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Old 09-21-2009, 08:19 AM   Top  -  End  -  #1
Jair Barik
Firbolg in the Playground
 
 
Join Date: Jun 2009
Gender: Male
Default Kalitharsis, The Scourged sands (Setting) Now with Map!

Kalitharsis, The Scourged sands (Age of the false Gods)

Map

Showing all major cities


Balgziva and surrounding lands
Spoiler


The Scourging
Many years ago a great cataclysm destroyed the world of Kalitharsis, scourging it of most life and collapsing most of the land into a mighty pit that surrounded all that was left. This event is known as the scourging and it is responsible for wiping most life from the face of the planet. That which was left was mostly desert and the survivors of the scourging were split, their faith in the Gods divided and their old loyalties destroyed. New empires and Kingdoms began to rise from the ashes of the old world, petty blood feuds between the races were put aside and new enemies were found. Most of the records and architecture of the old world were destroyed with the bulk of knowledge being salvaged from word of mouth. The exact cause of the Scourging is unknown but it is said to have occurred at the midst of a mighty war at the end of the age of magic. The Scourging seems to have cut man off from their God’s and caused the Earth to be saturated with magic. Though the exact cause was unknown there was an obvious scapegoat. The users of magic were quickly persecuted and practitioners killed, their studies and work destroyed. The blood lines with powerful innate magic were also persecuted and hunted, dragons and their ilk becoming creatures spoken of with malice and hate. What little magic survive is found in those who can keep it hidden or who study techniques that are forbidden by moral society. In the aftermath of the Scourging though the excessive magic in the land had many effects on its inhabitants. Some of these such as the increased Psionic potential of the people have been seen as good, others such as the abundancy of the undead have not.

History is generally referred to with the terms KBS (Kalitharsis before scourging) and KAS (Kalitharsis after the scourging)

Belief Systems

Spoiler


Groups/Factions

Spoiler


The Races

Spoiler


Geographic Areas

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Planar Cosmology

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Prestige Classes


Spoiler
__________________

He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
— Friedrich Nietzsche, Beyond Good and Evil


My characters

Last edited by Jair Barik : 09-07-2010 at 08:48 AM.
Jair Barik is offline  
Old 09-24-2009, 10:17 AM   Top  -  End  -  #2
Jair Barik
Firbolg in the Playground
 
 
Join Date: Jun 2009
Gender: Male
Default Re: Kalitharsis, The Scourged sands (Setting) WIP [PEACH]

Player Options
Mark of the Otrian
A character born within the Otrian forest will likely have a mark of the Otrian. A special tattoo given to the forest dwellers at birth that offers them various protections. It cannot be removed by any form of magic and remains even if they are brought back to life via a true resurrection spell. The tattoo is generally placed upon the forehead though it may be placed elsewhere.
All Marks grant the following powers.
-Forest sense- The character can sense at will the presence of other bearers of the mark. They can detect the exact number of mark bearers and mark types within 120ft of themselves but not their location. They need not concentrate on this to do so but can turn it off at will if in a town or city where it may be a nuisance. This a Spell like ability.
-Guardian of the Forest the character radiates a calming aura that allows the denizens of the forest to know they are a friend. This grants a +2 circumstance bonus on all handle animal checks made within the forest. It also prevents most animals, plants and fey from attacking the bearer within the forest though particularly wild or angry specimens may chose to ignore the sign and attack anyway. Bearers of the mark only heal damage naturally if within the bounds of the forest or within 30ft of a tree. This is a Supernatural ability.

The different types of mark each have the following additional effects.

-Mark of the Tree A bearer of this mark gains a +2 bonus on climb checks and balance checks but suffers a -2 penalty on all swim checks.
-Mark of the Marshes A bearer of this mark gains a +2 bonus on Hide checks and Survival checks but suffers a -2 penalty on all climb checks.
-Mark of the River A bearer of this mark gains a +2 bonus on swim checks and move silently checks but suffers a -2 penalty on all tumble checks.
-Mark of the Sun A bearer of this mark gains a fire resistance of 5 but suffers a -2 penalty on all spot and search checks made in areas of poor illumination (e.g. dungeons or at night)
-Mark of the Moon A bearer of this mark gains dark vision to 30ft (or +30ft to their existing dark vision) but suffers from light sensitivity.

Magic Blooded Substitution levels


Magic Blooded
LevelBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Magic Blooded Ability
2nd
+1
+0
+0
+3
Magic Blooded Ability
3rd
+1
+1
+1
+3
Magic Blooded Ability
4th
+2
+1
+1
+4
Magic Blooded Ability
5th
+2
+1
+1
+4
Magic Blooded Ability

Sometimes a child is born with raw magic in their veins. It is not inherited, it is not tame and it is considered a bad omen. Many magic blooded are killed at birth, the trait showing in some small fashion such as an unusual birthmark, strange eyes, or unnatural hair colour, or skin colour for their race.

A character may opt to be "magic blooded" at level 1. Being magic blooded confers the following abilities.
Innate magical gift-Magic runs through your veins. You gain bard as a favoured class and the following skills are considered class skills Knowledge (arcana), Spellcraft, Use Magical Device. You also gain a +2 competence bonus to these skills. You cannot gain psionic abilities, if you have any natural psionic abilities these count as spell like abilities.
Pariah-Magic blooded are outcastsmore so than even bards, as such they often develop poor social skills . They suffer a -4 penalty on all diplomacy, bluff and disguise checks but a +2 bonus on intimidate checks. They also suffer a -4 penalty to any perform, tumble, proffesion or other check made to earn money or influence a person who is prejudiced to Magic.

Magic blooded substitution levels may be taken so long as the character has at least as many class levels as they do magic blooded substitution levels (e.g. a Fighter 1/ Magic blooded 1 cannot take another substitution level till they gain a 2nd class level)

Magic Blooded Abilities
One of the following abilities may be taken at each level.
Spell blooded-Select a lvl 1 spell from the Sorcerer/Wizard spell list or the Cleric spell list (non domain). You may cast this spell 3/day+1 per point of charisma modifier. Caster level=your Magic blooded level, Save DC is Charisma based. This is a spell like ability. (you may take this ability multiple times chosing different spells)
Greater Spell blooded-Select a lvl 2 spell from the Sorcerer/Wizard spell list or the Cleric spell list (non domain). You may cast this spell 3/day+1 per point of charisma modifier. Caster level=your Magic blooded level+2, Save DC is Charisma based. This is a spell like ability. (this ability may only be taken bya spell blooded of lvl 3 or greater) (you may take this ability multiple times chosing different spells)
Deep Spell blooded-Select a lvl 3 spell from the Sorcerer/Wizard spell list or the Cleric spell list (non domain). You may cast this spell 3/day+1 per point of charisma modifier. Caster level=your Magic blooded level+3, Save DC is Charisma based. This is a spell like ability. (this ability may only be taken bya spell blooded of lvl 5)
Dire Spell blooded-Select a lvl 4 spell from the Sorcerer/Wizard spell list or the Cleric spell list (non domain). You may cast this spell 1/day. Caster level=your Magic blooded level+3, Save DC is Charisma based. This is a spell like ability. (this ability may only be taken bya spell blooded of lvl 5)
True Spell blooded-Select a lvl 1 spell from the Sorcerer/Wizard spell list or the Cleric spell list (non domain). You may cast this spell at will. Caster level=your Magic blooded level+3, Save DC is Charisma based. This is a spell like ability. (this ability may only be taken bya spell blooded of lvl 5)
One with the world-You are better attuned with the natural world. You heal ability damage and health at twice the normal rate.
Armour of the Soul-You gain a +2 bonus on saves v spells/spell like abilities.
Innate Caster-Spell blooded levels stack with levels another class you have levels in for determining caster level, spells per day and spells known. You must be able to cast divine or arcane spells with another class to take this ability.
Blood of Power-Your caster level is considered two levels higher when casting arcane or divine spells or spell like abilities. (You must be at least lvl 4 to take this ability)
Blood of Flame-You gain fire resistance 5 (you cannot take this ability if you already have blood of Ice, this ability may be taken multiple times each time increasing the resistance by 5)
Blood of Ice-You gain cold resistance 5 (you cannot take this ability if you already have blood of Fire, this ability may be taken multiple times each time increasing the resistance by 5)
Blood of Acid-You gain acid resistance 5 (you cannot take this ability if you already have blood of thunder, this ability may be taken multiple times each time increasing the resistance by 5)
Blood of Thunder-You gain electricity resistance 5 (you cannot take this ability if you already have blood of Acid, this ability may be taken multiple times each time increasing the resistance by 5)
__________________

He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
— Friedrich Nietzsche, Beyond Good and Evil


My characters

Last edited by Jair Barik : 09-24-2009 at 04:26 PM.
Jair Barik is offline  
Old 09-25-2009, 07:30 AM   Top  -  End  -  #3
Jair Barik
Firbolg in the Playground
 
 
Join Date: Jun 2009
Gender: Male
Default Re: Kalitharsis, The Scourged sands (Setting) WIP [PEACH]

Classes

Barbarians-Common to the Wilderness of the desert are barbarians. Wether they be savages, nomads or a tribal clan there are an abundance of Barbarians in the world who have chosen to make their own way in life instead of confininf themselves to the established cities. Some however do eventually find that either through the alure of adventure, gold or through tragic circumstances that force them to move, they end up working as hired thugs and bodyguards for the wealthier parts of society.

Bards-Those with the blood of dragons or some other arcane heritage become bards. Outcasts from society they hide their innate magical gifts in order to avoid persecution. There once was a time when the dragon blooded may well have been able to defeat any who opposed them but that was long ago. Now the bloodlines are so diluted that even those directly descended from the greatest dragons can still only master a few spells (for the purpose of qualifying for heritage feats bards count as sorcerers).

Clerics and Druids-The wildmen of the forest and the followers of the God's lost most of their powers after the Scourging, or possibly just before. It is not known why but the world was cut off from direct divine contact and nobody has heard directly from the Gods since the event. People still speak the druidic language and call upon the divine powers though but they can only muster enough energy for simple tasks of healing and protection, many who speak the secret language actually being Rangers and many in high ranked positions within the faiths being Paladins. The divine energy is out there... but men cannot contact it effectively (Rangers may select Druidic as a bonus language)

Fighters-If barbarians are the warriors of the wilds then Fighters are the warriors of civilization. More than the lowly warrior a fighter is a trained soldier who through a priviliged background or lucky chance has become more than just another hired sword and learned the ways of battle from a master. Some of course need no teacher and are simply naturally gifted but in the aftermath of the Scourging one thing a fighter can always rely on is that somebody will be willing to hire them.

Monks-Monks are a welcome sight to any village in the desert. Lone travellers who will fend off the current threat in exchange for a meal and a bed for the night, Monks are praised by the people for doing the work of whatever God they may believe in. Some particularly Religious Monks may even rise to a high ranked position of their clergy while others are content to wander the land helping those they meet and looking for a greater meaning in life.

Paladins-Of all the Paladins the most famous are thos of Rathgan. Zealous warriors who seek the destruction of evil, the righting of wrongs and the betterment of the people. Paladins are often viewed as the salvation of the sands in these cursed times. But a paladin's honour does not mean what it once did. Many take oaths that are more "liberal" than their peers would like, the most notable being the seekers of the dawning light. Others claim that a Paladin is nothing more than a sellsword who preaches justice while charging the poor for their services. (Paladins may be either Chaotic Good or Lawful Good, if they change their alignment they lose their powers)

Rangers-Wandering the forests of Otrian, walking the borders, leading trade parties and caravans across the desert. A rangers work is never done. The land is hostile, a fact that follows people wherever they go and so any who seek to move from one place to another will need a good guide. The same goes for defending a place or a patch of land from theives. A rangers tracking skills are invaluable as is their knowledge of plants and nature.

Rogues-The Order of Rathgan believes that only through the united effort of the world can these dark times be put behind us. The Cult of Gold on the other hand cliams that money is our salvation both in the present and the future. Rogues often consider themselves above the law. They may rob from the rich to give to the needy or just to keep for themselves. Rogues are an invaluable resource to any who would search for the lost treasures found in sealed tombs and ruins beneath the sands. Excellent infiltrators and spies they also find strong places in society and working for the governing bodies.

Wizards-It is Wizards who are blamed for the Scourging and all of them are now gone from the world as is most magic written down by the hand of man. Magic still fills the world but the means to control it is lost. the scourging destroyed most historical records and writing and with it took the knowledge of how to control magic. Perhaps somewhere there waits a tome that survived the disaster and waits for soembody to unravel its secrets, perhaps not.

Psions-Some view them as humanities saviours, others as no better than wizards. Regardless of what people think a Psions innate psychic powers allow many to rise to positions of power in their chosen field, their intelligence also being a great boon to this. Though they existed before the scourging the scourging itself awakened a great deal more Psionic potential amongst the survivors of the tragedy. Powerful Psions are often a rarity but small time Psions are far from being an uncommon resource, used by both civil law bodies, guards and also illigitimate businessmen.

Psychic Warriors-Some fighters find they have been gifted with psychic strength which they persue their development of in expense of their fighting skills. Psychic warriors find much the same employment as fighters either in mercenary, bodyguard or even pit fighting work. Their ability to manifest powers however grants them some appeal that regular fighters lack when it comes to finding employment and so their sword hands are rarely out of work.

Soulknives

Wilders-Unlike Psions Wilders are often feared in a similar manner to users of magic. While a Psion controls his power with intelligence and directed thought the Wilder's unpredictable nature leads many to associate them with the taboo of Sorcerery. A skilled Wilder though can easily pass themself off as a Psion but the social fears of some smaller communities still associate all manifestations with magic.

Ardents

Divine Minds

Lurks

Warlocks and Shadowcasters-Practitioners of the dark magic these two forms of spellcaster call upon forces that survived the scourging. The warlocks bargain with demonic forces to gain power beyond the reach of most mortals while the Shadowcasters take their powers from a plane many would dare not tread. Both forms of magic are Taboo and generally outlawed yet both are still caried out, taught from master to student, fought against but never eradicated.

Swashbucklers-The life of a swashbuckler still holds appeal despite the absence of any great body of water. The charasmatic nature of these warriors is often a refreshing contrast to the bleak nature of the Sands and so these dashing, occasionally foolhardy, warriors are popular amongst the people as vigilantes, hired heros or wandering travellers who arrive in the nick of time to save the day.

Hexbaldes-Just as bards possess some sorcerous blood so do Hexblades. But whereas Bards often trace their ancestry to dragons, Hexblades often trace theres to demonic and infernal sources. Feared and despised these warriors are avoided at all costs. Often turning to lives of crime or becoming warlords and bandits a few still make an honest living through mercenary work for customers with fewer moral or social qualms.

Scouts-Scouts are a valuable resource in the desert and the forest just as rangers are. Moving ahead and locating danger areas, undead or bandits, a good scout can save a trade caravan much unnecessary danger. Many cravans or military expeditions have been lost, disappearing never to be heard of again, due to their leaders underestimating the value of a good scout.
__________________

He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
— Friedrich Nietzsche, Beyond Good and Evil


My characters

Last edited by Jair Barik : 10-30-2009 at 04:03 PM.
Jair Barik is offline  
Old 10-06-2009, 09:33 AM   Top  -  End  -  #4
Jair Barik
Firbolg in the Playground
 
 
Join Date: Jun 2009
Gender: Male
Default Re: Kalitharsis, The Scourged sands (Setting) WIP [PEACH]

Ruins
Spoiler
__________________

He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
— Friedrich Nietzsche, Beyond Good and Evil


My characters

Last edited by Jair Barik : 05-09-2010 at 02:41 PM.
Jair Barik is offline  
Old 10-30-2009, 03:49 PM   Top  -  End  -  #5
Jair Barik
Firbolg in the Playground
 
 
Join Date: Jun 2009
Gender: Male
Default Re: Kalitharsis, The Scourged sands (Setting) WIP [PEACH]

Cities
Spoiler


Towns
Spoiler
__________________

He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
— Friedrich Nietzsche, Beyond Good and Evil


My characters

Last edited by Jair Barik : 09-07-2010 at 08:13 AM.
Jair Barik is offline  
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