A fresh start
#1
Posted 09 October 2005 - 02:33 PM
I am working on a set of gods for this continent. Here they are
*God of War/Sun
*God of Civilization/Learining/City
*God of Night/Sorcery
-God of Agriculture
-God of Healing/Feasting/Games
-God of Underworld/Death
God of Fire/ Volcanoes
God of Music and Dance
* Greater God, - Intermidient God, (no mark) Demi God.
Just wanted to put it all out in front. I really need some ideas and help. Thanks
#2
Posted 09 October 2005 - 02:58 PM
Please get back to us with a few more specific questions, trust me if there is anything we are good at it is building up fantasy worlds...have you thought of bringing in an ancient magic Space Golem ??
-Woe
#3
Posted 09 October 2005 - 05:00 PM
For now lets start out with the empire. I think there should be a emporer (20th level sorcrer) and a council of the gods ( a bunch of 10th-15th level cleric's). Any one got any ideas because right now I'm coming up dry. Thanks
#4
Posted 09 October 2005 - 05:41 PM
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Well, if you're looking for lizard-folk variants, check the races section of the Resources area of the site. The race listed as Bysri is a homebrew PC lizard-folk race from my own campaign. Feel free to use that one if you wish. Or you can use the Mixed Heritage template, take a standard race, and make it more exotic.
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Races, no problem. Just give a few archetypes you'd like and we can hook you up. PrCs and monsters are more work, and we can help you create your own; asking us to create them for you is a disservice to you, as it invariably will lack the flavor you want it to have. As far as PrCs... I would suggest looking at the Complete series (Arcane, Warrior, Divine, Adventurer), as they have a butt-ton of PrCs and "exotic" things you can adapt for quick-fixes. Custom monsters are the most difficult, and they take a long time to tweak to perfection (or even balance). We can help you adjust your own, but any custom critters should be designed to fit right into your campaign as you want it to. If you need them fast, try 3rd party sourcebooks, as players are much less familiar with them; the flip-side is that they usually undergo a lot less playtesting than WotC material. But, on the third hand, there're some here to fill a few niches.
Especially the moa-ri
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#5
Posted 09 October 2005 - 06:09 PM
+2 Dexterity -2 Charisma: Half Lizards are limber and graceful but some what unreformed.
Medium: As medium creatures Half Lizards have no special bonuses or penalties due to their size.
Half Lizard base land speed os 30ft.
Low-Light Vision: A Half Lizard can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+4 Racial bonus on Climb Checks: Their slightley longer arms and rough skin tgives them the edge when scaling walls and clifs
+4 Racial Bonus on Hide Checks: Because of the musty green and brown color of hides Half Lizards blend in better with their sorundings
Half Lizards gain 2 claw attacks(1d4) and a bite attack (1d6)
Any sugestions
#6
Posted 09 October 2005 - 06:28 PM
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Do you mean unrefined? If you are basing this culture off the pre-Spanish Meztican socities, I would change the reasoning behind the charisma penalty to one of a difference between psychological (and biological) outlooks, not mannerisms. The Central American societies were actually incredibly advanced, with mathematics and astronomy rivalling that of modern day (their calender, for one, perfectly tracks time, and loses only a second or two each year... compare that to the modern calender, which has to adjust every four years for the hours they waste each year). Their mannersims were also very refined and formalized. They just struck the Spanish as unrefined because they didn't follow their practices.
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I would give them the Reptillian subtype. They are Humanoid, right? Not monstrous humanoid?
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I would also change the reasoning behind the Climb bonus. If they have claws, that's going to be a lot more likely for a Climb bonus than rough skin. If they have a tail, I would highly suggest giving them at least a +2 Balance bonus as well.
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I would add the stipulation that the quantity of clothing affects how much (if any) bonus they get to Hide. This would also lend them towards a more Meztican style, as they typically wore very little clothing. So a fully-armored member of this race shouldn't get any bonus to Hide, as the entire bonus depends on how much skin/scales are visible.
Make sure that their bonuses reflect their forms. Any race that has a tail, for example, should have a balance bonus (or a good reason why they don't have a bonus). Also, I would suggest a race name. It would be a very odd society that refers to themselves as the "Half-Lizards." Other than that, seems fine.
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
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The ALLCALMA Act
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#7
Posted 09 October 2005 - 07:05 PM
Meztil
Humaniod (Meztil)
+2 Dexterity -2 Strength
Medium: As medium creatures Half Lizards have no special bonuses or penalties due to their size.
Meztil base land speed os 30ft.
Low-Light Vision: Meztil can see twice as far as Human's in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 Racial bonus on Cimb Checks: Meztil are experinced at climbing sheer rock and there claws give them an extra boost
+2 Racial bonus on Balance Checks: Meztil can use there tails to steady them selfs on uneven or slippery terrain
Meztil gain 2 claw attacks (1d4)
Meztil gian 1 bite attack (1d6)
Racial Weapon Proficiency: Meztil recive the Martial Weapon Proficiency feats for the Battleaxe, Short Sword, and Shortbow (not composite shortbow) and the Exotic Weapon Proficiency feats for the Blowgun, Greater Blowgun, Bolas, Net, Whip,
Favored Class: Cleric or Sorcerer
It seems ok to me and the name is sorta ketchy Meztil..... I like it, gots flavor.
#8
Posted 09 October 2005 - 07:13 PM
And I like the name
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#9
Posted 09 October 2005 - 07:54 PM
Meztil
Humaniod (Meztil)
+2 Dexterity -2 Strength
Medium: As medium creatures Half Lizards have no special bonuses or penalties due to their size.
Meztil base land speed os 30ft.
Low-Light Vision: Meztil can see twice as far as Human's in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+2 Racial bonus on Cimb Checks: Meztil are experinced at climbing sheer rock and there claws give them an extra boost
+2 Racial bonus on Balance Checks: Meztil can use there tails to steady them selfs on uneven or slippery terrain
Meztil gain 2 claw attacks (1d4)
Meztil gian 1 bite attack (1d6)
Racial Weapon Proficiency: Meztil recive the Martial Weapon Proficiency feats for the Battleaxe, Short Sword, and Shortbow (not composite shortbow).
Weapon Familiarity: Meztil may treat Blowgun's, Greater Blowgun's, Bolas's, Net's, and Whip's, as Martial weapons rather than exotic ones.
Favored Class: Cleric or Sorcerer
Also am working on a Cleric domain for volcanoes. It's special power would be a breath weapon (30ft cone of fire, 6d8 points of damage,successful reflex save [DC 10 + 1/2 of users HD + users constitution modifer] reduces damage by half. Useable 1/day.)
#10
Posted 09 October 2005 - 08:03 PM
Read the Religion Netbook!
And my completed story: Lawman
#11
Posted 09 October 2005 - 09:30 PM
But anyway the Meztil are a warlike country but they are not prone to bits of erratic rage like barbarions. They are a magic using nation. Probobally because of a possible draconic heritage. Most of their society are commoners 80%, then warriors 15%, arcane users 3%, and clerics 2%.
It would be cool if one of the gods was a old emporer who rose to deityhood. But he needs sacrifice to keep his power. On months with out sacrafice he cannot grant his cleric's their spells. But this never before happaned. (I'm thinking campain idea).
The deity emporers whole pantheon could be evil aligned and the jungle dwellers god could be good aligned. The jungle dwellers want to stop the Meztil from making sacrafice so thir gods can retake thee former power and peace can come once again. Wow a sorta sroke of brillance {not really} but any way i'm over my writers block.
#12
Posted 10 October 2005 - 03:22 AM
The Meztil gain their power from a god-king, whose power in turn is derived from sacrifices. They worship their draconian ancestors (now gone) and believe that the kings are the pure decendants of the old Dragon-gods.
The jungle tribes worship a slew of gods, primarily earth and sky gods. Gods of the rain, thunder, rock, and tree. Each race, or even tribe, with its own patron deity. Though their pantheon is diametrically opposed to the dragon pantheon (you can expand that into a history as you see fit) their gods are also prone to infighting. Without the common enemy of the Meztil they would readily resume old conflicts, possibly centered around earth vs. sky or perhaps more convoluted.
Read the Religion Netbook!
And my completed story: Lawman
#13
Posted 10 October 2005 - 03:24 AM
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Yes, any class that grants Martial Weapon Prof. gives the creature proficiency in the exotic weapons listed as familiar.
I would suggest that, as a culture, you render them lawful evil. They have highly formal rituals, they are not prone to random violence, and they do not have the backstabbing nature of the drow. However, they have no concept of non-Meztil living rights, and cannot view non-Meztil as equals. As they are not outsiders or truly dragons, etc., I would suggest that for alignment they be listed as "Usually lawful evil."
I'll leave the gods for you to work out.
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#14
Posted 10 October 2005 - 09:52 AM
Or how about this; if all of the jungle tribes are divided what if the PC's or a NPC shaman or somthing united them sorta like the native americans aginst the empire. They would a worship the same relative pantheon but diffrent gods or branches of it. The PC's would be forced to take sides and remember they just want to get home and report of the lost continent to their guild/orginazation. Or at least that is their main goal.
That could represent alot to. If the guild was good they might side with the jungle dwellers after a few hard luck stories. Or if they where a group bent on arcane knowlege they might side with the empire in hopes of learning a few new spells. If they where treasure seekers they might side with who is the most powerful at the time in hopes of lootin bodies.
I also have to figure out what happend to the rest of the crew, how the natives and barbarions react to the possibly new (not gunpowder, not horses {no room on ship}) technology. The PC's are going to start off at low level so I think the empire will not be overly impressesd my their arcane abilites.
That's all for now. Thanks for the ideas.
#15
Posted 10 October 2005 - 05:59 PM
Read the Religion Netbook!
And my completed story: Lawman

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