Homebrew Setting Design Diary


log in or register to remove this ad

Sir Elton

First Post
Plants, Magical Woods and Spices

Valuable and Magical Woods

Ash
Ash is a healing wood. It is also used for protection. Snakes have an innate fear of ash and avoid it.

Aspen
Aspen is an excellent wood for spoken spells. It brings the wizard eloquence.

Birch
Birch is an excellent wood for brooms. A Birch Wood wand will bring the wizard luck.

Fir
Fir is a protective wood. It will protect the wizard against evil. It is also used for money and love charms.

Darkwood

This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.

Ebony
Ebony is the most powerful wood for wands. Ebony gives the user pure, unlimited power.

Hazel
Hazel is favored as one of the best woods for an all-purpose magical wand. Carrying hazel will make wishes come true.

Holly
Holly is the strongest of the protective woods. It is used to guard against evil.

Hornbeam
Hornbeam is a lucky wood. It brings good fortune to the Wizard. It is very good for spells.

Mahogany
Mahogany is known for its ability to withstand lightening strikes. It has strong protective qualities.

Unique Flowers

* Argsbargies
* Blue Eyes
* Breldiar
* Ebur
* Olvar
* Yuth

Valuable Spice

African pepper · Ajwain (bishop's weed) · Allspice · Amchur (mango powder) · Anise · Aromatic ginger · Asafoetida · Camphor · Caraway · Cardamom · Cardamom, black · Cassia · Celery seed · Chili · Cinnamon · Clove · Coriander seed · Cubeb · Cumin · Cumin, black · Dill seed · Fennel · Fenugreek · Fingerroot (krachai) · Galangal, greater · Galangal, lesser · Garlic · Ginger · Ginseng * Grains of paradise · Horseradish · Juniper berry · Liquorice · Mace · Mahlab · Mustard, black · Mustard, white · Nigella (kalonji) · Nutmeg · Paprika · Pepper, black · Pepper, green · Pepper, long · Pepper, pink, Brazilian · Pepper, pink, Peruvian · Pepper, white · Pomegranate seed (anardana) · Poppy seed · Saffron · Sarsaparilla · Sassafras · Sesame · Sichuan Pepper · Star anise · Sumac · Tamarind · Turmeric · Wasabi · Zedoary
 
Last edited:

Sir Elton

First Post
Part Iv: Animals And Monsters

The next step is a catalogue of Beasts. Both mundane and those with enchanted form (Monsters). In North America, the continent is populated by a range of animals: pumas, wolves, otters, wolverines, bears, badgers, and weasels. In Pre-Columbian America, scientists are often adamant that there were no horses. Well, that is going to change.

Animals
Aside from insects, which are incountable to catalog for a Campaign Setting [ants are ants, and mosquitoes are mosquitoes], the easy thing to do is catalog which animals would be in the Campaign Area. Animals do present a problem, however. They are typically mobile. Animals of note are presented in Fish, Amphibian, Reptile, Bird, and Mammal classifications.

Fish
The North Sea (Lake Ontario) boasts many species of fish that are useful for the Hellenic Colonists. Notable species includes:
* Chinook Salmon
* Coho Salmon
* Walleye

The East Sea (Lake Erie) also boasts species of fish that can be useful to the Colonists.
* Yellow Perch
* Walleye
* White Bass
(Stats are not listed in the d20 System, but can be found in RM's Creatures and Monsters under Small Fish and other RPG products [Like the Palladium One])

Amphibians
There are a couple of Amphibians in the campaign area. This list comes from the list in Massachussetts.

Salamanders (no d20 Stats. RM Stats are found in Creatures and Monsters, and in Creatures and Treasures)
* Common Mudpuppy
* Jefferson Salamander
* Blue-spotted Salamander
* Spotted Salamander
* Marbled Salamander
* Northern Dusky Salamander
* Northern Two-lined Salamander
* Spring Salamander
* Four-toed Salamander
* Eastern Red-backed
* Eastern Newt

Frogs and Toads (Same Source)
* Eastern Spadefoot Scaphiopus holbrookii
* American Toad Bufo americanus
* Fowler's Toad Bufo fowleri
* Gray Treefrog Hyla versicolor
* Spring Peeper Pseudacris crucifer
* American Bullfrog Rana catesbeiana
* Green Frog Rana clamitans
* Pickerel Frog Rana palustis
* Northern Leopard Frog Rana pipiens
* Wood Frog Rana sylvatica

Reptiles
Lizards
* Northern Fence Lizard
* Italian Wall Lizard
* Five-lined Skink
* Northern Coal Skink

Snakes
* Northern Water Snake
* Queen Snake
* Northern Brown Snake
* Northern Redbelly Snake
* Common Garter Snake
* Shorthead Garter Snake
* Eastern Ribbon Snake
* Eastern Hognose Snake
* Northern Ringneck Snake
* Eastern Worm Snake
* Northern Black Racer
* Smooth Green Snake
* Black Rat Snake
* Eastern Milk Snake

Poisonous Snakes
* Northern Copperhead
* Eastern Massasauga
* Timber Rattlesnake

Turtles
* Common Snapping Turtle
* Common Musk Turtle
* Eastern Mud Turtle
* Spotted Turtle
* Bog Turtle
* Wood Turtle
* Eastern Box Turtle
* Northern Diamondback Terrapin
* Eastern Redbelly Turtle
* Common Map Turtle
* Yellowbelly Slider
* Red-eared Slider
* Painted Turtle
* Blanding's Turtle
* Green Turtle
* Atlantic Hawksbill
* Loggerhead
* Atlantic Ridley
* Leatherback
* Eastern Spiny Softshell

Birds
Migratory Birds of Note
* American Robin
* Arctic Tern
* Bewick's Swan
* Black-necked Swan
* Blue-winged Teal
* Bobolink
* Cackling Goose
* Canada Goose
* Dunlin
* Gadwall
* Green-winged Teal
* Grey Plover
* Mallard
* Northern Pintail
* Ross's Goose
* Semipalmated Sandpiper
* Snow Goose
* Sooty Shearwater
* Swainson's Thrush
* Three-wattled Bellbird
* Western Sandpiper
* Whimbrel

Predatory Birds of Note
* Bald Eagle
* Golden Eagle
* Turkey Vulture
* American Black Vulture
* North American Osprey
* Peregrine Falcon
* Great Horned Owl
* Barn Owl

Domesticated and useful Fowl of note
* Chicken
* Wild Turkey

MAMMALS OF NOTE
Useful Mammals
* Moose
* Deer
* Elk
* Beaver
* Antelope
* Rabbit
* Domesticated Aurochs (Cows and Bulls)
* Dogs
* Ass
* Donkey
* Horse
* Sheep
* Cats
* hog, pig, boar

Obnoxious Mammals of Note
* Rat
* Field Mouse
* Mustelids
* Raccoons

Predatory and Dangerous Mammals
* Mountain Lion or Puma (use Leopard stats, RM use Lion stats)
* Timber Wolf
* Wolverine
* Bear
* Skunk
* Bobcat
* Wild Boar

MONSTERS
Now we list animals which has enchanted forms. Although an Olympian campaign suggests certain monsters (Satyrs, hydrae, Chimera, etc.) this is the New World and strange new monsters will be encountered. Each are listed by type: Aberration, Dire Animal, Beast, Construct, Dragon, Elemental, Fey, Magical Beast, Ooze, Outsider, [Shapechanger], and Vermin

Abberations
Aboleth, Athach, Avolakia (MMII), Choker, Destrachan, Drider, Ethereal Filcher, Hook Horror (MM II), Neogi (MM II), Otyugh, Rust Monster, Skum, Will o' the Wisp, and a Cerebric, lovecraftian psionic monster of a tenticular persuasion (you know what I mean, the monster whose name starts with an M and an F), and it's accompanying Template (FF).

Dire Animals
Dire Mountain Lion (use Dire Lion stats), Dire Badger, Dire Bear, Dire Boar, Dire Elk (MM II), Dire Rhinoceros (FF)

Beast
Griffon, Hippogriff, Hydrae, Owlbear, Purple Worm, Megalodon (MM II), Razor Boar (MM II and CC I), Stirge, War Beast (MM II)

Construct
Animated objects, bronze serpent, Caryatid Column, golems (MM and MM II), half-golems (MM II), Helmed Horror (MoF), homunculus, Inevitables (MM, MoP, & FF), necrophidius (FF), retriever, Shield Guardian

Dragon
Chromatic Dragons, Faerie Dragon (MMIII-IV?, ToH), Gem Dragons (MM II), Mercury Dragon (WotC), Metallic Dragons, Half-Dragon Template, pseudodragon, song dragon (MoF)
 

Sir Elton

First Post
Monsters continued

Elemental
Air Elemental, Earth Elemental, Fire Elemental, Water Elemental, Air Wierd (MMII), Earth Wierd (MMII), Fire Wierd (MMII), Water Wierd (MMII), Tempest (MMII); Belker, Invisible Stalker, magmin

Fey
dryad, faun (Deities and Demigods), feytouched (FF), firenewt (MoF), grig, jermlaine (MMII), kelpie (FF), nixie, nereid, oread (FF), pixie, satyr, Sirine (MMII), Spirit of the Land (MMII)

Giant
Cyclops (Deities & Demigods), Ettin, Giants, Ogre, Ogre Mage

Magical Beast
Basilisk, corollax (MMII), thunderbird (Chaos Roc) (MMII), cockatrice, cranium rat (FF), Digester, ethereal marauder, flame snakes (FF), frost worm, giant eagle, lamia, manticore, moonrat (MMII), pegasus, Phoenix (MMII), winter wolf

Monstrous Humanoid
Centaur, grimlock, hags (all), harpy, wemic (MoF)

Ooze
Aballin (MoF), Aquatic Ooze (FF), Black pudding, gelatinous cube, grey ooze, ochre jelly

Outsiders
Bacchae (FF), barghest, couatl, erinyes, Lemure, lillend, night hag, nightmare, shadow mastiff, sylph (MMII), the Olympian Gods (Deities and Demigods), the Titans

[Shapechanger]
doppleganger, lycanthropes (all)

Undead
allip, banshee (MMII), crawling hand (FF), crypt thing (FF), ghast, ghost, ghoul, lich, shadow, skeleton, spectre, spellstiched (MMII), vampire, vampire spawn, wight, wraith, zombie
 

Sir Elton

First Post
Part V: The Thinking Beings

After the food chain is produced, its time to add the thinking beings. Thinking beings -- Men, Dwarves, Elves, Halflings, Orcs, and Trolls and the like -- are typically intelligent creatures that have both culture and social organization. They really should be charted last. So, here we go!!

Humans

There are essentially four groups of humans abroad in the land. Regular humans, the Barbarians, the Elans, and the Maenads.

Regular humans are separated by Culture. The Hellenes, the Amazons, the Sybarites, and the others of cultures not yet discovered. Humans typically have these traits:
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


Barbarians
Barbarians are humans who have interbred with Giant stock. They are typically taller than a typical human being and they are much fairer. However, they are called barbarians simply because they renounce Greek Ways and Greek Religion. As a result, the Hellenes declared such beings "barbarian" or foreigner. Barbarians are foreigners and are typically considered beyond the pale to a Hellene/Greek.

Barbarian Racial Traits:
* Abilities: +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Barbarians are physically tougher than other humans; but their reputation as traitors to Greek Culture precedes them in the new Atlantean world. They are also not interested in intellectual pursuits -- much.
* Favored Class: Fighter.
* Medium Size:As Medium creatures, barbarians have no special bonuses or penalties due to their size. Despite their large size by Hellenic standards.
* A barbarian's base speed is 30 ft.
* Due to their powerful frames, barbarians begin play with the slam feat as their human bonus feat despite the feat's size prerequisite.

Elans

The elans were given the secret of Immortality by Apollo. Apollo dallied with a mortal woman, but couldn't stand the sight of her getting old. So, he gave her the ability to make herself immortal. Using ambrosia and a psionic ritual taught to her by Apollo, this woman made herself immortal. Unfortunately for Apollo, it also made her sterile. But they managed to have three children. After her children were grown, she related to them the secret of the Elan transformation before departing to Olympos to be with ther husband.

Elans have the following traits:
* -2 Charisma
* Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
* Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
* Elan base land speed is 30 feet.
* Elans (unlike most aberrations) do not have darkvision.
* Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
* Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
* Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans’ past lives expose them to wide ranges of language.
* Favored Class: Psion.
* Level Adjustment: +0.


CENTAURS
MM35_PG32.jpg


Centaurs are a creation of Poseidon Horselord, who came into being after the War with Cronos and the great Deluge. After the division between the three brothers as to how they were to rule the Earth, Poseidon claimed the Domain of his Uncle and Father-in-Law Oceanus, Hades claimed the Lithosphere, and Zeus claimed the Atmosphere. As Poseidon traversed his own domain he found the Americas. Claiming the Americas as his own, he named North America Atlantis and South America Amphitritos after his own wife.

While ruling the land and it's small population of humans, the Giants came to his land. They came from the West (over the landbridge between Alaska and Asia) and from the East (in big boats carrying them from Europe to Iceland, to Greenland, and then to the Laborador coast). The Giants of the East included Hill Giants, Prarrie Giants and Ettins; while the Giants of the East included Storm Giants, Frost Giants, and Ettins. The Giants of the East called themselves Gomerians after Gomer the son of Iapeteus. The Giants of the West called themselves Magogites after Magog, the son of Iapeteus.

Faced with the downfall of his kingdom, Poseidon Horselord used his divine powers to transform his little kingdom. He transformed them into a being that had a human's torso, arms, neck and head; but the body of a horse. With this form, they fought the giants in their land and scattered them across the land. After that, Poseidon caused the Land Bridge to subside, flooding it with sea water so the Giants would not cross again.

Centaurs are typically encountered naked.

Centaur Traits:
* +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
* Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
* Space/Reach: 10 feet/5 feet.
* A centaur’s base land speed is 50 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
* Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
* Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
* +3 natural armor bonus.
* Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
* Favored Class: Ranger.
* Level adjustment +2.
 

Sir Elton

First Post
NYMPHS

Picture: http://www.illusionsgallery.com/cave-nymphs-L.jpg (Not work safe if your boss is like Morrus' Grandma. If you work at Hippy Hollow or Lake Edun, then its worksafe. It's a 1906 painting of nudes.)

Nymphs are spirits of the forests, rivers, mountains, meadows, oceans, and plains. Although most of those encountered are female, there are male nymphs as well. Nymphs are typically masters of arcane magic and dynamic spellcasting.

Nymphs will defend themselves and their home, they often taking up arms to go to battle. Nymph fighters are uncommon, and usually male. While Nymph spellcasters can be of both sexes. Nymphs usually have light frames and have skin the texture of porcelain. Despite their frames, nymphs are incredibly strong and can mate with humans. A nymph-human mating will result in a human with the half-fey template. Some nymphs are sometimes found in the company of Gods: including Pan, Dionysus, Artemis, and Hermes.

Nymphs can speak Sylvan and Common. Nymphs have the following traits:
* Abilities: -4 Strength, -2 Constitution, +4 Intelligence, +2 Wisdom, +4 Charisma. Nymphs are typically not physically powerful. They are very powerful intellectually and have strong personalities. Unfortunately, their wisdom is not quite as strong.
* Favored Class: Wizard.
* Medium-sized.
* Nymph base speed is 30 ft.
* Nymphs have low-light vision.
# Weapon Proficiency: Nymphs are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
# Automatic Languages: Common, Sylvan. Bonus Languages: Draconic, Celestial, Aquan, Ignan, Terran, Auran, Orc.

Satyrs

MM35_PG220.jpg


Typically about 5'4" in height (4'7" + 2d8"), the Satyr race is a creation of Pan and a mating with a dryad. Satyrs have good eysight. But they are also curious about clothing and have a pathological desire to steal anything woven from dead plants or dead animal hair. This is because they are curious about the human race and their preoccupation with wearing clothes.

Aside from that, their natural curiosity can be channeled into better pursuits. They are a friendly sylvan race, if a bit mischevious. Satyrs come in the two sexes: male satyrs are called satyrs and female satyrs are called fauns. Both satyrs and fauns can mate with Nymphs or humans. Typically, the race of the child is that of the father's. A satyr-human or a satyr-nymph mating will produce a satyr, while a human-faun mating or a nymph-faun mating will produce a human or a nymph (in the case of the human, it has the half-fey template).

Due to their natural proclivity to curiosity, satyrs make wonderful rogues, bards, or sorcerers. They are also typically encountered in the buff. While they find clothes interesting, they also won't wear them because the Satyrs believe that human clothes are magical, somehow.

Satyr characters possess the following racial traits.

* +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
* Medium size.
* A satyr’s base land speed is 40 feet.
* Low-light vision.
# Automatic Languages: Sylvan. Bonus Languages: Common.
* Favored Class: Rogue.

Dromites

80489.jpg


Dromites were transformed from common insects by Epimetheus at the response of a call. Called the New World "Myrmidons" by the Greek Colonists, Dromites wield psionics. But they can also be powerful warriors as well. A few dromite colonies can be found in the mountains and hollows of the Land of Many Waters. These dromite colonies are allied with the Greek Colonists against their brothers.

* +2 Charisma, -2 Strength, -2 Wisdom
* Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
* Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
* Dromite base land speed is 20 feet.
* Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
* Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
* Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
* Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
* Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.
* Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
* Favored Class: Wilder.
* Level Adjustment: +1.

Maenads

33174.jpg


Another creation of Epimetheus during the War of Giants, maenads have crystalline structures infused into their skin. Maenads and their wild psionics are often mistaken to be a gift of Dionysius. However their psionic ability of these New World maenads (despite the Old World's maenads' magical abilities) clearly mark that they are a creation of Epimetheus ("After Thought"). Maenads have taken to wearing clothes, but they aren't regarded as magical by the Satyrs as the humans' clothing, though.

* Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.
* Maenad base land speed is 30 feet.
* Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Psi-Like Ability: 1/day—energy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
* Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength.
* Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin. Maenads commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
* Favored Class: Wilder.
* Level Adjustment: +0
 
Last edited:

Sir Elton

First Post
PART V: Cultures

Now we come to probably the most interesting part of building a world. the book Greek Society becomes important here. This is also the one element where I'd probably open myself up to the most criticism. But since World Building isn't about Anthropological Systems, but producing a living breathing world for Fantasy Roleplay; the Classicists on Enworld (and other dutiful fora) will be ignored. Except if your name is Jeremy Todd Robb. Which, I believe, doesn't visit these fora.



When, as Game Masters, we manage a large number of Thinking Beings (D&D calls them humanoids, usually) the usual creative pattern should be followed. Start generally first and then work ourselves up. So, why have culture in a campaign in the first place? Well, the enable all of the players to (1) visualize quickly the way of life in any given place in the Campaign; (2) create specific constructs very quickly in a consistent manner; (3) make patterns of inter society interaction such as trade or conflict; and (4) develop underlying mannerisms and obivious features and motivations for specific NPCs; and (5) allow for *richer* PC backgrounds.

So, lets build the "Good Guys" Culture, the Culture where most of our PCs will come from: the Land of New Athens.

NEW ATHENS

STEP 1:
PHYSICAL RESOURCES


What are the Physical Resources of Upstate New York in 600 B.C.? The Finger Lakes Area has a lot of water. Lake Ontario, Lake Erie, Lake Tonowanda, the Finger Lakes. There is a lot of open water there. The soil and climate can support grapes of every kind, so it must be incredibly fertile.

There is a lot of Granite stone in the Catskills; and Gneiss in the Adirondacks. These can be used for building materials. As for wood, the area is covered with Trees. Lots of trees. A virgin woodland occupies Upper New York State in 600 B.C.

There is a good number of iron veins in the Adirondacks. While there is a Copper vein still worth 60 talents in upper Michigan (with about 500 to a 1000 talents of Copper mined out of it). There are also deposits of Zinc, silver, and Tin and other good minerals. Our brave Greek Colonists can make steel. But not on the same scale as was done during the hieght of the Industrial Revolution.

Neighboring Assets
 

Sir Elton

First Post
For those awaiting the completion of this thread, I have decided to produce a Campaign Bible (a lot like a T.V. Series Bible like He-Man's bible). This will allow me to produce adventures based on the setting for a long time to come. I'll also post the Bible on this thread.

:)
 

Remove ads

Top