Tuesday, March 31, 2009

Tethys Campaign: Eusebes

The great city of Eusebes is a wealthy city-state whose people are a diverse mixing of cultures. Academic pursuits are of the highest order here, with all who honestly seek knowledge being welcome.
Its potent occupants make this city "off limits" in regards to raids by other city-states. Many of the priesthoods maintain their own small armies, all of whom contribute to the defense of the city itself.
The city is ruled by a council of elders, each coming from the major temples, and two powerful wizards. The main interests of these masters is to pursue greater knowledge.


Areas of InterestSome regions around Eusebes are of interest to adventurers.
Dolym Swamp: Miles of muck and tall marshweed make this swamp tricky to traverse. And the many types of monstrous vermin make even dinosaurs rare. Tales of bat demons stealing travellers are common.
Ncar Forest: The Ncar forest is a large forest that is dotted with numerous small shrines and spirit houses. Penetrating deeper than the outskirts of this forest is very difficult, as a great many plant monsters hunt here.
Shrine of Enek-zsan: Rumor has it that the burial place of the phanaton prince Enek-zsan is located somewhere within the Ncar forest. This shrine is said to contain many treasures.

Cults of Interest
As Eusebes is a city of intellectuals, many clerical groups hold great influence. Below are a few of these groups.

Tethys
Worship of the life-force of tethys herself is widespread. The Oracles of Tethys have many regional varieties, but there are certain doctrines that exist amongst all sects. The cycles of birth, marriage and death are of primary concern, and thus mothers, young and old are revered. Cycles of life, and their reverence are strongly promoted. Society is primarily matriarchal, with all women seen as manifestation and representation of Tethys herself.Those oracles who claim to have had visions of Tethys claim that she is a beautiful and statuesque woman of immense proportions. She is often described as having mixed human, reptilian and piscian characteristics in her form such as a tail, scales and other features mixed with that of a human.
The temple of Tethys in Eusebes is a vast dome, featuring a huge courtyard pool. The temple hosts a great many festivals and ceremonies where great feasts and concerts are common. Art and culture is of particular interest to this cult.
Cleric Alignment: Any non-lawful, preferring good.
Domains: Animal, Healing, Plant, Water.
Favored Weapon: Dagger.
Portfolio: Sea, Jungles, plants, agriculture, childbirth.

Oceanus
The male aspect of Tethys is known as Oceanus, and is given reverence primarily in the long night, as this is a time of frequent battle as the nights predators emerge. Cultists dedicated to the male aspect are trained in battle and survival, prizing physical power and tests of strength as well as ones ability to sire offspring. Oracles dedicated to Oceanus claim that he appears as a ferocious man with a wild beard and features of crustacean, reptile and fish, and that he stands well over 60ft in height.
The temple of Oceanus in Eusebes centeres around a huge ziggurat of stone and capped with electrum. This temple and its surrounding buildings trains and houses a sizeable army and stockpiles of grain and weapons.
Cleric Alignment: Any non-Chaotic.
Domains: Animal, Strength, War, Water.
Favored Weapon: Trident.
Portfolio: Sea, Sea Monsters, Shipwrech, Storms.

Daughters of The Cybele
The Cybele are a Matriarchal people with a tradition of Sacred Sun-Kings. This Sun King is chosen from the people, and becomes the pampered consort of the high priestess, who in turn slays him after a full day and night (Tethys time) to ensure the coming of the dawn. Male Oracles of the Cybele are castrated so as to serve their goddess. Giant Bees are commonly kept as pets amongst the Cybele, and are sacred to them.
The temple of the Cybele in Eusebes is a beautiful beehive-like structure located near the great gardens of Eusebes. This building is adorned with gold plate that reflects the light. The temple itself is home to a large hive of sacred bees whose humming can be interpreted by the priestesses to discern prophecy.
Cleric Alignments: Any Lawful
Domains: Sun, Fire, Protection, Law
Preferred Weapon: Dart
Portfolio: Bees, Civilization, Honey, Prophecy

Artifact Cults (Construct Cults)
The machines of the ancients are many, some of whom continue to maintain the artificially maintained conditions of terraformed worlds. As many such robots are busy with maintaining and protecting planetary life forces, Planetary Oracles are often drawn to work with them, becoming half-mechanics in their own right. Such specialized clerics are called to gain proficiency in Craft (Mechanism) and Knowledge (Technology) or Knowledge (Architecture/Engineering).
There are many artifact cults operating in Eusebes, who maintain the magical mechanisms of the city itself, and seek to serve the laws passed down by their patrons. Good relations exist between the different artifact cults, but all maintain their own shrines and structures.
Alignment: Any Lawful
Domains: Law, Knowledge, Magic, Protection.
Preferred Weapon: Club

Acolytes of Isonont (Gardeners)
Followers of the Artifact God Isonont, charged with the maintainance and health of Tethys plant life. They maintain the lunar beacons (towers that emit soft light to help invigorate plants) during the Long Night, and preserve seeds and cuttings of endangered plants.
The acolytes have a large temple that features large gardens, including fascilities that maintain artificial sunlight during the long night. These gardens are used for meditation as well as for future planting.
Cleric Alignment: Lawful Neutral
Domains: Knowledge, Law, Plant.
Favored Weapon: Sickle


Followers of Olaust (Tamers)
The followers of Olaust watch over the beasts of Tethys. This cult maintains feeding zones, medical treatment and egg-collecting and incubation. The rearing and training of animals is also of interest to this cult, and as such they are much sought for concerning veterinarean and animal breeding purposes.
The followers of Olaust have no temples per se, but maintains impressive hatcheries and incubation fascilities. Most of these are in the surrounding areas, but there is a Olaust-runmanagerie in Eusebes itself.
Cleric Alignment: True Neutral
Domains: Animal, Healing, Knowledge.
Favored Weapon: Whip


Agdistis
A cult centered in and around the Ncar Forest, but maintaining a temple in the city. This cult challenges the Acolytes of Isonont in their role as overlords of the green and growing world. This cult engages in orgiastic rituals inolving powerful narcotics, sex and wild dancing. Their patron Agdistis (a xenogen demon) sometimes attends these gatherings in person.
This cult is indescriminate towards its selection of victims, stealing high and lowborn alike, and thus it is much feared. Wealthy and poweful persons will often approach this cult for assasination purposes and to take part in their rituals.
Cleric Alignment: Chaotic Evil
Domains: Chaos, Plant, Trickery
Favored Weapon: Quarterstaff (see Poisontree Staff below).


Poisontree Staff
The Tree of Death is a tree found in the lowland swamps, from which staves can be cut that will deliver a poisonous death to any victim touched. Any successful strike with the staff deals normal damage and poisons the creature hit. The poison deals 1d10 points of temporary Constitution damage immediately (Fortitude negates DC 14) and another 1d10 points of temporary Constitution damage 1 minute later (Fortitude negates DC 14).
Caster Level: 10th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, poison; Market Price: 19,000 gp.

Saturday, March 28, 2009

Strange Eons: Vehicles

These are my home-brew vehicle rules. Though there are several different types of vehicle rules out there for D20 games, I’ve never been completely happy with them. D20 Modern and the Star Wars system both have nice vehicle systems, but they are a bit complicated for what I prefer; simplicity.
I want a vehicle system that functions almost exactly like a creature, after all creature/vehicle battles are a certainty, especially on Tethys. Though they cannot be as versatile and powerful as constructs. Machines such as starships and massive warbots will always be constructs (albeit ones that carry passengers), as such marvels of ancient "magics" will know their business far better than their standard "masters".
Additional: Animal drawn vehicles move at the speed of the beast pulling/carrying the vehicle.

Animation (Magical Component)
Not all vehicles are magical, though all involve considerable skill to create. Such vehicles are powered through clever mechanisms and the efforts of a dedicated crew. Magical vehicles are considered Wondrous Items, requiring that feat, and the spells animate objects and permanence to create. Appropriate craft and Knowledge skills are likely to be called for, costing the listed amount for a vehicle of its size and type.

Vehicle Rules
A vehicle is characterized and defined as an object that is controlled by one or more living creatures either from on top or within it and generally has no intelligence or wisdom of its own. Vehicles derive their power and effectual use from the people that drive them, pull them or carry them. There are different types of vehicles, ranging from walkers to wheeled and tracked vehicles, to airships and hover vehicles.
Vehicles are controlled by characters with either the Handle Animal or appropriate Profession (Pilot) skill. Vehicle stats are very similar to those of creatures, as follows:
Size: Judged as per creature sizes.
Speed: The vehicles speed. Most vehicles only move in forward and backward directions.
AC: This depends upon the vehicles size (as a monster) and its natural armor.
Hardness: The amount of damage from attacks that is automatically ignored.
Hit Points: Vehicles have hit points like creatures, though not Hid Dice.
Cover: The amount of cover supplied to the driver and crew.
Weapons: Mounted and built in weapons.
Cost: In gold pieces.


Damaging Vehicles
In the course of the game, combat with, on, and in vehicles is likely to occur, so take the following guidelines into account when using vehicles.
Immunities: Vehicles are immune to subdual damage, but being mechanical in nature are vulnerable to critical hits (like robots).
Ranged Weapon Damage: Vehicles take half damage from ranged weapons (except for damage from large mounted weapons and the like). Divide the damage by 2 before applying the vehicle’s hardness.
Energy Attacks: Vehicles take half damage from acid, fire, and lightning attacks. Divide the damage by 2 before applying the hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects.


Sample Vehicles

Flying Ships (Vimana)
Flying Ships are machines originally created by ancient magics to fly through the sky using the mysterious force of "Gravitas" for propulsion and lift. These vessels are all wonders of engineering. Regardless of their original design, vimanas are almost always refitted and redesigned to reflect the taste of the new engineer. And so these vessels tend to look more like flying fortresses, strange beasts or sailing vessels.
These vessels, which come in all sizes, are capable of high speeds. Despite their resemblance to boats, ships, or stranger things, the Profession (Airshipman) skill is used. Also, while the gravitas manipulators are working, all flyers float in the air, requiring no minimum speed to remain airborne, despite their maneuvering class.
Cl; 5+, Craft Wondrous Item; fly, permanency. Xp cost is 1/25 cost of vehicle.


Skimmer
Skimmers are a favorite of aristocrats, sportsmen and wealthy adventurers who want a means to move quickly and without much baggage. As there are no weapons on this craft, attack and defense options are up to the pilot and/or passenger, though a few have been retrofitted with light weapons. These vehicles can accomodate a pilot and up to one medium-sized occupant and cargo up to 200 pounds.
Size: Large
Speed: Fly 80ft (average)
AC: 14 (-1 Size, +5 natural)
Hardness: 5
Hit Points: 30
Cover: 1/4 (+2 AC, +1 Reflex save)
Weapons: None
Cost: 6,000gp .


Small Flyer
A small flying boat, suitable for a group of PC’s in pursuit of a foe. Vehicles of this size are very common among advanced Tethyrian cities. These vessels are often used as scout and exploration vessels, being heavily modified by their owners.
Size: Huge
Speed: Fly 120ft (average)
AC: 13 (-2 Size, +5 natural)
Hardness: 5
Hit Points: 50
Cover: ½ (+4 AC, +2 Reflex)
Weapons: Light Ballistae* (2d6)
Cost: 11,400gp
*The light ballista is medium in size and has the following characteristics: Hardness 5; 20 hit points; AC 10 (Dex —), Space 5 feet.


Large Flyer
This represents workhorse light craft of the sky fleets of Tethys. Ships of this kind are often used for patrolling civilized lands and shipping lanes, as well as by pirates in remote areas. All of these vessels are different, as customization is common.
Size: Gargantuan (long)
Speed: 240ft
AC: 16 (-4 size, +10 natural)
Hardness: 10
Hit Points: 110
Cover: Full
Weapons: 2 Medium Ballistae* (3d6), 1 Light Cannon** (4d10).
Cost: 36,200gp
*The medium ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.
**The light cannon (also known as 15 lb. cannon) is large in size and has the following characteristics: Hardness 10; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.


Golden Tower
These immense vehicles are few in number, but very potent. All resemble flying temples or towers, capable of carrying up to forty passengers in comfort, as well as up to twenty tons of cargo. All known towers are in the posession of powerful beings such as Archmages and other entities.
Golden Towers have numerous windows that can be opened to act as arrow slits, and large spaced rooms. Propellors are mounted around the base and top to control the vehicles movements.
Size: Colossal
Speed: Fly 200 ft. (clumsy)
AC: 22 (-8 size, +20)
Hardness: 20
Hit Points: 220
Cover: Full
Weapons: 4 Light Cannon (4d10)*, 4 Medium Ballistae**
Cost: 108,240gp
*The light cannon (also known as 15 lb. cannon) is large in size and has the following characteristics: Hardness 10; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.
**The medium ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.


For a cheaper, non-magical form of travel.


Scout BalloonA scout balloon consists of a wood or wicker gondola suspended under large cloth balloon. The balloon is reinforced by a wooden frame, and capped by a lid that can be opened or closed from the gondola to control the altitude of the balloon. A large boiler in the gondola provides hot air to the balloon as well as powering the propellers that allow the war balloon to control its motion. Unlike other vehicles with average mobility, a scout balloon has the ability to hover and move straight up and down. A scout balloon has the ability to cargo weighing up to 1000 pounds (including the weight of any passengers but excluding the weight of the boiler and other equipment used to operate the war balloon). Cargo is usually slung underneath the gondola using nets or large canvas bags.
Size: Huge
Speed: Fly 20ft (average)
AC: 18 (balloon 16)
Hardness: 5 (balloon 2)
Hit Points: 50 (balloon 10)
Cover: ½ (+4 AC, +2 Reflex)
Weapons: Carried weapons and bombs.
Cost: 20,000 gp.


More Vehicles will be presented soon!

Tuesday, March 17, 2009

Strange Eons: Tethys Campaign


To start a good campaign, we need a solid and interesting region in which the player characters might wander. At this stage, it is important to not fall in love with every detail, as this will get in the way of a good story.

As with all of Tethys, the region is tropical, though enjoying steady winds from the sea, keeping the humidity from getting too oppresive. The central regions where the settlements are) is mostly mixed grasslands with some rocky regions mixed in.

Local wildlife is a vibrant mix of herd animals and predators. Of course, as this is Tethys, many of these creatures are dinosaurs. Herd creatures often seen are Camarasaurs, Kentrasaurus, Plateosaurus, Iguanadon, and an occasional Triceratops herd. These large herbivores attract attention and thus Predators often seen are packs of Coelophysis, Deinonychus, Megolasaurus, and an occasional Albertasaurus as well as many small raptor species. Monstrous insects such as giant beetles, scorpions, spiders and centipedes are common in caves and in thick vegetation.

Though the map may lead one to think that these lands are tidy settled country, this is not the case. The lands between the city-states are lawless places, full of violent predators and bandit tribes. Evil spirits, undead and capricious godlings abound along lonely paths and will snare mortals who are foolish enough to be at ease. So adventures; consider yourselves warned.

City-States
These fortified human communities are all self-reliant, though they do trade with each other. Each city-state (a rough term here, as some mentioned here are quite small) is its own power, keeping its own territories, soldiers and laws. Bickering, raiding and outright war are rather common between states, though Eusebes is considered off-limits due to its spiritual nature (and fear of supernatural reprisal).
A list of the city states found on the map are listed below:

Boric: Boric is a trading city between the coastal towns and the Ciconi barbarians inland. The town itself is largely a walled marketplace situated amongst rugged grassy hills. The locals are a tough, independent people that produce many excellent traders, scouts and craftsmen.
Population: 3,910 (roughly half are passing through)
GP Limit: 3,000gp
Community Wealth: 586,500gp.

Eusebes: Eusebes is a city-state of priests and intellectuals, numbering a dozen major temples and many smaller ones. It is a place of introspection and the study of ancient knowledge. The lords of this city-state are Clerics and Monks, leaving the day-to-day running of the city to acolytes and their many vassals. Eusebes is considered neutral in political matters amongst the local lords. Major Temples: Agdistis (xenogen cult), Cybele (bee worshippers), Dawn Singers, Oceanus, Tethys.
Population: 16199
GP Limit: 40,000gp
Community Wealth: 3,2398,000gp.

Maetaro: This town is basically a large fort with a small village of fisherfolk attached. The two families that rule Maetaro (the Gdon and Umus families) watch the coastlands for raiders, monsters and shipwrecks.
Population: 876
GP Limit: 200gp
Community Wealth: 8,760gp.

Maeonith: Maronith is ruled over by the immediate family of the wizard Photh the Unflinching and is known for its breeding of riding bats (domesticated Dire Bats). The island itself is inhospitable for farming, being largely rocky cliffs riddled with caves. The locals maintain a fishing fleet and small trading port.
Population: 1881
GP Limit: 800gp
Community Wealth: 75,240gp.

Solodet: Solodet is a solid trading port with a sizeable shipyard. The lords of Solodet are very political and have agents everywhere money is being made. Rumors of evil practices are common.
Population: 9456
GP Limit: 15,000gp
Community Wealth: 7,092,000gp.

Friday, March 13, 2009

Strange Eons: Adventures on Tethys

Well, I am finally going to run a DnD campaign in my homebrew setting of Tethys. Its a big world, full of danger and adventure, but we need to start of small(ish). As stated before, Tethys is the far-future planet Venus, brought to life by the efforts of mankind. Mankind has lost sight of his history, and now lives a primitive existence on the now-vibrant planet.
MAP: The map above is still in the early stages, and will be detailed in the future. Its a big world, with lots of places to explore.

Gaming Details
Some things need covering...

Races: Humans are preferred, though some Template races will be allowed.

Character Level: As life is quite hard on Tethys, all characters will begin at 3rd level. This is largely due to the daily struggles of the setting causing most folks to be tougher and more adventurous. NPCs will also start at 3rd level due to the same reasoning.

Class: All in the D&D 3E Players Handbook. Though the Paladin will be extremely rare, and the Bard a bad choice away from the larger city-states.

Wizards: Powerful Wizards are considered nobles merely by the fact of their magical might. It should be noted that Wizards dont like to share their power, and will keep an eye out for energetic up-and-coming Wizards and Sorcerers. Assassins can make a tidy living just bumping off young mages.

Mounts: Horses are not often used as mounts on Tethys, as they are considered irresistably tasty by many carnosaurs. Donkeys and the smaller sort of horse (ponies and light horses) are about all a person can get. As mounts, tamed and trained dinosaurs such as the
Camptosaurus (treat as a heavy horse in price and carrying capacity), Plateosaurus and
Trachodon (both treated as Elephants in price and carrying capacity) and fairly widespread. Carnosaurs make terrible mounts, but the smaller (and smarter) sort can be trained as pets.

Dinosaur Armor: Leather and Hide armor is the most common kind of armor. Armor or shields made from the more armored sort of dinosaur (such as an Anklyosaurus) may be used to produce armor or shields of Masterwork quality.
One armored dinosaur produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dinosaur. By selecting only choice plates and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dinosaur is Large or larger. Armored Dino Hide offers 10 hit points per inch of thickness and hardness 10. Also, Druids may wear such armor without penalty, as it is not made of metal.

Fun Stuff!
Below is a memorable clip from the movie One Million BC! This movie enchanted me as a boy. Dinosaurs, lots of action and hot barbarian women. What more does a growing lad need?



In Tethys Terms: This scene shows two members of a remote Barbarian tribe encountering a rogue (herdless) Triceratops and a hunting Ceratosaurus. Possibly in a highlands region of the Thunder Range. A bad place to be cought to be sure.

Monday, March 2, 2009

Gobots vs Transformers



This is almost painfully funny. Though I used to like the Gobots. The toys tended to be better made and the cartoon had some neat moments.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...