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<blockquote data-quote="psychognome" data-source="post: 127793" data-attributes="member: 828"><p>I had the weirdest idea today. I really liked Arcanum, and would propably <em>love</em> to make a world based around the industrial revolution, but as that would take too much effort ruleswise (making up rules for firearms, new technology etc.) I went and found the mid-point between the industrial revolution and the medieval period: the renaissance!</p><p>Ruleswise, almost nothing changes. The only addition made to the world is the addition of firearms (as renaissance firearms in the DM's guide) that are extremely rare and only owned by the richest and the armies of nations. Make no mistake, a level 1 fighter who was in the army might have experience from using a musket or a flintlock from his time in the army, but it's very unlikely that he'll own one. The musket he used in the army was not his own, and once he left the army he was stripped of his army stuff.</p><p>Oh, and all you elf haters/lovers, here's good/bad news for you: my world doesn't have elves! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> When the elves (and fey, and dragons etc.) noticed that their time in this world was over, they retreated to Arvandor and closed the gates behind them. The only remnants of elves in the world are half-elves, who have remained in the world because of breeding amongst themselves, thus producing a race of their own. They refer to themselves as Silvani, and hold themselves as the last remnants of the world's magical past, and are somewhat aroogant about the fact.</p><p>Also, at one time the heads of the governments got tired of the constant orc, goblinoid and giant raids into their lands, and issued a great campaign called "The Cleansing". Most of the savage humanoids were killed and the few that survived were driven out of the civilized lands. Half-orcs on the other hand prospered by (surprise surprise) breeding amongst each other, and became known as Orcans. And a few other notes on the races:</p><p>Humans- as PHB, can be found everywhere in society</p><p>Dwarves- as PHB, mostly craftsmen and soldiers</p><p>Gnomes- as PHB, mostly scientists and scholars</p><p>Halflings- as PHB, nomadic folk</p><p>Orcans- +2 Str, -2 Dex, +2 Con, -2 Cha (orcans are strong but clumsy, tough but crude, but not stupid), +1 to listen and spot checks (heightened senses thanks to orcish blood), +1 to saves vs. disease (living in disease filled caves has increased orcish resistance to disease), darkvision 60 ft., orc blood, favored class: any (orcans are very adaptable, thanks to their human blood)</p><p>Silvani- -2 Wis, +2 Cha (possessing strong personalities, silvani can be quite arrogant and foolish at times), otherwise like half-elves.</p><p>A few notes on classes:</p><p>Barbarian- very few exist, mostly among savage folk</p><p>Bard- quite common in cities, mostly poets, actors, musicians or jacks-of-all-trades</p><p>Cleric- priests of the different churches might be commoners or aristocrats, depending on the outlook of the church</p><p>Druid- most druids live in the untamed lands, away from civilisation's clutches</p><p>Fighter- professional soldiers, street thugs, almost any background possible</p><p>Monk- almost unheard of, most live in the lands due east (and to get there one must pass through the savage lands)</p><p>Paladin- instead of being knights-in-shining-armor, paladins stand as paragons of virtue, fighting their holy battle both in the bustling courts and in the fields of battle</p><p>Ranger- mostly live in rural areas, serve as protectors of the land and the common folk (some might even be brigands)</p><p>Rogue- thieves, brigands, thugs and spies, as with fighters can come from almost any background</p><p>Sorcerer- quite few, sorcerers born into aristocratic families might be pressured to use their powers to the advantage of their families in the political field, while commoner sorcerers might become great threats to the nobility who discriminate the common folk</p><p>Wizard- very few, most come from the few academies of wizardry in the civilized lands, therefore many are of noble heritage, engage in scholarly debate on the nature of magic and the theories surrounding it.</p><p>This is what I've got to begin with, tell me what you think, suggestions welcome! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="psychognome, post: 127793, member: 828"] I had the weirdest idea today. I really liked Arcanum, and would propably [I]love[/I] to make a world based around the industrial revolution, but as that would take too much effort ruleswise (making up rules for firearms, new technology etc.) I went and found the mid-point between the industrial revolution and the medieval period: the renaissance! Ruleswise, almost nothing changes. The only addition made to the world is the addition of firearms (as renaissance firearms in the DM's guide) that are extremely rare and only owned by the richest and the armies of nations. Make no mistake, a level 1 fighter who was in the army might have experience from using a musket or a flintlock from his time in the army, but it's very unlikely that he'll own one. The musket he used in the army was not his own, and once he left the army he was stripped of his army stuff. Oh, and all you elf haters/lovers, here's good/bad news for you: my world doesn't have elves! :D When the elves (and fey, and dragons etc.) noticed that their time in this world was over, they retreated to Arvandor and closed the gates behind them. The only remnants of elves in the world are half-elves, who have remained in the world because of breeding amongst themselves, thus producing a race of their own. They refer to themselves as Silvani, and hold themselves as the last remnants of the world's magical past, and are somewhat aroogant about the fact. Also, at one time the heads of the governments got tired of the constant orc, goblinoid and giant raids into their lands, and issued a great campaign called "The Cleansing". Most of the savage humanoids were killed and the few that survived were driven out of the civilized lands. Half-orcs on the other hand prospered by (surprise surprise) breeding amongst each other, and became known as Orcans. And a few other notes on the races: Humans- as PHB, can be found everywhere in society Dwarves- as PHB, mostly craftsmen and soldiers Gnomes- as PHB, mostly scientists and scholars Halflings- as PHB, nomadic folk Orcans- +2 Str, -2 Dex, +2 Con, -2 Cha (orcans are strong but clumsy, tough but crude, but not stupid), +1 to listen and spot checks (heightened senses thanks to orcish blood), +1 to saves vs. disease (living in disease filled caves has increased orcish resistance to disease), darkvision 60 ft., orc blood, favored class: any (orcans are very adaptable, thanks to their human blood) Silvani- -2 Wis, +2 Cha (possessing strong personalities, silvani can be quite arrogant and foolish at times), otherwise like half-elves. A few notes on classes: Barbarian- very few exist, mostly among savage folk Bard- quite common in cities, mostly poets, actors, musicians or jacks-of-all-trades Cleric- priests of the different churches might be commoners or aristocrats, depending on the outlook of the church Druid- most druids live in the untamed lands, away from civilisation's clutches Fighter- professional soldiers, street thugs, almost any background possible Monk- almost unheard of, most live in the lands due east (and to get there one must pass through the savage lands) Paladin- instead of being knights-in-shining-armor, paladins stand as paragons of virtue, fighting their holy battle both in the bustling courts and in the fields of battle Ranger- mostly live in rural areas, serve as protectors of the land and the common folk (some might even be brigands) Rogue- thieves, brigands, thugs and spies, as with fighters can come from almost any background Sorcerer- quite few, sorcerers born into aristocratic families might be pressured to use their powers to the advantage of their families in the political field, while commoner sorcerers might become great threats to the nobility who discriminate the common folk Wizard- very few, most come from the few academies of wizardry in the civilized lands, therefore many are of noble heritage, engage in scholarly debate on the nature of magic and the theories surrounding it. This is what I've got to begin with, tell me what you think, suggestions welcome! :) [/QUOTE]
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