First off, let me describe in a very general way the lay of the land and it?s natural, ethnic, and national boundaries. I will start at the center and then work my way around from the twelve o?clock position.
At the geographic and political heart of the campaign will be the Empire of Xiao Quan. The terrain of this region is very diverse and the empire encloses more of the land in the campaign than any other nation. Flowing river valleys, golden plains, dense forests, luscious groves, rich rice patties, and majestic towering mountains are all within the empire?s holdings. One of the more significant features of the land include the Fukitsu Plains in the northwest, the ancestral homelands of the fukitsu race (litorians). In the Fukitsu Plains one can find the magnificent Ring Wall City, a structure built long ago by the giants during the war with the dragons. This city is actually a great rounded wall several miles in diameter with an open plain in the center and the ring wall itself is a mile thick and hollow with a city inside the whole way around. Other than being known as the headquarters where the giants struck at the dragons from, little is known about the original purpose of this structure and much of it remains unexplored. The frontier city of Xinmar also lies in the northwest at the northern edge of the Great Wall Mountains (think Himalayas) by the steppes beyond. Xinmar is not only noted for it?s influx of trade from the barbarians of the steppes and the sibeccai of the Western Desert, but for it?s precarious position within the Great Canyon of Kung Tai along the cliffs there. The incredibly large Great Wall Mountains form a natural barrier along the west of the empire with a longer coastline along the eastern edge. To the north are the Orum Ebal Sahn (Ice Tooth Mountains) that extend onto the peninsula of the Kogei Silla nation where the dwarves dwell. At the southern end of the Great Wall Mountain range is the Mahrehaset Swamplands, ancestral home to a race of snake-men. In the southeast of the empire lie the forbidding Great Dragon Peaks. East of the swamplands and south of the Great Dragon Peaks are the mysterious jungle-nations collectively known as Nam Sei Mojh.
This is an empire that has been ruled by the giants for nearly a thousand years since the giants freed the other races from the oppression of the dragons. Now the humans have recently taken over rulership of the country in a coup that removed the last of the line of giant emperors. Though the noble houses lead by giants still retain their own power, it was not enough to prevent their own emperors downfall. Unknown to anyone, one of those giant noble houses assisted in that coup. This is the land where the most humans and giants can be found. A significant number of Sibeccai are here as well. In fact, as the crossroads of the campaign you can find most any race here; either on present on trade, in the courts, or even in the slavers? markets. It is also home to the dwindling population of the litorians known as the ?fukitsu? throughout the lands of the empire and beyond. Culturally this empire should evoke the feeling of a fantastic Chinese Empire with all it?s various cultures and terrain.
Kogei Silla (silla is pronounced with a ?sh? sound at the beginning and a ?ya? at the end) lies north and west of the empire along the Orum Ebal Sahn range on a peninsula jutting into the Sea of the Sun. This land is known as the ?Land of the Dawning Mist?. It is quite mountainous and hilly and the summers can grow very humid, but the winters here are something to be feared. This is the homeland of the dwarves and a few human and elf tribes.
West of Kogei Silla and North of Nikkon-Do is where the fabled Elven Isles are generally thought to be found. These islands are actually quite difficult to locate and can be just as difficult to leave. The amazonian elves here do not take kindly to intruders. These mountainous, heavily forested, islands are eerily beautiful for their frozen, spring-like countryside. These islands are covered in snow and surrounded by deadly ice flows for three quarters of the year, though the leaves never fall from the trees, the flowers are never out of bloom, and even the slowest running stream is never frozen over.
South of the Elven Isles and east of the empire across the Sea of Flame from the empire?s coast is the growing island-nation of Nikkon-Do. This volatile island is growing in power and the empire is concerned that they will soon become a threat to the empire?s long unchallenged power in the region. Nikkon-Do has long been populated by goblins and various human factions vying for total control of the island and it?s neighbors. Now a human faction looks to be gaining control over the others with the aid of goblin inventions and steamtech. This group is establishing embassies with other powerful groups throughout the region. This culture should evoke images of a Japan-like, feudal culture in the infant stages of a magical, steamtech industrialization.
South and west of Nikkon-Do is where the numerous Ten Thousand Islands of the faen and sprytes can be found. These islands are surrounded by dangerous reefs and several other deadly creatures can be found as well. The islands seem to be mostly vistas of tropical paradise, but like most good things that are too good to be true, much of the flora and fauna are deadly; something the faen and sprytes use to their advantage against invaders. But the local wildlife can be deadly for the faen as well, and so they must be very careful. Many of these islands are illusory and appear or disappear at will, sometimes with visitors on them. A few simply dive beneath the wave on a whim... No structured government can be found here outside of village elders, but many consider the resources of these islands too dangerous to harvest, with only a few exceptions, including various exotic plants and faen and spryte slaves.
To the south of the empire lie the jungle-nations of Nam Sei Mojh. These warring, feudal states are often of great concern to the empire as they frequently raid, and at times even try to conquer, the south of the empire. They covet the resources of the farming lands in the river-valleys in the southern empire. In addition, the increasing influx of Mojh to these nations is cause for concern on the part of the empire as well. The Great Dragon Peaks to the north of the jungles on the border with the empire have a mysterious attraction to the mojh, who frequently make pilgrimage there to conduct mysterious ceremonies. It is said that the last of the dragons fled here when their brethren were slain or banished by the giants. The giants have always remained silent on the subject of these mountains... The various jungle nations should evoke cultural images reminiscent of Thailand, Cambodia, Vietnam, and other southeastern Asian cultures.
West of Nam Sei Mojh and south of the Great Wall Mountain range is the Mahrehaset Swamplands, ancestral home to the naga and yuan-ti. These swamplands go on for miles in all directions and those who enter ignorant of it?s ways never leave unless it is while being either pursued or assisted by snake-men. Stories vary as to which manner of behavior the snake-men ascribe to. Some say they eat the flesh of men and others say they are guarding secrets to keep for themselves. Sometimes these snake-men fight with one another. But it is believed that they guard over the secrets of an unknown, crumbling city buried deep within the swamp that is said to have been the capitol city of an ancient, dragon empire. Once a rogue general of the empire led an army that was personally loyal to him alone into those swamps in pursuit of those very same secrets the snake-men are said to be guarding. Only a handful of his men returned, some died upon their return, some were already raving mad and could only speak in ancient tongue unknown to all, and yet others still were undead and had to be destroyed. Those that could be destroyed were, some of them are still out there somewhere. Of the general, no one could say what happened to him...
Mandrasengal is a nation of beauty with a microcosm of various terrain types, despite it?s small size compared to the Empire of Xiao Quan. It is located to the west of the Mahrehaset Swamplands and southwest of Teriket. To get here from the empire one must traverse the swamplands or go over the Great Wall Mountains; a daunting prospect at best. The easiest way is, of course, by ship going around the lengthy land mass of the jungles to the south and through the deadly reefs of the Ten Thousand Islands. The empire does as much trade with this country as possible because there is much profit gained from the ivory, spices, gems, exotic flora and fauna and slaves. The dominant race in this region are the mandragoran, who are something of a beautiful, plant-like humanoid. They are a very exotic people and slaves and servants gained from the region are highly prized. Many of the philosophies honored, worshipped, and debated upon throughout the empire and other lands in the region originated here. Also, it is said that the mandragorans worship as many gods, if not more than, the faen.
Teriket is a small nation high in the Great Wall Mountains at the southern end of the range. Very difficult to reach, it is an isolated land of beautiful, cold, windswept mountains and valleys. The dominant race here is the verrik and not a few runechildren, who are all somewhat odd, but display unusual abilities of the mind and spirit. Many monasteries take to the sear climes in this region. This land should provoke images of a Tibetan and Nepal-like culture.
The Western Desert is found north of Mandrasengal and west of the Great Wall Mountains. There is little found here worthy of mention. The desert goes on for leagues and leagues populated by only a few strange human-like nomads, but at it?s northern edge there is the unnamed city of the sibeccai. Not many outsiders have been here and not much is known of it. There is a legend that the dragons fled here to hide beneath the sands until uncovered by the winds to take their revenge upon the giants...
The steppes to the northeast are very desolate and only the most hardy can survive here. The barbarians of this place are nomadic horse riders who frequently raid the empire at every opportunity. Mental images of the Mongolian hordes have a place in this locale.
The tundra to the far north is apparently lifeless and desolate. Or is it? Something here is ancient and it has ties to the Technomancers? (A new PC race for the campaign may be introduced from this, but I am still working that out).
Of the Arcana Unearthed races, I intend to include all of them, but with the following modifications (Note that any of this may change once I read about these races in the book when it is released.):
Faen/Sprytes - Both races of the Faen and the Sprytes can be found on the Ten Thousand Islands to the southeast of the empire, but are rarely seen elsewhere.
Giants - Patrons and rulers of the empire for centuries, the giants have recently been ousted from the throne by the humans in a nearly bloodless coup. However, they still retain power and continue to support the empire through the noble houses they control while trying to guide the humans in power toward less hasty actions during their term of rulership, but seem doomed to failure. Also, every generation fewer and fewer giants are born. This leads the giants to believe their time on this world will soon be over (in giant terms). Very few non-giants have noticed these declining numbers as many of the other races are shorter lived.
Humans - Long under the shadow of the giants after they were freed by them centuries ago from the slavery of the dragons the humans are anxious to prove themselves to both themselves and to the world. However, they are still a young race and impatient though populous, and getting ever more aggressive as there numbers grow within the lands of the empire and the islands of Nikkon-Do to the east. Most especially, the humans of Nikkon-Do are considered aggressive...and then there are the barbarian tribes to the northwest in the steppes beyond the Great Wall Mountains.
Litorians (Fukitsu) - A nearly extinguished race, the litorians are called ?Fukitsu? in the lands in and around the empire.
Nearly a hundred years ago a few of the noble houses of the empire attempted to commit genocide against this noble race when a prophesy came to light stating that the fukitsu would be the downfall of those houses and the triumph of a minor house. This information combined with the houses? covetous looks toward the fertile land of the Fukitsu Plains convinced the houses to form an alliance and invade the Fukitsu Plains. Those powerful houses caused the fukitsu to be framed for attacking the lands of other houses in the north of the empire, effectively cutting off support for the fukitsu in the imperial courts, while an impotent emperor watched, unable to do anything. Or so they thought. The emperor used everything in his power to get someone to champion the fukitsu and help them to fight back.
The minor house of The Celestial Dog came to their support. The human dominated house of The Celestial Dog has ever been known for their loyalty to the giantish emperors and in this they proved their loyalty once again by doing everything short of declaring open war on the houses invading the plains of the fukitsu and providing escape routes and supplies to them in addition to lobbying heavily for support for the dying race. They gained much support with the empire?s peasantry who have always felt that the fukitsu were noble defenders and lucky spirits. The invading houses dared not openly declare war on the minor house, else they would be openly flaunting the emperor; and although he was limited in power he could still call on the remaining houses to support him against openly traitorous houses who would dare to ignore the 1000 years-old tradition of peace between houses.
Still, they were not without other resources and avenues of attack, and much of this help was too late as armies from the invading houses wiped much of the fukitsu population out. Before the emperor and the house of The Celestial Dog gained support to stop them they effectively destroyed three fourths of the fukitsu. They simply struck too quickly and decisively before anyone could react.
Inevitably, these very actions are proving to undo the invading houses in a self-fulfilling prophesy now. The surviving fukitsu are taking revenge with covert support from an outraged peasantry and a certain minor house?s military assistance. Today, the house of The Celestial Dog is known as the house of the Celestial Lion in all ways, except for official records.
Fukitsu can almost always find assistance from the peasantry of the empire, meager though it may be. By the same token, much of the nobility of the empire fear the fukitsu will try to take revenge on them even if their house was not at fault in the war against the noble race and as such will not make things pleasant for fukitsu found on their lands. The fukitsu have a saying about human nobles in the empire, ?The only noble humans to found have the blood of dogs.? It is meant as a compliment to the only house to actively support them in their time of need.
Mojh - Dragons have not been seen in many ages and are still greatly feared, but their countenance and form are still commonly used in architecture and art. Many humans appreciate the power that the dragons held and try to emulate that power by performing rituals to become more dragon-like. This is not appreciated by more than just a few of the peoples around the lands of the empire. Because of this prejudice most mojh flee to the jungles in the south where a mojh nation is beginning to emerge amidst the jungle foliage.
Runechildren - Though they may be found anywhere, they are rare in the lands around the empire and there is one house in the empire composed entirely of runechildren, ...the house of the Colored Serpent.
Sibeccai - Most sibeccai are found to the northeast of the empire in and around the desert there, though many stay in the empire to serve the noble houses ruled by the giants. More would stay and serve the giants, but the giants cannot afford to keep so many retainers and are not willing to try as they want the sibeccai to find their own destiny. The sibeccai are very distraught over the giants losing control of the empire and are willing to provide aid to the giants if only they would ask, but the giants refuse, though some sibeccai may help whether the giants want it or not...
Verrik - This race is rare in the empire, though they can be found in one major and two minor houses of the empire from the southwest. Most verrik are found within the nation of Teriket to the southwest of the empire in the Great Wall Mountains. It is said they practice strange magics there...
Due to popular demand and my players needing something familiar to relate to some of the previously established races will get into it as well...
Dwarves - Mighty craftsmen and miners, the dwarves are both ally and enemy to all. They trade with all and they make war with any who would come to their land in numbers. Their lands lie to the north in the Ice Tooth Mountains. Many say they are paranoid, but the dwarves say they are practical. There are no dwarven women...they raid the elves across the waters for women...and occasionally humans too. The children of such unions are always dwarves if born male and elven or human if born female. The elven women who are made the wives of the dwarves often seem to be content with their lives though. And when asked why they stay if given a chance to escape the dreary mines to their frozen, spring-time homelands, they say that they are upholding the ancient laws of ?The Pact? and that they respect their husbands too much to dishonor them in such a way as to desert them. Indeed, they fight side by side with their dwarven husbands and many even seem to show great love for the hairy, stunted, warrior-craftsmen. In effect, though they have the appearance and blood of elves, they consider themselves ?dwar?aelf-mates?.
Favored classes for dwarves may be fighter, samurai, or warmain
Elves - They live in islands of eternal, frozen spring. They are amazons. The women are more aggressive and tougher than the men and the men are more sensitive and somewhat more delicate than the women. They are considered by many humans to be emotionless...as frozen as the snow and ice that covers their islands. But they are also thought to be eternally beautiful. Many a human has sought to take an elf ?samurai-ko? to be his bride, much to his great regret... They do not take kindly to humans seeking to make them courtesans. These women are all warriors in one fashion or another, whether with magic or the sword and bow. The men more often occupy the role of housekeeper and retainer than the women.
In addition to standard elven benefits as outlined in the Players Handbook female elves gain a +1 to Fortitude and a -2 penalty to Sense Motive and Bluff, while males gain a +2 to Bluff and Sense Motive and a -1 penalty to Fortitude. Also, elves are taller by an average of one foot and heavier by about ten to twenty pounds than the height and weight given in the Players Handbook. Elves must choose to use either the katana or wakizashi as their racially, proficient sword and not the longsword or rapier. Favored class may be greenbond or courtesan for males and samurai or mageblade for females. Hair color is usually black or dark brown, but can sometimes be white or even a light blonde. Eye color varies quite a bit with green, blue, black, and gray all common colors.
Goblins (from Iron Kingdoms Locked & Loaded Character Primer) - I will use both the Gobbers (common goblin) and the bogrin (the stronger and more bestial goblin) with the gobbers being found almost exclusively on the island nation of Nikkon-Do and the bogrin found both in that nation and throughout the rest of the lands around the empire with there being somewhat more in the jungles to the south of the empire... Favored classes will include rogue as presented in the sourcebook, but will be allowed the option to take instead of rogue as a favored class.
Half-Elves - This race remains pretty much unchanged taking into account the cultural changes to elves.
Mandragoran (my own creation) - Mandragorans are an exotic and highly evolved species of humanoid plant known for their unique, tapered, head-branch tails called ?nahmaun gorah?. These tails grow from the back of their heads. The nahmaun gorah vary from each individual; some have one or two long, large, head-branch tails while others may have a great many shorter, thinner ones. These head-branch tails can move as well as a cat swishes it?s tail, but the longer and thicker the tail it seems the stronger and more prehensile it is. The tails are, in fact, an indication of their rigid social system with the more tails indicating the lower they are in society and the fewer tails indicating how high their standing is. They can train and tend their tails to grow in this manner through ceremonies, meditation, and by tending their tails in a similar way that an expert gardener can train a tree to grow a certain way.
The average adult ranges in height from 5? to 6?6?. They normally weigh anywhere from 80 to 180 pounds. Their skin colors include shades of blue, green, red, white, and grey and almost always bears patterns of one of the other color tones, though the formation and coloring differ from individual to individual sometimes even taking on the appearance of veins. They have no body hair and normal eye colors include green, blue, violet, purple, silver, grey, or more rarely red.
Mandragorans have a unique physiology that differs from other humanoid races quite a bit. They do not have a skeleton as other races do. Their bones are actually cartilage. They gain some sustenance from the sun?s light and can be harmed if they go for long periods without it. They are resistant to substances that are more harmful to other races. Their plant-like nature provides them with a higher resistance to toxins and poisons than other races. They are omnivorous, but prefer vegetables to meat, however, they must also occasionally eat bones; something they are not proud of and try to keep a secret when amongst other races for fear of being labeled carnivores. It is very rare to see an obese member of this race. Due to their unique plant physiology obesity is a sign of a degenerative sickness among them and any found in this condition will probably die of the disease within the year.
The mandragorans value knowledge and nature a great deal and view life as an eternal journey towards learning and yearn to experience ever more from it. They are generally a peaceful, deliberate, meditative, cautious, and introspective people preferring to observe, plan, and prepare before doing anything rash. Rarely does an individual mandragoran rush into anything. However, they are not timid and can be very deadly when provoked. Just because it is so rare to see a mandragoran in a rage does not make them any less dangerous.
Metaphysical and spiritual matters are of great importance to their society and they have a rigid caste system that exemplifies this with hereditary priests and scholars leading their society. Next are the magic users followed by the noble warrior-retainers and magistrates. Then come the craftsmen and then the entertainers and after them, the menial laborers followed by the slaves and last of all by the outcasts and untouchables. It should be noted for the characters born to the first caste that they may be of most any class (except rogues and ninjas and similar types) that allows them to focus their skills on academic and spiritual matters. By the same token, a magister or other magic user is not necessarily restricted to the second tier in the caste system; circumstances of any nature may place him in another caste. Also, it should be noted that it is possible for someone to change caste through extraordinary circumstances. However, this just usually means that your children will get to be of another caste as a result of your accomplishments, while you remain where you are. This is often a good reason for many mandragoran adventurers to start out; to find solace in other places by satisfying their curiosity and maybe even become a hero when they come home.
The caste system exploits the fairer sex in a bad way. Three-fourths of their race are born female and a much higher percentage of them are on the lower tiers of the caste system than the males. As a result, many of them are sold into slavery and even taken as slaves to other lands such as the Empire of Xiao Quan.
RACIAL TRAITS:
+2 Wisdom, -2 Constitution. Mandragorans have a strong self-discipline and acute senses, but their bodies react harshly when damaged or struck by illness
Low-light Vison: As per the Players Handbook ability.
+2 Initiative bonus. Mandragorans do not like to react, they prefer to be deliberate when taking action and their superior senses and, some say, a spiritual awareness help them to do so.
+2 racial bonus on all Concentration checks. Their patience and self-discipline can overcome most distractions.
+4 on saves against poisons and toxins.
Light Regeneration: If they spend eight hours a day in sunlight and is fully rested a mandragoran may heal one extra hit point per day.
Darkness Vulnerability: If a mandragoran character does not spend at least four hours in sunlight a day he cannot recover any hit points naturally, even with a days rest.
Favored Class: As per the Players Handbook ability; for the mandragoran the classes to choose from may be Akashic, Greenbond, or Witch
Please note that the Mandragoran race is still a work in progress.
Naga (from ?Rokugan?) - Only the Chameleon, Cobra, and Greensnake versions are allowed. They dwell in the swamps and jungles to the south end of the Great Wall Mountains. These naga are the survivors of their race. Long ago their species suffered a great disease that was deliberately released upon them by an unknown enemy and the result is the Yuan-ti who are now the mortal enemies of the few remaining true naga. Unfortunately, few of the other races recognize the difference between them and the Yuan-ti (Note, I am not using the rules for taint). Favored classes per bloodline may be: Chameleon - Akashic or Rogue, Cobra - Greenbond or Witch, Greensnake - Akashic or Courtier.
Nezumi (from ?Rokugan?) - As per the Rokugan book, but only using the Grasping Paw, Tattered Ear, and Third Whisker tribes. I may create one or two more tribes later. Favored classes per tribe may be: Grasping Paw - Rogue or Unfettered, Tattered Ear - Any, Third Whisker - Runethane or Witch. These folk may be found anywhere, but are not common and found mostly in the south/southwest when encountered at all. They are fearsome enemies of the Yuan-ti and no love is lost between them and the naga (Note, I am not using the rules for taint).
Shapeshifters (from ?Fortunes & Winds?) - Only badger, bat, crane, dog, fox, hare, and monkey; dragon and phoenix are not allowed. If the players want me to, I may design versions of this race that they would be missing out on because I elected to use this race instead of the hengeyokai from Oriental Adventures, such as the crab, carp, or weasel. Favored classes per animal type will be as presented in the Fortune and Winds book, plus any of them may take totem warrior as a favored class so long as the totem is their own animal type. These folk, though rarely encountered (if one even suspects they are dealing with one), can be found most anywhere, but are most often where the animal version of their form is found.
Spirit Folk - The product of a union between one of the mortal species and a spirit. I intend to make this a template for my players to apply to one of the other races, instead of a standard race. Why should humans get the whole market on the half-breeds? I fully intend to use the race as presented in Oriental Adventures as a guide for creating my template and I even intend to create this template with the ability to advance in levels in it through a fashion similar to what we are told about the runechild and from what I have seen in Savage Species. In addition to bamboo, river, and sea types I will have desert, mountain, snow, and steppe types. This work is in progress and I will post it as soon as I complete it.
Of the Arcana Unearthed classes, I intend to include all of them, but with the following notes without knowing what their descriptions may be like in AU (Note that any of this may change once I read about these classes in the book when it is released.):
Akashic - This is considered something of a contemplative philosophy and many of it?s practitioners are monks or hermits. However, one does not need to be a monk to be an akashic.
Champion - Unchanged.
Greenbond - Members of this class are often considered shaman or some other type of holy men, but not always.
Mageblade - Practitioners of the Way of the Blade are considered something akin to magical samurai and are often accorded the same amount of respect.
Magister - Highly respected men of powerful knowledge, they are also greatly feared, and they receive both the benefit of respect and the impediments of fearful reputations. It is commonly believed by the common people that magisters deal in what men were not meant to know. In the empire they attend small, elite academies to learn their path, while in other regions they usually study alone or as an apprentice. In Mandrasenpal they are highly respected and taught by other magisters of their caste. Also, in Mandrasenpal and Teriket the magisters do not use the traditional staff as the focus for their magic. Instead, many use the vajra (see Rokugan)
Oathsworn - Very similar to monks, many oathsworn are also monks, but nearly as many are just simple peasant martial artists or noble-cast warriors.
Runethane - A rare magic in the lands in and around the empire, rune magic is most often seen as tattoo magic...
Totem Warrior - When warriors and martial artists who dedicate themselves to the study of a certain animal are thrust into events they often become local heroes of the people.
Unfettered - Many martial artists and warriors in the lands of the empire fall into this category.
Warmain - While not as common as the unfettered this is a warrior to be feared that much more for his rarity.
Witch - The various forms of the witch exist throughout the lands of the empire and beyond, but almost always on the fringe of society or as hedge magicians or hermits or the occasional midwife.
Other classes I intend to include because they would either be appropriate for the setting or to give my players something familiar to relate to will be the following (Note that I am not allowing any of the old spellcasting classes because I want to feel comfortable with the AU magic system before I start mixing those classes together, if ever.):
Barbarian - No change.
Bard - I will use the BoEMII version of this class.
Courtesan (Rokugan) - No change.
Fighter - No change.
Monk - To be used as per the suggestions in Oriental Adventures.
Ninja (Rokugan) - No change.
Ranger - I will use this class, but will use it as suggested in Rokugan with no access to magic.
Rogue - No change.
Samurai - The Japanese-like culture of the elves and the Nikkon-Do are not the only culture that will be allowed this class. The concept of the dedicated, noble, warrior-retainer with ancestral weapons will not be unique to them and can be found in the other cultures of this campaign setting. Though, it should be mentioned that the samurai does receive more respect and is more emphasized in Nikkon-Do and the islands of the elves as the perfect warrior.
Sohei - I will use this class, but will replace the list of spells with simple spells from AU.
Highwayman (Swashbuckling Adventures) - There will be some firearms in the campaign also, but they are rare; a weapon of the nobility. Anyway, I might allow for an altered version of the highwayman class if the character?s background story is appropriate.
I will be having some steampunk elements in the campaign as well. Mostly this will be found in the island nation of Nikkon-Do where the goblins work for the human government churning out weapons of war. Also, in the empire a rare substance known as ?gunwater? is used by the nobility of the great houses as magical ammunition for their firearms. Firearms are also rare despite having been around for over a couple hundred years. This is due to the rarity of gunwater and the empire?s laws banning the use of firearms by commoners unless in the employ of a great house. Guns are considered the weapon of the nobility. Gunwater can only be created by the magister?s of the Technomancer?s League who, interestingly enough, also have a strong base in Nikkon-Do and Kogei Silla
Note that for the time being, while I have added quite a few races and classes to the mix I am only adding yuan-ti and goblins for monstrous humanoids as I feel they are a must for my campaign. Also, I am staying away from anything to do with an underdark for the moment?
Something I am not satisfied with yet is that I don?t have appropriate sounding names for everything yet. What I mean is that I am still developing names of people, places, and things that should evoke images of a nearly real-life cultural equivalent. For example, I can speak some Korean and with a little help from my wife I can come up with names like Kogei Silla and Orum Ebal Sahn, which either sound like or really are Korean names. I just need (want, really) to be able to do this for other places in the campaign such as the very loosely Tibet-equivalent, nation of Teriket.
More to come later.
