Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Oz 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grimgrin" data-source="post: 4521650" data-attributes="member: 78830"><p><span style="font-size: 26px">OZ 4E</span></p><p> </p><p><span style="font-size: 18px">Contents</span></p><p><span style="font-size: 18px"><span style="font-size: 10px">Land of Oz (This Page)</span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><a href="http://www.enworld.org/forum/4528402-post5.html" target="_blank">Beast Men</a></span></span></p><p><a href="http://www.enworld.org/forum/4548138-post6.html" target="_blank">Character Classes</a></p><p> </p><p><span style="font-size: 18px">Introduction</span></p><p>Previously for d20 Modern, I crafted a setting in which </p><p>you could explore the world of Frank L. Baum. In this </p><p>campaign setting, I will attempt to use the D&D 4E rule </p><p>set to create a new setting for the books of Ruth </p><p>Plumly Thomson who took up the series where Frank L. </p><p>Baum left off. I intend to provide anyone that wishes </p><p>to use this campaign setting with two conversion </p><p>options. The first will be my attempt at a loosely </p><p>based conversion of her novels to 4E equivalents. The </p><p>second will take greater liberties with her text to </p><p>hopefully create a more mature and dynamic plotline for </p><p>grimmer adventures. This supplementary information </p><p>will be labeled “Outer Zone” for clarity. The Outer </p><p>Zone setting will incorporate some elements inspired by </p><p>the “Tin Man” sci-fi movie as well as modern issues of </p><p>politics, warfare, and sociology.</p><p> </p><p><span style="font-size: 15px">The Land of Oz</span></p><p>Oz (an elven word meaning “great and good”) is a fey </p><p>country that is roughly rectangular in shape and </p><p>dissected into four equal parts and surrounded by </p><p>treacherous deserts. In the center lies an immense </p><p>emerald studded metropolis that is radically more </p><p>technologically advanced and industrialized than the </p><p>rural areas surrounding it. Each of the four large </p><p>rural areas surrounding the city has their own rulers, </p><p>races, and unique culture. Once the land was ruled by </p><p>King Pastoria but his fey household fell to magic </p><p>assault. Without a unifying fey Royal House of Oz each </p><p>of the 4 fey regions of Oz splintered into fiefdoms and </p><p>city states. Some of the currently most powerful lords </p><p>of Oz consist of the Nickel Plated Emperor that rules </p><p>in West, Gayelette a powerful sorceress in the South, </p><p>Cheeriobed who is the headman of the East, and the </p><p>rulers of Up Town, Joe King and Queen Hyacinth, which </p><p>is the capital of the North. </p><p>The heir of King Pastoria is Princess Ozma. Only she </p><p>can unite the squabbling factions into a unified </p><p>nation. Soon after his arrival, the Wizard of the </p><p>Emerald City transformed the royal family into various </p><p>creatures, erased their memories, and had them </p><p>scattered through out Oz. Without these impediments </p><p>the Wizard believed that he could rule Oz from the </p><p>Emerald City. He continued his campaign of the </p><p>usurpation of Oz by using proxies to eleminate the </p><p>ruling witches of the East and West which he feared </p><p>would dethrone him. </p><p> </p><p><span style="font-size: 15px">Oz Campaigns</span></p><p>Oz uses all the classes given in D&D 4E. In addition, </p><p>the “Artificer” class is available for natives of the </p><p>Emerald City. All the standard equipment presented in </p><p>the Player’s Handbook and the Adventurer’s Vault is </p><p>available in Oz. Most of the monsters presented in the </p><p>Monster Manual are also suitible with only a few </p><p>stylist changes (i.e. Harpies become Flying Monkeys). </p><p>I will be making additions to this equipment, monsters, </p><p>and feats as nessissary in the text presented below. </p><p>The Outer Zone is more of a steampunk military campaign </p><p>and will include additional weapons, deadly artifacts, </p><p>and vehicles of war. In classic Oz tales no one can </p><p>ever truly die, but they can be destroyed. This is </p><p>reflected in the D&D 4E rules by the extensive use of </p><p>divine healing, healing surges, and the Raise the Dead </p><p>ritual. Languages are unaffected, but Common is the </p><p>result of the fairy blessing placed on Oz that allows </p><p>all creatures to understand one another.</p><p> </p><p>[sblock=The Land of Outer Zone]</p><p>Just as in the Land of Oz, the Outer Zone (O.Z.) is a </p><p>fey realm surrounded by hostile deserts. Unlike above </p><p>the city of Emerald is an alien intruder into this </p><p>land, bought about by reckless human magic. Since its </p><p>arrival the rulers of Emerald have attempted to </p><p>subjugate the fey lands surrounding their fortified </p><p>city. It is humans that have coined the name Outer </p><p>Zone which they consider the hostile fey dominated </p><p>lands surrounding their territory. The arrival of </p><p>Emerald has politically fractured the once peaceful </p><p>countryside and converted much of it into a war zone. </p><p>The four great fey regions of O.Z. consist of Amethyst </p><p>to the north, Ruby to the south, Sapphire to the east, </p><p>and Topaz to the west. Additionally the arrive of the </p><p>humans of Emerald have disrupted the arcane and divine </p><p>energy of the Outer Zone resulting in massive birth </p><p>defects and the “Slumber of the Elders”. </p><p> </p><p><strong>Changeling Children</strong></p><p>One of the most disturbing effects of the arrival of </p><p>Emerald is that for the first time large numbers of </p><p>non-fey are born among the fey nations. It seems that </p><p>the arrival of the human nation has somehow altered the </p><p>fabric of reality and has led to major genetic birth </p><p>mutation. There is now a 50% chance of any fey mother </p><p>giving birth to a “natural humanoid” child. This </p><p>development has sent shockwaves of outrage and grief </p><p>through out the Outer Zone. Each nation handles these </p><p>“changeling” children, but by and large most now accept </p><p>them as part of their nation by necessity for their </p><p>nations survival in the ever mounting death tolls of </p><p>this endless war.</p><p> </p><p><strong>Slumbering OZ Elders</strong></p><p>The Elders are the source of divine fey power in the </p><p>Outer Zone. They use to walk among the people, but </p><p>since the arrival of Emerald they have fallen into an </p><p>unbreakable trance. The double blow of losing the </p><p>Royal House and their Elders has been the key to </p><p>victories of Emerald so far. As Emerald pushes farther </p><p>into fey territories, the people are becoming more </p><p>aggressive and organized. Clerics used to be able to </p><p>communicate directly with their divine masters, but </p><p>know they rely on divine dreams sent to them for </p><p>guidance. The four elders of the O.Z. are Bastinda </p><p>of the West, Glinda of the South, Nerossa of the East, </p><p>and Locasta of the North.[/sblock]</p><p><span style="font-size: 18px">The Five Nations of Oz</span></p><p>Oz has four large rural fey nations and heavily </p><p>populated city state. The fey nations are large land </p><p>wedges pointed at Emerald City and each corresponds to </p><p>cardinal points on the compass. Each region is </p><p>populated by its own race and possesses its own unique </p><p>culture. In addition numerous fiefs and villages of a </p><p>single racial group are scattered through out the </p><p>landscape. The deserts that surround Oz are hazardous </p><p>to mortal life and act as a natural barrier to other </p><p>nations on the same continent. There are also a few </p><p>cloud borne nations that drift over Oz and the rest of </p><p>the world.</p><p> </p><p><span style="font-size: 15px">THE PURPLE NORTHERN SWAMPS: GILLIKIN LAND</span></p><p> </p><p>The North (or Gilli in elven) is filled with perilous </p><p>swamps and misty mires. These marshlands are home to </p><p>the Elf race (or Gillikins for “People of the North” in </p><p>elven). They rely on ranged weapons due to the </p><p>difficult terrain and are unaffected by the humidity </p><p>and murkiness of the swamps. They live in small </p><p>communities that have little interest and trust of </p><p>outsiders. The Gillikins of the Northern Swamps </p><p>commonly wear purple clothing which matches their </p><p>purple swamps and is the only locally available </p><p>vegetable dye. Gillikin homes are round purple domes </p><p>made of woven sticks and mud wattle, but are warm and </p><p>cozy inside.</p><p>North Country is infested with dangerous beasts so most </p><p>races live in underground burrows, mountain top </p><p>villages, and forest tree houses. Their environment </p><p>demands great agility and endurance from them. To </p><p>survive and flourish in spite of the challenges of </p><p>North Country, All northerners prize martial might and </p><p>woodsmanship. Most of the other races live within </p><p>easily defended areas and are skilled in defending </p><p>themselves. Purple is the color of North Country. </p><p>Animals, plants, and buildings are marked with purple. </p><p>The population of North Country is so sporadic that </p><p>each community has its own headman or chief.</p><p>[sblock=Outer Zone: North]</p><p>The Gillikin are largely unconcerned by the martial </p><p>activities of Emerald. Their marshy landscape works </p><p>against anyone who wishes to march a large army into </p><p>their territories. When ever word of a new offensive </p><p>spreads amoung them they launch harassing raids against </p><p>the raiders and let the swamp fevers and bottomless </p><p>purple bogs take care of the rest. Emerald has managed </p><p>to establish a small stone keep in the North called </p><p>“Fort Amethyst”, but has otherwise been stymied in its </p><p>northern offensives. The joke among the Armies of </p><p>Emerald is that “Gillikins” need gills to live in their </p><p>swamps. Common racial slurs include “fishes” and </p><p>“frogs” when referring to the Elves.</p><p>Githyanki</p><p>The Githyanki are the new emerging sub-race of the </p><p>Elves. Githyanki and Elven communities are friendly </p><p>but a clear segregation between the two races has been </p><p>made. Currently both are allies, but Emerald has hopes </p><p>of turning one side against the other.[/sblock]</p><p> </p><p><span style="font-size: 15px">THE YELLOW PLAINS: VINCI LAND</span></p><p>The West (or Vin in elven) is a sea of endless golden </p><p>grasslands. The largest and most powerful race of the </p><p>west is the Drow (or Vinci for “Sunset Tribe” in </p><p>elven). The Vinci are a trading people that prefer the </p><p>night over day. They never stay in one place long and </p><p>travel in painted wagon caravans trading in grain or </p><p>minerals. In the center of their territory all tribes </p><p>meet to discuss their activities and settle disputes </p><p>between clans. Some few Vinci work and live </p><p>underground as gold miners and gem diggers but most </p><p>prefer the gypsy lifestyle.</p><p>West Country is well known for its tin and goldsmiths. </p><p>It has the largest gold mines in the Land of Oz. Many </p><p>of the other races living in West Country work as </p><p>tinkers, farmers, and jewelers. Yellow is a common </p><p>color for clothing and decoration. Huge fields of </p><p>wheat and rye are considered both a cash crop and blank </p><p>canvas. Crop circle competitions are the pride and joy </p><p>of farmers.</p><p> </p><p>[sblock=Outer Zone: West]</p><p>The Vinci are extremely hostile and ruthlessly attack </p><p>any stranger that enters their lands. They also have a </p><p>reputation as thieves and con-artists since they love </p><p>to take advantage of weaklings and fools. All of the </p><p>Outer Zone distrusts the Vinci and few will come to </p><p>their aid. Most fey resent their great wealth of gold </p><p>in Vinkin Lands. Emerald has sent numerous vanguards </p><p>into Vinci Land, but every time the force was forced to </p><p>retreat after a few weeks. The Vinci do not confront </p><p>the Emerald Armies directly, and instead snipe the </p><p>officers and raid the supply lines. The heavy </p><p>fortified stone keep “Topaz” is the launching point for </p><p>Emerald invasion forces into the west. The Vinci are </p><p>often called “Winkies” by the Emerald Army due to the </p><p>fact they often sleep during the day.</p><p>Shadar-Kai</p><p>The Shadar-Kai is a new emerging sub-race of the Drow. </p><p>They are clearly second class citizens among the Vinci, </p><p>but as their numbers increase their influence grows as </p><p>well. Like Drow the Shadar-Kai are active at night.</p><p>[/sblock]</p><p> </p><p><span style="font-size: 15px">THE SOUTHERN REDWOOD FORESTS: QUADLEEN LAND </span></p><p> </p><p>The South (or Qua in elven) is a land of massive </p><p>redwood trees. It is the home of the Eladin (or </p><p>Quadleen which means “Southern Mage” in elven). The </p><p>Quadleen use their natural teleportation abilities to </p><p>move from cover to cover and confuse their opponents. </p><p>Arcane power is highly prized by the Quadleen. The </p><p>most powerful spellcaster among them is always the </p><p>leader of their nation. The Qaudleen love the color </p><p>red and incorporate it in all their crafts. They are </p><p>well known as perfectionists and they try to introduce </p><p>an element of art in every thing they do. The Quadleen </p><p>are often accused of arrogance and elitism since they </p><p>tend towards extremely formal manners and tend to hide </p><p>their emotions. Quadleen are easy to offend and follow </p><p>very strict traditions of curtsy and propriety. </p><p>Quadleen Country has the largest population of all the </p><p>fey countries within Oz and numerous small villages and </p><p>towns exist in this country. Many make their homes in </p><p>the tree tops or massive hollowed out trunks. Quadleen </p><p>Country is famous for its magical crafts and most </p><p>residents make extensive use of magic. The ruler of </p><p>Quadleen Country is the Red Witch who is the most </p><p>powerful spell caster in the region. Many magic users </p><p>vie for this title and magical duels are common. Her </p><p>personal body guard is entirely composed of 100 young </p><p>women trained in war and magic. Red is the universal </p><p>color of the Quadleen for their clothes and buildings </p><p>as well as much of the flora and fauna of the country.</p><p> </p><p>[sblock=Outer Zone: South]</p><p>Quadleen Country has been the site of the greatest </p><p>battles between humans and fey. It is here that the </p><p>two opposing cultures directly clash and vie for </p><p>supremacy. The Quadleens have the largest fey army of </p><p>all the Outer Zone territories and they have repeatedly </p><p>attempted to rally all the fey nations into driving the </p><p>humans out of the O. Z.. So far their efforts have </p><p>been in vain due the heavy entrenchment of the Emerald </p><p>Army. Due to the valor and stubbornness of the </p><p>Quadleens they have earned the nickname of the </p><p>“Fighting Woods” for their homeland. Many Beast Men </p><p>shelter under the branches of the redwoods and the </p><p>Quadleen often make use of them as irregular infantry. </p><p>Unfortunately, ancient history makes both the fey and </p><p>beast races distrust each other which prevent both </p><p>parties from working together as a cohesive force. </p><p>Ruby is the name of the stone keep fortress manned by </p><p>the Emerald Army in the South. Within the Emerald </p><p>Army, Eladin are called “Quadlings” as a common </p><p>mispronunciation of their name by humans.</p><p>Githzerai</p><p>The Githzerai is an emerging sub-race of the Eladin. </p><p>Unlike the relations of all other sub-races, the </p><p>Githzerai are embraced as full members of their nation </p><p>and have equality within the Quadleen. This is largely </p><p>due to their performance on the field of battle from </p><p>which all Githzerai take pride.[/sblock]</p><p><span style="font-size: 15px">THE EASTERN BLUE PEAKS: MUNKIN LAND</span></p><p>The East (or Mun in elven) is a land of Blue Mountains </p><p>and Verdant Valleys. It is the home of the Gnomes (or </p><p>Munkin for “People of the West” in elven). Munkin tend </p><p>to be elusive and will hide from strangers. Most are </p><p>farmers, but many are craftsmen and woodcutters. The </p><p>welfare of the community is more important to Munkin </p><p>than the rights and welfare of any single individual. </p><p>They tend towards group decisions and often embroiled </p><p>in debate when faced by a sudden crisis. Munkin </p><p>communities are extremely close nit and serious crime </p><p>among their own people is extremely rare. The fertile </p><p>valleys of the region produce a surplus of food and </p><p>much of it is exported to other areas. The mountains </p><p>of the region are full of iron and copper, but precious </p><p>metals are more common in Vinci territory. A long time </p><p>ago, the Munkin were ruled by a despotic witch, but she </p><p>was crushed by the arrival of the Great Liberator Do’</p><p>Rothee. The site of her death has become a shrine of </p><p>sorts for the Munkin as a reminder of the past and a </p><p>symbol of their freedom. </p><p>Munkin Land is famous for its stability and regulated </p><p>communities. Natives of the region have a truly an </p><p>ordered society and any explorers and adventurers among </p><p>them are rare aberrations. Most of the other races </p><p>living in Munkin Land are also farmers or craftsmen who </p><p>live simple lives and rarely practice magic or warfare. </p><p>All residents of Munkin Land love the color blue and </p><p>they have planted tremendous fields of lilacs and blue </p><p>poppies along the well maintained yellow brick roads </p><p>within their country. Most races live in tight groups </p><p>so large unpopulated areas exist in Munkin Land in </p><p>which predators may lurk undiscovered. Not only do </p><p>people make their homes in the fertile valleys but also </p><p>in the mountains and pine forests of the region.</p><p>[sblock=Outer Zone: East]</p><p>Munkin Land has suffered the worst of all the 4 fey </p><p>nations. Soon after its arrival, Emerald made a major </p><p>push to secure the capitol of Munkin Land. Although </p><p>the Munkin attempted to resist this seizure of their </p><p>land they were unable to stop the conquest of their </p><p>capitol. Presently many Munkin are under the iron </p><p>fisted rule of Emerald. They possess a puppet ruler </p><p>Cheeriobed, but he has little authority of his own. </p><p>Munkins that are not serfs of Emerald are largely in </p><p>hiding in the nooks and crannies of their own kingdom. </p><p>The failure of the Munkin to defend their own kingdom </p><p>has lead to mobilization of fey armies in other </p><p>countries to prevent their own conquest. Emerald has </p><p>established a fortified human city within Munkin Land </p><p>called Sapphire. Through this city food and raw ore is </p><p>funnel into Emerald City to fuel their armies. The </p><p>Armies of Emerald scornfully call gnomes “Munchkins” as </p><p>a joke that the prefer eating to fighting.</p><p>Dwarves and Halflings</p><p>These are the new two emerging sub-races of Gnomes. </p><p>They are much more militant than their forbearers and </p><p>are the nexus for resistance and guerilla movements </p><p>within the mountains and forests of Munkin Land. </p><p>[/sblock]</p><p> </p><p><span style="font-size: 15px">The City-State of Emerald</span></p><p>In the very center of the Land of Oz is the City-State of Emerald. Emerald does not have a fey population but instead is filled with humans and their artificial creations. The city was founded on the utopian idea of enlightenment through industrial progress. Humans are the only race that pursues the "artificer" class in Oz. The initial founder of the city, Phagdrig Issac Norman Henkle Emmanuel Ambroise Diggs, was the first Grand Artificer and created the first mechanical life forms in the city. Today the Grand Artificer is a life long elected position nominated by the leading artificers of the city. The Grand Artificer’s duty is to enforce the rule of law and direct the cities armies. The artificial constructs created by human artificers include Warforged, Saw-Horses, Clockwork Scullions, and all number of unique designs.</p><p> </p><p>Emerald colored crystals abound in this city. They act as arcane accumulators which siphon the ambient magical energy of Oz and use it to power arcane devices and maintain the spells that protect the city. This green crystal design motif is replicated in anything made of clay, stone, metal, or glass crafted in the City of Oz. Most of these "emeralds" are not naturally occurring gemstones but are grown in vast vats below the city. The consistency and clarity of these manufactured emeralds can vary from green brick to translucent steel. All of Oz is familiar with these artificial stones and values them as common object rather than jewels. </p><p> </p><p> </p><p>[sblock=Outer Zone: Emerald]</p><p><span style="font-family: 'OzHandicraft BT'">The arrival of Emerald a hundred years ago drove the Great Elders into deathless slumber, caused the "changeling children" mutation, and destroyed the Royal House of OZ. The Descendents of the Great Rift have become extremely militant and favor aggressive expansion of their territory. They have used the arcane energies of the Outer Zone to fuel their designs and create a massive army of "Warforged" troops. With these troops they have subjugated large swaths of the west and intend to replicate this feat to the north, east, and south. Some warforged such as the "Nickel Plated Emperor" have abandoned Emerald’s endless war of expansion and set up their own kingdoms, but most are extremely devoted to their city.</span></p><p> </p><p><span style="font-family: 'OzHandicraft BT'">Half-elves</span></p><p><span style="font-family: 'OzHandicraft BT'">A half-elf is the result of a human mating with any fey. Many of these fey are either born or pushed towards Emerald due to their human ancestry. Humans in general regard half-elves more positively than other fey, but they have to prove their devotion to Emerald if they wish to rise socially and economically in the Emerald city-state.</span>[/sblock]</p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4521650, member: 78830"] [SIZE=7]OZ 4E[/SIZE] [SIZE=5]Contents[/SIZE] [SIZE=5][SIZE=2]Land of Oz (This Page)[/SIZE][/SIZE] [SIZE=5][SIZE=2][URL="http://www.enworld.org/forum/4528402-post5.html"]Beast Men[/URL][/SIZE][/SIZE] [URL="http://www.enworld.org/forum/4548138-post6.html"]Character Classes[/URL] [SIZE=5]Introduction[/SIZE] Previously for d20 Modern, I crafted a setting in which you could explore the world of Frank L. Baum. In this campaign setting, I will attempt to use the D&D 4E rule set to create a new setting for the books of Ruth Plumly Thomson who took up the series where Frank L. Baum left off. I intend to provide anyone that wishes to use this campaign setting with two conversion options. The first will be my attempt at a loosely based conversion of her novels to 4E equivalents. The second will take greater liberties with her text to hopefully create a more mature and dynamic plotline for grimmer adventures. This supplementary information will be labeled “Outer Zone” for clarity. The Outer Zone setting will incorporate some elements inspired by the “Tin Man” sci-fi movie as well as modern issues of politics, warfare, and sociology. [SIZE=4]The Land of Oz[/SIZE] Oz (an elven word meaning “great and good”) is a fey country that is roughly rectangular in shape and dissected into four equal parts and surrounded by treacherous deserts. In the center lies an immense emerald studded metropolis that is radically more technologically advanced and industrialized than the rural areas surrounding it. Each of the four large rural areas surrounding the city has their own rulers, races, and unique culture. Once the land was ruled by King Pastoria but his fey household fell to magic assault. Without a unifying fey Royal House of Oz each of the 4 fey regions of Oz splintered into fiefdoms and city states. Some of the currently most powerful lords of Oz consist of the Nickel Plated Emperor that rules in West, Gayelette a powerful sorceress in the South, Cheeriobed who is the headman of the East, and the rulers of Up Town, Joe King and Queen Hyacinth, which is the capital of the North. The heir of King Pastoria is Princess Ozma. Only she can unite the squabbling factions into a unified nation. Soon after his arrival, the Wizard of the Emerald City transformed the royal family into various creatures, erased their memories, and had them scattered through out Oz. Without these impediments the Wizard believed that he could rule Oz from the Emerald City. He continued his campaign of the usurpation of Oz by using proxies to eleminate the ruling witches of the East and West which he feared would dethrone him. [SIZE=4]Oz Campaigns[/SIZE] Oz uses all the classes given in D&D 4E. In addition, the “Artificer” class is available for natives of the Emerald City. All the standard equipment presented in the Player’s Handbook and the Adventurer’s Vault is available in Oz. Most of the monsters presented in the Monster Manual are also suitible with only a few stylist changes (i.e. Harpies become Flying Monkeys). I will be making additions to this equipment, monsters, and feats as nessissary in the text presented below. The Outer Zone is more of a steampunk military campaign and will include additional weapons, deadly artifacts, and vehicles of war. In classic Oz tales no one can ever truly die, but they can be destroyed. This is reflected in the D&D 4E rules by the extensive use of divine healing, healing surges, and the Raise the Dead ritual. Languages are unaffected, but Common is the result of the fairy blessing placed on Oz that allows all creatures to understand one another. [sblock=The Land of Outer Zone] Just as in the Land of Oz, the Outer Zone (O.Z.) is a fey realm surrounded by hostile deserts. Unlike above the city of Emerald is an alien intruder into this land, bought about by reckless human magic. Since its arrival the rulers of Emerald have attempted to subjugate the fey lands surrounding their fortified city. It is humans that have coined the name Outer Zone which they consider the hostile fey dominated lands surrounding their territory. The arrival of Emerald has politically fractured the once peaceful countryside and converted much of it into a war zone. The four great fey regions of O.Z. consist of Amethyst to the north, Ruby to the south, Sapphire to the east, and Topaz to the west. Additionally the arrive of the humans of Emerald have disrupted the arcane and divine energy of the Outer Zone resulting in massive birth defects and the “Slumber of the Elders”. [B]Changeling Children[/B] One of the most disturbing effects of the arrival of Emerald is that for the first time large numbers of non-fey are born among the fey nations. It seems that the arrival of the human nation has somehow altered the fabric of reality and has led to major genetic birth mutation. There is now a 50% chance of any fey mother giving birth to a “natural humanoid” child. This development has sent shockwaves of outrage and grief through out the Outer Zone. Each nation handles these “changeling” children, but by and large most now accept them as part of their nation by necessity for their nations survival in the ever mounting death tolls of this endless war. [B]Slumbering OZ Elders[/B] The Elders are the source of divine fey power in the Outer Zone. They use to walk among the people, but since the arrival of Emerald they have fallen into an unbreakable trance. The double blow of losing the Royal House and their Elders has been the key to victories of Emerald so far. As Emerald pushes farther into fey territories, the people are becoming more aggressive and organized. Clerics used to be able to communicate directly with their divine masters, but know they rely on divine dreams sent to them for guidance. The four elders of the O.Z. are Bastinda of the West, Glinda of the South, Nerossa of the East, and Locasta of the North.[/sblock] [SIZE=5]The Five Nations of Oz[/SIZE] Oz has four large rural fey nations and heavily populated city state. The fey nations are large land wedges pointed at Emerald City and each corresponds to cardinal points on the compass. Each region is populated by its own race and possesses its own unique culture. In addition numerous fiefs and villages of a single racial group are scattered through out the landscape. The deserts that surround Oz are hazardous to mortal life and act as a natural barrier to other nations on the same continent. There are also a few cloud borne nations that drift over Oz and the rest of the world. [SIZE=4]THE PURPLE NORTHERN SWAMPS: GILLIKIN LAND[/SIZE] The North (or Gilli in elven) is filled with perilous swamps and misty mires. These marshlands are home to the Elf race (or Gillikins for “People of the North” in elven). They rely on ranged weapons due to the difficult terrain and are unaffected by the humidity and murkiness of the swamps. They live in small communities that have little interest and trust of outsiders. The Gillikins of the Northern Swamps commonly wear purple clothing which matches their purple swamps and is the only locally available vegetable dye. Gillikin homes are round purple domes made of woven sticks and mud wattle, but are warm and cozy inside. North Country is infested with dangerous beasts so most races live in underground burrows, mountain top villages, and forest tree houses. Their environment demands great agility and endurance from them. To survive and flourish in spite of the challenges of North Country, All northerners prize martial might and woodsmanship. Most of the other races live within easily defended areas and are skilled in defending themselves. Purple is the color of North Country. Animals, plants, and buildings are marked with purple. The population of North Country is so sporadic that each community has its own headman or chief. [sblock=Outer Zone: North] The Gillikin are largely unconcerned by the martial activities of Emerald. Their marshy landscape works against anyone who wishes to march a large army into their territories. When ever word of a new offensive spreads amoung them they launch harassing raids against the raiders and let the swamp fevers and bottomless purple bogs take care of the rest. Emerald has managed to establish a small stone keep in the North called “Fort Amethyst”, but has otherwise been stymied in its northern offensives. The joke among the Armies of Emerald is that “Gillikins” need gills to live in their swamps. Common racial slurs include “fishes” and “frogs” when referring to the Elves. Githyanki The Githyanki are the new emerging sub-race of the Elves. Githyanki and Elven communities are friendly but a clear segregation between the two races has been made. Currently both are allies, but Emerald has hopes of turning one side against the other.[/sblock] [SIZE=4]THE YELLOW PLAINS: VINCI LAND[/SIZE] The West (or Vin in elven) is a sea of endless golden grasslands. The largest and most powerful race of the west is the Drow (or Vinci for “Sunset Tribe” in elven). The Vinci are a trading people that prefer the night over day. They never stay in one place long and travel in painted wagon caravans trading in grain or minerals. In the center of their territory all tribes meet to discuss their activities and settle disputes between clans. Some few Vinci work and live underground as gold miners and gem diggers but most prefer the gypsy lifestyle. West Country is well known for its tin and goldsmiths. It has the largest gold mines in the Land of Oz. Many of the other races living in West Country work as tinkers, farmers, and jewelers. Yellow is a common color for clothing and decoration. Huge fields of wheat and rye are considered both a cash crop and blank canvas. Crop circle competitions are the pride and joy of farmers. [sblock=Outer Zone: West] The Vinci are extremely hostile and ruthlessly attack any stranger that enters their lands. They also have a reputation as thieves and con-artists since they love to take advantage of weaklings and fools. All of the Outer Zone distrusts the Vinci and few will come to their aid. Most fey resent their great wealth of gold in Vinkin Lands. Emerald has sent numerous vanguards into Vinci Land, but every time the force was forced to retreat after a few weeks. The Vinci do not confront the Emerald Armies directly, and instead snipe the officers and raid the supply lines. The heavy fortified stone keep “Topaz” is the launching point for Emerald invasion forces into the west. The Vinci are often called “Winkies” by the Emerald Army due to the fact they often sleep during the day. Shadar-Kai The Shadar-Kai is a new emerging sub-race of the Drow. They are clearly second class citizens among the Vinci, but as their numbers increase their influence grows as well. Like Drow the Shadar-Kai are active at night. [/sblock] [SIZE=4]THE SOUTHERN REDWOOD FORESTS: QUADLEEN LAND [/SIZE] The South (or Qua in elven) is a land of massive redwood trees. It is the home of the Eladin (or Quadleen which means “Southern Mage” in elven). The Quadleen use their natural teleportation abilities to move from cover to cover and confuse their opponents. Arcane power is highly prized by the Quadleen. The most powerful spellcaster among them is always the leader of their nation. The Qaudleen love the color red and incorporate it in all their crafts. They are well known as perfectionists and they try to introduce an element of art in every thing they do. The Quadleen are often accused of arrogance and elitism since they tend towards extremely formal manners and tend to hide their emotions. Quadleen are easy to offend and follow very strict traditions of curtsy and propriety. Quadleen Country has the largest population of all the fey countries within Oz and numerous small villages and towns exist in this country. Many make their homes in the tree tops or massive hollowed out trunks. Quadleen Country is famous for its magical crafts and most residents make extensive use of magic. The ruler of Quadleen Country is the Red Witch who is the most powerful spell caster in the region. Many magic users vie for this title and magical duels are common. Her personal body guard is entirely composed of 100 young women trained in war and magic. Red is the universal color of the Quadleen for their clothes and buildings as well as much of the flora and fauna of the country. [sblock=Outer Zone: South] Quadleen Country has been the site of the greatest battles between humans and fey. It is here that the two opposing cultures directly clash and vie for supremacy. The Quadleens have the largest fey army of all the Outer Zone territories and they have repeatedly attempted to rally all the fey nations into driving the humans out of the O. Z.. So far their efforts have been in vain due the heavy entrenchment of the Emerald Army. Due to the valor and stubbornness of the Quadleens they have earned the nickname of the “Fighting Woods” for their homeland. Many Beast Men shelter under the branches of the redwoods and the Quadleen often make use of them as irregular infantry. Unfortunately, ancient history makes both the fey and beast races distrust each other which prevent both parties from working together as a cohesive force. Ruby is the name of the stone keep fortress manned by the Emerald Army in the South. Within the Emerald Army, Eladin are called “Quadlings” as a common mispronunciation of their name by humans. Githzerai The Githzerai is an emerging sub-race of the Eladin. Unlike the relations of all other sub-races, the Githzerai are embraced as full members of their nation and have equality within the Quadleen. This is largely due to their performance on the field of battle from which all Githzerai take pride.[/sblock] [SIZE=4]THE EASTERN BLUE PEAKS: MUNKIN LAND[/SIZE] The East (or Mun in elven) is a land of Blue Mountains and Verdant Valleys. It is the home of the Gnomes (or Munkin for “People of the West” in elven). Munkin tend to be elusive and will hide from strangers. Most are farmers, but many are craftsmen and woodcutters. The welfare of the community is more important to Munkin than the rights and welfare of any single individual. They tend towards group decisions and often embroiled in debate when faced by a sudden crisis. Munkin communities are extremely close nit and serious crime among their own people is extremely rare. The fertile valleys of the region produce a surplus of food and much of it is exported to other areas. The mountains of the region are full of iron and copper, but precious metals are more common in Vinci territory. A long time ago, the Munkin were ruled by a despotic witch, but she was crushed by the arrival of the Great Liberator Do’ Rothee. The site of her death has become a shrine of sorts for the Munkin as a reminder of the past and a symbol of their freedom. Munkin Land is famous for its stability and regulated communities. Natives of the region have a truly an ordered society and any explorers and adventurers among them are rare aberrations. Most of the other races living in Munkin Land are also farmers or craftsmen who live simple lives and rarely practice magic or warfare. All residents of Munkin Land love the color blue and they have planted tremendous fields of lilacs and blue poppies along the well maintained yellow brick roads within their country. Most races live in tight groups so large unpopulated areas exist in Munkin Land in which predators may lurk undiscovered. Not only do people make their homes in the fertile valleys but also in the mountains and pine forests of the region. [sblock=Outer Zone: East] Munkin Land has suffered the worst of all the 4 fey nations. Soon after its arrival, Emerald made a major push to secure the capitol of Munkin Land. Although the Munkin attempted to resist this seizure of their land they were unable to stop the conquest of their capitol. Presently many Munkin are under the iron fisted rule of Emerald. They possess a puppet ruler Cheeriobed, but he has little authority of his own. Munkins that are not serfs of Emerald are largely in hiding in the nooks and crannies of their own kingdom. The failure of the Munkin to defend their own kingdom has lead to mobilization of fey armies in other countries to prevent their own conquest. Emerald has established a fortified human city within Munkin Land called Sapphire. Through this city food and raw ore is funnel into Emerald City to fuel their armies. The Armies of Emerald scornfully call gnomes “Munchkins” as a joke that the prefer eating to fighting. Dwarves and Halflings These are the new two emerging sub-races of Gnomes. They are much more militant than their forbearers and are the nexus for resistance and guerilla movements within the mountains and forests of Munkin Land. [/sblock] [SIZE=4]The City-State of Emerald[/SIZE] In the very center of the Land of Oz is the City-State of Emerald. Emerald does not have a fey population but instead is filled with humans and their artificial creations. The city was founded on the utopian idea of enlightenment through industrial progress. Humans are the only race that pursues the "artificer" class in Oz. The initial founder of the city, Phagdrig Issac Norman Henkle Emmanuel Ambroise Diggs, was the first Grand Artificer and created the first mechanical life forms in the city. Today the Grand Artificer is a life long elected position nominated by the leading artificers of the city. The Grand Artificer’s duty is to enforce the rule of law and direct the cities armies. The artificial constructs created by human artificers include Warforged, Saw-Horses, Clockwork Scullions, and all number of unique designs. Emerald colored crystals abound in this city. They act as arcane accumulators which siphon the ambient magical energy of Oz and use it to power arcane devices and maintain the spells that protect the city. This green crystal design motif is replicated in anything made of clay, stone, metal, or glass crafted in the City of Oz. Most of these "emeralds" are not naturally occurring gemstones but are grown in vast vats below the city. The consistency and clarity of these manufactured emeralds can vary from green brick to translucent steel. All of Oz is familiar with these artificial stones and values them as common object rather than jewels. [sblock=Outer Zone: Emerald] [FONT=OzHandicraft BT]The arrival of Emerald a hundred years ago drove the Great Elders into deathless slumber, caused the "changeling children" mutation, and destroyed the Royal House of OZ. The Descendents of the Great Rift have become extremely militant and favor aggressive expansion of their territory. They have used the arcane energies of the Outer Zone to fuel their designs and create a massive army of "Warforged" troops. With these troops they have subjugated large swaths of the west and intend to replicate this feat to the north, east, and south. Some warforged such as the "Nickel Plated Emperor" have abandoned Emerald’s endless war of expansion and set up their own kingdoms, but most are extremely devoted to their city.[/FONT] [FONT=OzHandicraft BT]Half-elves[/FONT] [FONT=OzHandicraft BT]A half-elf is the result of a human mating with any fey. Many of these fey are either born or pushed towards Emerald due to their human ancestry. Humans in general regard half-elves more positively than other fey, but they have to prove their devotion to Emerald if they wish to rise socially and economically in the Emerald city-state.[/FONT][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Oz 4e
Top