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<blockquote data-quote="Tonguez" data-source="post: 976666" data-attributes="member: 1125"><p>IMC I've eliminated Dwarfs and made Elves into 'Sidhe' (Fey). Halfelves and halforcs are considered 'tainted humans', Gnomes, goblins and giants (Large Orcs) are the other 'common races' (though giants aren't that common).</p><p></p><p>Gnomes fit the role of being the most 'mundane' of the fey and having secret wisdom.</p><p></p><p>If you want spirits to be common then make liberal use of the fiendish/celestial templates - Celestial Bears as NPCs or have the Shaman be followed around the forest by a celestial possum that keeps its distance but will warn him of danger and might even intervene if the Shaman is worthy.</p><p></p><p>Also make sure that you describe the strange tingling characters feel when entering an unknown area and require that they respond by calling on an ancestor for protection (if they don't then nothing goes right for them until the honour the local spirit). Also give ALL spells the same kind of 'flavour'</p></blockquote><p></p>
[QUOTE="Tonguez, post: 976666, member: 1125"] IMC I've eliminated Dwarfs and made Elves into 'Sidhe' (Fey). Halfelves and halforcs are considered 'tainted humans', Gnomes, goblins and giants (Large Orcs) are the other 'common races' (though giants aren't that common). Gnomes fit the role of being the most 'mundane' of the fey and having secret wisdom. If you want spirits to be common then make liberal use of the fiendish/celestial templates - Celestial Bears as NPCs or have the Shaman be followed around the forest by a celestial possum that keeps its distance but will warn him of danger and might even intervene if the Shaman is worthy. Also make sure that you describe the strange tingling characters feel when entering an unknown area and require that they respond by calling on an ancestor for protection (if they don't then nothing goes right for them until the honour the local spirit). Also give ALL spells the same kind of 'flavour' [/QUOTE]
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