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Tell me about elves in your world.
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<blockquote data-quote="Janx" data-source="post: 1806069" data-attributes="member: 8835"><p>Well the following is more than my players know (Jean Pierre, Darwin, Sindael, Marie and Fosian stay out). I've yet to actually write that portion of the campaign documentation yet.</p><p></p><p>For my part, I've emulated an existing series and morphed it into D&D. So some of you may recognize it. In my case, the players don't know and aren't familiar (but they know I stole it from somewhere, which drives them mad). They're having a good time, and given that the original source won some awards and such, I figure its material worth stealing....</p><p></p><p>My campaign is a nautical one. The players are restricted to Humans only, and the human race has only recently discovered that there are other races out there.</p><p></p><p>When I'm done with this post, I may go and stuff it onto my hard-drive, to save me time when i have to write the real spec.</p><p></p><p>The Baran'G, also known as elves to the humans of Tarais, are an old race. The Bjorn (dwarves) and Genari (gnomes) respect them and generally avoid conflict with them. The Baran'G are both technologically advanced and naturalistic people. They prefer that their technology not over shadow nature. A significant technological advantage they have is the Cannon (6d6 damage) which they arm their ships with. The other races have weaker versions of this technology. The Tarans did not have cannon technology when they started a war with the Baran'G. That mistake nearly anhilated them, until the Baran'G surrendered at the Battle of the Line.</p><p></p><p>The Baran'G society has divided itself into 3 main classes, the religious, the warrior, and the worker. This equates to the Cleric, Fighter and Commoner classes. There are some Baran'G who posess arcane magic, and they advance as Sorcerers. Sorcerers are highly respected and revered. They lead a life of servitude to others, traveling, learning and lending their hand to aid others.</p><p></p><p>The Baran'G government is a balanced council, with members from the 3 classes serving.</p><p></p><p>There are a few general rules that describe Baran'G behavior:</p><p>Baran'G do not lie</p><p>Baran'G do not kill other Baran'G</p><p></p><p>The Baran'G are deeply religious. They believe in reincarnation and destiny. Thus, they do not kill one another, for they believe they are killing not just the person, but possibly one of their own ancestors.</p><p></p><p>In the game, the Baran'G call themselves Baran'G. The race itself is mapped to the player's handbook version of the Elf. There are no subraces (no drow). The humans, having no concept of an elf before this, also call them Baran'G. The players, knowing that they are the elf race, may refer to them as elves.</p></blockquote><p></p>
[QUOTE="Janx, post: 1806069, member: 8835"] Well the following is more than my players know (Jean Pierre, Darwin, Sindael, Marie and Fosian stay out). I've yet to actually write that portion of the campaign documentation yet. For my part, I've emulated an existing series and morphed it into D&D. So some of you may recognize it. In my case, the players don't know and aren't familiar (but they know I stole it from somewhere, which drives them mad). They're having a good time, and given that the original source won some awards and such, I figure its material worth stealing.... My campaign is a nautical one. The players are restricted to Humans only, and the human race has only recently discovered that there are other races out there. When I'm done with this post, I may go and stuff it onto my hard-drive, to save me time when i have to write the real spec. The Baran'G, also known as elves to the humans of Tarais, are an old race. The Bjorn (dwarves) and Genari (gnomes) respect them and generally avoid conflict with them. The Baran'G are both technologically advanced and naturalistic people. They prefer that their technology not over shadow nature. A significant technological advantage they have is the Cannon (6d6 damage) which they arm their ships with. The other races have weaker versions of this technology. The Tarans did not have cannon technology when they started a war with the Baran'G. That mistake nearly anhilated them, until the Baran'G surrendered at the Battle of the Line. The Baran'G society has divided itself into 3 main classes, the religious, the warrior, and the worker. This equates to the Cleric, Fighter and Commoner classes. There are some Baran'G who posess arcane magic, and they advance as Sorcerers. Sorcerers are highly respected and revered. They lead a life of servitude to others, traveling, learning and lending their hand to aid others. The Baran'G government is a balanced council, with members from the 3 classes serving. There are a few general rules that describe Baran'G behavior: Baran'G do not lie Baran'G do not kill other Baran'G The Baran'G are deeply religious. They believe in reincarnation and destiny. Thus, they do not kill one another, for they believe they are killing not just the person, but possibly one of their own ancestors. In the game, the Baran'G call themselves Baran'G. The race itself is mapped to the player's handbook version of the Elf. There are no subraces (no drow). The humans, having no concept of an elf before this, also call them Baran'G. The players, knowing that they are the elf race, may refer to them as elves. [/QUOTE]
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