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Old 11-16-2009, 02:24 PM   Top  -  End  -  #1
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Lightbulb [Campaign Setting] A Dying Ember

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 of Iborighu 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 Iborighu 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 Iborighu altered the comet's direction and it streaked down towards the great frozen ocean of the south. There lived Hleid, mother deity of the uldra race and those of the arctics. She was struck and shattered like a snowflake on stone.

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 Iborighu with that of Hearth. From this portal erupted Iborighu. 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 followers of Iborighu was not complete however, for the followers of Pelor, those lovers of 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 but those whom 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

Last edited by The Vorpal Tribble : 01-22-2011 at 04:04 PM.
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Old 11-16-2009, 02:26 PM   Top  -  End  -  #2
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Index
A Collection of Knowledge


World of Hearth

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
  • Lurkstock Moors (Emp)
  • Red Dew Forest
  • The Pass
  • Vale of Harmony
Other
  • Mountain That Walks
Peoples of Hearth
  • Human
    - Imperial
    - Liccan
    - Longhouse
    - Poqtian
  • Cheval (mirror-touched)
  • Darfellan
  • Dwarf
    - Common
    - Dream
    - Duergar
    - Glacier
    - Midgard
  • Free Peoples (half-orc)
  • Goliath
  • Kenku
  • Okilei
  • Raptoran
  • Shifter
  • Trlleeltrlaa (Trufflefolk)
  • Wild Children (Fey-Touched)

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

Fires of Life
  • Arcadian Holly
  • Aurcach
  • Aurochs
  • Biting Wind
  • Blizzard Willow
  • Bloosnjor
  • Chill Scattered
  • Crystal Woman
  • Death Dew
  • Dewmoss
  • Essence of Pharos
  • Flash Herring
  • 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
  • Immortal
  • Pelt
  • Seadreamt
  • Survivor
  • Tapper

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

Strange Ways

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

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

Last edited by The Vorpal Tribble : 01-22-2011 at 07:45 PM.
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Old 11-16-2009, 02:27 PM   Top  -  End  -  #3
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Hearth
Spoiler


Souquist, or Hearth as most now call their world, 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 cloudcover. 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

Other
- Mountain That Walks


Emp = Empire of Laffin

Last edited by The Vorpal Tribble : 01-27-2011 at 09:47 AM.
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Old 11-16-2009, 02:31 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

Last edited by The Vorpal Tribble : 01-25-2011 at 08:31 PM.
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Old 11-16-2009, 02:32 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 11-16-2009, 02:40 PM   Top  -  End  -  #6
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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

Last edited by The Vorpal Tribble : 01-23-2011 at 11:24 AM.
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Old 11-16-2009, 02:42 PM   Top  -  End  -  #7
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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 11-16-2009, 02:43 PM   Top  -  End  -  #8
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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 Iborighu'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, stories passed down over the millenia. And of the few with curiosity powerful enough to drive them to answers, fewer yet return.

Aeviewood
Spoiler


Croakine
Spoiler


Darkfalls Rift
Spoiler



Niglitok
Spoiler

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Old 11-16-2009, 02:46 PM   Top  -  End  -  #9
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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.

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

Human

Spoiler


-=-

Cheval (ramen)

Spoiler


-=-

Darfellan (ramen)

Spoiler


-=-

Dwarf (varies)

Spoiler



-=-

Free Peoples (ramen)

Spoiler


-=-

Goliaths (ramen)

Spoiler


-=-

Kenku (ramen)

Spoiler


-=-

Okilei (ramen)
(Oh-kee-lay)


Spoiler


-=-

Raptoran (ramen)

Spoiler


-=-

Shifter (djur or ramen)

Spoiler


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

Spoiler


-=-

Wild Children (any)
Spoiler

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Old 11-16-2009, 02:50 PM   Top  -  End  -  #10
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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 11-16-2009, 02:52 PM   Top  -  End  -  #12
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Faiths of the Frost





Harkatottom
Demi-God (Chaotic Good)
Spoiler



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



The Gurgling God
Greater God (Chaotic Evil)

Spoiler




The Queen Of A Thousand Roots
Greater God (True Neutral)

Spoiler

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Old 11-16-2009, 02:54 PM   Top  -  End  -  #13
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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 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 that required no weapon. Though these ways were known to all, few knew their lethal potential. The enforcers of the rigid class rules and strict laws prohibiting all but the aristocracy from wielding weapons payed no heed. This fighting style was expanded 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 11-16-2009, 02:56 PM   Top  -  End  -  #14
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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.
Foregoer
  • Common Races: Mongrelfolk 100%
  • Chief Location: Foregoers roam all of Hearth in the pursuit of their ancestral history. This might take them to ancient locations long hidden by snow or into the depths of the darkest forests and the tents of the most vicious peoples. Only the inner city of Licc are they not to be found, their presence immediately noticeable by the inhabitants.
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.

Last edited by The Vorpal Tribble : 02-05-2011 at 04:20 PM.
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Old 11-16-2009, 02:59 PM   Top  -  End  -  #15
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Default Re: [Campaign] A Dying Ember

Fell Fallman [General]
Prerequisites: Base Attack Bonus +1
Region: Gelid Falls
Benefit: You have had some training within the ranks of the Fell Fallman and are used to fighting in murky surroundings. You can see an extra five feet than usual in fogs and mists and your opponent does not have concealment from you unless he's too far to see at all.
Special: A fighter may select Fell Fallman as one of his fighter bonus feats.

Hauler [General]

You have a strong back and a pair of sturdy legs.
Prerequisite: Str 16
Benefit: You are used to hauling heavy objects and gain 20 lbs to your maximum light, medium, and heavy load limits.

Speed Skater [General]
You are lightening on ice.
Prerequisites: Skate speed
Benefit: Your skating speed increases by 20 feet.

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Old 11-16-2009, 03:09 PM   Top  -  End  -  #16
The Vorpal Tribble
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The Golden Kettle




Glycerol Glands

This is an extensive set of glands grafted along the limbs and body of the recipient. The hypothalamus, the portion of the brain that regulates body temperature, is removed and replaced as well. Now when the recipient is exposed to cold temperatures this triggers a response in the brain that causes the glands to produce a special substance that keeps the body from freezing. A recipient of this graft gains immunity to frostbite and may exist comfortably in conditions down to 0 degrees Fahrenheit without having to make Fortitude saves. The recipient also gains a +2 bonus on saving throws against cold effects. In fact, if the creature possessing these glands fall unconscious from low temperatures he automatically stabilizes and instead goes into a state of suspended animation. For every year that passes only a day is experienced by the body of the recipient. It grows hungry after a "day" without food and begins to suffer the effects of thirst and starvation as appropriate. If the temperature around the body warms up to above 0 degrees the recipient awakes.
This graft does not provide any level of resistance to cold damage.

Graft Flesh, adapt body, suspend life; Price 10,000 gp

-=-=-=-=-

Firesoak Silk
This exotic substance is a product of the wonderous firesoak moth. These moths are most often found within boreal forests, forming great nests within downed and rotting trees. Though covered in a thick brown fur and suited well to the outside temperatures, their eggs require warmth to properly hatch. They therefore spin extensive tunnels out of a sticky black substance they produce from their spittle. It quickly hardens into elastic threads. This unique thread absorbs heat with astounding efficiency. The body heat from the moths and the process of decomposition of the wood are trapped and a steady temperature is maintained within these nests.

This silk, when woven into fabric, produces a material invaluable to those of cold locales. A simple curtain across a doorway is enough to keep the heat within a room, or a set of clothing of the stuff enough to fend off the chilliest temperatures. Firesoak moths are not very common however, and difficult to raise, so that the prices of the silk is high.

The main drawback to firesoak is its incredible flammability. In temperatures that reach above 200 degrees, or brought near flame, the material combusts and quickly burns itself into ash.

Firesoak silk costs 10 gp per square yard.


Firesoak Bodysuit
A firesoak bodysuit comes complete with socks, gloves, and hood. It is treated as the equivalent of a cold weather outfit, except that it does little to block the chill of wind. Worn alone in windy locales it only grants a +2 bonus. If worn beneath other clothing or in calm areas it grants its full +5 bonus. This silk is so thin and flimsy that it may easily be worn underneath other apparel. If worn in conjunction with a cold weather outfit the bonuses stack.

A firesoak suit costs 120 gp. It can be made with a successful DC 20 Craft (weaving) check with four days of steady work.

-=-=-=-=-=-

Blizzard Willow Nectar
Only another incorporeal creatures or magical apparatus with the ghost-touch quality can harvest and extract the oil of the blossoms of the Blizzard Willow. It must then be kept in a force affect or mixed with ghost oil. If blizzard willow nectar comes into contact with normal ice or snow the frost itself becomes incorporeal. It takes on a thin, misty look but otherwise seems normal until it is touched. A single dose is enough to convert a five foot square.

The nectar must be kept in temperatures below freezing or it loses its properties. If the willow is killed before the nectar can be extracted the flowers retain their potency for 1d6 minutes.

Blizzard will nectar is nonmagical and each vial has a market price of 50 gp.
Extracting the oil requires a DC 28 Craft (alchemy) or Knowledge (nature) check.

-=-=-=-=-

Red Dew
A number of alchemists have been known to collect great quantities of red dew and distill it, turning it into an almost syrupy liquid of deep red color. Those who drink the brew gain a +4 bonus to all charisma-based checks when interacting with Fey, whom sense them as brethren. This bonus lasts for a day.
Red Dew is magical in nature, and each vial has a market price of 25 gp.

Preparing red dew requires a DC 10 Craft (alchemy) or Profession (brewer) check, and 6 hours a day for a week collecting the required amount.

Last edited by The Vorpal Tribble : 01-23-2011 at 11:15 AM.
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Old 11-16-2009, 03:14 PM   Top  -  End  -  #17
The Vorpal Tribble
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Default Re: [Campaign] A Dying Ember

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.

Spoiler


Elements


Aspects
Air
Earth
Fire
Water
Spoiler


Introvertia

Aspects
Mindfields
Region of Dream
Spoiler


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Old 11-16-2009, 03:15 PM   Top  -  End  -  #18
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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 Iborighu 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 Iborighu 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 Nerrah 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.

Last edited by The Vorpal Tribble : 01-22-2011 at 08:53 PM.
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Old 11-16-2009, 03:40 PM   Top  -  End  -  #19
Tavar
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Default Re: [Campaign] A Dying Ember

Looks interesting. Though, it might just be me, but the Faiths of the Frost color is hard to read.
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Old 11-16-2009, 04:11 PM   Top  -  End  -  #20
The Tygre
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Default Re: [Campaign] A Dying Ember

May I just say that this is a heaping helping of 'Awesome' with two side orders of 'Kick Ass' and a Frostburn slushy? Because it is.
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Old 11-16-2009, 04:25 PM   Top  -  End  -  #21
Tavar
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Default Re: [Campaign] A Dying Ember

You could delete the post if you wanted to(go to edit, click the circle that says yes you want to delete this post, then delete post).
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Old 11-16-2009, 04:31 PM   Top  -  End  -  #22
urkthegurk
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Default Re: [Campaign] A Dying Ember

WHHHHHAAAAAAT ISSSS THIIIIIISSSS!????@?!

Pretty awesome, is what. I haven't read through all of it, but awesome idea. I was just thinking about this alternate material plane where something very similar to this has happened, and you saved me a lot of work I bet. Thanks a biscuit.

One thing: maybe reduce the timeframe outlined in the world background? I know they're being of pure ice and all, but waiting 800 years would be a real pain. They must have been warring with the forces of pelor and light and all that good stuff during that time, right? Or maybe they're just really into boardgames.

Its all in these little, vital details to lend verisimilitude to a world. Like, what sort of boardgames did they play? I tells us important things about their personalities.
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Old 11-16-2009, 07:04 PM   Top  -  End  -  #23
The Tygre
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Quote:
Originally Posted by Tavar View Post
You could delete the post if you wanted to(go to edit, click the circle that says yes you want to delete this post, then delete post).
Thanks! I'm not sure how I missed that these past few... years...
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Old 11-16-2009, 09:14 PM   Top  -  End  -  #24
The Vorpal Tribble
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Quote:
One thing: maybe reduce the timeframe outlined in the world background? I know they're being of pure ice and all, but waiting 800 years would be a real pain. They must have been warring with the forces of pelor and light and all that good stuff during that time, right? Or maybe they're just really into boardgames.
'Waiting' doesn't mean 'sitting on our frostbitten bums'. They were doing all sorts of priestly things. Some of which may have been messing with Pelor, yes.

Btw, I'm just using contemporary deities for the moment. Already have a good few written up, and may rewrite them all.

This is all I'm doing for the day though, which has more little niggly details than I'm sure you thought you wanted.
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Old 11-16-2009, 11:28 PM   Top  -  End  -  #25
The Tygre
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Default Re: [Campaign] A Dying Ember

Vorpal, I'm going to ask this gently;

How many other awesome things are you hiding from us? This is like the Megamouth shark, a large/detailed marine vertebrate/campaign setting that modern science/the Playground didn't know existed until astoundingly recently.
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Old 11-17-2009, 08:52 PM   Top  -  End  -  #26
The Vorpal Tribble
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Nothing has been hidden. You just didn't know where to look...

Still adding, just taking awhile to find it all and update it.
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Old 11-17-2009, 09:51 PM   Top  -  End  -  #27
LordZarth
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This is the campaign setting I have always wanted to create, had I thought of it. Or been able to.

Wow. Please continue. I'm... wow.
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Old 11-17-2009, 11:28 PM   Top  -  End  -  #28
Icewalker
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Default Re: [Campaign] A Dying Ember

HolycrapVTmadeacampaignsetting

First off, this looks amazing. Secondly, I definitely don't have time to read it right now. But I want to. And will. And may think of adventures in it, and perhaps, if you'd let me, run one pbp eventually.

But that's all long term. Good to know that there's a new massive repository of awesome from our resident decapitating fuzzball to sort through.
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Old 11-18-2009, 12:53 PM   Top  -  End  -  #29
The Vorpal Tribble
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*pant*

Ok, added most of the races, PrC's, materials/substances and famous NPC's that I'm not going to re-write a bit. Most of this so far has actually been stuff I'd already pre-written. Ran this campaign for nearly a year before moving out of state caused me to stop it.

Everything from this point will be brand new and spruced up versions of the old.

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Old 11-19-2009, 10:45 PM   Top  -  End  -  #30
pyrefiend
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Default Re: [Campaign] A Dying Ember

Wow! This is incredibly, thoroughly awesome, and it needs a bit of a bump. I don't even know where to begin describing what I like about this setting- just know that you kept me from studying for a good couple hours.
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