6/4/2013 - Free Wallpaper (and Mini Release)
5/29/2013 - Important: GiantITP Server Compromised
2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
Frequently Asked Questions (FAQ)

Order of the Stick 894 The Last Room
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design > World-Building
Register FAQ Members List Mark Forums Read End

World-Building The forum for discussion about designing and building campaign settings. Come participate in a community creation or show off your own work to the forum world-builders!

Reply
 
Thread Tools
Old 02-11-2010, 03:38 AM   Top  -  End  -  #1
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Malmundi (A 3.5 Campaign Setting)

Eons ago, the Lords of the Abyss took a break from their constant schemes and sat down together to create a world and all the mewling souls in it. Like a game of chess, each one would have pawns to play against each other, with the eventual victor gaining control of the world. It was an elaborate and perhaps out-of-character game for many of the princes of the Abyss (many of whom could hardly stand each other's company for more than five minutes), but the life of a demon lord is long and often tedious, and such schemes both alleviate the tedium of their existence and give them a chance to jockey against one another for position. Bound by blood and glyph to not interfere once the world was created, they each retreated to their grand scrying pools to watch Malmundus bloom.

But as is so often the way with chaotic beings, they lost interest and abandoned it. Now long since abandoned by their Abyssal overlords, the races have forged their own way in the world, casting off the yoke of demonic oppression and control.

Still, in the dark corners of the world, fiendish forces lurk, waiting patiently to send the people of Malmundus back to their fell masters.

MAP:
Spoiler


Gameplay


Setting House Rules

General

This is an E6 campaign setting, using my E6 compendium classes.

Last edited by Gnorman : 02-23-2013 at 11:57 PM.
Gnorman is offline   Reply With Quote
Old 02-11-2010, 03:39 AM   Top  -  End  -  #2
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Races
Changeling
Spoiler

Cog
Spoiler

Deep One
Spoiler

Fiendkin
Spoiler

Gnoll
Spoiler

Gravetouched
Spoiler

Gremlin
Spoiler

Highborn
Spoiler

Jotun
Spoiler

Last edited by Gnorman : 02-24-2013 at 12:25 AM.
Gnorman is offline   Reply With Quote
Old 02-11-2010, 04:14 AM   Top  -  End  -  #3
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Races, Continued


Lizardfolk
Spoiler

Mantid
Spoiler

Minotaur
Spoiler

Myconid
Spoiler

Orochi
Spoiler

Tengu
Spoiler


RaceAdulthoodAverage LifespanAverage HeightAverage Weight
Changelings16 yrs75 yrs5'4"120 lbs.
CogCreationTheoretically infinite6'2"300 lbs.
Deep One20 yrs100 yrs5'6"140 lbs.
Fiendkin16 yrs75 yrs5'8"160 lbs.
Gnoll12 yrs60 yrs6'10"250 lbs.
Gravetouched16 yrs150 yrs5'8"160 lbs.
Gremlin18 yrs90 yrs4'5"75 lbs.
Highborn22 yrs120 yrs5'10"140 lbs.
Jotun15 yrs70 yrs6'2"200 lbs.
Lizardfolk12 yrs60 yrs6'250 lbs.
Mantid10 yrs50 yrs6'6"240 lbs.
Minotaur14 yrs65 yrs6'10"280 lbs.
Myconid30 yrs300 yrs5'6"300 lbs.
Orochi16 yrs75 yrs5'6"140 lbs.
Tengu15 yrs70 yrs5'10"120 lbs.


Language

One prays in Old Imperial, swears in Jotun, and bargains in Trade. But for love? Why, my friend, you'd be a fool to whisper anything other than Zheph in your paramour's ear.
- Barram, Imperium trader.

Deep Speech
Difficult to speak above water, deep speech is a bubbly, light tongue with a high dependency on vowels. Few consonants in other languages actually see use in Deep Speech, as many of the sounds they make cannot be properly heard when submerged.

Gnollish
Howls, barks, and growls help the gnoll communicate, though they have recognizable words. Gnollish is rough and guttural, but not quite so forceful as Jotun.

Gremlin
Gremlin language sounds like Varoshkan, but no typical Varoshkan will be able to glean the full meaning, as gremlins use elaborate substitution ciphers, and hand signals to deceive onlookers while delivering their true intent in code.

High Avariani
Ostentatious in the utmost, High Avariani is a confusing, looping language, full of roundabout imagery and metaphor. It is often said that High Avariani says in one minute what most of us say in a sentence.

Imperial Trade
The most common tongue on Malmundus. It's the common tongue of the Imperium, as well as the countries formerly under its control (for the most part). Taking loan words from Varoshkan, Zheph, and Low Avariani, most folks understand at least a little of it.

Islander
Islander is a composite language, a creole cobbled together over time from the various native languages of the tribes and clans in the Isles, as well as traders from the Imperium.

Jotun
Harsh and guttural, Jotun is rarely more than a functional language. Poetry and speeches are not written in it, though most words exclaimed when one drops a hammer on one's foot are in Jotun.

Kliktik
The native tongue of the Mantids, Kliktik is extremely difficult for an outsider to learn, as it requires clicking one's mandibles and claws together to make fine points. Though it can be learned (typically, non-mantids cobble together the required sounds by gnashing their teeth or snapping their fingers), most common folk consider it to be insectile gibberish. Kliktik has no alphabet, as mantids do not use a system of writing.

Low Avariani
The common tongue of Avaria, northern Gilner, and some of the Free Nations. Low Avariani pares away the excess of High Avariani while adding hints of Imperial. Low Avariani is an ideal language for story-telling and bawdy tales, ribald without being crass, full of colorful descriptive language without being pretenetious.

Maratongan
The settlers and colonists of Maratongo have been separated from the Imperium for long enough that their language has shifted, though it has remained somewhat similar. Less formal than Old Imperial but not quite as much of a pidgin as Trade, Maratongan is the tongue of choice for the fiercely independent people of the ranges.

Minosian
Minotaurs and few others speak this tongue, a deep, tonal language accented by low rumblings and snorts.

Mycon
Mycon, like Kliktik, is exceptionally difficult to learn, as mycons frequently use bioluminescence and varying scented spores to communicate subtle changes in meaning. Mycon merchants sell translation devices, which are large sacs filled with spores - intrepid linguists place their fingers in notches in the sac and blow to eject specific spores, very much like one would play the bagpipes.

Old Imperial Exacting, stiff, and extremely proper, Old Imperial sees little use outside the Imperium, mostly for official documents and scientific or magical study. The nobility and upper classes of the Imperium (as well as some of the Free Nations) would never deign to be heard speaking Trade, and so Old Imperial sees use there.

Orochii
A sibilant, hissing tongue spoken almost exclusively by the Orochi.

Shendonese
The eastern seaboard of Malmundus, being isolated for so long by the unforgiving desert, has developed its unique tongue nominally based upon Imperial, full of long vowels and tonal-dependent meaning. While an Imperial citizen might pick out a few familiar words, most of the language is quite foreign.

Ssarasan
Restrained, poetic, and given to aphorism, ssarasan is a sage's language, full of rhetorical flourishes. While it is not nearly so drawn out as High Avariani, it is a complicated language to learn.

Teng
The unique speech of the Tengu, it is a tonal, almost song-like language punctuated by shrieks and squawks.

Totectli
The speech of the dragons themselves, or so the lizardfolk maintain. Totectli is difficult for most, though not because of any physical deficiency like those trying to learn Mycon or Kliktik - Totectli combines consonants and sounds that most people find dissonant, even discomforting.

Varoshkan
Full of heavy consonants, Varoshkan is at heart a peasant's language, direct and forthright.

Zheph A flowing, lilting language primarily used by desert nomads and tribes in the east of the Imperium. It sees some use in Shendon and northern Ssarasa.

Last edited by Gnorman : 02-24-2013 at 12:37 AM.
Gnorman is offline   Reply With Quote
Old 02-11-2010, 04:36 AM   Top  -  End  -  #4
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Religion


Gods
Spoiler


Other Religions

Spoiler


Geography

Amaranthus
The capital city of the Imperium, Amaranthus is dominated by blood-red spires. Sitting at the heart of a river delta, it is the breadbasket of the Imperium and the seat of the Imperator.

Avaria
Consisting of two main islands off the northern coast of the main continent, Avaria is a land of rolling hills, dense forests, and alabaster towers. This is the home of the highborn, and they take care to ensure that its beauty is preserved.

The Free Nations

Gilner
Gilner is primarily made up of low-lying farmland, full of fields and arable acres. It is primarily inhabited by fiendkin, jotun, and highborn. The eastern half of the nation is separated from Varoshka by a mountain range, and is notably more hostile than the mellow west. Cities on the northern coast are constantly on the watch for Jotun raiders.

Gwazri Plains
The ancestral home of the gnolls, the Gwazri Plains are also home to a few Imperial settlements and a handful of mantid hive-cities in the east.

The Imperium
Having once dominated nearly the entire northern continent, the Imperium has fallen to a shadow of its former self. It now occupies the southern coast of the Inner Sea and a narrow strip of territory extending east towards northern Ssarasa.

The Inner Sea

Novantum
Novantum is the main settlement in Maratongo, a ramshackle city of brick and coarse lumber. It is mainly home to hunters, loggers, and pioneers, and the opportunities for profit and adventure attract races from across the world.

Taras

Shendon

Ssarasa

Ssima
The capital city of Ssarasa, Ssima is a glittering emerald jewel on the coast of the Southern Sea. It sits next to a fetid swamp and a vast jungle.

Tengun
Tengun is the tengu name for the eastern island of Shendon, what they consider their chosen land. It is a harsh, mountainous island with little arable land, but the tengu cultivate what they can. The cliffs and peaks are perfect for their aeries.

Techtotec

Vostok, the Clockwork City

People and Culture

Famous Figures

Aramov
The nominal leader of the Dead Isles, Aramov is a millenia-old lich. He rules the main isle of Lethe with surprising enlightenment for a half-mad dictator, allowing his subjects relative freedom as long as he is left undisturbed to pursue his research into the nature of life and death.

Baron Ossiano
Baron Ossiano (known most frequently as simply "The Baron") is a vampire lord and the ruler of one of the smaller Dead Isles. He has a difficult relationship with Aramov - though he officially recognizes the lich's superiority, his agents work to subvert and disrupt Aramov whenever possible. Ossiano is exceptionally debonair and maintains a highly-civilized veneer when out in public, and the port city he rules reflects this veneer of gentility.

Bartolus
Bartolus is the chief mage of the Imperial court, a clever old man with a penchant for the calling and controlling of extraplanar entities. He has a number of pacts with demonic allies, and does little to hide this. He oversees the Academium Arcanum in Amaranthus.

Dimitroff Stetkovno (deceased)
Dimitroff, a rather diminutive gremlin, was a brilliant inventor and mechanic, specializing in golems and clockwork constructs. His crowning achievement was a completely sentient construct, which he named the cog. In his latter years, he began to work extensively on the transference of souls and personalities into inert metal frames, though the notes that were recovered after his death were fragmented and indecipherable.

Metuus
The Grand Primarch of the church of Deimos, Metuus is a brutal, tyrannical man who nevertheless can be extremely subtle and persuasive. He serves as the chief adviser to the current Imperator, and is widely believed to be the true power behind the throne.

Ophelina Faerendenthia
The current queen of Avaria, Ophelina is a shrewd and careful monarch caught in the unenviable position of having to deal with the newly-independent Gilner. Though she is relatively young, she has proven to be powerful and quite charming at state functions.

The First
Little is known about this figure except that it was the first cog created, imbued with the greatest of Dimitroff Stetkovno's technical brilliance. Hushed whispers in Varoshkan circles say that The First is organizing a systematic genocide of all Varoshkans, especially the gremlins, so that the cogs may claim the land as their own.

Titus Dominius I (deceased)
The first Imperator, Titus Dominius was a bold and powerful fiendkin, with dreams of conquest and power. He worshipped no gods, and instead believed only in the power of himself and his citizens.

Titus Dominius XXII
The current Imperator, Titus ascended to the throne at the tender age of nineteen, ripe for manipulation. Now in his early thirties, he is nonetheless controlled by his advisers and generals. He is notoriously weak-willed, and spends his days indulging in bacchanals of wine and women.

Zuth (deceased)
Zuth was an ancient orochi master of discipline and mental might, and is credited with being the first Malmundian to tap into the potential of psychic power. His philosophy spread throughout the southeastern regions of Malmundus over the course of thousands of years, but he is never worshipped as a god himself.

Timeline

-200,000 Before Imperium - The demon lords come together to create Malmundus and its races.
-199,990 B.I. - The demon lords leave Malmundus and seal it from all but their own eyes, each leaving behind one aspect to oversee their people.
-180,000 B.I. - The aspects left behind by the demon lords begin to set themselves up as gods. After a few thousand years, their worship is strong enough to actually do so - they become quasi-deities. Their ties to their masters are officially broken, but the demon lords can do nothing - Malmundus is sealed even beyond their power.
-120,000 B.I. - The fabled city of Aurum is founded by a peaceful coalition of many races. Thirty thousand years of peace reign, with Aurumites creating wonders of magic and technology.
-90,000 B.I. - War breaks out between the lizardfolk and the other races. They eventually call on powerful draconic magic to shatter the main continent and split Techtotec from the landmass. In the resulting cataclysm, Aurum is destroyed and lost in the newly-created Inner Sea. The various peoples who survive disperse throughout the Inner Sea region. Thousands of years of hardship and ignorance follow.
-32,000 B.I. - Zuth is born.
-31,900 B.I. - Zuth, by now a wizened old man, disappears entirely. His disciplines find no message or sign of him.
-20,000 B.I. - Aramov is born in the Dead Isles. Upon his death, he ascends to lichdom.
-14,000 B.I. - According to legends, the first king of Avaria unites the Highborn under one rule and leads them to their promised island. They remain isolated for several millenia.
-2,000 B.I. - Avaria settles Gilner.
-600 B.I. - A group of nomadic fiendkin settle on the southern edge of the Inner Sea. They name their settlement Amaranthus.
-34 B.I. - Titus Dominius is born.
-5 B.I. - Titus Dominius unites the squabbling fiendkin of the Inner Sea and claims it at his own.
0 B.I. - Titus Dominius declares himself Imperator - the Imperium is founded.
14 After Imperium - War officially breaks out between Avaria and the Imperium.
20 A.I. - Titus Dominius takes ill and dies. The Imperium blames this on Highborn agents. Titus Dominius' son, Titus II, ascends to the throne.
40 A.I. - The colony of Argyros is founded on an island just off the southern coast of the Gwazri plains. Thousands of Imperium slaves are shipped here to work in the silver mines.
67 A.I. - Peace is declared between Avaria and the Imperium, with the Imperium occupying many Avarian territories along the north coast of the Inner Sea and southern Gilner.
75 A.I. - The Imperium reaches its apex - it controls territory from Maratongo to Shendon, from Varoshka to Ssarasa. Avaria and its vassal state Gilner continue to maintain an uneasy peace, marked by intermittent fighting.
90 A.I. - The Imperium founds Novantum along the shores of Lake Toromoa in Maratongo. Lumber and iron begins to flow back along the trade routes to the Imperium.
150 A.I. - The Imperium's extended reach begins to work against it - groups of other races, sick of the iron grip, start to rebel.
170 A.I. - The tengu of the eastern island of Shendon are the first to successfully rebel, driving Imperial forces out of their home.
219 A.I. - Dimitroff Stetkovno is born in Vostok.
230 A.I. - The orochii and common folk of southern Ssarasa rebel against the Imperium; Imperial forces are forced to retreat to the northern half of the peninsula.
250 A.I. - Unrest at home impels the Imperator to call home the troops and commanders stationed at Argyros; the island city never officially declares its independence, but begins to govern itself nonetheless.
265 A.I. - Dimitroff Stetkovno creates the first cog.
275 A.I. - Varoshka contracts Stetkovno to manufacture the cogs as soldiers in their war against the Imperium.
323 A.I. - Stetkovno supposedly dies, but his body is never recovered. His laboratory is pillaged by his rivals, who use his notes to construct cogs of their own.
345 A.I. - Varoshka, aided by its newly constructed soldiers, is able to throw off the constraints of the Imperium once and for all. Cogs are still used as slaves and soldiers.
397 A.I. - The Free Nations are founded by a coalition of city-states attempting to throw off Imperial rule. Tarantum is the nominal leader; it renames itself Taras to symbolize its liberation. Avaria seizes the opportunity to reclaim several territories in southern Gilner; this ignites a rebellion in the protectorate against the highborn.
442 A.I. - Gilner officially declares its independence; a tense truce remains between it and Avaria.
488 A.I. - The current Imperator, Titus XXII, ascends to the throne at only nineteen years old - he is popularly considered an indulgent, ineffective Imperator, a petulant brat in imperial clothing. Metuus, the Grand Primarch of the church of Deimos, solidifies his grip on Imperial rule, "advising" the young Imperator.
492 A.I. - Popular unrest finally results in Varoshka granting official freedom to the cogs. Hundreds of cogs come out of hiding and rejoin Varoshkan society. Manufacturing of new cogs ceases.
500 A.I. - The current era.

Last edited by Gnorman : 06-30-2011 at 05:00 AM.
Gnorman is offline   Reply With Quote
Old 01-26-2011, 10:57 AM   Top  -  End  -  #5
Maquise
Ogre in the Playground
 
 
Join Date: Dec 2009
Location: 
St. Louis
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Mushroom paladins?

That's different. I like it so far, and would like to see it fleshed out more.
__________________
Quote:
Originally Posted by Stu42 View Post
I used to like called shots. Then I took an arrow to the knee.
Arvak Avatar by Dirtytabs
I can draw. Stop by; I take character requests!
Current Homebrew Project: Psychanuan
Maquise is offline   Reply With Quote
Old 01-26-2011, 11:19 AM   Top  -  End  -  #6
Tvtyrant
Ettin in the Playground
 
 
Join Date: Oct 2010
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

I love the image of tiny Demogorgon! :D

It looks good, though so far the Giantkin are OP compared to the others.
__________________
Avapony by Dirtytabs!
Quote:
Originally Posted by Tiki Snakes View Post
Finding out that the ennui and cynicism of our times is not, after all, an unavoidable unreverseable fate does kind of throw your world-view off, potentially.
(╯°□°)╯︵ ┻━┻
Binding Elder Evils Minihandbook~ Updated with a new Elder Evil!
Tvtyrant is offline   Reply With Quote
Old 01-26-2011, 04:05 PM   Top  -  End  -  #7
The Tygre
Ogre in the Playground
 
 
Join Date: Aug 2007
Location: 
The Serpent's Throne
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

... I-I love you, budding demonic campaign world. Definitely watching this one grow.
__________________
Spoiler
The Tygre is offline   Reply With Quote
Old 02-19-2011, 05:00 PM   Top  -  End  -  #8
Mayhem
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
New Zealand
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

This is really cool man, nice one!

Warforged could be along the lines of this:

Slam attack, 1d4 damage.
Living construct: Immune to poison, sleep, paralysis, disease, nausea, fatigue, exuastion, sickened, and energy drain. Gains light fortification, a +2 AC bonus and 5% arcane spell failure. Does not need to eat, sleep or breath. If reduced to -10 HP, the warforged is inert not dead, and does not take additional damage from bleeding out but does take any damage dealt to him. THe warforged does not heal naturally and recieves only half the benefit from healing spells. Blah blah, you know the rest.
At 5HD the warforged gains damage reduction 4/adamantine, which stacks with existing damage reduction of the same type. At 10HD, the warforged is immune to sneak attacks and critical hits. At 15HD the slam damage increases to 2d4 and gains a second slam attack.

Grave touched could be along these lines:
Slam attack, 1d4 damage.
Resist control: +4 bonus against control and turn undead.
Living undead: Immune to poison, sleep, paralysis, disease, nausea, fatigue, exuastion, sickened, and energy drain. Gains light fortification, and does not need to eat, sleep or breath. If reduced to -10 HP, the gravetouched is inert not dead, and does not take additional damage from bleeding out but does take any damage dealt to him. Gravetouched do not heal naturally and is healed with inflict spells and harmed with cure spells.

As for special abilities, I'm not sure. I'm thinking either ghoul paralysis or wight energy drain.


Tengu:
2claw attacks, 1d6 damage.
Wings: Tengu gain +10 bonus to jump checks. When falling, the tengu's wings unfurl as a reflexive action whether the tengu is conscious or not, and prevent all falling damage and for every 5 feet fallen they may move 20 feet horizontally but only if conscious with average manueverability. At 5HD the tengu may fly at 20ft speed for a number of rounds equal to 3+constitution bonus, after which time the tengu becomes fatigued. Tengu often combine flight with gliding to extend the distance of their flight. At 10HD the tengu gains a 40ft flight speed. At 15HD the tengu gains 2 rake attacks with its hind claws while flying.

Those are just rough outlines really, hopefully its some help.
Mayhem is offline   Reply With Quote
Old 02-19-2011, 05:16 PM   Top  -  End  -  #9
Necro_EX
Barbarian in the Playground
 
 
Join Date: Jan 2011
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Well, you've got me interested. I love myconids, and I love paladins. Finally a setting where I can have both, and it makes sense. :D
Necro_EX is offline   Reply With Quote
Old 02-20-2011, 01:54 AM   Top  -  End  -  #10
radmelon
Bugbear in the Playground
 
 
Join Date: Feb 2010
Location: 
The Blind Eternities
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Do you have any idea how much I love you for making Myconids a base race?
Have an internet.

I also think the idea of having each race have a progenitor demon lord very original. Keep up the good work.
__________________
Homebrew:

Misc:
Spoiler

Last edited by radmelon : 02-20-2011 at 01:55 AM.
radmelon is offline   Reply With Quote
Old 02-20-2011, 02:18 AM   Top  -  End  -  #11
Ziegander
Ogre in the Playground
 
 
Join Date: Oct 2008
Location: 
King of Fighter Fixes
Default Re: Malamundus (A 3.5 Campaign Setting)

The fluff for this world is pretty intriguing as scarce as it is, and the completed races are, for the most part, awesome.

The one I found most disappointing though was the Gremlin. With it's racial traits you'd be pretty stupid NOT to play an Illusionist of some kind. The other finished races seem to be much more open to different builds/classes.
__________________
Homebrew


Other Stuff
Spoiler
Ziegander is offline   Reply With Quote
Old 02-20-2011, 06:38 PM   Top  -  End  -  #12
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Whoa, somebody found this? I might have to restart work on it then!
Gnorman is offline   Reply With Quote
Old 02-21-2011, 01:32 AM   Top  -  End  -  #13
Necro_EX
Barbarian in the Playground
 
 
Join Date: Jan 2011
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Ha! Just noticed the thread necromancy that went on. :p

I never notice that until waaaaay after the fact.
Necro_EX is offline   Reply With Quote
Old 02-21-2011, 03:01 AM   Top  -  End  -  #14
Mayhem
Barbarian in the Playground
 
 
Join Date: Jan 2011
Location: 
New Zealand
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Wow sorry about that, things move slowly around here don't they? Well at least it was only a month, I was a bit anxious for a moment there haha.
Mayhem is offline   Reply With Quote
Old 02-21-2011, 06:03 AM   Top  -  End  -  #15
Necro_EX
Barbarian in the Playground
 
 
Join Date: Jan 2011
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Oh wait, no...I only checked the first post, then the last one. I'm a horrible person, there's a reason I never notice thread necromancy, and apparently when I mistake things for it, too.
Necro_EX is offline   Reply With Quote
Old 02-21-2011, 07:34 AM   Top  -  End  -  #16
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Well, if it becomes necessary, I can always start a new thread.
Gnorman is offline   Reply With Quote
Old 02-21-2011, 05:51 PM   Top  -  End  -  #17
DMofDarkness
Ettin in the Playground
 
 
Join Date: Jan 2010
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Nah, it's only three weeks after the last post before it becomes necromancy. I'm pretty sure you're good.

Also, I have some ideas for the Myconid's racial stats: the ability to multiply. As the 5th level ability, try allowing the use of reanimating spores- the same type as mentioned in MM2, though they mature in 1d4 rounds and they fall apart in 1d4 days. For the 10th level ability, perhaps do something with turning a corpse into a plant creature, permanently, the HD of which is based on the HD of the converted creature. It feels nothing special towards the Myconid who created it, so if they want to control it, they have to use Rebuke Plants or some such thing. That could actually make a pretty good level 1 ability. As the level 15 ability, perhaps the ability to take a temporary negative level to create a level 1 character- any class- and then additional negative levels for a corresponding increase in the temporary character's level, but no more than 1/2 the Myconid's total level. After they die, the Myconid loses the negative levels with no penalty- and, if they die while they have another character out, they are reincarnated as that character with no level loss. For the capstone, try the ability to use Fission 3/day. Which could be awesome.[/2cents]
__________________
Xykon avatar by Elagune.
Innistrad, coming soon to a D&D 3.5 game near you!
DMofDarkness is offline   Reply With Quote
Old 02-21-2011, 06:21 PM   Top  -  End  -  #18
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Those are some very interesting ideas there.

Also considering: building a racial paragon class for each.
Gnorman is offline   Reply With Quote
Old 02-22-2011, 01:08 AM   Top  -  End  -  #19
Necro_EX
Barbarian in the Playground
 
 
Join Date: Jan 2011
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

A couple questions...

1. Whoese children are the warforged going to be? I'm rather interested in the idea of them as demon-spawn, that's just kinda awesome.

2. Being born of demons I have to ask what race relations will be like? You mentioned they've cast off the dark powers that spawned them, but are they going to be generally xenophobic toward one another?

3. Was it intentional to have the map look similar to Earth, or is that just some coincidence I'm overthinking?

Anyway, keep it up, looks like it'll be great fun. I've been wanting to run a campaign with an abyssal flavor for a while.
Necro_EX is offline   Reply With Quote
Old 02-22-2011, 01:45 AM   Top  -  End  -  #20
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
Originally Posted by Necro_EX View Post
A couple questions...

1. Whoese children are the warforged going to be? I'm rather interested in the idea of them as demon-spawn, that's just kinda awesome.

2. Being born of demons I have to ask what race relations will be like? You mentioned they've cast off the dark powers that spawned them, but are they going to be generally xenophobic toward one another?

3. Was it intentional to have the map look similar to Earth, or is that just some coincidence I'm overthinking?

Anyway, keep it up, looks like it'll be great fun. I've been wanting to run a campaign with an abyssal flavor for a while.
1. The Warforged do not have an abyssal progenitor, being rather the creation of the gremlins. As the only race truly "native" to the world, they're going to have an interesting role to play. Mostly, I just really like the 'forged, and I wanted to include them somehow.

2. Here's how I see major politics: one major power is the centered republic, which is relatively cosmopolitan and accepting of all races, though predominantly fiendling. However, they are ruthlessly expansionist. The highborn have an island nation that they are quite proud of, but are constantly fighting off incursions from the giantkin to their northeast, while the last major empire is the reptilian one to the south. I would like to move away from racial nations, but some of them demand it. The most human-like races (i.e. graveborn, highborn, fiendling, giantkin, and gremlin) will probably be fairly accepting of each other and perhaps the stranger races, while the likes of gnolls, deep ones, mantids, and lizardfolk will likely have more racially homogenous societies. Changelings infiltrate society where they can, and myconids are underground isolationists, a curiosity on the surface.

3. Intentional, but attempting to move away from it: it provided me with a convenient template, but the final map will be much altered. The gods so far are likewise drawn from real world mythology, until I can suitably alter them.

Last edited by Gnorman : 02-22-2011 at 01:49 AM.
Gnorman is offline   Reply With Quote
Old 02-22-2011, 03:24 AM   Top  -  End  -  #21
Necro_EX
Barbarian in the Playground
 
 
Join Date: Jan 2011
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Alright, then. Sounds like an interesting take on the 'forged, honestly.

All of that sounds just great to me, and I definitely find myself torn on which would be my favorite of these races, a good sign, definitely.
Necro_EX is offline   Reply With Quote
Old 02-23-2011, 08:59 AM   Top  -  End  -  #22
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Made some essential changes to the races. Attempted to "humanize" a few of them, while still retaining their basic theme. World was seeming too kitchen sink-ish, what with a hyena-race, a bird-race, a mantis-race, a snake-race, a lizard-race, a minotaur-race, and a fish-race. Didn't like minotaurs as a race; a bit too specific despite the overwhelming fit with Baphomet. Now sort of a baseline giant/orc/bruiser combo, called Jotun. Gnolls were miscegenated into a beastman race (probably not to Yeenoghu's liking, but it's set thousands of years after the demon lords stopped interfering/caring), giving them a bit more possible variety, while still filling the mobile hit-and-run fighter role. Yuan-ti changed to Scaled Sisters; Lizardfolk broadened to Dracons (would like to play up their theocratic society and worship of dragon gods).

Attempting to maintain a certain degree of familiarity (i.e., elves, dwarves, gnomes, gnolls, yuan-ti and orcs) while still making them unique to the setting. Mostly by playing up their faults.

Still not entirely sold on Scaled Sisters, by the way, though I like the direction they're heading towards in my head. My other idea for Pale Night's chosen was something Far Realm-y, aberrant and weird. Still set on psychic potential (this is my way of attempting to differentiate obyriths from tanar'ri - Dagon, Obox-Ob, and Pale Night's scions all are predisposed to psionics). Perhaps a race descended from mind flayers? Thoughts?

A few changes, crunch-wise too: Jotun's size increases reined in a bit, but they've received increased ability to battle on past the point of death, as it were. Still somewhat stumped on dvergar abilities other than the whole dwarven resilience to magic thing. Would like abilities that make them tankier - possibly scaling natural armor (I would like to take the DR away from them and give it to the warforged). Suggestions?

Also still taking ideas for abilities for races that have not yet been written. Dracons will probably end up with acid-spitting abilities. Tengu natural flight. Changelings shapeshifting abilities. Mantids multiweapon fighting capabilities. Gravetouched will develop undead immunities. None of these are set in stone, though, if you have any other brilliant revelations. Deep ones I am at a loss far so far, and though I like the suggested Myconid abilities, I wouldn't mind hearing a few more ideas for them.

Last edited by Gnorman : 04-17-2012 at 12:28 PM.
Gnorman is offline   Reply With Quote
Old 02-23-2011, 04:19 PM   Top  -  End  -  #23
The Tygre
Ogre in the Playground
 
 
Join Date: Aug 2007
Location: 
The Serpent's Throne
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Would I be correct in assuming that the Tengu are the children of Pazuzu?
__________________
Spoiler
The Tygre is offline   Reply With Quote
Old 02-23-2011, 06:11 PM   Top  -  End  -  #24
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
Originally Posted by The Tygre View Post
Would I be correct in assuming that the Tengu are the children of Pazuzu?
Absolutely.
Gnorman is offline   Reply With Quote
Old 02-23-2011, 10:22 PM   Top  -  End  -  #25
Ziegander
Ogre in the Playground
 
 
Join Date: Oct 2008
Location: 
King of Fighter Fixes
Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
Originally Posted by Gnorman View Post
Made some essential changes to the races. Attempted to "humanize" a few of them, while still retaining their basic theme. World was seeming too kitchen sink-ish, what with a hyena-race, a bird-race, a mantis-race, a snake-race, a lizard-race, a minotaur-race, and a fish-race. Didn't like minotaurs as a race; a bit too specific despite the overwhelming fit with Baphomet. Now sort of a baseline giant/orc/bruiser combo, called Jotun. Gnolls were miscegenated into a beastman race (probably not to Yeenoghu's liking, but it's set thousands of years after the demon lords stopped interfering/caring), giving them a bit more possible variety, while still filling the mobile hit-and-run fighter role. Yuan-ti changed to Scaled Sisters; Lizardfolk broadened to Dracons (would like to play up their theocratic society and worship of dragon gods).
Aww... I preferred it more kitchen sink-ish.

I do very much like all the new crunch. Kudos especially on the changes to the Gremlin so that it's more widely applicable to different classes!
__________________
Homebrew


Other Stuff
Spoiler
Ziegander is offline   Reply With Quote
Old 02-25-2011, 06:41 AM   Top  -  End  -  #26
Gnorman
Ogre in the Playground
 
 
Join Date: Feb 2009
Location: 
Seattle
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Okay, rolled back a few changes, after some thought. Gnolls and Minotaurs just make sense, given their progenitors.

Next question: Deep Ones. Fish people? Squid people? Somewhere in between?

Also, potentially envisioning an E6-E10 range for this. Would like to maintain grit, while still being a bit fantastical. Opinions? So far, my gut is leaning towards E8.
Gnorman is offline   Reply With Quote
Old 02-25-2011, 10:11 AM   Top  -  End  -  #27
radmelon
Bugbear in the Playground
 
 
Join Date: Feb 2010
Location: 
The Blind Eternities
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

Somewhere in between.
__________________
Homebrew:

Misc:
Spoiler
radmelon is offline   Reply With Quote
Old 02-25-2011, 10:32 AM   Top  -  End  -  #28
The Tygre
Ogre in the Playground
 
 
Join Date: Aug 2007
Location: 
The Serpent's Throne
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

I'd go with something in between on the Deep Ones. Just general sea mutants, y'know? Like Davy Jones' crew from Pirates of the Caribbean.
__________________
Spoiler
The Tygre is offline   Reply With Quote
Old 02-25-2011, 11:10 AM   Top  -  End  -  #29
Necro_EX
Barbarian in the Playground
 
 
Join Date: Jan 2011
Gender: Male
Default Re: Malamundus (A 3.5 Campaign Setting)

For the Deep Ones, you could give them a basic setup for their racial traits and give them a wide selection of first-level racial feats to determine the type of mutation, perhaps. That is, of course, if you're wanting to make them general sea mutants, which would be a pretty interesting race. Of course, you'd have to have a way to distinguish them from everything they might end of resembling, then. (Illithid, sahuagin, kapoacinth, etc...)

I too feel that somewhere in between would be good for 'em, the sea's full of all sorts of crazy ****. Angler fish-folk would be...interesting.

Also, I'm unbelievably glad you're bringin' the gnolls back. :D
I don't know why, but I freaking love gnolls.

Spoiler
__________________
Great thanks to Dirtytabs for that ponytar.

Spoiler

Last edited by Necro_EX : 02-25-2011 at 11:13 AM.
Necro_EX is offline   Reply With Quote
Old 02-25-2011, 04:06 PM   Top  -  End  -  #30
Ziegander
Ogre in the Playground
 
 
Join Date: Oct 2008
Location: 
King of Fighter Fixes
Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
Originally Posted by Gnorman View Post
Okay, rolled back a few changes, after some thought. Gnolls and Minotaurs just make sense, given their progenitors.

Next question: Deep Ones. Fish people? Squid people? Somewhere in between?

Also, potentially envisioning an E6-E10 range for this. Would like to maintain grit, while still being a bit fantastical. Opinions? So far, my gut is leaning towards E8.
I liked seeing the Deep Ones as Illithids, but something in between illithid and Davy Jones from Pirates would probably be even more awesome. And the mutation-based racial feats Necro_EX suggested is liquid gold.

Also, can the Minotaur have his Natural Cunning back, please?
__________________
Homebrew


Other Stuff
Spoiler
Ziegander is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 06:29 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.