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<blockquote data-quote="Celebrim" data-source="post: 7488253" data-attributes="member: 4937"><p>Not really, because there is nothing particularly original about it, but since you ask some pretty basic questions I'll answer those.</p><p></p><p></p><p></p><p>Akashic, Champion, Cleric, Explorer, Fanatic, Feyborn, Fighter, Hunter, Paragon, Rogue, Shaman, Sorcerer, Wizard. There are also several NPC classes generally not well suited to the adventuring life, but which I'd let a player take if they had a good reason: Brute, Commoner, Expert, Scholar, and Warrior. </p><p></p><p></p><p></p><p>Champion, Explorer, Feyborn, Hunter, and Paragon are new homebrew classes. Fanatic is a more or less reskinned Barbarian, which is no more different than say a Pathfinder Barbarian is from a 3.5 era Barbarian. Explorer and Hunter are two different takes on a magicless Ranger, that emphasis different aspects of the class, with Explorer being a sort of jack-of-all trades class skilled at two-handed fighting, and Hunter being a ranged weapon class with favored enemies. Explorer also has aspects conceptually of the old Dragon 1e AD&D Mariner class, and in fact was necessitated by the fact that I expected Mariner to be a concept supported by the rules which in fact had weak support in base 3.0e D&D. Champion replaces Paladin and a bunch of other classes, and could be considered a reskinned version of the 3.0e Holy Warrior class from Green Ronin's 'Book of the Righteousness', but in fact is so extensively revised that its roots are barely recognizable and it is vastly more flexible than even the Green Ronin class. Shaman is the Green Ronin Shaman from their Shaman handbook, except that the class spell-list has been revised to look more like the Druid spell-list, owing to the fact it doesn't need to compete for space with the Druid but in fact replaces it. Akashic is Monte Cook's class from Arcana Evolved, only slightly revised to fit with the setting. </p><p></p><p>The fighter, cleric, rogue, and sorcerer classes have modifications compared to RAW to move them up or down a tier as necessary to improve balance. For example fighter gets more feats, and has access to more powerful feats, plus a number of generic fighter class abilities, additional skill points and a selection of class specific skills. The cleric gets fewer spells per day, and has a limited selection of known spells. And the rogue gets a very slight boost in abilities at higher level and even more skill points. </p><p></p><p></p><p></p><p>Changling, Dwarf, Elf, Goblin, Half-Elf, Half-Goblin, Hobgoblin, Human, Idreth, Orine, Pixie, and Sidhe. In general, nothing else is allowed, but if I had a very experienced player who'd proven their RP chops and had absorbed enough of the setting I might entertain suggestions for a non-standard race. </p><p></p><p></p><p></p><p>Changling (no relation to the Eberron race), Idreth, Orine, Pixie, and Sidhe could be considered fully homebrew, and Idreth and Orine entirely exist within my world with no outside influences. The other races are largely familiar from their 3.0e counter-parts, with only slight quirks unique to the setting.</p><p></p><p></p><p></p><p>In my head, it's whole world, but very little of it has ever been highly detailed because I don't do a lot of world-building outside the needs of a game and because I have an annoying habit of losing notes or maps I've made over the decades.</p><p></p><p></p><p></p><p>Mortal scholars suggest that there are '1000 gods', but what they mean by this is 'a very large number'. They are very active in mortal affairs, at least as active as those of the Greek myths or similar mythologies. Most mortals can expect to have a god intervene directly in there affairs at least once in their life. Divine intervention is common, and seeing a deity of some sort while probably a once in a life time event, not wholly unusual. Actually having a face to face conversation with a deity and having some sort of relationship with one is considered a great honor, and those that receive this honor deemed 'saints' - a term that implies nothing like the real world idea of 'saintly' but rather has more in common with the modern notion of 'celebrity'. You simply will not play a campaign on my world where there aren't gods as thick as fleas on a camel's butt. Religion is enormously important and pervasive within my campaign world, so much so that the importance of the Catholic church to Medieval Europe would be deemed inferior. I consider the setting 'Etruscan' in flavor, with Hinduism as it was practiced in pre-modern times being the main influence on my thinking about a polytheistic setting, but also some influences from the Urhobo people of West Africa. You can kind of imagine the setting as Europe where the Baroque Etruscans and not the simple pragmatists of Rome were the great successful Empire, where Carthage never fell, and where Hinduism and not Christianity was the dominate religion, and where like ancient Egypt there was a long succession of Golden and Dark ages. </p><p></p><p>While there are few dozen deities that are more or less fleshed out in my head and an outline of a cosmological/mythological history that frames everything, it's not at all unusual for me to invent a deity every time a player wants to play a cleric.</p><p></p><p>In other words, it's very much a 'kitchen sink' sort of setting with regards to culture. Everything is a mismatch, with inspiration coming from where ever I can find it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7488253, member: 4937"] Not really, because there is nothing particularly original about it, but since you ask some pretty basic questions I'll answer those. Akashic, Champion, Cleric, Explorer, Fanatic, Feyborn, Fighter, Hunter, Paragon, Rogue, Shaman, Sorcerer, Wizard. There are also several NPC classes generally not well suited to the adventuring life, but which I'd let a player take if they had a good reason: Brute, Commoner, Expert, Scholar, and Warrior. Champion, Explorer, Feyborn, Hunter, and Paragon are new homebrew classes. Fanatic is a more or less reskinned Barbarian, which is no more different than say a Pathfinder Barbarian is from a 3.5 era Barbarian. Explorer and Hunter are two different takes on a magicless Ranger, that emphasis different aspects of the class, with Explorer being a sort of jack-of-all trades class skilled at two-handed fighting, and Hunter being a ranged weapon class with favored enemies. Explorer also has aspects conceptually of the old Dragon 1e AD&D Mariner class, and in fact was necessitated by the fact that I expected Mariner to be a concept supported by the rules which in fact had weak support in base 3.0e D&D. Champion replaces Paladin and a bunch of other classes, and could be considered a reskinned version of the 3.0e Holy Warrior class from Green Ronin's 'Book of the Righteousness', but in fact is so extensively revised that its roots are barely recognizable and it is vastly more flexible than even the Green Ronin class. Shaman is the Green Ronin Shaman from their Shaman handbook, except that the class spell-list has been revised to look more like the Druid spell-list, owing to the fact it doesn't need to compete for space with the Druid but in fact replaces it. Akashic is Monte Cook's class from Arcana Evolved, only slightly revised to fit with the setting. The fighter, cleric, rogue, and sorcerer classes have modifications compared to RAW to move them up or down a tier as necessary to improve balance. For example fighter gets more feats, and has access to more powerful feats, plus a number of generic fighter class abilities, additional skill points and a selection of class specific skills. The cleric gets fewer spells per day, and has a limited selection of known spells. And the rogue gets a very slight boost in abilities at higher level and even more skill points. Changling, Dwarf, Elf, Goblin, Half-Elf, Half-Goblin, Hobgoblin, Human, Idreth, Orine, Pixie, and Sidhe. In general, nothing else is allowed, but if I had a very experienced player who'd proven their RP chops and had absorbed enough of the setting I might entertain suggestions for a non-standard race. Changling (no relation to the Eberron race), Idreth, Orine, Pixie, and Sidhe could be considered fully homebrew, and Idreth and Orine entirely exist within my world with no outside influences. The other races are largely familiar from their 3.0e counter-parts, with only slight quirks unique to the setting. In my head, it's whole world, but very little of it has ever been highly detailed because I don't do a lot of world-building outside the needs of a game and because I have an annoying habit of losing notes or maps I've made over the decades. Mortal scholars suggest that there are '1000 gods', but what they mean by this is 'a very large number'. They are very active in mortal affairs, at least as active as those of the Greek myths or similar mythologies. Most mortals can expect to have a god intervene directly in there affairs at least once in their life. Divine intervention is common, and seeing a deity of some sort while probably a once in a life time event, not wholly unusual. Actually having a face to face conversation with a deity and having some sort of relationship with one is considered a great honor, and those that receive this honor deemed 'saints' - a term that implies nothing like the real world idea of 'saintly' but rather has more in common with the modern notion of 'celebrity'. You simply will not play a campaign on my world where there aren't gods as thick as fleas on a camel's butt. Religion is enormously important and pervasive within my campaign world, so much so that the importance of the Catholic church to Medieval Europe would be deemed inferior. I consider the setting 'Etruscan' in flavor, with Hinduism as it was practiced in pre-modern times being the main influence on my thinking about a polytheistic setting, but also some influences from the Urhobo people of West Africa. You can kind of imagine the setting as Europe where the Baroque Etruscans and not the simple pragmatists of Rome were the great successful Empire, where Carthage never fell, and where Hinduism and not Christianity was the dominate religion, and where like ancient Egypt there was a long succession of Golden and Dark ages. While there are few dozen deities that are more or less fleshed out in my head and an outline of a cosmological/mythological history that frames everything, it's not at all unusual for me to invent a deity every time a player wants to play a cleric. In other words, it's very much a 'kitchen sink' sort of setting with regards to culture. Everything is a mismatch, with inspiration coming from where ever I can find it. [/QUOTE]
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