Showing posts with label Tethys. Show all posts
Showing posts with label Tethys. Show all posts

Monday, April 6, 2009

Tethys Campaign: Great Mastiff

GREAT MASTIFF


















Large Animals
Hit Dice: 6d8+24 (51 hp)
Initiative: +3 (Dex)
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 29, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +5, Spot +7, Survival +2*
Feats: Alertness, Run, TrackB, Weapon Focus (bite), Improved Natural Attack (bite)B
Environment: Any
Organization: Solitary or pack (5–8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7–18 HD (Large)
The Great Mastiff is a very powerful dog, which was bred from into its present state by the warriors of Machimos. Originally bred to find and eliminate Deinonychus and their nests, this breed has immense stopping power and ability to work in coordinated attack. These enormous dogs are extremely loyal to their masters, and are excellent with children.
Great Mastiff are a shade of brindle, black, fawn, or red, and have enormous jaws. They are about 7-8 feet long and weighing some 800 pounds.

Combat
Great Mastiff prefer to attack in packs, surrounding and flanking a foe when they can. When accompanying its master on a hunt or in war, the great mastiff will work seamlessly with human allies.
Trip (Ex): A great mastiff that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the great mastiff.
Excellent Learner: A great mastiff can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a great mastiff is reduced by 2. In addition, the time required to train a great mastiff for a purpose is reduced by 1 week (to a minimum of 1 week).
Skills: A great mastiff has a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Thursday, April 2, 2009

Tethys Campaign: Eusebes City Map



City Regional Guide
The city of Eusebes is one of bustling activity at all times, with the gates of this town nearly choked with streams of people, animals and carts laden with products for the cities markets. The many temples and shrines here stimulate a never-ending series of parades, prophets and sooth-sayers of every sort. A few highlights are as follows:


The Laws of Eusebes
The temples all have their own dedicated soldiers who patrol their own grounds, while the wealthy of the High Ward have their own guards, all of whom patrol their respective regions. The lower ward is patrolled by several gangs, who keep their own laws (see Avertine Court below). Beatings, dismemberment, execution and slavery are common penalties for criminals.


Library of Izanar
The highest point in the city is the great Library, which holds in its grounds a great observatory, the Council Chambers, The Shrine of Abrasax and the Library itself. The library is run and occupied by a small army of scribes and apprentice wizards, who tend the libraries needs and deal with those seeking knowledge.
Shrine of Izanar: Izanar is an artifact lord (machine cult) who is a great compiler of knowledge. This being has no other goal, and as such is not considered a competitor of other cults. Its clerics, known as Archivists, are recorders of knowledge and must remain impartial in all of their dealings, avoiding politics.
Cleric Alignment: Lawful Neutral
Domains: Law, Knowledge, Magic
Preferred Weapon: Dagger
Portfolio: Language, History, Libraries.



Temple Ward
This ward contains the greatest temples of the city, as well as many small shrines to lesser religions. The great temples of Tethys, Oceanus and Cybele have large temples and a great many adherants here. Competition between these faiths varied through the year, with not all such rivalries being friendly. Still, fear of other faiths taking advantage keep open conflict between faiths nonexistant (so far).
The temples here all maintain and guard underground storehouses of grain and other foods (Honey for the Cybele) for the Long Night. These storehouses are all well guarded and magically warded against vermin and rot.
Court of Mystics: The court of mystics is a noisy region of the city where all manner of sooth-sayers keep small shrines and shops for the selling of good luck charms, fortunes and potions.
Garden of Ifom: A beautiful garden located near the grounds of the Temple of Tethys in Eusebes, and considered to be one of the most beautiful in the world. Lovers and nature lovers come here to take in the sights and smells of the gardens, while the worshipful come to connect with their god(s).



High Ward
This ward houses the wealthiest of citizens of the city, and a number of excellent shops where the best equipment, jewelry and medicines might be purchased. No open markets are in this ward, with all shops being independant and well guarded.

Lower Ward
The region of the common folk of Eusebes, this ward host a wide number of small courtyard markets, roadside stalls and the busy workaday life of the city.
Arena: The arena of eusebes host a great many gladiatorial events for the populace, as well as some of the more spectacular religious events.
Avertine Court: Located at the gate seperating the High and Low Wards, the thieves guild of Eusebes operates within the knowledge of the high council. This court is expected to control the local gangs and to serve the council, keeping outlaw activity within acceptable limits and aiding in the defense of the city when necessary.
Avenue of Sighs: A long avenue of low-rent brothels and the nastiest sort of inns, where any flavor of debauchery might be negotiated. Though between the high, low and beggars ward, it is considered within Avertine law.
Eguz Market: An enormous open-air market surrounding a great fountain (wherein children play). This is a loud place, with the locals loudly hawking their wares. The market is designed for its purpose, with storefront shops being delegated to other areas.

River (Beggars) Ward
The lowest section of the city is situated along the Kanor river, and as-such is where much of the sewage from the higher wards leaves the city. The "River" ward is home to the poorest of the poor, brutal cutthroats and assorted riff-raff. Even the Avertine is cautious here.
Shrine of Agdistis: This shrine has its own courtyard on the edge of the Beggars Ward, where all manner of weird and much whispered about rituals take place.

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.

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.

Thursday, May 15, 2008

Tethys: Planetary Oracles

The clerics in service to the planetary essence of Tethys are a varied and passionate lot. Tethys herself is a temperamental world, full of the fervor of life without bounds, seeking to fill every niche with living things intent upon survival. The world itself seems intent upon endless explosions of competing life-forms.

As with all planetary essences, there is much debate as to whether or not this "life force" is independently conscious, or just an impersonal force. Oracles of Tethys almost always insist that there is some sort of intelligence at work, though slow to react and very very fierce.
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.
Domains: Animal, Healing, Plant, Water.
Favored Weapon: Dagger.
Portfolio: Sea, Jungles, plants, agriculture, childbirth.

Dogma
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.
Fertility rites and medicines are of utmost importance to the Oracles and followers of Tethys, as She herself is known to be very fertile. Herbalism, midwifery and extensive fertility rites (including orgy's) are very common.

Cult of 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.

Domains: Animal, Strength, War, Water.
Favored Weapon: Spear.
Portfolio: Sea, Sea Monsters, Shipwrech, Storms.



Thursday, May 8, 2008

Tethys: Derew Tree Forests

The great Dia Anu forest of central Aphrodite is a living testament to the majesty of nature, as well as a symbol of its ferocity. The mighty Derew tree is related to the Gaian Oak tree, but much taller and of stronger limb, averaging around 500ft in height with many specimens reaching much greater heights.

The great forest of Dia Anu if over 2 1/2 thousand miles across, and sports many trees over a thousand years old. The forest itself is home to an enormously diverse ecosystem of dinosaurs, insects, tree-dwelling mammals, and several human civilizations. Much trade goes up and down the many rivers of this region, though these are monster haunted (see Plesiosaurus).

To survive, human civilization must dwell in treetop villages, in buries towns or in fortified cities, lest they fall prey to the many ground dwelling predators. The dark beneath the boughs are home to a great many light hating predators and spirits, and thus the folk of the treetops are a tough and superstitious lot indeed!

To traverse the treetops, the locals have constructed a vast network of catwalks and hidden ladders, as well as the domestication of a great many arboreal species to act as beasts of burden such as the Derew Cricket below:

Derew Cricket
Large Vermin
Hit Dice: 4d8+8 (26)
Initiative: +1
Speed: 60 ft, Climb 40ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +5 melee,
Damage: Bite 1d6+3,
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Qualities: Darkvision 60ft, Jump
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 17, Dex 13, Con 14, Int -, Wis 12, Cha 4
Skills: Climb +11, Jump +36*, Spot +8
Climate/Terrain: Temperate and warm land
Organization: Solitary or colony (2-5)
Challenge Rating: 2
Treasure: None.
Alignment: Always neutral
Advancement: 5-15 HD (Large)
These creatres are a common sight in the Dia-Anu forests and the Plains of Thunder regions of Tethys. Derew Crickets are horse-sized creatures that resemble grasshoppers, though covered in a green, black and yellow colored fur. They dwell primarily amongst the branches of the Derew tree, where they graze upon leaves and bark.
Though remarkable stupid, these creatures make excellent beasts of burden if trained from birth. They make excellent mounts for use by the tree dweling peoples of the derew forests, though a would-be rider requires a special saddle (masterwork cost) that properly anchors her to the cricket.
Combat
Derew Crickets would rather flee than fight, though if pressed they will bite.
Leap (Ex): A Derew Cricket is a natural jumper. It gains a +30 racial bonus to all Jump checks, and its maximum jumping distance is not limited by its height.
Vermin: Vermin are immune to mind-affecting effects.
Carrying Capacity: A light load for a derew cricket is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A derew cricket can drag 3,000 pounds.

Thursday, May 1, 2008

Tethys Map 1

Here is the basic map of Tethys. As you can see, there is much detailing to be done (and which I am looking forward to).
As stated earlier, Tethys is a hot, wet world, with temperatures averaging around 80 degrees, with highs of 110 degrees being common towards mid-day. The long day and night cycle of Tethys (each being 243 Gaian/Earth days long) has resulted in a fierce environment.
Thick fog, rain and storms are common and prone to sudden shifts in intensity. Earthquakes are also common, though the great many volcano's of Tethys (roughly 100,000 in count) are almost all considered asleep.
Most of Tethys consists of shallow seas and islands, but there are two prominent continents:
  • Ishtar (at the top of the map, about the size of Australia)
  • Aphrodite (at the right of the map, somewhat smaller than Africa).
  • Phoebe and Labda, though continents in their own right are far swampier. Though they do host abundant life.
Life on Tethys is savage and vibrant. Plant life is extremely plentiful, with many enormous forests, especially on the continent of Aphrodite, where the 500+ foot tall Derew trees grow in vast numbers. The shallow seas and coasts are thick with kelp and other plants, making large sea vessels difficult to use. Fish of wide variety are more than plentiful.
Animal life is no less impressive, as the lower gravity and high oxygen has allowed enormous creatures. Dinosaurs, re-engineered by ancient wizards stalk the land and sea, as do many strange alien creatures and mixed breeds. Anatotitan and Dimetrodon are commonly seen along the rivers and in the marshes of Tethys. Apatasaurus are seen in large numbers as well, though often in the deep forests. Anatotitan are sometimes domesticated as beasts of burden.
The Giant Capybara is a common herd beast found almost anywhere, and is preyed upon by almost everything.
Human civilization is spread out, with only a few large cultures on Ishtar and Aphrodite. Most cultures lead semi-nomadic lives, traveling the seas and swamps during the day and moving into inland to ancestral cities for the long, cold night.

More and more to come dear readers...

Friday, April 18, 2008

STRANGE EONS: Society

The thing to remember about Strange Eons, is that its a world at the end of a truly enormous history. Reminders of mans space-faring accomplishments and technological achievements are everywhere. Ruins of ancient cities and grounded starships litter the landscape in many regions, and in some cases comprise all available living space.
Mankind lives beneath the shadow of so much history that he feels overwhelmed at times. There is so much history to slog through, that most people don't care to bother, leaving the cataloging of history to archivist robots.

Population
Long past are the days of enormous cities filled to bursting with human life. Now mankind lives in far flung city states and remote villages and tribes. As the years pass, there are less and less true humans being born, as this once mighty race comes to a slow end.
Some planetary Oracles (clerics) claim that mankind's vitality is linked with the life-force of her mother world Gaia, and as she drifts into a final sleep so shall mankind dwindle. It is postulated that mankind must either seek to revitalize her (a daunting task), or bind themselves more fully with another world spirit. Most prefer to do nothing, and so mankind dwindles.
Certain "breeds" of human are more populous than others, as their livelihoods and numbers are a subject of resources and are force-bred. Other breeds, living wild and untamed lives have recaptured some of mans ancient zest for life, but are brutal versions of mankind, more animal than anything else.

Morality
The "civilized" people of Strange Eons have given in to a sort of decadent apathy, lacking strong enough feelings about grisly acts of depravity. Dreadful acts such as slavery, torture, public bloodsport and even occasional cannibalism (of "lesser" breeds of humanoid of course), are not readily rejected.
Amongst wizards and sorcerers, this apathy often takes the form of a "scientific" detachment. This allows them to take part in the most obscene despoiling of a person or creature out of mere curiosity.
Strangely enough, it is the barbarian who most often rejects such acts as evil, going out of his way to destroy would-be practitioners of such acts. Many barbarian tribes see this apathy as a sure sign of the evils of civilization.
Strong alignment is rare in regards to Good or Evil, though the more seriously apathetic could be considered Evil. Rather most "civilized" folk tend towards Lawful Neutrality, or even true Neutrality.

Government
Large empires are a thing of the past for most folks, with city-states the most often seen governmental system, though some will be quite large. All such city-states will be ruled by one or more predominant families, who themselves are beholding to powerful wizards in some way.
Conflict and rivalry between city-states is common, with raids, sabotage and outright war fairly common. The reasons for this can be virtually anything, from bloodlust and vengeance to a real or imagined insult. Life is cheap in this era.
Some traveling cultures exist, living their entire lives in motion up and down the rivers or coastline, or between worlds in spacecraft. These will be handled in later postings.

Nobles
Quite different from the petty kings of savage regions (who are little more than peasants), the "true" nobles of Strange Eons are the result of many generations of careful breeding and culture. These rulers of men, are the aristocratic elite, who exist in splendor and decadence amidst the fruits of their ancestors labors, while the common man drudges on.
Nobles rule through force of might, often coupled with technological and/or magical support. The greatest of rulers are those with magical abilities, either Wizards or Sorcerers or perhaps Clerics (though the last is rare). Access to some ancient tech is also a plus, though having such a device will likely result in a powerful spellcaster coming to take it for himself.


The Common Man
The common man of Strange Eons is surprisingly skeptical, despite being quasi-medieval in culture. Even magic is often assumed to be some marvel of forgotten technology than a supernatural force. Despite this skepticism, commoners rarely know more than the simplest versions about the past,
This doesn't mean that the common folk lack a sense of wonder, its just that they posses a sort of stiff-necked practicality that makes them haughty in the face of "superstition".
The common folk of different regions and worlds are very different in many ways, but all live simple, short, hard lives of toil. Dangerous creatures both wild and domestic haunt their world, but they trudge on regardless. Technology is between that of 14th-16th century Europe, but can be considerably more primitive.

Guilds
Powerful organizations of common craftsmen, the guilds hold tremendous power. Within city-states, the guilds control all craftsmen, meting out harsh justice on "freelance" craftsmen. Individual guilds all control their own specialized lore and maintain histories of their craft. Often, it is guildsmen who are the best equipped to maintain ancient technology, and in some cases beild new versions of old designs.
Some guilds are: Alchemists, Apothecaries, Beast Handlers, Blacksmith and Metal-workers, Brewers, Coachmen, Cobblers, Furriers, Guardsmen, Leather Workers, Librarians, Machinists, Navigators, Shipwrights, Slavers and many others.
Obviously, hunter-gathering cultures have no need for guilds, and thus Barbarian types don't know what to make of the guilds.

Barbarians
Far from the cultural centers and city states, savage tribes of humans and other beings hold to different lays and customs. Few barbarian peoples know anything about mans past achievements, living for the now in violent splendour. It should come as no surprise that barbarians are far more vital and prone to strong populations than "civilized" peoples, though their exuberant lives are far shorter.
Barbarians are particularly prevelent upon Dione (Mars) and Tethys (Venus) though they differ greatly in physical makeup. Barbarian religion often denounces all arcane magic as evil, and a few advocate orders of wizard slayers.

Tuesday, April 15, 2008

Strange Eons: Classes and Skills

Many of the classes originally presented in the Players Handbook are perfectly appropriate, though there will be some changes. I personally like the Generic Classes approach to D20 games, as it allows personal versatility, and for a more individualistic character selection.
In the shattered remnants of a once mighty people, mankind has been brought back to the basics of survival, though with constant reminders of what has been lost all around him.
STRANGE EONS CLASSES


Below are the PHB player character classes of the Strange Eons setting:

Barbarian:
No changes necessary in a Strange Eons campaign. As the worlds have plunged into untamed and often alien savagery, man has needed to learn to fight hard to survive. In such a world, the barbarian often reigns supreme.
Bard: No changes necessary in a Strange Eons campaign. Aristocratic magicians of no small reputation, bards are considered to be the only "good" spellcasters by the common folk of Strange Eons. Many bards can be found operating as cult leaders and advisors as well as adventurers.
Cleric: No changes necessary in a Strange Eons campaign. Though all Clerics will either follow Planetary Cults, Machine Cults, or Xenogen (alien) demon cults. See Strange Eons Religion for more details.
Druid: No changes necessary in a Strange Eons campaign. Same as Clerics, though without large religious structures. These spellcasters tend to only be found in the most remote of locales.
Fighter: No changes necessary in a Strange Eons campaign. This is the most common PC class for a Strange Eons campaign.
Monk: No changes necessary in a Strange Eons campaign. Monks are often religious leaders of various cults and philosophies. Cults dedicated to powerful wizards often sport many monk orders, acting as "witch hunters" sent out to cut down on the number of up-and-coming wizards.
Paladin: Inappropriate to a Strange Eons campaign. The gods of the Strange Eons setting are either more force than person, amoral or terribly evil, this class doent fit well.
Ranger: No changes necessary in a Strange Eons campaign. Rangers exist along all of the fringes. Undead hunting rangers are common in the many half-ruined cities.

Rogue: No changes necessary in a Strange Eons campaign. This would also be a common PC class in Strange Eons.
Sorcerer: No changes necessary in a Strange Eons campaign. These peasant sorcerers are the most commonly encountered practitioners of the higher magics, though often ignorant of its deeper principles. Many sorcerers were granted their powers from the bizarre processes of the Xenogen aliens.
Wizard: No changes necessary in a Strange Eons campaign. The top magical power in the setting and thus the most feared of creatures. The most powerful wizards are ancient beings some of whom remember earlier ages of mans might.
Prestige Classes

Forester: Wilderness warriors that seek to maintain the natural order, and eliminate unnatural creatures. Replace the Requirements as follows:
Base Attack Bonus: +4.
Skills: Wilderness Lore 9 ranks, Knowledge (nature) 5 ranks.
Feats: Ambidexterity, Track.
Special: Must have been accepted and trained by Gardener Robotic Constructs or another Forester.

Gypsy: Traveling mystics and diviners, gypsy's can be found on any world.

Serpent Archer: Worshipers of serpents and serpent monsters, these mystics are greatly feared. Most often found on the world Tethys, where they are known as Ufions Children.
Scorpion Scion: Worshipers of poisonous vermin, these mystics are greatly feared. Most often found on the world Tethys and are most active at night.

Knowledge (Technology) (Int)
You can make a Knowledge (technology) check to correctly identify airships as well as identify unfamiliar technological devices.
Check: The DCs for identifying technological items vary depending on the type of information required:
  • Identifying an airship by its type: DC 10.
  • Determining the function or purpose of a particular mechanical system: DC 15.
  • Determining the function or purpose of a particular mechanical or electrical system: DC 15.
  • Recalling the standard, factory-model design specs of a particular type or class of airship: DC 20.
When confronted with an unfamiliar piece of technology or artifact, you can make a Knowledge (technology) check to correctly surmise the primary (if not singular) purpose of the device. A successful check result does not enable you to activate the item, nor does it make you proficient with the item. The DC of the Knowledge (technology) check depends on the item being identified:
Unfamiliar Item
DC
Basic tool or instrument
10
Vehicular component
15
Airship component
20
Ancient weapon or biotechnology
25
Pilot (Dex)
You can use the Pilot skill to fly any kind of airship.

Check: Unless you have the appropriate Airship Operation feat, you take a −4 penalty on Pilot checks made to pilot an airship.
Repair (Int)
You can use this skill to repair machines.

Check: Repairing damage to a device or construct takes 1 hour of work, a mechanical tool kit and a proper facility such as a workshop or hangar bay. (Without a tool kit, you take a −4 penalty on your Repair check.) At the end of the hour, make a Repair check (DC 20). Success repairs 2d6 points of damage. If damage remains, you may continue to make repairs for as many hours as it takes to restore the vehicle to full hit points.
Special: A construct, device or vehicle that is reduced to 0 hp cannot be repaired. It can be salvaged for parts, however.



Friday, April 11, 2008

STRANGE EONS: Tethys Tidbits

"Thee gliding through the sea of form,
Like the lightning through the storm,
Somewhat not to be possessed,
Somewhat not to be caressed,
No feet so fleet could ever find,
No perfect form could ever bind.
-Ode To Beauty, R.W. Emerson


I will be posting additional information of the Strange Eons campaign setting soon. Focusing upon the world of Tethys (our Venus), its people, faiths, creatures and oddities. Discussing this one world of the far future is a big task, so I will be giving it in parts. Below are some tidbits about Tethys and a human racial variant that is fairly numerous in the forested interior of many of Tethys islands.

Conditions
Tethys is a hot world, averaging 90 degrees in the daytime, with 80-100% humidity with nights dropping to an average of 40 degrees. A day (and night) on Tethys is 243 Gaian (Earth) days in length. Fog and storms are frequent in the long evening hours as temperature and pressure drops quickly, creating severe to hurricane level winds, and thunderstorms (see Environmental dangers in the DMG or here).A large civilization of nomads exist on Tethys, following seagoing animals and harvesting edible plants during the long day and moving to island settlements during the night. Few of these travelling folk dwell permanently in the nightime communities though those who do must maintains these seasonal cities for the tribes return. All of these communities must be defensible, as many dread predators stalk the nightime forests and shorelines of Tethys.There are two jungle-covered continents on Tethys, both of whom sport civilizations to be detailed soon. Life in these lands is harsh, as there are many warring cultures and dangerous beasts.
Singers of Barnumbirr (Spellcaster Tradition)
Ancestor worshippers, who hold a (Gaian) week long festival in the long hours before the Tethys dawn, with the aid of a richly decorated "Morning Star Pole", the singers claim to be able to communicate with their dead loved ones, showing that they still love and remember them.
Cities of Glass and Air (Aerostat Habitats)
Orbiting Tethys every four Gaian days, these massive floating fortresses are now all but abandoned by human life. It is said that these flying cities were originally made to act as heat shields and atmospheric processors for the planet. They appear as though made of glass, and operated by ancient robots.
Sometimes a caretaker robot from one of the cities will come down to the surface for unknown reasons. Mostly these robotic beings avoid human contact, but sometimes they seek out humans to batter with strange questions or even to take away to their sky homes.
Greenfolk (Template)
These plant people were originally bred for labor and pleasure slaves, but now can be found living wild in many forested regions. Greenfolk appear as standard humans, though quite beautiful, with green skin, and white, green, yellow, or blue hair. Though possessing decidedly male and female forms, all greenfolk are Hermaphrodites, possessing both male and female reproductive organs. Green folk young spend their infant years as immobile plants called a homuncili root, arising as young adults after only four Gaian years.
The greenfolk of Tethys are called Oceanids, or Dryads, while on Gaia they are known as Nymphs or Nereids. Greenfolk are virtually unknown on other worlds.
Greenfolk are a friendly people, though given to strange flights of fancy. Though appearing to have the same emotional extremes as humans, greenfolk view sex and relationships in terms of “play” rather than long-standing bonds. This has fueled the prose of many tragic romances amongst love-besotted humans. Game-wise, greenfolk are the same as humans in every way save as follows:
  • Attributes: +2 Constitution, -2 Intelligence.
  • Plant Type: Plants are immune to poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits or mind-influencing effects.
  • Low-light Vision: Greenfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Photosynthesis: Greenfolk require 1/2 the daily requirement of food as determined by their size if the character spends at least one hour in sunlight.
  • Skills: Greenfolk receive a +2 racial bonus to Hide, Listen, Move Silently, and Spot checks.
  • Level Adjustment: +2.
Creatures of Tethys
The following creatures from the Monstrous Manual are fairly common on Tethys:Ankheg, Animal (aquatic and jungle types), Assasin Vine, Athach, Dinosaur (Any), Dire Animal (Any), Fungus, and all forms of Monstrous Vermin (including the Giant Dragonfly and Firefriend). Many other monsters do exist, particularly Elementals and the more nature or elementally-oriented Outsiders such as the Arrowhawk, Couatl, Leomarh, Lillend and Mudmen.In addition to the varieties mentioned in the Monstrous Manual, many other species of Dinosaurs and Dire Animals are common, and even domesticated on occasion.

Tuesday, April 8, 2008

STRANGE EONS: Basic Setting.

Far in the future, mankind journeys to the stars and unlocks wonders rarely even dreamt of in previous eras. A vast interstellar empire rose, was torn down, rose and was torn down in again an ever escalating series of genocidal wars. Now, mans empire long decimated, with the remnants of humanity and her kin scattered across many worlds, on the brink of extinction.
This setting will be set far in the future, in a time when everything has been done. Marvels of technology have been created, and the interstellar utopia envisioned by transhumanists came crashing down. Now mankind waits in the shadows of his own hubris, degenerated into nigh-savagery, and ruled over by wizards and dread intelligences.
Worlds
Earth herself was very nearly mined out in mans hunger for fuel and building materials, and he ecology very nearly destroyed. Most animals on Earth now are either alien in origin, mutations or the products of ancient labs seeking to re-seed mans home, with mixed results. Now with so much ancient lore inaccessible to the common person, that this "new earth" is a very hostile place for mankind (and womankind too).
In mankind's push to the stars many worlds were sought out and colonized. Massive terraforming took place ages ago by the efforts of the impressive Gardener robots (to be detailed later). Some worlds that were thus transformed are as follows:
Dione (Mars): The first world transformed by the hungry Earth. Now dotted with warring tribes and a few cities dominated by powerful wizards, most notably Crius of The Burning Word, a spellcaster of considerable might.
Gaia (Earth): A world that in past ages was so horribly despoiled as to very nearly render her inert. Now she is a cool, almost barren world, dotted here and there with civilization but on the whole a savage place. Though life is still here (albeit cruel and often alien), ages of cruel misuse and mans apathy towards its mother have left the mother world in a downward spiral. In many regions, the soil is inert and lifeless, and strange creatures haunt her wastes and cities.
Tethys (Venus): A tropical world dominated by shallow seas and many islands. A very humid and storm-ridden world, with tribes of nomads journeying across her monster-haunted waters. Vast ancient cities that drift through the skies though ancient sorceries.
Themis (Europa): A cold world though with vibrant life.
Phoebe (Moon): A strange world of strange silvery forests and bizarre life, living in terraformed domes and cavern complexes. Humans of any description are not welcome here.

Magic

Arcane magic is the most powerful magic known in the setting, representing the product of dread mathematics used to access the energies of White and Black holes (with some technology accessing the same sources of power). Wizards are the absolute rulers wherever one of their number gains true power (Lvl 10+), while even Bards are considered magicians of note (and objects of awe).
Divine magic, such as that used by Clerics and Druids, will be considered a lesser and weaker magic by the Arcane elite. Divine magic accesses lesser and more subtle energies than does arcane magic. All divine spellcasters access the living biospheres of awakened worlds, though individual views on this practice will vary greatly.
Religion and gods is a big subject, which will be handled in greater detail in future postings. Though I should say that most "gods" will in fact be alien entities rather than purely supernatural forces, more in line with Chthulian beings. Super-powerful A.I.'s, lost intelligences from hyperspace, and the like. Some divine spellcasters will instead draw power from the living biospheres of a given world.
Summoning spells:
Celestial and Infernal creatures are unknown, with Pseudonatural creatures being used in their stead. Planar Ally and Contact other Plane spells also access the far realm, or other alien beings.
Planar Travel:
Faster than light travel is not possible through physical means. Exploration into traversing the dread gulfs of time and distance gave rise to sub-dimensions, where distance and time sre different and meaningless. In D&D terms, these dimensions are the Astral and the Far Realm, with no other known planes existing.

Technology

The devices of the ancients are true wonders of engineering and a testament of their marvelous skills. That said, these machines are all but unknowable to people of the present era, as mankind long ago left the knowledge and further development in the hands and minds of servitor robots. Now technology is as arcane to the common man as is magic, and met with much the same fear.
True construction of new machines are handled the same as with magic items, as well as the appropriate skills. Most repair or alter existing devices, rather than even attempt to build new ones. The Use Magic Device skill works on machines the same way as it does magic items.
Races
Rather than relying upon the standard fall-backs of fantasy such as Dwarves and Elves, I want this setting to be a human one. Humans, withe startling variety, are the available player characters. This has the benifit of being (hopefully) familiar to players, as well as allowing a roleplaying foil to underline just how far man has come and fallen.

Human

Humans typically live in squalor in the shadows of the sorcerer-kings, but some hold positions of power. Many humans lead short-lived lives, but a rare few achieve greatness.

Human Species Traits:

  • Medium-Size.
  • Humans have a base speed of 30ft.
  • Humans gain 4 extra skill points at first level and also gain an additional 1-skill point per additional level gained. These points are not multiplied at first level, they are added after starting skill points have been calculated.
  • Humans gain 1 free bonus feat at 1st level. This is due to the facts are quick to be masters of their chosen specialized tasks, and also the fact that humans are a species with a variety of talent.
  • Automatic Language: Common
Hyper cephalic (Template)
Hyper cephalic is a template can be added to any human. These beings are the “higher” caste of ancients, existing as leaders of the lore of the ancients. As the name indicates, hyper cephalic have enormous, hairless heads.
  • Attributes: -2 Strength, +6 Intelligence, +4 Charisma.
  • Mindspeech (Su): Hyper cephalics can communicate telepathically with any creature with whom it shares a language. Few hyper cephalics bother communicating verbally.
  • Greater Knowledge: All knowledge skills are class skills for a hyper-cephalic.
  • Automatic Languages: As base creature plus any Three.
  • Level Adjustment: +1
Android (Template)
The Android template can be added to any human. These beings are the result of the ancient’s exhaustive efforts to create a slave race through their technology. They resemble robotic or mannequin-like humans with bland features. Game-wise, they (from now on referred to as the “base creature”) are the same as unaltered humans in every way save as follows:
  • Attributes: +2 Strength, +2 Intelligence, -2 Wisdom, -2 Charisma.
  • Living Construct Subtype (Ex): Immune to poison, disease, sleep effects, paralysis, nausea, fatigue, exhaustion, or any effect that causes a sickened condition, and energy drain. Living Constructs does not need to eat, sleep, or breath, but can still benefit from the effects of consumable spells, and potions. Constructs cannot heal naturally, but must be repaired with healing spells or successful Repair checks (DC 30), with a successful roll representing 1 hour of work and healing 1d10 points of damage.
  • Natural Armor +4
  • Rust Vulnerability (Ex): An androids half-metallic body is affected normally by rust attacks, such as that of a rust monster or a rusting grasp effect. All such rust attacks deal 3d6 points of damage +1 per caster level (maximum +15) per successful attack.
  • Favored class: Fighter.
  • Level Adjustment: +2
More to come, namely more races, settiing tidbits, gadgets, magic and more!

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...