Unless you're using a frozen hell, in which case you could use Alaska, the Tiaga, and northern Canada as some examples. Or unless your hell is flooded, in which case you could use the entire Gulf Coast. But the best choice would be Africa. See Kenya, the Sahara, Egypt, and (actually in Asia, not africa), the entire middle east, especially Afghanistan.
something tells me that if your house gets battered by two level 4 hurricanes in a single season and you live in a city below sea level, you should permenantly move to a less turbulent area. Like here in minnesota. Sure, we have 90 degree summers and -30 degree winters, and we've got blizzards and tornadoes, and you have to live next to a bunch of lutefisk-loving, lefsa-eating norsemen your entire life, but there are no hurricanes.
Two epic-level solars, one a fallen paladin blackguard named Eclipse and the other his sister, Flare, the champion of light. They were fighting eachother above this massive battlefield between the forces of the Allied Free Nations and the Federation of the Damned. Their swords broke upon eachother halfway through the battle, and they embraced eachother in rage, each casting the Vengeful Gaze of God epic spell on eachother, therefor each taking 506 d6 damage, causing their eyes to bleed out, their bodies to burst open and rupture, their flesh to peel off, and their wings to burn and shrivel. They plummetted to earth like two comets and created a pair of rifts so deep only one man has seen the bottom, and he went permenantly insane. The Allied Free Nations charged under the command of Laucian Lighthand, the human paladin, and won the fight, which became known as the Battle of the Twin Suns.
I started playing in 2001, actually, but the best teacher there is would have to be my cousin, and my first character was in his homebrew campain, Corbedon. Skycrown Coldwind the undead-hunting elven rangher who ended up becoming a ghost and saving the city from the undead hoardes by telling his necromancer cousin about the danger. Yeah, it's a bunch of contradictions.
Pathos wrote:
hehehe. Yeah, the renaisance festival is pretty fun. You should come on irish weekend sometime and see the St.Paul Irish Dancers. They rock.
well, for being a devout irish roman catholic living in an area of devout german and irish roman catholic families, i got very little. None, in fact. Of course, it's central minnesota, so i guess the catholics up here must be more liberal than the catholics in what i would assume is the southm based on the descriptions of other peoples' dilemmas. Also, these days the fundementalists among the church have more "important" things to worry about, or so they think. I find that the D&D game is very much based in both Abrahamic and non-Abrahamic lore. I mean, seriously, they've got angels and demons. Paladins. Clerics. The Book of Exalted Deeds is full of stuff like that, like the Stigmata feat, or the shroud of the saint, or the wrack of the tortured saint (i think those two are from BoED). And the vow of celibacy feat, too. Tons of references, and usually on the side of good.
Well, of the group i play with now, one of the gamers is a manicly depressed psycho that constantly carries at least five knives with him, all of which have names. And he wears a glove that has a device in it that he can use to project nails from his fist. And his fingernails are sharpened into claws. And he has been known to bring a scourge whip to meetings. And he always wears his black leather jacket. Another is one of those smeels-like-crap-24/7 types. Those constitute the main wierdnesses in the group.
Aberzombie wrote:
why do they always write their books together?
in one of the books, MM2 i beleive, it has a large section on half-golems. Replace human limbs with golem limbs, and you've got a half-golem. Of course, it sometimes drives them insane and they go evil. I recall a very nice NPC epic level half-golem human monk with an iron golem arm. His punches blow clean through walls with ease.
horsenapping bandits. water pipes. exotic dancers. erotic dancers. exotic erotic dancers. harems and bath-houses. exotic spices. saffron. drugs. opium. lots of opium. thriving opium trade. And hashish. assassins guilds. Theocracies, pedocracies, monarchies (with Sultans and Sheiks). Exotic weapons. Mostly curved exotic weapons. Try scimitars, jambiyas, daggers, kukris, cutlasses, sabres, whips, and double-bladed swords. And two-weapon fighting, of course. And all the fighting is movement based, as i said before. Think about the kind of armor they could wear. Leather gets hot. Studded leather gets hotter. hide gets hot. padded gets REALLY hot. metal is just out of the question. Leather and hide would be the only real options. For a nice twist, you could take a hint from slave culture and have the citizens know ritualistic dances that are actually fighting excersizes. And speaking of slaves, the slave market should always be thriving. And if you want some really conservative steryotypes of the middle east, see the Chrinicles of Narnia and the nation of Colormen or whatever it was called. But it's not a good source. The architecture is always important. It's one of the biggest things to the culture. The moors have beautiful places with gardens, arches, awesome mosaics, and really nice open-air courtyards with overlooking balconies. The middle east has kind of cramped, twisting streets through built-up cities of mud and stone, on dirt paths, with soaring mosques and lots of slums and markets. Not trying to insult anyone. Just saying, that's how it works. Both are good for the campain.
well, i when i make arabian desert nations, i always make sure there's a distinct line between rich and poor. 10% of the population lives in luxury, and 90% live in squalor. There are always big, open-air market places, it's always a busy place. Cities are almost always built around the oasises, and the flow of water is an important buisiness factor. Bandits roam the desert. Lots of bandits. On horses or camels. They ride into town from the night and prey on the townsfolk. The caravans are the best way to travel, as they include guards that can save the travelers if the bandits attack. Traveling alone is dangerous, but often the only way to get past the spies that are everywhere. Spies, informants, pickpockets, street urchins, merchant princes, drug lords, and bandits are the staples of this place. The people wear things like veils, turbans, baggy pants, vests, and pointed shoes. Not the armor, fur, leather, cotton, and wool of the northmen. Due to a lack of heavy armor, the people have fighting styles based on movement. Two-weapon leaping swashbuckling fighters. These fighters are like dancers and acrobats. They can they leap a lot, often kicking in the middle of the leap, and slashing with their scimitars. Very useful fighters. The average fighters would be menacing street toughs with scimitars or daggers. Look for things from real arabic cultures, like the assassin (for a really nice move, be historicly accurate and have the assassins take hashish before their missions). Merchant lords and theives guilds rule the cities, and the cities are the only thing worth ruling. The arcanists in the desert are often more exotic-looking than ours. No long robes. They look like the other desert folk, but more extravagent. Theur turbans have BIG jewels in them. They have tatoos and strange eyes. They are VERY dangerous. All in all, just think of every steryotype you can about the middle east, replace the insurgents with bandits and theives, replace some of the warlords with merchant princes, change the rugged mountains to the uniform sands of the rest of the place, add some more oasises, and you've got a country.
all good ideas. I beleive i shall follow them. This wealth-mongering, nation-leading, hiding-in-the-castle attitude will wear off soon enough. This is good. I can encourage it to wear out. Even better. Thank you. Though as it is, i never understood the alure of it all anyway. I mean, my DM in the Forgotten Realms campain insisted that i had to be part of a cult, despite my character's obvious loner potential. So i comandeered the cult and set them on a suicidal mission while i rigged up the entire noble's district of Baldur's Gate with boompowder and oil and blew it all to kingdom come. Then he inists i meet some more cultists at the inn and join them. So i ended up killing them. Then he's insisting that i join this OTHER cult, and i'm in the process of making him understand that while it is fun to work WITH cults, playing a cultist is boring.
It annoys me. All the characters ever seem to want to do is become filthy rich, start their own buisinesses, armies, and organizations, and take the leadership feat. And then i have to think up what their first level henchmen are doing while they battle war trolls. I have one player who has this marvelous wizard/fighter/spellsword/archmage mix at epic levels and never adventures with him because he's too busy running his organization and ruling his country. I've got another player who's ranger/fighter insist that he lead a mercenary company, and the followers do nothing but make them stick out like a sore thumb. I've thought about banning the leadership feat altogether, but if i do, then the characters will get upset, and the high seas campain i'm creating won;t work, because they'll all insist on having a crew of loyal followers. Anyone else got these kinds of problems? What can i do?
DMPugLW wrote:
i think it would stack spellcasting levels, but not help your abilities, base attack bonus, saves, or anything beyond the norm.
An exchange near the gates of Sharn between Heisu the druid and Bloodhawke the gnoll. "Who are you, what are you, and what is your name?" "I'm a druid from Eldeen. My name is Heisu." "And I am the Bloodhawke. I'm a cut-throat, highwayman, and murderer. Keep movin', ye lousy treehugger." There is a running joke in the group in which we ritualisticly taunt the paladin Saint Laucian Lighthand about his actions in Amuran. In which he killed five town guards. Amd ten children. And four weaverwomen. And three clerics of pelor. And broke a six-year old girl's legs. And cripples her for life. And destroyed her entire family. And toppled a church of pelor. And stole the girl's bauble. Which was the Gold Dragon Orb. And delivered it into the hands of a notorious Blackguard. And attacked eight members of the order of Heironious. And had to be saved by a pixie. There is a reason he is not a saint in Amuran. "Sweet! I just made the rock vomit! Gods bless you, mushroom men!" An exchange between a kobold and a mindbender. "I am the mighty Sjachixen Caexoth. Fear me. We shall go into the forest, and you shall give me food." "You're a kobold. I'm being kidnapped by a freakin' kobold." "I am skilled in the arts of... ninjitsu."
well, I'm currently playing a blind gnoll archer in Eberron. Of course, blind gnolls are easier, because the DM i'm playing with has decreed that, since the blindness enhaces all other senses, the blind gnoll (and other races of his discretion known for good smell) get the Scent ability, and of course i have taken blindfight, and get a bonus to listen, and a -2 to search, and a -1 to ranged attack, but this is really downplayed from real blindness on account of the Scent and the combination being, as i have worked out with the DM, making it more a cosmetic descision than anything else. I had to use Montolio from Soujourn as an example. It makes an interesting character, but the rest of the PCs keep calling him the filthiest nastiest most digusting character ever, though this seems to be more because of the gnoll part than of the blind part, and because the gnoll hadn't bathed for several years prior to the start of the campain, as he was to busy killing brelish soldiers, which he had become enraged at after the Mourning, which blinded him, almost killed him, put a permanent rasp in his voice, caused him to lose a small bit of his sanity around the edges, killed all his former friends, and ended his career as a mercenary scout for the nation of Cyre.
Moonshine and banjos are all right. very all right. You might be a lizardfolk redneck if you have a boat parked up on logs in your swamp. You might be a lizardfolk redneck if your tribe consist of three hundred lizardfolk, four generations, and one family. You might be a lizardfolk redneck if you consider your tribal rituals a good place to pick up mates. You might be a lizardfolk redneck if your tribal territory consist of "here, there, and 'over yonder'". You might be a lizardfolk redneck if frog-giggin' makes up for most of your tribe's food source. You might be a lizardfolk redneck if you insist the southern tribes will rise again... right after you buy yourself a new blowgun... and fix up your boat... and dig a better mudhole. You might be a lizardfolk redneck if you raid human settlements... for banjos and moonshine.
Yeah, new demons would be cool. And maybe more coverage of the devils, too. And definately more on the ancient Baatorians, and the fallen angels that became the devils. All of that. But as for demons, i want to see depths of the abyss deeper than ever i have seen before. And as Elistrae and drow, yes, Elistrae had ruined them, and yes, Lolth should be revitalized into something cool. When the players hear the name of Lolth they say "Ha! That old hag? Sure, half of us are drow, but we're all on the surface,and she can't ever get us! Ha ha! Stupid old fat nasty hag Lolth!". They should be quivering in fear whenever they see a drow, for fear of the wrath of the Queen of the Demonweb Pits. Lolth needs a makeover to get past what Salvatore (who is a good writer, but has inadvertantly both ruined the drow and elevated them beyond their wildest dreams) has messed up on her.
DragonLich wrote:
that's the DC to cast. You don't need 419 ranks in it. You need to role 419 on a spellcraft check to use it.
Great Green God wrote:
yes, but the urge to control the moral values of your fellow man and the urge to blow yourself up at anyone who doesn't agree with you, fly airplanes into buildings, bomb trains, subways, and busses, decapitate civilian prisoners, and constantly intentionally place as many innocents in the path of danger as possible are two different things. The American people do really stupid things. Horrible things. They screw everyone over all the time. But that's what their government does, what their military does, not what their civilians do. And to fly two airplanes into a building full of innocent civilians is the worst type of crime against humanity. It is practicly an act of genocide. So Al'Quaeda should be hunted down. And the war in Afghanistan was justified, as the government of Afghanistan harbored Al'Quaeda. The people of Afghanistan, however, were mostly innocent, and what America ended up having to do to them was not good. The war in Iraq can never be justified. True, Saddam was evil, corrupt, genocidal, criminal, and the worst type of slime in the world, but he was not harming the United States, he had no weapons of mass destruction, and he was not harboring members of Al'Quaeda. We have wasted troops there and now cannot fight the serious threats, like the weapons of Iran or the despotic government and terrorist activities of Syria. There have been horrible acts done on both sides. And the acts of any side only feul the rage of the other. And as far as the forcing of ideas upon others go, the Americans are actually doing it less than the governments of the countries we're stupidly invading. We legally can;t force religion on our own people. These people we end up fighting live in theocracies, for the most part. All religions have extremists that spoil the whole thing. See the jewish settlers in Gaza? They spoil it by being bigots who insist that they take their place as god's chosen people, despite the traditional beleif that the chosen of god are the humble. They refuse to give back land they invaded in exchange for peace. they are the jewish extremists. The wiccans have extremists. They are known as fluffbunnies, and they do things like seek out persecution so they can feel good about themselves, and picket the blair witch project. Of course, those extremists are pretty harmless compared to the other three detailed above, but they are idiotic misinterpreting extremists that ruin a decent religion nonetheless. Voodoo, Buddhism, Sikhism, Hinduism, Taoism, and Satanism all have people who take it too far. But the discussion was about Muslim extremists. Actually, the discussion was about my lack of ideas, and that has been fulfilled. Let this rest.
not attacking, merely questioning. Saying that the earth revolves around the sun questioned christian beleifs, not attacked them, back in the day. Same with evolution. And same with the ideas of the philosophers who came to question the beleifs of the founders of Islam. The great ability of hmanity is to question. Any animal can take something as it is, can use their instincts, but a human has the ability to question what he sees, and to reason with his experiences. This is what makes humanity great. By denying our ability to question and reason, we only hasten the inevitable decline of our culture in favor of outdated and over fundementalist beleifs that leave us closed-minded to any questioning of our set beleifs and any reasoning with the beleifs of others.
Robert Head wrote:
The problem with the Muslim people, as good as they are (or could be) is that they fail to control the extremists among them and allow their frustration to manifest through the doorway of misinterpretation of the Quran into terrorist violence. If they could get past that little problem, they would be a very great culture with a flowering of learning, wealth, invention, and thought. The problem lies within the emtremists who spoil the whole deal.
Phil. L wrote:
i suppose everything seems worse when you think it up yourself. It loses all the coolness of just coming out of the blue, because you know how you thought it up.
DragonLich wrote:
Well, if were your DM, i'd say.... 1. yes
I think i will take all this into account, and maybe base a campain off it at some time. However, in the meantime, I have had a brilliant idea that shall make a brilliant camain with the criteria I had thought of at first. True, it will be a generic homebrew campain with no real distinction, but it will be a good one.
Overall, i think it should work. I want some ideas on this, though. But really, the other ideas you guys were having about the world and the campain of earth were good. I shall eventually use those ideas, i am sure.
This is probobly a little late in the coming, but... the following classes work, too. All are from Complete Divine. Work depending on situation. Black Flame Zealot (but only if they ticked off a god of fire and darkness) Consecrated Harrier (was made for hunting down heretics. Works well. Especially for devil-worshippers.) Divine Crusader (it works, but not too well.) Sacred Fist (THE FIST OF WRATH SHALL DESTROY YOU!) they work, m'kay. they work.
I like these ideas. I myself was contemplating an alternate earth, in which folk magic worked and monsters existed. In other words, a low-magic earth campain. I had human subraces worked out, even, so there was even more flexibility than normal even though players only played humans. I thought up stuff like that the huns had riding bonuses and proficiency with the bows, the gaelic celts had sailing bonuses and proficiency with clubs and spears, the romans were kind of like dwarves, but thinner and a little bit taller, and had bonuses on knowledge checks and good military stuff, the vikings had this, the goths had that, the mongols had so and so, the arabs had such and such. In retrospect, i would have to make it more generalized, like the "Barbarians" (goths, huns, celts,and vikings), "Mediteraneans", "Saharans", "Congoids", "Arabs", "Gypsies", "Aboriginies", "Indians"(from India), "Mongols", "Asiamen"(becuase Chinamen is racist and Asians is modern), "Inuits", and "Amerindians" (for the native americans of north and south america)
Might work out. I might try that. maybe. Very interesting.
I have been working on multiple campains for quite some time, but none of them suit what i need for the players and the game. I have little flashes of brilliant idea, but when i try to put them into a campain together, they get cheesy, and when I try to base the campain off the ideas, the they end up being really shallow campains. I would make a general, all around campain, but that would lack the vital flavor. I seek, perhaps, a campain of swashbuckling adventure, of cold frigid seas and heros upon the icy seas. Yet i also seek intrigue and politics. Yet I also seek vast ancient empires. I am trying to put them together, but i need more brain power, because i sapped all of mine out of my head working on a campain that took a year to build up to a quarter of the war, and i just had to ditch the idea because it wasn;t working out. I have most of the D&D sourcebooks, including Ghostwalk, Book of Vile Darkness, Book of Exalted Deeds, Libris Mortis, Lords of Madness, and Draconomicon, along with a whole lot of others, but i can;t quite put them all together as one coherent whole. I need more brainpower. Shoot me ideas. Please. I implore. I am a Dungeon Master in need.
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