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DnD 3.5 The Wonders of Syrael [closed!]
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<blockquote data-quote="Al the Absentminded" data-source="post: 3104440" data-attributes="member: 42452"><p>Here are some thoughts I had about elves, dwarves, local barbarian cultures, and druids. Adopt them if you like them, ignore them if you don't.</p><p></p><p>#1: Idea for Dwarves. Dwarves are naturally lawful (ditch the auto-'good' portion). So lawful, in fact, that they strongly imprint on the immediate group they are raised in. Thus, most Dwarves have massive loyalty to family - and, by extension, clan. One wrinkle is that they are also strongly matriarchal. Their first loyalty is to their mothers, and so it remains. Momma's boys, the lot of 'em.</p><p></p><p>#2: Idea for Elves. Elves are naturally chaotic (again, ditch the auto-'good' portion). They are so individualistic that the idea of an elven 'society' is absurd. If an elf has other elves who follow him, it's because he has the reputation, skills, and charisma such that other elves look up to him. These Elves don't have their own language, but instead learn Sylvan as they grow up. Their favored class is a choice of Ranger or Barbarian.</p><p></p><p>#3: Syrael barbarian culture is strongly influenced by the Elves, and as such there's very little cultural baggage involved in being a barbarian. There is no elaborate 'barbarian honor code'. (They get away with this because the forests are lush enough to support a lot of individuals wandering around and foraging.) A consequence of this is that barbarians tend to be paranoid about anyone who's not a good friend. What little cultural stability they have comes from the Druids who also stick to the wilderness - among other things, a statement sworn by 'Sun and Moon, Water Wood and Earth' is supposed to be true, because the Druids have a policy of punishing someone caught swearing falsely by Nature.</p><p></p><p>#4: There are a number of marvelous materials the Syrael Druids have developed - these materials are intended for potential enchantment, and allow some enchantments to be enchanced so that they functions even if the wearer has changed shape. </p><p></p><p><strong>Sungold</strong> is gold that has the luster of 24 carat gold, but the strength of 18 caret gold. Druids make it by finding unworked gold ore, purifying it with wildfire (Call Lightning works, as does Flame Strike), and then lifting it up to the midday sun, where it is fully bathed in light for the first time. Sungold is favored for enchantments of strength and intelligence. (Druidic Magic weapons will often have runes traced in Sungold.)</p><p></p><p><strong>Greenwood</strong> is wood taken living from the tree (Wood Shape and Plant Growth will both suffice for this) during the twilight hours (dawn or dusk). The host tree must be free of disease and blemish. The wood feels as soft as inner bark, and takes on a white or light-brown hue, shot through with veins of viridian life. Considered excellent for wands and enchantments of life and growth.</p><p></p><p><strong>Moonpearl</strong> is pearl harvested in the depths of night on a full moon - the clam must be harvested from deep water - at least 60' - without tools and brought to the surface of the water, where pearl is exposed to light for the very first time, that light being full moonlight. Moonpearl, associated with the mysteries, is central to Druidic enchantments that deal with perception, protection, and wisdom. Moonpearl can be crushed and made into ink(good for scrolls), which will glow softly in moonlight and starlight.</p><p></p><p><strong>Heartwood</strong> is wood taken from the core of a tree without tools in the night of the new moon. The wood is smooth, strong, and a deep gray. Considered perfect for enchanting with shields, staves, and even armor (ironwood spell).</p><p></p><p><strong>Darkskin</strong> is either fur or leather. The skin must come from prey without injury or illness, hunted down without trap or ranged weapon. The skin must be separated by a weapon with a druidic enchantment, or by something enchanted with Magic Fang or Greater Magic Fang, and the skinning process must be started immediately by the individual who performed the kill.</p><p></p><p>Darkskin has a dark tone, and any fur is luxuriant.</p><p></p><p><strong>Watersilk</strong> is silk with a deep blue tint. It must be woven underwater in a natural pool. This involves a fairly elaborate setup, so someone intending to make Watersilk usually collects a largish batch of silk and makes a lot at once. Good for robes and cloaks and so forth.</p><p></p><p></p><p>Barbarians often try to aquire these items - Darkskin, especially, is popular - so that they can earn enchantments for them. Slaves are stripped of any such goods, which are usually sold as curios in civilized society. </p><p></p><p>(Note that civilized society has its own marvelous materials - Adamantine, Mithral, Orichalc, Darkwood, etc. - and barbarians are not adverse to getting that stuff. It's just that the Druid stuff is easier for them to aquire.)</p><p></p><p></p><p>What do you think?</p><p></p><p>-Albert</p></blockquote><p></p>
[QUOTE="Al the Absentminded, post: 3104440, member: 42452"] Here are some thoughts I had about elves, dwarves, local barbarian cultures, and druids. Adopt them if you like them, ignore them if you don't. #1: Idea for Dwarves. Dwarves are naturally lawful (ditch the auto-'good' portion). So lawful, in fact, that they strongly imprint on the immediate group they are raised in. Thus, most Dwarves have massive loyalty to family - and, by extension, clan. One wrinkle is that they are also strongly matriarchal. Their first loyalty is to their mothers, and so it remains. Momma's boys, the lot of 'em. #2: Idea for Elves. Elves are naturally chaotic (again, ditch the auto-'good' portion). They are so individualistic that the idea of an elven 'society' is absurd. If an elf has other elves who follow him, it's because he has the reputation, skills, and charisma such that other elves look up to him. These Elves don't have their own language, but instead learn Sylvan as they grow up. Their favored class is a choice of Ranger or Barbarian. #3: Syrael barbarian culture is strongly influenced by the Elves, and as such there's very little cultural baggage involved in being a barbarian. There is no elaborate 'barbarian honor code'. (They get away with this because the forests are lush enough to support a lot of individuals wandering around and foraging.) A consequence of this is that barbarians tend to be paranoid about anyone who's not a good friend. What little cultural stability they have comes from the Druids who also stick to the wilderness - among other things, a statement sworn by 'Sun and Moon, Water Wood and Earth' is supposed to be true, because the Druids have a policy of punishing someone caught swearing falsely by Nature. #4: There are a number of marvelous materials the Syrael Druids have developed - these materials are intended for potential enchantment, and allow some enchantments to be enchanced so that they functions even if the wearer has changed shape. [B]Sungold[/B] is gold that has the luster of 24 carat gold, but the strength of 18 caret gold. Druids make it by finding unworked gold ore, purifying it with wildfire (Call Lightning works, as does Flame Strike), and then lifting it up to the midday sun, where it is fully bathed in light for the first time. Sungold is favored for enchantments of strength and intelligence. (Druidic Magic weapons will often have runes traced in Sungold.) [B]Greenwood[/B] is wood taken living from the tree (Wood Shape and Plant Growth will both suffice for this) during the twilight hours (dawn or dusk). The host tree must be free of disease and blemish. The wood feels as soft as inner bark, and takes on a white or light-brown hue, shot through with veins of viridian life. Considered excellent for wands and enchantments of life and growth. [B]Moonpearl[/B] is pearl harvested in the depths of night on a full moon - the clam must be harvested from deep water - at least 60' - without tools and brought to the surface of the water, where pearl is exposed to light for the very first time, that light being full moonlight. Moonpearl, associated with the mysteries, is central to Druidic enchantments that deal with perception, protection, and wisdom. Moonpearl can be crushed and made into ink(good for scrolls), which will glow softly in moonlight and starlight. [B]Heartwood[/B] is wood taken from the core of a tree without tools in the night of the new moon. The wood is smooth, strong, and a deep gray. Considered perfect for enchanting with shields, staves, and even armor (ironwood spell). [B]Darkskin[/B] is either fur or leather. The skin must come from prey without injury or illness, hunted down without trap or ranged weapon. The skin must be separated by a weapon with a druidic enchantment, or by something enchanted with Magic Fang or Greater Magic Fang, and the skinning process must be started immediately by the individual who performed the kill. Darkskin has a dark tone, and any fur is luxuriant. [B]Watersilk[/B] is silk with a deep blue tint. It must be woven underwater in a natural pool. This involves a fairly elaborate setup, so someone intending to make Watersilk usually collects a largish batch of silk and makes a lot at once. Good for robes and cloaks and so forth. Barbarians often try to aquire these items - Darkskin, especially, is popular - so that they can earn enchantments for them. Slaves are stripped of any such goods, which are usually sold as curios in civilized society. (Note that civilized society has its own marvelous materials - Adamantine, Mithral, Orichalc, Darkwood, etc. - and barbarians are not adverse to getting that stuff. It's just that the Druid stuff is easier for them to aquire.) What do you think? -Albert [/QUOTE]
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