This page is dedicated to "DragonSoul," which is a Homebrew Campaign Setting I'm been working on for a few years now. This campaign originally started out on D&D 3.0 but I've been typing up my hand written notes and converting then Pathfinder RPG. This endeavor is still a work in progress...I will continue to produce content.
Campaign Outline
Epic Fantasy. The
ultimate goal for the Player Controlled Party is to change the world. The “Age
of Dragons” is drawing to a close and just like times past a great disaster
will herald the coming of a new era. The actions of the Player’s will directly
affect the final fate of the planet. This will be your character’s eventual
destiny but the world will not be saved or destroyed in a single day.
The path to greatness starts by tackling one or more of
DragonSoul’s built in campaign problems. Don’t like the fact that Magic is
illegal or that earth bound races cannot join the clergy of the Dragon
Parthenon? Your group can fix these issues but it’s going to take time and hard
work. Along the way your character's true destiny will be revealed.
Divinity and Deities.
There are 15 Greater Gods, 5 each devoted to Good, Evil, and Neutrality; all of
which derive there power from unseen beings. These three beings are all
powerful and all knowing Overlords that are the ultimate source of all Divine
power in the Universe. These three Overlords are believed to have collectively
created all of existence and so powerful that morals can not directly interact
with them in anyway. There are many theories but exact nature of the big three
is completely unknown to all save the Greater Gods. So far, the 15 have kept
most of this knowledge to themselves;
The Holy Trinity has many names, the most common are
“Creator, Destroyer, and Mother;” “Light Maker, Shadow Spreader, and Life
Giver;’” or “Word, Void, and Earth.” Although few of the Faithful would admit
it openly, these names imply a natural balance between the Overlords.
The Creator, Destroyer, and Mother are unable to communicate
with most sentient beings and are unable to manifest within the known universe so
they rely on a hierarchy of Deities to carryout their agendas. Chief among
these ranks are the Greater Gods but there are thousand or so of known Deities, all
of which work to impose the will of the Three upon the entirety of existence.
The Deities, with the exception of The Holy Trinity and The Twins, are all
former mortals ascended to Godhood. The Greater 15 were the first chosen, hand
picked by the Three themselves. It’s for this reason that they are at the top
of the chain of Divinity.
Deities greatly vary in power based on how they ascended and
which generation they belong to. First generation Deities were raised by the
Three, Second were ascended by First Gen, and so forth. Before being ascended
in this manor, the God to be must swear alliance to their ascender. In this way
almost all deities, either directly or indirectly through their superiors,
serve one of the Three.
Below is a breakdown of DragonSoul’s Divinity. There are
other way to become a God other then the way described but all Deities fit into
the below categories.
Generation Name/Type Maximum Members
1st Greater Deities 15 (5 each for Good, Evil, Neutrality)
2nd Deities TBD; 40-ish (0-6 Per 1st Deity )
3rd Lesser
Deities TBD (0 to 3 for each 2nd Gen Deity)
4th Minor
or “Local” Deities TBD (5 for
each 3rd Gen)
5th Demigods Unlimited
** Divine Ascension
(Requirements: 20th Level Character on 10th Mythic Tier) **
Characters Ascended to
Godhood can no longer directly interact with the moral realms
Mythic Tiers Name/Type Maximum Members
10th & 9th Immortals Unlimited
8th to 1st Mythic Mortals Unlimited
** Mythic Ascension (As
per page 10 of ‘Mythic Adventures”) **
NOTE 2: Clerics in DragonSoul are not tired down to a single deity. Instead, they pick a "chain of deities" which they derive main of their class abilities from. Each Cleric first picks a Greater Deity (1stGen) and then selects one of the Deities (2nd Gen) affiliated with their Greater Deity. A Lesser Deity (3rd Gen) and Local Deity (4th Gen) are picked in the same way with one e...these last two can be GM created or Player created with GM approval.
Dragons are Divine
Casters. Unlike most pathfinder campaigns, the Dragons in this setting
don’t have access to arcane magic. In DragonSoul,
they cast Divine Miracles and play a major role in the Cosmic Pantheon. So much
so that many refer to these Gods as the “Dragon Deities."
The “color” of a Dragon tells all who gaze upon them which
of the ten Greater Deity they bare allegiance to. Metallic Dragons serve one of
the five Greater Deities of the Light and the Chromatic Dragons serve one of
the five Greater Deities of the Dark.
White "White Corpse" Copper "Copper Artist"
Black "Black Prophet" Bronze "Bronze Arbitrator"
Green "Green Tormentor" Brass "Brass Pilgrim"
Blue "Blue Lady" Silver "Silver General"
Red "Red Death" Gold "Golden Father"
Dragons are the enforcers of the will of the Gods on the
moral realms because the Cosmic Greater Deities are unable to commute with most morals directly and they cannot enter the Moral Realm The earth-bound faiths don't have this issue because they reside within the Material and Inner Planes.
In this campaign, Dragons changing forms is extremely rare. The select few Dragons that have shapeshfiting abilities keep it a secret and never revel their true forum to anyone.
In this campaign, Dragons changing forms is extremely rare. The select few Dragons that have shapeshfiting abilities keep it a secret and never revel their true forum to anyone.
The Church Dominates.
In DragonSoul, Religious Factions are akin to Mega Corporations of various
Cyberpunk settings. They are largely above the law, command near absolute power
within heavily influenced areas, they dominate every aspect of life in most
civilized regions (especially large cities,) and they are constantly waging
secret wars on each other. Even the good aligned Faiths are not above these
power struggles. They openly fight evil/pagan/arcane organizations openly while
quietly plotting and skirmishing to increase their own authority, wealth, and
Divine power.
As the greater deity’s representatives on the mortal realm,
Dragon often occupy positions of great power within Religious Factions and they
are notorious for being major players in these so called “god games.”
Divine Power
Restrictions. A character’s race restricts which Divine Power Source
they can use which in turn effects which Divine classes they can choose. Each
DragonSoul race has one of the following Divine affinity: Light-Bound,
Shadow-Bound, and Earth-Bound. Furthermore, in general a character’s race also
dictates their greater Deity. However, exceptions can be made. It makes sense
for a dwarf that grew up in a Elvin city to worship the Sun God.
Races not affiliated with the Creator, Destroyer, or Mother are called the Unbound. The people of these races are incapable of taking a Divine Class or using any Divine power/ability.
Core Races Affiliation Primarily Greater Deity PFSRD Page
High Elves (Sun) Light-Bound "Golden Father" Elf
Aasimar Light-Bound "Silver General" Aasimar
Aasimar Light-Bound "Silver General" Aasimar
Dwarfs Light-Bound "Bronze Arbitrator" Dwarf
Gnomes Light-Bound "Brass Pilgrim" Gnome
Halflings Light-Bound "Copper Artist" Halfling
Wood Elves (Moon) Earth-Bound TBD Elf
"Animal Kin" Earth-Bound TBD (Find Animal on List)
Oread Earth-Bound TBD Oread
Ifrit Earth-Bound TBD Ifrit
Sylph Earth-Bound TBD Sylph
Undine Earth-Bound TBD Undine
Drow (Dark) Shadow-Bound "Black Prophet" Drow
Tiefing Shadow-Bound "Black Prophet" Tiefling
Orcs Shadow-Bound "Red Death" Orc
Hobgoblin Shadow-Bound "Blue Lady" Hobgoblin
Lizardfolk Shadow-Bound "Black Prophet" Nagaji
Dragonborn Light/Shadow-Bound Dragonborn
Humans Unbound N/A Human
Note: Level one character's are tried to the Divine Power Source of their chosen race. However, it can be change later on through Corruption, Atonement, or Enlightenment.
PC’s becoming Deities. This game uses the “Mythic Adventures” Variant Rule Set which provides character’s
a path to immortality. This system is slightly modified and can be expanded to
include “God Level” play and Evolving Items/DragonSoul Weapons.
Every Deity except for five in DragonSoul are ascended mortals: Creator, Destroyer, Mother, and the Twins.
Every Deity except for five in DragonSoul are ascended mortals: Creator, Destroyer, Mother, and the Twins.
Magic is Illegal. Arcane
Spell Casting is nearly globally banned in all known civilized societies. Those
who are caught practicing the art of Magic in areas where the Dragon Deity’s
holds sway are harshly punished. The Dragon’s effort to extinguish the arcane
has been widely successful but many safe havens and strongholds of magical
resistance still exist.
The reason for this is because the wizards of the second age betrayed the Divine by
striking down the two legendary Dragons Bahamut and Tiamat. Bahamut, champion
of the Creator, and Tiamat, champion of the Destroyer, clashed in an epic
battle to decide which Overgod shall clam dominion over the Mortal worlds.
Before a victor could be determined the Magic users intervened. United
together, the entire Mage community channeled an ungodly amount of magically
energy and unleashed it on the warring Dragons, killing them and causing the
second cataclysm.
The Decline of
Unbound Races. With Magic outlawed and devastation wreaked by the second
cataclysm the unbound races once again found themselves at a huge disadvantage.
With no Devine power of there own the Unbound races are at the “mercy” of the
Godly races. The Human race has hit especially hard by the ending of the
Second Age. So much so that they are commonly believed to be a dying species.
Geography. With
Magic the primary planet of the DragonSoul Settings has no official name. It
was called “The Green Planet” by off wolrders during the First Age when inter
solar system travel was common place. However, the geography has since
deistically changed due to the two geography altering cataclysms. The planet
was once a single landmass with large fresh water seas. Currently, the world is
now a “Blue Planet” with large continents and smaller island spread throughout
a massive salt water ocean.
The World
Sea- A massive single body of salt water that completely
engulfs most of the surface of the planet.
Main Continent- Referred to as “The Old Kingdoms”
or the “Blessed Lands.” It’s believed to be the homeland of the Greater Deities
when they walked the world as mortals and it’s the Continent that has best
endured the two age ending cataclysms. It’s also the largest known continent
and houses “The Blue Planet” greatest civilizations, both past and present.
To the north is a tundra and a arctic region, to the
south is subtropical with dense wetlands and swamps while central has a
temperate climate with four seasons. This region is divided between equal parts
forest, grasslands, and highlands.
The Wastes- Located to the south of the Old Kingdoms,
accessible either by ship or by a natural land bridge to the main continent. It
is a barren dessert with very little greenery or water. It’s sparsely
populated, most of its population living in cities build around rare oasis in
the dessert or in the dry mountainous regions.
Called the “Forsaken Lands,” this once beautiful continent
was revenged by the second cataclysm. In addition to the desertification, the
continent is commonly believed to be cursed by the Gods because it’s a dead
zone. Spells, Miracles, and all other Divine and Arcane powers and abilities
will not function in the Wastes.
Oceania- Commonly called the “Sunken Continent” or
the “Million Island Sea.”
Located to the East of the mainland, this once great continent was enveloped by
the sea during the first cataclysm. It is commonly believed that anyone who
preyed to the true gods during the cataclysm were spared from the sinking, thus
creating the numerous island chains.
Theses islands are mostly topical in climate and the larger
ones are heavily populated. Few true nations exist in Oceania.
The government of choice is island wide city states which serve as trade hubs
between the smaller islands and the mainland. These cities are renowned for
their wealth and opulence.
The Unexplored- The majorly of the Planet remains a
mystery to its inhabitant but rumors persist of unknown lands beyond the sea
or hidden in the known world.
-
“The New World,” an
undiscovered continent to the west.
-
“The Oriental Lands,” a unknown continent to the east past Oceania which bizarre cultures and customs
-
“Arcania,” a hidden magically enriched land ruled by
Spell Casters.
- “The Underlands,” the known but unexplored realms of
the subterranean peoples. Cosmology. With Magic the primary planet of the DragonSoul Settings is currently unnamed.
"Upper" Outer Planes
- The Creator's Paradise: A infinite collection of Sub Planes that houses most of Good side Cosmic Pantheon.
Prime Material Plane
-
Elemental Plane (Sub Planes: Fire, Water, Air, Earth)
-
Spirit Plane (Sub Planes: Dreamscape, Positive Energy
Plane, Ethereal Plane)
-
Shadow Plane (Sub Planes: Dreamscape, Negative Energy
Plane)
"Lower" Outer Planes
- The Destroyer's Domain: A infinite collection of Sub Planes that houses most of Evil side Cosmic Pantheon.
Omnipresent Plane
-
Nirvana (The Space within the Planes)
- Atrial Chaos (The Space Between Planes)
- Atrial Chaos (The Space Between Planes)
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