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<blockquote data-quote="Xyros" data-source="post: 340968" data-attributes="member: 5959"><p>- cutting and pasting -</p><p></p><p>Remnants of eldritch and alien empires battle over crystal-spired cities beneath skies bright with the glow of multiple moons. Boastful elder races pray to primordial gods so ancient they recall a time before the birth of the universe. Reptilian sorcerers explore the depths of their own decadent vanities while embonded human and dwarven servants cater to their every whim.</p><p></p><p>This is Siddir.</p><p></p><p>1. Core Ethos Sentence: Siddir - a world of weird heroic fantasy where adventurers face alien creatures and combat dying empires.</p><p></p><p>2. Who are the Heroes?: Siddiran adventurers tend to rise from the oppressed newcomer races, i.e. the “standard” races of D&D. Some are revolutionaries motivated by the cause of freeing their peoples. Some are gallants looking to reform the evil they see all around them. Others are simply trying to survive in the plague-ridden streets of the decadent crystal cities. All are looking for a place to call home in a world clearly not their own. </p><p></p><p>3. What do they do?: Siddir is an old world dominated by elder races like the backward-limbed xos and the reptilian venan dran. They, and foreign/alien races like the mind flayers and aboleth, dominate the world politically, though not to the same extent they once did. Their empires are in collapse, and city-size ruins litter the landscape. “Newer” races (the standard races of D&D) were brought to Siddir within the living memory of the oldest elves. Much of the action of Siddir would revolve around a) exploring the weird setting of Siddir; b) dungeon-delving through the many ruins; and c) winning freedom for their peoples from the elder races.</p><p></p><p>4. Threats, Conflicts, Villains: The elder races are a dominant villain motif of Siddir. While not all are evil, the majority are decadent and selfish, inspired by weird aesthetics and perverse pastimes (not adult-themed, naturally, please take note). Since they tend to have the most power in the world - magically, politically, etc. - the elder races are a constant threat, and entire campaigns can be built around bringing about the inevitable collapse of their failing empires.</p><p> Dark deities (elevated fiends, basically) outnumber good-aligned or neutral gods by at least three-to-one. Most are worshipped by the elder races, as above, and are openly hostile, conducting sacrifices and performing equally evil acts with clear public support from the establishment. Heroes, obviously, would not be able to let such things pass without interference, especially since the establishment (the elder races) is already on the decline. </p><p></p><p>5. Nature of Magic: Divine magic is more common than arcane magic. Siddiran religion tends to be more “cultish” (i.e., small, regional, and fanatical) than the larger “state” religions featured in Forgotten Realms, etc. Arcane magic, while more secular, is also influenced by and involved with cult activity. Specifically, arcane magic is fiendish in nature. Wizards negotiate or coerce their knowledge from demons and devils, and sorcerers wield magic from the daemonic blood in their veins (“tiefling”-like descriptions or templates are not uncommon among characters). </p><p> Siddiran magic is subtle. Flashier spells like fireball or lightning bolt are replaced by equally lethal magics like shatter limb, wracking cramp, and open hole.</p><p> Psionics are the hallmark of the elder races of Siddir and are common among them, less so among “newer” races like elves and humans. Psions and psychic warriors are core classes.</p><p></p><p>6. What’s New? What’s different?: Siddir’s two main inspirations were Lord Dunsany (Vathek) and Wayne Barlowe’s pencil illustrations of Thype in Barlowe’s Guide to Extraterrestrials. Though medieval in culture and technology, Siddir is clearly an alien world. It has thirty-two(!) small moons, each the home to a particular demon-god. Its native animal life is weirdly-shaped and motivated. The oldest cities are made of crystal and</p><p>unbreakable glass and have been around for millennia. The standard races of D&D are definite newcomers to this wild and exciting world. Can they make it their home? Adventure here and find out!</p></blockquote><p></p>
[QUOTE="Xyros, post: 340968, member: 5959"] - cutting and pasting - Remnants of eldritch and alien empires battle over crystal-spired cities beneath skies bright with the glow of multiple moons. Boastful elder races pray to primordial gods so ancient they recall a time before the birth of the universe. Reptilian sorcerers explore the depths of their own decadent vanities while embonded human and dwarven servants cater to their every whim. This is Siddir. 1. Core Ethos Sentence: Siddir - a world of weird heroic fantasy where adventurers face alien creatures and combat dying empires. 2. Who are the Heroes?: Siddiran adventurers tend to rise from the oppressed newcomer races, i.e. the “standard” races of D&D. Some are revolutionaries motivated by the cause of freeing their peoples. Some are gallants looking to reform the evil they see all around them. Others are simply trying to survive in the plague-ridden streets of the decadent crystal cities. All are looking for a place to call home in a world clearly not their own. 3. What do they do?: Siddir is an old world dominated by elder races like the backward-limbed xos and the reptilian venan dran. They, and foreign/alien races like the mind flayers and aboleth, dominate the world politically, though not to the same extent they once did. Their empires are in collapse, and city-size ruins litter the landscape. “Newer” races (the standard races of D&D) were brought to Siddir within the living memory of the oldest elves. Much of the action of Siddir would revolve around a) exploring the weird setting of Siddir; b) dungeon-delving through the many ruins; and c) winning freedom for their peoples from the elder races. 4. Threats, Conflicts, Villains: The elder races are a dominant villain motif of Siddir. While not all are evil, the majority are decadent and selfish, inspired by weird aesthetics and perverse pastimes (not adult-themed, naturally, please take note). Since they tend to have the most power in the world - magically, politically, etc. - the elder races are a constant threat, and entire campaigns can be built around bringing about the inevitable collapse of their failing empires. Dark deities (elevated fiends, basically) outnumber good-aligned or neutral gods by at least three-to-one. Most are worshipped by the elder races, as above, and are openly hostile, conducting sacrifices and performing equally evil acts with clear public support from the establishment. Heroes, obviously, would not be able to let such things pass without interference, especially since the establishment (the elder races) is already on the decline. 5. Nature of Magic: Divine magic is more common than arcane magic. Siddiran religion tends to be more “cultish” (i.e., small, regional, and fanatical) than the larger “state” religions featured in Forgotten Realms, etc. Arcane magic, while more secular, is also influenced by and involved with cult activity. Specifically, arcane magic is fiendish in nature. Wizards negotiate or coerce their knowledge from demons and devils, and sorcerers wield magic from the daemonic blood in their veins (“tiefling”-like descriptions or templates are not uncommon among characters). Siddiran magic is subtle. Flashier spells like fireball or lightning bolt are replaced by equally lethal magics like shatter limb, wracking cramp, and open hole. Psionics are the hallmark of the elder races of Siddir and are common among them, less so among “newer” races like elves and humans. Psions and psychic warriors are core classes. 6. What’s New? What’s different?: Siddir’s two main inspirations were Lord Dunsany (Vathek) and Wayne Barlowe’s pencil illustrations of Thype in Barlowe’s Guide to Extraterrestrials. Though medieval in culture and technology, Siddir is clearly an alien world. It has thirty-two(!) small moons, each the home to a particular demon-god. Its native animal life is weirdly-shaped and motivated. The oldest cities are made of crystal and unbreakable glass and have been around for millennia. The standard races of D&D are definite newcomers to this wild and exciting world. Can they make it their home? Adventure here and find out! [/QUOTE]
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