Post by The Black Knight on Apr 10, 2008 22:14:54 GMT -5
Here is some basic info on my campaign world:
From the glistening glaciers, eroded from unknowable centuries, to the deserts of Ganion, to the Dump Realm in Telianor, to the spectacular and humbling Telianor Continental Fall, the World of Tak Intorant Methil is a strange and wonderful, and obviously magical place. It has several land-masses and many strange, under-water landscapes.
The world's past is covered in a swirling mist, and many things lie forgotten. On the Continent of Telianor in Particular, the world has regressed to a Dark-Age of people struggling to survive in this difficult time.
The Great Lake of Telianor
The continent of Telianor has a giant lake covering much of its surface. This lake is a source of life and prosperity for many in the land. The continent is above the sea in many areas, and at one end of the lake, it is a mile above the ocean, and many miles across, creating a wondrous and gigantic Waterfall, falling to crash into the ocean. The Sea's supply is a mystery to most, and magic is heavily suspected. In truth, this may be partly right, but the lake also gains water through Rainfall, and most importantly, an underwater vent, heating water to evaporate and leave its salt behind and rise up into the lake. People exploring the lake have found, near the Inina, Cratan Thok border, an underwater hole which no-one quite understands. In truth, this is one of the main vents water rises through, as there are many underwater tunnels reaching under the continent.
The Methil Wasteland
The Dump Realm, or Methil Wasteland, is a land filled with wild and unchained magic. The landscape and wildlife, along with many things, can change in the blink of an eye. The land is nearly un-inhabitable, and feared by many. In this land, though, a hardy people live. Much tougher, and better than any of a similar species in another land, they are rarely seen and are very intelligent and powerful. These unknown people could be the key to victory for the other people of the land.
Halvna
Halvna is a merchant “country”, but as with the other countries of Telianor, is more like a collection of like-minded towns who happen to be enclosed with each-other. Halvna is a fairly neutral land, and is very rich. Being apart from the other factions makes them feel far more secure than they should, and makes them act detached and unfeeling of the strife. Any race or type of being may be found in Halvna, from its plains to lakes, to many other locales. It may now be Halvna's time to stand up and shape the world for itself.
Inina
Inina is another “country”, and is a land of honor and hope. Inina wishes to have peace, but will not rest until the tyranny in Cratan Thok is removed. The forest of Inina house many elves, and other generally good-hearted creatures, and it is rumored that some dragons have even been seen their. Inina hopes to realize its world's history, and have peace through the land. Many of the good people live here, though it has its share of evil and deceit, and may not be quite as pure as it makes itself seem. Perhaps now is Inina's time to gain the upper hand in the deadlock war, and deliver the world its salvation, creating a legend for the ages.
Cratan Thok
The land of Cratan Thok is one of sorrow. It is ruled by a horrible and mysterious dread ruler, and is a tyranical land, full of evil. Un-dead walk and horrible abberations destroy innocents. Many evil beings live on this land, and many people are enslaved here. The land is not entirely evil though. To the south, the thick woods shelter good woods people and many who dislike the land. Maybe it is time for the land of Cratan Thok to march in full war, covering the entire land in its shadow. Or maybe the people of the Woods will take up arms and free their land, and help the spread of goodness.
The Lake Islands
The lake islands are mainly small, and are not very important. But the Circle Island, is a mysterious and unknown place, where few can enter. It is located near the Great Waterfall, and is nearly surrounded by rapids. For some reason unknown, the entire island is almost perfectly circular...
The Surrounding Islands
Around Telianor, are several mysterious wooded islands, that may yet serve some part in the fate of the continent.
The Dragon Leave
As Cratan Thok fell to evil, the ruler attempted to destroy or ally with every dragon, with the result of many death's and the fleeing of all good dragons. Dragons are now a very rare site, as the good dragons are in hiding, and the evil ones deep in Cratan Thok.
Character Options
Almost every normal option is open to players, but the races are slightly changed.
Elves are a completely new race, that should be used at the DMs discretion, as they are Extremely powerful. They are not described here, as they are very mysterious and they have a lot of power.
In the Elves place stands the Half-Elf, who is then replaced with theElfblooded. Gods are as normal.
Other Information
Elves and Dragons in Tak Intorant Methil are immune to death from old age, and many diseases. As well, Dragons may be any color, with any personality and any type of breath weapon, including totally new ones.
Races
Half-Elves are identical to regular Elves in DnD.
Elf-Born (Humans with elf blood) replace the old Half-Elves with the following changes:
Extra Skill point every level (as human)
Elves:
+2 Intelligence, +2 Dexterity, +2 Charisma
Medium
Base Land Speed 30
Immunity to Magical Sleep
Low-Light vision
Weapon Proficiency: Elves automatically gain Martial Weapon Proficiency as well as Proficiency with all Elven Racial weapons.
+4 Racial bonus to Listen, Search and Spot checks, basic Elves ability to notice secret doors.
Immortal: Elves cannot die of old age, furthermore, they take no penalties for Old Age while still gaining bonuses from it (at the ages indicated for Elves in PHB). They also have a +4 on Saving Throws against Death Effects.
Spell-Like abilities: Light (at will), Cure Light Wounds (3/day), CL equals the Elf's character level.
Favored Class: Any
LA: +3 ?
Beast-Folk
Half-Beasts
Half-Beasts are not as their name suggests Half-Beast. They are a collection of Humanoid species who each bear distinct similarities to certain animals.
All have these features in common (unless otherwise noted):
Low-Light Vision
Half-Boar:
+2 Constitution, - 2 Charisma
Medium
Base Land Speed: 30
Gains the Benefits of the Improved Bull Rush feat even if the character does not meet the prerequisites.
Ferocity: Boar people are so tenacious in combat that they can continue to fight without penalty even when disabled or dying.
Favored Class: (DM/ Player's choice): Fighter/ Barbarian/ Warblade
Half-Cat:
+ 2 Dexterity, -2 Strength
Small/Medium
Base Land Speed: 30
+2 racial bonus on Climb, Hide and Move Silently checks
+4 Racial bonus on Balance and Jump checks
Uses Dex modifier instead of Str modifier for Climb and Jump checks
Sneak Pounce: Against a target who would be vulnerable to a Sneak Attack, a Half-Cat may make a Full-Attack as part of a Charge. Unlike Sneak attack, non-living creatures can still be affected. (It basically gains Pounce when attacking an enemy who is denied their Dex bonus to AC, or who is flanked)
Favored Class: Rogue
Half-Bat:
-2 Strength
Small
Base Land Speed: 20 ft, Fly Speed: 40 ft (good)
Blindsense (20ft)
Favored Class: Any
From the glistening glaciers, eroded from unknowable centuries, to the deserts of Ganion, to the Dump Realm in Telianor, to the spectacular and humbling Telianor Continental Fall, the World of Tak Intorant Methil is a strange and wonderful, and obviously magical place. It has several land-masses and many strange, under-water landscapes.
The Events of an important Time, and the Geography of a Magical World.
The world's past is covered in a swirling mist, and many things lie forgotten. On the Continent of Telianor in Particular, the world has regressed to a Dark-Age of people struggling to survive in this difficult time.
The Locations of Note
[/center][/b]The Great Lake of Telianor
The continent of Telianor has a giant lake covering much of its surface. This lake is a source of life and prosperity for many in the land. The continent is above the sea in many areas, and at one end of the lake, it is a mile above the ocean, and many miles across, creating a wondrous and gigantic Waterfall, falling to crash into the ocean. The Sea's supply is a mystery to most, and magic is heavily suspected. In truth, this may be partly right, but the lake also gains water through Rainfall, and most importantly, an underwater vent, heating water to evaporate and leave its salt behind and rise up into the lake. People exploring the lake have found, near the Inina, Cratan Thok border, an underwater hole which no-one quite understands. In truth, this is one of the main vents water rises through, as there are many underwater tunnels reaching under the continent.
The Methil Wasteland
The Dump Realm, or Methil Wasteland, is a land filled with wild and unchained magic. The landscape and wildlife, along with many things, can change in the blink of an eye. The land is nearly un-inhabitable, and feared by many. In this land, though, a hardy people live. Much tougher, and better than any of a similar species in another land, they are rarely seen and are very intelligent and powerful. These unknown people could be the key to victory for the other people of the land.
Halvna
Halvna is a merchant “country”, but as with the other countries of Telianor, is more like a collection of like-minded towns who happen to be enclosed with each-other. Halvna is a fairly neutral land, and is very rich. Being apart from the other factions makes them feel far more secure than they should, and makes them act detached and unfeeling of the strife. Any race or type of being may be found in Halvna, from its plains to lakes, to many other locales. It may now be Halvna's time to stand up and shape the world for itself.
Inina
Inina is another “country”, and is a land of honor and hope. Inina wishes to have peace, but will not rest until the tyranny in Cratan Thok is removed. The forest of Inina house many elves, and other generally good-hearted creatures, and it is rumored that some dragons have even been seen their. Inina hopes to realize its world's history, and have peace through the land. Many of the good people live here, though it has its share of evil and deceit, and may not be quite as pure as it makes itself seem. Perhaps now is Inina's time to gain the upper hand in the deadlock war, and deliver the world its salvation, creating a legend for the ages.
Cratan Thok
The land of Cratan Thok is one of sorrow. It is ruled by a horrible and mysterious dread ruler, and is a tyranical land, full of evil. Un-dead walk and horrible abberations destroy innocents. Many evil beings live on this land, and many people are enslaved here. The land is not entirely evil though. To the south, the thick woods shelter good woods people and many who dislike the land. Maybe it is time for the land of Cratan Thok to march in full war, covering the entire land in its shadow. Or maybe the people of the Woods will take up arms and free their land, and help the spread of goodness.
The Lake Islands
The lake islands are mainly small, and are not very important. But the Circle Island, is a mysterious and unknown place, where few can enter. It is located near the Great Waterfall, and is nearly surrounded by rapids. For some reason unknown, the entire island is almost perfectly circular...
The Surrounding Islands
Around Telianor, are several mysterious wooded islands, that may yet serve some part in the fate of the continent.
Important Events
[/center][/b]The Dragon Leave
As Cratan Thok fell to evil, the ruler attempted to destroy or ally with every dragon, with the result of many death's and the fleeing of all good dragons. Dragons are now a very rare site, as the good dragons are in hiding, and the evil ones deep in Cratan Thok.
Game Related Options and Information
[/center][/b]Character Options
Almost every normal option is open to players, but the races are slightly changed.
Elves are a completely new race, that should be used at the DMs discretion, as they are Extremely powerful. They are not described here, as they are very mysterious and they have a lot of power.
In the Elves place stands the Half-Elf, who is then replaced with theElfblooded. Gods are as normal.
Other Information
Elves and Dragons in Tak Intorant Methil are immune to death from old age, and many diseases. As well, Dragons may be any color, with any personality and any type of breath weapon, including totally new ones.
Races
Half-Elves are identical to regular Elves in DnD.
Elf-Born (Humans with elf blood) replace the old Half-Elves with the following changes:
Extra Skill point every level (as human)
Elves:
+2 Intelligence, +2 Dexterity, +2 Charisma
Medium
Base Land Speed 30
Immunity to Magical Sleep
Low-Light vision
Weapon Proficiency: Elves automatically gain Martial Weapon Proficiency as well as Proficiency with all Elven Racial weapons.
+4 Racial bonus to Listen, Search and Spot checks, basic Elves ability to notice secret doors.
Immortal: Elves cannot die of old age, furthermore, they take no penalties for Old Age while still gaining bonuses from it (at the ages indicated for Elves in PHB). They also have a +4 on Saving Throws against Death Effects.
Spell-Like abilities: Light (at will), Cure Light Wounds (3/day), CL equals the Elf's character level.
Favored Class: Any
LA: +3 ?
Beast-Folk
Half-Beasts
Half-Beasts are not as their name suggests Half-Beast. They are a collection of Humanoid species who each bear distinct similarities to certain animals.
All have these features in common (unless otherwise noted):
Low-Light Vision
Half-Boar:
+2 Constitution, - 2 Charisma
Medium
Base Land Speed: 30
Gains the Benefits of the Improved Bull Rush feat even if the character does not meet the prerequisites.
Ferocity: Boar people are so tenacious in combat that they can continue to fight without penalty even when disabled or dying.
Favored Class: (DM/ Player's choice): Fighter/ Barbarian/ Warblade
Half-Cat:
+ 2 Dexterity, -2 Strength
Small/Medium
Base Land Speed: 30
+2 racial bonus on Climb, Hide and Move Silently checks
+4 Racial bonus on Balance and Jump checks
Uses Dex modifier instead of Str modifier for Climb and Jump checks
Sneak Pounce: Against a target who would be vulnerable to a Sneak Attack, a Half-Cat may make a Full-Attack as part of a Charge. Unlike Sneak attack, non-living creatures can still be affected. (It basically gains Pounce when attacking an enemy who is denied their Dex bonus to AC, or who is flanked)
Favored Class: Rogue
Half-Bat:
-2 Strength
Small
Base Land Speed: 20 ft, Fly Speed: 40 ft (good)
Blindsense (20ft)
Favored Class: Any