Okay, this has been coming up all over the place, so Im going to try to have a thread with serious discussion on the things we would like to see in a new product concerning this region. I say 'new', because the old version obviously didn't sell well. Please no wines about cr@ppy sourcebooks, or discussions about OTHER regions of Abeir-Toril. If you would like to discuss those other areas please start a different thread.
Current Table of Contents: The following color coding indicates who is work on what. RED = by Lavekkia, Blue = by Lord Karsus, Purple = by MarkusTay, Green = Other Lighter color indicates 'in progress'
Introduction 1.0 Races of Kara - Tur 1.1 Standard Races . 1.1.1 Human, Oriental . 1.1.2 Hengeyokai/Katanga (Oriental shapeshifters) . 1.1.3 Korobokuru (Dwarves) . 1.1.4 Nezumi ('ratlings', sort of Oriental goblins) . 1.1.5 Spirit Folk (Half-kami, equivalent to fey-touched or Elves) . 1.1.6 Shojo (similar enough to be like halflings, but also uniquely oriental) . 1.1.7 Vanara (Monkey Folk) 1.2 New Races . 1.2.1 Orcanji (I made that word up, but basically Orcs with an oriental twist) . 1.2.3 Half-Orcanji (obviously, half-Orcs) . . 1.2.3.1 Sidebar: Using Orcanji (Orcs) in your campaign . 1.2.4 The Beiy’maar (Sea Folk) 1.3 Other Playable Races . 1.3.1 Hadozee
2.0 Classes Of Kara - Tur 2.1.0 Oriental classes . 2.1.1 Samurai (Knight/Paladin) . . 2.1.1.1 Sidebar: The Intimadating Stare . 2.1.2 Wu-Jen (Wizard) . 2.1.3 Shugenja (Elementalist) . 2.1.4 Ninja (Assassin/spy) . 2.1.5 Scout (Ranger) . 2.1.6 Monk (martial artist) . 2.1.7 Spirit Shaman (Druid-like class) . 2.1.8 Sorcerer (Lung-blooded) . 2.1.9 Sorcerer (Oni-Blooded) . 2.1.10 Geinoujin (Entertainer /bard) . . 2.1.10.1 Sidebar: actors, Geisha, and Sing-song girls . 2.1.11 Bushi (fighter) . 2.1.12 Sohei (cleric/monk) . 2.1.13 Lama (Priest) . 2.1.14 Kio ton mu (Witchdoctor) . 2.1.15 Barbarian (Jungle, Northern, & Steppe) . 2.1.16 Senshin (a yogi - possible psion/monk type) . 2.1.17 Foreign Classes (Gaijin) . 2.1.18 Other/substitution for each Clan 2.2 NPC classes . 2.2.1 Artisan (includes craftsman & artists) . 2.2.2 Courtesan (someone trained to cater to the nobility) . 2.2.3 Merchant (Basically a rogue without thief skills) . 2.2.4 Priest (A cleric with MINIMAL spells and NO combat skills) . 2.2.5 Bureaucrat (Another thief)
3.0 Regions, Feats, and Skills 3.1 Character Regions . 3.1.1 Shou/T’u Region . 3.1.2 Kozakura/Wa/Koryo Region . 3.1.3 Malatra Region (will include the 3 Jungle cultures) . 3.1.4 Tabot Region (will include Khazari and Ra-Kati) . 3.1.5 Ama Basin Region (will include all Northern Waste groups) . 3.1.6 Taan Region (Plain of Horse, Endless wastes) . 3.1.7 Phutan Region (includes Petan, Sempadan, and Southwestern islands) . 3.1.8 Island Region (Bawa, Bertan, etc) . 3.1.9 Meluria Region (home of the Beiy’maar) 3.2 Character Feats . 3.1.1 New Feats . 3.1.2 New uses for existing Feats 3.3 Skills . 3.1.1 The social skills and honor, reputation, and ancestors . 3.1.2 Feng Shui . 3.1.3 Tai Chi . 3.1.4 New uses for old skills . . 3.1.4.1 Knowledge (Oriental Wisdom) - The Path and the Way . 3.1.5 The Trigrams . 3.1.6 Origami
4.0 Prestige Classes 4.1 PrCs . 4.1.1 Shadow Warrior (True Ninja) . 4.1.2 Cavalryman - Shou Knight/Horse Lord . 4.1.3 Kensai . 4.1.4 Ronin . 4.1.5 Yakuza (rogue) . 4.1.6 Elemental Master (Wielder) . 4.1.7 Sumo Wrestler . 4.1.8 Shou-ling Priest 4.2 Martial Arts Schools and Styles (PrCs) . 4.21: Shou Kung-fu Schools . . 4.2.1.1 The Iron Hand . . 4.2.1.2 The Five Stars . . 4.2.1.3 The Northern Fist . . 4.2.1.4 The Southern Star . 4.2.2 Wa Karate . . 4.2.2.1 Nijitsu . 4.2.3 Kozakura Judo (Jujutsu) . 4.2.4 Koryo Tai Kwon Do Sohgi (stances) . 4.2.5 Lion’s Roar of Tabot . . 4.2.5.1 Flying Crane Hands . . 4.2.5.2 Maitreya Hands . . 4.2.5.3 Gauze Wrapping Hands 4.3 Using Martial PrCs from Other Books . 4.3.1 Shou Disciple (UE) . 4.3.2 Drunken Master (CW) . 4.3.3 Enlightened Fist (CA) . 4.3.4 Order of the Bow Initiate (CW) . 4.3.5 Dragon Knight (Purple Dragon Knight from CW) . 4.3.6 Tattooed Monk (CW) . 4.3.7 Dragon Disciple (DMG) . 4.3.8 Monk of the Long Death (PGtF) . 4.3.9 Sacred Fist (CD) . 4.3.10 Arcanopath Monk (DM Annual Vol.1) . 4.3.11 Monk of the Enabled Hand (DM Annual Vol. 1) 4.4 Other Useful PrCs . 4.4.1 Hand of the Adama (SS) . 4.4.2 Black Flame Zealot (Thugee Priest) (CD) . 4.4.3 Contemplative (CD) . 4.4.4 Pious Templar (for Sohei and others, CD) . 4.4.5 Rainbow Servant (for Petan, CD) . 4.4.6 Storm Lord (Shugenja and others) . 4.4.7 Void Disciple (CD) . 4.4.8 Master of the Unseen Hand (CW) . 4.4.9 Adapting Others
5.0 Magic, Spells, and Ki 5.1 Ki . 5.1.1 Using Ki in an Oriental Setting . 5.1.2 Ki Abilities 5.2 The Five Elements . 5.2.1 Air (Electricity) . 5.2.2 Earth (Acid) . 5.2.3 Fire (Fire) . 5.2.4 Water (Cold) . 5.2.5 Spirit (Sonic) . 5.2.6 Void – The ‘non-element’ (Entropy) . 5.2.7 new "element calls" (provisory name for elemental spells) 5.3 The Wu-jen Elements . 5.3.1 Metal and Wood 5.4 Shugenja Orders . 5.4.1 Order of the Forbidding Wasteland (Earth, Air) . 5.4.2 Order of the All-Seeing Eye (Void, Earth) . 5.4.3 Order of the Consuming Flame (Fire) . 5.4.4 Order of the Gentle Rain (Water, Spirit) . 5.4.5 Order of the Impenetrable Crucible (spirit) . 5.4.6 Order of the Ineffable Mystery (Void, Entropy) 5.5 Conventional Magic in Kara–Tur . 5.5.1 New Domains . 5.5.2 New Spells 5.6 Other forms of magic (appendix) 5.7 New Magic Items . 5.7.1 Talismans . 5.7.2 Normal Magic Items . 5.7.3 Legacy Items . 5.7.4 Artifacts and Relics
6.0 Epic Levels in Kara-Tur 6.1 Epic Progression or KT/OA Classes 6.2 Epic Prestige Classes 6.3 Epic Uses for OA Skills 6.4 New Epic Feats 6.5 New Epic Spells
7.0 Kara-Tur 7.1: Ancient History . 7.11 The recent Eastern ‘Realms’ . 7.12 Timeline . 7.13 After the ToT . 7.14 The Tuigan Horde 7.2 Shou Lung . 7.2.1 Geography . 7.2.2 Climate . 7.2.3 Flora and Fauna . 7.2.4 Population . 7.2.5 Economy . 7.2.6 Province . . 7.2.6.1 Ma’Yuan . . . 7.2.6.1.1 Sidebar: The Creation of the Dragonwall . . 7.2.6.2 Sheng Ti . . 7.2.6.3 Hungste . . 7.2.6.4 Wa’Kan . . 7.2.6.5 Ti Erte . . 7.2.6.6 Wang Kuo . . . 7.2.6.6.1 Sidebar: Worried Elders . . 7.2.6.7 Hai Yuan . . 7.2.6.8 Kao Shan . . 7.2.6.9 Arakin . . . 7.2.6.9.1 Sidebar: The ‘Skywalker’ . . 7.2.6.10 Chu’Yuan . . 7.2.6.11 Tien Lun . . 7.2.6.12 Yu’I . . 7.2.6.13 Ch’Ing Tung . . 7.2.6.14 Occupied Joi Chang . 7.2.7 The Kingdom of Chukei 7.3 Tu Lung . 7.3.1 Geography . 7.3.2 Climate . 7.3.3 Flora and Fauna . 7.3.4 Population . 7.3.5 Economy . 7.3.6 Kingdom of Ausa . 7.3.7 Kingdom of Wui . . 7.3.7.1 Bashan Do . . 7.3.7.2 Fengnao . 7.3.8 Kingdom of Wai . . 7.3.8.1 East Wai . . 7.3.8.2 West Wai 7.4 Wa . 7.4.1 Geography . 7.4.2 Climate . 7.4.3 Flora and Fauna . . 7.4.3.1 Sidebar: The Rebellion Period in your game . 7.4.4 Population . 7.4.5 Economy . 7.4.6 Islands 7.5 Kozakura . 7.5.1 Geography . 7.5.2 Climate . 7.5.3 Flora and Fauna . 7.5.4 Population . 7.5.5 Economy . 7.5.6 Islands 7.6 Tabot, Khazari, and Ra-Khati . 7.6.1 Geography . 7.6.2 Climate . 7.6.3 Flora and Fauna . 7.6.4 Population . 7.6.5 Economy . 7.6.6 Khazari . 7.6.7 Ra-Khati 7.7 Northern Kara-Tur . 7.7.1 Koryo . . 7.7.1.1 Geography . . 7.7.1.2 Climate . . 7.7.1.3 Flora and Fauna . . 7.7.1.4 Population . . 7.7.1.5 Economy . 7.7.2 The Ama Basin . . 7.7.2.1 Issacortae . . 7.7.2.2 Krashat Tu’rang (The Ogre Kingdom) . . 7.7.2.3 Kalmyk . . . 7.7.2.3.1 Sidebar: The Suren Empires . . 7.7.2.4 Pazruki . . . 7.7.2.4.1 Sidebar: Nanayok, the forbidden Valley . . 7.7.2.5 Wu-Haltai 7.8 Jambu dweepam (lower Kara-Tur) . 7.9.1 Malatra Jungle Cultures . . 7.9.1.1 Laothan . . 7.9.1.2 Purang . . 7.9.1.3 Kuong . . 7.9.1.4 Sidebar: The Yuan-ti . 7.9.2 Petan . 7.9.3 The Larang Valleys . . 7.9.3.1 Sidebar: Tempat Larang . 7.9.4 The Lower Jungles . . 7.9.4.1 Kuning . . 7.9.4.2 Rimba . . 7.9.4.3 Binatang . . 7.9.4.4 Sempadan . . 7.9.5.4.1 Sidebar: The Yuan-ti/Rashasa Wars 7.9 The Celestial Sea . 7.9.1 Bawa and Bertan . 7.9.2 Meluria, Land of the Beiy'maar . 7.9.3 The Sea Domains . 7.9.4 Beyond the Endless Sea . . 7.9.4.1 Anchorome . . 7.9.4.2 Braklovia (Azuposi) . . 7.9.4.3 Katashaka . . 7.9.4.4 Maztica . . 7.9.4.5 Myrmidune . . 7.9.4.6 Osse
8.0 Faiths and Religion 8.1 Myths and Legends 8.2 The Path of Enlightenment . 8.2.1. Sidebar: The Decree of T’ien Shang 8.3 The Way . 8.3.1 Dharma (Li) . . 8.3.1.1 Sidebar: Optional Rule: Karma 8.4 The Nine Travelers 8.5 The Eight Million Gods 8.6 Onmyōdō 8.7 The Way of Enlightenment: Kozakura variant . 8.7.1 Toro dai . 8.7.2 Kanchai . 8.7.3 Konjo 8.8 The Celestial Bureaucracy . 8.8.1 Deities . . 8.8.1. Sidebar: Opotional Rule - Supreme Power . 8.8.2 Immortals . 8.8.3 Interlopers 8.9 Major temples
9.0 Adventuring in Kara-Tur 9.1 Common Life in Kara–Tur . 9.1.1 Clothing . 9.1.2 Food and drink . 9.1.3 Social classes . . 9.1.3.1 The Caste System . . . 9.1.3.1.1 Behind The Courtain: Biased Views . . 9.1.3.2 Outcast . . 9.1.3.3 Farmers . . 9.1.3.4 Merchants . . 9.1.3.5 Crafters . . 9.1.3.6 Bureaucracts . . 9.1.3.7 Entertainers . . 9.1.3.8 Nobles . . 9.1.3.9 Warriors . . . 9.1.3.9.1 Sidebar:The Caste System in your game . 9.1.4 Law and justice 9.2 Clans . 9.2.1 Clans of Shou Lung . . 9.2.1.1 Sidebar: Using Clans from earlier editions . 9.2.2 Clans of T’u Lung . 9.2.3 Clans of Kozakura . 9.2.4 Clans of Wa . . 9.2.4.1 Sidebar: The Shadow Clan 9.3 Organizations . 9.3.1 The Shou Bureaucracy . . 9.3.1.1 The Emperor . . . 9.3.1.1.1 Sidebar: Emblems of Authority . . 9.3.1.2 The Forbidden City . . 9.3.1.3 The Nobility . . 9.3.1.4 The Civil Service Exams . . 9.3.1.5 The Eight Great Ministries . 9.3.2 Mercantile Interests . 9.3.3 Secret Societies . 9.3.4 Organized Crime . . 9.3.4.1 Yakuza . . 9.3.4.2 Tongs . . . Sidebar: Rise of the Triad . . 9.3.4.3 Janyin . 9.3.4 Wako & Pirate Bands . 9.3.5 Bandit Gangs . 9.3.6 Ninja Clans . 9.3.7 The Thugees 9.4 Honor . 9.4.1 Expanded Honor Tables . 9.4.2 Sidebar: Free from Honor . 9.4.3 Optional Rule: Honor and Reputation 9.5 Dungeons in Kara-Tur 9.6 Wilderness Encounters 9.7 Recent events . 9.7.1 Sidebar: The Thay Enclaves 9.8 Selected NPCs
10.0 Creatures of Kara – Tur 10.1 Gaki (Undead) 10.2 Kami (Common Spirits) 10.3 Oni (Demons) 10.4 Yokai (Monsters) . 10.4.1 Gargantua . . 10.4.1.1 Sidebar: Why there are no Illithids in Kara-Tur . 10.4.3 Using Creatures of Rohugan . 10.4.3 Special Creature template
11.0 Appendix – Optional Rules 11.1 The Shadoworld . 11.1.1 Getting There . 11.1.2 Jade and Crystal . 11.1.3 Corruption and taint 11.2 The Maraloi . 11.2.1 Optional History 11.3 Using other Supplements and Rules . 11.3.1 Tome of Battle . 11.3.2 Ghostwalker . 11.3.3 The Dancing Hut of Baba Yaga 11.4 Other forms of magic in Kara-Tur . 11.4.1 Warlocks . . 11.4.1.1 Optional Rule: Eldritch Energy and the Shadoworld . 11.4.2 Pact Magic . 11.4.2 Truenaming . 11.4.3 Shadow Magic . 11.4.4 Incarnum . 11.4.5 Totemic magic: Feathers, Bone, & Claw 11.5 The Underdark 11.6 The Sea of Night . 11.6.1 Sidebar: Recent Events 11.7 Psionics in Kara-Tur . 11.7.1 Psionic Substitution levels 11.8 Character Options . 11.8.1 Attributes . . 11.8.1.1 Comeliness . . 11.8.1.2 Voice Quality . 11.8.2 Character Traits and Flaws . 11.8.3 Action Points in Kara-Tur . . 11.8.3.1 Option: Using Action Points with Karma . 11.8.4 Natural Talent (untrained skills) . . 11.8.4.1 Sidebar: Apptitudes
So I'm saying we now have FREE REIGN to do what we please. Lot's of MAJOR stuff has occurred since the last presentation, so I'd say everything goes at this point. Maybe there was a major cataclysm/war that change the political make-up, or even the shape of the geography. Maybe, during the ToT, the various spirits (nature spirits, elementals. etc) came into prominence and didn't 'go dormant' again after it was over. Hopefully, someone in charge will take a look at this and say "hey! That sounds cool, lets do that!" I doubt it, but you never know.
I'll go first -
1) A cool NEW magic system, based around the FIVE elaments. Spells should progress along PATHS, instead of just picking spells 'willy-nilly'. For those of you who don't know what that means, it's basically a system where you need to progress along natural paths and each spell along a certain path is the prerequisite for the next one. This would make mages (Wu-Jen) far more specialized, but that could possibly be balanced with a greater spell use capacity. Also, a strict set of rules must be in place, like those in Full Metal Alchemist, so that the system isn't only new, but makes sense the same way any real science does.
2) Martial arts - At least five seperate Ninja schools, along with at least five different Monastic diciplines. Then, within each their could be individual kata (both weapon and movement), along with kata for Samurai as well. Also, I wouldn't want to see the syles named after the real-world styles - to keep it fresh they could give them fantasy names like 'raging minotaur' or 'fist of the Ogre-Magi' or 'flying dragon' (I know, but it still sounds cool).
Gray had some wonderful suggestions in another thread, so I hope he joins in. With all of the anime that is currently popular and martial art movies making a comeback, it's only natural to roll a lot of that into our 'new' kara-Tur.
If you plan on going with the 'five' motif for the elemental paths of magic *and* the martial arts styles, you could go all the way and assign each of the five elements with a particular color, number, mythical beastie, weapon style, etc.
Each of the 'core four' class types, priest, warrior, rogue and mage, would have five variants, based on which of the 'directions' they chose.
A warrior of the eastern direction would use a fighting style based on the properties associated with the element of wood, the color white, the emotion of anger, the Azure Dragon, etc.
A Priest of the center direction would be connected to the element of earth, the emotion of grief, the color yellow, the Kirin, etc.
Five different 'paths' of priest, mage, warrior and rogue. At least one of the five variations would end up looking much like the traditional Samurai or Ninja or Sohei or whatever, and the others would create a fairly diverse pool of 20 different base classes. They would be more varied than the difference between Rangers or Monks who pick different feat chains, or Specialist Wizards, so they would be justifiable as seperate base classes, although they would be constructed from a 'base' of warrior, priest, mage or rogue, with modifications as radical as larger or smaller hit dice, or different 'good saves' depending on the direction chosen.
One multi-classing pain in the rump would be that a person's 'direction' would be fixed, only changeable by a special ritual of re-whatever that is a major huge deal, like changing your alignment or retraining your classes. As long as you are an easterly direction sort, you can only take the base classes appropriate to your direction. You can be a multi-classed warrior / rogue / mage, but not a multi-classed easterly warrior / southerly warrior...
They periodically rise from the deep oceans and march on to land, leaving chaos and destruction in their wake. They also smashed up some of the least-inspired KT lands, making way for a rebuild.
But some nations of Kara-Tur have captured and tamed a few, and use them in their armies, or to stop the rampages of other giant monsters.
And not complete clones of Godzilla/Gujira, Gamera, and others. Different monsters They should recycle the Tarrasque and others. (I dislike it when new campaign settings invent a whole pile of new creatures to focus on, instead of using and expanding upon the existing ones that keep getting churned out. One of the things that bugs me about Eberron.)
I'm thinking of the giant monster movies I love so much. There's also room here for monsters and themes of the giant mecha sub-genre of various animes.
Or did Kara-Tur already do this? I don't know much about KT.
Kara-Tur has the Isle of Gargantuas where giant monstruous insects battle it out daily with giant monstrous reptiles all presided over by the Krakentua who has the body of a man and the head of a kraken (so a giant mindflayer).
If you plan on going with the 'five' motif for the elemental paths of magic *and* the martial arts styles, you could go all the way and assign each of the five elements with a particular color, number, mythical beastie, weapon style, etc.
You know... I didn't even think about a five motif, I was just thinking of the five elements from traditional Oriental folklore. The majic system would include sorceror types, like in Avatar, and the more heavely diciplined wizard-type structure we see in Full Metal Alchemist. I only suggested 'at least' five paths for some diversity, but I think your idea sounds really cool.
Benders and Wu-Jen?
I like you're concept of sticking everything in a specific 'orientation', depending on which aspect you chose to go with.
We could have a brand new system of 'portents and signs', to determine how certain abilities are affected for the duration of the session. Roll some dice - you see a badger cross your parties path, +1 to all fire magic, -1 to all water magic, something like that. I'd like to see the whole 'mysticism' thing get played up big time, involving consulting spirits, and maybe even taking one along on an adventure. The spirit world and superstition should play a major role, I think.
And, of course, the occasional giant monster would be a must.
I'd also like to see at least a little of the sarlona book make its way over, with a region that has something akin to Tibetan Monks that have 'crazy mind' powers.
I had this idea as well, "Kara-Tur Redux" is actually penned down right here in my personal writing notes. Though I was going to make it a random side thing to do in my spare time. I'm still absorbing the Kara-Tur material I could get my hands on to see what works for me and reviewing outside references and inspirations to see what might be nice to add.
Does it matter all that much? If Faerun can treat Kara-Tur as just a name, then Kara-Tur can just treat Faerun as a name of some strange foreign place.
You see, I know the White Wolf game Exalted. It's got five elements, the Five Maidens, five types of Exalted, five subtypes of each type of Exalted (except the Lunars, who merely used to have five before being consolidated to three), five seasons, five magical materials, five poles . . .
And then I look over to Legend of the Five Rings. Ahem.
Let's just say that I'm of the opinion that five has been rather worked to death in East Asian-flavored gaming.
You want a number for an Asian-inspired game? How about eight, the number of good fortune? There's a reason the Summer Olympics in Beijing are going to start at 8:08:08 PM on 08/08/08, and it's not because the Chinese are big fans of the number 5.
Didn't know that about exalted, but I was thinking about the '5 rings' thing. Oh well...
Eight's tough only because of the elements. Maybe have six elements, earth, fire, air, water, Metal, Wood (spirit), and also positive and negative energies as well. I was trying to figure out how to work the four winds in, but the number eight actually simplifies that somewhat. So instead of just having the N, S, E, and W winds, we could also have NE, SE, NW, and SW winds.
Then the whole thing could be alignment based, with the alignments each corresponding to a different group. I notice 7 clans in OA, so this will still be different. There could be a secretive 9th power/group that maintains the 'balance' (the Shadow Clan?), akin to neutrality. I think that concept would fit in with the Oriental concept of balancing the 'Chakras'. Perhaps have each group also associtaed with a different 'Chakra', and be able to develop different 'Chi' powers based on their affiliation?