Campaign Setting: The Sauric Isles

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(Tables)
 
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'''Sandstorm''' <br>
'''Sandstorm''' <br>
Protoceratops <br>
Protoceratops <br>
-
Diprotodon <br>
+
Werecrocodile <br>
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Giant Banded Lizard <br>
'''Stormwrack''' <br>
'''Stormwrack''' <br>
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Spinosaurus <br>
Spinosaurus <br>
Seismosaurus <br>
Seismosaurus <br>
 +
Dire Snake <br>
 +
Dire Toad <br>
'''Epic Level Handbook''' <br>
'''Epic Level Handbook''' <br>
Prismasaurus <br>
Prismasaurus <br>
-
'''Dragon Magazine #318'''
+
'''Dragon Magazine #318'''<br>
Compsognathus <br>
Compsognathus <br>
Dimetrodon <br>
Dimetrodon <br>
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Troödon <br>
Troödon <br>
-
'''Eberron Campaign Setting'''
+
'''Eberron Campaign Setting''' <br>
Velociraptor <br>
Velociraptor <br>
Leaellynasaura <br>
Leaellynasaura <br>
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Destrachan <br>
Destrachan <br>
Digester <br>
Digester <br>
-
 
+
Shark, Medium <br>
-
'''Libris Mortis''' <br>
+
Shark, Large <br>
-
Fossilized template <br>
+
Shark, Huge <br>
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Dire Shark <br>
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Constrictor Snake <br>
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Giant Constrictor Snake <br>
 +
Viper, Tiny <br>
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Viper, Small <br>
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Viper, Medium <br>
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Viper, Large <br>
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Viper, Huge <br>
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Monstrous Centipede, Medium <br>
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Monstrous Scorpion, Tiny <br>
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Monstrous Scorpion, Medium <br>
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Monstrous Spider, Tiny <br>
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Lizard <br>
 +
Lizard, Monitor <br>
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Manta Ray <br>
 +
Crocodile <br>
 +
Crocodile, Giant <br>
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Squid <br>
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Squid, Giant <br>
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Toad <br>
'''Fiend Folio''' <br>
'''Fiend Folio''' <br>
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'''Serpent Kingdoms''' <br>
'''Serpent Kingdoms''' <br>
Ceratosaurus <br>
Ceratosaurus <br>
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 +
'''Draconomicon''' <br>
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Plains Landwyrm <br>
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Jungle Landwyrm <br>
'''Homebrewed (Me)''' <br>
'''Homebrewed (Me)''' <br>
-
[[Brontoscorpio]] <br>
 
-
[[Mesothelae]] <br>
 
[[Platyhystrix]] <br>
[[Platyhystrix]] <br>
[[Guanlong]] <br>
[[Guanlong]] <br>
[[Pyroraptor]] <br>
[[Pyroraptor]] <br>
-
 
+
[[Tyrannosaur Chick]] <br>
-
'''Homebrewed (Other)''' <br>
+
[[Diplodocus Calf]] <br>
-
Scutosaurus <br>
+
-
Eustreptospondylus <br>
+
-
Ornitholestes <br>
+
===Dinosaur Races===
===Dinosaur Races===
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'''Homebrewed (Me)''' <br>
'''Homebrewed (Me)''' <br>
-
Saurial ([[Curvedclaw]],[[Sharptooth]]) <br>
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Saurial ([[Curvedclaw]], [[Sharptooth]]) <br>
-
[[Anyklotaur]] (Tauric Ankylosaurus/Lizardfolk) <br>
+
[[Anyklotaur]] <br>
'''Monsters of Faerun''' <br>
'''Monsters of Faerun''' <br>
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'''Player's Handbook/SRD''' <br>
'''Player's Handbook/SRD''' <br>
Halfling <br>
Halfling <br>
 +
 +
'''Stormwrack''' <br>
 +
Shoal Halfling <br>
 +
 +
'''Dragon Magazine''' <br>
 +
Saurian Shifters (Were-touched)
==Island Geographical Overview and (SRD) Conditions==
==Island Geographical Overview and (SRD) Conditions==
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The Sauric Isles are a group of four islands that are located in the south western part of the world. They contain all that is left from the world as it was millions of years ago. Preserved by the will of Ka, ancient species from all different areas and times can be found living together in this environment, almost completely untouched by the common races. Although each island has its own ecosystem, some aspects of the environment are the same across the board.
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===Temperature===
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The average temperature of the Isles is approximately 118 degrees Fahrenheit (severe heat). The native creatures are adapted for such heat (as long as they take short rests in the shade, that is), but in the rare occasion a modern mammal arrives at the island, they suffer the effects of severe heat normally. They must make a fortitude save every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).  Halflings (but only those Halflings who have lived in the Sauric Isles) treat the heat as though it was just hot instead of severe heat. They must make a fortitude save each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
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===Starvation and Thirst===
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The animals of the Sauric Isles have much slower metabolisms compared to that of other creatures. They can go months without food and water, although they eat and drink as often as they can. An animal can go without water for 1 week plus a number of days equal to his Constitution score. After this time, the creature must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. An animal can go without food for 3 months, in growing discomfort. After this time, the creature must make a Constitution check each week (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Animals who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the creature gets food or water, as needed—not even magic that restores hit points heals this damage. The native races can go without water for three days and a number of hours equal to their constitution score. They can go without food for about a week before the having to make a constitution check each day. They usually eat one pound of food and a gallon of water each day. Halflings can go without water for a day and a number of hours equal to its constitution score before having to make the saves. They can go without food for three days without food. They generally eat a half pound of food and two gallons of water per day.
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===The Actual Islands===
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The islands themselves all have a rather unique environment. They each have a quick environmental overview below.
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'''Main Island-''' This island has two jungles and plains in the center separating them. The southern jungle has an inactive volcano, which has a small city surrounding its base. This is the only city in the Isles. In the northern jungle is a mountain range, and to the northeast of that a large beach. The Plains has a lake.
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'''Secondary Jungle Island-''' This is a smaller island composed of a single jungle with a few mountains. It is surrounded by white beaches slightly cooler than deeper in the island.
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'''Desert Island-''' This island is almost completely sandy, with small oasis dotting the island. Towards the west of the island is a mountain range, and in the center of that is a green valley. It remains green because as clouds ascend by the mountains, the water in them condense and fall into the valley below. The valley is the only area on the island with widespread vegetation.
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'''Marsh Island-''' This island has a variety of rivers and marshlands, but doesn’t have any other landmarks.
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===Language===
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Two languages are spoken on the Sauric Isles. The first is Draconic, which replaces Common as the most spoken language in the area. It is the only automatic language of the Saurials, the Pterafolk, and the Saurians. The Halflings still have Halfling as an automatic language, but Common has been switched with Draconic. Draconic is loosely based on Latin, Greek, and Neo-Latin. As such, the names of creatures and places will be heavily influenced by those languages. The Ankylotaurs, on the other hand, speak a language based on Tupi called Evric. At first, none of the characters will speak Evric, leaving the question on whether they are hostile or not in the open. The people at the Survivor Camp speak mostly Common.
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===Classes===
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The exact number of classes available at first is yet undetermined. Here is the current list (changes can and may occur). Also, since the ECL of the races used range from 0 to 5, the LA Buyoff system shall be used, along with possible gestalt for lower tier classes and racial hit dice.
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'''Core Classes''' <br>
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''Barbarian-'' How could this class not fit into a campaign where most things are wilderness? Barbarians are a common class outside of the villages. Only the fittest survive in the wild, and with their toughness and aggressiveness, they definitely stand a chance.
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''Cleric-'' Gods are still a major part of society, and thus so are Clerics. Clerics heal the sick, defend the helpless, and use the power of their gods to improve conditions in the Isles.
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''Druid-'' While most of the classes here seek survival from the cruel nature of the Isles, Druids seek to survive by embracing it. They befriend enemies and shapeshift into such creatures in an attempt to become one with the prehistoric nature. Animal Companion lists have been changed, see the table for more information.
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''Fighter-'' Fighters are by far the most common class in the Isles. They are extremely diverse and adaptable, from heavily armored brutes that can last for long periods of time fighting, to lightning fast predators that try to shorten combat as much as possible.
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''Paladins-'' Paladins protect the villages from the constant threats of the jungles. They serve as guardians, often helping Clerics in that regard. The adventuring Paladins do so either to crusade against invaders or to help those who live in the wilderness. Different options are available for Paladin mounts.
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''Rangers-'' Rangers serve as hunters and guides to those in cities. Rangers are an indispensable asset to any group. Rangers are excellent at hunting, moving through the wilderness, and keeping companions alive. They combine agility and the killer instinct to make hardcore survivors. Different options for animal companions are available.
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''Rogues-'' While stealing treasure is not high on the list of importance, rogues are still very useful. Whether disabling traps from old ruins, stealing much needed supplies, or ambushing would-be predators, a rogue is a very important thing to have.
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''Sorcerers-'' Sorcerers can be very useful, especially since they can miraculously cast any spell they know just when the situation needs it. Familiar options changed slightly.
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''Wizards-'' Wizards are not as useful as sorcerers, as they must prepare spells and hope they can be used in whatever situations lay ahead. Wizards are extremely weak as well, especially when first adventuring so many do not survive to be the extremely powerful beings they do in other parts of the world. Most of the time, they restrain themselves to villages, where they can work on their spells with relative safety. Familiar options changed slightly.
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'''NPC Classes''' <br>
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''Adepts-'' Not every settlement has the ability to train Clerics. These areas instead train adepts, less powerful clergy members capable of performing spells. Adepts are extremely common among the Survivors, Curvedclaws, and Sharpteeth. Familiar list changed.
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''Aristocrats-'' Aristocrats are extremely rare occurrences, usually holding positions of great power in a village (each one has two or three aristocrats).
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''Experts-'' Experts replace commoners as the most common class, as commoners tend to die- quite painfully. The experts that survive the longest usually are the ones who choose the skills that help them survive harsh environments (like survival, swim, hide, listen, spot, etc.).
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''Warriors-'' Warriors are the common combatants. They are the village guards and police officers. Warriors may not be able to hold their own against predators, but in groups they can be a challenge.
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'''Other Classes''' <br>
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''Factotums-'' If the most adaptable survive, then Factotums are among the most long-lived. Factotums master nothing but dabble in everything. Factotums gain the best skills of many classes, and thus useful in even the most bizarre of situations. Found in Dungeonscape.
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''Psychic Warriors-'' Psychic Warriors replace Psions as the most common Psionic class. They have the diversity of fighters with the power of the mind. Found in Expanded Psionics Handbook.
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''Scouts-'' Scouts are highly useful, as they are meant to explore the wilderness. Their ability to hide in plan sight, in addition to their ability to particpate in combat while moving, makes them very good at fleeing from carnivores.
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''Warlock-'' Woth such low survival rates for adventurers, many do not have the time to train for power. They go after the quick fix: making a deal with a powerful entity to give them power. Warlocks, while less powerful then wizards, are tougher and stronger in combat. Found in Complete Arcane.
==The Main Island==
==The Main Island==
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The Main Island is where the campaign starts. This is the hub for most intelligent life. If any of the islands can be described as even borderline civilized, it would be this one.
===Settlements===
===Settlements===
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Keep in mind that these are the only settlements, and all land between them is hostile terrain filled with dangerous beasts.
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'''Talenta Village:''' This village is the primary home for the Lightfoot Halflings. This village has 400 members. The population breakdown is as follows: 96% Halfling (384), 2% Finhead (8), 1% Bladeback (4), .8% Flyer (3), and .2% Hornhead (1). It has an active police force of 4, and an emergency defense army of 20.
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'''Plains Village:''' This village is the home of the Hornhead Saurials. It has a population of 432, broken down as follows: 96% Hornhead (415), 2% Halfling (9), 1% Flyer (4), and 1% Bladeback (4). They have a police force of 4 and a defensive army of 21.
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'''Jungle Village:''' Bladebacks are native to the Jungle Village. It has a population of 685. The population is composed of: 96% Bladebacks (658), 2% Hornhead (12), 1% Finhead (6), .8% Flyer (5), and .6% Halfling (4). It has a Police force of 6, and a paid army of 34.
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'''Mountain Village:''' The Flyers make their homes in the mountains. The population is 700, with a breakdown list of: 96% Flyers (672), 2% Finhead (14), 1% Bladeback (7), and 1% Hornhead (7). It has a police force of 7 and a basic army of 35.
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'''Marsh Village:''' The Finhead village is located in the small marshland by the lake. It has the highest populations of all the villages, with 900 people: 96% Finhead (864), 2% Bladeback (18), 1% Flyer (9), and 1% Hornhead (9). It has the largest law enforcement agencies of any village as well, with 9 officers and a permanent army of 45.
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'''Eastern Mountain Village:''' This hostile village is one of the two settlements Pterafolk inhabit. The Eastern Mountain Village has a population of 800, and all citizens are Pterafolk. It has a police force of 8, and a raiding army of 40.
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'''Western Mountain Village:''' The other Pterafolk village is slightly larger, and just as aggressive, as the eastern analogue. It has a population of 900, and 97% (873) is Pterafolk. It also has 27 Flyers branded as traitors by the other Saurials, who see their betrayal as the ultimate crime. It has 9 police officers and an army of 45.
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'''Decoru-Urbi:''' Decoru-Urbi, derived from the draconic phrase meaning “Beautiful City,” is the largest settlement in the Sauric Isles, but still small by the standards of other more civilized continents. It is a small city, with a population of 10,000. It is the most well mixed community on the island, with 40% being Finhead (4,000), 20% Bladeback (2,000) 18% Flyer (1,800), 17% Hornhead (1,700), and 5% Halfling (500). It easily has the best police force and military, having 100 in the former and 500 in the later.
===Races===
===Races===
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'''Halflings:''' Halflings were originally from another continent further east, but a small portion of them wanted to adventure to other continents. They set off in a fleet of boats, intent on colonizing the first land they see, when a storm hit and nearly wiped them all out. About two fifths of them died. The other three fifths ended up in two different places. Two fifths of the original Lightfoot fleet landed on the Main Island. Upon seeing the colossal lizards calling the Isles home, a fourth fled back into the shallow waters, and eventually became the Shoal Halflings (more on them later). The other Lightfeet established a village in the plains, which they named Talenta. They allied with the native Saurials, and tamed a variety of Dinosaurs. Halflings are optimistic and friendly, and are usually helpful to those they encounter. Often Chaotic Good.
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'''Pterafolk:''' Pterafolk are a shapeshifting race of lizards that can take on Pterosauric aspects. In their natural form, they resembled beaked lizardfolk with no tails. They have the ability to change their arms into wings, or fully transform into a pteranodon. They are highly territorial, and believe the Northern Mountains are their ancestral home. As a result, they are constantly attacking the smaller Flyers in an attempt to make them abandon their village. Often Neutral Evil.
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'''Saurial:''' Saurials are evolved dinosaurus/pterosaurs, coming in a number of forms. The ones listed below live on the Main Island.
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''Bladeback-'' Bladebacks are patient and trusting. Bladebacks are very social, and can get along well with pretty much anyone they talk to. Although they try their best to see things from other people’s shoes, they rarely forgive. Bladebacks are often advisors or other important positions, like High Priests. Usually Neutral.
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''Finhead-'' Finheads are the most populous of the Saurials. Bright, emotional, and curious, Finheads are hardworkers and believe in the greater good. At the same time, many see Saurials as naïve, as they see the world in terms of black and white. They have human proportions, but with a fin protruding from their skulls (the basis for their namesake), a bill, and a tail which composes about half its bodyweight. Usually Neutral Good.
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''Flyer-'' Flyers are carnivorous flying Saurials, and the smallest of all the subraces. As a result, most are nervous and afraid of combat (although there are a few heroic Flyers recorded in Saurial history). This is the main reason other larger races see Flyers as irritating (and vice versa). Flyers are similar in proportion to Halflings, but with leathery wings. Flyers need armor specifically built for them, because their wings extend from their wrists to their waist. Usually Neutral Good.
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''Hornhead-'' Hornheads are one of the largest Saurials. They resemble Triceratops, with three horns and a frill. They tend to be carefully, and always think rationally before acting. They especially like tasks that test both mental and physical strength, like blacksmithing and construction. Their tails are extremely long, and they have 10 ft. reach with it. Hornheads are more leaders than followers. Usually Lawful Good.
===Native Animals/Monsters===
===Native Animals/Monsters===
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'''Allosaurus-''' Allosaurus, which means “Strange Lizard” in Draconic, is a bipedal carnivore. Allosaurus hunts large prey, usually of medium size or larger. They have dark brown skin with red crests upon their head. Allosaurus tends to use the direct approach when hunting. When fighting creatures their size or larger, they rely on speed to avoid most damage.
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'''Battletitan-''' Battletitans are sterile hybrids of stegosaurus and Allosaurus. Since they are natural enemies (and genetically incompatible), only Halflings know exactly how to breed them. Battletitans are few in number. They are called Bellatosaurs by the Draconic speaking natives.
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'''Cave Ankylosaurus-''' Like the other cave animals, Cave Ankylosaurus is not natural. This creature proves that these cave dinosaurs are not natural, because Ankylosaurus is not even native to the island. They also occasionally have snake-like mutations.
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'''Cave Triceratops-''' These smaller, feral creatures live in the mountains far away from their kin. They, like the other cave dinosaurs, are not a natural evolution, and occasionally have snake mutations.
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'''Cave Tyrannosaurus-''' These creatures are the size of an Allosaurus. Since Tyrannosaurs live on the other jungle island, most of the main island’s inhabitants believe these beasts to be modified Allosaurs, with serpentine characteristics.
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'''Compsognathus-''' Comspognathus are small, green skinned carnivores commonly attributed as scavengers. As such, the rotting meats in their mouths give them an infectious bite. Compsognathuses are generally considered harmless, except in large groups.
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'''Destrachan-''' Destrachans are bipedal aberrations found in various underground territories. They look similar to eyeless theropods, but the resemblance to dinosaurs ends there. It is incredibly intelligent, almost on par with the native races, but is evil and sadistic. It is blind, so instead uses a sonic-related blindsense to “see.”
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==The Desert Island==
==The Desert Island==
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The Desert Island is a mostly lifeless area with a very hostile environment. Not only is food rare, but water and shelter is as well (this could be an alternative starting island).
===Settlements===
===Settlements===
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'''The Survivor's Camp:''' This camp contains the survivors of a shipwreck that happened sixteen years ago. The people living in it have practically given up all hope of returning to their homes in the civilized continents. The original passengers/crew were very diverse, so half-breeds are very common (and they do not have the stigmatisms against them that they do in other lands). The second generation (well, most of it, anyway) have recently achieved adulthood. The survivor count is 358: 94 Humans, 53 Elves, 45 Halflings, 19 Dwarves, 4 Gnomes, 26 Orcs, 38% Half-Elves, 33 Half-Orcs, 38 [[Quarterling]]s, and 8 [[Half-Gnome]]s. All help out to protect the camp, and policing is no longer deemed necessary.
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'''Curvedclaw Settlements:''' [[Curvedclaw]]s have no permanent settlements, instead making temporary shelters out of the tough and durable plantlife found near oasis as they travel looking for food.
===Races===
===Races===
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'''Saurial-''' Only one subrace of Saurial can be found here.
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''Curvedclaw-'' Curvedclaws are raptor-like Saurials. They live a very nomadic life, with a pack-minded society. In their minds, without their pack, they are nothing. Like their Velociraptor ancestors, their packs are tightnit and everyone knows their place. They do not believe in helping others of their kind outside their pack, as that leaves more rivals for an already small amount of resources. They attack other groups on sight (and many even practice cannibalism). Usually Lawful Evil.
===Native Animals/Monsters===
===Native Animals/Monsters===
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'''Bloodstriker-''' Bloodstrikers, called Crourasaurs (blood-lizards) in Draconic, are huge omnivores descended from Protoceratops. Living in an environment infested with velociraptors, these creatures adapted in very special ways. They became inedible. With its spiked skin and blood that acts like acid, only the suicidal try to eat Bloodstriker flesh.
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'''Ceratosaurus-''' Ceratosaurs ("Horned Lizard") are the largest carnivores on the Desert island. These huge maroon-colored beasts are vicious, and never miss the opportunity to eat. They have two small horns, each one protruding right above either the left or right eye. It has a large horn on its snout, as well.
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'''Pachycephalosaurus-''' Pachycephalosaurus ("Thick headed lizard") are herbivores, but highly aggressive. Their hard skulls are perfect for their defensive style: head butting enemies. A single critical hit from the Pachycephalosaurus is capable of smashing bones. Few are capable of taking one down on their own.
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'''Protoceratops-''' Protoceratops ("First Horned Face") are herbivores the size of sheep. They wander the deserts in herds, protecting their young and looking for food. They are the common prey of Velociraptors and Curvedclaws. Despite the fact that they are more fragile then their Triceratops cousins, a single Protoceratops can hold their own against one or two raptors.
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'''Scutosaurus-''' Scutosauruses ("Shield Reptile") are heavily armored reptiles related to turtles. They are about the same size as Protoceratops. Scutosauruses are among the easiest creatures in the area to kill, as they are slow moving and have short attention spans. What does improve their chances of survival, however, is their large numbers. For every one of these creatures that die, five more will be born to replace it.
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'''Velociraptor-''' Velociraptors ("swift seizer") are vicious feathered carnivores known for ripping apart their enemies. Velociraptors are highly intelligent, and live in groups of three to five called packs. Each pack is led by a male, while all other members are female (although the occasional beta male does appear in a pack, constant tension and competition ends the life of one of them). They wander the deserts, tracking down food.
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'''Velociraptor, Cliff-''' Cliff Raptors are a mountain variant of the more common Velociraptors. These creatures traverse the rocky areas with surprising ease. They have been hunting the survivors of the shipwreck for years, and have learned that humanoids are an easy source of food, and as such they do not need to be the diehard survivalists the rest of the island is. They like ambushing by jumping from ledges and landing on top of their prey.
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'''Zezir-''' Zezirs, called Igvisadon ("fire breath") in Draconic, are red skinned reptilian magical beasts. These creatures have an odd affiliation with flame, and they love to set objects -and creatures- alight. They eat ash, so they also gain sustenance from their gruesome handiwork. They like to attack in two waves: first they run past their enemies, spraying them with a superheated goo from special glands. On the second attack run, they fire sparks at the goo, setting it alight. They then stay out of range and watches as the fire does the work.
==The Marsh Island==
==The Marsh Island==
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==Outside Influences==
==Outside Influences==
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The Sauric Isles may be isolated from the rest of the world, but that does not mean outside influences reach here.
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'''Undead/Deathless-''' The Negative and Positive Energy Planes still have influence in the Sauric Isles. Zombified Saurials serve necromancers, ghoulish Pterafolk haunt ancient battlefields, ghosts of long dead halfling explorers remain at their grave site, and deep below the earth fossilized Dinosaurs roam (but this is a world-wide phenomenon). The unliving walk around here just as much as they do in other places. There are a few exceptions, of course: vampirism has not yet reached the isles, and mummies have not been created yet.
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'''Yuan-Ti-''' About two thousand years ago, The Yuan-Ti visited the island in an attempted hostile takeover. They seized a large part of the jungle island, and started to experiment on the native fauna. From these experiments, the cave dinosaurs and the Ti-khana Deinonychuses were born. They remained for centuries, producing more vile creatures and sacrificing the natives to their insidious god, Merrshaulk. It is not fully known what made them leave, but it is believed that the Sharpteeth and the Saurians worked together to rid themselves of the occupying force, before descending back into the old ways. It should be noted that the time of Yuan-Ti precedence ended long ago, and that they are nearly extinct, a footnote in history. The occasional Broodguard can still be found in the Yuan-Ti ruins, along with an even smaller amount of Half-Bloods.
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'''Outsiders-''' Outsiders are surprisingly common in the Sauric Isles. While most spellcasters are not able to teleport away from the island (either because they lack the resources necessary or don't live long enough to become that powerful), it is relatively easier to summon creatures from other planes. Demons are called upon by evil spellcasters, devils try to make deals with desperate natives trying to find a better place to live, and yugoloths are hired by evil tribes of Sharpteeth to fight. At the same time, angels bring hope to the desperate (the Overdeity is forgiving, and willing to help even after being disobeyed), Archons seek justice and try to quell demon worshipers, and Eladrin bring freedom. Outsiders are generally less common here then in other places, but their influence is still apparent. Additionally, there are a few rare Sauric Planetouched races such as the {TO BE ADDED LATER}
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'''The Rest of the World-''' For the most part, there is no contact with the rest of the world. There have been a few examples, like the arrival of the Halflings, but that was generations ago. The most recent example was when a ship sunk near the desert island and the survivors swam to shore. They have not encountered any intelligent life, except for the Curvedclaws, who massacred most of them.
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'''Lycanthropy-''' While werewolves and other common lycanthropes might not be common, a few strains of the lycanthrope virus has made it to the Sauric Isles. Werecrocodiles can be found in the marsh island, while Weretyrannosaurs can be found in the jungle island. The disease can even be found on the main island, in the form of Werefleshrakers. A subrace of Shifters known as [[Variant: Saurian Shifter|Saurian Shifters]] have come into existence, descendants of the reptilian lycanthropes.
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==Deities==
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===Sauric Deities===
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Ka the Presever (Lawful Good) <br>
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Yet-to-be-named God of Death (Chaotic Evil) <br>
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Yet-to-be-named God of the Hunt (Lawful Evil) <br>
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Yet-to-be-named God of the Sky (Lawful Neutral) <br>
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Yet-to-be-named Goddess of Herbivores (True Neutral) <br>
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Yet-to-be-named Goddess of Carnivores (True Neutral) <br>
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Yet-to-be-named God of Amphibians (True Neutral) <br>
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===Halfling Deities===
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Uses the same pantheon as a common D&D setting. <br>
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http://en.wikipedia.org/wiki/Halfling_deities
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==100 Plot Hooks==
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===Main Island===
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1. Communication between Decoru-Urbi and the Mountain village stops. <br>
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2. An Allosaur has been stalking Halflings as they travel to the lake to get water. <br>
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3. A group of Flyers have betrayed their people and have become allies with the Pterafolk, the others demand justice. <br>
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4. A Diplodocus wanders through  Decoru-Urbi, causing death and destruction as it migrates towards the southern tip of the island. <br>
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5. A Quetzalcoatlus has kidnapped a Halfling child and is now carrying him back to its nest to feed its young. <br>
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6. Two Allosaurs have gone inside the Jungle Village and eat any who dare exit their homes. <br>
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7. A rogue Battletitan stalks the Plains, destroying the ecosystem. <br>
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8. As the clergy worshiping the the Goddess of Herbivores conflicts with the clergy worshiping the Goddess of Carnivores, relations between Flyers and their herbivorous allies plummet. <br>
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9. A herd of panicked Stegosaurus kills any who comes to near. <br>
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10. An ancient tunnel is discovered, leading to the discovery of Cave Dinosaurs. <br>
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11. A heavily armed group of Destrachans are spotted heading  towards the mountain village. <br>
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12. Pterafolk raids are increasingly common. <br>
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13. A platoon of Pterafolk have been seen flying over Decoru-Urbi. <br>
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14. A small army of Pterafolk have established a base in the inactive volcano at the center of Decoru-Urbi during the cover of nightfall. <br>
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15. Giganotosaurus mating season has started, and as a result the attack rate has gone up as they seek meat to present prospective mates. <br>
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==Animals on the Islands==
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Many modern animals can also be found on the island, but the number of species are greatly reduced.
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'''Crocodile-''' These creatures can be found on the Marsh Island.
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'''Crocodile, Giant-'''- These creatures can be found wandering around the lake of the Main Island.
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'''Lizard-''' These creatures can be found all over, on all islands (and sometimes in the waters between).
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'''Lizard, Monitor-''' Moniter Lizards can be found all over the islands. On the Desert Island, these creatures are raised in the farms of the shipwreck survivors and eaten.
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'''Manta Ray-''' These creatures are found throughout the waters near the islands.
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'''Shark, Medium-''' These sharks are called Stethacanthus, and have have an unusually shaped dorsal fin that looks like an anvil.
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'''Shark, Large-''' These sharks, called Orthacanthus, has a large spine growing from the back of its head.
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'''Shark, Huge-''' This behemoth, the Cretoxyrhina, rivals even the Great White Shark.
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'''Constrictor Snake-''' These creatures can be found in the valley of the Desert Island, the Main island, the Marsh Island, and the Desert island.
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'''Constrictor Snake, Giant-''' This massive snake, the Gigantophis, is the largest snake to ever live. They live in the Jungle Island.
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'''Snake, Viper (all sizes)-''' These poisonous snakes make their home in the Desert Island. They are more primitive than their modern counterparts, and some even still have front legs (these do not change statistics).
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'''Squid-''' These ancestors of the squid, Orthocones, are like their modern day counter parts, but with an additional +5 natural armor.
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'''Squid, Giant-''' These giant Orthocones also have the hard shell surrounding their massive head, giving them an additional +6 to natural armor.
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'''Toad-''' These toads are common on the Marsh Island.
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'''Dire Toad-''' These behemoths can be found on the Marsh Island.
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'''Dire Shark-''' These sharks, occasionally called Dino Sharks, are sharks that could easily kill even the Great Whites.
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'''Dire Snake-''' These massive creatures are capable of even killing Dinosaurs, and are native to the Jungle Island.
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'''Monstrous Centipede, Medium-''' These beasts, called Arthropleura, are massive Centipedes that hunt anything their size or smaller. They live on the Jungle Island.
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'''Monstrous Scorpion, Tiny-''' These creatures, called brontoscorpio, are mindless creatures that live at the bottom of the sea, but occasionally make forays onto the Desert Island. Give this creature the aquatic subtype, with the amphibious special quality.
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'''Monstrous Scorpion, Medium-''' Roughly the size of a crocodile, Pterygotus are huge scorpions that feed on other arthropods. It remains in the sea. Give this creature the aquatic subtype.
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'''Monstrous Spider, Tiny-''' Mesothelae are creepy critters that hunt lizards on the Jungle Island. They have a unique ability. '' '''Acid Injection (Ex):''' After delivering a bite, a mesothelae can inject digestive juices into a victim as a free action. This causes 1d3 points of acid damage for 1d6 rounds.''
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==Tables==
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A bunch of useful tables.
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===Familiar Table===
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{|border=1px
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!Familiar!!Special
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|-
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|Compsognathus || ''See Dragon #318''
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|-
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|Lizard || Master gains a +3 bonus to Climb checks
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|-
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|[[Platyhystrix]] || Master can hold its breath for an addition 2 rounds
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|-
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|Rhamphorhynchus || ''See Dragon #318''
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|-
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|Snake || Master gains a +3 bonus to Bluff checks
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|-
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|Toad || Master gains +3 Health Points
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|-
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|[[Icarosaurus]] || Master gains a +3 bonus to jump checks
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|}
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===Animal Companion Table===
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{|border=1px
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!Level!!Animals
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|-
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|1st Level or Higher || Snake (small or medium viper), Shark (Medium), Squid, Compsognathus, Rhamphorhynchus
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|-
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|3rd Level or Higher || Crocodile, Moniter Lizard, Shark (Large), Constrictor Snake, Snake (Large Viper), Dimetrodon, Pteranodon
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|-
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|7th Level or Higher || Giant Crocodile, Deinonychus, Elamosaurus, Snake (Huge Viper)
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|-
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|10th Level or Higher || Megaraptor, Giant Constrictor Snake, Shark (Huge), Pachycephalosaurus, Helicoprion
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|-
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|13th Level or Higher || Giant Octopus, Parasaurolophus
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|-
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|16th Level or Higher || Dire Shark, Giant Squid, Triceratops, Tyrannosaurus-Rex, Stegosaurus
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|-
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|21st Level or Higher || Diplodocus, Giganotosaurus
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|-
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|24th Level or Higher || Liopleurodon
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|}
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===Random Encounter Table (Main Island)===
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{|border=1px
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!D%!!Creatures!!Challenge Rating
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|-
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| || Herd of Triceratops || 16
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|}
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===Random Encounter Table (Jungle Island)===
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{|border=1px
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!D%!!Creatures!!Challenge Rating
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|-
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|1-10% || Pack of 1d6-1 Deinonychuses) || 8
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|-
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|11-20% || Mated Pair of Tyrannosaurs || 10
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|-
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|21-30% || 1d4 Megaraptor Hunting Group || 10
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|-
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|31-40% || 1d4-1 Ti-Khana Deinonychuses || 10
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|-
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|41-50% || 2d6 Herd of Seismosauruses || 19
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|-
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|51-60% || 1d6+1 Pack of Swindlespitters || 7
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|-
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|61-70% || 1d2 Group of Bonesnappers || 5
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|-
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| ||
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|}

Current revision as of 00:49, 3 October 2010

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