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The Archives => Homebrews (Archived) => Topic started by: Wensleydale on July 31, 2006, 04:39:10 PM

Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on July 31, 2006, 04:39:10 PM
Aelwyd! Oh, my children... Ty'dyma, and hear how this place has changed.

You all know the first-time, the story of Düwes-Natur's gifts of magic to the world, and the Great Hunt, and the Firstborn Druids and the Wild Chase and all the stories of Taliesin the Great... and the first of the bards, and the War of Magic, and the rise of the Dwarves and the faerie speech and the touching of the elves... you all know those tales. But the old age, the age of magic, is over, and now we enter the age of steel.

The HalgÃ...µr, the marching defilers, attack our land with their 'formal magic' and their weapons of steel. The tribes fall before them, and retreat into the mountains. But the HalgÃ...µr will not retreat, or leave alone. They just want more territory, my children, more, and they are taking it as they please. Even  our greatest men cannot hold back their steel-armed troops.

So, I say, we must take up their own weapons, use it against them! The druids must come out of their CellÃ...·d and face up to the invaders with wild magic, the legends must be awoken once more! The fey folk must be raised, the elves recalled, the dwarves reminded of their oath! And I say to you, my children, we must fight! Fight above all costs, lest the tongue of the HalgÃ...µr silence our land forever!

- Dewi Bardwarrior

(Before you ask, Welsh Speakers, the name of this world, and the Old Tongue, IS based on Welsh. I speak it pretty fluently... but almost all of the grammar has been done away with here.)

The World

Aelwyd is a world of legends and magic, a place of druids and faeries, bards and tribes, forests and raw power. But Aelwyd is not the peaceful place it once was... invaders from across the seas, HalgÃ...µr as they are called in the Old Tongue, are attacking. Their formal magic, Venificium as they name it, and their steel weapons, disturb the earth, the trees. As the invaders march forth, slaughtering and subjugating the tribes in their path and hacking down forests, the Güerin-Aelwyd, or people of the Home, are being forced backwards into the mountains. It is here, at this moment, that the players will be forced to make decisions...

There are a wealth of different options for play in Aelwyd. You could play as a  Güerin-Aelwyd, and fight off the invaders with iron weapons and bronze armour, or even just with fists and garments. You could be an Aequii, an invader, and use bound magic and steel weaponry to subjugate the rebellious barbarians. You could be a fey, an elf or dwarf, and join with the Güerin to try and fight off the world-benders, the unnatural Aequii. Or you could play a druid, utilising the highly flexible wild magic to battle enemies and guide your people. All these and more are possible!

Read on for more!
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on July 31, 2006, 05:06:00 PM
Geography of Aelwyd

(//../../e107_files/public/1154379959_112_FT11017_aelwyd_.jpg) (//../../e107_files/public/1154379959_112_FT11017_aelwyd.jpg)

 (//Aelwyd.jpg)

Most of Eastern Aelwyd, and indeed a lot of Western Aelwyd, is forest. The East, however, is the most interesting. Here, the forests grow thick between and up the great mountains of Düwes-Natur, the Nature-Goddess, and trees are said to come alive. Here is where the druids live... and many of the fey, too. Dwarves mine underground, tending to the earth, whilst dryads wander the trees. Wild-Magic users run with the animals, and magical animals go about their daily lives. The trees of Lledrith-Coedig, the largest area and the most magical, are said to speak, and the animals talk into the minds of humans. Whether this is true or not, only a druid could say, as the Güerin-Aelwyd would never go there for fear of incurring a spirit's wrath.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on July 31, 2006, 05:53:06 PM
Ooo.  I want to play.  Definitely Güerin-Aelwyd.

Is this what the new magic system was for?

A pronunciation guide for unusual names and terms would be great.

It immediately kind of reminds me of the Celtic Isles in Kishar, perhaps because of the druids trying to defend against the invading Eliscians.

Please expand on this.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on July 31, 2006, 06:03:10 PM
(http://www.slitherine.com/Legion/Images/CeltNob_WarriorCeltWar.jpg)


 The Güerin-Aelwyd

The tall, strong, dark-haired people of Aelwyd have always battled amongst themselves, but if any common enemy abounds, they will join together and battle any who threaten their homeland. Led by the druids, the Güerin are deeply religious, and in battle they will fight to the death. They are characterised by their longshields and iron armour (although those who have tasted of the Medd-gwylltineb often wear nothing at all). Their native language is the Old Tongue, of which there are several dialects, and they are known to have a deep alliance with the wood-folk. The most common dialect is Aelwyda, but there are four other dialects; Gaela, the northern tongue, Llafar-Aelwyda, the tongue of the western parts, Derwydd, tongue of the druids, and Llafar-Môr, tongue of the Western Seafolk. Only Derwydd is unknown to normal Güerin.

 
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: CYMRO on August 01, 2006, 12:29:40 AM
Could you sum up the class/race options for players?

All in all a good solid conflict on which to start an adventure.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 03:56:21 AM
Sure. Races are the faerie races (dwarves, elves, fey etc), Güerin-Aelwyd, Aequii, and possibly a couple others depending on what I feel like :P

As for the classes, there's Druid (nothing like the standard one, just so you know), Formal Mage (probably using my magic system from Goromor), Tribesman (basically a sort of fighter/barbarian thing), Legionary (a very fighterish class), Bard (again nothing like the standard one) and Fanatic (VERY barbarianish, drinks lots of Medd-Gwylltineb to get himself up into a psychopathic drunken rage and then generally goes into battle wearing nothing at all).

 

Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 04:11:04 AM
QuoteOoo. I want to play. Definitely Güerin-Aelwyd.
Is this what the new magic system was for?[/quote]
A pronunciation guide for unusual names and terms would be great.
[/quote]
It immediately kind of reminds me of the Celtic Isles in Kishar, perhaps because of the druids trying to defend against the invading Eliscians. [/quote]

It's based around the same sort of time, with the romans invading Britain... but with magic and more from both the legends of the celts and my own imagination. :D

Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 05:12:45 AM
(http://www.saunalahti.fi/juhruo/pics2/tooga2.jpg)

 The Aequii

A proud, imperialistic people from across the seas, the Aequii carry weapons of an unnatural material called 'steel'. They decimate forests for their building works and mine out the sacred ground, they kill the tribesmen and attack druids... They bind magic into their weapons and their castings, and instead of acting as a vessel for it, they control it and bend it to their will. Worst, they use weapons and machinery never seen before...
The Aequii are a highly advanced people, developed in the uses of steel and magic together. They have boats powered by magical power, weaponry that utilises magic in its uses, highly advanced building techniques, trained mages, and a large standing army that has conquered about 1/4 of the world. They are ruled over by an empress, and speak their own tongue, Aequii, although there are several more spoken by mercenaries.


[note]
A note on multiclassing: It is impossible to multiclass into wild magic. It IS possible, on the other hand, to multiclass into formal magic.

Also, to languages, Aequii is obviously the equivalent of latin, Cori is a sort of semi-greek, semi other language of the countries around Aequa, Grekos is obviously the equivalent of greek, Galli is a semi-celtic language of the 'barbarian' western european peoples, and Numidi is the main language of the africa-equivalent.
[/note]
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 06:07:08 AM
Classes

 The Tribesman

The Tribesman is a capable warrior, not as well trained as a legionary, and not as destructive as a fanatic, but filling his own niche in the middle.

Hit die: D10.

Class Skills: The Tribesman's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).
Skill points at first level:  4 + int modifier x4.
Skill Points at Each Additional Level: 4 + Int modifier.

[th]
Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td][/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td][/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Rage 1/day[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td][/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Bonus Feat[/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+6[/td][td]+3[/td][td][/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+7[/td][td]+3[/td][td][/td][/tr]
[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+8[/td][td]+4[/td][td]Rage 2/day[/td][/tr]
[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+8[/td][td]+4[/td][td][/td][/tr]
[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+9[/td][td]+4[/td][td]Rage 3/day[/td][/tr]
[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+9[/td][td]+5[/td][td][/td][/tr]
[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+10[/td][td]+5[/td][td]Bonus Feat[/td][/tr]
[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td][/td][/tr]
[tr][th]18[/th][td]+18/+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+6[/td][td]Rage 4/day[/td][/tr]
[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][/tr]
[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+6[/td][td]Bonus Feat[/td][/tr]
[/table]

Class Features

Weapon and Armor Proficiency: A Tribesman is proficient with all simple and martial weapons of Aelwyd manufacture, light armor, medium armor, and shields.

Bonus Feats: At 1st level, a tribesman gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets. The tribesman gains an additional bonus feat at 2nd level, and then onwards at 4th, 8th, 10th, 16th and 20th. These bonus feats must be drawn from the feats noted as fighter (deliberately left the same) bonus feats. A tribesman must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A tribesman is not limited to the list of fighter bonus feats when choosing these feats.

Rage (Ex): A Tribesman can fly into a rage a certain number of times per day. In a rage, a tribesman temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a â,¬'2 penalty to Armor Class. The increase in Constitution increases the tribesmanâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a tribesman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A tribesman may prematurely end his rage. At the end of the rage, the tribesman loses the rage modifiers and restrictions and becomes fatigued (â,¬'2 penalty to Strength, â,¬'2 penalty to Dexterity, canâ,¬,,¢t charge or run) for the duration of the current encounter . A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage is a standard action, and requires at least one pint of Medd-gwylltineb.

The Bard

Hit Die: D8.
Class Skills:
The bardâ,¬,,¢s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a) and Spellcraft (Int).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.


[th]
Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]Special[/th][th]Level 0[/th][th]Level 1[/th][th]Level 2[/th][th]Level 3[/th][th]Level 4[/th][th]Level 5[/th][th]Level 6[/th][th]Songbook Known[/th][/tr]
[tr][th]1[/th][td]+0[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]+1 Instrument[/td][td]6[/td][td]3[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td]Songbook of Salacious Improvement[/td][/tr]
[tr][th]2[/th][td]+1[/td][td]+3[/td][td]+3[/td][td]+0[/td][td][/td][td]7[/td][td]4[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]3[/th][td]+2[/td][td]+3[/td][td]+3[/td][td]+1[/td][td][/td][td]8[/td][td]5[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td]-[td][/td][td][/td][/tr]
[tr][th]4[/th][td]+3[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+1 Instrument [/td][td]9[/td][td]6[/td][td]3[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]5[/th][td]+3[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Summon Instrument[/td][td]A/W[/td][td]6[/td][td]4[/td][td]-[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]6[/th][td]+4/+1[/td][td]+5[/td][td]+5[/td][td]+2[/td][td][/td][td]A/W[/td][td]6[/td][td]5[/td][td]3[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]7[/th][td]+5/+2[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Sustain Instrument[/td][td]A/W[/td][td]6[/td][td]6[/td][td]4[/td][td]-[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]8[/th][td]+6/+1/+3[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]+1 Instrument[/td][td]A/W[/td][td]6[/td][td]6[/td][td]5[/td][td]3[/td][td]-[/td][td]-[/td][td][/td][/tr]
[tr][th]9[/th][td]+6/+1[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]4[/td][td]A/W[/td][td]6[/td][td]6[/td][td]6[/td][td]4[/td][td]-[/td][/td][td]-[/td][td]Songbook of Sagacious Confusion[/td][/tr]
[tr][th]10[/th][td]+7/+2[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]5[/td][td]A/W[/td][td]6[/td][td]6[/td][td]6[/td][td]5[/td][td]3[/td][td]-[/td][td][/td][/tr]
[tr][th]11[/th][td]+8/+3/+1[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]6[/td][td]A/W[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]4[/td][td]-[/td][td][/td][/tr]
[tr][th]12[/th][td]+9/+4[/td][td]+8[/td][td]+8[/td][td]+4[/td][td]+1 Instrument[/td][td]A/W[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]5[/td][td]3[/td][td][/td][/tr]
[tr][th]13[/th][td]+9/+4[/td][td]+8[/td][td]+8[/td][td]+4[/td][td][/td][td]A/W[/td][td]7[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]4[/td][td][/td][/tr]
[tr][th]14[/th][td]+10/+5[/td][td]+9[/td][td]+9[/td][td]+4[/td][td][/td][td]A/W[/td][td]8[/td][td]7[/td][td]6[/td][td]6[/td][td]6[/td][td]5[/td][td]Songbook of Wrathful Damage[/td][/tr]
[tr][th]15[/th][td]+11/+6/+1[/td][td]+9[/td][td]+9[/td][td]+5[/td][td][/td][td]A/W[/td][td]8[/td][td]7[/td][td]7[/td][td]6[/td][td]6[/td][td]5[/td][td][/td][/tr]
[tr][th]16[/th][td]+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td]+1 Instrument[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td]7[/td][td]6[/td][td]6[/td][td][/td][/tr]
[tr][th]17[/th][td]+12/+7/+2[/td][td]+10[/td][td]+10[/td][td]+5[/td][td][/td][td]A/W[/td][td]A/W[/td][td]8[/td][td]8[/td][td]7[/td][td]7[/td][td]6[/td][td][/td][/tr]
[tr][th]18[/th][td]+13/+8/+3[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][td]A/W[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td]7[/td][td]6[/td][td]Songbook of the Moving Earth[/td][/tr]
[tr][th]19[/th][td]+14/+9/+4[/td][td]+11[/td][td]+11[/td][td]+6[/td][td][/td][td]A/W[/td][td]A/W[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td]7[/td][td][/td][/tr]
[tr][th]20[/th][td]+15/+10/+5[/td][td]+12[/td][td]+12[/td][td]+6[/td][td]+1 Instrument[/td][td]A/W[/td][td]A/W[/td][td]A/W[/td][td]A/W[/td][td]9[/td][td]8[/td][td]8[/td][td][/td][/tr]
[/table]

[spoiler Bard Song Layout]

Spell Name
Songbook:
Level:
Instrument(s):
Target(s):
Effect:
Tune DC:

This is the new layout for Bard spells, or Songs as they are now called. Bards now gain spells in a different way; through songbooks and instruments. A Bard gains access to a new songbook at level 1, level 9, level 14 and level 18. Each songbook contains songs of various levels, with at least one for every instrument. Bards learn a new instrument every four levels, and can only use songs that can be played on their instrument.

For instance, Llewellyn the Bard is level 1. He can use level 0 songs, and has the Songbook of Salacious Improvement. He chose the harp as his first instrument. Therefore he can play level 0 songs from the Songbook of Salacious Improvement that can be played on the harp.

Finally there is the Tune DC. This is what makes the Perform skill important to bards. Higher levels mean higher DCs, and if you mess up the singing and playing... anything could go wrong!

 
[/spoiler]

Instruments: For a bard, the instruments he can play affect the songs he can play. The instruments are: Harp, Pipes, Fiddle, Flute, Lute, Voice. However, a Bard knows voice automatically. He gains proficiency in one new instrument every four levels.

Summon Instrument (Su): As a free action, a Bard can pull an instrument that he is proficient with out of thin air. The instrument disappears if the bard releases it from his hold, and is suppressed within antimagic fields (although he gets a chance to stop it being suppressed once he reaches level 7). The bard can change the type of instrument as a free action.

Maintain Instrument: At level 7, a bard gains the ability to sustain his summoned instrument even within antimagic fields and other magic repressants. If he succeeds on a DC20 will save, the bard maintains his instrument for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the instrument vanishes. As a move action on his turn, the bard can attempt a new Will save to rematerialize his instrument while he remains within the magic-repressing effect.
 
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 06:07:51 AM
Legionary

The Legionary is a defence-based class, with several defensive abilities, skills, and strengths. Although a legionary may be hard pressed to defeat an opponent by skill of arms, on the battlefield he can outlast almost any other opponent.

Hit Die: D10.
Class skills: The legionaryâ,¬,,¢s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
Skill points at first level: 4 + int modifier x4.
Skill points at each additional level: 4 + int modifier.

[table The Legionary]
[tr][th]Level[/th][th]BAB[/th][th]Fort.[/th][th]Ref.[/th][th]Will[/th][th]AC bonus[/th][th]Special[/th][/tr]
[tr][th]1[/th][td]+1[/td][td]+2[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]Combat Expertise[/td][/tr]
[tr][th]2[/th][td]+2[/td][td]+3[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]3[/th][td]+3[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+0[/td][td][/td][/tr]
[tr][th]4[/th][td]+4[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]+0[/td][td]Bonus Feat[/td][/tr]
[tr][th]5[/th][td]+5[/td][td]+4[/td][td]+1[/td][td]+1[/td][td]+0[/td][td]Toughness[/td][/tr]
[tr][th]6[/th][td]+6/+1[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]+1[/td][td]Bonus Feat[/td][/tr]
[tr][th]7[/th][td]+7/+2[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]+1[/td][td][/td][/tr]
[tr][th]8[/th][td]+8/+3[/td][td]+6[/td][td]+2[/td][td]+2[/td][td]+1[/td][td][/td][/tr]
[tr][th]9[/th][td]+9/+4[/td][td]+6[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Defensive Stance 1/day[/td][/tr]
[tr][th]10[/th][td]+10/+5[/td][td]+7[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Uncanny Dodge[/td][/tr]
[tr][th]11[/th][td]+11/+6/+1[/td][td]+7[/td][td]+3[/td][td]+3[/td][td]+2[/td][td]Defensive Stance 2/day[/td][/tr]
[tr][th]12[/th][td]+12/+7/+2[/td][td]+8[/td][td]+4[/td][td]+4[/td][td]+2[/td][td][/td][/tr]
[tr][th]13[/th][td]+13/+8/+3[/td][td]+8[/td][td]+4[/td][td]+4[/td][td]+2[/td][td]Defensive Stance 3/day[/td][/tr]
[tr][th]14[/th][td]+14/+9/+4[/td][td]+9[/td][td]+4[/td][td]+4[/td][td]+2[/td][td][/td][/tr]
[tr][th]15[/th][td]+15/+10/+5[/td][td]+9[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Defensive Stance 4/day[/td][/tr]
[tr][th]16[/th][td]+16/+11/+6/+1[/td][td]+10[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Improved Uncanny Dodge[/td][/tr]
[tr][th]17[/th][td]+17/+12/+7/+2[/td][td]+10[/td][td]+5[/td][td]+5[/td][td]+3[/td][td]Defensive Stance 5/day[/td][/tr]
[tr][th]18[/th][td]+18/+13/+8/+3[/td][td]+11[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]Mobile Defence[/td][/tr]
[tr][th]19[/th][td]+19/+14/+9/+4[/td][td]+11[/td][td]+6[/td][td]+6[/td][td]+4[/td][td][/td][/tr]
[tr][th]20[/th][td]+20/+15/+10/+5[/td][td]+12[/td][td]+6[/td][td]+6[/td][td]+4[/td][td]Defensive Stance 6/day[/td][/tr]


[/table]

Armour and Weapon Proficiency: The Legionary gains proficiency with all simple and martial weapons of Aequii make, light and medium armour of Aequii make, and all shields of Aequii make.

Dodge: The Legionary gains Dodge as a bonus feat at level 1.

Toughness: The Legionary gains Toughness as a bonus feat at level 5.

AC Bonus: Beginning at 6th level, the Legionary gains a +1 dodge bonus to AC. This improves as the Legionary gains levels, until reaching +4 at 19th.

Defensive Stance: Starting at 9th level, the Legionary can adopt a defensive stance. When he adopts a defensive stance, a Legionary gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defenderâ,¬,,¢s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a legionary cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characterâ,¬,,¢s (newly improved) Constitution modifier. A legionary may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the legionary is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A legionary can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Legionary). Using the defensive stance takes no time itself, but a legionary can only do so during his action.

Uncanny Dodge (Ex): Starting at 10th level, a legionary retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (Ex): At 16th level, a legionary can no longer be flanked. If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge.

Mobile Defense (Ex): At 18th level, a legionary can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 06:08:51 AM
{Reserved for wild magic classes}
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wrexham3 on August 01, 2006, 07:53:17 AM
Excellant, Golem, another Welsh-inspired thread on CBG.  Bendigedig!  Between me, you and Cymro we can take it over and divide the spoils!  Bwahhahahaha.

Erm, anyways, seriously Aelwyd looks pretty good.  You've gone for the classic Celtic twilight, while I've gone for  more of a 'Return of the Elves' in my campaign. How many campaign settings do you plan on making, Golem, by the way.  I struggle with one!
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 07:55:32 AM
Muahahahahah! Let us go forth and steal the spoils of the Saesneg! :D

Well, this is my main one. I've kinda abandoned Kalara for the moment... due to lack of inspiration. However, there'll always be plenty of stuff here!
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wrexham3 on August 01, 2006, 11:30:13 AM
Plenty of inspiration in legends and history. I like the new classes - I might even incorporate tribesman (uchelwr and bonheddig is old cymraeg for a freeman of a kindred group (cenedl)) into my own campaign.  I do wonder about the +2 INT/-2 CON for the Aequii.  It depends on how much you want to base them off the real Romans who were an extremely tough people, especially the legionaries were able to perform feats which modern soldiers find hard to emulate.  I might go for +2 INT/-2 WIS or CHA.  The Aequii excel at innovation and rational thought but at the cost of their souls.  Just a thought.  
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 01, 2006, 11:30:37 AM
Thanks for the update on pronunciation.  Since some of the very few other Celtic terms I know how to pronounce are not phonetic, I didn't realize Welsh would be.

Keep up the good work.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 12:18:16 PM
QuoteI do wonder about the +2 INT/-2 CON for the Aequii. It depends on how much you want to base them off the real Romans who were an extremely tough people, especially the legionaries were able to perform feats which modern soldiers find hard to emulate. I might go for +2 INT/-2 WIS or CHA. The Aequii excel at innovation and rational thought but at the cost of their souls. Just a thought.

Actually, you have a very, very good point there. Updated.

As for bonheddig, I'm pretty sure it means aristocrat, gentleman...

Thanks, Phoenix Knight. :)
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 12:22:29 PM
Wrexham, how would you describe the welsh sounds? I'm having trouble doing it without audio :P

Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 03:18:32 PM
Spell Lists

 Bard  

 Songbook of Solicitious Improvement

0: Detect Magic, Know Direction, Resistance, Read Magic.

1: Disguise Self, Expeditious Retreat, Feather Fall, Ventriloquism.

2: Alter Self, Blur, Cat's Grace, Eagle's Splendour, Fox's Cunning, Heroism, Tongues, Invisibility.

3: Blink, Displacement, Invisibility Sphere, Gaseous Form, Glibness, Good Hope, Haste, Invisibility Sphere, See Invisibility.

4: Freedom of Movement, Invisibility (Greater), Legend Lore, Repel Vermin.

5: Heroism (Greater), Seeming, Shadow Walk.

6: Cat's Grace (Mass), Eagle's Splendour (Mass), Fox's Cunning (Mass), Veil.  

[spoiler Alter Self]
Alter Self
Songbook: Songbook of Salacious Improvement.
Level: 2
Instruments: Pipes, Fiddle.
Target: You
Duration: 10 min./level (Does not require constant playing)
Tune DC: 14
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesnâ,¬,,¢t change the creature type or subtype.
You can freely designate the new formâ,¬,,¢s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new formâ,¬,,¢s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new formâ,¬,,¢s kind. You are effectively disguised as an average member of the new formâ,¬,,¢s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and canâ,¬,,¢t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
[/spoiler]
[spoiler Blink]
Blink
Songbook: Songbook of Salacious Improvement
Level: 3
Instruments: Flute.
Target: You
Duration: 1 round/level (requires continuous singing)
Tune DC: 16.
You â,¬Å"blinkâ,¬Â back and forth between the Real and the Spiritual. You look as though youâ,¬,,¢re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesnâ,¬,,¢t help opponents, since youâ,¬,,¢re unreal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike unreal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go unreal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while youâ,¬,,¢re blinking unless your attacker can target invisible, unrea; creatures. Your own songs have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Spirit Realm). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are Real.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Unreal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Spirit Realm, you can see and even attack Unreal creatures. You interact with Unreal creatures roughly the same way you interact with material ones.
An Unreal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An Unreal creature can see and hear the Real, but everything looks gray and insubstantial. Sight and hearing on the Real are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Spirit Realm from the Real, but not vice versa. An Unreal creature canâ,¬,,¢t attack material creatures, and spells you cast while Unreal affect only other Unreal things. Certain Real creatures or objects have attacks or effects that work on the Spirit Realm. Treat other Unreal creatures and objects as Real.
[/spoiler]
[spoiler Blur]
Blur
Songbook: Songbook of Solicitious Improvement.
Level: 2
Instruments: Voice.
Tune DC: 14
Target: Creature touched/you
Duration: 1 min./level (does not require constant singing)
Spell Resistance: No.
The subjectâ,¬,,¢s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the songâ,¬,,¢s effect (though fighting an unseen opponent carries penalties of its own).
[/spoiler]
[spoiler Grace of the Cat]
Catâ,¬,,¢s Grace
Songbook: Songbook of Solicitious Improvement.
Level: 2
Instruments: Flute, Pipes
Target: Creature touched/you
Duration: 1 min./level (Does not require continuous singing)
Spell Resistance: No.
The transmuted creature becomes more graceful, agile, and coordinated. The song grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
[/spoiler]
[spoiler Grace of the Cat, Mass]
Catâ,¬,,¢s Grace, Mass
Songbook Songbook of Solicitious Improvement
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This song functions like catâ,¬,,¢s grace, except that it affects multiple creatures.
[/spoiler]
[spoiler Detect Magic]
Detect Magic
Songbook: Songbook of Solicitious Improvement
Level: 0
Instrument(s): Voice.
Area: Cone-shaped emanation.
Duration: Perform, max 1 min.
Tune DC: 7.
Spell Resistance: No.

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An auraâ,¬,,¢s power depends on a spellâ,¬,,¢s functioning spell level or an itemâ,¬,,¢s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.[/spoiler]
[spoiler Disguise Self]
Disguise Self
Songbook: Songbook of Solicitious Improvement
Level: 1
Instrument(s): Harp, Lute.
Target(s): You.
Effect: Illusory disguise.
Tune DC: 12.
Duration: 10 min./level (does not require continual singing)
SR: No.

You make yourselfâ,¬'including clothing, armor, weapons, and equipmentâ,¬'look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
[/spoiler]
[spoiler Displacement]
Displacement
Songbook: Songbook of Salacious Improvement
Level: 3
Instrument(s): Fiddle, Harp.
Target: Creature touched/you
Duration: 1 round/level (does not require continuous playing)
Tune DC: 16.
Spell Resistance: No.
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

[/spoiler]
[spoiler Eagle Splendour]
Eagle's Splendour
Songbook: Songbook of Salacious Improvement.
Level: 2
Instruments: Harp
Target: Creature touched/you
Duration: 1 min./level (does not require continual singing)
Tune DC: 14
Spell Resistance: No
The transmuted creature becomes more poised, articulate, and personally forceful. The song grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier.
[/spoiler]
[spoiler Eagle Splendour, Mass]
Eagleâ,¬,,¢s Splendor, Mass
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Tune DC: 22
This song functions like eagleâ,¬,,¢s splendor, except that it affects multiple creatures.
[/spoiler]
[spoiler]
Feather Fall
Songbook: Songbook of Solicitous Improvement
Level: 1
Instruments: Fiddle, Flute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creatureâ,¬,,¢s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isnâ,¬,,¢t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
[/spoiler]
[spoiler Cunning of the Fox]
Fox's Cunning
Songbook: Songbook of Solicitious Improvement.
Level: 2
Instruments: Lute, Fiddle
Casting Time: Songbook of Solicitious Improvement
Target: Creature touched/you
Duration: 1 min./level
Spell Resistance: No
Tune DC: 14
The transmuted creature becomes smarter. The song grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. This song doesnâ,¬,,¢t grant extra skill points.
[/spoiler]
[spoiler Freedom of Movement]
Freedom of Movement
Level: 4
Instruments: Flute, Pipes.
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No.
Tune DC: 18.
This song enables you or a creature you touch to move and attack normally for the duration of the song, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The song also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement song does not, however, allow water breathing.
[/spoiler]
[spoiler Cunning of the Fox, Mass]
Foxâ,¬,,¢s Cunning, Mass
Level: 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Tune DC: 22
This song functions like foxâ,¬,,¢s cunning, except that it affects multiple creatures.
[/spoiler]
[spoiler Gaseous Form]
Gaseous Form
Songbook: Songbook of Solicitious Improvement.
Level: 3
Instruments: Pipes.
Target: Willing corporeal creature touched/you
Duration: 2 min./level
Spell Resistance: No
Tune DC: 16
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It canâ,¬,,¢t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature canâ,¬,,¢t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it canâ,¬,,¢t enter water or other liquid. It also canâ,¬,,¢t manipulate objects or activate items, even those carried along with its gaseous form.
[/spoiler]
[spoiler Glibness]
Glibness
Songbook: Songbook of Solicitious Improvement.
Level: 3
Instruments: Voice.
Casting Time: 1 standard action
Target: You
Duration: 10 min./level (D)
Tune DC: 16
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesnâ,¬,,¢t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
This spell also gives a +8 bonus to Perform checks.
[/spoiler]
[spoiler Good Hope]
Good Hope
Level: 3
Instruments: Lute.
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: None.
Spell Resistance: No
This song instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.
[/spoiler]
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 05:02:38 PM
The Language System

In Aelwyd, you don't gain automatic full proficiency with a language just by taking a rank in 'Speak Language'. No, the only language you gain automatic proficiency in is the one you choose as your automatic language, and any you gain from your bonus languages list because of intelligence bonus. You can gain proficiency in other languages via use of the Speak Language skill, but not in a normal way. The proficiencies you gain here, however, are slightly different from regular DnD. Speak Language has checks for some things, and requires 10 points to work properly.


New skill!

Speak Language (Int, Trained Only)

Like the Knowledge, Craft and Profession skills, Speak Language encompasses several different 'semiskills', in this case different languages. You can gain as many ranks as you want in any language. Example scenarios and DCs are below.

[table Scenarios and DCs]
[tr][th]Scenario[/th][th]DC [/th][/tr]
[tr][td]Understand/speak curse word[/td][td]8[/td][/tr]
[tr][td]Understand/speak a few words[/td][td]12[/td][/tr]
[tr][td]Understand/Speak Sentence[/td][td]  15 [/td][/tr]
[tr][td]Understand Native Sentence[/td][td] 18 [/td][/tr]
[tr][td]Understand/Hold Conversation[/td] [td]26[/td][/tr]
[tr][td]Understand Native Conversation [/td] [td]28[/td][/tr]
[/table]
   





Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: SilvercatMoonpaw on August 01, 2006, 05:14:54 PM
Wild and formal magic?  You aren't getting this from me, are you?
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 01, 2006, 05:24:08 PM
The Faeries

 The Newid

Newid are female faeries that also have the traits of animals. They often appear as antlered women or human females that can shapeshift. They are known to seduce male faeries and humans alike, and heavily populate the west of Aelwyd.

Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 01, 2006, 06:14:09 PM
An interesting twist on Speak Language.  If I didn't already have so many houserules, I think about stealing it.  I don't want to drown my players in new rules, though.  Actually many other non d20 games use variable degrees of language mastery.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Endless_Helix on August 01, 2006, 09:45:49 PM
I'm not so certain I like how the legionaire is constructed mechanically.

I'm guessing that Legionaire is a NPC class for the first six levels. For PC consumption it isn't that interesting mechanically. Personally, I would use the Tribesman (which is definately balanced) as a model and just replace rage with defensive stance, change the proficiencies and skills, and uncanny dodge is basically on par with a feat, so you could just drop a few of the bonus feats. Also, I question the use of dodge. I would suggest expertise as that suggests to me a trained fighter, rather than a fast duelist. Also, Dodge is more often used a pre-req to get to spring attack  than it is actually used in combat.

Your language system is completely amazing and I am going to implement it in the next campaign world I create. Can't wait to see the wild magic classes. Also I like the handling of the races. It's good to see someone going to the roots of where most of the legends of elves and dwarves actually came from.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Johnny Wraith on August 02, 2006, 03:09:07 AM
I have to agree with Endless_Helix on the subject of the Legionnaire. As a player I wouldn't really choose it since it doesn't get interesting to play one until you hit level 9... and that's wayyy too long, lol. Also, this is supposed to be the class which makes up the army for the roman-based guys.. Since legionnaires in armies (As in any other army in D&D) are basically low-level NPCs, I don't see how they could've conquered a fourth of the world. The Defensive stance is a great ability to represent a disciplined warrior of an army... but seems only the seasoned guys have that discipline here  :confused:
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 02, 2006, 09:21:15 AM
QuoteI have to agree with Endless_Helix on the subject of the Legionnaire. As a player I wouldn't really choose it since it doesn't get interesting to play one until you hit level 9... and that's wayyy too long, lol. Also, this is supposed to be the class which makes up the army for the roman-based guys.. Since legionnaires in armies (As in any other army in D&D) are basically low-level NPCs, I don't see how they could've conquered a fourth of the world. The Defensive stance is a great ability to represent a disciplined warrior of an army... but seems only the seasoned guys have that discipline here.

Well, I was trying to give them the abilities from DD at the times they could get it minimum if playing a fighter. I'm still working on the Legionary, and I have to agree it's pretty boring at low-levels. I put the feat dodge in... well... really I dunno. :D combat expertise is better. I was thinking adding in bonus feats at lower levels? As in fighter bonus feats.

Also, keep in mind they do get an AC bonus at level 6 which improves.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 02, 2006, 09:44:57 AM
QuoteWild and formal magic? You aren't getting this from me, are you?

I had the idea long ago, but the name 'formal magic' came from you. :( I need a better name.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 02, 2006, 11:25:17 AM
Bard A-E in Songbook of Salacious Improvement finished...
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 02, 2006, 12:30:41 PM
Religion: Düwes Natur and the Fey Folk

Düwes-Natur is the main religious entity with Güerin-Aelwyd society. In some stories she is said to be the queen of the fey, in others the world itself, but all stories agree on one thing; when man was first born upon the world, Düwes-Natur appeared to them in the form of a young woman and showed them the arts of survival, the arts of cooking, the arts of living... everything they needed. Her final gift was that of magic, that wondrous ability granted to a choice few, the power to channel nature in all its power...
She is said to still walk among the trees of the forests in western Aelwyd, and if you were to go there, you would see her among the trees. Druids are her main priests, and are known to be able to whip up a frenzy among the Güerin in her name... a reason why Aequii-controlled Güerin settlements fear a druid so much. She also has a son named Llyr, who, as god of the sea, is relatively unknown to the inhabitants of Aelwyd.

Lugan, God of the Sun

Lugan is God of the Sun, worshiped as a lesser deity and son of Düwes-Natur. He represents cleansing, fire, warmth, and new life, and he has his own festival, Lugannasuh, which begins at the verge of spring.

Belpheron or Cernunnus

Belpheron, or Cernunnus as he is sometimes known, is not exactly a deity, but a being of great power nonetheless. He is consort of the queen of the faeries, but more than that, he is leader of the Great Hunt (or Wild Hunt). This hunt rides upon Samhain, the festival night of Spirits, and hunts those not of Aelwyd. Toward the end of the night the hunt rears around and pushes the spirits back into the Netherworld, disappearing with the dawn. Although Güerin are not in extreme danger from the Hunt, they are terrified of it and Samhain is the only night of the year that hunting is taboo, and leaving a village is unwise.

 Titania, the Unnamed Queen

The Queen of the Faeries is a powerful figure in Aelwydan life. Although not strictly a deity (at least, not if the stories about Düwes-Natur being queen are false), tributes are often left to her in stumps and hollow trees because this is considered good luck. She has been named 'Titania' by the Aequii, but the Güerin-Aelwyd see this as something on the verge of heresy. The Queen of the Faeries has no name in their own legends.

Samhain

One of the three great feastdays in the Güerin-Aelwyd calendar, Samhain is the night of the dead. The Güerin stay within their villages, and have a great feast around their bonfire, as within the forests, strange things happen. The fey come out and parade through the forests, the gates to the spirit world open and the spirits taste life once more, and the Great Hunt rides. At dawn, however, the spirits are herded back in by the Great Hunt, which promptly disappears, and the fey return to their homes.

 Druids

Druids are the priests of Düwes-Natur in one sense, and community leaders in another. Many of them wander from village to village, although most villages have one in residence, and the large temple buildings they often use are famous for the size of their standing-stone-like construction. Druids are said not to be able to lie, although whether this is true or not is unknown. Their religion, as you could call it, not only venerates Düwes-Natur and the other gods, but also several natural elements, such as the oak, certain groves, tops of hills, streams, lakes and even plants.    



Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 02, 2006, 03:47:30 PM
Religion: The Dragons and the Aequii Pantheon

 Dragons

The dragons may once have been capable of speech, but now they can be spoken to by none but the Efforsaur, the Dragon-Speakers. They remain, however, a great symbol of power among the Aequii, and the Praetorian-Efforsaur, the Dragon Legion, are the most prestigious of the entire army. Only those who can talk to dragons and are the best of the best in battle join this unit, and the Dragon Legion are the main reason the Aequii have conquered all they have.
Each legion banner is topped with the image of a dragon, and the symbol of the Brutii, the ruling family of Aeqius, includes a golden dragon snaking across it.

 The Pantheon

Aeqius, Neption, Venusa, Maros, Plutia, Jupite. The six main gods of the Aequian Pantheon. Aeqius, the 'Living God', founder of the empire who ascended to godhood by the power of Maros. Neption, raging god of the sea. Venusa, goddess of love and affection. Maros, god of war. Plutia, goddess of the home and children. Jupite, god of the dragons. Statues of these six stand in every city in the Aequii home and more besides. Although all are equal in standing, Aeqius is often favoured due to the fact that he was once mortal. Maros is favoured by legionaries, Plutia by mothers and children, Venusa by doting lovers, Neption by sailors and Jupite by dragon-speakers. All are respected, and donations are made to their temples frequently.

More will come later on this.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 02, 2006, 05:05:47 PM
Your "Romans" worship dragons?  That's a new twist.

Is Plutia going to be a god of death for them, as well, if the others parallel so closely?
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 02, 2006, 05:13:54 PM
Meh, yes. Got confused there. Plutia is goddess of death, VENUSA doubles as goddess of home and children. I knew I had something wrong there. :P

Yeah. These dragons can't talk except telepathically with those who take a 'Dragonspeaker' feat at first level. Basically allows them to speak telepathically to dragons. I'm writing up a dragonrider class, too... just like a fighter with an 'egg' familiar up to a certain level, then the egg hatches and a dragon is born...

This isn't as overpowered as it seems, because dragons are getting most of their spells and spell-likes stripped from them, leaving them with a breath weapon only. Also, they can only reach the 'mature adult' age category.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 02, 2006, 05:46:07 PM
uhhh...Hmmm, if the imperials have dragonriders, I'd say the locals have their work cut out for them.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 04:41:07 AM
Well, there's only about a hundred of them in the entire empire. The Aequii only accept people from an Aequian family who can speak to dragons (about 400) who are trained and skilled warriors (about 200) and are powerful enough to become an elite dragonrider (about 100). Only around half of these have eggs, also, and the chance of one of the Dragon Legion being part of an invasion force is pretty slim.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wrexham3 on August 03, 2006, 06:20:32 AM
Quote from: Golem011
QuoteI do wonder about the +2 INT/-2 CON for the Aequii. It depends on how much you want to base them off the real Romans who were an extremely tough people, especially the legionaries were able to perform feats which modern soldiers find hard to emulate. I might go for +2 INT/-2 WIS or CHA. The Aequii excel at innovation and rational thought but at the cost of their souls. Just a thought.

You are quite right - both bonheddig and uchelwr were later used to mean an aristocrat - however the words were originally used to indicate a free tribesman belonging to a kindred group as opposed to a taeog or aillt (bondsman or peasant) or an alltud (an outsider who swore alliegence to a local lord).  The bonheddigwyr and the uchelwyr were the back-bone of Medieval Cymric armies as only a freeman was allowed to fight.    
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 07:12:40 AM
Oh, cool. Okay. :)
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 07:33:17 AM
THE DRUID

The druid does not use 'spells', those bound magics with so little flexibility. Neither does he use music to channel arcane energies. Instead, he uses the power of nature itself...

Alignment: Any.
Hit Die: d6.

Class Skills
The Druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Nature) (Int), Survival (Wis), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Mana Points (http://www.thecbg.org/e107_plugins/content/content.php?content.22)

[table The Druid]
[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special[/th][th]Mana  Points[/th][th]Weaves Known[/th][th]Max. Weave Level[/th][/tr]
[tr][td]1[/td][td]+0[/td][td]+0[/td][td]+0[/td][td]+2[/td][td]Domain, Respected[/td][td]2[/td][td]3[/td][td]1[/td][/tr]
[tr][td]2[/td][td]+1[/td][td]+0[/td][td]+0[/td][td]+3[/td][td]Nature Sense[/td][td]3[/td][td]5[/td][td]1[/td][/tr]
[tr][td]3[/td][td]+2[/td][td]+1[/td][td]+1[/td][td]+3[/td][td][/td][td]6[/td][td]7[/td][td]2[/td][/tr]
[tr][td]4[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td][/td][td]16[/td][td]9[/td][td]2[/td][/tr]
[tr][td]5[/td][td]+3[/td][td]+1[/td][td]+1[/td][td]+4[/td][td][/td][td]20[/td][td]11[/td][td]3[/td][/tr]
[tr][td]6[/td][td]+4[/td][td]+2[/td][td]+2[/td][td]+5[/td][td][/td][td]36[/td][td]13[/td][td]3[/td][/tr]
[tr][td]7[/td][td]+5[/td][td]+2[/td][td]+2[/td][td]+5[/td][td][/td][td]42[/td][td]15[/td][td]4[/td][/tr]
[tr][td]8[/td][td]+6/+1[/td][td]+2[/td][td]+2[/td][td]+6[/td][td][/td][td]64[/td][td]17[/td][td]4[/td][/tr]
[tr][td]9[/td][td]+6/+1[/td][td]+3[/td][td]+3[/td][td]+6[/td][td][/td][td]72[/td][td]19[/td][td]5[/td][/tr]
[tr][td]10[/td][td]+7/+2[/td][td]+3[/td][td]+3[/td][td]+7[/td][td][/td][td]100[/td][td]21[/td][td]5[/td][/tr]
[tr][td]11[/td][td]+8/+3[/td][td]+3[/td][td]+3[/td][td]+7[/td][td][/td][td]110[/td][td]22[/td][td]6[/td][/tr]
[tr][td]12[/td][td]+9/+4[/td][td]+4[/td][td]+4[/td][td]+8[/td][td][/td][td]144[/td][td]24[/td][td]6[/td][/tr]
[tr][td]13[/td][td]+9/+4[/td][td]+4[/td][td]+4[/td][td]+8[/td][td][/td][td]156[/td][td]25[/td][td]7[/td][/tr]
[tr][td]14[/td][td]+10/+5[/td][td]+4[/td][td]+4[/td][td]+9[/td][td][/td][td]196[/td][td]27[/td][td]7[/td][/tr]
[tr][td]15[/td][td]+11/+6/+1[/td][td]+5[/td][td]+5[/td][td]+9[/td][td]Timeless Body[/td][td]210[/td][td]28[/td][td]8[/td][/tr]
[tr][td]16[/td][td]+12/+7/+2[/td][td]+5[/td][td]+5[/td][td]+10[/td][td][/td][td]256[/td][td]30[/td][td]8[/td][/tr]
[tr][td]17[/td][td]+12/+7/+2[/td][td]+5[/td][td]+5[/td][td]+10[/td][td][/td][td]272[/td][td]31[/td][td]9[/td][/tr]
[tr][td]18[/td][td]+13/+8/+3[/td][td]+6[/td][td]+6[/td][td]+11[/td][td][/td][td]324[/td][td]33[/td][td]9[/td][/tr]
[tr][td]19[/td][td]+14/+9/+4[/td][td]+6[/td][td]+6[/td][td]+11[/td][td][/td][td]342[/td][td]34[/td][td]9[/td][/tr]
[tr][td]20[/td][td]+15/+10/+5[/td][td]+6[/td][td]+6[/td][td]+12[/td][td][/td][td]360[/td][td]36[/td][td]9[/td][/tr]
[/table]

Class Features: All the following are class features of the druid.

 Armour and Weapons Proficiency: The druid gains proficiency with the quarterstaff and the sickle, and also with light armour.

 Domain: At 1st level, the Druid must choose one domain: Fire, Air, Earth, Water, Destruction, Creation. All weaves and augmentations of the type chosen cost -1 MP, to a minimum of 1.

 Respected: Due to the respect afforded him, a Druid gains a +2 bonus on any diplomacy or persuade checks to do with Guerin-Aelwyd.

 Nature Sense: A Druid gains a divine relationship with the world around him as he grows  more powerful. He gains a +4 bonus on Knowledge (nature) and Survival checks.

 Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when his time is up.


Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 11:05:28 AM
Weaves

Weaves are effects... fire, water, air, earth damage are all weaves, as are animation, destruction, anything possible could be a weave. Druids channel weaves into the world around them to assist them in their mission, as do some other weavecasters.

 Using Weaves  
Below is a step by step guide to using weaves.

 Step 1: Can you cast it?

Elyn the druid is level 1, meaning she only has access to three weaves (not counting domains). She has 3 Mana Points (Base 2, plus one from wisdom bonus.) She can only cast level 1 weaves, meaning she has access to Speech, Fire, Air, Water, Earth. She chooses Fire, Water, and Earth, and so these are the only ones she can cast.

 Step 2: Preparing the Weave

Elyn faces a goblin in the forest. She decides to use fire damage against it, and so she must prepare the Fire weave.
Preparing a weave is a full round action. You must state the weave(s) you're using, the extra mana points you want to augment it with (see augmenting weaves, below) and any other special effects. Once a weave is prepared, it must be cast (see below) within a period of ten mins/druid level or it is lost, with all the Mana points you spent on it.

 Step 3: Casting the Weave

So, Elyn's prepared a weave of fire. Now she just has to use it. Casting a weave is a move action that provokes attacks of opportunity.
Elyn casts the weave, unaugmented. This means that it's a melee touch attack dealing 1D4+1 points of damage, with a fortitude save to halve damage, and costing 1 MP. The dice roll is 3, 3+1 = 4, the goblin is dealt 4 damage and fails his save. He dies in a burst of flame! Goodbye, goblin!
This is just a basic casting of a weave, though. You can apply hundreds of extra effects to it; for instance you could make it a ranged touch attack for 1 point and deal an extra 1D4 points of damage for another point. Of course, this would have used up all of Elyn's Mana Points, but it would have destroyed a much more powerful enemy, too. For more details, see below.

 Augmenting Weaves  

Weaves can be augmented for extra mana points; that is, a basic fire weave, for extra cost, can have the same effect as a regular DnD fireball, a flame strike, or even a meteorite swarm. For instance, Elyn, at a higher level, comes up against a group of goblins. She wants to damage all of them in one strike, so she prepares a regular fire weave, but augments it as follows:
1. She spends 1 MP to increase the die used from a D4 to a D6.
2. She spends 1 MP to add an extra die of damage.
3. She spends 4 MP to make the spell affect a 3x3 area.

So, the spell does 2D6 +1 (because of fire) points of damage to everyone in a 3x3 radius!


Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 03, 2006, 11:49:13 AM
Looks good so far.  The Weaves kind of remind me of Talents from my new magic system (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?10892.last).  Check it out.  I'd be interested in your opinion.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 11:56:43 AM
Wow. Great minds think alike.

Very similar.

Was it you who wanted to play a druid?
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 12:12:35 PM
The Weaves

Level 1: Seeing, Fire, Air, Water, Earth, Creation (Minor).

Level 2: Protect, Emotion, Light, Plants, Hide, Speech, Weather (Lesser).

Level 3: Shape (Lesser), Metabolism, Farsight, Acid, Poison.

Level 4: Weather, Magic, Mind (Lesser), Control.

Level 5: Movement, Direction, Life, Objects.

Level 6: Knowledge, Hatred, Communication.

Level 7: Weather (Greater), Creation (Greater).

Level 8: Mind (Greater), Destruction.

Level 9: Foresight, Time, Block.

Augmentations:

 + Dice Size: Increases the die size used by 1. For instance, D4 to D6. 2 points per die size.

 + Dice: Adds another dice roll of the chosen size. For instance, 1D4 to 2D4. 1 point per die added.

 Enlarge: This increases the radius of the weave by 5ft. For instance, a single-square weave becomes a 10ft by 10ft area, a 10ft by 10ft area becomes a 15ft by 15ft area, and so on. This costs +2 MP for the first extension and +1 for all those afterwards. The Enlarge augmentation cannot be applied to touch weaves.

 Range: This increases the range of the weave from touch upwards. It costs 1 point to increase the range to short, 2 to increase it to medium, 3 to increase it to long and so on.

 Split: With the basic use of this augmentation, you can hit two enemies, or two areas, with the same weave. This reduces the range of the weave by one category, and the areas or enemies must be within 30ft of one another. This costs 4 MP. For an extra 2 per 10ft, you can increase the maximum distance apart that the areas can be. You can also use the 'Range' augmentation to reincrease the range of a Split Weave, but it costs +1 extra per category increased to. The Split augmentation cannot be applied to touch weaves.


 Level 1 Weaves

 Fire: Fire is a DAMAGE weave. Therefore, using it in its basic sense, it is a touch attack dealing 1D4 points of damage. Fire does an extra +1 point of damage per die. It has the following special augmentations:
Magical: Changes the 'heat' damage to fire damage, making it magical and able to bypass heat immunity. +3 MP.
True: Allows the weave to become true flames, igniting flammable objects. +1 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the Druid to maintain magical fire, even on non-flammable objects. This could work in any way... the druid could coat a weapon with magical fire and maintain it using it to do extra damage, or he could keep burning a person after the flames should have gone out. Either way, it costs 1MP per 1D4 rounds of the flames continuing.
Object: Fire can be channeled into an object, heating it up. This has the same effect as a heat metal spell on that which is affected. +2 MP.

 Water: Water is a DAMAGE weave. Therefore, using it in its most basic sense, it is a touch attack dealing 1D4 points of damage. Water does an extra +1 point of damage per die. It also has the following special augmentations:
 Magical: Transforms the cold damage to water damage, allowing it to bypass cold immunity. +3 MP.
 True: Allows the weave to become true water, quenching flames and soaking opponents. +1 MP.
 Object: Water can be channeled into an object, cooling it and affecting various things. It has the effect of a chill metal spell on all objects that it enters, and as both chill metal and rusting grasp on all metal objects that it enters. +2 MP.
 
Air: Air is a DAMAGE weave. This means that in its most basic form, it is a touch attack dealing 1D4 points of damage. Air also gains +2 attack bonus against opponents wearing metal armour. It also has the following special augmentations:
 Magical: Transforms the electrical damage to air damage, allowing it to bypass electrical immunity. +3 MP.
 True: Allows the weave to become true electricity, making opponents' hair stand on end and small objects float. This can have one of two effects:
1. If applied to an enemy, they take -1 to AB with metal throwing weapons.
2. If applied to a shield, weapon, or other object of your own, it grants +2 AC against metal throwing or ranged weapons (as they veer towards them.) Either way, +2 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the Druid to maintain magical electricity, even on non-conducive objects. This could work in any way... the druid could coat a weapon with magical electricity and maintain it using it to do extra damage, or he could keep harming a person after the electricity should have dissipated. Either way, it costs 1MP per 1D4 rounds of the electricity continuing.
 Object: Air can be channeled into an object, causing electricity to discharge into the first person to touch it. The damage that the weave deals stays in the object for 1D6 rounds + any from the Maintain augmentation. Anyone touching the object during that time takes the damage stored. +2 MP.

 Earth: Earth is a DAMAGE weave. This means that in its most basic form, it is a touch attack dealing 1D4 points of damage. Earth deals -1 damage per die, but deals double damage to crystalline objects. It also has the following special augmentations:
 Magical: Transforms the sonic damage to earth damage, allowing it to bypass sonic immunity. +3 MP.
 True: Allows the weave to become true sonic damage, harming the ears. After 8 points of sonic damage within 3 rounds of one another, an enemy must take a DC10 +  druid level fortitude save or be deafened for 10 rounds. +1 MP.
Maintain: This can only be applied to a weave with both the Magical and True augmentations applied. It allows the Druid to maintain magical sonic energy, even on non-crystalline objects. This could work in any way... the druid could coat a weapon with sonic energy and maintain it, using it to do extra damage, or he could keep harming a person after the vibrations should have dissipated. Either way, it costs 1MP per 1D4 rounds of the sonic vibrations continuing.

 Seeing: Seeing is a UNIQUE weave, that is to say that there is no basic template for it. It allows you to detect one thing, specified when you use it, and the only way you can use it with any of the standard augmentations is whilst applying it to others. You can use it with any of the following 'augmentations', some of which have MP costs, some of which do not.
 Magic: This allows you to detect weaves, songs or spells. If you choose just one, it costs nothing, but every extra costs +1 MP. Any enchanted objects, magical areas, or casters are wrapped in a golden light (in your eyes, anyhow) which increases or decreases depending on the strength of the spell or the caster. For spells and songs, it depends on the level, with 9 being blazing for spells and six blazing for songs. For weaves, 15+MP is blazing. A spell or song that could only be cast by someone at least 5 levels above you, a weave that uses at least 10 MP more than your full total, or a caster that is at least 5 levels above you immediately ends the weave and stuns you for 1D6 rounds.
 Substance: This allows you to detect any substance, specified by you. It could be iron, steel, stone, water, acid, or anything you choose. Objects made of that substance, raw substances of that type, or objects containing substances of that type glow with a golden light (in your eyes, anyhow.) If you choose to detect only one substance, it costs nothing, but every extra substance detected costs +1 MP.
 Detection: This augmentation doesn't just make you see the objects, it allows you to detect them, meaning you can sense them through solid objects. For instance, you could sense water through 8ft of stone. This makes the weave a 5ft radius sphere around the user, which can be increased as normal by use of the enlarge augmentation. +2 MP.

 Creation (Minor): Minor Creation is a CREATION weave. However, it is also a minor weave, meaning that, unlike other weaves, it is restricted in what it can do. You can use augmentations on it to increase the range (so you can create pots from far away, or drop a pound of iron onto somebody's head after creating it in midair) but not to increase size. Minor Creation can perform the following effects:
 Create Substance: You can weave 1 pound of any substance into being that does not require special forging (i.e. steel requires binding of different metals together). The substance is extremely unstable, unless you pay +2MP to stabilise it. Unstable materials collapse into themselves after 1D10 rounds, however, they may be manipulated. You may, for instance, create 1 pound of iron and form it into a brooch by hand before stabilising it. You can create more of the substance by paying +2 MP per pound. This weave does not allow you to manipulate the substance via magic.
 Shape Substance: You can shape 1 pound of clay, liquid metal or any other malleable substance in basic ways. You can't, for instance, form an intricate brooch, but you can make a brick or basic pot. You can shape +1 extra lb per +2 MP spent.
 
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Lmns Crn on August 03, 2006, 12:16:10 PM
You only have 29 weaves in that list. Do druids after level 15 or 16 just quit learning ones, or are you planning on adding more weaves and/or adjusting the learning progression?
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 03, 2006, 12:21:11 PM
I'm gonna add more weaves. Those are the basic ones, but you see, there's also 'Metaweaves' as you might call them. They're extra augmentations you can apply to the base weaves... a couple of augmentations you get automatically (+ dice, bigger dice) but others I may make players use their weaves for. Depends how many more weaves I can think up :P
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 03, 2006, 01:06:50 PM
Yes, I was the one that said I liked the druid.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Kindling on August 03, 2006, 02:40:43 PM
This setting looks very interesting. It's definately caught my attention, but I don't really have any feedback beyond "Looks good, keep it coming!"
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Johnny Wraith on August 04, 2006, 02:17:13 AM
You should also add what kind of armor and weapon proficiencies the druid has, also, mind explaining its special abilities??
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 04, 2006, 07:39:25 AM
I will :) just writing up the weaves first.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: SilvercatMoonpaw on August 04, 2006, 09:20:00 AM
Quote from: Golem011
QuoteWild and formal magic? You aren't getting this from me, are you?
Well, I changed "formal" to "coded" in my thing because that's how I see it.  For your purposes you could call it something like "tamed" or "bound" to represent that's it's being bent to someone else's will.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 04, 2006, 09:46:03 AM
Bound magic! Just the word I was looking for! Thanks, Silver.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 04, 2006, 01:32:42 PM
New Damage Types

New Damage Types:

There is now no 'Magic' damage. Instead, Magical damage can be one of several things: Fire, Air, Water or Earth. Normal fire damage is now known as heat damage, to prevent confusion.

All spells that deal cold damage now do Water damage, with identical effects, just a different name. All spells dealing fire (heat) damage now deal MAGICAL fire damage, which is slightly different. Although it has the same effects, it cannot be resisted by mere fire immunity. All spells that deal electricity damage deal air damage, and all spells that deal sonic damage are now counted as earth damage.

The differences?

Well, although heat damage can be resisted by something with magical fire immunity, a mere heat immunity cannot resist magical fire. The same with cold damage: water immunity stops cold damage, but cold immunity does not stop water damage.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: SilvercatMoonpaw on August 04, 2006, 02:45:24 PM
Good idea on separating magical and real fire.  It makes more sense now that 'magic' and 'elements' why standing in air doesn't pummle you (but don't call me out on my own use of that).  Also you could concievably give heat resistance "stuff" (magic items, spells) at lower levels and know that you aren't overbalancing things by giving players access to potent defenses.

Dragonriders?  Are you going to be having different dragons from the ones in the MM?
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 04, 2006, 02:51:09 PM
*nodnod*

Well, basically neutral dragons. They can no longer speak, except telepathically with some naturally gifted individuals, and have no spells or spell-likes. They also cannot get past the Mature Adult category.

The only things they'll retain is 'cloudwalk', 'frostwalk' etc. and breath weapons. Also I'm gonna be cutting a couple of them.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 04, 2006, 03:58:49 PM
Weapons... and things.

Iron weapons: Iron weapons and armour...

* Can't be enchanted, or at least not as much as normal weapons.

* Armour is weaker (lower AC)

* Weapons aren't as sharp (-1 piercing and slashing damage) however the Guerin treat them to make them harder and heavier (+2 bludgeoning damage)

Steel is as normal, but does +1 extra damage to fey.

New armour/weapons & changes to armour/weapons

Armour:

Iron Breastplate: AC +4, 200gp (gold is common in Aelwyd, therefore price stays the same), Max Dex +6, Check Penalty -4, Spell Failure 25% (Only applies to Bound Magic), Speed 30ft, Weight 30lb.

Iron Splint: AC +5, 200GP, Max Dex +4, Check Penalty -6, Spell Failure 50%, Speed 20ft, Weight 45lb.

Iron Buckler: 20GP, AC +1, Max Dex +8, Check Penalty -1, Spell Failure 10%, Speed -, Weight 5lb.

Wooden Shield, Tower: 30GP, AC +3, Max Dex +2, Check Penalty -6, Spell Failure -, Speed - Weight 45lb.

Iron Shortsword: 7GP, 1D6-1, crit 18-20x2, weight 3lb, Piercing or Slashing.

Iron Longsword: 10GP, 1D8-1, crit 18-20x2, weight 4lb, Piercing or Slashing.

Iron Handaxe: 6GP, 1D6-1, crit x3, Weight 3lb, Slashing.

Iron Battleaxe: 10GP, 1D8-1, Crit x3, Weight 6lb, Slashing.

Stuff available to the Guerin apart from this:

Javelin, Spear, Wooden Shields (light and heavy).
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: SilvercatMoonpaw on August 05, 2006, 07:49:02 AM
Quote from: Golem011The Language System

In Aelwyd, you don't gain automatic full proficiency with a language just by taking a rank in 'Speak Language'. No, the only language you gain automatic proficiency in is the one you choose as your automatic language, and any you gain from your bonus languages list because of intelligence bonus. You can gain proficiency in other languages via use of the Speak Language skill, but not in a normal way. The proficiencies you gain here, however, are slightly different from regular DnD. Speak Language has checks for some things, and requires 10 points to work properly.


New skill!

Speak Language (Int, Trained Only)

Like the Knowledge, Craft and Profession skills, Speak Language encompasses several different 'semiskills', in this case different languages. You can gain as many ranks as you want in any language. Example scenarios and DCs are below.

[table Scenarios and DCs]
[tr][th]Scenario[/th][th]DC [/th][/tr]
[tr][td]Understand/speak curse word[/td][td]8[/td][/tr]
[tr][td]Understand/speak a few words[/td][td]12[/td][/tr]
[tr][td]Understand/Speak Sentence[/td][td]  15 [/td][/tr]
[tr][td]Understand Native Sentence[/td][td] 18 [/td][/tr]
[tr][td]Understand/Hold Conversation[/td] [td]26[/td][/tr]
[tr][td]Understand Native Conversation [/td] [td]28[/td][/tr]
[/table]
   
I don't suppose you'd mind if I borrowed this for Ah'rem.  It makes working with foreign cultures much more interesting.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 05, 2006, 08:03:06 AM
Sure.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 06, 2006, 12:51:44 PM
Aequii Politics (And a short history of their empire)

To understand Aequan politics and their point of view, you have to go back in their history far, far, far... to a time when Aeqius was not even named as such, and dragons roamed the land freely, speaking to men. And there were born there two brothers, Aeqius and Aquus. They were abandoned by their mother after she was blackmailed into 'murdering' them by the ruler of the city, but they were found by a female dragon who took care of them and killed any who attacked. Finally they grew to become great men, but one day Aquus provoked his brother to great anger by an act yet unknown. Aeqius stabbed his brother through the heart and embedded his dagger in the ground, declaring that 'this is the spot where I shall make my Empire's Heart.'
Aeqius was a proud and strong man, and men and women soon flocked to his side as he declared his new empire. He built a city named after himself, and united all the peoples around him as one. He died after forging the great city-state of Aequius, and his three sons squabbled. Both Julius and Brutus, and Scipius too, all declared they should be ruler. After a great war that split the empire into three, the gods rained down anger from above at behest of their father. The three brothers made an alliance and agreed to stop fighting, instead allowing the eldest, Brutus, to become king, the second eldest, Julius, to become head of the newly appointed Senate, or literally 'those that choose', and Scipius, the youngest, to head the army. Ironically it was Scipius who is the most famed due to his great victories and eventual conquering of almost all of Europa and some of Africana. Even the great Grekos fell before his mighty army and tactical strength, although they later rebelled and routed his army (long after his death). He was also the first dragonrider.

After the brothers' deaths, there was another war, although this one more political. The houses formed by the brothers; the Julii, Brutii, and Scipii, were all powerful, and whilst the Julii had seized the imperial seat in a rare show of physical force, they had lost their position in the senate which was grabbed, along with the army, by the Scipii. The Brutii, however, still held Aeqius itself, and the entire province around it. This has set all three families in an akward position that continues to this day, one being emperor but not holding the capital, one holding capital but not being emperor, and one controlling the army. This problem has persisted, even through hundreds of years of political battles of will and mind.

The only other extremely necessary event to list apart from the birth of Marcus Julius is the finding of Bound Magic by Claudius, a well-known Grekos philosopher. Although the Grekos attempted to keep the secret from their near-overlords, secrets escaped across the border and soon the Aequii had their first mages. Within a very short time, the first Stormrider ships had been built, propelled through the water as if... in fact BY magic, the flame-hurler catapults were created, firing orbs of flame out of absolutely nothing, and the Perpetuum bows were built, firing arrows and never running out. Oh, and steel was forged, too.

Finally, the birth of Marcus Julius. Marcus was born under the Nine-Tongued Dragon, a famous star sign, to parents of the Julii family, and with Dragonspeak already in his head. He went into the Legions at sixteen and returned hardened and strong, eventually rising to a high position in the senate at twenty-seven, a remarkably young age. However, he couldn't leave the legions behind. Through his parents' and officers' influence (all of it was needed to bypass the Scipii 'tests', intended to stop those from other families joining), he managed to become candidate for the Dragon Legion. He swiftly rose even among their ranks, becoming a leader amongst leaders, and now leads the assault against Aelwyd. At forty-three, he has many victories to his name, including retaking Galla and parts of Numidi.


Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 06, 2006, 01:41:07 PM
>>Stupid thing! Why can I not delete it! Oh, god! Why can I not!<<

See lower post.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 07, 2006, 01:45:29 PM
(//Aequius.jpg)
(//../../e107_files/public/1154972720_112_FT11017_aequius.jpg)
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 09, 2006, 01:47:52 PM
Aelwydan Society

The Güerin-Aelwyd have several 'Castes', the Druidic, Lord, Freeman, and Servant. You can be born or raised into a caste. Most are born as Freemen, who can swear allegiance to a lord for mutual benefit (see Swearing Allegiance, below) or live their life under their own rule. Servants are Freemen captured during tribal skirmishes, who swear allegiance to Lords and can, with time, become Freemen once more. The Druidic caste includes many both raised and born. They are described in more detail below, under Druids.

 Swearing Allegiance

A Freeman can swear allegiance to a lord for mutual benefit; that is, payment, food, shelter for the Freeman and service and a swordarm in battle for the Lord. This can only be done on Festival Days, unless in a time of great need (such as when the Aequii Legion is within four days of the fort.)
Captured Freemen can also Swear Allegiance. They are not allowed to fight, instead serving the Lord's hold and his men in return for shelter and food. They become a member of the Servant Caste, as do their family. Servants are respected, although not as much as Freemen, and a loyal servant is often rewarded by being raised to the Freeman Caste in the service of the Lord.

 Druids: Druids are not all Wild Magic users, as only those with the spark can perform such deeds. Even those without the spark, however, are respected and feared. Druids are known to whip up the Güerin into a religious frenzy whether they have the power or not.
Druid children are considered Freeman children until old enough to be taught the ways of respect and possibly magic. About half of the druids in Aelwyd can use Wild Magic, and children of any caste who can do so are swiftly snapped up into the druids' grasp. Druids are known to speak with fey.




Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Matt Larkin (author) on August 09, 2006, 01:52:30 PM
I like the map.

While you are free to disregard the advice, historical the Celts are one of the cultures believed to have simultaneously invented chain armor, so you might consider the inclusion of it.  Rome didn't invent most of its weapons/armor tech so much as adapt it from its enemies (and former enemies).  They learned a lot from the Celts.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 09, 2006, 01:54:07 PM
Ah yes, I knew there was one type of armour I'd forgotten about. Consider chain armour to be in with -1 AC.

I know... the Aequii steal most of their stuff from the Grekos... :P

Just as the Romans stole from the Greeks.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Velox on August 10, 2006, 11:46:12 PM
This looks very good. The cultures are amazing, the language rules are also innovative and realistic. I really like the scope and concept of the game, druidic ancient England being invaded by the Roman Empire. I'd like to see more world info; if one has the option to play an Aequiian he/she will probobly know more about the world.

What sort of "machines" do the Aequii use in warfare? Myriad magical weapons? The examples you gave sounded pretty cool. Why does nature find them so offensive? Do they do things to destroy the natural world? I suppose the binding of magical forces would be an affront to nature...

The magic systems look like fun, and I'm interested to see how they play.
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 11, 2006, 06:50:54 AM
:) The Aequii use all sorts of weapons... mainly advanced siege engines firing magically enhanced bolts. Nature finds them offensive because, as you said, binding magic is an affront. :)
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: beejazz on August 28, 2006, 02:02:39 PM
Just. Plain. Wow.
Although I have to admit I'm nonplussed by the race stats. -2wis? for two races?
Magic is great, so far!
Title: Aelwyd, Land of the Druids... but a place swiftly dying to the hands of modern power.
Post by: Wensleydale on August 28, 2006, 02:21:47 PM
:) yay!

Maybe I'll start doing this again soon!