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Author Topic: New age of Gaia (D&D 3.5)  (Read 834 times)

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Offline SuzakuTopic starter

New age of Gaia (D&D 3.5)
« on: March 08, 2007, 09:11:38 am »
Looking for 4-6 players working as a group Mid tone Exotic.

Level 6 32 point buy
Alignments: Any good.
13,000 gold (no single item more then 6,500 gold)
Books: Core + complete series+ PHB2 (Not very experienced DM so I want to keep it simple)

The Emptiness

Long ago Gaia was a completely different world enveloped in a never ending darkness, and in inhabiting this darkness was a host of evil creatures known as the Emptiness. For several millenniums the Gods ignored Gaia confident in that any creatures were of no threat. However their confidence was misplaced as the emptiness crept into the land of the Gods destroying their paradise and without mercy many lesser gods were slain in the opening invasion. Blinded by their ignorance of the threat processed by the emptiness the first counter attack was dismal, however as time went on the Gods lost their belief of invincibility and developed ways of fighting the emptiness. Despite their efforts the emptiness was only driven back and sealed inside with in a realm that uses Gaia as a barrier. The gods then created six magical beasts from the animals of their world giving them title of Terrestrial Avatars.

The names of the Terrestrial Avatars was Fenrir whose symbol was of the moon, Bahamut the king of the rulers of the sky, Diabolos the keeper of dreams, Carbuncle the fox of the rainbow, Phoenix the Avatar of life and death and last but not least was Alexander the wing guardian. The Terrestrial Avatars were given the task of preventing the emptiness from breaking through the seal and attacking the gods and to hunt down the stray Emptiness.

During this time Gaia was an empty wasteland with no life forms, the goddess of Creation and Nature Terra transformed Gaia making the land fertile, adding water, and the cycle of night and day, and populated the world with various creatures. However after several mysterious increases in Emptiness appearances (Some were even before Terra created life) Bahamut requested the aid of more powerful creatures, so the gods took willing members of various races to create a new race much more powerful in the image of Bahamut who then became the king of the dragons. Although intended to be an immortal race incapable reproducing, Io created a loophole that allowed the dragons to reproducing by allowing breeding with the “lesser” races whose children will become a true dragon not a half breed.

As time went on several races evolved and developed their own culture and civilization, and soon a single government develop controlling all of Gaia known as Nation of Zarden. As Zarden became more advance the leaders of Zarden searched for a way to enter the eternal paradise known as the Realm of the Gods. Disdainful of petty mortals entering the Realm of the Gods, Kainra the goddess of destruction ordered Bahamut to destroy the mortals. Obeying his order Bahamut orders the dragons he control to destroy the various races many dragons were reluctant to carry out the order while others were please. However a Gold Dragon named Arytiss disobeyed Bahamut, angered by disobedience Bahamut sends a dragon named Tiamat who Bahamut considered to be his second in command under him to deal with Arytiss. The two battle with Tiamat fleeing with a lost of an eye, and after Arytiss’ victory various dragons (including metallic and chromatic dragons) also revolted. Wishing to prevent the destruction of the races, Tamara empowered Arytiss as he left his domain to do battle with Bahamut, as Terra watched helpless knowing she could not do anything. Angered by Tamara’s intervention Kainra transform Tamara into a Dragon becoming a Goddess of dragons as well as kindness.

Although Arytiss’ power was increased incredibility he was restricted in what he could do as to avoid needless destruction of the planet. Although Arytiss fought long and hard Bahamut gained the upper hand and began to gather the energy for one last attack to destroy both Arytiss and Gaia. However Bahamut hesitated with his final attack and fired a much weaker attack then he anticipated, but it was enough to kill Arytiss. Despite the defeat of Arytiss, Bahamut discontinue with the destruction with the planet’s inhabitants. An angered Kainra appeared on Gaia to destroy Bahamut for his insolence. When Bahamut refused to continue Kainra attempted to slay Bahamut, but before she could do anything she was struck down by Myree the God of War. Although Bahamut never fully carried out his sentence, Gaia and Zardens were virtually destroyed and the ashes of the battle blocked out the sun for days destroying many plant life. As the Sun returned Myree resurrected Arytiss and called him a hero.

Although Myree has the title “god of war” he doesn’t like needless carnage and he instead favors those with strength and courage which can come from War. Because Kainra used Bahamut who was supposed to be guarding the Seal instead she used Bahamut to destroy the inhabitants of the world and commended Arytiss for his bravery and granted him a resurrection.

As time went on new nations were forged from the ashes of the old Zardens with varying forms of government. Despite the passage of ten thousand years several parts of the world remain uninhabitable, people approaching these areas seem to be infected by some sort of skin disease or curse which is incurable even with magical means and others feel no effect besides being sterile. Even though these areas seem magically attuned or cursed no amount of detect magic could find any magical properties or any form of dispelling to remove the curse could be determined. (Think of nuclear fallout but no one understands the physics involve so they call it a disease or curse. Even if a class/race has immunity to any form of disease or poison they’re still susceptible of radiation poisoning).

As of now the only three continents are known to be habitable one of which is the continent of Geos which is about the size of Asia but completely surrounded by ocean, Geos include a wide range of landscape from mountains to desert area and even jungles. Although several areas still contain areas marked by this invisible infliction, several of these areas have started to shrink only leaving behind new forms of creatures and plants never before seen. The continent of Geos has been broken up into 5 different nations and various tribes each various forms of government. The second continent Northwest of Geos located in region in the globe that suppose to be cold instead it’s a tropical paradise is known as Arcaniss (or Magic in draconic). Arcaniss is about size of Australia located in what suppose to be a cold region of the globe; nevertheless the western edge has the same pattern of Alaska. This region is slowly expanding a couple of inches every year (same rate as shifting continents). On another particular note the ruler or Shogun is in fact Arytiss, but delegates most of his authority to mortals and only interfering when he felt was necessary.

To South East is the continent of Elishmo inhabited by the race known as the Kulu. Like Arcaniss but without the magical explanation Elishmo is also tropical and is about three quarters the size of Australia. Kulu was not rediscovered until a war vessel accidentally went off course during the Great War.

A long brutal war occurred that brutal scared the landscape with many nations a shadow of their former self with others ceasing to exist which lasting for over twenty years and ended 20 years ago which also ended on Vorel’s news year day.

Kingdom of Vorel- Feudal Japanese culture large population of humans, elves with a small notable minority population of kobolds, goblins as citizens, note their main language of the country is draconic.

Valkrum- Kingdom of the elves, former shadow of it self once unified kingdom of the Elf now many sub-races rebelled and separated.

Mordanken- Named after their god mostly home to mostly dwarfs large kingdom that provides many excellent stone cuttings.

Winare- Mostly human former Empire now a republic lost the Great War and forced to pay tribute to the victor nations and is in large economic troubles.

Turen- Gnome king who sided with the Winare in the Great War and now forced to pay war tribute to the other lands but their payment are not as harsh as the Winare.

Elishmo- Continent of the Kulu, no single nation exists on the continent instead it's divided by the many tribes of Kulu.

Deity list
Falis: LG
Domains: Law, Sun, and Good
Weapon: Mace
Religion: Known as the king of the gods who lead the armies of the Gods after the creator god Ao was slain. He’s represented as the god of light or the sun god, and most worshiped god in the known world. Falis request of his followers to be charitable (No I don’t mean vow of poverty charitable), to act in goodwill to all races and not to discriminate against races, however above all else Falis wishes for his clerics to actively hunt Emptiness creatures.

Kainra: CE (non select able)
Domains: Chaos, Destruction, Death, and Evil
Religion: Known as the slain goddess, Kainra has very few followers not because of her evil destructive beliefs but because she is a dead goddess no longer capable of granting spells. Although small in number the Clerics of Kainra wish to one day resurrect their now dead goddess and rumor has it a select few do in fact capability of casting spells.

Moradin (look in the PHB pg 107)

Myree LN
Domains: Strength, War, Law and Nobility
Weapon: Bastard sword (for purpose of War domain it’s treated as martial weapon one handed) and Dwarven urgroshes for Dwarfs
Religion: Although known as the god of war Myree does not favor needless destruction of life or properties instead he favors heroic deeds of individuals. Although Myree views sneaking around as an untactful sin he is willing to allow forgiveness if he views it as merited.

Terra: NG
Domains: Healing, Plant, Animal
Weapon: Sickle
Religion: Known as the goddess of the earth and life she worshiped by many druids and farmers often pay homage to Terra. She rules the wilderness and wishes that all the races live in harmony rather then attempt to master it.

Tamara CG
Domains: Good, Healing, Protection
Weapon: Heavy Mace
Religion: Known as the protector of the weak. She wishes for her clerics to protect the defenseless even if it meant to risk their own life. She is also created with being the goddess responsible for saving life it self from the destruction.

Some deities I have but not in detail

Baylos - Fire, Chaos, Madness
Barbas - Death, Evil, Trickery
Rada - Knowledge, Protection, Artifice.
Cha Za - Luck, Travel, Community.
« Last Edit: March 08, 2007, 06:47:00 pm by Suzaku »

Offline SuzakuTopic starter

Re: New age of Gaia
« Reply #1 on: March 08, 2007, 09:14:03 am »
Inspired by Mithra from Final Fantasy XI and Keidran from Two Kinds Web Comic

Medium Humanoid
Base Land Speed: 30ft
LA: 0
Alignment: Usually chaotic good although many can be lawful or chaotic evil

+2 Dexterity -2 Constitution: Kulus are agile but frail.

Dark Vision to 60 feet, Kulu often hunt in the middle of the night even in moonless light

+1 Spot, Listen and Survival Although Kulu have keen senses they can sometimes be easily distracted.

+2 Balance: Kulu tails provide a natural source of balance.

Sensitive Nose: Because of their potent sense of smell they can identify familiar smells and gain +2 spot check against disguise checks. However they also gain –2 fort save against inhaled poisons.

-2 Sense Motive: Because of their lack of dealing with other nations and their naïve attitudes they are much easier to fool

Bow Strength (Su): As a super natural ability Kulu have much greater insight in use of their bows giving them +1 attack rolls and +1 damage.

Special Armor (Su): Because of their tail Kulus require specially made or modified medium and heavy armor because of their tail and some unexplained super natural effect that causes Kulu to feel uncomfortable and unable to move as freely. Hastily modifying armor for Kulu requires use of special blessed oils and material and risk a chance to destroying magical armor. The base price of medium and heavy armor for Kulu is doubled.

Survival is always a class skill

Claws: Although Kulu are born with claws they’re not strong or long enough to be treated as natural weapons instead a Kulu could choose to do unarmed as slashing or bludgeon damage all other unarmed attack rules apply.

Racial feat Scent: As a selectable feat can gain scent ability as described from Monster Manual, and remains in effect even polymorphed or wildshaped.

Kulu born in their native land of Elishmo live a tribal life style with a chieftain in charge of the tribe over seeing the interest of the tribe are met. These chieftains are often the strongest warrior or highest level druid in the tribe. One unique aspect of their race evolved and developed few random memory and talents of their parents are passed along to their children. Unlike normal memories these are often hidden in the brain such as recognizing a familiar person their parents met and don’t know where they recognize the person from or view dreams of past events their parents experienced. Because of their short lifespan newborns are born with mental and maturity of five years old and reach adulthood at age of 10.

Because of their memory transfer ability nearly always (with very few exceptions) Kulu are born with their parent’s bowmen skill only taking perhaps a week to “relearn” their bowmen skills. Because of this ability to transfer their memory their bowmen skill many tribes often independently set up special units which are identical to Elven Arcane Archers.

Because of their isolation and constant year round warm temperature and thick fur clothing seems alien to them. Only during the Great War when mainland nations discovered the island of Elishmo and recruited Kulu to supplement their forces fast trainable forces did the concept of clothing enter their culture. Growing up in another nation Kulu may be found wearing clothing although they find it uncomfortable and in warmer climates may regularly trim their fast growing fur to avoid getting to hot. Because they recognize importance of armor in combat Kulu have specially made armor to allow for room for their tail, so it may continue to move about freely to provide balance. Despite normally living in warm climates Kulus who find themselves traveling or living in cold climates their fur seems to grow thicker in these region, although they may still suffer from extreme cold and heat like other races.

However one fate all Kulu fear is that one day they may become feral, after a strong event such as the immense event of having their whole tribe slaughter and the Kulu becomes the sole survivor the Kulu may become a Feral Kulu. Feral Kulu mind degrades to that of animal (Int of 2) and behave like an animals often staying with other Feral Kulu, others may join pack of ordinary or dire animals believing they’re member of that race. A cure for a Feral Kulu has yet to be discovered short of a Wish, although sometimes call of a loved one or reviving from the brink of death can revert the infliction. Feral Kulu are feared by most humanoid races because of their massive strength agility and high pain threshold and can regenerate wounds right before people eyes.
Also unlike other races Kulu males do not exist, instead most tribal Kulus reproduce by parthenogenesis (which is a form of asexual reproduction). However elsewhere where other humans and elves live, a male human/elf and Kulu couple could have children whom inherit genetic traits from both parents. Unlike half-elfs the children of a kulu and human/elf couples the kulu genes dominant the other parent’s genes resulting in another Kulu and thus always female. Although despite their short age few Kulu are spread out through out the continent of Geos and Arcaniss.

Personality: Kulus are naturally playful and curious race and are often carefree compare to longer live races. Sometimes they rush ahead and do things which seems to be even rash for other races other find Kulu very naive and can be easily lied to mainly to lack of interaction of cultures besides their own.

Religion: All Kulu are born with a reverence towards nature and with majority of the Kulu population and with majority of the population living in tribal units as such druids make up much religious structure and believe that becoming a blighter is the worse sin and are actively hunted if one believed to be alive and near by. Although Kulu fear a Feral Kulu they understand it’s not the Kulu’s fault for becoming one and would rather capture them alive to cure them. Although majority of the clergy are druids there are a few clerics majority of which favor nature deities but are free to practice other religions.

Adulthood: 10 Youngest: 1d2 Averages: 1d3 Oldest: 1d4
Base height and weight:

Female: 4'5" +2d10 Base weight 85 x2d4 lb.