D&D 3.5 Setting:
Deaths Final Embrace campaign – Celardore
The Celardore campaign is set in a world that is on the
verge of death. It's a survivalist thriller type campaign. The goal is to keep
the players on their toes as often as possible while allowing them the
gratifying feeling of real results to their efforts. Creative use of abilities,
skills and spells will be highly rewarded in game.
Setting and House Rules–
Advanced Timeline – The world in this campaign is very old,
the torments of war, the mark of the world’s races and an ongoing conflict
between the material and energy planes have made a major impact on the world.
Barely habitable most inhabitants reside inside conclave cities (Cities run by
the church, see below for information on the Church). Few people reside outside
of the conclave cities, because all that exists outside of the cities is a
barren wasteland called “The Great Death”, the only thing out there are
brigands, ruins, errant machinery, and deformed creatures.
The Church – Also formally known as “Opidius Dei”, or “The
Way”. The Church controls all inhabitable areas on the world. Over time The
Church has managed to snuff out all other religions and has officially banned
their practice as heretical dark arts. Though some people still revere the old
ways, none make that knowledge known as it would mean being burned at the stake
for witchcraft. Coincidentally while The Church is the world religion it’s
priests and parishioners do not have any clerical abilities and it’s clerics
and paladins are only so in name. The Church utterly lacks any divine abilities
whatsoever.
The Church is Lawful Neutral.
The Church is Lawful Neutral.
Religion, deities, and the energy planes – As stated
previously most religions have been snuffed out by Opus Dai. But there are
fringe groups that still believe in the old gods (God’s found in the PHB).
However these god’s no longer exist. There was a great war between the good and
evil gods that resulted in the ultimate demise of all of these gods (though it
has been rumored that a few lesser deities escaped and live among the mortals
of the physical planes.) Because of the enormous amounts of positive and negative
energy released during this war and the subsequent death of the gods the positive
and negative energy planes (which were previously managed by these gods) are in
a constant state of flux (this alters the in game mechanics of divine casting).
Additionally divine casters get their divine spells purely from themselves and
their will, The gods themselves no longer grant divine abilities or spells
(although a divine cleric can obtain these spells and abilities through their
own force of will and belief).
Deific Relics – Rarely a mortal will stumble across a relic
of the great war of the gods. These could be in the form of a heavenly golden
sword, or even a bloody severed finger. These relics are rare and powerful.
People who find themselves owners of these relics also find themselves targets
of assassin or worse yet, captured by Opidius Dei.
Magic/Technology - Celardore is a medium magic medium
technology world. Magic items are very uncommon yet tend to be quite powerful,
very fortunate few have access to magical items (and most of those few are
hunted as being heretics). Technology is renaissance level, guns are rare, and
of the faulty flintlock variety, though Cannon’s are fairly commonly used. Air
Ballooning is the preferred method of travel across The Great Death, and by
boat to travel across bodies of water.
Political - There are many nations across the face of Celardore,
though all bow to the will of The Church, every nation includes at least one
high ranking member of the church as a part of their ruling system, while
clerics of The Church are found in every city, in every government building, on
every governmental vessel, and on most privately owned vessels; as it is
against the law of the church to operate any large vessel without a
representative of The Church present.
Death and dying in Celardore - due to the ongoing conflict
with the energy planes, the world of Celardore experiences a curious
phenomenon. Anything that parishes in the world of Celardore instantly
reanimates as an undead of the appropriate size as per the spell "Animate
Dead." If a creature that has already been reanimated in this fashion is
destroyed yet again then it stays dead. In rare occasions, in places where the
negative energy plane is in direct contact with the material plane, beings that
die may come back as more powerful types of undead such as incorporeal undead,
shades, wights, mummies, vampires, etc... (This excludes Litch's, Litch's are
created through the specific meaningful application of necromantic arcane
spells and preparation, not through random chance.).
Heart Smith - Due to the strange mechanics of death in this
setting the people of Celardore have created a new profession: The Heart Smith.
A Heart Smith creates a semi magical enclosure that is inserted into the chest
of the subject, the enclosures very with the artistic and experience capabilities
of the smith, but most resemble a tube with a port hole on the front. The port
hole has a latch that opens up and allows the Smith to insert the users now
magically preserved heart. NOTE: the user can exist without their heart for a
period of time, granted at a diminished capacity. Additionally A user can
remove their heart and replace it with a different heart (One they purchased,
stole, or otherwise procured. Only a heart that has been treated by a Heart Smith
can be used.) The replacement heart will function as the user’s new heart,
sometimes granting them different abilities or attributes. As a warning,
sometimes there are side effects to using another person or creatures heart.
Smithed or Unsmithed – A person who chooses to undergo the
process of the Heart Smith is referred to as Smithed. This guards the user from
the effects of death by old age and protects their heart from the errant
effects of the conflicting energy planes (They won’t reanimate when killed).
Alternatively someone who is Unsmithed is not guarded and will be reanimated
when they die. The Unsmithed are generally frowned upon as they are considered
a liability and dangerous. (I.E- School require children to be Smithed to
attend, Businesses only employee the Unsmithed for menial unskilled work away
from the public.)
Negative/Positive Energy in Celardore – Negative and
Positive Energy are greatly affecting the world of Celardore as the Negative
Energy Plane moves to engulf the Material Plane the Positive Energy Plane moves
to counter. Like two poles on a magnet they oppose each other but are attracted
to each other. In the world of Celardore partaking in actions that increase the
flow of either energy through your body can and will affect you over a long
period of time. Due to this conflict Devine casting can be affected by
situational factors. Sometimes a healing spell can be greatly increased by what’s
going on around the caster, or could even be transformed into a damaging spell
if the caster is in a foul mood.
Dead Spots - Certain areas are physically closer to the
negative energy plane then others, these areas are differentiated by their
noticeable lack of life, grey dingy colored dirt and rocks, and a light
presence of grayish fog. In these places a living beings life force will ebb
away until eventually they die and are reanimated. Necromantic and negative
energy spells and abilities operate at varying degrees of intensity, though
much more effectively than anywhere else. These "dead spots" can be
static or roaming.
Blooms – Alternatively sometimes when a Dead Spot
spontaneously generates the positive energy plane counters with a direct
infusion of positive energy that may or may not be close to the dead spot.
Blooms are distinguished by huge amounts of very large vegetation and animals.
Though blooms last briefly, they provide enormous amounts of positive energy.
There are many folk tales regarding blooms. Tales of weary travelers stopping
at blooms and finding themselves rejuvenated, and tales of star-crossed lovers
bringing their fallen mate to these places to find them miraculously returned
to life.
Gestalt Races – As a way to signify the blending of the core
races over time this campaign contains what are referred to as “gestalt races.”
Players are able to select either two races, taking all of the racial abilities
of both (Ex – Human/Halfling would have the extra skill ranks and bonus feats
of the human race as well as the ability modifiers and bonus skills of the
Halfling race) , or double the racial abilities of one particular race by
choosing to be Pure Bred (Ex – Pure Bred Human would have 8 extra skill points
at 1st level, 2 bonus feats at 1st level, and an extra 2 skill points every
level thereafter). NOTE: this does not apply to races with a level adjustment,
races with an ECL can be chosen if they are +1, though the only change will be
the elimination of the +1 level adjustment. (Ex – A Tiefling character could
start at level 1 at 0 exp) Character descriptions can include any features of
the races included height and weight can be anywhere from the smaller race’s
lowest to the larger race’s highest, size category relies on the height/weight
chosen (I.E. a player with a Gestalt Human/Halfling could choose to be medium
or small sized, depending on height and weight.)
Changelings - Changelings are subtle shapeshifters capable
of disguising their appearance. They evolved through the union of doppelgangers
and other humanoid races, eventually becoming a separate race distinct from
either ancestral tree. Changelings do not possess the full shapechanging
ability of doppelgangers, but they can create effective disguises at will. This
ability makes them consummate spies and criminals, and many changelings live up
to that potential. (Note: Due to their naure Changelings cannot be pure bred, if you choose a Changeling you must choose another base race for the racial gestalt.)
Shifter - also known as the weretouched, have both humanoid
races and lycanthropes among their distant ancestors, shifters possess just a
small portion of their forefathers' shape-shifting abilities. They cannot transform
wholly into an animal but can instead shift parts of their body to become
animal-like for short periods of time. (Note: Due to their nature Shifters cannot be pure bred, if you choose a Shifter you must choose another base race for the racial gestalt.)
Half Elves – In this setting the half elves are known as
Telmarines after the name Telmar, which is the country that the Half Elves
created for themselves. The Half Elves have over time developed into its own
race, one that is no longer considered part of either the human or elven races.
Half Orcs – in this setting the half orcs are known as
Mongoloids, a derogatory name imposed on them by the other races of Celardore.
Like the Telmarines they have been breeding true and become a pure breed race
over the eons. Mongoloids are the most likely race to be pure bred, due to the
fact that most other races consider them very ugly.
Warforged - The warforged are a new race being created during the great war for the purposes of war. The Warforged are sentient constructs and have free will, this lead to the warforged being granted the same rights as human citizens in each of their homelands under the Treaty of Thronehold. (To maintain balance Warforged characters received an additional Warforged racial feat and an Embedded Componant.)
See http://dndtools.eu/races/eberron-campaign-setting--12/warforged--45/ for more information about Warforged Character.
Tiefling - Tieflings are human-based planetouched, native
outsiders that are infused with the touch of the fiendish planes, most often
through descent from fiends — demons, devils, evil deities, and others who have
bred with humans. Tieflings are known for their cunning and personal allure,
which makes them excellent deceivers as well as inspiring leaders when
prejudices are laid aside. Although their evil ancestors may be many generations
removed, the taint lingers. Unlike half-fiends, tieflings are not predisposed
to evil alignments and vary in alignment nearly as widely as full humans,
though tieflings are certainly devious. The celestial counterparts of tieflings
are called aasimar. (Note: If chosen Teiflings are not gelstalted, their +1 racial level adjustment is simply removed.)
Aasimar - Graceful, regal, and noble, aasimars are the
distant descendants of a coupling between a human and a good-aligned outsider.
While nowhere near as powerful as their celestial forebears, aasimars still
retain a touch of the divine in their blood and wear it with pride. Devoted
champions of good, aasimars spend their days fighting evil in whatever form it
takes. In a world of violence, injustice, and evil, aasimars are on
the front lines, lending their abilities where needed. Some try to stave off
evil by teaching and leading by example in the fight against ignorance,
prejudice, and greed. Others present an aloof and lofty demeanor, an
intimidating aura that, while noble, keeps people from trying to get too close.
Among good people, aasimars are held in high opinion as a standard by which all
should live, while those of an evil nature view aasimars as self-righteous and
dangerously moralistic. (Note: If chosen Aasimar are not gelstalted, their +1 racial level adjustment is simply removed.)
The Awakened - Long, long time ago there was a great war between the gods. Their war, and the subsequent turmoil of the energy planes forever changed the land. From that time on anyone who dies without being Heart-smithed will rise again the next day as a walking corpse, and on rare occasions fully self aware. In communities where the majority of people are not Heart-smithed they avoid this by ensuring all members undergo a proper burial. The proper burial of course involves burning of the body so that there is nothing left that could be awakened the next day. Most of these people choose to be cremated after death, because walking around in a rotting body is not particularly appealing to the living. Unfortunately, not everyone can be given a burial in time and every once in a while people wake up dead. This is especially common occurrence after battles or in places hit by a deadly plague where there is simply no time or resources to burn all the bodies in the timely manner.
The Awakened - Long, long time ago there was a great war between the gods. Their war, and the subsequent turmoil of the energy planes forever changed the land. From that time on anyone who dies without being Heart-smithed will rise again the next day as a walking corpse, and on rare occasions fully self aware. In communities where the majority of people are not Heart-smithed they avoid this by ensuring all members undergo a proper burial. The proper burial of course involves burning of the body so that there is nothing left that could be awakened the next day. Most of these people choose to be cremated after death, because walking around in a rotting body is not particularly appealing to the living. Unfortunately, not everyone can be given a burial in time and every once in a while people wake up dead. This is especially common occurrence after battles or in places hit by a deadly plague where there is simply no time or resources to burn all the bodies in the timely manner.
Warforged - The warforged are a new race being created during the great war for the purposes of war. The Warforged are sentient constructs and have free will, this lead to the warforged being granted the same rights as human citizens in each of their homelands under the Treaty of Thronehold. (To maintain balance Warforged characters received an additional Warforged racial feat and an Embedded Componant.)
Name
|
Type
|
Effect
|
Source
|
Embedded component: Hands
|
+4 Disable Device/Open Lock
|
Forge of War
|
|
Attached Component:Hand
|
+1 Bastard Sword
|
ECS
|
|
Attached Component:Hand
|
+1 Gauntlet
|
ECS
|
|
Embedded Component:Feet
|
Unaffected by difficult terrain, +8 vs. Bull Rushes and
Overruns
|
ExH
|
|
Attached component
|
+5 climb and +5 balance on slippery surfaces
|
RoE
|
|
Embedded component
|
+5 Spot/Listen
|
RoE
|
|
Attached component: Head
|
Can speak telepathically with warforged up to 100 feet away,
1/day castRemove Fear within 30ft.
|
RoE
|
|
Embedded component: Torso
|
Reduce Arcane Spell failure, allow somatic component even when
hands are bound or in use.
|
Forge of War
|
|
Embedded Component: Face
|
Gives Darkvision ability and +1 to ranged attacks
|
ExH
|
|
Attached component: Face
|
Gives Scent ability
|
RoE
|
|
Embedded component
|
+10 Spot/Listen
|
RoE
|
|
Embedded component: Face
|
Allow anyone holding orb to see what you see.
|
Forge of War
|
|
Embedded Component: Face
|
Gives Darkvision ability and +2 to ranged attacks
|
ExH
|
|
20,000gp
|
Attached Component: Hand
|
ECS
|
|
Embedded component
|
+15 Spot/Listen
|
RoE
|
Restrictions - There are no race restrictions except monster
races with a level adjustment higher then +1 may not be used. There are no
class restrictions, class choices bare consequences inherent to the campaign
setting. Persecuted classes include all spell casting classes, though divine
spell casters are especially abhorred.
Character building.
1. Gestalt races
2. 85 ability points
3. Starting at level 2
4. Your group will be funded by an organization of your
choosing so consider anything you can purchase (with the money your character
is allotted according to your level) magical or otherwise available.
5. Boating and sky-boating (hot air balloons, zeppelins,
blimps) are very common knowledge in their use may come in handy.
6. Flintlock guns are available, Renaissance Weapons on page
145 in the DMG.
No comments:
Post a Comment