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The Archives => Homebrews (Archived) => Topic started by: Captain Obvious on April 15, 2006, 02:11:45 AM

Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 15, 2006, 02:11:45 AM
Welcome to the Age of Kings

This is the second campaign setting that I am in the process of cooking up. I actually have worked on three but they are all in early-ish development stages and other than this one, none of them have a spot up here as of yet (so donâ,¬,,¢t bother looking for them). The first one I worked on was a fairly standard gospel dnd world, just with the landscape and societies arranged to suit my tastes (I'll probably be at least posting up a fairly skeletal version of this world later on). The most recent on is completely on the other end of the spectrum and takes place in the present-day real world, but with lots of weird occult stuff thrown in the background (this one would probably be better served as a D20 modern setting with dnd elements thrown in). Age of Kings, the setting that I am working on here is somewhere in between. Although it uses more or less the standard rules sets and feels of a regular dnd world, I wanted to try and throw away many of the standard assumptions.

One of the most key elements of this is the throwing out of the standard races, or at least changing them and relegating them to a more secondary role. In my campaign, dwarves, elves, gnomes and even humans have been changed and given smaller roles in the central nation of the campaign (halflings also have a smaller role, but theirs never was very important to begin with). Replacing humans as the main pc races is a nation of orcs (albeit more civilized orcs with moderately changed statlines). There are also other races filling in the other spots but they will be gone into in more detail at a later time. The traditional roles of many creatures have also been changed for many different races and monsters.

The second element that had to change was the natures of the gods. Even though there are many strange things happening all the time in the world, I want to keep a separation between the gods and everything else. â,¬Å"Godsâ,¬Â will be divided into three rough categories: god-like beings (mortals who are definitely real but are powerful and respected enough that they gain worshippers, much like the Egyptian god-kings), primal beings (fundamental forces that are semi-personified by their worshippers even though they are probably not aware) and divine ideals (similar to the standard gods, but they have don't easily provable existence or influence). Other than the primal beings, there are no campaign spanning gods â,¬' worship exists on a much smaller scale. Few gods even extend further than a single nation. Regardless of their type, or even whether they exist or not (this is just as debatable as with the real world gods) all gods can take on worshippers and grant spells and abilities to them as these powers are based entirely on faith. The focus of a worshippers faith can be anything, but as long as they believe in it enough, it becomes a god â,¬' at least to them and thatâ,¬,,¢s all that matters.

This element of mystery combined with stark reality is carried onto much else in the campaign. There is no well-defined line between history and legends. Many of the stories in the creation myths blur into what is known as the past and every society has itâ,¬,,¢s own tales and distinction between them. the past has been split into several periods of Ages and though they early ones are mostly thought of as myth, and the most recent as history, in between they get all jumbled up. The procession of Ages â,¬' at least as far back as is recorded consists of the Age of Twilight when the world was created from the void, then the Age of gods when the first being were awakened, the Age of beasts when the great creator races ruled the lands and finally the present, also known as the Age of Kings where the great races have mostly disappeared and the world is populated by the far more numerous lesser races.

Since this world is currently in development and I donâ,¬,,¢t have all of my ideas fully worked out yet (not even close) I would welcome any suggestions that people have. Compliments are great, but even more welcome would be some comments and criticism on stuff I might want to alter. By no means am I looking for flaming of insults, but rather, some constructive criticism. Also, if anyone has ideas for an entirely new element or something like a nation that they think would fit, that would be greatly welcomed and I would see where it could fit in. Iâ,¬,,¢m always open to suggestions.

Thanks in advance for anyone who checks this out, and I hope you like what you see. Next items on the agenda will be a table of contents to help organize stuff as I put it together and I want to get my map finished up and loaded up.

Cheers all! :buds:
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 15, 2006, 02:14:48 AM
The Age of Kings: Table of Contents

General Information

Concepts and Themes
Map of the East of Vaarimar (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4052.last)
Races of the East (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4013.last)
Classes (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4259.last)

The Planes and Outsiders - an overview (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4708.last)

How outsiders work
The Spirit World
The Immateria
The Void
The Primordial Shadow

Religion - an overview

Creation of the World
The Primal Beings
The Gods and other Creation Myths

Nations

Vaarimar, the Great Land â,¬' an overview
Nations of Eastern Vaarimar
-Morash (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4053.last), the Dragon Kingdom
-Silaskan , the Lost Kingdom
-Minos, Home of the Bulls

Aerinath, the Lands beyond the Sun â,¬' an overview
Nations of Aerinath
-

Frosthome, the Inhospitable North - an overview

History

Seasons and Timekeeping (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4014.0)
Timeline of Eastern Morash
The Age of Twillight
The Age of Gods
The Age of Beasts
- The Elder Races (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?5714.0)
The Age of Kings

Other threads
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 15, 2006, 02:20:57 AM
Races of The East a preliminary list

Some main races are listed below. This list will change and the division between "common" and "uncommon" is arbitrary. races will be listed as:
-Name (favoured class)[ability mods and major racial traits] bits of description and other traits.
Many of these ideas are still in developement and wont may not be fully fleshed out or balanced yet. *indicates a rarer or not usually PC race (probably due to an LA), but still fairly common race

The primary race, at least in the central nation of the setting are orcs, but i wanted to change them up a bit, so...

SURFACE RACES

Orcs

Forming the majority population of one of the most powerful nations, the orcs are a very common race.
[spoiler=Orcs]
There are two subraces of orcs. Scattered to remote corners of the wolf and still living in primitive barbarity, are the Savage orcs, or Morok. The more common is the Morashii orcs are the modern day descendants of many old tribe of savage orcs who were united into a nation long ago, and have since developed a very advanced civilization.
   Personality: The two subraces have very different outlooks on the world. The Morok are a very agressive and brutal people, but this outlook helps their tribes survive in an increasingly hostile and advancing world. In the race for societal developement, they were left behind a long time ago. They do have a very strong sense of community and prefer "survival of the tribe" instead of "survival of the fittest". The Morashii, on the other hand, are really quite sophisticated. Even though their heritage has left them short-tempered and very touchy about matters of honour, They get along quite well with most other societies (or at least make an effort to ). Perhaps the most important element in their society is acting honourably. Even should an orc lose a fight, he will congratulate the victor and harbour no ill-will against them.
   Physical Description: Most orcs have a greenish-grey skin tone, although the darkness of it and the exact shade varies a lot. They have stubby lupine ears and dull red eyes. Their hair is prodominantly black and it looses it's thickness, but now colour as the orc ages. Male orcs will almost always wear their hair in one or more long braids. It is a great point of pride, and they only cut their braid when they are defeated honourably in battle, of dishounour themselves somehow. Wild orks wear simple clothing in browns and greys, although if they manadge to aquire coloured cloth, they will wear it with pride until it is faded and ratted. The garb of a Morashii orc varies immensly depending on their roles in society. Lower classes tend to choose plain but servicable clothes, whereas upper classes and the Dragon Knights will have well made and frequently dark red clothes. The preisthood is an exception and are usually seen in dark purple, red or black robes with their heads completely shaved except for the ocasional goatee. Tatooing is also very prominent among orcs.
   Relations: Wild orcs base their relationships with other cultures almost solely on how much that person could benefit the tribe as an ally as opposed to defeated and looted. This can make them very hard to deal with as they may change from amiable to enraged with little to no warning. Morashii on the other hand will almost always aproach a relationship for mutualy beneficial trade first, but anyone who insults them or acts without thought for honour, has not only made a long time enemy of that orc, but of most of his allies as well.
   Alignment: For the most part orcs do not care for distinctions of good and evil, but rather use honour and loyalty to kin to make their decisions. The wild or tend to lean more towards chaotic nuetral frequently, and live much more often by a might-makes-right philosophy. Morashii, specifically those that reside within the cities of Morash will usually choose a neutral of lawful neutral alignment, and some, specifically the Dragon Knights, even go so far as to live by formal codes of honour.
   Orc Lands: Morashii orcs are concentrated for the most part within Morash and spend most of their lives in the plains and foothill - frequently within cities. The nation also has a substantial naval prescence and control much of the surrounding ocean and channel. Wild orcs, will tend to stake out small areas of land that they use for hunting and farming. The terrain is not to important as they can thrive in plains, foothills, woodland, or montains. They has no localised power base, but there are small communities scattered all over the continent.
   Orc Languages: Orc Languages: Most Morok only speak and understand Orcish, although cheiftans and shamen frequently know Common. Very few can read or write anything more advanced than the crude glyphs and pictograms that make up written Orchish. Morashii know Moran (a blend of Orcish and Draconic) and Common. Many speak Orcish as well with is mostly just used for slang and street talk nowadays, and Draconic which is used for prayers, some law proceeding and other higher uses (much like we use Latin). Moran has no alphabet of itself, but official documents are scribed using Draconic, whereas casual writting will frequently mix the Orcish and Draconic alphabets together.
   Names: Orc, especially the Morok, tend to have very short guttural names that are rarely even more then one or two syllables. The higher you rise into orc society, the longer their names become, and many orcs (even the lower classes) will have an honorific, title or nickname, and possibly several to go with it. ex. Low= Three Toe Gorg. High= Commander Burka'Moten Keylano Ta'Pastso Skypuncher.
   Adventures:

Orc Racial Traits

Morashii Traits
- +2 Str, +2 Con, -2 Dex, -2 Cha: Orcs are strong and tough, but a bit clumsy and short tempered.
- An orc's base land speed is 30ft.
- Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
- +1 skill point/level: Orcs are quick learners.
- Low light vision
- +2 on Survival and Endurance type checks: Orcs are a very hardy and adaptable people.
- Automatic Languages: Moran, Common. Bonus Languages: Orc, Draconic, more later...
- Favoured class: Any.

Morok Traits
- +4 Str, +2 Con, -2 Int, -2 Cha: Orcs are very strong and tough, but a bit dim and short tempered.
- An orc's base land speed is 30ft.
- Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
- Low light vision
- Illiterate: Regardless of their starting class, Orcs must pay 2 skill point to gain the abbility to read and write.
- +2 on Survival and Endurance type checks: Orcs are a very hardy and adaptable people.
- Automatic Languages: Orc. Bonus Languages: Common, more later...
- Favoured class: Barbarian.

[/spoiler]
Whiptails: Whiptails are small lizard-folk but have hollow boned bird frame of smaller dinosaurs as opposed to a humanoid skeleton. They were originally bred as workers by the yuan-ti, and although most still live there, many now explore the world on their own.
[spoiler=Whiptails]
- +2 Dex, -2 Str, -2 Con: Whiptails are very nimble and quick, but their hollow bones make them fragile.
- A whiptail's base land speed is 40ft.
- Small: As Small creatures, whiptails get a +1 size bonus to AC and attack rolls.
- +1 skill point/level: Whiptails are quick learners.
- Low light vision
- +2 on Hide checks: Whiptails have slightly chameleonic skin.
- +4 on Climb and Jump checks: Whiptails are strong climbers and have powerful legs.
- Automatic Languages: Saurian, Common. Bonus Languages: Draconic, more later...
- Favoured class: Rogue. [/spoiler]

Ullor{yew-lor}: Ullor are tall and wispy humanoids with hairless light blue skin, a bony ridge along their spine and onto their head, and no eyelids. Their species is semi-aquatic since they only recently (recently in terms of millenia) began to live predominantly on land. Their two most striking features are ther hands with two opposable thumbs and the fact that every Ullori is a mild empath. This picking up of all surrounding strong emotions has caused the race as a whole to seek out inner and outer peace, which has in turn led to a very productive society.
[spoiler=Ullor]
- +2 Dex, +2 Int, -2 Str, -2 Con: Ullor have both nimble minds and bodies, but slight frames make them fragile.
- A ullor's base land speed is 30ft.
- Medium: As Medium creatures, ullor have no special bonuses or penalties due to their size.
- +1 to grapple checks and to resist disarming: A Ullor's two opposable thumbs give it a strong grip.
- Low light vision
- +2 to Swim checks and can hold breath twice as long as normal: Ullori are formerly aquatic beigns.
- +2 on Diplomacy and Sense Motive checks: Ullori are mildly empathic and can sense basic feelings.
- Automatic Languages: Aquan, Common. Bonus Languages: Saurian, more later...
- Favoured class: Martial Artist. [/spoiler]

[note] Goblins and Wolves
The origins of the connection between goblins and their wolf allies are unknown, but there is definitely something more than just a name when they refer to the wolves as their "brethren". The greatest proof of this is the large occurence of wolve and goblins who are born as natural lycanthropes who are not bound by the phases of the moon. On very rare occasions a Barghest, or "two-soul" is born to the clan. These creatures actually have, as their name says, both a wolf soul, and a goblin soul living within them. In the cases of lesser Barghests, the two souls are constantly warring with each other and the creature lives with serious schitzophrenia their whole life. Though they are mentally troubled, they remain with the clan and are given places of great honour - living to become powerful, but unpredictable warriors. On the very rare occasions that a greater Barghest is born though, the whole surrounding land is in grave trouble. Though they still have the great prowess and two souls of their lesser kin, within a greater Barghest, the two souls and minds arefully in accordance with each other. They invariably grow to lead their tribe and their amazing drive will bring together many clans into a simgle force. These Great Packs as they are called will then sweep across the land until a force large enough to stop them can be brought to bear. Then the survivors of each clan with split apart and colonize whichever land they ended up in. It is this that has cause the goblin race to spread themselves over so much of Varimaar. [/note] Goblins: The goblins are a very small and wiry people. For the most part they live as nomadic raiders, frequently alongside a befriended wolf pack (with whom they form strong bonds of friendship). They are a fiercl territorial people, but do view any territory they are currently in as theirs. This often leads to unintentional "invasions" of other societies as they goblins enter another's territory and the retaliations grow into full scale battle (which the legions of very fast mounted warriors the goblins bring tend to win). Goblins are great beleivers in strength in numbers and in alliances, but become cowardly and vicious when isolated from their trusted compainions.
[spoiler=Goblins]
- +2 Dex, -2 Str, -2 Cha: Goblins are very nimble and quick, but they have trouble understanding other societies.
- A goblin's base land speed is 30ft.
- Small: As Small creatures, goblins get a +1 size bonus to AC and attack rolls.
- Goblins can apply any class-based fast movement abbility to any wolf they ride.
- Darkvision out to 60 feet.
- +4 racial bonus on Move Silently, as well as Handle Animal and Ride checks to do with wolves.
- Automatic Languages: Goblin, Common. Bonus Languages: Ogre, Giant, more later...
- Favoured class: Scout. [/spoiler]

Berrin (halflings): The halflings of Terra, known as Berrin, are far from the cheery whimsical people of other worlds. They are a very loyal and hard-working folk, but are frequently found to be very dour, sometimes even a bit morbid in their outlook. They have had much trouble in their history though, which accounts for much of this. They are for the most part hard working farmers and builders, which comes in handy when they are periodically forced out of their homelands by encroaching larger folk. They have come to accept this and have adapted to a semi-nomadic lifestyle. As such many towns consist of large parked caravans instead of actual buildings. Although most accept their downtrodden fate, there are a suprising number of halflings who turn to the dark art of necromancy, shadow magic and warlockism in an effort to regain some control over their lives.
[spoiler=Halflings]
- +2 Dex, +2 Con, -2 Str, -2 Cha: Halflings are very nimble and hardy, but their dark outlooks harm their relationships with other societies.
- A halfling's base land speed is 20ft.
- Small: As Small creatures, halflings get a +1 size bonus to AC and attack rolls.
- Halflings gain a bonus feat at first level.
- +2 morale bonus on saving throws against fear and illusions.
- +2 racial bonus on Concentration and Survival checks.
- Automatic Languages: Berrin, Common. Bonus Languages: more later...
- Favoured class: Rogue. [/spoiler]

Nocterani (wild elves): The Nocterani are a very reclusive people and are seldom seen outside of their forest. Though not malicious, they are fiercly territorial, and are not understood by most interlopers. This, combined with communication problems, frequently results in intruder being killed on sight. Many of their rangers form strong bonds with the packs of displacer beasts that roam through their home forest (There will probably be a prestige class for this that at higher levels allow the ranger to share in the displacer beast's displacement abbility). For the most part the tribes are led by a council of elders all well versed in voodoo magic (shaman class, plus probably the master of shrouds PrC).
[spoiler=Wild Elves]
- +2 Dex, +2 Str, -2 Con, -2 Int, -2 Cha: Wild elves benefit from very strong lanky frames, but are fragile and very reclusive.
- A wild elf's base land speed is 30ft.
- Medium: As Medium creatures, wild elves have no special bonuses or penalties due to their size.
- Darkvision 60ft.
- +2 to intimidate, hide and climb checks.
- Sound Mimicry: Wild elves can reproduce almost any sound they have heard recently. They also gain a +2 racial bonus on any such checks.
- Automatic Languages: Noctan, Fey. Bonus Languages: Common, more later...
- Favoured class: Ranger. [/spoiler]

Wisplings: The wisplings have been the self-appointed gaurdians for their woods for longer than any mortal could remember. Though physically very tiny, they are clever and have an almost innate connection with nature. They are welcoming to outsiders, but remain wary for a long time after that. All wisplings are born with the abbility to bend nearby shadows around themselves, but no-one, not even the wisplings themselves are sure why. They beleve it was a blessing from the Earthmother to help them defend themselves. Physically, wisplings are small and frail, with pale grey skin, and large lidless eyes.
[spoiler=Wisplings]
- +2 Dex, +2 Wis, -4 Str: Wisplings are very nimble and observant, but they are very small and weak.
- A wispling's base land speed is 20ft.
- Small: As Small creatures, wisplingsget a +1 size bonus to AC and attack rolls.
- Blindsense 15ft.
- Light Sensitivity: Wisplings are dazzled in bright sunlight or within the radius of a daylight spell.
- +4 racial bonus on hide checks when nead shadows.
- Automatic Languages: Fey, Common. Bonus Languages: more later...
- Favoured class: Druid. [/spoiler]

- Lizardmen (psionic warrior) [pretty much the same. Might be amphibious] bred for warrior stock by the yuan-ti
- Spikers/Bladelings (fighter) [as normal. Not yet sure which I will use] as normal, but they are from the easter continent an have established a few colonies here
* Minotaurs (fighter. Druid for albinos) [as normal. Albinos are common and get normal stats plus +4 Wis, +2 Cha, â,¬'4Str, -2Dex, some minor spell-like abilities. Maybe aurasight]
* Feral Dwarves (barbarian) [dwarf with feral template and +2 natural armor] wild, devolved dwarves. Skin has a hard rocky texture.
* Hobgoblins (fighter) [as normal, but +2Str, and â,¬'2 will saves] created by ogres from goblin stock. Bred to be the perfect soldier, but totally obedient.
* Centaur (Fighter or scout) [normal stats probably] nomadic tribes. Friendly enough if treated the same, but very slow to forgive if slighted.
* Yuan-Ti (various) [mostly the same. Psionic abilities only] ot sure which races will be PC playable yet, but some will be
* Forest trolls (barbarian) [not sure yet. Saw something in MM3 but canâ,¬,,¢t remember what they were like] smaller, less invulnerable trolls. Very reclusive and xenophobic tribes. Lots of shadowdancers and shadow priests (new PRC). Herd and train giant spiders, and some trolls are also maybe were spiders.
* More powerful races (Rakashas (sp.?), nagas. Yuan-ti, dracotaurs (tauric giant/dragon creatures), salamanders, assorted giants (mostly cloud and hill), ogres/ogre mages,

UNDERGROUND RACES
- Kobolds (any 2. â,¬Å"Jack of all tradesâ,¬Â) [small, +2Dex, +2Int, -4Str, _2Con, +1 nat armor, can use any skill untrained] very bright and inquisitive, but incredibly short attention spans. Good inventors. One of most common races for wizards.
- Murred (fighter?) [small, +2Con, -2Dex, more to come] little badger-like humanoids. Miners and fungus farmers mostly.
- Duma (psion) [+4Con, -2Dex, -2Cha, -2 spot, +2 listen, 5ft blindsense] very shor and tough humanoids with no defined head (facial feature are set into itâ,¬,,¢s skin near top of chest). No ears but sensitive skin can detect vibrations.
- Arans (rogue) [+4Dex, -2Str, -2Con, -2Cha, darkvision 90ft, +2 spot, +2 jump, +4 climb, can make up to 2 points of unarmed damage count as piercing instead of bludgeoning] tall, spindly limbed spider-like beings. Bristly black hair, 4 eyes (wide field of vision) hands and feet can extend small hooks to aid with climbing and as weapons.
- Dark ones (rogue) [as normal] little, cloaked dark-skinned sneaks. Canâ,¬,,¢t remember which book they are from (FF?)
* Deep gnomes (wizard) [as spriggan gnomes] sneaky manipulators and scientists. Very good inventors and masterminds.
* More stuff lower down (grimlocks? Toad beings? Troglodytes? Quaggoths?)
* Other more powerful stuff (Mind flayers, aboleths, more to be added)

This will all be expanded upon at a later date.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 15, 2006, 02:26:44 AM
Seasons and Timekeeping

Here are some preliminary physical details of the environment based from a list of questions someone sent me over at the WotC forum.

Is there one sun? If so, has there always been? Is the sky blue, or some other color in the daytime?
One sun and always has been. Some creation myths, particularly the Laethaery (sun elves) believe the sun is the actually the great phoenix god and that it is reborn each morning and then soars across the sky and eventually burns out in a great blazing sunset, plunging the world into darkness until it is reborn the next morning. Sky is normal colour (a bit more purple than earth) but a higher concentration of some gas (Iâ,¬,,¢ll find out what it should be later) in the atmosphere causes especially spectacular sunrises and sunsets.

And what is an hour? A minute? A second?
These times are still the standard measurement.

Is the day 24 hours long?
The day on Terra is 27 hours long and the day is divided into 3 portions, each consisting of 9 hours â,¬' Rise, Wane and Darktime. Time of day is counted by saying the hour followed by the part of day, as with am and pm (e.x. 4 â,¬Ëoâ,¬,,¢ the rise, or 7 â,¬Ëoâ,¬,,¢ dark). 9 o rise is known as Dayâ,¬,,¢s peak, 9 o wane as Embertime, and 9 o dark as the Morningâ,¬,,¢s Spark.

What is a year?
Each Terran year is 273 Terran days long. It consists of 8 months, each 32 days long (I donâ,¬,,¢t have names for these made yet), as well as a period of 17 extra days at the new year. These days are not part of any month and form a period of holy days and a time of renewal at the transition to the next year. There are the four standard seasons, each consisting of two months. Each season has a particular element attached to it â,¬' fall=earth, winter=air, spring=water, and summer=fire. I might swap fire and earth so that opposing elements are opposite each other. I am trying to think up a way to have those elements be stronger during their respective times, but no ideas yet.

Is the world a spherical ball winding its way around the sun's gravity well, or is creation in the Age of Kings a different arrangement?
Current thought is that the planets work as normal (gravity wells, orbit and whatnot). Havenâ,¬,,¢t made any choices yet as to other planets, where the assorted planes fit in, or even if there will be other planes (or planets for that matter). One thing I think I do want to have is either a comet that makes passes every now and then, or a rogue planet looping though the system.

How about moon(s)? If none, how does lycanthropy work? The tides? Lighting at night? Is it starry black at night?
Current plan is to have two moons. Maena, the larger one, orbits every 37 days, and Coja, the smaller, every 21. lycanthropy exists, but Iâ,¬,,¢m not sure which of the moons should control it â,¬' probably Coja (Maena might be the focus of something else, who knows). With two moons of different masses and rotational frequencies, the tides are suffice to say, very complicated. In any societies near the oceans, there are sages whose sole duties are the creating of timetables of the upcoming tides. The frequency can vary anywhere from 2 to 4 a day, and the strengths of the tides varies depending on the proximity of Maena and Coja to each other. Due to there being two moons and the large relative size of Maena to Terra, the sky at night is usually at least a bit brighter than on Earth. On the very rare occasion when both moons high in the sky at once, the sky remains in a state of twilight all through the night. However, these planetary conjunctions know as Long Days, only occur every 3 years. Even rarer (every few decades only) are Long Days when both moons are also full. These celestial phenomena are times of great portents and certain rituals when performed on these days can have earth-shaking results.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 16, 2006, 12:01:33 PM
More maps coming soon
 
[spoiler=Nations of East Varimaar]
(http://i36.photobucket.com/albums/e27/arthur_t/CBG%20stuff/Map-nation-borders.gif) [/spoiler]
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 16, 2006, 12:05:43 PM
Morash  
Capital: Morashan
Populations: 2,684,600 (orcs 68%, minotaurs 11%, half-orcs 7%, humans 4%, half-dragons/dragon bloodlines 3%, goblins 2%, halflings 1%, other 3%)
Government: Theocracy (Former monarchy by combat)
Imports: later
Exports: later
Alignment: LN, N
Major Religions: Anghammarad (other minor/major gods once I work out the pantheons)

Located on the North-Eastern shore of Vaarimar, Morash is very powerful kingdom of mostly orcs with very strong martial traditions. Their nationâ,¬,,¢s strength is founded upon both their great military strength and the vast amounts of traders that pass through their ports. They are ruled over by an immensely old and powerful red dragon of great size named Anghammarad the Uniter. Since he took control of the scattered orc tribes of the Morash plains, he has proved to be a just and farsighted ruler who moulded the almost feral tribes into one of the most civilized and prosperous nations in this area of the world.
The Dragon King leaves much of the everyday running to underlings and as such a large ruling class of priests, merchants and his many half-dragon offspring has sprung up to oversee much of the kingdom. These same offspring also form one of the nations greatest military forces, the Dragon Knights. Anghammaradâ,¬,,¢s church is the only religion allowed to have constructed churches within the kingdom, but other religions are permitted so long as they worship in non-church building or in the wild.
The kingdom draws much of itâ,¬,,¢s profits from itâ,¬,,¢s sizable ocean ports and fertile plains, as well as the fact that included in itâ,¬,,¢s territory is the mouth of the Doran Straight, a massive river that provides access for merchant ships between the Marianic Ocean and the inside of the continent. The Morashii have a very integrated society and make an effort to be on good terms with neighbouring countries, but if they are given a reason to go to war, they will take to it with enthusiasm. It is no accident that the borders of Morash are rapidly expanding.

Life and Society
As the recognized superpower in their corner of the world, life in Morash is good. Good are pouring into the kingdom constantly by route of itâ,¬,,¢s many ports, and caravans roll into from the southern lands and ever since the High Road was completed, there is a steady stream coming in from the Scarred lands across the Spine as well. The ports and the Doran Straight are busy with many ships from across the ocean, mostly humans and rakashas from Shalto, but with sprinkling of sun elves and travellers from the eastern continent of Aerinath, or from up or down the coasts of Vaarimar. The Morashii also have a significant fleet of their own traders that travel far and wide, bringing goods and spreading the words of Anghammarad to far off lands. Such is the preached prosperity of the land that it is not unusual for these ship to come back with passenger wishing to try their luck in this great kingdom. This had lead to a greatly varied population in Morash, especially in and around the port cities, but as long as they cause no trouble, they are welcomed by those already there. In fact, some of Morashâ,¬,,¢s most prominent citizens are immigrants or their descendants. The main rule imposed upon the newcomers is that if they wish to bring their religions with them, they are formidden from building any permanent churches and must worship in the wilderness or at temporary shrines â,¬' Anghammarad is a jealous god.
Social classesâ,¬Â¦slaves (indentured servitude)â,¬Â¦
Foreign interactionâ,¬Â¦ Expansionist policiesâ,¬Â¦

Major Geographical Features
The Land of Morash has engulfed a large area and as such has a wide and varied landscape. Most predominant, however, are the great rolling plains of the centre, much of which ha been converted by itâ,¬,,¢s industrious inhabitants into fertile farmland. Dotted about the plains are many small forests consisting of oaks and other temperate types in the south and conifers in the northern ends of the kingdom. The oldest trees in the land make up the Great Forest at the foothills of the Tintanâ,¬,,¢s Spine â,¬' the great mountain range that marks the western borders of Morash. To the South it is bordered by the mountains known as the Teeth and to the East and North by the shores of the Marianic Ocean. Through the center of the kingdom runs the great Doran Straight â,¬' the inlet leading from the ocean to the Shallow Sea.
The Axe Peaks: Although this range is relatively small, it is perhaps the most importand in this part of the world as it forms the seat of power for the whole kingdom. Morashan â,¬' the capital â,¬' lays both at the base of them and underneath, while Anghammarad and many of his offspring make their home in the higher reaches of the mountains. The entirety of what is now known as the Flame Peak has been converted into one massive palace both inside and out of the mountain itself. The range gets its name from the massive fissure that split the whole range in two. In the old legends, during one of his battle with the World Serpent, the Storm God wedged his axe in the mountains and split them with one blow. As ships pass from the Doran Straight through to the shallow sea, they river is passes through this canyon. The Morashii have built massive fortress complexes into the walls of the canyon and any ship wishing to travel through must pass under the firepower of dozens of cunning siege weapons, all trained upon the river.
The Beast Wood: After the Great Forest, the Beast Wood is the next largest forest to lie within the borders of the Dragon Kingdom.
The Fens: Large swamp near the Teeth. Big battle. Lots undead now
The Saltmarsh: Situated at the southern end of the Titanâ,¬,,¢s Spine, the Saltmarsh occupies a very important location in the kingdom. Since it fills all of the area between the Spine, the Axe Peaks and the shores of the Shallow Sea, it contains the only way to get from northern Morash to the inner continent, without resorting to the High Passes or travel by boat. As it merges almost seamlessly with the waters of the Shallow Sea, the salt waters kills all but the hardiest breeds of trees, leading to a dark and treacherous bog filled with sudden sinkholes and old gnarled trees. With the dangerous terrain and infestation of creatures making it was nearly impossible for caravans or larger groups to pass through, the Dragon King ordered the construction of a raise stone road to be built across the bog. Although the process of transporting the massive blocks to be sunk into the bog took many years, in the year (TBD) the High Road was finally completed and caravans began to flow in and out of the kingdom. At several point along the path, there are pairs of guard towers on either side of sets of retractable wooden bridges that can be cranked back in time of war to prevent passage to opposing armies.
The Teeth/The Flame Peaks: Forming the southern border of the kingdom, the mountain range known as the Teeth has always been a danger to the safety of the realm. Home to many tribes of feral dwarves â,¬' the remnants of a once proud civilization â,¬' the Teeth for the most part consist of nothing more than bare rock with scattered patches of rain lashed soil; barely enough to support the rangeâ,¬,,¢s native fauna. The villages in itâ,¬,,¢s shadow live in constant fear of the frequent raids by dwarven hunting parties, frequently armed and equipped with arms and equipment far in advance of their level of industry; up to forged weapons and even blasting charges that are used to strike at villages from below. The manipulators behind this are the Brigodaldi gnomes whose prosperous cities lie hidden in caverns below Mount Fang, the highest peak of the range.
The Titanâ,¬,,¢s Spine: Although not the tallest mountain range in this area of the world, the Titanâ,¬,,¢s Spine is the most majestic. With its enormous snow-crowned peaks rising high above the surrounding plains, the Spine dominates the skyline and its tallest peaks rarely emerge from the clouds. The peaks are difficult to reach, but there are several treacherous passes that could be travelled with a knowledgeable guide. Anyone travelling through the High Passes must pass inspection at one of the many orcish fortresses that guard these passes. Even though they do limit itâ,¬,,¢s expansion westward, the Spine has long protected Morash from invasion, and in recent years the giants who live there have lost much of their territory to minotaur invaders from across the range. The kobolds that make their homes in the foothills and the forests there have profited from the defeat of the giant and have begun to raid into Morash in force. Other than the border forts and some mining towns, there are no major orc settlements in the mountains, but there are many minotaur encampments and well and giant cities and castles in the peaks. Although they have a strong presence in the valleys and woods there, the population centres of the kobolds all exist in caves below the surface.

Important Sites
Morashan: The Capital
The Horn: Dragonâ,¬,,¢s palace
More towns to be namedâ,¬Â¦

Regional History
Still to comeâ,¬Â¦

Important Organizations
The Dragon Knights: Ever since he first showed up and conquered the scattered tribes, Anghammarad has spent a portion of his time in orc form and during these periods he has spawned many offspring. Then over the many generations since, these half-blood offspring have bred with pureblood orcs leading to unusually high populations of half-dragon, draconic and orcs with varying strengths of red dragon bloodlines in them. Over the years these descendants have formed an order of noble warriors to help in ruling and protecting the domain of their people â,¬' the Dragon Knights. In order to be inducted into their respected ranks, an applicant must be able to prove their descent from Anghammarad of one of his offspring. For those of recent spawnings, this is simple as they will have obvious draconic features, but for those whose ancestors were children of Anghammarad in the distant past are required to prove their lineage. When inducted, the initiate must serve a more senior knight as an apprentice until he has proven himself with some deed in battle. However, a newly inducted initiate will never be apprenticed to a knight with less draconic blood than he does himself; no matter how senior the master might be.

Church of Our Divine Lord: Priests of Anghammarad

The Order of Shadows: Shadowdancer spies and gestapoic enforcers

Plots and Rumours
Still to comeâ,¬Â¦

Major NPCâ,¬,,¢s

Anghammarad the Uniter, God-King of Morash
Advanced great wyrm red dragon (some levels of an epic spellcaster class)
Title: The Age of Kings (criticism welcomed)
Post by: Xeviat on April 17, 2006, 04:00:57 AM
A few questions before I finish reading everything (mostly because I feel that the usual "good job, keep it coming" type responces aren't very helpful):

For what reason have you changed the roles of the normally primary races so much? Why are orcs the primary race. This isn't an inworld question, but a design question: what are you hoping to gain out of this? (Not saying it's a bad thing, I just would like to know your reason, and thinking of the reason should help you better utilize it).

The night is 9 hours long? So is the night shorter than the day, or does "morning" include the period of dusk before dawn?

And most importantly: What is your goal with this setting? I'm assuming your changing a lot of assumptions for a reason; perhaps so players are more currious and questioning.

Let me know, I'm going to read up on that country you posted.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 17, 2006, 03:39:18 PM
Hmm... some tough questions there Xeviat. I'll see what i can do.

First off, the easy one. The day and the night are still off standard proportions. Having the day be longer wouold either have to involve another sun or just a "because i said so" ruling (neither of which i want to get involved with). The conventions of time were based off of the fact that, of 24hours, people are up for 16 and asleep for 8 (roughly). Dusk and Dawn are included in Wane and Rise respectively. Darktime refers to the time of night when the sun is fully gone, not just dimmed.

About the races being changed, that's a tougher one.
Mostly, it is because there are several races that i like the idea of and i don't think get enough time in the spotlight. This also applies to the fact that i think the usual races have gotten way to much time and have gotten kinda tired.
I also feel that if i use modified uncommon race and new races as the main ones, then it will help players accept the roles of those races easier. With the standard races, it can be hard to think of elves and dwarves as anything bt the Tolkeinian stereotypes (not that this is a bad thing I just wanted to try and make a setting where they all got changed and build from the ground up. As i mentioned at the start, i already have a mostly-standard d&d setting [I'll probably start putting it up in a bit as well], and this time, i want to try something way different). With new (or at least uncommon) races filling these slots, it helps everyone be more open minded to the roles of those races since there are fewer preconceptions about them.
The reason for choosing orcs as the central race? (this world's "humans")
That's a bit easier. It mostly stems from 3 things: a lifelong outlook of rooting for the badguys (specifically their grunts. poor guys never had a chance against the heroes and the power of narrative), far too many years playing orc in warhammer (where they are less mindless troops and more of a nuetral races who just happens to like a good challenge, and have a society of their own which makes them far more interesting), and most recently the orcs in warcraft 3 who i see as the real "good guys" of that world (likely de to the influence of the previous two points mentioned).

I'll have to get back to you about the purpose for the settign, since that one will need some thinking.
For now, the two most important are things are 1) to not only allow but encourage characters to try out a new race they never thought they'd use, and 2) to use a religious system closer to RL (not having proof of god, or at least not proof that all can agree on, and to try and make the idea of the "gods" more realistic while still having a "fantastic" element to the setting thought the world and the players, in order to help focus it on them inatead of the gods and extraplanar creatures.

This isn't a great or well thought out purpose, but it's the best i could think up when i wrote this.

Also, there's a map now!  :hooray:  WooHoo
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 19, 2006, 03:40:51 AM
Here's a really quick outline of the core classes as well as info as to how PrC's et al work into everything.

The Main change that has been made to the class mechanics (aside from changes to the classes themselves, is as follows. For the first 10 levels of your character's career, the classes chosen must be core classes (with several exceptions). The 10 levels may be made up using a single core class the whole way through, or the player may multiclass if the wish. Other options allowed for the first 10 level set are bloodline levels, racial paragon levels and monster class progression levels (although you may only include the number of hit dice gained in that progression as part of those 10 levels - the LA doesn't count). Once you have reached a total of 10 core levels, following these restrictions, then your character is allowed to start taking prestige classes as long as they meet all other prerequisites for them. Essentially, you may not take any prestige class levels, until you have at least a total of 10 hit dice from other sources. The only prestige classes exempted from this rule are Idealist (essentially prestige paladin, but not just for lawful good), True Necromancer, and most other PrC's with progression longer than 10 levels.
 I'm really unsure whether i want to keep using this rule or not, so could anyone who reviews thisgive me their comments on that bit especially.

Core Classes (temporary list)
Arcane Casters  (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4388.last)
[spoiler]
Wizard: more like a science than an innate power. Draws power from exterior sources. (as PHB but, mandatory specialization, can use the specialist variant from UA, and might have an abbility to slightly improve their spells if they can study the battlefeild before hand and make a check to use the natural ley lines of the world's magic)

Sorceror: Innate abbilies frequently from racial or strange bloodlines. Draws power from inside self. Significantly better combatant than wizards. (d6 HD, 3/4 att, some weapon and armour proficiencies, either very limited spell selection or only up to 6th level spells [i'm not sure yet], some benefit to taking a bloodline [maybe can count the 3rd and 6th sorceror levels as their bloodline levels?])

Shaman: Primitive tribal mage. Draws power from spirits, nature, and even the primal beigns to some extent. Dedicated to protect the tribe above all else. [/spoiler]

Divine Caster
[spoiler]
Priest: Uses rituals and traditional prayer ceremonies to channel the surrounding magic of the world [thought of as coming from the god] (as PHB cleric, but cloistered cleric from UA)

Preacher: Draws their powers directly from their own faith (channels their own energy through faith similar to sorcerors) by means of on the spot prayers an entreaties to their diety. Much more active and better combatants than priests (as PHB cleric but, spontaneous caster as in UA)

Druid: Draws their power form the land and nature itself, and in certain cases from some of the primal beings. Defenders of the wild, but sometimes a bit too zealous about it. (as PHB but, gain a domain power and bonus spell/level [fire, water, earth, air, sun, plant or animal only though], wild shape #/day changed a bit and uses aspects of nature from UA [actual shapeshifting will be reserved to spells, shifter, animal lord, and others]) [/spoiler]

  Conbatants  (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?4011.0#post_4576)
[spoiler]
Barbarian: Probably the usual - not sure yet (as PHB. may be allowed to use whirling frenzy from UA instead of rage)

Fighter: Standard all-round tactics and weapons-focused tank warrior (as PHB)

Martial Artist: Very skilled in a few weapons. Lightly armoured, but quick. Can take role of monk-substitute if needed. (as class by Jaerome Darkwind  Martial Artist (http://boards1.wizards.com/showthread.php?t=219521) ) [/spoiler]

Support
[spoiler]
Ranger: Good scout and support combatant. Hunter/protector of nature, depending on character. (as PHB but, no spell casting, limited access to aspects of nature [as druid of half ranger level], improved evasion at lvl 18, can choose 2-weapon or archery or throwing weapons for combat styles)

Rogue: Stealthy scout and ambusher. (as PHB. probably no changes)

Scholar: Knowledge gainer, general skilled-based support. Uses skill and knowledge instead of magic to achive goals. (New Class. Some bard abbilities [knowledge, etc], as well as new skill based things. Can choose a discipline to specialize in. Think the scientist/inventor/adventurer archetype) [/spoiler]

Psionics users
[spoiler]Coming Soon (all 4 standard classes probably, but changed a bit) [/spoiler]

Classes from the complete series and other books may be added once i have a better idea what they can do. Scout will almost certainly be added.

Same with the long progression prestige classes and later on, more common PrC's (although, these might be placed in their respective sections if they fit specifically to a certain country/religion/whatever. They will get at least a link here though).
Title: The Age of Kings (criticism welcomed)
Post by: Xathan on April 19, 2006, 01:32:37 PM
Oooooo...map.......ooo......*stares* :P
Seriously, what program did you use to make that map? It's beautiful.

That being said, I've skimmed the rest of the setting, will read more in depth later on when I have time (which may not be for awhile, between schoolwork and my other projects.)

[spoiler]The Main change that has been made to the class mechanics (aside from changes to the classes themselves, is as follows. For the first 10 levels of your character's career, the classes chosen must be core classes (with several exceptions). The 10 levels may be made up using a single core class the whole way through, or the player may multiclass if the wish. Other options allowed for the first 10 level set are bloodline levels, racial paragon levels and monster class progression levels (although you may only include the number of hit dice gained in that progression as part of those 10 levels - the LA doesn't count). Once you have reached a total of 10 core levels, following these restrictions, then your character is allowed to start taking prestige classes as long as they meet all other prerequisites for them. Essentially, you may not take any prestige class levels, until you have at least a total of 10 hit dice from other sources. The only prestige classes exempted from this rule are Idealist (essentially prestige paladin, but not just for lawful good), True Necromancer, and most other PrC's with progression longer than 10 levels.[/spoiler]

Why? What change does this make for your setting fluff wise? What in game reasoning is behind this change? Wouldn't this unduly hamper LA races, who would have to wait untill level 11 or 12 or higher, since you have to wait till you have ten total HD?

I really like your handling of Gods. It makes it feel more realistic. You can't sit down and have a chat with your god in your setting, unless your god is actually just a powerful mortal, which in my mind more accurately mirrors real life. Also, it allows aethism as a viable option: an Atheist could believe divine magic comes from some source other than the gods, and couldn't be disproved. Only question I have is, how does commune work in your setting?

I like your races, but I want more! :) Could you post up a one or two more lines of summary of each races cultures? What you have gives a brief blurb, but I'd like a little more to chew on so I can give better feedback. Stat-wise, they look fine. One other question: how do they interact? BTW, kudos on making the orcs the primary race: Great diverson from the norm, and uses a race that is familar enough that it won't put people TOO off balance.

I like the classes, though I want to see a write up of the shaman and scholar so I can look at the mechanically.

That's what I have for now. Great stuff, overall: As I keep saying, I'd love to see more. Keep writing, and keep building.

- Xathan
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 19, 2006, 02:14:14 PM
Thanks for the map compliments.
To make it, i drew a rough map on paper, then scanned it into photoshop and traced all of the coastlines. Then, if you use the layer tools, you can have different elements of the map all on different layers, which allows you to turn on or off different parts of the map and save copies to post that only include the bits you want.
Currently i have layers for: border outlines (these are on the very top layer, but are at 50% transparency, so i can look at the map with or without the countries), coastlines, water, mountains, and a legend. Stuff still to be added are layers for: forests, desert areas, cities, major roads, or even crazy stuff like rainfalls, pop. desities, tectonic plates, or whatever else i need (just check out how many maps are included for the same area in an atlas). I may even make an elevation map at some point for important areas.
If you're at least okay at drawing, photoshop is such a great mapmaking tool.

As for the level delay rule. That's a tough one and i am still unsure if it will be used. I was just getting kinda dissapointed at how little the core classes get used. Many player take a few level of core and go to a PrD as soon as they can (esp. with sorcs and wizards, since there's not really any class features to loose as long as you still get full spell progression). I was trying to use this rule to fix that, but i was also thinking a better way might be to just make the core classes cooler.

For the gods, many thing such as commune type spells, plane hopping, and things to do with outsiders are going to change a lot due to the fact that gods and the planes are way different here (i'm going to go into that later in the planes and outsiders heading. i'll get there eventually). Stuff like commune will probably become more akin to visions and prophetic dreams, where you think you're talking to god, but it's either having visions of the future/past or maybe tapping into some common shared subconcious.

Each race will soon be getting brief physical descriptions and a quick summary. then, they will slowly each be upgraded to a full entry, starting with orcs (and probably working my way down the list, unless anybody requests I do a specific other one first).
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 21, 2006, 10:01:28 AM
Arcane Casters  

[spoiler=Shaman]SHAMAN
(http://www.wizards.com/dnd/images/UnA_Gallery/79171.jpg)  

Alignment: Any.
Hit Die: d6.
BAB: 3/4 (as rogue)
Base Saves: Good Will, Good Reflex, Poor Fortitude

[class=Shaman]
[will=good]
[ref=good]
[bab=cleric]
[special=Special]
[1]Primal Patrons, Spirit Animal, Blessing +1CL[/1]
[2]Charm Carving[/2]
[4]Blessing +1DC[/4]
[6]Skinchanger 1/day[/6]
[8]Blessing +2CL[/8]
[10]Skinchanger 2/day[/10]
[12]Blessing +2DC, Skinchanger (large)[/12]
[14]Skinchanger 3/day[/14]
[16]Blessing +3CL[/16]
[18]Skinchanger 4/day[/18]
[20]Blessing +3DC[/20]
[/special]

[special=Spirit Animal]
[1]Alertness, Evasion, Share Spells, Empathic link[/1]
[3]Deliver Touch Spells[/3]
[5]1d3 damage, Speak with Master[/5]
[7]Bloodcurdling Scream[/7]
[9]1d6 damage[/9]
[11]Spell Resistance[/11]
[13]1d8 damage, Scry on spirit animal[/13]
[15]Improved Evasion[/15]
[17]2d6 damage[/17]
[19]Greater Bloodcurdling Scream[/19]
[/special]
[/class]

Class Skills
The shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography/History/Local/Nature only, taken individually) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the shaman.
Weapon and Armor Proficiency: Shaman are proficient with all simple weapons, but may not begin the game with any metal weapons. Shamans are not proficient with any type of armor or shield. Armor of any type interferes with a shaman's movements, which can cause her spells with somatic components to fail.
Spells: A shaman casts arcane spells which are drawn from the shaman spell list. A shaman must choose a set of spells each day, but may then cast any of those without preparing ahead of time(see below).
To learn, prepare, or cast a spell, the shaman must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a shaman's spell is 10 + the spell level + the shaman's Charisma modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Shaman. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike a wizard or sorcerer, a shaman has access to all of the spells on the shaman spell list, but can only cast a chosen group on any given day. She gains her spells by communing with spirits, the world around her, and in extreme cases, by tapping directly into the raw energy of the Primal Beings (see Primal Patrons below). She must choose her daily spells ahead of time by getting a good nightâ,¬,,¢s sleep and spending 1 hour in meditation and prayer. During this time the shaman chooses a number of spells from the shaman spell list up to her maximum # of spell known for each level. In addition, she receives bonus spells known if she has a high Wisdom score.
She may choose to leave slots open to fill in later as needed, but to fill these later requires a number of minutes of prayer equal to the spell's level plus one (o-level spells take one minute), and the shaman must make a Spellcraft check of DC(10 + [2x the spell's level]). The shaman may not take 10 on this check, and if she fails, that spell known slot is lost for the rest of that day. The shaman can choose to try and gain the spell faster, but for every minute less of prayer (the time needed may never be less than a full-round action), the DC increases by 5.
Primal Patrons: Siphoning magic form the Primal Beings is far more dangerous than taking them from the natural world, but they can be more destructive is cast properly. Any time a shaman wishes to choose a primal spell at the start of the day (0-level primal spells require no test), she must first pass a Spellcraft check of DC(10 + [2x the spell's level]), just as if she was trying to gain a spell partway through a day (if she tries to learn a primal spell partway through a day, she may ignore this check, and instead the DC of her check to learn the spell increases by 10). If she passes, she gains the spell, and has a +1 caster level to cast the spell for every 5(maybe 10) points she exceeded the DC by. If she fails, then the spell slot is lost for the day, and she takes 1 point of subdual damage per level of the spell. If she fails by 10 or more, she instead takes 1d4 subdual per level of the spell.
Totem Animal: All shamans have a particular totem animal and each animal is linked to a specifice school of magic. At first level, a shaman must choose a totem animal from the following list, and this choice cannot be changed later. She then gains the abbility to call her spirit animal to her. Doing so takes 24 hours and uses up materials that cost 100 gp.
 - Baboon [Transmutation]
 - Cat [Illusion] (this will be a medium sized wildcat. has 2HD and a size increase)
 - Dog [Abjuration] (ridin dog. cannot be ridden)
 - Eagle [Evocation]
 - Hawk [Divination]
 - Hyena [Necromancy]
 - Snake [Enchantment] (small viper)
 - Wolf [Conjuration]
A familiar is an incorporeal magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant, and at higher levels both gains and provides certain powers as its link with it's master grows stronger. If the spirit animal is ever killed it will return to the shaman's side after it can rejuvenate itself.
Blessing of the Spirits: At 1st level, as long as the shaman's totem animal is within 10 feet per shaman level, they gain a +1 to their caster level for spells from that totem's associated school. At level 8 this bonus increases to +2, and then to +3 at level 16. In addition, at level 5, as long as the shaman is within range of his totem, he gets a +1 to spell save DC's for spell from this school, and this bonus increases to +2 at level 12, and then to +3 at level 20. These bonuses stack with those from Spell Focus and Greater Spell Focus.
Charm Carving: At 2nd level, the shaman gains the ability to carve runes into bones or stones or peices of amber (other materials are possible at the DM's discretion), and then store spells within them. This ability functions exactly like the Scribe Scroll feat and counts as an item creation feat for any prerequisites that may exist, but the charms must be created by carving runes into a naturally occuring physical object, and may not be used to create scolls in the normal sense.
Skinchanger (Su): At 6th level, a shaman gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesnâ,¬,,¢t provoke an attack of opportunity.
The form chosen must be that of an animal the shaman is familiar with.
A shaman loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A shaman can use this ability more times per day at 10th, 14th and 18th level, as noted on Table: The Shaman. In addition, she gains the ability to take the shape of a Large animal at 12th level.
The new formâ,¬,,¢s Hit Dice canâ,¬,,¢t exceed the characterâ,¬,,¢s shaman level.

Spirit Animals
A spirit animal is a being from the Spirit World that takes the form of a totem animal when called by a shamam. It takes on the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal who's form it's taking, but it is treated as a magical beast with the incorporeal subtype instead of an animal for the purpose of any effect that depends on its type.
The animal's life-force is tied to the shaman's prescence though, and can never travel further for it's master than 20 feet per level or shaman the master has. A spirit animal also grants special abilities to its master, as given below.
A single character may not have a faniliar and a spirit animal, but they may still have an animal companion. [spoiler]
Basics: Use the basic statistics for a creature of the spirit animal's kind, but make the following changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the masterâ,¬,,¢s character level or the spirit animal's normal HD total, whichever is higher.
Hit Points: The spirit animal has one-half the masterâ,¬,,¢s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Speed: The spirit animal gains fly speed 30ft (perfect) unless it's normal speed is better.
AC: The spirit animal looses it's natural armour bonus, but gains a deflection bonus equal to it's master charisma bonus.
Attacks: Use the masterâ,¬,,¢s base attack bonus, as calculated from all his classes. Use the spirit animal's Dexterity modifier, whichever is greater, to get the spirit animal's melee attack bonus. It looses it's natural weapons, and instead gains an incorporeal touch attack.
Damage: The spirit animal's attack does 1 point of cold damage. This increase to 1d3 at 5th level, 1d6 at 9th level, 1d8 at 13th level, and 2d6 at 17th level. In order to make an attack, the spirit animal must first manifest itself (see Ghost - MM pg 118).
Saving Throws: For each saving throw, use the masterâ,¬,,¢s base saving throws(as calculated from all his classes). The spirit animal uses its own ability modifiers to saves, and it doesnâ,¬,,¢t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the spirit animal has ranks, use either the normal skill ranks for an animal of that type or the masterâ,¬,,¢s skill ranks, whichever are better. In either case, the spirit animal uses its own ability modifiers. Regardless of a spirit animal's total skill modifiers, some skills may remain beyond the familiarâ,¬,,¢s ability to use.
Stats: The spirit animal begins with Int 5 and spirit animal gains +1 Int, Cha and Dex every 2 levels after first. As an incorporeal creature, the spirit animal has no strength value.

Special Ability Descriptions: All spirit animals have special abilities (or impart abilities to their masters) depending on the masterâ,¬,,¢s shaman level.
Alertness (Ex): 1st level. While a spirit animals is within armâ,¬,,¢s reach, the master gains the Alertness feat.
Evasion (Ex): 1st level. When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: 1st level. At the masterâ,¬,,¢s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her spirit animal. The spirit animal must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the spirit animal if it moves farther than 5 feet away and will not affect the spirit animal again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of â,¬Å"Youâ,¬Â on her familiar (as a touch range spell) instead of on herself.
A master and her spirit animal can share spells even if the spells normally do not affect creatures of the familiarâ,¬,,¢s type (magical beast).
Empathic Link (Su): 1st level. The master has an empathic link with her spirit animal within a the spirit animal's maximum range. The master cannot see through the familiarâ,¬,,¢s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): 3rd level. A spirit animal can deliver touch spells for it's master. If the master and the spirit animal are in contact at the time the master casts a touch spell, she can designate her spirit animal as the â,¬Å"toucher.â,¬Â The spirit animal can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): 5th level. A spirit animal and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Bloodcurdling Scream(Su): 7th level. A spirit animal can emit a bloodcurdling scream as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become shaken for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the scream cannot be affected by the same spirit animal's scream for 24 hours.
Spell Resistance (Ex): 11th level. A spirit animal gains spell resistance equal to the masterâ,¬,,¢s level + 5.
Scry on spirit animal (Sp): 13th level. The Master may scry on her spirit animal (as if casting the scrying spell) once per day.
Improved Evasion (Ex): 15th level. When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Greater Bloodcurdling Scream(Su): 19th level. Those within 30ft of a screaming spirit animal, must save or become frightened for 2d4 rounds. If they pass this is reduced to shaken. Any living creatures more than 30ft away but within 300ft must pass a will save or be shaken for 2d4 rounds. A creature that successfully saves against the scream cannot be affected by the same spirit animal's scream for 24 hours, although those within 30ft are still shaken for 2d4 rounds.[/spoiler]
[ooc]The class is not quite complete yet. In addition to fixing stuff, i still need to work out how to insert a table (if possible), or link to a MS word or excel document (any help on how to do that would be appreciated), make said table, write up the spell list, and write the class fluff.
The spell list is going to be a combination of the Druid and Sorc/Wiz lists for the most part. Many really destructive spells (specifically stuff that can be linked to elemental power) will be in a sort of sub-list called "Primal Spells" that are more powerful, but also can be risky to use.
As for spells per day and spells known: their # of spells they can know on any given day will be about the PHB sorceror's amount (maybe a bit more or less. this will be decided based on balancing needs). the # of spells/day, is more than the wizard, but not as much as the PHB sorceror's. [/ooc]
[/spoiler]

[spoiler=Sorceror]SORCEROR
(http://www.wizards.com/dnd/images/ph35_gallery/PHB35_PG51_WEB.jpg)  

Alignment: Any.
Hit Die: d6.
BAB: 3/4 (as rogue)
Base Saves: Good Will, Poor Reflex, Poor Fortitude

[class=Sorceror]
[will=good]
[bab=cleric]
[special=Special]
[1]Summon Familiar[/1]
[3]Bloodline Affinity/Bonus Feat[/3]
[6]Bloodline Affinity/Bonus Feat[/6]
[12]Bonus Feat[/12]
[18]Bonus Feat[/18]
[/special]

[special=Familiar]
[1]Int 6, +1 Nat armour, Alertness, Improved Evasion, Share Spells, Empathic link[/1]
[3]Int 7, +2 Nat armour, Deliver Touch Spells[/3]
[5]Int 8, +3 Nat armour, Speak with Master[/5]
[7]Int 9, +4 Nat armour, Speak with Animals of its Kind[/7]
[9]Int 10, +5 Nat armour[/9]
[11]Int 11, +6 Nat armour, Spell Resistance[/11]
[13]Int 12, +7 Nat armour, Scry on spirit animal[/13]
[15]Int 13, +8 Nat armour[/15]
[17]Int 14, +9 Nat armour[/17]
[19]Int 15, +10 Nat armour[/19]
[/special]
[/class]

Class Skills
The sorcererâ,¬,,¢s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the sorcerer.
Weapon and Armour Proficiency: Sorcerers are proficient with all simple weapons, as well as a single one handed martial weapon of their choice. Sorcerors are proficient with light armour, but not with shields. They may safely cast spells derived from their sorceror class levels while wearing light armour, but armour of any other type (including shields) interferes with a sorcererâ,¬,,¢s gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcererâ,¬,,¢s spell is 10 + the spell level + the sorcererâ,¬,,¢s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer (the sorceror has one less spell/day at each level compared to the PHB sorceror). In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcererâ,¬,,¢s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer canâ,¬,,¢t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer â,¬Å"losesâ,¬Â the old spell in exchange for the new one. The new spellâ,¬,,¢s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells heâ,¬,,¢ll cast.
Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcererâ,¬,,¢s experience point total can never go below 0 as the result of a familiarâ,¬,,¢s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Bloodline Affinity: Since they frequently draw their power from a magical being in their ancestry, there is a very high porportion of sorcerors with bloodline levels. If at the point when they must take a bloodline level, a sorceror may take their 3rd and 6th sorceror levels in the place of the 3rd and 6th bloodline levels. Evidently this option is only open to single-class sorcerors, as if they multi-class, their sorceror levels and bloodline levels will get out of synch. The character may still continue their bloodline using the normal bloodline rules, but they can no longer use this class feature to take them free.
Bonus Feats: At 12th and 18th level, the sorceror gains a bonus feat, but it must be one that they have the prerequisites for (there will most likely be other restrictions). If they choose to not use their 3rd and/or 6th levels to gain discounted blood lines, they instead get additional bonus feats at whichever of those two levels were not used.

Familiar
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the masterâ,¬,,¢s level. [spoiler] Familiar Basics: Use the basic statistics for a creature of the familiarâ,¬,,¢s kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the masterâ,¬,,¢s character level or the familiarâ,¬,,¢s normal HD total, whichever is higher.
Hit Points: The familiar has one-half the masterâ,¬,,¢s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the masterâ,¬,,¢s base attack bonus, as calculated from all his classes. Use the familiarâ,¬,,¢s Dexterity or Strength modifier, whichever is greater, to get the familiarâ,¬,,¢s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiarâ,¬,,¢s kind.
Saving Throws: For each saving throw, use either the familiarâ,¬,,¢s base save bonus (Fortitude +2, Reflex +2, Will +0) or the masterâ,¬,,¢s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesnâ,¬,,¢t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the masterâ,¬,,¢s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiarâ,¬,,¢s total skill modifiers, some skills may remain beyond the familiarâ,¬,,¢s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the masterâ,¬,,¢s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.: At 1st level and every two afterwards +1 is added to the familiarâ,¬,,¢s existing natural armor bonus.
Int: The familiarâ,¬,,¢s Intelligence score begins at 6, and increases by one every two levels after 1st.
Alertness (Ex): While a familiar is within armâ,¬,,¢s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the masterâ,¬,,¢s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of â,¬Å"Youâ,¬Â on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiarâ,¬,,¢s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiarâ,¬,,¢s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the â,¬Å"toucher.â,¬Â The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the masterâ,¬,,¢s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiarâ,¬,,¢s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
[/spoiler]
[ooc] This class is mostly finished, but i am undecided of what to do about his spells know and spells/day. either the spells known and spells/day would be one lower than the PHB sorceror for all levels, or else he would have more spells/day and more known, but he would be limited to 6th level spells. I am undicided about this. If anyone has some advice, it would be useful to climb out of this dilema. [/ooc]
[/spoiler]

[spoiler=Wizard]WIZARD
(http://www.wizards.com/dnd/images/EPIC_Gallery/Gallery2/44251_C2_SeedEnergy.jpg)  

Alignment: Any.
Hit Die: d4.
BAB: 1/2 (as wizard)
Base Saves: Good Will, Poor Reflex, Poor Fortitude

[class=Wizard]
[will=good]
[special=Special]
[1]School Specialization, Scribe, Scroll, Study Ley Lines, Summon Familiar[/1]
[5]Bonus Feat[/5]
[10]Bonus Feat[/10]
[15]Bonus Feat[/15]
[20]Bonus Feat[/20]
[/special]

[special=Familiar]
[1]Int 6, +1 Nat armour, Alertness, Improved Evasion, Share Spells, Empathic link[/1]
[3]Int 7, +2 Nat armour, Deliver Touch Spells[/3]
[5]Int 8, +3 Nat armour, Speak with Master[/5]
[7]Int 9, +4 Nat armour, Speak with Animals of its Kind[/7]
[9]Int 10, +5 Nat armour[/9]
[11]Int 11, +6 Nat armour, Spell Resistance[/11]
[13]Int 12, +7 Nat armour, Scry on spirit animal[/13]
[15]Int 13, +8 Nat armour[/15]
[17]Int 14, +9 Nat armour[/17]
[19]Int 15, +10 Nat armour[/19]
[/special]
[/class]

Class Skills
The wizardâ,¬,,¢s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), 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.

Class Features
All of the following are class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizardâ,¬,,¢s movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizardâ,¬,,¢s spell is 10 + the spell level + the wizardâ,¬,,¢s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightâ,¬,,¢s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
School Specialization: At first level all wizards must choose one of the eight schools of magic to specialize in, as well as forbidden schools to go along with it (see below). At this time, they must also decide which, if any, of the three tiers of Speciality Powers they will take. In order to take each of these, the wizard must give up another specific class feature. If they take the Tier 1 ability, they must give up their abbility to summon a familiar. If they take the Tier 2 ability, they do not receive bonus feats at 5th, 10th, 15th, or 20th levels. If they take the Tier 3 ability, they do not gain the bonus school spells/day for being a specialist. A wizard can take any of these abilities and they do not have to be taken in any kind of order. e.x. A necromancer could take the Tier 1 and Tier 3 necromancer abilities, but not Tier 2, thus allowing him to still gain bonus feats. These abilities are explained below.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizardsâ,¬,,¢ spellbooks to her own.
Familiar: A wizard can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiarâ,¬,,¢s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Study Ley Lines: If a wizard takes the time to study an area beforehand, she can make a Knowledge (Arcana) check to find the locations of advandtageous ley lines that can help boost her spell-casting in that area. (no idea how this is going to work yet. Any suggestions would be appreciated)

School Specialization
A school is one of eight groupings of spells, each defined by a common theme. Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose a school to specialize in at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.
A wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the wizard, and she canâ,¬,,¢t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. [spoiler] The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Spells that do not fall into any of these schools are called universal spells.
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
  - Tier 1: Resistance to Energy: The abjurer can create a sheild that stops energy of one type. (Uneartherd Arcana pg59)
  - Tier 2: Aura of Protection: The abjurer gains a bonus to AC and saves. (Uneartherd Arcana pg59)
  - Tier 3: Spontaneous Dispelling: The abjurer can spontaneously cast dispel magic by "losing" prepared spells. (Uneartherd Arcana pg59)
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
  - Tier 1: Rapid Summoning: The conjurer can cast summon monster spells as a standard action. (Uneartherd Arcana pg60)
  - Tier 2: Enhanced Summoning: Creatures summoned by the conjurer are tougher than usual. (Uneartherd Arcana pg60)
  - Tier 3: Spontaneous Summoning: The conjurer can spontaneously trade in prepared spells for summon monster spells. (Uneartherd Arcana pg60)
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
  - Tier 1: Enhanced Awareness: The diviner gains bonuses when casting certain divination spells. (Uneartherd Arcana pg60)
  - Tier 2: Bonus Feat List: The diviner still gains bonus feats, but the metamagic feats are replaced with other feats. (Uneartherd Arcana pg60)
  - Tier 3: Prescience: The diviner can add her intelligence bonus on attacks rolls, save, skill check and level checks. (Uneartherd Arcana pg60)
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
  - Tier 1: Cohort: The enchanter gains the service of a loyal cohort at 6th level. (Uneartherd Arcana pg61)
  - Tier 2: Social Proficiency: The enchanter gets bonuses on many social interaction skill checks. (Uneartherd Arcana pg61)
  - Tier 3: Extended Enchantment: The enchanter can apply the extend spell feat for free to certain enchantment spells. (Uneartherd Arcana pg61)
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
  - Tier 1: Energy Affinity: Spells of a certain energy type cast by the evoker are more powerful. (Uneartherd Arcana pg62)
  - Tier 2: Energy Substitution: The evoker can change the energy descriptor of spells. (Uneartherd Arcana pg62)
  - Tier 3: Overcome Resistance: The evoker can ignore some or all of a target's energy resistance. (Uneartherd Arcana pg62)
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
  - Tier 1: Chains of Disbelief: Illusion spells cast by the illusionist are harder to disbeleive. (Uneartherd Arcana pg63)
  - Tier 2: Shadow Shaper: The illusionist can use shadow magic to help him hide better. (Uneartherd Arcana pg63)
  - Tier 3: Illusion Mastery: The illusionist learns hew illusion spells much easier. (Uneartherd Arcana pg63)
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
  - Tier 1: Skeletal Minion: The necromancer gains a tougher than normal skeleton as a servant. (Uneartherd Arcana pg63)
  - Tier 2: Undead Apotheosis: The necromancer gradually gains many of the traits of undead creatures. (Uneartherd Arcana pg63)
  - Tier 3: Enhanced Undead: Undead created by the necromancer are tougher than usual. (Uneartherd Arcana pg63)
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
  - Tier 1: Enhance Attribute: The transmuter can temporarily boost his ability scores. (Uneartherd Arcana pg64)
  - Tier 2: Spell Versatility: The transmuter can treat some spells from other schools as transmutaion spells. (Uneartherd Arcana pg64)
  - Tier 3: Transmutable Memory: The transmuter can change his prepared spell after they have been chosen. (Uneartherd Arcana pg64)
Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.
[/spoiler]

Familiar
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the masterâ,¬,,¢s level. [spoiler] Familiar Basics: Use the basic statistics for a creature of the familiarâ,¬,,¢s kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the masterâ,¬,,¢s character level or the familiarâ,¬,,¢s normal HD total, whichever is higher.
Hit Points: The familiar has one-half the masterâ,¬,,¢s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the masterâ,¬,,¢s base attack bonus, as calculated from all his classes. Use the familiarâ,¬,,¢s Dexterity or Strength modifier, whichever is greater, to get the familiarâ,¬,,¢s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiarâ,¬,,¢s kind.
Saving Throws: For each saving throw, use either the familiarâ,¬,,¢s base save bonus (Fortitude +2, Reflex +2, Will +0) or the masterâ,¬,,¢s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesnâ,¬,,¢t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the masterâ,¬,,¢s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiarâ,¬,,¢s total skill modifiers, some skills may remain beyond the familiarâ,¬,,¢s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the masterâ,¬,,¢s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.: At 1st level and every two afterwards +1 is added to the familiarâ,¬,,¢s existing natural armor bonus.
Int: The familiarâ,¬,,¢s Intelligence score begins at 6, and increases by one every two levels after 1st.
Alertness (Ex): While a familiar is within armâ,¬,,¢s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the masterâ,¬,,¢s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of â,¬Å"Youâ,¬Â on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiarâ,¬,,¢s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiarâ,¬,,¢s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the â,¬Å"toucher.â,¬Â The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the masterâ,¬,,¢s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiarâ,¬,,¢s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
[/spoiler]
[ooc]Other than working out what the ley line studying should do, this class is pretty much set (although it hasn't changed too much, so it was much easier than the other arcane clases) [/ooc]
[/spoiler]

More classes may be added later...
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 25, 2006, 02:41:48 PM
Combatants

Barbarian
[spoiler] This will most likely just remain the standard class from the PHB. Whirling frenzy (from UA) will be allowed based on where the barbarian comes from. [/spoiler]

Fighter
[spoiler] The standard class form the PHB works just fine. I can't see any reason to change it . [/spoiler]

Martial Artist
[spoiler] This is the class made by Jerome Darkwind over at the WotC boards. Her's a  link (http://boards1.wizards.com/showthread.php?t=219521) to it.[/spoiler]

More classes may be added later...
Title: The Age of Kings (criticism welcomed)
Post by: Xeviat on April 25, 2006, 03:26:19 PM
Classes, this is what I'm good at. I do like how you've evened out the casters; three casters for each type.

The only class I feel I should comment on is your Scholar. In a world with magic, I seriously think that a true "renaissance man" will learn magic, because you can't truly know and do everything without it. There's little reason the current bard won't work for you; instead of the bardic music abilities, replace it with bonus feats or something else. That's just my opinion really.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on April 27, 2006, 12:50:30 PM
This is a fairly long post for what is supposed to be just an overview, but bear with me. This is my brief descriptions of my plans for the plane and for outsiders. This post will gradually shrink and turn into a real overview once these plans are properly fleshed out and placed within their appropriate headings. So, whithout further ado...

Outsiders and the Planes

In the Age of Kings setting, the removal of standard gods is paralleled in the nature of the planes and their respective denizens.

[spoiler=Outsiders and the Immateria]First of all, the nature of outsiders and the Immateria. Many of the creatures named Outsiders (or elementals and extraplanar creatures) are changed. To begin with, the primary outsiders such as celestial, demons and devils (as well as others) now do not exist in the normal sense. Neither does their home plane, The Immateria. This does not mean that they are not included in the setting, but they themselves have no physical existence, and are only called into being by the force of will, faith or imagination of a being from the material plane. As such they are all akin to figments of you imagination (or of someone else's) and are tied to whoever brought them there (or created them unwittingly). Kill the summoner (or whoever their anchor/host/dreamer may be) and they will cease to exist, unless they can latch onto the belief of another mortal nearby. The weakest of them can only exist while their anchor is consciously thinking of them (i.e. willing them into existence), whereas the majority exist using subconscious thoughts after (and sometimes during) the initial creation. There are two main subtypes of outsiders, one of which (they might be called Figments) requires the anchor to remain conscious, and the other (Dream-kin) are created by dreams, and are literally the anchors secret desires and personal demons brought into existence. The most powerful ones can exist regardless of the anchors state of consciousness, but are even stronger when their anchor is in their preferred state.

The Immateria itself is the realm of dreams and of the imagination. It will be possible to travel there (you go there is some lesser form when you dream), but very difficult. When there you can interact with demons, celestials, dreams, other dreamers, half-formed ideas, and even gods (or at least someoneâ,¬,,¢s  perception of the god), and even though none of it is actually â,¬Å"realâ,¬Â it can be debated was is real other than what information you receive from your senses. You can certainly feel, hear, and touch them, and you can definitely be hurt while traveling in the Immateria. [/spoiler]

[spoiler=The Spirit World]Next, the Spirit World. This is a plane that exists parallel to the material and for the most part is its mirror image (perhaps not â,¬Å"mirrorâ,¬Â since that implies reversed). This plane will take the role of the Ethereal plane in my world. This is the world where souls go when their body dies, and it is also where the souls of those as of yet unborn come from.  There are great [fountains?] of unborn souls scattered around the spirit world and this is where all the old souls go to in time. When a soul dies and enters the spirit world, it can choose to remain there and even interact with other spirits (although the soulâ,¬,,¢s former consciousness doesnâ,¬,,¢t really have much control over this, or remember much if they are brought back to life), or else they can choose to move on to the soul fountains (I donâ,¬,,¢t like that term. Iâ,¬,,¢ll think of a new one) where over time the sins and virtues as well as memories and experiences are gradually washed away to return the soul to itâ,¬,,¢s original state, after which it is reborn into a new body (by no means in the same area or of the same species). The longer and more eventful their life, as well as they more morally extreme their actions during it, the longer the time before they are reborn. The soul fountains also are constantly creating new souls and these are getting mixed into the children that are being born.

The spirit world is not entirely populated with souls. This is where most of the incorporeal undead (and some other types of incorporeal stuff) exist. There are also many different spirits around that are have similarities to souls, but are never intended to be born. They are more akin to physical representations of ideas, ideals and philosophies among other things. The Shamanâ,¬,,¢s spirit animals are from here and are the spiritual representations of the different schools of magic as they pertain to the natural world. This plane is the easiest to physically reach of all the planes, although the Immateria is easier to reach overall (but harder to reach in any form more substantial than a dream). [/spoiler]

[spoiler=The Void and The Primordial Shadow]The Void and The Primordial Shadow, are linked together since most planar travelers must travel through the Void in order to reach the Shadow. The void is a vast expanse of nothingness, similar to the Astral Plane in a standard d&d world. It is not, however, totally empty. There are many thing in the Void, from other travelers to islands of land, to almost anything else that could have got left there, but these things are few and far between. There are also pathways from the Void into the Immateria and to the Material Plane, but they are hard to find. The main feature of the Void, is that rather than a realm of nothing, it is a realm of potential. This is the remains (I say remains, but there is far more of the void than the Material Plane. Although it has never been fully explored, it is to all extents and purposes infinite) of the raw potential the Material Plane was created from. This allows those with enough willpower and imagination to form almost anything they could wish. This is immensely difficult to do though, and only the most powerful mortals can create even the simplest of objects.

If you travel far enough in the Void â,¬' the direction is unimportant (all directions in the void are subjective) but the traveler must be in the right mindset - you will eventually enter into the Primordial Shadow. Though many believe this to be the dark mirror of the Void created at the same time, this is in fact the absolute darkness that existed before there was any Void or creation to cast a shadow. It is here that many of the foulest and powerful beings that exist (they cannot exactly be called â,¬Å"evilâ,¬Â since their mindset is so alien to anything the PCâ,¬,,¢s might have encountered). Thankfully it is immensely difficult to travel to or from the Shadow. It is, however, not too difficult to draw some power from the Shadow and convert it into a useable form. This is in fact where Shadowdancers and Shadowcasters get their powers from, and shadow illusions have been augmented with a small amount of this shadow energy. Creatures from the Shadow will probably have a new creature type to differentiate them from those form the beings from the Immateria. They will be a cross between Undead and Outsiders probably. [/spoiler]

Also, these new spoilers are wicked.
Gotta go change my old ones now though (booo :( ! )
Title: The Age of Kings (criticism welcomed)
Post by: Xathan on April 27, 2006, 02:22:31 PM
I'll reply to Void and Primordial Shadow first, since those are right up my ally.

I love Void as a realm of potential, a realm from which things are created. It reminds me of Void in Thaedia, though my Void is intelligent. I wonder if there is an epic PrC revolving around Void manipulation to create matter: that would be wicked cool.

Shadow gives me a Lovecraftgasm. Very great, lovecraftian feel, and I love the fact that you put them beyond morality. Can the interact with the material through minions and spawn, a la Yog-Soggoth (sp)? Are some on the Material in physical form, a la Cthulhu? Please let me know, anything that even hints at Lovecraftian horror makes my mouth water in anticipation.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on May 08, 2006, 01:18:28 AM
Divine Casters  

[spoiler=Druid]DRUID
(http://www.wizards.com/dnd/images/UnA_Gallery/79154.jpg)

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.
BAB: 3/4 (as cleric)
Base Saves: Good Fortitude, Good Will, Poor Reflex

[class=Druid]
[bab=cleric]
[fort=good]
[will=good]
[special=Special]
[1]Animal companion, Domain, Nature sense, Wild empathy[/1]
[/special]
[special=Aspects of Nature
[/special]
[/class]
 class features not done yet  [/spoiler]

[spoiler=Preacher]PREACHER
(http://www.wizards.com/dnd/images/dmg2_gallery/90085.jpg)  

Alignment: A preacher's alignment must be within one step of his deityâ,¬,,¢s (that is, it may be one step away on either the lawfulâ,¬'chaotic axis or the goodâ,¬'evil axis, but not both). A preacher may not be neutral unless his deityâ,¬,,¢s alignment is also neutral.
Hit Die: d8.
BAB: 3/4 (as cleric)
Base Saves: Good Fortitude, Good Will, Poor Reflex

[class=Preacher]
[bab=cleric]
[fort=good]
[will=good]
[special=Special]
[1]Aura, 1st domain, Turn Undead[/1]
[4]+1 turning/day[/4]
[8]+1 turning/day[/8]
[10]Bonus Domain[/10]
[12]+1 turning/day[/12]
[16]+1 turning/day[/16]
[20]+1 turning/day, Bonus Domain[/20]
[/special]
[/class]

Class Skills
The preacher's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A preacher who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the preacher class skills listed above. A preacher who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A preacher who chooses the Travel domain adds Survival (Wis) to the list. A preacher who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) xï,¬Â 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the priest.
Weapon and Armor Proficiency: Preachers are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A preacher who chooses the War domain receives the Weapon Focus feat related to his deityâ,¬,,¢s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A preacher of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deityâ,¬,,¢s alignment (see the detect evil spell for details). Preachers who donâ,¬,,¢t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A preacher casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A preacher can cast any spell he knows without preparing it ahead of time.
To cast a spell, a preacher must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a preacher's spell is 10 + the spell level + the preacher's Wisdom modifier.
Like other spellcasters, a preacher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric (minus the domain spell slot). In addition, he receives bonus spells per day if he has a high Wisdom score.
Preachers meditate or pray for their spell slots. Each preacher must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. A preacher must also get a full 8 hours rest. A preacher may cast any spell on the preacher spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A preacher's deity influences his alignment, what magic he can perform, his values, and how others see him. A preacher chooses one domain from among those belonging to his deity. A preacher can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. At 10th level, and again at 20th level, the preacher may choose an additional domain.
If a preacher is not devoted to a particular deity, he still selects domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the preacher access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The preacher gets the granted powers of all the domains selected, and gains +1 caster level when casting any of his domain spells.
Chaotic, Evil, Good, and Lawful Spells: A preacher canâ,¬,,¢t cast spells of an alignment opposed to his own or his deityâ,¬,,¢s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any preacher, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good preacher (or a neutral preacher who worships a good deity) can turn or destroy undead creatures. An evil preacher (or a neutral preacher who worships an evil deity) instead rebukes or commands such creatures. A neutral preacher of a neutral deity must choose whether his turning ability functions as that of a good preacher or an evil preacher. Once this choice is made, it cannot be reversed.
A preacher may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. The preacher may turn undead one additional time per day at 4th level and every 4 levels afeter that. A preacher with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A preacher's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Preachers
A preacher who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a preacher of that god until he atones (see the atonement spell description). [/spoiler]

[spoiler=Priest]PRIEST
(http://www.wizards.com/dnd/images/dmg2_gallery/90070.jpg)  

Alignment: A priest's alignment must consist of one part of his diety's alignment and the other part neutral(that is, it may be one step away from neutral on either the lawfulâ,¬'chaotic axis or the goodâ,¬'evil axis, but not both). Alternatively any priest may be true neutral regardless of his diety's alignment, choosing instead to take a more theoretical route by studying the texts and beleifs of the religion and viewing it from the point of outside observer. This does not mean they adhere less strictly to  the practices of the church. In fact, since they follow the rituals to the letter, they obey them even more strictly but perhaps have less intrinsic faith in them.
Hit Die: d6.
BAB: 1/2 (as wizard)
Base Saves: Good Will, Poor Reflex, Poor Fortitude

[class=Priest]
[will=good]
[special=Special]
[1]Domains, Bind Outsiders, Lore, Favoured Passages[/1]
[5]Bonus Feat[/5]
[10]Bonus Feat[/10]
[15]Bonus Feat[/15]
[20]Bonus Feat[/20]
[/special]
[/class]

Class Skills
The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any, all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).
Domains and Class Skills: A priest who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the priest class skills listed above. A priest who chooses the Travel domain adds Survival (Wis) to the list. A priest who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. A priest who chooses the Knowledge domain gains a +1 bonus to all Knowledge skills instead of the usual benefit. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (4 + Int modifier) xï,¬Â 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the priest.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, and with light armour, but not with any types of sheilds.
Spells: A priest casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell level + the priest's Wisdom modifier.
Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets one domain spell of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his three domains (see Deities, Domains, and Domain Spells, below).
Priests gain their spells through prayer and by memorizing passages from their prayer books. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation and studying his books to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell in his prayer book, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. In addition, all priests gaind either the Knowledge domain if true neutral, or the alignment domain that matches the non-neutral component of their alignment.
If a priest is not devoted to a particular deity, he still selects two domains to represent his chosen philosophies and abilities. The restriction on alignment domains still applies.
Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of all the domains selected.
With access to three domain spells at a given spell level, a priest prepares one or the other each day in his domain spell slot. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot.
Favoured Passages: Should the priest not have access to his books, he may prepare a certain number of spells that he has learned by heart. The number of passages he may choose to memorize for each level is equal to his number of spells per day for that level, including bonus slots for his abbility scores, as well as all of the spells on his chosen domains' lists. Each time the priest gains a new level he need not chhose these immediately, but doesn't count as having a passage memorized for that slot untilhe does.
Chaotic, Evil, Good, and Lawful Spells: Unlike a preacher, a priest has a much wider range of spells they study, including those of opposing religions deciding that to properly understand and apprieciate a diety, one must know all sides. As such, if they have an alignment other than true neutral, they cast spells of thei alignment at +1 caster level (due to the domain power), cast spells of the non-opposed axis (if they chose good, then this would refer to chaos and law) at their normal caster level, and can cast spells of the opposed alignment, albeit at -2 caster level (this can never bring their caster level below 1). Also, due to the similar nature of these spells, if the priest memorizes a spell with an alignment descriptor, they may spontaneously use that slot to cast one of the differently-aligned counterpart spells (i.e. switch magic circle agains law for magic cicle against good). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Lore: At 1st level, a priest gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The priest adds his level and his Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Bind/Banish Outsiders: All priests learn the rituals neccesary to command the denizens of the immateria, and those of the the other planes as well to a lesser extent. This abillity will work more or less like turning/rebuking undead, but is more likely to affect fewer but more powerful creatures.
Bonus Feats: At 5th level and again at 10th, 15th, and 20th, the priest may choose a bonus feat from the following list: any metamagic feat, any item creation feat, Skill Focus (any knowledge skill), Extra Binding (as extra turning). [/spoiler]
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on May 17, 2006, 12:57:29 AM
Core Ethos

Theme:

The main theme of the setting is the rediscovery of the past. This includes recent history, the colonizations of the nation and the fall of lost civilizations, as well as the deep, distant past such as the creation of the world, as well as the resurgence of earlier beliefs. There is also a strong feeling of change, as the echoes of the transfer from the previous age, where the greater races ruled, to the current one, controlled by their progeny and the other lesser races, are still being felt today. In the central nation, things are stable at the moment, but there are enemies encroaching on all sides.

Tone:

The world of the Age of Kings is one of earthliness, regardless of the fantastic races and magic that cover it's surface. This is due to the lack of any tangible gods that can be interacted with. There are only powerful mortals, and abstract concepts that are looked to for some kind of guidance.


Magic:

Magic is part of D&D, but the role magic plays in this setting specifically should be explained. Some things that should be addressed include how powerful, influential, and common are the forces of magic actually are within the world. It is important to put magic in context with the common people of the setting as well; have they only heard hushed whispers about magic, or is it something fundamental to their daily lives. If any additional sources of magic drawn upon, other than those presented within the core rules, they should also be mentioned. Additional supplements like the Expanded Psionics Handbook, Tome of Magic, or Incarnum that play important roles within the world should be explained in the context of the world. Likewise if any core systems have been removed, mention them and explain why.

Technology:

Every civilization makes use of technology of some kind or another. In the core ethos there should be some kind of acknowledgement made to the level of technological advancements made within the world. While the default D&D world has technology that falls somewhere between the Dark Ages and the Renaisance in terms of armor, weapons, sailing, construction, and so on. Not all settings are this advanced, and they may not have developed heavier armors like full plate, or weapons like crossbows. Other setting may have gone beyond this point and heavy armors are no longer used due to the prevalence of superior firearms. Some may have even begun using alternate forms of technology without any historical parallel, like dimensional gates, symbiotic living weapons and armor, or androids. Make sure to describe the kind of technology your settings makes use of.

Alternate Rules:

You should also describe within the core ethos how close or how far you have deviated from the core rules. Some settings stay as close the core as possible; they use the core races, core classes, and the same combat mechanics. Others completely deviate from the core using entirely new races, classes, spell casting systems. Most fall somewhere in between. Make sure to give a brief run down of the alternate rules systems that have been used within the setting. Usually a few new feats or a couple spells wonâ,¬,,¢t require any mention. However if in your setting there are completely different races, new rules for armor class, and there are no cross-class skills, itâ,¬,,¢s a good idea to address the changes up front in your core ethos.
 post not done
Title: The Age of Kings (criticism welcomed)
Post by: Hibou on May 24, 2006, 07:30:54 PM
I very much like what you have done with this setting. The recession from core races to a focus more on orcs and the like is very cool, as are the themes of the setting. I like your take on the Void and the Primordial Shadow, and your change in the way outsiders work.

The changes in the classes are pretty cool, and I agree with you on the problem of core classes not being used much. It's hard to justify taking 10 core levels before PrCs :(

Great show. :)
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on May 24, 2006, 09:24:16 PM
So on reviewing some of the stuff for the setting, i realised that, while i have mentioned them several times, i have never actually said who the elder races are and who the lesser are and who the outsiders are and ...
Anyways, here will be a brief list of the elder races along with some bits about their current whereabouts, their descendent/creation races, and whatever else may be needed for each race.

 The Elder Races: the first list and information

[spoiler=The Saurruks]
One of the most important of the Elder races in the area of Varimaar were the Saurukks. Almost extinct now, their fate is tied in with many other snake-like races. In their prime, the Saurukk Empire controlled the entire southern portion of Varimaar, the are now know as the Lost Kingdom. The dense jungles were interspersed with many vast grouping of stepped pyramids and these even spread into the waters off the coast, forming large submarine metropolises. To provide a labour and military force for their nation, the Saurukks engaged in many experiments in blending magic with genetics, and eventually created several of the branches of the Yuan-ti and the Nagas. All was well for a long time and the empire flourished with new races being created frequently. Some of these latter races would eventually evolve into the lizardfolk and whiptails that we know today. However, all good things do not last. No one was entirely sure whether it had been solely the Saurukks who created them, or whether there had been sabotage and manipulation by the Yuan-ti, but either way, the Anathemas had been born. With enough physical power to rival the Surukks, and with the new and formerly unknown powers of psionic abilities, the Anathema finally broke the power of the empire which could resist all outside threats, but was undone by their own creation. Leading the massive armies of downtrodden Yuan-ti and mentally dominating the lesser forces of lizardfolk, the Anathemas hunted down the Saurukks and those they didn't kill were driven out to live secluded lives where they could find a place. The Nagas, who remained loyal to their creators and fought by their sides, could not defeat the newfound powers of their attackers and were driven out or slain as well. The majority of the loyalists are now living in hidden cities far under the surface of the seas, or on the island of [no name as of yet] north-east of the mainlandof Varimaar. The Ullor native to the island live on the majority of it, but the naga along with their newly created servant race, the Ophidians, and a few remaining Saurukks have formed a flourishing temple city on the southern peninsula.
The rules for Saurukks can be found in the Serpent Kingdoms book. [/spoiler]

[spoiler=The Dragons]
One of the most powerful of the Elder races are the Dragons. of all the Elder races, the Dragons have managed to survive better than most. Although originally predominantly form the Eastern continent, they have manadged to flourish in almost any environment they enter. Due to the far off locale of their origins, very little is known about the Draconic societies. Although each dragon has a different coulour and set of abbilities, they are actually a single unified race, at least genetically. At birth, each wyrmling is born a certain colour, and these are not neccesarily the same as their parents (although it is much more likely). Similar to hair coulour among humanoids, the tone of a dragon's scales is influenced by those of it's parents, but could be of any type. Although they may frequently seem to be evil and malicious beings, this is not neccesarily true. Above all else, dragons are dificult to understand, since they have trouble seeing non-draconic creatures as being sentient beings as well.
The rules for dragons can be found in several books, but predominantly the MM. All of the alignment colour-coding is gone though. Colour is a genetic factor and all dragons choose their own actions, although they tend to have very little care for the well being of lesser creatures. [/spoiler]

More later.
Title: The Age of Kings (criticism welcomed)
Post by: Raelifin on May 25, 2006, 03:05:37 PM
Wow, these are some great races! I absolutely adore the shift from humans to orcs. I'd like to point out that goblins are weaker than all the other races, losing the 30ft speed hurts a lot. Lets compare them with the whiptails:
For ease, I'll remove languages, favored class and all traits they have in common.

- -2 Con
- A whiptail's base land speed is 40ft.
- +1 skill point/level: Whiptails are quick learners.
- Low light vision
- +2 on Hide checks: Whiptails have slightly chameleonic skin.
- +4 on Climb and Jump checks: Whiptails are strong climbers and have powerful legs.

- -2 Cha
- A goblin's base land speed is 20ft.
- Goblins can apply any class-based fast movement abbility to any wolf they ride.
- Darkvision out to 60 feet.
- +4 racial bonus on Move Silently, as well as Handle Animaland Ride checks to do with wolves.

Okay, so a penalty on Charisma (worst objective stat) is a lot better than a penalty on Constitution (best objective stat). However, the whiptail has better skill bonuses, extra skill points and twice the movement speed. I understand that a goblin scout on a worg could be quite nice, and in general, darkvision is better than low-light. But the speed penalty really hurts.

P.S. Marshal Arthist.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on May 25, 2006, 03:34:58 PM
whoops, forgot that gobs are supposed to have 30 ft monement. fixing that and the typo now.
Title: The Age of Kings (criticism welcomed)
Post by: Wix of Bel-Air on May 25, 2006, 05:46:42 PM
Quote from: supadupamanMorash  
Capital: Morashan
Populations: 2,684,600 (orcs 68%, minotaurs 11%, half-orcs 7%, humans 4%, half-dragons/dragon bloodlines 3%, goblins 2%, halflings 1%, other 3%)
Government: Theocracy (Former monarchy by combat)
Imports: later
Exports: later
Alignment: LN, N
Major Religions: Anghammarad (other minor/major gods once I work out the pantheons)

Here's a list of exportd and imports I made up:
[spoiler=Exports and Imports]
Steel weapons, steel armors, grain, ale, woven blankets, pottery, tanned hides, handcrafted jewelry, diamonds, glass, fishing, kelp harvesting, salt production, shipping, exotic tropical fish, ships, bronze tools, bronze weapons, bronze armors, salvage operations, mercenary sailors, food stuffs, raw ores, jewels, artifacts, timber, wooden carvings, professional finders, ebony, flint, raw gems, spices, medicinal herbs, furs, blubber, ice, hooks, harpoon heads, horses, leather goods, oils, slaves, obsidian, lime, mercenaries, smuggled goods, llamas, wool, exotic plants and animals, liquors, iron and iron ores, marble, chariots, carts, pelts, precious metals, cut and crafted gems, coinage, cattle, military knowledge and training, rope, hemp, netting, flax, shale, clay, coal, lizards, maps, coral, potato liquor, hunting dogs, pipeweed, warhorses, wagons, fruit, wine, bows and arrows, ivory, mushrooms, cut stone;
[/spoiler]
Do add some!
Title: The Age of Kings (criticism welcomed)
Post by: Raelifin on May 26, 2006, 12:14:18 PM
How is this? Just an idea based on what you wrote. Nice map btw.

"The kingdom draws much of itâ,¬,,¢s profits from itâ,¬,,¢s sizable ocean ports and fertile plains, as well as the fact that included in itâ,¬,,¢s territory is the mouth of the Doran Straight, a massive river that provides access for merchant ships between the Marianic Ocean and the inside of the continent."
[note]Imports:
[/note]
Exports:
Title: The Age of Kings (criticism welcomed)
Post by: Wix of Bel-Air on May 26, 2006, 02:33:46 PM
Nicely drawn up, but supadupa will want to include a bit less in each column so that you don't have overlapping major imports and exports with other countries.
Another option is to make a few major imports and exports and then have a list of a bunch of minor ones underneath.
Title: The Age of Kings (criticism welcomed)
Post by: Raelifin on May 26, 2006, 03:25:42 PM
That's what I was thinking. I wasn't sure about which were more common/needed so I just did a general list. Imports also looks a lot smaller if you just make "metals" an import.
Title: The Age of Kings (criticism welcomed)
Post by: Raelifin on May 27, 2006, 01:47:31 PM
Oh, question: If you list all the base classes, where does the scout fit in?
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on May 27, 2006, 11:15:45 PM
well, i haven't put them all in yet, but scout would go in the support section most likely (maybe it should be skilled, not support).
I still will likely be adding some psionic classes, warlock, and shadowcaster.
any more than that, i'm not sure.
Title: The Age of Kings (criticism welcomed)
Post by: Epic Meepo on June 02, 2006, 12:23:17 AM
(I had some really nice comments about the classes ready to go, but then I scrolled down and found out that the table of contents was directing me to an outdated post.  All of the classes have dramatically changed.)

Regarding the latest versions of the classes, most of them seem to work fairly well.  I think the whole bloodline level thing with the sorcerer will end up getting complicated, though.  Instead of letting sorcerer levels count as bloodline levels, how about the following?  Every sorcerer picks a bloodline and gains the benefits of that bloodline.  He does not need to take any bloodline levels, but his bloodline benefits are based on his sorcerer level instead of his character level.

I also have some thoughts on a few of your races:

I would probably give the Ullor a +4 bonus on Swim checks.  That would put them on par with the semi-aquatic lizardfolk when it comes to swimming ability, and would further help to offset their racial penalties to physical ability scores.

I like how you tie goblins and wolves together using lycanthropy.  That's something I've done in a campaign before because it just makes sense.  Something I haven't seen done anywhere else before: the "two souls" idea.  Very cool and very original.

I'm a bit intrigued by the whispling's eyesight.  They are penalized in bright light, but can only see as well in the dark as a human.  Is that correct?

As for nations, consider detailing some of the smaller ones.  Even though Morash is the sole superpower, it never hurts to know about other places in the world.  The story of present-day America, for example, would be rather boring if you took away southeast Asia and the Middle East.  What are the foreign affairs of Morash like?
Title: The Age of Kings (criticism welcomed)
Post by: DeeL on June 03, 2006, 04:02:29 PM
The creation of new races and expansion of old more obscure ones is a nice creative touch - I never went there, although I did mess around with the drow a bit.  

As for classes, do you have access to all the Complete titles and the Tome of Magic?  The Binder in the TOM would seem to fit the 'rough edges' feel of your divine casters.  (You'd have to change the fluff a bit - instead of making binders threatening to divine casters, make them a close cousin of them.  Or perhaps, a simpler evolutionary state.)

As for your treatment of the planes, it looks good.  I'm always a little suspicious when people diverge too far from the Great Wheel cosmology, but this is an elegant and precise treatment.  (Yes, Eberron, you know who you are.)

Do you have access to Races of Destiny?  The Sharakim might be worthy of your attention - mainly because your nation-builders have penalties to both Intelligence and Charisma.  I've always felt that racial Charisma was tied to the sophistication of a races society, simply because it dictates, in part, how well the people work together.  If there's a penalty to Cha, a higher Int would make up for it.  Sharakim would be a perfect illustration of this theory, but I haven't much examined the Cha/Sophistication correlation (it is obviously impossible to reality check.)  Do you have any thoughts on the matter?
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on June 04, 2006, 03:10:11 PM
QuoteRegarding the latest versions of the classes, most of them seem to work fairly well. I think the whole bloodline level thing with the sorcerer will end up getting complicated, though. Instead of letting sorcerer levels count as bloodline levels, how about the following? Every sorcerer picks a bloodline and gains the benefits of that bloodline. He does not need to take any bloodline levels, but his bloodline benefits are based on his sorcerer level instead of his character level.
I would probably give the Ullor a +4 bonus on Swim checks. That would put them on par with the semi-aquatic lizardfolk when it comes to swimming ability, and would further help to offset their racial penalties to physical ability scores.

I like how you tie goblins and wolves together using lycanthropy. That's something I've done in a campaign before because it just makes sense. Something I haven't seen done anywhere else before: the "two souls" idea. Very cool and very original.

I'm a bit intrigued by the whispling's eyesight. They are penalized in bright light, but can only see as well in the dark as a human. Is that correct?[/quote]As for nations, consider detailing some of the smaller ones. Even though Morash is the sole superpower, it never hurts to know about other places in the world. The story of present-day America, for example, would be rather boring if you took away southeast Asia and the Middle East. What are the foreign affairs of Morash like?[/quote]As for classes, do you have access to all the Complete titles and the Tome of Magic? The Binder in the TOM would seem to fit the 'rough edges' feel of your divine casters. (You'd have to change the fluff a bit - instead of making binders threatening to divine casters, make them a close cousin of them. Or perhaps, a simpler evolutionary state.)

Do you have access to Races of Destiny? The Sharakim might be worthy of your attention - mainly because your nation-builders have penalties to both Intelligence and Charisma. I've always felt that racial Charisma was tied to the sophistication of a races society, simply because it dictates, in part, how well the people work together. If there's a penalty to Cha, a higher Int would make up for it. Sharakim would be a perfect illustration of this theory, but I haven't much examined the Cha/Sophistication correlation (it is obviously impossible to reality check.) Do you have any thoughts on the matter?[/quote]
I was thinking of using binders, but i don't want too many different magic styles since it may clutter up the world. Also, i am giving the TOM classes a much more central role in my other CS, so i'm only using the shadowcaster for this homebrew.
I don't have RoD but would like it if you could give me a rough idea of who the Sharakim are (are they those guys with the connection to symbols and writting? i don't really know that book too well).
The orcs do have a Cha penalty and no Int bonus, but their society is mostly led by half dragons, or dragon bloodlined orcs, so this make up for it.
Title: The Age of Kings (criticism welcomed)
Post by: DeeL on June 04, 2006, 09:56:13 PM
Oooh no.  Those are the Illumians, and they have some interesting fluff.  If only they didn't add an entire new level of complexity to their playing, I might be a bigger Illumian booster.

As for the Sharakim, they are portrayed as the 'high orcs'.  Story goes that their ancestors were human, but fell under a curse.  Orcs descended from them, leaving a small line of sharakim intact.  +2 to STR and INT, -2 to DEX and CHA, Darkvision, shadow affinity, light sensitivity, +1 AC, Favored class Wizard, like to dress well and bathe often.  Despise other orcs, getting a bonus to attack them.  RoD gives them LA +1, but I wouldn't.

The dragon bloodline is an interesting touch, though.  Yes, that would give a civilization of orcs a binding element, but it might give the impression that orcs are still 'the flunky race'.  Not necessarily, but it requires a little attention.
Title: The Age of Kings (criticism welcomed)
Post by: Captain Obvious on June 04, 2006, 10:12:53 PM
Yeah, I was worried that they might still remain a flunky race if i did this, but they have been ruled by the dragon and his offspring for so long, that the long period of order and prosperity, the orcs have grown quite civilized as a race. The majority of the ruling class does have some draconic blood in them, but not all of them.

The problem with the Sharakin is that 1) they come from humans (which i don't have) and i want them to be their own race and 2) i don't want them to go from a serious penalty all the way to an Int bonus. All of the standard races are just Int 10 and they have fine societies. I don't want them to have a brilliant nation filled with  inventors and philosophers, etc (they have some though), but rather a prosperous merchant/militant mix of a society.