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    Alternate EXP

    Saturday, May 18, 2013, 8:39 PM

    Heroic EXP. Making the points matter.

    This Exp progression draws inspiration from the 2nd edition system when various classes had higher/lower exp tables to make class levels and advancement a

    good thing to consider in advance. It Does increase the time between levels so bonus feats/stat points are issued out in addition to the regular advancements

    earned as well as choices from the list below.These bonuses help characters survive a bit longer and net benefits to provide them the ability to battle

    higher CR creatures. It also allows for greater in character development over numerical bonuses and stacking. This system extends the character past a mobile

    damage or spell factory and causes the players to use a bit more forethought.

    Level: Earned Title: Where applicable. Reputation Scale:Where applicable. NPC's Affected by Character Acts.
    1st 1000 - Serf. 0 0
    2nd 1500 Extra Bonus Feat
    3rd 2500 +1 Extra Stat Point Knight. 2 2-10
    4th 4000 Extra Bonus Feat
    5th 6500 -
    6th 10,500 Extra Bonus Feat Count. 4 11-18
    7th 17,000 +1 Extra Stat Point
    8th 27,500 Extra Bonus Feat
    9th 44,500 - Baron. 5 19-28
    10th 72,000 Extra Bonus Feat
    11th 116,500 +1 Extra Stat Point
    12th 188,500 Extra Bonus Feat Duke. 6 29-35
    13th 305,000 -
    14th 493,500 Extra Bonus Feat
    15th 798,500 +1 Extra Stat Point Arch-Duke. 7 36-60
    16th 1,292,000 Extra Bonus Feat
    17th 2,090,500 -
    18th 3,382,500 Extra Bonus Feat Grand-Duke. 8 61-100
    19th 5,473,000 +1 Extra Stat Point
    20th 8,855,500 Extra Bonus Feat Lord-Duke. 9 100+

    Low Levels: 1-3. Choose one per level. May not choose the same more then twice.
    Free +1 to 2 skills of choice.
    Free +1 to one saving throw of choice.
    Free Bonus HP = to x2 Con mod.
    Free +100 gp.

    Mid Levels: 4-8. Choose one per level. May not choose the same more then twice.
    Free +2 to 1 skill of choice.
    Free +1 to one saving throw of choice.
    Free Bonus HP = 4 to x2 Con mod.
    Free +300 gp.
    Free +1 to Ac (Uses Natural or Misc slot. Does not stack with other forms only itself.)

    High Levels: 9-20. Choose one per level. May not choose the same more then twice.
    Free +3 to 1 skill of choice.
    Free +2 to one saving throw of choice.
    Free Bonus HP = 6 to x2 Con mod.
    Free +600 gp.
    Free +1 to Ac (Uses Natural or Misc slot. Does not stack with other forms only itself.)
    Free +1 to stat of choice.
    Free +3 magical item or less.
    Free +1 to Base Attack Bonus.

    Using this system, skill ranks are changed as follows.
    Max ranks: Level+4+ranks+modifiers.
    Each character starts with 4 more skill points at level 1 aside from rogue which starts with 2. Each character earns 2 bonus skill points per level as well.
    Using this expanded difficulty chart, synergy bonuses are netted at 3 ranks for compatible skills instead of the standard.
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    Gobliny Drugs

    Saturday, May 18, 2013, 8:35 PM

    Drugs from a goblin themed game I ran for a while.

    Smax
    Type 1
    Effect: +2 Int and +2 Cha. Must be consumed every 1d12 hours. Fort save to resist addiction is 14 for the first week, +2 every week thereafter. (Max DC 22)

    Deterimental effects: -4 int, wis, cha for 1 week if not taken at least every 1d12 hours (May roll 2d12). Causes dream altering nightmares and visions, incurring a -2 to all skill checks for that week. After this the effects fade at the rate of -1 regained per day until stats are retained.
    Cost: 10-100 copper a week.

    Type 2 Loco Smax
    Effect: +4 Int Wis and +4 Cha. Must be consumed every 1d12 hours. Fort save to resist addiction is 16 for the first week, +2 every week thereafter. (Max DC 24)

    Deterimental effects: -6 int, wis, cha for 1 week if not taken at least every 1d12 hours (May roll 2d12). Causes dream altering nightmares and visions, incurring a -3 to all skill checks for that week. After this the effects fade at the rate of -1 regained per day until stats are retained.
    Cost: 1-10 silver a week.

    Type 3: The Smaxx

    Effect: +5 Int Wis and +5 Cha. Must be consumed every 1d12 hours. Fort save to resist addiction is 16 for the first week, +2 every week thereafter. (Max DC 28)

    Deterimental effects: -8 int, wis, cha for 1 week if not taken at least every 1d12 hours (May roll 2d12). Causes dream altering nightmares and visions, incurring a -4 to all skill checks for that week. After this the effects fade at the rate of -1 regained per day until stats are retained.
    Cost: 100 gold a week.

    Blood Chug:

    Effect: -2 int, +2 str. Duration, 2 hours. Thereafter, -2 int and str for 6 hours. Cheap drink brewed from mushrooms and roots, consumed by fighters, guards and scumbags alike who like to punch. Infamous for its ability to turn witty conversation into a drooling barfight. Afterwards causes Fatigue status for duration of the comedown.

    10gp a pint.

    Screwball:
    Effect: +2 cha. Duration 4 hours. Mildly hallucinogenic beer, brewed from warts and minerals from deep underground. Once its effects wear off the user is subject to a -2 to 1d6 random skills for 1d4 hours.
    25 gp a pint.

    Mungs Fun:
    Effect: +2 con, +2 dex. Incurs Haste effect on target for an hour, stat bonuses last 1 hour. During this the drinker is hyperactive and erratic, talking rapidly and being unable to sit still. Once the effects pass the bonuses are reversed and they are Slowed for 2 hours. Drinking more then 3 a week will cause a Fort save, DC 24 or their heart explodes.
    50 gp a pint.

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    Wand Generation.

    Saturday, May 18, 2013, 8:23 PM

    Utterly random chart, after watching a few of those HP movies.

    Random Wand Table.
    Provides a focus point for spellcasting. Each naturally provides a +1 to spell save DCS in addition to various augments based on what the wand is made of and the internal parts. Higher level wands such as he 9 or longer ones provide bonus spell DC buffs.

    1: Length and cost 1d8
    1. 5 inches. 700 gp
    2. 6 inches. 900 gp
    3. 7 inches. 1100 gp
    4. 8 inhes. 1300 gp
    5. 9 inches. +2 spell DCs. 1500 gp
    6. 10 inches. +2 spell DCs. 1700 gp
    7. 11 inches. +3 spell DCs. 1900 gp
    8 12 inches. +3 spell DCs. 2100 gp

    2: Wand inner part. 1d20
    1. Scroll with words of power. +1 spell per day.
    2. Gold nugget. +2 to charisma checks.
    3. Silver nugget. +2 to wisdom checks.
    4. Ruby. +1 fire damage.
    5. Emerald. +1 acid damage
    6. Sacred Bone. Grants +1hp when using healing.
    7. Blessed wood knob. 1d4 bludgoning dmg.
    8. Feather - Common. +2 to spot/search checks.
    9. Feather - Rare. +2 to 1 Knowledge skill.
    10. Blood - Divine. +2 to saves vs fear.
    11. Blood - Diabolic. +2 to saves vs charm/compulsion.
    12. Blood - Monsterous. +2 to fort saves vs posions.
    13. Rune Etched Stone. +2 damage to spells.
    14. Scale - Draconic. +1 deflection bonus to ac
    15. Lightning fused sand. +1 energy/force damage.
    16. Bit of cold iron. +1 dmg vs werewolves and fae
    17. Volcanic Rock. +1 sonic damage.
    18. Bit of broken glass. +1 cold damage.
    19. Vial of sacred oil +1 damage vs evil foes.
    20. Fire scorched nail +1 damage vs good aligned foes.

    3: Wand material. 1d20
    1: Bone.
    2: Pine.
    3: Rolled leather.
    4: Ivy.
    5: Ironwood.
    6: Ash.
    7: Yew.
    8: Oak.
    9: Mahogany.
    10: Redwood.
    11: Birch.
    12: Holly.
    13: Elm.
    14: Blackthorn.
    15: Willow.
    16: Fir
    17: Aspen
    18: Cedar
    19: Rowan.
    20: Cherry.

    4: Wand Grip. 1d8
    1: Smooth/none.
    2: Leather wrapping.
    3: Wire wrapping.
    4: Carved wood.
    5: Chain wrapping.
    6: Ivory inlay.
    7: Metal inlay.
    8: Stone inlay.
    9: Semiprecious inlay.
    10: Animal limb.

    5: Wand Tip. 1d20
    1: Quartz.
    2: Topaz.
    3: Jade.
    4: Ruby
    5: Emerald.
    6: Diamond.
    7: Sapphire.
    8: Onyx.
    9: Obsidian.
    10: Bone.
    11: Tiger Eye.
    12: Amazonite.
    13: Iron.
    14: Copper.
    15: Steel.
    16: Sandstone.
    17: Marble.
    18: Dried Root.
    19: Hoof.
    20: Pearl.

    6: Wand special.
    1: Wizard Marked to owner.
    2: Allows owner to hear anything within 10 feet of the wand as long as they are within 100 ft.
    3: Wand will automatically block 1 point of damage to the user.
    4: Wand grants low light vison 20ft. (Or extends it.)
    5: Wand grants darkvison 20ft. (Or extends it.)
    6: Cast Light at will.
    7: Will purify any drink the tip is placed in.
    8: Permits true seeing 1x day for 1 round.
    9: Detects water within 1 mile.
    10: Detects rare ores within 1 mile.
    11: Detets rare gems within 1 mile.
    12: Glows when in presence of evil within 10ft.
    13: Glows when presence of good within 10ft.
    14: Permits detect magic 1x day.
    15: Glows when magical traps are nearby within 10ft.
    16: Glows when invisible foes are nearby within 10ft.
    17: Glows when someone lies within 10ft.
    18: Detects opposing alingment of anyone near the user within 10ft.
    19: Wand is unbreakable.
    20: Wand prevents user from being too cold or too hot continually.

    7: Wand shaft properties.
    1: Rounded, Smooth.
    2: Rounded, Knotty.
    3: Rounded, Ringed.
    4: Rounded, Square Etching.
    5: Rounded, Circular Etching or Line Etching.
    6: Rounded, Featureless.
    7: Square, Smooth.
    8: Square, Knotty.
    9: Square, Ringed.
    10: Square, Square Etching.
    11: Square, Circular Etching or Line Etching.
    12: Square, Featureless.
    13: Three Sided, Smooth.
    14: Three Sided, Knotty.
    15: Three Sided, Ringed.
    16: Three Sided, Square Etching.
    17: Three Sided, Circular Etching or Line Etching.
    18: Three Sided, Featureless.
    19: Reroll.
    20: Any two.

    8: Wand durability.
    1: Poor, (AC 5 8 hp)
    2: Average ( AC 7 10 hp)
    3: Mid Level ( AC 9 12 hp)
    4: Mid-High Level ( AC 11 14 hp)
    5: High Level ( AC 13 16 hp)
    6: Very High Level ( AC 15 18 hp)
    7: Superior Level ( AC 18 20 hp)
    8: Master Level ( AC 20, 22 hp)

    9: Wand Caster Augment. 1d8
    1: Spell Focus.
    2: Spell Mastery.
    3: Spell Penetration.
    4: Silent Spell.
    5: Still Spell.
    6: Maxmize Spell.
    7: Widen Spell.
    8: Quicken Spell.

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    Less then good weapons!

    Monday, December 10, 2012, 9:07 PM

    I was fiddling about with some ideas for a really low level game with a faint roman flavor/slaves/gladiator and hashed this out :D

    Cheap weapons.
    Made of poorly cast bronze and low grade iron typically. Dull on a 1. Weigh x2 standard weight. Mass produced and slightly inaccurate -1 to attacks due to poor balance. Cannot be enchanted. Cost 1/3 listed price.

    Rusted weapons.
    Old iron weapons that have been refurbished. Shatter on a 1. 1/2 standard listed price. Rusted status, must be maintained weekly or degrades into dust in a month. Cannot be enchanted.

    Broken weapons.
    Chipped, damaged weapons that seem to be barely held together, shatters or breaks on a 1, loses 1 hardness every attack roll. -2 to attack rolls. Weigh 1/2 the regular weight due to condition. Cannot be enchanted. Usually found for free.

    Trainer weapons.
    Dulled weapons that cannot be sharpened. Weigh standard sizes, deal bludgoning damage at 1 dice less per type to a min of 1d2. Cannot be enchanted. -1 to attack rolls. Cost 1/2 standard.

    Lead weapons.
    Lead filled cheap copies of regular weapons, weigh 3x standard weight, deal +4 damage, -2 to attack rolls due to being heavy. Cannot be enchanted. Cost standard +5%

    Carved weapons.
    Made of stone to be held by statues, pressed into use as weapons in some situations. -3 to attack +6 to damage. Break on a 1. Hardness as a wall 3 inches thick. Cannot be enchanted. Cost standard +10% weigh standard x4

    Jagged weapons.
    Iron or steel weapons with the edge turned into a toothed surface. Deals 1 bleed damage every hit. Chips on a 1. Cost standard. Weighs standard. Can be enchanted.

    Hooked weapons.
    Iron or steel weapons , mostly blunt types, with the surface covered in jagged metal hooks. Deals +3 damage, however sticks in target on a 5 or less, DC 15 STR check to remove, causes 1 bleed damage per hit. Can be enchanted. Standard cost +2% Standard weight.

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    Masterwork

    Tuesday, December 4, 2012, 2:27 PM

    Weapons and Wonder: Changing Masterwork.


    A masterwork weapon of any sort is an example of a well made, finely done weapon that is highly balanced. It also represents the height of craftmanship for a smith. As follows is the basic changes to these weapons.


    Cost: Bladed weapons: 500 Silver.
    Cost: Blunt weapons: 600 Silver.
    Cost: Ranged weapons: 400 Siler.
    Duration: 5 days of work.

    Special: All masterwork weapons are made of steel alloyed with silver this nets them soft blue and mottled gray hue that seems to shift and swirl.

    Properties: All Masterwork weapons net a +1 to hit and a +1 to damage.

    Special Property: All masterwork weapons are highly sharpened and well made, this nets all of them the property of Keen/Impact. This will stack with other forms of critical expansion. Hybrid weapons grant the bonus to both ends.

    In addition to this, roll d100, the following bonus property is also granted to the weapon.

    1-5: Flowing, ignore 1 point of armor class when attacking a target.
    6-13: Dark, the weapon deals -1 damage in sunlight, +1 damage in darkness.
    14-22: Traumatic, critical hits with this weapon deal 1 bleeding damage.
    23-28: Quick, this weapon grants +5 feet movement when used.
    29-33: Mighty, when used with two hands, this weapon grants +2 to damage rolls.
    34-39: Glowing, the weapon deals +1 damage in light, -1 damage in darkness.
    40-45: Shimmering, the weapon entrances all when drawn, grants +1 to cha.
    46-47: Chosen, the weapon deals +1 damage when striking a particular foe or type of foe, chosen when created.
    48-50: Lightweight, weapon weighs 1/2 as much and can be thrown/shot twice the distance.
    51-54: Unbreakable, the weapon is treated as having the hardness of adamantine.
    55-60: Chime, Anytime the weapon scores a confirmed critical hit the weapon emites a haunting chime, all foes in the area must make a will save DC 12 or lose their next action.
    61-78: Eager, when a weapon scores a confirmed critical hit, it deals a bonus +1 damage as the weapon sinks in extra deep.
    79-84: Aura, a magical glow equivalent to a small candle at a distance of 5ft. Sheaths will conceal this glow.
    85-91: Wily, the weapon has the abilty to reach behind armor and stab deep. +1 to rolls to confirm criticals.
    92-98: Protector, the weapon grants +1 to armor class.
    99-100: Honorable, the weapon deals +1 damage to opposing alignment.
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    Timeline Repost

    Monday, October 15, 2012, 10:52 AM

    Every world needs a history, this is the history of one of my current 3x edition worlds im working on.

    The Barbaric Times.
    BT 10 The humans start to come from a distant land, primitive hunter gathering types.
    BT 23 The humans quickly spread across the fertile land, clustering along the riverways.
    BT 39 The humans and dwarves meet for the first time, the humans learn metal and stoneworking.
    BT 45 Humans and dwarves start to compete for minerals.
    BT 50 A great winter wipes out all of the northern human tribes, thinning the numbers greatly.
    BT 54 Great lizards fall from the sky upon outlaying settlements and make off with the weak and young.
    BT 58 Stories of monsters and spirits, spread first by the dwarves, are quickly picked up by man about 'dragons'.
    BT 60 The humans meet the elves for the first time, a bloody war is engaged in that causes the elves to retreat to the woods.
    BT 78 A staggered skirmish war between elves, humans and even dwarves goes on for almost two decades, peace thin and strained.
    BT 82 The elves concede the battle against the other two races and demand peace.
    BT 88 A peace accord among the elves and humans is created, the humans trade weapons and meat for training in the arts and other education.
    BT 93 The humans start to repopulate the mountainous areas they once lived in prior to the winter storm.
    BT 98 Dwaves begin to contest the humans claim on the mountains.
    BT 100 The humans and dwarves wage war over the resources of the mountains.
    BT 123 War drags on, both sides competing and killing each other over gold, silver and iron.
    BT 136 The elves are pulled into the conflict and attempt to forge a resolution.
    BT 140 Peace is drawn up between the humans and dwarves, under the aid of the elves.
    BT 150 The elves start to teach their nature magics to select humans.
    BT 164 A collage of nature is created deep in the woods to train those with the skills in nature magic.
    BT 167 Trial of pain begins. A mad druid comes out of the deep south and enslaves the elves.
    BT 170 The Black Wood kills anyone who enters 'his' woods, elves and human and dwarf are all slain and left on giant thorn bushes.
    BT 184 The Black Wood, as the druid is known, holds much of the south in a grip, using bushes, animated trees and other strange magics.
    BT 213 Trial of pain ends due to the Black Wood vanishing suddenly during a thunderstorm. The magics that held the land start to decay and fall apart.
    BT 222 The races of man live in a tribal structure, each following a druid or shaman who speaks to the spirits and work to undo what Black Wood did.
    BT 234 The great tribes develop a rulership by council with chieftains and tithes to a great chief.
    BT 240 Most elves have retreated to their woods to work on repairing the damage.
    BT 250 War of bones. Two great tribes fight each other for control of the waterways.
    BT 254 End of the war of bones with the waterways being declared neutral grounds.
    BT 256 First recorded encounters with the Lost Gods. The land starts to recognize the divine and natural powers.
    BT 260 The pantheon of the Lost Gods is established and worshipped alongside ancestor spirits and nature spirits.
    BT 266 A minor skirmish over the gods temples occurs, ends in a stalemate.
    BT 270 A great drought strikes the land. People start to curse the gods.
    BT 274 The drought is unending, many die. False prophets attempt to cash in on rain dances, souring the peoples view of the gods.
    BT 282 The drought slowly ends but the gods have been all but forsaken and appear to have left.
    BT 294 The last of the Lost Gods temples' are taken down, the stones scattered across the land and forgotten.
    BT 298 The last follower of the Lost Gods dies and is buried in a hidden tomb in the mountains with their relics and gold then forgotten.
    BT 300 The people of the land meet the Gnomes, who had lived on a distant Continent.
    BT 324 The Gnomes sign the accord of peace after various misunderstandings.
    BT 356 The Gnome-Dwarf war over resources starts and heads underground.
    BT 388 The Gnome-Dwarf war ends. Peace is drawn up.
    BT 450 A new race, the Haflings, come to be due to gnome and human interbreeding.
    BT 480 The land develops religion, following a god of the woods and forest, later named Solgar.
    BT 487 Solgar is attributed as having many if not all of the powers of the Lost Gods.
    BT 500 The dwarves retreat underground to flee something known as the 'Coming of the Blood'.
    BT 503 Coming of the blood happens, a great sickness starts to decay the weak and sickly. The dwarves are blamed.
    BT 512 Minor struggles against the dwarves spring up, the sickness continues without end. People pray to the Lost gods to no avail.
    BT 518 The Dwarves fight back, securing their hidden caverns in a mass exodus.
    BT 520 The people deal with a famine that spreads across the land, wiping out thousands.
    BT 530 The dwarves manage to withdraw from the surface completely.
    BT 550 The great sickness is cured by accident with aid from the gnomes.
    BT 568 A statue is found in the woods of stone, a ancient faceless man with flowing hair. Miracles are attributed to it, during a heavy fog however the statue vanishes.
    BT 573 The Gnomes develop a new type of water collection device that allows access to deeply hidden water.
    BT 584 Legends begin to spread about the dwarves being creatures of disease and suffering.
    BT 600 First human King elected. Was a noble if unimpressive leader. Known as King Olgar the Steady.
    BT 610 A new god, Solgar is discovered after the fevered dreams of a madman come to pass.
    BT 619 A celestial event occurs, suddenly people with inherent arcane skills are discovered scattered thinly.
    BT 624 A terrible winter encases several cities completely, rescue efforts are in vain. The people learn to survive in the cold.
    BT 628 The winter ends slowly. The dead are uncovered by the dozens.
    BT 630 The winter frozen cities are preserved as graveyards.
    BT 633 The Gnomes spur on new types of growing and establishment of permanent towns.
    BT 635 Amid a power struggle the king is slain. A council of tribes rules for a short time causing minor economic chaos then a king is elected to stabilize the land. King Karm I is keen to develop the economy.
    BT 639 The gnomes help perfect the dwarven traning in smithing and metalwork.
    BT 640 The land develops extensive agriculture, metal smelting and begins to tap into energies around them known as 'magic.'
    BT 648 Secret magic users, once hidden are now recognized and start to spread through the land from secret clusters, they help advance the world slowly.
    BT 650 The Teachings of Solgar are first written down.
    BT 656 The Dragons are encountered, great beings from the depths of mountains and forests. They teach the races the arts of Magic in trade for wealth.
    BT 668 The Mages are found to have ties to the Dragons for power.
    BT 670 War happens, human vs human for control of the new art. The Dragons start to withdraw from humanity, deeming them too childish.
    BT 671 Human king dies in a minor skirmish war. His queen rules for many years. Queen becomes Minstria Karm the First.
    BT 703 The Mages, as they are known start to gain more power here and there in small pockets but are mostly isolated madmen.
    BT 710 Several Mages attempt to slay one of the eldest remaining dragons, desiring its flesh for power.
    BT 712 The Dragons begin to attack groups of Mages in vengeance.
    BT 715 Several expensive deals later the Dragons part from this realm.
    BT 718 The Queen dies, a her son is the next King and the new Dynasty is established. The Bloodline of Karm becomes the hereditary rulers. King Hulthar Karm the II is wary of magic and seeks to control it.
    BT 720 Dragons, are all but unknown now. The races of the realm, humans, gnomes, halflings and elves all settle into a uneasy peace. The elves seek balance, the humans and small folk seek industry and development.
    BT 725 The Teachings of Solgar are lost in a great fire. Work begins on the second draft.
    BT 734 The king sets restrictions on what the Mages can and cannot do. This displeases them.
    BT 756 A accord of peace is drawn up and signed by all the races.
    BT 760 Trade prospers among the races. Silver is accepted as the standard currency.
    BT 762 Warriors from across the sea, lizardmen, attack the shorelines then flee after several months of piracy. Their origins are unknown.
    NT 770 The first Orcs and goblins are found in the depths of the mountains and swamps.
    BT 773 Rumors abound that the Mages are planning something though no evidence is found.
    BT 778 The lizardmen return, this time being defeated by the fledgling Navy, the king proposes a long range strike using their maps.
    BT 780 The King creates a continent spanning series of roadways to allow economic travel.
    BT 784 The Fleet is launched to wage war on the distant lizardman lands. The fleet never returns and nothing is ever heard from them.
    BT 790 The Kings Highway is completed.
    BT 795 Dozens of tiny towns grow across the land, spreading civilization to all parts of the wilderness.
    BT 800 Gnomes start to devise water powered devices and wind power.
    BT 803 The Giants, Orcs and Goblins engage in a bloody war among themselves for land and power. Ends up a stalemate.
    BT 810 King Halthar Karm the III is given power after the old king vanishes during a winterstorm never to be found.
    BT 812 A single battered ship comes from across the sea with less then a dozen survivors, all old and badly wounded. Cite legends of the lizardmen having pyramids, demons and terrible powers.
    BT 814 The Mages come forth as a semi independent political power, the most powerful among the human magic users elected to lead. They serve the King with restrained honor.
    BT 818 Second Text of Solgar's words is completed and stored.
    BT 820 The lizardmen come again, this time as merchants. Tenuous trade is established though the profits are minimal due to the distances involved.
    BT 832 The Mages start to gain more and more control over the kingdom via monetary means and arcane talents.
    BT 840 Long distance trade stagnates and ends.
    BT 843 The King dies, his successor is chosen and rules well. King Kalthar Karm the IV is a charismatic but laid back ruler.
    BT 844 Rumors about the royal house are spread by agents of the chaos, a plot to assassinate the new king is uncovered and stopped
    BT 850 First offical mage tower constructed.
    BT 852 The so called 'Mages' begin to churn out magics and items of all sorts, swelling their numbers greatly, the common folk, fearing this start to worry about their safty.
    BT 879 Long succession of unimpressive kings dulls the Karm bloodline, the mages gain more and more control. King Jolthar Karm the X is a puppet.
    BT 885 The Mages start to outlaw everything from study of magic to blacksmithing and farming, citing 'visions' as a reason to cease doing them. The king reluctantly agrees.
    BT 890 The Orcs, Goblins and Giants are admitted into the Kingdom as members, given land and taxes which they often don't pay. Armed peace exists.
    BT 900 Karm Kings now only rule for a few years before the Mages choose a new one. Most are assassinated not long after sitting on the throne. Bloodline thins dramatically.
    BT 910 The Mages start using the Orcs and their blood as agents in a war to come, paying them to attack outlaying settlements and cause havoc.
    BT 912 The Mages are now known as the Mage Kings and given land and position.
    BT 915 The Mage Kings unseat the formerly noble King of the land who is slain. They take power as thousands of bestial beings spring up all around.
    BT 930 Thousands are enslaved under the Mage King's hold.
    BT 936 A temple of the old gods is found and looted by the Mage Kings, finding secret lore within.
    BT 943 The first Mage King uncovers the secrets of eternal life.
    BT 950 The Giants are first encountered by a party of explorers in the distant mountains.
    BT 952 The Giants wage a short lived war on the races of man for gold, silver and wealth. Quickly stopped by the Mage Kings.
    BT 956 The greatest Mage Kings become liches.
    BT 958 A temple of the Lost Gods, full of the walking dead is uncovered. The hordes spread across the land for years until the Mage Kings bring them under control with flames.
    BT 960 Druids and Shamans of the ancient tribes start to fade out, losing talents for a unknown reason. The last of the wild tribes are integrated into the regular population.
    BT 975 The last of the Karm bloodline is slain.
    BT 980 The Mage Kings use a ancient spell to wipe the minds of the entire Continent at once. Their minions destroy almost all records and lore of the time before their rule.
    BT 985 The Mage Kings are firmly seated in power and extend their fingers across all cities and people.
    BT 990 A myth that Solgar is one of the lost gods is circulated but never proven.
    BT 994 A Mage Tower is now in every town in the land.
    BT 999 The Age of Magic begins.
    AOM 1000 (Age of Magic) The High Mage King comes forth.
    AOM 1012 War among the eldest mages for control of the land begins.
    AOM 1017 A single great ruler of the Mage Kings is finally chosen.
    AOM 1020 The Council of Mages is created. They split into two types, those who seek immortality and those who seek to protect, known as the Black and the White.
    AOM 1025 The Black and White start to splinter.
    AOM 1030 Rumors abound among the common folk that the druids are still around and will come when needed.
    AOM 1032 The Second Text of Solgar is uncovered and edited by the Mage Kings.
    AOM 1034 The Black start to undermine the White by any means possible, from doctoring potions to theft and murder.
    AOM 1037 The Mage Kings seal the doorways to the ancient dwarven holds and destroy all knowledge of them.
    AOM 1039 Dwarven make items and buildings are destroyed under the command of the Mage Kings.
    AOM 1040 The people demand a alternate to the Mage Kings, they, grant the people a church with a single god, deeming it harmless.
    AOM 1041 Ancient lore about one of the lost gods known as Solgar is released to a group of the most devout Whites and their allies.
    AOM 1043 The Solgarian Church is founded officially under the permission of the Mage Kings.
    AOM 1052 The Solgarian Church starts to collect military resources in secret.
    AOM 1060 The first Mage war between the White and the Black happens, 10,000 people killed in the crossfire.
    AOM 1063 Fiftieth Church constructed.
    AOM 1068 Solgar grants his first miracle. Giving a unexpectedly bountiful harvest to his followers.
    AOM 1073 Seventy Fifth Church constructed. Solgarian Order of Paladins founded.
    AOM 1080 The Solgarian Church begins to chafe under the control of the Mage Kings.
    AOM 1100 The Mage Kings start to develop types and subtypes, dividing into houses based on powers and intent.
    AOM 1118 The Complete works of Solgar are uncovered by the Church and kept in secret.
    AOM 1124 Order of Paladins thousands strong. The Word of Solgar spreads like wildfire.
    AOM 1128 The Solgarian church creates and founds many small traveling cities that operate on a tribal structure, secretly each town is a militia unit.
    AOM 1135 A cache of true magical items are uncovered by a farmer, the Church sweeps them under the rug and falsifies information on their location to protect them.
    AOM 1140 The Mage Kings move forward with a long prepared plan. A long war against the lesser races begins, starting with the enslavement and extinction of the Orcs they once hired to aid them and all of their bloodline, using them as experimentation subjects.
    AOM 1156 The Solgarian Church breaks all ties with the Mage Kings.
    AOM 1161 The Church declares war on the Mage Kings.
    AOM 1164 The Last of the giants fall before the boots of the Mage's army. Smaller races start to go underground or die off.
    AOM 1172 The Church engages in a constant war on all fronts against the forces of the Mage Kings.
    AOM 1180 A group of Solgarian Paladins engage in a brutal skirmish war that gives hope. They are however betrayed in the end and executed.
    AOM 1200 The Church takes a severe blow, many of its temples destroyed by dark magics.
    AOM 1223 Solgar grants his second miracle. The army of slain paladins all raise up and march on the Mage Kings.
    AOM 1228 The army of raised paladins are slain after a long bloody war.
    AOM 1230 The Mage Kings now control over eighty percent of the population, all orcs, goblins and similar grow extinct. The Dwarves are a ancient myth now, having went underground and fled. Production of magical and religious items stops completely.
    AOM 1254 The Halflings are extinct or have fled.
    AOM 1264 The Mage Kings start to offer money to any who will report on those who perform acts against the Laws of Magic. Bounties for rebels range from a few silver to thousands.
    AOM 1276 The Solgarian Church is heavily oppressed but keeps hope alive in secret cells across the land.
    AOM 1280 Solgar performs his third miracle. The heavens rain across all cities but the rain misses anyplace the Mage Kings call theirs. This gives the people hope and resources.
    AOM 1286 The people of the land exist via any means from theft and cannibalism to reporting their famlies to the Mage King's hunting squads for coin. The Mage Kings start to enslave gnomes to create machines for them.
    AOM 1295 Falstar the Black, the last Dragon, falls from the sky, slain by the Mage Kings. Magic shudders across the land.
    AOM 1302 The Solgarian church is stamped out in all towns, temples burned and resources stolen, the people weep.
    AOM 1324 Solgar performs his fourth miracle. Lightning falls from the sky, where it strikes magical weapons are found.
    AOM 1334 War. The people rise up in a great rebellion, having uncovered a cache of dwarven weapons, armor and magic items. The fight goes on for ten long years but the Mage Kings win in the end, thousands of people are slaughtered as a result.
    AOM 1342 The Mage Kings destroy the ancient Highway of Kings that connects all the major cities to further stifle trade.
    AOM 1350 The Elves withdraw from the land, unleashing ancient magics to protect and conceal their homes. The last of the gnome freeholds are taken and enslaved. Mining triples in speed across the land, raping the mountains of their value.
    AOM 1356 The Church operates in secret, out of barns and out of underground caverns.
    AOM 1367 The great Houses of Magic, clash, killing friend and foe alike. Across the sky, blood rains. The war ends with three Houses remaining out of what was once seven.
    AOM 1374 A great winter falls across the land, lasting for ten years. The people use this time to plan. The Mage Kings, are unable to stop it. Many claim it is Solgar's Wrath. People start to dig underground and fortify houses. In secret combat training is given to all. Sorcerers are discovered among the downtrodden, and a army begins to take shape.
    AOM 1380 A celestial event causes fire to fall from the sky, damaging the primary stronghold of the Mage Kings, this gives hope and plans are made. The snow falls unceasingly.
    AOM 1384 The Mage Kings, unstable from the attack upon them from the sky, are unprepared for the assault on them from all sides. This time the war has only one goal, ending the Mage Kings.
    AOM 1401 The war drags on, neither side making headway. The people have magics, bought in secret from the elves and groups of low power but fanatical sorcerers on their side.
    AOM 1414 During a celestial alignment Solgar performs another miracle though it is his last recorded. Across the mountains the lizardmen return, this time as warriors, though their attack is ultimately futile against the Mage Kings, it helps just enough to tip the scales slightly. Small numbers of them remain and take to the mountains to survive.
    AOM 1422 The Sorcerers, those with draconic blood are the spearhead of the ongoing war.
    AOM 1430 The Solgarian Church, now reborn sends over ten thousand paladins to aid in the war, coming from all across the continent. This gives the war a vital influx of steel and divine might.
    AOM 1435 The war starts to draw to its height. The Mage Kings start to fall due to finding a huge elven cache of magical items, some given some stolen. The Elves return in a torrent of magic, striking a fatal blow against the Mage Kings.
    AOM 1442 The Mage Kings fall. Towers are shattered, the combined might of ancient druids, the paladins and the elves crush them in a three sided attack.
    AOM 1450 The last of the Mage King's minions are found and slain. Magic is forbidden for all but those allied.
    AOM 1453 Last known temple of the Mage Kings are destroyed and holdouts are slain.
    AOM 1457 The land recovers. Magic items are collected and either destroyed or hoarded in hidden chambers within the mountains.
    AOM 1462 A list of authorized magical items is signed by the races and rulers as to what is allowed.
    AOM 1468 Thousands of Mages, Sorcerers and Warlocks are burned at the stake for crimes against all races.
    AOM 1475 Hero Inc is founded by a group of Clerics and Paladins to help the land.
    AOM 1480 Magical energy, likely from the ashes of the slain Mage Kings, begins to create magical items by accident from coins and nails to magical weapons and armor, even beasts.
    AOM 1484 the Council of Knights issues orders for mages to operate under licensed rules and regulations and are all trained under the express permission of the Council and the elves.
    AOM 1486 A hidden temple in the woods is uncovered, peopled by a near primitive group of elves and humans that wielded forgotten lore of nature.
    AOM 1490 The Druids return in small numbers, helping the people.
    AOM 1500 The Age of Magic ends, everyone across the lands weary of magic but hopeful. The Dwarves return slowly. Gnomes retreat to their distant homeland and are all but nonexistent.
    YR (Year of Recovery 50 years after 1500) 1 The land grows under the power of the elves. Grasses and trees sprouting with liberal application of magic.
    YR 2 Agriculture spreads rapidly, the art of metal working and crafting springs up out of long hidden lore.
    YR 3 The council begins to create minor magical items, tokens and charms. The lore drawn from the safe aspects of magic. The people start to develop their own items in a limited fashion. The economy of the land grows.
    YR 4 An ancient and -complete- book of history is uncovered and the people learn from it, as well as from the dwarves of history stolen from them.
    YR 5 the Council of Knights is officially recognized as the rulers all across the land.
    YR 8 Cult of the Naz'ra'gah is uncovered. They are madmen who seek the return of the Mage Kings.
    YR 10 the Council of Knights rules with a fair and strong hand now to protect the people.
    YR 12 Reconstruction of the Highway is in progress.
    YR 15 The Council starts to cache dangerous magical items in earnest.
    YR 18 Hero Inc, the Council of Knights and people all across the land work together to heal the damaged land. A myth of a great 'winged lizard' circulates widely, that it was seen near Karakam.
    YR 20 Game begins after a great rainstorm helped wash away much of the gloom and almost tripled plant growth.
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    Costs of building a village in 3.5, time tables and so on.

    Monday, August 20, 2012, 6:32 PM

    After reading the stronghold builders guidebook, I decided to devise m own system, this is the result of some.. 14 hours of research into houses of the time frame with a dabble of modern working and all more or less translated into 3.5, aside from skill checks which I chose to leave up to the DM to assign/determine. Higher level workers cut the time down, 10% in time/cost/materials per 2 levels of worker.

    Construction speed/costs/time.


    Average NPC worker Level 1 Stonemason. STR 14-16 range can move between 150-260 pounds of stone, a day.

    Average weight of a brick is 1lb.

    For simplicity lets say each place is,and is 1500 sq ft that comes out too, 15ftx100ft. Lets say the height of the exterior walls is 10ft. You have two long walls 100ft long times 10ft tall or 1000 sq ft, and two short walls 15ft wide times 10 ft tall or 150 sq ft. Adding all that up you end up with (1000x2)+(150x2)=2300 sq ft of exterior wall.

    2300 x 8 bricks per sq ft comes out to 18,400 bricks.

    It will take 70 days for one worker to build a single house. For each additonal worker reduce the time by 1. A team of twenty level 1 workers 3 1/2 days to build a single house.

    Average village has 20-30 houses in it.

    To rebuild each building completely it will take the team of 20 workers, 105 days to rebuild the average village which breaks down into 12 hour work days of two shifts of ten each, which means it should take about 3 and a half months to rebuild the village.

    The average NPC earns 1 silver a day for work. This means..

    20 workers x 1 silver x 105 days = 2100 silver to rebuld the houses. = 210 gold for the work needed.

    1 brick costs 1 copper. A craftsman can make 150 bricks a day on average.

    To get the bricks needed.. 18,400x30=552,000/150=3,680 bricks per craftsman needed. A team of 20 craftsmen can make 73,600 bricks a day. 552,000/73,600 = 7 and a half days of construction to provide the bricks.

    10 copper = 1 silver, 10 silver, = 1 gold.

    1 copper x 552,000 bricks = 552,000/10 copper = 5,200 silver, = 5,200/10 gold = 552 gold to buy the bricks needed.


    Lumber working.

    An average laborer lvl 1 has a STR of 12-15 and can cut down a cord of wood a day assuming a 6-10 hour work day.

    It costs 10 copper a day for a single laborer to cut wood. A team of 20 laborers cost 200 copper a day. Wood costs 5 copper per 10 pounds, it costs 10/3,000 average=300 copper per cord of wood in addition to the 200 copper per day per team of workers.

    A cord of wood is a stack, 4' x 8' x 16 in size. A cord of wood weighs between 2,000 and 4,000 pounds. A single cord of wood produces 8,500 lumber boards/panels and other requried items.

    A typical, 1,500 square-foot, single-family home requires about 10,500 board feet of framing lumber and nearly 8,500 square feet of paneling and 2,000 feet of decoration and other wood products.

    It takes a single worker 12 hours to produce 200 boards/wooden fittings and s forth. A team of 20 can produce 4,000 boards and fittings a day in a single shift of 20 or 2000 a per 12 hour shift for ten workers.

    It takes 30x22,000 total feet of wood for the village, which = 660000 total feet of lumber. It will take 165 days or 5 and a half months to complete the lumber construction.

    It will cost 10 copper per worker per day. 10x20x165 =33,000 copper, = 3300 silver, = 330 gold.


    Glass/Roofing and Sanitation/Heating.

    Glass.

    It takes 4 pounds of sand to create one normal sized window. A typical house in the village will have 3 windows. That means. 4x3x30=360 pounds of sand. It costs 10 copper per 50 pounds of sand. 50/360= 70 copper. = 7 silver.

    A craftsman with a Int or Wis of 12-14 can produce 10 panes of glass a day. It will require 90 panes of glass for the entire village. It will take a team of 20 craftsmen, 4 and a half days to produce 90 panes of glass. It costs 1 copper per craftsman per day. 20 copper a day x 4.5 = 82 copper, 82 copper = 8 silver.

    Roofing.

    A craftsman with a Int or Wis of 12-14 can produce roofs. It takes 4-5 acres of reed/grass bed to produce enough reed to thatch an average house. This produces a layer, 2-5 feet thick. It costs 40 copper per acre of reed/grass. This means for one his it costs 200 copper per house. 200 copper x30 = 6000 copper. 6000 copper = 600 silver, 600 silver = 60 gold.

    A level 1 laborer can produce 1/2 of of roof thatch in a day, assuming a 8 hour work day. A team of four laborers can produce one roof a day. It takes 30 days to produce one roof for each of the houses. It costs 1 copper a day per worker. A team of 20 workers can produce 5 roofs a day.

    Sanitation.

    It takes 30feet of clay pipe per house for running water connected to a drain ditch, and 600 feet of clay pipe to connect to a nearby river. It costs 10 copper per foot of pipe. It takes 1 hour per house to dig the required pits for lavatory and water drainage by one worker. A craftsman of Int/wis 10-13 can produce 40 feet of pipe a day. A team of 20 workers can produce all the required pipes in 15 days, each worker gets paid the same as a thatcher.

    Well.
    It takes 30 feet of stone and mortar, factored into the cost of making the clay pipe to dig a well, and it takes a team of 4 workers of average stats 15 hours to dig one well. It costs 100 copper for the well housing, wheel and so forth.

    Heating.
    Each house is provided with one 3x3 cast iron woodstove and piping. This costs 80 silver per stove, coming out to a total of 80x30=2400 silver, 2400 silver = 240 gold.

    Each family/resident of the village is expected to provide their own furnishings.


    Guards/Securing the Area/Defenses.

    Guards: Assumes a level 1 warrior. (Chain shirt, short sword, short bow, spear.)it costs 10 silver per guard per month, A typical captain is a level 5 warrior. (Chain shirt, shield, long sword +2, +1 amulet, +1 ring.) 25 silver a month for one captain. It costs 10 silver per guard, per month. A group of 20 guards with one captain costs as follows.

    This breaks down into 10+25=35 silver a month x20 = 700 silver, 700 silver = 70 gold.

    A single building in the village is dedicated as the Guard House with the following alterations.

    Reinforced iron bars on the windows, a slate roof instead of thatch, a iron cage inside the building that is 10x12 feet. The building will also include the following: Bunk sleeping platforms for the guards a small armory chamber, a small training arena behind the house with 4 dummies in it and 4 archery targets, A hidden chamber behind a wall for locking up illegal or dangerous items and a double wood stove heater. These changes cost 200 silver, 200 silver = 20 gold.

    Palisade around town and guard towers with gate.

    The town comprises a large square, 4800 feet on a side, 19200 feet total. A wooden wall 4 inches thick, will require 10 cords of wood as per the rules above, and create a wall ten feet tall. This wall is 1/2 5ft tall earthen wall and 1/2 wooden poles. Pikes are added to the wall at no extra cost due to being composed out of sharpened branches. Use the rules for producing lumber at x10 the time and cost for the wall - 45% in time and cost due to the ease of construction of plain logs instead of shaped boards.

    Four guardhouses, one at each corner of the wall and a single dual door gate. Factored into the design and cost of the wall, each guard tower has a ladder , a thatch roof, and is capable of holding 3 guards. The gate is made of logs reinforced with metal plugs.

    It will take a team of 20 level 1 craftsmen of 12-15 str, 1 day per 500 feet of digging and log placing/pike placement. Total production time is 9.6 days for a normal team of workers and costs same daily fee as a Thatcher.


    Temples and Craftsmen shops/stations.

    Generic Temple. 30x200 feet on a side, constructed of worked stone and mortar. Has ten windows and is twice the height of the houses. Double production costs and time of a standard house in terms of wood, bricks, glass and so forth. Workers are not paid for constructing a temple, but will be given free healing there when it is completed. It requires 1 month for a temple grounds to become Hallowed. This time is cut in half if the temple has a silver holy symbol and a holy water cistern. It costs 300 gp to have a cistern permanently blessed.

    Generic Shop. 15x80 feet on a side, costs 1/2 the cost of a house and takes 1/2 the time to create. Each also has two storage/dry storage rooms in it, a work area with a hardened stone floor and 4 vent ports, it also has a glassed in area/table to serve as a display case. Cost of the modifications is 80 gold. To equip a normal shop it costs 50 gold worth of tack, basic food, clothing and so on, replaced every two weeks. Dry storage goods cost 100 gp for a two month supply (Such as beans, rice, dried grains.) replaced every two months.

    Shop change A: Tavern. 100gp for two large wooden wall mounted casks, four tables with two benches each, a oaken bar and two iron candleholders. A bar must be restocked every two weeks at a cost of 75gp.

    Shop change B: Smith. Walls are oiled and treated to be fire resistant/retardant, a smelting/forging chamber is added to the floor for drop casting that is 6x10 feet on a side. Anvil and a wall mounted tool rack is added. A bellows pump air flow chimney is also added near the smelting pit/forge. Total cost 140gp.

    Shop change C: 'Criminal' Anytime a shop becomes a front for another group. This mod provides the following changes. 3 hidden chambers, one in the rear floor, two in the walls. It also has four arrow slits hidden behind shutters, reinforced walls with copper sheets hidden inside. The door and windows are all spring loaded with slate and wood shutters and the roof has a hidden exit trapdoor built into it. Cost of changes 240 gold.


    Roadway/Guardposts.
    A road is made of packed earth, it takes a team of ten lvl 1 craftsmen with a str of 11-14 1 day, assuming 12-16 hours of work, to pack 5 miles, using ox carts and plows as well as rakes. The fee for this is 10 silver per worker per day of work.

    Every five miles a guardhouse is placed it is 10x10 and houses 3 guards. Use the rules for the house at -85% cost, materials and time involved. This costs 30 gold per guardhouse. Each guardhouse has a wall around it, use the same rules as wall defenses at -90% cost, time and materials. This guardhouse also comes with the following. 1 Ballista with 30 bolts and a signal pyre with reflecting mirror. This costs an extra 60 gold.


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    Rough Theme

    Tuesday, July 24, 2012, 3:08 PM

    Random loose concept for a theme i came up with then discarded, but it was interesting.

    Takes place on a space whale the size of 3 planets.

    The cities are in a different part of his outer skin, in the crust of centuries thats built up around him to the point of becoming a sort of.. hollow world with a whale inside it, civizlisations and so on springing up and dying in the time it takes the whale to go between galaxies.
    A dark being has stolen the powers that keep the world safe. The powers this force has stolen from the 'gods' are actually sentient crystals that power the machines that make the athmosphere around the whale so everyone dosent die. the world itself is a dark horrible place as all manner of space beasts have came there and evolved into new often hostile forms of life.

    The world is prone to massive storms end to end when the space whale smashes into asteroids/comets, etc the 'sun' that floats around it, is a large comet that was pulled into its gravity well and its currently burning. Many of the stout races work in the surface of the space rock that became the world, digging out fortunes in ruins relics and ores.

    mid to low tech level due to many shipwrecks hitting the space whale, but to the people its magic. few mechanical races like the warforged were orginally part of the ships crew.

    the whale is currently in a crystal sphere of emptyness, the great ages of the world are when the whale enters a new one.

    he dwarves of this world are the caretakers of the sleeping spirit and part of the first crew to land on it eons ago. their iron ships became iron castles and eventually those castles became buried in space dust.

    the mouth of the whale, is a great shipwreck where untold riches can be found, but none have ever made it past the edge of the world to find it, though now and then beings come up from there.

    Most of the traps/deadfalls/buildings on the surface of the planet were made by dwarves and constructs in the long times between spheres. They have also fought the flayers time and again. the volcanic areas of the whale are where a portal is found, placed by the flayers but forever burning due to dwarven warfare.

    The worlds primary races are Humans, Constructs and Warforged. Behind that elves from a long distant space colony the whale ate. A tiny sampling of halfings and gnomes, and assorted lizardmen,half giants from a primitive world the whale ate. Most of the creatures that have been here a long time have gained the abberation template due to the warping effects of space travel. The 'gods' are each great machines that give out both food and power when properly appealed too. Theres forests, rivers and so on all over the creature as its the size of any four regular worlds, its gravity, etc and the tech there keeps everything alive. The average peasant knows what an electric lamp is, and what magic is but dosent know about things like flying machines or cars or whatever its myth to them.

    It has been 4,000 years since the last race was introduced. the Lizardmen came forth when the whale ran into a prime material tear and tore off a part of that world which contained a great swamp. this swamp is still there now , part of the whale but larger and is a great place of power, there is a tremendous unknown complex under it, found by the lizardmen, with spear like weapons that shoot energy out and armor that is proofed against any bow and arrow with great animal like heads on each suit of armor.

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    setting 3.5 for vt

    Tuesday, July 10, 2012, 4:06 PM

    Fighter. Barbarian. Cleric. Ranger. Paladin. Rogue or Wizard only.

    Stats 4d6. Get one automatic 18.
    Level 3 Cannot gestalt. Cannot multi class until achieved at least level 6. Trainers in certain things are rare.
    Alin must be G, N or L something.
    Race. Human. Dwarf. Gnome or Elf only.
    Gear, starting package for class.
    Silver is the new gold. Just turn GP into SP (100 GP becomes 100 SP) for determining wealth. Gold is so rare it may as well have no listed cost. (Class gold at lvl 3 is 2700 this becomes 2700 silver.)
    No exotic weapons.
    -All chars are part of Hero, Inc. A guild of multi class multi type heros for hire that work on a case by case pay basis. 
    -Keep 15% of reward for missions.
    -1d6 Infamy/Renown after mission.
    *Mission types.*
    Pays 10-1000 Silver per mission.
    1: Recovery of a target.
    2: Assassination of a target.
    3: Dungeon Delve.
    4: Ferrying papers.
    5: Information gathering.
    6: Monster removal.
    7: Salvage mission.
    8: Security.
    9: Soldier bolstering.
    10: Convoy support.
    11: Ferrying person.
    12: Transport of goods.

    World of Velendreia. The world has been some 100 years out of a thousand year war/grip of the Mage Kings. A combined effort of the Priests of Solgar and the last of the great Druids, slew the dark mages and freed the world at the cost of their lives. Now the world is slowly recovering from centuries of war and horror. Attempts to rebuild, repair and restart the world are ongoing and fears of another uprising are still lingering. The world is now under the shaky control of the great Council of Knights, situated in the last remaining stronghold in the Karakam mountains. This council maintains a dual nature of protectors and helpers but also researchers and rebuilders. They have sponsored Hero, Inc and made certain every city in the land has a guildhall. This allows them to maintain a active army at all times, to give the people employment and to maintain a constant watch for the uprising of magic. 

    Bullet list of information.
    *Unlicensed Magic is outlawed, sorcerers, warlocks and any non wizard class is burned at the stake. Magical items are tracked down and either destroyed or stored in secret Tombs throughout the land. All wizards must petition the Karakam Fortress to be allowed to practice magic under the elves.
    * Clerics are the primary movers and helpers in the new world as it is and all work to further the Solgarian Church.
    * Orcs, half orcs, ogres, giants and other bestial races were driven to extinction under the fist of the Mage Kings. 
    * Gnomes/Halflings were slave races to the Mage Kings and fled one in all from the kingdom to the southern islands of Holsta and have shunned all outside contact for over a decade. The Gnomes that remain often working in Hero Inc to recover centuries stolen items that once belonged to them.
    * Dragons are rumor, not seen since the early years of the Mage King's rule.
    * The Mage Kings. A group of ancient elven liches, they sought control of the world and mastery of all to the point of slaughtering any who fought them. Ruled for uncounted years until they grew lax while preparing for a great celestial event which allowed the hidden Solgarian priests and the few Druids left, to strike a fatal blow.
    * Hero Inc are everything from village sheriffs to tax collectors to sea-men. They're the newest hope for rebuilding a world, their only rule is they do not hire the most evil or the most good, preferring those who can help the greater good. 
    * Sorcerers, Warlocks, Warmages, and all other magical classes are Agents of the Mages and hunted down or reported.
    * Most villages and towns have between 100-400 people as a maximum, average is 40. Few large cities remain.
    * Ancient stone highway connects all villages and is protected by any who can.
    * Single deity church. Solgar name of god. Neutral god of progress and heroism/sun. Is a Lost pantheon of unknown gods, stamped out by the Mage Kings. Statues, temples and so on to the Ancient Gods are known to exist but are often destroyed or at the bottom of lakes.
    * Small chain of islands to the south and east former center of the Mage Kings powers. Forbidden lands by the Council. A constant fleet patrols the islands to keep a wary eye out for any uprisings or sudden recurrence of the Magi. 
    * Most magical items are long destroyed, in the hands of the Council to protect people. Items that are around are usually given out on a temporary basis by Hero inc with the understanding they will be returned. Few items are for sale on a large scale. 
    * Druids are gone, they willingly died to the last to stop the unnatural powers of the Mage Kings.
    * Magical items that are found are typically the charm/token type.
    * Hero Inc pays a steady 10 silver a week for membership. Membership fee's are 100 silver a year.
    * Farming and forests are being rebuilt/cultivated as a result of this Profession and Craft skills are highly valued. It's possible to earn a good living helping in a non combat role.
    * The Great woods, which covers most of the lands, was destroyed and blasted for centuries, the elves have worked all the magics at their disposal to rebuild it in less then fifteen years, everything from dire intelligent wolves to trent guardians lurks now to stop any who would do harm to the forests.
    * Dwarves have been underground for seven centuries, fleeing the Mage Kings by burrowing so deep to be unreachable. Have only began surface contact in the past fifty years. Are looked at as rare beings. Little is known of them, though by and large they are stalwart heros if a bit gruff.
    * will use rules in the 'transforming the basics' post.

    The Land: Under the careful rule of the Council, the land has been steadily working to recover. As follows are the primary cities and villages/towns. Many smaller unnamed ones dot the land. 
    City of Karm. The largest in the land at some four thousand people, it is the ceat of government and rebuilding. A walled sprawling expanse of growth and life. It's unoffical name is 'City of Smoke' due to the many mages burned at the stake there. Seated at the foothills of the Karakam Mountains, it is a natural fortress.
    Three-Villages. A cluster of small towns full of merchants and builders, they're the center of the recovering economy of the land. Coin and cloth are the primary trade here and all are welcome to help.
    Village of Wheels. Set in a deep valley, this 'village' is large in buildings and population, its economy based around creation of wagons and means of transport to make life easier. 
    Mountains of Iron. Once sealed off due to the Mage Kings, This mountain is half mine, half fortress against future wars. It was here that the surface dwellers first met the dwarves. 
    City of Dalt. Nestled in the river delta and with mountains on all sides. Dalt is the center-piece of the Solgarian Church and serves as hospital for the entire land.
    Crimson Foothills. Site of one of the major battles, is now a graveyard-monument to the ancient war.
    Mountain of Relics. The primary Tomb to store dangerous or powerful items, has a standing army of all races to protect it from outside access.
    Blacktown. A city based around metalsmithing, populated primarily by dwarves and those who seek their craft. 
    Crown Mountains. A thousand years ago the cities here built into the walls of the mountains were the seat of the good government. They were once a prison under the rule of the Mage Kings, now they are being used as housing by all who seek it.
    City of Stard. A city of woodsmen and boatmakers as well as ale-masters.
    City-Farms. Composed of a dozen or so small settlements, they are the largest growing section in the lands.
    The Ruins. A ancient and blasted complex that digs deep underground, many monsters and unknown beasts lair here. The area is highly dangerous.
    Great Hall. Another ruin, this incomplete castle belonged to a unknown lord in ages past, now its great underground layers offer tempting whispers of the past.
    City of Groga. Another great growing area, this land is lush with small rivers and under the loose stewardship of a group of five cities within a few miles of each other, each nameless and known as Groga collectively. 
    Tower Keep and Isle of Bars. The current prison complexes for those too dangerous or powerful to kill. The Navy keeps a constant group of ships here ready to destroy any who escape. In the fifty years it has been in full swing, only one has escaped and he didn't make it far.
    Bay of Vilax. The center of the Karakam Navy, host to a dozen small villages all dedicated to shipmaking.
    Sacred Isles. Ancient buildings, home to forgotten and nameless gods and goddesses. Source of ancient libraries and ruins of the past. A site of divine magic in a latent manner.
    City of Hol. Center of the woodsmen and foresters, a great camp of archers and elves. Home to the only licensed school of wizards controlled by the elves.
    City of Hurst. A free market city, scum, villainy and the like all lurk here where those who operate outside the law often call home. Though the city is home to pirates, they will always aid the land if asked.
    Isle of Fish. Aptly named, here is the great commercial fleets of the lands and the second base of the Karakam Navy.
    Bay of Skulls. A ancient fleet of ships lair at the bottom of this area some five dozen strong. The water itself is host to all manner of ghosts and figments and those who sail through it always say they feel like something is watching.
    Holsta Strait. A rocky and fast moving channel, navigation is dangerously complex.
    Blood Sea. Stained red with the blood of the mages, to this day the waters glow red at night.
    Dragonsback Mountains. Shaped like a great sleeping dragon, these mountains are the second home of the elves, misty and full of tiny settlements, ruins and strange winds.
    Forbidden Islands. Former home of the Mage Kings. None are allowed to enter the burned lands.
    Floe Sea. Prime hunting during the winter for great sea beasts.

    City Information.
    Racial feat for humans from the following 3. all humans get this as a result of the long, long war. You may choose one at level 1.
    Blooded. +1 to attack rolls when you're at 10% of your HP or less. Your kind fought hard and long against the magi, often dying to the last man to stop them.
    Smooth in the groove. +1 to all charisma based checks, for good or ill you've learned to con your fellow man. This bonus only applies to interaction with other humans.
    Hero within. Your family has a distant hero or two in it that were important in the near millennia of combat. +1 to all K. history checks and any items you buy are 15% cheaper due to your family having a history. (Charisma check DC 18)

    Racial feat for gnomes from the following 3. All gnomes get this as a result of being enslaved and the war. You may choose one at level 1.
    Painless. You were one of those beaten and used. +1 hp a level and +1 to fort saves.
    Grit. You endured where others gave up, at all costs. +2 to will saves, +3 to checks vs fear.
    Magical Fury. You gain the affects of barbarian rage any time you are hit by a spell of arcane origin. 

    Racial feat for elves from the following 3. Elves fought long and bitterly against those who perverted their magics. This gave them courage in the face of great foes.
    The spirit within. You are immortal. You can only die if reduced to -20 hp. You automatically become stable at -5 to -10. You age to mature adult at the normal pace then cease to age further similar to a monk unless slain.
    Great blood. You or your line lead the combat at the front lines. 1 exotic weapon is treated as martial for you and you gain a +1 to attack rolls with it and to confirm criticals.
    Path of the forest. +1 to all skill checks while in a wooded environment and +1 all saving throws.

    Racial feat for dwarves from the following 3. The dwarves hid underground and altered to survive in difficult situations. They have light blindness as a drow.
    Tough Body. +1 to fort and immune to poisons of nonmagical nature.
    Iron in the blood. +1 to natural AC.
    Surface Strength. Not subject to daylight blindness.


    Hurst: City of Scum.
    Hurst has 4 wards.
    Beggar's Ward: The box and crate section of the city where the most worthless and poorest live.
    Whore's Ward: The entertainment district, home of the black market and pretty much anything illegal.
    Sage's Ward: The area of alchemists, scholars and information gatherers for hire, also the home of a small and often understaffed token creation shop.
    Blood Ward: Where the businesses are all focused around a huge sprawling arena, fighters guilds and so on.

    Hurst Bonuses. Choose one.
    +1 int -1 charisma from being in bar fights a lot but learning the area.
    +1 str -1 cha, from being in a lot of fights and winning.
    +1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.

    Karm. City of smoke.
    Karm is both fortress, castle, cavern and lair. Formed out of the former Mage King's castle, this once dark place stands as a new hope and recovery.

    Karm Bonuses. Choose one.
    +1 Str -1 Int you were a born and trained soldier.
    +1 Dex -1 Str Trained to be a sneak, you're able to get in and out of tight spaces.
    +1 Cha -1 Con A leader born, you're somewhat fragile behind the health.

    Wheels. City of transport. 
    The village itself is built around a circular pattern and set on a large hill. Various parts of the city denoted by compass directions such as 'East ward, west ward, etc' Four sections in all.
    Wheels Bonuses. Choose one.
    +1 Int -1 Str You're smart but less strong.
    +1 Wis -1 Dex you spent time learning the ins and outs of the world but aren't the most agile.
    +1 Cha -1 Int quick with your personality, your knowledge is lacking.

    City-Farms. As Groga.

    City of Dalt. 
    Center of the great church. A great city of white marble and polished metals. A beacon of divine grace.
    Choose one.
    +1 Wis -1 Dex you spent time learning the ins and outs of the world but aren't the most agile.
    +1 Cha -1 Int quick with your personality, your knowledge is lacking.
    +1 Cha -1 Con A leader born, you're somewhat fragile behind the health.

    Blacktown. Center of metal and industry. A sprawling and ancient city, layer upon layer of ruins underneath newer buildings that literally spring up overnight.

    Choose one.
    +1 Str -1 Int, not the sharpest tool there is, you work hard.
    +1 Con -1 Cha you spent a lot of time in the worst forges so you're resistant to some things but not the most personable.
    +1 Wis -1 Dex you spent time learning the ins and outs of the world but aren't the most agile.

    Stard. City of boats and booze. Situated on a small river, a great place of woodcarving and building of vessels.

    Choose one.
    +1 con -1 cha you've survived a lot of bad, bad drinks and things.
    +1 str -1 cha, from being in a lot of fights and winning.
    +1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.

    Hol, city of archers and arcana. A city built in the treelimbs of the great forest. Composed of great wooden platforms with anywhere from one to a dozen homes.
    Choose one.
    +1 Int -1 Str You're smart but less strong.
    +1 Wis -1 Con you've been able to study everything, but physical health has lacked.
    +1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.

    Vilax, a great military city, the site of the Navy. Weapons of all sorts are made here. The city built upon great earthen ramparts.

    Choose one.
    +1 Cha -1 Int quick with your personality, your knowledge is lacking.
    +1 Cha -1 Con A leader born, you're somewhat fragile behind the health.
    +1 Dex -1 Str, you're a monkey, at home in the rigging.

    Isle of Fish, great and smelly, this isle is composed of houses on stilts. 

    Choose one.
    +1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
    +1 Dex -1 Str, you're a monkey, at home in the rigging.
    +1 str -1 cha, from being in a lot of fights and winning.

    Three-Villages, great city of weavers and craftsmen of delicate arts.
    +1 Int -1 Str You're smart but less strong.
    +1 Wis -1 Con you've been able to study everything, but physical health has lacked.
    +1 Cha -1 Dex, quick and personable with your tongue, you're less then perfect in agility.

    Dragonsback -Elf only. The second stronghold of the ancient elves, countless tiny cities are hidden within this chain.
    Choose one.
    +1 Cha -1 Str you're a creature of grace not warfare.
    +1 Int -1 Con you're one of those with a deeper understanding of the world.
    +1 Cha -1 Wis personable if a bit rash you're ready to see the realms as they are on all levels.

    Tower/Isle of bars. The prison complex for the darkest of the remaining mages, a all but impossible to escape from facility. Guards number in the thousands, enough that a rough town has grown around the base of the complex. Within the grounds small pockets are found here and there. Must be a guard to choose this.

    Choose one.
    +1 str -1 cha, from being in a lot of fights and winning.
    +1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
    +1 Cha -1 Wis personable if a bit rash you're ready to see the lowest of the low or the highest.

    Working heavily to help the subjected of the land, the Council of Knights have put the following papers and information in the public hands.

    Sorcery Tales: A once a month publication that covers all new and old advancements in magical recovery and development; maps to locations that are temporarily forbidden due to dangers and ancient reports that are now public information from the war, it also covers tips on everything from gemcutting and metalworking to how to avoid dangerous magics. The magazine is typically 12-40 pages in length and costs 4 silver. The most popular printed media in the land.


    Musings About Enchantment: This weekly report was originally for the Church itself but in time it spread among everyone. Much of its content is drawn from the Ancient Histories that were recovered, but much of it also is myth and exaggerations. It is the 2nd most popular publication in the land which is partially due to its long running 'elven maiden' feature art in every issue. Typically 10 pages in length and costs 1 silver.

    Ancient Histories: This set of a dozen books cover thousands of years of ancient history, secret lore of the Mage Kings, the former King and many many tales of war and destruction. Found in a grave high in the mountains, they filled in centuries of lost lore. Now, they are printed off and given to every Church and Hero Inc guild in the land for any to read. A personal copy costs 300 silver.

    Hopeful Verses: This is the 'Good Book' of Solgarian faith. It covers everything from growing trees and farming to what magics to avoid, how to identify evil in its many forms and great legends of the war and the First Paladins. The book contains the collected lore of the church during the dark times it was stamped out and teaches a tale of honor, strength under adversity and praises to Solgar. Usually given out for free to any who seek it. 

    Surviving the Caverns: This collection of dwarven folk-lore, myths and legends is highly popular among any who can speak the correct language. Many look to it for a different view on the world from those who lived underneath it. Much within it is half myth half whimsy but offers a glimpse into the secret world of the dwarves. Typically updated every other month and is prone to submission of wild tales from any who have had, or claimed to have had, encounters with dwarves. Each tome is 100 pages in length and costs 30 silver.

    Unholy Secrets Concerning Necromancy: This book is a study in horrors, heavily illustrated and expensive to produce, it offers a war survivor's journal into the darkness of magics and is used as blunt evidence of the terrors magic can produce. Sold in a series of volumes, each printed on order only, it covers the centuries of Mage King rule in full color horror. 100 silver per volume, 12 volumes in all.

    Myths of the Races: This weekly print is the 'hot sheets' of the land, full of outright lies, half truths and myths stolen and edited. Few take it seriously but the magazine is popular among children and drunkards for a source of amusement, anger and possibly profit. Prone to advertisements for poorly made magical items, ads for jobs and lurid illustrations of various sorts. Costs 2 copper and is usually 23 pages of brightly colored drivel.

    Celestial Poetry: A book of elven lore, poems and tales. This book is all but a holy book to the elves, it teaches the ways of singing and magic and various lore of plants and their ways. It's a highly sought after tome for those seeking to understand the often mysterious elves. Special editions of it are printed rarely and contain everything from elven creation myths to semiprivate letters from their leaders during the war and select bits of journals from their war leaders. 50 silver. 

    Within the land these are the primary businesses, some in place for centuries, some new, but all common across the realm.

    The Brass Guild: Merchents, tax assessors and silver refiners. Once allied with the Mage Kings due to magics, they now work eagerly with the Council to help the land progress.

    The Honored Quill: Printers of all the media in the land. Newly created, they put everything printable in print.

    The Gallant Blacksmiths: Church funded blacksmiths. Served as makers of weapons and armor for decades.

    The Three Hammers: Common metalsmiths. Stamped out during the Mage King's rule, just starting to crop up again.

    Book & Horse: Chain of general stores/shops across the cities. Supplying people for decades, though stock got low during the war of course.

    The Gods Library: Center of learning and education in each of the major cities. Any who can pay the yearly fee of 600 silver are given education.

    The Secret Barrel: Bars that specialize in 'exotic items' for a price. Usually operate as part of a front organization. common name/code word is 'Scar Bars'

    Axes, Alchemy & Blades: The primary supplier of all of the common weapons, armor and equipment for the military minded. Primary dealer in Tokens and Charms.

    Merry Horse farms: Guild of growers that help maintain the farms across the lands, see to it that crops are grown correctly and all manner of similar things.

    The following deities are known of by name, short description and small relics only. Discovered in the same tomb the Histories were, they offer a look into a set of gods and goddesses the world has forgotten. Some worship them and the Church attempts to uncover any lore, temples and remains that pertain to them but thus far have been largely unsuccessful.

    Fluff created via generator, basic theme behind them drawn from various resources. Anyone can worship any of these providing they make a Exotic Lore check DC 20, or work for the Church, worship of them grants no special bonuses or awards however and all that is known of them is listed below with the Honored Quill taking extensive liberties to flesh them out where material is lacking. The primary evidence of their former power in the fact that a handful of locations bear their names.

    Chief Deity:

    Vilax, the God of the Stars and Oaths, is surprisingly plain, with sallow skin, waist length flowing bright red hair, and eyes the color of cold iron. He is surprisingly short and slightly plump, and sometimes seems very sad. He usually wears a tattered cloak dyed dark yellow and light grey.
    He is also associated with charisma and brawls. He is often worshipped by priests. His few, but dedicated followers can be primarily distinguished by the charms they carry with them. There are a respectable amount of carvings of him at the edge of forests. There are many myths involving his many misadventures with Venni. He is the husband of Ziller. He is known to place challenges before peasants who ask for aid. 

    Other Deities:

    Ziller, the God of Evil and Warriors, is an exotic beauty, with fair skin, waist length flowing bright red hair, and eyes the color of fallen leaves. He is surprisingly short and very slender, and tends to look sad. He usually wears stylized armor dyed pale blue and dark bronze.
    He is also associated with money and disease. He is often worshipped by wanderers. His few, but dedicated followers can be primarily distinguished by the shrines in their homes. There are a respectable amount of carvings of him at the edge of forests. There are many myths involving his many adventures with Venni. He is the husband of Venni. He is known to sometimes place obstacles in the way of epic mortal heroes. 

    Getea, the Goddess of Wrath and Travel, is an exotic beauty, with fair skin, waist length flowing bright red hair, and eyes the color of lightning bolts. She is surprisingly short and very slender, and tends to look sad. She usually wears stylized armor dyed dark blue and gold.
    She is also associated with spring and dogs. She is often worshipped by wanderers. Her few, but dedicated followers can be primarily distinguished by the shrines in their homes. There are a respectable amount of carvings of her at the edge of forests. There are many myths involving her many adventures with Karakam. She is the sister of Krae'om. She is known to sometimes place obstacles in the way of epic mortal heroes. 

    Krae'om, the God of Rain, is unusually beautiful, with fair skin, short curly russet hair, and eyes the color of deep pools. He is tall and somewhat muscular, and seldom smiles. He usually wears simple clothes dyed dark brown.
    He is also associated with madness. He is often worshipped by warriors. His numerous followers can be primarily distinguished by the weapons they bear. There are a small number of statues of him near rivers. There are many myths involving his great debates with Getea. He is the brother of Getea. He is known to appear to mortal heroes. 

    Karakam, the God of Theatre, Desire and Mountains, is shockingly beautiful, with ashen skin, medium brown hair, and eyes the color of purple flames. He is medium height and solidly built, and usually has a guarded expression. He usually wears leather armor dyed tan and silver.
    He is also associated with lovers, abundance and the moon. He is often worshipped by the wealthy. His surprisingly numerous followers can be primarily distinguished by their ritual scars. There are widespread shrines to him in most villages. There are many myths involving his friendship with Getea. He is the nephew of Hol. He is known to give some help to mortals with quests. 

    Hol, the Goddess of Memory, is very beautiful, with pale skin, long flowing gold hair, and eyes the color of a wild wolf's. She is short and slender, and is always smiling. She usually wears rich robes dyed white.
    She is also associated with torment. She is often worshipped by women. Her many followers can be primarily distinguished by the holidays they observe. There are a few temples to her in cities. There are many myths involving her scandalous relationship with Ziller. She is the mother of Karakam. She is known to give aid to great mortal heroes only when they need it. 

    Cithiner, the God of Seduction, is very beautiful, with pale skin, long flowing gold hair, and eyes the color of gleaming steel. He is short and slender, and is always smiling. He usually wears rich robes dyed grey.
    He is also associated with strife. He is often worshipped by women. His many followers can be primarily distinguished by the holidays they observe. There are a few temples to him in cities. There are many myths involving his scandalous relationship with Krae'om. He is the father of Krae'om. He is known to give aid to great mortal heroes. 

    Venni, the Goddess of Light, Time and Horses, is shockingly beautiful, with ashen skin, medium brown hair, and eyes the color of shining silver. She is average height and solidly built, and has a faraway expression. She usually wears worn, ragged clothing dyed light green and bright green.
    She is also associated with tournaments, celebration and witches. She is often worshipped by village folk. Her many followers can be primarily distinguished by their hairstyle. There are many temples to her in most cities. There are many myths involving her friendship with Vilax. She is the daughter of Karakam. She is known to help mortals.

    ity of Hurst. A free market city, scum, villainy and the like all lurk here where those who operate outside the law often call home. Though the city is

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    Slaves as Mana

    Thursday, June 14, 2012, 3:39 PM

    Something one of my gamers joked about via a link from a wiki. I figured these out and thought it was interesting.. Sorry about the mushed up table at the bottom I don't know how to correc that with space/tabs. (fixing things sorry for all the re edits!)

    slaves/allies as Mana.

    T

    This variant rule assumes a campaign world has a darker bent or that prisoners are used typically but not always as many good casters may resort to this result and use criminals for magic instead of slaves/allies.

    Con = mana. Every point of con the slave/ally has is equal to one point of mana. Con is spent each time a spell is cast from anyone the mage has enslaved to them. To cast a spell they must take 2 point of con per spell level from the slave/ally. The con is consumed each casting either by consuming it, burning it or otherwise destroying it.

    Spells of level 1-4 do not kill the slave and they suffer no lasting effects aside from the normal ones for con drain. However multiple castings will drain con just as quickly as higher level castings.

    Spells below level 4 they recover con slowly as per normal rules.
    Spells above level 5 they recover con slowly as per normal rules minus the perm loss. The perm loss is steadily accumulated over time, eventually killing them. For spells that require 14 or more con, either the slave/ally must be killed or have given sufficent blood over time to cast the spell or the con must come from multiple sources.

    Some spells require many many slaves/allies due to higher level magics such as 9th level, often draining a slaves/allies life force completely in a single casting. Good casters will only use these spells in dire need or with a great number of allies to pull from to avoid killing friends and allies.

    Casting spells using this method only the Spells Known chart is followed as a caster may cast as many times per day as they have slaves/allies/con to do so.

    Healing/Restoration spells replace the missing con as per normal rules. The perm loss may not be recovered.

    Harnessing the con can take any form from bloodletting and consumption to flesh, amputation and so on. For evil casters this involves slaves/allies of some kind. For good casters they may be apprentices, take it from themselves, willing allies and so on as needed usually in the form of a blood gift.

    They gain the ability to give a Blood Gift by taking the following feats.

    Blood Gift. [Feat, General.]
    Preq: Con 13.

    Benefit:
    You may grant up to 1/2 your con to an ally to cast spells from, in any form you desire during the day. This spent con is recivered faster then normal, healing twice the standard rate for rest/restoration/other means instead of the normal value.

    Special:
    You may only grant up to 1/2 your current con to an ally during a 24 hour period and cannot grant them any further until your con score has recovered. However you can grant them the amount needed in any number you like from 1 to 1/2 throughout the day.

    Greater Blood Gift. [Feat, General.]
    Preq: Con 13. Blood Gift.

    Benefit: As Blood gift, however it only takes half the regular time for your con to recover, after factoring in the increased recovery from Blood Gift to a minamum of 2 hours.

    Enduring Blood Gift. [Feat, general.]
    Preq: con 13, Blood Gift.

    Benefit: Makes you immune to the perm con loss from higher level spells.

    Level of spell. Amount of Con. # of npcs needed. Perm Loss.
    1                      2                               1                   N
    2                      4                               1                   N
    3                      6                               1-2                N
    4                      8                               1-3                N
    5                      10                             2-4                Y 1 Per casting.
    6                      12                             4-12              Y 2 Per casting.
    7                      14                             13-20            Y 3 Per casting.
    8                      16                             21-40            Y 4 Per casting.
    9                      18                             41-100          Y 5 Per casting.

    -edit-

    Using this, magi are a bit tougher, having to have the ability to maintain and control slaves for evil casters and be able to survive long enough to cast spells as good heros.

    Use the following changes.
    No armor profi. HD D6. Training in a single martial weapon(chosen from the list below). Intimidate, Diplomacy, Sense Motive, Gather information and Bluff are new class skills.

    Gain Int bonus to armor class. Gain a bonus similar to monks ac bonus +1 to ac every 3 levels.

    All spells are now full round actions based on a progressive advancement, considering the amount of blood/con needed, typically taking a swift action to draw the blood out and a move action, quick action to prepare and cast the spell which draws a AoO from anything in range unless the magi has sufficent cover.

    Level of spell. Rounds required to cast. AoO/30ft.
    1                                         1                 N
    2                                         2                 N
    3                                         3                 Y
    4                                         3                 Y
    5                                         4                 Y
    6                                         4                 Y
    7                                         5                 Y
    8                                         5                 Y
    9                                         6                 Y

    Zero level spells are called Scars, and do not cost con points. They cost 1 Hp per casting.

    Using this method of casting all spells are treated as coming from a combined list similar to the Generic Caster- Spellcaster from Unearthed Arcana. A Magi may pull spells from any list. Good casters typically avoiding necromancy spells, evil casters typically avoiding healing spells as a rough guideline.

    Spells no longer have gold or item components. Blood provides the force for magic.

    All magi get a Spell Focus item as follows. They may choose any at level 1 but may not later change it. This item is what they draw blood with and channel spells through. All are edged/piercing weapons of some form. Each is typically a lavishly decorated ritual item, meant mostly for casting and blood letting, though they are fully functional weapons. Every 4 levels a Magi may choose to improve the + bonus by 1 step, however this requires the expense of con equal to a 9th level spell per bonus. a +1 becoming a +2 is 18 con, a +2 becoming a +3 is 36 con, a +3 becoming a +4 is 54 con and a +4 becoming a +5 is 72 con. Only the oldest of weapons or the darkest of casters do this however. The + bonus is flat atk/dmg bonus and provides no further magical enchantments nor can the item be enchanted with any other properties.

    Arcane Sting: Dagger+1/Wounding.

    Mages Wrath: Scimitar+1/Wounding.

    Sorcerer's Bite: Longsword+1/Wounding.

    Necromancer's Finger: Sickle+1/Wounding.

    Healer's Smile: Spiked Gauntlet+1/Wounding.

    Forest Splitter: Battleaxe+1/Wounding.

    Storm's Reach: Rapier+1/Wounding.

    Monster's Fang: Kukri+1/Wounding.

    Throat Cutter: Short-sword+1/Wounding.

    Flensing Edge: Hand-Axe+1/Wounding.

    Using this variant the greatest of spells are powerful things, enacted by groups of magi good or evil, often relying on armies to help them prepare ahead of time.

    Con and storage: The blood/flesh for a spell can be stored up providing the Magi prepares a Vial of the Veil. A masterwork glass and mithiril container that costs 1000 GP. It can store 18 points of con/blood at a time for up to a week before the blood must be replaced. A Magi typically has between 1-6 of these on them at a time along with various slaves/allies in tow to replace it when needed.

    Arcane Blood: If a magi wishes they may use thier own con, due to the magical nature of what they do a single point of magi con is equal too two non magical con. This has led many evil casters to collect weaker ones and enslave them to power spells.

     

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