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Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 07, 2006, 03:03:34 PM
Please post all comments in the discussion thread, found here (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?20070.last).

Dushkun is a world on the verge of a renaissance - whilst most of the continent still lies in the darkness of the near-mediaeval world, other parts have created rudimentary firearms and clocks. Technology is growing, but it is not a large factor - yet. Magic is subtle and rare, not as powerful as other worlds, there are no dragons, no demons, no devils, no angels and no drow. Orcs, dwarves, elves, humans, daemons, mana'tau, or'tar and shamir are the player races, and apart from they, few creatures roam the surface of the world. There are only two other planes - the Amenta and the Shadow Night - and they are the near-exclusive domains of the daemons and undead. The Stalwart, Thief, Becomer, Adept, Elementalist and Martial Artist are the five base classes, and the Summoner, Weapon Master, Divine Channel and Supernatural Walker are the four prestige classes. The world is one of opportunity - an opportunity to seize...

Playstyle: Dushkun is designed for a good roleplay/combat mix, with roleplay taking a large upper hand. Good doesn't always triumph over evil - in fact, good and evil are merely shades of grey. Although Dushkun is, at present, relatively peaceful, it is hard to tell what will happen in time. The northern nations are hardly peaceable at any point, and even the 'civilised' countries of the southern and central areas within the Great River Ring fight cloak and dagger wars behind their beauteous facade...
Of course, Dushkun is full of surprises. The undead are not evil - they guard the living so that in death they may feed. Elves are not high and mighty - they lost whatever nation they may have once had long ago, and have lost their racial identity. Dwarves don't usually mine - their role is as traders, selling gifts throughout the land and travelling from their race's original home - the northern steppes of beyond the River Ring. Orcs are the smiths of the world, taking great delight in the spirit that they say enfuses any well-made object. Humans are a minority, a barbaric race sharing lands with the dwarves in the north. Four new races - the elitist daemons, the beast-like mana'tau, the ever-shifting or'tar and huge shamir - each fulfil their own role. For more, read on...
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 07, 2006, 05:37:54 PM
Races

Daemons

[spoiler=Daemons]Daemons - Kheprer in their own tongue - are an ancient race of folk, blessed and cursed by the magic of the Elder Gods in far-off times. Since then, their race has become adaptable and changeable beyond belief, and developed its own social hierarchy and culture. Daemons hold themselves above all other creatures - their dual existence, immortality and magical nature giving them a feeling of superiority.
But now, we must explain. What are daemons, exactly?
Nobody is really sure except the daemons themselves. It is known that long ago, in the days of the Elder Gods, when magic walked the earth, there was a single elder race of creatures - now known as Daemons. When the first of the Elder Gods fell, it is believed that his blood imbued the daemons with new powers - and as the gods fell, splitting the world and the magic apart, it is thought that the Kheprer split in two with it. As the second of the Others was formed - the Amenta - the Kheprer found that their bodies had split with it. Their true selves had become shapeless beings of the Amenta, but their bodies remained on the physical - still controlled by them. The blood of a god bound the two together, and ran through their veins. When a daemon mates with another, their soul-forms join and each contributes a part to the new soul-form, which gestates on the Amenta, connected to a daemon baby inside the physical form of the mother. Both mother, father, and baby can all change the fetus' growth and shape to a certain extent - this is improved by the use of Sahu gems during the mating - the only physical objects known to have a dual presence in both Amenta and Diu, as the daemons call it. Sahu gems are absorbed into the soul-form of the new baby, and the more gems used, the more powerful, intelligent, and physically gifted the baby will be. Daemons are massively adaptable - two babies may look completely different, one being wreathed in fire, the other covered in spikes. Most daemons, however, look roughly humanoid.

In modern times, daemons have become traders in humans. Daemons require a sentient's meat to survive, and as they are unallowed to hunt in civilised society, instead they buy humans - criminals, immigrants and troublemakers. A typical daemon needs one sentient a month to retain perfect soul and physical health, some consume more or less as greed and supply allow. Daemons also trade in other things - they sell Sahu gems between themselves (among other artefacts) and the benefits of their powers to other races.  
[/spoiler]

[spoiler=Stats]
Basic daemon Khat (physical form). Every Sahu gem used in birth grants an extra daemon HD, and thus more daemon points (see below). Any daemon can take daemon HD, gaining more daemon abilities at the cost of normal class progression. The daemon abilities and daemon racial class are given below the main stats. For the true forms, see the monsters section.


[spoiler=Daemon Racial Class]
[class=Daemon][levels=20][bab=cleric][fort=good][ref=good][will=good][special=Special][1]+5 Daemon Points[/1][2]+5 Daemon Points[/2][3]+5 Daemon Points[/3][4]+5 Daemon Points[/4][5]+5 Daemon Points[/5][6]+5 Daemon Points[/6][7]+5 Daemon Points[/7][8]+5 Daemon Points[/8][9]+5 Daemon Points[/9][10]+5 Daemon Points[/10][/special][/class]

Class Skills: The daemon's class skills are: Concentration (Int), Craft (Int), Knowledge (All) (Int), Listen (Wis), Speak Language (Int), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 2 + Int Modifier.
HD: D8.

Weapon and Armour Proficiency: A daemon gains proficiency with all simple weapons, light armour and shields (not including tower shields).

Daemon Points: At each level, a Daemon gains +5 Daemon Points which can be spent on daemon abilities (see below). He can horde these (save them up for more expensive abilities) but he can only BUY the abilities at level-up - even if he still has points left over, he cannot choose more abilities until next level-up.
[/spoiler]

[spoiler=Daemon Abilities]
WIP.

1-Point Abilities
Low-Light Vision.
+2 MP.

2-Point Abilities
Darkvision 60ft. Darkvision is black and white. You can take this ability more than once, but after the first time, it only adds 30ft to the range.
+1 AB against one race.
+1 AC against one race.
+3 racial bonus on one skill.

3-Point Abilities
Size decrease by one category.
+10ft to movement speed.

4-Point Abilities
One 0th-level spell ability usable 1/day.
Natural Weapon - Bite 1D3.
Natural Weapon - Claw 1D3.

5-Point Abilities
Natural Weapon - Bite 1D6.
Natural Weapon - Bite 1D6.
+1 racial bonus on all saving throws, or +2 on any one saving throw.
Spikes: The daemon has extendible spikes. When extended, they act as armour spikes, but the daemon's movement speed is reduced by 30ft. When retracted, they don't provide this bonus but he can move at normal speed.

8-Point Abilities
Prehensile Tail: The daemon's tail is capable of holding a weapon. He may make one extra attack per round with a light melee weapon (provided he has one available for his tail to hold) at his full BAB.
Purity of Blood: The daemon has a much purer blood connection to the Amenta, allowing him to switch between forms with a thought. He can switch forms with a free action.
Breath Weapon: EITHER a 30ft cone or 50ft line dealing 1D6 damage per 2HD, usable once every 5D6 rounds. It can deal either fire, cold, sonic or electrical damage, chosen at the time you choose this ability. A reflex save of 10 + 1/2 daemon's HD + his charisma modifier can halve damage.
One 0th-level spell-ability usable 2/day.

10-Point Abilities
Natural Weapon - Bite 2D4.
Natural Weapon - Claw 2D4.
Scent.
Poison - Daemon Blood (1D4 Dex primary, 1D8 Dex secondary, DC 10 + 1/2 HD + daemon's charisma modifier). Required: Any natural weapon ability, or the spikes ability (the natural weapon or spikes deliver the poison). A daemon can produce 3 doses/HD, and decides at the time of the attack whether to use his poison or not.
One 1st-level spell ability usable 1/day. Required: any 0th-level spell ability.
One 0th-level spell ability usable 3/day.
[/spoiler]
[/spoiler]

[spoiler=Rameset the Daemon]Rameset stood up from the dessicated, nigh-fleshless corpse of the human. It had been a messy feeding, but he couldn't help that - he had gone for two months without food. He had not been blessed with any particular magical gifts by his parents... money - enough to buy food, that is - was hard to come by.
Well, all in a day's work...
[/spoiler]

Dwarves

[spoiler=Dwarves]Dwarves are a staunch and stout people, slow to befriend and slow to anger. Although their homeland is the cold north, beyond the Great River Ring, many travel among the peoples of the 'Civilised' lands, transporting goods. Resistant to blows and natural hazards alike, dwarves are a dangerous foe - but as they have little by way of racial unity, there is little to be afraid of from an army. However, insulted dwarf clans may just stop bringing goods - and as dwarves are frequently the only people who will take food and supplies to settlements beyond the Great River Ring, few will offend a dwarf.

A normal dwarf, male or female, stands around 4'5 tall, is compactly built and has thick skin. Males and females usually wear long plaits, and a few men wear braided beards (although these are not so common). Dwarves favour hammers and swords in battle, many of them carrying one of each. Swords are passed down through families - anything with a blade is seen as of great value by dwarves, probably a remnant from the days when they lived on the steppes and the materials to make blades were uncommon - but hammers and blunt weapons are much more common, the dwarves having learnt to use them well on the Steppes.

Dwarves are extremely loyal to their families - no dwarf will betray his clan, although other clans are fair game. Although dwarves from different clans may seem friendly on first sight, an insider view would show you the truth - relations between dwarf clans are a complex web of intrigue, backstabbing and competition, be it for hunting and land on the steppes or money and deals in the central lands. Of course, there are alliances, but the very nature of their wandering and competitive society makes sure that they have an unfortunate habit of dissolving rather quickly.

Of course, dwarves don't call themselves dwarves - their name for themselves is the Dohl, or the formal, now-out-of-use version of 'we' in the steppe language.
[/spoiler]

[spoiler=Stats]
[/spoiler]

[spoiler=Duzk the Dwarf]Duzk awoke to the sound of attackers outside the caravan. Bandits! Stealing his gold? Not on his Drezka watch! He picked up the hammer which he kept beside him at all times, grabbed his grandfather's sword from a draw, and charged out into the twilight.[/spoiler]

Elves

[spoiler=Elves]The elves are a people without a racial identity or sense of unity - scattered through the many cities of Dushkun in their thousands. Although once they had a nation, a homeland, it is long gone - lost in the sands of time. Now they are wanderers, living in the cities of other races and trying to fit in. Many work for half pay, and spend their entire lives outside their jobs in meditation - dreaming, as it were.

A typical elf stands around 5'8 to 6' and appears in most respects as a human, apart from generally angular, seemingly carven features and swept back, slightly pointed ears. Few elves smile a lot, or even at all - humour is something that they don't understand. So is sadness - in fact, elves feel few emotions at all. Or perhaps, it is better to say that they feel emotions alien to our own - unfeelable by humans.

Elves spend a lot of their time wandering in their own private dreamworlds. They don't need to sleep, although they do meditate - some believe that they are resting their bodies whilst their minds wander on some third Other unheard of by explorers, but whether this is true is debatable. Although, they don't seem to have any particular affinity for any form of magic, as most who walk on the Other do, and they seem to have more of a natural talent for stargazing than anything else.[/spoiler]

[spoiler=Stats]
[/spoiler]

 Humans

[spoiler=Humans]Hated by nearly all, the slaves and underdogs of the world, humans are a barbarous, savage race from the Northern Steppes. Those that attempt to shun this image are often the victim of intense species stigma and stereotyping - those that will employ a human do so for half pay at most. Because of this and their often criminal attitude, humans are sold for low prices to daemons for food. This is considered legal in most nations, and even where illegal, few watchmen will hold a hand up against it. Only the occasional dwarf clan will see humans as real people, and they are normally shunned by their brethren. However, many dwarf clans DO accept humans (among other races) from birth, and bring them up as dwarves, and they aren't seen as humans - instead just as 'taller' dwarves. By any accounts, though, apart from the dwarves, most races see humans as nothing more than second-class, barbarous immigrants - "Coming over here and taking our jobs".[/spoiler]

[spoiler=Stats]
[/spoiler]

 Mana'tau

[spoiler=Mana'tau]The Mana'tau are a bestial race of creatures, appearing as huge humans with bulls' (or cows') heads and a lot of fur-like body hair. The Mana'tau were originally from the wide grazing plains of the East, but many of them have emigrated to the cities, where they find employment as thugs, heavies and manual labourers. Although they are herbivorous, many commoners share the belief that they eat men alive. This is of course untrue, but still, any normal commoner fears a Mana'tau deep down - who knows what such a brute might do? This saves Mana'tau from the racial stigma that, for instance, humans suffer - mainly because it's hard to be prejudiced against something that can crush your skull with one hand - but it does make sure that Mana'tau are often stereotyped as heavy lifters and warriors.
Mana'tau culture is quite complicated. They undergo ritual scarring and tattooing before battle - the more scars and tattoos a single Mana'tau has, the more battles it has been in. This is all to do with their religion - they seem to worship some kind of star sign, Tau, the Bull of Fire. Mana'tau itself means 'children of Tau', and it is from this that the common term for the Mana'tau - Minotaur - comes. Tau is very important to them - when the clouds cover him, it is known as Dhala'ut - 'Night of Luck (which is) bad'. The Hama'tau (Tau Mountains) which form the end of their grazing lands are sacred to them, and the highest of all is above the clouds and topped with an observatory so that Tau is always visible. It seems that Tau is not their creator, exactly, but more their patron and watcher - their guardian. Occasionally a Mana'tau is born with a birthmark that looks oddly like the Bull of Fire, and they are destined for great things.[/spoiler]

[spoiler=Stats]
[/spoiler]

 Or'tar

[spoiler=Ever-Changing]The Or'tar are a bizarre race. When born, they are roughly-humanoid, genderless creatures with skin seemingly formed from a kind of translucent jelly (although to the touch it is about as malleable as human skin). As they grow, their skin does not change, and their faces stay shapeless - they can speak, but recognition and most basic communication is achieved through pheromonal releases - Or'tar have a specific organ which releases these pheromones. As they grow, Or'tar also gain personalities - feminine or masculine. During the Or'tar equivalent of puberty, Or'tar begin to manifest shapechanging abilities - that is, they can change their skin colour and shape and add basic features. These abilities improve until the point where the Or'tar can become another person entirely. It is believed that, like daemons, the Or'tar have a mystical connection to the Second Other - the Amenta - and that their shapechanging abilities allow them to magically transfer matter from and to specific pockets of reality to change their appearance. Unsurprisingly, the daemons deny this vehemently.
Many Or'tar follow the ultimate path to shapechanging - the path of the Becomer. This is an ancient tradition among the Or'tar, and has been taught for thousands of years.

The Or'tar mostly come from the western grasslands, where they've acted for a long time as mercenaries and clan-bounds to the Mana'tau - that is, they become part of the large family groups that wander the plains. Despite this, they have their own language - similar to, but not the same as, the Mana'tau tongue. They have a long tradition of following Tau (see the Mana'tau section) but many of the modern immigrants to the cities of the River Ring have adopted newer faiths.[/spoiler]

[spoiler=Stats]
[/spoiler]

 Orcs

[spoiler=Orcs]
The orcs are powerful of limb and long of leg, wise of mind and keen of eye. They have a natural affinity for smithing, and that is their true vocation - any orc enjoys shaping the living metal, brought to life by heat. This strange 'religion' is the basis for their entire culture.
Orcs, unlike many of the races of the civilised world, are actually natives of the lands within the River Ring. They provide many of the weapons, armour, and metal goods required by the world around, and are the main suppliers of the dwarves - they also mine, to a lesser extent, although generally their mines are more multiracial businesses than anything.
A typical orc stands 7ft tall, has powerful arms, a pair of heavy tusks (if male) or smaller, fanglike tusks (if female). They usually have grey-tinged skin, and their hair is dark. Their language is designed for them, and their tusks make it difficult to speak Tradecommon without a slight lisp. The orcs' name for themselves is Am Ydoruun - People of (the) Doruun. Doruun is their name for the lands that they have lived in throughout the ages - the lands within the River Ring. Orcs prefer hammers to any other form of weapon - they say that swords and spears and battleaxes are for killing, whilst hammers have two uses - they can be used to kill or to shape the living metal - Gar Humatekhet in their tongue.[/spoiler]

[spoiler=Stats]
[/spoiler]


 Shamir

[spoiler=Shamir]
The Shamir are the huge natives of the River Ring - gentle giants, if you will. Of course, the Shamir are not always so placid - although most will put up with rocks being thrown and even attacks with mere blocks, when angered a Shamir becomes a raging berserker.
The Shamir are relatively unintelligent and extremely muscly, and are usually employed by the orcs or dwarves to carry heavy loads. Due to their... slow nature, they tend not to be all that good as caravan guards. Left alone, they generally form small farming communities, peacefully farming away until they die out.
However, every Shamir has a cracking point. The most famous Shamir is Peaceable Lug, the servant of the famous orc general Shavan. After Shavan was killed, Lug was, reputedly, tortured for two straight days without doing anything, but when his child was brought before him and the torturer threatened him, Lug broke the chains like string, shattering the rack he was held on in the process, and took the torturer's head off with a single blow. Lug then went on to kill seventy of the then king of Aramath's best men single-handedly before he left his rage.
Like Lug, if a Shamir cracks he becomes a raging psychopath. He will avoid those he loves, but others he sees through a red glow and rips limb from limb - literally. Shamir don't need weapons - they have their colossal fists.

Shamir don't have much of a culture themselves, apart from their simple language and farming tradition.
[/spoiler]

[spoiler=Stats]
[/spoiler]
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 08, 2006, 03:36:20 AM
Geography

There are two main continents in Dushkun: the huge bulk of Nubidia and the smaller land (featured mainly here) of Varimar.

Nubidia is home to many strange creatures, still living a simplistic life among the jungles and deserts of their home continent. From here have been brought back many slaves of strange species never seen before. It is a vast and contrasted land, and colonists are attempting to turn it into a money-making enterprise... so far with little success.

Varimar is much more advanced, with guns, clocks, and canals in most parts. It is rich and large, but small compared to Nubidia.  
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 08, 2006, 03:08:09 PM
Classes
 
Stalwart

The fighting warriors of the battlefield, Stalwarts can stand true in the face of nearly any enemy and are faster, tougher and stronger than any other warrior.

[spoiler=Class Features]

HD: D12.
Class Skills: A Stalwart's class skills are Concentration (Con), Craft (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis).

Skill Points at each level: 2 + Int Modifier.


[class=Stalwart][bab=fighter][fort=good][ref=poor][will=poor][special=Special][1]Bonus Feat[/1][2]Bonus Feat[/2][4]Bonus Feat[/4][6]Bonus Feat[/6][8]Bonus Feat[/8][10]Bonus Feat[/10][11]Defensive Stance 1/Day[/11][12]Bonus Feat[/12][13]Defensive Stance 2/day[/13][14]Bonus Feat[/14][15]Mobile Defence[/15][16]Bonus Feat[/16][17]Defensive Stance 3/Day[/17][18]Bonus Feat[/18][19]Defensive Stance 4/Day[/19][20]Bonus Feat[/20][/special][/class]

Weapon and Armour Proficiencies: A Stalwart gains proficiency with all simple and martial weapons, all shields, and all armour.

Bonus Feat: At 1st level and every even level thereafter, a Stalwart gains a bonus feat that must be chosen from the list of Fighter Bonus Feats.

Defensive Stance: When he adopts a defensive stance, a stalwart 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 stalwartâ,¬,,¢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 stalwart 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 stalwart may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the stalwart is winded and takes a â,¬'2 penalty to Strength for the duration of that encounter. A stalwart can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Stalwart). Using the defensive stance takes no time itself, but a stalwart can only do so during his action.

Mobile Defence: At 15th level, a stalwart 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.
[/spoiler]

Elementalist

The Elementalist is in some ways the most powerful of the magical classes. It is the most battle-orientated and the least subtle, certainly, but also the least diverse.

[spoiler=Class Features]
HD: D8.
Class Skills: The Elementalist's class skills (and the key ability for each skill) are:
Craft (Int), Creation (Cha), Knowledge (Arcana) (Int), Magecraft (Cha), Profession (Wis).
Skill Points at each level: 2 + Int Modifier.

[class=Elementalist]
[bab=cleric][will=good]
[special][1]Magesight, +1 Element[/1][5]+1 Element[/5][10]+1 Element[/10][15]+1 Greater Element[/15][20]+1 Greater Element[/20][/special]
[/class]

Class Features

Weapon and Armour Proficiency: An Elementalist gains proficiency with the longbow, shortbow, and all simple weapons. He gains proficiency with light armour.

Magesight (Su): Magesight allows the Elementalist to sense the Web - the immense drape of magic and elemental power that forms the world. He can tell where elemental magic has been used. If he has knowledge of the element used he can also recognise which element was used and what general use it was put to, and he can also recognise non-elemental magic (but only that it HAS BEEN performed, not how or when).

Elements: An Elementalist uses the Magecraft and Creation skills in his casting. Every five levels, he learns a new element. He can use each element in certain ways (more information below). The DC of an elementalist's element is equal to 10 + 1/2 his elementalist level + Charisma modifier. He can increase the DC by similarly increasing the Magecraft/Creation DC on which he must roll to use the element. The lesser elements are fire, water, stone, wind, blood, bone, light and shadow.
At levels 15 and 20, he can learn a greater element OR a lesser element. The greater elements are force, magefire, animus and metal.

[/spoiler]

[spoiler=Elements]Elements use the Creation and Magecraft skills (depending on what element and what uses you put it to) to cast spells. The base DC for an Elementalist to beat with a skill roll is equal to 15 for normal elements and 20 for greater elements. To raise the save DC of these elements, he can raise the skill DC, one point for one point. Certain other augmentations to the elements also raise DCs.

Lesser Elements

Fire
Fire has three uses: Ignition, Damage and Heat. Ignition and Heat use Creation, whilst Damage uses Magecraft.

Ignition: This use of Fire is a touch attack, and can ignite wood or flammable materials, setting them on fire. The ease with which this is performed grants a +2 circumstance bonus on the skill roll. However, igniting wet materials adds +2 to the skill DC instead, and igniting organic creatures (not plants) adds +4 to the skill DC. This follows all the normal rules for being set on fire, BUT the fire instead deals 1D6 points of damage/4 elementalist levels/round. The reflex save to avoid this is NOT the normal value, but instead equal to the Element DC detailed in the Elementalist class.

Damage: This use of fire is a ranged touch attack (range 30ft). Any use of it adds +4 to the magecraft DC. It can be turned into a 30ft cone or 60ft line by adding a further +4 to the Magecraft DC. The attack deals 1D6 fire damage/2 elementalist levels, and damage can be halved with a successful fortitude save.

Heat: This use of fire has the same effect as a Heat Metal spell.

Water

Water has two uses: Creation and Cool. Both use creation.

Creation: This allows you to create up to a half-pint of water per 4 elementalist levels. The water is pure, and drinkable. You can also drown enemies using this ability by creating it directly inside their throats. This requires a ranged touch attack (range 30ft) at -2 attack bonus. The target must then make a successful fortitude save or begin suffocating (as the normal rules for suffocation). Suffocation lasts for 1D6 rounds + 1 round/elementalist level, and the elementalist can increase this time by adding +1 to both the Creation DC and the time (in rounds). If he makes the save, the target is nauseated for the same amount of time.

Cool: This use of water has the same effect as a Chill Metal spell.

Stone

Stone has three uses: Crush, Raise and Lower. Raise uses Creation, Crush and Lower use Magecraft.

Crush: This use of Stone deals 1d6 points of crushing damage/3 Elementalist levels to every enemy within a 30ft spread around the caster. Enemies can avoid this damage with a successful reflex save.

Raise: This use of Stone raises small hills. You can create 10ft cliffs and small, 5ft-10ft hillocks within 30ft of you, including beneath you. Any standing on the area you are transforming must succeed on a reflex save or be knocked prone.

Lower: This is identical to Raise, but Lower instead LOWERS any hills or cliffs by up to ten feet within 30ft of you.
[/spoiler]

 Adept

The Adept is a subtle mage, weaving her tendrils of magic into the air around unnoticeably. An Adept may not appear to manipulate the world around flashily as an Elementalist does, or even mutter a few arcane words or wave a hand, but the minds of others, be they animal, plant, or sentient, are an open book to one of this class.

[spoiler=Class Features]
HD: D8.
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Mentality (Int), Profession (Wis), Sense Motive (Cha).

[class=Adept]
[bab=cleric]
[will=good]
[special][1]Persuasive, Magesight[/1][3]Mind-Trick[/3][5]Mindride, Mindsense[/5][7]Mindride (Plants)[/7][8]Mindride (Lesser Control)[/8][10]Mindride (Sentients), Mindride +1[/10][13]Mindride (Greater Control)[/13][15]Mindride +2[/15][20]Mindride +3, Mindride (Absolute Control)[/20][/special]
[/class]

Class Features

Weapon and Armour Proficiencies: The Adept gains proficiency with all simple weapons and light armour.

Persuasive: An Adept gains a +3 bonus on Bluff, Diplomacy and Sense Motive checks due to her affinity for peoples' personalities.

Magesight (Su): This ability allows the Adept to see into the great Web crossing the world, and thus perform magic. She can sense where magic of any kind has been performed (but not its effects) and also detect the influence of another Adept's power on an individual's mind with a successful Mentality check (DC = 10 + the target's level), what date it began, roughly what effects it has had and other such simple things.

Mind-Trick: An Adept can take 20 on any diplomacy check (rushed, threatened or not) three times per day.

Mindride: The Adept's most dangerous ability is the power to ride others' minds - that is, latch on and watch. This requires a successful touch attack on the target, after which the Adept's physical body falls prone and unconscious. The target may make a will save (if it has an intelligence of 3 or higher) of a DC equal to 10 + the Adept's intelligence modifer + half her adept level to resist the incursion, but failure means the Adept's consciousness is seated directly inside the target's mind. The Adept can read surface thoughts effortlessly, see whatever the creature can see, and read deeper thoughts or find memories about a specific topic by taking a full-round action (during this round the Adept cannot sense surface thoughts or see anything but the memories of the target). The creature can make a will save (if it has 3 or higher intelligence) to avoid this fate. The Adept has no control over creatures, however. At 5th level, the Adept can only use this ability on living, organic creatures of 2 or lower intelligence (usually animals or magical beasts, not plants, constructs or undead). At 7th level, she can Mindride plants, and at 10th level sentients. She also gains degrees of control.
At 8th level, she gains lesser control. This allows her to make suggestions (as the spell) to the creature she's mindriding, once every ten rounds. At 13th level she gains greater control, and she can make a suggestion once every round. At 20th level she gains absolute control, and now has a Dominate effect over the target (see the Dominate Monster spell for details). She cannot force it to perform directly suicidal commands, but she could, for instance, make it open a gate or distract a guard.
She also gains the ability to Mindride more than one enemy at 10th, 15th and 20th level. She could, by doing this, stay conscious whilst mindriding an enemy and thus fight whilst also using enemies to fight for her, or she could Mindride two creatures at the same time.
[/spoiler]

Becomer

The Becomer is the master of 'fitting in'. Rarely found, they have the power to manipulate themselves. They may not be able to cast spells (at least for more than a little while), destroy enemies with a single blow, or balance on a swordpoint, but they CAN just avoid any situation where they'd need to do so by flouncing past opponents looking like their master.

[spoiler=Class Features]
HD: D6.
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), Profession (Wis), Sense Motive (Cha), Speak Language (Int).
Skill Points per Level: 4 + Int Modifier.

[/spoiler]

The Martial Artist

Trained in one of the many styles scattered across many nations, Martial Artists are incredibly diverse. A mystic with impenetrable skin, a gunslinger unnaturally fast on the draw or a wild man with claws that seemingly appear from nowhere - all are Martial Artists.

[spoiler=Class Features]
HD: D8
Class Skills: Craft (Int), Perform (Cha), Profession (Wis) (see below)
Skill Points per level: 2 + Int Modifier.

[class]
[bab=full]
[fort=good]
[reflex=good]
[special][1]Style Choice[/1][2][/2][3]Style Focus[/3][4][/4][5][/5][6][/6][7][/7][8]Style Specialisation[/8][9][/9][10][/10][11][/11][12][/12][13][/13][14][/14][15][/15][16][/16][17][/17][18][/18][19][/19][20][/20][/special]
[special=Armour Skin Style][1]+1 Natural AC, Toughness[/1][2]Dodge Arrows[/2][3][/3][4]+2 Natural AC[/4][5][/5][6][/6][7][/7][8]+3 Natural AC[/8][9][/9][10][/10][11][/11][12]+4 Natural AC[/12][13][/13][14][/14][15]DR 5/-[/15][16]+5 Natural AC[/16][17][/17][18][/18][19]DR 10/-[/19][20]+6 Natural AC[/20][/special]
[special=Hammering Fists Style][1]Improved Unarmed Strike, 1D6 Unarmed Strike[/1][2]Unstoppable Fists[/2][3][/3][4]1D8 Unarmed Strike[/4][5][/5][6][/6][7][/7][8]1D10 Unarmed Strike[/8][9][/9][10][/10][11][/11][12]2D6 Unarmed Strike[/12][13][/13][14][/14][15]Hammer of Adamantine[/15][16]2D8 Unarmed Strike[/16][17][/17][18][/18][19][/19][20]2D10 Unarmed Strike[/20][/special]
[special=Dancing Blade Style][1]Weapon Finesse, Flurry of Blades -2[/1][2]+10ft Movement Speed[/2][3][/3][4]Dodge, Block Arrows[/4][5][/5][6][/6][7][/7][8]Mobility[/8][9][/9][10][/10][11][/11][12]Spring Attack, Deflect Arrows, Flurry of Blades -1[/12][13][/13][14][/14][15][/15][16]Slow Fall[/16][17][/17][18][/18][19][/19][20]Flurry of Blades 2nd Attack[/20][/special]
[special=Thousand Fist Style][1]Flurry of Blows -2[/1][2]+10ft Movement Speed[/2][3][/3][4]Flurry of Blows -1[/4][5][/5][6][/6][7][/7][8]Flurry of Blows -0, 2nd Attack[/8][9][/9][10][/10][11]3rd Attack[/11][12]Flurry of Blows +1[/12][13][/13][14][/14][15]Quivering Palm[/15][16]Flurry of Blows +2, 3rd Attack[/16][17][/17][18][/18][19][/19][20]Flurry of Blows +4, 4th Attack[/20][/special]
[special=Ghostly Claws Style][1]Reaving Claws, Weapon Finesse[/1][2]+5 Skill Bonus[/2][3][/3][4]Ghost Reave[/4][5][/5][6][/6][7][/7][8]Claws to the Mind[/8][9][/9][10][/10][11][/11][12]Rend[/12][13][/13][14][/14][15]Claws of Adamantine[/15][16]Pounce[/16][17][/17][18][/18][19][/19][20]Flurry of Blows -2 (claws only)[/20][/special]
[special=Whirring Bullets Style][1]Quick Draw +1, Swift Reload[/1][2]+1 AB[/2][3][/3][4]Quick Draw +2[/4][5][/5][6][/6][7][/7][8]Quick Draw +3[/8][9][/9][10][/10][11][/11][12]Quick Draw +4[/12][13][/13][14][/14][15]Bullets of Adamantine[/15][16]Quick Draw +5[/16][17][/17][18][/18][19][/19][20]Quick Draw +6[/20][/special]
[/class]

Weapon and Armour Proficiency: Martial Artists gain proficiency with all simple weapons plus the weapons of their chosen discipline (if any). They do not gain proficiency with any armour or shields.

Style: At 1st level, the Martial Artist must choose a style to advance in. Each style has benefits and penalties - the Dancing Blade adept, for example, can deflect arrows with her sword, whilst a Ghost Claws initiate can pass through the very armour of an enemy with ease.
The styles, a brief description of each, their class skills and their weapons are as follows:

Armour Skin style: An initiate of this style has skin that can block the strongest blows. Class Skills: Concentration, Climb. Weapons: Quarterstaff, Flail and Club.

Hammering Fists style: An initiate of this style has fists that can smash through the strongest armour. Skills: Concentration, Climb. Weapons: Gauntlet, Unarmed Strike.

Dancing Blade style: An initiate of this style can deflect arrows and perform daring martial maneuvers across the battlefield. Skills: Jump, Climb, Perform (Dance). Weapons: Rapier, Longsword, Two-Bladed Sword.

Thousand Fists style: An initiate of this style can inflict many wounds on a target before they have a chance to respond. Skills: Jump, Climb, Perform (Dance). Weapons: Gauntlet, Unarmed Strike.

Ghostly Claws style: An initiate of this style can kill ghosts and pass straight through armour as if it wasn't there. Skills: Climb, Jump, Survival. Weapons: Claws (see styles)

Whirring Bullets style: An initiate of this style is a master of ranged weapons.





[/spoiler]
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 10, 2006, 02:43:40 PM
Nations and Politics

 The Great River Ringland

 (http://i93.photobucket.com/albums/l60/Golem011/Dushkun-1.jpg)

Duhnbar

[spoiler=Duhnbar]
Capital: Spearpoint Hold
Government: Militaristic Magocracy/Theocracy/Monarchy
Population: 200,000 (43% orcs, 14% Shamir, 6% dwarves, 3% humans, 24% other)
Languages: Barish, Aumish.
Imports: Amenities, gold, supplies
Exports: Mercenaries, granite.

Duhnbar is a stretch of hills and high rocks that marks the entrance to - and exit from - the Great River Ringland. Although once it was part of the greater nation of Aum, its members broke away under the influence of the humans and dwarves of the north and their local dialect of Aumish grew into a language of its own right- Barish. Although for a while it was little more than a poor militaristic nation, after the Ride of the Second Horde the Great Temple was rebuilt here. This, combined with the fact that it had swiftly become an important spot for traders, made sure that the Barish economy grew swiftly. It is now one of the richest countries in the River Ringland, although most of this money goes towards its defences and its army, its most famed features.

[spoiler=History]
The Founding of Duhnbar and Doruvar's Fall
When Aum stretched out its fingers across the lands known as Duhnland and Barash three-hundred years ago, in 1100, there were many orcs living there - but they were mere nomadic tribes, barbarians compared to those of Aum, and the dwarves had not yet crossed the rivers. The Aumish peoples conquered them easily and held them for many years - two lifetimes of an orc. But the Duhnish and Barashi peoples were never truely subjected, and Aum's army fought down rebellions on a number of occasions. However, more than rebellions, the Aumish had to put down wars - not against them, but between the Duhnish and Barashi. However, when the first Great Horde rode forth in 1200, the Duhnish and Barashi united truely for the first time - supposedly under religious guidance - and fought alongside the Great Horde, under the rulership of Junbar of Barash and Ordoran of Duhnland. Although the horde was beaten back and both Junbar and Ordoran tortured to death in public (their bodies sent back to the northern lands as a warning), Junbar's last surviving son and Ordoran's daughter had a marriage of convenience - one that the Aumish foolishly failed to stop. This meant that the offspring they produced was of both lines, and of direct descent from both lines' leaders - meaning he had a claim to the leadership of both. And claim it he did. Sixteen years later he came of age, three years after the dwarves came across the river. The dwarves kept their presence a secret, and Doruvar - the son of both lines - was made a bargain. The dwarves would assist them in their war as long as the orcs would then give them trade agreements later on. It seemed the perfect deal to the politics-unwary Doruvar.

And so, Doruvar made his presence known and collected an army to himself of the survivors of the war and those too young to have remembered it, and the dwarves armed them with hard weapons, and stood beside them - Clans Oroth, Durith, Madoth, Irith and Samun. The battle was easy - even the trained standing army of Aum, severely weakened, could not face up to a combined army of orcs and dwarves. Soon their old lands were reclaimed, and more besides, all the way to the edge of the hills. And Doruvar thought that they could go back to their old ways of existence. However, the orcs were now battle-hungry, and the dwarves thought that their trading prospects would be even better if they were to have this entire area under control. The orc clans and tribes started directly disobeying Doruvar's orders to leave the Aumish alone unless they entered the newly christened nation of Duhnbar, charging off into the other lands and burning villages and towns.

The king of Aum at that time was Hroth-King, an old orc. He had thought to leave the new nation - the lands of Duhnbar had not provided much for him, that was for sure. But he could not have this. He went to war at the head of his army - his target, Doruvar. Doruvar chose to meet fight with fight, and the two armies met at Hroth's field in the lowlands. Doruvar's mob-like clan army charged Hroth's legion straight on, slamming into them and slaughtering the frontal ranks. But after tense fighting, when the legion seemed to be losing, Hroth sent in his cavalry. They charged at the clan army from behind, and smashed into them. Caught between these two forces, the Duhnbarish could do nothing but run. As the shattered clans fled into the night, they lost many more of their men to wild beasts and disorganisation. The sun rose on a few hundred Duhnbarish still running wearily toward the mountains. Their target - Dorgun-Asrut, Mountain of the Spear, the cause of the Dahrun Delta. Here, a great pass nearly unknown to the pursuing Aumish formed a canyon through which great waters ran, forming Othor-Durkul, the Great Lake. Here, at the Spear-Point, the clans stood together. They formed a Spear-Wall of shields and points and held the gap against the enemy for ten long hours before finally breaking and falling, Doruvar falling with them. It seemed there was no hope...
But Doruvar became a martyr - sacrificed for his cause. The now few-hundred strong Aumish army was attacked in the night as it travelled home, and the king was killed along with everyone else. None escaped, and the nation of Dunbhar was truely formed - a land that guarded its borders well.
At Spear-Point, the Great Bridges were built by dwarves and orcs both to allow easier crossing of the split rivers, and garrisons were mounted there. Although no actual fortress existed there then, roads were built up to a huge camp on the Eastern Ledge - one of the two great plateaus inside the Mountain of the Spears. Over time, a city sprang up there, bridges crossed the gap between the Ledges, and permanent fortifications were built. Lamps were kept burning to light the darker depths of the deep-down city in the cracks, dams were built up to create more building space, and the army just kept growing...

The Ride of the Second Horde

The Mercenary Guild

The Elementalists
[/spoiler]

[spoiler=Important Settlements]
Spearpoint Hold (Megalopolis, 40,000): Spearpoint Hold is, ironically, both the largest and smallest of the actual cities in Duhnbar. It is the heart of the monarchy, the home of the Great Temple of the Forging, and the Elementalists' Guild's headquarters.
[/spoiler]
[/spoiler]

 Draal

[spoiler=Draal]
Capital: Aum-Orcha (Old Aum)
Government: Monarchy
Population: 6,000,000 (45% orcs, 10% Shamir, 8% dwarves, 1% humans, 26% other)
Languages: Draalor, Aumish
Imports: Everything
Exports: Wine, luxuries, guns, ores, 'healing' water

Draal is a huge and decadent heartland nation, most advanced and richest of all the lands. At the very centre of the Great River Ring, it is a combination of the older lands of Aum and the younger lands of the Draali orc clans. It is a haven for traders, criminals, rich and poor alike. Outcasts and whole clans of dwarves, mana'tau and daemons have travelled here. Humans are treated like scum and can never rise higher than working class - they're lucky, in fact, if they can avoid slavery. The Draali speak their own language and are famous for their gunmaking skills.

[spoiler=History]
When Aum was great, the Draali orcs lived mostly in submission to its power, peacefully growing richer and richer. They were famed for their smithing abilities even among orcs, and eventually rose to positions of great prominence within Aum. When Aum fell, the Draali were the first to snatch the massively fertile lands of Southern Aum, and soon they had all migrated to these new lands. The commoners and nobles of Aum swiftly integrated into this new society, and the Southern Basin, famed for its hot springs, fertile lands, and huge natural walls. It also had large supplies of iron and volcanic rock types.
The Draali made their home here, and before long the majority tongue became Draalor. The Draali continued forging and made great advances with the help of certain Aumish techniques, and eventually (with the discovery of Black Powder by a daemon scientist) designed the first gun. They built more and more of these weapons until it became the local trade (along with the famous wines and other farm produce). It became terribly rich, and mostly ignored the Second Horde (their path travelled far from them). Immigrants came from all over the world, and this has continued to the present day, the reign of King Pious XXI (who is anything but).
[/spoiler]

[spoiler=Government and Politics]The Church of the Silver Hammer still have a strong presence in Draal, despite the relocation of the Great Temple. The King is dictatorial, but many of his commands are... interpreted and filtered by civil servants (who make up the government).
As for foreign relations, Draal is resented by many nations because of its drain on their population, but most countries within the Great River Ring remain neutral or friendly in disposition (at least externally). Thirty years ago, Draavi split from the Great Aumish Covenant and underwent massive political reforms, including the re-appointment of a king.[/spoiler]

[spoiler=Clothes and Festivals]Draali orcs are unique in their fashion, favouring white (for men) or blue (for women). Most wear togas, although it is acceptable for male orcs to go naked on certain days in the year (although not females). Hoods are worn by many younger women as a sign that they are unmarried. Shamu favour simple darker clothing, including togas and skirts (for both women and men).
The Draali celebrate the birthdays of royal children with free-of-work days and also the Nine Days of the Silver Hammer.
[/spoiler]

[spoiler=Law]Murder is punished with death by the sword, assault by chaining to a post and letting the assaulted party's family free reign from the law to do what they wish to you, and theft by removal of a hand. Multiple assaults or thefts (of the larger kind) are punishable by execution, as are rape and fraud. It is illegal to wear any colour except red if you are not a child of the city, and illegal to wear gold if you ARE a child of the city (gold is restricted to the royal party and nobles). Touching the royal person without permission is punishable by death. [/spoiler]
[/spoiler]

The Great Aumish Covenant

[spoiler=The Great Aumish Covenant]The Great Aumish Covenant was originally a group of five nations - Western Aum, Eastern Aum, North Thane, South Thane, and Aum-Sparda. When Aum was on the verge of collapse, its last king, Varuch II, split it into five constituent nations and appointed five of his most trusted nobles to lead each. He died soon afterward by assassination, and Sparda promptly split away from the other four, declaring itself independent. The Draali orcs migrated into South Thane and renamed it for their homeland, and over time North Thane became known as 'Varishbar'. Thirty years ago Draal followed Sparda's example, and only Varishbar, Eastern Aum and Western Aum remain together.

In essentia, the Covenant follows a loosely set code of laws common to all three nations. All major decisions affecting the fate of the three nations are decided by the Elders, three major nobles elected by the other nobles of their homeland to travel to a summit in Vahar, the not-quite-capital of the Covenant. The Covenant also has its own army, recruited from all three nations.

[spoiler=Laws] Slavery has long been legal in the Covenant, since long before there was even a Great Aum. An eye for an eye, a tooth for a tooth, a death for a death, a maiming for a maiming... a bruise for a bruise, property for property. This is the general code in the Covenant.[/spoiler]

[/spoiler]

Eastern Aum

[spoiler=Eastern Aum]
Capital: Ardaddad
Government: Dictatorship
Population: 3,000,000 (75% orc, 25% other)
Languages: Aumish
Imports: Refugees, Corn
Exports: Spices, Gold, Slaves

Eastern Aum is the richest of the three nations. Its slave raids wander far across the rivers, and many Mana'tau have fallen beneath the nation's hold. The Underwater stretches out from here, forming a pentagon connecting Sparda, Varishbar, Eastern Aum, Western Aum and Draal. It accepts refugees from many other countries as second-class workers and slaves, and the orcs of this land are actually less commonly found in working positions than humans or slaves.
[/spoiler]

Western Aum

[spoiler=Western Aum]
Capital: Vradd
Government: Dictatorship
Population: 4,000,000 (75% orcs, 25% other)
Languages: Aumish
Imports: Gold, Wheat
Exports: Corn, Slaves

Infamous for its strikes out across the river and also down into Sparda, Western Aum is possibly the most violent nation in the River Ring. It has stolen from enemies far and wide, and will likely continue doing so until all are beneath Aum's rule again. They have gone to war six times in a hundred years to attempt to retake Sparda, once against direct orders from the Council of Elders not to. It is ruled by Samosa Duratar, a violent, inspiring local hero to the people of Western Aum.
[/spoiler]
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 15, 2006, 03:56:26 PM
Technology

Guns - Guns are still in the muzzle-loader stage. Research into various types of non-blackpowder propulsion continue, but only the most powerful elementalists have succeeded in creating weapons such as Firesprays and Lightning Arcs.

Clocks - Clocks are there for the rich and well-to-do, as well as large versions in temples and other such places of worship. Most commoners still measure time with sundials.  

Hot-Air Balloons - Hot-Air Balloons have only become at all useful recently. Kneftes Hedjun, a daemon scholar, wrote out his theories on 'travelling into the sky by wings of fire' around a hundred years ago, but they were lost after the murder of his Khat by another daemon. He has only remanifested recently. He now has talents of fire, and with the assistance of several craftsmen has fully designed a device which, when operated by an Elementalist, can fly upward into the air and move around. They are too expensive and require too large a balloon to act as any form of useful transport yet, however.

Clockwork Creatures - Using complicated magical weavings, it is possible to imbue certain metals with a life of their own - however, metal cannot move itself. Therefore, clockwork constructs - intricately balanced to allow them to walk and stand still - have been built. Mostly unintelligent and dull, they are still useful in mundane tasks (although there is admittedly only so much weight a clockwork arm can hold). Their most common task is as messengers (sharp-edged messenger pigeons are much more difficult to take down than their feathery counterparts). These are only common, however, in Western Aum and some parts of Draal and Sto-Lara.

Steamships - As do many technological advances in Dushkun, Steamships require an Elementalist to work properly. Ddralo's Propulsion Theorem describes how to make a basic piston, and after they became common (powered by an elementalist using fire runes on the water in a boiler) it was only a matter of time before steam-powered pistons were fitted to ships. Steam-powered vehicles are, as yet, undeveloped. Steamships are normally used on the Wide Canals crossing Eastern and Western Aum and the southern parts of Varishbar.

Wide Canals - Wide enough to hold large barges and ships, the Wide Canals were devised during the time of Great Aum and are still in use today. Smaller canals fill several modern Aumish cities, but the Wide Canals are the equivalents of large roads. Most are connected to the Underwater, the huge underground waterway that still connects East and West Aum as well as Varishbar, running all the way to what were once the three great cities of Aum and are now the three capitals of its old area.
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 15, 2006, 04:54:34 PM
The Amenta, the Shadow Night and the Undead

The Amenta is a black and empty void, devoid of all but daemons. Occasionally, floating through the darkness, a great orb of life and colour and magic will appear - but apart from that and the restless, ever-shifting true forms of daemons and other, more terrible creatures that live here, there is nothing. Nothing but darkness and emptiness, a void, forever.

[spoiler=Planar Traits]

The most likely thing to meet on the Amenta is a daemon spirit, or many, or one of those deadly creatures called 'Hivesouls' (see the monster section).
[/spoiler]

The Shadow Night is in places a twisted mockery of the Real, and in others a wondrous paradise of gold. Here is the land to whence the dead are said to travel and the Undead go to in their resting-time. It is thought to be the dreams of the world itself, if that is possible - and there are many figments of the real there, great cities formed of shadow or light.

[spoiler=Planar Traits]

The most common creatures found on the Shadow Night are Wraiths, Spectres, Wardens of the Damned and Spirits (see the monsters section for details). Nearly any other living being can also be found here, and nearly any undead not under the above categories.
[/spoiler]

 The Undead

The Undead are not a race exactly, nor a species - they are souls who have, by ritual or accident, switched over to the energy of the Shadow Night - Shadowstuff. This energy allows them to ignore the call of that plane and eventual death by old age, because the magic sees them as part of its home. However, their bodies slowly decay into pure shadow, and they are forced to wear more and more clothing to make them appear human. Despite this, most undead are not evil - they must feed off the soul energy of the Shadow Night. This means protecting the living, for if they die by means other than old age, they do not travel to the plane.

[spoiler=Undead Subtype]
Undead gain the following qualities:
[/spoiler]

Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 16, 2006, 12:46:01 PM
Map and some more on the lands of the Great River Ringland.
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 17, 2006, 11:40:23 AM
Technology added.
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 19, 2006, 08:38:44 AM
Great Aumish Covenant added.
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 21, 2006, 12:54:07 PM
Undead added.
Title: Dushkun, World of the Many Stars
Post by: Wensleydale on November 24, 2006, 03:18:29 PM
And undead subtype...