So, I've been working on a campaign setting ever since Wizards announced the contest that culminated in Eberron. I've gone back and made major changes, wikified everything, and am in yet another round of design. Sometime before Christmas I intend to have all the content double-checked for open content correctness, have filled in the major blank spaces, and open up the wiki for public consumption. Then I'll start in on processing playtest results from outside groups.
This post is sort of a request for comment. I'm going to talk about what I consider the major points of the setting, and try and figure out what needs fleshing out, what people find interesting, and what features are cliched. I'm going to use any feedback I get as a guide to prioritizing my work over the next couple of months. I'll also be happy to answer any questions people may have.
Aestia is a complicated and ambiguous world. Many people are familiar with the "four elements" of fire,earth, air, and water, and fantasy writers have done many clever and complicated things with this particular take on the world. Aestia does not hew to this convention.
There are seven heavenly spheres surrounding Aestia, which define the world and its inhabitants. The Sphere of Knowledge, for example, is the sphere whose turning causes the rising and setting of the sun, and which determines the fate of the Giants, and which gives all mortals the ability to perfect their minds. It is the main component of bronze, and the crystals born of the sun have the ability to store secrets.
Each of the seven mortal races are bound by birth to one of the spheres, and thirteen of the classes allow a mortal to tie themselves to yet another sphere. The 14th class, the witch, stands between the spheres.
This arrangement breaks one of the oldest conventions in fantasy, so I will be interested in seeing people's reactions to it. For the record, the Spheres are Knowledge, Nature, Self, Music, Conflict, Intrigue, and Heaven. These spheres are the organizing priciple of the setting; anything involving elements or energy types has been thrown out (or is slated to be cut in the near future). Everything - races, classes, feats, spells - all of it - is tied to the spheres.
There are no alignments in Aestia, and no humanoids aside from the seven mortal races. No outsiders, elementals or abberations, either; however fey and spirits figure quite heavily.
There are no outer planes, rather there is the Mortal World and the Spirit World, seperated by the Veil. One planet (the so-called Hidden Planet, which controls the destiny of Humans) is hidden behind the Veil.
Rather than come up with new mechanics of my own, almost all the crunch is cherry-picked from existing products and pulled together into a cohesive whole. Also note things are still in flux so the list given here is subject to change.
* Ability scores: Using Blue Rose convention of using just the modifiers; six-point buy.
* Hit points/AC per the core rules. Will be playtesting armour as DR in the near future.
* Wealth system instead of gold pieces.
* Using a variant of the Blue Rose magic system, which in turn is adapted from the Psychic's Handbook. Pulling in some of the telepathic powers from Babylon 5 for the psion.
* Marrying the personality feats from Dynasties and Demagogues with the Blue Rose Conviction system and calling it hero points.
* Incorporating the debate rules from Dynasties and Demagogues and the favour system from Way of the Daimyo(Rokugan).
* Using the Arcana Evolved feats as the starting point for the 300-odd feats. Characters get a feat every level. There are roughly 40-50 feats per sphere.
* Using the craft(trapmaking) rules from Quintessential Rogue.
* Enhanced (more complex) rules for armour and weapon crafting from many, many sources.
* Modified crafting rules from "Enchiridion of Treasures and Objects d'Art", including a subset of the materials, for other types of crafting.
* Using Void Points from Rokugan, and a new skill called Hospitality loosely based on the Tea Ceremony from the same source.
* Using naval and underwater rules from the Seafarer's Handbook.
* Using poison rules from the Assassin's Handbook.
* Called shots and combat schools per the Quintessential Fighter.
* Language and literacy rules of my own devising, incorporating material from Ink and Quill.
Because there are no alignments or beastial humanoids (orcs or other automatic bad guys), there's a greater emphasis in the setting on intrigue and politics. There is a setting-based explanation for the traditional dungeons scattered throughout the landscape.
I'll be happy to provide details where they've been nailed down, just ask. Feel free to suggest "better" rules for the subsystems above, and let me know if I'm missing anything important.
This post is sort of a request for comment. I'm going to talk about what I consider the major points of the setting, and try and figure out what needs fleshing out, what people find interesting, and what features are cliched. I'm going to use any feedback I get as a guide to prioritizing my work over the next couple of months. I'll also be happy to answer any questions people may have.
Aestia is a complicated and ambiguous world. Many people are familiar with the "four elements" of fire,earth, air, and water, and fantasy writers have done many clever and complicated things with this particular take on the world. Aestia does not hew to this convention.
There are seven heavenly spheres surrounding Aestia, which define the world and its inhabitants. The Sphere of Knowledge, for example, is the sphere whose turning causes the rising and setting of the sun, and which determines the fate of the Giants, and which gives all mortals the ability to perfect their minds. It is the main component of bronze, and the crystals born of the sun have the ability to store secrets.
Each of the seven mortal races are bound by birth to one of the spheres, and thirteen of the classes allow a mortal to tie themselves to yet another sphere. The 14th class, the witch, stands between the spheres.
This arrangement breaks one of the oldest conventions in fantasy, so I will be interested in seeing people's reactions to it. For the record, the Spheres are Knowledge, Nature, Self, Music, Conflict, Intrigue, and Heaven. These spheres are the organizing priciple of the setting; anything involving elements or energy types has been thrown out (or is slated to be cut in the near future). Everything - races, classes, feats, spells - all of it - is tied to the spheres.
There are no alignments in Aestia, and no humanoids aside from the seven mortal races. No outsiders, elementals or abberations, either; however fey and spirits figure quite heavily.
There are no outer planes, rather there is the Mortal World and the Spirit World, seperated by the Veil. One planet (the so-called Hidden Planet, which controls the destiny of Humans) is hidden behind the Veil.
Rather than come up with new mechanics of my own, almost all the crunch is cherry-picked from existing products and pulled together into a cohesive whole. Also note things are still in flux so the list given here is subject to change.
* Ability scores: Using Blue Rose convention of using just the modifiers; six-point buy.
* Hit points/AC per the core rules. Will be playtesting armour as DR in the near future.
* Wealth system instead of gold pieces.
* Using a variant of the Blue Rose magic system, which in turn is adapted from the Psychic's Handbook. Pulling in some of the telepathic powers from Babylon 5 for the psion.
* Marrying the personality feats from Dynasties and Demagogues with the Blue Rose Conviction system and calling it hero points.
* Incorporating the debate rules from Dynasties and Demagogues and the favour system from Way of the Daimyo(Rokugan).
* Using the Arcana Evolved feats as the starting point for the 300-odd feats. Characters get a feat every level. There are roughly 40-50 feats per sphere.
* Using the craft(trapmaking) rules from Quintessential Rogue.
* Enhanced (more complex) rules for armour and weapon crafting from many, many sources.
* Modified crafting rules from "Enchiridion of Treasures and Objects d'Art", including a subset of the materials, for other types of crafting.
* Using Void Points from Rokugan, and a new skill called Hospitality loosely based on the Tea Ceremony from the same source.
* Using naval and underwater rules from the Seafarer's Handbook.
* Using poison rules from the Assassin's Handbook.
* Called shots and combat schools per the Quintessential Fighter.
* Language and literacy rules of my own devising, incorporating material from Ink and Quill.
Because there are no alignments or beastial humanoids (orcs or other automatic bad guys), there's a greater emphasis in the setting on intrigue and politics. There is a setting-based explanation for the traditional dungeons scattered throughout the landscape.
I'll be happy to provide details where they've been nailed down, just ask. Feel free to suggest "better" rules for the subsystems above, and let me know if I'm missing anything important.