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Old 02-14-2011, 01:52 AM   Top  -  End  -  #1
Admiral Squish
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Default The Fleshforge Legacy Mk. II [3.5 Campaign Setting, PEACH!]

The Fleshforge Legacy

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

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

-=-=-=-=-=-=-=-=-=-=-=-=-
Introduction

Long ago, the world of Tryor was a mundane realm. Unaware of their place in the multiverse, the plane was primitive, unspoiled. Animals wandered the land, hunted by primitive tribes of men. Magic did not exist here, and life was short, simplistic, and brutal. But everything changed one day, when the fabric of the world screamed and the protective shell guarding the realm tore, split by powerful, otherworldly magic. The shapers arrived that day, powerful beings from beyond the plane of mortals. They were capable of great and terrible feats, using a strange power yet unseen upon this world.

The primitive humans saw these otherworldly creatures as gods or monsters. Some fought them, but they were no match for the shaper’s incredible power. The shapers soon had a stranglehold on the primative world. They saw this raw, mundane world as the perfect petri dish, an unspoiled world to shape to their will. The shaper’s powerful magic warped flesh and bone, warping normal creatures into monsters and changing mankind into the many forms that now roam the lands.

Over the next 5000 years, the world changed. Cities grew, the land itself was reshaped, birds and beasts took on ever more exotic and alien forms until they became the norm. The shapers, however, were divided. The shapers split into six factions, each with a different idea of what to do with the realm, each taking a portion of their new-found home as their own. The shaper nations competed and cooperated, sometimes even fought, but things were stable.

Only a short 100 years ago however, the shapers were overthrown in a massive, coordinated strike by their most intelligent creations and most trusted aides, the illithid. The illithid slew many of the shapers, and drove the others off, back into the multiverse. But the illithid were not liberators, they were dictators. Unconcerned with the shaper’s creations, the illithid used the magical artifacts of their former masters to make themselves more powerful. The common races took their opportunity and rose as one to strike down the illithid tyrants, quickly deposing them and driving them underground. In revenge, the illithid released all the shaper’s most dangerous, violent creations upon the world, uncontrolled. It is only now that the dust is finally beginning to settle in a world ravaged by corruptive magic and terrible beasts.

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

Current Status:
Working through the races.
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Old 02-14-2011, 01:55 AM   Top  -  End  -  #2
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

-=-=-=-=-=-=-=-=-=-=-=-=-
Geography
Spoiler


Myralis, the Devastated Metropolis
Spoiler


Ibaia, the Crop Ring
Spoiler


Engor, the Great Jungle:
Spoiler


Austrus, the Rolling Expanse
Spoiler


Utova, the Frozen Wastes
Spoiler


Ferrara, the Ebon Sands
Spoiler


Arcas, the Sunken Glory
Spoiler

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Old 02-14-2011, 02:01 AM   Top  -  End  -  #3
Admiral Squish
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Join Date: Dec 2007
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

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

Races:

Humans
Before the shapers came, the humans were the only intelligent beings in Tryor. They wandered the world in loose tribes and hunted animals. In the days of the shapers, members of the human race became slaves. They were adaptable and bred quickly, making them useful in almost any setting. Though not designed for any specific task their sheer numbers made them useful. When the shapers left, the human race settled wherever they found themselves, building communities out of whatever was on hand and forming the beginnings of nations.

Dwarves
Dwarves are known to be masters of crafting and architecture, creating weapons of unsurpassed beauty and strength, as well as awe-inspiring structures of a scale impossible for any other race. However, while they trade their weapons openly for a good price, and will occasionally take contracts to design structures, they refuse to become involved in the affairs of other races.

Elves
Elves are a race of warriors and hunters. Abandoned by the shapers, they have gone feral, seeking to destroy all things created by the corruptive magic of the shapers. Elves are well known for their skill with bow, axe and kukri, and are known to favor ambushes and guerilla tactics.

Gnomes
Gnomes are a race of healers, alchemists, and engineers. They are known to be compassionate, thoughtful, and curious. Almost all shaper settlements had a handful of gnomes on hand, with the majority of the populations dwelling in the central nation. They served as healers and surgeons, their small hands and sharp senses granting them a greater talent with details. With the shapers gone, the gnomes generally do their part to treat all living things.

Halflings
On the surface, halflings are a jovial, personable race with an affection for music and art. They roam between the nations in traveling caravans, providing music, dance, and selling beautiful crafts to any town they stop in. The shapers used them largely as jesters and entertainment, but the Halfling race carries a dark secret in their blood, a secret hiding in the shadow of their smiles.

Shadow Halflings
Shadow Halflings are the dark reflection of the halfling race, the dark secret the race keeps. One if five halflings is born as a shadow halfling. Shadow halflings lack the presence and social grace of their halfling brothers and sister, but they are unmatched in the arts of stealth. The shapers buit the shadow halflings into the bloodline of the halfling race to use them as a Trojan horse. On the surface, a shadow halfling is merely a somewhat less charming halfling,

Orcs
Orcs are a race of proud warriors, battle-hardened soldiers, and fierce bandits. Originally created by the eastern shapers to serve as a sort of military and police force, the orcs have developed a strong warrior culture based around honor and service. When the shapers left, the orcs tried to form a kingdom in the east, but knew nothing of the actual arts of leadership. Eventually, angry and embittered, the orc nation disbanded. Now, the orcish warriors travel in warbands from atop the backs of dinosaurs, raiding villages and taking what they need.

Warforged
The mechanical creations of the dwarves, the warforged serve their creators as bodyguards, personal servants, and soldiers. The warforged are made off of designs refined out of golems, designed to be more intelligent and adaptable, able to perform complex tasks unlike their mindless counterparts. This intelligence is why the dwarves use the warforged as personal assistants and bodyguards.

Shifters
Shifters, sometimes called “the weretouched,” dwell in the eastern forests. The eastern shapers created them to replace the elves as their tree-tenders. Created by tainting human bloodlines with animalistic traits, the shifters can take on the power of their bestial bloodlines in a process known as shifting. In the beginning, the shifters could take on more power, becoming hybrids of man and beast or even becoming the beast itself, however the bloodlines have been diluting over the generations, a process the shifter elders are desperately trying to slow.

Changelings
Changelings are subtle shapeshifters capable of disguising their appearance, created by the shifters of Myralis. Originally, their ability to mimic other races made them the ideal test subjects for the shapers, who would perform tests on them over and over. When the common races gathered to throw down the illithids, many of the visiting armies left with changelings hiding in their numbers. Now, the changelings dwell among every race, some living one life, others living in many.

Goliaths
Goliaths are massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these powerful warriors can prove to be powerful allies and welcome additions to any adventuring party. The goliaths were the first experiment in scaling up humanoids, created by the shapers of the western plains to serve as herd-tenders. When the shapers left, most continued their traditional migrations through the plains, but many others settled down, forming a great gathering place in the center of the western plains around a shaper pyramid.

Raptorans
Raptorans Are a race of avians created by the shapers of Myralis to serve in the crop ring. The main feature that set them apart from the rest of the common races is the large, feathery wings that sprout from their backs and their talon-like feet. The raptorans are sexually dimorphic, a trait engineered by the shapers. Males are larger than the females, with more colorful plumage and powerful, ripping talons. They serve the crop ring as guardians and warriors. The females, in contrast, are smaller, with more dexterous talons and dull brown plumage. They are the labor, gathering the crops, separating them, and maintaining the balance of the crop circle.

Papago
Papago are a race of brilliantly-plumed avians from a small, tropical island in the southern portion of Arcas. The papago were designed off the basic structure of the raptorans to tend the island and maintain the tropical paradise the island’s shaper had built. However, the papago were not as successful as their relatives, and saw only limited use among the southern islands. When the shapers left, the papago were mostly unchanged, though perhaps they took longer naps. However, only 20 years ago, the Papago were displaced from their original island home by a fierce, sudden attack by an army of kuo-toa and a terrible storm giant warlord. Displaced, the papago are trying to put down new roots and muster the forces to retake their home.

Chimerans
Chimerans are a race of strange, widely-varied humanoids. An unintentional creation of the shapers, the chimerans are the result of thousands on thousands of failed shaper experiments interbreeding and mixing until their genetic makeup is impossible to predict from one generation to the next. The chimerans dwell in scattered communities throughout the world, though many still live near Myralis, and some ever remain within it, in scattered communities clinging to life among the ruins.

Illithids
Illithids are a race of extremely intelligent creatures designed to work as organic computers, a network of minds linked around the central hubs of the elder brains. When the illithid overthrew the shapers, the vast majority altered themselves, making themselves more powerful and deadly. However, some elder brain communities refused the transformation, remaining in their original form. These illithid remained on the surface when the rest of their race was driven underground, and struggle to prove themselves different from their brethren.

Baqir
The baqir (ba-keer) are a race of reptilians created by the shapers of Ferrara. Among the first creations of the southern shapers, they were created by mixing the bloodlines of the native humans with those of the lizards that populated the sands. The baqir are swift-footed warriors and survivors, traveling the ebon sands in small tribal groups.

Hashim
Hashim are a race of huge, powerfully built reptilian warriors. With powerful teeth and razor-sharp claws, the hashim were created through the same methods that the baqir were, the southern shapers used the giants created in the east as their base instead of humans. The hashim were a success. Used by the shapers as guardians and enforcers, the hashim became quite widespread in the southern regions.

Kobolds
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Last edited by Admiral Squish : 04-10-2011 at 01:05 AM.
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Old 02-14-2011, 02:03 AM   Top  -  End  -  #4
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

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

New Monsters

Forge Beast
A living forge that eats stone and ore, then excretes the processed minerals in metallic pellets. Created by the shapers to serve the dwarves.

Visceral Horde
A swarm of mutated organs, torn free from their host, driven by the need to survive at all costs. A side-effect of too much transmutation.

Shapers

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

Old Monster Reflavored
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Old 02-14-2011, 02:07 AM   Top  -  End  -  #5
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved


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

Classes

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

Prestige Classes

Warform Initiate
The shifters are known for there connection to the blood of beasts. A savage animal lurks beneath the face of every shifter. Most shifters live their lives dealing with this bestial nature, suppressing the animal urges and killer instinct. Some embrace it, losing themselves to savage fury. Others seek the root of it, training to unlock their animal heritage and claim the power of their ancestors. Still others choose a new route. Utilizing shaper artifacts, intense training, and agonizing magical treatments, these shifters purify their forms, transforming themselves into living weapons. These devoted warriors sacrifice their bodies to the service of the shifter nation forevermore, becoming living engines of destruction for their people.

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

Feats
Racial Feats
Feat Name Prerequisites Effect
Extra Mutation Chimeran, 1st Level You gain a third mutation
Magewarped Weapons Chimeran, Natural Weapon Allow natural weapons to be enchanted as weapons.
Magewarped Skin Chimeran, Natural Armor or spell Resistance Gain DR/Magic
Potent Mutations Chimeran Your mutations are more potent than normal
Silencing Blow Shadow Halfling, Sneack attack +2d6 Temporarily silence your target.
Split Psionics Chimeran, Split Mind mutation, Manifester Level 11 Manifest two powers as a full-round action, hold two psionic focuses

Spoiler


General Feats:

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

Spells:
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Old 02-14-2011, 02:10 AM   Top  -  End  -  #6
Admiral Squish
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Join Date: Dec 2007
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

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

Equipment

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

Grafts

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

Symbionts

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

Items
__________________
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Last edited by Admiral Squish : 04-01-2011 at 07:58 PM.
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Old 02-14-2011, 02:11 AM   Top  -  End  -  #7
Admiral Squish
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Join Date: Dec 2007
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

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

The Outer Gods
Immortal, unchanging beings from the outer planes, locked in an eternal war with one-another. Incredibly powerful, but distant from the problems of Tryor.

The Elemental Gods
The most powerful elemental beings in existance, each rules over their respective elemental planes and influences the flow of their elements upon Tryor.

The Inner Gods
A multitude of young deities that rose in the wake of the shaper's control. They take many forms and embody many concepts. Relatively weak, the inner gods are extremely close to the people of Tryor.
__________________
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Spoiler

Last edited by Admiral Squish : 04-01-2011 at 07:57 PM.
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Old 02-14-2011, 02:12 AM   Top  -  End  -  #8
Admiral Squish
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Join Date: Dec 2007
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Table of Contents:
1: Introduction, Current Project Status
2: Map, Geographic information
3: Races
4: New Monsters, Old Monsters Reflavored
5: Classes, Feats, Spells
6: Equipment, Grafts, Symbionts
7: Religion and Cosmology
8: Reserved

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

(Reserved for Expansion)

And with that, the skeletal construction is finished. You may now begin commenting.
__________________
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Old 02-14-2011, 07:15 PM   Top  -  End  -  #9
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Posted Orc fluff and stats posted!

Seriously, no comments yet?
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Old 02-14-2011, 10:28 PM   Top  -  End  -  #10
Realms of Chaos
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Shadow halflings seem a bit overpowered unless I'm missing something. I see that you've given all of the races a face-lift but try comparing it to your normal halfling:
Both races gain a total of +12 to skill checks (one getting 6 +2 bonuses and the other getting 2 +4 and 2 +2 bonuses) and the shadow halfling gains a generally more useful ability bonus, +10 speed, darkvision, and a silence effect at will without any more sacrifices.
In fact, let's take a deeper look at the silence effect. With this ability, the halfling automatically succeeds on all move silently checks, can kill enemies without attracting more, noiselessly break through windows and other obstacles, stop cornered spellcasters from casting most spells, and so forth. Much like a goliath's powerful build, this ability seems to deserve a +1 LA in its own right.

I know that these classes are given a far better shove into their respective roles than the PHB races (most halflings will be bards/sorcerers, after all, and won't need worry about their inferiority at rogue-ness) but the bonuses given to the shadow halfling just seem a bit... better than most of the other races (other than the flexibility of humans and uber-spellcasting of dwarves).

Speaking of the dwarves, the number of spellcasting benefits given to them is also a bit insane. +1 to DCs, +2 to penetration, +2 to saves against them, +2 to UMD, and 10% reduction of spell failure (not to mention the +2 int which makes for a great wizard). That is a lot, more than I've seen any other race gain. Perhaps remove one of those bonuses seeing as you've retained many of the base bonuses for being a dwarf and spellcasting is already pretty darn powerful anyways.

I'd raise an issue about how this system seems to be funneling every class into its own racial niche but that's just a matter of personal opinion. Even so, I'd feel pretty sad trying to come up with an innovative class/race combo in this setting and being forced to give up the small parade of benefits I could've had by selecting the "right" race.
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Old 02-14-2011, 11:04 PM   Top  -  End  -  #11
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Huzzah! Commentary!

Quote:
Originally Posted by Realms of Chaos View Post
Shadow halflings seem a bit overpowered unless I'm missing something. I see that you've given all of the races a face-lift but try comparing it to your normal halfling:
Both races gain a total of +12 to skill checks (one getting 6 +2 bonuses and the other getting 2 +4 and 2 +2 bonuses) and the shadow halfling gains a generally more useful ability bonus, +10 speed, darkvision, and a silence effect at will without any more sacrifices.
In fact, let's take a deeper look at the silence effect. With this ability, the halfling automatically succeeds on all move silently checks, can kill enemies without attracting more, noiselessly break through windows and other obstacles, stop cornered spellcasters from casting most spells, and so forth. Much like a goliath's powerful build, this ability seems to deserve a +1 LA in its own right.

I know that these classes are given a far better shove into their respective roles than the PHB races (most halflings will be bards/sorcerers, after all, and won't need worry about their inferiority at rogue-ness) but the bonuses given to the shadow halfling just seem a bit... better than most of the other races (other than the flexibility of humans and uber-spellcasting of dwarves).
Well, to make shadow halflings, I stole a lot of the ideas from whisper gnomes (could you tell?). The main departure is in the modified silence ability. I didn't really like the idea of the defining ability of the race being only usable 1/day. So, I made it at-will, in exchange for a severely attenuated range. However, if it is a problem, I could certainly add on a limiter of some sort. Perhaps a number of rounds/day, divided up as you wish? Or, a simple LA +1 could be applied with minimal fuss.

Quote:
Originally Posted by Realms of Chaos View Post
Speaking of the dwarves, the number of spellcasting benefits given to them is also a bit insane. +1 to DCs, +2 to penetration, +2 to saves against them, +2 to UMD, and 10% reduction of spell failure (not to mention the +2 int which makes for a great wizard). That is a lot, more than I've seen any other race gain. Perhaps remove one of those bonuses seeing as you've retained many of the base bonuses for being a dwarf and spellcasting is already pretty darn powerful anyways.
True. I suppose I didn't take the full effect of magic into account when working. It was largely based off the way the phb dwarves are built with, basically a dozen seemingly-random bonuses here and there. What if I reduced it to +2 vs spells, +2 to UMD, and the 10% ASF reduction?

Quote:
Originally Posted by Realms of Chaos View Post
I'd raise an issue about how this system seems to be funneling every class into its own racial niche but that's just a matter of personal opinion. Even so, I'd feel pretty sad trying to come up with an innovative class/race combo in this setting and being forced to give up the small parade of benefits I could've had by selecting the "right" race.
Feel free to voice your opinions, I'm posting this here so I can get people's opinions. I want this to be a setting that anyone can use, and if the public doesn't tell me what they think, then that's not gonna happen.

However, on your point, much of the streamlining was intentional. You've got to keep in mind that a bunch of near-god beings essentially designed each of these races for a specific purpose. And to be honest, though the roles are switched around, I think it's pretty much the same as the traditional core races in terms of selecting race. Playing an elven barbarian in core would be just about as bad a choice as playing an elven wizard in this setting.
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Old 02-15-2011, 12:41 AM   Top  -  End  -  #12
Realms of Chaos
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Quote:
Originally Posted by Admiral Squish View Post
Well, to make shadow halflings, I stole a lot of the ideas from whisper gnomes (could you tell?). The main departure is in the modified silence ability. I didn't really like the idea of the defining ability of the race being only usable 1/day. So, I made it at-will, in exchange for a severely attenuated range. However, if it is a problem, I could certainly add on a limiter of some sort. Perhaps a number of rounds/day, divided up as you wish? Or, a simple LA +1 could be applied with minimal fuss.
I did indeed think of whisper gnomes when I read this race. While rounds/day is an interesting approach, having a 5-foot range makes it actually quite a bit more formidable than a whisper gnome's personal silence (which guarantees move silently checks and nothing else) so I'd keep it as is and tack a level adjustment there for minimal fuss/confusion.

Quote:
Originally Posted by Admiral Squish View Post
True. I suppose I didn't take the full effect of magic into account when working. It was largely based off the way the phb dwarves are built with, basically a dozen seemingly-random bonuses here and there. What if I reduced it to +2 vs spells, +2 to UMD, and the 10% ASF reduction?
That would be awesome, ImO.

Turning my attention to the silencing blow feat, it it your intention to let rogues whack allies with a blackjack to give them unsurpassed stealth? If not, you may want to consider changing the wording. Also, why would a rogue ever choose not to use this feat with every single sneak attack? It seems like it should have a cost (considering that it effectively short-circuits casters) such as uses per day or remaking it as an ambush feat (perhaps removing the saving throw altogether to compensate).
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Working on finals, to be immediately followed by a trip abroad this summer. Will be back to posting on June 12th. Apologies for inconveniences in the meantime.

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Quote:
Originally Posted by Primal Fury View Post
okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
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Old 02-15-2011, 01:09 AM   Top  -  End  -  #13
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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I did indeed think of whisper gnomes when I read this race. While rounds/day is an interesting approach, having a 5-foot range makes it actually quite a bit more formidable than a whisper gnome's personal silence (which guarantees move silently checks and nothing else) so I'd keep it as is and tack a level adjustment there for minimal fuss/confusion.
The whisper gnome ability actually isn't actually personal-only. It's a silence spell centered on him, so it's a 20-foot sphere that moves with him. Granted, they only get it once/day for a minute. If I went with the rounds/day, how do you think would be a good way to calculate it? I'm considering (level x 2)+ cha mod.

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That would be awesome, ImO.
Alright, consider it done.

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Turning my attention to the silencing blow feat, it it your intention to let rogues whack allies with a blackjack to give them unsurpassed stealth? If not, you may want to consider changing the wording. Also, why would a rogue ever choose not to use this feat with every single sneak attack? It seems like it should have a cost (considering that it effectively short-circuits casters) such as uses per day or remaking it as an ambush feat (perhaps removing the saving throw altogether to compensate).
Well, I could have it consume rounds of use, or go with the ambush feat idea.
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Old 02-15-2011, 01:15 AM   Top  -  End  -  #14
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

hmm... seems that I've been reading whisper gnomes incorrectly for years.

That being the case, your suggested system for rounds/day sounds simply sublime.
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Old 02-15-2011, 05:29 AM   Top  -  End  -  #15
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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hmm... seems that I've been reading whisper gnomes incorrectly for years.

That being the case, your suggested system for rounds/day sounds simply sublime.
Alright, the shadow halfling and dwarf entries are edited, and I remade silencing blow into an ambush feat.

Anything else?
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Old 02-15-2011, 07:01 AM   Top  -  End  -  #16
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

I think that by making silencing blow an ambush feat you're supposed to have it reduce the damage of the sneak attack as a trade-off for the effect.

Also i think the duration of the silence is a bit too much. Imo just one round of silence would be enough since it could catch a caster off-guard in the first round making him (probably) waste a spell while hes not aware of the silence effect and most inportantly forcing him to move away before casting the next spell (thus provoking attacks of opportunity).

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Old 02-15-2011, 02:28 PM   Top  -  End  -  #17
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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I think that by making silencing blow an ambush feat you're supposed to have it reduce the damage of the sneak attack as a trade-off for the effect.

Also i think the duration of the silence is a bit too much. Imo just one round of silence would be enough since it could catch a caster off-guard in the first round making him (probably) waste a spell while hes not aware of the silence effect and most inportantly forcing him to move away before casting the next spell (thus provoking attacks of opportunity).
Can't beleive I forgot the reduced damage clause.

Also, the duration is based directly off the whisper gnome feat. I really don't think a minute of minimal-radius silence should be that big of a deal at level 10.
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Old 02-15-2011, 07:48 PM   Top  -  End  -  #18
PAZelos
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

dunno about the whisper gnome but yeah, the duration aint that big a deal...thinking about it now it would only be a bother if you had used this feat like 5-6 times (or god forbid in a single round with spring attack, rapid blitz etc :P) you'd have to keep track of a lot of silence squares during combat...just that
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Old 02-15-2011, 09:15 PM   Top  -  End  -  #19
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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dunno about the whisper gnome but yeah, the duration aint that big a deal...thinking about it now it would only be a bother if you had used this feat like 5-6 times (or god forbid in a single round with spring attack, rapid blitz etc :P) you'd have to keep track of a lot of silence squares during combat...just that
It'd essentially just be whoever got hit and anything adjacent to them. Plus, it's a rogue feat, and it's unlikely a rogue will be qualifying for sneak attacks on multiple targets in a round.

Also, does anyone have any comments on the fluff aspects? Is it an interesting concept? Do people like what I did with the races? I'm dyin' here.
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Old 02-15-2011, 11:22 PM   Top  -  End  -  #20
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Thumbs up Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

I like this, I quite like this.

Introduction:
Its history reminds of most typical settings about the coming of greater beings and creation/manipulation of the world by their hands (and through their respective facets). Of later fall of the greater beings and of the alliance of races.
Now, it was a great idea that about the Shapers reconfiguring reality so that "birds and beasts took on ever more exotic and alien forms until they became the norm", it accounts nicely -with no magical cataclysm- for the incredible heterogeneus flora and fauna of typical D&D.
On top of that, "the illithid released all the shaper’s most dangerous, violent creations upon the world, uncontrolled" makes for a great world for adventurers, allows for a "points of light" style of game, or a "this is life, beyond the city walls it is death", or at the very least "well, we'll just go to that city... I hope it's still standing... this map is fourty years old".

Myralis, the Devastated Metropolis:
Good, nice hint of decadence in creating life "just to satiate curiosity", and an open door to symbionts and bioengeneering. I'm curious about dragons now.
Besides, not a metropolis/dungeon, but the god-city turned dungeon? perhaps even with some pocket of civilization inside fighting for survival against the only sources of food? yep, good.

Ibaia, the Crop Ring:
I feel all that ecology is far too perfectly mechanical, it strains verosimilitude, at least for me. But I guess the perfection is exactly the point of the Crop Ring of the gods city.
Note: never liked raptorans, but that's me.
Note2:the concentric rings remind me of the Labyrinth (Death Door Cycle, M. Weis & T. Hickman), just inverted (that is, dangers -terrain and creatures- awaits at the center and spread outwards instead of being a ward around the "eye of the storm".

Engor, the Great Jungle:
Well, mandatory great jungle/forest. I might ask... are there any permanent settlements in here or has the overabundance of resources allowed any developing culture to adopt a nomadic forager/hunter communities? Are there any incursions by other races?
Interesting feud between elves and shifters, but with the information as of now just that, interesting.

Austrus, the Rolling Expanse:
"Land of Giants" then. I definitely approve of how geography-ecology-sociology work to define each other.
About the "my creature is bigger than yours": was it between shapers or between shaper settlements? was the manipulation of life privilege of shapers and Illithids?
Note:There is quite a bit of resentment in this world, isn't there? Illithid/Shapers, AllRaces/Illithid, Elves/Shifters, Goliath/Orcs... I see a nice defininf trait here, there's bound to be some strong racism and prejudice.

Utova, the Frozen Wastes:
Another place used as experimental grounds... all these experiments in city, plains and tundra make me think they were some seriously curious, cientist-like beings these shapers (that and the petri dish mention).
The dwarves shift towards magic and constructs, aided by kobolds... Sorry but beyond the magic shift (which, linked to constructs and weapons ain't new) I'm not surprised by this region, dwarves -as usual- sealed themselves into their kingdoms under the mountain and are fighting a dreadful war hidden to all eyes.
Don't be confused, I'm not saying the ideas are bad, just that it's the same story once again. Of course it works -I'm a classic dwarf fan myself- but on a new world I'd expect something else.
Note: perhaps you could have written a bit less about dwarves themselves and a bit more about the ecology/geography.
Note2: growing "well of power"? what is it? is it still growing?
Note3: how were the undead originated, are they product of the shapers?

Ferrara, the Ebon Sands:
I love the mistery, the "silent dark continent" feel here, it just screams adventure even if the driving force is just mapping a sector of Ferrara or trying to set a trade dependancy (with something like opium for example, or even something like sweet grapes -sure those insectoids would love them).
Another strong point for me: the visual of the ebon sands (black sand has always given me a most surreal feel, I even took the bother to ground some coal to dust so as to show my players the sands they were threading upon on the first hell).
The mistery reinforced by the alien-shaped insectoids... I'd run a short campaign based on the exploration of such a setting.

Arcas, the Sunken Glory:
Island-states of heterogeneus tropical flavors, and even a small bit of legend interwoven there, I like it. And we have more resentment here and some fierce independance. I'll just recommend you to be careful and not allow too many flavors/cultures to appear like a patchwork to players or DMs.
The increasing sahuagin menace gives little to think about by itself.

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Old 02-15-2011, 11:23 PM   Top  -  End  -  #21
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Thumbs up Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Note: love the precisions upon racial languages, it is great that you add flavor to something normally overlooked as having flavor potential (except for the obvious Draconic, Infernal, etc). "Elven Longhand" - exquisite.

Humans:
I love the fact a character can say "my great grandfather fought the Illithids", and that there can be the rare NPC -or character, why not?- who actually fought in his youth against the Illithid, being one of the many hands which created this new world... because, for humans, it is essentially a new world (which is awesome in its derivations, from those who embrace similar ways to those of their ancient masters, to those who gather a mass of people and wander off to settle "new" lands, from those embracing philosophies to those inventing gods to those doing both).
[And yet more resentment, elves allow only humans into the settlements, and even that's on rare occasions.]

Dwarves:
The idea of dwarves in other lands as exiles is thought provoking, real good even if not 100% new, then it ties in with the importance of the dwarven name and gives another detail to work with for flavor's sake.
[Dwarves/Elves];[Dwarves/Kobolds]

Elves:
Classic classy twist, the elves-gone-feral, but I particularly like how resting through the typical 4-hour trance acquires new significance, to a race of survivalists. Also, how this king of feral is a real change, not as in, for example, Wood Elves in FR, who fail to transmit any survivalist culture trait.
[Elves/everyone else]

Gnomes:
Pacifists... I wonder if players would accept that or more often than not decide they are off-the-norm; it would certainly provide interesting characters if it holds.
Heh, like the thing about nickname hoarding.
Note: never considered the gnome as a PC... at a difference with the halfling (which we usually take as funny guys) we have always taken the gnome as the one who tries to be serious and fails at it. It's a group thing, just commenting.

Halflings:
Just read this "a secret hiding in the shadow of their smiles"... now, that's kickass.
Yey! Gypsies!
Like this far better than the standard halfling.

Shadow Halflings:
And these, these give Halfling communities/race depth and shading. It stages a social drama, and gives a danger rating to the jolly carabaneers.
The idea of a genetic trojan horse is priceless, fertile source of plot hooks.

Orcs:
Proud warriors who lost cohesion, honorable fighters fallen to raiding for resources... and they are no brutes, they will take a hot bath if it is available... They consider elves to be barbarians and dwarves to be cowards...
I'm sold!

------------------------------------------

I'm not too crazy about Gnomes and Dwarves, but LOVE the other races, hope you find these comments to be useful!

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Old 02-16-2011, 01:11 AM   Top  -  End  -  #22
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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I like this, I quite like this.
I'm glad to hear it! It's a relief to hear it, too. I've told some friends about it, but none of them really know D&D, so getting gamer-commentary is so, so reassuring.

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Originally Posted by Land Outcast View Post
Introduction:
Its history reminds of most typical settings about the coming of greater beings and creation/manipulation of the world by their hands (and through their respective facets). Of later fall of the greater beings and of the alliance of races.
Now, it was a great idea that about the Shapers reconfiguring reality so that "birds and beasts took on ever more exotic and alien forms until they became the norm", it accounts nicely -with no magical cataclysm- for the incredible heterogeneus flora and fauna of typical D&D.
On top of that, "the illithid released all the shaper’s most dangerous, violent creations upon the world, uncontrolled" makes for a great world for adventurers, allows for a "points of light" style of game, or a "this is life, beyond the city walls it is death", or at the very least "well, we'll just go to that city... I hope it's still standing... this map is fourty years old".
Well, firstly, the 'alliance of the races' was pretty much a one-time thing, and it wasn't so much an alliance as it was everybody ganging up on the illithid.

You're pretty much right on the mark, though. One of the themes I was going for was systems breaking down. Everything was perfectly arranged under the shapers. The races didn't care about each other because they were too busy doing their jobs. Food and housing was provided, and everthing was managed. Now that the shapers are gone and the illithid delivered a terrible blow to the systems in place by releasing everything, the entire world suddenly had to start figuring out what to do now that nobody was giving orders. It's been a chaotic and crazy century since then, and the races are collectively just starting to find their feet again, but a multitude of other systems are starting to break. Alliances fall apart, the dwarven empire is being slowly overrun by undead, and monsters are breeding wild. The crop ring is nowhere near as efficient as it once was, but the raptorans are struggling to keep it together. The shifter's bloodlines are slowly weakening...

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Originally Posted by Land Outcast View Post
Myralis, the Devastated Metropolis:
Good, nice hint of decadence in creating life "just to satiate curiosity", and an open door to symbionts and bioengeneering. I'm curious about dragons now.
Besides, not a metropolis/dungeon, but the god-city turned dungeon? perhaps even with some pocket of civilization inside fighting for survival against the only sources of food? yep, good.
Dragons will be covered in detail, but the basic idea is that dragons served as part general and part siege weapon.

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Originally Posted by Land Outcast View Post
Ibaia, the Crop Ring:
I feel all that ecology is far too perfectly mechanical, it strains verosimilitude, at least for me. But I guess the perfection is exactly the point of the Crop Ring of the gods city.
Note: never liked raptorans, but that's me.
Note2:the concentric rings remind me of the Labyrinth (Death Door Cycle, M. Weis & T. Hickman), just inverted (that is, dangers -terrain and creatures- awaits at the center and spread outwards instead of being a ward around the "eye of the storm".
It's a system very carefully maintained by the raptorans, which is the only reason it hasn't fallen apart already. It is essentially a giant organic machine, however, so you're basically spot on.

Note: I don't really either, but I think they fit the bill too well for me to ignore them.

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Originally Posted by Land Outcast View Post
Engor, the Great Jungle:
Well, mandatory great jungle/forest. I might ask... are there any permanent settlements in here or has the overabundance of resources allowed any developing culture to adopt a nomadic forager/hunter communities? Are there any incursions by other races?
Interesting feud between elves and shifters, but with the information as of now just that, interesting.
There are permanent settlements, yes. There are a few human cities here and there, and the shifters create some relatively elaborate tree-cities. The elves are completely nomadic, however.

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Originally Posted by Land Outcast View Post
Austrus, the Rolling Expanse:
"Land of Giants" then. I definitely approve of how geography-ecology-sociology work to define each other.
About the "my creature is bigger than yours": was it between shapers or between shaper settlements? was the manipulation of life privilege of shapers and Illithids?
Note:There is quite a bit of resentment in this world, isn't there? Illithid/Shapers, AllRaces/Illithid, Elves/Shifters, Goliath/Orcs... I see a nice defininf trait here, there's bound to be some strong racism and prejudice.
Shaper settlements were competing, though shaper settlements could be anywhere from one to 20 shapers working together. The flesh-shaping was mostly the privilege of the shapers and illithids, mostly because of their powerful, inherent magic. Sometimes other races would be allowed to work it, but only under close supervision, and it would be really rare since the shapers don't usually let their minions grow strong enough to contribute.

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Originally Posted by Land Outcast View Post
Utova, the Frozen Wastes:
Another place used as experimental grounds... all these experiments in city, plains and tundra make me think they were some seriously curious, cientist-like beings these shapers (that and the petri dish mention).
The dwarves shift towards magic and constructs, aided by kobolds... Sorry but beyond the magic shift (which, linked to constructs and weapons ain't new) I'm not surprised by this region, dwarves -as usual- sealed themselves into their kingdoms under the mountain and are fighting a dreadful war hidden to all eyes.
Don't be confused, I'm not saying the ideas are bad, just that it's the same story once again. Of course it works -I'm a classic dwarf fan myself- but on a new world I'd expect something else.
Note: perhaps you could have written a bit less about dwarves themselves and a bit more about the ecology/geography.
Note2: growing "well of power"? what is it? is it still growing?
Note3: how were the undead originated, are they product of the shapers?
The shapers are somewhere between the Zern from MM IV and the Daelkyr. They're also ultra-lawful and they defininitely fit the scientist archetype.

I suppose that's true. I thought making the dwarves more intellectual builders and less warrior-folk would be enough of a change. But then, by the time I was finsihed, the dwarves were pretty well-tied into the rest of the setting, making them a bit difficult to change.

Note: That's probably true.

Note 2: I mentioned it in the intro, I think. The world was completely mundane before the shapers came, and since they broke the protective shell, magic has seeped in from the elemental planes. Imagine an airtight container in a chamber full of gas. Then poke a hole in the container, and the gasses seep in. Except the gas in this case is magic.

Note 3: Related to the above response, the undead arose organically as negative energy seeped into the plane. The shapers actually tried to get rid of them, but they keep popping up. The shapers sort of viewed them as pests.

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Originally Posted by Land Outcast View Post
Ferrara, the Ebon Sands:
I love the mistery, the "silent dark continent" feel here, it just screams adventure even if the driving force is just mapping a sector of Ferrara or trying to set a trade dependancy (with something like opium for example, or even something like sweet grapes -sure those insectoids would love them).
Another strong point for me: the visual of the ebon sands (black sand has always given me a most surreal feel, I even took the bother to ground some coal to dust so as to show my players the sands they were threading upon on the first hell).
The mistery reinforced by the alien-shaped insectoids... I'd run a short campaign based on the exploration of such a setting.
Yeah, I was quite proud of the black sand thing. I figured it would be fitting for a desert surrounded by volcanoes. And I could certainly see the thri-keen having a serious craving for sweets.

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Originally Posted by Land Outcast View Post
Arcas, the Sunken Glory:
Island-states of heterogeneus tropical flavors, and even a small bit of legend interwoven there, I like it. And we have more resentment here and some fierce independance. I'll just recommend you to be careful and not allow too many flavors/cultures to appear like a patchwork to players or DMs.
The increasing sahuagin menace gives little to think about by itself.
The main reason for the conferated islands is the breadth of material for aquatic settings and campaigns. I figure multiple islands with different leaders would be the best way to explain it.

Quote:
Originally Posted by Land Outcast View Post
Note: love the precisions upon racial languages, it is great that you add flavor to something normally overlooked as having flavor potential (except for the obvious Draconic, Infernal, etc). "Elven Longhand" - exquisite.
I always though nobody payed enough attention to languages, so I thought it would be a good opportunity to really give them some flavor if their own.

Quote:
Originally Posted by Land Outcast View Post
Humans:
I love the fact a character can say "my great grandfather fought the Illithids", and that there can be the rare NPC -or character, why not?- who actually fought in his youth against the Illithid, being one of the many hands which created this new world... because, for humans, it is essentially a new world (which is awesome in its derivations, from those who embrace similar ways to those of their ancient masters, to those who gather a mass of people and wander off to settle "new" lands, from those embracing philosophies to those inventing gods to those doing both).
[And yet more resentment, elves allow only humans into the settlements, and even that's on rare occasions.]
I do like the way the recentness of the illithid uprising makes it so the short-lived races are born in a world where the shapers are more boogiemen of legend than overlords, while the older races still feel the sting of the master's whip.

Quote:
Originally Posted by Land Outcast View Post
Dwarves:
The idea of dwarves in other lands as exiles is thought provoking, real good even if not 100% new, then it ties in with the importance of the dwarven name and gives another detail to work with for flavor's sake.
[Dwarves/Elves];[Dwarves/Kobolds]
I'm glad you enjoy it.

Quote:
Originally Posted by Land Outcast View Post
Elves:
Classic classy twist, the elves-gone-feral, but I particularly like how resting through the typical 4-hour trance acquires new significance, to a race of survivalists. Also, how this king of feral is a real change, not as in, for example, Wood Elves in FR, who fail to transmit any survivalist culture trait.
[Elves/everyone else]
Thanks!

Quote:
Originally Posted by Land Outcast View Post
Gnomes:
Pacifists... I wonder if players would accept that or more often than not decide they are off-the-norm; it would certainly provide interesting characters if it holds.
Heh, like the thing about nickname hoarding.
Note: never considered the gnome as a PC... at a difference with the halfling (which we usually take as funny guys) we have always taken the gnome as the one who tries to be serious and fails at it. It's a group thing, just commenting.
I'm pretty sure most players will go with more violent gnomes. Still, this will hopefully encourage that player who would be willing to play a pacifist to actually play a pacifist.

The nickname hoarding is based off the traditional gnomes many names thing, but I think this way handles it better.

Quote:
Originally Posted by Land Outcast View Post
Halflings:
Just read this "a secret hiding in the shadow of their smiles"... now, that's kickass.
Yey! Gypsies!
Like this far better than the standard halfling.
I'm glad you enjoy them. I always though that the designers didn't pay enough attention to the charismatic halfling. They've got plenty of fluff to say halflings are charismatic and all that, but they didn't have any mechanical advantage to back up the fluff.

Quote:
Originally Posted by Land Outcast View Post
Shadow Halflings:
And these, these give Halfling communities/race depth and shading. It stages a social drama, and gives a danger rating to the jolly carabaneers.
The idea of a genetic trojan horse is priceless, fertile source of plot hooks.
I was so proud of this one. Even if the idea for the race itself is stolen from whisper gnomes, I think this is infinitely more fun.

Quote:
Originally Posted by Land Outcast View Post
Orcs:
Proud warriors who lost cohesion, honorable fighters fallen to raiding for resources... and they are no brutes, they will take a hot bath if it is available... They consider elves to be barbarians and dwarves to be cowards...
I'm sold!
I'm glad you like! Sorta tried to give them a fluff somewhere between samurai, native american, and viking, which was partially inspired by that pic. When I found it, I just wanted the orcs to be a proud warrior race, then the picture really wrote the fluff for me.

Quote:
Originally Posted by Land Outcast View Post
I'm not too crazy about Gnomes and Dwarves, but LOVE the other races, hope you find these comments to be useful!
I do! Thanks SO much for the review! I'm glad you're enjoying this so far. Keep watching, and I promise you will enjoy the rest just as much!
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Old 02-16-2011, 11:14 AM   Top  -  End  -  #23
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Alright! I finally finished the (only slightly modified) warforged. Enjoy!

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Old 02-17-2011, 01:41 AM   Top  -  End  -  #24
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

I seem to have overestimated the capacity of posts. By the time I'm done, I may end up with three race posts.

Anyways, the reflavoring of shifters is posted.

Shifters
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Old 02-17-2011, 06:28 PM   Top  -  End  -  #25
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

For now, at least, my pollution of the homebrew forum is complete, and the reformatting of the project is successful! Hopefully, this drums up a little more traffic, as well.
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Old 02-19-2011, 11:13 AM   Top  -  End  -  #26
Super_Dave
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

This is clearly the most intricate project you've attempted so far, so kudos for just getting it off the ground. There's clearly a lot of detail here, and you've obviously given each aspect a ton of thought.

I like the fact that this world is kind of messed up and complicated, rather than the traditional "humanoids-are-good-and-like-each-other-except-for-elves-and-dwarves-but-they-can-overcome-centuries-of-prejudice-when-they-need-to" setting. I also like that slave-holding races (i.e., dwarves) aren't automatically evil. It opens the door for complex roleplaying.

The growth-and-harvesting cycle for the Cropring was probably the coolest thing I've read in Homebrew Design in a while. It's really cool! It also explains what the monsters are doing there, and why there are so many, which is something a lot of people overlook. Ecology is important to a setting!

Putting the Elves in conflict with the Shifters was a good idea. Sort of examines the dichotomy between "pretty nature" and "scary nature". I'd be intrigued to see how it turns out.

Do you have stats for the Shapers themselves? I'm kind of curious to see what they look like, but I'm also kind of wary of telling the players too much. I kind of like the air of mystery that comes from not having any idea what they look like. But then again, I guess it hasn't really been long enough for everyone to have forgotten what they look like.

I'll post more comments as you post more material.
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Old 02-21-2011, 01:26 AM   Top  -  End  -  #27
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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Originally Posted by Super_Dave View Post
This is clearly the most intricate project you've attempted so far, so kudos for just getting it off the ground. There's clearly a lot of detail here, and you've obviously given each aspect a ton of thought.
This whole thing has been fermenting in the back of my mind over the last eight months or so, which is really what gives it all this depth. Like a fine wine, it has aged wonderfully.

Quote:
Originally Posted by Super_Dave View Post
I like the fact that this world is kind of messed up and complicated, rather than the traditional "humanoids-are-good-and-like-each-other-except-for-elves-and-dwarves-but-they-can-overcome-centuries-of-prejudice-when-they-need-to" setting. I also like that slave-holding races (i.e., dwarves) aren't automatically evil. It opens the door for complex roleplaying.
Yeah, it looks like that's going to be a major point in this setting, all this confusion and anger and complicated relationships. The only real problem with it is that everything is so interwoven that I have to change EVERYTHING to fit.

Quote:
Originally Posted by Super_Dave View Post
The growth-and-harvesting cycle for the Cropring was probably the coolest thing I've read in Homebrew Design in a while. It's really cool! It also explains what the monsters are doing there, and why there are so many, which is something a lot of people overlook. Ecology is important to a setting!
Always something I thought was so neglected in other settings. I mean, at times, they made some gestures at ecology, but rarely a serious effort, in my opinion. Still, now that I'm on this project, I can see why it would be played loosely. Tying back into the response above, if somebody has to change anything, then they have to change a lot of things.

Quote:
Originally Posted by Super_Dave View Post
Putting the Elves in conflict with the Shifters was a good idea. Sort of examines the dichotomy between "pretty nature" and "scary nature". I'd be intrigued to see how it turns out.
That was actually a facet of this I hadn't considered, though it does add an interesting level to the conflict if I think about it in that way.

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Originally Posted by Super_Dave View Post
Do you have stats for the Shapers themselves? I'm kind of curious to see what they look like, but I'm also kind of wary of telling the players too much. I kind of like the air of mystery that comes from not having any idea what they look like. But then again, I guess it hasn't really been long enough for everyone to have forgotten what they look like.
Not yet, actually, though most of the stats are ready in my head. They're going to have a lot of transmutation SLAs, like baleful polymorph, polymorph, polymorph any object, shapechange, and a whole bunch of others. Then they're going to have a racial extraordinary ability to alter their own bodies in strange ways, like becoming boneless, or bulking up, or sprouting tentacles. Appearance-wise, they're somewhere between the Zern from MM IV and the Daelkyr from the ECS.

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I'll post more comments as you post more material.
Alright, I guarantee you won't be disappointed!
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Old 02-21-2011, 02:04 AM   Top  -  End  -  #28
Land Outcast
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

Quote:
Originally Posted by Super_Dave View Post
Putting the Elves in conflict with the Shifters was a good idea. Sort of examines the dichotomy between "pretty nature" and "scary nature". I'd be intrigued to see how it turns out.
I'm not quite with you there, I actually like the fact that elves have turned into gritty survivalists who shoot you on sight, they don't have much "pretty nature" left nowadays.
And shifters might be "scary nature", yet they have more communication and other kinds of peaceful exchange between cultures.

---------------------

@Admiral:
How do warforged get their freedom? by accident, prize, favor or law?
How would shifter society be, militaristic? tribal? this question came up because of the combination of internal physiological/psychological differences and the fact that they live in semi-fortified cities, that is, forced to live together.
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Old 02-21-2011, 03:29 AM   Top  -  End  -  #29
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting]

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@Admiral:
How do warforged get their freedom? by accident, prize, favor or law?
How would shifter society be, militaristic? tribal? this question came up because of the combination of internal physiological/psychological differences and the fact that they live in semi-fortified cities, that is, forced to live together.
Personal-service warforged are freed once their owner dies, though there are thorough investigations to rule out the warforged's involvement in his death. Other than that, warforged can be freed by the declaration of their owner, or, in times of peace, their commanders. Warforged soldiers must serve a minimum of 50 years before they are eligible to be freed.

Shifter society has become relatively more militaristic since the shifters left. Mostly out of necessity, since the elves have redoubled their guerrilla war on the shifter communities in the shaper's absence. They're still relatively tribal, divided somewhat along trait lines, but they've had to band together into larger communities to survive the increasing elven violence.

I'll go write those bits into their entries.

I'm working on the goliath writeup now, though I'm having a bit of trouble with it. I kinda want to make them dino-cowboys. It would explain the large size and great strength, both being necessary to handle the massive beasts. However, I did have them as the more-or-less rulers of the western plains, the ones politically displacing the orcs, so I think they would need to have stable communities and kingdoms. I could make it so they USED to be the dino-cowboys, I suppose...
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Old 02-23-2011, 04:39 PM   Top  -  End  -  #30
Admiral Squish
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Default Re: The Fleshforge Legacy Mk. II [3.5 Campaign Setting, PEACH!]

Added in goliaths, hopefully I struck a nice balance with the cowboy thing.

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