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File 124415153514.png - (14.98KB , 362x378 , DF_Demon.png )
20 No. 20 ID: c92984
Continued.
Expand all images
>>
No. 22 ID: c92984
I believe we'd left off with Major Max's project to arm the Unified Setting, and discussion of elite warriors and casters of the various peoples.
>>
No. 26 ID: ebf8f1
GELATINOUS CYLINDERS WITH MIDNA HATS
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No. 27 ID: c92984
File 124415349813.jpg - (9.40KB , 297x333 , Fuckingpaint.jpg )
27
>>26
The essence of evil boils from the shards of this cursed artifact, making odd servitors that attempt to recreate it. Pic related.

Apologies for paint lack of skills.
>>
No. 28 ID: c92984
>>22
Gorgossa can have the largest human mage's college.
Have it be privately funded (IE, the various families pay the way for people with magical talent so as to control them later)and very backstabby.
>>
No. 30 ID: c92984
File 124415893661.jpg - (27.71KB , 219x200 , Fang.jpg )
30
>>22
And the subject of example characters.

I have an idea.
To avoid the usual, shall we make the example characters somewhat 'grey'?
Not only will they give examples of play and characterisation, but they will also offer plot hooks.

Unrelatedly, I'd like to slot this guy in somewhere.
>>
No. 33 ID: 58ec8b
>>30
Could we have a narrative for each? They could explain the race's stereotype and then explain how they differ from that stereotype.
>>
No. 35 ID: 87583b
The Human is a mercenary for hire, cold and cynical about the state of the world but the party he's with is growing on him, especially the cutebold, who he's starting to treat as some sort of niece.

The cutebold is a cowardly little rogue, scared out of his mind, but longs for a steady lifestyle. Unfortunately, lockpicking and theivery the only things he knows from an uncaring life on the streets. He frets endlessly on what will happen to him if something happens to the rest of the party, and sometimes simply freezes or runs and hides during combat, even though he wants to keep and protect his companions more than anything. His will is simply too weak, and it's a source of constant guilt for him.

The sergal ranger/fighter is a standard loyal citizen of Silvorum, trying to get some worldly experience in while still believing the propoganda that his government puts out, and is quite adamant of his beliefs. Generally an ok guy, and gets the job done, but if you insult the governor-general you're on his shitlist for a long while. Oh, and let's just hope you don't have to team up with any elves at some point. GOD those arguments take forever.

The dwarf is out only for beer, butts and boobs. Anything else is not worth his time. Or so he says.

The doobie cleric is actually something the party can't get rid of, like a hated version of Snarf. It constantly tries to interrupt stories and discussions with his preaching of doobies as the master race and how perfectly everything is done back home in doobieland.

The dunmer sorceror is fleeing debtors back home and always trying to get rich quick with his share of the funds. He'd cheat a kid out of a valuable necklace in an instant, but he tends to never go further than that. Not necessarily evil, just greedy and irresponsible.

How's that sound, /tg/chon?
>>
No. 51 ID: c92984
>>35
I do like.

Do we need ones for the rarer races too?
Or can we get away with general descriptors on those?
>>
No. 55 ID: 3acfba
I'd like to advertise myself for a bit. I did some writefagging about a Drow prince (the name Wila wasn't established back then) meeting up with an adventuring party of a human, a sergal, a Burmecian (whatever they're called now) and a Corgyn. I'd like to suggest this for the example party. You can read the bit I've already written up on http://1d4chan.org/wiki/The_Long_Way_Home and see if it's useful.
>>
No. 59 ID: 87583b
>>55
The drow fleeing the debts he had accumulated was definitely inspired by that.
>>
No. 60 ID: c92984
>>55
Several parties competing towards the same goal, or on different continents to show contrast.

DUNGEONCRAWLAN in Lindwurm, with deathtraps and ancient magic.

HACKANSLASHANTRACKAN in the Water Forest.

POLITICSPOLITICSBETRAYAL in Aurelia somewhere.

SNEAKANSABOTAGANSNEAKAN in Vilious.
>>
No. 61 ID: 3acfba
>>60

That's a pretty ambitious goal. I'll take up The Long Way Home again, at least. I kinda lost interest in the whole US thing when it got trolled off the board a few months back.
>>
No. 63 ID: c92984
>>61
It shows off all the classes and all the races.
Otherwise we'd need twelve people in a party.
>>
No. 64 ID: c92984
>>61
Also thanks for writefaggan.
>>
No. 65 ID: c92984
>>63
Step one: Make a character of every class and represent the races as fractions of their world presence, rounding up to one.
Step two: Put them in a room together.
Step three: Oh god they're killing each other I knew this was going to happen
>>
No. 139 ID: 6ab394
My advice would be to put together some rudimentary games using the setting itself. Get a group together (I would certainly love to join if I knew how to use either system, but I could help edit writefaggotry or logs of things that will be posted.) and then play the game. Run it a few times, screw up a few times, have fun, and make it interesting. Keep the players guessing, and make them work for the EXP.

Just my two bits. Maybe I'll add my email in here in the next week or so if someone says they'll run a game.

They'd just have to deal with a complete newbie to pretty much everything.
>>
No. 140 ID: 64734e
>>139
I will volunteer!
Player or moderately terrible DM.
I would prefer player.
>>
No. 141 ID: 8e18cd
Since I'm an experienced DM I can volunteer. But I kind of forgot most of 3E stuff so I need to relearn it.
>>
No. 144 ID: 87583b
>>141
Numnums you're already doing like three games, you can be a player for once.
>>
No. 156 ID: 8e18cd
>>144

I'm experienced enough to run every one of them. Believe me.
>>
No. 162 ID: 118734
>>156
It's a consideration thing.
>>
No. 174 ID: 118734
>>162
>>156
That is to say, we do not wish to overburden anyone.

Unrelatedly, we should also think up the current political leaders and their goals.
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No. 195 ID: 04603a
>>60
>POLITICSPOLITICSBETRAYAL in Aurelia somewhere.
Solus, Vyntril, and Gorgossa would be better for that. Aurelia would be more like dealing with crazy religious nuts, or prophesy and kool-aid. That sort of shit.
>>
No. 196 ID: 04603a
Does anyone have an issue with making the Great Fuckup (which needs a better name) be year zero?
>>
No. 198 ID: e867fc
>>196
Not at all.
And although I like the semiserious tone so far, it needs a new name.
>>
No. 243 ID: 04603a
>>198
I updated the history page to reflect this. I set Present Day to 1752, but that can easily be changed if anyone has a reason why it should.

As for renaming the Great Fuckup: Crash, maybe? The Caele crashed their cities then, and the Goblins could be said to have crashed their continent.
>>
No. 336 ID: 04603a
>>243
The date's cool with me. I don't know about Crash though. Sounds kind of generic. And retarded. Unfortunately, I don't really have a better name.
>>
No. 370 ID: 5c5408
>>198
>>196
I like 'The Great Fuckup'.
I mean, the setting is serious if you want it to be serious, and not serious if you want that.
Naming it something funny just allows flexibility in that department.
>>
No. 428 ID: 04603a
>>370
Well, it is certainly an accurate name, but it is much less serious than everything else, in that the rest of the setting, zany though some parts may be, is backed up logically. The Great Fuckup, as a phrase, contains profanity and is both casual and unspecific. As such, historians would not endorse it. Considering the time-frame, historians are the only ones who really care what it's called any more.
>>
No. 430 ID: 04603a
>>428
It's what defines the start of the Common Era, so it's got to be somewhat widely talked about. Also, you fail because you said 'zany'
>>
No. 433 ID: 3acfba
>>430

What it's called varies for each race, and depends on what the races believe and know about the time.

To the Elves, it's the Shattering, the time when their race fractioned and separated. To the Goblins, it's the Great Calamity, the time when the punishment for their sins came to them. To the humans, it's Dawn Time, a time of myth and legend. To the Burmecians, it's the beginning of the Mourning Age, when the Court was destroyed and the race was left without their masters.
>>
No. 437 ID: 04603a
>>433
>To the Elves, ... the time when their race fractioned and separated.
No, that's way earlier. To the elves, it's when the Caele crashed.
>To the Burmecians, it's the beginning of the Mourning Age, when the Court was destroyed and the race was left without their masters.
Nope, this was earlier too.

What did happen was that the goblin continent fell, causing massive flooding and presumably significant climate change, the flying elf cities, in large part because of this, fell down, and hit like a magical nuclear bomb. Except a nuke that's full of albino elves.
Because of the falling cities, flooding and climate change, a fuckton of people from all races died, and the Faestir's new city suddenly becomes coastal. The goblins were split, and began emigrating everywhere, and Bongo Bongo was born, causing the necrostorms.

That said you have good names. The Great Calamity could certainly be used, as could the Dawn Time. The Mourning age and Shattering are both good names for the things you're talking about.
>>
No. 443 ID: c611c3
Speaking of which, we do need a rough table for how often necrostorms get summoned and with what severity.
Maybe 1% for each level of the spell, +1% for each recast within the past month or so, and +1% for each participant?

Basically, it needs to react to three factors: The power of the spells being cast, the amount of spells being cast, and the number of people involved.
>>
No. 450 ID: 04603a
>>443
not if it's 4e. Then any real necromancy ALWAYS causes it, and necromancy that the players have access to NEVER does. There could be some sort of fluff barrier between the two, if necessary.

For 3.5, I'd say that Animate Dead and Create Undead ALWAYS do. For the rest, I guess a table could work.
>>
No. 453 ID: 3a062a
>>450
Necrostorms are big.
I don't think a single 3rd level spell should bring down that much heat every time it's cast.
I mean, necrocults would need time to build up members, and wanton destruction kinda puts a damper on that.
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No. 459 ID: 04603a
>>453
It's low-magic. 3rd level spells are pretty uncommon already, and necromancy ones are even more so.
>>
No. 466 ID: 3a062a
>>459
A cult leader should be about fifth level.
And besides, I'd prefer not to put in massive havoc summoning possibility at 3rd level.
>>
No. 467 ID: 3a062a
+1% for each spell of third level or higher cast in the area.
+1% for each meeting of each cult cell that involves ceremony.
+1% for each ongoing necromantic effect in the area.
+1% for every ten unintelligent undead.
+1% for each intelligent undead, with an additional +1% for each five HD it possesses.
+1% for each five hundred deaths in the area.
Roll once per month.
Acceptable?
>>
No. 468 ID: 04603a
>>467
by that, a necromantic cult with zombies is less dangerous than unprotected sex. Percentage numbers should be higher. Necromancy is risky and unsafe. More so than teleportation.
It occurs to me as well that spells of a certain level or higher should prompt a roll as well, in addition to the monthly roll. Seven seems a decent spell level to start at, though I haven't looked at anything involving individual spells.

Also, plain deaths shouldn't affect it. Bongo Bongo doesn't give a shit about death, it's undeath that messes with him.
>>
No. 470 ID: 3a062a
>>468
Then double all the numbers.
I figured that the Dance of Ruin worked like this:

Like attracts like. Therefore, every necromantic spell cast draws a little from the Dance of Ruin, but it's usually an incredibly tiny movement. Only a great deal of power, a great number of spells happening at the same time, or precisely timed ones could break a chunk of it out of rotation.
I put the normal deaths thing there for another stimulus that could cause it, so it wasn't always necromancy.

And yes, change the last line to read "Roll once per month or whenever a necromancy spell of seventh level or higher is cast.

Also, it occurs to me...
The storms would be drawn out of the Sea of Ghosts, yes, but might not make it all the way to the site of casting, yes?

Then what's being cast in southern Solaris that draws all the storms to Furnshakt?
>>
No. 477 ID: 04603a
>>470
I figured the dance of ruin worked like this:
Necromancy uses power which, since the Great Fuckup, has been intrinsically tied to Bongo Bongo. When Necromancy is used, Bongo Bongo can throw power through that to create a necrostorm. Or do other stuff, if the DM wants to build a campaign around it, but necrostorms are what Bongo Bongo likes to do.

As for deaths: it doesn't need another cause for gameplay, and it doesn't make sense in the fluff. It's better to keep it purely necromantic. Keep in mind that, while we, as the designers of the setting know how things work, not all people necessarily do. There's still plenty of possibilities from a role-playing POV.

And all storms don't come from the Sea of Ghosts. The ones that do are caused by the Goblin Lich Kings under the sea. They're doing all manner of necromantic faggotry. They mostly go to Furnshakt because that's where the winds take them. They can start wherever, though.

For the table how about:
+1% for each necromancy spell of 3rd - 5th level cast in the area.
+2% for each spell of 6th - 8th level cast in the area.
+3% for each spell of 9th level or higher cast in the area.
+3% for each meeting of each cult cell that involves ceremony.
+2% for each ongoing necromantic effect in the area.
+2% for every ten unintelligent undead.
+2% for each intelligent undead, with an additional +1% for each three HD it possesses.
"Roll once per month or whenever a necromancy spell of seventh level or higher is cast."
>>
No. 478 ID: 3a062a
>>477
I imagined Bongo Bongo as being more unintelligent than malevolent, but that works too.
The reason I liked mine was to set up a possible thing with heavy amounts of divination and small amounts of necromancy to stir up storms much greater than would usually be caused.

As to the normal deaths thing...
I wanted there to be some consideration other than "Oh, necrostorms, start looking for pale people in black robes to stab and get it to stop".
How about this, then?
Large amounts of death in an area don't cause necrostorms, but they aggravate them by providing a lot of potential. Like a gas leak. It doesn't cause fire by itself, but even the smallest spark is going to throw things right up shit alley.
>>
No. 485 ID: 04603a
>>478
I wouldn't say he's unintelligent the way a zombie is, but he's definitely not JUST AS PLANNED. And even zombies consciously use their abilities, when they have any. Keep in mind he's a god, and by far the most powerful one that's not a "true" god.

And lots of deaths aggravate the possibilities of necrostorms already, as they are attractive to necromancers, who like large amounts of corpses that aren't necessarily so well tended.
>>
No. 486 ID: 3a062a
>>485
He's powerful, yeah, but he didn't need to be smart enough to do anything but play a specific beat endlessly.
Although if the cults keep attributing intelligence to him, it could start coming true...

And I mean like a single Speak With Dead in the middle of a giant battlefield causing a necrostorm that continues the battle.
Because it sounds awesome as an encounter.
>>
No. 487 ID: 3a062a
So I'd like to rehash the stats on... Most of the races, actually.
It seems to be a touchy subject, but I think we can get something done.
First up is the Wila.
>>
No. 520 ID: 04603a
>>486
To me it sounds... silly. Why would a speak to dead spark a massive necrostorm? Having battles effect it is counter intuitive. Undeath is as much a perversion of death as it is a perversion of life. It would make just as much sense to say that lots of life would increase the chances of a necrostorm.
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No. 521 ID: 3a062a
>>520
You make a bridge.
If nothing else, it shows the way.
>>
No. 526 ID: 04603a
>>521
Undead does not work like that.

>>487
What, in your perception, is wrong with the Wila's current stats, besides the need for level adjustment? How about if we just drop the Int and Dex bonuses, and leave them as-is?

... Actually, we could also add +2 Ride (Remorhazi).
>>
No. 527 ID: 2065af
>>526
You call up a spirit from death.
There are several hundred other targets lying around, and necromancy is inexact and dangerous.


>Wila
They live in horrible frozen lands no one else wants, and they have a constitution penalty.
They are as resistant to magic as dwarves, despite notably being uniquely resistant. I suggest SR 5+1/2 level or something, possibly with feats to add SR and other abilities leading into the Voidmage and Magic Eater prestige classes.
The charisma bonus should stay, I agree, and probably the Int, but we need somewhere for them to be bad...
Hm.
>>
No. 528 ID: 2065af
>>527
Gnolls, as per the SRD, would only work at level three or later.

Elves need ironing out for the Perfection ability.

We need to finalise some bloody stat bonuses and penalties on Doobies.
>>
No. 540 ID: 2065af
>>528
Also, I can't seem to find the +1 LA stats for Sergals, and I think the 3.5 stats for the Corgyn are lacking.
>>
No. 542 ID: 04603a
>>540
The sergal stats:
http://1d4chan.org/images/d/dd/La13point5.jpg
I think they're good as-is, but if we wanted to make non-LA, non-racial-hit-die, then we could switch them to having +2 Dex, -2 Int. (and lop off the racial hit die, of course.) Then it should work fine. Also dial the 40ft move back to 30, I don't know why the fuck someone thought Northern Sergals should have that.

Wila are actually probably just fine they way >>526
said, as long as the magic-munching prestige classes are drow-only. We can just add something about how immediately after the Shattering everybody was being trained in that stuff as kids, but in the centuries since the fall of the Draconians, it's become much less prevalent. Though as far as I know, those classes still need to be created.

As for Doobies: -2 to everything but Str and Con. It shows their flavor, but doesn't too heavily penalize them, just in case someone actually wants to play them.

The Gnolls, I think, work well as they are. They may require a higher level, but they're designed to. It fits with the fluff. But it shouldn't be too hard to just nix the racial hit dice.

Corgyns, on the other hand, need a very extensive reworking. It would appear that they were statted before their fluff was developed
My Suggestion:
+2 Wis, -2 Dex
Small
20ft base land speed
+2 to Knowledge checks involving the Gentry
Low-Light Vision
Keen scent: +2 to spot or search checks involving smells. Corgyns may take scent as a feat when they have Wis 13 or higher.
Favoured class: Cleric.
>>
No. 543 ID: 2065af
>>542
If they only have one racial HD, then it gets replaced when they take the first class level.
The speed bonus negates the need for horses, which they wouldn't ride anyway.
The problem is that for +1 LA, the sergals ge +2 STR and +2 DEX, while the gnolls would get +4 STR, +2 CON, -2 INT-2 CHA Natural Armor, and apparently scent.
Add a racial bonus to attacks with bows on the Corgyn and it's good.
Suggestions incoming.
>>
No. 544 ID: 2065af
>>543
Gnolls: Knock off the con bonus, replace with Survival bonus. Possibly replace the int penalty with Illiteracy. Possibly keep the con bonus and drop the natural armor. Do Scent as a feat, and have something to make the usual method more attractive, like feats that grant more bonuses if you have the racial HD.
I'd have the Doobies reduce two stats of their choice by two; it allows them to have low stats, but doesn't penalise any particular concept.
Here's an idea: The SR for the Wila requires concious effort, a move action or something to bring it up, otherwise they just have the +2 on saves. The feats involved will reduce the time needed as well as improving it.
And the stats on the race kinda need to be done before race-specific prestige classes are made based on them.
>>
No. 547 ID: 04603a
>>543
>If they only have one racial HD, then it gets replaced when they take the first class level.
My bad. We can keep that in then.
>The speed bonus negates the need for horses, which they wouldn't ride anyway.
Be that as it may, it doesn't make sense with the fluff. They may not ride horses, but they don't move fast without them. They're just constrained to fairly slow strategic maneuvering. PCs can ride horses if they want.
>>544
For the gnolls, we could use the srd stats for females, and use your weaker modifications for males.

For the Wila, you're getting too complicated. Keep it simple, no point in giving the 3.5 version 4e powers. There's nothing inherently wrong with saying "most of them don't bother with that these days".
>>
No. 548 ID: 04603a
>>544
I don't really think the doobies should be that flexible. They aren't really widely varied enough to merit it. They live in one little swamp and are all pretty close to identical.
Also, they should definitely always take a Cha penalty.
>>
No. 549 ID: 2065af
>>547
The speed boost was from the original statting threads, the reasoning being that they looked like runners.
>SR
I'm just trying to have there be a mechanical difference between a main focus for one race and a side ability of another.

>>548
But too many and it's not even worth it to get regeneration.
We could make them amphibious...
>>
No. 575 ID: 04603a
>>549
>It's not worth it
I don't think you understand the point of Doobies, bro. If you're playing a Doobie, it should be because you want a challenge, not because you want to be the immortal warrior who can't be hurt and can destroy everything. You can be a pretty good melee combatant, but it's an RP race, not a minmaxing one. The same should be true of all our races, minmaxers will find a way by themselves.

I agree about the Wila, but we also don't want to make them too powerful. It does seem like we may have to do so to keep them true to fluff, though...
>>
No. 576 ID: 04603a
>they looked like runners.
wat.

Someone doesn't understand gaits. A biped can't run worth shit with legs like that. Those are pouncing legs.
>>
No. 578 ID: 4abe6f
File 124641263653.jpg - (29.29KB , 315x450 , ostrich.jpg )
578
>>576
>>A biped can't run worth shit with legs like that.
>>
No. 579 ID: 4abe6f
>>575
I don't wish to reraise an unending discussion, but there's a difference between 'A challenge to use effectively' and 'crippled in exchange for a few shiny trinkets'.
-2 Cha, -2 Dex, Penalty on nondoobie interaction.

>Wila
I don't think +2 on the saves and 5+level SR is too much, especially at low levels.
>>
No. 587 ID: 04603a
>>578
Okay, a biped with an upright body posture can't run worth shit like that.

>>579
You don't think that that's vastly more powerful than what other races get? What would we knock off to make non-wila races seem like a viable choice?

For Doobies, eh, fine.
>>
No. 588 ID: 4abe6f
>>587
>Sergal
I always thought they'd pull a raptor run, leaning forward and almost being quadrupedal.
>Wila
Fine, knock off the +2 vs. magic.
Seriously, though, most Wila will end up having SR 6-9, which might occasionally stop low-level casters. And it's not like this is a secret measure. Anyone seriously going after the Wila is going to bring non-magic backup, and SR does not prevent knives in the back.

For that matter, elves (all varieties) and dwarves do get a lot.
Perhaps we should cut down on those next?
>>
No. 589 ID: 00e62b
File 124648360491.jpg - (140.18KB , 1229x702 , phazure_sergalonthewarpathinksubmit.jpg )
589
>>588
Maybe there could be some heavy restrictions for running at max speed? Only possible in very light armor because any heavy weight would throw them of balance.
Most artist solved the problem by never drawing running Sergals.
<-- This is the only decent I can think of and it looks somewhat different to my idea of Sergals
>>
No. 591 ID: 4abe6f
>>589
Well, medium and heavy armor are going to penalise movement anyway...
>>
No. 592 ID: 04603a
Holy crap, you know who we're forgetting? The Toltecatl. They're still using the srd's Lizardfolk stats, which penalize int, thus directly contradicting a huge point in their fluff. How about:

+2 Int, -2 Cha
Dial racial hit dice down to one, to allow for over-writing
reduce natural armor to like... 2 or 3? I dunno
Favored class: Archivist? The fluff fits, and the Library of Rs should definitely be filled with them, but I don't see them as being all that common in daily life. Low magic, and whatnot.
and we can dump the level adjustment.

>>589
That's a southern sergal. They're designed to run fast. The northern ones don't have as big tails, and thus lack counterbalancing for that posture, and have heavier bodies, thus making counter-balancing more necessary. On an evolutionary level, they've sacrificed movement for what amounts to Constitution.
>>
No. 593 ID: 04603a
It occurs to me that if we're making all the races more powerful, balance will restore itself. But humans will end up shafted, as I don't see us reworking them.
>>
No. 594 ID: f74047
File 124649020469.jpg - (10.66KB , 400x284 , oscar_pistorius_nike.jpg )
594
>>587
Oscar disagrees.
http://www.youtube.com/watch?v=ON4B-fNCvSg&feature=related
>>
No. 595 ID: 4abe6f
>>593
Use the Pathfinder humans.
+2 to one stat, one free skill, one class skill of choice, and bonus feat.

>>592
Check the mechanics page.
>>
No. 596 ID: 4abe6f
Right, issue from the chat: Navies.
We know about the goblins and the Wila, but what about the others?
Doobies and toltecatl can be discounted off this list, due to a lack of either inclination or means.
The human kingdoms would probably have their own.
I don't see the kobolds as being very successful at sailing.
The Faestir probably have a fishing fleet and little else.
I don't see the sergals as having much of one, but they might dislike not having at least a token force there.
Dorfs probably have little to no like of water, and the corgyn either.
So the main players are the Goblins, the Wila, and the Humans, probably in that order.
>>
No. 600 ID: 04603a
>>594
... fail. His legs are not at all similar to the legs in question. He runs pretty much like a normal human.

>>595
Oh. My bad. Don't know how I missed that. And I approve of the pathfinder humans.

>>596
My understanding is that the use of boats is as it was between the fall of the Phoenician empire and the Age of Sail: Basically just troop transports, as far as military goes. Most of everything happens on merchant ships. (Which, my understanding was, are mostly race-neutral, though major nations have merchants under their control.)
The Goblin Pirates would be the only real exception to this overall theme, which makes sense seeing as they're also the only ones with cannon.
>>
No. 601 ID: 04603a
>>596
In what channel did this come up? US stuff never seems to come up when I'm on.
>>
No. 602 ID: 04603a
>>592
see
>>595
of course, but still, if we're giving a Wisdom Bonus to Corgyn, it might be more expedient to give the Toltecatl an Int bonus. Also, it makes more sense.
>>
No. 603 ID: 04603a
>>595
How about if we also give them a +2 Diplomacy, as US Humans tend to be all POLITICSLOL.
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No. 604 ID: 4abe6f
>>601
#rubyquest, somebody mentioned Sergal Sailors and it spiraled out of control.

'In the naaavy...'

>>602
Sure.

>>600
Well, there are the remorhazi trained to ram ships and then set them on fire, but yeah, that's about it.
I wouldn't object to seeing genre alteration once you get out on the sea, though.
Replace cannons with ballistae, replace guns with crossbows or bows, and replace 90% of naval actions with 'Boarding action'.

Admittedly, this is mostly because I want to see every race's take on privateers.
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No. 615 ID: 04603a
>>604
>Privateers
Goblin fleets are already described. Every one else's are pretty much the same, though presumably the privateers of any given race are more highly composed of members of that race than the average privateer ship.

Except Privateers don't really exist in any large capacity. Only the Goblins have cannon. Piracy isn't really that common.
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No. 616 ID: 4abe6f
>>615
And I'm suggesting that we don't necessarily require cannon to do Age of Sail hijinks.
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No. 627 ID: 4abe6f
>>616
And the last comment was about seeing everyone in fluffy hats and vests, to be honest.
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No. 639 ID: 04603a
>>616
How would that work?
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No. 640 ID: e49ef9
File 124677511628.jpg - (22.87KB , 394x450 , GM129~Admiral-Sir-Horatio-Nelson-Posters.jpg )
640
>>639
Be slightly lax on accuracy and have them use ballistae and crossbows instead.
I mean, if we go accuracy all the way then we limit the ship technology to the early kind that can't get too far from shore (Due to lack of space for supplies, as I understand it), which is unacceptable. The world is fairly well explored, yes? Sea routes from the various nations are extant, meaning that someone must cross the larger seas.
And if we advance it to multilevel ships of moderate complexity, it seems a shame not to hand out proper outfits for that as well.
Pic related, and apologies for shitty paint unskills.
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No. 641 ID: e49ef9
>>640
I should also mention that I'm only slightly serious about the pic.
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No. 647 ID: 04603a
>>640
Yeah, we clearly do have ships of sufficient size. What we don't have is gunpowder. Different techs have clearly not proceeded at the same pace, relative to each other, as they have irl.

Ballista don't work, because they're huge. You can efficiently fit maybe two of them on your average schooner - and this is with AoS sizes - and even then, there destructive capabilities are limited. They take a long time to reload, and have a tendency to plug the hole they made.

Most sea battles with this tech situation are going to be about boarding. You get your ship alongsides, probably with the help of grappling hooks, throw out some planks, and storm the deck. Upon slaughtering all who would fight, you take the non-combatants prisoner, and hoist your own colors. Then you probably send the ship home with a skeleton crew to be repainted to remove any trace of the previous owners, thus avoiding a political situation.

If you're not going to take the ship, which is stupid because ships are expensive, the best solution is to throw alchemist's fire at it. If you can't take it but want the cargo, you'll have to storm the decks and then burn it. Leaving it afloat could cause a political situation.
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No. 649 ID: e49ef9
>>647
I hesitate to throw this in, but there are some wizards and warcasters out there.
Would a fireball work instead?
How about lighting bolts?
Also tied ballistae, to get into combat sooner.
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No. 653 ID: 04603a
>>649
Low magic, so they won't have many, but I do suppose a ship's caster would not be uncommon. Fireball and Lightning Bolt are level 3 spells, however, and as such require a fifth level wizard to let loose a single shot per day. there effects are equivalent to that of the alchemical fire, except that alchemical fire is easier to extinguish, and can be used by anyone.

Mages are not the best offensive tools on a ship. What casters are best for is control of weather and wind, and sustenance. In ship-to-ship combat the existence of magic is not a huge style-changer. That's economics for you.

In the cases where there's a high-level caster (Read: PC) on board, however, that can make a huge change. Not if they stick to evocation, though.
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No. 654 ID: e49ef9
>>653
Well, gust of wind is only a 1st level spell, but Control Weather is up there in level 5.
About the only other uses I can see for ship's caster at those levels are Obscuring Mist, Unseen Servant, Grease, and Animate Rope.
On the other hand: Flaming Sphere is only second level and it's arguably more useful than fireball, since it can light things on fire and gets multiple attempts to do so. Locate object and the various Image spells could be used for awesome setups, and Web could be used to tie an entire section of ship down.
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No. 655 ID: e49ef9
>>654
Sorry, Gust of wind is level 2.
So a 1st level caster isn't good for much except Animate Rope, Comprehend Languages, and Obscuring Mist, but once you hit 3rd you have a wealth of offensive options.
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No. 659 ID: 04603a
>>654
>>655
I had entirely forgotten about animate rope. That by itself is worth bringing a mage along. Gust of wind is actually of debatable usefulness, because since it "emanates from the caster's hands" it could be considered to have the same effect as a fan on board. Since it doesn't push back on the caster, I wouldn't support that decision, but some DMs might make it anyway.

Regardless, since magical fire is inferior to Alchemist's fire (as noted above) casters aren't really much more useful offensively than they would be in a comparable land battle.
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No. 660 ID: e49ef9
>>659
Gust of Wind
Well, whether it works on the sail or not is a large problem, but I can see other uses. Pushing another ship off course, pushing people off of other ships, or capsizing small boats would all be useful nautical knacks.

Unseen Servant
It does the work of two crew members. Okay, so it can't heave like the others, but it can carry and fill buckets at the least, counteracting the fire danger.

Flaming Sphere
I don't see how this isn't incredibly useful. a few rounds of setting small, but important areas on fire? Granted, it won't have the coverage of alchemist's fire, but it will be much more precise.

Any number of single-target offensive spells
Scorching Ray can remove sentries, set things on fire, and only gets better with level. Magic Missile picks out a few targets and unfailingly strikes. Sleep and Hypnotism remove sentries, and Detect Thoughts gets you a readout of the numbers on the other ship and possibly their tactics. Summon Swarm ties shit up very effectively. Web does the same. Whispering Wing allows a fleet to keep in contact at greater than normal range. Grease, cast on specific items of the opposing ship's gear, can cause the sort of interesting problems that cause people to die.
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No. 676 ID: 13034c
>>660
Those things are all useful, but they don't change how battles are fought, which was my point.
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No. 1158 ID: 9a71e2
Still haven't ironed out the stats entirely.
Also, we have no cosmology other than the general deities.
Heavens?
Hells?
All outsiders war on a single plain of cracked mud blasted by a blazing sun, moon, and stars?
Elemental planes?
Where does magic come from?
Where does it go?
Where does it come from, cotton-eyed... I'll stop.
And governments, too, in a more concrete manner than 'Theocracy' or 'Oligarchy'.
Who actually comes around to pick up taxes? How does Baetica hold elections, if indeed they do? Can the Governors-in-Exile in Barthelmia declare war, treaties, etc.?
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No. 1162 ID: 2851e0
i love it when people repost this picture
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No. 1190 ID: 13034c
>>1158
I agree about the stats. Suggestions?

>cosmology
I don't see why it needs to be to complicated. How about as follows:
>Heavens?
naw. Gods exist on the material plane. The Big 5 live in space or some shit. The animistic ones live with what their associated with. None of them take on corporeal forms very much.
>Hells?
Demons and devils have their own little shithole plane. Whether or not you go there when you die is irrelevant.
>All outsiders war on a single plain of cracked mud blasted by a blazing sun, moon, and stars?
naw
>Elemental planes?
as per normal.

Also, the Gentry live in Arcadia, as per normal. C:tL describes it well, if you're unfamiliar with the concept. But these gentry can access the material world no problem. They just don't have material forms.

>Where does magic come from?
Divine comes from gods. Arcane, nobody knows.
>Where does it go?
into fireballs and shit.


>And governments, too, in a more concrete manner than 'Theocracy' or 'Oligarchy'.
>Who actually comes around to pick up taxes? How does Baetica hold elections, if indeed they do? Can the Governors-in-Exile in Barthelmia declare war, treaties, etc.?
Idunnolol. This could stand to be fleshed out a bit, but we don't really need a comprehensive history of all the different countries.
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No. 1200 ID: 9a71e2
>>1190
I just realised something...
Why is the Corgyn-Bre the weak point if it's not on the opposite side from the sea of ghosts?
I think it puts it somewhere in the Bay of Rain.
...
Wait, shit.
>>
No. 1210 ID: 13034c
>>1200
I don't think physical location is all that big of a deal really. The Gentry are bound more by deals than any physical constraints. Since Bongo Bongo is made out of them, it stands to reason that the same applies to him, to some extent.
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No. 1445 ID: f74da7
File 124962649671.png - (445.26KB , 975x2007 , Fey_Corgi_3_5.png )
1445
>>542
Did we finalize the Corgyn stats or just move on? (pic related. old 3.5 stats)
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No. 1447 ID: e82257
>>1445
1d4chan has the new ones, I would assume those are more canon.
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No. 1501 ID: 98dab8
It has occurred to me that we have no information on the architecture of different peoples, besides the Toltecatl, Wila and Aurelians, and nothing on manners of dress besides the Wila. Ideas? For the Furnshakti, I'd say that they have longhouses scattered around the forest, and dress in furs, making them similar to Vikings or some groups of American Indians.
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No. 1503 ID: 9a71e2
>>1501
Goblins would osmose dress from their hosts.
Let's give the Gorgossans silk and pointy helmets and hats.
Sergals, from their diet, would have scads of leather around. Loose trousers and shirts?
I don't see the Toltecatl as wearing much, maybe a few hardy garments made from grasses that are a constant-wear-until-they-fall-off, maybe? And the archivists could get difficult to make immaculate white robes to emphasise the divide further.
I don't see the need to change things up for dorfs much, other than increasing the frequency of armor and little iron trinkets.
Should the Sidhe get the usual faggoty earthtone robes and shiny silver crap, or should we shake it up a bit? Something like a toga in unnatural colors to show mastery of the natural world? Maybe living leaf garments?
We've said that the Vaess have the best hats and raincoats in the known world, but does that imply wax somewhere? Or do they get resin from some tree or horrible giant desert insect? Either way, these are probably just overclothes and much lighter garments are worn beneath them.
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No. 1509 ID: 9a71e2
>>1503
Doobies wear fashionable robes of stunning beauty, which look to everyone else like funny-coloured rags ill-stitched together to fit over the doobie.
The Corgyn get lovely little white shirts and brown trousers, or maybe kilts. I also think that every freehold should have a cache of old bronze magic weapons and armor, even if it's only one suit.
The human nations need more fleshing out on this front, and it seems like the patterns of dress wouldn't be that different, due to proximity. Another thing that needs to happen is separate development of Solus and Aurelia, because they seem a little close. Maybe resistant nobles?
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