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Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 27

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 26

FeatherTrap
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Geez, It’s been a while hasn’t it? Sorry about that everyone, a whole bunch of stuff happened at once. >.<  
First it was personal drama stuff (I’ll spare you all the whinny details), then I was working on something for Acres. And now that I finally have a moment spare to post, a mini cyclone comes through and yeets half my state’s entire power grid.  
So, if you’re wondering why I haven’t been here…that’s why. Sorry everyone. 3:  
Now let’s get back into it shall we?
 
WOOD ELVES  
One of the oldest schisms in elvendom was the initial split between the original High Elves, and those now known as the Wood Elves. According to myth, the then-young and burgeoning race was faced with the decision to leave the Ur-Wood unspoiled, or to take command of the world’s first Empire. A small portion of their kind chose the former, earnest in their beliefs but marginalized by the vast swaths of the population. They decided simply to leave and multiply in the peace and quiet, leaving their wayward cousins to their own devices, and came to be known as the Velden’el’ven.
 
Millennia passed, the High Elves came to power, warred with dragons, fell into the sea and younger races came to take their place. All the while the Ur-Wood was whittled away by the changing of the land, the passing of time…until eventually it was all gone, save for a small grove that now lies at the heart of the Wood Elves’ claimed domain. Other forests remain of course, but outside of that grove none of them are the original Ur-Trees.
 
Though they had remained sequestered and peaceful for a time, the continued scourge of the woods had slowly changed the Wood Elves. After centuries of deforestation, they grew protectionist and barred others from the woods, violently if needed be. They ceased all interaction with outsiders and as they were pushed further and further back their songs changed from mourning odes and requiems to the slow beating of war drums. It was clear, they said, that the other races simply could not live in the world in its natural state, unfit to survive. They were a pestilence, a disease that needed to be scoured from the face of the earth, so that the woods of old could rise again, and the world returned to its natural state. The hatred of the Velden’el’ven does not stop with the young mortal races, their long distant cousins share no small amount of blame for the “desecration” of the Ur-Wood, and who spurned their kind so long ago.
 
And thus, the Wood Elves completed their transition from a peaceful, tribal nature-cult to a violent, expansionist empire. Their efforts to restore the Ur-Wood have terraformed the land under their control into something unrecognisable to the young races, and despite seemingly like a verdant paradise it is utterly hostile to all except it’s caretakers, or life suited to live within. Towering forests driven mad with rage provide the mildew needed to feed the toxic spawning pools that give birth to vast swarms of kython, as well as providing sustenance for the elves’ companion beasts, known only as the Tane. Hungry gnarled vines lacerate and strangulate outsiders, dragging them into the earth for sustenance, to say nothing of violent treants and other supernatural entities that choose to share custodianship with these woods.
 
Contemporary scholars note that such terrain bares such an alien quality to the world, that the Ur-Wood may have been akin to another plane, or this new attempt has suffered some kind of spiritual corruption that results in such twisted creations hateful to all other life. Far from any kind of obstacle for the Wood Elves, these nightmare woods appear to conspire with their custodians, providing ease of access and even beneficial mutations to their form…although outsiders would question whether the benefits are mutual for both parties, or merely for the woods. Other races are warned to steer clear, as those who dare enter the Elven Woods return either slavering, mindless beastmen…or more often, not at all.
 
 
OKAY! There we go everyone…before I finish talking about ELVES I’ll need to make lore posts about the kython and the Tane to explain what the hell those are. Don’t worry, I’ll get to it I swear.
 
It’s good to be back, y’all! Take care out there~ :3

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 25

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 24

FeatherTrap
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Sir Boops-A-Lot
Apologies everyone, my entire states power grid was yeeted by a “mini cyclone” as they call it, I wont be here for a few days

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 23

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 22

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 21

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 20

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 19

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 18

FeatherTrap
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Sir Boops-A-Lot
Okay so, impromptu nap over with… >.<  
The discussion of which system we’re gonna use is one that all players will need to agree to…in the meantime, let me start talking about some worldbuilding ideas for this Homebrew. I should start with the player races/subraces I will have available to everyone. On that note, let me begin with Elves.
 

 
Having thought about this for a while, I decided a wanted to go with a more Tolkeineqsue approach to the elves for this setting. What I mean by that is that most settings don’t really do elves right, taking what was a point representing the overall narrative of the setting and turning them into a generic “arrogant, long lived, pretty boi” race.  
For these elves, I wanted to convey the idea shown in LotR: An ancient and proud elder race, that achieved true greatness in their day and laid the groundwork for civilization as we know it…but their day has long passed. The world is leaving them behind, and most elven races are on their metaphorical last legs (with only a handfew of notable prominent exceptions).
 
For this reason, I actually don’t think elves should be a player race in this setting. I want to reserve the “generic fantasy elf” like characteristics for the Half-Elves, as well as giving people more of a reason to play them (since in my experience Half-Elves don’t get a lot of love). Most elves are few and far between, and most encounters with an elf should have significance and weight to them. Elves can live for thousands of years, they have time to become very powerful.
 
So, without further ado:
 
HIGH ELVES  
Thought to be the original culture of elvenkind, the Aethlan’el’ven-commonly referred to as the High Elves-are the subject of mystery and fascination to the other races. Despite being credited with some (especially other elves) as the grandfathers of culture and art, there is scarce little understood about their reclusive island home of Lunarion, barred from all outsiders by powerful magic. Those who have been close enough to glimpse it tell of towering spires seemingly fashioned of pure shining pearl, architecture that redefines beauty. Rumor even holds that it is no natural island at all, and the cities merely stand upon the waves, in sheer defiance of the sea itself.
 
Despite this, it is also regarded with some cautious dread. The refusal to even communicate with the outside world is often regarded as a sign of hostility. And if even only a quarter of the legends about the power they hold are true, they could easily become an existential threat to the young races.  
Some stories even suggest that the true danger is not from the High Elves themselves, but from the power within their island home. Perhaps, they wager, the barrier is not to keep others out…but instead to keep something inside. Some terror beyond mortal comprehension of terror, and where it ever to escape untold suffering and death would sweep the land.
 
Unbelievable it may seem, but the precious and scant few High Elves that walk the known world never speak of their island home, save in melancholic memoirs tinged with a sensation of loss and dread. Perhaps simple homesickness, but true believers use it to bolster their claims nevertheless…
 
 
TOWER ELVES  
Once part of the High Elven race, those who now call themselves Emerran’el’ven broke off from the Ancient Empire during The Dawning War, a long conflict between elvenkind and dragonkind. At the time, their territory was a handful of fortresses on the north-east frontier, of little strategic value in the war effort…save for the bountiful natural resources that would prove instrumental to the plans of the ambitious Sorcerer-Prince left as their custodian. With a little assistance from like-minded and ambitious allies, they succeeded from an Empire too hard-pressed with a raging warfront to answer their defiance. Thus was the bounty of their land left all to themselves.
 
Centuries passed, the War ended, the might of the Elves was gone and it seemed that time was leaving them behind. And yet, in this alliance of now bustling city-states it seemed that Elven Glory was alive and well, albeit in a way their highborn peers would shake their heads at. Appreciation for art became indulgence in it, the quest for enlightenment became an egotistical desire for knowledge, the Gods that where once venerated above all where the subject of mocking parodies for increasingly obscene stage plays. It is said the Emerran’el’ven gave the world both the joy of artistic expression…and the obsession of pornography.
 
Eventually, their excess reached a point where they could not be bothered to do their own labour, and turned to kobold tribes that lived in mountains that marked the natural border of their allied city-states. At first, they only bothered to enslave the local tribes, but over the course of decades the demand became so great that they needed to import from elsewhere. Most of that art (pornographic and otherwise) came to the world as payment for the millions of kobolds brought to them in chains by slavers, who would turn them around for a fine profit.
 
It was this overreliance on slave labour, and a gradual lack of desire to form families from their decadent lifestyle that lead to the eventually collapse of their civilization. It did not happen all at once, nor was their any fiery, bloody coup by their slaves. At some point they simply noticed that they no longer had the numbers to claim proper custodianship for their kingdoms…nor did they care to. Society, obligations, duties had become distractions, only the obsession of knowing more, making more, being more, mattered anymore. Eventually they began to abandon their cities, living in smaller, isolated communities.
 
Those found in the known world today usually congregate in small groups, sequestered away from the world in isolated towers or keeps that serve as sanctuaries of knowledge…or sometimes pleasure palaces. It is from this that the Emerran’el’ven gained their colloquial name: Tower Elves.
 
Okay, next time I talk about the Wood Elves and Dark Elves…wooooo boy, things are only gonna get crazier from here.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 17

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 16

Sapphie
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@FeatherTrap  
Ideally, don’t go into details that we shouldn’t be able to know, just give us stuff we’d know as inhabitants of the world you probably know that tho

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 15

FeatherTrap
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@Sapphie  
Sure thing, I can help with the character creation process if you need help. Picking up the rules isn’t too hard, the game looks more complicated and dense but once you see it in practice it clicks pretty easily.
 
Now then, imma gonna take a bit to talk about some actual worldbuilding/lore content for people to enjoy, so standby…this is gonna be a lot of text and it might take a while >.<

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 14

Sapphie
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@FeatherTrap  
Yeah I know next to nothing about 3.5 in and of itself. I’m very familiar with the parts it has in common with 5e, so I’ll have to look around the ruleset of pathfinder

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 13

FeatherTrap
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@Sapphie  
I mean, I’m fine with neutral characters…tbh most players I’ve met play their characters like that anyway when you really get down to it. >.<
 
They do add some new features for most of the classes, but you can find that stuff on the SRD, just follow the links I provided above. Most importantly, it makes classes like Fighter and Sorcerer actually decent…instead of terrible. XP  
Pathfinder is basically DnD 3.75, that is to say 3.5 but improved. As long as your familiar with their DnD versions, you should feel right at home…they just added some new fancy furniture is all.
 
And like I said, the alignment of a party is…really open to negotiation for anything that isn’t a “heroes save the world” kind of story. As I said way up the top, I have some campaign ideas for neutral/evil aligned parties.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 12

Sapphie
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Chatty Kirin - A user who has reached a combined 1000 forum posts or comments.
Lil Importer Shid - Hi, Im a lil shid.
Liberty Belle - Sings the song of the unchained

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@FeatherTrap  
I’d honestly rather use r20.  
  1. I’m a broke bitch  
  2. As bad as r20 is, there’s no guarantee that those programs are any better.  
    You can also always import your own assets into r20, specifically using some extensions. It’s technically-not-piracy, since it uses freely available information and just automatically adds it to r20.  
    I’d be fine playing over discord, but I do like r20 for the maps. Theatre of imagination is nice and all, but sometimes leads to confusion when there’s enemies.
     
    Before I go around reading the classes, are they all similar to their DnD equivalents? I’m pretty familiar with those.
     
    Also, I tend to play characters that are either chaotic neutral or evil (if alignment works the same as in dnd, chaotic evil is off the table since that’s reserved for mindless evil). Would that be ok? If not, I can always come up with a generic lawful good paladin. Or a chaotic good character. But I really prefer playing anything that isn’t good

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 11

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 10

FeatherTrap
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@Officer Hotpants  
Yes it does, and as I mentioned in my second post on this thread I’m open to negotiation on what alignment the party wants to be. That’s why I’m hoping to get more people in to talk, it’s just gonna be a smaller scale campaign for now, a personal story about the group to help introduce you to the setting. It’s ultimately up to you guys.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 9

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 8

FeatherTrap
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@Officer Hotpants  
Fair enough, would you be alright just playing it over Discord if we don’t have enough to justify getting one? I actually wouldn’t mind doing that, I just know there are some people that won’t play without a board so I automatically assume a new group wants to have one. If we’re fine without one then we can use a simple chatroom for it.
 
@everyone  
Also it’s okay if you’re new to the tabletop, I can walk you through it. If needed I can help your write up your character sheets too.  
Just so everyone’s aware I tend to use Pathfinder rules, I have some homebrew stuff I’m going to be posting about here over the next few days of course but there is also the SRD.
 
Pathfinder SRD
 
It serves as a universal index for all the rules, monsters, specialties etc. as well as everything needed for character creation. For those who don’t want to put money on buying the Core Rulebook and other essential books, this is the next best thing and I cannot recommend it enough.
 
For easy reference, stick to the Base/Core Classes when choosing a class:
 
AlchemistDiscoveries (focus on crafting and mutations)  
BarbarianRage Powers (focus on big burly damage)  
BardMasterpieces (fighter/sorcerer/rogue combination/jack of all trades class)  
CavalierCavalier Orders (traditional knights with a specialty in mounted combat)  
ClericDomains, Subdomains & Gods (Divine Spellcaster, Preparatory casting, think priests and missionaries)  
DruidAnimal Companions (Divine Spellcaster, Preparatory casting, druid is fairly self explanatory in concept)  
FighterBonus Combat Feats (actually playable in Pathfinder, focus on physical combat and weapon mastery)  
GunslingerGunslinger’s Deeds (pew pew)  
InquisitorDomain or Inquisition (Cleric/Rogue cross-class, smite the heathens)  
MagusMagus Arcana (Fighter/Wizard cross-class as a base class, actually playable)  
MonkMonk’s Bonus Feats (ONE PUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUNCH)  
OracleMysteries | Curses (Divine Spellcaster, Spontaneous Caster, think of mad prophets or mysterious seers)  
PaladinMercies (Cleric/Fighter Cross-class, think holy crusaders)  
RangerAnimal Companions | Ranger Traps (Fighter/Rogue Cross-class, also a pet class, good at tracking and survival in harsh environments)  
RogueRogue Talents (all around hoodlum who’s up to no good, lots of sneaking probably involved)  
SorcererSorcerer Bloodlines (Arcane Spellcaster, Spontaneous caster, they have “magical blood” that manifests in their bloodline powers)  
SummonerEidolons (Arcane Spellcaster, Spontaneous caster, pet class)  
WitchPatrons | Witch’s Familiars | Witch’s Hexes (Arcane spellcaster, preparatory caster, in terms of gameplay think of it like the arcane version of a cleric)  
WizardArcane Schools | Familiars | Arcane Discoveries (Arcane spellcaster, preparatory caster, you all know what this is, bring your pointiest of hats)
 
Also for the uninitiated the difference between a Preparatory/Spontaneous Caster is whether you need to dedicate time to prepare spells (usually at the beginning of the day). Preparatory Casters do, Spontaneous Casters do not.
 
Additional note: If you’re experienced enough to try something more experimental, or you know a feat from DnD 3.5 that you’d like for your character then just run it by me. I’ll take suggestions, this guide is only for those who need to get acquainted with the game first.
 
Things like Gods/Domains, Cavalier Orders etc. are part of the Homebrew setting, I’ll be posting about those sometime in the next week or so.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 7

Officer Hotpants
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@FeatherTrap  
If others are onboard to use it then I’ll pick up a copy next week. Be a bit too big of a waste to blow that much on it only to never use it.
 
EDIT: Just so you know, I’ve never played tabletop before. I have some familiarity with the system from PC games but expect to have to explain some things or for me stumble here and there.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 6

FeatherTrap
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Sir Boops-A-Lot
@Officer Hotpants  
Yeah, pricetag is a problem of course…then again I’m pretty sure Roll20 asks you to pay for assets too…
 
If no-one minds something more primitive I’m happy to just run it over Discord or something of the like. I just thought we might like something a bit more fancy, I know some people just don’t play without this kind of board to help visualize.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 5

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 4

FeatherTrap
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Sir Boops-A-Lot
@Officer Hotpants  
Good question. I was figuring I’d open up a Roll20 account and we’d use that, unless anyone has a better suggestion?
 
EDIT: Actually, while perusing I just noticed some programs on Steam that look better: Fantasy Grounds and TaleSpire. The latter is in early access thou, and while it has an overwhelming positive rating, the not recommended reviews do state that the tool is rather cumbersome (variations of “it’s promising but I don’t recommend in this state”). Let me know if you guys would rather use either of them instead, cause Roll20 is…honestly not very good.

Roleplaying » Feather's Homebrew Worldbuilding Thread (open invitation to homebrew campaigns) » Post 3

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