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Post by Avi on Nov 15, 2004 17:34:54 GMT -5
HOW ABOUT SOME MORE FUCKING DWARF CLANS
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Post by Jongluer on Nov 22, 2004 20:38:25 GMT -5
Character Classes and their places and origins: Over the next few posts, I will be detailing the origins of Character Classes in the World.
Barbarians: While any idiot with an axe and an anger problem can be called barbaric or a fierce warrior. It takes a certain person to forego all mental training to tap into the feral abilities that lie dormant in the common races. These people are warriors of raw and unbridled emotion, who normally recieve training from a clan leader or family member, or of course they are self taught. Most Barbarians hail from the Northern Human Territories. Specifically, The Unaligned Principalities and the Loran Steppe. These people have a rich nomadic and barbarian heritage. The other group of Barbarians are the strong Dwarf No-Holders, honorable and filled with pure fury they have waged long wars against the "civilized" dwarves and occasionaly do travel the world.
Bards: Wanderer is what Bards are often labeled though their gift for the spoken word and the stinged instrument are not unknown. Most Bards are people who have problems settling down or have a desire to learn first hand. Bards with their unedning quest for knowledge, go out to learn and see the world. Though most Bards are well-known for their singing and storytelling abilities, people often forget of how Bards learn the stories. A bard's stories are normally about himself or the group that accompanies him on his journies. Bards in their endless thirst of knowledge brave the depths of ruins, and converse with the most dangerous and oldest beasts. Bards do not have one place where they specifically come from due to the spontaneous nature of the job.
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Post by Jongluer on Nov 22, 2004 21:19:29 GMT -5
A Prayer to their God and the clash of their weapon, a Cleric is a person of amazing devotion.
Clerics: These people are the knights and avatars of their god (well at least for the most part). Though specific training changes from religion to religion, most clerics learn their powers at large churches (normally headquarters or regional heads) where they study the teachings of their god, and the martial part of battling what their god is against. Some Clerics learn on their own through direct prayer to their God. Unlike the Chosen of Deity (Favored Soul), these people felt it within themself to search out a god, and therefore began praying to the Deity slowly recieving their powers. In most of the world, Clerics are the most common healers. A Cleric will often be the source of healing for a town, and they are found en masse` in cities. Clerics are often called upon to solve disputes and assist in the justice system of a town, serving as a community leader on top of most of their duties. Finally, during times of war, Clerics become the medics of the army, since due to their martial training they are able to go where Healers, Adepts, and Doctors cannot.
Clerical Alignment: Clerics for the most part must be the same alignment as their god, or within a step of it. But in some situations a Cleric upholds their god's ideas in odd ways. Their are Clerics who pray to Lawful Good Deities but are evil becuase they will achieve their god's plan at all costs, these people are generally shunned from the Church, though sometimes they come to power, but the God still sees their potential and uses them in the overall plot.
Divine Power-Deities, Pantheons, and Ideals: All cleric's recieve power from somewhere, but there are many different sources. The most common source of a Cleric's power is one Deity, these Clerics are dedicated and work for one goal, the goal being that of their god. Next come Pantheons, A pantheon is a group of gods working for similar things or of course there is The Pantheon which is a collection of all Deities known and all are prayed to equally and for certain situations, though Clerics of The Pantheon are rare they do exist. The Pantheons are as follows:
Dwarven Pantheon: Thundrak, Moradin, Hanseath, Turek, and Lilinoma. Elven Pantheon: Corellon Larethian, Ehlonna, and Obad-Hai. Arcane Pantheon: Boccob, Wee Jas, and Turek. Pantheon of Champions: Bahamut, Chiesa, Heironeous, Kord, Pelor, and St. Cuthbert. (Also to a lesser extent Hextor) Pantheon of Shadow: Olidmarra, and Vecna. Death Pantheon: Erythnul, Hextor, Nerull, and Wee Jas. Pantheon of Peace: Fharlanghn, and Obad-Hai. Pantheon of Destruction: Erythnul, Gruumsh, Tiamat, and to a far lesser extent Hextor. Arthurian Pantheon: Barhamut, Tiamat, Heironeous, and Hextor.
Finally, there are ideals. Most Clerics are drawn to a god becuase of what the God believes in but in other situations, some people cannot find a God who stands exactly with them, these Clerics have become so dedicated to an idea, that they have gained power through it, most of these people are self-taught clerics, though there is one church based on an ideal (Church of Ordered Chaos). These Clerics are dedicated and unwavering, where they go and what they fight truly depends on them.
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Post by Beeb on Nov 22, 2004 21:21:37 GMT -5
How about some more water in the levels? You know, all natural bodies of water, like rivers and lakes, instead of poo rivers in sewers. ![:-X](//storage.proboards.com/forum/images/smiley/lipssealed.png)
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Post by Jongluer on Nov 23, 2004 8:06:43 GMT -5
Fighters: while any person can carry a weapon and claim to be a Fighter, anyone with levels in the class shows that they have skill in fighting. A fighter normally has gone through military training, in which they learned techniques aimed at causing large amounts of damage and teamwork. Meanwhile Fighters might also have recieved training from a specific teacher where as they learn special fighting techniques that most people find amazing and impressive. Fighters are very common, hailing from nearly any place in the world. Fighters are most common among the northern territories, Dwarves, and Halflings.
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Post by Jongluer on Nov 23, 2004 15:57:52 GMT -5
Reverance of the nature and the power such reverance grants...
Druids: Druids are those who commune with nature itself. These people have learned all about the intricacies of the natural world and how to use them. A druid is the protector of nature and works towards perfect joining with it. Most Druids learn from Master Druids who have learned the great power Nature wields and how to tap into it. There are some cases where Druids are self taught or grow up in the wilderness and therefore learn about nature's power firsthand. A Druid's spells come from the world around them and are therefore some of the most widely varied since they represent both the kindness and ferocity of nature.
Druid Variety: Many Druids instead of encompassing nature as a whole focus on certain areas allowing for a greater focus in their study, though they of course still learn about other areas, they stay to protect specific places.
Desert Druid: A desert druid is normally stoic and dry in everyway possible. They shun away from new experiences and luxuries believing that peace can only be achieved through a spartan lifestyle. Forest Druid: Sneaking through the woods and often known to burst into song, a Forest Druid is easygoing and often enjoys the company of others especially Rangers and sometimes Rogues. Plains Druid: These people like wide open spaces in which to roam, they find it hard to be in most other environments though they are open to the experience. A Plains Druid is open-minded and enjoys travelling. Sky Druids: Druids of the wild blue yonder are daring, brave and adventurous almost to the point of stupidity. These people are well known for leaping from mountainsides and riding atop giant eagles, their bravery often wins them the hearts of those who meet them. Snow/Tundra Druid: A Druid from cold lands, has fully embraced the freezing temperatures of their land. They are harsh and unforgiving and are considered the most evil of Druids though there are many kind snow druids. They delight in typical winter frivolities despite their cold demeanor. Moutain Druids: These people stretch through forest, cold, and sky, enjoying the world they protect. A Mountain Druid is rugged and is a fan of physical strength and those who use it, they are best suited for hard adventure and they often sport a variety few druids share, the best way to describe them is tolerant. Cave/Under World Druid: Mainly Dwarves take up this mantle but it is not unseen for humans to do so either. Cave Druids are warm-hearted and alert, they prefer to be cautious and sneaky as opposed to being rash, though they ae known to become fierce in battle, Cave Druids normally come off as calm individuals. Urban Druid: The rarest of Druids, an Urban Druid protects the small amount of creatures that appear only in a cityscape. They for some reason see a created environment as one of the best places. These Druids are very cosmopolitan and wise, though they also dislike being in nature itself. Animal Druid: Instead of being linked to a land this Druid protects the wildlife of the world, moving from place to place, these druids are unpredictable and known for their wild actions.
Most Druids are Elves, though Half-Elves who look towards their Elven parents will often take up the path to become better accquainted with their ancestry. The largest collection of Druids is their Sanctuary in Van.
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Post by Avi on Nov 23, 2004 18:09:33 GMT -5
Urban Druids, eh?
...Weird...
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Post by Jongluer on Nov 23, 2004 18:38:06 GMT -5
Actually the idea of an Urban Druid or Ranger is not that new, it's just rarely applied....
Monks: Masters of the martial arts, Monks represent the power one can have over their body through strict discipline of both mind and body. Most Monks recieve training in monastaries, this was most common in the feudal society of Bazavluk that ended recently, in these monastaries the people were more spiritualy aimed meanwhile in Human lands the other common area for monks, Monastaries show a focus around certain weaponry or skills, these Monks will often have an undying dedication to their school. Another way a monk recieves training is alongside Paladins in churches dedicated to the same god, they just learn how to use their fists as divine weaponry. Finally, some Monks have taught themselves through rigorous meditation how to control their body and mind, putting them into perfect harmony which allows them to master the techniques of many monks, these types don't have to have a lawful alignment. Most Monks hail from Bazavluk and are therefore Halflings, or they are Humans from the Northern Territories, also any person with a strict religious or spiritual bend will find themselves in this class, though there appearances are rare.
Paladin: Paladins are the pinnacles of all that is good and just in the world. Paladins are often trained in large church monastaries, kept away from most of society so as not to be tainted by its many evils. Paladins can also come into being via a calling, sometimes from a god and other times from the fact that they have seen many wrongdoings in their life and feel a definate need to correct them. Either way becoming a Paladin requires strict discipline, training (monastary or self), and an unwavering sense of purpose. Paladins can be of any race though most are Humans involved with the Deities in The Pantheon of Champions.
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Post by Jongluer on Nov 23, 2004 22:30:05 GMT -5
Rangers: The protectors of nature, Rangers have dedicated themselves to protecting the environment they live in (they come in the same variety as druids). Rangers are mainly wanderers till they settle down into an area they put under their protection. A Ranger learns its skills by watching and doing, by associating with other people in the world they learn fighting techniques, magical powers, and the strength of stealth. By the time a Ranger is ready to settle down they have learned skills that can greatly benefit the area he protects. Rangers are generally Elves from the wilder areas of Vandalia, though Humans also will become Rangers it is not as common as Elves or Half-Elves. Also, some Dwarves, such as No Holders and members of the Duergar Clan are well known for having a few Rangers in their midst
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Post by Avi on Nov 25, 2004 14:38:36 GMT -5
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Rikithasta
WOW! You just got your first magical weapon!
![*](//storage.proboards.com/forum/images/stars/star.png)
Owls Never Die, They Only Fade Out Of Exsistence.
Posts: 50
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Post by Rikithasta on Nov 25, 2004 18:02:02 GMT -5
What world do you live in Avi? I'm a Bard4/Rogue1
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Post by Jongluer on Nov 25, 2004 18:25:02 GMT -5
I was wonderin or not whether u did take that rogue level, and u do have a cleric, she just never shows up...Now on to more info, ausipiciously on Rouges...
Rogues: Rogues are the thieves and furtive people of the world they generally begin their career to survive in the tough slums of most cities, where they learn how to pick pockets and break into areas. With these skills rogues in a cityscape can gain power, and riches. A rogue’s skills are of course not only thieving and though many people do use it for such purposes there are two other types of rogues in the world. The first is pirates most pirates and raiders have learned how to sneak in upon people and strike them with expert force and then go on to break into their chests and swipe their valuables. The other major type of Rogue, are assassins, these people have put the major focus into breaking, entering, sneaking, and killing without a sound, these are the only group of Rogues who do not learn their skills by doing and self-education, most assassins belong to a guild or school in which they honed their craft. Most Rogues come from major cities and are therefore of any race. Assassin Rogues mainly hail from Bazavluk and are of course generally Halfling
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Post by Jongluer on Nov 25, 2004 18:25:48 GMT -5
Now onto the arcane spellcasters, and then in later posts info on classes that don't appear in the PHB...
Sorcerer: With but a spoken word and a sorcerer can rain destruction. Sorcerers are those with innate arcane power, they are generally focused in their knowledge of spells and unlike wizards a Sorcerer is not skilled in book learning, they are an average person with extraordinary powers. A sorcerer gains their power from themselves, how they come upon this power is unknown, most claim that it comes from the Dragons who were arcane magic incarnate. The Dragons seeing the potential in humanity gave them the natural power of arcane magic, though of course it is unpredictable and sometimes uncontrollable. The other theory is that Sorcerers are chosen by the gods, and were bestowed the powers that clerics could not use. Sorcerers are generally human though they can appear among all races it is generally uncommon for them to appear in Elves despite the Elf penchant for arcane power.
Wizards: The most well known of arcane spell casters, wizards represent the potential every being has to tap into the vast stores of arcane power throughout the world. Becoming a wizard is no simple task, it requires research and devotion to the goal of mastering the laws that govern the world and having them do your bidding. Some wizards undergo apprenticeship with master wizards learning generally what that wizard knows, perhaps some more through variation of the spell or through personal research in that wizard’s libraries. Equally as common as the apprentice-master scenario are those that attend arcane schools where they learn specific spells and have access to libraries aimed towards that which the wizard-student is learning. While some learn in a personal relationship or in specific academies, most learn from the Mage’s Guild in large classes with access to the large libraries that inhabit any guild house. Wizards do not come from any particular area or any particular race, there are as many Dwarf Wizards as there are Elves (well maybe not but it is still not large enough to be truly obvious).
Arcane power is of course not some free moving force that can be tapped into when anyone pleases with no feeling of recourse or backlash. Arcane power has a varying number of sources (depending on the school) and this is why a wizard can only draw on so much per day, consulting and controlling The Powers (as it is sometimes referred to) is dangerous.
Abjuration: The power to protect comes from the spirits of the earth and the planes connected to them, drawing upon these powers comes at a great cost to the planet and will often brings harm to an area where an Abjuration Enchantment is continuously cast or has been placed permanently, since it draws strength from the area itself. Conjuration: Summoning causes a great pull upon the fabric of space and time, the ability to call forth a being from somewhere else can cause great fluctuations in the universe at large. A Conjurer generally makes a rip in the universe to produce his amazing ability of summoning. Enchantment: The ability to bestow a power upon an object or person is dangerous in all it’s forms and draws upon both caster and item. Enchanting an item calls forth power from the item and caster to produce an effect that transfers to the item, if it does go to the caster than an item must be used, as an intermediary or else there is great potential for harm to the caster. Evocation: One of the most dangerous forms of magic, evocation allows the caster to call forth the elements and make them bow to his will, this brings great stress upon the elemental planes, the source of an Evokers power. In theory, an Evoker forges a link between the planes through himself to produce his spells, the strain this causes is represented by the great destructive force caused by evocation magic since a true evoker can redistribute the danger from himself and the plane and into the spell he has cast. Still over time the universal use of evocation magic causes problems in the Elemental Planes. Illusion: Illusion magic is generally simple and easy. Illusion magic draws upon the energy of the world around the caster and the caster’s ability to weave. In essence, an illusion does not actually draw power from anywhere it is actually the caster weaving energy into something, therefore the most energy is required from the caster and eve nthis is minimal. Necromancy: The vilest form of magic, Necromancy siphons power from the Void of Negative Energy. A Necromancer serves as a tube in which negative energy can flow into other places, mainly those who have perished. Necromancy deranges the caster due to his contact with negative energy and does little to the source of the energy, the Void. In essence the only loser in the situation is the Necromancer, everything else affected is generally fine. Transmutation: An odd form of magic, Transmutation is the ability to turn an object into another object, this power comes mainly from the caster and the plane he stands in. The caster calls forth the natural arcane power that inhabits the world, himself, and the object and mixes until he produces the proper effect, the problem arisen is the change in the object’s configuration, thought this is the desired result, it is still dangerous.
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Post by Avi on Nov 25, 2004 18:27:25 GMT -5
Jess: Oh yeah, I wasn't sure if you'd taken that level in Rogue yet.
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Post by Jongluer on Nov 25, 2004 19:06:35 GMT -5
Complete Divine Classes, figure I'd cover all three of them here...
Favored Souls: The Chosen of their Deity, these people represent in some way shape or form everything their Deity beleives in. A Favored Soul is chosen and imbued with divine talent unlike Clerics who must earn it. Favored Souls train in an odd way, they pray to their god who in turn advises them about their powers. Sometimes, a Favored Soul might seek out the Church of his god to better learn his deity's teachings and their interpretations. Favored Souls can truly be of any race and country, though if they are praying to a racial deity, then they must of ocurse be of that Deity's race.
Shugenja: Masters of Divine Evocation, a Shugenja is the spiritual master of Bazavluk. They preach about the elements and the natural balance of the world, there are many Shugenja Orders most of which focus into certain elements. For the most part, Shugenjas learn their craft in monastaries and rarely leave except to preach for the people. Shugenjas are mainly Halflings and of course from Bazavluk. Humans with their intrepid nature might have studied under an immigrant Shugenja, and that is why they are the other likely race of Shugenjas and then they are normally from Caladon or another large city.
Spirit Shaman: Where a Druid has respect for nature, a Spirit Shaman has respect for the dead. Their jobs in most primitive societies is to perform spiritual rights, they have an ancestor worship belief system, which fuels their divine power. A Spirit Shaman learns in a one on one relationship with his master, who is normally the Spirit Shaman of the tribe. Spirit Shamans generally come from nomadic lands, such has No-Holder Dwarves or Humans of the Unaligned Principalities.
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