Am I crazy (not rhetorical)?

Beholder Bob

First Post
I'm just checking with all you DM's out there to see if I'm going overboard in world design, or if most do this much or more for their homebrew worlds.

astrological signs & effects on people born at that time

defining nature of soul, spirit, mind, and body - and the effects of absense of any of these on the creature, and how it relates to rebirth & ressurection, undeath, ect.

defining nature of world, the atmosphere, the planes and how they interact (different then base assumption, flat earth, elemental planes radically different, and using celestial objects as important influence on events & people)

alternate types of gods - young and weak. You deal with the bureacracy of heaven/hell instead.

new races - I'm not using any PH races (well, human, but I've modified them as well)

modified magic system

modified classes

Well, am I crazy (or is it I who am Mad!)? Is this too much, about right, or what?
 

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At first I thought the astrological stuff seemed a bit much, although it does seem like a neat idea, but every setting needs its weird twist, so that's yours. Although if it seems too difficult, then cut back, don't wanna burn out.
 

Well, here's my thoughts on your questions. I'll answer them in order.

1) Interesting mechanic. If you can keep it simple than I don't see why not. Just be sure to factor it into the settings culture. For instance, only people of Sign A hold political office, as they are suited for it. If it doesn't factor in other than to say a PC is sign whatever, than the flavour is lost.

2) Could be fun, but I'd say not to go over board. Just alter the spells accordingly and you should be fine. I'm going with a similar effect on teleportation types of spells in my CW.

3) Always a must to have a unique set of gods. Since you're going with a new method of interaction concerning those divine people than it is even more interesting. Kudos on this one.

4) Always fun to add new races. Just be careful about niches. Each PC race has a niche they fit, so you should avoid having two races that fill the same aspect, especially if they are both core races.

5) Modified magic? SWEET! Any time a DM alters an ingrained system to accomodate a world it adds a level of uniqueness that is a must.

6) It depends on how you modify them. Sometimes it's better to just dump a class. Something I learned after nearly pulling my hair out trying to fit bard's into my world.

Good luck on the world building. The big thing to remember is if you change/add a mechanic be sure to make it an integral part of the world. Don't just add because it's cool. If it serves a purpose in more ways than just combat, like in the culture of a country, then it's a good thing.
 

Cool!! :D Here's a bit of the flavor text for the campaign -

THE NATURE OF THE WORLD

The world is young, covered in water and dotted with islands pulled from the depths. The people have wandered the world for 600 years, the first created days after the sun first rode across the sky. Bounded the four corners of the world are the Heavenly Columns which support Elysium’s Vault, and beneath them are the Foundation Pillars of Infernus. The Sun is pulled daily across the sky on the Celestial Chariot, while beneath the earth Balor's Eye creeps along Infernus’ sky, pulled by Hell’s Cutter, an infernal ship that sails the sky. The moon seen in the night sky by mortals is the diffraction from the stellar lens – the result of an array of stars both above and below, a pocket space named Archon. In Infernus, a similar diffraction is created. This infernal moon, Cthothos, is the other end of Archon.
To the north, the world’s edge is the mountain range that reaches up to heaven, with the pillar as yet not completely culled from the earth’s bones. The mountain range climbs to the hills of Arcadia. The bones of the earth, also called the Titan’s Ribs, rise up, filling the sky. They hold untold mineral wealth and draws compass needles to it in homage. The Great Rifts, or Wounds of the Earth, is a treacherous path through poisoned earth that leads to the Caverns of Tartarus.
To the south is the edge of the world, the birthplace of the stars and the void that falls forever. Hurricanes and tornado’s whip through, and the waters of the world lap at the lip, spilling into an eternal waterfall. Caught in the tempests, small islands of earth fly through the air, caught in eternal winds that pull them through the void. The stars can be seen clearly here, allowing a view of stars that have yet to be born into the world of man. Focused through the stellar lenses, 2 star beams touch the worlds edge, one carries upwards to the Vault of Heaven, the other pulling down to the Plains of Infernus, or Pandemonium.
The east ends with mud flats that slowly rise out of the boiling sea, and then to volcanoes that crowds the sky. The tallest volcano, Empyrean, is ringed by The City of Brass, which guards the Earth’s Maw, a flame licked lava tube that falls to Ghenna and lava flows. Beyond this is the obsidian road, a path that climbs up the devastation that is Empyrean into the mountainous region of Elysium named after Empyrean. Beyond the mountain range are the stars that sink from sight, diving into the void.
The west is the weeping sea, a region of eternal storm, with walls of rain that drown ships, and a whirlpool that pulls ships to Infernus. A path to Elysium exists, travelling along a rainbow formed briefly between storms. These 4 cardinal points are the elemental planes. Any can reach them, but few can survive the visit. Strange and dangerous creatures that defy modern scholars inhabit them.
Elysium and Infernus are the extremes, of pleasure and punishment. Many call it good and evil, but they are wrong. The good can go to Infernus for punishment - for acts real and imagined. Accidents happen, and those who do not seek the church’s benediction are at risk for unfair punishments, just as the wicked can sneak into heaven, if the guardians are not careful. The Gods are young, still learning their role in creation, and do not have all knowing eyes. They have servants, who have servants, who have theirs. The bureaucracy does its best to make sure that proper punishments and rewards are allotted, mostly by having the Cupitas Vigilo, and CaelestisOculus, tiny spirit servants, track and record the actions of mortals. There are not, however, enough to track all people, and these servants have proven prone to addiction, laziness, and even bribes. Some have died or abandoned their jobs, leaving creatures unwatched, while in other cases, they let their own feelings interfere with their appointed tasks.
When not judged, a soul simply drifts up to Elysium or down to Infernus - if its acts were so great as to make its soul very heavy or light. Unfortunately, death due to sickness or evil magic weigh souls down, while even the wicked can chance upon a multitude of ways to lighten their souls. Even Elysium is not perfect.
Elysium and Infernus are not at war with each other, but rather 2 branches of the same organization. Individuals, though, form their own little groups, and war among themselves. Gods rarely hear directly from their worshippers, but rather after the message is heard & 'interpreted' several times through the bureaucracy. So many varieties of worship for the same gods exist – each sure it is correct, and each is channeled by a different member of the bureaucracy. As yet the gods are unable to fashion a better system. Some blaspheme, saying there are no gods, just the celestial bureaucracy it self. These folk are, of course, burned at the Auto de Fe as heretics.
Trapped between Elysium and Infernus is the mortal realm, pierced through by the remains of dream time, a plane only souls and the tiniest of celestial servants can travel. Suffusing the mortal realm are 2 other planes, Faerie and the shadow lands. Both lands are artifacts from a prior creation, left over existence from the apocalypse that preceded this world's creation. The gods have no dominion in either land. The Fey lands came intact, and interact with the mortal lands when they can, expanding their limited domain. The shadow lands are the blasted remains of more then one world, now stitched together to make up deserts with angry skies, roiling storms with unclean winds, and ball lightning rolling across the plains. Ruins and abandoned cities are trapped between this wasteland, and the awful inhabitants of the Shadow Lands hide within. Survivors slip through the cracks into the mortal lands, although are often unwelcome.
 

[awedworship] Beholder Bob, that is the coolest thing since the Valaquenta. You are my hero. [/awedworship]

The setting you are considering looks awesome. I really don't know much about astrology, so can't say anything there. However, it might be cool to include mechanics for other divination-type things like tea leaves and Tarot cards. Perhaps Knowledge (signs and portents) or Profesion (fortune teller)?. That would seem to be in keeping with the flavour of your world.
 

Sounds like a damn cool world...

The heirarchical heaven/hell system sounds very Chinese - The Court of the Jade Emperor, etc. If you haven't read them already, some old Buddhist/Taoist mythological texts would be a great source of inspiration. There're tons stuck in the Web.

Also - Journey into the West, known in English-speaking countries as "Monkey" is a great read. He is constantly battling divine beaurocracies.

Will you have a mechanic to allow "ascension" to divine staus in the world?
 

Good looking stuff so far, BB.
I don't thinkit's crazy at all, as I once had a game where the Fey Houses (the characters all Fey, the game was called faerie War) had a color, astrological sign and musical note associated with it, each of which gave a mod to various things.

I look forward to reading more about this.

-Uriel
 

*Procede to pick up jaw, decide it has fallen to far and I don't need it to type*

Well. My my my. I will send the congratulatory band by when I can afford a thousand piece orchestra. Okay, accolades aside, good job ol'bean.

I have one thing though. Your world is very connected as far as the planes are concerned, which is not a bad thing. However, what is to keep demons and angels from taking over chunks of the mortal's plane and using it as kingdoms and battle fields? Are they trapped at home and need someone to invite them in? Or do they fear retribution from higher up in the beaurocracy? I'm just wondering because with all the young races running around, if I were a demon, or angel, I'd see it as a chance to gain a bit of weight in the office, so to speak.

Aside form this I think that all your above ideas (original post) will work, and the whole "state of death" thing is EXTREMELY well chosen, due to the proximity of the planes and the whole "not all good people end up in heaven". I like the weighted soul very much to.

One more question: How will the astrology work into this? The mechanic isn't what I'm worried about, I just REALLY want to know where it factors in.

Oh, another thing. Give that backstory to your PC's before they start playing. You'll never again see a set of characters rolled up and fleshed out in five minutes flat.
 


However, what is to keep demons and angels from taking over chunks of the mortal's plane and using it as kingdoms and battle fields? Are they trapped at home and need someone to invite them in? Or do they fear retribution from higher up in the bureaucracy?

Trapped between Elysium and Infernus is the mortal realm, pierced through by the remains of dream time, a plane only souls and the tiniest of celestial servants can travel. Also, Elysium and Infernus are not at war – they are both part of the same system. They do have their own ‘inner office’ wars – but that could easily be 2 factions in Elysium against each other as easily as Elysium and Infernus.

One more question: How will the astrology work into this? The mechanic isn't what I'm worried about, I just REALLY want to know where it factors in.

Astrology will grant a minor benefit for each of the 14 signs (27 day months, 378 days a year, 2 moons, Archon is a 27 day cycle, and Cthothos is an 18 day cycle – and 21 signs for those unlucky enough to be born in Infernus). I’m still hammering them out, but that amount to things like:+2 bluff to tell lies, re-roll 1/day a compulsion save, etc.
The PC’s can take feats to accentuate their signs, though.
Astrological signs will factor in per the day in question – when ‘your’ house is in accension, you get an additional bonus, certain types of spells are easier to cast on certain days, and windows to Faerie and the Shadow-Lands open on certain celestial events. Astrology is definitely a new skill. Also, when your house is in opposition, you suffer minor penalties… now a group of randomly rolled PC’s will have a variety of signs, so at any one time, some will benefit while some may suffer. The bad guys have the same modifiers as well. Also, certain celestial events presage earthly events, wars, earthquakes, and plague.

Will you have a mechanic to allow "ascension" to divine status in the world?
Yep – see my end note!

Also - Journey into the West, known in English-speaking countries as "Monkey" is a great read. He is constantly battling divine bureaucracies

Yes! I love Monkey, he’s great! Who else got to pee on Buddah’s hand (was it Buddah – not sure now)?

The hierarchical heaven/hell system sounds very Chinese - The Court of the Jade Emperor, etc. If you haven't read them already, some old Buddhist/Taoist mythological texts would be a great source of inspiration. There're tons stuck in the Web.

Yep, my inspiration for the bureaucracy was Chinese myth. I’ve resisted so far, but it is so tempting to lift some of the myth straight into my world – it has great flavor!

However, it might be cool to include mechanics for other divination-type things like tea leaves and Tarot cards.

I am using tarot and rune readings. They are only accurate when used on the mortal realm, though, as the stellar lens influences it. Infernus and Elysium are free of / immune to divinations. This is how so many things get screwed up in heaven/hell, and why they need to send servants to watch for them.

My current game is apocolyptic (the end is $#&$ nigh!) – the PC’s are doing what they can to stop the end. They have discovered that the gods did not create the mortals (Liars) and have been collecting the spiritual energy that mortals produce like a herder collects wool. They also learned that, by the gods taking all the spiritual energy, the world was thrown off kilter, as it were, causing the events that led to the apocolypse. Now, fighting with the gods against the coming darkness, the will come to know the gods as people – just as screwed up as they are. Gods are also much weaker then you would guess – the distance from mortals creates an odd perspective is all. This, combined with the gods are particularly susceptible to the attacks of the coming tide of darkness – the PC’s (& NPC’s) are the worlds only hope.

They are going to get their asses kicked. They lose. In the cards, already determined. He he he. Bwau ha ha. Um, chortle. Well, not completely. The war is hopeless, but the battle is not – and if the battle takes long enough, a seed group of mortals and gods can escape to start over. Turns out, the gods do not make it – they die buying that last little bit of time (redemption). The PC’s do, though, along with large tracts of untainted land and its peoples. The PC’s are the gods for the new world – still sorting things out, still growing into godhood. The world is actually much older then 600 years, and the PC’s didn’t make the people of this world either. The 600 year count is from when the gods/PC’s declare the official beginning – many purges later.
 

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