| Arazni |
Hi everyone. I thought I would start presenting and getting some feedback on my Homegrown Campaign, which is quite possibly one of the best campaigns I've ever come up with: Kingdoms of the Seven Continents. (If a better name strikes me, I'll use it.)
Anyway, I just wanted to get your feedback on some ideas I'm playing around with.
First of all, I guess I should give credit where it is due. This campaign originally began with a special article in Dragon magazin. I believe it was titled Design Domains (or something like that), where you could use Kingdom Points to create kingdoms for your campaign.
So I made up some dice charts for the Design Domains lists, drew up a map of seven continents (which made sense at the time), and started rolling dice. It was quite incredible what came out of it.
| Arazni |
So the names of the Seven Continents are:
Siterica
Flangrica
Peskun
Shodune
Mistika
Azkia
Isle of Avalon (I know, not entirely original, but I liked the sound of it so much I decided to keep it.)
Tell me what continent we should start with, and I'll start detailing the kingdoms and stories that are going on so far.
| Freehold DM |
So the names of the Seven Continents are:
Siterica
Flangrica
Peskun
Shodune
Mistika
Azkia
Isle of Avalon (I know, not entirely original, but I liked the sound of it so much I decided to keep it.)Tell me what continent we should start with, and I'll start detailing the kingdoms and stories that are going on so far.
1d7 ⇒ 6
Azika, good homebrewer?
| Arazni |
Azkia
An island continent (about the size of Australia) in the equatorial latitudes of the planet. It is mostly composed of deserts, a large swampy jungle area, and a single mountainous range that is home to a dwarven kingdom.
More to follow.
Alari
+2 Charisma, +2 Dexterity, -2 Constitution
Medium
Speed: 30 ft.
Low-light Vision: Alari can see twice as far as humans in conditions of dim light.
Distance Vision: Alari can see 25% further than other races in normal light conditions.
Keen Senses: +2 racial bonus to Perception checks
Court Intricacies: Knowledge (nobility) is always a class skill
Resist Electricity 5
Vulnerable to Acid
Languages: Auran, Common
Ritara
+2 Dexterity, +2 Strength, -2 Charisma
Medium
Speed: 30 ft.
Darkvision, 60 ft.
Born Fighter: Ritara have Power Attack as a bonus feat.
Resist Fire 5
Vulnerable to Cold
Languages: Ignan, Common
| Arazni |
The Kingdoms of Azkia
Burning Deserts of Glamratis
Heraldry: A red flame on a yellow field, with a red flaming border.
These deserts are mostly uninhabitable by humans, it is a monstrous storm of fire elemental and air elemental energy swirling in a continual spiral of energy. Floating within this massive storm are massive palaces of djinn and efreeti, who mostly peacefully coexist.
They are supported by their created races, the Alari and Ritara (see previous post). The djinn and efreeti can make the realm more inhabitable.
Exceptional Product Among their other accomplishments the djinn and efreeti of Glamratis have developed flamespun silk, a very fine, airy fabric that acts as a flame retardant. Clothing made of flamespun silk grants fire resistance 2.
Great Magic The great wizardry schools of Fire (Flamatis Insuratis) and Air (Genius Insuratis) allow djinn and efreeti to instruct mortals in the powerful magic of the elements. The Paizo Pathfinder Advanced Player Guide elemental wizards of fire and air mostly come from this location.
Humanoid Races The Alari and Ritara live in a massive city of towers built over the sea just north of the burning deserts.
Traits:
Flamespun Silk Trader: You begin play with a flamespun silk cloak and an additional 150 gold starting wealth.
Elemental Magic: Your fire or electricity spells (choose one) deal an additional point of damage.
Alari Diplomat: You gain +1 trait bonus to Diplomacy skill checks. Diplomacy is always a class skill for you.
Ritaran Fighter: You deal +1 trait bonus damage when flanking an opponent or the opponent is flat-footed.
| Arazni |
The Kingdoms of Azkia
The Forcian Mire
Uninhabited
A massive mess of thick vines and trees in an unhospitable swampy jungle lies just south of the Burning Deserts of Glamratis
Protected Location The jungle is so thick, it is only inhabited by vermin. Most of the realm is considered impassible terrain.
Blessed Vordar, Lord of Death and Darkness, has seen fit to bless the realm. In the last 200 years or so, the undead have risen in the Forcian Mire and built massive necropolises. Many undead creatures that could not normally survive in sunlight or brightly lit conditions can do so in the Forcian Mire.
Traits:
Forcian Forcer: You begin play with a machete. Once per day you may move through 5 feet of impassible terrain.
Dark Blessing: Although you were not born in the Forcian Mire, you were close enough to be affected by it. Damaging spells with the negative energy descriptor deal 1 less point of damage to you. Once per day, when an enemy targets you with a spell of the necromancy school, you flash with a gleaming darkness that leaves the caster dazzled for 1 round.
| Arazni |
The Kingdoms of Azkia
Dumdeleras
Heraldry: A red flame on a black field, often set aflame by a magical continual flame
Dumdeleras is a dwarven kingdom, and perhaps the most easily inhabited one in Azkia. The Dumdelerans (dwarves) have the Lorekeeper and Stubborn alternate racial traits.
Priests Dumdeleras is supported by a strong organization of the servants of Zorik Fireburner, clerics and oracles of flame. Fire and fire magic is a common experience in Dumdeleran, and everywhere the faith is upheld.
Feared The Dumdelerans are known as powerful evokers of fire. Their kingdom is protected day and night by vast walls of fire which at times spread across the entire border. It is an awe inspiring site to say the least and many other races avoid the shores of Dumdeleras altogether as a result of it.
Traits:
Fire Acolyte: You can cast ray of fire, as ray of cold but with fire damage instead, as a spell-like ability a number of times per day equal to your wisdom modifier.
Flaming Gaze: As part of an intimidate action, your body glows as though by a hidden flame. You gain +1 to intimidate skill checks and it is always a class skill for you. Once per day, when you roll a natural 20 on an intimidate skill check, one creature (within 30 feet) you are intimidating catches on fire.