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Old 12-21-2010, 12:53 AM   Top  -  End  -  #1
Sir_Chivalry
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Join Date: Nov 2007
Default Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas needed)

Okay, a while ago I made this world and these races, and I'm looking to work with the brewer's here on GitP to balance the races, design some prestige classes for this setting (probably me, but input is wanted and appreciated), and tweek the fluff if needed. I can answer any questions that I haven't in the stuff below.

I was thinking of making this a more low-magic setting, should that be part of the setting or more a DMing choice?

Homebrewed races
Spoiler


World Map (I apologize in advance for crudiness)
Spoiler


Major locations
Spoiler


Deities
Spoiler
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Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 01-18-2011 at 09:39 PM.
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Old 12-22-2010, 12:30 AM   Top  -  End  -  #2
Temotei
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Quote:
Originally Posted by Sir_Chivalry View Post
I was thinking of making this a more low-magic setting, should that be part of the setting or more a DMing choice?
I recommend making it as a low-magic setting, then having an adaptation section with your own thoughts on making your setting fit for average- or high-magic play.

Quote:
Sun-Isujuanics possess the following racial traits.
  • +2 Dexterity, +2 Wisdom, -2 Intelligence.
  • Medium size.
  • An Ishjuanic’s base land speed is 30 feet.
  • +4 racial bonus against cold effects and disease
  • Low-light vision.
  • Weapon Familiarity: Sun-Ishjuanics consider bolas and tigerskull clubs to be martial weapons
  • +2 racial bonus on Diplomacy, Knowledge (nobility), Knowledge (nature) checks.
  • Automatic Languages: Ishjuanic, Bonus Languages: Barbarian, Cravosian, High Ishjuanic, Makalic, Kweg, Menzobas, Trade
  • Favored Class: Ranger
Does the bonus against cold effects count against cold damage? Specify. I imagine you meant that it works against temperature extremes and such.

Quote:
Shadow-Ishjuanics possess the following racial traits.
  • +2 Strength, +2 Constitution, -2 Intelligence.
  • Medium size
  • An Ishjuanic’s base land speed is 30 feet.
  • +4 racial bonus against cold effects and fatigue
  • Low-light vision.
  • +2 racial bonus against enchantments and fear
  • +2 racial bonus on Craft (any two) and Survival checks.
  • Automatic Languages: Ishjuanic, Bonus Languages: Barbarian, Cravosian, Makalic, Kweg, Menzobas, Trade, Wasteland
  • Favored Class: Barbarian
Hello, warrior-type ability score bonuses.

Does the +2 bonus against enchantments and fear stack if a fear effect comes from an enchantment?

Quote:
Kweg possess the following racial traits.
  • +4 Wis, -2 Dex, +2 Cha
  • Medium Size
  • 30’ Movement
  • +2 Racial bonus on Intimidate checks.
  • Immune to dehydration
  • Powerful Build – treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.
  • A Kweg can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocation.
  • Automatic Languages: Kweg, Bonus Languages: Cravosian, Makalic, Ishjuanic, Menzobas, Trade, Wasteland, Ancient
  • Favored Class: Cleric
  • Level Adjustment +1
Interesting combination of abilities we have here.

From what I see so far, I'm guessing that the setting will have strong environmental effect-related hazards. Am I right?

Quote:
Menzobas possess the following racial traits.
  • +2 Constitution, +2 Dexterity, –2 Wisdom
  • Small: Menzobas are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base speed is 30ft
  • Low-light Vision
  • Mountain Movement – treat standing long jumps and high jumps as if there was a running start –and– may make an accelerated climb without penalty
  • Menzobas receive a +2 racial bonus on Handle Animal and Profession (vintner) skill checks.
  • Menzobas receive a +1 bonus on attack rolls against reptilian creatures (but not dragons) due to special training against these hated foes.
  • Menzobas receive a +2 racial bonus on saving throws against poison
  • Poison Use: Menzobas can apply poison to a surface or weapon without risking poisoning themselves
  • Automatic Languages: Menzobas, Bonus Languages: Barbarian, Cravosian, Makalic, Ishjuanic, Trade, Sign Language
  • Favored Class: Rogue
This is my favorite race so far. It has the most interesting abilities (out of these first four) while still maintaining a level adjustment of +0 at reasonable power. Nice.

Quote:
Urest possess the following racial traits.
  • -2 Strength, +4 Intelligence, +2 Dexterity
  • Medium Size
  • 30’ Movement
  • Gliding – may move forward 20’ for each 5’ he/she descends. Affective “flying” speed is 40 with Average maneuverability. Also, falling damage is negated by gliding. May not be carrying more than a Light load.
  • Flight – at 5th level, the Urest can Fly 40’ with Average maneuverability for (Constitution modifier) consecutive rounds without becoming Fatigued. Most combine flying and gliding to stay airborne without becoming Fatigued (though this still occurs after 10 minutes per day of Flight). At 10th level, the Urest does not become Fatigued.
  • May make a Dive attack (i.e., a Charge) and “run” when flying.
  • Humanoid (winged)
  • Darkvision 60ft
  • Light Blindness- Dazzled in bright light
  • Wing-Aided Movement – +10 Racial bonus on Jump checks.
  • +2 Racial bonus on Spellcraft and Use Magic Device
  • Unerring Direction – always know which way is the direction of Gharsh-urgest
  • Weapon Familiarity – treat the Longstaff as a Martial weapon, instead of an Exotic Weapon
  • Automatic Languages: Ancient, Bonus Languages: Cravosian, Makalic, Menzobas, Ishjuanic, Trade, Wyrm
  • Favored Class: Wizard.
  • Level Adjustment: +1
Not bad, honestly.

Is Winged a new subtype in this setting?

Quote:
Makalics possess the following racial traits.
  • +2 Wisdom, +2 Charisma, -2 Intelligence
  • Medium: Makalics are Medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady: Makalics have a base speed of 20 feet, but their speed is not reduced by medium or heavy armour or loads.
  • Once per day, a Makalic paladin can use a smite attack, but ignore the alignment requirement.
  • Makalics receive a +2 racial bonus on Sense Motive skill checks due to their intuitive nature.
  • Ferocity: Once per day, when a Makalic is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Makalics are treat the “courtblade” as a martial weapon.
  • Automatic Languages: Makalic, Bonus Languages: Cravosian, Barbarian, Menzobas, Kweg, Ishjuanic, Trade
  • Favored Class: Paladin
I would change the smite ability to the following: "Once per day, a Makalic can smite as a paladin. Alignments are ignored for the purposes of this attack."

This is the first race without a special vision. Alright.

Quote:
Cravosians possess the following racial traits.
  • -2 Strength, +2 Dexterity, +2 Charisma
  • Medium: Cravosians are Medium creatures and have no bonuses or penalties due to their size.
  • Cravosians have a base speed of 30 feet
  • Cravosians gain an extra feat at 1st level, chosen from this list: Catch Offguard, Improved Initiative, Run, Quick Draw, Throw Anything, Weapon Finesse.
  • Cravosians receive a +2 racial bonus on Profession (gambler) and Escape Artist skill checks due to their larcenous nature.
  • Able to reroll a Charisma-based skill check (excluding Use Magic Device) 1/day. Must take second result
  • Automatic Languages: Cravosian, Bonus Languages: Barbarian, Makalic, Menzobas, Kweg, Ishjuanic, Trade
  • Favored Class: Bard.
Why can't the reroll work for Use Magic Device?

The sun-isujuanic, shadow-isujuanic, kweg, menzoba, makalic, and cravosian races need to have types (and subtypes, if fitting).

Well, the rest is fluffy stuff, so I'm going to leave that alone unless you specifically want me to go over that to critique. I'm just going to read it for now.
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Old 12-22-2010, 11:38 AM   Top  -  End  -  #3
Mulletmanalive
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Usual comments first:
  • I'm a fluffaholic so without a physical description and a paragraph on culture, races are just "can i break this?" questions to me.
  • The lands, I couldn't really get a fix on how they go together; a few minutes with the shape tool and a few labels and i'll be able to get a feel for the dynamics you're going for.
  • As one passage descriptions go, some of those countries are interesting.
  • Pantheons are difficult to PEACH because they have all kinds of issues in versimilitude without some creation myths or whatnot. At least 3 [whether true or not] can easily show how the gods fit together and i'll be able to comment more.

Other than that, Desert settings are fairly cool and i'm in two minds whether to go digging for my Al-Qahest stuff for you...?
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Old 12-23-2010, 12:39 AM   Top  -  End  -  #4
Sir_Chivalry
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Join Date: Nov 2007
Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Quote:
Originally Posted by Mulletmanalive View Post
Usual comments first:
  • I'm a fluffaholic so without a physical description and a paragraph on culture, races are just "can i break this?" questions to me.
  • The lands, I couldn't really get a fix on how they go together; a few minutes with the shape tool and a few labels and i'll be able to get a feel for the dynamics you're going for.
  • As one passage descriptions go, some of those countries are interesting.
  • Pantheons are difficult to PEACH because they have all kinds of issues in versimilitude without some creation myths or whatnot. At least 3 [whether true or not] can easily show how the gods fit together and i'll be able to comment more.

Other than that, Desert settings are fairly cool and i'm in two minds whether to go digging for my Al-Qahest stuff for you...?
  • Okay, I'll get cracking on expanding the races. Most of this info is stuff I wrote for a game a while back, so expansion will be needed I'm sure.
  • Couldn't make shape tool co-operate so I used paint and my scrapbook on deviantart (don't worry, I don't have any illusions about my artistic abilities) to make a map. Enjoy!
  • Thank you.
  • I'll get cracking on the creation myths.

It's not entirely a desert setting, though I'll admit it's mostly an unpleasant place to live. Though Al-Qahest is a beautiful setting, it would probably be best used to flesh out Kweg'Lkval and Makal, though aspects could affect Menzobas and Cravos.

Quote:
Originally Posted by Temotei View Post
I recommend making it as a low-magic setting, then having an adaptation section with your own thoughts on making your setting fit for average- or high-magic play.
Okay, I'll do something like that.

Quote:
Does the bonus against cold effects count against cold damage? Specify. I imagine you meant that it works against temperature extremes and such.
It does apply against cold damage. Is that too much?

Quote:
Hello, warrior-type ability score bonuses.

Does the +2 bonus against enchantments and fear stack if a fear effect comes from an enchantment?
It should, I'll note that.

Quote:
Interesting combination of abilities we have here.

From what I see so far, I'm guessing that the setting will have strong environmental effect-related hazards. Am I right?
Basic idea is that, yes.

Quote:
This is my favorite race so far. It has the most interesting abilities (out of these first four) while still maintaining a level adjustment of +0 at reasonable power. Nice.
I like it too. Any suggestions to make the others more interesting? (pending expanded fluff)

Quote:
Not bad, honestly.

Is Winged a new subtype in this setting?
It will be, I'd suppose, if enough creatures warrant it. It's more a placeholder until I can organize monsters and such.

Quote:
I would change the smite ability to the following: "Once per day, a Makalic can smite as a paladin. Alignments are ignored for the purposes of this attack."

This is the first race without a special vision. Alright.
Okay, that's what I wanted to do, but I was worried about giving the entire race a smite attack.

Quote:
Why can't the reroll work for Use Magic Device?
Because Use Magic Device is quite powerful, but I'll let the reroll work for all Cha based skills.

Quote:
The sun-isujuanic, shadow-isujuanic, kweg, menzoba, makalic, and cravosian races need to have types (and subtypes, if fitting).

Well, the rest is fluffy stuff, so I'm going to leave that alone unless you specifically want me to go over that to critique. I'm just going to read it for now.
Okay, I'll give them place-holder subtypes for now (they're all humanoids, unless you think others would be warranted)

Feel free to critique the fluff, though no pressure to. You've done quite alot already.

Thanks to the both of you thus far!
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.
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Old 01-14-2011, 02:51 PM   Top  -  End  -  #5
Sir_Chivalry
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Join Date: Nov 2007
Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Ishjuan

Spoiler


Ishjuan is a place of extreme cold. The farthest north country of the great continent of Balmont, its landscape is dominated by huge mountain ranges and vast coniferous forests. Its seas are dotted with large icebergs, and a chill mist permeates the land most days, blocking the sun rays from warming anything. It is here that the Ishjuanics live, a large and formidable race of raiders and mercenaries, known far and wide as horrible pirates and terrifying opponents. Within their own borders, they keep watchful eye against intruders and maintain a rigid caste system to keep the various members of their society in their proper place. At the top are the priests of Aratheous, and beneath them the warrior houses. The houses frequently adjudicate the laws of their territories, and the priests have been known at times to take this as a threat to their power (whether actually one or not). Beneath them are the merchants, not all traders and business men, they also make up the more skilled members of the Ishjuanics, being learned or having notable training, but not being of noble or priestly blood. Beneath them are the Shadow Ishjuanics, first the skilled ones, much like the merchants of the Sun Ishjuanics, then the unskilled ones, menial labourers and porters.

Though known for their fighting skills, the Ishjuanics are also skilled sailors and fishermen, and many of the ones less inclined towards war can be found in the southern countries working in these fields.

The typical Ishjuanic stands between five and a half and six and a half feet tall, and weighs somewhere between 190 and 280 pounds. Though similar in height and weight, the Sun and Shadow Ishjuanics differ in most other things. Both possess strong bodies, but the Sun Ishjuanics are better suited towards the rigors of more stately warfare. Not as bulky and strong as their dark-skinned servants, they are known for quick reflexes, fast and decisive movement and a good eye for ranged combat. Many a Cravosian sea captain has lost his life facing a Sun Ishjuanic in one-on-one swordplay, and those foolish enough to invade their borders speak of black-fletched arrows raining down from crag tops or out of the dense foliage of the trees. The Shadow Ishjuanics are better suited to outright melee, their bodies strong and tough from years of back-breaking labour in the frigid cold. Though used quite effectively both on land and at sea, the Shadow Ishjuanics are most noteworthy among the southern countries for the few runaways from Ishjuan who have managed on their own or in small groups to cross the Wings of Gharsh and to even excel as unaffiliated mercenaries in the south.

A Sun Ishjuanic generally has fair, almost snow white skin, with dark black hair and solid black or dark blue eyes. This gives them a slightly unsettling appearance at first, the more superstitious among the southern countries claiming they are a form of demon, but if this claim bothers a Sun Ishjuanic, no one has noticed yet. The Shadow Ishjuanics generally have black/dark grey skin, with fiery red hair and solid coloured eyes like the Sun Ishjuanics, but vivid blue or green instead.

The vast country of Ishjuan is divided up among the many clans of the Sun Ishjuanics. Though is days past the houses that ruled these clans were made up of many different pursuits and skills, be they religious, military or mercantile, over the past three centuries the houses have changed, and major clans that favoured war and the proactive seeking of contracts for mercenary work in the south have flourished best. The fifteen houses each control various smaller clans beneath them, sometimes as few as five, some as large as eighty, though all the clans in the house swear fealty to the clan that leads the house. Currently the most powerful house in Ishjuan is the House of Ara-Meif, controlled by the clan of Meif, though the clan patriarch extremely old and without an heir after his son was recently killed in a skirmish with Urest raiders from the south-east.

Above all else, the Ishjuanics value their clan and their house, and they seek to gather one resource above all others for these causes: Iron. The country of Ishjuan is devoid of much of any metal, except in the southern mountains, and those veins are exhausted more and more each passing year. Raids on southern countries yield metals of many sorts though, and most mercenaries ask for payment in weapons and metal as well as money, and so powerful houses remain powerful through the acquisition of strong armour and weapons that overpower the wooden and bone weapons of lesser houses.

The Ishjaunic's worship the mighty deity Aratheous above all others, and each of the clan's claim that they are his chosen, and that the others clans are at best mistaken, and at worst heretics. The Ishjuanics pray to their deity as they hunt for whales, for Aratheous is the father of these mighty leviathans, and the cachalot is seen as his avatar. Where it appears, the hunters follow, knowing it will lead them to a sign or omen they must consider. His “angels” appear as pods of orca, and for this reason orca meat is considered a most holy of communions, one taken only at the most sacred of times: the death of a clan leader, the ending of a war, the selection of a champion. The seal, which eats the fish which is the life blood of their communities, is seen as a demon in their faith, lost souls who turned from Aratheous, and tried to make their own destiny on the waters. Those that drown become seals, which seek to ruin nets and gobble fish to doom communities, and are driven back by Aratheous’s “angels”. Seal meat is also eaten, though only after the clan’s advisor has purified it by examining it, overseeing that it is butchered properly, and then praying over it briefly.

Lastly, when an Ishjuanic warrior dies (a Sun Ishjuan at least), the final oddity of the Ishjuanic culture is performed. Those foreigners who have witnessed it speak of it being a most troubling sight (those that are non-Urest, though few of them have seen any of the interior of Ishjuan). The deceased is flayed, his skin preserved and his hair, which was never cut in life, is shorn from his head. His bones are taken away and rinsed with holy cleansing waters, and the viscera and offal are eaten by the clan members, such that the warrior's spirit remains within the clan and makes his family strong. The preserved and cured skin, woven hair and cleaned bone are combined into a suit of armour, more decorative than functional, and the successor to the deceased warrior's possessions (usually his son, but sometimes a young Ishjuanic who has impressed the warrior in life) is given this suit of armour, considered a great honour, though a grisly one.
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 01-17-2011 at 11:49 PM.
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Old 01-15-2011, 03:16 PM   Top  -  End  -  #6
Sir_Chivalry
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Join Date: Nov 2007
Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Makal

Spoiler


Makal is a great empire in the south of Balmont, a kingdom that has stood for countless centuries against invasion and war from the north and the east, always enduring any hardship, weathering any storm. Its lands range from rolling hills and mountains rich with gold and iron to windswept plains and savannahs to small desert valleys along the Menzobas border. The Makalics are known as stout warriors and fiercely zealous crusaders, serving their king and their faith with utter devotion. This reputation is not undeserved, but fails to capture the richness of life in Makal. Though the Makalics near the capital, and especially the loyalists to the king, are like this, many peoples live under Makal's sovereign rule, and they are varied and colourful as any land. The Burj of the plains show nothing of the "stout zealot" persona, having quite a generous and open-minded culture about them. They are still just as fierce in battle, just as unrelenting when sent to fight for Church and Crown, but hold fast to their culture separate and apart from the rest of the kingdom. And they are but one example of many different peoples united under Makal.

Makalics are found ranging far outside of the kingdom of Makal, living in Menzobas, Cravos and the City of Black Pyramids. It is in "The City" that many Makalic warriors find themselves hired as bodyguards and templar, guarding the holy men of the great city, as well as the many influential noblemen.

A Makalic man typically stands anywhere between five feet to a little over six feet, weighing between 125 and 250 pounds, with the women being slightly shorter and weighing slightly less. However, these are far from steadfast rules, and many members of Makalic society can vary from this norm. Though they are known most for their tall and proud plate mail clad knights, any body type can be found among the varied peoples of Makal. Though most Makalics are dark-skinned, some members of the noble families have fairly pale skin, and many Makalics also have Cravosian blood from when Cravos was part of the kingdom of Makal. Those in Makal who do not have Cravosian blood generally have dark hair and eyes, but that can change dependent on the area of Makal the individual is from.

From an early age most Makalics are trained in religious studies and proper conduct towards those the youth might encounter in adult life, along with a form of minimal training in combat. Even those who are not trained to fight in heavy armour train for hours in it, running and performing exercises and drills for hours while wearing weights and suits of chainmail or plate mail. Those of a particularly low birth are even included in this training by the church, and sometimes turn this training towards larcenous aims. Among the other peoples of Balmont, the Makalics often have a reputation of having a "piercing gaze" or a "calculating look about them", but this is just part of their childhood training, always appraising others.

The current ruler of Makal, the first queen, is quite young, only eighteen years of age, having just ascended the throne after years of her chief advisor acting as a steward to the crown. This advisor, General Malchior, was a close friend of the previous king until his assassination by separatist rebels, and took it upon himself to guard and protect the king's daughter until she could ascend the throne. The decade of regency Malchior ruled through led to many changes, not the least of which was the introduction of the worship of Gharsh as the state religion, a religion Malchior and many of his men were vehement worshippers of. Many of the people of Makal have never encountered the Urest of the Wings of Gharsh, and this made the change of state religion an easier practice to adopt than in most of the lands of Balmont, as the negative image of the religion was instead presented as the worship of the god of those who had died, instead of the god of death. The current queen is officially head of this religion, but at events of state she seems preoccupied and often looks to Malchior for direction, unsure of what to do.

Malchior also introduced a new branch of the churches inquisitors, the witch-hunters. These men were chosen from among the many criminals languishing in the prisons of Makal, and still remain directly under his command. Though many have attempted to guess the meaning of his random purges upon border towns, Malchior remains uncharacteristically evasive on the subject. Currently the witch-hunters are led by Witch-Hunter General Brurenk, under whom the purges have grown more violent and frequent.

The original state religion of Makal was the worship of the two deities Methias and Aansen, who it was said in ancient times each took half of the humans that Shaaka the Great Serpent brought forth from the sea and fashioned them into gifts for each other. Methias fashioned his people in the image of his beloved Aansen, the moon, dark and mysterious, clad in white garments that shine with pale light. In each of them he instilled a great love of order and gallantry, teaching them the precepts of proper conduct and fierce determination. Aansen made the Cravosians in the image of her lover, the sun, with pale skin and golden hair, though the Cravosians also sometimes had hair that was brown like sunset, dark like twilight, orange like sunrise. Methias rides across the sky astride his great charger each day, bringing light and warmth to the world, and Aansen dances among her court each night, stars and planets wheeling about her in an intricate dance. The two rarely see each other, always chasing but never embracing save in two ways. When the moon eclipses the sun, the two are for a brief moment together, and they look down upon the world and show each other their gifts. The only other time the two are together is when the moon is not in the sky. As she dances, Aansen grows saddened by her lover's absence, and she grows darker and darker as his light and brilliance fade from her. When she grows entirely dark, the Methias takes her far from the sky, and they dance together, away from all the other deities. And the next night, she grows brighter again, waxing in her brilliance until she is once again content, only to grow saddened once more.
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 01-16-2011 at 02:23 PM.
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Old 01-18-2011, 02:04 AM   Top  -  End  -  #7
Sir_Chivalry
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Cravos

Spoiler


To the north of the kingdom of Makal is Cravos, a former territory of the great kingdom. Like Makal, Cravos also borders on the Bay of Shaaka in the west of Balmont, and is home to the humans of Balmont. Unlike Makal to the south, Cravos has no ruler, or any overarching government body for that matter, instead having individual settlements determine their own processes for leadership. This often leads to oligarchy or plutocracy over any sort of democratic governance, and so those who possess the “most” have the power. Luckily for those aspiring for power, the other thing Cravos is known for is good ship building, so the far side of the world is never far away for those willing to work aboard trade ships. Though Makal may have powerful naval vessels, and Ishjuanic ships are feared all over Balmont for their bloodthirsty raids, Cravosian ships are welcomed throughout Balmont as intrepid explorers and friendly merchants. Or at least that’s what the people of Cravos would have you believe. In truth, those Cravosians not driven by their combination of greed and lust for power and station to join the naval vessels of Makal or the raiding ships of Ishjuan (a rare occurrence, but it occurs) instead sign on with raiding ships of their own, plundering small coastal towns up and down the coastlines of Makal or more exotic locales. Though certainly not every Cravosian is a pirate, and some may even be upstanding people, those who have spent time in a Cravosian town will tell you that an honest Cravosian is rarer than a warm place in Ishjuan.

Cravos separated from Makal in a bloody civil war a little over seventy years ago, though the “nation” of Cravos has existed throughout the history of Balmont, dating back to the Age of Meyon, when the last of the demon-dragons hid many powerful treasures all over Balmont in lost tombs and forbidden temples. Hidden deep in the swamps and marshes, half submerged in coastal caves and islands, Cravos teems with these well-guarded but enticing halls of treasure. There are those among the Cravosians who do not take up the life of a criminal, instead searching for these lost treasures both in their home country and all over Balmont.

Much like their Makalic neighbours, Cravosian men typically stand anywhere between five feet to a little over six feet, weighing between 125 and 250 pounds, with the women being slightly shorter and weighing slightly less. However, these are far from steadfast rules, and many members of Cravosian society can vary from this norm. Cravosians generally have pale skin, but Makalic blood or a long lineage of being outdoors can cause a darker complexion. Hair colour generally ranges from light blondes to orange-reds and light browns, though they generally share the Makalic tendency for dark eyes, with only a small number having vibrant greens or brilliant blues. Those with odd eye colours are considered good luck, and at least one man sailing on each Cravosian vessel has this strange pigmentation, in an attempt to please the fickle serpent Shaaka. Something worthy of note is the tendency for Cravosians to not have particularly strong bodies, but instead a honed sense of balance and fine reflexes, even when away from their ships.

Where others in Balmont train their young to fight and be proud of their culture, or seek to educate them in a trade or craft, most Cravosians learn a hard lesson from an early age, anything that is given can be taken away. A young Cravosian’s parents may shower him with praise and gifts and money, but sooner or later if he does not learn to fight for and protect what is his, he will lose it to the quicker of his peers, left crying on the side of the road with a lump on his head. Years pass and the crying is replaced with bleeding, but the wise child has learned his lessons already, and so most Cravosians reach adulthood skilled liars and cheats. Even the most honest of them still has a keen sense of the odds of any given situation, and is used to developing methods of escape that are elementary to him and his peers, but sometimes baffle the more “honourable” races like the Kweg and the Ishjuanics.

Though no ruler exists in Cravos, a capital does . . . the pseudo-legendary city of Cair Ungart. Fabled to once have been a city of gold and splendour commissioned by the king of Makal many generations ago, it has since had every silver filament and golden gilding pried from its streets, signs and buildings, and now a beaten shell of a city stands in its place, painted by the locals in garish orange and greens. The city is controlled by the lively Captain Pelth, a wealthy retired sea captain who commands a fleet of five ships which scour the whole of Balmont for the lost treasures of Meyon. Its main draw is that it is fairly far north in Cravos, and thus allows for the shortest possible trips to Ishjuan to trade. This combined with Pelth’s odd friendship with several clans in the North Country leads to a steady supply of trade from Ishjuan.

Though many Cravosians worship the dualistic religion of Methias and Aansen like the Makalics to the south, some worship a far more mercurial deity. The great serpent Shaaka is considered to be one of the oldest deities, and one of the first creations of Cava-Noes-Cava. He in turn created the humans from his scales, and sat them down by the water of the Bay of Shaaka. There he taught them about the sun Methias and the moon Aansen, about the great beast deity of Menzobas and his mighty rival Aratheous of Ishjuan. But most important of all he taught them of the great circle of fortune, the never ending cycle of Shaaka devouring his own tail, symbolizing the eternity of his and the rest of creation’s existence. His followers believe first and foremost in the power of chance and luck, and seek to “shed their skins” ritualistically each year by swimming in the Bay of Shaaka. Doing so washes away the bad luck of the past year and allows a fresh start, and even Cravosians who are not devout followers of Shaaka engage in this practice from time to time. Occasionally a follower of Shaaka will see a humanoid snake in the wilderness, always when no one else is looking, but when the follower checks again, the snake-person is gone. Whether this one of the original humans before Methias and Aansen sculpted them or some sort of angel watching over Shaaka’s people is unclear.
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Last edited by Sir_Chivalry : 01-18-2011 at 02:06 AM.
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Old 01-18-2011, 12:37 PM   Top  -  End  -  #8
Sir_Chivalry
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Menzobas

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The south of Balmont is an area filled with harsh mountain ranges, thick jungles and rugged hills. This was once a land of fiends and monsters in ages past, when Meyon the great demon-dragon reigned as lord of all Balmont. Here is where he kept his various monsters, and when he was slain, his monsters remained. But also, so did his soldiers, a small vile race known as the Menzobas in later years. The Menzobas had served the great demon-dragon as warriors, and some still cringe at the mention of his name, a cultural reflex more than anything. When Meyon was finally vanquished, the Menzobas set about the long task of turning upon thier former master's creations, sealing them with what little magic remained in the land after Meyon died, or killing the weaker ones outright. Although originally a people suited to the lightless reaches of dark jungles and shadowy marshes, when the monsters grew less in number the Menzobas moved into the hill lands, and tried their hands at argriculture. They found themselves quite good at it, and began to grow more civilized.

This only lasted so long though, as more and more land was taken up by the farms and fields, and the plains were scarce in Menzobas, the cities were built in the hills and mountains. As the resources continued to grow even scarcer, tribes of Menzobas went to war with each other over nothing more than more land to farm upon and graze their cattle. War became quite an overwhelming occurence in Menzobas, and several tribes chose to leave their country behind and move east across the mountains. Here they came to Kweg'Lkval, and encountered the Kweg, a race of giant reptilian humanoids. The Kweg had already divined their reasons for coming, and let them settle for a time in the south, teaching them techniques for proper irrigation of crops in order to minimize the amount of space needed for their farmland. The Menzobas in turn helped drive back various demons that plagued the fringes of Kweg'Lkval. One day the Kweg came to these wandering tribes of Menzobas and told them they were to leave Kweg'Lkval, for the stars said they must return to their homeland to enlighten their bretheren. As a parting gift, they told the Menzobas of the mighty deity known only as The Beast, who in ancient times had sired the Menzobas, but who had his children stolen by the demon-dragon Meyon.

These Menzobas returned to their homeland, and brought with them the legend of The Beast. Though some resisted being converted, only those who did learned the many secrets of the Kweg, and so they prospered while the non-believers did not. Eventually most of the Menzobas came under the banner of those who had returned, but in coming years the tribes would fracture again, over some slight or another, leading to a constant cycle of war and peace. At the moment peace has reigned for some thirty years, though many border tribes wish to invade their new ally Makal for their ore, due to the costly nature of hiring mercenaries for the many "battles" that don't erupt into "war". These mercenaries are usually drawn from Cravosian stock, but it is the small number of Ishjuanic sellswords who cost the most in resources, as they demand iron weapons and armour as payment, nothing else. On top of border tensions with the Makalics, two of the most powerful tribes are blaming each other for a monster who has escaped its seals in the southern jungles, as both tribes participated in the binding. This disagreement may erupt into an actual war, as the two tribes command many lesser tribes through marriage, and in the time it takes for a costly and bloody war to be fought, the fiend may terrorize the world quite thouroughly.

The typical Menzobas is about three feet tall and weighs between thirty to fourty pounds. Their skin is a sort of brownish red like rust, and thier hair is a sudued greenish brown. Their eyes are a bright yellow, and slitted like a cat's. All over their bodies are small patches of tougher skin, through which a Menzobas will pierce his markings of standing in his tribe, detailing who he is married to, who he has killed in war, how many cattle he owns, if he has been judged to have survived and flourished in a harsh season, and so on. Though the Menzobas have a history of tribal living and still call their larger family structures "tribes", they are quite "civilized" in the sense that they live in towns or villages, have laws and even seek to send ambassadors to other countries. Though any Menzobas jumps at the chance to fight in warfare, they are also known for being accomplished assassins, creating poisons that can fell even their hardy warriors.

Though many remain atheistic, and some still worship Meyon and his mother Jagra, many Menzobas worship their ancestral father, known as The Beast. The Beast is depicted as an animal of impossible magnitude, such so that each picture shows only some part of the deity, such as a claw or an eye or a tongue. It is said that when Cava-Noes-Cava created the other deities, his siter Jagra the Mother of Monsters grew jealous, and sought to wrest control of the powers that Cava-Noes-Cava controlled for her own ends. She managed to create only a few as she foguht for control of the power, but it was enough to challenge both her brother and his newly born deity-children. It was then, at their darkest hour, that The Beast, who had always existed upon Balmont, even before Cava-Noes-Cava gave it form, ascended into the gods' realm and battled Jagra and her minions. For each drop of blood he spilled, a beast came forth and descended to Balmont. When the battle was over, Cava-Noes-Cava looked upon Balmont and saw it filled with creatures, and so he made The Beast a deity and considered him a son in a most vaunted position. The Menzobas claim their knowledge of poison is gleaned from the sacred teachings of The Beast, and poison is used at all major events in a Menzobas life. It is given to a child at birth, it is consumed at a wedding and at the passage into adulthood. A powerful poison is anointed upon a dying Menzobas so that he might go to The Beast in the most holy of ways. The Menzobas claim that it is truly a great honour for a Menzobas to poison you.
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"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.
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Old 01-18-2011, 10:36 PM   Top  -  End  -  #9
Sir_Chivalry
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Kweg'Lkval

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The east of Balmont is dominated by Kweg'Lkval, a vast desert of that at first seems quite similar to the nearby Wings of Gharsh, that is until a traveller notices the small differences. Kweg'Lkval lacks a strong monster presense, at least one to the level of the Wings. The Urest do not pursue a traveller far past the borders of Kweg'Lkval, fearing the Kweg, powerful reptilian warriors older than any other race in Balmont. Though the north of the country appears much like a desert, the south has forests, plains and salt flats, and several rivers run through the landscape from Menzobas' mountains. The most unusual element of Kweg'Lkval is the large craters that dot the landscape, made by meteorites that crashed to the ground. The Kweg see these celestial objects as gifts from Emnet, and use the metal contained within to forge powerful weapons.

The typical Kweg stands an imposing six and a half to seven and a half feet tall, weighing anywhere from two hundred and fifteen to three hundred and fifty pounds, though it is fabled the guards of the Rest of Emnet are the largest Kweg seen, at eight feet and four inches tall and nearly five hundred pounds. Their body is covered in craggy skin and scales, ranging anywhere in colour from dull gray to tan to deep olive (the guard's of the Rest of Emnet's colouration). Their eyes are usually a deep amber, but can be a myriad of different colours depending on region and other factors.

Descended from ancient desert predator, the Kweg have many markings of a predator, inlcuding large fangs, sharp claws, and powerful muscles. If examined closer though, this first appearance is deceiving. The Kweg most encounter are warriors, and thusly maintain a warrior's appearance about them, and most of them are quite strong. The fangs and claws are useless now without special training, and most Kweg prefer using their twin scimitars over any sort of visceral hand to hand combat. Most Kweg within their own borders, or anywhere warm enough, dress in long flowing outfits composed of many layers of silk, covered from head to toe, fingertip to fingertip with material, and this makes their silhouettes as they rise from under the sand (a favourite tactic of their's to use, they bury themselves ahead of time) all the msot imposing as they are simply massive ghosts, blocking the sun out, their scimitars trained on you, their unblinking eyes focused on yours.

Though they are fearsome in combat, the Kweg are not considered warriors by most, and many children will approach a Kweg in The City playfully. This is due to their reputation as sages and wise men known far and wide across Balmont. Thoguh Kweg train in a multitude of areas, from scholarly pursuits to even the occasional berserker, but most train vigourously in the mystical precepts and forms passed down by Kweg'El, their spiritual leader.

The Kweg live in tent cities erected wherever there is clean water and plentiful food. Their matriarchal communities are led by the eldest woman of the community, who is the possessor of the community's Emnet'Kweg'Zwer, the holy book of Kweg'Lkval. Nothing is secret to the Kweg, they conduct all business and meetings over dinner, shared communially. If a visitro wishes to speak with a Kweg about something, he best be comfortable with the entire community knowing.

The Kweg worship the great mother of predators Emnet. She is the only deity whose phyisical form can be viewed by mortal creatures. Though the other deities have physical forms, they are not easily seen, for even the sun and moon are but aspects of Methias and Aansen. Emnet's body is enshrined in the dark volcanic realm of the Rest of Emnet. Kweg make pilgrimmages each decade to the great fissure of Emnet'Iascov in which her body lies, a magnificent ashen skeleton of titanic size. Though the body does not move, the Kweg can feel her presense in their hearts as they enter to deposit the mummified remains of those who have died in the past year into the fissure to join Emnet. The Kweg first began worshiping Emnet long before most of the other races had cultures. Back then, the Kweg fought each other for resources and land and to settle feuds, but as they fought all around the demons and monsters roamed, making the world unsafe. This was until one Kweg, a mighty warrior and brilliant scholar with jet black skin named Kweg'El, fought back the monsters, drove back the darkness that had fallen, and convinced the Kweg to end their fighting. He explained he was a divine messenger and the son of Emnet, who had fashioned him from starmetal (the metal from the meteorites), pumice and obsidian. He taught the Kweg how to write, and gave them the Emnet'Kweg'Zwer, the book of holy scriptures. Once he had taught them all the secrets he could impart, he travelled to Emnet'Iascov and cleared a path to the volcanic fissure, placing guards to protect the holy sanctum for all time. He then returned to Emnet and remained by her side to watch the Kweg prosper. The Kweg decided for that point on to call themselves the Kweg, or the children of Kweg'El, and all their names for places, people and things relate back to Kweg'El and his holy scriptures.
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Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 01-27-2011 at 10:47 AM.
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Old 01-22-2011, 06:08 AM   Top  -  End  -  #10
Mayhem
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Looks good mate, please continue.

The races are actually quite strong, but I'm assuming these were balanced against pathfinder? Well they're balanced to one another as far as I can tell, and that's what matters. There's a few things but I won't get into them at this stage.

This would be really cool as a low magic world I think. There's a few ways to go about it. I would be inclined to just restrict wealth, keep the encounters more mundane, and have a tight leash on experienced gain.

Also, I hope to see more work on the map. Maybe you could draw one up with just the terrain on it?

EDIT: I almost forgot, I'm really digging the Kweg.

Last edited by Mayhem : 01-22-2011 at 06:09 AM.
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Old 01-22-2011, 06:33 PM   Top  -  End  -  #11
Temassasin
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

the names seem a bit hard to remember to me
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Old 02-17-2011, 12:11 PM   Top  -  End  -  #12
Sir_Chivalry
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

Quote:
Originally Posted by Temassasin View Post
the names seem a bit hard to remember to me
Do you have any suggestions on that front?
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Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.
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Old 02-17-2011, 12:28 PM   Top  -  End  -  #13
Mulletmanalive
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Default Re: Homebrew Campaign Setting w/ new races: Balmont, world of blood! (PEACH/ideas nee

I posted my analysis of the realms thus far posted in the other thread
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