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Post by Deleted on Dec 19, 2015 2:19:53 GMT
Note, I've edited this first thread in the post to reflect the fact I'll be updating it occasionally as new setting documents and images become available. Nothing noteworthy was lost from the OP, it was just an introduction to the map below as a teaser to the campaign setting. Just wanted to mention this because the discussion in the next few replies was based on that. --- update 07/15/16: Pantheon document is now live --- As a helpful tip, when reading these documents, understand that ferasine = elf, dovadunne = dwarf, aroth = goliath, roth = ogre. They have a great many cultural and a few physical characteristics that are different from stock DnD, but I wanted to be consistent in using their Sheth names for the sake of immersion. The timeline document is particularly long, and frankly, a little dry in places. It's a 62-point look at significant events in Etratia beginning with prehistoric times all the way to the present, particularly the wars that gave the continent its current national borders. It's 22 pages long. I'm not posting this to solicit feedback, though I welcome it. There's a lot of material in these few documents, and much more to come. I don't expect people to read all of it, though I do intend to continue posting with the intent of distributing a complete campaign setting. In the meantime, I hope what you do read helps you develop your own content. PantheonCensus and CalendarCosmology
Timeline
Magic TheoryMap of Etratia (full size version of the image below)
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Post by catcharlie on Dec 19, 2015 11:12:00 GMT
That's pretty cool, is that all of the land or just one continent?
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Post by Deleted on Dec 19, 2015 19:58:04 GMT
Just one continent. (edit) This is the northern hemisphere (bottom is equator, top is north pole) representing about 60 degrees longitude.
There's a land mass attached to the other side of the north polar region, and another continent south of that. These are placeholders for the additional races, should I ever choose to open the setting up to them, but my intent at present is to leave them uninhabited by intelligent species.
They have been explored and settled "in the future," but for now, I'm locking players onto the visible continent. The world has a sizable population of extremely large and aggressive ocean dwelling worms that has prevented exploration by ship, and the north is simply too inhospitable to stage an expedition. The exception is the ferasine (elves) who migrated from Far Etratia during a particularly warm period over 100,000 years prior to present, moving along the coastal areas. They did so in droves, in response to dwindling food sources and the proliferation of a non-intelligent, insectoid super predator (i.e. Starship Trooper bugs). Any ferasine who remained have long since died off, and no one has successfully gone to Far Etratia and returned to tell the tale.
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Post by DM Kiado on Dec 21, 2015 18:02:32 GMT
Nice Nevvur!
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Post by Deleted on Apr 6, 2016 7:21:51 GMT
Posted a new map with minor updates, links to a few setting documents. Coming down the line are documents on the various pantheon, magic systems, nations and cultures.
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Post by Deleted on Apr 24, 2016 23:16:00 GMT
Added Magic Theory to OP.
Contrary to my earlier claim, I would like to solicit feedback on this one. Warning, it's a bit long, but let me offer a little insight as to the intent of this document.
Everyone has a basic understanding of what happens when you make an attack or use a skill. You swing a club at someone, it bruises. You try sneaking, you create less sound when you move. The warrior doesn't recognize what is happening on the cellular level to his opponent, and the rogue doesn't realize that sound is just compressed air. But they at least sort of know what's going on when they do their thing.
Magic users don't, because magic. This document is an attempt to give spellcasters a little insight into what's actually going on when they cast a spell. Explaining magic is sort of a fool's errand, but one I had fun running. I think I've created a fairly coherent document with a consistent, internal logic. The sort of feedback I'm looking for is whether that's true or not. I'd specifically like to draw attention to the end of the "Overview" section:
"...these passages should not be construed as game mechanics except where specifically noted. They are an effort to differentiate methods of spellcasting for the sake of immersion while honoring the system that produced them. Any interpretation that suggests a deviation from standard rules is unintended."
Can you find any inconsistencies or possible misinterpretations that suggest an exploit or obstacle not part of the standard rule set?
Here's one example I'm already aware of. Naturism relies on spirits to cause magical effects. If an area were somehow warded against spirits, would a naturist be unable to cast spells in it? (the answer is no, because again, using spirits is fluff, not a deviation from standard rules... why they can still cast spells is a bit more complicated, and can be inferred from a thorough understanding of the Magic Theory and Cosmology documents, but it isn't explicitly stated)
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