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WAR! huh! what is it good for?
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<blockquote data-quote="TheAuldGrump" data-source="post: 5709632" data-attributes="member: 6957"><p>Pathfinder works well too - Traits for things like tribes/settlements/religion, Archetypes for many classes.</p><p></p><p>Witch became the default arcane caster for the area, Hedgewich being the most common archetype. The Dunnerfolk in particular (Pennsylvania area - both dwarfs and humans) had a lot of witches, Hexes on the outsides of buildings for good fortune etc..</p><p></p><p>Adepts for clergy that was able to cast spells at all. Typically called Deacons or Vicars, they are not highly ranked or valued by some of the faiths, while others consider them the backbone of their beliefs.</p><p></p><p>Both Clerics and Wizards need a large educational base, and are only found in cities or are at least from there. Nenstadter (renamed Gotham not all that long ago) has schools, but the largest schools are around an area called New Canaan. (Cambridge.) Honored for their knowledge, but considered disconnected from reality.... And for the more organized faiths they automatically outrank adepts, regardless of level or local experience.</p><p></p><p>Barbarian and rangers for the orcs. Rangers and fighters for the elves. Human/dwarf Regulars are fighters, while there are some rangers in the milishy.</p><p></p><p>The conflict is reshaping the local culture - when it is over the distrust between the dwarfs/humans and the orcs will continue, even in areas that have been at peace for 50 years and more.</p><p></p><p>The humans and dwarfs will continue to paint all orcs with a broad brush and consider them untrustworthy, though more often it came down t one tribe disregarding agreements made with another tribe. And the settlers break more than their fair share of bargains as well....</p><p></p><p>I missed the chance to put in the half-elves as Arcadians (Acadians in our world) and how they were pushed south, eventually becoming the Cajuns. (I like the idea of Cajun half-elves.)</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5709632, member: 6957"] Pathfinder works well too - Traits for things like tribes/settlements/religion, Archetypes for many classes. Witch became the default arcane caster for the area, Hedgewich being the most common archetype. The Dunnerfolk in particular (Pennsylvania area - both dwarfs and humans) had a lot of witches, Hexes on the outsides of buildings for good fortune etc.. Adepts for clergy that was able to cast spells at all. Typically called Deacons or Vicars, they are not highly ranked or valued by some of the faiths, while others consider them the backbone of their beliefs. Both Clerics and Wizards need a large educational base, and are only found in cities or are at least from there. Nenstadter (renamed Gotham not all that long ago) has schools, but the largest schools are around an area called New Canaan. (Cambridge.) Honored for their knowledge, but considered disconnected from reality.... And for the more organized faiths they automatically outrank adepts, regardless of level or local experience. Barbarian and rangers for the orcs. Rangers and fighters for the elves. Human/dwarf Regulars are fighters, while there are some rangers in the milishy. The conflict is reshaping the local culture - when it is over the distrust between the dwarfs/humans and the orcs will continue, even in areas that have been at peace for 50 years and more. The humans and dwarfs will continue to paint all orcs with a broad brush and consider them untrustworthy, though more often it came down t one tribe disregarding agreements made with another tribe. And the settlers break more than their fair share of bargains as well.... I missed the chance to put in the half-elves as Arcadians (Acadians in our world) and how they were pushed south, eventually becoming the Cajuns. (I like the idea of Cajun half-elves.) The Auld Grump [/QUOTE]
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