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.

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