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<blockquote data-quote="MechaPilot" data-source="post: 7303852" data-attributes="member: 82779"><p>It depends on which setting, because I have two of them: Tenesia and Wildwood.</p><p></p><p></p><p></p><p><span style="font-size: 15px">Tenesia</span></p><p></p><p>Tenesia's primary theme is that of difference. Elves, Dwarves, Merfolk, Ophiliths (medusas), Slimes, etc. are immortal races created by the gods: Humans and Goblins evolved from apes and lizards (respectively). The immortal races are frequently called the "blessed" or "chosen" races. By contrast, the word Human comes from the elf word "Haluman" which means a creature without a soul, and it's used to describe Humans, Goblins, Golems, and mindless Undead. Goblin comes from the elf word "Golba" meaning vicious, mean, and nasty. Tenesia has no Hobbits, Orcs, or Dragonborn, and it uses <a href="http://www.enworld.org/forum/showthread.php?512075-Humans-The-Tenesian-Variant&highlight=human+tenesia+variant" target="_blank">my own variant of human</a>.</p><p></p><p>Tenesia's chosen races are heavily tied to different things. Elves are true fey, and when they die they can't be raised from the dead, their souls return to nature and can't be separated back out. Dwarves are elemental creatures of flame or stone who take on more rocky or fiery appearance with age. Merfolk are creatures of music, and their language is written using both an alphabet and musical notation.</p><p></p><p>Tenesia's dragons are not highly-intelligent spellcasters. They're brutal beasts who hate magic (because it can harm them while non-magical weapons do half or no damage). They can't speak humanoid languages, and they're prone to hibernating for decades or centuries, before violently destroying and devouring those humanoids who have "invaded" their territory. While they aren't as intelligent as typical dragons, they're quite cunning. When attacking a town they'll target temples and smithing facilities first.</p><p></p><p>Tenesia has ley lines and ley line nexuses where magic is enhanced. These energies are the life of the land itself, and if they're removed or dampened, the land begins to die. Magic also benefits from blood sacrifices, and being cast during important astronomical events like eclipses and full and new moons.</p><p></p><p>Resurrection is difficult in Tenesia, assuming you can be raised. The gods' power depends on the number of souls they hold, so they jealously compete for souls and wrenching one away from them is very difficult. You have to give a soul to get a soul, so raising the dead require humanoid sacrifice.</p><p></p><p>The gods have a pact that prevents them from directly interfering, so they rely heavily on mortal agents. This pact against direct intervention also makes them dependent on religions created by mortals, so they tolerate different races and cultures having different religious and picturing them in different ways.</p><p></p><p>Tenesia includes a type of mage called a crystal mage. They lack the arcane recovery feature, but they can create spell crystals that store spell points (Tenesia uses spell points instead of slots. Yes, that's mandatory) or that have spells inscribed into them allowing you to cast a spell as if you had it memorized while holding the crystal. in days past, crystal mages created spell crystals to power great machines called crystal-magic war beasts. Imagine a mechanical tiger that can be ridden and has a bank of spell crystals in front of the saddle allowing the rider to cast those spells through the beast, or on the beast and itself.</p><p></p><p>Tenesia has a type of mage called a blight mage. Their magic is corrosive and deadly. It kills plants and small animals, and harms larger life forms. Blight mages all develop an incurable illness like consumption or epilepsy that they have to deal with for their entire lives.</p><p></p><p>Tenesia has a kind of paladin called an inquisitor, more colloquially called a mage-slayer. They come from a time where arcane magic was demonized thanks to the actions of sorcerers who ripped the ley lines from the land and used that power to exile the gods and become emperors of vast nations. The mage-slayers have paladin abilities specifically designed to combat and resist arcane magic.</p><p></p><p>Tenesia also breaks one of the cardinal rules and has a kind of wizard who is a healer. They're called "Medicians" and they have access to all the healing, curing, and resurrecting spells clerics have. However, they also swear a vow not to kill. All their offensive spells are incapable of killing simply by inflicting damage. If a Medician does manage to kill with her magic, she must atone for it or else have to spend double the spell points to cast a healing, curing, or resurrecting spell.</p><p></p><p>Tenesia makes no distinction between D&D's angels, demons, and devils. All of them work for Gods of whatever alignment. In Tenesia, if such a being serves your god, it's an angel. If it serves a god hostile to your own, it's a devil. If it has no form and can possess people, it's a demon.</p><p></p><p>In Tenesia, an arcane caster who has at least one spell point left can fly on a broom. A cleric with at least one spell point left gets an ability dependent on their chosen deity (such as being able to walk on water).</p><p></p><p>Tenesia has no kobolds or orcs. The role of kobolds is filled by Gelks. They use kobold stats, but they look like Gollum from the animated Hobbit movie. Orcs are typically replaced with Human thugs.</p><p></p><p></p><p><span style="font-size: 15px">Wildwood</span></p><p></p><p>Wildwood is a primeval world where nature is an overdeity who abhors civilization. Literacy is almost nonexistent, so wizards have no spellbooks. Weapons and armors are made of wood, stone or bone. Metal weapons are considered to have the same quality as magic weapons (another common form of armor is warpaint that's ritually empowered to provide protection). When a civilization grows too large, nature itself afflicts them with diseases, disasters, and with dragons (who exist solely as ancient embodiments of nature's wrath).</p><p></p><p>Animals in Wildwood are larger and more cunning than in other worlds. All animals use dire animal stats (regular animal stats are used for baby animals). Animals have their own languages (canine, feline, etc.), these languages can be learned as exotic languages.</p><p></p><p>Wildwood has no global pantheon of gods. Archfey are worshiped as deities along with the deities of other worlds (whose power is diminished on Wildwood), and local geographic features (like mountains, volcanoes, lakes, etc) have spirits of their own and are often venerated as deities.</p><p></p><p>Glass is extremely rare. Most potions are held in waterskins, clay vials, or come as gooey pellets that are eaten instead of drunk. Scrolls are virtually nonexistent.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7303852, member: 82779"] It depends on which setting, because I have two of them: Tenesia and Wildwood. [SIZE=4]Tenesia[/SIZE] Tenesia's primary theme is that of difference. Elves, Dwarves, Merfolk, Ophiliths (medusas), Slimes, etc. are immortal races created by the gods: Humans and Goblins evolved from apes and lizards (respectively). The immortal races are frequently called the "blessed" or "chosen" races. By contrast, the word Human comes from the elf word "Haluman" which means a creature without a soul, and it's used to describe Humans, Goblins, Golems, and mindless Undead. Goblin comes from the elf word "Golba" meaning vicious, mean, and nasty. Tenesia has no Hobbits, Orcs, or Dragonborn, and it uses [URL="http://www.enworld.org/forum/showthread.php?512075-Humans-The-Tenesian-Variant&highlight=human+tenesia+variant"]my own variant of human[/URL]. Tenesia's chosen races are heavily tied to different things. Elves are true fey, and when they die they can't be raised from the dead, their souls return to nature and can't be separated back out. Dwarves are elemental creatures of flame or stone who take on more rocky or fiery appearance with age. Merfolk are creatures of music, and their language is written using both an alphabet and musical notation. Tenesia's dragons are not highly-intelligent spellcasters. They're brutal beasts who hate magic (because it can harm them while non-magical weapons do half or no damage). They can't speak humanoid languages, and they're prone to hibernating for decades or centuries, before violently destroying and devouring those humanoids who have "invaded" their territory. While they aren't as intelligent as typical dragons, they're quite cunning. When attacking a town they'll target temples and smithing facilities first. Tenesia has ley lines and ley line nexuses where magic is enhanced. These energies are the life of the land itself, and if they're removed or dampened, the land begins to die. Magic also benefits from blood sacrifices, and being cast during important astronomical events like eclipses and full and new moons. Resurrection is difficult in Tenesia, assuming you can be raised. The gods' power depends on the number of souls they hold, so they jealously compete for souls and wrenching one away from them is very difficult. You have to give a soul to get a soul, so raising the dead require humanoid sacrifice. The gods have a pact that prevents them from directly interfering, so they rely heavily on mortal agents. This pact against direct intervention also makes them dependent on religions created by mortals, so they tolerate different races and cultures having different religious and picturing them in different ways. Tenesia includes a type of mage called a crystal mage. They lack the arcane recovery feature, but they can create spell crystals that store spell points (Tenesia uses spell points instead of slots. Yes, that's mandatory) or that have spells inscribed into them allowing you to cast a spell as if you had it memorized while holding the crystal. in days past, crystal mages created spell crystals to power great machines called crystal-magic war beasts. Imagine a mechanical tiger that can be ridden and has a bank of spell crystals in front of the saddle allowing the rider to cast those spells through the beast, or on the beast and itself. Tenesia has a type of mage called a blight mage. Their magic is corrosive and deadly. It kills plants and small animals, and harms larger life forms. Blight mages all develop an incurable illness like consumption or epilepsy that they have to deal with for their entire lives. Tenesia has a kind of paladin called an inquisitor, more colloquially called a mage-slayer. They come from a time where arcane magic was demonized thanks to the actions of sorcerers who ripped the ley lines from the land and used that power to exile the gods and become emperors of vast nations. The mage-slayers have paladin abilities specifically designed to combat and resist arcane magic. Tenesia also breaks one of the cardinal rules and has a kind of wizard who is a healer. They're called "Medicians" and they have access to all the healing, curing, and resurrecting spells clerics have. However, they also swear a vow not to kill. All their offensive spells are incapable of killing simply by inflicting damage. If a Medician does manage to kill with her magic, she must atone for it or else have to spend double the spell points to cast a healing, curing, or resurrecting spell. Tenesia makes no distinction between D&D's angels, demons, and devils. All of them work for Gods of whatever alignment. In Tenesia, if such a being serves your god, it's an angel. If it serves a god hostile to your own, it's a devil. If it has no form and can possess people, it's a demon. In Tenesia, an arcane caster who has at least one spell point left can fly on a broom. A cleric with at least one spell point left gets an ability dependent on their chosen deity (such as being able to walk on water). Tenesia has no kobolds or orcs. The role of kobolds is filled by Gelks. They use kobold stats, but they look like Gollum from the animated Hobbit movie. Orcs are typically replaced with Human thugs. [SIZE=4]Wildwood[/SIZE] Wildwood is a primeval world where nature is an overdeity who abhors civilization. Literacy is almost nonexistent, so wizards have no spellbooks. Weapons and armors are made of wood, stone or bone. Metal weapons are considered to have the same quality as magic weapons (another common form of armor is warpaint that's ritually empowered to provide protection). When a civilization grows too large, nature itself afflicts them with diseases, disasters, and with dragons (who exist solely as ancient embodiments of nature's wrath). Animals in Wildwood are larger and more cunning than in other worlds. All animals use dire animal stats (regular animal stats are used for baby animals). Animals have their own languages (canine, feline, etc.), these languages can be learned as exotic languages. Wildwood has no global pantheon of gods. Archfey are worshiped as deities along with the deities of other worlds (whose power is diminished on Wildwood), and local geographic features (like mountains, volcanoes, lakes, etc) have spirits of their own and are often venerated as deities. Glass is extremely rare. Most potions are held in waterskins, clay vials, or come as gooey pellets that are eaten instead of drunk. Scrolls are virtually nonexistent. [/QUOTE]
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