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» DnD Sheets » Campaigns » Pathfinder » Do you like my Campaign?
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Do you like my Campaign?
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Post is unread #1 Sep 6, 2010, 8:27 pm   Last edited Jan 8, 2011, 12:25 pm by Kuritaki
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Kuritaki
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Gaia Campaign

This is a high magic, high adventure, multi species campaign. Most intelligent species generally get along. Speciesism, racism, sexism, nationalism and all other forms of fanaticism do occur, but mostly not widespread and not widely accepted. You don’t have to like Them, diversity is simply good for business. The gods can, but rarely do, intervene directly in the lives of mortals. Usually they leave it to their clerics and paladins and the Hero’s and Adventurers of the world to see things set right. Technology and science do exist but are never left to pollute or threaten the natural world.
Gaia is a big world, 32.400 miles around the equator, it has a huge Northern continent, a smaller Southern continent, some big islands and lots of smaller islands. Between Northern and Southern lies the Inner Sea and around them the Deep Ocean.

Gaian Year and Calendar

Gaia has a year with 12 months of 4 weeks of 9 days each. A day is 24 hours of 60 minutes long.
The days of the week are:
Earthday – Waterday – Airday – Fireday – Natureday – Starday – Sunday – Moonday – Soulday.
Soulday being the restday (For those who can afford rest&hellip;)

On the Northern Continent the new year starts a week after Winter Solstice. The months are mostly known as:

1 – Moon of Silence / Snowmonth
2 – Moon of Howling Winds / Hungermonth
3 – Moon of Awakening / Budmonth
4 – Moon of Young Live / Birthmonth
5 – Moon of Flowers / Matchmonth
6 – Moon of Hay / Haymonth
7 – Moon of Warmth / Heatmonth
8 – Moon of Harvest / Harvestmonth
9 – Moon of Fruits / Gathermonth
10 – Moon of Leaves / Nutmonth
11 – Moon of Hunting / Meatmonth
12 – Moon of Long Nights / Darkmonth

On the Southern Continent the new year starts a week after Summer Solstice. The months are mostly known as:

1 – Moon of Heat / Drymonth
2 – Moon of Dusty Winds / Dustmonth
3 – Moon of Rain / Rainmonth
4 – Moon of Young Live / Birthmonth
5 – Moon of Growing / Growthmonth
6 – Moon of Mating / Matchmonth
7 – Moon of Harvest / Harvestmonth
8 – Moon of Cool Winds / Coolmonth
9 – Moon of Hunting / Meatmonth
10 – Moon of Traveling / Travelmonth
11 – Moon of Building/ Buildmonth
12 – Moon of Warm Winds/ Warmthmonth

Whenever people are unsure of which month is meant they simply refer to the month’s number. There are many local ways of referring to the year but the worldwide timeline for Gaia is the time passed after Completion. It is now the Year 12010 After Completion.

Gaia’s Gods & Divine Domains

On Gaia there are 9 Divine Domains, each with 7 sub-domains, each Domain with an upper-god/goddess and each sub-domain with its own god/goddess. All gods are in essence both male an female and can appear as anything they want. Mostly they manifest themselves as a Presence rather than a physical form.
Divine numbers: 3 – 4 – 7 – 9 – 12

Divine Domains and their Gods:

Earth – Water – Air – Fire – Nature – Star – Sun – Moon – Soul

Earth --------------------------- Bumi
Mountains/Volcanoes --- Gunung/Gunung Berapi
Caves/Mining --------------- Gua
Smiths/Forging ------------ Tempa
Farming/Soil ---------------- Tanah
Fertility ----------------------- Kesuburan
Harvest ----------------------- Panen
Home/Family --------------- Keluarga

Water -------------------------- Basah
Springs/Wells -------------- Mancur
Rivers/Running Water --- Sungai
Lakes/Pools ----------------- Tasik
Sea/Ocean ------------------ Lautan
Trade -------------------------- Perdagangan
Ice ------------------------------ Es
Precipitation ---------------- Hujan

Air --------------------------- Terbang
Wind ------------------------ Angin
Flying ----------------------- Penerbangan
Travelling ------------------ Perjalanan
News ------------------------ Berita
Freedom ------------------- Kebebasan
Storm ----------------------- Badai
Endeavour ----------------- Berusaha

Fire ------------------------- Kebakaran
Power/Energy ----------- Tenaga
War ------------------------- Perang
Thunder/Lightning ------ Guntur
Passion -------------------- Gairah
Destruction ---------------- Pengrusakan
Cleansing ------------------ Pemurnian
Glory ------------------------ Kejayaan

Nature ------------------------ Alam
Weather --------------------- Cuaca
Hunting ---------------------- Berburu
Herding/Husbandry ------ Menggiring
Wildlife ----------------------- Margasatwa
Birth/Growth ---------------- Lahir
Seasons --------------------- Musim
Balance --------------------- Keseimbangan

Star (Magic) ----------------- Bintang
Arcane Power --------------- Sihir
Laws --------------------------- Undang
Knowledge/Exploration -- Pengetahuan
Crafting ----------------------- Kerajinan
Divine Power ---------------- Ilahi
Protection ------------------- Perlindungan
Constructing ---------------- Membina

Sun (Light) ----------------- Cahaya
Love -------------------------- Cinta
Healing --------------------- Menyembuhkan
Teaching ------------------ Pengajaran
Justice ---------------------- Keadilan
Nobility/Kindness ------- Bangsawan
Understanding ------------ Memahami
Friendship ----------------- Persahabatan

Moon ----------------------- Bulan
Time ------------------------ Waktu
Change --------------------- Laman
Dreams --------------------- Mimpi
Luck/Fortune -------------- Beruntung
Mystery --------------------- Gaib
Destiny --------------------- Takdir
Attraction ------------------ Tarik

Soul ------------------------- Jiwa
Night ------------------------ Malam
Death/Loss ---------------- Rugi
Art --------------------------- Seni
Sacrifice -------------------- Pengorbanan
Compassion --------------- Iba
Language ------------------ Bahasa
History ---------------------- Sejarah

Creation, Dreamtime & Dawn of the First Races

First the Nine Primal Gods created themselves, then the world and everything around it, then They created the plants and animals. This period is called the Dreamtime, when time passed unmeasured. Then the gods created the First Races and called in to being the 63 Secondary Gods, who in Their turn taught the Races how to live and survive on Gaia. The gods were pleased with Their work, but They felt Gaia to be unfinished and set to creating more Races to bring color and diversity to Gaia. This period is called the Dawn of the Races and ended with the Completion, when the gods gave the world over to the Races to live in and themselves went to live in the Heavens. The First Races are:
Bumi ----------- Dwarfs
Basah --------- Merfolk
Terbang ------- Griffons
Kebakaran --- Chromatic Dragons
Alam ----------- Worg
Bintang ------- Humans
Cahaya ------- Metallic Dragons
Bulan ---------- Centaurs
Jiwa ------------ Elves
The First Races may pride themselves as being the first, but the later Races were not created with less love or consideration. All Races have their place, even the ones mistakenly created by magic, like the Kobolds, Gnolls and Goblins.

Languages spoken on Gaia

• Abyssal (Abyssal*) – Demons and other evil Outsiders
• Aquan (Greek) – Merfolk, aquatic creatures, water-based creatures
• Arachnid (Gnome*) – Arachnids
• Auran (Gaelic) – Raptorans, Griffons, Giant Eagles, flying creatures, air-based creatures
• Bariaury (Czech ) – Bariaurs
• Cataury (Thai) – Liontaurs, Leopartaurs, Tigertaurs
• Centaury (Quichua) – Centaurs
• Common (English) – trade-tongue and religious-tongue everywhere on Gaia
• Draconic (Drow*) – Dragons, Kobolds
• Druidic (Welsh) – druids only
• Dwarven (Dwarven*) – Dwarfs
• Elven (Elven*) – Elves
• Giant (Klingon) – Cyclopes, Ettins, Giants, Ogres, Trolls
• Goblin (Goblin*) – Bugbears, Goblins, Hobgoblins
• Gnoll (Lizardspeak*) – Gnolls
• Girataury (Let) – Girataurs
• Halfling (Halfling*) – Halflings
• Human; Western, Northern, North Mountain, Central, Eastern, Southern and Eye Dessert (Russian, German, Dutch, Spanish, Mandarin, Swahili and Sanskrit) – Humans
• Ignan (Arabic) – fire-based creatures
• Orc (Orc*) – Orcs
• Reptilian (Reptilian*) – Lizardfolk, Troglodytes
• Sylvan (Fey*) – Dakon, fey creatures, plant creatures, Unicorns
• Terran (Hungarian) – Gargoyles, earth-based creatures
• Underdark (Mordor) – Drow, Duergar, Morlocks, Svirfneblin
• Worg (Norse) – Worgs
• Zebraury (Tagalog) – Zebraurs

* http://www.tilansia.com/langconvert.php

Gaian Geography

Northern Continent

The northern continent ranges from the arctic North Pole to the sub-tropics and even tropics in the south, and from East to West nearly spans the whole world.

Shuncullakta (Heartland) Climate: Temperate.
The land is almost square and about 360 miles long and wide.
Land of Centaurs. Where the seven Founding Clans and their off-shoots live, where all land is Clanland and no strangers are left to roam without an escort unless it is in the trade cities or on the open trade roads along the borders. The North-Western hills-country is known as Upiana Allpa (Drink Lands), a wine- producing region with Yurac Rumi (White Stone) as the principal trade center. Along the Jatun Yacu river Lies a 30 miles wide farming-belt with halfway along the border Chushi Yapuc (Happy Ploughman) as the main trade-center. Along the Northern and Eastern borders lies a 60 miles wide belt of wooded hills with at the North-Eastern point Rumi Sacha (Stone Forrest) as the main trade center. Most Centaurs here are hunters but some breed ponies or sheep. The rest of the land is lush plains and small rivers where the Centaurs mainly herd beef cattle, sheep, horses and some other herd animals. At the two Southern border points lie the trade-centers Alli Quiha (Good Herb) South-East and Misqui Challua (Tasty Fish) South-West. Northern Border: Northern Mountain Range, Dwarven kingdoms, Human Tribal Lands, Small bands of Orcs, Goblins or other Mountain dwellers. Eastern Border: Estivanna (Elvenforrest). South/ South-Eastern Border: Rillallee(Lifehome)/ Halfmark Marches & Wood. Western Border: Jatun Yacu (Great River), over the river are Human kingdoms, of which Thorberholm and Steinwold share the river-border. There is peace and prosperous trade with all the neighbouring lands.

Rillallee (Lifehome, better known as Halfmark.) Climate: Temperate.
It is more or less rectangular in shape. About 400 miles from east to west and 180 miles north to south. Woodlands to the north in a point between Shuncullakta and Estivanna. And along the Southern border of Shuncullakta and forming the biggest part of Rillallee: the marches and swamps ending by the Great Lake of Thurmere (Thunder lake).
The Halflings live in small communities and make a living by herding Capybara, fishing and collecting many different herbs and funguses for eating, medicines and dyes.
Note: 10 generations ago a power-full Cleric granted 2 families shape-changing abilities. One family could change into Foxes, the other into Hunting Otters. The ability is passed on recessively. HH results in pure Halflings, HO and HF can shape-change and FF, OO or FO are not possible and don’t result in pregnancy. Now about 20% of Halfmark’s population can shape-change to either fox or otter form. They are allergic to silver which causes 1D3 Burn-damage/round. They Regenerate and Resurrect after exposure to moonlight. Moonlight or strong fish/blood-stench provoke Shape-change, a Will-check is needed to avoid this. Obviously all non-magical items and clothing doesn’t change and drops to the ground or hinders the Halfling until taken off.
Shape-change is a Standard action, changing from Otter/Fox to Halfling results in being 1D3 rounds Dazed. The Otter/Fox has the same stats as the Halfling with extra: +2 AC, +2 BAB, Bite 1D3, +8 Perception, +8 Swimming/Acrobatics and +8 Scent.

Estivanna (Elvenforrest, AmaNimElTraSolEstiVanna=BeautifulDeepGreenTreeMemoryElvenForrest).
Climate: Temperate. Estivanna is roughly oblong and about 540 miles from North to South and some 720 miles from East to West.
North lies the Great Northern Mountain Range, west lies Shuncullakta, south-west is the Halfmark, south the big lake of Thurmere (Thunder lake) and east the Wild Moor.

Great Bear Clanlands Climate: Arctic
The northern border spans some 30 miles, each valley is about 90 miles long and the southern border spans nearly 180 miles.
North of Shuncullakta. In the north White Bear Mountain and the White Bear Glacier, from there three valleys; The eastern Big Brother, the middle Twins and the western Big Sister. With rivers of the same names, which vanish underground just before reaching the Shuncullakta border. Above ground south and west lie wild lands and below ground are Dwarven Mines.


Thurmere (Thunderlake) Climate: Temperate
Spanning a huge 1080 miles from east to west and between 360 miles from north to south.
There are many small and some big islands along the rim and two big islands in the middle with a scattering of smaller ones around them. On the two big islands live fighting monks. On one island males, females on the other. They are mostly humans but other species are also admitted. There is a thriving nation of Merpeople living in the lake as well as lake dolphins.

The Jatun Yacu ends in the Thurmere but continues as Big River from the south-west bank of the lake. Big River continues going south for an other 1800 miles before reaching the enormous seaport of Bellamar.

Southern Continent

The Southern Continent is much warmer than the Northern Continent, and in the middle it is very dry with a vast dessert surrounded by mountains and savannahs. On the savannahs live Zebraurs, Liontaurs and giant Girataurs, amongst other strange creatures. In the tropical jungle areas live the large Tigertaurs and the smaller Leopartaurs. On a big island near the Southern Continent live the Arachnids, huge intelligent spiders who herd their own food animals and trade their Weavings.
.........................
Run swift, run free!
       
Post is unread #2 Sep 6, 2010, 8:30 pm   Last edited Sep 18, 2010, 9:59 pm by Kuritaki
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Kuritaki
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Do you like it so far?
I'll ad more when I think of more :) .........................
Run swift, run free!
       
Post is unread #3 Sep 6, 2010, 10:10 pm
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Faye
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I would suggest for the sake of people reading your post, formatting it a bit. Put different things on different lines so it isn't just a wall of text :)

Sounds like an interesting campaign, where / how do you play? (Cause everyone knows I shamelessly love to promote my IRC network ;))
       
Post is unread #4 Sep 7, 2010, 9:26 am
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Kuritaki
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It is quite a lot of words. My lay out seems to have gotten lost somewhere :biggrin:
For now I only play my campaign at home with my twins
I'm just starting up again after 20 years of not playing any RPG.
What can you do in an IRC network? :biggrin: .........................
Run swift, run free!
       
Post is unread #5 Sep 7, 2010, 9:47 am
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Faye
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Click the "Chat Now" link in the top right corner and you'll see. This is how the majority of us actually are playing D&D online.
       
Post is unread #6 Sep 9, 2010, 12:38 pm   Last edited Sep 18, 2010, 10:00 pm by Kuritaki
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Kuritaki
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I have edited the campaign-post.
And Faye, I go to the chat room but nobody answers. I see some nicknames but nothing else. .........................
Run swift, run free!
       
Post is unread #7 Sep 10, 2010, 1:14 am
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Faye
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I've seen you pop in a couple times yes, but you're going on when people are sleeping! Try staying a bit longer and we'll be around to chat :)
       
Post is unread #8 Sep 10, 2010, 7:38 am
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Kuritaki
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That will be the problem then :lol: I live in Amsterdam...At the moment it is 8:38 in the morning here. .........................
Run swift, run free!
       
Post is unread #9 Sep 14, 2010, 3:42 am
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Captain SNES
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Shuncullakta (Heartland) Land of Centaurs. Where no Non-Centaur can ever own land, or even go
without an invitation unless it is in the trade cities or on the trade roads


This made me lol. Not being mean or anything, but I know plenty of players who'd take that as a challenge and either wipe out the entire nation due to being refuted, or if they're more passive, start Dominating everything within range.
       
Post is unread #10 Sep 14, 2010, 9:06 am
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Kuritaki
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captainsnes said:

Shuncullakta (Heartland) Land of Centaurs. Where no Non-Centaur can ever own land, or even go
<br />
without an invitation unless it is in the trade cities or on the trade roads

<br />

<br />
This made me lol. Not being mean or anything, but I know plenty of players who'd take that as a challenge and either wipe out the entire nation due to being refuted, or if they're more passive, start Dominating everything within range.


They could try, if they're evil, but the Centaurs have many mighty defenders. They are a strong people with great arcane, divine and martial powers. And also the nation has many strong allies and friends.
Besides, if you make friends, you can live there. You just can't own any land. But neither can individual centaurs, all the land is Clan-land. You could try to be accepted as a Clan-member but as a non-centaur that would seem rather silly if becomming a Clan-ally if far easyer. .........................
Run swift, run free!
       
Post is unread #11 Sep 18, 2010, 10:10 pm
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Kuritaki
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I have edited my post and I hope you will find it less offending. :grinning: Further changes and more descriptions will be made in my campaign description. I hope people will comment on my campaign and maybe share some ideas about what could enrich it and give it more texture and color. .........................
Run swift, run free!
       
Post is unread #12 Sep 20, 2010, 6:46 am
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Twilightwyrm
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This sounds quite interesting, if very centaur-centric. Not that this is a bad things mind you (it sounds rather idyllic actually), but this can't help but make me wonder at how the centaurs came to control such an, apparently large, section of the world (just as I'd be interested to know how any normally nomadic humanoid came to control such a large area of a place) .........................
"If your heart is fearful throw away fear; if there is terror in it throw away terror. Take your axe in your hand and attack. He who leaves the fight unfinished is not at peace." -The Epic of Gilgamesh
       
Post is unread #13 Sep 20, 2010, 8:42 am
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Kuritaki
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Twilightwyrm said:

make me wonder at how the centaurs came to control such an, apparently large, section of the world (just as I'd be interested to know how any normally nomadic humanoid came to control such a large area of a place)


I guess by just getting there first :grinning:, like the elves in their forest and the humans in their lands. The halflings can only live relatively peaceful in their marches and swamps because nobody else wants to and also because the stronger nations of centaurs and elves protect them. Partially by just being there and partially by sending help when needed. (Out of the kindness of their hearts and out of self interest.) In my campaign all intelligent species have their own lands, some big and some smaller, and there are also some vast wildernesses where only animals live and maybe some loners who shun civilization. Most people, of any species, stay close to where they are born. The adventurers, misfits and outcasts travel the world. So a scattering of all species can be found everywhere and they can have all kinds of alignments and occupations. .........................
Run swift, run free!
       
Post is unread #14 Sep 22, 2010, 8:26 pm
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Twilightwyrm
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Kuritaki said:


<br />
Twilightwyrm said:

make me wonder at how the centaurs came to control such an, apparently large, section of the world (just as I'd be interested to know how any normally nomadic humanoid came to control such a large area of a place)

<br />

<br />
I guess by just getting there first :grinning:, like the elves in their forest and the humans in their lands. The halflings can only live relatively peaceful in their marches and swamps because nobody else wants to and also because the stronger nations of centaurs and elves protect them. Partially by just being there and partially by sending help when needed. (Out of the kindness of their hearts and out of self interest.) In my campaign all intelligent species have their own lands, some big and some smaller, and there are also some vast wildernesses where only animals live and maybe some loners who shun civilization. Most people, of any species, stay close to where they are born. The adventurers, misfits and outcasts travel the world. So a scattering of all species can be found everywhere and they can have all kinds of alignments and occupations.


Interesting. To what humanoids does this extend though? For instance, do Orcs, Goblins, Trolls, and whatnot have their own lands? What about dragons, etc.? .........................
"If your heart is fearful throw away fear; if there is terror in it throw away terror. Take your axe in your hand and attack. He who leaves the fight unfinished is not at peace." -The Epic of Gilgamesh
       
Post is unread #15 Sep 22, 2010, 10:25 pm   Last edited Dec 15, 2010, 7:50 am by Kuritaki
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Orcs and Goblins do have their own kingdoms. Mostly they don't stay put, though. They tend to raid their neighbors for slaves and provisions and usually get wiped out after a while... :facepalm:
Trolls don't bother with kingdoms or even towns, and dragons each have their own territories staked out and guard then jealously.
Worgs also have their own clan-lands and are mostly not evil. They are hunters and have a world view much like that of the Vikings. The renegades are driven out and often end up teaming up with goblins. That's why most worgs encountered outside of worg territories are evil. There are some remote areas where even goblins are reputed to live more stable lives and are therefore more neutrally aligned, rather than the normally encountered evil little scumbags.
Every intelligent being can be any alignment and could be adapted for playing as a PC. You just have to come up with a really good explanation for your GM of why it would be fun to do it and how, exactly, you will make sure it won't unbalance the whole campaign.
Now, playing a goblin as a PC would be a real challenge since EVERYBODY would automatically hit first and wonder later about why the bugger was saying: "Hi, I'm Argggh!..." :biggrin: .........................
Run swift, run free!
       
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