JD's Fantasy : The World of Karmyth

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JD's Fantasy : The World of Karmyth

Postby JoshuaDunlow » Thu Jul 17, 2008 9:08 am

Last edited by JoshuaDunlow on Thu Apr 10, 2014 11:27 am, edited 40 times in total.

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Karmyth: Scale for Abilities

Postby JoshuaDunlow » Thu Jul 17, 2008 9:09 am

Ability Scale
Being something of a D&D Purist, I would like to use a different scale than what 3E uses for the setting, I'm not changing rules per say , just setting limits. There are two charts, one for strength, and one for everything else. Strength is normally limited to no larger than rank 3 or 4, while the others are limited to Rank 5.

Strength
-3 Disabled
-2 Poor, The elderly, Children (12 lbs)
-1 Below Average (25 lbs)
0 Average (50 lbs)
1 Above Average (100 lbs)
2 Excellent (200 lbs)
3 Superior Human Limits(400 lbs), Normal Limits
4 Extreme Human limits (800 lbs)

Agility, Dex, Stamina, Fighting, Intellect, Awareness, Presence
-3 Disabled
-2 Poor, The Elderly, Children
-1 Below Average
0 Average Human
1 Above Average
2 Excellent Human Limits
3 Remarkable Human Limits
4 Superior Human Limits
5 Maximum Human Limits
6+ Super human
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Currency in the three Kingdoms

Postby JoshuaDunlow » Thu Jul 17, 2008 9:10 am

Metals:
In the world of Karmyth, Copper, Silver, Electrum, Gold and Platinum are used with a 10 per ratio. Though I have often liked using much more realistic monetary systems. Copper, Bronze, Silver, and Gold, are usually my favorite metal ranges. With the conversion being 20 for the next coin. Below are the standard coins and abbreviations for them. Weight wise, there are 80 coins to 1 lb.

The Copper Penny is the most common form of currency, and is typically round in shape. It's abbreviation is CP.
The Bronze Bar, us twice as big as the Copper Penny, but in the shape of a bar, that can broken into two for even more accurate exchanges. It's abbreviation is BB.
The Silver Guilder, most peasants dream about even having one of these! The Guilder is often used in Mercantile Transactions, and is more often used in large houses of economy. It is in the same shape and size as the copper penny, and stamped usually with a sign of prosperity that pertains to the culture. The abbreviation is SG.
The Gold Crown, is an uncommon coin. Though you may fin more amongst the nobility and royalty. It is in the same shape and size as the copper penny, but stamped with some royal symbol. Its abbreviation is GC.
The Platinum Star This coin is rare, and not many are ever minted. It's abbreviation is PS.


Monetary Units:
1 Platinum Star = 20 Gold Crowns = 400 silver Guilders = 8000 Bronze Bars = 160000 copper pennies.
1 Gold Crown = 20 Silver Guilders = 400 Bronze Bars = 8000 Copper Pennies.
1 Silver Guilder = 20 Bronze bars = 400 Copper Pennies
1 Bronze Bar = 20 Copper Pennies

I will work out a system for determining Starting Money based off several different ways, but mostly through the Social Class System I introduced earlier.

Converting D&D prices:
The D&D Copper Piece is converted directly into Copper Pennies.
The D&D Silver Piece is converted directly into Bronze Bits in the new system.
The D&D gold piece converts into 1 Silver guilders. Divide Treasure charts by 4 (for conversion & rarity).
The D&D Platinum Piece converts into 5 Silver Guilders. Divide Treasure charts by 20 (for conversion & rarity).

Starting Money
Start with your actual Social Class, to determine a base amount of money. Then adjust for your Social Standing, and any ranks you have taken in Wealth. The actual social class system is here: viewtopic.php?p=1045355#p1045355

Advantage: Social Class
Complication :: Servant (20 SG)
No Ranks :: Peasant (40 SG)
1 Rank :: Tradesman (60 SG)
2 Ranks :: Militant/Academic (80 SG)
3 Ranks :: Merchant / Land owning (100 SG)
4 Ranks :: Nobility (120 SG)
5 Ranks :: Royalty (140 SG)

Advantage: Social Standing
No Ranks :: Insignificant (No change to initial money)
1 Rank :: Notable (+20 SG)
2 ranks :: Prominant (+40 SG)
3 Ranks :: Influential (+ 60 SG)
4 Ranks ::Very Influential (+80 SG)

As you can see, this system does not overly modify the standard D&D starting money system; Though characters may not have as much money to start with. But then again you can simply buy a few ranks of the wealth advantage. And can still keep things within a moderate range. Well at least till you start buying Wealth modifiers.

Wealth Advantage Modifiers
0 Ranks = No Modifier
1 Ranks = +40 SG
2 ranks = +80 SG
3 ranks = +120 SG
4 ranks = +160 SG
5 ranks = +200 sG

If you are you using my simplified social class system, which is just a Advantage you spend points on. Use this below.
Poor: Complication. You start with 1d20 +20 SG.
Commoner (No advantage). You start with 40 + 2d20 SG.
Well to do (1 rank). You Start with 80 +2d20 SG.
Upper Class (2 ranks). You start with 120 + 2d20 SG.
Nobility (3 ranks). You start with 160 + 2d20 SG.
Upper Nobility/Lesser Royalty. You start with 200 + 5d20 SG.
Great Royalty. You start with 250 + 5d20 SG.
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The Kingdoms and the lands around them

Postby JoshuaDunlow » Thu Jul 17, 2008 9:11 am

The City States of Galenor
The City states of Galenor is a kingdom of loosely aligned “City States” of Men, where as all cities govern themselves, instead of having one ruler over the entire region. Which means in turn that each city states vies for more power , land, and resources quite often. Leading to squabbles, and fights between the numerous powers within Galenor. Despite all this Galenor is an incredibly mercantile people, and are known for their business savvy and cunning wit. Galenor itself is broken up into two separate regions, the Northern region which tends to be a more chaotic and perhaps ruthless region. While the southern region tends to be more tolerant to change.


The Khavarundin Mountains
The largest mountain chain known to exist at least on the western part of the continent of Karmyth, it extends from the very far north to the southern coast of Galenor. It is an incredibly majestic landmark, ranging anywhere from 5,000 to 30,000 feet in height. Its largest portion is near the border of Galenor itself, and the Noldan Delvings. It is home to a number of creatures ranging from giants, gnolls, to gryphon’s.


The Kingdom of Endria
The Kingdom of Endria is the epitome of the Medieval standard when it comes to most fantasy worlds, a progressive and enduring people of Men. Surrounded by mountains on the east and west, it is a land of green rolling hills, pastures, and generally successful soil for tilling and planting. The cliffs of Illis are the boundary marks for the southern regions of Endria, which lead into a series of swamps that make passage from Endria to the Northern region of Galenor. Endria is one of the most racially tolerant places, and many races of places of their own here. The Elves have a the Valley of Vaelen bordering, its eastern regions along the edge of a great forest. The Dwarves have a hilly region near the south western reaches of Endria, called the Iron Hills. Even the charming Waylandee have their home here among the Endrian people.


The Landish Highlands
The Landish Highlands are a region west of the Khavarundin Mountains, that borders the Dwarven kingdom to the south. Both regions have the coast to the west. The Landish highlands have rugged woodlands, and high hills. And fog or mists can often be found still clinging in the early mornings, which rolls in from the coast to hit against the mountains.


The Magiocracy of Marakesh
To the north of Endria, is the Magiocracy of Kesh. Which is ruled by a council of arcane leaders. Kesh is a cold and rocky region, but its forests are largely untouched. On its eastern borders and near the coasts, are a number of cliffs and ruins that remain a mystery even to them. And home to dragon like creatures, which have inspired their mythology for centuries.


The Noldan Delvings
The Khavarundin mountains create a large field of rocky hill lands , that border against the southern edge of Endria and the coast to the west. Creating a large rocky land that the dwarves have used to create several great Dwarven holds. This area is also a very rich field of ores and gemstones. The mountains about this area are incredible tall, and reach as high as thirty thousand feet.


The Valley of Vaelen
The elves live in a valley to the east of Endria. This valley is fed by 7 great water falls, creating a lush forested area at its base that spans a good 100 miles or so. Here the elves live one with nature, building flets in the tree's from which to live. Or upon the ground, blending into the vegetation.


The Waylandee Plains
The plains are to the south east of Endria, and to the east of Northern Galenor. These plains are home to the nomadic halflings, called the Waylandee. Which end on the shores of shale. To the north of these vast plains, is the valley of Vaelen which is the home to the elves.


The Hills of Koresh
The hills of Koresh are located to the north east of the Valley of Vaelen. And are home to the Hokar, though amongs others they are known as goblins or Hobgoblins. The goblins being the smaller of the two races. They are a very intelligent and tactical race, though it appears the smaller one is, the less intelligent they are. Making up for that with viciousness and cunning. In my setting, the Hokar replace the orc and goblin races that are normally prevelant in D&D. This nation is full of conflict and inner turmoil of its own, and constantly struggles with the elves as natural enemies.
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Dwarves

Postby JoshuaDunlow » Thu Jul 17, 2008 9:12 am

Image

Dwarves are the most technically inclined of the races, as the saying goes "Dwarves have minds of grinding gears and metal". Always trying to improve on things, however all of this engineering genius they lack in the magical departments. Save in the arts of Rune Magic, allowing them to make magical artifacts and raw Elemental forces. And mages are very rare to see in dwarf fortresses. Dwarves are generally though are solitary species, and prefer to keep their noses out of the business of other races. However despite this, they enjoy an alliance with humans and seem to work well together. Dwarves in general tend to live in mountainous are hill like terrain, and build their great halls and fortresses into the very earth itself. They are also broken up into Clans, for Dwarves make bonds of friendship and loyalty that seems extreme to others.

Starting Age/Lifespan: Most Dwarves reach the age of maturity by the time they are 30 years of age. Dwarves are a sturdy long lived folk and can generally live about three times longer than most humans can (210-270 years of age).
Description: Dwarves vary in size from 4'2" to 4'10" in height, with men being two inches taller than women. And in general Dwarves are a hardy and sturdy race, broad of chest and shoulders. Though despite their smaller size are deft of hand, and great runners. Their skin is generally a light earth like tone, almost looking tan.
Native Language: Dwarves speak Noldan, and often write in their own variation of Runic.
Religious Beliefs: Anwe (Goddess of Home), Dem (God of Merchants & wealth), Draig (Lord of Revelry), Nial (God of Smiths), Rungar (God of Runes), Thanvul (God of Earth)
Favored Weapons: Axes & Hammers

The Dwarf Template (10pp):
Ability Modifiers [0pp]: -1 Agility “Bulky”, +1 Stamina “Sturdy”
Save Modifiers [2pp]: +2 Willpower “Dwarven Stubbornness”
Bonus Skills [1pp]: Expertise (specific, usually some kind of craft) 3
Bonus Feats [2pp]: Dwarven Grudge*, Close Combat 1
Initial Languages [1pp]: Dwarven (Noldan), & Common
Powers[4pp]:
Bright Eyes [Super Senses 1 (Low light Vision)]
Longevity: Feature
Hardy: Feature (+2 bonus to resist poisons and trips)
Stone Work Senses: Feature (+2 to perception checks to detect things like traps, and hidden items in stone work)
Complications:
Quirks: Personality Traits. Dwarves are Stubborn, and have a general dislike of Elves, and Horses (the later being mostly a fear). Not all Dwarves are greedy, but it is a possible personality trait. But many might consider it being Frugal, and Shrewd when it comes to monetary exchanges. Making them good merchants and barterers. They are also fierce and loyal friends, should a Dwarf decide to name one a friend.
Outcast (optional). Some Dwarves who are found guilty of crimes against their own kind. Are cursed to loose all their hair, and in return are branded with tattoo’s upon their scalp. Many outcasts are evil. The Outcast suffers a -2 to bluff & diplomacy tests with everyone.


*Dwarven Grudges: Dwarves have a natural hatred for several creatures. Though in their psyche, some become fanatic slayers and often develop skills to slay a particular creature. Treat this in the following way: Favored Opponents (goblins, Hobgoblins, Giants, or trolls; your pick) , and usually pick up an irrational need to battle that creature even at their own expense.


Dwarven Steel. Dwarves are known for working with and fashioning stronger metals , this is often called Adamant. Dwarven Steel (adamant), is stronger than normal iron, even steel. Having a substance toughness of 12. Weapons made of Dwarven Steel, have keener edges or greater weight without loosing accuracy. Granting the Improved Critical Advantage is very common, as is Penetrating 3. Armor made of Dwarven steel, is far more sturdy. Often has Impervious 3, or an improved protection rank by 1.

Unique Dwarven Traits
Sometimes dwarves may possess uncanny abilities and powers. Though these gifts are uniquely rare.

One with the Earth: These dwarves have an uncanny ability to detect the presence of precious metals and gemstones within the earth around them. Senses 4 (Detect Gems (radius), Detect Precious Metals (radius)) * Add 4 pts to the cost

Set in Stone: Dwarves who possess this trait, are harder to budge. Then can root themselves, making it harder to Trip them. They gain a +2 bonus to resist trips. * This costs 1 point.

Deep Ones: A rare circumstance, or those that hide themselves much deeper than others. Their skin is almost as dark as the earth itself. Their ability to survive has only increased, and their senses enhanced to a greater degree. Senses 3 (Darkvision, Detect Direction (underground)) * Add 3 points to the cost. Complication: Light Sensitive. (Deep Ones however are sensitive to light, and suffer a -1 penalty to all actions in bright light, or -2 to sunlight).
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Karmyth Elves

Postby JoshuaDunlow » Thu Jul 17, 2008 9:13 am

Elves.
Elves are perhaps the most magically inclined of all the races. And in general are a creative, and artistic people. And this can be seen in just about everything that they create. Elves are generally thought of as a prideful and boastful people, and generally turn their noses down on more simple people, such as dwarfs. However despite this they also enjoy an alliance with humans, and in some cases dwarfs. But it becomes obvious that elves and dwarfs have some kind of friction between themselves. Elves generally live in heavily forested areas, one of which is the forest of Vaelen located in the valley of riverfall. They live in not only the tree's but the anything, that they can fashion from the world around them. As long as it does not disrupt the harmony of nature.

Starting Age/Life Span: Most elves reach the age of maturity by the time they are 50 years of age. Elves are a gentle but long lived race, and can live up to 5 times longer than most humans could. (350-450 years of age)
Description: Elves range in height from 5'4" to 6'6" in height. Skin tone can be pale, fair, tanned, or even a dusky olive. What is true of all the elven races is their grace and beauty which they all share. Elves can have a variety of eye and hair colors, though black, silver, gold, and red are more common for hair tones. While greens and blues, are most common for eye colors.
Native Languages: Elves speak Vaelen
Religious Beliefs: Elves worship many gods, Feren (god of woods and animals), Galliel (Goddess of dance and wine), Amdar (Moon god, lord of illusions and mysteries),
Favored Weapons: Bows

The Elf Template: (18pp)
Ability Modifiers [4pp]: +1 Agility “Graceful”, +1 Awareness “Aesthetic”
Defensive Modifiers [0pp]: None
Bonus Skills [2pp]: Expertise: Survival 3, Perception 3
Bonus Advantages [2pp]: Ranged Attack & Favored Environment (Woodlands)
Initial Languages [1pp]: Elven (Vaelen), Common
Powers [9 pp]:
• Longevity: Feature
• Fay: Immunity 9 (Emotion Control 2, Magical Sleeps 2, Cold Environments, Disease, Aging; Limited [½ save])
• Elven Senses: Senses 2 (Extended Hearing, Low Light Vision; Feature: +5 bonus to detect concealed portals)
Complications:
• Quirks: Personality Traits. Hard to make friends outside of their own species for many reasons. Many elves truly think they are better and superior to others. Though they feel emotion more than most, the sense of loss, is perhaps their greatest weakness. And which is why they rarely make friends outside their species, since they are such a long lived race.


Elven Steel. Elves have practiced the ability to make elven steel or Mithril, a very light but sturdy material. Weapons made of such metal, are lighter than they should be. Elven steel as a substance toughness of 9. Allowing them to possess such qualities such as +2 bonus to Initiative or the Accurate advantage, or perhaps even both. Armor made of Elven steel, is also lighter, and lessens the penalty of moving in such. If that optional rule is used.

Elven Bows. Elves have learned to make incredibly resilient bows with greater pull. They have a substance toughness of 7. Treat Elven bows as regular bows, with the Improved Critical advantage.

Elven Cloaks. This piece of equipment gives an elf a +5 bonus to stealth checks when trying to hide in a forested area. More magical versions provide the Concealment power.

Elven Boots. This piece of equipment gives an elf a +5 bonus to stealth checks when trying to move silently through a forested area. More magical versions provide Sure Footed power effect.
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Halfings

Postby JoshuaDunlow » Thu Jul 17, 2008 9:44 am

Halflings
Halflings are a almost as prolific as humans, but they are a group of diminutive and resilient folk that live in rolling hills and plains. They are broken up into two distinct cultures, Way folk. A group of nomadic Halflings who have adopted the teachings and ways of the Ellian. And the Shire Folk, who live in the south eastern part of the realms. They are perhaps the most likeable race besides humans, charming and delightful in demeanor usually. Though the Way folk, are roguish in nature.

Starting Age/Life Span: Most Halflings reach the age of maturity by the time they reach 20 years of age. Their life span’s are slightly longer than human’s, and can range anywhere from 90 to 110 years of age. But there are reports that some Halflings might even reach the age of 130.
Descriptions: Most Male Halflings range in size from 3’6 to 4’0” in height, while females are two inches shorter. Their physiques are perfectly proportioned to their size, and do not suffer the normal strength loss many would for their size. The are quick, silent, and light of feet however. Skin tones are distinctly Caucasian, but tend to have fair to light tan colorations. Hair is normally curly, and generally earthy in color. Brown, Black, Gold Blonde, and a smattering of strawberry blonde. While eye colors are very bright, ranging from hazel, green, and blue. Though brown is not unheard of.
Social Class: Halflings live a very simple life, and do not own servants or slaves. Royalty is unheard of in Halfling society, since they prefer to have large bodied councils. Wayfolk do not even have nobility.
Religious Beliefs: Despite cultural differences, both halflings worship the same primary female deity. Shiwan. Among the Shire folk, she is the goddess of home and safety. And amongs the Way folk, she is also the goddess of roads and safe travel. They also worship a few miscellaneous gods, such as Oren Master of plants and fields. And Lei, mistress of hearth and kitchen.
Native Language: All Halflings speak Waylen as their native language.


Shire Folk (18pp)
Ability Modifiers [2pp]: +1 Presence
Defensive Modifiers [3pp]: +1 Willpower
Bonus Advantages [1 pp]: Attack Specialist (Sling, or thrown dagger)
Bonus Skills [2pp]: Craft/Trade (Cook) 3, Persuasion 3
Powers [10pp]:
Halfling Physiology [Multiple Powers as One]
• Shrinking 4 [Flaws: Permanent] = 8pp
• Bright Eyes: Senses 1 [Low light Vision] = 1pp
• Features 1: Benefit (Uncanny Wisdom; Can get gm advice once per session) = 1pp
Complications
• Personality: Most Shire folk are very down to earth, and simple. The enjoy the quiet life, eating and drinking food, and are very pleasant to be around. If they have a fault, its their gullibility to take people at face value.

Way Folk (19pp)
The Way folk are natural runners, but are also skilled riders on ponies. They do not suffer the same penalties as Shire Folk do either. They are more gruff with others, and much more wiser. Way folk often travel with Ellian tribes.
Ability Modifiers [2pp]: +1 Awareness
Save Modifiers [2pp]: +1 Fortitude, +1 Willpower
Bonus Advantages [1 pp]: Languages (Waylen, Ellian)
Bonus Skills [3pp]: Stealth 3, Expertise: Animal Handling or Survival 3, Athletics 3
Powers [11pp]:
Halfling Physiology (multiple powers as one)
• Shrinking 4 [Flaws: Permanent] = 8pp
• Bright & Sharp Eyes: Sense 2 [Low light Vision, Extended Sight] = 2pp
• Features 1: Benefit (Uncanny Wisdom; Can get gm advice once per session) = 1pp
Complications
• Personality: Most way folk are wanderers by nature. They often travel in clans or large family groups , and often share the company of the Ellian people. Who they get very well along with. If they have one fault, is they do not trust people outside of their own .
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The Hokar

Postby JoshuaDunlow » Thu Jul 17, 2008 10:19 am

Hobgoblins (Hokar)
Hobgoblins or the Hokar are a very warlike race, it wasn't until recently that they became apart of the Three kingdoms unity. Unlike many other races, they are very straight forward. Saying what they mean, and doing what they do. Which puts them off from a lot of other species, specially elves though who they seem to share a certain level of animosity with (though recently it has become a tolerable state of affairs, but one rife with tension). Hobgoblins then to live in low level hill like terrain, where its warm and the southern region of Koresh is just perfect for this. Lying at the base of a valley in a normally dry and arid region. Most Hobgoblins have a a strong grasp of strategy and tactics and are able to carry out sophisticated battle plans, which what makes them such strong allies and fierce enemies.

Starting Age/Lifespan: Most Hokar reach maturity by the time they are fourteen, and yes its starts pretty young for them. With a strong and resilient race that they are, their true lifespan is unknown most don't live beyong 50 or 60 years to find out.
Description: Hokar range anywhere from six to seven feet in height, averaging about six and a half. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair.
Social Restrictions: Hokar have no Social Restrictions what so ever in their own Lands, how ever the servant class is usually restricted for the elderly or goblins.
Religious Beliefs: The Hokar worship almost exclusively Ancestral spirits, living up to the ideals and actions of famous Hokar. Though their most famous of Worships, is the Cult of Kael, Master of Blood & War.
Native Language: Hobgoblins speak Hokar as their native language.

Hobgoblin Template (11pp)
Abilities Modifiers [2pp]: +1 Strength, + 1 Fighting, -1 Presence
Defensive Modifiers [1pp]: +1 Fortitude
Bonus Skills [3pp]: Intimidate 3, Expertise: Tactics 3, Athletics 3
Bonus Advantages [2pp]: All out Attack, Power Attack, or Close Combat ; Languages (Hokar, and Orkish)
Powers [3pp]:
Hobgoblin Physiology (Multiple powers as one)
• Wolfish Senses: Senses 3 [Extended Hearing, Extended Smell, Low light vision]
Complications:
• Prejudice: Hobgoblin. Many Hobgoblins, like half-orcs are not accepted in normal human society.
• Quirk:Personality Traits. Many hobgoblins are aggressive creatures. And do not get along well with Elves. And have an outstanding hated with Gnolls. They have a keen tactical mind, and make terrifying warriors and enemies. They can be cruel, and very cunning.
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Half Elves.

Postby JoshuaDunlow » Thu Jul 17, 2008 10:40 am

Half Elves
Half elves are the combination of a human, and elven parenting. Despite their popularity with almost every race out there, there is a measure of alienation because of their inability to fit it. Stuck between two worlds. Not long enough to live a full life by elven measure, and to long a life span to pass by most humans. Many live in what ever place their parents live in, learning those languages and cultural skills.

Starting Age/Lifespan: Half elves reach maturity by the time they reach 18 for women, and 20 for men. Many half elves can live anywhere from 140 to 180 years of age, but there are reports of half elves living as much as 230 years of age.
Description: Height ranges from 5’2” to 6’0” tall for most women, while men are three inches taller in comparison. Physical descriptions and colorations generally tend to range between their stock races, and generally tend to fit into each society rather well.
Social Restrictions: None
Religions Beliefs: Half Elves worship what ever gods seem appropriate to their Elven or Human upbringing.
Native Language: Both his parent languages.

Half Elven Template (8pp)
Abilities Modifiers [2pp]: +1 to an appropriate human culture, and +1 to Presenc.
Defensive Modifiers [1pp]: +1 to Reflexes
Mandatory Skills [2pp]: Deception/Persuasion/Expertise: Music 3, Choose one skill from her Human parents culture.
Bonus Advantages [1pp]: Languages 1 (Elf, and Human tongues),
Powers [2pp]:
Half Elf Physiology (optional powers as one)
· Fay Heritage: Feature (+2 to resist Diseases and Magical Affliction spells which effect Emotions)
· Elven Senses: Senses 1 (Choose between Extended Hearing or Low Light Vision.)
Complications:
• Caught between two worlds: Doesn’t exactly fit into human or elven society, though they are accepted more readily amongst humans. Often , elves look down upon most parings like this.
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Human Template

Postby JoshuaDunlow » Thu Jul 17, 2008 11:11 am

Humans.
Humans are the most prolific race known to exist in the world of Karmyth, though the shortest in lifespan compared to the other races. They make up for this with their pension for adaptability, and to live life to its fullest. More resilient and resolute than us today, they are used to hardships and labor. Depending of course on the culture with which a human has grown up in, humans are also quite popular and are able to get along well with all races regardless.

Starting Age/Lifespan: Most humans reach the age of maturity by the time they are 16, but this can vary from culture to culture. So anywhere from 14-18 is the usual starting age for most. Their life span’s are much shorter, and can life anywhere from 70 to 90 years in age. Though reports of rare humans having lived as great as 100, or 110 years of age are known to occur.
Descriptions: Humans can have a wide variety of eye, hair, and skin tone variations depending on where they live. This also includes cultural influences as well. In the Western kingdoms, which most of games take place. Many humans are Caucasian in appearance, though skin tones can vary from pale to a deep tan or swarthy olive tone.
Social Class Restrictions: Vary from Culture to Culture, but in general they can run the gamut of positions in society.
Native Language: The native tongue of humans vary from culture to culture.

The Human Template (6pp)
Ability Modifiers (2pp): Choose one from your cultural list
Defense Modifiers (1pp): Choose one from your cultural list
Skill Bonuses (2pp): Choose two skills from your culture list
Bonus Advantages (1pp): Choose one from your culture list



Endrian Culture
-Humans of Endrian stock are tall, fair folk. With light blonde hair, and hazel eyes. Though, they can have light brown hair colors, and black is known in a rare few. Eyes can also vary from blue, to green as well. The Endrian stock are the main line of migrations from the ancient T`khan to the east. Their culture is more like that of medieval Europe than any other human culture in the west. Endrian’s vary from five to six feet in height, and vary from 100 to 250 lbs in weight. The Age of maturity for Endrian’s is 18.
Religions: Allandria (goddess of mercy & light), Deragor (God of farming), Vorr (god of justice and kingship), , Nial (God of smiths), Harm (God of warriors and strength)
Native Languages: Endrian
Abilities: Intellect, Awareness, or Presence
Defenses: Fortitude, or Willpower
Skills: Expertise of any kind
Advantages: Languages, Luck


Landish Culture
- The Landish folk are a harder and tall folk, much taller than their Endrian Cousins. During the original migration of humans thousands of years ago, the Landish splintered off to live in the more aggressive and harsher environments. So the Landish are often labeled as Barbarians when compared to more civilized folk. Skin complexion is darker, more tan in tone. Hair is also darker, with variations in brown, black, and red. Though blonde is rare, it is not unheard of. Eye color is also earth, amber, green, hazel, and black are common. It is from this stock, that the Galen and Ellian people’s can draw their heritage to. Landish folk vary from 5’4” to 6’4” inches in height, and are broader in build. Weighing anywhere from 130 to 240 lbs. The age of maturity for Landish folk is 16.
Religions: Forestall (God of Nature), Corr (God of Seas), Kel (god of plants & animals), Alandria (Lady of Winter), Lor (Lord of Summer), Deragor (god of autumn), Horlia (goddess of winter)
Native Languages: Landish
Abilities: Strength of Stamina
Defenses: Fortitude or Willpower
Skills: Expertise (Survival), Athletics
Advantages: Great Endurance


Galen Culture
- The Galen are a swarthy folk, darker in complexion than others often with Olive tones. Hair is almost always black, though a rare red coloration is possible. Eyes are also black, brown, or amber in color. They are slightly smaller than their Endrian cousins’ by two inches. Descendants of the Landish folk, the Galen are a decadent folk living in feudal city states (each city having its own ruler). The borders of the Galen are constantly changing, since different city states are constantly battling for more land. Mercantile Trade, the raising of horses, and sailing , are some of the few things they are rather good at. Though their reputation as dishonest swindlers tends to get the better of them with outsiders. Laws are strict, but enforcement is lax or corrupt usually. But they have good treatment for their elders. The age of maturity for Galen is 14.
Religions: Horlia (Goddess of Pleasure), Amyrisa (Beauty & love), Deimos (god of merchants, destiny, wealth & Adventure), Ovara (Goddess of darkness, thieves, trickery), Navinye (goddess of temptation)
Native Languages: Galen
Abilities: Dexterity, Awareness, Intellect or Presence
Defenses: Willpower
Skills: Expertise (Merchant, Gambling), Deception, Athletics, Vehicle
Advantages: None


Keshlite Culture
- The Kesh/Keshlite are a proud folk, with a rich heritage. Living north of the kingdoms of Endria, in colder climes and rocky areas. They have had to scratch their living in a normally harsh cold environment, and have done so to create a very resilient folk. Magic seems to flow through out the land, and is virtually innate within the people. Their society has turned into a Magiocracy, ruled by a council of great Arch Mages. They have pale complexions usually, though a fair tone or a light tan are possible. Hair is almost always dark in color. They range anywhere from 5’2” to 6’2” in height, while the age of maturity is 18. The Keshlite are one of the few, that still seems to have a bit of the T`khan influence in their blood. As is shown by their gifts with magic.
Religions: Myrr (The White Moon, Mystery, Magic, Enigmas), Horlia (The Winter Goddess, Ice Queen), Corr (God of storms, and water), Allandria (The light bringer, Lady of Virtue and Justice)
Native Languages: Kesh
Abilities: Intellect
Defenses: Fortitude, or Willpower
Skills: Expertise (magic)
Advantages: None


Ellian Stock
Ellian folk are a nomadic people, with no particular look to them. They seem to be a mixture of every human stock, since they often marry outsiders and incorporate them into their society. The wander from kingdom to kingdom with no permanent home to call, preferring to live in the wild next to nature. One thing is certain and common, and vivacious love for life and little need for other people’s rules. They treat any and all with respect, though their ways might make them seem more roguish in nature than others. The stand anywhere from 5’0 to 6’0 in height, and reach maturity by the time they are 14.
Religions: Lyrithia (Goddess of Joy, and Frevolity), Ananna (Goddess of Travel),
Native Languages: Ellian
Abilities: Agility or Awareness
Defenses: Dodge
Skills: Expertise (animal handling, Survival, specific performance), Athletics
Advantages: Fascinate or Distract,




Unique Human Traits (Optional):
Racial Gifts are rare abilities that tend to appear from time to time in that particular blood line. The following gifts should never get above rank 4 in effect, and should not be handed out often. These are wondrous and rare gifts.

Healing Touch (Uncommon, women only). The healing touch often appears among women, who have the ability to create a powerful heal once per day. This can often be done, through a kiss, a touch, or a tear drop. Those women born with this gift, are usually trained as priests of Allandria or end up growing up in the priesthood. Treat this as the Healing power with a 3 pt quirk (once per day).

Commune with the Earth (rare, noble sign). The Endrian who has this gift, can commune with the earth. Allowing them to extend their vision incredible distances along the medium of natural earth. This also goes as far, as being able to see things that have happened in the past upon the spot. One must eat a small portion of dirt to use this ability. Treat this ability as Remote Sensing (Vision; Medium -earth; Triggered: Must eat some dirt), with the alternate effect Postcognition. This gift interestingly enough, is interwoven in Court Myth. Saying those with this gift have more of a right to rule than others.

Phaecian Blood (uncommon, anyone). Among the Endrian's one can still find some of the Phaecian blood in them. Gaining the following Effects: Feature: Longevity. Can live 140 years on average. Feature: Resistance to Disease. Gain a +2 bonus to resist the effects of Disease.
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Postby JoshuaDunlow » Sat Oct 25, 2008 9:10 am

Just giving my threads a Bump, till i can think of something new to add. :)

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Under Construction
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Postby JoshuaDunlow » Fri Nov 07, 2008 10:21 am

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Postby JoshuaDunlow » Fri Nov 07, 2008 10:35 am

~deleted~
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