Tolen Mar
First Post
Hiya all. I've been working on a new setting, a homebrew, to play with my friends once they all move back to town (which should happen in the next few weeks). I thought I'd start posting info here, and getting some ideas/feedback. I already mentioned some of this stuff in the thread SciFantasy...it was a couple of weeks ago.
Ok, first off, here's a list of books I plan to use to create this campaign:
3.5 Core books
Arcana Unearthed
Unearthed Arcana
Arsenal
Factory
Complete Book of Eldritch Might
Chaositech
Expanded Psionics Handbook
Within the Unearthed Arcana Book, I am mostly thinking of using the vitality/wounds system, and the class based defense bonus, plus armor as DR. (The latter two options are indirectly suggested in Arsenal and Factory, they wrote their own version of those rules long before Unearthed Arcana Came out.)
I know that there will be a lot of things to consider and work out, since there are so many minor differences here and there through all of those books.
I am going to allow/use other books, but those listed above are the core of the concept I'm working on. (Mostly character resources and monster books.)
Class-wise, I'm going to allow the Druid, Fighter, Ranger, and Rogue from 3.5, the XPH classes, And all of the Arcana Unearthed Classes except Akashics. (They exist, but the players will not be allowed to play one.) Also, Monte Cook's Alternate Bard.
Now, the thinking behind this is to use the AU magic users as the wizardly types, in particular, the magister takes the place of the wizard. For the sorcerer types, I'm going to use psionics. (And drop the psionic template from AU.) You'll notice that there is little in the way of religious classes. I did that on purpose. When I get to telling you about the setting, you'll probably understand better, but right now, I really don't think the classes that get their powers from the gods fits.
Ok, so here we are, ready to start detailing the setting. The exiles are the descendants of a colony ship from earth. In order to get the equivalent of FTL to work, science had to be blended with technology. Unfortunatly, when the jumpgate opened, it smashed the ship (named Argosy), and the backwash destroyed earth. Only those aboard the now crippled Argosy were left. Once the jump finished, they were seriously off-course, with nothing they could about it. The ship crash-landed on a more or less primitive world.
By that I mean that it resembles pretty much any other standard DnD world (Elves, Dwarves, etc...).
ok, anywhere from 400 to 100 years has passed (I'm not sure how much is necesary yet). The Exiles have built Argosy city atop a ridge in the midst of Elven held territory. They have found that magic flows even more powerfully and easily on this world than it ever did on earth, so technology has taken a decidely arcane direction. (Most tech comes from Arsenal and Factory). Trade has been established with many of the 'Primitives" (any non-human race). However, there are several groups of primitives that wouls like to see all of the good guys destroyed (as usual).
Within the time period the exiles have been on this new world, several religions have developed. The city is splintered into areas held by factions each related to a different religion. Now, there is very little in the way of a pantheon. That does not mean, however, that there is no religion.
The pure-techs beleive that God punished mankind not for reaching too far with his technology, but for mixing it with arcane energy "dealing with devils."
The Argosian theocracy is the major religious power in the city, made up of people who beleive that there is nothing wrong with arcane tech, and that God had simply decided to end the cruelty and violence of Earth (aka, the Noah's Ark idea). They beleive that they have been given this new world to conquer.
The Priory of the Fallen beleive that magic and tech are both evil, and have sworn off the use of both. They are hardworking people who aren't afraid of using the arms and hands God gave them, they need nothing else.
The Aruspex Guild is made up of Clairvoyants, Seers, and so forth, and provide the Argosian Theocracy with its "thought Police" (I'll need a knew name for that but you know what they are now), who work like the inquisition to root out dissidents.
The Wardens of the Wall are a knightly order who man the outpost stations Argosy has set up. They guard against incursions by the primitives, and act as general police within Argosy limits.
The Theocratic Knights are basically the color guard for the theocracy.
At some point after the landing, there was a schism. Several religious leaders took their faithful and founded similar cities after long pilgrimages. One in particular came to rest atop a volcano that turned out to be a fountain of chaos. After decades or centuries, the current ruler has outfitted his troops with twisted versions of the technology Argosy uses (Chaoistech).
anyway, thats a very brief and basic tour of what I've been working on. More will follow as I get it written up, so let the comments and questions begin!
Ok, first off, here's a list of books I plan to use to create this campaign:
3.5 Core books
Arcana Unearthed
Unearthed Arcana
Arsenal
Factory
Complete Book of Eldritch Might
Chaositech
Expanded Psionics Handbook
Within the Unearthed Arcana Book, I am mostly thinking of using the vitality/wounds system, and the class based defense bonus, plus armor as DR. (The latter two options are indirectly suggested in Arsenal and Factory, they wrote their own version of those rules long before Unearthed Arcana Came out.)
I know that there will be a lot of things to consider and work out, since there are so many minor differences here and there through all of those books.
I am going to allow/use other books, but those listed above are the core of the concept I'm working on. (Mostly character resources and monster books.)
Class-wise, I'm going to allow the Druid, Fighter, Ranger, and Rogue from 3.5, the XPH classes, And all of the Arcana Unearthed Classes except Akashics. (They exist, but the players will not be allowed to play one.) Also, Monte Cook's Alternate Bard.
Now, the thinking behind this is to use the AU magic users as the wizardly types, in particular, the magister takes the place of the wizard. For the sorcerer types, I'm going to use psionics. (And drop the psionic template from AU.) You'll notice that there is little in the way of religious classes. I did that on purpose. When I get to telling you about the setting, you'll probably understand better, but right now, I really don't think the classes that get their powers from the gods fits.
Ok, so here we are, ready to start detailing the setting. The exiles are the descendants of a colony ship from earth. In order to get the equivalent of FTL to work, science had to be blended with technology. Unfortunatly, when the jumpgate opened, it smashed the ship (named Argosy), and the backwash destroyed earth. Only those aboard the now crippled Argosy were left. Once the jump finished, they were seriously off-course, with nothing they could about it. The ship crash-landed on a more or less primitive world.
By that I mean that it resembles pretty much any other standard DnD world (Elves, Dwarves, etc...).
ok, anywhere from 400 to 100 years has passed (I'm not sure how much is necesary yet). The Exiles have built Argosy city atop a ridge in the midst of Elven held territory. They have found that magic flows even more powerfully and easily on this world than it ever did on earth, so technology has taken a decidely arcane direction. (Most tech comes from Arsenal and Factory). Trade has been established with many of the 'Primitives" (any non-human race). However, there are several groups of primitives that wouls like to see all of the good guys destroyed (as usual).
Within the time period the exiles have been on this new world, several religions have developed. The city is splintered into areas held by factions each related to a different religion. Now, there is very little in the way of a pantheon. That does not mean, however, that there is no religion.
The pure-techs beleive that God punished mankind not for reaching too far with his technology, but for mixing it with arcane energy "dealing with devils."
The Argosian theocracy is the major religious power in the city, made up of people who beleive that there is nothing wrong with arcane tech, and that God had simply decided to end the cruelty and violence of Earth (aka, the Noah's Ark idea). They beleive that they have been given this new world to conquer.
The Priory of the Fallen beleive that magic and tech are both evil, and have sworn off the use of both. They are hardworking people who aren't afraid of using the arms and hands God gave them, they need nothing else.
The Aruspex Guild is made up of Clairvoyants, Seers, and so forth, and provide the Argosian Theocracy with its "thought Police" (I'll need a knew name for that but you know what they are now), who work like the inquisition to root out dissidents.
The Wardens of the Wall are a knightly order who man the outpost stations Argosy has set up. They guard against incursions by the primitives, and act as general police within Argosy limits.
The Theocratic Knights are basically the color guard for the theocracy.
At some point after the landing, there was a schism. Several religious leaders took their faithful and founded similar cities after long pilgrimages. One in particular came to rest atop a volcano that turned out to be a fountain of chaos. After decades or centuries, the current ruler has outfitted his troops with twisted versions of the technology Argosy uses (Chaoistech).
anyway, thats a very brief and basic tour of what I've been working on. More will follow as I get it written up, so let the comments and questions begin!