Hi. New poster here, but I've been gaming since the mid-nineties, on and off.
An idea for a setting came to me the other day, and since I'm most likely to be using a modification of the Pathfinder ruleset (specifically the e6 Modification, applied to Pathfinder instead of regular 3.5e.), I thought this was probably the best place to post it.
My idea, as far as I've taken it thus far, is that the world of Urdina is tidally locked to its primary. This causes the planet to have only a small band of it being habitable for most of the common races, the Twilit Realms. They fall on and around the terminator, making the Realms a hothouse environment for those species that live there. They compete in a small area for resources, making the Realms a constant place of strife, political maneuvering, and danger (read: plot hooks).
It also helps explain all of the various elemental planar stuff that comes with the standard Pathfinder cosmology: the fire creatures can come from the sunside of the planet, while the ice creatures can come from the starside. The earth creatures burrowed deep underground long ago to escape the coming disaster of the planet stopping its rotation, and the water creatures exist in the deepest reaches of the oceans.
On top of that, it helps with the various abilities and rivalries that appear with the standard PC races; the dwarves delved underground to avoid the scorching heat of the near-sunside portions of the Twilit Realms, while the elves developed good eyesight and magic to live on the edge of the starside, etc.
Anyway, I'm going to try and hack my way through the various rules issues that are undoubtedly going to crop up as I develop the setting and the modifications to the e6 system to adapt it for Pathfinder here. I'd appreciate feedback from the community, and any ideas that you like, feel free to take home for your own game!
Thanks,
John4
An idea for a setting came to me the other day, and since I'm most likely to be using a modification of the Pathfinder ruleset (specifically the e6 Modification, applied to Pathfinder instead of regular 3.5e.), I thought this was probably the best place to post it.
My idea, as far as I've taken it thus far, is that the world of Urdina is tidally locked to its primary. This causes the planet to have only a small band of it being habitable for most of the common races, the Twilit Realms. They fall on and around the terminator, making the Realms a hothouse environment for those species that live there. They compete in a small area for resources, making the Realms a constant place of strife, political maneuvering, and danger (read: plot hooks).
It also helps explain all of the various elemental planar stuff that comes with the standard Pathfinder cosmology: the fire creatures can come from the sunside of the planet, while the ice creatures can come from the starside. The earth creatures burrowed deep underground long ago to escape the coming disaster of the planet stopping its rotation, and the water creatures exist in the deepest reaches of the oceans.
On top of that, it helps with the various abilities and rivalries that appear with the standard PC races; the dwarves delved underground to avoid the scorching heat of the near-sunside portions of the Twilit Realms, while the elves developed good eyesight and magic to live on the edge of the starside, etc.
Anyway, I'm going to try and hack my way through the various rules issues that are undoubtedly going to crop up as I develop the setting and the modifications to the e6 system to adapt it for Pathfinder here. I'd appreciate feedback from the community, and any ideas that you like, feel free to take home for your own game!
Thanks,
John4