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Thread: The old gods know your name
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2019-10-05, 02:34 PM (ISO 8601)
- Join Date
- Aug 2019
The old gods know your name
TLDR: I'm trying to create a world for magic of incarnum/akashic mysteries. I decided to use a derivation on the seven from game of thrones as a I'm going for a mostly medieval world.
Of all the material planes the scarred lands are said to be a prison amongst the inhabitants of the great wheel. The inhabitants of the scarred lands experience an unnatural pull unable to plane even in death. To leave Khaaran is only possible in the weak spots in the plane and only then in a body. As such the human inhabitants of the scarred lands have been almost replaced, Aasimar, Tieflings and Genasi have taken their place as the outsiders of the great wheel have sought to use the plane with their agents. The scarred lands have no realms of the, as such it may be the strongest land for incarnum. The souls work in other ways as well the great families of the scarred lands have gained help from those that they command in death in the form of mystical bloodlines.
History: The old gods of the scarred lands were long ago replaced by the seven a long time ago. The old gods that originated along with the lands were not good beings. Although, each had a positive side the old gods warred amongst each other using men as pawns. It would be the seven that usurped their power uniting the kingdoms against the old gods. The seven ruled for a golden age before death. Their legend claims the septums still hear their guidance and are graced with their power. The empire became fractured as outsiders from the planes sought more of the recources from the scarred lands. The Vitar family would rise to stop these incursions. The Vitar were powerful necromancers, pure humans without a touch from the old gods (this is debatable as current septums claim their founder read the third scroll of Plaxus). They too ruled for an age venerating the seven, but saw themselves as more powerful. The last king ruled more than the seven had ever hoped ruling all the lands from the north to south, from the coast and all three of the scars through the mountains to the far dessert. King Vitar L broke with tradition by killing his heirs and becoming undead himself. The Bannermen and the merchant classes rose in rebellion to defeat the Mad King. Little is known how Vitar was killed some say he was killed by a group venerating the seven, some say a new god threw him down, others say he escaped.
Recent times have been hectic, with the death or retreat of Vitar, the earth quaked causing massive landslides in the scars, reshaping the trade routes and access inside them. A kind of oligarchy was formed meeting once each year in the old capital based on new kingdoms.
Geography: The kingdoms exist in roughly the same climate and look of California. Coastal area dominated by tall mountains to the east roughly 50 miles separates these two areas. The scars are the recourse rich passes through the mountains. In the northern part of the mountains is a large glacier covering and stopping all passage, this glacier is slowly retreating revealing more of the mountain range. Three of the scars are prominent enough to host cities inside. The southern scar heads south into the range cutting its way east through the mountains into the dessert, it used to be filled with a great river that is slowly drying up as the glacier melt retreats further north. The cities of the southern pass have reallowed the merchant guilds back but reject the rule of the Bannermen. The middle scar is filled with caverns and cities and monsters with several winding paths through. The northern scar was the last to reopen and has just done so its winding passages and caverns and a land route to its cities has not been reestablished. This is where the adventure will begin.
The Gods
The seven are an interesting mix of ancestor worship and veneration for divine beings. They are the dominant religion throughout the kingdoms and the scars as well as the islands having shrines dedicated to them. As per tradition one of the old gods was the stranger on the seven very old temples still harken back to the stranger being one of the old gods.
The new god: The lord of light is thought to be a splinter group that only worships the father. Maester’s knowledgeable in ancient text see crossroads with this father and Pelor the burning hate. The common man however hates the undead and does not care of the danger of Pelors anger. The new god gave power to all classes of people to fight Vitar and his minions.
The Old Gods
Plaxus: Is the darkest of the old gods a force of pure malevolence. Plaxus is said to have no form to have existed as a pure spirit at creations beginning. Instead of taking form he created 7 scrolls that would create disaster when read. The first created disease, the second unleashed the aberrations from inside the scar, and third the undead. Various theories that other scrolls read brought creatures from the other planes, allowed the seven to die from aging and that stopped souls from leaving the scarred lands have all been theorized, though none have been proven.
Pelor: The burning hate was a weak deity for purity his domain has always been shrinking in these lands. His opposition to undead is the only reason the maesters recorded his rituals rather than let him be forgotten. His visage is that of an old knight in robes.
Luna: The fickle one the changing one. Of the old deities to join the 6 heroes to vanquish the dark gods Luna is the most likely. Luna has worshippers still hidden amongst the shapechangers in the scar.
The Drowned God: They say that the people of the timber isles worship a monstrous Kraken. The drowned god may be the only old god across multiple planes. The people of the timber isles claim that they were drowned sailors that washed up on the shores of the isles after seeing a sickening green light. These people still sometimes wash up along the shores proclaiming the supremacy of the drowned god.
Races: Tieflings, Aasimar, Genasi, Illumian, Lesser Giants, Uldra, Duskling, Changeling, Skarn, Rilkan
Classes: spheres of power, tome of battle, magic of incarnum, ranger, paladin, akashik mystery, binder, rogue, scout
Now just need to create and organize families/merchants and bloodlines for such as well as specific vestiges/bloodlines for the old gods. Decide if it would be worthwhile to add more old gods. Trying to find out if any of the 3.5 races were converted to pathfinder as I think I'll want to run the game in pathfinder. Its at least enough for more feedback.Last edited by Sutr; 2019-10-06 at 02:35 PM.
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2019-10-05, 04:33 PM (ISO 8601)
- Join Date
- Apr 2019
- Location
- Somewhere over th rainbow
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2019-10-06, 04:52 PM (ISO 8601)
- Join Date
- Aug 2019
Re: The old gods know your name
http://www.giantitp.com/forums/showt...elated-threads
http://minmaxforum.com/index.php?top...7133#msg317133
what came before above
bloodlines
Bloodline TEMPLATE
1: SKILL 1
2:
3: ABILITY BOOST 1
4:
5: AFFINITY +2
6:
7: SKILL 2
8:
9: ABILITY BOOST 2
10:
11: AFFINITY +4
12:
13: SKILL 3
14:
15: ABILITY BOOST 3
16:
17:AFFINITY + 6
18:
19: SKILL 4
20:
VITAR BLOODLINE
SKILLS: KNOWLEDGE RELIGION, KNOWLEDGE NOBILITY, KNOWLEDGE ARCANA, PERCEPTION
ABILITY: INTELLEGENCE, CONSTITUTION, WISDOM
AFFINITY: UNDEAD
ABILITIES: 1:TOMB TAINTED SOUL, 2:Skeletal Minion:
http://www.d20srd.org/srd/variant/cl...skeletalMinion
6: SKELETOL MINION +2 TO SAVES AND TURN RESISTANCE 8 SKELETOL MINION SPELLSTICHED(FREE) 10 SKELETOL MINION +2 TO WISDOM AND FAMILIAR INTELLEGENCE 12 +2 TO SKELETOL COMPANION WISDOM 14 +2 TO SKELETOL COMPANION WISDOM 16 +2 TO SKELETOL COMPANION WISDOM 18 +2 TO SKELETOL COMPANION WISDOM 20SPELLL RESISTANCE?
CURSE OF LUNA
SKILLS: SURVIVAL, PERCEPTION, KNOWLEDGE NATURE, ACROBATICS
ABILITY: CONSTITUTION WISDOM DEX/STRENGTH
AFFINITY: SHAPCHANGERS
2: ABILITIES: GAIN SHIFTING OF A SHIFTER 4: SHIFTER FEAT 6 EXTRA SHIFTER TRAIT 8 SHIFTER FEAT 10: OPTIONS 12 14 16 18 20 SHIFTER FEATS
OPTIONS, SHARE SHIFTING WITH MOUNT/FAMILIAR COMPANION, SIZE INCREASE, OTHER IDEAS?
BANNER: THE FLAYED MAN, The banner of the flayed man was the last to turn against the Vitar. They almost fought to the last being used as simple pawns for an agenda of a mad king. They now only have land on the most barren rocky coast of the south. The lords of the barren lands work as mercenaries to help keep their lands continue.
SKILLS: INTIMIDATE, BLUFF, SENSE MOTIVE, KNOWLEDGE ARCANA
ABILITY: CHA, STR, CON
AFFINITY CURSED INDIVIDUALS
2 HEXBLADES CURSE 1/DAY 4: 3/DAY 6: CHA TO DAMAGE TO THOSE EFFECTED BY A CURSE 8: IMPROVED CURSE 10: AURA OF UNLUCK 12 CURSE 5/DAY 14: AURA OF UNLUCK 3/DAY 16 GREATER CURSE 18:Imperious command? 20
BANNER:The blood red banner, leaders holders of the capital city. The Mishtai Karos took the capital city and has kept its many factions of maesters, septums and other nobles who wanted the city for themselves at bay.
Skills: diplomacy, sense motive, perception, martial lore
Ability: cha, str, wis
Affinity: people who have marched under the red banner
2: martial minor aura 4 major aura +1 6 second aura major and minor 8: Major aura +2 10: 3rd aura 12 +3 14: 4th aura 16: +4 18 5th aura 20: +5
1RST DRAFT FOR BLOODLINES: The first just needs to exist so the Vitar can come back and may need to be stronger or at least get int sooner. The second works better but would be better if it wasn't just feats. The flayed man works for putting hexblades back in the game which makes me happy at least. The goal wil be that tier 1/2 classes will get a minor bloodline for free. Other classes will get major for free perhaps with upgrades.