So, here I'll put some things about the settings and the different races and such. Please post your character sheets here too, you can use the regular one from this thread, just replace "AC" with "Defense" and "Hit Points" with "Soak".
Player Characters:
Lucas Camenzind - Human swordsage played by Toptomcat.
Kareus - Human warblade played by wysiwyg
Aliandrys - Léaram scout/ranger played by Theroc
XXXXX - rogue/ranger played by SephBaelzara
Countries
[sblock=Consaber]
Since the Jargian Empire entered a new phase of stagnation, many has awaited a new dominant power. Until recently, Cirefalia has filled that role, but now a new power has begun to rise - the kingdom of Consaber. Consaber is a feodal monarchy with some elements of democracy that has risen and become an international trade competitor to Melorion and and Caserion. The main reason for this fast growth is it's international trade, that has been enabled and cheap through a few scientific advances and inventions. It's just a matter of time before Consaber catches up with Melorion. At the same time that the sabrian wealth is improving, so does sabrian culture and everything related. In Jargia the sabrian culture is rejected by the church of Daak, but that doesn't stop sabrian culture from spreading throughout Mundana.
Government: Feudal Monarchy with some democracy.
Head of State: King Constantin XIV of house Negaidh
Population: ca 2 million.
Demography: Humans (Perennians) 45%, humans (Conrians) 31%, human (Tokon) 12%, dwarves 3%, misslies 2%, elves 2%, others 5%.
Official language: Sabrian.
Capital: Calnia, ca 55 000 inhabitants.
Religion: Local churches of Daak (95%). Inofficially though, about another 10% belong to the ancient tokon church of the Dragon.[/sblock]
[sblock=Thalamur]
Thalamur is a magocracy ruled originally by nine, but now only seven, powerful mages. Together with Consaber, thalamur is what remains of the old empire Colonan and since the fall of the empire, the countries has been sworn enemies. Thalamurs history is dominated by the conflict with the eastern country of Consaber, which are commonly seen as separatists, rebells, and in large representants for the chaos that comes with anarchy. About four million people live in Thalamur, most surviving on fishing and farming, but also to a large part on artisanship and trade.
Government: Empire, though temporarily a council of seven magocrates.
Head of State: The seven magocrates.
Population: ca 4 million.
Demography: Humans (Neromenzians) 95%, others 5%.
Official language: Thalaska.
Capital: An-Thalamur, ca 90 000 inhabitants.
Religion: Banned.[/sblock]
[sblock=Alarinn]
The elven realms of Alarinn lies east of Consaber. Once, it was a part of Consaber, but became a sovereign state in the Alarinn Emancipation, a happening often refered to as the largest duel in history. The realm is mostly inhabited by Léaram elves. It's a land of mountains and heathland. It's hilly, moist due to southern winds, quite barren, and generally unpleasant. Agriculture only exists in the southern parts, but livestock and forestry is usually enough to keep the elves in the more northern parts alive.
Alarinn is a country of streams and rivers. They are all swift and cold. The lakes that exist are deep and cold, and legends of ancient lake monsters are common.
Most inhabitants of Alarinn live in smaller villages and hamlets. Kinyen Sina ("The City of Friendship") is the only larger city in Alarinn, with about 2500 inhabitants. The main language (or rather dialect of elven) is Felya Alarina, the second largest of the elven languages, though it also has some influences of Tokons old language.
Alarinn is the only official elven realm in the world. The elves of Alarinn live in a clan-based society. Every clan, which is called "sìol" by the elves, has a certain piece of land. The leader of the house manages the land and distributes it among the families of the clan. The five largest clans are represented in the House of Council in Kinyen Sina, and is the alari-elves face outwards.
Like in Tokon, the prefered clothing is a large woolen plaid. It is folded as a knee-long skirt and can simultaneously be used as hood and mantel. The large plaid is a well-known feature of Léaram elves.
Alari elves see steel and iron as far more valuable than silver and gold, mostly due to their pragmatism. The common coinage, if it can be called that, in Alarinn is the Nail, a two inch long iron bar. It's mostly used for comparing value though; bartering is far more common in Alarinn.
Government: Clan society.
Head of State: The House of Council in the capital Kinyen Sina
Population: ca 300.000
Demography: Léaram 90%, Tokon 5%, Tiraks 3%, Pyar 2%
Official language: Felya Alarina. Written, it's Felya Nai.
Capital: Kinyen Sina, 2500 inhabitants.
Religion: Old Faith 10%, Church of Daak 1%.[/sblock]
Playable Races:
[sblock=Human race Vanar]
Humans are the main inhabitants of Mundana. The main human race in the region is the vanars. Neromenzians, perennians, tokon, and conrians are all vanar in race. They have fair skin and varied color of hair and eyes, though black hair is fairly uncommon. They often have thin lips. They are commonly about 170 cm (5'9'') tall and weight about 140 lbs.
Starting language: Regional.
Speed 30ft.
At first level, 4 skill points and levels after that 1 skill point per level. These can only be used to invest in Knowledge, Profession, or Craft skills.
Skill Focus in any skill as a bonus feat at level 1.[/sblock]
[sblock=Elves]
There are several races of elves, but the most relevant are explained here. Elves are essentially immortal in terms of age, and age at a declining rate (they usually hit puberty only a year or two after humans) but after a few centuries, they usually become introvert and apathic. There is a long-going conflict between all elven races and the dwarven clans, but individuals of the races has been known to get along. The one dwarven clan that could never be accepted though, is clan Drezin, whose powerful mages once cast the curse of immortality on the elves.
Aging for elves
Due to the terrible curse cast by an elven mage, elves live very long. While they don't live forever anymore (the curse has been thinned out over the years) they still live for several thousands of years. They age as a human up until puberty, where aging slows down, after that. There are usually four different kinds of personalities, due to this.
The Young - Young elves (below about 50 years of age) are curious about the world and haven't understood why the older elves have retreated from it. They are young and "inexperienced", and are usually hopeful and quite positive in spirit. Less than 1/20 of all elves are young. These are easy to roleplay.
The Suffering - These make up about 1/5 of the elven races. They are experienced, have seen much, and are excellent teachers. However, they live for their emotions and anything they feel, they feel very strongly. Both love and hate becomes central to these elves, and they can feel so strongly that it physically hurts. They can be roleplayed, but it's not recommended.
The Introvert - At about the age of 250, the elf become introvert and retreats from the world. Over the course of the years, he turns first to his village, then to his family, and then into himself. The Introvert make up three fourths of elven society. They loose their sense of time, and anything longer than a day but shorter than a year is meaningless to them.
The Responsible - A few elves don't become introvert. Instead, they become responsible by seeing the passing of the ages and due to this, they possess great wisdom. They can see what their actions has led till, several centuries later. They tend to be calculating and patient; after all, they can wait for another century or even millenium. The Responsible have too high sense of responsibility and too much patience to work as player characters.
Léaram
Léaram elves have a very strong sense of honour. They are skilled swordsmen and the best elven smiths in Mundana, being famous especially for the Carwelan sword. They mostly live in Alarinn, a coastal state east of Consaber, though a fair number lives within Consaber and in other places. Male léaram often have light facial hair and are about 180 centimeters tall (5'10') while female léaram usually measure 150 cm (5').
Starting language: Elven.
Speed 30ft.
+2 Dexterity, -2 Constitution.
Aloof: Suffers a -2 penalty on bluff, diplomacy, and sense motive when dealing with other races than Léaram.
Sword training: Proficiency with short sword. Treats long sword, scimitar, rapier, greatsword and falchion as simple weapons, and cinneach sword, bastard sword and carwelan sword as martial weapons.
Night Vision.
+2 to Spot, Listen, and Search.
Pyar
Pyar is the elven race that has most contact with other races. They live across the whole world, often in own villages in midst of the human kingdoms and empires, living by human laws. Some pyar elves live in human towns or cities. Pyar travel and trade a lot. They are about 170 cm tall (5'6''). They have the greatest variation in hair- and eye color and have an easy time fitting into human society in all respects. There are known cases of pyar being nobled in Consaber.
Starting language: Elven and one regional.
Speed 30ft.
+1 on
+2 to Spot, Listen, and Search.
Night Vision.
Crudely translated information on the other elven races can be seen here:
Kirya
Thism
Sanari
Hénea (Though it translates Hénea as Hene, which just sound stupid)
[/sblock]
[sblock=Dwarves clan Zolod]
While there are many clans, or races, of dwarves, few live in this part of the world. The one clan that does on occasion is clan Zolod, which actually travels outside their villages on a regular basis. Their villages usually consist of only a few houses, and they live on their trade with other clans and races. They mine all over Mundana, but usually leave the refinement of the ore to members of clan Roghan or Ghor. They aren't as proud as the other clans, though still by human standards proud and honorable.
Starting language: Dwarven.
Speed 25ft. Does not suffer speed penalty from using armor or being encumbered.
+2 Constitution, -2 dexterity.
Metallore: +2 to appraise, knowledge, and search checks related to metallic items.
Choose one: A regional language or +2 to Climb checks.
Night vision.[/sblock]
[sblock=Non-player major races]
Misslies
Misslies are a small people not entirely unlike some worlds halflings. They are a little naive, and have a peculiar sense of logic. For example, they lack the ability to understand irony, even the most obvious cases. They see hospitality as the most important virtue of all, and regardless who visit them (apart from maybe tiraks and trolls), they always put as much food on the table as the house can afford, and offers a warm and soft bed. Some even go as far as having a human-sized bed in the house, just in case anyone visits.
A typical misslie is about 120 cm tall (3'11'') and weigh about 60 pounds. The color of the hair varies from light blonde to dark brown and they have green or brown eyes. They are slender compared to humans and often look younger than they are. The clothing is plain and robust and often simply smaller version of human clothing.
Language: Regional.
Small size.
Base speed: 25 ft.
-2 strength, +2 charisma.
Naive: -2 on sense motive checks.
Tiraks
Tiraks are the name of a group of races that are commonly very powerful physically. They have good night vision. Many of them are barbaric, while other live alongside humans with only slight prejudices. They have some resemblence to Orcs, though the most numerous race of Tirak isn't more stupid than a human and the largest tribe live in human lands. However, they are fairly uncommon in the eastern parts of Mundana, where this takes place.[/sblock]
New Equipment
[sblock=Weapons]
Exotic weapons:
Carwelan sword: a one-and-a-half-handed sword mostly made by léaram and thism elves, that deal 2d4 slashing or piercing damage and has a threat range of 9+. It has an exceptional hardness due to the special treatment of the metal (hardness 15). Just like a bastard sword, it can be wielded with two hands as a martial weapon. Gold cost: 80 for an elf of same race as seller, about five times that amount for anyone else.
Cinneach sword: a two-handed sword only made by léaram elves (and few outside that race ever lay their hands on one). It deals 1d12 slashing damage and has a threat range of 8+. It has an exceptional hardness (hardness 15). Gold cost: 300 for a léaram elf, and hardly possible to get for anyone else.
Krell-Kharz: A dwarven greataxe. They are single-bladed and made wholly in steel and have a pointed tip. They do 1d12 slashing damage and makes greater criticals, and the tip can be used to deal 1d6 piercing damage. The tip can be set against a charge just as a spear can.
Krell-Hirkarz: A dwarven battleaxe. They are single-bladed and made wholly in steel and have a pointed tip. They do 2d4 slashing damage and makes greater criticals, and the tip can be used to deal 1d6 piercing damage.
Krell-Zar: A dwarven warhammer. A onehanded weapon made in metal, with a pointed tip. They do 1d10 crushing damage, and the tip can be used to deal 1d6 piercing damage.
Martial weapons:
Binderak hammers: Nearly only used by Trukks, this huge two-handed weapon requires a strength of 18 to even be wielded. A medium-sized wielder always takes a -2 penalty on attack rolls due to the size. They deal 2d10 bludgeoning damage.
Large Morningstar: Two-handed weapon that deals 1d12 piercing and crushing damage.
Simple weapons:
Cutter: A large dagger similiar to a machete. It's a one-handed weapon that deals 1d6 slashing damage.[/sblock]
Altered Classes
[sblock=Expert]
Expert
As in the DMG, except bonuses at levels:
1: Skill Focus (Any)
2: Bonus Feat
4: Bonus Feat
6: Bonus Feat[/sblock]
[sblock=Aristocrat]
Aristocrat
As in the DMG, except bonuses at levels:
Starting silver: 200
1: Persuasive or Negotiatior feat (choose one)
2: Contacts feat
4: Masterful Negotiator
6: Leadership feat
Masterful Negotiator (Ex): Once per day, you may add your Aristocrat level to a bluff, diplomacy, intimidate, or gather information test.
[/sblock]
New Feats and Skills
[sblock]
Wealthy Background
Prerequisities: Character level 1, Literacy in a language.
Benefit: You hail from a wealthy family of merchants, nobles or the like. You start the game with equipment for three times as much gold, and gain a +2 bonus on a chosen Knowledge skill.
Contacts
You know the right people.
Prerequisities: Gather Information 4 ranks
Benefit: You have good relations with useful NPC:s. Add your character level and charisma modifier together to determine the number and power of your contacts. They can provide information, services at lowered prices, lodging or the like. The exact nature of the contact is up to the player and DM to decide, but might include such characters as politicians, guards, skilled smiths, rogues, and even mages.
Character Level + Charisma modifier:
1-2: One 1st-level NPC
3-4: Two 1st-level NPCs
5: Two 1st-level NPCs, one 2nd-level NPC.
6: Three 1st-level NPCs, one 2nd-level NPC.
7: Three 1st-level NPCs, two 2nd-level NPCs.
8: Three 1st-level NPCs, two 2nd-level NPCs, 1 3rd-level NPCs.
9: Four 1st-level NPCs, three 2nd-level NPCs, 1 3rd-level NPCs.
10: Four 1st-level NPCs, three 2nd-level NPCs, 2 3rd-level NPCs.
The Lord's Survival
The noble is trained in surviving poisons, assassins, witchcraft, and whatever else his rivals might throw at him.
Prerequisities: Aristocrat level 6
Benefit: Once per day per save type (fort, ref, will), the character may roll 2 twenty-sided dice and use the best result. Also, he gets a +2 bonus to Initiative.
The Perfect Proffessional
The expert is such a master of his skill that he can cheat bad luck.
Prerequisities: Expert level 6
Benefit: Choose a number of skills equal to 3+intelligence modifier. Whenever using these skills, if the d20 roll is below 5 (before modifiers), consider the roll 5.
[/sblock]
More info will be posted as time goes.
--------------
[sblock=About the setting, and some credit]
It should be noted that this world was not invented by me; It's the world of Mundana from Neogames. While I don't think they would care for me copying and translating it to here, seeing as it's in swedish normally so this won't in any way hurt their business, should they want me to take this down I will of course do so. Should any of you speak Swedish, I strongly suggest that you get out and buy the world books - while the rules system is far too advanced (it is to D&D what Risk is to Ludo, and I'm not exaggerating), the world is great and really fleshed out; it has a feeling of "this could actually exist", far more than any D&D setting I've tried to learn.[/sblock]
Player Characters:
Lucas Camenzind - Human swordsage played by Toptomcat.
Kareus - Human warblade played by wysiwyg
Aliandrys - Léaram scout/ranger played by Theroc
XXXXX - rogue/ranger played by SephBaelzara
Countries
[sblock=Consaber]
Since the Jargian Empire entered a new phase of stagnation, many has awaited a new dominant power. Until recently, Cirefalia has filled that role, but now a new power has begun to rise - the kingdom of Consaber. Consaber is a feodal monarchy with some elements of democracy that has risen and become an international trade competitor to Melorion and and Caserion. The main reason for this fast growth is it's international trade, that has been enabled and cheap through a few scientific advances and inventions. It's just a matter of time before Consaber catches up with Melorion. At the same time that the sabrian wealth is improving, so does sabrian culture and everything related. In Jargia the sabrian culture is rejected by the church of Daak, but that doesn't stop sabrian culture from spreading throughout Mundana.
Government: Feudal Monarchy with some democracy.
Head of State: King Constantin XIV of house Negaidh
Population: ca 2 million.
Demography: Humans (Perennians) 45%, humans (Conrians) 31%, human (Tokon) 12%, dwarves 3%, misslies 2%, elves 2%, others 5%.
Official language: Sabrian.
Capital: Calnia, ca 55 000 inhabitants.
Religion: Local churches of Daak (95%). Inofficially though, about another 10% belong to the ancient tokon church of the Dragon.[/sblock]
[sblock=Thalamur]
Thalamur is a magocracy ruled originally by nine, but now only seven, powerful mages. Together with Consaber, thalamur is what remains of the old empire Colonan and since the fall of the empire, the countries has been sworn enemies. Thalamurs history is dominated by the conflict with the eastern country of Consaber, which are commonly seen as separatists, rebells, and in large representants for the chaos that comes with anarchy. About four million people live in Thalamur, most surviving on fishing and farming, but also to a large part on artisanship and trade.
Government: Empire, though temporarily a council of seven magocrates.
Head of State: The seven magocrates.
Population: ca 4 million.
Demography: Humans (Neromenzians) 95%, others 5%.
Official language: Thalaska.
Capital: An-Thalamur, ca 90 000 inhabitants.
Religion: Banned.[/sblock]
[sblock=Alarinn]
The elven realms of Alarinn lies east of Consaber. Once, it was a part of Consaber, but became a sovereign state in the Alarinn Emancipation, a happening often refered to as the largest duel in history. The realm is mostly inhabited by Léaram elves. It's a land of mountains and heathland. It's hilly, moist due to southern winds, quite barren, and generally unpleasant. Agriculture only exists in the southern parts, but livestock and forestry is usually enough to keep the elves in the more northern parts alive.
Alarinn is a country of streams and rivers. They are all swift and cold. The lakes that exist are deep and cold, and legends of ancient lake monsters are common.
Most inhabitants of Alarinn live in smaller villages and hamlets. Kinyen Sina ("The City of Friendship") is the only larger city in Alarinn, with about 2500 inhabitants. The main language (or rather dialect of elven) is Felya Alarina, the second largest of the elven languages, though it also has some influences of Tokons old language.
Alarinn is the only official elven realm in the world. The elves of Alarinn live in a clan-based society. Every clan, which is called "sìol" by the elves, has a certain piece of land. The leader of the house manages the land and distributes it among the families of the clan. The five largest clans are represented in the House of Council in Kinyen Sina, and is the alari-elves face outwards.
Like in Tokon, the prefered clothing is a large woolen plaid. It is folded as a knee-long skirt and can simultaneously be used as hood and mantel. The large plaid is a well-known feature of Léaram elves.
Alari elves see steel and iron as far more valuable than silver and gold, mostly due to their pragmatism. The common coinage, if it can be called that, in Alarinn is the Nail, a two inch long iron bar. It's mostly used for comparing value though; bartering is far more common in Alarinn.
Government: Clan society.
Head of State: The House of Council in the capital Kinyen Sina
Population: ca 300.000
Demography: Léaram 90%, Tokon 5%, Tiraks 3%, Pyar 2%
Official language: Felya Alarina. Written, it's Felya Nai.
Capital: Kinyen Sina, 2500 inhabitants.
Religion: Old Faith 10%, Church of Daak 1%.[/sblock]
Playable Races:
[sblock=Human race Vanar]
Humans are the main inhabitants of Mundana. The main human race in the region is the vanars. Neromenzians, perennians, tokon, and conrians are all vanar in race. They have fair skin and varied color of hair and eyes, though black hair is fairly uncommon. They often have thin lips. They are commonly about 170 cm (5'9'') tall and weight about 140 lbs.
Starting language: Regional.
Speed 30ft.
At first level, 4 skill points and levels after that 1 skill point per level. These can only be used to invest in Knowledge, Profession, or Craft skills.
Skill Focus in any skill as a bonus feat at level 1.[/sblock]
[sblock=Elves]
There are several races of elves, but the most relevant are explained here. Elves are essentially immortal in terms of age, and age at a declining rate (they usually hit puberty only a year or two after humans) but after a few centuries, they usually become introvert and apathic. There is a long-going conflict between all elven races and the dwarven clans, but individuals of the races has been known to get along. The one dwarven clan that could never be accepted though, is clan Drezin, whose powerful mages once cast the curse of immortality on the elves.
Aging for elves
Due to the terrible curse cast by an elven mage, elves live very long. While they don't live forever anymore (the curse has been thinned out over the years) they still live for several thousands of years. They age as a human up until puberty, where aging slows down, after that. There are usually four different kinds of personalities, due to this.
The Young - Young elves (below about 50 years of age) are curious about the world and haven't understood why the older elves have retreated from it. They are young and "inexperienced", and are usually hopeful and quite positive in spirit. Less than 1/20 of all elves are young. These are easy to roleplay.
The Suffering - These make up about 1/5 of the elven races. They are experienced, have seen much, and are excellent teachers. However, they live for their emotions and anything they feel, they feel very strongly. Both love and hate becomes central to these elves, and they can feel so strongly that it physically hurts. They can be roleplayed, but it's not recommended.
The Introvert - At about the age of 250, the elf become introvert and retreats from the world. Over the course of the years, he turns first to his village, then to his family, and then into himself. The Introvert make up three fourths of elven society. They loose their sense of time, and anything longer than a day but shorter than a year is meaningless to them.
The Responsible - A few elves don't become introvert. Instead, they become responsible by seeing the passing of the ages and due to this, they possess great wisdom. They can see what their actions has led till, several centuries later. They tend to be calculating and patient; after all, they can wait for another century or even millenium. The Responsible have too high sense of responsibility and too much patience to work as player characters.
Code:
Adulthood Rogue Fighter Monk
15 +2d6 +2d6 +5d20
Adulthood Middle Age Old Very Old Venerable Maximum Age
15 341 1438 6124 Never reached 8805-?
Léaram
Léaram elves have a very strong sense of honour. They are skilled swordsmen and the best elven smiths in Mundana, being famous especially for the Carwelan sword. They mostly live in Alarinn, a coastal state east of Consaber, though a fair number lives within Consaber and in other places. Male léaram often have light facial hair and are about 180 centimeters tall (5'10') while female léaram usually measure 150 cm (5').
Starting language: Elven.
Speed 30ft.
+2 Dexterity, -2 Constitution.
Aloof: Suffers a -2 penalty on bluff, diplomacy, and sense motive when dealing with other races than Léaram.
Sword training: Proficiency with short sword. Treats long sword, scimitar, rapier, greatsword and falchion as simple weapons, and cinneach sword, bastard sword and carwelan sword as martial weapons.
Night Vision.
+2 to Spot, Listen, and Search.
Pyar
Pyar is the elven race that has most contact with other races. They live across the whole world, often in own villages in midst of the human kingdoms and empires, living by human laws. Some pyar elves live in human towns or cities. Pyar travel and trade a lot. They are about 170 cm tall (5'6''). They have the greatest variation in hair- and eye color and have an easy time fitting into human society in all respects. There are known cases of pyar being nobled in Consaber.
Starting language: Elven and one regional.
Speed 30ft.
+1 on
+2 to Spot, Listen, and Search.
Night Vision.
Crudely translated information on the other elven races can be seen here:
Kirya
Thism
Sanari
Hénea (Though it translates Hénea as Hene, which just sound stupid)
[/sblock]
[sblock=Dwarves clan Zolod]
While there are many clans, or races, of dwarves, few live in this part of the world. The one clan that does on occasion is clan Zolod, which actually travels outside their villages on a regular basis. Their villages usually consist of only a few houses, and they live on their trade with other clans and races. They mine all over Mundana, but usually leave the refinement of the ore to members of clan Roghan or Ghor. They aren't as proud as the other clans, though still by human standards proud and honorable.
Starting language: Dwarven.
Speed 25ft. Does not suffer speed penalty from using armor or being encumbered.
+2 Constitution, -2 dexterity.
Metallore: +2 to appraise, knowledge, and search checks related to metallic items.
Choose one: A regional language or +2 to Climb checks.
Night vision.[/sblock]
[sblock=Non-player major races]
Misslies
Misslies are a small people not entirely unlike some worlds halflings. They are a little naive, and have a peculiar sense of logic. For example, they lack the ability to understand irony, even the most obvious cases. They see hospitality as the most important virtue of all, and regardless who visit them (apart from maybe tiraks and trolls), they always put as much food on the table as the house can afford, and offers a warm and soft bed. Some even go as far as having a human-sized bed in the house, just in case anyone visits.
A typical misslie is about 120 cm tall (3'11'') and weigh about 60 pounds. The color of the hair varies from light blonde to dark brown and they have green or brown eyes. They are slender compared to humans and often look younger than they are. The clothing is plain and robust and often simply smaller version of human clothing.
Language: Regional.
Small size.
Base speed: 25 ft.
-2 strength, +2 charisma.
Naive: -2 on sense motive checks.
Tiraks
Tiraks are the name of a group of races that are commonly very powerful physically. They have good night vision. Many of them are barbaric, while other live alongside humans with only slight prejudices. They have some resemblence to Orcs, though the most numerous race of Tirak isn't more stupid than a human and the largest tribe live in human lands. However, they are fairly uncommon in the eastern parts of Mundana, where this takes place.[/sblock]
New Equipment
[sblock=Weapons]
Exotic weapons:
Carwelan sword: a one-and-a-half-handed sword mostly made by léaram and thism elves, that deal 2d4 slashing or piercing damage and has a threat range of 9+. It has an exceptional hardness due to the special treatment of the metal (hardness 15). Just like a bastard sword, it can be wielded with two hands as a martial weapon. Gold cost: 80 for an elf of same race as seller, about five times that amount for anyone else.
Cinneach sword: a two-handed sword only made by léaram elves (and few outside that race ever lay their hands on one). It deals 1d12 slashing damage and has a threat range of 8+. It has an exceptional hardness (hardness 15). Gold cost: 300 for a léaram elf, and hardly possible to get for anyone else.
Krell-Kharz: A dwarven greataxe. They are single-bladed and made wholly in steel and have a pointed tip. They do 1d12 slashing damage and makes greater criticals, and the tip can be used to deal 1d6 piercing damage. The tip can be set against a charge just as a spear can.
Krell-Hirkarz: A dwarven battleaxe. They are single-bladed and made wholly in steel and have a pointed tip. They do 2d4 slashing damage and makes greater criticals, and the tip can be used to deal 1d6 piercing damage.
Krell-Zar: A dwarven warhammer. A onehanded weapon made in metal, with a pointed tip. They do 1d10 crushing damage, and the tip can be used to deal 1d6 piercing damage.
Martial weapons:
Binderak hammers: Nearly only used by Trukks, this huge two-handed weapon requires a strength of 18 to even be wielded. A medium-sized wielder always takes a -2 penalty on attack rolls due to the size. They deal 2d10 bludgeoning damage.
Large Morningstar: Two-handed weapon that deals 1d12 piercing and crushing damage.
Simple weapons:
Cutter: A large dagger similiar to a machete. It's a one-handed weapon that deals 1d6 slashing damage.[/sblock]
Altered Classes
[sblock=Expert]
Expert
As in the DMG, except bonuses at levels:
1: Skill Focus (Any)
2: Bonus Feat
4: Bonus Feat
6: Bonus Feat[/sblock]
[sblock=Aristocrat]
Aristocrat
As in the DMG, except bonuses at levels:
Starting silver: 200
1: Persuasive or Negotiatior feat (choose one)
2: Contacts feat
4: Masterful Negotiator
6: Leadership feat
Masterful Negotiator (Ex): Once per day, you may add your Aristocrat level to a bluff, diplomacy, intimidate, or gather information test.
[/sblock]
New Feats and Skills
[sblock]
Wealthy Background
Prerequisities: Character level 1, Literacy in a language.
Benefit: You hail from a wealthy family of merchants, nobles or the like. You start the game with equipment for three times as much gold, and gain a +2 bonus on a chosen Knowledge skill.
Contacts
You know the right people.
Prerequisities: Gather Information 4 ranks
Benefit: You have good relations with useful NPC:s. Add your character level and charisma modifier together to determine the number and power of your contacts. They can provide information, services at lowered prices, lodging or the like. The exact nature of the contact is up to the player and DM to decide, but might include such characters as politicians, guards, skilled smiths, rogues, and even mages.
Character Level + Charisma modifier:
1-2: One 1st-level NPC
3-4: Two 1st-level NPCs
5: Two 1st-level NPCs, one 2nd-level NPC.
6: Three 1st-level NPCs, one 2nd-level NPC.
7: Three 1st-level NPCs, two 2nd-level NPCs.
8: Three 1st-level NPCs, two 2nd-level NPCs, 1 3rd-level NPCs.
9: Four 1st-level NPCs, three 2nd-level NPCs, 1 3rd-level NPCs.
10: Four 1st-level NPCs, three 2nd-level NPCs, 2 3rd-level NPCs.
The Lord's Survival
The noble is trained in surviving poisons, assassins, witchcraft, and whatever else his rivals might throw at him.
Prerequisities: Aristocrat level 6
Benefit: Once per day per save type (fort, ref, will), the character may roll 2 twenty-sided dice and use the best result. Also, he gets a +2 bonus to Initiative.
The Perfect Proffessional
The expert is such a master of his skill that he can cheat bad luck.
Prerequisities: Expert level 6
Benefit: Choose a number of skills equal to 3+intelligence modifier. Whenever using these skills, if the d20 roll is below 5 (before modifiers), consider the roll 5.
[/sblock]
More info will be posted as time goes.
--------------
[sblock=About the setting, and some credit]
It should be noted that this world was not invented by me; It's the world of Mundana from Neogames. While I don't think they would care for me copying and translating it to here, seeing as it's in swedish normally so this won't in any way hurt their business, should they want me to take this down I will of course do so. Should any of you speak Swedish, I strongly suggest that you get out and buy the world books - while the rules system is far too advanced (it is to D&D what Risk is to Ludo, and I'm not exaggerating), the world is great and really fleshed out; it has a feeling of "this could actually exist", far more than any D&D setting I've tried to learn.[/sblock]
Last edited: