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Mr_Praetorian
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Before anyone goes to far...

Postby Mr_Praetorian » Mon Mar 24, 2008 3:39 am

The Nature of Dragons on Eldir-roth:

Whereas in other settings there may be profound draconic influences on culture and day-to day life, on Eldir-roth, there exists an fierce enmity between dragons and (most) mortal races. Many millennia ago, the dragons tried to literally take over the world, and failed miserably. They had gravely underestimated how far the mortal races had advanced in their own magical prowess. So, in return, the mortal races banded together and hunted the dragons to near extinction.

Today, most dragons (regardless of alignment) are old, powerful, and the leaders of many of draconic race's tribes. Kobold tribes on the archipelagos to the south of Empyrion are the only vocal supporters of draconic bloodline, but are also the only conglomerate of nations to have the power to not be obliterated by other nations.

From a cultural standpoint, any sign of draconic blood is scene as a curse. Outside of the Kobold lands, draconic heritage is seen as a curse. In most of the Goblinoid cultures (the creatures who the dragons tried to obliterate instead of capture), draconic children are killed the instant their heritage begins to manifest. The high-elves of ancient Silmaran continue to train a special branch of special forces known as Dragon-Slayers, just incase another draconic inquisition begins. Even the power-hungry mages of Carceron, who treat with fiends of the worst sort, look upon dealing with dragons as taboo.

What this means for you: If you're going for draconic flavor, be careful.
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Special Spoiler: Sample Kingdom: Silmaran

Postby Mr_Praetorian » Mon Mar 24, 2008 4:31 am

Population: estimated at 1 mil (90% high-elf, 7% grey-elf, 3% other)

Government Structure: Theocracy
Military Structure: Dual military force: Silmarani Vigilant (35,000 standing, 10,000 in reserve), which acts a national guard purely for the defense of the nation, and the Sacred Templar (40,000 standing, 20,000 in reserve), which is the church supported attack force.
Specialty Units: Skylords (see BoED), and Righteous Blades (see Fist of Raziel)
Special Class Options: Crusaders, Swordsages, and Paladins.
Territory Class: Nation
Territory Size: Small
Major Fortified Cities: 3
Major Forts: 20
Vassal States/Cities: 2
(10,000 in forces contributed)

The following are details of the nation, each of which is ranked from 1 to 10, that make up the nations total influence score.
Population Growth: 2
Military Prowess: 10
Nationalism: 10
Industrialization: 4
Economic Strength: 7
Agriculture: 2 (most food is produced via magic)
Magitech: 1
Steam Tech: 0
Arcane Capabilities: 3
Divine Capabilities: 10
- Corruption: 1
= Influence: 48
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Re: Spoilers

Postby Mr_Praetorian » Mon Mar 24, 2008 6:23 am

Breaking news: Expect no updates for a long, long time.
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Re: Spoilers

Postby Mr_Praetorian » Mon Mar 24, 2008 5:23 pm

Breaking news: I lied.

The following list is that of available base classes*:
Archivist (requires Kel-Dashi at 20% or higher)
Artificer (requires magitech of at least 7 or higher)
Barbarian (Requires at least 10% Balgastrun, or from chaotic aligned territory)
Bard (always available)
Beguiler (requires an arcane capability score of 4 or higher)
Cleric (always available)
Crusader (requires national religion, divine capabilities of 5 or higher, and military prowess of 4 or higher)
Dragonfire Adept (Reserved)
Dragon Shaman (Requires draconic influence of 40% or higher)
Dread Necromancer (Reserved)
Druid (limited to **Creatures of Nature, Wild-Plains Orcs, and Tauren)
Duskblade (requires military prowess and arcane capability scores of 6 or higher)
Favored Soul (Banned)
Factotum (always available)
Fighter (always available)
Hexblades (requires non-good aligned territory with arcane capabilities of 4 or higher)
Knight (requires nationalism of 5 or higher and lawful aligned territory)
Marshals (Sublime Way variant) (requires military prowess of at least 6 and nationalism of at least 4)
Monk (always available)
Ninja (requires Kel-Torio at 20%)
Paladin (requires a Divine Capability score of at least 5)
Ranger (Wild) (requires Wild/Sylvan Elf 30%, or from territory with Industry score of 5 or lower)
Ranger (Urban) (requires territory with industry score of 6 or higher)
Rogue (always available)
Samurai (OA) (requires military prowess of 4 or higher)
Scout (requires industry score of 3 or lower or military prowess score of 4 or higher)
Shugenja (See druid)
Spell-thief (requires arcane capability score of 3 or higher)
Spirit Shaman (Reserved)
Sorcerer (requires Xerinaiic at 20% or higher, or draconic races at 10% or higher)
Swashbucklers (requires access to a coast line and the possession of a naval force)
Swordsage (requires military prowess of 5 or higher)
Warblade (always of available)
Warlock (requires Xerinaiic at 20% or higher)
Warmage (requires military prowess and arcane capability at 5 or higher)
Wu-gen (Banned)
Wizard (always available)

*These are the requirements for a nation to produce such professions. True adventurers must follow no such restrictions.
**Creatures of nature are described as: Wild/Sylvan Elves, Fey, Centuar, Kiloren, Raptoren, and Druidic Gnolls.
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Re: Spoilers

Postby Zanaikin » Mon Mar 24, 2008 8:13 pm

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Re: Spoilers

Postby Sajuuk » Mon Mar 24, 2008 10:46 pm

i notice that psionics and incarnum and tome of magic are not listed (neither is Sha'ir but im not going to ask about that). are they banned?
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Re: Spoilers

Postby Mr_Praetorian » Tue Mar 25, 2008 12:14 am

Marty: I don't use Tome of Magic or Incarnum, and I'm leaving Psionics as a mystery at the moment.

Dai: I'll think about adding a nationalism score of samurai, but Knights will remain as they are (to take into account that Knightly Orders will usually be present nonetheless, but being able to orchestrate state-sponsored orders requires a bit of patriotism).

Yes, action points will be available.
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Re: Spoilers

Postby Zanaikin » Tue Mar 25, 2008 6:04 pm

another matter that needs addressing:
Will you be using commander auras (Heroes of Battle)?
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Re: Spoilers

Postby Mr_Praetorian » Tue Mar 25, 2008 6:14 pm

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Special Spoiler: Sample City-State: Carceron

Postby Mr_Praetorian » Wed Mar 26, 2008 6:25 am

Population: estimated at 23,400 (72% human, 20% Grey Elf, 5% other)
Human Bloodlines:
Xerinaiic 95%
5% other

Government Structure: Magocratic Parliament
Military Structure: No permanent standing army, but all Abjurers, Conjurers, Evokers, Warmages, and Warlocks are considered to be official reserves which parliament can call on during times of war (reserves estimated at between 35%-45% total population). Bestial Mercenaries are not uncommon.
Unique Units: Incantatrixes(tars), Tactical Spell Squads
Special Class Options: Artificers, Duskblades, and Warmages
Territory Class: City State
Territory Size: Tiny
Major Fortified Cities: 1
Major Forts: 4
Vassal States/Cities: 0

The following are details of the nation, each of which is ranked from 1 to 10, that make up the nations total influence score.
Population Growth: 3
Military Prowess: 6
Nationalism: 4
Industrialization: 5
Economic Strength: 5
Agriculture: 5 (heavily supplemented by magic)
Magitech: 9
Steam Tech: 0
Arcane Capabilities: 10
Divine Capabilities: 0
- Corruption: 5
= Influence: 42
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Re: Spoilers

Postby TheDude51 » Thu Mar 27, 2008 5:13 am

Drew, I sent you a PM about my country's background and surroundings. If I could get confirmation or edits on that, I'll go ahead and flesh it out and post an in-depth description of my country.
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
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Zanaikin
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Re: Spoilers

Postby Zanaikin » Thu Mar 27, 2008 9:02 pm

Okay, things that we really need for serious design:

1. What is this basic rule packet I keep hearing about? I was under the impression that we knew all the major stuff will be used (with exception to all the obscure stuff that too few of us care about anyways), since the info put out so far already show that we're dealing with core + completes/races-of + ToB + certain Eberron things (artificer/APs), and SC too (I'm assuming this since I don't see a reason why that book should not be used when ppl have it, unless the DM intentionally wants things boring).

2. You once mentioned 'more flexibility for unique units'. I'm still pondering on what said flexibility means. Frankly a general idea description will work for me (you don't need to type up a formal 'rules doc' paragraph for it yet anyways).
Does utilizing a PRC for 'unique unit' also mean said PRC is unavailable for other nations?

everything else simply seems to rely upon a LOT of DM-player correspondence, so we're simply waiting for Drew to have more time, hopefully around the weekend.
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Mr_Praetorian
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Re: Spoilers

Postby Mr_Praetorian » Thu Mar 27, 2008 10:55 pm

I find it interesting that people only seem to want to flood me with questions when I get busy.

1. The rules packet you keep hearing about is going to be a compilation of all the variant rules and modifications that will be used in all my future games. So far, I'm about 10% done, which means I have a long freakin' way to go. I stated that the campaign wouldn't start for a couple of months, and I meant it. You all chose to go ahead and start making characters, not me.

2. Here's how the unique/special continuum works. Unique units can be anything, really. From knights riding ghost horses to circles of magi blasting off explosive and devastating war magic. Some city states don't even have them, but don't worry, all PC nations can opt for one. Special classes are bunch of classes that the given government qualifies for, and trains. Most of nations will only have 1-3.

As for more updates, don't expect very many more until next week.
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Re: Spoilers

Postby Mr_Praetorian » Thu Apr 03, 2008 2:31 am

Major Alliances on Eldir-roth

Blacksteel Compact
Location: North Center to Far North-East
Alignments: LE, NE, CE
Members: Belthastial, Bloodspike Clans, Consortium, Gold Hammer Clans Consortium, Kel-Moran, Numerous Balgastrun Settlements, Stonesplinter Clans Consortium.

Iron-Heart Delegate
Location: South-East
Alignments: LE, LN
Members: Urok-Thar, Numerous Lawful Aligned Goblinoid Tribes and Cities

Rising Sun Triumvirate
Location: Mid-East
Alignments: LG
Members: Delgira, Galtharon, Salzaronia

Silverspire Alliance:
Location: Mid-West
Alignments: Any non-evil
Members: Milthinia, Numerous Maldani Bands, Numerous Goliath Tribes, Numerous Wild-Plains Tribes, Silmaran, Taelthir.

TBC.
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Re: Spoilers

Postby Zanaikin » Tue Apr 08, 2008 12:33 pm

you left out archivists.
can we still field Artificers for industrial purposes if we don't meet the requirements?
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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