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  1. #1
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    Homebrew Setting Design Diary

    Hello! I thought I'd put up a Design Diary of my own. This is for a new homebew Campaign Setting.

    Part I -- Setting Hooks

    To aid me in this Design Endeavor, I turn to two power houses of design: The Worldbuilder's Guidebook (published for Advanced Dungeons and Dragons by TSR, inc.), and Character Law & Campaign Law by Iron Crown Enterprises (1989 Edition). According to Richard Baker's Design Approach, he says that the first step is in choosing a hook.

    I have so far chosen two hooks that set up the Geographical Region and the Culture of the people that live in the Region:
    1. Geographical Hook: The Finger Lakes region, Lake Erie, Lake Ontario, Lake Huron, Lake Michigan, and the Andirondacks of North America. This region of land is Mound Builder Country (Upstate New York, Upstate Pennsylvania, Ohio, and Michigan). This is in large part influenced by my Finger Lakes thread.

    2. Culture Hook: I decided to choose Ancient Greek rather than Native American. I imagine that a flotilla of Ancient Greek colonists from Sybaris, Athens, and Argos was blown off course and crossed the Atlantic. They made it through the Saint Lawrence Estuary and made a settlement near Niagra Falls. Then they found a beautiful land in which to settle.

    3. New World: The Land the Greek Colonists settle is west of the Pillars of Hercules. They "christen" the land ATLANTIS. It's a new world for the Greek Colonists. These intrepid Hellenes begin building a new life in Atlantis. However, signs (large mounds and places like Cahokia and the Great Serpent Mound) are abundant that a former people have been here before the Greeks. The Hellenes dub these people "Atlanteans."

    The new World contains monsters and humanoids of all types. Elves, Fauns, Satyrs, Giants, Dragons, and more.
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    The Greek New World: An excercise in World Building.

    If you live in Salt Lake City, I'm starting up a live Eberron game. Check this link on the Wizards Community site. You can also check here.

 

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    My communities:

    Interesting... you know, there was actually a book by a fellow from North Bay (Mid-Ontario, on lake Nippissing, which is a gateway between Great Lakes and St. Lawrence). He argued that the Argonauts story is actually about a trip across the Atlantic, and that the furthest point was Lake Nippissing. Not vary plausible, but it could be something for your Greek colonists to find.

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    So, basically he's making the Arguement that the Argo crossed the Atlantic Ocean? That's not new. Henrietta Mertz proposed that the Argonauts made it to the Carribean or South America.
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    The Greek New World: An excercise in World Building.

    If you live in Salt Lake City, I'm starting up a live Eberron game. Check this link on the Wizards Community site. You can also check here.

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    Ý Ignore Sir Elton
    Part II: The Gods, the Cosmos, and the World

    Flowing from Character Law and Campaign Law's Outline for Developing a Campaign (also shown in Gamemaster Law). According to the Outline: "Before constructing the physical world the GM should decide what sort of god, gods, and/or Demigods there will be, if any." So, lets go through the List.

    Grabbing Deities and Demigods, 1st Edition: 2nd Printing and Deities and Demigods for the 3rd Edition of Dungeons and Dragons, I've decided on the following list:

    Overdeity

    Fate: There is one overdeity (Fate) called Intelligence, or Zoe, to my mess of American Greeks. Intelligence is acknowledged by the Athenians, while Zoe is acknowledged by the Sybarites, Fate is acknowledged by the Corinthians. However, the result is the same. Fate is the Source of All Life and Abundance. From Fate springs Divine Magic, Arcane Magic, and Psionics (users of this campaign setting may also attribute Fate for the Source of Incarnum and other variant Magic Systems). Fate/Intelligence/Zoe has no stats, although it is definitely sentient. The Elves recognize Fate as the Great Spirit, while the Academy of Philosophers in New Athens call Fate the Good.
    Domains: Good, Knowledge, Magic, Mind


    Primordial Deities and the Titans

    GAIA
    Goddess of the Earth
    Greater Deity
    Picture: http://www.wizards.com/dnd/images/fp...auntea_p19.jpg
    Portfolio:fertility, health, prophesy
    Home Plane: Material Plane
    Domains: Druidical Magic
    Symbol: Basket of Fruit


    From Legends and Lore: "Gaea is the mother and sustainer of all life. She married Uranus and thus gave birth to the Titans and two broods of terrible monsters, the Cyclopes and the Hecatoncheires. Even after the rise to supremacy of the Olympians, Gaea continues to be widely worshipped. She presides over marriages, nursing the sick, and is foremost among the oracles (before Apollo took it over, the great oracle at Delphi belonged to her). In her true form, Gaea is the earth itself.

    "Gaeaís avatar takes the form of a mature, buxom beauty. She can call upon the all, animal, charm, elemental, healing, plant, and weather spheres for her spells. The primary duty of priests of Gaea is overseeing planting and animal husbandry. They must also minister to the sick, and often serve as oracles for their communities. All of Gaeaís priests are druids.

    "Role-playing Notes: Although she is widely worshipped, Gaea is one of the most aloof of Greek gods ó which is to say she does not spend all of her time meddling in the affairs of mortals. Still, if the proper sacrifices of fruits and animals are made to her, Gaea has been known to lend her aid to those in dire need. She has an affinity for hideous monsters, however, and will never aid anyone in fighting them. In fact, she may well aid the monster if the battle is brought to her attention. Omens from Gaea can take any form associated with nature, such as foul weather, plagues, abundant crops, etc."

    Gaea's main places of worship is in Sybaris and Cornith.

    Uranus
    Lesser Deity
    Picture: http://en.wikipedia.org/wiki/Image:T..._by_Saturn.jpg
    Portfolio: Sky, Stars
    Domains: Air, Chaos, Evil, Trickery, War
    Symbol: A pattern of Stars

    In the Olympian creation myth, as Hesiod tells it in Theogony, Uranus came every single night to cover the earth and mate with Gaia, but he hated the children she bore him. Hesiod names the Titans, six sons and six daughters, the one-hundred-armed giants (Hecatonchires) and the one-eyed giants, the Cyclopes. He imprisoned Gaia's youngest children in Tartarus, deep within Earth, where they caused pain to Gaia. She shaped a great flint-bladed sickle and asked her sons to castrate Uranus. Only Cronus, youngest of the Titans, was willing: he ambushed his father and castrated him, casting the severed testicles into the sea. For this fearful deed, Uranus called his sons Titanes Theoi, or "Straining Gods." Uranus is a bitter old god in hiding from his progeny, who do not even realize that he is alive. He delights in causing harm to Gaea and spoiling machinations of the Olympian gods. Omens and portents from Uranus are so subtle as to go almost unnoticed, for he is quite fearful of revealing his presence. Still, the especially wise or astute may detect his in unusual events in the heavens.

    Uranus is secretly worshiped throughout the Hellene settlements of Atlantis.

    Cronos, God of Time
    Lesser Deity
    Picture: http://commons.wikimedia.org/wiki/Im...onzino_001.jpg, also see http://www.wizards.com/dnd/images/dd...Nerull_p86.jpg
    Portfolio: Time, Ambition
    Domains: Chaos, Evil, Knowledge, Time (see The Crystal Shard by Atlas Games)
    Symbol: Sickle

    In ancient Greek myths, Cronus envied the power of his father and the ruler of the universe, Uranus. Uranus drew the enmity of Cronus' mother, Gaia, when he hid the gigantic youngest children of Gaia, the hundred-armed Hecatonchires and one-eyed Cyclopes, in Tartarus, so that they would not see the light. Gaia created a great sickle and gathered together Cronus and his brothers to persuade them to kill Uranus. Only Cronus was willing to do the deed, so Gaia gave him the sickle and placed him in ambush. When Uranus met with Gaia, Cronus attacked Uranus with the sickle by cutting off his genitals, castrating him and casting the severed member into the sea. From the blood (or, by a few accounts, semen) that spilled out from Uranus and fell upon the earth, the Gigantes, Erinyes, and Meliae were produced. From the member that was cast into the sea, Aphrodite later emerged. For this, Uranus threatened vengeance and called his sons titenes ("straining ones") for overstepping their boundaries and daring to commit such an act, and this is the source of the name Titan.

    Role-playing Notes: Because Cronus remains penned in Tartarus, he is unable to influence events on earth except through his avatars. Therefore, at least one avatar is constantly moving about Greece, promising men great rewards in return for worshipping Cronus and turning their backs on the Olympian gods. On occasion, these avatars rise to a position of power in a polis, and the result is invariably war as the avatar attacks the power bases of Cronusí rivals. Because of his imprisonment, Cronus cannot send omens or portents.

    Cronos is not actively worshipped by the Greeks of Atlantis. However, the Titan gained the Portfolio over Time and Ambition while imprisoned in Tartaros. His clerics roam New Athens, Rhodes, and Atlantis promising wealth and power if they join his secret sect. Strangely, Cronos is gaining worshipers among the Drow and the Dwarves of the Atlas Mountains [Rocky Mountains].

    EPIMETHEUS
    "Afterthought"
    Psion [Shaper] 20/Cleric 10
    Picture: None.
    Portfolio: Metacreativity, Creation
    Domains: Animal, Creation, Good
    Symbol: A rabbit, a raccoon, and a deer in a triangle

    Epimetheus ("hindsight", literally "hind-thought") was the brother of Prometheus ("foresight", literally "fore-thought"), a pair of Titans who "acted as representatives of mankind" (Kerenyi 1951, p 207). They were the inseparable sons of Iapetus, who in other contexts was the father of Atlas. While Prometheus is characterized as ingenious and clever, Epimetheus is depicted as foolish.

    According to Plato's use of the old myth in his Protagoras, where he puts it in the mouth of the old philosopher, the twin Titans were entrusted with distributing the traits among the newly-created animals; Epimetheus was responsible for giving a positive trait to every animal, but when it was time to give man a positive trait, lacking foresight he found that there was nothing left.

    Divine Creation: Despite having a Divine Rank of 8, Epimetheus can create any animal or monster. Epimetheus is hardly worshipped, except by Druids and some Rangers. Few shapers looking for raw power rather than foresight, seek to worship Epimetheus.

    PROMETHEUS
    "Forethought, or Foresight"
    Intermediate God
    Shaper 30/Wizard 10
    Picture: http://commons.wikimedia.org/wiki/Im...Rubens_032.jpg
    Portfolio: Foresight, Metacreativity, Science
    Domains: Creation, Good, Knowledge, Protection
    Symbol: Torch

    Prometheus was a son of Iapetus by Clymene (one of the Oceanids). He was a brother of Atlas, Menoetius, and Epimetheus, but he surpassed all in cunning and deceit. He held no awe for the gods, and he ridiculed Zeus, although he was favored by him for assisting him in his fight against his father Cronos.

    Prometheus, in Ovid's Metamorphoses, is credited with the creation of man "in godlike image" from clay (in others, this role is assigned to Zeus). When he and his brother Epimetheus set out to make creatures to populate the earth under the orders of Kronos, Prometheus carefully crafted a creature after the shape of the gods: a man. According to the myths, a horrendous headache overcame Zeus and no healer of the realm was able to help the Lord of the Gods. Prometheus came to him and declared that he knew how to heal Zeus. Taking a rock from the ground, Prometheus proceeded to hit Zeus in the head with it. From out of Zeus' head popped the Goddess Athena; with her emergence Zeus' headache disappeared. Some myths attribute Hephaestus or Hera to the splitting of the head rather than Prometheus.

    Prometheus and Epimetheus journeyed to Earth from Olympus, then ventured to the Greek province of Boitia and made clay figures. Zeus took the figures and breathed life into them. The figures that Prometheus had created became Man and honored him. The figures that his brother Epimetheus had created became the beasts, which turned and attacked him.

    Zeus was angered by the brothers' actions; he forbade the pair from teaching Man the ways of civilization. Athena chose to cross Zeus and taught Prometheus so that he might teach Man.

    For their actions, Zeus demanded a sacrifice from Man to the Gods to show that they were obedient and worshipful. The gods and mortal man had arranged a meeting at Mecone where the matter of division of sacrifice was to be settled. Prometheus slew a large ox, and divided it into two piles. In one pile he put all the meat and most of the fat, skillfully covering it with the ox's grotesque stomach, while in the other pile, he dressed up the bones artfully with shining fat. Prometheus then invited Zeus to choose. Zeus, seeing through the trick, realized that in purposefully getting tricked he would have an excuse to vent his anger on mortal man, and thus chose the pile of bones (many sources say that Zeus did not, in fact, see through this trick). This also gives a mythological explanation of the practice of sacrificing only the bones to the gods, while man gets to keep the meat and fat.

    Zeus in his wrath denied men the secret of fire. Prometheus felt sorry for his creations, and watched as they shivered in the cold and winter's nights. He decided to give his most loved creation a great gift that was a "good servant and bad master". He took fire from the hearth of the gods by stealth and brought it to men in a hollow wand of fennel, or ferule that served him instead of a staff. He brought down the fire coal and gave it to man. He then showed them how to cook and stay warm. To punish Prometheus for this hubris (and all of mankind in the process), Zeus devised "such evil for them that they shall desire death rather than life, and Prometheus shall see their misery and be powerless to succor them. That shall be his keenest pang among the torments I will heap upon him." Zeus could not just take fire back, because a god or goddess could not take away what the other had given.

    Zeus was enraged because the giving of fire began an era of enlightenment for Man, and had Prometheus carried to Mount Caucasus, where an eagle (Often mistaken as a vulture) by the name of Ethon (offspring of the monsters Typhon and Echidna) would pick at his liver; it would grow back each day and the eagle would eat it again. In the modern context, this legend led scientists [citation needed] to theorize that the ancient Greeks had discovered that the liver is one of the rare human organs to regenerate by itself spontaneously in the case of lesion.

    Zeus has Prometheus tortured on the mountain because he knows the name of the person who, according to prophecy, will overthrow the king of the gods. This punishment was to last 30,000 years. About 12 generations later, Heracles (known as Hercules in Roman mythology), passing by on his way to find the apples of the Hesperides as part of the Twelve Labours, freed Prometheus. Once free, Prometheus captured the eagle and ate his liver as revenge for his pain and suffering. Zeus did not mind this time that Prometheus had again evaded his punishment, as the act brought more glory to Heracles, who was Zeus's son. However, there was a problem. Zeus had made the decision that Prometheus would be tied in the rock for eternity. According to Greek mythology, this could never change, even if Zeus himself wished it. Finally, a solution was found. Prometheus was invited to return to Olympus and was given a ring by Zeus which contained a piece of the rock to which Prometheus had been bound. Prometheus liked this ring and decided to wear it thereafter for eternity.

    Prometheus is worshipped in New Athens and Sybaris. Clerics of Prometheus wear an iron ring on their right ring finger, in token of Prometheus' torture at the Caucasus Mountains. They are often self reliant. Prometheus is favored by the majority of Shapers, actually. Once in a while, the clerics will take a young baby who has shaping tendencies and raise him as a Son of Prometheus.

    Divine Creation: Prometheus can create any animal or monster out of clay; leaving the creation of human beings to themselves.
    Civil Servant.


    The Greek New World: An excercise in World Building.

    If you live in Salt Lake City, I'm starting up a live Eberron game. Check this link on the Wizards Community site. You can also check here.

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    Ý Ignore Sir Elton
    PART II: The Gods, the Cosmos, and the World (Continued)

    Okay, putting up information about the individual Gods isn't a good thing. It unnecessarily clutters the Board with information. So I'll create lists of the Gods and the Cosmos in question.

    Overdeity

    Eros, The source of all Life, Abundance, and Power
    Domains: Good, Knowledge, Magic, Mind Rank: O Alignment: Neutral Good Portfolio: Supreme Grayhawk Equivalent: None. FR Equivalent: Fate

    The Olympian Pantheon

    Primordial Deities

    Gaea, Mother Earth
    Domains: Animal, Earth, Good, Plant, Protection, Weather
    Rank: G Alignment: Neutral Portfolio: Earth Greyhawk Equivalent: Beory, FR Equivalent: None (Chauntea?)

    Uranus, Deposed Father Sky
    Domains: Air, Chaos, Evil, Sidereal Rank: D Alignment Chaotic Evil Portfolio Sky, Stars Grayhawk Equivalent: Celestian FR Equivalent: None

    The Titans
    Cronos, Time Lord, Deposed Fertility God
    Domains: Law, Time, Trickery Rank: D Alignment Lawful Evil Portfolio: Time, Ambition Favored Weapon: Scythe Grayhawk Equivalent: Nerull the Reaper FR Equivalent: Bane

    Rhea, Mother of the Gods
    Domains: Creation, Good, Healing, Nobility, Protection
    Rank: G Alignment Neutral Good Portfolio: Fertility, Life Favored Weapon: Dagger Grayhawk Equivalent: None, FR Equivalent: None

    Prometheus, "Forethought, or Foresight"
    Domains: Creation, Fire, Good, Knowledge
    Rank: L Alignment: Neutral Good Portfolio: Ethics, Metacreativity, Reason, Science Favored Weapon: Longsword Grayhawk Equivalent: None. FR Equivalent: None

    The Olympians

    Zeus, Father of the Gods
    Domains: Air, Chaos, Good, Nobility, Strength, Weather
    Rank: G Alignment: Chaotic Good Favored Weapon: Shortspear or halfspear Portfolio: Sky, air, storms, fate, nobility Grayhawk Equivalent: Phaulkon FR Equivalent: Talos

    Aphrodite
    Domains: Chaos, Charm, Death, Good
    Rank: I Alignment: Chaotic Good Favored Weapon: Dagger Portfolio: Love, Beauty, Revenge Grayhawk Equivalent: none. FR Equivalent: Sune

    Apollo
    Domains: Good, Healing, Knowledge, Magic, Sun
    Rank: I Alignment: Chaotic Good Favored Weapon: Composite Longbow Portfolio: Athletics, light, prophecy, music, healing Grayhawk Equivalent: Pelor FR Equivalent: Lathander

    Ares
    Domains: Chaos, Destruction, Evil, War
    Rank: I Alignment: Choatic Evil Favored Weapon: Shortspear Portfolio: War, Killing, Strife Grayhawk Equivalent: Erythnul FR Equivalent: Tempus

    Artemis
    Domains: Animal, Good, Plant, Sun
    Rank: I Alignment: Neutral Good Favored Weapon: Shortsword Portfolio: Hunting, wild beasts, childbirth, dance Grayhawk Equivalent Ehlonna FR Equivalent: Mielikki

    Athena
    Domains: Artifice, Community, Good, Knowledge, Law, War
    Rank: G Alignment: Lawful Good Favored Weapon: Greatspear Portfolio: Wisdom, crafts, civilization, war

    Demeter
    Domains: Earth, Plant, Protection
    Rank: L Alignment: Neutral Favored Weapon: Spear Portfolio: Agriculture

    Dionysus
    Domains: Chaos, Destruction, Madness
    Rank: I Alignment: Chaotic Neutral Favored Weapon: Quarterstaff Portfolio: Mirth, madness, wine, fertility, theatre

    Hades
    Domains: Death, Earth, Evil
    Rank: G Alignment: Neutral Evil Favored weapon: Longsword Portfolio: Death, underworld, earth, wealth

    Hecate
    Domains: Creation, Evil, Knowledge, Magic
    Rank: I Alignment: Neutral Evil Favored Weapon: Dagger Portfolio: Moon, magic, abundance, undead

    Hephaestus
    Domains: Artifice, Community, Earth, Fire, Good
    Rank: I Alignment: Neutral Good Favored Weapon: Warhammer Portfolio: Smithing, crafts

    Hera Protectress, Bride, Flowery Hera
    Domains: Community, Nobility, Protection, Trickery
    Rank: G Alignment: Neutral favored weapon: Light Mace Portfolio: Marriage, Women, intrigue

    Hercules
    Domains: Chaos, Luck, Strength
    Rank: D Alignment: Chaotic Good Favored Weapon: Great Club Portfolio: Strength, adventure

    Hermes
    Domains: Chaos, Good, Luck, Travel, Trickery
    Rank: I Alignment: Chaotic Good Favored Weapon: Quarterstaff Portfolio: Travel, boundaries, trade, theft, gambling, running

    Hestia
    Domains: Community, Good, Protection
    Rank: L Alignment: Neutral Good Favored Weapon: Dagger Portfolio: Home, hearth, family

    Nike
    Domains: Law, Nobility, War
    Rank: D Alignment: Lawful Neutral Favored Weapon: Light Mace Portfolio: Victory

    Pan
    Domains: Animal, Chaos, Plant
    Rank: L Alignment: Chaotic Neutral Favored Weapon: Unarmed Strike Portfolio: Nature, passion, shepherds, mountains

    Poseidon
    Domains: Chaos, Earth, Water
    Rank: G Alignment: Chaotic Neutral Favored Weapon: Trident Portfolio: Sea, rivers, earthquakes

    Tyche
    Domains: Luck, Protection, Travel
    Rank: L Alignment: Neutral Favored Weapon: Short sword Portfolio: Luck
    Last edited by Sir Elton; Monday, 12th March, 2007 at 06:00 PM.
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    The Greek New World: An excercise in World Building.

    If you live in Salt Lake City, I'm starting up a live Eberron game. Check this link on the Wizards Community site. You can also check here.

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    Ý Ignore Sir Elton
    PART II: The Gods, the Cosmos, and the World (Continued)

    THE COSMOS

    My lists of deities complete, and with most of them detailed in Deities and Demigods (all three major versions), I can work on the Planes of the Greek Cosmos. Grabbing my Manual of the Planes I can detail the planes of the Hellenic Cosmology.

    Material Plane

    The Material Plane is the center of most cosmologies and defines what is considered normal.

    The Material Plane has the following traits:

    * Normal gravity.
    * Normal Time
    * Alterable morphic.
    * No Elemental or Energy Traits (specific locations may have these traits, however)
    * Mildly neutral-aligned.
    * Normal magic.

    The material Plane is represented by what we know as the Universe. Earth exists in a Heliocentric Solar System with eight known planets and several Kupier Belt objects like Puto, Charon, Varuna, and Orcus. The known space of the Solar System is based on real world physics.

    The Astral Plane

    The Astral Plane connects to Olympos, Hades, and the Elysian Fields. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.

    The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.

    Both planar travelers and refugees from other planes call the Astral Plane home.

    The Astral Plane has the following traits.

    * Subjective directional gravity.
    * Timeless. Age, hunger, thirst, poison, and natural healing donít function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
    * Mildly neutral-aligned.
    * Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.

    The Etherial Plane
    The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy.

    While it is possible to see into the Material Plane from the Ethereal Plane, the Ethereal Plane is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, incorporeal, and utterly silent to someone on the Material Plane.

    The Ethereal Plane is mostly empty of structures and impediments. However, the plane has its own inhabitants. Some of these are other ethereal travelers, but the ghosts found here pose a particular peril to those who walk the fog.

    It has the following traits.

    * No gravity.
    * Alterable morphic. The plane contains little to alter, however.
    * Mildly neutral-aligned.
    * Normal magic. Spells function normally on the Ethereal Plane, though they do not cross into the Material Plane.

    The only exceptions are spells and spell-like abilities that have the force descriptor and abjuration spells that affect ethereal beings. Spellcasters on the Material Plane must have some way to detect foes on the Ethereal Plane before targeting them with force-based spells, of course. While itís possible to hit ethereal enemies with a force spell cast on the Material Plane, the reverse isnít possible. No magical attacks cross from the Ethereal Plane to the Material Plane, including force attacks.

    The Shadow Plane, or the Shadow World

    The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow only connects to Hades.

    The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise appears similar to the Material Plane.

    Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home.

    The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks.

    The Plane of Shadow has the following traits.

    * Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these spells within the Plane of Shadow make them particularly useful for explorers and natives alike.
    * Mildly neutral-aligned.
    *

    Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as though they were prepared with the Maximize Spell feat, though they donít require the higher spell slots.

    Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% of the power of the original (not 80%).
    * Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Plane of Shadow.

    Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the plane.

    --------------------------------------------------------------------------------------

    OLYMPOS

    In Greek mythology, Mount Olympus is the home of the Twelve Olympians, the principal gods in the Greek pantheon. The Greeks thought of it as built up with crystal mansions wherein the gods, such as Zeus (The King of Gods and Goddesses), dwelt. It is also known in Greek mythology that when Gaia (mother earth) gave birth to the Titans (the ancestors of the gods) they used the mountains in Greece as their thrones since they were so huge, and Cronus (the youngest and most powerful of the Titans) sat on Mount Olympus itself. The etymology and meaning of the name Olympus (Olympos) is unknown, and it may be of Pre-Indo-European origin.

    Mount Olympus is a popular mountain name. There is a Mount Olympus in Cyprus, one in Utah, one in Washington State and many others.

    Mount Olympus in this Campaign Setting is found in the Atlas Mountains (Rocky Mountains) region of Atlantis (North America). Mount Olympus is represented by Grand Teton Mountain in the Grand Tetons. Olympos itself is a Mighty Peak that extends so far above the Material Plane that it is a plane unto itself.

    Olympos is an Outer Plane, the home of the Gods. All of the Gods make their home and domains on Olympos.

    Olympos can only be reached from the Astral Plane.

    Olympos has the following traits:
    * Normal Gravity.
    * Timeless.
    * Infinite Size.
    * Divinely Morphic.
    * Mildly positive dominant.
    * Mildly neutral-aligned.
    * Normal Magic.

    Elysion
    The Elysian fields, or sometimes Elysian plains, were the final resting place of the souls of the heroic and the virtuous. Two Homeric passages in particular established for Greeks the nature of the Afterlife: the dreamed apparition of the dead Patroclus in the Iliad and the more daring boundary-breaking visit in Book 11 of the Odyssey. Greek traditions concerning funerary ritual were reticent, but the Homeric examples encouraged other heroic visits, in the myth cycles centered around Theseus and Heracles.

    The Elysian Fields lay on the western margin of the earth, by the encircling stream of Oceanus, and there the mortal relatives of the king of the gods were transported, without tasting death, to enjoy an immortality of bliss (Odyssey 4.563). Lesser spirits were less fortunate: an eerie passage describes the twittering bat-like ghosts of Penelope's slain suitors, led by Hermes:

    "down the dank moldering paths and past the Ocean's streams they went
    and past the White Rock and the Sun's Western Gates and past
    the Land of Dreams, and soon they reached the fields of asphodel
    where the dead, the burnt-out wraiths of mortals make their home"

    (Odyssey 24.5-9, translation by Robert Fagles).

    Elysion connects only to the Astral Plane.

    Elysion has the following Traits:
    * Normal Gravity
    * Normal Time.
    * Infinite Size.
    * Divinely Morphic.
    * No Elemental or Energy traits.
    * Mildly Good-Aligned.
    * Normal Magic.

    HADES, The Underworld
    The Greek underworld is a general term used to describe the various realms of Greek mythology which were believed to lie beneath the earth or beyond the horizon.

    These include: 1. The great pit of Tartarus, which was originally the exclusive prison of the old Titan gods, but which later came to mean the dungeon home of the damned souls ; 2. The land of the dead ruled by the god Hades, which is variously called the house or domain of Hades (domos Aidao), Hades, Erebus, the Asphodel Fields, Stygia and Acherontia ; 3. The Islands of the Blessed or Elysian Islands ruled by Cronus, where the great heroes of myth resided after death ; 4. The Elysian Fields ruled by Rhadamanthys, where the virtuous dead and initiates in the ancient Mysteries were sent to dwell.

    The five rivers of Hades are Acheron (the river of sorrow), Cocytus (lamentation), Phlegethon (fire), Lethe (forgetfulness) and Styx (hate), which forms the boundary between upper and lower worlds. The only way to get to Hades is either through special gates to the Underworld (and by calling on Hades' name) or through the Shadow World.

    Hades has the following traits:
    * Normal Gravity.
    * Normal Time.
    * Infinite Size.
    * Divinely Morphic.
    * Mild Negative Energy Dominance.
    * Mildly evil aligned.
    * Normal Magic.

    TARTAROS
    In classic Greek mythology, below heaven, earth, and hades is Tartarus, or Tartaros (Greek Τάρταρος, deep place). It is a deep, gloomy place, a pit or abyss used as a dungeon of torment and suffering. While almost all the dead were said to go to hades, the gods cast the very worst mortal sinners and immortal enemies into tartarus for endless punishment. In the Gorgias, Plato (c. 400 BC) wrote that souls were judged after death and those who received punishment were sent to Tartarus. As a place of punishment, it can be considered a hell. The classic hades, on the other hand, is more similar to Old Testament sheol.

    While, according to Greek mythology, Hades is the place of the dead, Tartarus also has a number of inhabitants. When Cronus, the ruling Titan, came to power he imprisoned the Cyclopes in Tartarus. Zeus released them to aid in his conflict with the Titan giants. The gods of Olympus eventually defeated the Titans. Many, but not all of the Titans, were cast into Tartarus. Atlas, Cronus, Epimetheus, Metis, Menoetius, and Prometheus are some Titans who were not banished to Tartarus. In Tartarus, prisoners were guarded by giants, each with 50 enormous heads and 100 strong arms, who were called Hecatonchires. Later, when Zeus overcame the monster Typhon, the offspring of Tartarus and Gaia, he threw it, too, into the same pit.

    Originally, Tartarus was used only to confine dangers to the gods of Olympus. In later mythologies, Tartarus became the place where the punishment fits the crime. For example Sisyphus, who was both a thief and murderer, was condemned for eternity to push a boulder up a hill only to have it roll down at the top. Also found there was Ixion, the first human to spill the blood of a relative. He caused his father in-law to fall into a pit of burning coals to avoid paying the bride-price. The fitting punishment was to spend eternity on a flaming wheel. Tantalus, who enjoyed the confidence of the gods by conversing and dining with them, shared the food and the secrets of the gods with his friends. The fitting punishment was to be immersed up to his neck in cool water, which disappeared whenever he attempted to quench his thirst, and luscious grapes above him that leapt up when he tried to take a hold.

    Tartaros is only reachable through Hades.

    Tartaros has the following traits:
    * Normal Gravity.
    * Normal Time.
    * Infinite Size.
    * Divinely Morphic.
    * no elemental or energy traits.
    * Strongly Evil Aligned.
    * Normal Magic
    Last edited by Sir Elton; Monday, 12th March, 2007 at 10:05 PM.
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    My communities:

    I don't have much to say at this point, but this looks highly sweet.

    I was just wondering why you took Native Americans out of north america and replaced them with elves et al. Do you have a thematic reason for that, or is it more to drift more towards vanilla D&D?

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    I believe I have a great reason.

    It's to make it more acceptable for the general gamer. Considering that the setting is set 500 years B.C., I'm not sure if the World is ready for a set of modules based on the Book of Mormon. So elves, et. al. take the place of the Native Americans.

    Publishing a module based on one of the stories of the Book of Mormon could get me accused of preaching, and I would be accused of violating the Community Standards. Even if I write an adventure based on one of the secular war stories in the book. So, I decide to wait on that possibility further.

    i.e. "Prejudice - Covered Products can not depict existing real-world minorities, nationalities, social castes, religious groups, genders, lifestyle preferences, or people with disabilities as a group inferior to any other group. Current, real-world religions and religious groups and/or practices will not be portrayed in any way that promotes disrespect for these religions or their participants. A Covered Product can not endorse or promote any specific religion or religious practice."

    Secondly, it's a fantasy. I can have giants, dwarves, elves, dark elves, halflings, gnomes, and monsters populating my version of North America. I thought of doing something along the same lines myself earilier as a Pseudo-Medieval fantasy [i.e. Greyhawk Rip-Off transported to North America), but I had the general feeling that it probably would be too plausible and too implausible for players to suspend their disbelief.
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    The Cosmos, the Inner Planes

    In this entry, I complete the Cosmos by adding the Inner Elemental Planes and the Two Energy Planes.

    Elemental Plane Of Air

    The Elemental Plane of Air is an empty plane, consisting of sky above and sky below.

    The Elemental Plane of Air is the most comfortable and survivable of the Inner Planes, and it is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage.

    The Elemental Plane of Air has the following traits.

    * Subjective directional gravity. Inhabitants of the plane determine their own ďdownĒ direction. Objects not under the motive force of others do not move.
    * Air-dominant.
    * Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air (including spells of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells donít require higher-level slots).
    * Impeded magic. Spells and spell-like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded.

    Elemental Plane Of Earth

    The Elemental Plane of Earth is a solid place made of rock, soil, and stone. An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness, his powdered remains a warning to any foolish enough to follow.

    Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal.

    The Elemental Plane of Earth has the following traits.

    * Earth-dominant.
    * Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or stone (including those of the Earth domain) are both empowered and extended (as if the Empower Spell and Extend Spell metamagic feats had been used on them, but the spells donít require higher-level slots). Spells and spell-like abilities that are already empowered or extended are unaffected by this benefit.
    * Impeded magic. Spells and spell-like abilities that use or create air (including spells of the Air domain and spells that summon air elementals or outsiders with the air subtype) are impeded.

    Elemental Plane Of Fire

    Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, evershifting plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without need for fuel or air, but flammables brought onto the plane are consumed readily.

    The Elemental Plane of Fire has the following traits.

    * Fire-dominant.
    * Enhanced magic. Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells donít require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
    * Impeded magic. Spells and spell-like abilities that use or create water (including spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.

    Elemental Plane Of Water

    The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium.

    The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. They are perpetually in motion, wracked by currents and tides. The planeís permanent settlements form around bits of flotsam and jetsam suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.

    The Elemental Plane of Water has the following traits.

    * Subjective directional gravity. The gravity here works similar to that of the Elemental Plane of Air. But sinking or rising on the Elemental Plane of Water is slower (and less dangerous) than on the Elemental Plane of Air.
    * Water-dominant.
    * Enhanced magic. Spells and spell-like abilities that use or create water are both extended and enlarged (as if the Extend Spell and Enlarge Spell metamagic feats had been used on them, but the spells donít require higher-level slots). Spells and spell-like abilities that are already extended or enlarged are unaffected by this benefit.
    * Impeded magic. Spells and spell-like abilities with the fire descriptor (including spells of the Fire domain) are impeded.

    Negative Energy Plane

    To an observer, thereís little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The Negative Energy Plane is the most hostile of the Inner Planes, and the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there.

    The Negative Energy Plane has the following traits.

    * Subjective directional gravity.
    * Major negative-dominant. Some areas within the plane have only the minor negative-dominant trait, and these islands tend to be inhabited.
    * Enhanced magic. Spells and spell-like abilities that use negative energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells donít require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
    * Impeded magic. Spells and spell-like abilities that use positive energy, including cure spells, are impeded. Characters on this plane take a -10 penalty on Fortitude saving throws made to remove negative levels bestowed by an energy drain attack.

    Random Encounters

    Because the Negative Energy Plane is virtually devoid of creatures, random encounters on the plane are exceedingly rare.

    Positive Energy Plane

    The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal frame unable to contain that power, she immolates as if she were a small planet caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.

    The Positive Energy Plane has the following traits.

    * Subjective directional gravity.
    * Major positive-dominant. Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited.
    * Enhanced magic. Spells and spell-like abilities that use positive energy, including cure spells, are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells donít require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected. (Undead are almost impossible to find on this plane, however.)
    * Impeded magic. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.

    Random Encounters

    Because the Positive Energy Plane is virtually devoid of creatures, random encounters on the plane are exceedingly rare.
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    You list the classic gods -- will they have a strong role in the campaign? Do the Greeks still embrace them, and do they noticeably interact in the Amero-Greek life? Or do the Greeks worship them, while the gods are aloof.

    Or, are the Greeks diverging from traditional worship, due to influences in the new world (elves and whatnot). The gods could take offense to this and punish the Greeks, or try to win them back.

    Just a couple questions and thoughts.
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