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		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45519</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45519"/>
		<updated>2007-03-07T18:31:20Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Healing Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds and Death=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die (permanaently) in combat but also make reduction to 0 hitpoints have some consequences.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.  In the rules as written, dying without the means to be returned to life means the permanaent loss of a character - which for most players is not fun and dying with the means to be returned to life is a but small setback - which reduces the excitement of attempting to stay alive.   While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have put a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitude to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rather have &amp;quot;scrapes and bruises&amp;quot;.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===CON modifications===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers CON normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
Increasing a wounded creatures&#039;s CON to the point where its hit point totals are positive (via Bull&#039;s Endurance or Restoration of CON ability damage) do not heal wounds, but do return the character to conciousness.  They may act normally while above 0 HP, but must heal as if they were wounded, additional damage will worsen their wound and  immediately return them to unconciousness.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
&lt;br /&gt;
Regular hit point damage does not cause debility or serious scarring.  Taking wounds however does.  Light wounds produce cosmetic scars.  Moderate to Critical wounds produce increasing levels of debility.&lt;br /&gt;
&lt;br /&gt;
 Light    Scars&lt;br /&gt;
 Moderate d4 Temporary Ability Damage to random ability score.&lt;br /&gt;
 Serious  d6 Permanent Ability Damage to a random ability score.               &lt;br /&gt;
          10% chance of d2 complications.&lt;br /&gt;
 Critical d8 Permanent Ability Damage to two ability scores.&lt;br /&gt;
          30% chance of a d4 complication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complications&lt;br /&gt;
 =======================================================&lt;br /&gt;
 1 - blind in left eye&lt;br /&gt;
 2 - blind in right eye&lt;br /&gt;
 3 - deaf in right ear&lt;br /&gt;
 4 - deaf in left ear&lt;br /&gt;
 5 - maimed in right leg (%50 move penalty)&lt;br /&gt;
 6 - maimed in left leg (%50 move penalty)&lt;br /&gt;
 7 - maimed right arm&lt;br /&gt;
 8 - maimed left arm&lt;br /&gt;
 9 - breathing/heart problems (constant exhaustion)&lt;br /&gt;
 0 - insanity (as spell)&lt;br /&gt;
&lt;br /&gt;
Ability Damage is apparent once the creature regains conciousness, will not lower a score below 1 and may be healed with spells like Restoration, Heal or Cure Blindness.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45518</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45518"/>
		<updated>2007-03-07T18:30:16Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* What are Hit Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds and Death=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die (permanaently) in combat but also make reduction to 0 hitpoints have some consequences.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.  In the rules as written, dying without the means to be returned to life means the permanaent loss of a character - which for most players is not fun and dying with the means to be returned to life is a but small setback - which reduces the excitement of attempting to stay alive.   While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have put a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitude to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===CON modifications===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers CON normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
Increasing a wounded creatures&#039;s CON to the point where its hit point totals are positive (via Bull&#039;s Endurance or Restoration of CON ability damage) do not heal wounds, but do return the character to conciousness.  They may act normally while above 0 HP, but must heal as if they were wounded, additional damage will worsen their wound and  immediately return them to unconciousness.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
&lt;br /&gt;
Regular hit point damage does not cause debility or serious scarring.  Taking wounds however does.  Light wounds produce cosmetic scars.  Moderate to Critical wounds produce increasing levels of debility.&lt;br /&gt;
&lt;br /&gt;
 Light    Scars&lt;br /&gt;
 Moderate d4 Temporary Ability Damage to random ability score.&lt;br /&gt;
 Serious  d6 Permanent Ability Damage to a random ability score.               &lt;br /&gt;
          10% chance of d2 complications.&lt;br /&gt;
 Critical d8 Permanent Ability Damage to two ability scores.&lt;br /&gt;
          30% chance of a d4 complication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complications&lt;br /&gt;
 =======================================================&lt;br /&gt;
 1 - blind in left eye&lt;br /&gt;
 2 - blind in right eye&lt;br /&gt;
 3 - deaf in right ear&lt;br /&gt;
 4 - deaf in left ear&lt;br /&gt;
 5 - maimed in right leg (%50 move penalty)&lt;br /&gt;
 6 - maimed in left leg (%50 move penalty)&lt;br /&gt;
 7 - maimed right arm&lt;br /&gt;
 8 - maimed left arm&lt;br /&gt;
 9 - breathing/heart problems (constant exhaustion)&lt;br /&gt;
 0 - insanity (as spell)&lt;br /&gt;
&lt;br /&gt;
Ability Damage is apparent once the creature regains conciousness, will not lower a score below 1 and may be healed with spells like Restoration, Heal or Cure Blindness.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45517</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45517"/>
		<updated>2007-03-07T18:29:20Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Hit Points, Healing, Wounds and Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds and Death=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die (permanaently) in combat but also make reduction to 0 hitpoints have some consequences.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.  In the rules as written, dying without the means to be returned to life means the permanaent loss of a character - which for most players is not fun and dying with the means to be returned to life is a but small setback - which reduces the excitement of attempting to stay alive.   While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have put a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===CON modifications===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers CON normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
Increasing a wounded creatures&#039;s CON to the point where its hit point totals are positive (via Bull&#039;s Endurance or Restoration of CON ability damage) do not heal wounds, but do return the character to conciousness.  They may act normally while above 0 HP, but must heal as if they were wounded, additional damage will worsen their wound and  immediately return them to unconciousness.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
&lt;br /&gt;
Regular hit point damage does not cause debility or serious scarring.  Taking wounds however does.  Light wounds produce cosmetic scars.  Moderate to Critical wounds produce increasing levels of debility.&lt;br /&gt;
&lt;br /&gt;
 Light    Scars&lt;br /&gt;
 Moderate d4 Temporary Ability Damage to random ability score.&lt;br /&gt;
 Serious  d6 Permanent Ability Damage to a random ability score.               &lt;br /&gt;
          10% chance of d2 complications.&lt;br /&gt;
 Critical d8 Permanent Ability Damage to two ability scores.&lt;br /&gt;
          30% chance of a d4 complication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complications&lt;br /&gt;
 =======================================================&lt;br /&gt;
 1 - blind in left eye&lt;br /&gt;
 2 - blind in right eye&lt;br /&gt;
 3 - deaf in right ear&lt;br /&gt;
 4 - deaf in left ear&lt;br /&gt;
 5 - maimed in right leg (%50 move penalty)&lt;br /&gt;
 6 - maimed in left leg (%50 move penalty)&lt;br /&gt;
 7 - maimed right arm&lt;br /&gt;
 8 - maimed left arm&lt;br /&gt;
 9 - breathing/heart problems (constant exhaustion)&lt;br /&gt;
 0 - insanity (as spell)&lt;br /&gt;
&lt;br /&gt;
Ability Damage is apparent once the creature regains conciousness, will not lower a score below 1 and may be healed with spells like Restoration, Heal or Cure Blindness.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45450</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45450"/>
		<updated>2007-03-05T22:43:52Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Hit Points, Healing, Wounds and Death */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds and Death=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have put a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===Barbarians and CON modifications===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers COM normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
Increasing a wounded creatures&#039;s CON to the point where it&#039;s hit point totals are positive (via Bull&#039;s Endurance or Restoration of CON ability damage) do not heal wounds, but do return the character to conciousness.  They may act normally while above 0 HP, but must heal as if they were wounded, additional damage will worsen their wound.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
Regular hit point damage does not cause debility or serious scarring.  Taking wounds however does.  Light wounds produce cosmetic scars.  Moderate to Critical wounds produce increasing levels of debility.&lt;br /&gt;
&lt;br /&gt;
 Light    Scars&lt;br /&gt;
 Moderate d4 Temporary Ability Damage to random ability score.&lt;br /&gt;
 Serious  d6 Permanent Ability Damage to a random ability score.               &lt;br /&gt;
          10% chance of d2 complications.&lt;br /&gt;
 Critical d8 Permanent Ability Damage to two ability scores.&lt;br /&gt;
          30% chance of a d4 complication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complications&lt;br /&gt;
 1 - blind in left eye&lt;br /&gt;
 2 - blind in right eye&lt;br /&gt;
 3 - deaf in right ear&lt;br /&gt;
 4 - deaf in left ear&lt;br /&gt;
 5 - maimed in right leg (%50 move penalty)&lt;br /&gt;
 6 - maimed in left leg (%50 move penalty)&lt;br /&gt;
 7 - maimed right arm&lt;br /&gt;
 8 - maimed left arm&lt;br /&gt;
 9 - breathing/heart problems (constant exhaustion)&lt;br /&gt;
 0 - insanity (as spell)&lt;br /&gt;
&lt;br /&gt;
Ability Damage is apparent once the creature regains conciousness, will not lower a score below 1 and may be healed with spells like Restoration, Heal or Cure Blindness.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45449</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45449"/>
		<updated>2007-03-05T22:43:18Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Hit Points, Healing, Wounds, Death and Dying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds and Death=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===Barbarians and CON modifications===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers COM normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
Increasing a wounded creatures&#039;s CON to the point where it&#039;s hit point totals are positive (via Bull&#039;s Endurance or Restoration of CON ability damage) do not heal wounds, but do return the character to conciousness.  They may act normally while above 0 HP, but must heal as if they were wounded, additional damage will worsen their wound.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
Regular hit point damage does not cause debility or serious scarring.  Taking wounds however does.  Light wounds produce cosmetic scars.  Moderate to Critical wounds produce increasing levels of debility.&lt;br /&gt;
&lt;br /&gt;
 Light    Scars&lt;br /&gt;
 Moderate d4 Temporary Ability Damage to random ability score.&lt;br /&gt;
 Serious  d6 Permanent Ability Damage to a random ability score.               &lt;br /&gt;
          10% chance of d2 complications.&lt;br /&gt;
 Critical d8 Permanent Ability Damage to two ability scores.&lt;br /&gt;
          30% chance of a d4 complication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complications&lt;br /&gt;
 1 - blind in left eye&lt;br /&gt;
 2 - blind in right eye&lt;br /&gt;
 3 - deaf in right ear&lt;br /&gt;
 4 - deaf in left ear&lt;br /&gt;
 5 - maimed in right leg (%50 move penalty)&lt;br /&gt;
 6 - maimed in left leg (%50 move penalty)&lt;br /&gt;
 7 - maimed right arm&lt;br /&gt;
 8 - maimed left arm&lt;br /&gt;
 9 - breathing/heart problems (constant exhaustion)&lt;br /&gt;
 0 - insanity (as spell)&lt;br /&gt;
&lt;br /&gt;
Ability Damage is apparent once the creature regains conciousness, will not lower a score below 1 and may be healed with spells like Restoration, Heal or Cure Blindness.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45448</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45448"/>
		<updated>2007-03-05T22:41:29Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Barbarians and Con Boosting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===Barbarians and CON modifications===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers COM normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
Increasing a wounded creatures&#039;s CON to the point where it&#039;s hit point totals are positive (via Bull&#039;s Endurance or Restoration of CON ability damage) do not heal wounds, but do return the character to conciousness.  They may act normally while above 0 HP, but must heal as if they were wounded, additional damage will worsen their wound.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
Regular hit point damage does not cause debility or serious scarring.  Taking wounds however does.  Light wounds produce cosmetic scars.  Moderate to Critical wounds produce increasing levels of debility.&lt;br /&gt;
&lt;br /&gt;
 Light    Scars&lt;br /&gt;
 Moderate d4 Temporary Ability Damage to random ability score.&lt;br /&gt;
 Serious  d6 Permanent Ability Damage to a random ability score.               &lt;br /&gt;
          10% chance of d2 complications.&lt;br /&gt;
 Critical d8 Permanent Ability Damage to two ability scores.&lt;br /&gt;
          30% chance of a d4 complication.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Complications&lt;br /&gt;
 1 - blind in left eye&lt;br /&gt;
 2 - blind in right eye&lt;br /&gt;
 3 - deaf in right ear&lt;br /&gt;
 4 - deaf in left ear&lt;br /&gt;
 5 - maimed in right leg (%50 move penalty)&lt;br /&gt;
 6 - maimed in left leg (%50 move penalty)&lt;br /&gt;
 7 - maimed right arm&lt;br /&gt;
 8 - maimed left arm&lt;br /&gt;
 9 - breathing/heart problems (constant exhaustion)&lt;br /&gt;
 0 - insanity (as spell)&lt;br /&gt;
&lt;br /&gt;
Ability Damage is apparent once the creature regains conciousness, will not lower a score below 1 and may be healed with spells like Restoration, Heal or Cure Blindness.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45447</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45447"/>
		<updated>2007-03-05T22:25:03Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Death Magic===&lt;br /&gt;
&lt;br /&gt;
Spells like &amp;quot;Finger of Death&amp;quot; and Disintegrate are capable of killing instantly.  With the &amp;quot;wound&amp;quot; system:&lt;br /&gt;
&lt;br /&gt;
# Finger of Death inflicts a critical wound (or serious if there&#039;s no ressurection magic).&lt;br /&gt;
&lt;br /&gt;
# Without ressurection magic, Disintegrate should say &amp;quot;any creature _inflicted a critical wound_ by this spell is entirely disintegrated&amp;quot; instead of 0 hit points.&lt;br /&gt;
&lt;br /&gt;
===Barbarians and Con Boosting===&lt;br /&gt;
&lt;br /&gt;
Wearing off of Bull&#039;s strength or Barbarian Rage, or other effect that lowers COM normally reduces a character&#039;s hit point total.  If a creatures HP are reduced to below 0, they become wounded.  However if the wound is *only* due to CON reduction then they are immediately stable.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45446</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45446"/>
		<updated>2007-03-05T22:11:43Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* What are Hit Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  Below 0 Hit Points, creatures are unconcious and dying.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45445</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45445"/>
		<updated>2007-03-05T22:09:40Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Healing Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  One does not recover for a potentially mortal sword thrust in days, and without healing no less.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
===Scars===&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45444</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45444"/>
		<updated>2007-03-05T22:08:45Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Healing Magic and Ressurection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  One does not recover for a potentially mortal sword thrust in days, and without healing no less.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
===Healing Magic===&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45442</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45442"/>
		<updated>2007-03-05T22:08:04Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Wound Magnitude and Severity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  One does not recover for a potentially mortal sword thrust in days, and without healing no less.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
===Wound Magnitude and Severity===&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 ----------------------------------------------------------&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
==Healing Magic and Ressurection==&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45441</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45441"/>
		<updated>2007-03-05T22:07:33Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Recovering from Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  One does not recover for a potentially mortal sword thrust in days, and without healing no less.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
==Wound Magnitude and Severity==&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
===Recovering from Wounds===&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON for creatures under a healer&#039;s care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.  Once stabilized creatures recover from wounds at 1 + CON modifier hit points per day (this can be negative!).  Under the care of a healer, this rate improves by one  HP per day if a Heal + wounded creatures CON succeeds a check versus the wound severity DC - 5.&lt;br /&gt;
&lt;br /&gt;
==Healing Magic and Ressurection==&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injuries, but rahter have scrapes and bruises.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serious wound, but won&#039;t help a person with a Critical wound.  Heal or Regenerate, automatically stabilizes a wounded creatures and heals wounds completely, bringing the creature to 0 hitpoints, at which point they may recover normally.&lt;br /&gt;
&lt;br /&gt;
After stabilization, application of the appropriate Cure Spell heals one point per application.&lt;br /&gt;
&lt;br /&gt;
==Resurrection==&lt;br /&gt;
[http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Resurrection] or other spell that grants return from death are candidates for removal or increase in costs.  (for example, the spell must be cast on seven consecutive days and the material component cost is for 7 castings).&lt;br /&gt;
&lt;br /&gt;
In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting, reinforcing the reincarnation beliefs of the Golanists. Random die rolls for determining new race should be eschewed for Golanists in favor of selection based on Golanist &amp;quot;karma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45431</id>
		<title>Alia:Alternate Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Alternate_Rules&amp;diff=45431"/>
		<updated>2007-03-05T21:47:19Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Alternate Rules for Death and Dying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Hit Points, Healing, Wounds, Death and Dying=&lt;br /&gt;
&lt;br /&gt;
These rules for death and dying make it more difficult for characters to die in combat.  There are two motivations, the first is for dramatic purposes as will be discussed later.  The second is simply for character development.&lt;br /&gt;
&lt;br /&gt;
While some players relish the challenge of staying alive and the ever-present, looming consequences of going to -10 hitpoints adds to the fun and exitement, actually dying is rarely fun or exiting for players who have a lot of effort into developing their characters.  &lt;br /&gt;
&lt;br /&gt;
For lower level characters, who don&#039;t have the funds for or possibly access to Raise Dead and other life giving spells, death is often permanent.  Later on in an adventurer&#039;s career, there is only a small cost in wealth and XP for dying, and is often taken as a matter of course that characters will die on occasion, and in fact at high levels the 10 HP buffer between a fully functional low hit point character and a dead character is pitifully small in relation to the typical amount of damage a character may take in a single attack.  Allowing cheap and easy access to raise dead spells to allow low-level characters to return to the story actually lowers the fun and exitement of avoiding death and makes such a dramatic event as a death a mundane inconvenience for those of higher level.  &lt;br /&gt;
&lt;br /&gt;
A solution is to make death less frequent, but more permanent.&lt;br /&gt;
&lt;br /&gt;
==What are Hit Points==&lt;br /&gt;
&lt;br /&gt;
Hit Points (HP) are a simple abstraction.  Two things that we know about hit points are as follows.&lt;br /&gt;
&lt;br /&gt;
# When creatures are above 0 HP they are fully functional.&lt;br /&gt;
# When creatures are at 0 HP they are semi-functional.&lt;br /&gt;
# When they are below 0 HP they are dead (or dying).&lt;br /&gt;
&lt;br /&gt;
Many systems incorporate a more realistic system reflecting wounds, often applying penalties as creatures are take wounds.  It&#039;s true that it&#039;s more realistic, but it&#039;s additional bookkeeping and it&#039;s not D&amp;amp;D.  The objective of these alternate rules is to keep with the basic simplicity of HP and apply a different mechanic to creatures who are taken out of combat.  So, at least for conditions 1 and 2, everything remains the same as the RoW, but once creatures fall, then things are treated differently.  This should minimize the affect of in combat bookkeeping but allow for a more heroic attitue to reaching 0 HP, with different consequences.&lt;br /&gt;
&lt;br /&gt;
One thing of note is that D&amp;amp;D wounds are all rather quick healing.  Creatures typically heal (at least) their hit dice of hitpoints per day of rest (without magical healing).  That means that regardless of the amount of damage taken, one can expect to recover it within a week or so.  That leads to the conclusion that HP loss, at least abouve 0 HP are not serious wounds, but more on the lines of bruises, scrapes, fatigue, sprains and shallow cuts.  One does not recover for a potentially mortal sword thrust in days, and without healing no less.  This implies that HP&#039;s represent the grinding down of creatures defenses, and once said creature is ground down, then they are vulnerable to a killing blow.&lt;br /&gt;
&lt;br /&gt;
==Wounds==&lt;br /&gt;
&lt;br /&gt;
# HP above and including 0 are treated by the rules.&lt;br /&gt;
# HP below 0 result in a wound.&lt;br /&gt;
&lt;br /&gt;
A wound&#039;s magnitude is the number of negative hit points a character is reduced to in the round that he was felled.  Additional attacks to the character during the round that the character is Wounded count toward the magnitude of the wound.&lt;br /&gt;
&lt;br /&gt;
Regardless of the magnitude (within the DM&#039;s judgement of course), characters never die immediately from a wound.  Although they are unconcious and mortally wounded, they have seconds, minutes or even hours to live before they are truly dead.&lt;br /&gt;
&lt;br /&gt;
When a character is wounded they are helpless, unconcious and bleeding and may be killed by a coup-de-grace, they may bleed to death, or they may take additional wounds.  Wounds inflicted on additional rounds aggrevate the initial wound and may kill the character.&lt;br /&gt;
&lt;br /&gt;
==Wound Magnitude and Severity==&lt;br /&gt;
&lt;br /&gt;
The magnitude of a wound is the number of negative hit points that have been inflicted on the creature.  In order to establish the severity of a wound compare the magnitude of a wound to the current maximum hit points of the creature. &lt;br /&gt;
&lt;br /&gt;
 Severity   Magnitude/Max HP Check Freq Bleed Duration  DC&lt;br /&gt;
 Light             up to 25%       hour       10 hours  15&lt;br /&gt;
 Moderate          up to 50%     minute     10 minutes  20      &lt;br /&gt;
 Serious          up to 100%      round      10 rounds  25      &lt;br /&gt;
 Critical  greater than 100%          *       1  round  30+&lt;br /&gt;
      &lt;br /&gt;
The severity of the wound determines the frequency of a recovery/death check.  Critical wounds get no recovery checks, but the creature will die over the course of 1 round.&lt;br /&gt;
&lt;br /&gt;
==Recovering from Wounds==&lt;br /&gt;
&lt;br /&gt;
A recovery check may be made once every Check Frequency.  The recovery roll is a Con check for an unaided individual or a Heal check + wounded creatures CON, for creatures under a healers care.   Creatures that recover do not regain conciousness but cease to worsen in condition.  Creatures that receive healing attention get an immediate additional check.  Rolling a 1 on a recovery check or failing the DC by 15 or more results in death.  A stabilized creature will begin to deteriorate again if they are exposed to any source of damage.&lt;br /&gt;
&lt;br /&gt;
Healing magic does not work the same on wounded characters as on unwounded.  After all, unwounded characters don&#039;t have any serious injury.  However, each &amp;quot;Cure&amp;quot; spell may be used to stabilize up to it&#039;s descriptors severity of wound.  So Cure Serious Wounds will stabilize a creature who has a Light, Moderate or Serous wound.  But won&#039;t help a person with a critical wound.  Heal or regenerate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Given that characters should need to be raised from the dead less often, magic spells that do so should be more difficult to perform.   When used to return someone to life, [http://www.d20srd.org/srd/spells/raiseDead.htm Raise Dead], [http://www.d20srd.org/srd/spells/resurrection.htm Resurrection], [http://www.d20srd.org/srd/spells/trueResurrection.htm True Tesurrection] or other spell that grants return from death must be cast on 7 consecutive days.  (The material component cost is for 7 castings when used this way.)  In Alia [http://www.d20srd.org/srd/spells/reincarnate.htm Reincarnate] works with a single casting.&lt;br /&gt;
&lt;br /&gt;
=Alternate Magic Item Creation=&lt;br /&gt;
&lt;br /&gt;
==XP costs for magic item creation==&lt;br /&gt;
In my experience wizards rarely if ever take or use item creation feats, due to experience costs, minimal as they may be.  In Alia, these XP costs are removed from item creation.  The only cost is time and money.  Having a friendly wizard in a party with item creation feats means that if he has the time, the party may have access to item the wizard can create at half price (or whatever the wizard wishes to charge). DMs may also require knowledge checks to find the &#039;recipe&#039; for any given item i.e. DC 10 knowledge: arcana check to find how to make a +1 weapon, with circumstance bonuses for use of library or other resources. The creating character should be able also to craft the item in question, or retain the services of a craftsman for the whole of the creation period.&lt;br /&gt;
&lt;br /&gt;
==Upgrading of Magic Items==  &lt;br /&gt;
&lt;br /&gt;
It is possible to add enchantments to weapons and armor of masterwork quality or better or to items that have a variable bonus (belt of giant strength +4 may be upgraded to strength +6).  In order to determine the cost for such an upgrade, calculate the price for the new item with all old and new enchantments and subtract the cost of the original item.  Enchantments can not be removed.&lt;br /&gt;
&lt;br /&gt;
=Alternate Dual Classing Rules=&lt;br /&gt;
&lt;br /&gt;
These rules for multiclassing are meant to allow for multiclass spell&lt;br /&gt;
casters to gain some amount of power but may be applied to any&lt;br /&gt;
combination of classes with the following restriction: only two&lt;br /&gt;
classes may be chosen, one embarked upon the path there&#039;s no turning&lt;br /&gt;
back.&lt;br /&gt;
&lt;br /&gt;
These rules are used by several NPC&#039;s in Alia, and may be used by players, if they wish.  For easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.  &lt;br /&gt;
&lt;br /&gt;
The method for dual classing is as follows:&lt;br /&gt;
&lt;br /&gt;
At first level the character chooses their first class, at second&lt;br /&gt;
level the second class, these levels are gained as usual.  At 3rd&lt;br /&gt;
level the character chooses to instead become a dual class and becomes&lt;br /&gt;
a Dual class character of level 3 instead of a Class level 2/Class&lt;br /&gt;
level 1 character.  Any character with two classes at the same level&lt;br /&gt;
may choose to become a dual class character, but may not go back.  At&lt;br /&gt;
this point one class is chosen as the &amp;quot;first&amp;quot; class, some recalculation happens, and the character advances according to the following rules:&lt;br /&gt;
&lt;br /&gt;
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.&lt;br /&gt;
&lt;br /&gt;
* Skill Points: Each class&#039;s class skills are the dual characters class skills.  Max ranks are based on the character level.  Average the skill bonus for both classes to determine how many points to receive at each level.  Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).&lt;br /&gt;
&lt;br /&gt;
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.&lt;br /&gt;
&lt;br /&gt;
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.&lt;br /&gt;
&lt;br /&gt;
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can&#039;t use skills or spells while raging, and sorcerers can&#039;t cast spells while in armor.  If both classes have access to the same abilities, then use the better ability - do not add them.&lt;br /&gt;
&lt;br /&gt;
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.&lt;br /&gt;
&lt;br /&gt;
==Example of Progression: a Fighter-Wizard==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit&lt;br /&gt;
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W&lt;br /&gt;
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and&lt;br /&gt;
casts spells exacty like a level 2 wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 4, they character would be a Fighter-Wizard 4,&lt;br /&gt;
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 3rd level wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 5, they character would be a Fighter-Wizard 5,&lt;br /&gt;
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has&lt;br /&gt;
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level&lt;br /&gt;
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level&lt;br /&gt;
wizard.&lt;br /&gt;
&lt;br /&gt;
At character level 6, they character would be a Fighter-Wizard 6,&lt;br /&gt;
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has&lt;br /&gt;
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level&lt;br /&gt;
fighter and a 4th level wizard (gaining the class abilities of the&lt;br /&gt;
class not chosen at 5th level.&lt;br /&gt;
&lt;br /&gt;
At character level 10, they character would be a Fighter-Wizard 10,&lt;br /&gt;
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,&lt;br /&gt;
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th&lt;br /&gt;
level fighter and a 7th level wizard (gaining the class abilities of&lt;br /&gt;
the class not chosen at 9th level.&lt;br /&gt;
&lt;br /&gt;
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter&lt;br /&gt;
5/wizard 5 from the core rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
            Fr-Wz 10    Wiz 10   Ftr 10   Fr5/Wz5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           70        40      100        70      &lt;br /&gt;
 BAB               7         5       10         7&lt;br /&gt;
 FRW           5/2/5     3/3/7    7/3/3     5/2/5&lt;br /&gt;
 Feats             8         4       10         7           &lt;br /&gt;
 Casting Lvl       7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing Fr-Wz to Wizard.  The wizard gains access to 5th level&lt;br /&gt;
spells, has more spells per day, greater spell power versus SR.  The&lt;br /&gt;
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter&lt;br /&gt;
feats.  He can&#039;t cast spells in armor, but he has access to martial&lt;br /&gt;
weapons and can take weapon specialization.&lt;br /&gt;
&lt;br /&gt;
Comparing to fighter: The fighter gains almost 50% hit points and BAB,&lt;br /&gt;
can wear heavy armor with no problems and gets 2 additional feats.&lt;br /&gt;
The fighter-wizard gets access to 4th level spells.&lt;br /&gt;
&lt;br /&gt;
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better.  Gets&lt;br /&gt;
access to 4th level spells instead of 3rd, has better spell&lt;br /&gt;
penetration - everything else is identical - HP, BAB, and saves.&lt;br /&gt;
&lt;br /&gt;
==Example: Comparing a Druid-Sorcerer 10==&lt;br /&gt;
&lt;br /&gt;
            Dr-Sr 10    Sor 10   Dru 10   Dr5/Sr5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           60        40       80        60      &lt;br /&gt;
 BAB               5         5        7         7&lt;br /&gt;
 FRW           2/5/5     3/3/7    3/7/7     2/5/8&lt;br /&gt;
 Sor Abil          7         0       10         5           &lt;br /&gt;
 Druid Abil        7        10        0         5 &lt;br /&gt;
&lt;br /&gt;
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we&lt;br /&gt;
can see that they give up higher level spell access for greater spell&lt;br /&gt;
selection.  The number of spells that may be cast is very large and&lt;br /&gt;
the selection is great as well.  The Druid-Sorcerer 10 gives up access&lt;br /&gt;
to 5th level spells and gains the ability to cast spells up to level 4&lt;br /&gt;
from two spell lists as a 7th level caster.  The caster power level is&lt;br /&gt;
lower as will the maximum DC to save versus the spells.&lt;br /&gt;
&lt;br /&gt;
==Example: Bard-Barbarian 10==&lt;br /&gt;
 &lt;br /&gt;
            Bd-Bb 10   Bard 10   Bbn 10   Bd5/Bb5&lt;br /&gt;
 -------------------------------------------------&lt;br /&gt;
 Max HP           90        60      120        90      &lt;br /&gt;
 BAB               7         7       10         8&lt;br /&gt;
 FRW           5/5/5     3/7/7    7/7/3     5/5/5&lt;br /&gt;
 Bard Level        7        10        0         5           &lt;br /&gt;
 Barb Lvl          7         0       10         5 &lt;br /&gt;
&lt;br /&gt;
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has&lt;br /&gt;
a better attack bonus.  The dual class has access to higher level&lt;br /&gt;
class abilities, can cast as a 7th level bard instead of as a 5th, and&lt;br /&gt;
gains the barbarian abilities of DR 1/- and trap sense +2.&lt;br /&gt;
&lt;br /&gt;
=Arcana Unearthed=&lt;br /&gt;
&lt;br /&gt;
Monte Cook&#039;s &amp;quot;Arcana Unearthed&amp;quot; is a good extension to the D&amp;amp;D 3.5 ruleset for Alia.  It is recommended that the core D&amp;amp;D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Recommended Races:&lt;br /&gt;
&lt;br /&gt;
* Giants - Half-giants in Prolia should use the Giant race.&lt;br /&gt;
&lt;br /&gt;
Additional Races (and locations):&lt;br /&gt;
&lt;br /&gt;
* Faen - The Northern Forest or the Harrowwood.&lt;br /&gt;
* Verrik - South of Shadowwood (off the map).&lt;br /&gt;
* Mojh - Scattered Golanist, dragon-followers.&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
Recommended Classes&lt;br /&gt;
&lt;br /&gt;
* Witch: as is, give Witches access to Cleric spells instead of access to Simple spells.  At 9th level gain access to two Domains as a cleric, using the following lists:&lt;br /&gt;
** Wood: Plant, Travel&lt;br /&gt;
** Iron: Earth, Fire&lt;br /&gt;
** Air: Air&lt;br /&gt;
** Mind: &lt;br /&gt;
** Winter:&lt;br /&gt;
** Water:&lt;br /&gt;
&lt;br /&gt;
* Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* The new armor types and exotic armor fits right into Alia&#039;s style and spirit, although the more expensive exotic armor should be quite rare.&lt;br /&gt;
&lt;br /&gt;
* Weapon and Armor templates are certainly also possible.  Replace the &amp;quot;Devanian&amp;quot; template with a more generic light weight construction template, because there was no ancient Devanian empire or it&#039;s equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it&#039;s not a lost art but a developing art.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42276</id>
		<title>Alia:Religion and Divine Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42276"/>
		<updated>2007-01-30T18:07:40Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Astral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Outsiders, Gods and the Supernatural==&lt;br /&gt;
&lt;br /&gt;
The gods do not walk the earth in Alea.  Nobody knows for certain&lt;br /&gt;
the nature of the universe, although many religious groups claim to&lt;br /&gt;
know the answers.&lt;br /&gt;
&lt;br /&gt;
Good and evil exist, but are not magically detectable or protected&lt;br /&gt;
against.  Characters should not choose an alignment.&lt;br /&gt;
&lt;br /&gt;
Outsiders do exist.  All of them are alien in psychology, language and&lt;br /&gt;
motivation.  Most have very abstract goals, representing ideals and&lt;br /&gt;
concepts rather than anything humanistic.  They are forces of nature,&lt;br /&gt;
elemental icons, or avatars of a cause, idea or place.  They manifest&lt;br /&gt;
as spirits, or demons, or angels.&lt;br /&gt;
&lt;br /&gt;
Ghosts and Undead do exist.  The seem to be caused by one of two&lt;br /&gt;
things: the souls of the dead that remain on this world, spirits that&lt;br /&gt;
possess and animate the empty bodies left behind, and/or bodies or&lt;br /&gt;
skeletons reanimated by magic.  Many undead are not particularly evil,&lt;br /&gt;
they are instead motivated by a disire to complete an important task&lt;br /&gt;
in this world (admittedly often revenge), or are mindless tools of a&lt;br /&gt;
controlling magical force.&lt;br /&gt;
&lt;br /&gt;
==Planes of Existence==&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&lt;br /&gt;
The ethereal plane touches and overlaps all other planes.  It is the spirit world, and many believe the gateway to the afterlife.  Ghosts, spirits and anything that is intangible exists in the ethereal.&lt;br /&gt;
&lt;br /&gt;
===Astral===&lt;br /&gt;
&lt;br /&gt;
Where the ethereal plane overlaps and touches all other planes as a mirrored reflection of reality, the Astral Plane is a plane of connections and gateways outside of reality which allows for travel between different locations and planes of existence.&lt;br /&gt;
&lt;br /&gt;
===Alternate Planes===&lt;br /&gt;
&lt;br /&gt;
Some Outsiders come from other planes of existence.  These planes &lt;br /&gt;
are *not* the afterlife but stange and alien worlds.  The worlds &lt;br /&gt;
of Celestus, Infernus, and Tartarus are ancient worlds whose&lt;br /&gt;
inhabitants have risen to great power over the millenia.  They &lt;br /&gt;
are home to Celestials, Infernals and Demons who war constantly amongst each other for dominance over the multiverse.&lt;br /&gt;
&lt;br /&gt;
====Celestus====&lt;br /&gt;
Celestus is a world of endless sea and mountainous islands.  Celestials have evolved into a society governed by tradition and ceremony but without formal leadership or rank.  Celestus has been at peace with itself for millenia but constantly wars against Infernus and Tartarus.  &lt;br /&gt;
&lt;br /&gt;
Celestials value personal honor above all else.  They &lt;br /&gt;
each strive constantly to show themselves to be powerful, skilled and honorable to gain status in their society.&lt;br /&gt;
&lt;br /&gt;
====Infernus====&lt;br /&gt;
&lt;br /&gt;
Infernals come from Infernus, a world dominated by vast mountain ranges and plains.  Infernus is a constantly warring society.  &lt;br /&gt;
It is a single empire divided into nine kingdoms that compete amongst themselves for supremacy.  Each kingdom is divided into nine principalities that also compete amongst themselves for Kingship (and so on... down to individuals in a clan competing for clan leadership).  It is a society of endless betrayal, secret alliances and open war.  When infernals aren&#039;t scheming amongst themselves with their huge armies for status and power, they war and across the planes against Celestials and Demons. &lt;br /&gt;
&lt;br /&gt;
Infernals value power above all else.  The strong, the powerful and the ruthless rule.&lt;br /&gt;
 &lt;br /&gt;
====Tartarus====&lt;br /&gt;
&lt;br /&gt;
Tartarus is a ruined world, broken by endless confrontations between the powerful Demons that live there.  It is a world of darkness, lava flows and immense arcane power.  Demons have no society or tradition beyond the dominance of the string over the weak.  Powerful Demon Lords sometimes enslave those who are weaker to do their bidding, but otherwise little rhyme or reason is seen in ther actions other than a constant dispute over the immense resources of the terrible Tartarus landscape.  Demons feed on magical energy and even though their home world is rich beyond belief in magic, they often seek easier sustenance on other planes of existence, often raiding Celestus and Infernus for their own ancient magical resouces.&lt;br /&gt;
&lt;br /&gt;
==Religion in Alea==&lt;br /&gt;
&lt;br /&gt;
===Monotheistic (Golanist) Religions===&lt;br /&gt;
The major religion of the northern civilized&lt;br /&gt;
peoples is that of the Order of Man.  This is the main&lt;br /&gt;
mono-theistic religion of the region although it is a growth from an&lt;br /&gt;
older (less morally rigid) religion called Golanism.  Golanists are&lt;br /&gt;
tolerated within Nolton.  A more recent splinter from the Order of&lt;br /&gt;
Man is the Church of Man also referred as the Southern Heathens.  They&lt;br /&gt;
differ in interpretation of the holy books of Golan the prophet and&lt;br /&gt;
the later books of the prophet Narek (which is the basis for the Order&lt;br /&gt;
of Man.)&lt;br /&gt;
&lt;br /&gt;
The basic theology of golanism is that:&lt;br /&gt;
* there is only one god, who created the world and all in it&lt;br /&gt;
* all creatures have a soul&lt;br /&gt;
* God sees all but does not take action on the earth&lt;br /&gt;
* when a creature dies God judges their lives and either: casts them back into the world as a spirit, or re-incarnates them, or brings them into the eternal reward of heavan&lt;br /&gt;
* To make it into heaven one must strive to uplift all life.  &lt;br /&gt;
* There is a hierarchy of life. Lower life is reincarnated as higher life once they have attained the lessons they are meant to learn.  It is thought that intelligence and wisdom are the ultimate goal.  Dragons are revered as the highest form. &lt;br /&gt;
* No creature is ever re-incarnated as a lower form of life. If they fail, they remain as they are or if they have failed many times they are cast back as a spirit.&lt;br /&gt;
* Spirits may be incarnated if they accomplish the task set to them.&lt;br /&gt;
&lt;br /&gt;
Golanists are mostly vegetarian, &amp;quot;eat not the flesh of the thinking&amp;quot;&lt;br /&gt;
most will eat fish, some birds.  Mammals are mostly not eaten - the&lt;br /&gt;
larger and smarter the animal, the less likely they will eat it.&lt;br /&gt;
Though neccessity and hunger overrides this tendancy.  Thier morality&lt;br /&gt;
is one of moderation, they have a heirarchy of morals - chief among&lt;br /&gt;
them is preservation of life including their own - and it&#039;s understood&lt;br /&gt;
that of necessity it is sometimes necessary to &amp;quot;choose the lesser&lt;br /&gt;
evil&amp;quot;.  They do not prosyletize, but will discuss their philosophy&lt;br /&gt;
with anyone who has an interest.  The respect the educated and the&lt;br /&gt;
wise among them and amongst other cultures.  Their charity often goes&lt;br /&gt;
towards schools and educational centers as well as to support their&lt;br /&gt;
religious orders.&lt;br /&gt;
&lt;br /&gt;
The Order of Man and the Church of Man subscribe to the basic belief&lt;br /&gt;
in re-incarnation, but believe that Humankind are the ultimate pinacle&lt;br /&gt;
of life.  They say that Narek the Prophet was sent by God, to save&lt;br /&gt;
Humanity and bring them the message that humans are the pinnacle of&lt;br /&gt;
creation.  They classify magical intelligent beasts as &amp;quot;demons&amp;quot;.  They&lt;br /&gt;
believe in a hell, where unworthy human souls are cast if they fail.&lt;br /&gt;
The Order and Chursh of Man believes that humans only live one life&lt;br /&gt;
and then their souls are finally judged.&lt;br /&gt;
&lt;br /&gt;
The Church of Man differs from the order on several minor points, but&lt;br /&gt;
the major schism is that the Church of Man believes that Narek was&lt;br /&gt;
God, walking the earth, whereas the Order believes that Narek was a&lt;br /&gt;
human with an pristine soul that God chose to enlighten humanity.&lt;br /&gt;
&lt;br /&gt;
The Church and Order are basically identical in morality.  They&lt;br /&gt;
believe that all life was put on the earth for the benefit of&lt;br /&gt;
humankind.  The are not vegetarian like Golanists are and see such a&lt;br /&gt;
practice as ridiculous.  Humans rightful place is above all others in&lt;br /&gt;
their hierarchy.  And within the race of humans they also assert a&lt;br /&gt;
hierarchy based on class and birth.  With royalty above the nobility&lt;br /&gt;
above the non-noble upper class, above the middle and lower class.&lt;br /&gt;
They believe that non-human humanoids are inferior to humans.  The most &lt;br /&gt;
respected elf or dwarf other non-human is seen as below the lowest working class&lt;br /&gt;
human, at least as far as spiritual development is concerned.  &lt;br /&gt;
Slavery is outlawed in the Republic of the Isles, but widely&lt;br /&gt;
practised in the Empire of Rhode.  (Acceptance of slavery is broadly&lt;br /&gt;
coincidental to the Order/Church schism, but based culturally rather&lt;br /&gt;
than in church doctrine).  Many dwarves, halflings and gnomes from the&lt;br /&gt;
south have fled to the north, elves from the southlands have mainly&lt;br /&gt;
stayed, successfully fighting off, slave raids on their forests.&lt;br /&gt;
Half-orcs in the south have been largely subjugated and taught the&lt;br /&gt;
Chruch of Man philosophy and mostly accept their place in life a&lt;br /&gt;
slaves to humans.  In their hierarchy of sins, the Church and Order&lt;br /&gt;
place the life of Humans as first and foremost.  Captial punishment&lt;br /&gt;
however is accepted as a necessity, and as humans often do, there is&lt;br /&gt;
much killing in wars.  All this is excused as fighting for the will of&lt;br /&gt;
god.  The Church and Order do prosyletize and commit a large effort of&lt;br /&gt;
bringing the word of Narek to those who have not accepted it.  Pagan,&lt;br /&gt;
elemental and nature worship are outlawed and many preachers are sent&lt;br /&gt;
to remote communities to try to bring them into the fold.  the Order&lt;br /&gt;
of man is the offical religion of the north, the Chruch of Man in the&lt;br /&gt;
South.&lt;br /&gt;
&lt;br /&gt;
===Elemental Pantheon===&lt;br /&gt;
&lt;br /&gt;
Pre-golan, the dominant religion was belief in the&lt;br /&gt;
four siblings, Umos the god of earth, Wikri the god of fire, Enosa the&lt;br /&gt;
god of water and Freda the god of air, who together created the world.&lt;br /&gt;
In particular orcs and goblinoids believe that they are descended from&lt;br /&gt;
Wikri the god of fire, and that their duty is to act like the flame of&lt;br /&gt;
the earth and consume all in a blaze of glory.  Many humanoid and&lt;br /&gt;
giantish races also subscribe to this pantheon.&lt;br /&gt;
&lt;br /&gt;
* Orcs and goblinoids - Wikri, fire&lt;br /&gt;
* Elves and gnomes - Freda, air&lt;br /&gt;
* Giants and dwarves - Umos, earth&lt;br /&gt;
* Humans and halflings - Enosa, water&lt;br /&gt;
&lt;br /&gt;
===Spirit and Nature Worship===&lt;br /&gt;
&lt;br /&gt;
Rural humans and many non-humans practice&lt;br /&gt;
spirit worship.  They do not acknowledge a creator - or they admit&lt;br /&gt;
ignorance to the creation of the universe but do worship the spirits&lt;br /&gt;
of their ancestors and the spirits of nature.  (This is basically&lt;br /&gt;
equivalent to atheism - since spirits are observable.)  Most notably&lt;br /&gt;
Dragons often follow this belief - they are amused and tolerant with&lt;br /&gt;
golanist worshipers... sometimes.&lt;br /&gt;
&lt;br /&gt;
==Common Worship by Race/Culture==&lt;br /&gt;
&lt;br /&gt;
 Orc/Goblinoid            Elemental&lt;br /&gt;
 Humans of Giant Mtns     Elemental&lt;br /&gt;
 Republic Humans          Order of Man&lt;br /&gt;
 Rural Humans             Elemental&lt;br /&gt;
 Wood Elves               Spirit&lt;br /&gt;
 Republic Elves           Elemental&lt;br /&gt;
 Rhode (All Urban)        Church of Man&lt;br /&gt;
 Wood Gnomes              Spirit&lt;br /&gt;
 Rock Gnomes              Elemental&lt;br /&gt;
 Deep Gnomes              Golanist&lt;br /&gt;
 Giants                   Elemental&lt;br /&gt;
 Dwarves                  Elemental&lt;br /&gt;
 Grey Dwarves             Elemental&lt;br /&gt;
 City Humans              Order/Church of Man&lt;br /&gt;
 Halflings                Golanist&lt;br /&gt;
&lt;br /&gt;
==Nature of Divine Magic==&lt;br /&gt;
&lt;br /&gt;
Where does divine magic come from?  Everyone has a different story.&lt;br /&gt;
&lt;br /&gt;
Golanists, Order and Church believe it comes from God, the creator.&lt;br /&gt;
Church of Man believe that evil divine magic comes from demons in&lt;br /&gt;
hell.  Order and Golanists believe that evil divine magic is a&lt;br /&gt;
corruption and misuse of a gift from god.&lt;br /&gt;
&lt;br /&gt;
Elementalists believe that it comes from their patron god.&lt;br /&gt;
&lt;br /&gt;
Spirit/Nature Worshipers see Divine magic as just another form of&lt;br /&gt;
magic.  Where arcane magic is harnessing the power of the universe&lt;br /&gt;
through mental discipline, divine magic is another approach where&lt;br /&gt;
casters surrender to the flow of magic through nature and work with&lt;br /&gt;
the universe instead of struggling against it.  Beneficial Divine&lt;br /&gt;
magic is seen as the magic of life and in harmony with nature where&lt;br /&gt;
Destructive Divine magic is seen as the magic of Death and the magic&lt;br /&gt;
of the spirit world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20 Rule Modifications==&lt;br /&gt;
&lt;br /&gt;
===Clerics===&lt;br /&gt;
&lt;br /&gt;
Clerics and other Divine spell casters do not get their spells as granted powers from their god, but are casters of magic in their own right.  They may choose two domains of their choice and a loss or change in their faith does not lead to a loss of spell access or divine abilities.  There are no alignment restrictions on spells.  Any cleric may cast Animate Dead or Concecrate, or Desecrate.  Clerics still must choose whether they channel positive or negative energy, determining whether they can rebuke or turn undead and whether that may spontaneosly cast Cure or Inflict Wounds spells.&lt;br /&gt;
&lt;br /&gt;
====Prefered Cleric Domains====&lt;br /&gt;
&lt;br /&gt;
Clerics may choose spheres of their choice regardless of religion or&lt;br /&gt;
background although there are cultural prefereces.&lt;br /&gt;
&lt;br /&gt;
 Golan - Knowledge&lt;br /&gt;
 Order - Sun&lt;br /&gt;
 Church - Good&lt;br /&gt;
 Fire/Water/Air/Earth - Elements&lt;br /&gt;
 Spirit/Nature - Animal, Plant&lt;br /&gt;
 &lt;br /&gt;
===Divine Spell Modifications===&lt;br /&gt;
&lt;br /&gt;
The following spells do not exist in Alia:&lt;br /&gt;
&lt;br /&gt;
* Detect Chaos/Evil/Good/Law - These spells don&#039;t exist.  There are no magical means of determining somebody&#039;s ethics or morality.&lt;br /&gt;
&lt;br /&gt;
For the following spells, remove alignment restrictions.  The spells&lt;br /&gt;
will affect any creature or spell that the caster wishes to affect as&lt;br /&gt;
if they were of neutral alignment and any Undead, Elemental or&lt;br /&gt;
Outsider as if they were of the opposing alignment:&lt;br /&gt;
&lt;br /&gt;
* Protection from Chaos/Evil/Good/Law &lt;br /&gt;
&lt;br /&gt;
* Magic Circle against Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Chaos Hammer/Unholy Blight/Holy Smite/Order&#039;s Wrath&lt;br /&gt;
&lt;br /&gt;
* Dispel Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Blasphemy/Dictum/Word of Chaos/Holy Word &lt;br /&gt;
&lt;br /&gt;
* Holy Aura/Unholy Aura/Cloak of Chaos/Shield of Law &lt;br /&gt;
&lt;br /&gt;
The Good/Evil/Law/Chaos cleric domains do exist.&lt;br /&gt;
 &lt;br /&gt;
===Blackguards and Paladins===&lt;br /&gt;
&lt;br /&gt;
The Paladin power of Smite Evil and the Blackguard power of Smite Good, are replaced by the generic &amp;quot;Smite Foe&amp;quot;, which works on anything regarded as an enemy. There are no alignment restrictions, but Paladins must strike a deal with a Celestial, as Blackguards must strike a deal with an Infernal or Abyssal Outsider.  They lose the ability to Detect Evil or Good, as well as Aura of Good or Evil, but gain a +4 class skill bonus to Sense Motive checks.&lt;br /&gt;
&lt;br /&gt;
===Assasins===&lt;br /&gt;
&lt;br /&gt;
There are no alignment restrictions for Assasins.  In Alia, assassins are a respected (and feared) trade. They are regarded as a political necessity, and if not exactly legal then as a political tool somewhat worse than diplomacy and somewhat better than war.&lt;br /&gt;
&lt;br /&gt;
Guild assasins have a code of honour that they rigidly adhere to, including the following:&lt;br /&gt;
&lt;br /&gt;
* There is one motivation for assassination, money.  Morality, ethics, revenge are the concern of the customer and/or the mark not the Guild or it&#039;s members.  The Guild deals in money and death, nothing else.&lt;br /&gt;
&lt;br /&gt;
* The price of an assasination is dictated by the difficulty of the job, and the importance of the mark, not anything else.&lt;br /&gt;
&lt;br /&gt;
* Money must be paid up front and the job is guaranteed.  If the initial attempt fails, the job will be re-assigned to a more competant assasin, if necessary.&lt;br /&gt;
&lt;br /&gt;
* No lasting harm is to come to any bystanders.&lt;br /&gt;
&lt;br /&gt;
* The death of the mark must be quick and clean.&lt;br /&gt;
&lt;br /&gt;
There are some Assasins who operate outside the auspices of the guild, they may or not have their own code of honor, many are unlike the guild in that they do have moral, ethical or political motivations.&lt;br /&gt;
&lt;br /&gt;
===Holy/Unholy/Axiomatic/Anarchic Weapons===&lt;br /&gt;
&lt;br /&gt;
These weapons are be converted to &amp;quot;Divine&amp;quot; weapons which do +2d6 damage and bypass damage resistance of any Undead, Elemental or Outsider, and any creature with /diving damage reduction (see below).&lt;br /&gt;
&lt;br /&gt;
===Good/Evil/Law/Chaos Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
This is replaced by the Divine type damage reduction.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42275</id>
		<title>Alia:Religion and Divine Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42275"/>
		<updated>2007-01-30T18:05:39Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Outsiders, Gods and the Supernatural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Outsiders, Gods and the Supernatural==&lt;br /&gt;
&lt;br /&gt;
The gods do not walk the earth in Alea.  Nobody knows for certain&lt;br /&gt;
the nature of the universe, although many religious groups claim to&lt;br /&gt;
know the answers.&lt;br /&gt;
&lt;br /&gt;
Good and evil exist, but are not magically detectable or protected&lt;br /&gt;
against.  Characters should not choose an alignment.&lt;br /&gt;
&lt;br /&gt;
Outsiders do exist.  All of them are alien in psychology, language and&lt;br /&gt;
motivation.  Most have very abstract goals, representing ideals and&lt;br /&gt;
concepts rather than anything humanistic.  They are forces of nature,&lt;br /&gt;
elemental icons, or avatars of a cause, idea or place.  They manifest&lt;br /&gt;
as spirits, or demons, or angels.&lt;br /&gt;
&lt;br /&gt;
Ghosts and Undead do exist.  The seem to be caused by one of two&lt;br /&gt;
things: the souls of the dead that remain on this world, spirits that&lt;br /&gt;
possess and animate the empty bodies left behind, and/or bodies or&lt;br /&gt;
skeletons reanimated by magic.  Many undead are not particularly evil,&lt;br /&gt;
they are instead motivated by a disire to complete an important task&lt;br /&gt;
in this world (admittedly often revenge), or are mindless tools of a&lt;br /&gt;
controlling magical force.&lt;br /&gt;
&lt;br /&gt;
==Planes of Existence==&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&lt;br /&gt;
The ethereal plane touches and overlaps all other planes.  It is the spirit world, and many believe the gateway to the afterlife.  Ghosts, spirits and anything that is intangible exists in the ethereal.&lt;br /&gt;
&lt;br /&gt;
===Astral===&lt;br /&gt;
&lt;br /&gt;
Where the ethereal plane overlaps and touches all other planes as a mirrored reflection of reality, the astral plane is a plane of cennections and gateways between Alia, and other subdimensions and dimensions.&lt;br /&gt;
&lt;br /&gt;
===Alternate Planes===&lt;br /&gt;
&lt;br /&gt;
Some Outsiders come from other planes of existence.  These planes &lt;br /&gt;
are *not* the afterlife but stange and alien worlds.  The worlds &lt;br /&gt;
of Celestus, Infernus, and Tartarus are ancient worlds whose&lt;br /&gt;
inhabitants have risen to great power over the millenia.  They &lt;br /&gt;
are home to Celestials, Infernals and Demons who war constantly amongst each other for dominance over the multiverse.&lt;br /&gt;
&lt;br /&gt;
====Celestus====&lt;br /&gt;
Celestus is a world of endless sea and mountainous islands.  Celestials have evolved into a society governed by tradition and ceremony but without formal leadership or rank.  Celestus has been at peace with itself for millenia but constantly wars against Infernus and Tartarus.  &lt;br /&gt;
&lt;br /&gt;
Celestials value personal honor above all else.  They &lt;br /&gt;
each strive constantly to show themselves to be powerful, skilled and honorable to gain status in their society.&lt;br /&gt;
&lt;br /&gt;
====Infernus====&lt;br /&gt;
&lt;br /&gt;
Infernals come from Infernus, a world dominated by vast mountain ranges and plains.  Infernus is a constantly warring society.  &lt;br /&gt;
It is a single empire divided into nine kingdoms that compete amongst themselves for supremacy.  Each kingdom is divided into nine principalities that also compete amongst themselves for Kingship (and so on... down to individuals in a clan competing for clan leadership).  It is a society of endless betrayal, secret alliances and open war.  When infernals aren&#039;t scheming amongst themselves with their huge armies for status and power, they war and across the planes against Celestials and Demons. &lt;br /&gt;
&lt;br /&gt;
Infernals value power above all else.  The strong, the powerful and the ruthless rule.&lt;br /&gt;
 &lt;br /&gt;
====Tartarus====&lt;br /&gt;
&lt;br /&gt;
Tartarus is a ruined world, broken by endless confrontations between the powerful Demons that live there.  It is a world of darkness, lava flows and immense arcane power.  Demons have no society or tradition beyond the dominance of the string over the weak.  Powerful Demon Lords sometimes enslave those who are weaker to do their bidding, but otherwise little rhyme or reason is seen in ther actions other than a constant dispute over the immense resources of the terrible Tartarus landscape.  Demons feed on magical energy and even though their home world is rich beyond belief in magic, they often seek easier sustenance on other planes of existence, often raiding Celestus and Infernus for their own ancient magical resouces.&lt;br /&gt;
&lt;br /&gt;
==Religion in Alea==&lt;br /&gt;
&lt;br /&gt;
===Monotheistic (Golanist) Religions===&lt;br /&gt;
The major religion of the northern civilized&lt;br /&gt;
peoples is that of the Order of Man.  This is the main&lt;br /&gt;
mono-theistic religion of the region although it is a growth from an&lt;br /&gt;
older (less morally rigid) religion called Golanism.  Golanists are&lt;br /&gt;
tolerated within Nolton.  A more recent splinter from the Order of&lt;br /&gt;
Man is the Church of Man also referred as the Southern Heathens.  They&lt;br /&gt;
differ in interpretation of the holy books of Golan the prophet and&lt;br /&gt;
the later books of the prophet Narek (which is the basis for the Order&lt;br /&gt;
of Man.)&lt;br /&gt;
&lt;br /&gt;
The basic theology of golanism is that:&lt;br /&gt;
* there is only one god, who created the world and all in it&lt;br /&gt;
* all creatures have a soul&lt;br /&gt;
* God sees all but does not take action on the earth&lt;br /&gt;
* when a creature dies God judges their lives and either: casts them back into the world as a spirit, or re-incarnates them, or brings them into the eternal reward of heavan&lt;br /&gt;
* To make it into heaven one must strive to uplift all life.  &lt;br /&gt;
* There is a hierarchy of life. Lower life is reincarnated as higher life once they have attained the lessons they are meant to learn.  It is thought that intelligence and wisdom are the ultimate goal.  Dragons are revered as the highest form. &lt;br /&gt;
* No creature is ever re-incarnated as a lower form of life. If they fail, they remain as they are or if they have failed many times they are cast back as a spirit.&lt;br /&gt;
* Spirits may be incarnated if they accomplish the task set to them.&lt;br /&gt;
&lt;br /&gt;
Golanists are mostly vegetarian, &amp;quot;eat not the flesh of the thinking&amp;quot;&lt;br /&gt;
most will eat fish, some birds.  Mammals are mostly not eaten - the&lt;br /&gt;
larger and smarter the animal, the less likely they will eat it.&lt;br /&gt;
Though neccessity and hunger overrides this tendancy.  Thier morality&lt;br /&gt;
is one of moderation, they have a heirarchy of morals - chief among&lt;br /&gt;
them is preservation of life including their own - and it&#039;s understood&lt;br /&gt;
that of necessity it is sometimes necessary to &amp;quot;choose the lesser&lt;br /&gt;
evil&amp;quot;.  They do not prosyletize, but will discuss their philosophy&lt;br /&gt;
with anyone who has an interest.  The respect the educated and the&lt;br /&gt;
wise among them and amongst other cultures.  Their charity often goes&lt;br /&gt;
towards schools and educational centers as well as to support their&lt;br /&gt;
religious orders.&lt;br /&gt;
&lt;br /&gt;
The Order of Man and the Church of Man subscribe to the basic belief&lt;br /&gt;
in re-incarnation, but believe that Humankind are the ultimate pinacle&lt;br /&gt;
of life.  They say that Narek the Prophet was sent by God, to save&lt;br /&gt;
Humanity and bring them the message that humans are the pinnacle of&lt;br /&gt;
creation.  They classify magical intelligent beasts as &amp;quot;demons&amp;quot;.  They&lt;br /&gt;
believe in a hell, where unworthy human souls are cast if they fail.&lt;br /&gt;
The Order and Chursh of Man believes that humans only live one life&lt;br /&gt;
and then their souls are finally judged.&lt;br /&gt;
&lt;br /&gt;
The Church of Man differs from the order on several minor points, but&lt;br /&gt;
the major schism is that the Church of Man believes that Narek was&lt;br /&gt;
God, walking the earth, whereas the Order believes that Narek was a&lt;br /&gt;
human with an pristine soul that God chose to enlighten humanity.&lt;br /&gt;
&lt;br /&gt;
The Church and Order are basically identical in morality.  They&lt;br /&gt;
believe that all life was put on the earth for the benefit of&lt;br /&gt;
humankind.  The are not vegetarian like Golanists are and see such a&lt;br /&gt;
practice as ridiculous.  Humans rightful place is above all others in&lt;br /&gt;
their hierarchy.  And within the race of humans they also assert a&lt;br /&gt;
hierarchy based on class and birth.  With royalty above the nobility&lt;br /&gt;
above the non-noble upper class, above the middle and lower class.&lt;br /&gt;
They believe that non-human humanoids are inferior to humans.  The most &lt;br /&gt;
respected elf or dwarf other non-human is seen as below the lowest working class&lt;br /&gt;
human, at least as far as spiritual development is concerned.  &lt;br /&gt;
Slavery is outlawed in the Republic of the Isles, but widely&lt;br /&gt;
practised in the Empire of Rhode.  (Acceptance of slavery is broadly&lt;br /&gt;
coincidental to the Order/Church schism, but based culturally rather&lt;br /&gt;
than in church doctrine).  Many dwarves, halflings and gnomes from the&lt;br /&gt;
south have fled to the north, elves from the southlands have mainly&lt;br /&gt;
stayed, successfully fighting off, slave raids on their forests.&lt;br /&gt;
Half-orcs in the south have been largely subjugated and taught the&lt;br /&gt;
Chruch of Man philosophy and mostly accept their place in life a&lt;br /&gt;
slaves to humans.  In their hierarchy of sins, the Church and Order&lt;br /&gt;
place the life of Humans as first and foremost.  Captial punishment&lt;br /&gt;
however is accepted as a necessity, and as humans often do, there is&lt;br /&gt;
much killing in wars.  All this is excused as fighting for the will of&lt;br /&gt;
god.  The Church and Order do prosyletize and commit a large effort of&lt;br /&gt;
bringing the word of Narek to those who have not accepted it.  Pagan,&lt;br /&gt;
elemental and nature worship are outlawed and many preachers are sent&lt;br /&gt;
to remote communities to try to bring them into the fold.  the Order&lt;br /&gt;
of man is the offical religion of the north, the Chruch of Man in the&lt;br /&gt;
South.&lt;br /&gt;
&lt;br /&gt;
===Elemental Pantheon===&lt;br /&gt;
&lt;br /&gt;
Pre-golan, the dominant religion was belief in the&lt;br /&gt;
four siblings, Umos the god of earth, Wikri the god of fire, Enosa the&lt;br /&gt;
god of water and Freda the god of air, who together created the world.&lt;br /&gt;
In particular orcs and goblinoids believe that they are descended from&lt;br /&gt;
Wikri the god of fire, and that their duty is to act like the flame of&lt;br /&gt;
the earth and consume all in a blaze of glory.  Many humanoid and&lt;br /&gt;
giantish races also subscribe to this pantheon.&lt;br /&gt;
&lt;br /&gt;
* Orcs and goblinoids - Wikri, fire&lt;br /&gt;
* Elves and gnomes - Freda, air&lt;br /&gt;
* Giants and dwarves - Umos, earth&lt;br /&gt;
* Humans and halflings - Enosa, water&lt;br /&gt;
&lt;br /&gt;
===Spirit and Nature Worship===&lt;br /&gt;
&lt;br /&gt;
Rural humans and many non-humans practice&lt;br /&gt;
spirit worship.  They do not acknowledge a creator - or they admit&lt;br /&gt;
ignorance to the creation of the universe but do worship the spirits&lt;br /&gt;
of their ancestors and the spirits of nature.  (This is basically&lt;br /&gt;
equivalent to atheism - since spirits are observable.)  Most notably&lt;br /&gt;
Dragons often follow this belief - they are amused and tolerant with&lt;br /&gt;
golanist worshipers... sometimes.&lt;br /&gt;
&lt;br /&gt;
==Common Worship by Race/Culture==&lt;br /&gt;
&lt;br /&gt;
 Orc/Goblinoid            Elemental&lt;br /&gt;
 Humans of Giant Mtns     Elemental&lt;br /&gt;
 Republic Humans          Order of Man&lt;br /&gt;
 Rural Humans             Elemental&lt;br /&gt;
 Wood Elves               Spirit&lt;br /&gt;
 Republic Elves           Elemental&lt;br /&gt;
 Rhode (All Urban)        Church of Man&lt;br /&gt;
 Wood Gnomes              Spirit&lt;br /&gt;
 Rock Gnomes              Elemental&lt;br /&gt;
 Deep Gnomes              Golanist&lt;br /&gt;
 Giants                   Elemental&lt;br /&gt;
 Dwarves                  Elemental&lt;br /&gt;
 Grey Dwarves             Elemental&lt;br /&gt;
 City Humans              Order/Church of Man&lt;br /&gt;
 Halflings                Golanist&lt;br /&gt;
&lt;br /&gt;
==Nature of Divine Magic==&lt;br /&gt;
&lt;br /&gt;
Where does divine magic come from?  Everyone has a different story.&lt;br /&gt;
&lt;br /&gt;
Golanists, Order and Church believe it comes from God, the creator.&lt;br /&gt;
Church of Man believe that evil divine magic comes from demons in&lt;br /&gt;
hell.  Order and Golanists believe that evil divine magic is a&lt;br /&gt;
corruption and misuse of a gift from god.&lt;br /&gt;
&lt;br /&gt;
Elementalists believe that it comes from their patron god.&lt;br /&gt;
&lt;br /&gt;
Spirit/Nature Worshipers see Divine magic as just another form of&lt;br /&gt;
magic.  Where arcane magic is harnessing the power of the universe&lt;br /&gt;
through mental discipline, divine magic is another approach where&lt;br /&gt;
casters surrender to the flow of magic through nature and work with&lt;br /&gt;
the universe instead of struggling against it.  Beneficial Divine&lt;br /&gt;
magic is seen as the magic of life and in harmony with nature where&lt;br /&gt;
Destructive Divine magic is seen as the magic of Death and the magic&lt;br /&gt;
of the spirit world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20 Rule Modifications==&lt;br /&gt;
&lt;br /&gt;
===Clerics===&lt;br /&gt;
&lt;br /&gt;
Clerics and other Divine spell casters do not get their spells as granted powers from their god, but are casters of magic in their own right.  They may choose two domains of their choice and a loss or change in their faith does not lead to a loss of spell access or divine abilities.  There are no alignment restrictions on spells.  Any cleric may cast Animate Dead or Concecrate, or Desecrate.  Clerics still must choose whether they channel positive or negative energy, determining whether they can rebuke or turn undead and whether that may spontaneosly cast Cure or Inflict Wounds spells.&lt;br /&gt;
&lt;br /&gt;
====Prefered Cleric Domains====&lt;br /&gt;
&lt;br /&gt;
Clerics may choose spheres of their choice regardless of religion or&lt;br /&gt;
background although there are cultural prefereces.&lt;br /&gt;
&lt;br /&gt;
 Golan - Knowledge&lt;br /&gt;
 Order - Sun&lt;br /&gt;
 Church - Good&lt;br /&gt;
 Fire/Water/Air/Earth - Elements&lt;br /&gt;
 Spirit/Nature - Animal, Plant&lt;br /&gt;
 &lt;br /&gt;
===Divine Spell Modifications===&lt;br /&gt;
&lt;br /&gt;
The following spells do not exist in Alia:&lt;br /&gt;
&lt;br /&gt;
* Detect Chaos/Evil/Good/Law - These spells don&#039;t exist.  There are no magical means of determining somebody&#039;s ethics or morality.&lt;br /&gt;
&lt;br /&gt;
For the following spells, remove alignment restrictions.  The spells&lt;br /&gt;
will affect any creature or spell that the caster wishes to affect as&lt;br /&gt;
if they were of neutral alignment and any Undead, Elemental or&lt;br /&gt;
Outsider as if they were of the opposing alignment:&lt;br /&gt;
&lt;br /&gt;
* Protection from Chaos/Evil/Good/Law &lt;br /&gt;
&lt;br /&gt;
* Magic Circle against Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Chaos Hammer/Unholy Blight/Holy Smite/Order&#039;s Wrath&lt;br /&gt;
&lt;br /&gt;
* Dispel Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Blasphemy/Dictum/Word of Chaos/Holy Word &lt;br /&gt;
&lt;br /&gt;
* Holy Aura/Unholy Aura/Cloak of Chaos/Shield of Law &lt;br /&gt;
&lt;br /&gt;
The Good/Evil/Law/Chaos cleric domains do exist.&lt;br /&gt;
 &lt;br /&gt;
===Blackguards and Paladins===&lt;br /&gt;
&lt;br /&gt;
The Paladin power of Smite Evil and the Blackguard power of Smite Good, are replaced by the generic &amp;quot;Smite Foe&amp;quot;, which works on anything regarded as an enemy. There are no alignment restrictions, but Paladins must strike a deal with a Celestial, as Blackguards must strike a deal with an Infernal or Abyssal Outsider.  They lose the ability to Detect Evil or Good, as well as Aura of Good or Evil, but gain a +4 class skill bonus to Sense Motive checks.&lt;br /&gt;
&lt;br /&gt;
===Assasins===&lt;br /&gt;
&lt;br /&gt;
There are no alignment restrictions for Assasins.  In Alia, assassins are a respected (and feared) trade. They are regarded as a political necessity, and if not exactly legal then as a political tool somewhat worse than diplomacy and somewhat better than war.&lt;br /&gt;
&lt;br /&gt;
Guild assasins have a code of honour that they rigidly adhere to, including the following:&lt;br /&gt;
&lt;br /&gt;
* There is one motivation for assassination, money.  Morality, ethics, revenge are the concern of the customer and/or the mark not the Guild or it&#039;s members.  The Guild deals in money and death, nothing else.&lt;br /&gt;
&lt;br /&gt;
* The price of an assasination is dictated by the difficulty of the job, and the importance of the mark, not anything else.&lt;br /&gt;
&lt;br /&gt;
* Money must be paid up front and the job is guaranteed.  If the initial attempt fails, the job will be re-assigned to a more competant assasin, if necessary.&lt;br /&gt;
&lt;br /&gt;
* No lasting harm is to come to any bystanders.&lt;br /&gt;
&lt;br /&gt;
* The death of the mark must be quick and clean.&lt;br /&gt;
&lt;br /&gt;
There are some Assasins who operate outside the auspices of the guild, they may or not have their own code of honor, many are unlike the guild in that they do have moral, ethical or political motivations.&lt;br /&gt;
&lt;br /&gt;
===Holy/Unholy/Axiomatic/Anarchic Weapons===&lt;br /&gt;
&lt;br /&gt;
These weapons are be converted to &amp;quot;Divine&amp;quot; weapons which do +2d6 damage and bypass damage resistance of any Undead, Elemental or Outsider, and any creature with /diving damage reduction (see below).&lt;br /&gt;
&lt;br /&gt;
===Good/Evil/Law/Chaos Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
This is replaced by the Divine type damage reduction.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42270</id>
		<title>Alia:Religion and Divine Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42270"/>
		<updated>2007-01-30T17:08:00Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Holy/Unholy/Axiomatic/Anarchic Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Outsiders, Gods and the Supernatural==&lt;br /&gt;
&lt;br /&gt;
The gods do not walk the earth in Alea.  Nobody knows for certain&lt;br /&gt;
the nature of the universe, although many religious groups claim to&lt;br /&gt;
know the answers.&lt;br /&gt;
&lt;br /&gt;
Good and evil exist, but are not magically detectable or protected&lt;br /&gt;
against.  Characters should not choose an alignment.&lt;br /&gt;
&lt;br /&gt;
Outsiders do exist.  All of them are alien in psychology, language and&lt;br /&gt;
motivation.  Most have very abstract goals, representing ideals and&lt;br /&gt;
concepts rather than anything humanistic.  They are forces of nature,&lt;br /&gt;
elemental icons, or avatars of a cause, idea or place.  They manifest&lt;br /&gt;
as spirits, or demons, or angels.&lt;br /&gt;
&lt;br /&gt;
Ghosts and Undead do exist.  The seem to be caused by one of two&lt;br /&gt;
things: the souls of the dead that remain on this world, spirits that&lt;br /&gt;
possess and animate the empty bodies left behind, and/or bodies or&lt;br /&gt;
skeletons reanimated by magic.  Many undead are not particularly evil,&lt;br /&gt;
they are instead motivated by a disire to complete an important task&lt;br /&gt;
in this world (admittedly often revenge), or are mindless tools of a&lt;br /&gt;
controlling magical force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion in Alea==&lt;br /&gt;
&lt;br /&gt;
===Monotheistic (Golanist) Religions===&lt;br /&gt;
The major religion of the northern civilized&lt;br /&gt;
peoples is that of the Order of Man.  This is the main&lt;br /&gt;
mono-theistic religion of the region although it is a growth from an&lt;br /&gt;
older (less morally rigid) religion called Golanism.  Golanists are&lt;br /&gt;
tolerated within Nolton.  A more recent splinter from the Order of&lt;br /&gt;
Man is the Church of Man also referred as the Southern Heathens.  They&lt;br /&gt;
differ in interpretation of the holy books of Golan the prophet and&lt;br /&gt;
the later books of the prophet Narek (which is the basis for the Order&lt;br /&gt;
of Man.)&lt;br /&gt;
&lt;br /&gt;
The basic theology of golanism is that:&lt;br /&gt;
* there is only one god, who created the world and all in it&lt;br /&gt;
* all creatures have a soul&lt;br /&gt;
* God sees all but does not take action on the earth&lt;br /&gt;
* when a creature dies God judges their lives and either: casts them back into the world as a spirit, or re-incarnates them, or brings them into the eternal reward of heavan&lt;br /&gt;
* To make it into heaven one must strive to uplift all life.  &lt;br /&gt;
* There is a hierarchy of life. Lower life is reincarnated as higher life once they have attained the lessons they are meant to learn.  It is thought that intelligence and wisdom are the ultimate goal.  Dragons are revered as the highest form. &lt;br /&gt;
* No creature is ever re-incarnated as a lower form of life. If they fail, they remain as they are or if they have failed many times they are cast back as a spirit.&lt;br /&gt;
* Spirits may be incarnated if they accomplish the task set to them.&lt;br /&gt;
&lt;br /&gt;
Golanists are mostly vegetarian, &amp;quot;eat not the flesh of the thinking&amp;quot;&lt;br /&gt;
most will eat fish, some birds.  Mammals are mostly not eaten - the&lt;br /&gt;
larger and smarter the animal, the less likely they will eat it.&lt;br /&gt;
Though neccessity and hunger overrides this tendancy.  Thier morality&lt;br /&gt;
is one of moderation, they have a heirarchy of morals - chief among&lt;br /&gt;
them is preservation of life including their own - and it&#039;s understood&lt;br /&gt;
that of necessity it is sometimes necessary to &amp;quot;choose the lesser&lt;br /&gt;
evil&amp;quot;.  They do not prosyletize, but will discuss their philosophy&lt;br /&gt;
with anyone who has an interest.  The respect the educated and the&lt;br /&gt;
wise among them and amongst other cultures.  Their charity often goes&lt;br /&gt;
towards schools and educational centers as well as to support their&lt;br /&gt;
religious orders.&lt;br /&gt;
&lt;br /&gt;
The Order of Man and the Church of Man subscribe to the basic belief&lt;br /&gt;
in re-incarnation, but believe that Humankind are the ultimate pinacle&lt;br /&gt;
of life.  They say that Narek the Prophet was sent by God, to save&lt;br /&gt;
Humanity and bring them the message that humans are the pinnacle of&lt;br /&gt;
creation.  They classify magical intelligent beasts as &amp;quot;demons&amp;quot;.  They&lt;br /&gt;
believe in a hell, where unworthy human souls are cast if they fail.&lt;br /&gt;
The Order and Chursh of Man believes that humans only live one life&lt;br /&gt;
and then their souls are finally judged.&lt;br /&gt;
&lt;br /&gt;
The Church of Man differs from the order on several minor points, but&lt;br /&gt;
the major schism is that the Church of Man believes that Narek was&lt;br /&gt;
God, walking the earth, whereas the Order believes that Narek was a&lt;br /&gt;
human with an pristine soul that God chose to enlighten humanity.&lt;br /&gt;
&lt;br /&gt;
The Church and Order are basically identical in morality.  They&lt;br /&gt;
believe that all life was put on the earth for the benefit of&lt;br /&gt;
humankind.  The are not vegetarian like Golanists are and see such a&lt;br /&gt;
practice as ridiculous.  Humans rightful place is above all others in&lt;br /&gt;
their hierarchy.  And within the race of humans they also assert a&lt;br /&gt;
hierarchy based on class and birth.  With royalty above the nobility&lt;br /&gt;
above the non-noble upper class, above the middle and lower class.&lt;br /&gt;
They believe that non-human humanoids are inferior to humans.  The most &lt;br /&gt;
respected elf or dwarf other non-human is seen as below the lowest working class&lt;br /&gt;
human, at least as far as spiritual development is concerned.  &lt;br /&gt;
Slavery is outlawed in the Republic of the Isles, but widely&lt;br /&gt;
practised in the Empire of Rhode.  (Acceptance of slavery is broadly&lt;br /&gt;
coincidental to the Order/Church schism, but based culturally rather&lt;br /&gt;
than in church doctrine).  Many dwarves, halflings and gnomes from the&lt;br /&gt;
south have fled to the north, elves from the southlands have mainly&lt;br /&gt;
stayed, successfully fighting off, slave raids on their forests.&lt;br /&gt;
Half-orcs in the south have been largely subjugated and taught the&lt;br /&gt;
Chruch of Man philosophy and mostly accept their place in life a&lt;br /&gt;
slaves to humans.  In their hierarchy of sins, the Church and Order&lt;br /&gt;
place the life of Humans as first and foremost.  Captial punishment&lt;br /&gt;
however is accepted as a necessity, and as humans often do, there is&lt;br /&gt;
much killing in wars.  All this is excused as fighting for the will of&lt;br /&gt;
god.  The Church and Order do prosyletize and commit a large effort of&lt;br /&gt;
bringing the word of Narek to those who have not accepted it.  Pagan,&lt;br /&gt;
elemental and nature worship are outlawed and many preachers are sent&lt;br /&gt;
to remote communities to try to bring them into the fold.  the Order&lt;br /&gt;
of man is the offical religion of the north, the Chruch of Man in the&lt;br /&gt;
South.&lt;br /&gt;
&lt;br /&gt;
===Elemental Pantheon===&lt;br /&gt;
&lt;br /&gt;
Pre-golan, the dominant religion was belief in the&lt;br /&gt;
four siblings, Umos the god of earth, Wikri the god of fire, Enosa the&lt;br /&gt;
god of water and Freda the god of air, who together created the world.&lt;br /&gt;
In particular orcs and goblinoids believe that they are descended from&lt;br /&gt;
Wikri the god of fire, and that their duty is to act like the flame of&lt;br /&gt;
the earth and consume all in a blaze of glory.  Many humanoid and&lt;br /&gt;
giantish races also subscribe to this pantheon.&lt;br /&gt;
&lt;br /&gt;
* Orcs and goblinoids - Wikri, fire&lt;br /&gt;
* Elves and gnomes - Freda, air&lt;br /&gt;
* Giants and dwarves - Umos, earth&lt;br /&gt;
* Humans and halflings - Enosa, water&lt;br /&gt;
&lt;br /&gt;
===Spirit and Nature Worship===&lt;br /&gt;
&lt;br /&gt;
Rural humans and many non-humans practice&lt;br /&gt;
spirit worship.  They do not acknowledge a creator - or they admit&lt;br /&gt;
ignorance to the creation of the universe but do worship the spirits&lt;br /&gt;
of their ancestors and the spirits of nature.  (This is basically&lt;br /&gt;
equivalent to atheism - since spirits are observable.)  Most notably&lt;br /&gt;
Dragons often follow this belief - they are amused and tolerant with&lt;br /&gt;
golanist worshipers... sometimes.&lt;br /&gt;
&lt;br /&gt;
==Common Worship by Race/Culture==&lt;br /&gt;
&lt;br /&gt;
 Orc/Goblinoid            Elemental&lt;br /&gt;
 Humans of Giant Mtns     Elemental&lt;br /&gt;
 Republic Humans          Order of Man&lt;br /&gt;
 Rural Humans             Elemental&lt;br /&gt;
 Wood Elves               Spirit&lt;br /&gt;
 Republic Elves           Elemental&lt;br /&gt;
 Rhode (All Urban)        Church of Man&lt;br /&gt;
 Wood Gnomes              Spirit&lt;br /&gt;
 Rock Gnomes              Elemental&lt;br /&gt;
 Deep Gnomes              Golanist&lt;br /&gt;
 Giants                   Elemental&lt;br /&gt;
 Dwarves                  Elemental&lt;br /&gt;
 Grey Dwarves             Elemental&lt;br /&gt;
 City Humans              Order/Church of Man&lt;br /&gt;
 Halflings                Golanist&lt;br /&gt;
&lt;br /&gt;
==Nature of Divine Magic==&lt;br /&gt;
&lt;br /&gt;
Where does divine magic come from?  Everyone has a different story.&lt;br /&gt;
&lt;br /&gt;
Golanists, Order and Church believe it comes from God, the creator.&lt;br /&gt;
Church of Man believe that evil divine magic comes from demons in&lt;br /&gt;
hell.  Order and Golanists believe that evil divine magic is a&lt;br /&gt;
corruption and misuse of a gift from god.&lt;br /&gt;
&lt;br /&gt;
Elementalists believe that it comes from their patron god.&lt;br /&gt;
&lt;br /&gt;
Spirit/Nature Worshipers see Divine magic as just another form of&lt;br /&gt;
magic.  Where arcane magic is harnessing the power of the universe&lt;br /&gt;
through mental discipline, divine magic is another approach where&lt;br /&gt;
casters surrender to the flow of magic through nature and work with&lt;br /&gt;
the universe instead of struggling against it.  Beneficial Divine&lt;br /&gt;
magic is seen as the magic of life and in harmony with nature where&lt;br /&gt;
Destructive Divine magic is seen as the magic of Death and the magic&lt;br /&gt;
of the spirit world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20 Rule Modifications==&lt;br /&gt;
&lt;br /&gt;
===Clerics===&lt;br /&gt;
&lt;br /&gt;
Clerics and other Divine spell casters do not get their spells as granted powers from their god, but are casters of magic in their own right.  They may choose two domains of their choice and a loss or change in their faith does not lead to a loss of spell access or divine abilities.  There are no alignment restrictions on spells.  Any cleric may cast Animate Dead or Concecrate, or Desecrate.  Clerics still must choose whether they channel positive or negative energy, determining whether they can rebuke or turn undead and whether that may spontaneosly cast Cure or Inflict Wounds spells.&lt;br /&gt;
&lt;br /&gt;
====Prefered Cleric Domains====&lt;br /&gt;
&lt;br /&gt;
Clerics may choose spheres of their choice regardless of religion or&lt;br /&gt;
background although there are cultural prefereces.&lt;br /&gt;
&lt;br /&gt;
 Golan - Knowledge&lt;br /&gt;
 Order - Sun&lt;br /&gt;
 Church - Good&lt;br /&gt;
 Fire/Water/Air/Earth - Elements&lt;br /&gt;
 Spirit/Nature - Animal, Plant&lt;br /&gt;
 &lt;br /&gt;
===Divine Spell Modifications===&lt;br /&gt;
&lt;br /&gt;
The following spells do not exist in Alia:&lt;br /&gt;
&lt;br /&gt;
* Detect Chaos/Evil/Good/Law - These spells don&#039;t exist.  There are no magical means of determining somebody&#039;s ethics or morality.&lt;br /&gt;
&lt;br /&gt;
For the following spells, remove alignment restrictions.  The spells&lt;br /&gt;
will affect any creature or spell that the caster wishes to affect as&lt;br /&gt;
if they were of neutral alignment and any Undead, Elemental or&lt;br /&gt;
Outsider as if they were of the opposing alignment:&lt;br /&gt;
&lt;br /&gt;
* Protection from Chaos/Evil/Good/Law &lt;br /&gt;
&lt;br /&gt;
* Magic Circle against Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Chaos Hammer/Unholy Blight/Holy Smite/Order&#039;s Wrath&lt;br /&gt;
&lt;br /&gt;
* Dispel Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Blasphemy/Dictum/Word of Chaos/Holy Word &lt;br /&gt;
&lt;br /&gt;
* Holy Aura/Unholy Aura/Cloak of Chaos/Shield of Law &lt;br /&gt;
&lt;br /&gt;
The Good/Evil/Law/Chaos cleric domains do exist.&lt;br /&gt;
 &lt;br /&gt;
===Blackguards and Paladins===&lt;br /&gt;
&lt;br /&gt;
The Paladin power of Smite Evil and the Blackguard power of Smite Good, are replaced by the generic &amp;quot;Smite Foe&amp;quot;, which works on anything regarded as an enemy. There are no alignment restrictions, but Paladins must strike a deal with a Celestial, as Blackguards must strike a deal with an Infernal or Abyssal Outsider.  They lose the ability to Detect Evil or Good, as well as Aura of Good or Evil, but gain a +4 class skill bonus to Sense Motive checks.&lt;br /&gt;
&lt;br /&gt;
===Assasins===&lt;br /&gt;
&lt;br /&gt;
There are no alignment restrictions for Assasins.  In Alia, assassins are a respected (and feared) trade. They are regarded as a political necessity, and if not exactly legal then as a political tool somewhat worse than diplomacy and somewhat better than war.&lt;br /&gt;
&lt;br /&gt;
Guild assasins have a code of honour that they rigidly adhere to, including the following:&lt;br /&gt;
&lt;br /&gt;
* There is one motivation for assassination, money.  Morality, ethics, revenge are the concern of the customer and/or the mark not the Guild or it&#039;s members.  The Guild deals in money and death, nothing else.&lt;br /&gt;
&lt;br /&gt;
* The price of an assasination is dictated by the difficulty of the job, and the importance of the mark, not anything else.&lt;br /&gt;
&lt;br /&gt;
* Money must be paid up front and the job is guaranteed.  If the initial attempt fails, the job will be re-assigned to a more competant assasin, if necessary.&lt;br /&gt;
&lt;br /&gt;
* No lasting harm is to come to any bystanders.&lt;br /&gt;
&lt;br /&gt;
* The death of the mark must be quick and clean.&lt;br /&gt;
&lt;br /&gt;
There are some Assasins who operate outside the auspices of the guild, they may or not have their own code of honor, many are unlike the guild in that they do have moral, ethical or political motivations.&lt;br /&gt;
&lt;br /&gt;
===Holy/Unholy/Axiomatic/Anarchic Weapons===&lt;br /&gt;
&lt;br /&gt;
These weapons are be converted to &amp;quot;Divine&amp;quot; weapons which do +2d6 damage and bypass damage resistance of any Undead, Elemental or Outsider, and any creature with /diving damage reduction (see below).&lt;br /&gt;
&lt;br /&gt;
===Good/Evil/Law/Chaos Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
This is replaced by the Divine type damage reduction.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42269</id>
		<title>Alia:Religion and Divine Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Religion_and_Divine_Magic&amp;diff=42269"/>
		<updated>2007-01-30T17:07:28Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Holy/Unholy/Axiomatic/Anarchic Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Outsiders, Gods and the Supernatural==&lt;br /&gt;
&lt;br /&gt;
The gods do not walk the earth in Alea.  Nobody knows for certain&lt;br /&gt;
the nature of the universe, although many religious groups claim to&lt;br /&gt;
know the answers.&lt;br /&gt;
&lt;br /&gt;
Good and evil exist, but are not magically detectable or protected&lt;br /&gt;
against.  Characters should not choose an alignment.&lt;br /&gt;
&lt;br /&gt;
Outsiders do exist.  All of them are alien in psychology, language and&lt;br /&gt;
motivation.  Most have very abstract goals, representing ideals and&lt;br /&gt;
concepts rather than anything humanistic.  They are forces of nature,&lt;br /&gt;
elemental icons, or avatars of a cause, idea or place.  They manifest&lt;br /&gt;
as spirits, or demons, or angels.&lt;br /&gt;
&lt;br /&gt;
Ghosts and Undead do exist.  The seem to be caused by one of two&lt;br /&gt;
things: the souls of the dead that remain on this world, spirits that&lt;br /&gt;
possess and animate the empty bodies left behind, and/or bodies or&lt;br /&gt;
skeletons reanimated by magic.  Many undead are not particularly evil,&lt;br /&gt;
they are instead motivated by a disire to complete an important task&lt;br /&gt;
in this world (admittedly often revenge), or are mindless tools of a&lt;br /&gt;
controlling magical force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion in Alea==&lt;br /&gt;
&lt;br /&gt;
===Monotheistic (Golanist) Religions===&lt;br /&gt;
The major religion of the northern civilized&lt;br /&gt;
peoples is that of the Order of Man.  This is the main&lt;br /&gt;
mono-theistic religion of the region although it is a growth from an&lt;br /&gt;
older (less morally rigid) religion called Golanism.  Golanists are&lt;br /&gt;
tolerated within Nolton.  A more recent splinter from the Order of&lt;br /&gt;
Man is the Church of Man also referred as the Southern Heathens.  They&lt;br /&gt;
differ in interpretation of the holy books of Golan the prophet and&lt;br /&gt;
the later books of the prophet Narek (which is the basis for the Order&lt;br /&gt;
of Man.)&lt;br /&gt;
&lt;br /&gt;
The basic theology of golanism is that:&lt;br /&gt;
* there is only one god, who created the world and all in it&lt;br /&gt;
* all creatures have a soul&lt;br /&gt;
* God sees all but does not take action on the earth&lt;br /&gt;
* when a creature dies God judges their lives and either: casts them back into the world as a spirit, or re-incarnates them, or brings them into the eternal reward of heavan&lt;br /&gt;
* To make it into heaven one must strive to uplift all life.  &lt;br /&gt;
* There is a hierarchy of life. Lower life is reincarnated as higher life once they have attained the lessons they are meant to learn.  It is thought that intelligence and wisdom are the ultimate goal.  Dragons are revered as the highest form. &lt;br /&gt;
* No creature is ever re-incarnated as a lower form of life. If they fail, they remain as they are or if they have failed many times they are cast back as a spirit.&lt;br /&gt;
* Spirits may be incarnated if they accomplish the task set to them.&lt;br /&gt;
&lt;br /&gt;
Golanists are mostly vegetarian, &amp;quot;eat not the flesh of the thinking&amp;quot;&lt;br /&gt;
most will eat fish, some birds.  Mammals are mostly not eaten - the&lt;br /&gt;
larger and smarter the animal, the less likely they will eat it.&lt;br /&gt;
Though neccessity and hunger overrides this tendancy.  Thier morality&lt;br /&gt;
is one of moderation, they have a heirarchy of morals - chief among&lt;br /&gt;
them is preservation of life including their own - and it&#039;s understood&lt;br /&gt;
that of necessity it is sometimes necessary to &amp;quot;choose the lesser&lt;br /&gt;
evil&amp;quot;.  They do not prosyletize, but will discuss their philosophy&lt;br /&gt;
with anyone who has an interest.  The respect the educated and the&lt;br /&gt;
wise among them and amongst other cultures.  Their charity often goes&lt;br /&gt;
towards schools and educational centers as well as to support their&lt;br /&gt;
religious orders.&lt;br /&gt;
&lt;br /&gt;
The Order of Man and the Church of Man subscribe to the basic belief&lt;br /&gt;
in re-incarnation, but believe that Humankind are the ultimate pinacle&lt;br /&gt;
of life.  They say that Narek the Prophet was sent by God, to save&lt;br /&gt;
Humanity and bring them the message that humans are the pinnacle of&lt;br /&gt;
creation.  They classify magical intelligent beasts as &amp;quot;demons&amp;quot;.  They&lt;br /&gt;
believe in a hell, where unworthy human souls are cast if they fail.&lt;br /&gt;
The Order and Chursh of Man believes that humans only live one life&lt;br /&gt;
and then their souls are finally judged.&lt;br /&gt;
&lt;br /&gt;
The Church of Man differs from the order on several minor points, but&lt;br /&gt;
the major schism is that the Church of Man believes that Narek was&lt;br /&gt;
God, walking the earth, whereas the Order believes that Narek was a&lt;br /&gt;
human with an pristine soul that God chose to enlighten humanity.&lt;br /&gt;
&lt;br /&gt;
The Church and Order are basically identical in morality.  They&lt;br /&gt;
believe that all life was put on the earth for the benefit of&lt;br /&gt;
humankind.  The are not vegetarian like Golanists are and see such a&lt;br /&gt;
practice as ridiculous.  Humans rightful place is above all others in&lt;br /&gt;
their hierarchy.  And within the race of humans they also assert a&lt;br /&gt;
hierarchy based on class and birth.  With royalty above the nobility&lt;br /&gt;
above the non-noble upper class, above the middle and lower class.&lt;br /&gt;
They believe that non-human humanoids are inferior to humans.  The most &lt;br /&gt;
respected elf or dwarf other non-human is seen as below the lowest working class&lt;br /&gt;
human, at least as far as spiritual development is concerned.  &lt;br /&gt;
Slavery is outlawed in the Republic of the Isles, but widely&lt;br /&gt;
practised in the Empire of Rhode.  (Acceptance of slavery is broadly&lt;br /&gt;
coincidental to the Order/Church schism, but based culturally rather&lt;br /&gt;
than in church doctrine).  Many dwarves, halflings and gnomes from the&lt;br /&gt;
south have fled to the north, elves from the southlands have mainly&lt;br /&gt;
stayed, successfully fighting off, slave raids on their forests.&lt;br /&gt;
Half-orcs in the south have been largely subjugated and taught the&lt;br /&gt;
Chruch of Man philosophy and mostly accept their place in life a&lt;br /&gt;
slaves to humans.  In their hierarchy of sins, the Church and Order&lt;br /&gt;
place the life of Humans as first and foremost.  Captial punishment&lt;br /&gt;
however is accepted as a necessity, and as humans often do, there is&lt;br /&gt;
much killing in wars.  All this is excused as fighting for the will of&lt;br /&gt;
god.  The Church and Order do prosyletize and commit a large effort of&lt;br /&gt;
bringing the word of Narek to those who have not accepted it.  Pagan,&lt;br /&gt;
elemental and nature worship are outlawed and many preachers are sent&lt;br /&gt;
to remote communities to try to bring them into the fold.  the Order&lt;br /&gt;
of man is the offical religion of the north, the Chruch of Man in the&lt;br /&gt;
South.&lt;br /&gt;
&lt;br /&gt;
===Elemental Pantheon===&lt;br /&gt;
&lt;br /&gt;
Pre-golan, the dominant religion was belief in the&lt;br /&gt;
four siblings, Umos the god of earth, Wikri the god of fire, Enosa the&lt;br /&gt;
god of water and Freda the god of air, who together created the world.&lt;br /&gt;
In particular orcs and goblinoids believe that they are descended from&lt;br /&gt;
Wikri the god of fire, and that their duty is to act like the flame of&lt;br /&gt;
the earth and consume all in a blaze of glory.  Many humanoid and&lt;br /&gt;
giantish races also subscribe to this pantheon.&lt;br /&gt;
&lt;br /&gt;
* Orcs and goblinoids - Wikri, fire&lt;br /&gt;
* Elves and gnomes - Freda, air&lt;br /&gt;
* Giants and dwarves - Umos, earth&lt;br /&gt;
* Humans and halflings - Enosa, water&lt;br /&gt;
&lt;br /&gt;
===Spirit and Nature Worship===&lt;br /&gt;
&lt;br /&gt;
Rural humans and many non-humans practice&lt;br /&gt;
spirit worship.  They do not acknowledge a creator - or they admit&lt;br /&gt;
ignorance to the creation of the universe but do worship the spirits&lt;br /&gt;
of their ancestors and the spirits of nature.  (This is basically&lt;br /&gt;
equivalent to atheism - since spirits are observable.)  Most notably&lt;br /&gt;
Dragons often follow this belief - they are amused and tolerant with&lt;br /&gt;
golanist worshipers... sometimes.&lt;br /&gt;
&lt;br /&gt;
==Common Worship by Race/Culture==&lt;br /&gt;
&lt;br /&gt;
 Orc/Goblinoid            Elemental&lt;br /&gt;
 Humans of Giant Mtns     Elemental&lt;br /&gt;
 Republic Humans          Order of Man&lt;br /&gt;
 Rural Humans             Elemental&lt;br /&gt;
 Wood Elves               Spirit&lt;br /&gt;
 Republic Elves           Elemental&lt;br /&gt;
 Rhode (All Urban)        Church of Man&lt;br /&gt;
 Wood Gnomes              Spirit&lt;br /&gt;
 Rock Gnomes              Elemental&lt;br /&gt;
 Deep Gnomes              Golanist&lt;br /&gt;
 Giants                   Elemental&lt;br /&gt;
 Dwarves                  Elemental&lt;br /&gt;
 Grey Dwarves             Elemental&lt;br /&gt;
 City Humans              Order/Church of Man&lt;br /&gt;
 Halflings                Golanist&lt;br /&gt;
&lt;br /&gt;
==Nature of Divine Magic==&lt;br /&gt;
&lt;br /&gt;
Where does divine magic come from?  Everyone has a different story.&lt;br /&gt;
&lt;br /&gt;
Golanists, Order and Church believe it comes from God, the creator.&lt;br /&gt;
Church of Man believe that evil divine magic comes from demons in&lt;br /&gt;
hell.  Order and Golanists believe that evil divine magic is a&lt;br /&gt;
corruption and misuse of a gift from god.&lt;br /&gt;
&lt;br /&gt;
Elementalists believe that it comes from their patron god.&lt;br /&gt;
&lt;br /&gt;
Spirit/Nature Worshipers see Divine magic as just another form of&lt;br /&gt;
magic.  Where arcane magic is harnessing the power of the universe&lt;br /&gt;
through mental discipline, divine magic is another approach where&lt;br /&gt;
casters surrender to the flow of magic through nature and work with&lt;br /&gt;
the universe instead of struggling against it.  Beneficial Divine&lt;br /&gt;
magic is seen as the magic of life and in harmony with nature where&lt;br /&gt;
Destructive Divine magic is seen as the magic of Death and the magic&lt;br /&gt;
of the spirit world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==D20 Rule Modifications==&lt;br /&gt;
&lt;br /&gt;
===Clerics===&lt;br /&gt;
&lt;br /&gt;
Clerics and other Divine spell casters do not get their spells as granted powers from their god, but are casters of magic in their own right.  They may choose two domains of their choice and a loss or change in their faith does not lead to a loss of spell access or divine abilities.  There are no alignment restrictions on spells.  Any cleric may cast Animate Dead or Concecrate, or Desecrate.  Clerics still must choose whether they channel positive or negative energy, determining whether they can rebuke or turn undead and whether that may spontaneosly cast Cure or Inflict Wounds spells.&lt;br /&gt;
&lt;br /&gt;
====Prefered Cleric Domains====&lt;br /&gt;
&lt;br /&gt;
Clerics may choose spheres of their choice regardless of religion or&lt;br /&gt;
background although there are cultural prefereces.&lt;br /&gt;
&lt;br /&gt;
 Golan - Knowledge&lt;br /&gt;
 Order - Sun&lt;br /&gt;
 Church - Good&lt;br /&gt;
 Fire/Water/Air/Earth - Elements&lt;br /&gt;
 Spirit/Nature - Animal, Plant&lt;br /&gt;
 &lt;br /&gt;
===Divine Spell Modifications===&lt;br /&gt;
&lt;br /&gt;
The following spells do not exist in Alia:&lt;br /&gt;
&lt;br /&gt;
* Detect Chaos/Evil/Good/Law - These spells don&#039;t exist.  There are no magical means of determining somebody&#039;s ethics or morality.&lt;br /&gt;
&lt;br /&gt;
For the following spells, remove alignment restrictions.  The spells&lt;br /&gt;
will affect any creature or spell that the caster wishes to affect as&lt;br /&gt;
if they were of neutral alignment and any Undead, Elemental or&lt;br /&gt;
Outsider as if they were of the opposing alignment:&lt;br /&gt;
&lt;br /&gt;
* Protection from Chaos/Evil/Good/Law &lt;br /&gt;
&lt;br /&gt;
* Magic Circle against Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Chaos Hammer/Unholy Blight/Holy Smite/Order&#039;s Wrath&lt;br /&gt;
&lt;br /&gt;
* Dispel Chaos/Evil/Good/Law&lt;br /&gt;
&lt;br /&gt;
* Blasphemy/Dictum/Word of Chaos/Holy Word &lt;br /&gt;
&lt;br /&gt;
* Holy Aura/Unholy Aura/Cloak of Chaos/Shield of Law &lt;br /&gt;
&lt;br /&gt;
The Good/Evil/Law/Chaos cleric domains do exist.&lt;br /&gt;
 &lt;br /&gt;
===Blackguards and Paladins===&lt;br /&gt;
&lt;br /&gt;
The Paladin power of Smite Evil and the Blackguard power of Smite Good, are replaced by the generic &amp;quot;Smite Foe&amp;quot;, which works on anything regarded as an enemy. There are no alignment restrictions, but Paladins must strike a deal with a Celestial, as Blackguards must strike a deal with an Infernal or Abyssal Outsider.  They lose the ability to Detect Evil or Good, as well as Aura of Good or Evil, but gain a +4 class skill bonus to Sense Motive checks.&lt;br /&gt;
&lt;br /&gt;
===Assasins===&lt;br /&gt;
&lt;br /&gt;
There are no alignment restrictions for Assasins.  In Alia, assassins are a respected (and feared) trade. They are regarded as a political necessity, and if not exactly legal then as a political tool somewhat worse than diplomacy and somewhat better than war.&lt;br /&gt;
&lt;br /&gt;
Guild assasins have a code of honour that they rigidly adhere to, including the following:&lt;br /&gt;
&lt;br /&gt;
* There is one motivation for assassination, money.  Morality, ethics, revenge are the concern of the customer and/or the mark not the Guild or it&#039;s members.  The Guild deals in money and death, nothing else.&lt;br /&gt;
&lt;br /&gt;
* The price of an assasination is dictated by the difficulty of the job, and the importance of the mark, not anything else.&lt;br /&gt;
&lt;br /&gt;
* Money must be paid up front and the job is guaranteed.  If the initial attempt fails, the job will be re-assigned to a more competant assasin, if necessary.&lt;br /&gt;
&lt;br /&gt;
* No lasting harm is to come to any bystanders.&lt;br /&gt;
&lt;br /&gt;
* The death of the mark must be quick and clean.&lt;br /&gt;
&lt;br /&gt;
There are some Assasins who operate outside the auspices of the guild, they may or not have their own code of honor, many are unlike the guild in that they do have moral, ethical or political motivations.&lt;br /&gt;
&lt;br /&gt;
===Holy/Unholy/Axiomatic/Anarchic Weapons===&lt;br /&gt;
&lt;br /&gt;
These weapons are be converted to &amp;quot;Divine&amp;quot; weapons which do +2d6 damage and bypass damage resistance of any Undead, Elemental or Outsider, and any creature with /(alignment) damage reduction.&lt;br /&gt;
&lt;br /&gt;
===Good/Evil/Law/Chaos Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
This is replaced by the Divine type damage reduction.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42268</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42268"/>
		<updated>2007-01-30T16:57:02Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Mountain Dwarves (Scattered and of Cragmore) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically at least 100 dwarves in residence: &lt;br /&gt;
3 Thanes (10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has at least 10 wives, each having several children).  &lt;br /&gt;
&lt;br /&gt;
A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  &lt;br /&gt;
Typical activities in a clanhome include crafting of armor, weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture and herding is done in dwarven communities, but the primary occupation is production of trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 15% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 15% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 15 wives, 10 boys, 10 girls, 15 unmarried women.  It will support around 25 adventuring men, and will have about 15 married daughters who have joined other clans.&lt;br /&gt;
&lt;br /&gt;
This distribution is an average.  New clans will be smaller and will consist of only the thanes, keepers and clanwives and children.  Clans that have been established carry on after the death of their Thane, with the wives re-marrying a newly annointed Thane.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who come from the north west part of the Shadow Wood, &lt;br /&gt;
and Rock Gnomes who come from the foothills near Estvald.  &lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall, their kingdom has stagnated - no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders and the Rock Gnomes of Greenhill have been integrated into the Giant&#039;s mountain kingdom.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Given the choice between slavery by the Empire in the south or service to the giants in Greenhill, some Gnomes have chosed to joinen the Deep Dwarves in their colonization of the depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly from their surface brethren, with one exception.  They are adapting to the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42267</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42267"/>
		<updated>2007-01-30T16:50:25Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Dwarven Population Breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 15% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 15% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 15 wives, 10 boys, 10 girls, 15 unmarried women.  It will support around 25 adventuring men, and will have about 15 married daughters who have joined other clans.&lt;br /&gt;
&lt;br /&gt;
This distribution is an average.  New clans will be smaller and will consist of only the thanes, keepers and clanwives and children.  Clans that have been established carry on after the death of their Thane, with the wives re-marrying a newly annointed Thane.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who come from the north west part of the Shadow Wood, &lt;br /&gt;
and Rock Gnomes who come from the foothills near Estvald.  &lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall, their kingdom has stagnated - no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders and the Rock Gnomes of Greenhill have been integrated into the Giant&#039;s mountain kingdom.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Given the choice between slavery by the Empire in the south or service to the giants in Greenhill, some Gnomes have chosed to joinen the Deep Dwarves in their colonization of the depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly from their surface brethren, with one exception.  They are adapting to the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42266</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42266"/>
		<updated>2007-01-30T16:35:52Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Gnomes of the Depths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who come from the north west part of the Shadow Wood, &lt;br /&gt;
and Rock Gnomes who come from the foothills near Estvald.  &lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall, their kingdom has stagnated - no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders and the Rock Gnomes of Greenhill have been integrated into the Giant&#039;s mountain kingdom.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Given the choice between slavery by the Empire in the south or service to the giants in Greenhill, some Gnomes have chosed to joinen the Deep Dwarves in their colonization of the depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly from their surface brethren, with one exception.  They are adapting to the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42265</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42265"/>
		<updated>2007-01-30T16:33:48Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Rock Gnomes of Greenhill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who come from the north west part of the Shadow Wood, &lt;br /&gt;
and Rock Gnomes who come from the foothills near Estvald.  &lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall, their kingdom has stagnated - no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders and the Rock Gnomes of Greenhill have been integrated into the Giant&#039;s mountain kingdom.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Some gnomes have joined the Deep Dwarves in their colonization of the&lt;br /&gt;
depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly&lt;br /&gt;
from their surface brethren, with one exception.  They are adapting to&lt;br /&gt;
the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42264</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42264"/>
		<updated>2007-01-30T16:30:59Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Gnomes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who come from the north west part of the Shadow Wood, &lt;br /&gt;
and Rock Gnomes who come from the foothills near Estvald.  &lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall their kingdom has stagnated, no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Some gnomes have joined the Deep Dwarves in their colonization of the&lt;br /&gt;
depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly&lt;br /&gt;
from their surface brethren, with one exception.  They are adapting to&lt;br /&gt;
the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42263</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42263"/>
		<updated>2007-01-30T16:29:06Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Rock Gnomes of Greenhill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall their kingdom has stagnated, no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Some gnomes have joined the Deep Dwarves in their colonization of the&lt;br /&gt;
depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly&lt;br /&gt;
from their surface brethren, with one exception.  They are adapting to&lt;br /&gt;
the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42262</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42262"/>
		<updated>2007-01-30T16:28:31Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Rock Gnomes of Greenhill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who lived at edges of the great southern forest, and Rock Gnomes who&lt;br /&gt;
lived in the foothills near the fallen dwarven empire.  &lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall their kingdom has stagnated, no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Some gnomes have joined the Deep Dwarves in their colonization of the&lt;br /&gt;
depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly&lt;br /&gt;
from their surface brethren, with one exception.  They are adapting to&lt;br /&gt;
the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42261</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42261"/>
		<updated>2007-01-30T16:27:30Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Rock Gnomes of Greenhill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
Gnomes have two separate ancestries, Wood Gnomes&lt;br /&gt;
who lived at edges of the great southern forest, and Rock Gnomes who&lt;br /&gt;
lived in the foothills near the fallen dwarven empire.  &lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the Rock Gnomes&lt;br /&gt;
fought along side the dwarves.  After the&lt;br /&gt;
dwarven halls fell, the Rock Gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled at Silver Peak and Cragmore.  Although the Dwarves were incensed with the Gnomes after their betrayal, the years have softened their hearts and Dwarves have forgiven the Rock Gnomes surrender.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and since it&#039;s fall their kingdom has stagnated, no longer the great center of learning and magical research that it was.  Greenhill is now quite insular against outsiders.&lt;br /&gt;
&lt;br /&gt;
Gnomes in the south have suffered a similar plight as Wood Elves in&lt;br /&gt;
regards to slavery by the Empire.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Some gnomes have joined the Deep Dwarves in their colonization of the&lt;br /&gt;
depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly&lt;br /&gt;
from their surface brethren, with one exception.  They are adapting to&lt;br /&gt;
the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42260</id>
		<title>Alia:Peoples</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Peoples&amp;diff=42260"/>
		<updated>2007-01-30T16:20:53Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Dwarven Population Breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Monstrous Civilizations==&lt;br /&gt;
&lt;br /&gt;
===Giants of Estvald===&lt;br /&gt;
&lt;br /&gt;
The western mountains are ruled over by the Giants.  A country they&lt;br /&gt;
call Estvald was seized control from the Dwarves nearly 500&lt;br /&gt;
years ago.  It is filled with great mountain cities.  It is actually&lt;br /&gt;
an eastern extension of a larger giantish kingdom to the west where&lt;br /&gt;
the Cloud Giants rule from their floating palaces.&lt;br /&gt;
&lt;br /&gt;
The giants of Estvald rule over, the lesser giantish races of trolls,&lt;br /&gt;
ettins, and ogres, and who are served by towns of orcs, half orcs, and&lt;br /&gt;
humans.  Estvald is run as a loose alliance of city-states, each city&lt;br /&gt;
of giants being claimed by Hill, Stone, Frost, and Fire Giants, ruling&lt;br /&gt;
a section of Estvald.&lt;br /&gt;
&lt;br /&gt;
The Hill Giants, control the easternmost mountains along the coast.&lt;br /&gt;
The coastal villages of Prolia pays tribute to the Hill Giants, who&lt;br /&gt;
live in ten tribes numbering about 30 giants each.&lt;br /&gt;
&lt;br /&gt;
The Frost Giants, of the northern reaches live in and around the&lt;br /&gt;
fortress of Zara&#039;dun.  They number 60 and are led by a ruthless 8th&lt;br /&gt;
level Blackguard Jarl, called Frondik.  They command a tribe of 100&lt;br /&gt;
Ogres led by an Ogre Mage and supported by several dozen winter&lt;br /&gt;
wolves.  The bugbears, hobgoblins and goblins of the northern forests&lt;br /&gt;
pay tribute to the frost giants.&lt;br /&gt;
&lt;br /&gt;
The Fire Giants of the southern reaches, occupy a newly built&lt;br /&gt;
volcano-side stronghold above the ruined dwarven city of Stron&#039;dul.&lt;br /&gt;
They number 45 and are joined by a tribe of 30 Trolls and a tribe of&lt;br /&gt;
20 Ettins, and command a pack of 30 Hell Hounds.  They are led by a&lt;br /&gt;
6th level Cleric of Wikri (Fire).  The rock gnomes pay tribute to the&lt;br /&gt;
Fire Giants.&lt;br /&gt;
&lt;br /&gt;
The Stone Giants, live in the inland reaches of Estvald, in the great&lt;br /&gt;
fallen Dwarven city, of Quar&#039;firk.  The stone giants number around&lt;br /&gt;
200, and rule over no one but themselves.  Thier elder leader is a&lt;br /&gt;
10th level Sorcerer. &lt;br /&gt;
&lt;br /&gt;
All the mountain regions ruled by the giants are inhabited by several&lt;br /&gt;
wandering tribes of Ogres, Trolls and Ettins.  These tribes do not&lt;br /&gt;
rule, but wander the mountains making their lives by hunting, and by&lt;br /&gt;
taking tribute from the weaker humanoid races that inhabit the region.&lt;br /&gt;
&lt;br /&gt;
Orcs, Half Orcs, and Humans are plentiful in the giantish lands,&lt;br /&gt;
living in several scattered towns in the valleys of the mountain&lt;br /&gt;
kingdom.  They harvest timber, farm the land, and operate the mines.&lt;br /&gt;
There is no racial hierarchy among the humanoids.  Each such operation&lt;br /&gt;
is run by a humanoids put into power by the ruling giant class.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other outsiders are unwelcome in giantish lands, although&lt;br /&gt;
the occasional gnome may be found within the mountain kingdom.&lt;br /&gt;
Humans of the giantish kingdom are fully integrated into giantish&lt;br /&gt;
culture and have little in common and no sympathy for the human&lt;br /&gt;
empires of the east.&lt;br /&gt;
&lt;br /&gt;
The common languages spoken in the mountain kingdom are giantish and&lt;br /&gt;
orcish.&lt;br /&gt;
&lt;br /&gt;
===Humanoids of The Northern Forest===&lt;br /&gt;
&lt;br /&gt;
The Northern Forest is far reaching and covers all the area north of&lt;br /&gt;
the mountains of the west, west of the northern coastline, and south&lt;br /&gt;
of the northern wastes.  The near part of the forest is ruled over by&lt;br /&gt;
a kingdom of hobgoblins.  Goblins and kobolds also live in the area&lt;br /&gt;
but are subservient to the hobgoblins.  The hobgoblins pay tribute to&lt;br /&gt;
the giants of the mountains in exchange for the right to trade with&lt;br /&gt;
the giant kingdom.  Most trade is timber going into the mountains and&lt;br /&gt;
metal coming north.&lt;br /&gt;
&lt;br /&gt;
There are rumors of a tribe of northern wood elves and of a tribe of&lt;br /&gt;
northern humans beyond the hobgoblins, but no one has confirmed this.&lt;br /&gt;
&lt;br /&gt;
===Dragons===&lt;br /&gt;
&lt;br /&gt;
Dragons are not-color coded based on alignment.  Although there is&lt;br /&gt;
correspondence between dragon color and ability.  Red dragons are not&lt;br /&gt;
more evil or chaotic than gold, in fact dragon scale color is not a&lt;br /&gt;
species indicator, but rather a complex genetic trait.  &lt;br /&gt;
&lt;br /&gt;
Dragons are a powerful force in the world and are fairly numerous all&lt;br /&gt;
over Alia.  They ignore the politics of the humanoid races, rule&lt;br /&gt;
over small fiefdoms (usually everything within a half days flight from&lt;br /&gt;
their lair) and socialize, scheme and war mostly among their own kind.&lt;br /&gt;
A dragon fiefdom may be found anywhere, is normally ruled by lord and&lt;br /&gt;
lady dragon of at least &amp;quot;Old&amp;quot; age, and is inhabited by 5-20 relatives&lt;br /&gt;
and liege-dragons.&lt;br /&gt;
&lt;br /&gt;
Dragons commonly allow humanoid towns or villages, and nomadic people&lt;br /&gt;
access to their lands for tribute.  Usually tribute is in gold,&lt;br /&gt;
sometimes in trade goods or craftwork, occasionally in livestock.&lt;br /&gt;
&lt;br /&gt;
Some dragons are more involved in the affairs of lesser species, but&lt;br /&gt;
usually limit their involvement to individuals, such as artists,&lt;br /&gt;
crafters, researchers, or adventurers.&lt;br /&gt;
&lt;br /&gt;
=Civilized Races=&lt;br /&gt;
&lt;br /&gt;
==Humans==&lt;br /&gt;
&lt;br /&gt;
For racial traits of humans see [[Alia:Player Races#Humans|Humans]].&lt;br /&gt;
&lt;br /&gt;
===Humans of The Republic and the Empire ===&lt;br /&gt;
&lt;br /&gt;
Humans comprise two great empires.  The island empire of the north,&lt;br /&gt;
called the Republic of the Isles, or more commonly, &amp;quot;The Republic&amp;quot;,&lt;br /&gt;
and the continental empire of the south, the Empire of Rhode, or&lt;br /&gt;
&amp;quot;Rhode&amp;quot;.  The two empires are currently in a war that has lasted&lt;br /&gt;
for more than 20 years.&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Republic of the Isles|Republic of the Isles]].&lt;br /&gt;
&lt;br /&gt;
See [[Alia:Geography#Empire of Rhode|Empire of Rhode]].&lt;br /&gt;
&lt;br /&gt;
===Humans and Half Orcs of Prolia===&lt;br /&gt;
&lt;br /&gt;
The northern coasts, &amp;quot;Prolia&amp;quot;, are inhabited by humans and half orcs,&lt;br /&gt;
although they are more a loose collection of towns and villages more&lt;br /&gt;
than a kingdom.  These towns pay tribute to the giants of the&lt;br /&gt;
mountains, but pre-date the giantish invasion.  The orcish blood is&lt;br /&gt;
new to Prolia however and has come about by the close ties with the&lt;br /&gt;
giantish kingdom.&lt;br /&gt;
&lt;br /&gt;
For racial traits of half orcs see [[Alia:Player Races#Half Orcs|Half Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Elves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of elves see [[Alia:Player Races#Elves|Elves]].&lt;br /&gt;
&lt;br /&gt;
===Elves of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
The Wood Elves of the South still rule the deep forest.  Elves&lt;br /&gt;
(wood or high) are not especially known for their magical aptitude,&lt;br /&gt;
but rather for their affinity with nature.  They are most commonly&lt;br /&gt;
barbarians, rangers or druids.  They are nomadic hunters and&lt;br /&gt;
gatherers, living off the land and taking shelter among the trees.&lt;br /&gt;
They have lost several tribes to the slave trade of the Rhode.  They&lt;br /&gt;
have no cities, but do have sacred glades where wandering tribes meet&lt;br /&gt;
to trade, tell stories, meet potential mates and to celebrate events&lt;br /&gt;
of religious or spiritual significance.  They have little to no metal&lt;br /&gt;
resources but trade with foreigners for bladed weapons which are&lt;br /&gt;
prized.  They are master crafters of wood, leather and stone.  Most&lt;br /&gt;
wood-elves are barbarians.  Leaders often have Druid levels.  &lt;br /&gt;
&lt;br /&gt;
===Other Elves===&lt;br /&gt;
&lt;br /&gt;
High elves are elves who have long ago integrated into human society,&lt;br /&gt;
they have retained some of their affinity for nature, but have lost&lt;br /&gt;
some of the fortitude that a life in the forest brings.  High elves&lt;br /&gt;
are accepted by the Order of Man and by the Church of Man as near&lt;br /&gt;
equals, and are fully integrated into human society.  They are not&lt;br /&gt;
subject to slavery in Rhode (if they have citizenship papers).  In the&lt;br /&gt;
Republic a few half high elves hold noble titles (see &lt;br /&gt;
[[Alia:Elves of the Republic|Elves of the Republic]].  Almost all half&lt;br /&gt;
elves come from high elf ancestry, and there is some rumor that high&lt;br /&gt;
elves, in fact have some distant human ancestry.&lt;br /&gt;
&lt;br /&gt;
==Dwarves==&lt;br /&gt;
&lt;br /&gt;
For racial traits of dwarves see [[Alia:Player Races#Dwarves|Dwarves]].&lt;br /&gt;
&lt;br /&gt;
Mountain Dwarves may purchase magical items from their families at cost. &lt;br /&gt;
(50% of book price), but may need to wait for completion and delivery &lt;br /&gt;
or may need to travel home to receive the goods.&lt;br /&gt;
&lt;br /&gt;
===Mountain Dwarves (Scattered and of Cragmore)===&lt;br /&gt;
&lt;br /&gt;
Dwarves are known for their lost empire of Krondheim in the mountains to the west.&lt;br /&gt;
Their downfall to the might of the giants casts a shadow over all of&lt;br /&gt;
them.  The dwarves greatest desire as a people is to re-capture their&lt;br /&gt;
lost days of glory.  Most wish to fight back and recapture their&lt;br /&gt;
ancient home.  Many realise that the dwarves may need centuries to&lt;br /&gt;
regain the might required to accomplish such a task.  Dwarf women are&lt;br /&gt;
very uncommon outside their communities.  It is seen as their solemn&lt;br /&gt;
duty to bear as many children as they can, while the men fight to&lt;br /&gt;
carve a kingdom for themselves.&lt;br /&gt;
&lt;br /&gt;
Dwarven men do not marry until they have proven themselves worthy.&lt;br /&gt;
After recovering a great lost dwarven treasure or fighting and killing&lt;br /&gt;
many giants, a dwarf will retire as a respected hero, take the title&lt;br /&gt;
of thane, marry several young dwarf women, sire as many children as he&lt;br /&gt;
can and start his own clan-like family. About 1 in 3 Dwarf men reach&lt;br /&gt;
retirement, and about half of those are awarded the title Thane by the&lt;br /&gt;
council of Thanes.  Typically a Thane is a 10th to 15th level&lt;br /&gt;
character, usually at least partly a fighter.  Dwarves who retire and&lt;br /&gt;
do not become Thanes are called Keepers are usually 5th to 9th level&lt;br /&gt;
fighters and are greatly respected.  Keepers guard Dwarven communities&lt;br /&gt;
and see it as their duty to serve the Dwarven race by protecting the&lt;br /&gt;
lives of their Thane and his children.&lt;br /&gt;
&lt;br /&gt;
Dwarf women usually live cloistered lives.  Leaving the dwarven&lt;br /&gt;
community once to travel from their home, to the home of the Thane&lt;br /&gt;
they are to marry and otherwise remain in the safety of their Thane&#039;s&lt;br /&gt;
halls.  All Dwarven women train in battle, gain 250xp per year of&lt;br /&gt;
their adult life.  Often they train as clerics of Umos.&lt;br /&gt;
 &lt;br /&gt;
Dwarf women are supportive of these social changes even though this was&lt;br /&gt;
not the way of the old Dwarves.  There are a few who refuse to live a&lt;br /&gt;
cloistered life.  Also, some who have proven to be infertile and have&lt;br /&gt;
joined with the men in their quest.  One famous rebel, who left to&lt;br /&gt;
fight giants in the west, is the venerable &amp;quot;Thane&amp;quot; Griselda, who is&lt;br /&gt;
responsible for the deaths of more than twenty giants, and who lives&lt;br /&gt;
in a manor in Nolton with three aging Dwarven Keeper husbands.  She&lt;br /&gt;
bore 10 children in her childbearing years (more than average), two of&lt;br /&gt;
whom have are well on their way of becoming Thanes in their own right.&lt;br /&gt;
Although it is a break from their new tradition, most Dwarves&lt;br /&gt;
grudgingly respect Griselda for her abilities and her accomplishments.&lt;br /&gt;
&lt;br /&gt;
Cragmore is the largest dwarven community, and is located some 200&lt;br /&gt;
miles north of Nolton, and is home to 500 Thanes, 2000 Keepers and a&lt;br /&gt;
population of about 25000 (and about 5000 Dwarf adventurers who call&lt;br /&gt;
it home).  Many smaller Dwarven communites are scattered throughout&lt;br /&gt;
the northern empire, most are Clan-homes (Thanes and Keepers from the&lt;br /&gt;
same family) with typically about 100 dwarves in residence: 3 Thanes&lt;br /&gt;
(10-14), 9 Keepers (6-9), 30 Wives (5 level 1, 10 level 2, 10&lt;br /&gt;
level 3, 5 level 4), 60 children/young adults, non-combatant).  A&lt;br /&gt;
typical Thane has 10 wives, each having 8 children (2 of which are&lt;br /&gt;
still at home).  A community such as this would support 20-30 adventuring&lt;br /&gt;
dwarves with same level distribution as the wives.  Typical activities &lt;br /&gt;
in a clanhome include crafting of armor,&lt;br /&gt;
weapons, and magic items for adventuring children.  (Many Thanes and&lt;br /&gt;
Keepers take up the mantle of Master Crafter after retirement.)&lt;br /&gt;
Some agriculture is done in dwarven communities, but the primary occupation&lt;br /&gt;
of most is trade goods.&lt;br /&gt;
&lt;br /&gt;
====Dwarven Population Breakdown====&lt;br /&gt;
&lt;br /&gt;
 1%  Thanes&lt;br /&gt;
 4%  Keepers&lt;br /&gt;
 10% Clanwives &lt;br /&gt;
 20% Children&lt;br /&gt;
 15% Unmarried Women&lt;br /&gt;
 30% Married Women (elsewhere)&lt;br /&gt;
 30% Unmarried Men&lt;br /&gt;
&lt;br /&gt;
A typical residence will have 1 thane, 4 keepers, 10 wives, 10 boys, 10 girls, 10 unmarried women.  It will support around 25 adventuring men, and 30 married daughters.&lt;br /&gt;
&lt;br /&gt;
About one in three Male Dwarves survive to retirement.  One in five of those become Thanes.  &lt;br /&gt;
&lt;br /&gt;
Thanes, Keepers, Clanwives, Unmarried Men, and about half of Unmarried Women are considered to be combatants, or about half of the overall population and about a third of a clanhome.&lt;br /&gt;
&lt;br /&gt;
===Dwarves of the Depths===&lt;br /&gt;
&lt;br /&gt;
Many thousands of Dwarves have been enslaved by the southern empire,&lt;br /&gt;
where they live at their slave-masters bidding.  When the southern&lt;br /&gt;
human empire captured their mountain home, Silverpeak 60 years ago,&lt;br /&gt;
Dwarves swore vengeance on them.  Many fled to the north, joining with&lt;br /&gt;
their brethren in Cragmore, who welcomed them.  Even in the north,&lt;br /&gt;
Dwarves have little trust for humans.  Others have decided to make&lt;br /&gt;
their way down into the depths and have become Deep Dwarves.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are insolar and have abandoned their racial quest to&lt;br /&gt;
recapture their lost halls in favour of starting anew in the depths of&lt;br /&gt;
the earth.  They tend to hate humans, and distrust surface dwellers of&lt;br /&gt;
all kinds.  They have no quarrel with Dwarves who have remained on the&lt;br /&gt;
surface but have no desire to return.  Deep Dwarves do not have many&lt;br /&gt;
wives like the dwarves of the surface, but have returned to their more&lt;br /&gt;
traditional ways.  They do not send out their sons to prove&lt;br /&gt;
themselves, but rather, all fight side by side protecting the family.&lt;br /&gt;
&lt;br /&gt;
==Gnomes==&lt;br /&gt;
&lt;br /&gt;
For racial traits of gnomes see [[Alia:Player Races#Gnomes|Gnomes]].&lt;br /&gt;
&lt;br /&gt;
===Rock Gnomes of Greenhill===&lt;br /&gt;
&lt;br /&gt;
Gnomes in the south have suffered a similar plight as Dwarves in&lt;br /&gt;
regards to slavery.  Gnomes have two separate ancestries, wood gnomes&lt;br /&gt;
who lived at edges of the great southern forest, and rock gnomes who&lt;br /&gt;
lived in the foothills near the fallen dwarven empire.  &lt;br /&gt;
&lt;br /&gt;
When the dwarven empire fell to the giants, the gnomes of the hills&lt;br /&gt;
fought along side the dwarves, but after their defeat, after the&lt;br /&gt;
dwarven halls fell, the rock gnomes decided to make peace with the&lt;br /&gt;
giants and to pay tribute to them.  The remaining dwarves, who had&lt;br /&gt;
nowhere to rally were forced to flee into human lands where they&lt;br /&gt;
settled.  Although the Dwarves were incensed with the Gnomes after&lt;br /&gt;
their betrayal, the years have softened their hearts and Dwarves have&lt;br /&gt;
forgiven their surrender and remembered their support before the&lt;br /&gt;
defeat, realizing that the Gnomes did not need to sacrifice themselves&lt;br /&gt;
in vengeance against the dwarves.&lt;br /&gt;
&lt;br /&gt;
The Rock Gnomes have paid tribute to the giants since then and with&lt;br /&gt;
the heavy tribute to the giants and without the trade with the great&lt;br /&gt;
dwarven empire their kingdom has stagnated, no longer the great center&lt;br /&gt;
of learning and magical research that it was.  They now covertly&lt;br /&gt;
support the Dwarves in their dream of eventual return.&lt;br /&gt;
&lt;br /&gt;
===Wood Gnomes of Shadow Wood===&lt;br /&gt;
&lt;br /&gt;
Some Gnomes have settled the western edge of the Shadow Wood south of Greenhill and east of the mountains of Estvald, fleeing the rule of the Giants.  The have brought their civilization into the Shadow Wood and have lived there for more than 200 years in harmony with nature and the Wood Elves who live there.&lt;br /&gt;
 &lt;br /&gt;
Recently the wood gnomes have lost thier communities near the edge of the Shadow Wood to the expansion of the southern empire.  Some were enslaved, some fled to the north, others fled deeper into the forests and joined with the wood elves, a few traveled to the kingdom of the Rock Gnomes.  More than half the Wood Gnome villages have been conquered.&lt;br /&gt;
&lt;br /&gt;
===Gnomes of the Depths===&lt;br /&gt;
&lt;br /&gt;
Some gnomes have joined the Deep Dwarves in their colonization of the&lt;br /&gt;
depths.  The Deep Gnomes, like the Grey Dwarves do not differ significantly&lt;br /&gt;
from their surface brethren, with one exception.  They are adapting to&lt;br /&gt;
the dark and have gained limited Darkvision.&lt;br /&gt;
&lt;br /&gt;
==Halflings (Scattered)==&lt;br /&gt;
&lt;br /&gt;
Few know it, but the gentle, rural halfling folk of the land were once&lt;br /&gt;
a fierce and strong empire covering the western part of the Empire of&lt;br /&gt;
Rhode.  They were nomadic barbarians that ruled the plains, riding on&lt;br /&gt;
fierce riding dogs trained for war.  Much of the old ways are lost to&lt;br /&gt;
the halflings who now mostly exist in scattered enclaves throughout&lt;br /&gt;
the Republic, and as slaves in Rhode.  Many halflings are Golonites.&lt;br /&gt;
Three halfling towns still exist in Rhode within Dragon fiefdoms.&lt;br /&gt;
&lt;br /&gt;
For racial traits of halflings see [[Alia:Player Races#Halflings|Halflings]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=42227</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=42227"/>
		<updated>2007-01-29T22:44:59Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Examples of Commoners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old human with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year a typical group of 100 humans a typical level/age category distribution would be: &lt;br /&gt;
&lt;br /&gt;
 20 children (ages 1-15)&lt;br /&gt;
 10 level 1, &lt;br /&gt;
 15 level 2, &lt;br /&gt;
 20 level 3,&lt;br /&gt;
 20 level 4, middle aged&lt;br /&gt;
 10 level 5, old &lt;br /&gt;
  5 level 6, venerable  &lt;br /&gt;
&lt;br /&gt;
(With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Ability Scores of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability score.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels for onset of middle age are as follows:&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
&lt;br /&gt;
Adult male Dwarves typically have heroic class levels and fairly high xp rates (500xp to 1000xp or sometimes more).  Adult female dwarves (cloistered) also typically have heroic class levels but have lower xp rates (250xp-500xp).&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Example NPC&#039;s==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37791</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37791"/>
		<updated>2006-11-29T22:04:16Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Long Lived Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old human with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year a typical group of 100 humans a typical level/age category distribution would be: &lt;br /&gt;
&lt;br /&gt;
 20 children (ages 1-15)&lt;br /&gt;
 10 level 1, &lt;br /&gt;
 15 level 2, &lt;br /&gt;
 20 level 3,&lt;br /&gt;
 20 level 4, middle aged&lt;br /&gt;
 10 level 5, old &lt;br /&gt;
  5 level 6, venerable  &lt;br /&gt;
&lt;br /&gt;
(With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability score.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels for onset of middle age are as follows:&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
===Dwarves===&lt;br /&gt;
&lt;br /&gt;
Adult male Dwarves typically have heroic class levels and fairly high xp rates (500xp to 1000xp or sometimes more).  Adult female dwarves (cloistered) also typically have heroic class levels but have lower xp rates (250xp-500xp).&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37790</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37790"/>
		<updated>2006-11-29T22:00:10Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Long Lived Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old human with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year a typical group of 100 humans a typical level/age category distribution would be: &lt;br /&gt;
&lt;br /&gt;
 20 children (ages 1-15)&lt;br /&gt;
 10 level 1, &lt;br /&gt;
 15 level 2, &lt;br /&gt;
 20 level 3,&lt;br /&gt;
 20 level 4, middle aged&lt;br /&gt;
 10 level 5, old &lt;br /&gt;
  5 level 6, venerable  &lt;br /&gt;
&lt;br /&gt;
(With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability score.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels for onset of middle age are as follows:&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37789</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37789"/>
		<updated>2006-11-29T21:57:18Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Abilities of Non Heros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old human with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year a typical group of 100 humans a typical level/age category distribution would be: &lt;br /&gt;
&lt;br /&gt;
 20 children (ages 1-15)&lt;br /&gt;
 10 level 1, &lt;br /&gt;
 15 level 2, &lt;br /&gt;
 20 level 3,&lt;br /&gt;
 20 level 4, middle aged&lt;br /&gt;
 10 level 5, old &lt;br /&gt;
  5 level 6, venerable  &lt;br /&gt;
&lt;br /&gt;
(With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability score.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37788</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37788"/>
		<updated>2006-11-29T21:55:30Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Age and Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old human with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year a typical group of 100 humans a typical level/age category distribution would be: &lt;br /&gt;
&lt;br /&gt;
 20 children (ages 1-15)&lt;br /&gt;
 10 level 1, &lt;br /&gt;
 15 level 2, &lt;br /&gt;
 20 level 3,&lt;br /&gt;
 20 level 4, middle aged&lt;br /&gt;
 10 level 5, old &lt;br /&gt;
  5 level 6, venerable  &lt;br /&gt;
&lt;br /&gt;
(With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37786</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37786"/>
		<updated>2006-11-29T21:53:33Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Age and Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per yearm a typical group of 100 human commoners a typical distribution would be: &lt;br /&gt;
&lt;br /&gt;
 20 children ages 1-15, &lt;br /&gt;
 10 level 1, &lt;br /&gt;
 15 level 2, &lt;br /&gt;
 20 level 3,&lt;br /&gt;
 20 level 4, middle aged&lt;br /&gt;
 10 level 5, old &lt;br /&gt;
  5 level 6, venerable  &lt;br /&gt;
&lt;br /&gt;
(With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37785</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37785"/>
		<updated>2006-11-29T21:37:15Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Abilities of Non Heros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have a single high ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37784</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37784"/>
		<updated>2006-11-29T21:36:05Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Age and Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (15 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37783</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37783"/>
		<updated>2006-11-29T21:35:02Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* NPC Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets is *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37782</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37782"/>
		<updated>2006-11-29T21:34:38Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* NPC Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 NPC is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets in *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37781</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37781"/>
		<updated>2006-11-29T21:34:11Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* NPC Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets in *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37780</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37780"/>
		<updated>2006-11-29T21:33:55Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* NPC&amp;#039;s and Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets in *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37779</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37779"/>
		<updated>2006-11-29T21:33:30Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Commoners and Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=NPC&#039;s and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  All NPC&#039;s advance through levels with time, age, and experience.  The average person one meets in *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37778</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37778"/>
		<updated>2006-11-29T21:32:17Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Commoners and Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  The average person one meets in *not* level 1.  For humans, the average level tends towards level 3.  This means that your run-of-the mill adult human is probably a 3rd level Commoner, has 3d4 hit points, a BAB of +1, 3 feats and about 18 skill points with at max rank of 6.  Older humans have more levels, more skill points, but tend towards having similar amounts of hit point and combat statistics because of ability penalties due to age. &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37776</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37776"/>
		<updated>2006-11-29T21:26:21Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Good wife Emily */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow that lives outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest son and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable (-6 physical, +3 mental) and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.  Because of her great experience with farming her contribution to the family farm produces about 12.5 gp/week (in food and barter). &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37775</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37775"/>
		<updated>2006-11-29T21:17:50Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Jarl Jorgen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
===Good wife Emily===&lt;br /&gt;
&lt;br /&gt;
Good wife Emily is a 72 year old widow, that lives in a small house  outside of Prauld.  She&#039;s a weaver and potter and farms a small plot of land where she lives with her youngest sone and their family.  Being a frontier peasant, she&#039;s a Commoner that has accumulated 500xp/year over the 57 years of her long life (28500 xp, 8th level)  She started with average ability scores, 11&#039;s physical, 10&#039;s mental.  She&#039;s venerable, -6 physical, +3 mental, and put her 2 ability gains in Con and Wis. Her scores are Str 5, Dex 5, Con 6, Int 13, Wis 14, Cha 13.&lt;br /&gt;
&lt;br /&gt;
Her BAB is +4 (but she has -3 to hit and damage from low strength) she has 8d4-16 (8) hit points.&lt;br /&gt;
&lt;br /&gt;
She has 44 skill points to allocate and 4 feats.&lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks eack in Craft (Cloth) (Int), Craft (Pottery) (Int), Handle Animal (Cha), Profession (Farmer) (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Skill Focus (+3) in her four skills.&lt;br /&gt;
&lt;br /&gt;
Emily is a very accomplished farmer, weaver and potter, but she isn&#039;t much of a threat in combat.&lt;br /&gt;
 &lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37773</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37773"/>
		<updated>2006-11-29T20:52:29Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Leadership Feat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat and Followers==&lt;br /&gt;
&lt;br /&gt;
The leadership feat, grants a cohort, and followers, who typically are mostly 1st level followers.  This does not make sense in a world, where 1st level characters are typically untrained teenagers.  Leaders should add one level to all followers, but followers are restricted to NPC classes.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
Leadership Score: 13, Cohort level 7, 10 1st level followers, 1 2nd level.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37772</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37772"/>
		<updated>2006-11-29T20:46:34Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Long Lived Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Leadership Feat==&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
Leadership Score: 13, Cohort level 7, 10 1st level followers, 1 2nd level.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37771</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37771"/>
		<updated>2006-11-29T20:45:52Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Jarl Jorgen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
Leadership Score: 13, Cohort level 7, 10 1st level followers, 1 2nd level.&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37770</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37770"/>
		<updated>2006-11-29T20:39:34Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Example of a Commoners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Examples of Commoners==&lt;br /&gt;
&lt;br /&gt;
===Jarl Jorgen===&lt;br /&gt;
&lt;br /&gt;
Jarl Jorgen is the leader of the Prolian city of Prauld.  He is 50 years old, middle aged (-1 physical, +1 mental ability scores).  He  has led a full and exciting life as a leader of the city and a warrior in a frontier town, and has a rate of 1000xp/year (times 35 years is 35000 xp, level 8).  His starting stats were 10 in physical, 11 in mental.  With age modifiers and 2 points (in str and con) from 8 class levels, his current scores are:&lt;br /&gt;
&lt;br /&gt;
str 10, dex 9, con 10, int 12, wis 12, cha 12.&lt;br /&gt;
&lt;br /&gt;
His class levels are 4 war/4 aristocrat.  He has a BAB of +7, 52 ranks of skills, and 4 feats. &lt;br /&gt;
&lt;br /&gt;
Skills: 11 ranks in Intimidate (Cha) and Ride (Dex). 7 ranks each in Handle Animal (Cha), and Jump (Str), 4 ranks each in Bluff (Cha), Diplomacy (Cha), Knowledge (Prolia) (Int), Sense Motive (Wis).&lt;br /&gt;
&lt;br /&gt;
Feats: Leadership, Mounted Combat, Persuasive, Negotiator&lt;br /&gt;
&lt;br /&gt;
Proficient with: all armor, shields, simple weapons, martial weapons. &lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37768</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37768"/>
		<updated>2006-11-29T20:13:53Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Age and Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 25*250 = 6250 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 15-18 1&lt;br /&gt;
 19-26 2&lt;br /&gt;
 27-38 3&lt;br /&gt;
 39-54 4&lt;br /&gt;
 55-74 5&lt;br /&gt;
 75+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 human commoners, this would lead to &lt;br /&gt;
14 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 10 level 5, and 6 level 7.  (With the older members applying age modifiers to ability scores).&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Example of a Commoners==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37767</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37767"/>
		<updated>2006-11-29T20:09:57Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Age and Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the onset of adulthood, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example, a 40 year old farmer with an xp rate of 250, has 24*250 = 6000 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 16-19 1&lt;br /&gt;
 20-27 2&lt;br /&gt;
 28-39 3&lt;br /&gt;
 40-55 4&lt;br /&gt;
 56-75 5&lt;br /&gt;
 76+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 people this would lead to &lt;br /&gt;
15 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 9 level 5, and 5 level 7.  All commoners, with the older members applying age modifiers to ability scores.&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Example of a Commoners==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37766</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37766"/>
		<updated>2006-11-29T20:09:06Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Experience Rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
&lt;br /&gt;
==Experience Rate==&lt;br /&gt;
&lt;br /&gt;
Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year, most people who live fairly safe and un-exciting lives tend towards the lower end of the scale.  People who have greater amounts of danger and possibility for intrigue and accomplishment tend to have higher.  &lt;br /&gt;
&lt;br /&gt;
Examples of people who may have higher xp rates include: city guards assigned to rough areas, political community and spiritual leaders, criminals, settlers expanding in undeveloped territory, peasants who live near borders, soldiers on active duty during wartime.&lt;br /&gt;
&lt;br /&gt;
Specific examples: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
==Age and Level==&lt;br /&gt;
&lt;br /&gt;
People begin to accumulate experience at the lowest age for the start of an adventuring career, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
&lt;br /&gt;
For example a 40 year old farmer, with an xp rate of 250, has 24*250 = 6000 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 16-19 1&lt;br /&gt;
 20-27 2&lt;br /&gt;
 28-39 3&lt;br /&gt;
 40-55 4&lt;br /&gt;
 56-75 5&lt;br /&gt;
 76+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
&lt;br /&gt;
For a typical group of 70 people this would lead to &lt;br /&gt;
15 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 9 level 5, and 5 level 7.  All commoners, with the older members applying age modifiers to ability scores.&lt;br /&gt;
&lt;br /&gt;
==Abilities of Non Heros==&lt;br /&gt;
&lt;br /&gt;
Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
&lt;br /&gt;
==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
&lt;br /&gt;
The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
&lt;br /&gt;
The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
&lt;br /&gt;
Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
&lt;br /&gt;
Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Example of a Commoners==&lt;br /&gt;
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{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37765</id>
		<title>Alia:Commoners and Levels</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alia:Commoners_and_Levels&amp;diff=37765"/>
		<updated>2006-11-29T19:57:38Z</updated>

		<summary type="html">&lt;p&gt;Maestrod: /* Non humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Commoners and Levels=&lt;br /&gt;
&lt;br /&gt;
In Alia, a Level 1 commoner is an untrained, teenager.  Commoners and Heroic Classes advance through levels with time, age, and experience.  &lt;br /&gt;
&lt;br /&gt;
==Daily Life Experience Awards==&lt;br /&gt;
&lt;br /&gt;
Experience rewards come more slowly to those characters that don&#039;t regularly go adventuring, but as a part of daily life, everyone has some level of the following:&lt;br /&gt;
&lt;br /&gt;
1. Training.  Learning things leads to experience.  Learning and practicing a craft or other skill eventually leads to a level gain (and additional ranks in those skills that character has trained in.)&lt;br /&gt;
&lt;br /&gt;
2. Risk taking.  Everyone has some level of conflict in their lives.  The risks may be physical or social.  It may be dealing with street violence in a city, with wildlife in the country, or keeping a secret affair from being discovered by one&#039;s the public.  Taking part in this type of behaviour leads to experience.&lt;br /&gt;
&lt;br /&gt;
3. Accomplishments.  Some people campaign for political change.  Some people raise money to save a local charity.  Some people go on pilgrimages.  Accomplishing one&#039;s goals leads to experience.&lt;br /&gt;
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==Experience Rate==&lt;br /&gt;
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Depending on a particular character&#039;s profession and lifestyle, they gain experience at varying rates.  For a particular person, or group of people a yearly experience rate may be determined based on their typical activities.  Things to take into account are outlined above, but in general the experience rate of non adventurers is between 250xp and 1000xp per year.&lt;br /&gt;
&lt;br /&gt;
For example: City guards in a quiet town, away from the border and with a low crime rate, may accumulate xp at a rate of 500xp per year.  Certain individual city guards, say one guard who has a gambling problem and frequent run-ins with bill collectors and other issues caused by lack of money, may in fact accumulate 1000xp per year. &lt;br /&gt;
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==Age and Level==&lt;br /&gt;
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People begin to accumulate experience at the lowest age for the start of an adventuring career, see [http://www.d20srd.org/srd/description.htm#age] (16 for humans).  To determine an NPC&#039;s level, multiply the xp rate time the number of years older than that age and look up on the level/xp chart. &lt;br /&gt;
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For example a 40 year old farmer, with an xp rate of 250, has 24*250 = 6000 xp, and will be fourth level.  If we break down the age catagories for humans who earn 250xp per year:&lt;br /&gt;
&lt;br /&gt;
 16-19 1&lt;br /&gt;
 20-27 2&lt;br /&gt;
 28-39 3&lt;br /&gt;
 40-55 4&lt;br /&gt;
 56-75 5&lt;br /&gt;
 76+   6&lt;br /&gt;
&lt;br /&gt;
Most stable populations have a relative even population distribution between the ages of 1-60 with fewer older than 60. Also, most people in a stable population group are of the commoner class, and accumulate at the rate of 250xp per year.&lt;br /&gt;
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For a typical group of 70 people this would lead to &lt;br /&gt;
15 children, 4 level 1, 8 level 2, 12 level 3, 16 level 4, 9 level 5, and 5 level 7.  All commoners, with the older members applying age modifiers to ability scores.&lt;br /&gt;
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==Abilities of Non Heros==&lt;br /&gt;
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Average people have average scores, three 10&#039;s and three 11&#039;s.  Using the point buy methodology this leads to 15 points.  Some non-heros have above average ability scores.  Typically, this is a 13 in an appropriate ability score and 5 10&#039;s (also 15 points).&lt;br /&gt;
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==Experts, Aristocrats, Warriors, Adepts and Heroic Classes==&lt;br /&gt;
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The Aristocrat class should apply to NPC&#039;s who have access to better than common training and upbringing (no blood requirements), usually they are nobles or families that have an equivalent lifestyle.  &lt;br /&gt;
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The Expert class should be applied to skilled craftsman or professionals.  In general, someone who is more skilled than a general laborer may be an expert.  Locksmiths, blacksmiths, artisans, performers, detectives, lawyers and other skilled crafters and professionals may be experts.&lt;br /&gt;
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Warriors may be used for NPC&#039;s that use arms, armor and/or combat as part of their daily lives.  Examples include city guards, soldiers, hunters, thugs and brawlers. &lt;br /&gt;
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Adepts may be used for NPC&#039;s that are exposed to and or use magic as part of their daily lives.  Alchemists, healers, magical artificers are all potentially adepts.&lt;br /&gt;
&lt;br /&gt;
Heroic classes, of course, are available to NPC&#039;s but should be used sparingly.  Heroic classes are possesed by those who are talented and/or exceptionally trained individuals who rise above the average person.  Just because somebody is in a position of leadership, does not mean they warrant a heroic class.&lt;br /&gt;
&lt;br /&gt;
==Mixing of Heroic and NPC classes==&lt;br /&gt;
A retired adventurer may have gained a few commoner levels on top of his heroic classes, or a commoner may have picked up adventuring after a life-changing event.&lt;br /&gt;
&lt;br /&gt;
==Long Lived Races==&lt;br /&gt;
&lt;br /&gt;
Long lived races have potentially very high NPC class levels if given a high xp rate.  This tendancy is countered by higher starting ages for longer lived characters and is lessened by the ever increasing level requirements.&lt;br /&gt;
&lt;br /&gt;
Still, a Elf who is 350 years old, and has accumulated 250xp/year from the age of 114, has 236 year x 250xp/year = 59000 xp and is level 10.  Typical minumum levels by race are determined by onset of middle age and are.&lt;br /&gt;
&lt;br /&gt;
 Race     Adult Midage     XP Level&lt;br /&gt;
 Human       15     35   5000     3&lt;br /&gt;
 Dwarf       40    125  21250     7&lt;br /&gt;
 Elf        110    175  16250     6&lt;br /&gt;
 Gnome       40    100  15000     6&lt;br /&gt;
 Half-elf    20     62  10500     5&lt;br /&gt;
 Half-orc    14     30   4000     3&lt;br /&gt;
 Halfling    20     50   7500     4&lt;br /&gt;
&lt;br /&gt;
Older NPC&#039;s and NPC&#039;s with higher xp accumulation rates wil be of higher levels.  At the extreme edge, a venerable Elf who is 350 years old, and has accumulated 1000xp/year from the age of 114, has 236 year x 1000xp/year = 236000 xp and is level 20, possibly epic.&lt;br /&gt;
&lt;br /&gt;
==Example of a Commoners==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Alia}}&lt;/div&gt;</summary>
		<author><name>Maestrod</name></author>
	</entry>
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