Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

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Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Mon Mar 10, 2008 11:24 pm

From the pages of "A Time of Weal and Woe: A biographical and historical approach to the world formerly known as Scarn" by Bla'yne Nightfall, Sage of Shelzar, often known as the Page of Nemorga, Scribe of the Dead

In the beginning...it's a phrase often used to describe what we know came before us. But how often is the truth sacrificed on the altar of personal or religious interests? But it is here we must start, because to know our beginnings, our TRUE beginnings, do we have any chance at finding a future. The past shapes the present, and so does the present shape our future. By the acts of one, or the inaction of many, these are what truly define a world. While the swords and spells raise and lower men, women, monsters, Titans and Gods, what drives those blades, what intent shaped from those spells. That, my friends, is what I delve to look at. While another, less worthy sage, might attempt to discuss or discredit others, I plan to be as objective as I can be. "Gold is the same color in every land" said the one called Yugman. Though keen minded, my learned colleague fails to recognize an even more basic truth. "The Dead are all we have left." It is to them and their sacrifices, both good and ill, we must look towards. Without them to shape our path, ours is a lonely road indeed. But I digress. You, who read these pages, have come here in hopes to find truth. I can only promise you what truths and facts are known to me and those I parlay with. My god, whose name be praised high, showed to me truths that Gods, Titans and others would shield from you. But the dead, being they have no illusions, know only the truth. While some seek the immortality of undeath, to stave away their fate and thus find truth, they cannot truly see what truths they miss out on.

So with that said, it time to look at the beginning of the world of Scarn...and the world that will become the Scarred Lands.


-----------------------------------------------------------------------------------


With that preamble out of the way and introduction/preface, I welcome you to Nightfall's attempt to codify, rework and indeed rewrite the Scarred Lands towards a more...well rounded affair. It is here we will examine, comment and try to figure out (with my able mind and yours) what best suits the Scarred Lands and indeed how to perhaps later on draw others in.

Some things I plan on changing: The entire cosmology (in terms of over all shape) of the Scarred Lands, revising the races and also adding in new ones, two new base classes (Shaman and possibly Witch) rework some Prestige classes, make some alternate class features, and indeed re-examine the roles and abilities of the core classes of D&D/d20 in terms of how they work in today's Scarred Lands; Also we will look at making/creating a new subtype, Titanspawn, for monsters as well as new monsters and/or look sees at old ones. We will also delve deeper in psionics and how that interacts with the magic of the Scarred Lands. I also plan, later on, to deal with the lack of places and/or countries that might encourage adventuring, as well as revising existing places (Mostly in Ghelspad, but perhaps further out as we go along.)

With that said, here are somethings that won't change: The Gods and Titans. Their importance cannot be over stated enough. Indeed I plan on expanding their roles so that everyone playing in a Scarred Lands game can feel, both mechanically and flavor wise, their powers. The monstrous hordes. While I will address alignments, the whole flavor of the Scarred Lands (at least in Ghelspad proper where most of our attention will be driven). The division between arcane and the divine; this is another source I feel needs to be strongly addressed. Sorcery is like heresy, wizardry, some what accepted but still feared. Only the divine, in terms of paladins, clerics and a few druids, are considered acceptable. Using your abilities in place of magic items; I have felt and still feel the best thing about the Scarred Lands is the low magic item quality. While some might question the logic behind it, to me that gritty feel we are looking for in the Scarred Lands should come from what the player CAN do, not what equipment he carries. With the alterations I've got in the making for the core classes and the addition base classes (as I said Shaman for sure but others might fill in), I hope that can...alleviate the need for some (especially the melee people), the need to have so many swords. Sovereign materials, power components, etc, weapons that level with the character. That kind of stuff I feel can truly help with the low magic item count without sacrificing playability and hopefully fun.

We will see folks.

For now I open the door with....Races.


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Races of the Scarred Lands

Postby Nightfall on Mon Mar 10, 2008 11:39 pm

"From the book "Times and Tides of Civilizations" by Bla'yne Nightfall, Sage of Shelzar, Page of Nemorga, Scribe of the Dead."

Often when we look towards how something is made, we start with what was there previously. Before a city became a city, it was often a town, a way point, or even just a ideal location for a few living souls looking for shelter. Indeed, while many can trace the rise of civilized societies to a particular geographical point, my own analysis concludes that does not make for a true civilization. What makes a civilization is a commonality, a sense of communal needs that are met by many for everyone. While others degenerate as their needs are less and less met by the forces of order, those that thrive and survive do so, not by mere life spans, or chance. It is by the practicality that such things exist. But so too must it die. The barbarians of many different tribes across Ghelspad understand this, but where they fail is in their belief they are bringers of ruination. It is not them, but the people themselves that are often at the ruin of their greatness. The decadence and self satisfaction wears away what brought everyone together. I am, by no means, judging all this way. Merely that inconvenient truth which is over looked by other sages, is given way to justifications by outside forces. While outside forces are a factor in some instances, the vast majority of decline for a race and indeed a civilization comes from within.

One only has to look at the elves of Termana, formerly called High Elves, to see that even the mighty are brought low. Fortunate for them, as a race, their brethren, the wood elves of Ghelspad, and indeed their newly found cousins, the newly bred Urian elves, former wood elves that have been gifted by Corean and Madriel with the blood of Angels and Custodians, to see the truth in that. While the forsaken elves dwindle, they try and rail against their fate. But even so, with all their magics, with all their knowledge, they fail to see the writing Nemorga has wrought for them. Doom to the prideful. So it was for the Titans, so it shall be for those that dare to defy that which is to be."


------------------------------------------------------------------------------------

Alright folks so these are the elves of the Scarred Lands. I would like to keep the racial stats similiar to the ones found in Creature Collection Revised, but I am willing to adjust them slightly in favor of +2 Dex, -2 Cha. The Forsaken elves, I feel, should be fine if only for creating common names (same for the wood elves) The Urian elves I want a trace of celestial might to grant those looking for "high elves" to have that option. Also I'm thinking of creating an off shoot of the Forsaken elves that practice blasphemous acts to help sustain their race. They feed off the souls of others and try to channel the raw power of faith from other clerics to power themselves. Blood elves? Sort of but still blighted as their forsaken cousions. Then there is the Drendari...I do like the idea of LE dark elves and especially ones as industrious as dwarves or "tinker' gnomes. However I want expand on that and further delve into that.

So with that said.... let's get started! :)
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby KingOfChaos on Tue Mar 11, 2008 12:12 pm

I always liked the forsaken elves, so why are you gonna kill them off? :P Elroumar was a forsaken elf, damnit!
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Tue Mar 11, 2008 6:36 pm

Think you misunderstood me...I still want forsaken elves...but in MUCH smaller numbers. A few hundred versus a few thousand. There will be an offshoot branch, the ones I've dubbed, Apostate Elves, (working title), which are the soul and faith sucking types. Think of the Bloodless only more elvish.

However the forsaken elves still have no god. Jandevos is dead again and largely forgotten.
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Wood Elves in the Scarred Lands

Postby Nightfall on Fri Mar 14, 2008 7:51 am

Wood Elf

While the debate about the founding of the wood elf race, and indeed much of the civilization prior to the Titanswar, is subject to much speculation, the current configuration of the race is much more well known. Wood elves, as servants of Denev, and thus nature, live for the beauty that dwells in both the rural and the wild. While some have emigrated to the more civilized areas of Ghelspad, most live as they would among the trees in the great Ganjus Forest. It is simple existence, punctuated by a hunting and gathering society as well as the occasional practices of druidic and sorcerous lores. For the most part, wood elves, while aloof from the concerns of other races, such as humans, do value life. Indeed their respect for all life is one of the cornerstones of their race's beliefs. Thus it is we examine them further in greater detail about their physiology and psychological/sociological structures.


Physiology

Physique: To the naked eye, wood elves tend to be fairly similar in build and pigmentation through out all walks of life and in all forms. They are very lithe creatures, with small boned bodies, pointed ears, and well chiseled features. Urban wood elves are mostly common of pale complexion, while the more rural/wilder have often ruddy/brownish complexions. Their hair color varies, as they prefer to dye their hair often to keep track with the change of seasons. Most though, when among the civilized races or urban areas, do away with this practice in favor of their natural colorations which tend to run from very light blond to golden hair tresses. Their eye pigmentations are also something of a unique trait, usually a very light color of either blue or brown. There are documentations of darker eyed elves, but these are usually more commonly found among civilized and/or urban areas. When among the more rural or wooded areas, they often use dyes to help them blend in better among the woods or closer to the pigments common for that area. The men tend to be very athletically inclined, while the women are less so. Still while these are generalizations, among the sexes for the wood elves, they are common enough to be mentioned as a way to characterize the race.

Diet: Mostly elves consider the food they eat a bounty from Denev. Thus they always take great care and preparation before any meal. While they are less inclined to be formal about the plants, nuts and berries they find for their food, they do a solemn ritual after every successful hunt to honor the spirit of the animal killed. As omnivores, like many humaniods, the wood elf diet is one of a variety of meats, vegetables, fruits and nuts. While they hold to no particular form of drink, water is a common enough source for drink as an every day meal. Otherwise they hold mostly to wines made from other races (usually Darakenee wines) along with the occasional bottle of mead. Honeyed mead is a very common drink among wood elves and many brew their own.

Personal appearance: While in the wild, wood generally do not consider bathing a requirement, nor do they hold much with ornamentation that does not serve at least a dual purpose. Still, this isn't to say a few wood elves, generally those that live in urban areas for long periods of time, do not decorate themselves. Indeed, while they use little in the way of jewelry save what they collect from their kills, wood elves are by far one of the more common races to use what is known as tattoo magics. While not all of their tattoos are magical, most believe the body art they use to have spiritual significance. Most wood elves avoid facial tattoos unless they are part of an hunting lodge or some other large society. Regardless, it is fairly common for wood elves to have small tattoos on their hands, feet, ankles or even chest/back areas. While the more urban elves do well to cover their artwork in the company of other races, among the wood elves, they believe in showcasing their work as a means of showing status. For the urban wood elf, their way of showcasing their status comes from gaudy trinkets to armbands.


Psychological Makeup

Personality: In general, wood elves are a very relaxed sort. While they have many concerns and can be shaken by events, when it comes to every day life, the wood elf takes what happens in stride. Not a jaded sort, the wood elf views every encounter as a possibility to improve his understanding of the natural order. Indeed, while they practice a sort of stoicism in the face of many challenges, they do so with the understanding that life has its rewards. Their general outlook is one of everything has place and purpose. The exception to that rule are the titanspawn. While the wood elves accept that Denev isn't the only Titan, she is the one most worthy of respect. Thus others not made of Denev are viewed with a mixture of distrust and unease. Still those that prove they exist as a part of the natural order, not going against it, generally do well. For the most part, titanspawn of Mormo are considered the most heinous form, as the history between the two Titans is anything but pleasant. Mesos' progeny are less favorable but still acceptable, provided they serve a natural balance to the otherwise "divine world". Regardless, those that are against nature tend to draw the most ire from wood elves, and thus the most distrust.

Social structure: The wood elves stand out as one of the few races to unite beyond a family unit. Their entire structure, as a society, is based on the idea of a natural order. Thus while naturally inclined to balance, they too try to "balance" their social structures based on a natural idea, namely a tree. While the parents of a child do see to its well being and care while the young elf is born, elders from the three main parts, the Leaf, the Root, and the Trunk, take time to watch the child develop. These elders are selected on a rotating basis, often from those with no children of their own. Those that do have children have their own seen to by others or most can stand on their own with some to no supervision. The elders job in this case is to see any signs or significant acts that might point towards how a child might behave in the future. The Leaf sect believes in a natural world where balance is acceptable, but the common good of all is most welcome. The Root sect, on the other hand, is one that believes in rigid maintenance of their balance and that all things come from Denev's Will. The Trunk sect is the most moderate of the two, believing that communal good and balance of all things natural are not mutually exclusive and can be so arranged. This sect is probably the largest, but it is by no means the most powerful. The druids of the elves, for the most part, are drawn more from the Root sect than the Trunk sect. While the Trunk and Leaf have equal number of druids, rangers tend to be more common in the Leaf than in the Trunk. What this all means is once the child has been weaned, can stand, feed, clothe, and clean itself, it then taken, trained by the sects and given its life purpose. The elders job is to ensure that sect properly matches the child and vice versa. While there are exceptions to this, for the most part this provides for an orderly existence for the growing child. As they develop, they lose connections to family members, instilling instead the beliefs of the sect as well as the community's goal of homage to Denev and her role as a natural force in the world. That isn't to say they forget, more they tend to under value or not share as strong bonds some races have for those outside of direct blood connections. Brothers, sisters, fathers and mothers are the ones they feel closest too and thus still strive to maintain those bonds. But beyond that, a wood elf has no strong feelings towards lesser blood kin. They do, however, view the sect members, especially the ones they make friendships with, as much of value, if not more so, than their blood ones. It is well documented that a wood elf has been known to die to save one of their "Sect Grandmothers" or "Uncles" and vice versa. The sects provide a strong communal bond and sense of purpose beyond that of family for the wood elf.

Relations: The wood elves have unique place among the races that interact with others. While not as aloof as its forsaken elf cousin or dour as dwarven friends, they do respond well to the natural skepticism and innate distrust of "bigguns." that halflings call humans. Indeed the two races, while not clearly documented in terms of any historical archives, have worked well together. Enough so that halflings are often more welcome into their enclaves, taught magic and the arts of druid and ranger, and some even have become sect "step brothers". Halflings, on the other hand, view the elves as kind of big brother. They love their lore and enjoyment of the natural world, but that doesn't mean they don't envy the wood elves for their rich history and roles in the "great schemes" of the world. Regardless, halflings and wood elves share a closeness that isn't seen among most of the races. Their languages being similar enough for halflings to be able to converse in Middle Elvish is clearly proof of that. For the most part, wood elves view races in one of three ways, threat, balanced, unstable. Threats are generally considered gobliniods, as they tend to threaten the natural balance of things in many places. Also all followers of Mormo, especially human ones, are considered threats and generally met with force. There are other races, mostly monstrous, but since the wood elf is prepared to deal with such threats, they generally don't bother learning much beyond their own lore and that of a few other races. Balanced races are those the wood feels best exemplifies their beliefs in a natural order. For that, many Veshians fit the bill along with some other human races that live close to the border of the Ganjus. Some barbarian tribes, especially those that negotiate with the wood elves, are considered balanced, though wood elves are still wary after the trickery done to them by supposed barbarian tribe that turned out to be a skirmishing party from Khet. Beyond that, dwarves, with their stone and metal workings are about the only balanced race out there. Unstable races are generally most other humans and charduni, along with those that follow the Gods. While the wood elves feel those races have great potential, it is uncertain which way it will swing. The charduni, having a very lawful bent, can be seen as a balancing force. However with their love of cruelty and indeed their fervor for Chardun, makes them unstable in the eyes of many wood elf. The half races have yet to fall into any specific category, save the occasional mating by a human and wood elf. Those are considered apart of the community, even they age more rapidly than the other elves.

Religion: As has been shown through out this document, Denev and indeed much of the natural world is a deep part of the wood elf experience. While drawn to no particular god, the Leaf sect has the largest population/membership in the church of Tanil. This however is more of a passing fancy or in some cases, merely recognizing the bond Denev has with her own kin. Beyond Tanil, there are very, very few other deities most wood elves worship. That being said, they do honor the gods whenever possible as to ignore them is incite their wrath. But actual worship is extremely rare beyond Denev or Tanil, except in cases of more urban wood elves who tend to follow the trends of their 'new' homes.

Alignment: In general wood elves are believers in balance in all things. While they value personal freedoms highly, they see the need for a community to have some orderly workings, so long as they do not interfere with personal rights and beliefs. Thus most wood elves are neutral. They often have strong tendencies towards good, but not so much as to over-ride personal beliefs in other factors. Law and chaos are seeing as balancing factors much like good or evil. In all things wood elves strive to balance their lives and thus most are neutral in some aspect. True neutral is a common enough alignment, with others falling towards neutral good or lawful neutral. Chaotic neutral is more of a minority but a growing one in places/regions where lawlessness arises. Neutral evil and indeed evil in all forms are rarely seen among wood elves. That does not preclude them from having the few rogue individuals that follow such edits. (Many of those wood elves venerate Mormo or some darker god like Vangal or Belsameth.)

Names: Most of the wood elf naming conventions come from their ideology about balance and nature. For the most part, they believe names have power, but only in so far as it concerns beings beyond mortals.

Common Male Names: Arwelen, Awstun, Bevun, Blydden, Brann, Brathin, Bruud, Caddoch, Cadfaun, Caiyan, Cirwyn, Carysun, Cefaeyn, Celynn, Coldwyn, Daiun, Dayrin, Denyowl, Dernwyd, Dewin, Drystund, Dyylwn, Eeinwin, Eersyre, Eddard Eiranyn, Elaylund, Ellis, Evvan, Ffyurrd, Fiirerynund, Gart, Garret, Giuyn, Girri, Gurros, Gywdion, Haedyn, Hairlyss, Hairlundyn, Herasuun, Heru, Hiyadan, Hoound, Hoyo, Huryss, Idun, Ieyak, Jaeun, Jaeydun, Kaydock, Kaeldorn, Kaeldyss, Kleedyn, Llews, Lliorn Llyss, Lorn, Manmac, Maegdyn, Messyn, Morrs, Mourndyn, Murrs, Muurd, Narwhold, Neelyxn, Nurrdywn, Nwadyn, Oobrick, Oossgurn, Ornin, Orlick, Ossin, Paelyn, Pywll, Qass, Querin, Ravyn, Reeyn, Reive, Reuss, Riidrin, Roewn, Roodyn, Rresstin, Ruaeryn, Rvyyn, Ryyin, Saayarn, Saerun Saesyrn, Seesyn, Serunyn, Serynan, Shiienne, Sidhid, Sidhoodyn, Sissriss, Skaak, Skayk, Skeyyn, Sloon, Sluthyn, Smoyyn, Smuayd, Snyiid, Taeryn, Tothyn, Trussyn, Uerin, Uevin, Uyrdyn, Vaehynd, Vassyn, Veerun, Verwyn, Viriss, Voyn, Vuun, Waelynd, Waeryn, Wakyn, Xearyn, Xyr, Yiv, Ygg, Zuorn, Zyron

Common Female Names: Aeryna, Aliyiss, Aneryun, Anwyny, Arwyliss, Bethyn, Betriss, Bloodwyne, Branwynndda, Brynna, Carwynnda, Carruyss, Catrinna, Ceiynwyn, Ceriiyn, Cerridynna, Crystiln, Cystinne, Deayidn, Delawyn, Dellythna, Disillyissa, Dyillis, Effa, Eiffina, Eillwynna, Eirra, Errianna, Eirryssa, Eirrwenna, Elanniyn, Elerrisa, Ennyssa, Enidda, Esylloda, Eurwynna, Ffionni, Ffriadda, Folannta, Geraintta, Getthina, Glaawyssa, Glenddana, Gleynndasa, Gorwynna, Gornwyna, Gwalyassa, Gwarana, Gwendada, Gwendollona, Gwennyddana, Gwendolnia, Gwennith, Gwynna, Haffari, Haydenna, Heddwynna, Heffina, Heulwyni, Illytarda, Issywna, Kendella, Llewyenna, Llinnoisa, Loowyri, Luuna, Mairywn, Mallatta, Maredunna, Maredyn, Margarotet, Meganna, Meinyra, Merionia, Meredynn, Morwenna, Myffthanna, Neirina, Neysta, Niana, Owenna, Paraduyra, Prydrianna, Rhianda, Rhianna, Rhiaya, Rhowden, Rhossyana, Seryna, Siani, Sionia, Sionyda, Siwwanna, Teggwegna, Tessyna, Tiiwyplina, Urssayna, Vyvanne, Wiianded, Wiiafryd, Wynna, Xyanna, Xynenne, Zeiythania, Zuzusana


Common Surnames (also common clan names): Aethersighted, Airshift, Boarbrow, Cavernborn, Denev-touched, Earthbless, Fallbringer, Featherplume, Freebird, Hollybred, Horsespeaker, Icerimer, Icespurned, Jollymorn, Joyfield, Keenlight, Kinblessed, Lighttree, Mighttree, Newdawn, Nightcalm, Oakheart, Pleasantbloom, Purebloom, Quillbright, Raisedwood, Reedborn, Riddentrust, Rosepure, Sandtouched, Seafinder, Springshield, Spritespeaker, Spiritseen, Sunborn, Summerlain, Swamppure, Thornfollower, Threefoxes, Treeblood, Truebloom, Turnbloom, Umberwood, Verminscourge Vineblood, Whitehart, Wildthorn, Wintermourn,

Racial Abilities for Wood Elves:

+2 Dex, -2 Con

Being a lithe race, they exhibit a very high degree of dexterity, especially as it relates to hiding themselves among wood areas. While lithe enough, they are far from a hardy race and indeed use their hiding abilities to ensure few if any predators or enemies can find them.

Medium: As Medium creatures, wood elves have no special bonuses or penalties due to their size.

Immunity to sleep effects

+2 racial bonus to saving throws against all enchantment spells or effects.

Low light vision: A wood elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Wood elves retain the ability to distinguish color and detail under these conditions.

+2 racial bonus to Spot, Listen and Search checks

+2 racial bonus to all Hide checks.

+2 racial bonus to all Craft (tattoo) checks.

+2 racial bonus Handle Animal checks.

Weapon Proficiencies: Wood elves are considered proficient in the use of the following weapons: long spear, long bow, quarterstaff, short bow, short spear; these weapons are considered usable by all elves, regardless of class limitations or restrictions. Druids are not considered to be violating any oaths by use of such weapons.

Automatic Languages: Common (Ledean), Middle Elven; Bonus Languages: Any non-secret language, Sylvan, Treant.

Favored Class: Ranger or Druid. A multiclass wood elf's druid or ranger class does not count when determining whether the wood elf suffers an XP penalty for multiclassing (See PHB, Chapter 3: Multiclass Characters). The choice of druid or ranger as a character's favored class must be selected as soon as the character acquires level in either the druid or ranger class. It cannot be changed afterwards.


Urban Wood Elves:

One further mention must be made regarding those elves living among urban areas. Many of these elves fall into three categories, generally speaking. The first are assembled bodies of various clans who are a part of vast network of wood elves that enjoy trading with various races and civilizations. Generally, these wood elves are traders, craftsmen, or the occasional tale teller. The second, some times more tragic, are those that are exiled by the heads of clans and indeed high ranking society in wood elf culture. (Generally the oldest druids and rangers among the wood elves are the ones in charge of such determination) While exile happens for various reasons, some wood elves become driven to follow a particular path or ideology that clashes with the natural order of wood elf society. Some are stalwart champions of good, other social deviants, but a rare few are exiled for acts against nature or Titan worship (usually someone other than Denev). These individuals tend to stand out and often settle in with other races. The third sect, in a more general way, often is a mixture of the two. They find and enjoy the trade with others as well as forging their own paths. Thus while not technically exiled, they do often have self imposed exiles. Many extended wood elf families have some relations and consider them odd ducks. Regardless, while most wood elves, even the ones in self imposed exile, enjoy their wood elf lineage and ties to nature, they rarely have regrets about leaving their lives behind.
Last edited by Nightfall on Sun Aug 17, 2008 7:40 pm, edited 5 times in total.
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Forsaken Elves of the Scarred Lands

Postby Nightfall on Thu Apr 10, 2008 8:16 pm

Forsaken Elf

Much has been written about the past and present effects the wood elves' cousin, the now called Forsaken Elf has had on both Termana and in Ghelspad proper. While many have become refugees, seeking a way to end their existence in some noble fashion, others come to dive into hedonistic and often dangerous pursuits in the name of self destruction. Also called "Thrice Cursed" or "Followers of the Decayed", the forsaken elves offer, to many scholars such as my self, a chance to examine just how far one can fall from the heights of civilization to such deep depths as to make the Titanspawn culture seem almost civil in comparison. While I admit to being judgmental towards a race that was so earnest in their regard to their own superiority, I feel it is not with out some merit. The forsaken elves of Termana, referred to by others among the elves as Termana elves, have become a subject of pitied horror. Regardless of their current state, and indeed their already certain doom, one cannot help but admire, in some fashion, the stoicism some of the race display towards their impeding demise. Those few stoics still believe some force in the universe, some higher being or divinity will find a way to re-establish their dominance once more in Termana and, in their mind, further their own need to conquer. For while the race is an educated one, they are still a fractious and war like people, driven by draconic lusts that have been passed down through the centuries. Their arcane displays are clear signs of such a culture. Their current drive towards dueling and indeed towards more warlike tendencies also show case a kind of draconic nature to prove they are "better" than some races. Regardless, it is clear not just by sorcerous nature but also by the fact there is a large segment of the forsaken elf population that have 'dragon touched' or draconic features. These though are also in decline.

While some might dismiss them as irrelevant to the larger scale, especially in light of the lack of ability to breed with their own, their longevity coupled with a kind of dualism about their survival, makes the race that much more important to understand. That coupled with the rise of apostate elves, who are a mysterious yet dangerous new type of elf derived from forsaken elf stock, makes understanding them now and their past all that much more of a concern to those of us historians working to unlock the shape of what is to come.

Thus it is we look at them both as they were and as they are now.

Physiology

Physique: It has been noted that all elves share similar traits to what many experts (especially among the Termanan elves, as they will be referred in this context) consider the "elven physique." Termanan elves are no different than those that exist currently. They are lithe creatures, often to the point of being considered quite thin. Their musculature is often quite dense in the upper and lower portions of their bodies, while their tendons and joints are extremely supple. This allows for a wider flexibility than most humanoids. This at least was the case in generations previous to the Titanswar and the time between that and the Eight Days of Risen. It was during those times the Termanan elves had out grown much of their cursed nature, and thus perfected their forms using magical arts to cultivate their skin tones. Original skin tones were often quite light, but usually a subtle creamy completion. Hair color also tended towards light browns and mild golden hues. Their eye colors, regardless of the generations born, have always been striking. Most have a pale shade of blue, green and clashes that resemble violet, amber or more often lavender. The current status of the race, now dubbed Forsaken elves, have a much starker contrast, due their cursed nature and the demise of their god Jandevous, (now often called the Lost or even He That Is No More.) Those considered forsaken elves by many, have a much paler, often unhealthy looking complexion. Some suffer from a sickly yellowish hue, like bile. Other forsaken elves often have blotches or pocked faces. While this does make their appearance less appealing to some, it doesn't detract from their overall presence. Indeed while their hair is often bone white or an off white, some others, using dyes, try to maintain a orderly if esoteric look in terms of hair styles. This coupled with their overall bearing tends to make them seem otherworldly, if not down right fearsome. Beards have become a more common trait. While it's unknown how or why this occurs only with forsaken elves, many adopt a goatee style or mustaches. This is more common among the males, but some females have also adopted this trend, generally those with more bullish or petulant streak. A few of the more cursed elves have physical deformities. The females and male forsaken elves have very little to differentiate themselves, as most females are usually small breasted and have mostly similar body shapes as their male counterparts. Some of the more maverick forsaken elf females often dress, act and indeed believe they are capable if not more so than the males. There are also rumors of forsaken elf females that have tried, through magical and/or surgical means to become male and thus empower themselves as "virile" forsaken elf males. While I have no first or second hand knowledge of this myself, nor can I verify any of these rumors, I have yet to deny these claims. However the absence of evidence is still not evidence. Thus this sage is unlikely to believe such claims until credible sources can confirm this, or I witness first hand accounts. While only a few Termanan elves still remain from the time between the return of Jandevous and his second demise, the females and males of this branch are much easier to discern as the females of this species, while mostly barren, still try their best to mate within their race in the vain hope of offspring. Thus they tend to highlight their femininity in ways that might seem barbaric to more prudish societies, but in general to showcase they ability to bear children. (Even if it's not the case.)

Diet: The Termanan and Forsaken elf diet hasn't changed much over the course of many centuries. While traditions have been broken, and more than a few despair minded and thus madden forsaken elves have turned to cannibalizing their own, over all the diet for these elves has remained. Both the Forsaken elf and the Termanan elf view the natural world and its resources as their right as superior beings to animals. While they aren't as voracious about using natural resources as humans, they do view animals, unless taken as pets, as their own. The same is true for plants and water resources. While the Forsaken Elf rarely cares about the state of the world after they've left it, the Termanan elf bears some resemblance towards the Wood Elf, in they view themselves as stewards as well as lords. Thus they tend to use only what they need and try to cultivate/restock where they can. Forsaken elves generally don't bother with that, instead letting their gnollish allies deal with such matters. The Empire of Khamut, the Khanugu's Son, often called the Gnoll Emperor, has helped tremendously benefit the diet and growth of both races. Their mutual defense pact has helped both races thrived in the face of the growing onslaught by the Charduni, as well as help the forsaken elves maintain a small measure of stability in regions where gnolls hold sway. This stability has translated in a more wood elf philosophy towards dieting albeit with gnollish tendencies towards eating the hearts of their fallen foes.

Personal appearance: While many forsaken elves still cling towards refinement among the civilized areas, a few have reverted towards tribal practices of body art such as tattooing and scarification. Regardless, even these elves have remained haughty and austure towards those races (excluding the gnolls whom they value for their fighting forces), they view as inferior. Thus gaudy dress, coupled with the finest rainments are very typical of the forsaken elves found in Termana as well as those among the Ghelspad crowds. The Termanan elf, while often very elaborate in dress and taste, tend towards highlighting their personal appearance to showcase either their draconic or as some believe themselves to be, fey touched heritage. It is very common, especially among the high class clientèle in my fair if corrupt city-state of Shelzar, that many forsaken and Termanan elf females become courtesans, thus to maintain such as high profile and expensive lifestyle. They rarely use rouges, but only to highlight their cheeks or other parts of their bodies they exhibit for their clients. As for hair coloring, most female elves (Termanan and forsaken elves) do dye their hair, but only to match a mood or a feeling they have. The males, on the other hand, prefer only to dye their beards. The forsaken elves, in their more morose moments, favor black or grey colors, generally while not working. While working, adventuring or other activities that are public, they go all out in terms of bright vivid colors and often subtle hues to highlight those colors as well. In general, Termanan elves favor turquoise, sea greens, or very light blues colors in their clothing. They also wear arm bands of high quality and skill, and necklaces made of fine/rare metals (generally silver or white gold) or high quality gemstones. Forsaken elves favor the same items as well. However, they favor opals or rubies more often than not, eschewing lighter colored gemstones as to highlight their own forsaken nature. They also favor darker metals, often worked iron or colored bronzes of very dark hues.


Psychological Makeup


Personality: The word mercurial barely scratches the surface of both the Termanan and Forsaken elf personalities. While both can be describe by having tempestuous natures, the Termanan elf's nature is one driven by a belief in their own race's superiority. This is often reflected in their pursuits as they strive to better what they know, find out what they need to know, and very much show off that knowledge to other races. Even so this streak of arrogance is tempered with experience, especially in the face of their declining numbers. They strive to bring excellence and innovation with their work in the Art, which they view as something they not only created, but honed, mastered and indeed were divinely blessed by their god. The Craft, as sorcery is known amongst many, is seen as a lesser pursuit due to its limitations. However those blessed of the bloodlines of dragons or touched by celestial beings are viewed with deep respect, even if they cannot produce at a grand a scale, the artistry a Termanan elf has with the Art. For Forsaken elves, theirs is a personality of self destructive habits, drives, ambitions and utter lack of foresight. Living only for the moment and for themselves is a hallmark of many Forsaken elf. Companionship is relatively unknown, certainly nothing to be kept as their curse continues to draw their soul deeper in a blackness few can comprehend. Still a good number try to find a way to stave this off, some more productively than others. But in the end, their own chaotic natures and sense of unending doom make them difficult companions to those save gnolls. Indeed while gnolls aren't as dour, they know exactly how far their race fell and only through the grace of the Khonugsh's Son, have they managed to redeem themselves. Thus a strong sense of kinship exists and has kept the forsaken elf race alive, if barely. While these two dissimilar races do not interact well with one another, they both see their common ancestry as a source of great pride and shame. Only to an outsider can one truly see a strong commonality towards creativity (in various forms), an air of aloofness towards other races (Termanans because they believe while their race declines, still highlights their races past and possible hope for a better future; Forsaken because of their plight, their own sense of abandonment by those the Gods still bless, and of course because any thing non-elf is seen as primitive), and of course a lust for all things magical and beautiful.

Social structure: While the social structure pre Titanswar of the Termanan elf is currently not well known, the current structure is more easily understood by most. For the Termanan elf, bloodline is everything. While they generally don't consider their diluted half elven brethren more than unwelcome interlopers, they do so with a mixture of pride (especially towards those that have shown great advances in the Art or in combat) and disdain. Still those with close bloodties (especially children fathered or birthed (rare as that is) by their elven parent) are kept close, trained and taught and respected, if only at a distance. Even so within the Termanan culture, community is important, especially where they gather to consider their race's future. Most families follow a patriarchal hierarchy, at least within their own spheres. Within larger groups, those of greatest skill are considered to be leaders regardless of gender. This is especially so with magical ability.


Relations with other Races:

Alignment:

Religion: As it stands both Termanan elf and Forsaken elf generally shun the worship of any god or Titan in favor of that of their dead god. While some might question the wisdom, both races have bred themselves towards unswerving loyalty, (even if only by memory) of Jandevos. That being said there are dissistant factions (small by most standards) who still try to not just honor the gods but actively worship one or more. This tends to be more common among Termanan elves who have expatriated to Ghelspad and thus actively try to fit in. Forsaken elves generally do so after all else has failed.
Last edited by Nightfall on Mon Aug 10, 2009 4:30 am, edited 11 times in total.
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Clay_More on Mon Apr 14, 2008 2:31 am

The Wood Elf writeup is really excellent Nightfall, I really enjoy your very thorough descriptions of the races. Especially the society and its division into the three sects will make for many good roleplaying moments I think, it really gives a possibility to add some depth to your character if you make a Wood Elf. I feel a bit unfortunate that I don't know all the Scarred Lands gods, only have the monster books to the campaign setting so I kinda have to "guess my way" by extrapolating what is mentioned of the gods there to kinda get a feel for what each god stands for, so naturally the description of religion in the Wood Elf passes a bit over my head.

Can't wait to see your writeup of the Forsaken elves, or the Apostate elves for that matter (which I presume is comming later)?

On a side note, did you come up with all the wood elf names yourself?
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Mon Apr 14, 2008 3:22 am

Claymore,

Well this is what I'm attempting with my revised SL stuff, to collate and also recreate the races, base/core classes, magic system and everything in between to be a more unified feel. Thus my attempts with the elves are just the start.

What follows will be the race entries:

Elf: Wood Elf, Forsaken Elf, Dark Elf (Drendali), Apostate Elves (think psychic vampire meets the Bloodless only elven), and Urian Elves

Dwarf: Charduni, Forsaken, and Mountain

Halflings

Half Elves

Half Orcs

Humans

Gnomes

Gnolls

Orcs

Slitheren/Ratmen

Assatthi

The last two I plan on revising to make them closer to ELC +0, thus Ratmen will be a common type as opposed to a specific Ratmen subrace. Same for the Assatthi, as it will be a degenerate type IE one more humaniod than snake to better blend in with the other races.

The names I came up with came from Welsh derivatives. So while they are my creation, I can't claim all the credit. I plan on making the names of each race suit a particular style as opposed to just random bits glued together. The half races will probably pick names based on their heritage or which race they favor more. Forsaken elves, I'm considering either Old Germanic or possible something a tad more lyrical. Apostate Elves will typically use characteristics for naming conventions or belief systems. Drendalia (Dark Elves) I plan on using Icelandic or Norse. Same for their foes, the mountain dwarves. In fact I plan making the forsaken dwarves and mountain dwarves culture similiar towards a Norse feel, thus they have that kind of accent. Charduni I was considering Germanic for sure with some mixture of Infernal naming conventions. Halflings and gnomes have yet to stand out but will probably be Breton or similar conventions. (Though considering I've always seen gnomes as jungle dwellers I might use Swahili or some African tribal language, like Ugandan.) Orcs will be hard sounding languages, and indeed Titan Speech will have hard sounds in places.

Otherwise I think everything will be as I can best develop via what I can extrapolate and also create myself.
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Clay_More on Wed Apr 16, 2008 7:51 pm

Howdy Nightfall

I was always a bit of a fan of using authentic real world names for characters, has a tendency to create a far more unified feel. Made up names have a tendency to all sound the same and kinda bland in my ears. There's quite a few of those races that I'm looking forward quite a bit to seeing written up, Charduni especially, always liked those both from description and appearance in the Scarred Lands monster books. Are the anyone still working on the SL campaign setting besides you NF?
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Wed Apr 16, 2008 8:08 pm

Clay,

Yeah that's my feeling too. Thus I'm trying to use real world words where and when ever possible.

As for others...well I'm hoping the Realms might encourage some to come my way and add to this. ;)
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Clay_More on Wed Apr 16, 2008 8:21 pm

I would personally be kinda sucky at giving a hand, I only have all the monster books so my knowledge of the actual campaign world is kinda scarce (but I love the monster books though, and it gives a bit of a feel of the actual campaign setting). I have read a little bit on http://www.Scarn.com, but the wiki there is kinda incomplete and doesn't give alot of details, so what I know it either extrapolated from the monster books or the website.

Side question, what happened to the people who had worked on SL from Sword and Sorcery?
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Wed Apr 16, 2008 8:35 pm

Ari Marmell is currently working for WotC as a freelancer. Joseph D. "Oakthorne" Carriker Jr. is still with WW freelancing. That's about all the developers I can remember and have had contact with. Freelancers, a few familiar names like Mike Mearls and some others have moved on to WotC projects (as freelancers mostly), or do their own d20 stuff.

I'm not asking just you Clay. I want LOTS of people. :)
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Drendali (Dark Elves) in the Scarred Lands

Postby Nightfall on Thu Apr 24, 2008 9:36 pm

Drendali (Dark Elves)

As a whole, many races are capable of deceit. Indeed, some sages believe we live with deceits and false truths as way of dealing with an imperfect world. I, on the other hand, believe that in order for an imperfect world to be corrected, truth, in all it's forms, must be borne out. Thus while knowledge of a race of underground elves is not common knowledge to those that deal with the realities of titanspawn scratching and clawing at their door; it is up to us, the scholars and historians to ensure we know even the most murky and hidden truth that lie under neath our feet. The Drendali, the Walled people, as they call themselves, are a race of elves living on a basis of borrowed time. While the forsaken elves and Termanan elves dwindle daily, theirs, the Dark elves, is one of constant turmoil and warfare, even more so than that of the forsaken elves who border clash with the charduni. What makes the Drendali, from here on in called dark elves, unique is the fact their god isn't dead. No, indeed while he isn't thriving, the dark god Nalthalos has found a way to ensure his divine spark and his teachings live on. As a people they have learned to be as industrious as any dwarf, as crafty as halfling pick pocket in the streets of Shelzar, and even more so, devout to their god than even Chardunites or Coreanites could ever achieve. Their crafting skills have gifted them in the creation of new siege weapons, especially almost sentient constructs, while also working a union of divine and arcane craft rarely seen by most races. What makes them so fearsome is their twisted desire to conquer what they percieve as rightfully theirs. Cruel, yes, deceitful, most certainly, but these elves have a unique caste system that ensures dealing with them to be more of a chess match than a strategic fight as one can expect from the Charduni.

[Editor's Note: Break time!]
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Thu Aug 07, 2008 2:53 am

BUMP! while I consider where I am...
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Re: Sage Speaks Nightfall's Scarred Lands Revised Campaign ideas

Postby Nightfall on Mon Aug 03, 2009 4:20 am

Bump cause it's almost been a year... :P
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