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<blockquote data-quote="DammitVictor" data-source="post: 7371859" data-attributes="member: 6750908"><p>The world is divided into Eight single-biome (more or less) Worlds, including the Underdark and Star Heaven (which are also always below/above all of the other six), that are connected by the ancient and mysterious Warp Pipes. Plains World, Jungle World, Desert World, Ice World.</p><p></p><p>The playable ancestries in D&D terms are Humans, Tortles, Gorilla-Orcs, AD&D Kobolds/Halflings, venomous Vegepygmies, and CN magical rogue Warforged. Room for more, certainly: Hobgoblin/Oni, Thri-Kreen, <em>maybe</em> Gith would all fit. The Gorilla-Orcs are roving bandits and pirates, while the Kobold-Halflings prey on the cities. Vegepygmies are used as slaves by more powerful civilizations (all of them). The Warforged are <em>terrors</em>; they're mercenaries, disciplined and professional on the job, who spend all of their blood money on supporting scholarship and the arts, and performing elaborate random acts of senseless violence/kindness.</p><p></p><p>All of the Worlds work on a <em>Points of Light</em> framework. Human cultures are either barbarians, scrappy pastoral folk, or decadent city-dwellers. Tortles are in a brutal civil war between the Loyalists serving the (centuries) new Evil Emperor and the Traditionalists trying to preserve their ancient LN(G) dwarf-druid traditions.</p><p></p><p>There are no horses. People who can afford them ride giant flightless birds. Even wealthier people can afford giant <em>flying</em> birds. Magically talented craftsmen can build automobiles and skyships. The most common weapons are hammers and spears. <em>Everything</em> is magical, and powerful PCs/NPCs are explicitly magical regardless of class.</p></blockquote><p></p>
[QUOTE="DammitVictor, post: 7371859, member: 6750908"] The world is divided into Eight single-biome (more or less) Worlds, including the Underdark and Star Heaven (which are also always below/above all of the other six), that are connected by the ancient and mysterious Warp Pipes. Plains World, Jungle World, Desert World, Ice World. The playable ancestries in D&D terms are Humans, Tortles, Gorilla-Orcs, AD&D Kobolds/Halflings, venomous Vegepygmies, and CN magical rogue Warforged. Room for more, certainly: Hobgoblin/Oni, Thri-Kreen, [i]maybe[/i] Gith would all fit. The Gorilla-Orcs are roving bandits and pirates, while the Kobold-Halflings prey on the cities. Vegepygmies are used as slaves by more powerful civilizations (all of them). The Warforged are [i]terrors[/i]; they're mercenaries, disciplined and professional on the job, who spend all of their blood money on supporting scholarship and the arts, and performing elaborate random acts of senseless violence/kindness. All of the Worlds work on a [i]Points of Light[/i] framework. Human cultures are either barbarians, scrappy pastoral folk, or decadent city-dwellers. Tortles are in a brutal civil war between the Loyalists serving the (centuries) new Evil Emperor and the Traditionalists trying to preserve their ancient LN(G) dwarf-druid traditions. There are no horses. People who can afford them ride giant flightless birds. Even wealthier people can afford giant [i]flying[/i] birds. Magically talented craftsmen can build automobiles and skyships. The most common weapons are hammers and spears. [i]Everything[/i] is magical, and powerful PCs/NPCs are explicitly magical regardless of class. [/QUOTE]
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