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Oramis: The Shattered World

WizardofOwls

First Post
Way back in the 80s, I started working on my own homebrew world called Oramis. The idea for the world was very loosely based on a shattered world setting described by Micheal Reaves in his fantasy duology The Shattered World and The Burning Realm. I worked on for several years using first the 1st edition gane and later the 2e rules. I had just begun trying to update my world to the then newly released 3e rules when tragedy struck - as a result of a fight between myself and my now ex-wife, she threw my entire collection of 1st, 2nd and 3rd edition books in the garbage. I went into mourning and completely abandoned D&D for many years. Well, i'm back, and have been checking out the new 4e. I have to say that I simply dont like it. So I have begun working on my world once again and am in the process of converting what I already had written to 3.5, and fleshing it out with new stuff. I'd like to know what you guys think of what I have written so far, so I'm gonna start posting some of my world here in this thread, beginning with the dwarves of my world. Please have a look and let me know what you think. If you'd rather not wait for me to post snippets, you can have a look at the entire setting on my Shattered World wiki here: Welcome! - Oramis: The Shattered World

So without further ado, here is the first installment:

The Dwarves of Oramis: The Shattered World

The dwarves of Oramis are similar in most respects to the dwarves of other worlds, yet vastly different in others. As a result of the Shattering which resulted in the destruction of their underground kingdoms, the dwarves have been forced to live on the surface for the past 1000 years. This has taken a heavy toll on the stout folk. The dwarves have become a very dark, somber, and brooding folk who spend much of their time drinking and telling sad tales of the glories of their lost kingdoms, especially Ostoria which was considered to be the crown jewel of the dwarven race. Today the dwarves have taken to other means of finding their place in the world. Many have become prospectors, traveling the Wind Ways in windskiffs, searching the shards for traces of gold and other metals. Others have turned to commerce, and many have become members of the Sky Merchants’ Guild. (A popular Oramian saying is, “If you want the best, buy dwarven.”)

The life of an Oramian dwarf is very much tied up with the concept of honor. A dwarf must try to live as honorably as possible, and insults to a dwarf’s honor can have dire consequences to the offending party. If a dwarf somehow manages to dishonor himself, he becomes suicidal. Such dwarves often seek out their own deaths by hunting down and trying to slay powerful creatures. Their honor demands that they try to win such a fight, but in their hearts they are hoping to die. Such dwarves become Death-Seekers. A dwarf who kills another dwarf without just cause is branded Masladh, a dwarven term implying shaming and disgrace, that is often associated with traitors. Such criminals can be slain on sight by any dwarf. Female dwarves branded Masladh are not slain, but are shunned and treated as prisoners.

Female dwarves are slender and ALWAYS wear veils. No non-dwarven male has ever seen a female dwarf unveiled. Male dwarves consider it rude to discuss a female dwarf's appearance, especially among non-dwarves. Rumor has it that dwarven females are bearded but this has yet to be proven, and the males will neither deny nor confirm this rumor. (DM’S NOTE: This rumor is false. Female dwarves of Oramis have no beards despite persistent rumors to the contrary. It is common among other settings for female dwarves to have beards, but here such a thing is unheard of. Legends do tell of distant worlds where the women have beards, but such a concept seems strange and utterly alien to Oramian dwarves.)

The tragic ‘secret’ of the dwarves is their low birthrate. The low dwarven birthrate is thought to be due to low fertility among dwarven women. To complicate matters even further, a devastating plague ran through the dwarven clans around 500 years ago. Unfortunately the disease proved fatal. Even worse, it only affected females. Today only 1/4 of all dwarves are female. Males are VERY protective of their females (perhaps overly so). Because of this dwarven adventurers will always be male except in extremely rare cases (DM’s approval). Rumor among non-dwarves has it that female dwarves have “harems” of husbands, in the belief that the more husbands a female has, the better her chances are of getting pregnant, and bolstering the waning number of dwarves. (DM’S NOTE: This rumor is true. Should a female get pregnant, all the males in a female’s “harem” of husbands will act as fathers to the newborn child, since there is usually no way of knowing which of the males in the harem fathered the child.) The birth of a female child is especially celebrated.

Human women will sometimes voluntarily live with the dwarves, some simply in an attempt to help the dwarven race to survive, while others do so in return for payment for their services. But volunteers are not always available. When this happens, fear of clan extinction sometimes drives dwarves to raid other settlements or even to deal with slavers in search of human women for mates. These women are typically treated as little more than harlots. However should a human woman give birth to a female half-blood, she is awarded special status. A human woman will never be allowed to see dwarven women unless she vows to never leave the dwarven clans.

The offspring of a human and a dwarf is usually (95%) dwarven enough to pass for a true dwarf (although it may be a foot taller than other dwarves). Any offspring it may in turn have with a dwarven mate will be fully dwarven reverting back to usual dwarven height. A small percentage of human-dwarf pairings (5%) will result in a Mul, a sterile half-dwarf which inherits some traits from both parents. Since they are sterile, muls are generally viewed with scorn and ridicule by dwarves and treated like failures. Female muls are treated even worse, but thankfully - like female dwarves - they are very rare. Only one in four muls is female. (See Races of Oramis: Muls) The taking of human mates is the “secret salvation of the race” referred to by some dwarven elders.

Dwarves are also cross-fertile with elves, however the results were not as good as those that resulted from dwarf-human unions. Dwarf-elf unions always result in gnomes. This is a sore spot with dwarves who had hoped that such crossbreeds would help to save their race. To make matters worse, gnomes breed like rabbits. It is known that no gnomes or muls existed before the plague. Twyll and dwarves are not cross-fertile. All progeny resulting from such unions are stillborn.

Dwarves of Oramis do not cut their beards. Ever. They find the mere thought of doing so to be repulsive. Tradition within the dwarven community states that the length of the beard is the measure of the dwarf. A dwarf with a short beard or no beard at all is either shunned or pitied.

HALF-DWARVES

There is very little difference between half-dwarves and true dwarves. Half-dwarves stand about a foot taller than a true blood, and they are fertile. That's it. Thus, in game terms, half-dwarves are treated as though they are true dwarves. Half-dwarves who mate with a dwarf will produce a fully dwarven child, but those who mate with another half-blood or a human will produce a human child. Thus it is vitally necessary for half-bloods to mate with a true blood. This is typically not a problem for the true blood males, who often find it exotic to be with a half-blood female, even though true blood males are virtually guaranteed a dwarven mate if that is their desire. Half blood males, however, must earn a spot in a true blood female's harem by demonstrating that they deserve such an honor. Such half-dwarves often adventure in order to prove themselves worthy of being accepted into a family unit by gathering for themselves fame, prestige and riches.
 

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JohnRL

Explorer
Interesting start. I generally prefer fluff and stat posts to angry opinions, but I have to say you have started off on an unusual topic. It could lead to adventures (fluff should always tie in with adventures somehow) but not the ones the players were expecting.

"So we've got to rescue the princess, right? Who's kidnapped her? A dragon? An evil wizard? A doomsday cult?"
"Nope, randy, desperate dwarves"
It's like something out of a weird porn movie (or so I've been told)
 

WizardofOwls

First Post
Here is what I have on the Gnomes of my world. Let me know what you think, okay?

Gnomes
1.png

Gnomes - like muls - are an infant race when compared to the other races of Oramis, having only been in existence for around 500 years. The origin of the gnomish race has its roots in dwarves.

Dwarves have always been few in number, due to the fact that they suffer from low fertility rates. However in the year 497 A.S. this problem was greatly compounded by a devastating plague of unknown origins that swept through the dwarven clans. Now referred to as the Dwarven Plague, the plague was fatal to all who contracted it. Even worse, it only affected dwarven women. Today only 1/4 of all dwarves are female.

Realizing the adverse implications that this could have on the probability of the survival of dwarves as a race, the dwarves pursued drastic measures - they explored the possibility of cross-breeding with other races. Around the year 512 A.S., the great Dwarven Breeding Experiments began. These had mixed results. The most successful of their experiments was in dwarf/human crossbreeding, which resulted in the production of fertile half-dwarves as well as a few sterile muls. Dwarven attempts to breed with twyll did not work at all - the progeny of all such attempts were stillborn. Attempts to breed with elves, however, had a completely unexpected result - the birth of the species which would come to be known as gnomes.

The first gnomes were treated as curiosities. There were 12 of them - six males and six females. The dwarves had no idea what to do with them, and the elves had no time for them. Thus, for the most part, they were left on their own to explore their surroundings with very little help from others. As they matured, it became obvious that they were an incredibly intelligent race, able to learn very quickly, and to retain knowledge with uncanny accuracy. Another thing also became very apparent - gnomes are unbelievably fertile and multiply like rabbits.

By the year 707 A.S., only around 200 years later, the dwarves began to realize that if something were not done, the gnomes would soon overtake them in number and push them out of their own homes. Gnomes had begun to feel restless among the dwarves anyway, feeling like outsiders, not quite fitting in, and wanted a place of their own. The dwarves were more than happy to oblige them. Thus began the Gnomish Migration of 710 A.S.. Utilizing a handful of prototype dwarven dirigibles designed especially for this purpose, the dwarves helped the gnomes to relocate to an uninhabited shard which the gnomes promptly named Shinnsa.

Today Shinnsa is a booming metropolis. Ruled by the remaining 7 of the original 12 gnomes - all of whom are obviously nearing the end of their lifespans - Shinnsa is a mecca for all of those who pursue knowledge. Gnomes are the creators of the primary competition for windriggers - Gnomish Clockwork Ships.

Personality: Gnomes are incredibly curious about how things work, and enjoy taking things apart and putting them back together for the sheer fun of it. To other races, they seem very childlike in their youth, innocence and excitement. They also have a great sense of humor, and enjoy puns, jokes, and games as well as intricate tricks.

Physical Description: Gnomes combine the slim graceful build of their elven mothers with the smaller stature of their dwarven fathers. They stand about 3 1/2 to 4 feet tall, and weigh about 40-45 pounds. Their facial features are also a combination of those of their parent races. They have the upswept, pointed ears of the elven race as well as the trademark bulbous dwarven nose. Male gnomes prefer to wear short, carefully trimmed beards. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue or green. Gnomes love to dress in bright yet tasteful colors in elaborate styles. Gnomes reach adulthood at about age 40 and have an apparent lifespan of about 450-500 years. Multiple births are common among gnomes.

Relations: Gnomes get along well with humans and twyll - at least with those who are able to tolerate their practical jokes. They enjoy spending time with dwarves, however the sentiment is not returned as enthusiastically. Dwarves had hoped that gnomes would be the solution to their fertility problems, and the fact that they are hyper fertile when compared to dwarves is a sore spot in gnomish/dwarven relations. Gnomes are a little intimidated yet awed by elves and raptorans, and suspicious of tieflings. They are, however, rarely hostile or malicious.

Alignment: Gnomes are almost always good, though they are equally divided between lawful, neutral and chaotic. Those who are lawful tend to be tinkers, sages, researchers and scholars, while those who are chaotic tend toward illusionists, minstrels, tricksters and wanderers. Neutral gnomes tend to enter the priesthood. Evil gnomes are as rare as they are frightening.

Gnome Lands: Gnomes may be found almost anywhere throughout the shards, though they are most numerous on the gnomish homeshard of Shinnsa. A fairly large number of them can also be found on the four shards which comprise the Kusaran Alliance: Kusara, Tartassos, Carbuncle and Sheranda.

Religion: The chief gnome god is Garl Glittergold. His clerics teach that gnomes are to cherish and support their communities. Pranks are seen as ways to lighten spirits and to keep gnomes humble, not as ways for pranksters to triumph over those they trick.

Language: The Gnome language blends elements of Dwarven, Elven and Common in an elegant yet practical tongue. It uses the Dwarven script and is renowned for its technical treatise and its catalogs of knowledge about the natural world. Human herbalists, naturalists and engineers commonly learn Gnome in order to read the best books on their chosen topics of study.

Names: See the section on gnomish names in the PHB page 17.

Adventurers: Gnomes are curious and impulsive. They may take up adventuring as a way to see the world or for the love of exploring. Some take up adventuring as a quick - if dangerous - path toward wealth, which is often needed in order to purchase supplies for their experimenting and inventing. Gnome adventurers are occasionally forced to begin a life of exploration after being stranded far from home by a flying machine gone wrong. More often, though, a gnome character chooses to travel among the other races of Oramis as tinkers and craftsgnomes, selling minor inventions and masterwork objects to finance exploration into their own personal interests.

Gnome Racial Traits

+2 Intelligence, +2 Dexterity, -2 Wisdom, -2 Strength. Gnomes are brilliant creatures who are quite adept at creating and manipulating machinery. However their innocence and naivete often cause them to make faulty and questionable decisions during the construction process.

Small: As a small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three quarters of those of a Medium character.

Gnome base land speed is 20 feet.

Low Light Vision: A gnome can see twice as far as a human in torchlight and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Weapon Familiarity: Gnomes may treat gnome hooked hammers (see PHB page 118) as martial weapons rather than exotic weapons.

+2 racial bonus on saving throws against illusions: Gnomes are innately familiar with illusions of all kinds.

Add +1 to the Difficulty Class for all saving throws against illusions cast by gnomes. Their innate familiarity with these effects makes their illusions more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

+2 racial bonus on Listen checks: Gnomes have keen ears.

+2 racial bonus on Craft (Alchemy) checks: A gnome's sensitive nose allows him to monitor alchemical processes by smell.

+3 racial bonus against all effects that cause aging: A gnome's elvish blood resists aging.

+2 racial bonus on Knowledge, Craft and Profession skill checks involving large and complicated machinery, mechanics or tinkering.

+1 racial bonus to Reflex saving throws: Gnomes are used to ducking for cover when things explode.

Automatic languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Raptoran, Twyll. Gnomes deal more with elves and dwarves than elves and dwarves deal with one another.

Favored Class: Tinker. A multiclass gnome's tinker class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, page 60, PHB)
 

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