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Old 01-27-2011, 11:22 PM   Top  -  End  -  #1
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Lightbulb [Campaign Setting] A Dying Ember (updated)

A Dying Ember



An old, bloated sun turns in the sky. Its rays fall upon a world covered in thick, roiling clouds, making them glow a deep crimson with its wearied light. Continuous rain and snow fall from these clouds, like drops of blood from an unhealing wound...


Three thousand, three hundred and fifty eight circlings of the bloated sun, Døende Aske, before the Years of Frost (YoF), the Winterhaunt called forth a fracturing in the ice of a frozen sea. These powerful clerics, long since consumed and transformed into being of pure frost by their chill god, opened a rift, a mere fingerhold into the world from his bitter realm. But a finger was all that was required for the deity to manipulate the forces of nature.

For eight hundreds of years they had waited for the coming of the wandering star to approach. The star that flew with frozen dew upon its plumage. The feathery ghostliness it left behind it was the streaming of a cosmic blizzard and not flame, they were assured. This star was colder than the deepest ice of Hearth. And so with intricate measuring they awaited its closest passing and so began their ritual. With but a nudge the power of the frozen altered the comet's direction. It streaked down towards the great icy ocean of the south.

The impact was so great that not only did it pierce the ocean, but it delved deep into the crust itself. A great wave of ice, soil and water lifted up and froze, forming a mountain that reached past the clouds. The center of the peak sloped within itself straight down for miles. At the bottom lay a vast portal that connected the prison plane of this deity with that of Hearth. From this portal erupted His Will. His worshipers rejoiced while the others of the world reacted with terror.

The impact caused flooding for hundreds of miles past their original boundaries, and dust and water vapor within several weeks completely surrounded the planet. Blocked from sight was the view of the great red sun for centuries to come.

The victory of the Winterhaunt was not complete however, for the followers of Nor, those lovers of life, light and warmth, and the greatest of the druids from all corners of the globe, came together. With their combined efforts the stone below the feet of much of the world was shifted, and heat allowed to flow nearer the surface. Volcanoes were reborn, hot springs bubbled, and geysers erupted. Millions of people scattered across dozens of races perished. Those who survived either adapted and learned to thrive in the frostfell, or they congregated together and built towns in harmony with the life giving heat from below.

-=-=-=-=-

Timeline
Spoiler

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Old 01-27-2011, 11:25 PM   Top  -  End  -  #2
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Index
A Collection of Knowledge


World of Hearth

Ever Dusk
  • Azure Floe
  • Poqt
Forgotten South
  • Croakine
  • Darkfalls Rift
  • Niglitok
  • Southern Sea
  • The City
Ochine Ocean
  • Fevered Mount
  • Pekaline Island
  • Swiftly Rising
The Ring
  • Chaunelfiel (Emp)
  • Gade's Plateau
  • Gelid Falls (Emp)
  • Lake Soothing (Emp)
  • Licc
  • Longhouse
  • Lurkstock Moors (Emp)
  • Red Dew Forest
  • The Pass
  • Vale of Harmony
Edges of the Map
  • Mountain That Walks

Fires of Life
  • Arcadian Holly
  • Aurcach
  • Aurochs
  • Biting Wind
  • Blizzard Willow
  • Bloosnjor
  • Chill Scattered
  • Crystal Woman
  • Death Dew
  • Dewmoss
  • Essence of Pharos
  • Flash Herring
  • Fringe Penguin
  • Frosti
  • Froutmooth
  • Gjósa
  • Hidden Stream
  • Hyperborean
  • Lady Blackscuttle
  • Leather Dread
  • Light of the Ancestors
  • Myconid, Deathcap
  • Red Man
  • Riverbeast
  • Sea Froth
  • Skrytinn'kanina
  • Snowy Dove
  • Storyhunduy
  • Stranger On the Shore
  • Teaxi
  • Toxdra
  • Vicious Longleg Swarm
Templates
  • Bitterborn
  • Cold Blooded
  • Heartsblood
  • Faerie Courtier
  • Immortal
  • Pelt
  • Seadreamt
  • Survivor
  • Tapper

Peoples of Hearth

Races of Man
  • Human
    - Imperial
    - Liccan
    - Longhouse
    - Poqtian
  • Cheval (mirror-touched)
  • Darfellan
  • Free Peoples (half-orc)
  • Goliath
  • Okilei
  • Others (mongrelfolk)
  • Raptoran
  • Shifter
  • Somnambul
  • Wild Children (Fey-Touched)

Races of Purity
  • Dwarf
    - Common
    - Dream
    - Duergar
    - Glacier
    - Midgard
  • Kenku
  • Trlleeltrlaa (Trufflefolk)

Whispers of the Skalds
  • Emporer Laffin
  • Harkottotom
  • Mahogany of the Many Trails
  • Salkin Motard
  • Warlord Teh

Faiths of the Frost
  • Harkattotom
  • Saga
  • Sonlayahonhilaiouyatauya
  • The Gurgling God
  • The Queen of A Thousand Roots

Classes of Hearth
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Psionicist
  • Ranger
  • Rogue
  • Sorcerer
  • Wizard

New Prestige Classes
  • Biting Wind
  • Blue Phoenices
  • Cold Ken
  • Dark Waltzing
  • Demolisher
  • Goodwife
  • Horizon Walker
  • Knight of the Golden Orchard
  • Lichenfriend
  • Monstrumologist
  • Ohrwurm
  • Storyhost
  • Surrealist of Karribi
  • Xenoxera

Ways of the World
  • Feats
  • Powers
  • Skill Tricks
  • Spells

The Golden Kettle
  • Glycerol Glands
  • Firesoak Silk
  • Blizzard Willow Nectar
  • Red Dew

Winds From Beyond
  • Terene
    - Faerie (Plane of Fey)
    - Noc (Plane of Shadow)
    - Spec (Plane of Mirrors)
  • Afterlife
    - Spirit World
    - Heavens
    - Hells
  • Elements
    - Air
    - Earth
    - Fire
    - Metal
    - Water
    - Wood
  • Introvertia
    - Region of Dreams
    - Mindfields
    - Twilight House

Orsa, Plane Before All Planes

The Many Dangers of Hearth
  • Freezing
  • Queen of a Thousand Roots
  • Burning

Last edited by The Vorpal Tribble : 02-13-2011 at 12:00 AM.
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Old 01-27-2011, 11:28 PM   Top  -  End  -  #3
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Hearth
Spoiler


Hearth is a very cold world. And wet, oh so wet. The rain is ever present, whether it take the form of a light mist or a roaring blizzard. The sun is but a red myth beneath the unabating cloud cover. And always there are the mountains, many pouring with icy waterfalls into equally icy rivers. A thousand or so mile band of green encircles the equator where temperatures normally remain above freezing year round. Most of this green is in mountain valleys, for very little in this world approaches flat.

Slightly over 40,000 miles around the equator, Hearth is vast in area, though comparatively scarce in metals, so as the world's gravity is only marginally increased. This increased gravity is just enough to put a heavier frame of muscle on its inhabitants.
The sky is moonless, though a super abundance of stars in the sky shine brighter than a full moon every night. With the cloud cover, however, the nights are dark indeed. The darkness glows with foxfire and fungi, as well as nocturnal creatures adapted to the pitch of Hearth's nights.

The impact of the comet, instead of knocking the planet askew, straightened it, so that no seasons exist as we know them, and at the poles the sun never truly sets.

The sun of Hearth, called Aske Døende, or Dying Ember, is a red, bloated sphere that takes up a tenth of the sky. It is an old sun that sometime in the far future will engulf the world of Hearth, and all will perish.


-=-=-=-=-=-

Ever Dusk
- Azure Floe
- Poqt

Forgotten South
- Aeviwood
- Croakine
- Darkfalls Rift
- Niglitok
- Southern Sea
- The City

Ochine Ocean
- Fevered Mount
- Pekaline Island
- Swiftly Rising

The Ring
- Chaunelfiel (Emp)
- Gade's Plateau
- Gelid Falls (Emp)
- Lake Soothing (Emp)
- Licc
- Longhouse
- Lurkstock Moors (Emp)
- Red Dew Forest
- The Pass
- The Tangle

Edge of the Map
- Mountain That Walks


Emp = Empire of Laffin

Last edited by The Vorpal Tribble : 02-09-2011 at 07:18 PM.
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Old 01-27-2011, 11:29 PM   Top  -  End  -  #4
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The Ring


The Ring is a 1,000-2,000 mile wide band of greenery that extends around the planet's equator. Here temperatures are merely cool other than cold compared to the rest of the world, generally remaining above freezing even at night (standard average temp 55-60 degrees Fahrenheit). Cold rainforests are the norm, slowly giving way to vast boreal forests at the borders. In these areas life is rampant, if always somewhat damp. Mushrooms and other fungus grow in a profusion difficult to comprehend, for in the ring, if it is not regularly cleaned, something will eventually grow upon it. Many of the world's diseases can be healed by one knowledgeable in their medicinal purposes. On the flipside, the most common ailments are also of fungal origin. Skin diseases and those of a respiratory nature from spores are the cause of 99% of natural illnesses.

This is where the majority of Hearth's races exist. Under the rule of Emperor Laffin, roads have been stretched more than halfway around the Ring, connecting many long forgotten cities and villages to the mainstream of civilization.

Gelid Falls
- Lurkstock Moors
Spoiler


Chaunelfiel
Spoiler


Emperor's Highway
Spoiler


The Pass
Spoiler
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Old 01-27-2011, 11:30 PM   Top  -  End  -  #5
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The Ring continued...

Licc
- Gade's Plateau
Spoiler


Red Dew Forest
- Longhouse
Spoiler


The Tangle
Spoiler


Vale of Harmony
Spoiler

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Old 01-27-2011, 11:39 PM   Top  -  End  -  #6
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The Ring continued...
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Old 01-27-2011, 11:43 PM   Top  -  End  -  #7
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The Ring continued again...
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Old 01-27-2011, 11:44 PM   Top  -  End  -  #8
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Ochine Ocean

Stretching from the southern icefields and on to the north pole the Ochine is a vast ocean that nearly splits the world of Hearth in two. It is quite narrow compared with its length, though still averages out at four thousand miles in width in most places. The Ochine is the only actual ocean upon Hearth. Thousands of rivers empty out into this ocean, whose shores are as irregular and jutted as a battered blade. Peninsulas and bays are so numerous that an immortal would be hard pressed to map them all. Vast forests of giant kelp thrive in the cold waters and can extend for thousands of miles.

Though thunderstorms and windstorms are quite common, if not the norm, upon the Ochine, hurricanes are extremely uncommon, for very rarely can the water warm itself to sufficient temperatures to begin formation. Hurricanes upon the Ochine are generally considered a sign of impending misfortune for the world as a whole.

Because of the nearly constant cloud cover, it is extremely difficult to navigate without constellations. Thus sailors of the Ochine use the sun in the daytime, and navigate by the Flash Herring, vast schools of wondrous fish that float upon the magnetics of the world. Depending upon the longitude and latitude their colors change in a way which can be read by a seasoned salt.

The dominating lords of this ocean are the whales, porpoises and belugas, that thrive in the vast chilly waters in extended pods that number in the thousands. Darfellans and Maenads populate many of the island chains that spot the Ochine.


Fevered Mount

Spoiler



Swiftly Rising
Spoiler

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Old 01-27-2011, 11:46 PM   Top  -  End  -  #9
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Ochine Ocean continued...
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Old 01-27-2011, 11:47 PM   Top  -  End  -  #10
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Region of Everdusk

The Everdusk region is consists of the upper quarter of Hearth, where a perpetual twilight always reigns, and the skies are continuously lit with a never-ending sunset. It is a realm where few live for the terrible temperatures here, but is far more extensively explored and colonized than the south.


Azure Floe
Spoiler



Poqt
Spoiler

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Old 01-27-2011, 11:48 PM   Top  -  End  -  #11
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Forgotten South

The Forgotten South is the southern frostfell of the world. Here was what took the brunt of the disaster from Nor's comet. It is a land of cold far more piercing than anywhere else on the world, populated by the fiercest beasts, orc and shifter clans, and horrible storms that feed on wanderers. Massive quakes the shook the entire world split deep clefts, and cracks in reality itself opened and influenced the land around it. And to top that, far, far into the south it is said the Winterhaunt themselves live where no man, no matter his fortitude, can survive.

It is named the Forgotten South, for all that remains of the knowledge of this hostile land are tales and rumors, horror stories passed down over the millenia. And of the few with curiosity powerful enough to drive them to answers, fewer yet return.


Croakine Colonies
Spoiler


Darkfalls Rift
Spoiler


Niglitok
Spoiler

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Old 01-27-2011, 11:49 PM   Top  -  End  -  #12
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Forgotten South continued...
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Old 01-27-2011, 11:50 PM   Top  -  End  -  #13
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Edges of the Map

There are places above, below and about Hearth, that while still a part of it, are unlikely to be found on any map.


Mountain That Walks
Spoiler

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Old 01-27-2011, 11:57 PM   Top  -  End  -  #14
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Fires of Life
Hearth Bestiary



Aberration
Aberrations upon Hearth are just as their name implies, life of an aberrant order. Aberrations have been grown or created, but none are truly native to Hearth, none having evolved from its soil.
Most of this type are the offspring of the original lifeforms of Orsa that escaped or survived the primeval plane's evolution into the Multiverse. Upon returning, or in their damaged, reduced state, those that would one day be known as the Elder Evils spawned life onto this new place in ways varied and horrible. This life was nothing like they should have been, barely surviving this new state of existence. Only the toughest and most adaptable lived, and that in a twisted, stunted state compared to their god-like parents.

Animals
Animals are the main fauna of Hearth, having evolved here naturally without the influence of magic or psionic spark of mind. They range from the tiniest shrews and salamanders to the great blue whales and rocs. These are the native children of the world.
Within the Ochine flourishes many of scale and fin, but the undisputed masters of the waves are the whales, a pod of which can take on the greatest foes from below.
Upon land near everything has some kind of rain-shedding covering, usually in the way of fur or feather, most of both capable of producing waterproofing substances of some kind. Thus even in the mightiest storm, within they are dry and their skin clean of fungal infection.
Of reptiles and things of scales there are practically none. A very few lizards survived below in the warmer caves, and a few more within the warmest locations of the Red Dew, but they are few and their numbers grow smaller.


Construct
Objects crafted and given life by the design of a higher lifeform, constructs are not common in this land of corroding rain and flourishing fungi. Only the clever dwarves and the advanced humans of Licc are known to dabble in their construction in any great numbers. Still, they exist in almost every society in some manner, given a semblance of life and set to work. Rarer yet are those of anything approaching sentience, and few of those of the intellect of man. Still, thinking machines in some small number exist, though none to date have shown the imagination or spirit of their fleshy masters.


Deathless
Of the all the types of Hearth, the Deathless are by far the most uncommon. Unlike the ways of undeath that are pulled kicking and screaming back to a pseudo-existence or committing blasphemous acts to gain the powers of Hell, Deathless have gone to a rewarding eternity within the Heavens. Only through a great act of love or charity can their body be revived, filled with the positive energies of the upper planes. They perform deeds that are urgently required, tasks so urgent that their spirits cannot fully rest while they remain undone. Once this task is finished most then return, fully at peace. A rare number however forgo bliss for a longer stay on Hearth so as to continue aiding others, or furthering the cause of Heaven. These martyrs are assured a place of noble standing when they deem their tasks done, though must always do so out of good will, not a wish to gain prestige.


Dragon
Dragons do not exist upon Hearth, nor their ilk, and nothing hints that they ever have. If through time and disaster they have been forgotten, and their traces erased, it was likely long before mankind walked the sphere.


Elemental
Life composed of the basic building blocks of existence, powered by a tie to the energies at the root of all things, elementals are a common form of life on Hearth. Though the planet has always been strongly connected with all the elements, it was once the druids opened the ground to the heat below that the elementals came into their own, especially those of fire and earth. While earth had always been strong above, and fire below, the latter was not nearly so common or powerful in the perpetual downpour. Thus all elements now can be found, or as often, combined.
Metal, while originally of the basic four, was refined and improved upon by dwarf and man, becoming something new. From earth came steel, from the water came blue ice and riverine, from wood comes ironwood.
Wood is also an important element, bringing the total of elements to six.


Fey
Fey are perhaps one of the most important and prosperous type of life on Hearth. They exist where most life cannot, from the deepest ocean rift, to the clouds themselves. They can be found within the very core of the world as well as the forests and mountains.
What fey truly are is protection. As soon as the first Elder Evil forced its presence on the multiverse so began the multiverse to produce life to combat it. Such are the fey, literal embodiments of life and what the multiverse have to offer. They are element and mind, evil and goodness, flesh and death, spirit and curiosity, wilderness and civilization. They sprung from the will of this new existence, producing them for self preservation from the cancer of the Old Order like a sort of antibody. They command the natural ways, the fundamental ways of all the rules and laws, and they make sure they are heeded.


Giant
None are quite certain where giants came from, but they can be found in many locations on Hearth, great, hulking brutes. Some think they descended from the original neanderthals, as they are capable of breeding with man, but this theory is largely speculation by the few who bother to consider them at all. Most simply avoid them if possible. Most seem to have a taste for man's flesh, though are content to subsist on practically anything. Ice giants in particular are found in the southern frostfell, while hill and cloud giants occupy the mountain cliffs.


Humanoid
Spoiler
The humanoid form is the favorite form of sentience on Hearth, with nearly every truly thinking race having it in some fashion. Of man and his sub-races the shape is taken, though in the way of dwarfs it is only coincidental that they share the same body. Others say it is more than that, that the wise apes of the mountains and the nymphs they bred with to produce humans were particularly encouraged so as to have a shape that was an improvement on the squatness of the dwarven peoples.
The kenku are only vaguely of the same shape, in having two arms and legs and a head, but that is basically where the similarities end.
Trufflefolk only take the form out of habit and a wish for the adaptable mobility the form offers. There growth could take nearly any direction, but it is this most choose. Still a number, often mentally unstable, are little more than crawling lumps.


Magical Beast
When animals are touched with magic or the spark of psionics they often become natural beasts. Most are races evolved with the flow of natural magics, and are thus found most often living near the homes of fey, but range broadly as well. Since the additional abilities and strengths are conducive to their survival, magical beasts are quite common upon Hearth, especially since the Years of Frost.


Monstrous Humanoid
Spoiler
Through a coincidence of nature, or a mockery of it, there are many creatures of Hearth that while bearing no ancestry with mankind at all, they nonetheless possess attributes that have a startling resemblance.
Others are a mistake or curse of spells and powers, or simply unusual breeding that bind man with the form of another, producing such of those as merfolk and tauric creatures.
Whatever the reason, they exist to both amaze as well as disgust mankind with their close but skewed likeness.


Ooze
Oozes may have been the first life on Hearth that ever existed. They may be all that existed when the earliest Elder Evil came to the world, when water and ice covered all. There in the depths of the endless ocean they came to be. Most evolved over time into other forums, but a large number remain as they have since the beginning, blobs of proto-flesh or tiny organisms that combined to form the ooze. In the deepest caves and seas they are often found, though many have adapted to survival on the surface or absorbed elemental and natural magic to become a new form.
Living spells are known to crawl about certain locations upon Hearth where the great powers of druid and cleric split the land for warmth.


Outsider
The multiverse has a number of locations which are not of the material, but instead a distillation; an untainted, uncombined, unadulterated portion of the basics that form existence.
Here mind grew from the basic substance, producing angels from the heavens, fiends from the hells, (un)seelie of fae, and nerrah of spec, and elementals from their respective planes just to name a few. All these peoples are from beyond the boundaries of material existence, beyond distance and time. They are what grow Outside.


Plant
While fauna grows in great numbers of all sizes from all places, it is plants that rule Hearth, as they have since the beginning of time. They occupy every link of the food chain as both prey and predator. They might be tree, fungus or lowly algae, but they manage to survive practically everywhere, growing on everything. They form forest and field, crop and orchard. Most plants upon Hearth grow much larger, darker leaves to catch every spark of the low light. Many have evolved to become symbiotic or parasitic to insure their survival, while others need the sun not at all, such as some predatory plants and fungus. It is fungus that truly thrives upon Hearth, since long before the first photosynthesis occurred.
The Queen of A Thousand Roots would see these as the only life on Hearth, all warped to become a thing like it itself is, harking back to the ways of Orsa. However, in their small way they fight back, though plants are meant to adapt and survive, and so if the battle becomes too hard they will give in. They have not thought, and thus there is no care as long as it survives. This is how the Tangle continues to grow and thrive.


Undead
Undead are all too common in the deep frostfell, where mass pain, misery and death resulted in these mockeries of life. Not the mere souls of the Spirit World, undead are filled with the unholy vitality of the Hells and little good comes of their existence. Despite this many have gone to the way of undeath even by their own choice so as to continue on forever. Some even force it upon others so that they may use the restless spirit as little more than a tool or beast of burden that needs no upkeep or feeding.


Vermin
Like animals, vermin are a natural lifeform of Hearth without supernatural abilities. They are however of a lower order, possessing nothing but sheer instinct. Though their numbers were greatly reduced since the Years of Frost, they still outnumber all forms of life but that of plant. They may subsist on practically any substance and adapt to any environment. Of the realm of fauna they have a humble mastery.



Templates
Bitterborn
Cold Blooded
Heartsblood
Immortal
Pelt
Seadreamt
Survivor
Tapper

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Old 01-28-2011, 12:03 AM   Top  -  End  -  #15
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Default Re: [Campain Setting] A Dying Ember II

Peoples of Hearth

The peoples of Hearth are predominately Dwarven or Human, the latter of which have split or bred themselves into a great many subcultures. Humans themselves are furthermore a subset of another cross breed that produced the most adaptable of all. The others fill their own niche more completely than humanity, and better, but outside of it do nowhere near as well.

Spoiler


Hiarchy of Strangeness
  • Utlännings are strangers from one's own race but of the same nation or culture.
  • Framlings are strangers who are of one's own species but who are from another nation or culture.
  • Ramen are strangers from another species who are capable of communication and peaceful coexistence with humanity.
  • Varelse are strangers from another species who are wholly alien and not capable of communication and/or peaceful coexistence with humanity. There may or may not be violence involved. For example a wild animal would be varelse.
  • Djur are the dire beasts and slavering monsters that prey on humanity.
  • While they may possess intelligence, a djur brings nothing but death and destruction.


Races of Man
-=-=-=-=-=-=-=-=-=-


Human

Spoiler


-=-

Cheval (ramen)

Spoiler


-=-

Darfellan (ramen)

Spoiler


-=-

Free Peoples (ramen)

Spoiler


-=-

Goliath (ramen)

Spoiler


-=-

Okilei (ramen)
(Oh-kee-lay)

Spoiler


-=-

Others (ramen)


Spoiler


-=-

Raptoran (ramen)

Spoiler


-=-

Shifter (djur or ramen)

Spoiler


-=-

Somnambul (ramen)

Spoiler


-=-

Wild Children (any)

Spoiler


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Old 01-28-2011, 12:04 AM   Top  -  End  -  #16
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Races of Purity

The dominion of the delving Dwarf, the wandering curiosities of the Kenku, and the trilling truffles known as the Trlleetrlaa...

These three peoples are known as the Pure Races, those without any human blood in their ancestry.

-=-=-=-=-=-=-=-=-

Dwarf (varies)

Spoiler


-=-

Kenku (ramen)

Spoiler


-=-

Trlleeltrlaa (ramen)
(truh-lee, trah-la)

Spoiler

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Old 01-28-2011, 12:10 AM   Top  -  End  -  #17
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Whispers of the Skalds

There are many famous people in the history of Hearth, and many still stand today. Each of them has their history, their triumphs, their claim to fame. Some information is known to many, while others have their deep secrets.


Emperor Laffin
Spoiler



Harkatottom
Spoiler



Mahogany of the Many Trails
Spoiler



Salkin Motard
Spoiler



Warlord Teh
Spoiler

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Old 01-28-2011, 12:11 AM   Top  -  End  -  #18
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Faiths of the Frost
(Deities and Godminds)

Within this multiverse there are four types of overpowers.
  • Deities: These are personifications of the powers of a Higher or Lower Plane. Many have existed since Orsa evolved into the multiverse as its now known, an aspect of the plane that once was. Other deities have since come into being, generally the children of these overdeities, or mortal or semi-mortal beings who ascended to godhood through the belief of their worshipers.
    Deities do not require worshipers to exist, but they are greatly empowered by them and are concerned in their day to day lives.
    It is said that all the good-aligned deities together are but aspects themselves of the Almighty, a being beyond them and of them.
    All the evil-aligned deities in turn are but aspects of the Adversary, a creature of conflict and death.
  • Elder Evils: These creatures are lifeforms to lack of a better word, that formed from the plane of Orsa. Through many different ways they managed to survive transition and now exist within the multiverse in a considerably weakened state. Despite this state, even the weakest Elder Evil is the match of any several overdeities. Most wish to destroy this new realm and return it back to the rules of the Old Order, or at least twist it to suit their needs. Though many are worshiped, it is not belief that lends them strength.
  • Godminds: Godminds are formed solely from the belief of others, or more commonly, from the thoughts of others. Godminds are the deities of the Region of Dreams. A number of godminds were produced solely by the collective minds of strong psyches that became the godmind itself, while others generate it while not being a physical part.
  • Primals: Primals are the overpowers of the elemental planes, made of the most basic of physical existence. They are in constant ebb and flo with one another, sometimes in opposition, others in partnership, each depending on how balance is being maintained. Primals need no worshipers and care nothing for the ways of man.






Harkatottom
Demi-God (Chaotic Good)
Spoiler



Karribi
Greater God (Neutral Good)
Spoiler



Saga
Intermediate God (Neutral Good)
Spoiler



Sonlayahonhilaiouyatauya, the Frigid Bitch
(Sone-lay-ah-own-hee-lie-ow-yay-ta-oo-yah)
Lesser God (Lawful Evil)
Spoiler

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Old 01-28-2011, 12:13 AM   Top  -  End  -  #19
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Faiths of the Frost
(Elder Evils)



Nor
Spoiler



The Gurgling God
Spoiler



The Queen Of A Thousand Roots
Spoiler

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Old 01-28-2011, 12:21 AM   Top  -  End  -  #20
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Classes of Hearth


Barbarian

Life is hard upon most of the face of Hearth, and it's the tough that survive. The Barbarian way is that of strength, and the rage and brutal training it provides makes it the most common path to take.
Shifters, orcs and humans often resort to barbarity, especially in the Frostfell. Half-orcs are commonly barbarians as well, but they are less led by fury and more that of passion.
Shifter and orc barbarians have recently joined under the banner of Warlord Teh, and it is feared he will someday have the strength to overturn the Empire.
Totem barbarians are frequent amongst shifters, revering the spirit of the creature that fills them.
There are no ape, dragon, or serpent totems.
Additional Barbarian Totems
Spoiler



Bard
Story and song connect all living creatures. It inspires, it teaches, it comforts, and it influences. Those who yield this power builds bridges between others and close distances once thought beyond reach.

In a place as large as Hearth and with towns few and far between, the bard's task of bringing news and battling stagnation of thought and culture is an important one. Only the rangers come close to the distances they travel, and no journey is without peril.

Bards are most common amongst humans, who are the greatest story tellers of the lands and those with the strongest will to bond and build. Half-orcs are also noted musicians, particularly of percussion. The greatest of singers however belong to the Darfellan, though rarely are their melodies appreciated by those earthbound.


Cleric
In a land so cold and life so difficult upon Hearth, faith helps one through the hardships. To know they are being watched and guided and matter aids the burden.

Clerics are those who have given themselves wholly to a spiritual power and through them gain strength and power to forward the plans of their deity. Be they of evil intent or unimaginable love, there are those who will worship.

Nearly all of the races have a large population of those that revere a higher authority. Humans are most commonly drawn to those of goodness and comfort, while orcs and shifters prefer those of strength and ferocity. Dwarves are the exception, being almost without fail rigid agnostics. They know that gods exist and there are great powers beyond, but they feel no urge to give them their hearts and souls. The midgards were cast down for their refusal to pledge allegiance, and so it continues with their descendants. Dwarves become spirits of the earth, and many elementals, fey and undead creatures of stone and ice were once dwarves. Only once the Mountain That Walks comes over them will they be brought to their eternal home, becoming a Midgard themselves.


Druid
Druids are the stewards of Hearth. They above all seek to maintain the natural balance of life, though the ways in which each druid see to this task varies considerably. Because of this druids are rarely trusted until they have proven themselves. Some see only the balance as a whole, the parts matter little, so that the destruction of a town for the good of the area may be an appropriate response. Others revere all life as sacred and worthy of protection, and those of intelligence worthy of the most respect and dignity.

Druids are the most widely spread class upon Hearth, from the impossibly cold poles to the great Ochine ocean they are to be found. They are the guardians of many secrets, and through their powers much of the past has been preserved until the equilibrium of the world can be restored and warmth be balanced with chill.

It was they who performed much of the magic required to bring the heat from below to warm the surface and as such they are hated by some and held in awe by others.


Fighter
Fighters are masters of the extended claw and tooth. They may guard against the hungry beasts and protect the families or be ruthless mercenaries, fighting for whoever has the gold. Regardless of their reasons, they are the weapon wielders, and with the care it takes to maintain them in the conditions of Hearth they almost seem to become one with them.

This bond and the epic nature of Hearth combines to make any fighter a warrior of great renown.

In A Dying Ember, to keep Fighters up with such classes as those from Tome of Battle, their weapons are all considered potential Legacy weapons. The exact nature of the legacy depends on the use the fighter has had for the weapon, with DM approval.

They automatically gain the Least Legacy feat at 5th level, Lesser Legacy at 11th level, and Greater Legacy at 17th level.


Monk
Monks are almost exclusively found within the Tomonyok mountain range where Licc and its surrounding settlements are found. Disdaining material wants and attempting to focus on humility and discipline, the ancient ways of the religious sects developed a strengthening of the mind and body. The basics are taught to all of the peoples, that they may achieve strength and control of themselves in day to day life.
They believe that drugs may not be required to achieve the state of mind necessary to tap their limitless potential.
Through this discipline their bodies were also honed. As a side effect of this, a fighting style and channeling of ki was subsequently developed, and thus the way of the empty fist was taught it to any who had the discipline. Those who follow the path to this discipline became known as monks.


Psionicists
Since the beginning of the years of frost human psionicists seemed to spring up overnight upon Hearth. The foremost conclusion is that it was man's way of adapting to the suddenly inhospitable world. Through this control bodies could be adapted to the chill, and even to thrive in the new conditions. Minds could be connected and draw peoples together.

Psionicists in fact are almost exclusively human, the pinnacle of the adaptability that defines the race. Dream dwarves are also well known for their mental prowess, first developing them through extended living amongst deep crystal.

Ranger
Rangers are much respected upon Hearth, with the ability to live off the land and pass through snowfields with no trace. They, like bards, travel too and fro, though are more likely to take up residence in an area than pass frivolously from place to place. They are often the first to give warning of danger and their ability with the bow despite the dark and rain is legendary.


Rogue
With the constant slippery dampness, the all-telling snow and the finger-stiffening cold, it's difficult to be a rogue on Hearth. Actual burglary and house-breaking is rare. Instead, thievery tends towards more refined methods. Instead of lock picking, sneaking and hiding, the Hearth rogue prefers counterfeiting, bluffing and diplomacy. The manipulation of the person and the laws are the standard.

With few large cities, only a few choice places can hide the acts of a rogue. Gelid Falls hosts quite a number, though in Licc it has risen to an art form. Oddly enough it is the dwarves whom are the most common rogues, at least underground. Their stability grants them balance and their prowess with mechanisms and traps is legendary. As such it is they who are often the most sure fingered and stealthy.


Sorcerer
Sorcerers are the most common of the arcane magic users. They have surfaced all the more often since the fall of the comet amongst human. It is speculated this may be because of the great surge of magic that brought the comet, as well as that which saturated the world to bring up the heat from below. Others feel it is a way of adaption.

Sorcerers tend to be at least as respected at wizards, the latter somewhat less so due to their bookish ways. However, all arcane magic is held with some suspicion for their odd requirements and the strange rituals behind them.


Wizard
Wizards are a rarity upon Hearth, where most abilities spring from instinct or as a result of a higher power. Few indeed have both the intelligence and the idle time to learn and pursue the knowledge to become a true wizard when most merely attempt to survive.

As such, wizards are born almost exclusively amongst the nobles and rich amongst humans. Dwarves are the most common wizards, and it is said there is a great hall of mages below that will occasionally take in a human prodigy, provided they are willing to withhold from seeing the sun for many years. In fact, it is the dwarves who developed the runes allowing spells to be written down. Some even say the rule over arcane magic was discovered by the midgard before the world even formed, while they still remained in the upper planes.

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Old 01-28-2011, 12:22 AM   Top  -  End  -  #21
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Classes of Hearth continued...
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Old 01-28-2011, 12:25 AM   Top  -  End  -  #22
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Prestige Classes of Hearth




Biting Wind
  • Common Races: 86% glacier dwarf, 10% common dwarf, 3% human (imperical) 1% human (longhouse)/wild children (cold fey-descended)
  • Chief Location: Azure Floe - The Biting Winds of Hearth are limited almost exclusively to the great sea of blue ice within the northern Everdusk Region. Occasionally the discipline is seen amongst the frozen regions of the Ochine.

Cold Ken
  • Common Races: 75% human (imperial), 12% wild child, 10% glacier dwarf, 1% common dwarf, 1% okilei/cheval, 1% human (poqtian)
  • Chief Location:The Forgotten South is the most common location to find the discipline of Cold Ken, where ice and snow are eternal and they have privacy for their unique meditations. A number also are found with the Everdusk regions, though are extremely rare. Only while traveling do they pass through the Ring, where their powers are severely weakened.
Dark Waltzing
  • Common Races: Wild Children 60%, Human 35%, Shifters 3%, Free People 2%
  • Chief Location: Dark Waltzings are not common anywhere, but are predominantly found within the Red Dew/Longhouse regions where fey are commonly interacted with.
Demolisher
  • Common Races: 80% Human (imperial), 10% common dwarf, 5% Wild Children (underground fey-descended), 3% Duergar, 1% Goliath, 1% Human (liccan)
  • Chief Location: This is a widely spread vocation as much of the land is underground or mountainous. There are always a number roaming the Highway, clearing roadblocks and avalanches that have blocked the road. Dwarves look down on their fellows who make use of this discipline, feeling that they should show more respect to their surroundings.
Goodwife
  • Common Races: Human (imperial) 68%, Human (longhouse) 25%, Wild Children 5%, 2% Human (Liccan)
  • Chief Location: Goodwives are rarely found in any one location, but instead travel extensively through all places. They are to be found in every human city settlement, and many other race's. Thus, most commonly they are upon the Emporer's Highway, between stops.
Knight of the Golden Orchard
  • Common Races: Wild Children 60%, Human (longhouse) 40%
  • Chief Location: The Red Dew forest is where the Golden Orchard was established and remains there. On very rare occasions a small party will be called away to a distance dispute, but it often requires a true threat.
Lichenfriend
  • Common Races: Wild Child 45%, Human (imperial) 30%, Trleetrlaa 20%, Shifter 4%, Free People 1%
  • Chief Location: Lichenfriends are found in the harshest locales of Hearth, often far from any habitable land. The cold of the frostfell, the barren mountaintops, and the blasted, volcanic landscapes from the Great Opening are all their homes.
Monstrumologist
  • Common Races: Kenku 60%, Human (longhouse) 20%, Human (imperial) 10%, Human (licc) 5%, Dwarf (duergar) 3%, Dwarf (common) 2%
  • Chief Location: Monstrumologists tend to be concentrated in areas of particular dangerous location, or those with many strange rumors. The Red Dew Forest attracts an inordinate amount of monstrumologists due to the magical nature of the vast tracts of unexplored forests and the frequent oddities that occur. Within the Empire it is about the Lurkstock Moors that monstrumologists find much to discover. As well as the few settlements that lie near the Tangle. Liccan monstrumologists specialize mainly in possessions, as their long history of spiritual visitations requires.
Ohrwurm
  • Common Races: Wild Chilren 40%, Okelei 30%, Human (longhouse) 10%, Human (imperial) 10%, Trleetrlaa 10%
  • Chief Location: Ohrwurms only concentrate in one location, the Vale of Harmony. Otherwise individuals or the rare small group are driven away or forced into the wilderness.
Storyhost
  • Common Races: 80% human (imperial), 15% human (longhouse), 2% cheval, 2% wild-children, 1% free people
  • Chief Location: Storyhosts seem predominantly limited to Gelid Falls, where life is the easiest and boredom is possible. There adventure that awaits them beyond the protecting mountains calls to a fair number who have spent their life reading tales of heroes and villains.
Surrealist of Karibbi
  • Common Races: Darfellan 30%, Dwarf (dream) 30%, Wild Children 20%, Human (longhouse) 15%, Okilei 5%
  • Chief Location: These great dreamers are known especially within the great Caverns of Mi far below in the case of the dream dwarves, or the Spired Lagoons of the Idling Isles off the coast of Red Dew.
Xenoxera
  • Common Races: 40% Trleetrlaa, 30% Human (imperial/longhouse), 15% Wild Children, 10% Kenku, 4% Duergar, 1% Darfellan
  • Chief Location: The Xenoxera are particularly common within the Tangle, where they seek to understand beginnings by the intrusion of the Queen of a Thousand Roots. Others delve deep into the Red Dew forest where the oldest of Hearth's inhabitants, the fey, are to be found. Just as many seek the bottom of the ocean for hints of Hearth's beginnings, which is but the start of their search.
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Old 01-28-2011, 12:27 AM   Top  -  End  -  #23
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Ways of the World
Feats, Skills, Spells and general clutter mish-mash


Feats
Spoiler

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Old 01-28-2011, 12:32 AM   Top  -  End  -  #24
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The Golden Kettle
Weapons, armor, objects, items and mixtures


Grafts
Spoiler


Special Materials
Spoiler


Mixtures and Substances
Spoiler
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Old 01-28-2011, 12:33 AM   Top  -  End  -  #25
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Winds From Beyond
The Cosmology of Hearth


Terene


Aspects
Faerie
Noc
Spec

Spoiler


Afterlife

Aspects
Heavens
Hells
Spirit World

Though none can feel it, as they age and their life force fades they are slowly fading into the veil. Once within the Spirit World the weight of their heart has them sinking down to the heat and horror of the hells or rising on the updrafts of Heaven.

This journey prepares their souls, and when they reach the destination they know it is what was deserved.

Within the Spirit Realm however there are those who cannot or will not move on, or who are too closely bound still with Terene. These are the ghosts and spirits of lore.

Spirit World
Spoiler


Elements


Aspects
Air
Earth
Fire
Water
Spoiler


Introvertia

Aspects
Mindfields
Region of Dream
Spoiler

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Old 01-28-2011, 12:35 AM   Top  -  End  -  #26
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Orsa

It is the realm before all realms.
It is nature of a different order.
It is the spawning place of the ancestors of aberrations.
Orsa is the primal beginnings before all beginnings. The realm that came before all that is known came to be. It is a place of not-liquids and semi-solid congealings of an ocean that could swallow the elemental plane of water and not notice. Entire solid realms though float within, universe-sized pockets surrounded by scabrous material of dried slime and bilestone miles thick. Threads of gel thousands of miles long spread and dissolve, all building towards something unknown. The entire plane is as a macroscopic being as thoughtless as a virus and just as adaptable. It is ultimately mindless unless one counts the id, of which it embodies at every level, making it both eternally simple as well as incomprehendingly complex.

Within all these places creatures grew from a soup of potential where biology and life had no limits. All could grow because it all was possible. Even the most improbable came to be; beings that could think. Thought could shape the ooze for it was eager to become. Hunger and strength is what rules, not to do battle, but to subdue and feast, to survive and absorb.

One might could say Orsa is naught but an eternally large physical consciousness, a great brain, and indeed its substance responds to the strongest will around. A number of the elder evils themselves are thought by some to have been the beginnings of true brains formed from the muck. Upon gaining knowledge of self however they also began to understand selfishness, and broke away to pursue their own goals. The living plane of Neth itself is theorized to be one such piece of the former realm.

Orsa Traits
* No Gravity: Creatures of Orsa move by swimming or being absorbed by the stuff of the plane and congealing elsewhere. The latter acts as the Dimension Door spell, caster level equal to the creature's HD, and the being cannot bring another along.
* No Time: Nothing ages in Orsa, they merely evolve, growing in complexity until they became something else, often becoming absorbed into the plane.
* Infinite Size
* No Alignment Trait: The realm of Orsa has not yet conceived of morals or ethics, abstract ideas that have nothing to do with survival and adaption.
* No Magic: Magic does not function in Orsa, the basic traits required not having yet evolved. Psionics however work perfectly normally as their rules are those of the mentality behind them, not what is beyond.

History
Orsa is where creatures not of the current multiverse originally came. Beings out of time. Holashner, Piscaethces, Shothotugg and so many others formed and gained sentience from the plane, horrible intelligences of deific power. Some rose from the muck as a fish learned to walk upon land, entering the Far Realm so as not to become one with Orsa. Only these truly survived what was to come. The spawning place evolving and coming together to explode outwards in a new way. A new place and new laws, a concept not known before. The multiverse that now exists, of heaven and hell, elements and shadow, man and elf, the gods themselves.

Many of the aberrations we know today, the aboleth and tsochar, gibbering mouthers and chuuls, are but the shriveled offspring of their progenitors, deformed by the current universe which does not follow the correct laws. The ancestors of these beings when they returned from the Far Realm found the most suitable places they could for their offspring, upon the new planes or upon the widely scattered worlds. They did not thrive, but they survived and remain so until this day.

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Old 01-28-2011, 12:38 AM   Top  -  End  -  #27
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The Many Dangers of Hearth

Hearth is a world that faces destruction coming from different directions, each as dire and all consuming as the rest. Hearth is but a dying ember, and however the final blow comes, it will one day be snuffed out.
All those upon Hearth instinctively feel this, but when you are born to incoming death you learn to do as much as possible with the time that has been given you.

A Dying Ember, while filled with potential for smaller adventures, where it truly shines is its potential for a true epic, both level wise and in scope of story or deed.

When running this campaign you can choose from a number of potential disasters to have the players work up to. All may begin small, but there are enough foes and adventures to challenge even the highest level character.

In fact, each potential doom is going on at the same time, and both are equally inevitable. If one is prevented or slowed, what then becomes of the next?

Here are the main dangers it faces.


Freezing
To most this is the most obvious danger those within Hearth face. When Nor was partially freed from his frigid prison he started a great chain of events that would have a world-wide impact. The world will never again be as warm as it once was, and to make matters worse it's getting colder. The chill fingers are spreading inexorably.

The cult that wishes to freeze the planet is digging towards all the sources of heat and cutting them off or blocking them. Like a cancer spreading through the warm veins, they wish to reach the core of the world and convert the world's warmth into a fire that freezes. Hearth will become the literal Hell that has frozen over.

Queen of A Thousand Roots
A much more insidious death, the Queen of A Thousand Roots is slowly strengthening her hold on the planet and growing. Those that are not plants or of the old order of Orsa will become nutrients to feed her, or worse, hosts to her seed.

She will take over the Ring and draw upon its warmth, while Noe siphons it from all else.

What will happen to those trapped between these two great deities? How does one fight just a single power, much less two? Then there is a further concern...

Burning
Though it is millions of years in the future, the star Doende Aske will reach Hearth as it bloats and consume it. Perhaps this is what the Winterhaunt wish to ultimately protect the planet from. Put it in such a deep freeze that even the touch of the star itself will be unable to reach it.

So if the cult is defeated, what of Hearth and its far descendants? The freeze may be replaced with fire, to no better end.

Is there a way to revive the dying star? Or must world be evacuated. Will any wish to evacuate? And then where?



Further danger include...
  • The fey of the Red Dew Forest rebel against the skrytinn'kanina, and decide to push man out of the woods for good.
  • Warlord Teh, epic-leveled orc and were chief of the Shifter-Orc alliance is attacking human outposts, probing for a fatal plunge into the heart of the Empire itself.
  • The iron body of Licc has finally had enough of the constant weakening of human blood with fey and nerrah, the diseased mutations of the okilei and the lessening of mankind's honor through the curse of lycanthropy and production of the shifters, raptorans and darfellan. Through their great and fearsome technology they will destroy the great highway and eradicate the impure human offspring once and for all. The remaining pure of blood will be forced to stagnate within their homes cities or die out completely, leaving only those of Licc.
  • The Nerra wish to take over the Empire and a plot is discovered to replace the council with dopplegangers from their realm and finally the Emperor himself. Changelings and chevals are being recruited to further this cause.
  • Licc itself is at risk of being overwhelmed, despite their technology, to the 'barbarians' that have been cast out for millenia for showing signs of mutation, genetic drift or other 'impurities'.
  • Duergar, maddened by dreams of the coming apocalypses are attacking all main dwarven cities, hoping to hold the resulting Tappers hostage so that the Midgard will agree to bring the Duergar into the Mountain That Walks.

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Old 01-28-2011, 12:39 AM   Top  -  End  -  #28
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The Creator's View

So why all the effort?
Besides just the joy of writing and creating itself, I wanted a world of my own in which I could use much of my homebrew I've written over the past decade. It was to be a world that used the word Epic in three ways.
Spoiler



What is the atmosphere you're going for?
I wish Hearth to be a fey world, in the original vernaculars.
  • appearing to be under a spell; marked by an apprehension of death, calamity, or evil.
  • doomed; fated to die.
  • Being in unnaturally high spirits, as were formerly thought to precede death.

Basically, a dangerous yet spirited world. A world of shadows, but also of light, of sudden death but also wondrous life, of resolution but not of depression. Gritty fantasy. A place of dark wonder and eerie beauty.

On Hearth you may not live long, but you live gloriously.

I wanted something that was reminiscent of the saga of Beowulf with a large dash of Grimm's Fairy Tales. A world harking back to the time before fairies became sparkly and lovable. When the singing in the forest was not to be listened to, but instead ran from. When there was just reason to fear the dark, but the spirit to venture into it anyways.

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Old 01-28-2011, 12:40 AM   Top  -  End  -  #29
The Vorpal Tribble
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Join Date: Dec 2004
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Default Re: [Campain Setting] A Dying Ember II

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Old 01-28-2011, 12:41 AM   Top  -  End  -  #30
The Vorpal Tribble
Banned
 
 
Join Date: Dec 2004
Location: 
The Mindfields
Gender: Female
Default Re: [Campain Setting] A Dying Ember II

Updates and In the Works Comments

February 10th, 2011
- Added detailed info on the different creature types of Hearth, and listed specially homebrewed creatures with their corresponding type.

February 5th, 2011
- Foregoer PrC added for Mongrelfolk

January 28th, 2011
- Posted new thread with updated information. (Click here to visit original campaign thread)
- Added The Creator's View

Last edited by The Vorpal Tribble : 02-10-2011 at 02:00 AM.
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