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  1. - Top - End - #1
    Orc in the Playground
     
    BlackDragon

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    Dec 2011

    Default Eras and Empires - Campaign Setting [PF]

    This thread is devoted to my own campaign setting.
    As the name implies, the idea with Eras and Empires is that there are various playable eras, beginning near the dawn of civilization. This enables me to create a more in-depth history.
    Eras and Empires are still a work in progress and I still do not know how many eras I'll make. Fortunately, however, the earliest eras (aside from the stone age and chalcolithic), the bronze and iron ages, are the ones which interests me the most.
    As I said, this is a work in progress, so I would appreciate any feedback.

    Basic Details
    Sword and Sorcery and Political Fantasy
    This campaign setting is about people, as well as internal and external political forces.
    There's little to no dungeon delving, fighting monsters, or saving the world. However, there's still a lot of conflict, both violent and non-violent, between various forces.
    Truthfully, this campaign setting has no central story or theme. It is designed to be a living, breathing world, full of story possibilities.

    Unclear Alignments
    While the traditional alignments exist, they are not as evident as in other settings. First of all, no one has fixed alignments, everyone has the potential to change. The only exception to this rule are the Malvari, who embody the nine alignments.
    Secondly, no one consider themselves evil, even if they have an evil alignment. The only exception to this rule is if the person in question is either a Malvari or insane. Everyone is the hero of their own story, and should have stronger motivations beyond their alignment.
    While good and evil exist, it isn't very clear who is good or evil. Yes, clerics and paladins can still detect evil, but when they tell a person that he's evil, that person will usually go into denial, attempt to justify his actions, or work to change his ways.
    Because alignments are unclear, it is very easy for anyone to accuse someone of being evil, even when this isn't true.

    Eras of History
    This setting has various playable eras, beginning at the bronze age. Each era has its own rules regarding playable races, classes, archetypes, and equipment. Meaning that each era will play differently.

    Playable Races
    There are a wide variety of playable races to choose from. However, different races live in different regions of the world, which means that the races players can choose at character creation will depend on the era and region your game will take place in.

    No Professional Adventuring
    In this world, people cannot make a living out of dungeon delving or adventuring. All characters need some way to make a living, and their options are dependent on the time and place your game takes place in.
    Because of this, all characters receive the following Bonus Trait in addition to the normal number of traits characters are allowed to possess.

    Occupation
    You have an occupation. Either you make a living from this occupation or, if you are in a position where you do not have to make a living, this occupation is something you invest a lot of your time in.

    Benefit: Choose one skill which is the most important for your occupation (such as Craft for craftsmen, Perform for performers, or Profession for soldiers). If this skill is not a class skill for you, it becomes one, and you gain a +1 bonus on skill checks with this skill. If this skill is already a class skill for you, you instead gain a +2 bonus on skill checks with this skill.
    If you depend on making a living, you must choose a skill you can make money or other payment from with a skill check (Craft, Perform, or Profession). If you do not depend on making a living, the skill of your choice have to reflect what you do with the majority of your time (for instance, Knowledge (nobility) could be suitable for nobles).
    The Game Master must approve of your chosen skill.

    Uncommon Spellcasters
    In this world, spellcasters are not very common. This is because only people with arcane blood or powerful souls are capable of wielding magic.
    About one of a hundred people have the potential to become a wizard, while one of two hundred have the potential to become bards, and only one of five hundred have the potential to become a sorcerer. On top of this, during the stone and bronze ages there were no wizards as the necessary educational systems to teach them did not exist at the time.
    Because of this, spellcasters have been a highly valued resource since prehistoric times.

    Gods and Mortals
    In this world, the gods and the spirits worshipped by druids and shamans, are nearly one and the same.
    The gods are not omniscient, their knowledge and power are dependent on their worshippers; the gods know everything their worshippers know and their power grows with their religion. In return for this worship, the gods lend their power to their worshippers and take an active part in mortal affairs in order to retain their power.
    Most gods have formed pantheons with shared philosophies, cultures, and rituals, as this enables all gods within a pantheon to benefit from the worship of the pantheon itself.
    Unfortunately, different pantheons tend to clash with one another.

    Worship vs Belief
    Simple belief does not give or sustain the power or knowledge of the gods, only daily worship does.
    Worship takes on different forms depending on the religion. Prayer, meditation, prostration, chanting, or the giving of offerings are some of the most common forms of worship.
    All clerics do not pray or meditate for their spells; clerics of different religions have different forms of worship and thus different ways of gaining spells.

    No Monsters
    There are no monsters in this world, only people. Granted, some of those people are traditionally monstrous races, such as dragons, ogres, orcs, and goblins, but they are not treated like monsters in game terms.
    The only true monsters are outsiders or their spawn, but those are incredibly rare and are either treated as summoned creatures or as bosses.
    For the most part, though, you are fighting people or animals, and always keep in mind that everyone have motivations for what they do.

    Afterlife
    When Malvari, outsiders from the Nine Realms of Shadows, die, they are reincarnated as plants, animals, and people within the Mortal Realm.
    When plants, animals, or people who do not worship any gods die, their spirits pass on to the Spirit Plane.
    When people who worship a god or a pantheon die, their spirits pass on to the home-plane of their god or pantheon.
    The Spirit Plane is very similar to the world of mortals, with the exception that nothing ever dies.
    The plane of a god or pantheon, while also granting life eternal, are created to be whatever the god or pantheon wants them to be. As a general rule, these planes are paradise for the followers of the religion of the god or pantheon.

    Semi-Normal Physics
    With the exception of magic, the physics of this world are the same as in our world. The universe was created by the big bang (however, the big bang had a much more fantastical origin in this world), the Earth is 4.5 billion years old, stars are distant suns, while moons and planets are other worlds.
    Last edited by Sriseru; 2013-08-11 at 04:53 AM.

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  2. - Top - End - #2
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Last edited by Sriseru; 2013-02-01 at 03:05 PM.

    "The desire to dream is primordial."
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  3. - Top - End - #3
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Geography
    World Maps by Era
    Early Bronze Age

    Region Maps by Era
    Early Bronze Age
    Behikanda
    Kebtu and Erippur
    Yagri and Mian
    Last edited by Sriseru; 2013-02-02 at 11:21 AM.

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  4. - Top - End - #4
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    The Class Defense Bonus
    (Taken from Unearthed Arcana)

    Every character has a defense bonus based on his character level. The defense bonus applies to Armor Class. However, it does not stack with the character's armor bonus. A character wearing armor gains his armor bonus (including any enhancement to that bonus) or his defense bonus - whichever is higher - but not both. The defense bonus stacks with all other bonuses to AC, including the character's shield bonus, natural armor bonus, and so forth.

    Unlike an armor bonus, a defense bonus does improve a character's AC against touch attacks.

    A character's defense bonus is derived from his character level and class, as shown below. For a multiclass character, use the highest defense bonus of those offered by the character's classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of fighter (becoming a 2nd-level barbarian/1st-level fighter), her defense bonus increases to +7, because the fighter's +7 at 3rd character level is better than the barbarian's +5 at 3rd character level.

    {table=head]Level|A|B|C|D
    1st|+2|+3|+4|+6
    2nd| | | |
    3rd|+3|+4|+5|+7
    4th| | | |
    5th| | | |
    6th|+4|+5|+6|+8
    7th| | | |
    8th| | | |
    9th|+5|+6|+7|+9
    10th| | | |
    11th| | | |
    12th|+6|+7|+8|+10
    13th| | | |
    14th| | | |
    15th|+7|+8|+9|+11
    16th| | | |
    17th| | | |
    18th|+8|+9|+10|+12
    19th| | | |
    20th| | | |[/table]

    Column A: Monk, Sorcerer, Wizard.
    Column B: Bard, Rogue.
    Column C: Barbarian, Cleric, Druid, Ranger.
    Column D: Fighter, Paladin.

    Defense Bonuses for Other Classes
    For classes not mentioned here, determine a character's class defense bonus based on armor proficiency granted by the class (and only that gained from the class - you can't take an Armor Proficiency feat to improve your defense bonus). Consult the table below; the defense bonus progression refers to the indicated column on the table above.

    {table=head]Armor Proficiency|Defense Bonus Progression
    None|Column A
    Light|Column B
    Light and medium|Column C
    Light, medium, and heavy|Column D[/table]
    Last edited by Sriseru; 2014-09-26 at 12:13 PM.

    "The desire to dream is primordial."
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  5. - Top - End - #5
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Last edited by Sriseru; 2013-04-09 at 08:33 AM.

    "The desire to dream is primordial."
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  6. - Top - End - #6
    Barbarian in the Playground
     
    DwarfBarbarianGuy

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    Orygun
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    Default Re: Eras and Empires - Campaign Setting [PF]

    That map is extremely cool.
    So we're fighting this lizardman...

  7. - Top - End - #7
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    @Vonwalt
    Thanks! :D
    Hopefully, the regional maps will look just as good.

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    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Dragonkin
    Historical Origin: A long time ago, the Yagri village of Awemte fell under the protection of a dragoness named Zawhun. Zawhun was revered by the people of Awemte and was given many offerings for her protection.

    Eventually, her brother Nazfin became jealous of the wealth given to her and killed his sister and proclaimed himself ruler of the village. Nazfin then destroyed all of his sister's eggs to ensure that no descendant would avenge her.

    Unknown to Nazfin, one egg survived and was taken and cared for by the villagers. The people of Awemte raised the hatchling, named Tegresha, in secrecy.

    Once Tegresha was old enough, he challenged his uncle and defeated him with his speed and cunning.
    With the blessing of the villagers, Tegresha took on leadership and became the Wyrm King of Awemte.

    During his two hundred year long rule, King Tegresha built the Yagri Kingdom and sired several half-dragon and a few dragon descendants. His dragon descendants would go on to become the Dragon Lords of Yagri.

    Tegresha's half-dragon and dragon descendants would continue to interbreed with the humans of the Yagri Kingdom. Over the course of centuries, these dragon-blooded people became a distinct race of their own; the dragonkin.

    Description: The dragonkin are a young, but proud race. While they are naturally gifted warriors, dragonkin are able to excel in most other areas as well.
    Although the dragonkin descended from humans, humans tend to view dragonkin females as being very masculine. Dragonkin females tend to be just as agressive, physically imposing, and inclined towards feats of physical skill and strength, as the males of their race.

    Physical Description: Powerfully built, dragonkin tower over most races with a height one or two feet taller than most humans. They have muscular, powerful, and physically imposing builds, and are covered with a mix of minuscule and large, yet smooth scales.
    There's a wide variety of different scale and eye colors among dragonkin, and they tend to vary as much in dragonkin families as hair and eye colors vary in human families.
    Dragonkin males and females have the same height and approximately the same physical build, though females have slightly smoother features.

    Relations: Despite their very draconic appearance, the dragonkin are still mammals and breastfeed their young, just like humans do. Dragonkin can also interbreed with humans, and when they do, the vast majority of their children will be dragonkin, while the minority will be human.

    Racial Traits
    +2 Strength, +2 Constitution: Dragonkin are both strong and tough.
    Humanoid (Dragonkin)
    Medium: As Medium creatures, dragonkin have no special bonuses or penalties due to their size.
    Normal Speed: Dragonkin have a base speed of 30 feet.
    Low-Light Vision: Dragonkin can see twice as far as humans in conditions of dim light.
    Intimidating: Dragonkin recieve a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
    Hard Scales: +1 natural armor bonus.
    Bite: Dragonkin gain a natural bite attack, dealing 1d4 damage.
    Claws: Dragonkin recieve two claw attacks, dealing 1d4 damage each.
    Languages: Dragonkin begin play speaking two languages which are based on the era and region. Dragonkin with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-02-05 at 04:35 AM.

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  9. - Top - End - #9
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Sheferu - The Serpentfolk
    The sheferu, also known as the snakekin or the serpentfolk, were once human.

    At the dawn of civilization, the people of the city of Harnesut asked their patron deity, the cobra goddess Neidjet, to bless their children with her beauty and magic. She answered their prayers and the children born by the people of Harnesut became the sheferu, the children of Neidjet.

    However, there was also a sheferu girl born with the hood of a cobra. Her name was Nephenepi. This girl was the divine daughter of Neidjet and she would go on to lead Harnesut, unify the cities of the Abu river and establish one of the Kebtu Kingdom.

    The hood which marked this ruler's divine blood would go on to be inherited by her descendants, marking their divine right to rule.

    As the sheferu evolved from humans, they are still mammals and are capable of interbreeding with humans. Also, like humans, sheferu breastfeed their young.

    If a sheferu has an offspring with a human, there is a 50% chance that said offspring will be either sheferu or human, there are no hybrids. Likewise, if the human offspring then goes on to sire another offspring with a human of non-sheferu descent, there is a 25% chance that the offspring will be sheferu, and so on.

    Racial Traits
    +2 Dexterity, +2 Charisma, -2 Constitution: Sheferu are outgoing, creative, and nimble, but frail.
    Humanoid (sheferu)
    Medium: As Medium creatures, sheferu have no special bonuses or penalties due to their size.
    Normal Speed: Sheferu have a base speed of 30 feet.
    Low-Light Vision: Sheferu can see twice as far as humans in conditions of dim light.
    Enchantment Resistance: Sheferu gain a +2 racial bonus on saving throws made against enchantment spells and effects.
    Magical Blood: Sheferu receive a +2 racial bonus on Spellcraft skill checks.
    Keen Senses: +2 racial bonus on Perception skill checks.
    Nimble: +2 racial dodge bonus to Armor Class.
    Languages: Sheferu begin play speaking two languages which are based on the era and region. Sheferu with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-02-05 at 04:35 AM.

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  10. - Top - End - #10
    Barbarian in the Playground
     
    Frathe's Avatar

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    Default Re: Eras and Empires - Campaign Setting [PF]

    When you say "the first eras, the bronze and iron ages", do you just mean that you're skipping the stone age? Or I guess maybe you're considering that to be before "the dawn of civilization".
    Last edited by Frathe; 2013-02-01 at 04:11 PM.

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    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Goblins
    Historical Origin: Before the rise of their civilization, goblins had been nomadic hunters, relying on their stealth and skills as archers to survive.

    This changed for the Mian goblins, who lived in the Kuansi and Dumeng mountains, when they began to trade precious metals with the Yagri Kingdom to the west in return for food such as maize and beans.
    The Mawi river flowed from the mountains, westwards, and sustained the Yagri Kingdom. The flow of the Mawi river made trade possible between the Mian and Yagri people.

    This trade enabled the Mian goblins to settle down and form mining villages. While they practiced agriculture to a limited degree, most of their food was initially acquired through trade.

    As these mining villages dug deeper into the mountains, they expanded into the mines, forming subterranean city-states.

    While the Mians shared a similar culture, their city-states vied for influence and dominance. This led to innovation of mining techniques, craftsmanship, and warfare.

    The Mian civilization set a standard for goblin civilization, which all succeeding goblins strived to meet. While the dwarves to the north built small stone monuments, the Mian goblins constructed huge monuments, to which even dragons were in awe.

    Description: Goblins are a crafty and mischievous lot who tend to create an air of competence. They tend to think before they act and have a preference to prepare ahead of time before heading into any conflict. Goblins typically try to avoid close confrontations in favor of either attacking from a distance or by employing sneak attacks.
    Goblins typically enjoy jokes and pranks, though they rarely pull any punches. They tend to be quite easy going, and do what they're good at effortlessly with a relaxed and rather casual manner.

    Physical Description: Goblins are a little over 3 feet tall, with green skin, a long prehensile tail, and hand-like feet. They have large pointy ears, big curious eyes, and two pair of fangs. Their hands and feet also have short claws.
    Goblins only have hair on their heads and the ends of their tails, and range from black, dark brown, chestnut, to ivory in color.
    There's a common misconception that goblins are reptilian because of their green skin, claws, and yellow eyes. In reality, goblins are primates and might share a common ancestor with the vanaras.

    Racial Traits
    +2 Dexterity, +2 Intelligence, -2 Strength, -2 Charisma: Goblins are agile and cunning, but they are weak and mischievous.
    Humanoid (Goblin)
    Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on Stealth checks.
    Slow Speed: Goblins have a base speed of 20 feet.
    Darkvision: Goblins can see in the dark up to 60 feet.
    Goblin Luck: Goblins recieve a +1 racial bonus on all saving throws.
    Arboreal Ancestry: Goblins recieve a +2 racial bonus on Acrobatics and Climb skill checks.
    Prehensile Tail: A goblin has a long, flexible tail that he can use to carry objects. He cannot wield weapons with his tail, but the tail allows him to retrieve a small, stowed object carried on his person as a swift action.
    Favored Weapons: Goblins receive a +1 racial bonus on attack rolls with one ranged weapon type (or ray, if they are spellcasters) of their choice, provided that they are proficient with this weapon. This ranged weapon must be chosen during character creation.
    Languages: Goblins begin play speaking two languages which are based on the era and region. Goblins with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-02-10 at 01:18 PM.

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  12. - Top - End - #12
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Quote Originally Posted by Frathe View Post
    When you say "the first eras, the bronze and iron ages", do you just mean that you're skipping the stone age? Or I guess maybe you're considering that to be before "the dawn of civilization".
    You have a valid point.
    While I have made personal notes about the stone age and the chalcolithic era, just to get an idea of the origins of my civilizations. I'm currently not intending to make them into playable eras.

    Anyway, I'll make some corrections.
    Last edited by Sriseru; 2013-02-02 at 10:23 AM.

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  13. - Top - End - #13
    Barbarian in the Playground
     
    Howler Dagger's Avatar

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Can you please spoiler the large pictures?
    Illud quod aeternitatem iacere potest non mortuus est, ac dis peregrinis etiam mors moriatur.

    D&D 3.5≠Pathfinder

    Typhon by Kaptainkrutch. Thanks to TylerB7 for the latin

  14. - Top - End - #14
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    @SheepInDisguise
    Alright.

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    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Dark Elves
    Physical Description: Dark elves are similar in stature to humans, but share the slender build and features of elves, including the distinctive long, pointed ears. Dark elf skin ranges from white to light gray, while their eye color range from amber, blue, grey, violet, to red. Their hair is white or silver in color.

    Racial Traits
    +2 Dexterity, +2 Charisma, -2 Constitution: Dark elves are nimble and silver-tongued, but their form is frail.
    Humanoid (Elf)
    Medium: Dark elves are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Dark elves have a base speed of 30 feet.
    Darkvision: Dark elves can see in the dark up to 60 feet.
    Enchantment Resistance: Dark elves receive a +2 racial bonus on saving throws made against enchantment spells and effects.
    Keen Senses: Dark elves receive a +2 racial bonus on Perception skill checks.
    Poison Use: Dark elves are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
    Silent Hunter: Dark elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this trait).
    Spell Resistance: Dark elves possess spell resistance equal to 6 + their character level.
    Languages: Dark elves begin play speaking two languages which are based on the era and region. Dark elves with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-02-25 at 02:35 AM.

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    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Gnolls
    Racial Traits
    +2 Strength, +2 Wisdom, -2 Charisma: Gnolls are both strong and wise, but are also quite rough.
    Humanoid (Gnoll)
    Medium: As Medium creatures, gnolls have no special bonuses or penalties due to their size.
    Normal Speed: Gnolls have a base speed of 30 feet.
    Darkvision: Gnolls can see in the dark up to 60 feet.
    Adaptability: Gnolls select one extra feat at 1st level.
    Keen Senses: Gnolls receive a +2 racial bonus on Perception skill checks.
    Elusive: Gnolls recieve a +2 racial bonus on Stealth skill checks.
    Languages: Gnolls begin play speaking two languages which are based on the era and region. Gnolls with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-02-10 at 12:06 PM.

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    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Dwarves
    Racial Traits
    +2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
    Humanoid (Dwarf)
    Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Darkvision: Dwarves can see in the dark up to 60 feet.
    Dwarven Craft: Dwarves receive a +2 racial bonus on a Craft skill of their choice.
    Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Mountain-Born: Dwarves receive a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
    Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Stonecunning: Dwarves receive a +2 racial bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    Languages: Dwarves begin play speaking two languages which are based on the era and region. Dwarves with high Intelligence scores can choose from a pool of seven languages.

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    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Wood Elves
    Racial Traits
    +2 Dexterity, +2 Intelligence, -2 Constitution: Wood elves are nimble, both in body and mind, but their form is frail.
    Humanoid (Elf)
    Medium: Wood elves are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Wood elves have a base speed of 30 feet.
    Low-Light Vision: Wood elves can see twice as far as humans in conditions of dim light.
    Elven Magic: Wood elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, wood elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    Enchantment Resistance: Wood elves receive a +2 racial bonus on saving throws made against enchantment spells and effects.
    Forest Stride: Wood elves can move through natural difficult terrain at their normal speed while within forests (coniferous and deciduous). Magically altered terrain affects them normally.
    Keen Senses: Wood elves receive a +2 racial bonus on Perception skill checks.
    Silent Hunter: Wood elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this trait).
    Languages: Wood elves begin play speaking two languages which are based on the era and region. Wood elves with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-04-09 at 08:32 AM.

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    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Gnomes
    Racial Traits
    +2 Constitution, +2 Charisma, -2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
    Humanoid (Gnome)
    Small: Gnomes are Small creatures and gain a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on Stealth checks.
    Slow Speed: Gnomes have a base speed of 20 feet.
    Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
    Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
    Multitalented: Gnomes choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.
    Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
    Spell Resistance: Gnomes possess spell resistance equal to 6 + their character level.
    Trader: Gnomes receive a +2 racial bonus on Appraise skill checks.
    Languages: Gnomes begin play speaking two languages which are based on the era and region. Gnomes with high Intelligence scores can choose from a pool of seven languages.

    "The desire to dream is primordial."
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  20. - Top - End - #20
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Halflings
    Racial Traits
    +2 Dexterity, +2 Charisma, -2 Strength: Halflings are nimble and sociable, but their small stature makes them weaker than other races.
    Humanoid (Halfling)
    Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 bonus on Stealth checks.
    Slow Speed: Halflings have a base speed of 20 feet.
    Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
    Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
    Skilled: Halflings gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
    Sociable: When a halfling attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, he can try to influence the creature a second time even if 24 hours have not passed.
    Spell Resistance: Halflings possess spell resistance equal to 6 + their character level.
    Languages: Halflings begin play speaking two languages which are based on the era and region. Halflings with high Intelligence scores can choose from a pool of seven languages.

    "The desire to dream is primordial."
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  21. - Top - End - #21
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Humans
    Racial Traits
    +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
    Humanoid (Human)
    Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
    Normal Speed: Humans have a base speed of 30 feet.
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
    Skill Training: Humans may pick one skill of their choice as a permanent class skill at 1st level.
    Languages: Humans begin play speaking two languages which are based on the era and region. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    "The desire to dream is primordial."
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  22. - Top - End - #22
    Barbarian in the Playground
     
    Frathe's Avatar

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    Dec 2012

    Default Re: Eras and Empires - Campaign Setting [PF]

    Dark elf image isn't working.
    Quote Originally Posted by Doxkid View Post
    You have created an abomination the likes of which this world was not prepared for.

    What have you DONE?!

  23. - Top - End - #23
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

    How about now?

    "The desire to dream is primordial."
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  24. - Top - End - #24
    Barbarian in the Playground
     
    Frathe's Avatar

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Yeah, it's good now.
    Quote Originally Posted by Doxkid View Post
    You have created an abomination the likes of which this world was not prepared for.

    What have you DONE?!

  25. - Top - End - #25
    Pixie in the Playground
     
    mad_brewer's Avatar

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Haha! I remember reviewing the Shefere months ago on its lone some, I wondered what happened to it. Will definitely continue reading when more is done

  26. - Top - End - #26
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Orcs
    Historical Origin: Throughout prehistory, orcs were seen as savage barbarians and a constant threat.
    Orcs were great warriors and hunters who raided villages, raped men and women alike, and took whatever they wanted. So there were good reasons to fear them.
    This changed somewhat at the dawn of the bronze age, when it became more profitable for the orcs to trade with the growing city-states and empires.
    The orcs of the Kuzrek desert and the Elruk plains became heavily involved in the slave trade and the bronze trade, trading copper from Kebtu and tin from Behir. Eventually, the Uzkal tribe began to dominate the Kuzrek and Elruk lands and established the Bronze Road. The Bronze Road allowed for rapid, safe travel, and the Uzkal protected traders and travelers in exchange for a toll.
    As a result of the Bronze Road, a few Uzkal cities began to form along the road, marking their transition from a nomadic people to an empire.
    Another consequence of this trade was that a few orcs began to immigrate to the neighboring empires, and almost always found work as professional soldiers.

    Description: Orcs are an aggressive and dominating race, famed for their strength and martial prowess.
    Orcs almost universally prize practicality over the ornamental, and judge others by their merits rather than by their titles, blood, or looks. Orcs respect not only strength and power, but also skill. Orc social units are usually meritocratic in nature.
    They are generally hard-working and tend to believe that everyone should earn their keep.
    Because of their value of merit, orcs generally hold the same expectations for both males and females and tend to treat both genders equally. Both males and females also tend to find a significant level of skill, especially when it comes to physical skills, to be an attractive trait.
    Orc women are just as aggressive as the men, and in most societies they occupy the same roles as men do. Meaning that the number of males and females will almost always be equal in any group of orcs.
    Orc women are also just as prone to violence, sadism, sexual assault, and rape as men are. This is especially evident when at war.
    Although orcs are omnivorous, they tend to crave and consume meat more often than most other races.

    Physical Description: Possessing a muscular yet lean build, with broad shoulders and wide hips, orcs typically stand just a few inches taller than most humans, with an average height of six feet. They have typically blood red to black skin, and long, black coarse hair. Aside from the top of their head, orcs are completely hairless and have very smooth, albeit thick skin.
    Eye colors range from amber, blue, brown, grey, green, hazel, red, to violet. Orcs also have two pair of fangs, as well as short claws on their fingers and toes.
    Males and females have the same height and share the same muscular, lean build.

    Racial Traits
    +2 Strength, +2 Constitution, -2 Charisma: Orcs are strong and tough, but are brutish.
    Humanoid (Orc)
    Medium: As medium creatures, orcs have no special bonuses or penalties due to their size.
    Normal Speed: Orcs have a base speed of 30 feet.
    Darkvision: Orcs can see in the dark up to 60 feet.
    Ferocity: If the hit points of an orc falls below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
    Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks.
    Relentless: Orcs receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the orc and its opponent are standing on the ground.
    Languages: Orcs begin play speaking two languages which are based on the era and region. Orcs with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-04-12 at 01:06 PM.

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  27. - Top - End - #27
    Orc in the Playground
     
    BlackDragon

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    Lizardfolk
    Historical Origin: The first lizardfolk civilization arose on the island of Azjan. Their island had limited resources, so trade was crucial to the Azjan people. As skilled seafarers, the Azjan employed a range of sophisticated vessels. They developed the first "navy", albeit one mostly used for trade rather than war. The impressive trading network of the Azjan gave them influence across the civilized world of their age. Their goods could be found in almost every corner of civilization, and nearly every port had a wealthy Azjan immigrant.

    Description: Lizardfolk are omnivorous, however they have a preference for meat. They universally enjoy sun-basking, bathing, and swimming.
    Although they are ectotherms, or cold-blooded, lizardfolk possess a relatively high metabolic rate for reptiles, which enable them to not be as dependent on external heat sources to regulate their body temperatures as other reptiles.
    Sunbasking in the mornings is an activity which can be found in all lizardfolk cultures, but this is not required to function normally. Because of their intellect and use of tools, lizardfolk have other important heat sources such as fire, cloth, and furs which serve crucial roles to control their body temperatures.

    Lizardfolk have tetrachromatic vision and can perceive colors within the ultraviolet spectrum. This enables them to perceive a far greater range of colors than most other races, and distinguish between colors which to most other races appear to be identical. To lizardfolk, most other races are colorblind.

    Sex and Reproduction: The sexual behavior of lizardfolk are quite different from those of the other races. A virgin lizardwoman has very little interest in sexual intercourse beyond reproduction, and choose her mates based on either their looks or their accomplishments. Once a lizardwoman has lost her virginity, she will desire and partake in recreational sex as much as members of other races do.
    In contrast, sexually mature lizardmen desire sex as much as the males of other races. Because of this, the need to impress lizardwomen for mating opportunities has been the driving force behind many of the accomplishments of lizardmen. This is also the reason why lizardfolk society tend to be matriarchal.
    Lizardfolk do not comprehend rape except for as a method of sexual gratification, and even then they rarely copulate with anyone who seems unwilling.

    Like other races, sexual intercourse between a lizardman and a lizardwoman does not automatically lead to conception. However, when it does, the lizardwoman will usually lay one or two eggs two months afterwards. These eggs are kept somewhere warm and cared for until they are ready to hatch, which usually takes six months.
    During this time of egg tending, lizardwomen are still fertile, which means that a very productive family can end up with a very big clutch.

    Physical Description: Possessing a muscular, lean, and agile build, lizardfolk look like large, bipedal lizards. They typically stand just a few inches taller than most humans, with an average height of six feet, and are covered in brown scales with black stripes. Lizardfolk jaws are lined with sharp teeth, and they possess claws capable of rendering a human to pieces.
    Eye colors range from amber, brown, green, and yellow.

    Lizardmen are slightly larger than lizardwomen. They have large crests on their heads and two sail-like crests, one along their backs and one along the tails. Lizardmen with large crests are usually thought to be very attractive, while those with small crests are generally thought of as unattractive and even ugly.
    Lizardmen have a pair of hemipenes which are held inverted, within the body, and are everted for copulation via erectile tissue, much like that of a human penis.

    Lizardwomen are slightly smaller than lizardmen and have only small crests on their heads.
    They have a cloaca, a posterior opening that serves as the only such opening for the intestinal, reproductive, and urinary tracts.

    Racial Traits
    +2 Strength, +2 Dexterity: Lizardfolk are both strong and agile.
    Humanoid (Lizardfolk)
    Medium: As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.
    Normal Speed: Lizardfolk have a base speed of 30 feet.
    Low-Light Vision: Lizardfolk can see twice as far as humans in conditions of dim light.
    Bite: Lizardfolk have a natural bite attack, dealing 1d4 damage.
    Claws: Lizardfolk have two claw attacks, dealing 1d4 damage each.
    Cold-Blooded: Lizardfolk consume only 1/3 the amount of food other Medium-sized races eat, and require only 6 ounces of decent food per day to avoid starvation. Lizardfolk suffer +1 damage per die from cold effects, as well as a -4 penalty to their Fortitude save against cold weather.
    Hard Scales: +1 natural armor bonus.
    Swim: Lizardfolk have a swim speed of 30 feet and receive the +8 racial bonus on Swim checks that a swim speed normally grants.
    Languages: Lizardfolk begin play speaking two languages which are based on the era and region. Lizardfolk with high Intelligence scores can choose from a pool of seven languages.
    Last edited by Sriseru; 2013-03-12 at 02:57 PM.

    "The desire to dream is primordial."
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  28. - Top - End - #28
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    Ogres
    Description: Ogres are a brutal and predatory race of humanoids.
    They tend to prefer to confront problems head on, rather than maneuver around them.
    Both genders are equally prone toward aggression and violence, and they tend to dominate their enemies by mutilating or devouring them. They also have a tendency to take trophies from their foes.
    In war, ogres seldom take prisoners; rather, they disfigure and eat their enemies.
    There's a great deal of gender equality in ogre societies. The one thing which is most valued among ogres is martial prowess, whether it's through brute strength or skill, and it is the one thing ogres are most attracted to.

    Physical Description: Ogres possess tall, powerful builds, with broad shoulders and wide hips. They stand one or two feet taller than humans, with an average height of seven and a half feet. Ogres typically have blood red to black skin, and long, black coarse hair. Aside from the top of their head, ogres are completely hairless and have very smooth, albeit thick skin.
    Eye colors range from amber, blue, brown, grey, green, hazel, red, to violet. Ogres also have horns and small tusks, as well as short claws on their fingers and toes.
    Ogres also have strong, musky, body odors. A very common misconception is that an ogre's body odor is due to poor cleanliness. In reality, ogres care about their hygiene just as much as the other races, and their body odors are actually powerful pheromones.
    Males and females have the same height and share the same muscular, lean build.

    Racial Traits
    +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Ogres are strong and tough, but dull and brutish.
    Humanoid (Ogre)
    Medium: As Medium creatures, ogres have no special bonuses or penalties due to their size.
    Normal Speed: Ogres have a base speed of 30 feet.
    Darkvision: Ogres can see in the dark up to 60 feet.
    Hardy: Ogres receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Intimidating: Ogres receive a +2 racial bonus on Intimidate skill checks.
    Languages: Ogres begin play speaking two languages which are based on the era and region. Ogres with high Intelligence scores can choose from a pool of seven languages.

    "The desire to dream is primordial."
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  29. - Top - End - #29
    Orc in the Playground
     
    BlackDragon

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    Default Re: Eras and Empires - Campaign Setting [PF]

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    "The desire to dream is primordial."
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  30. - Top - End - #30
    Halfling in the Playground
     
    BardGuy

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    Default Re: Eras and Empires - Campaign Setting [PF]

    Just some questions to help you think about your world.

    Quote Originally Posted by Sriseru View Post
    Basic Details
    Sword and Sorcery and Political Fantasy
    This campaign setting is about people, as well as internal and external political forces.
    There's little to no dungeon delving, fighting monsters, or saving the world. However, there's still a lot of conflict, both violent and non-violent, between various forces.
    Truthfully, this campaign setting has no central story or theme. It is designed to be a living, breathing world, full of story possibilities.
    I'm not sure about the idea of "no central theme". I believe there is a certain sense in which you would like to make your setting unique. How would best describe this uniqueness in a very short way? I think that is kind of your theme. It is good to be clear about it, even if you don't stay true to it at all times, as it gives your setting a certain conceptual cohesion.

    Quote Originally Posted by Sriseru View Post
    No Professional Adventuring
    In this world, people cannot make a living out of dungeon delving or adventuring. All characters need some way to make a living, and their options are dependent on the time and place your game takes place in.
    Because of this, all characters receive a single Profession skill of their choice as a class skill.
    I don't see way every character would need a Profession skill. What would be the Profession of a rich noble? Also, certain professions are represented by Craft skill (eg., Blacksmithing).

    Quote Originally Posted by Sriseru View Post
    No Monsters
    There are no monsters in this world, only people. Granted, some of those people are traditionally monstrous races, such as dragons, ogres, orcs, and goblins, but they are not treated like monsters in game terms.
    The only true monsters are outsiders or their spawn, but those are incredibly rare and are either treated as summoned creatures or as bosses.
    For the most part, though, you are fighting people or animals, and always keep in mind that everyone have motivations for what they do.
    The lines are far from clear. If a dragon can be a "people", why can't giants, sphinxes and others be a "people" as well? Is it something about their behavior, their numbers...? The line is blurred to the other side as well: what is the difference between an elk and a bulette? Is it that the second does not exist in our world?

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