No Game this Weekend
I think Gribble is going to be in Gatlinburg this weekend, so looks like there will be no game. Next game looks like March 9 then.
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I think Gribble is going to be in Gatlinburg this weekend, so looks like there will be no game. Next game looks like March 9 then.
Cosmology, common religions and the Spirits
No one living knows the origin of the Sphere, except for perhaps the eldest of the Dragonlords, although some say the ancient city of Dist, ancestral home of the technologists, holds those secrets tightly, waiting for an expedition to bypass the draconic guardians and seek them. Many religions worship the Sphere itself and the Sphereborn, powerful creatures that are either imbued with, or born from, the Sphere itself.
Darker religions posit a great black abyss that waits beyond the sphere, full of infinite power and splendor, and these cults seek to bring about the Darkening. Some ancient texts say that in the past there have been celestial events where the light of Sphere was replaced by a brief darkness in which the Sphere appeared surrounded by a blazing cloud of colored light, and a million points of brilliance were visible beyond that. However, the same texts were filled with many other strange essays, and most believe that the writers were quite mad.
Spirit creatures, of which there are many, are often quite powerful, drawing their powers from either Spherelight or Earthmagic. In the most extreme cases, an air spirit can draw such power that Spherelight actually warps to it in a small area, creating pockets of shadow around it. These creatures can be especially dangerous to creatures reliant on Sphere energy, such as Eloin forceborn or certain Sapian martialists. Earth spirits, generally chaotic or evil, often draw power from the area around them and strip growing things of their lifeforce to fuel their powers. The most dangerous of the Earth spirits can even steal the energies of living creatures. Many spirits are also able to disguise themselves, often posing as sentient races or creatures while working their schemes, blending into the cultures of the higher races.
Of the races of Lizardfolk, the Spiritbinder's of the Katrallic tribe are perhaps the most powerful, as their natural ability to see through the illusions of spirts, and then subvert and dominate those spirits, make them unique. Although they usually remain in the jungles of the 8th, on occasion extraordinary Spiritbinders have gathered powerful armies of spirits and raided the higher layers. Some few have also served as emissaries and seers, and very rarely even mercenaries and bodyguards, as their abilities allow them to charge great sums, usually in the form of magic gems, jewelry and powerful weapons.
The Silent Way, a prominent religion among many of the martial orders of the middle layers, suggests that there is a power even greater than the Sphere, a Perfect Spirit, and that through enlightenment and progression through the Seven Paths, one can attain perfection and ascend the mortal form and reach beyond the Sphere itself. However, the paths are long and difficult, and although some appear to gain sublime power and wisdom as they progress along the Paths, no one has proof that anyone has ever Ascended.
Most Corefolk have no use for organized religion or asceticism, as survival is usually their main concern. Their distrust of all things mystical and reliance on the mundane gadgetry they find discarded from other layers grants them a small level of resistance to the powers of both spirit and magic.
Game Laws
No Extraplanar or Outsiders.
For elementals, there are only Air elementals/Spirits (All air-related outsiders would be air spirits) and 'Heavies' or Earth Spirits
Bestiary: SRD creatures possibly present in Sphere: (www.d20srd.org is a great resource for all core rules, creatures and magic).
Ankheg
Arrowhawk
Assassin Vine
Avoral (Air Spirit)
Barghest (Earth Spirit)
Blink Dog
Bralani (Air Spirit)
Chuul (Earth Spirit)
Couatl (Air Spirit)
Dire Ape
Dire Lion
Dire Tiger
Dragon
Dragonne
Eagle, Giant
Formian
Genie, Multiple (Air Spirits)
Ghaele (Air Spirit)
Giant, Hill, Stone, Fire
Golem, All
Griffon
Gryphon (Sentient Griffon)
Half-Dragon
Hippogriff
Hippogryph (Sentient Hippogriff)
Inevitable (Earth Spirit)
Invisible Stalker (Air spirit)
Lamia (Air Spirit)
Lammasu (Air Spirit)
Lizardfolk
Manticora (Air Spirit)
Nymph (Earth Spirit)
Owl, Giant
Pseudodragon
Rakshasa (Air Spirit)
Ravid (Sphereborn)
Razor Boar
Roc
Shield Guardian (Construct Earth Spirit)
Sphinx (Air Spirits)
Troglodyte
Scrag
Wyvern
There will be many others, including unique monsters and spirits. This is to just give the flavor of the campaign. There will be no undead (all turning abilities and the like will be able to be traded for other powers), no typical orcs or ogres and the like (although there will be various forms of lizardfolk and giantkin), and few aberrations (the few there are will be Earth Spirits). Although the world will be possessed of some odd and dangerous creatures, overall it is a place of contrasting majesty, where even evil spirits are beautiful and entitled to their own kind of respect. (Because even evil spirits can be Sphereborn, and thus deserving)
Racial characteristics:
The Eloin are a race of simian bipeds, typically standing 5'0-5'2", and because of a very light, hollow bone structure, weighing only between 60-90 pounds. They are covered with a light fur that ranges in color from light tan to dark orange-brown. With a few rare exceptions, each has a thin, lightly feathered membrane that stretches from their shoulder blades to their lower backs to underneath a typically double-jointed wrist. The membrane is usually a shade lighter than their fur, and their feathers range from light gray to eggshell white. Most Eloin are quite dextrous, although a few are born with sharp claws instead of four-fingered hands; these outcasts are typically shunned upon reaching maturity. (11 years) Typical Eloin lifespan is quite broad, ranging from 50-75 years.
Although often called 'birdfolk', 'skymonkeys' (derogatory) or the like, their wing structure is more reminiscent of jungle creatures such as flying squirrls or glidecats, and by themselves can be used for no more than gliding from a higher altitude to a lower.
Most Eloin are born with an inherent ability to store and manipulate the energies constantly generated by the sphere: light and force. In most cases this ability is quite limited; however, at the higher thresholds there are members who can generate highly concussive force blasts, protective shields, and ironically in a winged race that can only glide, the so-called 'flight burst', which when practiced by skilled members of the race, can mimic levitation or even flight. More rarely are members who can weave light, storing Sphere energy in certain crystals found naturally throughout several countries, weaving light into free-standing shapes, or in the rarest of cases, spinning vivid and dangerous lightwebs that absorb all energy in a large area around them.
Society:
Once the greatest architects and artisans in the sphere, following the Eloi Purge, (also known to the Eloin as the Birthing War), their society changed radically. Where once the race was known for free-thinkers, artists and even wanderers, the dragons awoke in them a great racial fear. The Eloin rebuilt their society as almost the opposite of what it was. Where once complete choice was the norm, the Eloin instituted a strict caste system to ensure their society was never at risk of annihalation again. A small portion of the population went into self-imposed exile in protest.
There are currently 11 castes; 4 are for those without force powers (and criminals) and those born with deformities of form or intelligence, while the remaining are achievable by anyone with specific force potential. There are 3 general types of castes: menials, who are responsible for the building blocks of society, providing food and raw materials; protectors are members of the military as well as militias that protect the menials; and crafters, who create items or art to trade or sell for the benefit of society.
There is no 'wealth' to speak of in Eloin society, as everyone's needs are taken care of as determined by their caste. Menials generally have a hard, but not overwhelming, life. Their basic needs and some of their wants are provided for. For example, the 3rd caste, the agrarians (who provide all food to society), are also known as the 'Celebrated' for their contribution to society and receive free room and board at all hostels and taverns while they travel. Each caste provides specific benefit to the whole, and receives the essentials they need to survive as well as some luxuries.
Additionally, certain castes have the power of judgment (5th, 6th and 9th caste) and anyone of that caste may be called upon at any time to do so, bypassing the need for a standard legal system. There are very few punishments, and all are permanent. (Wingclipping, death, exile or forced into a lower caste) Crime in Eloin society is very rare.
Customs:
Typical Eloin names are made up of 3 parts. The first is given by a child's parents, who raise them until their 9th birthday, when they are force-tested by one of many itinerant Bhikkuni (Forcemage) who wander the domain. Their next 2-5 years is spent training, first in general eduction, and then in the requirements of their caste. The second name is decided when a young Eloin determines their caste. Around a third of the population also chooses a third name, generally after a personal victory or profound loss. For example, Lajila Ravana Feathering is a Rocjumper (Military caste) who chose as her third name the name of the Roc she jumps from.
Some common Eloin names: Males - Suresh, Sajag, Atelic, Brahma, Tandu; Females - Shri, Sita, Ishani, Mahila.
Eloin as PC's (NPC's)
All Eloin have -2 str, -2 con, -2 fortitude save, and -2 max hp/level; +2 dex while gliding
Caste names, Force Level and Force Store here.
Shri - Non-functional wings; -2 on str, dex, checks, -2 damage, -2 to hit, -2 ac; +4 hide, +4 move silently, Despair - immune to fear effects, +25 character points
Averil - Glide; +2 str checks, -2 dex checks, +1 damage, -1 ac; +4 mining skill; +2 appraise; Endurance feat; +2 knowledge, geology; +1 search, spot Darkborn: +1 on all checks made in non-daylight conditions; -1 on all checks made in daylight conditions; Despised - -2 Diplomacy, +2 intimidate
Chanda - Glide; +1 str checks, +1 damage; +4 farming skill; Endurance feat; +2 knowledge, botany
Celebrated - Receives free room and board at all basic hostels, taverns
Ambika - Glide; +3 craft to any 3 craft skills; one craft magic [x] feat; +3 appraise; +2 Use Magic Device;
Freeborn: may request government travel once per year to any other layer/country; may travel freely throughout country
Sahan - Glide; +1 will save; +2 to hit, ranged; +4 to hit, ranged vs. animals; +1 damage, ranged; +2 knowledge, creature; Force Bolt; Force Shield, Other;
Protector: Moderate standard of living provided by the state; Militia may make judgments on all violent but non-death related charges.
Jyotish - Glide; Colored Wings; Flight Burst; Light Store;
Lightshaper's dwell in state-provided temples; Lightbinder: may make judgements on all property disputes valued at 500gp/less
Ravana - Glide; +2 dex checks, +2 to hit, ranged; Flight Burst; Flight Burst chain; Force Bolt; Force Shield, Self; Dive; Wingknives;
Wingjumper: Moderate standard of living provided by state in state-run barracks; -40 character points
Malajit - Glide; Animal Empathy, Roc; +3 Train air-based creature (+1 trick/2 levels); +2 to hit, ranged when fighting from Roc; Force Bolt; Force Shield, Companion Rocbinder: At 7th level gains a baby Roc animal companion; Flightseer - Quality accomodations and standard of living in state-run rookeries; -50 character points Rocbinders with Roc companions have near-complete freedom to fly, chart and explore until their Roc's are war-appropriate size
Bhikkuni - Glide; Flight 50', Normal Manueverability at 3rd level, Flight 60' High Maneuverability at 7th level; Flight 70' Perfect Maneuverability at 12th level; +2 int checks; Flight Burst; Force Bolt; Force Shield, Self; Force Wall; Force Bind; Stun; Force Convert; -100 character points.
Unbound - complete freedom as long as the Force Mage is working in the interest of the state; 500gp/month stipend; food/lodgings in any government palace; Force Mages can arbiter and judge all disputes
Satyavati - Must be 5th level Forcemage and complete the pilgrimage of Varishnu.
Vishnahoovi - Must be 5th level Lightweaver and deciper the Codes of Murab
Power Descriptions:
Force Level is the rate at which Force Store regenerates, per day. Force Store is the maximum amount of force that can be stored by a character.
Glide - A character can move his normal speed and loses 25' of altitude per round; each Dex check point decreases the loss of
altitude by 5'/round, to a minimum of 5' loss of altitude per round
Force Bolt - Standard action - Ranged touch attack; Xd6/3 levels (where X = Force Level); at 6th level Militia cast would do 2d6, while a 6th level Military caste would do 4d6
Force Shield- (self or other) - Swift Action - Provides Xd6/3 levels damage shield, physical; (where X=Force Level), duration is 3 rounds
Colored Wings, Lightshaper - A lightshaper is entitled to up to 2 colors on their wings (traditional colors are copper and yellow)
Colored Wings, Military - Rocjumpers have green and silver wings; Flight Burst troopers have red wings
Colored Wings, Rocbinder - Rocbinders have brown and gold wings
Colored Wings, Forcemage - A forcemage is entitled to up to 3 colors on their wings (Although traditional color is solid ruby)
Colored Wings, Lightweaver - A lightweaver is entitled to up to 4 colors on their wings (Traditionally copper, gold, azure and ruby)
Flight Burst - Move Action - Character may use up to 3 Force Store per 3 levels; for each point of Force Store used, character is propelled vertically 10'. (An 8th level character may use up to 9 Force Store and Flight Burst up to 90')
Flight Burst Chain - Multiple Move Actions - Character may stack Flight Bursts over more than one round with no loss of altitude (A 6th level Military cast could chain up to 6 Force Store per round until he is out of Force Store)
Light Store - Lightshapers may store 5 Force Store per day/3 levels into Shareen Crystals (a typical crystal can hold 15 Force Store). A Shareen Crystal glows brightly in a 30' radius and expends 1 Force Store per day naturally; any force user can draw power from Shareen Crystals on a 1/1 basis (up to their maximum Force Store).
Wingknives - Blades that extend the length of the shoulder, approximately 14-18" long; can only be used during dives - 1d8+1 damage
Dive - Can dive up to 200' (minimum 50'); gains a +4 to hit ground targets, +2 for low maneuverbility air creatures, +0 vs. standard maneuverability air creatures -2 vs. high maneuverability air creatures, -4 vs. perfect maneuverability air creatures. Deals X damage with wingknives, where X=1/2 character level. For example, an 11th level Military cast can dive for 6d8+6 damage
Force Wall - Create inertial barrier 20' long, 10' high and 10' deep per level (costs 3 Force Store per round per 2000 cubic feet). All flying creatures passing through make a reflex save at DC 15+Forcemage level+1 per 10 Force Store used (max 50). For every 1 point the save fails by, the creature loses 10' of altitude. Force Wall also prevents all physical and gas-based attacks from penetrating, although energy attacks pass though normally.
Force Bind - 10 Force Store for normal size category, +20 points for every additional size category; target makes a reflex save vs. DC 15+Forcemage level+1 per 10 Force Store used (max 50). If target fails it is paralyzed. The paralyzation can be maintained for an additional 3 Force Store per round.
Stun - 20 Force Store. Target makes a will save vs. DC 12+Forcemage level+1 per 10 points used (max 50). If the target fails it is stunned for 1 round for each point it failed its save by.
Force Convert - Character can convert hp into Force Store on a 1 for 1 basis. Character can convert Force Store into HP on a 2 for 1 basis.
Through an adventurous Gearmaster courier, the Eloin sent their request for parley to the Dragonlords; at Skycandle, the Eloin were prepared to offer their unconditional surrender. Syrinx, Speaker of Yrrix, Skywyrm of Isle Crassia, considered slaying the courier briefly, and would have if he didn't still need the Gearmaster's vessals to ferry his troops. "You can tell the skymonkeys we will consider their proposal."
Three days later the Eloin had their answer, as they knew they would, and the dragons came to Skycandle. A dozen greater and twice that lesser dragonlords created havoc with the Spherelight, their translucent wings and armored bodies reflected and refracted in a thousand hues. Fire and lightning, thunder and icefog filled the air. It is said many witnessing the battle from miles and isles away found it disturbingly beautiful, and the battle became known as t'Eloi's Rainbow.
The dragons, assured of yet another slaughter, screeched their battlecries. A dozen of the younger wyrms, wanting to prove themselves, began a low run across the city, their breath and mighty tails equally potent in destruction, as they drove to the heart of the city.
The Cradle of Skycandle was a garden of a hundred silvered spires rising like like the holy Reeds of Sithra sacred in trogloid mythology. It lay at the center of the city, housing universities, luxurious palaces and huge marketplaces, and it is where the Eloin sprung their trap.
The initial part of the plan was simple really, with what Ravna recently learned about the mechanics of the Breath and how it allowed and controlled flight in the Sphere. It was at its most basic an invisible gas that all creatures needed to survive, and gave wings their strength. At least, that is how he interpreted Shivinu's lessons. He also learned that most, if not all, Eloin had at least some ability to manipulate it using inborn command of force that built up in their bodies over time when exposed to Spherelight. Some Eloin, particularly the crafters, also had the power to weave light, although Ravna himself could not.
Ravna had devised a plan to deny, if he could, the dragons their principal advantage. A dozen crafters, who some of the common Eloi had taken to calling Forcemages, stood on a windy balcony of the tallest spire of the Cradle, the Sankore Needle, looking down at the dragons as they approached. Another two-dozen cityfolk who had proven quick studies supplemented the Forcemages' powers.
A soft glow spread out from the group as they spun their magic into the approach of the approaching beasts. To any eyes but theirs, nothing had changed. Even those with mystic sight would have seen little awry. And then the dragons began to fall, slowly at first, and then faster. Their warcries turned first to shrieks of confusion, and then of fear, as the Eloi removed the Breath from the dragons' path, creating a vacuum. They could not hold the magic for long, as it consumed a great deal of power to displace the Breath, but it was enough. By the time the dragons' wings again found purchase, it was too late, and their own inertia carried nine down onto the spiked spires of the cradle, impaling them.
There was a new noise in the air, a sound not heard since the Dragonlords fought among each other: the deathknell of wyrms.
Those dragons that did not die from impalement found themselves battered into the cobblestone streets and under assault from hundreds of waiting cityfolk. Although most were only armed with crude spears, they were all poison-tipped, while some wheeled heavy crossbows into position. One dragon, shaded a stunning combination of lavender and blue, looked briefly upward to see a silent Eloin descending behind a 30-foot spear of solid iron, having jumped from a nearby tower. Lillaxiel, daughter of mighty Axiellillan, lived for a few moments after the weapon pierced her brain and embedded itself in the stone below.
The remaining dragons over the city went berserk. Not understanding their own folly, another small group of dragons dove directly at the tower where they sensed the magic at play. A second group of crafters had replaced the ones depleted by the first spell, who now took up weapons. The results were even more dramatic as the diving dragons own momentum doomed them the moment the Breath around them disappeared. Although none of the dragons found themselves impaled upon the spires, the Eloin later created six magnificent ampitheatres in the hollows caused by the broken bodies.
The greater dragonlords, still mostly unharmed except for one, had not risen to power by their strength alone. They quickly deduced that the Eloin must have limits on their newfound powers, or the cloudriding dragons would surely be dead or in danger as well. Instead of seeking to attack with tail and breath, they began to hurl their magics from on high, huge scarlet globes, azure streaks of lightning and massive sheets of ice enveloped the Sankore Tower. Destroying the birdmonkeys from this vantage would not be so enjoyable, they thought, but their destruction would be assured nonetheless.
However, two things happened simultaneously to forestall even that pyrrhic victory. A blinding web of light surrounded the tower, its strands glowing brighter even that the dragons' magics, with fields of black in-between, voids dark as pitch, that absorbed the spells thrown against it. Again screeching their frustration, they redoubled their efforts, not noticing the upshadows until it was too late. Hundreds of eloin, wings dyed green and silver and bearing steel blades or spikes upon them, descended from the backs of the captured Roc's. Individually one Eloi, or even ten, could not bring down a Dragonlord. But a thousand footlong gashes and dozens of two-foot spikes buried into their hides and wings could.
The fury of the melee was unimaginable, and those Eloi who made the jump knew they would likely not survive. Nor did many care. They aimed for the softest parts of their enemies, the wings, where they could. Many died instantly of broken necks as they drove the two-foot wingspikes into the relatively soft membranes. Those bearing wingknives fared slightly better as they just attempted a single good slash as they dropped past one dragon and headed for another further below. The dragons began to breathe once again, and dozens of small bodies began to drop from the sky, charred and burning or frozen like blocks of ice, while claws and jaws killed dozens more. In return bolts like gusts of wind from untrained Forcemages took their toll as well, though more upon the psyche of the great beasts as the fury of the Eloin unfolded.
Slowly, the assault tooks its toll and a dozen more dragons, exhausted and bloody and with the additional weight of bodies and iron, fell upon the spires of Skycandle. Sensing their doom, the remainder, including the greatest of the Dragonlords, Golden Vaevicti, took limping flight back toward their craggy rooks. Ravna, who had awaited this moment, dove off the mighty Feathering, gripping one of the few mystic weapons ever forged by the Eloin; it was the greatest among them, a feathered spear known only as Shine, for the luminous Shareen crystals that dotted its iron length.
The crystals began to glow brightly as he descended, pouring his energy through them, vivid ruby and amethyst light spraying from beneath his fingers. 'My death for my people,' he bellowed as gravity took him toward his foe. Golden Vaevicti bellowed in return and began to wing up to meet the insect. As the dragon prepared to breathe, its huge jaws widening, Ravna called upon his force powers to propel him like a stone from a sling into the dragon's gullet, driving Shine into his throat, and some say, out the back of the mighty beasts neck.
Thousands of creatures, some mighty, some small, watched as the shining dragon's form plummeted past the Eloin isle and into the lower layers of the Sphere before disappearing into the gray haze of the Airfoil several dozen miles below.
The victory of the Eloin was utter, and complete.
The war was going against the Eloin, and they knew it. It wasn't even truly a war, it was a massacre on a continent-wide scale. They Eloin were a race of crafters and mystics, not warriors, their strengths the binding of clay and wood and iron with light and force to create magnificent architecture, tools and works of art. They were also a race without the physical characteristics of most warriors. Slender, with light, brittle bones and a lightly colored, thinly feathered membrane extending from their shoulder blades and underneath their arms that allowed them to glide from the heights of the Punja trees to the soft earth below. The Eloin were a physically fragile people, although still too heavy to fly on their own power, and poorly suited to challenge the strength and resolve of the Dragonlords and their servants.
Fiercely individualistic, the Eloin reacted to the impending genocide of their race in different ways. Some tried to fight whenever the rage rose in them, throwing themselves at the giant wyrms with great fervor, but little effect. Large numbers fled their isles, the most fertile lands of the 2nd layer, gliding to wherever the currents took them, with a few who simply despaired and fell into the roiling winds and sharp debris of the Airfoil.
Although a few groups chose a different route and held counsel with their limited allies, only two are not lost in history's embrace and dragon's fire. The first was led by Shivinu, most skilled of the Forcecrafters, and several dozen of his fellow artisans. Training with the Hubris, who feared the Dragons for their own reasons, the Eloin learned how to transform their natural ability to bind and weave the inherent energies of the Sphere, force and light, into weapons greatly suited for challenging the Skywyrms.
Those who had less skill in the mystic crafts but still wanted a chance to fight in a winnable battle followed Ravna Saresh, one of the few great tactical minds among the Eloin. He began to barter for weapons from the Gearmasters: wingknives, which have since become standard for all battle-caste Eloin, and various weighted grappling weapons. Also, in what was perhaps Ravna's greatest contribution to the future of his people, a daring raid on the Isla Avia brought the capture and binding of 3 of Sphere's largest aerial predator's, the mighty Roc.
However, even with some weapons in their arsenal, events were still spiralling out of control as neither leader knew how or when to spring their traps, or even that the other existed. City after city was destroyed, while the Dragonkin, humanoid descendents of the Skywyrms, took countless slaves.
Until Virinda, whose full story is recounted in the epic The Twining of Prophets. Daughter of Kirin Saresh and betrothed to Ravna, her cousin, she was also courted by Shivinu prior to the war. In truth, she loved both men, and they her. Pretending to a secret tryst, she lured both Ravna and Shivinu to counsel, and convinced them to work together for the survival of their people. Shivinu agreed, for a price, knowing Ravna would have to pay it when he heard his offer.
Five weeks after their meeting, the forces of Shivinu and Ravna prepared to roll the dice and commit their hopes to battle against their foe. They chose the great city at Skycandle, one of a few remaining undamaged settlements. It's magnificent spires and myriad graceful sky bridges would allow the Eloin to use their race's newly discovered aptitudes to their fullest. Several thousand cowering residents turned out to greet the newcomers, all eyes drawn to the brightly-dyed green and silver plumage and shining wingblades that adorned Ravna's followers. The crafters were even more extravagent, and had dyed their wings with Ruby Ink, at a cost of several fortunes. More noticible even than that was the glow emitted from their countenances as they hoarded the energies they normally spent freely in their craft. Shivinu's features were barely visible for the blinding amount of energy he contained.
Fierce, proud, and heartbroken, Ravna spoke but few words to the assembled crowd. 'Today I die for you, your families, and your homes. Today I die for Virinda, my light, and for my Junta-Tev (skyjumpers). Our wings are Kaleidoscope, the Art of Elda-Eloi, greatest spirit of the air. And I would rather our art be destroyed than desecrated any further by the wyrms, whom we did no harm. Until today.'
He then did what no one but the crafters knew possible, who jealously guarded their secrets for a thousand years, magnified by the knowledge of the Hubris. 'We are all the children of Elda-Eloi, and we all have the power of the Sphere.' Raising his eyes to the vivid white sky, he began to ascend, pulses of energy released with perfect precision, until he was but a glowing green and silver speck several hundred feet in the air. 'Sisters and brothers, we all know our wings will never let us fly. But it is time to fly nonetheless, by the force born in all of us, and take vengeance upon our enemies.'
The crowd erupted with awe and a thousand questions simultaneously. And no small fear. 'If you fight, you will fly,' was all Ravna's followers would say. With faces aglow like their cities namesake, the residents of Skycandle chose to fight.
In thinking about Sphere, I am wondering what y'all think: in a world without darkness (generally), how would that change people's perspectives on things?
Would people fear darkness? Perhaps make a sign against evil when heavy clouds block too much light? Look down on the people who live inside their islands or live on those few islands where most of the light is blocked by something above? If it is considered a blessing, would peoples' homes have open floor plans with retractable roofs? Would they even have houses as we know them? Would constant 'sunlight' allow for multiple crop yields throughout a year, thus allowing the development of a society built around such harvests?
One of the factions I had on my list was the "Church of the Outsiders"; my thought is they are some of the darkness-dwellers and their overarching desire is to leave Sphere for some unknown 'Outside'. On the other side I am thinking about 'Sphereborn', those somehow imbued with the same energy as is present in the sphere around them. They are blinded by their own internal energies but gain a great deal of power as well, and by many are considered prophets or priests of the Sphere itself.
One of the things that darkness does on our world is regulate sleep and work cycles; how do you think those cycles would develop on a world without darkness? Would too much input drive some people 'lightcrazy', and perhaps that is why some races have carved deep cities into the rock of their islands? (Specifically I am thinking of the Hubris technologists)
Anyhow, I'm interested in people's thoughts. Alaska, Northern Canada and some other places have 6 months of light and 6 of darkness; I wonder if there are any ailments specific to that kind of living. I may have to start Googling!
That this should show up on Wizard's site today. And to think, I never even noticed the Hold Person, auto-fear check or Scorching Ray (Heaven forbid he started grappling)! Who needs fireballs?
Well, after much ado I decided to just put together the ability buy portion of the point-buy system and see what happens. When it comes right down to it, ability scores have a very limited number of effects. It is true they affect a huge amount of things, but the mechanics are pretty simple.
So anyway, my thought is each character gets 200 ability points to start with. When I worked it out, the average 26-point buy character (in regular D&D) ends up with around 200 ability points according to the following list. I left it at 200 even though I have perception and comeliness because I removed skill point bonuses and hit point bonuses and left them exclusively on the point buy master list because they are the only abilities that 'scale' and get better at every level in the regular system (well, bonus spells fall in here too, but those went away also). Each value in the list below is equal to a +1 check bonus.
DC Check, Spell Level 8
DC Check, Spell 4
To Hit 12
To Hit, Ranged 10
To Hit, Unarmed 10
Grapple 6
Damage 4
Dodge Bonus 12
Will Bonus 5
Fort Bonus 5
Reflex Bonus 5
Str Check 6
Int Check 10
Wis Check 6
Dex Check 10
Con Check 6
Chr Check 6
Com Check 6
Per Check 8
You can only take up to +4 in any category (similar to regular rules limiting characters to an 18 ability score (a +4 bonus)) without penalty; each additional +1 after 4 costs double. So, for example, say I am building a standard fighter type, I would take:
+4 to hit (48 points)
+4 to damage (16 points)
+2 to hit, ranged (20 points)
+3 grapple (18 points)
+2 dodge bonus (24 points)
+2 to each save (30 points)
+1 to strength checks (swimming, jumping, bashing, encumbrance) (6 points)
+1 to dex checks (10 points)
+2 to con checks (12 points)
+2 to per checks (16 points)
Intelligence and dex checks are weighted higher because of the sheer number of checks likely to be made. Perception is next with spot, search, listen, and sense motive.
If there is anything I missed, please let me know; broken down like this, ability scores by the book seem pretty complex. Some people may hate this sytem, and those people will always have the ability to make standard characters. However, as mentioned in some earlier threads, I always disliked that being good at shooting a bow is also exactly equal to how well a character can dodge. Or how hard a swordsman can swing is exactly equal to how well he is at unarmed combat.
For anyone interested, maybe the Saturday following this one (the 17th) we could do a dry run of the entire point buy system and create a few different level characters and run a little arena dueling and see what about the system is currently borken.
I am definitely not above stealing good ideas from others! This is one of my favorites.
I am going to try to get my friends G, his brother and another old friend who used to play ages ago to be the 'evil overlords' as presented in this article for the Sphere campaign. I think it would be neat to have some cool subplots running not of my own making.
I would probably be ok with doing something similar for PC's if folks are interested, assuming of course that people do not do things to enhance the standings of their own characters (and in many cases, you should probably be trying to put roadblocks in the way of the party).
Well, after many years, I think I have decided I don't like the way luck points swing things so dramatically. We'll keep them for our current game (unless folks decide they like this better), but for Sphere, I am thinking of using something I've read about that is used for Eberron and d20 Modern, among others. They are called Action Points, Hero Points or somesuch.
The system is kind of like luck points, with more limited but more varied effects. For example, a 1st level rogue might get 1-2 Action Points per day. After rolling to hit (but before I announce a hit or miss) the player can use an Action Point to add 1d6 to the die. If a 6 is rolled the player can roll again. Similarly, after a bad guy rolls, an Action Point can be used to boost a player's AC 1d6 points. I'd also likely let them be used to do extra damage, apply metamagic effects to spells on the fly, or enhance skill checks or saving throws. They would also be replenished over a period of time, but I'm not sure it should be daily or weekly yet, that is something to be determined.
I think this accounts for the heroic nature of something a character can attempt, such as attempting an unusual dodge or maneuver or a desperate last-ditch attack, without taking critical failures and turning them into massive successes (and vice versa against the bad guys), which I think has allowed for some unbalacing events in the current system.
I'm hoping to also use this system when running the game, and have more visual combats using more of the environment. If the monk wants to attempt to wall-walk 4 steps and then drop-kick an enemy in the back of the head, there will be a simple system in place to determine how to do that and if it is successful. It would be something like use Action Point, determine DC check for success, and determine bonus/penalty whether it is successful or not. Eventually, players who create 'signature moves' using the system would get a bonus on their DC check everytime they attempt it. Overall I hope the system allows more of a coolness factor for combat, and I know Rodney and I think Tevis, Eric and I have mentioned at one point 'teaching' themselves feat-like combat tricks, which would be very hard at first, but would get better after many uses.
Anyhoo, let me know what y'all think!
Okay, I still have Rodney's land to post, as well as one we discussed that I think is cool. I'll continue to take continent/country ideas for the next 45 days or so, and then factions/orders/minor races for the next 45 or so after that. So anyone interested in helping design, don't say I didn't warn you about timelines!
As of right now, here is what I have (not pretty, copying from Excel)...basically 9 layers with the top being an unknown (DM only to start) layer, and the bottom being the core. Also included are the current character classes allowed (for those who choose full classes over point-buy, and NPC's) and the races currently in the game. I'll start doing up descriptions for them sometime later in the month.
Layers:
Major Factionsand Layer
Unknown (Layer 1)
Greater Dragonlords (3) (layer 2)
Lesser Dragonlords (9), The Eloin (Birdkin/Simiankin) (Layer 3)
Gryphonlords, The Hubris (Technologists) (Layer 4)
Feral Lands (Lizardkin) (Layer 5)
Twined (Lesser Eloin) (Layer 6)
Spiritfolk (Air Spirits) (Layer 7)
Trogloids (Lizardkin), the Bestiary (awakened animals, various) (Layer 8)
The Core (Corefolk, refugees) (Layer 9)
Minor Factions and Layer
The Isle of Stone and Wind (Layer 5)
Dhak Mal (Layer 5)
Saltwash (Layer 4) (Desert island regularly rained on by the salt
ocean of the Eloin)
Airfoil (Layer 8) (Turbulent air currents that prevent most water from
reaching the core)
Dark Cradle (Layer 6) (Monkeylands)
Church of the Outside (Layer 6.5) (The 2nd layer of Twined, directly below and in some
cases touching the upper layer)
Windseer Diviners (Layer 8) (Oracle at a a small, difficult to reach island
in the hurricane turbulence of the Airfoil)
Gearmasters (Layer 4) (Technologists, more open and less combative
than the Hubris)
Dist (Layer 2) (Ancient abandoned ancestral city of the Hubris, Gearmasters)
Races
Eloin
Eloin, Lesser
Hexkin
Dragonkith, Greater
Dragonkith, Lesser
Hubri
Keezik (Lizardkin)
Corefolk
Sphereborn
Classes
Warblade
Crusader
Swordsage
Rogue
Spellthief
Warlock (Sphereborn)
Wu Jen
Ranger (Keezik)
Shaman
Sorcerer
Anti-Mage
Monk (various)
Gryphon/Drake/Hippogriff Rider
Jumper (Eloin Ranger)
Duskblade (Hubris)
Psionic Artificer (Hubris, Gearmaster or Corefolk)
Forcemage (Eloin)
Trashbuckler (Corefolk)
Assassin (non-mage)
Assassin (mystic/monk)