Gems of Gods and Mortals: The Changing Symbolism of Pearls ...
Campaign Gems: Bronze Gods d20 System
Transcript of Campaign Gems: Bronze Gods d20 System
CONTENTSINTRODUCTIONA PRIMAL WORLDSongs of Sky and Sea - Four Brothers MapA Savage Land - Mold Island - Mola Island Map - Cohda Island Map - Cohda Island - Loskak Island Chain - Loskak Island Chain Map - Tomta Island - Tomta Island Map - Aradi Island - Aradi Island MapLife by the Spear Life by the FeatherSongs of Stone and Smoke
PEOPLE AND PATHSIntroduction The Tribes - The Eida - The Har Men - The Iridians - The Konok - The VaskeThe Paths - Circle Speakers - Light Painters - Path Tracers - Weaver of Water - Wild AdeptThe SkillsThe FeatsWeapons and Fetishes - Weapons - Weapons & Armor Table - Armor and Shields - Special Items and Qualities - Materials and Enhancements
OF MYTHS & MACHINESInto the Ruins - The Origins of Arcane Energy - The Birth of Industry - Dry Fields - Construction of the Facilities - The Bronze Gods - The Fruits of Genius - The Arcane Generators - The Dry Bowl Fills - The Harvest Wars - Arcane Weapons - Fire from the Heavens - The Island Wake - Touched by the Arcane - The New Settlers
A Mechanical Legacy - Birth of the Ageless King - Building the Brain of the King - Operational History - Rediscovery and the Rise of Har - The Birth of a Nation? - A New Religion - Spreading the Word - The Tribal Council - The Stone Oracle - Origins of the Cult - Battle witb the King - InfluenceinOru - KingversusOracle-thefinalsayWays of the World - Holy Days - Rituals - The HearthAllies and Antagonists - The Ageless King - Chief Ara Des Konok - Dami Des Iridi - Chief Oloru Des Har - Red Skies Hunter - Tikado Des Eida - The Stone Oracle - The WatcherTerrain TemplatesDefemse Drones - Assault Drone - Heavy Defense Drone - Light Defense Drone - Surveillance DroneCampaign Rules- Toxins - Elementals, Spirits and Arcane Energy - Environmental Hazards - Disease - Arcanic TaintAdventure Gems
APPENDICESReference SourcesGlossaryCharacter SheetsOpen Game Licence
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A warrior culture in the truest sense of the word, the Konok are the unquestioned masters of the Loskak Islands. Engaged in eternal warfare with whoever happens to have crossed them last, the Konok are a force to be feared and respected.
Personality
The Konok range from loud and aggressive, to quiet and aggressive. Their personalities are forceful, and hesitation is considered a mark of weakness within their culture. Konok radiate a kind of “let’s go!” vibe that can be either inspiring or completely terrifying, depending on the situation and the individual Konok.
Konok are not necessarily physically pushy, but they often get into disagreements from which they dislike backing down. A quiet Konok will just stonewall, dismiss you, and walk away; whereas with a louder one, you’re getting into a shouting match.
The entire tribe is obsessed with status and “pecking order,” to the point that they will jockey for position in friendly, informal games. They tend to be poor losers, although when they win their reactions can range from quiet grace through to incredibly asinine taunting. For hours. Of course, since they are always looking to push their position in the pecking order forward, Konok are usually the first to join in any type of competition.
tribe: the KONOK
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Although originally hailing from the windy island of Tomta, the nomadic Vaske can be found more or less anywhere. Their mysterious natures and magnetic charm mean that life is always interesting when they are around.
Personality
Most Vaske seem pleasant enough, if a bit high strung. As a people they are more temperamental than calm, with frequent outbursts of happiness, sadness, or anger. Vaske tend to speak somewhat more quickly than the other tribes, and are far more expressive with their gestures than what most other cultures consider normal. As a rule, Vaske are fairly outgoing.
Vaske live by an intense tribal code of honor that permeates their society. Firstly, they follow the rules of hospitality, opening their tents to any who need shelter for the evening. Secondly, Vaske are required to be truthful. Not all are, but as a rule this teaching is followed. If a Vaske would be forced into a lie they instead fall silent, or change the subject and chatter on rapidly. Vaske take lies very seriously, especially when within close friendships.
Vaske enjoy artistic endeavors, and spend a great deal of time on these pursuits. Groups of them in Oru will often busk while performing illusions, dances, or songs. They consider this type of begging to be spiritual in nature. By extension, Vaske will often beg friends and acquaintances for items that have caught their fancy, sometimes being quite insistent.
TRIBE: THE VASKE
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BACKGROUND
Light Painters are loathed to enter water or naval combat, as water negates the powers of their runes. On land, however, they are a very valuable asset to any fighting force. Within the tribes, Light Painters are artisans, masons, and craftsmen, and their work can be seen on most structures. (Light Painters can also be seen after a rain, repainting all of their runes).
Generally, Light Painters are welcomed by members of most other classes, with the exception of the Weavers of Water. There are rare Weavers who do
work with Light Painters, savage warriors of the Konok who use blood to trigger their abilities and still retain the
Light Painters’ enchantments.
PATH: LIGHT PAINTEROVERVIEW
Light Painters are the artisans and builders of the tribes, naturally suited to creation and craft. With their ability to forge enchantments through their use of mystic sigils, Light Painters also serve a valuable purpose in warfare.
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Fast Rune (ex): Placing a rune is now a standard action
Graceful Rune (ex): Placing a rune no longer provokes attacks of opportunity.
Swift Rune (ex): A rune may now be placed as a swift action. This includes Harm runes.
Reviving Rune (su): 1/day, the Light Painter may inscribe a special rune that, on a character’s death, instantly restores them to full health and removes all baneful effects.
There is no constitution or experience loss associated with this effect. The rune is removed by application of water, spittle, or wine, but is otherwise permanent until triggered.
Light Painter Runes
By inscribing runes on people or objects, Light Painters provide them with enchantments. The enchantment persists until the rune is dismissed by the creator; or until water, spittle, or wine flows over the rune.
Runes fall within three foci, based upon what type of subject they affect. Each focus is similarly divided into three basic Powers, each of which contains 4 specific runes. Rune is the term for a specific type of effect.
Inscribing a rune is a full-round action which provokes an attack of opportunity, as if the Light Painter were casting a spell.
There are three foci; Land Focus, Life Focus, and Object Focus.
Land Focus
The Light Painter inscribes four runes of a single type, each of which acts as the corner of an area on the ground. This area may be up to 5 feet to a side per level. Everything within this area is affected by the runes. Only 1 rune effect may be in operation in any given area; subsequent attempts to enchant an area will fail.
Calmness (Power):
General: For each calmness rune learned, winds in the area are reduced by 20 miles per hour.
Peace Rune: Hostile entities cannot enter or attack into the area of effect, unless they are attacked first. There is a will save, with a DC equal to 10+1/2 Light Painter’s class level+Light Painter’s Charisma modifier.
Rain Rune: Fires in the area still burn, but are not hot enough to cause damage and cannot be spread.
Still Rune: Extreme weather conditions, such as hail, tornados, and lightning, can no longer exist within the effected area. Effects of exposure within the area are negated.
Soothe Rune: Emotions within the area are muted. Magical effects which have any influence on emotions, including fear or inspiration, are negated.
Protection (Power):
General: Each ally in the area gains a +1 dodge bonus to AC, and a +1 bonus to saving throws.
Alarm Rune: Allies become supernaturally alert, gaining a +2 bonus to all spot, initiative, and listen rolls for each rune learned in protection.
Light Painter Levels Table
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OVERVIEW
A warrior and soldier who fights his battles on the waves, the weaver of water can harness the power of sea and storm. He sails into battle girded by ocean, with the ferocity of a typhoon and the inevitability of a tidal wave.
BACKGROUND
A Weaver of Water fulfills the role of a soldier amongst the tribes. Most warfare is naval in nature, and as such Weavers are extremely useful. Older Weavers frequently serve as medics, with the ability to create healing waters. Sometimes they become farmers, weather shamans, or sailors.
The Weavers are loosely organized into a kind of hierarchy amongst themselves, which spans all the tribes. Famous Weavers of any affiliation are looked up to or envied by up-and-coming individuals who are hoping to prove their worth.
Weavers usually have tribal or family ties and do their fighting on this basis; however, the more powerful Weavers often develop a spiritual connection to their class. These warriors sever their tribal or political ties and act as mentors and teachers, or as consultants and mercenaries.
Path: WEAVER OF WATERWeavers tend to organize themselves into
small groups of individuals who follow the teachings of the waves, assisting each other along the path. There can be several such groups competing for dominance in a given village. The “teachings” are sometimes passed down by a powerful Weaver, but just as often they are grasped intuitively and naturally.
Weaver of Water Levels Table
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