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Old 09-23-2012, 06:22 PM   Top  -  End  -  #1
Madara
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Default [PEACH][WIP]Project Paradox- A World of Magic and Wibbly-Wobbly Timey-Wimey Stuff

Forward: Project Paradox is based on an idea I had while running 5e play tests. It came about because we decided to re-run the adventure, since it was the only one they they gave us. This idea led to The Caverns of Paradox, an adventure which I never actually made, but it would have you run through the same three rooms multiple times with slight changes. This Idea led to me working on creating a world in which the time line Actually Mattered. Which of course, means that the players can have an influence on the time line. This of course would normally mean time travel via DM headache, but instead, I decided that I'd go with the multiple time streams concept, and that travel between timeliness was possible with The Caverns of Paradox. This world is shaped by three major concepts:
A. The Flow of Magic
B. The Malleability of Time
C. Organization is Key

In order to keep things sane in terms of power level, and personal preference, this world is E6. You will notice their are quite a few custom feats for this world. This is to Replace PrCs entirely. Because the world is built on the many different organizations, and I no longer allow the Mage of the Arcane Order PrC, I made feats which represent what would have been distinguished by PrCs. You'll notice that I repeat some sections. That is because I'm giving information for 3 points in the Timeline: Dark Age, Rising Civilization, and Golden Age. I reccomend Rising Civilization as the default, but the other two are nice as well. Do realize, that this setting is meant for players to travel between timelines, so all three points will play a large role.


Rising Civilization

Races(Half-bloods are assumed to take a role in one of their parent societies):
Spoiler



Classes(Classes not listed are not in this time period):
* denotes exotic classes
+ denotes common guild member classes
Spoiler

Relgions

The Immortal Five

Spoiler


The Flow

Spoiler


Kings of the Material
Spoiler


New Character Features


Feats:
Spoiler

Last edited by Madara : 09-27-2012 at 10:43 PM.
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Old 09-23-2012, 06:36 PM   Top  -  End  -  #2
Domriso
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Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

Count me intrigued. I'll be lurking for a bit.
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Old 09-23-2012, 06:38 PM   Top  -  End  -  #3
Madara
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Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

Magic

Magic doesn't play a large role in the world, instead, in holds a position of awe. The amount of power that a wizard gets after years of training helps even out the time they lost working on their spellcasting, so in the end, the benifits of magic aren't enough that the majority of society relies on it. Those who do, however, study the mysteries of magic, do so for their own purposes. Many study magic because they love the art, others study it out of devotion to their god. Because of this, trained spellcasters realized that they all loved the art and began forming guilds. There are 4 major Wizard guilds, but there are other smaller ones. Most Wizards register with the guild of their teacher, but a few go rogue.
1. The Arcane Order: The most famous of all the guilds, it isn't the strongest in terms of power or number, but they are the most popular with the general population. Their Guild was formed on the basis of sharing magic energy. Wizards who originally found they could store power in scrolls which their associates could use, also found a way to skip the scroll and send energy straight to their Guildmates.
2. The Blue Bloods: The Blues base their power on sacrifice. To them, a single greater power is better than many smaller powers: Quality over Quantity. Their organization is harsh on newcomers, making them sacrifice their magic for those in charge. However, they boast some of the strongest spellcasters.
3. Oracles: This is one of the few guilds which works with common folk. The oracles pratice Divination and focus on being prepared for whatever may happen. Their numbers aren't great, but with even simple fortune telling, people with treat them with respect.
4. The Keepers of the Forbidden Path: The Keepers aren't well known, but they are likely the most important guild. Their leaders actually know the cause of the dark ages, and have been protecting magic, All Magic, from being forgotten. Because their stance that all magic must be kept, they don't care about alignment, and evil Wizards can sometimes even work with good Wizards.
(Find out more about Guilds in the Organizations section)

In terms of divine magic, it is common to have a few Adepts in a village, so healing isn't impossible, but it isn't powerful either. Most Priests can't cure diseases and can't heal a lot of damage. Instead, Priests take an active role in making sure that people take care of themselves, and avoid risks and dangers. Druids are the exception, they will care to the injured without scolding them, the only problem is, Druids are hard to find.

Very few magic items are in production. Crafting in general was mostly lost in the Dark Ages, and Crafting Magic Items is even less common. A few well-connected people do know about the few crafters who are scattered throughout the world. Scrolls are the only common magic items, and even then, you need to be a guild member to get access to wizard scrolls. Potions are usually made by Adepts and low ranking wizards. Most of the world uses Alchemic items for adventurers and other wealthy individuals.

The Caverns of Paradox

To the North West of Parma, just south of Liol, the Goblin Wastes, lie a series of caves. On the outside, it appears to be a rocky outcroping with a small village near the edge. However, the Astral Construct guard these caverns. Led by Ditol(Astral Construct 6), the village has built fortifications so that only guests can enter the caverns. Once inside the caverns, a traveler picks from many paths.

Here, There, or Beyond

(Three different timelines)

and the travelers also pick from one of three points in their selected timeline.

Now, Then, or Tomarrow.

(Three different times. Dark Age -> Rising Civilization -> Golden Age -> Dark Age)

Smart adventurers will keep track of their selections, so they can make it back to their time, and their timeline. The choices of the adventurers do affect the timeline they are in, but cannot affect anyone who has been through the caverns or who doesn't age(undead or constructs). In the same sense, those who don't age can't affect other times. Each Doorway started as a Blue Stone Door, but the Door becomes redder the more it is changed. They say if the whole door turns red, it is destroyed. Objects can be taken from another time and moved, but they act as if under a Conjuration(Calling) effect, and can be sent back via a dispel magic or likewise affect.

Origins of the Caverns(GM-zone)
Spoiler
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Last edited by Madara : 10-01-2012 at 06:20 PM.
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Old 09-23-2012, 08:01 PM   Top  -  End  -  #4
Madara
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Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

Reserved for Organizations
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Last edited by Madara : 09-26-2012 at 04:01 PM.
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Old 09-27-2012, 06:25 PM   Top  -  End  -  #5
Madara
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Default Re: [WIP]Project Paradox- A world of Magic, Intrigue, and Wibbly-Wobbly Timey-Wimey S

Regions

Parma

Things were never easy. In fact, we don't even know what things were like before the Baerde's Sky Priests came. Funny though, it seems nothing ever changes around here.


In the land of Parma, most of the land was flat enough for the development of cities and towns. In fact, the country of Parma has the most urban space of any country. While many of the original settlers were displaced Dwarves, word has it that the Elves were here first. When the Dwarven settlers came, they brought with them human slaves and Gnomish assistants, making the entire region fairly diverse. In terms of industry, the country makes its money by being a trade hub. The country itself doesn't gather raw goods, nor make the product, but they do sell the products. Some might complain about the 10% taxes on every product, but its been that way so long that no one even cares.

The country mainly worships Baerde, because that's what the last five generations have worshipped. They say that the priests of Baerde established the first governement here, which is why they are part of it today. The government is divided into three parts: The Priesthood, The Court, and The Erine. The Priesthood is in charge of the laws and the military. It is their job to enforce the laws as well as protect the state. The Court is in charge of making laws as well as doing general surveys and running the state's finances. The Erine(Ear-rine) is in charge of trade, what goods are legal, which are limited, and what the tax on each is. They are in charge of the borders, and of immigration and emmigration. The Erine is made up of representatives from the Merchant's Guilds, Crafter's Guilds, and Labor Guilds. Being a representative has its perks, most of the representatives get a 10% discount on purchases, and they are given the best treatment by stores. The current leader of the Priesthood is Bamdam Thuren(Dwarven Cleric of Baerde 6. Domains: Windstorm (SC 282) and Craft (SC 272)). He lives in the captital, Ba-Kodan, where he monitors the weather of the entire country. The Priesthood has two groups, the actual army, which is made up of citizen-soldiers and volunteers, and the Kada, the group of enfources who are all Clerics of Baerde who punish lawbreakers and towns which aren't living up to the Priesthood's standards.

Ba-Koden is the perfect city in the eyes of the priests. All the goods are run through screening, and all the citizens are employed by the government. Interestingly enough, in the city it is always raining, a trait which the Priests say represents the godess' sorrow over those who tried to oppose her will.

GM Zone
Spoiler


Other Major Cities:

Newstone: This former mine now homes the majority of the dwarven population in Parma. Once the underdark became scary again, the government ordered the ground above the city dug out, leaving behind a large pit with levels of the city lining the walls. Newstone is the center of the Parma black market, because its location makes it difficult for the sky priests to crack down on illegal activity. The Ghost Touch and Sudden Strike gangs run the criminal thieving underworld, but the black market is run by Dozer Lament(Dwarf Rogue 1/ Aristocrat 1/ Warlock 1) who sells everything from Alchemical Items and Magic Scrolls to dead bodies for necromancers.

Gaxhome: On the far outskirts of the country, Gaxhome is the only major city to lack any priests. However, the city is surrounded by the forest and often has problems with wild animals, and more recently angry druids. The leader of the Forest's Arms is Keiyam Moondrip(Gnome Druid 4: Ape Companion) who plans raids on those who travel to the city, and is currently planning on burning the city to the ground, but that requires the ability to prevent the flames from damaging the forest.

Torrent: Not too far from the capital, Torrent is named after the weather. Rain from Ba-Koden often hits Torrent, or becomes a greater storm on its way. Because of the weather problems, the people of Torrent have become disillusioned with the Priesthood a long time ago, but fear to take action. Privately, however, their community works to "trade" in ways to avoid taxes and other government problems. The Mayor, Gemmit Sandun(Aristocrat 1/ Expert 1) is looking for travelers who could stand up to the government without jepordizing the city. He'll support them, but if they fail, "He never knew you".

Balah: The Place of Scortched Earth, as it is in Goblin. This city of ruins once held a powerful goblin city state. Now, after some cataclysmic event, it is a shadow of a city. The goblins who remain secretly work on crafts, hoping to restore their city. There is one goblin who has the greatest chance of this, the legendary Ehdle Swiftforge(Artificer 4), who makes magic weapon and equipment. He tries to stay out of the sight of the Priesthood, because he'd probably be forced to make weapons for the military. He has a small following, which all make items so they can combat the Priesthood when the right moment finally arrives.
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Last edited by Madara : 09-27-2012 at 09:22 PM.
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Old 10-01-2012, 09:09 AM   Top  -  End  -  #6
TheWombatOfDoom
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Default Re: [PEACH][WIP]Project Paradox- A World of Magic and Wibbly-Wobbly Timey-Wimey Stuff

Do you have more on the maleability of time? I'm interested in seeing the fluff and stuff for that aspect of things. :3
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Old 10-01-2012, 03:24 PM   Top  -  End  -  #7
Madara
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Default Re: [PEACH][WIP]Project Paradox- A World of Magic and Wibbly-Wobbly Timey-Wimey Stuff

Quote:
Originally Posted by TheWombatOfDoom View Post
Do you have more on the maleability of time? I'm interested in seeing the fluff and stuff for that aspect of things. :3
I was actually going to start work on that section soon. The goal is to set "The original" timeline, and give guildlines for DMs to change the timeline to reflect the player's actions in another timestream.
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