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Anarenn solo campaign (Loth keep out)
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<blockquote data-quote="Nightbreeze" data-source="post: 3979059" data-attributes="member: 46755"><p>Ok then, before you go on with your choice, I'll give you a list of my house rules: it may help you in the process.</p><p></p><p>-At first level you gain a bonus feat. It shall be a feat like Focused Skill (skill), or a negotiator-like feat (+2/+2 to your skills), or a regional feat (I know...it is hard to justify giving one to a dragon).</p><p></p><p>-All characters gain two additional skill points each level, but they may spend it only ona Profession/Craft. One of them can be spent for a knowledge skill (not both, however)</p><p></p><p>-Feats are fun. I think that feats are a great way to make a Pc or Npc unique, and there are too few of them. Therefore all characters gain feats at 1st, 3rd, 5th, 7th, 9th and so on level.</p><p></p><p>There are no Draconic deities. There are greater spirits in this world that have connection to dragons, or were dragons themselves, but they are not object of worship, and they don't make their existence known. If you play a draconic or dragon-related PC, they will soon or later take part of the plot, and it is possible for you to have a connection for them since the very beginning. </p><p></p><p>As for other deities outside of the triad, generally humans don't need them. The Father covers the traditionals domains of a good - related human deity (and it's clerics can choose from a big list of domains - at least 8-9). The Mother covers the good - chaotic - nature related aspects, while the Son is a kind of strange: everyone who doesn't feel related to the other two gods can worship him. He is a kind of trickster, opportunist, generally good, but with a little bit of end-justifies-means philosophy. </p><p></p><p>In the borderlands of the Empire the Faith becomes less structured and adherent to the common principles, and it mixes it with some old pagan cults. A priest of an imperial city may not recognize a celebration of the mother held in a remote village on the outskirts of the forests surround the Ishiza plains.</p><p></p><p>Those of Ishiza generally worship a pantheon of tribal deities (hunters, warriors and mounted raiders, as well as their enemies). They grudgingly admit the worship of the Father in their lands. Some other kingdom have an organized churches (and some of them worship the Father but don't recognize the authority of the imperial church on matters of faith)</p><p></p><p>Dwarfs have their own deities, of course, as well as other races, of course.</p><p></p><p></p><p></p><p>Now, to adress your questions about the loss of flight/alternate form, I have though about the dragon's questions (the decision of taking the intelligent dragons out the of the normal campaign was taken a week after I started building the world, but I have never truly expanded it. So I'm coming up with some new ideas and justifications now).</p><p></p><p>The untainted blood of intelligent dragons carries many benefits, and places a great burden on your shoulders. One of your benefits is the fact that whatever kind of intelligent dragon has access to alternate forms, either by abilites granted by his progression, or by feats. So, your choice is not limited to gold and silver dragons: I'm pretty much allowing any kind of true dragon that is out there in the manuals. Third party manuals or custom builds are ok, too. The same goes for flying, and the same applies to pseudodragons and kobolds: it is the blood legacy that matters.</p><p></p><p>So at the end it is your choice. We will gnaw the mechanical aspects afterwards.</p></blockquote><p></p>
[QUOTE="Nightbreeze, post: 3979059, member: 46755"] Ok then, before you go on with your choice, I'll give you a list of my house rules: it may help you in the process. -At first level you gain a bonus feat. It shall be a feat like Focused Skill (skill), or a negotiator-like feat (+2/+2 to your skills), or a regional feat (I know...it is hard to justify giving one to a dragon). -All characters gain two additional skill points each level, but they may spend it only ona Profession/Craft. One of them can be spent for a knowledge skill (not both, however) -Feats are fun. I think that feats are a great way to make a Pc or Npc unique, and there are too few of them. Therefore all characters gain feats at 1st, 3rd, 5th, 7th, 9th and so on level. There are no Draconic deities. There are greater spirits in this world that have connection to dragons, or were dragons themselves, but they are not object of worship, and they don't make their existence known. If you play a draconic or dragon-related PC, they will soon or later take part of the plot, and it is possible for you to have a connection for them since the very beginning. As for other deities outside of the triad, generally humans don't need them. The Father covers the traditionals domains of a good - related human deity (and it's clerics can choose from a big list of domains - at least 8-9). The Mother covers the good - chaotic - nature related aspects, while the Son is a kind of strange: everyone who doesn't feel related to the other two gods can worship him. He is a kind of trickster, opportunist, generally good, but with a little bit of end-justifies-means philosophy. In the borderlands of the Empire the Faith becomes less structured and adherent to the common principles, and it mixes it with some old pagan cults. A priest of an imperial city may not recognize a celebration of the mother held in a remote village on the outskirts of the forests surround the Ishiza plains. Those of Ishiza generally worship a pantheon of tribal deities (hunters, warriors and mounted raiders, as well as their enemies). They grudgingly admit the worship of the Father in their lands. Some other kingdom have an organized churches (and some of them worship the Father but don't recognize the authority of the imperial church on matters of faith) Dwarfs have their own deities, of course, as well as other races, of course. Now, to adress your questions about the loss of flight/alternate form, I have though about the dragon's questions (the decision of taking the intelligent dragons out the of the normal campaign was taken a week after I started building the world, but I have never truly expanded it. So I'm coming up with some new ideas and justifications now). The untainted blood of intelligent dragons carries many benefits, and places a great burden on your shoulders. One of your benefits is the fact that whatever kind of intelligent dragon has access to alternate forms, either by abilites granted by his progression, or by feats. So, your choice is not limited to gold and silver dragons: I'm pretty much allowing any kind of true dragon that is out there in the manuals. Third party manuals or custom builds are ok, too. The same goes for flying, and the same applies to pseudodragons and kobolds: it is the blood legacy that matters. So at the end it is your choice. We will gnaw the mechanical aspects afterwards. [/QUOTE]
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