PLEASE Help w/ Homebrew

I just skimmed through all but the first few posts, so forgive me if I've repeated anything. This world sounds really cool! Here are some points that occurred to me.

You could make all cure and other positive-energy spells one level higher than they are in the PH, to reflect the shortage of positive energy. Harm and other negative energy spells might be one level lower. This would mean that, for example, a cleric could not cast Cure Light Wounds until 3rd level.

There should be a thriving black market in untainted water. Of course, since it is a black market, some of what is sold will actually be unholy water, and anyone who drinks it will begin to decay. In fact, if you can grab a copy of Mongoose's Encyclopedia Arcane: Necromancy, there is a list of all sorts of nasty things that can happen to someone who dabbles too much with negative energy. You could even have your heroes roll for negative energy damage once a week when they're adventuring outside of the 'safe' zones.

Food would need to be purified before it was eaten or one would need to roll for the same sort of damage.

I'm envisioning a holy spring, which is in the main temple of your positive aligned religion. The water that comes out of here is all holy water. The existence of this spring is the greatest secret of this religion, and even the low level clerics & paladins don't know about it. However, maybe the mid level clerics of this order sprinkle water from this spring all around the city once a week, and this is what keeps the area free from the taint suffered by the rest of the world. Plants grown in the tiny kitchen gardens in this city are normal and healthy, and the people prize them highly. Maybe there would be periodic rituals conducted by the high priest, in which the Daylight spell is cast all over the ciity. If you go with my idea of increasing the level of all positive-energy related spells, then one has to be a 9th level cleric before one can cast Daylight.
 

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Hello,

The ecological effects are really up to you and how long the sun has been changed. You could just as easily justify a cold, barren lifeless world of snowy wastelands and mountains, a hot, dark world of jungles filed with alien things, or something in between. I'll be honest, when I DM, I usually just eyeball the ecology and make sure it is plausible at first glance (i.e. snowstorms only occur during winter, etc). I don't usually go into any great detail and really only use it to form hazards the group must pass and for ambience.

As for the mote thing, I was thinking it would only jump to intelligent, living creatures. The PHB (pg 9) notes that creatures with an Intelligence score of at least 3 have a human-like intelligence.

On paladins, I would suggest against allowing an alignment other than lawful good. In my mind's eye, I see them as good and true, but terrifying. They do things no one else in their right mind would do and pay a heavy toll in mind and body. They have no tolerance for weakness and laziness, feeling all can contribute to the cause in some way. Also, perhaps they are above all laws but their own code. When a paladin tells you do something, you do it without hesitation or face their righteous wrath. They may be viewed as evil (because most people don't like being told what to do, even more so when there is no explanation of why they are doing something), but they are fighting against impossible odds and know the situation better then most.

Lastly, to Dr. Strangemonkey's question regarding the effect of high ambient negative energy and "What does it mean when a zombie's synapses begin firing?". You may have a situation where certain zombies and other minor undead (for whatever reason) begin to remember their former lives. I would suggest keeping them fairly dumb, but they are not necessarily evil. In fact, they may be able to infiltrate the ranks of the undead and help the good guys.

It would be an interesting role playing experience for the PCs to have to either explain complex instructions to a terribly literal and dumb zombie or try to extract information from its rotting mind. A clever player may be able to get further with the situation by interacting with the zombie as if they are still alive and phrasing things in familiar terms (i.e. talking to a zombie that was a bartender as if he was ordering drinks and asking for local gossip).

Hope this helps,
Ghostmoon
 

You you know about the DARKSUN campauign world?

This reminds me a bit of my favorite game- Darksun. Highly condensed version of it's world history-

Water world where primitive Thri-kreen with wings were dominate carnivores and 1/2 lings ruled. 1/2 lings were geneticists of a sort and experimented. They went too far and damaged the world's ecosystem beyond repair. MUTATIONs ecerywhere as the sun changed/mutated.
Not learning from their mistakes, they and the new mutations (humaniod races) monkeyed with the sun and the planet's chi again creating the current "dark sun". This coupled with the unnatural introduction of magic has damaged the world unto a desert like environment. Undead are more powerful and many more variations. Many of these are "free-willed" meaning they are NPC's with undead traits basically and extremely hard to turn.

From what I have read, Part of the campaign can be the answering of how/why the world is like this. Introduce prophets/dreams. Give clues to players that may eventually lead them on grand quests to seek hermits and lost tomes about how this happened and possibly how to reverse it. Cause could be the domination of a god (what if "Time of Troubles" FR) went very differently or a powerful artifact that has an area of effect that covers thousands of miles radius. Years of travel in one direction could lead the PCs to edge where they find heaven and then they can try to find out how this happened.

Anything is possible- this is why D&D is awesome

Albert Einstein- "Imagination is more important than knowledge"
 

I'd create a Negative Energy Infection chart, for whenever characters drink unholy water, eat unpurified food, or travel outside of the Safe Zones for too long. Every time they do one of these things, they must make a Fortitude save (DC 15-ish?). If they fail, roll on the following table (1d6).

1d6 . . . . . . Effect
1 . . . . . 1d6+2 Negative Energy damage
2 . . . . . 2d6+4 Negative Energy damage
3 . . . . . 1d4 points permanent Constitution damage
4 . . . . . 1d6+1 points permanent Constitution damage
5 . . . . . 1 Negative Level
6 . . . . . 1d4 Negative Levels

Just a bit of game-mechanics,
-Jeph
 

Jeph said:
I'd create a Negative Energy Infection chart, for whenever characters drink unholy water, eat unpurified food, or travel outside of the Safe Zones for too long. Every time they do one of these things, they must make a Fortitude save (DC 15-ish?). If they fail, roll on the following table (1d6).

1d6 . . . . . . Effect
1 . . . . . 1d6+2 Negative Energy damage
2 . . . . . 2d6+4 Negative Energy damage
3 . . . . . 1d4 points permanent Constitution damage
4 . . . . . 1d6+1 points permanent Constitution damage
5 . . . . . 1 Negative Level
6 . . . . . 1d4 Negative Levels

Just a bit of game-mechanics,
-Jeph

I'd make that a d12, and add several other effects:

7......Stench of Death (character begins to smell like rotting meat, which gives a negative 1d4 to Charisma)
8.....Insanity (character begins to go insane, giving a negative 1d4 to Wisdom)
9......Brain Rot (negative 1d4 to Intelligence)
10......Stiffness of Death (negative 1d4 to Dexterity)
11......Weakness (negative 1d4 to Strength)
12......Undeath (if character drops to negative hit points within the next 24 hours, character will become undead)

Mwahahahahaha!
 

Buttercup said:
There should be a thriving black market in untainted water. Of course, since it is a black market, some of what is sold will actually be unholy water, and anyone who drinks it will begin to decay. In fact, if you can grab a copy of Mongoose's Encyclopedia Arcane: Necromancy, there is a list of all sorts of nasty things that can happen to someone who dabbles too much with negative energy. You could even have your heroes roll for negative energy damage once a week when they're adventuring outside of the 'safe' zones.


Hello Buttercup,

thanks for your input. I like what you have said about the water and unholy water. It stands to reason that whenever there is a problem with something like that, smuggling/black market activity will increase.

Buttercup said:

Food would need to be purified before it was eaten or one would need to roll for the same sort of damage.

I think I will be doing that or something similar. I have also decided that people must go to a church and/or temple and get "blessed" pretty regularly to help resist the neg. energy.


thanks for your help, if you get anymore ideas feel free to share them.
 

Re: Myth ideas

Azzemmell said:
Hey, just some ideas on myths...

What if an ascended mortal or lesser god became powerfull enough to make an assault on the rest of whatever pantheon exists.

This upstart's sphere of influence is undead, or neg. energy, or such.

What he wants is to dominate the plane, turn it into a version of the afterlife or such.

Or maybe this aggressor is from another plane and is intent on expanding his realm (hell, or the afterlife) and has chosen this world to expand into. He/she could be the source of the changed sun and ecology.

Also, what happens to souls of native people who die? Are they trapped in this world as undead, not allowed to go to "heaven".

If you've ever read any of Wotc's Primal... Primal something, can't remember the name of the books, this could be a powerplay by one god to gain control of souls on this world, thus weakening the other gods (who rely on souls for their power).


If you ever want to have regions with daylight in them you could have shrines or temples with lofty spires upon which are set globes that radiate sunlight (postv enrgy) on an ebbing cycle (to mimic the day night cycle that the natives find familiar and comforting).

Just some ideas


Hey Azzemmell,

thanks for the info. As far as your question about the souls, I am still trying to work all that out. I have been trying to decide if all that negative energy would make those who die want to linger a bit longer. Also, I am trying to work out some sort of plans for an afterlife when a person dies. I have a few ideas but nothing concrete yet.
 


wow, cool world you have going.

A thought I came up with while I was reading all these neat ideas. You have yourself a kingdom of paladins and clerics fighting the hoarde of undead taking over the world. Perhaps you could say that the reason why there are so many paladins and clerics in such a small region is that a long time ago a powerful god of good either died or is sleeping in the region, and that is why there is so much positive energy in that location, and why there are so many paladins and clerics there. Perhaps they don't even know the God is sleeping there and part of the campaign could be the discovery of this sleeping God.

You could also tie it in saying that when the God went to sleep, for whatever reason but saying that something else tried to destroy it for its power but only succeeded in causing it to go to sleep (or something similar), that was when the sun went dark and the mass quantity of negative energy seeped into the world causing it to turn the way it did. But the attempt to destroy the God failed and that is why their are paladins and clerics fighting the fight.

I dont know if you think this might work, but its an idea you can twist around if you want.
 

I think a big swerve on the mythology or multiple mythologies would be a good place to start, your underlying theme is a mystery as to what happened to the would and how to return the positive/negative balance. There would have to be a reason the clerics didn't just get the story straight from the god/gods, why doesn't the great god speak anymore, did he ever, what role does he play if any?

Other questions:
How do the good kingdoms survive?
Are there safe areas and if so how are they created?
Are there people/races and animals outside the safe areas?
How do you survive outside the safe areas? Are they hidiously mutated freaks or can you develop a tolerance or are there no liviing cratures in the Undead zones?
How do the average people go about their daily lives?

Why are there clerics and paladin's at all?
Why are there so many?
What do you call a Paladin who isn't Lawful Good? What powers would they have?
Holy Weapons? How prevalent, would the evil not-Paladins use unholy weapons or evil Holy weapons?
Would there be a holy element (or a positive element) to most magic items?
Clerical powers and rituals, what do they do different than in normal games, how are they affected?

Mind Flayers, what are they up to, why, and to what end?
How do the Illithids get around the undead?
Do they control the undead in some way?
(There is Illitiliches in the Monsters of Faerun book {Alhoon})
Where do the players find the truth? (I'm sort of partial to the old temple in the Undeadlands that has the true story written on the walls)

What effect has this had on the other races? (are there other races?)
What about the evil races (goblinoids, orcs, kobolds, ogres, giants, etc...)?
What about those who choose to walk with the undead? (necromancers and such)
How do the good people and the evil people get along? (I am assuming there would be a division between the Paladin "kings" realms and the Black Dragon's realm.)

What motivates the characters?
Are they running out of time?
Are the Undead winning the war?
How long has it been this way?

It's sort of a punch list of a couple of things that stood out to me to be fleshed out, some of these questions may just be answered with a no.
 

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