The Goblin King
First Post
I'm no good at coming up with names so any suggestions are appreciated.
The known world consists of a big ring of islands. In the center of the ring is a permanent hurricane that sometimes spins off smaller storms during the rainy season. There are four large islands. Earth, Fire, Water, and Air. The elemental alignment is subtle. For example, Fire Island is not a burning wasteland but it is very hot there. There are medium islands which represent the paraelementals Ice, Smoke, Magma, Ooze, Lightning, Sonic, Crystal, ect. Then there are tons of small islands with no elemental influence. Beyond the islands it is rumored that there is a second ring whose lands are even stranger and are inhabited by monsters. So far, no one knows for sure. There are no active deities but there are some powerful spirits that might as well be gods. Animism is the rule for this world. Below the waves, where sunlight doesn't touch lies the realm of the dead. Those who are buried at sea go to eternal rest in the great coral mausoleum. Deeper still in the great abyss lies terrible things man was not meant to know.
The only race available are humans. Genasi are playable as well but they represent people who have allowed themselves to become possessed by elemental spirits. Its more of a partnership really then a true possession. Bloodlines from UA are also available but they represent how closely related a character is to one of the Noble families. In the distant past the humans who came to this world made pacts in blood with the powerful local spirits. In exchange for worship the spirits granted them gifts. Those families became the rulers of the clans and thier decendants are recognized by the old spirits. Some families are more important then others so they get more power. For example, the Maudons family are known for producing some of the greatest skilled fighters. This is represented by the Storm Giant bloodline.
The Mage class from Elements of Magic will be used in place of PHB casters.
I wanted to try something a little different with adventurers. Instead of being just random people who get togather to get rich I wanted a more structured thing. Characters who want to become adventurers go to adventureing school. Its kind of like a college where you learn your class abilities. Each student is assigned to a four-person team with complementary skills. While learning magic, swordplay, ect, the team is also assigned missions they have to carry out. The first few levels are easy missions but as the characters grow in power they are assigned harder mission. This ties into the world because war is a little different. There are no standing armies and there have been no large-scale battles in a century. Disagreements between islands are handled through proxy. Each island involved will send a party of adventurers to represent them. The parties will have a contest, either combat, spell duels, or other kinds of puzzles. The island which lost has to submit to the winning islands will on whatever they were having a disagreement on.
I hope this makes sense in the morning. And sorry for spelling/grammar errors.
The known world consists of a big ring of islands. In the center of the ring is a permanent hurricane that sometimes spins off smaller storms during the rainy season. There are four large islands. Earth, Fire, Water, and Air. The elemental alignment is subtle. For example, Fire Island is not a burning wasteland but it is very hot there. There are medium islands which represent the paraelementals Ice, Smoke, Magma, Ooze, Lightning, Sonic, Crystal, ect. Then there are tons of small islands with no elemental influence. Beyond the islands it is rumored that there is a second ring whose lands are even stranger and are inhabited by monsters. So far, no one knows for sure. There are no active deities but there are some powerful spirits that might as well be gods. Animism is the rule for this world. Below the waves, where sunlight doesn't touch lies the realm of the dead. Those who are buried at sea go to eternal rest in the great coral mausoleum. Deeper still in the great abyss lies terrible things man was not meant to know.
The only race available are humans. Genasi are playable as well but they represent people who have allowed themselves to become possessed by elemental spirits. Its more of a partnership really then a true possession. Bloodlines from UA are also available but they represent how closely related a character is to one of the Noble families. In the distant past the humans who came to this world made pacts in blood with the powerful local spirits. In exchange for worship the spirits granted them gifts. Those families became the rulers of the clans and thier decendants are recognized by the old spirits. Some families are more important then others so they get more power. For example, the Maudons family are known for producing some of the greatest skilled fighters. This is represented by the Storm Giant bloodline.
The Mage class from Elements of Magic will be used in place of PHB casters.
I wanted to try something a little different with adventurers. Instead of being just random people who get togather to get rich I wanted a more structured thing. Characters who want to become adventurers go to adventureing school. Its kind of like a college where you learn your class abilities. Each student is assigned to a four-person team with complementary skills. While learning magic, swordplay, ect, the team is also assigned missions they have to carry out. The first few levels are easy missions but as the characters grow in power they are assigned harder mission. This ties into the world because war is a little different. There are no standing armies and there have been no large-scale battles in a century. Disagreements between islands are handled through proxy. Each island involved will send a party of adventurers to represent them. The parties will have a contest, either combat, spell duels, or other kinds of puzzles. The island which lost has to submit to the winning islands will on whatever they were having a disagreement on.
I hope this makes sense in the morning. And sorry for spelling/grammar errors.