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===Spiritualism===
 
===Spiritualism===
Spiritualism is the magic of Order, drawing upon the forces of Fate, Destiny, and the gods to impose a kind of structure upon the universe.  Spiritualists, or priests, are the adepts who specialize in spiritualism, and while they are rarely destructive, they tend to be unwilling to negotiate their worldviews in any way.  They rarely choose to evangelize, concerned only with the particular goals of their masters. Thaumaturgy and Charisma are the key skill and ability score for Spiritualism.
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Spiritualism is the magic of Order, drawing upon the forces of Fate, Destiny, and the gods to impose a kind of structure upon the universe.  Spiritualists, or priests, are the adepts who specialize in spiritualism, and while they are rarely destructive, they tend to be unwilling to negotiate their worldviews in any way.  They rarely choose to evangelize, concerned only with the particular goals of their masters. Very common among the fey, but less so with their estranged pixie kin. Thaumaturgy and Charisma are the key skill and ability score for Spiritualism.
  
 
===Shamanism===
 
===Shamanism===

Revision as of 19:32, 27 November 2012

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Author: Paleomancer (talk)
Date Created: 10 February 2011
Status: Pending
Editing: Clarity edits only please
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Arcanos

A work-in-progress campaign setting.

Character Creation

Ability Scores

  • I suggest using the 4d6 roll system, since that gives good results. No ability score should be below 10.

Races of Arcanos

Human

Humans are one of the more common races, and along with the trolls, one of the oldest races native to Arcanos. Most of the major human nations and kingdoms are found around the Crescent Sea, although tribal nations can be found throughout the Northern and Southern lands. The humans of Arcanos share the adaptability of their counterparts on other worlds, but tend to be even more xenophobic towards non-humans (trolls being a notable exception).

  • Medium Humanoid (human).
  • Base land speed 30 ft.
  • A human receives a bonus feat at first level. He or she must meet all the prerequisites.
  • A human receives +4 skill points at first level, and +1 skill point per level after 1st. These are added after his or her intelligence modifier is applied to base class skill points.
  • A human receives a +1 racial bonus to saves.
  • Automatic Languages: Common, Native (Eastern, Northern, Southern,or Western). Bonus Languages: Any (except for secret languages).

Troll

Trolls are strong, hearty hybrids made of equal parts flesh and stone. Trolls are probably the oldest of all the mortal races of Arcanos, with a history that spans millions of years. Trolls and humans interact with one another quite well overall, even to the point where humans and trolls of the same nationality regard one another more highly than they would members of their own species from another country.

  • Medium Giant
  • +2 Strength, -2 Dexterity, +2 Constitution. Trolls are strong and hearty, but cumbersome.
  • Base land speed 30 ft.
  • Powerful Build: The physical stature of trolls lets them function in many ways as if they were one size category larger. Whenever a troll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the troll is treated as one size larger if doing so is advantageous to him or her. A troll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him or her. A troll can use weapons designed for a creature one size larger without penalty. However, his or her space and reach remain those of a creature of his or her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • A troll's hybrid physiology grants it a +2 bonus on Fortitude saves made to resist poison and disease.
  • Trolls are eligible for the Large Size (3.5e feat) feat, provided they meet all prerequisites.
  • Trolls have darkvision out to 60 ft.
  • Automatic Languages: Common, Giant. Bonus Languages: Any (except for secret languages).
  • Favored Class: Fighter or Ranger (chosen at first level).

Pixie

The pixies are one of the few fey people who have successfully established themselves on Arcanos amongst the mortal races. They are infamous for their violent tendencies, suicidal courage, and high tolerance for alcohol. A pixie's approach to life is one of constant conflict; if a pixie clan does not have an enemy to fight, they will as often as not fight each other. At the same time, they rarely hold grudges against others, as fighting to them is simply a way of life. While most pixies see the advantage to having spellcasters, the only casters common amongst the pixie clans are bards, who are infamous for their rather martial approach to music and poetry.

  • Small Fey
  • +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom.
  • Base land speed 30 ft.
  • Powerful Build: The physical build of pixies lets them function in many ways as if they were one size category larger. Whenever a pixie is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the pixie is treated as one size larger if doing so is advantageous to him or her. A pixie is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him or her. A pixie can use weapons designed for a creature one size larger without penalty. However, his or her space and reach remain those of a creature of his or her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Intimidating Mien: Pixies are treated as being two sizes larger for the purpose of Intimidate checks.
  • Immunity to ingested poisons. The pixie propensity for drinking themselves unconscious grants them unnatural resilience to what they eat.
  • +4 saves against fear effects.
  • Illiterate: Pixies, like most wild fey, do not trust the written word, believing that the ability to record the name of a person, place, or thing grants one power over it. The only fey who begin with literacy are bards and wizards, but any pixie who spends 2 skill points can learn to read and write (and most pixie leaders do so for the added mystique).
  • Class Skills: Stealth and Intimidate are always class skills for pixies.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Any.

Gnoll

Bizarre shapeshifters found across Arcanos, believed to be related to humans. Gnolls possess a human form and that of a dog-like creature. Different gnoll clans resemble different canid-like creatures: the clans of the north usually resemble wolves, hyenas, or hounds, while those of the southern continent resemble foxes, wolves, or jackals. Different gnoll clans are often prejudiced against gnolls with different alternate forms, much as with skin color in humans.

  • Medium Humanoid (gnoll, shapechanger).
  • Base land speed 30 ft.
  • Alternate Form (Su): As a full round action, a gnoll can assume a canid hybrid form, by making a DC 15 Control Shape check. His or her ability scores and size do not change, but he or she gains a primary bite attack (1d6), a +10 ft. increase to his or her base land speed, and a +4 racial bonus to Balance and Jump checks. They also receive a +10 bonus on Disguise checks made to appear to be a canine or hyena. Shifted gnolls cannot speak any language except for Gnoll, and they cannot cast spells which have a verbal or somatic component while transformed (however, the Natural Spell feat does allow Gnolls to cast spells while in canid form). Any equipment worn by a Gnoll is subsumed into the animal form and the benefits are suppressed. As a move action, a Gnoll can assume human form (DC 15 Control Shape check), but they must succeed on a DC 25 Control Shape check to do so in combat (which provokes an attack of opportunity).
  • Control Shape and Survival are always class skills for gnolls.
  • Low-light vision and scent 30 ft.
  • Automatic Languages: Common, Native (as human); gnolls can also communicate on a very basic level with canids and hyenas when in Alternate Form. Bonus Languages: Any (except for secret ones).

Saurians

The enigmatic and stoical saurians hail from the mysterious Western continent, and are infrequent visitors to most lands. It is said that saurian citadels lie hidden in the vast Western rainforests, but those who seek them out never return. With the rise of Faerie in the West, many Saurians have found themselves forced to flee to the East, many of whom find themselves in the gret port cities of the Crescent Sea.

  • Small humanoid (reptilian).
  • -2 Strength, +2 Constitution.
  • Base land speed 20 ft., climb 10 ft.
  • Natural Attack: Saurians gain a bite attack, which deals at small-size 1d4 damage. They may use this attack as part of a full attack with weapons, taking a -5 penalty to the attack roll as normal for a secondary attack.
  • Low-light vision and scent 30 ft.
  • Whiptail: Their long tails grant them a +4 bonus to Balance, Jump, and Swim checks. In addition, if a creature of at least medium size attempts to grapple a saurian, the saurian can make a Reflex save in place of a grapple check with a +4 bonus (negating the size penalty for being small). If successful, the attacker only succeeds in catching hold of the tail, which breaks off, dealing 1d6 points of nonlethal damage to the saurian. Since the tail twitches for 1d6+2 rounds after being detached, the grappling creature must make a Will save DC 10 plus 1/2 the saurian's HD plus the saurian's constitution bonus or be shaken for one round. A saurian whose tail has been detached loses the bonus to Balance, Jump, and Swim checks and he or she cannot use this ability until the tail regrows naturally over a period of 1d2+2 weeks (or 1d2+2 hours if the tail is regrown through magic, such as regenerate).
  • +8 racial bonus to Climb checks. Saurians may use Dexterity in place of Strength on Climb checks if it is higher.
  • Automatic Languages: Common, Saurian. Bonus Languages: Any (except for secret languages).

Minosian

The minosians are a powerful species of bull-headed humanoids native to the Western continent. Minosians live in constantly warring city states, each of which commands a vast trade empire, connecting all the continents, even the far East. They are talented sailors, artisans, and traders, and formidable warriors.

  • Medium Monstrous Humanoid
  • +2 Strength, -2 Dexterity, +2 Charisma
  • Base land speed 30 ft.
  • Natural Attack: Gore (1d6 damage). This is a primary attack, which receives 1 1/2 strength modifier as a bonus on damage rolls. A Minosian may use his or her gore attack with weapons, but the gore becomes a secondary attack, taking a -5 penalty to attack rolls with it (or -2 with Multiattack).
  • Innate Cunning: Minosians have an innate sense of direction. As a move action, a minosian can determine the direction north or south, as per the spell Know Direction. In addition, a minosian has a +2 bonus on saves against Maze spells and similar effects.
  • Corner of my Eye: A minosian's wide range of vision makes it difficult to find an opening in its defenses. Attackers do not receive a bonus on attack rolls if they flank a minosian who can see them (sneak attack and flanking penalties still apply).
  • Cultured: Minosians may select two of the following skills to be permanent class skills: Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (any one), Perform (any one), Profession (any one), or Sense Motive. Choices should reflect city state of origin and profession.
  • Minosians may select the Large Size feat when they meet the prerequisites.
  • Automatic Languages: Common, Minosian. Bonus Languages: Any (except for secret languages).

Allowed Classes

Base Classes

Generic classes might be interesting here.

  • Adept: The spellcasters of Arcanos, who draw upon the cosmic forces of Balance, Chaos, and Order to cast their spells. Shamans use their Wisdom to channel Balance (druid), sorcerers call upon Chaos through their Intelligence (wizard), and spiritualists rely on Charisma to impose Order upon the universe (cleric). Adepts can learn spells from all three, but they must use each discipline's key ability score for those spells, and are restricted in what they can know.
  • Grimoire: Allows spellcaster to use spells that they have not mastered (these come from their spells per day, as normal).
  • Expert: The skill users of Arcanos, who may be jacks of all trades or focused specialists, and who may be merchants, scouts, assassins, musicians, or courtiers, among others. Can learn simple spells with training.
  • Warrior: The warriors of arcanos, the knights, soldiers, slayers, and thugs.

Prestige Classes

TBD. Some, like Loremaster, Shadow Dancer, Assassin, will work, but others, like Blackguard, may be inappropriate.

  • Arcane Archer: Since there are no Elves, remove racial restriction. May have to modify slightly, but could be used with firearms (though that is rather WOWish).
  • Arcane Trickster: Might need some modifications to match potential rogue changes.
  • Archmage: Could be possible-but spell points would change this class.
  • Blackguard: If I include the paladin, it will represent all extreme alignments, making this prestige class redundant. However, some variant of the Fiendish companion might be appropriate.
  • Dragon Disciple: Questionable value.
  • Duelist: This one is perfect and must be kept.
  • Dwarven Defender: Since there are no dwarves, maybe gear this towards creatures with powerful build or strength (Troll, Minosian, Pixie).
  • Eldritch Knight: This class could be very interesting, but it may need some modification.
  • Heirophant: This class thematically does not fit.
  • Horizon Walker: Good adventurer class.
  • Loremaster: Cool class for many casters.
  • Mystic Theurge: Depends on what I end up doing with arcane vs. divine magic.
  • Shadowdancer: Could be interesting.
  • Thaumaturgist: Revise to fit new summoning/calling rules.

NPC Classes

DMG NPC classes:

  • Adept: Does not exist in this world. Spellcasting is relatively common, but even the most basic forms of magic require care and skill to master, beyond that possessed by an NPC class.
  • Aristocrat: Uncertain. In a world of PC classes, how would any mere Aristocrat survive? Plus, nobles of specific cultures might focus on specific classes.
  • Commoner: Does not exist in this world. See below.
  • Expert: Most sentients are experts. As normal experts, but lose armor and weapon proficiencies, and gain Skill Focus as a bonus feat at 1st, 4th, 7th, and 10th level. Experts cannot exceed 10th level.
  • Warrior: Gain extra skill points and skill options, as well as the Advanced Training ability, which allows levels of Warrior to be exchanged for levels in Fighter (skills and hp remain unchanged, but gain bonus feats and other class features). Warriors cannot exceed 10th level.

Character Options

Feats

For weapon proficiencies, characters use the variant weapon groups feats from Unearthed Arcana. This applies to feats like Weapon Focus, Weapon Specialization, Rapid Reload, and Improved Critical, since that gives fighter classes an edge in training with weapons and makes those feats more valuable. Certain regions and cultures favor certain weapon groups, so characters who come from a certain area may have their optiobns slightly restricted. In addition, I am adding the following feat to Weapon Groups:
  • Weapon Group (Firearms): Allows you to use firearms.
I'm still evaluating item creation feats, which don't seem to get a lot of direct game play.

Skills

Certain skills have been changed, to reflect new options or eliminate redundancies.
  • Control Shape (Wis): Now applies to all shapeshifting abilities. For polymorph and the like, gain bonus on Control Shape check equal to 1/2 CL. TBA penalties for extended morphing sessions.
  • Cryptography (Int): Combines Decipher Script (Int) with the ability to manufacture codes, obscure writing, and hidden messages. More TBA on how to make codes.
  • Disable Device (Dex): Now a dexterity-based skill, and now includes all Open Lock uses, with same DCs.
  • Manipulate Device (Cha): Combines the functions of Use Magic Device and Use Psionic Device; can also be used to trigger results from complicated mechanisms without prior knowledge (with similar chances for success, failure, and catastrophe as for a magic item).
  • Stealth (Dex): Combines Hide and Move Silently, otherwise as both skills. Note that size modifiers now apply to Stealth checks.

Gear and Equipment

Depending on area, technology level ranges from stone age to industrial revolution level, though the average is late Medieval/early Renaissance. Firearms, airships, and paddle boats exist alongside magic rings, swords, and golems. The term for magical equipment, technomancy, reflects the combination of magical enhancements with manufactured tools and devices; an enchanted sword is a low-end technomantic item, while a golem is higher end.

Gear:
  • Firearms: Behold the power of my mighty blunderbuss! Firearms are valued for their relative ease of use and high damage output. Requires the Weapon Group (firearms) feat to use without penalty.
  • Vehicles and Mounts:
  • Horses are common only around the Crescent Sea. In other lands, more exotic mounts may be more common. More powerful nations may have access to Golem mounts.
  • Airships are becoming more common, and are relatively simple enough to construct that many Crescent Sea nations use them in trade, exploration, transport, and war.
  • Sailing ships are still the norm, but some Crescent Sea nations have invested in ironclad warships, many of which are powered by simple cockwork engines.
  • Early armored vehicles, such as war wagons or armored tanks, can be found, but golems are usually preferred for their greater mobility and sophisticated tactics (at least when compared to a cannon or a wagon).
Magic Items:

Most magic items are still available, but a few changes to how they are made.

  • XP cost: Spending XP for items has always seemed dubious, as this seems to be simply a way to keep the party Wizard or Cleric from fortifying his or her party members through the roof. A good DM should not have to cheat to keep power levels of players manageable, and this is just another cheap means of control, so unless indicated here, magic item crafting does not require XP costs. Weak magic items are rarely make or break in any case, and it is perfectly acceptable for more powerful items to be harder to craft, or even for the DM to demand a player show how they intend to craft.
  • Potions and alchemical items: Potions are crafted in batches, which takes one hour plus one hour per level of the spell and produces 2d4+1 doses per batch. Potions crafting depends on a successful Arcana/Geomancy/Thaumaturgy check each hour (DC 25 + spell level). If a check is unsuccessful, ingredients and time spent so far is waste; if the check fails by 10 or more, some minor mishap occurs (lose eyebrows, minor explosion, turn into talking toad for 1d2 hours, etc.). Alchemical items have a similar system, but it takes one hour per 10 points of the DC to craft them, and you get 2d4+5 resulting items. Bless/Curse Water requires no check, and instead creates 1d4+1 does of holy/unholy water. Since it is based on skill, spellcasting ability is unnecessary.
  • Scaling items may be the best for players, reflecting greater affinity for an item's power. How this will manifest is as yet unclear to me.
  • Talisman: Very minor magic item, works only for its creator and lasts a short time. The magic items of commoners and starting adventurers.
  • Magic Gear: May or may not require spellcasting ability; generally, unless it mimics a specific spell ability, it just requires sufficient skill and level.

Magic

Magic on Arcanos is a powerful and highly valued resource. Arcanos is best described as a setting where low-to-mid level magic is quite common (spells of 0th-4th level), but high level magic is very rare and epic magic almost unheard of. DMs should be willing to allow relatively easy access to low-level magic (including reducing the cost of items, which I intend to revise somehow), but restrict higher level magic (especially magic related to calling, teleportation). Note that anti-magic fields do not exist and that even in the Hollow Realm, where normal magic is inhibited, it is not completely prevented (this is because personally, I detest, hate, and loathe antimagic with every fiber of my being; if you wish to include it, technomancy (i.e. magic items) is not effected by the spell; however, dispelling and disjunction still work normally). The normal kinds of magic in D&D only partially exist; most spellcasters are similar to sorcerers.

Sorcery

Sorcery is the magic of Chaos, drawing upon the unknowable forces beyond reality to generate (usually) destructive effects. A sorcerer, an adept who practices sorcery, is rarely evil or chaotic, but they tend to be the most morally flexible of spellcasters. Sorcerers are very common, for while the forces of Chaos tend not to appreciate rampant mortal use of their power, they are never organized enough to control it. Common among humans, pixies, and saurians, but almost nonexistent among the fey. Very few sorcerers claim allegiance to disorder and many fight Chaos with chaos. Arcana and Intelligence are the key skill and ability score for Sorcery.

Spiritualism

Spiritualism is the magic of Order, drawing upon the forces of Fate, Destiny, and the gods to impose a kind of structure upon the universe. Spiritualists, or priests, are the adepts who specialize in spiritualism, and while they are rarely destructive, they tend to be unwilling to negotiate their worldviews in any way. They rarely choose to evangelize, concerned only with the particular goals of their masters. Very common among the fey, but less so with their estranged pixie kin. Thaumaturgy and Charisma are the key skill and ability score for Spiritualism.

Shamanism

Shamanism is the magic of Balance, drawing upon the natural world as the interplay between order and chaos. They are thus both independent of and drawn towards the other disciplines. They are a full power in their own right, often tasked with destroying imbalances, and have a bond to the rather dispassionate, amoral universe. Shamanists are not restructed to tribal societies, since "civilized" societies usually have more time to devote to the study of balance, whereas tribal societies usually know from experience that it works out by itself. Geomancy and Wisdom are the key skill and ability scores for Shamanism.

Innate Magic

Power based on one's intrinsic supernatural nature. Not practiced by mortals.

History

  • Great Sundering: An unknown cataclysm that split the continents into their current forms, created the hollow world, and created Arcanos' moon.
  • Formation of the Barrier: A mysterious barrier that enveloped Arcanos, cutting it away from the rest of the universe and much of the planescape as well. Even the codependent planes connected to Arcanos are separated from their counterparts in other realities and timelines. Prevents use of conventional divine magic, and restricts teleportation and summoning as defined in the PH and DMG.
  • Time of Gates: Every 1000 years, gateways open between the reality that contains Arcanos and alternate realities. Nearly a 1000 years ago, the last gateway unleashed the powers of Faerie and the Void onto Arcanos, resulting in the collapse of the Ancient human and troll mega-civilizations that dominated the world.

Geography and Environment

Geography

The surface of Arcanos is divided into three major continents (Northern, Sourthern, and Western) and two oceans (Central and Outer). The four continents were once part of a massive landmass that split apart aeons ago due to an unknown catastrophe (a massive supervolcano), forming the Crescent Sea (currently the major zone of the campaign and the remains of a large caldera).

  • Northlands: Most of the Northlands is covered in permafrost and ice, dominated by massive mountain ranges, glaciers, vast conifer forests, and huge lakes, with the occasional secluded thermal spring valley scattered here and there. To the south, the Northlands are connected to the South via a narrow land bridge, with the heavily populated Crescent Sea to the West, and the Outer Ocean to the East. Even though it is the largest continent on the planet, rivaling the Central Sea in size, the North is sparsely populated.
  • Westlands: The West is the smallest continent. It is divided between the barren red desert of the north and the heavily forested lands of the south. It is the native home of the Saurians, who now war with the forces of Faerie for control of their homeland.
  • Southern Lands: The South is the second-smallest continent, with some of the greatest diversity of climate in the world, ranging from marshes and forests to deserts, steppes, and mountains of unsurpassed height. It is also the most heavily populated continent, with a wide range of cultures and peoples.
  • Central Ocean: The Central Ocean is the smaller of the two seas, almost completely enclosed by the three continents. It is the center point of the Sundering that split the continents into their present form, and it contains underwater channels into the oceans of the Hollow Realm.
  • Crescent Sea: A warm, subtropical/temperate region of the Central Ocean, home to some of the more powerful civilizations on Arcanos and a center for trade. It is also home to most of the world's humans, and the default starting local for players.
  • Outer Ocean: A vast area of ocean, largely unexplored, dotted with islands and surrounded by a ring of volcanoes adjacent to the three continents
  • Hollow World: The inside of Arcanos is hollow, inhabited by prehistoric creatures of every description, with the planet's iron core acting as a surrogate sun. The core interferes with magic and technology, but not with technomancy.
  • Moon: The moon of Arcanos. It has an atmosphere and is inhabited by the Selenites, mysterious insectoid humanoids who trade with other voyagers in the stars.

States

These are major nations found on Arcanos, but it is by no means an exhaustive list.

  • Faerie: Fey beings who originally came to conquer Arcanos, but were forced to flee to Arcanos when the Elder Gods devoured the original Realm of Faerie. They have now established a new realm on the Western Continent, much to the dismay and fury of the indigenous Saurians. Faerie is ruled by the Solar, Lunar, and Astral Courts, who engage in bitter and violent politicking. Not content with nearly conquering the West, the Fae Courts have turned their attention to the lands of the East, in the hope of establishing a new world spanning Realm of Faerie.

Deities, Demigods, and Heroes

  • Religion: With very few exceptions, the gods are restricted from interfering with events on Arcanos, and that includes granting followers any powers. Clerics receive powers through faith, and actually use a form of arcane magic (although most would never believe it if told). Cults of every alignment seek to raise or revert some being to godhood, or summon a a god to Arcanos, which causes all kinds of havoc.

Cosmology and the Planes

  • Arcanos is an Earth-like world, with a single moon (the moon has an atmosphere and life). The inside of Arcanos is the Hollow World, which shares oceans and the crust with the surface. Volcanic activity is generated by seismic activity between the inner and outer seismic plates, which sandwich a layer of magma. Arcanos' core acts like a miniature sun, meaning that the Hollow world is literally a place of eternal sunshine. To access it requires the dangerous trek through the Underground, a dark system of tunnels inspired by the Underdark (without the Drow, of course) and Zork.
  • Arcanos exists in a state of coexistence with the Plane of Dreams (Morphos), the Plane of Spirits(Aetheros), the Plane of Shadows (Umbros), and the Astral Plane(Astros). The outer planes described in the DMG do exist, but unknown entities sealed the world from the ancient gods, preventing the use of conventional divine magic. The barrier also seals Arcanos in time and in space, preventing time travel of any kind (but not localized time manipulation, such as through time stop or temporal stasis, or natural time portals [DM discretion]) and preventing its citizens from leaving their solar system, although they can still see other stars. Occasionally, the boundaries are broken (almost always from the outside), but they repair quickly and intruders are usually trapped within the barrier.
  • Aetheros: The Plane of Spirits is where mortal beings go upon death (treat as the ethereal plane). It primarily consists of a vast desert with silver sand, a perfect azure blue sky, and unreachable black mountains in the distance; oases dot this desert, distinctive for the black color of the pools and the golden fields of grain that surround them (the sand, grain, and water have unusual powers when brought into the material realm). The souls of most beings dwell here in the form of silvery flying fish-like entities, which glide as fast as thought through sand, water, and sky. Spirits with a particular reason for persisting usually become incorporeal undead (wraiths, ghosts, shadows, spectres, etc., but they are not inherently evil) which cannot be turned, rebuked, destroyed, bolstered, or commanded. It is a form of limbo, but one that is not inherently unpleasant. The plane has an entrapping effect on mortals, who must make a Fortitude save every hour spent on the plane or become one degree more fatigued, exhausted, or asleep (coma). This effect applies regardless of innate immunities to sleep, fatigue, or exhaustion, but bonuses on saves against these effects still apply. Any being that sleeps here will never wake up, unless brought out of the plane and revived through powerful magic (wish or miracle). Spells that manipulate time (gentle repose, time stop, temporal stasis) draw upon this plane's timeless quality.
  • Astros: The Astral Plane connects all these planes together, and functions much as the DMG version. It is also home to pseudonatural creatures and to elder horrors. It is usually through the Astral plane that beings from other universes enter Arcanos, and sometimes, Arcanosians can visit other planes. Spending more than one minute per level per day on the astral plane can be dangerous; for each minute above this limit, a material plane creature (even undead, native outsiders, and constructs) takes 2d6 points of Wisdom damage. If the damage would bring the creature below a score of 0, it becomes insane (Base Wisdom -6, Cha +6, immunity to mind-affecting effects, apply Charisma bonus to Will saves in place of Wisdom) and becomes the NPC thrall of a random elder power chosen by the DM.
  • Morphos: A plane given form by dreams, hopes, nightmares, and belief made solid. It is from Morphos that summoned creatures are conjured, and where dream creatures thrive. The landscape is unstable, with natural features that only focus when gazed upon. Dream creatures thrive here, and depending on predeliction and mood, may attack, observe, aid, or ignore visitors. Morphos is inherently a dangerous place; travelers who spend more than one hour on the plane must succeed on a Will DC 10 + creature's own HD plus own charisma modifier or be paralyzed indefinitely by terrible visions; this check must be repeated every hour spent on the plane. Those who specialize in summoning magic (in a mechanic yet to be determined) or who are of the Fey type receive a +4 bonus on Will saves to resist this effect, and need only make a Will check every two hours. Morphos absorbed the invasive Realm of Faerie, displacing and assimilating many of its former inhabitants.
  • Umbros: A plane of shadow, a pale reflection of the real world and largely lifeless. Like the DMG version, it mimics the material plane in form and substance. Umbros is the source of shadow illusion magic, and is also useful for long-range travel (as through Shadow Walk). Shadow creatures arise when the material plane and Umbros come into close proximity, and such creatures reform even when destroyed as long as the connection is maintained. Doppelgangers also come from this world, arising when a mortal creature spends enough time to imprint their personality on the shadow world, and usually seek out their progenitor (often with tragic results).

Organizations

  • Cult of the Emerald Star: When humans and trolls first battled the servants of the Elder Gods, they managed to annihilate most of the Star Cults. The Cult of the Emerald Star, followers of one of the more cunning and powerful Elder Gods, managed to escape the fate of their brethren, but at the cost of abandoning their allies. Now the Emerald Star Cult seeks to bring their master to Arcanos, but they also have to contend with the resurrected Ruby, Diamond, and Sapphire Star Cults, who hold them and their master as traitors.

NPCs, Minions, and Notables

TBA

Bestiary

  • Dragons: Revise; dragons are more like animals than in normal D&D.
  • Undead: The manner in which undead templates deal with HD tends to favor spellcasting classes like wizards and sorcerers over fighters and barbarians, because all use the d12 HD, while losing whatever Constitution bonus they may have had. One possibility could be giving an undead character or NPC bonus hp for specific class (and possibly racial) HD. It could be set up like this: a d4 has no bonus hp, a d6 grants +1 hp, a d8 +2, a d10 +3, and a d12 +4. Bonus hp would have to be calculated separately depending on base class. For example, a human lich cleric 11/fighter 9 would have +22 hp from his or her cleric levels, and +27 from his or her fighter levels. This would not apply to undead which don't have character levels.

Miscellaneous Details

TBA


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