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  1. - Top - End - #1
    Dwarf in the Playground
     
    MindFlayer

    Join Date
    Jun 2013
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    Default Homebrew: The Pyrian Sphere -AMA- Questions, opinions and ideas welcome!

    Hello everyone! This entry, and all that follow, concern the world of Pyria (not fixed on name), its known history, the races and many factions that inhabit above and below the surface, technological levels and options for players.

    I am open to feedback, questions and suggestions from all that read into my material. A big thanks in advance to those that have already helped and to those that (undoubtedly) will provide excellent ideas.



    This post also serves to link other posts that are directly related to questions pertaining to this hombrew work.
    http://www.giantitp.com/forums/showt...K-more-to-come
    http://www.giantitp.com/forums/showt...ld-What-s-best
    http://www.giantitp.com/forums/showt...s-crystals-etc
    http://www.giantitp.com/forums/showt...0#post22720930
    http://www.giantitp.com/forums/showt...stions-welcome
    Last edited by Hazeeb; 2018-01-17 at 10:00 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    MindFlayer

    Join Date
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    Default Re: Homebrew: The Pyrian Sphere

    TIMELINE
    Spoiler: Known Timeline
    Show

    Formatting will be fixed later.
    • Creation; The First Epoc
    • The prior universe ends...
    • Azathoth “creates” all matter in the Universe through his music.
    • The Prime Elementals are created.
    • Shamash cpoulates with Azathoth and births many of The Great Old Ones.
    • The Elemental War; The First War.
    • Prime Elementals (including magic) shape the Universe through endless conflict.
    • The Planes are formed.
    • Extraplanar life begins.
    • Stars, planets and the Dark Tapestry form.
    • The Great Old Ones shatter the Prime Elementals, ending the war.
    • Shards of the Prime Elementals scatter and form the seeds of the dragons and other ancient magical creatures.
    • The Universe ‘cools’.
    • Extraplanar life forms.
    • Demons and Angels shape their native planes to suit their needs.
    • Sections of reality ‘split’ or form new planes or demiplanes of existance.
    • The Plane of Shadow merges with the Plane of Water to form a demiplane called ‘The Great Abyss’.
    • Pyria is formed and, after millions of years, the first life bearing oceans form.
    • Rise of the Ancients Powers
    • The Great Old Ones visit Pyria.
    • Aboleths are spawned By Shub-Niggerath, along with many other monstrous races.
    • Yog-Sothoth spawns beholders, and amorphous aberrations such as slimes, jellies and puddings.
    • The Serpantfolk are spawned by Yig.
    • Illithids are spawned by Cthulhu.
    • Dragons hatch from their Prime Elemental Eggs.
    • Nyarlathotep creates the Cyclopeans. They quickly rise to prominence.
    • The Zif gain sentience under the sea.
    • The Second Epoc
    • Hastur invites a dying race called the Yithians to inhabit a semi sentient cone like beings evolving alongside the Zif. The Yithians begin a war to gain control of Pyria.
    • Nodens, Lord of the Great Abyss, and first of the Elder Gods, creates the Nightgaunts and emerges from his realm to hunt the Great Old Ones and their progeny.
    • Apsu, The Waybringer, ascends to Elder Godhood and imprison Hastur on a distant planet in The Dark Tapestry.
    • The Yithians craft the Elder Sign as a weapon against the Great Old Ones.
    • A stalemate in the fighting becomes apparent with no winners accept The Great Old Ones who eagerly feast upon the fallen.
    • The Cyclopeans begin to decline and breed slave races to bolster their failing empire.
    • Most proto humanoids are created.
    • The Serpantfolk create Nagas, Medusa and Nagaji to fight in their war.
    • The Dragons create the Dragonborn to fight for them.
    • The Aboleths and Illithids strike severe blows to the Cyclops but suffer grave defeats at the hands of the Serpantfolk.
    • The God-Dragon Absu is dealt a blow so he splits into Tiamat and civil war engulfs all dragonkin.
    • Tiamat is barely defeated and banished from the Prime Material plane.
    • Tiamat creates The Dragonic Prophecy which supposedly tells not only of her prophesied return, but the requirements for her faithful to accomplish it.
    • Horrendous defeats from the Aboleths force them into hibernation.
    • The Serpantfolk are overthrown by their creations and fall into decline.
    • Nodens is defeated by the Aberrations and thrown back into The Great Abyss.
    • The Cyclops use the power of the Elder Sign to banish the Great Old Ones by altering the Dark Tapestry’s natural reality to drive them away. The resources needed to accomplish this task shatter the Cyclopean Empire.
    • The Third Epoc; The Long Night.
    • Without a major force to combat the lingering corruption of the Great Old Ones, Pyria falls into shadow and chaos a ten thousand year dark age envelops Pyria.
    • The Illithids and Aboleths claim the world and subjugate many species from the previous wars.
    • Minor deities are formed from prayer of the slave races.
    • Minotaurs collect and move north and establish a new empire for themselves.
    • All elves remain faithful to the Great Old Ones but rebel against the Aberrant powers, believing themselves to the the true heirs of the Dak Tapestry.
    • Unlimited time and energy is poured into attempting to realign The Dark Tapestry and bring back The Great Old Ones.
    • Demons begin forming cults and soon manifest many of their numbers into the world but never become a true threat due to in fighting.
    • The Succubus Nocticula begins rising to power within the Demonic Abyss.
    • Most monstrous races gain some form of corruption during this period.
    • The Fourth Epoc; The age of dragons
    • The Zif finally regain their strength and begin to venture beyond the oceans.
    • Dragons and dragonborn re emerge from hibernation and form a crusade against all aberrations.
    • Many enslaved races either revolt or are freed by the dragons.
    • Gnolls flee into the sea and become pirates under their future deity Besmara.
    • Most aberrations are either driven into the sea or driven into the Underdark.
    • The dragons cleanse as much of Pyria from corruption as possible, but some pockets remain.
    • The minotaur empire in the north begins invading beyond their borders. They are well studied invaders and quickly conqueror territory but a demonic taint is evident among their race.
    • Nocticula strikes a bargain with the dragons to claim a single isle on Pyria and the dragons comply after finding mention of her within the Draconic Prophecy.
    • The Dragon’s obsess in researching the Draconic Prophecy in order to study and prevent the return of Tiamat to Pyria.
    • Activity among Eldritch cults and their followers increases and whispers of plots to resurrect the Great Old Ones begin circulating among those that encounter aberrations and elves.
    • Magic and technology advance quickly during this era of peace and the study of artifice becomes prolific in many regions.
    • Brigh, The Whisperer in Bronze, rises to godhood through mysterious circumstances. She gains a vast following of artificers, wizards and inventors.
    • The Dragons discover an incomplete passage in the Draconic Prophecy concerning Brigh’s faith and begin to persecute she and her followers.
    • A vast exodus of most Brigh’s faithful reaches the continent at the bottom of the world to flee persecution. They establish several colonies among the ice and snow.
    • Red mythril is discovered and quickly begins corrupting Brigh’s chosen during refinement.
    • Cyclopean technology is unearthed. Through intense study and experimentation they reverse engineer hundreds of advancements and rapidly advance their skills in artifice. The soon rebrand themselves as “The Mechanicum”.
    • Brigh herself falls to the corrupted influence of her worshipers and she claims the title “Omnissiah” and “Machine Goddess” among her faithful.
    • An expedition of dragon’s arrives to exterminate the artificers but they are soundly defeated.
    • The Mechanicum launches a devastating war against the Dragons. In response they not only raise a ring of mountains around the Mechanicum’s continent, but attempt to open a portal into the plain of fire to cleanse them from Pyria. Through sabotage the Nine Hells are opened unleashed instead. Despite eventually being victorious, the Mechanicum retreats to their continent to purge severe heretical corruption within their ranks.
    • Innumerable dragon’s withdraw to their own continent to lick their own wounds and study the prophecy for the next 800 years. In their place they leave the dragonborn, who prove to be lackluster leaders.
    • Several independent nation states form and break away from the dragonborn and resist all attempts to reintegrate.
    • The power of magic, clockwork, steam, and artifice waxes and wanes in influence regionally over the next 200 years.
    • Firearms are created (Inspired by the Mechanicum’s weapons but created independantly).
    • Disturbing events begin taking place among both demonic and cults of Tiamat and several new prophecies come into being.
    Last edited by Hazeeb; 2018-01-14 at 06:52 AM.

  3. - Top - End - #3
    Troll in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

    Default Re: Homebrew: The Pyrian Sphere

    Does the name have a connection to the word pyre? Or is it coincidental? I am imagining the culture gets its name from its funeral practices.

  4. - Top - End - #4
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Homebrew: The Pyrian Sphere

    Good connecting! As a matter of fact it does connect to pyre.
    Last edited by Hazeeb; 2017-12-15 at 07:19 AM.

  5. - Top - End - #5
    Troll in the Playground
     
    HalflingPirate

    Join Date
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    Default Re: Homebrew: The Pyrian Sphere

    Okay, now I'm imagining a class of pyro-priests and strong connections to the plane of fire. Hmm...

  6. - Top - End - #6
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Homebrew: The Pyrian Sphere (all input and opinions welcome)

    RACES, FACTIONS

    Spoiler: Creator Races & The Dark Tapestry
    Show

    The Cyclops-God Kings of the Ancient world. They were shattered in banishing the Old Ones from Pyria. Their civilation is left across the planet in secret vaults or ruins filled with strange technology.
    The Dark Tapestry- The Old Ones helped carve the starts above and birthed many races on Pyria. They are revered among many upon the planet but are now allowed to directly return until the many protective seals working against them are broken in Pyria.
    The Serpentfolk Creators of nearly all scaly kind. They were psionically gifted and created the medusa, who in turn revolted and sent their empire into decline. They are now a shell of their former selves.


    Spoiler: Aberrations
    Show

    Illithids and Aboleths-Forced underground by the dragons. They were more interested in maintaining power over Pyria than worshipping the Old Ones.

    They ruled over the surface for a long time but were actively faught by races such as the Minotaurs and Dragons and the elves.

    Things of Aberrant nature- Nearly all monsters will carry some kind of aberrant taint, which is the legacy of the creator race wars and The Long Night.


    Spoiler: Amazonians
    Show


    Heavily Pre Roman influenced society and architecture. They sacrifice male inhabitants of their isle to Yig, including all male births without fail. Sacrifices of these kind are viewed as an honor. They rule through a Senate made entirely of medusae and operate from the wise advice of their naga brethren.


    Medusa-Senators and hardened warriors of the Amazon people. They wear bronze masks with various emotional faces to identify themselves.

    Naga-Main practitioners of magic and advisers to all things mystical and arcane to the Senate. Through the Naga, the (STOLEN) elemental galleons are created.

    Nagaji(PC Race)
    -The lowest and most numerous of the Amazons. They are ruled over but through service and either intelligence or bravery, may be selected to undergo a special ritual and transform into a medusa or naga. (They look like argonians!)


    Spoiler: Cats
    Show

    (NonPC race, independent)

    Cats are a unique presence in Pyria. Tales of them popping up in mysterious locations are common with people of every stripe. The border crosses species and cats have been known to inhabit even the most despicable environs, ranging from the Tauren Empire to the Isles of the Damned to the Plains of Purple dust. It is known that to kill a cat is to invite great misfortune upon oneself as Bastet will personally look into the crime.

    "Regular" Cats
    Tressyms
    Magical cats

    Larger, more dangerous breeds are not considered in the same tier by smaller cats. Killing of them in self defense will not bring the same misfortune to the attacker.

    This race is governed by the ancient minor deity Bashtet.


    Spoiler: The Continent of Kentaurosu
    Show

    (Possible player option)
    Eastern/Oriental Adventures

    Cavalier+Samurai+Centaurs
    Ninja+Rogue+Kitsune
    Monk+Kineticist
    Various other class archetypes with oriental leanings

    Secluded from the rest of the world via natural barriers such as dangerous mountains and storm filled seas is the land of Kentaurosu. In these lands the Centaur Horse Lords reign supreme and have developed a complex and rigid society based around combat, principles of honor and sacrifice. Their values for nature and balance often align their principles with the unpredictable and violent druids however, they understand that civilized people must encroach on nature in order to thrive and do not attack settlers or turn away foreign trade. In fact emissaries are readily traded to nations willing to entreat and trade material or magic.

    More often they are interested in internal politics and war on one another to establish dominance. Unlike barbarians and mercenaries there are strict rules to warfare in this land and it is a grievous taboo to break any upon the field of battle. While there is no emperor established (as per traditional Japanese gov.) when the centaurs flock to one banner or a clan establishes and maintains dominance they are ruled by a Shogun, or supreme warlord.


    Spoiler: The Confederate Free Cities
    Show

    (steampunk)
    PC races:
    Human
    Goblin
    Hobgoblin
    Half-Bloods
    Half-Orcs
    Ferrans
    Other


    There are over two dozen independent city states that exist in Pyria today that recognized strength in numbers. Though separated by vast distances this collection of fortified cities maintain a weak central form of government known as The Confederation. Nearly a dozen additional cities exist that have no agreed due to political divisions or threats of war. On the whole, these massive cities are known as safe havens among the mainlands due to their powerful weaponry and superior, even magical, defenses. Each city provides it own laws and functions independently (sometimes to the detriment) of The Confederation but all provide representatives to the Central Council in times of great distress.

    Living among the various cities are a number of species, ranging from goblins and humans to half bloods and stranger breeds. This variety of citizens allows for unrivaled creativity and variety among the various classes of the world. Often tightly packed together, life can be difficult and crime is common within the walls of a Confederate city. The melting pot produces the very best and brightest, as well as the most ruthless.

    The Confederacy understands survival is best accomplished through sheer numbers and they constantly attempt to establish new colonies and harvest resources. Depsite being picked off by angry druids, sacrificed by elves, raised by pirates, captured and forced into slavery, or just plain killed by the many natural and unnatural forces at work within the world, they are a hardy amalgam of creatures and are growing to become the most numerous among Pyria.

    The primary mode of transportation between these cities is by elemental Lightening Rails. These criss cross the landscape and connect each city of The Confederation for trade and promise of new adventures. Unfortunately these are prime targets for Druid Clans the the Elven Pact and frequently attacked and sabotaged. The knowledge that this technology was stolen from the slaving minotaurs up north and expanded in both science and intent is a source of pride for Confederates.

    Unique among the world, the Confederation has moved to levels of technology that don't rely solely on magic. The age of steam is upon The Confederation! Among the many marvels created, the chief accomplishments to date are non-elemental airships and Dragon Towers. They are also heavily armed with heavy weapons known as canons, purchased and provided by isolationist dwarven mountain cities.

    Airships:
    The answer to elemental airships of the Tauren Empire, an airship is a lighter-than-air aircraft that can be directed on its course using rudders and propellers or other thrust. Airships and balloons stay aloft by filling a large cavity, such as a balloon, with a lifting gas. Though armored, a puncture in the bodies of these vessels will ignite the flammable gas harnessed within leading to terrible explosions and dame to anything and anyone below. Principally these were invented by the goblins but it was humans that dreamed up the idea for non-magical flight. Though the vary in size and function, and airship is always armed and ready for battle against the many enemies and monsters of the world.

    Dragon Towers:
    Erected on high mountain slopes or regions naturally predisposed to storms, dragon towers attract lightning, harness the wind, and generate electricity. Fields of these wondrous structures funnel the energy into the power stations through immensely long cables of copper and mithral—the aqueducts of this age. Banks of great batteries charge within the power stations, and those, in turn, feed the lesser dragon towers. These lesser towers wirelessly transmit power in fields, which blanket areas as small as a few structures to as large as whole city districts, allowing devices to be operated, recharged, sometimes even function with enhanced abilities.


    The Confederate Pledge:

    People of The Confederacy, arise and to work!
    Conquer soil and win your rights;
    Freedom born of courage!
    For the sake of this land,
    Let unity blossom!


    Anthem:
    Order of the holy land,
    Power passed from hand to hand;
    Nation, country, and domain;
    Ever luminous remain!

    I shall always recognize you,
    By the dreadful sword you hold.
    With gazing vision yonder,
    You survey with spirit bold.

    March, march...
    For the sake of this land,
    Let us swear to set free
    The land of our birth.
    Come back soon my heroic son!

    With my last breath my thanks to thee,
    For true to death I'll ever be,
    O worthy, most beloved and fine,
    Thou, dearest country mine!


    Spoiler: Dragons
    Show

    PC race-Single class system
    NPC-Gestalt class system

    Dragons are the most recent wielders of power over the world at large.

    Tiamat-Rose to godhood and fractured the draconic nation. She was banished to the nine hells along with her followers,
    but left the draconic prophecy as to how she would return.

    The draconic prophecy-Adapted from Eberron, will expand later.

    The dragons faught a short, brutal war against the Mechanicum and lost many of their number. To prevent the Mechanicum from spreading beyond their borders, Apsu reluctantly struck a bargain with Asmodeus, who in turn assume control of the war.


    Spoiler: Dragonborn
    Show


    Dragonborn(PC race)

    The current stewards and police of most Pyria. They "rule" by following the often cryptic orders of their dragon masters, hunting down signs of aberrance & corruption and keeping peace within their borders. They have little quals about wiping out entire towns or cities if evidence of corruption reaches their ears.


    Spoiler: The Isle of the Damned
    Show


    Nocticula-Leader and ruler of the demonic and undead legions inhabiting their Isle. She solidified her power by agreeing to remain on the Isle with her followers.

    Vampires-Being completely drained of life by a succubi may turn the victim into a vampire.


    Spoiler: Devils
    Show


    Asmodeus offered aid to the dragons as they struggled against the Mechanicum. His realm would attempt to wipe out the mechanicum but his terms were steep. The dragon god Apsu agreed. Asmodeus then reached into the mortal realm and created The Demons Maw, a ring of mountains surrounding the Mechanicum's continent. Its from here that they wage a ceaseless war against the Cyborgs of the Omnissiah. Despite initial victories they now evenly matched with the Mechanicum and cannot say with confidence that this enemy is one they can defeat entirely.

    One part of the agreement was allowing the Nine Hells to recruit freely among the mortals of the world (those willing to accept their emissaries) into their Hellknights. These forces are given power and either continue to recruit, or participate in the invasion of the Mechanicum.


    Spoiler: Druids
    Show


    Despise all forms of technology and actively work to either destroy or cripple industrial progress. They are stewards of nature and take in all forms of life either threatened by the advance of industry, or those that shun their own culture and show no signs of aberrant taint or corruption.

    They fight an undeclared war against new colonies and often have bloody engagements with multiple forces of many races and factions. They are numerous and magically powerful. They have no qualms about using spells such as Earthquake, Curse of Fell Seasons, Meteor Swarm, Polar Midnight, Sea of Dust, Storm of Vengeance, Tsunami and Winds of Vengenace for particularly terrible threats to their domains.

    Most natural, magical and monstrous races fall under this confederation including:
    Ferrans(PC race)
    Treants
    Elementals
    Trolls (Maybe PC race)
    Various Fey
    Gnomes (PC race)


    Spoiler: Dwarves
    Show

    (PC race)

    Dwarves are an enigmatic race. Instead of claiming the underdark, they reside within large mountain sanctuaries, both narutal and artificial. They have remained inwardly focused for millennia but openly negotiate and trade with various outsider groups.

    The Dwarves are the first independent creators of firearms and hold all the rights to their maintenance and construction among other nations that use them.

    Every dwarven keep is located directly on top of a node of Layline magic. This not only offers an alternate form of teleportation from the Satyr's monopoly but access to rarer and stranger magic such as temporal travel.

    Concerning temporal magic: since the Old Gods (namely Yog-sothoth) exist outside of regular space time the drarves have sworn to prevent any aberrations from trying to escape. This is a state secret among the dwarves and one they stubbornly refuse to share, or even ask for help with. They have combated the randomly occurring temporal magic of the leylines time and time again and always come out on top...but should even ONE leyline become corrupted, or the guardians fall to violence and leave it unprotected, the world would buckle under the armies Old Ones finally finding a way into the world.



    Spoiler: The Elven Compact; "Those damned knife ears!"
    Show

    (Non-PC race)

    Operate in mixed color clans. All subraces are completely evil and treated equally among the clan.

    Constantly working to bring back the Old Ones. They are devious schemers and executioners of terrible artocities and massive corruptions that span decades to centuries. Their long life is a result of boons from worshipping and executing the will of the Old Ones.

    Extremely corrupted in mind and spirit but most resistant physically to aberration taint. They are holders of forgotten and forbidden lore that twists the very sanity of mortals that look upon them.

    Lovecraftian, masters of fleshcrafting
    Elves, all subraces
    Changlings
    Orcs (simply corrupted elves)
    Mimics
    Telepaths
    Shifters
    Aberrations


    Spoiler: Gnolls
    Show

    (PC race)

    Gnolls follow their pirate goddess Besmara, who created their "games system" to solve internal disputes. (more to come)

    Most abundant coalition of pirate clans in the water. They travel in heavily armored ships that are very difficult to sink.

    Polar gnolls- White coats and more reclusive to extreme northern and southern territories.

    'Besmara's nine' AKA 'The Nine'

    1. Conflict among Besmara's chosen will be resolved through duel of games.
    2. In games, each player will bet something that they agree is of equal value.
    3. As long as it doesn't violate pledge two, anything may be bet, and any game may be played.
    4. The challenged party has the right to decide the rules of the game.
    5. Any bets made in accordance with the pledges must be upheld.
    6. Conflicts between groups will be conducted by designated representatives with absolute authority.
    7. Being caught cheating during a game is grounds for death.
    8. To falsly accuse a player of cheating is grounds for death.
    9. Heretics may request a duel by right of parlay.


    Spoiler: Lizardfolk
    Show


    Independent among most other races, the Lizardfolk and kin claim degenerate and barbaric lifestyle. They lead through strength and often see a degenerate serpantfolk as their tribal leader. They war and consume everything around them and actively worship the Old God Yig. Unknown to them, most of these tribal clans are secretly controlled by Serpentfolk Reclaimer

    Serpentfolk, Reclaimers
    Serpantfolk, Degenerates
    Lizardfolk
    Kobolds
    Troglodytes
    Half bloods
    Abmoniations


    Spoiler: Mechanicum
    Show

    The Mechanicum formed in the most extreme southern continent after the religion of Brigh. After being chased and presecuted by the dragons, a mass exodus completed and the artificers and craftsmen that followed Brigh, The Whisperer in Bronze. On the Southern continent they discovered a substance called red mythril and several collections of cyclopeon ruins and technology.

    Life was hard for a long time but Brigh and her faithful began to harvest and refine red mythril, which made their metal work and crafting quality sky rocket. Eventually they made small discoveries about the strange technology buried under the ice and snow and began to glean secrets from within. IN time they began to reverse engineer little thing...then big things.

    Eventually the red mythril corrupted Brigh's followers, which in turn corrupted her. She slowly morphed in the Omnissiah and the artificers began to emulate her by exchanging parts of their bodies for artifice and machines. Brigh became the Machine Goddess, The Omnissiah and her religion changed into the dark and terrible Mechanicum.

    EVentually the dragons came to wipe out the continent after hearing reports that Brigh's faithful had not died out but they were soundly defeated by the newly formed Mechanicum. This launched their invasion and it wasn't until they'd inflicted massive casualties on the dragons that the Nine Hells entrapped their lands within what are now called The Demon's Maw. Since then devils and Mechanicum forces have faught a vicious, brutal war: one side trying to escape and conquer, the other trying to invade and destroy. Neither is winning but with each advancement into the cyclopean ruins within their borders, the Mechanicum grows every stronger and it appears only a matter of time before they gain an advantage of the diabolical forces surrounding them.


    Spoiler: Minotaurs
    Show

    (PC race)
    (Roman themed)
    The Minotaurs have survived after the fall of the creator races by pulling their entire species north into the polar wastelands. Baphomet, the strongest and most clever, led them until his apparent death during the Long Night but was imprisoned in hell. After one century he escaped and returned to his people and formed the Tauren Empire. Baphomet cannot exist within the mortal realm and must inhabit a vassel. These vassels hold onto the essence of their deity for roughly 30 days before they expire and a new vassel must assume the honor of hosting Baphomet.

    The minotaurs are a rigid society, ruled by the Emperor's vassel, known as the Caesar. They have refined and hardened themselves among the wastelands into a thriving society.

    Strength and loyalty to the Casear are absolute. The higher one rises in Baphomets service, the more boons they receive. This translates into gaining tougher bodies and resistances against other elements and dangers to the world.

    Minotaurs are especially focused on divine worship and clerics are adept with shielding and protective spells. Their mages were also the ones to harness the power of elemental binding and actively employ that magical technology in all things from weapons and armor to vehicles. They are, to date, the only ones to have elemental airships, lightening rails and galleons

    Minotaurs use extensive slave labor to conduct their empire's affairs. These range from construction of grand buildings like the Emperor's Maze or coliseums, to breeding, to gladiatorial fights.


    Spoiler: Mixed and Djin blooded.
    Show


    Ifrit, Oread, Sylph, Undine, Teiflings and Assamirs: These are collectively known as "half-bloods" within Pyria. As long as powerful outsiders have been summoned to the world, they have mingled with those canny few to demand their attention. Although the reasons for a half-blood to exist are broad and often personal, they tend to be looked down on by wealthy humans and other refined races as mistakes, passions gone awry or improperly formulated bargains with Outsiders. This places them in difficult situations and very few rise beyond their lower station in life. Those that do brook no insults and defend their titles fiercely, and openly show bias toward others like themselves.


    Spoiler: Pirates & Slavers
    Show

    (PC option)
    Pirates operate as pirates do: for booty! They attack and fight among one another for riches and glory, sowing tales of their deeds wherever they make port. However, their thrill for adventure has led countless captains to grisly deaths and terrible curses.

    Pirates as a whole guard a terrible secret. One place in Pyria acts as a great seal against the Old Ones. Every month it's seals must be renewed through sacrifice in order to keep the Old Ones from returning. They complete this task without fail and will continue to do so as long as they exist.

    (not PC option)
    Slavers-Despised, the slavers make a good business practice out of selling bodies to those willing to pay for them. They will collect specific targets for money and range from inland raiders to coastal and sea reavers.


    Spoiler: Satyrs
    Show

    (PC race)

    The satyrs and the bulk of fey culture found an excellent way to survive the chaos in Pyria. For a long time they simply vanished into the Fey Realms until it was safe to emerge. Then mages among the satyr's discovered their natural capabilities with teleportation spells. Through these capabilities they emerged during the Long Night as neutral allies to any willing to pay their prices for magic, but just as quick to turn on those that could not pay.

    Satyrs have interwoven their teleportation magic and neutral nature into a necessary evil among Pyria. They have representatives among most races of the planet, offer teleportation spell services, and act as neutral representatives for any civilized race in negotiations. They are very astutely minded, vastly refined, and often find themselves referred to in matters of politics.


    Spoiler: Ziff
    Show

    (PC race, adopted from Pathfinder SRD)
    http://www.d20pfsrd.com/races/3rd-pa...ublishing/zif/

    The zif are an ancient species of mollusks who first evolved in the oceans, long before any beasts roamed the land. The zif were a parasitic creature capable of attaching itself to the nervous systems of other mollusks and assuming control over the host’s body.

    In ages past, zifs preferred ammonites as hosts. With the ammonite forms, they built great cities. Over the eons, they built a thriving undersea civilization. They ruled their realm for ages, until a terrible and mysterious force from beyond threatened their existence. The peaceful world that the zifs created ended in a cataclysmic apocalypse of fire, ice, and lightning. The ammonites were wiped from the realm, and the zif civilization along with them. Some zif, however, retreated and survived.

    A few scattered zif found refuge in the depths of the oceans, using giant squid as their hosts. This dark age lasted for many years, but eventually the zif pulled themselves together as a race and once again looked outwards.
    The zif discovered through their spells and scouting that while the oceans still teemed with life, the major powers in the world were on the land. The zif decided, that in order to take part as a power in the world they would need to switch hosts to a form capable of surviving on land. After much discussion, the zif decided upon using a semi-intelligent race of semi-humanoid giant snails, the snillorg, as their new hosts. After a careful selective breeding program of their hosts, the zif once again burst into the world to reclaim their birthright as a major power.
    Last edited by Hazeeb; 2018-01-01 at 08:08 AM.

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    Default Re: Homebrew: The Pyrian Sphere

    I have to ask. How do the Amazonians reproduce? Do they raid elsewhere and capture slaves? Do they use magic to get pregnant? If so, then why are then any male births? Are they actually the harem of a diety?
    Last edited by lightningcat; 2017-12-16 at 09:28 PM.

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    Default Re: Homebrew: The Pyrian Sphere

    Quote Originally Posted by lightningcat View Post
    I have to ask. How do the Amazonians reproduce?

    Do they raid elsewhere and capture slaves?

    Do they use magic to get pregnant? If so, then why are then any male births?

    Are they actually the harem of a diety?

    Amazonians can reproduce normally with any species. The offspring will always come out as Nagaji but templates can be applied to the offspring. Their society demands the strict sacrifice of males within their borders. They birth clutches of eggs but are well practiced in using magic to keep them alive until hatching.

    Outsiders can and will be snatched up to be messily sacrificed. They don't always like doing it but the sacrifice, if one were to be chosen from the outsiders, would be considered the highest honor. Because of this requirement they are very open to trade with outsiders as it gives them access to male stock. They are not above buying from slavers but prefer to hunt and sink slaver vessels and "re purpose" the males. Sure they add a number of various craftsman to their Isles for a time, but i estimate one sacrifice a day must be completed among every island of the entire Archipelago in order to keep Yig satisfied. Being as this is all done secretly they take great pains to blame the vanishings on external attacks, wild life and whatever suits their needs.

    Many tales of heartbreak exist among the Amazons who have lost one, perhaps multiple lovers to Yigs hunger. Smart adventurers that fall in love with an amazonian of any creed are wise to maintain long distance relationships and have the Amazon meet THEM somewhere away from the Isles.

    However there are those that know this secret. More than likely the pirates since they are wise to shenanigans like this in their worldly travels. It would not surprise me at all that they offer a crewman (unknown to him) as payment to dock and trade for rarefied goods and quality weapons.

    I'll see your harem and raise you one CURSE. The Amazons are a fiercely independent people but are cursed by the creator race Serpantfolk for their rebellion. They MUST sacrifice to Yig otherwise a great and terrible disaster will wipe them out. What the disaster is cannot be categorized and seems to be a random culmination of several factors. To be fair they have TRIED to ignore this curse but each time nearly half of their race died off. Thus they are a powerful nation but have never been able to expand beyond one, maybe two colonies. This stunts their influence in the world at large (as long as you don't count their large fleets of elemental galleons).
    Last edited by Hazeeb; 2017-12-23 at 07:03 PM.

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    Default Re: Homebrew: The Pyrian Sphere

    General life in Pyria

    Pyria is a place where the inhabitants have come to understand several things above all else.
    Spoiler: Rules of Thumb
    Show

    1. You are going to die sooner than you think; blood is cheap.
    Life is fleeting and often treated carelessly by those in power. People vanish, monsters attack, armies invade and disasters happen with alarming frequency. There is no truly 'safe' place in the world.

    2. Loyalty to Blood, Family, House, Home.
    With such a brutal world to fight against, the only real way to ensure your survival is to breed and produce large families. This allows stability for long standing races and bloodlines to prosper in the face of murder, death and destruction. Protect your legacy because tomorrow you may not be around to see it prosper.

    3. The night is dark and full of terrors.
    The world is cruel, the monsters are coming for you and the gods don't always choose to help. Hell, they may not even like you and may want to eat you themselves.

    4. The weak shall be consumed through folly, failure and weakness: Only the strong survive.


    5. Trust no one.


    Everyday life on Pyria is an exhaustive and dangerous thing. One merchant said: "Its like the entire sphere carries a grudge!" That merchant was consumed by quicksand one hour later.

    Survival is key. Thus, to survive, we require air, water, warmth (clothing and shelter), food, and sexual partners. Living in Pyria one is bound two encounter shortages of at least one of these items. In fact, the best way to survive in a world so cruel, the best insurance, is to ensure you have plenty of children. Yes, breeding is key. Resources are likely to come and go but survival in a world with such low value on life is family. Thus, the races of the world BREED. They create vast bloodlines, dabble in eugenics, and find ways to ensure legacies exist beyond the typical mortals years. Those less squeamish or insatiable curious may turn to the arcane and divine magics of the world and attempt to become immortal. Liches are not unusual, but then again ageless monks are not unheard of either. Typically, creatures that feed on the energy and lifeblood, vampires for example, are a common escape from the clutches of mortality.

    For every person living that wishes to improve their way of life, there is someone equally willing to tear it down through selfish and destructive impulses. The Druids seek to avenge any slight against nature they see, humans & goblins wish to build and expand their cities at any cost. Elves massacre entire towns to The Old Gods while the Dragonborn seek to eliminate corruption from the world. The Minotaurs would see the world converted to Baphomet's service; the Mechanicum would consume it like a virus. Amazonians desperately try to lift their blood curse and slaughter innocents and malcontents alike. Among them the Satyrs constantly stir up trouble to maintain their power; the Zif try to understand the world they once knew; the devils work tirelessly to fulfill their end of a monstrous bargain with the distant dragons; the damned and undead to fulfill their hedonist desires no matter how much blood runs through the streets. Above them all the are gods, who either care far too much, or far too little. Even they who have manifested from the worship of their followers quake in the shadow of ancient, terrible entities beyond the reaches of space and time, The Old Ones.

    Pyria is a wild and dangerous world, with forgotten treasures and lands ripe for settlement or plunder. Its natural beauty is marred by the aberrant and the arcane, but to those willing to look beyond the tormented shell of this planet, there lies countless opportunity for wealth, glory and the promise of a legacy that will never fade.
    Last edited by Hazeeb; 2017-12-17 at 02:54 AM.

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    Reserved for "Magic and Technology"

    Spoiler: Cyclopean
    Show

    The Cyclops were unmatched masters of artifice, magic and technology. Their work was of such precision and quality that many vaults still hold working items from the fallen creator race.
    Technology of this magnitude is far beyond anything that currently exists today for Pyria. The closest and best researched race is the mechanicum, who spent hundreds of years reverse engineering their findings in the Southern Bloodlands. Massive vaults exist in Pyria that contain everything from super advanced weaponry to strange golems, to artifacts of immense and bizarre power. One would not be able to wield any of these items unless they were a cyclops, and as far as anyone knows, they are long extinct.


    Spoiler: Mechanicum
    Show

    The weaponry, armor, vehicles and artifacts of the Mechanicum all came from many years of intense study. It was only possible through the refinement of Red Mithral that the ancient artificers were able to create technology a fraction as strong or durable as their ancient predecessors. While the Mechanicum has been enhanced time and time again through their bodies and methods of warefare, they lack any effective aerial craft. Technology like this is usable either through the Exotic weapon/Armor (Technological) proficiency feat.


    Spoiler: Tauren Elementally bound items
    Show

    To be expanded and refluffed.

    Vehicles, weapons, armor and items.


    Spoiler: Modern day
    Show

    The current level of technology and magic has advanced into the Victorian steampunk theme for the human and goblin cities and colonies.

    To be expanded.


    Spoiler: Druidcraft
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    To be expanded


    Spoiler: Elvencraft
    Show

    To be expanded


    Spoiler: Amazonian
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    To be expanded
    Last edited by Hazeeb; 2017-12-17 at 07:00 AM.

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    Default Re: Homebrew: The Pyrian Sphere

    Geography and Notable locations

    Deserts:
    The Ashensands- A desert region of black sand, glass and rock plagued by supernatural spellstorms after centuries of warfare.
    The Necros Desert/"The Plague Dunes"- A cursed desert region that spawns masses of undead, disease and corrupted monsters.
    The Plains of Purple Dust- Adapted from FR. Home to a number of ancient ruins and vaults.
    Desert of Desolation- Adapted from FR.

    Mountains:
    The Devil's Maw- A massive ring of mountains that were artificially raised by Asmodeus in his pact with the dragons. They are infused with hellish corruption and completely circle The Southern Bloodlands with the exception of one besieged Mechanicum port.

    Plains:
    The Endless Wastes: A massive plainsland where little can be harvested and the water is salty. Adapted from FR

    Polar regions:
    The Ice Fields-A sprawling, rough sea of moving glacial bodies, ice flows and sheets of surface ice.
    The Northern wastes-Homeland to the Tauren Empire and Baphomet's Maze. Sparse, hold and nearly inhospitable.
    The Southern Bloodlands-Home to the Mechanicum and permanently stained crimson from red mithral deposits. Even the snow is red. This area is rich with ancient Cyclopeon technology.

    Magical:
    Starstone fields- These scattered sites are buried all over Pyria and tell of an ancient meteor storm of massive proportions that struck the Sphere during the tale end of the First Epoc. Ioun stones are thought to come from these places, or at least the magical theory and artifice behind them.

    Corruption:
    Cerebrotic Blots- Created artificially by Elves with successful eldritch rituals of sacrifice. Very difficult to cleanse. (adapted from dragon magazine #330)

    Weather:
    The Eye of Nocticula- A massive, unmoving hurricane with its eye centered above the Isles of the Damned.

    Artificial:
    "The Siege; The Trenches; The Savage Fields"- Located in the Ashensands in the northern territories, these are endless fields of trenches, ruins and battle lines formed by the Confederation to defend against the constant skirmishes and raids of the Tauren Empire. Massive clashes of armies and magic are common here and care must be taken to avoid wild magic from running amok. Too much wild magic usually results in massive magical spellstorms that turn everything within its reach into ash.

    Continents and landmasses:
    Argonnessen- Current home of the distant dragon lords. Adopted from Eberron. (North east continent)
    The Northern Wastes (North Pole)
    The Southern Bloodland (South Pole)
    Kentaurosu- Home of the Samurai Clans (center, offset from southern center continent)
    Center North Continent Jurath
    Center South Continent Chemeria
    The Shatter (Southwest continent the size of australia)
    Themyscira (Northwest large archipelago)
    Isle of the Damned (small archipeligo Center west)
    Last edited by Hazeeb; 2020-04-15 at 08:21 PM.

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    Default Re: Homebrew: The Pyrian Sphere

    Reserved for Cosmology




    Spoiler: Demiplane- The Citadel of Eternity
    Show

    Citadel of Eternity- Adapted from Manual of the Planes DnD 3.5
    A common legend states that all the winds of the Plane of Time orbit a single spot: the Citadel of Eternity. The nature of the citadel is unknown. Perhaps it contains the true secret of immortality, the fountain of ultimate youth, or the original creator of the cosmos. Other histories indicate that the Citadel of Eternity may actually be the physical incarnation of time's end—or beginning. To pass into the citadel is to move beyond the bounds of time itself. It is difficult to imagine what might lie beyond time. Perhaps the way leads to ultimate dissolution, or, as some researchers suggest, the Citadel of Eternity is the doorway into a manifest madness beyond the Dark Tapestry called the Far Realm. The area within a few hundred feet of the citadel is embedded in an extreme time wrinkle. For each minute that passes there, a year passes on the Material Plane.


    Spoiler: Demiplane- The Great Abyss.
    Show

    This Demiplane is the product of a cross between the Elemental plane of Water and the Plane of Shadow.



    Spoiler: Full Plane: Irix, the Feyblight
    Show


    This twisted realm is a collision between the Feywild and the Shadowfell eons ago. From it spawned the necromantic arch-fey and the undying court. There are remaining pockets of both the Shadowfell and Feywild realms in which either powerful creatures or dimensional barriers prevent them from being swallowed up into the Feyblight. The bulk of evil fey, fey kin and special undead come from this endless wound in the cosmos.

    Last edited by Hazeeb; 2018-01-14 at 06:20 AM.

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    Default Re: Homebrew: The Pyrian Sphere (Questions, opinions and ideas welcome)

    Reserved for GODS


    Spoiler: The Machine Goddess
    Show

    The Machine Goddess
    The Omnissiah
    Brigh, the Rusted One
    The Whisperer in Bronze (formerly)

    Once worshipped as Brigh, the Whisperer in Bronze, this goddess follwed her people on an exodus away from draconic persecution. Unfortunately after finding safety her worshipers became corrupted by Red Mithral, which corrupted her in turn. She changed from a gentle being of graceful clockwork to an creature of pistons, crackling electricity and rusted iron.

    Brigh demands her followers become one with her through trading flesh for machine. She demands this for all races worthy of joining her grand designs. Through this process she may see everything and hear everything within their minds as if she were standing beside them.

    The Omnissiah does not directly speak with anyone but her highest priests but has been known to infuse soldiers on the battlefield with "The Machine Spirit", and enabling them to act beyond the ends of their programming. Such an occurrence is viewed as the holiest connection one may encounter in service of the Machine Goddess.


    Spoiler: Bastet
    Show

    Bastet is the rarest of gods, a hold over from the Second Epoc when the Pharoac God-Kings waged war and bred the proto-races of today's world. She escaped the destruction of her fellows by hiding and maintaining her protection over her favorite animals: cats.


    Spoiler: Besmara, refluffed
    Show
    To be expanded


    Spoiler: Nodens
    Show

    Nodens- to be expanded


    Spoiler: Nocticula
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    Nocticula- to be expanded


    Spoiler: Achaekek
    Show
    Achaekek- to be expanded


    Spoiler: Asmodeus
    Show
    Asmodeus- to be expanded


    Spoiler: Calistira
    Show
    To be expanded


    Spoiler: Abadar
    Show
    To be expanded


    Spoiler: Zyphus
    Show
    To be expanded


    Spoiler: Groetus
    Show
    To be expanded



    Spoiler: Eilistraee
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    To be expanded
    Last edited by Hazeeb; 2018-01-07 at 11:14 AM.

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    Default Re: Homebrew: The Pyrian Sphere (Questions, opinions and ideas welcome)

    Reserved for "additional mechanics"

    Spoiler: Wild Magic effects
    Show


    (Wild Magic and Primal magic are essentially the same thing. I will be reviewing both systems closely in the future for final implementation. )

    Detecting Wild Magic Zones
    Wild magic zones are generally unnoticed until they make some spell or effect go awry. A character who views a wild magic zone with a detect magic spell detects the presence of magic on the first round and the existence of a wild magic zone on the second. If the character studies the area for 3 rounds, he can attempt a Spellcraft check (DC 25) to determine the exact borders of the affected area.

    Some clever wizards use existing wild magic zones to defend their towers or strongholds. With careful study, they chart the boundaries of the wild magic effect and then use this information to best advantage when fighting on their home ground against enemy spellcasters.

    Effects Of Wild Magic Zones
    Any spell or spell-like ability whose caster is within a wild magic zone is vulnerable to the effects of wild magic. (Wild magic does not affect supernatural, extraordinary, or natural abilities.) The caster must roll a caster level check (DC 15 + spell level). For a magic item, use its caster level for the caster level check.

    If the caster level check fails, roll on Wild Magic Effects to determine if the spell actually goes awry, and if so, how. Spells or spell-like abilities cast from outside a wild magic zone at targets inside the zone are not affected by the zone, nor are mobile effects brought into a wild magic zone. Only magic originating inside the zone is affected.


    Table of Wild Magic Effects
    d% Effect*
    01-10 The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it fails.
    11-25 The spell affects a random target or area. The DM should randomly choose a different target from among those in range of the spell or relocate the point of origin of the spell to a random place within range of the spell. To generate the direction in which the point of origin is moved randomly, roll 1d8 on the Grenadelike Weapons diagram on page 138 of the Player's Handbook. To generate how far the point of origin is moved from its intended position randomly, roll 3d6. Multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells, or by 80 feet for long-range spells. It is possible for the spell effect to extend outside the wild magic zone; however, its point of origin cannot exceed its range. If the result generated would do that, adjust the point of origin to the limit of the range in the randomly generated direction. Spells whose range is personal or touch simply fail.
    26-40 The spell gains the Living spell template and begins attack randomly.
    41-50 Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.) An item does not lose charges, and the use does not count against an item's or spell-like ability's use limits.
    51-55 The spell functions, but shimmering colors swirl around the caster in a 30-foot radius for 1d4 rounds. Consider this a glitterdust effect with a save DC of 10 + spell level of the spell that generated this result.
    56-85 The spell functions at increased strength. Saving throws against the spell suffer a -2 penalty. The spell is maximized as if with the Maximize Spell feat. If the spell is already maximized, this result has no further effect.
    86-95 The spell functions normally, but any material components are not consumed. The spell is not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.) An item does not lose any charges that would have been expended, and the use does not count against an item's or spell-like ability's use limits.
    96-100 The spell grows beyond the control of the caster and mutates beyond the casters control.
    Roll on the following table:
    1 Storm of Vengeance
    2 Ice Storm
    3 Volcanic Storm
    4 Whirlwind
    5 Fog
    6 Earthquake
    7 Fire Storm
    8 Meteor Swarm
    9 Sea Of Dust
    10 Curse of Fell Seasons
    11 Reverse Gravity
    12 Hunger for Flesh, Mass
    13 Blood Mist
    14 Tar Pool
    15 Summon Monster IX
    16 Hold Monster, Mass
    16 Icy Prison, Mass
    17 Suffocation, Mass
    18 Time Stop
    19 Phantasmal Killer
    20 Plague Storm

    An area dispel use of dispel magic cast into a wild magic zone causes magic in the area covered by the spell to function normally for 1d4 minutes. An area dispel use of greater dispelling causes magic to work normally for 1d4x10 minutes. A wish or miracle spell permanently repairs all wild magic zones in a 30-foot-radius area (or a 30-foot-radius portion of a larger wild magic zone).


    Spoiler: Canon fire
    Show


    Cannon Fire Cannons aren't meant for the level of combat most often experienced by adventurers, but there are situations where they might find themselves under cannon-fire, such as charging a castle, in the midst of a battle of sailing ships, or in the middle of a larger conflict. They are particularly bloody and deadly, often killing targets outright or dismembering them. Cannons cause damage in a specified area-of-effect, and require the gunner to make an attack roll to hit a specific set of squares or, in the case of bar-shot or gun stone fired into a battlefield, create a line of effect. An attack roll is still made against each target in the line, or to
    hit the target zone. When firing an attack along a line, the GM rolls initiative secretly for the attack, and resolves the attack at the secretly determined moment in the round, rather than the gunner's usual initiative. When targeting a zone, a critical hit indicates you select the square hit by the shot, any other hit selects the square hit randomly, and a miss uses the scatter chart, with the shot drifting either 1/3 the distance or 30 feet, whichever is more.

    Dismemberment
    Anytime a target takes more than 15 hit points of damage from a cannon or grenade and survives the attack, they must make a (DC 20 + number of hit points over 15) Fortitude save or suffer some dismemberment. The type of dismemberment should be determined by rolling on the following chart:
    Roll Result 01-05 Lost eye -1 to missile weapon attacks, -2 to Perception checks
    06-15 Lost ear -2 to Perception checks, -1 to Charisma checks without prosthetic or disguise
    16-25 Lost fingers -2 Dexterity drain, -2 to Dexterity based skills until drain is healed
    26-35 Lost nose -1 to Perception checks based on scent, -2 to Charisma checks without prosthetic or disguise
    36-50 Lost hand Double damage (reroll damage), cannot use two handed weapons without prosthetic
    51-60 Lost arm Triple damage (reroll damage), cannot use two-handed weapons without prosthetic
    61-70 Lost foot Movement reduced by half, character knocked prone, -2 Dexterity drain
    71-80 Lost lower leg Double damage (reroll damage), movement reduced to 5 feet, knocked prone
    81-90 Lost toes -2 Dexterity drain, cannot charge or use run action until drain is healed
    91-00 Lost leg Triple damage (reroll damage), movement reduced to 5 feet, knocked prone Limbs lost from cannon-fire can be replaced with a greater restoration, regeneration, or better spell. Alternatively, they can be replaced with a prosthetic. Ability score drain can be healed with a restoration or better spell, which replaces the lost digits.
    Last edited by Hazeeb; 2017-12-23 at 07:00 PM.

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    Default Re: Homebrew: The Pyrian Sphere (Questions, opinions and ideas welcome)

    Update:

    Replaced Humans and Goblins with The Confederation

    Added Half-Bloods for Genie-kin, asssamir and tieflings

    Updated the elves into The Elven Compact

    Added links to other related threads.

    Added "The Trenches" to notable locations.

    Added Mechanics for canons and wild magic

    Corrected the Ashensands to The Necros Desert

    Added the Northern Ice Fields to polar regions
    Last edited by Hazeeb; 2017-12-24 at 10:39 AM.

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    Default Re: Homebrew: The Pyrian Sphere (Questions, opinions and ideas welcome)

    Removed Centaurs from the Druids faction and gave them their own continent-Kentaurosu! This Oriental themed land will see Centaurs donning samurai armor and barding to fight amongst one another for the position of shogunate. Kitsune now have a specific place in the world, as well as tengu and several other species, classes and archetypes that I had not thought considered.

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    Default Re: Homebrew: The Pyrian Sphere (Questions, opinions and ideas welcome)

    Added Eilistraee to gods. She's pretty wickedly cool beyond the nude dancing.
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    Default Re: Homebrew: The Pyrian Sphere (Questions, opinions and ideas welcome)

    Added the Feyblight to Cosmology.

    Changed Continents to "Continents and Landmasses"

    Added several new items to Continents and Landmasses.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

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    Default Re: Homebrew: The Pyrian Sphere

    You said: "The God-Dragon Absu is dealt a blow so he splits into Tiamat and civil war engulfs all dragonkin." (I can't quote.)
    So... split into one being? Did you mean change, or was there a second being? Did you mean Bahamut and Tiamat or just Tiamat and he changed into Tiamat instead of "Splitting." Or where there other smaller parts?

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    Default Re: Homebrew: The Pyrian Sphere

    Quote Originally Posted by Fire Tarrasque View Post
    You said: "The God-Dragon Absu is dealt a blow so he splits into Tiamat and civil war engulfs all dragonkin." (I can't quote.)
    So... split into one being? Did you mean change, or was there a second being? Did you mean Bahamut and Tiamat or just Tiamat and he changed into Tiamat instead of "Splitting." Or where there other smaller parts?
    Excellent point. That is a grammatical error on my end. The origonal formatting did not transfer over so there are some inconsistances I've not worked out yet.

    There is a primary good dragon deity and Tiamat. I'd like to try something different than Bahamut for lore purposes. Other smaller deities and demigods will also be available when i can write them out and add them to the lore.


    Give me more questions!
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