Hello oh land of dice and wenches!

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Hello everyone.

I have a map I designed some time ago for a neolithic/stone age/low magic game.. I have some very basic notes on it, but I was wondering if anyone might be interested in helping flesh it out. It's for 3.X OGL stuff. 

Basic things.


Set by the campfire: Starter adventure for Frozen World. 3.5 dnd setting.

Several great tribes in a valley kept warm and fertile by underground hot-springs, most of the world is trapped in ice. Various volcanic islands dot the water here and there,keeping the planet around 40-45deg on average temperature.

Mostly large ice covered islands with stretches of deep cold ocean, valleys here and there kept warm by volcanic action/hot springs are primary settled areas. Orcs,trolls, giants, half orcs and neanderthals live in isolated mountain chains, hidden valleys or on the open ice itself. Gnomes and halflings live apart from the rest of the world hidden on overgrowth heavy volcanic islands and have a civilization with a aztec styling. Elemental variant races are rare (roll d%, 95 or higher) and are common only among a few tribes and are seen as either gifts from the sky gods or demons and driven out from their tribes and made to survive on their own. 
 

Basic Adventure: The village of the beartooth tribe is hungry. A heavy winter has blocked much of the tribal passes in the valley and meat must be brought in. 

Hook A: Someone in the party is from a rival tribe and is trying to sicken and poison the tribe so they may take the tribes rich store of flint.

Hook B: Shamans of the raptor tribe have placed a curse on the mighty hunters of the tribe so their shots an spears will always miss, they must be bargained with to remove the curse, or be taken care of.

Hook C: Demons(werewolves) have been stalking the tribes children for their own needs, they must be stopped before another child is taken.




Hook D: The chiefs home tribe, wolf tribe, needs him and he must gather warriors to go there to aid them. 





Hook E: Werewolves and trolls are trying to get a new piece of Sky Metal from said tribe and they're in need of aid protecting the divine metal.

Hook F: The deep springs of water underground, heated by volcanos have been more active then normal, this has let western raiders have access to the valley where the great tribes live. They bring strange weapons and protective items. 

Setting uses low powered fate point system
5d6 stats.
extra hp at lvl1 x2 con mod.

Heroic Paths: Midnight.
Beast, Chanceborn d100, Earthbonded. Giantblooded d100, Ironborn d100. Mountainborn. Naturefriend d100. Northblooded. Painless. Quickened. Seaborn. Steelblooded. Warg.

Caster only Paths. Healer, Seer, Speaker.

Uses skill point variant from UA.
Uses the traits and flaws system from UA.




Uses Spelltouched feats from UA, if PC's are affected by spells.
Uses armor as damage reduction rules from UA.

Spells are gotten via questing or killing special animals/recovering herbs etc.

Orcs are also called Neanderthals. Roam the frozen tundra in groups. (though called the same due to overall appearance they're different then the neanderthal race.)

Halflings/gnomes only live deep in jungles, are typically cannibalistic. Off in distant islands, little more then myths.

Cannibalism happens.

Dwarves are mythological creatures, known of only by the greatest of shamans, known to be workers of sky metal and have helped defeat the neanderthals in the past.







Beartooth tribe. Hunters, bison types. Mostly Barbarians and Rangers. Male shaman. 175 members. 40 women, 100 men rest children. Possesses flint/obsidian stores. Chieftain is a half giant from the south.

Raptor tribe. Has half orcs in tribe. Raider types. Mostly Fighters and rogues, has a Sorcerer and two witches as leaders. Rarely at peace with other tribes. Live among the forests typically or along the borders of hunting trails.

Sky Metal tribe. Metal forgers. Live among the tallest mountains and deepest of the cold valleys, hunters of yaks and other giant mammals. Possesses several sorcerers, adepts and shamans among their ranks, highly mistrusted by other tribes due to this.












River Tribe. Fishermen. Secluded along small rivers, very xenophobic. Most balanced tribe as each class is represented by 2-3 individuals however they're the smallest tribe overall and have reputation as cannibals (mostly true) and that they worship strange sea spirits that demand regular blood sacrifices.

Forest Spirit Tribe. Rangers/druids. Quiet but willing to help lost or injured people. Called 'demons' by other tribes due to their ability to use magical powers and make healing items.

Sand Tribe. Fighters/rogues. Raider tribe, disliked by all other tribes. Makes heavy use of ranged weaponry.

Wolf Tribe. Scavengers, smallest tribe. Lean, hunters, more nomadic gypsies then a set tribe, their numbers growing and shrinking as time goes by based on seasons. Many of their kind can speak to ancestor spirits. Live far to the south.







Classes/Races/Paths.

Unrestricted Classes.
Barbarian
Totem Barbarian. Bear, Boar, Serpent,Eagle,Ape. Horse, Wolf. UA
Warrior(UA) 
Fighter
Ranger.

Semi-Limited Classes. (roll d%, must be 70% or higher)(no more then 2 per party)

Spirit Shaman. Complete Divine.
Druid.
Rogue.
Expert. (UA)
Scout.
Defender. Midnight.

Limited Classes. (1 per party.) 85% or higher on d%
Adept.
Favored Soul.
Sorcerer. 








Forbidden Classes.
Wizard
Cleric
Paladin
Monk.

Races:
Human
Half Orc.
Neanderthal.

Limited Races.
Dwarf.
Halfling.
Orc.
Gnome.
Elemental variants of base races from unearthed arcana. D100 75+
Dwarrow. Midnight.
Dworg. Midnight.

Forbidden Races.
Elf
Half Elf.

Templates allowed. 
Were-creature.
Half Giant -rare.

fc06.deviantart.net/fs71/i/2010/120/3/4/... here is the map 

Need.. mostly fluff and racial information to be different, etc, need.. well things! Anyone interested in figuring things out for it? 
There is a real problem with the map - I dont even know what I am Looking at (Are those continents and Islands?).
You might try a more consistent technique.


Hex mapping a Continent: yellowdingosappendix.blogspot.com.au/201...


hex Mapping a Valley: yellowdingosappendix.blogspot.com.au/201...


And your information will be easier if you lay it out in a Gazetteer.


The Layout of a Gazetteer
 
Part 1: The Players Guide


  • Introduction

  • History of the Region as PCs Know it

  • Creating Characters



Unrestricted Classes.
Barbarian
Totem Barbarian. Bear, Boar, Serpent,Eagle,Ape. Horse, Wolf. UA
Warrior(UA) 
Fighter
Ranger.

Semi-Limited Classes. (roll d%, must be 70% or higher)(no more then 2 per party)

Spirit Shaman. Complete Divine.
Druid.
Rogue.
Expert. (UA)
Scout.
Defender. Midnight.

Limited Classes. (1 per party.) 85% or higher on d%
Adept.
Favored Soul.
Sorcerer. 

Forbidden Classes.
Wizard
Cleric
Paladin
Monk.

Races:
Human
Half Orc.
Neanderthal.

Limited Races.
Dwarf.
Halfling.
Orc.
Gnome.
Elemental variants of base races from unearthed arcana. D100 75+
Dwarrow. Midnight.
Dworg. Midnight.

Forbidden Races.
Elf
Half Elf.

Templates allowed. 
Were-creature.
Half Giant -rare.


  • Special Rules


PATHS
Heroic Paths: Midnight.
Beast, Chanceborn d100, Earthbonded. Giantblooded d100, Ironborn d100. Mountainborn. Naturefriend d100. Northblooded. Painless. Quickened. Seaborn. Steelblooded. Warg.


Caster only Paths. Healer, Seer, Speaker.


Uses skill point variant from UA.
Uses the traits and flaws system from UA.



Setting uses low powered fate point system
5d6 stats.
extra hp at lvl1 x2 con mod.


Uses Spelltouched feats from UA, if PC's are affected by spells.
Uses armor as damage reduction rules from UA.




Part 2; The Dungeon Masters Guide



  • Introduction

  • History as the Immortals Know it

  • Geography


Several great tribes in a valley kept warm and fertile by underground hot-springs,

most of the world is trapped in ice. Various volcanic islands dot the water here and there,keeping the planet around 40-45deg on average temperature.


Mostly large ice covered islands with stretches of deep cold ocean, valleys here and there kept warm by volcanic action/hot springs are primary settled areas. 

Orcs,trolls, giants, half orcs and neanderthals live in isolated mountain chains, hidden valleys or on the open ice itself. Gnomes and halflings live apart from the rest of the world hidden on overgrowth heavy volcanic islands and have a civilization with a aztec styling. Elemental variant races are rare (roll d%, 95 or higher) and are common only among a few tribes and are seen as either gifts from the sky gods or demons and driven out from their tribes and made to survive on their own.

None of the crossed out stuff is relevent to your Gazeteer of the Valley the Seven Tribes but is important in the world building info.


  • Society


The Seven Tribes 


Beartooth tribe
Hunters, bison types. Mostly Barbarians and Rangers. Male shaman. 175 members. 40 women, 100 men rest children. Possesses flint/obsidian stores. Chieftain is a half giant from the south.


Raptor tribe
Has half orcs in tribe. Raider types. Mostly Fighters and rogues, has a Sorcerer and two witches as leaders. Rarely at peace with other tribes. Live among the forests typically or along the borders of hunting trails.


Sky Metal tribe
Metal forgers. Live among the tallest mountains and deepest of the cold valleys, hunters of yaks and other giant mammals. Possesses several sorcerers, adepts and shamans among their ranks, highly mistrusted by other tribes due to this.


River Tribe
Fishermen. Secluded along small rivers, very xenophobic. Most balanced tribe as each class is represented by 2-3 individuals however they're the smallest tribe overall and have reputation as cannibals (mostly true) and that they worship strange sea spirits that demand regular blood sacrifices.


Forest Spirit Tribe
Rangers/druids. Quiet but willing to help lost or injured people. Called 'demons' by other tribes due to their ability to use magical powers and make healing items.


Sand Tribe
Fighters/rogues. Raider tribe, disliked by all other tribes. Makes heavy use of ranged weaponry.


Wolf Tribe
Scavengers, smallest tribe. Lean, hunters, more nomadic gypsies then a set tribe, their numbers growing and shrinking as time goes by based on seasons. Many of their kind can speak to ancestor spirits. Live far to the south.




  • Races



Races:

Human
Half Orc.
Neanderthal.


Limited Races.
Dwarf - mythological creatures, known of only by the greatest of shamans, known to be workers of sky metal and have helped defeat the neanderthals in the past.

Halfling - live deep in jungles, are typically cannibalistic. Off in distant islands, little more then myths.
Elemental variants of base races from unearthed arcana. D100 75+

Orc. - also called Neanderthals. Roam the frozen tundra in groups. (though called the same due to overall appearance they're different then the neanderthal race.)

Gnome - live deep in jungles, are typically cannibalistic. Off in distant islands, little more then myths.
Elemental variants of base races from unearthed arcana. D100 75+

Dwarrow. Midnight.
Dworg. Midnight.

Forbidden Races.
Elf
Half Elf.

Templates allowed. 
Were-creature.
Half Giant -rare.


  • Social Standing

  • Religion

  • Magic


Spells are gotten via questing or killing special animals/recovering herbs etc.


  • Societies and Organization

  • Language

  • Currency and Trade

  • Governance

  • Crime and Punishment

  • Relations with Other Nations

  • Military

  • Monsters

  • Artefacts, Treasures and Hidden Places

  • Adventures



Basic Adventure
The village of the beartooth tribe is hungry. A heavy winter has blocked much of the tribal passes in the valley and meat must be brought in.


Hook A: Someone in the party is from a rival tribe and is trying to sicken and poison the tribe so they may take the tribes rich store of flint.
Hook B: Shamans of the raptor tribe have placed a curse on the mighty hunters of the tribe so their shots an spears will always miss, they must be bargained with to remove the curse, or be taken care of.
Hook C: Demons(werewolves) have been stalking the tribes children for their own needs, they must be stopped before another child is taken.
Hook D: The chiefs home tribe, wolf tribe, needs him and he must gather warriors to go there to aid them.
Hook E: Werewolves and trolls are trying to get a new piece of Sky Metal from said tribe and they're in need of aid protecting the divine metal.
Hook F: The deep springs of water underground, heated by volcanos have been more active then normal, this has let western raiders have access to the valley where the great tribes live. They bring strange weapons and protective items.




  • Appendix A: Cartography

The Citadel Megadungeon: http://yellowdingosappendix.blogspot.com.au/2012/08/the-citadel-mega-dungeon-now-with-room.html
well i did it in photoshop. there is a grid for it yes for a regional/zoom in. 70 layer, 6 days of work in photoshop. I enabled the hex/segment grid for it but it got really tiny at that scale lol. I am working on a larger scale one to replicate the overall effect.

Also didn't know how to lay out the formatting in that manner with spaces and so forth heh. The place is a shattered pangeia (sp) style place with primarily frozen reaches and such, the volcanic islands are the small green ones, there was a smoke layer as well but I was rapidly running out of processing layers i might recover the file if i have it on disc and re insert it, this is just a old project that I tossed up to see views on it, Looks like the map scale indicator wasn't saved either, forgot to check for that.