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[[Category:Fantasy]]
 
[[Category:D20 System]]
 
[[Category:D20 System]]
 
[[Category:D20 Fantasy]]
 
[[Category:D20 Fantasy]]
 
[[Category:Setting]]
 
[[Category:Setting]]
A setting by Random Goblin and Racticas
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A setting by Conrad Deitrick (Random Goblin) and Sean Deitrick (Racticas)
  
  
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Working in agreement, the forces of the elements struck suddenly, toppling and enslaving the Eldraan, warping them with elemental magic into new races. However, the treaty between the elemental lords was inherently unstable, and even before the Eldraan were completely defeated, the elements began to fight with each other. As it was, the war against the Eldraan was barely an introductory footnote in the cosmic conflict that ensued, as each of the elements tried to gain control of the material plane, tipping the perfectly-balanced cosmic scales firmly and forever in their favor.  
 
Working in agreement, the forces of the elements struck suddenly, toppling and enslaving the Eldraan, warping them with elemental magic into new races. However, the treaty between the elemental lords was inherently unstable, and even before the Eldraan were completely defeated, the elements began to fight with each other. As it was, the war against the Eldraan was barely an introductory footnote in the cosmic conflict that ensued, as each of the elements tried to gain control of the material plane, tipping the perfectly-balanced cosmic scales firmly and forever in their favor.  
  
Earth eventually proclaimed itself victorious, but the “victory” was neither total nor systematic. Earth’s domination over the material plane was tenuous at best. Eventually, the other three elements banded together to topple earth, and its reign was brought to an end. The result was a world scarred by a thousand years of cosmic war, but still no definitive winner. The boil of war cooled to a low simmer. All the elements became factionalized. Conflict was still the norm, but not on the scale of earlier times.  
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Earth eventually proclaimed itself victorious, but the “victory” was neither total nor systematic. Earth’s domination over the material plane was tenuous at best. Eventually, the other three elements banded together to topple earth, and its reign was brought to an end. The result was a world scarred by a thousand years of cosmic war, but still no definitive winner. The boil of war cooled to a low simmer. All the elements became factionalized. Conflict was still the norm, but not on the scale of earlier times.  
  
 
Now, in this ravaged world, there is a glimmer of hope. The elemental planes were not the only cosmic sources of power. What was oft-forgotten is that the material plane, before it was subverted by the Eldraan, was once called the plane of Balance. Its lords were finally rising from slumber, its agents were beginning to walk the land, and it was beginning to reclaim its own at long last.  
 
Now, in this ravaged world, there is a glimmer of hope. The elemental planes were not the only cosmic sources of power. What was oft-forgotten is that the material plane, before it was subverted by the Eldraan, was once called the plane of Balance. Its lords were finally rising from slumber, its agents were beginning to walk the land, and it was beginning to reclaim its own at long last.  
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Elemental Races- four races, All Eldraan enslaved and warped by the elemental powers into something new:  
 
Elemental Races- four races, All Eldraan enslaved and warped by the elemental powers into something new:  
Sylph (Air) – flying or just gliding? Probably with a patagia for gliding. .Frail-looking, willowy, quick.  
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Sylph (Air) flying or just gliding? Probably with a patagia for gliding. .Frail-looking, willowy, quick.  
 
Salamander (Fire)- tall and scaled, the salamanders are fierce warriors, quick to anger, but lacking determination and drive.  
 
Salamander (Fire)- tall and scaled, the salamanders are fierce warriors, quick to anger, but lacking determination and drive.  
 
Undine (Water)- somber with broad, webbed hands and feet, the undines are more at home underwater than on the surface.  
 
Undine (Water)- somber with broad, webbed hands and feet, the undines are more at home underwater than on the surface.  
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'''Alignment'''  
 
'''Alignment'''  
Alignment is by humors that are tied to the four elements. Humors dictate behavior, not the other way around. If you try to act contrary to your humor, the DM can force you to make a will save modified by the dominant humor’s prevalence (maybe something like DC 10+dominant humor score). Humor points come from races, some classes, maybe other ways. Probably every character gets x (say, two) humor points per level to do with as he pleases, either to keep it balanced or to weight it one direction.  
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Alignment is by humors that are tied to the four elements. Humors dictate behavior, not the other way around. If you try to act contrary to your humor, the DM can force you to make a will save modified by the dominant humor’s prevalence (maybe something like DC 10+dominant humor score). Humor points come from races, some classes, maybe other ways. Probably every character gets x (say, two) humor points per level to do with as he pleases, either to keep it balanced or to weight it one direction.  
  
Being aligned via humors carried benefits and drawbacks. Benefits include increased ability to work magic and to command elemental beings, and maybe other mechanical benefits. Drawbacks include forced behavior, and maybe you’re harder to heal with regular healing magic (which is tied to the balance). Maybe if your humors get REALLY out of balance, you can eventually be considered an elemental.  
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Being aligned via humors carried benefits and drawbacks. Benefits include increased ability to work magic and to command elemental beings, and maybe other mechanical benefits. Drawbacks include forced behavior, and maybe you’re harder to heal with regular healing magic (which is tied to the balance). Maybe if your humors get REALLY out of balance, you can eventually be considered an elemental.  
  
 
'''The Deathless'''  
 
'''The Deathless'''  
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'''Magic'''  
 
'''Magic'''  
Most magic is elemental and cast by esorcery, i.e. though the use of elemental familiars. The skill of the esorcerer lies not in his own power, but in his ability to command an elemental to do his bidding. An esorcerer’s humors scores are somehow tied to his ability to work magic, and as an esorcerer rises I levels, his dominant humor score increases dramatically. Esorcerers are often of the elemental races, but certainly human esorcerers exist.  
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Most magic is elemental and cast by esorcery, i.e. though the use of elemental familiars. The skill of the esorcerer lies not in his own power, but in his ability to command an elemental to do his bidding. An esorcerer’s humors scores are somehow tied to his ability to work magic, and as an esorcerer rises I levels, his dominant humor score increases dramatically. Esorcerers are often of the elemental races, but certainly human esorcerers exist.  
  
 
There is also True Magic, a secret that died with the Eldraan, but some rumors say it still exists, and its secrets cans till be re-discovered. If any Eldraan are still alive, then this theory must be true.  
 
There is also True Magic, a secret that died with the Eldraan, but some rumors say it still exists, and its secrets cans till be re-discovered. If any Eldraan are still alive, then this theory must be true.  
  
Priests of Balance are nature-oriented, like druids. They are usually human, but they don’t have to be.  
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Priests of Balance are nature-oriented, like druids. They are usually human, but they don’t have to be.  
  
 
Perhaps there are also devotees of the Old Gods hanging around somewhere. Maybe preserved by some (one?) of the Eldraan slave-races. They seek to bring the gods back to the Material plane.  
 
Perhaps there are also devotees of the Old Gods hanging around somewhere. Maybe preserved by some (one?) of the Eldraan slave-races. They seek to bring the gods back to the Material plane.  
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'''Factions'''  
 
'''Factions'''  
The elements are split and factionalized. Factions range from marauding war-hosts led by ancient Deathless to sublime courts of elemental enlightenment. Cabals of philosophy, cosmic guilds, and all kinds of organizations. Also many factions that aren’t definitive organizations but simply consist of an elder elemental and their friends, servants, and followers.  
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The elements are split and factionalized. Factions range from marauding war-hosts led by ancient Deathless to sublime courts of elemental enlightenment. Cabals of philosophy, cosmic guilds, and all kinds of organizations. Also many factions that aren’t definitive organizations but simply consist of an elder elemental and their friends, servants, and followers.  
  
 
Detailing some of these factions might make for much interesting gameplay as they can be patrons to the PCs, enemies to the PCs, or completely ignored.  
 
Detailing some of these factions might make for much interesting gameplay as they can be patrons to the PCs, enemies to the PCs, or completely ignored.  
  
There are also kingdoms and nations and tribes on the Material of all description. I haven’t detailed any of them. Keep in mind, though, that this is a world still at war, so a mighty trade empire of humans may not be appropriate.  
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There are also kingdoms and nations and tribes on the Material of all description. I haven’t detailed any of them. Keep in mind, though, that this is a world still at war, so a mighty trade empire of humans may not be appropriate.  
  
 
'''Monsters'''  
 
'''Monsters'''  
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1: elemental creatures of all kinds, on the elemental planes as well as on the material  
 
1: elemental creatures of all kinds, on the elemental planes as well as on the material  
  
2: Creatures of the balance, more “natural” beasts and animals including dinosaurs and prehistoric beasts and such. Fey also?  
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2: Creatures of the balance, more “natural” beasts and animals including dinosaurs and prehistoric beasts and such. Fey also?  
  
 
3: more magical creatures that are a throwback to or survivors from the age of the Eldraan. Dragons would fit here.
 
3: more magical creatures that are a throwback to or survivors from the age of the Eldraan. Dragons would fit here.

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