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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Jakandor
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<blockquote data-quote="Staffan" data-source="post: 9780390" data-attributes="member: 907"><p>More LN/LG than LE, I think (with the caveat that they consider the use of mindless undead a neutral thing – 2e was more into the idea of zombies being robots made of flesh than them being unholy abominations animated by pure evil and hungering for the flesh of the living unless actively held back through necromantic control). The Charonti once (millennia ago) had a world-spanning empire, but got their butts kicked by a magical plague that spread through the portals they used to control far-off places, so they devolved into a bunch of enclaves that didn't get along at all with one another. At some point some of them developed a more benign philosophy about service to the community, and swayed some of the other enclaves thus forming the current Charonti nation. This service doesn't end when life does, which is why they are fairly gung-ho about the use of mindless undead – the corpse is not the person, so why not make use of it?</p><p></p><p>Much like Island of War, Isle of Destiny makes heavy use of kits: notably wizard and priest kits. Each wizard school has its own kit, representing one of the mage guilds. The Charonti once had vast magical knowledge, but much has been lost. They have a fairly small list of commonly available spells, and each guild also has a set of their own that they do not share with outsiders. One thing I remember is that they do <strong>not</strong> have access to <em>fireball</em> – the evoker guild is more about electricity (and yes, they do have <em>lightning bolt</em>).</p><p></p><p>Their primary priesthood are not priests of any gods, but are instead devoted to the ideal of a Just Society. Exactly what that means is up for some debate, which is represented by the Philosopher kit. There's also the Jurist kit, which is narratively part of the same priesthood but dedicated to upholding the law in the society as it is rather than debating what it should be once the Charonti are once again in ascendance. There are also Pantheists who believe there's some truth in all religion even if none have the whole truth, Cultists who have found faith in some version of an outworlder religion (which might not be in accordance with the way its original practitioners do things), and Thanhotepics who follow the old ways of the original Charonti religion dedicated to a sleeping elder god of death and rebirth.</p><p></p><p>The only fighter kit is one who gets abilities to command undead, so they're more about leading skeletons/zombies into battle than actually fighting themselves.</p><p></p><p>Where Knorrmen are modeled on the Norse and Native North Americans, the Charonti are definitely more themed on Egypt with some South American spice. I'm thinking Aztec, but I'm not familiar enough with them to say that with any certainty.</p><p></p><p>One thing I distinctly remember is that the two sides had very different ideas about NPC levels. I think most NPCs mentioned with class/level in Island of War were single-digit, whereas Isle of Destiny has plenty of them in the 10-15 range. I don't know if this was intended to represent the Charonti being fewer in number but having more elite training than the Knorrmen, or just different writers not being in tune with appropriate levels.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9780390, member: 907"] More LN/LG than LE, I think (with the caveat that they consider the use of mindless undead a neutral thing – 2e was more into the idea of zombies being robots made of flesh than them being unholy abominations animated by pure evil and hungering for the flesh of the living unless actively held back through necromantic control). The Charonti once (millennia ago) had a world-spanning empire, but got their butts kicked by a magical plague that spread through the portals they used to control far-off places, so they devolved into a bunch of enclaves that didn't get along at all with one another. At some point some of them developed a more benign philosophy about service to the community, and swayed some of the other enclaves thus forming the current Charonti nation. This service doesn't end when life does, which is why they are fairly gung-ho about the use of mindless undead – the corpse is not the person, so why not make use of it? Much like Island of War, Isle of Destiny makes heavy use of kits: notably wizard and priest kits. Each wizard school has its own kit, representing one of the mage guilds. The Charonti once had vast magical knowledge, but much has been lost. They have a fairly small list of commonly available spells, and each guild also has a set of their own that they do not share with outsiders. One thing I remember is that they do [B]not[/B] have access to [I]fireball[/I] – the evoker guild is more about electricity (and yes, they do have [I]lightning bolt[/I]). Their primary priesthood are not priests of any gods, but are instead devoted to the ideal of a Just Society. Exactly what that means is up for some debate, which is represented by the Philosopher kit. There's also the Jurist kit, which is narratively part of the same priesthood but dedicated to upholding the law in the society as it is rather than debating what it should be once the Charonti are once again in ascendance. There are also Pantheists who believe there's some truth in all religion even if none have the whole truth, Cultists who have found faith in some version of an outworlder religion (which might not be in accordance with the way its original practitioners do things), and Thanhotepics who follow the old ways of the original Charonti religion dedicated to a sleeping elder god of death and rebirth. The only fighter kit is one who gets abilities to command undead, so they're more about leading skeletons/zombies into battle than actually fighting themselves. Where Knorrmen are modeled on the Norse and Native North Americans, the Charonti are definitely more themed on Egypt with some South American spice. I'm thinking Aztec, but I'm not familiar enough with them to say that with any certainty. One thing I distinctly remember is that the two sides had very different ideas about NPC levels. I think most NPCs mentioned with class/level in Island of War were single-digit, whereas Isle of Destiny has plenty of them in the 10-15 range. I don't know if this was intended to represent the Charonti being fewer in number but having more elite training than the Knorrmen, or just different writers not being in tune with appropriate levels. [/QUOTE]
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