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[Proposal] The Transitive Isles
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<blockquote data-quote="garyh" data-source="post: 4441313" data-attributes="member: 6078"><p>Flexible deity genders are fine by me. They're deities, they can be whatever they want.</p><p></p><p>I'm fine with Bacarte using Dauntonian deity names and the Barcatan names I'd created being used for savage humanoids.</p><p></p><p>As for the Imperium / Hzaka similarity, aren't they both on the old continent of Allaria? I figured the Hzaka "copied" the Imperium to an extent, in an attempt to seem more civilized.</p><p></p><p>The section on Lauto allowed Raise Dead works for me.</p><p></p><p></p><p></p><p>Netari isn't a huge deal (in fact, the inclusion of "net" in the name promotes an aquatic feel). And yeah, I know the Imperium has Greek-ish names and Daunton has Roman-ish names. If we're keeping the "Roman" Imperium theme strictly, then maybe they should get the Roman-ish names. But I didn't feel like we needed to be that stuck to the analogy. I was really just trying to play with the "these are the same gods with different names" idea, which is obviously most apparent in the real world with Greece/Rome.</p><p></p><p>Thoughts on the languages... normally, I really like making languages more detailed. With this, we need to make sure we don't shortchange players by making so many languages knowing one isn't likely to ever come up. My thoughts:</p><p></p><p>- Draconic doesn't list dragonborn.</p><p>- I think we should keep language names the same as the PHB to avoid confusion if possible (use "Elven" instead of "Eladrin")</p><p>- There are 10 languages in the PHB. We shouldn't have any more than that or we risk making each language less useful, and all of ours should match up roughly with the PHB languages in terms of frequency of use. The ten PHB languages include PC race staples of common, draconic, elven, and dwarven, "monster" race languages of deep speech, giant, and goblin, and the "planar" languages of primordial, abyssal, and supernal (with some monsters speaking those).</p><p>- We should make a key, so that if any languages are changed, you can see what L4E languages your character knows based on the default PHB languages (Common = Allarian, Goblin = Hzakan, etc.).</p><p>- Finally, if a region has a prevelant language, perhaps knowing that language should be a regional benifit. Orcs normally know common and giant, but orcs from Hzaka also know goblin, due to the hobgoblin rulers using it as an official language, for example. Native goblin speakers would know the language of one of the other Hzakan races, instead.</p><p></p><p>The more I think about it, the more I think not messing with the languages (outside maybe the regional idea) might be best. Much simpler, and I'm not sure what we gain by changing a bunch of stuff in making it harder for PC's to talk to each other (languages for the Valley of Bone and such).</p><p></p><p>Mykonos and Nova Imperium look good.</p><p></p><p>As for regional benefits, Jade and Bone still seem off to me. My suggestions:</p><p></p><p>Jade - +1 insight, and +5 to saves vs powers with the <s>shadow</s> keyword (similar to the halfling "Bold" feature). Okay, so there doesn't appear to be a shadow keyword. Maybe necrotic, then?</p><p></p><p>Bone - +1 endurance, and +4 to religion checks to identify undead (more likely to be useful than diplomacy with undead, but not a huge benefit. Still situational).</p></blockquote><p></p>
[QUOTE="garyh, post: 4441313, member: 6078"] Flexible deity genders are fine by me. They're deities, they can be whatever they want. I'm fine with Bacarte using Dauntonian deity names and the Barcatan names I'd created being used for savage humanoids. As for the Imperium / Hzaka similarity, aren't they both on the old continent of Allaria? I figured the Hzaka "copied" the Imperium to an extent, in an attempt to seem more civilized. The section on Lauto allowed Raise Dead works for me. Netari isn't a huge deal (in fact, the inclusion of "net" in the name promotes an aquatic feel). And yeah, I know the Imperium has Greek-ish names and Daunton has Roman-ish names. If we're keeping the "Roman" Imperium theme strictly, then maybe they should get the Roman-ish names. But I didn't feel like we needed to be that stuck to the analogy. I was really just trying to play with the "these are the same gods with different names" idea, which is obviously most apparent in the real world with Greece/Rome. Thoughts on the languages... normally, I really like making languages more detailed. With this, we need to make sure we don't shortchange players by making so many languages knowing one isn't likely to ever come up. My thoughts: - Draconic doesn't list dragonborn. - I think we should keep language names the same as the PHB to avoid confusion if possible (use "Elven" instead of "Eladrin") - There are 10 languages in the PHB. We shouldn't have any more than that or we risk making each language less useful, and all of ours should match up roughly with the PHB languages in terms of frequency of use. The ten PHB languages include PC race staples of common, draconic, elven, and dwarven, "monster" race languages of deep speech, giant, and goblin, and the "planar" languages of primordial, abyssal, and supernal (with some monsters speaking those). - We should make a key, so that if any languages are changed, you can see what L4E languages your character knows based on the default PHB languages (Common = Allarian, Goblin = Hzakan, etc.). - Finally, if a region has a prevelant language, perhaps knowing that language should be a regional benifit. Orcs normally know common and giant, but orcs from Hzaka also know goblin, due to the hobgoblin rulers using it as an official language, for example. Native goblin speakers would know the language of one of the other Hzakan races, instead. The more I think about it, the more I think not messing with the languages (outside maybe the regional idea) might be best. Much simpler, and I'm not sure what we gain by changing a bunch of stuff in making it harder for PC's to talk to each other (languages for the Valley of Bone and such). Mykonos and Nova Imperium look good. As for regional benefits, Jade and Bone still seem off to me. My suggestions: Jade - +1 insight, and +5 to saves vs powers with the [s]shadow[/s] keyword (similar to the halfling "Bold" feature). Okay, so there doesn't appear to be a shadow keyword. Maybe necrotic, then? Bone - +1 endurance, and +4 to religion checks to identify undead (more likely to be useful than diplomacy with undead, but not a huge benefit. Still situational). [/QUOTE]
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[Proposal] The Transitive Isles
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