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My 4e homebrew setting: The Plains of Kadiz

Started by Pseudoephedrine, January 18, 2008, 04:10:12 AM

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Pseudoephedrine

Hah, thanks mate. I do like the gonzo feel of Metal Earth as well.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

The Canals of Kaddish:

The canals of Kaddish are of two sorts, fresh and covered. Major canals, and newer canals are fresh canals, with water that comes from the Dawn Lake, or down the tributaries of the Birth and Death rivers. They are the main source of transport in Kaddish and are filled with barges, skiffs, and other light watercraft.

Major canals tend to be about seventy-five to a hundred feet deep, and the largest, serving Grayward, is over five hundred feet across. This would theoretically let them handle lake traffic, except for the many bridges that cross them. Only the North Canal, serving Grayward, and the southeast canals of Guardhouse can be traversed by a ship taller than a horse. Each canal has dozens, if not hundreds, of rivulets and channels carved into its sides that carry water across the city for its citizens. These less channels are not canals proper, but they subdivide each district into blocks and areas just as the large canals separate the city into districts.

The water from the Dawnlake is clean when it enters, but it erodes the sides of the canals quickly, and their use as garbage dumps and sewers by the Kaddish means that they silt up quickly if not maintained. As they do, new canals are dug and the old ones are built on, until they become covered canals.

These covered canals are home to foul monsters of unknown origin. Some may be refugees from the soulforgers, some may be the escaped pets of mighty sorcerors, and others may have migrated here long ago, but they exist and they are widely feared.

Because it is silted near-watertight at some point, most covered canals are miniature caverns, with pockets of air, knee-deep water, mud walls and endless brick and wood ceilings that stomp and echo with city life above.

Few venture into the canals, though they are rumoured to hold many treasures. The underlevels of the city granary, where the richest orthocrats store their wealth, are built in a covered canal. Artifacts of the Dawnmen may exist down there as well, buried in the excrement and mud. Finally, the revolution was originally based in the covered canals before it sprang forth and took the city, and there are scattered mementos - weapons, documents, money - of that time to be found by the canny.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Unpacking Kaddish:

1) Why do people continue to live in Kaddish if it's so bloody weird and awful?

To understand why, you have to turn it around and think of it from a Kaddish's point of view: Where else can he go? He's been born and in an urban environment, enmeshed in a web of allegiances to clan, collegium and cult.

There is one other city in the entire Dawnlands, it's hundreds of kilometres away across trackless waste filled with semi-hostile nomads, and it's run by dwarves who will gladly enslave him and work him to death in their quarries. All of his allegiances would mean nothing there, and would provide him with no support or protection from anyone.

The other, more popular option, is to move out to one of the economic colonies or agricultural villages that surround Kaddish. This can be done, but the structures of urban life replicate themselves there. A village is usually under the control of of a single group (usually a clan), and all the villagers share allegiance to it. Outsiders with different allegiances are not welcome unless they're traders.

Despite this, many Kaddish do take the risk and leave the city. They take up sword and shield, or their spellbooks, or even simple trade goods, and spread out across the Dawnlands as mercenaries, traders and wandering adventurers.

2) If people piss in the canals all the time, why aren't they dying of plague?

Magic. One of the most important services a cult renders to its members is curing plagues through medical knowledge and the use of rituals when necessary. Though the service is not free, most people pay for it through service to the cult rather than money. It is traditional for a family that has suffered the plague to pledge a young child if they have one to the cult, who raises it as one of its mamluks or priests.

3) What are crimes and how are they handled?

If one citizen feels another citizen has wronged him somehow and they share an allegiance, he will take it to the appropriate orthocrat. So two members of the cult of Red-Clawed Hakar will go to a see a priest of Red-Clawed Hakar even if the dispute has nothing to do with the traditional interests of Red-Clawed Hakar or his cult. The priest then arbitrates for a small fee, and uses his higher status in the cult to ensure both disputants follow his verdict. He may threaten to banish or expel either if they do not do what he says.

In serious cases (arson, homicide, rape are the main three), the arbitrator may execute the sentence on the spot, usually by having mamluks seize one or the other as a sacrifice. In cases where the defendant escapes, or refuses to show in court or some such, it is expected that the entire institution pitches in to help find him and bring him to justice. This an important form of service to one's allegiances, and a member is expected to not only draw on the resources of the relevant allegiance (the Cult of Red-Clawed Hakar, say), but also any other allegiances he has, even if they were unrelated originally.

If the situation is too urgent to find a magistrate, or no allegiances are shared, the disputants usually try one another in the court of public opinion, arguing loudly and drawing passers-by in to give their opinion. This is both a favourite past-time and the only civic duty of most citizens, and it can quickly turn into a riot as people pick one side or the other. Fights between two strangers can quickly turn into civil wars between their allies unless the orthocrats in charge can reconcile with one another and find a mutually appealing resolution.

It is relatively common for disputants with multiple overlapping allegiances to pick and choose which orthocrats and allegiances they go to, and this may result in the same suit being judged multiple times by different orthocrats. The orthocrats do not like it, but many do it anyway, hoping to especially punish their opponent, or to vindicate themselves of some charge.

In a very important sense, judging, arbitrating and enforcing these disputes are what makes one an orthocrat. It indicates that one has power and respect from one's fellow citizens, and anyone who treats another citizen as an arbitrator in this way is de facto indicating his allegiance (however tenuous and wavering) to that person.

The main things the Kaddish will charge another Kaddish with are fairly simple. Assault / Dishonour / Rape (all treated as different degrees of the same crime; the insult and injury of another person that is not fatal), Homicide, Theft / Despoiling (taking or breaking something that isn't yours), Arson, Treason (trying to become king).

4) Why has a single strong warlord united Kaddish? It's been two-hundred years, after all.

There are two main reasons for this. The first is that the Kaddish generally do not want another king. They will charge one another with treason for even trying to become king, and more powerful orthocrats who try find their support drying up and an assassin's knife in their throat. Kaddish folk stories revere the martyrs and revolutionaries who drove out the old king, and tyrannicide is widely believed to be an act of divine justice.

The second is that anyone who has the personal power to become king of Kaddish has far more potent options available thanks to epic destinies. One can become a divine hero or a demigod or an archmage. Compared with that, what is a single city, no matter how grand, worth? The Kaddish are a people of extremes, and so long as life as a divine hero is available, mere kingship is nothing.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Things to Steal:

Treasures of Kaddish version

1) The hoard of the Red and Blue Snake Cults

Stored in the Cobra Tower, this is the personal bankroll of Cassius, high priest of the Red and Blue Snake Cults. It is hundreds of thousands of coins of real gold and real silver, not cheap Kaddish scrip. After the city granary, it is the greatest hoard of wealth in the city. Hundreds of fanatical dragonborn guard the Cobra Tower at all hours, and the tower itself is hundreds of feet high with few windows or handholds. Many magical items may be found there as well, prizes Cassius has taken off his many foes.

2) The Tongue of Basdrubal

Basdrubal was a revolutionary orator chosen to make the announcement that launched the first riots of the revolution. He was caught, killed and mutilated, but as his body parts were flung into the roaring crowd, a fellow-traveler made off with his tongue. It continues, even to this day, to move and waggle as if it were still alive. Anyone who holds the tongue gains the power to enchant those who hear his speech, but it gradually works its magic on the bearer too, until he becomes its slave. The tongue, driven mad by Basdrubal's death, now wants only madness and horror, endless atrocity. It would make the world a charnel house. The tongue reappears from time to time, always in the hands of an unknown but suddenly charismatic orator.

3) Daemonpin

A sword of unknown origin, this is the only weapon known that can slay a daemon. To do so is to deprive a cleric or paladin of their connection to the divine power, and it is a terrible crime against the laws of the universe itself. It is rumoured that the same process that allows it to kill daemons will work even on the gods themselves. It is currently in the possession of the vampire-cult of Herunaxos, borne by their vampiric champion Heron the Spiritdrinker, who is ascending towards godhood himself. He intends to use the blade to destroy the other gods and take the sky and earth as his personal possessions.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

#170
I've been busy with a family member's medical issues lately, which is why I haven't been posting much. Anyhow, here's a taste:

God-Emperor
Epic Destiny
Requirements: 21st level, must be a citizen in good standing of a city

The PC strives to become the immortal god-emperor of a city in the Dawnlands. Success means they ascend to their throne to begin a legendary age of peace and prosperity (for good characters) or tyranny and horror (evil characters). Either way, they are worshipped by their citizens as one of the divine heroes of the city, remaking it in their image and forever placing their stamp upon it.

Reigning Forever:

Upon completion of their final quest, PCs are acclaimed as a true hero of the city due to their incredible personal power and loyal service to it, and offered sovereignty. Mortals find themselves driven to obey the God-Emperor's commands, and even more powerful creatures abide their laws while within their domain. A God-Emperor reigns until he abdicates or is slain by another divine hero, when he goes and rejoins his divine brethren in the stars. Someday, perhaps in the far future, they will reincarnate, returning to earth as a blazing meteor.

Horde-Slayer (21st level): The future God-Emperor may deal damage to a minion on a missed hit if the power they use would normally deal damage on a miss. This over-rules minions' normal immunity to the damage. The Horde-Slayer may also ignore any resistances a minion has when dealing damage.

Hero of the City (24th level): The future God-Emperor saves against all effects that can be ended by a saving throw while within their domain. Outside their domain, they may automatically save against all effects that can be ended by a save once per day.

Aura of Awe (30th level): The God-Emperor may choose which of their defenses an enemy power targets once per encounter.

Radiant Reincarnation
Your destiny incomplete, the heavens throw the spirit of the future sovereign back to earth. Your spirit blazes as it falls from the sky and slams into your enemies.
God-Emperor Utility 26
Daily * Healing
Immediate Interrupt
Personal
Trigger: You die

Effect: Your body blazes with white light and vanishes. You return to life on the following round at a location within 20 squares of the square you died in. You are at full hit points, but may not spend healing surges for the rest of the encounter. If you choose to appear in the square an enemy occupies, there is a secondary effect.

Secondary Effect: The enemy takes 5d10 radiant damage and ongoing 10 radiant damage (save ends). The enemy is pushed one square in any horizontal direction.


I'm still getting the hang of the design principles of 4e. How does that look mechanically to everyone?
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Spike

Ever since you announced you were converting over to 4E this thread lost its focus and appeal.

Then again, what do I know? I designed a setting here without looking at system until long after I'd begun, and forced the rules to conform thereafter....
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Drew

Quote from: Pseudoephedrine;243490I'm still getting the hang of the design principles of 4e. How does that look mechanically to everyone?

Unfortunately Epic destines aren't something I've studied too closely, and my books being several miles away prevents a quick comparison. I should be able to offer some constructive mechanical feedback over the weekend.
 

Pseudoephedrine

Quote from: Spike;243824Ever since you announced you were converting over to 4E this thread lost its focus and appeal.

Then again, what do I know? I designed a setting here without looking at system until long after I'd begun, and forced the rules to conform thereafter....

It was a 4e kitchen-sink setting from the start. :p It's just that for the first six months of so of its existence, the 4e rules weren't publicly available, so I focused on fluff. Since the publication of the books and my own increasing familiarity with the system, I've started moving from just fluff to some mixture of fluff and crunch.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Quote from: Drew;243834Unfortunately Epic destines aren't something I've studied too closely, and my books being several miles away prevents a quick comparison. I should be able to offer some constructive mechanical feedback over the weekend.

Cool, I appreciate it whenever you can offer it.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Drew

Quote from: Spike;243824Ever since you announced you were converting over to 4E this thread lost its focus and appeal.

Go back and read the OP. It's been a 4E setting since post #1. Pseudo briefly considered another ruleset (Fate/Fudge IIRC), but for the vast majority of the thread he's been designing for D&D.
 

Spike

My apologies: Since focusing less on fluff and more on crunch it has lost its focus and appeal.

There, all better?

I'm not at all convinced that a crunchy application is needed to apply the Kadiz gameworld (dawnlands?) to 4E thus far.  I AM convinced that hashing out all sorts of minor details, and even big details that won't see use at the table, provides a level of richness and depth to a setting even if the players never notice it.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

[URL=https:

Pseudoephedrine

Quote from: Spike;243892My apologies: Since focusing less on fluff and more on crunch it has lost its focus and appeal.

There, all better?

I'm not at all convinced that a crunchy application is needed to apply the Kadiz gameworld (dawnlands?) to 4E thus far.  I AM convinced that hashing out all sorts of minor details, and even big details that won't see use at the table, provides a level of richness and depth to a setting even if the players never notice it.

I'm still working on both :p

90% of the Kaddish material was crunch-free, other than the murder gnome assassin, and some system-independent d6 tables for encounters. I've actually been trying to keep the core material relatively system-independent.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

I'll get some material up on Dwer Tor tomorrow, most likely.

The rough plan at this point:

Flesh out Dwer Tor as a point of light in the setting.
Start working on stats for some of the monster / opponent ideas I have.
Move the Ashlands of Dlak stuff into a separate thread on the "Gameplay" forum and finish it up there at a leisurely pace.
Begin work on the Forest Dreamers.

That'll be another week or two at least, I think. I'm going to start an AP thread over on Gameplay about the new 4e non-Kadiz game we're running, partially because it's the typical crazy shit my group rolls with, but also because it's informing my conception of 4e very strongly, and thus might be of some interest to those trying to see what kind of feel I think 4e has (which affects my setting, after all).

Edit: Addendum to list: Harass my irresponsible friend Bryan to scan the maps of Kaddish and the Dawnlands he's had for three weeks now before he spills tea and fouler fluids all over them.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

What a First Time Visitor to Dwer Tor Would Notice:

The stone. The city of Dwer Tor is the single largest collection of stone in the Dawnlands that is not a mountain. Unlike the skin tents of the nomads, the clay, wood and concrete tenements of Kaddish, Dwer Tor's architectural style is massive, grand, and entirely cut from the bones of mountains. Buildings tower into the sky and stretch endlessly across the city.

It's clean. Dwer Tor is swept and scrubbed by an army of slaves, while another removes litter, collects night soil, and picks any weeds that might form. Fed by mountain streams, hot springs and the nearby lake, the municipal baths are used by all citizens, from helot to king. Buildings are not commonly painted with designs or pictures, and due to the social structures of Kaddish, few citizens live in ramshackle huts or tottering tenements.

There are few humans. The vast majority of citizens of Dwer Tor are halflings, who compose the majority of the helot class. Optimates and thaumates are normally dwarves and eladrin. While there is a small freeborn human population (of different descent than the Kaddish and Kadiz), they are primarily agricultural  workers and are mostly found in the small farms surrounding the city.

The exotic goods. Nowhere else in the Dawnlands can the fine metalwork of Dwer craftsmen be imitated. Though they must trade with the Kaddish for steel, Dwer Tor has far more iron at its disposal, and craftsmen better able to work it. Plate armour, hinges, folded steel blades, fine pins, these are all secrets of Dwer artisans. Thanks to the city's Little Road trading colonies, it is also host to the rare goods of the Salt Men. Coloured glass, cinnamon and peppers, gunpowder (mainly used in fireworks and for ritual purposes), opium, and silk are all only available in Dwer Tor.

Money. Dwer Tor controls the only gold mine in the Dawnlands, and has the only mint. The Kaddish use a complicated system of scrip, barter and credit, but Dwer Tor mints gold, silver and copper pieces to use in exchange. With a few rare exceptions, literally ever gold item or object in the Dawnlands has its origin in Dwer Tor. Coins are chronically short, since the nomads and Kaddish hoard them to use in trade with Dwer Tor and one another, but rich veins of silver in neighbouring mountains allow Dwer Tor to prevent deflation.

Order. Life elsewhere in the Dawnlands is a rough and ready business. The Kaddish wake up each morning without knowing whether they will survive the coming day, while the nomads live amongst monsters, surrounded by enemies. Only in Dwer Tor does normal, peaceful life exist. A Dwer citizen is one of the few people in the Dawnlands who has a better than even chance of not dying from violence or starvation. He need only avoid the plague-ridden and the occasional robber. It is this unique peace that keeps the social system of Dwer Tor static. Anarchy - to become mad dogs like the Kaddish - is a hidden fear at the back of every citizen's mind, and something all patriots will struggle against at the cost of their very lives.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous