Shield Wolf Alpha Beard Karma: 49/2 1066 Posts
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afda
I found some of my old setting notes, seems I backed them up back before reformatting my hard drive a couple years ago, so I'll just paste them here.
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The closing years of the period of time that would be known for ages to come as the Age of Magic brought many changes to the face of the Realms of Theradon. The lands of the Enlightened have been forever scarred by the duels and exploits of the High Magi, marked with entire areas now known as Mage Scars. Most of the Mage Scars still emit high levels of Arcane Magic of a particular school of Magic, though some house multiple schools. Of the 8 High Magi, only 3 remain in the Lands of Theradon, Adamar the High Necromancer who now exists as a Dread Lich, Krolmnite the Gnome Illusionist believed to have hidden himself away behind such a grand illusion that not even the God's can see through its veil, and Tessara the Elven Enchantress who now dwells in the deepest most primal reaches of the Silverleaf Forest. No one is entirely sure what happened to the other High Magi, some are dead, some are said to have left this plane, and others still are believed to have ascended to Godhood.
The Goblin races banded together and formed a Nation all their own, rising to levels many of the Enlightened never thought them capable of. Their capital city, Iron Gate, is situated upon ancient ruins in an iron rich mountain range where they mine ore to craft a variety of items. In this New Age the Goblins have even been accepted as an Enlightened Race, and are (for the most part) not viewed as pests that need to be destroyed. Several other races have taken up residency in Goblin cities, including Half-Orcs who never quite feel at home among other parent race, kobolds who find work as miners, and even a few Orcs and the occassional Gnoll. Goblins are quickly becoming well known for their highly successful, if not destructive, mining methods involving black powder.
Several new races have arisen from the Age of Magic, including (but not limited to) the Changelings and Beast-kin. Both of these shapechanging races can easily blend into a typical human city and live normal lives, however many of them find that their abilities and general nature are better suited for the adventuring life style. Both races make excellent spies and thieves, and thus have gained a bit of a reputation as such. That is not to say however that these races are untrustworthy, just that many people prefer to keep at least one eye on them when they know they're around.
A new Age is dawning in the Realms of Therdon as the first of many advances marks the beginnings of an age of industry and growth before unseen in these lands. The steam engine is quickly gaining popularity, though at this point in time it is still a bulky and clumsy contraption, hardly fit for much more than heating a home or as the driving force in large clunky clockwork contraptions. Firearms are quickly gaining in popularity and infamy, but are still too rare and hard to come by for every adventurer or peasant to have one. Magic is still a strong driving force in the early years of this age, and mundane weapons are still much more common than anything else.
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As ages come and go new developments often shape the face of the world we live in. The key development of this grand new age is industry and the development of steam engine technology and the improvements brought about by these advancements, including but not limited to clockwork automatons, mass transit systems, and even reliable flying ships that sail the clouds as easily as any naval vessel could navigate the waves. This new age has brought forth mighty weapons as well, putting the power of a ship's cannons, a mage's destructive might, and even the explosive might of lightning into the hands of the common adventurer. The Enlightened Races share a relative peace, but there is always tension rising between factions of varied belief structures. The Enlightened Races include; humans, elves, dwarves, gnomes, halflings, half elves, half orcs, and goblin kind. That is not to say they are the only races available for play, just that these races dominate this new exciting world. Other common player races include Changelings, Tieflings, Aasimar, Orcs, Beast-kin (explained later), kobolds and several other para-human races.
The Enlightened
Humans:
Being one of the youngest, and shorter lived, races humanity as a whole takes with great fervor to anything they feel will improve their overall quality of life. That being said they are the most experimentive race with the new advances in technology, with only gnomes, and to a lesser extent goblins even coming close to their ingenuity. Their penchant for experimentation however does come at a cost, as they are skilled in many different facets of this new age, but masters of none. Humans maintain all the racial traits presented in the PHB.
Elves:
Elves have witnessed countless ages come and go as they are among the oldest and longest lived of the Enlightened Races. That said, this new age worries them the most. Many of the Eldest among the Elves warn that the changes being brought forth by this new age may lead to mass destruction and changes that will be beyond what Nature can fix itself. Elves are among the least proficient with the new advances in technology, preferring to maintain their old beliefs that magic, archery, and swordplay are superior. Some elves however have taken to technology, and those that do usually do so with the bigger picture in mind as they have centuries to perfect a craft where as many of the other races have only decades. Elves maintain all racial traits as presented in the PHB. Of the Elven sub-races, the Drow are most likely to use firearms in combat, relishing the destructive might these new weapons bring to combat against their surface dwelling kin.
Dwarves:
Having always had a pension for stone and metalworking the Dwarves have taken to this new Technological Age as is to be expected. Their craftsmanship is still among the best in the realms, and they often take ideas dreamed up by humans to levels a human never could have. Much of the larger scale developments, from trains to airships, are the handiwork of Dwarven smiths who have mastered the Steam Engine and brought the short lived dreams of humans to life in their workshops. In addition to the racial traits presented in the PHB, Dwarves receive a +2 on craft checks involving steam engines or checks made to repair large scale constructions.
Gnomes:
Ever the eager little tinkers, Gnomes have brought their whimsical wit to this age in whole new ways, often making clockwork trinkets with no other purpose than to amuse themselves. They have however also found ways to meld their age old traditions with Alchemy into their inventions, even going so far as to use automatons to deliver alchemical agents, such as clockwork birds that will drop vials of acid or alchemist fire from over head. In addition to the standard traits presented in the PHB, Gnomes receive a +2 to craft checks involving clockwork devices.
Halflings:
Being a nomadic people halflings have found that a lot of the developments of this new age have little use to them. They have found great use however in the steam powered horseless carriages that now traverse the roads, making their caravans more mobile and lessening the cost of keeping pack animals fed and taken care of. Another advancement they have put to great use is that of firearms. While in their diminutive hands most of the weapons of ages past were no match for the same weapon wielded by a larger foe, flintlock pistols have proven to be a great equalizer. In addition to the racial traits presented in the PHB, all halflings receive a racial +1 to attack rolls with pistols, this stacks with the +1 to attack for being small.
Half Elves:
A Half Elf's views of the technology around him are strongly influenced by which parent he grew up among. Half Elves raised among humans take to technology just as quickly as any human, while those raised among Elves are likely to share the Elves distrust of the advances that have been made thus far. These half elves however may quickly change their minds about the changes taking place after venturing out of the sheltered realms of the Elves. Half Elf racial traits are the same as those presented in the PHB.
Half Orcs:
Even in this age of advancement and shaky peace Half Orcs are viewed with a level of distrust and usually are avoided. However, they are valued as workers in factories, as body guards for wealthy merchants and Tinkers, and as crewmen aboard various vessels. Their natural strength and hardiness lends itself well to these career choices, and some half orcs even manage to raise enough money working these jobs to buy their own ships and captain their own vessels, whether as pirates, ferrymen, or just cargo delivery. Some Half Orcs find life much easier among the Goblins, where they are not viewed as monsters, and treated more as equals, if not slightly inferior because of their human heritage. Half Orc racials are standard from the PHB.
Goblinoids:
As the current age began Goblinkind entered into what could only be called a Renaissance phase. They organized into a more civilized people, with a strong focus on military strength and lawful order imposed by the already militaristic Hobgoblins. Hobgoblins tend to hold the positions of power among Goblin cities, as they are better able to maintain the ideals of law and order. The Goblin capital is a fortress city built around ancient ruins and an old iron mine. The city is known as Iron Gate, as the water flowing from the iron rich mountains is stained red with rust. Goblins work with Iron more so than some of the other metals available, and most of their machinery is iron based, and somewhat rusted in appearance. Goblins are the current experts however in explosives and other destructive uses of black powder, both for mining and combat purposes. Goblin racials differ slightly from those presented in the Monster Manual, as they are no longer the savage little pests presented in the MM, therefore I will go into further detail on the Goblin racials later. Hobgoblin racials remain unchanged, while Bugbears will also remain unchanged, but are not a viable option for PCs.
Goblins:
All goblins have the following racial traits.
-2 Strength, +4 Dexterity: Goblins are
fast, but weak. (this puts them at par with most PF races,
granting them a net +2 racial mod)
Small: Goblins are Small creatures and gain a +1 size
bonus to their AC, a +1 size bonus on attack rolls, a -1
penalty to their CMB and CMD, and a +4 size bonus on
Stealth checks.
Fast: Goblins are fast for their size, and have a base
speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Weapon Familiarity: Goblins are proficient with thrown explosives and treat any weapon with the word "goblin" in its name as a martial weapon.
Skilled: +4 racial bonus on Stealth checks.
+2 racial bonus on Craft (Explosives) and Perception checks.
+2 racial bonus on all Craft checks involving
Iron items. Goblins are best known for forging
Iron arms and armor and are skilled in working it.
(these bonuses stack if the goblin is making an Explosive device out of Iron)
Languages: Goblins begin play speaking Goblin and Common. Goblins with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Other Races
Kobolds:
Already well versed in the crafting of traps the kobold people took quickly to the advances in technology as they presented themselves. Kobold trapsmiths usually set up shop in Goblin cities, where they are less likely to be treated like monsters, and more likely to be appreciated for their craft. Many Goblin cities also utilize kobolds in their mining efforts as kobolds are natural miners.
Aasimar/Tieflings amd other Planetouched:
The Planetouched play much the same role they did in other settings, most tieflings take to technology quickly, seeing it as another tool to exploit. An Aasimar's outlook on technology is largely dependent on the views of the church she serves or the deity she pays homage to. There is no level adjustment for these races.
Beast-kin:
Toward the end of the previous age, known collectively as the Age of Magic, humans began to experiment with ancient arcane secrets, hoping to find ways to permanently enhance their average abilities in magic and their physical prowess. One such result of this experimentation is the Beast-kin, an entire race unto itself now, humans who can assume the forms of a single animal, or a hybrid form of said animal. Some scholars argue that they are truly animals who were effected by the unstable magical energies unleashed by man and were never human to begin with.
Shapechanger Subtype: Beast-kin are humanoids
with the shapechanger subtype.
+2 to One Ability Score: Beast-kin characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. A Beast-kin's physical ability scores vary widely in its animal and hybrid forms; the character's generated ability scores apply to its human form. In hybrid form, a Beast-kin gains a +2 adjustment to one physical ability score, Its physical ability scores in animal form are average for its animal type.
• In human form, Beast-kin are Medium-size. As Medium size
creatures, Beast-kin have no special bonuses or penalties
due to size.
• In human form, Beast-kin base speed is 30 feet.
• Alternate Form: Beast-kin can change shape, assuming
one of three possible forms. This supernatural ability functions
like the polymorph other spell, but a Beast-kin can
change form a number of times per day equal to 1 plus his
character level. Thus, a 1st-level Beast-kin can switch from
human form to animal form and back again in a single day.
Changing form is a full-round action that does provoke
attacks of opportunity, as with the polymorph self spell.
A Beast-kin's animal form is a normal animal of Small or
smaller size. Possible animal forms include badger, carp, cat, crab, crane, dog, fox, hare, monkey, raccoon dog, rat, sparrow, and weasel. Equipment the Beast-kin is wearing or carrying transforms to become part of the animal form (as with polymorph other), and magic items cease functioning while the Beast-kin remains in animal form. In animal form, the Beast-kin has low-light vision and the supernatural ability to communicate with other animals of its kind. This is the same as a familiar's ability to speak with animals of its type.
Beast-kin have the size, speed, AC, damage rating, and
physical ability scores shown below. In animal form, a Beast-kin is effectively disguised as an animal, gaining a +10 bonus on Disguise checks while in this form. Beast-kin in hybrid form retain their low-light vision and the ability to communicate with animals of their type.
Their physical characteristics are based on their abilities in human form, modified as shown below. In this form, a Beast-kin can typically wear light or medium armor without modification, but wearing heavy armor is impossible. Equipment worn or carried by a Beast-kin in human form does not transform when the Beast-kin assumes hybrid form. When a Beast-kin in animal form assumes hybrid form, her equipment returns to its normal form and magic items resume functioning.
• Automatic Languages: Common, Beast-kin lack a language all their own.
Bonus Languages: Any.
Beast-kin Hybrid Forms
........AbilityModifier..Special
Badger......+2 Con.....Speed 20 ft., burrow 10 ft.
Carp........+2 Dex.....Speed 10 ft., swim 30 ft.
Cat.........+2 Dex.....+4 Acrobatics
Crab.........---— .....+1 natural armor, +4 Swim
Crane.......+2 Dex.....Speed 20 ft., fly 20 ft.
Dog.........+2 Con.....+4 Survival when tracking by scent
Fox.........+2 Dex.....+4 Escape Artist
Hare........+2 Dex.....Speed 40 ft.
Monkey......+2 Dex.....+4 Climb
Raccoon dog +2 Str.....+4 survival when tracking by scent
Rat.........+2 Dex.....+4 Stealth
Sparrow.....+2 Dex.....Speed 20 ft., fly 20 ft.
Weasel......+2 Con.....+4 Stealth
Animal Forms
Standard for the animal in question, mental stats retained, physical abilities match the animal.
Changelings:
Another example of a new race born of the Age of Magic, the changeling race as a whole started as a guild network of spies who sought to give themselves innate abilities to infiltrate any other organization or home they desired. As a result of their repeated experimentation with arcane and alchemical methods of changing their appearance the abilities became fused with their DNA, and was passed on to their children as well. The constant shifting of forms has left Changelings with muted features though, and newly born changelings have muted features from birth, appearing inhuman until they learn to control their abilities.
Shapechanger Subtype: Changelings are humanoids
with the shapechanger subtype.
+2 to One Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation
to represent their varied nature.
• Medium: As Medium creatures, changelings have
no special bonuses or penalties due to their size.
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and
charm effects: Changelings have slippery minds.
• +2 racial bonus on Bluff, Intimidate, and Sense
Motive checks: Changelings are inherently skilled
in deception and intimidation; though they
cannot actually detect thoughts as doppelgangers
can, they can intuitively read body language and
attitude with surprising accuracy.
• Natural Linguist: Changelings add Speak Language
to their list of class skills for any class
they adopt.
• Minor Change Shape (Su): Changelings have the
supernatural ability to alter their appearance as
though using a disguise self spell that affects their
bodies but not their possessions. This ability is not
an illusory effect but a minor physical alteration
of a changeling's facial features, skin color and
texture, and size, within the limits described
for the spell. A changeling can use this ability
at will, and the alteration lasts until he changes
shape again. A changeling reverts to his natural
form when killed. A true seeing spell reveals
his natural form. When using this ability to
create a disguise, a changeling receives a +10
circumstance bonus on Disguise checks.
Using this ability is a full-round action.
• Automatic Languages: Common. Bonus Languages:
Any, Changelings learn many languages to help them
blend in anywhere they may go.
Side Effects of the Age of Magic
During the Period of Time now referred to as the Age of Magic, the many races began to experiment more and more with the Arcana Arts, resulting in various changes to the world. Among the most obvious, and probably interesting, developments tied to this Age, is the rise of several races of Shapeshifters that had previously never existed in this world. Of these races, the most widely recognized are the Beast-kin and Changelings. Generations of exposure to Arcane magic apparently altered their very genetic make up, making them into something entirely new.
The Realms of the Enlightened are also now scattered with the scars of many an Epic Arcane Duel between rivals. Entire stretches of land are damaged beyond any hope of repair within the lifetimes of many of those living now. As if drawn to the residual magic energy, these areas, known commonly as Mage Scars, are usually home to vile creatures and hot-spots for cross dimensional visits. They are also usually rich in unusual minerals and strange ores too though, so draw many profiteers looking to make a quick profit.
Mage's towers and labs also stand scattered across the Realms, many of which are no longer inhabited by their previous Masters. Thieves have found that even in this new Age they can make a profit raiding these old towers, though the endeavor is not without its risks, as many arcane traps and other surprises await those foolish or brave enough to enter.
Key Events of the Age of Technology
The Half-Elf Sorcerer, Nikolai Caspian, was the first to develop an alternative means of producing the energy needed to run some of the larger, more complicated machines to arise in this new age. Looking for a compromise between the Tech-minded and the Naturalists who argued that destroying so many trees to fuel this new Age was destroying their world for future generations, Caspian perfected a method of alchemically treating special crystals and then enchanting them, so that when exposed to Magical Light, including simple cantrips like Light, Continual Flame, and even advanced spells like Daylight, they produced large amounts of steam. This new development gained popularity quickly, and Caspian Crystals, as they have been dubbed, are in high demand among any nation that does large scale manufacturing. The problem is, the crystals needed to produce these marvelous stones have become increasingly hard to come by.
Posted on 2016-06-09 at 19:20:34.
Edited on 2016-06-16 at 18:04:26 by Shield Wolf
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