The World of Cheos

Long ago I created Cheos, a world for a Dungeons and Dragons game. It's a different take on the typical fantasy world. The mythical cratures are all half animal, half human. The monsters are all genetic nightmares. There is magic and science in this world. I decided to put it online here for help building it into a real, breathing, dynamic world. I got the idea from the World of Korio blog for my teacher's anthology class. Here's the deal. It is a shared world. Anybody can create within the guidelines I will post there. But I am the final arbiter of what is "real" on Cheos. Anybody can use the stuff from the world for thier games. I intend to write stories based on Cheos. If you post an idea on the blog, then you are accepting that it is OK for me to use it in a book. So if you are willing to help, let's create a world.

Here is the concept of the World of Cheos.

Millinea ago, there was a great war between wizard kings that destroyed the world. These wizards and thier minions created warriors by blending humans with animals. There were thousands of types of of these "blendings" but only a few have survived. The war devestated humanity, barely 20,000 true humans were left. Some of the blended races survived and eventually thrived. The rest could not sustain thier populations and died off. Thousands of years passed before the world healed itself from the destruction of the war. Now there are new civilizations and new wonders. All D&D realms have humans. In other D&D worlds humans are the most prolific of the races. That is not the case here. Since all the races are descended from humans they breed and die at the same rate (unless war, disease and famine take thier toll). The other races are all specific human-animal hybrids. There are Elves, Dwarves, Trolls, Ogres, Orcs, Goblins, Kobolds, Gnomes, Merfolk and Pixies. I am open to other races, but these are what I started with.

Tuesday, January 16, 2007

Slayers

Slayers are a class of fighter that are the consummate hunter of monsters. They are fierce and driven. Slayers are celibate and do not partake of alcohol. The Slayers Guild trains warriors from the age of twelve. They specialize in blending magic with swordcraft. Slayers cannot cast spells from memory, but rather have spells tattooed on their skin like scrolls. Once the spell is cast, it must be re-done. Slayers have an extra ability to focus their life force (hitpoints) into extra damage on critical hits of 19 or 20. When this happens, the weapon glows a pale blue color. For every HP expended the Slayer does an additional 2 points of damage. This damage has no save. These HP are temporarily lost for 24 hours. Additional damage done to the character that gets them to 0 HP will not automatically kill the character. For example: Rogin the Slayer has 65 HP. He spends 30 additional HP to do another 60 HP of damage on a critical hit. That brings him down to and effective 35 HP. To actually die in a combat round, he still has to take 65 HP of damage. If in the course of a battle he takes 35 points of damage, he does not die, but loses consciousness. If a PC chooses to spend the time, he can be dealt another 30 points of damage (which the Slayer cannot defend against, so it is an automatic hit, unless it is a fumble). Healing spells cannot give the HP temporarily lost back. A full 24 hours must be taken.

Friday, January 12, 2007

Magic on Cheos

There are different types of magic users on Cheos: Mages, Wizards, Sorcerers and Warlocks. They differ in how they manipulate the magical energy in the world. Magic is present in everything in the universe. It is the energy of life. Every living thing is linked to the magical energies to a greater or lesser extent. Non-living objects have magical energies too, but the magic inherent to non-living matter is different than living matter.

Mages are the most common of magic users. Mages access magic through rigid discipline and mental training. Mages have spell books and must have spell components to access magical forces. Mages are celibate and must meditate frequently to tune into the magical energies of the cosmos. It takes a long time to become a Master of Magic, or Mage. There are many schools of magic around the world. Mages tend to be dour and humorless. Most mages are self absorbed and power hungry.

Wizards have the ability to unlock the magical energies within thier own bodies. They must be careful when using this power as using too much can kill them. Wizards also must meditate to be in tune with the magical energies, not of the cosmos, but of themselves. Wizards often use inanimate objects to store magical energies. Only the purest of elements can be used. Crytals and precious metals are most often used, but even plain metals can be used. Magical items are made by wizards.

Sorcery is a vile practice of stealing the magical energies from other living things. It is the easiest way to power, but the most unacceptable. Sorcerers are commonly hunted down and destroyed. Sorcerers can use any living thing, but the magical energies stolen from sentient beings is most potent. The younger the being the more power they can steal. The more afraid, the easier it is to get that power. Most sorcerers are either evil or sociopathic.

Warlocks are the rarest of magic users. Warlocks can access the raw living magic of the universe. They can do almost anything, but accessing too much power can burn the ability out of them. The older a warlock gets the more powerful they become. Warlocks tend to become shephards of cities or races. They feel the most afinity to the world and tend to become guardians.

It is rare for a person to be able to use more than one school of magic, but it is possible.