- Joined
- Nov 10, 2008
- Messages
- 3,104
- Reputation score
- 52
Had an idea I'd been working out in my head for a couple of weeks or so now. Mentioned some of it to people in the shoutbox over the past couple of days. Decided to go ahead and throw it up here, if for no other reason than to have a second copy somewhere other than my house or computer. Might end up using it later on as well. As a note, I'd been using some Pathfinder resources as aids in coming up with some of this.
Under Construction Timeline.
Veedus College: Headed by a mysterious "Dark Bard" rumored to be cursed with nigh-incomprehensible speech. The final trial for full acceptance amongst these bards is to decipher what their leader is saying, without resorting to magical or otherwise supernatural abilities. Although it has a dark reputation, as it promotes debauched behavior, intoxicant use, and an unusual music style, the college is allowed to operate, as many members tend to remain within the grounds, only occasionally travelling out to undertake costly, and somewhat spectacular, performances. Some members, or aspiring members, have been known to speak of "having flashbacks of concerts they haven't been to, yet"...
Boutic Halls: Strongholds for a somewhat militant order revering a deity of justice named "Boutiah", members of this order are normally quite pleasant, and often try to negotiate a surrender out of their quarry before resorting to force. However, they do tend to get rather irate, hostile, and even downright enraged should someone even accidentally mis-pronounce the names of their strongholds... Even going as far as charging blatant offenders in those regards. (Yeah, they get pissed at their holds being referred to as "booty calls". -GM)
Transmission Crystals: Highly common magic items, transmission crystals found their origin in military use, initially circumventing the need for message runners. However, at some point, an enterprising wizard decided to tweak the creation process slightly, and ended up creating a more "commoner-friendly" version. Today, three versions are now most commonly used. Perhaps the most common is sized about the same as a deck of playing cards, and transmits voice to a receiving crystal. A second type acts much the same, but is much smaller, and may be worn as a pin or something similar. This version is the most popular amongst militaries and adventurers, only needing to be touched briefly to activate, rather than held. These first to versions require the user to mentally focus when making the initial connection to another crystal, usually by thinking of the intended receiver, and then the crystal "connects" to another close to who it thinks is the correct subject. This process is made easier if the crystals in question are part of an "attuned" set. Finally, the largest version is about the size of a small smithing anvil, and operates much differently. It only receives from a specialized apparatus, but it projects a visual image, as well as transmitting sound. This version is most commonly used in taverns, in order to entertain patrons with distant athletic events.
Blood Bowl: Perhaps the most common athletic event displayed in taverns, Blood Bowl nominally has a sports game and rules attached to it, but bribery, doping, and injuries run rampant with death during the course of the game being not uncommon. And that's just the referees. The players are much, much worse. It ain't called "Blood" Bowl for nothing. On the plus side, there's an easy means of handling rowdy criminals... Referee decoys. In lands strongly controlled by the followers of Boutiah, a much more strenuously regulated and less violent version known as "Flag Ball" exists. Most fans of athletic events generally consider Flag Ball to be a lesser imitation of Blood Bowl.
Present Races:
Standard
Aasimar
Catfolk
Dhampir
Fetchling
Ratfolk (Paizo)
Tengu
Kitsune
Vanara
Medusa (In the Company of Medusa)
Greater Medusa (In the Company of Medusa)
Reaper (Book of Heroic Races - Reaper)
Notable locations:
The Forsaken Hold - A long abandoned, ruined Dwarf Hold. No tales are told, at least to outsiders, about this mysterious Dwarven ruin, and why even the Dwarves themselves avoid this place. Many who have studied the landscape around the ruins theorise that it was sacked and abandoned during a siege, as much of the lands surrounding the entrance seem to have been repeatedly scarred by magma flows. The truth, however, remains hidden as most adventurers trying to explore the place never return, and those few that do bring with them no treasure or stories of triumph... Those rare few that do return always do so as broken people, having apparently witnessed something soul-shatteringly tragic or foul.
Tamberlyn - Human kingdom with strong ties to the Boutican faith. Generally peaceful, minimal crime. Pretty much a model of a just, rightous kingdom. With a strong military that happens to do a solid job of preventing invasions or unrest. Currently ruled by Felix V of the Royal House of Reichert. Often referred to as "The Shield" by subjects, due to frequently riding to the defense of the North Wall, bordering the swamps. Only current family is his daughter, Princess Talima. Notable settlements in Tamberlyn are the capital, Mathyrn, and the somewhat infamous Ironscar Prison, known to be the final stop for the worse scum in the kingdom.
The Skull Lands - Mostly inhospitable region to the north of Tamberlyn's North Wall, this region was once known as the cursed realm of Fel-Carâth. Three smaller regions exist within: The Direlight Swamps, populated mostly by twisted fey, trolls, and savage humanoids. The Blasted Lands, a mix of boreal forests and charred landscape. A few dire wolf packs are thought to make their home here, although by most accounts only restless dead populate these lands. It is in this region that the Forsaken Hold's ruins lie. Finally, the Desolation, a frozen wasteland populated entirely by undead. It is here that the great ruins of Tyl Ammûn, stronghold of the cursed kings of Fel-Carâth lay.
The Wild Lands - Untamed wildness mostly to the east of Tamberlyn. Officially unclaimed by any power, although some within the Boutican faith seem to want Tamberlyn's claim to it pushed. Thought to be home to numerous forms of "beastfolk". Also, to the northern edges of the Wild Lands lie a number of smaller human settlements with a more clannish culture. These northmen are avid fans, and oft-times players, of Blood Bowl. They also seem to get along well with the Dwarves.
Notable persons:
Felix Reichert V - King of Tamberlyn, The Shield, Protector of the Righteous. Formerly married to Queen Amalyn, who died in childbirth. (Human male)
Amalyn Reichert - Queen of Tamberlyn, mother of Talima Reichert. Deceased. (Human female)
Talima Reichert - Princess of Tamberlyn. (Human female)
Victor - A well-known-of wanderer, it's rare to find someone in Tamberlyn who hasn't heard of the man known as "Victor". None can claim to actually know the man, though. His presence in an area usually seems to be brief, and his only notable actions to date have be to expose minor cheaters at games of luck in taverns. Rumors of his true nature and purpose are plentiful.
Ellinde - Known only by her voice, the (presumably) woman called "Ellinde" seems to be someone that is known to Victor, as he has sometimes been heard addressing her through a Transmission Crystal. Every so often, some drunkard tries to use a TC to contact the mysterious woman... Only to be found the next morning at a nearby stables with an outfit addition of an upturned water bucket for a hat.
"The Dark Bard" - So called due to his preference for dark colored outfits. Usually wears all black, and wears lenses of a reddish color. Incomprehensible due to a combination of usually being on some substance, and only mumbling if not performing.
Nathandar Drakenhof - Infamous necromancer from Tamberlyn's past. Slain by Felix I, but returned as a lich. Promptly destroyed by three deity avatars.
Spymaster Nicholas - Human male. Former Boutican hunter promoted to be Felix V's spymaster. Often called "the Furious" due to his outbursts if something screws up.
Notable Legends:
A persistant story is that of the so-called "Mad Wizard", present within the lands that became Tamberlyn, The Skull Lands, and the Wild Lands, during the war fought by Felix Reichert I, called the Shining. According to the tale, a lone adventurer (The mysterious Victor himself, some claim...) reportedly battled and defeated the "Mad Wizard", while the army of the Shining fought to create Tamberlyn. Amongst the wreckage of the Mad Wizard's fortress was a seemingly indestrucable item, detailing one of the most feared curses of that insane mage. According to rumors, the mysterious adventurer hid the item deep underneath the mountains. Some tales claim that the curse permanently transforms its victims into a mobile posterior, capable of limited speech.
Will probably expand this as other ideas come. Probably also answer any questions people might have about it here.
Under Construction Timeline.
Veedus College: Headed by a mysterious "Dark Bard" rumored to be cursed with nigh-incomprehensible speech. The final trial for full acceptance amongst these bards is to decipher what their leader is saying, without resorting to magical or otherwise supernatural abilities. Although it has a dark reputation, as it promotes debauched behavior, intoxicant use, and an unusual music style, the college is allowed to operate, as many members tend to remain within the grounds, only occasionally travelling out to undertake costly, and somewhat spectacular, performances. Some members, or aspiring members, have been known to speak of "having flashbacks of concerts they haven't been to, yet"...
Boutic Halls: Strongholds for a somewhat militant order revering a deity of justice named "Boutiah", members of this order are normally quite pleasant, and often try to negotiate a surrender out of their quarry before resorting to force. However, they do tend to get rather irate, hostile, and even downright enraged should someone even accidentally mis-pronounce the names of their strongholds... Even going as far as charging blatant offenders in those regards. (Yeah, they get pissed at their holds being referred to as "booty calls". -GM)
Transmission Crystals: Highly common magic items, transmission crystals found their origin in military use, initially circumventing the need for message runners. However, at some point, an enterprising wizard decided to tweak the creation process slightly, and ended up creating a more "commoner-friendly" version. Today, three versions are now most commonly used. Perhaps the most common is sized about the same as a deck of playing cards, and transmits voice to a receiving crystal. A second type acts much the same, but is much smaller, and may be worn as a pin or something similar. This version is the most popular amongst militaries and adventurers, only needing to be touched briefly to activate, rather than held. These first to versions require the user to mentally focus when making the initial connection to another crystal, usually by thinking of the intended receiver, and then the crystal "connects" to another close to who it thinks is the correct subject. This process is made easier if the crystals in question are part of an "attuned" set. Finally, the largest version is about the size of a small smithing anvil, and operates much differently. It only receives from a specialized apparatus, but it projects a visual image, as well as transmitting sound. This version is most commonly used in taverns, in order to entertain patrons with distant athletic events.
Blood Bowl: Perhaps the most common athletic event displayed in taverns, Blood Bowl nominally has a sports game and rules attached to it, but bribery, doping, and injuries run rampant with death during the course of the game being not uncommon. And that's just the referees. The players are much, much worse. It ain't called "Blood" Bowl for nothing. On the plus side, there's an easy means of handling rowdy criminals... Referee decoys. In lands strongly controlled by the followers of Boutiah, a much more strenuously regulated and less violent version known as "Flag Ball" exists. Most fans of athletic events generally consider Flag Ball to be a lesser imitation of Blood Bowl.
Present Races:
Standard
Aasimar
Catfolk
Dhampir
Fetchling
Ratfolk (Paizo)
Tengu
Kitsune
Vanara
Medusa (In the Company of Medusa)
Greater Medusa (In the Company of Medusa)
Reaper (Book of Heroic Races - Reaper)
Notable locations:
The Forsaken Hold - A long abandoned, ruined Dwarf Hold. No tales are told, at least to outsiders, about this mysterious Dwarven ruin, and why even the Dwarves themselves avoid this place. Many who have studied the landscape around the ruins theorise that it was sacked and abandoned during a siege, as much of the lands surrounding the entrance seem to have been repeatedly scarred by magma flows. The truth, however, remains hidden as most adventurers trying to explore the place never return, and those few that do bring with them no treasure or stories of triumph... Those rare few that do return always do so as broken people, having apparently witnessed something soul-shatteringly tragic or foul.
Tamberlyn - Human kingdom with strong ties to the Boutican faith. Generally peaceful, minimal crime. Pretty much a model of a just, rightous kingdom. With a strong military that happens to do a solid job of preventing invasions or unrest. Currently ruled by Felix V of the Royal House of Reichert. Often referred to as "The Shield" by subjects, due to frequently riding to the defense of the North Wall, bordering the swamps. Only current family is his daughter, Princess Talima. Notable settlements in Tamberlyn are the capital, Mathyrn, and the somewhat infamous Ironscar Prison, known to be the final stop for the worse scum in the kingdom.
The Skull Lands - Mostly inhospitable region to the north of Tamberlyn's North Wall, this region was once known as the cursed realm of Fel-Carâth. Three smaller regions exist within: The Direlight Swamps, populated mostly by twisted fey, trolls, and savage humanoids. The Blasted Lands, a mix of boreal forests and charred landscape. A few dire wolf packs are thought to make their home here, although by most accounts only restless dead populate these lands. It is in this region that the Forsaken Hold's ruins lie. Finally, the Desolation, a frozen wasteland populated entirely by undead. It is here that the great ruins of Tyl Ammûn, stronghold of the cursed kings of Fel-Carâth lay.
The Wild Lands - Untamed wildness mostly to the east of Tamberlyn. Officially unclaimed by any power, although some within the Boutican faith seem to want Tamberlyn's claim to it pushed. Thought to be home to numerous forms of "beastfolk". Also, to the northern edges of the Wild Lands lie a number of smaller human settlements with a more clannish culture. These northmen are avid fans, and oft-times players, of Blood Bowl. They also seem to get along well with the Dwarves.
Notable persons:
Felix Reichert V - King of Tamberlyn, The Shield, Protector of the Righteous. Formerly married to Queen Amalyn, who died in childbirth. (Human male)
Amalyn Reichert - Queen of Tamberlyn, mother of Talima Reichert. Deceased. (Human female)
Talima Reichert - Princess of Tamberlyn. (Human female)
Victor - A well-known-of wanderer, it's rare to find someone in Tamberlyn who hasn't heard of the man known as "Victor". None can claim to actually know the man, though. His presence in an area usually seems to be brief, and his only notable actions to date have be to expose minor cheaters at games of luck in taverns. Rumors of his true nature and purpose are plentiful.
Ellinde - Known only by her voice, the (presumably) woman called "Ellinde" seems to be someone that is known to Victor, as he has sometimes been heard addressing her through a Transmission Crystal. Every so often, some drunkard tries to use a TC to contact the mysterious woman... Only to be found the next morning at a nearby stables with an outfit addition of an upturned water bucket for a hat.
"The Dark Bard" - So called due to his preference for dark colored outfits. Usually wears all black, and wears lenses of a reddish color. Incomprehensible due to a combination of usually being on some substance, and only mumbling if not performing.
Nathandar Drakenhof - Infamous necromancer from Tamberlyn's past. Slain by Felix I, but returned as a lich. Promptly destroyed by three deity avatars.
Spymaster Nicholas - Human male. Former Boutican hunter promoted to be Felix V's spymaster. Often called "the Furious" due to his outbursts if something screws up.
Notable Legends:
A persistant story is that of the so-called "Mad Wizard", present within the lands that became Tamberlyn, The Skull Lands, and the Wild Lands, during the war fought by Felix Reichert I, called the Shining. According to the tale, a lone adventurer (The mysterious Victor himself, some claim...) reportedly battled and defeated the "Mad Wizard", while the army of the Shining fought to create Tamberlyn. Amongst the wreckage of the Mad Wizard's fortress was a seemingly indestrucable item, detailing one of the most feared curses of that insane mage. According to rumors, the mysterious adventurer hid the item deep underneath the mountains. Some tales claim that the curse permanently transforms its victims into a mobile posterior, capable of limited speech.
Those affected by the Mad Wizard's Butt Curse suffer the following effects:
Size category reduced by one step.
Strength and Intelligence scores reduced to 1. Charisma removed entirely.
Lose all attacks and class features.
May only communicate by saying the word "butt". In addition, any Transmission Crystals within hearing range begin transmitting everything the victim says. If the victim had one in their possession at the time of cursing, all "attuned" connections are automatically transmitted to.
10% chance to mimic any heard speech within hearing range, with random words replaced with "butt".
Gain a stench aura, as a Trogdolyte.
5% chance to curse a random person within aura's range with the Butt Curse.
Upon death, release a slippery mess as the grease spell, with the addition of the stench aura effect, which lingers until the mess fades.
Size category reduced by one step.
Strength and Intelligence scores reduced to 1. Charisma removed entirely.
Lose all attacks and class features.
May only communicate by saying the word "butt". In addition, any Transmission Crystals within hearing range begin transmitting everything the victim says. If the victim had one in their possession at the time of cursing, all "attuned" connections are automatically transmitted to.
10% chance to mimic any heard speech within hearing range, with random words replaced with "butt".
Gain a stench aura, as a Trogdolyte.
5% chance to curse a random person within aura's range with the Butt Curse.
Upon death, release a slippery mess as the grease spell, with the addition of the stench aura effect, which lingers until the mess fades.
Will probably expand this as other ideas come. Probably also answer any questions people might have about it here.
Last edited: