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<blockquote data-quote="Steampunkette" data-source="post: 8261509" data-attributes="member: 6796468"><p><span style="font-size: 26px"><strong>"Of Scale and Ash"</strong></span></p><p><strong><span style="font-size: 18px">A Setting for 5e D&D.</span></strong></p><p></p><p><span style="font-size: 15px"> The dwarves have retreated into the darkness, below. The elves have turned to distant shores. And what ruin Mankind Wrought is left to the wastrels abandoned amidst ashes. Set 200 years after the end of the Dragonblood Wars, in which mankind was reduced incalcuably by their hubris and Dragonkind was utterly destroyed, the remaining peoples of Veth piece together the once-great empires of those who are lost.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">The player races of the setting are:</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Warforged: </strong>Constructed with the express intent of destroying the scaled menace, Warforged attained sentience soon after their initial construction. Built to serve, to fight, they find themselves lost in this new world where man and dragon are both absent. Built in a manner which does not hold well to society, they nonetheless patterned themselves and their identities upon Mankind. While some hold true to their identities as hunters, as warriors, the majority seek to hold down simple jobs or careers in order to earn enough silver to maintain their bodies over time.</span></p><p></p><p><strong>Goblin</strong><span style="font-size: 15px"><strong>s</strong>: In a world where resources are scarce and enemies abound, Goblins are often pressed to the fringes of the world, forced to live in nomadic bands to avoid hunting dragons or conflict with the ever-expanding civilized world that shuns them so fully. Without the constant pressures, Goblinish culture has shifted, flourished, and become one of stoic self-reliance and communal responsibilities. More than any remaining race, Goblinkind are bound to the land, to nature, and while the Warforged seek to rebuild the society they were built to serve, the Goblins create a new civilization. One with roots deeper than the Goblins know... (4'5"-5'5" tall, batty features, long and slender limbs and fingers)</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>The Twisted</strong>: Not all humans were destroyed by their war with Dragonkind. As magics and sciences collided, far more were twisted by esoteric energies and became something new. Few in number, the Twisted are Plane-Touched beings. Aasimar, Tieflings, Genasi, and Changelings are all beings touched by the innate magical essences of other realms, Twisted into a new form. Now their children, more stable both physically and mentally, have begun to return to civilization, as the Warforged rebuild it. Their roles in it are new, and both groups are learning about their positions in society as they grow.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Thri-Kreen</strong>: In arid lands and savannahs the Kreen have existed for uncounted centuries. Traders, Hunters, Assassins, and more. Their once great empire fell long before the Dragonblood Wars swept over the lands of Veth. But new forces within their number drive them to push outward, to expand, anew, as their kind once did. An expansion that often puts them at odds with both Goblinkind and the New Nations. Much of the world is still ash and ruin, where the Kreen thrive... But what drives the Swarming Urge?</span></p><p></p><p><span style="font-size: 22px"><strong><em>The Setting in Play:</em></strong></span></p><p>Of Scale and Ash is a Points of Light Campaign in the ruins of several once-great empires brought low by internecine warfare and dragon breath. It is designed as a Post Apocalyptic setting in which most of what was lost is largely unremembered. Humanity, Dwarvenkind, and Elvenkind had an Industrial Revolution Technomagic society largely functioning with smaller, less developed, societies in the same area. But when Dragons returned to the world and sought to reclaim their old hunting grounds, the Prime Races fought back.</p><p></p><p>As a result, there are firearms in the hands of Warforged, Thri-Kreen, and the Twisted. They are functionally loud reskins of both Simple and Martial ranged weapons. Heavy Crossbows are Marksman Rifles. Longbows are Repeating Rifles. Shortbows are one-handed and represent revolvers. While light crossbows represent Hunting Rifles and Muskets. Hand Crossbows are, essentially, Derringers.</p><p></p><p>Players are often hired to scout out potential locations for expansion, clear out dangers, or explore dungeons for magic, magitech, and technological items. Few things recovered from these explorations are more valued than Tomes of Knowledge. Books that -explain- how these once-prominent technologies worked and can be made to function, again.</p><p></p><p>Artificers are revered as important members of society. Sorcerers were created by experiments to force magic into bloodlines to "Breed" armies of wizards. Bards carry an important role in society as those who carry the Oral Traditions. Paladins and Clerics are few and far between, as much of the old religions are forgotten. Druids, Shaman, and Rangers are largely viewed as the Spiritual Leaders of the healing world...</p><p></p><p>Yeah... I'd play in that setting.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8261509, member: 6796468"] [SIZE=7][B]"Of Scale and Ash"[/B][/SIZE] [B][SIZE=5]A Setting for 5e D&D.[/SIZE][/B] [SIZE=4] The dwarves have retreated into the darkness, below. The elves have turned to distant shores. And what ruin Mankind Wrought is left to the wastrels abandoned amidst ashes. Set 200 years after the end of the Dragonblood Wars, in which mankind was reduced incalcuably by their hubris and Dragonkind was utterly destroyed, the remaining peoples of Veth piece together the once-great empires of those who are lost. The player races of the setting are: [B]Warforged: [/B]Constructed with the express intent of destroying the scaled menace, Warforged attained sentience soon after their initial construction. Built to serve, to fight, they find themselves lost in this new world where man and dragon are both absent. Built in a manner which does not hold well to society, they nonetheless patterned themselves and their identities upon Mankind. While some hold true to their identities as hunters, as warriors, the majority seek to hold down simple jobs or careers in order to earn enough silver to maintain their bodies over time.[/SIZE] [B]Goblin[/B][SIZE=4][B]s[/B]: In a world where resources are scarce and enemies abound, Goblins are often pressed to the fringes of the world, forced to live in nomadic bands to avoid hunting dragons or conflict with the ever-expanding civilized world that shuns them so fully. Without the constant pressures, Goblinish culture has shifted, flourished, and become one of stoic self-reliance and communal responsibilities. More than any remaining race, Goblinkind are bound to the land, to nature, and while the Warforged seek to rebuild the society they were built to serve, the Goblins create a new civilization. One with roots deeper than the Goblins know... (4'5"-5'5" tall, batty features, long and slender limbs and fingers) [B]The Twisted[/B]: Not all humans were destroyed by their war with Dragonkind. As magics and sciences collided, far more were twisted by esoteric energies and became something new. Few in number, the Twisted are Plane-Touched beings. Aasimar, Tieflings, Genasi, and Changelings are all beings touched by the innate magical essences of other realms, Twisted into a new form. Now their children, more stable both physically and mentally, have begun to return to civilization, as the Warforged rebuild it. Their roles in it are new, and both groups are learning about their positions in society as they grow. [B]Thri-Kreen[/B]: In arid lands and savannahs the Kreen have existed for uncounted centuries. Traders, Hunters, Assassins, and more. Their once great empire fell long before the Dragonblood Wars swept over the lands of Veth. But new forces within their number drive them to push outward, to expand, anew, as their kind once did. An expansion that often puts them at odds with both Goblinkind and the New Nations. Much of the world is still ash and ruin, where the Kreen thrive... But what drives the Swarming Urge?[/SIZE] [SIZE=6][B][I]The Setting in Play:[/I][/B][/SIZE] Of Scale and Ash is a Points of Light Campaign in the ruins of several once-great empires brought low by internecine warfare and dragon breath. It is designed as a Post Apocalyptic setting in which most of what was lost is largely unremembered. Humanity, Dwarvenkind, and Elvenkind had an Industrial Revolution Technomagic society largely functioning with smaller, less developed, societies in the same area. But when Dragons returned to the world and sought to reclaim their old hunting grounds, the Prime Races fought back. As a result, there are firearms in the hands of Warforged, Thri-Kreen, and the Twisted. They are functionally loud reskins of both Simple and Martial ranged weapons. Heavy Crossbows are Marksman Rifles. Longbows are Repeating Rifles. Shortbows are one-handed and represent revolvers. While light crossbows represent Hunting Rifles and Muskets. Hand Crossbows are, essentially, Derringers. Players are often hired to scout out potential locations for expansion, clear out dangers, or explore dungeons for magic, magitech, and technological items. Few things recovered from these explorations are more valued than Tomes of Knowledge. Books that -explain- how these once-prominent technologies worked and can be made to function, again. Artificers are revered as important members of society. Sorcerers were created by experiments to force magic into bloodlines to "Breed" armies of wizards. Bards carry an important role in society as those who carry the Oral Traditions. Paladins and Clerics are few and far between, as much of the old religions are forgotten. Druids, Shaman, and Rangers are largely viewed as the Spiritual Leaders of the healing world... Yeah... I'd play in that setting. [/QUOTE]
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