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Points of Light setting and current cross-over strategy: Round peg in the square hole.
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<blockquote data-quote="Mad_Jack" data-source="post: 6995499" data-attributes="member: 6750306"><p><a href="http://tahlequahpointsoflight.wikia.com/wiki/D%26D:_Points_of_LIght_Wiki" target="_blank"> The PoL page on wikia...</a></p><p><a href="http://tahlequahpointsoflight.wikia.com/wiki/D%26D:_Points_of_LIght_Wiki" target="_blank"></a></p><p></p><p> In a nutshell, the Ponts of Light "setting" was the world of Nerath, of which only a small portion, the Nentir Vale was really mapped out officially. However, one of the D&D boardgames came with a full map of the world.</p><p>Historically, there were three empires in the area: the latest being the human empire of Nerath which had fallen and separated into the various "points of light", i.e., pockets of civilization, and the ancient empires of the Dragonborn and the humans who would end up becoming the Tieflings, which ended up destroying each other in a huge war.</p><p>Cosmologically, the setting was very simplified - there was the Material Plane, The Plane Above and the Plane Below. All areas that had been their own planes or parts of planes in previous editions had been refluffed as just specific areas of one of the two overarching planes. Then there was the Feywild, the place where all the Fey came from and the original home of the elves and eladrin. It was somewhat analogous to the Material Plane, as it also had its own version of the Underdark, called the Feydark.</p><p>Outside of the standard cosmology of 4E and separated from it by a mostly-impassable barrier was a place known as the Far Realm, inhabited by the Great Old Ones and other alien creatures, the origin of all Aberrations and theoretically the source of all psionic power.</p><p>On a racial level, as mentioned, the Dragonborn were a race unto themselves who had once had a thriving empire rather than being created as individuals, as were the Tieflings (who had been an empire of humans before their ruling class had made a bargain with Asmodeus for power). 4E split the elves into two races, the elves (the typical nature-ish "wood" elf) and eladrin (the magicky "high" elves). They also wrote up several new character races - Shardminds who were made of living crystal (and were actually fragments of the barrier that separated the Far Realm from ours), and the Wilden who were hybrid plant/animal Fey nature spirits, as well as playable versions of pixies, minotaurs and the two Gith races...</p><p></p><p>Although most weren't particularly tied into the setting, 4E also introduced quite a number of new classes - the warden (nature-powered fighter type), three psionic classes (psion, ardent and battlemind), the invoker and the runepriest (different variations on the cleric), the seeker (mystical archer) and the warlord (a martial support class who could do things like non-magical in-combat healing and buffing, trading their chance to attack to allow others to attack ("The barbarian swings a sword. The warlord swings the barbarian."), and do clever tricks that rearranged the tactical positioning of both party members and enemies).</p></blockquote><p></p>
[QUOTE="Mad_Jack, post: 6995499, member: 6750306"] [URL="http://tahlequahpointsoflight.wikia.com/wiki/D%26D:_Points_of_LIght_Wiki"] The PoL page on wikia... [/URL] In a nutshell, the Ponts of Light "setting" was the world of Nerath, of which only a small portion, the Nentir Vale was really mapped out officially. However, one of the D&D boardgames came with a full map of the world. Historically, there were three empires in the area: the latest being the human empire of Nerath which had fallen and separated into the various "points of light", i.e., pockets of civilization, and the ancient empires of the Dragonborn and the humans who would end up becoming the Tieflings, which ended up destroying each other in a huge war. Cosmologically, the setting was very simplified - there was the Material Plane, The Plane Above and the Plane Below. All areas that had been their own planes or parts of planes in previous editions had been refluffed as just specific areas of one of the two overarching planes. Then there was the Feywild, the place where all the Fey came from and the original home of the elves and eladrin. It was somewhat analogous to the Material Plane, as it also had its own version of the Underdark, called the Feydark. Outside of the standard cosmology of 4E and separated from it by a mostly-impassable barrier was a place known as the Far Realm, inhabited by the Great Old Ones and other alien creatures, the origin of all Aberrations and theoretically the source of all psionic power. On a racial level, as mentioned, the Dragonborn were a race unto themselves who had once had a thriving empire rather than being created as individuals, as were the Tieflings (who had been an empire of humans before their ruling class had made a bargain with Asmodeus for power). 4E split the elves into two races, the elves (the typical nature-ish "wood" elf) and eladrin (the magicky "high" elves). They also wrote up several new character races - Shardminds who were made of living crystal (and were actually fragments of the barrier that separated the Far Realm from ours), and the Wilden who were hybrid plant/animal Fey nature spirits, as well as playable versions of pixies, minotaurs and the two Gith races... Although most weren't particularly tied into the setting, 4E also introduced quite a number of new classes - the warden (nature-powered fighter type), three psionic classes (psion, ardent and battlemind), the invoker and the runepriest (different variations on the cleric), the seeker (mystical archer) and the warlord (a martial support class who could do things like non-magical in-combat healing and buffing, trading their chance to attack to allow others to attack ("The barbarian swings a sword. The warlord swings the barbarian."), and do clever tricks that rearranged the tactical positioning of both party members and enemies). [/QUOTE]
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