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The Archives => Homebrews (Archived) => Topic started by: Ravenspath on April 08, 2007, 10:31:14 PM

Title: Marit
Post by: Ravenspath on April 08, 2007, 10:31:14 PM
The Empress designated me, Historian Ganif to compile a brief summary of Marit and how we arrived at this point. I am sure that she would rather me tell the 'official' version, especially in regards to the outlying territories. But I will go for truth, rather than ego stroking.

From what we have learned since the end of the Dragon Wars there was a race of people that ruled the whole of Marit for Generations. They had towering cities and magical skills that have been lost to time. It seems that the Dragons and the Lost Race came to conflict three thousand or so years ago. As you all know, the Dragons won that battle and destroyed as much as they could about the Lost Race, thus the reason our information is so sketchy. But it seems that brave souls that have been exploring the lands are coming across more and more ruins that seem to have belonged to the Lost Ones. It is theorized that the new 'Bonesmiths' may be somehow related to the Lost Ones. The Empress has decreed that all so called individuals be brought in for â,¬Ëstudyâ,¬,,¢.

Dividing up the land into mini kingdoms, each Dragon ruled with an iron fist and cruelness of unknown depths. The, at the time, minor races of humans and Sarani quickly became the slaves and serfs of the Dragons. Cities were rebuilt; trade routes reopened and life went on for the masses. To play with their subjects the Dragons breed psionics into the Sarani and humans. This allowed them to better control their slaves. Of course those who gained these mind powers gained status with the masters. Which set them above their peers and new classes were formed. Both Sarani and humans have an innate capacity of cruelty to their own kind that was almost to same depraved depths of the dragons. The psionic 'nobility' lorded it over the brethren, sometimes with utter joy. While there were times when the Dragons were not seen for years or decades, they would always reappear and re-establish the dominion over their slaves. Seeing a golden, winged form swoop from the sky and raze a town with no warning or reason tended to put the fear of the Dragons back into the population.

This continued for over millennia. Until the Gens entered the land. No one, even to this day, is exactly sure why they decided to help the slaves, but there are some theories. The first is that the Gen were driven from their own lands and needed a new spot to call their own. Not wanting to share the lands with the Dragons they help start the Dragon Wars. The next is that they Dragons and Gen had been lifelong enemies forgotten slight between them. Not wanting to tackle the Dragons head on the Gen used the slaves to cause the downfall of the hated Dragons. The final theory, and least likely, is that the Gen have some connection the Lost Race and they enacted revenge on the Dragons for the destruction of the Lost Race.

No matter what the reason the Gens were instrumental in the downfall of the Dragons, for they taught the slaves magic. As they gained magical power the humans and Sarani slowly began organizing to overthrow their captors. Even some with psionic powers joined the cause, ready to be rid of the unpredictable and seemingly omnipotent Dragons. A Dragon here and there was killed quietly, the deaths often appearing to be accidental. It wasn't until a mage turned traitor and divulged the plans to the Dragon Council. The Dragon Wars started in earnest at this point and continued for over two centuries. Cities again were leveled, millions of people killed, but in the end the Dragons were destroyed and the land freed from their rule.

Even before the Dragons Wars ended the lands were divided up among the humans and elves, the dominant races of Marit. By this time three other races had appeared, half elves, Genlings and Kiryia. The Kiryia were the descendents of the cross of humans or elves with the dragons. Viewed with suspicion, even somewhat to this day, the Kiryia struggle to overcome their ancestorâ,¬,,¢s evil past. Genlings are a cross between Gens and the other races of the land. Currently there are 4 human nations, the best being (and smallest) being that of our illustrious Empress. There are 3 nations that elves call home. Though to be honest you will find all races in all nations except for one elven nation where they have shut their borders, even to other Sarani. There are two regions of Marit that are not nations per se, but rather unaffiliated or unclaimed lands that are overrun with clans or tribes of all races. These where the dumping grounds or testing grounds of the Dragons for those that experiments that went astray or those that the Dragons wished to punish rather than kill. The Gens have also claimed a land as their own, an island to the south of the mainland. And even here, though ruled by the Gens all races are represented here. With the passing of the Dragons the Kin were able to return. Somehow the Dragons had prevented the gods of Marit from reaching out and comforting their followers. Even though they have been back for 50 years many people still blame the Kin for the rule of the Dragons and the horrors those monsters caused.

While this is but a brief summary of the last few thousands of years it will have to do for now. As I steal moments away from my other duties I will further expand on the history of our land. Though I may need to make another version so that I don't lose my head to the Empress's whimsy.


Of course comments (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?28528) are welcome on this version, just try to keep them 'discreet'. You know how the Empress is!
Title: Marit
Post by: Ravenspath on April 08, 2007, 11:17:16 PM
Marit is my first homebrew world, but it is really my third. I started Marit back in college and then let is sit for over a decade. I would start working on it again every few months or years, but then it would fade. I designed another world in the meantime that I really enjoy, but I made it too complicated to play in so that needs a bit of redesign also.

A few months ago I was reading one of the Eberron books and say a picture that sparked an idea for a whole new class. Which made me sit down and really think about what was wrong with Marit. The answer was easy:

It was boring. I had fallen into the typical fantasy world genre. So I trashed everything from the Gods to the maps I had drawn and started again. It was just after that I found the CBG and have had my mind expanded even more. Since reading others works here that  pushed myself even more to get away from the usual and try to come up with new ideas.

Morality: Shades of grey. Life has been too much of a struggle for the last 1000+ years to allow any clear cut alignments. While there are truly good people and truly evil people most fall somewhere in between. Alingment will be used as general guidesline rather than a code to be followed at all times. Good people do bad things and bad people do good things.

Tone: Medium Dark. The last Dragon was killed around 50 years ago, but their influence is still evident and even prevelant in much of the land.

Theme: Survival and rebuilding. Even though life continued under the Dragons it was often a struggle. But now that the Dragons are gone it is time to rebuild. But that can be difficult since many have lost the way to take care of themselves.

 [spoiler=Races]The races that are found in Marit are:
Human
Nilan- a human/sarani mixed race
Sarani-na variation of an  elf. They are darker, both physically and morally. They have a much more 'realistic' view of life.
Kiryia-part dragon. In game terms using the Draconic Race from the Races of Dragon book. Dragons were not good or evil based on their color. Most (99%) would have been considered evil. Any good dragons (of any color) were long ago killed by the evil ones.
Genlings-part gen/efreet. A player must choose which element (water, fire, earth, air) of Gen they are. Game terms using a good portion of the Geneshi race from FR.

Both Kiryia and Genlings are EL +1.

No gnomes, halflings, dwarves or half-orcs for Players (or even existing in the world).[/spoiler]

 [spoiler=Magic] Magic has been modified also. Divine and Arcane magic still exit, but they work a bit differently then the regular d20 versions.
Divine-all divine casters are spontaneous casters. They do not need to pray for certain spells at a special time of the day. The number of spells they can cast per day stays the same as listed as does the spell lists. They can ask for any spell on their list from their diety as needed though.

Arcane-the underlying foundation for arcane magic is based on the elements. Each arcane caster will follow a number of spell paths that are linked to their elements. They will intuitevley know spells as they go up in level along these paths.  [/spoiler]

 [spoiler=Classes]All of the regular classes in the PH and EPH exist except for sorcerer. Any Divine magic is spontenously cast. Any arcane caster is elemental based. The cleric class is replaced with Faith Caster from Path of Faith book, though it will be called cleric. I am also working on a new class called 'Bonesmith'. This class is a variation of the Artificer from Eberron and Sorcerer. A Bonesmith can 'grow' organic items. This could take just a few minutes for a small dagger to months for a house or building. These items are made from a boneline material that, depending on how it is grown, can either be alive or not. More on this later.[/spoiler]

 [spoiler=Gods]
The gods of Marit are not active gods meaning that they do not walk the lands in avatar form. They do not live in some other realm watching over their people. Most people follow multiple gods rather than just one. Which god they ask guidance from depends on what situation they are in.


Lady Fate
Goddess of time and fate. Lady Fate is the deity of time, chance, fate, synchronicity and happenstance. Followers include farmers, rangers, rogues, fighters and anyone who needs a bit of luck. She is often portrayed as an elvish, human or half-elf woman. She is the older sister to the Sister Twins Kina and Kora. She is the mother of Belanika and the Brother Twins Parinon and Sorilon. It is more accurate to say that she oversees the Pantheon rather than rules it.

Kira
Goddess of Sun. The deity of light, the sun and family. Followers include druids, rangers, and farmers. She is almost exclusively portrayed as an elvish woman. She is the younger sister of Lady Fate and the older sister of the Sister Twins. Her relationship with Kora is very antagonistic. While her outlook is positive, her wrath is terrible to behold. Favored weapon is the longsword.

Kora
Goddess of Shadows. The deity of darkness, trickery and shadows.Followers include rogues and anyone who prefers to trick people or the dark side of life. Kora is portrayed as a very dark skinned elf or now as a kiryia. She is the youngest sister of Lady Fate and Kira. Her favored weapon is the battle axe.

Drazil
God of magic. The deity of magic and knowledge. Followers include mages, sorcerers, sages and often rulers. Drazil is portrayed as a human man though his age may vary. He is father to Belanika and brother to Malik. His favored weapon is the quarter staff or hand crossbow.

Malik
God of nature. The deity of animals, plants and family. Malik is represented as a male of any of the races with no set preference. Followers include druids, rangers, farmers and the â,¬Ëcommonâ,¬,,¢ man as Malik is the most accessible of the gods. He is brother to Drazil and father to Parinon and Sorilon. His favored weapon is the mace.

Belanika
Goddess of mysteries. The deity of mysteries and secrets. Followers include rogues and sages. Belanika loves mysteries and puzzles and the pursuit of the answer. She is most often portrayed as a half-elven woman. She is the daughter of Lady Fate and Drazil. Her favored weapon is the short sword.

Pharinon
God of Death. The deity of undeath, destruction and loss. Followers are any who seek power through death or the undead. Pharinon is the older of the Brother Twins. His father is Malik and his mother Lady Fate. While he resents most of the rest of the pantheon he is in awe of his mother Lady Fate. This keeps some of plots and schemes in check. He is usually portrayed as a human male, but sometimes as an elf. Favored weapon is the dagger.

Sorilon
God of the Dead. The deity of the restful dead and the afterlife. Followers include druids and rangers. Sorlion is the god of the dead, which is a natural part of life. He is in a constant struggle with his older brother about what â,¬Ëdeathâ,¬,,¢ is and who is in control. His mother is Lady Fate and his father is Malik. Sorilon is often seen as human or half-elven that eases the passage of others. The favored weapon is the dagger.

Ravel
God of war. Deity of battle and war. He one of a set of triplets that includes Vendarae and Shankoril. Ravel relishes in combat of any kind. Might makes right and that is all that matters. Followers are fighters and rulers. He gets along very well with his sister Vendarae, but is in continual conflict with his peace loving brother Shankoril. He is often portrayed as a human. Favored weapon is a two handed sword.

Vendarae
Goddess of storms. The deity of destructive weather is chaos. Along wither her brother Ravel she loves a scene of chaotic destruction and mayhem. While more inclined to get along with Shankoril they are often not on the best of terms. She is portrayed as a human or elf with wind blown hair. Her favored weapon is the bow.

Shankoril
God of healing. Deity of healing and self-controlled strength. Shankoril is opposite of his triplet siblings. While the enjoy destruction he enjoys healing others and the betterment of oneself. Strength of mind and body are good things, but using them against others for personal gain is a poor ethical choice. Portrayed as a half elf and sometimes as a human. The favored weapon is the warhammer.

Alajalin
God of the elements and madness. Alajalin is usally insane. He has moments of lucidity, but most consider him to be mad. Some theorize that being the diety of all four elements was too much for his mind to handle. He is usually portrayed as a human though recently there have been some pictures of him as a genling.

Dragons
The Dragons were also worshipped as gods as well. While this religion was the 'state' religion before it has now become an underground religion with very dark overtones. (to be expanded further)
[/spoiler]
Title: Marit
Post by: Ravenspath on April 16, 2007, 06:17:12 PM
Marit Map
Here is a map of Marit with the countries colored. The human run lands across the top of the land except for Nevir which is a barbarian run/waste The "elves" run the countried that have the ' in the name. The country all the way to the east is the xenophic one. The Rotting Lands are filled with monsters and babarian clans of mixed races. It is essential a jungle/swamp. The Genlands were the original homelands of the Dragons.


(//../../e107_files/public/1176761832_293_FT28527_marit_main.jpg)
Title: Marit
Post by: Ravenspath on May 13, 2007, 11:41:20 AM
Sarani

Sarani travel all the lands freely and while many have made homes in the humans lands they never quite settle down there completely. This can even be said to be true for the Sarani run lands. The music, literature and poetry of the Sarani is widely sought after, but it can often be of a somber nature. This is in contrast to their physical arts which are often of a natural bent. Sarani favor things of natural and simple beauty. When it comes to matters of protecting their own the Sarani show an expertise and passion like no other. As a race the Sarani are seem to searching for something that is missing. This is something that they find hard to describe to others. Are they looking for the return of the last years under the Dragon Age? Or are they searching for the meaning of life? Many Sarani take extended trips across the land and often find it hard to remaini in one place for long.

Personality: Sarani are of a serious nature, with an emphasis on the family and Clan. This is not to say they donâ,¬,,¢t have their lighter moments. They find a balance of living in the here and now and planning for the future with their long life spans. The now is about survival, the future is for the family. Plans may take decades to achieve their goals, but to reach that goal you must be alive. Once a goal or oath is set a Sarani can be known to focus their entire being on the completion of that goal. They are driven to succeed in whatever they choose. Once a Sarani lets you into his life you have someone that you can depend on.

Physical Description: Sarani are tall and slim, standing about 5-
1/2 to 7 feet tall and typically weighing 135 to 200 pounds, with
sarani men the same height as and only marginally heavier than sarani
women. They are graceful and wiry in nature. They tend to be dark skinned, ranging from a golden tan to a faded black color. Their hair color is as varied as that of humans. Sarani have no facial or body hair. They prefer simple, comfortable clothes, usually in woodland colors. Sarani
possess unearthly grace and fine features. Many humans and
members of other races find them hauntingly beautiful. A sarani
reaches adulthood at about 80 years of age and can live to be more
than 400 years old.

Relations: Sarani get along with humans and Nilans equally well since they all experienced the slavery of the Dragons together. While they are grateful to the Genlings for their help in destroying the Dragons they are not quite as enamored of the Genlings as other races. Kiryia are often viewed with suspicion by the Sarani as the dragon-like features that are often evident on the Kiryia stir deep feelings in the long memories of the Sarani.

Alignment: Sarani do not favor one alignment over another. Lawfulness is as important to them in the aspect of their Clans while individuality is also important.

Sarani Lands: Sarani lands are like the lands of humans with cities though there is less cultivation and the land is more often of a wild nature. The cities of the Sarani incorporate nature into their buildings. Some have large trees that old dozens of homes or the buildings are crafted to blend into the landscape. Since some many of their cities were built during the Dragon Age there is a clash of styles that the Sarani are slowing working to erase.

Religion Sarani worship all the gods of the Kin, though Malik (nature) is often favored with his son, Sorilon (dead) a close second. Belanika is also often revered for her mysterious nature.

Language: The language of the Sarani, Saranick, is a very elegant language that was almost lost during the Dragon Age. Both the verbal and written forms seem to flow effortlessly from those that use them. More and more Sarani are learning, Saranick since it is not proscribed any longer.

Names: Naming conventions for the Sarani include â,¬Ë. This punctuation represents something that is missing the individualâ,¬,,¢s self. This started during the Dragon Age and has continued as a sign of respect as well as the nagging feeling that the Sarani are still searching for something.


SARANI RACIAL TRAITS
_ +2 Dexterity, +1 Constitution: Sarani are graceful and built for survival.
_ Medium: As Medium creatures, Sarani have no special bonuses or
penalties due to their size.
_ Sarani base land speed is 30 feet.
_ Low-light Vision: An sarani can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. She retains the ability to distinguish color and detail
under these conditions.
_ Weapon Proficiency: Sarani receive the Martial Weapon Proficiency
feats for the longsword, rapier, longbow (including
composite longbow), and shortbow (including composite
shortbow) as bonus feats. Sarani esteem the arts of swordplay and
archery, so all Sarani are familiar with these weapons.
_ +2 racial bonus on Listen, Search, and Spot checks. An sarani who
merely passes within 5 feet of a secret or concealed door is
entitled to a Search check to notice it as if she were actively
looking for it. A saraniâ,¬,,¢s senses are so keen that she practically has a
sixth sense about hidden portals.
_ Automatic Languages: Common and Saranick. Bonus Languages:
Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Sarani commonly
know the languages of their enemies and of their friends,
as well as Draconic, the language commonly found in ancient
tomes of secret knowledge.
_ Favored Class: Any.

Title: Marit
Post by: Ravenspath on May 13, 2007, 12:31:25 PM
Genlings

Genlings are the offspring of Gen and the other races of Marit. Usually a cheerful race they excel at the magical arts and love to help others. Welcome by just about everyone a genling can often find a hospitable place to spend the night. Most genlings though have a quick temper, inherited from the Gen ancestors and can often take slight at the smallest infraction.  Once a genling is an enemy, they are often an enemy for life. Arcane magic is an important part of the genlings heritage since they are the one that taught magic to the other races.

Personality: Genlings are unusually optimistic and cheerful, to the point that this can become irksome at times. They look to the positive of any situation and believe there are no odds that cannot be overcome. An example of this is the Dragon Wars and downfall of the Dragons. Genlings are quick to make friends and sometimes even quicker to make enemies.  A mercurial temper runs through the genlings, even the usually calm earth genlings. Depending on the individuals mood a minor comment can be taken as major insult. And just as quickly the person can be forgiven. Anything magical fascinates a genling.

Physical Description: Genlings stand between 4Ã,½ and 5Ã,½ fee tall. Their frames are often slight of build. Skin color varies depending on what element the genling is connected to. The genlings skin has tones of the corresponding elemental color rather than being the complete shade: water-pale green, earth-tan, fire-red/orange, air-blue. Hair and eye color also tends to reflect their elemental color.

Relations: Genlings get along with all the other races of Marit, especially the Kiryia since they are both not native to the Marit.

Alignment:  Genlings are free wheeling individuals who are optimistic. Thus they tend towards Chaos and Good.

Genling Lands: Genlings themselves do not rule any lands, but rather their â,¬Ëparentâ,¬,,¢sâ,¬,,¢, the Gen, rule the island which has been dubbed Genlans by the other races of Marit. Genlans welcomes all races to its shore and many genlings make this their permanent home once they have explored the rest of Marit

Religion: Out of all the Kin the Genlings most often follow Alajalin. Even though he is considered mad he is directly connected to the elements which all genlings understand.

Language: Genish is a language that has no written component, though some genlings are working on creating one. As a verbal language Genish is composed of various sounds that include hisses, clicks, moans.

Names: Genlings often choose a single name as their complete name. This can be a word that strikes their fancy or the name of someone that they greatly admire.

RACIAL TRAITS
Water Genling
+2 Con, +1 Cha,
Medium size
Base speed 30 feet, swim speed 30 feet
Darkvision up to 60 feet
+1 racial bonus on savings throws against water and effects, increases +1 every five levels
Breath water as an extraordinary ability
Native outsiders
Automatic languages: Common, Genish
Favored class: Wizard, Fighter
Level adjustment: +1

Fire Genling
+2 Int, +1 Cha,
Medium size
Base speed 30 feet
Darkvision up to 60 feet
Control Flame-cause nonmagical fire within 10 feet of them to diminish to the level of coals or flare to brightness of daylight and double normal radius of illumination. Does not change the heat output or fuel consumption of the fire source, lasts 5 minutes and may be used once per day. As if cast by 5th level caster
+1 racial bonus on savings throws against fire spells and effects, increases +1 every five levels
Native outsiders
Automatic languages: Common, Genish
Favored class: Wizard, Psion
Level adjustment: +1

Air Genling
+2 Dex, +2 Int, -2 Wis, +1 Cha
Medium size
Base speed 30 feet, swim speed 30 feet
Darkvision up to 60 feet
+1 racial bonus on savings throws against air spells and effects, increases +1 every five levels
Levitate- can levitate once per day as if cast by 5th level caster
Native outsiders
Automatic languages: Common, Genish
Favored class: Wizard, Rogue
Level adjustment: +1

 Earth Genling
+2 Str, +2 Con, -2 Wis, +1 Cha
Medium size
Base speed 30 feet
Pass without trace-can use pass without trace once per day. As if cast by 5th level caster
Darkvision up to 60 feet
+1 racial bonus on savings throws against earth spells and effects, increases +1 every five levels
Native outsiders
Automatic languages: Common, Genish
Favored class: Wizard, Fighter
Level adjustment: +1



Title: Marit
Post by: Ravenspath on May 13, 2007, 12:32:37 PM
Here is a map of the relations between the Kin, the pantheon of Marit.
(//../../e107_files/public/1179073941_293_FT28527_kin_map_2_.jpg) (//../../e107_files/public/1179073941_293_FT28527_kin_map_2.jpg)
Title: Marit
Post by: Ravenspath on May 26, 2007, 10:05:27 PM
Bonesmith class

I am still working on this and would like some feedback, but this is the gist of it.


Bonesmith
There was the insistent nagging at the bag of your mind. No matter what you did you felt as if something was calling you. And something was. In the village a traveling troupe had come for the Fall Festival. You continually found yourself watching the actors practice their skits, one in particular. A young Sarani with pale hair and dark skin kept your attention.  But then you realized it wasnâ,¬,,¢t her, but rather her ring. It seemed to be made a pale green stone, but with lines, or veins, of a darker green running though it.  Looking up you realized the young girl was looking at you and smiling, as is she knew something that you didnâ,¬,,¢t.

You have the ability to create or grow items from small bits of organic matter. These items can range from caltrops to homes and just about anything in between. Dependent on the amount of energy you put into the item it can last for a few hours or possibly gain sentience.

Adventures: Bonesmiths adventure as it is how they became bonesmiths. To gain access to their inner abilities they must travel to one of a number of sites scattered across Marit. The bonesmith must also search for patterns in ancient ruins, dragon holds and where ever else any record of the Forgotten ones can be found.
Characteristics: Bonesmiths are often wanderers. The abilities are new to Marit and many donâ,¬,,¢t know what to make of these people that can â,¬Ëgrowâ,¬,,¢ things. Some consider them evil; others consider them to just be odd. By using patterns that they have either found or created a bonesmith can take a small bit of organic matter and create an item. Two types of items are possible, Inert and Living. Inert items disintgrate after a set period of time while Living items do not turn to dust. Living items can also be given special abilities dependent on the bonesmith and the person wielding the item.  This ability is neither arcane nor divine and bonesmithed items do not radiate magic unless other magic has been placed on the item.
Alignment: Any
Religion: Bonesmiths do not follow any one religion.
Background: Bonesmiths do not study to use their bonesmith abilities. Rather they must have their abilities activated by being in a locale that was important to the Forgotten Ones, a race that the Dragons destroyed thousands of years ago. Once the abilities are activated the bonesmith must search or Patterns. These Patterns are little more than a way to view how an object is put together. This understanding is intuitive and bonesmiths have not been able to explain it to others.
Races: Humans, Sarani and Nelin are more commonly Bonesmiths over Kiryia and Genlings, but that does not preclude either of those two races from becoming a bonesmith.

Abilities: Wisdom is important as it determines the number of Patterns that may be created each day.
Alignment: Any [note]The inspiration for this class came from a picture in an Eberron book of a Dragon Mark that had been turned into a whip. That made me think of living weapons which developed into this class. Items will have various abilities that can be added to them which makes them more powerful and versatile.[/note]
Hit Die: 1d6
Class Table:
Base attack: Average
Savings Throws: Fort-Good, Ref-Poor, Will-Good
Class skills:
Appraise, Craft, Knowledge-nature, Concentration, Profession, Heal, Handle Animal, Knowledge-Bonesmithing
1st level â,¬' (6+INT Mod) x4
Each level after that - 6+INT Mod

Class Features:
Weapons/Armor- All simple and martial weapons. All light armor & shields except tower shield. Can use both medium and heavy organic armor as if had appropriate Feat
Bonesmithing- a member of this class can grow organic items from Patterns that they have learned. These items appear as if made from bones of differing shades. There are two classes of items a bonesmith can create, Inert and Living. An inert item lasts only a short amount of time before it crumbles to dust. A living item is permanent unless destroyed. An inert item is created in a set amount of time as determined by the Pattern while to create a Living item the bonesmith must save a number of sessions as determined by the Pattern. If a bonesmith creates any items during this period all saved sessions are lost and the bonesmith must start again. Living items have a number of other abilities. Such an item can heal itself over time. A Living item can also bond with a person. This bond allows the person to access different abilities of the item as determined by the Pattern. A person may also have a specific Living item made for them, which takes the bonded item to a new level called bound which allows even more abilities to be used.
Organic Sense- a bonesmith can determine if an organic item is bonded or bound to a person by touching the item. If the person is nearby there is a chance that the bonesmith will be able to determine that they are items bond/bound.
Pattern Reading: A Bonesmith gains the ability to â,¬Ëreadâ,¬,,¢ a Pattern of an object. These Patterns were created by the Forgotten Ones or other bonesmiths and allow the bonesmith to understand how an item is â,¬Ëput togetherâ,¬,,¢ so that the item can be created.

Ex-member:
Starting Package:

Title: Marit
Post by: Ravenspath on August 12, 2007, 10:34:02 PM
Made a few small changes in the Magic and Class sections of post #2. There will be more changes coming soon.