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Old 08-24-2012, 02:34 PM   Top  -  End  -  #1
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Land between the Rivers [PF][PEACH]


Preface
So, third time is the charm. After a few attempts at world building I feel I've finally hit what I wanted to create. I've tried creating two setting previously, or in that case the same setting at two different levels of magi-tech and now started from scratch and made the world I want to make.

Things I need input on....
  • Races: Are these balanced and can anyone recommend more variant humans?
  • Gods and Goddesses: Is the pantheon of any great quality so far? Is there any missing segments? Ideally these are supposed to be deities for an agricultural society irrigating what is mostly arid land. I am just wondering if that theme is met well.
  • Theme: Over all theming? So far does it feel like I'm heading in the right direction or no?
  • Input on how to do Knowledge checks in this setting. So far, Knowledge (Religion) is shaping up to be an OP knowledge since most of these societies laws (Knowledge(Local)) and History are recorded in religious texts.
  • Under people and places a good amount of description exists for the cultures. Wondering if the detail given is good enough? Solid description? Interesting?
  • I need some input on specific feats, especially ones to spice up the alternative humans.
  • General Input.

The Concept
The world is young, or at least it seems to be. The concept for this setting is very much drawn from the historical real world, and the epic mythological texts and stories of it, Conan the Barbarian, and other low fantasy settings. The idea is a Human centric world with diverse conflicting ethnic groups, languages and cultures, but not necessarily a whole host of exotic races. Mainly I've focused on a region called the Inan.

The Land between the Rivers, or the Inan as the natives call it is a largely flat, huge river valley. With two mighty rivers flowing through it, most of the green fertile land sits at its banks or between the rivers. This land is populated by several ethnic groups and languages, multiple divided city states, kingdoms and fiefdoms and a diverse and sometimes conflicting series of religions, Gods, Demons and Fey creatures. Beyond the Inan is mostly wasteland. To its west is the Deserts of Vab and to the East the Aserian Wastes, to the North is the Rhondesh Mountain range and the south is the Sea of Dilmund. Beyond those areas are other areas with their own ethnic groups, languages, religions, countries ect. The Inan is situated at the crossroads of trade between the far East and West and South and thus is a rich land. Unlike traditional D&D/Pathfinder this is inspired more by the ancient Iron Age Middle East then the dark ages of Europe. In fact the direct inspiration is the Ancient Near and Middle East, specifically Fertile Crescent. Obviously I draw heavily from the source, Middle Eastern ancient mythology and stories form the backbone of this setting, so references to the region, to stories pulled from Sumeria, Babylon, Canaan and the Old Testament will be dotting this specific area of the setting.

Nuts and Bolts
- Races (...or lack of)
- Classes
- Equipment & Magic
- Economics
- Cosmology
- Skills
- Feats


The Land Between the Rivers
- Gods and Goddesses
- People and Places
- Languages
- History

Other...
- Continents, Regions, Countries

Last edited by Tzi : 09-11-2012 at 06:43 PM.
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Old 08-24-2012, 02:42 PM   Top  -  End  -  #2
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Economics

A defining feature of any world, especially our own is the fact that things are scarce. The other defining feature of the world is the fact that both death and taxes are unavoidable. Granted in a world of magic, you could probably skirt one, but skirting both will be a herculian task. :)

In this setting, it is no different. Rulers need tax revenue, items have a tendency to fluctuate in price, and of course the money is different.

Currency

First there is the issue of money, traditionally the world of fantasy settings have a rather inflated economy. Gold is everywhere.

While total values do not change at all in this setting, the fluff around it does. First, the base SRD prices are divided by 10. If something is 100 GP it is now 10 GP, likewise whatever starting money someone gets, is divided by 10. So if you start with 1000 gp, you start with 100 GP. In my currency system, I reject the inflated economics of tradition d20 fantasy games and Instead, I upgrade every coin to the value of the next higher coin. Thus, a silver coin is now worth a gold coin, etc. The idea is that gold coins are exceptionally rare to find and silver is more plentiful.

Currency Type and Value:
Name: Brass Copper Silver Gold
Brass 1 1/10 1/100 1/1000
Copper 1/10 1 1/10 1/100
Silver 1/100 1/10 1 1/10
Gold 1/1000 1/100 1/10 1

Above is a listing of the relative values of money in relation to one another. Depending on the region, these coins have different names, in the region of Inan (Land between the Rivers), its often called Shekels.

Scarcity

Not all goods and services are avaliable, some cities have poor timber resources, some have limited access to mines. Some only have copper and tin, some have iron, some have steal. Generally speaking, each city and kingdom is assigned its relative wealth and control over resources, and from time to time, prices fluctate. This reflects warfare, changing seasons, good or bad harvests, mine collapse, ect. Sure the players want that sweet new Greater Scimitar, but they have to buy it somewhere else as the Iron supply has run low and its grotesquely expensive.

Here is a table showing the general surplus and deficits of a specific market.

General Surplus/Deficits:
Die Roll Region Type Price Adjustment Description
1 Destitute -70% buy/sell If this region were sold at market, you'd get 1cp
2 Impoverished -50% buy/sell Legends of silver coins are common in this region
3 Poor -25% buy/sell They don't have much, and so don't ask much
4 Metal Poor +100% buy/sell Farmers make do with rock hoes
5 Lumber Poor +100% buy/sell Trees? What's that?
6 Trade Poor +100% sell Exotic Luxury items like salt and perfume are deeply desired here
7 Food Poor +100% buy/sell Starvation is common
8 Gemstone Poor +100% sell Entire fortunes based upon a single ruby are common
9 Literate Poor +100% buy Magic services No wizards or clerics for miles
10 Well-Off No change People live somewhat comfortably
11 Wealthy +25% sell People here can afford to spend on Adventurers
12 Gilded +50% sell More gold than sense (or necessary items)
13 Trade Post +30% buy/sell Some gold and useful items/services
14 Trade Center +50% buy/sell More gold and items
15 Trade Capital +65% buy/sell You can buy/sell anything here
16 Metal Rich -100% buy/sell Metal is cheap and plentiful
17 Lumber Rich -100% buy/sell Can't see the forest for all the trees
18 Gemstone Rich -100% buy/sell Town built atop Diamond Mines
19 Literate Rich -100% buy/sell Magic users breed like rodents
20 Metropolis -50% buy, +50% sell Center of culture and industry

Here is the table to reflect on the relative economic health of the region.

Regional Adjustments:
Die Status Adjustment Example
1 Devastated +50% buy/sell Mine collapses during earthquake, scarcity of gemstones
2 Disturbed +25% buy/sell Harsh winter delays yearly traders for a season
3 No change No change Fairly peaceful lately
4 No change No change Fairly peaceful lately
5 Good Season -25% buy/sell Crop produced double
6 Windfall -50% buy/sell Adventurers dropped their wallets in the tavern

Below is a variable tax rate. Mostly on sales, though obviously an enterprising DM could establish all sorts of Tax. However since players are typically landless wanderers at best, wandering theives, brigands and grave robbers at worse, generally the sales tax is all that comes up. Players rarely buy land and property. Why taxes? The lamest aspect of modern living? Well part of it is for the realism, to give a sense that these Kingdoms raise money and pay for the things Kingdoms do. How can the King afford to pay these armies? ect...

Taxation (Sales):
Die Rate What?
1 5% This or lower for typically small settlements or Kingdoms.
2 10% Probably the standard for small cities
3 15% Average for a major city.
4 20% Major city with a few Gov. Projects
5 25% Major City, Gov. Projects, military build up?
6 30% Your King might just be a douche.

Special thanks to Ninjadeadbeard whose ideas for this I built upon.

Last edited by Tzi : 08-26-2012 at 07:40 PM.
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Old 08-24-2012, 02:46 PM   Top  -  End  -  #3
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Races... or lack there of.

So many settings have a plethora of exotic races, your lizardfolk tribe, your elves, your dwarves, your gnomes, your drow, and its all wrapped with a nice halfling bow. However, I decided to go in a different direction. Effectively there is but one race. Humans, Homo sapians, that bi-pedal tetrapod mammal. Part of this is my over all dislike of having effectively different species represent an entire culture. The other part is the dislike of races that live different lifespans. An Elven scholar could easily recount much of human history. In an 800 year Elven life, one could recount say the entire enlightenment, Industrial revolution, the black death, the renessiance and the crusades and we wouldn't need a historian, archeologists ect because we would have this guy who lived it. In just over two elven lifespans nearly 2000 years of human history could unfold. For the purposes of my world, everyone has the same basic lifespan abilities and is effectively human.

However.... Humans may very. Some humans are born under a specific star sign, or maybe the Gods have endowed them with a specific destiney. Maybe they are the sons and daughters of a cursed soul? Maybe mom or dad got their freak on with a God(dess)?

Standard Human:
Spoiler



Elemental Origins:
Some humans are born with a peculiar birth mark, some odd destiney, or by fate are tied to one of the four elements.

Flameborn (Elemental Fire):
Spoiler


Iceborn (Elemental Ice/Water):
Spoiler


Earthborn (Elemental Earth):
Spoiler


Windborn (Elemental Air):
Spoiler


Divine Ancestry:
Like the elementally blessed, some are of divine origin. Perhaps their Father or Mother is a Divine being? A God maybe? A powerful Demon? Whatever it is, these peculiar scions of the heavens... or hell... whatever your origins, your a bit more divine then one would imagine.

Spoiler


Misc. Ancestry/Blessing/or curses:

Dhampir:
Generally born from those cursed to Vampirism. Legends hold a vampire that gorges on enough blood can physically reproduce. Sometimes though it is merely a pregnant woman surviving a vampires bite.

Spoiler


Feyborn:
The world has many nature spirits and nature beings, some of which can reproduce with humans. Fey creatures, left over from the first world, are often hidden and mysterious, but some will venture beyond their hidden enclaves and seek out mortal men and women as lovers.
Spoiler


Others to come....

Q&A about Variant Humans

Q: Do these variant humans have unique appearences?
A: Generally its up to the player, though as a rule, usually nothing to odd. A Flameborn human may have almost bronze like skin, or red hair, maybe golden eyes. A Dhampir will certainly have a paler complexion, and fang like teeth, a Divine Human may have only a simple birthmark, A Feyborn may have slightly pointed ears. But ultimately its up to the player and the DM. Generally only the Dhampir have definitevely physiological difference to humans.

Q: Do these variant humans form their own Kingdoms?
A: No, or I should say not Kingdoms universally composed of said people. One Kingdom may be founded by a Vampire, whose Dhampir descendents continue to rule and form the noble aristocracy. However the births of said variant humans are so infrequent that there aren't enough to form a country of just Feyborn, Just Dhampir, ect.

Q: Do they have their own special Languages?
A: Some do. The All but the Dhampir have a specific languages they inheritly can understand. These being the magical languages of spirit beings, Outsiders ect. However languages in my world work a bit differently.

Languages

This world is fairly rough on language, in that "common," languages are non-existent. Traditional 3.5/PF worlds have typically racial languages. Dwarves speak Dwarvish, Elves speak Elvish, Humans speak Common. Well for one this is a world that lacks other races besides human. While Human's may vary, everyone is effectively the same species. Great! So they all speak Common right? No.

In this world languages vary by region and are usually specific to a nationality/ethnicity/region/empire. In that sense languages in this world mirror languages in our world, in that different people speak different languages.

Players begin play automatically getting their base language as their first language they were raised to speak. A big part of this is DM fiat and player character lore and backstory. A players starting language will depend heavily on where the character was born and thus what language he spoke originally.

Last edited by Tzi : 08-30-2012 at 08:42 PM.
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Old 08-24-2012, 02:49 PM   Top  -  End  -  #4
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Cosmology

The Cosmology of this world is one of uncertainty. Many Planes exist merely in theory, no mortal has ever traversed such places. Similar to how Einstein conjectures a white hole exists yet nobody has seen it, several planes exist merely as variables in some great wizards arcane formula. They are the label given to explain the function of a spell, the origin of some magical force, and other phenomena.

The Outer Planes:
Spoiler


The Inner Planes:
Spoiler
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Old 08-24-2012, 02:51 PM   Top  -  End  -  #5
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Classes

For the most part, every standard Pathfinder class is avaliable, however a few are not. Partly for personal taste reasons, partly for flavor, partly because the technology of that class does not yet exist. For the most part every class is avaliable save for a few.

Barbarian
Fighter
Rogue
Ranger
Monk
Sorcerer
Wizard
Cleric
Oracle
Witch
Inquisator
Magus
Alchemist
Cavalier
Bard

The above are the approved classes, an explenation is obviously in order... Part of it is personal taste.

Summoners, For one, there are already Wizards who can conjur. Second, the game action economy becomes a bit harder to deal with as it is with Wizards summoning.

Druids, Almost purely a personal taste thing. Nature magic is sort of the domain of Gods, Fey, and Clerics, Wizards and Witches surve as nice Priests and Priestess of the natural world.

Paladin, yeah I know, wouldn't a holy zealot fit wonderfully? Yes and no. As I'll get to below, Alignment is practically non-existant in this world of mine. More over, I'd prefer Paladin be a roleplay thing, then a game mechanics thing. I know, completely my personal taste but it is what it is.

Gunslinger, well this is an obvious one, though considering the presence of alchemists, one does question me on this. The actual technology for rifles is not yet available, where as alchemists and skilled apothecaries have always existed.

Alignment

Alignment is tricky. That tyrannical king? Well did you know he gives out bread to the poor and decrees that slaves be treated justly and freed after 7 years of labor? Sure he has a police force casting Geas on everyone to ensure obediance and patriotism... but come on man!

Alignment is practically non existant for mortals. Words like Angel, Devil, Demon, Evil Spirit, Holy Spirit, all are mostly words used by mortals to describe the forces from beyond that act on the world of mortals. Effectivelly the Lawful and Chaos, Good and Evil subtypes do not really exist.

Angels and Devils are effectively the same thing. The spawn of Gods and Goddesses meant to do their bidding. These beings are defined by their divine nature, and the fact that generally none were ever human or mortal but were created by Gods and Goddesses as immortal (Live forever, not unkillable though) beings.

Demons are unaligned creatures in the world beyond the material one. Unbound by Gods, they roam the planes doing as they please. Some were angels whom have fallen, some were devils whom have broken free, some were once mortal people whose form has changed in the afterlife. Some are imprisoned in hellish realms.

Spells like Protection from Evil, Magical circle against evil or its corrilary, Magical circle against Good, Protection from Good would become Protection from Devil/Angel, Magic Circle against Devil/Angel. Likewise there is Magic Circle against Demons, and Protection from Demon.

Subtypes like Lawful, Chaotic, Good and Evil are substituted as...

Lawful, Good = Angel

Lawful, Evil = Devil

Chaotic, Evil = Demon (Though Demons are not inherently destined to be evil
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Old 08-24-2012, 03:13 PM   Top  -  End  -  #6
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Equipment & Magic

While this is ostensibly a Pathfinder game, obviously for the purposes of flavor and niftyness, many things from other sources like 3.5 are used.

Armor and Weapons that are banned, generally consist of things like Chain Shirts, Rifles, and Crossbows. For rogues, arrangements can be made to replace those on his or her weapon list.

However Spells, Gear, Armor, Weapons and Enchants (...For the most part) from the following books are definitely allowed. Sandstorm, Stormwrack and Frostburn.

Why? Well in the Inan, a wizard that can turn into sand, turn people into pillars of salt and transmute sand into glass fits the setting. Likewise other climate zones might have similar need for flavor spells, items ect.

Limits of Magic

The limits of magic are as follows, these spells and spells that do this are banned or changed.
  1. Create Water: Why? Because creating water is near godlike, especially in the Inan where it is a desert for the most part. Only deities can actually cast this spell.
  2. Resurrection: Limited to time, place, and the need to use Incantations (Alla Unearthed Arcana). There is a substantial chance that the dead will not come back as they did in life. That will end up with a curse from the Gods, that legions of mindless dead will raise. More or less, Death is meant to be a one way trip. Very few can be raised from the dead and restored to life. Perhaps undead, but pulling a Lazarus does in fact require a miracle or the spell Miracle/Wish.
  3. Purify Food and Drink: Just do not like them.
  4. Poison food and drink: Just do not like them.
  5. Create Food: Again, Godlike.

Magic Items

This involves the most DM fiat. Magic items are meant to be rarer, more difficult to acquire, and generally more awesome. Generally this means, not every single little thorp and hamlet will have the town enchanter. In fact, those who can themselves enchant are fairly few and far between, the enchants they can perform are few and far between. And often gaining magic items requires either a bargain with a deity, fey spirit, or an enchanter who crafts the item but then tells you what you have to do or sacrifice to make it magic.

In conjunction with this, many monsters that have damage reduction that only magic can overcome, I've altered to have some other form of damage reduction. Likewise oils of magic weapon are more commonplace allowing temporary enchantments upon items.
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Old 08-24-2012, 05:01 PM   Top  -  End  -  #7
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Gods and Goddesses

Gods and Goddesses in this setting do not traditionally have a specific alignment except that some are generally good and others generally bad. Most of this is told from the perspective of the people worshiping these deities. One deity, Akhkzomet is a vile fiend of disease, affliction and misery. While not labeled evil, what she does (Visit curses and sickness unto people) is regarded as bad by the people who live in the Inan. Thus she is a fiend not to be worshiped. Nazrael, the Goddess of the Sun, is also said to be passionate. Without her plants will not grow and the world would be without light and life, however the sun is seen also causes drought, makes things extremely hot, dries up the water. Finally sunburns, nobody likes those.

Deities are thus divided up based on their actions and relations to mortals, as in the players. Good deities generally being those worshiped by conventional society. And bad deities generally being those not sanctioned by society as something to legitimately worship.

Gods and Goddesses also generally do not have a favored weapon, favored weapons are determined generally by ones local cult.

First, a regional map of the Inan and nearby areas, to give you an idea of the places these divine beings are revered... or feared.
Map:
Spoiler


The Good Deities...
Spoiler


The Bad Deities...
Spoiler

Last edited by Tzi : 08-30-2012 at 08:53 PM.
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Old 08-24-2012, 10:22 PM   Top  -  End  -  #8
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

People and Places
Area Map:
Spoiler


About the Inan Plains
The region is defined geographically by the wide, mostly flat, green belt between the Anash and Enki rivers which give life to an otherwise lifeless desert. The soil is uniquely fertile, and with its extensive irrigation and agriculture, the Inan is the most productive agricultural land in the world. Producing more grain per acre then anywhere else. However this agricultural abundance also makes it a target. Empires within and without have sought to rule the whole region for this ability alone. Numerous outside armies have thrust themselves into the plains for the chance to control the verdant bread-basket and feed an empire. From the successful Hyperians who ruled the land for nearly a century, to the unsuccessful Lydians whose armies were consumed by sandstorms and marauding bedouins before they could reach the rivers, the land has a long and blood soaked history.

These lands saw the first true cities, and the first true wars over land. Wars among locals often start from simple land disputes between tribes. A farmer and a herdsmen will disagree, and seek out the nearest friendly king, soon this dispute is lost in the fight for prestige and control over land. Wars are spawned over grazing land, wheat fields, and irrigation canals most frequently.

People and Cultures

Tamazian:
Spoiler


Vabbian:
Spoiler


Sabylian:
Spoiler


Sinatic:
Spoiler



More to come... Map? Clear? Concise? Well done? Terrible?

Also... Cultures and People? Well described? Convoluted? Boring? idk... comments are welcome.
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Campaign Setting: Land between the Rivers [PF][PEACH]

Last edited by Tzi : 08-30-2012 at 08:53 PM.
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Old 08-26-2012, 01:30 PM   Top  -  End  -  #9
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Skills

For the purposes of making gameplay a bit easier and less punishing, some skills have been beefed up. Because this setting has some peculiarities about it that require certain skills to be beefed up, I will list the skill, the change and why the change was added. Most of it dealing with Linguistics because this is a setting without such convenient languages as "common."

Linguistics (Int):

Why: Because in this setting there is absolutely no real common racial languages, language barriers can spring up fast. Humans have no "common," and save for the magical languages (Sylvan, Draconic, Celestial, Infernal and the elemental languages) humans have languages similar to real world linguistics, in that they are very diverse.

Thus Linguistics can be used not only to decipher written text but to understand and interpret spoken words. This is an addition to the current abilities Linguistics skill checks allow.

Check: You can decipher spoken languages that you are unfamiliar with. The base DC is 20 for the any typical speech, 25 for speech where the persons body language is obscured or isn't used or the face is not visible, and 30 or higher if the speakers body language is extremely different or is a disembodied voice. If the check succeeds, you understand the general content of what the person is trying to communicate. If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about what the person says. (Success means that you do not draw a false conclusion; failure means that you do.)

Condition Linguistic Check Modifiers
Never before encountered language -2
Frequently encountered language +2
Person speaks slowly +2
Person speaks rapidly -2
Person uses visual aides +2
Multiple people are speaking at once -2
*Person is trying to deceive you -4

Like any linguistics check you can try again. Interpreting unfamiliar speech typically takes half the time it would take to decipher text since one has access to the speaker, his or her body language and facial expressions ect... to help interpret what they are trying to say.

Knowledge (Religion)(Int):

In some circumstances, Knowledge (Religion) can also be used in place of knowledge (Local) checks to check to see if one knows the local legal customs, and can be used in place of Knowledge (History) for general historical knowledge about the origins of people or distant historical events. Both substitutions are at a -2 to reflect a slightly lesser accuracy, possible bias, or in the case of law, not know local interpretations and precedents.

The reason for this change is because many cultures, Religion, Law, and History are often closely tethered in the same place. Laws are often stored in religious scriptures. Likewise knowledge of historical events is also often stored in religious texts.

This substitution however is purely based on location. Some cultures will have a dividing line between secular and religious practice where as others will not. In areas where church and state are often the same thing, Knowledge (religion) can be used to substitute these specific other knowledge checks.
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Old 08-26-2012, 09:56 PM   Top  -  End  -  #10
Ninjadeadbeard
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Join Date: Apr 2011
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Default Re: Land between the Rivers [PF][PEACH]

Quote:
Originally Posted by Tzi View Post
Here is a table showing the general surplus and deficits of a specific market.

-snip-

Special thanks to Ninjadeadbeard whose ideas for this I built upon.
Oh so that's where that went! Glad to see you finally got to use the tables.

As to the rest, here are my thoughts.

I loooove the map! How did you make it? I'm always experimenting with styles.

Some of the names picked for various peoples feels forced. For example, Vabbian. It rings a bit hollow for me. But Akhkzomet? Enki? Excellent! Makes me think of ancient Mesopotamia. All of the Ur-names feel right too. This time era needs more love.

I'm not a fan of the human variants, if only because they all seem the same to me. One thing I did with Eramus was make humans more like other races by creating, essentially subraces. Why separate Elves into so many distinct parts? High, Dark, Gray, Wood, etc. I would advise to give each of the major human cultural groups either highly distinctive bonus skills (a seafaring race should get Use Rope automatically with a bonus, a race of Horse-masters should have Handle Animal and Ride, etc,) or just give them a different set attribute bump. As an example, Vabbians would get +2 to Con because of their migration, and Knowledge (Arcane) as a bonus skill regardless of class. Sinatic people would have a bonus to Survival Checks and a +2 to Dex or something.

Finally, I like the language gap. Far more realistic than standard. Again, this time period needs more love from movies, games and whatever else, and I like how your language fix represents the varied city-states of the region.

Again, awesome job! Is there anything more specific you wanted to hear comments on? I'm happy to help.
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Ninjadeadbeard just ninja'd my post. How apt.
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Old 08-26-2012, 10:26 PM   Top  -  End  -  #11
Tzi
Halfling in the Playground
 
RedWizardGuy
 
Join Date: Apr 2011
Default Re: Land between the Rivers [PF][PEACH]

Quote:
Originally Posted by Ninjadeadbeard View Post
I'm not a fan of the human variants, if only because they all seem the same to me. One thing I did with Eramus was make humans more like other races by creating, essentially subraces. Why separate Elves into so many distinct parts? High, Dark, Gray, Wood, etc. I would advise to give each of the major human cultural groups either highly distinctive bonus skills (a seafaring race should get Use Rope automatically with a bonus, a race of Horse-masters should have Handle Animal and Ride, etc,) or just give them a different set attribute bump. As an example, Vabbians would get +2 to Con because of their migration, and Knowledge (Arcane) as a bonus skill regardless of class. Sinatic people would have a bonus to Survival Checks and a +2 to Dex or something.
Actually, the human variants are meant for humans of odd destinies. Like Divine Humans are for those seeking say a Persius or Hercules type background with a divine mom and dad. Different human ethnic groups are not at their base meant to be statistically different.... However....

I see where your coming from, Actually for the different human ethnic groups I plan to make a list of homebrew traits. Since this is pathfinder, all characters get 2 traits at the start and I plan to make many that run along with those.

An example, players chosing to play a Tamazian Human would have the option of one of these traits....
  • Marsh Walker: +2 to all Swim checks and bog terrain is not considered difficult.
  • Master Diver: One can hold their breath for 10 times their constitution modifier.
  • Forest runner: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Quote:
Originally Posted by Ninjadeadbeard View Post
Some of the names picked for various peoples feels forced. For example, Vabbian. It rings a bit hollow for me. But Akhkzomet? Enki? Excellent! Makes me think of ancient Mesopotamia. All of the Ur-names feel right too. This time era needs more love.
Enki and Akhkzomet are variations of Babylonian words actually. For Akhkzomet I believe a variation on a Babylonian word for Vampire or fiend (Though my source may be off). And Enki is a variant of a pronunciation of an Mesopotamian God... or is the transliteration. Sinatic is somewhat of a wink and a nod to the Sinai desert ect... actually a few names and words are similar or just redone. I won't like I am often terrible with names. Vabbian/Vabbitic is actually the more original name invented. The main reason for their difference was to create the idea that they aren't native to the Inan originally. Similar to how the Sumerian natives were different from the Semitic speakers who came from Arabia and Jordan and founded Babylon and Akkadia.

And yeah, I felt not only does the era but in general the region need a bit more focus. In my D&D group there are a bunch of DM's and we all have our own homebrew settings. A lot of medieval Europe, steampunk/megitech.... I figured.... Heck nobody is touching the fertile crescent or the Iron age.... I've found my niche!

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Finally, I like the language gap. Far more realistic than standard. Again, this time period needs more love from movies, games and whatever else, and I like how your language fix represents the varied city-states of the region.
My players love and hate it. One of them, my first DM who introduced me to D&D dislikes the lack of a Common global language. Some players like the realism, and a few fun RP sessions have happened in test runs where the players had to interpret from hand gestures what someone was trying to say. :D

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Again, awesome job! Is there anything more specific you wanted to hear comments on? I'm happy to help.
Well I can always use more crunch for one, as you mentioned the variant humans is something. Granted I like the idea of having everyone be Homo-sapians, and I'm more inclined to giving ethno-linguistic groups access to specific traits (A Pathfinder thing) reflecting cultural practices and affinities like swimming and seafaring for Tamazians, or resistance to desert heat for Vabbians, or better ride skill for Sabylians. So a list of traits (Examples of traits from Pathfinder SRD... Link).

Two other things are a review of the Gods and Goddesses so far listed, and just a general feel of the cultures. Like do you get a feeling for who the Vabbitic speakers are? The Tamazians? More info? Less? Images? ect...

I've also got a more comprehensive History of the Inan region including tales of the mythic origins and early days, foreign occupations ect... and I'd like some input on the quality and believably of it.
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Old 08-26-2012, 10:39 PM   Top  -  End  -  #12
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I loooove the map! How did you make it? I'm always experimenting with styles.
http://thewhitecrayon.deviantart.com...tion-151774168

Some helpful brushes and a two days of free time,

I made it in gimp and used a few layers to make the differing grass colors and the airbrush to spray on the varying colors of green.
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Old 08-27-2012, 03:16 PM   Top  -  End  -  #13
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History

For purposes of the time and calenders, the dating system is set to before the death of Gog and after words. The year 0, or the first year of the current era is marked immediately after Gog's demise.


The Historical Record of the Inan
The history of the Inan is long and colorful. At times much of its early history is more mythic then objective fact. Perspectives vary, and spin does happen. This is an overview compilation of the history of the Inan, spanning 8,000 years. For this I'd definitely like notes and opinions on. With this I tried to be a bit more literary, having occasional citations from texts interspersed with the actual story.

In the beginning...:
Spoiler


Gog, and the Rebellion against the Gods.:
Spoiler


The War in Heaven:
Spoiler


From Myths to Cities: ( 1 - 4500 )
Spoiler


The Reign of Vabbitic Kings: (4500 )
Spoiler


Rise of Sinatic Kings: ( 6000 )
Spoiler


The 12th Arkecho-Elamite war (The Battle at the East Gate): ( 6212 )
Spoiler


The Hyperian Invasion and Occupation: ( 6424 - 6543 )
Spoiler


The Fall of the Hyperians: ( 6543 )
Spoiler


The Fall of Elam: ( 6562 )
Spoiler


The Failed Lydian Invasion: (6730)
Spoiler


The Fall of Ur-Mezek and Rise of Mezekesh: ( 6980 )
Spoiler


More to come.... a little bit more, we are almost done.
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Old 08-28-2012, 07:29 PM   Top  -  End  -  #14
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For the History part, I can definitely use some input.

Part of me suspects it too disorganized, too jumbled and confusing.
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Old 08-29-2012, 08:34 PM   Top  -  End  -  #15
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On the history itself: I liked it. It reads like an account of a series of migrations, which feels accurate to the setting feel. More specifically:
  1. You could use a timeline to keep everything straight.
  2. Your creation story feels a little disjointed and sanitized. Reading some of the early creation stories reveals the gods weren't averse to use anything to make the world. Even some questionable usage of certain liquids in the human body.
  3. As you said in my thread, Gods of this era are capricious. I'd like to see some examples of cruelty by the gods as well as some kindness (see: Ishtar in the Epic of Gilgamesh). At their worst, Mesopotamian gods were pitiless Cthulhu like monsters. To quote TV Tropes:
    Quote:
    Crapsack World: Humans were created to be slaves to the gods and when they died, they all went to the same gloomy underworld. Any wonder why their scribes wrote stuff like this:
    "Tears, lament, anguish, and depression are within me. Suffering overwhelms me. Evil fate holds me and carries off my life. Malignant sickness bathes me."
  4. I do believe that ancient Sumerians, or ancient folk in general, would call a Dragon a Serpent. Great Wyrm also works, but the word Dragon itself doesn't sit well with me.
  5. In your history, you have a lot of conflict between shepherds and farmers. According to historian Robert L O'Connell, the very first wars would have been fought between these two forces. So Kudos!
  6. So, let me know if I'm reading this right. The Sabylians read an awful lot like Hittites, what with their animal husbandry and horsemanship (I would suggest having them invent chariots!). The Vabbians are the Indo-European, or Aryan invaders (they have iron and they displace and conquer everyone else). The Tamazians look like native Sumerians. The Sinatic people are Israelites, and the Aserians are essentially Babylon (except they built a dragon instead of a tower, so sweet). Did I get that right?
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Old 08-29-2012, 09:45 PM   Top  -  End  -  #16
Tzi
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Quote:
Originally Posted by Ninjadeadbeard View Post
So, let me know if I'm reading this right. The Sabylians read an awful lot like Hittites, what with their animal husbandry and horsemanship (I would suggest having them invent chariots!). The Vabbians are the Indo-European, or Aryan invaders (they have iron and they displace and conquer everyone else). The Tamazians look like native Sumerians. The Sinatic people are Israelites, and the Aserians are essentially Babylon (except they built a dragon instead of a tower, so sweet). Did I get that right?
Actually not exactly, I draw and combine a lot,

The Tamazians are a lot like the Sumerians in that they are the first to settle and live in the delta. Also the Tamazian lifestyle is like that of the Sumerians. However a lot of things about them are like ancient Vedic and Hindu culture, a rigid caste system chief among them. They also have similar purity rules. They also have some aspects similar to the Israelites in that they were brought to their current homeland by their deities and see it as a sort of promised land.

The Vabbians are actually more like the Semitic invaders then any Indo-Europeans. The Semitic speakers invaded and founded such cities as babylon and Akkad, actually in the region I've made the city of Arkech has some similarities to Babyl. A giant tower built by slaves from many nations, and a city of magic users.

Sabylians do have that Hittite flair. But also a bit of Persian, same with the Sinatic speakers.

In truth each ethnic group is a mix of peoples and customs.

Quote:
Originally Posted by Ninjadeadbeard View Post
In your history, you have a lot of conflict between shepherds and farmers. According to historian Robert L O'Connell, the very first wars would have been fought between these two forces. So Kudos!
What is the Epic of Gilgemesh if not a story of some city slicker going in and beating up a bunch of country folk and taking their stuff?

Quote:
Originally Posted by Ninjadeadbeard View Post
I do believe that ancient Sumerians, or ancient folk in general, would call a Dragon a Serpent. Great Wyrm also works, but the word Dragon itself doesn't sit well with me.
It doesn't but for the players I use words they are familiar with sometimes. I mean I did go around and look up arabic, hebrew and farsi words for things where I could but often the players are just "So a dragon?" .... >.<

Quote:
Originally Posted by Ninjadeadbeard View Post
As you said in my thread, Gods of this era are capricious. I'd like to see some examples of cruelty by the gods as well as some kindness (see: Ishtar in the Epic of Gilgamesh). At their worst, Mesopotamian gods were pitiless Cthulhu like monsters. To quote TV Tropes:
True that, however I'm being a bit more varied then the source material. For example the Tamazians fanatically love Anash and Enki, attaching them all sorts of adoration. They lead them to this promised land, protect them, and nourish them.

The Vabbians have more that sort of relation to their Gods. Ziel is the uncaring passage of time, cruel father time dealing out everyone's fate, no matter how cruel. And Nazrael, while enchanting and sexy is also passionate and at times capricious, like the sun it gives life but burns your skin and dries the land.

I do plan to add some things about Mizarom though, He frequently delivering punishments to both the living and dead.

In a way I'm trying to combine a lot of mythology. Part Mesopotamia, Part Canaan, Part Persia, even a bit of Hindu.

Quote:
Originally Posted by Ninjadeadbeard View Post
Your creation story feels a little disjointed and sanitized. Reading some of the early creation stories reveals the gods weren't averse to use anything to make the world. Even some questionable usage of certain liquids in the human body.
creation story? Actually I didn't make one, as none of the religions in the land specifically have one. I guess I posted the wrong draft. >.<

Technically the Gods are unknown if they specifically created the world or are just powerful entities who interact with it.

Quote:
Originally Posted by Ninjadeadbeard View Post
You could use a timeline to keep everything straight.
I'm thinking of having everything be post "War in Heaven." So the common era is everything after that.
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Old 08-30-2012, 08:45 PM   Top  -  End  -  #17
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So, I've updated both the History of the Inan region and the racial human variants.

Since each one has an equivalent within the pathfinder Advanced Race Guide or the Core races, each one has access to that equivalents "racial," archetypes.

However I am looking to both homebrew other human variants and grant them their own archetypes. Possibly a draconic human.
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Old 09-11-2012, 06:42 PM   Top  -  End  -  #18
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Feats

So this is a storing house for campaign specific feats. Many of them being specific to the human variants to allow players some extra boosts.

Racial Feats

Feyish Human Feats:
Spoiler


More to come
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Old 09-19-2012, 03:06 PM   Top  -  End  -  #19
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A thing comes to me, what are some systems of mass warfare? I am a bit unfamiliar with mass warfare systems and am looking for one to implement as warfare and large armies are a part of the campaign.

Right now I am looking at the mass battle system in Birthright, but obviously I need to invent some new units. Things such as charioteers, however I think it suites the plausible needs for such a setting.
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Old 09-19-2012, 07:38 PM   Top  -  End  -  #20
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Quote:
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A thing comes to me, what are some systems of mass warfare? I am a bit unfamiliar with mass warfare systems and am looking for one to implement as warfare and large armies are a part of the campaign.

Right now I am looking at the mass battle system in Birthright, but obviously I need to invent some new units. Things such as charioteers, however I think it suites the plausible needs for such a setting.
I, personally, would just whip up my own system. Crib a few notes here and there, but massed combat is something I don't think I'd be happy with unless it worked like I see ancient warfare working.

A general idea, just thought of this: Split Units up into 50's, 100's, 500, and then 1,000's. Guesstimate the size of a nation's military population (I think something like 2-10% of the general population is a good idea), and then divide by 10. The number you get will probably be roughly the size of a standing army (peace time?). A 1 Million population using these numbers has a total military pop around 20,000, and can field an actual standing army close to 2,000 strong.

Figure that Infantry will make up the bulk of the army. Cheaper than all-horsemen, less training needed than bowmen. Let's say 1,200 Inf. We could subdivide that into 12 Centuries (12 100-strong units). If we feel really snazzy we can further subdivide them into Heavy Infantry, Light Infantry, or Spear Infantry. For now let's not.

Bowmen will be important to an army, so we can expect at least a decent amount of them. Say, 500? Lot of archers. Split them into 5 Centuries, or 10 Cohorts (50-strong for our purposes). For an Ancient Warfare Simulator that's all you need (although a later setting would need to differentiate between bows and crossbows).

Horsemen and Chariots. Both immensely powerful units. About 100 each. Nobles ride chariots with their personal bowmen, while some sort of equestrian class rides horseback. Both can make a Charge, and both can support an archer, although the chariot can do both at once.

And 100 left over for special units. Berserkers, war-dogs, war-pigs (burn baby burn!), Artillery, Assassins, etc, etc.

Give each Unit 3 Stats: Tech, Training, Morale. For Tech, Bronze armor and weapons nets +1, anything less is 0 or lower. Iron equals +2, Steel is +3, and so on and so forth. This modifies offense and defensive rolls. Training works similarly,+0 representing raw recruits and +4 representing Elites. Add this to Attack or Defense, but it takes a Full Round to switch. Morale works like a Will Save. This number is equal to the Charisma Modifier of the leader of the Army, or if they are led by a character with a higher Charisma use that. Every time an attack connects with a Unit (or their own attack failed to connect), it costs a number of casualties equal to the difference between the Attacker and Defender rolls. Roll a Morale Save 1d20+casualties, or lose a point of Morale. Some attacks cause extra Morale Loss (fire attacks, attack in the flank, etc). When a Unit fails a Save while at 0 Morale, they run if able.

Set up the two armies, decide who attacks first, and start rolling. Most Units should be the same on a side. Add a small modifier depending on who fights who. Archers get +1 against Cavalry, Cavalry gets a +2 against Infantry (except Spearmen) and Infantry gains a bonus against archers. Add modifiers for tactics like flanking or suppression fire, or making lanes when the scythed chariots attack.

Roll until one army remains.
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