Showing posts with label Galatea. Show all posts
Showing posts with label Galatea. Show all posts

Thursday, June 16, 2011

Orcs of Galatea

The Orcs of Galatea chapters are being consolidated at the moment.  I've been taking them and consolidating them so that they will be ready for publication sometime this summer. :)

I haven't done the cover art for it yet, but rest assured, it will be spectacular.  The entire book will be both covered by the Creative Commons License and the Open Game License.   With guidelines on which is covered by the Creative Commons License and which is covered by the Open Game License.

So that publishers of d20 media can pick and choose which they want to republish, and which they would like to make a derivative (just so long as they share too).

Wednesday, May 25, 2011

Orc Feats of Cunning and Daring!

From Orcs of Golarion and the Horde Player's Guide

Amplified Rage (Teamwork)When adjacent to other raging allies, your rages become even more powerful.
Prerequisite: Half-orc or orc, rage class feature.
Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Blood Vengeance
Seeing an ally fall in combat fills you with berserk fury.

Prerequisite: Half-orc or orc, non-lawful
Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.

Brutal Grappler (Combat, Teamwork)
When helping your ally grapple, you can do damage to the target.

Prerequisites: Half-orc or orc.
Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.
 
Craft Totem [Item Creation]
You can create permanent totems.
Prerequisite: Caster level 3rd.
Benefit:
You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1/25 of this base price
in experience points and use up raw materials costing 1/2 of this base price.

When you craft a totem, you make any choices that you would normally make when casting the spell. Any totem that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, you must also expend the material component or pay the experience points when creating the totem.

A totem is a small wooden object, usually painted with fearsome shamanic or voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem’s magic activates, just as if you had cast the spell. The magical effect stops when the spell’s duration expires. The totem can be used only once.

Double Totem [Totemic]
You can combine two totems into one.
Prerequisite: At least 3 other totemic feats, ability to cast at least one totem spell.
Benefit: You can cast two totem spells into a single totem. The result is a single totem that provides
the abilities and effects of both spells. The resulting totem has the physical statistics of the higher-level totem, with no additional hit points, hardness, or other abilities.

Creating the double totem takes as much time as casting the spell with the longest casting time. You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots. If the double totem is destroyed, both effects end. This feat cannot be combined with Totemic Protection (see below).

Enduring Totems [Totemic]
Your totems last longer.
Prerequisite: Extend Spell, ability to cast at least one totem spell.
Benefit: Totems you create last double the listed duration.

Evasive Totems [Totemic]
Your totems can twist, jump and dodge in place.
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have a +2 dodge bonus to AC and are permitted to make Reflex saving throws at your base Reflex bonus. Furthermore, if the totem succeeds at a Reflex save against a spell or spell-like effect that permits such a save, it takes no damage, as if it possesses the evasion ability. Normal: Totems have a base AC of 7. As immobile objects, they cannot make Reflex saves.  
Special: This feat can be selected multiple times. Each time, the dodge bonus to totem AC increases
by +2, and the totem receives a +2 bonus on Reflex saves.

If you take this feat twice, totems you create have improved evasion, which means that they take no
damage from an attack that allows a Reflex saving throw for half damage if they make their Reflex saves, and only half damage if they fail.

Ferocious Tendency (Combat)
You spit in the face of death.


Prerequisites: Half-orc or orc, ferocity racial trait, rage class feature.

Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point.

For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to –18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at –14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.


Fetish Spell [Metamagic]
You can use totems to increase the power of your spells.

Prerequisite: Ability to cast three totem spells.

Benefit: A fetish spell becomes a totem spell (as described in More Magic & Mayhem). You plant the totem in the ground and the effect radiates from the totem. You can use this feat only with a spell that has a duration longer than 1 round and that has a radius area, such as detect scrying, silence,
vampiric aura or war drums. Your totem feats affect the fetish spell just as they do other totems.

A fetish spell uses up a spell slot the same level as the spell’s actual level.

Follower of the Ancestors [General]
You have pursued advanced training in the shamanistic traditions of your people and can tap into the spiritual strength of your ancestors.
Prerequisites: Wisdom 15, Follower of the Totem, Vision Quest (see below), orc, human, Jungle elf, Wildstone dwarf, or character level 8+.
Benefit: Once per day, as a free action that does not provoke an attack of opportunity, you may gain a +4 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your Spirit modifier (minimum 1 round). You may still activate your Follower of the Totem feat once per day, although the
bonuses do not stack.

Gore Fiend (Combat)

Horrible wounds on your enemies or yourself makes your blood sing.

Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you confirm a critical hit with a melee weapon or suffer a critical hit yourself (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage.


Penetrating Totems [Totemic]
Your totems are exceptionally effective at overcoming an opponent’s defenses.

Prerequisite: Ability to cast at least one totem spell.

Benefit: The save DC to resist the effects of your totems is +1 point higher. Furthermore, when you attempt to penetrate an opponent’s spell resistance with one of your totems, you receive a +2 bonus. These benefits stack with similar bonuses, such as the Spell Penetration feat.

Shamanistic Inspiration [General]
Your connection to the spirits allows you to have an inkling of what the future holds.

Prerequisites: Wisdom 15, Follower of the Totem, human, jungle elf, Wildstone dwarf, or character level 8+.

Benefit: You can use augury as a spell-like ability once per day.

Skittering Totems [Totemic]
Your totems have the ability to move.

Prerequisite: Totem Throwing (see below), ability to cast at least one totem spell.

Benefit: Your totems can move 10 feet per round. They act on your turn, before you do. You command the totem which direction to move if you can see it, otherwise it does not move.
Normal: Totems cannot move.

Snake Dancer [General]
You know the ritualized snake dance of your tribe.

Prerequisites: Perform (dance) 5 ranks, Tumble 5 ranks, Shadowclan or Desert Vipers.
Benefit: Your skill at the fast, flexible, sinuous moves of the snake dance grants you speed and sure footing in combat. You gain a +1 bonus on Tumble checks. You can try to tumble past or through enemies at full speed by accepting a –5 penalty on your Tumble check.
Normal: Accelerated tumbling imposes a –10 penalty on the Tumble check.

Solid Totems [Totemic]
Your totems are exceptionally resistant to damage.
 
Prerequisite: Ability to cast at least one totem spell.
Benefit: Totems you create have 1 additional point of hardness for every two caster levels and double their normal hit points. Thus, for example, a totem created by a 13th-level shaman would have hardness 11 and 52 hit points.
Normal: Totems normally have hardness 5 and 2 hit points per caster level.

from Mongoose Publishing
Speaker of the Earth [General]
Through meditation and expert training, you have learned to speak with the Earth.

Prerequisites: Wisdom 17, either Speaker of the Seed or Speaker of the Sky (see below), and either Speaker of the Fang of Speaker of the Hoof (see below).
Benefit: Once per day as a free action, you may channel
the spirit of the Earth. You gain a +8 sacred bonus on
Strength checks and Strength-based ability checks; a +4 stability bonus to resist bull rush, overrun and trip attempts; and you gain damage reduction 5/adamantine. This transformation lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Fang [General]
Through meditation and training, you have learned to speak with the spirits of predatory animals.
Prerequisite: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a predator and gain a +4 sacred
bonus on grapple checks. This bonus lasts for 1d6 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Hoof [General]
Through meditation and training, you have learned to speak with the spirits of grazing animals.

Prerequisites: Wisdom 11.
Benefit: Once per day, as a free action, you may channel the spirit of a grazing animal and gain a +10-
foot enhancement bonus to all of your movement modes. This bonus lasts for 1d6 rounds, +1 round per
point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Seed [General]
Through meditation and advanced training, you have learned to speak with the spirits of plants.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of a tree and gain some of a plant’s
resistances. When an enemy scores a critical hit or backstab on you, you have a 50% chance of negating the critical hit or backstab damage; the enemy rolls normal damage instead. You must be aware of the attack to use this ability. This resistance lasts for 1d4 rounds, +1 round per point of Spirit modifier (minimum 1 round). This is a supernatural ability.

Speaker of the Sky [General]
Through meditation and advanced training, you have learned to speak with the spirits of natural objects, such as rocks, water and the sky.
Prerequisites: Wisdom 13, either Speaker of the Fang or Speaker of the Hoof (see above).
Benefit: Once per day, as a free action, you may channel the spirit of natural objects and gain
resistance to the elements. You gain resistance 10 against acid, cold, electricity or fire. You select the
type of energy resistance upon activating this ability.

The resistance lasts for 1d4 rounds, +1 round per your Spirit modifier (minimum 1 round). This is a
supernatural ability.

Sympathetic Rage (combat)

Seeing an ally enter a rage causes you to enter a rage-like state.
 
Prerequisites: Half-orc or orc, non-lawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian’s rage, when this weaker rage ends, you are fatigued.



Totem Expansion [Totemic]
You are adept at creating larger and more effective totems.
Prerequisite: Ability to cast at least one totem spell. Benefit: Totems you create increase their range by +10 feet.

Totem Throwing [Totemic]
You can create totems a short distance away from yourself.
Prerequisite: At least one other totemic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can throw the totem a short distance away. To do this, you target a specific grid intersection as though throwing a splash weapon (see World of Warcraft RPG, Chapter 12: Combat, “Throw Splash Weapon”). If the attack misses, the attack deviates like other splash weapons,
but not more than 1 square. Thrown totems have a range increment of 5 feet.
Normal: Totems may only be created at a grid intersection at one of the corners of your square.

Totemic Protection [Totemic]
You can protect your totems with a defensive spell applied at the time of casting.
Prerequisite: Caster level 3rd, at least one totemic feat and at least one metamagic feat, ability to cast at least one totem spell.
Benefit: When you cast a totem spell, you can simultaneously cast an abjuration or illusion spell on
the totem. The defensive spell must be of a level equal to or less than the totem spell. Casting the spell takes as much time as casting the spell with the longest casting time. The defensive spell must function on objects, such as invisibility. When cast in this way, the defensive spell affects only the totem, even if it would normally affect multiple items or creatures, or an area.

You use two spell slots (one per spell imbued in the totem). If the double casting is interrupted, you lose both slots.

Vision Quest [General]
You embarked on a vision quest and came to terms with your inner nature. You possess a core of strength now, a quiet understanding of your spirit and its place in the spirit world.
Prerequisite: You must have successfully completed a vision quest ( to be described later).
Benefit: You gain a +2 bonus on Concentration checks and a +1 sacred bonus on saves against
enchantment spells.

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

OGL Section 15:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document.
Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.
Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing

World of Warcraft: The Roleplaying Game Copyright 2005, Blizzard Entertainment
World of Warcraft: More Magic & Mayhem
Copyright 2005, Blizzard Entertainment
World of Warcraft: Lands of Mystery
Copyright 2005, Blizzard Entertainment
World of Warcraft: Monster Guide
Copyright 2007, Blizzard Entertainment
World of Warcraft: Alliance Player’s Guide
Copyright 2006, Blizzard Entertainment
World of Warcraft: Horde Player’s Guide
Copyright 2006, Blizzard Entertainment
Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve
Kenson, Rob McCreary, Richard Pett, Sean K Reynolds, and JD Wiker.

Saturday, January 22, 2011

Galatea Cover

It's one of those times you find a use for the DAZ Girl. :D



Galatea Cover Art by ~Atlantean6 on deviantART

Now available as prints!  This work will possibly grace the cover of the Galatea Campaign Setting.  Oh, and the little halfling is the Girl 4.  The Barbarian is a She Freak 4, and the wizard a Hiro 4.

Tuesday, June 29, 2010

Dragon Wife -- Dragonslayers, Pages 1-6

The first real installment of the Dragon Wife is released!!







Enjoy this comic. There will be more to come! :)

Tuesday, June 22, 2010

Meet Nacht, Goddess of the Drow

With the association with the talents of Tony Puryear, I present a non-challenging alternative to the Drow Goddess, Lolth.  This is Nacht, Goddess of the Drow and the Dark Side of the Elvish Luminari.


Queen of the Drow, the Night Goddess, Queen of the Land of Night
Intermediate Deity
Symbol: Blue hand superimposed on a Black Diamond shield
Home Plane: The Land of Night
Portfolio: Drow, the night, darkness
Worshipers: Drow
Cleric Alignments: CE, CN, CG
Deific Alignment: NG
Domains: Charm, Destruction, Magic, Trickery
Favored Weapon: Short sword

Nacht appears either as a beautiful, giant drow or as a human being.  She is worshipped by the dark luminari, which maintains a ruthless tyrannical reign over the drow in her name.  The dark Luminari paint her as a capricious goddess who is cruel and calculating and enjoys watching others suffer.  The Dark Luminari also paint her as forgiving to her true worshipers.  Something that isn't actually lost on her.

Nacht was truly one of the elvish pantheon of Gods, who along with the Moon Goddess Urania; were the deities of the Luminari.  In ancient times, during the Eladrin's reign, the Elven Court was united.  However, in the days when the Eladrin turned to the worship of the Sacred Word and found other gods, the Elven Court was worshiped by the lesser -- the Elves.

When the Elves came to Galatea, there was a distinct Schism between the light skinned Fair Elf Illuminati and the Dark Skinned Drow Luminari.  The result was a clash against Light and Darkness.  So the winners of the conflict -- the Illuminati -- say.  The defeat of the Luminari was the result that they drove them underground.  The Luminari then started a civilization of Drow underground, but even they have their divisions.  The society arose, built an underground empire, and is now gone decadent and is on the verge of crumbling to dust with the dark Luminari in complete control.

Sunday, June 20, 2010

The Dragon Wife heroic Cast!


Dragon Wife Heroes by ~Atlantean6 on deviantART

Here are the heroes of the Dragon Wife comic. The group is not your typical Dungeons and Dragons adventuring group. Okay. Left to right they are:

Varainye -- Her name means "Dirty Girl." Varainye is a barbarian, she wears short hair, and is strong for her type. She has been working out and increasing her physical strength. She is stronger than most women of her race, the Massalian Elves.

Greywulf -- Greywulf is an orcish shaman. He left home after getting tired of raiding and his shrewish wife. His tribe, the Ice Dragontooth Tribe, had labeled him as a deserter since he disappeared during a raid on Northumberland territory.

Tyr -- The fighter of the group. Not as powerful as Varainye when she goes into a rage, but he thinks coolly under pressure.

The Shaper -- "He's perfect."

Fyreheart -- Fyreheart is the Shaper's wife. She messes up his perfect life by introducing chaos and bringing his life totally out of control.

After these comes the villain menagerie.

Saturday, June 19, 2010

A new Cast member . . .

He was known in the Forgotten Realms and the Lord of Justice . . .

And was said to perish during a battle against demons on Mount Celestia . . .

On Earth . . .


He is the God of Single Combat, Victory, and Heroic Glory.  He is the bravest, to brave the jaws of Fenrir and to chase him to the ends of the Earth.

However . . . He has returned . . .


To Galatea.

MAKEUP! Thank You!!

The cast is saved!  Here is Greywulf the Shaman with his pet sabretoothed tiger, Mess.  And don't tell me orc shamen can't have pets.  LOL!  I included a Z-Depth Layer for some fog effects (thanks to Moodmaster) so that the outdoor scene can have just a bit more realism.



Greywulf the Shaman by ~Atlantean6 on deviantART

MAKEUP!

I'm having a problem with Ghost of MacBeth's War Orc.  The injection won't morph his head! GoM's War Orc is probably the closest one can get to the World of Warcraft orc without the obvious troglodyte gait.  Although the green skin is quite obivious I might have to think about casting a werewolf/worgen/jackal lord in the place of the orc shaman.

With the father's day Voucher I can probably get the Night Wolf morph set, which is on sale now.  That means an Anubis-like character with superheroic proportions and anatomy (which every Anthroanimal artist has been doing with Anubis these days).  I don't know what is happening.  Michael 4 just won't plain morph into an orc.  GoM is working with me on this. I did everything I could. I even did a fresh install of GoM's War Orc.

This would mean creating a new race for the comic's universe.  Where they come from, how they became Anthro-Wolfmen, and what their culture is and everything.  It also could create potential problems.  The idea is for a wise orc in the name of Greywulf to help guide our hero through his problems with his Dragon Wife, Fyreheart.  Until our hero figures out for what purpose Fyreheart's in his life and learns the lesson, the orc would be his guide.  The role has to change now, since my casting problems are quite big at the moment.  I want to continue with my comic, but casting is holding it up.

It's quite infuriating. 

Wednesday, June 16, 2010

Dragon Wife Comic

The first part of the Dragon Wife Comic, the part where the Creative Commons license is introduced and explained, is complete.  Their was scripting, which was the license. Aside from having lots of fun doing it, I wrote about six pages explaining how the Creative Commons license actually works.

Overcoming a culture of permission is going to take time and a lot of work and lots of ketchup (note to Red Dragons: the Surgeon General of the Coast has announced that eating Wizards of the Coast's legal department may be hazardous to your health.)

So here are the comics:






hehehe.


One more. . .


Saturday, June 12, 2010

The Dragon Wife comic!


Imagine being at once confident over knowing who you really are and then thrust into a situation where you lose control of your life because of your wife?  The Dragon Wife comic idea came out of the DAZ 3D forums and one member's remark.

Set in the world of Galatea, Elton (yes, named after me) had it made.  A powerful and young up and coming shaper, he was personable and charismatic.  He had friends all over Galatea and the Caithness Isles, and some beyond that besides.  Even the orc warrior Greywulf had called him friend.  Well, that is until the Lord of Nottingham sent him on a quest to slay the Dragon that was inhabiting an old monastery for slaughtering the local livestock.

He found the dragon Fyreheart, who begged and begged him not to kill her since she was innocent of the crimes.  Besides, she only hunts wild game (and the occasional cattle who had lost their ways).  Believing her, he goes to find out what had really happened.  It seems that a band of raiders had done the deed.  Bringing them to justice, he returns to Fyreheart who is overjoyed that her honor and her life was saved.

Also, his life has changed forever since poor Elton is now stuck with Fyreheart, FOREVER!!  She says that she is eternally in his debt and wants to marry him!  How in the world is this possible?  Gasping, our hero is thrust into a world where his life goes out of control because of his dragonness wife.

Inspired by: I Dream of Jeannie
                  Bewitched!
                  You Can't Take It With You

Supported by his friend Greywulf the Orc Warrior, he tries to keep his dragon wife a secret from the Lord of Nottingham and his inquisitive Wizard -- Doctor Dancey.  Follow their misadventures!  This is going to be a fun ride! 

Tuesday, June 1, 2010

Curse of Weakness


Curse of Weakness by ~Atlantean6 on deviantART

This Warlock is casting curse of weakness against an orc foe.  In D&D 4e, curse of weakness would be a per encounter power instead of an at will power.  In 3e, it's a spell that can be cast that reduces strength, sort of like ray of enfeeblement.

The morph is Jammin'Wolfie's Tindra Thompson, and the orc is Ghost of MacBeth's War Orc morph for M4/F4.  Fun, eh?

Thursday, May 6, 2010

A very feminine Paladin

Need a portrait for a female paladin, but you don't want her all powerful or show a lot of skin?  How about this:


According to the terms of my website, she is free to copy and use as you see fit as long as there is attribution.  She's an angel, isn't she?  I have a .tiff file available if you need it. :)  Yes, this is a paladin in Galatea.

Monday, May 3, 2010

Galatea: Swordsmanship


Vezi mai multe video din Animatie

Watching Avatar: the Last Airbender, the Book of Fire, Chapter 4 -- "Sokka's Master" gives me a wonderful idea.  Working with the swordsmanship styles in Caithness.  The style of swordsmanship in "Sokka's Master" is based on Tai Chi Jian style; but is treated with more seriousness.  It's actually my favorite episode of the early Book of Fire.

Sokka's master teaches him Calligraphy, landscape painting, and rock gardening.  And then begins to have him study swordsmanship.  After his training, the Master tests him.  Since I embedded the episode in question, you can watch it for yourself. The point I'm getting it is that a fighter need not train for one thing.  A swordsman is versatile, for a swordsman must know many skills to be versatile.  So, I thought, why not chase after this idea.  The idea of a sword style is to provide roleplaying opportunities in battle.  Artistic or not, the sword style is supposed to make you, the player, add flavor to combat.

Creating a style is easy using  the rules from Way of the Samurai.  With some adaptation, the rules can be adapted to 4e quite easily.  There are a variety of styles taught in Caithness.  From Orc swordsmanship, to fencing, to medieval European swordsmanship.  Some styles are fast, some are brutal, some are artistic.  Some deal mainly with offense, some deal with defense, some are very versatile.  Some styles deal with control (I thought of a style that combines Aikido with the Sword), others with defense, and some with pure strike value.  The point is to have fun with your game when you play in Galatea.  You can simulate a living breathing world, play in a movie, or just have some plain fun.  Galatea, when released, can be developed by you to handle any number of play styles.

Avatar: the Last Airbender and the Orcs of Outland/Archaeron

I finished the series of Avatar: the Last Airbender today.  Saw right up to the end.  And I had a wonderful idea.

The Orcs saved their homeworld from Ilithids/Mind Flayers with the help of the Eladrin that came and taught them the Sacred Word.  Combining the shamanistic elemental ways with the Arcane Magic of the Eladrin, the Orcs developed elemental bending.  The Orcs saved their world by the use of Water, Earth, Fire, and Airbending.

Except they are elementalists.  Through the use of Arcane manipulation of the four elements, the Orcs had forced off the Illithids from their planet and freed themselves.  Now it's been five generations of freedom and the orcs of the Western Hemisphere has split into four political groups.

The Water Orcs live among the Poles, the swamps, and the rain forests as water elementalists.  In Avatar the Water Tribes were the waterbenders.  On Archaeron they are still the Water tribes and are represented by arctic and jungle orcs respectively.  The Earth Orcs live in the deserts and among the plains and smaller hills.  In Avatar these are represented by normal orcs and the Desert Orcs.  The Fire Orcs live in hot places, around volcanoes and volcanic islands of the sea.  They are represented by normal orcs and jungle orcs again.  The Air Orcs live in high mountainous places.  They are represented by high mountain cultures.

The Shamans, while still elemental, represent the spiritual while the elementalists represent the temporal.  The shamans maintain cohesiveness in the culture by way of a society called the Elemental Ring.  On the Eastern Hemisphere, the orcs there maintain many different nations and barbarian tribes as there was chaos when the Mind Flayers left.

However, it is the orcs on the Western Hemisphere that is building a new gate to Galatea.  I think it's a great way to use what I wrote in Occult Lore. ;)  Perhaps, when a 4e version is done . . . *shrug* Fat chance of it happening unless Wizards prints it.  Which they will.

Sunday, May 2, 2010

The Orc Sagas

Who would like to see the Orc creation myths of my campaign world gathered into a small book and printed on the Internet for all to see?  Don't expect a big book like the Ramayana.  More like a small book of all the collected tales from this blog.

I just thought I should ask.

Saturday, May 1, 2010

Chapter 2: Character Races

Chapter 2: Character Races for Galatea: the Caithness Isles is mostly complete.  The races you can play include humans, eladrin, high elves, Massalian elves, wood elves, orcs, trolls, dwarves, gnomes, goblins, trolls, and Tieflings.  Do you want to see halflings as well?

The next in the project is going to be Character Classes.  I'll be adding a few new Character Classes to the game from the World of Warcraft Roleplaying Game.  These character classes include the Shaman, the Warlock, the Hunter, the Inscriber, and the Runemaster.

The Shaman is a class that deals with the spirit world of Galatea.  Shamans usually lead tribal people through their spiritual and mythic journeys and use spells that have to deal with spirits and the elements.

The Warlock practices demoniac magic and usually has an evil outsider as a companion.  Some warlocks often fight corruption, while others revel in their corruption.  Warlock magic is an easy gateway to evil.  Although some warlocks prefer to fight fire with fire and not even think about the possibility of corruption.  They use the magic of demons to fight demons.  In the Caithness Isles, the Warlock replaces the summoner class.

The Hunter does not replace the ranger, but acts as a complimentary class.  The hunter specializes in hunting and using animal companions to help him on the hunt.  Hunters are also artillery specialists, often specializing in the bow and arrow and imbuing the bow and arrow with mystical properties and expanding their pets' capabilities.

The Incriber and the Runemaster work with the runes of the world.  The inscriber is more of a traditional spellcaster except they cast their spells through runes, sigils, and glyphs.  The runemaster, however, tattoos his body with the same runes, sigils, and glyphs to increase his offensive power and control.


After that, I'll be talking about how the other classes work in the campaign.


Now working on: CHARACTER CLASSES

Wednesday, April 28, 2010

Introduction Complete

The introduction to The World of Galatea: the Caithness Isles text is complete.  The entire introduction introduces the World of Galatea, as well as contains licensing information for this free culture product.  As a creative commons product, the entire world has been copylefted.

I did spell out some interesting things that you should know.  You will be free to adapt and republish the work under any game you desire as long as you adhere to the Creative Commons license and the Open Game License, Game System License, or a similar license.  You are prohibited to lock up this campaign setting or any derivatives behind a Copyright.  You, however, can support the Artist (me) through donations via paypal.  A donation to the Artist is supporting free culture and defeats ©ensorship and Internet piracy.

Merchandising will be released when the product is released.  This is going to be fun!

Now working on:
CHARACTER RACES

Wednesday, April 21, 2010

Gods of the Ancients: Aetheria

This time, I thought I'd do a series on the Gods of the Ancients.  The Ancient Pantheon is worshiped by many people even though the worship is forced underground.  Pagans, as they are called, are not apart of the great Monotheistic religions that exist in the Caithness Isles.  Nor do they worship the philosophy of the Light.

Pagan worship is mostly centered around the Ancient deities, but can include the Old Gods as well.  The first visited is Aetheria.

AETHERIA
Aetheria of the Forests, the Creatures, and the Sky
Intermediate Deity
Symbol: Two cumulus clouds
Homeplane: Wilderness of the Beastlands and the Plane of Air
Alignment: Neutral Good
Portfolio: Forests, woodlands, storms, flora and fauna, fertility
Worshippers: Wood elves, gnomes, half-elves, halflings, rangers, druids, hunters, farmers, and woodcutters.
Cleric Alignments: LG, NG, N, CG
Domains: Animal, Air, Good, Plant, Weather
Favored Weapon: Lightning Bolt (halfspear)

Aetheria is the Goddess of the sky and of nature.  She is revered as the personification of life and the wilds itself.  She is associated with the sky and is also associated with weather and storms.  The rain is thought to be the tears of Aetheria as she weeps for the loss of her beloved Justin.  Aetheria also cares for the beasts in the field and the beasts of the field are considered her creations.  Life is revered in the Aetheria cult.

Dogma
Aetheria is not that much different from the Greyhawk deity, Ehlonna. Aetheria is the great open sky and the provider of the breath of life to all.  She watches over all good people who love the forest or make their livelyhood there.  Forests and wildlands are sacred to her and her priests ensure that the wildlands are protected from destruction or overuse.  Storms are considered to be sacred by worshipers, since the rain is considered to be Aetheria weeping.  Rain is sacred, and if its not powerful enough, people pray to express their gratitude for it outside in the storm.

Aetheria's dogma is that her followers are to live in harmony with her creatures.  To respect the wilds, and taking only what is needful. Aetheria is thought to be the creator of all plants and animals in respect to the world and her followers are expected to respect the wilds.

Clergy and Temples
Aetheria's churches had suffered a schism during the pogroms in Caithness by Christians against atheists.  The schism has resulted in the Reformed Church of Aetheria and the Rustic Wild Church of Aetheria.  The Reformed Church is located in the Republic of Devonshire and Angland (despite that land's Laws of a National Religion).  The Rustic Wild Church is centrally located in the Nomad Lands and on Long Island but there are pockets of the Rustic Wild Church scattered in Northumberland and Caithness.

The Reformed Church builds temples and meeting houses for the followers.  While the Rustic Wild Church regards the open gaping sky as Aetheria's chapel.  The clerical attire ranges from the functional of forest green to diaphanous clothing of blue and white to being skyclad (that is, nothing at all).  The Reformed Church includes clerics while the Rustic Wild Church is made up of druids.  When being confronted by most anyone who would despoil the forest, the clergy tend to be gentle and firm.  If they continue, or they are being incredibly misguided, her clerics can be ruthless.

The Rustic Wild Church has built Wayshrines all over the Caithness Isles where pilgrims can pray for the blessings of Aetheria.  A typical Rustic Wild Church's meeting place is a statue of the Goddess in a glen with some benches and a stand from which the priest can read from the holy scriptures of Aetheria.   Temples to Aetheria built by the Reformed Church are circular and often include a huge hole in the roof.  Rooms are built for instruction of the faithful.  The instruction of the faith includes the sylvan language, the dogma of Aetheria, and the study of performing miracles in the name of the Goddess.

Wednesday, April 7, 2010

Nations of the Humans: Devonshire

Capital: Nottingham
Population: 22,500 (humans 87%, half-elves 5%, orcs 5%, half-orcs 3%)
Goverment: Republic
Religions: Christian, Roman Paganism, Hindu Paganism, Ancient Paganism, Lightism, Muslim, Shamanism, Druidism, Judaism
Exports: Glass, Iron, Linen, Paper, Pottery, various kinds of Beer
Imports: Vellum, Wool, Wine
Alignment: NG, CG, LG

Founded out of Caithness during the Religious pogroms of pagan, new age, and atheistic peoples; the Republic of Devonshire included the Shires of Nottingham, Devon, Carlisle, Cambridge, and Lancaster.  The event happened 300 years ago, and the people have kept their Republic from the Caithness Monarchy or enemies within ever since.

The Shires were divided into twelve new shires, each named after the tribes of Israel: Judah, Ephraim, Manasseh, Benjamin, Zebulun, Reuben, Asher, Simeon, Dan, Naphtali, Gad, and Issachar.  The Thirteenth tribe of Levi isn't represented as a shire in the republic.  The Senate is composed of twelve Senators, one from each Shire.  At the head of the Senate sits the Prince, who acts for the Executive branch of the government.  Usually the Prince is the representative from Judah, but sometimes a Senator from Ephraim is appointed.  The government is run by Parties -- the Parties include the Moroni Party (Pro-Liberty), the Judah party (Conservative), the Ephraim Party (Liberal), the Gadianton Party (Pro-Totalitarian), and the Neutral Party (Moderate).  The politics swings from these five parties at any given time.  Politics in Nottingham is brutal, the phrase -- "Watch your back, Jack" is truer than ever.  The Republic of Devonshire maintains an Army, a Navy, and colleges.

Since its founding, the Republic of Devonshire has faced incursions from the Blackrock Orcs across the border and from the swamps.  The Republican armies have managed to defeat both tribes of orcs who did not join the Horde, but never conquered them.  It isn't the Republic's way of doing things.  Through the years, the humans have had a mixing of orcish blood into their ancestry, which has affected some of the population.  Caithness has tried to invade Devonshire more than once and each time it has retreated with it's tail between it's legs.  Northumberland tried to invade by sea, and has even occupied five of its shires, but was defeated.  The only time the Republic has been humbled was when Angland invaded on a Religious Crusade.

This happened sixty years ago, when the Navies of Angland conquered the former capital of Devon and burned it to the ground for being full of Christians.  The paladinic Order of Light was founded just ten years after that, but not after the Church of Light was spread over the Republic and made the official religion.  However, five years later, the Devonshirites kicked out the Anglish with an Army of just three hundred.  In a battle akin to the Battle of the Midianites in the Bible, the tiny army of 300 citizens managed to confuse the Anglish Camp and made their enemies slay each other.  Any Anglish left in Devonshire were given the opportunity to become citizens of the Republic or die.  Many of the captured Anglish have accepted.  The Republic has been refounded based on Laws of Justice and Order since that time and the Knights of the Light (the former Anglish) have been protecting the Republic from enemies within ever since.


Life and Society
Life in the Republic is based on freedom rather than slavery.  The people enjoy rights to free speech, freedom to assemble, and the freedom of arms.  They are also free from invasion without warrant, and many other freedoms.  The Republic is represented by twelve Senators from each Shire in Nottingham and has been founded and refounded.  The Senators make new laws and often represent their parties.  Currently the Judah Party holds the Princely Seat and the majority in the Senate.  There is only one Progressive so far in the Senate and he is hoping for his turn on the Seat.

The People believe that they are the Spiritual and Political descendants of the Twelve Tribes of Israel. They have freedom bred into them from 300 years of attaining it and keeping it.  Most citizens of the Republic are farmers, ranchers, foresters, or craftsmen.  The Republic maintains a citizen army.  Every citizen is a part of the army.  Besides the Army, an order of paladins called the Order of Light act as leaders, generals, heroes, and watchdogs of the Republic from its enemies within (which are either Orcs or Radical Revolutionaries).

Major Geographical Features

Carlisle Lake:  This lake is in the heart of the Republic.  There are about five castles surrounding the lake dating from Monarchial times.  Three of the castles are well maintained while the other two fell into disrepair.  The lake is a huge freshwater lake and it is a quiet lake.  The city of Carlisle is located on the western shores of the lake. To add mystery to the lake, Lake Carlisle is rumored to harbor lake monsters.  Castle Hart is controlled by the Blackrock tribe and Castle Norrington is mainly abandoned because of rumors of being haunted.

Shadow Wood:  This forest acts as the border between Caithness and the Republic.  It's a thick forest, only the Devonshire side has become black and darkened thanks for the old growth trees that are in the heart of it.  Lately the forest has been advancing and the settlers on the border have been complaining of ghosts, werewolves, and other supernatural occurrences.  Lately, some people have reported talking and moving trees.

The Heart Plains: Light forests, rolling hills, and cultivated land make up the Heart Plains.  The land is mostly maintained by farmers but the light forests are used to make sure that the soil stays in place until the land is ready to be cultivated again.  The Heart Plains are carefully managed in a rotation cycle.  Aside from the gnoll brigand tribes that are scattered about the place is peaceful.

The Swamps:  The Swamps is a dangerous place since it breeds biting insects.  It's also the home of trolls and ogres.  The monsters leave the humans alone that live near the swamp, but sometimes something worse comes out of the swamp and adventurers often go in to get it.  No one knows what is actually happening in the swamp when a monster that comes out of it is often a frightening amalgam of several creatures (so far a Hydra, a chimaera, an echidna, and other nasty creatures have come out of the swamps).

(Next: Important Sites, Regional History, and Plots and Rumors)
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