Hey! This order is a bit old, but I did send you a mail the same day I received it and since I got no response...yeah.
D3
New update released! Latest version is here:Clicky! Changelog(V 0.3)
Next update:
D3
Alright, since the Paizo forums won't let you edit your posts after a certain time's passed, I've decided to change the format of this a bit. From now on, I'll keep all of the stuff in a single text document, formatted to hopefully be a bit more parseable. As I add more stuff, I'll link you to the latest version of the document, as well as provide you with a changelog. As of now, the latest version can be found here:Download link! Changelog(V0.2)
Coming up in the next version:
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LazarX wrote:
Well, psionics and magic are kinda separated on Chroon. Mostly due to cultural boundaries. Having been terrorized by dragons, who use magic and whose servants use magic, the rasargans fear and distrust magic and will generally not allow it within their nations. Instead they've developed psionics as part of their rigorous hunting training regimen. Most cultures outside of the rasargan tend to view the psionics as just a primitive method of manipulating the world, so they tend not to want to bother with it. So yeah, I'm not just slapping psionics into my world willy-nilly. xD D3
So I've been working on this homebrew setting of mine back and forth over the past year and it's finally getting to the point where I'm fine putting it out in public. Only got a ton of maps and some brief descriptions to show for my work, but I'm gonna update this topic as I complete stuff. Right now I'd apprecite any help and feedback! Need to flesh this world out, so any ideas and suggestions are more than welcome! Anyway, lemme get to the meat of this setting of mine. CHROON Chroon, world of spirits
- The plane of spirits: The entire basis for the animism in Chroon is the plane of spirits, a world that overlaps the material plane to some degree. The plane of spirits is where spiritual creatures reside, although they all have a limited ability to manifest on the material plane if they so choose. A spirit can't interact with the material world unless they choose to manifest in it. Both of these planes were completely separated in the past, however a great and so far, unexplained event partly fused them together, leading to the state they are in right now.
From the idama sprung the creatures of imagination, the entities people believed lived in all they saw around them. These creatures usually looked bizarre, yet familiar, drawing upon what the people of the world knew of the planet around them. Humanoids with the features of wild animals, plants with faces, living household objects, etc. What was once merely superstition was now reality, as people soon came to experience. While spirituality had always been part of the people of Chroon, there was never any worship. Spirits were simply considered another force of nature, like the wind or the sun. With spirits now a reality, shrines were built and worship commenced. The spirits that were worshipped the most grew stronger from this admiration for them and became what is now referred to as the great spirits. - Life and death: Also sprung from the idama were numerous planes of existance based on the desire to live beyond death. When a sentient being dies, their soul is transported to Janngali, the halls of judgement, where psychopomps lead the soul before the Yamaraj judges who'll determine how and where the soul in question will end up. The soul will then be transformed into it's new form and sent off to their designated ”Sphere of death”. An afterlife chosen for them by the judges. The spirits can be divided into various categories, summarized below:
- Item spirits: The spirits of manufactured objects like shoes, pillows and swords. These spirits come in a variety of alignments and tend to be very straightforward and narrow in their thinking, caring about little else than what they deem the purpose of their ward to be. Item spirits that have lived for a really long time can wield great power and as such, old objects are commonly treated with some degree of reverance and respect. - Soul spirits: Spirits created by the souls of the dead after having gone through the halls of judgement at the end of their lives. These spirits are without question the most varied kind, created from the deep, complex thing that is the sentient soul. When a person dies, their soul is taken to the halls of judgement where the Yamaraj judges decide what becomes of it. Some might turn into noble Agathions, some into twisted Qlippoths. Soul spirits can't normally manifest on the material plane as they are bound to their sphere of death. However, soul spirits have the ability to possess people, taking over their minds and transforming their bodies into something that looks more like themselves. This is how half-fiends and half-celestials come to be. - Restless spirits: These are soul spirits who, through some circumstance, won't leave for Janngali when they die. Instead they remain on the material plane where they manifest as ghosts, poltergeists or other undead creatures. - Spiritkin:Spiritkin denotes creature with a spiritual ancestry who aren't currently spirits themselves. They tend to have a mix of familiar and otherwordly features. Examples include most fey, the oni and the spiritfolk. - Religion and worship: While almost all races of Chroon are animistic to some extent, their religious beliefs and ways of worship are pretty varied. Some cultures recognize the plurality of spirits in the world, yet only revere some patron spirit of great importance to them. Others choose to pay their respects to whatever powerful spirits exist at their current place of stay. Some combine both, worshipping a patron spirit while paying respects to whatever spirits they encounter during their travels.
While animism is the prevalent way of belief on Chroon, there's no one universal religious system that everyone subscribes to. Below are some of the more significant religions on the planet: Spoiler:
Thall: Derived from the old angorese word for ”soul”, Thall is the most prevalent polyanimistic religion amongst humans, having been developed during the great migrations from Angorat. It's had an influence on the religions of other races as well though due to the widespread nature of human society. A well-known symbol for the Thall faith are the spirit pillars and spirit beads. In Thallian religion, spirit pillars are used to mark places of great spiritual significance, like the homes of great spirits or areas where something spiritually significant has occured. A spirit pillar is a smoothened and painted log with a square beam running through the top from which large glass spirit beads hang. The base of a spirit pillar is usually cluttered with paper notes or wooden plaques carrying the prayers and wishes of the faithful, hoping that the spirits will grant them what they long for. A variant of the spirit pillar, called a double pillar or a spirit gate, is two spirit pillars connected at the top by a strand of spirit beads. They are usually far enough apart that a person can pass between them and are commonly used to mark entrances to holy sites. Spirit beads are a bit simpler and thus, more common. They are strands of glass beads ending with tassels that are used to decorate items and sites of holiness and spiritual significance. They come in a variety of shapes and lengths, from beads the size of marbles to those the size of an average person. They are usually made out of glass, but the biggest beads are made from copper, brass or other, less fragile materials. The thall faith itself is based largely on the worship of so-called patron spirits. Every thallian has a spirit that they choose to pay tribute to. Usually the spirit governing the place where they were born. While they recognize the existance of other spirits and even revere them, they save most of their worship and reverance for their patron spirit. A common thing among thallians is to make an annual pilgrimage to the shrine of their patron spirit for enlightenment and prayer.
Remembrance day:
The festival of millions:
Sub-groups:
Khullney:
Lonliei:
The spirit choir: During the spring, all wood elves of the community gather in a holy clearing or like (usually the same one used for the nightly sex during the night of flesh) to ingest herbs and sing hymns together. These hymns are almost always tributes to the spirits of the world and use a lot of poetic language and metaphor, making them hard to decipher unless you know the wood elven language by heart. The cult of the eye:
Playable races:
New/changed races:
+2 Wisdom, +2 Strength, -2 Dexterity Medium: Rasargans are Medium creatures and receive no bonuses or penalties due to their size.
Tough skin: A rasargan's bony growths give it a +1 natural armour bonus to AC. Desert acclimation: Rasargans are adapted to the hot, harsh deserts in which they live. They gain Fire resistance 5 and +2 on all fortitude saves to resist the effects of hot environments. Hunter training: Rasargan culture emphasises hunting and all rasargans are trained from childhood in tracking down and killing prey. Rasargans gain a +2 bonus on survival checks and are automatically proficient with the Jahnn and Tnged. Rasargans begin play speaking Common and Rasargan.Rasargans with high Intelligence scores can choose from the following: Terran, Draconic, Oni, Thri-kreen, Goblin, Giant, and Sylvan. Wood elf
+2 Dexterity, +2 Charisma, –2 Strength: Wood elves are outgoing and nimble, but not very strong.
Spiritfolk
+2 Wisdom: Spiritfolk are more in tune with the world around them. Medium: Spiritfolk are Medium creatures and receive no bonuses or penalties due to their size.
Other races:
NEW STUFF!
Jahnn: A jahnn is a long staff wrapped in strips of cloth and topped with a wicked, curved blade fastened perpendicular to the rest of the weapon. It's used by rasargans to engage and incapacitate prey without putting themselves in direct harm. Tnged: A tnged is a barbed blade attached to a thin, but strong chain used to retrieve the blade if it misses its target. When attacking with a tnged, you can choose to take a -2 penalty on the attack roll. If you do, if the tnged hits, you can make a free Combat manuever check to lodge the barbed blade deep in your target. If you succeed on this check, the opponent is considered grappled by you, but not pinned. Languages:
The world:
The countries: ADNGHR, Tngdarate of-
[Red desert of proud hunters] LN Ruled by tngdar Hebrnz the third, who comes from a long line of royalty who came to power through their display of martial prowess during the war of fire.
Capital:
ANDOR, Kingdom of-
Ruled by king Gurdoch Singleblade, a kind king who tries his best to help his people. The king is advised by a council of people from various noble families in Andor.
Capital: Bronzebridge ()
ANGORAT, Jungles of-
Wild and uncivilized, Angorat defies any attempt to establish civilization except for in a few outlying areas. The jungles are thick, deep and full of creatures, plants and
Capital:
AZMAR
BEASTLANDS, The untamed
Capital:
BELHAM
Capital:
BRASS MESA, THE
Capital:
CHAOR
Capital:
CIFFI, The fetid duchy of-
Capital:
Exports: CRESCENT COAST, The plutocracy of the
DARFELL, Islands of-
DESERT OF GRAVES
Capital:
DRAUFERH
Capital:
ESHEK
Capital:
ESSOR, The anocracy of-
FAIRY KING'S DOMAIN
Capital:
FOREST OF ANCESTORS-
Races: Spiritfolk, a small assortment of other races
FORLIN-
FREIGALD PENINSULA, The gloomlands of-
Capital:
GAHLA FRONTIER, The colonies of-
Capital:
GIZZFELL, The ravaged plains of-
Capital:
GORMASHAN, Land of rivers
Capital:
GREVIA, Kingdom of-
Capital:
HESSAFA, The wilderness of-
Capital:
HJARHJA, The breeze-kissed-
Capital:
ISLANDS OF THE EYE
Capital:
JAJOKI, The duchy of-
Capital:
JAMTIA, Kingdom of-
Capital:
JORMLAND
Capital:
JOVIUS, The deadlands of-
Capital:
JYOGA, The inequtial realm of-
Capital:
KARFVUR, The duchy of-
KA'RIKK
Capital:
KEHKEST, Wild isles of-
KIMRAUU, The dracocracy of-
KITSAWHA, The bamboo principality of-
Capital:
KOLIAN
Capital:
LAND OF FIRE, The volcanic-
LASTRA VALES, The arboraceous-
Capital:
Exports:
LEAD ISLES, The lawless-
Capital:
LHOKAN PEAKS, The silent-
LYEDAN PLAINS, The unbound-
Capital:
Exports:
LURIAL
Capital:
MOONLANDS, The meritocracy of the-
Capital:
MZNGVAHR, the red sands of-
NADIA, The magocracy of,
Capital:
NEMELIA, Untamed forests of-
NGORIA, Statue-dotted steps of-
NIHKI
Capital:
NORTHERN PALANDRION
Capital:
NORTHERN WASTES, The endless white void of the-
ODAM, The tall peaks of-
Capital:
PEY
Capital:
RAJJAK
Capital:
REMORHAZ ISLANDS, The deserted colony of the-
Capital:
RENKA
Capital:
RHYMING FJORDS, The vastness of the-
Capital:
ROULAND, The great cultural hub.
SAMIRIA, The infinite fields of-
Capital:
Exports: SHYRANDALE
Capital:
SILVERLAND, The shining empire of-
Capital:
SNAKEVALE, The lethal-
Capital:
STRAVANAD
Capital:
SOUTHERN WASTES, The empty-
Capital:
TERIZE, The dragonlands of-
An uncivilized land in constant war and turmoil between the ambitioius and greedy dragons that inhabit the place.
Capital:
THE CRACKED LANDS, the walled off jarldom of-
Capital:
THE KETTLE, The red kingdom of-
THE MAGESCAR, The bizzare lands of,
Capital:
THUULETHAN
Capital:
TRIANGLE VALLEY, The hidden sanctuary of-
Capital:
TULA
Capital:
TUNKEKUMANAK, The fogswept mountains of-
Capital:
UFRDAL
Capital:
VODRHR, Empire of-
WAELANTH
Capital:
WORMLANDS
Capital:
XATTA, Principality of-
Exports:
Capital:
YOSSON, The elemental monarchy of-
Capital:
ZIZIRA, The unstable colonies of-
LadyIrithyl wrote: I'm running this path without guns. But I'm at the end of the second book, so I haven't gotten to the Hurricane King yet. But for me, I'm going to give him a bit of a rewrite to remove his guns and cannons. I didn't really want to run things with guns either, but Bonefist fighting with a tankard in one hand and a gun in the other was just too badass to pass up. Besides, my players saw the cover of From Hell's Heart early on and now it just feels weird to tell them that Bonefist doesn't REALLY use a gun after all. I solved this little gun/no gun discrepancy by making it so that only Bonefist uses guns. The reason being that the first guns were actually invented and constructed by the first hurricane king, who left some of his early work at Fort Hazard, where Bonefist eventually found it. Some of the hurricane king's schematics and blueprints eventually made their way to Alkenstar, where they helped start the gun industry it's known for. Of course, no one mentions this little tidbit, because who wants to admit that Alkenstar's lifeblood was ripped off from the work of some scoundrel pirate?D3
Hello! Bought a PDF the other day and I can't seem to download it from My Downloads. Whenever I click it, it tells me to wait ten seconds while the document is personalized, then nothing happens, regardless of how long I wait. If I try to click the link again, the process just starts all over again. Any way to fix this? -D3
If I were in your shoes I'd add a few more high quality ranged weapons here and there along their adventure (Mainly masterwork and +1 stuff). This might encourage one or some of them to pick up one of those and maybe gear their characters more towards a mixed ranged/melee build. After all, players hate not putting high-quality loot to use if they have it. At least that's what how my players are most of the time. D3
Lives have come and gone since the last time I wrote in this thread. Below are the new names added to my list of shackle-y deaths! Fafmir Ladyhands
Captain Olhaf Leatherskin
Sil'Rand
Celia
Chazo the undying
Ex-Captain Boram "Ballbuster"
Durim
Current party consists of: Captain Olhaf "Whorekiller" Leatherskin (Brought back to life)
Era
Mistra
Wuu'thax
I'll keep you updated on the fates of these poor individuals. D3
Well, the captain of my group has been branded with a nickname he'd rather forget. Thanks to some...incidents at Dindreann's brothel, He's now infamous across the shackles as Olhaf "Whorekiller" Leatherskin or simply Olhaf Whorekiller. Curiously, he's the only one who's gained a nickname so far. Gotta think of nicknames for the other PCs... D3
There's actually been more deaths in my campaign than I expected from the outset. They were all memorable though, so here goes: Fafmir Ladyhands
Captain Olhaf Leatherskin
Sil'Rand
Celia
Chazo the undying
Current party consists of: Captain Boram "Ballbuster"
Kragoth
Era
Durim
I'll keep you updated on the fates of these poor individuals. D3
I don't know if there's already a thread like this, but I sure couldn't find one. Basically, this thread is for you to share the homebrew things you added to your S&S campaign, be they characters, locations, etc. Here's a list of my additions: Locations: Red bay
Besmara's Cunt
People and groups: "Flamewave" Robinson and the Creeping Beast
Lo Shei Wen's fleet
The crew consisted of ninjas, most of them with wands of disintegration. When they caught up to the players, they had a small crew on deck that pretended to attempt boarding the player's ship. In the meantime, a small group of ninjas snuck out through the bottom hatch of their ship and started disintegrating away huge chunks of the party's ship's hull below-water. It was only through sheer luck that the ship didn't sink that day.
That's all I can think of at the moment. Looking forward to seeing what other GMs have come up with! D3 |