Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
It's the Dawn of Worlds, and you can be a part of its creation! Anyone can join or leave at any time, though joining earlier means more points and opportunity to influence. Each age will be about 2-4 weeks long, depending on response rate for each.
The Rules
This is for D&D 3.5, but you don't need to be familiar with the system at all to submit.
After rolling the dice, you must wait 24 hours before rolling again, but you may spend points at any time. Just be sure to check posts before yours to make sure you aren't doing things in the same square.
Any references to turns in the Dawn of Worlds rules is replaced by rolling the dice. For example, you can only create one army in a city each time you roll the dice.
If you roll the dice with 5 or less points stored, you gain 1 more point. This bonus increases each turn, with a maximum of 3 bonus points. Each roll you make with 5 or less points after that still gets the 3 bonus points.
Be as descriptive as possible. For map alterations, I suggest posting a larger version of a single square. For races, I expect at least the standard bits normally found. If a full description isn't given, one will probably be made by me or someone else.
Please post the point cost of what you're doing so I don't have to double check.
If you want something unlisted in the race builder, post the ability and we'll figure out a place for it.
This thread is for rolls, posting alterations, and discussing anything related to the world being built. Feel free to post an idea before submitting, or to collaborate with others.
Don't be obnoxious. I'm not saying you can't use a catastrophe on other people's things, just that you do so carefully and maybe ask for permission.
Don't whine when your stuff gets damaged. If you have a problem with someone's actions, settle it in private messages.One can undo an action if they run it by me.
Level Adjustment Minors: You gain one extra minor ability for every level adjustment you have. Moderates: You gain one extra moderate ability for ever two level adjustment you have beyond one. Majors: You gain one extra major ability at two level adjustment and one more every three levels after that.
Races use the table below as the totals of their abilities. Templates subtract 1 from each ability category, as they do not come with the original one of each.
+1: One major, two moderate, two minor
+2: Two major, two moderate, three minor
+3: Two major, three moderate, four minor
+4: Two major, three moderate, five minor
+5: Three major, four moderate, six minor
+6: Three major, four moderate, seven minor
+7: Three major, five moderate, eight minor
+8: Four major, five moderate, nine minor
+9: Four major, six moderate, ten minor
+10: Four major, six moderate, eleven minor
If you want your race to have more stats, you can give them up to a +4, as long as it zeros out. Adding a -2 to a stat grants a minor ability, as shown in example 4. This is like the reverse of removing a -2 penalty.
Example1: +4 Int, -2 Str, -2 Con
Example2: +2 Int, -2 Str, +2 Dex, -2 Con
Example3: +4 Int, -2 Str; a minor ability is used to negate the -2 Con
Example4: +2 Int, -2 Str, -2 Con; grants an extra minor ability.
Anyone who wants to edit their race is welcome to, since there's new information.
The Map
Spoiler
The Key Not Found on Map
A floating island appears to drift aimlessly throughout the sky. the top of the island is hilly and has many small ponds grasses and woody shrubs make there home hear. The island is home to a myriad of egg laying mammals, far greater in variety then the platypus and echidna of our world. Carefully preserving the ecology and unique species there, many large buildings poke through an atrium/skylight room to view the wildlife, and care for them. Force magic increases the safety and hospitality of the city, making it a glistening shard of beauty in the sky, armored against weather and dragons alike.
A vast system of underground tunnels called " The World Caverns" or "The Underdark"
1-10
Spoiler
2/W: The area is covered by swirling bands of carnivorous mist.
3/U: The area is covered by swirling bands of carnivorous mist.
3/V: The area is covered by swirling bands of carnivorous mist.
4/P: A mountain range.
4/T: The area is covered by swirling bands of carnivorous mist.
4/U: The area is covered by swirling bands of carnivorous mist. In the middle of the fog, the Susurrants have a home. The sacred law of the city is that no living being may enter.
4/V: The area is covered by swirling bands of carnivorous mist.
5/O: A mountain range.
5/P: A mountain range.
5Q: An icy river flows from the mountains.
5/R: The river flows South
5/U: The area is covered by swirling bands of carnivorous mist.
5/V: The area is covered by swirling bands of carnivorous mist.
6/G: A mountain range.
6/P: An icy mountain. The dwellers in the ice built a city
6/Q: A mountain range.
6/R: A mountain range.
6/S: A mountain range.
6/K1: A limestone rnge, shaped by unusual erosion patterns into incredibly sharp rocks on near every surface.
7F: A dwellers in Ice city at sits in the great ice mountain created for them by their god. Although the city is primarily dwellers in the Ice, a large number of hardy (or undead) Firstborn live there as well. The city is referred to as the edge of destiny, in reference to the common geographers term for the landmass west of the great canyon river: The scimitar of destiny.
7/G: A mountain range. Somewhere in the range is an entrance into the Underdark. A great trade city between the underdark and the skybowl, with rapid trains scuttling under mountain plain and ocean alike.
7/I: In the mountain foothills, a large lake pools. Using the hilly area, the Firstborn create another of their amazing cities. The lake empties Eastward.
7/K: A mountain range.
7/L: A mountain range.
7/T: A mountain range.
7/K1: A limestone rnge, shaped by unusual erosion patterns into incredibly sharp rocks on near every surface.
7/L1: Grasslands with gentle hills.
7/O1: Gigantic, bioluminescent mushrooms make a pale, green-glowing forest. Though edible, they taste bad to most humanoid pallets. The smaller mushrooms which grow on the sides of the large ones or on the ground cause all sorts of effects from deadly poison, to mind-altering poisons, or even medicines of great variety.
8/D: At the Northern-most edge of the land, a volcanic cliff pours constantly, forming a bowl-like shape at the bottom. The lava is "recycled" like a home waterfall.
8/E: A mountain range.
8/J: A river pours from the mountains.
8/M: A mountain range.
8/U: A mountain range.
8/V: A mountain range.
8/W: A mountain range.
8/D1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
8/K1: A limestone rnge, shaped by unusual erosion patterns into incredibly sharp rocks on near every surface. An entrance into the Underdark lies hidden within. The Hobs found the city of Knifehous. This city is carved into the ground and is devoted to remaining hidden from the Dwarves and devising ways to defend themselves
8/L1: A lake
8/N1: The ground heaves and buckles. By the end a low upland has grown. Sloping gently from the north east and west with a shear cliff to the south. the cliff face is riddled with holes leading to the underground cave system.
8/O1: Gigantic, bioluminescent mushrooms make a pale, green-glowing forest. Though edible, they taste bad to most humanoid pallets. The smaller mushrooms which grow on the sides of the large ones or on the ground cause all sorts of effects from deadly poison, to mind-altering poisons, or even medicines of great variety.
9/K: A river flows
9/V: A dark and eerie mangrove swamp which reeks of rotten trees and brackish water.
9/W: A mountain range. Deep below, in the world caverns, the dwarven city of Ot resides.
9/C1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
9/D1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
9/K1: A limestone rnge, shaped by unusual erosion patterns into incredibly sharp rocks on near every surface.
9/L1: Gentle grassy hills
9/O1: Gigantic, bioluminescent mushrooms make a pale, green-glowing forest. Though edible, they taste bad to most humanoid pallets. The smaller mushrooms which grow on the sides of the large ones or on the ground cause all sorts of effects from deadly poison, to mind-altering poisons, or even medicines of great variety. The Mycanoids that were born here built a city.
10/H: An icy mountain
10/L: The mountain river runs through a mesa.
10/T: A dark and eerie mangrove swamp which reeks of rotten trees and brackish water.
10/U: The Mangrove swamp continues.
10/V: A salt marsh extends the swamp further inland.
10/W: A mountain range. In it lies a Firstborn city, overlooking the unique terrain that has been just south of their capital since forever
10/B1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
10/C1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
10/K1: A limestone rnge, shaped by unusual erosion patterns into incredibly sharp rocks on near every surface.
11-20
Spoiler
11/M: Great waterfalls join the mountain river and the great canyon.
11/S: A mountain forms the outer rim of a crater.
11/T: A mountain forms the outer rim of a crater.
11/U: A mountain range
11/V: A mountain range
11/W: A river flows into the salt marsh.
11/A1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
11/B1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
11/E1: The first Praecipe city, Primus is here.
11/K1: A limestone rnge, shaped by unusual erosion patterns into incredibly sharp rocks on near every surface.
12/K: Another city crafted by the firstborn sits perched above the water.
12/L: The cliffs meet the water, and the mouth of a river begins at the bottom of a canyon.
12/M: A firstborn city is perched in the great canyon, looking over the diagonal waterfalls.
12/S: The base of a crater is filled with water that formed the great river of the North. In the center is a large hill. The firstborn built bridges and homes connecting the outer rim and the island in the middle. There are also many buildings floating on the lake itself. The city is called Anan-Ke-Ali. There is a great observatory used to study the heavens.
12/T: A mountain forms the outer rim of a crater.
12/Z: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
12/A1: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
12/F1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees.
13/H: An icy mountain home of dwellers in the ice and firstborn
13/S: A mountain forms the outer rim of a crater.
13/T: A mountain forms the outer rim of a crater.
13/Y: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
13/Z: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
13/E1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees.
13/F1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees.
13/G1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees.
14/Y: Grassland steppes. The climate is temperate, and the soil is fertile. A few lakes dot the area, but none are particularly large.
14/E1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees. The Praecipe built Outpost One
14/G1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees.
15/X: A pure, fresh water lake teeming with life.
15/F1: A jungle where the sounds of insects are the most prevalent, though large predators stalk unseen through the trees.
15/G1: The Brevleen-made city of Town Number 1 is built here, maintaining itself. Literally. It's mechanical engineers built the city to run things on its own.
15/T1: A large hilly plateau rising out of a field of tall grass and marshland.
15/U1: A sea of tall grass and thick reeds inhabited by countless buzzing insects and the birds that eat them.
15/V1: A sea of tall grass and thick reeds inhabited by countless buzzing insects and the birds that eat them.
16/O: A forest on rich soil with healthy trees.
16/P: A forest on rich soil with healthy trees.
16/Q: A forest on rich soil with healthy trees.
16/R: A forest on rich soil with healthy trees.
16/S: A forest on rich soil with healthy trees.
16/V: A river runs to the NorthEast.
16/W: A lake pours off into river, heading North.
16/X: A pure, fresh water lake teeming with life collects water from the marsh and from the river delta and lets off some Northward.
16/B1: The Brevleen-made city of Town Number 2 is built here, maintaining itself. Literally. It's mechanical engineers built the city to run things on its own.
16/C1: A fertile river delta.
16/D1: A fertile river delta.
16/U1: Wetlands with tall reeds rising out of shallow lakes home to countless migratory birds.
16/V1: Wetlands with tall reeds rising out of shallow lakes home to countless migratory birds.
17/O: A forest on rich soil with healthy trees.
17/P: A forest on rich soil with healthy trees.
17/Q: A forest on rich soil with healthy trees.
17/R: A forest on rich soil with healthy trees.
17/S: A forest on rich soil with healthy trees.
17/U: A gigantic, mysterious pit in a desert. This is a perfectly round hole in the ground that goes incredibly far down. It is connected to the hole at 41/I1 by a portal at its bottom. If a speedy thing goes in from the top, a speedy thing goes out as far as the top. Water pours in from the SouthWest rim. This makes water falling upward in the other hole, only to fall down again and out the first. The water keeps flowing like a sea serpent until reaching the other side of the hole at 41/I1.
A Firstborn cliff city and airdocks along the warm sides of the great transport hole. A Stoneborn city in the rock walls of the bottom of both sides of the great teleport hole, Shuttling heavy goods though rock bridges in the portals. These races combine their powers to terraform the environment deep in the middle of the travel tube near the portal, creating great twisting rivers, floating lakes, ice sculptures, cloud fountains and transit lanes
17/C1: A fertile river delta.
17/U1: Wetlands with tall reeds rising out of shallow lakes home to countless migratory birds.
17/V1: A sea of tall grass and thick reeds inhabited by countless buzzing insects and the birds that eat them.
17/W1: The river continues Eastward. Fertile land surrounds it.
18/I: An icy mountain range
18/J: A mountain range
18/K: A mountain range
18/O: A forest on rich soil with healthy trees.
18/P: A dank, spooky forest. In the great clearing, is a lovely meadow, perpetually blessed by sunlight.
18/Q: A dank, spooky forest. In the great clearing, is a lovely meadow, perpetually blessed by sunlight.
18/R: A forest on rich soil with healthy trees.
18/S: A forest on rich soil with healthy trees.
18/W1: The river continues Eastward. Fertile land surrounds it.
18/O: A forest on rich soil with healthy trees.
19/H: Carnivorous fog looms here
19/P: A dank, spooky forest. In the great clearing, is a lovely meadow, perpetually blessed by sunlight.
19/Q: A dank, spooky forest. In the great clearing, is a lovely meadow, perpetually blessed by sunlight.
19/S: A forest on rich soil with healthy trees.
20/H: The Firstborn city of En-San-Etty rests in the canyon.
20/R: A lush forest on fertile soil.
20/S: The Occluded city is surrounded by crop circles made with its founders' minds.
20/C1: The Brevleen-made city of Town Number 3 is built here, maintaining itself. Literally. It's mechanical engineers built the city to run things on its own.
20/K1: A pillar of black rock rises out of the waves, 100 feet above the water.
21-30
Spoiler
21/D: A vibrant, fertile land of abundant growth and organic wealth. Lush green fields, fruit trees and game animals.
21/I: Tall cliffs
21/Q: A lush forest on fertile soil.
21/P: A forest on rich soil with healthy trees.
21/V: The Silent City (common name), local name is untranscribable.
It is located at the mouth of a calm, tranquil bay; the last one often reveals itself above the placid waters of the natural harbour
21/C1: A mountain range.
21/D1: A mountain range
22/D: A vibrant, fertile land of abundant growth and organic wealth. Lush green fields, fruit trees and game animals.
22/E: A vibrant, fertile land of abundant growth and organic wealth. Lush green fields, fruit trees and game animals.
22/F: An arctic tundra with the sacred city of the dwellers in the ice. At the command of the Obsidian Crowned Serpent, and venturing for the first forth from the icy tunnels where they were created, the Dwellers in Ice found the Sacred City of Iss on the shores of the ocean. The Avatar is brought with them, though a small shrine is left in the chambers it once occupied, to which the pious make occasional pilgrimages.
22/I: Tall cliffs
22/P: A lush forest on fertile soil.
22/Q: A river runs into the forest.
22/V: A golden sandy bay with calm clear waters and a sheltered approach.
22/W: A golden sandy bay with calm clear waters and a sheltered approach.
22/X: A golden sandy bay with calm clear waters and a sheltered approach.
22/V1: A bowl shaped valley full of strange plants. Caves near the bottom open to the world caverns. The fog that constantly swirls here is mutagen and can turn anything that strays into it into an aberration. This has no effect on constructs, the undead, or aberrations. A Descheet city is built here. For now it is rather primitive but the rich plant life allows for a population explosion as their larva are able to gorge them selves.
23/R: A river runs out of the forest.
23/V: A golden sandy bay with calm clear waters and a sheltered approach.
22/C1: A mountain range.
22/D1: A mountain range.
23/D: A vibrant, fertile land of abundant growth and organic wealth. Lush green fields, fruit trees and game animals.
23/E: A vibrant, fertile land of abundant growth and organic wealth. Lush green fields, fruit trees and game animals.
23/F: A glacier with a series of labyrinthine tunnels carved into it, leading to a vast central chamber. Here, the avatar of a bull with two snakes emerging from its mouth resides. One snake, crowned in smokeless flame, speaks prophesies. The other, crowned in obsidian, gives commands. The avatar created the dwellers in the ice.
23/H: At the urging of the Amphisbaena, a group of pioneers set off to found a second city further south. This second city is named Sarnath, in honor of one of the pioneers who died during the journey.
23/I: Tall cliffs
23/R: A lush forest on fertile soil.
23/C1: A mountain range.
23/D1: A mountain range.
24/I: Tall cliffs
24/V: A golden sandy bay with calm clear waters and a sheltered approach.
24/K1: A lone jungle island sits in the center of the mysterious pillars. Salt rain falls. The vegetation adapted, but wildlife does not survive well.
24/L1: The jungle island continues. Salt rain falls. The vegetation adapted, but wildlife does not survive well. In the water dwell the seaborn and Uglot. The city of Uglopor was constructed using large stone blocks hauled up from beneath the waves. Even recent construction looks weathered and ancient. A grand wall, recently finished, seperates the city from the rest of the island. The city's main roads run from the city gates to the coast, where many stone and wooden piers extend far into the sea. Only half the city's population lives on dry land.
24/O1: A pillar of black rock rises out of the waves, 100 feet above the water.
25/I: Tall cliffs, with carnivorous fog
25/J: An icy mountain. In the frigid heights are primarily Dwellers and Susserat, but as it becomes more moderate many Firstborn and other races are found.
25/K: A mountain range
25/L: A mountain range
25/M: A mountain range
25/R: Deciduous forest covered hills
25/V: A prominent rock rises from the sea forming a natural reef for the bay
25/K1: A lone jungle island sits in the center of the mysterious pillars. Salt rain falls. The vegetation adapted, but wildlife does not survive well.
25/L1: The jungle island continues. The salt rain makes living here difficult.
26/Q: Deciduous forest covered hills
26/R: Deciduous forest covered hills
26/S: Deciduous forest covered hills
26/T: Deciduous forest covered hills
26/U: Deciduous forest covered hills
26/T1: A range of mountains scrape the sky, obscuring the land on the other side. A brief fire scorches them, leaving the mountains glassy smooth and jet black.
27/Q: A tall, difficult-to-pass mountain range.
27/R: The mountain range continues.
27/S: The mountain range continues.
27/T: The mountain range continues.
27/U: The mountain range continues.
27/V: The mountain range continues.
27/S1: A lush, tropical jungle
27/U1: A range of mountains scrape the sky, obscuring the land on the other side. A brief fire scorches them, leaving the mountains glassy smooth and jet black.
28/M: Sheer cliffs with jagged rocks at the bottom.
28/N: Sheer cliffs with jagged rocks at the bottom.
28/O: Sheer cliffs with jagged rocks at the bottom.
28/P: Sheer cliffs with jagged rocks at the bottom.
28/Q: A tall, difficult-to-pass mountain range. Sheer cliffs with jagged rocks at the bottom.
28/R: The mountain range continues.
28/S: The mountain range continues.
28/T: The mountain range continues. Somewhere in the range is an entrance into the Underdark
28/U: The mountain range continues.
28/V: The mountain range continues.
28/J1: A pillar of black rock rises out of the waves, 100 feet above the water.
28/R1: A lush, tropical jungle
28/S1: A lush, tropical jungle
28/T1: A lush, tropical jungle
28/V1: A range of mountains scrape the sky, obscuring the land on the other side. A brief fire scorches them, leaving the mountains glassy smooth and jet black.
29/A1: Desert climate
29/B1: Desert climate
29/C1: There are deep rocky canyons here like furrows from the claws of a great beast, running north-to-south. The desert sand falls in. The land is plagued by mysterious voices caused by the ethereal plane being closer here than normal. If the center fissure, there is a massive portal to the other plane. Though not visible, it ripples.
29/D1: Desert climate. There is a tunnel leading into the world caverns that is filled with lava tubes and precious gems.
29/E1: A desert
29/F1: A desert raised 50ft above sea level
29/G1: A desert, raised 50 above the ocean below. Here, the great golden dragon, Kli'Ngockindlestil came to exist. It is the embodiment of order and good. The city of Kli'Sharanth started as nothing more than a few stone buildings, the first the Kli'Nigoth ever made. However it soon gained a large population as they realized they could be more protected and pool resources better when they all were closer.
29/H1: A desert, raised 50ft above the ocean, surrounded by water.
29/S1: A lush, tropical jungle
29/T1: A lush, tropical jungle
29/U1: A lush, tropical jungle
30/C1: Desert climate
30/D1: Desert climate
30/N1: A volcanic tropical island rises out of the ocean.
31-40
Spoiler
32/O: A smoking volcano looms over the coastline
32/P: A geyser field - This area looks to be large expanse of rocks and mud flats. Occasionally, large geysers burst from the grounds. It is inhabited mostly by lichen. There are also a number of hot springs.
32/R: More desert. Here, plants made of iron grow. They consist of large root networks and curving stalks that end in a cluster of berries each with a single wooden-shelled pip. They are fed upon by roving herds of rust monsters which usually only eat the berries and serve to distribute the plants more evenly. The plants grow slowly but require no sun and only a modicum of magic.
33/R: A desert area.
33/S: A desert area with lava pols.
34/R: A mountain range covered in sand elevates the desert.
34/S: A desert area.
34/T: Lava rains from the sky.
34/K1: A thick jungle of massive firs and oaks sprout within the lands
34/S1: The climate is arctic, emanating from the towers.
35/Q: A desert area.
35/R: A desert area with lava pools.
35/S: Lava rains from the sky.
35/K1: A thick jungle of massive firs and oaks sprout within the lands
35/S1: The climate is arctic, emanating from the towers.
36/R: Lava rains from the sky.
36/T1: The climate is arctic. A city-section of Ghlahab and Ugush.
36/W1: The climate here is arctic.
37/Q: Lava rains from the sky.
37/T1: The climate is arctic. A city-section of Ghlahab and Ugush.
37/U1: The arctic climate emanates from the tower. A city-section of Ghalhab and Ugush.
38/T1: The climate is arctic. A city-section of Ghlahab and Ugush.
38/U1: Jutting a few hundred feet from the ground is a bedrock tower. The climate is similar to one found in the arctic.
38/V1: The arctic climate emanates from the tower.
39/S1: The climate is arctic. A city-section of Ghlahab and Ugush.
39/X: A semi-permanent storm makes waters tough in the channel.
39/Y: A semi-permanent storm makes waters tough in the channel.
39/U1: The arctic climate emanates from the tower. A city-section of Ghlahab and Ugush.
40/X: A semi-permanent storm makes waters tough in the channel.
40/W1: The climate here is arctic.
40/Y: A semi-permanent storm makes waters tough in the channel.
40/R1: The climate is arctic
41-55
Spoiler
41/X: A semi-permanent storm makes waters tough in the channel.
41/E1: A lake of ice shards formed of the water from the hole.
41/I1: A gigantic, mysterious pit in a frozen tundra. This is a perfectly round hole in the ground goes incredibly far down. It is connected to the hole at 17/U by a portal at its bottom. If a speedy thing goes in from the top, a speedy thing goes out as far as the top. Water falls upward, only to fall down again and out 17/U. The water keeps flowing like a sea serpent until reaching the other side of the arctic hole. By the time it reaches the top of the arctic hole, the water is a bunch of ice shards shooting out of the ground, melting by the time they reach the upper edge of the other side. Rather than a river, the ice flows along carved out ground as ice shards.
A Dweller in Ice city on the tundra side of the great transport hole. A Stoneborn city in the rock walls of the bottom of both sides of the great teleport hole, Shuttling heavy goods though rock bridges in the portals. These races combine their powers to terraform the environment deep in the middle of the travel tube near the portal, creating great twisting rivers, floating lakes, ice sculptures, cloud fountains and transit lanes
41/Q1: The climate is arctic
41/R1: The climate is arctic
41/S1: The climate is arctic
41/T1: The climate is arctic
41/U1: The climate is arctic
41/V1: The climate is arctic
42/H: A permanent fog bank hovers over a small island The island itself is low and grassy. It is home to a number of strange though mostly harmless creachers
42/N1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is corrupted. The first Vampire city is beyond grand, despite the race being so new. Each vampire's home is a mansion at the least. The higher-up vampires have castles built by their spawns. Not many know there is a city there, as the vampires drain all who enter it.
42/O1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is corrupted
43/A1: A large chasm
43/B1: A large chasm
43/E1: The impact of a falling star, glowing red and purple and gold as it shot through the atmosphere, created a massive crater across this area. It is a wide, gently sloping valley with many deposits of unique minerals.
43/M1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
43/N1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is corrupted. The first vampire city is beyond grand, despite the race being so new. Each vampire's home is a mansion at the least. The higher-up vampires have castles built by their spawns. Not many know there is a city there, as the vampires drain all who enter it.
43/O1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is corrupted.
43/F1: The falling star.
44/A1: A large chasm
44/B1: A large chasm
44/E1: The impact of a falling star, glowing red and purple and gold as it shot through the atmosphere, created a massive crater across this area. It is a wide, gently sloping valley with many deposits of unique minerals.
44/F1: The falling star.
44/L1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
44/M1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The are is purified.
44/N1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
45/K1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is purified.
45/L1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is purified. At the base of the cliff, a cave leads to The World Caverns. At the mouth, the Hakali have their first city, built by Elir.
45/M1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is purified.
46/X: 12ft-tall, smooth gold pillars sprout from the ground in a geometric pattern. In the center is a huge gazebo-like structure made entirely of platinum. The details are very ornate, as if crafted by a master artist. On the pillars is strange writing. The language is not one created by mortals. In reality, it is a god making a joke of mortals. The writing is gibberish scribbles made to look like a language. The area is very foggy. One can not see another pillar when standing by one due to the fogginess.
46/J1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is purified.
46/K1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area. The area is purified.
46/L1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
47/I1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
47/J1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
47/K1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
48/I1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
48/J1: No sun shines in the area, instead, the moon takes to the sky twice per day (in the same area of the sky as the sun does elsewhere).
Simple description is that the sun appears as the moon in this area.
48/W1: A permenant water vortex.
48/X1: A permanent water vortex.
49/W1: A permanent water vortex.
49/W1: A permanent water vortex.
54/A: A tropical jungle island.
54/B: A tropical jungle island.
54/K: A massive iceberg
54/L: A massive iceberg
54/M: A massive iceberg
55/I: A massive iceberg
55/J: A massive iceberg
55/K: A massive iceberg
55/L: A massive iceberg
55/M: A massive iceberg
I'll be modifying the map, making sure roll frequency is correct, keeping balance, answering any questions I can, and probably rolling every once in a while. At some point, I might link/write up everything from the race builder for people not familiar with 3.5. Until then, I'll answer any questions like "What's darkvision?" or "What's a raptoran?"
(2d6)[3]
EDIT: With three points, I can shape terrain. I make a gigantic pit at 17/U. This is a perfectly round hole in the ground that goes too far down to discern its depth. The edges are smooth, and no one knows what is at the bottom of it.
The next time I roll, I'll have less than 5 points left, so I'll add 1 to the roll.
Then, as the moderator, I edit the map in the first post and add the location to the key.
The Races
Spoiler
The Firstborn
Spoiler
Short and lean people with solid eyes resembling 42 different varieties of precious metals, skin in 84 different shades from snow to coal, and coats of multicolored feathers down their backs and arms. Mature adults develop strong enough feathers to glide through the air. They have a natural lifespan of about 126 years. They are a creative and highly ambitious people who wish to expand and make their mark on the world they have found themselves in, and their culture views using their talents for creation and construction as glorifying the gods. They have a strong aptitude for teleportation magic. Their starting alignment is
+2 Intelligence, -2 Strength
The Firstborn possess a keen intellect, but their smaller frames and light bone structure limit their physical strength.
Minor Attribute: Small Size/20 ft. land speed
Technically, the Firstborn are not small. The races which came after them simply are big. The Firstborn are the perfect size.
Moderate Attribute: +2 to any two Craft Skills
The Firstborn are master craftspeople, devoting the art of making to the gods. This racial disposition shows in their superior work.
Major Attribute: Wings (As Raptoran)
Chaotic Neutral. The Firstborn fell to the surface at 12/S.
Purity: +1
They worship/follow Kli'Ngockindlestil
The Dwellers in the Ice
Spoiler
They are a silent, strangely formed people who dwell in the twisting tunnels of an enormous glacier. They communicate entirely through telepathy, and have no vocal apparatus. Their flesh is translucent, (think an X-ray fish) and their blood cold, though containing odd proteins that prevent it from freezing. They are hairless, and lack eyelids, instead having nictating membranes.
+2 Con, +2 Int, -2 Cha
Large size
Telepathy one hundred feet.
Light at will, caster level equals character level.
Dwellers in the Ice trance instead of sleeping.
Darkvision 60ft
Seaborn
Spoiler
The Seaborn worship the sea and Uglothoa, The God Below. Living on what the sea provides, they are not warlike or expansionist, but they are deeply mistrustful of the 'dry ones' and cruel in their nature. Their ambition lies in controlling the waves.
Spoiler
Uglot
The Seaborn
Medium humanoid (aquatic)
+2 DEX, -2 CHA
speed 30 ft, swim 30 ft
Amphibious
Darkvision 60 ft
Telepathy 100 ft
Weapon familiarity: weapons with 'seaborn' in the name
Salt water hydrates seaborn as would sweet water.
Water dependant: A seaborn’s body requires constant submersion in fresh or salt water. Seaborn who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
The Kli'Nigoth are a large (Minor) reptilian humanoid with golden scales when they are adults and yellow or copper scales as young. They are born from eggs which the females lay only one in any given year. They are considered to be of adult age at 14 and live nearly 60 years. The Dragon Born worship Kli'Ngockindlestil, feeling a personal connection with him. Their hands end with sharp talons that grant them a natural attack (1d8+STR) (Moderate).
The Kli have a special breath of flames that they can use that mimics the one their patron has. (1d6/2 character levels in fire damage every 1d4 rounds) (Major). They also receive a +2 Con for living in a desert environment and a -2 Chr due to their distrust of outsiders.
They prefer dwelling in the desert in small tribes and have a very close feeling of family and community.
Stoneborn
Spoiler
+2 Con, -2 Cha
Naturally Psionic:
2pp (can psionically focus and learn psionic feats)
Living Construct Type (from wizard, then trimmed per generic):
Receives only half healing from healing subtype spells
Does not heal naturally, but can be targeted by object repair spells
Immunity to energy drain, fatigue, exhaustion
Inert but stable from -1 to -10 hp
Does not breath, eat, or sleep, but can consume potions
Stone Meld (Su): On contact with an object of metallic, glasslike, or stony composition, a stoneborn can take a full round action to bring itself into phase with the inverse of the object, allowing it to pass through as if ethereal (half speed, any direction). This ability only functions with relatively pure substances (most rocks, desert sand, metals and notably does not work with water, dirt, wood or mortar).
Stone sense 30' (ex): Although Stoneborn have no visual sense, they have a detailed continuous awareness the shapes of other crystals around them. Specifically, almost all stone, metal, gem, and bones are known to them within 30 feet, as well as spaces where these are missing, such as tunnels. All things lacking these, such as insects, oozes, plants, non-earth elementals, and others are invisible to them. Also, only a few metallic inks and paints are even faintly visible (double reading time, -5 skill rolls), although stone and metal engravings and thin metal papers (10x cost) are normally readable.
Languages: Any (they are a loose and widely distributed race), but most speak Firstborn, even those in areas the Firstborn have never been. Terran, Dweller in the Ice (psionic telepaths), and underground languages are also common. Stoneborn prefer to live in the ground, where things cannot easily sneak up on them.
Susurrants
Spoiler
Susurrants are clever and disturbingly beautiful, but disconnected from the moral world.
The Susurrants are necromancy perfected as art, and as such, their appearance varies wildly. Some are created in the image of attractive members of extant races, others as idealized reflections upon the common aspects of Firstborn and Dweller in Ice forms, others still in bizarre shapes of flowing flesh and bone lattices, disturbing and captivating all at once. What's more, they're able to reshape themselves, molding reanimated flesh and bone to suit their current best appearance. The Susurrants drift through the world, not needing to eat, drink, or sleep, and being effectively immortal, they often have little interest in productive work. When something catches one's interest, though, they can become deeply obsessed, studying the subject intensely, at least until something else catches their intention.
Vermin
+2 Strength, +2 Constitution, -4 Charisma
Darkvision (free)
Low-light vision
Scent
40' land speed
Burrow 20'
Naturally Psionic
Trance 4/hours / day instead of sleeping
Pheromones: The Ch'keth can communicate with each other through the use of specialized pheromones. These can actually be quite complex, ranging from a simple "find food" to complete battle plans.
Biological Incorporation: When a Ch'keth eats, it consumes more than nutrients. It takes in the traits that made it's prey stronger, making them part of itself and passing these on to the rest of the hive. It also consumes the psychic energy of the victim, allowing it to learn anything the victim knew.
LA +1
The Ch'keth are a race of insectoids. They stand approximately 1.5 m tall. They are loyal to the hive above all else, and have no fear of anything except failing the hive. The queen commands absolutely, and is aware of all her children. The queens have a fierce rivalry, but can put that aside if the race is threatened. The Ch'keth will expand and consume.
Brevleen
Spoiler
+4 Int, -2 Str, -2 Dex, -2 Con - Brevleen are very smart, but they are not physically capable of much
Small size: +1 size bonus to attack rolls and AC, +4 size bonus to Hide
Humanoid (Brevleen)
20ft Base Land Speed
1 Extra feat at first level. Brevleen are capable and inventive.
+4 Racial bonus to any 1 Knowledge skill. Most Brevleen tend to focus on a single area of expertise.
Brevleen can cast Swift Invisibility 2/day as a spell-like ability with a caster level equal to their HD.
Cowardly: Brevleen automatically fail all saves against fear effects. An ability that makes them immune to fear (such as becoming a 3rd-level paladin) instead grants a saving throw, but at a -4 penalty.
Personality: Shyness is the most common trait amongst Brevleen. Most of their decisions are made with fear at their base. The brave are not admired, but thought of as fools. They are very non-competetive, buckling under the slightest pressure before pushing back. If it weren't for them insisting on being unique in their studies, they would work amazingly in a group.
Physical Description: Like small humans with nearly white skin and very slender limbs. Many Brevleen have a poor posture, due to being hunched over a table containing their work.
Relations: If someone is kind to a Brevleen, he is likely to be kind in return. If someone threatens a Brevleen, he is likely to be kind in return.
Alignment: Brevleen are almost always neutral, preferring to keep out of other people's business. Being good requires an ounce of bravery, and evil would require the ability to menace. Brevleen are often much more lawful than chaotic, as lawful means predictable and secure.
Brevleen Lands: Brevleen cities are usually near water and other resources, as they can't travel too far. Their cities have large walls surrounding them and their homes often have traps both to prevent intruders.
Religion: Most Brevleen do not have time for relgion, but some worship common gods out of fear.
Adventurers: Going out into the world is not something a Brevleen commonly does. A rare few will venture out to find materials, but they don't tend to go far.
Language: Brevleen speak Frittle, a jittery, yet precise language. There are far more words than most other languages with many redundancies to make speach short.
Names: Brevleen names are simple, and they do not have family names, as bothering to remember it is a waste of time.
Male names: Ilv, Gonk, Reck, Xig
Female names: Ael, Fon, Hin, Viz
Minor Attributes- +2 to Knowledge (Arcana)
Moderate Attributes- Daze at Will
Major Attributes - Frightful Presence, DC 10+Character Level+Int Modifier.
Personality: The Praecipe are cruel and uncaring to any who are not Praecipe. They tend to regard any other race as inferior, to be treated as playthings or, if it offers a threat, severley chastised.
Physical Description: The Praecipe are roughly five and a half feet high on average. Their body consists largely of a trunklike mass, supported on five psuedopods. Three limbs extend from the central mass, though one of these is much smaller than the other two, and unable of wielding a weapon. All three limbs bifurcate repeatedly, so that the two larger limbs are divided into eight digits by their end, and the smaller into sixteen. Nestled in the primary bifurcation of each limb is an orifice lined with sharp hooked teeth, used for eating. Atop the central trunk is an oblong mass, upon which is a fourth mouth, this one used for speech. What appears to be hair is in fact numerous small tendrils, bearing sensory organs which approximate the functions of eyes, ears, and nose.
Relations: Though fiercely loyal to Praecipe society, they tend to view other races as expendable playthings at best, and incompatible threats at worse.
Alignment: Praecipe are almost always lawful evil, although exceptions have been known to occur.
Culture: Praecipe religion and society is complex and Byzantine. Though intraspecies violence is extremely taboo, Praecipe politics, which is fundamentally inseparable from both their art and religion, is a matter of constant maneuvering to gain and maintain influence and strip it from their rivals.
Adventurers: Groups of Praecipe adventurers often venture out to raid the settlements of other tribes for treasure and slaves. Mostly these are magic users.
Language: Di-ot- a staccato language defined by series of short, sharp utterances and meaningful silences.
Dwarves
Spoiler
+2 Con, -2 Dex
Minor: Darkvision
Moderate: Type change to Construct
Major: Dwarves gain the Craft Magic Arms and Armour feat at 5th level. They can craft items with spells they do not know (even those without the ability to cast spells) as long as the spell level is less than or equal to 1/5 their character level. Multiple dwarves working in concert may be able to extend this ability to higher level spells. A similar process is used to make new dwarves.
Most Dwarves are good, and fanatical religious devotion means they tend towards lawful as well. (1 purity)
The flesh of dwarves is solid rock, their blood is magma, and their bones are made of adamantium, or so they claim. In fact, little is known about dwarven physiology outside of their massive city of Ot, since the dwarves rarely venture outside.
That is not so far from the truth though. The first dwarves were hewn from the walls of a cave by Armok himself, and from that point on, they have continued making more of their kind on the anvils of the mighty forges deep within the citadel. To this day, no one has seen a child dwarf, and indeed, they do not exist.
Dwarves work tirelessly, both mining the riches of the earth, and creating fine weapons and armour. The best pieces are rumored to be made from the bodies of dead dwarven heroes themselves.
While working all day every day without rest might drive any of the lesser races insane, dwarves all share zealous devotion to their king, Armok, that sustains their sanity.
Physical Description: Most dwarves are short and sturdy, with dark, hard skin, and metallic coloured hair (since it is actually fine metal filaments).
Relations: Dwarves are indifferent to most other races, and interact little with them. Some trade and warfare does happen, though the dwarves very rarely seek out either. They are friendly towards the Firstborn, and sometimes admire their craftsmanship of various magical devices.
Culture: Dwarf culture involves work, work and more work, which they see as their holy duty to their king. Newly made dwarves spend their time in intensive education, graduating to become warriors, and eventually, craftsmen. As they never age, the population is constantly expanding, though it is somewhat controlled through monthly tournaments to the death.
Dwarves speak Dwarven.
Hobs
Spoiler
+2 Str, -2 Con, -2 Int
Minor: Small Size
Moderate: 10ft spd increase
Major: Powerful Build
Low Light vision
Looking similar to classic fantasy goblins, Hobs are the servitor race of the dwarves. Bred by the thousands in large pits, they are strong of arm but somewhat frail. Hobs are completely subserviant to the dwarves they work for, and do such tasks as cleaning and hauling, as well as serving as cannon fodder in the dwarven armies. They are often worked to death by the uncaring dwarves, but luckily there are always many more.
As the dwarves do not need food, and never thought to provide any to the Hobs, they subsist mainly on cannabalism, with some cave creatures and fungi .
Ghlahab
Spoiler
Stats: +4 Strength -2 Constitution -2 Charisma
Minor:Small Size
Moderate: Bite attack for 1d8(I imagine its 1 less die for a small)
Major:Powerful Build
Base Speed:20ft
Personality: Most Ghlahab are very quick to hop from one emotion to another. They are quick to act on those emotions, and as such are very unstable and chaotic. They're fiercely loyal to their friends and their family and will commonly start fights over a small insult made against such people.
Physical Description: They look like Firstborn only they have no wings, are entirely white, are covered by a layer of thin iridescent scales, have very sharp teeth, and pitch black eyes.
Relations: They have a fierce loyalty to the Usgush, other than that its on a person by person basis.
Alignment: Most Ghlahab(75%) are spread out over True Neutral, Chaotic Good, and Neutral Good, the rest are spread out pretty evenly throughout everything.
Galhab Lands: Most Galhab live in the gigantic arctic metropolis known only as Home.
Religion: Most Ghlahab worship the 'spirits' of the obsidian towers or the Uso(top left tower) the Yai(top right) the Qua(bottom left) and the Nju(bottom right)
Adventurers: Many Ghlahab travel the world, wanting to see as much of it as possible. Usually they travel in a group of two or three Ghlahab with one Usgush. These are informally known as Party-Packs and they're known for their frequent celebrations they have for sometimes no reason at all.
Language: the Ghlahab speak a language made up of short, one-syllable words. Many of the words sound like whistling or a winter wind.
Names:The Ghlahab pick up many names during their life, most of them describe things they've done such as 'Survived-Three-Days-In-A-Harsh-Blizzard. Of course the names are much shorter in their native tongue. Most of their first names however, follow the Ugush naming conventions.
Ugush
Spoiler
+4 Dexterity -2 Charisma
Minor1:Large Size
Minor2:Remove -2 Penalty to Ability Score
Minor3:Trance 4 Hours (A bit of fluff, when they are in their trance their skin is a few shades darker)
Moderate1:10ft faster base land speed
Moderate2:Telepathy 100ft
Major1:20ft Faster base land speed
Major2:Climb speed as the spell Spider Climb
Sacrifice: No vocal chords, cannot verbally speak at all.
Reward:Through their telepathy the Ugush can convey anything from emotions, to words, to memories.
Base Speed:60 ft
+2 Level Adjustment
An Ugush crawls out of a small mound of snow and looks around. It sees hundreds of other Ugush all crawling out of their own snow. It feels confusion and fear coming from most of them, but a few are curious like it is. It also sees a city off in the distance and decides to head in that direction.
That is the ancestral memory that every Ugush shares, the memory of their creation.
Personality: Stoicness is something that defines every Ugush. They are literally a race of few words. They are also a race of few telepathic communications, preferring to keep it short and sweet. They place a heavy emphasis on family and protecting them.
Physical Description: Ugush are a tall race, topping out at an average of nine feet tall. They're arms go out about half as wide and their knuckles come close to dragging on the ground. Their skin is grey in color, and it has a texture similar to fresh powdered snow. They have a rectangle-shaped head with a flat top and rounded edges. They have no hair whatsoever on any part of their body. They have four small eyes in a :: formation and a flat line of a toothless mouth.
Relations: They have very good relations with the Ghlahab but they have a slight dislike for the Firstborn, any other race they're not sure of.
Alignment: 75% of Ugush are Lawful Neutral, About 15% are Lawful Good and the rest are about evenly spread throughout the alignments.
Ugush Lands: Most Ugush live in the gigantic arctic metropolis known only as Home.
Religion: Most Ugush worship the shadowey figure that sits atop the bedrock tower.
Adventurers: Not many Usgush are adventurers, but when they do it's usually to help their people or the Ghlahabs.
Language: The Ugush don't have a language of their own, though usually if they must talk with telepathic words it is in Hhab.
Names:Most Usgush names can be used for either gender, as it is an emotion followed by an image from their memory. Some common names include Happy-Snow, Depressed-Ice, Fury-Ghlahab, and Confused-Sky.
Ghlaush
Spoiler
Stats: +2 Strength +2 Dexterity -2 Charisma
Minor:Remove -2 to ability score
Minor:Cold subtype
Moderate: +10ft Base Speed
Moderate: Telepathy 100ft(Just normal telepathy)
Major: +4 Natural Armor
Base Speed:40ft
Personality: Most Ghlaush take after their Ugush parentage in the terms of personality, preferring to think carefully before they speak or act. Though they are a bit more chaotic in their thinkings than the Ugush.
Physical Description: They stand at an average of five and a half feet. Their skin is covered in a thick layer of rough white scales. They have two small eyes that sit on an oval-shaped head. Their eye color ranges from pure white to pitch black and long strands of hair with a similar color range sprout from between the scales on the top of their head.
Relations: Most have a strong loyalty to the Ghlahab and the Ugush, other than that its on a person by person basis.
Alignment: About half of all Ghlaush are True Neutral, and about six percent are evil of any sort. The rest are evenly spread through the remaining alignments.
Ghlaush Lands: Most Ghlaush live with the Ghlahab and the Ugush in Home.
Religion: Most Ghlaush revere both the spirits of the towers and the shadowey figure atop the central tower.
Adventurers: Ghlaush adventure for the same reasons the Ghlahab and the Ugush do(For fun and to protect eachother)
Language: the Ghlaush speak the language of the Ghlahab since they can not convey emotions and memories telepathically like the Ugush can.
Names:The Ghlaush use the Ghlahab naming conventions
The Others
Spoiler
Calling themselves The Clan, but eventually known as the others to all outsiders.
A small [minor], slight race with pale grey skin, large heads and large pupil-less eyes. Poor physical specimens (-2 Str) they rely on the use of magic to undertake anything more than the most basic of tasks (prestidigitation and mage hand at will) [2x moderate], their significantly larger than average brains afford them higher intelligence than most other race (+4 Int) making them even more potent in the use of magic.
Their large eyes allow them to see in poor light conditions (low light vision) [free] and their large brains have developed to allow them to communicate with each other telepathically over reasonable distances (telepathy 100ft) [moderate] which makes up for their inability to communicate in spoken form other than in whistling/musical noises. This lack of communication makes interaction with the Clan by other races difficult and therefore leaves them perceived as remote and aloof (-2 Cha).
When a member of the clan becomes an adult they are given a decorated throwing axe (weapon familiarity - thrown axe) [free] as a symbol of their obligation to protect the clan. These axes are decorated with markings that identify the owner through family ties, ancestral deeds and cultural status. As an individual develops and progresses these decorations are added to and embellished to match their progress, with the more prominent figures in society having the most lavishly decorated axes. These weapons remain functional (+1 to attack with the axe) despite their significance, they are always carried and the loss of the axe by an individual results in intense personal and family shame and individual exile, resolved only through recovery of the weapon whereupon the individual is restored to their original place in society (-1 to all attack rolls if their axe is lost
The society follow the ordinations of the Last One, a powerful being believed to be the last of its kind in the world. The Last One shares his wisdom with the Clan allowing them to develop spells to enhance their lives. This wisdom is passed down through the Last One's Tonal language (language - tonal) [free]
Moonkin
Spoiler
The children of the Moon are a wild and secretive bunch. They take delight in leading people off into the depths of the eery forests they call home, or engaging in similar "Pranks". While these are rarely truly malicious, they are both irritating and time consuming.
Moonkin are humanoid in appearance, short and slim with moon-pale skin. Utterly hairless, they have tendril-like growths that hang from their skull in a similar manner to normal mammalian hair. The most eery aspect of the Moonkin's appearance are their eyes, which shift in appearance. A Moonkin's eyes are milky white or charcoal black, slowly changing with the cycle of the moon between the two.
Moonkin are almost always Chaotic.
+2 Dex, -2 Wis. Moonkin are agile, but no one would call them overtly sane.
Medium Fey
30 foot base land speed
Low-Light Vision
Lunacy: A Moonkin suffers a -1 penalty on will checks during the Full Moon, but gains a +1 racial bonus on will checks during the New Moon.
Trackless Step: A Moonkin leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.
+2 Racial Bonus on Hide and Move Silently checks.
Spell-Like Abilities: Invisiblity 1/encounter
Automatic Languages: Lunar.
Favored Class: Rogue.
Humans
Spoiler
Humans get a +2 to any stat of their choosing due to their versatility. The -2 stat is negated by [minor] ability. Humans also gain 4 additional skill points at first level that can be applied to any skill at full ranks regardless of cross class [moderate]. Humans also gain a bonus feat of their choosing at 1st level [major], showing thier flexability and diversity.
Orcs
Spoiler
The orcs are large humanoids [minor] with massive muscles +4 STR
though they are dim witted due to their shared desire of the kill -2 Int, -2 Chr. They have the ability to track their prey by smell (scent)[moderate] and their feral nature has gained them the use of their hads as claw attacks (1d6 19-20x2) and thier large jaws (1d10 x3) for biting[major]. Their survival in the wild has also helped them develope low-light vision [free] and they are classified by other races as monstrous humanoid [free]. Though not the best craftsmen, orcs are familiar with thier patron's weapon style, the double axe [free]
Hakali
Spoiler
The Hakali are a race of giant crabs, adapted to living on the Midnight Shore. Although they do not have an actual hive mind, the Hikali are able to work together, to the betterment of the group.
Starting Alignment - 1 good (LG) [Additional +1 from purify]
Size & Type: Medium Vermin (aquatic)
+2 Str, -2 Dex, +2 Con, -2 Int, -2 Cha
Speed: 40', Swim 40'
Darkvision, Low-light Vision, Light Sensitivity
Quadruped (technically decapod, but they gain no benefit beyond that of a regular quadruped)
No Fingers - While the Hikali have limbs able to function as arms, they lack the fine manipulation that fingers would bring. A Hikali takes a -10 penalty to checks requiring fine manipulation
Amphibious
Natural Attack: 2 claws (1d6)
Exoskeleton - The Hikali have a +1 natural armor bonus due to layers of plates.
Descheet
Spoiler
Aberration type
+2 dex -2 str
Darkvision (minor)
Base land speed 20 feet
Spider climb (major) (speed 30 feet)
light sensitivity
A Descheet can use shocking grasp one per encounter as an SLA (moderate)
A Descheet can travel on all fours as comfortably as on two legs if not more so. in this state they should be treated as Quadruped for purposes of carrying capacity. However they can not use and weapons that require hands to wield while in this state.
Descheet are dwellers in the world caverns. They travel in small tribel bands.
A Desheet can be said to have four arms and no legs or alternatively they have four legs and no arms. Each of their four appendages is articulated like a human arm and ends in a hand with four mutually oposible fingers. Descheet are hermaphroditic and are capable of mating with any other member of their race. after mating they both lay a clutch of eggs 3-6 which hatch into armored grub like larva. after they larva have grown to near human size they molt into adult Descheet. although the adults are versatile omnivores the larva are strict herbivores.
Dragon
Spoiler
+4 Str +4 Con +2 Int +2 Wis
Huge Size [minor+minor]
Dragon Type [free]
-2 Stats removed [minor+minor+minor+minor+minor+minor]
Breath Weapon [moderate] 1d8/HD cone/line of magic/elemental damage
Blindsense 30' [moderate]
Sleep at 1/encounter [moderate]
Comprehend Languages at 1/encounter [moderate]
10' Faster Land Speed [moderate]
Fly Speed of 40 ft [major]
2 Claw Attacks and a Bite Attack 2d6/2d6/3d8 [major]
Improved Flight 80 ft [major]
For a total of +7 LA
Dragon Subraces
Spoiler
Gold: These dragons have been aligned +1, to LG alignment by breeding selections and breathe cones of fire 60ft long. They also spread away from their ancestral home to live around the world in secluded areas. They try to influence the smaller races to do good acts any time they encounter each other and never try to hide their true nature.
Red: These dragons have been aligned -1, to CE alignment by breeding selections and breathe cones of fire 60ft long. These dragons also proliferate throughout the world and cause havoc wherever they touch. The spread discourse in the lands surrounding their lairs and have grown a desire for wealth. It is believed this desire for wealth has driven them mad and further fuels their rage.
Crystal:
Spoiler
This subset of the dragon race has developed semi-translucent scales that appear to be made of precious stones. They have began burrowing deeply into the earth and making their homes amongst the caverns and ground creatures. They cannot fly but have a burrow speed instead. They also have a breath weapon of either acid bombs or acid fog. They are neutrally aligned and surround themselves with precious stones and metals in their lairs.
Sea:
Spoiler
The Sea Dragons slipped into the seas and favored swimming over flight. Their wings are much smaller and work more as fins. They are totally unable to fly but have a great swim speed. They shoot lightning from their mouths and live in underwater caves. Most Sea Dragons are either blue or green or something in between, however, there are some of various other colors, but they are very rare.
For all extensive purposes these are treated as standard 3.5 elves, with the appropriate mechanical changes. Where elves are cunning and fast so that they may avoid their long time rivals, the Orcs that habit a nearby region.
Skwigelf
Spoiler
+4 LA
+4 STR +4 DEX +4CON -2 WIS +4 INT -4CHA[/b]
The Skwigelf are very strong and hardy but due to their origins as experiments they are very cold and seemingly detatched from the world Remove -2 Penalty(minor+minor+minor+minor+minor) Trancing and Darkvision(Trading one Moderate for two minor)
The Skwigelf are still Elves except they have btter eyesight +2 Natural Armor
The Skwigelf have been bred to grow thick skin. Light Armor Mastery(Moderate)
The Skwigelf can use Light Armor and take no armor check penalties or suffers arcane spell failure this is due to the Skwigelf being trained as powerful fighter/wizards 20 ft faster land speed(Major)
The Skwigelf move very fast. +2 to all saves
The Skwigelf are good at avoiding danger.
Free Stuff
Racial Profeciency with Guisarmes, Bastard Sword, and Chainshirts
Origins
The Skwigelf were a project led by the Elves to breed soldiers who would overcome the Elves' lack of durability and strength. The Elves eventually suceeded, at the cost of emotion the perfect warrior elves were invented
however the Skwigelves that were created believed they were superior to th normal Elves which led to disputes between the two and the eventual founding of the Skwigelf terrorist group, The Dylsdoas this group led assaults against the Elves until they managed to win freedom Physical Description
The Skwigelf look like Elves but are much larger and more physically imposing, they have very pale skin and Black eyes. Personality
The Skwigelf are very cold and calculating. they have a very structured society and will obey any higher ranking member of society they do however believe that they are superior to all other races and wish to make all others obey them.
Vampires
Spoiler
• -2 Con, +4 Cha
• Medium-Sized Undead
• 40ft Base Land Speed
• Soul Drain: A Vampire can drain the soul of a living creature by pinning them. Soul sucking deals 1d4 points of Charisma drain each round the pin is maintained. A Vampire can’t drain more Charisma in an hour than its own Charisma score. When a Vampire drains a soul, it gets twice that many temporary hit points for one hour.
• Drain Dependency: If a vampire does not drain a living creature's soul for 24 hours, he must make a Fortitude save, DC 15 or become fatigued (a Vampire is not immune to fatigue caused by its drain dependency). Every 12 hours after the first 24 that the Vampire does not drain a living creature's soul, the DC increases by 2 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save every 24 hours (with the DC increasing by 2 every 24 hours thereafter) that it does not use its soul drain or become exhausted (a Vampire is not immune to fatigue caused by its drain dependency). Each day a vampire is exhausted it takes 1 point of Constitution damage.
The fatigue or exhaustion caused by drain dependency cannot be eliminated by rest (though magic can offset the condition until the Vampire fails another save). Using its soul drain ability eliminates a Vampire’s fatigue immediately, or reduces exhaustion to fatigue.
A Vampire that does not feed on the souls of the living begin to wither into their hideous form. As the DCs to avoid fatigue and exhaustion increase, the DC to recognize the individual as a Vampire decreases by the same amount.
• Charm Person 1/encounter, the save DC is Cha-based
• Low-Light Vision, Darkvision 60ft, Light Sensitivity
• Sun Aversion: Spending 1 minute in direct sunlight causes a Vampire to catch fire and take a cumulative 1 damage each round.
• Vampires do not take a penalty to Disguise checks when attempting to impersonate the race it was before becoming a Vampire (See Drain Dependency).
Creation
Sun Aversion is a moderate penalty, no? Grabbed Charm Person 1/Encounter with that.
Light sensitivity is worth Darkvision if you ask me, and the Vampires kind of need it, considering they're allergic to the sun.
Treating Soul Drain as a major. Restricted on useability and it comes with a small downside.
Vampires were once your brothers and sisters, gone out to adventure in the wrong part of the world.
Personality: Since Vampires are not bothered by mortal problems such as sleep or aging, they tend to spend their time making elaborate schemes. Many focus on showing elegance and sharpening their silver tongue. This mostly just comes off as being pompous.
Physical Description: Once they are turned, a Vampire takes on the grotesque creature seen above. When well-fed, they look like a gorgeous version of their former self.
Relations: A starved Vampire is usually looked upon with fear, as a hungry creature with you on its diet should be seen. It's difficult to identify a nourished Vampire, but when one is discovered, it is almost always outcast or killed.
Alignment: Most Vampires are lawful. They have a strong sense of balance in things, since they practice it to maintain a food supply and their disguise. Some care not for these things and generally take up extra chaotic lifestyles. Evil is obviously more common amongst soul eaters, but some choose to abstain from feeding as much as possible, preferring to lead a path of good. They'll often pay people to nibble on the individual's soul.
Vampire Lands: The Vampires were born in a land of perpetual darkness. There, they have created great cities, hidden by magic. Many vampire-specific goods are sold here, such as bottled souls and Vampire Spawns. When the living stumble upon a city, they are almost always drained of their soul.
Religion: Most Vampires are too self-involved to worship anything but themselves. Those that aren't tend to follow gods of death, greed, trickery, or high culture.
Adventurers: Vampires do not often have families, so when a Vampire leaves a home, it is most often because he has been run out of town, or his plot/con has run its course. Some Vampires do take to the life of an adventurer, whether it be to sample the souls of different lands or simply to follow a sense of wonder about the world.
Language: Vampires speak Archaic. The language is only as old as they are, but they tell others that “The Old Ones” taught it to only the Vampires many centuries ago. The language is fluid, yet powerful sounding. It has many words for nearly the same things. Many nobles of other races use it to sound more pretentious.
Names: Vampire names are elegant, and carry a powerful feel about them. They do not have family names. A Vampire chooses its own surname.
Male: Vladimir, Lawrence, Zwenson
Female: Alexandria, Michelle, Elhexra
Vampire Spawn
Spoiler
• +6 Str, +6 Con, -4 Int, and no Charisma score
• Type changes to Undead
A Vampire Spawn gains the following abilities
• A single lvl 1 SLA useable 3/day
• Scent & Blindsense 30ft
Depending on the Vampire that created it, a Spawn has a different major ability. All Spawns a Vampire creates have exactly the same abilities. Choose one:
• Powerful Build
• Sleight Build
• Fast Healing 2
• LvL 1 SLA useable at will
• LvL 2 SLA useable 1/encounter
• Flight as a Raptoran
• Two natural claw attacks (1d6 19-20/x2)
• LA: +3 (Template)
All save DCs are Wis-based.
Vampire Spawn are created when a Vampire drains a victim of all of its Charisma. They are like bloodthirsty retards, killing most things that come before them. Most are kept as pets of sorts or sold by the Vampires that turn them.
Mycanoid
Spoiler
type: plant
+2 con -2 int -2 dex
Small size (minor)
Low-light vision
Fast Healing 1 (major)
Trancing for 4 hours instead of sleeping (minor)
Telepathy 100 feet (moderate)
Mycinoids tend to keep to them selves. they are mushrooms of the forest that have twisted into humanoid form. their mouths are located on there stomachs and are simple sacks to put food in for digestion. They are only capable of communicating by telepathy.
Mechanus
Spoiler
+2 Con, +2 Int, -2 Cha - The Mechanus are calculative, not particularly compassionate. Their metal bodies makes them hearty.
Constructs with the living construct subtype
Medium size
30ft land
low-light vision
Shield 1/day
+2 natural armor
Use Magic Device is always a class skill for Mechanus
LA +1
Subraces
Spoiler
Stealth Units
+4 Dex, -2 Cha
Medium-Sized Construct (Living Construct)
30ft Base Land Speed
Shield 1/day
Sleight Build
Low-Light Vision
LA +1
Combat Units
+2 Str, -2 Dex, +2 Con, -2 Cha
Large-Sized Construct (Living Construct)
30ft Base Land Speed
Shield 1/day
Resurgence 1/encounter, self only
Natural Slam Attack (2d8)
Low-Light Vision
LA +1
Skirmisher Units
+2 Wis, -2 Cha
Medium-Sized Construct (Living Construct)
40ft Base Land Speed
Shield 1/day
Surefooted Stride 1/day
Stonecunning
Darkvision 60ft
Low-Light Vision
LA +1
Personality: Most Mechanus are typical robots, calculative and logic-based. Many are taught to behave the way their owner sees as proper. Some have strong personalities, and some even develop desires of freedom.
Physical Appearance: I've always been partial to Warforged for robots in fantasy. Let's just go with those in regards to appearance.
Vek Cortex put his initials on each Mechanus made in his workshop by hand.
Alignment: Their mechanical mind have them tend towards lawful decisions, but some throw away their nature and embrace chaos as an expression of their souls. These Mechanus usually run away from their owners. When caught, they are destroyed, just like faulty machines.
Rathkek
Spoiler
• +2 Con, -4 Cha
• Medium-Sized Monstrous Humanoid (Earth)
• 30ft Base Land Speed
• 20ft Base Burrow Speed
• Darkvision 60ft
• Low-Light Vision
• Resist Acid 5
• +2 Natural Armor
If immunity to a type is a moderate, resistance 5 should be a minor, right?
The Rathkek naturally and intentionally bring misfortune with them. They are a plague upon the planet and they live far too long.
Personality: Surly, petty, and vulgar. Rathkek have no empathy or care for other life. Murdering another Rathkek is frowned upon, but going out of one's way to help someone is not viewed as a good deed. Self before all else is sort of a motto among Rathkek.
Physical Description: An outer shell of rock, their insides are soft as any other, but no Rathkek would admit that. Their waste is expelled through holes in their skin as gas. At their natural hunched posture, Rathkek are about 4'6"-5'6". Standing straight, they can reach 7'2" tall. Though their rocky exterior is heavy, the gases inside are much lighter than air. Rathkek weigh anywhere from 200-300 pounds. A dead Rathkek weighs about 700lbs, as it produces no gas.
Alignment: Rathkek are selfish to the point that the only value they put on other life is as entertainment. Neutral evil by nature, some are chaotic, and a few are lawful. Rarely, a Rathkek is born with "The Compassion". Not a lot, but enough that they tend to leave Rathkek settlements rather than be shunned as mentally ill.
Rathkek Lands: The Rathkek live in canyon walls and on cliffs, making cities on the faces and burrowing a few miles in. Many also ride Rathkek, their creator.
Religion: Rathkek almost always worship their creator, Rathkek. Worshippers are always recruiting, though non-Rathkek are only recruited as servants and food for the greatest Rathkek.
Adventurers: Most Rathkek that adventure do so because they have “The Compassion”. Others go out to conquer, or they get lost when travelling from a settlement to live on Rathkek's back.
Language: Guttural and filled with grinds, most races cannot speak Rathkeki. Those that learn it can come close by grinding stones together. Most Rathkek appreciate the attention to something that's theirs. Rathkek have no word for share, friend, give, or other things in that vein.
Names: There is little differentiation between genders. Think Russian mixed with rocks. Rathkek is a common first name.
Example Names: Thovn, Gremtov, Mixkel, Voretch, Falkelk, Hoxnicht
Family Names: All Rathkek are called Rathkek. The name is important, and not using it is something Rathkek take as offensive. Yes, this means that there are Rathkek named Rathkek Rathkek. The avatar that created them loves his name dearly.
Aging categories
Adult: 12
Middle-Aged: 27
Old: 40
Venerable: 63
Maximum Age: +10d% years
Rathkek are in the last phase of their life for most of their lives
The Skuls
Spoiler
The Skuls
+2DEX +2CON -2STR -2WIS
Minor Small Size
Moderate +4 to Trapmaking
Major Bonus Feat
Free
The Skuls are savage short folk who resemble bear cubs. They average about 3ft tall their fur ranges in color from brown, grey to black. They have learned how to make use of traps and guerilla warfare in order to overpower the big folk
Wind Elementals
Spoiler
+2 Dex, -2 Con They are similar in appearance but are both male and female. They can fly and are semi-substantial granting a 10% miss chance. They also have the type elemental. +1 LA
Earth Elementals
Spoiler
+2 Str, +2 Con, -2 Dex, -2 Chr They are 8 foot tall and resemble Merchon only they are made up of stone and come in a variety of types. They can burrow as fast as a man walks and have a heardy skin as the stone is hard to get through providing a +3 Nat Armor. They have tremorsense 30' and are Elemental type. +2 LA
Treants
Spoiler
+2 Con, +2 Wis, -2 Dex The treants vary in size and type but are generally heardy and benevolent. Though they are not fast 20 speed they have tough bark +1 Nat Armor. Many treants stay near The Oak Fahter and revere him as their god, while others have traveled outward to meet the druids of the world. +1 LA
Ice Elementals
Spoiler
+2 Str, -2 Chr Though strong and powerful, the ice elementals are not very social. They are used as shock troops in the world's coldest regions as the environment does not effect them. They resemble 7 foot tall humans with blues skin and either no or white hair. They are elemental type. +1 LA
Jul
Spoiler
Stats: +2 Strength +2 Intelligence -2 Constitution
Minor:Small Size
Minor: Remove -2 to ability score
Moderate: +4 to Craft: Alchemy
Moderate: +2 to Any two Craft skills
Major:Flight speed gained as a Raptoran
Base Speed:30ft
+1LA
Half Ghlahab, half First-born
As children the Jul look very similar to Ghlahab children except for the bright eyes and brightly colored scales. As they grow their eyes grow darker and the scales around their arms fall off to be replaced by feathers. It is common for a Jul to save it's last arm-scale as a memento of growing up.
Waen
Spoiler
Stats: +4 Strength +4 Intelligence -4 Dexterity
Minor:Remove -2 to Ability Score
Minor: Remove -2 to Ability Score
Moderate: Telepathy 100ft
Moderate: Naturally psionic, granting 1 power point per level
Moderate: +2 Natural Armor Bonus
Major:+4 Bonus to will saves
Base Speed:20ft
+1LA
The extra Moderate comes from them having only 20ft base speed instead of 30 for a medium-sized creature.
Waen are half Jul, half Ghlahab
The Waen are a strange sight by anyones standards, standing at about five foot eight on average. Their heads are large, and they have one large eye in the center of their face. They lave large muscular arms and legs, but a disproportianately small body, which makes their movements slow and awkward. Their bodies are covered in perfectly smooth and clear scales except for around their joints and the back of their arms.
Is a 1" area considered one square on that map? This is going to take a looong time to fill in if that's the case. Either way i'd like to get some nice canyon and cliff features going, can I start spending points immediately?
Is a 1" area considered one square on that map? This is going to take a looong time to fill in if that's the case. Either way i'd like to get some nice canyon and cliff features going, can I start spending points immediately?
Yes, a 1 inch area is considered one square.
I'm hoping plenty of people post. If not, then I'll reduce the waiting time for rolls. If there's still lots of space, that's okay too. A barren area is another feature.
Yes, you can start spending points immediately. You can spend your points at any time. The bonus points (from having 5 or less points) are granted at the time of rolling. This means that you can spend your points at the last minute and see what other people are doing, then roll. Or, of course, save up points.
Rolling now will decide what to do with my points later. (2d6)[8]
Hmm.....8 points...... U-1 38 Shape Land to make a smooth bedrock pillar a few hundred feet tall.
Same space shape climate to make the pillar have an arctic-like climate.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
I'lll start building a mighty river in a deep valley from L-12 -> M12 (did the river cause that wedge shaped bay? Did something scratch them both out? Any gods that know aren't telling.)
Going to be spotty posting for a couple of days as I will not be near a computer til about Thursday the 17th. Sorry will resume normal posting after that.
Last edited by stanleyindraven : 06-29-2012 at 03:53 PM.
(2d6)[6]
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I'll start up a mountain range at R 28 and S 28. The mountains are very steep, tightly formed, and have no natural path. This makes travel across them difficult.
0 points remaining
__________________
Most excellent custom avatar by Kymme!
Last edited by Keegan__D : 06-29-2012 at 04:21 PM.
Well in my little corner of the world it's just barely a new day so I'll make my roll, hit the hay, and decide what to do when I wake up.
(2d6+1)[9]
9? That gives me about 12 total by my calculation.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
I am updating the map with all posts above this. Any edits to these posts will go unnoticed.
Quote:
Originally Posted by Katasi
Hmm, this could be fun.
(2d6)[10]
Can I put an Island at L1/25?
Yes, you can put an island there. Any specific terrain type?
Quote:
Originally Posted by Hipho
Well in my little corner of the world it's just barely a new day so I'll make my roll, hit the hay, and decide what to do when I wake up.
(2d6)[10]
9? That gives me about 12 total by my calculation.
Please note that you can only roll once every 24 hours at this time. It is not based on time zones, as that would be impossible to manage. This is to allow other people to alter the map just as frequently. Though, there's no problem if you don't spend them until the 24 hours are up.
If the posting rate is slow in another day, I'll most likely reduce the waiting period between rolls.
Also, you forgot to include the bonus point for rolling with 5 or less points stored, so your total is 13. I've edited the rules section to include information on the bonus points.
Lets see here. Gonna put some mountains at E8, F7, and G6, and bank the last point there.
__________________
Devoted artificer of the church of Scorching Ray.
THAT’S MORTALS FOR YOU. THEY’VE ONLY GOT A FEW YEARS IN THIS WORLD AND THEY SPEND THEM ALL IN MAKING THINGS COMPLICATED FOR THEMSELVES. FASCINATING.
Spoiler
Quote:
Originally Posted by Madcrafter
...in case Whuragen has to keep trying to bandage him:
Thanks for the extra point but I rolled it 2d6+1 so it'd be 12 points
T-1 and V-1 on 38 aaaand U-1 on 37 and 39 Change Climate to Arctic as the cold begins to emenate out from the pillar.
__________________
Quote:
Originally Posted by C'nor
"Then next time, don't build your block house in his territory, dear. Now please stop trying to mindcontrol the daughter of someone who could lock us both inside our own heads for the next million years or so, alright?"
Yohalles, the Wanderer
Lonel, Gentleman Luck
Jongo, God of Sea-Life
Thankyou Raven for the brain-bleach worthy avatar.
More mountains! (2d6+1)[12]
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T 28, U 28, V 28, and V 27 all get mountainized! Same as the ones above.
__________________
Most excellent custom avatar by Kymme!
Last edited by Keegan__D : 06-30-2012 at 04:45 PM.
Alright. 3 Shape Land actions, on T1-26, U1-27, and V1-28.
A range of mountains scrape the sky, obscuring the land on the other side. A brief fire scorches them, leaving the mountains glassy smooth and jet black.
__________________
ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Awesome Hex avatar by kpenguin
Last edited by THEChanger : 06-30-2012 at 09:59 PM.
Spending 3 points to create a smoking volcano that looms over the coastline at O32, leaving me with 3.
Who wants to pool some points and create a kind of "Firstborn" race in this first era? Not elves exactly, something more exotic/mythic like the Dwemer or Cetra that will probably have something terrible happen to them.
(2d6+1)[3] and added to the point banked already makes four. I think I'll just save them for now.
Making a first race sounds neat, if we can combine points like that.
__________________
Devoted artificer of the church of Scorching Ray.
THAT’S MORTALS FOR YOU. THEY’VE ONLY GOT A FEW YEARS IN THIS WORLD AND THEY SPEND THEM ALL IN MAKING THINGS COMPLICATED FOR THEMSELVES. FASCINATING.
Spoiler
Quote:
Originally Posted by Madcrafter
...in case Whuragen has to keep trying to bandage him: