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Selan- A SE Asian campaign (Critical rebuilding)
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<blockquote data-quote="Sound of Azure" data-source="post: 2874048" data-attributes="member: 40749"><p><strong>First Summary- Part 1</strong></p><p></p><p>Agreed Parameters for the campaign (So far)</p><p></p><p><strong>Allowed Races</strong></p><p></p><p>Humans (3 local groups, 2 foreigner groups)</p><p>-Selanese. From a deeply forested land, split by any rivers. Its Northern borders are mountainous, with few passes. This is the main campaign land. Other places are mostly alluded to.</p><p>-Hunanese. Friendly land to the east of Selan. They engage in a lot of trade. Hunan is subject to a lot of attacks by both the Sea Naga and the Forest Naga. Hunanese are reknown warriors in the realm.</p><p>-Dengyan are called “northerners” by the Selanese. Most Dengyan travel to Selan by river or by overland routes, as the sea route passes through Sea Naga territory. They are from a divided land split by bitter fueds between rulers.</p><p>-The Astur are intensely religious traders from across the seas to the west. They are from a different climate, and find it hard to adjust to the temperatures in Selan. Their equipment is very different. They’re from an old land that seeks trade with far off lands. They are known to be excellent sailors.</p><p>-Name forthcoming... Tribal folk of the archipelago off the coast of Selan. They are not part of the protectorates, but otherwise live in a similar manner. </p><p></p><p></p><p><strong>Spirit-touched</strong></p><p>-Death-touched: humans who were touched by a spirit in the womb are changed. They have the natural skill to see spirits and can affect them normally, but only at night. </p><p>-The Drowned. Some children are taken by the sea during their Naming. Most do not return, but those that do come back different. The Drowned have a natural affinity to things of the ocean. </p><p>-Other?</p><p></p><p></p><p><strong>Other races in the setting</strong></p><p>The Sea traders- These strange beings always remain shrouded in heavy robes, no matter the season, and smell strongly of the sea. They bring valuable goods to the delta from lands unknown.</p><p>Naga –Aquatic, Forest. Ancient and incomprehensible, these reptilians desire rule over human. They are powerful practitioners of blood magic.</p><p>Garuda (Unseen for a long time): These winged gods protected humankind in the past from the Naga, and expect reverence in return.</p><p></p><p></p><p><strong>Classes</strong></p><p></p><p>-Barbarian (renamed Berserker)- Warriors with special training. Their bond with their ancestors fills them with power.</p><p></p><p>-Hexblade (Slightly modified)- They are traditional warriors whose Totem allows them to curse outsiders or those who cross them.</p><p></p><p>-Shaman (Coming up with a new name)- Priests who venerate the spirits of the fallen Garuda, and gain supernatural power due to this.</p><p></p><p>-Kaiu Ainu/ Witchdoctor- Spell Casters who make a pact with the Old Naga to gain supernatural power. They are feared and mistrusted.</p><p></p><p>-Fighter- A warrior trained in the martial arts</p><p></p><p>-Scout- wilderness explorer and expert in movement</p><p></p><p>-Ranger (to be modified)- A mystic warrior with connection to the holy places of the swamps.</p><p></p><p>-Rogue- A skilful person with the knack to get out of danger, and expert with precision attacks</p><p></p><p><strong>Classes Under review</strong></p><p>-Swashbuckler: Perhaps appropriate to one of the foreign human kinds?</p><p></p><p>-Paladin: this will require a significant rewrite. They may be mandated by the Garuda.</p><p></p><p>-Bard: Can a musician and loremaster be done appropriately as either rogue or expert in this game’s context? Is bardic music appropriate as a feat chain?</p><p></p><p>-Expert: If I add in the Lore ability that bards have, this class seems feasible, but I’m not sure. </p><p></p><p>-Monk: Only if I can create few interesting options for the class (Muay Thai, or Smoke sword style, I could see a Capoiera style art among the Hunan too). Due to the lower amount of armour, and enhancement options, this class is more powerful than it usually is. If included, their Ki powers are only in effect when they are focused (Like the Psionic focus rules. Things like stunning fist would expend the focus.</p><p></p><p>-Sorcerer: These would be practitioners of blood magic. If included, they would be universally loathed by other people, as it requires making a pact with the living Naga in order to learn the skills. They are out for now.</p><p></p><p><strong>Languages of Selan</strong></p><p></p><p>Deng Hua (Northerners), Garuda, Naga, Lung Ku (Language of Dragons), Hanan, Selam, Astur (the Western Traders), Kahmud (the spirit language Shamans use), Kaiu Dhe(the language of power)</p><p>This list will expand.</p><p></p><p><strong>Other considerations</strong></p><p></p><p>-No Raise Dead, Resurrection, Reincarnation, or True Resurrection spells. The effect of reversing character death can be attempted, but they are not spell effects. This would be counted as ritual magic instead (Incantations), and very expensive.</p><p></p><p>-Travel should be fairly difficult, and of more mundane means. No teleportation beyond short range stuff (like dimension door). These spells are removed from all spell lists.</p><p></p><p>-Poison and disease need to be real threats. Remove disease and poison only succeed on a caster level check, or no cures for it?</p><p></p><p>-Many Outsiders are now spirits.</p><p></p><p>-Alignment is removed, and replace with Affiliations.</p><p></p><p>Background info is forthcoming.... please be patient. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 2874048, member: 40749"] [b]First Summary- Part 1[/b] Agreed Parameters for the campaign (So far) [B]Allowed Races[/B] Humans (3 local groups, 2 foreigner groups) -Selanese. From a deeply forested land, split by any rivers. Its Northern borders are mountainous, with few passes. This is the main campaign land. Other places are mostly alluded to. -Hunanese. Friendly land to the east of Selan. They engage in a lot of trade. Hunan is subject to a lot of attacks by both the Sea Naga and the Forest Naga. Hunanese are reknown warriors in the realm. -Dengyan are called “northerners” by the Selanese. Most Dengyan travel to Selan by river or by overland routes, as the sea route passes through Sea Naga territory. They are from a divided land split by bitter fueds between rulers. -The Astur are intensely religious traders from across the seas to the west. They are from a different climate, and find it hard to adjust to the temperatures in Selan. Their equipment is very different. They’re from an old land that seeks trade with far off lands. They are known to be excellent sailors. -Name forthcoming... Tribal folk of the archipelago off the coast of Selan. They are not part of the protectorates, but otherwise live in a similar manner. [B]Spirit-touched[/B] -Death-touched: humans who were touched by a spirit in the womb are changed. They have the natural skill to see spirits and can affect them normally, but only at night. -The Drowned. Some children are taken by the sea during their Naming. Most do not return, but those that do come back different. The Drowned have a natural affinity to things of the ocean. -Other? [B]Other races in the setting[/B] The Sea traders- These strange beings always remain shrouded in heavy robes, no matter the season, and smell strongly of the sea. They bring valuable goods to the delta from lands unknown. Naga –Aquatic, Forest. Ancient and incomprehensible, these reptilians desire rule over human. They are powerful practitioners of blood magic. Garuda (Unseen for a long time): These winged gods protected humankind in the past from the Naga, and expect reverence in return. [B]Classes[/B] -Barbarian (renamed Berserker)- Warriors with special training. Their bond with their ancestors fills them with power. -Hexblade (Slightly modified)- They are traditional warriors whose Totem allows them to curse outsiders or those who cross them. -Shaman (Coming up with a new name)- Priests who venerate the spirits of the fallen Garuda, and gain supernatural power due to this. -Kaiu Ainu/ Witchdoctor- Spell Casters who make a pact with the Old Naga to gain supernatural power. They are feared and mistrusted. -Fighter- A warrior trained in the martial arts -Scout- wilderness explorer and expert in movement -Ranger (to be modified)- A mystic warrior with connection to the holy places of the swamps. -Rogue- A skilful person with the knack to get out of danger, and expert with precision attacks [B]Classes Under review[/B] -Swashbuckler: Perhaps appropriate to one of the foreign human kinds? -Paladin: this will require a significant rewrite. They may be mandated by the Garuda. -Bard: Can a musician and loremaster be done appropriately as either rogue or expert in this game’s context? Is bardic music appropriate as a feat chain? -Expert: If I add in the Lore ability that bards have, this class seems feasible, but I’m not sure. -Monk: Only if I can create few interesting options for the class (Muay Thai, or Smoke sword style, I could see a Capoiera style art among the Hunan too). Due to the lower amount of armour, and enhancement options, this class is more powerful than it usually is. If included, their Ki powers are only in effect when they are focused (Like the Psionic focus rules. Things like stunning fist would expend the focus. -Sorcerer: These would be practitioners of blood magic. If included, they would be universally loathed by other people, as it requires making a pact with the living Naga in order to learn the skills. They are out for now. [B]Languages of Selan[/B] Deng Hua (Northerners), Garuda, Naga, Lung Ku (Language of Dragons), Hanan, Selam, Astur (the Western Traders), Kahmud (the spirit language Shamans use), Kaiu Dhe(the language of power) This list will expand. [B]Other considerations[/B] -No Raise Dead, Resurrection, Reincarnation, or True Resurrection spells. The effect of reversing character death can be attempted, but they are not spell effects. This would be counted as ritual magic instead (Incantations), and very expensive. -Travel should be fairly difficult, and of more mundane means. No teleportation beyond short range stuff (like dimension door). These spells are removed from all spell lists. -Poison and disease need to be real threats. Remove disease and poison only succeed on a caster level check, or no cures for it? -Many Outsiders are now spirits. -Alignment is removed, and replace with Affiliations. Background info is forthcoming.... please be patient. ;) [/QUOTE]
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