Orius
Legend
Forked from: Literary (and other) settings wishlist
Ok, here it is:
First off, I got the idea for this during a reread I was doing of the books about 2 years ago. So everything I came up with was largely built around 3e rules, particularly pre-3.5 stuff from the books I have. The references will be to pre-3.5 splats; if the applicable PrC was updated in 3.5, then someone can just point it out. If anyone wants to present a 4e angle on the stuff, go ahead; however this thread is not an excuse for an edition war.
My idea was to make it as D&D-friendly as possible, which wasn't too hard, because there were a few prestige classes out there that really seemed to fit some of the characters. Some classes I didn't use because they just don't fit the setting, pretty much the monk and the minor magic using classes. More on that below. Race of course is restricted to human, since the setting has very few humanoid creatures that could serve as a viable PC race. I instead went with the approach Oriental Adventures used for the clans to set up the 7 races.
I envisioned a typical campaign being largely set in the Kingdoms of the West with a PC party composed of characters from those kingdoms -- much like the "iconic" party in the Belgariad. Typical characters would be Alorns, Arends, Tolnedrans, and/or Sendars, possibly with Nyissans or Ulgos. Naturally, the DM can allow any character he feels like in a campaign. A campaign is more likely to involve something like political intrigue than lots of combat or dungeon crawling. Naturally campaigns based on ideas like, "Let's kill Belgarath!" should be discouraged (it's cheesy in a FR kind of way, but the DM can always rule that the Destinies don't want the PCs to futz with their struggle anyway, also Belgarath is one of the only two epic-level characters in this campaign so it's a bad idea to begin with).
Races
The seven races of man are fully represented here. Sendars make up an 8th race. In addition, Alorns, Angaraks, and Dals are further broken into "subraces". The races are presented like the clans from OA, except that I don't have class skills or favored classes for all of them. I also have typical alignments listed for some of the races.
Alorns
Cherek
Drasnian
Algar
Rivan
This is how I picked the alignments. First off, I decided that each of the 3 good alignments should be represented among the Alorns. Chereks naturally got CG. I gave CG to the Algars as well, because of their semi-nomadic lifestyle and the sort of individualistc personality they're given as a whole. I gave NG not CG to the Drasnians because I didn't feel that they're full-blown chaotic; I doubt they'd be able to run that whole spy network of theirs if they were (Silk of course is CG though, he's too outrageous to be anything BUT chaotic). I gave LG to the Rivans to round things out, and besides the books describe then as taking their role as the guardians of the Orb of Aldur seriously and being the most responsible of the Alorns, so I felt it fit them anyway.
I gave a pick of one of two class skills (chosen at creation and can't be changed) for the Rivans since most of the ordinary Rivans we see either are skilled craftsmen or musicians. And I think most players would find Profession (shepard) to be pretty dull.
For primitive Alorns, treat them as Chereks but with Survival instead of Profession (sailor) as the class skill.
Arend
This applies to both Asturians and Mimbrates. If playing a historical campaign before the fall of Vo Wacune, the Wacites also follow this. Arendish PCs are likely to be nobles, if playing a serf then the character should have Profession (farmer) or possibly a Craft as the class skill instead. There's no distinction between the Asturians and Mimbrates because the differences between the Arends isn't as great as the races that have subraces. Asturians will tend to take archery feats while Mimbrates focus on mounted combat. In 4e however, Asturians can just go with ranger since the class now doesn't have any spellcasting capabilities. Alignment is given as LG since Arends tend to obsess about stuff like duty and honor (probably the alignment should be played as Lawful Stupid to the hilt. ).
Tolnedran
Ok, here's where I hit my first mental block. Not sure what to do with class skill and favored class here, since he see two stereotypical Tolnedrans in the books. The first is the greedy money grubbing merchant, the second is the profession soldier of the legions. I'm kind of leaning toward making Expert the favored class with Profession (merchant) as the class skill, though that doesn't exactly make for a great PC. It doesn't help that the token Tolnedran in the iconic party is an Aristocrat either.
Nyissan
Not really much to say here except that I don't really view the Nyissans as outright evil but more as morally indifferent, so N for alignment.
Marag
Total blank here. Since the Marags for all intents and purposes were wiped about about 200 years after the recovery of the Orb, and they were isolationists before that, there's not a great deal of information on them.
Sendar
Kind of going with the idea of the typical Sendar being an everyman jack-of-all-trades here.
Now for the "bad guys".
Angaraks
Murgo
Nadrak
Thull
Mallorean
No surprises about Murgos here, I'm sure. They're the stereotypical evil empire anyway. Not really sure what to do for favored class for Nadraks. No one in their right mind should ever want to play a Thull; they're the gully dwarves of this setting. Not really sure how to classify Malloreans. Note: I see Grolims functioning as a class, not a seperate race.
For the most part, I'd say that Angaraks aren't a PC race in the setting, unless the DM wants to allow a Nadrak PC. Thulls are worthless as PCs, Murgos aren't going to associate with the other races, and Malloreans will mostly just stay in Mallorea. If the DM wants to run an Angarak campaign things could be different though.
Dals
Dal
Melcene
Ulgo
Morind
Karand
First off, The Seeress of Kell and Belgarath the Sorcerer both seem to indicate Dal was the original name of the seventh race, so I'm going with it here. Second I on; really have a clear idea of what to do with the Dals and the Ulgos; I'm leaning partially towards favored class Barbarian for Karands and possibly Morinds as well. Of the offshoots of the seventh race, it's the Ulgos and Dals that we really get the clearest picture of in the books.
That's it for races, and I'm going to end things here for now. Material that I'll post later:
Anyway, don't jump the gun on me (at least too much anyway) here. I didn't write up hard stats for that stuff anyway, it's not a big deal.
Midnight Dawns said:Could you please fork it? I would be interested in attaining this information.I did come up with some ideas for doing the Belgariad and Mallorean under the 3e rules, though. Nothing really deep, just a bunch of notes I scribbled on a piece of paper (didn't develop it because I probably wouldn't ever play it anyway), and a partial write up of the Alorns as a PC race. If anyone's really interested, I could fork a new thread. Even though the stuff was 3e, there's probably stuff that an be worked into 4e, or the people sticking with 3.x might find it interesting too.
Ok, here it is:
First off, I got the idea for this during a reread I was doing of the books about 2 years ago. So everything I came up with was largely built around 3e rules, particularly pre-3.5 stuff from the books I have. The references will be to pre-3.5 splats; if the applicable PrC was updated in 3.5, then someone can just point it out. If anyone wants to present a 4e angle on the stuff, go ahead; however this thread is not an excuse for an edition war.
My idea was to make it as D&D-friendly as possible, which wasn't too hard, because there were a few prestige classes out there that really seemed to fit some of the characters. Some classes I didn't use because they just don't fit the setting, pretty much the monk and the minor magic using classes. More on that below. Race of course is restricted to human, since the setting has very few humanoid creatures that could serve as a viable PC race. I instead went with the approach Oriental Adventures used for the clans to set up the 7 races.
I envisioned a typical campaign being largely set in the Kingdoms of the West with a PC party composed of characters from those kingdoms -- much like the "iconic" party in the Belgariad. Typical characters would be Alorns, Arends, Tolnedrans, and/or Sendars, possibly with Nyissans or Ulgos. Naturally, the DM can allow any character he feels like in a campaign. A campaign is more likely to involve something like political intrigue than lots of combat or dungeon crawling. Naturally campaigns based on ideas like, "Let's kill Belgarath!" should be discouraged (it's cheesy in a FR kind of way, but the DM can always rule that the Destinies don't want the PCs to futz with their struggle anyway, also Belgarath is one of the only two epic-level characters in this campaign so it's a bad idea to begin with).
Races
The seven races of man are fully represented here. Sendars make up an 8th race. In addition, Alorns, Angaraks, and Dals are further broken into "subraces". The races are presented like the clans from OA, except that I don't have class skills or favored classes for all of them. I also have typical alignments listed for some of the races.
Alorns
Cherek
- Profession (sailor) is a class skill.
- Favored Class: Barbarian.
- Alignment: Often chaotic good.
Drasnian
- Gather Information is a class skill.
- Favored Class: Rogue.
- Alignment: Often neutral good.
Algar
- Ride is a class skill.
- Favored Class: Fighter
- Alignment: Often chaotic good
Rivan
- Perform (any) OR Craft (any) is a class skill.
- Favored Class: Fighter
- Alignment: Often lawful good
This is how I picked the alignments. First off, I decided that each of the 3 good alignments should be represented among the Alorns. Chereks naturally got CG. I gave CG to the Algars as well, because of their semi-nomadic lifestyle and the sort of individualistc personality they're given as a whole. I gave NG not CG to the Drasnians because I didn't feel that they're full-blown chaotic; I doubt they'd be able to run that whole spy network of theirs if they were (Silk of course is CG though, he's too outrageous to be anything BUT chaotic). I gave LG to the Rivans to round things out, and besides the books describe then as taking their role as the guardians of the Orb of Aldur seriously and being the most responsible of the Alorns, so I felt it fit them anyway.
I gave a pick of one of two class skills (chosen at creation and can't be changed) for the Rivans since most of the ordinary Rivans we see either are skilled craftsmen or musicians. And I think most players would find Profession (shepard) to be pretty dull.
For primitive Alorns, treat them as Chereks but with Survival instead of Profession (sailor) as the class skill.
Arend
- Knowledge (Nobility and royalty) is a class skill.
- Favored Class: Fighter.
- Alignment: Often lawful good.
This applies to both Asturians and Mimbrates. If playing a historical campaign before the fall of Vo Wacune, the Wacites also follow this. Arendish PCs are likely to be nobles, if playing a serf then the character should have Profession (farmer) or possibly a Craft as the class skill instead. There's no distinction between the Asturians and Mimbrates because the differences between the Arends isn't as great as the races that have subraces. Asturians will tend to take archery feats while Mimbrates focus on mounted combat. In 4e however, Asturians can just go with ranger since the class now doesn't have any spellcasting capabilities. Alignment is given as LG since Arends tend to obsess about stuff like duty and honor (probably the alignment should be played as Lawful Stupid to the hilt. ).
Tolnedran
- Appraise is a class skill.
- Favored Class:
- Alignment: Often lawful neutral
Ok, here's where I hit my first mental block. Not sure what to do with class skill and favored class here, since he see two stereotypical Tolnedrans in the books. The first is the greedy money grubbing merchant, the second is the profession soldier of the legions. I'm kind of leaning toward making Expert the favored class with Profession (merchant) as the class skill, though that doesn't exactly make for a great PC. It doesn't help that the token Tolnedran in the iconic party is an Aristocrat either.
Nyissan
- Profession (herbalist) is a class skill.
- Favored Class: Rogue.
- Alignment: Often neutral.
Not really much to say here except that I don't really view the Nyissans as outright evil but more as morally indifferent, so N for alignment.
Marag
- is a class skill.
- Favored Class:
- Alignment: Often
Total blank here. Since the Marags for all intents and purposes were wiped about about 200 years after the recovery of the Orb, and they were isolationists before that, there's not a great deal of information on them.
Sendar
- Craft (any) is a class skill.
- Favored Class: Any.
- Alignment: Often lawful good.
Kind of going with the idea of the typical Sendar being an everyman jack-of-all-trades here.
Now for the "bad guys".
Angaraks
Murgo
- Intimidate is a class skill.
- Favored Class: Fighter.
- Alignment: Usually lawful evil.
Nadrak
- Profession (trapper or miner) is a class skill.
- Favored Class: Rogue.
- Alignment: Often chaotic neutral.
Thull
- Profession (farmer) is a class skill.
- Favored Class: Commoner.
- Alignment: Often neutral.
Mallorean
- Diplomacy is a class skill.
- Favored Class: Fighter
- Alignment: Often lawful neutral
No surprises about Murgos here, I'm sure. They're the stereotypical evil empire anyway. Not really sure what to do for favored class for Nadraks. No one in their right mind should ever want to play a Thull; they're the gully dwarves of this setting. Not really sure how to classify Malloreans. Note: I see Grolims functioning as a class, not a seperate race.
For the most part, I'd say that Angaraks aren't a PC race in the setting, unless the DM wants to allow a Nadrak PC. Thulls are worthless as PCs, Murgos aren't going to associate with the other races, and Malloreans will mostly just stay in Mallorea. If the DM wants to run an Angarak campaign things could be different though.
Dals
Dal
- Knowledge (any) is a class skill.
- Favored Class: Wizard.
- Alignment: Often neutral.
Melcene
- is a class skill.
- Favored Class:
- Alignment: Often neutral
Ulgo
- Knoledge (religion) is a class skill.
- Favored Class: Cleric.
- Alignment: Often lawful good.
Morind
- is a class skill.
- Favored Class:
- Alignment: Often
Karand
- is a class skill.
- Favored Class:
- Alignment: Often
First off, The Seeress of Kell and Belgarath the Sorcerer both seem to indicate Dal was the original name of the seventh race, so I'm going with it here. Second I on; really have a clear idea of what to do with the Dals and the Ulgos; I'm leaning partially towards favored class Barbarian for Karands and possibly Morinds as well. Of the offshoots of the seventh race, it's the Ulgos and Dals that we really get the clearest picture of in the books.
That's it for races, and I'm going to end things here for now. Material that I'll post later:
- Classes.
- Prestige classes. This includes standard PrCs, plus some setting specific ones like Sha-Dar and Dalasian Seer (just tossing those names out as a tease ).
- Domains for the gods, and alignments
- Artifacts.
- Monsters.
- Notes on magic.
- Important NPCs.
Anyway, don't jump the gun on me (at least too much anyway) here. I didn't write up hard stats for that stuff anyway, it's not a big deal.
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