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[Lakelands] Play By Post Now Recruiting [Full]
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<blockquote data-quote="Raven Crowking" data-source="post: 1899815" data-attributes="member: 18280"><p><strong>Character Information</strong></p><p></p><p><strong>General</strong></p><p></p><p>Characters are created using the <em>Dungeons & Dragons</em> third edition rules, as described in the <em>Player’s Handbook</em> and <em>Psionics Handbook</em>, with the following exceptions. In addition to the rules changes noted below, players may request to use additional supplementary information. If the information fits the play area, seems balanced, and a copy is provided to the Dungeon Master, there is a good chance any such materials will be accepted.</p><p></p><p><strong>Race</strong></p><p></p><p>Any of the races in the Player’s Handbook may be used in the Lakelands. In addition, players with access to Oriental Adventures can make use of the hengeyokai as a race option, excepting that hengeyokai in the Lakelands are known as faerie animals (i.e., a faerie cat), the species type must match the location, and that faerie animals have the faerie subtype, which means that they can be affected by spells which specifically target Fay.</p><p></p><p>The Lakashi tribesmen are a human group, loosely based on Native American (Midwestern) and Celtic traditions. They are matriarchal, and worship their ancestors and the Beast Lords. Every Lakashi tribe is named for a local animal type (i.e., Bear, Heron, Otter, Wolf), whose Beast Lord they especially revere, and whose traits they seek to emulate.</p><p></p><p>Other racial types are possible. For example, both orcs and goblins are fairly common in the Lakelands. If a racial choice has an ECL, the choice may still be possible, but it will reduce the speed in which the character gains additional levels.</p><p></p><p><strong>Class</strong></p><p></p><p>Characters may be of any class in the <em>Player’s Handbook</em> or <em>Psionics Handbook</em>. Players with access to <em>Oriental Adventures</em> can also choose to play a shaman. Classes that start play with animal companions or familiars may only choose species found within a temperate western environment. The general class/race structure breaks down as follows.</p><p></p><p><strong>Barbarian:</strong> The majority of humans in the Lakelands are civilized, but barbarians may be found among the Lakashi tribesmen. Half-orcs and goblinoids (especially orcs) may also be barbarians. Barbarians are uncommon.</p><p></p><p><strong>Bard:</strong> Any race may choose this class. Bards are uncommon.</p><p></p><p><strong>Cleric:</strong> Most clerics tend to be humans and dwarves, though other races can choose this class. See Religion, below, for more information on clerics. Clerics are common.</p><p></p><p><strong>Druid:</strong> Most druids are human, half-elf, elven, gnomish, or faerie animals, though any race can choose this class. Druids are extremely rare among dwarves and the goblinoid races. Druids are common.</p><p></p><p><strong>Fighter:</strong> Every racial type has fighters. Fighters are the most common character class.</p><p></p><p><strong>Monk:</strong> Monks are only common among humans and halflings. Some Lakashi tribes promote monks to emulate certain animals (such as the Crane Tribe). Monks are rare.</p><p></p><p><strong>Paladin:</strong> Only civilized humans regularly choose this class, though there are rumors of elven and faerie knights who are paladins. Paladins are very rare.</p><p></p><p><strong>Psion:</strong> This class is limited among the standard races to humans (of any type), half-elves, half-orcs, and halflings. Psions are very rare.</p><p></p><p><strong>Psychic Warrior:</strong> This class is limited among the standard races to humans (of any type), half-elves, half-orcs, and halflings. Psychic warriors are very rare.</p><p></p><p><strong>Ranger:</strong> Every standard race has rangers. Rangers are uncommon.</p><p></p><p><strong>Rogue:</strong> Every racial type has rogues. Rogues are common.</p><p></p><p><strong>Shaman:</strong> This class is limited among the standard races to the Lakashi tribesmen, half-orcs, and faerie animals. Shamans are rare.</p><p></p><p><strong>Sorcerer:</strong> Any race may have sorcerers. In the Lakelands, sorcerers often have fey blood somewhere in their ancestry. Sorcerers are rare.</p><p></p><p><strong>Wizard:</strong> Although any race may have wizards, they are only common among humans, elves, and half-elves. Elven wizards often specialize as enchanters or illusionists. Gnomish wizards are typically illusionists. Wizards are rare.</p><p></p><p><strong>Skills</strong></p><p></p><p>Unlike standard Dungeons & Dragons 3rd Edition campaigns, characters are not automatically literate unless they choose the cleric or wizard class. Even then, these characters only learn the common alphabet. Nor does the ability to speak a language automatically confer the ability to write in its alphabet – instead the Read Language skill grants the ability to read and write in a given writing system. Read Language is considered a class skill for all classes except barbarian.</p><p></p><p><strong>Read Language (None; Trained Only)</strong></p><p></p><p>The Read Langauge skill doesn’t work like a standard skill. Instead of buying a rank in Read Language, you choose a new writing system that you can read and write. You don’t make Read Language checks. You either know a writing system or you do not.</p><p></p><p>The common writing systems in the Lakelands are:</p><p></p><p>· Common Alphabet, also known as Mardani, an alphabetic form derived from simplified runes.</p><p>· Parthelonian, a system of runes from an ancient civilization that once dwelt in the eastern Lakelands.</p><p>· Uthark, a system of runes devised for carving onto wood, used by the Alderhald tribes of the Grey Hills, and more recently used by orcs and goblins.</p><p>· Dwarven, a runic system designed for carving onto metal and stone.</p><p>· Sylvarise, a painted script devised by the elves.</p><p>· Alchemist’s Script, a system of marks used by alchemists to denote chemicals, creatures, and astrological signs.</p><p>· Halfling Trail Signs, a system of carved marks used by halflings to inform each other of the conditions at farmhouses and towns. Signs tend to point to sources of food and water, and warn against people opposed to wanderers, or who keep vicious dogs. These trail signs are often used by rangers and other wandering folk as well as halflings.</p><p> </p><p><strong>Speak Language (addendum)</strong></p><p></p><p>The common languages of the Lakelands are:</p><p></p><p>· The Common Tongue, or Tradespeech, which was also known as Errysworm in times past.</p><p>· Aultheos, used by the Alderhald tribesmen of the Grey Hills.</p><p>· Lakashi, used by the Lakashi tribesmen of Weirwood the Great and the Lakelands.</p><p>· Parthelonian, now rarely used, and only then by scholars and historians.</p><p>· Low Dwarven. There is also a High Old Dwarven, but the dwarves do not teach it to those of other races. Dwarven characters automatically know both tongues.</p><p>· Sylvan, which is also known as Elvish, though elves and gnomes, as well as many woodland and faerie creatures speak it. This language is automatically known by elves, half-elves, and gnomes.</p><p>· The Dark Tongue, which is spoken by goblins, orcs, and their kin. Half-orcs know it automatically.</p><p>· The Beast Tongues, by which intelligent beasts may converse. There is a beast tongue for felines, for canines, for ursine creatures, for rodents, and so on. Speaking one beast tongue grants no ability to speak another. Faerie animals automatically speak the beast tongue of their kind.</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 1899815, member: 18280"] [B]Character Information[/B] [B]General[/B] Characters are created using the [I]Dungeons & Dragons[/I] third edition rules, as described in the [I]Player’s Handbook[/I] and [I]Psionics Handbook[/I], with the following exceptions. In addition to the rules changes noted below, players may request to use additional supplementary information. If the information fits the play area, seems balanced, and a copy is provided to the Dungeon Master, there is a good chance any such materials will be accepted. [B]Race[/B] Any of the races in the Player’s Handbook may be used in the Lakelands. In addition, players with access to Oriental Adventures can make use of the hengeyokai as a race option, excepting that hengeyokai in the Lakelands are known as faerie animals (i.e., a faerie cat), the species type must match the location, and that faerie animals have the faerie subtype, which means that they can be affected by spells which specifically target Fay. The Lakashi tribesmen are a human group, loosely based on Native American (Midwestern) and Celtic traditions. They are matriarchal, and worship their ancestors and the Beast Lords. Every Lakashi tribe is named for a local animal type (i.e., Bear, Heron, Otter, Wolf), whose Beast Lord they especially revere, and whose traits they seek to emulate. Other racial types are possible. For example, both orcs and goblins are fairly common in the Lakelands. If a racial choice has an ECL, the choice may still be possible, but it will reduce the speed in which the character gains additional levels. [B]Class[/B] Characters may be of any class in the [I]Player’s Handbook[/I] or [I]Psionics Handbook[/I]. Players with access to [I]Oriental Adventures[/I] can also choose to play a shaman. Classes that start play with animal companions or familiars may only choose species found within a temperate western environment. The general class/race structure breaks down as follows. [B]Barbarian:[/B] The majority of humans in the Lakelands are civilized, but barbarians may be found among the Lakashi tribesmen. Half-orcs and goblinoids (especially orcs) may also be barbarians. Barbarians are uncommon. [B]Bard:[/B] Any race may choose this class. Bards are uncommon. [B]Cleric:[/B] Most clerics tend to be humans and dwarves, though other races can choose this class. See Religion, below, for more information on clerics. Clerics are common. [B]Druid:[/B] Most druids are human, half-elf, elven, gnomish, or faerie animals, though any race can choose this class. Druids are extremely rare among dwarves and the goblinoid races. Druids are common. [B]Fighter:[/B] Every racial type has fighters. Fighters are the most common character class. [B]Monk:[/B] Monks are only common among humans and halflings. Some Lakashi tribes promote monks to emulate certain animals (such as the Crane Tribe). Monks are rare. [B]Paladin:[/B] Only civilized humans regularly choose this class, though there are rumors of elven and faerie knights who are paladins. Paladins are very rare. [B]Psion:[/B] This class is limited among the standard races to humans (of any type), half-elves, half-orcs, and halflings. Psions are very rare. [B]Psychic Warrior:[/B] This class is limited among the standard races to humans (of any type), half-elves, half-orcs, and halflings. Psychic warriors are very rare. [B]Ranger:[/B] Every standard race has rangers. Rangers are uncommon. [B]Rogue:[/B] Every racial type has rogues. Rogues are common. [B]Shaman:[/B] This class is limited among the standard races to the Lakashi tribesmen, half-orcs, and faerie animals. Shamans are rare. [B]Sorcerer:[/B] Any race may have sorcerers. In the Lakelands, sorcerers often have fey blood somewhere in their ancestry. Sorcerers are rare. [B]Wizard:[/B] Although any race may have wizards, they are only common among humans, elves, and half-elves. Elven wizards often specialize as enchanters or illusionists. Gnomish wizards are typically illusionists. Wizards are rare. [B]Skills[/B] Unlike standard Dungeons & Dragons 3rd Edition campaigns, characters are not automatically literate unless they choose the cleric or wizard class. Even then, these characters only learn the common alphabet. Nor does the ability to speak a language automatically confer the ability to write in its alphabet – instead the Read Language skill grants the ability to read and write in a given writing system. Read Language is considered a class skill for all classes except barbarian. [B]Read Language (None; Trained Only)[/B] The Read Langauge skill doesn’t work like a standard skill. Instead of buying a rank in Read Language, you choose a new writing system that you can read and write. You don’t make Read Language checks. You either know a writing system or you do not. The common writing systems in the Lakelands are: · Common Alphabet, also known as Mardani, an alphabetic form derived from simplified runes. · Parthelonian, a system of runes from an ancient civilization that once dwelt in the eastern Lakelands. · Uthark, a system of runes devised for carving onto wood, used by the Alderhald tribes of the Grey Hills, and more recently used by orcs and goblins. · Dwarven, a runic system designed for carving onto metal and stone. · Sylvarise, a painted script devised by the elves. · Alchemist’s Script, a system of marks used by alchemists to denote chemicals, creatures, and astrological signs. · Halfling Trail Signs, a system of carved marks used by halflings to inform each other of the conditions at farmhouses and towns. Signs tend to point to sources of food and water, and warn against people opposed to wanderers, or who keep vicious dogs. These trail signs are often used by rangers and other wandering folk as well as halflings. [B]Speak Language (addendum)[/B] The common languages of the Lakelands are: · The Common Tongue, or Tradespeech, which was also known as Errysworm in times past. · Aultheos, used by the Alderhald tribesmen of the Grey Hills. · Lakashi, used by the Lakashi tribesmen of Weirwood the Great and the Lakelands. · Parthelonian, now rarely used, and only then by scholars and historians. · Low Dwarven. There is also a High Old Dwarven, but the dwarves do not teach it to those of other races. Dwarven characters automatically know both tongues. · Sylvan, which is also known as Elvish, though elves and gnomes, as well as many woodland and faerie creatures speak it. This language is automatically known by elves, half-elves, and gnomes. · The Dark Tongue, which is spoken by goblins, orcs, and their kin. Half-orcs know it automatically. · The Beast Tongues, by which intelligent beasts may converse. There is a beast tongue for felines, for canines, for ursine creatures, for rodents, and so on. Speaking one beast tongue grants no ability to speak another. Faerie animals automatically speak the beast tongue of their kind. [/QUOTE]
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