Dominion of the Dragonthrones

Game Master Tyrn Jade

All your life, you have lived under the rule of the Master Race; giant humanoids from unknown origins who are infused with arcane might. Their very biology is superior, placing humanity down the totem pole on their home planet, Nerul. However, their presence has not been entirely detrimental, as their "dragontech" makes its way into human infrastructure, easing the burden of life for many. But, at what costs? Humanity's sovereignty? Their freedom? Decide where your loyalties lie as you strive to uncover the mysterious powers of the Eridani and the exact nature of their "dragon-gods". Combat fantastic creatures from another world, as well as your own morality when faced with hard decisions. Many life-changing obstacles lie ahead and only the strong of heart are welcome.


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This game was originally reserved for a few players (myself and a buddy) and it was put in storage for sometime. However, I have found my imagination traveling to this world again and felt the need to revive it and open it to the public. The game will pick up where it left off, which is at the end of one of the player's introductions. There should not be any continuity issues in the gameplay thread, but there will be some edits to some of the information and lore provided in the spoilers below in the next few days (8/16/2014-8/20/2014). This game is homebrewed into every orifice. Inspirations for this world include Elder Scrolls series (open sandbox style), Alpha Centauri (grand concepts and tech ideas), Fallout (for ridiculous gameplay and action), and Pathfinder (for all unoriginal elements where I fell short on creativity).

Setting:

The campaign will take place mainly in Anthropos and Maor. I should mention that the names of the human races represent the land they call home, which is usually part of, or entirely, a continent. So Maorens are native to the continent of Maor, Anthrosians to Anthropos, and so on.

It is the Anthrosian year of 5515 (the year is arbitrary), and it has been 65 years since the Master Race, as they are commonly referred, invaded Ningen and began their conquest over the human world. The Master Race call themself “Eridani”, and they have never been seen before by humans prior to their invading. Current theories suggest they came from the lands across the Simmering Sea to the east of Ningen, and over the Serpent’s Spine; an endless mountain chain that marks the edge of the world. Common people believe the world simply drops off over the mountains. The Serpent’s Spine can be reached sailing east or west, hence the reason people think it is the end of the world, though Anthrosian scientist have different theories that are not easily accepted by the majority.

The Eridani were met with resistance at first, but the war was short as their technology and use of magic was far superior to even the grandest Anthrosian gizmos or even to the archmages of Manava. There were five strong years of war between the humans and the Eridani, but the resistance became too weak and scattered that it fizzled into what became the surrender of all the sovereignty of humanity. The generation that fought in the War of Skies would be in between the ages of 65 and 95 in present day.

Ironically, as soon as the resistance stopped, the Eridani began trade and sharing resources including their magitech, or what is more commonly known as “dragontech”, which has greatly enhanced infrastructure and ease of life. Currently, the only really defined resistance against the Eridani is from the “feral” orcs in the southlands of Bantu. The Eridani have decided to use the orcs’ lack of intellect against them, by essentially domesticating them in extremely efficient housing that eventually became the products of slums. Orcs in these societies are known as “drones”, but they would find that insulting, as some orcs take pride in their work. The war in the southlands is seen as a syphon for the bulk of the Eridani’s workforce and military. Slaver barons are contracted by the Master Race to raid and capture orcs and bring them back to Eridani controlled territory for indoctrination.

The years of takeover following the rebellion were more cooperative, as the Eridani wanted to be met with little resistance. Instead of indoctrinating the populace into their laws and way of life, they simply allowed the humans to proceed somewhat normally, though there is no doubt the looming sense of living under a totalitarian state. Though the governments of the differing people can function as they usually do, the will of the Eridani supersede any rulings and any judgment they would normally have power over. Every divine household in Maor, every city-state in Anthropos, every dynasty in Ningen, every merchant king in Manava, and every kingdom in Bantu have at least one Eridani within their council. The laws of the Eridani are simple: Most crimes are punishable by death, but a few crimes are rewarded with rehabilitation centers, where criminals receive education and therapy with the hope of making them more productive members of society. Another rule is that no human is allowed to be in possession of dragontech weapons without a permit, which is usually earned by exceptional individuals that have significantly aided the Eridanis’ ambitions. These "draconic nationalist" gain mild leadership roles and lordships, and some are even able to rise high in military ranks. Common folk call humans that work directly for the Draconic Dominion “giant-huggers”. The elite military force in the Eridani military is the Deoxul; known in the Common tongue as “Dragoons”. These select Eridani are small in number, but elite in combat, and often lead troops into battle. Their special armor allows them to produce eldritch wings that grant them flight. Entire platoons of Dragoons are a rare sight to see, though that is exactly what the vanguard was composed of during their initial invasion of Ningen.

In addition to the presence of giant humanoids in everyday life, the Eridani also brought with them mysterious and powerful creatures. These "invasives" have greatly disrupted the natural ecology of Nerul. Farmers and city guards alike now have to defend their lands and people from things other than wolves, wandering dead from reckless mages, and the occasional roc. Now people are threatened by basilisk, wyverns, and even beings of pure energy.

In essence, this world was only slightly fantastic prior to the War of Skies. It is now ultra fantastic, and many humans struggle with the rapid changes that have come to their lives.

Relevant History:

In the year 5450, prior to the initial invasion of the War of Skies, the Rhaelian Empire had assimilated many kingdoms into its society as a benefactor to mankind. It was an imperial republic that thrived for 280 years, and the governed were generally in a state of happiness. Culture and technology were thriving as Anthrosian governance toppled despots and gave power to the people of the land. Some lands were won by conquest, and others were won by winning the love of the people. Other lands existed that held on to their independence, such as the Divine Houses of Maor (west to northwest of Anthropos), the Radiant Dynasties of Ningen (east of Anthropos, across the Gulf of Juri), the Kingdoms of the Sun in Bantu (waaay southwest of Anthropos), and the Daemon Guilds of Manava (south to southeast of Anthropos).

The empire would eventually reduce in size following what is known as the War of Skies; the time when the flying giants came from the sky with angelic wings of illuminating energy of varying color among individuals. They attacked the lands of Ningen first, blanketing their skies in prismatic colors as they flew over cities and villages. The ningentu riddle with awe and disbelief while the royal families declared fealty to their mysterious invaders. Even the monks had approved the coming of the Master Race, as their arrival was prophesied from interpretations of hieroglyphs found in a temple to the northeast of Ningen. This temple has become known as the Terminus Paradisus (Final Paradise), and it is also referred to as the Gates of Paradise. Since its discovery 40 years ago, many people have developed a spirituality associated with this temple. It rest at the foot of one of the Vjolnir’s Spines (one of the mountains of Vjolnir’s Spine), and since people believe the world ends beyond the Spine, then on the other side of these colossal gates must be the land of eternal life and supreme happiness. The monks of Ningen took great pleasure in the new understanding, and so the Master Race was met with little resistance from the ningentu, believing them to be their ushers into the afterlife. The manavir also showed little resistance to the invasion from the Master Race, as their power was easily bought out with draconic riches.

The anthrosians rebelled to a significant degree, favoring their freedom over life, but ultimately it was realized that surrender meant survival. The surrender of the Rhaelian Empire was triggered by a grand deceit played by some of the manavi guilds; creating tensions that are present in modern day society between Manava and the rebels. Their betrayal cost the rebels dearly, and the act rippled throughout the lands of humans, dissipating and shattering their cause into pieces.

Since the Feast of Dragons, or also known as the Fall of Ikarus, the anthrosians surrendered their sovereignty, and the remnants of the rebellion fell to the scattered armies of the maorens, bantulu, and the orcs.

The most famous and strongest group among the rebels was the Dead Cloaks, who were founded and led by a young maoren boy of 14 named Indrid Rhoan, who was often mistaken for 17 given his early blooming into manhood. The Dead Cloaks were composed of all civilians who were not enlisted with a traditional military, and they often acted outside of laws of warfare when it came to fighting the Master Race. They are called the Dead Cloaks because every time the Master Race kills a human, the Dead Cloaks grow in numbers because friends and families find motivation to rise against them. They are identified by wearing a black cloak, or a scarf, or some other garment, bearing a white dragon skull.

Indrid Rhoan, along with the bulk of his force, died at the age of 19 during the Feast of Dragons. It is believed that certain guild lords had arranged for an alliance between them and the rebels within the city of Ikarus, which at that time the city was considered safe territory considering all the potential civilian casualties. The bulk of the Dead Cloaks and other rebels were led into a trap, and they were swarmed within the city by dragoons and being torn to bits by their lances and consumed by their wyvern mounts. The powerful magic of the Master Race, coupled with the powerful sorcery of the manavir, caused great destruction to the city of Ikarus, leaving remnant magic auras lingering in the atmosphere in present day, and also statues of soldiers and common people that fell victim to a petrification spell. This marked the end of the War of Skies, and for 65 years the Master Race has made great efforts with the reconstruction of their new colonies. During this time, the Master Race fights only proxy-wars against scattered bands of rebels to the north, and also fight against the orcs in the southlands of Bantu. Resistance against the Master Race is virtually fizzled in this day and age, and the only people that were alive during the invasion are dead or dying.

There are those that still believe living under the dominion of the Master Race is to live like cattle, and with passions fueled from their grandparents’ stories, they join the ragtag militias to the north to try and reignite the rebellion. The demographic usually consist of young-adults of maoren and anthrosian decent, though other races are found in these groups as well. Most people however, have grown content with their presence, as law and order make life under their rule rather peaceful and somewhat safer than before. Also, the Master Race has incorporated their technology into the infrastructure of prominent cities, making them efficient and allowing human civilizations to extend beyond their normal functions.

Current Happenings:

We will begin our campaign in the late spring of the anthrosian year of 5515. Prominent cities tend to have more presence of the Eridani, as they are more formally known as, while more rural areas scarcely see them except for important occasions or if they are using the road. The ningen essentially worship the Eridani as their superiors, and revere them for their power, which is a generalization; no doubt to be proceeded by more. The Daemon Guilds stick to their daemon worship and opulence, while they revel in the luxuries the new technology has provided. The Federation of Anthropos grudgingly live under Eridani rule, but also shamefully enjoy the new technology, as they were once the world leaders in science and technology. The Sun Kingdoms of Bantulu also grudgingly swear fealty to the Eridani, with some southern kingdoms actually joining ranks with the orcs to help break their chains. The orc tribes (and there are too many to list) are at all-out war with the Eridani, and have been since their first encounter. Orcs provide a significant amount of the work-force and military, though orc soldiers are never sent to the southlands as there is too much risk for defection if they were to encounter their kin. The Divine Houses of Maor only swear fealty to the Eridani because they are too weak to resist them. They disdain the presence of the Eridani and use little of their dragontech. Scattered bands of rebels mostly find themselves hiding away either in the wilderness, or hiding in plain sight by not wearing their “colors” when in public. Many rebels live double-lives, one life being spent trying to survive the normal hardships of existence, while the other life is spent secretly fighting the Dominion.

For Cecil Macer only: We will actually begin the game with you and Vincent Tivolt on tour in the southlands. You are both corporals in the Draconic Fleet, and you and your unit are being sent to fight the war against the orcs. This battle is particularly important, as your superiors made it a point to mention that the safe retrieval of what they simply referred to as “the artifact” will be rewarded greatly. The artifact is in the possession of an orc warlord named Turok (yes, it’s staying) who is fortified within his stronghold. The individual that retrieves the artifact is allowed to make a single request of the Eridani, and to those who are aware of their power, the reward could be great indeed.

Character Creation:

• Begin at level 3.
• Max HP for first three levels. Half HP every level after third.
• 87 attribute points to distribute. Cannot have an attribute be more than 18 or less than 3. Racial attributes can bring you to 20 and such.
• Wound/Vitality system with minor modifications*.
• Gestalt (you’re welcome), but no PRC (I’m sorry).
• Third Party Classes allowed with GM approval.
• I prefer the “Armor as DR” variant rules, but I will leave that to a vote. A Link to the AC boosts will be provided in the “Links” spoiler.
o No Armor Prof.: Column A.
Light Armor Prof.: Column B.
Medium Armor Prof.: Column C.
Heavy Armor Prof.: Column D.
o AC boosts from other sources (i.e. spells such as Mage Armor) add to your actual AC and not toward DR. Predominantly physical AC boost (i.e. bonuses from body armor, natural armor, and shields) apply to DR. Half your DR bonus rounded down is applied to WP dmg.
• Heroic Distinctions. All training bonuses are considered “raw” and therefore, stack.
• Archetype flexibility: feel free to opt out of unwanted abilities from an archetype and/or replace them with wanted abilities from another archetype. Just as long as the chosen abilities do not replace the same original ability.
• Class skill changes noted in spoiler below.
• Enhanced gameplay mechanics noted in spoiler below.

Races:

Human
• +2 to any ability score.
• Medium size. Base land speed = 30ft/round.
• Languages: “Common”, plus native language of sub-race.
• Bonus Feat.
• Skills (+1 rank/lvl).

Human Sub-races (add the selected sub-race traits to the above features)

Maoren: a.k.a. Northmen.

Physiology: Maorens are tall, fair-skinned, and generally hairier than their close relatives, the Anthrosians. Their hair can be shown in radiant ruby colors, dark-chocolate brown, honey blonde, or even a subtle green. Their eye-color can be emerald green, icy blue, brown, and for denizens of house Ferron, a frenzied gold color, which is indicative of having Wildmen close in the bloodline. Brown colored eyes are found throughout all ethnicities. Maorens from house Ferron have an extremely strong sense of smell. Lay folk attest it to the similarities in the blood of Northmen and Wildmen, as folklore claims the Wildmen are actually packs of werewolves in their human forms. These claims are often disregarded as the illusions of the frightened minds of lay folk, and that the source of the keen smell is due to conditioning from hunting as a lifestyle. (Conglomerate of Scandanavian and Celtic cultures)

Personalities: Families and those an individual Maoren corporatizes with have strong friendships that last a long time. Equally, grudges do as well. They are wary of those outside of their company, making them skeptical of unfamiliar people. As stoic and stubborn as they are, they are not without celebration. Festivities in the mead halls of Maor draw many adventurers and noblemen to the continent. People say Maorens’ emotions can be as hot as fire and as cold as ice, seldom being in balance between the two.

Culture: Like a strong wolf-pack, Maorens favor cohesive families. Much honor is placed in strong families. Smaller, weaker families are generally incorporated into more powerful, bigger families. These clans are as variable in nobility as they are in sigils (a family could claim their sigil to be of a specific species of moss for all anyone cared). The four most significant clans to know are The Hunt, The Mountain, The River, and The Fertility. They are noble houses, and are nothing like the remote tribes of their wilder brethren. One can find the Wildmen dancing naked around a fire in the woods to appease an aspect of nature, but a Northmen would instead perform chants or hymns in favor of their Goddess, Hera. Their culture resembles medieval times, though since the arrival of the Master Race, more technology has found its way into their lives whether they like it or not.

Society: The four houses rule over the smaller houses, and the smaller houses incorporate even smaller ones, where eventually the rest of the land of Maor is settled by independent clans and further north, the Wildmen. Territory is determined by a family’s ability to defend that territory. Claiming sovereignty over land because of a divine right (or just because one says they do) is not recognized by Maorens. They are not conquerors, however, and do not actively invade other clans unless needed. To avoid conflict, most families assimilate with a larger one, becoming even stronger still as the clans organize and support each other. In recent times, these once powerful families now govern their lands in the interest of the Master Race, though grudgingly.

Religion: TBA.

Abilities: Northmen - Magehunter (4RP). Stubborn (2RP). Low-light Vision (1RP). Wildmen - Scent (4RP) replaces Magehunter (4RP).

Language: Orenic.

Anthrosian: a.k.a. Islanders.

Physiology: Anthrosians are slightly shorter and less hairy than Maorens, but typically have darker hair and darker skin. However, their variability in phenotype is probably the most noticeable among the ethnicities, as their once great and recently fallen empire had spread to many lands, incorporating more genes into their bloodline. Typically, Anthrosians can have fair to tan skin, platinum blonde to black hair, and a wide spectrum of eye color, including violet, blue-green, brown, and ice blue (a genetic gift from their Northmen cousins). (Grecco and Romantic cultures).

Personalities: Anthrosians are cerebral characters, often thinking things through with great rationality and critical thought. They are curious beings, often taking great risks to achieve their goals and to unearth new discoveries. Their large cities develop the average Anthrosian into a socialite by nature. They are progressive, open-minded, and they value their freedom above most things, but are not necessarily selfish. A common drawback found in Anthrosian personalities is an unintentional habit of being condescending. They also pride themselves on their native language and their ability to speak eloquently, which is certainly a result of diplomatic competitiveness found within a society that values free-speech.

Culture: Anthrosians value the arts and sciences, and place an emphasis on an individual’s education and power. They are productive, economical, and most of all, scientific. Their pragmatic nature has eliminated religion in the traditional sense, and the gods are viewed not in disbelief, but as having a tangible, measurable nature. The minority of the population has even claimed the Master Race to be their gods, as their superior technologies and arcane abilities are revered. Individual freedoms are highly valued, so their society tends to attract very progressive individuals. This also develops a variable culture, especially considering Anthropos’s central location and prominent coastal cities that are ripe with diversity and trade. Typical cityscapes resemble renaissance era technologies and artistic architecture with a Victorian wash. Arcane energy is utilized within infrastructure.

Society: Anthrosians have (or had) a democratically elected congress of city-state ambassadors that are charged with making major societal decisions. These diplomats produce laws or acts that are deemed necessary for the betterment of the empire, and they can only be vetoed by a single elected representative (the Prime Elector), who is considered the most important person in Anthrosian society. The elected representative is provided a personal council of experts that he or she can collaborate with for advisement, but the republic has the ability to remove them from their positions. In fact, the republic is entitled to remove any individual in a position entrusted with major decision-making. Though politics can be dark at times, this advanced and humanistic system has proven fair and has allowed the great expansion of the Rhaelian Empire. Presently, the Master Race has established itself as a supreme court over the management of the federation of city-states, granting themselves the power to thwart any law, act, or plea that is not in their favor. They are also given the right to create and enforce executive orders that supersede any laws or acts that have passed through the ambassadors and the representative.

Religion: TBA.

Abilities: Focused Study (4RP). Silver Tongued (3RP).

Language: Rha’lis.

Ningentu: a.k.a. Eastmen.

Physiology: Ningentu are slightly less tall than Anthrosians on average, and have heavy cream and coffee skin. They are virtually hairless on their bodies except for cranial, facial, and pubic hair. Their eyes are almond shaped and are black to dark brown in color. Though they can be strong, their physique tends to be leaner. This is probably due to the different diets they exercise, which are low in fat and high in protein, compared to the diets of Maorens, which is high in fat AND protein. Because of their strong sense of self-improvement within their culture, Ningentu have developed stronger resistances and also a greater understanding of the nature of energy and illusions. (Asian)

Personalities: Ningentu are varied in personality, but typical mindsets tend to favor the community over the individual. Discipline and self-improvement are common motivations among the populace, as it is believed that an enhanced individual is able to have great power, and become leaders and exemplars for the community to follow. Family values are held in high regard, which is a quality that Maorens can appreciate, though the physiological differences nurture xenophobia. They are a philosophically advanced people, often approaching problems with a unique angle. Some individuals are extremely humble, while others walk tall with great pride. This is due to the notion of accepting oneself for who one is. A person who walks with confidence has probably earned that outlook on his or her self by achieving great things, and so there is no shame in being humble toward such people as it is the appropriate feeling in such a person’s presence.

Culture: As stated, Ningen value the community over the individual, and also value personal achievements. Concerning their religion, they believe their world and the life within it are all of their ancestors reincarnated into varying forms of life. They believe when the world began, there was only man as energy, until the first generation died and brought new life, gradually nourishing the complexity of the universe as time recycled itself. The first generation of ancestors are said to make up the very fabrics of reality. Man existed only as a form of energy within a tiny atmospheric ball that laid in stasis within a grand and empty void. They believe many of these spheres existed throughout the Void, and together, with the re-manufacturing of their energy, led to the emergence of the properties of the universe. More recent generations make up the minute aspects of reality, which is associated with a trend the Ningentu noticed in the passing of time; the symbolic (as an evolutionary term) inheritance of knowledge allows more details to become apparent. Therefore, wisdom is the enhancement of one’s perception, which is due to the influx of ancestors and the compiling of knowledge throughout the generations. Many temples and places of prayer are found in natural settings, usually places where the landscape functions well as a structure that would contain a shrine. Their “preserves” are left undeveloped from civilization, as they believe the various climax forests found throughout Ningen are the heavens where their ancestors reside. For this reason, most of their cities are found in barren areas or along coasts, with temples and monasteries built into mountains away from civilization. The monks of these temples live very reclusive lives, and are held in high regard by the people of Ningen.

Society: Ningentu society is composed of various clans, warlords and settlements that swear fealty to a dynastic ruler, who was more than likely a warlord at one point that has risen to greater power. However, religion is virtually homogenous throughout the clans, and all leaders consider the wisdom of the monks to be above all created law. Their supreme understanding of the universe is revered by most people of Ningen, and even though the monks do not claim any power or establish any laws, their council acts as a master court by virtue of being respected. When rulers summon the council of the monks, it is usually concerning a grander idea that requires their wisdom, such as human-rights, or whether or not they should go to war, and other ethical questions that determine the very idea of themselves. The last summoning of the monks was approximately 220 years ago, when the Ningentu decided to invade the fertile lands of the Maorens when they refused to trade food during the years of the Black Sea. There are many dynasties vying for power over the land of Ningen, but with the current dominion of the Master Race, they declared blood truce. Conquering the ningentu was a relatively easy task for the Master Race as their truly awesome power was met with quick submission from the majority of the people, except for a few small, but strong, resistance groups that are now disassembled, leaving an old generation of drunken wandering warriors with no lords.

Abilities: Lucky, Greater (4RP). Illusion Resistance (1RP). Lifebound (2RP).

Language: Yinjet.

Manavir: a.k.a. Magi. (unfinished)
Temporary General Information: They have darker skin, eyes, and hair than most antrhosians or maroans, but because magic is innate in all manavir, their features can be more variable. Their clothing and architecture are inspired by what is considered typically “evil” or “frightening”, even though they are not inherently evil. Important buildings are often styled as sinister looking towers, and statues of their many daemon lords and heroes of old dot their cityscape. Most people wear robes to combat the dry-heat, including their police forces, though, as always with everything ever, there are exceptions to this generalisation. Their politics are very strange and somewhat advanced themselves. Their society would technically be considered a plutocracy; the rich preserving the powers of rulers. The richest organizations in Manava are the churches, which also fill the role of banks. The manavir worship daemons, very powerful spirits that they believe directly interact with their world. These churches are dedicated to them. Wealth is very important in manavir society, because there are no official national governments or representatives of the people. This does not necessarily mean the manavir are oppressed, because in order for the corporate churches and other powerful businesses to survive, they must have the manavir’s best interest in mind. In this light, their politics are somewhat advanced. This also means that boundaries for city-states are vague, and development just sort of occurs naturally. There is little organization when it comes to city-planning, resulting in the twisted metropoli of their cities.

Religion: The manavir worship daemons; powerful spirits that directly interact with the world. They can be good or evil, and everything in between. They are many, and no one stands out over the other, except for the prime-daemon, Ekillith. His/her domains are associated with time, knowledge, and power. Ekillith is depicted in many forms, the most famous being a large, bald humanoid with black-skin and robes covering only his bottom half. Arcane marks cover his entire body, and he has two feathery black wings and wields a sinister staff known as Calaber.

Physiology: Dark-almond skin, thick black hair, brown eyes (Arabic and Indian).

Abilities: Constant Spell-like Divination (3RP). First lvl Spell-like ability (1/day) (1RP). Third lvl Spell-like ability (1/day) (3RP).

Language: Asyri.

Bantulu: a.k.a. Darkmen. (unfinished)

Physiology: Dark skin, almost black in individuals found near the equator. Thick wiry hair. Brown eyes (African).

Abilities: Defensive Training, Greater (4RP). Fast (1RP). Hatred (Khazahar (orc)) (1RP). Relentless (1RP).

Language: Barentu.

*Any original human traits can be exchanged for any other ones provided on the Human race-page on the d20pfsrd website. Sub-race traits can be exchanged for another sub-race’s traits in the case of mixed heritage, as long as the additional Racial Points (RP) do not exceed 7.

Orc:

Orc: a.k.a. Beastmen.
• +4 Str, -2 Int, Wis, and Cha.
• Medium size. Base land speed = 30ft/round.
• Languages: Khorgesh.
• Hardy.
• Ferocity.
• Weapon Familiarity (Orc weapons).
• Dark-vision 60ft.
• Fearless.
• Frenzy.

Domesticated Orc: a.k.a. Drones.
• +2 Str and Con, -2 Cha.
• Medium sized. Based Land Speed (BLS) = 30ft/round.
• Languages: “Common”.
• Hardy
• Frenzy
• Stability
• Darkvision 120ft
• Bonus Feat
• Ferocity

Physiology: See Orc description. Additional notes: Orcs do not come in green colors, but rather hues of purple that can be so dark it looks black, and then as light as smoke-washed shale. They are considered very distant relatives of the humans; so much so that it is believed birthing a viable hybrid is impossible (according to questionable Anthrosian studies).

Personalities: See Orc description. Additional notes: The barbarian tribes of orcs to the south of Bantulu lands have far different personalities than domesticated orcs. They are very primal in nature, and modesty and dignity are concepts that do not exist in their societies. They are quick to anger, having little remorse and little thought of consequence regarding their actions. Though a minority, there are bands of more docile tribes that are no less dangerous, but more negotiable than their more volatile kinsmen. Domesticated orcs are a whole new breed being given an efficient education (which is not really good) and are then typically placed in the work-force or the military. They are docile, and can even be friendly and able to hold a somewhat meaningful conversation, though their primal instincts are still very strong. Most Orcs do not view the world with much curiosity, as they are not trained in the ways of critical thinking (it had been omitted from their curriculum). More intellectual Orcs do find themselves questioning who they are and their position in society, leading to the occasional rally and eventual dissent that is met only with death by the Justicars.

Culture: The barbarian tribes are typical enough. Tribes that do not domesticate their own food tend to be more aggressive and lead hunting parties that target all manner of beast, including humans. They do not usually eat humans for food, mainly because the taste is not appetizing, but they kill them in order to take their belongings. It would be inaccurate to imagine an Orc tribe consisting of naked, loin cloth-wearing people, but more of a conglomerate of the scavenged items, clothing, and armor they acquired from raiding parties. Domesticated orcs have a different culture, as one would imagine. Their culture is created in the mines of the mountains, or in the clockwork-like factories in Rhael. During the long, arduous days spent doing physical labor; the Orcs can be found entertaining themselves with songs to pass the time, and afterwards they tend to gather in run-down taverns located in the more impoverished areas of the cities. The Orcs are provided efficient lodging, usually in poorly maintained areas where crime-rate is exceptionally high.

Society: Feral Orc tribes are constructed very basically and simply, consisting of a chief who is charged with major decision making, a shaman for healing, teaching, and maintaining contact with the spirit world, and a stewardess, who is generally female and charged with overseeing the more menial tasks of everyday life (assessing food storage, water supply, material processing, etc.). The chief’s word supersedes the stewardess and the shaman, but the shaman holds strong influence over the chief and is allowed to speak freely in his presence. The feral Orcs have always been at war with the Bantulu, as they are the closest people in proximity and it is just in the nature of the Orc to be prone to violence. Recent times have changed the state of their conflict, as the Master Race lay dominion over the Orcs, they responded with great resistance that continues in present day. Strangely enough, some Bantulu people have joined the ranks of the Orcs in order to combat the Master Race. Domesticated Orc society is the working class and the labor force in more developed cities. They can be found virtually anywhere considering they can be bought for purchase as a personal servant, which they do receive a very small allowance and have to live on the same property as their employer. Still, it is better living than the slums, which is where most of them reside. Other Orcs, generally ones that show promise for intellect, are given either foreman positions, or enlisted in the military. The Eridani have a smaller population than the humans, but by domesticating the orcs and essentially indoctrinating them, they have grown their armies rapidly. They are considerable warriors by nature, but are still considered expendable infantrymen, often the first to be deployed to battle as they are cheap and easy to replace. Few Orcs rise in rank within the Eridani’s army, but those that did had to work harder than an individual of any other race would have. The Eridani select for specific and exceptional individuals for breeding, so as to replenish their numbers without having to capture more slaves in the southlands; hence, they are domesticated.

*Any of the alternative race features listed on the Half-orc race-page can be used to exchange some features of the Orc. However, this would exclude abilities that replace Intimidating, as the Orc do not have that ability.

Skills:

• Climb and Swim = Athletics.

• Ride omitted = use Drive checks for vehicles.

• Handle Animal = used for Ride checks to ride a mount.

• Disguise omitted = used in Bluff checks.

• Disable Device = assimilated with the relevant Craft skill.

• Fly = piloting airborne vehicles in addition to normal uses of the skill.

• Sense Motive omitted = Perception vs. Bluff.

• Use Magic Device and Knowledge (Engineering) = Knowledge (Technology).

• Diplomacy and Intimidation = Persuasion.


Gameplay Mechanics:

General
• Called Shots used and encouraged.
• *In regards to Wound/Vitality points, if damage dealt exceeds an individual’s CON score x2 (which is your total Wound Points), then the excessive damage is applied to Wound Points. Also, critical hits apply their multiplier to Wound Points in addition to any excessive damage. Otherwise, Wound/Vitality is vanilla.
Combat Focus: These are “stances” players can take in combat to place emphasis on accuracy, defense, or power. They are “raw” and apply to everyone, even spell-casters. If you feel this is broken, feel free to have civil discourse with me. My argument is that it can make combat flashier and allow people to essentially guarantee themselves a hit while also taking the risk of leaving themselves vulnerable. It also can speed up combat. My tendency is to throw lots of weaker enemies so there are more opportunities to mangle foes, rather than continually mangling a single foe. I also hate that people have to burn a feat for these abilities. I’d prefer they were simply combat modifiers. These also work well with Called Shots. They essentially replace Combat Expertise and Power Attack as feats and the typical Full Defense mode.

• Power Stance: -x to Attack, +x to DMG.

• Cautious Stance: -x to Attack, +x to AC.

• Desperate Stance: -x to AC, +x to Attack.

• Reckless Stance: -x to AC, +x to DMG.

I understand how changes to the game can be overwhelming. I personally feel some of the vanilla rules can be overwhelming, so I just try to simplify them. Again, feel free to negotiate with me as I want the experience to be enjoyable and not tiresome.

This game has been home-brewed into every orifice.

Let me know if you are interested! We'd love to have other players join. I'm thinking a party between 4-6 will be sufficient.


Which one of those slots is taken.... so yeah, looking for 3-5 more players!


A hand drawn map and more info on the manava and bantulu races will be provided within the next few days.

Grand Lodge

Great story and should be awesome setting...

you had me until Gestalt

it does see like humanity doesn't stand a chance. :)


Haha. Yeah, I understand. I'm pretty adamant about Gestalt unfortunately. Let me know if you change your mind and want more info!


Yeah, humanity's pretty much f!##ed.

Grand Lodge

the unfortunate thing is that with gestalt you can have a bab of +20 and 9th level spell and d10 or d12 hp and +12 Fort / Will it nullifies making hard choices for characters and inflate the power curve.

I mean with the world you depicted if the Elite Human had all been Gestalt then that were really some soup up aliens (makes be think a lot like the Master of Robotech

2 questions:

1) Demon worshiping from The Daemon Guilds. Does it actually work ? are they able to conjure demons or devils from the lower planes?
(how is the match up between a demon and a soldiers from the master race?

2) it seems that the orc tribe are the only one resisting with any effect the invaders. But they seems to posses no great magic nor great skill or ability (like psionic) just the inner rage that makes them un domesticated.

With the amount of tech and magic couldn't the master race wipe most of them down? (a specialized virus or magic that could wipe them like a plague?)

----
Also you didn't say if the characters would play rebels to the Empire (tm) or sympathisers


Man, loving all the gestalt lately. I'm thinking a fun loving, yet still logical NG Anthrosian Warder (Zweihander Sentinel)//Psion (Nomad). Maybe a mercenary who takes jobs that fit his moral criteria while still allowing him to use his BFS (Big F'in Sword).


Oh man I'm super into this idea.

Kinda thinking about rolling up an Orc Scarred Witch Doctor / Alchemist, going with the whole primal, horrifying witch that you tell children about to scare them into behaving.


Scaring children is my favorite past-time! ;-)

Cool ideas, ya'll. Algar, I received your PM.

Gambit, can you explain the Warder a bit more? The only thing I find on the SRD is a super genius archetype. Can you tell me where to find it? I like the idea of a pure buff-machine. Reminds me of the prestige class from Complete Mage or Complete Scoundrel from 3.5.

Yorick, definitely like that you're picking orc. They are significant in the plot and it would be interesting.

I should mention I do not mind working with mixed alignment parties. However, I am a very reactive GM as Cecil (John) can attest to.

As Algar did in his PM, please let me know if you would do without some of the variant rules. The only things I am pretty adamant on is gestalt, Called Shots, and the skill changes. But as far as AC for DR, the Combat Focus Stances, and Wound/Vitality, I'm willing to removed them if enough players would rather do without.

1 vote for original AC system.

To answer your questions Algar, summoning and magic in general in this game are different. They function the same, but their sources of power are not totally understood; hence religions and myths surround the idea of magic. For the manava and their daemon worship, no, they do not literally summon and commune with their gods. However, there is plot related things that do allow summoning as normal, which will be revealed in gameplay. So if you want to be a summoner, then by all means! It will make the plot interesting. :)

As for the orcs and how they are able to resist the Eridani: The Eridani basically do not want to wipe them out. Sure, they could certainly destroy them, but they choose not to. The orc populations fuel the bulk of their military and workforce. If they were to wipe them out, they would lose the numbers they need. The Eridani allocate a lot of work into excavating. One site of excavation has been revealed as a hidden underground temple of unknown origins.

I encourage you guys to read the gameplay thread, which consists of one of the player's near-completed introduction. It is like a "trailer" or a "preview" and has some good info and immersion in there. It was written a while ago, but as far as plot goes, everything is accurate. The style of GMing may be a little different though, so keep that in mind.


Also, as far as being sympathizers or rebels, it is entirely up to you guys. The Eridani do not outright kill people. Orcs are the ones that are most oppressed, as they are essentially perceived to be on a lesser scale than humans and placed into slavery. But even still, humans are perceived to be lesser than Eridani. Think of a human's perception of an ape, or lion's perception of a sheep. Their take over isn't necessarily malicious, it just put humans and orcs further down the totem pole. If I had to give the giants from the sky an alignment, I would give them LN.


Is it kinda like season 5 of Fringe?

The Warder is from Dreamscarred Press new book Path of War, a PF update to the Tome of Battle system. The book just recently got finished, thats why its not up on the pfsrd yet.

Basically the Warden is the traditional tank warrior, high defenses, solid damage, and with abilities that actually allow the "tank" role to properly function, without crossing over into MMO style "gameiness" territory.

I just love characters with versatility (hell, my first ever D&D character was a 2E Elven Fighter/Mage/Thief) ;)

Grand Lodge

DM: are the Eridani and the Deoxul immune / resistant to some elemental energy? (i suppose they can be killed even if its extremely hard. I am sure that during the war some did die...)

(oh i would also vote for)

General
+1 for Called Shots used and encouraged.
-1 to wounds vitality (i prefer the normal hp rule)
+1 to Combat Focus: Stances
-1 To ac as DR. I prefer the less head ache of the normal AC rules

I am having a hard time making my choices because of so many things i want to do :) (on top of waiting for PFSRD to update to the new hybrid class)

---
Gambit the observers were a lot less inclined toward the normal humans. Their game plan was to transform earth of the 21 st century in a place hospitable for them whipping out 99% of the normal population


Thats right, its been a while so I had kinda forgotten. Although that show went off the rails after season 3 anyway, first with the Nobody Remembers Peter storyline and then the weirdness of season 5.

Actually, now that I think about it, I may have unconsciously blocked out parts of season 5. :P

Grand Lodge

Rule question since disable device is associated with the relevant craft skill it would be craft trapmaking?

in order to pen locks and such what would it be (still trapmaking)?

how about magical traps?


That makes two of us, Gambit. Fringe was SO good but there's a bunch if it that I've subconsciously forgotten to make it seem better in my memories. As weird as season 5 was, I'm thankful they got a chance to toss together a hodgepodge ending for it.

To your point, I can definitely see some parallels between the Observers and the Eridani.

Marc - watch Fringe! You're welcome. :-)


Ah yes! I forgot to post the character sheet template which has the craft skills. Will post that but I need to find it first.

My agenda tonight: Complete religions of the different cultures, post character sheet template, and complete manava and bantu descriptions.

Gambit: sounds awesome! Feel free to use it. I have never seen Fringe to be honest. Sounds like I might like it. I too like versatility in my characters. When I play Baldur's Gate II, fighter/mage/thief finds its way into my party somehow.

Algar: There is no general resistance. Individuals may or may not have resistances to particular elements. As for Deoxul, they will have resistances as they correlate with the varying types of dragons found in the Pathfinder universe, but the choice of resistance is up to the individual. As for disable device and traps, the character sheet I will provide will have the varying class skills. For a mechanical trap, it would probably be Craft (Structural), for example.


I've never actually played a gestalt character, but the setting seems interesting enough and I'm really curious about where the story will go that I'm considering giving it a go. Which book is gestalt in so I can read up on it?


1 person marked this as a favorite.

Gestalt

GM, you really should watch it, seasons 1-3 especially are fantastic. Season 5 (the last season) is the somewhat pertinent correlation to this campaign.

And if you do watch it, make sure you watch episode 19 of season 4 AFTER you watch the season 4 finale, go straight from 18 to 20. Just trust me


Seasons 2 and 3 of Fringe are great. 4 was eh and spent way too much time trying to give credence to 1. And then 5 was just awful.

I'll have my character posted tonight or tomorrow morning.


Test for link to map

The map is subject to change and will be updated. I haven't looked at it in years so uhhh.... yeah. Bear with the scribbles! I think what I'll do is scan the original so it is more detailed and then post that. But this is is for now. Ningen would be to the east, which the continent is actually slightly cut off in the picture. Bantu composes the larger portion of the southern continent, with Manava encompassing the eastern and northeastern ends. The archipelago just north of that is Anthropos, and north of Anthropos is Maor. There will be updates.

Does anyone have any suggestions for a map making program for battles and such? Free would be preferred! I've used google spreadsheet successfully but it lacks details.

Glad I peaked your interest, Diphycue! Gestalt can be understandably overwhelming for some, but I personally love the "higher resolution" it brings to characters.

Sounds like enthusiast of the Fringe are drawn to this setting! Haha. I will have to check it out.

Algar - PM received! I like your character concept a lot. Will definitely consider it.


John, I take it I have your permission to distribute your character sheet template?

So far I have...

Kensai/Wizard

Kensai/Investigator

Witch Doctor/Alchemist

Warder/Psion

Looking pretty good so far. Obviously with gestalt there will be some class overlap, but that's totally okay. I love Pathfinder because two rogues can be very different from each other. <3 archetypes.


What combo would be a good match here? I was thinking Druid/Ranger or Alchemist/Gunslinger or something...


Alchemist/Gunslinger would be good. Fighter/Rogue isn't a bad build, especially if you pick the Mobile Fighter and Scroll Scoundrel archetypes. One of my favorites is Ranger/Rogue with the Trapper archetype and the Scroll Scoundrel archetype. Sorcerer/Oracle is just... yeah. If you like spells, that's the way to go. Haha. Druid/Monk I think is good. Not sure if your unarmed damage applies to shape change. Does anyone know?

Ranger/Ninja is actually pretty dank, too. I like Rangers a lot, but that's only because I went to school for ecology, so I have a bit of a boner for the class.

Please excuse my lingo. I'm very R-rated. Sorry if I offend!

Should mention, campaign is rated R and would be reluctantly tolerated on HBO.

EDIT: Rated R for potty language, sticky brothel love scenes, use of drugs and alcohol, Tarantino-style gore, and gumption.


GM Pteridologist wrote:
Witch Doctor/Alchemist

I'm not at all sold on doing this via Alchemist. The Witch Doctor one is a definite, but I can't decide what to pair it with. I'm currently thinking Oracle, even though there's not exactly decent overlap between the two. Or maybe Cleric. I recall Cleric being more fun than Oracle, even though Oracle has way better fluff. HRM.

I mean really my character concept could work with most classes, it's just a matter of deciding what would be both a) decent, and b) fun.


Yeah for sure. Oracle is friggin' awesome. Would be good to have a healer. Yeah, that list is tentative I assumed. Just glad to see people are interested!


Oracle of Life... oh my god. That build ruins me.


GM Pteridologist wrote:
Oracle of Life... oh my god. That build ruins me.

Really? I tried one during a Wrath of the Righteous game and rerolled partway through Level 2 because I was bored as hell. I couldn't attack anything, didn't have any offensive / social revelations, and didn't have enough spells to be able to attack. I basically sat around waiting for people to get hurt, and roleplaying being absolutely useless. I rerolled as a Bard and had way more fun.

For this character if I was going Oracle, which I may still do, it would likely be Bones.


Ah yes. It definitely has a strict focus on healing. But if that's what you want to do, it's great for that! Bones is equally a favorite revelation. Reminds me of the necromancer from Diablo II.

Bard is always fun. Just the style of the character gives it great gameplay, not to mention it's ability to mess up an enemy's brain-piece with enchantments.

EDIT: Dang. Scarred Witch Doctor/Oracle of Bones. I'd be upset if you didn't pick that. Haha.

Grand Lodge

it depends how you built your oracle.

i made 2 life oracle 1 was very martial sword and board style (aasimar) and the second was a Flaiming sphere/ Scorching ray and fireball kinda person very offensive blaster caster oracle of life.

----

oh and dm this is what i do for my own game combat maps:

https://docs.google.com/spreadsheet/ccc?key=0AkiFULK-0257dFNSeHFtcHU2MmpOb2 9QeHoweEo0a3c&usp=sharing#gid=0


Hmm, no divine casters proposed yet, how would a oracle/druid or cleric/druid work?


GM Pteridologist wrote:
EDIT: Dang. Scarred Witch Doctor/Oracle of Bones. I'd be upset if you didn't pick that. Haha.

Yup, gonna have to go with that. Will have it posted in a little while.


Rough draft, subject to tweaking. Open for feedback.

Question for the GM: With Sense Motive removed, how do abilities that affect it work? For instance, if I have a "+2 bonus to Sense Motive" do I always have that for Perception? Does it only apply when I'm using Perception to gauge if someone is lying? Does "Persuasion" work that way as well, where it's like, the bonus you get depend on how you're using it?

As far as Homebrew stuff:
- Wound / Vitality: Sure, I'm not bothered either way.
- AC / DR: Sounds more complicated, but I don't mind.
- Called Shots: I am unlikely to be in combat in that way so it doesn't affect me. I'm fine with it, though.
- Combat Focus / Stances: Again, I may not be using it, but I actually like this quite a lot.
- Heroic Distinctions: Yeah, I like this. I kind of wish there were more options for casters, but I still dig it.

With all these changes, I'm a little surprised not to see a change that removes Vancian magic. :P


Nice, Azeban! Very excited to see him in action.

Here is the character sheet template I was talking about.

Character Sheet

And since you brought it up heh heh...

Just kidding. I think spell points would be too powerful. I LOVE the idea but I must restrain myself...

Diphycue - I think those could be cool builds. I don't see many druids being played so it'd be interesting. Know that if you go druid, your shapeshifting powers are truly rare and may scare people, but that's totally fine! Perhaps you could be a maoren from house Ferron, which in this game their is myths surrounding members of that as being shapeshifters considering their relation to the barbaric wildmen to the north of them.


GM Pteridologist wrote:

And since you brought it up heh heh...

Spell Points

I would love to see you guys use spell points instead, but completely understand if not.

I would way rather use Spell Points.


Diphycue - Have you considered Barbarian/Druid? Could be pretty insane... some Barb abilities give you boosts to natural attacks and such, which would compliment the druid very well. Not to mention other buff spells from druid that could further make you insane prior to raging.


Haha...

+1 vote for Spell Points
+0 Wound/Vitality
+0 AC for DR
+2 Combat Focus
+1 Heroic Distinctions

If we do use spell points and it is clearly overpowered (more than we already are), I would probably just increase the cost per spell by a fixed number. Like x1.5 and just try it out. Because it is pretty cray.

Updating Campaign Info thread: religions and manavir and bantulu descriptions.


I was thinking barb/druid, but I'm not a big fan of barbarians, and it was thinking the extra casting might help. My thought is a druid who focuses on the decay/growth aspects of nature...fungi and vermin...

If that wouldn't fit that's ok, I have other ideas too.

Also, I love wounds/vitality.


Normal HP
Normal AC
Yes to Combat Focus
Yes to Heroic Distinctions
No to Spell Points (I like the differentiator between magic and psionics)


What if I was a drone orc who was from a group assigned to midden/sewer duty. It was there that he saw the natural world from the side of the "clean-up" crew, so to speak. He saw that it was only through the death and decay of some things that new things were able to live and grow.

Could be human too, probably better mechanically to be human, but I was reading the orc bit and thought that as a slave race there would be some set to the disgusting tasks no-one else wants to do.

About the combat stances, what happens as you go up in level...the big advantage to power attack is that as you go up so does the benefit.


+0 Spell Points
+0 Wound/Vitality
-1 AC for DR
+3 Combat Focus
+2 Heroic Distinctions

But... barbarians smash things into bits! What's not to like!? ;)

Let me know your other ideas and I'll tell ya what I think! So far I like it. As far as spellcasting goes, we have all spellcasters but one so don't base your build off of the notion of needing more casting.

I can see your Barb/Druid being a "WEAPON" for house Ferron. Like The Mountain for the Lannisters. You were a captured wildmen that grew up to become a knight. The townsfolk whisper rumors that you are half beast. There is soon dissent, and the people fear you too much, forcing your lord to remove your knighthood and banish you from Ferron. You are now a wandering wild warrior (alliteration!), selling your skills to the highest bidder.

Eh... just a thought.

EDIT: Let me think on it more, Diphycue. Lay down some of your other ideas for us to check out :)

Descriptions for the religions and the manavir are complete. I did not get to complete the bantulu description, however. Will hopefully do that tomorrow at work.


Well, one idea I've had for quite a number of years involved a mage killer type. Uses non-magical equipment and grapple attacks and things. When he could afford it would get an amulet of antimagic aura. I originally had him being a half-giant (this was 3.5), but maybe a northman fighter/monk or fighter/ranger. Know anyway to get large bonuses without magic?

I'll re-read the story info to see if any other ideas jump at me.


What do the Eridani look like? And what's up with Heroic Distinctions, I saw the list, but not really sure what the purpose is.


I have the psionics book also, some good stuff in there, too.

Can the Eridani interbreed with humans? A half-giant fighter/psychic warrior could be fun.

Grand Lodge

oh since i hadn' t voted o,:

-1 to spell point
+1 to heroic distinction


Just wanted some clarification on the world specifics, particularly the technology level, city design, and overall tone and feel. Before the Eridani appeared was this pretty much a basic fantasy world? Or rather, I will use editions of Final Fantasy as a point of reference. Did it used to be FF 2/4 and is now 3/6, or did it used to be 3/6 and is now 7? Would the major cities look similar to Waterdeep or more like something out of the later FF games?


Sooooo can I still use spell points even if no one else wants to?
[EDIT] Oh man, I just saw you edited your post saying you don't want to use them after all. Saddest Orc.

GM Pteridologist wrote:
I can see your Barb/Druid being a "WEAPON" for house Ferron. Like The Mountain for the Lannisters. You were a captured wildmen that grew up to become a knight. The townsfolk whisper rumors that you are half beast. There is soon dissent, and the people fear you too much, forcing your lord to remove your knighthood and banish you from Ferron. You are now a wandering wild warrior (alliteration!), selling your skills to the highest bidder.

That's a really neat idea.

Also, you may have missed my question.

Quote:
Question for the GM: With Sense Motive removed, how do abilities that affect it work? For instance, if I have a "+2 bonus to Sense Motive" do I always have that for Perception? Does it only apply when I'm using Perception to gauge if someone is lying? Does "Persuasion" work that way as well, where it's like, the bonus you get depend on how you're using it?


Sweet, just saw this. How do you feel about the Aegis

I'm thinking of an Orc Aegis/Warpriest.

World looks great.

Spell points: no
Combat Focus: Yes
Armor as DR: Either way on this I like both
Heroic Distinction looks cool I'm in.
I like normal HP over wound/vitality. Though I will do wound/vitality.


+0 Spell Points (another vote was made outside of the thread so it's still +0)
+0 Wound/Vitality
-1 AC for DR (this will be removed so no more votes needed. Heroic distinctions pretty much take care of the reason why I implemented it so it would be an unnecessary hassle)
+3 Combat Focus (glad you guys like it!)
+3 Heroic Distinctions

Diphycue - I like the mage killer idea! It would definitely be a benefit as the Eridani are highly magical and someone that can nullify that s$@& would be a great asset. A maoren northmen would be ideal, for sure. A giant-hunter.... ooooo......

The Eridani look similar to the Engineers in Prometheus. They are hairless with big oblong eyes that taper slightly upwards toward the sides. Their skin glistens with minerals, which can be different in color and illuminate when casting spells. They are category size large, and are extremely muscular. Females have yet to be witnessed. All Eridani are masculine.

As far as people know, human and Eridani DNA just don't splice.

Gambit - Good questions! Pre-War of Skies, it would be more like typical D&D with the fantasy toned down. Magic was practiced but by only a few outside of the ancient lands of Manava. With advancements made by the anthrosians when the Rhaelian Empire was kickin' strong, magic and technology spread a bit more. Now that "dragontech" is in the picture, prominent cities in Athropos, Ningen, and Manava have it installed in their infrastructure. So things like Floating Disc and such can be used for transport within a city. However, the lands of Bantu and Maor are more reluctant to have dragontech, and so they would appear less fantastical. I hope I didn't completely unanswer your question. If I had to choose, I'd say intermediately between traditional fantasy and Final Fantasy, but less steampunk. Haha.

Azeban - Yes, if you have an ability that gives a +2 to Sense Motive, it would be for that use of the Perception skill only. It would be the same for Persuasion. A +2 to Intimidate would only be that use of the Persuasion skill. Sorry I missed your question!

I forgot to mention guns are a thing. So if someone wanted to pick gunslinger, that would be fine. Ranger/Gunslinger, Diphycue? Eh? Eh!?

So yeah, I suppose there is a steampunk element, to-wit Anthrosian technological advancements. Though they are not proliferated.


I will need to build tonight. I need to change all my Paypal crap to buy thd PDF for the ACG. Can't do anything with buying stuff here from work. :)

I'm not a fan of Gunslingers, not my cup of tea. Even when we play modern games, I go with the martial arts or guy that carries a sword. Staying back and full attacking with " I shoot at it. " always just gets boring to me. Same reason I don't play archers. I know they are mechanicly great and do lots of damage, but I need to feel danger and be up in the business

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