast majority of mortals in all the realms. Soon mens easily malleable minds were corrupted further, centering on the nation of Arcnus. Men discovered lost magics of the old ones that let the dead rise again, only not to return the soul to the body, but instead to give animation to the soulless corpse. As magics of necromancy grew more powerful, creatures such as liches and vampires arose among the mindless undead and took over the now wicked nation of Arcnus, renaming it Arcnus Mortis, the land of the dead.

    In silence the dead waited for their time. Merely fifteen years ago their time arose, they attacked the living of Tanzen and Shello in preparation for the rise of the old ones and their leaders, as well as several evil ancients of darkness, and depth. Right now, Tanzen is under invasion from the dead and Shello has been wiped nearly clean of beating hearts as but a few brave heroes stand in the way of the Nation of the Dead.

    ----

    History

    PA: Pantem Ashara (Alacric for Origin Time) measured backwards, like BC.
    KA: Kaalventian Ardanovallo (Draconic for After Death)

    Before Time: The Elder Gods dwell in the infinite chaos and water of the sea, before the great wheel was made.
    PA ?: The gods rise into being and forge the wheel, the sea and the sky, putting the Elder Gods in their watery prisons and allowing the creatures of the world to grow free. The city of the gods is built so the gods may be worshipped in peace.
    Approx PA 100,000,000: Daelkyr walk the earth and sea in search of new play things and experiments, where mortal life begins to evolve and illithids keep them in check as they can. The first records of dragons appear in tableture and cave-etchings.
    Approx PA 1,000,000: Most of the daelkyr leave the material plane for less boring territory, leaving in their wake countless eldritch horrors and several kinds of magic. With illithids alone to keep humanoids in check, they begin to grow and spread. The Alacra, or first man, begin to grow as the strongest among primordial humanoid races. The Shaen-ah take note of their swift evolution but want nothing to do with them.
    Approx PA 900,000: The Alacra spread across Tanzen and Arcnus, using the recent invention of iron weaponry to take over most of the known world. Shello fights back with primordial mortal magic and manages to stay out of the empire of man.
    Approx PA 10,000: A small council of binders propose using mysterious vestiges to advance technology and magic to the leaders of Arcnus. These leaders take up their offer and learn great things from these beings known by many as Nyarlathotep and Cthulhu.
    Approx PA 3,300: The Shaen-ah finally decide to interact with 'lesser' races of man and dwarf. They will not notice themselves devolve for several centuries.
    Approx PA 3,000: Many Shaen-ah simply become elves due to far too much interaction with humanity and the like. Many Shean-ah remain on Tanzen but isolate themselves from all others, many remain and become elves while the half-devolved shaen'aei-ah can interact with the two factions.
    Approx PA 2,500: A group of nine mad artificers of Arcnus are the hidden lords of artifice and the veritable rulers of the world from behind the mantle of Arcnus. They name themselves Teara Nol(Nine Makers in Desridic) and create the first artificers guilds on the face of the planet. Their reign lasts centuries.
    Approx PA 2,300: Among the technological boon on Arcnus, the elder gods leave the secrets of the magics of life and death to the mortals.
    Approx PA 2,000: The first time in known history, an illithid removes himself from a secluded island and walks among the dead and dying of Arcnus, he reveals he is a lich, or as his language calls it, an alhoon. His madness and ambition lead him quickly to become the lord of the territory of Mertion.
    Approx PA 1,100: Arcnus ceases to be a land of technology and magic, and becomes Arcnus Mortis, a land of magic and death. Technology abandoned in favor of the powers over life and death, life is slowly quashed as it becomes either unlife or just plain death. The Taera Nol, with entirely different members in each of the nine chairs, falter in panic and chaos, their technology dies under the crushing foot of necromancy.
    PA 814: The isolationist state of Cernin treats it's people like animals or worse, leaving them without even the things undead need to stay sane. A necropolitan ex-military rises up against the king in the name of his people, and his destruction leads the people into revolution.
    PA 809: The revolution ends, the king is destroyed and the cruel monarchy is replaced with a new Cernin empire, under the guide of a single most-wise emperor, Thaa Sossar, a powerful ghoulish sorcerer.
    PA 700: Thaa Sossar is assassinated in a one-night revolt against his empire, little else changes but the emperor on the throne. The tradition takes hold when a new emperor of Cernin can only take the throne from the destruction of the previous emperor.
    PA 401: Vlaadios D'Skuur, the son of rich fur traders is bitten by a vampire in Tanzen outside of a tavern. He flees in hopes of finding a cure on Arcnus Mortis. While here, he accustomes himself to life there and never leaves.
    PA 355: The once young confused vampire Vlaadios D'Skuur now becomes the most powerful leader Cernin has ever had and reigns there as it's lord to this day, and the only one powerful and fearsome enough to have no attempts made on his (un)life.
    PA 190: The Ya Koell (Four Metals in Menta Von) find themselves in Tanzen, and with their dying days teach artificers how to create the warforged, and give up their remining life-force to empower each and every one.
    PA 188: The Githyanki and the Githzerai for unknown reasons begin flocking to the material plane and interacting almost exclusively with halflings tribes. Over the course of the next few decades they will teach them all of their ways and leave as surprisingly and quickly as they came. Halflings of course, begin to spread across the plains of Tanzen in caravans.
    PA 184: A group of spellcasters begin a guild in Tanzen, it begins weak and almost meaningless. It's soul purpose is to drive back any Arcnus Mortis threat from the shores of Tanzen and sometimes Shello, though the nation of magic has little trouble fending off what small threats come it's way.
    PA 178: The newly dubbed Order of the Magi expands it's drive to keep safety on Tanzen to sabotage the inner workings of Arcnus Mortis. Many die on such missions and hope does not hold out for the future of the Order. However, hope is restored late in the year as a mysterious dragon sorcerer by the name of Alzaphralothon donates his hoard to their cause and becomes the Order's first head Magi.
    PA 177: The Order of the Magi, with the help of Alzaphralothon is now seen as a real threat to Arcnus Mortis, but the King of Tanzen sees it as just a big a threat to his country as to theirs. To his dismay, the Order is now too powerful to fight and then King sees the best path is to a pact of nonviolence between Tanzen and the Order of the Magi.
    PA 154: Alzaphralothon dies at the hand of a daelkyr, his body and the daelkyr both mysteriously disappear and are not seen again by the eyes of time. The first humanoid ruler of the Order takes over, and humanoids dominate the position over it's history.
    KA 0: Shello is wiped clean because of the mad alhoon that leads Mertion, and needless to say open war is waged on Arcnus Mortis. The current age begins.
    KA 1: The King of Tanzen recognizes the Order of the Magi as more than a cult of strange spellslingers, but a useful tool against the now obvious threat of Arcnus Mortis. They are given royal funding and a headquarters in Dawn of Glory.
    KA 3: The first group of travelers brave enough to venture into the mists of Shello. The one survivor that returns alive tells the world about the rageforged, the deadly insane warforged that now roam the land.
    KA 9: A group of gnomes gather in a small town not far south of Dawn of Glory. These gnomes with their darkened souls form Tarnished White.
    KA 10: A rageforged is captured on Shello and becomes the subject of many experiments. This is the beginning of it's rehabilitation experiment.
    KA 13: The rageforged is regarded as a functioning member of society, and the first and only rehabilitated rageforged. He takes the name of Husk and becomes a barber.
    KA 15: The campaign begins.

    ----

    Languages

    Mortal Languages
    {table="head"]Name|Alphabet|Those who speak it
    Alacric|Common |Ancient Tanzenians and some Arcnus Mortisi
    Common|Common|Most Tanzen natives
    Desridic|Desridic|Arcnus Mortisi, also known as 'Language of Death'
    Draconic|Draconic|Dragons, arcane casters and sphoraxunes
    Druidic|Druidic|Druids, rare few fey
    Dwarven|Terran|Dwarves, some giants and goblinoids
    Elven|Sylvan|Elves, fey
    Giant|Giant|Giants, most goblinoids and several human tribes
    Githarr|Common|Githyanki, Githzerai, other astral plane natives and most halflings
    Gnoll|Giant|Gnolls
    Goblin|Giant|Goblins, hobgoblins and some orc tribes
    Halfling|Common|Halflings and many Tanzen tribes of various races
    Mahalan|Desridic|Most Mertion natives
    Orc|Giant|Orcs, some goblin tribes
    Sassh|None|Rageforged
    Spheyic |Ignan|Sphoraxune, some dragons
    Sylvan|Sylvan|Fey, elves and most Shello natives
    Thumm|Terran|Gnomes, mostly just Tarnished White members now know it
    Tuilvilanuue|Druidic|Some mujuons
    Undercommon|Daelkyr|Illithids, drow, most subterrainian dwellers
    [/table]

    Planar Languages
    {table="head"]Name|Alphabet|Those who speak it
    Abyssal |Infernal|Demons, some giants and gnolls
    Aquan|Aquan|Elemental water creatures, aberrations and creatures of madness
    Auran|Auran|Elemental air creatures, some fey and elves
    Celestial|Celestial|Good outsiders, Tanzen nobility and good priests
    Daelkyr|Daelkyr|Daelkyr, illithids, chaotic outsiders and creatures of madness
    Ignan|Ignan|Elemental fire creatures and many sphoraxun clerics
    Infernal|Infernal|Devils and many Arcnus Mortis nobility
    Kana|Celestial|Creatures of the Positive energy plane, some celestials
    Kearu|Celestial|Creatures of the Negative energy plane, some fiends and many undead
    Kevaktikno|Daelkyr|Chaotic outsiders, artists and singers
    Menta Von|Menta Von|Lawful outsiders, government officials and diplomats
    Terran|Terran|Elemental earth creatures
    Yajaa|Celestial|Fallen eladrin and unseelie fey
    [/table]

    ----

    Sidenote: Common is not so common

    Spoiler
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    The 'Common' language is only called as such because everyone who speaks it calls it by something different depending on where they are. It has so many names, that devoting as many pages as is necessary to divulge them all would be wasted space.
    It, in fact is prevalent only on Tanzen, and only some Arcnus Mortis natives know the language. When Shello was still ripe with life, the language was almost nonexistent. This means that typically, a DM should assume that any Arcnus Mortis or Shello native does not automatically receive Common as a language, though they can get it as a bonus language.
    The Automatic language for Arcnus Mortis is Desridic(or Mahalan for Mertion natives), the native language of Shello can be either Sylvan, or any language tied to a particular region or race(or in the case of Rageforged, Sassh), the language of the island of Sphadrax is Spheyic, and the Ikathiuss' native language is Undercommon, Daelkyr and Elven.

    Sidenote: Slang

    Spoiler
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    In the world, language isn't quite as rigid as one might thing. It follows rules as language does and always has, like dialects and of course slang. Here are many slang words used by the living and dead alike(some only by one or the other) that can be easily implemented into the Nation of the Dead campaign.

    Annilupin Vitte: Another term for Tarnished White, used almost exclusively by younger members.

    Balmy: Term describing any mindless undead that has been awakened. A compound of "embalmed" and "barmy."

    Big: A casual term for a medium-sized or larger construct, warforged in particular.

    Biter or Corpsebreath: Slang for ghouls, usually those found in the lower rungs of dead society.

    Blood Mill: A community or herd of mortals, kept by a vampire for feeding purposes. Some necromancers acquire blood mills to supply corpses for their reanimation.

    Bloodsucker: Slang for vampires. Not technically a slur, but higher-class vampires will take offense to it.

    Blue Eyes: Slang for anyone capable of using incarnum, referring to its distinctive color.

    Brassmaker: A skilled artificer, harking back to the artificers of Brasscoil in the good ol' days.

    Carrion or Rotter: A slur for any unintelligent undead, most often zombies.

    Chalkface: Slur for changelings.

    Class: A horde, typically but not always of intelligent undead.

    Cluck: an elderly gnome or dwarf woman, typically one that drinks.

    Crankshaft: A slur for warforged, particularly rageforged.

    Daychild: Term used to describe half-vampires, due to their ability to remain in the sun unharmed.

    Deadman or Deadlady: A respectful term for any intelligent undead.

    Deathknight: A title of respect for particularly skilled undead martial adepts, particularly those who practice the Dread Crown style.

    Deepling: Slang for any aquatic aberration, typically illithids.

    Dredge: Slang term for anything considered good. Often used as the adjective "dredging."

    Far-Blood: Slang for any outsider, most commonly fiends.

    Flink: Thummish for the act of stealing.

    Floater: Slang for any aquatic undead, or undead with a swim speed.

    Follow: Slang for shadows and wraiths, based on their ability to create spawn from fallen enemies and as a reference to people always being followed by their shadow.

    Geisting: A practice among some necromancers, whereby a living mortal is "groomed" for death and reanimation. This typically involves driving them insane by means of persistent and horrific torture, so that they can produce an exotic undead remnant, although specialized dietary and experimental modifications to produce superior zombies are also used.

    Halfway: Slang for living necromancers, usually those who specialize in the animation of the dead. Occasionally also used for living who have defected to the cause of the undead.

    Heartbeater or Beater: An insulting term to the living from the dead, though the living take pride in being called so.

    Hornling: Slang for a follower of Levakross, most of whom find the term disrespectful.

    Kottskold:
    Thummish for meatshield, a term typically used to refer to thugs or fighters (only a skullhead would tell them what it means).

    Landlord: Term for anyone crazy enough to hunt rageforged. Understood to mean someone who wishes to claim back Shello, become lord of the land again.

    Left standing at the alter: A phrase often used by gnomes to describe the lack of divine aid fifteen years ago.

    Neverborn: A classification of particularly powerful undead, those that were never actually living mortal beings. The legendary Atropals are the best example of this.

    Other-Than-Living: A roundabout way of saying dead.

    Princess or Faceboy: Slang for any undead that preserves and/or embalms themselves to keep up their appearance, be they 'male' or 'female'.

    Puncher or Gutworm: Slang for mohrgs.

    Ragman: Street slang for mummy.

    Rattle: Slang for 'talking,' typically in the sense of someone going on for an annoying long period of time. From the term 'death rattle.'

    Rats:
    Derived from the Thummish word for family, used by the lower-class as an extremely casual term to indicate close friends or in some cases family. Never used in polite company. "Pack" is another alternative.

    Reaper: A widely used term for anyone who hunts the undead. Typically used to describe clerics capable of turning undead, but also commonly used for paladins or other warriors who specialize in fighting the dead. Used as a term of respect by the living, and one of fear by the dead.

    Reap:
    The word used to describe the destruction of an undead being–as in, "the paladin reaped the vampire." The term "reaper" is derived from this, as is "reapist," a particularly emotionally-charged term among the undead.

    Rent: Rageforged plating taken from the slain, usually by Landlords.

    Scrapper: A foolish or useless person or thing, partially derived from the Thummish "darskaap". "Scrapping" can also be used.

    Shambler or Dustboy: Slang for any undead in an advanced state of decay.

    Shovelman: A thief. Originally used to describe graverobbers.

    Shuffler or Leadboy: Slang for any law enforcement agent, the latter nickname deriving from the commonly used lead badges.

    Skullhead: Anyone who is foolish, stupid, or crazy.

    Silvermonger or Monger: Rarely-used slang for the slaughterforged, based on their obsession with silver. Almost never used outside of Shello.

    Slaakratta: "Family" in Thummish, Tarnished White members use this to refer to their own.

    Sleepers, Dirtboys, Gravemeat: Corpses, unawakened dead. "Sleepers" is used almost exclusively by necromancers, "Gravemeat" by ghouls.

    Slink: Slang for wights.

    Soul-booting: When an intelligent undead is faced with either resurrection or destruction and chooses resurrection. Usually the undead subject is otherwise unwilling.

    Stains: Derived from the the Thummish "staaenuttom," meaning "outsider," Tarnished White members use this to refer to non-gnomes, though usually only the boldest of gnomes use this when not among other gnomes.

    Tailor: A surgeon who specializes in repairing the effects of decay on undead flesh. Many aristocratic undead hire a retinue of tailors to keep their flesh well-preserved.

    Taking the Black Breath: When an intelligent undead is brought back to life through some manner of resurrection spell by their own free will.

    The good ol' days: Before the annihilation of Shello.

    Trinket Walker: Used with two different meanings. On Arcnus Mortis, it's used as a derogatory term for a lich, 'trinket' referring to their phylactery, and that they can walk so long as said phylactery remains intact. On Shello, it is a term used by non-forged to describe a rageforged who has a particularly excessive amount of silver jewelery or trinkets.

    Vangat: Thummish for "wanderer," used by Tarnished White gnomes to mean gnomes that aren't members of Tarnished White.

    Vorrkeg: Thummush, meaning any artisan of any skill, although typically not used for the more skilled artisans, as it can be used as an insult to imply that they're not of notable talent.

    Yellow or Pale: Term used to describe someone who has fallen under the effects of the disease of Shelloen mist, describing the most obvious symptons of pale skin and yellowed eyes. As in, "He's gone yellow."
    Last edited by Krimm_Blackleaf; 2011-01-05 at 09:41 PM.
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    Homebrew by Krimm Blackleaf


  2. - Top - End - #2
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    Default Re: Nation of the Dead [Setting]

    Races of the setting


    ~~
    --
    Sidenote: Coverall Rule
    As a coverall rule for all races in the setting, just so I don't have to put it in for each entry, no race has a racial bonus for fighting other races or types. So dwarves don't get a bonus against orcs or goblinoids and gnomes don't have a bonus on fighting kobolds and goblinoids, nor dodging giants.
    --

    Humans

    Not all humans are upstanding and righteous...
    Humans are the dominant race of the world(although some would interpret it that the dead now are). Humans are varied and widespread across all continents, either living or dead. Humans were originated last among all the common races (save half-elves and half-orcs as well as other races who's blood is only partly human) but learned quickly to procreate and spread much more quickly and efficiently over the other races. It is unknown where the first humans originated, but it is believed to be somewhere in the heart of Tanzen, but most of all intelligent undead believe they were originated all over Arcnus.


    Elves

    The elves of Tanzen
    Among all the races, it is believed elves are the oldest of all the races of the world, albeit not older than the vassals of the old ones, the Illithids. Elven society varies depending on which continent you find them, The Elves of Tanzen tend to be aloof, graceful and masters of bow and sword. The elves of Shello before being cast out and almost exterminated by the hordes of Arcnus Mortis were wild and free, very close to their fey neighbors and treating magic as an art rather than a science. The elves of Arcnus have since before any mortal can remember have always been grim worshipers of death and darkness, avid necromancers and cultists to the old ones. The favored class of elves in Tanzen and Shello is replaced with Ranger, the elves of Arcnus Mortis remains wizard and they tend to favor the school of necromancy.
    Spoiler
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    I liked the look of Lorwyn elves so much I decided to steal the look of them for this setting...
    Sidenote: Shaen'Aei-ah


    In ages past, when Shello was still vibrant and glorious, there lived a race of ancient primal elves, but elves were not savages in their primal state. The first elves were thought to be powerful fey warriors and sages and their name was the Shaen-ah. They bred and evolved into a weaker world as they began to interact with lesser races, such as primal gnomes and halflings and slowly became the elves we know today.
    Some of these Shaen-ah, however, decided their power was not to be wasted and devolved as the oldest of the race watched as their children and grandchildren and so forth became lesser elves, though still brilliant and graceful, they were far from their original state of being. These half-devolved Shaen-ah left their native Shello for unfamiliar lands and found Tanzen. They wandered deep into the heart of the woods of the continent and began to settle themselves.
    They were isolated from the world for a time, choosing not to mingle with anyone, including the elves that came to Tanzen ages later. They built their homes in the trees with paths under the soil, creating cities and villages of both tree and earth, unifying nature into one beautiful creation for these elven fey to live in.
    The day soon came, they began to branch out, forgoing the word of their ancestors they began to interact with local species, at first elves, then humans and after many years some went into dwarven lands. They began to devolve slightly, but kept their rich fey blood and beautiful culture which did not allow them to devolve as far as normal elves had already. To this day, the Shaen'Aei-ah(The Elves That Are Pure) dwell in the heart of the forests of Tanzen. The ancient Shaen-ah race however, were all destroyed in the reaping of Shello... Many Shaen'Aei-ah worship the deaths of their ancestors, having made a religion of the deaths of their old families though still staving off the forces of death themselves and destroying those who might undo their lives, such as the twisted forces of Arcnus Mortis.
    A typical Shaen'Aei-ah is about as tall as a normal human, but far thinner though they keep a very lean muscle tone to their bodies from years of hunting and living in nature. Two very defining features of this elven race other than it's unusual height, are it's eyes and it's horns. Their eyes appear to be solidly black, but with small, light-green pupils which glow dimly when among nature. Their horns are also a very unique feature among elven races, appearing to be elegant but still angular and similar to those of a Satyr. These horns range from forest-green to brown to black and sometimes have moss or soil permanently embedded in the grooves and pits.

    Racial Stats

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    • +4 Dexterity.
    • Fey (elf): The Shaen'Aei-ah have retained their feyish blood and have the fey type with the elf subtype.
    • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
    • Elf base land speed is 30 feet.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
    • Forest attunement: Shaen'Aei-ah are adept at life in the thick woods of Shello and Tanzen. They receive a +8 racial bonus to Hide and Move Silently and can climb through trees without having to make Climb checks at a rate of 30 ft.
    • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
    • +4 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    • Automatic Languages: Sylvan and Elven. Bonus Languages: Common, Draconic, Gnoll, Gnome, Goblin, and Orc.
    • Favored Class: Ranger. A multiclass shaen'aei-ah ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
    • LA: +1


    Dwarves

    A dwarf warrior stands a vigilant guard against death itself
    Living in the mountains and deep tunnels of the nation of Tanzen lives the noble dwarven race. Dwarves are supposedly forged by the hammer of the gods within the fist of the world (a mountain formation similar to a fist raised upward) which is infamous for its treacherous caverns, tunnels and vast expanses of caves. Dwarves, perhaps only second to most humans of Tanzen lead the assault against the invading undead hordes of Arcnus Mortis, bravely dying and killing for their cause. Dwarven clerics often gave special magic items to dwarven warriors which made their bodies immune to the effects of necromantic animation so they wouldn't become weapons against those they fought for. A few tales of wild dwarves are whispered among dwarven society, said to exist in small bands across the barren lands of Shello.


    Gnomes

    Loneliness has driven many a gnome to sheer madness.
    One of the greatest tragedies in the last 15 years is the near extermination of the gnomish race. The origin of the gnomes is without a doubt somewhere on Shello. Gnomes lived almost exclusively to the nation of Shello because of it's general free-spiritedness and lack of rigid rules, but this freeness eventually led to nation of wild magic to be brought to it's knees and slaughtered. 95% of all the worlds gnomes were killed, most of the survivors being adventurers living abroad in Tanzen and the lost ruins of Arcnus. Due to their intense need to live on, their favored class has changed to any.


    Halflings

    Halflings come in many different varieties.
    In the eastern plains of Tanzen lives the many scattered tribes and caravans of halflings once native to Shello. Halflings, like gnomes are most widely thought to have originated on Shello but have since taken residence in Tanzen. Unlike gnomes however, the industrious, elusive halflings of Shello managed to escape and find refuge in Tanzen, where it seems their wild nature has been somewhat repressed into a mild form of lawfulness.
    The halflings generally nomadic culture is most easily traced to occurrences that happened three centuries earlier, directly tying the halfling race to Githkind forever. The Githyanki and Githzerai, both being astral travelers in ways not unlike the halfling caravans, had many travels into the material plane for supplies and entertainment from the endless silver and grey of the astral plane. Ages ago these caravans found interest in scattered halfling tribes and would teach them their ways, including athletics, arts and even things such as magic and thievery. Now that each side of Githkind has removed itself from the Material plane and leaving the halflings to themselves, you are hard pressed to find a halfling caravan that does not exemplify either the mercenary caravans of the Githyanki, or the skilled craftsmen, sorcerers and thieves of the Githzerai.


    Orcs

    Orcs are savage nobles, and fearsome warriors
    In the vicious wastes of far east Tanzen are the tribes of orcs that call those unforgiving lands their home. Ostracized as demons and marauders by those that have only seen orcs, they are actually creatures that value honor and skill above all else. Orc pantheons are even more full of good-aligned deities than evil ones. It is not impossible to wander into the desert and find an orc paladin. Unfortunately because of low survival rates and a duty for battle, orcs are far rarer than humans. Now for every 10 humans there is likely only 1 orc in the world. Orcs, now living in the bright unforgiving desert don't have sunlight vulnerability, but their darkvision is replaced with low-light vision. Additionally, the penalty to wisdom has been removed, leaving them with +4 Str, -2 Int and -2 Cha.


    Illithids

    Illithid cultists are just as horrifying as a horde of undead abominations
    In ancient times, before creatures walked the earth and learned to speak and create the old ones saw the potential in the races that would be those that walk the earth today. To combat them and oppress them, the old ones created the Illithids. They were given vast psionic powers and magic over death, roaming both land and sea to control people. Even with their great power and intellect the Illithids could not get around the adaptive nature of these new peoples and they were free to evolve and grow. Illithids still walk the earth, although in much smaller numbers. They reside mostly on scattered islands around Shello and Tanzen where they may freely worship their deep dwelling masters. Illithids in this setting can breathe water as freely as air and have a swim speed of 30 feet. Illithids have Psion, Wizard and Cleric as their favored class.


    Warforged

    A warforged crusader smites a rageforged abomination
    Among the most advanced pieces of magic and technology on the continent of Tanzen is the race of the Warforged. They were created 200 years ago by the humans of Tanzen (with a bit of gnomish support) to be warriors and servants, though this was not intended by the Urons that shared the secret of their creation with them. When the four Urons shared the secret of their creation with humanity and shed the mortal coil, they left behind their souls, a small bead of their artifact metal that would form at the core of each warforged. Now each of the four metal Urons lives within the warforged.
    They gained liberty during the rise of the undead lords of Arcnus Mortis when it was revealed they were much greater warriors when they had something solid to fight for, it gave them personal zeal for life. It is still debated whether or not the warforged race are gifted by the gods with souls as normal beings are. Warforged may pick any one base class with a full base attack bonus as their personal favored class. Warforged in Nation of the Dead also have Menta Von as an automatic language.
    Spoiler
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    Sidenote: The Rageforged
    "Evil that does not sleep, does not tire... creatures of spike and stone and metal... I have seen madness, and it is the rageforged..." -Vorin, an obviously shaken barbarian

    On Shello, the gray-white mists that scour the lands are harmful to some degree to most mortals, this is not so for the warforged. No one is entirely sure how these menaces to life first came to be, but it is obvious they are one of the most dangerous forces in the world.
    Rageforged live in what can barely be construed as a society, wandering bloodthirsty nomads that just want to spill blood. They will barely kill other warforged or rageforged because they don't spill blood or feel as much pain but will usually, without thought, kill humanoids and living creatures as sadistically and ruthlessly as possible, and in most cases a rageforged will consume the bloody flesh of their dead victims(or living, if they have the Jaws of Death feat).
    The closest things to leaders the rageforged have are known sometimes as 'ragelords' and are usually only considered leaders because of how well they kill and how hard they die. The strongest and toughest(and likely most cunning) rageforged is thought to be known as Bloodsword(CE warforged martial barbarian 12/frenzied berserker 5) and is often depicted as stained with blood, red paint and at least two humanoid corpses on his spiky body, as well as his vicious, saw-toothed sword.
    Rageforged usually appear as a normal warforged, except for glowing red eyes, twisted, warped and desecrated armor and usually have wanton red paint and bloodstains all over them. Many have body spikes and will keep limbs and organic parts of victims on their bodies. Ragelords often have the entire or most of a slain corpse on their spiked backs. A rageforged is never seen without a weapon.
    Rageforged exist only on Shello, and congregate in the biggest numbers in the northwest of it.
    (Feat: Rageforged)


    Shifters

    Shifters struggling with Shello as it falls down around them.
    The continent of Shello was known quite well for it's numerous magical animal species, one of which was a vast race of lycanthropes which roamed free across the lands. After many centuries of roaming the world they picked up non-lycanthrope followers and members, this lead to interbreeding of human and lycanthrope and somewhere along the line shifters were born as a true-breeding race. A few shifters still reside in the wastes of Shello, but many have traveled to Tanzen just to survive.


    Changelings

    Many changelings are extremely horrifying behind closed doors...
    Like the shifters of the world, changelings are the desendants of intermingling between humans and dopplegangers. Unlike shifters however, most interbreeding was inconsentual. Dopplegangers would most often take on the disguises of someone's husband, wife or any other significant other after disposing of the real one just to spread their seed for their old one masters. Changelings, after a longer period of time than shifters, began to breed true as their own race and spend most of their time among human societies, blending in seamlessly.


    Kalashtar

    A kalashtar pirate readies to combat horrors at sea
    The elder gods of the sea are twisted creatures, and something of the horrid reflections of the gods. Like the gods, they have followers and servants of the planes. The 'angels' of the elder gods are known as the Quori. They scour the material plane looking for foolish mortals to possess, and minds to corrupt with their utter depravity and madness. There were some, in ages past that did not follow in the monstrous, aberrant footprints of the horrors of the deep. They unified with a coven of humans, all with powerful minds capable of great psionic feats. Each Kalashtar caries with them a tiny portion of the madness of the deep, as that is something not even a pure heart can fully purge, but most Kalashtar can either suppress or hide this fact.


    Half Orcs

    Many half orcs live the treacherous life of a full-blooded orc
    Finding it's ways in the cracks of society are the half orcs. Usually born through acts of violent rape by nomadic barbarian orcs, half-orcs are never seen as equals in human or orc society and often seen as less in other cultures. They can often prove themselves worthy by displaying impressive acts on one culture or another (such as a great act of honor among humans or an incredible feat of strength to orcs). In the world orcs aren't quite the same as normal generic half-orcs. Half orcs receive a penalty to Int or Cha but not both, they receive a bonus feat at first level as a human but their darkvision is replaced with low-light vision.


    Half Elves

    A half-elf paladin prays to the elven god of conquest
    Not quite as rejected among societies as half-orcs, half-elves are outcasts just the same. To elven for humans, too human for elves, the only races they know how to fit in well with are the sparse amount of gnomes and other half elves. Half-elves in the world are slightly different than generic half elves. They receive a +2 bonus on all Cha-based skills (replacing their racial bonus to diplomacy and gather information) and a bonus skill-point per level (4 at first level) just as humans.


    Sphoraxunes

    "DROWN IN YOUR BLOOD, AND BURN IN HER WOMB!"
    Scattered about all the world are many small islands, one of which is an active volcano completely filled with sturdy magma-tunnels and caves where the dragonfolk lay. In a grand city centered around a massive citadel which also holds the massive cavern up like a pillar is the city of Sphadrax. This is a vicious matriarchy that centered on the worship an evil dragon-like god of fire and evil named Salamander. The sphoraxun people are vicious in their actions, with only loose association with law or chaos, although prone to acts of terrible tyranny and savagery. There are no legends known to sphoraxun lands that tell of the old ones, as their god demands constant attention on herself, blinding her people to other theology. The only legends that tell tale of the origins of the sphoraxun are vague stories of the first ones crawling out of the lava, known lovingly as 'birthed from salamanders flaming womb'. (Link to racial statistics)


    Raptorans

    A mujuon swordsage readies himself to strike down his foes
    In Shello the raptorans lived in peace with nature and each other, no strife or struggle on their part until the mournful day in which all the raptorans of Shello were exterminated by the hordes of the undead. However, there were many raptorans in Tanzen, these were more aloof, agile counterparts to the raptorans that dwelt in the numerous mountainscapes of Tanzen, these are the Mujuon. They dwell in high societies in the many mountains of Tanzen, often very disassociated with other mortals of the continent and of course, the rest of the world.

    NOTE: The sphoraxunes and mujuon are not creatures of my creation, I've only adapted them to 3.5 D&D mechanics. They are property of Mythicscape.com

    Other Savage Humanoids

    A group of Tanzen nobility have hired a half-ogre body-guard.....
    It is no question that the dominant race of searing eastern deserts of Tanzen are the orcs, but other creatures of savagery dwell in the harsh deserts and plains of Tanzen. Ogres are even more sparse than orcs in the world, only 1 ogre for every 3 orcs and are often sought after to aid in battles by orc warlords. Goblins and bugbears often share similar territories and villages, mostly centered in the southernmost plains, and a few scattered in the woods and mountains of Tanzen. Unlike in most other settings, savage humanoids are proud warriors instead of brutish thugs, even if they may be more dim than your average human they are still stalwart and upright in the ways of the world(despite many of them being selfish and chaotic). The only savage humanoids that have found their way into mainstream society are hobgoblins, who still share the same tier of society as half orcs. They may be merchants, mercenaries, shopkeeps, barkeeps and in rare cases even officials.
    Among all savage humanoids, the most common classes are barbarians, rangers, scouts and druids.

    Tieflings

    A babau tiefling and a pit-fiend tiefling
    In ages past and still yet today, fiends and their ilk like to interbreed with mortal creatures. As one might suspect, humans are the most genetically compatible with fiends of all kinds... These descendants of mankind and fiends are the tieflings known by the world. Tieflings are somewhat rare, only a few living in the world. Most of these fiend-blooded creatures live on Tanzen and Shello, constantly roaming and hunting for their lives. A few live in mainstream society, but rarely do any of those in society showing signs of their fiendish heritage.
    On Arcnus Mortis, there are many undead tieflings in power. They rarely take standard forms of undeath, a vast majority of them taking the lichfiend template. Tiefling lichfiends are infamous for a slow rate of decay, often appearing more dried out than decayed over time.
    In Nation of the Dead, tieflings vary as much as the fiends they carry the blood of. Additionally, standard tieflings are just like those in the MM, except they do not have a penalty to Cha and the caster level of their innate spell-like ability is equal to their hit dice.

    Types of Tieflings
    Spoiler
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    The tieflings listed below are just like normal tieflings, with the exception of what is noted below.

    Babau
    Babau tieflings are usually very gaunt and skinny creatures. They will have dark skin and skeletal facial features. Many other common traits include elongated ears, fingers or teeth and some will sport red eyes or a small horn coming out of the back of their heads.
    • +2 Str, +2 Int - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Babau tieflings have a +2 Racial bonus to Hide and Move Silently. This replaces the standard tiefling's racial skill bonuses.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.


    Balor
    Balor tieflings are in most cases, incredible and imposing monsters. The will have reddish skin, wild hair, orange or yellow eyes, vestigial wings and even a tiny, harmless corona of fire on their skin. Some will have bony spikes on their heads and chins, resembling horns.
    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Balor tieflings have a +2 Racial bonus to Spot and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Fireball - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Barbarian. This replaces the standard tiefling's favored class.


    Glabrezu
    Glabrezu tieflings are muscular and imposing creatures in most cases. They will usually have dark skin and almost dog-like features of the face. Occasionally they will have pincer-like hands, though still capable of fine manipulation and a small set of useless arms on their chests or stomach.
    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Glabrezu tieflings have a +2 Racial bonus to Bluff and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Mirror Image - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Warlock. This replaces the standard tiefling's favored class.


    Hezrou
    Hezrou tieflings are usually tall and stocky, with thick bodies and short necks. Many have thinning or no hair at all, aswell as thick, leathery skin. Many also have vibrant green eyes and a strange, extra row of teeth.
    • +2 Con, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Hezrou tieflings have a +2 Racial bonus to Spot and Listen. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Bull's Strength - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Warblade. This replaces the standard tiefling's favored class.


    Marilith
    Marilith tieflings are often strong, attractive creatures with olive skin and dark hair. Sometimes they will have snake-like tails and tiny, vestigial arms on their chests. A common trait between marilith tieflings is a grey, forked tongue.
    • +2 Str, +2 Dex - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Marilith tieflings have a +2 Racial bonus to Concentration and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Align Weapon - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Warblade. This replaces the standard tiefling's favored class.


    Nalfeshnee
    Nalfeshnee tieflings are most often thuggish and brutish looking, but are usually cunning and sly. They usually have black hair, tan skin and almost pig-like features, including enlarged tusks on their lower jaws. Some will have patches of black feathers on their shoulder-blades, the vestiges of wings.
    • +2 Con, +2 Int - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Nalfeshnee tieflings have a +2 Racial bonus to Diplomacy and Spellcraft. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Call Lightning - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Wizard. This replaces the standard tiefling's favored class.


    Succubus
    Succubi tieflings are truly creatures to behold. They very rarely look any different from a human, except for things such as long nails, and one each succubus tieflings shares; incredible beauty. Some succubus tieflings will have small, vestigial wings or tails, but try to keep them hidden.
    • +2 Dex, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Succbus tieflings have a +2 Racial bonus to Bluff and Diplomacy. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Suggestion - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Bard. This replaces the standard tiefling's favored class.


    Vrock
    Vrock tieflings are usually thin, but muscular and have pale purple or grey skin. Most vrock tieflings have vestigial wings on their backs and patches of grey feathers all about their bodies. Some also have beak-like teeth or talon-like fingernails.
    • +2 Str, +2 Con - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Vrock tieflings have a +2 Racial bonus to Listen and Spot. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Heroism - This replaces the standard tiefling's spell-like ability.
    • Automatic Languages: Common, Abyssal. This replaces the standard tieflings automatic languages.
    • Bonus Languages: Add Infernal to the list of tiefling bonus languages.
    • Favored Class: Barbarian. This replaces the standard tiefling's favored class.


    Barbed Devil(Hamatula)
    Hamatula tieflings sometimes share traits similar to their ancestor. This includes small spikes all over their skin, and olive-green skin. Many have pot-bellies and vestigial, spiked tails.
    • +2 Dex, +2 Int - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Hamatula tieflings have a +2 Racial bonus to Concentration and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Scorching Ray - This replaces the standard tiefling's spell-like ability.


    Bearded Devil(Barbazu)
    Barbazu tieflings can look like gruff, hairy humans. Above all else, they have the most hair on their face as a bear. Many also have flat noses and red irises. Much of the time, a barbazu tiefling's skin will be green and scaly.
    • +2 Dex, +2 Con - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Barbazu tieflings have a +2 Racial bonus to Climb and Hide. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Flaming Sphere - This replaces the standard tiefling's spell-like ability.
    • Favored Class: Fighter. This replaces the standard tiefling's favored class.


    Bone Devil(Osyluth)
    Osyluth tieflings are quite often mistaken for undead creatures on first sight. Their skin is often pale, dry and wrapped tightly over their skeletons. Despite their natural strength, they look frail and thin. Most osyluth tieflings have bony ridges on their spines and some have small, scorpion-like tails of little to no use.
    • +2 Str, +2 Int - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Osyluth tieflings have a +2 Racial bonus to Bluff and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Invisibility - This replaces the standard tiefling's spell-like ability.


    Chain Devil(Kyton)
    Kyton tieflings rarely look very different from normal humans. Some of the main differences include a lack of bodily hair, frightening eyes and a genetic tendency to wear chains on their bodies and use them as weapons.
    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Kyton tieflings have a +6 Racial bonus to Craft checks involving metal. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Heat Metal - This replaces the standard tiefling's spell-like ability.
    • Favored Class: Fighter. This replaces the standard tiefling's favored class.


    Erinyes
    Erinyes tieflings are imposing creatures. They usually look like a normal human, but with a shock of blood-red hair and a slight blue or green hue to their skin. They will often have yellow eyes, sharp teeth and small, vestigial, feathery wings on their backs.
    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Erinyes tieflings have a +2 Racial bonus to Move Silently and Spot. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Mirror Image - This replaces the standard tiefling's spell-like ability.
    • Favored Class: Warblade. This replaces the standard tiefling's favored class.


    Hellcat(Bezekira)
    Bezekira tieflings are often mistaken for hellish-looking shifters. They have more hair on their bodies, which is often clear or white in color. Some even have thin, whip-like tails tipped with hair of the same kind as on their heads.
    • +2 Str, +2 Wis - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Bezekira tieflings have a +2 Racial bonus to Listen and Move Silently. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Invisibility - This replaces the standard tiefling's spell-like ability.


    Horned Devil(Cornugon)
    Cornugon tieflings are often incredible sights compared to other humanoid creatures. They will have bone ridges and benign spikes all over their bodies, especially around joints. Their skin can tend to be steel-colored to grey, and tiny vestigial wings on their backs.
    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Cornugon tieflings have a +2 Racial bonus to Climb and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Fireball - This replaces the standard tiefling's spell-like ability.
    • Favored Class: Warblade. This replaces the standard tiefling's favored class.


    Ice Devil(Gelugon)
    Gelugon tieflings are usually tall and gaunt, with skin color of anywhere from pale to light blue. Many have large eyes, chitinous skin or even small antennae. They will often have a liking of colder environments and will usually avoid warm temperatures.
    • +2 Str, +2 Int - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Gelugon tieflings have a +2 Racial bonus to Jump and Listen. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Fly - This replaces the standard tiefling's spell-like ability.
    • Special Qualities: Resistance to cold 10. This replaces the standard tiefling's energy resistances.
    • Favored Class: Warblade. This replaces the standard tiefling's favored class.


    Pit Fiend
    Pit Fiend tieflings usually seem very tall and proud, with thick muscles for a typical humanoid and somewhat redened skin. Some have pointed or black fingernails, patches of scales and vestigial wings on their backs.
    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Pit Fiend tieflings have a +2 Racial bonus to Bluff and Intimidate. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Fireball - This replaces the standard tiefling's spell-like ability.
    • Favored Class: Sorcerer. This replaces the standard tiefling's favored class.


    Quori
    Quori tieflings commonly have V-shaped bodies and short necks, as well as large or multiple eyes. Their skin sometimes seem chitinous and purplish in color. Some have tiny, vestigial arms on their torso's.
    • +2 Int, +2 Cha - This replaces the standard tiefling's stat bonuses
    • Racial Skills: Quori tieflings have a +2 Racial bonus to Search and Spot. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Mindlink 3/day - This psi-like ability replaces the standard tiefling's spell-like ability.
    • Favored Class: Psion. This replaces the standard tiefling's favored class.


    Hell's Firstborn(Haazekthok)

    • +2 Str, +2 Cha - This replaces the standard tiefling's stat bonuses.
    • Racial Skills: Haazekthok tieflings have a +2 Racial bonus to Listen and Spot. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Desecrate - This replaces the standard tiefling's spell-like ability.
    • Favored Class: Fighter. This replaces the standard tiefling's favored class.


    Mind Devil(Redaegon)
    • +2 Int, +2 Cha - This replaces the standard tiefling's stat bonuses.
    • Racial Skills: Redaegon tieflings have a +2 Racial bonus to Autohypnosis and Psicraft. This replaces the standard tiefling's racial skill bonuses.
    • Special Attacks: Energy Missile - This psi-like ability replaces the standard tiefling's spell-like ability.
    • Favored Class: Psion. This replaces the standard tiefling's favored class.


    Aasimar

    Three aasimars of the Faction of Lumina. An astral deva aasimar, a trumpet archon aasimar and a fenixborn aasimar.
    Throughout time, the magical flesh and blood of those of the upper planes have managed to filter through mortal races, but most of these offspring that do not eventually become sterile and incapable of spreading the celestial seed are humans. Aasimar are humans that have kept a touch of their celestial blood and can continue to pass it down through each generation. More often than not, an aasimar will never know of it's blood and never reach it's potential, living the simple life of a human commoner. The aasimar that do find out about their heritage and it's power often become great heroes, and a very rare few villains.
    Tanzen is where a vast majority of aasimar dwell, and tend to live anywhere that humans would. Many Tanzenian aasimar will become priests, spreaders of justice and general heroes of the land if they feel the pull of their genetics. The rare few aasimar that make their homes on Arcnus Mortis may have felt the ambition of the ancestors, but perhaps not the morality. Aasimar liches are certainly a fearsome force, especially since they are more often than not confused with deathless ones and benevolent forces.

    Types of Aasimar
    Spoiler
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    The aasimar listed below are just like normal aasimar, with the exception of what is noted below.

    Astral Deva
    Of all aasimars, those of the blood of astral devas tend to look the most human. Often they will be taller than a normal human, and tan easily. They will also sometimes have a supernatural glimmer in their eyes and in the most rare cases have tufts of white feathers or vestigial wings on their backs.
    • +2 Str, +2 Cha - This replaces the standard aasimar's stat bonuses
    • Racial Skills: Astral deva aasimar have a +2 Racial bonus to Concentration and Diplomacy. This replaces the standard aasimar's racial skill bonuses.
    • Favored Class: Crusader. This replaces the standard aasimar's favored class.


    Planetar

    --


    Classes of the Setting
    (Barbarians, bards, fighters, paladins, rangers and rogues all have martial variants, usually found here)


    Artificer

    Artificers are the masters of the tools of war
    In all the material planes, among all the mortals and undying alike, artificers are the undisputed masters of craft. On Tanzen, artificers are known to work for many and are largely in the business of craft for themselves. Many times though, these mystic craftsmen will work under nobility, royalty or other more skilled and powerful artificers for whatever means. Gnomes were known at one point to be the top artificers of their age, creating incredible inventions of magic and brass, and were even the original designers of the airships we know today. On Arcnus Mortis, artificers aren't so numerous as on Tanzen, but there are still many that create artificial crafts of death, devices that channel negative energy or imbue the dead with greater power, plus the dead still appreciate a craftsman capable of blasting foes with powerful wands and staves. On Shello the only artificers known to exist still are those that live among the rageforged. These ragecrafters are the closest things to priests the rageforged have and are certainly the best healers the artificial monsters have. Rageforged artificers are also known for creating the most deadly weaponry to appear on the face of the planet.

    Barbarian

    Malek, of the Bear-Jaw tribe of Tanzen
    Warriors of rage and power, roaming in bands and tribes over most of the world. Each of the continents harbors at least a small amount of barbarian tribes.
    On Tanzen, the highest density of barbarian tribes is settled in the burning deserts of the eastern part of the continent. Orcs, ogres, hobgoblins and more live in massive tribes that dominate the land as noble warriors who have not been purged of the land for thousands of years. There are a few barbarian tribes further in land and on the other rims of the Nation of Tanzen, such as the Bear-jaw tribe, consisting mostly of humans and half-elves.
    On Shello, there are many struggling tribes that walk the horrid mists of Shello, such as the shifters of Hakarash, or the rarely heard of Docker-Stone halfling barbarian tribe, living on the islands on the southeast corner of the continent. The most infamous and by far most numerous 'tribe' of barbarians on Shello is the Rageforged. Bloodthirsty warforged who have forgotten civilization and life, who only seek blood and carnage and(as few know) silver. They reap the land of whatever straggles of life remain there.
    Arcnus Mortis has the very smallest population of barbarian tribes or barbarians at all. There are only two known bands that are commonly ever even heard of; Blood Raush, a tribe of barbarian vampires and half-vampires that dwell in the freezing north of Undus. The other band is without a name, as it is almost as savage as the Rageforged of Shello. They are the barbarian ghouls of the ashen deserts of Mertion, who are known for attacking traveling merchants and adventurers-even undead ones.


    Bard

    Even bards are formidable champions against death.
    Bards, as wanderers, singers of songs and tellers of tales that can never seem to keep in one place, they are everywhere. On Tanzen, they can be found nearly everywhere, for where there is people there must be entertainment and where entertainment is needed, bards are there to provide. Dawn of Glory itself has a guild of performers who own the Golden Python Theater, a massive performance hall that is likely the most popular in the land. Many other bards have thieves guilds, dance halls and most simply just wander the continent.
    On Shello, there used to be an overabundance of bardic performance, magic and beauty that was all over the continent. Now after the reaping of the land, and the scouring of the grey mist, there exists very few. In the few struggling villages there exists perhaps one bard per town who exists simply to keep up morale among the people. Some rumors indicate a disturbing concept: a Rageforged bard. Rumored to be named Gut-Horn the Bloodcaller, and one of the most powerful creatures on the continent of Shello, he is often found entertaining Bloodsword with twisted songs and tribal horn-blowing and drumming.
    On Arcnus Mortis, there exists many bards, but fewer than exist on Tanzen by far. They wander streets and empty fields, roaming from town to town stringing together twisted melodies of death, decay and some even the screaming madness that lurks beneath the sea. These bards in particular are far from sane.
    In Nation of the Dead, there is a somewhat looser restriction on bardic alignment. Bards are capable of being Lawful in alignment without penalties.


    Cleric

    A dwarven cleric, leading his people to war against Arcnus Mortis
    Clerics are likely one of the most varies of classes in the world of Nation of the Dead. With it's stunning plethora of gods, there is an equal variety of worshipers. Two very common and powerful types of clerics, however, are those who worship death and it's associations, and those who fight death, undeath and all it's associations. These two practices are the most fleshed out due to the struggle of life and death that reigns supreme over the entire world and even most of the planes. It is often that mass battles will be found simply between worshipers and clerics of gods of death and life, as well as many others that may be sympathetic to one cause or the other.
    One unique set of gods are the elder gods, those who are keepers of madness and entropy. Deep in the sea are the blasphemous worshipers of these gods, taking the vaguely humanoid shapes of illithids, and even a few aboleths so mad they still find loyalty to these creatures of chaos.
    Last edited by Krimm_Blackleaf; 2011-01-19 at 11:07 AM.

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    Default Re: Nation of the Dead [Setting]

    Classes Continued

    Druid

    A rare sphoraxun druid walks the islands around Tanzen
    Nature is a living, breathing thing and druids are their champions and servitors. Druids exist sparsely, but are a great force of nature none the less. On Tanzen, druids live with the most population in the mountains, woodlands and deserts. Orcish druids of the desert are some of the most intimidating and deadly humanoids known on this continent.
    Druids were once the leaders of the land on Shello, known as Shaman Lords and Grovekeepers there. Now, there exist only three druidic leaders on Shello, Arpsen Stonehame, Rigos Alman and Shaas of the Grey wolves. Each of these leaders is the head of a struggling Shelloen village and are known for keeping the grey mist at bay and keeping villages supplied with food, water and protection in the shape of magically summoned animals.
    Arcnus Mortis has few to no druids within it's borders, but there are many ex-druid blighters that bring death upon the living and bolster those who are already dead. A few undead villages in Mertion and Undus have blighter leaders that fill their homes and deathly tree-huts with undead animals of all sorts.
    There is a rarity that only a few scholars even know about, and that is the druids of Sphadrax. These sphoraxun druids are known burning elementalists who harness the most fiery aspects of nature, such as volcanoes and forest fires. Only a few exist on the island of Sphadrax itself, those who do living in or near volcanoes. The rest wander the rest of the world to exploit it's untapped sphoraxunian burning flames that could be.

    Fighter

    Death is not the only scourge against the people of Tanzen
    The world needs warriors, men coated in steel to cut down those who stand in the way with brute efficiency. Fighters are one of the most common examples of those who stand on the front lines of combat. All over the world they fill the same set of hundreds of roles they are capable of, all of which involves guardianship, military service, mercenary roles, offensive coupes and so forth. On Tanzen they may stand on the beaches and mountains to defend it's people from the invading dead that are an inevitable part of life(and death). On Shello, one may become a fighter to become the ultimate destroyers of undeath, or just to be strong enough to survive the onslaught of the rageforged. On Arcnus Mortis, fighters tend to be guard leaders, law enforcement agents or trained killers.

    Monk

    Martial training is a strict and rigorous art
    High in the mountains of Tanzen are several temples, in these temples train the martial artists who simply wish to be known as Monks. Monks training is a strict discipline that can only be achieved and fully worked by those who devote every fiber of their being to the art. A vast majority of monks live on Tanzen, as their fighting style originated in the islands of the continent. Shello, with it's past as a free and whimsical land has very few monks, the only ones are those who come from Tanzen to test their bodies against the hardship of Shello's environment, but there are a rare few native Shelloen monks. On Arcnus Mortis there are a few martial temples, which can trace their ancestry to Tanzen in ages past. These temples are lead by the undead, unarmed combat masters, and it is truly a twisted sight to behold these rotting creatures training in unison and with such discipline.

    Paladin

    Not all paladins are knights in shining armor...
    Undeath is a scourge brought down to Tanzen by the wicked and must be dealt with at all costs. Paladins are the knights and champions of justice who are charged with the duty of destroying the wicked forces of Arcnus Mortis and some of the more twisted remnants of Shello's reaping. There are two distinct paladin stereotypes in the world of Nation of the Dead, most paladins actually fitting well into one or the other. The first is the valiant white knight of valor and righteousness out to sew the seeds of justice into the fabric of the world. The other type of paladin is not quite as numerous, but well known-especially by the dead. They are the dark champions, those who destroy death mercilessly, doing whatever it takes to destroy every little trace of Arcnus Mortis... sometimes by means that some may not considers very 'paladin-like'. These dark paladins are where the term 'reaper' was coined by the undead of Arcnus Mortis.

    Ranger

    Survival is important in the world, rangers know this well
    Rangers are men of the wilderness, and in all the places there are, survival is key. These men of the wild know above anyone else how to survive among nature(perhaps second to the druid) and are capable of being the fighting force of nature.
    On Tanzen, most rangers are elves and humans, wandering the woods and plains of the continent, hunting and surviving with greater ease than anywhere else in the world. In the deserts of the eastern coast, there are also the great tribal rangers, such as the orcs and the few ogres and half ogres.
    On Shello, there are many rangers, living and striving on the land the gods forgot. Survival on this land is the most important thing possible, keeping one's self alive here is the hardest thing possible...
    On Arcnus Mortis there are some rangers, living in outer-rim tribes and as urban trackers and warriors. Some say there is a certain league of undead rangers that are a special branch of the Undus Guard, but no one is certain of their shady existence.

    Rogue

    Many rogues are brave treasure seekers, others are just ...stupid.
    In the Nation of the Dead campaign setting, rogues find places in almost every aspect of life and death. On Tanzen, rogues fit all the normal roles, assassins, adventure seekers, members of thieves guilds and so on, but one role rogues fit into well is a spy in acts against the forces of death. Some rogues are hired for their skills in stealth and disguise abilities to infiltrate dead society and find out as many things about defenses, awaiting attacks and anything that might aid Tanzen in fighting Arcnus Mortis. Some will take levels in sorcerer, wizard or beguiler to aid their disguises to allow them to live without certain needs(such as food, water and air) or to give a convincing scent of death about them.
    On Shello, many rogues roam the land as survivors of the reaping of days past. In many desolate towns rogues will be there to pilfer the empty houses and make a living for themself. Many rageforged are rogues, with heavy focus on melee combat to aid their bloodlust, using sneak attack to deliver painful and usually fatal blows to living enemies.
    On Arcnus Mortis there are many rogues in all rungs of society, from the pathetic cut-throat wights in the back-alleys to the aristocratic merchants and nobles with skill and talent with many things such as larceny and cheating to keeping a dagger on them to commit sacrifice of living captives.

    Sorcerer

    Sorcerers are often exotic, charismatic creatures.
    Magic is ever present in the world, it is only prudent that it filters itself into the bodies of mortal who can harness their own magical blood. Most sorcerers are creatures with the blood of magical creatures, including dragons, fiends, celestials and fey. Some sorcerers, however, are victims of magical experimentation, as children being exposed to potent arcane magic to the point where it attached to the child's soul.
    Sorcerers are often chaotic, and will wander the world instead of remaining in place for long. On Tanzen there will be many sorcerers in the Order of the Magi, which in itself is the most lawful most sorcerers become. Many sorcerers are just wandering magicians all over the continent, doing tricks or doing away with hexes or plagues on villages with their magic to get food and lodging. Most sorcerers, though are of course adventurers, making a living of wandering into ancient ruins and taking gold and ancient magical items.
    In all places and times, sorcerers were most abundant in Shello before it was wiped clean by undead hands. The elves, gnomes and fey of Shello were often very accomplished sorcerers, using their magic with their environment in extraordinary ways.

    Warlock

    The living and the dead have many warlocks.
    In the world, warlocks are creatures that achieve raw, unstable arcane power by means of blood or pact with some otherworldly creature. Most warlocks are those with the blood of demons flowing in their veins, though at one time there were just as many that had the blood of fey running in their veins. Those warlocks were for the most part decimated in the reaping of Shello. Many warlocks are also in tune with the world beyond the world, where the elder gods wait and attempt to spread chaos throughout existence. On Tanzen, most warlocks are wanderers and nomads, rarely welcome in most communities because of their strange personalities and powers. A rare few work in normal society, using their powers for the greater good and most especially so for the Order of the Magi. It is even rumored that the Sapphire Archmagi is a warlock himself.
    On Arcnus Mortis, warlocks are by far more accepted in culture and most of them draw power from the supernatural power of death and decay. Many of them in life were the descendants of Malaks and other outsiders of death.

    Warmage

    Warmagi are fearsome soldiers for any nation.
    In all nations, there are arcanists that focus on nothing but the art of warrior magic. In most cases for warmagi worldwide, they are employees of the government and tools of war against any hostile or defending nations. On Tanzen, there is usually at least one warmage per battalion, and such cases they are higher rank than any normal foot-soldier, holding at least the rank of Sargent. On Shello there are some warmagi who struggle to survive, living by obliterating any force that would render them less than alive. There are some rageforged warmagi, as effective slaughters because of a warmage's ability to cast in light and eventually medium armor. On Arcnus Mortis, warmagi are more rare than on Tanzen because Arcnus Mortisi armies tend to employ more versatile casters or dread necromancers.

    Wizard

    Wizards are often prone to leaving their nonmagical companions in the dust.
    Rigorous study and endless knowledge is what wizards of the world strive to achieve and make use of. Magic is a fundamental force in the multiverse that no one can be sure about the origins of, and wizards are mortals who think they can learn this and use it's power in any situation. Because of this(and a wizards common lack of a use for Charisma), wizards can be rude and arrogant, thinking they are the greatest of mortals compared to the rest of their kin.
    On Tanzen, most wizards are members of the Order of the Magi, an organization of magicians for the forces of good and order(but at times, endless bureaucracy). On Shello, wizards are far less common than sorcerers, but not unheard of. Wizards on Shello are often wild mages, self-taught spell-books users and defenders of their former home, one that now lay dead. On Arcnus Mortis, necromancy is the obvious choice of specialization for wizards, making them not only powerful generals, but fearsome in the eyes of their own kind.

    Martial Adepts

    Katass Venx deals with some of the unknown beings that sometimes crawl the astral plane.
    Martials adepts in the world tend to fill the same gaps that warriors without knowledge of martial techniques, such as fighters, monks and paladins(though crusaders are as frequently evil or chaotic). What martial adepts have, however, that the more mundane alternatives do not is specific training, or at least the vestiges thereof. Temples of old learned the original techniques from masters of a land none now know of, from men that wore armor that was light enough to swim in and wielding swords thought to be perfect. At first these temples jealously guarded their secrets, even to the point where each school separated and became temples all their own. Through time these secrets spilled out into the world and blended, creating countless new mixtures of battle strategy and even several new disciplines.
    Many of the warriors that now know techniques did not formally learn them, and simply learned them from others, from afar and simply by mimicry and finally through perfection with their own battle skill and talent.
    Since so many centuries have past since the fall of the original temples, even warriors such as typical fighters, paladins and monks now know these techniques as well as any formally trained swordsages or warblades(a slang title put upon many warriors for the brashness and prowess in combat).

    ----



    Magics of the World


    Arcane
    The magics that give the world such amazing effects as they do have always been a great mystery to mortals all over the world. Some say it was bestowed by the most ancient of the ancients. Some say it's a horrid concoction produced by the old ones and their spawn created when they attempted to bend the universe to their laws. The only thing that is made sure about arcane magic is that it is omnipresent and apparently infinitely usable.

    Divine
    Divine magic is of course, given to mortals as gifts from higher beings so they may use this power to spread the word and ethics of their god. Some sources for divine magic, however may spring from natural wells of divine energy, such as the force of nature or raw energy from the negative energy plane. It is believed that some old ones have learned the secret of bestowing divine magic upon those who see them as their profane masters.

    Psionics
    Around the world there are average minds, and strong minds. Some strong minds never realize their potential and believe their calling is arcane magic or even divine magic. Some find their greatest potential and become one with themselves, and make use of internal psionic energies. Psionics is present in the world, but not as numerous as those who use arcane and divine magic.

    Truenaming
    The universe-changing art of truename magic is told to be one of the original tools of the old ones and the Illithids before man or elf walked the lands. It has, wherever it's origins lie, spread across the lands to mortal men who seek it's power. Truenamers are about as numerous as psionic power users, though they tend to keep it more secret, disguised as magic so they may save themselves from prosecution of 'using what the evils of the deep once used against us'.

    Binding Magic
    Binders are so much to say very few and far between. They seek power from the remnants of those who once lived, an art that is very hard to learn or discover. Binders in the world usually try to hide themselves aswell, because in most human populated territories binding vestiges is considered evil and looked down upon.

    Shadow Magic
    Beyond what mortals see is a place of darkness and cold unfeeling. It is a twisted, black copy of the true world that we see but as malign as it is, it is as real as you or me. It is believed to be the first hiding spot of the ancient horrors that existed before the world was made of land when the gods forged the three continents. But some mortals realize a certain potential in themselves and can harness the powers of this dark hiding place. Shadowcasters are few and far between, but the bulk of them wander Arcnus Mortis as dark nomads, and a few also dwell in the wastes of Shello. The occasional Shadowcaster is reported on Tanzen, but they are the rarest of all classes. (Here are a few Shadow Magic resources I like to use: Descent of Shadows: Project Shadow Returns and Shadowcaster Fix).

    Martial Manuevers
    The three continents are very full of varying magics, and a lesser style of magic has been adapted by those who are far more proficient in battle than their spell-casting 'cousins'. Martial adepts are very common among the people of the world, on all three continents of those alive and dead. Martial adepts are even likely to be more numerous than normal sword-wielding warriors. (Martial adepts are going to be more encouraged than regular warriors and such, at least when I run it. See here for variant martial core classes).

    Incarnum
    In the world, good, evil, law and chaos are all very real, substantial forces. Outsiders with these alignments are living proof of that fact. Outsiders and magical beasts are the main source for all the magical essence known as Incarnum. Whenever an outsider dies it's excess soul energy has nowhere to go, flowing through the multiverse as near nothingness until it may reshape itself within its home plane. Some of these souls seek people out, and find mortals which prove to be prime examples of their alignment. They suffuse into their bodies and souls and show them incarnum which lets them use it as they desire. These are soulborns and incarnates.
    Whenever a magical beast dies it goes to a plane which matches his own alignment, or the plane of a deity they worship. In some cases they don't wish to find a final resting place and wander the world as a spirit. The shamans known as totemists channel these magical beast spirits into soulmelds.
    Is most cases, incarnum finds the soulmelder, they don't find it.

    Xenotheurgy
    The madness that seeps in and out of the worlds that we know is something that we don't realize is being kept at bay by a barrier with the thickness of less than a human hair. The utter insanity of the Far Realm has doubtlessly filtered into the minds of mortals and other physical places, most of these aberrant minds find some way to use the horrid and infinitely mad breaches in the laws of space, time and magic to their own advantage.
    Ironically, a rare few of these men and women worship any Elder God or any god whatsoever. They simply use the portal between their very mind to the Far Realm as a tool, relying on no one especially, including themselves.
    It is said that many daelkyr, illithids, aboleths and other madspawn are naturally accomplished xenotheurgists. Some advanced examples of all may even have a racial equivalent of a true xenotheurgist level.
    Last edited by Krimm_Blackleaf; 2009-08-25 at 09:57 AM.
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    Default Re: Nation of the Dead [Setting]

    Gods and the Planes



    Several of the many thousands of gods

    Unlike in most settings, there are numerous amounts of gods ranging from barely outsiders, to beings of near omnipotence. The gods are split up into several groups which can more easily be identified using divine rank or any existing system for deities that is similar. Divine rank 0 is reserved for demi-gods, and a type of creature known only as a spirit. Spirits are corporeal creatures that are the young spawn of the gods or a god and a powerful being. Divine ranks 1-5 are known as lesser gods, divine ranks 6-10 are known as gods of the City, divine ranks 11-15 are known as greater gods of the City, divine ranks 16-20 are the Ancients and divine ranks any higher than that are known as The Elders. The Elders are near omnipotent lords of the multiverse, governing as a council over the other gods. Elders do not grant spells to clerics, ignoring their pitiful mortal cries but deities of divine ranks 1 or higher may gain spells from them.
    --
    Sidenote: The function of a plethora of many many gods is to allow flexibility when making clerics and worshipers in the world. The massive number of gods means there are chances of gods that have unique combinations of domains and profiles; Such as a god of deep-sea volcanoes and magma, so clerics of that deity may have access to both the Water and Fire domains. But it is up the to DM to only allow calls that make sense, so a deity doesn't end up being a lawful good god of death who is related to the rise of the undead in the world.
    --
    The planes in the Nation of the Dead campaign setting function just as they do in the normal standard Dungeons and Dragons campaign setting, with the great wheel, all the planes in their order, and the plane's respective inhabitants. The greatest difference being most of the gods take residence in the Realm of Lords and the City within it, the definite knowledge of the Far Realm, and a plane that exists parallel to the Astral Plane, known only as The Void. Though the Realm of Lords exists, many deities still designate planes in which souls of their followers will travel and become apart of, one way or another.

    New Plane: Realm of Lords
    The realm of lords is a plane where the gods dwell, if not on another plane which lies above the rest of the multiverse as a massive circular disk. The plane consists of three rings; The City, the forests of Eden and the Dread Wastes. The city is a shining beacon where the gods reside as though they were mortals in a metropolis their own, hundreds, thousands, possibly tens of thousands of gods reside here of all kinds. The city of the gods is has all the same traits as the material plane, except all spells cast by anyone of less than divine rank 1 (including demigods) are impeded unless permitted by a god.
    The next layer is the forests of Eden. This vast expanse of natural life is several hundred times greater than the City, and is filled with beautiful forests, bogs, and the outer-rim is covered in sandy deserts. Many gods of the wild will reside here, and many gods who simply don't wish to live anywhere else. The forest of Eden has the same traits as the City.
    The dread wastes are the final layer of the plane known as the Realm of Lords. It expands out twice as far as Eden, and is a dry, malign site where life is null and fiends reign supreme. Much of the layer is desertland, with brown and black sands that sear the flesh. Anyone walking through the sands of the Dread wastes take 2d6 fire damage. The rest of the Dread Wastes consists of blackened iron cities where creatures of all kinds dwell, particularly demons, devils, yugoloths and night hags. The Dread Wastes are strongly evil aligned but otherwise functions just like the City.

    New Plane: The Void
    Where the Material Plane exists in the same location as both the Ethereal Plane and The Plane of Shadows, so does The Void exist in the same place as The Astral Plane. Where the Astral Plane exists throughout the multiverse, separating the planes from one another and keeping them in place like an adhesive, the Void does just the opposite. The Void is what can only be described as an infinite nothingness, where everything that is pulled in is fated to die and where not even light can survive. Just as the Astral Plane connects to everything, The Void scarcely connects to anything, and when it does it can only cause detriment and suffering. It is said that every sphere of annihilation is a portal to the Void.
    Within The Void, time does not flow, for in a place where nothing exists even time is not excluded in oblivion. Adventurers that by some miracle live more than an instant in The Void will find it impossible to tell where in time they will return, though some speculate traveling through space in The Void can control where in time one travels. For all intents and purposes unless by DM fiat, those in The Void die there almost instantly.


    Sample Gods

    Levakross, King of Fiends (Greater God of the City)
    Levakross is the little known of lord of all evil outsiders, most dominantly those of the abyss and the nine hells. He appears as a tall thin man in black robes and light metal armor with long luxurious brown hair tied back with sinister cold eyes of the same color. His face is handsome and pale but never shows emotion, even in the most dire or stupendous occasions. He is never without his unholy longsword in his belt or on his back. He also sports a small goatee, a thin pointed tail and small curved horns on the top of his head curving backwards. His diabolic nature is also very subtle, it is said that he's had a hand at every major event in the nine hells and abyss for millenia, the rise of Asmodeus, the fall of the erinyes and indirectly, the blood war. But for many centuries he was in exile, cast out of the realms by the other gods for slaying his beloved Naphia. For these many centuries he stewed in guilt and loathing at all those who betrayed him. Until recently he rose back to power and back to his throne in the hidden fortress of Ghaa'rhuul in his domain of Levenkradd. Levakross' holy symbol is a curved dark brown horn on a blood-red background.
    His temples are always hidden fortresses of sinster beauty, most often hidden in dark forests or in the middle of a forboding desert and his clerics wear dark red robes and incrruicuit and beautiful armor looking to be of hellish craft.
    Clerics of Levakross often lack noticeable emotion and sport long hair and short clean facial hair(if male) and always carry a wicked looking longsword in their belts or on their backs. Levakross is neutral evil and clerics of Levakross have access to the Evil, War, Diabolic* and Demonic* Domains. His favored weapon is the longsword.His Heralds are erinyes and many other fiends, as well as many fiendish orcs and his prize herald is a half angel/half demon 20th level fighter named Nigh.

    *Diabolic and Demonic domans from the Book of Vile Darkness

    Naphia, the fox-mother (Ancient)
    Naphia is a beautiful goddess of goodness and grace and the creator of an ancient fox-like race known as naphians, named after their creator goddess. Naphians are spry and quick to laugh, slow to anger but aggressive if provoked. Naphia appears as an incredibly beautiful woman of smooth, fine features. Her long hair is white and slightly silvered and her eyes piercingly green. She always wears fine silken cloth robes and little jewelry, all of which is embedded with an emerald. She also sports a pair of white fox ears and a white fox tail;her naphian creations also have these features. Naphia is also the lover of Levakross, and has been for as long as they both have been deities-or longer. But there has been a time where they were not on good terms. On a fateful day and because of an act of betrayal and trickery, Levakross slew Naphia by piercing her heart with his sword. Where she died the desert landscape grew trees and grass as roots quickly sprung from the sand to hold her up, not letting her body fall and there she stood, motionless, with her lovers sword stabbed strait through her heart for hundreds of years until recently it was removed and Naphia was brought back to the world of the living and into the open arms of her forgiven killer, Levakross. Naphia is Chaotic Good and her holy symbol is a green flame on a silver basin. Her temples are places of beauty and light and music, all harmoniously together. Her temples are also very open, looking to be only support beams around the edge of a glass ceiling where one might walk in or out as they please from any wall and are always located in a serene forest near the sea. Clerics of Naphia usually wear light armor, not to reduce their dexterity and robes of white and silver, favored emerald-bejeweled jewelry. Her domains include Chaos, Good, Magic and Protection. Naphia is also the secret keeper of a type of magical fighting known as Green Flames, but little know how to harness it. Although Naphia is a pacifist and carries no weapons, her favored weapon is the longbow. Her heralds include only a few naphians, all well trained with rapiers and longbows, and all are 15th level clerics of Naphia. But her favored herald is her and Levakross' daughter lovingly named Angel. She is a 20th level rogue.

    Kronos, Lord of the Dark (Ancient)
    Kronos is a powerful evil lord of tyranny and darkness. He dwells in his own demiplane of his creation connected loosely from the City of the gods to the Plane of Shadows. He is usually portrayed as a massive faceless man with a grey beard, black robes and black iron armor wielding a razored sword in one hand. He spreads evil across the multiverse in a few different ways, through subtle manipulation and sometimes through brutal savagery and torture. Kronos is Neutral Evil and his favored weapon is the bastard sword.
    Clerics of Kronos often wear dark robes and armor and wield a blackwood staff in one hand, and a black or silvered bastardsword in the other. They are often dread tyrants and brutal savages like their lord, although some stick to one method over the other. Clerics of Kronos have access to the Corruption, Darkness, Evil, and Tyranny domains. His holy symbol is a pitch black sword pointed downward.
    Kronos' his heralds include nightwalkers, dread wraiths, and shadow creatures. His prized disciple and herald is a spirit of his own making known only as the Princess of the Darkness. She is a unique divine ranke 0 outsider.

    Aeomon, Lord of the Gentle Passing (God of the City)
    To those devoted to the white reaper, death is just a natural, healthy part of life. Aeomon teaches that death is an inevitability and tries as he may to make the experience better for those who are dying. He resides in the forests of Eden in a white castle where he maintains his simple life. Aeomon has very few followers, as most see him as evil, or even mistake him for deities such as Nerull or other wicked gods of death. He appears as an elderly deathless man in a flawless white robe (similar to that customary worn by the grim reaper) and carries a thick staff tipped with a mace-head.
    His followers include many deathless, and people who have turned to him to see the light in the passing of a friend or relative. Worshipers of Aeomon usually wear white robes and carry large maces. One duty Aeomon tends to insist upon is making sure those dying should be made comfortable in their passing, so worshipers of the lord of the gentle passing will carry incense, pillows and sometimes sweet wine to give to dying friends, or even enemies. Another, more militant duty of Aeomon's worshipers is to destroy the undead, as they are abominations and bastardizations of death, especially mindless undead.
    Clerics of Aeomon have access to the Death, Deathless, Good and Healing domains. Aeomons holy symbol is a feathery-winged skeleton with its hands over it's chest where the heart might be and his favored weapon is the greatmace*.
    Aeomon has many deathless clerics who serve him directly, though not many actually reside within his white castle, but in many houses made near it. His prize herald is a Solar who has managed to acquire the Deathless Good Lich template.
    Aeomon often spends time in Elysium, and his followers often meet him there after death.
    --
    *Greatmaces are weapons designed to emulate Aeomon's mace-headed staff, but designed to be more battle-ready.
    Two-handed martial melee weapon
    2d6 bludgeoning
    x2 crit
    10 lb.
    40 gp

    --
    Adamus, Lord of Liberation (God of the City)
    One of the younger gods in The Realm of Lords is the god of liberation, Adamus. He is thought to be the son of Heroneious and one of the god of valor's loyal female servants. He rose to power under his father's celestial wing, learning to fight with sword, shield, armor and raw determination. He stayed in his father's palace for many decades as he aged to adulthood and increased in power, until the day he yearned for succession, to be free and to fight as he willed himself to. His father, though not happy with his decision, decided not to fight it.
    Adamus lived in the peaceful forests of Eden outside the City of the Gods for many years, slowly getting more and more followers and becoming a full-fledged god. He, after a time decided to forgo the use of armor and bladed weaponry in favor of his own body as it's own weapon. He also decided his code, of liberation and freedom, though through regulated standards. Followers of Adamus also abhor the undead, as a scourge on those who seek their own freedom and do not want to remain under the tyranny of undeath that is Arcnus Mortis.
    The Lord of Liberation is often depicted as wearing white, grey and brown robes similar to a monk or priest of most other good deities, wearing his silver-white hair at shoulder length and gleaming gold eyes. One feature that confuses many people is the longsword he wears on his belt, but this sword was a gift to him from his father which he wears as a keepsake, and does not use as a tool.
    Followers of Adamus include monks, paladins, rangers and many who enjoy both freedom and self discipline. Clerics of Adamus often wear earth-toned robes of white, grey and light brown and carry walking sticks or quarterstaff's. A select few who know about Adamus' lineage will carry with them peace-bonded longsword's in their sashes or on their backs.
    Clerics of Adamus have access to the Glory, Good, Liberation and War domains. Adamus' holy symbol is a fist holding a golden rod on a field of black, usually the left fist and his favored weapon is the unarmed strike. Adamus is neutral good.
    Adamus is served directly by many of his clerics, many of which also have monk and sacred fist levels. Adamus' herald is a half-celestial human cleric 5/monk 5/sacred fist 10.

    The Moaning King (Ancient)
    There is very little known of this a detestable, tortured and otherwise unnamed god. What is known is that the only times he has ever been seen is in the deepest places in the plane of Hades, frozen halfway in the ground with his arms raised palm up at face level and his hollow mouth wide open in agony. He appears as a massive, two-hundred foot bald lich with a long, white beard, empty eye-sockets and a look of pain so great no mortal can truly comprehend it.
    Many undead spellcaster(particularly liches) flock to the teachings of this frozen, pained god. It is even said that the frozen lich king of Undus is a worshiper of this god, as he decorates himself and the symbol of his territory with representations of what must be The Moaning King.
    Clerics of The Moaning King will wear black, grey or icy-blue armor or robes and carry decoratively crafted black-iron quarterstaves, topped with the image of their moaning god.
    Clerics of The Moaning King have access to the Cold, Death, Evil and Pain domains. His unholy symbol is a depiction of himself in an icy blue, on a field of grey or black. The Moaning Duke is neutral evil and his favored weapon is the quarterstaff.
    Unlike many other deities, The Moaning King has no direct servants or heralds, but creatures of evil, cold and pain that can find this undead god will flock to his undying body in Hades. The most common creature to flock to him are undead ice devils.
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    Nations of the World

    Tanzen

    One of the many proud statues of Archons in Dawn of Glory

    The greatest, safest, and most populated of all the lands in the World, Tanzen is a natural capital for those who wish to live safe, happy lives. It is dotted with cities and villages from coast to coast and everywhere from mountaintops to deep below the surface. The nation has five prominant geographical areas; the mountains, the great plains, the desert, the woodlands and the hills. The mountains, mostly covering the western shores and the heart of Tanzen range from a hundred to several thousands of feet tall but in areas that are considered real 'mountain lands' are almost completely so, with less than 3% of it's land flat. The mountains main capital is the Fist of the World located on the northernmost shore and the main inhabitants other than a few human settlements are Dwarves and Mujuon. The plains are great sunny expanses of flat land with little in the way of thick forestry but vastly inhabited by nomadic halfling villages and caravans that are always on the move through the land. The plains have no capital, though some caravans may attain more fame over others that also dwell in the area. Some orc tribes too make their homes hunting wild game on the plains. The deserts are absolutely arid and nearly uninhabitable, few else but the mighty orcs dwell here, where they survive on what little moisture they can attain and several desert animals for meat. The capital of the deserts is Krruz'kukth, loosely translated to 'bloody sand'. The forestlands and hills are almost completely intermingled, one merely has more hills, and the other more trees. The forestlands have the entire nation's main capital, known as Dawn of Glory, a mostly human kingdom that is a massive metropolis in the middle of the great woodlands. The hills have no capital of their own, taking Dawn of Glory as their unofficial capital.
    Tanzen has a leniency toward good and law over evil and chaos, but examples of both aren't uncommon within Tanzen's vast lands.
    Tanzen is considered to be the worlds safest land on the World because it's hilly and mountainous geography making it hard for the undead legions of Arcnus Mortis, aswell as the armies of the lands who oppose the dead and magical secret society of The Order of the Magi. The undead legions have begun attacking Tanzen, mostly through the vast flat lands of the plains and deserts, but are for the most part kept at bay.

    Shello

    One of the many demolished ruins that was once Shello

    In days long ago, Shello was a universal capital of beauty and magic all the world over. It was a wild and free land where fey, elf and gnome were happy to live their lives without obstruction or misfortune. But their disorganization eventually lead to the land of magic's demise. Shello was the first target of Arcnus Mortis' attack and was quickly taken down. The land was seared and destroyed, entire forests, cities and cultures were demolished almost overnight. The land now is just a desolate nothingness of a landscape, unnaturally cold, flat, dusty and always covered in a mysterious layer of clouds. Here there are few creatures, even undead ones. There are still a few living creatures hidden here and there attempting to regrow their societies and defeat the mindless hordes that wander the land to take back the nation of magic.

    Arcnus Mortis

    The tower of Vlaadios D'skuur in Veledor, the capital of Cernin

    The land of corruption, evil and death. Arcnus Mortis is a land where life is not but a long dead memory. The continent is split up into three territories; Cernin, Mertion and Undus. Undus is the nation furthest north, which consists mostly of frozen ice and a large grassy flatland that is almost always covered in a thin sheet of ice, which through necromantic energies keeps the grass alive and tall. Undus is ruled by a mysterious frozen lich duke. Mertion has the most varied of landscapes among the three territories of Arcnus Mortis. Covering nearly all of it's shores are ashen deserts where life is almost sucked out of those who still have it. Between these ashen wastes and the necromantic plains and forests is a land known mostly as the skullcrags, a gravelly and hilly land which consists mostly of the ancient bones of those who once lived here. Now, only the dead walk these lands. Mertion is ruled by a vicious and sadistic alhoon who is believed to have taken the first steps toward destroying Shello and it's people. Cernin is perhaps the land that is most often mistaken as a land where life is tolerated. It is a land of mildly necromantic woodlands, grassy plains and hills, and many ancient ruins where life once lived but now has abandoned. Most of the intelligent undead on Arcnus Mortis live in Cernin and it is ruled with an iron fist which feigns gentleness by a great and powerful vampire lord who claims to be the ultimate overlord and emperor of the nation of Arcnus Mortis.

    The Island of Sphadrax

    Stalwart heroes venture the burning caverns of Sphadrax

    Far south of the nation of Arnus Mortis is an island few know about, and those who do, dare never speak of it. The only living society that inhabits this highly volcanic island are the Sphoraxunes. The entire island is a single city in a massive underground cavern surrounded by volcanic tunnels. The island is ruled by a massive order of female sphoraxun priestesses of Salamander. On this island males are secondary society and are always used in ritual sacrifice to their matriarchal patron. The "capital" of Sphradrax is a massive tower in the center of the island which is basically just a massive pipe around a tube of lava that extends to the main volcano on the island top. Here is where the clergy lives and gives birth to the young of Sphadrax. Here, there is no real parentage, all eggs laid by females anywhere on the island are taken to the birthing pits under the tower where the newly hatched sphoraxun children may be 'birthed from salamanders flaming womb'.

    Ikathiuss, the Underdark

    One of the many horrors of the Underdark

    Beneath the earth and under the sea floor between the shores of Mertion and the north-east shore of Shello lay the dark world of Ikathiuss. A world spanning thousands of miles consisting of pitch black caves and tunnels of stone, wrought with some of the most horrid creatures the world has ever seen. This is the main location of the Drow, living in sparse cities in the dark depths. The name of the underdark itself is named after the mother of the entire Drow pantheon, though that ancient lay dead at her children's hands.
    Many locations in the underdark are vast underground seas and lakes, many of which can be one or two miles from surface to sea-floor. Not many know what lay in these dark waters, but not many that survive it are sane enough to retell the tale.
    Transport, although few and far between is primarily made up of archaic lightning rails forged into the insides of the wider caves and lava-tubes. Many of the Drow slave trades are done over lightning rails, a few of which span as far as the eastern islands of Tanzen.
    A few illithids that do not wander the upper world or swim the seas of above make permanent locations here, usually alone, in twisted iron or organic towers above and below the surface of the subterranean depths. There are only 4 known major elder brains in Ikathiuss with communities of somewhere between 120 to 1500 illithid citizens.
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    Map
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    Adventure Hooks
    (thanks Angafirith, thehothead and mattymorgs!)

    A hero defeats an undead general and his wicked artifact.


    1) The dead are attacking some village or small city in Tanzen. Reinforce the local militia to drive back the attackers. Defeating the enemy leader (a lich) is certain to weaken them.

    2) The dead are attacking some village or small city in Tanzen. Reinforce your fellow dead soldiers and help capture the town. Defeating the captain of the local guard or killing the local leader will send the fleshies running to the hills.

    3) You or your local ruler learns of a plot to assassinate a key general or other leader (the local ruler included). Your task is to protect their target and take out the assassin's force.

    4) Your mission is to assassinate a key general or other leader. Break into their home and somehow eliminate them, sending the enemy into disarray.

    5) Your local ruler learns of a powerful legacy weapon that is capable of killing undead with ease. Go into the undead filled tomb and retrieve the weapon. Learn how to use it and wield it in battle against the undead.

    6)
    Your mission is to find a powerful magic artifact that will instantly raise a dead person as an undead. Go out and capture the heavily guarded artifact and use it to overrun the enemy. To keep it on par with the legacy weapon mentioned above, you could have it have the ability to create varying levels of undead.

    7) You find out that there is a traitor in your city that is selling it out in exchange for special status among the dead. Find out who the traitor is and bring him to justice. Find out what his plans were so that you can foil them.

    8) You find out that one of the PC's childhood friends has been turned into an undead. Seek him out, defeat him, and return their remains to their proper resting spot.

    9) The dead have been experimenting lately and have created some powerful evil creature. Track it down and defeat it. It may be a good idea to have it intelligent and have a small army to draw things out.

    10) There is a good aligned dragon attacking undead in the area. Defeat it and corrupt it into some sort of abomination.

    11) There's a secret road providing a fairly direct way deep into Tanzen, but it is heavily guarded by the living. Take control of the road. As you travel down the road you encounter armies sent to slow your advance or turn you around and guarded outposts. It can provide a nice variety in battle strategy.

    12)
    Undead have suddenly been appearing in and/or around town and no one knows why. Find out where they're coming from and plug that entrance. Tunnels and Sewers are good examples of this sort of thing.

    13) There's an undead outpost to the east of town that is providing a direct attack vector to town. The dead are using it to block supplies from getting to town. If you can take control of it, you can open up supply routes once again.

    14) A noteable community leader has been discovered to be studying necromancy, though he claims to look for a way to undo it. Either seek him out and kill him, or aid his attempt.

    15) A group of surviving gnomes have been found and apparently have a cure or otherwise quick resolution for the state of being undead. As it threatens those undead that are out there, you must protect the gnomes and more deeply probe the secret of the mysterious substance.

    16) Due to seizemic activity, a large portion of the undead lands has been desolated. The party is sent to check the damage and report back on any strategic advantages this might give the survivors to finally go on the offensive.

    17) The PCs have been exposed to germ or magic that is slowly turning them undead. It is up to them to find a way to stop its progress else be consumed by the curse. In their frantic race against time, they come to realize secrets kept hidden from them and the population and/or that being undead comes with its advantages and temptations.

    ----


    Monsters of the World

    Felk, Serenilk and Yojii discuess plans for the future.

    In the Nation of the Dead setting, almost everything has a place somewhere. This does not exclude the many many monsters that dwell within the pages of the monster manual and the countless other books that also feature unique and challenging monsters. Though many of their stories differ, and occasionally so will minor changes their mechanics will appear, these monsters can be used as-is in Nation of the Dead or however the DM pleases.

    Dopplegangers

    Dopplegangers hide everywhere... especially plain sight.
    The Elder Gods leave their taint all over the world, in many places that are obvious and in many that are not. Dopplegangers are as mysterious in origin as they are in the present, tales so mixed, confusing and contradicting that confirming anything for certain at all would be impossible. What not even any dopplegangers know, and only a handful of daelkyr do, is that the creatures are vestiges of something by far more horrific. What these creatures were, none know, for they could have been anything from ancient gods to failed daelkyr experiments. The shapeshifting creatures that are alive now are not the originals of their kind, so memories of what happened are long gone.

    Dragons

    Dragons are among the most ancient creatures, considered to be the first true race of the mortal Gods.
    Humans were thought to be the first mortal race created by the Gods on the material plane, though few know that they were created as creatures barely different from great apes, merely set up with great potential. The Gods looked upon them, and knew they would not evolve without strife... and so they put the great behemoth race of dragons upon the material plane. The dragons would spend countless eons hunting and killing humans and other races, forcing them to build their minds and bodies up to combat these beasts. It is not known how many kinds of dragons there once was, whether it was more or less than now, and every dragon alive now either does not know or will not tell.
    Dragons that exist now are sparse compared to ancient times and if records are to be believed, they are no longer as powerful and mighty as they once were. Dragons can be found on every continent of the world, including living examples in both Arcnus Mortis and Shello. Tanzen is home to most of the dragons in the world, and live in various locations across the continent, including mountainsides, swamps, forests and even empty castles along coastlines.
    On Shello, very few dragons live, but are often so hardy that they can resist the supernatural disease of the mist that coats the land, and strong enough to combat any force that should oppose them. Many dragons are even native to the former Nation of Magic and do as much as they can to take back their home from the arms of death, taking the title of Landlord.
    Arcnus Mortis has some examples of dragons both living and undead, though all living dragons are either seen as too powerful to fight or are simply hidden from sight. Many undead dragons also roam the land, seeking nothing but magical power and wealth to hoard in their bleak caves and castles. One example of an undead dragon is a dracolich by the name of KzzakjVnraa, a former black wyrm native to Shello who decided to turn to the forces of Mertion and became a Duke under the alhoon lord of the land, and now rules over the necropolis of The Ashen Skulls of Kaa.


    Drow

    "Stay back or we will set off this weapon" is typical drow code for "Stay back or you will set off this weapon."
    Above all else, drow value deception. Not deception of one another, but deception of all who would invade their deep, dark terrain. The reason the dark elves of Ikathiuss must lie to the rest of the world lies deep in history.
    Ages ago, the Daelkyr saw the material plane as little more than a vast playground where they could do as they pleased, to create abominations, magical devices and terrible artifacts. One of these experiments were the drow themselves, taking captive elves and shaen'aei-ah to be toyed with and altered over countless centuries. It is not known why they stopped where they did, as most daelkyr creations are things of horror and vileness. Many suspect it was either a failed experiment, or one the daelkyr race simply got bored with halfway through.
    The drow despite this, turned out to be as wise and benevolent as any race that walks the surface. Their value for deception comes from the other things that the Daelkyr left behind. Creations of such potential madness and destruction, single devices that could destroy all life as we know it and not just on the material plane. The drow build walls around the devices created from fear, making them seem as terrible monsters and murderers and in fact, many drow show terrible signs of their history. Many drow will be completely mad, or have a back swarming with tentacles or any number of horrific mutations. These drow are often put in positions along the borders of the Underdark of Ikathiuss simply to scare off anyone who would pose a threat and set off the terrible artifacts of the Daelkyr.

    Giants

    Giants were once a dominant force of northern Shello.
    In ages past, northern Shello was a place of cold forests, grand bluffs over raging seas and the land of the Giants. These great and powerful men and women felt themselves soldiers of Ysgard and many of the gods that claimed the plane as theirs. Such gods as Odin, Thor and even Loki and Hel were the masters of the Giants, but the Giants were masters of the land. They sometimes wandered south and took what they desired from those weaker than them, but always promised a return, demanding that once they did they were strong enough to defend themselves. To the pride of the giants, many times they were.
    Then came the reaping of Shello. The Giants of north Shello fought with all their body, heart and soul against the surge of death from the east but only a rare few survived the attack. They knew it was to come, as was their legend of Ragna Rok. Many of the giants still live there to reclaim their home, but many more have left there and have gone to Tanzen simply to survive.

    *
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    If you need any help, like with creatures or anything, ask me via pm.

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    Organizations of the world

    Order of the Magi

    Several Order members congregate to discuss the destruction of an evil artifact

    In the world, there is a massive organization that runs deep into all the crevices of magical society. Known to the populace as Magi, the members are dedicated to keeping the power of magic out of the hands of evil.
    The Order is comprised of three branches: the Ruby, Sapphire, and Emerald branches, each of which does a different job in the Order. The Ruby branch scours the world for items and artifacts of magical power, trying to get to them before a power mad ruler, or the hordes of undead can get their hands on them. The Sapphire branch is the source of the Order's power. They are the soldiers of the Order, ready to defend the Crystal Fortress, or any of the Order's outposts, for outside attack. They are also the fund raisers of the guild, acquiring funds by performing tasks that the Order is hired to do by outside parties. The Emerald branch serves as a magical police, patrolling the lands to make sure that none of the intelligent races are using magic for evil purposes.
    There are rumors of a fourth branch, running the Order from behind the scenes, but if it actually exists or not, the Magi aren't about to tell.
    Each Magi belongs to one of the three branches, and also are ranked in a strict hierarchy, each carrying a rack of 1 through 7. A Magi also has a title to go along with their rank. Ranks 1 through 3 are the base members of the Order, holding the least amount of power, and get their assignments given to them by their superiors. They simply called Magi, with the name of their branch coming first. So a rank 2 of the Sapphire branch would be called a Sapphire Magi. Ranks 4 through 6 have much more power, and get to pick their own assignments. They are called Intramagi, so a rank 6 of the Emerald branch would be known as an Emerald Intramagi. Rank 7's are the heads of the order, and being as such, their word is law to the other Magi. They are known and the Archmagi.
    Upon their initiation, each Magi is given a brooch carved out of the same stone that their branch is named after. The brooches are used as badges, and are enchanted with a weak magic. If a wearer of a brooch examines another's brooch, they become instantly aware of the Magi's name, rank, and branch. Many Magi also tend to enchant their brooches with magic of their own choosing, making them all the more useful to them. It is also common for Magi to wear cloaks or capes of their branches color. (Red for Ruby, blue for Sapphire, and green for Emerald) Although most Emerald Magi tend to not wear them, as to not attract attention to themselves.

    Death's Hand
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    The Blackest Night falls from the skies,
    The darkness grows as all light dies,
    We crave your hearts and your demise,
    By my black hand--The dead shall rise!

    Urden Vokk, a half-vampire Death's Hand blackguard

    The undead in the World have a tight grip over the world, though mostly through order and domination. This is a society of strict hierarchy consisting entirely of intelligent undead creatures. It is built on something of a pyramid, hundreds of thousands of lesser underlings all tapering off at a single ruler at the top. This ruler is actually the same vampire lord that rules over the kingdom of Cernin, Vlaadios D'skuur.
    The main purpose of Death's hand is to exterminate all life from the World and replace them with undead slaves or citizens. Though the alhoon that rules over Mertion is not associated with Death's Hand, many of the undead creatures in his court are Death's Hand agents and have most likely thrown him into his infamous furies that ended with him lashing out, this time the target was Shello.
    Any undead creature of nongood alignment may try to barter their way into an underling position, unless they show particular cunning in the eyes of those higher up in the ladder, in which case they may enter a position higher than underling.
    Usually anyone associated with Death's Hand wear a black glove on a thin chain about their neck. Most of the time it is hidden, small or even kept on the chain in their pockets. During ceremonies and particularly important missions, the glove is worn over their hand.


    Tarnished White

    Some think Tarnished White members are mad with their loneliness, they think they just get the job done

    In times such as these, there are very few who can say they have not suffered from some tyranny or savagery caused by the dead that walk Arcnus Mortis, but none can say they have suffered as the gnomes have. A race brought to the edge of extinction and reaped from their homeland which was once beautiful and bright. Tarnished White is an organization of gnomes and gnome sympathizers who want nothing more to survive and rebuild gnomekind.
    What used to be considered a race of the most light-hearted of creatures, the gnomes of Tarnished White are often the darkest and hardened of individuals the world has had to bear. Most members of Tarnished White wear a golden medallion depicting the symbol of the organization, a gnomish skull on a folded piece of cloth and a cloak of white cloth with tattered, ripped edges. One thing is known about most Tarnished White members, if one speaks ill of a gnome or of their homeland in their presence will find themselves with a broken nose, at best.

    Abaddon Benediction

    Ermin Doomedblade, fifth horn of Abaddon Benediction

    The unredeemed legions that scour the horrid wastes of Baator are almost the most unforgiving creatures in all the multiverse, and the Hellbred are the most unforgiven of their victims. There exists a small group of Hellbred men and women that have gathered together to attempt to bring understanding to the cause of this race, and to bring about their collective redemption, to avoid the fires of Hell once again.
    Abaddon Benediction is very small as far as members go, there being only 12 such members that exist. Their rank is based on the most well-known feature of devil-kind from 1st horn to 12th. Harknus Deadsoul(LG male hellbred Clr 10/Ordained Champion 5) is the leader of Abaddon Benediction, and great founder of their society over 40 years ago, where there existed only 3 members.

    The Faction of Lumina

    It is the ultimate goal of the Faction of Lumina to realize their entire celestial potential.
    The Faction of Lumina is an ancient society that exists to uphold ancient celestial values that predate modern society, and to unleash their unfulfilled potential. Each day they act in ritual to uphold good, fend off evil and protect worthy mortals. With their countless rituals and duties, it is always in the hopes that their tasks will let them shed their mortal flesh and unleash their celestial spirit in physical form. The Faction was founded several hundred years ago by a half-solar woman named Lumina who desired power for no more reason than the access to more power to thwart wickedness in her city. She was regarded as the greatest hero the city or even the territory had ever seen, and as any leader might, she attracted disciples and started her own league of heroes. This league persists today as the Faction.
    The Faction consists mostly of aasimars, and a handful of humanoids with weaker celestial bloodlines, but there are indeed several half-celestials among them and lead by a creature known as Paral Endo who claims to be seven-eighths angel, and one-eighth human. There is no uniform for the Faction, but it is unwritten law that when upholding duties and performing rituals that the faction-members wear a pair of false wings on their back if they do not have a pair of natural wings to call their own.
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    Default Re: Nation of the Dead [Setting]

    Ok, I've hit a hitch: I'm REALLY bad at making up campaign hooks that don't already exist. So if anyone has ideas please PM them to me.
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    I don't know if I should be doing this, but I've semi-updated the organizations of the world. I'll need to finish it.
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    Just a quick post to convey encouragement to continue this project. Looks good so far. I can't think of any Campaign Plot Hooks off hand, but will give it some thought.
    It is a joyful thing indeed to hold intimate converse with a man after one’s own heart, chatting without reserve about things of interest or the fleeting topics of the world; but such, alas, are few and far between.

    – Yoshida Kenko (1283-1350), Tsurezure-Gusa (1340)

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    Default Re: Nation of the Dead [Setting]

    Quote Originally Posted by Matthew View Post
    Just a quick post to convey encouragement to continue this project. Looks good so far. I can't think of any Campaign Plot Hooks off hand, but will give it some thought.
    Thanks for the encouragement.
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    Default Re: Nation of the Dead [Setting]

    Keep up the good work, I like this setting.
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    Quote Originally Posted by TimeWizard View Post
    Jade Phoenix Mages have the coolest capstone ability ever. They explode. Low on health? explode. Surrounded? expolde. Outsiders? explode. Explode? explode. Come back a few rounds later with all your hp.
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    R.I.P. Gary Gygax

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    Default Re: Nation of the Dead [Setting]

    Making "smart" Undead infintry and leaders.

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    Default Re: Nation of the Dead [Setting]

    So what happened, they invented TV or something?

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    Default Re: Nation of the Dead [Setting]

    Quote Originally Posted by Tor the Fallen View Post
    So what happened, they invented TV or something?
    What does this mean?
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    Default Re: Nation of the Dead [Setting]

    Its a joke? Because T.V. is educatualizing

    Also whats the AC penalty for huge creatures?

    Necroid
    Huge Undead
    HD: 14d12
    Speed: 60 ft. (12); 100 ft. fly(clumsy) 20
    Init: +3
    AC: 20 (touch 12; flat-footed 16)
    (+4 Dex, +8 Natural, -2 size)
    BAB: +12/+11/+10; Grp: +16
    Attack: 3Claw +21/+20/+19 (3d12+9, 17-20/x4)
    Full-Attack: 6 Claws +21/+20/+19 (3d12+9, 17-20/x4)
    Space 20x20 ft.
    Reach 30 ft.
    Special Attacks: Dead Rot
    Special Qualities: Darkvision 60 ft., Low-Light Vision
    Saves Fort +11 Ref +10 Will +8
    Abilities Str 28(+9), Dex 18(+4), Con -,Int 2, Wis 2, Cha 0
    Skills: N/A
    Feats: Improved Critical, Endurance, Diehard, Power attack, Cleave, Greater Cleave, Two-Weapon fighting.
    Environment:
    Organization: Lone(one), Raid (One plus 120-400 Nercrine Drones), Army (1d4 plus 600-1000 Necrine Drones)
    Challenge Rating: 15
    Treasure: 10d20 Gold
    Alignment: Always CE


    Built from many dead corpses, a Necroid is a large bulk of meat and skin. With many weapons on all of its three arms, it can rip through armies and defenses with ease.

    Dead Rot: Covering the blades of the Necroid is a deadly slime. If damaged by one of its attacks, make a fort save 30. Damage 2d4 Con, Secondary 3d4 con. If anyone dies by this poison, they immediately become a Necrine Drone.
    Last edited by Carrion_Humanoid; 2007-08-22 at 11:30 PM.

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    Default Re: Nation of the Dead [Setting]

    Quote Originally Posted by Carrion_Humanoid View Post
    Its a joke? Because T.V. is educatualizing

    Also whats the AC penalty for huge creatures?
    -2, luckily I was reading up on the Goristro while reading this...
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    Default Re: Nation of the Dead [Setting]

    This looks interesting, I'll be keeping an eye on it. Also I'll add any suggestions I have.
    I too offer my encouragement for this project.
    I haven't read through it all, but it looks like a setting I'd enjoy playing in.
    Quote Originally Posted by EvilElitest View Post
    You are a god
    Many thanks to Bisected8 for the Jokertar.

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    Default Re: Nation of the Dead [Setting]

    Quote Originally Posted by Rowanomicon View Post
    This looks interesting, I'll be keeping an eye on it. Also I'll add any suggestions I have.
    I too offer my encouragement for this project.
    I haven't read through it all, but it looks like a setting I'd enjoy playing in.
    Thank you.
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    Default Re: Nation of the Dead [Setting]

    Up, now going for necrine drone and leaders

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    Default Re: Nation of the Dead [Setting]

    Just a couple problems with the necroid. As an undead creature, it shouldn't have a con score, it should have poor BAB, it should have saves that are more than just it's ability modifiers, and I have no idea what 'Will -' means. It should also have skills and feats, despite it's low int. Low int doesn't mean no int.
    Last edited by Krimm_Blackleaf; 2007-04-24 at 07:51 PM.
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    Default Re: Nation of the Dead [Setting]

    This is pretty REALLY cool. Keep up the good work.
    I'm not lazy, just efficient

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    Default Re: Nation of the Dead [Setting]

    Quote Originally Posted by thehothead View Post
    This is pretty REALLY cool. Keep up the good work.
    Thank you.
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    Default Re: Nation of the Dead [Setting]

    The "Dread Plague" on this site had Undead who were specified as having full BAB... and my "Empty Skin" undead template keeps the original BAB while halving the Hit Dice, so theoretically you can end up with a creature with a BAB equal to twice its Hit Dice... breaking the normal rules is fine now and then, just be explicit about it.
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    Default Re: Nation of the Dead [Setting]

    Quote Originally Posted by DracoDei View Post
    The "Dread Plague" on this site had Undead who were specified as having full BAB... and my "Empty Skin" undead template keeps the original BAB while halving the Hit Dice, so theoretically you can end up with a creature with a BAB equal to twice its Hit Dice... breaking the normal rules is fine now and then, just be explicit about it.
    Yes, I suppose that's true, I was also just trying to make sure he knew, somewhat important to keep in mind. A real warrior undead would be useful though, but the Con score still bugs me. It's a very interesting monster that I perhaps could bend to my will.
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    Default Re: Nation of the Dead [Setting]

    I agree that bending the BAB is a much smaller deal than bending the presence versus absence of a Constitution score.
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    Default Re: Nation of the Dead [Setting]

    I decided to learn incarnum, so I updated the magics section for it.
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    Default Re: Nation of the Dead [Setting]

    This is a great setting, keep up the good work!
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